i_really_start_to_think_that_cld_has_no_ai = {
	allowed = {
		tag = CLC
	}
	enable = {
		has_cosmetic_tag = CLC_CCW2
	}
	abort_when_not_enabled = yes

	ai_strategy = {
		type = garrison
		value = -10000
	}

	ai_strategy = {
		type = front_unit_request
		country_trigger = {
			has_war_with = FROM
		}
    	value = 10000
	}	

	ai_strategy = {
        type = front_control
		country_trigger = {
			has_war_with = FROM
		}
        priority = 1000
        ordertype = front
        execution_type = careful
        manual_attack = yes 
    }
}

just_kill_germany = {
	enable = {
		has_country_flag = i_am_become_death
		has_war_with = GER
	}
	abort_when_not_enabled = yes

	ai_strategy = {
		type = front_unit_request
		country_trigger = {
			is_in_faction_with = GER
			NOT = { tag = GER }
		}
    	value = 100000
	}
	ai_strategy = {
		type = front_unit_request
		tag = GER
    	value = 100001
	}
	ai_strategy = {
        type = front_control
		country_trigger = {
			is_in_faction_with = GER
		}
        priority = 1000
        ordertype = front
        execution_type = rush
        execute_order = yes 
        manual_attack = yes 
    }
}

ffs_dont_cover_ports_you_stupid = {
	allowed = {
		tag = GGR
	}
	
	enable = {
		has_war = yes
	}
	abort_when_not_enabled = yes

	ai_strategy = {
		type = garrison
		value = -100000
	}
	
    ai_strategy = {
		type = prepare_for_war
		id = SGR
		value = 1000
	}
	
    ai_strategy = {
		type = prepare_for_war
		id = HGR
		value = 1000
	}
	
    ai_strategy = {
		type = prepare_for_war
		id = BGR
		value = 1000
	}
}

serious_russian_aggressive_ai_name_smuta_fronts = {
	allowed = {
		is_russian_nation = yes
	}
	
	enable = {
		OR = {
			RUS_Smuta_ScriptedTrigger_Enabled = yes
			any_neighbor_country = { RUS_Smuta_ScriptedTrigger_Enabled = yes }
		}
	}

	abort_when_not_enabled = yes

	ai_strategy = {
		type = garrison
		value = -100000
	}

	ai_strategy = {
		type = front_unit_request
		country_trigger = {
			is_russian_nation = yes
			OR = {
				is_in_array = { array = Smuta_PrepareWarOn value = FROM } # FROM is going to declare war on you
				FROM = { is_in_array = { array = Smuta_PrepareWarOn value = PREV } } # You are going to declare war on FROM
			}
		}
		value = 9999
	}
	
	ai_strategy = {
		type = front_unit_request
		country_trigger = {
			NOT = { # You have no business bothering covering this country
				OR = {
					is_in_array = { array = Smuta_PrepareWarOn value = FROM }
					FROM = { is_in_array = { array = Smuta_PrepareWarOn value = PREV } }
				}
			}
		}
		value = -9999
	}
}

serious_russian_aggressive_ai_name_war = {
	allowed = {
		is_russian_nation = yes
		NOT = { tag = ONG }
	}
	
	enable = {
		has_war = yes
		any_enemy_country = {
			OR = {
				is_russian_nation = yes
				tag = FIN
			}
			NOT = { is_in_faction_with = GER }
		}
	}

	abort_when_not_enabled = yes

	ai_strategy = {
		type = garrison
		value = -100000
	}

	ai_strategy = {
		type = front_unit_request
		country_trigger = {
			OR = {
				is_russian_nation = yes
				tag = FIN
			}
			has_war_with = FROM
		}
    	value = 10000
	}

	ai_strategy = {
        type = front_control
		country_trigger = {
			OR = {
				is_russian_nation = yes
				tag = FIN
			}
			has_war_with = FROM
			is_ai = yes
		}
        priority = 1000
        ordertype = front
        execution_type = rush
        execute_order = yes
        manual_attack = yes
    }

	ai_strategy = {
        type = front_control
		country_trigger = {
			is_russian_nation = yes
			has_war_with = FROM
			is_ai = no
		}
        priority = 1000
        ordertype = front
        execution_type = careful
        manual_attack = yes
    }
}


division_limiter = { # stole from KX lolololol
	enable = {
		has_global_flag = german_civil_war_goeringvic
		if = {
			limit = {
				has_variable = num_division_limit
			}
			reached_division_limit = yes
		}
		else = { always = no }
	}

	abort_when_not_enabled = yes

	ai_strategy = { type = force_build_armies	value = -1000 }
	ai_strategy = { type = build_army id = armor_role	value = -1000 }
	ai_strategy = { type = build_army id = infantry		value = -1000 }
	ai_strategy = { type = build_army id = motorized	value = -1000 }
	ai_strategy = { type = build_army id = mechanized	value = -1000 }
	ai_strategy = { type = build_army id = marine		value = -1000 }
	ai_strategy = { type = build_army id = mountaineer	value = -1000 }
	ai_strategy = { type = build_army id = suppression	value = -1000 }
}

SWI_stopper = {
	allowed = {
		tag = SWI
	}	
	enable = {
		GER = {
			has_completed_focus = GGR_operation_tannenbaum
			NOT = { has_completed_focus = GGR_phase_four_cleanup }
		}
	}
	abort_when_not_enabled = yes

	ai_strategy = {
		type = front_unit_request
		country_trigger = {
			tag = GER
		}
    	value = 10000
	}
}

GGR_build_army_all_countries_shild = {
	allowed = {
		OR = {
			original_tag = COG
			original_tag = GRO
			original_tag = ANG
			original_tag = BOR
		}
	}
	enable = {
		NOT = {
			OR = {
				has_global_flag = SAF_ended_in_neutral
				has_global_flag = SAF_OFN_Victory
				has_global_flag = SAF_Schild_Victory
			}
		}
	}

	abort_when_not_enabled = yes

	ai_strategy = {
		type = build_army
		id = infantry
		value = 10000
	}
	ai_strategy = {
		type = force_build_armies
		value = 10000
	}
	ai_strategy = {
		type = build_army
		id = MBT
		value = 1000
	}
	ai_strategy = {
		type = build_army
		id = mobile
		value = 5000
	}
}