LSA_goal_of_unification = {
	allowed = {
		original_tag = LSA
	}
	enable = {
		has_completed_focus = LSA_pursuethegoalofunification
		country_exists = NEG
	}
	abort = {
		NEG = { has_capitulated = yes }
	}

	ai_strategy = {
		type = antagonize
		id = NEG
		value = 200
	}

	ai_strategy = {
		type = antagonize
		id = RMT
		value = 200
	}
}

LSA_prepare_war_against_new_england = {
	allowed = {
		original_tag = LSA
	}
	enable = {
		date < 1940.1.1
		focus_progress = {
			focus = LSA_assertnewenglandclaims
			progress > 0.5
		}
		country_exists = NEG
	}
	abort = {
		NEG = { has_capitulated = yes }
	}

	ai_strategy = {
		type = prepare_for_war
		id = NEG
		value = 100
	}

	ai_strategy = {
		type = force_concentration_front_factor
		tag = NEG
		value = 200
	}
}

LSA_prepare_war_against_republic = {
	allowed = {
		original_tag = LSA
	}
	enable = {
		date < 1940.1.1
		focus_progress = {
			focus = LSA_eastromansupport
			progress > 0.5
		}
		country_exists = RMT
	}
	abort = {
		RMT = { has_capitulated = yes }
	}

	ai_strategy = {
		type = prepare_for_war
		id = RMT
		value = 100
	}

	ai_strategy = {
		type = force_concentration_front_factor
		tag = RMT
		value = 100
	}
}

LSA_prepare_against_neg = {
	allowed = {
		original_tag = LSA
	}
	enable = {
		focus_progress = {
			focus = LSA_onelegiononenation
			progress > 0.01
		}
		NOT = {
			has_completed_focus = LSA_onelegiononenation
		}
		country_exists = NEG
	}
	abort = {
		NEG = { has_capitulated = yes }
	}
	ai_strategy = {
		type = front_armor_score
		id = NEG
		value = 100
	}
ai_strategy = {
    type = front_control
    country = NEG
    priority = 1
    ratio = 0.5
    ordertype = front
	execution_type = balanced
    execute_order = yes
}

ai_strategy = {
    type = front_control
    country = RMT
    priority = 2
    ratio = 0.5
    ordertype = front
	execution_type = rush
    execute_order = yes
}

}

LSA_conquer_republic = {
	allowed = {
		original_tag = LSA
	}
	enable = {
		focus_progress = {
			focus = LSA_onelegiononenation
			progress > 0.5
		}
		country_exists = RMT
	}

	abort = {
		NOT = { country_exists = RMT }
	}

	ai_strategy = {
		type = conquer
		id = RMT
		value = 200
	}
}

LSA_conquer_neg = {
	allowed = {
		original_tag = LSA
	}
	enable = {
		focus_progress = {
			focus = LSA_onelegiononenation
			progress > 0.5
		}
		country_exists = NEG
	}

	abort = {
		NOT = { country_exists = NEG }
	}

	ai_strategy = {
		type = conquer
		id = NEG
		value = 200
	}
}

LSA_prepare_against_south = {
	allowed = {
		original_tag = LSA
	}
	enable = {
		focus_progress = {
			focus = LSA_bringthesouthernmarchestoheel
			progress > 0.5
		}
		NOT = {
			has_completed_focus = LSA_bringthesouthernmarchestoheel
		}
		country_exists = PEE
	}
	abort = {
		NEG = { has_capitulated = yes }
	}

	ai_strategy = {
		type = prepare_for_war
		id = PEE
		value = 150
	}

	ai_strategy = {
		type = prepare_for_war
		id = APA
		value = 100
	}

	ai_strategy = {
		type = prepare_for_war
		id = LEX
		value = 100
	}
}

LSA_prepare_against_interior = {
	allowed = {
		original_tag = LSA
	}
	enable = {
		focus_progress = {
			focus = LSA_striketheinteriorsettlements
			progress > 0.5
		}
		NOT = {
			has_completed_focus = LSA_striketheinteriorsettlements
		}
		country_exists = GLA
	}
	abort = {
		GLA = { has_capitulated = yes }
	}

	ai_strategy = {
		type = prepare_for_war
		id = TRW
		value = 150
	}

	ai_strategy = {
		type = prepare_for_war
		id = GLA
		value = 100
	}

	ai_strategy = {
		type = prepare_for_war
		id = GSX
		value = 100
	}

	ai_strategy = {
		type = prepare_for_war
		id = DKT
		value = 100
	}

}

LSA_prepare_against_deseret = {
	allowed = {
		original_tag = LSA
	}
	enable = {
		focus_progress = {
			focus = LSA_thedesseretquestion
			progress > 0.5
		}
		NOT = {
			has_completed_focus = LSA_thedesseretquestion
		}
		country_exists = KOD
	}
	abort = {
		KOD = { has_capitulated = yes }
	}

	ai_strategy = {
		type = prepare_for_war
		id = KOD
		value = 150
	}
}

LSA_prepare_against_cascadia = {
	allowed = {
		original_tag = LSA
	}
	enable = {
		focus_progress = {
			focus = LSA_conquercascadia
			progress > 0.3
		}
		NOT = {
			has_completed_focus = LSA_conquercascadia
		}
		country_exists = CAS
	}
	abort = {
		CAS = { has_capitulated = yes }
	}

	ai_strategy = {
		type = prepare_for_war
		id = CAS
		value = 150
	}
}

LSA_prepare_against_kaiserheim = {
	allowed = {
		original_tag = LSA
	}
	enable = {
		focus_progress = {
			focus = LSA_conquercascadia
			progress > 0.5
		}
		NOT = {
			has_completed_focus = LSA_conquercascadia
		}
		country_exists = KHH
	}
	abort = {
		KHH = { has_capitulated = yes }
	}

	ai_strategy = {
		type = prepare_for_war
		id = KHH
		value = 150
	}
}

LSA_unit_production = {

	allowed = {	original_tag = LSA }
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes

	# Land division factors
	ai_strategy = {
		type = role_ratio
		id = paratroopers
		value = 5
	}

	ai_strategy = {
		type = role_ratio
		id = mountaineers
		value = 2
	}

	ai_strategy = {
		type = role_ratio
		id = marines
		value = 10
	}

	ai_strategy = {
		type = role_ratio
		id = armor
		value = 10
	}

	ai_strategy = {
		type = role_ratio
		id = infantry
		value = 75
	}

	ai_strategy = {
		type = role_ratio
		id = mobile
		value = 10
	}

	# Air unit factors
	ai_strategy = {
		type = unit_ratio
		id = fighter
		value = 80
	}

	ai_strategy = {
		type = unit_ratio
		id = cas
		value = 10
	}

	ai_strategy = {
		type = unit_ratio
		id = tactical_bomber
		value = 10
	}

	ai_strategy = {
		type = unit_ratio
		id = strategic_bomber
		value = 5
	}

	ai_strategy = {
		type = unit_ratio
		id = naval_bomber
		value = 10
	}

	ai_strategy = {
		type = equipment_production_factor
		id = heavy_fighter
		value = -40 #Just build a few slowly
	}

	ai_strategy = {
		type = unit_ratio
		id = heavy_fighter
		value = 20
	}

	# Naval unit factors
	ai_strategy = {
		type = unit_ratio
		id = capital_ship
		value = 10
	}

	ai_strategy = {
		type = unit_ratio
		id = submarine
		value = 10
	}

	ai_strategy = {
		type = unit_ratio
		id = screen_ship
		value = 40
	}

	ai_strategy = {
		type = unit_ratio
		id = convoy
		value = 15
	}

	ai_strategy = {
		type = equipment_production_min_factories
		id = convoy
		value = 1
	}

	ai_strategy = {
		type = equipment_production_factor
		id = fighter
		value = 35
	}

	ai_strategy = {
		type = equipment_production_factor
		id = infantry
		value = 40
	}

	ai_strategy = {
		type = equipment_production_factor
		id = artillery
		value = 25
	}
}

LSA_garrison_production = {
	allowed = { original_tag = LSA }
	enable = {
		ai_wants_divisions > 12 #Massively decreasing the amount of paratroopers the AI wants
	}
	abort = {
		ai_wants_divisions < 13 #Massively decreasing the amount of paratroopers the AI wants
	}

	ai_strategy = {
		type = role_ratio
		id = garrison
		value = 3
	}
}

LSA_upgrade_to_sherman_tanks_asap = {
	allowed = {
		original_tag = LSA
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort_when_not_enabled = yes

	ai_strategy = {
		type = production_upgrade_desire_offset
		id = medium_tank_chassis_2
		value = 100  # 100 essentially means we don't require a stockpile surplus
	}
	ai_strategy = {
		type = production_upgrade_desire_offset
		id = medium_tank_equipment_2
		value = 100  # 100 essentially means we don't require a stockpile surplus
	}
}


LSA_template_design_1 = {
	allowed = { original_tag = LSA }
	enable = {
		date < 1940.1.1
	}
	abort_when_not_enabled = yes

	ai_strategy = {
		type = template_prio
		id = mobile
		value = 10
	}

	ai_strategy = {
		type = template_prio
		id = cavalry
		value = -100
	}

	ai_strategy = {
		type = template_prio
		id = light_armor
		value = 50
	}

	ai_strategy = {
		type = template_prio
		id = medium_armor
		value = -10
	}

	ai_strategy = {
		type = template_prio
		id = heavy_armor
		value = -50
	}

	ai_strategy = {
		type = template_prio
		id = paratroopers
		value = -50
	}

	ai_strategy = {
		type = template_prio
		id = infantry
		value = 60
	}
}

LSA_template_design_2 = {
	allowed = { original_tag = LSA }
	enable = {
		date > 1940.1.1
	}
	abort_when_not_enabled = yes

	ai_strategy = {
		type = template_prio
		id = mechanized
		value = -20
	}

	ai_strategy = {
		type = template_prio
		id = cavalry
		value = -100
	}

	ai_strategy = {
		type = template_prio
		id = light_armor
		value = 10
	}

	ai_strategy = {
		type = template_prio
		id = medium_armor
		value = 80
	}

	ai_strategy = {
		type = template_prio
		id = modern_armor
		value = 40
	}

	ai_strategy = {
		type = template_prio
		id = heavy_armor
		value = -20
	}

	ai_strategy = {
		type = template_prio
		id = paratroopers
		value = -50
	}

	ai_strategy = {
		type = template_prio
		id = infantry
		value = 100
	}

	ai_strategy = {
		type = template_prio
		id = marines
		value = 20
	}
}

LSA_home_land_is_safe = {
	allowed = { original_tag = LSA }
	enable = {
		NOT = {
			country_exists = KHH
			country_exists = CAS
		}
	}

	abort_when_not_enabled = yes


	ai_strategy = {
		type = garrison
		value = -60
	}
}

GER_is_bad = {
	allowed = {
		tag = USA
	}

	enable = {
		GEM = {
			exists = yes
		}
		NOT = { is_ally_with = GEM }
		ERE = {
			has_war_with = GEM
		}
		date > 1941.1.1
	}

	abort_when_not_enabled = yes

	ai_strategy = {
		type = prepare_for_war
		id = GEM
		value = 100
	}
}