#File Constants
#Starting Maximum Space
@BOS_LOST_HILLS_MAX_SPACE = 100

#Starting Construction Slots
@BOS_LOST_HILLS_STARTING_CONSTRUCTION_SLOTS = 0

#Maximum amount of Condensed Workshops
@BOS_LOST_HILLS_MAX_CONDENSED_WORKSHOPS = 20

#Maximum amount of Administration Centers
@BOS_LOST_HILLS_MAX_ADMIN_CENTERS = 3

#Maximum amount of Laboratories
@BOS_LOST_HILLS_MAX_LABS = 5

#Maximum amount of Training Facilities
@BOS_LOST_HILLS_MAX_TRAINING_FACILITIES = 5

#Maximum ( Starting ) amount of Expeditionary Departments
@BOS_LOST_HILLS_STARTING_MAX_EXPEDITIONARY_DEPARTMENTS = 8

#Starting BoS Tension
@BOS_STARTING_TENSION = 10

#Starting NCR Tension
@BOS_NCR_STARTING_TENSION = 5

#Starting Ruler Drift
@BOS_POLITICS_DRIFT_RULER = 0.4

#Starting People Drift
@BOS_POLITICS_DRIFT_PEOPLE = 0

#Starting Elites Drift
@BOS_POLITICS_DRIFT_ELITES = 0.4

#Starting Intellectuals Drift
@BOS_POLITICS_DRIFT_INTELLECTUALS = 0

#Free Starting Paladins
@BOS_FREE_PALADINS_AT_GAMESTART = 1

#Free Starting Administration Capacity - If below 0, you need to add an additional source of admin capacity somewhere.
@BOS_LOST_HILLS_STARTING_FREE_ADMINISTRATION_CAPACITY = 1

#Free Starting Manpower
@BOS_FREE_MANPOWER_AT_GAMESTART = 200

capital = 157
oob = "BOS_2275"

if = {
	limit = {
		has_dlc = "La Resistance"
	}
	create_intelligence_agency = {
		name = "Circle of Steel"
		icon = "GFX_intelligence_agency_logo_bos"
	}
	upgrade_intelligence_agency = upgrade_army_department
	upgrade_intelligence_agency = upgrade_passive_defense
	upgrade_intelligence_agency = upgrade_interrogation_techniques
	upgrade_intelligence_agency = upgrade_form_department
	set_political_power = 0 # Fixes weird interaction: Agency Upgrades in history incur their caps cost, but as PP due to the caps system being enabled later in gamestart
}

set_technology = {
	basic_supply_transport_tech = 1
	infantry_tech_level_tribal = 1
	infantry_tech_level_settler = 1
	infantry_tech_level_scientific = 1
	support_tech_level_tribal = 1
	support_tech_level_settler = 1
	support_tech_level_scientific = 1
	special_forces_tech_level_tribal = 1
	special_forces_tech_level_settler = 1
	#special_forces_tech_level_scientific = 1
	power_armour_tech_level_tribal = 1
	power_armour_tech_level_settler = 1
	power_armour_tech_level_scientific = 1
	vehicles_tech_level_tribal = 1
	vehicles_tech_level_settler = 1
	#vehicles_tech_level_scientific = 1
	robotics_tech_level_tribal = 1
	robotics_tech_level_settler = 1
	#robotics_tech_level_scientific = 1
	#air_tech_level_tribal = 1
	#air_tech_level_settler = 1
	#air_tech_level_scientific = 1
	#naval_tech_level_tribal = 1
	#naval_tech_level_settler = 1
	#naval_tech_level_scientific = 1
	tools_tech_level_tribal = 1
	tools_tech_level_settler = 1
	#tools_tech_level_scientific = 1
	habitation_tech_level_tribal = 1
	habitation_tech_level_settler = 1
	#habitation_tech_level_scientific = 1
	exploitation_tech_level_tribal = 1
	exploitation_tech_level_settler = 1
	#exploitation_tech_level_scientific = 1
	electronics_tech_level_tribal = 1
	electronics_tech_level_settler = 1
	#electronics_tech_level_scientific = 1

	tribal_civilization = 1
	settled_civilization = 1
	scientific_civilization = 1

	support_weaponry = 1
	fireteam_weaponry_tech = 1
	demolitions_weaponry_tech = 1
	anti_tank_equipment_tech_1 = 1
	med_company_tech_1 = 1
	recon_company_tech_1 = 1
	logistics_company_tech_1 = 1
	maintenance_company_tech_1 = 1

	elite_army = 1
	infantry_perk_tech_1 = 1
	infantry_perk_tech_2 = 1						 
	special_forces_perk_tech_1 = 1
	special_forces_perk_tech_2 = 1

	standard_weaponry_tech = 1
	melee_weaponry_tech_1 = 1
	ballistic_weaponry_tech_1 = 1

	energy_weaponry_tech_1 = 1

	spec_ops_equipment_tech_1 = 1
	spec_ops_equipment_tech_2 = 1						  

	stripped_pa_tech = 1
	weight_support_frame_pa_tech_1 = 1
	weight_support_frame_pa_tech_2 = 1
	wasteland_pa_tech = 1

	robot_makeshift_automatons_tech = 1
	robot_fission_batteries_tech = 1								
	underground_industry_tech = 1
	electronic_engineering = 1
	heavy_infantry_tech_1 = 1

	implant_tech_visibility_tech = 1
}

set_fuel_ratio = 0.75
set_stability = 0.58
set_war_support = 0.38

set_research_slots = 3 #They get 3 from their tree

set_country_flag = is_brotherhood_nation
set_country_flag = is_brotherhood_nation_proper
set_country_flag = is_followers_black_listed_nation
set_country_flag = do_not_spread_followers_from_this_tag
set_country_flag = do_not_spread_followers_to_this_tag
set_country_flag = generic_decisions_disabled
set_country_flag = scavenging_disabled
set_country_flag = no_mutants_allowed
set_country_flag = bans_drugs
set_country_flag = has_unique_outsider_laws # This flag is currently disabled and has no effect to save on CPU costs @Tran
set_country_flag = has_unique_trade_laws
set_country_flag = has_unique_press_laws # This flag is currently disabled and has no effect to save on CPU costs @Tran
set_country_flag = has_unique_economic_laws
set_country_flag = manpower_laws_hidden
set_country_flag = army_wages_disabled
set_country_flag = is_california_nation

set_country_flag = elite_doctrine_ai
set_country_flag = power_armor_doctrine_ai
set_country_flag = infantry_energy_ai

set_country_flag = bos_administrative_decisions_enabled
set_country_flag = bos_paladin_decisions_enabled

set_country_flag = bos_elites_allowed
set_country_flag = bos_ruler_allowed
#set_country_flag = bos_intellectuals_allowed
#set_country_flag = bos_people_allowed

#Populartiy stuff

set_politics = {
	ruling_party = elites
	last_election = "2274.12.30"
	election_frequency = 12
	elections_allowed = yes
}

set_variable = { BOS_election_months = 12 } #Should always equal election duration

set_popularities = {
	people = 0
	elites = 45
	intellectuals = 6
	ruler = 49
}


#Variable stuff

set_variable = { BOS_drift_people = @BOS_POLITICS_DRIFT_PEOPLE }
set_variable = { BOS_drift_ruler = @BOS_POLITICS_DRIFT_RULER }
set_variable = { BOS_drift_intellectuals = @BOS_POLITICS_DRIFT_INTELLECTUALS }
set_variable = { BOS_drift_elites = @BOS_POLITICS_DRIFT_ELITES }

set_variable = { BOS_space = @BOS_LOST_HILLS_MAX_SPACE }
set_variable = { BOS_space_usage = 0 }

set_variable = { BOS_underground_construction_slots = @BOS_LOST_HILLS_STARTING_CONSTRUCTION_SLOTS }

#LHE
set_variable = { BOS_underground_construction_speed_up = 0 }
#End

set_variable = { BOS_maximum_condensed_workshops_allowed = @BOS_LOST_HILLS_MAX_CONDENSED_WORKSHOPS }
set_variable = { BOS_maximum_admin_centers_allowed = @BOS_LOST_HILLS_MAX_ADMIN_CENTERS }
set_variable = { BOS_maximum_safety_departments_allowed = 1 } #Hardcoded, its not a scaling one
set_variable = { BOS_maximum_labs_allowed = @BOS_LOST_HILLS_MAX_LABS }
set_variable = { BOS_maximum_training_facilities_allowed = @BOS_LOST_HILLS_MAX_TRAINING_FACILITIES }
set_variable = { BOS_maximum_expeditionary_departments_allowed = @BOS_LOST_HILLS_STARTING_MAX_EXPEDITIONARY_DEPARTMENTS }

set_variable = { BOS_paladins_ready = @BOS_FREE_PALADINS_AT_GAMESTART }
set_variable = { BOS_underground_building_administration_centers_mod = @BOS_LOST_HILLS_STARTING_FREE_ADMINISTRATION_CAPACITY }
set_variable = { bos_tension = @BOS_STARTING_TENSION }

set_variable = {
	bos_lost_hills_self_destruct_device = 1
}
#Bonuses to make Volunteers work. Later, when the BoS actually has a war, these bonuses are removed.
set_variable = {
	bos_slh_volunterr_func_negative = -1
}
set_variable = {
	bos_slh_volunterr_func_positive = 1
}
set_variable = {
	bos_slh_supply_node_range = 0 ##Used to modify by a focus in Economic Projects.
}
set_variable = {
	bos_slh_gunrunners_opinion_mod = 0
}

add_manpower = @BOS_FREE_MANPOWER_AT_GAMESTART

set_temp_variable = { BOS_tension_to_add = @BOS_STARTING_TENSION }
bos_change_tension = yes

NCR = {
	add_dynamic_modifier = {
		modifier = bos_ncr_tension_dynamic_modifier
	}
	set_temp_variable = { BOS_tension_to_add = @BOS_NCR_STARTING_TENSION }
	bos_change_tension = yes
}

add_dynamic_modifier = {
	modifier = bos_lost_hills_logistics
}

add_dynamic_modifier = {
	modifier = bos_tension_dynamic_modifier
}

157 = {
	add_dynamic_modifier = {
		modifier = bos_lost_hills_logistics_state
	}
}

#Volunteers
set_rule = { can_send_volunteers = no }

add_ideas = {
	paladins
	lost_hills_pensions
	selective_outsider_recruitment_law
	officer_law_military_academy
	training_law_military_academy
	gaben_economy_law
	isolationist_trade_law
	military_indoctrination_press
	#slavery_outlawed
	#ncr_bos_idea_allgood_truce
	bos_underground_hangars
	bos_army_confusion_4
	bos_civilian_distrust
	knighlty_armaments
}

#Diplomacy stuff
create_or_join_western_brotherhood_of_steel = yes

#To do - NCR/BOS faction mechanics

add_opinion_modifier = { target = MLT modifier = boshatesmutants }
add_opinion_modifier = { target = DIS modifier = boshatesmutants }

if = { 
	limit = {
		NOT = {
		country_exists = BMW
		}
	}
	add_to_array = { global.bos_ledger_members = BMW.id }
}
add_to_array = { bos_offmap_country = BMW.id } #Midwest
if = { 
	limit = {
		NOT = {
		country_exists = BGF
		}
	}
	add_to_array = { global.bos_ledger_members = BGF.id } #Gulf
}
if = { 
	limit = {
		NOT = {
		country_exists = BLS
		}
	}
	add_to_array = { bos_offmap_country = BLS.id } #Lyons
}

add_to_array = { bos_offmap_country = BAP.id } #Appalachian
#add_to_array = { bos_offmap_country = BSF.id } #San Francisco

#In order of distance from lost hills
add_to_array = { global.bos_ledger_members = BOS.id } #Lost Hills
add_to_array = { global.bos_ledger_members = BSF.id } #San Francisco
add_to_array = { global.bos_ledger_members = MOJ.id } #Mojave
add_to_array = { global.bos_ledger_members = GRD.id } #Guardians
add_to_array = { global.bos_ledger_members = WBH.id } #Washington
add_to_array = { global.bos_ledger_members = TCA.id } #The Cause
add_to_array = { global.bos_ledger_members = MXC.id } #Maxson
add_to_array = { global.bos_ledger_members = MNC.id } #Montana
add_to_array = { global.bos_ledger_members = TBH.id } #Texan
add_to_array = { global.bos_ledger_members = BMW.id } #Midwest
add_to_array = { global.bos_ledger_members = BAP.id } #Appalachian Expedition
add_to_array = { global.bos_ledger_members = BGF.id } #Gulf
add_to_array = { global.bos_ledger_members = BLS.id } #Lyons'
if = { 
	limit = {
		country_exists = BLN
	}
	add_to_array = { global.bos_ledger_members = BLN.id }
}

#market access array
add_to_array = {global.bos_market_members = BOS.id}

#Characters

recruit_character = BOS_jonathan_maxson
recruit_character = BOS_arthur_maxson
recruit_character = BOS_angharad
recruit_character = BOS_manawyddan
recruit_character = BOS_rhiannon
recruit_character = BOS_pryderi
recruit_character = BOS_llwyd
recruit_character = BOS_mari_torni

recruit_character = BOS_paladin_stone

recruit_character = BOS_advisor_contest_1
recruit_character = BOS_advisor_contest_2
recruit_character = BOS_advisor_contest_3
recruit_character = BOS_advisor_contest_4
recruit_character = BOS_advisor_contest_5
recruit_character = BOS_advisor_contest_6
recruit_character = BOS_advisor_contest_7
recruit_character = BOS_advisor_contest_8
recruit_character = BOS_advisor_contest_9
recruit_character = BOS_advisor_contest_10
recruit_character = BOS_advisor_contest_11
recruit_character = BOS_advisor_contest_12
recruit_character = BOS_advisor_contest_13
recruit_character = BOS_advisor_contest_14
recruit_character = BOS_advisor_contest_15
recruit_character = BOS_advisor_contest_16
recruit_character = BOS_advisor_contest_17
recruit_character = BOS_advisor_contest_18
recruit_character = BOS_advisor_contest_19
recruit_character = BOS_advisor_contest_20
recruit_character = BOS_advisor_contest_21
recruit_character = BOS_advisor_contest_22
recruit_character = BOS_advisor_contest_23
recruit_character = BOS_advisor_contest_24
recruit_character = BOS_advisor_contest_25
recruit_character = BOS_advisor_contest_26
recruit_character = BOS_advisor_contest_27
recruit_character = BOS_advisor_contest_28

recruit_character = BOS_allgood
recruit_character = BOS_aaron_kimball
recruit_character = BOS_hayes
recruit_character = BOS_ignacio
recruit_character = BOS_anton_flynn

# BOS lacks the necessary factories to assign one to every equipment their divisions will need at first. This helps give a slight buffer to them.
add_equipment_to_stockpile = {
	type = energy_equipment_1
	amount = 500
	producer = BOS
}
add_equipment_to_stockpile = {
	type = power_armor_equipment_1
	amount = 50
	producer = BOS
}
add_equipment_to_stockpile = {
	type = anti_tank_equipment_1
	amount = 50
	producer = BOS
}
add_equipment_to_stockpile = {
	type = fireteam_equipment_1
	amount = 50
	producer = BOS
}
add_equipment_to_stockpile = {
	type = demolitions_equipment_1
	amount = 50
	producer = BOS
}
add_equipment_to_stockpile = {
	type = support_equipment_1
	amount = 50
	producer = BOS
}
add_equipment_to_stockpile = {
	type = spec_ops_equipment_1
	amount = 50
	producer = BOS
}
add_equipment_to_stockpile = {
	type = supply_equipment_1
	amount = 50
	producer = BOS
}
