navy_rework_category = {
    buff_ai_difficulty = {
		icon = generic_civil_support
        complete_effect = {
            FROM = { country_event = vnr_ai.0 }
        }
    }
	buff_ai_production = {
		icon = GFX_decision_generic_construction
        complete_effect = {
            FROM = { country_event = vnr_ai.1 }
        }
	}

    shipyard_boost_for_new_tag_player = {
        available = {
            always = no
        }
        days_mission_timeout = 1
        activation = {
            date > 1936.1.2
            is_ai = no
            OR = {
                AND = {
                    has_game_rule = { rule = shipyard_output_boost_player option = BUFF_60 }
                    NOT = { has_idea = vnr_shipyard_output_boost }
                }
                AND = {
                    has_game_rule = { rule = shipyard_output_boost_player option = BUFF_30 }
                    NOT = { has_idea = vnr_shipyard_output_boost_half }
                }
            }
        }
        timeout_effect = {
            if = {
	        	limit = {
	        		has_game_rule = { rule = shipyard_output_boost_player option = BUFF_60 }
	        	}
	        	add_ideas = vnr_shipyard_output_boost
	        }
	        else_if = {
	        	limit = {
	        		has_game_rule = { rule = shipyard_output_boost_player option = BUFF_30 }
	        	}
	        	add_ideas = vnr_shipyard_output_boost_half
	        }
        }
    }
    shipyard_boost_for_new_tag_ai = {
        available = {
            always = no
        }
        days_mission_timeout = 1
        activation = {
            date > 1936.1.2
            is_ai = yes
            OR = {
                AND = {
                    has_game_rule = { rule = shipyard_output_boost_ai option = BUFF_60 }
                    NOT = { has_idea = vnr_shipyard_output_boost }
                }
                AND = {
                    has_game_rule = { rule = shipyard_output_boost_ai option = BUFF_30 }
                    NOT = { has_idea = vnr_shipyard_output_boost_half }
                }
            }
        }
        timeout_effect = {
            if = {
	        	limit = {
	        		has_game_rule = { rule = shipyard_output_boost_ai option = BUFF_60 }
	        	}
	        	add_ideas = vnr_shipyard_output_boost
	        }
	        else_if = {
	        	limit = {
	        		has_game_rule = { rule = shipyard_output_boost_ai option = BUFF_30 }
	        	}
	        	add_ideas = vnr_shipyard_output_boost_half
	        }
        }
    }
    enable_ai_ship_design = {
        icon = generic_civil_support
        visible = {
            has_game_rule = { rule = ai_ship_design_style option = HISTORICAL }
        }
        complete_effect = {
            FROM = { country_event = vnr_ai.2 }
        }
    }
    enable_ai_plane_design = {
        icon = generic_civil_support
        visible = {
            has_game_rule = { rule = vnr_cv_air_ai option = BLOCKED }
        }
        complete_effect = {
            FROM = { country_event = vnr_ai.3 }
        }
    }
}