# NCE stable port: MD 2.0 raid logic retained; beta NCE battalion eligibility additions reapplied only to pre-existing modified raids.
types = {
	#TODO: Implement the AI to better pick targets for attacks. Consult kind birdy for assistance here
	#Provides intel gain / short term advantages to players attacking / bombing in that state
	special_reconassiance = {
		days_to_prepare = 15
		days_re_enable = 180

		category = special_forces_raids

		command_power = 20

		arrow = {
			type = line
		}

		# Specific Target is visible
		show_target = {
			OR = {
				has_war_with = FROM
				has_wargoal_against = FROM
				is_justifying_wargoal_against = FROM
			}
			FROM = { MD_special_countries = no }
		}

		# Can prepare
		available = {
			raid_target_eligible = yes
			raid_special_forces_tech_available = yes
			OR = {
				has_wargoal_against = FROM
				has_war_with = FROM
				hidden_trigger = {
					has_country_flag = promised_retaliation_against@FROM
				}
			}
			raid_target_eligible_from = yes
		}

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 1 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				L_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Mot_Special_Forces_Bat = { min = 1 }
			}
		}
		target_icon = GFX_other_target_icon
		launch_sound = raid_launch_marine

		target_type = {
			building = {
				type = supply_node
			}
			building = {
				type = air_base
			}
			building = {
				type = naval_base
			}
			building = {
				type = radar_station
			}
		}

		starting_point = {
			types = { air_base naval_base }
		}

		success_factors = {
			success = {
				base = 0.05

				# Raiding unit modifiers
				experience = {
					weight = 0.15
					start_weight = -0.15
					reference = 0.5
				}
				organisation = {
					weight = 0.15
					start_weight = -0.15
					reference = 60
				}
				strength = {
					weight = 0.05
					start_weight = -0.05
					reference = 1
				}
				recon = {
					weight = 0.20
					reference = 10
				}

				### Target Modifiers
				resistance = {
					reference = 100
					start_reference = 20 # Resistance below 20 doesn't help
					weight = 0.2
				}
				intel = {
					weight = 0.3
					#start_reference = 50
					reference = 100
				}
			}
			critical = {
				base = 0.05
			}
			disaster = {
				base = 0.25
			}
		}

		success_levels = {
			failure = {
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.30
						str_damage = 0.15
						ratio = yes
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			limited_success = {
				actor_effects = {
					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 20
						}
					}

					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.05
						ratio = yes
					}

					raid_add_unit_experience = 0.25
				}
			}
			success = {
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.02
						ratio = yes
					}

					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 40
						}
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
			critical_success = {
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.1
						str_damage = 0
						ratio = yes
					}

					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 60
						}
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
			}
		}

		ai_will_do = {
			base = 0
			modifier = {
				NOT = { has_war_with = FROM }
				NOT = { is_neighbor_of = FROM }
				NOT = { has_country_flag = promised_retaliation_against@FROM }
				add = -100
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -95
				}
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -125
				}
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -50
				}
			}
			modifier = {
				factor = 0
				threat < 0.10
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0.05
				OR = {
					has_government = democratic
					has_government = neutrality
					has_elections = yes
				}
				FROM = { has_added_tension_amount < 5 }
			}
			modifier = {
				factor = 0
				date < 2001.1.1
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				NOT = {
					has_country_flag = promised_retaliation_against@FROM
				}
				factor = 0
				FROM = {
					OR = {
						has_idea = NATO_member
						has_idea = CSTO_member
						has_idea = EU_member
						has_idea = faction_resistance_axis_member
					}
				}
			}
			# Alliance gate — back off when target is in a faction and our alliance ratio is weak (<0.7)
			modifier = {
				factor = 0
				raid_alliance_unfavorable = yes
			}
			# Doctrinal reach gate — isolation/local_security/limited interventionism can't reach.
			# Bypassed by the rule_raid_doctrine_reach game rule.
			modifier = {
				factor = 0
				raid_intervention_doctrine_reach_block = yes
			}
			# Major-power target dampener — AI minors are 4× less likely to raid super/great powers while at peace.
			modifier = {
				factor = 0.25
				raid_skip_target_non_hostile_no_retaliation = yes
				FROM = {
					OR = { has_idea = super_power has_idea = great_power }
				}
				NOT = { OR = { has_idea = super_power has_idea = great_power } }
			}
			modifier = {
				has_country_flag = promised_retaliation_against@FROM
				factor = 100
			}
			modifier = {
				has_country_flag = conceded_to@FROM
				factor = 0
			}
			modifier = {
				NOT = {
					FROM = {
						is_on_same_continent_as = PREV
					}
				}
				strength_ratio = {
					tag = FROM
					ratio > 0.35
				}
				factor = 0
			}
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
			modifier = {
				# Don't raid nations we have influence in
				factor = 0
				raid_skip_target_non_hostile_no_retaliation = yes
				FROM = { is_influencer = yes }
			}
			modifier = {
				# Don't raid if heavily in debt
				factor = 0
				raid_skip_target_non_hostile_no_retaliation = yes
				check_variable = { debt_ratio > 0.25 }
			}
			modifier = {
				# Less likely to raid if somewhat in debt
				factor = 0.25
				NOT = { has_war_with = FROM }
				check_variable = { debt_ratio > 0.15 }
			}
		}
	}
	#Attacks enemy supply hubs / railways, temp reducing supply in region
	direct_action_raid_supply = {
		days_to_prepare = 15
		days_re_enable = 180

		category = special_forces_raids

		command_power = 20 # command power allocation cost

		arrow = {
			type = line
		}

		# Specific Target is visible
		show_target = {
			raid_show_target_specops_hostile = yes
			FROM = { MD_special_countries = no }
		}

		# Can prepare
		available = {
			raid_target_eligible = yes
			raid_special_forces_tech_available = yes
			OR = {
				has_wargoal_against = FROM
				has_war_with = FROM
				AND = {
					has_opinion = {
						target = FROM
						value < -50
					}
					FROM = {
						has_war = yes
					}
				}
				hidden_trigger = {
					has_country_flag = promised_retaliation_against@FROM
				}
			}
			raid_target_eligible_from = yes
		}

		launchable = {
			OR = {
				has_war_with = FROM
				AND = {
					has_opinion = {
						target = FROM
						value < -50
					}
					FROM = {
						has_war = yes
					}
					set_temp_variable = { cost = 100 }
					raid_can_launch = yes
				}
			}
		}

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 5 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				L_Marine_Cdo_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Marine_Cdo_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Marine_Cdo_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Marine_Cdo_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_Forces_Air_assault_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Air_assault_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Air_assault_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Air_assault_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Mot_Special_Forces_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mot_Special_Forces_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mot_Special_Forces_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Mot_Special_Forces_Bat = { min = 5 }
			}
		}
		target_icon = GFX_other_target_icon
		launch_sound = raid_launch_marine

		additional_equipment = {
			# list of equipment archetypes and numbers

		}

		target_type = {
			building = {
				type = supply_node
			}
		}

		starting_point = {
			types = { air_base naval_base }
		}

		success_factors = {
			success = {
				base = 0.25

				# Raiding unit modifiers
				experience = {
					weight = 0.50
					start_weight = -0.25
					reference = 0.75
				}

				organisation = {
					weight = 0.20
					start_weight = -0.10
					reference = 100
				}

				strength = {
					weight = 0.15
					start_weight = -0.05
					reference = 1
				}

				recon = {
					weight = 0.25
					start_weight = -0.25
					reference = 10
				}

				### Target Modifiers
				resistance = {
					reference = 100
					start_reference = 20 # Resistance below 20 doesn't help
					weight = 0.2
				}
				intel = {
					weight = 0.5
					start_weight = -0.1
					reference = 100
					start_reference = 10
				}
			}

			critical = {
				base = 0.05
			}

			disaster = {
				base = 0.25
			}
		}

		success_levels = {
			failure = {
				victim_effects = {
					send_raid_event_to_victim = yes
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.30
						str_damage = 0.15
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			limited_success = {
				victim_effects = {
					var:target_state = {
						set_temp_variable = { num_supply_node = THIS.building_level@supply_node }
							for_loop_effect = {
								end = num_supply_node
								value = temp_hold
								if = {
									limit = { supply_node > 0 }
									damage_building = {
									type = supply_node
									damage = 0.25
								}
								}
						}
						set_temp_variable = { num_rail_way = THIS.building_level@rail_way }
						for_loop_effect = {
							end = num_rail_way
							value = temp_hold
							if = {
								limit = { rail_way > 0 }
								damage_building = {
									type = rail_way
									damage = 0.25
								}
							}
						}
					}
					send_raid_event_to_victim = yes
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.05
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}

			}
			success = {
				victim_effects = {
					var:target_state = {
						var:target_state = {
							set_temp_variable = { num_supply_node = THIS.building_level@supply_node }
							for_loop_effect = {
								end = num_supply_node
								value = temp_hold
								if = {
									limit = { supply_node > 0 }
									damage_building = {
										type = supply_node
										damage = 0.5 # levels of damage
									}
								}
							}
							set_temp_variable = { num_rail_way = THIS.building_level@rail_way }
							for_loop_effect = {
								end = num_rail_way
								value = temp_hold
								if = {
									limit = { rail_way > 0 }
									damage_building = {
										type = rail_way
										damage = 0.5 # levels of damage
									}
								}
							}
						}
						send_raid_event_to_victim = yes
					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.02
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
			critical_success = {
				victim_effects = {
					var:target_state = {
						set_temp_variable = { num_supply_node = THIS.building_level@supply_node }
						for_loop_effect = {
							end = num_supply_node
							value = temp_hold
							if = {
								limit = { supply_node > 0 }
								damage_building = {
									type = supply_node
									damage = 1.00 # levels of damage
								}
							}
						}
						set_temp_variable = { num_rail_way = THIS.building_level@rail_way }
						for_loop_effect = {
							end = num_rail_way
							value = temp_hold
							if = {
								limit = { rail_way > 0 }
								damage_building = {
									type = rail_way
									damage = 1.0 # levels of damage
								}
							}
						}
						send_raid_event_to_victim = yes
					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.1
						str_damage = 0
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
			}
		}

		ai_will_do = {
			base = 0
			modifier = {
				NOT = { has_war_with = FROM }
				NOT = { is_neighbor_of = FROM }
				NOT = { has_country_flag = promised_retaliation_against@FROM }
				add = -100
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -95
				}
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -125
				}
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -50
				}
			}
			modifier = {
				factor = 0.05
				OR = {
					has_government = democratic
					has_government = neutrality
					has_elections = yes
				}
				FROM = { has_added_tension_amount < 5 }
			}
			modifier = {
				factor = 0
				date < 2001.1.1
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				threat < 0.10
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				NOT = { has_country_flag = promised_retaliation_against@FROM }
				FROM = { has_idea = NATO_member }
			}
			# Alliance gate — back off when target is in a faction and our alliance ratio is weak (<0.7)
			modifier = {
				factor = 0
				raid_alliance_unfavorable = yes
			}
			# Doctrinal reach gate — isolation/local_security/limited interventionism can't reach.
			# Bypassed by the rule_raid_doctrine_reach game rule.
			modifier = {
				factor = 0
				raid_intervention_doctrine_reach_block = yes
			}
			# Major-power target dampener — AI minors are 4× less likely to raid super/great powers while at peace.
			modifier = {
				factor = 0.25
				raid_skip_target_non_hostile_no_retaliation = yes
				FROM = {
					OR = { has_idea = super_power has_idea = great_power }
				}
				NOT = { OR = { has_idea = super_power has_idea = great_power } }
			}
			modifier = {
				has_country_flag = promised_retaliation_against@FROM
				factor = 100
			}
			modifier = {
				factor = 0
				has_country_flag = conceded_to@FROM
			}
			modifier = {
				factor = 0
				NOT = {
					FROM = {
						is_on_same_continent_as = PREV
					}
				}
				strength_ratio = {
					tag = FROM
					ratio > 0.35
				}
			}
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
			modifier = {
				# Don't raid nations we have influence in
				factor = 0
				raid_skip_target_non_hostile_no_retaliation = yes
				FROM = { is_influencer = yes }
			}
			modifier = {
				# Don't raid if heavily in debt
				factor = 0
				raid_skip_target_non_hostile_no_retaliation = yes
				check_variable = { debt_ratio > 0.25 }
			}
			modifier = {
				# Less likely to raid if somewhat in debt
				factor = 0.25
				NOT = { has_war_with = FROM }
				check_variable = { debt_ratio > 0.15 }
			}
		}
	}
	#Direct attacks on enemy ports or airbases
	direct_action_raid_air = {
		days_to_prepare = 15
		days_re_enable = 180

		category = special_forces_raids

		command_power = 20 # command power allocation cost

		arrow = {
			type = line
		}

		# Specific Target is visible
		show_target = {
			raid_show_target_specops_hostile = yes
			FROM = { MD_special_countries = no }
		}

		# Can prepare
		available = {
			raid_target_eligible = yes
			raid_special_forces_tech_available = yes
			OR = {
				has_wargoal_against = FROM
				has_war_with = FROM
				AND = {
					has_opinion = {
						target = FROM
						value < -50
					}
					FROM = {
						has_war = yes
					}
				}
				hidden_trigger = {
					has_country_flag = promised_retaliation_against@FROM
				}
			}
			raid_target_eligible_from = yes
		}

		launchable = {
			OR = {
				has_war_with = FROM
				AND = {
					has_opinion = {
						target = FROM
						value < -50
					}
					FROM = {
						has_war = yes
					}
				}
			}
		}

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 1 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				L_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		launch_sound = raid_launch_marine
		target_icon = GFX_other_target_icon

		target_type = {
			building = {
				type = air_base
			}
		}

		starting_point = {
			types = { air_base naval_base }
		}

		success_factors = {
			success = {
				base = 0.25

				# Raiding unit modifiers
				experience = {
					weight = 0.50
					start_weight = -0.25
					reference = 0.75
				}

				organisation = {
					weight = 0.20
					start_weight = -0.10
					reference = 100
				}

				strength = {
					weight = 0.15
					start_weight = -0.05
					reference = 1
				}

				recon = {
					weight = 0.25
					start_weight = -0.25
					reference = 10
				}

				### Target Modifiers
				resistance = {
					reference = 100
					start_reference = 20 # Resistance below 20 doesn't help
					weight = 0.2
				}
				intel = {
					weight = 0.5
					start_weight = -0.1
					reference = 100
					start_reference = 10
				}
			}

			critical = {
				base = 0.05
			}

			disaster = {
				base = 0.25
			}
		}

		success_levels = {
			failure = {
				victim_effects = {
					send_raid_event_to_victim = yes
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.30
						str_damage = 0.15
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			limited_success = {
				victim_effects = {
					var:target_state = {
						set_temp_variable = { num_air_base = THIS.building_level@air_base }
						for_loop_effect = {
							end = num_air_base
							value = temp_hold
							if = {
								limit = { air_base > 0 }
								damage_building = {
									type = air_base
									damage = 0.25 # levels of damage
								}
							}
						}
					}
					send_raid_event_to_victim = yes
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.05
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}

			}
			success = {
				victim_effects = {
					var:target_state = {
						set_temp_variable = { num_air_base = THIS.building_level@air_base }
						for_loop_effect = {
							end = num_air_base
							value = temp_hold
							if = {
								limit = { air_base > 0 }
								damage_building = {
									type = air_base
									damage = 0.5 # levels of damage
								}
							}
						}
					}
					send_raid_event_to_victim = yes
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.02
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
			critical_success = {
				victim_effects = {
					var:target_state = {
						set_temp_variable = { num_air_base = THIS.building_level@air_base }
						for_loop_effect = {
							end = num_air_base
							value = temp_hold
							if = {
								limit = { air_base > 0 }
								damage_building = {
									type = air_base
									damage = 1.00 # levels of damage
								}
							}
						}
					}
					send_raid_event_to_victim = yes
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.1
						str_damage = 0.02
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
			}
		}

		ai_will_do = {
			base = 0
			modifier = {
				NOT = { has_war_with = FROM }
				NOT = { is_neighbor_of = FROM }
				NOT = { has_country_flag = promised_retaliation_against@FROM }
				add = -100
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -95
				}
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -125
				}
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -50
				}
			}
			modifier = {
				factor = 0
				threat < 0.10
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0.05
				OR = {
					has_government = democratic
					has_government = neutrality
					has_elections = yes
				}
				FROM = { has_added_tension_amount < 5 }
			}
			modifier = {
				factor = 0
				date < 2001.1.1
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				NOT = {
					has_country_flag = promised_retaliation_against@FROM
				}
				factor = 0
				FROM = {
					OR = {
						has_idea = NATO_member
						has_idea = CSTO_member
						has_idea = EU_member
						has_idea = faction_resistance_axis_member
					}
				}
			}
			# Alliance gate — back off when target is in a faction and our alliance ratio is weak (<0.7)
			modifier = {
				factor = 0
				raid_alliance_unfavorable = yes
			}
			# Doctrinal reach gate — isolation/local_security/limited interventionism can't reach.
			# Bypassed by the rule_raid_doctrine_reach game rule.
			modifier = {
				factor = 0
				raid_intervention_doctrine_reach_block = yes
			}
			# Major-power target dampener — AI minors are 4× less likely to raid super/great powers while at peace.
			modifier = {
				factor = 0.25
				raid_skip_target_non_hostile_no_retaliation = yes
				FROM = {
					OR = { has_idea = super_power has_idea = great_power }
				}
				NOT = { OR = { has_idea = super_power has_idea = great_power } }
			}
			modifier = {
				has_country_flag = promised_retaliation_against@FROM
				factor = 100
			}
			modifier = {
				has_country_flag = conceded_to@FROM
				factor = 0
			}
			modifier = {
				NOT = {
					FROM = {
						is_on_same_continent_as = PREV
					}
				}
				strength_ratio = {
					tag = FROM
					ratio > 0.35
				}
				factor = 0
			}
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
			modifier = {
				# Don't raid nations we have influence in
				factor = 0
				raid_skip_target_non_hostile_no_retaliation = yes
				FROM = { is_influencer = yes }
			}
			modifier = {
				# Don't raid if heavily in debt
				factor = 0
				raid_skip_target_non_hostile_no_retaliation = yes
				check_variable = { debt_ratio > 0.25 }
			}
			modifier = {
				# Less likely to raid if somewhat in debt
				factor = 0.25
				NOT = { has_war_with = FROM }
				check_variable = { debt_ratio > 0.15 }
			}
		}
	}
	#Direct attacks on enemy ports or airbases
	direct_action_raid_naval = {
		days_to_prepare = 15
		days_re_enable = 180

		category = special_forces_raids

		command_power = 20 # command power allocation cost

		arrow = {
			type = line
		}

		# Specific Target is visible
		show_target = {
			raid_show_target_specops_hostile = yes
			FROM = { MD_special_countries = no }
		}

		# Can prepare
		available = {
			raid_target_eligible = yes
			any_owned_state = {
				is_coastal = yes
			}
			has_tech = tech_landing_craft_1
			custom_trigger_tooltip = {
				tooltip = has_modern_landing_craft_TT
				if = {
					limit = {
						NOT = { has_tech = tech_landing_craft_4 }
					}
					FROM = { is_on_same_continent_as = PREV }
				}
			}
			OR = {
				has_wargoal_against = FROM
				has_war_with = FROM
				AND = {
					has_opinion = {
						target = FROM
						value < -50
					}
					FROM = {
						has_war = yes
					}
				}
				hidden_trigger = {
					has_country_flag = promised_retaliation_against@FROM
				}
			}
			raid_target_eligible_from = yes
		}

		launchable = {
			OR = {
				has_war_with = FROM
				AND = {
					has_opinion = {
						target = FROM
						value < -50
					}
					FROM = {
						has_war = yes
					}
				}
			}
		}

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 1 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				L_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_naval_assault_team_Comp = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_naval_assault_team_Comp = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_naval_assault_team_Comp = { min = 1 }
			}
		}

		launch_sound = raid_launch_marine
		target_icon = GFX_other_target_icon

		target_type = {
			building = {
				type = naval_base
			}
		}

		starting_point = {
			types = { air_base naval_base }
		}

		success_factors = {
			success = {
				base = 0.25

				# Raiding unit modifiers
				experience = {
					weight = 0.50
					start_weight = -0.25
					reference = 0.75
				}

				organisation = {
					weight = 0.20
					start_weight = -0.10
					reference = 100
				}

				strength = {
					weight = 0.15
					start_weight = -0.05
					reference = 1
				}

				recon = {
					weight = 0.25
					start_weight = -0.25
					reference = 10
				}

				### Target Modifiers
				resistance = {
					reference = 100
					start_reference = 20 # Resistance below 20 doesn't help
					weight = 0.2
				}
				intel = {
					weight = 0.5
					start_weight = -0.1
					reference = 100
					start_reference = 10
				}
			}

			critical = {
				base = 0.05
			}

			disaster = {
				base = 0.25
			}
		}

		success_levels = {
			failure = {
				victim_effects = {
					send_raid_event_to_victim = yes
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.30
						str_damage = 0.15
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			limited_success = {
				victim_effects = {
					var:target_state = {
						set_temp_variable = { num_naval_base = THIS.building_level@naval_base }
						for_loop_effect = {
							end = num_naval_base
							value = temp_hold
							if = {
								limit = { naval_base > 0 }
								damage_building = {
									type = naval_base
									damage = 0.25
								}
							}
						}
					}
					send_raid_event_to_victim = yes
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.05
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}

			}
			success = {
				victim_effects = {
					var:target_state = {
						set_temp_variable = { num_naval_base = THIS.building_level@naval_base }
						for_loop_effect = {
							end = num_naval_base
							value = temp_hold
							if = {
								limit = { naval_base > 0 }
								damage_building = {
									type = naval_base
									damage = 0.5
								}
							}
						}
					}
					send_raid_event_to_victim = yes
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.02
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
			critical_success = {
				victim_effects = {
					var:target_state = {
						set_temp_variable = { num_naval_base = THIS.building_level@naval_base }
						for_loop_effect = {
							end = num_naval_base
							value = temp_hold
							if = {
								limit = { naval_base > 0 }
								damage_building = {
									type = naval_base
									damage = 1.00 # levels of damage
								}
							}
						}
					}
					send_raid_event_to_victim = yes
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.1
						str_damage = 0.02
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
			}
		}

		ai_will_do = {
			base = 0
			modifier = {
				NOT = { has_war_with = FROM }
				NOT = { is_neighbor_of = FROM }
				NOT = { has_country_flag = promised_retaliation_against@FROM }
				add = -100
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -95
				}
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -125
				}
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -50
				}
			}
			modifier = {
				factor = 0
				threat < 0.10
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0.05
				OR = {
					has_government = democratic
					has_government = neutrality
					has_elections = yes
				}
				FROM = { has_added_tension_amount < 5 }
			}
			modifier = {
				factor = 0
				date < 2001.1.1
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				NOT = {
					has_country_flag = promised_retaliation_against@FROM
				}
				factor = 0
				FROM = {
					OR = {
						has_idea = NATO_member
						has_idea = CSTO_member
						has_idea = EU_member
						has_idea = faction_resistance_axis_member
					}
				}
			}
			# Alliance gate — back off when target is in a faction and our alliance ratio is weak (<0.7)
			modifier = {
				factor = 0
				raid_alliance_unfavorable = yes
			}
			# Doctrinal reach gate — isolation/local_security/limited interventionism can't reach.
			# Bypassed by the rule_raid_doctrine_reach game rule.
			modifier = {
				factor = 0
				raid_intervention_doctrine_reach_block = yes
			}
			# Major-power target dampener — AI minors are 4× less likely to raid super/great powers while at peace.
			modifier = {
				factor = 0.25
				raid_skip_target_non_hostile_no_retaliation = yes
				FROM = {
					OR = { has_idea = super_power has_idea = great_power }
				}
				NOT = { OR = { has_idea = super_power has_idea = great_power } }
			}
			modifier = {
				has_country_flag = promised_retaliation_against@FROM
				factor = 100
			}
			modifier = {
				has_country_flag = conceded_to@FROM
				factor = 0
			}
			modifier = {
				NOT = {
					FROM = {
						is_on_same_continent_as = PREV
					}
				}
				strength_ratio = {
					tag = FROM
					ratio > 0.35
				}
				factor = 0
			}
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
			modifier = {
				# Don't raid nations we have influence in
				factor = 0
				raid_skip_target_non_hostile_no_retaliation = yes
				FROM = { is_influencer = yes }
			}
			modifier = {
				# Don't raid if heavily in debt
				factor = 0
				raid_skip_target_non_hostile_no_retaliation = yes
				check_variable = { debt_ratio > 0.25 }
			}
			modifier = {
				# Less likely to raid if somewhat in debt
				factor = 0.25
				NOT = { has_war_with = FROM }
				check_variable = { debt_ratio > 0.15 }
			}
		}
	}
	#Direct action mission to kill scientists / generals
	scientist_kill_mission = {
		days_to_prepare = 30
		days_re_enable = 270

		category = special_forces_raids

		command_power = 20 # command power allocation cost

		arrow = {
			type = line
		}

		# Raid Type is visible
		# Specific Target is visible
		show_target = {
			raid_show_target_specops_hostile = yes
			FROM = { MD_special_countries = no }
		}

		# Can prepare
		available = {
			raid_target_eligible = yes
			raid_special_forces_tech_available = yes
			OR = {
				has_wargoal_against = FROM
				has_war_with = FROM
				has_opinion = {
					target = FROM
					value < 50
				}
				hidden_trigger = {
					has_country_flag = promised_retaliation_against@FROM
				}
			}
			raid_target_eligible_from = yes
		}

		launchable = {
			set_temp_variable = { cost = 300 }
			raid_can_launch = yes
		}

		target_type = {
			building = {
				tags = facility
			}
		}

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 5 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				L_Marine_Cdo_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Marine_Cdo_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Marine_Cdo_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Marine_Cdo_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_Forces_Air_assault_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Air_assault_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Air_assault_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Air_assault_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Mot_Special_Forces_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mot_Special_Forces_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mot_Special_Forces_Bat = { min = 5 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Mot_Special_Forces_Bat = { min = 5 }
			}
		}

		launch_sound = raid_launch_marine
		target_icon = GFX_other_target_icon
		starting_point = {
			types = { air_base naval_base }
		}
		success_factors = {
			success = {
				base = 0.25

				# Raiding unit modifiers
				experience = {
					weight = 0.50
					start_weight = -0.25
					reference = 0.75
				}

				organisation = {
					weight = 0.20
					start_weight = -0.10
					reference = 100
				}

				strength = {
					weight = 0.15
					start_weight = -0.05
					reference = 1
				}

				recon = {
					weight = 0.25
					start_weight = -0.25
					reference = 10
				}

				### Target Modifiers
				resistance = {
					reference = 100
					start_reference = 20 # Resistance below 20 doesn't help
					weight = 0.2
				}
				intel = {
					weight = 0.5
					start_weight = -0.1
					reference = 100
					start_reference = 10
				}
			}

			critical = {
				base = 0.05
			}

			disaster = {
				base = 0.05
			}
		}

		success_levels = {
			failure = {
				victim_effects = {
					send_raid_event_to_victim = yes
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.40
						str_damage = 0.20
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			limited_success = {
				victim_effects = {
					send_raid_event_to_victim = yes
					var:target_state = {
						damage_building = {
							tags = { facility }
							damage = 0.5
						}
					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.3
						str_damage = 0.1
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}

			}
			success = {
				victim_effects = {
					send_raid_event_to_victim = yes

					var:target_state = {
						damage_building = {
							tags = facility
							damage = 1
							province = var:ROOT.target_province
						}
					}
					var:victim_country = {
						random_active_scientist = {
							injure_scientist_for_days = 90
						}
					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.15
						str_damage = 0.05
						ratio = yes
					}

					var:actor_country = {
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
			critical_success = {
				victim_effects = {
					send_raid_event_to_victim = yes

					var:target_state = {
						damage_building = {
							tags = facility
							damage = 1
							province = var:ROOT.target_province
						}
					}
					var:victim_country = {
						random_active_scientist = {
							injure_scientist_for_days = 180
						}
					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.1
						str_damage = 0
						ratio = yes
					}

					var:actor_country = {
						add_breakthrough_progress = {
							specialization = all
							value = 0.3
						}
					}

					raid_add_unit_experience = 0.25
					var:actor_country = {
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
			}
		}

		ai_will_do = {
			base = 0
			modifier = {
				NOT = { has_war_with = FROM }
				NOT = { is_neighbor_of = FROM }
				NOT = { has_country_flag = promised_retaliation_against@FROM }
				add = -100
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -95
				}
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -125
				}
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -50
				}
			}
			modifier = {
				add = -10
				NOT = { has_war_with = FROM }
				has_government = FROM
			}
			modifier = {
				NOT = {
					has_country_flag = promised_retaliation_against@FROM
				}
				factor = 0
				FROM = {
					OR = {
						has_idea = NATO_member
						has_idea = CSTO_member
						has_idea = EU_member
						has_idea = faction_resistance_axis_member
					}
				}
			}
			# Alliance gate — back off when target is in a faction and our alliance ratio is weak (<0.7)
			modifier = {
				factor = 0
				raid_alliance_unfavorable = yes
			}
			# Doctrinal reach gate — isolation/local_security/limited interventionism can't reach.
			# Bypassed by the rule_raid_doctrine_reach game rule.
			modifier = {
				factor = 0
				raid_intervention_doctrine_reach_block = yes
			}
			# Major-power target dampener — AI minors are 4× less likely to raid super/great powers while at peace.
			modifier = {
				factor = 0.25
				raid_skip_target_non_hostile_no_retaliation = yes
				FROM = {
					OR = { has_idea = super_power has_idea = great_power }
				}
				NOT = { OR = { has_idea = super_power has_idea = great_power } }
			}
			modifier = {
				factor = 100
				has_country_flag = promised_retaliation_against@FROM
			}
			modifier = {
				factor = 2
				OR = {
					has_idea = super_power
					has_idea = great_power
					has_idea = large_power
				}
			}
			modifier = {
				factor = 0
				threat < 0.10
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				# Don't target anyone who is not a potential enemy
				factor = 0
				NOT = { has_country_flag = promised_retaliation_against@FROM }
				NOT = {
					is_in_array = {
						array = potential_and_current_enemies
						value = FROM  # Target country
					}
				}
			}
			modifier = {
				factor = 0
				has_war = yes
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				tag = USA
				FROM = {
					tag = IRQ
				}
				date < 2004.1.1
				NOT = { has_country_flag = promised_retaliation_against@FROM }
			}
			modifier = {
				factor = 0.05
				OR = {
					has_government = democratic
					has_government = neutrality
					has_elections = yes
				}
				FROM = { has_added_tension_amount < 5 }
			}
			modifier = {
				factor = 0
				date < 2001.1.1
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				has_country_flag = conceded_to@FROM
				factor = 0
			}
			modifier = {
				NOT = {
					FROM = {
						is_on_same_continent_as = PREV
					}
				}
				strength_ratio = {
					tag = FROM
					ratio > 0.35
				}
				factor = 0
			}
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
			modifier = {
				# Don't raid nations we have influence in
				factor = 0
				raid_skip_target_non_hostile_no_retaliation = yes
				FROM = { is_influencer = yes }
			}
			modifier = {
				# Don't raid if heavily in debt
				factor = 0
				raid_skip_target_non_hostile_no_retaliation = yes
				check_variable = { debt_ratio > 0.25 }
			}
			modifier = {
				# Less likely to raid if somewhat in debt
				factor = 0.25
				NOT = { has_war_with = FROM }
				check_variable = { debt_ratio > 0.15 }
			}
			#do some checks for nations here, like someone going for nukes will likely be targeted by enemies
		}
	}
	#Direct action mission to free a captured spy / operative
	free_captured_operative_mission = {
		days_to_prepare = 30
		days_re_enable = 50

		category = special_forces_raids

		command_power = 20 # command power allocation cost

		arrow = {
			type = line
		}

		# Raid Type is visible
		# Specific Target is visible
		show_target = {
			raid_show_target_specops_hostile = yes
			FROM = { MD_special_countries = no }
		}

		# Can prepare
		available = {
			raid_target_eligible = yes
			raid_special_forces_tech_available = yes
			# Target country must be holding one of our operatives captive
			FROM = { has_captured_operative = ROOT }
			raid_target_eligible_from = yes
		}

		launchable = {
			FROM = { has_captured_operative = ROOT }
			set_temp_variable = { cost = 200 }
			raid_can_launch = yes
		}

		target_type = {
			state = {
				is_capital = yes
			}
		}

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 5 }
			}
		}

		launch_sound = raid_launch_marine
		target_icon = GFX_other_target_icon
		starting_point = {
			types = { air_base naval_base }
		}
		success_factors = {
			success = {
				base = 0.25

				# Raiding unit modifiers
				experience = {
					weight = 0.50
					start_weight = -0.25
					reference = 0.75
				}

				organisation = {
					weight = 0.20
					start_weight = -0.10
					reference = 100
				}

				strength = {
					weight = 0.15
					start_weight = -0.05
					reference = 1
				}

				recon = {
					weight = 0.25
					start_weight = -0.25
					reference = 10
				}

				### Target Modifiers
				resistance = {
					reference = 100
					start_reference = 20 # Resistance below 20 doesn't help
					weight = 0.2
				}
				intel = {
					weight = 0.5
					start_weight = -0.1
					reference = 100
					start_reference = 10
				}
			}

			critical = {
				base = 0.05
			}

			disaster = {
				base = 0.05
			}
		}

		# Only two outcomes: failure and success
		success_levels = {
			failure = {
				victim_effects = {
					send_raid_event_to_victim = yes
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.40
						str_damage = 0.20
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					var:actor_country = {
						random_operative = {
							limit = {
								is_operative_captured = yes
							}
							kill_operative = { killed_by = var:ROOT.victim_country }
						}
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			success = {
				victim_effects = {
					send_raid_event_to_victim = yes
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.15
						str_damage = 0.05
						ratio = yes
					}

					raid_add_unit_experience = 0.25

					# Spring our operative
					var:actor_country = {
						free_random_operative = {
							captured_by = var:ROOT.victim_country
						}
						if = {
							limit = {
								NOT = { has_war_with = var:ROOT.victim_country }
							}
							add_political_power = -100
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
		}

		ai_will_do = {
			base = 0
			modifier = {
				factor = 0
				NOT = { FROM = { has_captured_operative = ROOT } }
			}
			modifier = {
				NOT = { has_war_with = FROM }
				NOT = { is_neighbor_of = FROM }
				NOT = { has_country_flag = promised_retaliation_against@FROM }
				add = -100
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -95
				}
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -125
				}
			}
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value < -50
				}
			}
			modifier = {
				add = -10
				NOT = { has_war_with = FROM }
				has_government = FROM
			}
			modifier = {
				NOT = {
					has_country_flag = promised_retaliation_against@FROM
				}
				factor = 0
				FROM = {
					OR = {
						has_idea = NATO_member
						has_idea = CSTO_member
						has_idea = EU_member
						has_idea = faction_resistance_axis_member
					}
				}
			}
			modifier = {
				factor = 0
				raid_alliance_unfavorable = yes
			}
			modifier = {
				factor = 0
				raid_intervention_doctrine_reach_block = yes
			}
			modifier = {
				factor = 0.25
				raid_skip_target_non_hostile_no_retaliation = yes
				FROM = {
					OR = { has_idea = super_power has_idea = great_power }
				}
				NOT = { OR = { has_idea = super_power has_idea = great_power } }
			}
			modifier = {
				factor = 100
				has_country_flag = promised_retaliation_against@FROM
			}
			modifier = {
				factor = 2
				OR = {
					has_idea = super_power
					has_idea = great_power
					has_idea = large_power
				}
			}
			modifier = {
				factor = 0
				threat < 0.10
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				NOT = { has_country_flag = promised_retaliation_against@FROM }
				NOT = {
					is_in_array = {
						array = potential_and_current_enemies
						value = FROM
					}
				}
			}
			modifier = {
				factor = 0
				has_war = yes
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0.05
				OR = {
					has_government = democratic
					has_government = neutrality
					has_elections = yes
				}
				FROM = { has_added_tension_amount < 5 }
			}
			modifier = {
				has_country_flag = conceded_to@FROM
				factor = 0
			}
			modifier = {
				NOT = {
					FROM = {
						is_on_same_continent_as = PREV
					}
				}
				strength_ratio = {
					tag = FROM
					ratio > 0.35
				}
				factor = 0
			}
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
			modifier = {
				factor = 0
				raid_skip_target_non_hostile_no_retaliation = yes
				FROM = { is_influencer = yes }
			}
			modifier = {
				factor = 0
				raid_skip_target_non_hostile_no_retaliation = yes
				check_variable = { debt_ratio > 0.25 }
			}
			modifier = {
				factor = 0.25
				NOT = { has_war_with = FROM }
				check_variable = { debt_ratio > 0.15 }
			}
		}
	}
	# [USA] Capture Venezuelan Leader
	USA_raid_venezuela = {
		allowed = { original_tag = USA }
		days_to_prepare = 30
		days_re_enable = 120

		category = special_forces_raids

		command_power = 20

		arrow = {
			type = line
		}

		# Specific Target is visible
		visible = {
			has_country_flag = USA_operation_absolute_resolve
		}
		# Specific Target is visible
		show_target = {
			FROM = {
				original_tag = VEN
			}
		}

		# Can prepare
		available = {
			raid_special_forces_tech_available = yes
		}

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 1 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				L_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Mot_Special_Forces_Bat = { min = 1 }
			}
		}
		target_icon = GFX_other_target_icon
		launch_sound = raid_launch_marine

		target_type = {
			state = {
				is_capital = yes
				infrastructure > 0
				is_owned_by = VEN
			}
		}

		starting_point = {
			types = { air_base naval_base }
		}

		success_factors = {
			success = {
				base = 0.05

				# Raiding unit modifiers
				experience = {
					weight = 0.15
					start_weight = -0.15
					reference = 0.5
				}
				organisation = {
					weight = 0.15
					start_weight = -0.15
					reference = 60
				}
				strength = {
					weight = 0.05
					start_weight = -0.05
					reference = 1
				}
				recon = {
					weight = 0.20
					reference = 10
				}

				### Target Modifiers
				resistance = {
					reference = 100
					start_reference = 20 # Resistance below 20 doesn't help
					weight = 0.2
				}
				intel = {
					weight = 0.3
					#start_reference = 50
					reference = 100
				}
			}
			critical = {
				base = 0.05
			}
			disaster = {
				base = 0.25
			}
		}

		success_levels = {
			failure = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
						USA = {
							country_event = department_of_state.96
						}
						VEN = {
							country_event = department_of_state.97
						}
					}

				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.30
						str_damage = 0.15
						ratio = yes
					}
					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			limited_success = {
				actor_effects = {
					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 20
						}
					}

					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.05
						ratio = yes
					}

					raid_add_unit_experience = 0.25

				}

			}
			success = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
						USA = {
							country_event = department_of_state.96
						}
						VEN = {
							country_event = department_of_state.97
						}
					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.02
						ratio = yes
					}

					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 40
						}
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
			critical_success = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
						USA = {
							country_event = department_of_state.96
						}
						VEN = {
							country_event = department_of_state.97
						}
					}
					var:victim_country = {

					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.1
						str_damage = 0
						ratio = yes
					}

					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 60
						}
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
			}
		}

		ai_will_do = {
			base = 50
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
		}
	}
	#Counter-Terror HVT Raid
	counter_terror_hvt_raid = {
		days_to_prepare = 14
		days_re_enable = 30

		category = special_forces_raids

		command_power = 20 # command power allocation cost

		arrow = {
			type = line
		}

		# Raid Type is visible
		# Specific Target is visible
		show_target = {
			raid_show_target_intervention_check = yes
			FROM = {
				has_country_flag = ct_hvt_target_found_by@ROOT
			}
		}

		# Can prepare
		available = {
			raid_special_forces_tech_available = yes
		}

		launchable = {
			set_temp_variable = { cost = 150 }
			raid_can_launch = yes
		}

		target_type = {
			state = {
				is_capital = yes
			}
		}

		speed_multiplier = 20

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 2 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				L_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		launch_sound = raid_launch_marine
		target_icon = GFX_other_target_icon
		starting_point = {
			types = { air_base naval_base }
		}
		success_factors = {
			success = {
				base = 0.25

				# Raiding unit modifiers
				experience = {
					weight = 0.50
					start_weight = -0.25
					reference = 0.75
				}

				organisation = {
					weight = 0.20
					start_weight = -0.10
					reference = 100
				}

				strength = {
					weight = 0.15
					start_weight = -0.05
					reference = 1
				}

				recon = {
					weight = 0.25
					start_weight = -0.25
					reference = 10
				}
				intel = {
					weight = 0.5
					start_weight = -0.1
					reference = 100
					start_reference = 10
				}
			}

			critical = {
				base = 0.05
			}

			disaster = {
				base = 0.05
			}
		}

		success_levels = {
			failure = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_hvt_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						ct_resolve_raid_org = yes
					}
					if = {
						limit = { check_variable = { targeted_org > -1 } }
						var:actor_country = {
							randomize_temp_variable = {
								var = threat_loss
								distribution = poisson
								min = 1
								lambda = 10
							}
							add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss }
							multiply_temp_variable = { threat_loss = -1 }
							add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss }
						}
					}
					international_systems_update = yes
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			limited_success = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_hvt_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						ct_resolve_raid_org = yes
					}
					if = {
						limit = { check_variable = { targeted_org > -1 } }
						var:actor_country = {
							randomize_temp_variable = {
								var = intel_gain
								distribution = poisson
								min = 1
								lambda = 5
							}
							add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain }
							randomize_temp_variable = {
								var = threat_loss
								distribution = poisson
								min = -5
								lambda = -1
							}
							add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss }
							multiply_temp_variable = { threat_loss = -1 }
							add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss }
							international_systems_update = yes
						}
					}
				}
			}
			success = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_hvt_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						ct_resolve_raid_org = yes
					}
					if = {
						limit = { check_variable = { targeted_org > -1 } }
						var:actor_country = {
							randomize_temp_variable = {
								var = intel_gain
								distribution = poisson
								min = 1
								lambda = 10
							}
							add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain }
							randomize_temp_variable = {
								var = threat_loss
								distribution = poisson
								min = -10
								lambda = -1
							}
							add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss }
							multiply_temp_variable = { threat_loss = -1 }
							add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss }
							international_systems_update = yes
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
			critical_success = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_hvt_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						ct_resolve_raid_org = yes
					}
					if = {
						limit = { check_variable = { targeted_org > -1 } }
						var:actor_country = {
							randomize_temp_variable = {
								var = intel_gain
								distribution = poisson
								min = 5
								lambda = 15
							}
							add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain }
							randomize_temp_variable = {
								var = threat_loss
								distribution = poisson
								min = -15
								lambda = -1
							}
							add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss }
							multiply_temp_variable = { threat_loss = -1 }
							add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss }
							international_systems_update = yes
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
			}
		}

		ai_will_do = {
			base = 0
			# Execute when CT operation has located an HVT
			modifier = {
				add = 50
				FROM = { has_country_flag = ct_hvt_target_found_by@ROOT }
			}
			# More likely for powerful nations
			modifier = {
				factor = 2
				OR = {
					has_idea = super_power
					has_idea = great_power
					has_idea = large_power
				}
			}
			# More urgent when recently attacked
			modifier = {
				factor = 2
				has_country_flag = ct_recently_attacked
			}
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
		}
	}
	#Counter-Terror Cache Raid
	counter_terror_cache_raid = {
		days_to_prepare = 14
		days_re_enable = 30

		category = special_forces_raids

		command_power = 20 # command power allocation cost

		arrow = {
			type = line
		}

		# Raid Type is visible
		# Specific Target is visible
		show_target = {
			raid_show_target_intervention_check = yes
			FROM = {
				has_country_flag = ct_cache_target_found_by@ROOT
			}
		}

		# Can prepare
		available = {
			raid_special_forces_tech_available = yes
		}

		launchable = {
			set_temp_variable = { cost = 150 }
			raid_can_launch = yes
		}

		target_type = {
			state = {
				is_capital = yes
			}
		}

		speed_multiplier = 20

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 2 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				L_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		launch_sound = raid_launch_marine
		target_icon = GFX_other_target_icon
		starting_point = {
			types = { air_base naval_base }
		}
		success_factors = {
			success = {
				base = 0.25

				# Raiding unit modifiers
				experience = {
					weight = 0.50
					start_weight = -0.25
					reference = 0.75
				}

				organisation = {
					weight = 0.20
					start_weight = -0.10
					reference = 100
				}

				strength = {
					weight = 0.15
					start_weight = -0.05
					reference = 1
				}

				recon = {
					weight = 0.25
					start_weight = -0.25
					reference = 10
				}
				intel = {
					weight = 0.5
					start_weight = -0.1
					reference = 100
					start_reference = 10
				}
			}

			critical = {
				base = 0.05
			}

			disaster = {
				base = 0.05
			}
		}

		success_levels = {
			failure = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_cache_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						ct_resolve_raid_org = yes
					}
					if = {
						limit = { check_variable = { targeted_org > -1 } }
						var:actor_country = {
							randomize_temp_variable = {
								var = threat_loss
								distribution = poisson
								min = 1
								lambda = 10
							}
							add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss }
							multiply_temp_variable = { threat_loss = -1 }
							add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss }
						}
					}
					international_systems_update = yes
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			limited_success = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_cache_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						ct_resolve_raid_org = yes
					}
					if = {
						limit = { check_variable = { targeted_org > -1 } }
						var:actor_country = {
							randomize_temp_variable = {
								var = intel_gain
								distribution = poisson
								min = 1
								lambda = 5
							}
							add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain }
							randomize_temp_variable = {
								var = threat_loss
								distribution = poisson
								min = -5
								lambda = -1
							}
							add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss }
							multiply_temp_variable = { threat_loss = -1 }
							add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss }
							international_systems_update = yes
						}
					}
				}
			}
			success = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_cache_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						ct_resolve_raid_org = yes
					}
					if = {
						limit = { check_variable = { targeted_org > -1 } }
						var:actor_country = {
							randomize_temp_variable = {
								var = intel_gain
								distribution = poisson
								min = 1
								lambda = 10
							}
							add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain }
							randomize_temp_variable = {
								var = threat_loss
								distribution = poisson
								min = -10
								lambda = -1
							}
							add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss }
							multiply_temp_variable = { threat_loss = -1 }
							add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss }
							international_systems_update = yes
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
			critical_success = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_cache_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						ct_resolve_raid_org = yes
					}
					if = {
						limit = { check_variable = { targeted_org > -1 } }
						var:actor_country = {
							randomize_temp_variable = {
								var = intel_gain
								distribution = poisson
								min = 5
								lambda = 15
							}
							add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain }
							randomize_temp_variable = {
								var = threat_loss
								distribution = poisson
								min = -15
								lambda = -1
							}
							add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss }
							multiply_temp_variable = { threat_loss = -1 }
							add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss }
							international_systems_update = yes
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
			}
		}

		ai_will_do = {
			base = 0
			# Execute when CT operation has located an arms cache
			modifier = {
				add = 50
				FROM = { has_country_flag = ct_cache_target_found_by@ROOT }
			}
			modifier = {
				factor = 2
				OR = {
					has_idea = super_power
					has_idea = great_power
					has_idea = large_power
				}
			}
			modifier = {
				factor = 2
				has_country_flag = ct_recently_attacked
			}
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
		}
	}
	#Counter-Terror Training Camp Raid
	counter_terror_training_camp_raid = {
		days_to_prepare = 14
		days_re_enable = 30

		category = special_forces_raids

		command_power = 20 # command power allocation cost

		arrow = {
			type = line
		}

		# Specific Target is visible
		show_target = {
			raid_show_target_intervention_check = yes
			FROM = {
				has_country_flag = ct_training_target_found_by@ROOT
			}
		}

		# Can prepare
		available = {
			raid_special_forces_tech_available = yes
		}

		launchable = {
			set_temp_variable = { cost = 150 }
			raid_can_launch = yes
		}

		target_type = {
			state = {
				is_capital = yes
			}
		}

		speed_multiplier = 20

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 2 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				L_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		launch_sound = raid_launch_marine
		target_icon = GFX_other_target_icon
		starting_point = {
			types = { air_base naval_base }
		}
		success_factors = {
			success = {
				base = 0.25

				# Raiding unit modifiers
				experience = {
					weight = 0.50
					start_weight = -0.25
					reference = 0.75
				}

				organisation = {
					weight = 0.20
					start_weight = -0.10
					reference = 100
				}

				strength = {
					weight = 0.15
					start_weight = -0.05
					reference = 1
				}

				recon = {
					weight = 0.25
					start_weight = -0.25
					reference = 10
				}
				intel = {
					weight = 0.5
					start_weight = -0.1
					reference = 100
					start_reference = 10
				}
			}

			critical = {
				base = 0.05
			}

			disaster = {
				base = 0.05
			}
		}

		success_levels = {
			failure = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_training_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						ct_resolve_raid_org = yes
					}
					if = {
						limit = { check_variable = { targeted_org > -1 } }
						var:actor_country = {
							randomize_temp_variable = {
								var = threat_loss
								distribution = poisson
								min = 1
								lambda = 10
							}
							add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss }
							multiply_temp_variable = { threat_loss = -1 }
							add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss }
						}
					}
					international_systems_update = yes
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			limited_success = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_training_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						ct_resolve_raid_org = yes
					}
					if = {
						limit = { check_variable = { targeted_org > -1 } }
						var:actor_country = {
							randomize_temp_variable = {
								var = intel_gain
								distribution = poisson
								min = 1
								lambda = 5
							}
							add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain }
							randomize_temp_variable = {
								var = threat_loss
								distribution = poisson
								min = -5
								lambda = -1
							}
							add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss }
							multiply_temp_variable = { threat_loss = -1 }
							add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss }
							international_systems_update = yes
						}
					}
				}
			}
			success = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_training_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						ct_resolve_raid_org = yes
					}
					if = {
						limit = { check_variable = { targeted_org > -1 } }
						var:actor_country = {
							randomize_temp_variable = {
								var = intel_gain
								distribution = poisson
								min = 1
								lambda = 10
							}
							add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain }
							randomize_temp_variable = {
								var = threat_loss
								distribution = poisson
								min = -10
								lambda = -1
							}
							add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss }
							multiply_temp_variable = { threat_loss = -1 }
							add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss }
							international_systems_update = yes
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
			critical_success = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_training_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						ct_resolve_raid_org = yes
					}
					if = {
						limit = { check_variable = { targeted_org > -1 } }
						var:actor_country = {
							randomize_temp_variable = {
								var = intel_gain
								distribution = poisson
								min = 5
								lambda = 15
							}
							add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain }
							randomize_temp_variable = {
								var = threat_loss
								distribution = poisson
								min = -15
								lambda = -1
							}
							add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss }
							multiply_temp_variable = { threat_loss = -1 }
							add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss }
							international_systems_update = yes
						}
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
			}
		}

		ai_will_do = {
			base = 0
			# Execute when CT operation has located a training camp
			modifier = {
				add = 50
				FROM = { has_country_flag = ct_training_target_found_by@ROOT }
			}
			modifier = {
				factor = 2
				OR = {
					has_idea = super_power
					has_idea = great_power
					has_idea = large_power
				}
			}
			modifier = {
				factor = 2
				has_country_flag = ct_recently_attacked
			}
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
		}
	}
	#Counter-Terror Org elimination raid
	counter_terror_elimination_raid = {
		days_to_prepare = 14
		days_re_enable = 30

		category = special_forces_raids

		command_power = 20 # command power allocation cost

		arrow = {
			type = line
		}

		# Raid Type is visible
		# Specific Target is visible
		show_target = {
			raid_show_target_intervention_check = yes
			FROM = {
				has_country_flag = ct_elim_raid_prepared_by@ROOT
			}
		}

		# Can prepare
		available = {
			raid_special_forces_tech_available = yes
		}

		launchable = {
			set_temp_variable = { cost = 150 }
			raid_can_launch = yes
		}

		target_type = {
			state = {
				has_state_flag = is_regional_terror_base
			}
		}

		speed_multiplier = 20

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 2 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				L_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Marine_Cdo_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Air_assault_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Mot_Special_Forces_Bat = { min = 2 }
			}
		}

		launch_sound = raid_launch_marine
		target_icon = GFX_other_target_icon
		starting_point = {
			types = { air_base naval_base }
		}
		success_factors = {
			success = {
				base = 0.25

				# Raiding unit modifiers
				experience = {
					weight = 0.50
					start_weight = -0.25
					reference = 0.75
				}

				organisation = {
					weight = 0.20
					start_weight = -0.10
					reference = 100
				}

				strength = {
					weight = 0.15
					start_weight = -0.05
					reference = 1
				}

				recon = {
					weight = 0.25
					start_weight = -0.25
					reference = 10
				}

				### Target Modifiers
				resistance = {
					reference = 100
					start_reference = 20 # Resistance below 20 doesn't help
					weight = 0.2
				}
				intel = {
					weight = 0.5
					start_weight = -0.1
					reference = 100
					start_reference = 10
				}
			}

			critical = {
				base = 0.05
			}

			disaster = {
				base = 0.05
			}
		}

		success_levels = {
			failure = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_elim_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						relocate_terror_org = yes
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			limited_success = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_elim_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						relocate_terror_org = yes
					}
					var:actor_country = {
						randomize_temp_variable = {
							var = intel_gain
							distribution = poisson
							min = 5
							lambda = 15
						}
						add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain }
						randomize_temp_variable = {
							var = threat_loss
							distribution = poisson
							min = 1
							lambda = 5
						}
						add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss }
						multiply_temp_variable = { threat_loss = -1 }
						add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss }
					}
				}

			}
			success = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_elim_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						set_temp_variable = { targeted_org = -1 }
						for_each_loop = {
							array = global.active_terror_hq
							value = v
							index = i

							if = {
								limit = {
									check_variable = { v = THIS }
								}
								set_temp_variable = { targeted_org = i }
							}
						}
						remove_org = yes
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
			critical_success = {
				victim_effects = {
					var:victim_country = {
						set_country_flag = ct_hit_by_elim_raid
					}
					send_raid_event_to_victim = yes
					send_ct_raid_events_to_victim = yes
				}
				actor_effects = {
					var:target_state = {
						set_temp_variable = { targeted_org = -1 }
						for_each_loop = {
							array = global.active_terror_hq
							value = v
							index = i

							if = {
								limit = {
									check_variable = { v = THIS }
								}
								set_temp_variable = { targeted_org = i }
							}
						}
						remove_org = yes
					}
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
			}
		}

		ai_will_do = {
			base = 0
			# High priority — elimination raids can remove an org entirely
			modifier = {
				add = 100
				FROM = { has_country_flag = ct_elim_raid_prepared_by@ROOT }
			}
			modifier = {
				factor = 2
				OR = {
					has_idea = super_power
					has_idea = great_power
				}
			}
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
		}
	}

	ENG_raid_nigeria = {
		allowed = { original_tag = ENG }
		days_to_prepare = 30
		days_re_enable = 120

		category = special_forces_raids

		command_power = 20

		arrow = {
			type = line
		}

		# Specific Target is visible
		visible = {
			has_completed_focus = ENG_operation_delta_guard
		}
		# Specific Target is visible
		show_target = {
			FROM = {
				original_tag = NIG
			}
		}

		# Can prepare
		available = {
			raid_special_forces_tech_available = yes
		}

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 1 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				L_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Mot_Special_Forces_Bat = { min = 1 }
			}
		}
		target_icon = GFX_other_target_icon
		launch_sound = raid_launch_marine

		target_type = {
			state = {
				is_capital = yes
				infrastructure > 0
				is_owned_by = NIG
			}
		}

		starting_point = {
			types = { air_base naval_base }
		}

		success_factors = {
			success = {
				base = 0.05

				# Raiding unit modifiers
				experience = {
					weight = 0.15
					start_weight = -0.15
					reference = 0.5
				}
				organisation = {
					weight = 0.15
					start_weight = -0.15
					reference = 60
				}
				strength = {
					weight = 0.05
					start_weight = -0.05
					reference = 1
				}
				recon = {
					weight = 0.20
					reference = 10
				}

				### Target Modifiers
				resistance = {
					reference = 100
					start_reference = 20 # Resistance below 20 doesn't help
					weight = 0.2
				}
				intel = {
					weight = 0.3
					#start_reference = 50
					reference = 100
				}
			}
			critical = {
				base = 0.05
			}
			disaster = {
				base = 0.25
			}
		}

		success_levels = {
			failure = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
						ENG = {
							country_event = britain_md.20
						}
						NIG = {
							country_event = britain_md.21
						}
					}

				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.30
						str_damage = 0.15
						ratio = yes
					}
					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			limited_success = {
				actor_effects = {
					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 20
						}
					}

					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.05
						ratio = yes
					}

					raid_add_unit_experience = 0.25

				}

			}
			success = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
						ENG = {
							country_event = britain_md.20
						}
						NIG = {
							country_event = britain_md.21
						}
					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.02
						ratio = yes
					}

					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 40
						}
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
			critical_success = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
						ENG = {
							country_event = britain_md.20
						}
						NIG = {
							country_event = britain_md.21
						}
					}
					var:victim_country = {

					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.1
						str_damage = 0
						ratio = yes
					}

					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 60
						}
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
			}
		}

		ai_will_do = {
			base = 50
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
		}
	}

	ENG_raid_zimbabwe = {
		allowed = { original_tag = ENG }
		days_to_prepare = 30
		days_re_enable = 120

		category = special_forces_raids

		command_power = 20

		arrow = {
			type = line
		}

		# Specific Target is visible
		visible = {
			has_completed_focus = ENG_regime_change_in_zimbabwe
		}
		# Specific Target is visible
		show_target = {
			FROM = {
				original_tag = ZIM
			}
		}

		# Can prepare
		available = {
			raid_special_forces_tech_available = yes
		}

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 1 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				L_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Mot_Special_Forces_Bat = { min = 1 }
			}
		}
		target_icon = GFX_other_target_icon
		launch_sound = raid_launch_marine

		target_type = {
			state = {
				is_capital = yes
				infrastructure > 0
				is_owned_by = ZIM
			}
		}

		starting_point = {
			types = { air_base naval_base }
		}

		success_factors = {
			success = {
				base = 0.05

				# Raiding unit modifiers
				experience = {
					weight = 0.15
					start_weight = -0.15
					reference = 0.5
				}
				organisation = {
					weight = 0.15
					start_weight = -0.15
					reference = 60
				}
				strength = {
					weight = 0.05
					start_weight = -0.05
					reference = 1
				}
				recon = {
					weight = 0.20
					reference = 10
				}

				### Target Modifiers
				resistance = {
					reference = 100
					start_reference = 20 # Resistance below 20 doesn't help
					weight = 0.2
				}
				intel = {
					weight = 0.3
					#start_reference = 50
					reference = 100
				}
			}
			critical = {
				base = 0.05
			}
			disaster = {
				base = 0.25
			}
		}

		success_levels = {
			failure = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
						ENG = {
							country_event = britain_md.28
						}
						ZIM = {
							country_event = britain_md.29
						}
					}

				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.30
						str_damage = 0.15
						ratio = yes
					}
					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			limited_success = {
				actor_effects = {
					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 20
						}
					}

					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.05
						ratio = yes
					}

					raid_add_unit_experience = 0.25

				}

			}
			success = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
						ENG = {
							country_event = britain_md.28
						}
						ZIM = {
							country_event = britain_md.29
						}
					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.02
						ratio = yes
					}

					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 40
						}
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
			critical_success = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
						ENG = {
							country_event = britain_md.28
						}
						ZIM = {
							country_event = britain_md.29
						}
					}
					var:victim_country = {

					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.1
						str_damage = 0
						ratio = yes
					}

					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 60
						}
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
			}
		}

		ai_will_do = {
			base = 50
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
		}
	}

	ENG_Wonga_Coup = {
		allowed = { original_tag = ENG }
		days_to_prepare = 30
		days_re_enable = 120

		category = special_forces_raids

		command_power = 20

		arrow = {
			type = line
		}

		# Specific Target is visible
		visible = {
			has_completed_focus = ENG_the_wonga_coup
		}
		# Specific Target is visible
		show_target = {
			FROM = {
				original_tag = EGU
			}
		}

		# Can prepare
		available = {
			raid_special_forces_tech_available = yes
		}

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 1 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				L_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Mot_Special_Forces_Bat = { min = 1 }
			}
		}
		target_icon = GFX_other_target_icon
		launch_sound = raid_launch_marine

		target_type = {
			state = {
				is_capital = yes
				infrastructure > 0
				is_owned_by = EGU
			}
		}

		starting_point = {
			types = { air_base naval_base }
		}

		success_factors = {
			success = {
				base = 0.05

				# Raiding unit modifiers
				experience = {
					weight = 0.15
					start_weight = -0.15
					reference = 0.5
				}
				organisation = {
					weight = 0.15
					start_weight = -0.15
					reference = 60
				}
				strength = {
					weight = 0.05
					start_weight = -0.05
					reference = 1
				}
				recon = {
					weight = 0.20
					reference = 10
				}

				### Target Modifiers
				resistance = {
					reference = 100
					start_reference = 20 # Resistance below 20 doesn't help
					weight = 0.2
				}
				intel = {
					weight = 0.3
					#start_reference = 50
					reference = 100
				}
			}
			critical = {
				base = 0.05
			}
			disaster = {
				base = 0.25
			}
		}

		success_levels = {
			failure = {
				victim_effects = {
					ZIM = {
						country_event = britain_md.40
					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.30
						str_damage = 0.15
						ratio = yes
					}
					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			limited_success = {
				actor_effects = {
					ENG = {
						country_event = britain_md.42
					}
					EGU = {
						country_event = britain_md.44
					}
				}

			}
			success = {
				actor_effects = {
					ENG = {
						country_event = britain_md.42
					}
					EGU = {
						country_event = britain_md.44
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
			critical_success = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
					}
				}
				actor_effects = {
					ENG = {
						country_event = britain_md.42
					}
					EGU = {
						country_event = britain_md.44
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
			}
		}

		ai_will_do = {
			base = 50
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
		}
	}

	ENG_raid_egypt = {
		allowed = { original_tag = ENG }
		days_to_prepare = 30
		days_re_enable = 120

		category = special_forces_raids

		command_power = 20

		arrow = {
			type = line
		}

		# Specific Target is visible
		visible = {
			has_country_flag = ENG_raid_Egypt
		}
		# Specific Target is visible
		show_target = {
			FROM = {
				original_tag = EGY
			}
		}

		# Can prepare
		available = {
			raid_special_forces_tech_available = yes
		}

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 1 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				L_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Mot_Special_Forces_Bat = { min = 1 }
			}
		}
		target_icon = GFX_other_target_icon
		launch_sound = raid_launch_marine

		target_type = {
			state = {
				has_state_flag = EGY_sinai
				is_controlled_by = EGY
			}
		}

		starting_point = {
			types = { air_base naval_base }
		}

		success_factors = {
			success = {
				base = 0.05

				# Raiding unit modifiers
				experience = {
					weight = 0.15
					start_weight = -0.15
					reference = 0.5
				}
				organisation = {
					weight = 0.15
					start_weight = -0.15
					reference = 60
				}
				strength = {
					weight = 0.05
					start_weight = -0.05
					reference = 1
				}
				recon = {
					weight = 0.20
					reference = 10
				}

				### Target Modifiers
				resistance = {
					reference = 100
					start_reference = 20 # Resistance below 20 doesn't help
					weight = 0.2
				}
				intel = {
					weight = 0.3
					#start_reference = 50
					reference = 100
				}
			}
			critical = {
				base = 0.05
			}
			disaster = {
				base = 0.25
			}
		}

		success_levels = {
			failure = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
						ENG = {
							country_event = britain_md.34
						}
					}

				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.30
						str_damage = 0.15
						ratio = yes
					}
					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			limited_success = {
				actor_effects = {
					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 20
						}
					}

					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.05
						ratio = yes
					}

					raid_add_unit_experience = 0.25

				}

			}
			success = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
						ENG = {
							country_event = britain_md.34
						}
					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.02
						ratio = yes
					}

					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 40
						}
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
			critical_success = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
						ENG = {
							country_event = britain_md.34
						}
					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.1
						str_damage = 0
						ratio = yes
					}

					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 60
						}
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
			}
		}

		ai_will_do = {
			base = 50
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
		}
	}

	# IRAQI RAIDS
	raid_baath = {
		allowed = { original_tag = USA }
		days_to_prepare = 30
		days_re_enable = 120

		category = special_forces_raids

		command_power = 20

		arrow = {
			type = line
		}

		# Specific Target is visible
		visible = {
			has_country_flag = IRQ_hunt_baathists
		}
		# Specific Target is visible
		show_target = {
			FROM = {
				original_tag = IRQ
			}
		}

		# Can prepare
		available = {
			FROM = {
				is_subject_of = ROOT
			}
			raid_special_forces_tech_available = yes
		}

		unit_requirements = {
			battalion_types = {
				Special_Forces = { min = 1 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				L_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Marine_Cdo_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Special_Forces_Air_assault_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mot_Special_Forces_Bat = { min = 1 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				Team_Mot_Special_Forces_Bat = { min = 1 }
			}
		}
		target_icon = GFX_other_target_icon
		launch_sound = raid_launch_marine

		target_type = {
			building = {
				type = supply_node
			}
			building = {
				type = air_base
			}
			building = {
				type = naval_base
			}
			building = {
				type = radar_station
			}
			building = {
				tags = facility
			}
			building = {
				type = fossil_powerplant
			}
			building = {
				type = renewable_energy_infra
			}
			state = {
				infrastructure > 0
				is_owned_by = IRQ
			}
		}

		starting_point = {
			types = { air_base naval_base }
		}

		success_factors = {
			success = {
				base = 0.05

				# Raiding unit modifiers
				experience = {
					weight = 0.15
					start_weight = -0.15
					reference = 0.5
				}
				organisation = {
					weight = 0.15
					start_weight = -0.15
					reference = 60
				}
				strength = {
					weight = 0.05
					start_weight = -0.05
					reference = 1
				}
				recon = {
					weight = 0.20
					reference = 10
				}

				### Target Modifiers
				resistance = {
					reference = 100
					start_reference = 20 # Resistance below 20 doesn't help
					weight = 0.2
				}
				intel = {
					weight = 0.3
					#start_reference = 50
					reference = 100
				}
			}
			critical = {
				base = 0.05
			}
			disaster = {
				base = 0.25
			}
		}

		success_levels = {
			failure = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
						if = {
							limit = {
								has_state_flag = IRQ_saddam_here
							}
							set_state_flag = { flag = IRQ_saddam_was_here days = 70 value = 1 }
							clr_state_flag = IRQ_saddam_here
							IRQ = {
								random_owned_state = {
									limit = {
										NOT = {
											OR = {
												has_state_flag = IRQ_saddam_was_here
												has_state_flag = IRQ_qusay_here
												has_state_flag = IRQ_uday_here
												has_state_flag = IRQ_abid_here
											}
										}
									}
									set_state_flag = IRQ_saddam_here
								}
							}
							USA = {
								country_event = iraqi_MNF.26
							}
						}
						else_if = {
							limit = {
								has_state_flag = IRQ_qusay_here
							}
							set_state_flag = { flag = IRQ_qusay_was_here days = 70 value = 1 }
							clr_state_flag = IRQ_qusay_here
							IRQ = {
								random_owned_state = {
									limit = {
										NOT = {
											OR = {
												has_state_flag = IRQ_qusay_was_here
												has_state_flag = IRQ_saddam_here
												has_state_flag = IRQ_uday_here
												has_state_flag = IRQ_abid_here
											}
										}
									}
									set_state_flag = IRQ_qusay_here
								}
							}
							USA = {
								country_event = iraqi_MNF.26
							}
						}
						else_if = {
							limit = {
								has_state_flag = IRQ_uday_here
							}
							set_state_flag = { flag = IRQ_uday_was_here days = 70 value = 1 }
							clr_state_flag = IRQ_uday_here
							IRQ = {
								random_owned_state = {
									limit = {
										NOT = {
											OR = {
												has_state_flag = IRQ_uday_was_here
												has_state_flag = IRQ_saddam_here
												has_state_flag = IRQ_qusay_here
												has_state_flag = IRQ_abid_here
											}
										}
									}
									set_state_flag = IRQ_uday_here
								}
							}
							USA = {
								country_event = iraqi_MNF.26
							}
						}
						else_if = {
							limit = {
								has_state_flag = IRQ_abid_here
							}
							set_state_flag = { flag = IRQ_abid_was_here days = 70 value = 1 }
							clr_state_flag = IRQ_abid_here
							IRQ = {
								random_owned_state = {
									limit = {
										NOT = {
											OR = {
												has_state_flag = IRQ_abid_was_here
												has_state_flag = IRQ_saddam_here
												has_state_flag = IRQ_qusay_here
												has_state_flag = IRQ_uday_here
											}
										}
									}
									set_state_flag = IRQ_abid_here
								}
							}
							USA = {
								country_event = iraqi_MNF.26
							}
						}
					}

				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.30
						str_damage = 0.15
						ratio = yes
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
			}
			limited_success = {
				actor_effects = {
					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 20
						}
					}

					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.05
						ratio = yes
					}

					raid_add_unit_experience = 0.25

				}

			}
			success = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
						if = {
							limit = {
								has_state_flag = IRQ_saddam_here
							}
							clr_state_flag = IRQ_saddam_here
							USA = {
								country_event = iraqi_MNF.10
							}
						}
						else_if = {
							limit = {
								has_state_flag = IRQ_qusay_here
							}
							clr_state_flag = IRQ_qusay_here
							USA = {
								country_event = iraqi_MNF.11
							}
						}
						else_if = {
							limit = {
								has_state_flag = IRQ_uday_here
							}
							clr_state_flag = IRQ_uday_here
							USA = {
								country_event = iraqi_MNF.12
							}
						}
						else_if = {
							limit = {
								has_state_flag = IRQ_abid_here
							}
							clr_state_flag = IRQ_abid_here
							USA = {
								country_event = iraqi_MNF.13
							}
						}
					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.2
						str_damage = 0.02
						ratio = yes
					}

					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 40
						}
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
			}
			critical_success = {
				victim_effects = {
					var:target_state = {
						meta_effect = {
							text = {
								if = {
									limit = { air_base > 0 }
									damage_building = {
										type = air_base
										damage = [DAM]
									}
								}
								if = {
									limit = { naval_base > 0 }
									damage_building = {
										type = naval_base
										damage = [DAM]
									}
								}
							}
							DAM = "[?building_damage_by_missile]"
						}
						if = {
							limit = {
								has_state_flag = IRQ_saddam_here
							}
							clr_state_flag = IRQ_saddam_here
							USA = {
								country_event = iraqi_MNF.10
							}
						}
						else_if = {
							limit = {
								has_state_flag = IRQ_qusay_here
							}
							clr_state_flag = IRQ_qusay_here
							USA = {
								country_event = iraqi_MNF.11
							}
						}
						else_if = {
							limit = {
								has_state_flag = IRQ_uday_here
							}
							clr_state_flag = IRQ_uday_here
							USA = {
								country_event = iraqi_MNF.12
							}
						}
						else_if = {
							limit = {
								has_state_flag = IRQ_abid_here
							}
							clr_state_flag = IRQ_abid_here
							USA = {
								country_event = iraqi_MNF.13
							}
						}
					}
					var:victim_country = {

					}
				}
				actor_effects = {
					raid_damage_units = {
						org_damage = 0.1
						str_damage = 0
						ratio = yes
					}

					var:actor_country = {
						add_timed_idea = {
							idea = special_recon
							days = 60
						}
					}

					raid_add_unit_experience = 0.25
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
			}
		}

		ai_will_do = {
			base = 50
			modifier = {
				factor = 0
				is_ally_with = FROM
				raid_skip_target_non_hostile_no_retaliation = yes
			}
			modifier = {
				factor = 0
				OR = {
					FROM = { is_subject_of = ROOT }
					is_subject_of = FROM
				}
			}
		}
	}

	JAP_raid_sikhalin = {
		days_to_prepare = 30
		allowed = { original_tag = JAP }
		target_icon = GFX_other_target_icon

		category = special_forces_raids

		command_power = 20

		fire_only_once = yes

		arrow = {
			type = naval
		}

		ai_will_do = {
			base = 2
		}

		# Specific Target is visible
		visible = {
			original_tag = JAP
			has_country_flag = JAP_sakhalin_raid_unlocked
		}
		available = {
			original_tag = JAP
			has_country_flag = JAP_sakhalin_raid_unlocked
		}
		# Specific Target is visible
		show_target = {
			FROM = { original_tag = SOV }
		}
		target_type = {
			province = 12446
			building = {
				type = naval_base
			}
		}

		starting_point = {
			types = { naval_base carrier air_base }
		}

		unit_requirements = {
			battalion_types = {
				Mech_Marine_Bat = { min = 4 }
			}
		}
		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				smol_Mech_Marine_Bat = { min = 4 }
			}
		}

		# NCE: alternative eligible formation
		unit_requirements = {
			battalion_types = {
				XS_Mech_Marine_Bat = { min = 4 }
			}
		}
		success_levels = {
			failure = {
				victim_effects = {
					var:victim_country = { country_event = JAP_diplomacy.91 }
					effect_tooltip = {
						random_list = {
							50 = {
								SOV = {
									JAP = {
										declare_war_on = {
											target = var:victim_country
											type = take_claimed_state
											generator = { 691 690 1168 }
										}
									}
								}
							}
							50 = {
								var:victim_country = {
									if = {
										limit = { has_dlc = "By Blood Alone" }
										send_embargo = JAP
									}
									diplomatic_relation = {
										country = JAP
										relation = naval_blockade
									}
								}
							}
						}
					}
				}
			}
			limited_success = {
				victim_effects = {
					var:victim_country = {
						country_event = JAP_diplomacy.92
						unlock_decision_tooltip = {
							decision = JAP_tookover_sikhalin_mission
							show_effect_tooltip = yes
						}
					}
				}
				actor_effects = {
					raid_add_unit_experience = 0.25
					JAP = {
						set_province_controller = 12446
						set_country_flag = JAP_sikhalin_raid_done
						declare_war_on = {
							target = var:victim_country
							type = take_claimed_state
							generator = { 691 690 1168 }
						}
					}
				}
			}
			success = {
				victim_effects = {
					var:victim_country = {
						country_event = JAP_diplomacy.92
						activate_mission_tooltip = JAP_tookover_sikhalin_mission
					}
				}
				actor_effects = {
					raid_add_unit_experience = 0.25
					JAP = {
						set_province_controller = 12446
						set_country_flag = JAP_sikhalin_raid_done
						declare_war_on = {
							target = var:victim_country
							type = take_claimed_state
							generator = { 691 690 1168 }
						}
					}
					691 = {
						add_dynamic_modifier = {
							modifier = JAP_sabotaged_russians
							days = 200
						}
					}
				}
			}
			critical_success = {
				victim_effects = {
					var:victim_country = {
						delete_unit = {
							state = 691
							disband = no
						}
						country_event = JAP_diplomacy.92
						unlock_decision_tooltip = {
							decision = JAP_tookover_sikhalin_mission
							show_effect_tooltip = yes
						}
					}
				}
				actor_effects = {
					raid_add_unit_experience = 0.25
					JAP = {
						transfer_state = 691
						set_country_flag = JAP_sikhalin_raid_done
						declare_war_on = {
							target = var:victim_country
							type = take_claimed_state
							generator = { 691 690 1168 }
						}
					}
					687 = {
						add_dynamic_modifier = {
							modifier = JAP_sabotaged_russians
							days = 100
						}
					}
				}
			}
		}
		success_factors = {
			success = {
				base = 0.05

				# Raiding unit modifiers
				experience = {
					weight = 0.15
					start_weight = -0.15
					reference = 0.5
				}
				organisation = {
					weight = 0.15
					start_weight = -0.15
					reference = 60
				}
				strength = {
					weight = 0.05
					start_weight = -0.05
					reference = 1
				}
				recon = {
					weight = 0.20
					reference = 10
				}

				### Target Modifiers
				intel = {
					weight = 0.3
					#start_reference = 50
					reference = 100
				}
			}
			critical = {
				base = 0.05
			}
			disaster = {
				base = 0.25
			}
		}
	}
}
