﻿###########################
###########################

add_namespace = LSM_startup

country_event = {
	id = LSM_startup.76
	title = LSM_startup.76.t
	desc = LSM_startup.76.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.76.n
		trigger = { 
			tag = GER 
			FRA = { is_ai = yes }
			has_global_flag = mp_difficulty
			is_historical_focus_on = yes
		}
		hidden_effect = {
			set_global_flag = france_giga
		}
		custom_effect_tooltip = startup_76_tt_m
	}
	
	option = {
		name = LSM_startup.76.gg
		trigger = { 
			tag = JAP 
			CHI = { is_ai = yes }
			NOT = { has_global_flag = mp_difficulty }
			is_historical_focus_on = yes
		}
		hidden_effect = {
			set_global_flag = china_giga
		}
		custom_effect_tooltip = startup_76_tt_gg
	}
	
	option = {
		trigger = {
			has_global_flag = mp_difficulty
		}
		name = LSM_startup.76.p
		custom_effect_tooltip = startup_76_tt_p
	}
	
	option = {
		trigger = {
			NOT = { has_global_flag = mp_difficulty }
		}
		name = LSM_startup.76.a
		custom_effect_tooltip = startup_76_tt_b
	}
	
	option = {
		name = LSM_startup.76.b
		trigger = {
			tag = GER
			NOT = { has_global_flag = mp_difficulty }
		}
		custom_effect_tooltip = startup_76_tt_c
		hidden_effect = {
			set_global_flag = vanilla_history
			FRA = {
				annex_country = { target = VIN transfer_troops = yes }
			}
			hidden_effect = {
				every_state = {
					limit = { 
						is_core_of = VIN
						is_owned_by = FRA
					}
					set_compliance = 80
				}
			}
			every_country = {
				limit = {
					tag = ENG
				}
				add_ideas = vanilla_navy
			}
			set_global_flag = disabled_equipment_funnelling
			every_other_country = {
				remove_opinion_modifier = {
					target = GER
					modifier = trade_relation_bonus_high
				}
				GER = {
					remove_opinion_modifier = {
						target = PREV
						modifier = trade_relation_bonus_high
					}
				}
			}
			every_other_country = {
				remove_opinion_modifier = {
					target = GER
					modifier = trade_relation_bonus_high_1
				}
				GER = {
					remove_opinion_modifier = {
						target = PREV
						modifier = trade_relation_bonus_high_1
					}
				}
			}
		}
	}
	
	option = {
		name = LSM_startup.76.b
		trigger = { 
			NOT = { tag = GER } 
			NOT = { has_global_flag = mp_difficulty }
		}
		custom_effect_tooltip = startup_76_tt_d
		hidden_effect = {
			set_global_flag = vanilla_history
			FRA = {
				annex_country = { target = VIN transfer_troops = yes }
			}
			hidden_effect = {
				every_state = {
					limit = { 
						is_core_of = VIN
						is_owned_by = FRA
					}
					set_compliance = 80
				}
			}
		}
	}
	
	option = {
		name = LSM_startup.76.f
		trigger = { 
			tag = SOV 
			NOT = { has_global_flag = mp_difficulty }
			is_historical_focus_on = yes
		}
		custom_effect_tooltip = startup_76_tt_e
		custom_effect_tooltip = startup_76_tt_e2
		hidden_effect = {
			set_global_flag = disabled_equipment_funnelling
		}
	}
	
	option = {
		name = LSM_startup.76.e
		trigger = { 
			tag = GER 
			FRA = { is_ai = yes }
			NOT = { has_global_flag = mp_difficulty }
			is_historical_focus_on = yes
		}
		hidden_effect = {
			set_global_flag = france_giga
		}
		custom_effect_tooltip = startup_76_tt_g
	}
	
	option = {
		name = LSM_startup.76.v
		trigger = { 
			NOT = { tag = SOV }
			SOV = { is_ai = yes }
			NOT = { has_global_flag = mp_difficulty }
			is_historical_focus_on = yes
			has_global_flag = testing_only
		}
		hidden_effect = {
			set_global_flag = SOV_no_purge_collaboration
		}
		custom_effect_tooltip = startup_76_tt_va
	}
	
	option = {
		name = LSM_startup.76.m
		trigger = { 
			tag = ITA
			NOT = { has_global_flag = mp_difficulty }
			is_historical_focus_on = yes
		}
		hidden_effect = {
			set_global_flag = italy_want_it_easy
		}
		custom_effect_tooltip = startup_76_tt_v
	}
}


country_event = {
	id = LSM_startup.1
	title = LSM_startup.1.t
	desc = LSM_startup.1.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.1.c 
		custom_effect_tooltip = startup_1a_tt
		hidden_effect = {
			country_event = { id = LSM_startup.3 }
		}
		ai_chance = {
			factor = 33
		}
	}
	
	option = {
		name = LSM_startup.1.a 
		custom_effect_tooltip = startup_1b_tt
		trigger = {
			NOT = { has_global_flag = mp_difficulty }
		}
		hidden_effect = {
			country_event = { id = LSM_startup.4 }
			SOV = { 
				set_technology = { mass_assault = 0 } 
				set_technology = { superior_firepower = 1 }
			}
		}
		ai_chance = {
			factor = 33
		}
	}
	
	option = {
		name = LSM_startup.1.b  
		custom_effect_tooltip = startup_1c_tt
		trigger = {
			NOT = { has_global_flag = mp_difficulty }
		}
		hidden_effect = {
			country_event = { id = LSM_startup.5 }
			SOV = { 
				set_technology = { mass_assault = 0 } 
				set_technology = { trench_warfare = 1 }
			}
		}
		ai_chance = {
			factor = 33
		}
	}
	
	option = {
		name = LSM_startup.1.f  
		custom_effect_tooltip = startup_1d_tt 
		hidden_effect = {
			country_event = { id = LSM_startup.34 }
		}
		ai_chance = {
			factor = 1
		}
	}
}
country_event = {
	id = LSM_startup.100
	title = LSM_startup.100.t
	desc = LSM_startup.100.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.100.a
		hidden_effect = {
			set_global_flag = never_ask_again
		}
	}
	
	option = {
		name = LSM_startup.100.b 

		trigger = { 
			has_global_flag = lmao_are_we_good_now
		}

		hidden_effect = {
			set_global_flag = enclave_enabled
		}
	}
}
country_event = {
	id = LSM_startup.101
	title = LSM_startup.101.t
	desc = LSM_startup.101.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.100.a
		ai_chance = {
			factor = 35
			modifier = {
				factor = 0
				OR = {
					has_government = communism
				}
			}
			modifier = {
				factor = 0.50
				is_neighbor_of = GER
				GER = { is_ai = yes }
			}	
		}
		hidden_effect = {
			set_country_flag = fascist_generic_flag
			add_ideas = LSM_dont_have_fun
		}
	}
	
	option = {
		name = LSM_startup.100.b 
		ai_chance = {
			factor = 35
			modifier = {
				factor = 0
				OR = {
					has_government = fascism
				}
			}
			modifier = {
				factor = 0
				is_neighbor_of = GER
				GER = { is_ai = yes }
			}		
		}

		hidden_effect = {
			set_country_flag = communist_generic_flag
			add_ideas = LSM_dont_have_fun
		}
	}
	
	option = {
		name = LSM_startup.100.b 
		ai_chance = {
			factor = 20
			modifier = {
				factor = 0.25
				OR = {
					has_government = communism
					has_government = fascism
				}
			}
			modifier = {
				factor = 0
				is_neighbor_of = GER
				GER = { is_ai = yes }
			}
		}

		hidden_effect = {
			set_country_flag = interventionist_generic_flag
			add_ideas = LSM_dont_have_fun
		}
	}
	option = {
		name = LSM_startup.100.b 
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0
				OR = {
					has_government = communism
					has_government = fascism
				}
			}
			modifier = {
				factor = 5
				is_neighbor_of = GER
				GER = { is_ai = yes }
			}
		}
	}
}

country_event = {
	id = LSM_startup.77
	title = LSM_startup.77.t
	desc = LSM_startup.77.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.77.a

		trigger = {
			tag = GER
		}

		custom_effect_tooltip = LSM_startup_77_a_tt

		hidden_effect = {
			set_global_flag = disabled_equipment_funnelling
			set_global_flag = sheep_selected
			every_other_country = {
				remove_opinion_modifier = {
					target = GER
					modifier = trade_relation_bonus_high
				}
				GER = {
					remove_opinion_modifier = {
						target = PREV
						modifier = trade_relation_bonus_high
					}
				}
			}
			every_other_country = {
				remove_opinion_modifier = {
					target = GER
					modifier = trade_relation_bonus_high_1
				}
				GER = {
					remove_opinion_modifier = {
						target = PREV
						modifier = trade_relation_bonus_high_1
					}
				}
			}
			if = { 
				limit = { SOV = { is_ai = yes } }
				SOV = {
					every_other_country = {
						limit = {
							is_ai = yes
							has_government = democratic
						}
						add_opinion_modifier = {
				   			target = SOV
				   			modifier = trade_relation_bonus_high
						}
						add_opinion_modifier = {
				   			target = SOV
				   			modifier = trade_relation_bonus_high_1
						}
					}					
				}
				every_country = {
					limit = {
						is_ai = yes
						has_government = democratic
					}
					SOV = {
						add_opinion_modifier = {
				   			target = PREV
				   			modifier = trade_relation_bonus_high
						}
						add_opinion_modifier = {
				   			target = PREV
				   			modifier = trade_relation_bonus_high_1
						}
					}
				}
			}
		}
	}
	
	option = {
		name = LSM_startup.77.b
		set_global_flag = mp_selected

		custom_effect_tooltip = LSM_startup_77_b_tt
	}
	
	option = {
		name = LSM_startup.77.c

		custom_effect_tooltip = LSM_startup_77_c_tt
	}
}
country_event = {
	id = LSM_startup.78
	title = LSM_startup.77.t
	desc = LSM_startup.78.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.77.a

		trigger = {
			tag = SOV
		}

		custom_effect_tooltip = LSM_startup_77_a_tt

		hidden_effect = {
			set_global_flag = SOV_welfare_disabled
			set_global_flag = sheep_selected
			every_other_country = {
				SOV = {
					remove_opinion_modifier = {
						target = PREV
						modifier = trade_relation_bonus_high
					}
				}
				remove_opinion_modifier = {
					target = SOV
					modifier = trade_relation_bonus_high
				}
			}
			every_other_country = {
				SOV = {
					remove_opinion_modifier = {
						target = PREV
						modifier = trade_relation_bonus_high_1
					}
				}
				remove_opinion_modifier = {
					target = SOV
					modifier = trade_relation_bonus_high_1
				}
			}
			GER = {
				every_other_country = {
					limit = {
						is_ai = yes
						is_allied_ai = no
					}
					add_opinion_modifier = {
				   		target = GER
				   		modifier = trade_relation_bonus_high
					}
					add_opinion_modifier = {
				   		target = GER
				   		modifier = trade_relation_bonus_high_1
					}
				}					
			}
			every_other_country = {
				limit = {
					is_ai = yes
					is_allied_ai = no
				}
				GER = {
					add_opinion_modifier = {
				   		target = PREV
				   		modifier = trade_relation_bonus_high
					}
				}
				GER = {
					add_opinion_modifier = {
				   		target = PREV
				   		modifier = trade_relation_bonus_high_1
					}
				}					
			}
		}
	}
	
	option = {
		name = LSM_startup.77.b
		set_global_flag = mp_selected

		custom_effect_tooltip = LSM_startup_77_b_tt
	}
	
	option = {
		name = LSM_startup.77.c

		custom_effect_tooltip = LSM_startup_77_c_tt
	}
}
country_event = {
	id = LSM_startup.79
	title = LSM_startup.77.t
	desc = LSM_startup.79.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.77.a

		trigger = {
			tag = FRA
		}

		custom_effect_tooltip = LSM_startup_78_a_tt

		hidden_effect = {
			set_global_flag = FRA_welfare_disabled
			set_global_flag = sheep_selected
			every_other_country = {
				remove_opinion_modifier = {
					target = FRA
					modifier = trade_relation_bonus_high
				}
				FRA = {
					remove_opinion_modifier = {
						target = PREV
						modifier = trade_relation_bonus_high
					}
				}
			}
			every_other_country = {
				remove_opinion_modifier = {
					target = FRA
					modifier = trade_relation_bonus_high_1
				}
				FRA = {
					remove_opinion_modifier = {
						target = PREV
						modifier = trade_relation_bonus_high_1
					}
				}
			}
			GER = {
				every_other_country = {
					limit = {
						is_ai = yes
						is_allied_ai = no
					}
					add_opinion_modifier = {
				   		target = GER
				   		modifier = trade_relation_bonus_high
					}
					add_opinion_modifier = {
				   		target = GER
				   		modifier = trade_relation_bonus_high_1
					}
				}					
			}
			every_other_country = {
				limit = {
					is_ai = yes
					is_allied_ai = no
				}
				GER = {
					add_opinion_modifier = {
				   		target = PREV
				   		modifier = trade_relation_bonus_high
					}
				}
				GER = {
					add_opinion_modifier = {
				   		target = PREV
				   		modifier = trade_relation_bonus_high_1
					}
				}					
			}
		}
	}
	
	option = {
		name = LSM_startup.77.b
		set_global_flag = mp_selected

		custom_effect_tooltip = LSM_startup_78_b_tt
	}
	
	option = {
		name = LSM_startup.77.c
	}
}
country_event = {
	id = LSM_startup.80
	title = LSM_startup.77.t
	desc = LSM_startup.80.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.80.b

		custom_effect_tooltip = LSM_startup_77_d_tt
	}
	
	option = {
		name = LSM_startu2p.77.b
		trigger = { 
			NOT = {
				OR = {
					is_historical_focus_on = no 
					is_major = yes
				}
			}
		}
	}

	option = {
		name = LSM_startup.77.b
		set_global_flag = mp_selected
		trigger = { 
			OR = {
				is_historical_focus_on = no 
				is_major = yes
			}
		}
		custom_effect_tooltip = LSM_startup_80_b_tt
		hidden_effect = {
			ROOT = {
				every_other_country = {
					limit = {
						is_ai = yes
						has_same_ideology = yes
					}
					add_opinion_modifier = {
				   		target = PREV
				   		modifier = trade_relation_bonus_high
					}
					add_relation_modifier = {
						target = PREV
						modifier = LSM_coordinate_rearmament
					}
				}					
			}
			every_other_country = {
				limit = {
					is_ai = yes
					has_same_ideology = yes
				}
				ROOT = {
					add_opinion_modifier = {
				   		target = PREV
				   		modifier = trade_relation_bonus_high
					}
				}
				ROOT = {
					add_relation_modifier = {
						target = PREV
						modifier = LSM_coordinate_rearmament
					}
				}					
			}
		}
	}
}
country_event = {
	id = LSM_startup.81
	title = LSM_startup.81.t
	desc = LSM_startup.81.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.81.a
		set_country_flag = fastgaming
		ai_chance = {
			factor = 20
		}
		create_equipment_variant = { 
			name = "Medium Tank I"
			type = medium_tank_chassis_0
			parent_version = 0
			allow_without_tech = yes # Tooltip purposes, tech is required anyways
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_medium_three_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_1
				special_type_slot_2 = secondary_turret_hmg
				special_type_slot_3 = secondary_turret_hmg
				special_type_slot_4 = extra_ammo_storage
			}
			upgrades = {
				tank_nsb_engine_upgrade = 0
				tank_nsb_armor_upgrade = 4
			}
			icon = "GFX_SOV_advanced_heavy_tank_medium"
			design_team = mio:FRA_renault_organization
		}
		division_template = {
			name = "Medium Tank template 2"			# Rifle Division
			division_names_group = FRA_ARM_01
			is_locked = no
			priority = 1
			regiments = {
				camelry = { x = 0 y = 0 }
				camelry = { x = 0 y = 1 }
				camelry = { x = 0 y = 2 }
				camelry = { x = 0 y = 3 }
				camelry = { x = 0 y = 4 }

				camelry = { x = 1 y = 0 }
				camelry = { x = 1 y = 1 }
				camelry = { x = 1 y = 2 }

				medium_armor = { x = 2 y = 0 }
				medium_armor = { x = 2 y = 1 }
				medium_armor = { x = 2 y = 2 }
				medium_armor = { x = 2 y = 3 }
				medium_armor = { x = 2 y = 4 }

				medium_armor = { x = 3 y = 0 }
				medium_armor = { x = 3 y = 1 }
				medium_armor = { x = 4 y = 0 }
			}
			support = { 		
				engineer = { x = 0 y = 0 } 		
				artillery = { x = 0 y = 1 } 		
				anti_air = { x = 0 y = 2 }
			}
		}
	}
	
	option = {
		name = LSM_startup.81.b
		ai_chance = {
			factor = 80
		}
	}
}
country_event = {
	id = LSM_startup.82
	title = LSM_startup.82.t
	desc = LSM_startup.82.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.82.a
		set_country_flag = pure_infantry
		ai_chance = {
			factor = 25
		}
		division_template = {
			name = "Infantry template 17"			# Rifle Division
			division_names_group = SOV_INF_01
			is_locked = no
			priority = 1
			regiments = {
				infantry = { x = 0 y = 0 }
				infantry = { x = 0 y = 1 }
				infantry = { x = 0 y = 2 }
				infantry = { x = 0 y = 3 }
				infantry = { x = 0 y = 4 }

				infantry = { x = 1 y = 0 }
				infantry = { x = 1 y = 1 }
				infantry = { x = 1 y = 2 }
				infantry = { x = 1 y = 3 }
				infantry = { x = 1 y = 4 }

				infantry = { x = 2 y = 0 }
				infantry = { x = 2 y = 1 }
				infantry = { x = 2 y = 2 }
				infantry = { x = 2 y = 3 }
				infantry = { x = 2 y = 4 }

				infantry = { x = 3 y = 0 }
				infantry = { x = 3 y = 1 }
				infantry = { x = 3 y = 2 }
				infantry = { x = 3 y = 3 }
				infantry = { x = 3 y = 4 }

				infantry = { x = 4 y = 0 }
				infantry = { x = 4 y = 1 }
			}
			support = { 		
				engineer = { x = 0 y = 0 } 		
				artillery = { x = 0 y = 1 } 		
				anti_air = { x = 0 y = 2 }
			}
		}
	}
	
	option = {
		name = LSM_startup.82.b
		set_country_flag = tank_is_good
		set_country_flag = spacemarine
		set_technology = { mass_assault = 0 }
		set_technology = { superior_firepower = 1 }
		add_tech_bonus = {
			name = SOV_pc_of_mechanical_engineering_name_default
			bonus = 1
			ahead_reduction = 1
			uses = 2
			category = motorized_equipment
		}
		ai_chance = {
			factor = 5
		}
		division_template = {
			name = "Light Tank template 2"			# Rifle Division
			division_names_group = SOV_ARM_01
			is_locked = no
			priority = 1
			regiments = {
				mechanized = { x = 0 y = 0 }
				mechanized = { x = 0 y = 1 }

				light_tank_destroyer_brigade = { x = 1 y = 0 }
				light_tank_destroyer_brigade = { x = 1 y = 1 }
				light_tank_destroyer_brigade = { x = 1 y = 2 }
				light_tank_destroyer_brigade = { x = 1 y = 3 }
				light_tank_destroyer_brigade = { x = 1 y = 4 }

				light_tank_destroyer_brigade = { x = 2 y = 0 }
				light_tank_destroyer_brigade = { x = 2 y = 1 }
				light_tank_destroyer_brigade = { x = 2 y = 2 }
				light_tank_destroyer_brigade = { x = 2 y = 3 }
				light_tank_destroyer_brigade = { x = 2 y = 4 }

				light_tank_destroyer_brigade = { x = 3 y = 0 }
				light_tank_destroyer_brigade = { x = 3 y = 1 }
				light_tank_destroyer_brigade = { x = 3 y = 2 }
				light_tank_destroyer_brigade = { x = 3 y = 3 }
				light_tank_destroyer_brigade = { x = 3 y = 4 }

				heavy_tank_destroyer_brigade = { x = 4 y = 0 }
			}
			support = { 		
				engineer = { x = 0 y = 0 } 		
				artillery = { x = 0 y = 1 } 		
				anti_air = { x = 0 y = 2 }
			}
		}
	}
	
	option = {
		name = LSM_startup.82.b
		ai_chance = {
			factor = 70
		}
		country_event = { id = LSM_startup.1 }
	}
}
country_event = {
	id = LSM_startup.83
	title = LSM_startup.82.t
	desc = LSM_startup.82.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.82.a
		set_country_flag = civ_1
		ai_chance = {
			factor = 25 
			modifier = { 
				factor = 0
				GER = { is_ai = yes }
				ITA = { is_ai = yes }
				ROM = { is_ai = yes }
				FIN = { is_ai = yes }
				POL = { is_ai = yes }
				JAP = { is_ai = yes }
			}
		}
	}
	
	option = {
		name = LSM_startup.82.a
		set_country_flag = civ_2
		trigger = {
			NOT = { has_global_flag = mp_difficulty }
		}
		ai_chance = {
			factor = 25   
			modifier = { 
				factor = 0
				GER = { is_ai = yes }
				ITA = { is_ai = yes }
				ROM = { is_ai = yes }
				FIN = { is_ai = yes }
				POL = { is_ai = yes }
				JAP = { is_ai = yes }
			}
		}
	}
	
	option = {
		name = LSM_startup.82.a
		set_country_flag = civ_3
		trigger = {
			NOT = { has_global_flag = mp_difficulty }
		}
		ai_chance = {
			factor = 25
		}
	}
	
	option = {
		name = LSM_startup.82.a
		set_country_flag = mil_1
		ai_chance = {
			factor = 25  
			modifier = { 
				factor = 0
				GER = { is_ai = yes }
				ITA = { is_ai = yes }
				ROM = { is_ai = yes }
				FIN = { is_ai = yes }
				POL = { is_ai = yes }
				JAP = { is_ai = yes }
			}
		}
	}
}
country_event = {
	id = LSM_startup.84
	title = LSM_startup.82.t
	desc = LSM_startup.82.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.82.a
		set_country_flag = american_airline
		set_technology = { superior_firepower = 0 }
		set_technology = { mass_assault = 1 }
		division_template = {
			name = "Infantry"			# Rifle Division
			division_names_group = USA_INF_01
			is_locked = no
			priority = 1
			regiments = {
				infantry = { x = 0 y = 0 }
				infantry = { x = 0 y = 1 }
				infantry = { x = 0 y = 2 }
				infantry = { x = 0 y = 3 }
				infantry = { x = 0 y = 4 }

				infantry = { x = 1 y = 0 }
				infantry = { x = 1 y = 1 }
				infantry = { x = 1 y = 2 }
				infantry = { x = 1 y = 3 }
				infantry = { x = 1 y = 4 }
			}
			support = { 		
				engineer = { x = 0 y = 0 } 		
				artillery = { x = 0 y = 1 } 		
				anti_air = { x = 0 y = 2 }
			}
		}

		ai_chance = {
			factor = 30 
		}
	}
	
	option = {
		name = LSM_startup.82.a
		set_country_flag = what_if_we_guaranteed_poland
		ai_chance = {
			factor = 5 
		}
	}
	
	option = {
		name = LSM_startup.82.a
		ai_chance = {
			factor = 65 
		}
	}
}
country_event = {
	id = LSM_startup.85
	title = LSM_startup.82.t
	desc = LSM_startup.82.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.82.a
		set_country_flag = italo_balbo_for_italy
		ai_chance = {
			factor = 33 
		}
	}
	
	option = {
		name = LSM_startup.82.a
		set_country_flag = dino_grandi_for_italy
		ai_chance = {
			factor = 33 
		}
	}
	
	option = {
		name = LSM_startup.82.a
		ai_chance = {
			factor = 33 
		}
	}
}
country_event = {
	id = LSM_startup.86
	title = LSM_startup.82.t
	desc = LSM_startup.82.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.82.a
		set_country_flag = mass_mob_minor
		trigger = {
			is_literally_china = no
		}
		ai_chance = {
			factor = 17 
		}
	}
	
	option = {
		name = LSM_startup.82.a
		ai_chance = {
			factor = 83 
		}
	}
}
country_event = {
	id = LSM_startup.10
	title = LSM_startup.10.t
	desc = LSM_startup.10.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.10.a
		custom_effect_tooltip = startup_10a_tt
		trigger = {
			NOT = { has_global_flag = random_difficulty }
		}
		ai_chance = {
			factor = 15
		}
		hidden_effect = {
			GER = { 
				set_country_flag = mobile_warfare_flag
				division_template = {
					name = "Infantry template 2"			# Rifle Division
					division_names_group = GER_INF_01
					is_locked = no
					priority = 1

					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						infantry = { x = 2 y = 0 }
						anti_air_brigade = { x = 3 y = 0 }
					}
					support = {	
						engineer = { x = 0 y = 0 }	
						artillery = { x = 0 y = 1 }		
						anti_air = { x = 0 y = 2 }
					}
				}

			}
		}
	}
	
	option = {
		name = LSM_startup.10.b
		custom_effect_tooltip = startup_10b_tt
		ai_chance = {
			factor = 25
		}
		hidden_effect = {
			GER = { 
				set_technology = { mobile_warfare = 0 } 
				set_technology = { superior_firepower = 1 }
			}
		}
	}
	
	option = {
		name = LSM_startup.10.c 
		custom_effect_tooltip = startup_10b_tt
		ai_chance = {
			factor = 25
		}
		hidden_effect = {
			GER = { 
				set_technology = { mobile_warfare = 0 } 
				set_technology = { trench_warfare = 1 }
			}
		}
	}
	
	option = {
		name = LSM_startup.10.e
		custom_effect_tooltip = startup_10c_tt
		ai_chance = {
			factor = 35
		}
		hidden_effect = {
			country_event = { id = LSM_startup.11 }
			GER = { 
				set_technology = { mobile_warfare = 0 } 
				set_technology = { mass_assault = 1 }
			}
		}
	}
}

country_event = {
	id = LSM_startup.11
	title = LSM_startup.10.t
	desc = LSM_startup.10.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.11.a
		custom_effect_tooltip = startup_10b_tt
		trigger = {
			NOT = { has_global_flag = mp_difficulty }
		}
		hidden_effect = {
			GER = { 
				set_country_flag = mass_assault_flag
			}
		}
		ai_chance = {
			factor = 15
		}
	}
	
	option = {
		name = LSM_startup.11.b
		custom_effect_tooltip = startup_10d_tt
		ai_chance = {
			factor = 30
		}
		hidden_effect = {
			GER = { 
				set_country_flag = mass_mob_flag
				division_template = {
					name = "Light Tank template 1"			# Rifle Division
					division_names_group = GER_INF_01
					is_locked = no
					priority = 1

					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 0 y = 3 }
						infantry = { x = 0 y = 4 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						infantry = { x = 1 y = 3 }
						infantry = { x = 1 y = 4 }
						light_armor = { x = 2 y = 0 }
						light_armor = { x = 2 y = 1 }
						light_armor = { x = 2 y = 2 }
						light_armor = { x = 2 y = 3 }
						light_armor = { x = 2 y = 4 }
						light_armor = { x = 3 y = 0 }
						light_armor = { x = 3 y = 1 }
						light_armor = { x = 3 y = 2 }
						light_armor = { x = 3 y = 3 }
						anti_air_brigade = { x = 4 y = 0 }
						anti_tank_brigade = { x = 4 y = 1 }
					}
					support = {		
						engineer = { x = 0 y = 0 }
					}
				}
				if = {
					limit = { 
						has_dlc = "No Step Back"
					}
					create_equipment_variant = { 
						name = "Panzer II"
						type = light_tank_chassis_2
						parent_version = 0
						allow_without_tech = yes # Tooltip purposes, tech is required anyways
						modules = {
							main_armament_slot = tank_small_cannon_2
							turret_type_slot = tank_light_three_man_tank_turret
							suspension_type_slot = tank_wheeled_suspension
							armor_type_slot = tank_riveted_armor
							engine_type_slot = tank_diesel_engine
							special_type_slot_1 = tank_radio_1
							special_type_slot_2 = extra_ammo_storage
							special_type_slot_3 = extra_ammo_storage
							special_type_slot_4 = extra_ammo_storage
						}
						upgrades = {
							tank_nsb_engine_upgrade = 0
							tank_nsb_armor_upgrade = 0
						}
						design_team = mio:GER_daimler_benz_organization
					}
				}
			}
		}
	}
	
	option = {
		name = LSM_startup.10.f 
		custom_effect_tooltip = startup_10e_tt
		ai_chance = {
			factor = 30
		}
		trigger = {
			NOT = { has_global_flag = mp_difficulty }
		}
		hidden_effect = {
			GER = { 
				set_technology = { mobile_warfare = 0 } 
				set_technology = { mass_assault = 1 }
				set_country_flag = spacemarine 
				division_template = {
					name = "Medium Tank template 1"			# Rifle Division
					division_names_group = GER_INF_01
					is_locked = no
					priority = 1

					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 0 y = 3 }
						infantry = { x = 0 y = 4 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						infantry = { x = 1 y = 3 }
						infantry = { x = 1 y = 4 }
						infantry = { x = 2 y = 0 }
						infantry = { x = 2 y = 1 }
						infantry = { x = 2 y = 2 }
						infantry = { x = 2 y = 3 }
						infantry = { x = 2 y = 4 }
						anti_air_brigade = { x = 3 y = 0 }
						anti_tank_brigade = { x = 3 y = 1 }
						heavy_tank_destroyer_brigade = { x = 4 y = 0 }
						medium_armor = { x = 4 y = 1 }
						medium_armor = { x = 4 y = 2 }
						medium_armor = { x = 4 y = 3 }
					}
					support = {		
						engineer = { x = 0 y = 0 }
					}
				}
				if = {
					limit = { 
						has_dlc = "No Step Back"
					}
					create_equipment_variant = { 
						name = "H. Tank I"
						type = heavy_tank_chassis_1
						parent_version = 0
						allow_without_tech = yes # Tooltip purposes, tech is required anyways
						modules = {
							main_armament_slot = tank_heavy_cannon
							turret_type_slot = tank_heavy_three_man_tank_turret
							suspension_type_slot = tank_christie_suspension
							armor_type_slot = tank_riveted_armor
							engine_type_slot = tank_gasoline_engine
							special_type_slot_1 = tank_radio_1
							special_type_slot_2 = sloped_armor
							special_type_slot_3 = empty
							special_type_slot_4 = wet_ammo_storage
						}
						upgrades = {
							tank_nsb_engine_upgrade = 0
							tank_nsb_armor_upgrade = 0
						}
						design_team = mio:GER_porsche_organization
					}
				}
				if = {
					limit = { 
						has_dlc = "No Step Back"
					}
					create_equipment_variant = { 
						name = "M. Tank I"
						type = medium_tank_chassis_0
						parent_version = 0
						allow_without_tech = yes # Tooltip purposes, tech is required anyways
						modules = {
							main_armament_slot = tank_small_cannon
							turret_type_slot = tank_medium_three_man_tank_turret
							suspension_type_slot = tank_christie_suspension
							armor_type_slot = tank_riveted_armor
							engine_type_slot = tank_diesel_engine
							special_type_slot_1 = tank_radio_1
							special_type_slot_2 = secondary_turret_hmg
							special_type_slot_3 = empty
							special_type_slot_4 = empty
						}
						upgrades = {
							tank_nsb_engine_upgrade = 0
							tank_nsb_armor_upgrade = 0
						}
						design_team = mio:GER_daimler_benz_organization
					}
				}
			}
		}
	}
	
	option = {
		name = LSM_startup.11.g 
		custom_effect_tooltip = startup_10g_tt
		ai_chance = {
			factor = 25
		}
		trigger = {
			NOT = { has_global_flag = mp_difficulty }
		}
		hidden_effect = {
			GER = { set_technology = { large_front_operations = 1 } }
			GER = { set_technology = { mech_god_tech = 1 } }
			GER = { set_country_flag = mech_god }
			GER = { add_ideas = idea_JUNO_truck_production_cost }
		}
	}
}

country_event = {
	id = LSM_startup.3
	title = LSM_startup.3.t
	desc = LSM_startup.3.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.3.a
		ai_chance = {
			factor = 10
		}
		hidden_effect = {
			SOV = { set_country_flag = mass_assault_standard }
			SOV = {
				division_template = {
					name = "Infantry template 2"			# Rifle Division
					division_names_group = GER_INF_01
					is_locked = no
					priority = 1

					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 0 y = 3 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						infantry = { x = 1 y = 3 }
						infantry = { x = 2 y = 0 }
						infantry = { x = 2 y = 1 }
						infantry = { x = 2 y = 2 }
						infantry = { x = 2 y = 3 }
						infantry = { x = 3 y = 0 }
						infantry = { x = 3 y = 1 }
						infantry = { x = 3 y = 2 }
						infantry = { x = 3 y = 3 }
						artillery_brigade = { x = 4 y = 0 }
						anti_air_brigade = { x = 4 y = 1 }
						anti_tank_brigade = { x = 4 y = 2 }
					}
					support = {		
						engineer = { x = 0 y = 0 }		
						artillery = { x = 0 y = 1 }		
						military_police = { x = 0 y = 2 }		
						anti_air = { x = 0 y = 3 }
					}
				}
			}
		}
	}
	
	option = {
		name = LSM_startup.3.b
		ai_chance = {
			factor = 15
		}
		hidden_effect = {
			SOV = { set_country_flag = mass_assault_meatwall }
			SOV = {
				division_template = {
					name = "Infantry template 2"			# Rifle Division
					division_names_group = GER_INF_01
					is_locked = no
					priority = 1

					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 0 y = 3 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						infantry = { x = 1 y = 3 }
						infantry = { x = 2 y = 0 }
						infantry = { x = 2 y = 1 }
						anti_tank_brigade = { x = 3 y = 0 }
					}
					support = {		
						engineer = { x = 0 y = 0 }		
						artillery = { x = 0 y = 1 }		
						anti_air = { x = 0 y = 2 }
					}
				}
			}
		}
	}
	
	option = {
		name = LSM_startup.10.f 
		ai_chance = {
			factor = 50
		}
		hidden_effect = {
			SOV = {
				set_country_flag = spacemarine  
				division_template = {
					name = "Infantry template 3"			# Rifle Division
					division_names_group = SOV_INF_01
					is_locked = no
					priority = 1

					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 0 y = 3 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						infantry = { x = 1 y = 3 }
					}
					support = {		
						engineer = { x = 0 y = 0 }		
						anti_air = { x = 0 y = 1 }		
						anti_tank = { x = 0 y = 2 }		
						artillery = { x = 0 y = 3 }
					}
				}  
				division_template = {
					name = "Infantry template 4"			# Rifle Division
					division_names_group = SOV_INF_01
					is_locked = no
					priority = 1

					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 0 y = 3 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						infantry = { x = 1 y = 3 }
						infantry = { x = 2 y = 0 }
						infantry = { x = 2 y = 1 }
						heavy_tank_destroyer_brigade = { x = 3 y = 0 }
					}
					support = {		
						engineer = { x = 0 y = 0 }		
						anti_air = { x = 0 y = 1 }		
						anti_tank = { x = 0 y = 2 }		
						artillery = { x = 0 y = 3 }
					}
				}
				division_template = {
					name = "Infantry template 4"			# Rifle Division
					division_names_group = SOV_INF_01
					is_locked = no
					priority = 1

					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 0 y = 3 }
						infantry = { x = 0 y = 4 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						infantry = { x = 1 y = 3 }
						infantry = { x = 1 y = 4 }
						medium_tank_destroyer_brigade = { x = 2 y = 0 }
						medium_tank_destroyer_brigade = { x = 2 y = 1 }
						medium_tank_destroyer_brigade = { x = 2 y = 2 }
						medium_tank_destroyer_brigade = { x = 2 y = 3 }
						medium_tank_destroyer_brigade = { x = 3 y = 0 }
						medium_tank_destroyer_brigade = { x = 3 y = 1 }
						medium_tank_destroyer_brigade = { x = 3 y = 2 }
						medium_tank_destroyer_brigade = { x = 3 y = 3 }
						medium_tank_destroyer_brigade = { x = 3 y = 4 }
						heavy_tank_destroyer_brigade = { x = 4 y = 0 }
					}
					support = {		
						engineer = { x = 0 y = 0 }		
						anti_air = { x = 0 y = 1 }
					}
				}
				division_template = {
					name = "Infantry template 5"			# Rifle Division
					division_names_group = SOV_INF_01
					is_locked = no
					priority = 1

					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 0 y = 3 }
						infantry = { x = 0 y = 4 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						infantry = { x = 1 y = 3 }
						infantry = { x = 1 y = 4 }
						light_tank_destroyer_brigade = { x = 2 y = 0 }
						light_tank_destroyer_brigade = { x = 2 y = 1 }
						light_tank_destroyer_brigade = { x = 2 y = 2 }
						light_tank_destroyer_brigade = { x = 2 y = 3 }
						light_tank_destroyer_brigade = { x = 3 y = 0 }
						light_tank_destroyer_brigade = { x = 3 y = 1 }
						light_tank_destroyer_brigade = { x = 3 y = 2 }
						light_tank_destroyer_brigade = { x = 3 y = 3 }
						light_tank_destroyer_brigade = { x = 3 y = 4 }
						heavy_tank_destroyer_brigade = { x = 4 y = 0 }
					}
					support = {		
						engineer = { x = 0 y = 0 }		
						anti_air = { x = 0 y = 1 }
					}
				}
				if = {
					limit = { 
						has_dlc = "No Step Back"
					}
				create_equipment_variant = { 
					name = "SU-5"
					type = light_tank_destroyer_chassis_2
					parent_version = 0
					allow_without_tech = yes # Tooltip purposes, tech is required anyways
					modules = {
						main_armament_slot = tank_high_velocity_cannon
						turret_type_slot = tank_light_fixed_superstructure_turret
						suspension_type_slot = tank_wheeled_suspension
						armor_type_slot = tank_riveted_armor
						engine_type_slot = tank_diesel_engine
						special_type_slot_1 = secondary_turret_small_cannon
						special_type_slot_2 = extra_ammo_storage
						special_type_slot_3 = extra_ammo_storage
						special_type_slot_4 = extra_ammo_storage
					}
					upgrades = {
						tank_nsb_engine_upgrade = 0
						tank_nsb_armor_upgrade = 0
					}
					design_team = mio:SOV_mytishchy_machine_building_plant_organization
				}
				create_equipment_variant = { 
					name = "SU-76-32"
					type = medium_tank_destroyer_chassis_0
					parent_version = 0
					allow_without_tech = yes # Tooltip purposes, tech is required anyways
					modules = {
						main_armament_slot = tank_high_velocity_cannon
						turret_type_slot = tank_medium_fixed_superstructure_turret
						suspension_type_slot = tank_bogie_suspension
						armor_type_slot = tank_riveted_armor
						engine_type_slot = tank_gasoline_engine
						special_type_slot_1 = secondary_turret_small_cannon
						special_type_slot_2 = secondary_turret_small_cannon
						special_type_slot_3 = extra_ammo_storage
						special_type_slot_4 = extra_ammo_storage
					}
					upgrades = {
						tank_nsb_engine_upgrade = 1
						tank_nsb_armor_upgrade = 0
					}
					icon = "GFX_SOV_advanced_heavy_tank_medium"
					design_team = mio:SOV_mytishchy_machine_building_plant_organization
				}
				create_equipment_variant = { 
					name = "T-35"
					type = heavy_tank_chassis_1
					parent_version = 0
					allow_without_tech = yes # Tooltip purposes, tech is required anyways
					modules = {
						main_armament_slot = tank_high_velocity_cannon
						turret_type_slot = tank_medium_three_man_tank_turret
						suspension_type_slot = tank_bogie_suspension
						armor_type_slot = tank_riveted_armor
						engine_type_slot = tank_gasoline_engine
						special_type_slot_1 = secondary_turret_hmg
						special_type_slot_2 = secondary_turret_hmg
						special_type_slot_3 = sloped_armor
						special_type_slot_4 = tank_radio_1
					}
					upgrades = {
						tank_nsb_engine_upgrade = 4
						tank_nsb_armor_upgrade = 4
					}
					icon = "GFX_SOV_advanced_heavy_tank_medium"
					design_team = mio:SOV_kirov_organization
				}
				}
			}
		}
	}
	
	option = {
		name = LSM_startup.3.e
		ai_chance = {
			factor = 25
		}
		hidden_effect = {
			SOV = { add_ideas = idea_JUNO_truck_production_cost }
			SOV = { set_country_flag = mech_brick }
			SOV = {
				mio:SOV_gaz_organization = {
					add_mio_size = 5
				}
			}
		}
	}
}

country_event = {
	id = LSM_startup.4
	title = LSM_startup.3.t
	desc = LSM_startup.3.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.4.a
		ai_chance = {
			factor = 25
		}
		hidden_effect = {
			SOV = { 
				set_country_flag = superior_firepower_low 
				division_template = {
					name = "Infantry template 7"			# Rifle Division
					division_names_group = SOV_INF_01
					is_locked = no
					priority = 1

					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 0 y = 3 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						infantry = { x = 1 y = 3 }
					}
					support = {		
						artillery = { x = 0 y = 0 }		
						anti_air = { x = 0 y = 1 }		
						anti_tank = { x = 0 y = 2 }		
						engineer = { x = 0 y = 3 }
					}
				}
			}
		}
	}
	
	option = {
		name = LSM_startup.4.b
		ai_chance = {
			factor = 25
		}
		hidden_effect = {
			SOV = { set_country_flag = superior_firepower_high }
		}
	}
	
	option = {
		name = LSM_startup.4.c
		ai_chance = {
			factor = 25
		}
		hidden_effect = {
			SOV = { set_country_flag = mech_tank_test }
			SOV = { set_country_flag = superior_firepower_low }
			SOV = { set_technology = { mechanised_infantry = 1 } }
			SOV = { add_ideas = idea_JUNO_truck_production_cost }
		}
	}
	
	option = {
		name = LSM_startup.4.e
		ai_chance = {
			factor = 25
		}
		hidden_effect = {
			SOV = { 
				set_country_flag = superior_firepower_mech 
				division_template = {
					name = "Infantry template 7"			# Rifle Division
					division_names_group = SOV_INF_01
					is_locked = no
					priority = 1

					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 0 y = 3 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
					}
					support = {		
						artillery = { x = 0 y = 0 }		
						anti_air = { x = 0 y = 1 }		
						anti_tank = { x = 0 y = 2 }		
						engineer = { x = 0 y = 3 }
					}
				}
			}
		}
	}
}

country_event = {
	id = LSM_startup.34
	title = LSM_startup.3.t
	desc = LSM_startup.3.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.34.a
		ai_chance = {
			factor = 25
		}
		hidden_effect = {
			SOV = { 
				set_technology = { mass_assault = 0 } 
				set_technology = { mobile_warfare = 1 }
			}
			SOV = { 
				set_country_flag = mobile_warfare_roach_1 
				division_template = {
					name = "Infantry template 7"			# Rifle Division
					division_names_group = SOV_INF_01
					is_locked = no
					priority = 1

					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 0 y = 3 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						anti_air_brigade = { x = 2 y = 0 }
					}
				}
			}
		}
	}
	
	option = {
		name = LSM_startup.34.b
		ai_chance = {
			factor = 25
		}
		hidden_effect = {
			SOV = { 
				set_technology = { mass_assault = 0 } 
				set_technology = { mobile_warfare = 1 }
			}
			SOV = { 
				set_country_flag = mobile_warfare_roach_2 
				division_template = {
					name = "Infantry template 7"			# Rifle Division
					division_names_group = SOV_INF_01
					is_locked = no
					priority = 1

					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 0 y = 3 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						anti_tank_brigade = { x = 2 y = 0 }
					}
					support = {
						anti_air = { x = 0 y = 0 }
					}
				}
			}
		}
	}
	
	option = {
		name = LSM_startup.82.a
		ai_chance = {
			factor = 25
		}
		hidden_effect = {
			SOV = { 
				set_country_flag = pure_infantry
			
				division_template = {
					name = "Infantry template 17"			# Rifle Division
					division_names_group = SOV_INF_01
					is_locked = no
					priority = 1
					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 0 y = 3 }
						infantry = { x = 0 y = 4 }

						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						infantry = { x = 1 y = 3 }
						infantry = { x = 1 y = 4 }

						infantry = { x = 2 y = 0 }
						infantry = { x = 2 y = 1 }
						infantry = { x = 2 y = 2 }
						infantry = { x = 2 y = 3 }
						infantry = { x = 2 y = 4 }

						infantry = { x = 3 y = 0 }
						infantry = { x = 3 y = 1 }
						infantry = { x = 3 y = 2 }
						infantry = { x = 3 y = 3 }
						infantry = { x = 3 y = 4 }

						infantry = { x = 4 y = 0 }
						infantry = { x = 4 y = 1 }
					}
					support = { 		
						engineer = { x = 0 y = 0 } 		
						artillery = { x = 0 y = 1 } 		
						anti_air = { x = 0 y = 2 }
					}
				}
			}
		}
	}
	
	option = {
		name = LSM_startup.82.b
		trigger = {
			NOT = { has_global_flag = mp_difficulty }
		}
		ai_chance = {
			factor = 25
		}
		hidden_effect = {
			SOV = { 
				set_country_flag = tank_is_good
				set_country_flag = spacemarine
				set_technology = { mass_assault = 0 }
				set_technology = { superior_firepower = 1 }
				add_tech_bonus = {
					name = SOV_pc_of_mechanical_engineering_name_default
					bonus = 1
					ahead_reduction = 1
					uses = 2
					category = motorized_equipment
				}
				division_template = {
					name = "Light Tank template 2"			# Rifle Division
					division_names_group = SOV_ARM_01
					is_locked = no
					priority = 1
					regiments = {
						mechanized = { x = 0 y = 0 }
						mechanized = { x = 0 y = 1 }

						light_tank_destroyer_brigade = { x = 1 y = 0 }
						light_tank_destroyer_brigade = { x = 1 y = 1 }
						light_tank_destroyer_brigade = { x = 1 y = 2 }
						light_tank_destroyer_brigade = { x = 1 y = 3 }
						light_tank_destroyer_brigade = { x = 1 y = 4 }

						light_tank_destroyer_brigade = { x = 2 y = 0 }
						light_tank_destroyer_brigade = { x = 2 y = 1 }
						light_tank_destroyer_brigade = { x = 2 y = 2 }
						light_tank_destroyer_brigade = { x = 2 y = 3 }
						light_tank_destroyer_brigade = { x = 2 y = 4 }

						light_tank_destroyer_brigade = { x = 3 y = 0 }
						light_tank_destroyer_brigade = { x = 3 y = 1 }
						light_tank_destroyer_brigade = { x = 3 y = 2 }
						light_tank_destroyer_brigade = { x = 3 y = 3 }
						light_tank_destroyer_brigade = { x = 3 y = 4 }

						heavy_tank_destroyer_brigade = { x = 4 y = 0 }
					}
					support = { 		
						engineer = { x = 0 y = 0 } 		
						artillery = { x = 0 y = 1 } 		
						anti_air = { x = 0 y = 2 }
					}
				}
			}
		}
	}
}

country_event = {
	id = LSM_startup.5
	title = LSM_startup.3.t
	desc = LSM_startup.3.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.5.c
		ai_chance = {
			factor = 25
		}
		hidden_effect = {
			SOV = { 
				set_country_flag = grand_battleplan_15w  
				division_template = {
					name = "Infantry template 7"			# Rifle Division
					division_names_group = SOV_INF_01
					is_locked = no
					priority = 1

					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 0 y = 3 }
						infantry = { x = 0 y = 4 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
					}
					support = {		
						engineer = { x = 0 y = 0 }		
						artillery = { x = 0 y = 1 }		
						anti_air = { x = 0 y = 2 }		
						anti_tank = { x = 0 y = 3 }
					}
				}
			}
		}
	}
	
	option = {
		name = LSM_startup.5.a
		ai_chance = {
			factor = 25
		}
		hidden_effect = {
			SOV = { set_country_flag = grand_battleplan_30w }
		}
	}
	
	option = {
		name = LSM_startup.5.b
		ai_chance = {
			factor = 25
		}
		hidden_effect = {
			SOV = { set_country_flag = grand_battleplan_35w }
		}
	}
	
	option = {
		name = LSM_startup.3.e
		ai_chance = {
			factor = 25
		}
		hidden_effect = {
			SOV = { add_ideas = idea_JUNO_truck_production_cost }
			SOV = { set_country_flag = mech_brick }
			SOV = {
				mio:SOV_gaz_organization = {
					add_mio_size = 5
				}
			}
		}
	}
}

country_event = {
	id = LSM_startup.2
	title = LSM_startup.2.t
	desc = LSM_startup.2.d
	
	is_triggered_only = yes
	
	option = {
		name = LSM_startup.2.a
		hidden_effect = {
			CAN = { annex_country = { target = FIN transfer_troops = yes } }
			CAN = { annex_country = { target = SWE transfer_troops = yes } }
			CAN = { annex_country = { target = NOR transfer_troops = yes } }
			USA = { annex_country = { target = TAN transfer_troops = yes } }
			USA = { annex_country = { target = MON transfer_troops = yes } }
			USA = { annex_country = { target = LIT transfer_troops = yes } }
			USA = { annex_country = { target = LAT transfer_troops = yes } }
			USA = { annex_country = { target = EST transfer_troops = yes } }
			FIN = { 
				transfer_state = 465
				transfer_state = 464
				transfer_state = 468
				transfer_state = 862
				transfer_state = 276
				transfer_state = 466
				transfer_state = 860
				transfer_state = 332
				transfer_state = 331
				transfer_state = 861
				transfer_state = 863
				load_oob = "CAN_1936_nsb"
			}
			SWE = { 
				transfer_state = 682
				transfer_state = 866
				transfer_state = 867
				transfer_state = 467
				transfer_state = 683
				transfer_state = 472
				transfer_state = 865
				transfer_state = 469
				transfer_state = 470
				load_oob = "CAN_1936_nsb"
			}
			NOR = { 
				transfer_state = 473
				transfer_state = 471
				transfer_state = 864
				transfer_state = 463
				transfer_state = 740
				transfer_state = 739
				load_oob = "CAN_1936_nsb"
			}
			every_state = { 
				limit = {
					is_core_of = UKR
				}
				MEX = { transfer_state = PREV }
			}
			MEX = { transfer_state = 80 }
			MEX = { transfer_state = 78 }
			MEX = { transfer_state = 766 }
			MEX = { transfer_state = 137 }
			every_state = { 
				limit = {
					is_core_of = MEX
				}
				SOV = { transfer_state = PREV }
			}
			every_state = { 
				limit = {
					is_core_of = SOV
					is_owned_by = SOV
				}
				USA = { transfer_state = PREV }
			}
			every_state = { 
				limit = {
					is_core_of = BLR
				}
				USA = { transfer_state = PREV }
			}
			USA = { transfer_state = 784 }
			every_state = { 
				limit = {
					is_owned_by = USA
					NOT = { is_core_of = SOV }
					NOT = { is_core_of = LIT }
					NOT = { is_core_of = LAT }
					NOT = { is_core_of = EST }
					NOT = { is_core_of = POL }
					NOT = { is_core_of = BLR }
					NOT = { is_core_of = MON }
				}
				SOV = { transfer_state = PREV }
			}
			every_state = { 
				limit = {
					is_core_of = CAN
				}
				remove_core_of = CAN
			}
			every_state = { 
				limit = {
					is_core_of = FIN
				}
				remove_core_of = FIN
			}
			every_state = { 
				limit = {
					is_core_of = SOV
				}
				remove_core_of = SOV
			}
			every_state = { 
				limit = {
					is_core_of = SWE
				}
				remove_core_of = SWE
			}
			every_state = { 
				limit = {
					is_core_of = NOR
				}
				remove_core_of = NOR
			}
			every_state = { 
				limit = {
					is_core_of = USA
				}
				remove_core_of = USA
			}
			every_state = { 
				limit = {
					is_core_of = MEX
				}
				remove_core_of = MEX
			}
			every_country = {
				limit = {
					OR = { 
						tag = CAN 
						tag = MEX 
						tag = USA 
						tag = FIN 
						tag = SWE 
						tag = NOR 
						tag = SOV
					}
				}
				every_owned_state = { 
					add_core_of = PREV
				}
			}
			USA = {
				give_military_access = MEX
				give_military_access = CAN
				give_military_access = SOV
			}
			SOV = {
				give_military_access = MEX
				give_military_access = CAN
				give_military_access = USA
			}
			CAN = {
				give_military_access = MEX
				give_military_access = SOV
				give_military_access = USA
			}
			USA = { give_guarantee = DEN }
			SOV = { give_guarantee = PHI }
			SOV = { give_guarantee = INS }
			SOV = { give_guarantee = MAL }
			SOV = { 
				complete_national_focus = SOV_eastern_development 
				complete_national_focus = SOV_develop_the_urals 
				complete_national_focus = SOV_pc_of_mechanical_engineering 
				complete_national_focus = SOV_pc_of_mechanical_engineering 
				complete_national_focus = SOV_pc_of_mortar_armament
				add_research_slot = 1
			}
			FIN = { 
				add_research_slot = 1
				ETH_upgrade_state_category = yes
				ETH_upgrade_state_category = yes
				ETH_upgrade_state_category = yes
			}
			SWE = { 
				add_research_slot = 1
				ETH_upgrade_state_category = yes
				ETH_upgrade_state_category = yes
				ETH_upgrade_state_category = yes
				ETH_upgrade_state_category = yes
				ETH_upgrade_state_category = yes
				ETH_upgrade_state_category = yes
			}
			NOR = { 
				add_research_slot = 1
				ETH_upgrade_state_category = yes
				ETH_upgrade_state_category = yes
				ETH_upgrade_state_category = yes
			}
		}
	}
	
	option = {
		name = LSM_startup.2.b #nothing happens
	}
}