﻿capital = 649

oob = "BAK_1007"

set_research_slots = 3

set_technology = {
	pony_race = 1
	melee_weapons = 1
	melee_weapons1 = 1
	infantry_weapons = 1
	pre_gw_artillery = 1
	tech_recon = 1
	tech_engineers = 1
	tech_support = 1
	tech_mountaineers = 1
	tech_pegasi = 1
	marines = 1
	#fleet_in_being = 1
	fuel_silos = 1
	tech_trucks = 1
	basic_train = 1
}
set_grand_doctrine = new_fleet_in_being
actually_fix_weapon_techs = yes #THIS HAS TO BE CALLED IN EVERY HISTORY FILE RIGHT AFTER MAIN set_technology!
set_technology = {
	torpedo_gunboats = 1
	early_ship_hull_light = 1
	smoke_generator = 1
	basic_depth_charges = 1
	protected_cruisers = 1
	early_ship_hull_cruiser = 1
	pre_dreadnoughts = 1
	early_ship_hull_heavy = 1
	basic_torpedo = 1
	early_ship_hull_submarine = 1
	basic_battery = 1
	damage_control_1 = 1
	basic_naval_mines = 1
	mtg_transport = 1
}
set_naval_oob = "BAK_1007_naval"
if = {
	limit = { has_dlc = "By Blood Alone" }
	set_technology = {
		aa_lmg = 1
		early_bombs = 1
		aircraft_construction = 1
		engines_1 = 1
		iw_small_airframe = 1
		iw_medium_airframe = 1
		bba_early_transport_plane = 1
	}

	create_equipment_variant = {
		name = "PBA"
		type = small_plane_airframe_0
		modules = {
			fixed_main_weapon_slot = light_mg_2x
			engine_type_slot = engine_1_1x
			special_type_slot_1 = empty
		}
		icon = "GFX_river_federation_2d_early_fighter_medium"
	}
	create_equipment_variant = {
		name = "Early Bomber"
		type = medium_plane_airframe_0
		modules = {
			fixed_main_weapon_slot = medium_bomb_bay
			engine_type_slot = engine_1_3x
			fixed_auxiliary_weapon_slot_5 = lmg_defense_turret
			special_type_slot_7 = normally_aspirated_engine
			special_type_slot_8 = canopy0
		}
		icon = "GFX_river_federation_2d_early_bomber_medium"
	}

	else = {
		set_technology = {
			early_fighter = 1
			early_bomber = 1
			early_transport_plane = 1
		}
	}
}

add_ideas = {
	outdated_industry
	better_science_base
	BAK_shipbuilding
	BAK_militia_system
	BAK_bastion_of_democracy
	BAK_elections
	RIV_member_state
	lack_of_scientists2
}

set_country_flag = have_regular_puppets

set_cosmetic_tag = RIV_federation_mem

set_convoys = 150
set_stability = 0.75
set_war_support = 0.35
add_manpower = 20000

country_event = { 
	id = bakara.5
	days = 30
}

set_variable = {
	var = BAK_fascist_support_v
	value = 24
}
clamp_variable = {
	var = BAK_fascist_support_v
	min = 0
	max = 100
}
set_variable = {
	var = BAK_communist_support_v
	value = 22
}
clamp_variable = {
	var = BAK_communist_support_v
	min = 0
	max = 100
}
set_variable = {
	var = BAK_neutrality_support_v
	value = 25
}
clamp_variable = {
	var = BAK_neutrality_support_v
	min = 0
	max = 100
}
set_variable = {
	var = BAK_harmonist_support_v
	value = 29
}
clamp_variable = {
	var = BAK_harmonist_support_v
	min = 0
	max = 100
}
set_variable = {
	var = BAK_electoral_unrest
	value = 0
}
clamp_variable = {
	var = BAK_electoral_unrest
	min = 0
	max = 100
}

set_popularities = {
	democratic = 47
	fascism = 9
	communism = 21
	neutrality = 23
}
set_politics = {
	ruling_party = democratic
	last_election = "1003.2.23"
	election_frequency = 48
	elections_allowed = no
}
set_country_flag = has_custom_advisors


recruit_character = BAK_firm_scow
recruit_character = BAK_water_lily
recruit_character = BAK_bray_foam
recruit_character = BAK_tea_dip
recruit_character = BAK_tough_bunker
recruit_character = BAK_fall_line
recruit_character = BAK_direct_drive
recruit_character = BAK_golden_target
recruit_character = BAK_keen_perspective
recruit_character = BAK_flight_risk
recruit_character = BAK_cobalt_wind
recruit_character = BAK_stormy_skies
recruit_character = BAK_sea_lily
recruit_character = BAK_silver_sail
recruit_character = BAK_star_chaser
recruit_character = BAK_spice_barque
recruit_character = BAK_sunshine_carrack
recruit_character = BAK_sagging_bag
recruit_character = BAK_ebony_wing
recruit_character = BAK_ruby_shore
recruit_character = BAK_stormy_skies_advisor
recruit_character = BAK_violet_field
recruit_character = BAK_column_still
recruit_character = BAK_sky_chaser
recruit_character = BAK_silver_skies
recruit_character = BAK_morning_light
recruit_character = BAK_song_bird
recruit_character = BAK_platinum_wind
recruit_character = BAK_arctic_breeze
recruit_character = BAK_star_bristle
recruit_character = BAK_pearl_diver
recruit_character = BAK_velvet_hooves
recruit_character = BAK_crimson_meadow
recruit_character = BAK_wild_mane
recruit_character = BAK_dayglow
recruit_character = BAK_moon_beam
recruit_character = BAK_forest_green
recruit_character = BAK_windy_breeze
recruit_character = BAK_lightning_charm
recruit_character = BAK_apple_cider
recruit_character = BAK_violet_dusk

BAK_song_bird = { set_character_flag = RIV_advisor_from_BAK }
BAK_platinum_wind = { set_character_flag = RIV_advisor_from_BAK }
BAK_wild_mane = { set_character_flag = RIV_advisor_from_BAK }
BAK_lightning_charm = { set_character_flag = RIV_advisor_from_BAK }
BAK_apple_cider = { set_character_flag = RIV_advisor_from_BAK }
BAK_violet_dusk = { set_character_flag = RIV_advisor_from_BAK }

set_rule = {
	can_generate_female_aces = yes
	can_generate_female_unit_leaders  = yes
	can_generate_female_country_leaders = yes
}

### Ship Variants ###
# Light Cruisers #
create_equipment_variant = {
	name = "Springtime Class"
	type = ship_hull_light_1
	name_group = BAK_DD_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_battery_slot = ship_light_battery_1
		fixed_ship_anti_air_slot = empty
		fixed_ship_fire_control_system_slot = ship_fire_control_system_0
		fixed_ship_radar_slot = empty
		fixed_ship_engine_slot = light_ship_engine_2
		fixed_ship_torpedo_slot = ship_torpedo_1
		mid_1_custom_slot = ship_torpedo_1
		rear_1_custom_slot = ship_depth_charge_1
	}
}
create_equipment_variant = {
	name = "Hope Class"
	type = ship_hull_light_1
	name_group = BAK_DD_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_battery_slot = ship_light_battery_1
		fixed_ship_anti_air_slot = empty
		fixed_ship_fire_control_system_slot = ship_fire_control_system_0
		fixed_ship_radar_slot = empty
		fixed_ship_engine_slot = light_ship_engine_2
		fixed_ship_torpedo_slot = ship_torpedo_1
		rear_1_custom_slot = ship_depth_charge_1
	}
}
create_equipment_variant = {
	name = "Wonder Class"
	type = ship_hull_cruiser_1
	name_group = BAK_CL_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_battery_slot = ship_light_medium_battery_1
		fixed_ship_anti_air_slot = empty
		fixed_ship_fire_control_system_slot = ship_fire_control_system_0
		fixed_ship_radar_slot = empty
		fixed_ship_engine_slot = cruiser_ship_engine_1
		mid_1_custom_slot = ship_torpedo_1
		mid_2_custom_slot = empty
		rear_1_custom_slot = ship_light_medium_battery_1
	}
}
create_equipment_variant = {
	name = "Summer Breeze Class"
	type = ship_hull_cruiser_1
	name_group = BAK_CL_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_battery_slot = ship_medium_battery_1
		fixed_ship_anti_air_slot = empty
		fixed_ship_fire_control_system_slot = ship_fire_control_system_0
		fixed_ship_radar_slot = empty
		fixed_ship_engine_slot = cruiser_ship_engine_1
		fixed_ship_secondaries_slot = ship_secondaries_1
		fixed_ship_armor_slot = ship_armor_cruiser_1
		mid_1_custom_slot = ship_secondaries_1
		mid_2_custom_slot = empty
		rear_1_custom_slot = ship_medium_battery_1
	}
}
create_equipment_variant = {
	name = "Bakara Class"
	type = ship_hull_heavy_1
	name_group = BAK_BB_BC_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_battery_slot = ship_heavy_battery_1
		fixed_ship_anti_air_slot = empty
		fixed_ship_fire_control_system_slot = ship_fire_control_system_0
		fixed_ship_radar_slot = empty
		fixed_ship_engine_slot = heavy_ship_engine_1
		fixed_ship_secondaries_slot = ship_secondaries_1
		fixed_ship_armor_slot = ship_armor_bb_1
		front_1_custom_slot = ship_heavy_battery_1
		mid_1_custom_slot = ship_secondaries_1
		mid_2_custom_slot = ship_secondaries_1
		rear_1_custom_slot = ship_heavy_battery_1
	}
}
create_equipment_variant = {
	name = "Fish Class"
	type = ship_hull_submarine_1
	name_group = BAK_SS_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_torpedo_slot = ship_torpedo_sub_1
		fixed_ship_engine_slot = sub_ship_engine_1
		rear_1_custom_slot = ship_torpedo_sub_1
	}
}
