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

ZIK_unit_production = {
	enable = {
		original_tag = ZIK
	}
	abort = {
		always = no
	}	
	ai_strategy = {
		type = role_ratio
		id = garrison
		value = 3
	}
	ai_strategy = { 
		type = role_ratio
		id = suppression
		value = 2
	}
	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 = 3
	}
	ai_strategy = {
		type = role_ratio
		id = motorized
		value = 2
	}
	ai_strategy = {
		type = role_ratio
		id = mechanized
		value = 0
	}
	ai_strategy = {
		type = role_ratio
		id = armor
		value = 5
	}
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = 20 #because doctrine 70
	}	
	#Air unit factors
	ai_strategy = {
		type = unit_ratio
		id = fighter
		value = 70
	}	
	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 = 5
	}	
	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 = 20
	}	
	ai_strategy = {
		type = equipment_production_factor
		id = infantry
		value = 30
	}	
	ai_strategy = {
		type = equipment_production_factor
		id = artillery
		value = 30
	}	
	ai_strategy = {
		type = equipment_production_factor
		id = armor
		value = 5
	}
}	

ZIK_anti_armor = {
	enable = {
		original_tag = ZIK
		ai_wants_divisions > 5 #Decreasing the amount of motorized the AI wants
		
		any_enemy_country = {
			ROOT = {
				estimated_intel_max_armor = {
					tag = PREV
					value > 25
				}
			}
		}
	}
	abort = {
		ai_wants_divisions < 6 #Decreasing the amount of motorized the AI wants
	}

	ai_strategy = {
		type = role_ratio
		id = anti_armor
		value = 15
	}
}

#zik_vozdeistvie_na_zss_shoshon = {
#	enable = {
#		tag = ZIK
#		has_completed_focus = zik_press_shoshon
#		country_exists = ZSS
#		ZSS = {
#			NOT = { has_government = communism }
#			NOT = {
#				has_war_with = ZIK
#			}
#		}
#	}
#	abort = {
#		OR = {
#			ZSS = { has_government = communism }
#			ZSS = {
#				is_puppet_of = ZIK
#			}
#			NOT = {
#				country_exists = ZSS
#			}
#			has_war_with = ZSS			
#		}
#	}
#	ai_strategy = {
#		type = influence
#		id = "ZSS"			
#		value = 500
#	}	
#}

ZIK_template_design_1 = {
	enable = {
		original_tag = ZIK
		date < 1990.1.1				
	}
	abort = { 
		date > 1990.1.1
	}
	ai_strategy = {
		type = template_prio
		id = motorized
		value = 10
	}
	ai_strategy = {
		type = template_prio
		id = cavalry
		value = -100
	}	
	ai_strategy = {
		type = template_prio
		id = light_armor
		value = 50
	}
	ai_strategy = {
		type = template_prio
		id = medium_armor
		value = -10
	}
	ai_strategy = {
		type = template_prio
		id = heavy_armor
		value = -50
	}
	ai_strategy = {
		type = template_prio
		id = paratroopers
		value = -50
	}	
	ai_strategy = {
		type = template_prio
		id = infantry
		value = 50
	}
}

ZIK_template_design_2 = {
	enable = {
		original_tag = ZIK
		date > 1990.1.1				
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = template_prio
		id = mechanized
		value = 20
	}
	ai_strategy = {
		type = template_prio
		id = cavalry
		value = -100
	}	
	ai_strategy = {
		type = template_prio
		id = light_armor
		value = 10
	}
	ai_strategy = {
		type = template_prio
		id = medium_armor
		value = 50
	}	
	ai_strategy = {
		type = template_prio
		id = modern_armor
		value = 60
	}
	ai_strategy = {
		type = template_prio
		id = heavy_armor
		value = 20
	}
	ai_strategy = {
		type = template_prio
		id = paratroopers
		value = -50
	}	
	ai_strategy = {
		type = template_prio
		id = infantry
		value = 10
	}
}

ZIK_pp_spending = {
	enable = {
		original_tag = ZIK
		has_manpower < 100000
		has_political_power < 200
	}
	abort = {
		OR = {
			has_manpower > 100000
			has_political_power > 200
			date > 1994.1.1
		}
	}

	ai_strategy = { # dont burn PP on admirals if you need manpower laws
		type = pp_spend_priority
		id = admiral
		value = -100
	}
}

ZIK_protect_against_extremism = { # Reverse strategy против тех кто щщемит омников
	reversed = yes

	enable = {
		NOT = { tag = ZIK }
		ZIK = {
			has_government = communism
		}
		NOT = { has_government = democratic }
		NOT = { has_government = fascism }
		OR = {
			capital_scope = {
				is_on_continent = europe # lets avoid smaller conflicts elsewhere
			}
			AND = {
				num_of_civilian_factories > 10
				is_subject = no
			}
		}
		any_country = {
			NOT = { tag = ZIK }
			has_war_with = ROOT
			OR = {
				has_government = democratic
				has_government = fascism
			}
		}
	}
	abort = {
		OR = {
			has_war = no
			OR = {
				has_government = democratic
				has_government = fascism
			}
			ZIK = {
				OR = {
					NOT = {	has_government = communism }
					has_war_with = ROOT
				}
			}
		}
	}
	ai_strategy = {
		type = support
		id = "ZIK"
		value = 100
	}
}	
