ETH_second_italo_ethiopian_war_category = { #DLC Category
	#ETH Side
	ETH_recapture_the_juba_confluence = {   
		icon = GFX_decision_border_war   
		allowed = { original_tag = ETH }    
		available = { 
			AND = {
				836 = {
					is_fully_controlled_by = ETH
				}
				837 = {
					is_fully_controlled_by = ETH
				}
			}	
		}
 
		activation = { 
			NOT = {
				836 = {
					is_fully_controlled_by = ETH
				}
			}
		}

		visible = { has_global_flag = second_italo_ethiopian_war_flag }
		cancel_if_not_visible = yes 
		is_good = no
		fire_only_once = yes                           
		selectable_mission = no  
		days_mission_timeout = 32
		timeout_effect = {
			add_war_support = -0.01
		}
		complete_effect = {  
			ETH_escalate_the_war_effect = yes 
		}
	}
	# Hold the Juba "dummy" mission for Italy 
	ETH_hold_the_juba_confluence_mission = {   
		icon = GFX_decision_generic_operation
		allowed = { tag = ITA }    
		available = { 
			AND = {
				836 = {
					is_fully_controlled_by = ETH
				}
				837 = {
					is_fully_controlled_by = ETH
				}
			}
		}

		activation = { 
			has_war = yes 
			has_global_flag = second_italo_ethiopian_war_flag
			NOT = {
				836 = {
					is_fully_controlled_by = ETH
				}
			}
		}
		visible = { has_global_flag = second_italo_ethiopian_war_flag }
		cancel_if_not_visible = yes 
		is_good = yes
		fire_only_once = yes                            
		selectable_mission = no  
		days_mission_timeout = 32
		timeout_effect = {
			effect_tooltip = {
				ETH = { add_war_support = -0.01 }
			}
		}
		complete_effect = {  
			custom_effect_tooltip = ITA_war_escalation_inc_tt
		}
	}
	#Eth side
	ETH_hold_tigray = {   
		icon = GFX_decision_generic_operation 
		allowed = { original_tag = ETH }    
		available = { 
			842 = {
				is_fully_controlled_by = ITA
			}
		}
 
		activation = { 
			has_war = yes 
			has_global_flag = second_italo_ethiopian_war_flag
			842 = {
				is_fully_controlled_by = ETH
			}
		}

		visible = { has_global_flag = second_italo_ethiopian_war_flag }
		cancel_if_not_visible = yes 
		is_good = yes
		fire_only_once = yes                           
		selectable_mission = no  
		days_mission_timeout = 101
		timeout_effect = {
			ETH_escalate_the_war_effect = yes
			ETH_BOP_centralization_small_effect = yes 
		}
		complete_effect = {  
			add_war_support = -0.01
			ETH_BOP_decentralization_small_effect = yes 
		}
	}
	# Conquer Tigray mission for Italy 
	ETH_conquer_tigray_mission = {   
		icon = GFX_decision_border_war   
		allowed = { tag = ITA }    
		available = { 
			842 = { is_controlled_by = ROOT }
		}
		activation = { 
			has_war = yes 
			has_global_flag = second_italo_ethiopian_war_flag
			842 = {
				is_fully_controlled_by = ETH
			}
		}
		visible = { has_global_flag = second_italo_ethiopian_war_flag }
		cancel_if_not_visible = yes 
		is_good = no 
		fire_only_once = yes                            
		selectable_mission = no  
		days_mission_timeout = 101
		timeout_effect = {
			custom_effect_tooltip = ITA_war_escalation_inc_tt
		}
		complete_effect = {  
			effect_tooltip = {
				ETH = { add_war_support = -0.01 }
			}
		}
	}
}


economy_decisions = {	
	ETH_promote_infrastructure_development_in_from = {

		icon = generic_construction

		state_target = yes
		target_array = ROOT.owned_states
		on_map_mode = map_and_decisions_view
		allowed = {
			OR = {
				original_tag = ETH
				original_tag = ITA
				original_tag = IEA

				original_tag = AFA
				original_tag = ORO
				original_tag = QEM
				original_tag = TIG
				original_tag = BEG
				original_tag = HAR
				original_tag = SID
				original_tag = GBA				
			}
		}
		visible = {
			if = {
				limit = {
					tag = ETH
					has_focus_tree = eth_focus
				}
				has_completed_focus = ETH_mil_factory2
			}
			NOT = {
				has_focus_tree = ethiopia_tree
			}
			if = {
				limit = {
					OR = {
						original_tag = AFA
						original_tag = ORO
						original_tag = QEM
						original_tag = TIG
						original_tag = BEG
						original_tag = HAR
						original_tag = SID
						original_tag = GBA
					}
					NOT = {
						has_completed_focus = HOA_improved_irrigation_systems
					}					
				}
				FROM = {
					check_variable = { ETH_state_development_production_speed < -0.1  }
				}					
			}
			else = {
				FROM = {
					check_variable = { ETH_state_development_production_speed < 0  }
				}
			}						
		}
		
		available = {
			FROM = {
				check_variable = { ETH_state_development_production_speed < 0  }
			}
		}

		cost = 25

		fire_only_once = no
		days_re_enable = 0
		days_remove = 60

		complete_effect = {
			
		}
	

		remove_effect = {
			FROM = {
				custom_effect_tooltip = ETH_state_development_production_speed_tt #"§YMax Factories in State§! §G+10%§!"
				add_to_variable = { ETH_state_development_production_speed = 0.1 }
			}
		}
	}	
	ETH_promote_construction_development_in_from = {

		icon = generic_factory

		state_target = yes
		target_array = ROOT.owned_states
		on_map_mode = map_and_decisions_view
		allowed = {
			OR = {
				original_tag = ETH
				original_tag = ITA
				original_tag = IEA
		
				original_tag = AFA
				original_tag = ORO
				original_tag = QEM
				original_tag = TIG
				original_tag = BEG
				original_tag = HAR
				original_tag = SID
				original_tag = GBA				
			}
		}
		visible = {

			if = {
				limit = {
					OR = {
						original_tag = AFA
						original_tag = ORO
						original_tag = QEM
						original_tag = TIG
						original_tag = BEG
						original_tag = HAR
						original_tag = SID
						original_tag = GBA
					}
					NOT = {
						has_completed_focus = HOA_improved_irrigation_systems
					}					
				}
				FROM = {
					check_variable = { ETH_state_development_local_building_slots_factor < -0.1  }
				}					
			}
			else = {
				FROM = {
					check_variable = { ETH_state_development_local_building_slots_factor < 0  }
				}
			}
			if = {
				limit = {
					tag = ETH
					has_focus_tree = eth_focus
				}
				has_completed_focus = ETH_mil_factory2
			}
			NOT = {
				has_focus_tree = ethiopia_tree
			}	
			if = {
				limit = {
					has_focus_tree = eth_focus
				}
				has_completed_focus = ETH_mil_factory2
			}								
		}
		
		available = {
			FROM = {	
				check_variable = { ETH_state_development_local_building_slots_factor < 0  }
			}
		}

		cost = 25

		fire_only_once = no
		days_re_enable = 0
		days_remove = 60

		complete_effect = {
			
		}
	

		remove_effect = {
			FROM = {
				custom_effect_tooltip = ETH_state_development_local_building_tt
				add_to_variable = { ETH_state_development_local_building_slots_factor = 0.1 }
			}
		}
	}	
	modernize_ethiopian_rubber_production = { #837
		
		icon = rubber

		allowed = {
			original_tag = ETH
		}

		available = {
			owns_state = 837
			controls_state = 837
			OR = {
				AND = {
					original_tag = ETH
					has_completed_focus = ETH_demand_summit
				}
				has_completed_focus = HOA_exploit_national_resources
				
			}
			
			has_tech = excavation2
		}

		highlight_states = {
 			highlight_state_targets = { 
				state = 837
			} 
		}

		visible = {
			OR = {
				AND = {
					original_tag = ETH
					has_completed_focus = ETH_demand_summit
				}
				has_completed_focus = HOA_exploit_national_resources
				
			}			
			owns_state = 837
			controls_state = 837
			837 = {
				NOT = {
					has_state_flag = ethiopia_rubber_developed
				}
			}
		}

		fire_only_once = yes

		cost = 75
		days_remove = 80

		modifier = {
		}
		complete_effect = {
			add_timed_idea = {
				idea = bra_industrial_elite
				days = 80
			}
		}
				

		remove_effect = {
			837 = {
				set_state_flag = ethiopia_rubber_developed
			}
			837 = {
				add_resource = {
					type = rubber
					amount = 8
				}
			}
		}

		ai_will_do = {
			factor = 1
		}
	}
	exploit_ethiopian_iron_deposits = { #271
		
		icon = steel

		allowed = {
			original_tag = ETH
		}

		available = {
			owns_state = 271
			controls_state = 271
			original_tag = ETH
			OR = {
				AND = {
					original_tag = ETH
					has_completed_focus = ETH_demand_summit
				}
				has_completed_focus = HOA_exploit_national_resources
				
			}
			has_tech = excavation3
		}

		highlight_states = {
 			highlight_state_targets = { 
				state = 271
			} 
		}

		visible = {
			OR = {
				AND = {
					original_tag = ETH
					has_completed_focus = ETH_demand_summit
				}
				has_completed_focus = HOA_exploit_national_resources
				
			}			
			owns_state = 271
			controls_state = 271
			271 = {
				NOT = {
					has_state_flag = ethiopia_steel_developed
				}
			}
		}

		fire_only_once = yes

		cost = 75
		days_remove = 80

		modifier = {
		}
		complete_effect = {
			add_timed_idea = {
				idea = bra_industrial_elite
				days = 80
			}
		}
				

		remove_effect = {
			271 = {
				set_state_flag = ethiopia_steel_developed
			}
			271 = {
				add_resource = {
					type = steel
					amount = 8
				}
			}
		}

		ai_will_do = {
			factor = 1
		}
	}	
}
ETH_military_reforms_category = {
	ETH_reorganize_staff_of_general_5620 = {

		icon = attache

		allowed = { # to be replaced by leader ID

		}

		available = {
			has_completed_focus = ETH_officer_schools
			NOT = {
				has_dlc = "By Blood Alone" 
			}
			OR = {
				has_tech = mobile_warfare
				has_tech = superior_firepower
				has_tech = trench_warfare
				has_tech = mass_assault
				has_tech = r56_guerilla_warfare
			}
		}


		visible = {
			has_character = ETH_kassa_haile_darge
			ETH_kassa_haile_darge = {
				has_trait = bad_staffer
			}
			
		}
		custom_cost_text = ETH_reorganize_staff_of_general_cost
		custom_cost_trigger = {
			command_power > 24
			has_army_experience > 9
			has_political_power > 24
		}
		fire_only_once = yes
		days_remove = 80

		modifier = {
		}
		complete_effect = { #need to be replaced with leader IDs because the game don't retarget another valid general
            #random_army_leader = {
            #    limit = { has_id = 5620 }
			#	if = {
			#		limit = {
			#			has_trait = bad_staffer
			#		}
			#		add_unit_leader_trait = retraining
			#		#custom_effect_tooltip = combat_skill_drop_tt
			#	}
            #}
			ETH_kassa_haile_darge = {
				add_unit_leader_trait = retraining
				#custom_effect_tooltip = combat_skill_drop_tt				
			}
            add_command_power = -25
            army_experience = -10
            add_political_power = -25		
		}
				

		remove_effect = { # needs tooltip as remove_unit_leader_trait works but is not displayed. A version about removing old guard is also necessary
            #ETH_kassa_haile_darge = {
			#	if = {
			#		limit = {
			#			has_trait = retraining
			#		}
			#		remove_unit_leader_trait = bad_staffer
			#		remove_unit_leader_trait = retraining
			#	}
			#	custom_effect_tooltip = remove_bad_staffer_trait_tt
			#	gain_xp = 150
			#}
            ETH_kassa_haile_darge = {
				remove_unit_leader_trait = bad_staffer
				remove_unit_leader_trait = retraining
				#custom_effect_tooltip = remove_bad_staffer_trait_tt
				gain_xp = 150
			}			
		}

		ai_will_do = {
			factor = 2
		}
	}
	ETH_reorganize_staff_of_general_5621 = {

		icon = attache

		allowed = {

		}

		available = {	
			has_completed_focus = ETH_officer_schools
			OR = {
				has_tech = mobile_warfare
				has_tech = superior_firepower
				has_tech = trench_warfare
				has_tech = mass_assault
				has_tech = r56_guerilla_warfare
			}
			
		}


		visible = {
			has_character = ETH_seyoum_mengesha
			ETH_seyoum_mengesha = {
				has_trait = bad_staffer
			}	
		}

		#custom cost with command power and army xp?
		custom_cost_text = ETH_reorganize_staff_of_general_cost
		custom_cost_trigger = {
			command_power > 24
			has_army_experience > 9
			has_political_power > 24
		}
		days_remove = 80
		fire_only_once = yes
		modifier = {
		}
		complete_effect = { #need to be replaced with leader IDs because the game don't retarget another valid general
			ETH_seyoum_mengesha = {
				add_unit_leader_trait = retraining
				#custom_effect_tooltip = combat_skill_drop_tt				
			}
            add_command_power = -25
            army_experience = -10
            add_political_power = -25	            			
		}
				

		remove_effect = { # needs tooltip as remove_unit_leader_trait works but is not displayed. A version about removing old guard is also necessary
			ETH_seyoum_mengesha = {
				remove_unit_leader_trait = bad_staffer
				remove_unit_leader_trait = retraining
				#custom_effect_tooltip = remove_bad_staffer_trait_tt
				gain_xp = 150
			}
		}

		ai_will_do = {
			factor = 2
		}
	}
	ETH_reorganize_staff_of_general_5622 = {

		icon = attache

		allowed = {
		}

		available = {		
			has_completed_focus = ETH_officer_schools
			OR = {
				has_tech = mobile_warfare
				has_tech = superior_firepower
				has_tech = trench_warfare
				has_tech = mass_assault
				has_tech = r56_guerilla_warfare
			}
			
		}


		visible = {
			has_character = ETH_mulugeta_yeggazu
			ETH_mulugeta_yeggazu = {
				has_trait = bad_staffer
			}	
		}

		#custom cost with command power and army xp?
		custom_cost_text = ETH_reorganize_staff_of_general_cost
		custom_cost_trigger = {
			command_power > 24
			has_army_experience > 9
			has_political_power > 24
		}
		days_remove = 80
		fire_only_once = yes
		modifier = {
		}
		complete_effect = { #need to be replaced with leader IDs because the game don't retarget another valid general
			ETH_mulugeta_yeggazu = {
				add_unit_leader_trait = retraining
				#custom_effect_tooltip = combat_skill_drop_tt				
			}
            add_command_power = -25
            army_experience = -10
            add_political_power = -25	            			
		}
				

		remove_effect = { # needs tooltip as remove_unit_leader_trait works but is not displayed. A version about removing old guard is also necessary
			ETH_mulugeta_yeggazu = {
				remove_unit_leader_trait = bad_staffer
				remove_unit_leader_trait = retraining
				#custom_effect_tooltip = remove_bad_staffer_trait_tt
				gain_xp = 150
			}
		}

		ai_will_do = {
			factor = 2
		}
	}	
	ETH_reorganize_staff_of_general_5623 = {

		icon = attache

		allowed = {
		}

		available = {		
			has_completed_focus = ETH_officer_schools
			OR = {
				has_tech = mobile_warfare
				has_tech = superior_firepower
				has_tech = trench_warfare
				has_tech = mass_assault
				has_tech = r56_guerilla_warfare
			}
			
		}


		visible = {
			has_character = ETH_afawarq_walda_samayat
			ETH_afawarq_walda_samayat = {
				has_trait = bad_staffer
			}	
		}

		#custom cost with command power and army xp?
		custom_cost_text = ETH_reorganize_staff_of_general_cost
		custom_cost_trigger = {
			command_power > 24
			has_army_experience > 9
			has_political_power > 24
		}
		days_remove = 80
		fire_only_once = yes
		modifier = {
		}
		complete_effect = { #need to be replaced with leader IDs because the game don't retarget another valid general
			ETH_afawarq_walda_samayat = {
				add_unit_leader_trait = retraining
				#custom_effect_tooltip = combat_skill_drop_tt				
			}
            add_command_power = -25
            army_experience = -10
            add_political_power = -25	            			
		}
				

		remove_effect = { # needs tooltip as remove_unit_leader_trait works but is not displayed. A version about removing old guard is also necessary
			ETH_afawarq_walda_samayat = {
				remove_unit_leader_trait = bad_staffer
				remove_unit_leader_trait = retraining
				#custom_effect_tooltip = remove_bad_staffer_trait_tt
				gain_xp = 150
			}
		}

		ai_will_do = {
			factor = 2
		}
	}
#	ETH_reorganize_staff_of_general_5624 = {
#
#		icon = attache
#
#		allowed = {
#
#		}
#		fire_only_once = yes
#		available = {	
#			has_completed_focus = ETH_officer_schools
#			OR = {
#				has_tech = mobile_warfare
#				has_tech = superior_firepower
#				has_tech = trench_warfare
#				has_tech = mass_assault
#			}
#			
#		}
#
#
#		visible = {
#			
#		}
#
#		#custom cost with command power and army xp?
#		custom_cost_text = ETH_reorganize_staff_of_general_cost
#		custom_cost_trigger = {
#			command_power > 24
#			has_army_experience > 9
#			has_political_power > 24
#		}
#		days_remove = 80
#		fire_only_once = yes
#		modifier = {
#		}
#		complete_effect = { #need to be replaced with leader IDs because the game don't retarget another valid general
#            random_army_leader = {
#                limit = { has_id = 5624 }
#				if = {
#					limit = {
#						has_trait = bad_staffer
#					}
#					add_unit_leader_trait = retraining
#					#custom_effect_tooltip = combat_skill_drop_tt
#				}
#            }
#            add_command_power = -25
#            army_experience = -10
#            add_political_power = -25	            		
#		}
#				
#
#		remove_effect = { # needs tooltip as remove_unit_leader_trait works but is not displayed. A version about removing old guard is also necessary
#            random_army_leader = {
#                limit = { has_id = 5624 }
#				if = {
#					limit = {
#						has_trait = retraining
#					}
#					remove_unit_leader_trait = bad_staffer
#					remove_unit_leader_trait = retraining
#				}
#				custom_effect_tooltip = remove_bad_staffer_trait_tt
#            }
#		}
#
#		ai_will_do = {
#			factor = 2
#		}
#	}
	ETH_reorganize_staff_of_general_5625 = {

		icon = attache

		allowed = {
		}

		available = {		
			has_completed_focus = ETH_officer_schools
			OR = {
				has_tech = mobile_warfare
				has_tech = superior_firepower
				has_tech = trench_warfare
				has_tech = mass_assault
				has_tech = r56_guerilla_warfare
			}
			
		}


		visible = {
			has_character = ETH_ras_imru_haile_selassie
			ETH_ras_imru_haile_selassie = {
				has_trait = bad_staffer
			}	
		}

		#custom cost with command power and army xp?
		custom_cost_text = ETH_reorganize_staff_of_general_cost
		custom_cost_trigger = {
			command_power > 24
			has_army_experience > 9
			has_political_power > 24
		}
		days_remove = 80
		fire_only_once = yes
		modifier = {
		}
		complete_effect = { #need to be replaced with leader IDs because the game don't retarget another valid general
			ETH_ras_imru_haile_selassie = {
				add_unit_leader_trait = retraining
				#custom_effect_tooltip = combat_skill_drop_tt				
			}
			add_command_power = -25
			army_experience = -10
			add_political_power = -25	            			
		}
				

		remove_effect = { # needs tooltip as remove_unit_leader_trait works but is not displayed. A version about removing old guard is also necessary
			ETH_ras_imru_haile_selassie = {
				remove_unit_leader_trait = bad_staffer
				remove_unit_leader_trait = retraining
				#custom_effect_tooltip = remove_bad_staffer_trait_tt
				gain_xp = 150
			}
		}

		ai_will_do = {
			factor = 2
		}
	}
	ETH_adopt_modern_tactics = {

		icon = generic_army_support

		allowed = {

		}

		available = {	
			all_unit_leader = {
				NOT = {
					has_trait = bad_staffer
				}
			}				
			has_completed_focus = ETH_harar_academy	
		}


		visible = {
			
		}

		fire_only_once = yes
		custom_cost_text = ETH_reorganize_staff_of_general_cost
		custom_cost_trigger = {
			command_power > 24
			has_army_experience > 9
			has_political_power > 24
		}
		days_remove = 140

		modifier = {
		}
		complete_effect = { #need to be replaced with leader IDs because the game don't retarget another valid general

            add_command_power = -25
            army_experience = -10
            add_political_power = -25	            			
		}
				

		remove_effect = { # needs tooltip as remove_unit_leader_trait works but is not displayed. A version about removing old guard is also necessary
            every_army_leader = {
				remove_unit_leader_trait = old_guard
            }
           # custom_effect_tooltip = remove_old_guard_trait_tt
		}

		ai_will_do = {
			factor = 10
		}
	}						
#	ETH_reorganize_staff_of_a_general = {
#
#		icon = attache
#
#		allowed = {
#
#		}
#
#		available = {
#			any_unit_leader = {
#				has_trait = bad_staffer
#			}
#		#	has_completed_focus = ETH_harar_academy
#		#	OR = {
#		#		has_tech = mobile_warfare
#		#		has_tech = superior_firepower
#		#		has_tech = trench_warfare
#		#		has_tech = mass_assault
#		#	}
#		has_country_flag = unavailable
#			
#		}
#
#
#		visible = {
#			
#		}
#
#		fire_only_once = no
#		#custom cost with command power and army xp?
#		cost = 50
#		days_remove = 80
#
#		modifier = {
#		}
#		complete_effect = { #need to be replaced with leader IDs because the game don't retarget another valid general
#			random_unit_leader = {
#				if = {
#					limit = {
#						has_trait = bad_staffer
#					}
#					add_unit_leader_trait = retraining
#				}
#			}
#		}
#				
#
#		remove_effect = { # needs tooltip as remove_unit_leader_trait works but is not displayed. A version about removing old guard is also necessary
#			random_unit_leader = {
#				if = {
#					limit = {
#						has_trait = retraining
#					}
#					remove_unit_leader_trait = bad_staffer
#					remove_unit_leader_trait = retraining
#				}
#			}
#		}
#
#		ai_will_do = {
#			factor = 1
#		}
#	}	
}

ETH_r56_defeat_italy_category = {

	ETH_r56_defeat_italy = {

		allowed = { 
			tag = ETH 
			NOT = {
				has_dlc = "By Blood Alone" 
			}
		}

		icon = GFX_decision_generic_prepare_civil_war

		available = {
			has_full_control_of_state = 550
			has_full_control_of_state = 559
			has_full_control_of_state = 844
			has_war_with = ITA
			ITA = { is_in_faction = no }
		}
		fire_only_once = yes

		visible = {
			has_war_with = ITA
		}
		
		complete_effect = {
			hidden_effect = {
				550 = { add_compliance = 50 }
				559 = { add_compliance = 50 }
				844 = { add_compliance = 50 }
				
			}
			ITA = { country_event = ETH_events.1 }
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				transfer_state = 550
				transfer_state = 559
				transfer_state = 844
				white_peace = ITA
				if = {
					limit = {
						ITA = {
							has_war_with = AFA
						}
					}
					AFA = {
						white_peace = ITA
					}
				}
			}
		}

		ai_will_do = {
			factor = 20000 #Ethiopia should be very into this idea
		}
	}
}