@MAN_HUNT_BANDITS_EQUIPMENT_COST_TRIGGER = 499
@MAN_HUNT_BANDITS_EQUIPMENT_COST_EFFECT = -500

MAN_banditry_category = {

#  #  ##  ###  ### #  # ### ###  #  # 
## # #  # #  #  #  #  # #   #  # ## # 
# ## #  # ###   #  #### ##  ###  # ## 
#  # #  # #  #  #  #  # #   #  # #  # 
#  #  ##  #  #  #  #  # ### #  # #  # 

	MAN_pacify_bandits_in_the_northern_countryside = {

		icon = GFX_decision_oppression
		
		available = {
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_pacify_the_countryside
					has_completed_focus = MAN_tsr_pacify_the_countryside
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_pacify_the_countryside_tt
				OR = {
					has_completed_focus = MAN_pacify_the_countryside
					has_completed_focus = MAN_tsr_pacify_the_countryside
				}
			}
			has_country_flag = MAN_northern_bandits
			divisions_in_state = {
				state = 714	
				size > 5
			}
		}

		highlight_states = {
 highlight_state_targets = {
			state = 714
		} 
}

		cost = 0

		ai_will_do = {
			factor = 0
			modifier = {
				add = 200
				divisions_in_state = {
					state = 714	
					size > 5
				}
			}
		}

		visible = {
			NOT = { has_active_mission = MAN_maintain_northern_control }
			has_country_flag = MAN_northern_bandits
		}

		is_good = yes

		complete_effect = {
			activate_mission = MAN_maintain_northern_control
			custom_effect_tooltip = MAN_pacify_bandits_mission_explanation
		}
	}

	MAN_hunt_down_northern_bandits = {

		icon = GFX_decision_generic_prepare_civil_war

		available = {
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_pacify_the_countryside
					has_completed_focus = MAN_tsr_pacify_the_countryside
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_pacify_the_countryside_tt
				OR = {
					has_completed_focus = MAN_pacify_the_countryside
					has_completed_focus = MAN_tsr_pacify_the_countryside
				}
			}
			has_equipment = { infantry_equipment > @MAN_HUNT_BANDITS_EQUIPMENT_COST_TRIGGER }
			has_country_flag = MAN_northern_bandits
		}

		cost = 0

		highlight_states = {
 highlight_state_targets = {
			state = 714
		} 
}
		visible = {
			has_country_flag = MAN_northern_bandits
		}
		is_good = yes

		fire_only_once = yes

		ai_will_do = { #EAI
			base = 10000
		}

		complete_effect = {
			custom_effect_tooltip = MAN_hunt_down_northern_bandits_tt
			add_manpower = -1000
			
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = @MAN_HUNT_BANDITS_EQUIPMENT_COST_EFFECT
			}

			army_experience = 10

			remove_mission = MAN_maintain_northern_control
			clr_country_flag = MAN_northern_bandits
			if = {
				limit = {
					NOT = { has_country_flag = MAN_eastern_bandits }
					NOT = { has_country_flag = MAN_western_bandits }
				}
				remove_ideas = MAN_banditry
			}
		}
	}

	MAN_maintain_northern_control = {

		icon = generic_civil_support

		available = {
			always = no
		}

		days_mission_timeout = MAN_main_control_timer?180

		activation = {
			always = no #Triggered from effect
		}

		cancel_trigger = {
			divisions_in_state = {
				state = 714	
				size < 6
			}
		}

		highlight_states = {
 highlight_state_targets = {
			state = 714
		} 
}

		visible = {
			
		}

		is_good = yes

		timeout_effect = {
			custom_effect_tooltip = MAN_hunt_down_northern_bandits_tt
			army_experience = 10
			clr_country_flag = MAN_northern_bandits
			if = {
				limit = {
					NOT = { has_country_flag = MAN_eastern_bandits }
					NOT = { has_country_flag = MAN_western_bandits }
				}
				remove_ideas = MAN_banditry
			}
		}
	}

###  ##   ## ### ### ###  #  # 
#   #  # #    #  #   #  # ## # 
##  ####  #   #  ##  ###  # ## 
#   #  #   #  #  #   #  # #  # 
### #  # ##   #  ### #  # #  # 

	MAN_pacify_bandits_in_the_eastern_countryside = {

		icon = GFX_decision_oppression
		
		available = {
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_pacify_the_countryside
					has_completed_focus = MAN_tsr_pacify_the_countryside
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_pacify_the_countryside_tt
				OR = {
					has_completed_focus = MAN_pacify_the_countryside
					has_completed_focus = MAN_tsr_pacify_the_countryside
				}
			}
			has_country_flag = MAN_eastern_bandits
			divisions_in_state = {
				state = 717
				size > 5
			}
		}

		highlight_states = {
 highlight_state_targets = {
			state = 717
		} 
}

		cost = 0

		ai_will_do = {
			factor = 0
			modifier = {
				add = 200
				divisions_in_state = {
					state = 717	
					size > 5
				}
			}
		}

		visible = {
			NOT = { has_active_mission = MAN_maintain_eastern_control }
			has_country_flag = MAN_eastern_bandits
		}

		is_good = yes

		complete_effect = {
			activate_mission = MAN_maintain_eastern_control
			custom_effect_tooltip = MAN_pacify_bandits_mission_explanation
		}
	}

	MAN_hunt_down_eastern_bandits = {

		icon = GFX_decision_generic_prepare_civil_war

		available = {
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_pacify_the_countryside
					has_completed_focus = MAN_tsr_pacify_the_countryside
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_pacify_the_countryside_tt
				OR = {
					has_completed_focus = MAN_pacify_the_countryside
					has_completed_focus = MAN_tsr_pacify_the_countryside
				}
			}
			has_equipment = { infantry_equipment > @MAN_HUNT_BANDITS_EQUIPMENT_COST_TRIGGER }
			has_country_flag = MAN_eastern_bandits
		}

		visible = {
			has_country_flag = MAN_eastern_bandits
		}

		cost = 0

		highlight_states = {
 highlight_state_targets = {
			state = 717
		} 
}

		is_good = yes

		fire_only_once = yes

		ai_will_do = { #EAI
			base = 10000
		}

		complete_effect = {
			custom_effect_tooltip = MAN_hunt_down_eastern_bandits_tt
			add_manpower = -1000
			
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = @MAN_HUNT_BANDITS_EQUIPMENT_COST_EFFECT
			}

			army_experience = 10

			remove_mission = MAN_maintain_eastern_control
			clr_country_flag = MAN_eastern_bandits
			if = {
				limit = {
					NOT = { has_country_flag = MAN_northern_bandits }
					NOT = { has_country_flag = MAN_western_bandits }
				}
				remove_ideas = MAN_banditry
			}
		}
	}

	MAN_maintain_eastern_control = {

		icon = generic_civil_support

		available = {			
			always = no
		}

		days_mission_timeout = MAN_main_control_timer?180

		activation = {
			always = no #Triggered from effect
		}

		cancel_trigger = {
			divisions_in_state = {
				state = 717	
				size < 6
			}
		}

		highlight_states = {
 highlight_state_targets = {
			state = 717
		} 
}

		visible = {
			
		}

		is_good = yes

		timeout_effect = {
			custom_effect_tooltip = MAN_hunt_down_eastern_bandits_tt
			army_experience = 10
			clr_country_flag = MAN_eastern_bandits
			if = {
				limit = {
					NOT = { has_country_flag = MAN_northern_bandits }
					NOT = { has_country_flag = MAN_western_bandits }
				}
				remove_ideas = MAN_banditry
			}
		}
	}

#   # ###  ## ### ### ###  #  # 
#   # #   #    #  #   #  # ## # 
# # # ##   #   #  ##  ###  # ## 
# # # #     #  #  #   #  # #  # 
 # #  ### ##   #  ### #  # #  # 
	
	MAN_pacify_bandits_in_the_western_countryside = {

		icon = GFX_decision_oppression
		
		available = {
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_pacify_the_countryside
					has_completed_focus = MAN_tsr_pacify_the_countryside
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_pacify_the_countryside_tt
				OR = {
					has_completed_focus = MAN_pacify_the_countryside
					has_completed_focus = MAN_tsr_pacify_the_countryside
				}
			}
			has_country_flag = MAN_western_bandits
			divisions_in_state = {
				state = 610	
				size > 5
			}
		}

		highlight_states = {
 			highlight_state_targets = {
				state = 610
			} 
		}

		cost = 0

		ai_will_do = { #EAI
			base = 10000
		}

		visible = {
			NOT = { has_active_mission = MAN_maintain_western_control }
			has_country_flag = MAN_western_bandits
		}

		is_good = yes

		complete_effect = {
			activate_mission = MAN_maintain_western_control
			custom_effect_tooltip = MAN_pacify_bandits_mission_explanation
		}
	}

	MAN_hunt_down_western_bandits = {

		icon = GFX_decision_generic_prepare_civil_war

		available = {
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_pacify_the_countryside
					has_completed_focus = MAN_tsr_pacify_the_countryside
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_pacify_the_countryside_tt
				OR = {
					has_completed_focus = MAN_pacify_the_countryside
					has_completed_focus = MAN_tsr_pacify_the_countryside
				}
			}
			has_equipment = { infantry_equipment > @MAN_HUNT_BANDITS_EQUIPMENT_COST_TRIGGER }
			has_country_flag = MAN_western_bandits
		}

		cost = 0

		highlight_states = {
 highlight_state_targets = {
			state = 610
		} 
}

		visible = {
			has_country_flag = MAN_western_bandits
		}

		is_good = yes

		fire_only_once = yes

		ai_will_do = { #EAI
			base = 0
		}

		complete_effect = {
			custom_effect_tooltip = MAN_hunt_down_western_bandits_tt
			add_manpower = -1000
			
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = @MAN_HUNT_BANDITS_EQUIPMENT_COST_EFFECT
			}

			army_experience = 10

			remove_mission = MAN_maintain_western_control
			clr_country_flag = MAN_western_bandits
			if = {
				limit = {
					NOT = { has_country_flag = MAN_eastern_bandits }
					NOT = { has_country_flag = MAN_northern_bandits }
				}
				remove_ideas = MAN_banditry
			}
		}
	}

	MAN_maintain_western_control = {

		icon = generic_civil_support

		available = {			
			always = no
		}

		days_mission_timeout = MAN_main_control_timer?180

		activation = {
			always = no #Triggered from effect
		}

		cancel_trigger = {
			divisions_in_state = {
				state = 610	
				size < 6
			}
		}

		highlight_states = {
 highlight_state_targets = {
			state = 610
		} 
}

		visible = {
			
		}

		is_good = yes

		timeout_effect = {
			custom_effect_tooltip = MAN_hunt_down_western_bandits_tt
			army_experience = 10
			clr_country_flag = MAN_western_bandits
			if = {
				limit = {
					NOT = { has_country_flag = MAN_eastern_bandits }
					NOT = { has_country_flag = MAN_northern_bandits }
				}
				remove_ideas = MAN_banditry
			}
		}
	}

	MAN_bandit_raids = {

		icon = GFX_decision_generic_scorched_earth

		available = {
			NOT = { has_idea = MAN_banditry }
		}

		days_mission_timeout = 180

		activation = {
			has_idea = MAN_banditry
		}

		visible = {
			
		}		

		fixed_random_seed = no

		fire_only_once = no

		is_good = no

		timeout_effect = {
			random_list = {
				25 = {
					country_event = wtt_manchukou_bandit_sabotage.21
				}
				25 = {
					country_event = wtt_manchukou_bandit_sabotage.22
				}
				25 = {
					country_event = wtt_manchukou_bandit_sabotage.23
				}
				25 = {
					
				}
			}
		}
	}
	MAN_recruit_bandits_north = {
		icon = generic_civil_support

		available = {
			has_country_flag = MAN_northern_bandits
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_bolster_nationalism
					has_completed_focus = MAN_tsr_bolster_nationalism
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_bolster_nationalism_tt
				OR = {
					has_completed_focus = MAN_bolster_nationalism
					has_completed_focus = MAN_tsr_bolster_nationalism
				}
			}
		}
		visible = {
			has_country_flag = MAN_northern_bandits
			NOT = { has_completed_focus = MAN_tsr_question_the_emperors_authority }
			NOT = { has_completed_focus = MAN_tsr_obedience }
		}
		ai_will_do = { #EAI
			base = 10000
		}
		cost = 50
		complete_effect = {
			if = {
				limit = {
					not = {
						has_country_flag = MAN_bandits_recruited
					}
				}
				division_template = {
					name = "Redemption Army"
					priority = 1
					is_locked = yes
					division_names_group = MAN_CAV_01
					regiments = {
						cavalry = { x = 0 y = 0 }
						cavalry = { x = 0 y = 1 }
						cavalry = { x = 0 y = 2 }

						cavalry = { x = 1 y = 0 }
						cavalry = { x = 1 y = 1 }
						cavalry = { x = 1 y = 2 }
					}
				}
				set_country_flag = MAN_bandits_recruited
			}
			random_owned_controlled_state = {
				limit = { ROOT = { has_full_control_of_state = PREV } }
				prioritize = { 714 }
				create_unit = {
					division = "name = \"1. Northern Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"2. Northern Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" 
					owner = MAN
				}
			}
			clr_country_flag = MAN_northern_bandits
			if = {
				limit = {
					NOT = { has_country_flag = MAN_eastern_bandits }
					NOT = { has_country_flag = MAN_western_bandits }
				}
				remove_ideas = MAN_banditry
			}
		}
	}
	MAN_recruit_bandits_west = {
		icon = generic_civil_support

		available = {
			has_country_flag = MAN_western_bandits
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_bolster_nationalism
					has_completed_focus = MAN_tsr_bolster_nationalism
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_bolster_nationalism_tt
				OR = {
					has_completed_focus = MAN_bolster_nationalism
					has_completed_focus = MAN_tsr_bolster_nationalism
				}
			}
		}
		visible = {
			has_country_flag = MAN_western_bandits
			NOT = { has_completed_focus = MAN_tsr_question_the_emperors_authority }
			NOT = { has_completed_focus = MAN_tsr_obedience }
		}
		ai_will_do = { #EAI
			base = 0
		}
		cost = 50
		complete_effect = {
			if = {
				limit = {
					not = {
						has_country_flag = MAN_bandits_recruited
					}
				}
				division_template = {
					name = "Redemption Army"
					priority = 1
					is_locked = yes
					division_names_group = MAN_CAV_01
					regiments = {
						cavalry = { x = 0 y = 0 }
						cavalry = { x = 0 y = 1 }
						cavalry = { x = 0 y = 2 }

						cavalry = { x = 1 y = 0 }
						cavalry = { x = 1 y = 1 }
						cavalry = { x = 1 y = 2 }
					}
				}
				set_country_flag = MAN_bandits_recruited
			}
			random_owned_controlled_state = {
				limit = { ROOT = { has_full_control_of_state = PREV } }
				prioritize = { 610 }
				create_unit = {
					division = "name = \"1. Western Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"2. Western Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" 
					owner = MAN
				}
			}
			clr_country_flag = MAN_western_bandits
			if = {
				limit = {
					NOT = { has_country_flag = MAN_eastern_bandits }
					NOT = { has_country_flag = MAN_northern_bandits }
				}
				remove_ideas = MAN_banditry
			}
		}
	}
	MAN_recruit_bandits_east = {
		icon = generic_civil_support

		available = {
			has_country_flag = MAN_eastern_bandits
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_bolster_nationalism
					has_completed_focus = MAN_tsr_bolster_nationalism
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_bolster_nationalism_tt
				OR = {
					has_completed_focus = MAN_bolster_nationalism
					has_completed_focus = MAN_tsr_bolster_nationalism
				}
			}
		}
		visible = {
			has_country_flag = MAN_eastern_bandits
			NOT = { has_completed_focus = MAN_tsr_question_the_emperors_authority }
			NOT = { has_completed_focus = MAN_tsr_obedience }
		}
		ai_will_do = { #EAI
			base = 10000
		}
		cost = 50
		complete_effect = {
			if = {
				limit = {
					not = {
						has_country_flag = MAN_bandits_recruited
					}
				}
				division_template = {
					name = "Redemption Army"
					priority = 1
					is_locked = yes
					division_names_group = MAN_CAV_01
					regiments = {
						cavalry = { x = 0 y = 0 }
						cavalry = { x = 0 y = 1 }
						cavalry = { x = 0 y = 2 }

						cavalry = { x = 1 y = 0 }
						cavalry = { x = 1 y = 1 }
						cavalry = { x = 1 y = 2 }
					}
				}
				set_country_flag = MAN_bandits_recruited
			}
			random_owned_controlled_state = {
				limit = { ROOT = { has_full_control_of_state = PREV } }
				prioritize = { 717 }
				create_unit = {
					division = "name = \"1. Eastern Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"2. Eastern Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" 
					owner = MAN
				}
			}
			clr_country_flag = MAN_eastern_bandits
			if = {
				limit = {
					NOT = { has_country_flag = MAN_western_bandits }
					NOT = { has_country_flag = MAN_northern_bandits }
				}
				remove_ideas = MAN_banditry
			}
		}
	}
	MAN_recruit_bandits_generic = {
		icon = generic_civil_support

		available = {
		}
		visible = {
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_bolster_nationalism
					has_completed_focus = MAN_tsr_bolster_nationalism
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_bolster_nationalism_tt
				OR = {
					has_completed_focus = MAN_bolster_nationalism
					has_completed_focus = MAN_tsr_bolster_nationalism
				}
			}
			NOT = { has_completed_focus = MAN_tsr_question_the_emperors_authority }
			NOT = { has_completed_focus = MAN_tsr_obedience }
		}
		ai_will_do = {
			factor = 10
		}
		cost = 50
		fire_only_once = yes
		complete_effect = {
			if = {
				limit = {
					not = {
						has_country_flag = MAN_bandits_recruited
					}
				}
				division_template = {
					name = "Redemption Army"
					priority = 1
					is_locked = yes
					division_names_group = MAN_CAV_01
					regiments = {
						cavalry = { x = 0 y = 0 }
						cavalry = { x = 0 y = 1 }
						cavalry = { x = 0 y = 2 }

						cavalry = { x = 1 y = 0 }
						cavalry = { x = 1 y = 1 }
						cavalry = { x = 1 y = 2 }
					}
				}
				set_country_flag = MAN_bandits_recruited
			}
			random_owned_controlled_state = {
				limit = { ROOT = { has_full_control_of_state = PREV } }
				prioritize = { 328 }
				create_unit = {
					division = "name = \"1. Manchu Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"2. Manchu Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"3. Manchu Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" 
					owner = MAN
				}
			}
		}
	}
	MAN_release_bandits = {
		icon = generic_civil_support

		available = {
			
		}
		visible = {
			has_country_flag = MAN_bandits_recruited
			NOT = { has_completed_focus = MAN_tsr_question_the_emperors_authority }
			NOT = { has_completed_focus = MAN_tsr_obedience }
		}
		ai_will_do = {
			factor = 1
			modifier = {
				OR = {
					not = {
						has_completed_focus = MAN_independence_war
						has_completed_focus = MAN_tsr_independence_war
					}
					has_war = yes	
				}
				factor = 0
			}
		}
		cost = 0
		
		complete_effect = {
			add_manpower = 10000
			delete_unit_template_and_units = { division_template = "Redemption Army" }
			clr_country_flag = MAN_bandits_recruited
		}
	}

	MAN_recruit_bandits_2_north = {
		icon = generic_civil_support

		available = {
			has_country_flag = MAN_northern_bandits
			has_completed_focus = MAN_tsr_bandit_recruitment
		}
		visible = {
			has_dlc = "No Compromise, No Surrender"
			has_country_flag = MAN_northern_bandits
			has_completed_focus = MAN_tsr_bandit_recruitment
		}
		ai_will_do = {
			factor = 10
		}
		cost = 50
		complete_effect = {
			if = {
				limit = {
					not = {
						has_country_flag = MAN_bandits_recruited
					}
				}
				division_template = {
					name = "Rebel Forces"
					priority = 1
					is_locked = yes
					division_names_group = MAN_CAV_01
					regiments = {
						cavalry = { x = 0 y = 0 }
						cavalry = { x = 0 y = 1 }
						cavalry = { x = 0 y = 2 }
						cavalry = { x = 0 y = 3 }

						cavalry = { x = 1 y = 0 }
						cavalry = { x = 1 y = 1 }
						cavalry = { x = 1 y = 2 }
					}
				}
				set_country_flag = MAN_bandits_recruited
			}
			random_owned_controlled_state = {
				limit = { ROOT = { has_full_control_of_state = PREV } }
				prioritize = { 714 }
				create_unit = {
					division = "name = \"1. Heilungkiang National Salvation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"2. Heilungkiang National Salvation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"3. Heilungkiang National Salvation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" 
					owner = MAN
				}
			}
			clr_country_flag = MAN_northern_bandits
			if = {
				limit = {
					NOT = { has_country_flag = MAN_eastern_bandits }
					NOT = { has_country_flag = MAN_western_bandits }
				}
				remove_ideas = MAN_banditry
			}
		}
	}
	MAN_recruit_bandits_2_west = {
		icon = generic_civil_support

		available = {
			has_country_flag = MAN_western_bandits
			has_completed_focus = MAN_tsr_bandit_recruitment
		}
		visible = {
			has_dlc = "No Compromise, No Surrender"
			has_country_flag = MAN_western_bandits
			has_completed_focus = MAN_tsr_bandit_recruitment
		}
		ai_will_do = {
			factor = 10
		}
		cost = 50
		complete_effect = {
			if = {
				limit = {
					not = {
						has_country_flag = MAN_bandits_recruited
					}
				}
				division_template = {
					name = "Rebel Forces"
					priority = 1
					is_locked = yes
					division_names_group = MAN_CAV_01
					regiments = {
						cavalry = { x = 0 y = 0 }
						cavalry = { x = 0 y = 1 }
						cavalry = { x = 0 y = 2 }
						cavalry = { x = 0 y = 3 }

						cavalry = { x = 1 y = 0 }
						cavalry = { x = 1 y = 1 }
						cavalry = { x = 1 y = 2 }
					}
				}
				set_country_flag = MAN_bandits_recruited
			}
			random_owned_controlled_state = {
				limit = { ROOT = { has_full_control_of_state = PREV } }
				prioritize = { 610 }
				create_unit = {
					division = "name = \"1. Jehol Counter-Japanese National Salvation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"2. Jehol Counter-Japanese National Salvation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"3. Jehol Counter-Japanese National Salvation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" 
					owner = MAN
				}
			}
			clr_country_flag = MAN_western_bandits
			if = {
				limit = {
					NOT = { has_country_flag = MAN_eastern_bandits }
					NOT = { has_country_flag = MAN_northern_bandits }
				}
				remove_ideas = MAN_banditry
			}
		}
	}
	MAN_recruit_bandits_2_east = {
		icon = generic_civil_support

		available = {
			has_country_flag = MAN_eastern_bandits
			has_completed_focus = MAN_tsr_bandit_recruitment
		}
		visible = {
			has_dlc = "No Compromise, No Surrender"
			has_country_flag = MAN_eastern_bandits
			has_completed_focus = MAN_tsr_bandit_recruitment
		}
		ai_will_do = {
			factor = 10
		}
		cost = 50
		complete_effect = {
			if = {
				limit = {
					not = {
						has_country_flag = MAN_bandits_recruited
					}
				}
				division_template = {
					name = "Rebel Forces"
					priority = 1
					is_locked = yes
					division_names_group = MAN_CAV_01
					regiments = {
						cavalry = { x = 0 y = 0 }
						cavalry = { x = 0 y = 1 }
						cavalry = { x = 0 y = 2 }
						cavalry = { x = 0 y = 3 }

						cavalry = { x = 1 y = 0 }
						cavalry = { x = 1 y = 1 }
						cavalry = { x = 1 y = 2 }
					}
				}
				set_country_flag = MAN_bandits_recruited
			}
			random_owned_controlled_state = {
				limit = { ROOT = { has_full_control_of_state = PREV } }
				prioritize = { 717 }
				create_unit = {
					division = "name = \"1. Sungkiang National Liberation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"2. Sungkiang National Liberation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" 
					owner = MAN
				}
			}
			clr_country_flag = MAN_eastern_bandits
			if = {
				limit = {
					NOT = { has_country_flag = MAN_western_bandits }
					NOT = { has_country_flag = MAN_northern_bandits }
				}
				remove_ideas = MAN_banditry
			}
		}
	}
	MAN_recruit_bandits_2_generic = {
		icon = generic_civil_support

		available = {
		}
		visible = {
			has_dlc = "No Compromise, No Surrender"
			has_completed_focus = MAN_tsr_bandit_recruitment
		}
		ai_will_do = {
			factor = 10
		}
		cost = 50
		fire_only_once = yes
		complete_effect = {
			if = {
				limit = {
					not = {
						has_country_flag = MAN_bandits_recruited
					}
				}
				division_template = {
					name = "Rebel Forces"
					priority = 1
					is_locked = yes
					division_names_group = MAN_CAV_01
					regiments = {
						cavalry = { x = 0 y = 0 }
						cavalry = { x = 0 y = 1 }
						cavalry = { x = 0 y = 2 }
						cavalry = { x = 0 y = 3 }

						cavalry = { x = 1 y = 0 }
						cavalry = { x = 1 y = 1 }
						cavalry = { x = 1 y = 2 }
					}
				}
				set_country_flag = MAN_bandits_recruited
			}
			random_owned_controlled_state = {
				limit = { ROOT = { has_full_control_of_state = PREV } }
				prioritize = { 328 }
				create_unit = {
					division = "name = \"1. Kirin Self-Defense Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"2. Kirin Self-Defense Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"3. Kirin Self-Defense Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" 
					owner = MAN
				}
			}
		}
	}

	MAN_release_bandits_2 = {
		icon = generic_civil_support

		available = {
			
		}
		visible = {
			has_country_flag = MAN_bandits_recruited
			has_completed_focus = MAN_tsr_question_the_emperors_authority
		}
		ai_will_do = {
			factor = 1
			modifier = {
				OR = {
					not = {
						has_completed_focus = MAN_tsr_a_new_dawn_over_manchuria
					}
					has_war = yes	
				}
				factor = 0
			}
		}
		cost = 10
		
		complete_effect = {
			add_manpower = 20000
			delete_unit_template_and_units = { division_template = "Rebel Forces" }
			clr_country_flag = MAN_bandits_recruited
		}
	}
}

MAN_war_preparations = {
	MAN_raise_manchu_banner = {
		available = {
			has_war = yes
		}
		visible = {
		OR = {
			has_completed_focus = MAN_five_people_armies
			has_completed_focus = MAN_tsr_five_people_armies
		}
			not = {
				has_country_flag = MAN_manchu_banner_raised
			}
		}
		cost = 25
		ai_will_do = {
			factor = 10
		}
		complete_effect = {
			division_template = {
				name = "Manchu Banner"
				priority = 1
				is_locked = yes
				division_names_group = MAN_INF_01
				regiments = {
					infantry = { x = 0 y = 0 }
					infantry = { x = 0 y = 1 }
					infantry = { x = 0 y = 2 }
					infantry = { x = 0 y = 3 }
					infantry = { x = 0 y = 4 }

					infantry = { x = 1 y = 0 }
					infantry = { x = 1 y = 1 }
					infantry = { x = 1 y = 2 }
					infantry = { x = 1 y = 3 }
					infantry = { x = 1 y = 4 }

					infantry = { x = 2 y = 0 }
					infantry = { x = 2 y = 1 }
					infantry = { x = 2 y = 2 }
					infantry = { x = 2 y = 3 }
					infantry = { x = 2 y = 4 }
				}
				support = {
					artillery = { x = 0 y = 0 }
				}
			}
			set_country_flag = MAN_manchu_banner_raised
			random_owned_controlled_state = {
				limit = { ROOT = { has_full_control_of_state = PREV } }
				prioritize = { 328 }
				create_unit = {
					division = "name = \"Yellow Banner \" division_template = \"Manchu Banner\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"Red Banner \" division_template = \"Manchu Banner\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"White Banner \" division_template = \"Manchu Banner\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"Blue Banner \" division_template = \"Manchu Banner\" start_experience_factor = 0.5" 
					owner = MAN
				}
				create_unit = {
					division = "name = \"Black Banner \" division_template = \"Manchu Banner\" start_experience_factor = 0.5" 
					owner = MAN
				}
			}
		}
	}

	MAN_disband_the_banners = {
		available = { 

		}
		visible = {
			has_country_flag = MAN_manchu_banner_raised
		}
		cost = 0
		ai_will_do = {
			factor = 1
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		complete_effect = {
			delete_unit_template_and_units = { division_template = "Manchu Banner" }
			clr_country_flag = MAN_manchu_banner_raised
		}
	}
	MAN_fund_underground_gun_shops = {
		available = {
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_local_arms_procurement
					has_completed_focus = MAN_tsr_local_arms_procurement
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_local_arms_procurement_tt
				OR = {
					has_completed_focus = MAN_local_arms_procurement
					has_completed_focus = MAN_tsr_local_arms_procurement
				}
			}
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_purge_the_general_affairs_council
					has_completed_focus = MAN_tsr_purge_the_general_affairs_council
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_purge_the_general_affairs_council_tt
				OR = {
					has_completed_focus = MAN_purge_the_general_affairs_council
					has_completed_focus = MAN_tsr_purge_the_general_affairs_council
				}
			}
			has_war_with = JAP
		}
		visible = {
			OR = {
				has_completed_focus = MAN_local_arms_procurement
				has_completed_focus = MAN_purge_the_general_affairs_council	
				has_completed_focus = MAN_tsr_local_arms_procurement
				has_completed_focus = MAN_tsr_purge_the_general_affairs_council		
			}
			NOT = {
				OR = {
					has_completed_focus = MAN_five_equal_peoples
					has_completed_focus = MAN_tsr_five_equal_peoples
				}
			}
			NOT = {
				has_idea = MAN_underground_gun_shops
			}
			has_war_with = JAP
		}
		cost = 50
		ai_will_do = {
			factor = 1
		}
		complete_effect = {
			add_ideas = MAN_underground_gun_shops
			add_offsite_building = { type = arms_factory level = 3 }
		}
	}
	MAN_remove_underground_gun_shops = {
		available = {
			has_idea = MAN_underground_gun_shops
		}
		visible = {
			has_idea = MAN_underground_gun_shops
		}
		cost = 0
		ai_will_do = {
			factor = 1
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		complete_effect = {
			remove_ideas = MAN_underground_gun_shops
			add_offsite_building = { type = arms_factory level = -3 }
		}
	}
	MAN_divert_machine_tools = {
		available = {
			
		}
		visible = {
			OR = {
				has_completed_focus = MAN_request_control_of_the_railways
				has_completed_focus = MAN_tsr_request_control_of_the_railways
			}
			not = {
				has_country_flag =  { 
					flag = MAN_machine_tools 
					value = 4
				}
			}
		}
		cost = 50
		ai_will_do = {
			factor = 10
		}
		days_remove = 90
		remove_effect = {
			if = {
				limit = {
					not = {
						has_country_flag = MAN_machine_tools
					}
				}
				set_country_flag = {
					flag = MAN_machine_tools
					value = 1
				}
			}
			else = {
				modify_country_flag = {
					flag = MAN_machine_tools
					value = 1
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT 	
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
	MAN_prepare_to_seize_arms = {

		available = {
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_purge_the_general_affairs_council
					has_completed_focus = MAN_tsr_purge_the_general_affairs_council
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_purge_the_general_affairs_council_tt
				OR = {
					has_completed_focus = MAN_purge_the_general_affairs_council
					has_completed_focus = MAN_tsr_purge_the_general_affairs_council
				}
			}
			hidden_trigger = {
				command_power > 29
			}
		}

		visible = {
			OR = {
				has_completed_focus = MAN_purge_the_general_affairs_council
				has_completed_focus = MAN_tsr_purge_the_general_affairs_council
			}
			check_variable = { var = MAN_seize_arms_prep value = 50 compare = less_than }
			is_subject_of = JAP
		}

		cost = 0

		custom_cost_trigger = {
			command_power > 29
		}
		custom_cost_text = decision_cost_CP_30

		ai_will_do = {
			factor = 10
		}

		complete_effect = {

			
			IF = {
				limit = {
					check_variable = { var = MAN_seize_arms_prep value = 50 compare = less_than_or_equals }
				}
				custom_effect_tooltip = MAN_can_prepare_more_tt
			}
			IF = {
				limit = {
					check_variable = { var = MAN_seize_arms_prep value = 10 compare = less_than }
				}
				set_variable = { var = MAN_seize_arms_prep value = 10 }
			}
			ELSE = {
				add_to_variable = { var = MAN_seize_arms_prep value = 10 }
			}

			hidden_effect = {
				add_command_power = -30
			}
		}

	}

	MAN_seize_arms = {

		available = {
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_independence_war
					has_completed_focus = MAN_tsr_independence_war
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_independence_war_tt
				OR = {
					has_completed_focus = MAN_independence_war
					has_completed_focus = MAN_tsr_independence_war
				}
			}
			has_war_with = JAP
		}

		visible = {
			check_variable = { var = MAN_seize_arms_prep value = 0 compare = greater_than }
		}

		cost = 0

		fire_only_once = yes

		ai_will_do = {
			factor = 10
		}

		complete_effect = {

			IF = {
				limit = {
					check_variable = { var = MAN_seize_arms_prep value = 50 compare = less_than_or_equals }
				}
				custom_effect_tooltip = MAN_can_prepare_more_tt
			}
			IF = {
				limit = {
					check_variable = { var = MAN_seize_arms_prep value = 10 compare = greater_than_or_equals }
				}
				add_equipment_to_stockpile = { type = infantry_equipment_0 amount = 10000 producer = JAP }
			}
			IF = {
				limit = {
					check_variable = { var = MAN_seize_arms_prep value = 20 compare = greater_than_or_equals }
				}
				add_equipment_to_stockpile = { type = infantry_equipment_1 amount = 10000 producer = JAP }
			}
			IF = {
				limit = {
					check_variable = { var = MAN_seize_arms_prep value = 30 compare = greater_than_or_equals }
				}
				add_equipment_to_stockpile = { type = artillery_equipment_1 amount = 500 producer = JAP }
				IF = {
					limit = {
						JAP = {
							has_tech = improved_infantry_weapons
						}
					}
					add_equipment_to_stockpile = { type = infantry_equipment_2 amount = 2000 producer = JAP }
				}
			}
			IF = {
				limit = {
					NOT = {
						has_dlc = "No Step Back"
					}
					check_variable = { var = MAN_seize_arms_prep value = 40 compare = greater_than_or_equals }
				}
				add_equipment_to_stockpile = { type = light_tank_equipment_1 amount = 50 producer = JAP }
				add_equipment_to_stockpile = { type = infantry_equipment_1 amount = 5000 producer = JAP }
			}
			ELSE_IF = { 
				limit = {
					has_dlc = "No Step Back"
					check_variable = { var = MAN_seize_arms_prep value = 40 compare = greater_than_or_equals }
				}
				add_equipment_to_stockpile = { type = light_tank_chassis_1 amount = 50 producer = JAP variant_name = "Type 95 Ha-Go"}
				add_equipment_to_stockpile = { type = infantry_equipment_1 amount = 5000 producer = JAP }
			}
			IF = {
				limit = {
					NOT = {
						has_dlc = "By Blood Alone"
					}
					check_variable = { var = MAN_seize_arms_prep value = 50 compare = greater_than_or_equals }
				}
				add_equipment_to_stockpile = { type = fighter_equipment_0 amount = 50 producer = JAP }
				IF = {
					limit = {
						JAP = {
							has_tech = fighter1
						}
					}
					add_equipment_to_stockpile = { type = fighter_equipment_1 amount = 25 producer = JAP }
				}
				add_equipment_to_stockpile = { type = CAS_equipment_1 amount = 50 producer = JAP }
			}
			ELSE_IF = {
				limit = {
					has_dlc = "By Blood Alone"
					check_variable = { var = MAN_seize_arms_prep value = 50 compare = greater_than_or_equals }
				}
				add_equipment_to_stockpile = { type = small_plane_airframe_0 amount = 100 producer = JAP variant_name = "Ki-10" }
				add_equipment_to_stockpile = { type = small_plane_cas_airframe_0 amount = 50 producer = JAP variant_name = "Ki-3"}
			}
			IF = {
				limit = {
					check_variable = { var = MAN_seize_arms_prep value = 10 compare = greater_than_or_equals }
					check_variable = { var = MAN_seize_arms_prep value = 20 compare = less_than }
				}
				JAP = {
					add_timed_idea = { idea = MAN_arms_seized_1 days = 30 }
				}
			}
			IF = {
				limit = {
					check_variable = { var = MAN_seize_arms_prep value = 20 compare = greater_than_or_equals }
					check_variable = { var = MAN_seize_arms_prep value = 30 compare = less_than }
				}
				JAP = {
					add_timed_idea = { idea = MAN_arms_seized_1 days = 60 }
				}
			}
			IF = {
				limit = {
					check_variable = { var = MAN_seize_arms_prep value = 30 compare = greater_than_or_equals }
					check_variable = { var = MAN_seize_arms_prep value = 40 compare = less_than }
				}
				JAP = {
					add_timed_idea = { idea = MAN_arms_seized_2 days = 60 }
				}
			}
			IF = {
				limit = {
					check_variable = { var = MAN_seize_arms_prep value = 40 compare = greater_than_or_equals }
					check_variable = { var = MAN_seize_arms_prep value = 50 compare = less_than }
				}
				JAP = {
					add_timed_idea = { idea = MAN_arms_seized_2 days = 90 }
				}
			}
			IF = {
				limit = {
					check_variable = { var = MAN_seize_arms_prep value = 50 compare = greater_than_or_equals }
					check_variable = { var = MAN_seize_arms_prep value = 60 compare = less_than }
				}
				JAP = {
					add_timed_idea = { idea = MAN_arms_seized_3 days = 90 }
				}
			}
		
		}
	}

}

prospect_for_resources = {

	MAN_develop_kirin_aluminium_deposits = { #328
		
		icon = aluminium

		allowed = {
			original_tag = MAN
		}

		available = {
			has_tech = excavation1
		}

		highlight_states = {
 			highlight_state_targets = {
				state = 328
			} 
		}

		visible = {
			OR = {
				has_completed_focus = MAN_develop_aluminum_sources
				has_completed_focus = MAN_tsr_develop_aluminum_sources
			}
			controls_state = 328
			328 = {
				NOT = {
					has_state_flag = kirin_aluminium_developed
				}
			}
		}

		fire_only_once = yes

		cost = 25
		days_remove = 60

		modifier = {
			civilian_factory_use = 2
		}

		ai_will_do = { #EAI
			base = 10000
		}
		remove_effect = { 
			328 = { set_state_flag = kirin_aluminium_developed } 
			328 = {
				add_resource = {
					type = aluminium
					amount = 12
				}
			}
		}	
	}

	MAN_develop_liaotung_iron_ore_deposits = { #716
		
		icon = steel

		allowed = {

		}

		highlight_states = {
 			highlight_state_targets = {
				state = 716
			} 
		}

		available = {
			has_tech = construction2
			has_tech = excavation1
		}

		visible = {
			OR = {
				has_completed_focus = MAN_expand_showa_steel_works
				has_completed_focus = MAN_tsr_expand_showa_steel_works
			}
			controls_state = 716
			716 = {
				NOT = {
					has_state_flag = liaotung_steel_developed
				}
			}
		}

		fire_only_once = yes

		cost = 25
		days_remove = 60

		modifier = {
			civilian_factory_use = 2
		}

		remove_effect = {
			716 = { set_state_flag = liaotung_steel_developed }
			716 = {
				add_resource = {
					type = steel
					amount = 16
				}
			}
		}

		ai_will_do = { #EAI
			base = 10000
		}
	}

	MAN_establish_the_erdaojiang_special_steel_experimental_plant = { #328
		
		icon = steel

		allowed = {

		}

		highlight_states = {
			highlight_state_targets = {
				state = 328
			} 
		}

		available = {
			has_tech = construction2
			has_tech = excavation1
		}

		visible = {
			OR = {
				has_completed_focus = MAN_tsr_expand_showa_steel_works
			}
			controls_state = 328
			328 = {
				NOT = {
					has_state_flag = erdaojiang_steel_developed
				}
			}
		}

		fire_only_once = yes

		cost = 25
		days_remove = 60

		modifier = {
			civilian_factory_use = 2
		}

		remove_effect = {
			328 = { set_state_flag = erdaojiang_steel_developed }
			328 = {
				add_resource = {
					type = steel
					amount = 18
				}
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

}



###############
######TSR######
###############
MAN_coring_decisions = {
	
	MAN_coring_outer_manchuria_states = {
	
			icon = GFX_decision_generic_form_nation
	
			ai_will_do = {
				base = 50
			}
	
			priority = 25
	
			highlight_states = {
				highlight_state_targets = {
					state = FROM 
				} 
			}
		
			allowed = {
				original_tag = MAN
			}
			
			visible = {
				OR = {
					has_completed_focus = MAN_tsr_claim_outer_manchuria
					has_completed_focus = MAN_tsr_reclaim_our_lost_possessions
					has_completed_focus = MAN_tsr_request_our_lost_territories
				}
			}
			
			available = {
				FROM = {
					NOT = { has_state_flag = MAN_coring_state_in_progress_flag }
				}
				FROM = {
					compliance > 30
				}
			}
	
			state_target = any_controlled_state
		    
		    target_trigger = {
		        FROM = {
		        	NOT = { is_core_of = ROOT }
		        	is_fully_controlled_by = ROOT
		        	OR = {
		        		state = 408
		        		state = 409
		        		state = 657
		        		state = 560
		        		state = 561
		        	}
		        }
		    }
		    on_map_mode = map_only
	
		    cost = 50		
	
			fire_only_once = yes
	
			days_remove = 35
	
			complete_effect = {
				hidden_effect = {
					FROM = {
						set_state_flag = { flag = MAN_coring_state_in_progress_flag value = 1 	days = 31 }
					}
				}
			}
	
			remove_effect = {
				hidden_effect = {
					FROM = {
						clr_state_flag = MAN_coring_state_in_progress_flag
					}
				}
	
				FROM = {
					add_core_of = ROOT
				}
				
			}
	
			cancel_trigger = {
				FROM = {
					NOT = { is_fully_controlled_by = ROOT }
				}
			}
	
			cancel_effect = {
				hidden_effect = {
					FROM = {
						clr_state_flag = MAN_coring_state_in_progress_flag
					}
				}
			}
	}

	MAN_coring_mongolia_tuva = {
	
			icon = GFX_decision_generic_form_nation
	
			ai_will_do = {
				base = 50
			}
	
			priority = 25
	
			highlight_states = {
				highlight_state_targets = {
					state = FROM 
				} 
			}
		
			allowed = {
				original_tag = MAN
			}
			
			visible = {
				OR = {
					has_completed_focus = MAN_tsr_reclaim_our_lost_possessions
					has_completed_focus = MAN_tsr_request_our_lost_territories
				}
			}
			
			available = {
				FROM = {
					NOT = { has_state_flag = MAN_coring_state_in_progress_flag }
				}
				FROM = {
					compliance > 30
				}
			}
	
			state_target = any_controlled_state
		    
		    target_trigger = {
		        FROM = {
		        	NOT = { is_core_of = ROOT }
		        	is_fully_controlled_by = ROOT
		        	OR = {
		        		state = 330
		        		state = 817
		        		state = 818
		        		state = 819
		        		state = 820
		        		state = 329
		        	}
		        }
		    }
		    on_map_mode = map_only
	
		    cost = 50		
	
			fire_only_once = yes
	
			days_remove = 35
	
			complete_effect = {
				hidden_effect = {
					FROM = {
						set_state_flag = { flag = MAN_coring_state_in_progress_flag value = 1 	days = 31 }
					}
				}
			}
	
			remove_effect = {
				hidden_effect = {
					FROM = {
						clr_state_flag = MAN_coring_state_in_progress_flag
					}
				}
	
				FROM = {
					add_core_of = ROOT
				}
				
			}
	
			cancel_trigger = {
				FROM = {
					NOT = { is_fully_controlled_by = ROOT }
				}
			}
	
			cancel_effect = {
				hidden_effect = {
					FROM = {
						clr_state_flag = MAN_coring_state_in_progress_flag
					}
				}
			}
	}

	MAN_coring_tibet = {
	
		icon = GFX_decision_generic_form_nation

		ai_will_do = {
			base = 50
		}

		priority = 25

		highlight_states = {
			highlight_state_targets = {
				state = FROM 
			} 
		}
	
		allowed = {
			original_tag = MAN
		}
		
		visible = {
			OR = {
				has_completed_focus = MAN_tsr_reclaim_our_lost_possessions
				has_completed_focus = MAN_tsr_proclaim_the_peoples_republic
			}
		}
		
		available = {
			FROM = {
				NOT = { has_state_flag = MAN_coring_state_in_progress_flag }
			}
			FROM = {
				compliance > 30
			}
		}

		state_target = any_controlled_state
	    
	    target_trigger = {
	        FROM = {
	        	NOT = { is_core_of = ROOT }
	        	is_fully_controlled_by = ROOT
	        	OR = {
	        		state = 322
	        		state = 757
	        		state = 758
	        		state = 434
	        		state = 601
	        	}
	        }
	    }
	    on_map_mode = map_only

	    cost = 50		

		fire_only_once = yes

		days_remove = 35

		complete_effect = {
			hidden_effect = {
				FROM = {
					set_state_flag = { flag = MAN_coring_state_in_progress_flag value = 1 	days = 31 }
				}
			}
		}

		remove_effect = {
			hidden_effect = {
				FROM = {
					clr_state_flag = MAN_coring_state_in_progress_flag
				}
			}

			FROM = {
				add_core_of = ROOT
			}
			
		}

		cancel_trigger = {
			FROM = {
				NOT = { is_fully_controlled_by = ROOT }
			}
		}

		cancel_effect = {
			hidden_effect = {
				FROM = {
					clr_state_flag = MAN_coring_state_in_progress_flag
				}
			}
		}
	}	

	MAN_coring_democratic = {
	
		icon = GFX_decision_generic_form_nation

		ai_will_do = {
			base = 50
		}

		priority = 25

		highlight_states = {
			highlight_state_targets = {
				state = FROM 
			} 
		}
	
		allowed = {
			original_tag = MAN
		}
		
		visible = {
			OR = {
				has_completed_focus = MAN_tsr_proclaim_the_republic_of_china
				has_completed_focus = MAN_tsr_division_of_power
			}
			
		}
		
		available = {
			FROM = {
				NOT = { has_state_flag = MAN_coring_state_in_progress_flag }
			}
			FROM = {
				compliance > 45
			}
		}

		state_target = any_controlled_state
	    
	    target_trigger = {
	        FROM = {
	        	NOT = { is_core_of = ROOT }
	        	is_fully_controlled_by = ROOT
	        	OR = {
	        		state = 330
	        		state = 817
	        		state = 818
	        		state = 819
	        		state = 820
	        		state = 329
	        		state = 322
	        		state = 757
	        		state = 758
	        		state = 434
	        	}
	        }
	    }
	    on_map_mode = map_only

	    cost = 50		

		fire_only_once = yes

		days_remove = 35

		complete_effect = {
			hidden_effect = {
				FROM = {
					set_state_flag = { flag = MAN_coring_state_in_progress_flag value = 1 	days = 31 }
				}
			}
		}

		remove_effect = {
			hidden_effect = {
				FROM = {
					clr_state_flag = MAN_coring_state_in_progress_flag
				}
			}

			FROM = {
				add_core_of = ROOT
			}
			
		}

		cancel_trigger = {
			FROM = {
				NOT = { is_fully_controlled_by = ROOT }
			}
		}

		cancel_effect = {
			hidden_effect = {
				FROM = {
					clr_state_flag = MAN_coring_state_in_progress_flag
				}
			}
		}
	}	

}

MAN_state_shintoism_decisions = {
	
		MAN_import_imperial_way_buddhism_decision  = {

			priority = 15

			icon = GFX_decision_hol_exchange_intelligence_data

			ai_will_do = {
				base = 25
			}
		
			allowed = {  
				original_tag = MAN 
			}

			visible = { 
				has_completed_focus = MAN_tsr_embrace_state_shintoism
			}
		
			available = {
			}

			#days_remove = 70

			#days_re_enable = 180

			cost = 50

			cancel_trigger = {
			}

	        cancel_effect = {
	        }

			modifier = {
			}

			complete_effect = { 

				MAN_add_or_modify_state_shintoism = yes

				add_to_variable = { MAN_state_shintoism_pocket_penalty = -0.05 tooltip = pocket_penalty_tt }
				add_to_variable = { MAN_state_shintoism_surrender_limit = 0.1 tooltip = surrender_limit_tt }

			}

			fire_only_once = yes

			remove_effect = {

			}

		}

		
		MAN_one_people_united_under_shinto_decision  = {

			priority = 14

			icon = GFX_decision_generic_civil_support

			ai_will_do = {
				base = 2
			}
		
			allowed = {  
				original_tag = MAN 
			}

			visible = { 
				has_completed_focus = MAN_tsr_embrace_state_shintoism
			}
		
			available = {
			}

			cost = 50

			cancel_trigger = {
			}

	        cancel_effect = {
	        }

			modifier = {
			}

			complete_effect = { 

				MAN_add_or_modify_state_shintoism = yes

				add_to_variable = { MAN_state_shintoism_stability_factor = 0.075 tooltip = stability_factor_tt }

			}

			fire_only_once = yes

			remove_effect = {

			}

		}

		
		MAN_incoporate_manchu_nationalism_decision  = {

			priority = 13

			icon = GFX_decision_eng_blackshirt_speech

			ai_will_do = {
				base = 3
			}
		
			allowed = {  
				original_tag = MAN 
			}

			visible = { 
				has_completed_focus = MAN_tsr_embrace_state_shintoism
			}
		
			available = {
				has_completed_focus = MAN_tsr_promote_manchu_identity
			}

			cost = 50

			cancel_trigger = {
			}

	        cancel_effect = {
	        }

			modifier = {
			}

			complete_effect = { 

				MAN_add_or_modify_state_shintoism = yes

				add_to_variable = { MAN_state_shintoism_army_core_defence_factor = 0.05 tooltip = army_core_defence_factor_tt }
				add_to_variable = { MAN_state_shintoism_war_support_factor = 0.05 tooltip = war_support_factor_tt }

			}

			fire_only_once = yes

			remove_effect = {

			}

		}

		MAN_state_shinto_in_education_decision  = {

			priority = 12

			icon = GFX_decision_SOV_academy_of_sciences

			ai_will_do = {
				base = 10
			}
		
			allowed = {  
				original_tag = MAN 
			}

			visible = { 
				has_completed_focus = MAN_tsr_embrace_state_shintoism
			}
		
			available = {
			}

			cost = 75

			cancel_trigger = {
			}

	        cancel_effect = {
	        }

			modifier = {
			}

			complete_effect = { 

				MAN_add_or_modify_state_shintoism = yes

				add_to_variable = { MAN_state_shintoism_research_speed_factor = 0.05 tooltip = research_speed_factor_tt }

			}

			fire_only_once = yes

			remove_effect = {

			}

		}

}

MAN_march_on_beijing_decisions = {
	
	MAN_march_on_hebei_chahar = {
		icon = border_war
		allowed = {
			original_tag = MAN
		}

		available = {
			has_completed_focus = MAN_tsr_the_new_beiyang_government
			1039 = {
				owner = {
					NOT = {
						has_war_with = MAN
						is_in_faction_with = MAN
						has_non_aggression_pact_with = MAN
						is_puppet_of = MAN
					}
				}
			}
		}

		visible = {
			has_completed_focus = MAN_tsr_the_new_beiyang_government
			610 = {
				is_controlled_by = MAN
			}
		}

		highlight_states = {
	 		highlight_state_targets = {
				state = 610
				state = 1039
			} 
		}
		
		fire_only_once = yes

		cost = 25

		complete_effect = {

			activate_mission = MAN_march_on_hebei_chahar_mission

			custom_effect_tooltip = generic_skip_one_line_tt

			start_border_war = {
				change_state_after_war = no #overrides the transfer of state at the end of war
				combat_width = 180 #combat width for border war
				minimum_duration_in_days = 40 #minimum duration for combat
				attacker = {
					on_win = tsr_manchukuo_border_war.1
					on_lose = tsr_manchukuo_border_war.2
					on_cancel = tsr_manchukuo_border_war.2
					state = 610 # state to start border war
					num_provinces = 2 #number of provinces we want border war to be
					#on_win = <event_id> #effect to call if wins
					#on_lose = <event_id> #effect to call if loses
					
					leader_score = { # Optional score for selecting a leader 
						base = 1
						modifier = {
						    skill > 2
						    factor = 5
						}
						modifier = {
						    skill > 3
						    factor = 10
						}
					}
					
					dig_in_factor = 0 #dig in modifier factor (default value: 1.0)
					terrain_factor = 0 #terrain modifier factor(default value: 1.0)
				}
				
				defender = {
					 state = 1039 # state to start border war
					 num_provinces = 2 #number of provinces we want border war to be
					# on_win = <event_id> #effect to call if wins
					on_lose = tsr_manchukuo_border_war.1
					on_win = tsr_manchukuo_border_war.2
					on_cancel = tsr_manchukuo_border_war.2
				}
			}
	
		}
	}

	MAN_march_on_hebei_chahar_mission = {
		icon = border_war
		
		allowed = { always = no }

		available = {
			hidden_trigger = { always = no }
		}

		highlight_states = {
			highlight_state_targets = {
				state = 610
				state = 1039
			}
		}

		days_mission_timeout = 120

		cancel_trigger = {
			1039 = {	
				is_fully_controlled_by = ROOT
			}
		}

		cancel_effect = {
			effect_tooltip = {
				country_event = { id = tsr_manchukuo_border_war.1 }
				transfer_state = 1039
			}
		}

		timeout_effect = { #Fails
			cancel_border_war = {
				attacker = 610
				defender = 1039
			}
		}
	}

	MAN_march_on_beijing = {
		icon = border_war
		allowed = {
			original_tag = MAN
		}

		available = {
			has_completed_focus = MAN_tsr_the_new_beiyang_government
			608 = {
				owner = {
					NOT = {
						has_war_with = MAN
						is_in_faction_with = MAN
						has_non_aggression_pact_with = MAN
						is_puppet_of = MAN
					}
				}
			}
			609 = {
				is_controlled_by = MAN
			}
		}

		visible = {
			has_completed_focus = MAN_tsr_the_new_beiyang_government
		}

		highlight_states = {
	 		highlight_state_targets = {
				state = 609
				state = 608
			} 
		}
		
		fire_only_once = yes

		cost = 25

		complete_effect = {

			activate_mission = MAN_march_on_beijing_mission

			custom_effect_tooltip = generic_skip_one_line_tt

			start_border_war = {
				change_state_after_war = no #overrides the transfer of state at the end of war
				combat_width = 180 #combat width for border war
				minimum_duration_in_days = 40 #minimum duration for combat
				attacker = {
					on_win = tsr_manchukuo_border_war.3
					on_lose = tsr_manchukuo_border_war.4
					on_cancel = tsr_manchukuo_border_war.4
					state = 609 # state to start border war
					num_provinces = 2 #number of provinces we want border war to be
					#on_win = <event_id> #effect to call if wins
					#on_lose = <event_id> #effect to call if loses
					
					leader_score = { # Optional score for selecting a leader 
						base = 1
						modifier = {
						    skill > 2
						    factor = 5
						}
						modifier = {
						    skill > 3
						    factor = 10
						}
					}
					
					dig_in_factor = 0 #dig in modifier factor (default value: 1.0)
					terrain_factor = 0 #terrain modifier factor(default value: 1.0)
				}
				
				defender = {
					 state = 608 # state to start border war
					 num_provinces = 2 #number of provinces we want border war to be
					# on_win = <event_id> #effect to call if wins
					on_lose = tsr_manchukuo_border_war.3
					on_win = tsr_manchukuo_border_war.4
					on_cancel = tsr_manchukuo_border_war.4
				}
			}
	
		}
	}

	MAN_march_on_beijing_mission = {
		icon = border_war
		
		allowed = { always = no }

		available = {
			hidden_trigger = { always = no }
		}

		highlight_states = {
			highlight_state_targets = {
				state = 609
				state = 608
			}
		}

		days_mission_timeout = 120

		cancel_trigger = {
			608 = {	
				is_fully_controlled_by = ROOT
			}
		}

		cancel_effect = {
			effect_tooltip = {
				country_event = { id = tsr_manchukuo_border_war.3 }
				transfer_state = 608
			}
		}

		timeout_effect = { #Fails
			cancel_border_war = {
				attacker = 609
				defender = 608
			}
		}
	}

	MAN_march_on_hebei = {
		icon = border_war
		allowed = {
			original_tag = MAN
		}

		available = {
			has_completed_focus = MAN_tsr_the_new_beiyang_government
			614 = {
				owner = {
					NOT = {
						has_war_with = MAN
						is_in_faction_with = MAN
						has_non_aggression_pact_with = MAN
						is_puppet_of = MAN
					}
				}
			}
			608 = {
				is_controlled_by = MAN
			}
		}

		visible = {
			has_completed_focus = MAN_tsr_the_new_beiyang_government
		}

		highlight_states = {
	 		highlight_state_targets = {
				state = 608
				state = 614
			} 
		}
		
		fire_only_once = yes

		cost = 25

		complete_effect = {

			activate_mission = MAN_march_on_hebei_mission

			custom_effect_tooltip = generic_skip_one_line_tt

			start_border_war = {
				change_state_after_war = no #overrides the transfer of state at the end of war
				combat_width = 180 #combat width for border war
				minimum_duration_in_days = 40 #minimum duration for combat
				attacker = {
					on_win = tsr_manchukuo_border_war.5
					on_lose = tsr_manchukuo_border_war.6
					on_cancel = tsr_manchukuo_border_war.6
					state = 608 # state to start border war
					num_provinces = 2 #number of provinces we want border war to be
					#on_win = <event_id> #effect to call if wins
					#on_lose = <event_id> #effect to call if loses
					
					leader_score = { # Optional score for selecting a leader 
						base = 1
						modifier = {
						    skill > 2
						    factor = 5
						}
						modifier = {
						    skill > 3
						    factor = 10
						}
					}
					
					dig_in_factor = 0 #dig in modifier factor (default value: 1.0)
					terrain_factor = 0 #terrain modifier factor(default value: 1.0)
				}
				
				defender = {
					 state = 614 # state to start border war
					 num_provinces = 2 #number of provinces we want border war to be
					# on_win = <event_id> #effect to call if wins
					on_lose = tsr_manchukuo_border_war.5
					on_win = tsr_manchukuo_border_war.6
					on_cancel = tsr_manchukuo_border_war.6
				}
			}
	
		}
	}

	MAN_march_on_hebei_mission = {
		icon = border_war
		
		allowed = { always = no }

		available = {
			hidden_trigger = { always = no }
		}

		highlight_states = {
			highlight_state_targets = {
				state = 608
				state = 614
			}
		}

		days_mission_timeout = 120

		cancel_trigger = {
			614 = {	
				is_fully_controlled_by = ROOT
			}
		}

		cancel_effect = {
			effect_tooltip = {
				country_event = { id = tsr_manchukuo_border_war.5 }
				transfer_state = 614
			}
		}

		timeout_effect = { #Fails
			cancel_border_war = {
				attacker = 608
				defender = 614
			}
		}
	}

}

MAN_china_matters = {
	
	MAN_request_full_control_over_china  = {

		priority = 100

		icon = GFX_decision_jap_conquer_china

		ai_will_do = {
			base = 100 
		}
	
		allowed = {  
			original_tag = MAN 
		}

		visible = { 
			has_completed_focus = MAN_tsr_the_two_emperors 
		}
	
		available = {
			is_subject_of = JAP
			RNG = {
				exists = yes
				is_subject_of = JAP
			}
			hidden_trigger = {
				RNG = {
					is_ai = yes
				}
			}
		}

		cost = 150  

		days_remove = 30

		fire_only_once = yes

		remove_effect = {
			JAP = {
				country_event = {
					id = tsr_manchukuo.16
					hours = 6
				}
			}
		}	

	}

	# Strike Down [FROM.GetNameDef]
	MAN_unify_with_specific_japanese_puppet_decision  = {

		priority = 10

		icon = GFX_decision_border_war

		target_trigger = {
			#Target is FROM
			FROM = {
				is_literally_china = yes
				is_subject_of = JAP
			}
		}

		ai_will_do = {
			base = 50
			modifier = {
				factor = 0
				FROM = {
					any_allied_country = {
						is_major = yes
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
		}
	
		allowed = {  
			original_tag = MAN 
		}

		visible = { 
			is_subject_of = JAP 
			has_completed_focus = MAN_tsr_chinese_leadership 
		}
	
		available = {
			NOT = {
				has_global_flag = MAN_is_currently_seeking_to_merge_a_puppet_government_into_them_flag	
			}
		}

		days_re_enable = 365 

		cost = 75  

		#war_with_on_remove = FROM

		cancel_trigger = {
		}

        cancel_effect = {
        }

		modifier = {
		}

		complete_effect = { 
	

		}

		fire_only_once = no

		remove_effect = {

			FROM = {
				set_country_flag = MAN_is_seeking_to_annexing_us_flag
			}

			JAP = {
				country_event = {
					id = SEA_japan_foreign_policy.140
					hours = 6
				}	
			}

			hidden_effect = {
				set_global_flag = MAN_is_currently_seeking_to_merge_a_puppet_government_into_them_flag
			}

		}

	}

	MAN_warlord_autonomy_drift_decision = {
		icon = GFX_decision_eng_trade_unions_support

		ai_will_do = {
			base = 5
			modifier = {
				factor = 2
				is_faction_leader = yes
			}
			modifier = {
				factor = 1.5
				has_political_power > 75
				command_power > 75
			}
			modifier = {
				factor = 0.5
				has_political_power < 75
				command_power < 75
			}
			modifier = {
				factor = 1.5
				FROM = {
					num_of_factories > 4
				}
			}
			modifier = {
				factor = 1.5
				FROM = {
					num_of_factories > 7
				}
			}
			modifier = {
				factor = 1.5
				FROM = {
					num_of_factories > 10
				}
			}
			#Prioritize your advisors first!
			modifier = {
				factor = 0.5
				amount_taken_ideas = {
					amount < 2
					slots = {
						political_advisor
					}
				}
			}
			modifier = {
				factor = 0.5
				amount_taken_ideas = {
					amount < 3
					slots = {
						political_advisor
					}
				}
			}
			modifier = {
				factor = 0.5
				amount_taken_ideas = {
					amount < 1
					slots = {
						high_command
					}
				}
			}
			modifier = {
				factor = 0.5
				amount_taken_ideas = {
					amount < 1
					slots = {
						theorist
					}
				}
			}
		}

		allowed = {
			original_tag = MAN 
		}

		visible = {
			has_completed_focus = MAN_tsr_reclaim_the_empire 
		} 

		ai_hint_pp_cost = 50
		custom_cost_trigger = {
			command_power > 24
			has_political_power > 49
		}
		custom_cost_text = decision_cost_CP_25_pp_50

		target_array = ROOT.subjects  

		target_trigger = {
			FROM = {
				is_subject_of = ROOT
				NOT = {
					has_idea = idea_MAN_central_government_integration_pressure
				}
			}
		}

		fire_only_once = no

		complete_effect = {
			hidden_effect = {
				add_political_power = -50
				add_command_power = -25
			}

			#change CHI_impair_the_control_yuan_tt_2 if changing this!
			FROM = {
				add_timed_idea = {
					idea = idea_MAN_central_government_integration_pressure
					days = 365
				}
			}
		}

		cancel_trigger = {
			FROM = {
				OR = {
					has_war_with = ROOT
					exists = no
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
		}
	}

}

MAN_yong_ying_category = {
	
	MAN_expand_yong_ying_recruitment = {
		icon = GFX_decision_generic_military 
	
		allowed = {
			original_tag = MAN
		}
	
		available = {
			check_variable = { MAN_levy_cap < MAN_levy_cap_max }
			custom_trigger_tooltip = {
				tooltip = JAP_expand_ashigaru_tt
				check_variable = { MAN_levy_cap < MAN_levy_cap_max }
			}
			has_war = no
			NOT = {
				has_country_flag = MAN_raise_yong_yingu_active
			}
		}
		
		visible = {
		}
	
	    custom_cost_trigger = {
	    	command_power > 14.9
	    }
	    custom_cost_text = AFG_decision_cost_quami

	    ai_will_do = {
	    	base = 25
	    }
		
		fire_only_once = no
		days_remove = 7
		complete_effect = {
			add_command_power = -15
		}
		remove_effect = {

			custom_effect_tooltip = JAP_expand_ashigaru_tt_2

			hidden_effect = {
				add_to_variable = { MAN_levy_cap = 1 }
				clamp_variable = {
					var = MAN_levy_cap
					min = MAN_levy_cap_min
					max = MAN_levy_cap_max
				}
				set_division_template_cap = { 
					division_template = "Yong Ying" 
					division_cap = MAN_levy_cap   
				}
			}
		}
	}

	MAN_raise_the_yong_ying = {
		icon = GFX_decision_generic_prepare_civil_war
	
		allowed = {
			original_tag = MAN
		}
	
		available = {
			OR = {
				has_defensive_war = yes
				AND = {
					has_war_support > 0.45
					has_offensive_war = yes
				}
			}
			NOT = { has_country_flag = MAN_raise_yong_yingu_active }
			has_civil_war = no
		}
		
		visible = {
		}
	
		cost = 25

		ai_will_do = {
			base = 250
		}
		
		fire_only_once = no
		days_remove = 14
		remove_effect = {
			
			set_country_flag = MAN_raise_yong_yingu_active
			custom_effect_tooltip = JAP_raise_ashigaru_tt
			add_stability = -0.05
			set_variable = { deployed_divs = 0 }
			while_loop_effect = {
				limit = {
					check_variable = { deployed_divs < MAN_levy_cap }
				}
				add_to_variable = { deployed_divs = 1 }
				capital_scope = {
					create_unit = {
						division = "division_template =\"Yong Ying\" start_experience_factor = 0.4 start_equipment_factor = 1.0"
						owner = MAN
						count = 1			
						prioritize_location = 328
					}
				}
			}
		}
	}

	MAN_demobilize_the_yong_ying = {
		icon = GFX_decision_SWI_dismiss_council
	
		allowed = {
			original_tag = MAN
		}
	
		available = {
			has_country_flag = MAN_raise_yong_yingu_active
		}
		
		visible = {
		}
	
		cost = 5

		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				has_war = no
			}
		}
		
		fire_only_once = no
		days_remove = 7
		complete_effect = {
		}
		remove_effect = {
			custom_effect_tooltip = JAP_send_home_ashigaru_tt
			add_stability = 0.1
			clr_country_flag = MAN_raise_yong_yingu_active
			set_variable = { deployed_divs = 0 }
			delete_units = {
				division_template = "Yong Ying"
				disband = no
			}
			
		}
	}

}