GGR_military_demands_category = {

	GGR_develop_mauritius_and_reunion = {
		icon = GFX_decision_GER_reichskommissariats
		ai_will_do = {
			factor = 200
		}
		visible = {
			has_completed_focus = GGR_develop_mauritius_and_reunion
		}
		days_remove = 200
		fire_only_once = yes
		complete_effect = {
			country_event = { id = goering_huttig.4 }
			set_temp_variable = { pus_temp = -10 }
			econ_pus_change = yes
			set_temp_variable = { temp_econ_spending_amount = 5 }
			econ_spend_money_once_effect_raw_money = yes
		}
		remove_effect = {
			set_temp_variable = { pus_temp = 10 }
			econ_pus_change = yes
			set_country_flag = GGR_mauritius_and_reunion_developed
			set_temp_variable = { global_coverage_change_temp = 0.2 }
			nuclear_global_coverage_change = yes
			706 = {
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
				add_building_construction = {
					type = coastal_bunker
					level = 5
					instant_build = yes
					province = { all_provinces = yes }
				}
				add_building_construction = {
					type = missile_silo 
					level = 1
					instant_build = yes
				}
			}
			707 = {
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
				add_building_construction = {
					type = coastal_bunker
					level = 5
					instant_build = yes
					province = { all_provinces = yes }
				}
				add_building_construction = {
					type = missile_silo 
					level = 1
					instant_build = yes
				}
			}
		}
	}

	GGR_annex_the_netherlands = {
		cost = 25
		icon = GFX_decision_GER_reichskommissariats
		fire_only_once = yes

		visible = {
			has_completed_focus = GER_GOR_war_plan_0
			HOL = {
			    has_country_flag = HOL_Rochemont
			}	
		}
		priority = 20

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_annex_the_netherlands"
			GGR_increase_militarist_loyalty_small = yes
			annex_country = {
				target = HOL
				transfer_troops = yes
			}
			GER = {
				transfer_state = 94
				add_state_core = 94
			}
			HOL = {
			    every_unit_leader = {
					limit = {
						NOT = {
							is_character = HOL_henk_feldmeijer
						}
					}
				    set_nationality = GER
				}
			}
		}
		ai_will_do = {
			factor = 100
		}
	}

	GGR_invite_kaukasia = {
		icon = GFX_decision_GER_reichskommissariats
		cost = 50
		fire_only_once = yes
		visible = {
			has_country_flag = GER_war_plan_A
			CAU = {
				has_country_flag = CAU_policy_business_goering
			}
			OR = {
				GGR_moskowien_conquered = yes
				GGR_ukraine_conquered = yes
			}
		}
		available = {
			CAU = {
				NOT = {
					is_subject_of = GER
				}
			}
		}
		priority = 20
		
		complete_effect = {
			custom_effect_tooltip = GGR_invite_kaukasia_tooltip
			set_temp_variable = { Victory_ID = 101 }
			set_temp_variable = { Victory_Points = TNO_Cold_War_GUI_Victory_Points^101 }
			add_to_temp_variable = { Victory_Points = 75 }
			if = {
				limit = {
					GGR_war_plan_A_completed = yes
				}
				set_temp_variable = { Victory_Outcome = 5 }
				if = {
					limit = {
						OR = {
							SER = { is_subject_of = ITA }
							BUL = { is_subject_of = ITA }
							GRE = { is_subject_of = ITA }
							#ENG = { is_in_faction_with = USA }
						}
					}
					set_temp_variable = { Victory_Outcome = 4 }
				}
			}
			Cold_War_GUI_AddVictory = yes
			country_event = { id = goering.schwarzes_gold.1 }
		}
		ai_will_do = { factor = 20 }
	}

	
	GGR_return_to_ukraine = {
		cost = 25
		icon = GFX_decision_GER_reichskommissariats
		fire_only_once = yes

		visible = {
			has_completed_focus = GGR_plan_A
			UKR = {
				is_subject = no
				exists = yes
				has_war = no
				NOT = {
					has_country_leader = {
						character = UKR_Hans_Otto_Brautigam 
						ruling_only = yes
					}
				}
			}
		}
		priority = 20

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_return_to_ukraine"
			GGR_increase_militarist_loyalty_small = yes
			set_country_flag = GGR_return_to_ukraine
			set_temp_variable = { gdp_growth_temp = 0.25 }
		    econ_gdp_growth_change = yes
			UKR = {
				add_stability = 0.1
			}
			if = {
				limit = {
					UKR = {
						has_country_leader = {
							character = UKR_Otto_Ohlendorf
							ruling_only = yes
						}
					}
				}
				country_event = { id = goering.rurik.2 days = 1 }
			}
			else = {
				country_event = { id = goering.rurik.1 days = 1 }
			}
			hidden_effect = {
				set_temp_variable = { Victory_ID = 101 }
				set_temp_variable = { Victory_Points = TNO_Cold_War_GUI_Victory_Points^101 }
				add_to_temp_variable = { Victory_Points = 75 }
				GGR_determine_WPA_completion = yes
				Cold_War_GUI_AddVictory = yes
				set_variable = { GGR_ukraine_loot = 6 }
				UKR = {
					UKR_bb_disable = yes
					remove_dynamic_modifier = { modifier = UKR_breadbasket_dynmod }
					GGR_install_RK_with_no_changes = yes
					every_owned_state = {
						limit = {
							OR = {
								is_core_of = POL
								is_core_of = GGN
								is_core_of = GER
							}
						}
						transfer_state_to = GER
					}
					add_timed_idea = {
						idea = GGR_stabilising_regime
						days = 730
					}
					add_ideas = GGR_garrisons_from_germany_dummy
				}
				CRI = { transfer_navy = { target = GER } }
				annex_country = {
					target = CRI
					transfer_troops = no
				}
			}
		}
		ai_will_do = {
			factor = 100
		}
	}

	
	GGR_return_to_moskowien = {
		cost = 25
		icon = GFX_decision_GER_reichskommissariats
		fire_only_once = yes

		visible = {
			has_completed_focus = GGR_plan_A
		}
		priority = 20

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_return_to_moskowien"
			GGR_increase_militarist_loyalty_small = yes
			set_temp_variable = { gdp_growth_temp = 0.25 }
		    econ_gdp_growth_change = yes
			MCW = {
				add_stability = 0.25
			}
			effect_tooltip = {
				set_autonomy = {
					target = MCW
					autonomous_state = autonomy_autonomous_reichskommissariat
				}
			}
			if = {
				limit = {
					MCW = {
						has_country_leader = {
							character = MCW_Mikhail_Oktan
							ruling_only = yes
						}
					}
				}
				country_event = { id = goering.heinrich.3 days = 1 }
			}
			else_if = {
				limit = {
					MCW = {
						has_country_leader = {
							character = MCW_Odilo_Globocnik
							ruling_only = yes
						}
					}
				}
				country_event = { id = goering.heinrich.4 days = 1 }
			}
			if = {
				limit = {
					MCW = {
						has_country_leader = {
							character = MCW_Fritz_Dietlof_Von_Der_Schulenburg
							ruling_only = yes
						}
					}
				}
				country_event = { id = goering.heinrich.5 days = 1 }
			}
			else = {
				country_event = { id = goering.heinrich.6 days = 1 }
			}
			hidden_effect = {
				set_temp_variable = { Victory_ID = 101 }
				set_temp_variable = { Victory_Points = TNO_Cold_War_GUI_Victory_Points^101 }
				add_to_temp_variable = { Victory_Points = 75 }
				GGR_determine_WPA_completion = yes
				Cold_War_GUI_AddVictory = yes
				set_variable = { GGR_moskowien_loot = 4 }
				MCW = {
					country_event = MCW_Skeleton.7
					GGR_install_RK_with_no_changes = yes
					add_timed_idea = {
						idea = GGR_stabilising_regime
						days = 730
					}
					add_ideas = GGR_garrisons_from_germany_dummy
				}
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	GGR_war_timer = {
		icon = GFX_decision_generic_red_skull
		available = {
			has_war = no
		}
		activation = {
			has_completed_focus = GER_GOR_war_plan_0
			NOT = { has_idea = GGR_last_legs }
			any_country = {
				OR = {
					AND = {
						OR = {
							## WP0 - 30 days ##
							is_ostland_nation = yes # Ostland
							original_tag = SLO # Slovakia
							original_tag = DEN # Denmark
							original_tag = HOL # Netherlands
							original_tag = POL # Poland
						}
						GER = { is_ai = no }
					}


					## WPA - 60 days ##

					# British Isles
					original_tag = ENG
					original_tag = SCO
					original_tag = WAL
					original_tag = IRE
					original_tag = ULS

					# Switzerland 
					original_tag = SWI

					# Scandinavia
					original_tag = NOR
					original_tag = SWE
					original_tag = FIN
					original_tag = RFI
					
					# Balkans
					original_tag = HUN
					original_tag = ROM
					original_tag = TNS
					original_tag = BUL
					original_tag = MAC
					original_tag = SER
					original_tag = GMS
					original_tag = GRE

					# Caucasus
					original_tag = CAU

					# Ukraine
					is_ukranian_nation = yes
					
					## WPB - 200 days ##
					
					# Iberia
					is_iberian_nation = yes 

					# Russia
					is_russian_nation = yes
					is_kazakh_nation = yes
					is_central_asian_nation = yes
					
					# France
					is_french_country = yes 
					
					# Levant
					original_tag = JOR
					original_tag = JER 
					original_tag = PAL 
					original_tag = SYR 
					original_tag = LEB 
					original_tag = SLB 
					
					# Algeria
					original_tag = ILG 
					original_tag = SLG

					# Italy
					is_in_faction_with = ITA
					is_subject_of = ITA
					original_tag = ITA

					# Africa
					AND = {
						is_african_nation = yes
						GER = { is_ai = no }
					}

					# Turkey
					original_tag = TUR
				}
				exists = yes
				has_war_with = GER
			}
			NOT = { has_country_flag = GER_war_plan_C }
			if = {
				limit = {
					has_global_flag = i_dont_want_to_die 
				}
				if = {
					limit = {
						has_global_flag = ZZZ_hard_mode
					}
					is_ai = yes
					any_enemy_country = { is_ai = no }
				}
				else = { always = no }
			}
			has_global_flag = german_civil_war_goeringvic
		}
		is_good = no
		days_mission_timeout = GGR_war_timer_var
		days_re_enable = 0.04
		timeout_effect = {
			custom_effect_tooltip = GGR_war_timer_effect_tt
			activate_mission = GGR_last_legs
			hidden_effect = { add_ideas = GGR_last_legs }
		}
	}
	GGR_militarist_moves = {
		icon = GFX_decision_generic_military_parade_dark_red
		cost = 67
		activation = { always = no }
		is_good = no
		selectable_mission = yes
		days_mission_timeout = 60
		fire_only_once = yes

		complete_effect = {
			random_list = {
				1 = {
					set_temp_variable = { hawkishness_change = militarist_moves_good_change }
					GGR_decrease_militarist_hawkishness = yes
				}
				1 = {
					set_temp_variable = { power_change = militarist_moves_good_change }
					GGR_decrease_militarist_power = yes
				}
				1 = {
					set_temp_variable = { loyalty_change = militarist_moves_good_change }
					GGR_increase_militarist_loyalty = yes
				}
			}
		}

		timeout_effect = {
			random_list = {
				1 = {
					set_temp_variable = { hawkishness_change = militarist_moves_bad_change }
					GGR_increase_militarist_hawkishness = yes
				}
				1 = {
					set_temp_variable = { power_change = militarist_moves_bad_change }
					GGR_increase_militarist_power = yes
				}
				1 = {
					set_temp_variable = { loyalty_change = militarist_moves_bad_change }
					GGR_decrease_militarist_loyalty = yes
				}
			}
		}

		ai_will_do = {
			base = 1
			modifier = {
				factor = 0
				has_political_power < 300
			}
			modifier = {
				set_temp_variable = { loyalty_factor = -10 }
				set_temp_variable = { loyalty_factor_10 = GER_Militarist_Loyalty }
				divide_temp_variable = { loyalty_factor_10 = 10 }
				add_to_temp_variable = { loyalty_factor = loyalty_factor_10 }
				
				add = loyalty_factor
			}
			
			modifier = {
				set_temp_variable = { power_factor = GER_Militarist_Power }
				divide_temp_variable = { power_factor = 10 }
				
				add = power_factor
			}
			
			modifier = {
				set_temp_variable = { hawkishness_factor = GER_Militarist_Hawkishness }
				divide_temp_variable = { hawkishness_factor = 10 }
				
				add = hawkishness_factor
			}			
		}
	}

	ZZZ_war_timer = { # this timer is needed to measure how long Goering is at war
		icon = GFX_decision_generic_red_skull
		allowed = {
			tag = ZZZ
		}
		available = {
		    OR = {
			    has_war = no
				has_global_flag = i_dont_want_to_die
			}
		}
		activation = {
			GER = {
				has_war = yes
				has_completed_focus = GER_GOR_war_plan_0
				NOT = { has_idea = GGR_last_legs }
			}
			has_global_flag = german_civil_war_goeringvic
		}
		is_good = no
		days_mission_timeout = 1000
	}

	GGR_last_legs = {
		icon = GFX_decision_generic_red_skull
		activation = {
			hidden_trigger = { always = no }
		}
		cancel_trigger = {
			has_war = no
		}
		available = {
			hidden_trigger = { always = no }
		}
		modifier = {
			army_speed_factor = 0.2
			army_org_factor = 0.2
			army_attack_factor = 0.12
			army_defence_factor = -0.2
			stability_factor = -0.3
			stability_weekly = -0.01
		}
		days_mission_timeout = GGR_last_legs_timeout
		is_good = no
		timeout_effect = {
			hidden_effect = { remove_ideas = GGR_last_legs }
			country_event = { id = goering.505052 }
		}
		cancel_effect = {
			hidden_effect = { remove_ideas = GGR_last_legs }
		}
	}

	GER_war_declarer_update = {
		activation = {
			is_ai = yes
			has_idea = GER_GGR_war_plan_c_no_allies
			has_war = yes
			NOT = { has_country_flag = GGR_no_war_timer_update }
		}
		cancel_trigger = {
			has_war = no
			NOT = { has_country_flag = GGR_no_war_timer_update }
		}
		available = {
			always = no
		}
		days_mission_timeout = 7
		is_good = yes
		timeout_effect = {
			every_country = {
				limit = { has_war_with = GER }
				declare_war_with_rks = yes
			}
		}
	}
	GGR_army_wargames = {
		cost = 150
		icon = GFX_decision_generic_prepare_civil_war
		visible = {
			has_global_flag = german_civil_war_goeringvic
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = GGR_wargames_occurring_tooltip
				NOT = {
					has_country_flag = wargames_occuring
				}
			}
		}
		days_remove = 20
		complete_effect = {
			set_country_flag = wargames_occuring
			GGR_increase_militarist_loyalty_small = yes
		}
		remove_effect = {
			army_experience = 15
			clr_country_flag = wargames_occuring
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 10
				check_variable = { GER_Militarist_Loyalty < 30 }
			}
			modifier = {
				add = 100
				check_variable = { GER_Militarist_Loyalty < 10 }
			}
			modifier = {
				factor = 0
				has_political_power < 500
			}
		}
	}
	GGR_navy_wargames = {
		cost = 150
		icon = GFX_decision_generic_submarines
		visible = {
			has_global_flag = german_civil_war_goeringvic
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = GGR_wargames_occurring_tooltip
				NOT = {
					has_country_flag = wargames_occuring
				}
			}
		}
		days_remove = 20
		complete_effect = {
			set_country_flag = wargames_occuring
			GGR_increase_militarist_loyalty_small = yes
		}
		remove_effect = {
			navy_experience = 15
			clr_country_flag = wargames_occuring
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 10
				check_variable = { GER_Militarist_Loyalty < 30 }
			}
			modifier = {
				add = 100
				check_variable = { GER_Militarist_Loyalty < 10 }
			}
			modifier = {
				factor = 0
				has_political_power < 500
			}
		}
	}
	GGR_air_wargames = {
		cost = 150
		icon = GFX_decision_generic_fighter_plane
		visible = {
			has_global_flag = german_civil_war_goeringvic
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = GGR_wargames_occurring_tooltip
				NOT = {
					has_country_flag = wargames_occuring
				}
			}
		}
		days_remove = 20
		complete_effect = {
			set_country_flag = wargames_occuring
			GGR_increase_militarist_loyalty_small = yes
		}
		remove_effect = {
			air_experience = 15
			clr_country_flag = wargames_occuring
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 10
				check_variable = { GER_Militarist_Loyalty < 30 }
			}
			modifier = {
				add = 100
				check_variable = { GER_Militarist_Loyalty < 10 }
			}
			modifier = {
				factor = 0
				has_political_power < 500
			}
		}
	}
	GGR_combined_wargames = {
		cost = 300
		icon = GFX_decision_generic_military_parade
		visible = {
			has_global_flag = german_civil_war_goeringvic
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = GGR_wargames_occurring_tooltip
				NOT = {
					has_country_flag = wargames_occuring
				}
			}
		}
		days_remove = 40
		complete_effect = {
			set_country_flag = wargames_occuring
			GGR_increase_militarist_loyalty_large = yes
		}
		remove_effect = {
			army_experience = 15
			navy_experience = 15
			air_experience = 15
			clr_country_flag = wargames_occuring	
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 50
				check_variable = { GER_Militarist_Loyalty < 30 }
			}
			modifier = {
				add = 500
				check_variable = { GER_Militarist_Loyalty < 10 }
			}
			modifier = {
				factor = 0
				has_political_power < 500
			}
		}
	}
	
	GGR_annex_bohemia = {
		cost = 25
		icon = GFX_decision_GER_reichskommissariats
		fire_only_once = yes

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_annex_bohemia"
			if = { # Bohemia sided with Göring but died
				limit = {
					CZE = { exists = no }
					has_country_flag = GER_CZE_joined_goring
				}
				country_event = { id = reich.807 days = 3 }
			}
			else_if = { # Bohemia didn't side with Göring
				limit = {
					CZE = { exists = no }
					NOT = { has_country_flag = GER_CZE_joined_goring }
				}
				country_event = { id = reich.806 days = 3 }
			}
			else_if = { # Bohemia sided with Göring and didn't die
				limit = {
					CZE = { exists = yes }
					has_country_flag = GER_CZE_joined_goring
				}
				country_event = { id = reich.809 days = 3 }
			}
			else = { country_event = { id = goering.bohemia.1 days = 4 } } # Bohemia is neutral
		}
		ai_will_do = {
			factor = 100
		}
	}
	GGR_inforcement_of_the_monroe_doctrine = {
		available = {
			south_central_america_speedrunned = yes
			hidden_trigger = {
				NOT = {
					has_country_flag = no_doctrine_monro
				}
			}
		}
		cancel_trigger = {
			hidden_trigger = {
				has_war_with = USA
			}
		}
		activation = {
			always = no
		}
		is_good = no
		days_mission_timeout = 360
		timeout_effect = {
			effect_tooltip = {
				USA = {
					declare_war_on = {
						target = GER
						type = annex_everything
					}	
				}
			}
			hidden_effect = {
				every_country = {
					limit = {
						is_neighbor_of = USA
						is_in_faction_with = GER
					}
					USA = {
						declare_war_on = {
							target = PREV
							type = annex_everything
						}
					}
				}
			}
		}
		complete_effect = {}
	}
	
	GGR_send_ireland_an_ultimatum = {
		cost = 25
		icon = GFX_decision_generic_point
		fire_only_once = yes

		visible = {
			OR = {
				has_completed_focus = GGR_operationsealion2
				has_completed_focus = GGR_operationsealion2_new
				has_completed_focus = GGR_operationsealionii
				has_completed_focus = GGR_operationsealionii_new
				has_completed_focus = GGR_case_cerdic_collabs
			}
			country_exists = IRE
			IRE = {
				has_idea = Pakt_Observer
				NOT = {
				    has_country_leader = {
					    character = IRE_Charles_Haughey
					    ruling_only = yes
					}	
				}
			}
			GGR_england_conquered = yes
			NOT = {
			    has_completed_focus = GGR_conquer_the_isles
			    has_completed_focus = GGR_conquer_the_isles_new
			}	
		}
		available = {
			set_temp_variable = { required_difference = 10 }
			militarists_are_pleased = yes
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_send_ireland_an_ultimatum"
			GGR_decrease_militarist_loyalty_small = yes
			IRE = {
				country_event = { id = goering.sealion.5 }
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	
	GGR_ally_with_ireland = {
		cost = 25
		icon = GFX_decision_generic_handshake
		fire_only_once = yes

		visible = {
			OR = {
				has_completed_focus = GGR_operationsealion2
				has_completed_focus = GGR_operationsealionii
				has_completed_focus = GGR_operationsealionii_new
				ENG = {
					is_subject_of = GER
				}
			}
			country_exists = IRE
			IRE = {
				has_country_leader = {
					character = IRE_Charles_Haughey
					ruling_only = yes
				}
			}
			NOT = {
			    has_completed_focus = GGR_case_cerdic
			}
			GGR_england_conquered = yes
			NOT = {
			    OR = {
				    has_completed_focus = GGR_case_cerdic
					has_completed_focus = GGR_case_cerdic_new
				}	
			}
		}
		available = {
			set_temp_variable = { required_difference = 15 }
			militarists_are_pleased = yes
			NOT = {
				has_completed_focus = GGR_case_cerdic
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_ally_with_ireland"
			add_to_faction = IRE
			GGR_decrease_militarist_loyalty_small = yes
			GGR_decrease_militarist_hawkishness_small = yes
			IRE = {
				swap_ideas = {
				    remove_idea = Pakt_Observer
				    add_idea = Pakt_Mitstreiter
			    }
			}
			hidden_effect = {
				set_temp_variable = { Victory_ID = 101 }
			    set_temp_variable = { Victory_Points = TNO_Cold_War_GUI_Victory_Points^101 }
			    add_to_temp_variable = { Victory_Points = 75 }
			    if = {
				    limit = {
					    GGR_war_plan_A_completed = yes
				    }
				    set_temp_variable = { Victory_Outcome = 5 }
				    if = {
					    limit = {
						    OR = {
							    SER = { is_subject_of = ITA }
							    BUL = { is_subject_of = ITA }
							    GRE = { is_subject_of = ITA }
							    ENG = { is_in_faction_with = USA }
							}	
						}
					}
					set_temp_variable = { Victory_Outcome = 4 }
				}
				Cold_War_GUI_AddVictory = yes
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	
	GGR_invite_bulgaria = {
		cost = 25
		icon = GFX_decision_generic_handshake
		fire_only_once = yes

		visible = {
			BUL = {
				OR = {
			    	has_government = national_socialism
					has_government = fascism
				}
				exists = yes
				is_in_faction = no
			}
			has_country_flag = GER_war_plan_A
		}
		available = {
			set_temp_variable = { required_difference = 10 }
			militarists_are_pleased = yes
			player_one_operation_check = yes
		}
		
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_send_bulgaria_an_ultimatum"
			GGR_decrease_militarist_loyalty_small = yes
			add_to_faction = BUL
			BUL = {
				add_ideas = Pakt_Mitstreiter
				econ_join_sphere_GER = yes
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	
	GGR_ally_with_hungary = {
		cost = 25
		icon = GFX_decision_generic_handshake
		fire_only_once = yes

		visible = {
			always = no
		    HUN = {
				exists = yes
				OR = {
					has_government = national_socialism
					AND = {
						has_government = fascism
						NOT = {
							has_country_leader = {
								character = HUN_Istvan_Horthy
								ruling_only = yes
							}
						}
					}
				}
			}	
			has_country_flag = GER_war_plan_A
		}
		available = {
			set_temp_variable = { required_difference = 10 }
			if = {
				limit = {
					HUN = { has_government = national_socialism }
				}
				set_temp_variable = { required_difference = 5 }
			}
			militarists_are_pleased = yes
			NOT = {
				has_completed_focus = GGR_operation_margarethe
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_ally_with_hungary"
			GGR_decrease_militarist_loyalty_small = yes
			add_to_faction = HUN
			HUN = {
				add_ideas = Pakt_Mitstreiter
				econ_join_sphere_GER = yes
				if = {
					limit = {
						SLO = {	exists = no	}
					}
					every_state = {
						limit = {
							is_core_of = SLO
							is_owned_by = GSL
						}
						transfer_state_to = HUN
						add_core_of = HUN
						remove_core_of = GSL
					}
				}
			}
			if = { 
			    limit = {
			        GGR_romania_conquered = yes 
				}
				84 = { 
				    transfer_state_to = HUN 
					add_core_of = HUN
					remove_core_of = GSL
				}	
				1287 = { 
				    transfer_state_to = HUN 
					add_core_of = HUN
					remove_core_of = GSL
				}
				83 = { 
				    transfer_state_to = HUN 
					add_core_of = HUN
					remove_core_of = GSL
				}
				82 = { 
				    transfer_state_to = HUN 
					add_core_of = HUN
					remove_core_of = GSL
				}
			}	
			GGR_Reload_main = yes
			hidden_effect = {
				GSL = { set_cosmetic_tag = GSL_Romania }
				set_temp_variable = { Victory_ID = 101 }
			    set_temp_variable = { Victory_Points = TNO_Cold_War_GUI_Victory_Points^101 }
			    add_to_temp_variable = { Victory_Points = 75 }
			    if = {
				    limit = {
					    GGR_war_plan_A_completed = yes
				    }
				    set_temp_variable = { Victory_Outcome = 5 }
				    if = {
					    limit = {
						    OR = {
							    SER = { is_subject_of = ITA }
							    BUL = { is_subject_of = ITA }
							    GRE = { is_subject_of = ITA }
							    ENG = { is_in_faction_with = USA }
							}	
						}
					}
					set_temp_variable = { Victory_Outcome = 4 }
				}
				Cold_War_GUI_AddVictory = yes
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	
	GGR_send_norway_an_ultimatum = {
		cost = 25
		icon = GFX_decision_generic_point
		fire_only_once = yes

		visible = {
		    NOR = {
			    has_government = fascism 
			}
			has_country_flag = GER_war_plan_A
			NOT = {
			    has_completed_focus = GGR_operation_nordlicht
			}
		}
		available = {
			set_temp_variable = { required_difference = 7 }
			militarists_are_pleased = yes
		    NOT = {
			    has_completed_focus = GGR_operation_nordlicht
			}	
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_send_norway_an_ultimatum"
			GGR_decrease_militarist_loyalty_small = yes
			NOR = {
				country_event = { id = goering.nordlicht.6 }
			}
		}
		ai_will_do = {
			factor = 100
		}
	}

	GGR_ignore_enemy_aid_events = {
		icon = GFX_decision_generic_visibility_closed
		visible = {
			NOT = { has_country_flag = GGR_ignore_enemy_aid_events }
		}
		complete_effect = {
			set_country_flag = GGR_ignore_enemy_aid_events
		}
	}

	GGR_re_enable_enemy_aid_events = {
		icon = GFX_decision_generic_visibility
		visible = {
			NOT = { is_ai = yes }
			has_country_flag = GGR_ignore_enemy_aid_events
		}
		complete_effect = {
			clr_country_flag = GGR_ignore_enemy_aid_events
		}
	}

	GGR_militarist_coup = {
		icon = GFX_decision_generic_red_skull
		allowed = {
			tag = GER
		}
		available = {
			custom_trigger_tooltip = {
				set_temp_variable = { x = 30 }
				tooltip = GER_militarist_loyalty_higher_than_x
				check_variable = { GER_Militarist_Loyalty > 29 }
			}
		}
		activation = {
		    NOT = {
				has_game_rule = { rule = GER_GGR_COUP option = GER_GGR_COUP_NO }
		        has_global_flag = piss_off
		    }
			has_country_flag = country_has_gui
			if = {
				limit = {
					is_ai = no
				}
				check_variable = {
					var = GER_Militarist_Loyalty
					value = 20
					compare = less_than
				}
			}
			else = {
				check_variable = { GER_Militarist_Loyalty = 0 }
			}
			has_global_flag = german_civil_war_goeringvic
		}
		is_good = no
		days_mission_timeout = 100
		timeout_effect = {
			country_event = { id = goering_schorner.1 }
		}
		complete_effect = {
		}
	}
	militarist_demand_increase_conscription= {

		icon = GFX_decision_generic_military_parade
		activation = {
			NOT = {
				has_idea = rebuilding_germany
				has_idea = rebuilding_germany2
				has_idea = rebuilding_germany3
				has_idea = rebuilding_germany4
				has_idea = rebuilding_germany5
			}
			has_manpower < 50000
			has_global_flag = german_civil_war_goeringvic
		}
		days_re_enable = 180
		is_good = no
		days_mission_timeout = 90
		selectable_mission = yes
		cancel_trigger = {
			OR = {
				has_manpower > 50000
				has_idea = GGR_total_economic_collapse
			}
		}
		timeout_effect = {
			GGR_decrease_militarist_loyalty_large = yes
		}
		complete_effect = {
			tno_conscription_worsen = yes
			GGR_increase_militarist_loyalty = yes
			GGR_increase_militarist_power = yes
			add_to_variable = { GGR_garrisons_from_germany_bonus = 0.335 }
			if = {
				limit = {
					is_ai = yes
				}
				add_to_variable = { GGR_garrisons_from_germany_bonus = 0.335 }
			}
		}
		ai_will_do = {
			base = -20
			modifier = {
				add = GER_Militarist_Power
			}
			modifier = {
				set_temp_variable = { GER_Militarist_Loyalty_negative = GER_Militarist_Loyalty }
				multiply_temp_variable = { GER_Militarist_Loyalty_negative = -1 }
				add = GER_Militarist_Loyalty_negative
			}
		}
	}
	militarist_demand_reform_the_army = {

		icon = GFX_decision_generic_military_parade

		activation = {
			has_global_flag = german_civil_war_goeringvic
			germany_is_repaired = yes
			NOT = {
				has_completed_focus = GGR_masters_of_the_world
				has_global_flag = piss_off
			}
			is_ai = no
		}
		available = {
			has_completed_focus = GGR_masters_of_the_world
		}
		days_re_enable = 1
		is_good = no
		days_mission_timeout = 365
		timeout_effect = {
			GGR_decrease_militarist_loyalty_large = yes
		}
		complete_effect = {
			GGR_increase_militarist_loyalty = yes
		}
	}
	start_war_plan_0 = {
		icon = GFX_decision_generic_military_parade_dark_red
		available = {
			has_completed_focus = GER_GOR_war_plan_0
		}
		activation = {
			has_completed_focus = GER_GOR_pride_in_the_fuhrer
			germany_is_repaired = yes
			NOT = {
				has_global_flag = south_african_war_happening
				has_completed_focus = GER_GOR_war_plan_0
				has_global_flag = piss_off
			}
		}
		is_good = no
		days_mission_timeout = 120
		timeout_effect = {
			GGR_decrease_militarist_loyalty_small = yes
		}
		complete_effect = {}
	}
	conquer_denmark = {
		icon = GFX_decision_diplo_denmark
		available = {
			GGR_denmark_conquered = yes
		}
		activation = {
			has_completed_focus = GER_GOR_war_plan_0
			country_exists = DEN
			NOT = {
				has_global_flag = piss_off
			}
		}
		is_good = no
		days_mission_timeout = 200
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness_small = yes
			GGR_increase_militarist_power_small = yes
		}
		complete_effect = {
			add_stability = 0.05
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	conquer_poland = {
		icon = GFX_decision_diplo_poland
		available = {
			GGR_poland_conquered = yes
		}
		activation = {
		    NOT = { has_global_flag = piss_off }
			has_completed_focus = GER_GOR_war_plan_0
			NOT = { has_country_flag = GGR_POL }
		}
		is_good = no
		days_mission_timeout = 200
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness_small = yes
			GGR_increase_militarist_power_small = yes
		}
		complete_effect = {
			add_stability = 0.05
			set_country_flag = GGR_POL
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	conquer_slovakia = {
		icon = GFX_decision_diplo_slovakia
		available = {
			GGR_slovakia_conquered = yes
		}
		activation = {
		    NOT = { has_global_flag = piss_off } 
			has_completed_focus = GER_GOR_war_plan_0
			NOT = { has_country_flag = GGR_SLO }
		}
		is_good = no
		days_mission_timeout = 200
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness_small = yes
		}
		complete_effect = {
			add_stability = 0.05
			set_country_flag = GGR_SLO
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	conquer_ostland = {
		icon = GFX_decision_diplo_ostland
		available = {
			GGR_ostland_conquered = yes
		}
		activation = {
		    NOT = { has_global_flag = piss_off }
			has_completed_focus = GER_GOR_war_plan_0
			NOT = { has_country_flag = GGR_OST }
		}
		is_good = no
		days_mission_timeout = 200
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness_small = yes
		}
		complete_effect = {
			add_stability = 0.05
			set_country_flag = GGR_OST
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	conquer_the_netherlands = {
		icon = GFX_decision_diplo_netherlands
		available = {
			GGR_the_netherlands_conquered = yes
		}
		activation = {
		    NOT = { has_global_flag = piss_off }
			has_completed_focus = GER_GOR_war_plan_0
			NOT = {
				has_country_flag = HOL_Rochemont
				HOL = {
					OR = {
						is_subject_of = GER
						exists = no
					}
				}
			}
		}
		is_good = no
		days_mission_timeout = 200
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness_small = yes
		}
		complete_effect = {
			add_stability = 0.05
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	start_war_plan_A = {
		icon = GFX_decision_generic_military_parade_dark_red
		available = {
			has_completed_focus = GER_GOR_war_plan_A
		}
		activation = {
		    NOT = { has_global_flag = piss_off }
			GGR_the_netherlands_conquered = yes
			GGR_slovakia_conquered = yes 
			GGR_poland_conquered = yes 
			GGR_denmark_conquered = yes 
			GGR_ostland_conquered = yes
			NOT = { has_completed_focus = GER_GOR_war_plan_A }
			has_global_flag = german_civil_war_goeringvic
		}
		is_good = no
		days_mission_timeout = 120
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
		}
		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	conquer_england = {
		icon = GFX_decision_diplo_england
		available = {
			GGR_england_conquered = yes
		}
		activation = {
			always = no
			NOT = { has_global_flag = piss_off }
		}
		is_good = no
		days_mission_timeout = 400
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness_small = yes
			activate_mission = conquer_england
		}
		complete_effect = {
			add_stability = 0.05
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	finish_the_isles = {
		icon = GFX_decision_diplo_the_isles
		available = {
		    
			IRE = {
				OR = {
					exists = no
					is_in_faction_with = GER
				}
			}
			WAL = {
				exists = no
			}
			ULS = {
				exists = no
			}
			SCO = {
				exists = no
			}
		}
		activation = {
		    NOT = { has_global_flag = piss_off }
			has_completed_focus = GER_GOR_war_plan_A
			OR = {
				has_completed_focus = GGR_thesecondsurrender
				has_completed_focus = GGR_the2ndsurrender
				is_in_faction_with = ENG
			}
			GGR_conquered_the_isles = no
		}
		is_good = no
		days_mission_timeout = 250
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness_small = yes
			activate_mission = finish_the_isles
		}
		complete_effect = {
			add_stability = 0.05
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	conquer_switserland = {
		icon = GFX_decision_diplo_switzerland
		available = {
		    
			GGR_switzerland_conquered = yes
		}
		activation = {
		    always = no
			NOT = { has_global_flag = piss_off }
		}
		is_good = no
		days_mission_timeout = 400
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness_small = yes
			activate_mission = conquer_switserland
		}
		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	conquer_scandinavia = {
		icon = GFX_decision_diplo_scandinavia
		available = {
		    
			GGR_finland_conquered = yes
			GGR_norway_conquered = yes
			GGR_sweden_conquered = yes
		}
		activation = {
			always = no
		    NOT = { has_global_flag = piss_off }
		}
		is_good = no
		days_mission_timeout = 400
		days_remove = 5
		days_re_enable = 1
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness_small = yes
			activate_mission = conquer_scandinavia
		}
		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	conquer_the_balkans = {
		icon = GFX_decision_diplo_balkans
		available = {
		    
			#GGR_serbia_out_of_the_way = yes
			GGR_serbia_conquered = yes
			#GGR_romania_conquered = yes
			#GGR_conquered_hungary = yes
			GGR_bulgaria_conquered = yes
			GGR_conquered_greece = yes
			#GGR_bulgaria_out_of_the_way = yes
			#GGR_greece_out_of_the_way = yes
		}
		activation = {
			always = no
		    NOT = { has_global_flag = piss_off }
		}
		is_good = no
		days_mission_timeout = 400
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness_small = yes
			activate_mission = conquer_the_balkans
		}
		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	conquer_ukraine = {
		icon = GFX_decision_diplo_ukraine
		available = {
		    
		    GGR_ukraine_conquered = yes
		}
		activation = {
			always = no
		    NOT = { has_global_flag = piss_off }
		}
		is_good = no
		days_mission_timeout = 400
		timeout_effect = {
			GGR_increase_militarist_hawkishness_small = yes
			activate_mission = conquer_ukraine
		}
		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
			if = {
				limit = {
					NOT = { has_active_mission = conquer_kaukasien }
					GGR_kaukasien_conquered = no
				}
				activate_mission = conquer_kaukasien
			}
		}
	}
	conquer_moskowien = {
		icon = GFX_decision_diplo_moskowien
		available = {
		    
		    GGR_moskowien_conquered = yes
		}
		activation = {
		    NOT = { has_global_flag = piss_off }
			always = no
		}
		is_good = no
		days_mission_timeout = 400
		timeout_effect = {
			GGR_increase_militarist_hawkishness_small = yes
			GGR_decrease_militarist_loyalty = yes
			activate_mission = conquer_moskowien
		}
		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
			if = {
				limit = {
					NOT = { has_active_mission = conquer_kaukasien }
					GGR_kaukasien_conquered = no
				}
				activate_mission = conquer_kaukasien
			}
		}
	}
	conquer_kaukasien = {
		icon = GFX_decision_diplo_kaukasien
		available = {
		    
			GGR_kaukasien_conquered = yes
		}
		activation = {
		    NOT = {
		        has_global_flag = piss_off
		    }
			always = no
		}
		is_good = no
		days_mission_timeout = 200
		timeout_effect = {
			GGR_increase_militarist_hawkishness_small = yes
			GGR_decrease_militarist_loyalty = yes
			activate_mission = conquer_kaukasien
		}
		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	start_war_plan_B = {
		icon = GFX_decision_generic_military_parade_dark_red
		allowed = {
			
		}
		available = {
			has_completed_focus = GER_GOR_war_plan_b
		}
		activation = {
		    NOT = {
		        has_global_flag = piss_off
		    }
			has_global_flag = german_civil_war_goeringvic
			GGR_ukraine_conquered = yes
			GGR_moskowien_conquered = yes
			GGR_norway_conquered = yes
			GGR_sweden_conquered = yes
			GGR_finland_conquered = yes
			
			#GGR_romania_out_of_the_way = yes
			#GGR_hungary_out_of_the_way = yes RETURN WHEN WE GET RID OF ON OUR OWN MECH
			#GGR_serbia_out_of_the_way = yes
			
			#GGR_romania_conquered = yes
			#GGR_hungary_conquered = yes
			GGR_serbia_conquered = yes 

			GGR_england_conquered = yes
			GGR_conquered_the_isles = yes
			GGR_switzerland_conquered = yes
			NOT = { has_completed_focus = GER_GOR_war_plan_b }
		}
		is_good = no
		days_mission_timeout = 120
		timeout_effect = {
			GGR_increase_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness = yes
		}
		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	conquer_russia = {
		icon = GFX_decision_diplo_russia
		available = {
		
		GGR_russia_conquered = yes
		}
		activation = {
			always = no
		}
		is_good = no
		days_mission_timeout = 400
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness = yes
			GGR_increase_militarist_power_small = yes
			activate_mission = conquer_russia
		}
		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	conquer_iberia = {
		icon = GFX_decision_diplo_iberia
		allowed = {
			
		}
		available = {
			GGR_iberia_conquered = yes
		}
		activation = {
			NOT = {
				has_global_flag = piss_off
			}
			always = no
		}
		is_good = no
		days_mission_timeout = 400
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness = yes
			GGR_increase_militarist_power_small = yes
			activate_mission = conquer_iberia
		}
		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	conquer_italy = {
		icon = GFX_decision_diplo_italy
		available = {
			GGR_italy_conquered = yes
		}
		activation = {
			NOT = {
				has_global_flag = piss_off
			}
			always = no
		}
		is_good = no
		days_mission_timeout = 800
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness = yes
			GGR_increase_militarist_power_small = yes
			activate_mission = conquer_italy
		}
		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	conquer_turkey = {
		icon = GFX_GGR_decision_diplo_turkey
		available = {
			
			GGR_turkey_conquered = yes
		}
		activation = {
			NOT = {
				has_global_flag = piss_off
			}
			always = no
		}
		is_good = no
		days_mission_timeout = 400
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness = yes
			GGR_increase_militarist_power_small = yes
			activate_mission = conquer_turkey
		}
		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}
	conquer_africa = {
		icon = GFX_decision_diplo_africa
		available = {
			
			GGR_africa_conquered = yes
		}
		activation = {
			NOT = {
				has_global_flag = piss_off
			}
			always = no
		}
		is_good = no
		days_mission_timeout = 400
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness = yes
			GGR_increase_militarist_power_small = yes
			activate_mission = conquer_africa
		}
		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness_small = yes
		}
	}

	GER_Bohemia_Reconstruction_GGR_A = {
		icon = GFX_decision_diplo_bohemia
		available = { always = no }
		activation = { always = no }

		is_good = yes
		days_mission_timeout = 120
		priority = 100

		timeout_effect = {
			country_event = reich.808
		}
	}
	GER_Bohemia_Reconstruction_GGR_B = {
		icon = GFX_decision_diplo_bohemia
		available = { always = no }
		activation = { always = no }

		is_good = yes
		days_mission_timeout = 30
		priority = 100

		timeout_effect = {
			country_event = reich.811
		}
	}
	invite_dominican_republic = {
		icon = GFX_decision_generic_handshake
		cost = 25
		visible = {
			has_completed_focus = GER_GOR_talks_with_haiti
			country_exists = DOM
			DOM = {
				has_idea = DOM_Puppet_Caudillo
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invite_dominican_republic"
			add_to_faction = DOM
			DOM = {
				set_politics = {
					ruling_party = ultranationalism
				}
				add_ideas = Pakt_Mitstreiter
				hidden_effect = {
					econ_leave_sphere = yes
					TSM = {
						DOM_Johnny_Abbes_Garcia = {
							set_nationality = DOM
						}
					}
					add_popularity = {
						ideology = ultranationalism
						popularity = 0.5
					}
					promote_character = {
						character = DOM_Johnny_Abbes_Garcia
						ideology = ultranationalism_subtype
					}
				}
				econ_join_sphere_GER = yes
			}
		}
		ai_will_do = { factor = 20 }
	}
	invite_colombia = {
		icon = GFX_decision_generic_handshake
		cost = 25
		visible = {
			has_completed_focus = GER_GOR_the_conquistadors_footsteps
			country_exists = CLC
			CLC = {
				has_idea = Pakt_Observer
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invite_colombia"
			if = {
				limit = {
					CLC = { has_government = fascism has_idea = Pakt_Observer }
				}
				country_event = goering.rockwell.16
			}
			else = { country_event = goering.rockwell.15 }
		}
		ai_will_do = { factor = 20 }
	}
	GGR_ally_with_serbia = {
		cost = 25
		icon = GFX_decision_GER_reichskommissariats
		fire_only_once = yes

		visible = {
			has_completed_focus = GGR_plan_A
			OR = {
			    GGR_romania_conquered = yes
		        GGR_conquered_hungary = yes
		    }
			SER = {
				exists = yes
				has_fascist_government = yes	
			}
			NOT = {
			    has_completed_focus = GGR_operation_peter
			}	
		}
		available = {
			NOT = {
			    has_completed_focus = GGR_operation_peter
			}
		}
		complete_effect = {
		    log = "[GetDateText]: [Root.GetName]: Decision GGR_ally_with_serbia"
			add_to_faction = SER
			SER = {
				add_ideas = Pakt_Mitstreiter
				econ_join_sphere_GER = yes
			}
			
		}
		ai_will_do = {
			factor = 50
		}
	}
}

GGR_invasions_category = {
	frente_azul_advance = {
		icon = GFX_decision_category_generic_assault
		cost = 10
		visible = {
			has_country_flag = GGR_helping_spain
			FZL = { exists = yes has_war = no }
			OR = {
				country_exists = IBR
				country_exists = SPR
				country_exists = SPS
				country_exists = FSR
				country_exists = ADL
				country_exists = TBA
			}
		}
		
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision frente_azul_advance"
			FZL = {
				every_country = {
					limit = {
						OR = {
							tag = IBR
							tag = SPR
							tag = SPS
							tag = FSR
							tag = ADL
							tag = TBA
						}
					}
					if = {
						limit = {
							exists = yes
						}
						if = {
							limit = {
								has_capitulated = yes
							}
							FZL = {
								annex_country = { 
									target = PREV
									transfer_troops = no
								}
							}
						}
						else_if = {
							limit = {
								NOT = { has_war_with = FZL }
							}
							FZL = {
								declare_war_on = { 
									target = PREV
									type = civil_war
								}
							}
						}
					}
				}
			}
		}
		ai_will_do = { factor = 20 }
	}

    invade_chile = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_secure_more_lebensraum
		}
		available = {
			country_exists = CHL
			if = {
				limit = { is_ai = yes }
				has_war = no
				CHL = {
					any_neighbor_country = {
						is_in_faction_with = GER
					}
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_chile"
			CHL = { declare_war_with_rks = yes }
		}
		ai_will_do = { factor = 20 }
	}

	invade_bolivia = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_secure_more_lebensraum
			NOT = {
				BOL = { is_subject_of = BRA }
			}
		}
		available = {
		    OR = {
			    country_exists = BOL
				country_exists = STC
			}
			any_neighbor_country = {
				is_in_faction_with = GER
			}
			if = {
				limit = { is_ai = yes }
				has_war = no
				BOL = {
					any_neighbor_country = {
						is_in_faction_with = GER
					}
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_bolivia"
			if = {
			    limit = { country_exists = BOL }
			    BOL = { declare_war_with_rks = yes }
			}
			if = {
			    limit = { country_exists = STC }
			    STC = { declare_war_with_rks = yes }
			}
		}
		ai_will_do = { factor = 20 }
	}

	invade_ecuador = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_secure_more_lebensraum
		}
		available = {
			OR = {
			    country_exists = ECU
				country_exists = GAX
			}	
			if = {
				limit = { is_ai = yes }
				has_war = no
				ECU = {
					any_neighbor_country = {
						is_in_faction_with = GER
					}
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_ecuador"
			ECU = { declare_war_with_rks = yes }
			if = {
			    limit = { country_exists = GAX }
			    GAX = { declare_war_with_rks = yes }
			}
		}
		ai_will_do = { factor = 20 }
	}

	invade_uraguay = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_secure_more_lebensraum
		}
		available = {
			country_exists = URG
			if = {
				limit = { is_ai = yes }
				has_war = no
				URG = {
					any_neighbor_country = {
						is_in_faction_with = GER
					}
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_uraguay"

			URG = {
				GGR_add_on_our_own = yes
				declare_war_with_rks = yes
			}
			URP = { declare_war_with_rks = yes }
		}
		ai_will_do = { factor = 20 }
	}

	invade_paraguay = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_secure_more_lebensraum
			country_exists = PAR
		}
		available = {
			country_exists = PAR
			any_neighbor_country = {
				is_in_faction_with = GER
			}
			if = {
				limit = { is_ai = yes }
				has_war = no
				PAR = {
					any_neighbor_country = {
						is_in_faction_with = GER
					}
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_paraguay"

			PAR = { declare_war_with_rks = yes }
			if = {
			    limit = { country_exists = STC }
			    STC = { declare_war_with_rks = yes }
			}
			hidden_effect = {
			    ARG = {
			        diplomatic_relation = {
			            country = PAR
			            relation = guarantee
			            active = no
					}	
				}
		    }
		}
		ai_will_do = { factor = 20 }
	}

	invade_peru = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_secure_more_lebensraum
		}
		available = {
			country_exists = PRU
			if = {
				limit = { is_ai = yes }
				has_war = no
				PRU = {
					any_neighbor_country = {
						is_in_faction_with = GER
					}
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_peru"

			PRU = { declare_war_with_rks = yes }
		}
		ai_will_do = { factor = 20 }
	}
	invade_costa_rica = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_crush_central_america
		}
		available = {
			country_exists = COS
			if = {
				limit = { is_ai = yes }
				has_war = no
				COS = {
					any_neighbor_country = {
						is_in_faction_with = GER
					}
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_costa_rica"

			COS = { declare_war_with_rks = yes }
		}
		ai_will_do = { factor = 20 }
	}

	invade_el_salvador = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_crush_central_america
		}
		available = {
			country_exists = ELS
			if = {
				limit = { is_ai = yes }
				has_war = no
				ELS = {
					any_neighbor_country = {
						is_in_faction_with = GER
					}
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_el_salvador"

			ELS = { declare_war_with_rks = yes }
		}
		ai_will_do = { factor = 20 }
	}

	invade_nicaragua = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_crush_central_america
		}
		available = {
			country_exists = NIC
			if = {
				limit = { is_ai = yes }
				has_war = no
				NIC = {
					any_neighbor_country = {
						is_in_faction_with = GER
					}
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_nicaragua"

			NIC = { declare_war_with_rks = yes }
		}
		ai_will_do = { factor = 20 }
	}

	invade_honduras = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_crush_central_america
		}
		available = {
			country_exists = HON
			if = {
				limit = { is_ai = yes }
				has_war = no
				HON = {
					any_neighbor_country = {
						is_in_faction_with = GER
					}
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_honduras"

			HON = { declare_war_with_rks = yes }
		}
		ai_will_do = { factor = 20 }
	}

	invade_guatemala = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_crush_central_america
		}
		available = {
			country_exists = GUA
			if = {
				limit = { is_ai = yes }
				has_war = no
				GUA = {
					any_neighbor_country = {
						is_in_faction_with = GER
					}
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_guatemala"

			GUA = { declare_war_with_rks = yes }
		}
		ai_will_do = { factor = 20 }
	}

	invade_belize = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_crush_central_america
			country_exists = BLZ
			NOT = {
				has_war_with = BLZ
			}
		}
		available = {
			if = {
				limit = { is_ai = yes }
				has_war = no
				BLZ = {
					any_neighbor_country = {
						is_in_faction_with = GER
					}
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_belize"
			BLZ = {
				if = {
					limit = {
						is_in_faction = yes
					}
					GGR_add_on_our_own = yes
				}
			}
			BLZ = { declare_war_with_rks = yes }
		}
		ai_will_do = { factor = 20 }
	}
	invade_dominican_republic = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_island_hopping
			country_exists = DOM
			NOT = {
			    is_in_faction_with = DOM 
			}	
		}
		available = {
			if = {
				limit = { is_ai = yes }
				has_war = no
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_dominican_republic"
			DOM = {
				if = {
					limit = {
						OR = {
							is_subject = yes
							is_in_faction_with = USA
						}
					}	
					GGR_add_on_our_own = yes
				}
				declare_war_with_rks = yes
			}
		}
		ai_will_do = { factor = 20 }
	}
    invade_cuban_republic = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_island_hopping
			country_exists = CUB
		}
		available = {
			if = {
				limit = { is_ai = yes }
				has_war = no
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_cuban_republic"

			CUB = {
				if = {
					limit = {
						is_in_faction_with = USA
					}
					GGR_add_on_our_own = yes
				}	
				declare_war_with_rks = yes
			}
		}
		ai_will_do = { factor = 20 }
	}

	invade_jamaica = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_island_hopping
			country_exists = JAM
		}
		available = {
			if = {
				limit = {
					is_ai = yes
				}
				has_war = no
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_jamaica"
			JAM = {
				if = {
					limit = {
						is_in_faction_with = USA
					}	
					GGR_add_on_our_own = yes
				}
				declare_war_with_rks = yes
			}
		}
		ai_will_do = { factor = 20 }
	}
	invade_tobago = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_island_hopping
			country_exists = TRI
		}
		available = {
			if = {
				limit = { is_ai = yes }
				has_war = no
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_tobago"
			TRI = {
				if = {
					limit = {
						is_in_faction_with = USA
					}	
					GGR_add_on_our_own = yes
				}
				declare_war_with_rks = yes
			}
		}
		ai_will_do = { factor = 20 }
	}
	invade_the_netherlands_antilles = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_island_hopping
			country_exists = CUR
		}
		available = {
			if = {
				limit = { is_ai = yes }
				has_war = no
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_the_netherlands_antilles"
			CUR = {
				if = {
					limit = {
						is_in_faction_with = USA
					}	
					GGR_add_on_our_own = yes
				}
				declare_war_with_rks = yes
			}
		}
		ai_will_do = { factor = 20 }
	}

	invade_haiti = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_island_hopping
			HAI = {
				exists = yes
			}
		}

		available = {
			if = { 
				limit = {
					is_ai = yes
				}
				has_war = no
			}
		}

		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_haiti"
			HAI = {
				if = {
					limit = {
						is_in_faction_with = USA
					}	
					GGR_add_on_our_own = yes
				}
				declare_war_with_rks = yes
			}
		}

	}

	invade_west_indies = {
		icon = GFX_decision_generic_assault
		cost = 10
		visible = {
			has_completed_focus = GER_GOR_island_hopping
			any_country = {
				is_west_indies_nation = yes
				exists = yes
			}
		}
		available = {
			if = {
				limit = { is_ai = yes }
				has_war = no
			}
		}
		fire_only_once = yes
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_west_indies"
			every_country = {
				limit = {
					is_west_indies_nation = yes
					exists = yes
				}
				if = {
					limit = { is_in_faction_with = USA }
					GGR_add_on_our_own = yes
				}
				declare_war_with_rks = yes
			}
		}
		ai_will_do = { factor = 20 }
	}
	GGR_invade_trarza = {
		icon = GFX_decision_generic_assault
		cost = 10
		icon = GFX_decision_GER_reichskommissariats
		fire_only_once = yes

		visible = {
			country_exists = NAF # Iberian possessions in Africa are conquered
			NOT = {
			    country_exists = RIF 
				country_exists = MOR 
				has_war_with = TRZ
			}	
			GGR_iberia_conquered = yes
			country_exists = TRZ
		}


		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_trarza"
			TRZ = { declare_war_with_rks = yes }
		}
		ai_will_do = {
			factor = 100
			modifier = {
				factor = 0
				GER = {
					has_war = yes
				}
			}
		}
	}
	invade_france = {
		icon = GFX_decision_generic_assault
		cost = 10
		icon = GFX_decision_GER_reichskommissariats
		visible = {
			OR = {
				has_completed_focus = GGR_securing_france
				has_completed_focus = GGR_reorganize_france
				has_completed_focus = GGR_fall_blau2
			}
			any_country = {
			    is_french_country = yes 
				exists = yes 
				NOT = {
				    has_war_with = GER 	
					is_in_faction_with = GER
				}
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_france"
			every_country = {
		        limit = {
			        is_french_country = yes 
				    exists = yes
				}
				hidden_effect = { every_subject_country = { PREV = { end_puppet = PREV } } }
				GGR_add_on_our_own = yes
				declare_war_with_rks = yes
			}
		}
		ai_will_do = { factor = 20 }
	}
    GGR_invade_the_levant = {
		cost = 10
		icon = GFX_decision_generic_assault
		fire_only_once = yes
		visible = {
			NOT = {
			    country_exists = SNS 
				country_exists = SYR
			}	
			OR = {
				country_exists = ISR
				country_exists = PAL
				country_exists = LEB
				country_exists = JOR
				country_exists = JER 
			}
			has_completed_focus = GGR_plan_B
		}

		available = {
			OR = {
				country_exists = ISR
				country_exists = LEB
				country_exists = SLB
				country_exists = PAL
				country_exists = JOR
				country_exists = JER
			}
			has_war = no
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_invade_the_levant"
			every_country = {
			    limit = {
				    is_levant = yes
					exists = yes
					NOT = { is_subject_of = ITA }
				}
				declare_war_with_rks = yes
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_invite_afghanistan = {
		cost = 30
		icon = GFX_decision_generic_handshake
		fire_only_once = yes
		days_remove = 10

		visible = {
			has_completed_focus = GGR_the_southern_route
			AFG = {
				exists = yes
				has_cosmetic_tag = AFG_republic
				NOT = {
					has_war_with = GER
					is_in_faction_with = GER
				}
			}
		}

		available = {
			OR = {
				has_completed_focus = GGR_flip_the_switch
				has_completed_focus = GGR_iranian_military_cooperation
			}
			NOT = {
				has_country_flag = GGR_busy_diplomats
				has_war_with = AFG
			}
		}
    
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_invite_afghanistan"
			set_country_flag = GGR_busy_diplomats
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_invite_afghanistan_removed"
			add_to_faction = AFG
			GGR_increase_japanese_awarenes = yes
			AFG = {
				econ_join_sphere_GER = yes
				add_ideas = Pakt_Bundnispartner
			}
			clr_country_flag = GGR_busy_diplomats
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_invade_nepal = {
		cost = 10
		icon = GFX_decision_generic_assault
		fire_only_once = yes

		visible = {
			has_completed_focus = GGR_the_southern_route
			country_exists = NEP
			OR = {
				is_in_faction_with = AZH
				is_in_faction_with = RIN
				has_war_with = IND
			}
		}

		available = {
			if = {
				limit = {
					is_ai = no
				}
				has_war = no
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_invade_nepal"
			NEP = { declare_war_with_rks = yes }
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_invade_sri_lanka = {
		cost = 10
		icon = GFX_decision_generic_assault
		fire_only_once = yes

		visible = {
			has_completed_focus = GGR_the_southern_route
			country_exists = CYL
		}

		available = {
			OR = {
				is_in_faction_with = AZH
				is_in_faction_with = RIN
			}
            NOT = {
			    country_exists = IND 
			}	
			has_war = no
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_invade_sri_lanka"
			if = {
				limit = {
					is_ai = yes
				}
				annex_country = {
					target = CYL
					transfer_troops = no
				}
			}
			GER = {
				declare_war_on = {
					target = CYL
					type = annex_everything
				}
			}
			if = {
				limit = { country_exists = RIN }
				RIN = {
					declare_war_on = {
						target = CYL
						type = annex_everything
					}
				}
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_invade_india = {
		cost = 10
		icon = GFX_decision_generic_assault
		fire_only_once = yes

		visible = {
			has_completed_focus = GGR_the_southern_route
			OR = {
				AND = { 
					country_exists = AZH
					AZH = { is_in_faction = no }
				}
				country_exists = IND
			}
		}

		available = {
			OR = {
				is_in_faction_with = AFG
				is_in_faction_with = BKT
			}
			has_war = no
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_invade_india"
			if = {
			    limit = { country_exists = IND }
			    IND = {
					if = {
						limit = {
							is_in_faction = yes
						}
						GGR_add_on_our_own = yes
					}
					declare_war_with_rks = yes
				}
			}
			if = {
			    limit = {
					country_exists = AZH
				}
			    AZH = {
					declare_war_with_rks = yes
				}
			}
		}
		ai_will_do = {
			factor = 40
		}
	}

   GGR_invade_iraq = {
		cost = 10
		icon = GFX_decision_generic_assault
		fire_only_once = yes
		days_re_enable = 5
		visible = {
			has_completed_focus = GGR_the_southern_route
			OR = {
				country_exists = IRQ
				#country_exists = SNI
				#country_exists = BIR
				#country_exists = IRP
			}
		}

		available = {
			has_completed_focus = GGR_the_southern_route
			has_war = no
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_invade_iraq"
			IRQ = {
				declare_war_with_rks = yes
			}
			if = {
			    limit = {
				    KUR = {
					    exists = yes 
					}
				}	
				KUR = {
				    declare_war_with_rks = yes
			    }
			}		
			#SNI = {
			#	declare_war_with_rks = yes
			#}
			#BIR = {
			#	declare_war_with_rks = yes
			#}
			#IRP = {
			#	declare_war_with_rks = yes
			#}
		}
		ai_will_do = {
			factor = 40
		}
	}

	GGR_invade_afghanistan = {
		cost = 10
		icon = GFX_decision_generic_assault
		fire_only_once = yes

		visible = {
			has_completed_focus = GGR_the_southern_route
			NOT = {
				is_in_faction_with = AFG
			}
		}

		available = {
			OR = {
				has_completed_focus = GGR_flip_the_switch
				has_completed_focus = GGR_iranian_military_cooperation
			}
			has_war = no
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_invade_afghanistan"
			AFG = {
				declare_war_with_rks = yes
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_destroy_viet_minh = {
		cost = 10
		icon = GFX_decision_generic_assault
		visible = {
			has_completed_focus = GGR_eclipse_the_rising_sun
			VIC = {
				any_neighbor_country = {
					is_in_faction_with = GER
				}
				has_war = no
				exists = yes
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_destroy_viet_minh"
			VIC = { declare_war_with_rks = yes }
		}
	}
	GGR_invade_algeria = {
		cost = 10
		icon = GFX_decision_generic_assault

		fire_only_once = yes

		visible = {
			GGR_france_conquered = yes
			OR = {
			    country_exists = SLG
				country_exists = ILG
			}	
			NOT = {
				SLG = {
					is_subject_of = IBR 
				}
				ILG =  {
					OR = {
						is_subject_of = ITA 
						is_guaranteed_by = ITA
					}
				}	
			}	
			OR = {
				has_completed_focus = GGR_fall_blau
				has_completed_focus = GGR_fall_blau2
				has_completed_focus = GGR_fall_blau3
			}
		}

		complete_effect = {
			ILG = {
				if = {
					limit = {
						exists = yes
					}
					declare_war_with_rks = yes
				}
			}		
			SLG = {
				if = {
					limit = {
						exists = yes
					}
					declare_war_with_rks = yes
				}
			}
		}
		ai_will_do = {
			factor = 20

			modifier = {
				factor = 0
				has_war = yes
			}
		}
	}

	GGR_invade_bulgaria = {
		icon = GFX_decision_generic_assault
		cost = 10
		fire_only_once = yes
		visible = {
			BUL = {
				NOT = { has_war_with = MAC }
				any_neighbor_country = {
					if = {
						limit = {
							tag = SER
						}
						OR = {
							GGR_conquered_hungary = yes
							GGR_romania_conquered = yes
						}
					}
					is_in_faction_with = GER
				}
				exists = yes
				NOT = { is_in_faction_with = GER }
			}
			has_completed_focus = GER_GOR_war_plan_A
		}
		available = {
			player_one_operation_check = yes
		}
		days_remove = 14
		complete_effect = {
			set_country_flag = GGR_operation_locked
		}
		remove_effect = {
			if = {
				limit = {
					BUL = {
						OR = {
							is_subject = yes
							is_in_faction = yes
						}
					}
				}
				BUL = {
					load_oob = ITA_BUL_Volenteers
					GGR_add_on_our_own = yes
				}
			}
			declare_war_on = {
				target = BUL
				type = annex_everything
			}
			if = {
			    limit = { 
				    MAC = {
					    exists = yes
					}
				}
				hidden_effect = {
					BUL = {
						end_puppet = MAC
					}
				}
				MAC = {
					if = {
						limit = {
							is_in_faction = yes
						}
						GGR_add_on_our_own = yes
					}
				}
			    declare_war_on = {
				    target = MAC
				    type = annex_everything
		        }
			}
		}
		ai_will_do = { factor = 20 }
	}

	GGR_invade_macedonia = {
		icon = GFX_decision_generic_assault
		
		visible = {
			MAC = {
				NOT = {
					OR = {
						is_subject_of = BUL
						has_war_with = BUL
					}
				}
				any_neighbor_country = {
					if = {
						limit = {
							tag = SER
						}
						OR = {
							GGR_conquered_hungary = yes
							GGR_romania_conquered = yes
						}
					}
					is_in_faction_with = GER
				}
			}
			has_completed_focus = GER_GOR_war_plan_A
		}
		available = {
			player_one_operation_check = yes
		}
		days_remove = 14
		complete_effect = {
			set_country_flag = GGR_operation_locked
		}
		remove_effect = {
			clr_country_flag = GGR_operation_locked
			declare_war_on = {
				target = MAC
				type = annex_everything
			}
		}
		ai_will_do = { factor = 20 }
	}
	
	invade_west_africa = {
		icon = GFX_decision_generic_assault
	    visible = {
			OR = {
				AND = {
					has_completed_focus = GGR_west_falls_first
					has_completed_focus = GGR_full_speed_ahead
				}
				has_completed_focus = GGR_and_get_the_rest
			}
			any_country = {
				is_west_african_nation = yes
				exists = yes
				NOT = {
					has_war_with = GER
				}
				OR = {
					is_neighbor_of = RCA
					AND = {
						is_neighbor_of = GRO
						GRO = { is_in_faction_with = GER }
					}
					is_neighbor_of = WAF
				}
			}
		}
		days_re_enable = 0.04
		days_remove = 30
		available = {
			if = {
				limit = {
					has_war = yes
				}
				hidden_trigger = {
					any_country = {
						is_west_african_nation = yes
						has_war_with = GER
					}
				}
			}
			else = {
				has_war = no
			}
			any_country = {
				is_west_african_nation = yes
				exists = yes
				any_neighbor_country = {
					is_in_faction_with = GER
				}
			}
			hidden_trigger = {
				NOT = {
					has_decision = invade_central_africa
					has_decision = invade_southwest_africa
					has_decision = invade_southeast_africa
					has_decision = invade_south_africa
					has_decision = invade_madagascar
				}
			}
		}
		cost = 10
		complete_effect = {
			clear_array = global.WAC_contender
			if = {
				limit = {
					any_country = {
						is_west_african_nation = yes
						has_war_with = GER
					}
				}
				every_country = {
					limit = { 
						is_west_african_nation = yes 
						exists = yes
						NOT = { has_war_with = GER }
					}
					if = {
						limit = {
							is_in_faction = yes
						}
						if = {
							limit = {
								is_in_faction_with = USA
							}
							GGR_add_on_our_own = yes
						}
						else = {
							leave_faction = yes
						}
					}
					every_subject_country = {
						PREV = { end_puppet = PREV }
					}
					declare_war_with_rks = yes
				}
			}
		}
		remove_effect = {
			every_country = {
		        limit = { 
				    is_west_african_nation = yes 
					exists = yes
				}
				if = {
					limit = {
						is_in_faction = yes
					}
					if = {
						limit = {
							is_in_faction_with = USA
						}
						GGR_add_on_our_own = yes
					}
					else = {
						leave_faction = yes
					}
				}
				every_subject_country = {
					PREV = { end_puppet = PREV }
				}
				declare_war_with_rks = yes
			}
			hidden_effect = {
				USA = {
					TNO_fopo_remove_wafr_reconstruction_tab = yes
					TNO_fopo_remove_wac_tab = yes
				}
				JAP = {
					TNO_fopo_remove_wafr_reconstruction_tab = yes
					TNO_fopo_remove_wac_tab = yes
				}
				if = {
					limit = {
						FFR = {
							has_idea = FFR_tomb_republic
						}
					}
					GER = {
						annex_country = {
							target = FFR
							transfer_troops = no
						}
					}
				}
			}
		}
		ai_will_do = {
			factor = 100
		}
	}

	invade_central_africa = {
		icon = GFX_decision_generic_assault
		visible = {
			OR = {
				AND = {
					has_completed_focus = GGR_center_falls_first
					has_completed_focus = GGR_full_speed_ahead
				}
				has_completed_focus = GGR_and_get_the_rest
			}
			any_country = {
				is_central_african_nation = yes
				exists = yes
				NOT = { has_war_with = GER }
			}
		}
		days_remove = 30
		fire_only_once = no
		available = {
			has_war = no
			any_country = {
				is_central_african_nation = yes
				any_neighbor_country = {
					is_in_faction_with = GER
				}
			}
			NOT = {
				COG = { is_subject_of = USA }
			}
			USC = {
				if = {
					limit = {
						exists = yes
					}
					is_subject = no
				}
			}
			hidden_trigger = {
				NOT = {
					has_decision = invade_west_africa
					has_decision = invade_southwest_africa
					has_decision = invade_southeast_africa
					has_decision = invade_south_africa
					has_decision = invade_madagascar
				}
			}
		}
		cost = 10
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_central_africa"
			if = {
				limit = {
					country_exists = GRO
					GRO = {
						has_country_leader = {
							character = GRO_Otto_Forschner
							ruling_only = yes
						}
					}
				}
				country_event = goering.vorbeck.1
			}
			every_country = {
		        limit = {
					OR = {
						is_central_african_nation = yes
					}
					exists = yes
				}
				if = {
					limit = {
						is_in_faction_with = USA
					}
					set_variable = { THIS.on_our_own_timer = 150 }
				}
				GGR_add_on_our_own = yes
				declare_war_with_rks = yes
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	invade_southwest_africa = {
		icon = GFX_decision_generic_assault
		visible = {
			OR = {
				AND = {
					has_completed_focus = GGR_southwest_falls_first
					has_completed_focus = GGR_full_speed_ahead
				}
				has_completed_focus = GGR_and_get_the_rest
			}
			any_country = {
				is_southwest_african_nation = yes
				exists = yes
				NOT = {
					has_war_with = GER
					is_in_faction_with = GER
				}
			}
		}
		days_remove = 30
		fire_only_once = no
		available = { 
			has_war = no
			any_country = {
				is_southwest_african_nation = yes
				any_neighbor_country = {
					is_in_faction_with = GER
				}
			}
			NOT = {
				ANG = { is_subject_of = USA }
			}
			USC = {
				if = {
					limit = {
						exists = yes
					}
					is_subject = no
				}
			}
			hidden_trigger = {
				NOT = {
					has_decision = invade_west_africa
					has_decision = invade_central_africa
					has_decision = invade_southeast_africa
					has_decision = invade_south_africa
					has_decision = invade_madagascar
				}
			}
		}
		cost = 10
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_southwest_africa"
			hidden_effect = {
				USA = {
					TNO_fopo_remove_angola_civil_war_tab = yes
				}
				JAP = {
					TNO_fopo_remove_angola_civil_war_tab = yes
				}
			}
			every_country = {
		        limit = { 
					is_southwest_african_nation = yes
					exists = yes
				}
				GGR_add_on_our_own = yes
				declare_war_with_rks = yes
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	invade_southeast_africa = {
		icon = GFX_decision_generic_assault
		visible = {
			OR = {
				AND = {
					has_completed_focus = GGR_east_falls_first
					has_completed_focus = GGR_full_speed_ahead
				}
				has_completed_focus = GGR_and_get_the_rest
			}
			any_country = {
				is_east_african_nation = yes 
				exists = yes
				is_in_faction = no
				NOT = {
					has_war_with = GER
				}
			}
		}
		fire_only_once = no
		days_remove = 30
		available = { 
			has_war = no
			NOT = {
				MZB = { is_subject_of = USA }
			}
			USC = {
				if = {
					limit = {
						exists = yes
					}
					is_subject = no
				}
			}
			OR = {
				any_country = {
					is_east_african_nation = yes
					any_neighbor_country = {
						is_in_faction_with = GER
					}
				}
				custom_trigger_tooltip = {
					tooltip = GGR_returned_madagascar
					MAD = {
						is_in_faction_with = GER
					}
				}
			}
			hidden_trigger = {
				NOT = {
					has_decision = invade_west_africa
					has_decision = invade_central_africa
					has_decision = invade_southwest_africa
					has_decision = invade_south_africa
					has_decision = invade_madagascar
				}
			}
		}
		cost = 10
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_southeast_africa"
			every_country = {
		        limit = { 
					is_east_african_nation = yes
					exists = yes
					is_in_faction = no
				}
				GGR_add_on_our_own = yes
				declare_war_with_rks = yes
			}
			USA = {
				TNO_fopo_remove_mozambique_civil_war_tab = yes
			}
			JAP = {
				TNO_fopo_remove_mozambique_civil_war_tab = yes
			}
			if = {
				limit = {
					is_ai = yes
				}
				ROA = {
					if = {
						limit = { exists = no }
						GGR_set_up_RK_ROOT = yes
					}
					annex_country = {
						target = CMR
						transfer_troops = no
					}
					add_core_effect = yes
				}
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	invade_madagascar = {
		icon = GFX_decision_generic_assault
		visible = {
			has_completed_focus = GGR_and_get_the_rest
			MAD = {
				exists = yes
				NOT = { is_in_faction_with = GER }
			}
		}
		fire_only_once = no
		days_remove = 30
		available = { 
			has_war = no
			has_global_flag = GGR_east_africa_conquered
			hidden_trigger = {
				NOT = {
					has_decision = invade_west_africa
					has_decision = invade_central_africa
					has_decision = invade_southwest_africa
					has_decision = invade_southeast_africa
					has_decision = invade_south_africa
				}
			}
		}
		cost = 10
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_southeast_africa"
			MAD = {
				GGR_add_on_our_own = yes
				declare_war_with_rks = yes
			}
			hidden_effect = {
				ROA = {
					add_to_war = {
						targeted_alliance = GER
						enemy = MAD
						hostility_reason = asked_to_join
					}
				}
				BOR = {
					if = {
						limit = {
							is_in_faction_with = GER
						}
						add_to_war = {
							targeted_alliance = GER
							enemy = MAD
							hostility_reason = asked_to_join
						}
					}
				}
				AAG = {
					if = {
						limit = {
							exists = yes
							is_in_faction_with = GER
						}
						add_to_war = {
							targeted_alliance = GER
							enemy = MAD
							hostility_reason = asked_to_join
						}
					}
				}
				AAF = {
					if = {
						limit = {
							exists = yes
							is_in_faction_with = GER
						}
						add_to_war = {
							targeted_alliance = GER
							enemy = MAD
							hostility_reason = asked_to_join
						}
					}
				}
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	invade_south_africa = {
		icon = GFX_decision_generic_assault
		visible = {
			has_completed_focus = GGR_and_get_the_rest
			any_country = {
				is_south_african_nation = yes
				exists = yes
				NOT = {
					has_war_with = GER
					is_in_faction_with = GER
				}
			}
		}
		fire_only_once = no
		days_remove = 30
		available = { 
			has_war = no
			any_country = {
				is_south_african_nation = yes
				exists = yes
				NOT = {
					has_war_with = GER
				}
				any_neighbor_country = {
					is_in_faction_with = GER
				}
			}
			hidden_trigger = {
				NOT = {
					has_decision = invade_west_africa
					has_decision = invade_central_africa
					has_decision = invade_southwest_africa
					has_decision = invade_southeast_africa
					has_decision = invade_madagascar
				}
			}
		}
		cost = 10
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision invade_south_africa"
			every_country = {
		        limit = { 
					is_south_african_nation = yes
					exists = yes					
				}
				if = {
					limit = {
						is_in_faction = yes
					}
					GGR_add_on_our_own = yes
				}
				declare_war_with_rks = yes
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	
	GGR_invade_malaya = {
		icon = GFX_decision_generic_assault
		fire_only_once = yes
		cost = 10
		visible = {
			JAP = {
			    exists = no
			}
			MLY = {
			    exists = yes
				NOT = {
				    is_in_faction_with = GER 
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			MLY = { declare_war_with_rks = yes }
		}
		ai_will_do = { factor = 100 }
	}
	GGR_invade_laos = {
		icon = GFX_decision_generic_assault
		fire_only_once = yes
		cost = 10
		visible = {
			JAP = {
			    exists = no
			}
			LAO = {
			    exists = yes
				NOT = {
				    is_in_faction_with = GER 
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			LAO = { declare_war_with_rks = yes }
		}
		ai_will_do = { factor = 100 }
	}
	GGR_invade_cambodia = {
		icon = GFX_decision_generic_assault
		cost = 10
		fire_only_once = yes
		visible = {
			JAP = {
			    exists = no
			}
			CAM = {
			    exists = yes
				NOT = {
				    is_in_faction_with = GER 
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			CAM = { declare_war_with_rks = yes }
		}
		ai_will_do = { factor = 100 }
	}
	GGR_invade_remnant_chinese_armies = {
		icon = GFX_decision_generic_assault
		cost = 10
		fire_only_once = yes
		visible = {
			JAP = {
			    exists = no
			}
			OR = {
				AND = {
					QIN = {
					    exists = yes
						NOT = {
						    is_in_faction_with = JAP 
							is_in_faction_with = GER
						}	
					}
				}
				AND = {
					XIK = {
					    exists = yes
						NOT = {
						    is_in_faction_with = JAP 
							is_in_faction_with = GER
						}	
					}
				}
				AND = {
					TIB = {
					    exists = yes
						NOT = {
						    is_in_faction_with = JAP 
							is_in_faction_with = GER
						}	
					}
				}
			}
		}
		fire_only_once = yes
		complete_effect = {
			if = {
				limit = {
					country_exists = QIN
				}
				QIN = { declare_war_with_rks = yes }
			}
			if = {
				limit = {
					country_exists = XIK
				}
				XIK = { declare_war_with_rks = yes }
			}
			if = {
				limit = {
					country_exists = TIB
				}
				TIB = { declare_war_with_rks = yes }
			}
		}
		ai_will_do = { factor = 100 }
	}
	GGR_invade_philippenes = {
		icon = GFX_decision_generic_assault
		cost = 10
		fire_only_once = yes
		visible = {
			JAP = {
			    exists = no
			}
			OR = {
			    SPH = {
			        exists = yes
				    NOT = {
				        is_in_faction_with = JAP 
					}	
				}
				UPH = {
			        exists = yes
				    NOT = {
				        is_in_faction_with = JAP 
					}	
				}
			}
		}
		complete_effect = {
			if = {
			    limit = { country_exists = UPH }
				UPH = { declare_war_with_rks = yes }
			}
			if = {
			    limit = { country_exists = SPH }
			    SPH = { declare_war_with_rks = yes }
			}
		}
		ai_will_do = { factor = 100 }
	}
	GGR_invade_indonesia = {
		icon = GFX_decision_generic_assault
		cost = 10
		fire_only_once = yes
		visible = {
			JAP = {
			    exists = no
			}
			INS = {
			    exists = yes
				NOT = {
				    is_in_faction_with = GER 
				}
			}
		}
		complete_effect = {
			every_country = {
		        limit = { 
				    is_southeast_asia_island_nation = yes 
					exists = yes
				}
				declare_war_with_rks = yes
		    }
		}
		ai_will_do = { factor = 100 }
	}
	GGR_invade_greece = {
		icon = GFX_decision_generic_assault
		cost = 10
		fire_only_once = yes
		visible = {
			has_completed_focus = GGR_plan_A
			country_exists = GRE
			GRE = {
				any_neighbor_country = {
					is_in_faction_with = GER
				}
			}
		}
		available = {
			player_one_operation_check = yes
		}
		days_remove = 14
		complete_effect = {
			set_country_flag = GGR_operation_locked
		}
		remove_effect = {
			GRE = {
				GGR_add_on_our_own = yes
			}
			declare_war_on = {
				target = GRE
				type = annex_everything
			}
		}
		ai_will_do = { factor = 100 }
	}
	GGR_invade_syria = {
		icon = GFX_decision_generic_assault
		cost = 10
		fire_only_once = yes
		visible = {
			has_completed_focus = GGR_plan_B
			SYR = {
				exists = yes
			}
			TUR = {
			    exists = no
			}
		}
		complete_effect = {
			SYR = { declare_war_with_rks = yes }
		}
		ai_will_do = { factor = 100 }
	}
	GGR_invade_lebanon = {
		icon = GFX_decision_generic_assault
		cost = 10
		fire_only_once = yes
		visible = {
			has_completed_focus = GGR_plan_B	
			GGR_turkey_conquered = yes
			OR = {
			    country_exists = LEB
				country_exists = SLB 
			}	
			LEB = {
			    NOT = {
					is_subject_of = ISR
					is_subject_of = ITA
					is_subject_of = PAL
					is_in_faction_with = ISR
				}	
		    }
			NOT = {
				has_war_with = LEB
				has_war_with = SLB
			}	
		}
		complete_effect = {
			if = { 
			    limit = { 
				    country_exists = LEB 
				}
			    LEB = { declare_war_with_rks = yes }
			}
			if = {
			    limit = { country_exists = SLB }
				SLB = { declare_war_with_rks = yes }
			}
		}
		ai_will_do = { factor = 100 }
	}
	GGR_invade_sudan = {
		cost = 10
		icon = GFX_decision_generic_assault
		ai_will_do = {
			factor = 100
		}
		visible = {
			NAF = { owns_state = 446 } # Owns Cairo
			OR = {
				country_exists = RPS
				country_exists = SDS
				country_exists = SDF
				country_exists = AYA
				country_exists = AZA
			}
		}
		complete_effect = {
			GGR_increase_militarist_loyalty_large = yes
			GGR_increase_militarist_power_small = yes
			if = {
				limit = {
					country_exists = RPS
				}
				RPS = { declare_war_with_rks = yes }
			}
			if = {
				limit = {
					country_exists = SDS
				}
				SDS = { declare_war_with_rks = yes }
			}
			if = {
				limit = {
					country_exists = SDF
				}
				SDF = { declare_war_with_rks = yes }
			}
			if = {
				limit = {
					country_exists = AZA
				}
				AZA = { declare_war_with_rks = yes }
			}
			if = {
				limit = {
					country_exists = AYA
				}
				AYA = { declare_war_with_rks = yes }
			}
		}
	}
}

GGR_integration_category = {
    GGR_integrate_the_netherlands = {
		cost = 50
		icon = GFX_decision_GER_reichskommissariats
		fire_only_once = yes
		days_remove = 70
		ai_will_do = { factor = 50 }
		visible = {
			NOT = {
				country_exists = HOL
				has_decision = GGR_loot_netherlands
			}
		}

		available = {
			NOT = {
				country_exists = HOL
				has_decision = GGR_loot_netherlands
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_integrate_the_netherlands"
			custom_effect_tooltip = GGR_integrate_netherlands_decision_tooltip
			set_country_flag = GGR_holland_integrated
			set_temp_variable = { debt_temp = 2 }
			econ_national_debt_change = yes
			TNO_improve_admin_efficiency_really_low = yes
		}
		remove_effect = {
			HOL = {
				GER_johann_von_kielmansegg = {
					set_nationality = GER
				}
			}
			set_temp_variable = { gdp_growth_temp = 0.02 }
			econ_gdp_growth_change = yes
			add_state_core = 35
			add_state_core = 36
			add_state_core = 7
			add_state_core = 74
			add_state_core = 1886
		}
	}
	GGR_integrate_ostland = {
		cost = 50
		icon = GFX_decision_GER_reichskommissariats
		fire_only_once = yes
		days_remove = 280
		ai_will_do = { factor = 50 }

		visible = {
			always = no
			NOT = {
				any_country = {
					OR = {
						tag = OST
						tag = DST
						tag = UPO
						tag = MST
						tag = JST
						tag = BLR
					}
					has_war_with = GER
				}
			}
			OR = {
				OST = { is_subject_of = GER }
				AND = { DST = { is_subject_of = GER } NOT = { has_country_flag = DST_drechsler_loyal } }
				BLR = { is_subject_of = GER }
			}
			NOT = {
			    OR = {
				    has_country_flag = GGR_ostland_cant_be_integrated
					has_country_flag = GGR_is_already_integrated
				}	
			}
		}

		available = {
			NOT = {
				has_decision = GGR_loot_ostland
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_integrate_ostland"
			custom_effect_tooltip = GGR_integrate_ostland_decision_tooltip
			set_country_flag = GGR_ostland_integrated
			set_temp_variable = { gdp_growth_temp = 0.06 }
			econ_gdp_growth_change = yes
			set_temp_variable = { debt_temp = 2 }
			econ_national_debt_change = yes
			TNO_improve_admin_efficiency_really_low = yes
			hidden_effect = {
				country_event = { id = goering.ostland.1 days = 100 }
			}
		}
	}
	GGR_integrate_south_tyrol = {
		cost = 15
		icon = GFX_decision_GER_reichskommissariats
		fire_only_once = yes
		days_remove = 200

		visible = {
			country_exists = LOM
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_integrate_south_tyrol"
			set_temp_variable = { gdp_growth_temp = 0.05 }
			econ_gdp_growth_change = yes
			set_temp_variable = { debt_temp = 5 }
			econ_national_debt_change = yes
			TNO_improve_admin_efficiency_really_low = yes
		}
		remove_effect = {
			add_state_core = 102
			add_state_core = 736
			add_state_core = 116
			add_state_core = 39
			add_state_core = 2110
			add_state_core = 2111
		}
		ai_will_do = {
			factor = 100
		}
	}
	GGR_lesser_burgundy = {
		cost = 30
		icon = GFX_decision_GER_reichskommissariats
		fire_only_once = yes
		days_remove = 200

		visible = {
			BRG = { exists = no }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_lesser_burdungy"
			custom_effect_tooltip = GGR_integrate_lesser_burgundy_tooltip
			set_country_flag = GGR_burgundy_integrated
			set_temp_variable = { gdp_growth_temp = 0.02 }
			econ_gdp_growth_change = yes
			set_temp_variable = { debt_temp = 2 }
			econ_national_debt_change = yes
			TNO_improve_admin_efficiency_really_low = yes
		}
		remove_effect = {
			hidden_effect = {
				if = {
					limit = {
						NOT = {
							FRA = { is_in_faction_with = GER }
						}
					}
					transfer_state = 1733
					transfer_state = 18
					transfer_state = 17
					GLC = {
						remove_state_core = 17
						remove_state_core = 18
						remove_state_core = 1733
					}
				}
				every_state = {
					limit = {
						is_core_of = BRG
					}
					if = {
						limit = {
							is_owned_by = GER
						}
						add_core_of = GER
					}
					remove_core_of = BRG
				}
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
}

GGR_loot_category = {
	#War plan A loot
	GGR_loot_switserland = {
		cost = 20
		icon = GFX_decision_generic_money
		days_remove = 45
		days_re_enable = 45
		ai_will_do = { factor = 20 }

		visible = {
			NOT = {
				has_completed_focus = GGR_integration
			}
			has_variable = GGR_switserland_loot
		}

		available = {
			OR = {
				controls_state = 3
				SWI = { is_subject_of = GER }
			}
			check_variable = { GGR_switserland_loot > 0 }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_loot_switserland"
			if = {
				limit = { NOT = { country_exists = SWI } }
				add_stability = -0.04
			}
			else_if = {
				limit = { SWI = { is_subject_of = GER } }
				SWI = {
					add_stability = -0.04
				}
			}
		}
		remove_effect = {
			if = {
				limit = { NOT = { has_completed_focus = GGR_integration } }
				if = {
					limit = {
						NOT = {
							has_completed_focus = GGR_occupation
							has_country_flag = GGR_switserland_unruly
						} 
					}
					custom_effect_tooltip = GGR_integration_stop_chance_switserland
					hidden_effect = {
						random_list = {
							45 = {
								set_country_flag = GGR_switserland_unruly
								uncomplete_national_focus = { focus = GGR_integration }
								complete_national_focus = GGR_occupation
								country_event = { id = goering.829 days = 1 }
							}
							55 = {}
						}
					}
				}
				#custom_effect_tooltip = GGR_loot_player_info

				set_temp_variable = { temp_econ_GDP_boost_flat = GGR_switserland_loot }
				econ_GDP_boost_once_flat = yes
				subtract_from_variable = { GGR_switserland_loot = 2 }
				if = { limit = { check_variable = { GGR_switserland_loot = 0 } }
					clear_variable = GGR_switserland_loot
					custom_effect_tooltip = GGR_loot_runout
				}
			}
			else = {
				custom_effect_tooltip = GGR_not_looting_switserland_tooltip
			}
		}
	}
	GGR_loot_netherlands = {
		cost = 20
		icon = GFX_decision_generic_money
		days_remove = 45
		days_re_enable = 45
		ai_will_do = { factor = 20 }

		visible = {
			NOT = {
				#has_completed_focus = GGR_an_integral_part_of_the_reich
				has_country_flag = GGR_holland_integrated
			}
			HOL = {
				is_subject_of = GER
			}
			has_variable = GGR_netherlands_loot
		}

		available = {
			NOT = {
				has_country_flag = an_integral_part_of_the_reich
			}
			check_variable = { GGR_netherlands_loot > 0 }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_loot_netherlands"
			add_war_support = -0.04

			if = {
				limit = {
					HOL = {
						NOT = {
							is_subject_of = GER
						}
					}
				}
				add_stability = -0.07
			}
			else = {
				HOL = {
					add_stability = -0.04
					##set_temp_variable = { RK_GDP_decrease = GER.GGR_netherlands_loot }
					##multiply_temp_variable = { RK_GDP_decrease = -1.3 }
					#set_temp_variable = { money_reserves_temp = RK_GDP_decrease }
					#econ_money_reserves_change_raw_money = yes
				}
			}
		}
		remove_effect = {
			if = {
				limit = {
					#NOT = { has_completed_focus = GGR_an_integral_part_of_the_reich }
				}

				custom_effect_tooltip = GGR_integration_stop_chance_netherlands

				#custom_effect_tooltip = GGR_loot_player_info

				set_temp_variable = { money_reserves_temp = GGR_netherlands_loot }
				econ_money_reserves_change_raw_money = yes
				subtract_from_variable = { GGR_netherlands_loot = 2 }
				if = { limit = { check_variable = { GGR_netherlands_loot = 0 } }
					clear_variable = GGR_netherlands_loot
					custom_effect_tooltip = GGR_loot_runout
				}

				hidden_effect = {
					random_list = {
						35 = {
							set_country_flag = GGR_netherlands_unruly
							country_event = { id = goering.830 days = 1 } #this event is funi lmao why did we remove that
						}
						65 = {
						}
					}
				}
			}
			else = {
				custom_effect_tooltip = GGR_not_looting_netherlands_tooltip
			}
		}
	}
	GGR_loot_ostland = {
		cost = 20
		icon = GFX_decision_generic_money
		days_remove = 45
		days_re_enable = 45
		ai_will_do = { factor = 20 }

		visible = {
			NOT = {
				OR = {
					has_country_flag = GGR_the_fate_of_ostland
					has_country_flag = OST_the_fate_of_ostland
					has_country_flag = GGR_recover_this_mess
					has_country_flag = GGR_combing_the_ashes
					has_country_flag = GGR_reintegrate_ostland
					has_country_flag = GGR_alter_the_deal
					has_country_flag = GGR_integrate_ostland
					has_country_flag = GGR_ostland_integrated
				}
			}
			has_variable = GGR_ostland_loot
		}

		available = {
			NOT = {
				OR = {
					has_country_flag = GGR_the_fate_of_ostland
					has_country_flag = OST_the_fate_of_ostland
					has_country_flag = GGR_recover_this_mess
					has_country_flag = GGR_combing_the_ashes
					has_country_flag = GGR_reintegrate_ostland
					has_country_flag = GGR_alter_the_deal
					has_country_flag = GGR_integrate_ostland
				}
			}
			any_country = {
				OR = {
					tag = OST
					tag = DST
					tag = BLR
				}
				is_in_faction_with = GER
				has_war = no
			}
			check_variable = { GGR_ostland_loot > 0 }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_loot_ostland"
			add_war_support = -0.04

			if = {
				limit = {
					any_country = {
						OR = {
							tag = OST
							tag = DST
							tag = BLR
						}
						exists = yes
						is_subject_of = GER
					}
				}
				every_country = {
					limit = {
						OR = {
							tag = OST
							tag = DST
							tag = BLR
						}
						is_subject_of = GER
					}	
					add_stability = -0.04
					##set_temp_variable = { RK_GDP_decrease = GER.GGR_ostland_loot }
					##multiply_temp_variable = { RK_GDP_decrease = -1.3 }
					##set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
					#econ_GDP_boost_once_flat = yes
				}
			}
			else = {
				add_stability = -0.04
			}

		}
		remove_effect = {
			#custom_effect_tooltip = GGR_integration_stop_chance_ostland

			set_temp_variable = { temp_econ_GDP_boost_flat = GGR_ostland_loot }
			econ_GDP_boost_once_flat = yes
			subtract_from_variable = { GGR_ostland_loot = 2 }
			if = { limit = { check_variable = { GGR_ostland_loot = 0 } }
				clear_variable = GGR_ostland_loot
				custom_effect_tooltip = GGR_loot_runout
			}

			hidden_effect = {
				random_list = {
					25 = {
						set_country_flag = GGR_ostland_destroyed
						country_event = { id = goering.831 days = 1 }
					}
					75 = {
					}
				}
			}
		}
		ai_will_do = { factor = 50 }
	}
	GGR_loot_the_isles = {
		cost = 20
		icon = GFX_decision_generic_money
		days_remove = 45
		days_re_enable = 45

		visible = {
			check_variable = { GGR_isles_loot > 0 }
			has_variable = GGR_isles_loot
			OR = {
				has_completed_focus = GGR_bombsoverbigben
				has_completed_focus = GGR_letthebombsfall
				has_completed_focus = GGR_bombsoverbigben_new
				has_completed_focus = GGR_establish_the_militarverwaltung
			}
			OR = {
				any_of_scopes = {
					array = SCO.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
				any_of_scopes = {
					array = WAL.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
				any_of_scopes = {
					array = ENG.core_states
					NOT = { state = 1994 }
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
				any_of_scopes = {
					array = ULS.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
				any_of_scopes = {
					array = IRE.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
			}
		}

		available = {
			check_variable = { GGR_isles_loot > 0 }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_loot_the_isles"
			if = {
				limit = { country_exists = BRI }
				BRI = {
					add_stability = -0.04
					##set_temp_variable = { RK_GDP_decrease = GER.GGR_isles_loot }
					##multiply_temp_variable = { RK_GDP_decrease = -1.3 }
					##set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
					#econ_GDP_boost_once_flat = yes
				}
			}
			else_if = {
				limit = {
					ENG = {
						exists = yes
						is_subject_of = GER
					}
				}
				ENG = {
					add_stability = -0.04
					##set_temp_variable = { RK_GDP_decrease = GER.GGR_isles_loot }
					##multiply_temp_variable = { RK_GDP_decrease = -1.3 }
					#econ_GDP_boost_once_flat = yes
				}
				else = {
					add_stability = -0.07
				}
			}
		}
		remove_effect = {
			#custom_effect_tooltip = GGR_loot_player_info
			set_temp_variable = { temp_econ_GDP_boost_flat = GGR_isles_loot }
			econ_GDP_boost_once_flat = yes
			subtract_from_variable = { GGR_isles_loot = 2 }
			if = {
				limit = {
					check_variable = { GGR_isles_loot = 0 }
					NOT = {
						country_exists = SCO
						country_exists = WAL
						country_exists = ENG
						country_exists = ULS
						OR = {
							country_exists = IRE
							NOT = {
								is_in_faction_with = IRE
							}
						}
					}
				}
				clear_variable = GGR_isles_loot
				custom_effect_tooltip = GGR_loot_runout
			}
		}
		ai_will_do = { factor = 50 }
	}
	GGR_loot_the_balkans = {
		cost = 20
		icon = GFX_decision_generic_money
		days_remove = 45
		visible = {
			check_variable = { GGR_balkan_loot > 0 }
			has_variable = GGR_balkan_loot
			OR = {
				any_of_scopes = {
					array = HUN.core_states
					controller = {
						OR = {
							original_tag = GER
							original_tag = RKB
						}
					}
				}
				any_of_scopes = {
					array = ROM.core_states
					controller = {
						OR = {
							original_tag = GER
							original_tag = RKB
						}
					}
				}
				any_of_scopes = {
					array = BUL.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
				any_of_scopes = {
					array = SER.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
				any_of_scopes = {
					array = CRO.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
				any_of_scopes = {
					array = MNT.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
				any_of_scopes = {
					array = BOS.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
				any_of_scopes = {
					array = MAC.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
			}
		}

		available = {
			check_variable = { GGR_balkan_loot > 0 }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_loot_the_balkans"
			if = {
				limit = { country_exists = RKB }
				RKB = {
					add_stability = -0.03
					##set_temp_variable = { RK_GDP_decrease = GER.GGR_balkan_loot }
					##multiply_temp_variable = { RK_GDP_decrease = -1.3 }
					##set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
					#econ_GDP_boost_once_flat = yes
					
				}
			}
			else = {
				add_stability = -0.06
			}
		}
		remove_effect = {
			#custom_effect_tooltip = GGR_loot_player_info
			set_temp_variable = { temp_econ_GDP_boost_flat = GGR_balkan_loot }
			econ_GDP_boost_once_flat = yes
			subtract_from_variable = { GGR_balkan_loot = 2 }

			if = {
				limit = {
					check_variable = { GGR_balkan_loot = 0 }
					GGR_romania_conquered = yes
					GGR_conquered_hungary = yes
					OR = {
						GGR_serbia_conquered = yes
						is_in_faction_with = SER
					}
				}
				clear_variable = GGR_balkan_loot
				custom_effect_tooltip = GGR_loot_runout
			}
		}
		ai_will_do = { factor = 50 }
	}
	GGR_loot_scandinavia = {
		cost = 20
		icon = GFX_decision_generic_money
		days_remove = 45
		days_re_enable = 45

		visible = {
			has_variable = GGR_scandinavia_loot
			check_variable = { GGR_scandinavia_loot > 0 }
			OR = {
				any_of_scopes = {
					array = SWE.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
				any_of_scopes = {
					array = FIN.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
				any_of_scopes = {
					array = NOR.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
			}
		}

		available = {
			check_variable = { GGR_scandinavia_loot > 0 }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_loot_scandinavia"
			if = {
				limit = {
					country_exists = FIN
					FIN = { has_idea = Pakt_Reichsland }
					NOT = { country_exists = SCN }
				}
				FIN = {
					add_stability = -0.03
					##set_temp_variable = { RK_GDP_decrease = GER.GGR_scandinavia_loot }
					##multiply_temp_variable = { RK_GDP_decrease = -1.3 }
					##set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
					#econ_GDP_boost_once_flat = yes
				}
			}
			else_if = {
				limit = {
					country_exists = FIN
					FIN = { has_idea = Pakt_Reichsland }
					country_exists = SCN
				}
				random_list = {
					2 = {
						SCN = {
							add_stability = -0.03
							##set_temp_variable = { RK_GDP_decrease = GER.GGR_scandinavia_loot }
							##multiply_temp_variable = { RK_GDP_decrease = -1.3 }
							##set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
							#econ_GDP_boost_once_flat = yes
						}
					}
					1 = {
						FIN = {
							add_stability = -0.03
							##set_temp_variable = { RK_GDP_decrease = GER.GGR_scandinavia_loot }
							##multiply_temp_variable = { RK_GDP_decrease = -1.3 }
							##set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
							#econ_GDP_boost_once_flat = yes
						}
					}
				}
			}
			else_if = {
				limit = { country_exists = SCN }
				SCN = {
					add_stability = -0.03
					##set_temp_variable = { RK_GDP_decrease = GER.GGR_scandinavia_loot }
					##multiply_temp_variable = { RK_GDP_decrease = -1.3 }
					##set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
					#econ_GDP_boost_once_flat = yes
				}
			}
			else = {
				add_stability = -0.07
			}
		}
		remove_effect = {
			#custom_effect_tooltip = GGR_loot_player_info
			set_temp_variable = { temp_econ_GDP_boost_flat = GGR_scandinavia_loot }
			econ_GDP_boost_once_flat = yes
			subtract_from_variable = { GGR_scandinavia_loot = 2 }
			if = {
				limit = {
					OR = {
						GGR_norway_conquered = yes
						is_in_faction_with = NOR
					}
					GGR_sweden_conquered = yes
					OR = {
						GGR_finland_conquered = yes
						is_in_faction_with = FIN
					}
					check_variable = { GGR_scandinavia_loot = 0 }
				}
				clear_variable = GGR_scandinavia_loot
				custom_effect_tooltip = GGR_loot_runout
			}
		}
		ai_will_do = { factor = 50 }
	}
	GGR_loot_ukraine = {
		cost = 20
		icon = GFX_decision_generic_money
		days_remove = 45
		days_re_enable = 45

		visible = {
			has_variable = GGR_ukraine_loot
			any_of_scopes = {
				array = UKR.core_states
				controller = {
					OR = {
						original_tag = GER
						is_subject_of = GER
					}
				}
			}
		}

		available = {
			check_variable = { GGR_ukraine_loot > 0 }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_loot_ukraine"
			if = {
				limit = { country_exists = UKR }
				UKR = {
					add_stability = -0.03
					##set_temp_variable = { RK_GDP_decrease = GER.GGR_ukraine_loot }
					##multiply_temp_variable = { RK_GDP_decrease = -1.3 }
					##set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
					#econ_GDP_boost_once_flat = yes
				}
			}
			else = {
				add_stability = -0.07
			}
		}
		remove_effect = {
			#custom_effect_tooltip = GGR_loot_player_info
			set_temp_variable = { temp_econ_GDP_boost_flat = GGR_ukraine_loot }
			econ_GDP_boost_once_flat = yes
			subtract_from_variable = { GGR_ukraine_loot = 2 }
			if = {
				limit = { check_variable = { GGR_ukraine_loot = 0 } }
				clear_variable = GGR_ukraine_loot
				custom_effect_tooltip = GGR_loot_runout
			}
		}
		ai_will_do = { factor = 50 }
	}
	GGR_loot_moskowien = {
		cost = 20
		icon = GFX_decision_generic_money
		days_remove = 45
		days_re_enable = 45

		visible = {
			has_variable = GGR_moskowien_loot
			check_variable = { GGR_moskowien_loot > 0 }
			any_of_scopes = {
				array = MCW.core_states
				controller = {
					OR = {
						original_tag = GER
						is_subject_of = GER
					}
				}
			}
		}

		available = {
			check_variable = { GGR_moskowien_loot > 0 }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_loot_moskowien"
			if = {
				limit = { country_exists = MCW }
				MCW = {
					add_stability = -0.03
					##set_temp_variable = { RK_GDP_decrease = GER.GGR_moskowien_loot }
					##multiply_temp_variable = { RK_GDP_decrease = -1.3 }
					##set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
					#econ_GDP_boost_once_flat = yes
				}
			}
			else = {
				add_stability = -0.07
			}
		}
		remove_effect = {
			#custom_effect_tooltip = GGR_loot_player_info
			set_temp_variable = { temp_econ_GDP_boost_flat = GGR_moskowien_loot }
			econ_GDP_boost_once_flat = yes
			subtract_from_variable = { GGR_moskowien_loot = 2 }
			if = {
				limit = { check_variable = { GGR_moskowien_loot = 0 } }
				clear_variable = GGR_moskowien_loot
				custom_effect_tooltip = GGR_loot_runout
			}
		}
		ai_will_do = { factor = 50 }
	}
	GGR_loot_iberia = {
		cost = 20
		icon = GFX_decision_generic_money
		days_remove = 45
		days_re_enable = 45

		visible = {
			NOT = { has_country_flag = GGR_helping_spain }
			has_variable = GGR_iberia_loot
			OR = {
				any_of_scopes = {
					array = IBR.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
				any_of_scopes = {
					array = SPA.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
				any_of_scopes = {
					array = POR.core_states
					controller = {
						OR = {
							original_tag = GER
							is_subject_of = GER
						}
					}
				}
			}
		}

		available = {
			check_variable = { GGR_iberia_loot > 0 }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_loot_iberia"
			if = {
				limit = {
					NOT = {
						country_exists = ADS
					}
				}
				add_stability = -0.07
			}
			else = {
				random_list = {
					33 = {
						ADS = {
							add_stability = -0.03
							#set_temp_variable = { RK_GDP_decrease = GER.GGR_iberia_loot }
							#multiply_temp_variable = { RK_GDP_decrease = -1.3 }
							#set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
							#econ_GDP_boost_once_flat = yes
						}
					}
					33 = {
						RKG = {
							add_stability = -0.03
							#set_temp_variable = { RK_GDP_decrease = GER.GGR_iberia_loot }
							#multiply_temp_variable = { RK_GDP_decrease = -1.3 }
							#set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
							#econ_GDP_boost_once_flat = yes
						}
					}
					33 = {
						GPG = {
							add_stability = -0.03
							#set_temp_variable = { RK_GDP_decrease = GER.GGR_iberia_loot }
							#multiply_temp_variable = { RK_GDP_decrease = -1.3 }
							#set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
							#econ_GDP_boost_once_flat = yes
						}
					}
				}
			}
		}

		remove_effect = {
			#custom_effect_tooltip = GGR_loot_player_info
			set_temp_variable = { temp_econ_GDP_boost_flat = GGR_iberia_loot }
			econ_GDP_boost_once_flat = yes
			subtract_from_variable = { GGR_iberia_loot = 2 }
			if = {
				limit = { check_variable = { GGR_iberia_loot = 0 } }
				clear_variable = GGR_iberia_loot
				custom_effect_tooltip = GGR_loot_runout
			}
		}
		ai_will_do = { factor = 50 }
	}
	GGR_loot_russia = {
		cost = 20
		icon = GFX_decision_generic_money
		days_remove = 45
		days_re_enable = 45

		visible = {
			has_variable = GGR_russian_loot 
			check_variable = { GGR_russian_loot > 0 }
			RKS = { is_subject_of = GER }
		}

		available = {
			check_variable = { GGR_russian_loot > 0 }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_loot_scandinavia"
			if = {
				limit = {
					country_exists = RKS
					country_exists = RKF
					country_exists = RKU
				}
				random_list = {
					1 = {
						RKS = {
							add_stability = -0.03
							#set_temp_variable = { RK_GDP_decrease = GER.GGR_russian_loot }
							#multiply_temp_variable = { RK_GDP_decrease = -1.3 }
							#set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
							#econ_GDP_boost_once_flat = yes
						}
					}
					1 = {
						RKF = {
							add_stability = -0.03
							#set_temp_variable = { RK_GDP_decrease = GER.GGR_russian_loot }
							#multiply_temp_variable = { RK_GDP_decrease = -1.3 }
							#set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
							#econ_GDP_boost_once_flat = yes
						}
					}
					1 = {
						RKU = {
							add_stability = -0.03
							#set_temp_variable = { RK_GDP_decrease = GER.GGR_russian_loot }
							#multiply_temp_variable = { RK_GDP_decrease = -1.3 }
							#set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
							#econ_GDP_boost_once_flat = yes
						}
					}
				}
			}
			else = {
				add_stability = -0.07
			}
		}
		remove_effect = {
			#custom_effect_tooltip = GGR_loot_player_info
			set_temp_variable = { temp_econ_GDP_boost_flat = GGR_russian_loot }
			econ_GDP_boost_once_flat = yes
			subtract_from_variable = { GGR_russian_loot = 2 }
			if = {
				limit = {
					check_variable = { GGR_russian_loot = 0 }
				}
				custom_effect_tooltip = GGR_loot_runout
				clear_variable = GGR_russian_loot
			}
		}
		ai_will_do = { factor = 50 }
	}
	GGR_loot_italy = {
		cost = 20
		icon = GFX_decision_generic_money
		days_remove = 45
		days_re_enable = 45

		visible = {
			check_variable = { GGR_italy_loot > 0 }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_loot_scandinavia"
			if = {
				limit = { country_exists = ITA }
				ITA = {
					add_stability = -0.03
					#set_temp_variable = { RK_GDP_decrease = GER.GGR_italy_loot }
					#multiply_temp_variable = { RK_GDP_decrease = -1.3 }
					#set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
					#econ_GDP_boost_once_flat = yes
				}
			}
			else_if = {
				limit = { country_exists = LOM }
				LOM = {
					add_stability = -0.03
					#set_temp_variable = { RK_GDP_decrease = GER.GGR_italy_loot }
					#multiply_temp_variable = { RK_GDP_decrease = -1.3 }
					#set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
					#econ_GDP_boost_once_flat = yes
				}
			}
			else = {
				add_stability = -0.07
			}
		}
		remove_effect = {
			#custom_effect_tooltip = GGR_loot_player_info
			set_temp_variable = { temp_econ_GDP_boost_flat = GGR_italy_loot }
			econ_GDP_boost_once_flat = yes
			subtract_from_variable = { GGR_italy_loot = 2 }
			if = {
				limit = {
					check_variable = { GGR_italy_loot = 0 }
				}
				custom_effect_tooltip = GGR_loot_runout
				clear_variable = GGR_italy_loot
			}
		}
		ai_will_do = { factor = 50 }
	}
	GGR_loot_turkey = {
		cost = 20
		icon = GFX_decision_generic_money
		days_remove = 45
		days_re_enable = 45

		visible = {
			check_variable = { GGR_turkey_loot > 0 }
			RKK = { is_subject_of = GER }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_loot_scandinavia"
			RKK = {
				add_stability = -0.03
				#set_temp_variable = { RK_GDP_decrease = GER.GGR_turkey_loot }
				#multiply_temp_variable = { RK_GDP_decrease = -1.3 }
				#set_temp_variable = { temp_econ_GDP_boost_flat = RK_GDP_decrease }
				#econ_GDP_boost_once_flat = yes
			}
		}
		remove_effect = {
			#custom_effect_tooltip = GGR_loot_player_info
			set_temp_variable = { temp_econ_GDP_boost_flat = GGR_turkey_loot }
			econ_GDP_boost_once_flat = yes
			subtract_from_variable = { GGR_turkey_loot = 2 }
			if = {
				limit = {
					check_variable = { GGR_turkey_loot = 0 }
				}
				custom_effect_tooltip = GGR_loot_runout
				clear_variable = GGR_turkey_loot
			}
		}
		ai_will_do = { factor = 50 }
	}
}


###WAR PLAN A###
GGR_improve_the_ploiesti_oil_fields_category = {
	GGR_repair_the_oil_fields = {
		cost = 50
		icon = GFX_decision_generic_construction
		fire_only_once = yes
		days_remove = 60

		available = {
			num_of_civilian_factories_available_for_projects > 2
		}
		visible = {
			has_country_flag = GGR_ploiesti_destroyed
		}
		modifier = {
			civilian_factory_use = 3
		}
		ai_will_do = {
			factor = 80
		}

		complete_effect = {
			if = { #sometimes this shit bugs out so i made this
				limit = {
					has_completed_focus = GGR_fragile_handle_with_care
				}
				clr_country_flag = GGR_ploiesti_destroyed
			}
			else = {
				set_temp_variable = { temp_econ_spending_amount = 3 }
				econ_spend_money_once_effect_raw_money = yes
			}
		}

		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_repair_the_oil_fields" 
			clr_country_flag = GGR_ploiesti_destroyed
			RKB = {
				add_ideas = RKB_reichs_fuel_tank_1
			}
			hidden_effect = {
				add_ideas = GER_reichs_fuel_tank_1
			}
		}
	}
	GGR_expand_extraction_operations = {
		cost = 50
		icon = GFX_decision_generic_construction
		fire_only_once = yes
		days_remove = 60

		available = {
			NOT = {
				has_country_flag = GGR_ploiesti_destroyed
			}
			num_of_civilian_factories_available_for_projects > 4
		}
		modifier = {
			civilian_factory_use = 5
		}
		ai_will_do = {
			factor = 40
		}

		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_expand_extraction_operations"
			add_resource = {
				type = oil
				amount = 5
				state = 46
			}
			set_temp_variable = { temp_econ_spending_amount = 1 }
			econ_spend_money_once_effect_raw_money = yes
			RKB = {
				RKB_improve_fuel_tank_spirit = yes
			}
		}
	}
	GGR_more_funding_for_Kontinentale_Ol = {
		cost = 50
		icon = GFX_decision_generic_construction
		fire_only_once = yes

		available = {
			NOT = {
				has_country_flag = GGR_ploiesti_destroyed
			}
		}
		ai_will_do = {
			factor = 40
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_more_funding_for_Kontinentale_Ol"
			set_temp_variable = { temp_econ_spending_amount = 1.5 }
			econ_spend_money_once_effect_raw_money = yes
			RKB = {
				RKB_improve_fuel_tank_spirit = yes
			}
			add_resource = {
				type = oil
				amount = 10
				state = 46
			}
		}
	}
	GGR_better_extraction_methods = {
		cost = 50
		icon = GFX_decision_generic_construction
		fire_only_once = yes

		available = {
			NOT = {
				has_country_flag = GGR_ploiesti_destroyed
			}
			has_tech = excavation2
		}
		ai_will_do = {
			factor = 40
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_better_extraction_methods"
			set_temp_variable = { temp_econ_spending_amount = 1.5 }
			RKB = {
				RKB_improve_fuel_tank_spirit = yes
			}
			add_resource = {
				type = oil
				amount = 10
				state = 46
			}
		}
	}
}

Goering_denmark_category = {

	GGR_negotiate_with_hanneken = {
		cost = 50
		icon = GFX_decision_generic_phone_call
		fire_only_once = yes
		visible = {
			country_exists = DEN
			DEN = {
				has_country_leader = {
					character = DEN_Hermann_von_Hanneken
					ruling_only = yes
				}
			}
		}

		available = {
			NOT = {
				has_country_flag = GGR_invade_denmark_flag
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_negotiate_with_hanneken"
			set_country_flag = GGR_negotiate_with_denmark
			GGR_increase_militarist_loyalty = yes
			GGR_increase_militarist_power = yes
			GGR_increase_militarist_hawkishness_small = yes
			country_event = { id = goering.denmark.3 days = 2 }
		}
		ai_will_do = {
			factor = 100
			modifier = {
				factor = 0
				GER = {
					has_game_rule = { rule = DEN_GGR_STRATEGY option = DEN_GGR_STRATEGY_INVADE }
				}
			}
		}
	}

	GGR_negotiate_with_martinsen = {
		cost = 50
		icon = GFX_decision_generic_phone_call
		fire_only_once = yes
		visible = {
			country_exists = DEN
			DEN = {
				has_country_leader = {
					character = DEN_Knud_Borge_Martinsen
					ruling_only = yes
				}
			}
		}
    
		available = {
			set_temp_variable = { required_difference = 5 }
			militarists_are_pleased = yes
			NOT = {
				has_country_flag = GGR_invade_denmark_flag
			}
		}
    
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_negotiate_with_martinsen"
			country_event = { id = goering.denmark.1 days = 2 }
			GGR_decrease_militarist_loyalty_small = yes
			set_country_flag = GGR_negotiate_with_denmark
		}
		ai_will_do = {
			factor = 100
			modifier = {
				factor = 0
				GER = {
					has_game_rule = { rule = DEN_GGR_STRATEGY option = DEN_GGR_STRATEGY_INVADE }
				}
			}
		}
	}

	GGR_negotiate_with_best = {
		cost = 50
		icon = GFX_decision_generic_phone_call
		fire_only_once = yes
		visible = {
			country_exists = DEN
			DEN = {
				has_country_leader = {
					character = DEN_Werner_Best
					ruling_only = yes
				}
			}
			NOT = {
				has_country_flag = GGR_invade_denmark_flag
			}
		}

		available = {
			set_temp_variable = { required_difference = 10 }
			militarists_are_pleased = yes
			NOT = {
				has_country_flag = GGR_invade_denmark_flag
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_negotiate_with_best"
			country_event = { id = goering.denmark.2 days = 2 }
			GGR_decrease_militarist_loyalty_small = yes
			set_country_flag = GGR_negotiate_with_denmark
		}
		ai_will_do = {
			factor = 100
			modifier = {
				factor = 0
				GER = {
					has_game_rule = { rule = DEN_GGR_STRATEGY option = DEN_GGR_STRATEGY_INVADE }
				}
			}
		}
	}

	GGR_invade_denmark = {
		cost = 10
		icon = GFX_decision_generic_assault
		fire_only_once = yes
		visible = {
			country_exists = DEN
			NOT = {
				OR = {
					has_country_flag = GGR_negotiate_with_denmark
				}
			}
		}

		available = {
			NOT = {
				has_country_flag = GGR_negotiate_with_denmark
			}
			if = {
				limit = {
					DEN = {
						has_country_leader = {
							character = DEN_Hermann_von_Hanneken
							ruling_only = yes
						}
					}
				}
				set_temp_variable = { required_difference = 15 }
				militarists_are_pleased = yes
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_invade_denmark"
			declare_war_on = {
				target = DEN
				type = annex_everything
			}
			if = {
				limit = {
					DEN = {
					    has_country_leader = {
						    character = DEN_Hermann_von_Hanneken
						    ruling_only = yes
						}
					}
				}
				GGR_decrease_militarist_loyalty = yes
				GGR_decrease_militarist_power_small = yes
				GGR_decrease_militarist_hawkishness_small = yes
			}
			else = {
				GGR_increase_militarist_loyalty = yes
				GGR_increase_militarist_power_small = yes
				GGR_increase_militarist_hawkishness_small = yes
			}
			add_timed_idea = {
				idea = GGR_the_heer_is_ready_idea
				days = 30
			}
			set_country_flag = GGR_invade_denmark_flag
		}
		ai_will_do = {
			factor = 100
			modifier = {
				factor = 0
				GER = { has_war = yes }
			}
			modifier = {
				factor = -100
				has_game_rule = {
					rule = DEN_GGR_STRATEGY
					option = DEN_GGR_STRATEGY_PEACEFULLY
				}
			}
		}
	}

	GGR_march_on_copenhagen = {
		cost = 50
		icon = GFX_decision_generic_military_parade

		visible = {
			NOT = {
				country_exists = DEN
			}
		}
		fire_only_once = yes

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_secure_coppenhagen"
			add_stability = 0.05
			set_temp_variable = { temp_econ_GDP_boost_flat = 0.005 }
			econ_GDP_boost_once_flat = yes
			GGR_increase_militarist_loyalty_large = yes
			set_country_flag = GGR_operation_moltke_done
		}
		ai_will_do = {
			factor = 100
		}
	}

	GGR_work_towards_integration = {
		cost = 60
		icon = GFX_decision_generic_shake_hands
		fire_only_once = yes
		visible = {
			has_country_flag = GGR_operation_moltke_done
			NOT = {
				has_country_flag = GGR_denmark_occuppied
			}
		}

		days_remove = 50

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_work_towards_integration"
			custom_effect_tooltip = GGR_work_towards_integration_tt
			add_stability = 0.05
			set_country_flag = GGR_denmark_integrated
			TNO_improve_admin_efficiency_really_low = yes
			
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_work_towards_integration"
			every_owned_state = {
				limit = {
					is_core_of = DEN
				}
				add_core_of = GER
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
}

Goering_poland_category = {
	GGR_eastern_tank_buildup = {
		cost = 50
		icon = GFX_decision_generic_tank
		fire_only_once = yes
		visible = {
			country_exists = POL
			has_global_flag = POL_victory
		}

		complete_effect = {
			set_temp_variable = { temp_econ_spending_amount = 0.1 }
			econ_spend_money_once_effect_raw_money = yes
		}

		days_remove = 5

		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_eastern_tank_buildup"
			custom_effect_tooltip = GGR_eastern_tank_buildup_tooltip
			hidden_effect = {
				load_oob = "GGR_Augustus_Army"
			}
			army_experience = 20
		}
		ai_will_do = {
			factor = 100
		}
	}

	GGR_eastern_air_buildup = {
		cost = 50
		icon = GFX_decision_generic_fighter_plane
		fire_only_once = yes
		visible = {
			country_exists = POL
			has_global_flag = POL_victory
		}

		days_remove = 10

		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_eastern_air_buildup"
			67 = {
				add_building_construction = {
					type = air_base
					level = 1
					instant_build = yes
				}
			}
			98 = {
				add_building_construction = {
					type = air_base
					level = 1
					instant_build = yes
				}
			}
			hidden_effect = {
				load_oob = "GGR_Augustus_Air"
			}
		}
		ai_will_do = {
			factor = 100
		}
	}

	GGR_destroy_poland = {
		cost = 25
		icon = GFX_decision_generic_bombing
		fire_only_once = yes
		visible = {
			NOT = {
				has_war_with = POL
			}
			has_global_flag = POL_victory
		}

		days_remove = 5

		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_eastern_air_buildup"
			add_manpower = 10000
			declare_war_on = {
				target = POL
				type = annex_everything
			}
		}
		ai_will_do = {
			factor = 100
			modifier = {
				factor = 0
				GER = {has_war = yes}
			}
		}
	}

	GGR_new_oath_to_reich = {
		cost = 50
		icon = GFX_decision_generic_shake_hands
		fire_only_once = yes
		visible = {
			NOT = {
				has_war_with = POL
			}
			has_global_flag = GGN_victory
		}

		days_remove = 10

		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_new_oath_to_reich"
			hidden_effect = {
				country_event = {
					id = goering.ggn.1
				}
			}
		}
		ai_will_do = {
			factor = 100
		}
	}


	GGR_fate_of_the_poles = {
		cost = 50
		icon = GFX_decision_generic_break_treaty
		fire_only_once = yes
		visible = {
			has_global_flag = POL_victory
		}

		available = {
			NOT = {
				country_exists = POL
			}
		}

		days_remove = 100

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_fate_of_the_poles"
			10 = {
				damage_building = {
					type = infrastructure
					damage = 1
				}
				add_manpower = -1679
			}
			90 = {
				damage_building = {
					type = infrastructure
					damage = 1
				}
				add_manpower = -1800
			}
			add_stability = 0.05
			add_war_support = 0.05
			hidden_effect = {
				country_event = {
					id = goering.poland.1
				}
			}
		}

		remove_effect = {
			country_event = {
				id = goering.poland.3
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
}

Goering_slovakia_category = {

	GGR_reinvite_slovakia = {
		cost = 50
		icon = GFX_decision_generic_handshake
		fire_only_once = yes

		visible = {
			country_exists = SLO
			SLO = {
				has_government = national_socialism
				is_subject = no
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_reinvite_slovakia"
			effect_tooltip = {
				set_autonomy = {
					target = SLO
					autonomous_state = autonomy_collaborator_puppet_state
				}
			}
			hidden_effect = {
				SLO = {
					save_party_popularities = yes
				}
				set_autonomy = {
					target = SLO
					autonomous_state = autonomy_collaborator_puppet_state
				}
				SLO = {
					apply_party_popularities = yes
				}
			}
		}
	}

	GGR_native_battalions = {
		cost = 25
		icon = GFX_decision_generic_military_parade
		fire_only_once = yes
		visible = {
			country_exists = SLO
			SLO = { is_subject = no }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_native_battalions"
			hidden_effect = {
				load_oob = GGR_Slovakian_Battalions
			}
			custom_effect_tooltip = GGR_native_battalions_effect_tooltip
		}
		ai_will_do = {
			factor = 20
		}
	}

	GGR_the_final_ultimatum = {
		cost = 40
		icon = GFX_decision_generic_political_action
		fire_only_once = yes
		visible = {
			country_exists = SLO
			NOT = {
				SLO = { has_government = national_socialism }
			    has_country_flag = GER_SLO_war
			}
		}

		available = {
			set_temp_variable = { required_difference = 10 }
			militarists_are_pleased = yes
		}
		days_remove = 7
		
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_the_final_ultimatum"
			GGR_decrease_militarist_loyalty_small = yes
			set_country_flag = GER_SLO_negotiation
			SLO = {
				country_event = {
					id = goering.slovakia.1
					days = 1
				}
			}
		}
		
		ai_will_do = {
			factor = 50
			modifier = {
				factor = 0
				GER = { has_war = yes }
			}
		}
	}

	GGR_march_on_bratislava = {
		cost = 10
		icon = GFX_decision_generic_assault
		fire_only_once = yes
		visible = {
			country_exists = SLO
			NOT = {
				SLO = { has_government = national_socialism }
			    has_country_flag = GER_SLO_negotiation
			}	
		}
        complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_march_on_bratislava"
			set_country_flag = GER_SLO_war
			GGR_increase_militarist_loyalty_small = yes
			declare_war_on = {
				target = SLO
				type = annex_everything
			}
		}
		ai_will_do = {
			factor = 50
			modifier = {
				factor = 0
				GER = { has_war = yes }
			}
		}
	}

	GGR_internal_affairs = {
		cost = 25
		icon = GFX_decision_generic_break_treaty
		fire_only_once = yes
		visible = {
			OR = {
				OR = {
					GSL = {
						is_subject_of = GER
					}
					SLO = {
						is_subject_of = GER
					}
				}
				AND = {
					NOT = {
						country_exists = SLO
					}
					NOT = {
						country_exists = GSL
					}
				}
			}
		}
		days_remove = 5

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_internal_affairs"
			country_event = {
				id = goering.slovakia.8
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
}

Goering_netherlands_category = {
	GGR_the_final_ultimatum_Netherlands = {
		cost = 50
		icon = GFX_decision_generic_political_action
		fire_only_once = yes
		visible = {
			HOL = {
			    has_country_leader = {
		            character = HOL_cornelis_van_geelkerken
				    ruling_only = yes
				}	
			}
			NOT = {
			    has_country_flag = GGR_HOL_war
			}
		}
		available = {
			set_temp_variable = { required_difference = 10 }
			militarists_are_pleased = yes
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_the_final_ultimatum_Netherlands"
			GGR_decrease_militarist_loyalty_small = yes
			set_country_flag = GGR_HOL_negotiation
		}
		days_remove = 7
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_the_final_ultimatum_Netherlands"
			custom_effect_tooltip = GER_final_ultimatum_HOL_start
			HOL = {
				country_event = {
					id = goering.netherlands.1
				    days = 3
			    }
            }
		}
		ai_will_do = { factor = 20 }
	}

	GGR_return_of_the_NSNAP = {
		cost = 25
		icon = GFX_decision_generic_military_parade
		fire_only_once = yes
		visible = {
			HOL = {
				is_subject_of = GER
			}
		}
		days_remove = 10
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_return_of_the_NSNAP"
			HOL = {
				add_stability = 0.1
				add_war_support = 0.20
				set_party_name = {
					ideology = national_socialism
					long_name = HOL_GGR_national_socialism_party_long
					name = HOL_GGR_national_socialism_party
				}
			}
			country_event = goering.netherlands.4
			set_country_flag = return_of_the_NSNAP
		}
		ai_will_do = {
			factor = 100
		}
	}

	GGR_Purify_the_blood = {
		cost = 25
		icon = GFX_decision_generic_assassination
		fire_only_once = yes
		visible = {
			HOL = {
				is_subject_of = GER
			}
		}
		days_remove = 10
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_Purify_the_blood"
			HOL = {
				add_stability = -0.20
				add_war_support = -0.20
			}
			36 = {
				add_manpower = -40000
			}
			35 = {
				add_manpower = -70000
			}
			7 = {
				add_manpower = -120000
			}
			set_country_flag = Purify_the_blood
		}
		ai_will_do = {
			factor = 100
		}
	}

	GGR_an_integral_part_of_the_reich = {
		cost = 50
		icon = GFX_decision_GER_reichskommissariats
		fire_only_once = yes
		visible = {
			HOL = {
				is_subject_of = GER
			}
			has_country_flag = Purify_the_blood
			has_country_flag = return_of_the_NSNAP
		}
		days_remove = 10
		complete_effect = {
			set_country_flag = an_integral_part_of_the_reich
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_an_integral_part_of_the_reich"
			custom_effect_tooltip = GER_integral_part
			HOL = {
			    every_unit_leader = {
					limit = {
						NOT = {
							is_character = HOL_henk_feldmeijer
						}
					}
				    set_nationality = GER
				}	
			}
			HOL = {
				GER_johann_von_kielmansegg = {
					set_nationality = GER
				}
			}
			annex_country = {
				target = HOL
				transfer_troops = yes
			}
			every_owned_state = {
				limit = {
					OR = {
						check_variable = { nationality = 139 }
						state = 36
					}
				}
				add_state_modifier = { modifier = { local_non_core_manpower = 0.15 } }
			}
		}
		ai_will_do = {
			factor = 100
		}
	}

	GGR_invade_the_netherlands = {
		cost = 50
		icon = GFX_decision_generic_assault
		fire_only_once = yes
		
		visible = {
			NOT = {
			    has_country_flag = GGR_HOL_negotiation
			}	
		}
		
		days_remove = 7
		
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_invade_the_Netherlands"
			set_country_flag = GGR_HOL_war
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_invade_the_Netherlands"
			declare_war_on = {
			    target = HOL
			    type = annex_everything
		    }
			GGR_increase_militarist_loyalty = yes
		}
		ai_will_do = { factor = 20 }
	}
}

Goering_ostland_category_anarchy = {
	GGR_going_in_alone = {
		cost = 50
		icon = GFX_decision_generic_assault
		fire_only_once = yes
		visible = {
			NOT = {
				has_country_flag = friends_on_the_inside
			}
			has_completed_focus = GGR_anarchy_in_ostland
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_going_in_alone"
			if = {
				limit = { OST = { exists = yes }}
				declare_war_on = {
					target = OST
					type = annex_everything
				}
			}
			if = {
				limit = { MST = { exists = yes }}
				declare_war_on = {
					target = MST
					type = annex_everything
				}
			}
			if = {
				limit = { JST = { exists = yes }}
				declare_war_on = {
					target = JST
					type = annex_everything
				}
			}
			if = {
				limit = { UPO = { exists = yes }}
				declare_war_on = {
					target = UPO
					type = annex_everything
				}
			}
			if = {
				limit = { BLR = { exists = yes }}
				declare_war_on = {
					target = BLR
					type = annex_everything
				}
			}
			set_country_flag = going_in_alone
		}
		ai_will_do = {
			factor = 100
			modifier = {
				factor = 0
				GER = {has_war = yes}
			}
		}
	}
	GGR_friends_on_the_inside = {
		cost = 25
		icon = GFX_decision_generic_handshake
		fire_only_once = yes
		visible = {
			NOT = {
				has_country_flag = going_in_alone
			}
			has_completed_focus = GGR_anarchy_in_ostland
		}
		available = {
			country_exists = OST
			set_temp_variable = { required_difference = 15 }
			militarists_are_pleased = yes
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_friends_on_the_inside"
			add_to_faction = OST
			OST = {
				econ_join_sphere_GER = yes
			}
			hidden_effect = {
				GER = {
					add_to_faction = OST
				}
			}
			set_country_flag = friends_on_the_inside
		}
		ai_will_do = { factor = 20 }
	}
	GGR_back_to_the_fold = {
		cost = 10
		icon = GFX_decision_generic_military_guns_brown
		fire_only_once = yes
		visible = {
			OST = {
				is_subject_of = GER
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_back_to_the_fold"
			OST  = {
				send_equipment = {
					equipment = infantry_equipment_1
					amount = 2000
					target = OST
				}
				add_manpower = 5000
				add_war_support = 0.05
			}
			GGR_decrease_militarist_loyalty_small = yes
		}
		ai_will_do = {
			factor = 100
		}
	}
	GGR_reestablish_the_garrison = {
		cost = 10
		icon = GFX_decision_generic_police_redeployment
		fire_only_once = yes
		visible = {
			OST = {
				is_in_faction_with = GER
				exists = yes
			}
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = GGR_ostland_order_restored_tooltip
				has_war = no
				OST = {
					has_war = no
					is_subject_of = GER
					exists = yes
				}
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_reestablish_the_garrison"
			custom_effect_tooltip = GGR_reestablish_the_garrison_tooltip
			add_manpower = -10000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -2500
			}
			GGR_decrease_militarist_power_small = yes
			hidden_effect = {
				if = {
					limit = {
						NOT = {
							country_exists = OST
						}
					}
					add_stability = 0.10
				}
				if = {
					limit = {
						country_exists = OST
					}
					OST = {
						add_stability = 0.15
					}
				}
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	GGR_end_the_madness = {
		cost = 10
		icon = GFX_decision_generic_building
		fire_only_once = yes
		visible = {
			OST = {
				is_in_faction_with = GER
				exists = yes
			}
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = GGR_ostland_order_restored_tooltip
				has_war = no
				OST = {
					has_war = no
				}
			}
			if = {
				limit = { is_ai = no }
				divisions_in_state = {
					state = 943
					size > 2
				}
				divisions_in_state = {
					state = 11
					size > 2
				}
				divisions_in_state = {
					state = 96
					size > 2
				}
				divisions_in_state = {
					state = 207
					size > 2
				}
				divisions_in_state = {
					state = 206
					size > 2
				}
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_end_the_madness"
			custom_effect_tooltip = GGR_end_the_madness_tooltip
			set_country_flag = GGR_integrating_ostland
			country_event = { id = goering.ostland.stahlecker.22 days = 1 }
			add_timed_idea = {
				idea = GGR_rebuilt_ostland
				days = 280
			}
			add_stability = 0.1
		}
		ai_will_do = {
			factor = 100
		}
	}
	GGR_one_last_fight = {
		cost = 25
		icon = GFX_decision_generic_break_treaty
		fire_only_once = yes
		visible = {
			NOT = {
				has_country_flag = an_ally_in_the_east
			}
			country_exists = OST
			OST = {
				has_country_leader = {
					character = OST_Franz_Walter_Stahlecker
					ruling_only = yes
				}
			}
		}
		available = {
			NOT = {
				OST = {
					has_war = yes
				}
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_one_last_fight"
			GER = {
				remove_from_faction = OST
			}
			declare_war_on = {
				target = OST
				type = annex_everything
			}
			GGR_increase_militarist_loyalty_small = yes
			set_country_flag = one_last_fight
		}
		ai_will_do = { factor = 20 }
	}
	GGR_an_ally_in_the_east = {
		cost = 15
		icon = GFX_decision_generic_military_parade_green
		fire_only_once = yes
		visible = {
			NOT = {
				has_country_flag = one_last_fight
			}
			OST = {
				is_in_faction_with = GER
			}
			OST = {
				has_country_leader = {
					character = OST_Franz_Walter_Stahlecker
					ruling_only = yes
				}
			}
		}
		available = {
			NOT = {
				OST = {
					has_war = yes
				}
			}
			set_temp_variable = { required_difference = 35 }
			militarists_are_pleased = yes
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_an_ally_in_the_east"
			OST = { GGR_install_RK_with_no_changes = yes }
			GGR_decrease_militarist_loyalty_large = yes
			set_country_flag = an_ally_in_the_east
			hidden_effect = {
				every_state = {
					limit = { is_core_of = OST }
					transfer_state_to = OST
				}
			}
		}
		ai_will_do = { factor = 20 }
	}
}

Goering_ostland_category_kovner = {
	GGR_make_it_stop = {
		cost = 5
		icon = GFX_decision_generic_revolt
		fire_only_once = yes
		visible = {
			has_completed_focus = GGR_the_eastern_nightmare
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_make_it_stop"
			add_ideas = GGR_eastern_nightmare
			declare_war_on = {
				target = UPO
				type = annex_everything
			}
		}
		ai_will_do = { factor = 20 }
	}
	GGR_recover_this_mess = {
		cost = 50
		icon = GFX_decision_generic_police_redeployment
		fire_only_once = yes
		visible = {
			has_completed_focus = GGR_the_eastern_nightmare
			always = no
			NOT = {
				has_country_flag = GGR_ostland_destroyed
				country_exists = UPO
			}
		}
		days_remove = 280
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_recover_this_mess"
			custom_effect_tooltip = GGR_combing_the_ashes_tooltip
			add_stability = 0.1
			hidden_effect = {
				country_event = { id = goering.ostland.1 days = 100 }
			}
			add_timed_idea = {
				idea = GGR_rebuilt_ostland
				days = 280
			}
			set_temp_variable = { debt_temp = 2 }
			econ_national_debt_change = yes
			GGR_increase_militarist_power_small = yes
			GGR_increase_militarist_hawkishness_small = yes
			set_country_flag = GGR_recover_this_mess
		}
		ai_will_do = { factor = 20 }
	}
}

Goering_ostland_category_landrut = {
	GGR_end_landrut = {
		cost = 10
		icon = GFX_decision_generic_assault
		fire_only_once = yes
		visible = {
			always = yes
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_end_landrut"
			declare_war_on = {
				target = MST
				type = annex_everything
			}
			hidden_effect = {
				country_event = { id = goering.ostland.landrut.2 days = 10}
			}
		}
		ai_will_do = { factor = 20 }
	}
	GGR_find_the_loyalists = {
		cost = 25
		icon = GFX_decision_generic_arrest
		fire_only_once = yes
		visible = {
			NOT = {
				country_exists = MST
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_find_the_loyalists"
			GGR_increase_militarist_hawkishness = yes
			add_political_power = 80
			custom_effect_tooltip = GGR_make_some_friends_tooltip
			load_oob = "GGR_make_some_friends"
		}
		ai_will_do = { factor = 20 }
	}
	GGR_extinguish_the_fire = {
		cost = 10
		icon = GFX_decision_generic_police_redeployment
		fire_only_once = yes
		visible = {
			NOT = {
				country_exists = MST
			}
		}
		available = {
			if = {
				limit = { is_ai = no}
				divisions_in_state = {
					state = 943
					size > 2
				}
				divisions_in_state = {
					state = 11
					size > 2
				}
				divisions_in_state = {
					state = 96
					size > 2
				}
				divisions_in_state = {
					state = 207
					size > 2
				}
				divisions_in_state = {
					state = 206
					size > 2
				}
			}
		}
		days_remove = 12
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_extinguish_the_fire"
			remove_ideas = GGR_ostland_partisans
			add_timed_idea = {
				idea = GGR_rebuilt_ostland
				days = 280
			}
		}
		ai_will_do = { factor = 20 }
	}
	GGR_the_fate_of_ostland = {
		cost = 50
		icon = GFX_decision_generic_building
		fire_only_once = yes
		visible = {
			always = no
			NOT = {
				country_exists = MST
			}
		}
		days_remove = 280
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_the_fate_of_ostland"
			custom_effect_tooltip = GGR_combing_the_ashes_tooltip
			add_stability = 0.1
			hidden_effect = {
				country_event = { id = goering.ostland.1 days = 100 }
			}
			GGR_increase_militarist_power_small = yes
			GGR_increase_militarist_hawkishness_small = yes
			set_country_flag = GGR_the_fate_of_ostland
		}
		ai_will_do = { factor = 20 }
	}
}

Goering_ostland_category_anarchy2 = {
	GGR_a_second_chance = {
		cost = 50
		icon = GFX_decision_generic_handshake
		fire_only_once = yes
		visible = {
			always = yes
			NOT = {
				has_country_flag = no_redemption
			}
			country_exists = DST
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_a_second_chance"
			add_to_faction = DST
			DST = {
				econ_join_sphere_GER = yes
			}
			hidden_effect = {
				DST = {
					GGR_install_RK_with_no_changes = yes
					set_cosmetic_tag = OST
				}
			}
			set_variable = { GGR_ostland_loot = 4 }
			set_country_flag = a_second_chance
		}
		ai_will_do = { factor = 20 }
	}
	GGR_our_eastern_friend = {
		cost = 50
		icon = GFX_decision_generic_military_parade_green
		fire_only_once = yes
		visible = {
			always = yes
			NOT = {
				has_country_flag = alter_the_deal
			}
			country_exists = DST
		}
		available = {
			NOT = {
				DST = {
					has_war = yes
				}
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_our_eastern_friend"
			GGR_increase_militarist_loyalty = yes
			GGR_increase_militarist_hawkishness_small = yes
			set_country_flag = our_eastern_friend
		}
		ai_will_do = { factor = 20 }
	}
	GGR_alter_the_deal = {
		cost = 25
		icon = GFX_decision_generic_break_treaty
		fire_only_once = yes
		visible = {
			always = yes
			NOT = {
				has_country_flag = our_eastern_friend
			}
			country_exists = DST
		}
		available = {
			NOT = {
				DST = {
					has_war = yes
				}
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_alter_the_deal"
			custom_effect_tooltip = GGR_alter_the_deal_tooltip
			hidden_effect = {
				country_event = { id = goering.ostland.drechsler.4 }
			}
			set_country_flag = alter_the_deal
		}
		ai_will_do = { factor = 20 }
	}
	GGR_no_redemption = {
		cost = 25
		icon = GFX_decision_generic_assassination
		fire_only_once = yes
		visible = {
			always = yes
			NOT = {
				has_country_flag = a_second_chance
			}
			country_exists = DST
		}

		available = {
			set_temp_variable = { required_difference = 30 }
			militarists_are_pleased = yes
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_no_redemption"
			set_country_flag = no_redemption
			if = {
				limit = { OST = { exists = yes }}
				declare_war_on = {
					target = OST
					type = annex_everything
				}
			}
			if = {
				limit = { MST = { exists = yes }}
				declare_war_on = {
					target = MST
					type = annex_everything
				}
			}
			if = {
				limit = { JST = { exists = yes }}
				declare_war_on = {
					target = JST
					type = annex_everything
				}
			}
			if = {
				limit = { UPO = { exists = yes }}
				declare_war_on = {
					target = UPO
					type = annex_everything
				}
			}
			if = {
				limit = { BLR = { exists = yes }}
				declare_war_on = {
					target = BLR
					type = annex_everything
				}
			}
			if = {
				limit = { DST = { exists = yes }}
				declare_war_on = {
					target = DST
					type = annex_everything
				}
			}
			set_global_flag = GGR_TestOrder
			set_variable = { GGR_ostland_loot = 4 }
			GGR_decrease_militarist_loyalty_large = yes
			set_country_flag = no_redemption
		}
		ai_will_do = { factor = 20 }
	}
	GGR_fix_the_factories = {
		cost = 25
		icon = GFX_decision_generic_building
		fire_only_once = yes
		visible = {
			has_global_flag = OST_OCW_Ongoing
			country_exists = DST
		}
		available = {
			DST = {
				has_war = no
				is_in_faction_with = GER
			}
			GER = {
				has_war = no
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_fix_the_factories"
			add_timed_idea = {
				idea = GGR_rebuilt_ostland
				days = 280
			}
		}
		ai_will_do = { factor = 20 }
	}
	GGR_arm_the_loyalists = {
		cost = 25
		icon = GFX_decision_generic_civil_support
		fire_only_once = yes
		visible = {
			always = yes
			has_global_flag = OST_OCW_Ongoing	
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_arm_the_loyalists"
			custom_effect_tooltip = GGR_arm_the_loyalists_tooltip
			hidden_effect = {
				division_template = {
					name = "Ost-German volunteers"
					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 0 y = 3 }
						infantry = { x = 0 y = 4 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						infantry = { x = 1 y = 3 }
						infantry = { x = 1 y = 4 }
					}
				}
				set_division_template_lock = {
					division_template = "Ost-German volunteers"
					is_locked = no
				}
				97 = {
					create_unit = {
						division = "name = \"1. östliche Befreiers \" division_template = \"Ost-German volunteers\" start_experience_factor = 0.5 start_equipment_factor = 0.8"
						prioritize_location = 3254
						owner = GER
					}
					create_unit = {
						division = "name = \"2. östliche Befreiers\" division_template = \"Ost-German volunteers\" start_experience_factor = 0.5 start_equipment_factor = 0.8"
						prioritize_location = 400
						owner = GER
					}
				}
				188 = {
					create_unit = {
						division = "name = \"3. östliche Befreiers\" division_template = \"Ost-German volunteers\" start_experience_factor = 0.5 start_equipment_factor = 0.8"
						prioritize_location = 3288
						owner = GER
					}
				}
			}
		}
		ai_will_do = { factor = 20 }
	}
	GGR_looking_to_the_future1 = {
		cost = 25
		icon = GFX_decision_generic_building
		fire_only_once = yes
		visible = {
			has_country_flag = a_second_chance
			DST = {
				NOT = {
				    has_global_flag = OST_OCW_Ongoing
			    }
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_looking_to_the_future"
			custom_effect_tooltip = GGR_looking_to_the_future_tooltip
			country_event = {
				id = goering.ostland.drechsler.2
				days =  0
			}
			set_temp_variable = { debt_temp = 0.15 }
			econ_national_debt_change = yes
			set_country_flag = ostland_is_being_integrated

			GGR_increase_militarist_loyalty = yes
			GGR_increase_militarist_power_small = yes
		}
		ai_will_do = { factor = 20 }
	}
	GGR_reconstruction_aid_1 = {
		cost = 15
		icon = GFX_decision_generic_building
		fire_only_once = yes
		visible = {
			DST = {
				is_subject_of = GER
			}
			NOT = {
				has_global_flag = OST_OCW_Ongoing
			}
		}
		days_remove = 50
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_integrate_ostland2"
			set_temp_variable = { debt_temp = 5.5 }
		    econ_national_debt_change = yes
			DST = {
				add_stability = 0.08
			}
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_reconstruction_aid"
			DST = {
				every_owned_state = {
				    if = {
                        limit = {
					        NOT = {
					            OR = {
						            state = 1397
								}	
							}	
					    }
						set_temp_variable = { state_value_multiplier_temp = 1.05 }
				        econ_state_value_change_multiply = yes
					    add_building_construction = {
					        type = infrastructure
					        level = 1
					        instant_build = yes
						
                        }
			 	    }				
				}				
			}
			1397 = { 
				set_temp_variable = { state_value_multiplier_temp = 1.07 }
				econ_state_value_change_multiply = yes	
				set_temp_variable = { state_value_multiplier_temp = 1.05 }
				econ_state_value_change_multiply = yes
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			set_temp_variable = { pus_temp = 6 }
		    econ_pus_change = yes
			DST = {
			    TNO_improve_poverty_med = yes
			}	
		} 
		ai_will_do = { factor = 20 }
	}
	GGR_integrate_ostland3 = {
		cost = 50
		icon = GFX_decision_generic_handshake
		fire_only_once = yes
		visible = {
			always = no
			has_country_flag = ostland_is_being_integrated
			DST = {
				is_subject_of = GER
				NOT = {
				    has_global_flag = OST_OCW_Ongoing
			    }
			}
		}

		days_remove = 280

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_integrate_ostland2"
			country_event = { id = goering.ostland.drechsler.7 days =  0 }
			custom_effect_tooltip = GGR_combing_the_ashes_tooltip
			add_stability = 0.1
			hidden_effect = {
				country_event = { id = goering.ostland.1 days = 100 }
			}
			set_temp_variable = { debt_temp = 1 }
			econ_national_debt_change = yes
			GGR_decrease_militarist_power_small = yes
			GGR_decrease_militarist_hawkishness = yes
			set_country_flag = GGR_integrate_ostland
			set_country_flag = GGR_is_already_integrated
		}
		ai_will_do = { factor = 20 }
	}
}

Goering_ostland_category_jeckeln = {
	GGR_into_the_light = {
		cost = 10
		icon = GFX_decision_generic_revolt_red
		fire_only_once = yes
		visible = {
			always = yes
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_into_the_light"
			declare_war_on = {
				target = JST
				type = annex_everything
			}
			JST = {
				country_event = { id = JST.1 days = 2}
			}
			JST = {
				add_ideas = JST_GGR_partisans2
			}
		}
		ai_will_do = { factor = 20 }
	}

	GGR_hunting_down_the_remnants = {
		cost = 20
		icon = GFX_decision_generic_assassination
		fire_only_once = yes
		visible = {
			NOT = {
				has_country_flag = rebuilding_ostland
			}
		}
		available = {
			NOT = {
				country_exists = JST
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_hunting_down_the_remnants"
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_power_small = yes
			GGR_decrease_militarist_hawkishness_small = yes
			set_country_flag = hunting_down_the_remnants
		}
		ai_will_do = { factor = 20 }
	}

	GGR_loyalty_tests = {
		cost = 5
		icon = GFX_decision_generic_political_discourse
		fire_only_once = yes
		visible = {
			has_country_flag = hunting_down_the_remnants
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_loyalty_tests"
			country_event = { id = goering.ostland.jeckeln.5 days =  0}
			add_stability = -0.1
			add_war_support = -0.1
		}
		ai_will_do = { factor = 20 }
	}

	GGR_mass_incarcerations = {
		cost = 5
		icon = GFX_decision_generic_arrest
		fire_only_once = yes
		visible = {
			has_country_flag = hunting_down_the_remnants
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_mass_incarcerations"
			country_event = { id = goering.ostland.jeckeln.6 days =  0}
			hidden_effect = { country_event = { id = goering.ostland.jeckeln.7 days = 5 } }
			GGR_increase_militarist_loyalty_small = yes
		}
		ai_will_do = { factor = 20 }
	}

	GGR_locate_the_cells = {
		cost = 10
		icon = GFX_decision_generic_police_redeployment
		fire_only_once = yes
		visible = {
			has_country_flag = hunting_down_the_remnants
		}
		available = {
			if = {
				limit = { is_ai = no }
				divisions_in_state = {
					state = 943
					size > 2
				}
				divisions_in_state = {
					state = 11
					size > 2
				}
				divisions_in_state = {
					state = 96
					size > 2
				}
				divisions_in_state = {
					state = 207
					size > 2
				}
				divisions_in_state = {
					state = 206
					size > 2
				}
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_locate_the_cells"
			country_event = { id = goering.ostland.jeckeln.2 days =  0 }
		}
		ai_will_do = { factor = 20 }
	}

	GGR_counter_insurgency_tactics = {
		cost = 15
		icon = GFX_decision_generic_assault
		fire_only_once = yes
		visible = {
			has_country_flag = hunting_down_the_remnants
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_counter_insurgency_tactics"
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				category = military_police_tech
			}
			country_event = { id = goering.ostland.jeckeln.3 days =  0}
		}
		ai_will_do = { factor = 20 }
	}

	GGR_a_pure_ostland = {
		cost = 10
		icon = GFX_decision_generic_military_parade_green
		fire_only_once = yes
		visible = {
			has_country_flag = hunting_down_the_remnants
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_a_pure_ostland"
			GGR_increase_militarist_loyalty_small = yes
			GGR_increase_militarist_power_small = yes
			add_political_power = 100
			add_timed_idea = {
				idea = GGR_pure_ostland
				days = 90
			}
		}
		ai_will_do = { factor = 20 }
	}

	GGR_rebuilding_ostland = {
		cost = 20
		icon = GFX_decision_generic_building
		fire_only_once = yes
		visible = {
			NOT = {
				has_country_flag = hunting_down_the_remnants
			}
		}
		available = {
			NOT = {
				country_exists = JST
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_rebuilding_ostland"
			add_timed_idea = {
				idea = GGR_rebuilt_ostland
				days = 280
			}
			set_country_flag = rebuilding_ostland
		}
		ai_will_do = { factor = 20 }
	}

	GGR_rebuild_the_factories = {
		cost = 15
		icon = GFX_decision_generic_gear_blue
		fire_only_once = yes
		visible = {
			has_country_flag = rebuilding_ostland
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_rebuild_the_factories"
			set_temp_variable = { debt_temp = 0.25 }
			econ_national_debt_change = yes
		}
		ai_will_do = { factor = 20 }
	}

	GGR_an_industrious_population = {
		cost = 5
		icon = GFX_decision_generic_propaganda
		fire_only_once = yes
		visible = {
			has_country_flag = rebuilding_ostland
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_an_industrious_population"
			country_event = { id = goering.ostland.jeckeln.4 days =  0}
		}
		ai_will_do = { factor = 20 }
	}

	GGR_rebuild_the_harbours = {
		cost = 10
		icon = GFX_decision_generic_shipyard
		fire_only_once = yes
		visible = {
			has_country_flag = rebuilding_ostland
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_rebuild_the_harbours"
			13 = {
				add_building_construction = {
					type = naval_base
					level = 1
					instant_build = yes
					province = 3152
				}
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
			12 = {
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
					province = 6371
				}
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
			set_temp_variable = { temp_econ_spending_amount = 0.6 }
			econ_spend_money_once_effect_raw_money = yes
		}
		ai_will_do = { factor = 20 }
	}

	GGR_establish_new_airfields = {
		cost = 15
		icon = GFX_decision_generic_fighter_plane
		fire_only_once = yes
		visible = {
			has_country_flag = rebuilding_ostland
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_establish_new_airfields"
			206 = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
			207 = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
			set_temp_variable = { temp_econ_spending_amount = 1 }
			econ_spend_money_once_effect_raw_money = yes
		}
		ai_will_do = { factor = 20 }
	}

	GGR_a_rebuilt_ostland = {
		cost = 5
		icon = GFX_decision_generic_building_offices
		fire_only_once = yes
		visible = {
			always = yes
			has_country_flag = rebuilding_ostland
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_a_rebuilt_ostland"
			custom_effect_tooltip = GGR_a_rebuilt_ostland
			country_event = { id = goering.ostland.jeckeln.9 days = 0 }
		}
		ai_will_do = { factor = 20 }
	}

	GGR_reintegrate_ostland = {
		cost = 25
		icon = GFX_decision_generic_form_nation
		fire_only_once = yes
		visible = {
			always = no
			OR = {
				has_country_flag = rebuilding_ostland
				has_country_flag = hunting_down_the_remnants
			}
		}

		days_remove = 280
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_reintegrate_ostland"
			custom_effect_tooltip = GGR_combing_the_ashes_tooltip
			add_stability = 0.1
			hidden_effect = {
				country_event = { id = goering.ostland.1 days = 100 }
			}
			set_temp_variable = { debt_temp = 2 }
			econ_national_debt_change = yes
			GGR_increase_militarist_power_small = yes
			GGR_increase_militarist_hawkishness_small = yes
			set_country_flag = GGR_reintegrate_ostland
		}
		ai_will_do = { factor = 20 }
	}
}

Goering_ostland_category_vituska = {
	GGR_kick_in_the_door = {
		cost = 5
		icon = GFX_decision_generic_assault
		fire_only_once = yes
		visible = {
			has_country_flag = attack_vituska
		}
		days_remove = 5
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_kick_in_the_door"
			declare_war_on = {
				target = BLR
				type = annex_everything
			}
		}
		ai_will_do = { factor = 20 }
	}

	GGR_an_unlikely_proposal = {
		cost = 25
		icon = GFX_decision_generic_phone_call
		fire_only_once = yes
		visible = {
			has_country_flag = befriend_vituska
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_an_unlikely_proposal"
			BLR = {
				add_stability = 0.05
			}
			GGR_decrease_militarist_loyalty_large = yes
			set_country_flag = GGR_an_unlikely_proposal
		}
		ai_will_do = { factor = 20 }
	}

	GGR_return_germans_to_the_administration = {
		cost = 20
		icon = GFX_decision_generic_political_discourse
		fire_only_once = yes
		visible = {
			has_country_flag = befriend_vituska
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_return_germans_to_the_administration"
			custom_effect_tooltip = GGR_the_switcheroo_tooltip
			country_event = { id = goering.ostland.vituska.2 }
			set_country_flag = GGR_return_germans_to_the_administration
			BLR = {
				add_timed_idea = {
					idea = BLR_returning_germans
					days = 180
				}
			}
			hidden_effect = {
				if = {
					limit = { has_country_flag = GGR_officers_in_belarus }
					country_event = { id = goering.ostland.vituska.6 days = 1 }
					BLR = { country_event = { id = VIT.5 days = 13 } }
				}
				country_event = {
					id = goering.ostland.vituska.3
					days =  6
				}
			}
		}
		ai_will_do = { factor = 20 }
	}

	GGR_a_surely_loyal_pet = {
		cost = 50
		icon = GFX_decision_generic_military_parade_green
		fire_only_once = yes
		visible = {
			has_country_flag = befriend_vituska
			has_country_flag = GGR_an_unlikely_proposal
			has_country_flag = GGR_return_germans_to_the_administration
			NOT = {
				has_country_flag = alright_enough_jokes
			}
		}
		available = {
			set_temp_variable = { required_difference = 50 }
			militarists_are_pleased = yes
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_a_surely_loyal_pet"
			set_country_flag = a_surely_loyal_pet
			GGR_decrease_militarist_loyalty = yes
			if = {
				limit = {
					has_country_flag = vituska_many_guns
				}
				custom_effect_tooltip = GGR_vituska_ally
				GGR_decrease_militarist_hawkishness_small = yes
				GGR_decrease_militarist_power_small = yes
			}
			else_if = {
				limit = {
					has_country_flag = 	GGR_vituska_useful
				}
				GGR_decrease_militarist_hawkishness_small = yes
				GGR_decrease_militarist_power_small = yes
				clr_country_flag = GGR_vituska_useful
			}
			else = {
				hidden_effect = {
					country_event = { id = goering.ostland.vituska.7 days = 7 }
				}
			}
			set_autonomy = {
				target = BLR
				autonomy_state = autonomy_integrated_reichskommissariat
			}
			hidden_effect = {
				BLR = {
					add_stability = 0.1
					promote_character = BLR_Michal_Vituska
					set_cosmetic_tag = OST
					set_popularities = {
						national_socialism = 67
						fascism = 33
					}
					add_ideas = Pakt_Integrated_Reichskommissariat

					every_owned_state = {
						BLR = {
							add_state_core = PREV
						}
					}
    				set_variable = { TNO_economy_type = token:Econ_Type_Corporatism }
    				set_variable = { TNO_economy_subtype = token:Econ_Subtype_Gelenkte_Wirtschaft }
				}
			}
		}
		ai_will_do = { factor = 20 }
	}

	GGR_alright_enough_jokes = {
		cost = 10
		icon = GFX_decision_generic_assassination
		fire_only_once = yes
		visible = {
			has_country_flag = befriend_vituska
			NOT = {
				has_country_flag = a_surely_loyal_pet
			}
			has_country_flag = GGR_an_unlikely_proposal
			has_country_flag = GGR_return_germans_to_the_administration
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_alright_enough_jokes"
			set_country_flag = alright_enough_jokes
			GGR_increase_militarist_loyalty = yes
			declare_war_on = {
				target = BLR
				type = annex_everything
			}
		}
		ai_will_do = { factor = 20 }
	}
}

Goering_ostland_category_drechsler = {
	GGR_operation_ostwind = {
		cost = 10
		icon = GFX_decision_generic_assault
		fire_only_once = yes
		visible = {
			NOT = {
				has_country_flag = work_with_drechsler
			}
		}

		available = {
			set_temp_variable = { required_difference = 35 }
			militarists_are_pleased = yes
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_operation_ostwind"
			hidden_effect = {
				GER = {
					set_autonomy = {
						target = DST
						autonomy_state = autonomy_free
					}
				}
				DST = {
					leave_faction = yes
				}

			}
			declare_war_on = {
				target = DST
				type = annex_everything
			}

			GGR_decrease_militarist_loyalty_large = yes
			GGR_decrease_militarist_power_small = yes
			set_country_flag = attack_drechsler
		}
		ai_will_do = { factor = 20 }
	}
	OST_the_truth = {
		cost = 25
		icon = GFX_decision_generic_propaganda
		fire_only_once = yes
		visible = {
			NOT = {
				country_exists = DST
			}
			has_country_flag = attack_drechsler
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision OST_the_truth"
			country_event = { id = goering.ostland.drechsler.1 }
			country_event = { id = goering.ostland.drechsler.6 days = 8 }
		}
		ai_will_do = { factor = 20 }
	}
	OST_the_fate_of_ostland = {
		cost = 25
		icon = GFX_decision_generic_building
		fire_only_once = yes
		visible = {
			always = no
			NOT = {
				country_exists = DST
			}
			has_country_flag = attack_drechsler
		}

		days_remove = 280 
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision OST_the_fate_of_ostland"
			custom_effect_tooltip = GGR_combing_the_ashes_tooltip
			add_stability = 0.1
			hidden_effect = {
				country_event = { id = goering.ostland.1 days = 100 }
			}
			add_timed_idea = {
				idea = GGR_rebuilt_ostland
				days = 280
			}
			set_temp_variable = { debt_temp = 2 }
			econ_national_debt_change = yes
			set_country_flag = OST_the_fate_of_ostland
			set_country_flag = DST_drechsler_loyal
		}
		ai_will_do = { factor = 20 }
	}
	GGR_make_it_work = {
		cost = 10
		icon = GFX_decision_generic_military_parade
		fire_only_once = yes
		visible = {
			NOT = {
				has_country_flag = attack_drechsler
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_make_it_work"
			set_country_flag = work_with_drechsler
			DST = {
				add_stability = 0.1
			}

			GGR_increase_militarist_loyalty_large = yes
			GGR_increase_militarist_power = yes
		}
		ai_will_do = { factor = 20 }
	}
	GGR_looking_to_the_future = {
		cost = 25
		icon = GFX_decision_generic_economy_graph
		fire_only_once = yes
		visible = {
			has_country_flag = work_with_drechsler
			DST = {
				NOT = {
				    has_global_flag = OST_OCW_Ongoing
			    }
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_looking_to_the_future"
			custom_effect_tooltip = GGR_looking_to_the_future_tooltip
			country_event = {
				id = goering.ostland.drechsler.2
				days =  0
			}
			set_temp_variable = { debt_temp = 0.15 }
			econ_national_debt_change = yes
			set_country_flag = ostland_is_being_integrated

			GGR_increase_militarist_loyalty = yes
			GGR_increase_militarist_power_small = yes
		}
		ai_will_do = { factor = 20 }
	}
	GGR_a_leash_and_a_crown = {
		cost = 25
		icon = GFX_decision_generic_military_parade_green
		fire_only_once = yes
		visible = {
			has_country_flag = work_with_drechsler
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_a_leash_and_a_crown"
			set_country_flag = DST_drechsler_loyal
			hidden_effect = {
				DST = {
					GGR_install_RK_with_no_changes = yes
					set_cosmetic_tag = OST
				}
			}
		}
		ai_will_do = { factor = 20 }
	}
	GGR_reconstruction_aid = {
		cost = 15
		icon = GFX_decision_generic_building
		fire_only_once = yes
		visible = {
			DST = {
				is_subject_of = GER
			}
			NOT = {
				has_global_flag = OST_OCW_Ongoing
			}
		}
		days_remove = 50
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_integrate_ostland2"
			set_temp_variable = { debt_temp = 5.5 }
		    econ_national_debt_change = yes
			DST = {
				add_stability = 0.08
			}
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_reconstruction_aid"
			DST = {
				every_owned_state = {
				    if = {
                        limit = {
					        NOT = {
					            OR = {
						            state = 1397
								}	
							}	
					    }
						set_temp_variable = { state_value_multiplier_temp = 1.05 }
				        econ_state_value_change_multiply = yes
					    add_building_construction = {
					        type = infrastructure
					        level = 1
					        instant_build = yes
						
                        }
			 	    }				
				}				
			}
			1397 = { 
				set_temp_variable = { state_value_multiplier_temp = 1.07 }
				econ_state_value_change_multiply = yes	
				set_temp_variable = { state_value_multiplier_temp = 1.05 }
				econ_state_value_change_multiply = yes
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			set_temp_variable = { pus_temp = 6 }
		    econ_pus_change = yes
			DST = {
			    TNO_improve_poverty_med = yes
			}	
		} 
		ai_will_do = { factor = 20 }
	}
	GGR_integrate_ostland2 = {
		cost = 50
		icon = GFX_decision_generic_building
		fire_only_once = yes
		visible = {
			always = no
			has_country_flag = ostland_is_being_integrated
			DST = {
				is_subject_of = GER
				NOT = {
				    has_global_flag = OST_OCW_Ongoing
			    }
			}
		}

		days_remove = 280

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_integrate_ostland2"
			country_event = { id = goering.ostland.drechsler.7 days =  0 }
			custom_effect_tooltip = GGR_combing_the_ashes_tooltip
			add_stability = 0.1
			hidden_effect = {
				country_event = { id = goering.ostland.1 days = 100 }
			}
			set_temp_variable = { debt_temp = 1 }
			econ_national_debt_change = yes
			GGR_decrease_militarist_power_small = yes
			GGR_decrease_militarist_hawkishness = yes
			set_country_flag = GGR_integrate_ostland
		}
		ai_will_do = { factor = 20 }
	}
}

Goering_ostland_category_stahlecker = {
	GGR_eastern_blitz = {
		cost = 10
		icon = GFX_decision_generic_assault
		fire_only_once = yes
		visible = {
			OR = {
				has_country_flag = invade_stahlecker
				has_country_flag = stahlecker_declines
			}
			NOT = {
				has_country_flag = final_proposal
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_eastern_blitz"
			declare_war_on = {
				target = OST
				type = annex_everything
			}
			hidden_effect = {
				load_oob = "GGR_ready_the_men"
			}
			GGR_increase_militarist_loyalty_small = yes
			set_variable = { GGR_ostland_loot = 4 }
			set_country_flag = GGR_eastern_blitz_2
		}
		ai_will_do = { factor = 20 }
	}
	GGR_last_chances = {
		cost = 25
		icon = GFX_decision_generic_point
		fire_only_once = yes
		visible = {
			has_country_flag = befriend_stahlecker
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_last_chances"
			OST = { country_event = { id = OST.59 days =  0} }
		}
		ai_will_do = { factor = 20 }
	}
	GGR_a_final_proposal = {
		cost = 25
		icon = GFX_decision_generic_point
		fire_only_once = yes
		visible = {
			has_country_flag = stahlecker_declines
			NOT = { has_country_flag = GGR_eastern_blitz_2 }
		}
		days_remove = 10
		complete_effect = {
			set_country_flag = final_proposal
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_a_final_proposal"
			hidden_effect = {
				OST = { country_event = { id = OST.64 days = 1 } }
			}
		}
		ai_will_do = { factor = 20 }
	}
	GGR_negotiations_succeed = {
		cost = 5
		icon = GFX_decision_generic_military_parade_green
		fire_only_once = yes
		visible = {
			has_country_flag = befriend_stahlecker
			NOT = {
				has_country_flag = stahlecker_declines
			}
			OST = {
				is_subject_of = GER
			}
		}
		days_remove = 5
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_negotiations_succeed"
			OST = { add_stability = 0.1 }
			add_stability = 0.08
			GGR_decrease_militarist_hawkishness_small = yes
		}
		ai_will_do = { factor = 20 }
	}
}

anti_goering_preparation_plan_A = {
	anti_goering_initial_preparations = {
		cost = 25
		icon = GFX_decision_generic_form_nation
		fire_only_once = yes
		days_remove = 7

		visible = {
			has_country_flag = anti_goering_preparation
		}

		available = {
			has_war = no
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_initial_preparations"
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_initial_preparations_removed"
			custom_effect_tooltip = anti_goering_troops_tooltip
			add_war_support = 0.1
			hidden_effect = {
				division_template = {
					name = "Militia"
					regiments = {
						light_infantry = { x = 0 y = 0 }
						light_infantry = { x = 0 y = 1 }
						light_infantry = { x = 0 y = 2 }
						light_infantry = { x = 1 y = 0 }
						light_infantry = { x = 1 y = 1 }
						light_infantry = { x = 1 y = 2 }
						light_infantry = { x = 2 y = 0 }
						light_infantry = { x = 2 y = 1 }
						light_infantry = { x = 2 y = 2 }
					}
					support = {
						recon = { x = 0 y = 2 }
					}
				}
				division_template = {
					name = "Reservist infantry division"
					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						infantry = { x = 2 y = 0 }
						artillery_brigade = { x = 2 y = 1 }
						artillery_brigade = { x = 2 y = 2 }
					}
					support = {
						recon = { x = 0 y = 0 }
						engineer = { x = 0 y = 1 }
						artillery = { x = 0 y = 2 }
					}
				}
				division_template = {
					name = "Tank Division"
					regiments = {
						APC = { x = 0 y = 0 }
						APC = { x = 0 y = 1 }
						APC = { x = 0 y = 2 }
						APC = { x = 0 y = 3 }
						MBT = { x = 1 y = 0 }
						MBT = { x = 1 y = 1 }
						MBT = { x = 1 y = 2 }
					}
					support = {
						recon = { x = 0 y = 0 }
						maintenance_company = { x = 0 y = 1 }
					}
				}
				capital_scope = {
					create_unit = {
						division = "name = \"Militia division \" division_template = \"Militia\" start_experience_factor = 0.0 start_equipment_factor = 1"
						owner = ROOT
					}
					create_unit = {
						division = "name = \"Militia division \" division_template = \"Militia\" start_experience_factor = 0.0 start_equipment_factor = 1"
						owner = ROOT
					}
					create_unit = {
						division = "name = \"Militia division \" division_template = \"Militia\" start_experience_factor = 0.0 start_equipment_factor = 1"
						owner = ROOT
					}
					create_unit = {
						division = "name = \"Militia division \" division_template = \"Militia\" start_experience_factor = 0.0 start_equipment_factor = 1"
						owner = ROOT
					}
					create_unit = {
						division = "name = \"Militia division \" division_template = \"Militia\" start_experience_factor = 0.0 start_equipment_factor = 1"
						owner = ROOT
					}
					create_unit = {
						division = "name = \"Militia division \" division_template = \"Militia\" start_experience_factor = 0.0 start_equipment_factor = 1"
						owner = ROOT
					}
					create_unit = {
						division = "name = \"Militia division \" division_template = \"Militia\" start_experience_factor = 0.0 start_equipment_factor = 1"
						owner = ROOT
					}
					create_unit = {
						division = "name = \"Reservist division \" division_template = \"Reservist infantry division\" start_experience_factor = 0 start_equipment_factor = 1"
						owner = ROOT
					}
					create_unit = {
						division = "name = \"Reservist division \" division_template = \"Reservist infantry division\" start_experience_factor = 0 start_equipment_factor = 1"
						owner = ROOT
					}
					create_unit = {
						division = "name = \"Reservist division \" division_template = \"Reservist infantry division\" start_experience_factor = 0 start_equipment_factor = 1"
						owner = ROOT
					}
					create_unit = {
						division = "name = \"Tank division \" division_template = \"Tank Division\" start_experience_factor = 0 start_equipment_factor = 1"
						owner = ROOT
					}
				}
			}
			if = {
				limit = {
					GER = { has_country_flag = GGR_hard_mode }
				}
				add_ideas = GGR_against_the_german_giant_hard
			}
			else = {
				add_ideas = GGR_against_the_german_giant
			}

			set_country_flag = initial_preparations_done
		}
		ai_will_do = {
			factor = 100
		}
	}
	anti_goering_emergency_conscription = {
		cost = 30
		icon = GFX_decision_generic_ignite_civil_war
		days_remove = 15

		visible = {
			has_country_flag = initial_preparations_done
		}

		available = {
			has_war = no
			NOT = {
				has_country_flag = anti_goering_producing
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_emergency_conscription"
			set_country_flag = anti_goering_producing
		}

		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_emergency_conscription_removed"
			add_manpower = 50000
			add_stability = -0.05
			clr_country_flag = anti_goering_producing
		}

		ai_will_do = {
			factor = 10
		}
	}
	anti_goering_produce_guns = {
		cost = 30
		icon = GFX_decision_generic_ignite_civil_war
		days_remove = 15

		visible = {
			has_country_flag = initial_preparations_done
		}

		available = {
			has_war = no
			NOT = {
				has_country_flag = anti_goering_producing
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_emergency_conscription"
			set_country_flag = anti_goering_producing
		}

		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_emergency_conscription"
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 700
			}
			add_equipment_to_stockpile = {
				type = anti_tank_equipment
				amount = 100
			}
			add_war_support = -0.05
			clr_country_flag = anti_goering_producing
		}

		ai_will_do = {
			factor = 10
		}
	}
	anti_goering_produce_propoganda = {
		cost = 30
		icon = GFX_decision_generic_ignite_civil_war
		days_remove = 15

		visible = {
			has_country_flag = initial_preparations_done
		}

		available = {
			has_war = no
			NOT = {
				has_country_flag = anti_goering_producing
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_produce_propoganda"
			set_country_flag = anti_goering_producing
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_produce_propoganda_removed"
			add_war_support = 0.1
			add_stability = 0.05
			clr_country_flag = anti_goering_producing
		}
		ai_will_do = {
			factor = 10
		}
	}
	anti_goering_build_border_forts = {
		cost = 30
		icon = GFX_decision_generic_construction
		days_remove = 15

		visible = {
			has_country_flag = initial_preparations_done
			any_neighbor_country = {
				OR = {
					is_in_faction_with = GER
					original_tag = GER
				}
			}
		}

		available = {
			has_war = no
			NOT = {
				has_country_flag = anti_goering_building_forts
			}
			any_neighbor_country = {
				OR = {
					original_tag = GER
					is_in_faction_with = GER
				}
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_create_forts"
			set_country_flag = anti_goering_building_forts
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_create_forts_removed"
			random_owned_controlled_state = {
				limit = {
					any_neighbor_state = {
						owner = {
							OR = {
								original_tag = GER
								is_in_faction_with = GER
							}
						}
					}
				}
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
				}
			}
			clr_country_flag = anti_goering_building_forts
		}
		ai_will_do = {
			factor = 20
		}
	}
	anti_goering_fortify_the_capital  = {
		cost = 30
		icon = GFX_decision_generic_construction
		days_remove = 15

		visible = {
			has_country_flag = initial_preparations_done
		}

		available = {
			has_war = no
			NOT = {
				has_country_flag = anti_goering_building_forts
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_create_forts"
			set_country_flag = anti_goering_building_forts
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_create_forts_removed"
			capital_scope = {
				add_building_construction = {
					type = bunker
					level = 4
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
				}
			}
			clr_country_flag = anti_goering_building_forts
		}
		ai_will_do = {
			factor = 20
			modifier = {
				capital_scope = {
					any_province_building_level = {
						building = bunker
						level > 3
					}
				}
				add = -10
			}
		}
	}
	anti_goering_build_coastal_forts = {
		cost = 30
		icon = GFX_decision_generic_construction
		days_remove = 15

		visible = {
			has_country_flag = initial_preparations_done
			has_war = no
		}

		available = {
			has_war = no
			NOT = {
				has_country_flag = anti_goering_building_forts
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_create_forts"
			set_country_flag = anti_goering_building_forts
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_create_forts_removed"
			every_owned_state = {
				add_building_construction = {
					type = coastal_bunker
					level = 3
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
				}
			}
			clr_country_flag = anti_goering_building_forts
		}
		ai_will_do = {
			factor = 10
		}
	}
	anti_goering_wartime_manpower = {
		cost = 50
		icon = GFX_decision_generic_construction
		days_re_enable = 15

		visible = {
			has_country_flag = initial_preparations_done
		}

		available = {
			has_war = yes
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_create_forts"
			add_manpower = 50000
			add_war_support = 0.08
		}
		ai_will_do = {
			factor = 10
		}
	}
	anti_goering_wartime_equipment = {
		cost = 50
		icon = GFX_decision_generic_construction
		days_re_enable = 15

		visible = {
			has_country_flag = initial_preparations_done
		}

		available = {
			has_war = yes
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_create_forts"
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 700
			}
			add_equipment_to_stockpile = {
				type = anti_tank_equipment
				amount = 150
			}
			add_stability = 0.05
		}
		ai_will_do = {
			factor = 10
		}
	}
	anti_goering_wartime_tactics = {
		cost = 50
		icon = GFX_decision_generic_construction
		days_re_enable	= 15

		visible = {
			has_country_flag = initial_preparations_done
		}

		available = {
			has_war = yes
		}
		fixed_random_seed = no
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_create_forts"
			random_unit_leader = {
				limit = {
					OR = {
						is_leading_army = yes
						is_leading_army_group = yes
					}
				}
				random_list = {
					1 = {
						add_logistics = 1
						add_planning = 2
					}
					1 = {
						add_defense = 1
						add_attack = 2
					}
				}
			}
		}
		ai_will_do = {
			factor = 10
		}
	}
	#anti_goering_conduct_economic_subterfuge = {
	#	cost = 50
	#	icon = GFX_decision_generic_break_treaty
	#	days_re_enable = 30
    #
	#	visible = {
	#		has_country_flag = initial_preparations_done
	#	}
#
#		available = {
#			has_war = yes
#		}
#
#		complete_effect = {
#			log = "[GetDateText]: [Root.GetName]: Decision anti_goering_conduct_economic_subterfuge"
#			GER = {
#				random_list = {
#					1 = {
#						country_event = { id = goering.823 days = 3 }
#					}
#					1 = {
#						country_event = { id = goering.824 days = 3 }
#					}
#					1 = {
#						country_event = { id = goering.825 days = 3 }
#					}
#				}
#			}
#		}
#		ai_will_do = {
#			factor = 40
#		}
#	}
}

GGR_fall_rot_decisions = {

    GGR_finish_the_partisans = {
		icon = GFX_decision_generic_break_treaty
        visible = {
            has_completed_focus = GGR_across_the_east_and_far_away
            has_country_flag = GGR_dealing_with_russian_partisans
        }
        available = {
            check_variable = { GGR_russian_population_anger = 0 }
            has_completed_focus = GGR_the_end_of_the_rus
        }
        complete_effect = {
            clr_country_flag = GGR_dealing_with_russian_partisans
            clear_variable = GGR_russian_population_anger
            clear_variable = GGR_russian_population_anger
            every_country = {
				limit = {
					has_dynamic_modifier = { modifier = GGR_continued_resistance }
				}
				remove_dynamic_modifier = { modifier = GGR_continued_resistance }
			}
        }
		ai_will_do = {
			factor = 100
		}
    }

    GGR_fall_rot_partisan_update = {
		icon = GFX_decision_generic_revolt
        activation = {
		    has_completed_focus = GGR_across_the_east_and_far_away
            has_country_flag = GGR_dealing_with_russian_partisans
        }

        available = {
            always = no
        }

        days_mission_timeout = 7
        is_good = no

        timeout_effect = {
            calculate_resistance_for_russian_mws = yes
			if = {
				limit = {
					NOT = { has_completed_focus = GGR_the_end_of_the_rus }
				}
				custom_effect_tooltip = GGR_anger_russians_minor
				add_to_variable = { GGR_russian_population_anger = 0.02 }
			}
			set_temp_variable = { GGR_fall_rot_chance = GGR_russian_population_anger }
			multiply_temp_variable = { GGR_fall_rot_chance = 100 }
			random = {
				chance = GGR_fall_rot_chance
				set_temp_variable = { pus_temp = -1 }
				econ_pus_change = yes
				add_to_variable = { pus_taken = 1 }
			}
			random = {
				chance = GGR_fall_rot_chance
				add_stability = -0.03
				add_to_variable = { stab_taken = 0.03 }
			}
			random = {
				chance = GGR_fall_rot_chance
				add_war_support = -0.03
				add_to_variable = { war_supp_taken = 0.03 }
			}
			random = {
				chance = GGR_fall_rot_chance
				set_temp_variable_to_random = {
					var = GGR_manpower_taken
					max = -200
					min = -5000
					integer = yes
				}
				add_manpower = GGR_manpower_taken
			}
			hidden_effect = {
				if = {
					limit = {
						has_completed_focus = GGR_rebuild_the_aa_line
						check_variable = { GGR_russian_population_anger > 0.65 }
					}
					random = {
						chance = GGR_fall_rot_chance
						country_event = goering.rot.26
					}
				}
			}
        }
		ai_will_do = {
			factor = 100
		}
    }

	GGR_calm_the_russians = {
		icon = GFX_decision_USA_peace_corps
		cost = 70
		days_re_enable = 30

		available = {
			NOT = { check_variable = { GGR_russian_population_anger = 0 } }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_calm_the_russians"
			custom_effect_tooltip = GGR_calm_russians_medium
			subtract_from_variable = { GGR_russian_population_anger = 0.05 }
			clamp_variable = {
				var = GER.GGR_russian_population_anger
				min = 0
				max = 1
			} 
		}
		ai_will_do = {
			factor = 40
		}
	}

	GGR_expand_russian_garrisons = {
		icon = GFX_decision_generic_military_parade
		cost = 25
		days_re_enable = 48

		available = {
			NOT = { check_variable = { GGR_russian_population_anger = 0 } }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_expand_russian_garrisons"
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -5000
				producer = THIS
			}
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = -2500
				producer = THIS
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment
				amount = -500
				producer = THIS
			}
			add_manpower = -5000
			custom_effect_tooltip = GGR_calm_russians_medium
			subtract_from_variable = { GGR_russian_population_anger = 0.075 }
			clamp_variable = {
				var = GER.GGR_russian_population_anger
				min = 0
				max = 1
			}
		}
		ai_will_do = {
			factor = 40
		}
	}

	GGR_send_orpo_in_russia = {
		icon = GFX_decision_generic_assassination
		days_re_enable = 42

		available = {
			NOT = { check_variable = { GGR_russian_population_anger = 0 } }
		}

		visible = {
			has_completed_focus = GGR_fight_the_insurgency
		}

		custom_cost_trigger = {
			command_power > 19.99
			has_political_power > 24.99
		}
		custom_cost_text = decision_cost_20_cp_25_pp

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_send_orpo_in_russia"
			hidden_effect = {
				add_political_power = -25
				add_command_power = -20
			}
			custom_effect_tooltip = GGR_calm_russians_medium
			subtract_from_variable = { GGR_russian_population_anger = 0.075 }
			clamp_variable = {
				var = GER.GGR_russian_population_anger
				min = 0
				max = 1
			} 
		}
		ai_will_do = {
			factor = 40
		}
	}

	GGR_recruit_more_collaborators = {
		icon = GFX_decision_generic_civil_support
		cost = 70
		days_re_enable = 60

		available = {
			NOT = { check_variable = { GGR_russian_population_anger = 0 } }
		}
		
		visible = {
			has_completed_focus = GGR_find_some_friends
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_recruit_more_collaborators"
			set_temp_variable = { temp_econ_spending_amount = 0.05 }
			econ_spend_money_once_effect_raw_money = yes
			custom_effect_tooltip = GGR_calm_russians_major
			subtract_from_variable = { GGR_russian_population_anger = 0.15 }
			clamp_variable = {
				var = GER.GGR_russian_population_anger
				min = 0
				max = 1
			} 
		}
		ai_will_do = {
			factor = 40
		}
	}

	GGR_crack_down_on_the_russians = {
		icon = GFX_decision_generic_assault
		cost = 40
		days_re_enable = 18

		visible = {
			GGR_not_invaded_russia = no
			has_completed_focus = GGR_fight_the_insurgency
		}

		available = {
			check_variable = { GGR_russian_population_anger > 0 }
		}
		fixed_random_seed = no
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_crack_down_on_the_russians"
			random_list = {
				4 = {
					custom_effect_tooltip = GGR_calm_russians_medium
					subtract_from_variable = { GGR_russian_population_anger = 0.1 }
					GGR_increase_militarist_power_small = yes
				}
				1 = {
					custom_effect_tooltip = GGR_anger_russians_minor
					add_to_variable = { GGR_russian_population_anger = 0.05 }
					GGR_decrease_militarist_power_small = yes
				}		
			}	
			clamp_variable = {
				var = GER.GGR_russian_population_anger
				min = 0
				max = 1
			}
		}
		ai_will_do = {
			factor = 10
			modifier = {
				add = 5
				check_variable = { GER_Militarist_Power < 60 }
			}
			modifier = {
				add = 5
				check_variable = { GER_Militarist_Power < 30 }
			}
			modifier = {
				factor = 2
				check_variable = { GGR_russian_population_anger > 0.29 }
			}
		}
	}
	GGR_winter_clothing_drive = {
		icon = GFX_decision_generic_snowflake_white
		cost = 25
		fire_only_once = yes

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_winter_clothing_drive"
			if = {
				limit = { has_variable =  GGR_temporary_winter_attrition_factor }
				custom_effect_tooltip = GGR_winter_attrition_factor_decrease_10_percent
				subtract_from_variable = { GGR_temporary_winter_attrition_factor = 0.1 }

				else = {
					custom_effect_tooltip = GGR_winter_attrition_factor_decrease_20_percent
					set_variable = { GGR_temporary_winter_attrition_factor = -0.2 }
				}
			}
		}
		ai_will_do = {
			factor = 30
		}
	}
	GGR_ice_training = {
		icon = GFX_decision_generic_snowflake_blue
		cost = 25
		fire_only_once = yes

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_ice_training"
			custom_effect_tooltip = GGR_training_time_army_factor_decrease_15_percent
			custom_effect_tooltip = GGR_acclimatization_cold_climate_gain_factor_increase_20_percent
			set_variable = { GGR_temporary_training_time_army_factor = -0.15 }
			if = {
				limit = {
					has_variable = GGR_temporary_acclimatization_cold_climate_gain_factor
				}
				add_to_variable = { GGR_temporary_acclimatization_cold_climate_gain_factor = 0.2 }
			}
			else = { set_variable = { GGR_temporary_acclimatization_cold_climate_gain_factor = 0.2 } }
		}
		ai_will_do = {
			factor = 30
		}
	}
}

GGR_destablising_iberia_category = {
	GGR_fund_the_ETA = {
		cost = 80
		icon = GFX_decision_generic_prepare_civil_war
		days_re_enable = 30
		
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_fund_the_ETA"
			IBR = {
				custom_effect_tooltip = IBR_add_eta_supplies_small_tt
				add_to_variable = {
					var = IBR_ETA_Supplies
					value = 1
				}
			}
			if = {
				limit = { has_completed_focus = GGR_thinking_ahead }
				set_temp_variable = { temp_econ_spending_amount = 0.06 }
				econ_spend_money_once_effect_raw_money = yes
				random = {
					chance = 10
					IBR = {
						custom_effect_tooltip = IBR_sub_stability_small_tt
						subtract_from_variable = {
							var = IBRIberiaStability
							value = 1
						}
					}
				}
			}
			else = {
				set_temp_variable = { temp_econ_spending_amount = 0.12 }
				econ_spend_money_once_effect_raw_money = yes
				random = {
					chance = 15
					IBR = {
						custom_effect_tooltip = IBR_sub_stability_small_tt
						subtract_from_variable = {
							var = IBRIberiaStability
							value = 1
						}
					}
				}
			}
			add_equipment_to_stockpile = {
				type = anti_tank_equipment
				amount = -100
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
			}
		}
		ai_will_do = {
			factor = 40
		}
	}

	GGR_fund_the_CNT = {
		cost = 80
		icon = GFX_decision_generic_prepare_civil_war
		days_re_enable = 30
		
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_fund_the_CNT"
			IBR = {
				custom_effect_tooltip = IBR_add_cnt_supplies_small_tt
				add_to_variable = {
					var = IBR_CNT_Supplies
					value = 1
				}
			}
			if = {
				limit = { has_completed_focus = GGR_thinking_ahead }
				set_temp_variable = { temp_econ_spending_amount = 0.06 }
				econ_spend_money_once_effect_raw_money = yes
				random = {
					chance = 10
					IBR = {
						custom_effect_tooltip = IBR_sub_stability_small_tt
						subtract_from_variable = {
							var = IBRIberiaStability
							value = 1
						}
					}
				}
			}
			else = {
				set_temp_variable = { temp_econ_spending_amount = 0.12 }
				econ_spend_money_once_effect_raw_money = yes
				random = {
					chance = 15
					IBR = {
						custom_effect_tooltip = IBR_sub_stability_small_tt
						subtract_from_variable = {
							var = IBRIberiaStability
							value = 1
						}
					}
				}
			}

			add_equipment_to_stockpile = {
				type = anti_tank_equipment
				amount = -100
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
			}
		}
		ai_will_do = {
			factor = 40
		}
	}

	GGR_fund_the_FSLP = {
		cost = 80
		icon = GFX_decision_generic_prepare_civil_war
		days_re_enable = 30

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_fund_the_FSLP"
			IBR = {
				custom_effect_tooltip = IBR_add_fslp_supplies_small_tt
				add_to_variable = {
					var = IBR_FLSP_Supplies
					value = 1
				}
			}
			if = {
				limit = { has_completed_focus = GGR_thinking_ahead }
				set_temp_variable = { temp_econ_spending_amount = 0.06 }
				econ_spend_money_once_effect_raw_money = yes
				random = {
					chance = 10
					IBR = {
						custom_effect_tooltip = IBR_sub_stability_small_tt
						subtract_from_variable = {
							var = IBRIberiaStability
							value = 1
						}
					}
				}
			}
			else = {
				set_temp_variable = { temp_econ_spending_amount = 0.12 }
				econ_spend_money_once_effect_raw_money = yes
				random = {
					chance = 15
					IBR = {
						custom_effect_tooltip = IBR_sub_stability_small_tt
						subtract_from_variable = {
							var = IBRIberiaStability
							value = 1
						}
					}
				}
			}

			add_equipment_to_stockpile = {
				type = anti_tank_equipment
				amount = -100
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
			}
		}
		ai_will_do = {
			factor = 40
		}
	}

	GGR_fund_the_BTA = {
		cost = 80
		icon = GFX_decision_generic_prepare_civil_war
		days_re_enable = 30

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_fund_the_BTA"
			IBR = {
				custom_effect_tooltip = IBR_add_bta_supplies_small_tt
				add_to_variable = {
					var = IBR_TBA_Supplies
					value = 1
				}
			}
			if = {
				limit = { has_completed_focus = GGR_thinking_ahead }
				set_temp_variable = { temp_econ_spending_amount = 0.06 }
				econ_spend_money_once_effect_raw_money = yes
				random = {
					chance = 10
					IBR = {
						custom_effect_tooltip = IBR_sub_stability_small_tt
						subtract_from_variable = {
							var = IBRIberiaStability
							value = 1
						}
					}
				}
			}
			else = {
				set_temp_variable = { temp_econ_spending_amount = 0.12 }
				econ_spend_money_once_effect_raw_money = yes
				random = {
					chance = 15
					IBR = {
						custom_effect_tooltip = IBR_sub_stability_small_tt
						subtract_from_variable = {
							var = IBRIberiaStability
							value = 1
						}
					}
				}
			}

			add_equipment_to_stockpile = {
				type = anti_tank_equipment
				amount = -100
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
			}
		}
		ai_will_do = {
			factor = 40
		}
	}

	GGR_cripple_AAS_operations = {
		cost = 80
		icon = GFX_decision_generic_prepare_civil_war
		days_remove = 40

		visible = {
			always = no
		}

		available = {
			NOT = {
				has_country_flag = GGR_suppporting_terrorists
			}
		}

		complete_effect = {
			add_command_power = -25
			set_country_flag = GGR_suppporting_terrorists
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_assist_the_CNT"
			IBR = {
				custom_effect_tooltip = IBR_add_cnt_activity_small_tt
				custom_effect_tooltip = IBR_add_eta_activity_small_tt
				add_to_variable = {
					var = IBR_CNT_Activity
					value = 1
				}
				add_to_variable = {
					var = IBR_ETA_Activity
					value = 1
				}
				random = {
					chance = 15
					custom_effect_tooltip = IBR_sub_stability_small_tt
					subtract_from_variable = {
						var = IBRIberiaStability
						value = 1
					}
				}
			}
			
			clr_country_flag = GGR_suppporting_terrorists
		}
		ai_will_do = {
			factor = 40
		}
	}

	GGR_cripple_northern_AAS_operations = {
		cost = 80
		icon = GFX_decision_generic_prepare_civil_war
		days_remove = 40

		visible = {
			has_completed_focus = GGR_fight_for_your_freedom
		}

		available = {
			NOT = {
				has_country_flag = GGR_suppporting_terrorists
			}
		}

		complete_effect = {
			add_command_power = -25
			set_country_flag = GGR_suppporting_terrorists
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_assist_the_CNT"
			IBR = {
				custom_effect_tooltip = IBR_add_cnt_activity_small_tt
				custom_effect_tooltip = IBR_add_eta_activity_small_tt
				add_to_variable = {
					var = IBR_CNT_Activity
					value = 1
				}
				add_to_variable = {
					var = IBR_ETA_Activity
					value = 1
				}
				random = {
					chance = 15
					custom_effect_tooltip = IBR_sub_stability_small_tt
					subtract_from_variable = {
						var = IBRIberiaStability
						value = 1
					}
				}
			}
			clr_country_flag = GGR_suppporting_terrorists
		}
		ai_will_do = {
			factor = 40
		}
	}

	GGR_cripple_southern_AAS_operations = {
		cost = 80
		icon = GFX_decision_generic_prepare_civil_war
		days_remove = 40

		visible = {
			has_completed_focus = GGR_fight_for_your_freedom
		}

		available = {
			NOT = {
				has_country_flag = GGR_suppporting_terrorists
			}
		}

		complete_effect = {
			add_command_power = -25
			set_country_flag = GGR_suppporting_terrorists
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_assist_the_BTA"
				IBR = {
				custom_effect_tooltip = IBR_add_bta_activity_small_tt
				custom_effect_tooltip = IBR_add_fslp_activity_small_tt
				add_to_variable = {
					var = IBR_BTA_Activity
					value = 1
				}
				add_to_variable = {
					var = IBR_FSLP_Activity
					value = 1
				}
				random = {
					chance = 15
					custom_effect_tooltip = IBR_sub_stability_small_tt
					subtract_from_variable = {
						var = IBRIberiaStability
						value = 1
					}
				}
			}
			clr_country_flag = GGR_suppporting_terrorists
		}
		ai_will_do = {
			factor = 40
		}
	}

	GGR_increase_seperatist_sentiment = {
		cost = 80
		icon = GFX_decision_category_generic_assault
		days_remove = 40

		visible = {
			always = no
		}

		available = {
			NOT = {
				has_country_flag = GGR_suppporting_terrorists
			}
		}

		complete_effect = {
			IBR = {
				add_war_support = -0.05
			}
			set_country_flag = GGR_suppporting_terrorists
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_increase_support_for_the_BTA"
			IBR = {
				custom_effect_tooltip = IBR_add_eta_support_small_tt
				custom_effect_tooltip = IBR_add_cnt_support_small_tt
				add_to_variable = {
					var = IBR_ETA_Support
					value = 1
				}
				add_to_variable = {
					var = IBR_CNT_Support
					value = 1
				}
				random = {
					chance = 15
					custom_effect_tooltip = IBR_sub_stability_small_tt
					subtract_from_variable = {
						var = IBRIberiaStability
						value = 1
					}
				}
			}
			clr_country_flag = GGR_suppporting_terrorists
		}
		ai_will_do = {
			factor = 40
		}
	}

	GGR_increase_seperatist_sentiment_north = {
		cost = 80
		icon = GFX_decision_generic_prepare_civil_war
		days_remove = 40

		visible = {
			has_completed_focus = GGR_fight_for_your_freedom
		}

		available = {
			NOT = {
				has_country_flag = GGR_suppporting_terrorists
			}
		}

		complete_effect = {
			IBR = {
				add_war_support = -0.05
			}
			set_country_flag = GGR_suppporting_terrorists
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_increase_support_for_the_BTA"
			IBR = {
				custom_effect_tooltip = IBR_add_eta_support_small_tt
				custom_effect_tooltip = IBR_add_cnt_support_small_tt
				add_to_variable = {
					var = IBR_ETA_Support
					value = 1
				}
				add_to_variable = {
					var = IBR_CNT_Support
					value = 1
				}
				random = {
					chance = 15
					custom_effect_tooltip = IBR_sub_stability_small_tt
					subtract_from_variable = {
						var = IBRIberiaStability
						value = 1
					}
				}
			}
			clr_country_flag = GGR_suppporting_terrorists
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_increase_seperatist_sentiment_south = {
		cost = 80
		icon = GFX_decision_generic_prepare_civil_war
		days_remove = 40

		visible = {
			has_completed_focus = GGR_fight_for_your_freedom
		}

		available = {
			NOT = {
				has_country_flag = GGR_suppporting_terrorists
			}
		}

		complete_effect = {
			IBR = {
				add_war_support = -0.05
			}
			set_country_flag = GGR_suppporting_terrorists
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_increase_support_for_the_BTA"
			IBR = {
				custom_effect_tooltip = IBR_add_bta_support_small_tt
				custom_effect_tooltip = IBR_add_fslp_support_small_tt
				add_to_variable = {
					var = IBR_TBA_Support
					value = 1
				}
				add_to_variable = {
					var = IBR_FSLP_Support
					value = 1
				}
				random = {
					chance = 15
					custom_effect_tooltip = IBR_sub_stability_small_tt
					subtract_from_variable = {
						var = IBRIberiaStability
						value = 1
					}
				}
			}
			clr_country_flag = GGR_suppporting_terrorists
		}
		ai_will_do = {
			factor = 40
		}
	}
}

GGR_burgundian_schemes = {
	GGR_try_to_contact_the_belgians = {
		icon = GFX_decision_generic_prepare_civil_war
		cost = 50
		fire_only_once = yes

		available = {
			always = yes
		}

		visible = {
			has_completed_focus = GER_GOR_strange_bedfellows
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_try_to_contact_the_belgians"
			country_event = { id = goering.schwarz.8 days = 2 }
		}
		ai_will_do = { factor = 20 }
	}

	GGR_try_to_contact_the_french = {
		icon = GFX_decision_generic_prepare_civil_war
		cost = 100
		fire_only_once = yes

		available = {
			always = yes
		}

		visible = {
			has_completed_focus = GER_GOR_strange_bedfellows
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_try_to_contact_the_french"
			country_event = { id = goering.schwarz.9 days = 2 }
		}
		ai_will_do = { factor = 20 }
	}

	GGR_try_to_contact_disloyal_burgundians = {
		icon = GFX_decision_generic_prepare_civil_war
		cost = 150
		fire_only_once = yes

		available = {
			always = yes
		}

		visible = {
			has_completed_focus = GER_GOR_meetings_in_the_night
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_try_to_contact_disloyal_burgundians"
			country_event = { id = goering.schwarz.10 days = 2 }
		}
		ai_will_do = { factor = 20 }
	}

	GGR_probe_burgundian_defenses = {
		icon = GFX_decision_generic_border_war
		cost = 150
		fire_only_once = yes

		available = {
			country_exists = BRG
		}

		visible = {
			has_completed_focus = GER_GOR_preparing_the_blow
		}
		highlight_states = { state = 17 }
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_probe_burgundian_defenses"
			start_border_war = {
				change_state_after_war = no
				attacker = {
					state = 28
					num_provinces = 8
					on_win = goering.schwarz.11
					on_lose = goering.schwarz.12
					on_cancel = goering.schwarz.12
				}
				defender = {
					state = 17
					num_provinces = 13
					on_win = goering.schwarz.13
					on_lose = goering.schwarz.14
					on_cancel = goering.schwarz.14
				}
				days = 2
			}
			hidden_effect = {
				every_unit_leader = {
					if = {
						limit = {
							is_border_war = yes
						}
						set_unit_leader_flag = GGR_border_war_general
					}
				}
			}
		}
		ai_will_do = { factor = 20 }
	}

	GGR_examine_the_foreign_ss_for_cracks = {
		icon = GFX_decision_generic_investigate
		cost = 100
		fire_only_once = yes

		available = {
			always = yes
		}

		visible = {
			has_completed_focus = GER_GOR_meetings_in_the_night
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_examine_the_foreign_ss_for_cracks"
			custom_effect_tooltip = GGR_examine_the_foreign_ss_for_cracks_tooltip
			country_event = { id = goering.schwarz.17 days = 3 }
		}
		ai_will_do = { factor = 20 }
	}

	GGR_sabotage_1 = {
		icon = GFX_decision_generic_infiltrate_state
		cost = 50
		fire_only_once = yes

		available = {
			always = yes
		}

		visible = {
			has_completed_focus = GER_GOR_prepare_for_sabotage
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_sabotage_1"
			custom_effect_tooltip = GGR_sabotage_1_tooltip
			country_event = { id = goering.schwarz.20 days = 2 }
		}
		ai_will_do = { factor = 20 }
	}

	GGR_sabotage_2 = {
		icon = GFX_decision_generic_infiltrate_state
		cost = 100
		fire_only_once = yes

		available = {
			always = yes
		}

		visible = {
			check_variable = { GGR_sabotage = 1 }
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_sabotage_2"
			custom_effect_tooltip = GGR_sabotage_2_tooltip
			country_event = { id = goering.schwarz.23 days = 2 }
		}
		ai_will_do = { factor = 20 }
	}

	GGR_sabotage_3 = {
		icon = GFX_decision_generic_infiltrate_state
		cost = 150
		fire_only_once = yes

		available = {
			always = yes
		}

		visible = {
			check_variable = {
				GGR_sabotage = 2
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_sabotage_3"
			custom_effect_tooltip = GGR_sabotage_3_tooltip
			country_event = { id = goering.schwarz.26 days = 2 }
		}
		ai_will_do = { factor = 20 }
	}

	BRG_go_hot_emergency = {
		icon = GFX_decision_generic_revolt_red
		allowed = {
			tag = GER
		}
		available = {
			check_variable = {
				var = BRG_go_hot
				value = 10
				compare = less_than
			}
		}
		activation = {
			check_variable = {
				var = BRG_go_hot
				value = 10
				compare = greater_than
			}
		}
		days_mission_timeout = 20
		timeout_effect = {
			custom_effect_tooltip = BRG_go_hot_emergency
			country_event = goering.schwarz.37
		}
	}

	GGR_pull_spies_back = {
		icon = GFX_decision_generic_point_reversed
		cost = 50
		fire_only_once = yes

		available = {
			check_variable = {
				BRG_go_hot > 5
			}
		}

		visible = {
			check_variable = {
				BRG_go_hot > 5
			}
			check_variable = {
				GGR_schwarz_covert_level > 0
			}
			has_completed_focus = GER_GOR_match_their_spies
		}

		complete_effect = {
			add_war_support = -.05
			add_to_variable = { BRG_go_hot = -2 }
			add_to_variable = { GGR_schwarz_covert_level = -1 }
		}
		ai_will_do = { factor = 20 }
	}

	GGR_send_more_spies = {
		icon = GFX_decision_generic_point
		cost = 50
		fire_only_once = yes

		available = {
			check_variable = {
				BRG_go_hot < 9
			}
		}

		visible = {
			has_completed_focus = GER_GOR_match_their_spies
		}

		complete_effect = {
			add_to_variable = { BRG_go_hot = 2 }
			add_to_variable = { GGR_schwarz_covert_level = 1 }
		}
		ai_will_do = { factor = 20 }
	}

	GGR_kill_mission = {
		icon = GFX_decision_generic_infiltrate_state
		cost = 25
		fire_only_once = yes

		available = {
			check_variable = {
				var = GGR_schwarz_covert_level
				value = 2
				compare = greater_than
			}
		}

		visible = {
			has_completed_focus = GER_GOR_blow_for_blow
		}

		complete_effect = {
			random_list = {
				50 = {
					#kill BRG spy
					country_event = { id = goering.schwarz.35 days = 1 }
				}
				50 = {
					#kill GER spy
					country_event = { id = goering.schwarz.36 days = 1 }
				}
			}
		}
		ai_will_do = { factor = 20 }
	}
}

GGR_kriegsmarine_development_category = {
	GGR_match_them_mission = {
		icon = GFX_decision_generic_aircraft_carrier
		fire_only_once = yes

		available = {
			OR = {
				check_variable = {
					var = GGR_ship_count
					value = GGR_USA_ship_target
					compare = greater_than_or_equals
				}
				check_variable = {
					var = GGR_ship_count
					value = GGR_JAP_ship_target
					compare = greater_than_or_equals
				}
			}
		}

		activation = {
			has_completed_focus = GGR_match_them
		}

		allowed = { tag = GER }
		days_mission_timeout = 400

		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			GGR_decrease_militarist_hawkishness = yes
		}

		timeout_effect = {
			GGR_decrease_militarist_loyalty_large = yes
			GGR_increase_militarist_hawkishness = yes
		}

		is_good = no
	}

	GGR_ringhorn_bb_mission = {
		icon = GFX_decision_generic_battleship
		custom_cost_text = "Our Navy must have at least as many battleships as our weaker rival's navy"
		fire_only_once = yes

		available = {
			custom_trigger_tooltip = {
				tooltip = GGR_ringhorn_bb_mission_tooltip
				OR = {
					check_variable = {
						var = GGR_ship_count_battleship
						value = GGR_USA_cruiser_target
						compare = greater_than_or_equals
					}
					check_variable = {
						var = GGR_ship_count_battleship
						value = GGR_JAP_cruiser_target
						compare = greater_than_or_equals
					}
				}
			}
		}

		activation = {
			AND = {
				has_completed_focus = GGR_the_ringhorn_doctrine
				has_completed_focus = GGR_modernise_the_fleet
			}
		}

		allowed = { tag = GER }
		days_mission_timeout = 400

		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			set_temp_variable = { X = 0.05 }
			custom_effect_tooltip = GGR_capital_ship_attack_increase_X_percent
		    add_to_variable = { GGR_kriegsmarine_capital_ship_attack = 0.05 }
			custom_effect_tooltip = GGR_capital_ship_defence_increase_X_percent
		    add_to_variable = { GGR_kriegsmarine_capital_ship_defence = 0.05 }
		}
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			set_temp_variable = { X = 0.1 }
			custom_effect_tooltip = GGR_capital_ship_attack_decrease_X_percent
		    add_to_variable = { GGR_kriegsmarine_capital_ship_attack = -0.1 }
			custom_effect_tooltip = GGR_capital_ship_defence_decrease_X_percent
		    add_to_variable = { GGR_kriegsmarine_capital_ship_defence = -0.1 }
		}

		is_good = no
	}

	GGR_ringhorn_cv_mission = {
		icon = GFX_decision_generic_aircraft_carrier
		fire_only_once = yes

		available = {
			custom_trigger_tooltip = {
				tooltip = GGR_ringhorn_cv_mission_tooltip
				OR = {
					check_variable = {
						var = GGR_ship_count_carrier
						value = GGR_USA_cruiser_target
						compare = greater_than_or_equals
					}
					check_variable = {
						var = GGR_ship_count_carrier
						value = GGR_JAP_cruiser_target
						compare = greater_than_or_equals
					}
				}
			}
		}

		activation = {
			AND = {
				has_completed_focus = GGR_the_ringhorn_doctrine
				has_completed_focus = GGR_gut_the_hulks
			}
		}

		allowed = { tag = GER }
		days_mission_timeout = 400

		complete_effect = {
			GGR_increase_militarist_loyalty = yes
			set_temp_variable = { X = 0.05 }
			custom_effect_tooltip = GGR_naval_air_attack_increase_X_percent
		    add_to_variable = { GGR_kriegsmarine_air_attack = 0.05 }
			custom_effect_tooltip = GGR_naval_air_agility_increase_X_percent
		    add_to_variable = { GGR_kriegsmarine_navy_carrier_air_agility_factor = 0.05 }
		}
		timeout_effect = {
			GGR_decrease_militarist_loyalty = yes
			set_temp_variable = { X = 0.1 }
			custom_effect_tooltip = GGR_naval_air_attack_decrease_X_percent
		    add_to_variable = { GGR_kriegsmarine_air_attack = -0.1 }
			custom_effect_tooltip = GGR_naval_air_agility_decrease_X_percent
		    add_to_variable = { GGR_kriegsmarine_navy_carrier_air_agility_factor = -0.1 }
		}

		is_good = no
	}
	GGR_ringhorn_port_mission = {
		icon = GFX_decision_generic_shipyard
		fire_only_once = yes

		available = {
			if = {
				limit = {
					ENG = {
						exists = yes
						is_subject_of = GER
					}
				}
				ENG = {
					num_of_naval_factories > 30
				}
			}
			else = {
				BRI = {
					num_of_naval_factories > 30
				}
			}
		}

		activation = {
			AND = {
				has_country_flag = GOR_ringhorn_ports
			}
		}
		allowed = { tag = GER }
		days_mission_timeout = 400

		complete_effect = {
			set_temp_variable = { X = 0.05 }
			custom_effect_tooltip = GGR_max_range_increase_X_percent
		    add_to_variable = { GGR_kriegsmarine_max_range = 0.05 }
		    custom_effect_tooltip = GGR_fleet_coordination_increase_X_percent
		    add_to_variable = { GGR_kriegsmarine_naval_coordination = 0.05 }
		}
		timeout_effect = {
			set_temp_variable = { X = 0.1 }
			custom_effect_tooltip = GGR_max_range_decrease_X_percent
		    add_to_variable = { GGR_kriegsmarine_max_range = -0.10 }
		    custom_effect_tooltip = GGR_fleet_coordination_decrease_X_percent
		    add_to_variable = { GGR_kriegsmarine_naval_coordination = -0.10 }
		}

		is_good = no
	}
}


GGR_operation_dammerung = {

	GGR_rush_supply_depots = {
		cost = 25
		icon = GFX_decision_generic_civil_support_dark_red
		fire_only_once = yes

		visible = {
			has_completed_focus = GGR_manchurian_depots
			has_war = no
			OR = {
				has_decision = GGR_dalian_supply_depot
				has_decision = GGR_vladivostok_supply_depot
				has_decision = GGR_harbin_supply_depot
				has_decision = GGR_songjiang_supply_depot
				has_decision = GGR_liaoning_supply_depot
				has_decision = GGR_khabarovsk_supply_depot
				has_decision = GGR_jilin_supply_depot
				has_decision = GGR_blagoveshchensk_supply_depot
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_rush_supply_depots"
			custom_effect_tooltip = GGR_rush_supply_depots_tooltip
			set_country_flag = GGR_weak_supply_depots
			for_each_scope_loop = {
				array = GGR_supply_depots
				set_state_flag = GGR_supply_depot
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_dalian_supply_depot = {
		cost = 30
		icon = GFX_decision_generic_supply
		fire_only_once = yes
		days_remove = 45

		visible = {
			has_completed_focus = GGR_manchurian_depots
			has_war = no
			NOT = {
				check_variable = { GGR_supply_depots^num = 3 }
			}
		}

		available = {
			has_equipment = {
				support_equipment > 999
			}
			has_equipment = {
				infantry_equipment > 9999
			}
		}
		highlight_states = { state = 810 }
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_dalian_supply_depot"
			add_to_array = { GGR_supply_depots = 810 }
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_dalian_supply_depot_removed"
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = -1000
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -10000
			}
			810 = {
				set_state_flag = GGR_supply_depot
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_vladivostok_supply_depot = {
		cost = 30
		icon = GFX_decision_generic_supply
		fire_only_once = yes
		days_remove = 45

		visible = {
			has_completed_focus = GGR_manchurian_depots
			has_war = no
			NOT = {
				check_variable = { GGR_supply_depots^num = 3 }
			}
		}

		available = {
			has_equipment = {
				support_equipment > 999
			}
			has_equipment = {
				infantry_equipment > 9999
			}
		}
		highlight_states = { state = 809 }
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_vladivostok_supply_depot"
			add_to_array = { GGR_supply_depots = 809 }
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_vladivostok_supply_depot_removed"
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = -1000
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -10000
			}
			809 = {
				set_state_flag = GGR_supply_depot
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_harbin_supply_depot = {
		cost = 30
		icon = GFX_decision_generic_supply
		fire_only_once = yes
		days_remove = 45

		visible = {
			has_completed_focus = GGR_manchurian_depots
			has_war = no
			NOT = {
				check_variable = { GGR_supply_depots^num = 3 }
			}
		}

		available = {
			has_equipment = {
				support_equipment > 999
			}
			has_equipment = {
				infantry_equipment > 9999
			}
		}
		highlight_states = { state = 801 }
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_harbin_supply_depot"
			add_to_array = { GGR_supply_depots = 801 }
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_harbin_supply_depot_removed"
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = -1000
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -10000
			}
			801 = {
				set_state_flag = GGR_supply_depot
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_songjiang_supply_depot = {
		cost = 30
		icon = GFX_decision_generic_supply
		fire_only_once = yes
		days_remove = 45

		visible = {
			has_completed_focus = GGR_manchurian_depots
			has_war = no
			NOT = {
				check_variable = { GGR_supply_depots^num = 3 }
			}
		}

		available = {
			has_equipment = {
				support_equipment > 999
			}
			has_equipment = {
				infantry_equipment > 9999
			}
		}
		highlight_states = { state = 717 }
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_songjiang_supply_depot"
			add_to_array = { GGR_supply_depots = 717 }
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_songjiang_supply_depot_removed"
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = -1000
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -10000
			}
			717 = {
				set_state_flag = GGR_supply_depot
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_liaoning_supply_depot = {
		cost = 30
		icon = GFX_decision_generic_supply
		fire_only_once = yes
		days_remove = 45

		visible = {
			has_completed_focus = GGR_manchurian_depots
			has_war = no
			NOT = {
				check_variable = { GGR_supply_depots^num = 3 }
			}
		}

		available = {
			has_equipment = {
				support_equipment > 999
			}
			has_equipment = {
				infantry_equipment > 9999
			}
		}
		highlight_states = { state = 716 }
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_liaoning_supply_depot"
			add_to_array = { GGR_supply_depots = 716 }
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_liaoning_supply_depot_removed"
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = -1000
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -10000
			}
			716 = {
				set_state_flag = GGR_supply_depot
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_khabarovsk_supply_depot = {
		cost = 30
		icon = GFX_decision_generic_supply
		fire_only_once = yes
		days_remove = 45

		visible = {
			has_completed_focus = GGR_manchurian_depots
			has_war = no
			NOT = {
				check_variable = { GGR_supply_depots^num = 3 }
			}
		}

		available = {
			has_equipment = {
				support_equipment > 999
			}
			has_equipment = {
				infantry_equipment > 9999
			}
		}
		highlight_states = { state = 409 }
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_khabarovsk_supply_depot"
			add_to_array = { GGR_supply_depots = 409 }
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_khabarovsk_supply_depot_removed"
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = -1000
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -10000
			}
			409 = {
				set_state_flag = GGR_supply_depot
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_jilin_supply_depot = {
		cost = 30
		icon = GFX_decision_generic_supply
		fire_only_once = yes
		days_remove = 45

		visible = {
			has_completed_focus = GGR_manchurian_depots
			has_war = no
			NOT = {
				check_variable = { GGR_supply_depots^num = 3 }
			}
		}

		available = {
			has_equipment = {
				support_equipment > 999
			}
			has_equipment = {
				infantry_equipment > 9999
			}
		}
		highlight_states = { state = 328 }
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_jilin_supply_depot"
			add_to_array = { GGR_supply_depots = 328 }
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_jilin_supply_depot_removed"
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = -1000
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -10000
			}
			328 = {
				set_state_flag = GGR_supply_depot
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_blagoveshchensk_supply_depot = {
		cost = 30
		icon = GFX_decision_generic_supply
		fire_only_once = yes
		days_remove = 45

		visible = {
			has_completed_focus = GGR_manchurian_depots
			has_war = no
			NOT = {
				check_variable = { GGR_supply_depots^num = 3 }
			}
		}

		available = {
			has_equipment = {
				support_equipment > 999
			}
			has_equipment = {
				infantry_equipment > 9999
			}
		}
		highlight_states = { state = 1364 }
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_blagoveshchensk_supply_depot"
			add_to_array = { GGR_supply_depots = 1364 }
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_blagoveshchensk_supply_depot_removed"
			custom_effect_tooltip = GGR_build_supply_depot
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = -1000
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -10000
			}
			1364 = {
				set_state_flag = GGR_supply_depot
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_invite_iran = {
		cost = 30
		icon = GFX_decision_generic_handshake
		fire_only_once = yes
		days_remove = 10

		visible = {
			has_completed_focus = GGR_the_southern_route
			country_exists = PER
			
			NOT = {
				is_in_faction_with = PER
				
			}
		}

		cancel_trigger = {
			PER = {
				has_war_with = IRL
			}
		}
		
		cancel_effect = {
			clr_country_flag = GGR_busy_diplomats
		}

		available = {
			OR = {
				AND = {
					country_exists = PER
					NOT = {
						country_exists = IRI
						country_exists = IRL
						country_exists = IRA
						country_exists = IRB
						country_exists = IRC
					}
				}
			}
			has_completed_focus = GGR_iranian_military_cooperation
			NOT = {
				has_country_flag = GGR_busy_diplomats
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_invite_iran"
			set_country_flag = GGR_busy_diplomats
			GGR_increase_japanese_awarenes = yes
		}

		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_invite_iran_removed"
			add_to_faction = PER
			PER = {
				econ_join_sphere_GER = yes
				add_ideas = Pakt_Bundnispartner
			}
			clr_country_flag = GGR_busy_diplomats
		}
		ai_will_do = {
			factor = 40
		}
	}

	GGR_invite_azad_hind = {
		cost = 30
		icon = GFX_decision_generic_handshake
		fire_only_once = yes
		days_remove = 10

		visible = {
			has_completed_focus = GGR_the_southern_route
			AZH = {
				NOT = {
					is_in_faction_with = GER
				}
			}
			country_exists = AZH
		}
		available = {
			NOT = {
				has_country_flag = GGR_busy_diplomats
				country_exists = AFG
			}
			custom_trigger_tooltip = {
				tooltip = GGR_sphere_influence_trigger_3
				check_variable = { AZH.GER_influence > 10 }
			}
		}
		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_invite_azad_hind"
			set_country_flag = GGR_busy_diplomats
		}
		remove_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_invite_azad_hind_removed"
			GGR_increase_japanese_awarenes = yes
			AZH = { set_variable = { GER_influence = 20 } }
			BHU = {
				remove_faction_status = yes
				add_ideas = Pakt_Marionettenstaat
				econ_leave_sphere = yes
				econ_join_sphere_GER = yes
			}
			AZH = {
				remove_faction_status = yes
				add_ideas = Pakt_Bundnispartner
				econ_leave_sphere = yes
				econ_join_sphere_GER = yes
				leave_faction = yes
			}
			SIK = {
				remove_faction_status = yes
				add_ideas = Pakt_Marionettenstaat
				econ_leave_sphere = yes
				econ_join_sphere_GER = yes
				leave_faction = yes
			}
			add_to_faction = AZH
			clr_country_flag = GGR_busy_diplomats
			if = {
			    limit = { country_exists = IND }
			    declare_war_on = {
				    target = IND
				    type = annex_everything
			
		        }
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
}
GGR_crack_the_sphere_category = {
	GGR_influence_sphere_nation = {
		cost = 50
		icon = GFX_decision_generic_ignite_civil_war
		days_re_enable = 14
		visible = {
			has_completed_focus = GGR_destabilize_the_sphere
			NOT = {
				has_country_flag = GGR_sphere_influence_speed
				has_country_flag = GGR_sphere_influence_effectiveness
				has_country_flag = GGR_sphere_influence_army
				has_war_with = JAP
				TOH = {
					is_subject_of = GER
				}
			}
		}


		target_trigger = {
			FROM = {
				has_variable = GER_influence
				is_in_faction_with = JAP
				check_variable = { GER_influence > -1 }
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_influence_sphere_nation"
			FROM = {
				custom_effect_tooltip = GGR_increase_german_influence
				add_to_variable = { GER_influence = 1 }
			}
			random_list = {
				1 = {
					GGR_increase_japanese_awarenes = yes
				}
				9 = {
				}
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_influence_sphere_nation_speed_upgrade = {
		cost = 25
		icon = GFX_decision_generic_revolt
		days_re_enable = 7
		visible = {
			has_completed_focus = GGR_destabilize_the_sphere
			has_country_flag = GGR_sphere_influence_speed
			NOT = {
				has_war_with = JAP
				TOH = {
					is_subject_of = GER
				}
			}
		}


		target_trigger = {
			FROM = {
				has_variable = GER_influence
				is_in_faction_with = JAP 
				check_variable = { GER_influence > -1 }
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_influence_sphere_nation_speed_upgrade"
			FROM = {
				custom_effect_tooltip = GGR_increase_german_influence
				add_to_variable = { GER_influence = 1 }
				add_stability = -0.05
				add_war_support = -0.05
			}
			random_list = {
				1 = {
					GGR_increase_japanese_awarenes = yes
				}
				2 = {
				}
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_influence_sphere_nation_effectiveness_upgrade = {
		cost = 50
		icon = GFX_decision_generic_handshake
		days_re_enable = 21
		visible = {
			has_completed_focus = GGR_destabilize_the_sphere
			has_country_flag = GGR_sphere_influence_effectiveness
			NOT = {
				has_war_with = JAP
				TOH = {
					is_subject_of = GER
				}
			}
		}


		target_trigger = {
			FROM = {
				has_variable = GER_influence
				is_in_faction_with = JAP 
				check_variable = { GER_influence > -1 }
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_influence_sphere_nation_effectiveness_upgrade"
			FROM = {
				custom_effect_tooltip = GGR_increase_german_influence
				add_to_variable = { GER_influence = 2 }
			}
			random_list = {
				1 = {
					GGR_increase_japanese_awarenes = yes
				}
				9 = {
				}
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
	GGR_convince_neutral_nation = {
		cost = 25
		icon = GFX_decision_generic_decision
		days_re_enable = 14
		visible = {
			has_completed_focus = GGR_seize_the_sphere
		}

		target_trigger = {
			FROM = {
				has_idea = GGR_stalling_participation
				NOT = { has_war_with = GER }
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision GGR_convince_neutral_nation"
			FROM = {
				hidden_effect = {
					remove_ideas = {
						Sphere_Fully_Dependent
						Sphere_Economic_Dependent
						Sphere_Coequal
					}
					add_ideas = Pakt_Bundnispartner
					econ_join_sphere_GER = yes
					if = {
						limit = {
							has_country_flag = GGR_sphere_influence_army
						}
						add_ideas = GGR_anti_japanese_fervor
					}
				}
				leave_faction = yes
				GER = {
					add_to_faction = PREV
				}
				declare_war_on = {
					target = JAP
					type = annex_everything
				}
			}
		}
		ai_will_do = {
			factor = 40
		}
	}
}

anti_goering_preparation_plan_C = {
	JAP_influence_sphere_nation = {
		cost = 35
		icon = GFX_decision_generic_handshake
		days_re_enable = 21
		
		target_trigger = {
			FROM = {
				has_variable = GER_influence
				check_variable = { GER_influence > 3 }
			}
		}

		complete_effect = {
			log = "[GetDateText]: [Root.GetName]: Decision JAP_influence_sphere_nation"
			FROM = {
				custom_effect_tooltip = GGR_increase_german_influence
				subtract_from_variable = { GER_influence = 1 }
				clamp_variable = {
					var = GER_influence
					min = 0
				}
			}
		}
		ai_will_do = {
			factor = 40
			modifier = {
				check_variable = { GER_influence > 1 }
				factor = 1.5
			}
			modifier = {
				check_variable = { GER_influence > 3 }
				factor = 1.5
			}
		}
	}
}