######################
#####  MONSTERS  #####
######################

monster_decision = {

	monster_upgrade1 = {
	    priority = 40000
		activation = {
            tag = ROOT
			NOT = {
				has_idea = monster_automatic
			}
        }
        available = {
            always = no			
        }
        cancel_trigger = {
			has_idea = monster_automatic
        }
        icon = mission_icon     # For GFX_decision_mission_icon
        is_good = yes
        
		days_mission_timeout = 14
        selectable_mission = no
        
		complete_effect = {
			
        }
        
		timeout_effect = {
			random_owned_state = {
				IF = {
					limit = {
					has_dynamic_modifier = { modifier = monster_zero }
					}
					hidden_effect = {
					remove_dynamic_modifier = { modifier = monster_zero }
					}
					add_dynamic_modifier = { modifier = monster_one }
				}
				ELSE_IF = {
					limit = {
					has_dynamic_modifier = { modifier = monster_one }
					}
					hidden_effect = {
					remove_dynamic_modifier = { modifier = monster_one }
					}
					add_dynamic_modifier = { modifier = monster_two }
				}
				ELSE_IF = {
					limit = {
					has_dynamic_modifier = { modifier = monster_two }
					}
					hidden_effect = {
					remove_dynamic_modifier = { modifier = monster_two }
					}
					add_dynamic_modifier = { modifier = monster_three }
				}
				ELSE_IF = {
					limit = {
					has_dynamic_modifier = { modifier = monster_three }
					}
					hidden_effect = {
					remove_dynamic_modifier = { modifier = monster_three }
					}
					add_dynamic_modifier = { modifier = monster_four }
				}
			}
			activate_mission = monster_upgrade2
			clr_country_flag = monster1
        }
    }
	
	# słabe zagrożenie
	
	monster_automatic = {
		priority = 1001
		
		ai_will_do = {
			factor = 0
		}
		
		visible = { 		    
			NOT = {
				has_idea = monster_automatic
			}
		}
		
		available = { 		    
			NOT = {
				has_idea = monster_automatic
			}
		}
		
		complete_effect = {
			add_ideas = monster_automatic
		}		    
    }
	
	monster_automatic_off = {
		priority = 1001
		
		ai_will_do = {
			factor = 0
		}
		
		visible = {
			has_idea = monster_automatic
		}
		
		available = { 		    
			has_idea = monster_automatic
		}
		
		complete_effect = {
			remove_ideas = monster_automatic
		}		    
    }

    monster_1 = {
		priority = 1000
		on_map_mode = map_and_decisions_view
		state_target = any_controlled_state
		cost = 10
		
		ai_will_do = {
			factor = 10
		}
		
		available = { 		    
			any_controlled_state = {
				has_dynamic_modifier = { modifier = monster_one }
			}			
		}
		
		target_trigger = {
		    FROM = {
		    	is_fully_controlled_by = ROOT
		       	has_dynamic_modifier = { modifier = monster_one }
		    }
		}
		
		complete_effect = {
			FROM = {
				remove_dynamic_modifier = { modifier = monster_one }
				add_dynamic_modifier = { modifier = monster_zero }
			}	
		}		    
    }
	
	# umiarkowane zagrożenie
	
	monster_2 = {
		priority = 2000
		on_map_mode = map_and_decisions_view
		state_target = any_controlled_state
		cost = 10
		
		ai_will_do = {
			factor = 20
		}
		
		visible = {
            
        }
		
		available = { 		    
			any_controlled_state = {
				has_dynamic_modifier = { modifier = monster_two }
			}			
		}
		
		target_trigger = {
		    FROM = {
		    	is_fully_controlled_by = ROOT
		       	has_dynamic_modifier = { modifier = monster_two }
		    }
		}
		
		complete_effect = {
			FROM = {
			remove_dynamic_modifier = { modifier = monster_two }
			add_dynamic_modifier = { modifier = monster_one }
			}			
		}		    
    }
	
	
	
	# silne zagrożenie

    monster_3 = {
		priority = 3000
		on_map_mode = map_and_decisions_view
		state_target = any_controlled_state
		cost = 10
		
		ai_will_do = {
			factor = 30
		}
		
		visible = {
            
        }
		
		available = { 		    
			any_controlled_state = {
				has_dynamic_modifier = { modifier = monster_three }
			}			
		}
		
		target_trigger = {
		    FROM = {
		    	is_fully_controlled_by = ROOT
		       	has_dynamic_modifier = { modifier = monster_three }
		    }
		}
		
		complete_effect = {
			FROM = {
			remove_dynamic_modifier = { modifier = monster_three }
			add_dynamic_modifier = { modifier = monster_two }
			}
		}		    
    }
	
	# ekstremalne zagrożenie

    monster_4 = {
		priority = 4000
		on_map_mode = map_and_decisions_view
		state_target = any_controlled_state
		cost = 10
		
		ai_will_do = {
			factor = 40
		}
		
		visible = {
            
        }
		
		available = { 		    
			any_controlled_state = {
				has_dynamic_modifier = { modifier = monster_four }
			}			
		}
		
		target_trigger = {
		    FROM = {
		    	is_fully_controlled_by = ROOT
		       	has_dynamic_modifier = { modifier = monster_four }
		    }
		}
		
		complete_effect = {
			FROM = {
			remove_dynamic_modifier = { modifier = monster_four }
			add_dynamic_modifier = { modifier = monster_three }
			}
		}		    
    }
}