##################################################
#	EQUIPMENT SCRIPTS
##################################################


#try to keep a reserve of inf equipment in war
equipment_production_e1 = {
	enable = {
		OR = {
			has_equipment = { infantry_equipment < 10000 }
			has_equipment = { support_equipment < 100 }
			has_equipment = { artillery_equipment < 100 }
		}
		has_war = yes 
		OR = {
			AND = { is_major = yes has_army_size = { type = infantry size > 20 } }
			is_major = no
		}
	}
	abort = {
		OR = { 
			AND = {
				NOT = { has_equipment = { infantry_equipment < 10000 } }
				NOT = { has_equipment = { support_equipment < 100 } }
				NOT = { has_equipment = { artillery_equipment < 100 } }
			}
			has_war = no 
			NOT = { has_army_size = { type = infantry size > 20 } }
		} 
	}
	ai_strategy = { type = unit_ratio id = infantry 								value = -400	}	#INFANTRY
	ai_strategy = { type = unit_ratio id = mountaineers 							value = -400 	}	#MOUNTAINEER
	ai_strategy = { type = unit_ratio id = marines 									value = -400 	}	#MARINES
	ai_strategy = { type = unit_ratio id = paratroopers 							value = -400 	}	#PARATROOPERS
	ai_strategy = { type = unit_ratio id = cavalry 									value = -400 	}	#LIGHT ARMOR
}

#cut air production during inf shortage
equipment_production_e2 = {
	enable = {
		has_equipment = { infantry_equipment < 1000 }
		has_war = yes 
		alliance_strength_ratio < 0.75
		NOT = { tag = ENG tag = USA }
	}
	abort = { 
		OR = { 
			has_equipment = { infantry_equipment > 999 } 
			has_war = no 
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry 			value = 100 	}
		
	ai_strategy = { type = equipment_production_factor id = fighter 			value = -50 	}	#FIGHTE
	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = -50 	}	
	ai_strategy = { type = equipment_production_factor id = interceptor 		value = -50 	}	#HEAVY FIGHTER
	ai_strategy = { type = equipment_production_factor id = tactical_bomber 	value = -50 	}	#TACTICAL BOMBER
	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = -50 	}	#NAVAL BOMBER
	ai_strategy = { type = equipment_production_factor id = strategic_bomber 	value = -50 	}	#STRATEGIC BOMBER
	ai_strategy = { type = equipment_production_factor id = cas 				value = -50 	}	#CAS
	#ai_strategy = { type = equipment_production_factor id = air_transport 		value = -50 	}	#TRANSPORT
}

#last stand
equipment_production_e2b = {
	enable = {
		has_equipment = { infantry_equipment < 1000 }
		has_war = yes 
	}
	abort = { 
		OR = { 
			has_equipment = { infantry_equipment > 999 } 
			has_war = no 
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry 			value = 100 	}
		
	ai_strategy = { type = equipment_production_factor id = fighter 			value = -50 	}	#FIGHTER	
	ai_strategy = { type = equipment_production_factor id = naval_bomber 			value = -50 	}	
	ai_strategy = { type = equipment_production_factor id = interceptor 		value = -50 	}	#HEAVY FIGHTER
	ai_strategy = { type = equipment_production_factor id = tactical_bomber 	value = -50 	}	#TACTICAL BOMBER
	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = -50 	}	#NAVAL BOMBER
	ai_strategy = { type = equipment_production_factor id = strategic_bomber 	value = -50 	}	#STRATEGIC BOMBER
	ai_strategy = { type = equipment_production_factor id = cas 				value = -50 	}	#CAS
	#ai_strategy = { type = equipment_production_factor id = air_transport 		value = -50 	}	#TRANSPORT
}

equipment_production_e2b = {
	enable = {
		has_equipment = { infantry_equipment < 1000 }
		has_war = yes 
	}
	abort = { 
		OR = { 
			has_equipment = { infantry_equipment > 999 } 
			has_war = no 
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry 			value = 750 	}
		
}
#more air prod reduction
equipment_production_e2c = {
	enable = {
		has_equipment = { infantry_equipment < 1000 }
		has_war = yes 
		alliance_strength_ratio < 0.5
		NOT = { tag = ENG tag = USA tag = JAP }
	}
	abort = { 
		OR = { 
			has_equipment = { infantry_equipment > 999 } 
			has_war = no 
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry 			value = 200 	}
		
	ai_strategy = { type = equipment_production_factor id = fighter 			value = -50 	}	#FIGHTER	
	ai_strategy = { type = equipment_production_factor id = naval_bomber 			value = -50 	}	
	ai_strategy = { type = equipment_production_factor id = interceptor 		value = -50 	}	#HEAVY FIGHTER
	ai_strategy = { type = equipment_production_factor id = tactical_bomber 	value = -50 	}	#TACTICAL BOMBER
	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = -50 	}	#NAVAL BOMBER
	ai_strategy = { type = equipment_production_factor id = strategic_bomber 	value = -50 	}	#STRATEGIC BOMBER
	ai_strategy = { type = equipment_production_factor id = cas 				value = -50 	}	#CAS
	#ai_strategy = { type = equipment_production_factor id = air_transport 		value = -50 	}	#TRANSPORT
}

#enemy air defeated but land equipment needed
equipment_production_e2d = {
	enable = {
		has_equipment = { infantry_equipment < 1000 }
		has_war = yes
		
		has_deployed_air_force_size = { size > 2000 type = fighter } 	
		NOT = { any_enemy_country = { has_deployed_air_force_size = { size > 250 type = fighter } } }
		NOT = { any_enemy_country = { has_deployed_air_force_size = { size > 250 type = interceptor } } }
	}
	abort = {
		OR = {
			has_equipment = { infantry_equipment > 999 } 
			has_war = no 
			
			NOT = { has_deployed_air_force_size = { size > 2000 type = fighter } }
			any_enemy_country = { has_deployed_air_force_size = { size > 250 type = fighter } }
			any_enemy_country = { has_deployed_air_force_size = { size > 250 type = interceptor } }
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry 			value = 200 	}
	
	ai_strategy = { type = equipment_production_factor id = fighter 			value = -50 	}	#FIGHTER	
	ai_strategy = { type = equipment_production_factor id = interceptor 		value = -50 	}	#HEAVY FIGHTER
	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = -50 	}	#NAVAL BOMBER
	ai_strategy = { type = equipment_production_factor id = cas 				value = -50 	}	#CAS
	#ai_strategy = { type = equipment_production_factor id = air_transport 		value = -50 	}	#TRANSPORT
}


modern_tank0 = {
	enable = {  
		AND = {
			has_equipment = { modern_tank_equipment < 1000 }
			has_equipment = { motorized_equipment > 10000}
		}
		 
	
	}
	abort = { 
		AND = {
			has_equipment = { modern_tank_equipment > 1000 }
			has_equipment = { motorized_equipment < 10000}
		} 
	}
	
	
	ai_strategy = { type = equipment_production_factor id = armor 	value = 150 }	
	ai_strategy = { type = equipment_production_factor id = motorized 	value = -150 }			
}

motorized1a = {
	enable = {  
		AND = {
			has_equipment = { motorized < 0 }
			has_equipment = { infantry_equipment > 100}
		}
		 
	
	}
	abort = { 
			has_equipment = { motorized > 1000 }
			has_equipment = { infantry_equipment < 0} 
	}
	
	
	ai_strategy = { type = equipment_production_factor id = motorized 	value = 150 }	
	ai_strategy = { type = equipment_production_factor id = infantry 	value = -150 }			
}

modern_tank1 = {
	enable = {  
		AND = {
			has_equipment = { modern_tank_equipment < 1000 }
			has_equipment = { mechanized_equipment > 2000}
			has_equipment = { light_mechanized_equipment > 2000}
		}
		 
	
	}
	abort = { 
		AND = {
			has_equipment = { modern_tank_equipment > 1000 }
			OR = {
				has_equipment = { mechanized_equipment < 2000}
				has_equipment = { light_mechanized_equipment < 2000}
			}
		} 
	}
	
	
	ai_strategy = { type = equipment_production_factor id = armor 	value = 150 }	
	ai_strategy = { type = equipment_production_factor id = mechanized 	value = -150 }	
}



modern_tank2 = {
	enable = {  
		AND = {
			has_equipment = { modern_tank_equipment < 1000 }
			has_equipment = { infantry > 50000}
		}
		 
	
	}
	abort = { 
		AND = {
			has_equipment = { modern_tank_equipment > 1000 }
			has_equipment = { infantry < 50000}
		} 
	}
	
	
	ai_strategy = { type = equipment_production_factor id = armor 	value = 150 }	
	ai_strategy = { type = equipment_production_factor id = infantry 	value = -150 }			
}

mechanized0 = {
	enable = {
		AND = {
			OR = {
				has_equipment = { mechanized_equipment < 0 }
				has_equipment = { light_mechanized_equipment < 0}
			}
			has_equipment = { motorized_equipment > 5000}
		}
	}
	abort = { 
			has_equipment = { mechanized_equipment > 100}
			has_equipment = { light_mechanized_equipment > 100}
			has_equipment = { motorized_equipment < 2000}
	} 
	
	
	ai_strategy = { type = equipment_production_factor id = mechanized 	value = 200 }	
	ai_strategy = { type = equipment_production_factor id = motorized 	value = -200 }			
}

mechanized1 = {
	enable = {
		AND = {
			OR = {
				has_equipment = { mechanized_equipment < 0 }
				has_equipment = { light_mechanized_equipment < 0}
			}
			has_equipment = { infantry_equipment > 1000}
		}
	}
	abort = { 
		OR = {
			AND = {
				has_equipment = { mechanized_equipment > 100}
				has_equipment = { light_mechanized_equipment > 200}
			}
			has_equipment = { infantry_equipment < 0}
		} 
	}
	
	
	ai_strategy = { type = equipment_production_factor id = mechanized 	value = 150 }	
	ai_strategy = { type = equipment_production_factor id = infantry 	value = -100 }			
}

mechanizedaf1 = {
	enable = {
		AND = {
			OR = {
				has_equipment = { mechanized_equipment > 0 }
				has_equipment = { light_mechanized_equipment > 0}
			}
			has_equipment = { infantry_equipment < 1000}
		}
	}
	abort = { 
		OR = {
			AND = {
				has_equipment = { mechanized_equipment < 0}
				has_equipment = { light_mechanized_equipment < 0}
			}
			has_equipment = { infantry_equipment > 100}
		} 
	}
	
	
	ai_strategy = { type = equipment_production_factor id = infantry 	value = 400 }	
	ai_strategy = { type = equipment_production_factor id = mechanized 	value = -300 }			
}



mechanized2 = {
	enable = {
		AND = {
			OR = {
				has_equipment = { mechanized_equipment < 200 }
				has_equipment = { light_mechanized_equipment < 200}
			}
			has_equipment = { modern_tank_equipment > 200}
		}
	}
	abort = { 
		OR = {
			AND = {
				has_equipment = { mechanized_equipment > 100 }
				has_equipment = { light_mechanized_equipment > 200 }
			}
			has_equipment = { modern_tank_equipment < 200}
		} 
	}
	
	
	ai_strategy = { type = equipment_production_factor id = mechanized 	value = 150 }
	ai_strategy = { type = equipment_production_factor id = armor 	value = -150 }			
}

mechanized2ab = {
	enable = {
		AND = {
			has_equipment = { mechanized_equipment > 200 }
			has_equipment = { modern_tank_equipment < 0}
		}
	}
	abort = { 
		OR = {
			has_equipment = { mechanized_equipment < 100 }
			has_equipment = { modern_tank_equipment > 100}
			} 
		}
	
	
	ai_strategy = { type = equipment_production_factor id = mechanized 	value = -150 }
	ai_strategy = { type = equipment_production_factor id = armor 	value = 150 }			
}

#transfer mot to inf
equipment_production_e3 = {
	enable = { 
		has_equipment = { infantry_equipment < 5000 } 
		has_equipment = { motorized_equipment > 2000 } 
	}
	abort = { 
		OR = {
			NOT = { has_equipment = { motorized_equipment > 2000 } }
			NOT = { has_equipment = { infantry_equipment < 5000 } }
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized 	value = -75 }
	ai_strategy = { type = equipment_production_factor id = infantry 	value = 75 	}		
}

equipment_production_I3a = {
	enable = { 
		has_equipment = { infantry_equipment < 0 } 
		has_equipment = { support_equipment > 1000 } 
	}
	abort = { 
		OR = {
			NOT = { has_equipment = { infantry_equipment < 0  } }
			NOT = { has_equipment = { support_equipment > 1000 } }
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized 	value = -75 }
	ai_strategy = { type = equipment_production_factor id = infantry 	value = 75 	}		
}

equipment_production_I3a = {
	enable = { 
		has_equipment = { modern_tank_equipment < 0 } 
		has_equipment = { support_equipment > 0 } 
	}
	abort = { 
		OR = {
			NOT = { has_equipment = { modern_tank_equipment < 0  } }
			NOT = { has_equipment = { support_equipment > 0 } }
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized 	value = 100 }
	ai_strategy = { type = equipment_production_factor id = armor 	value = 100 }
	ai_strategy = { type = equipment_production_factor id = infantry 	value = -75 	}		
}


equipment_production_e3A = {
	enable = { 
		has_equipment = { motorized_equipment < 0 } 
		has_equipment = { mechanized_equipment > 1000 } 
	}
	abort = { 
		OR = {
			NOT = { has_equipment = { motorized_equipment < 1000 } }
			NOT = { has_equipment = { mechanized_equipment > 0 } }
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized 	value = 200 }
	ai_strategy = { type = equipment_production_factor id = mechanized 	value = -100 	}		
}

equipment_production_e3A = {
	enable = { 
		has_equipment = { motorized_equipment > 0 } 
		has_equipment = { mechanized_equipment < 0 } 
	}
	abort = { 
		OR = {
			NOT = { has_equipment = { motorized_equipment < 0 } }
			NOT = { has_equipment = { mechanized_equipment > 100 } }
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized 	value = -200 }
	ai_strategy = { type = equipment_production_factor id = mechanized 	value = 100 	}		
}

equipment_production_e3Ax = {
	enable = { 
		has_equipment = { motorized_equipment > 0 } 
		has_equipment = { light_mechanized_equipment < 0 } 
	}
	abort = { 
		OR = {
			NOT = { has_equipment = { motorized_equipment < 0 } }
			NOT = { has_equipment = { light_mechanized_equipment > 100 } }
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized 	value = -200 }
	ai_strategy = { type = equipment_production_factor id = mechanized 	value = 200 	}		
}
#transfer inf to art/at/mot
equipment_production_e3a = {
	enable = {  
		has_equipment = { infantry_equipment > 29999 }
		has_equipment = { artillery_equipment < 100 } 
	}
	abort = { 
		OR = {
			has_equipment = { infantry_equipment < 30000 }
			has_equipment = { artillery_equipment > 1999 }			
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry 	value = -75 	}
	ai_strategy = { type = equipment_production_factor id = artillery 	value = 75 		}		
}

equipment_production_e3b = {
	enable = { 
		has_equipment = { infantry_equipment > 29999 } 
		has_equipment = { anti_tank_equipment < 100 } 
	}
	abort = { 
		OR = {
			has_equipment = { infantry_equipment < 30000 }
			has_equipment = { anti_tank_equipment > 1999 }			
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry 	value = -75 	}
	ai_strategy = { type = equipment_production_factor id = anti_tank 	value = 75 		}		
}

equipment_production_e3c = {
	enable = { 
		has_equipment = { infantry_equipment > 1000 } 
		has_equipment = { motorized_equipment < 100 } 
	}
	abort = { 
		OR = {
			has_equipment = { infantry_equipment < 1000 }
			has_equipment = { motorized_equipment > 1999 }			
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry 	value = -75 	}
	ai_strategy = { type = equipment_production_factor id = motorized 	value = 75 		}		
}

equipment_production_e3ca = {
	enable = { 
		has_equipment = { support_equipment > 2000 } 
		has_equipment = { infantry_equipment < 0 } 
	}
	abort = { 
		OR = {
			has_equipment = { support_equipment < 0 }
			has_equipment = { infantry_equipment > 100 }			
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized 	value = -300 	}
	ai_strategy = { type = equipment_production_factor id = infantry 	value = 300 		}		
}

equipment_production_e3cab = {
	enable = { 
		has_equipment = { support_equipment > 100 } 
		has_equipment = { motorized_equipment < 0 } 
	}
	abort = { 
		OR = {
			has_equipment = { support_equipment < 0 }
			has_equipment = { motorized_equipment > 200 }			
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized 	value = 200 	}
	ai_strategy = { type = equipment_production_factor id = infantry 	value = -300 		}		
}


#transfer air to inf/art/at
equipment_production_air_inf = {
	enable = { 
		has_equipment = { motorized_equipment < 100 }
	}
	abort = { 
		OR = {
			has_equipment = { motorized_equipment > 999 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized 			value = 50 		}
	ai_strategy = { type = equipment_production_factor id = motorized 			value = -25 		}
	ai_strategy = { type = equipment_production_factor id = fighter 			value = -25 	}	#FIGHTER	
	ai_strategy = { type = equipment_production_factor id = interceptor 		value = -25 	}	#HEAVY FIGHTER
	ai_strategy = { type = equipment_production_factor id = tactical_bomber 	value = -25 	}	#TACTICAL BOMBER
	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = -25 	}	#NAVAL BOMBER
	ai_strategy = { type = equipment_production_factor id = strategic_bomber 	value = -25 	}	#STRATEGIC BOMBER
	ai_strategy = { type = equipment_production_factor id = cas 				value = -25 	}	#CAS
	#ai_strategy = { type = equipment_production_factor id = air_transport 		value = -25 	}	#TRANSPORT	
}

equipment_production_air_mech = {
	enable = { 
		has_equipment = { mechanized_equipment < 100 }
	}
	abort = { 
		OR = {
			has_equipment = { mechanized_equipment > 999 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = mechanized 			value = 50 		}
	
	ai_strategy = { type = equipment_production_factor id = fighter 			value = -25 	}	#FIGHTER	
	ai_strategy = { type = equipment_production_factor id = interceptor 		value = -25 	}	#HEAVY FIGHTER
	ai_strategy = { type = equipment_production_factor id = tactical_bomber 	value = -25 	}	#TACTICAL BOMBER
	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = -25 	}	#NAVAL BOMBER
	ai_strategy = { type = equipment_production_factor id = strategic_bomber 	value = -25 	}	#STRATEGIC BOMBER
	ai_strategy = { type = equipment_production_factor id = cas 				value = -25 	}	#CAS
	#ai_strategy = { type = equipment_production_factor id = air_transport 		value = -25 	}	#TRANSPORT	
}

equipment_production_air_art = {
	enable = { 
		has_equipment = { artillery_equipment < 100 }
	}
	abort = { 
		OR = {
			has_equipment = { artillery_equipment > 999 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = artillery 			value = 50 	}
	
	ai_strategy = { type = equipment_production_factor id = fighter 			value = -25 	}	#FIGHTER	
	ai_strategy = { type = equipment_production_factor id = interceptor 		value = -25 	}	#HEAVY FIGHTER
	ai_strategy = { type = equipment_production_factor id = tactical_bomber 	value = -25 	}	#TACTICAL BOMBER
	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = -25 	}	#NAVAL BOMBER
	ai_strategy = { type = equipment_production_factor id = strategic_bomber 	value = -25 	}	#STRATEGIC BOMBER
	ai_strategy = { type = equipment_production_factor id = cas 				value = -25 	}	#CAS
	#ai_strategy = { type = equipment_production_factor id = air_transport 		value = -25 	}	#TRANSPORT	
}

equipment_production_air_at = {
	enable = { 
		has_equipment = { anti_tank_equipment < 100 }
	}
	abort = { 
		OR = {
			has_equipment = { anti_tank_equipment > 999 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = anti_tank 			value = 100 		}
	
	ai_strategy = { type = equipment_production_factor id = fighter 			value = -30 	}	#FIGHTER	
	ai_strategy = { type = equipment_production_factor id = interceptor 		value = -30 	}	#HEAVY FIGHTER
	ai_strategy = { type = equipment_production_factor id = tactical_bomber 	value = -30 	}	#TACTICAL BOMBER
	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = -30 	}	#NAVAL BOMBER
	ai_strategy = { type = equipment_production_factor id = strategic_bomber 	value = -30 	}	#STRATEGIC BOMBER
	ai_strategy = { type = equipment_production_factor id = cas 				value = -30 	}	#CAS
	#ai_strategy = { type = equipment_production_factor id = air_transport 		value = -30 	}	#TRANSPORT	
}

equipment_production_air_sup = {
	enable = { 
		has_equipment = { support_equipment < 100 }
	}
	abort = { 
		OR = {
			has_equipment = { support_equipment > 999 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized 			value = 50 		}
	ai_strategy = { type = equipment_production_factor id = infantry 			value = 50 		}
	ai_strategy = { type = equipment_production_factor id = fighter 			value = -25 	}	#FIGHTER	
	ai_strategy = { type = equipment_production_factor id = interceptor 		value = -25 	}	#HEAVY FIGHTER
	ai_strategy = { type = equipment_production_factor id = tactical_bomber 	value = -25 	}	#TACTICAL BOMBER
	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = -25 	}	#NAVAL BOMBER
	ai_strategy = { type = equipment_production_factor id = strategic_bomber 	value = -25 	}	#STRATEGIC BOMBER
	ai_strategy = { type = equipment_production_factor id = cas 				value = -25 	}	#CAS
	#ai_strategy = { type = equipment_production_factor id = air_transport 		value = -25 	}	#TRANSPORT	
}

#transfer air to inf/art/at
equipment_production_air_inf_M = {
	enable = { 
		has_equipment = { motorized_equipment < 100 } 
	}
	abort = { 
		OR = {
			has_equipment = { motorized_equipment > 999 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized 			value = 50 		}
	
	ai_strategy = { type = equipment_production_factor id = fighter 			value = -25 	}	#FIGHTER	
	ai_strategy = { type = equipment_production_factor id = interceptor 		value = -25 	}	#HEAVY FIGHTER
	ai_strategy = { type = equipment_production_factor id = tactical_bomber 	value = -25 	}	#TACTICAL BOMBER
	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = -25 	}	#NAVAL BOMBER
	ai_strategy = { type = equipment_production_factor id = strategic_bomber 	value = -25 	}	#STRATEGIC BOMBER
	ai_strategy = { type = equipment_production_factor id = cas 				value = -25 	}	#CAS
	#ai_strategy = { type = equipment_production_factor id = air_transport 		value = -25 	}	#TRANSPORT	
}

equipment_production_air_inf_Ml = {
	enable = { 
		has_equipment = { mechanized_equipment < 100 } 
	}
	abort = { 
		OR = {
			has_equipment = { mechanized_equipment > 999 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = mechanized 			value = 50 		}
	
	ai_strategy = { type = equipment_production_factor id = fighter 			value = -75 	}	#FIGHTER	
	ai_strategy = { type = equipment_production_factor id = interceptor 		value = -75 	}	#HEAVY FIGHTER
	ai_strategy = { type = equipment_production_factor id = tactical_bomber 	value = -75 	}	#TACTICAL BOMBER
	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = -75 	}	#NAVAL BOMBER
	ai_strategy = { type = equipment_production_factor id = strategic_bomber 	value = -75 	}	#STRATEGIC BOMBER
	ai_strategy = { type = equipment_production_factor id = cas 				value = -75 	}	#CAS
	#ai_strategy = { type = equipment_production_factor id = air_transport 		value = -10 	}	#TRANSPORT	
}

equipment_production_air_art_M = {
	enable = { 
		has_equipment = { artillery_equipment < 100 }
	}
	abort = { 
		OR = {
			has_equipment = { artillery_equipment > 999 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = artillery 			value = 50 	}
	
	ai_strategy = { type = equipment_production_factor id = fighter 			value = -50 	}	#FIGHTER	
	ai_strategy = { type = equipment_production_factor id = interceptor 		value = -50 	}	#HEAVY FIGHTER
	ai_strategy = { type = equipment_production_factor id = tactical_bomber 	value = -50 	}	#TACTICAL BOMBER
	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = -50 	}	#NAVAL BOMBER
	ai_strategy = { type = equipment_production_factor id = strategic_bomber 	value = -50 	}	#STRATEGIC BOMBER
	ai_strategy = { type = equipment_production_factor id = cas 				value = -50 	}	#CAS
	#ai_strategy = { type = equipment_production_factor id = air_transport 		value = -50 	}	#TRANSPORT	
}

equipment_production_air_at_M = {
	enable = { 
		has_equipment = { anti_tank_equipment < 100 }
	}
	abort = { 
		OR = {
			has_equipment = { anti_tank_equipment > 999 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = anti_tank 			value = 25 		}
	
	ai_strategy = { type = equipment_production_factor id = fighter 			value = -50 	}	#FIGHTER	
	ai_strategy = { type = equipment_production_factor id = interceptor 		value = -50 	}	#HEAVY FIGHTER
	ai_strategy = { type = equipment_production_factor id = tactical_bomber 	value = -50 	}	#TACTICAL BOMBER
	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = -50 	}	#NAVAL BOMBER
	ai_strategy = { type = equipment_production_factor id = strategic_bomber 	value = -50 	}	#STRATEGIC BOMBER
	ai_strategy = { type = equipment_production_factor id = cas 				value = -50 	}	#CAS
	#ai_strategy = { type = equipment_production_factor id = air_transport 		value = -10 	}	#TRANSPORT	
}

equipment_production_air_sup_M = {
	enable = { 
		has_equipment = { support_equipment < 100 }
	}
	abort = { 
		OR = {
			has_equipment = { support_equipment > 999 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized 			value = 50 		}
	
	ai_strategy = { type = equipment_production_factor id = fighter 			value = -75 	}	#FIGHTER	
	ai_strategy = { type = equipment_production_factor id = interceptor 		value = -75 	}	#HEAVY FIGHTER
	ai_strategy = { type = equipment_production_factor id = tactical_bomber 	value = -75 	}	#TACTICAL BOMBER
	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = -75 	}	#NAVAL BOMBER
	ai_strategy = { type = equipment_production_factor id = strategic_bomber 	value = -75 	}	#STRATEGIC BOMBER
	ai_strategy = { type = equipment_production_factor id = cas 				value = -75 	}	#CAS
	#ai_strategy = { type = equipment_production_factor id = air_transport 		value = -10 	}	#TRANSPORT	
}





#transfer inf to art/mot/sup
equipment_production_e6 = {
	enable = { 
		has_equipment = { infantry_equipment > 99999 }
	}
	abort = { 
		has_equipment = { infantry_equipment < 100000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry 			value = -100 	}
	
	ai_strategy = { type = equipment_production_factor id = artillery 			value = 50 	}
	ai_strategy = { type = equipment_production_factor id = mechanized 			value = 50 	}
	ai_strategy = { type = equipment_production_factor id = motorized 			value = 50 	}
}

equipment_production_e7 = {
	enable = {
		has_equipment = { infantry_equipment > 49999 }
	}
	abort = { 
		has_equipment = { infantry_equipment < 50000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry 			value = -100 	}
	
	ai_strategy = { type = equipment_production_factor id = artillery 			value = 50 	}
	ai_strategy = { type = equipment_production_factor id = mechanized 			value = 50 	}
	ai_strategy = { type = equipment_production_factor id = motorized 			value = 50 	}
}




equipment_production_e8b = {
	enable = { 
		has_equipment = { modern_tank_equipment > 1999 } 
		has_manpower > 500000
	}
	

	abort = { 
		OR = {
			has_equipment = { modern_tank_equipment < 2000 } 
			NOT = { has_manpower > 500000 }
		}
	}
	
	ai_strategy = { type = build_army id = armor 								value = 150		}
}

equipment_production_mech = {
	enable = { 
		AND = {
				has_equipment = { mechanized_equipment > 2000 } 
				has_equipment = { light_mechanized_equipment > 2000 } 
				has_equipment = { infantry > 10000 } 
			}
		has_manpower > 500000
	}
	abort = { 
		OR = {
			OR = {
				has_equipment = { mechanized_equipment < 2000 } 
				has_equipment = { light_mechanized_equipment < 2000 } 
				has_equipment = { infantry < 10000 } 
			}
			
			NOT = { has_manpower > 500000 }
		}
	}
	
	ai_strategy = { type = build_army id = mechanized 								value = 150		}
}




#override hardcoded army buildup limit
equipment_production_e9a = {
	enable = {
		has_equipment = { infantry_equipment > 35000 } 
		has_equipment = { artillery_equipment > 1000 } 
		has_equipment = { support_equipment > 1000 } 
		has_equipment = { mechanized_equipment > 2500 }  
		has_equipment = { light_mechanized_equipment > 2500 } 
		has_equipment = { modern_tank_equipment > 1000 } 
		has_manpower > 150000 
		has_army_size = { size < 50 }
		is_major = no
		NOT = { tag = ISR }
	}
	abort = {
		OR = {
			NOT = { has_equipment = { infantry_equipment > 35000 } }
			NOT = { has_equipment = { artillery_equipment > 1000 } }
			NOT = { has_equipment = { support_equipment > 1000 } }
			NOT = { has_equipment = { mechanized_equipment < 2500 } }
			NOT = { has_equipment = { light_mechanized_equipment < 2500 } }
			NOT = { has_manpower > 150000 } 
			NOT = { has_army_size = { size < 100 } }
			is_major = yes
		}
	}
	
	ai_strategy = { type = build_army id = infantry 								value = 50		}
	ai_strategy = { type = build_army id = mechanized 								value = 100		}
	ai_strategy = { type = build_army id = motorized 								value = 100		}
	ai_strategy = { type = build_army id = armor 								value = 100		}
}

major_production_e9a = {
	enable = {
		has_equipment = { infantry_equipment > 3500 } 
		has_equipment = { artillery_equipment > 100 } 
		has_equipment = { support_equipment > 100 } 
		has_equipment = { mechanized_equipment > 2500 }  
		has_equipment = { light_mechanized_equipment > 2500 } 
		has_equipment = { modern_tank_equipment > 1000 } 
		has_manpower > 150000 
		has_army_size = { size < 200 }
		is_major = yes
		NOT = { tag = SOV }
	}
	abort = {
		OR = {
			NOT = { has_equipment = { infantry_equipment > 35000 } }
			NOT = { has_equipment = { artillery_equipment > 1000 } }
			NOT = { has_equipment = { support_equipment > 1000 } }
			NOT = { has_equipment = { mechanized_equipment < 2500 } }
			NOT = { has_equipment = { light_mechanized_equipment < 2500 } }
			NOT = { has_manpower > 150000 } 
			NOT = { has_army_size = { size < 200 } }
			is_major = no
			
		}
	}
	
	ai_strategy = { type = build_army id = infantry 								value = 10		}
	ai_strategy = { type = build_army id = mechanized 								value = 100		}
	ai_strategy = { type = build_army id = motorized 								value = 100		}
	ai_strategy = { type = build_army id = armor 								value = 100		}
}

major_production_e9a = {
	enable = {
		has_equipment = { infantry_equipment > 3500 } 
		has_equipment = { artillery_equipment > 100 } 
		has_equipment = { support_equipment > 100 } 
		has_equipment = { mechanized_equipment > 2500 }  
		has_equipment = { light_mechanized_equipment > 2500 } 
		has_equipment = { modern_tank_equipment > 1000 } 
		has_manpower > 10000 
		has_army_manpower = { size < 3000000 }
		tag = SOV
	}
	abort = {
		OR = {
			NOT = { has_equipment = { infantry_equipment > 35000 } }
			NOT = { has_equipment = { artillery_equipment > 1000 } }
			NOT = { has_equipment = { support_equipment > 1000 } }
			NOT = { has_equipment = { mechanized_equipment < 2500 } }
			NOT = { has_equipment = { light_mechanized_equipment < 2500 } }
			NOT = { has_manpower > 10000  } 
			has_army_manpower = { size < 3000000 }
		}
	}
	
	ai_strategy = { type = build_army id = infantry 								value = 10		}
	ai_strategy = { type = build_army id = mechanized 								value = 100		}
	ai_strategy = { type = build_army id = motorized 								value = 100		}
	ai_strategy = { type = build_army id = armor 								value = 100		}
}

major_production_e9prc = {
	enable = {
		has_equipment = { infantry_equipment > 3500 } 
		has_equipment = { artillery_equipment > 100 } 
		has_equipment = { support_equipment > 100 } 
		has_equipment = { mechanized_equipment > 2500 }  
		has_equipment = { light_mechanized_equipment > 2500 } 
		has_equipment = { modern_tank_equipment > 1000 } 
		has_manpower > 10000 
		has_army_manpower = { size < 4500000 }
		tag = PRC
	}
	abort = {
		OR = {
			NOT = { has_equipment = { infantry_equipment > 35000 } }
			NOT = { has_equipment = { artillery_equipment > 1000 } }
			NOT = { has_equipment = { support_equipment > 1000 } }
			NOT = { has_equipment = { mechanized_equipment < 2500 } }
			NOT = { has_equipment = { light_mechanized_equipment < 2500 } }
			NOT = { has_manpower > 10000  } 
			has_army_manpower = { size < 4500000 }
		}
	}
	
	ai_strategy = { type = build_army id = infantry 								value = 10		}
	ai_strategy = { type = build_army id = mechanized 								value = 100		}
	ai_strategy = { type = build_army id = motorized 								value = 100		}
	ai_strategy = { type = build_army id = armor 								value = 100		}
}
major_production_e9ab = {
	enable = {
		has_equipment = { infantry_equipment > 3500 } 
		has_equipment = { artillery_equipment > 100 } 
		has_equipment = { support_equipment > 100 } 
		has_equipment = { mechanized_equipment > 2500 }  
		has_equipment = { light_mechanized_equipment > 2500 } 
		has_equipment = { modern_tank_equipment > 1000 } 
		has_manpower > 150000 
		has_army_size = { size < 150 }
		is_major = no
		has_government = communist
	}
	abort = {
		OR = {
			NOT = { has_equipment = { infantry_equipment > 35000 } }
			NOT = { has_equipment = { artillery_equipment > 1000 } }
			NOT = { has_equipment = { support_equipment > 1000 } }
			NOT = { has_equipment = { mechanized_equipment < 2500 } }
			NOT = { has_equipment = { light_mechanized_equipment < 2500 } }
			NOT = { has_manpower > 150000 } 
			NOT = { has_army_size = { size < 150 } }
			NOT = { has_government = communist }
			tag = SOV
		}
	}
	
	ai_strategy = { type = build_army id = infantry 								value = 10		}
	ai_strategy = { type = build_army id = mechanized 								value = 100		}
	ai_strategy = { type = build_army id = motorized 								value = 100		}
	ai_strategy = { type = build_army id = armor 								value = 100		}
}





#transfer excess equipment factories to fighters
equipment_production_inf_air = {
	enable = {
		has_equipment = { infantry_equipment > 10000 }
	}
	abort = {
		OR = { 
			has_equipment = { infantry_equipment < 10000 }
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry 			value = -200 	}
	ai_strategy = { type = equipment_production_factor id = fighter 			value = 100 		}	#FIGHTER	
}

equipment_production_art_air = {
	enable = {
		has_equipment = { artillery_equipment > 7000 }
		has_tech = artillery4
	}
	abort = {
		has_equipment = { artillery_equipment < 7000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = artillery 			value = -200 	}
	ai_strategy = { type = equipment_production_factor id = fighter 			value = 100 		}	#FIGHTER	
}

equipment_production_at_air = {
	enable = {
		has_equipment = { anti_tank_equipment > 5000 }
		has_tech = antitank5
	}
	abort = {
		has_equipment = { anti_tank_equipment < 5000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = anti_tank 			value = -200 	}
	ai_strategy = { type = equipment_production_factor id = fighter 			value = 100 		}	#FIGHTER	
}

equipment_production_mot_air = {
	enable = {
		has_equipment = { motorized_equipment > 14999 }
	}
	abort = {
		has_equipment = { motorized_equipment < 15000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = mechanized 			value = -200 	}
	ai_strategy = { type = equipment_production_factor id = fighter 			value = 100 		}	#FIGHTER	
}

equipment_production_sup_air = {
	enable = {
		has_equipment = { support_equipment > 14999 }
	}
	abort = {
		has_equipment = { support_equipment < 15000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized 			value = -25 	}
	ai_strategy = { type = equipment_production_factor id = fighter 			value = 100 		}	#FIGHTER	
}





equipment_production_inf_air_m = {
	enable = {
		has_equipment = { infantry_equipment > 74999 }
	}
	abort = {
		OR = { 
			has_equipment = { infantry_equipment < 75000 }
		} 
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry 			value = -50 	}
	ai_strategy = { type = equipment_production_factor id = fighter 			value = 100 	}	#FIGHTER	
}

equipment_production_art_air_m = {
	enable = {
		has_equipment = { artillery_equipment > 4999 }
		has_tech = artillery4
	}
	abort = {
		has_equipment = { artillery_equipment < 5000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = artillery 			value = -50 	}
	ai_strategy = { type = equipment_production_factor id = fighter 			value = 100 	}	#FIGHTER	
}

equipment_production_at_air_m = {
	enable = {
		has_equipment = { anti_tank_equipment > 4999 }
		has_tech = antitank5
	}
	abort = {
		has_equipment = { anti_tank_equipment < 5000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = anti_tank 			value = -50 	}
	ai_strategy = { type = equipment_production_factor id = fighter 			value = 100 	}	#FIGHTER	
}

equipment_production_mot_air_m = {
	enable = {
		has_equipment = { motorized_equipment > 4999 }
	}
	abort = {
		has_equipment = { motorized_equipment < 5000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized 			value = -50 	}
	ai_strategy = { type = equipment_production_factor id = fighter 			value = 100 	}	#FIGHTER	
}

equipment_production_mot_air_m = {
	enable = {
		AND = {
			has_equipment = { mechanized_equipment > 5000 }
		}
	}
	abort = {
		OR = {
			has_equipment = { mechanized_equipment < 5000 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = mechanized 			value = -50 	}
	ai_strategy = { type = equipment_production_factor id = fighter 			value = 100 	}	#FIGHTER	
}

equipment_production_sup_air_m = {
	enable = {
		has_equipment = { support_equipment > 4999 }
	}
	abort = {
		has_equipment = { support_equipment < 5000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized 			value = -50 	}
	ai_strategy = { type = equipment_production_factor id = fighter 			value = 100 	}	#FIGHTER	
}





equipment_production_arm_air_2 = {
	enable = {
		has_equipment = { modern_tank_equipment > 4999 }
	}
	abort = {
		OR = { 
			has_equipment = { modern_tank_equipment < 5000 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = armor 				value = -100 	}
	ai_strategy = { type = equipment_production_factor id = fighter 			value = 100 	}	#FIGHTER	
}

#strat bomber limit
air_strategy_2 = {
	enable = { has_deployed_air_force_size = { size > 400 type = strategic_bomber } }
	abort = { NOT = { has_deployed_air_force_size = { size > 400 type = strategic_bomber } } }

	ai_strategy = { type = equipment_production_factor id = strategic_bomber 		value = -1000	}	
	ai_strategy = { type = build_army id = strategic_bomber 						value = -20000 	}	
}

air_strategy_3 = {
	enable = { has_deployed_air_force_size = { size < 2000 type = fighter } }
	abort = { NOT = { has_deployed_air_force_size = { size < 2000 type = fighter } } }
	ai_strategy = {	type = air_factory_balance value = 150 }
	ai_strategy = { type = equipment_production_factor id = fighter 				value = 50	}	
	ai_strategy = { type = build_army id = fighter 									value = 50 	}		
}

air_strategy_4 = {
	enable = { has_deployed_air_force_size = { size < 50 type = strategic_bomber } }
	abort = { NOT = { has_deployed_air_force_size = { size < 50 type = strategic_bomber } } }

	ai_strategy = { type = equipment_production_factor id = strategic_bomber 		value = 50	}	
	ai_strategy = { type = build_army id = strategic_bomber 						value = 50 	}	
}

air_strategy_5 = {
	enable = { has_deployed_air_force_size = { size < 200 type = naval_bomber } }
	abort = { NOT = { has_deployed_air_force_size = { size < 200 type = naval_bomber } } }

	ai_strategy = { type = equipment_production_factor id = naval_bomber 		value = 50	}	
	ai_strategy = { type = build_army id = naval_bomber 						value = 50 	}	
}

air_strategy_6 = {
	enable = { has_deployed_air_force_size = { size < 1000 type = tactical_bomber } }
	abort = { NOT = { has_deployed_air_force_size = { size < 1000 type = tactical_bomber } } }

	ai_strategy = { type = equipment_production_factor id = tactical_bomber 		value = 50	}	
	ai_strategy = { type = build_army id = tactical_bomber 						value = 50 	}	
}

air_strategy_7 = {
	enable = { has_deployed_air_force_size = { size < 500 type = cas } }
	abort = { NOT = { has_deployed_air_force_size = { size < 500 type = cas } } }

	ai_strategy = { type = equipment_production_factor id = cas 		value = 50	}	
	ai_strategy = { type = build_army id = cas 							value = 50 }	
}

air_strategy_8 = {
	enable = { has_equipment = { transport_plane_equipment > 150 } }
	abort = { has_equipment = { transport_plane_equipment < 150 } }	
	

	ai_strategy = { type = equipment_production_factor id = interceptor 		value = -100	}	
}


limit0 = {
	enable = {
		has_equipment = { infantry_equipment > 10000 }
	}
	
	abort = {
		has_equipment = { infantry_equipment < 10000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry value = -100}
}

limit0a = {
	enable = {
		has_equipment = { infantry_equipment > 50000 }
	}
	
	abort = {
		has_equipment = { infantry_equipment < 50000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry value = -500}
}

limit1 = {
	enable = {
		has_equipment = { artillery_equipment > 5000 }
	}
	
	abort = {
		has_equipment = { artillery_equipment < 5000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = artillery value = -100}
}

limit1a = {
	enable = {
		has_equipment = { artillery_equipment > 10000 }
	}
	
	abort = {
		has_equipment = { artillery_equipment < 10000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = artillery value = -500}
}

limit2 = {
	enable = {
		AND = {
			has_equipment = { mechanized_equipment > 2000 }
		}
		
	}
	
	abort = {
		OR = {
			has_equipment = { mechanized_equipment < 2000 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = mechanized value = -100}
}

limit2 = {
	enable = {
		AND = {
			has_equipment = { light_mechanized_equipment > 2000 }
		}
		
	}
	
	abort = {
		OR = {
			has_equipment = { light_mechanized_equipment < 2000 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = mechanized value = -100}
}

limit2a = {
	enable = {
		AND = {
			has_equipment = { mechanized_equipment > 5000 }
			has_equipment = { light_mechanized_equipment > 5000 }
		}
		
	}
	
	abort = {
		OR = {
			has_equipment = { mechanized_equipment < 5000 }
			has_equipment = { light_mechanized_equipment < 5000 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = mechanized value = -200}
}

limit4 = {
	enable = {
		has_equipment = { motorized_equipment > 1000 }
	}
	
	abort = {
		has_equipment = { motorized_equipment < 1000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized value = -200}
}

limit4a = {
	enable = {
		has_equipment = { motorized_equipment > 5000 }
	}
	
	abort = {
		has_equipment = { motorized_equipment < 5000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized value = -500}
}

limit5 = {
	enable = {
		has_equipment = { anti_tank_equipment > 2000 }
	}
	
	abort = {
		has_equipment = { anti_tank_equipment < 2000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = anti_tank value = -100}
}

limit5a = {
	enable = {
		has_equipment = { anti_tank_equipment > 10000 }
	}
	
	abort = {
		has_equipment = { anti_tank_equipment < 10000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = anti_tank value = -500}
}

limit6 = {
	enable = {
		has_equipment = { support_equipment > 200 }
	}
	
	abort = {
		has_equipment = { support_equipment < 0 }
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry value = -100}
}

limit6a = {
	enable = {
		has_equipment = { support_equipment > 5000 }
	}
	
	abort = {
		has_equipment = { support_equipment < 5000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry value = -1000 }
}


limit7 = {
	enable = {
		has_equipment = { light_tank_equipment > 20000 }
	}
	
	abort = {
		has_equipment = { light_tank_equipment < 20000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = armor value = -100}
}

limit7a = {
	enable = {
		has_equipment = { light_tank_equipment > 80000 }
	}
	
	abort = {
		has_equipment = { light_tank_equipment < 80000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = armor value = -200}
}

limit8 = {
	enable = {
		has_equipment = { modern_tank_equipment > 5000 }
	}
	
	abort = {
		has_equipment = { modern_tank_equipment < 5000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = armor value = -100}
}

limit8a = {
	enable = {
		has_equipment = { modern_tank_equipment > 10000 }
	}
	
	abort = {
		has_equipment = { modern_tank_equipment < 10000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = armor value = -200}
}

moarstuff0 = {
	enable = {
		has_equipment = { infantry_equipment < 100 }
	}
	
	abort = {
		has_equipment = { infantry_equipment > 100 }
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry value = 750 }
}

moarstuff1 = {
	enable = {
		has_equipment = { artillery_equipment < 1000 }
	}
	
	abort = {
		has_equipment = { artillery_equipment > 1000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = artillery value = 200 }
}

moarstuff2 = {
	enable = {
			OR = {
				has_equipment = { light_mechanized_equipment < 500 }
				has_equipment = { mechanized_equipment < 500 }
			}
			
		}
	
	abort = {
		AND = {
			has_equipment = { light_mechanized_equipment > 500 }
			has_equipment = { mechanized_equipment > 500 }
		}
	}
	
	ai_strategy = { type = equipment_production_factor id = mechanized value = 250 }
}

moarstuff4 = {
	enable = {
		has_equipment = { motorized_equipment < 1000 }
	}
	
	abort = {
		has_equipment = { motorized_equipment > 1000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized value = 250 }
}

moarstuff4a = {
	enable = {
		has_equipment = { motorized_equipment < 0 }
	}
	
	abort = {
		has_equipment = { motorized_equipment > 1000 }
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized value = 250 }
}

moarstuff5 = {
	enable = {
		has_equipment = { anti_tank_equipment < 500 }
	}
	
	abort = {
		has_equipment = { anti_tank_equipment > 500 }
	}
	
	ai_strategy = { type = equipment_production_factor id = anti_tank value = 200 }
}

moarstuff6 = {
	enable = {
		has_equipment = { support_equipment < 700 }
	}
	
	abort = {
		has_equipment = { support_equipment > 700 }
	}
	
	ai_strategy = { type = equipment_production_factor id = motorized value = 200 }
}

moarstuff7 = {
	enable = {
		has_equipment = { light_tank_equipment < 200 }
	}
	
	abort = {
		has_equipment = { light_tank_equipment > 200 }
	}
	
	ai_strategy = { type = equipment_production_factor id = armor value = 250 }
}

moarstuff8 = {
	enable = {
		has_equipment = { modern_tank_equipment < 100 }
	}
	
	abort = {
		has_equipment = { modern_tank_equipment > 100 }
	}
	
	ai_strategy = { type = equipment_production_factor id = armor value = 300 }
}

equipment_production_Isuper = {
	enable = { 
		has_equipment = { infantry_equipment < 0 } 
	}
	abort = { 
			has_equipment = { infantry_equipment > 1000  }
	}
	
	ai_strategy = { type = equipment_production_factor id = infantry 	value = 1500 	}		
}
