add_namespace = 30startup.event
country_event = {
	id = 30startup.event.01
	title = 30startup.event.01.title
	desc = 30startup.event.01.description
	picture = GFX_report_event_generic_bean
	is_triggered_only = yes

	immediate = {
		hidden_effect = { #desired impact of %30 loss of factories of each type. i use formulas for smaller nations, but for bigger ones, i want the control. formulas in google sheets
			#delete units and add dep paralysis
			every_country = {
				limit = { NOT = { TAG = SOV	TAG = USA TAG = CHI	TAG = FRA TAG = GER } }	
				add_ideas = { idea_depression_paralysis great_depression civilian_economy }
				delete_unit = {}
				#destroy_ships = {type = ship_hull_light count = all } #destroy_ships = {type = ship_hull_cruiser count = all }
				#destroy_ships = {type = ship_hull_heavy count = all } #destroy_ships = {type = ship_hull_carrier count = all }
				#destroy_ships = {type = ship_hull_submarine count = all }
			}
			#AFG - no other actions necessary. Delete units effect below will null out their divisions. 
			AST = {
				create_country_leader = {	name = "James Scullin"	desc = "POLITICS_JAMES_SCULLIN_DESC"	picture = "Portrait_AST_James_Scullin.dds"	expire = "1935.1.1"	ideology = socialism	traits = {}	}
			}
			AUS = {
				create_country_leader = {	name = "Engelbert Dolfuss"	desc = "POLITICS_DOLFUSS_DESC"	picture = "Portrait_AUS_Engelbert_Dollfuss.dds"		expire = "1965.1.1"	ideology = centrism	traits = {	}	}
			}
			BRA = {
				random_owned_controlled_state = { limit = { industrial_complex > 1 } remove_building = { type = industrial_complex level = 2	}	}
				random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				random_owned_controlled_state = { limit = { dockyard > 0 } remove_building = { type = dockyard level = 1	}	}
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	}	}
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	}	}				
			}
			CAN = { transfer_state = 331	transfer_state = 332 }
			CHI = {
				if = {	
					limit = { is_ai = yes } 
					add_stability = 0.10 add_political_power = 999	add_manpower = 1000000 #add_resource = { type = oil amount = 2 state = 57	} 
					add_equipment_to_stockpile = {	type = infantry_equipment	amount = 44000	}
					add_equipment_to_stockpile = {	type = artillery_equipment	amount = 2000	}
					add_equipment_to_stockpile = {	type = train_equipment	amount = 70	}	
					#Japan gets industrial and land acq. focuses all through the thirties. China (as of 18/12/2025) doesnt have focuses in the 30s. So these actions are to prevent a capitulation ~6 months into the conflict.				
				}	
				add_advisor_role = {
					character = CHI_hu_zongnan
					advisor = {	slot = high_command	cost = 100	idea_token = CHI_hu_zongnan	traits = {	army_concealment_2	}	ai_will_do = {	factor = 0.000	} }
				}
				add_ideas = { oppressed_populace civilian_economy }
				random_owned_controlled_state = {#fujan
					prioritize = { 595 } limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				random_owned_controlled_state = {#shandong
					prioritize = { 597 } limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				random_owned_controlled_state = {#tsingdoa
					prioritize = { 743 } limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				random_owned_controlled_state = {#beijing
					prioritize = { 608 } limit = { industrial_complex > 1 } remove_building = { type = industrial_complex level = 2	}	}
				random_owned_controlled_state = {#shanghai
					prioritize = { 613 } limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				random_owned_controlled_state = {#hubei
					prioritize = { 620 } limit = { arms_factory > 2 } remove_building = { type = arms_factory level = 3	}	}
				random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } }	#from here down is to compensate for the generous focus tree
				#random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } }	
				#random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } }	
				#random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } }	
				#random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } }
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1 } }
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1 } }
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1 } }
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1 } }				
				#load_oob = "CHI_1936"
				#delete_units = { division_template = "Juntuán"  disband = yes }
				#delete_units = { division_template = "Qibing Jun"  disband = yes }
				annex_country = { target = MAN transfer_troops = yes }
				annex_country = { target = MEN transfer_troops = yes }
				transfer_state = 609
			}
			CZE = {
				#random_owned_controlled_state = { create_unit = { division = "name = \"4. divize\" division_template = \"Pěší divize\" start_experience_factor = 0.7 start_equipment_factor = 0.7" owner = ROOT	}	}
				random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } }
				random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } }
				random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } }
				random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } }
				random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } }
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1 } }
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1 } }
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1 } }
				create_country_leader = {
					name = "Tomas Masaryk"	desc = "POLITICS_TOMAS_MASARYK_DESC"
					picture = "Portrait_Czech_Tomas_Masaryk.dds"	expire = "1965.1.1"
					ideology = conservatism	traits = {	}
				}
				generate_character = {	
					token_base = Sergej_Ingr name= Sergej_Ingr
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	} #IGNORE args dont work
				}
				set_portraits = {
					character = Sergej_Ingr
					army = { small ="gfx/interface/ideas/CZE/30_Sergej_Ingr.dds" large ="gfx/leaders/CZE/Portrait_Czech_Sergej_Ingr.dds" }
				}
				add_corps_commander_role = {
					Character = Sergej_Ingr traits = { } skill = 3	attack_skill = 3 defense_skill = 2	planning_skill = 2	logistics_skill = 3
				}

			}
			# use modify/custom oob
			ENG = {
				annex_country = { target = IRQ transfer_troops = yes }
				set_variable = { var = senators_support value = 107 }
				set_variable = { var = senators_total value = 245 }
				set_variable = { var = representatives_support value = 256 }
				set_variable = { var = representatives_total value = 615 }
				set_variable = { var = quorum_low value = 96 }
				set_variable = { var = quorum_medium value = 125 }
				set_variable = { var = quorum_high value = 160 }
				ENG_recalc_congress_icon_frames = yes
				set_country_flag = ct_mogen_ENG
				add_ideas = {	ten_year_rule	disarmed_nation		royal_navy	}
				if = {
					limit = { NOT = { has_dlc = "No Step Back" } }
					load_oob = "ENG_1936"
				}
				if = {
					limit = { has_dlc = "No Step Back" }
					load_oob = "ENG_1936_nsb"
				}
				random_owned_controlled_state = {#east anglia
					prioritize = { 125 } limit = { industrial_complex > 2 }	remove_building = {	 type = industrial_complex	level = 3	}	}			
				random_owned_controlled_state = {#sussex
					prioritize = { 127 } limit = { industrial_complex > 0 }	remove_building = {	 type = industrial_complex	level = 1	}	}
				random_owned_controlled_state = {#sussex
					prioritize = { 127 } limit = { arms_factory > 0 } remove_building = {	 type = arms_factory level = 1	}	}							
				random_owned_controlled_state = {#west midlands
					prioritize = { 128 } limit = { industrial_complex > 2 }	remove_building = {	 type = industrial_complex	level = 3	}	}					
				random_owned_controlled_state = {#yorkshire
					prioritize = { 130 } limit = { industrial_complex > 2 }	remove_building = {	 type = industrial_complex	level = 3	}	}				
				random_owned_controlled_state = {#northumberland
					prioritize = { 131 } limit = { dockyard > 2 } remove_building = {	 type = dockyard	level = 3	}	}
				random_owned_controlled_state = {#lanark
					prioritize = { 133 } limit = { dockyard > 1 } remove_building = {	 type = dockyard	level = 2	}	}	
				random_owned_controlled_state = {#london
					prioritize = { 378 } limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	}	}
				ENG_leslie_hore_belisha = {
					add_advisor_role = {
						character = ENG_leslie_hore_belisha
						advisor = {	
							slot = political_advisor idea_token = ENG_leslie_hore_belisha 
							traits  = { connected_citizen armaments_organizer } ai_will_do = {	factor = 1.000	} cost = 150
						}
					}
				}
				ENG_clement_attlee = {
					add_advisor_role = {
						character = ENG_clement_attlee
						advisor = {	
							slot = political_advisor idea_token = ENG_clement_attlee 
							traits  = { socdem_reformist } ai_will_do = {	factor = 1.000	} cost = 150
						}
					}
				}
				ENG_maxwell_aitken = {
					add_advisor_role = {
						character = ENG_maxwell_aitken
						advisor = {	
							slot = political_advisor idea_token = ENG_maxwell_aitken 
							traits  = { liberal_journalist war_industrialist } ai_will_do = {	factor = 1.000	} cost = 150
						}
					}
				}
				generate_character = {
					token_base = ct_Charles_Vane_Stewart	name= ct_Charles_Vane_Stewart
					portraits={	army={	small = "GFX_idea_ROM_nicolae_malaxa"	}	}
				}
				set_portraits = { character = ct_Charles_Vane_Stewart	army={	small = "GFX_idea_ROM_nicolae_malaxa"	}	}
				add_advisor_role = {
					character = ct_Charles_Vane_Stewart
					advisor = {	
						slot = political_advisor cost = 150	idea_token = ct_Charles_Vane_Stewart 
						traits  = { ct_aristocratic_financier ct_appeaser } ai_will_do = {	factor = 0.000	} 
					}
				}


			}
			# use modify/custom oob
			FRA = {
				add_ideas = { idea_depression_paralysis great_depression civilian_economy volunteer_only defeatism }
				FRA_charles_tillon = {
					add_advisor_role = {
						character = FRA_charles_tillon
						advisor = {	slot = political_advisor idea_token = FRA_charles_tillon traits = { industry_magnate } ai_will_do = { factor = 1.000 } cost = 150 }
					}
				}
				add_advisor_role = {
					character = FRA_alphonse_juin
					advisor = {	slot = high_command	cost = 100	idea_token = FRA_alphonse_juin traits = { army_entrenchment_2 }	ai_will_do = {	factor = 0.000	}	}
				}
				remove_ideas = { FRA_protected_by_the_maginot_line	FRA_political_violence	FRA_inefficient_economy_2	FRA_full_employment	}
				random_owned_controlled_state = {#brittany
					prioritize = { 14 } limit = { dockyard > 2 }	remove_building = {	 type = dockyard	level = 3	}	}
				random_owned_controlled_state = {#PARIS
					prioritize = { 16 } limit = { industrial_complex > 3 } remove_building = { type = industrial_complex level = 4	}}
				random_owned_controlled_state = {#PARIS
					prioritize = { 16 } limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	}	}
				random_owned_controlled_state = {#calais
					prioritize = { 20 } limit = { industrial_complex > 2 } remove_building = { type = industrial_complex level = 3	}	}
				random_owned_controlled_state = {#calais
					prioritize = { 29 } limit = { industrial_complex > 2 } remove_building = { type = industrial_complex level = 3	}	}
				random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } }					
				FRA_charles_de_gaulle = {
					add_advisor_role = {
						character = FRA_charles_de_gaulle
						advisor = {	
							slot = theorist idea_token = FRA_charles_de_gaulle 
							traits = {	blitzkrieg_theorist	} ai_will_do = {	factor = 1.000	} cost = 150
						}
					}
				}
				generate_character = {	# reimplemtation of existing FRA 
					token_base = ct_FRA_paul_baudouin		name= ct_FRA_paul_baudouin
					portraits={	army={	small="GFX_idea_FRA_paul_baudouin"	}	}
				}
				set_portraits = {	character = ct_FRA_paul_baudouin army={	small="GFX_idea_FRA_paul_baudouin"	} }
				add_advisor_role = {
					character = ct_FRA_paul_baudouin
					advisor = {	slot = political_advisor cost = 150	idea_token = ct_FRA_paul_baudouin traits  = { connected_citizen smooth_talking_charmer } ai_will_do = {	factor = 0.000	} }
				}
				remove_advisor_role = {	character = "FRA_paul_baudouin"	slot = political_advisor }
				generate_character = {
					token_base = ct_FRA_marcel_bucard	name= ct_FRA_marcel_bucard
					portraits={	army={	small="GFX_idea_marcel_bucard"	}	}
				}
				set_portraits = { character = ct_FRA_marcel_bucard	army={	small="GFX_idea_marcel_bucard"	}	}
				add_advisor_role = {
					character = ct_FRA_marcel_bucard
					advisor = {	
						slot = political_advisor cost = 150	idea_token = ct_FRA_marcel_bucard 
						traits  = { fascist_demagogue } ai_will_do = {	factor = 0.000	} 
						available  = {
							or  = {	has_completed_focus  = FRA_right_wing_rhetoric has_focus_tree  = vichy_french_focus	}
							if  = {	limit  = {	has_dlc = "Man the Guns" }	not  = { has_autonomy_state  = autonomy_supervised_state }	}
						}
					}
				}
				remove_advisor_role = {	character = "FRA_marcel_bucard"	slot = political_advisor }
				generate_character = {
					token_base = ct_FRA_georges_bonnet	name= ct_FRA_georges_bonnet
					portraits={	army={	small="GFX_idea_georges_bonnet"	}	}
				}
				set_portraits = { character = ct_FRA_georges_bonnet	army={	small="GFX_idea_marcel_bucard"	}	}
				add_advisor_role = {
					character = ct_FRA_georges_bonnet
					advisor = {	
						slot = political_advisor cost = 100	idea_token = ct_FRA_georges_bonnet 
						traits  = { appeaser } ai_will_do = {	factor = 1.000	} 
					}
				}
				remove_advisor_role = {	character = "FRA_georges_bonnet"	slot = political_advisor }

				#generate_character = { #available conditions arent working, so taking him off
				#	token_base = ct_FRA_charles_maurras	name= ct_FRA_charles_maurras
				#	portraits={	army={	small="GFX_portrait_FRA_charles_maurras_small"	}	}
				#}
				#set_portraits = { character = ct_FRA_charles_maurras	army={	small="GFX_idea_marcel_bucard"	}	}
				#add_advisor_role = {
				#	character = ct_FRA_charles_maurras
				#	advisor = {	
				#		slot = political_advisor cost = 150	idea_token = ct_FRA_charles_maurras
				#		traits  = { national_integralist } ai_will_do = {	factor = 1.000	} 
				#		available  = {	or  = {	has_government  = fascism has_government  = neutrality } }
				#		visible  = { has_dlc = "La Resistance" }
				#	}
				#}
				#remove_advisor_role = {	character = "FRA_charles_maurras"	slot = political_advisor }
			}
			GER = {
				set_technology = { basic_heavy_armor_scheme = 1	popup = no }
				if = {	limit = { NOT = { has_dlc = "No Step Back" } } load_oob = "GER_36" }
				if = {	limit = { has_dlc = "No Step Back" } load_oob = "GER_36_nsb" }
				if = {
					limit = { 
						NOT = { has_dlc = "By Blood Alone" } 
						is_ai = yes
					}
					create_equipment_variant = {
						name = "He 112"
						type = fighter_equipment_1
						upgrades = { plane_gun_upgrade = 1	plane_range_upgrade = 1  plane_engine_upgrade = 0	plane_reliability_upgrade = 2	}
					}
					create_equipment_variant = {
						name = "Bf 109 E"
						type = fighter_equipment_1
						upgrades = { plane_gun_upgrade = 2	plane_range_upgrade = 1  plane_engine_upgrade = 2	plane_reliability_upgrade = 4	}
					}
				}
				if = {
					limit = {	has_dlc = "By Blood Alone"		is_ai = yes		}
					create_equipment_variant = {
						name = "Bf 109 E"
						type = small_plane_airframe_1
						modules = {
							fixed_main_weapon_slot = light_mg_2x	fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x	engine_type_slot = engine_2_1x	special_type_slot_1 = empty
						}
						icon = "GFX_GER_fighter1_medium"
					}
					create_equipment_variant = {
						name = "He 112"
						type = small_plane_airframe_1
						modules = {
							fixed_main_weapon_slot = light_mg_2x	fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x	engine_type_slot = engine_2_1x	special_type_slot_1 = empty
						}
						icon = "GFX_GER_light_plane_1_medium"
					}
				}
				if = {	limit = { is_ai = yes } add_stability = 0.30 add_political_power = 750	add_resource = { type = oil amount = 2 state = 57	} }	
				if = {	limit = { is_ai = no } 
					ENG = { add_stability = 0.60 add_political_power = 750 army_experience=50 navy_experience=50 air_experience=50 }
					SOV = { add_stability = 0.20 add_political_power = 500 army_experience=100 air_experience=100 }
					USA = { add_stability = 0.15 add_political_power = 100 army_experience=10 navy_experience=10 air_experience=10 }
				}	
				if = { 	limit = { has_dlc = "Man the Guns" } add_ideas = versailes_naval_restrictions}	
				add_ideas = { idea_depression_paralysis great_depression civilian_economy export_focus	idea_Reichswehr	disarmed_nation GER_voting_by_list }	
				GER_paul_hausser = { add_unit_leader_trait = ss_general	}
				GER_sepp_dietrich = { add_unit_leader_trait = ss_general }
				random_owned_controlled_state = {#saxony
					prioritize = { 65 } limit = { industrial_complex > 3 }	remove_building = {	 type = industrial_complex	level = 4 }	}
				random_owned_controlled_state = {#Brandenburg
					prioritize = { 64 } limit = { arms_factory > 3 } remove_building = { type = arms_factory level = 4	}	}
				random_owned_controlled_state = {#Brandenburg
					prioritize = { 64 } limit = { industrial_complex > 2 } remove_building = { type = industrial_complex level = 3	}	}
				random_owned_controlled_state = { prioritize = { 64 } limit = { industrial_complex > 2 } remove_building = { type = industrial_complex level = 2	}	}		
				random_owned_controlled_state = { prioritize = { 64 } limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				random_owned_controlled_state = { prioritize = { 64 } limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}			
				random_owned_controlled_state = { prioritize = { 64 } limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				random_owned_controlled_state = {#wurttemberg
					prioritize = { 60 } limit = { arms_factory > 2 } remove_building = { type = arms_factory level = 3	}	}	
				random_owned_controlled_state = {#westfalen
					prioritize = { 57 } limit = { arms_factory > 2 } remove_building = { type = arms_factory level = 3	}	}			
				random_owned_controlled_state = {	 limit = { arms_factory > 1 } remove_building = { type = arms_factory level = 2	}	}	
				random_owned_controlled_state = {	 limit = { arms_factory > 1 } remove_building = { type = arms_factory level = 2	}	}		
				random_owned_controlled_state = {	 limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	}	}	
				random_owned_controlled_state = {	 limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	}	}	
				random_owned_controlled_state = {	 limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	}	}	
				random_owned_controlled_state = {	 limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	}	}
				random_owned_controlled_state = {	 limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	}	}	
				#random_owned_controlled_state = {	 limit = { dockyard > 0 } remove_building = { type = dockyard level = 1	}	}				
				generate_character = {
					token_base = ct_graf_schwerin_von_krosigk	name= ct_graf_schwerin_von_krosigk	portraits={	army={	small = "GFX_idea_HUN_gyula_gombos_de_jakfa"	}	}
				}
				set_portraits = { character = ct_graf_schwerin_von_krosigk	army={	small = "GFX_idea_HUN_gyula_gombos_de_jakfa"	}	}
				add_advisor_role = {
					character = ct_graf_schwerin_von_krosigk
					advisor = {	slot = political_advisor cost = 150	idea_token = ct_graf_schwerin_von_krosigk traits  = { ct_aristocratic_financier } ai_will_do = { factor = 0.000	} }
				}
				remove_advisor_role = {	character = GER_erich_von_manstein	slot = theorist }
			}
			HOL = {
				add_manpower = 10000 #Otherwise no army at all w/ zero manpower pool. Not realistic. 10k is 1 division, so not OP.
				generate_character = {
					token_base = ct_Josef_van_Schaik	name= ct_Josef_van_Schaik
					portraits={	army={	small = "GFX_idea_ernst_thalmann"	}	}
				}
				set_portraits = { character = ct_Josef_van_Schaik	army={	small = "GFX_idea_ernst_thalmann"	}	}
				add_advisor_role = {
					character = ct_Josef_van_Schaik
					advisor = {	
						slot = political_advisor cost = 150	idea_token = ct_Josef_van_Schaik 
						traits  = { silent_workhorse } ai_will_do = {	factor = 0.000	} 
					}
				}
				generate_character = {
					token_base = ct_Jan_Rudolph_Slotemaker_de_Bruine	name= ct_Jan_Rudolph_Slotemaker_de_Bruine
					portraits={	army={	small = "GFX_idea_SPA_luis_hernando_de_larramendi"	}	}
				}
				set_portraits = { character = ct_Jan_Rudolph_Slotemaker_de_Bruine	army={	small = "GFX_idea_SPA_luis_hernando_de_larramendi"	}	}
				add_advisor_role = {
					character = ct_Jan_Rudolph_Slotemaker_de_Bruine
					advisor = {	
						slot = political_advisor cost = 150	idea_token = ct_Jan_Rudolph_Slotemaker_de_Bruine 
						traits  = { education_reformer compassionate_gentleman } ai_will_do = {	factor = 0.000	} 
					}
				}
				generate_character = {
					token_base = ct_Gerardus_Huysmans	name= ct_Gerardus_Huysmans
					portraits={	army={	small = "GFX_idea_ROM_petru_groza"	}	}
				}
				set_portraits = { character = ct_Gerardus_Huysmans	army={	small = "GFX_idea_ROM_petru_groza"	}	}
				add_advisor_role = {
					character = ct_Gerardus_Huysmans
					advisor = {	
						slot = political_advisor cost = 150	idea_token = ct_Gerardus_Huysmans 
						traits  = {  financial_expert economist } ai_will_do = {	factor = 0.000	} 
					}
				}
				generate_character = {
					token_base = ct_willem_roell	name= ct_willem_roell
					portraits={	army={	small = "GFX_idea_ROM_petru_groza"	}	}
				}
				set_portraits = { character = ct_willem_roell	army={	small = "GFX_idea_ROM_petru_groza"	}	}
				add_advisor_role = {
					character = ct_willem_roell
					advisor = {	slot = high_command	cost = 100	idea_token = ct_willem_roell	traits = {	army_regrouping_2	}	ai_will_do = {	factor = 0.000	}	}
				}
				generate_character = { 
					token_base = ct_jacob_harberts	name= ct_jacob_harberts	portraits={	army={	small = "GFX_idea_ROM_petru_groza"	}	}
				}
				set_portraits = {
					character = ct_jacob_harberts
					army = { small="GFX_idea_CZE_ludvik_svoboda" large ="gfx/leaders/HOL/Portrait_Jacob_Harberts.dds" }
				}
				add_advisor_role = {
					character = ct_jacob_harberts
					advisor = {	slot = high_command	cost = 100	idea_token = ct_jacob_harberts	traits = {	army_artillery_2	}	ai_will_do = {	factor = 0.000	}	}
				}
				add_corps_commander_role = {
					Character = ct_jacob_harberts traits = { }	skill = 3	attack_skill = 3 defense_skill = 2	planning_skill = 3	logistics_skill = 3
				}

			}
			HUN = {
				add_manpower = 10000 #Otherwise no army at all w/ zero manpower pool. Not realistic. 10k is 2 smallish divisions, so not OP.
				HUN_gusztav_gratz = {
					add_advisor_role = {
						character = HUN_gusztav_gratz
						advisor = {	slot = political_advisor idea_token = HUN_gusztav_gratz traits = { staunch_monarchist ct_conservative_grandee } ai_will_do = { factor = 1.000 } cost = 150 }
					}
				}
				HUN_kalman_daranyi = {
					add_advisor_role = {
						character = HUN_kalman_daranyi
						advisor = {	slot = political_advisor idea_token = HUN_kalman_daranyi traits = { technocrat smooth_talking_charmer } ai_will_do = { factor = 1.000 } cost = 150 }
					}
				}
				add_advisor_role = {
					character = HUN_ivan_hindy
					advisor = {	slot = high_command	cost = 100	idea_token = HUN_ivan_hindy	traits = {	army_infantry_2	} ai_will_do = {	factor = 0.000	}	}
				}
				add_advisor_role = {
					character = HUN_geza_lakatos
					advisor = {	slot = high_command	cost = 100	idea_token = HUN_geza_lakatos	traits = {	army_entrenchment_2	}	ai_will_do = {	factor = 0.000	}	}
				}
				generate_character = {	
					token_base = Andras_Littay		name= Andras_Littay
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	} #IGNORE args dont work
				}
				set_portraits = {
					character = Andras_Littay
					army = { small ="gfx/interface/ideas/HUN/30_Andras_Littay.dds" large ="gfx/leaders/HUN/Portrait_Hungary_Andras_Littay.dds" }
				}
				add_corps_commander_role = {
					Character = Andras_Littay traits = { }	skill = 3	attack_skill = 3 defense_skill = 2	planning_skill = 3	logistics_skill = 3
				}
				
				generate_character = {	
					token_base = Voros_janos	name= Voros_janos
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	} #IGNORE args dont work
				}
				set_portraits = {
					character = Voros_janos
					army = { small ="gfx/interface/ideas/HUN/30_Voros_janos.dds" large ="gfx/leaders/HUN/Portrait_Hungary_Voros_Janos.dds" }
				}
				add_corps_commander_role = {
					Character = Voros_janos	traits = { }	skill = 3	attack_skill = 3 defense_skill = 2	planning_skill = 3	logistics_skill = 3
				}
				generate_character = {	
					token_base = Vilmos_Nagy	name= Vilmos_Nagy
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	} #IGNORE args dont work
				}
				set_portraits = {
					character = Vilmos_Nagy
					army = { small ="gfx/interface/ideas/HUN/30_Vilmos_Nagy.dds" large ="gfx/leaders/HUN/Portrait_Hungary_Vilmos_Nagy.dds" }
				}
				add_corps_commander_role = {
					Character = Vilmos_Nagy	traits = { infantry_officer skilled_staffer }	skill = 3	attack_skill = 2	defense_skill = 3	planning_skill = 3	logistics_skill = 2
				}
				generate_character = {	
					token_base = Kalman_Ternegg		name= Kalman_Ternegg
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	} #IGNORE args dont work
				}
				set_portraits = {
					character = Kalman_Ternegg
					army = { small ="gfx/interface/ideas/HUN/30_Kalman_Ternegg.dds" large ="gfx/leaders/HUN/Portrait_Hungary_Kalman_Ternegg.dds" }
				}
				add_corps_commander_role = {
					Character = Kalman_Ternegg	traits = { bearer_of_artillery }	skill = 2	attack_skill = 2	defense_skill = 3	planning_skill = 2	logistics_skill = 2
				}
				generate_character = {	
					token_base = Dezso_Laszlo	name= Dezso_Laszlo
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	} #IGNORE args dont work
				}
				set_portraits = {
					character = Dezso_Laszlo
					army = { small ="gfx/interface/ideas/HUN/30_Dezso_Laszlo.dds" large ="gfx/leaders/HUN/Portrait_Hungary_Dezso_Laszlo.dds" }
				}
				add_corps_commander_role = {
					Character = Dezso_Laszlo traits = { career_officer }	skill = 3	attack_skill = 2	defense_skill = 3	planning_skill = 2	logistics_skill = 3
				}
				generate_character = {	
					token_base = Denk_Gusztav	name= Denk_Gusztav
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	} #IGNORE args dont work
				}
				set_portraits = {
					character = Denk_Gusztav
					army = { small ="gfx/interface/ideas/HUN/30_Denk_Gusztav.dds" large ="gfx/leaders/HUN/Portrait_Hungary_Denk_Gusztav.dds" }
				}
				add_corps_commander_role = {
					Character = Denk_Gusztav traits = { old_guard cavalry_leader }	skill = 3	attack_skill = 2	defense_skill = 1	planning_skill = 2	logistics_skill = 2
				}
				generate_character = {	
					token_base = Bela_Marschalko	name= Bela_Marschalko
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	} #IGNORE args dont work
				}
				set_portraits = {
					character = Bela_Marschalko
					army = { small ="gfx/interface/ideas/HUN/30_Bela_Marschalko.dds" large ="gfx/leaders/HUN/Portrait_Hungary_Bela_Marschalko.dds" }
				}
				add_corps_commander_role = {
					Character = Bela_Marschalko	traits = { infantry_officer }	skill = 1	attack_skill = 1	defense_skill = 1	planning_skill = 1	logistics_skill = 1
				}
				generate_character = {	
					token_base = Janos_Markoczy		name= Janos_Markoczy
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	} #IGNORE args dont work
				}
				set_portraits = {
					character = Janos_Markoczy
					army = { small ="gfx/interface/ideas/HUN/30_Janos_Markoczy.dds" large ="gfx/leaders/HUN/Portrait_Hungary_Janos_Markoczy.dds" }
				}
				add_corps_commander_role = {
					Character = Janos_Markoczy	traits = { infantry_officer }	skill = 2	attack_skill = 3	defense_skill = 2	planning_skill = 3	logistics_skill = 2
				}
				generate_character = {	
					token_base = Bela_Aggteleky		name= Bela_Aggteleky
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	}
				}
				set_portraits = {
					character = Bela_Aggteleky
					army = { small ="gfx/interface/ideas/HUN/30_Bela_Aggteleky.dds" large ="gfx/leaders/HUN/Portrait_Hungary_Bela_Aggteleky.dds" }
				}
				add_corps_commander_role = {
					Character = Bela_Aggteleky	skill = 2	attack_skill = 2	defense_skill = 1	planning_skill = 2	logistics_skill = 2
				}
				generate_character = {	
					token_base = Janos_Ternegg	name= Janos_Ternegg
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	} #IGNORE args dont work
				}
				set_portraits = {
					character = Janos_Ternegg
					army = { small ="gfx/interface/ideas/HUN/30_Janos_Ternegg.dds" large ="gfx/leaders/HUN/Portrait_Hungary_Janos_Ternegg.dds" }
				}
				add_corps_commander_role = {Character = Janos_Ternegg	skill = 1	attack_skill = 2	defense_skill = 1	planning_skill = 1	logistics_skill = 2	}
				#	30_Arpad_Galocsy
				
			}
			# use modify/custom oob
			ITA = {
				annex_country = { target = ETH transfer_troops = no }
				ITA_paolo_thaon_di_revel = {
					add_advisor_role = {
						character = ITA_paolo_thaon_di_revel
						advisor = {	
							slot = political_advisor idea_token = ITA_paolo_thaon_di_revel 
							traits  = { industry_magnate quartermaster_general } ai_will_do = {	factor = 1.000	} cost = 150
						}
					}
				}
				add_ideas = { ita_logistics	export_focus }
				if = {
					limit = { NOT = { has_dlc = "No Step Back" } }
					load_oob = "ITA_1936"
				}
				if = {
					limit = { has_dlc = "No Step Back" }
					load_oob = "ITA_1936_nsb"
				}
				random_owned_controlled_state = {#rome
					prioritize = { 2 } limit = { industrial_complex > 3 }	remove_building = {	 type = industrial_complex	level = 4 } }
				random_owned_controlled_state = {#campania
					prioritize = { 117 } limit = { industrial_complex > 1 }	remove_building = {	 type = industrial_complex	level = 2 } }				
				random_owned_controlled_state = {#piedmonte
					prioritize = { 158 } limit = { arms_factory > 5 } remove_building = { type = arms_factory level = 6	} }	
				random_owned_controlled_state = {#Tuscany
					prioritize = { 162 } limit = { dockyard > 2 }	remove_building = {	 type = dockyard level = 3	} }						
				random_owned_controlled_state = {#puglia
					prioritize = { 849 } limit = { dockyard > 2 }	remove_building = {	 type = dockyard level = 3	} }
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	} }	
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	} }	
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	} }	
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	} }	
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	} }	
				random_owned_controlled_state = { limit = { industrial_complex > 0 }	remove_building = {	 type = industrial_complex	level = 1 } }				
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	} }							
				random_owned_controlled_state = { limit = { industrial_complex > 0 }	remove_building = {	 type = industrial_complex	level = 1 } }				
				random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	} }						
				release = ETH
				generate_character = {
					token_base = Attilio_Teruzzi name= Attilio_Teruzzi
					portraits={	army={ large="gfx/leaders/USA/mr_blue.dds" small="gfx/interface/ideas/USA/30_blue.dds" } }
				}
				set_portraits = {
					character = Attilio_Teruzzi
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Attilio_Teruzzi.dds" }
				}
				add_corps_commander_role = { Character = Attilio_Teruzzi traits = { politically_connected }	skill = 1 attack_skill = 1 defense_skill = 1 planning_skill = 1 logistics_skill = 1 }

				generate_character = {	
					token_base = Giovanni_Maccario	name= Giovanni_Maccario
					portraits={	army={ large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} }
				}
				set_portraits = {
					character = Giovanni_Maccario
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Giovanni_Maccario.dds" }
				}
				add_corps_commander_role = { Character = Giovanni_Maccario traits = { infantry_officer } skill = 3 attack_skill = 3 defense_skill = 3 planning_skill = 2 logistics_skill = 3 }

				generate_character = {	
					token_base = Rizzardi_Rizzardo	name= Rizzardi_Rizzardo
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} }#########
				}
				set_portraits = {
					character = Rizzardi_Rizzardo
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Rizzardi_Rizzardo.dds" }
				}
				add_corps_commander_role = { Character = Rizzardi_Rizzardo traits = { career_officer inflexible_strategist } skill = 2 attack_skill = 1 defense_skill = 3 planning_skill = 2 logistics_skill = 3	}

				generate_character = {	
					token_base = Luigi_Nuvoloni	name= Luigi_Nuvoloni
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} }
				}
				set_portraits = {
					character = Luigi_Nuvoloni
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Niccolo_Nicchiarelli.dds" }
				}
				add_corps_commander_role = { Character = Luigi_Nuvoloni traits = { organizer politically_connected } skill = 3 attack_skill = 3 defense_skill = 3 planning_skill = 2 logistics_skill = 2	}

				generate_character = {	
					token_base = Giuseppe_Perotti	name= Giuseppe_Perotti
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} }
				}
				set_portraits = {
					character = Giuseppe_Perotti
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Giuseppe_Perotti.dds" }
				}
				add_corps_commander_role = { Character = Giuseppe_Perotti traits = { trait_engineer } skill = 1 attack_skill = 1 defense_skill = 1 planning_skill = 1 logistics_skill = 1	}

				generate_character = {	
					token_base = Augusto_Agostini	name= Augusto_Agostini
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} }
				}
				set_portraits = {
					character = Augusto_Agostini
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Augusto_Agostini.dds" }
				}
				add_corps_commander_role = { Character = Augusto_Agostini traits = { politically_connected } skill = 2 attack_skill = 2 defense_skill = 1 planning_skill = 1 logistics_skill = 2 }

				generate_character = {	
					token_base = Roberto_Lordi	name= Roberto_Lordi
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} }
				}
				set_portraits = {
					character = Roberto_Lordi
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Roberto_Lordi.dds" }
				}
				add_corps_commander_role = { Character = Roberto_Lordi traits = {brilliant_strategist trait_engineer} skill = 3 attack_skill = 3 defense_skill = 2 planning_skill = 1 logistics_skill = 3	}

				generate_character = {	
					token_base = Guglielmo_Nasi	name= Guglielmo_Nasi
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} }
				}
				set_portraits = {
					character = Guglielmo_Nasi
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Guglielmo_Nasi.dds" }
				}
				add_corps_commander_role = { Character = Guglielmo_Nasi traits = { infantry_officer trickster } skill = 3 attack_skill = 3 defense_skill = 3 planning_skill = 3 logistics_skill = 3 }

				generate_character = {	
					token_base = Gabriele_Nasci	name= Gabriele_Nasci
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} }
				}
				set_portraits = {
					character = Gabriele_Nasci
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Gabriele_Nasci.dds" }
				}
				add_corps_commander_role = { Character = Gabriele_Nasci traits = { infantry_officer } skill = 2 attack_skill = 3 defense_skill = 1 planning_skill = 2 logistics_skill = 3	}

				generate_character = {	
					token_base = Giacomo_Appiotti	name= Giacomo_Appiotti
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} }
				}
				set_portraits = {
					character = Giacomo_Appiotti
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Giacomo_Appiotti.dds" }
				}
				add_corps_commander_role = { Character = Giacomo_Appiotti traits = { career_officer } skill = 2 attack_skill = 2 defense_skill = 2 planning_skill = 1 logistics_skill = 2	}

				generate_character = {	
					token_base = Mario_Tirelli	name= Mario_Tirelli
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} }
				}
				set_portraits = {
					character = Mario_Tirelli
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Mario_Tirelli.dds" }
				}
				add_corps_commander_role = { Character = Mario_Tirelli traits = { trait_engineer } skill = 2 attack_skill = 1 defense_skill = 1 planning_skill = 1 logistics_skill = 2	}

				generate_character = {	
					token_base = Francesco_Antonelli	name= Francesco_Antonelli
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} }
				}
				set_portraits = {
					character = Francesco_Antonelli
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Francesco_Antonelli.dds" }
				}
				add_corps_commander_role = { Character = Francesco_Antonelli traits = { politically_connected } skill = 1 attack_skill = 1 defense_skill = 1 planning_skill = 2 logistics_skill = 1	}

				generate_character = {	
					token_base = Alessandro_Traditi	name= Alessandro_Traditi
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} }
				}
				set_portraits = {
					character = Alessandro_Traditi
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Alessandro_Traditi.dds" }
				}
				add_corps_commander_role = { Character = Alessandro_Traditi traits = { politically_connected } skill = 1 attack_skill = 1 defense_skill = 1 planning_skill = 1 logistics_skill = 1	}

				generate_character = {	
					token_base = Angelo_Odone	name= Angelo_Odone
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} }
				}
				set_portraits = {
					character = Angelo_Odone
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Angelo_Odone.dds" }
				}
				add_corps_commander_role = { Character = Angelo_Odone traits = { } skill = 3 attack_skill = 3 defense_skill = 3 planning_skill = 3 logistics_skill = 3	}

				generate_character = {	
					token_base = Lorenzo_Dalmazzo	name= Lorenzo_Dalmazzo
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} }
				}
				set_portraits = {
					character = Lorenzo_Dalmazzo
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Lorenzo_Dalmazzo.dds" }
				}
				add_corps_commander_role = { Character = Lorenzo_Dalmazzo traits = { infantry_officer } skill = 2 attack_skill = 2 defense_skill = 2 planning_skill = 2 logistics_skill = 1	}

				generate_character = {	
					token_base = Ugo_Pizzarello	name= Ugo_Pizzarello
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} }
				}
				set_portraits = {
					character = Ugo_Pizzarello
					army = { small ="gfx/leaders/USA/mr_blue.dds" large ="gfx/leaders/ITA/Portrait_Italy_Ugo_Pizzarello.dds" }
				}
				add_corps_commander_role = { Character = Ugo_Pizzarello traits = { infantry_officer } skill = 2 attack_skill = 2 defense_skill = 2 planning_skill = 2 logistics_skill = 2	}

			}
			IRE = {
				create_country_leader = {
					name = "William Cosgrave"
					desc = "POLITICS_WILLIAM_COSGRAVE_DESC"
					picture = "Portrait_IRE_William_Cosgrave.dds"
					expire = "1945.1.16"
					ideology = conservatism
					traits = {
					}
				}
			}
			HOL = {	add_resource = { type = steel amount = 8	state = 7	} }
			#NOR = {		}
			# use modify/custom oob
			JAP = {
				if = {	limit = { is_ai = yes } 
					add_stability = 0.05 
					add_political_power = 800 
					add_resource = { type = steel amount = 12 state = 534 }	
					add_resource = { type = oil amount = 2 state = 536	}	
				}	
				random_owned_controlled_state = { #kanto / tokyo
					prioritize = { 282 } limit = { industrial_complex > 3 }	remove_building = {	 type = industrial_complex	level = 4	}	}
				random_owned_controlled_state = {#kanto / tokyo
					prioritize = { 282 } limit = { dockyard > 3 }	remove_building = {	 type = dockyard	level = 4	}	}
				random_owned_controlled_state = { #kanto / tokyo
					prioritize = { 528 } limit = { industrial_complex > 1 }	remove_building = {	 type = industrial_complex	level = 2	}	}
				#random_owned_controlled_state = {#chugoku
				#	prioritize = { 529 } limit = { arms_factory > 1 } remove_building = { type = arms_factory level = 2	}	}	
				random_owned_controlled_state = {#chugoku
					prioritize = { 529 } limit = { industrial_complex > 1 } remove_building = { type = industrial_complex level = 2	}	}	
				random_owned_controlled_state = {#kansi
					prioritize = { 531 } limit = { arms_factory > 1 } remove_building = { type = arms_factory level = 2	}	}				
				random_owned_controlled_state = {#hokuriku
					prioritize = { 534 } limit = { arms_factory > 1 } remove_building = { type = arms_factory level = 2	}	}
				generate_character = {	
					token_base = Tamon_Yamaguchi	name= Tamon_Yamaguchi
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	} #IGNORE args dont work
				}
				set_portraits = {
					character = Tamon_Yamaguchi
					army = { small ="gfx/interface/ideas/JAP/30_Tamon_Yamaguchi.dds" large ="gfx/leaders/JAP/Portrait_Japan_Tamon_Yamaguchi.dds" }
				}
				add_naval_commander_role = { Character = Tamon_Yamaguchi traits = { naval_lineage air_controller } skill = 4 attack_skill = 5 defense_skill = 4 planning_skill = 4 logistics_skill = 4	}
				if = {
					limit = { NOT = { has_dlc = "No Step Back" } }
					set_technology = {	gwtank = 1	popup = no	}
					load_oob = "JAP_1936"
				}
				if = {
					limit = { has_dlc = "No Step Back" } set_technology = {	gwtank_chassis = 1	popup = no	} load_oob = "JAP_1936_nsb"
				}
				add_ideas = idea_gekokujo
				generate_character = {
					token_base = ct_hideo_itokawa	name= ct_hideo_itokawa
					portraits={	army={	small="GFX_idea_hideo_itokawa"	}	}
				}
				set_portraits = { character = ct_hideo_itokawa	army={	small="GFX_idea_hideo_itokawa"	}	}
				add_advisor_role = {
					character = ct_hideo_itokawa
					advisor = {	
						slot = political_advisor cost = 200	idea_token = ct_hideo_itokawa 
						traits  = { national_integralist } ai_will_do = {	factor = 0.000	} 
					}
				}
				JAP_kingoro_hashimoto = {
					add_advisor_role = {
						character = JAP_kingoro_hashimoto
						advisor = {	
							slot = political_advisor idea_token = JAP_kingoro_hashimoto 
							traits = {	captain_of_industry	fascist_demagogue } ai_will_do = {	factor = 1.000	} cost = 150
						}
					}
				}
				JAP_tomoyuki_yamashita={
					add_advisor_role = {
						character = JAP_tomoyuki_yamashita
						advisor = {	
							slot = high_command idea_token = JAP_tomoyuki_yamashita 
							traits = {	army_artillery_2 } ai_will_do = {	factor = 1.000	} cost = 150
						}
					}					
				}
				generate_character = {
					token_base = ct_kazuo_aoki	name= ct_kazuo_aoki
					portraits={	army={	small = "GFX_idea_CHI_h_h_kung"	}	}
				}
				set_portraits = { character = ct_kazuo_aoki	army={	small = "GFX_idea_CHI_h_h_kung"	}	}
				add_advisor_role = {
					character = ct_kazuo_aoki
					advisor = {	
						slot = political_advisor cost = 150	idea_token = ct_kazuo_aoki 
						traits  = { financial_expert } ai_will_do = {	factor = 0.000	} 
					}
				}
			}
			POL = {
				if = {	
					limit = { is_ai = no } 	add_ideas = {	POL_looming_peasants_strike	}	
				}					
				POL_marian_kukiel = { add_unit_leader_trait = bearer_of_artillery }
				add_advisor_role = {
					character = POL_marian_kukiel
					advisor = {	slot = high_command	cost = 100	idea_token = POL_marian_kukiel	traits = {	army_artillery_2	}	ai_will_do = {	factor = 0.000	}	}
				}
				add_advisor_role = {
					character = POL_kazimierz_sosnkowski
					advisor = {	slot = high_command	cost = 100	idea_token = POL_kazimierz_sosnkowski	traits = {	army_entrenchment_2	} ai_will_do = {	factor = 0.000	}	}
				}
				create_country_leader = {
					name = "Jozef Pilsudski" desc = "POLITICS_IGNACY_MOSCICKI_DESC"
					picture = "Portrait_Poland_Jozef_Pilsudski.dds"
					expire = "1965.1.1"	ideology = oligarchism	traits = {	}
				}
				random_owned_controlled_state = {#krakow
					prioritize = { 88 } limit = { industrial_complex > 1 } remove_building = { type = industrial_complex level = 2	}	}
				random_owned_controlled_state = {#lwow
					prioritize = { 91 } limit = { industrial_complex > 2 } remove_building = { type = industrial_complex level = 3	}	}
				random_owned_controlled_state = {#warsaw
					prioritize = { 10 } limit = { arms_factory > 4 } remove_building = { type = arms_factory level = 5	}	}
				random_owned_controlled_state = {#danzig
					prioritize = { 85 } limit = { dockyard > 0 } remove_building = {	 type = dockyard	level = 1	}	}
				load_oob = "POL_1936"

				generate_character = {	token_base = Felicjan_Skladkowski	name = Felicjan_Skladkowski
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	}	}
				set_portraits = { character = Felicjan_Skladkowski
					army = { small ="gfx/interface/ideas/POL/30_Felicjan_Skladkowski.dds" large ="gfx/leaders/POL/Portrait_Poland_Felicjan_Skladkowski.dds" }	}
				add_corps_commander_role = { Character = Felicjan_Skladkowski traits = { politically_connected }	skill = 2	attack_skill = 1 defense_skill = 1	planning_skill = 3	logistics_skill = 2	}

				generate_character = {	token_base = Franciszek_Wlad	name = Franciszek_Wlad
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	}	}
				set_portraits = {	character = Franciszek_Wlad
					army = { small ="gfx/interface/ideas/POL/30_Franciszek_Wlad.dds" large ="gfx/leaders/POL/Portrait_Poland_Franciszek_Wlad.dds" }		}
				add_corps_commander_role = { Character = Franciszek_Wlad traits = { infantry_officer }	skill = 3	attack_skill = 2 defense_skill = 2	planning_skill = 3	logistics_skill = 3	}

				generate_character = {	token_base = Marian_Januszajtis_Zegota	name = Marian_Januszajtis_Zegota
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	}	}
				set_portraits = { character = Marian_Januszajtis_Zegota
					army = { small ="gfx/interface/ideas/POL/30_Marian_Januszajtis_Zegota.dds" large ="gfx/leaders/POL/Portrait_Poland_Marian_Januszajtis_Zegota.dds" }		}
				add_corps_commander_role = { Character = Marian_Januszajtis_Zegota traits = { }	skill = 2	attack_skill = 1 defense_skill = 2	planning_skill = 2	logistics_skill = 2	}

				generate_character = {	token_base = Stanislaw_Sosabowski	name = Stanislaw_Sosabowski
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	}	}
				set_portraits = { character = Stanislaw_Sosabowski
					army = { small ="gfx/interface/ideas/POL/30_Stanislaw_Sosabowski.dds" large ="gfx/leaders/POL/Portrait_Poland_Stanislaw_Sosabowski.dds" }	}
				add_corps_commander_role = { Character = Stanislaw_Sosabowski traits = { brilliant_strategist trickster } skill = 4	attack_skill = 3 defense_skill = 4	planning_skill = 3	logistics_skill = 5	}

				generate_character = {	token_base = Stefan_Dab_Biernacki	name = Stefan_Dab_Biernacki
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	}	}
				set_portraits = {	character = Stefan_Dab_Biernacki
					army = { small ="gfx/interface/ideas/POL/30_Stefan_Dab_Biernacki.dds" large ="gfx/leaders/POL/Portrait_Poland_Stefan_Dab_Biernacki.dds" }	}
				add_corps_commander_role = { Character = Stefan_Dab_Biernacki traits = { trait_reckless harsh_leader } skill = 2	attack_skill = 2 defense_skill = 1	planning_skill = 1	logistics_skill = 3	}

				generate_character = {	token_base = Tadeusz_Kutrzeba	name = Tadeusz_Kutrzeba
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	}	}
				set_portraits = {	character = Tadeusz_Kutrzeba
					army = { small ="gfx/interface/ideas/POL/30_Tadeusz_Kutrzeba.dds" large ="gfx/leaders/POL/Portrait_Poland_Tadeusz_Kutrzeba.dds" }	}
				add_corps_commander_role = { Character = Tadeusz_Kutrzeba traits = { trait_engineer } skill = 4	attack_skill = 3 defense_skill = 4	planning_skill = 2	logistics_skill = 4	}

				generate_character = {	token_base = Wladyslaw_Langner	name = Wladyslaw_Langner
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	}	}
				set_portraits = {	character = Wladyslaw_Langner
					army = { small ="gfx/interface/ideas/POL/30_Wladyslaw_Langner.dds" large ="gfx/leaders/POL/Portrait_Poland_Wladyslaw_Langner.dds" }	}
				add_corps_commander_role = { Character = Wladyslaw_Langner traits = { infantry_officer } skill = 3	attack_skill = 2 defense_skill = 3	planning_skill = 3	logistics_skill = 2	}
			}
			ROM = {
				load_oob = "ROM_1936"
			}
			#TUR = {		}
			# use modify/custom oob	
			SPR = {
				create_country_leader = {
					name = "Alfonso XIII"	desc = ""	picture = "Portrait_Spain_Alfonso_XIII.dds"
					expire = "1965.1.1"	ideology = despotism	traits = {	}
				}
				add_ideas = catalan_nationalism
				set_popularities = { democratic = 39 fascism = 3 communism = 7	neutrality = 51	}	
				set_politics = { ruling_party = neutrality }
				random_owned_controlled_state = {#MADRID
					prioritize = { 41 } limit = { industrial_complex > 1 } remove_building = { type = industrial_complex level = 2	}	}
				random_owned_controlled_state = {#MADRID
					prioritize = { 41 } limit = { arms_factory > 1 } remove_building = { type = arms_factory level = 2	}	}
				random_owned_controlled_state = {#GRANADA
					prioritize = { 173 } limit = { industrial_complex > 1 } remove_building = { type = industrial_complex level = 2	}	}
				random_owned_controlled_state = {#VALENCIA
					prioritize = { 167 } limit = { dockyard > 0 } remove_building = {	 type = dockyard	level = 1	}	}	
				random_owned_controlled_state = {#GRANADA
					prioritize = { 789 } limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
			}
			# use modify/custom oob			
			SOV = {
				SOV_kliment_voroshilov = { add_unit_leader_trait = rising_star }
				SOV_semyon_timoshenko = { add_unit_leader_trait = rising_star }
				SOV_ivan_konev = { add_unit_leader_trait = rising_star }
				SOV_georgy_zhukov = { add_unit_leader_trait = rising_star }
				SOV_nikolay_voznesensky = {
					add_advisor_role = {
						character = SOV_nikolay_voznesensky
						advisor = {	
							slot = political_advisor idea_token = SOV_nikolay_voznesensky 
							traits = {	captain_of_industry industry_magnate } ai_will_do = {	factor = 1.000	} cost = 150
						}
					}
				}
				if = {	
					limit = { is_ai = yes } add_stability = 0.70 add_political_power = 100 
				} 
				set_country_flag = ct_sovg_setup
				add_ideas = idea_rapid_industrialisation
				#delete_unit = {}
				#destroy_ships = {type = ship_hull_light	count = all	}	destroy_ships = {type = ship_hull_cruiser count = all	} 	destroy_ships = {type = ship_hull_heavy	count = all	} 	destroy_ships = {type = ship_hull_carrier count = all	}	destroy_ships = {type = ship_hull_submarine	count = all	}
				
				#NOTE: Be careful in leaving too much - SOV gets a lot of help in its focus tree. It shouldnt end up in the same economic ballpark as the USA by 1939.
				random_owned_controlled_state = {#moscow
					prioritize = { 219 } limit = { arms_factory > 6 } remove_building = { type = arms_factory level = 7	}	}
				random_owned_controlled_state = {#leningrad
					prioritize = { 195 } limit = { arms_factory > 5 } remove_building = { type = arms_factory level = 6	}	}
				random_owned_controlled_state = {#leningrad
					prioritize = { 360 } limit = { dockyard > 1 }	remove_building = {	 type = dockyard	level = 2	}	}
				random_owned_controlled_state = {#tula
					prioritize = { 223 } limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1 }	}
				random_owned_controlled_state = { #dnipropetrovsk
					prioritize = { 226 } limit = { industrial_complex > 1 }	remove_building = {	 type = industrial_complex	level = 2	}	}	
				random_owned_controlled_state = {#tula
					prioritize = { 251 } limit = { arms_factory > 1 } remove_building = { type = arms_factory level = 2 }	}
				random_owned_controlled_state = {#gorky
					prioritize = { 252 } limit = { arms_factory > 1 } remove_building = { type = arms_factory level = 2 }	}
				random_owned_controlled_state = { #kiev
					prioritize = { 202 } limit = { industrial_complex > 2 }	remove_building = {	 type = industrial_complex	level = 3	}	}
				random_owned_controlled_state = { #armenia
					prioritize = { 230 } limit = { industrial_complex > 1 }	remove_building = {	 type = industrial_complex	level = 2	}	}	
				random_owned_controlled_state = { #tashkent
					prioritize = { 405 } limit = { industrial_complex > 1 }	remove_building = {	 type = industrial_complex	level = 2	}	}	
				random_owned_controlled_state = { #alma ata
					prioritize = { 586 } limit = { industrial_complex > 2 }	remove_building = {	 type = industrial_complex	level = 3	}	}
				random_owned_controlled_state = { #yaroslavl
					prioritize = { 248 } limit = { industrial_complex > 2 }	remove_building = {	 type = industrial_complex	level = 3	}	}
				#random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex	level = 1 }	}
				#if = {	limit = { NOT = { has_dlc = "No Step Back" } }	load_oob = "SOV_1936" }
				#if = {	limit = { has_dlc = "No Step Back" } load_oob = "SOV_1936_nsb" }
			}
			# use modify/custom oob	
	
			USA = {
				set_technology = { basic_ship_hull_heavy = 1 popup = no }
				add_advisor_role = {
					character = Ernest_Harmon
					advisor = {	
						slot = high_command	cost = 100	idea_token = Ernest_Harmon	
						traits = {	army_regrouping_2 }	ai_will_do = {	factor = 0.000	}	
					}
				}
				add_resource = {type = chromium amount = 10	state = 387	}
				add_resource = {type = chromium amount = 7	state = 380	}				
				puppet = HAI
				puppet = CUB				
				USA_j_lawton_collins = { add_unit_leader_trait = bearer_of_artillery }
				add_advisor_role = {
					character = USA_j_lawton_collins	#activate = yes
					advisor = {
						slot = high_command	cost = 100
						idea_token = USA_j_lawton_collins
						traits = {	army_artillery_2 }
					}
				}
				#generate_character = { token_base = John_Lee name= John_Lee portraits={ army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	} } }
				#set_portraits = { character = John_Lee army = { small ="gfx/interface/ideas/USA/30_John_Lee.dds" large ="gfx/leaders/USA/Portrait_USA_John_Lee.dds" }	}
				#add_corps_commander_role = { Character = John_Lee traits = { organizer } skill = 3	attack_skill = 2 defense_skill = 2	planning_skill = 3	logistics_skill = 5	}
				annex_country = { target = PHI transfer_troops = yes }
				#remove_ideas = great_depression
				add_ideas = {	usa_segregation	undisturbed_isolation	usa_military1	idea_depression_paralysis	}
				create_country_leader = {
					name = "Herbert Hoover"	desc = "POLITICS_FRANKLIN_DELANO_ROOSEVELT_DESC"
					picture = "Portrait_USA_Herbert_Hoover.dds"	expire = "1947.1.1"	ideology = liberalism	traits = {	}
				}
				set_party_name = { ideology = democratic long_name = USA_republican_party name = USA_republican_party }
				#annex_country = {	target = PHI transfer_troops = yes	}
				random_owned_controlled_state = {#texas
					prioritize = { 375 } limit = { industrial_complex > 2 }	remove_building = {	 type = industrial_complex	level = 3	}	}
				random_owned_controlled_state = {#illinois
					prioritize = { 395 } limit = { industrial_complex > 3 }	remove_building = {	 type = industrial_complex	level = 4	}	}
				#random_owned_controlled_state = {#illinois
				#	prioritize = { 395 } limit = { arms_factory > 0 }	remove_building = {	 type = arms_factory	level = 1	}	}
				random_owned_controlled_state = {#new england
					prioritize = { 357 } limit = { dockyard > 2 }	remove_building = {	 type = dockyard	level = 3	}	}	
				random_owned_controlled_state = {#new england
					prioritize = { 357 } limit = { industrial_complex > 2 }	remove_building = {	 type = industrial_complex	level = 3	}	}				
				random_owned_controlled_state = {#Pennsylvania
					prioritize = { 360 } limit = { dockyard > 3 }	remove_building = {	 type = dockyard	level = 4	}	}
				random_owned_controlled_state = {#Pennsylvania
					prioritize = { 393 } limit = { industrial_complex > 3 }	remove_building = {	 type = industrial_complex	level = 4	}	}
				random_owned_controlled_state = { #ohio
					prioritize = { 261 } limit = { industrial_complex > 1 }	remove_building = {	 type = industrial_complex	level = 2	}	}	
				random_owned_controlled_state = { #indiana
					prioritize = { 396 } limit = { industrial_complex > 2 }	remove_building = {	 type = industrial_complex	level = 3	}	}	
				random_owned_controlled_state = { #missouri
					prioritize = { 373 } limit = { industrial_complex > 2 }	remove_building = {	 type = industrial_complex	level = 3	}	}
				random_owned_controlled_state = { #maryland
					prioritize = { 361 } limit = { industrial_complex > 2 }	remove_building = {	 type = industrial_complex	level = 3	}	}	
				random_owned_controlled_state = { #new jersey
					prioritize = { 359 } limit = { industrial_complex > 2 }	remove_building = {	 type = industrial_complex	level = 3	}	}	
				random_owned_controlled_state = { #iowa
					prioritize = { 392 } limit = { industrial_complex > 1 }	remove_building = {	 type = industrial_complex	level = 2	}	}	
				random_owned_controlled_state = {#cali
					prioritize = { 378 } limit = { arms_factory > 1 } remove_building = { type = arms_factory level = 2	}	}
				random_owned_controlled_state = {#washington
					prioritize = { 386 } limit = { 
						arms_factory > 0	dockyard > 0 } remove_building = {  type = dockyard	level = 1 } remove_building = { type = arms_factory level = 1	}	}	
				#load_oob = "USA_1936"
			}
			YUG = {
				add_advisor_role = {
					character = YUG_vladimir_Cukavac
					advisor = {	slot = high_command	cost = 100	idea_token = YUG_vladimir_Cukavac	traits = {	army_infantry_2	}	ai_will_do = {	factor = 0.000	}	}
				}
				create_country_leader = { name = "Alexander I" desc = "POLITICS_PRINCE_PAUL_DESC" picture = "Portrait_Yugoslavia_Alexander_I.dds" expire = "1965.1.1" ideology = despotism traits = {} }
				generate_character = {	
					token_base = Jaka_Avsic		name= Jaka_Avsic
					portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	} #IGNORE args dont work
				}
				set_portraits = {
					character = Jaka_Avsic
					army = { small ="gfx/interface/ideas/YUG/30_Jaka_Avsic.dds" large ="gfx/leaders/YUG/Portrait_Hungary_Andras_Littay.dds" }
				}
				add_corps_commander_role = {
					Character = Jaka_Avsic traits = { }	skill = 2	attack_skill = 2 defense_skill = 1	planning_skill = 1	logistics_skill = 2
				}

				generate_character = {
					token_base = ct_Milan_Stojadinovic	name= ct_Milan_Stojadinovic
					portraits={	army={	small = "GFX_idea_ROM_nicolae_malaxa"	}	}
				}
				set_portraits = { character = ct_Milan_Stojadinovic	army={	small = "GFX_idea_ROM_nicolae_malaxa"	}	}
				add_advisor_role = {
					character = ct_Milan_Stojadinovic
					advisor = {	
						slot = political_advisor cost = 150	idea_token = ct_Milan_Stojadinovic 
						traits  = { ct_aristocratic_financier industry_magnate } ai_will_do = {	factor = 0.000	} 
					}
				}

				generate_character = {
					token_base = ct_Dragomir_Stojanovic	name= ct_Dragomir_Stojanovic
					portraits={	army={	small = "GFX_idea_HUN_gyula_gombos_de_jakfa"	}	}
				}
				set_portraits = { character = ct_Dragomir_Stojanovic	army={	small = "GFX_idea_HUN_gyula_gombos_de_jakfa"	}	}
				add_advisor_role = {
					character = ct_Dragomir_Stojanovic
					advisor = {	
						slot = political_advisor cost = 150	idea_token = ct_Dragomir_Stojanovic 
						traits  = { war_industrialist } ai_will_do = {	factor = 0.000	} 
					}
				}
			}
			#balance to reduce spam unit prod. Make decision to remove if player in South America is not ai.
			every_country = { #SOUTH AMERICA
				limit = { OR = { TAG=MEX TAG=CUB TAG=HAI TAG=DOM TAG=GUA TAG=HON TAG=ELS TAG=NIC TAG=COS TAG=PAN TAG=VEN TAG=COL TAG=ECU TAG=PRU TAG=BRA TAG=BOL TAG=CHL TAG=PAR TAG=ARG TAG=URG } }
			 	add_ideas = low_military_budget 
				load_focus_tree = { tree = generic_focus	keep_completed = no	}
			}
			# Other contries industrial great deprs beat down.
			every_country = {
				limit = {	NOT = {	TAG = USA	TAG = SOV	TAG = GER	TAG = ENG	TAG = JAP	TAG = FRA	TAG = ITA	TAG = SPR	TAG = POL	TAG = CHI	TAG = BRA	TAG = CZE	}	}
				if = {
					limit = { num_of_civilian_factories > 10 }
					random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
					random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
					random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
					random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				}
				else_if = {
					limit = { num_of_civilian_factories > 7 }
					random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
					random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
					random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				}
				else_if = {
					limit = { num_of_civilian_factories > 5 }
					random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
					random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				}
				else = {
					random_owned_controlled_state = { limit = { industrial_complex > 0 } remove_building = { type = industrial_complex level = 1	}	}
				}
				if = { #
					limit = { arms_factory > 5 }
					random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	}	}
					random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	}	}
				}
				else = { random_owned_controlled_state = { limit = { arms_factory > 0 } remove_building = { type = arms_factory level = 1	}	}	}
			}
			ETH = { #last because E is after I for italy alphabet
				add_ideas = { disarmed_nation } #eth consistently beats italy's invasion, so this a temp balance measure
				add_manpower = -80000
			}
			# gen chars in events
				#	add_field_marshal_role = {
				#	add_country_leader_role = {
				#		character = mr_blue
				#		country_leader = {  ideology=liberalism	  traits = { }	  expire="1965.1.1"	}	promote_leader = yes
				#	}
				#}
				#add_naval_commander_role = {
				#	Character = mr_blue
				#	skill = 4
				#	attack_skill = 2	defense_skill = 3	planning_skill = 3	logistics_skill = 5
				#}
		}
	}
	option = { name = 30startup.event.01.option_auto custom_effect_tooltip = 30startup.event.01.option_tt }
}
