# befriend
# conquer
# antagonize
# build_ship
# build_army
# unit_ratio
# build_building
# research_tech
# garrison
# protect
# influence
# contain
# area_priority


ZBR_unit_production = {
	enable = {
		original_tag = ZBR
	}
	abort = {
		always = no
	}	
	ai_strategy = {
		type = role_ratio
		id = garrison
		value = 4
	}
	ai_strategy = {
		type = role_ratio
		id = suppression
		value = 4
	}
	
	ai_strategy = {
		type = role_ratio
		id = paratroopers
		value = 0
	}

	ai_strategy = {
		type = role_ratio
		id = mountaineers
		value = 2
	}

	ai_strategy = {
		type = role_ratio
		id = marines
		value = 0
	}

	ai_strategy = {
		type = role_ratio
		id = cavalry
		value = 0
	}

	ai_strategy = {
		type = role_ratio
		id = motorized
		value = -3 #because doctrine this = 2
	}

	ai_strategy = {
		type = role_ratio
		id = mechanized
		value = -5 #because doctrine this = 0
	}

	ai_strategy = {
		type = role_ratio
		id = armor
		value = 0 #because doctrine this = 10
	}

	ai_strategy = {
		type = role_ratio
		id = infantry
		value = 70 #88 to 70
	}
	
	#Air unit factors
	ai_strategy = {
		type = unit_ratio
		id = fighter
		value = 80
	}
	
	ai_strategy = {
		type = unit_ratio
		id = cas
		value = -35 #because doctrine this = 15
	}
	
	ai_strategy = {
		type = unit_ratio
		id = tactical_bomber
		value = 5
	}
	
	ai_strategy = {
		type = unit_ratio
		id = strategic_bomber
		value = -10
	}
	
	ai_strategy = {
		type = unit_ratio
		id = naval_bomber
		value = 5
	}
	
	
	# Naval unit factors
	ai_strategy = {
		type = unit_ratio
		id = capital_ship
		value = 35
	}

	ai_strategy = {
		type = unit_ratio
		id = submarine
		value = -150 #because doctrine this = 50
	}

	ai_strategy = {
		type = unit_ratio
		id = screen_ship
		value = 20
	}

	ai_strategy = {
		type = unit_ratio
		id = convoy
		value = 20
	}
	
	ai_strategy = {
		type = equipment_production_factor
		id = fighter
		value = 40
	}

	ai_strategy = {
		type = equipment_production_factor
		id = strategic_bomber
		value = -10
	}
	
	ai_strategy = {
		type = equipment_production_factor
		id = infantry
		value = 50 #30 to 50
	}
	
	ai_strategy = {
		type = equipment_production_factor
		id = artillery
		value = 40 #20 to 40
	}
	
	ai_strategy = {
		type = equipment_production_factor
		id = armor
		value = 10
	}
	ai_strategy = {
		type = equipment_production_min_factories
		id = artillery
		value = 5
	}
	ai_strategy = {
		type = equipment_production_min_factories
		id = fighter
		value = 3
	}	
}	



ZBR_halt_light_armor_production_in_transitioning = {
	enable = {
		original_tag = ZBR
		has_template_majority_unit = medium_armor
		OR = {
			has_equipment = { light_tank_chassis > 600 }
			date > 1989.1.1
		}		
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_variant_production_factor
		id = light_tank_chassis
		value = -100
	}
}


ZBR_highered_armored_production = {
	enable = {
		original_tag = ZBR
		num_of_military_factories > 109
	}
	abort = {
		num_of_military_factories < 110
	}
	ai_strategy = {
		type = role_ratio
		id = armor
		value = 10
	}
}

ZBR_dont_waste_xp_until_medium_armor = {
	enable = {
		original_tag = ZBR		
	}
	abort = {	
		has_template_majority_unit = medium_armor
	}
	ai_strategy = {
		type = template_prio
		id = paratrooper
		value = -100
	}
	ai_strategy = {
		type = template_prio
		id = mountaineers
		value = -100
	}
}


ZBR_template_design = {
	enable = {	
		original_tag = ZBR
		date < 1990.1.1				
	}
	abort = { 
		date > 1990.1.1
	}

	ai_strategy = {
		type = template_prio
		id = motorized
		value = -50
	}

	ai_strategy = {
		type = template_prio
		id = cavalry
		value = -100
	}
	
	ai_strategy = {
		type = template_prio
		id = light_armor
		value = 30
	}

	ai_strategy = {
		type = template_prio
		id = medium_armor
		value = 50
	}

	ai_strategy = {
		type = template_prio
		id = heavy_armor
		value = -50
	}

	ai_strategy = {
		type = template_prio
		id = paratroopers
		value = -50
	}
}

zbr_nenavidit_bemen_ochen_ochen = {
	enable = {		
		tag = ZBR
		country_exists = ZBO
		has_country_leader = {
			character = ZBR_joseph_von_brandenburg
			ruling_only = yes
		}
		has_completed_focus = zbr_dolgi
	}
	abort_when_not_enabled = yes	
	ai_strategy = {
		type = antagonize
		id = ZBO
		value = 700
	}
	ai_strategy = {
		type = conquer
		id = ZBO
		value = 700
	}
	ai_strategy = {
		type = declare_war
		id = ZBO
		value = 700
	}
}	


