add_namespace = conquest_integration

# ============================================================================
# .1  ANNEX  -  fired from on_annex. ROOT = annexer, event_target:ci_conquered_country = annexed.
# ============================================================================
country_event = {
	id = conquest_integration.1
	title = conquest_integration.1.t
	desc = conquest_integration.1.desc
	picture = GFX_report_event_german_soldiers_marching

	is_triggered_only = yes

	# Group all people into one choice; the War Trials still apply per category.
	option = {
		name = conquest_integration.1.personnel
		trigger = {
			event_target:ci_conquered_country = {
				OR = {
					any_character = {
						OR = { is_advisor = yes is_unit_leader = yes }
					}
					any_scientist = { always = yes }
				}
			}
		}
		set_country_flag = ci_trial_advisors
		set_country_flag = ci_trial_commanders
		set_country_flag = ci_trial_scientists
		country_event = { id = conquest_integration.2 days = 0 }
	}

	# Integrate their war industry if the pre-game cap has not been reached.
	option = {
		name = conquest_integration.1.industry
		trigger = {
			OR = {
				has_game_rule = { rule = ci_industry_cap option = CI_IND_UNLIMITED }
				AND = {
					has_game_rule = { rule = ci_industry_cap option = CI_IND_5 }
					check_variable = { ci_mio_level < 5 }
				}
				AND = {
					has_game_rule = { rule = ci_industry_cap option = CI_IND_10 }
					check_variable = { ci_mio_level < 10 }
				}
				AND = {
					has_game_rule = { rule = ci_industry_cap option = CI_IND_20 }
					check_variable = { ci_mio_level < 20 }
				}
			}
		}
		custom_effect_tooltip = ci_industry_integration_tt
		country_event = { id = conquest_integration.3 days = 0 }
		event_target:ci_conquered_country = { save_event_target_as = ci_license_source_country }
		country_event = { id = conquest_integration.8 days = 0 }
	}

	# Integrate everyone and everything
	option = {
		name = conquest_integration.1.all
		ai_chance = { base = 100 }   # AI grabs everything when the rule lets it play
		set_country_flag = ci_trial_advisors
		set_country_flag = ci_trial_commanders
		set_country_flag = ci_trial_scientists
		country_event = { id = conquest_integration.2 days = 0 }
		custom_effect_tooltip = ci_industry_integration_tt
		country_event = { id = conquest_integration.3 days = 0 }
		event_target:ci_conquered_country = { save_event_target_as = ci_license_source_country }
		country_event = { id = conquest_integration.8 days = 0 }
	}

	# Take none of them
	option = {
		name = conquest_integration.1.decline
		ai_chance = { base = 0 }
	}
}

# ============================================================================
# .2  THE WAR TRIALS  -  only a random fraction of the integrated characters
#     survive the tribunals. Flags from .1 decide which categories are culled.
# ============================================================================
country_event = {
	id = conquest_integration.2
	title = conquest_integration.2.t
	desc = conquest_integration.2.desc
	picture = GFX_report_event_soviet_purge_trial

	is_triggered_only = yes

	option = {
		name = conquest_integration.2.a

		# survival % comes from the pre-game rule (default 25)
		if = {
			limit = { has_game_rule = { rule = ci_war_trials_survival option = CI_WT_10 } }
			set_variable = { global.ci_trial_chance = 10 }
		}
		else_if = {
			limit = { has_game_rule = { rule = ci_war_trials_survival option = CI_WT_50 } }
			set_variable = { global.ci_trial_chance = 50 }
		}
		else_if = {
			limit = { has_game_rule = { rule = ci_war_trials_survival option = CI_WT_75 } }
			set_variable = { global.ci_trial_chance = 75 }
		}
		else_if = {
			limit = { has_game_rule = { rule = ci_war_trials_survival option = CI_WT_100 } }
			set_variable = { global.ci_trial_chance = 100 }
		}
		else = {
			set_variable = { global.ci_trial_chance = 25 }
		}

		if = {
			limit = { has_country_flag = ci_trial_advisors }
			event_target:ci_conquered_country = {
				every_character = {
					limit = { is_advisor = yes }
					random = { chance = global.ci_trial_chance set_nationality = ROOT }
				}
			}
		}
		if = {
			limit = { has_country_flag = ci_trial_commanders }
			event_target:ci_conquered_country = {
				every_character = {
					limit = { is_unit_leader = yes }
					random = { chance = global.ci_trial_chance set_nationality = ROOT }
				}
			}
		}
		if = {
			limit = { has_country_flag = ci_trial_scientists }
			event_target:ci_conquered_country = {
				every_scientist = {
					random = { chance = global.ci_trial_chance set_nationality = ROOT }
				}
			}
		}
		clr_country_flag = ci_trial_advisors
		clr_country_flag = ci_trial_commanders
		clr_country_flag = ci_trial_scientists
	}
}

# ============================================================================
# .3/.4/.7  INDUSTRY INTEGRATION  -  each accepted industry starts at 50%
#           strength, rises to 75% after 180 days, and matures after 720 days.
# ============================================================================
country_event = {
	id = conquest_integration.3
	hidden = yes
	is_triggered_only = yes

	immediate = {
		# Existing saves used ci_mio_level at full strength. Preserve those levels.
		if = {
			limit = {
				has_variable = ci_mio_level
				NOT = { has_variable = ci_industry_effective_level }
			}
			set_variable = { ci_industry_effective_level = ci_mio_level }
		}

		if = {
			limit = { has_game_rule = { rule = ci_industry_cap option = CI_IND_5 } }
			set_variable = { ci_industry_cap = 5 }
		}
		else_if = {
			limit = { has_game_rule = { rule = ci_industry_cap option = CI_IND_20 } }
			set_variable = { ci_industry_cap = 20 }
		}
		else_if = {
			limit = { has_game_rule = { rule = ci_industry_cap option = CI_IND_UNLIMITED } }
			set_variable = { ci_industry_cap = 100000 }
		}
		else = {
			set_variable = { ci_industry_cap = 10 }
		}

		if = {
			limit = { check_variable = { ci_mio_level < ci_industry_cap } }
			add_to_variable = { ci_mio_level = 1 }
			add_to_variable = { ci_industry_effective_level = 0.5 }
			set_variable = { ci_industry_bonus = ci_industry_effective_level }
			multiply_variable = { ci_industry_bonus = 0.02 }
			set_variable = { ci_consumer_goods_bonus = ci_industry_effective_level }
			multiply_variable = { ci_consumer_goods_bonus = -0.01 }
			add_dynamic_modifier = { modifier = ci_integrated_industry }
			country_event = { id = conquest_integration.4 days = 180 }
			country_event = { id = conquest_integration.7 days = 720 }
		}
	}
}

country_event = {
	id = conquest_integration.4
	hidden = yes
	is_triggered_only = yes

	immediate = {
		add_to_variable = { ci_industry_effective_level = 0.25 }
		set_variable = { ci_industry_bonus = ci_industry_effective_level }
		multiply_variable = { ci_industry_bonus = 0.02 }
		set_variable = { ci_consumer_goods_bonus = ci_industry_effective_level }
		multiply_variable = { ci_consumer_goods_bonus = -0.01 }
		add_dynamic_modifier = { modifier = ci_integrated_industry }
	}
}

country_event = {
	id = conquest_integration.7
	hidden = yes
	is_triggered_only = yes

	immediate = {
		add_to_variable = { ci_industry_effective_level = 0.25 }
		set_variable = { ci_industry_bonus = ci_industry_effective_level }
		multiply_variable = { ci_industry_bonus = 0.02 }
		set_variable = { ci_consumer_goods_bonus = ci_industry_effective_level }
		multiply_variable = { ci_consumer_goods_bonus = -0.01 }
		add_dynamic_modifier = { modifier = ci_integrated_industry }
	}
}

# ============================================================================
# .5  SEIZE STRATEGIC ASSETS  -  one consolidated capitulation event for the
#     fleet, production licenses, and one advanced air/naval technology each.
# ============================================================================
country_event = {
	id = conquest_integration.5
	title = conquest_integration.5.t
	desc = conquest_integration.5.desc
	picture = GFX_report_event_ast_navy

	is_triggered_only = yes

	# Seize every useful strategic asset in one click.
	option = {
		name = conquest_integration.5.a
		ai_chance = { base = 100 }

		if = {
			limit = { event_target:ci_defeated_country = { has_navy_size = { size > 0 } } }
			event_target:ci_defeated_country = {
				transfer_navy = { target = ROOT }
			}
		}

		event_target:ci_defeated_country = { save_event_target_as = ci_license_source_country }
		country_event = { id = conquest_integration.8 days = 0 }

		# The same native effect used by intelligence operations: unlock one random
		# air and one random naval technology the defeated country is ahead in.
		if = {
			limit = { has_dlc = "By Blood Alone" }
			steal_random_tech_bonus = {
				folder = bba_air_techs_folder
				bonus = 3.0
				dynamic = yes
				instant = yes
				name = operation_steal_tech_airforce
				target = event_target:ci_defeated_country
				uses = 1
			}
		}
		else = {
			steal_random_tech_bonus = {
				folder = air_techs_folder
				bonus = 3.0
				dynamic = yes
				instant = yes
				name = operation_steal_tech_airforce
				target = event_target:ci_defeated_country
				uses = 1
			}
		}
		if = {
			limit = { has_dlc = "Man the Guns" }
			steal_random_tech_bonus = {
				folder = mtgnavalfolder
				bonus = 3.0
				dynamic = yes
				instant = yes
				name = operation_steal_tech_navy
				target = event_target:ci_defeated_country
				uses = 1
			}
		}
		else = {
			steal_random_tech_bonus = {
				folder = naval_folder
				bonus = 3.0
				dynamic = yes
				instant = yes
				name = operation_steal_tech_navy
				target = event_target:ci_defeated_country
				uses = 1
			}
		}
	}

	# Leave all strategic assets behind.
	option = {
		name = conquest_integration.5.b
		ai_chance = { base = 0 }
	}
}

# ============================================================================
# .8  CAPTURED DESIGNS  -  shared by capitulation and direct/console annexation.
#     Each call asks for the newest real variant of every matching equipment
#     type; types the defeated country never created simply produce no license.
# ============================================================================
country_event = {
	id = conquest_integration.8
	hidden = yes
	is_triggered_only = yes

	immediate = {
		# Tank designer chassis and every generated combat role.
		for_loop_effect = {
			start = 0
			end = 3
			compare = less_than_or_equals
			value = ci_license_tier
			meta_effect = {
				text = {
					event_target:ci_license_source_country = {
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = light_tank_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = light_tank_aa_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = light_tank_artillery_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = light_tank_destroyer_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = light_tank_amphibious_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = light_tank_flame_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = medium_tank_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = medium_tank_aa_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = medium_tank_artillery_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = medium_tank_destroyer_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = medium_tank_amphibious_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = medium_tank_flame_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = heavy_tank_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = heavy_tank_aa_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = heavy_tank_artillery_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = heavy_tank_destroyer_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = heavy_tank_amphibious_chassis_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = heavy_tank_flame_chassis_[TIER] } }
					}
				}
				TIER = "[?ci_license_tier]"
			}
		}

		# Legacy (non-designer) tank models.
		for_loop_effect = {
			start = 1
			end = 3
			compare = less_than_or_equals
			value = ci_license_tier
			meta_effect = {
				text = {
					event_target:ci_license_source_country = {
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = light_tank_equipment_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = medium_tank_equipment_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = heavy_tank_equipment_[TIER] } }
					}
				}
				TIER = "[?ci_license_tier]"
			}
		}

		meta_effect = {
			text = {
				event_target:ci_license_source_country = {
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = gw_tank_equipment } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = modern_tank_chassis_1 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = modern_tank_aa_chassis_1 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = modern_tank_artillery_chassis_1 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = modern_tank_destroyer_chassis_1 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = modern_tank_equipment_1 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = super_heavy_tank_chassis_1 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = super_heavy_tank_aa_chassis_1 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = super_heavy_tank_artillery_chassis_1 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = super_heavy_tank_destroyer_chassis_1 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = super_heavy_tank_equipment_1 } }
				}
			}
		}

		# Aircraft designer variants.
		for_loop_effect = {
			start = 0
			end = 5
			compare = less_than_or_equals
			value = ci_license_tier
			meta_effect = {
				text = {
					event_target:ci_license_source_country = {
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = small_plane_airframe_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = small_plane_cas_airframe_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = small_plane_naval_bomber_airframe_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = small_plane_suicide_airframe_[TIER] } }
					}
				}
				TIER = "[?ci_license_tier]"
			}
		}

		for_loop_effect = {
			start = 0
			end = 4
			compare = less_than_or_equals
			value = ci_license_tier
			meta_effect = {
				text = {
					event_target:ci_license_source_country = {
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = cv_small_plane_airframe_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = cv_small_plane_cas_airframe_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = cv_small_plane_naval_bomber_airframe_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = cv_small_plane_suicide_airframe_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = medium_plane_airframe_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = medium_plane_fighter_airframe_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = medium_plane_scout_plane_airframe_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = large_plane_airframe_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = large_plane_maritime_patrol_plane_airframe_[TIER] } }
					}
				}
				TIER = "[?ci_license_tier]"
			}
		}

		# Legacy aircraft models.
		for_loop_effect = {
			start = 0
			end = 3
			compare = less_than_or_equals
			value = ci_license_tier
			meta_effect = {
				text = {
					event_target:ci_license_source_country = {
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = fighter_equipment_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = cv_fighter_equipment_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = tac_bomber_equipment_[TIER] } }
					}
				}
				TIER = "[?ci_license_tier]"
			}
		}

		for_loop_effect = {
			start = 1
			end = 3
			compare = less_than_or_equals
			value = ci_license_tier
			meta_effect = {
				text = {
					event_target:ci_license_source_country = {
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = CAS_equipment_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = cv_CAS_equipment_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = nav_bomber_equipment_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = cv_nav_bomber_equipment_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = heavy_fighter_equipment_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = strat_bomber_equipment_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = rocket_interceptor_equipment_[TIER] } }
					}
				}
				TIER = "[?ci_license_tier]"
			}
		}

		meta_effect = {
			text = {
				event_target:ci_license_source_country = {
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = jet_fighter_equipment_1 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = jet_fighter_equipment_2 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = jet_tac_bomber_equipment_1 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = jet_tac_bomber_equipment_2 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = jet_strat_bomber_equipment_1 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = scout_plane_equipment_1 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = scout_plane_equipment_2 } }
				}
			}
		}

		# Designer and legacy surface ships/submarines.
		for_loop_effect = {
			start = 1
			end = 4
			compare = less_than_or_equals
			value = ci_license_tier
			meta_effect = {
				text = {
					event_target:ci_license_source_country = {
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_light_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_cruiser_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_heavy_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_submarine_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = destroyer_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = light_cruiser_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = heavy_cruiser_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = battleship_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = carrier_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = submarine_[TIER] } }
					}
				}
				TIER = "[?ci_license_tier]"
			}
		}

		for_loop_effect = {
			start = 1
			end = 3
			compare = less_than_or_equals
			value = ci_license_tier
			meta_effect = {
				text = {
					event_target:ci_license_source_country = {
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_carrier_[TIER] } }
					}
				}
				TIER = "[?ci_license_tier]"
			}
		}

		for_loop_effect = {
			start = 1
			end = 2
			compare = less_than_or_equals
			value = ci_license_tier
			meta_effect = {
				text = {
					event_target:ci_license_source_country = {
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = battle_cruiser_[TIER] } }
						create_production_license = { target = ROOT cost_factor = 0 equipment = { type = SH_battleship_[TIER] } }
					}
				}
				TIER = "[?ci_license_tier]"
			}
		}

		# Special hulls added by the current game/DLC set.
		meta_effect = {
			text = {
				event_target:ci_license_source_country = {
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_carrier_conversion_bb } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_carrier_conversion_ca } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_carrier_modern } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_escort_carrier } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_mega_carrier } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = escort_carrier } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = mega_carrier } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = modern_carrier } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_cruiser_coastal_defense_ship } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_cruiser_modern_aa } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_cruiser_panzerschiff } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_torpedo_cruiser } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = torpedo_cruiser } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_heavy_modern } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_pre_dreadnought } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_super_heavy_1 } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = modern_battleship } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_carrier_submarine } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_cruiser_submarine } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_fleet_submarine } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_midget_submarine } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = ship_hull_nuclear_submarine } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = cruiser_submarine } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = fleet_submarine } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = midget_submarine } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = nuclear_missile_submarine } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = nuclear_submarine } }
					create_production_license = { target = ROOT cost_factor = 0 equipment = { type = rocket_submarine } }
				}
			}
		}
	}
}
