types = {

#################################################################

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#    #  #   #   #       ## ##  #  ## # #       #  # #  #  #  #  #
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##   #  ### ### ###     #   # ### #  # ###     #  # #  # ### ###

#################################################################


	mine_sabotage_raid = {
		days_to_prepare = 90

		category = paratrooper_raids

		ai_will_do = {
			base = 0.5 # Don't plan these unless you have nothing better to do
			modifier = {
				# Don't target anyone who is not a potential enemy
				factor = 0
				NOT = {
					is_in_array = {
						array = potential_and_current_enemies
						value = FROM  # Target country
					}
				}
			}
		}

		command_power = 25 # command power allocation cost

		allowed = {
			has_dlc = "Gotterdammerung"
		}
		# Raid Type is visible
		visible = {
			has_tech = paratroopers
		}
		# Specific Target is visible
		show_target = {
			NOT = {
				is_in_faction_with = FROM
			}
		}

		# Can prepare
		available = {

		}

		launchable = {
			has_war_with = FROM
		}
		unit_requirements = {
			battalion_types = {
				paratrooper = { min = 3 }
			}
		}
		essential_equipment = {
			transport_plane_equipment = 10
		}
		additional_equipment = {
			# list of equipment archetypes and numbers
			support_equipment = 200
		}

		target_type = {
			state = {
				steel > 69
				NOT = {
					OR = {
						has_dynamic_modifier = {
							modifier = steel_mines_damaged_modifier
						}
						has_dynamic_modifier = {
							modifier = steel_mines_critically_damaged_modifier
						}
						has_dynamic_modifier = {
							modifier = steel_mines_lightly_damaged_modifier
						}
					}
				}
			}
		}
		target_icon = GFX_mine_target_icon

		target_loc_key = raid_target_name_mine

		launch_sound = raid_launch_paratrooper
		arrow = {
		    type = air
		}
        unit_model = {
            type = transport
        }

		starting_point = {
			types = { air_base }
		}

		success_factors = {
			success = {
				base = 0.6

				# Raiding unit modifiers
				experience = {
					weight = 0.05
					start_weight = -0.05
					reference = 0.5
				}

				organisation = {
					weight = 0.05
					start_weight = -0.05
					reference = 100
				}
				strength = {
					weight = 0.05
					start_weight = -0.05
					reference = 1
				}
				recon = {
					weight = 0.05
					reference = 10
				}

				### Target Modifiers

				resistance = {
					reference = 100
					start_reference = 20 # Resistance below 20 doesn't help
					weight = 0.4
				}
				air_superiority = {
					reference = 1
					weight = 0.25
					start_weight = -0.25
				}


				anti_air = {
					reference = 5
					weight = -0.2
				}
				interception = {
					reference = 500 # More than 500 fighters won't really make any difference
					weight = -0.2
				}
				enemy_units = {
					reference = 2 # More than 2 DIVs in the target Province shouldn't make any difference
					weight = -0.5
				}
				intel = {
					weight = 0.2
					#start_reference = 50
					reference = 100
				}
			}

			critical = {
				base = 0.15
			}
		}

		success_levels = {
			failure = {
			    victim_effects = {
					# Effects on target
					#var:target_state = {
					#	add_dynamic_modifier = {
					#		modifier = steel_mines_lightly_damaged_modifier
					#		days = 30
					#	}
					#}
			    }
				actor_effects = {
					# Damage to unit
					raid_damage_units = {
						org_damage = 30
						str_damage = 10
					}

					# Unit Experience
					raid_add_unit_experience = 0.05
                    add_raid_history_entry = yes

				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
				visual_effect = {
					entity = "raid_failed_entity"
					animation = "attack"
					}
			}
			limited_success = {
			    victim_effects = {
					var:target_state = {
						add_dynamic_modifier = {
							modifier = steel_mines_lightly_damaged_modifier
							days = 90
						}
					}
			    }
				actor_effects = {
					# Damage to unit
					raid_damage_units = {
						org_damage = 20
						str_damage = 5
					}

					# Unit Experience
					raid_add_unit_experience = 0.1
                    add_raid_history_entry = yes
				}
				division_effects = {
					add_divisional_commander_xp = 100
				}
				visual_effect = {
					entity = "air_raids_paradrop_limited_success_entity"
					animation = "attack"
				}
			}
			success = {
			    victim_effects = {
					var:target_state = {
						add_dynamic_modifier = {
							modifier = steel_mines_damaged_modifier
							days = 120
						}
					}
			    }
				actor_effects = {
					# Damage to unit
					raid_damage_units = {
						org_damage = 20
						str_damage = 0.5
					}

					# Unit Experience
					raid_add_unit_experience = 0.2
                    add_raid_history_entry = yes
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
				visual_effect = {
					entity = "air_raids_paradrop_success_entity"
					animation = "attack"
					}
			}
			critical_success = {
			    victim_effects = {
					var:target_state = {
						add_dynamic_modifier = {
							modifier = steel_mines_critically_damaged_modifier
							days = 180
						}
					}
			    }
				actor_effects = {
					# Damage to unit
					raid_damage_units = {
						org_damage = 10
						str_damage = 0
					}


					# Unit Experience
					raid_add_unit_experience = 0.35
                    add_raid_history_entry = yes
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
				visual_effect = {
					entity = "air_raids_paradrop_critical_success_entity"
					animation = "attack"
					}
			}
		}
	}

####################################################################

###   ##  ### #  # ### ### #  # ###  ### ###      ###   ##  ### ###
#  # #  #  #  #  # #    #  ## # #  # #   #  #     #  # #  #  #  #  #
###  ####  #  #### ##   #  # ## #  # ##  ###      ###  ####  #  #  #
#    #  #  #  #  # #    #  #  # #  # #   #  #     #  # #  #  #  #  #
#    #  #  #  #  # #   ### #  # ###  ### #  #     #  # #  # ### ###

####################################################################

	pathfinder_raid = {
		days_to_prepare = 30

		category = paratrooper_raids
		custom_map_icon = GFX_raid_type_icon_other_raid

		ai_will_do = {
			base = 4 # There won't be so many of these, so better bump them a bit
			modifier = {
				factor = 2 # Probably more needed if invading a major
				FROM = {
					is_major = yes
				}
			}
			modifier = {
				factor = 2 # More likely to have paras to spare if major
				is_major = yes
			}
		}

		command_power = 25 # command power allocation cost

		allowed = {
			has_dlc = "Gotterdammerung"
		}
		# Raid Type is visible
		visible = {
			has_tech = paratroopers
		}
		# Specific Target is visible
		show_target = {
			has_war_with = FROM
			has_naval_invasion_against_state = var:target_state
		}

		# Can prepare
		available = {

			has_naval_invasion_against_state = {
				state = var:target_state
				preparation > 0.1
			}
		}
		launchable = {
			has_war_with = FROM
			has_naval_invasion_against_state = {
				state = var:target_state
				preparation > 0.95
			}
		}
		unit_requirements = {
			battalion_types = {
				paratrooper = { min = 3 }
			}
		}
		essential_equipment = {
			transport_plane_equipment = 10
		}
		additional_equipment = {
			# list of equipment archetypes and numbers
			support_equipment = 200
		}

		target_type = {
			state = {
				is_coastal = yes
			}
		}
		target_icon = GFX_other_target_icon
		target_loc_key = raid_target_name_pathfinder_raid

		launch_sound = raid_launch_paratrooper
		arrow = {
		    type = air
		}
        unit_model = {
            type = transport
        }

		starting_point = {
			types = { air_base }
		}

		success_factors = {
			success = {
				base = 0.6

				# Raiding unit modifiers
				experience = {
					weight = 0.05
					start_weight = -0.05
					reference = 0.5
				}

				organisation = {
					weight = 0.05
					start_weight = -0.05
					reference = 100
				}
				strength = {
					weight = 0.05
					start_weight = -0.05
					reference = 1
				}
				recon = {
					weight = 0.05
					reference = 10
				}

				### Target Modifiers

				resistance = {
					reference = 100
					start_reference = 20 # Resistance below 20 doesn't help
					weight = 0.5
				}
				air_superiority = {
					reference = 1
					weight = 0.25
					start_weight = -0.25
				}
				anti_air = {
					reference = 5
					weight = -0.2
				}
				interception = {
					reference = 500 # More than 500 fighters won't really make any difference
					weight = -0.2
				}
				intel = {
					weight = 0.2
					#start_reference = 50
					reference = 100
				}
			}

			critical = {
				base = 0.15
			}
		}

		success_levels = {
			failure = {
			    victim_effects = {
					# Effects on target
					#var:target_state = {
					#	add_dynamic_modifier = {
					#		modifier = steel_mines_lightly_damaged_modifier
					#		days = 30
					#	}
					#}
			    }
				actor_effects = {
					# Damage to unit
					raid_damage_units = {
						org_damage = 100
						str_damage = 50
					}

					# Unit Experience
					raid_add_unit_experience = 0.05
                    add_raid_history_entry = yes

				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 50
				}
				visual_effect = {
					entity = "raid_failed_entity"
					animation = "attack"
					}
			}
			limited_success = {
			    victim_effects = {
					var:target_state = {
						add_dynamic_modifier = {
							modifier = pathfinder_infiltration_modifier
							days = 20
						}
					}
			    }
				actor_effects = {
					# Damage to unit
					raid_damage_units = {
						org_damage = 80
						str_damage = 30
					}

					# Unit Experience
					raid_add_unit_experience = 0.1
                    add_raid_history_entry = yes
				}
				division_effects = {
					add_divisional_commander_xp = 100
				}
				visual_effect = {
					entity = "air_raids_paradrop_limited_success_entity"
					animation = "attack"
					}
			}
			success = {
			    victim_effects = {
					var:target_state = {
						add_dynamic_modifier = {
							modifier = pathfinder_infiltration_modifier
							days = 40
						}
					}
			    }
				actor_effects = {
					# Damage to unit
					raid_damage_units = {
						org_damage = 60
						str_damage = 20
					}

					# Unit Experience
					raid_add_unit_experience = 0.2
                    add_raid_history_entry = yes
				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 250
				}
				visual_effect = {
					entity = "air_raids_paradrop_success_entity"
					animation = "attack"
					}
			}
			critical_success = {
			    victim_effects = {
					var:target_state = {
						add_dynamic_modifier = {
							modifier = pathfinder_infiltration_modifier
							days = 60
						}
					}
			    }
				actor_effects = {
					# Damage to unit
					raid_damage_units = {
						org_damage = 40
						str_damage = 10
					}


					# Unit Experience
					raid_add_unit_experience = 0.35
                    add_raid_history_entry = yes

				}
				# Other unit effects
				division_effects = {
					add_divisional_commander_xp = 500
				}
				visual_effect = {
					entity = "air_raids_paradrop_critical_success_entity"
					animation = "attack"
					}
			}
		}
	}

}
