naval_develop_category = {
    gen_naval_hire_designer = {
		icon = generic_naval
		fire_only_once = yes
		days_remove = 30
		available = {
			has_navy_size = {
				size < 1
			}
			num_of_naval_factories > 1
		}
		visible = {
			has_navy_size = { size < 1 }
			num_of_naval_factories > 0
			NOT = {
				is_in_array = { global.vnr_naval_powers = ROOT }
			}
		}

		cancel_trigger = {
			OR = {
				has_navy_size = {
					size > 5
				}
			}
		}

		cost = 15

		remove_effect = {
			navy_experience = 150
		}

		ai_will_do = {
			factor = 0
			modifier = {
				add = 300
				has_war = yes
			}
			modifier = {
				add = 300
				has_navy_size = {
					size < 5
				}
			}
		}
	}
	gen_naval_hire_advisor = {
		icon = generic_naval
		fire_only_once = yes
		days_remove = 30
		available = {
			num_of_naval_factories > 1
		}
		visible = {
			has_navy_size = { size < 50 }
			num_of_naval_factories > 0
			NOT = {
				is_in_array = { global.vnr_naval_powers = ROOT }
			}
		}

		cost = 15

		remove_effect = {
			add_doctrine_cost_reduction = {
				cost_reduction = 0.8
				uses = 3
				category = naval_doctrine
			}
		}

		ai_will_do = {
			factor = 0
			modifier = {
				add = 300
				has_war = yes
			}
			modifier = {
				add = 300
				has_navy_size = {
					size < 5
				}
			}
		}
	}
    gen_naval_develop_destroyer = {
        icon = generic_naval
		fire_only_once = yes
		days_remove = 30
		available = {
			has_navy_size = {
				size < 15
			}
			num_of_naval_factories > 1
		}
		visible = {
			has_navy_size = {
				size < 15
			}
			num_of_naval_factories > 0
			NOT = {
				is_in_array = { global.vnr_naval_powers = ROOT }
			}
		}

		cost = 30
        modifier = {
            consumer_goods_factor = 0.1
        }

		remove_effect = {
			add_tech_bonus = {
				bonus = 1
				uses = 3
				category = dd_tech
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 300
				has_navy_size = {
					size < 15
				}
			}
		}
    }
    gen_naval_develop_cruiser = {
        icon = generic_naval
		fire_only_once = yes
		days_remove = 30
		available = {
			has_navy_size = {
				size < 30
			}
			num_of_naval_factories > 1
		}
		visible = {
			has_navy_size = {
				size < 30
			}
			num_of_naval_factories > 1
			NOT = {
				is_in_array = { global.vnr_naval_powers = ROOT }
			}
		}

		cost = 30
        modifier = {
            consumer_goods_factor = 0.1
        }

		remove_effect = {
			add_tech_bonus = {
				bonus = 1
				uses = 3
				category = ca_tech
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 30
				has_navy_size = {
					size < 30
				}
			}
		}
    }
    gen_naval_develop_battleship = {
        icon = generic_naval
		fire_only_once = yes
		days_remove = 45
		available = {
			has_navy_size = {
				size < 45
			}
			num_of_naval_factories > 1
		}
		visible = {
			has_navy_size = {
				size < 45
			}
			has_navy_size = {
				size < 1
				type = capital_ship
				archetype = ship_hull_heavy
			}
			num_of_naval_factories > 1
			NOT = {
				is_in_array = { global.vnr_naval_powers = ROOT }
			}
		}

		cost = 50
        modifier = {
            consumer_goods_factor = 0.2
        }

		remove_effect = {
			add_tech_bonus = {
				bonus = 1
				uses = 3
				category = bb_tech
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 30
				has_navy_size = {
					size < 45
				}
			}
		}
    }
    gen_naval_develop_carrier = {
        icon = generic_naval
		fire_only_once = yes
		days_remove = 45
		available = {
			has_navy_size = {
				size < 45
			}
			num_of_naval_factories > 1
		}
		visible = {
			has_navy_size = {
				size < 45
			}
			has_navy_size = {
				size < 1
				type = carrier
			}
			num_of_naval_factories > 1
			NOT = {
				is_in_array = { global.vnr_naval_powers = ROOT }
			}
		}

		cost = 50
        modifier = {
            consumer_goods_factor = 0.2
        }

		remove_effect = {
			add_tech_bonus = {
				bonus = 1
				uses = 3
				category = cv_tech
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 20
				has_navy_size = {
					size < 45
				}
			}
		}
    }
    gen_naval_develop_submarine = {
        icon = generic_naval
		fire_only_once = yes
		days_remove = 30
		available = {
			has_navy_size = {
				size < 10
			}
			num_of_naval_factories > 0
		}

		visible = {
			has_navy_size = {
				size < 10
			}
			num_of_naval_factories > 0
			NOT = {
				is_in_array = { global.vnr_naval_powers = ROOT }
			}
		}

		cost = 15
        modifier = {
            consumer_goods_factor = 0.05
        }

		remove_effect = {
			add_tech_bonus = {
				bonus = 1
				uses = 3
				category = ss_tech
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 30
				has_navy_size = {
					size < 10
				}
			}
		}
    }
	gen_naval_research_budget = {
		icon = GFX_decision_generic_research
		available = {
			num_of_naval_factories > 0
			has_navy_size = {
				size > 50
			}
		}
		visible = {
			num_of_naval_factories > 0
		}
		
		cost = 10
		days_re_enable = 365
		
		complete_effect = {
			add_timed_idea = {
				idea = vnr_research_budget
				days = 180
			}
		}
		ai_will_do = {
			factor = 30
			modifier = { factor = 0 has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE } }
			modifier = { factor = 0 has_political_power < 20 }
			modifier = { factor = 0 has_navy_size = { size < 100 } }
		}
	}

	join_tactical_data_link = {
		icon = generic_naval
		visible = {
			is_in_faction = yes
			any_allied_country = {
				has_tech = tactical_data_link
			}
			NOT = { 
				has_tech = tactical_data_link
				has_tech = tactical_data_link_for_member
			}
		}
		available = {
			has_tech = radio
		}
		cancel_if_not_visible = yes
		fire_only_once = yes
		cost = 15
		days_remove = 7

		remove_effect = {
			set_technology = { tactical_data_link_for_member = 1 }
		}
		ai_will_do = {
			factor = 50
		}
	}

	wartime_convoy_conversion = {
		icon = GFX_decision_generic_construction
		visible = {
			has_tech = early_ship_hull_carrier
			has_war = yes
			num_of_naval_factories > 10
		}
		available = {
			any_enemy_country = {
				has_navy_size = {
					type = carrier
					size > 1
				}
			}
			has_equipment = { convoy > 0 }
		}
		cancel_trigger = {
			has_equipment = { convoy < 1 }
		}
		days_remove = 60
		days_re_enable = 28
		cost = 15
		modifier = {
			civilian_factory_use = 2
		}

		complete_effect = {
			hidden_effect = {
				if = {
					limit = { NOT = { has_country_flag = merchant_carrier_design_added } }
					set_country_flag = merchant_carrier_design_added
					set_technology = {
						merchant_carrier = 1
						popup = no
					}
					create_equipment_variant = {
    				    name = "Converted Merchant Carrier"
						role_icon_index = 67
    				    type = vnr_ship_hull_merchant_carrier
    				    modules = {
    				        fixed_ship_deck_slot_1 = ship_deck_space_small
    				        fixed_ship_anti_air_slot = ship_anti_air_1
							fixed_ship_engine_slot = civilian_ship_engine_1
							fixed_ship_carrier_miscellaneous_slot_2 = carrier_civilian_material
							fixed_ship_role_slot = ship_hull_carrier_role_cve
    				    }
    				}
				}
			}
		}
		remove_effect = {
			custom_effect_tooltip = wartime_carrier_conversion_tt_1
			hidden_effect = {
				add_equipment_to_stockpile = { type = convoy amount = -1 }
				create_ship = { type = vnr_ship_hull_merchant_carrier equipment_variant = "Converted Merchant Carrier" creator = ROOT }
			}
		}

		ai_will_do = {
			factor = 0
		}
	}

	wartime_liner_conversion = {
		icon = GFX_decision_generic_construction
		visible = {
			has_tech = early_ship_hull_carrier
			has_war = yes
			num_of_naval_factories > 15
		}
		available = {
			any_enemy_country = {
				has_navy_size = {
					type = carrier
					size > 3
				}
			}
			has_equipment = { ocean_liner_equipment > 0 }
		}
		cancel_trigger = {
			has_equipment = { ocean_liner_equipment < 1 }
		}
		days_remove = 90
		days_re_enable = 14
		cost = 25
		modifier = {
			civilian_factory_use = 5
		}

		complete_effect = {
			hidden_effect = {
				if = {
					limit = { NOT = { has_country_flag = escort_carrier_design_added } }
					set_country_flag = escort_carrier_design_added
					set_technology = {
						escort_carriers_ship = 1
						popup = no
					}
					create_equipment_variant = {
    				    name = "Converted Escort Carrier"
						role_icon_index = 67
    				    type = vnr_ship_hull_escort_carrier
    				    modules = {
    				        fixed_ship_deck_slot_1 = ship_deck_space_small
    				        fixed_ship_deck_slot_2 = ship_deck_space_small
    				        fixed_ship_anti_air_slot = ship_anti_air_1
							fixed_ship_engine_slot = civilian_ship_engine_1
							fixed_ship_role_slot = ship_hull_carrier_role_cve
    				    }
    				}
				}
			}
		}
		remove_effect = {
			custom_effect_tooltip = wartime_carrier_conversion_tt_2
			hidden_effect = {
				add_equipment_to_stockpile = { type = ocean_liner_equipment amount = -1 }
				create_ship = { type = vnr_ship_hull_escort_carrier equipment_variant = "Converted Escort Carrier" creator = ROOT }
			}
		}

		ai_will_do = {
			factor = 0
		}
	}
	super_heavy_carrier_conversion = {
		icon = GFX_decision_generic_construction
		visible = {
			has_tech = basic_ship_hull_carrier
			has_tech = ship_hull_super_heavy
			num_of_naval_factories > 12
			NOT = { has_tech = converted_super_heavy_carrier }
		}
		available = {
			has_navy_size = {
				unit = SH_battleship
				size > 0
			}
			has_tech = improved_ship_hull_carrier
		}
		fire_only_once = yes
		days_remove = 90
		modifier = {
			civilian_factory_use = 5
		}

		remove_effect = {
			set_technology = {
				converted_super_heavy_carrier = 1
			}
		}
	}
}