﻿#mobilization_option_basic_supplies = {
#	texture = "gfx/interface/icons/mobilization_options/basic_supplies.dds"
#	can_be_turned_off = {
#		custom_tooltip = {
#		    text = mobilization_option_basic_supplies_can_be_turned_off_tt
#			always = no
#		}
#	}
#	upkeep_modifier = {
#		# goods_input_grain_add = 0.5 # GGGG
#	}
#	upkeep_modifier_unscaled = {
#       # GGGG
#        goods_input_grain_mult = 0.25
#        goods_input_meat_mult = 0.25
#        goods_input_groceries_mult = 0.25
#        goods_input_fruit_mult = 0.25
#        
#        goods_input_small_arms_mult = 0.25
#        goods_input_artillery_mult = 0.25
#		goods_input_ammunition_mult = 0.25
#        goods_input_oil_mult = 0.25
#        goods_input_radios_mult = 0.25
#        goods_input_tanks_mult = 0.25
#	}
#
#	unit_modifier = {
#		# empty on purpose - this is the minimum mobilization cost
#	}
#	ai_weight = {
#		value = 1
#	}
#
#	group = supplies
#}

#mobilization_option_extra_supplies = {
#	texture = "gfx/interface/icons/mobilization_options/extra_supplies.dds"
#
#	possible = {
#		market ?= {
#			mg:groceries ?= {
#				has_potential_supply = yes
#			}
#		}
#	}
#
#	unlocking_technologies = {
#		army_reserves
#	}
#
#	on_deactivate_while_mobilized = {
#		custom_tooltip = {
#			text = mobilization_option_it_hurts_morale_when_you_remove_supplies_while_in_combat_tt
#			every_combat_unit = {
#				add_morale = {
#					value = morale
#					multiply = -0.5
#				}
#			}
#		}
#	}
#
#	upkeep_modifier = {
#		# goods_input_groceries_add = 1 # GGGG
#	}
#	upkeep_modifier_unscaled = {
#       # GGGG
#        goods_input_grain_mult = 0.25
#        goods_input_meat_mult = 0.25
#        goods_input_groceries_mult = 0.25
#        goods_input_fruit_mult = 0.25
#        
#        goods_input_small_arms_mult = 0.25
#        goods_input_artillery_mult = 0.25
#		goods_input_ammunition_mult = 0.25
#        goods_input_oil_mult = 0.25
#        goods_input_radios_mult = 0.25
#        goods_input_tanks_mult = 0.25
#	}
#
#	unit_modifier = {
#		unit_morale_loss_mult = -0.05
#		unit_offense_mult = 0.1
#		unit_defense_mult = 0.1
#	}
#	ai_weight = {
#		value = 1
#	}
#
#	group = supplies
#}

#mobilization_option_luxurious_supplies = {
#	texture = "gfx/interface/icons/mobilization_options/luxurious_supplies.dds"
#
#	possible = {
#		scope:military_formation = { has_mobilization_option = mobilization_option:mobilization_option_extra_supplies }
#		market ?= {
#			mg:meat ?= {
#				has_potential_supply = yes
#			}
#			mg:wine ?= {
#				has_potential_supply = yes
#			}
#		}
#	}
#
#	unlocking_technologies = {
#		military_statistics
#	}
#
#	on_deactivate_while_mobilized = {
#		custom_tooltip = {
#			text = mobilization_option_it_hurts_morale_when_you_remove_supplies_while_in_combat_tt
#			every_combat_unit = {
#				add_morale = {
#					value = morale
#					multiply = -0.5
#				}
#			}
#		}
#	}
#
#	upkeep_modifier = {
#		# goods_input_meat_add = 1 # GGGG
#		# goods_input_wine_add = 1 # GGGG (Moved to supplements)
#	}
#	upkeep_modifier_unscaled = {
#        # GGGG
#        goods_input_grain_mult = 0.25
#        goods_input_meat_mult = 0.25
#        goods_input_groceries_mult = 0.25
#        goods_input_fruit_mult = 0.25
#        
#        goods_input_small_arms_mult = 0.25
#        goods_input_artillery_mult = 0.25
#		goods_input_ammunition_mult = 0.25
#        goods_input_oil_mult = 0.25
#        goods_input_radios_mult = 0.25
#        goods_input_tanks_mult = 0.25
#	}
#
#	unit_modifier = {
#		unit_morale_loss_mult = -0.05
#		unit_offense_mult = 0.1
#		unit_defense_mult = 0.1
#	}
#	ai_weight = {
#		value = 1
#	}
#
#	group = supplies
#}

#mobilization_option_chocolate = {
#	texture = "gfx/interface/icons/mobilization_options/chocolate.dds"
#
#	possible = {
#		market ?= {
#			mg:sugar ?= {
#				has_potential_supply = yes
#			}
#		}
#	}
#
#	on_deactivate_while_mobilized = {
#		custom_tooltip = {
#			text = mobilization_option_it_hurts_morale_when_you_remove_supplies_while_in_combat_tt
#			every_combat_unit = {
#				add_morale = {
#					value = morale
#					multiply = -0.5
#				}
#			}
#		}
#	}
#
#	upkeep_modifier = {
#		goods_input_sugar_add = 1
#	}
#	unit_modifier = {
#		unit_morale_recovery_mult = 0.1
#	}
#	ai_weight = {
#		value = 1
#	}
#
#	group = supplements
#}

#mobilization_option_tobacco = {
#	texture = "gfx/interface/icons/mobilization_options/tobacco.dds"
#
#	possible = {
#		market ?= {
#			mg:tobacco ?= {
#				has_potential_supply = yes
#			}
#		}
#	}
#
#	on_deactivate_while_mobilized = {
#		custom_tooltip = {
#			text = mobilization_option_it_hurts_morale_when_you_remove_supplies_while_in_combat_tt
#			every_combat_unit = {
#				add_morale = {
#					value = morale
#					multiply = -0.25
#				}
#			}
#		}
#	}
#
#	upkeep_modifier = {
#		goods_input_tobacco_add = 0.5
#	}
#	unit_modifier = {
#		unit_morale_recovery_mult = 0.1
#	}
#	ai_weight = {
#		value = 1
#	}
#
#	group = supplements
#}

#mobilization_option_liquor = {
#	texture = "gfx/interface/icons/mobilization_options/liquor.dds"
#
#	possible = {
#		market ?= {
#			mg:liquor ?= {
#				has_potential_supply = yes
#			}
#		}
#	}
#
#	on_deactivate_while_mobilized = {
#		custom_tooltip = {
#			text = mobilization_option_it_hurts_morale_when_you_remove_supplies_while_in_combat_tt
#			every_combat_unit = {
#				add_morale = {
#					value = morale
#					multiply = -0.25
#				}
#			}
#		}
#	}
#
#	upkeep_modifier = {
#		goods_input_liquor_add = 0.5
#	}
#	unit_modifier = {
#		unit_morale_recovery_mult = 0.1
#	}
#	ai_weight = {
#		value = 1
#	}
#
#	group = supplements
#}

#mobilization_option_opium = {
#	texture = "gfx/interface/icons/mobilization_options/opium.dds"
#
#	possible = {
#		market ?= {
#			mg:opium ?= {
#				has_potential_supply = yes
#			}
#		}
#	}
#
#	on_deactivate_while_mobilized = {
#		custom_tooltip = {
#			text = mobilization_option_it_hurts_morale_when_you_remove_supplies_while_in_combat_tt
#			every_combat_unit = {
#				add_morale = {
#					value = morale
#					multiply = -0.25
#				}
#			}
#		}
#	}
#
#	upkeep_modifier = {
#		goods_input_opium_add = 0.5
#	}
#	unit_modifier = {
#		unit_morale_recovery_mult = 0.1
#	}
#	ai_weight = {
#		value = 1
#	}
#
#	group = supplements
#}

mobilization_option_forced_march = {
	texture = "gfx/interface/icons/mobilization_options/forced_march.dds"

	possible = {
		scope:military_formation = {
			NOR = {
				has_mobilization_option = mobilization_option:mobilization_option_truck_transport
				has_mobilization_option = mobilization_option:mobilization_option_rail_transport
			}
		}
	}

	on_activate_while_mobilized = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_morale_when_you_force_people_to_march_faster_while_in_combat_tt
			every_combat_unit = {
				add_morale = {
					value = morale
					multiply = -0.5
				}
			}
		}
	}

	upkeep_modifier = {
		# empty on purpose - this has no cost and is just a toggle with its own tradeoffs
	}
	unit_modifier = {
		military_formation_movement_speed_mult = 0.1
		military_formation_mobilization_speed_mult = 0.25
		unit_morale_loss_mult = 0.1
	}
	ai_weight = {
		value = 0

		if = {
			limit = {
				scope:military_formation = {
					highest_ranked_commander ?= {
						OR = {
							has_trait = cruel
							has_trait = reckless
							has_trait = arrogant
						}
					}
				}
			}
			add = 1
		}
	}

	group = transport
}

mobilization_option_truck_transport = {
	texture = "gfx/interface/icons/mobilization_options/truck_transport.dds"

	possible = {
		scope:military_formation = {
			NOR = {
				has_mobilization_option = mobilization_option:mobilization_option_forced_march
				has_mobilization_option = mobilization_option:mobilization_option_rail_transport
			}
		}
		market ?= {
			mg:automobiles ?= {
				has_potential_supply = yes
			}
		}
	}

	on_activate_while_mobilized = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.25
			}
		}
	}

	on_deactivate = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.5
			}
		}
	}

	unlocking_technologies = {
		combustion_engine
	}
	upkeep_modifier = {
		goods_input_automobiles_add = 0.5
	}
	unit_modifier = {
		military_formation_movement_speed_mult = 0.5
		military_formation_mobilization_speed_mult = 0.4
	}
	ai_weight = {
		value = 1
	}

    group = transport
}

mobilization_option_rail_transport = {
	texture = "gfx/interface/icons/mobilization_options/rail_transport.dds"

	possible = {
		scope:military_formation = {
			NOR = {
				has_mobilization_option = mobilization_option:mobilization_option_forced_march
				has_mobilization_option = mobilization_option:mobilization_option_truck_transport
			}
		}
		market ?= {
			mg:engines ?= {
				has_potential_supply = yes
			}
		}
	}

	on_activate_while_mobilized = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.25
			}
		}
	}

	on_deactivate = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.5
			}
		}
	}

	unlocking_technologies = {
		railways
	}
	upkeep_modifier = {
		goods_input_engines_add = 0.5
	}
	unit_modifier = {
		military_formation_movement_speed_mult = 0.5
		military_formation_mobilization_speed_mult = 0.3
	}
	ai_weight = {
		value = 1
	}

    group = transport
}

mobilization_option_machinegunners = {
	texture = "gfx/interface/icons/mobilization_options/machinegunners.dds"

	possible = {
		market ?= {
			mg:ammunition ?= {
				has_potential_supply = yes
			}
		}
	}

	on_activate_while_mobilized = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.5
			}
		}
	}

	on_deactivate = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.5
			}
		}
	}

	unlocking_technologies = {
		automatic_machine_guns
	}
	upkeep_modifier = {
		goods_input_small_arms_add = 1
		goods_input_ammunition_add = 4
	}
	unit_modifier = {
		unit_offense_add = 2
		unit_defense_add = 25
		unit_kill_rate_add = 0.1
	}
	ai_weight = {
		value = 1
	}

    group = special_weapons
}

mobilization_option_chemical_weapons = {
	texture = "gfx/interface/icons/mobilization_options/chemical_weapons.dds"

	possible = {
		market ?= {
			mg:fertilizer ?= {
				has_potential_supply = yes
			}
		}
	}

	on_activate_while_mobilized = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.25
			}
		}
	}

	on_deactivate = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.25
			}
		}
	}

	unlocking_technologies = {
		chemical_warfare
	}
	upkeep_modifier = {
		goods_input_fertilizer_add = 10
	}
	unit_modifier = {
		unit_offense_add = 10
		unit_defense_add = 10
		unit_kill_rate_add = 0.1
		unit_recovery_rate_add = -0.2
	}
	ai_weight = {
		value = 1
	}

    group = special_weapons
}

mobilization_option_flamethrowers = {
	texture = "gfx/interface/icons/mobilization_options/flamethrowers.dds"

	possible = {
		market ?= {
			mg:oil ?= {
				has_potential_supply = yes
			}
		}
	}

	on_activate_while_mobilized = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.25
			}
		}
	}

	on_deactivate = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.25
			}
		}
	}

	unlocking_technologies = {
		flamethrowers
	}
	upkeep_modifier = {
		goods_input_oil_add = 0.5
		goods_input_small_arms_add = 0.05
	}
	unit_modifier = {
		unit_offense_add = 5
		unit_devastation_mult = 0.5
		unit_morale_damage_mult = 0.1
		unit_kill_rate_add = 0.05
	}
	ai_weight = {
		value = 1
	}

    group = special_weapons
}

# mobilization_option_landing_crafts = {
# 	texture = "gfx/interface/icons/production_method_icons/flamethrower_company.dds"
# 	unlocking_technologies = {
# 		landing_craft
# 	}
# 	upkeep_modifier = {
# 		goods_input_ironclads_add = 1
# 	}
# 	unit_modifier = {
# 		#needs code support to reduce naval invasion penalty
# 	}
# 	ai_weight = {
#		value = 1
#	}
#
#     group = special_weapons
# }

mobilization_option_motorized_recon = {
	texture = "gfx/interface/icons/mobilization_options/motorized_reconaissance.dds"

	possible = {
		market ?= {
			mg:automobiles ?= {
				has_potential_supply = yes
			}
			mg:oil ?= {
				has_potential_supply = yes
			}
		}
	}

	on_activate_while_mobilized = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.25
			}
		}
	}

	on_deactivate = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.25
			}
		}
	}

	unlocking_technologies = {
		combustion_engine
	}
	upkeep_modifier = {
		goods_input_automobiles_add = 5
		goods_input_oil_add = 0.5
	}
	unit_modifier = {
		unit_occupation_mult = 0.25
		military_formation_movement_speed_mult = 1
		character_battle_condition_surprise_maneuver_mult = 0.5
	}
	ai_weight = {
		value = 1
	}

    group = reconnaissance
}

mobilization_option_balloon_recon = {
	texture = "gfx/interface/icons/mobilization_options/balloon_recon.dds"

	unlocking_principles = {
		principle_military_industry_3
	}

	possible = {
		market ?= {
			mg:fabric ?= {
				has_potential_supply = yes
			}
			mg:tools ?= {
				has_potential_supply = yes
			}
			mg:oil ?= {
				has_potential_supply = yes
			}
		}
	}

	on_activate_while_mobilized = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.1
			}
		}
	}

	on_deactivate = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.1
			}
		}
	}
	
	unlocking_technologies = {
		distillation
	}
	upkeep_modifier = {
		goods_input_fabric_add = 0.25
		goods_input_tools_add = 0.1
		goods_input_oil_add = 0.1
	}
	unit_modifier = {
		#unit_occupation_mult = 0.25
		military_formation_attrition_risk_mult = -0.2
		character_battle_condition_charted_terrain_mult = 0.5
	}
	ai_weight = {
		value = 1
	}

	group = reconnaissance
}

mobilization_option_zeppelins = {
	texture = "gfx/interface/icons/mobilization_options/zeppelin.dds"

	possible = {
		market ?= {
			mg:fabric ?= {
				has_potential_supply = yes
			}
			mg:steel ?= {
				has_potential_supply = yes
			}
			mg:engines ?= {
				has_potential_supply = yes
			}
			mg:oil ?= {
				has_potential_supply = yes
			}
		}
	}

	on_activate_while_mobilized = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.1
			}
		}
	}
	
	on_deactivate = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.1
			}
		}
	}
	
	unlocking_technologies = {
		zeppelins
	}
	upkeep_modifier = {
		goods_input_fabric_add = 1
		goods_input_steel_add = 0.5
		goods_input_engines_add = 0.4
		goods_input_oil_add = 0.4
	}
	unit_modifier = {
		#unit_occupation_mult = 0.5
		character_battle_condition_rapid_advance_mult = 0.25
		character_battle_condition_lost_mult = -0.1
		character_battle_condition_charted_terrain_mult = 0.5
	}
	ai_weight = {
		value = 1
	}

	group = reconnaissance
}

mobilization_option_aerial_recon = {
	texture = "gfx/interface/icons/mobilization_options/aerial_reconaissance.dds"

	possible = {
		market ?= {
			mg:aeroplanes ?= {
				has_potential_supply = yes
			}
			mg:oil ?= {
				has_potential_supply = yes
			}
		}
	}

	on_activate_while_mobilized = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.25
			}
		}
	}

	on_deactivate = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.25
			}
		}
	}

	unlocking_technologies = {
		military_aviation
	}
	upkeep_modifier = {
		goods_input_aeroplanes_add = 5
		goods_input_oil_add = 1
	}
	unit_modifier = {
		unit_occupation_mult = 0.5
		character_battle_condition_rapid_advance_mult = 1
		character_battle_condition_lost_mult = -0.5
	}
	ai_weight = {
		value = 1
	}

	group = reconnaissance
}

mobilization_option_air_support = {
	texture = "gfx/interface/icons/mobilization_options/combat_unit_destruction.dds"

	possible = {
		market ?= {
			mg:aeroplanes ?= {
				has_potential_supply = yes
			}
			mg:oil ?= {
				has_potential_supply = yes
			}
			mg:ammunition ?= {
				has_potential_supply = yes
			}
		}
	}
	
	on_activate_while_mobilized = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.5
			}
		}
	}
	
	on_deactivate = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_when_you_adjust_equipment_tt
			add_organization = {
				value = organization
				multiply = -0.5
			}
		}
	}
	
	unlocking_technologies = {
		mobile_armor
	}
	upkeep_modifier = {
		goods_input_aeroplanes_add = 20
		goods_input_oil_add = 4
		goods_input_ammunition_add = 8
	}
	unit_modifier = {
		unit_offense_add = 35
		unit_defense_add = 10
	}
	ai_weight = {
		value = 1
	}

	group = aerial_support
}

mobilization_option_first_aid = {

	unlocking_technologies = {
		triage
	}
	possible = {
		NOT = { scope:military_formation = { has_mobilization_option = mobilization_option:mobilization_option_field_hospitals } }
		market ?= {
			mg:fabric ?= {
				has_potential_supply = yes
			}
			mg:liquor ?= {
				has_potential_supply = yes
			}
		}
	}
	texture = "gfx/interface/icons/mobilization_options/basic_medical_aid.dds"

	on_activate_while_mobilized = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_to_add_medic_support_tt
			add_organization = {
				value = organization
				multiply = -0.25
			}
		}
	}

	on_deactivate = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_morale_and_organization_when_you_remove_medic_support_tt
			every_combat_unit = {
				add_morale = {
					value = morale
					multiply = -0.5
				}
			}
			add_organization = {
				value = organization
				multiply = -0.25
			}
		}
	}

	upkeep_modifier = {
		goods_input_fabric_add = 1
		goods_input_liquor_add = 2
	}
	unit_modifier = {
		unit_recovery_rate_add = 0.20
	}
	ai_weight = {
		value = 1
	}

	group = medic_support
}

mobilization_option_field_hospitals = {
	texture = "gfx/interface/icons/mobilization_options/field_hospitals.dds"

	unlocking_technologies = {
		modern_nursing
	}
	possible = {
		NOT = { scope:military_formation = { has_mobilization_option = mobilization_option:mobilization_option_first_aid } }
		market ?= {
			mg:opium ?= {
				has_potential_supply = yes
			}
			mg:tools ?= {
				has_potential_supply = yes
			}
		}
	}
	on_activate_while_mobilized = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_organization_to_add_medic_support_tt
			add_organization = {
				value = organization
				multiply = -0.25
			}
		}
	}

	on_deactivate = {
		custom_tooltip = {
			text = mobilization_option_it_hurts_morale_and_organization_when_you_remove_medic_support_tt
			every_combat_unit = {
				add_morale = {
					value = morale
					multiply = -0.5
				}
			}
			add_organization = {
				value = organization
				multiply = -0.25
			}
		}
	}
	upkeep_modifier = {
		goods_input_opium_add = 2
		goods_input_tools_add = 1
	}
	unit_modifier = {
		unit_recovery_rate_add = 0.40
	}
	ai_weight = {
		value = 1
	}

    group = medic_support
}
