capital = 9

oob = "RIR_1936"
if = {
	limit = {
		NOT = {
			has_dlc = "No Step Back"
		}
	}
	set_oob = "RIR_1936_nsb"
}
if = {
	limit = {
		has_dlc = "No Step Back"
	}
	set_oob = "RIR_1936_nsb"
}
starting_train_buffer = 2
set_fuel_ratio = 0.8

# Starting tech
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1		
	tech_engineers = 1
	tech_mountaineers = 1
 	gw_artillery = 1
 	basic_train = 1
 }

if = {
	limit = {
		not = { has_dlc = "Man the Guns" }
	}
	set_technology = {
 
	}
	set_naval_oob = "RIR_1936_naval"
}
if = {
	limit = {
		has_dlc = "Man the Guns"
	}
	set_technology = {
 
	}
	set_naval_oob = "RIR_1936_naval_mtg"
}
if = {
	limit = {
		has_dlc = "La Resistance"
	}
	set_technology = {
		armored_car1 = 1
	}
}
set_research_slots = 3
set_convoys = 0
set_stability = 0.1 
set_war_support = 1
add_manpower = 100000000
add_ideas = {
    chum_economy
	chum_slave
    chum_army
	zombies0
    bb_fire
	bucket_broken
}
set_politics = {
	ruling_party = fascism
	last_election = "1.3.5"
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 0
	fascism = 100
	communism = 0
	neutrality = 0
}
create_country_leader = {
	name = "Plankton"
	desc = "POLITICS_PLANKTON_DESC"
	picture = "gfx/leaders/plankton.dds"
	expire = "1.1.1"
	ideology = gen_nazism
 }
create_country_leader = {
	name = "Plankton"
	desc = "POLITICS_PLANKTON_DESC"
	picture = "gfx/leaders/plankton.dds"
	expire = "1.1.1"
	ideology = democracy
 } 
create_country_leader = {
	name = "Plankton"
	desc = "POLITICS_PLANKTON_DESC"
	picture = "gfx/leaders/plankton.dds"
	expire = "1.1.1"
	ideology = despotism
 } 
create_country_leader = {
	name = "Plankton"
	desc = "POLITICS_PLANKTON_DESC"
	picture = "gfx/leaders/plankton.dds"
	expire = "1.1.1"
	ideology = marxism
 } 

 

create_corps_commander = {
	name = "Sandy"
	portrait_path = "GFX_cheeks_zombie"
	traits = {  }
	skill = 3
	attack_skill = 3
	defense_skill = 3
	planning_skill = 3
	logistics_skill = 3
}
create_corps_commander = {
	name = "Zombie"
	portrait_path = "GFX_fish"
	traits = {  }
	skill = 1
	attack_skill = 1
	defense_skill = 1
	planning_skill = 1
	logistics_skill = 1
}
create_corps_commander = {
	name = "Slave"
	portrait_path = "GFX_fish2"
	traits = {  }
	skill = 1
	attack_skill = 1
	defense_skill = 1
	planning_skill = 1
	logistics_skill = 1
}
create_corps_commander = {
	name = "Servant"
	portrait_path = "GFX_fish3"
	traits = {  }
	skill = 1
	attack_skill = 1
	defense_skill = 1
	planning_skill = 1
	logistics_skill = 1
}
create_field_marshal = {
	name = "Neptune"
	portrait_path = "GFX_neptune"
	traits = { brilliant_strategist }
	skill = 5
	attack_skill = 5
	defense_skill = 6
	planning_skill = 5
	logistics_skill = 6
}

 create_field_marshal = {
	name = "Larry"
	portrait_path = "GFX_lobster2"
	traits = {  }
	skill = 3
	attack_skill = 4
	defense_skill = 2
	planning_skill = 1
	logistics_skill = 6
}
if = {
	limit = { has_dlc = "By Blood Alone" }
 		set_technology = {
			iw_small_airframe = 1
			aa_lmg = 1
			aa_cannon_1 = 1
			early_bombs = 1
			engines_1 = 1
			engines_2 = 1
			iw_medium_airframe = 1
			iw_large_airframe = 1
			basic_small_airframe = 1
			basic_medium_airframe = 1
			aircraft_construction = 1
			air_torpedoe_1 = 1
			bba_early_transport_plane = 1
		}
				set_air_oob = "RIR_1936_air_bba"

	else = {
 		set_technology = {
			early_fighter = 1
			fighter1 = 1
			early_bomber = 1
			strategic_bomber1 = 1
			naval_bomber1 = 1
			early_transport_plane = 1
		}
				set_air_oob = "RIR_1936_air_legacy"

	}
}
recruit_character = RIR_pat
recruit_character = RIR_spo

recruit_character = RIR_squ



 
