﻿add_namespace = Easybuff


country_event = {
    id = Easybuff.1
    title = Easybuff.1.t
    desc = Easybuff.1.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    immediate = {
        hidden_effect = { remove_ideas = cheat_open_easybuff }
    }

    # Close
    option = {
        name = Easybuffclose
    }
    # Next Page
    option = {
        name = Easybuffnext
        country_event = Easybuff.1111
    }
    # Buildings
    option = {
        name = Easybuff.1.a
        country_event = Easybuff.10
    }
    # Resources
    option = {
        name = Easybuff.1.b
        country_event = Easybuff.20
    }
    #  Technologies
    option = {
        name = Easybuff.1.c
        country_event = Easybuff.30
    }
    # Millenium Dawn
    option = {
        name = Easybuff.1.d
        country_event = Easybuff.40
    }
    # Points and Exps
    option = {
        name = Easybuff.1.e
        country_event = Easybuff.50
    }        
}

# Next Page
country_event = {
    id = Easybuff.1111
    title = Easybuffnext
    desc = Easybuff.1.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes

    # Close
    option = {
        name = Easybuffclose
    }
    # Previous Page
    option = {
        name = Easybuffprevious
        country_event = Easybuff.1
    }
    # Static Modifiers
    option = {
        name = Easybuff.1.h
        country_event = Easybuff.80
    }
    # Equipment modifiers
    option = {
        name = Easybuff.1.j
        country_event = Easybuff.82
    }
    # Faction and Parties
    option = {
        name = Easybuff.1.f
        country_event = Easybuff.60
    }
    # Cores and Domain
    option = {
        name = Easybuff.1.g
        country_event = Easybuff.70
    }
    #Leaders
    option = {
        name = Easybuff.1.i
        country_event = Easybuff.90
    }
    
}

# Buildings 10
country_event = {
    id = Easybuff.10
    title = Easybuff.10.t
    desc = Easybuff.10.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    timeout_days = 5
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.1
    }
    # Next page
    option = {
        name = Easybuffnext
        country_event = Easybuff.11
    }
    option = {
        name = infrastructure
        every_state = {
            limit = { is_controlled_by = ROOT }
            add_building_construction = {
                type = infrastructure
                level = 1
                instant_build = yes
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = internet_station
        every_state = {
            limit = { is_controlled_by = ROOT }
            add_building_construction = {
                type = internet_station
                level = 1
                instant_build = yes
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = offices
        every_state = {
            limit = { is_controlled_by = ROOT }
            add_building_construction = {
                type = offices
                level = 1
                instant_build = yes
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = industrial_complex
        add_offsite_building = { type = industrial_complex level = 5 }
        country_event = Easybuff.1
    }
    option = {
        name = arms_factory
        add_offsite_building = { type = arms_factory level = 5 }
        country_event = Easybuff.1
    }
    option = {
        name = dockyard
        add_offsite_building = { type = dockyard level = 5 }
        country_event = Easybuff.1
    }
    option = {
        name = Easybuff.10.g
        every_state = {
            limit = { is_controlled_by = ROOT }
            add_extra_state_shared_building_slots = 5
        }
        country_event = Easybuff.1
    }
    option = {
        name = fuel_silo
        every_state = {
            limit = { is_controlled_by = ROOT }
            add_building_construction = {
                type = fuel_silo
                level = 1
                instant_build = yes
            }
        }
        country_event = Easybuff.1
    }
}
    
# Buildings 11
country_event = {
    id = Easybuff.11
    title = Easybuff.11.t
    desc = Easybuff.11.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    option = {
        name = Easybuffprevious
        country_event = Easybuff.10
    }
    option = {
        name = anti_air_building
        every_state = {
            limit = { is_controlled_by = ROOT }
            add_building_construction = {
                type = anti_air_building
                level = 1
                instant_build = yes
            }    
        }
        country_event = Easybuff.1
    }
    option = {
        name = rocket_site
        every_state = {
            limit = { is_controlled_by = ROOT }
            add_building_construction = {
                type = rocket_site
                level = 1
                instant_build = yes
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = radar_station
        every_state = {
            limit = { is_controlled_by = ROOT }
            add_building_construction = {
                type = radar_station
                level = 1
                instant_build = yes
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = air_base
        every_state = {
            limit = { is_controlled_by = ROOT }
            add_building_construction = {
                type = air_base
                level = 1
                instant_build = yes
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = nuclear_reactor
        random_state = {
            limit = { is_controlled_by = ROOT }
            add_building_construction = {
                type = nuclear_reactor
                level = 3
                instant_build = yes
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = synthetic_refinery
        random_state = {
            limit = { is_controlled_by = ROOT }
            add_building_construction = {
                type = synthetic_refinery
                level = 3
                instant_build = yes
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = fossil_powerplant
        random_state = {
            limit = { is_controlled_by = ROOT }
            add_building_construction = {
                type = fossil_powerplant
                level = 3
                instant_build = yes
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = Easybuff.10.l
        random_owned_controlled_state = {
            limit = {
                can_construct_building = nuclear_facility
            }
            construct_building_in_random_province = {
                nuclear_facility = 1
            }
        }
        random_owned_controlled_state = {
            limit = {
                can_construct_building = air_facility
            }
            construct_building_in_random_province = {
                air_facility = 1
            }
        }
        random_owned_controlled_state = {
            limit = {
                can_construct_building = naval_facility
            }
            construct_building_in_random_province = {
                naval_facility = 1
            }
        }
        random_owned_controlled_state = {
            limit = {
                can_construct_building = land_facility
            }
            construct_building_in_random_province = {
                land_facility = 1
            }
        }
    }
    option = {
        name = agriculture_district
        random_state = {
            limit = { is_controlled_by = ROOT }
            add_building_construction = {
                type = agriculture_district
                level = 5
                instant_build = yes
            }
        }
    }
    #option = {
    #    name = Easybuffback
    #    country_event = Easybuff.1
    #}
}

# Resources 20
country_event = {
    id = Easybuff.20
    title = Easybuff.20.t
    desc = Easybuff.20.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.1
    }
    # Next page
    option = {
        name = Easybuffnext
        country_event = Easybuff.21
    }
    # 8 of each resource in every controlled state
    option = {
        name = Easybuff.20.a
        every_state = {
            limit = { is_controlled_by = ROOT }
            add_resource = {
                type = rubber
                amount = 8
            }
            add_resource = {
                type = oil
                amount = 8
            }
            add_resource = {
                type = aluminium
                amount = 8
            }
            add_resource = {
                type = tungsten
                amount = 8
            }
            add_resource = {
                type = steel
                amount = 8
            }
            add_resource = {
                type = chromium
                amount = 8
            }
            add_resource = {
                type = microchips
                amount = 8
            }
            add_resource = {
                type = composites
                amount = 8
            }
        }
        country_event = Easybuff.1
    }
    # 8 of each resource in capital state only
    option = {
        name = Easybuff.20.b
        random_state = {
            limit = { 
                is_controlled_by = ROOT 
                is_capital = yes
            }
            add_resource = {
                type = rubber
                amount = 8
            }
            add_resource = {
                type = oil
                amount = 8
            }
            add_resource = {
                type = aluminium
                amount = 8
            }
            add_resource = {
                type = tungsten
                amount = 8
            }
            add_resource = {
                type = steel
                amount = 8
            }
            add_resource = {
                type = chromium
                amount = 8
            }
            add_resource = {
                type = microchips
                amount = 8
            }
            add_resource = {
                type = composites
                amount = 8
            }
        }
        country_event = Easybuff.1
    }
    # 8 of each resource in every owned state
    option = {
        name = Easybuff.20.c
        every_owned_state = {
            add_resource = {
                type = rubber
                amount = 8
            }
            add_resource = {
                type = oil
                amount = 8
            }
            add_resource = {
                type = aluminium
                amount = 8
            }
            add_resource = {
                type = tungsten
                amount = 8
            }
            add_resource = {
                type = steel
                amount = 8
            }
            add_resource = {
                type = chromium
                amount = 8
            }
            add_resource = {
                type = microchips
                amount = 8
            }
            add_resource = {
                type = composites
                amount = 8
            }
        }
        country_event = Easybuff.1
    }
    # 8 of each resource for all countries
    option = {
        name = Easybuff.20.j
        every_state = {
            add_resource = {
                type = rubber
                amount = 8
            }
            add_resource = {
                type = oil
                amount = 8
            }
            add_resource = {
                type = aluminium
                amount = 8
            }
            add_resource = {
                type = tungsten
                amount = 8
            }
            add_resource = {
                type = steel
                amount = 8
            }
            add_resource = {
                type = chromium
                amount = 8
            }
            add_resource = {
                type = microchips
                amount = 8
            }
            add_resource = {
                type = composites
                amount = 8
            }
        }
        country_event = Easybuff.1
    }
    # 100 of each resource for all countries 
    option = {
        name = Easybuff.20.k
        every_state = {
            add_resource = {
                type = rubber
                amount = 100
            }
            add_resource = {
                type = oil
                amount = 100
            }
            add_resource = {
                type = aluminium
                amount = 100
            }
            add_resource = {
                type = tungsten
                amount = 100
            }
            add_resource = {
                type = steel
                amount = 100
            }
            add_resource = {
                type = chromium
                amount = 100
            }
            add_resource = {
                type = microchips
                amount = 100
            }
            add_resource = {
                type = composites
                amount = 100
            }
        }
        country_event = Easybuff.1
    }
    # 8 Steel
    option = {
        name = PRODUCTION_MATERIALS_STEEL
        random_state = {
            limit = { 
                is_controlled_by = ROOT 
                is_capital = yes
            }
            add_resource = {
                type = steel
                amount = 8
            }
        }
        country_event = Easybuff.1
    }
    # 8 Technology metals
    option = {
        name = PRODUCTION_MATERIALS_TUNGSTEN
        random_state = {
            limit = { 
                is_controlled_by = ROOT 
                is_capital = yes
            }
            add_resource = {
                type = tungsten
                amount = 8
            }
        }
        country_event = Easybuff.1
    }
    # 8 Light metals
    option = {
        name = PRODUCTION_MATERIALS_ALUMINIUM
        random_state = {
            limit = { 
                is_controlled_by = ROOT 
                is_capital = yes
            }
            add_resource = {
                type = aluminium
                amount = 8
            }
        }
        country_event = Easybuff.1
    }

}

# Resources 21
country_event = {
    id = Easybuff.21
    title = Easybuff.21.t
    desc = Easybuff.21.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Previous page
    option = {
        name = Easybuffprevious
        country_event = Easybuff.20
    }
    # 8 Precious metals
    option = {
        name = PRODUCTION_MATERIALS_CHROMIUM
        random_state = {
            limit = { 
                is_controlled_by = ROOT 
                is_capital = yes
            }
            add_resource = {
                type = chromium
                amount = 8
            }
        }
        country_event = Easybuff.1
    }
    # 8 Rubber
    option = {
        name = PRODUCTION_MATERIALS_RUBBER
        random_state = {
            limit = { 
                is_controlled_by = ROOT 
                is_capital = yes
            }
            add_resource = {
                type = rubber
                amount = 8
            }
        }
        country_event = Easybuff.1
    }
    # 8 Fossil fuels
    option = {
        name = PRODUCTION_MATERIALS_OIL
        random_state = {
            limit = { 
                is_controlled_by = ROOT 
                is_capital = yes
            }
            add_resource = {
                type = oil
                amount = 8
            }
        }
        country_event = Easybuff.1
    }
    # 8 Microchips
    option = {
        name = PRODUCTION_MATERIALS_MICROCHIPS
        random_state = {
            limit = { 
                is_controlled_by = ROOT 
                is_capital = yes
            }
            add_resource = {
                type = microchips
                amount = 8
            }
        }
        country_event = Easybuff.1
    }
    # 8 Advanced components
    option = {
        name = PRODUCTION_MATERIALS_COMPOSITES
        random_state = {
            limit = { 
                is_controlled_by = ROOT 
                is_capital = yes
            }
            add_resource = {
                type = composites
                amount = 8
            }
        }
        country_event = Easybuff.1
    }
    
}

# Technologies and Science 30
country_event = {
    id = Easybuff.30
    title = Easybuff.30.t
    desc = Easybuff.30.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.1
    }
    option = {
        name = Easybuff.30.a
        country_event = Easybuff.31
    }
    option = {
        name = Easybuff.30.b
        country_event = Easybuff.32
    }
    option = {
        name = Easybuff.30.c
        country_event = Easybuff.33
    }
        
}

# Technologies 31
country_event = {
    id = Easybuff.31
    title = Easybuff.31.t
    desc = Easybuff.31.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.30
    }
    # Air
    option = {
        name = Easybuff.31.a
        set_technology = { 
            early_airframe_designs = 1
            gen_3_light = 1
            gen_3_medium = 1
            gen_3_large = 1
            gen_4_light = 1
            gen_4_medium = 1
            gen_4_large = 1
            gen_5_light = 1
            gen_5_medium = 1
            gen_5_large = 1
            gen_6_light = 1
            gen_6_medium = 1
            gen_6_large = 1
            gen_7_light = 1
            gen_7_medium = 1
            gen_7_large = 1
            gen_8_light = 1
            gen_8_medium = 1
            gen_8_large = 1
            avionics_1 = 1
            avionics_2 = 1
            avionics_3 = 1
            avionics_4 = 1
            avionics_5 = 1
            awacs_1 = 1
            awacs_2 = 1
            awacs_3 = 1
            awacs_4 = 1
            awacs_5 = 1
            drone_1 = 1
            suicide_drone_1 = 1
            drone_2 = 1
            suicide_drone_2 = 1
            drone_3 = 1
            suicide_drone_3 = 1
            drone_4 = 1
            suicide_drone_4 = 1
            drone_5 = 1
            suicide_drone_5 = 1
            drone_6 = 1
            suicide_drone_6 = 1
            flying_wing_design = 1
            redundant_1 = 1
            redundant_2 = 1
            variable_wing_design = 1
            fwdswept_wing_design = 1
            delta_wing_design = 1
            diamond_wing_design = 1
            stealth_tech_1 = 1
            stealth_tech_2 = 1
            stealth_tech_3 = 1
            stealth_tech_4 = 1
            stealth_tech_5 = 1
            internal_weapons_1 = 1
            internal_weapons_2 = 1
            internal_weapons_3 = 1
            internal_weapons_4 = 1
            internal_weapons_5 = 1
            future_wingform_designs = 1
            future_wingform_designs_2 = 1
            future_wingform_designs_3 = 1
            engines_2 = 1
            refueling_1 = 1
            refueling_2 = 1
            nuclear_engines = 1
            tech_air_hypersonic_engine_upgrade_1 = 1
            engines_3 = 1
            solar_engines_1 = 1
            solar_engines_2 = 1
            solar_engines_3 = 1
            solar_engines_4 = 1
            engines_4 = 1
            engines_5 = 1
            engines_6 = 1
            early_weapons = 1
            air_weapons_1 = 1
            air_weapons_2 = 1
            air_weapons_3 = 1
            air_weapons_4 = 1
            air_weapons_5 = 1
            air_weapons_6 = 1
            air_tech_railgun_cannons_1 = 1
            air_tech_railgun_cannons_2 = 1
            countermeasures_1 = 1
            countermeasures_2 = 1
            countermeasures_3 = 1
            countermeasures_4 = 1
            countermeasures_5 = 1
            countermeasures_6 = 1
            air_tech_pdl_1 = 1
            air_tech_pdl_2 = 1
            air_tech_pdl_3 = 1
            air_tech_pdl_4 = 1
            air_tech_pdl_5 = 1
            naval_weapons_1 = 1
            naval_weapons_2 = 1
            naval_weapons_3 = 1
            naval_weapons_4 = 1
            naval_weapons_5 = 1
            naval_weapons_6 = 1
            special_mad_1 = 1
            special_mad_2 = 1
            special_mad_3 = 1
            special_mad_4 = 1
            special_mad_5 = 1
            special_mad_6 = 1
            tech_air_anti_ship_drone_1 = 1
            tech_air_anti_ship_drone_2 = 1
            tech_air_anti_ship_drone_3 = 1
            ag_weapons_1 = 1
            ag_weapons_2 = 1
            ag_weapons_3 = 1
            ag_weapons_4 = 1
            ag_weapons_5 = 1
            ag_weapons_6 = 1
            gunship_1 = 1
            gunship_2 = 1
            rapid_dragon = 1
            air_tech_gunship_railgun_1 = 1
            air_tech_gunship_railgun_2 = 1
            air_tech_gunship_railgun_3 = 1
            air_tech_gunship_railgun_4 = 1
            air_tech_gunship_railgun_5 = 1
            air_tech_gunship_railgun_6 = 1
            tgp_recon_1 = 1
            tgp_recon_2 = 1
            tgp_recon_3 = 1
            tgp_recon_4 = 1
            tgp_recon_5 = 1
            tgp_recon_6 = 1

            early_bomber = 1
            strategic_bomber1 = 1
            strategic_bomber2 = 1
            strategic_bomber3 = 1
            strategic_bomber4 = 1
            strategic_bomber5 = 1
            strategic_bomber6 = 1
            transport_plane1 = 1
            transport_plane2 = 1
            transport_plane3 = 1
            transport_plane4 = 1
            transport_plane5 = 1
            transport_plane6 = 1
            naval_plane1 = 1
            naval_plane2 = 1
            naval_plane3 = 1
            naval_plane4 = 1
            naval_plane5 = 1
            naval_plane6 = 1
            cas1 = 1
            cas2 = 1
            cas3 = 1
            cas4 = 1
            cas5 = 1
            awacs_plane1 = 1
            awacs_plane2 = 1
            cv_awacs_plane1 = 1
            cv_awacs_plane2 = 1

            early_fighter = 1
            AS_Fighter1 = 1
            AS_Fighter2 = 1
            AS_upgrade_1 = 1
            AS_Fighter3 = 1
            AS_Fighter4 = 1
            AS_upgrade_2 = 1
            AS_Fighter5 = 1
            AS_Fighter6 = 1
            AS_upgrade_3 = 1
            AS_Fighter7 = 1
            MR_Fighter1 = 1
            CV_MR_Fighter1 = 1
            MR_Fighter2 = 1
            CV_MR_Fighter2 = 1
            MR_upgrade_1 = 1
            MR_Fighter3 = 1
            CV_MR_Fighter3 = 1
            MR_Fighter4 = 1
            CV_MR_Fighter4 = 1
            MR_upgrade_2 = 1
            MR_Fighter5 = 1
            CV_MR_Fighter5 = 1
            MR_Fighter6 = 1
            CV_MR_Fighter6 = 1
            MR_upgrade_3 = 1
            MR_Fighter7 = 1
            CV_MR_Fighter7 = 1
            Strike_fighter1 = 1
            Strike_fighter2 = 1
            Strike_upgrade_1 = 1
            Strike_fighter3 = 1
            Strike_fighter4 = 1
            Strike_upgrade_2 = 1
            Strike_fighter5 = 1
            Strike_fighter6 = 1
            Strike_upgrade_3 = 1
            Strike_fighter7 = 1
            L_Strike_fighter1 = 1
            CV_L_Strike_fighter1 = 1
            L_Strike_fighter2 = 1
            CV_L_Strike_fighter2 = 1
            L_Strike_fighter3 = 1
            CV_L_Strike_fighter3 = 1
            L_Strike_fighter4 = 1
            CV_L_Strike_fighter4 = 1
            L_Strike_fighter5 = 1
            CV_L_Strike_fighter5 = 1
            Air_UAV1 = 1
            Air_Kamikaze1 = 1
            Air_UAV2 = 1
            Air_Kamikaze2 = 1
            Air_UAV3 = 1
            Air_Kamikaze3 = 1
            Air_UAV4 = 1
            Air_Kamikaze4 = 1

            nsb_attack_helicopter_tech_1 = 1
            nsb_attack_helicopter_tech_2 = 1
            nsb_attack_helicopter_tech_3 = 1
            nsb_attack_helicopter_tech_4 = 1
            nsb_attack_helicopter_tech_5 = 1
            nsb_attack_helicopter_tech_6 = 1
            nsb_attack_helicopter_tech_7 = 1
            attack_helicopter_1 = 1
            attack_helicopter_2 = 1
            attack_helicopter_3 = 1
            attack_helicopter_4 = 1
            attack_helicopter_5 = 1
            attack_helicopter_6 = 1
            attack_helicopter_7 = 1
            helo_ops_tech = 1
            nsb_transport_helicopter_1 = 1
            nsb_transport_helicopter_2 = 1
            nsb_transport_helicopter_3 = 1
            nsb_transport_helicopter_4 = 1
            nsb_transport_helicopter_5 = 1
            nsb_transport_helicopter_6 = 1
            nsb_transport_helicopter_7 = 1
            transport_helicopter_1 = 1
            transport_helicopter_2 = 1
            transport_helicopter_3 = 1
            transport_helicopter_4 = 1
            transport_helicopter_5 = 1
            transport_helicopter_6 = 1
            transport_helicopter_7 = 1
            nsb_engine_tech_1 = 1
            nsb_engine_tech_2 = 1
            nsb_engine_tech_3 = 1
            nsb_engine_tech_4 = 1
            nsb_engine_tech_5 = 1
            nsb_engine_tech_6 = 1
            nsb_engine_tech_7 = 1
            tech_helicopter_hover_engine_1 = 1
            tech_helicopter_hover_engine_2 = 1
            tech_helicopter_hover_engine_3 = 1
            nsb_atgm_tech_1 = 1
            nsb_atgm_tech_2 = 1
            nsb_atgm_tech_3 = 1
            nsb_atgm_tech_4 = 1
            nsb_atgm_tech_5 = 1
            nsb_atgm_tech_6 = 1
            nsb_atgm_tech_7 = 1
            nsb_multiple_atgm_tech_1 = 1
            nsb_multiple_atgm_tech_2 = 1
            nsb_multiple_atgm_tech_3 = 1
            nsb_multiple_atgm_tech_4 = 1
            nsb_multiple_atgm_tech_5 = 1
            nsb_multiple_atgm_tech_6 = 1
            nsb_multiple_atgm_tech_7 = 1
            nsb_heavy_atgm_tech_1 = 1
            nsb_heavy_atgm_tech_2 = 1
            nsb_heavy_atgm_tech_3 = 1
            nsb_heavy_atgm_tech_4 = 1
            nsb_heavy_atgm_tech_5 = 1
            nsb_heavy_atgm_tech_6 = 1
            nsb_heavy_atgm_tech_7 = 1
            nsb_rocket_pods_tech_1 = 1
            nsb_rocket_pods_tech_2 = 1
            nsb_rocket_pods_tech_3 = 1
            nsb_rocket_pods_tech_4 = 1
            nsb_rocket_pods_tech_5 = 1
            nsb_rocket_pods_tech_6 = 1
            nsb_rocket_pods_tech_7 = 1
            nsb_gun_pods_tech_1 = 1
            nsb_gun_pods_tech_2 = 1
            nsb_gun_pods_tech_3 = 1
            nsb_gun_pods_tech_4 = 1
            nsb_gun_pods_tech_5 = 1
            nsb_gun_pods_tech_6 = 1
            nsb_gun_pods_tech_7 = 1
            nsb_light_nose_gun_tech_1 = 1
            nsb_light_nose_gun_tech_2 = 1
            nsb_light_nose_gun_tech_3 = 1
            nsb_light_nose_gun_tech_4 = 1
            nsb_light_nose_gun_tech_5 = 1
            nsb_light_nose_gun_tech_6 = 1
            nsb_defense_tech_1 = 1
            nsb_defense_tech_2 = 1
            nsb_defense_tech_3 = 1
            nsb_defense_tech_4 = 1
            nsb_defense_tech_5 = 1
            nsb_defense_tech_6 = 1
            nsb_drone_tech_1 = 1
            nsb_drone_tech_2 = 1
            nsb_drone_tech_3 = 1
            nsb_drone_tech_4 = 1
            nsb_drone_tech_5 = 1

            popup = no
        }
        country_event = Easybuff.1
    }
    # Tank
    option = {
        name = Easybuff.31.b
        set_technology = { 
            Early_APC = 1
            #fake_CAT_armor = 1
            MBT_1 = 1
            MBT_2 = 1
            MBT_3 = 1
            MBT_4 = 1
            MBT_5 = 1
            # MBT_6 = 1
            MBT_7 = 1
            MBT_8 = 1
            APC_1 = 1
            APC_2 = 1
            APC_3 = 1
            APC_4 = 1
            APC_5 = 1
            APC_6 = 1
            APC_7 = 1
            APC_8 = 1
            IFV_1 = 1
            IFV_2 = 1
            IFV_3 = 1
            IFV_4 = 1
            IFV_5 = 1
            IFV_6 = 1
            IFV_7 = 1
            IFV_8 = 1
            Rec_tank_0 = 1
            Rec_tank_1 = 1
            Rec_tank_2 = 1
            Rec_tank_3 = 1
            Rec_tank_4 = 1
            Rec_tank_5 = 1

            mbt_tech_ops = 1
            tech_tank_walker_chassis_1 = 1
            tech_tank_walker_chassis_2 = 1
            mbt_tech = 1
            mbt_tech_1 = 1
            mbt_tech_2 = 1
            mbt_tech_3 = 1
            mbt_tech_4 = 1
            mbt_tech_5 = 1
            mbt_tech_6 = 1
            tank_components_tech = 1
            tank_components_tech_2 = 1
            tank_components_tech_3 = 1
            tank_components_tech_4 = 1
            tank_components_tech_5 = 1
            tank_components_tech_6 = 1
            tank_components_tech_7 = 1
            tech_tank_hover_suspension_1 = 1
            tech_tank_hover_suspension_2 = 1
            tech_tank_hover_suspension_3 = 1
            tech_tank_nuclear_engine_1 = 1
            tech_tank_nuclear_engine_2 = 1
            tech_tank_nuclear_engine_3 = 1
            tech_tank_nuclear_engine_4 = 1
            diesel_engine_tech = 1
            diesel_engine_tech_2 = 1
            diesel_engine_tech_3 = 1
            diesel_engine_tech_4 = 1
            diesel_engine_tech_5 = 1
            diesel_engine_tech_6 = 1
            diesel_engine_tech_7 = 1
            diesel_engine_tech_8 = 1
            diesel_engine_tech_9 = 1
            turbine_engine_tech = 1
            turbine_engine_tech_2 = 1
            turbine_engine_tech_3 = 1
            turbine_engine_tech_4 = 1
            turbine_engine_tech_5 = 1
            turbine_engine_tech_6 = 1
            turbine_engine_tech_7 = 1
            turbine_engine_tech_8 = 1
            electric_engine_tech_1 = 1
            electric_engine_tech_2 = 1
            electric_engine_tech_3 = 1
            electric_engine_tech_4 = 1
            electric_engine_tech_5 = 1
            electric_engine_tech_6 = 1
            era_tech = 1
            era_tech_2 = 1
            era_tech_3 = 1
            era_tech_4 = 1
            era_tech_5 = 1
            era_tech_6 = 1
            armor_tech = 1
            armor_tech_2 = 1
            armor_tech_3 = 1
            armor_tech_4 = 1
            armor_tech_5 = 1
            armor_tech_6 = 1
            nera_armor_tech_1 = 1
            nera_armor_tech_2 = 1
            nera_armor_tech_3 = 1
            nera_armor_tech_4 = 1
            nera_armor_tech_5 = 1
            defensive_systems = 1
            defensive_systems_2 = 1
            defensive_systems_3 = 1
            defensive_systems_4 = 1
            defensive_systems_5 = 1
            defensive_systems_6 = 1
            defensive_systems_7 = 1
            tank_ammo_1 = 1
            tank_ammo_2 = 1
            tank_ammo_3 = 1
            tank_ammo_4 = 1
            tank_ammo_5 = 1
            tank_ammo_6 = 1
            tank_ammo_7 = 1
            tank_ammo_8 = 1
            tank_ammo_9 = 1
            small_autocannon_tech = 1
            small_autocannon_tech_2 = 1
            small_autocannon_tech_3 = 1
            small_autocannon_tech_4 = 1
            small_autocannon_tech_5 = 1
            small_autocannon_tech_6 = 1
            big_autocannon_tech = 1
            big_autocannon_tech_2 = 1
            big_autocannon_tech_3 = 1
            big_autocannon_tech_4 = 1
            big_autocannon_tech_5 = 1
            big_autocannon_tech_6 = 1
            small_medium_gun_tech = 1
            small_medium_gun_tech_2 = 1
            small_medium_gun_tech_3 = 1
            small_medium_gun_tech_4 = 1
            small_medium_gun_tech_5 = 1
            small_medium_gun_tech_6 = 1
            medium_gun_tech = 1
            medium_gun_tech_2 = 1
            medium_gun_tech_3 = 1
            medium_gun_tech_4 = 1
            medium_gun_tech_5 = 1
            medium_gun_tech_6 = 1
            large_gun_tech = 1
            large_gun_tech_2 = 1
            large_gun_tech_3 = 1
            large_gun_tech_4 = 1
            large_gun_tech_5 = 1
            assault_gun_tech = 1
            assault_gun_tech_2 = 1
            assault_gun_tech_3 = 1
            assault_gun_tech_4 = 1
            assault_gun_tech_5 = 1
            assault_gun_tech_6 = 1
            CZE_engine_tech = 1
            CZE_engine_tech_2 = 1
            CZE_engine_tech_3 = 1
            CZE_engine_tech_4 = 1
            CZE_engine_tech_5 = 1
            CZE_engine_tech_6 = 1
            CZE_engine_tech_7 = 1
            CZE_engine_tech_8 = 1
            CZE_engine_tech_9 = 1
            CZE_engine_tech_10 = 1
            CZE_el_engine_tech = 1
            CZE_el_engine_tech_2 = 1
            
            popup = no
        }
        country_event = Easybuff.1
    }
    # Infantry
    option = {
        name = Easybuff.31.c 
        set_technology = {
            infantry_weapons_1 = 1
            infantry_weapons_2 = 1
            infantry_weapons_3 = 1
            infantry_weapons_4 = 1
            infantry_weapons_5 = 1
            infantry_weapons_6 = 1
            infantry_weapons_7 = 1
            infantry_weapons_8 = 1
            infantry_weapons_9 = 1
            infantry_weapons_10 = 1
            infantry_weapons_11 = 1
            infantry_weapons_12 = 1
            util_vehicle_1 = 1
            util_vehicle_2 = 1
            util_vehicle_3 = 1
            util_vehicle_4 = 1
            util_vehicle_5 = 1
            util_vehicle_6 = 1
            util_vehicle_7 = 1
            util_vehicle_8 = 1
            util_vehicle_9 = 1
            util_vehicle_10 = 1
            util_vehicle_11 = 1
            util_vehicle_12 = 1
            combat_eng_equipment = 1
            night_vision_1 = 1
            night_vision_2 = 1
            night_vision_3 = 1
            night_vision_4 = 1
            augmented_vision_1 = 1
            augmented_vision_2 = 1
            augmented_vision_3 = 1
            augmented_vision_4 = 1
            augmented_vision_5 = 1
            augmented_vision_6 = 1
            cnc_equipment_1 = 1
            cnc_equipment_2 = 1
            cnc_equipment_3 = 1
            cnc_equipment_4 = 1
            cnc_equipment_5 = 1
            cnc_equipment_6 = 1
            cnc_equipment_7 = 1
            cnc_equipment_8 = 1
            cnc_equipment_9 = 1
            cnc_equipment_10 = 1
            cnc_equipment_11 = 1
            land_drone_equipment_type = 1
            land_drone_equipment_1 = 1
            land_drone_equipment_tech_2 = 1
            land_drone_equipment_tech_3 = 1
            land_drone_equipment_4 = 1
            land_drone_equipment_5 = 1
            land_drone_equipment_6 = 1
            land_drone_equipment_7 = 1
            land_drone_equipment_8 = 1
            land_drone_equipment_9 = 1
            body_armor_1 = 1
            body_armor_2 = 1
            body_armor_3 = 1
            body_armor_4 = 1
            body_armor_5 = 1
            body_armor_6 = 1
            body_armor_7 = 1
            body_armor_8 = 1
            body_armor_9 = 1
            exoskeleton_1 = 1
            exoskeleton_2 = 1
            exoskeleton_3 = 1
            exoskeleton_4 = 1
            exoskeleton_5 = 1
            camouflage_1 = 1
            camouflage_2 = 1
            camouflage_3 = 1
            camouflage_4 = 1
            camouflage_5 = 1
            camouflage_6 = 1
            camouflage_7 = 1
            camouflage_8 = 1
            support_weapons = 1
            squad_automatic_weapon = 1
            tandem_charge_warheads = 1
            support_weapons2 = 1
            support_weapons3 = 1
            support_weapons4 = 1
            support_weapons5 = 1
            rc_fire_support_drone = 1
            afs_drone_1 = 1
            afs_drone_2 = 1
            afs_drone_3 = 1
            afs_drone_4 = 1
            afs_drone_5 = 1
            special_forces_tech_1 = 1
            special_forces_tech_2 = 1
            special_forces_tech_3 = 1
            special_forces_tech_4 = 1
            special_forces_tech_5 = 1
            special_forces_tech_6 = 1
            special_forces_tech_7 = 1
            special_forces_tech_8 = 1
            special_forces_tech_9 = 1
            special_forces_tech_10 = 1
            special_forces_tech_11 = 1

            Anti_Air_0 = 1
            Anti_Air_1 = 1
            Anti_Air_2 = 1
            Anti_Air_3 = 1
            Anti_Air_4 = 1
            AA_upgrade_1 = 1
            AA_upgrade_2 = 1
            AA_upgrade_3 = 1
            AA_upgrade_4 = 1
            SP_Anti_Air_0 = 1
            SP_Anti_Air_1 = 1
            SP_Anti_Air_2 = 1
            SP_Anti_Air_3 = 1
            SP_Anti_Air_4 = 1

            #Anti_tank_0 = 1
            #Heavy_Anti_tank_0 = 1
            AT_upgrade_1 = 1
            AT_upgrade_2 = 1
            AT_upgrade_3 = 1
            AT_upgrade_4 = 1
            AT_upgrade_5 = 1
            AT_upgrade_6 = 1
            AT_upgrade_7 = 1
            AT_upgrade_8 = 1
            Anti_tank_1 = 1
            Anti_tank_2 = 1
            Anti_tank_3 = 1
            Anti_tank_4 = 1
            Anti_tank_5 = 1
            Anti_tank_6 = 1
            Anti_tank_7 = 1
            Anti_tank_8 = 1
            Heavy_Anti_tank_1 = 1
            Heavy_Anti_tank_2 = 1
            Heavy_Anti_tank_3 = 1
            Heavy_Anti_tank_4 = 1
            Heavy_Anti_tank_5 = 1
            Heavy_Anti_tank_6 = 1
            Heavy_Anti_tank_7 = 1
            Heavy_Anti_tank_8 = 1

            tech_arty_0 = 1
            SP_arty_0 = 1
            SP_R_arty_0 = 1
            tech_arty_1 = 1
            tech_arty_2 = 1
            tech_arty_3 = 1
            tech_arty_4 = 1
            Arty_upgrade_1 = 1
            Arty_upgrade_2 = 1
            Arty_upgrade_3 = 1
            Arty_upgrade_4 = 1
            Arty_upgrade_5 = 1
            SP_arty_1 = 1
            SP_arty_2 = 1
            SP_arty_3 = 1
            SP_arty_4 = 1
            SP_R_arty_1 = 1
            SP_R_arty_2 = 1
            SP_R_arty_3 = 1
            SP_R_arty_4 = 1

            nsb_artillery_ammo_1 = 1
            nsb_artillery_ammo_2 = 1
            nsb_artillery_ammo_3 = 1
            nsb_artillery_ammo_4 = 1
            nsb_artillery_ammo_5 = 1
            nsb_artillery_ammo_6 = 1
            #nsb_special_ammo_0 = 1
            nsb_special_ammo_1 = 1
            nsb_special_ammo_2 = 1
            nsb_special_ammo_3 = 1
            nsb_special_ammo_4 = 1
            nsb_special_ammo_5 = 1
            nsb_drone_artillery_ammo_1 = 1
            nsb_drone_artillery_ammo_2 = 1
            nsb_drone_artillery_ammo_3 = 1
            nsb_gun_technology_1 = 1
            nsb_gun_technology_2 = 1
            nsb_gun_technology_3 = 1
            nsb_gun_technology_4 = 1
            nsb_gun_technology_5 = 1
            nsb_gun_technology_6 = 1
            nsb_barrel_conversions = 1
            nsb_fire_modes_1 = 1
            nsb_fire_modes_2 = 1
            nsb_fire_modes_3 = 1
            nsb_fire_modes_4 = 1
            nsb_fire_modes_5 = 1
            #nsb_artillery_0 = 1
            nsb_artillery_1 = 1
            nsb_artillery_2 = 1
            nsb_artillery_3 = 1
            nsb_artillery_4 = 1
            nsb_artillery_5 = 1
            nsb_Arty_upgrade_1 = 1
            nsb_Arty_upgrade_2 = 1
            nsb_Arty_upgrade_3 = 1
            nsb_Arty_upgrade_4 = 1
            nsb_Arty_upgrade_5 = 1
            nsb_Arty_upgrade_6 = 1

            #nsb_SHORAD_missile_0 = 1
            nsb_SHORAD_missile_1 = 1
            nsb_SHORAD_missile_2 = 1
            nsb_SHORAD_missile_3 = 1
            nsb_SHORAD_missile_4 = 1
            nsb_SHORAD_missile_5 = 1
            nsb_SHORAD_missile_6 = 1
            nsb_SHORAD_missile_7 = 1
            nsb_SHORAD_missile_8 = 1
            #nsb_dual_role_missile_0 = 1
            nsb_dual_role_missile_1 = 1
            nsb_dual_role_missile_2 = 1
            nsb_dual_role_missile_3 = 1
            nsb_dual_role_missile_4 = 1
            nsb_dual_role_missile_5 = 1
            nsb_dual_role_missile_6 = 1
            nsb_dual_role_missile_7 = 1
            nsb_dual_role_missile_8 = 1
            #nsb_AA_autocannon_0 = 1
            nsb_AA_autocannon_1 = 1
            nsb_AA_autocannon_2 = 1
            nsb_AA_autocannon_3 = 1
            nsb_AA_autocannon_4 = 1
            nsb_AA_autocannon_5 = 1
            nsb_AA_autocannon_6 = 1
            nsb_AA_autocannon_7 = 1
            nsb_AA_autocannon_8 = 1
            nsb_Anti_Air_0 = 1
            nsb_Anti_Air_1 = 1
            nsb_Anti_Air_2 = 1
            nsb_Anti_Air_3 = 1
            nsb_Anti_Air_4 = 1
            nsb_Anti_Air_5 = 1
            nsb_Anti_Air_6 = 1
            nsb_Anti_Air_7 = 1
            nsb_Anti_Air_8 = 1
            nsb_AA_upgrade_1 = 1
            nsb_AA_upgrade_2 = 1
            nsb_AA_upgrade_3 = 1
            nsb_AA_upgrade_4 = 1
            nsb_AA_upgrade_5 = 1
            nsb_AA_upgrade_6 = 1
            nsb_AA_upgrade_7 = 1
            nsb_AA_upgrade_8 = 1
            popup = no
        }
        country_event = Easybuff.1
    }
    # Naval
    option = {
        name = Easybuff.31.d 
        set_technology = {
            tech_naval_systems_engineering = 1
            tech_diesel_power_systems_1 = 1
            tech_diesel_power_systems_2 = 1
            tech_diesel_power_systems_3 = 1
            tech_diesel_power_systems_4 = 1
            tech_diesel_power_systems_5 = 1
            tech_diesel_power_systems_6 = 1
            tech_power_systems_1 = 1
            tech_power_systems_2 = 1
            tech_power_systems_3 = 1
            tech_power_systems_4 = 1
            tech_power_systems_5 = 1
            tech_power_systems_6 = 1
            tech_fusion_power_systems_1 = 1
            tech_fusion_power_systems_2 = 1
            tech_fusion_power_systems_3 = 1
            tech_nuclear_power_systems_1 = 1
            tech_nuclear_power_systems_2 = 1
            tech_nuclear_power_systems_3 = 1
            tech_nuclear_power_systems_4 = 1
            tech_nuclear_power_systems_5 = 1
            tech_nuclear_power_systems_6 = 1
            tech_combat_support_systems = 1
            tech_fire_control_1 = 1
            tech_fire_control_2 = 1
            tech_fire_control_3 = 1
            tech_fire_control_4 = 1
            tech_fire_control_5 = 1
            tech_fire_control_6 = 1
            tech_combat_radar_1 = 1
            tech_combat_radar_2 = 1
            tech_combat_radar_3 = 1
            tech_combat_radar_4 = 1
            tech_combat_radar_5 = 1
            tech_combat_radar_6 = 1
            tech_combat_radar_7 = 1
            tech_combat_radar_8 = 1
            tech_radar_jammer_1 = 1
            tech_radar_jammer_2 = 1
            tech_radar_jammer_3 = 1
            tech_radar_jammer_4 = 1
            tech_radar_jammer_5 = 1
            tech_naval_recon_drones_1 = 1
            tech_naval_recon_drones_2 = 1
            tech_naval_recon_drones_3 = 1
            tech_naval_recon_drones_4 = 1
            tech_naval_recon_drones_5 = 1
            tech_naval_recon_drones_6 = 1
            tech_naval_recon_drones_7 = 1
            tech_combat_sonar_1 = 1
            tech_combat_sonar_2 = 1
            tech_combat_sonar_3 = 1
            tech_combat_sonar_4 = 1
            tech_combat_sonar_5 = 1
            tech_combat_sonar_6 = 1
            tech_combat_sonar_7 = 1
            tech_combat_sonar_8 = 1
            tech_early_naval_weapon_systems = 1
            tech_naval_weapon_systems = 1
            tech_light_guns_1 = 1
            tech_light_guns_2 = 1
            tech_light_guns_3 = 1
            tech_light_guns_4 = 1
            tech_light_guns_5 = 1
            tech_light_guns_6 = 1
            tech_rail_guns_1 = 1
            tech_rail_guns_2 = 1
            tech_rail_guns_3 = 1
            tech_rail_guns_4 = 1
            tech_rail_guns_5 = 1
            tech_rail_guns_6 = 1
            tech_rail_battery_1 = 1
            tech_rail_battery_2 = 1
            tech_rail_battery_3 = 1
            tech_point_defense_chain_gun = 1
            tech_point_defense_system_1 = 1
            tech_point_defense_system_2 = 1
            tech_point_defense_system_3 = 1
            tech_point_defense_system_4 = 1
            tech_point_defense_system_5 = 1
            tech_point_defense_system_6 = 1
            tech_point_defense_system_7 = 1
            tech_point_defense_system_8 = 1
            tech_anti_drone_laser_1 = 1
            tech_anti_drone_laser_2 = 1
            tech_anti_drone_laser_3 = 1
            tech_anti_drone_laser_4 = 1
            tech_turret_missiles_surface_1 = 1
            tech_turret_missiles_surface_2 = 1
            tech_turret_missiles_surface_3 = 1
            tech_turret_missiles_surface_4 = 1
            tech_turret_missiles_surface_5 = 1
            tech_turret_missiles_surface_6 = 1
            tech_turret_missiles_surface_7 = 1
            tech_turret_missiles_surface_8 = 1
            tech_turret_missiles_drone_1 = 1
            tech_turret_missiles_drone_2 = 1
            tech_turret_missiles_drone_3 = 1
            tech_turret_missiles_drone_4 = 1
            tech_turret_missiles_aa_1 = 1
            tech_turret_missiles_aa_2 = 1
            tech_turret_missiles_aa_3 = 1
            tech_turret_missiles_aa_4 = 1
            tech_turret_missiles_aa_5 = 1
            tech_turret_missiles_aa_6 = 1
            tech_turret_missiles_aa_7 = 1
            tech_turret_missiles_aa_8 = 1
            tech_vls_surface_1 = 1
            tech_vls_surface_2 = 1
            tech_vls_surface_3 = 1
            tech_vls_surface_4 = 1
            tech_vls_surface_5 = 1
            tech_vls_surface_6 = 1
            tech_vls_surface_7 = 1
            tech_vls_surface_8 = 1
            tech_vls_aa_1 = 1
            tech_vls_aa_2 = 1
            tech_vls_aa_3 = 1
            tech_vls_aa_4 = 1
            tech_vls_aa_5 = 1
            tech_vls_aa_6 = 1
            tech_vls_aa_7 = 1
            tech_vls_aa_8 = 1
            tech_torpedoes_1 = 1
            tech_torpedoes_2 = 1
            tech_torpedoes_3 = 1
            tech_torpedoes_4 = 1
            tech_torpedoes_5 = 1
            tech_torpedoes_6 = 1
            tech_torpedoes_7 = 1
            tech_torpedoes_8 = 1
            tech_nuclear_torpedoes_1 = 1
            tech_nuclear_torpedoes_2 = 1
            tech_nuclear_torpedoes_3 = 1
            tech_nuclear_torpedoes_4 = 1
            tech_drone_torpedoes_1 = 1
            tech_drone_torpedoes_2 = 1
            tech_drone_torpedoes_3 = 1
            tech_drone_torpedoes_4 = 1
            tech_drone_torpedoes_5 = 1
            tech_anti_torpedoes_1 = 1
            tech_anti_torpedoes_2 = 1
            tech_anti_torpedoes_3 = 1
            tech_anti_torpedoes_4 = 1
            tech_anti_torpedoes_5 = 1
            patrol_boat_hull_1_tech = 1
            patrol_boat_hull_2_tech = 1
            patrol_boat_hull_3_tech = 1
            patrol_boat_hull_4_tech = 1
            patrol_boat_hull_5_tech = 1
            corvette_hull_1 = 1
            corvette_hull_2 = 1
            corvette_hull_3 = 1
            corvette_hull_4 = 1
            corvette_hull_5 = 1
            corvette_hull_6 = 1
            corvette_hull_7 = 1
            corvette_hull_8 = 1
            stealth_corvette_hull_1 = 1
            stealth_corvette_hull_2 = 1
            stealth_corvette_hull_3 = 1
            stealth_corvette_hull_4 = 1
            stealth_corvette_hull_5 = 1
            frigate_hull_1 = 1
            frigate_hull_2 = 1
            frigate_hull_3 = 1
            frigate_hull_4 = 1
            frigate_hull_5 = 1
            frigate_hull_6 = 1
            frigate_hull_7 = 1
            frigate_hull_8 = 1
            stealth_frigate_hull_1 = 1
            stealth_frigate_hull_2 = 1
            stealth_frigate_hull_3 = 1
            stealth_frigate_hull_4 = 1
            stealth_frigate_hull_5 = 1
            destroyer_hull_1 = 1
            destroyer_hull_2 = 1
            destroyer_hull_3 = 1
            destroyer_hull_4 = 1
            destroyer_hull_5 = 1
            destroyer_hull_6 = 1
            destroyer_hull_7 = 1
            stealth_destroyer_hull_1 = 1
            stealth_destroyer_hull_2 = 1
            stealth_destroyer_hull_3 = 1
            stealth_destroyer_hull_4 = 1
            stealth_destroyer_hull_5 = 1
            cruiser_hull_1 = 1
            cruiser_hull_2 = 1
            cruiser_hull_3 = 1
            cruiser_hull_4 = 1
            cruiser_hull_5 = 1
            cruiser_hull_6 = 1
            cruiser_hull_7 = 1
            battleship_hull_1 = 1
            battleship_hull_2 = 1
            battleship_hull_3 = 1
            battleship_hull_4 = 1
            battleship_hull_5 = 1
            aircraft_carrier_engineering = 1
            aircraft_heli_engineering_1 = 1
            aircraft_heli_engineering_2 = 1
            aircraft_heli_engineering_3 = 1
            aircraft_heli_engineering_4 = 1
            helicopter_operator_hull_1 = 1
            helicopter_operator_hull_2 = 1
            helicopter_operator_hull_3 = 1
            helicopter_operator_hull_4 = 1
            helicopter_operator_hull_5 = 1
            helicopter_operator_hull_6 = 1
            carrier_hull_1 = 1
            carrier_hull_2 = 1
            carrier_hull_3 = 1
            carrier_hull_4 = 1
            carrier_hull_5 = 1
            aircraft_carrier_engineering_2 = 1
            carrier_hull_6 = 1
            carrier_hull_7 = 1
            tech_submarine_engineering_1 = 1
            tech_submarine_engineering_2 = 1
            tech_submarine_engineering_3 = 1
            tech_submarine_engineering_4 = 1
            tech_submarine_engineering_5 = 1
            tech_submarine_engineering_6 = 1
            tech_submarine_engineering_7 = 1
            attack_submarine_hull_1 = 1
            attack_submarine_hull_2 = 1
            attack_submarine_hull_3 = 1
            attack_submarine_hull_4 = 1
            attack_submarine_hull_5 = 1
            attack_submarine_hull_6 = 1
            attack_submarine_hull_7 = 1
            attack_submarine_hull_8 = 1
            missile_submarine_hull_1 = 1
            missile_submarine_hull_2 = 1
            missile_submarine_hull_3 = 1
            missile_submarine_hull_4 = 1
            missile_submarine_hull_5 = 1
            missile_submarine_hull_6 = 1
            missile_submarine_hull_7 = 1
            missile_submarine_hull_8 = 1
            tech_landing_craft_1 = 1
            tech_landing_craft_2 = 1
            tech_landing_craft_3 = 1
            tech_landing_craft_4 = 1
            tech_landing_craft_5 = 1
            tech_landing_craft_6 = 1
            tech_landing_craft_7 = 1
            tech_landing_craft_8 = 1
            tech_landing_craft_9 = 1
            tech_landing_craft_10 = 1

            popup = no
        }
        country_event = Easybuff.1
    }
    # Missiles
    option = {
        name = Easybuff.31.e 
        set_technology = {
            GNSS1 = 1
            GNSS2 = 1
            GNSS3 = 1
            GNSS4 = 1
            GNSS5 = 1
            GNSS6 = 1
            GNSS7 = 1
            GNSS8 = 1
            GNSS9 = 1
            GNSS10 = 1
            GNSS11 = 1
            GNSS12 = 1
            COMSAT1 = 1
            COMSAT2 = 1
            COMSAT3 = 1
            COMSAT4 = 1
            COMSAT5 = 1
            COMSAT6 = 1
            COMSAT7 = 1
            COMSAT8 = 1
            COMSAT9 = 1
            COMSAT10 = 1
            COMSAT11 = 1
            COMSAT12 = 1
            SPYSAT1 = 1
            SPYSAT2 = 1
            SPYSAT3 = 1
            SPYSAT4 = 1
            SPYSAT5 = 1
            SPYSAT6 = 1
            SPYSAT7 = 1
            SPYSAT8 = 1
            SPYSAT9 = 1
            SPYSAT10 = 1
            SPYSAT11 = 1
            SPYSAT12 = 1
            KILLSAT1 = 1
            KILLSAT2 = 1
            KILLSAT3 = 1
            KILLSAT4 = 1
            KILLSAT5 = 1
            KILLSAT6 = 1
            KILLSAT7 = 1
            KILLSAT8 = 1
            KILLSAT9 = 1
            KILLSAT10 = 1
            OLV1 = 1
            OLV2 = 1
            OLV3 = 1
            OLV4 = 1
            OLV5 = 1
            OLV6 = 1
            OLV7 = 1
            OLV8 = 1
            OLV9 = 1
            OLV10 = 1
            OLV11 = 1
            OLV12 = 1
            part_reusable_OLV6 = 1
            full_reusable_OLV7 = 1
            full_reusable_OLV8 = 1

            air_defense = 1
            SAM = 1
            SAM0 = 1
            SAM1 = 1
            SAM2 = 1
            SAM3 = 1
            SAM4 = 1
            SAM5 = 1
            SAM6 = 1
            SAM7 = 1
            SAM8 = 1
            SAM9 = 1
            SAM10 = 1
            SAM11 = 1

            ballistic_missile = 1
            ICBM = 1
            ICBM1 = 1
            ICBM2 = 1
            ICBM3 = 1
            ICBM4 = 1
            ICBM5 = 1
            ICBM6 = 1
            ICBM7 = 1
            ICBM8 = 1
            ICBM9 = 1
            ICBM10 = 1
            ICBM11 = 1
            ICBM12 = 1
            IRBM = 1
            IRBM1 = 1
            IRBM2 = 1
            IRBM3 = 1
            IRBM4 = 1
            IRBM5 = 1
            IRBM6 = 1
            IRBM7 = 1
            IRBM8 = 1
            IRBM9 = 1
            IRBM10 = 1
            IRBM11 = 1
            IRBM12 = 1
            NIRBM1 = 1
            NIRBM2 = 1
            NIRBM3 = 1
            NIRBM4 = 1
            NIRBM5 = 1
            NIRBM6 = 1
            NIRBM7 = 1
            NIRBM8 = 1
            NIRBM9 = 1
            NIRBM10 = 1
            NIRBM11 = 1

            cruise_missile = 1
            HSCM = 1
            HSCM1 = 1
            HSCM2 = 1
            HSCM3 = 1
            HSCM4 = 1
            HSCM5 = 1
            HSCM6 = 1
            GLCM = 1
            TEL_launched_missiles = 1
            TEL_3 = 1
            TEL_4 = 1
            TEL_5 = 1
            TEL_6 = 1
            TEL_7 = 1
            GLCM1 = 1
            GLCM2 = 1
            GLCM3 = 1
            GLCM4 = 1
            GLCM5 = 1
            GLCM6 = 1
            GLCM7 = 1
            GLCM8 = 1
            GLCM9 = 1
            GLCM10 = 1
            GLCM11 = 1
            GLCM12 = 1
            hid_tech_missile_1 = 1
            hid_tech_missile_2 = 1
            hid_tech_missile_3 = 1
            hid_tech_missile_4 = 1
            hid_tech_missile_5 = 1
            hid_tech_missile_6 = 1
            hid_tech_missile_7 = 1
            hid_tech_missile_8 = 1
            hid_tech_missile_9 = 1
            hid_tech_missile_10 = 1

            air_defense = 1
            SAM = 1
            SAM0 = 1
            SAM1 = 1
            SAM2 = 1
            SAM3 = 1
            SAM4 = 1
            SAM5 = 1
            SAM6 = 1
            SAM7 = 1
            SAM8 = 1
            SAM9 = 1
            SAM10 = 1
            SAM11 = 1

            popup = no
        }
        country_event = Easybuff.1
    }
    # Industry
    option = {
        name = Easybuff.31.f 
        set_technology = {
            nanofibers_1 = 1
            nanofibers_2 = 1
            nanofibers_3 = 1
            nanofibers_4 = 1
            nanofibers_5 = 1
            nanofibers_6 = 1
            nanofibers_7 = 1
            printing_1 = 1
            printing_2 = 1
            printing_3 = 1
            printing_4 = 1
            printing_5 = 1
            printing_6 = 1
            printing_7 = 1
            printing_8 = 1
            printing_9 = 1
            printing_10 = 1
            printing_11 = 1
            printing_12 = 1
            printing_13 = 1
            genetics_1 = 1
            genetics_2 = 1
            genetics_3 = 1
            genetics_4 = 1
            genetics_5 = 1
            genetics_6 = 1
            genetics_7 = 1
            genetics_8 = 1
            genetics_9 = 1
            genetics_10 = 1
            genetics_11 = 1
            genetics_12 = 1
            genetics_13 = 1
            genetics_14 = 1
            genetics_15 = 1
            genetics_16 = 1
            crispr_1 = 1
            crispr_2 = 1
            crispr_3 = 1
            crispr_4 = 1
            fuel_silos = 1
            electrification_1 = 1
            electrification_2 = 1
            electrification_3 = 1
            electrification_4 = 1
            electrification_5 = 1
            electrification_6 = 1
            electrification_7 = 1
            electrification_8 = 1
            electrification_9 = 1
            electrification_10 = 1
            electrification_11 = 1
            electrification_12 = 1
            electrification_13 = 1
            electrification_14 = 1
            utility_scale_battery_storage = 1
            utility_scale_battery_storage2 = 1
            utility_scale_battery_storage3 = 1
            utility_scale_battery_storage4 = 1
            utility_scale_battery_storage5 = 1
            utility_scale_battery_storage_6 = 1
            utility_scale_battery_storage_7 = 1
            fuel_efficiency = 1
            fuel_efficiency2 = 1
            fuel_efficiency3 = 1
            fuel_efficiency4 = 1
            fuel_efficiency5 = 1
            fuel_efficiency6 = 1
            fuel_efficiency_7 = 1
            fuel_efficiency_8 = 1
            fuel_efficiency_9 = 1
            fuel_efficiency_10 = 1
            energy_efficiency = 1
            energy_efficiency2 = 1
            energy_efficiency3 = 1
            energy_efficiency4 = 1
            energy_efficiency5 = 1
            energy_efficiency6 = 1
            energy_efficiency7 = 1
            energy_efficiency8 = 1
            energy_efficiency_9 = 1
            energy_efficiency_10 = 1
            energy_efficiency_11 = 1
            energy_efficiency_12 = 1
            fuel_refining = 1
            fuel_refining2 = 1
            fuel_refining3 = 1
            fuel_refining4 = 1
            fuel_refining5 = 1
            fuel_refining6 = 1
            fuel_refining7 = 1
            fuel_refining8 = 1
            fuel_refining9 = 1
            fuel_refining10 = 1
            fuel_refining11 = 1
            early_renewables = 1
            renewables = 1
            improved_renewables = 1
            advanced_renewables = 1
            modern_renewables = 1
            improved_modern_renewables = 1
            advanced_modern_renewables = 1
            early_renewables_9 = 1
            renewables_9 = 1
            renewables_10 = 1
            renewables_11 = 1
            renewables_12 = 1
            renewables_13 = 1
            nuclear_technology = 1
            reactor1 = 1
            reactor2 = 1
            reactor3 = 1
            reactor4 = 1
            reactor5 = 1
            reactor6 = 1
            reactor7 = 1
            reactor8 = 1
            reactor9 = 1
            reactor10 = 1
            reactor11 = 1
            reactor12 = 1
            construction1 = 1
            construction2 = 1
            construction3 = 1
            construction4 = 1
            construction5 = 1
            construction6 = 1
            construction7 = 1
            construction8 = 1
            construction9 = 1
            construction10 = 1
            construction11 = 1
            construction12 = 1
            excavation1 = 1
            excavation2 = 1
            excavation3 = 1
            excavation4 = 1
            excavation5 = 1
            excavation6 = 1
            excavation7 = 1
            excavation8 = 1
            excavation9 = 1
            excavation10 = 1
            excavation11 = 1
            excavation12 = 1
            land_fort_building_1 = 1
            land_fort_building_2 = 1
            land_fort_building_3 = 1
            land_fort_building_4 = 1
            stronghold_building_1 = 1
            railway_system_01 = 1
            railway_system_02 = 1
            railway_system_03 = 1
            railway_system_04 = 1
            railway_system_05 = 1
            railway_system_06 = 1
            railway_system_07 = 1
            railway_system_08 = 1
            railway_system_09 = 1
            railway_system_10 = 1
            railway_system_11 = 1
            railway_system_12 = 1
            railway_system_13 = 1
            railway_system_14 = 1
            railway_system_15 = 1
            agriculture_1 = 1
            agriculture_2 = 1
            agriculture_3 = 1
            agriculture_4 = 1
            agriculture_5 = 1
            agriculture_6 = 1
            agriculture_7 = 1
            agriculture_8 = 1
            agriculture_9 = 1
            agriculture_10 = 1
            agriculture_11 = 1
            agriculture_12 = 1
            agriculture_13 = 1
            composite_production_1 = 1
            composite_production_2 = 1
            composite_production_3 = 1
            composite_production_4 = 1
            composite_production_5 = 1
            composite_production_6 = 1
            composite_production_7 = 1
            composite_production_8 = 1

            popup = no
        }
        country_event = Easybuff.1
    }
    # Electronics
    option = {
        name = Easybuff.31.g 
        set_technology = {
            artificial_intelligence_1 = 1
            artificial_intelligence_2 = 1
            artificial_intelligence_3 = 1
            artificial_intelligence_4 = 1
            artificial_intelligence_5 = 1
            artificial_intelligence_6 = 1
            artificial_intelligence_7 = 1
            artificial_intelligence_8 = 1
            artificial_intelligence_9 = 1
            artificial_intelligence_10 = 1
            artificial_intelligence_11 = 1
            artificial_intelligence_12 = 1
            artificial_intelligence_13 = 1
            artificial_intelligence_14 = 1
            robotics_1 = 1
            robotics_2 = 1
            robotics_3 = 1
            robotics_4 = 1
            robotics_5 = 1
            robotics_6 = 1
            robotics_7 = 1
            robotics_8 = 1
            robotics_9 = 1
            robotics_10 = 1
            robotics_11 = 1
            basic_computing = 1
            integrated_circuit = 1
            computing_1 = 1
            computing_2 = 1
            computing_3 = 1
            computing_4 = 1
            computing_5 = 1
            computing_6 = 1
            computing_7 = 1
            computing_8 = 1
            computing_9 = 1
            computing_10 = 1
            computing_11 = 1
            microprocessors = 1
            decryption_1 = 1
            decryption_2 = 1
            decryption_3 = 1
            decryption_4 = 1
            decryption_5 = 1
            decryption_6 = 1
            encryption_1 = 1
            encryption_2 = 1
            encryption_3 = 1
            encryption_4 = 1
            encryption_5 = 1
            encryption_6 = 1
            microchip_production_1 = 1
            production_line_improvements_1 = 1
            production_line_improvements_2 = 1
            production_line_improvements_3 = 1
            production_line_improvements_4 = 1
            production_line_improvements_5 = 1
            production_line_improvements_6 = 1
            production_line_improvements_7 = 1
            production_line_improvements_8 = 1
            production_line_improvements_9 = 1
            production_line_improvements_10 = 1
            improved_building_constructions_1 = 1
            improved_building_constructions_2 = 1
            improved_building_constructions_3 = 1
            improved_building_constructions_4 = 1
            improved_building_constructions_5 = 1
            improved_building_constructions_6 = 1
            improved_building_constructions_7 = 1
            improved_building_constructions_8 = 1
            improved_building_constructions_9 = 1
            improved_building_constructions_10 = 1
            microchip_production_2 = 1
            microchip_production_3 = 1
            microchip_production_4 = 1
            microchip_production_5 = 1
            microchip_production_6 = 1
            microchip_production_7 = 1
            microchip_production_8 = 1
            microchip_production_9 = 1
            microchip_production_10 = 1
            radar = 1
            internet_1 = 1
            internet_2 = 1
            internet_3 = 1
            internet_4 = 1
            internet_5 = 1
            internet_6 = 1
            internet_7 = 1
            internet_8 = 1
            internet_9 = 1
            internet_10 = 1
            internet_11 = 1
            gprs = 1
            edge = 1
            umts = 1
            hsupa = 1
            lte = 1
            wimax = 1
            internet_access_1 = 1
            internet_access_2 = 1
            internet_access_3 = 1
            internet_access_4 = 1
            internet_access_5 = 1
            internet_access_6 = 1
            internet_access_7 = 1
            internet_access_8 = 1

            popup = no
        }
        country_event = Easybuff.1
    }

}

# Breakthrough points 32
country_event = {
    id = Easybuff.32
    title = Easybuff.32.t
    desc = Easybuff.32.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.30
    }
    option = {
        name = Easybuff.32.a
        add_breakthrough_points = {
            specialization = specialization_nuclear
            value = 5
        }
        country_event = Easybuff.30
    }
    option = {
        name = Easybuff.32.b
        add_breakthrough_points = {
            specialization = specialization_air
            value = 5
        }
        country_event = Easybuff.30
    }
    option = {
        name = Easybuff.32.c
        add_breakthrough_points = {
            specialization = specialization_naval
            value = 5
        }
        country_event = Easybuff.30
    }
    option = {
        name = Easybuff.32.d
        add_breakthrough_points = {
            specialization = specialization_land
            value = 5
        }
        country_event = Easybuff.30
    }
}

# Science facilities 33
country_event = {
    id = Easybuff.33
    title = Easybuff.33.t
    desc = Easybuff.33.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.30
    }
    option = {
        name = nuclear_facility
        random_owned_controlled_state = {
            limit = {
                can_construct_building = nuclear_facility
            }
            construct_building_in_random_province = {
                nuclear_facility = 1
            }
        }
        country_event = Easybuff.30
    }
    option = {
        name = air_facility
        random_owned_controlled_state = {
            limit = {
                can_construct_building = air_facility
            }
            construct_building_in_random_province = {
                air_facility = 1
            }
        }
        country_event = Easybuff.30
    }
    option = {
        name = land_facility
        random_owned_controlled_state = {
            limit = {
                can_construct_building = land_facility
            }
            construct_building_in_random_province = {
                land_facility = 1
            }
        }
        country_event = Easybuff.30
    }
    option = {
        name = naval_facility
        random_owned_controlled_state = {
            limit = {
                can_construct_building = naval_facility
            }
            construct_building_in_random_province = {
                naval_facility = 1
            }
        }
        country_event = Easybuff.30
    }
}

# Millenium Dawn 40
country_event = {
    id = Easybuff.40
    title = Easybuff.40.t
    desc = Easybuff.40.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    option = {
        name = Easybuffback
        country_event = Easybuff.1
    }
    # Print money
    option = {
        name = Easybuff.40.a
        country_event = Easybuff.41
    }
    # Missiles
    option = {
        name = Easybuff.40.b
        country_event = Easybuff.42
    }
    # Euroscepticism
    option = {
        name = Easybuff.40.c
        country_event = Easybuff.43
    }
    # Radiation
    option = {
        name = Easybuff.40.d
        country_event = Easybuff.44
    }
    # Internal Factions
    option = {
        name = Easybuff.40.e
        country_event = Easybuff.45
    }
    # Combat foreign influence
    option = {
        name = Easybuff.40.f
        set_temp_variable = { percent_change = 100 }
		change_domestic_influence_percentage = yes
    }
    # Remove Major Non-NATO Ally idea
    option = {
        name = Easybuff.40.g
        if = {
            limit = {
                has_idea = Major_Non_NATO_Ally
            }
            remove_ideas = Major_Non_NATO_Ally
        }
    }
    #Pro-Western parties booster
    option = { 
        name = Easybuff.40.h
        every_country = {
            limit = {
                OR = {
                    is_in_faction_with = USA
                    has_idea = EU_member
                    has_idea = prowestern_booster
                }
            }
            if = {
                limit = {
                    has_idea = prowestern_booster
                }
                remove_ideas = prowestern_booster
            }
            else = {
                add_ideas = prowestern_booster
            }
        }        
    }
    
}

# Print Money 41
country_event = {
    id = Easybuff.41
    title = Easybuff.41.t
    desc = Easybuff.41.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
        
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.41.a
        add_to_variable = { treasury = 10 }
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.41.b
        add_to_variable = { treasury = 25 }
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.41.c
        add_to_variable = { treasury = 50 }
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.41.d
        add_to_variable = { treasury = 100 }
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.41.e
        add_to_variable = { treasury = 1000 }
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.41.f
        add_to_variable = { treasury = 10000 }
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.41.g
        set_variable = { treasury = 1000 }
        set_variable = { debt = 1000 }
        set_variable = { int_investments = 10}
    }
}

# Missiles 42
country_event = {
    id = Easybuff.42
    title = Easybuff.42.t
    desc = Easybuff.42.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.40
    }
    # Ballistic
    option = { 
        name = Easybuff.42.a 
       
        add_equipment_to_stockpile = { 
            type = ballistic_missile_equipment
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = ballistic_missile_equipment_1
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = ballistic_missile_equipment_2
            amount = 10000
        }
        add_equipment_to_stockpile = {
            type = ballistic_missile_equipment_3
            amount = 10000
        }
        add_equipment_to_stockpile = {
            type = ballistic_missile_equipment_4
            amount = 10000
        }
        add_equipment_to_stockpile = {
            type = ballistic_missile_equipment_5
            amount = 10000
        }
        add_equipment_to_stockpile = {
            type = ballistic_missile_equipment_6
            amount = 10000
        }
        add_equipment_to_stockpile = {
            type = ballistic_missile_equipment_7
            amount = 10000
        }
        add_equipment_to_stockpile = {
            type = ballistic_missile_equipment_8
            amount = 10000
        }
        add_equipment_to_stockpile = {
            type = ballistic_missile_equipment_9
            amount = 10000
        }
        add_equipment_to_stockpile = {
            type = ballistic_missile_equipment_10
            amount = 10000
        }
        add_equipment_to_stockpile = {
            type = ballistic_missile_equipment_11
            amount = 10000
        }
        add_equipment_to_stockpile = {
            type = ballistic_missile_equipment_12
            amount = 10000
        }
        add_equipment_to_stockpile = {
            type = nuclear_ballistic_missile_equipment
            amount = 10000
        }
        add_equipment_to_stockpile = {
            type = nuclear_ballistic_missile_equipment_1
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_ballistic_missile_equipment_2
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_ballistic_missile_equipment_3
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_ballistic_missile_equipment_4
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_ballistic_missile_equipment_5
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_ballistic_missile_equipment_6
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_ballistic_missile_equipment_7
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_ballistic_missile_equipment_8
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_ballistic_missile_equipment_9
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_ballistic_missile_equipment_10
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_ballistic_missile_equipment_11
            amount = 10000
        }
        #add_equipment_to_stockpile = { 
        #    type = SLBM_missile_equipment
        #    amount = 10000
        #}
        #add_equipment_to_stockpile = { 
        #    type = SLBM_missile_equipment_1
        #    amount = 10000
        #}
        add_equipment_to_stockpile = { 
            type = nuclear_missile_equipment
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_missile_equipment_1
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_missile_equipment_2
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_missile_equipment_3
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_missile_equipment_4
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_missile_equipment_5
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_missile_equipment_6
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_missile_equipment_7
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_missile_equipment_8
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_missile_equipment_9
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_missile_equipment_10
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_missile_equipment_11
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = nuclear_missile_equipment_12
            amount = 10000
        }

        country_event = Easybuff.40
    }
    # Cruise
    option = { 
        name = Easybuff.42.b 

        add_equipment_to_stockpile = { 
            type = guided_missile_equipment
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = guided_missile_equipment_1 
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = guided_missile_equipment_2
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = guided_missile_equipment_3 
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = guided_missile_equipment_4
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = guided_missile_equipment_5
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = guided_missile_equipment_6
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = guided_missile_equipment_7 
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = guided_missile_equipment_8 
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = guided_missile_equipment_9 
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = guided_missile_equipment_10 
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = guided_missile_equipment_11 
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = guided_missile_equipment_12 
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = hypersonic_missile_equipment
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = hypersonic_missile_equipment_1
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = hypersonic_missile_equipment_2
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = hypersonic_missile_equipment_3
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = hypersonic_missile_equipment_4
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = hypersonic_missile_equipment_5
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = hypersonic_missile_equipment_6
            amount = 10000
        }
        
        country_event = Easybuff.40
    }
    # AA and !ABM
    option = { 
        name = Easybuff.42.c 
        
        add_equipment_to_stockpile = { 
            type = sam_missile_equipment
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = sam_missile_equipment_1
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = sam_missile_equipment_2
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = sam_missile_equipment_3
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = sam_missile_equipment_4
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = sam_missile_equipment_5
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = sam_missile_equipment_6
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = sam_missile_equipment_7
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = sam_missile_equipment_8
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = sam_missile_equipment_9
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = sam_missile_equipment_10
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = sam_missile_equipment_11
            amount = 10000
        }
        add_equipment_to_stockpile = { 
            type = sam_missile_equipment_12
            amount = 10000
        }

        country_event = Easybuff.40
    }
    # OLV and Satellites
    option = { 
        name = Easybuff.42.d 
        # OLV
        add_to_variable = { missile_inventory_array^101 = 1000 }
		add_to_variable = { missile_inventory_array^102 = 1000 }
		add_to_variable = { missile_inventory_array^103 = 1000 }
		add_to_variable = { missile_inventory_array^104 = 1000 }
		add_to_variable = { missile_inventory_array^105 = 1000 }
		add_to_variable = { missile_inventory_array^106 = 1000 }
		add_to_variable = { missile_inventory_array^107 = 1000 }
		add_to_variable = { missile_inventory_array^108 = 1000 }
        add_to_variable = { missile_inventory_array^109 = 1000 }
        add_to_variable = { missile_inventory_array^110 = 1000 }
        add_to_variable = { missile_inventory_array^111 = 1000 }
        add_to_variable = { missile_inventory_array^112 = 1000 }
        # GNSSSAT
        add_to_variable = { missile_inventory_array^121 = 1000 }
		add_to_variable = { missile_inventory_array^122 = 1000 }
		add_to_variable = { missile_inventory_array^123 = 1000 }
		add_to_variable = { missile_inventory_array^124 = 1000 }
		add_to_variable = { missile_inventory_array^125 = 1000 }
		add_to_variable = { missile_inventory_array^126 = 1000 }
		add_to_variable = { missile_inventory_array^127 = 1000 }
		add_to_variable = { missile_inventory_array^128 = 1000 }
        add_to_variable = { missile_inventory_array^129 = 1000 }
        add_to_variable = { missile_inventory_array^130 = 1000 }
        add_to_variable = { missile_inventory_array^131 = 1000 }
        add_to_variable = { missile_inventory_array^132 = 1000 }
        # COMSAT
        add_to_variable = { missile_inventory_array^141 = 1000 }
		add_to_variable = { missile_inventory_array^142 = 1000 }
		add_to_variable = { missile_inventory_array^143 = 1000 }
		add_to_variable = { missile_inventory_array^144 = 1000 }
		add_to_variable = { missile_inventory_array^145 = 1000 }
		add_to_variable = { missile_inventory_array^146 = 1000 }
		add_to_variable = { missile_inventory_array^147 = 1000 }
		add_to_variable = { missile_inventory_array^148 = 1000 }
        add_to_variable = { missile_inventory_array^149 = 1000 }
        add_to_variable = { missile_inventory_array^150 = 1000 }
        add_to_variable = { missile_inventory_array^151 = 1000 }
        add_to_variable = { missile_inventory_array^152 = 1000 }
        # SPYSAT
        add_to_variable = { missile_inventory_array^161 = 1000 }
		add_to_variable = { missile_inventory_array^162 = 1000 }
		add_to_variable = { missile_inventory_array^163 = 1000 }
		add_to_variable = { missile_inventory_array^164 = 1000 }
		add_to_variable = { missile_inventory_array^165 = 1000 }
		add_to_variable = { missile_inventory_array^166 = 1000 }
		add_to_variable = { missile_inventory_array^167 = 1000 }
		add_to_variable = { missile_inventory_array^168 = 1000 }
        add_to_variable = { missile_inventory_array^169 = 1000 }
        add_to_variable = { missile_inventory_array^170 = 1000 }
        add_to_variable = { missile_inventory_array^171 = 1000 }
        add_to_variable = { missile_inventory_array^172 = 1000 }
        # KILLSAT
        add_to_variable = { missile_inventory_array^181 = 1000 }
		add_to_variable = { missile_inventory_array^182 = 1000 }
		add_to_variable = { missile_inventory_array^183 = 1000 }
		add_to_variable = { missile_inventory_array^184 = 1000 }
		add_to_variable = { missile_inventory_array^185 = 1000 }
		add_to_variable = { missile_inventory_array^186 = 1000 }
		add_to_variable = { missile_inventory_array^187 = 1000 }
		add_to_variable = { missile_inventory_array^188 = 1000 }
        add_to_variable = { missile_inventory_array^189 = 1000 }
        add_to_variable = { missile_inventory_array^190 = 1000 }

        country_event = Easybuff.40
    }
    # Fix Missiles
    option = { 
        name = Easybuff.42.f
        # OLV
        set_variable = { missile_inventory_array^101 = 100 }
        set_variable = { missile_inventory_array^102 = 100 }
        set_variable = { missile_inventory_array^103 = 100 }
        set_variable = { missile_inventory_array^104 = 100 }
        set_variable = { missile_inventory_array^105 = 100 }
        set_variable = { missile_inventory_array^106 = 100 }
        set_variable = { missile_inventory_array^107 = 100 }
        set_variable = { missile_inventory_array^108 = 100 }
        set_variable = { missile_inventory_array^109 = 100 }
        set_variable = { missile_inventory_array^110 = 100 }
        set_variable = { missile_inventory_array^111 = 100 }
        set_variable = { missile_inventory_array^112 = 100 }
        # GNSSSAT
        set_variable = { missile_inventory_array^121 = 100 }
        set_variable = { missile_inventory_array^122 = 100 }
        set_variable = { missile_inventory_array^123 = 100 }
        set_variable = { missile_inventory_array^124 = 100 }
        set_variable = { missile_inventory_array^125 = 100 }
        set_variable = { missile_inventory_array^126 = 100 }
        set_variable = { missile_inventory_array^127 = 100 }
        set_variable = { missile_inventory_array^128 = 100 }
        set_variable = { missile_inventory_array^129 = 100 }
        set_variable = { missile_inventory_array^130 = 100 }
        set_variable = { missile_inventory_array^131 = 100 }
        set_variable = { missile_inventory_array^132 = 100 }
        # COMSAT
        set_variable = { missile_inventory_array^141 = 100 }
        set_variable = { missile_inventory_array^142 = 100 }
        set_variable = { missile_inventory_array^143 = 100 }
        set_variable = { missile_inventory_array^144 = 100 }
        set_variable = { missile_inventory_array^145 = 100 }
        set_variable = { missile_inventory_array^146 = 100 }
        set_variable = { missile_inventory_array^147 = 100 }
        set_variable = { missile_inventory_array^148 = 100 }
        set_variable = { missile_inventory_array^149 = 100 }
        set_variable = { missile_inventory_array^150 = 100 }
        set_variable = { missile_inventory_array^151 = 100 }
        set_variable = { missile_inventory_array^152 = 100 }
        # SPYSAT
        set_variable = { missile_inventory_array^161 = 100 }
        set_variable = { missile_inventory_array^162 = 100 }
        set_variable = { missile_inventory_array^163 = 100 }
        set_variable = { missile_inventory_array^164 = 100 }
        set_variable = { missile_inventory_array^165 = 100 }
        set_variable = { missile_inventory_array^166 = 100 }
        set_variable = { missile_inventory_array^167 = 100 }
        set_variable = { missile_inventory_array^168 = 100 }
        set_variable = { missile_inventory_array^169 = 100 }
        set_variable = { missile_inventory_array^170 = 100 }
        set_variable = { missile_inventory_array^171 = 100 }
        set_variable = { missile_inventory_array^172 = 100 }
        # KILLSAT
        set_variable = { missile_inventory_array^181 = 100 }
        set_variable = { missile_inventory_array^182 = 100 }
        set_variable = { missile_inventory_array^183 = 100 }
        set_variable = { missile_inventory_array^184 = 100 }
        set_variable = { missile_inventory_array^185 = 100 }
        set_variable = { missile_inventory_array^186 = 100 }
        set_variable = { missile_inventory_array^187 = 100 }
        set_variable = { missile_inventory_array^188 = 100 }
        set_variable = { missile_inventory_array^189 = 100 }
        set_variable = { missile_inventory_array^190 = 100 }
        
        country_event = Easybuff.40
    }
    # Fix Material
    option = { 
        name = Easybuff.42.g
        set_variable = { var_reactor_material_stockpile = 20000 }
        # set_variable = { var_nuclear_material_stockpile = 20000 }
        country_event = Easybuff.40
    }
}

# Euroscepticism 43
country_event = {
    id = Easybuff.43
    title = Easybuff.43.t
    desc = Easybuff.43.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.43.a
        if = {
            limit = {
                has_idea = EU_member
            }
            set_temp_variable = { modify_europeanism = 0.5 }
			set_temp_variable = { modify_europeanism_target = THIS }
			europeanism_change = yes
        }
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.43.b
        if = {
            limit = {
                has_idea = EU_member
            }
            set_temp_variable = { modify_europeanism = -0.5 }
			set_temp_variable = { modify_europeanism_target = THIS }
			europeanism_change = yes
        }
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.43.c
        set_temp_variable = { modify_europeanism = 0.5 }
		EU_europeanism_change = yes
        every_country = {
            limit = {
                has_idea = EU_member
             }
        }
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.43.d
        set_temp_variable = { modify_europeanism = -0.5 }
		EU_europeanism_change = yes
		every_country = {
			limit = {
				has_idea = EU_member
			}
		}
        country_event = Easybuff.40
    }
}


# Radiation 44
country_event = {
    id = Easybuff.44
    title = Easybuff.44.t
    desc = Easybuff.44.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.44.a
        every_controlled_state = {
            limit = { has_dynamic_modifier = {modifier = nuclear_fallout}}
            remove_dynamic_modifier = { modifier = nuclear_fallout }
        }
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.44.b
            every_country = {
                every_state = {
                    limit = { has_dynamic_modifier = {modifier = nuclear_fallout}}
                    remove_dynamic_modifier = { modifier = nuclear_fallout }                
                }
            }
            country_event = Easybuff.40
    }
}

# Internal Factions 45
country_event = {
    id = Easybuff.45
    title = Easybuff.45.t
    desc = Easybuff.45.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes

    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.45.a
        if = {
            limit = {
                has_country_flag = internal_factions_EB_booster
            }
            clr_country_flag = internal_factions_EB_booster
        }
        else = {
            set_country_flag = internal_factions_EB_booster
        }
    }
    option = {
        name = small_medium_business_owners
        trigger = {
            has_idea = small_medium_business_owners
        }
        set_temp_variable = { temp_opinion = 100 }
		change_small_medium_business_owners_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = international_bankers
        trigger = {
            has_idea = international_bankers
        }
        set_temp_variable = { temp_opinion = 100 }
		change_international_bankers_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = fossil_fuel_industry
        trigger = {
            has_idea = fossil_fuel_industry
        }
        set_temp_variable = { temp_opinion = 100 }
		change_fossil_fuel_industry_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = industrial_conglomerates
        trigger = {
            has_idea = industrial_conglomerates
        }
        set_temp_variable = { temp_opinion = 100 }
		change_industrial_conglomerates_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = oligarchs
        trigger = {
            has_idea = oligarchs
        }
        set_temp_variable = { temp_opinion = 100 }
		change_oligarchs_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = maritime_industry
        trigger = {
            has_idea = maritime_industry
        }
        set_temp_variable = { temp_opinion = 100 }
		change_maritime_industry_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = intelligence_community
        trigger = {
            has_idea = intelligence_community
        }
        set_temp_variable = { temp_opinion = 100 }
		change_intelligence_community_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = the_military
        trigger = {
            has_idea = the_military
        }
        set_temp_variable = { temp_opinion = 100 }
		change_the_military_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = defense_industry
        trigger = {
            has_idea = defense_industry
        }
        set_temp_variable = { temp_opinion = 100 }
		change_defense_industry_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = wahabi_ulema
        trigger = {
            has_idea = wahabi_ulema
        }
        set_temp_variable = { temp_opinion = 100 }
		change_the_wahabi_ulema_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = the_priesthood
        trigger = {
            has_idea = the_priesthood
        }
        set_temp_variable = { temp_opinion = 100 }
		change_the_priesthood_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = the_ulema
        trigger = {
            has_idea = the_ulema
        }
        set_temp_variable = { temp_opinion = 100 }
		change_the_ulema_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = the_clergy
        trigger = {
            has_idea = the_clergy
        }
        set_temp_variable = { temp_opinion = 100 }
		change_the_clergy_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = communist_cadres
        trigger = {
            has_idea = communist_cadres
        }
        set_temp_variable = { temp_opinion = 100 }
		change_communist_cadres_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = farmers
        trigger = {
            has_idea = farmers
        }
        set_temp_variable = { temp_opinion = 100 }
		change_farmers_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = landowners
        trigger = {
            has_idea = landowners
        }
        set_temp_variable = { temp_opinion = 100 }
		change_landowners_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = labour_unions
        trigger = {
            has_idea = labour_unions
        }
        set_temp_variable = { temp_opinion = 100 }
		change_labour_unions_opinion = yes
        country_event = Easybuff.40
    }
    #option = {
        #name = Easybuff.45.18
        #trigger = {
        #    has_idea = irgc
        #}
        #set_temp_variable = { temp_opinion = 100 }
		#change_irgc_opinion = yes
        #country_event = Easybuff.40
    #}
    option = {
        name = foreign_jihadis
        trigger = {
            has_idea = foreign_jihadis
        }
        set_temp_variable = { temp_opinion = 100 }
		change_foreign_jihadis_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = iranian_quds_force
        trigger = {
            has_idea = iranian_quds_force
        }
        set_temp_variable = { temp_opinion = 100 }
		change_iranian_quds_force_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = saudi_royal_family
        trigger = {
            has_idea = saudi_royal_family
        }
        set_temp_variable = { temp_opinion = 100 }
		change_saudi_royal_family_opinion = yes
        country_event = Easybuff.40
    }
    #option = {
        #name = Easybuff.45.22
        #trigger = {
        #    has_idea = vevak
        #}
        #set_temp_variable = { temp_opinion = 100 }
		#change_vevak_opinion = yes
        #country_event = Easybuff.40
    #}
    #option = {
        #     name = Easybuff.45.23
        #     trigger = {
        #         has_idea = isi_pakistan
        #     }
        #     set_temp_variable = { temp_opinion = 100 }
        #	change_isi_pakistan_opinion = yes
        #     country_event = Easybuff.40
    #}
    option = {
        name = chaebols
        trigger = {
            has_idea = chaebols
        }
        set_temp_variable = { temp_opinion = 100 }
		change_chaebols_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = wall_street
        trigger = {
            has_idea = wall_street
        }
        set_temp_variable = { temp_opinion = 100 }
		change_wall_street_opinion = yes
        country_event = Easybuff.40
    }
    option = {
        name = the_donju
        trigger = {
            has_idea = the_donju
        }
        set_temp_variable = { temp_opinion = 100 }
		change_the_donju_opinion = yes
        country_event = Easybuff.40
    }
    #option = {
        #name = Easybuff.45.27
        #trigger = {
        #    has_idea = the_bazaar
        #}
        #set_temp_variable = { temp_opinion = 100 }
		#change_the_bazaar_opinion = yes
        #country_event = Easybuff.40
    #}
}

# Points and Exps 50
country_event = {
    id = Easybuff.50
    title = Easybuff.50.t
    desc = Easybuff.50.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    option = {
        name = Easybuffback
        country_event = Easybuff.1
    }
    option = {
        name = ARMY_EXPERIENCE
        army_experience = 250
        country_event = Easybuff.1
    }
    option = {
        name = NAVY_EXPERIENCE
        navy_experience = 250
        country_event = Easybuff.1
    }
    option = {
        name = AIR_EXPERIENCE
        air_experience = 250
        country_event = Easybuff.1
    }
    option = {
        name = POLITICAL_POWER
        add_political_power = 500
        country_event = Easybuff.1
    }
    option = {
        name = MANPOWER
        add_manpower = 700000
        country_event = Easybuff.1
    }
    option = {
        name = COMMAND_POWER
        add_command_power = 100
        country_event = Easybuff.1
    }
    option = {
        name = STABILITY
        add_stability = 0.1
        country_event = Easybuff.1
    }
    option = {
        name = WAR_SUPPORT
        add_war_support = 0.1
        country_event = Easybuff.1
    }
    option = {
        name = Easybuff.50.i
        add_named_threat = { threat = 25 }
        country_event = Easybuff.1
    }
    option = {
        name = Easybuff.50.j
        add_named_threat = { threat = -25 }
        country_event = Easybuff.1
    }
}

# Faction and Parties 60
country_event = {
    id = Easybuff.60
    title = Easybuff.60.t
    desc = Easybuff.60.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.1111
    }
    option = {
        name = Easybuff.60.b
        country_event = Easybuff.61
    }
    option = {
        name = Easybuff.60.a
        if = {
		    limit = { has_idea = NATO_member }
            NATO_leave = yes
        }
        else_if = {
            limit = { has_idea = CSTO_member }
            CSTO_leave = yes
        }
        else = {
            if = {
                limit = { has_idea = faction_resistance_axis_member }
                remove_ideas = faction_resistance_axis_member
            }
            else_if = {
                limit = { has_idea = CHI_sco_member }
                remove_ideas = CHI_sco_member
            }

            random_country = {
                limit = {
                    AND = {
                        is_in_faction_with = ROOT
                        is_faction_leader = yes
                    }
                }
                remove_from_faction = ROOT
            }
        }

        country_event = Easybuff.1
    }
    option = {
        name = Easybuff.60.c
        every_country = {
            limit = { 
                AND = { 
                    has_war_with = ROOT
                    is_in_faction = yes
                    is_faction_leader = no
                }
            }
            random_country = {
                limit = {
                    AND = {
                        is_in_faction_with = PREV
                        is_faction_leader = yes
                    }
                }
                remove_from_faction = PREV
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = Easybuff.60.d
        country_event = Easybuff.62
    }
    option = {
        name = Easybuff.60.e
        country_event = Easybuff.63
    }
}

# Join Faction 61
country_event = {
    id = Easybuff.61
    title = Easybuff.61.t
    desc = Easybuff.61.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.60
    }
    option = {
        name = Easybuff.61.b
        NATO_join = yes
        country_event = Easybuff.60
    }
    option = {
        name = Easybuff.61.a
        CSTO_join = yes
        country_event = Easybuff.60
    }
    option = {
        name = Easybuff.61.c
        random_country = {
            limit = {
                AND = {
                    is_in_faction_with = CHI
                    is_faction_leader = yes
                }
            }
            add_to_faction = ROOT
        }
        ROOT = {
            add_ideas = CHI_sco_member
        }
        country_event = Easybuff.60
    }
    option = {
        name = Easybuff.61.d
        random_country = {
            limit = {
                AND = {
                    is_in_faction_with = PER
                    is_faction_leader = yes
                }
            }
            add_to_faction = ROOT
        }
        ROOT = {
            add_ideas = faction_resistance_axis_member
        }
        country_event = Easybuff.60
    }
    # option = {
    #    name = Easybuff.61.c
    #    random_country = {
    #        limit = {
    #            AND = {
    #                is_in_faction_with = GER
    #                is_faction_leader = yes
    #            }
    #         }
    #        add_to_faction = ROOT
    #    }
    #    country_event = Easybuff.60
    #}
}

# Disband Faction 62
country_event = {
    id = Easybuff.62
    title = Easybuff.62.t
    desc = Easybuff.62.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.60
    }
    option = {
        name = Easybuff.62.d
        random_country = {
            limit = {
                has_idea = NATO_member
                is_faction_leader = yes
            }
            dismantle_faction = yes
        }
        every_country = {
            if = {
                limit = { has_idea = NATO_member }
                remove_ideas = NATO_member
            }
        }
        country_event = Easybuff.40

    }
    option = {
        name = Easybuff.62.e
        		SOV = { dismantle_faction = yes }
         country_event = Easybuff.40
    }
    option = {
        name = Easybuff.62.a
        random_country = {
            limit = {
                AND = {
                    has_war_with = ROOT
                    is_faction_leader = yes
                }
            }
            dismantle_faction = yes
        }
        country_event = Easybuff.60
    }
    option = {
        name = Easybuff.62.b
        every_country = {
            limit = {
                is_faction_leader = yes
            }
            dismantle_faction = yes
        }
        country_event = Easybuff.60
    }
    #option = {
    #    name = Easybuff.62.c
    #    random_country = {
    #        limit = {
    #            AND = {
    #                is_faction_leader = yes
    #                is_ai=yes
    #            }
    #        }
    #        dismantle_faction = yes
    #    }
    #    country_event = Easybuff.60
    #}
}

# Re-Group party 63
country_event = {
    id = Easybuff.63
    title = Easybuff.63.t
    desc = Easybuff.63.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.60
    }
    option = {
        name = Easybuff.63.a
        country_event = Easybuff.64
    }
    option = {
        name = Easybuff.63.c
        country_event = Easybuff.65
    }
    option = {
        name = Easybuff.63.b
        country_event = Easybuff.66
    }
    option = {
        name = Easybuff.63.d
        country_event = Easybuff.67
    }
    option = {
        name = Easybuff.63.e
        country_event = Easybuff.68
    }
}

# Western party
country_event = {
    id = Easybuff.64
    title = Easybuff.64.t
    desc = Easybuff.64.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.63
    }
    #Autocracy
    option = {
        name = Easybuff.64.a
        set_temp_variable = { rul_party_temp = 0 }
			change_ruling_party_effect = yes
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
			set_temp_variable = { party_index = 0 }
			set_temp_variable = { party_popularity_increase = 0.50 }
			set_temp_variable = { temp_outlook_increase = 0.50 }
			change_relative_party_popularity = yes
            country_event = Easybuff.1
    }
    #Conservatism
    option = {
        name = Easybuff.64.b
        set_temp_variable = { rul_party_temp = 1 }
			change_ruling_party_effect = yes
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
			set_temp_variable = { party_index = 1 }
			set_temp_variable = { party_popularity_increase = 0.50 }
			set_temp_variable = { temp_outlook_increase = 0.50 }
			change_relative_party_popularity = yes
            country_event = Easybuff.1
    }
    #Liberalism
    option = {
        name = Easybuff.64.c
        set_temp_variable = { rul_party_temp = 2 }
			change_ruling_party_effect = yes
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
			set_temp_variable = { party_index = 2 }
			set_temp_variable = { party_popularity_increase = 0.50 }
			set_temp_variable = { temp_outlook_increase = 0.50 }
			change_relative_party_popularity = yes
            country_event = Easybuff.1
    }
    #Socialism
    option = {
        name = Easybuff.64.d
        set_temp_variable = { rul_party_temp = 3 }
			change_ruling_party_effect = yes
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
			set_temp_variable = { party_index = 3 }
			set_temp_variable = { party_popularity_increase = 0.50 }
			set_temp_variable = { temp_outlook_increase = 0.50 }
			change_relative_party_popularity = yes
            country_event = Easybuff.1
    }
}

# Emerging party
country_event = {
    id = Easybuff.65
    title = Easybuff.65.t
    desc = Easybuff.65.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.63
    }
    #Communist State
    option = {
        name = Easybuff.65.a
        set_temp_variable = { rul_party_temp = 4 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = communism
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 4 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes    
        country_event = Easybuff.1        
    }
    #Anarchist communism
    option = {
        name = Easybuff.65.b
        set_temp_variable = { rul_party_temp = 5 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = communism
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 5 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }
    #Conservative
    option = {
        name = Easybuff.65.c
        set_temp_variable = { rul_party_temp = 6 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = communism
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 6 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }
    #Autocracy
    option = {
        name = Easybuff.65.d
        set_temp_variable = { rul_party_temp = 7 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = communism
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 7 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }
    #Mod_Vilayat_e_Faqih
    option = {
        name = Easybuff.65.e
        set_temp_variable = { rul_party_temp = 8 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = communism
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 8 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }
    #Vilayat_e_Faqih
    option = {
        name = Easybuff.65.f
        set_temp_variable = { rul_party_temp = 9 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = communism
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 9 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }
}

# Salafist 
country_event = {
    id = Easybuff.66
    title = Easybuff.66.t
    desc = Easybuff.66.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.63
    }
    #Kingdom
    option = {
        name = Easybuff.66.a
        Set_temp_variable = { rul_party_temp = 10 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = fascism
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 10 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }
    #Caliphate
    option = {
        name = Easybuff.66.b
        set_temp_variable = { rul_party_temp = 11 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = fascism
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 11 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }
}

# Non-aligned
country_event = {
    id = Easybuff.67
    title = Easybuff.67.t
    desc = Easybuff.67.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.63
    }
    #Muslim Brotherhood
    option = {
        name = Easybuff.67.a
        set_temp_variable = { rul_party_temp = 12 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = neutrality
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 12 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1 
    }
    #Autocracy
    option = {
        name = Easybuff.67.b
        set_temp_variable = { rul_party_temp = 13 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = neutrality
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 13 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }
    #Conservatism
    option = {
        name = Easybuff.67.c
        set_temp_variable = { rul_party_temp = 14 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = neutrality
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 14 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }
    #Oligarchism
    option = {
        name = Easybuff.67.d
        set_temp_variable = { rul_party_temp = 15 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = neutrality
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 15 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }
    #Libertarian
    option = {
        name = Easybuff.67.e
        set_temp_variable = { rul_party_temp = 16 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = neutrality
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 16 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }
    #Green
    option = {
        name = Easybuff.67.f
        set_temp_variable = { rul_party_temp = 17 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = neutrality
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 17 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }
    #Social
    option = {
        name = Easybuff.67.g
        set_temp_variable = { rul_party_temp = 18 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = neutrality
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 18 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }   
    #Communism
    option = {
        name = Easybuff.67.h
        set_temp_variable = { rul_party_temp = 19 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = neutrality
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 19 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1 
    }
}

# Nationalist
country_event = {
    id = Easybuff.68
    title = Easybuff.68.t
    desc = Easybuff.68.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.63
    }
    #Populism
    option = {
        name = Easybuff.67.h
        set_temp_variable = { rul_party_temp = 20 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = nationalist
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 20 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1 
    }    
    #Fascism
    option = {
        name = Easybuff.68.b
        set_temp_variable = { rul_party_temp = 21 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = nationalist
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 21 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }
    #Autocracy
    option = {
        name = Easybuff.68.c
        set_temp_variable = { rul_party_temp = 22 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = nationalist
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 22 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }
    #Monarchist
    option = {
        name = Easybuff.68.d
        set_temp_variable = { rul_party_temp = 23 }
        change_ruling_party_effect = yes
        set_politics = {
            ruling_party = nationalist
            elections_allowed = yes
        }
        set_temp_variable = { party_index = 23 }
        set_temp_variable = { party_popularity_increase = 0.50 }
        set_temp_variable = { temp_outlook_increase = 0.50 }
        change_relative_party_popularity = yes
        country_event = Easybuff.1
    }
}

# Cores and Domain 70
country_event = {
    id = Easybuff.70
    title = Easybuff.70.t
    desc = Easybuff.70.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    immediate = {
        hidden_effect = {
            every_state = {
                limit= {
                    is_core_of = ROOT
                }
                set_state_flag = player_state
            }
            set_country_flag = player_country
        }
    }

    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.1111
    }
    option = {
        name = Easybuff.70.a
        every_state = {
            limit = {
                is_core_of = ROOT
                is_controlled_by = ROOT
                is_owned_by = ROOT
            }
            every_country = {
                limit = {
                    NOT = { has_country_flag = player_country }
                }
                remove_state_core = PREV
                remove_state_claim = PREV
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = Easybuff.70.b
        country_event = Easybuff.71
    }
    option = {
        name = Easybuff.70.c
        every_state = {
            limit = {
                NOT = { is_controlled_by = ROOT }
                AND = { is_core_of = ROOT }
            }
            remove_core_of = ROOT
        }
        country_event = Easybuff.1
    }
    option = {
        name = Easybuff.70.d
        country_event = Easybuff.72
    }
    option = {
        name = Easybuff.70.e
        country_event = Easybuff.73
    }
    option = {
        name = Easybuff.70.f
        country_event = Easybuff.74
    }
    option = {
        name = Easybuff.70.g
        country_event = Easybuff.75
    }
    option = {
        name = Easybuff.70.h
        every_country = {
            limit = {
                has_war_with = ROOT
            }
            white_peace = ROOT
        } 
        country_event = Easybuff.1
    }
}

# Make Controlled to Cores 71
country_event = {
    id = Easybuff.71
    title = Easybuff.71.t
    desc = Easybuff.71.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.70
    }
    option = {
        name = Easybuff.71.a
        random_state = {
            limit = {
                AND = {
                    any_neighbor_state = { owner = { tag = ROOT } }
                    NOT = { is_core_of = ROOT }
                }
            }
            add_core_of = ROOT
        }
        country_event = Easybuff.70
    }
    option = {
        name = Easybuff.71.b
        every_state = {
            limit = {
                AND = {
                    is_controlled_by = ROOT
                    NOT = { is_core_of = ROOT }
                }
            }
            add_core_of = ROOT
        }
        country_event = Easybuff.70
    }
    option = {
        name = Easybuff.71.c
        every_state = {
            limit = {
                AND = {
                    is_claimed_by = ROOT
                    NOT = { is_core_of = ROOT }
                }
            }
            add_core_of = ROOT
        }
        country_event = Easybuff.70
    }
}

# Get Control of Core States 72
country_event = {
    id = Easybuff.72
    title = Easybuff.72.t
    desc = Easybuff.72.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    immediate = {
        hidden_effect = {
            random_state = {
                limit = {
                    AND = {
                        is_core_of = ROOT
                        NOT = { is_controlled_by = ROOT }
                    }
                }
                save_event_target_as = ROOT_state
            }
        }
    }

    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.70
    }
    option = {
        name = Easybuff.72.a
        random_state = {
            limit = {
                AND = {
                    is_core_of = ROOT
                    NOT = { is_controlled_by = ROOT }
                }
            }
            ROOT = {
                transfer_state = PREV
            }
        }
        country_event = Easybuff.70
    }
    option = {
        name = Easybuff.72.b
        every_state = {
            limit = {
                AND = {
                    is_core_of = ROOT
                    NOT = { is_controlled_by = ROOT }
                }
            }
            ROOT = {
                transfer_state = PREV
            }
        }
        country_event = Easybuff.70
    }
}

# Get Control of Neighbor States 73
country_event = {
    id = Easybuff.73
    title = Easybuff.73.t
    desc = Easybuff.73.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.70
    }
    option = {
        name = Easybuff.73.a
        random_state = {
            limit = {
                AND = {
                    any_neighbor_state = { owner = { tag = ROOT } }
                    NOT = { is_controlled_by = ROOT }
                    owner = { has_war_with = ROOT }
                }
            }
            ROOT = {
                transfer_state = PREV
            }
        }
        country_event = Easybuff.70
    }
    option = {
        name = Easybuff.73.b
        random_state = {
            limit = {
                AND = {
                    any_neighbor_state = { owner = { tag = ROOT } }
                    NOT = { is_controlled_by = ROOT }
                }
            }
            ROOT = {
                transfer_state = PREV
            }
        }
        country_event = Easybuff.70
    }
    option = {
        name = Easybuff.73.c
        random_state = {
            limit = {
                AND = {
                    any_neighbor_state = { 
                        is_owned_by = ROOT 
                        ROOT = {
                            divisions_in_state = {
                                state = PREV
                                size > 20
                            }
                        }
                    }
                    
                    NOT = { is_controlled_by = ROOT }
                }
            }
            ROOT = {
                transfer_state = PREV
            }
        }
        country_event = Easybuff.70
    }
}

# Puppet Country 74
country_event = {
    id = Easybuff.74
    title = Easybuff.74.t
    desc = Easybuff.74.desc
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.70
    }
    option = {
        name = Easybuff.74.a
        random_country = {
            limit = {
                AND = {
                    is_ai = yes
                    NOT = { is_puppet_of = ROOT }
                }
            }
            ROOT = { puppet = PREV }
        }
        country_event = Easybuff.70
    }
    option = {
        name = Easybuff.74.b
        random_country = {
            limit = {
                AND = {
                    is_neighbor_of = ROOT
                    NOT = { is_puppet_of = ROOT }
                }
            }
            ROOT = { puppet = PREV }
        }
        country_event = Easybuff.70
    }
    option = {
        name = Easybuff.74.c
        random_country = {
            limit = {
                AND = {
                    has_war_with = ROOT
                    NOT = { is_puppet_of = ROOT }
                }
            }
            ROOT = { puppet = PREV }
        }
        country_event = Easybuff.70
    }
}

# Set Capital 75
country_event = {
    id = Easybuff.75
    title = Easybuff.75.t
    desc = Easybuff.75.d
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    immediate = {
        hidden_effect = { 
            random_owned_state = {
                limit = {
                    AND = {
                        is_owned_by = ROOT
                        ROOT = {
                            divisions_in_state = {
                                state = PREV
                                size > 10
                            }
                        }
                    }
                }
                save_event_target_as = cap_state          
            }
            random_owned_state = {
                limit = {
                    AND = {
                        is_owned_by = ROOT
                        ROOT = {
                            divisions_in_state = {
                                state = PREV
                                size > 20
                            }
                        }
                    }
                }
                save_event_target_as = cap_states         
            }
            random_owned_state = {
                save_event_target_as = cap_statess         
            }
        }
    }

    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.70
    }
    option = {
        name = Easybuff.75.a
        set_capital = { state = event_target:cap_state }
        country_event = Easybuff.70
    }
    option = {
        name = Easybuff.75.b
        set_capital = { state = event_target:cap_states }
        country_event = Easybuff.70
    }
    option = {
        name = Easybuff.75.c
        set_capital = { state = event_target:cap_statess }
        country_event = Easybuff.70
    }
}

# Static Modifiers 80
country_event = {
    id = Easybuff.80
    title = Easybuff.80.t
    desc = Easybuff.80.d
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.1111
    }
    # Next Page
    option = {
        name = Easybuffnext
        country_event = Easybuff.81
    }
    # Army exp buff
    option = {
        name = Easybuff.80.h
        if = {
            limit = { has_idea = army_exp_buffs }
            remove_ideas = army_exp_buffs
            else = { add_ideas = army_exp_buffs }
        }
        country_event = Easybuff.1
    }
    # Scientist buff
    option = {
        name = Easybuff.80.j
        if = {
            limit = { has_idea = scientist_sp_buff }
            remove_ideas = scientist_sp_buff
            else = { add_ideas = scientist_sp_buff }
        }

        every_scientist = {
            add_scientist_trait = scientist_eb_buff 
        }
        #add_scientist_trait = scientist_trait_genius
        #add_scientist_trait = scientist_trait_brilliant_theorist
        #add_scientist_trait = scientist_trait_gifted_engineer
        #add_scientist_trait = scientist_trait_bright
        #add_scientist_trait = scientist_trait_fast_learner
        #add_scientist_trait = scientist_trait_resourceful
        country_event = Easybuff.1
    }
    # Infrastructure construction speed buff
    option = {
        name = Easybuff.80.n
        if = {
            limit = { has_idea = infrastructure_construction_speed_buff }
            remove_ideas = infrastructure_construction_speed_buff
            else = { add_ideas = infrastructure_construction_speed_buff }
        }
        country_event = Easybuff.1
    }
    # Infinite energy
    option = {
        name = Easybuff.80.o
        if = {
            limit = { has_idea = infinite_energy }
            remove_ideas = infinite_energy
            else = { add_ideas = infinite_energy }
        }
        country_event = Easybuff.1
    }
    # Research slots
    option = {
        name = Easybuff.80.l
        add_research_slot = 2
        country_event = Easybuff.1
    }
    # Internal factions cost reduction
    option = {
        name = Easybuff.80.m
        if = {
            limit = { has_idea = internal_factions_price_reduction }
            remove_ideas = internal_factions_price_reduction
            else = { add_ideas = internal_factions_price_reduction }
        }
        country_event = Easybuff.1
    }
    # Ideology drift defense buff
    option = {
        name = Easybuff.80.k
        if = {
            limit = { has_idea = ideol_drift_def_buff }
            remove_ideas = ideol_drift_def_buff
            else = { add_ideas = ideol_drift_def_buff }
        }
        if = {
            limit = { has_dynamic_modifier = { modifier = neighbor_effect_modifiers } }
            remove_dynamic_modifier = { modifier = neighbor_effect_modifiers }
            else = { add_dynamic_modifier = { modifier = neighbor_effect_modifiers } }
        }
        country_event = Easybuff.1
    }

}

# Static Modifiers 81
country_event = {
    id = Easybuff.81
    title = Easybuff.80.t
    desc = Easybuff.80.d
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.1111
    }
    # Previous Page
    option = {
        name = Easybuffprevious
        country_event = Easybuff.80
    }
    # Auto-influence cap
    option = {
        name = Easybuff.80.i
        if = {
            limit = { has_idea = auto_influence_cap }
            remove_ideas = auto_influence_cap
            else = { add_ideas = auto_influence_cap }
        }
        country_event = Easybuff.1
    }
    # Combat width
    option = {
        name = Easybuff.80.a
        if = {
            limit = { has_idea = de_combat_width }
            remove_ideas = de_combat_width
            else = { add_ideas = de_combat_width }
        }
        country_event = Easybuff.1
    }
    # More organization
    option = {
        name = Easybuff.80.b
        if = {
            limit = { has_idea = more_org }
            remove_ideas = more_org
            else = { add_ideas = more_org }
        }
        country_event = Easybuff.1
    }
    # More special forces
    option = {
        name = Easybuff.80.c
        if = {
            limit = { has_idea = more_special }
            remove_ideas = more_special
            else = { add_ideas = more_special }
        }
        country_event = Easybuff.1
    }
    # More speed
    option = {
        name = Easybuff.80.e
        if = {
            limit = { has_idea = more_speed }
            remove_ideas = more_speed
            else = { add_ideas = more_speed }
        }
        country_event = Easybuff.1
    }
    # General modifiers
    option = {
        name = Easybuff.80.f
        if = {
            limit = { has_idea = gen_mods }
            remove_ideas = gen_mods
            else = { add_ideas = gen_mods }
        }
        country_event = Easybuff.1
    }
}

# Equipment Modifiers 82
country_event = {
    id = Easybuff.82
    title = Easybuff.82.t
    desc = Easybuff.82.d
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.1111
    }
    # Equipment speed buffs lv.1
    option = {
        name = Easybuff.82.a
        if = {
            limit = { has_idea = speed_eqs }
            remove_ideas = speed_eqs
            else = { add_ideas = speed_eqs }
        }
        country_event = Easybuff.1
    }
    # Equipment speed buffs lv.2
    option = {
        name = Easybuff.82.b
        if = {
            limit = { has_idea = speed_eqs2 }
            remove_ideas = speed_eqs2
            else = { add_ideas = speed_eqs2 }
        }
        country_event = Easybuff.1
    }
    # Equipment speed buffs lv.3
    option = {
        name = Easybuff.82.c
        if = {
            limit = { has_idea = speed_eqs3 }
            remove_ideas = speed_eqs3
            else = { add_ideas = speed_eqs3 }
        }
        country_event = Easybuff.1
    }
    # Reliability buff lv.1
    option = {
        name = Easybuff.80.d
        if = {
            limit = { has_idea = safety_eqs }
            remove_ideas = safety_eqs
            else = { add_ideas = safety_eqs }
        }
        country_event = Easybuff.1
    }
    # Reliability buff lv.2
    option = {
        name = Easybuff.80.g
        if = {
            limit = { has_idea = safety_eqs2 }
            remove_ideas = safety_eqs2
            else = { add_ideas = safety_eqs2 }
        }
        country_event = Easybuff.1
    }
    # Air attack buff
    option = {
        name = Easybuff.82.d
        if = {
            limit = { has_idea = air_attack_buff }
            remove_ideas = air_attack_buff
            else = { add_ideas = air_attack_buff }
        }
        country_event = Easybuff.1
    }
    # Recon buff
    option = {
        name = Easybuff.82.e
        if = {
            limit = { has_idea = recon_buff }
            remove_ideas = recon_buff
            else = { add_ideas = recon_buff }
        }
        country_event = Easybuff.1
    }
    # Entrenchment buff
    option = {
        name = Easybuff.82.f
        if = {
            limit = { has_idea = entrenchment_buff }
            remove_ideas = entrenchment_buff
            else = { add_ideas = entrenchment_buff }
        }
        country_event = Easybuff.1
    }
}

# Leaders 90
country_event = {
    id = Easybuff.90
    title = Easybuff.90.t
    desc = Easybuff.90.d
    picture = GFX_report_event_german_inspect_troops
    is_triggered_only = yes
    
    # Back to main
    option = {
        name = Easybuffback
        country_event = Easybuff.1111
    }
    option = {
        name = Easybuff.90.a
        every_army_leader = {
			add_unit_leader_trait = expert_improviser
		}
        country_event = Easybuff.1
    }
    option = {
        name = Easybuff.90.b
        every_army_leader = {
            add_unit_leader_trait = lt_all_ability
        }
        country_event = Easybuff.1
    }
    option = {
        name = Easybuff.90.c
        every_army_leader = {
            add_unit_leader_trait = ctrl_more_troops
        }
        country_event = Easybuff.1
    }
}