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#TASK FORCE MANUFACTURER - Based on Harland & Wolff (ENG)
cheat_ship_organization = {
	icon = GFX_idea_generic_naval_manufacturer_1

	allowed = { is_ai = no }

	equipment_type = {
		mio_cat_eq_all_carrier
		mio_cat_eq_all_battleship
		mio_cat_eq_all_cruiser
		mio_cat_eq_all_destroyer
		ship_hull_submarine
		submarine
	}
	research_categories = {
		mio_cat_tech_all_carrier_and_modules
		mio_cat_tech_all_capital_ship_and_modules
		mio_cat_tech_all_cruiser_and_modules
		mio_cat_tech_all_screen_ship_and_modules
		mio_cat_tech_all_destroyer_and_modules
		mio_cat_tech_all_submarine_and_modules
	}

	

	tree_header_text = {
		text = mio_header_systems
		x = 1
	}

	tree_header_text = {
		text = mio_header_weapons
		x = 5
	}

	
	initial_trait = {
		name = generic_mio_initial_trait_task_force_ship_builders

		organization_modifier = {
			military_industrial_organization_research_bonus = 0.5
		}
		equipment_bonus = {
			max_strength = 0.5
			build_cost_ic = -0.5
			#carrier_size = 0.2
		}
		production_bonus = {
			production_conversion_speed_factor = 0.5
			production_cost_factor = -0.5
			production_efficiency_cap_factor = 0.5
			production_efficiency_gain_factor = 0.5
			production_resource_need_factor = -0.5
			production_resource_penalty_factor = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_long_range_cruising
		name = generic_mio_trait_long_range_cruising
		icon = GFX_generic_mio_trait_icon_naval_range

		position = { x=0 y=0 }
		

		equipment_bonus = {
			naval_range = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_high_speed_cruising
		name = generic_mio_trait_high_speed_cruising
		icon = GFX_generic_mio_trait_icon_maximum_speed

		position = { x=2 y=0 }
		relative_position_id = generic_mio_trait_long_range_cruising
		
		
		equipment_bonus = {
			naval_speed = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_splinter_protection
		name = generic_mio_trait_splinter_protection
		icon = GFX_generic_mio_trait_icon_armor_value

		position = { x=1 y=2 }
		relative_position_id = generic_mio_trait_long_range_cruising
		
		any_parent = { generic_mio_trait_long_range_cruising generic_mio_trait_high_speed_cruising }

		limit_to_equipment_type = { mio_cat_eq_all_carrier mio_cat_eq_all_cruiser }

		equipment_bonus = {
			armor_value = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_transom_stern
		name = generic_mio_trait_transom_stern
		icon = GFX_generic_mio_trait_icon_maximum_speed

		position = { x=-1 y=2 }
		relative_position_id = generic_mio_trait_splinter_protection
		
		any_parent = { generic_mio_trait_splinter_protection }


		equipment_bonus = {
			naval_speed = 0.5
			fuel_consumption = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_underway_replenishment_equipment
		name = generic_mio_trait_underway_replenishment_equipment
		icon = GFX_generic_mio_trait_icon_fuel_consumption

		position = { x=1 y=2 }
		relative_position_id = generic_mio_trait_splinter_protection
		
		any_parent = { generic_mio_trait_splinter_protection }


		equipment_bonus = {
			naval_range = 0.5
			fuel_consumption = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_secondary_fire_director_control
		name = generic_mio_trait_secondary_fire_director_control
		icon = GFX_generic_mio_trait_icon_anti_air_attack

		position = { x=5 y=0 }
		relative_position_id = generic_mio_trait_long_range_cruising
		
		limit_to_equipment_type = { screen_ship carrier }

		equipment_bonus = {
			anti_air_attack = 0.5
			naval_light_gun_hit_chance_factor = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_flight_deck_edge_aa_mounts
		name = generic_mio_trait_flight_deck_edge_aa_mounts
		icon = GFX_generic_mio_department_icon_ship_carrier_offense

		position = { x=-1 y=1 }
		relative_position_id = generic_mio_trait_secondary_fire_director_control
		
		any_parent = { generic_mio_trait_secondary_fire_director_control }

		limit_to_equipment_type = { mio_cat_eq_all_carrier }

		equipment_bonus = {
			anti_air_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_gyro_stabilized_mounts
		name = generic_mio_trait_gyro_stabilized_mounts
		icon = GFX_generic_mio_trait_icon_lg_attack

		position = { x=0 y=1 }
		relative_position_id = generic_mio_trait_flight_deck_edge_aa_mounts
		
		any_parent = { generic_mio_trait_flight_deck_edge_aa_mounts }
		
		equipment_bonus = {
			anti_air_attack = 0.5
			lg_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_rapid_fire_guns
		name = generic_mio_trait_rapid_fire_guns
		icon = GFX_generic_mio_department_icon_ship_general_offense

		position = { x=1 y=1 }
		relative_position_id = generic_mio_trait_secondary_fire_director_control
		
		any_parent = { generic_mio_trait_secondary_fire_director_control }


		equipment_bonus = {
			anti_air_attack = 0.5
			lg_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_advanced_fitting_works
		name = generic_mio_trait_advanced_fitting_works
		icon = GFX_generic_mio_department_icon_ship_general_production

		position = { x=0 y=1 }
		relative_position_id = generic_mio_trait_rapid_fire_guns
		
		any_parent = { generic_mio_trait_rapid_fire_guns generic_mio_trait_high_velocity_guns }
		
		production_bonus = {
			production_capacity_factor = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_carrier_flight_operations_center
		name = generic_mio_trait_carrier_flight_operations_center
		icon = GFX_generic_mio_trait_icon_max_strength

		position = { x=1 y=2 } #MM: This one could be moved up (4th row) so that it is visually clear which traits are the parents
		relative_position_id = generic_mio_trait_gyro_stabilized_mounts
		
		all_parents = { generic_mio_trait_gyro_stabilized_mounts generic_mio_trait_advanced_fitting_works generic_mio_trait_splinter_protection }
		
		equipment_bonus = {
			max_strength = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_primary_fire_director_control
		name = generic_mio_trait_primary_fire_director_control
		icon = GFX_generic_mio_trait_icon_hg_attack

		position = { x=3 y=0 }
		relative_position_id = generic_mio_trait_secondary_fire_director_control
		
		limit_to_equipment_type = { mio_cat_eq_all_cruiser }

		equipment_bonus = {
			hg_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_high_velocity_guns
		name = generic_mio_trait_high_velocity_guns
		icon = GFX_generic_mio_trait_icon_ap_attack

		position = { x=0 y=1 }
		relative_position_id = generic_mio_trait_primary_fire_director_control
		
		any_parent = { generic_mio_trait_primary_fire_director_control }


		limit_to_equipment_type = { mio_cat_eq_all_cruiser }

		equipment_bonus = {
			hg_armor_piercing = 0.5
		}
	}
}

cheat_refurbishment_repair_organization = {
	icon = GFX_idea_generic_naval_manufacturer_1

	allowed = { always = yes }

	equipment_type = {
		mio_cat_eq_all_battleship
		mio_cat_eq_all_cruiser
	}
	research_categories = {
		mio_cat_tech_all_capital_ship_and_modules
		mio_cat_tech_all_cruiser_and_modules
	}

	tree_header_text = {
		text = mio_header_protection
		x = 3
	}

	tree_header_text = {
		text = mio_header_weapons
		x = 8
	}


	initial_trait = {
		name = generic_mio_refurbishment_repair_organization
		limit_to_equipment_type = { capital_ship screen_ship ship_hull_submarine }
		equipment_bonus = {
			max_strength = 0.5
		}

		organization_modifier = {
			military_industrial_organization_research_bonus = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_heavy_armored_hull
		name = generic_mio_trait_heavy_armored_hull
		icon = GFX_generic_mio_trait_icon_armor_value

		position = { x=1 y=0 }
		
		equipment_bonus = {
			armor_value = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_isolated_firemains
		name = generic_mio_trait_isolated_firemains
		icon = GFX_generic_mio_trait_icon_naval_torpedo_damage_reduction_factor

		position = { x=-1 y=2 }
		relative_position_id = generic_mio_trait_heavy_armored_hull
		
		all_parents = { generic_mio_trait_heavy_armored_hull }
		
		equipment_bonus = {
			naval_torpedo_damage_reduction_factor = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_counter_flooding_system
		name = generic_mio_trait_counter_flooding_system
		icon = GFX_generic_mio_trait_icon_naval_torpedo_hit_chance_factor

		position = { x=3 y=0 }
		relative_position_id = generic_mio_trait_isolated_firemains
		
		all_parents = { generic_mio_trait_heavy_armored_hull }
		
		equipment_bonus = {
			naval_torpedo_enemy_critical_chance_factor = -0.5
		}
	}

	trait = {
		token = generic_mio_trait_anti_torpedo_bulge
		name = generic_mio_trait_anti_torpedo_bulge
		icon = GFX_generic_mio_trait_icon_naval_torpedo_damage_reduction_factor

		position = { x=1 y=2 }
		relative_position_id = generic_mio_trait_isolated_firemains

		all_parents = { generic_mio_trait_counter_flooding_system generic_mio_trait_isolated_firemains generic_mio_trait_high_powered_steering }
		
		equipment_bonus = {
			naval_torpedo_enemy_critical_chance_factor = -0.5
			naval_torpedo_damage_reduction_factor = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_foam_fire_extinguishers
		name = generic_mio_trait_foam_fire_extinguishers
		icon = GFX_generic_mio_trait_icon_reliability

		position = { x=5 y=0 }
		relative_position_id = generic_mio_trait_heavy_armored_hull
		
		equipment_bonus = {
			reliability = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_bulkhead_shoring_procedure
		name = generic_mio_trait_bulkhead_shoring_procedure
		icon = GFX_generic_mio_department_icon_ship_capital_screen_armor

		position = { x=0 y=1 }
		relative_position_id = generic_mio_trait_foam_fire_extinguishers
		
		all_parents = { generic_mio_trait_foam_fire_extinguishers }
		
		equipment_bonus = {
			reliability = 0.5
			armor_value = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_high_powered_steering
		name = generic_mio_trait_high_powered_steering
		icon = GFX_generic_mio_department_icon_ship_capital_screen_armor

		position = { x=-1 y=1 }
		relative_position_id = generic_mio_trait_bulkhead_shoring_procedure
		
		all_parents = { generic_mio_trait_bulkhead_shoring_procedure }
		
		equipment_bonus = {
			reliability = 0.5
			armor_value = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_flooding_boundries
		name = generic_mio_trait_flooding_boundries
		icon = GFX_generic_mio_trait_icon_max_strength

		position = { x=1 y=0 }
		relative_position_id = generic_mio_trait_high_powered_steering
		
		all_parents = { generic_mio_trait_bulkhead_shoring_procedure }
		
		equipment_bonus = {
			max_strength = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_protected_pumps
		name = generic_mio_trait_protected_pumps
		icon = GFX_generic_mio_trait_icon_max_strength

		position = { x=0 y=1 }
		relative_position_id = generic_mio_trait_flooding_boundries
		
		all_parents = { generic_mio_trait_flooding_boundries }
		
		equipment_bonus = {
			max_strength = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_advanced_scanners
		name = generic_mio_trait_advanced_scanners
		icon = GFX_generic_mio_trait_icon_detection

		position = { x=1 y=1 }
		relative_position_id = generic_mio_trait_foam_fire_extinguishers
		
		all_parents = { generic_mio_trait_foam_fire_extinguishers }
		
		equipment_bonus = {
			sub_detection = 0.5
			surface_detection = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_high_velocity_guns
		name = generic_mio_trait_high_velocity_guns
		icon = GFX_generic_mio_department_icon_ship_capital_ship_weapons

		position = { x=0 y=1 }
		relative_position_id = generic_mio_trait_advanced_scanners

		all_parents = { generic_mio_trait_advanced_scanners }
		
		limit_to_equipment_type = { capital_ship }

		equipment_bonus = {
			hg_armor_piercing = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_capital_destroyer_shells
		name = generic_mio_trait_capital_destroyer_shells
		icon = GFX_generic_mio_department_icon_ship_capital_ship_weapons		

		position = { x=0 y=2 }
		relative_position_id = generic_mio_trait_high_velocity_guns
		
		all_parents = { generic_mio_trait_high_velocity_guns }
		

		limit_to_equipment_type = { capital_ship }
		
		equipment_bonus = {
			hg_armor_piercing = 0.5
			hg_attack = 0.5
			naval_range = -0.5
			maximum_speed = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_deck_guns
		name = generic_mio_trait_deck_guns
		icon = GFX_generic_mio_trait_icon_anti_air_attack

		position = { x=1 y=0 }
		relative_position_id = generic_mio_trait_capital_destroyer_shells
		
		all_parents = { generic_mio_trait_high_velocity_guns }
		

		equipment_bonus = {
			anti_air_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_naval_all_purpose_defense_systems
		name = generic_mio_trait_naval_all_purpose_defense_systems
		icon = GFX_generic_mio_department_icon_ship_capital_ship_armor

		position = { x=1 y=0 }
		relative_position_id = generic_mio_trait_deck_guns
		
		all_parents = { generic_mio_trait_high_velocity_guns }
		

		limit_to_equipment_type = { capital_ship }

		equipment_bonus = {
			anti_air_attack = 0.5
			armor_value = 0.5
			lg_attack = 0.5
			naval_range = -0.5
			maximum_speed = 0.5
		}
	}
}




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


### EQUIPMENT STATS ###


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

#lg_armor_piercing (requires modules)
#lg_attack (requires modules)
#hg_armor_piercing (requires modules)
#hg_attack (requires modules)
#torpedo_attack (requires modules)
#sub_attack (requires modules)
#anti_air_attack (requires modules)
#armor_value (requires modules)
#surface_detection 
#sub_detection (requires modules)
#sub_visibility (sub only)
#surface_visibility (surface only)
#naval_speed 
#reliability
#naval_range
#max_strength
#fuel_consumption
#build_cost_ic
#manpower
#naval_supremacy_factor
#naval_torpedo_enemy_critical_chance_factor (if you have modules adding it)
#naval_torpedo_damage_reduction_factor (if you have modules adding it)
#carrier_size (this will get very bad for you I promise, equipment modifiers are a mistake)
#mines_sweeping (only MTG and with modules)
#mines_planting (only with MTG and modules)
#naval_torpedo_hit_chance_factor (requires modules)
#naval_light_gun_hit_chance_factor (requires modules)
#naval_heavy_gun_hit_chance_factor (requires modules)



### PRODUCTION MODIFIERS ###
#production_cost_factor
#production_capacity_factor
#production_efficiency_cap_factor
#production_efficiency_gain_factor
#production_resource_need_factor
#production_resource_penalty_factor
#production_conversion_speed_factor

### ORGANIZATION MODIFIERS ###
#military_industrial_organization_research_bonus
#military_industrial_organization_design_team_assign_cost
#military_industrial_organization_design_team_change_cost
#military_industrial_organization_industrial_manufacturer_assign_cost
#military_industrial_organization_task_capacity
#military_industrial_organization_size_up_requirement
#military_industrial_organization_funds_gain