on_actions = {

	#Not run on a specific country.
	on_startup = {
		effect = {
			if = {
				limit = {
					OR = {
						has_game_rule = {
							rule = bm_ai_production_fix
							option = BM_PRODUCTION_FIX_ENABLE
						}
						has_game_rule = {
							rule = bm_ai_production_fix
							option = BM_AI_TRAINING_AND_PRODUCTION_FIX_ENABLE
						}
					}
				}
				every_country = {
					add_dynamic_modifier = { modifier = BM_AI_production_efficiency_fix }
					set_variable = { BM_AI_production_efficiency_fix_var = global.difficulty }
					divide_variable = { BM_AI_production_efficiency_fix_var = 5 }
					if = {
						limit = {
							difficulty > 2
						}
						set_variable = { BM_AI_production_max_efficiency_fix_var = 0.2 }
					}
					if = {
						limit = {
							difficulty > 3
						}
						add_to_variable = { 
							var = BM_AI_production_max_efficiency_fix_var
							value = 0.2
						}
					}
				}
			}
			if = {
				limit = {
					OR = {
						has_game_rule = {
							rule = bm_ai_production_fix
							option = BM_AI_TRAINING_FIX_ENABLE
						}
						has_game_rule = {
							rule = bm_ai_production_fix
							option = BM_AI_TRAINING_AND_PRODUCTION_FIX_ENABLE
						}
					}
				}
				every_country = {
					add_dynamic_modifier = { modifier = BM_AI_minimum_training_fix }
					set_variable = { BM_AI_minimum_training_level_fix_var = 0.7 }
					set_variable = { BM_AI_training_time_army_factor_fix_var = -0.33 }
				}
			}
			
		}
	}
	
	on_naval_invasion = {
	 	effect = {
		 	if = {
				limit = {
					NOT = { has_state_flag = recent_naval_invasion_flag }
				}
				set_state_flag = {
					flag = recent_naval_invasion_flag
					days = 180
				} 
			}
	 	}
	}
}