﻿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
    }
    # Faction and Parties
    option = {
        name = Easybuff.1.f
        country_event = Easybuff.60
    }
        
}

# 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
    }
    # Cores and Domain
    option = {
        name = Easybuff.1.g
        country_event = Easybuff.70
    }
    # Static Modifiers
    option = {
        name = Easybuff.1.h
        country_event = Easybuff.80
    }
    # Equipment modifiers
    option = {
        name = Easybuff.1.j
        country_event = Easybuff.82
    }
    #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
    }
    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
            }
        }
        country_event = Easybuff.1
    }
    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
            }
        }
        country_event = Easybuff.1
    }
    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
            }
        }
        country_event = Easybuff.1
    }
    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
            }
        }
        country_event = Easybuff.1
    }
    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
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = country_resource_steel
        random_state = {
            limit = { 
                is_controlled_by = ROOT 
                is_capital = yes
            }
            add_resource = {
                type = steel
                amount = 8
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = country_resource_tungsten
        random_state = {
            limit = { 
                is_controlled_by = ROOT 
                is_capital = yes
            }
            add_resource = {
                type = tungsten
                amount = 8
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = country_resource_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
    }
    option = {
        name = country_resource_chromium
        random_state = {
            limit = { 
                is_controlled_by = ROOT 
                is_capital = yes
            }
            add_resource = {
                type = chromium
                amount = 8
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = country_resource_rubber
        random_state = {
            limit = { 
                is_controlled_by = ROOT 
                is_capital = yes
            }
            add_resource = {
                type = rubber
                amount = 8
            }
        }
        country_event = Easybuff.1
    }
    option = {
        name = country_resource_oil
        random_state = {
            limit = { 
                is_controlled_by = ROOT 
                is_capital = yes
            }
            add_resource = {
                type = oil
                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
    
    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
    }
    
    option = {
        name = Easybuffback
        country_event = Easybuff.1
    }
    
}

# 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
    
    #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

            avionics_1 = 1
            avionics_2 = 1
            avionics_3 = 1
            awacs_1 = 1
            awacs_2 = 1
            awacs_3 = 1
            drone_1 = 1
            drone_2 = 1
            drone_3 = 1
            drone_4 = 1
            suicide_drone_1 = 1
            suicide_drone_2 = 1
            suicide_drone_3 = 1
            suicide_drone_4 = 1

            flying_wing_design = 1
            redundant_1 = 1
            redundant_2 = 1
            variable_wing_design = 1
            delta_wing_design = 1
            fwdswept_wing_design = 1
            diamond_wing_design = 1
            stealth_tech_1 = 1
            stealth_tech_2 = 1
            internal_weapons_1 = 1
            internal_weapons_2 = 1
            internal_weapons_3 = 1
            future_wingform_designs = 1

            engines_2 = 1
            refueling_1 = 1
            refueling_2 = 1
            nuclear_engines = 1
            engines_3 = 1
            solar_engines_1 = 1
            solar_engines_2 = 1
            engines_4 = 1
            engines_5 = 1

            early_weapons = 1
            air_weapons_1 = 1
            air_weapons_2 = 1
            air_weapons_3 = 1
            air_weapons_4 = 1
            countermeasures_1 = 1
            countermeasures_2 = 1
            countermeasures_3 = 1
            countermeasures_4 = 1
            naval_weapons_1 = 1
            naval_weapons_2 = 1
            naval_weapons_3 = 1
            naval_weapons_4 = 1
            special_mad_1 = 1
            special_mad_2 = 1
            special_mad_3 = 1
            ag_weapons_1 = 1
            ag_weapons_2 = 1
            ag_weapons_3 = 1
            ag_weapons_4 = 1
            gunship_1 = 1
            gunship_2 = 1
            rapid_dragon = 1
            tgp_recon_1 = 1
            tgp_recon_2 = 1
            tgp_recon_3 = 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

            #early_helicopter = 1
            attack_helicopter1 = 1
            attack_helicopter2 = 1 
            attack_helicopter3 = 1 
            attack_helicopter4 = 1 
            attack_helicopter5 = 1 
            transport_helicopter1 = 1
            transport_helicopter2 = 1 
            transport_helicopter3 = 1 
            transport_helicopter4 = 1 
            transport_helicopter5 = 1 

            early_fighter = 1 
            AS_Fighter1 = 1 
            AS_Fighter2 = 1 
            AS_Fighter3 = 1 
            AS_Fighter4 = 1 
            AS_Fighter5 = 1 
            AS_Fighter6 = 1 
            AS_Fighter7 = 1 
            AS_upgrade_1 = 1 
            AS_upgrade_2 = 1 
            AS_upgrade_3 = 1 
            MR_Fighter1 = 1
            MR_Fighter2 = 1
            MR_Fighter3 = 1 
            MR_Fighter4 = 1 
            MR_Fighter5 = 1 
            MR_Fighter6 = 1 
            MR_Fighter7 = 1 
            CV_MR_Fighter1 = 1 
            CV_MR_Fighter2 = 1 
            CV_MR_Fighter3 = 1 
            CV_MR_Fighter4 = 1
            CV_MR_Fighter5 = 1 
            CV_MR_Fighter6 = 1 
            CV_MR_Fighter7 = 1 
            MR_upgrade_1 = 1 
            MR_upgrade_2 = 1 
            MR_upgrade_3 = 1 
            Strike_fighter1 = 1 
            Strike_fighter2 = 1
            Strike_fighter3 = 1 
            Strike_fighter4 = 1
            Strike_fighter5 = 1 
            Strike_fighter6 = 1 
            Strike_fighter7 = 1 
            Strike_upgrade_1 = 1
            Strike_upgrade_2 = 1 
            Strike_upgrade_3 = 1 
            L_Strike_fighter1 = 1
            L_Strike_fighter2 = 1
            L_Strike_fighter3 = 1 
            L_Strike_fighter4 = 1 
            L_Strike_fighter5 = 1 
            CV_L_Strike_fighter1 = 1 
            CV_L_Strike_fighter2 = 1
            CV_L_Strike_fighter3 = 1 
            CV_L_Strike_fighter4 = 1
            CV_L_Strike_fighter5 = 1 
            Air_UAV1 = 1 
            Air_UAV2 = 1
            Air_UAV3 = 1 
            Air_UAV4 = 1 
            Air_Kamikaze1 = 1 
            Air_Kamikaze2 = 1 
            Air_Kamikaze3 = 1 
            Air_Kamikaze4 = 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 
            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
            mbt_tech = 1
            mbt_tech_1 = 1
            mbt_tech_2 = 1
            mbt_tech_3 = 1
            mbt_tech_4 = 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
            era_tech = 1
            era_tech_2 = 1
            era_tech_3 = 1
            era_tech_4 = 1
            defensive_systems = 1
            defensive_systems_2 = 1
            defensive_systems_3 = 1
            defensive_systems_4 = 1
            defensive_systems_5 = 1
            armor_tech = 1
            armor_tech_2 = 1
            armor_tech_3 = 1
            armor_tech_4 = 1
            nera_armor_tech_1 = 1
            nera_armor_tech_2 = 1
            nera_armor_tech_3 = 1
            early_cold_war_ammo = 1
            cold_war_ammo = 1
            modern_ammo = 1
            near_future_ammo = 1
            future_ammo = 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
            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
            electric_engine_tech_1 = 1
            electric_engine_tech_2 = 1
            electric_engine_tech_3 = 1
            electric_engine_tech_4 = 1
            small_medium_gun_tech = 1
            small_medium_gun_tech_2 = 1
            small_medium_gun_tech_3 = 1
            small_medium_gun_tech_4 = 1
            medium_gun_tech = 1
            medium_gun_tech_2 = 1
            medium_gun_tech_3 = 1
            medium_gun_tech_4 = 1
            large_gun_tech = 1
            large_gun_tech_2 = 1
            large_gun_tech_3 = 1
            #very_large_gun_tech = 1
            #very_large_gun_tech_2 = 1
            #very_large_gun_tech_3 = 1
            #afv_tech = 1
            #afv_tech_1 = 1
            #afv_tech_2 = 1
            #afv_tech_3 = 1
            #afv_tech_4 = 1
            #light_tank_tech = 1 
            #light_tank_tech_1 = 1
            #light_tank_tech_2 = 1
            #light_tank_tech_3 = 1
            #light_tank_tech_4 = 1
            small_autocannon_tech = 1
            small_autocannon_tech_2 = 1
            small_autocannon_tech_3 = 1
            small_autocannon_tech_4 = 1
            big_autocannon_tech = 1
            big_autocannon_tech_2 = 1
            big_autocannon_tech_3 = 1
            big_autocannon_tech_4 = 1
            assault_gun_tech = 1
            assault_gun_tech_2 = 1
            assault_gun_tech_3 = 1
            assault_gun_tech_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_special_ammo_0 = 1
            nsb_special_ammo_1 = 1
            nsb_special_ammo_2 = 1
            nsb_special_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_barrel_conversions = 1
            nsb_fire_modes_1 = 1
            nsb_fire_modes_2 = 1
            nsb_fire_modes_3 = 1
            nsb_artillery_0 = 1
            nsb_artillery_1 = 1
            nsb_artillery_2 = 1
            nsb_artillery_3 = 1
            nsb_artillery_4 = 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_SP_arty_1 = 1
            #nsb_SP_arty_2 = 1
            #nsb_SP_arty_3 = 1
            #nsb_SP_arty_4 = 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
            Anti_tank_1 = 1
            Anti_tank_2 = 1
            Anti_tank_3 = 1
            Anti_tank_4 = 1
            Heavy_Anti_tank_0 = 1
            Heavy_Anti_tank_1 = 1
            Heavy_Anti_tank_2 = 1
            Heavy_Anti_tank_3 = 1
            Heavy_Anti_tank_4 = 1
            AT_upgrade_1 = 1
            AT_upgrade_2 = 1
            AT_upgrade_3 = 1
            AT_upgrade_4 = 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_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_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_Anti_Air_0 = 1
            #nsb_SP_Anti_Air_0 = 1
            nsb_AA_upgrade_1 = 1
            nsb_Anti_Air_1 = 1
            #nsb_SP_Anti_Air_1 = 1
            nsb_AA_upgrade_2 = 1
            nsb_Anti_Air_2 = 1
            #nsb_SP_Anti_Air_2 = 1
            nsb_AA_upgrade_3 = 1
            nsb_Anti_Air_3 = 1
            #nsb_SP_Anti_Air_3 = 1
            nsb_AA_upgrade_4 = 1
            nsb_Anti_Air_4 = 1
            #nsb_SP_Anti_Air_4 = 1
            
            popup = no
        }
        country_event = Easybuff.1
    }

    #Infantry
    option = {
        name = Easybuff.31.c 
        set_technology = {
            infantry_weapons = 1
            infantry_weapons1 = 1
            infantry_weapons2 = 1
            infantry_weapons3 = 1
            infantry_weapons4 = 1
            infantry_weapons5 = 1
            infantry_weapons6 = 1
            infantry_weapons7 = 1

            util_vehicle_0 = 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

            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

            command_control_equipment = 1
            command_control_equipment1 = 1
            command_control_equipment2 = 1
            command_control_equipment3 = 1
            command_control_equipment4 = 1
            command_control_equipment5 = 1
            command_control_equipment6 = 1

            land_Drone_equipment = 1
            land_Drone_equipment1 = 1
            land_Drone_equipment2 = 1
            land_Drone_equipment3 = 1
            land_Drone_equipment4 = 1
            land_Drone_equipment5 = 1

            body_armor_1980 = 1
            body_armor_2000 = 1
            body_armor_2010 = 1
            body_armor_2030 = 1

            exoskeleton_1 = 1
            exoskeleton_2 = 1

            camouflage = 1
            camouflage2 = 1
            camouflage3 = 1
            camouflage4 = 1
            camouflage5 = 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
            autonomous_fire_support_drone = 1

            special_forces = 1
            special_forces2 = 1
            special_forces3 = 1
            special_forces4 = 1
            special_forces5 = 1
            special_forces6 = 1

            
            popup = no
        }
        country_event = Easybuff.1
    }

    #Naval
    option = {
        name = Easybuff.31.d 
        set_technology = {
            corvette_hull_1 = 1
            corvette_hull_2 = 1
            corvette_hull_3 = 1
            corvette_hull_4 = 1
            corvette_hull_5 = 1
            corvette_hull_6 = 1
            stealth_corvette_hull_1 = 1
            stealth_corvette_hull_2 = 1
            stealth_corvette_hull_3 = 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
            stealth_frigate_hull_1 = 1
            stealth_frigate_hull_2 = 1
            stealth_frigate_hull_3 = 1
            destroyer_hull_1 = 1
            destroyer_hull_2 = 1
            destroyer_hull_3 = 1
            destroyer_hull_4 = 1
            destroyer_hull_5 = 1
            stealth_destroyer_hull_1 = 1
            stealth_destroyer_hull_2 = 1 
            stealth_destroyer_hull_3 = 1
            cruiser_hull_1 = 1
            cruiser_hull_2 = 1
            cruiser_hull_3 = 1
            cruiser_hull_4 = 1
            cruiser_hull_5 = 1
            #tech_battleship_hull_1 = 1
            battleship_hull_2 = 1
            battleship_hull_3 = 1
            aircraft_carrier_engineering = 1
            aircraft_heli_engineering_1 = 1
            aircraft_heli_engineering_2 = 1
            aircraft_heli_engineering_3 = 1
            helicopter_operator_hull_1 = 1
            helicopter_operator_hull_2 = 1
            helicopter_operator_hull_3 = 1
            helicopter_operator_hull_4 = 1
            carrier_hull_1 = 1
            carrier_hull_2 = 1
            carrier_hull_3 = 1
            carrier_hull_4 = 1
            carrier_hull_5 = 1
            tech_submarine_engineering = 1
            tech_submarine_engineering_1 = 1
            tech_submarine_engineering_2 = 1
            tech_submarine_engineering_3 = 1
            tech_submarine_engineering_4 = 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
            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

            tech_naval_systems_engineering = 1
            tech_power_systems = 1
            tech_power_systems_1 = 1
            tech_power_systems_2 = 1
            tech_power_systems_3 = 1
            tech_nuclear_power_systems = 1
            tech_nuclear_power_systems_1 = 1
            tech_nuclear_power_systems_2 = 1
            tech_nuclear_power_systems_3 = 1
            tech_combat_support_systems = 1
            tech_fire_control = 1
            tech_fire_control_1 = 1
            tech_fire_control_2 = 1
            tech_fire_control_3 = 1
            tech_combat_radar = 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_sonar = 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_early_naval_weapon_systems = 1
            tech_naval_weapon_systems = 1
            tech_light_guns = 1
            tech_light_guns_1 = 1
            tech_light_guns_2 = 1
            tech_light_guns_3 = 1
            tech_rail_guns = 1
            tech_rail_guns_1 = 1
            tech_rail_guns_2 = 1
            tech_rail_guns_3 = 1
            #tech_127mm_guns = 1
            #tech_127mm_guns_1 = 1
            #tech_127mm_guns_2 = 1
            #tech_127mm_guns_3 = 1
            tech_point_defense_system = 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_missile_systems = 1
            tech_turret_missiles_surface = 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_aa = 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_vls_surface = 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_aa = 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_torpedoes = 1
            tech_torpedoes_1 = 1
            tech_torpedoes_2 = 1
            tech_torpedoes_3 = 1
            tech_torpedoes_4 = 1
            tech_torpedoes_5 = 1

            tech_mtg_landing_craft = 1
            tech_mtg_amphibious_assault_ship = 1
            tech_mtg_air_cushioned_landing_craft = 1
            tech_mtg_modern_landing_craft = 1
            tech_mtg_specialized_protective_equipment = 1
            tech_mtg_advanced_landing_craft = 1
            tech_mtg_landing_craft_ai_systems = 1
            tech_mtg_smart_landing_craft = 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
            COMSAT1 = 1
            COMSAT2 = 1
            COMSAT3 = 1
            COMSAT4 = 1
            COMSAT5 = 1
            COMSAT6 = 1
            COMSAT7 = 1
            COMSAT8 = 1
            SPYSAT1 = 1
            SPYSAT2 = 1
            SPYSAT3 = 1
            SPYSAT4 = 1
            SPYSAT5 = 1
            SPYSAT6 = 1
            SPYSAT7 = 1
            SPYSAT8 = 1
            KILLSAT1 = 1
            KILLSAT2 = 1
            KILLSAT3 = 1
            KILLSAT4 = 1
            KILLSAT5 = 1
            KILLSAT6 = 1
            OLV1 = 1
            OLV2 = 1
            OLV3 = 1
            OLV4 = 1
            OLV5 = 1
            OLV6 = 1
            part_reusable_OLV6 = 1
            OLV7 = 1
            full_reusable_OLV7 = 1
            OLV8 = 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

            ballistic_missile = 1
            ICBM = 1
            ICBM1 = 1
            ICBM2 = 1
            ICBM3 = 1
            ICBM4 = 1
            ICBM5 = 1
            ICBM6 = 1
            ICBM7 = 1
            ICBM8 = 1
            IRBM = 1
            IRBM1 = 1
            IRBM2 = 1
            IRBM3 = 1
            IRBM4 = 1
            IRBM5 = 1
            IRBM6 = 1
            IRBM7 = 1
            IRBM8 = 1
            NIRBM1 = 1
            NIRBM2 = 1
            NIRBM3 = 1
            NIRBM4 = 1
            NIRBM5 = 1
            NIRBM6 = 1
            NIRBM7 = 1

            cruise_missile = 1
            HSCM = 1
            HSCM1 = 1
            HSCM2 = 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
            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

            popup = no
        }
        country_event = Easybuff.1
    }

    #Industry
    option = {
        name = Easybuff.31.f 
        set_technology = {
            industrial_electrospun_polymeric_nanofibers = 1
            multiwalled_carbon_nanotubes = 1
            modern_electrospinning = 1
            inorganic_fibers_fabrication = 1
            industrial_production_of_nanofibers = 1
            nanofibers_in_medicine = 1

            stereolitography = 1
            early_3D_printers = 1
            t3D_wax_printer = 1
            large_scale_3D_printing = 1
            self-replicated_3D_printer = 1
            commercial_nanomanufacturing = 1
            modern_3D_printing = 1
            centrifugal_spinning = 1
            t3D_printed_nanofibers = 1
            large_scale_nanocellulose_manufacturing = 1
            nanocellulose_in_medicine = 1

            DNA_fingerprinting = 1
            modern_gmo = 1
            gene_therapy = 1
            genetically_modified_crops = 1
            gene_targeting_pesticides = 1
            synthetic_life = 1
            safe_cloning = 1
            crispr_treatment = 1
            crispr_gene_edited_crops = 1
            human_crispr_experiments = 1
            genetically_modified_humans = 1
            human_genome_project = 1
            crispr = 1
            cas9_gene_editing = 1
            tracrrna = 1
            crispr_treatment_experimentation = 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
            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
            fuel_efficiency = 1
            fuel_efficiency2 = 1
            fuel_efficiency3 = 1
            fuel_efficiency4 = 1
            fuel_efficiency5 = 1
            fuel_efficiency6 = 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_efficiency9 = 1
            fuel_refining = 1
            fuel_refining2 = 1
            fuel_refining3 = 1
            fuel_refining4 = 1
            fuel_refining5 = 1
            fuel_refining6 = 1
            futuristic_oil_refining = 1
            early_renewables = 1
            renewables = 1
            improved_renewables = 1
            advanced_renewables = 1
            modern_renewables = 1
            improved_modern_renewables = 1
            advanced_modern_renewables = 1
            early_futuristic_renewables = 1
            futuristic_renewables = 1

            nuclear_technology = 1
            reactor1 = 1
            reactor2 = 1
            reactor3 = 1
            reactor4 = 1
            reactor5 = 1
            reactor6 = 1
            reactor7 = 1
            reactor8 = 1
            reactor9 = 1
            reactor10 = 1

            construction1 = 1
            excavation1 = 1
            land_fort_building_1 = 1
            stronghold_building_1 = 1
            construction2 = 1
            excavation2 = 1
            construction3 = 1
            excavation3 = 1
            land_fort_building_2 = 1
            construction4 = 1
            excavation4 = 1
            construction5 = 1
            excavation5 = 1
            land_fort_building_3 = 1
            construction6 = 1
            excavation6 = 1
            land_fort_building_4 = 1
            construction7 = 1
            excavation7 = 1
            construction8 = 1
            excavation8 = 1
            construction9 = 1
            excavation9 = 1

            integrated_transportation_system = 1
            post_conventional_rail = 1
            early_freight_locomotive = 1
            early_high_speed_rail = 1
            high_speed_rail = 1
            modern_high_speed_rail = 1
            freight_locomotive = 1
            early_maglev_rail = 1
            standardised_maglev_rail = 1
            modern_freight_locomotive = 1

            gps_agricultural_applications = 1
            automated_irrigation_systems = 1
            farming_data_analytic_softwares = 1
            limited_automated_harvesting_software = 1
            satellite_based_agricultural_planning = 1
            programmable_harvesters = 1
            improved_harvesting_automation = 1
            robotic_harvesters = 1
            agi_maintained_agricultural_developments = 1

            popup = no
        }
        country_event = Easybuff.1
    }

    #Electronics
    option = {
        name = Easybuff.31.g 
        set_technology = {
            neural_networks_revival = 1
            data_mining = 1
            machine_learning = 1
            sociable_machines = 1
            early_ai_robotics = 1
            humanoid_robot = 1
            advanced_industrial_robotics = 1
            smart_drones = 1
            fully_automated_drones = 1
            advanced_ai = 1
            modern_deep_learning = 1
            human_imitation_ai = 1
            nanorobotics = 1
            medical_nanorobots = 1

            basic_computing = 1
            integrated_circuit = 1
            computing1 = 1
            decryption1 = 1
            encryption1 = 1
            microprocessors = 1
            computing2 = 1
            decryption2 = 1
            encryption2 = 1
            computing3 = 1
            decryption3 = 1
            encryption3 = 1
            computing4 = 1
            decryption4 = 1
            encryption4 = 1
            computing5 = 1
            decryption5 = 1
            encryption5 = 1
            computing6 = 1

            radar = 1
            internet1 = 1
            internet2 = 1
            gprs = 1
            edge = 1
            internet3 = 1
            umts = 1
            wifi = 1
            internet4 = 1
            hsupa = 1
            lte = 1
            wimax = 1
            internet5 = 1
            lifi = 1
            internet6 = 1
            modern_satelite_internet = 1

            popup = no
        }
        country_event = Easybuff.1
    }

    option = {
        name = Easybuffback
        country_event = Easybuff.30
    }
}

# 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
    
    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
    }

    option = {
        name = Easybuffback
        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
    
    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
    }

    option = {
        name = Easybuffback
        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
        
    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}
    }
    option = {
        name = Easybuffback
        country_event = Easybuff.40
    }
}

# 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
    
    #Ballistic
    option = { 
        name = Easybuff.42.a 
       
        #add_equipment_to_stockpile = { 
        #    type = ballistic_missile_equipment
        #    amount = 10000
        #}
        #add_equipment_to_stockpile = { 
        #    type = ballistic_missile_equipment_0
        #    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 = nuclear_ballistic_missile_equipment
        #    amount = 10000
        #}
        #add_equipment_to_stockpile = {
        #    type = nuclear_ballistic_missile_equipment_0
        #    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 = 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_0
        #    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
        }

        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_0
        #    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 = 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
        }
        
        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
        }

        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 }
        #Satellites
            #GNSS
            add_to_variable = { missile_inventory_array^111 = 100 }
            add_to_variable = { missile_inventory_array^112 = 100 }
            add_to_variable = { missile_inventory_array^113 = 100 }
            add_to_variable = { missile_inventory_array^114 = 100 }
            add_to_variable = { missile_inventory_array^115 = 100 }
            add_to_variable = { missile_inventory_array^116 = 100 }
            add_to_variable = { missile_inventory_array^117 = 100 }
            add_to_variable = { missile_inventory_array^118 = 100 }

            #COMSAT
            add_to_variable = { missile_inventory_array^121 = 100 }
            add_to_variable = { missile_inventory_array^122 = 100 }
            add_to_variable = { missile_inventory_array^123 = 100 }
            add_to_variable = { missile_inventory_array^124 = 100 }
            add_to_variable = { missile_inventory_array^125 = 100 }
            add_to_variable = { missile_inventory_array^126 = 100 }
            add_to_variable = { missile_inventory_array^127 = 100 }
            add_to_variable = { missile_inventory_array^128 = 100 }

            #SPYSAT
            add_to_variable = { missile_inventory_array^131 = 100 }
            add_to_variable = { missile_inventory_array^132 = 100 }
            add_to_variable = { missile_inventory_array^133 = 100 }
            add_to_variable = { missile_inventory_array^134 = 100 }
            add_to_variable = { missile_inventory_array^135 = 100 }
            add_to_variable = { missile_inventory_array^136 = 100 }
            add_to_variable = { missile_inventory_array^137 = 100 }
            add_to_variable = { missile_inventory_array^138 = 100 }

            #KILLSAT
            add_to_variable = { missile_inventory_array^141 = 100 }
            add_to_variable = { missile_inventory_array^142 = 100 }
            add_to_variable = { missile_inventory_array^143 = 100 }
            add_to_variable = { missile_inventory_array^144 = 100 }
            add_to_variable = { missile_inventory_array^145 = 100 }
            add_to_variable = { missile_inventory_array^146 = 100 }

        country_event = Easybuff.40
    }
    #Nuclear Warheads
    #option = { 
    #    name = Easybuff.42.e 
    #
    #    country_event = Easybuff.40
    #}
    #Fix Missiles
    option = { 
        name = Easybuff.42.f
        #Ballistic
        
        #Cruise
        
        #AA and ABM
        
        #OLV
        set_variable = { missile_inventory_array^101 = 10 }
        set_variable = { missile_inventory_array^102 = 10 }
        set_variable = { missile_inventory_array^103 = 10 }
        set_variable = { missile_inventory_array^104 = 10 }
        set_variable = { missile_inventory_array^105 = 10 }
        set_variable = { missile_inventory_array^106 = 10 }
        set_variable = { missile_inventory_array^107 = 10 }
        set_variable = { missile_inventory_array^108 = 10 }
        #Satellites
            #GNSS
            add_to_variable = { missile_inventory_array^111 = 10 }
            add_to_variable = { missile_inventory_array^112 = 10 }
            add_to_variable = { missile_inventory_array^113 = 10 }
            add_to_variable = { missile_inventory_array^114 = 10 }
            add_to_variable = { missile_inventory_array^115 = 10 }
            add_to_variable = { missile_inventory_array^116 = 10 }
            add_to_variable = { missile_inventory_array^117 = 10 }
            add_to_variable = { missile_inventory_array^118 = 10 }

            #COMSAT
            add_to_variable = { missile_inventory_array^121 = 10 }
            add_to_variable = { missile_inventory_array^122 = 10 }
            add_to_variable = { missile_inventory_array^123 = 10 }
            add_to_variable = { missile_inventory_array^124 = 10 }
            add_to_variable = { missile_inventory_array^125 = 10 }
            add_to_variable = { missile_inventory_array^126 = 10 }
            add_to_variable = { missile_inventory_array^127 = 10 }
            add_to_variable = { missile_inventory_array^128 = 10 }

            #SPYSAT
            add_to_variable = { missile_inventory_array^131 = 10 }
            add_to_variable = { missile_inventory_array^132 = 10 }
            add_to_variable = { missile_inventory_array^133 = 10 }
            add_to_variable = { missile_inventory_array^134 = 10 }
            add_to_variable = { missile_inventory_array^135 = 10 }
            add_to_variable = { missile_inventory_array^136 = 10 }
            add_to_variable = { missile_inventory_array^137 = 10 }
            add_to_variable = { missile_inventory_array^138 = 10 }

            #KILLSAT
            add_to_variable = { missile_inventory_array^141 = 10 }
            add_to_variable = { missile_inventory_array^142 = 10 }
            add_to_variable = { missile_inventory_array^143 = 10 }
            add_to_variable = { missile_inventory_array^144 = 10 }
            add_to_variable = { missile_inventory_array^145 = 10 }
            add_to_variable = { missile_inventory_array^146 = 10 }
        
        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
    }
    option = {
        name = Easybuffback
        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
    
    option = {
        name = Easybuff.43.a
        if = {
            limit = {
                has_idea = EU_member
            }
            set_temp_variable = { modify_eurosceptic = 0.5 }
            set_temp_variable = { modify_eurosceptic_target = ROOT }
            eurosceptic_change = yes
        }
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.43.b
        if = {
            limit = {
                has_idea = EU_member
            }
            set_temp_variable = { modify_eurosceptic = -0.5 }
		    set_temp_variable = { modify_eurosceptic_target = ROOT }
		    eurosceptic_change = yes
        }
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.43.c
        set_temp_variable = { modify_eurosceptic = 0.5 }
        EU_eurosceptic_change = yes
        every_country = {
            limit = {
                has_idea = EU_member
             }
        }
        country_event = Easybuff.40
    }
    option = {
        name = Easybuff.43.d
        set_temp_variable = { modify_eurosceptic = -0.5 }
		EU_eurosceptic_change = yes
		every_country = {
			limit = {
				has_idea = EU_member
			}
		}
        country_event = Easybuff.40
    }
   
    option = {
        name = Easybuffback
        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
    
    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
    }
    option = {
        name = Easybuffback
        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
    
    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
    #}
    option = {
        name = Easybuffback
        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
    
   
    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 = sco_member }
                remove_ideas = 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
    }
  
    option = {
        name = Easybuffback
        country_event = Easybuff.1
    }
}

# 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
    
    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 = 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
    #}
    option = {
        name = Easybuffback
        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
    
    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
    #}
    option = {
        name = Easybuffback
        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
    
    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
    }
    option = {
        name = Easybuffback
        country_event = Easybuff.60
    }
}

# 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
    
    #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 }
			add_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 }
			add_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 }
			add_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 }
			add_relative_party_popularity = yes
            country_event = Easybuff.1
    }
    option = {
        name = Easybuffback
        country_event = Easybuff.63
    }
}

# 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
    
    #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 }
			add_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 }
           add_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 }
			add_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 }
			add_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 }
            add_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 }
			add_relative_party_popularity = yes
            country_event = Easybuff.1
    }
    option = {
        name = Easybuffback
        country_event = Easybuff.63
    }

}

# 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
    
        #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 }
			add_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 }
			add_relative_party_popularity = yes
            country_event = Easybuff.1
        }
        option = {
            name = Easybuffback
            country_event = Easybuff.63
        }

}

# 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
    
    #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 }
            add_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 }
			add_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 }
			add_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 }
			add_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 }
			add_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 }
			add_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 }
			add_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 }
			add_relative_party_popularity = yes
            country_event = Easybuff.1 
    }    
    option = {
        name = Easybuffback
        country_event = Easybuff.63
    }

}

# 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
    
    #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 }
			add_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 }
			add_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 }
			add_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 }
			add_relative_party_popularity = yes
            country_event = Easybuff.1
    }
    option = {
        name = Easybuffback
        country_event = Easybuff.63
    }

}

# 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
        }
    }

    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
    }
    option = {
        name = Easybuffback
        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
    
    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
    }
    option = {
        name = Easybuffback
        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
            }
        }
    }
    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
    }
    option = {
        name = Easybuffback
        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
    
    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
    }
    option = {
        name = Easybuffback
        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
    
    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
    }

    option = {
        name = Easybuffback
        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         
            }
        }
    }

    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
    }
    option = {
        name = Easybuffback
        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.1
    }
    # 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
    }
    # 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
    }
    # 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
    }
    # 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
    }
    # 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
    }
    # 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
    }
}

# 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.1
    }
    # Previous Page
    option = {
        name = Easybuffprevious
        country_event = Easybuff.80
    }
    # 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.1
    }

    # 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
    
    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
    }
    option = {
        name = Easybuffback
        country_event = Easybuff.1
    }
}