urbanize_category = {
	
	urbanize_hide = {
		icon = infiltrate_state
		
		visible = {
			NOT = {
				has_country_flag = urbanize_hidden
			}
		}
		
		complete_effect = {
			set_country_flag = urbanize_hidden
		}
	}
	
	urbanize_show = {
		icon = infiltrate_state
		
		visible = {
			has_country_flag = urbanize_hidden
		}
		
		complete_effect = {
			clr_country_flag = urbanize_hidden
		}
	}

	# PASTORAL -> RURAL
	# Cost: 50pp | 5 civs | 70 days | infra > 3 | pop > 40k
	urbanize_pastoral = {

		icon = generic_construction
		state_target = any_owned_state
		on_map_mode = map_only
		target_array = core_states
		fire_only_once = no

		days_remove = 70
		cost = 50

		modifier = {
			civilian_factory_use = 5
		}

		target_trigger = {
			FROM = {
				is_pastoral_state = yes
				impassable = no
			}
		}

		visible = {
			NOT = {
				has_country_flag = urbanize_hidden
			}
		}

		available = {
			num_of_civilian_factories_available_for_projects > 5
			FROM = {
				is_pastoral_state = yes
				state_population > 40000
				infrastructure > 3
			}
		}

		remove_trigger = {}

		remove_effect = {
			develop_state_category = yes
		}

		ai_will_do = {
			base = 1

			modifier = {
				factor = 0
				surrender_progress > 0.1
			}

			modifier = {
				factor = 0
				has_political_power < 100
			}

			modifier = {
				factor = 0
				num_of_civilian_factories_available_for_projects < 8
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = { is_core_of = ROOT }
				}
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = { is_owned_and_controlled_by = ROOT }
				}
			}

			modifier = {
				factor = 0
				OR = {
					has_war_support < 0.5
					has_stability < 0.5
				}
			}

			modifier = {
				factor = 2
				FROM = {
					OR = {
						is_capital = yes
						industrial_complex > 3
					}
				}
			}

			modifier = {
				factor = 1.5
				num_of_civilian_factories_available_for_projects > 20
			}

			modifier = {
				factor = 2
				FROM = {
					state_strategic_value > 5
				}
			}
		}
	}

	# RURAL -> TOWN
	# Cost: 50pp | 5 civs | 70 days | infra > 3 | pop > 160k
	urbanize_rural = {

		icon = generic_construction
		state_target = any_owned_state
		on_map_mode = map_only
		target_array = core_states
		fire_only_once = no

		days_remove = 70
		cost = 50

		modifier = {
			civilian_factory_use = 5
		}

		target_trigger = {
			FROM = {
				is_rural_state = yes
				impassable = no
			}
		}

		visible = {
			NOT = {
				has_country_flag = urbanize_hidden
			}
		}

		available = {
			num_of_civilian_factories_available_for_projects > 5
			FROM = {
				is_rural_state = yes
				state_population > 160000
				infrastructure > 3
			}
		}

		remove_trigger = {}

		remove_effect = {
			develop_state_category = yes
		}

		ai_will_do = {
			base = 1

			modifier = {
				factor = 0
				surrender_progress > 0.1
			}

			modifier = {
				factor = 0
				has_political_power < 100
			}

			modifier = {
				factor = 0
				num_of_civilian_factories_available_for_projects < 8
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = { is_core_of = ROOT }
				}
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = { is_owned_and_controlled_by = ROOT }
				}
			}

			modifier = {
				factor = 0
				OR = {
					has_war_support < 0.5
					has_stability < 0.5
				}
			}

			modifier = {
				factor = 2
				FROM = {
					OR = {
						is_capital = yes
						industrial_complex > 3
					}
				}
			}

			modifier = {
				factor = 1.5
				num_of_civilian_factories_available_for_projects > 20
			}

			modifier = {
				factor = 2
				FROM = {
					state_strategic_value > 8
				}
			}
		}
	}

	# TOWN -> LARGE TOWN
	# Cost: 50pp | 10 civs | 140 days | infra > 3 | pop > 350k
	urbanize_town = {

		icon = generic_construction
		state_target = any_owned_state
		on_map_mode = map_only
		target_array = core_states
		fire_only_once = no

		days_remove = 140
		cost = 50

		modifier = {
			civilian_factory_use = 10
		}

		target_trigger = {
			FROM = {
				is_town_state = yes
				impassable = no
			}
		}

		visible = {
			NOT = {
				has_country_flag = urbanize_hidden
			}
		}

		available = {
			num_of_civilian_factories_available_for_projects > 10
			FROM = {
				is_town_state = yes
				state_population > 350000
				infrastructure > 3
			}
		}

		remove_trigger = {}

		remove_effect = {
			develop_state_category = yes
		}

		ai_will_do = {
			base = 1

			modifier = {
				factor = 0
				surrender_progress > 0.15
			}

			modifier = {
				factor = 0
				has_political_power < 150
			}

			modifier = {
				factor = 0
				num_of_civilian_factories_available_for_projects < 15
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = { is_core_of = ROOT }
				}
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = { is_owned_and_controlled_by = ROOT }
				}
			}

			modifier = {
				factor = 0
				OR = {
					has_war_support < 0.55
					has_stability < 0.55
				}
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = {
						OR = {
							industrial_complex > 2
							arms_factory > 1
							has_port = yes
						}
					}
				}
			}

			modifier = {
				factor = 2
				FROM = {
					OR = {
						is_capital = yes
						industrial_complex > 5
					}
				}
			}

			modifier = {
				factor = 1.5
				num_of_civilian_factories_available_for_projects > 25
			}

			modifier = {
				factor = 2
				FROM = {
					state_strategic_value > 10
				}
			}
		}
	}

	# LARGE TOWN -> CITY
	# Cost: 100pp | 10 civs | 140 days | infra > 3 | pop > 800k
	urbanize_large_town = {

		icon = generic_construction
		state_target = any_owned_state
		on_map_mode = map_only
		target_array = core_states
		fire_only_once = no

		days_remove = 140
		cost = 100

		modifier = {
			civilian_factory_use = 10
		}

		target_trigger = {
			FROM = {
				is_large_town_state = yes
				impassable = no
			}
		}

		visible = {
			NOT = {
				has_country_flag = urbanize_hidden
			}
		}

		available = {
			num_of_civilian_factories_available_for_projects > 10
			FROM = {
				is_large_town_state = yes
				state_population > 800000
				infrastructure > 3
			}
		}

		remove_trigger = {}

		remove_effect = {
			develop_state_category = yes
		}

		ai_will_do = {
			base = 1

			modifier = {
				factor = 0
				surrender_progress > 0.15
			}

			modifier = {
				factor = 0
				has_political_power < 200
			}

			modifier = {
				factor = 0
				num_of_civilian_factories_available_for_projects < 15
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = { is_core_of = ROOT }
				}
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = { is_owned_and_controlled_by = ROOT }
				}
			}

			modifier = {
				factor = 0
				OR = {
					has_war_support < 0.6
					has_stability < 0.6
				}
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = {
						OR = {
							industrial_complex > 3
							arms_factory > 2
							has_port = yes
						}
					}
				}
			}

			modifier = {
				factor = 2
				FROM = {
					OR = {
						is_capital = yes
						industrial_complex > 8
					}
				}
			}

			modifier = {
				factor = 1.5
				num_of_civilian_factories_available_for_projects > 30
			}

			modifier = {
				factor = 2
				FROM = {
					state_strategic_value > 15
				}
			}

			modifier = {
				factor = 1.5
				is_major = yes
			}
		}
	}

	# CITY -> LARGE CITY
	# Cost: 100pp | 15 civs | 210 days | infra > 3 | pop > 1.2m
	urbanize_city = {

		icon = generic_construction
		state_target = any_owned_state
		on_map_mode = map_only
		target_array = core_states
		fire_only_once = no

		days_remove = 210
		cost = 100

		modifier = {
			civilian_factory_use = 15
		}

		target_trigger = {
			FROM = {
				is_city_state = yes
				impassable = no
			}
		}

		visible = {
			NOT = {
				has_country_flag = urbanize_hidden
			}
		}

		available = {
			num_of_civilian_factories_available_for_projects > 15
			FROM = {
				is_city_state = yes
				state_population > 1200000
				infrastructure > 3
			}
		}

		remove_trigger = {}

		remove_effect = {
			develop_state_category = yes
		}

		ai_will_do = {
			base = 1

			modifier = {
				factor = 0
				surrender_progress > 0.2
			}

			modifier = {
				factor = 0
				has_political_power < 250
			}

			modifier = {
				factor = 0
				num_of_civilian_factories_available_for_projects < 20
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = { is_core_of = ROOT }
				}
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = { is_owned_and_controlled_by = ROOT }
				}
			}

			modifier = {
				factor = 0
				OR = {
					has_war_support < 0.65
					has_stability < 0.65
				}
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = {
						OR = {
							industrial_complex > 5
							arms_factory > 3
							is_capital = yes
						}
					}
				}
			}

			modifier = {
				factor = 0
				NOT = { is_major = yes }
			}

			modifier = {
				factor = 2
				FROM = {
					OR = {
						is_capital = yes
						industrial_complex > 10
					}
				}
			}

			modifier = {
				factor = 1.5
				num_of_civilian_factories_available_for_projects > 35
			}

			modifier = {
				factor = 2
				FROM = {
					state_strategic_value > 20
				}
			}
		}
	}

	# LARGE CITY -> METROPOLIS
	# Cost: 150pp | 15 civs | 210 days | infra > 3 | pop > 2m
	urbanize_large_city = {

		icon = generic_construction
		state_target = any_owned_state
		on_map_mode = map_only
		target_array = core_states
		fire_only_once = no

		days_remove = 210
		cost = 150

		modifier = {
			civilian_factory_use = 15
		}

		target_trigger = {
			FROM = {
				is_large_city_state = yes
				impassable = no
			}
		}

		visible = {
			NOT = {
				has_country_flag = urbanize_hidden
			}
		}

		available = {
			num_of_civilian_factories_available_for_projects > 15
			FROM = {
				is_large_city_state = yes
				state_population > 2000000
				infrastructure > 3
			}
		}

		remove_trigger = {}

		remove_effect = {
			develop_state_category = yes
		}

		ai_will_do = {
			base = 1

			modifier = {
				factor = 0
				surrender_progress > 0.2
			}

			modifier = {
				factor = 0
				has_political_power < 300
			}

			modifier = {
				factor = 0
				num_of_civilian_factories_available_for_projects < 25
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = { is_core_of = ROOT }
				}
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = { is_owned_and_controlled_by = ROOT }
				}
			}

			modifier = {
				factor = 0
				OR = {
					has_war_support < 0.65
					has_stability < 0.65
				}
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = {
						OR = {
							industrial_complex > 8
							arms_factory > 5
							is_capital = yes
						}
					}
				}
			}

			modifier = {
				factor = 0
				NOT = { is_major = yes }
			}

			modifier = {
				factor = 2
				FROM = {
					OR = {
						is_capital = yes
						industrial_complex > 15
					}
				}
			}

			modifier = {
				factor = 1.5
				num_of_civilian_factories_available_for_projects > 40
			}

			modifier = {
				factor = 2
				FROM = {
					state_strategic_value > 25
				}
			}
		}
	}

	# METROPOLIS -> MEGALOPOLIS
	# Cost: 200pp | 20 civs | 300 days | infra > 3 | pop > 5m
	urbanize_metropolis = {

		icon = generic_construction
		state_target = yes
		on_map_mode = map_only
		target_array = core_states
		fire_only_once = no

		days_remove = 300
		cost = 200

		modifier = {
			civilian_factory_use = 20
		}

		target_trigger = {
			FROM = {
				is_metropolis_state = yes
				impassable = no
			}
		}

		visible = {
			NOT = {
				has_country_flag = urbanize_hidden
			}
		}

		available = {
			num_of_civilian_factories_available_for_projects > 20
			FROM = {
				is_metropolis_state = yes
				state_population > 5000000
				infrastructure > 3
			}
		}

		remove_trigger = {}

		remove_effect = {
			develop_state_category = yes
		}

		ai_will_do = {
			base = 1

			modifier = {
				factor = 0
				surrender_progress > 0.1
			}

			modifier = {
				factor = 0
				has_political_power < 500
			}

			modifier = {
				factor = 0
				num_of_civilian_factories_available_for_projects < 40
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = { is_core_of = ROOT }
				}
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = { is_owned_and_controlled_by = ROOT }
				}
			}

			modifier = {
				factor = 0
				OR = {
					has_war_support < 0.75
					has_stability < 0.75
				}
			}

			modifier = {
				factor = 0
				FROM = {
					NOT = {
						OR = {
							is_capital = yes
							industrial_complex > 20
						}
					}
				}
			}

			modifier = {
				factor = 0
				NOT = { is_major = yes }
			}

			modifier = {
				factor = 2
				FROM = {
					is_capital = yes
				}
			}

			modifier = {
				factor = 1.5
				num_of_civilian_factories_available_for_projects > 60
			}

			modifier = {
				factor = 2
				FROM = {
					state_strategic_value > 40
				}
			}

			modifier = {
				factor = 0
				NOT = {
					num_of_available_civilian_factories > 50
				}
			}
		}
	}

	refresh_decision = {
		icon = infiltrate_state

		visible = {
			always = yes
		}

		available = {
			always = yes
		}

		activation = {
			always = yes
		}

		days_remove = 365

		days_re_enable = 0

		fire_only_once = no

		remove_effect = {
			every_state = {

				remove_dynamic_modifier = {
					modifier = megalopolis_industry_dynamic_modifier
				}

				remove_dynamic_modifier = {
					modifier = metropolis_industry_dynamic_modifier
				}

				remove_dynamic_modifier = {
					modifier = large_city_industry_dynamic_modifier
				}

				remove_dynamic_modifier = {
					modifier = city_industry_dynamic_modifier
				}

				remove_dynamic_modifier = {
					modifier = large_town_industry_dynamic_modifier
				}

				remove_dynamic_modifier = {
					modifier = town_industry_dynamic_modifier
				}

				remove_dynamic_modifier = {
					modifier = rural_industry_dynamic_modifier
				}

				remove_dynamic_modifier = {
					modifier = pastoral_industry_dynamic_modifier
				}

				remove_dynamic_modifier = {
					modifier = wasteland_industry_dynamic_modifier
				}

				if = {
					limit = {
						is_megalopolis_state = yes
					}
					add_dynamic_modifier = {
						modifier = megalopolis_industry_dynamic_modifier
					}
				}
				else_if = {
					limit = {
						is_metropolis_state = yes
					}
					add_dynamic_modifier = {
						modifier = metropolis_industry_dynamic_modifier
					}
				}
				else_if = {
					limit = {
						is_large_city_state = yes
					}
					add_dynamic_modifier = {
						modifier = large_city_industry_dynamic_modifier
					}
				}
				else_if = {
					limit = {
						is_city_state = yes
					}
					add_dynamic_modifier = {
						modifier = city_industry_dynamic_modifier
					}
				}
				else_if = {
					limit = {
						is_large_town_state = yes
					}
					add_dynamic_modifier = {
						modifier = large_town_industry_dynamic_modifier
					}
				}
				else_if = {
					limit = {
						is_town_state = yes
					}
					add_dynamic_modifier = {
						modifier = town_industry_dynamic_modifier
					}
				}
				else_if = {
					limit = {
						is_rural_state = yes
					}
					add_dynamic_modifier = {
						modifier = rural_industry_dynamic_modifier
					}
				}
				else_if = {
					limit = {
						is_pastoral_state = yes
					}
					add_dynamic_modifier = {
						modifier = pastoral_industry_dynamic_modifier
					}
				}
				else_if = {
					limit = {
						is_wasteland_state = yes
					}
					add_dynamic_modifier = {
						modifier = wasteland_industry_dynamic_modifier
					}
				}
			}
		}
	}
}
