﻿add_namespace = decisions

# Recruit general for civil war event
country_event = {
	id = decisions.1
	title = decisions.1.t
	desc = decisions.1.desc
	picture = GFX_report_event_generic_handshake

	is_triggered_only = yes

	immediate = {
		hidden_effect = {
			if = {
				limit = {
					any_army_leader = {
						average_stats < 2
						is_field_marshal = no
						NOT = { has_unit_leader_flag = hidden_sympathies }
						NOT = { has_trait = hidden_sympathies }
					}
				}
				random_army_leader = {
					limit = {
						average_stats < 2
						is_field_marshal = no
						NOT = { has_unit_leader_flag = hidden_sympathies }
						NOT = { has_trait = hidden_sympathies }
					}
					set_unit_leader_flag = hidden_sympathies
				}	
			}
			if = {
				limit = {
					any_army_leader = {
						NOT = { average_stats < 2 }
						average_stats < 3
						is_field_marshal = no
						NOT = { has_unit_leader_flag = hidden_sympathies }
						NOT = { has_trait = hidden_sympathies }
					}
				}
				random_army_leader = {
					limit = {
						NOT = { average_stats < 2 }
						average_stats < 3
						is_field_marshal = no
						NOT = { has_unit_leader_flag = hidden_sympathies }
						NOT = { has_trait = hidden_sympathies }
					}
					set_unit_leader_flag = hidden_sympathies
				}	
			}
			if = {
				limit = {
					any_army_leader = {
						NOT = { average_stats < 3 }
						average_stats < 4
						is_field_marshal = no
						NOT = { has_unit_leader_flag = hidden_sympathies }
						NOT = { has_trait = hidden_sympathies }
					}
				}
				random_army_leader = {
					limit = {
						NOT = { average_stats < 3 }
						average_stats < 4
						is_field_marshal = no
						NOT = { has_unit_leader_flag = hidden_sympathies }
						NOT = { has_trait = hidden_sympathies }
					}
					set_unit_leader_flag = hidden_sympathies
				}	
			}
			if = {
				limit = {
					any_army_leader = {
						NOT = { average_stats < 4 }
						NOT = { has_unit_leader_flag = hidden_sympathies }
						is_field_marshal = no
						NOT = { has_unit_leader_flag = hidden_sympathies }
						NOT = { has_trait = hidden_sympathies }
					}
				}
				random_army_leader = {
					limit = {
						NOT = { average_stats < 4 }
						is_field_marshal = no
						NOT = { has_unit_leader_flag = hidden_sympathies }
						NOT = { has_trait = hidden_sympathies }
					}
					set_unit_leader_flag = hidden_sympathies
				}	
			}
		}
	}
	
	# Recruit weak leader
	option = {
		name = decisions.1.a
		trigger = {
			any_army_leader = {
				is_field_marshal = no
				average_stats < 2
				has_unit_leader_flag = hidden_sympathies
			}
		}
		add_command_power = -1
		random_army_leader = {
			limit = {
				is_field_marshal = no
				average_stats < 2
				has_unit_leader_flag = hidden_sympathies
			}
			add_unit_leader_trait = hidden_sympathies
		}
		hidden_effect = {
			every_army_leader = {
				limit = {
					has_unit_leader_flag = hidden_sympathies
				}
				clr_unit_leader_flag = hidden_sympathies
			}
		}
	}

	# Recruit below mediocre leader
	option = {
		name = decisions.1.b
		trigger = {
			any_army_leader = {
				is_field_marshal = no
				NOT = { average_stats < 2 }
				average_stats < 3
				has_unit_leader_flag = hidden_sympathies
			}
		}
		add_command_power = -2
		add_political_power = -10
		random_army_leader = {
			limit = {
				is_field_marshal = no
				NOT = { average_stats < 2 }
				average_stats < 3
				has_unit_leader_flag = hidden_sympathies
			}
			add_unit_leader_trait = hidden_sympathies
		}
		hidden_effect = {
			every_army_leader = {
				limit = {
					has_unit_leader_flag = hidden_sympathies
				}
				clr_unit_leader_flag = hidden_sympathies
			}
		}
	}

	# Recruit above mediocre leader
	option = {
		name = decisions.1.c
		trigger = {
			any_army_leader = {
				is_field_marshal = no
				NOT = { average_stats < 3 }
				average_stats < 4
				has_unit_leader_flag = hidden_sympathies
			}
		}
		add_command_power = -3
		add_political_power = -20
		random_army_leader = {
			limit = {
				is_field_marshal = no
				NOT = { average_stats < 3 }
				average_stats < 4
				has_unit_leader_flag = hidden_sympathies
			}
			add_unit_leader_trait = hidden_sympathies
		}
		hidden_effect = {
			every_army_leader = {
				limit = {
					has_unit_leader_flag = hidden_sympathies
				}
				clr_unit_leader_flag = hidden_sympathies
			}
		}
	}

	# Recruit great leader
	option = {
		name = decisions.1.d
		trigger = {
			any_army_leader = {
				is_field_marshal = no
				NOT = { average_stats < 4 }
				has_unit_leader_flag = hidden_sympathies
			}
		}
		add_command_power = -4
		add_political_power = -30
		random_army_leader = {
			limit = {
				is_field_marshal = no
				NOT = { average_stats < 4 }
				has_unit_leader_flag = hidden_sympathies
			}
			add_unit_leader_trait = hidden_sympathies
		}
		hidden_effect = {
			every_army_leader = {
				limit = {
					has_unit_leader_flag = hidden_sympathies
				}
				clr_unit_leader_flag = hidden_sympathies
			}
		}
	}
}

# Recruit field marshal for civil war event
country_event = {
	id = decisions.2
	title = decisions.2.t
	desc = decisions.2.desc
	picture = GFX_report_event_generic_handshake

	is_triggered_only = yes

	immediate = {
		hidden_effect = {
			if = {
				limit = {
					any_army_leader = {
						average_stats < 2
						is_field_marshal = yes
						NOT = { has_unit_leader_flag = hidden_sympathies_marshal }
						NOT = { has_trait = hidden_sympathies }
					}
				}
				random_army_leader = {
					limit = {
						average_stats < 2
						is_field_marshal = yes
						NOT = { has_unit_leader_flag = hidden_sympathies_marshal }
						NOT = { has_trait = hidden_sympathies }
					}
					set_unit_leader_flag = hidden_sympathies_marshal
				}	
			}
			if = {
				limit = {
					any_army_leader = {
						NOT = { average_stats < 2 }
						average_stats < 3
						is_field_marshal = yes
						NOT = { has_unit_leader_flag = hidden_sympathies_marshal }
						NOT = { has_trait = hidden_sympathies }
					}
				}
				random_army_leader = {
					limit = {
						NOT = { average_stats < 2 }
						average_stats < 3
						is_field_marshal = yes
						NOT = { has_unit_leader_flag = hidden_sympathies_marshal }
						NOT = { has_trait = hidden_sympathies }
					}
					set_unit_leader_flag = hidden_sympathies_marshal
				}	
			}
			if = {
				limit = {
					any_army_leader = {
						NOT = { average_stats < 3 }
						average_stats < 4
						is_field_marshal = yes
						NOT = { has_unit_leader_flag = hidden_sympathies_marshal }
						NOT = { has_trait = hidden_sympathies }
					}
				}
				random_army_leader = {
					limit = {
						NOT = { average_stats < 3 }
						average_stats < 4
						is_field_marshal = yes
						NOT = { has_unit_leader_flag = hidden_sympathies_marshal }
						NOT = { has_trait = hidden_sympathies }
					}
					set_unit_leader_flag = hidden_sympathies_marshal
				}	
			}
			if = {
				limit = {
					any_army_leader = {
						NOT = { average_stats < 4 }
						is_field_marshal = yes
						NOT = { has_unit_leader_flag = hidden_sympathies_marshal }
						NOT = { has_trait = hidden_sympathies }
					}
				}
				random_army_leader = {
					limit = {
						NOT = { average_stats < 4 }
						is_field_marshal = yes
						NOT = { has_unit_leader_flag = hidden_sympathies_marshal }
						NOT = { has_trait = hidden_sympathies }
					}
					set_unit_leader_flag = hidden_sympathies_marshal
				}	
			}
		}
	}
	
	# Recruit weak leader
	option = {
		name = decisions.1.a
		trigger = {
			any_army_leader = {
				is_field_marshal = yes
				average_stats < 2
				has_unit_leader_flag = hidden_sympathies_marshal
			}
		}
		add_command_power = -1
		random_army_leader = {
			limit = {
				is_field_marshal = yes
				average_stats < 2
				has_unit_leader_flag = hidden_sympathies_marshal
			}
			add_unit_leader_trait = hidden_sympathies
		}
		hidden_effect = {
			every_army_leader = {
				limit = {
					has_unit_leader_flag = hidden_sympathies_marshal
				}
				clr_unit_leader_flag = hidden_sympathies_marshal
			}
		}
	}

	# Recruit below mediocre leader
	option = {
		name = decisions.1.b
		trigger = {
			any_army_leader = {
				is_field_marshal = yes
				NOT = { average_stats < 2 }
				average_stats < 3
				has_unit_leader_flag = hidden_sympathies_marshal
			}
		}
		add_command_power = -2
		add_political_power = -10
		random_army_leader = {
			limit = {
				is_field_marshal = yes
				NOT = { average_stats < 2 }
				average_stats < 3
				has_unit_leader_flag = hidden_sympathies_marshal
			}
			add_unit_leader_trait = hidden_sympathies
		}
		hidden_effect = {
			every_army_leader = {
				limit = {
					has_unit_leader_flag = hidden_sympathies_marshal
				}
				clr_unit_leader_flag = hidden_sympathies_marshal
			}
		}
	}

	# Recruit above mediocre leader
	option = {
		name = decisions.1.c
		trigger = {
			any_army_leader = {
				is_field_marshal = yes
				NOT = { average_stats < 3 }
				average_stats < 4
				has_unit_leader_flag = hidden_sympathies_marshal
			}
		}
		add_command_power = -3
		add_political_power = -20
		random_army_leader = {
			limit = {
				is_field_marshal = yes
				NOT = { average_stats < 3 }
				average_stats < 4
				has_unit_leader_flag = hidden_sympathies_marshal
			}
			add_unit_leader_trait = hidden_sympathies
		}
		hidden_effect = {
			every_army_leader = {
				limit = {
					has_unit_leader_flag = hidden_sympathies_marshal
				}
				clr_unit_leader_flag = hidden_sympathies_marshal
			}
		}
	}

	# Recruit great leader
	option = {
		name = decisions.1.d
		trigger = {
			any_army_leader = {
				is_field_marshal = yes
				NOT = { average_stats < 4 }
				has_unit_leader_flag = hidden_sympathies_marshal
			}
		}
		add_command_power = -4
		add_political_power = -30
		random_army_leader = {
			limit = {
				is_field_marshal = yes
				NOT = { average_stats < 4 }
				has_unit_leader_flag = hidden_sympathies_marshal
			}
			add_unit_leader_trait = hidden_sympathies
		}
		hidden_effect = {
			every_army_leader = {
				limit = {
					has_unit_leader_flag = hidden_sympathies_marshal
				}
				clr_unit_leader_flag = hidden_sympathies_marshal
			}
		}
	}
}


#Purchase old ships generic decision events (Moved from BBA file)

# FROM wants to purcahse old ships
country_event = {
	id = generic_purchase_ships_events.01
	title = generic_purchase_ships_events.01.t
	desc = generic_purchase_ships_events.01.desc
	is_triggered_only = yes
	picture = GFX_report_event_merchant_ship_01
	# Yes
	option = {
		name = generic_purchase_ships_events.01.a
		ai_chance = {
			base = 0
			modifier = {
				add = 50
				is_in_faction_with = FROM
			}
			modifier = {
				add = 50
				has_same_ideology = yes
			}
			modifier = {
				add = 10
				has_opinion = {
					target = FROM
					value > 10
				}
			}
			modifier = {
				add = 20
				has_opinion = {
					target = FROM
					value > 40
				}
			}
			modifier = {
				add = 30
				has_opinion = {
					target = FROM
					value > 80
				}
			}
			modifier = {
				factor = 0
				OR = { 
					has_war_with = FROM
					has_civil_war = yes
					has_capitulated = yes
					has_opinion = {
						target = FROM
						value < 0
					}
				}
			}
		}
		add_offsite_building = { type = industrial_complex  level = 10.000 }
		FROM = {
			country_event = {
				id = generic_purchase_ships_events.02
				days = 1
			}
		}
	}
	# No
	option = {
		name = generic_purchase_ships_events.01.b
		ai_chance = {
			base = 20
		}
		FROM = {
			country_event = {
				id = generic_purchase_ships_events.03
				days = 1
			}
		}
	}
}

# FROM agrees to sell ships
country_event = {
	id = generic_purchase_ships_events.02
	title = generic_purchase_ships_events.02.t
	desc = generic_purchase_ships_events.02.desc
	is_triggered_only = yes
	picture = GFX_report_event_ast_navy
	option = {
		name = generic_purchase_ships_events.02.a
		ai_chance = {
			base = 5
		}	
		ETH_get_ships_from_country = yes
	}
}

# FROM refuses to sell ships
country_event = {
	id = generic_purchase_ships_events.03
	title = generic_purchase_ships_events.03.t
	desc = generic_purchase_ships_events.03.desc
	is_triggered_only = yes
	picture = GFX_report_event_ast_navy
	option = {
		name = generic_purchase_ships_events.03.a
		ai_chance = {
			base = 5
		}
		FROM = {
			clr_country_flag = negotiating_ship_purchase_flag@ROOT
		}
	}
}

# FROM wants to purcahse old dreadnoughts
country_event = {
	id = generic_purchase_ships_events.04
	title = generic_purchase_ships_events.04.t
	desc = generic_purchase_ships_events.04.desc
	is_triggered_only = yes
	picture = GFX_report_event_merchant_ship_04
	# Yes
	option = {
		name = generic_purchase_ships_events.04.a
		ai_chance = {
			base = 0
			modifier = {
				add = 50
				is_in_faction_with = FROM
			}
			modifier = {
				add = 50
				has_same_ideology = yes
			}
			modifier = {
				add = 10
				has_opinion = {
					target = FROM
					value > 10
				}
			}
			modifier = {
				add = 20
				has_opinion = {
					target = FROM
					value > 40
				}
			}
			modifier = {
				add = 30
				has_opinion = {
					target = FROM
					value > 80
				}
			}
			modifier = {
				factor = 0
				OR = { 
					has_war_with = FROM
					has_civil_war = yes
					has_capitulated = yes
					has_opinion = {
						target = FROM
						value < 0
					}
				}
			}
		}
		add_offsite_building = { type = industrial_complex  level = 10.000 }
		FROM = {
			country_event = {
				id = generic_purchase_ships_events.05
				days = 1
			}
		}
	}
	# No
	option = {
		name = generic_purchase_ships_events.04.b
		ai_chance = {
			base = 20
		}
		FROM = {
			country_event = {
				id = generic_purchase_ships_events.06
				days = 1
			}
		}
	}
}

# FROM agrees to sell dreadnoughts
country_event = {
	id = generic_purchase_ships_events.05
	title = generic_purchase_ships_events.05.t
	desc = generic_purchase_ships_events.05.desc
	is_triggered_only = yes
	picture = GFX_report_event_ast_navy
	option = {
		name = generic_purchase_ships_events.05.a
		ai_chance = {
			base = 5
		}	
		SMB_get_dreadnoughts_from_country = yes
	}
}

# FROM refuses to sell dreadnoughts
country_event = {
	id = generic_purchase_ships_events.06
	title = generic_purchase_ships_events.06.t
	desc = generic_purchase_ships_events.06.desc
	is_triggered_only = yes
	picture = GFX_report_event_ast_navy
	option = {
		name = generic_purchase_ships_events.06.a
		ai_chance = {
			base = 5
		}
		FROM = {
			clr_country_flag = negotiating_dreadnought_purchase_flag@ROOT
		}
	}
}