political_actions = {
	white_legs_recruit_ulysses = {
		allowed = {
			original_tag = WHT
		}
		visible = {
			has_completed_focus = WHT_ulysses
			NOT = { has_country_flag = WHT_ulysses }
		}
		available = {

			NOT = { owns_state = 551 }
			OR = {
				MOS = {
					NOT = { has_government = intellectuals }
				}
				MOS = { exists = no }
			}
		}
		cost = 30
		fire_only_once = yes
		days_re_enable = 10
		days_remove = 20
		remove_effect = {
			event_target:MOS_ulysses_target = {
				set_nationality = WHT
				remove_country_leader_role = {
					ideology = meritocracy
				}
				add_corps_commander_role = {
					character = MOS_ulysses
					traits = {
						agile_trait
					}
					skill = 5
					attack_skill = 5
					defense_skill = 3
					planning_skill = 2
					logistics_skill = 2
					legacy_id = -1
				}
				custom_effect_tooltip = MOS_ulysses_stats_tt
			}
			set_country_flag = WHT_ulysses
		}
	}
}

white_legs_raiders = {
	wht_begin_border_raid = {

		icon = generic_independence
		cost = 25
		fire_only_once = no
		ai_will_do = {
			factor = 45
			modifier = {
				factor = 0
				ai_has_no_other_wars_or_wargoals = no
			}
		}
		available = {
		}
		visible = {
		}
		days_re_enable = 50
		complete_effect = {
			fallout_border_war_menu_clear_variables = yes
			if = {
				limit = {
					is_ai = no
				}
				fallout_border_war_menu_populate_owned_state_array_with_all_possible = yes
				fallout_border_war_menu_populate_army_leader_array_with_all_possible = yes
				fallout_border_war_menu_open_or_close_window = yes
				custom_effect_tooltip = wht_begin_border_raid_tt
			}
			else = {
				random_owned_state = {
					limit = {
						has_border_war = no
						is_fully_controlled_by = ROOT
						any_neighbor_state = {
							has_border_war = no
							NOT = { is_owned_by = ROOT }
							NOT = { check_variable = { impassable_to@PREV = 1 } }
							owner = {
								NOT = { has_war_with = ROOT }
								PREV = {
									is_fully_controlled_by = PREV
								}
							}
						}
						ROOT = {
							OR = {
								divisions_in_state = {
									size > 0
									state = PREV
								}
								NOT = {
									any_owned_state = {
										has_border_war = no
										is_fully_controlled_by = ROOT
										any_neighbor_state = {
											has_border_war = no
											NOT = { is_owned_by = ROOT }
											NOT = { check_variable = { impassable_to@PREV = 1 } }
											owner = {
												NOT = { has_war_with = ROOT }
												PREV = {
													is_fully_controlled_by = PREV
												}
											}
										}
										ROOT = {
											divisions_in_state = {
												size > 0
												state = PREV
											}
										}
									}
								}
							}
						}
					}
					ROOT = {
						set_variable = { selected_own_state_for_border_war = PREV.id }
					}
					random_neighbor_state = {
						limit = {
							NOT = { is_owned_by = ROOT }
							NOT = { check_variable = { impassable_to@PREV = 1 } }
							owner = {
								NOT = { has_war_with = ROOT }
								PREV = {
									is_fully_controlled_by = PREV
								}
							}
						}
						ROOT = {
							set_variable = { selected_enemy_state_for_border_war = PREV.id }
						}
					}
				}
				meta_effect = {
					text = {
						start_border_war = {
							change_state_after_war = [CHANGE_STATE_AFTER_WAR]
							attacker = {
								state = selected_own_state_for_border_war
								num_provinces = 4
								on_win = [ATTACKER_WIN_EVENT]
								on_lose = [ATTACKER_LOSE_EVENT]
								on_cancel = [ATTACKER_CANCEL_EVENT]
								leader_score = {
									base = 1
								}
							}
							defender = {
								state = selected_enemy_state_for_border_war
								num_provinces = 4
								on_win = [DEFENDER_WIN_EVENT]
								on_lose = [DEFENDER_LOSE_EVENT]
								on_cancel = [DEFENDER_CANCEL_EVENT]
							}
						}
					}
					CHANGE_STATE_AFTER_WAR = "[This.GetBorderWarMenuChangeStateAfterWar]"
					ATTACKER_WIN_EVENT = "[This.GetBorderWarMenuAttackerWinEvent]"
					ATTACKER_LOSE_EVENT = "[This.GetBorderWarMenuAttackerLoseEvent]"
					ATTACKER_CANCEL_EVENT = "[This.GetBorderWarMenuAttackerCancelEvent]"
					DEFENDER_WIN_EVENT = "[This.GetBorderWarMenuDefenderWinEvent]"
					DEFENDER_LOSE_EVENT = "[This.GetBorderWarMenuDefenderLoseEvent]"
					DEFENDER_CANCEL_EVENT = "[This.GetBorderWarMenuDefenderCancelEvent]"
				}
			}
		}
	}
}
wht_chiefs_of_utah_decisions = {
	platoon_training_research = {
		fire_only_once = yes
		days_remove = 120
		available = {
			has_tech = unit_training_tech_3
			NOT = { has_tech = unit_training_tech_4 }

		}
		custom_cost_text = army_xp_more_than_60
		custom_cost_trigger = {
			has_army_experience > 60
		}
		complete_effect = {
			if = {
				limit = { has_global_flag = debug_logs }
				log = "[GetDateText]: [Root.GetName] unit_training_2_decision_research (decision) complete entered"
			}
			hidden_effect = { army_experience = -60 }
			if = {
				limit = {
					has_idea = research_decision_malus
				}
				modify_timed_idea = { idea = research_decision_malus days = 120 }
			}

			if = {
				limit = {
					NOT = { has_idea = research_decision_malus }
				}
				add_timed_idea = { idea = research_decision_malus days = 120 }
			}
			if = {
				limit = { has_global_flag = debug_logs }
				log = "[GetDateText]: [Root.GetName] unit_training_2_decision_research (decision) complete exited"
			}
		}
		remove_effect = {
			if = {
				limit = { has_global_flag = debug_logs }
				log = "[GetDateText]: [Root.GetName] unit_training_2_decision_research (decision) remove entered"
			}
			set_technology = { unit_training_tech_4 = 1 }
			if = {
				limit = { has_global_flag = debug_logs }
				log = "[GetDateText]: [Root.GetName] unit_training_2_decision_research (decision) remove exited"
			}
		}
	}
	motorcycle_research = {
		fire_only_once = yes
		days_remove = 120
		available = {
			NOT = { has_tech = light_motorized_equipment_vehicle_tech_1 }
			owns_state = 478
		}
		custom_cost_text = army_xp_more_than_60
		custom_cost_trigger = {
			has_army_experience > 60
		}
		complete_effect = {
			if = {
				limit = { has_global_flag = debug_logs }
				log = "[GetDateText]: [Root.GetName] unit_training_2_decision_research (decision) complete entered"
			}
			hidden_effect = { army_experience = -60 }
			if = {
				limit = {
					has_idea = research_decision_malus
				}
				modify_timed_idea = { idea = research_decision_malus days = 120 }
			}

			if = {
				limit = {
					NOT = { has_idea = research_decision_malus }
				}
				add_timed_idea = { idea = research_decision_malus days = 120 }
			}
			if = {
				limit = { has_global_flag = debug_logs }
				log = "[GetDateText]: [Root.GetName] unit_training_2_decision_research (decision) complete exited"
			}
		}
		remove_effect = {
			if = {
				limit = { has_global_flag = debug_logs }
				log = "[GetDateText]: [Root.GetName] unit_training_2_decision_research (decision) remove entered"
			}
			set_technology = { bike_tech_1 = 1 }
			set_technology = { light_motorized_equipment_vehicle_tech_1 = 1 }
			set_technology = { motorisation_vehicle_tech = 1 }
			if = {
				limit = { has_global_flag = debug_logs }
				log = "[GetDateText]: [Root.GetName] unit_training_2_decision_research (decision) remove exited"
			}
		}
	}
	metalwork_research = {
		fire_only_once = yes
		days_remove = 120
		available = {
			has_tech = construction_industry_tech_2
			NOT = { has_tech = construction_industry_tech_3 }
		}
		custom_cost_trigger = {
			has_army_experience > 59
		}
		custom_cost_text = army_xp_more_than_60
		cost = 120
		complete_effect = {
			if = {
				limit = { has_global_flag = debug_logs }
				log = "[GetDateText]: [Root.GetName] unit_training_2_decision_research (decision) complete entered"
			}
			hidden_effect = { army_experience = -60 }
			if = {
				limit = {
					has_idea = research_decision_malus
				}
				modify_timed_idea = { idea = research_decision_malus days = 120 }
			}

			if = {
				limit = {
					NOT = { has_idea = research_decision_malus }
				}
				add_timed_idea = { idea = research_decision_malus days = 120 }
			}
			if = {
				limit = { has_global_flag = debug_logs }
				log = "[GetDateText]: [Root.GetName] unit_training_2_decision_research (decision) complete exited"
			}
		}
		remove_effect = {
			if = {
				limit = { has_global_flag = debug_logs }
				log = "[GetDateText]: [Root.GetName] unit_training_2_decision_research (decision) remove entered"
			}
			set_technology = { construction_industry_tech_3 = 1 }
			if = {
				limit = { has_global_flag = debug_logs }
				log = "[GetDateText]: [Root.GetName] unit_training_2_decision_research (decision) remove exited"
			}
		}
	}
}
wht_heroic_deeds = {

	WHT_deathclaw_hunt = {
		visible = {
			NOT = { has_country_flag = WHT_deeds }
		}
		cost = 30
		fire_only_once = yes
		days_re_enable = 10
		days_remove = 20
		complete_effect = { set_country_flag = WHT_deeds }
		remove_effect = {
			country_event = {id = nf_whitelegs.26 }
			clr_country_flag = WHT_deeds
		}
	}
	WHT_fight_over_child = {
		visible = {
			NOT = { has_country_flag = WHT_deeds }
		}
		cost = 30
		fire_only_once = yes
		days_re_enable = 10
		days_remove = 20
		complete_effect = { set_country_flag = WHT_deeds }
		remove_effect = {
			country_event = {id = nf_whitelegs.27 }
			clr_country_flag = WHT_deeds
		}
	}
	WHT_bible = {
		visible = {
			NOT = { has_country_flag = WHT_deeds }
		}
		available = {
			has_completed_focus = wht_good_book
		}
		cost = 30
		fire_only_once = yes
		days_re_enable = 10
		days_remove = 20
		complete_effect = { set_country_flag = WHT_deeds }
		remove_effect = {
			country_event = {id = nf_whitelegs.32 }
			clr_country_flag = WHT_deeds
		}
	}
	WHT_attack_80s = {
		visible = {
			country_exists = EHT
		
			EHT = {
				NOT = { is_subject_of = ROOT }
				NOT = { is_in_faction_with = ROOT }
			}
		}
		available = {
			EHT = {
				NOT = { is_subject_of = ROOT }
				NOT = { is_in_faction_with = ROOT }
			}
			owns_state = 551
		}
		ai_will_do = {
			factor = 400
			modifier = {
				factor = 0
				ai_has_no_other_wars_or_wargoals = no
			}
		}
		cost = 25
		fire_only_once = yes
		days_re_enable = 10
		days_remove = 20
		complete_effect = { set_country_flag = WHT_deeds }
		remove_effect = {
			EHT = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}
	WHT_the_metal_men = {
		visible = {
			NOT = { has_country_flag = WHT_deeds }
		}
		available = { has_completed_focus = wht_clock_silenced }
		cost = 30
		fire_only_once = yes
		days_re_enable = 10
		days_remove = 20
		complete_effect = { set_country_flag = WHT_deeds }
		remove_effect = {
			country_event = {id = nf_whitelegs.38 }
			clr_country_flag = WHT_deeds
		}
	}
	
		WHT_Witch_of_Mineral_Mountain = {
		visible = {
			NOT = { has_country_flag = WHT_deeds }
		}
		available = { has_completed_focus = wht_clock_silenced }
		cost = 30
		fire_only_once = yes
		days_re_enable = 10
		days_remove = 20
		complete_effect = { set_country_flag = WHT_deeds }
		remove_effect = {
			country_event = {id = nf_whitelegs.37 }
			clr_country_flag = WHT_deeds
		}
	}
	
	WHT_route_to_spanish_forks = {
		visible = {
			NOT = { has_country_flag = WHT_deeds }
		}
		available = { has_completed_focus = wht_tar_stuck }
		ai_will_do = {
		base =  320 
		}
		cost = 30
		fire_only_once = yes
		days_re_enable = 10
		days_remove = 20
		complete_effect = { set_country_flag = WHT_deeds }
		remove_effect = {
			country_event = {id = nf_whitelegs.39 }
			clr_country_flag = WHT_deeds
		}
	}
	WHT_the_tar_beast = {
	visible = {
			NOT = { has_country_flag = WHT_deeds }
		}
		available = { has_completed_focus = wht_tar_stuck }
		ai_will_do = {
		base =  320 
		}
		cost = 30
		fire_only_once = yes
		days_re_enable = 10
		days_remove = 20
		complete_effect = { set_country_flag = WHT_deeds }
		remove_effect = {
			country_event = {id = nf_whitelegs.40 }
			clr_country_flag = WHT_deeds
		}
	}
	
		
	WHT_stories_of_Victories = {
		visible = {
			NOT = { has_country_flag = WHT_deeds }
		}
		cost = 50
		ai_will_do = {
		base =  80
		}
		days_re_enable = 40
		days_remove = 35
			modifier = {
          war_support_weekly = 0.002
		  political_power_gain = 0.10
		  weekly_manpower = 5
		}  
		
	}
	wive_stealing = {	
		icon = generic_form_nation
    	cost = 75
		days_re_enable = 110
		days_remove = 91
		ai_will_do = {
		base =  40
		}
		available = { NOT = { has_government = people }
		}
    	modifier = {
            monthly_population = 0.20
		}
	}
	
	steal_resources = {
	icon = generic_form_nation
    	cost = 150
		days_re_enable = 150
		days_remove = 91
		ai_will_do = {
		base =  40
		}
		complete_effect = { 
		random_list = {
				25 = { 
				random_owned_state = {
				add_resource = {
						type = metal
						amount = 1
					}
				}
			}
				25 = { 
						random_owned_state = {
				add_resource = {
						type = energy
						amount = 1
					}
				}
					}
					25 = { 
						random_owned_state = {
						add_resource = {
						type = water
						amount = 2
					
						}
					}
				}
					25 = { 
						random_owned_state = {
						add_resource = {
						type = circuitry
						amount = 1
						}
					}
				}
			}
		}
	}
			
	slaughter_countless_foes =  {	
		icon = generic_form_nation
    	cost = 120
		days_re_enable = 200
		available = { has_war = yes }
		days_remove = 50
    	modifier = {
            army_attack_factor = 0.075
			experience_loss_factor = 0.03
			monthly_population = -0.025
		}
	}
	
	Move_through_the_night =  {	
		icon = generic_form_nation
    	cost = 100
		available = { has_war = yes }
		days_re_enable = 120
		days_remove = 50
    	modifier = {
           army_attack_speed_factor = 0.05
		   army_speed_factor = 0.03
		   army_morale_factor = -0.05
		}
	}
	
		inspire_followers =  {	
		icon = generic_form_nation
    	cost = 200
		available = { has_war = yes }
		days_re_enable = 265
		days_remove = 100
		 ai_will_do = { base = 80 }
    	modifier = {
          weekly_manpower = 2
		}
		complete_effect = {
		add_manpower = 500 
	}
}

	loot_from_graveyards =  {	
		icon = generic_form_nation
    	cost = 300
		days_re_enable = 250
		days_remove = 50
		ai_will_do = {
		base = 160
		}
		remove_effect = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 150
			producer = WHT
			}
	add_equipment_to_stockpile = {
			type = melee_equipment_1
			amount = 150
			producer = WHT
			}
		
		add_equipment_to_stockpile = {
		type = spec_ops_equipment_2 
		amount = 50
		producer = usa
	}
}

}
}
wht_dec_cat_pay_unto_ceaser = {
	 wht_weapons_from = {
	 custom_cost_trigger = {
			set_temp_variable = { temp_cap_cost = 30 }
			check_variable = {
				caps_number_display > temp_cap_cost
			}
		}
		custom_cost_text = "caps_decisions_cost_text"
		complete_effect = {
			set_temp_variable = { caps_to_add = -30 }
			add_caps = yes }
		remove_effect = { 
		add_equipment_to_stockpile = {
		type = infantry_equipment
		amount = 150
		producer = CES }
		CES = { set_temp_variable = { caps_to_add = 20}
			add_caps = yes }
	}
}
		wht_slaves_troops = {
	  custom_cost_trigger = {
			set_temp_variable = { temp_cap_cost = 20 }
			check_variable = {
				caps_number_display > temp_cap_cost
			}
		}
		custom_cost_text = "caps_decisions_cost_text"
		complete_effect = {
			set_temp_variable = { caps_to_add = -20 }
			add_caps = yes }
		remove_effect = {
		add_manpower = 350
		CES = { set_temp_variable = { caps_to_add = 30}
			add_caps = yes }
	}
		}
		wht_slave = {
		available = { NOT = { has_government = people }
		}
		 custom_cost_trigger = {
			set_temp_variable = { temp_cap_cost = 20 }
			check_variable = {
				caps_number_display > temp_cap_cost
			}
		}
		custom_cost_text = "caps_decisions_cost_text"
		complete_effect = {
			set_temp_variable = { caps_to_add = -30 }
			add_caps = yes }
		remove_effect = {
		random_owned_state = {
		set_temp_variable = {
					pop_add = 300
				}
				add_state_population = yes
				}
		CES = { set_temp_variable = { caps_to_add = 30}
			add_caps = yes }
		}
	}
	
	wht_tribal_makings = {
	days_re_enable = 120
		days_remove = 100
		  custom_cost_trigger = {
			set_temp_variable = { temp_cap_cost = 100 }
			check_variable = {
				caps_number_display > temp_cap_cost
			}
		}
		custom_cost_text = "caps_decisions_cost_text"
		complete_effect = {
			set_temp_variable = { caps_to_add = -100 }
			add_caps = yes }
		remove_effect = {
		add_offsite_building = {
				type = industrial_complex
				level = 1
		
				
				}
		CES = { set_temp_variable = { caps_to_add = 80 }
			add_caps = yes }
		}
	}
	wht_buy_metals = {
		days_re_enable = 60
		days_remove = 50
		 custom_cost_trigger = {
			set_temp_variable = { temp_cap_cost = 50 }
			check_variable = {
				caps_number_display > temp_cap_cost
			}
		}
		custom_cost_text = "caps_decisions_cost_text"
		complete_effect = {
			set_temp_variable = { caps_to_add = -50 }
			add_caps = yes }
		remove_effect = {
		random_owned_state = {
		add_resource = {
			type = metal
			amount = 1
			state = this }
		}
		CES = { set_temp_variable = { caps_to_add = 50}
			add_caps = yes }
		}
	}
	 wht_slavers_choice = {
	 days_re_enable = 120
	 days_remove = 60
	  custom_cost_trigger = {
			set_temp_variable = { temp_cap_cost = 90 }
			check_variable = {
				caps_number_display > temp_cap_cost
			}
		}
		custom_cost_text = "caps_decisions_cost_text"
		complete_effect = {
			set_temp_variable = { caps_to_add = -90 }
			add_caps = yes }
		remove_effect = { 
		add_equipment_to_stockpile = {
		type = heavy_infantry_equipment
		amount = 250
		producer = CES }
		add_equipment_to_stockpile = {
			type = ballistic_equipment_1
			amount = 250
			producer = CES
			}
			add_equipment_to_stockpile = {
			type = spec_ops_equipment
			amount = 250
			producer = CES
			}
			
		add_manpower = 350
		CES = { set_temp_variable = { caps_to_add = 90 }
			add_caps = yes }
			
			}
		}
	}


		wht_unlock_border_war_dec_cat  = {
		WHT_passage = {
		allowed = {
			original_tag = wht
		}
		visible = {
			has_completed_focus = wht_border_wars
			NOT = {
				WHT= { owns_state = 12 }
			}
		}
		available = {
			ai_has_no_other_wars_or_wargoals = yes
			has_completed_focus = wht_border_wars
			if = { limit = { is_ai = yes }
			has_completed_focus = wht_clock_breaking
			}
			NOT = {
				WHT = { owns_state = 12 }
				SKY = { is_in_faction_with = WHT }
			}
		}
		days_re_enable = 180
		priority = 3
		fire_only_once = no
		cost = 25
		ai_will_do = {
			factor = 40
		}
		complete_effect = {
		add_threat = 01
             start_border_war = {
                change_state_after_war = no
                attacker = {
                    state = 72
                    num_provinces = 1
					on_win = WHT_frontier.1
                }
                defender = {
                    state = 12 
                    num_provinces = 1
                }
            }
		}
    }
	wht_delamoor = {
		allowed = {
			original_tag = wht
		}
		visible = {
			has_completed_focus = wht_border_wars
			IF = { limit = { is_ai = yes }
			has_completed_focus = wht_leg_forces
			}
			NOT = {
				WHT = { owns_state = 75 }
			}
		}
		available = {
			ai_has_no_other_wars_or_wargoals = yes
			has_completed_focus = wht_border_wars
			NOT = {
				WHT = { owns_state = 75 }
			}
		}
		days_re_enable = 180
		priority = 3
		fire_only_once = no
		cost = 25
		ai_will_do = {
			factor = 40
		}
		complete_effect = {
		add_threat = 01
            start_border_war = {
                change_state_after_war = no
                attacker = {
                    state = 326
                    num_provinces = 3
					on_win = WHT_frontier.2
                }
                defender = {
                    state = 75
                    num_provinces = 3
                }
            }
		}
    }
	wht_428 = {
		allowed = {
			original_tag = wht
		}
		visible = {
			has_completed_focus = wht_border_wars
			NOT = {
				WHT = { owns_state = 425 }
			}
		}
		available = {
			ai_has_no_other_wars_or_wargoals = yes
			has_completed_focus = wht_border_wars
			IF = { limit = { is_ai = yes }
			has_completed_focus = wht_attack_mormons
			}
			NOT = {
				WHT = {
				owns_state = 425
					}
			}
		}
		days_re_enable = 180
		priority = 3
		fire_only_once = no
		cost = 25
		ai_will_do = {
			factor = 40
		}
		complete_effect = {
		add_threat = 01
            start_border_war = {
                change_state_after_war = no
                attacker = {
                    state = 581
                    num_provinces = 2
					on_win = WHT_frontier.3
                }
                defender = {
                    state = 425
                    num_provinces = 3
                }
            }
		}
    }
	WHT_Swasey = {
		allowed = {
			original_tag = wht
		}
		visible = {
			has_completed_focus = wht_border_wars
			IF = { limit = { is_ai = yes }
			has_completed_focus = wht_attack_mormons
			}
			NOT = { 
				WHT= { owns_state = 270 }
			}
		}
		available = {
			ai_has_no_other_wars_or_wargoals = yes
			has_completed_focus = wht_border_wars
			NOT = {
				WHT = { owns_state = 270 }
				EHT	= { is_in_faction_with = WHT }
			}
		}
		ai_will_do = {
			factor = 40
		}
		days_re_enable = 180
		priority = 3
		fire_only_once = no
		cost = 25
		ai_will_do = {
			factor = 80
		}
		complete_effect = {
             start_border_war = {
                change_state_after_war = no
                attacker = {
                    state = 581
                    num_provinces = 2
					on_win = WHT_frontier.4
                }
                defender = {
                    state = 270
                    num_provinces = 2
                }
            }
		}
    }
	WHT_Lund = {
		allowed = {
			original_tag = wht
		}
		visible = {
			has_completed_focus = wht_border_wars
			NOT = {
				WHT= { owns_state = 286 }
			}
		}
		available = {
			ai_has_no_other_wars_or_wargoals = yes
			has_completed_focus = wht_border_wars
			date > 2279.1.1
			IF = { limit = { is_ai = yes }
			has_completed_focus = wht_clock_breaking
			}
			NOT = {
				WHT = { owns_state = 270 }
				EHT	= { is_in_faction_with = WHT }
			}
		}
		days_re_enable = 180
		priority = 3
		fire_only_once = no
		cost = 25
		ai_will_do = {
			factor = 40
		}
		complete_effect = {
             start_border_war = {
                change_state_after_war = no
                attacker = {
                    state = 581
                    num_provinces = 2
					on_win = WHT_frontier.5
                }
                defender = {
                    state = 286
                    num_provinces = 2
                }
            }
		}
    }
	wht_sleepers = {
		allowed = {
			original_tag = wht
		}
		visible = {
			has_completed_focus = wht_border_wars
			NOT = {
				WHT = { owns_state = 127 }
			}
		}
		available = {
			ai_has_no_other_wars_or_wargoals = yes
			has_completed_focus = wht_border_wars
			IF = { limit = { is_ai = yes }
			has_completed_focus = wht_slayer
			}
			NOT = {
				WHT = { owns_state = 127 }
			}
		}
		days_re_enable = 180
		priority = 3
		fire_only_once = no
		cost = 25
		ai_will_do = {
			factor = 40
		}
		complete_effect = {
		add_threat = 01
            start_border_war = {
                change_state_after_war = no
                attacker = {
                    state = 72
                    num_provinces = 2
					on_win = WHT_frontier.6
                }
                defender = {
                    state = 127
                    num_provinces = 1
                }
            }
		}
    }
	
		wht_tree_hugers = {
		allowed = {
			original_tag = wht
		}
		visible = {
			has_completed_focus = wht_border_wars
			NOT = {
				WHT = { owns_state = 324 }
			}
		}
		available = {
			ai_has_no_other_wars_or_wargoals = yes
			has_completed_focus = wht_border_wars
			owns_state = 319
			NOT = {
				WHT = { owns_state = 324 }
			}
		}
		ai_will_do = { 
		base = 320 
		}
		days_re_enable = 180
		priority = 3
		fire_only_once = no
		cost = 25
		ai_will_do = {
			factor = 40
		}
		complete_effect = {
		add_threat = 01
            start_border_war = {
                change_state_after_war = no
                attacker = {
                    state = 319
                    num_provinces = 2
					on_win = WHT_frontier.7
                }
                defender = {
                    state = 324
                    num_provinces = 3
                }
            }
		}
    }
	wht_Capture_Allontah = {
		allowed = {
			original_tag = wht
		}
		visible = {
			has_completed_focus = wht_border_wars
			NOT = {
				WHT = { owns_state = 535 }
			}
		}
		available = {
			owns_state = 378
			has_completed_focus = wht_border_wars
			NOT = {
				WHT = { owns_state = 535 }
			}
		}
		days_re_enable = 180
		priority = 3
		fire_only_once = no
		cost = 25
		ai_will_do = {
			factor = 4000
		}
		complete_effect = {
		add_threat = 01
            start_border_war = {
                change_state_after_war = no
                attacker = {
                    state = 378
                    num_provinces = 1
					on_win = WHT_frontier.8
                }
                defender = {
                    state = 535
                    num_provinces = 2
                }
            }
		}
    }
	
	wht_Capture_Parro = {
		allowed = {
			original_tag = wht
		}
		visible = {
			has_completed_focus = wht_border_wars
			NOT = {
				WHT = { owns_state = 309 }
			}
		}
		available = {
			has_completed_focus = wht_border_wars
			IF = { limit = { is_ai = yes }
			has_completed_focus = wht_slayer
			}
			NOT = {
				WHT = { owns_state = 309 }
			}
		}
		days_re_enable = 180
		priority = 3
		fire_only_once = no
		cost = 25
		ai_will_do = {
			factor = 80
		}
		complete_effect = {
		add_threat = 01
            start_border_war = {
                change_state_after_war = no
                attacker = {
                    state = 581
                    num_provinces = 2
					on_win = WHT_frontier.9
                }
                defender = {
                    state = 309
                    num_provinces = 3
                }
            }
		}
    }
	wht_Niells_airforce = {
		allowed = {
			original_tag = wht
		}
		visible = {
			has_completed_focus = wht_border_wars
			NOT = {
				WHT = { owns_state = 127 }
			}
		}
		available = {
			ai_has_no_other_wars_or_wargoals = yes
			has_completed_focus = wht_border_wars
			controls_state = 12
			IF = { limit = { is_ai = yes }
			has_completed_focus = wht_slayer
			}
			NOT = {
				WHT = { owns_state = 127 }
			}
		}
		days_re_enable = 180
		priority = 3
		fire_only_once = no
		cost = 25
		ai_will_do = {
			factor = 40
		}
		complete_effect = {
		add_threat = 01
            start_border_war = {
                change_state_after_war = no
                attacker = {
                    state = 12
                    num_provinces = 2
					on_win = WHT_frontier.10
                }
                defender = {
                    state = 154
                    num_provinces = 2 
                }
            }
		}
    }
	
    }
	
	wht_dec_cat_dirty_market = {
	
	wht_challange_warriors = {
		days_re_enable = 10
		days_remove = 45
		ai_will_do = {
		base = 40
		}
	  custom_cost_trigger = {
			set_temp_variable = { temp_cap_cost = 15 }
			check_variable = {
				caps_number_display > temp_cap_cost
			}
		}
		custom_cost_text = "caps_decisions_cost_text"
		complete_effect = {
			set_temp_variable = { caps_to_add = -15 }
			add_caps = yes }
		remove_effect = {
		add_manpower = 250
			}
		}
		
		wht_pet_slaves = {
			days_re_enable = 55
		days_remove = 45
			available = { NOT = { has_government = people }
		}
		ai_will_do = {
		base = 40
		}
		 custom_cost_trigger = {
			set_temp_variable = { temp_cap_cost = 25 }
			check_variable = {
				caps_number_display > temp_cap_cost
			}
		}
		custom_cost_text = "caps_decisions_cost_text"
		complete_effect = {
			set_temp_variable = { caps_to_add = -25 }
			add_caps = yes }
		remove_effect = {
		random_owned_state = {
		set_temp_variable = {
					pop_add = 200
				}
				add_state_population = yes
				}
				add_stability = 0.05
			}
		}
		
		wht_savage_weapons = {
			days_re_enable = 85
		days_remove = 75
		ai_will_do = {
		base = 40
		}
		 custom_cost_trigger = {
			set_temp_variable = { temp_cap_cost = 40 }
			check_variable = {
				caps_number_display > temp_cap_cost
			}
		}
		custom_cost_text = "caps_decisions_cost_text"
		complete_effect = {
			set_temp_variable = { caps_to_add = -45 }
			add_caps = yes }
		remove_effect = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 50
			producer = WHT
			}
			add_equipment_to_stockpile = {
			type = ballistic_equipment_1
			amount = 50
			producer = UTH
			}
			
			add_equipment_to_stockpile = {
			type = demolitions_equipment
			amount = 50
			producer = WHT
			}
			
		}
	}
	
		wht_larger_aresnal = {
			days_re_enable = 100
		days_remove = 90
		ai_will_do = {
		base = 20
		}
		 custom_cost_trigger = {
			set_temp_variable = { temp_cap_cost = 90 }
			check_variable = {
				caps_number_display > temp_cap_cost
			}
		}
		custom_cost_text = "caps_decisions_cost_text"
		complete_effect = {
			set_temp_variable = { caps_to_add = -90 }
			add_caps = yes }
		remove_effect = {
		add_equipment_to_stockpile = {
			type = ballistic_equipment_2
			amount = 125
			producer = Uth
			}
			add_equipment_to_stockpile = {
			type = melee_equipment_2
			amount = 125
			producer = Uth
			}
			add_equipment_to_stockpile = {
			type = ballistic_equipment_1
			amount = 50
			producer = usa
			}
			
		}
	}
	
		wht_use_slave_labor_for_prized_wargear = {
			days_re_enable = 200
		days_remove = 100
		ai_will_do = {
		base = 10
		}
		 custom_cost_trigger = {
			set_temp_variable = { temp_cap_cost = 125 }
			check_variable = {
				caps_number_display > temp_cap_cost
			}
		}
		custom_cost_text = "caps_decisions_cost_text"
		complete_effect = {
			set_temp_variable = { caps_to_add = -125 }
			add_caps = yes }
		remove_effect = {
		add_equipment_to_stockpile = {
			type = ballistic_equipment_3
			amount = 100
			producer = Uth
			}
			add_equipment_to_stockpile = {
			type = melee_equipment_3
			amount = 125
			producer = Uth
			}
			add_equipment_to_stockpile = {
			type = energy_equipment_2
			amount = 50
			producer = UTH
			}
			add_equipment_to_stockpile = {
			type = melee_equipment_4
			amount = 100
			producer = USA
		}
	}
}

wht_sell_slaves = {
			days_re_enable = 120
		days_remove = 60
		ai_will_do = {
		base = 40
		}
		available = { 
			any_controlled_state = { 
				 NOT = { is_core_of = WHT } 
			}
		has_completed_focus = wht_clock_breaking
		 NOT = { has_government = people }
	}
		 
		
			cost = 50
		complete_effect = {
		 set_temp_variable = {
				caps_to_add = 15
			}
			add_caps = yes
			random_owned_controlled_state = { 
			limit = {
				 NOT = { is_core_of = WHT } 
			}
			add_manpower = -90 } 
			}
		
	}
		
		wht_slave_construction = {
			days_re_enable = 200
		days_remove = 60
		ai_will_do = {
		base = 40
		}
		
	available = {
	has_completed_focus = wht_winds_change
		 NOT = { has_government = people }
		}
			cost = 125
			modifier = {
			consumer_goods_factor = -0.04
			production_speed_buildings_factor = 0.125
			}
		complete_effect = {
			random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_manpower = -300 } 
			}
		}
	}
	



	
		
