#	Example:
# 
#	example_effect = {
#		add_political_power = 66
#		add_popularity = {
#			ideology = fascism
#			popularity = 0.33
#		}
#	}
#
#
#	In a script file:
#
#	effect = {
#		example_effect = yes
#	}
#

#####################################
### emergency_factory_conversion ####
#####################################

#This is going to give misleading and ugly tooltips. Making it nice will take effort. TODO_WTT_CD make nice or ignore and remove comment. Easiest solution is just making a custom tooltip that says "5 civilian factories will be converted to military factories" and ignore telling the player the states where it will happen.

replace_civ_with_arms_factories = {	

	random_owned_controlled_state = {
		limit = {
			is_fully_controlled_by = ROOT
			industrial_complex > 0
		}
		remove_building = {
			type = industrial_complex
			level = 1
		}
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}
	
	random_owned_controlled_state = {
		limit = {
			is_fully_controlled_by = ROOT
			industrial_complex > 0
		}
		remove_building = {
			type = industrial_complex
			level = 1
		}
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}

	random_owned_controlled_state = {
		limit = {
			is_fully_controlled_by = ROOT
			industrial_complex > 0
		}
		remove_building = {
			type = industrial_complex
			level = 1
		}
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}

	random_owned_controlled_state = {
		limit = {
			is_fully_controlled_by = ROOT
			industrial_complex > 0
		}
		remove_building = {
			type = industrial_complex
			level = 1
		}
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}

	random_owned_controlled_state = {
		limit = {
			is_fully_controlled_by = ROOT
			industrial_complex > 0
		}
		remove_building = {
			type = industrial_complex
			level = 1
		}
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}
}

#Country scope
ROOT_inherit_current_scope_wars_effect = {
	custom_effect_tooltip = ROOT_inherit_current_scope_wars_effect
	hidden_effect = {	
		every_country = {
			limit = {
				has_defensive_war_with = PREV
			}
			ROOT = { declare_war_on = { target = PREV type = annex_everything } }
		}
		every_country = {
			limit = {
				has_offensive_war_with = PREV
			}
			declare_war_on = { target = ROOT type = annex_everything }
		}
	}
}



print_variable_log_effect = {
	print_variables = {
		file = variables_yug
		append = yes
	}
}

get_best_alliance_match_democratic_effect = { #arguably a trigger, but it does stuff so we keep it in here. If this is your first time seeing this, welcome to my personal hell.
	if = {
		limit = {
			any_other_country = {
				is_faction_leader = yes
				is_major = yes
				has_government = democratic
				not = { has_war_with = ROOT }
				set_temp_variable = { ROOT.best_leader = this }
				set_temp_variable = { ROOT.best_leader_score = 0 }
			}
		}
	}
	if = {
		limit = {
			all_other_country = {
				is_faction_leader = yes
				is_major = yes
				has_government = democratic
				not = { has_war_with = ROOT }
				set_temp_variable = { this.leader_score = num_of_factories }
				add_to_temp_variable = { this.leader_score = num_battalions }
				all_of_scopes = {
					array = allies
					add_to_temp_variable = { PREV.leader_score = num_of_factories }
					add_to_temp_variable = { PREV.leader_score = num_battalions }
				}
				if = {
					limit = {
						capital_scope = {
							is_on_continent = ROOT
						}
					}
					multiply_temp_variable = { leader_score = 2 }
				}
				if = {
					limit = {
						any_neighbor_country = { tag = ROOT }
					}
					multiply_temp_variable = { leader_score = 1.25 }
				}
				if = {
					limit = {
						check_variable = { ROOT.best_leader_score < leader_score }
						set_temp_variable = { ROOT.best_leader = this }
						set_temp_variable = { ROOT.best_leader_score = leader_score }
					}
				}
			}
		}
	}		
}

get_best_alliance_match_fascism_effect = { #arguably a trigger, but it does stuff so we keep it in here. If this is your first time seeing this, welcome to my personal hell.
	if = {
		limit = {
			any_other_country = {
				is_faction_leader = yes
				is_major = yes
				has_government = fascism
				not = { has_war_with = ROOT }
				set_temp_variable = { ROOT.best_leader = this }
				set_temp_variable = { ROOT.best_leader_score = 0 }
			}
		}
	}
	if = {
		limit = {
			all_other_country = {
				is_faction_leader = yes
				is_major = yes
				has_government = fascism
				not = { has_war_with = ROOT }
				set_temp_variable = { this.leader_score = num_of_factories }
				add_to_temp_variable = { this.leader_score = num_battalions }
				all_of_scopes = {
					array = allies
					add_to_temp_variable = { PREV.leader_score = num_of_factories }
					add_to_temp_variable = { PREV.leader_score = num_battalions }
				}
				if = {
					limit = {
						capital_scope = {
							is_on_continent = ROOT
						}
					}
					multiply_temp_variable = { this.leader_score = 2 }
				}
				if = {
					limit = {
						any_neighbor_country = { tag = ROOT }
					}
					multiply_temp_variable = { this.leader_score = 1.25 }
				}
				if = {
					limit = {
						check_variable = { ROOT.best_leader_score < this.leader_score }
					}
					set_temp_variable = { ROOT.best_leader = this }
					set_temp_variable = { ROOT.best_leader_score = this.leader_score }
				}
			}
		}
	}		
}

get_best_alliance_match_communism_effect = { #arguably a trigger, but it does stuff so we keep it in here. If this is your first time seeing this, welcome to my personal hell.
	if = {
		limit = {
			any_other_country = {
				is_faction_leader = yes
				is_major = yes
				has_government = communism
				not = { has_war_with = ROOT }
				set_temp_variable = { ROOT.best_leader = this }
				set_temp_variable = { ROOT.best_leader_score = 0 }
			}
		}
	}
	if = {
		limit = {
			all_other_country = {
				is_faction_leader = yes
				is_major = yes
				has_government = communism
				not = { has_war_with = ROOT }
				set_temp_variable = { this.leader_score = num_of_factories }
				add_to_temp_variable = { this.leader_score = num_battalions }
				all_of_scopes = {
					array = allies
					add_to_temp_variable = { PREV.leader_score = num_of_factories }
					add_to_temp_variable = { PREV.leader_score = num_battalions }
				}
				if = {
					limit = {
						capital_scope = {
							is_on_continent = ROOT
						}
					}
					multiply_temp_variable = { leader_score = 2 }
				}
				if = {
					limit = {
						any_neighbor_country = { tag = ROOT }
					}
					multiply_temp_variable = { leader_score = 1.25 }
				}
				if = {
					limit = {
						check_variable = { ROOT.best_leader_score < leader_score }
						set_temp_variable = { ROOT.best_leader = this }
						set_temp_variable = { ROOT.best_leader_score = leader_score }
					}
				}
			}
		}
	}		
}

remove_naval_treaty_effect = {
	if = {
		limit = {
			has_idea = MTG_naval_treaty_adherent
		}
		remove_ideas = MTG_naval_treaty_adherent
	}
	else_if = {
		limit = {
			has_idea = MTG_naval_treaty_cheating
		}
		remove_ideas = MTG_naval_treaty_cheating
	}
	else_if = {
		limit = {
			has_idea = MTG_naval_treaty_adherent_reduced
		}
		remove_ideas = MTG_naval_treaty_adherent_reduced
	}
	else_if = {
		limit = {
			has_idea = MTG_naval_treaty_cheating_reduced
		}
		remove_ideas = MTG_naval_treaty_cheating_reduced
	}
	set_country_flag = MTG_naval_treaty_abandoned
}

# civil_war_anti_exploiter_punitive_action = {
	# # Anti-exploiter punitive brigades! BET YA DIDN'T SEE THAT COMING DID YA?!
	# if = {
		# limit = {
			# has_army_size = {
			    # size < 1
			# }
		# }
		# division_template = {
			# name = "Anti-Exploit Punitive Brigade"
			# priority = 1
			# division_names_group = ENG_MAR_01
			# is_locked = yes
			# 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 = {
				# engineer = { x = 0 y = 0 }
				# recon = { x = 0 y = 1 }
				# artillery = { x = 0 y = 2 }
			# }
		# }
		# random_state = {
			# limit = {
				# is_capital = yes
				# is_fully_controlled_by = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
		# }
		# random_state = {
			# limit = {
				# is_in_home_area = yes
				# is_fully_controlled_by = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
		# }
		# random_state = {
			# limit = {
				# is_in_home_area = yes
				# is_fully_controlled_by = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
		# }
		# random_state = {
			# limit = {
				# is_in_home_area = yes
				# is_fully_controlled_by = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
		# }
		# random_state = {
			# limit = {
				# is_in_home_area = yes
				# is_fully_controlled_by = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
			# create_unit = {
				# division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				# owner = PREV
			# }
		# }
	# }
# }

clear_sabotaged_resources_if_necesary = {
	if = {
		limit = {
			not = {
				has_dynamic_modifier = {
					modifier = sabotaged_resources
				}
			}
		}
		
		clear_variable = sabotaged_oil
		clear_variable = sabotaged_aluminium
		clear_variable = sabotaged_rubber
		clear_variable = sabotaged_tungsten
		clear_variable = sabotaged_steel
		clear_variable = sabotaged_chromium
	}
}

remove_from_allowed_party = {
	if = {
		limit = { has_government = democratic }
		set_temp_variable = { allowed_party_democratic = 0 }
	}
	else_if = {
		limit = { has_government = fascism }
		set_temp_variable = { allowed_party_fascism = 0 }
	}
	else_if = {
		limit = { has_government = communism }
		set_temp_variable = { allowed_party_communism = 0 }
	}
	else_if = {
		limit = { has_government = neutrality }
		set_temp_variable = { allowed_party_neutrality = 0 }
	}
}

#expectes a temp variable country_to_initiate which should contain original_tag to instantiate as a collabration government
instantiate_collaboration_government = {
	custom_effect_tooltip = compliance_80_effect_tooltip
	hidden_effect = {
		set_variable = { collaboration_formed@var:country_to_initiate = 1 }
		
		if = {
			# if country_to_initiate does not exist, simply release it as a puppet
			limit = { 
				var:country_to_initiate = {
					exists = no
				}
			}
			var:country_to_initiate = { set_variable = { collaboration_formed_by = PREV } }
			release_autonomy = {
				target = country_to_initiate
				autonomy_state = autonomy_collaboration_government
				freedom_level = 0.5
				release_non_owned_controlled = yes
			}
		}
		else = {
			# if country_to_initiate exists, create a dynamic country as our new puppet
			
			create_dynamic_country = {
				original_tag = country_to_initiate
			
				set_variable = { collaboration_formed_by = PREV }
				set_temp_variable = { new_country = this }
				
				PREV = {
					every_controlled_state = {
						limit = { occupied_country_tag = country_to_initiate }
						
						var:new_country = {
							transfer_state = PREV
						}
					}
					
					puppet = new_country
					
					set_autonomy = {
						target = new_country
						autonomy_state = autonomy_collaboration_government
						freedom_level = 0.5
					}
				}
			}
		}
	}
}
	
upgrade_economy_law = {
	if = {
		limit = {
			has_idea = civilian_economy
		}
		add_ideas = low_economic_mobilisation
	}
	else_if = {
		limit = {
			has_idea = low_economic_mobilisation
		}
		add_ideas = partial_economic_mobilisation
	}
	else_if = {
		limit = {
			has_idea = partial_economic_mobilisation
		}
		add_ideas = war_economy
	}
	else_if = {
		limit = {
			has_idea = war_economy
		}
		add_ideas = tot_economic_mobilisation
	}
	else = {
		add_political_power = 150
	}
}
gain_random_agency_upgrade = { #Gives a random agency upgrade or grants a free agency if one has not yet been established
	custom_effect_tooltip = free_agency_upgrade_tt
	hidden_effect = {
		if = {
			limit = {
				has_intelligence_agency = no
			}
			create_intelligence_agency = yes
		}
		else = {
			random_list = {
				1 = {
					upgrade_intelligence_agency = upgrade_economy_civilian
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_economy_civilian
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_army_department
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_army_department
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_naval_department
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_naval_department
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_airforce_department
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_airforce_department
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_passive_defense
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_passive_defense
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_anti_partisan
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_anti_partisan
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_blueprint_stealing
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_blueprint_stealing
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_portable_radios
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_portable_radios
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_invisible_ink
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_invisible_ink
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_plastic_explosives
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_plastic_explosives
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_suicide_pills
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_suicide_pills
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_training_centers
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_training_centers
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_commando_training
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_commando_training
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_interrogation_techniques
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_interrogation_techniques
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_diplo_training
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_diplo_training
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_psycho_warfare
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_psycho_warfare
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_form_department
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_form_department
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_decryption_boost
					modifier = {
						factor = 0
						OR = {
							has_done_agency_upgrade = upgrade_decryption_boost
							NOT = { has_done_agency_upgrade = upgrade_form_department }
						}
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_decryption_boost_2
					modifier = {
						factor = 0
						OR = {
							has_done_agency_upgrade = upgrade_decryption_boost_2
							NOT = { has_done_agency_upgrade = upgrade_form_department }
							NOT = { has_done_agency_upgrade = upgrade_decryption_boost }
						}
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_crypto_strength
					modifier = {
						factor = 0
						OR = {
							has_done_agency_upgrade = upgrade_crypto_strength
							NOT = { has_done_agency_upgrade = upgrade_form_department }
						}
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_crypto_strength_2
					modifier = {
						factor = 0
						OR = {
							has_done_agency_upgrade = upgrade_crypto_strength_2
							NOT = { has_done_agency_upgrade = upgrade_form_department }
							NOT = { has_done_agency_upgrade = upgrade_crypto_strength }
						}
					}
				}
			}
		}
	}
}


#on_daily_USA = {
#	# you can specify an on daily action for a specific country
#}
# find_global_platonic_countries = { # Look for the countries that meet the best criteria for the different platonic countries we expect in HoI 
	# find_biggest_fascist = yes
	# find_biggest_democrat = yes
	# find_biggest_communist = yes
	# find_biggest_non_aligned = yes
	# find_biggest_fascist_bully = yes
	# find_best_democratic_ally_leader = yes
	# find_democratic_sleeping_giant = yes
	# find_local_dangerous_fascist = yes 
# }


# The idea is that you can use these effects to store the party popularities (and, if desired, the ruling party) when puppeting or possibly when starting civil wars, and then use the "restore" effects to reset it after the puppeting has happened, so that you don't have to use the overlord's ideology if you don't want to. 
get_current_ideology_popularities = {
	set_variable = { ROOT.communist_support_before_change = ROOT.party_popularity_100@communism }
	set_variable = { ROOT.democratic_support_before_change = ROOT.party_popularity_100@democratic }
	set_variable = { ROOT.fascist_support_before_change = ROOT.party_popularity_100@fascism }
	set_variable = { ROOT.neutrality_support_before_change = ROOT.party_popularity_100@neutrality }
}
get_current_ruling_party = {
	set_variable = { ROOT.ruling_ideology_before_change = ROOT.current_party_ideology_group }
}
restore_ideology_popularities = {
	hidden_effect = {
		# Reset popluarities to what they were before puppeting 
		set_popularities = {
			communism = ROOT.communist_support_before_change
			democratic = ROOT.democratic_support_before_change
			fascism = ROOT.fascist_support_before_change
			neutrality = ROOT.neutrality_support_before_change
		}
		clear_variable = ROOT.communist_support_before_change
		clear_variable = ROOT.democratic_support_before_change
		clear_variable = ROOT.fascist_support_before_change
		clear_variable = ROOT.neutrality_support_before_change
	}
}
restore_ruling_party = {
	ROOT = {
		set_politics = {
			ruling_party = var:ROOT.ruling_ideology_before_change
		}
	}
}
#Upgrades state cat to the next valid level. Called from state scope
increase_state_category = {
	if = {
		limit = {
			has_state_category = tiny_island
		}
		set_state_category = small_island
		effect_tooltip = {
			add_extra_state_shared_building_slots = 1
		}
	}

	if = {
		limit = {
			OR = {
				has_state_category = wasteland
				has_state_category = enclave
			}
		}
		set_state_category = pastoral
		effect_tooltip = {
			add_extra_state_shared_building_slots = 1
		}
	}
	else_if = {
		limit = {
			has_state_category = pastoral
		}
		set_state_category = rural
		effect_tooltip = {
			add_extra_state_shared_building_slots = 1
		}
	}
	else_if = {
		limit = {
			has_state_category = rural
		}
		set_state_category = town
		effect_tooltip = {
			add_extra_state_shared_building_slots = 2
		}
	}
	else_if = {
		limit = {
			has_state_category = town
		}
		set_state_category = large_town
		effect_tooltip = {
			add_extra_state_shared_building_slots = 1
		}
	}
	else_if = {
		limit = {
			has_state_category = large_town
		}
		set_state_category = city
		effect_tooltip = {
			add_extra_state_shared_building_slots = 1
		}
	}
	else_if = {
		limit = {
			has_state_category = city
		}
		set_state_category = metropolis
		effect_tooltip = {
			add_extra_state_shared_building_slots = 4
		}
	}

	else_if = {
		limit = {
			has_state_category = metropolis
		} 
		set_state_category = megalopolis
		effect_tooltip = {
			add_extra_state_shared_building_slots = 2
		}
	}
}
add_potential_special_forces_tree = {
	custom_effect_tooltip = add_potential_special_forces_tree_tt
	if = {
		limit = { NOT = { has_variable = sf_trees } }
		set_variable = { sf_trees = 2 }
	}
	else = {
		add_to_variable = { sf_trees = 1 }
	}
}
remove_potential_special_forces_tree = {
	if = {
		limit = { NOT = { has_variable = sf_trees } }
		set_variable = { sf_trees = 0 }
	}
	else = {
		subtract_from_variable = { sf_trees = 1 }
	}
}

store_core_states_on_game_start = { #Should be called from history file
	every_core_state = {
		ROOT = {
			add_to_array = {
				array = core_states_at_game_start
				value = PREV
			}
		}
	}
}