# Comprehensive Sandbox Control - economy & stockpile one-shot effects
#
# Narrow, idempotent wrappers called by the repeatable economy/stockpile
# decisions. Quantities come from docs/cheat-catalog.md Section 2. Equipment
# uses stable vanilla archetypes (convoy, infantry_equipment); overhauls that
# replace these archetypes are handled by their adapter (Tasks 19-20).

csc_econ_political_power = { add_political_power = 500 }
csc_econ_command_power = { add_command_power = 50 }
csc_econ_stability_full = { set_stability = 1 }
csc_econ_war_support_full = { set_war_support = 1 }
csc_econ_manpower = { add_manpower = 1000000 }
csc_econ_fuel = { add_fuel = 100000 }
csc_econ_research_slot = { add_research_slot = 1 }

# Capital grant: add +10 of every supported strategic resource to the acting
# country's current capital state.
csc_econ_add_resources_capital = {
	capital_scope = {
		add_resource = { type = oil amount = 10 }
		add_resource = { type = aluminium amount = 10 }
		add_resource = { type = rubber amount = 10 }
		add_resource = { type = tungsten amount = 10 }
		add_resource = { type = steel amount = 10 }
		add_resource = { type = chromium amount = 10 }
		add_resource = { type = coal amount = 10 }
	}
}

# Bulk grant: add +10 of every vanilla strategic resource to each of the acting
# country's owned core states. Overhaul resource sets (e.g. OWB) are handled by
# their adapter later; in their absence this effect is rejected per-effect
# without affecting the rest of the file.
csc_econ_add_resources_cores = {
	every_owned_state = {
		limit = { is_core_of = ROOT }
		add_resource = { type = oil amount = 10 }
		add_resource = { type = aluminium amount = 10 }
		add_resource = { type = rubber amount = 10 }
		add_resource = { type = tungsten amount = 10 }
		add_resource = { type = steel amount = 10 }
		add_resource = { type = chromium amount = 10 }
		add_resource = { type = coal amount = 10 }
	}
}

csc_econ_add_infrastructure_cores = {
	every_owned_state = {
		limit = { is_core_of = ROOT }
		add_building_construction = {
			type = infrastructure
			level = 5
			instant_build = yes
		}
	}
}

csc_econ_add_build_slots_cores = {
	every_owned_state = {
		limit = { is_core_of = ROOT }
		add_extra_state_shared_building_slots = 5
	}
}

csc_econ_convoys = {
	add_equipment_to_stockpile = {
		type = convoy
		amount = 100
	}
}

csc_econ_infantry_equipment = {
	add_equipment_to_stockpile = {
		type = infantry_equipment
		amount = 1000
	}
}

# Bulk land equipment grant: 1,000 of each generic land archetype. Uses stable
# vanilla archetypes; overhauls that replace them are handled by their adapter.
csc_stock_land_pack = {
	add_equipment_to_stockpile = { type = infantry_equipment  amount = 1000 }
	add_equipment_to_stockpile = { type = artillery_equipment amount = 1000 }
	add_equipment_to_stockpile = { type = support_equipment   amount = 1000 }
	add_equipment_to_stockpile = { type = anti_tank_equipment amount = 1000 }
	add_equipment_to_stockpile = { type = anti_air_equipment  amount = 1000 }
	add_equipment_to_stockpile = { type = motorized_equipment amount = 1000 }
}

csc_econ_army_xp = { army_experience = 500 }
csc_econ_navy_xp = { navy_experience = 500 }
csc_econ_air_xp = { air_experience = 500 }
