﻿# Société Mokta El Hadid
company_societe_mokta_el_hadid = {
	icon = "gfx/interface/icons/company_icons/historical_company_icons/france_société_mokta_el_hadid.dds"
	background = "gfx/interface/icons/company_icons/company_backgrounds/comp_illu_mining.dds"

	flavored_company = yes

	preferred_headquarters = { STATE_CONSTANTINE }

	building_types = {
		building_iron_mine
		building_sulfur_mine
	}

	extension_building_types = {
		building_lead_mine
	}

	potential = {
		has_interest_marker_in_region = region_north_africa
	}

	attainable = {
		hidden_trigger = { # Hide attainable if it's always fulfilled by possible
			any_scope_state = {
				state_region = s:STATE_CONSTANTINE
			}
		}
	}

	possible = {
		has_technology_researched = bessemer_process
		any_scope_state = {
			state_region = s:STATE_CONSTANTINE
			any_scope_building = {
				is_building_type = building_iron_mine
				level >= 5
			}
		}
	}

	prosperity_modifier = {
		state_non_homeland_colony_growth_speed_mult = 0.1
	}

	ai_will_do = {
		has_technology_researched = bessemer_process
		any_scope_state = {
			state_region = s:STATE_CONSTANTINE
			is_incorporated = yes
		}
	}

	ai_construction_targets = {
		building_iron_mine = {
			level = 5
			state_trigger = {
				state_region = s:STATE_CONSTANTINE
			}
		}
	}

	ai_weight = {
		value = 3 # Higher base value for flavored companies
	}
}

# Schneider et Cie
company_schneider_creusot = {
	icon = "gfx/interface/icons/company_icons/historical_company_icons/france_schneider_et_cie.dds"
	background = "gfx/interface/icons/company_icons/company_backgrounds/comp_illu_manufacturing_heavy.dds"

	flavored_company = yes

	preferred_headquarters = { STATE_BURGUNDY }

	building_types = {
		building_steel_mill
		building_artillery_foundry
		building_motor_industry
	}

	extension_building_types = {
		building_railway
		building_military_shipyard
	}

	possible_prestige_goods = {
		prestige_good_schneider_guns
	}

	potential = {
		has_interest_marker_in_region = region_france
	}

	attainable = {
		hidden_trigger = { # Hide attainable if it's always fulfilled by possible
			any_scope_state = {
				state_region = s:STATE_BURGUNDY
			}
		}
	}

	possible = {
		has_technology_researched = steelworking
		any_scope_state = {
			state_region = s:STATE_BURGUNDY
			is_incorporated = yes
			any_scope_building = {
				is_building_type = building_steel_mill
				level >= 5
			}
		}
	}

	prosperity_modifier = {
		unit_morale_loss_mult = -0.1
		unit_morale_recovery_mult = 0.1
	}

	ai_will_do = {
		has_technology_researched = steelworking
		any_scope_state = {
			state_region = s:STATE_BURGUNDY
			is_incorporated = yes
		}
	}

	ai_construction_targets = {
		building_steel_mill = {
			level = 5
			state_trigger = {
				state_region = s:STATE_BURGUNDY
			}
		}
	}

	ai_weight = {
		value = 3 # Higher base value for flavored companies
	}
}

# Dollfus-Mieg et Compagnie
company_dmc = {
	icon = "gfx/interface/icons/company_icons/historical_company_icons/france_dmc.dds"
	background = "gfx/interface/icons/company_icons/company_backgrounds/comp_illu_manufacturing_light.dds"

	flavored_company = yes

	preferred_headquarters = { STATE_BURGUNDY }

	building_types = {
		building_textile_mill
		building_coal_mine
	}

	extension_building_types = {
		building_dye_plantation
		building_cotton_plantation
	}

	possible_prestige_goods = {
		prestige_good_generic_clothes
	}

	prestige_goods_trigger = {
		custom_tooltip = {
			text = je_prestige_goods_clothes_complete_tt
			has_variable = prestige_good_generic_clothes_var
		}
	}

	potential = {
		has_interest_marker_in_region = region_rhine
	}

	attainable = {
		hidden_trigger = { # Hide attainable if it's always fulfilled by possible
			any_scope_state = {
				state_region = s:STATE_BURGUNDY
			}
		}
	}

	possible = {
		any_scope_state = {
			state_region = s:STATE_BURGUNDY
			is_incorporated = yes
			any_scope_building = {
				is_building_type = building_textile_mill
				level >= 5
			}
		}
		has_technology_researched = cotton_gin
	}

	prosperity_modifier = {
		state_assimilation_mult = 0.1
	}

	ai_will_do = {
		any_scope_state = {
			state_region = s:STATE_BURGUNDY
			is_incorporated = yes
		}
	}

	ai_construction_targets = {
		building_textile_mill = {
			level = 5
			state_trigger = {
				state_region = s:STATE_BURGUNDY
			}
		}
	}

	ai_weight = {
		value = 3 # Higher base value for flavored companies
	}
}

# Confédération générale des vignerons
company_cgv = {
	icon = "gfx/interface/icons/company_icons/historical_company_icons/france_cgv.dds"
	background = "gfx/interface/icons/company_icons/company_backgrounds/comp_illu_farm_rice.dds"

	category = shopkeeper_owned

	flavored_company = yes

	preferred_headquarters = { STATE_CHAMPAGNE }

	building_types = {
		building_vineyard
	}

	extension_building_types = {
		building_food_industry
	}

	possible_prestige_goods = {
		prestige_good_champagne
	}

	potential = {
		OR = {
			country_has_primary_culture = cu:french
			country_has_primary_culture = cu:occitan
		}
	}

	possible = {
		has_technology_researched = joint_stock_companies
		any_scope_state = {
			state_region = s:STATE_CHAMPAGNE
			is_incorporated = yes
			any_scope_building = {
				is_building_type = building_vineyard
				level >= 5
			}
		}
	}

	prosperity_modifier = {
		country_prestige_mult = 0.15
		building_vineyard_throughput_add = 0.1
	}

	ai_will_do = {
		has_technology_researched = central_planning
		any_scope_state = {
			state_region = s:STATE_CHAMPAGNE
			is_incorporated = yes
		}
	}

	ai_construction_targets = {
		building_vineyard = {
			level = 5
			state_trigger = {
				state_region = s:STATE_CHAMPAGNE
			}
		}
	}

	ai_weight = {
		value = 3 # Higher base value for flavored companies
	}
}


# Manufacture d'armes de Saint-Étienne
company_saint_etienne = {
	icon = "gfx/interface/icons/company_icons/historical_company_icons/france_saint_etienne.dds"
	background = "gfx/interface/icons/company_icons/company_backgrounds/comp_illu_manufacturing_heavy.dds"

	flavored_company = yes

	preferred_headquarters = { STATE_RHONE }

	building_types = {
		building_arms_industry
		building_artillery_foundry
		building_munition_plant
	}

	extension_building_types = {
		building_explosives_factory
	}

	possible_prestige_goods = {
		prestige_good_generic_small_arms
	}

	potential = {
		has_interest_marker_in_region = region_occitania
	}

	attainable = {
		hidden_trigger = { # Hide attainable if it's always fulfilled by possible
			any_scope_state = {
				state_region = s:STATE_RHONE
			}
		}
	}

	possible = {
		has_technology_researched = bolt_action_rifles
		any_scope_state = {
			state_region = s:STATE_RHONE
			is_incorporated = yes
			any_scope_building = {
				is_building_type = building_arms_industry
				level >= 5
			}
		}
	}

	prosperity_modifier = {
		unit_offense_mult = 0.05
		unit_defense_mult = 0.05
	}

	ai_will_do = {
		has_technology_researched = bolt_action_rifles
		any_scope_state = {
			state_region = s:STATE_RHONE
			is_incorporated = yes
		}
	}

	ai_construction_targets = {
		building_arms_industry = {
			level = 5
			state_trigger = {
				state_region = s:STATE_RHONE
			}
		}
	}

	ai_weight = {
		value = 3 # Higher base value for flavored companies
	}
}

# Société Nouvelle des Forges et Chantiers de la Méditerranée
company_fcm = {
	icon = "gfx/interface/icons/company_icons/historical_company_icons/france_forges_et_chantiers_de_la_méditerranée.dds"
	background = "gfx/interface/icons/company_icons/company_backgrounds/comp_illu_harbor_shipbuilding.dds"

	flavored_company = yes

	preferred_headquarters = { STATE_PROVENCE }

	building_types = {
		building_shipyard
		building_military_shipyard
		building_automotive_industry # Produced the Char 2C
	}

	extension_building_types = {
		building_steel_mill
	}

	potential = {
		has_interest_marker_in_region = region_occitania
	}

	attainable = {
		hidden_trigger = { # Hide attainable if it's always fulfilled by possible
			any_scope_state = {
				state_region = s:STATE_PROVENCE
			}
		}
	}

	possible = {
		has_technology_researched = ironclad_tech
		any_scope_state = {
			state_region = s:STATE_PROVENCE
			is_incorporated = yes
			any_scope_building = {
				OR = {
					is_building_type = building_shipyard
					is_building_type = building_military_shipyard
				}
				level >= 5
			}
		}
	}

	prosperity_modifier = {
		unit_navy_offense_mult = 0.05
		unit_combat_unit_type_heavy_tank_offense_mult = 0.1
	}

	ai_will_do = {
		has_technology_researched = ironclad_tech
		any_scope_state = {
			state_region = s:STATE_PROVENCE
			is_incorporated = yes
		}
	}

	ai_construction_targets = {
		building_shipyard = {
			level = 5
			state_trigger = {
				state_region = s:STATE_PROVENCE
			}
		}
		building_military_shipyard = {
			level = 5
			state_trigger = {
				state_region = s:STATE_PROVENCE
			}
		}
	}

	ai_weight = {
		value = 3 # Higher base value for flavored companies
	}
}

# Compagnie des mines d'Anzin
company_mines_anzin = {
	icon = "gfx/interface/icons/company_icons/historical_company_icons/france_compagnie_des_mines_danzin.dds"
	background = "gfx/interface/icons/company_icons/company_backgrounds/comp_illu_mining.dds"

	flavored_company = yes

	preferred_headquarters = { STATE_FRENCH_LOW_COUNTRIES }

	building_types = {
		building_coal_mine
	}

	extension_building_types = {
		building_iron_mine
	}

	potential = {
		has_interest_marker_in_region = region_france
	}

	attainable = {
		hidden_trigger = { # Hide attainable if it's always fulfilled by possible
			any_scope_state = {
				state_region = s:STATE_FRENCH_LOW_COUNTRIES
			}
		}
	}

	possible = {
		any_scope_state = {
			state_region = s:STATE_FRENCH_LOW_COUNTRIES
			is_incorporated = yes
			any_scope_building = {
				is_building_type = building_coal_mine
				level >= 5
			}
		}
	}

	prosperity_modifier = {
		building_steel_mill_throughput_add = 0.05
		building_railway_throughput_add = 0.1
	}

	ai_will_do = {
		any_scope_state = {
			state_region = s:STATE_FRENCH_LOW_COUNTRIES
			is_incorporated = yes
		}
	}

	ai_construction_targets = {
		building_coal_mine = {
			level = 5
			state_trigger = {
				state_region = s:STATE_FRENCH_LOW_COUNTRIES
			}
		}
	}

	ai_weight = {
		value = 3 # Higher base value for flavored companies
	}
}
