﻿capital = 712

oob = "BAT_1007"

set_research_slots = 3

add_breakthrough_progress = {
	specialization = specialization_land
	value = 0.7
}

set_technology = {
	pony_race = 1
	melee_weapons = 1
	melee_weapons1 = 1
	pre_gw_artillery = 1
	tech_pegasi = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	gw_artillery = 1
	tech_support = 1
	fuel_silos = 1
	tech_recon = 1
	tech_military_police = 1
	tech_engineers = 1
	interwar_antiair = 1
	bat_troopers = 1
	basic_train = 1
	marines = 1
	tech_trucks = 1
	motorised_infantry = 1
	#trade_interdiction = 1
}
set_grand_doctrine = new_convoy_raiding
actually_fix_weapon_techs = yes #THIS HAS TO BE CALLED IN EVERY HISTORY FILE RIGHT AFTER MAIN set_technology!

set_technology = {
	basic_naval_mines = 1
	submarine_mine_laying = 1
	torpedo_gunboats = 1
	early_ship_hull_light = 1
	early_ship_hull_submarine = 1
	protected_cruisers = 1
	early_ship_hull_cruiser = 1
	coastal_defense_ships = 1
	pre_dreadnoughts = 1
	early_ship_hull_heavy = 1
	early_ship_hull_carrier = 1
	basic_battery = 1
	basic_light_battery = 1
	#basic_medium_battery = 1
	basic_heavy_battery = 1
	basic_torpedo = 1
	sonar = 1
	basic_depth_charges = 1
	basic_cruiser_armor_scheme = 1
	mtg_transport = 1
	basic_fire_control_system = 1
}
# SUBS
create_equipment_variant = {
	name = "Storm Class"
	type = ship_hull_submarine_1
	name_group = NLR_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_mine_layer_sub
	}
}
# DESTROYERS
create_equipment_variant = {
	name = "Starlit Class"	
	type = ship_hull_light_1
	name_group = NLR_DD_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_battery_slot = ship_light_battery_1
		fixed_ship_anti_air_slot = ship_anti_air_1
		fixed_ship_fire_control_system_slot = ship_fire_control_system_0
		fixed_ship_radar_slot = ship_sonar_1
		fixed_ship_engine_slot = light_ship_engine_1
		fixed_ship_torpedo_slot = ship_torpedo_1
		mid_1_custom_slot = ship_torpedo_1
		rear_1_custom_slot = ship_depth_charge_1
	}
}
# LIGHT CRUISERS
create_equipment_variant = {
	name = "Starhunter Class"
	type = ship_hull_cruiser_1
	name_group = NLR_CL_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_battery_slot = ship_light_medium_battery_1
		fixed_ship_anti_air_slot = ship_anti_air_1
		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_armor_slot = ship_armor_cruiser_2
		fixed_ship_secondaries_slot = ship_secondaries_1
		mid_1_custom_slot = ship_airplane_launcher_1
		mid_2_custom_slot = ship_anti_air_1
		rear_1_custom_slot = ship_light_medium_battery_1
	}
}

# HEAVY CRUISERS
create_equipment_variant = {
	name = "Sword Class"
	type = ship_hull_cruiser_coastal_defense_ship
	name_group = NLR_CA_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_battery_slot = ship_heavy_battery_2
		fixed_ship_anti_air_slot = ship_anti_air_2
		fixed_ship_fire_control_system_slot = ship_fire_control_system_1
		fixed_ship_radar_slot = empty
		fixed_ship_engine_slot = cruiser_ship_engine_2
		fixed_ship_armor_slot = ship_armor_cruiser_3
		fixed_ship_secondaries_slot = ship_secondaries_2
		mid_1_custom_slot = ship_anti_air_2
		mid_2_custom_slot = ship_anti_air_2
		rear_1_custom_slot = ship_medium_battery_2
	}
	obsolete = yes
}
create_equipment_variant = {
	name = "Starspire Class"
	type = ship_hull_cruiser_1
	name_group = NLR_CA_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_battery_slot = ship_medium_battery_2
		fixed_ship_anti_air_slot = ship_anti_air_2
		fixed_ship_fire_control_system_slot = ship_fire_control_system_1
		fixed_ship_radar_slot = empty
		fixed_ship_engine_slot = cruiser_ship_engine_1
		fixed_ship_armor_slot = ship_armor_cruiser_3
		fixed_ship_secondaries_slot = ship_secondaries_2
		mid_1_custom_slot = ship_anti_air_2
		mid_2_custom_slot = ship_medium_battery_2
		rear_1_custom_slot = ship_medium_battery_2
	}
}
# BATTLECRUISERS

# BATTLESHIPS
create_equipment_variant = {
	name = "Empress Class"
	type = ship_hull_heavy_1
	name_group = NLR_BB_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_battery_slot = ship_heavy_battery_2
		fixed_ship_anti_air_slot = ship_anti_air_2
		fixed_ship_fire_control_system_slot = ship_fire_control_system_1
		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_2
		front_1_custom_slot = ship_heavy_battery_2
		mid_1_custom_slot = ship_airplane_launcher_1
		mid_2_custom_slot = ship_anti_air_2
		rear_1_custom_slot = ship_heavy_battery_2
	}
}
# CARRIERS
create_equipment_variant = {
	name = "Airshield Class"
	type = ship_hull_carrier_conversion_ca
	name_group = NLR_CV_HISTORICAL
	parent_version = 0
	modules = {
		fixed_ship_deck_slot_1 = ship_deck_space
		fixed_ship_deck_slot_2 = ship_armor_carrier_deck
		fixed_ship_anti_air_slot = ship_anti_air_2
		fixed_ship_radar_slot = empty
		fixed_ship_armor_slot = ship_armor_cruiser_1
		fixed_ship_engine_slot = cruiser_ship_engine_2
		fixed_ship_secondaries_slot = ship_secondaries_2
	}
}
set_naval_oob = "BAT_1007_naval"

if = {
	limit = { has_dlc = "By Blood Alone" }
	set_technology = {
		aa_lmg = 1
		early_bombs = 1
		aircraft_construction = 1
		engines_1 = 1
		engines_2 = 1
		iw_small_airframe = 1
		iw_medium_airframe = 1
		basic_small_airframe = 1
		air_torpedoe_1 = 1
		bba_early_transport_plane = 1
	}

	create_equipment_variant = {
		name = "Gladiator"
		type = small_plane_airframe_0
		modules = {
			fixed_main_weapon_slot = light_mg_2x
			special_type_slot_7 = normally_aspirated_engine
			engine_type_slot = engine_1_1x
			fixed_auxiliary_weapon_slot_6 = lmg_defense_turret
		}
		icon = "GFX_commonwealth_2d_early_fighter_medium"
	}
	create_equipment_variant = {
		name = "CV Sea Gladiator" 
		type = cv_small_plane_airframe_0
		modules = {
			fixed_main_weapon_slot = light_mg_2x
			special_type_slot_7 = normally_aspirated_engine
			engine_type_slot = engine_1_1x
			fixed_auxiliary_weapon_slot_6 = lmg_defense_turret
		}
		icon = "GFX_commonwealth_2d_early_fighter_medium"
	}
	create_equipment_variant = {
		name = "Night Witch"
		type = medium_plane_airframe_0
		modules = {
			fixed_main_weapon_slot = medium_bomb_bay
			special_type_slot_7 = normally_aspirated_engine
			special_type_slot_8 = canopy0
			engine_type_slot = engine_1_3x
			fixed_auxiliary_weapon_slot_5 = lmg_defense_turret
		}
		icon = "GFX_commonwealth_2d_early_bomber_medium"
	}
	create_equipment_variant = {
		name = "Shade" 
		type = small_plane_naval_bomber_airframe_1
		modules = {
			fixed_main_weapon_slot = torpedo_mounting
			special_type_slot_7 = normally_aspirated_engine
			engine_type_slot = engine_2_1x
			fixed_auxiliary_weapon_slot_6 = lmg_defense_turret
			}
			icon = "GFX_commonwealth_2d_naval_bomber1_medium"
		}
	create_equipment_variant = {
		name = "CV Sea Shade" 
		type = cv_small_plane_naval_bomber_airframe_1
		modules = {
			fixed_main_weapon_slot = torpedo_mounting
			special_type_slot_7 = normally_aspirated_engine
			engine_type_slot = engine_2_1x
			fixed_auxiliary_weapon_slot_6 = lmg_defense_turret
		}
		icon = "GFX_commonwealth_2d_naval_bomber1_medium"
	}
	set_air_oob = "BAT_1007_air_bba"

	else = {
		set_technology = {
			early_fighter = 1
			cv_early_fighter = 1
			naval_bomber1 = 1
			early_bomber = 1
			early_transport_plane = 1
		}
		set_air_oob = "BAT_1007_air_legacy"
	}
}
if = {
	limit = {
		has_dlc = "La Resistance"
	}
	set_technology = {
		armored_car1 = 1
	}
}
if = {
	limit = {
		NOT = { has_dlc = "No Step Back" }
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
if = {
	limit = {
		has_dlc = "No Step Back"
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		armor_tech_1 = 1
	}
	add_ideas = night_fighting_spirit

	create_equipment_variant = {
		name = "Early Light Tank"
		type = light_tank_chassis_0
		parent_version = 0
		modules = {
			main_armament_slot = tank_heavy_machine_gun
			turret_type_slot = tank_light_one_man_tank_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
		}
		upgrades = {
			tank_nsb_engine_upgrade = 1
			tank_nsb_armor_upgrade = 1
		}
		icon = "gfx/interface/technologies/gwtank.dds"
		obsolete = yes
	}

	create_equipment_variant = {
		name = "B.A. Tank"
		type = light_tank_chassis_1
		parent_version = 0
		modules = {
			main_armament_slot = tank_heavy_machine_gun
			turret_type_slot = tank_light_one_man_tank_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
		}
		upgrades = {
			tank_nsb_engine_upgrade = 5
			tank_nsb_armor_upgrade = 3
		}
	}
}

set_convoys = 70

set_country_flag = proper_science_base_unlocked
set_country_flag = BAT_no_crisises

### Leaders/Generals/Admirals ###
recruit_character = BAT_autumn_breeze
recruit_character = BAT_emerald_light
recruit_character = BAT_eternal_eclipse
recruit_character = BAT_lunar_hail
recruit_character = BAT_lightning_charm
recruit_character = BAT_stone_palisade
recruit_character = BAT_auburn_leaf
recruit_character = BAT_lucent_eclipse
recruit_character = BAT_leaf_lehay
recruit_character = BAT_the_jackal
recruit_character = BAT_dusk_wane
recruit_character = BAT_carrot_stick
recruit_character = BAT_carrot_stick_2
recruit_character = BAT_auburn_leaf_and_lucent_eclipse
recruit_character = BAT_gorge_batton
recruit_character = BAT_ocean_spray
recruit_character = BAT_various_leaders
recruit_character = BAT_autumn_meadow
recruit_character = BAT_imperial_legionary_council
recruit_character = BAT_dead_air
recruit_character = BAT_ecliptic_brine
recruit_character = BAT_flavius_goldmane
recruit_character = BAT_eclipse_ember
recruit_character = BAT_falling_star
recruit_character = BAT_stefanos_blusterous
recruit_character = BAT_aurora_gale
recruit_character = BAT_lakana_pandeha
recruit_character = BAT_perfect_shot
recruit_character = BAT_stirling_silver
recruit_character = BAT_evening_star
recruit_character = BAT_crimson_wave
recruit_character = BAT_silver_shine
recruit_character = BAT_ocean_spray_2
recruit_character = BAT_violet_glow
recruit_character = BAT_hefty_standard
recruit_character = BAT_comet_flash

### Advisors ###
recruit_character = BAT_advisor_1
#recruit_character = BAT_advisor_2
recruit_character = BAT_advisor_3
recruit_character = BAT_advisor_4
recruit_character = BAT_advisor_5
recruit_character = BAT_advisor_6
recruit_character = BAT_advisor_7
recruit_character = BAT_advisor_8
recruit_character = BAT_advisor_9
recruit_character = BAT_advisor_10
recruit_character = BAT_advisor_11
recruit_character = BAT_advisor_12
recruit_character = BAT_advisor_13
recruit_character = BAT_advisor_14
recruit_character = BAT_advisor_15
recruit_character = BAT_advisor_16
recruit_character = BAT_advisor_17
recruit_character = BAT_advisor_18
recruit_character = BAT_advisor_19
recruit_character = BAT_advisor_20
recruit_character = BAT_advisor_21
recruit_character = BAT_advisor_22
recruit_character = BAT_advisor_23
recruit_character = BAT_advisor_24
recruit_character = BAT_advisor_25
recruit_character = BAT_advisor_26
recruit_character = BAT_advisor_27
recruit_character = BAT_advisor_28
recruit_character = BAT_advisor_29
recruit_character = BAT_advisor_30
recruit_character = BAT_advisor_31
recruit_character = BAT_advisor_32
recruit_character = BAT_advisor_33
recruit_character = BAT_advisor_34
recruit_character = BAT_advisor_35
recruit_character = BAT_advisor_36
recruit_character = BAT_advisor_37
recruit_character = BAT_advisor_38
recruit_character = BAT_advisor_39
recruit_character = BAT_advisor_40
recruit_character = BAT_advisor_41
recruit_character = BAT_advisor_42
recruit_character = BAT_advisor_43
recruit_character = BAT_advisor_44
recruit_character = BAT_advisor_45
recruit_character = BAT_advisor_46
recruit_character = BAT_advisor_47
recruit_character = BAT_advisor_48
recruit_character = BAT_advisor_49
recruit_character = BAT_advisor_50
recruit_character = BAT_advisor_51
recruit_character = BAT_advisor_52
recruit_character = BAT_advisor_53
recruit_character = BAT_advisor_54
recruit_character = BAT_advisor_55
#recruit_character = BAT_advisor_56
#recruit_character = BAT_advisor_57
recruit_character = BAT_advisor_58
#recruit_character = BAT_advisor_59
#recruit_character = BAT_advisor_60
#recruit_character = BAT_advisor_61
#recruit_character = BAT_advisor_62
#recruit_character = BAT_advisor_63
recruit_character = BAT_advisor_64
recruit_character = BAT_advisor_65
recruit_character = BAT_advisor_66
recruit_character = BAT_advisor_67
recruit_character = BAT_advisor_68
recruit_character = BAT_advisor_69
recruit_character = BAT_advisor_70
recruit_character = BAT_advisor_71
recruit_character = BAT_advisor_72
recruit_character = BAT_advisor_73
#recruit_character = BAT_advisor_74
recruit_character = BAT_advisor_75
recruit_character = BAT_advisor_76
#recruit_character = BAT_advisor_77
#recruit_character = BAT_advisor_78
recruit_character = BAT_advisor_79
recruit_character = BAT_advisor_80
recruit_character = BAT_advisor_81

if = {
	limit = {
		has_dlc = "La Resistance"
	}
	add_country_leader_role = {
		character = BAT_autumn_breeze
		promote_leader = yes
		country_leader = {
			desc = BAT_AUTUMN_BREEZE_DESC
			ideology = falangism
			expire = "1965.1.1.1"
			traits = {
				BAT_political_savant_lar
			}
		}
	}
	add_country_leader_role = {
		character = BAT_autumn_breeze
		promote_leader = yes
		country_leader = {
			desc = BAT_AUTUMN_BREEZE_DESC
			ideology = theocracy_subideology
			expire = "1965.1.1.1"
			traits = {
				BAT_political_savant_lar
			}
		}
	}
	add_country_leader_role = {
		character = BAT_the_jackal
		promote_leader = yes
		country_leader = {
			desc = BAT_JACKAL_DESC
			ideology = harmonic_libertarianism
			expire = "1965.1.1.1"
			traits = {
				BAT_political_savant_lar
			}
		}
	}
	else = {
		add_country_leader_role = {
			character = BAT_autumn_breeze
			promote_leader = yes
			country_leader = {
				desc = BAT_AUTUMN_BREEZE_DESC
				ideology = falangism
				expire = "1965.1.1.1"
				traits = {
					BAT_political_savant
				}
			}
		}
		add_country_leader_role = {
			character = BAT_autumn_breeze
			promote_leader = yes
			country_leader = {
				desc = BAT_AUTUMN_BREEZE_DESC
				ideology = theocracy_subideology
				expire = "1965.1.1.1"
				traits = {
					BAT_political_savant
				}
			}
		}
		add_country_leader_role = {
			character = BAT_the_jackal
			promote_leader = yes
			country_leader = {
				desc = BAT_JACKAL_DESC
				ideology = harmonic_libertarianism
				expire = "1965.1.1.1"
				traits = {
					BAT_political_savant
				}
			}
		}
	}
}

add_ideas = {
    BAT_bitter_remnants
	BAT_army_with_a_state
	BAT_slavery
    BAT_limited_conscription
	low_economic_mobilisation
	BAT_hidden_economy
	BAT_autumn_advisor_1
	BAT_autumn_advisor_2
	BAT_autumn_advisor_3
	outdated_industry
	proper_science_base
}

set_variable = { 
    var = BAT_labourers 
    value = 30000
} 
set_variable = { 
    var = BAT_test_subjects 
    value = 10000
} 
set_variable = {
	var = BAT_cost_variable_1
	value = 0
}
set_variable = {
	var = BAT_time_variable_1
	value = 0
}

set_popularities = {
	democratic = 0
	fascism = 69
	communism = 0
	neutrality = 31
}
set_politics = {
	ruling_party = fascism
	last_election = "1000.10.10"
	election_frequency = 36
	elections_allowed = no
}
set_country_flag = has_custom_advisors

set_country_flag = has_custom_spymaster
set_stability = 0.50
set_war_support = 0.50
add_manpower = 35000

if = {
	limit = { has_dlc = "La Resistance" }
	create_intelligence_agency = yes
}

add_equipment_to_stockpile = {
	type = fighter_equipment_0
	amount = 25
	producer = BAT
}

add_equipment_to_stockpile = {
	type = nav_bomber_equipment_1
	amount = 20
	producer = BAT
}

add_equipment_to_stockpile = {
	type = tac_bomber_equipment_0
	amount = 15
	producer = BAT
}


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

set_country_flag = cant_surpress_fascism
set_country_flag = hide_surpress_neutral
set_country_flag = hide_censor_press