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#RANGE FOCUSED AIRCRAFT MANUFACTURER - Based on North American, Lockheed, Fiat Aviazione
cheat_aircraft_organization = {
	icon = GFX_idea_generic_air_manufacturer_1

	allowed = { is_ai = no }

	equipment_type = {
		mio_cat_eq_all_small_plane
		mio_cat_eq_all_medium_plane
		mio_cat_eq_all_large_plane
		mio_cat_eq_all_cv_aircraft
		transport_plane_equipment
	}

	research_categories = {
		mio_cat_all_light_fighter_and_modules
		mio_cat_all_cas_and_modules
		mio_cat_all_naval_bomber_and_modules
		mio_cat_all_light_aircraft_and_modules
		mio_cat_all_medium_aircraft_and_modules
		mio_cat_all_heavy_aircraft_and_modules
	}
	
	tree_header_text = {
		text = mio_header_production
		x = 1
	}

	tree_header_text = {
		text = mio_header_engines
		x = 3
	}

	tree_header_text = {
		text = mio_header_wings
		x = 5
	}

	tree_header_text = {
		text = mio_header_weapons
		x = 7
	}

	initial_trait = {
		name = generic_mio_initial_trait_range_focused_aircraft_designer

		equipment_bonus = {
			air_range = 0.5
			#build_cost_ic = -0.5
		}
		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_large_rudders_and_flaps
		name = generic_mio_trait_large_rudders_and_flaps
		icon = GFX_generic_mio_trait_icon_air_agility

		position = { x=3 y=0 }


		equipment_bonus = {
			air_agility = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_variable_dihedral
		name = generic_mio_trait_variable_dihedral
		icon = GFX_generic_mio_department_icon_plane_medium_engine

		position = { x=5 y=0 }
	

		equipment_bonus = {
			air_range = 0.5
			reliability_factor = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_high_capacity_ammunition
		name = generic_mio_trait_high_capacity_ammunition
		icon = GFX_generic_mio_trait_icon_anti_air_attack

		position = { x=7 y=0 }


		equipment_bonus = {
			air_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_extra_cargo_doors
		name = generic_mio_trait_extra_cargo_doors
		icon = GFX_generic_mio_department_icon_plane_general_production

		position = { x=9 y=0 }


		production_bonus = {
			production_capacity_factor = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_improved_air_frame_strength
		name = generic_mio_trait_improved_air_frame_strength
		icon = GFX_generic_mio_trait_icon_naval_range

		position = { x=6 y=1 }


		all_parents = { 
			generic_mio_trait_variable_dihedral
		}

		equipment_bonus = {
			air_range = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_glider_hook_modifications
		name = generic_mio_trait_glider_hook_modifications
		icon = GFX_generic_mio_trait_icon_naval_range

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


		all_parents = { 
			generic_mio_trait_extra_cargo_doors
		}

		equipment_bonus = {
			air_range = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_advanced_production_techniques
		name = generic_mio_trait_advanced_production_techniques
		icon = GFX_generic_mio_department_icon_plane_general_production

		position = { x=1 y=2 }


		available = {
			owner ={
				has_tech = advanced_machine_tools
			}
		}

		equipment_bonus = {
			reliability_factor = 0.5
		}

		production_bonus = {
			production_capacity_factor = 0.5
		}		
	}

	trait = {
		token = generic_mio_trait_low_drag_wings
		name = generic_mio_trait_low_drag_wings
		icon = GFX_generic_mio_trait_icon_maximum_speed

		position = { x=5 y=2 }


		all_parents = { 
			generic_mio_trait_variable_dihedral
		}
		
		equipment_bonus = {
			air_range = 0.5
			maximum_speed = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_strafing_techniques
		name = generic_mio_trait_strafing_techniques
		icon = GFX_generic_mio_trait_icon_air_ground_attack

		position = { x=7 y=2 }


		all_parents = { 
			generic_mio_trait_improved_air_frame_strength
			generic_mio_trait_high_capacity_ammunition
		}
		
		equipment_bonus = {
			air_ground_attack = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_long_range_modifications
		name = generic_mio_trait_long_range_modifications
		icon = GFX_generic_mio_trait_icon_naval_range

		position = { x=4 y=3 }


		all_parents = { 
			generic_mio_trait_large_rudders_and_flaps
		}
		
		equipment_bonus = {
			air_range = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_anti_interception_tactics
		name = generic_mio_trait_anti_interception_tactics
		icon = GFX_generic_mio_trait_icon_maximum_speed

		position = { x=6 y=3 }


		all_parents = { 
			generic_mio_trait_low_drag_wings
		}
		
		equipment_bonus = {
			maximum_speed = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_high_explosive_payload
		name = generic_mio_trait_high_explosive_payload
		icon = GFX_generic_mio_department_icon_plane_medium_combat

		position = { x=8 y=3 }


		all_parents = { 
			generic_mio_trait_strafing_techniques
		}
		
		equipment_bonus = {
			air_ground_attack = 0.5
			air_bombing = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_long_range_fighters
		name = generic_mio_trait_long_range_fighters
		icon = GFX_generic_mio_department_icon_plane_light_engine

		position = { x=3 y=4 }


		all_parents = { 
			generic_mio_trait_advanced_production_techniques
			generic_mio_trait_long_range_modifications
		}
		
		equipment_bonus = {
			air_range = 0.5
			air_agility = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_heavy_fighters
		name = generic_mio_trait_heavy_fighters
		icon = GFX_generic_mio_trait_icon_anti_air_attack

		position = { x=5 y=4 }


		all_parents = { 
			generic_mio_trait_anti_interception_tactics
			generic_mio_trait_long_range_modifications
		}
		
		equipment_bonus = {
			air_attack = 0.5
			air_range = 0.5
		}
	}

	trait = {
		token = generic_mio_trait_tactical_bombers
		name = generic_mio_trait_tactical_bombers
		icon = GFX_generic_mio_trait_icon_strategic_attack

		position = { x=7 y=4 }


		all_parents = { 
			generic_mio_trait_anti_interception_tactics
			generic_mio_trait_high_explosive_payload
		}
		
		equipment_bonus = {
			air_bombing = 0.5
			air_range = 0.5
		}
	}
}





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### EQUIPMENT STATS ###


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

#air_superiority
#reliability
#naval_strike_attack
#naval_strike_targetting
#manpower
#fuel_consumption
#build_cost_ic
#resources
#thrust - only if you have BBA DLC
#weight - only if you have BBA DLC
#maximum_speed
#air_range
#air_agility
#air_attack
#air_defence
#surface_detection
#sub_detection
#air_ground_attack
#air_bombing
#mines_planting - if you have MtG and BBA
#mines_sweeping - if you have MtG and BBA
#night_penalty - only if you have BBA DLC (you need to have module because base value is 0 - radio navigatio



### 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