########################################################
# POSTURE EFFECTS (AI Strategy Modifiers)
########################################################

# Original postures remain the same
INFANTRYFOCUS = {
	enable = {
		has_idea = FocusOnInf
	}
	abort_when_not_enabled = yes

	ai_strategy = {
		type = equipment_production_factor
		id = infantry
		value = 150
	}
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = 90
	}
	ai_strategy = {
		type = build_army
		id = infantry
		value = 90
	}
	ai_strategy = {
		type = equipment_production_factor
		id = armor
		value = -40
	}
	ai_strategy = {
		type = role_ratio
		id = armor_role
		value = -30
	}
	ai_strategy = {
		type = build_army
		id = armor_role
		value = -30
	}
	ai_strategy = {
		type = air_factory_balance
		value = -15
	}
}

TANKFOCUS = {
	enable = {
		has_idea = FocusOnTank
	}
	abort_when_not_enabled = yes

	ai_strategy = {
		type = equipment_production_factor
		id = armor
		value = 150
	}
	ai_strategy = {
		type = role_ratio
		id = armor_role
		value = 75
	}
	ai_strategy = {
		type = build_army
		id = armor_role
		value = 75
	}
	ai_strategy = {
		type = equipment_production_factor
		id = motorized
		value = 100
	}
	ai_strategy = {
		type = equipment_production_factor
		id = mechanized
		value = 100
	}
	
	ai_strategy = {
		type = equipment_variant_production_factor
		id = medium_tank_artillery_chassis
		value = 100
    }
	
	ai_strategy = {
		type = equipment_variant_production_factor
		id = medium_tank_aa_chassis
		value = 1000
    }
	
	ai_strategy = {
		type = equipment_variant_production_factor
		id = medium_tank_destroyer_chassis
		value = 1000
    }
}

AIRPRODUCTIONFOCUS = {
	enable = {
		has_idea = FocusOnAir
	}
	abort_when_not_enabled = yes

	ai_strategy = {
		type = air_factory_balance
		value = 40  # Was 30, increased
	}
	ai_strategy = {
		type = equipment_production_factor
		id = fighter
		value = 50
	}
	ai_strategy = {
		type = equipment_production_factor
		id = cas
		value = 30
	}
}

ENDSIEG = {
	enable = {
		has_idea = Endsieg
	}
	abort_when_not_enabled = yes

	ai_strategy = {
		type = air_factory_balance
		value = -30
	}
	ai_strategy = {
		type = equipment_production_factor
		id = infantry
		value = 100
	}
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = 70
	}
	ai_strategy = {
		type = equipment_production_factor
		id = artillery
		value = 50
	}
	ai_strategy = {
		type = equipment_production_factor
		id = anti_tank
		value = 60
	}
}

TheGreatCrusade = {
	enable = {
		has_idea = TheGreatCrusade
	}
	abort_when_not_enabled = yes

	ai_strategy = {
		type = air_factory_balance
		value = -15  # Was -20
	}
	ai_strategy = {
		type = equipment_production_factor
		id = armor
		value = 150
	}
	ai_strategy = {
		type = role_ratio
		id = armor_role
		value = 75
	}
	ai_strategy = {
		type = build_army
		id = armor_role
		value = 75
	}
	ai_strategy = {
		type = equipment_production_factor
		id = motorized
		value = 60
	}
	ai_strategy = {
		type = equipment_production_factor
		id = cas
		value = 40
	}
}

# NEW POSTURE EFFECTS

FORTIFICATIONMODE = {
	enable = {
		has_idea = FortificationMode
	}
	abort_when_not_enabled = yes

	ai_strategy = {
		type = equipment_production_factor
		id = infantry
		value = 80
	}
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = 50
	}
	ai_strategy = {
		type = equipment_production_factor
		id = artillery
		value = 60
	}
	ai_strategy = {
		type = equipment_production_factor
		id = anti_tank
		value = 50
	}
	ai_strategy = {
		type = equipment_production_factor
		id = anti_air
		value = 40
	}
	# Build bunkers and forts
	ai_strategy = {
		type = building_target
		id = bunker
		value = 50
	}
	ai_strategy = {
		type = building_target
		id = coastal_bunker
		value = 30
	}
}

ATTRITIONWARFARE = {
	enable = {
		has_idea = AttritionWarfare
	}
	abort_when_not_enabled = yes

	ai_strategy = {
		type = equipment_production_factor
		id = infantry
		value = 120
	}
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = 80
	}
	ai_strategy = {
		type = equipment_production_factor
		id = artillery
		value = 80
	}
	ai_strategy = {
		type = equipment_production_factor
		id = armor
		value = -30
	}
	ai_strategy = {
		type = air_factory_balance
		value = -20
	}
	# Focus on staying power
	ai_strategy = {
		type = equipment_production_factor
		id = support
		value = 40
	}
}

BREAKTHROUGHOFFENSIVE = {
	enable = {
		has_idea = BreakthroughOffensive
	}
	abort_when_not_enabled = yes

	ai_strategy = {
		type = equipment_production_factor
		id = armor
		value = 120
	}
	ai_strategy = {
		type = role_ratio
		id = armor_role
		value = 50
	}
	ai_strategy = {
		type = build_army
		id = armor_role
		value = 50
	}
	ai_strategy = {
		type = equipment_production_factor
		id = cas
		value = 60
	}
	ai_strategy = {
		type = equipment_production_factor
		id = motorized
		value = 50
	}
	ai_strategy = {
		type = equipment_production_factor
		id = tactical_bomber
		value = 30
	}
	ai_strategy = {
		type = air_factory_balance
		value = 15
	}
}