# Categories:
ct_generic_category = {
	#ct_take_arms_factories = {				####   Gun Factory Siezure	####
	#	icon = infiltrate_state
	#	available = { is_ai = no }
	#	visible = {	NOT = { has_government = democratic } FROM = { num_of_military_factories > 0 } }
	#	ai_will_do = { factor = 0 }
	#	fire_only_once = no
	#	cost = 25
	#	target_array = subjects
	#	target_trigger = {	FROM = { OR = {	is_puppet_of = ROOT	is_subject_of = ROOT }	} }
	#	complete_effect  = { 
	#		FROM = { 
	#			random_owned_controlled_state = {	
	#				limit = {	arms_factory > 0 }
	#				remove_building = {	type = arms_factory	level = 1	}
	#			}				
	#		} 
	#		random_owned_controlled_state = {
	#			limit = {
	#				ROOT = { has_full_control_of_state = PREV }
	#				is_core_of = ROOT
	#				free_building_slots = {	building = arms_factory	size > 0 include_locked = yes	}
	#			}
	#			add_extra_state_shared_building_slots = 1
	#			add_building_construction = { type = arms_factory	level = 1	instant_build = yes	}
	#		}
	#	}
	#}

	ct_take_entire_navy = {				####   Naval Siezure	####
		icon = infiltrate_state
		available = { is_ai = no }
		visible = {	
			FROM = { has_navy_size = { size > 4 } }	
			FROM = { has_navy_size = { size < 25 } }	
		}
		ai_will_do = { factor = 0 }
		fire_only_once = no
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect  = { FROM = { transfer_navy = { target = ROOT }	} }
	}	

	ct_take_entire_navy_medium = {				####   Naval Siezure	####
		icon = infiltrate_state
		available = { is_ai = no }
		visible = {	
			FROM = { has_navy_size = { size > 24 } }	
			FROM = { has_navy_size = { size < 60 } }	
		}
		ai_will_do = { factor = 0 }
		fire_only_once = no
		cost = 75
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect  = { FROM = { transfer_navy = { target = ROOT }	} }
	}	

	ct_take_entire_navy_large = {				####   Naval Siezure	####
		icon = infiltrate_state
		available = { 
			is_ai = no
			threat > 0.75
		 }
		visible = {	
			FROM = { has_navy_size = { size > 60 } }	
		}
		ai_will_do = { factor = 0 }
		fire_only_once = no
		cost = 150
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect  = { FROM = { transfer_navy = { target = ROOT }	} }
	}

	ct_mtg_subject_early_submarine = {				####   MTG submarine 1	####
		icon = infiltrate_state
		available = { is_ai = no }
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = early_ship_hull_submarine }
			NOT = { has_tech = early_ship_hull_submarine }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	early_ship_hull_submarine = 1	} }
	}
	ct_mtg_subject_basic_submarine = {				####   MTG submarine 2	####
		icon = infiltrate_state
		available = { 
			is_ai = no 
			has_tech = early_ship_hull_submarine
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = basic_ship_hull_submarine }
			NOT = { has_tech = basic_ship_hull_submarine }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_ship_hull_submarine = 1	} }
	}
	ct_mtg_subject_improved_submarine = {			####   MTG submarine 3	####
		icon = infiltrate_state
		available = { 
			is_ai = no 
			has_tech = basic_ship_hull_submarine
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = improved_ship_hull_submarine }
			NOT = { has_tech = improved_ship_hull_submarine }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	improved_ship_hull_submarine = 1	} }
	}	
	ct_subject_early_submarine = {					####  No MTG submarine 1	####
		icon = infiltrate_state
		available = { is_ai = no }
		visible = {
			NOT = { has_dlc = "Man the Guns" }
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = early_submarine }
			NOT = { has_tech = early_submarine }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	early_submarine = 1	}	}
	}
	ct_subject_basic_submarine = {					####  No MTG submarine 2	####
		icon = infiltrate_state
		available = { 
			is_ai = no
			has_tech = early_submarine
		}
		visible = {
			NOT = { has_dlc = "Man the Guns" }
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = basic_submarine }
			NOT = { has_tech = basic_submarine }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_submarine = 1	}	}
	}
	ct_mtg_subject_early_cruiser = {				####   MTG cruiser 1	####
		icon = infiltrate_state
		available = { is_ai = no }
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = early_ship_hull_cruiser }
			NOT = { has_tech = early_ship_hull_cruiser }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	early_ship_hull_cruiser = 1	} }
	}
	ct_mtg_subject_basic_cruiser = {				####   MTG cruiser 2	####
		icon = infiltrate_state
		available = { 
			is_ai = no 
			has_tech = early_ship_hull_cruiser
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = basic_ship_hull_cruiser }
			NOT = { has_tech = basic_ship_hull_cruiser }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_ship_hull_cruiser = 1	} }
	}
	ct_mtg_subject_improved_cruiser = {				####   MTG cruiser 3	####
		icon = infiltrate_state
		available = {
			is_ai = no 
			has_tech = basic_ship_hull_cruiser
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = improved_ship_hull_cruiser }
			NOT = { has_tech = improved_ship_hull_cruiser }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	improved_ship_hull_cruiser = 1	} }
	}	
	ct_mtg_subject_basic_cruiser_armor = {			####  1st MTG Battery   ###
		icon = infiltrate_state
		available = { 
			is_ai = no 
			has_tech = basic_ship_hull_cruiser
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = basic_cruiser_armor_scheme }
			NOT = { has_tech = basic_cruiser_armor_scheme }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_cruiser_armor_scheme = 1	} }
	}
	ct_subject_early_cruiser = {					####  No MTG cruiser 1	####
		icon = infiltrate_state
		available = { is_ai = no }
		visible = {
			NOT = { has_dlc = "Man the Guns" }
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = early_light_cruiser has_tech = early_heavy_cruiser }
			NOT = { has_tech = early_light_cruiser has_tech = early_heavy_cruiser }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	
			set_technology = {	
				early_light_cruiser = 1
				early_heavy_cruiser = 1	
			} 	
		}
	}
	ct_subject_basic_cruiser = {					####  No MTG cruiser 2	####
		icon = infiltrate_state
		available = { 
			is_ai = no
			has_tech = early_light_cruiser
		}
		visible = {
			NOT = { has_dlc = "Man the Guns" }
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = basic_light_cruiser }
			NOT = { has_tech = basic_light_cruiser }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_light_cruiser = 1	}	}
	}
	ct_mtg_subject_early_destroyer = {				####   MTG Destroyer 1	####
		icon = infiltrate_state
		available = { is_ai = no }
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = early_ship_hull_light }
			NOT = { has_tech = early_ship_hull_light }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	early_ship_hull_light = 1	} }
	}
	ct_mtg_subject_basic_destroyer = {				####   MTG Destroyer 2	####
		icon = infiltrate_state
		available = { 
			is_ai = no 
			has_tech = early_ship_hull_light
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = basic_ship_hull_light }
			NOT = { has_tech = basic_ship_hull_light }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_ship_hull_light = 1	} }
	}
	ct_mtg_subject_improved_destroyer = {			####   MTG Destroyer 3	####
		icon = infiltrate_state
		available = { 
			is_ai = no
			has_tech = basic_ship_hull_light
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = improved_ship_hull_light }
			NOT = { has_tech = improved_ship_hull_light }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	improved_ship_hull_light = 1	} }
	}	
	ct_mtg_subject_sonar = {						####   MTG sonar	####
		icon = infiltrate_state
		available = { 
			is_ai = no 
			has_tech = early_ship_hull_light
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = sonar }
			NOT = { has_tech = sonar }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	sonar = 1	} }
	}
	ct_mtg_subject_improved_sonar = {				####   MTG improved sonar	####
		icon = infiltrate_state
		available = { 
			is_ai = no 
			has_tech = sonar
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = improved_sonar }
			NOT = { has_tech = improved_sonar }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	improved_sonar = 1	} }
	}
	ct_mtg_subject_basic_depth_charges = {			####   MTG depth charges 1   ####
		icon = infiltrate_state
		available = { 
			is_ai = no 
			has_tech = early_ship_hull_light
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = basic_depth_charges }
			NOT = { has_tech = basic_depth_charges }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_depth_charges = 1	} }
	}

	ct_mtg_subject_early_carrier = {				####   MTG carrier 1	####
		icon = infiltrate_state
		available = { is_ai = no }
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = early_ship_hull_carrier }
			NOT = { has_tech = early_ship_hull_carrier }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	early_ship_hull_carrier = 1	} }
	}
	ct_mtg_subject_basic_carrier = {				####   MTG carrier 2	####
		icon = infiltrate_state
		available = { 
			is_ai = no 
			has_tech = early_ship_hull_carrier
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = basic_ship_hull_carrier }
			NOT = { has_tech = basic_ship_hull_carrier }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_ship_hull_carrier = 1	} }
	}
	ct_mtg_subject_improved_carrier = {				####   MTG carrier 3	####
		icon = infiltrate_state
		available = { 
			is_ai = no 
			has_tech = basic_ship_hull_carrier
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = improved_ship_hull_carrier }
			NOT = { has_tech = improved_ship_hull_carrier }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	improved_ship_hull_carrier = 1	} }
	}	
	ct_subject_early_carrier = {					####  No MTG carrier 1	####
		icon = infiltrate_state
		available = { is_ai = no }
		visible = {
			NOT = { has_dlc = "Man the Guns" }
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = early_carrier }
			NOT = { has_tech = early_carrier }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	early_carrier = 1	}	}
	}
	ct_mtg_subject_early_battleship = {				####   MTG battleship 1	####
		icon = infiltrate_state
		available = { is_ai = no }
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = early_ship_hull_heavy }
			NOT = { has_tech = early_ship_hull_heavy }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	early_ship_hull_heavy = 1	} }
	}
	ct_mtg_subject_basic_battleship = {				####   MTG battleship 2	####
		icon = infiltrate_state
		available = { 
			is_ai = no 
			has_tech = early_ship_hull_heavy
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = basic_ship_hull_heavy }
			NOT = { has_tech = basic_ship_hull_heavy }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_ship_hull_heavy = 1	} }
	}
	ct_mtg_subject_basic_battery = {				####  1st MTG Battery   ###
		icon = infiltrate_state
		available = { is_ai = no }
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = basic_battery }
			NOT = { has_tech = basic_battery }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_battery = 1	} }
	}
	ct_mtg_subject_basic_light_battery = {			####  1st MTG Light Battery   ###
		icon = infiltrate_state
		available = { 
			is_ai = no
			has_tech = basic_battery
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = basic_light_battery }
			NOT = { has_tech = basic_light_battery }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_light_battery = 1	} }
	}
	ct_mtg_subject_improved_light_battery = {		####  2nd MTG Light Battery   ###
		icon = infiltrate_state
		available = { 
			is_ai = no
			has_tech = basic_light_battery
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = improved_light_battery }
			NOT = { has_tech = improved_light_battery }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	improved_light_battery = 1	} }
	}	
	#ct_mtg_subject_basic_medium_battery = {			####  1st MTG Medium Battery   ###
	#	icon = infiltrate_state
	#	available = { 
	#		is_ai = no
	#		has_tech = basic_battery
	#	}
	#	visible = {
	#		has_dlc = "Man the Guns"
	#		FROM = { any_state = { is_coastal = yes } }
	#		FROM = { has_tech = basic_medium_battery }
	#		NOT = { has_tech = basic_medium_battery }
	#	}
	#	ai_will_do = { factor = 0 }
	#	fire_only_once = yes
	#	cost = 25
	#	target_array = subjects
	#	target_trigger = {
	#		FROM = {
	#			OR = {
	#				is_puppet_of = ROOT	
	#				is_subject_of = ROOT				
	#			}
	#		}
	#	}
	#	complete_effect = {	set_technology = {	basic_medium_battery = 1	} }
	#}
	ct_mtg_subject_basic_heavy_battery = {			####  1st MTG Heavy Battery   ###
		icon = infiltrate_state
		available = { 
			is_ai = no
			has_tech = basic_battery
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = basic_heavy_battery }
			NOT = { has_tech = basic_heavy_battery }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_heavy_battery = 1	} }
	}
	ct_mtg_subject_improved_heavy_battery = {		####  2nd MTG Heavy Battery   ###
		icon = infiltrate_state
		available = { 
			is_ai = no
			has_tech = basic_heavy_battery
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = improved_heavy_battery }
			NOT = { has_tech = improved_heavy_battery }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	improved_heavy_battery = 1	} }
	}
	ct_mtg_subject_basic_torpedo = {				####  1st MTG Torpedo   ###
		icon = infiltrate_state
		available = { is_ai = no }
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = basic_torpedo }
			NOT = { has_tech = basic_torpedo }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_torpedo = 1	} }
	}
	ct_mtg_subject_improved_torpedo = {				####  2nd MTG Torpedo   ###
		icon = infiltrate_state
		available = { 
			is_ai = no 
			has_tech = basic_torpedo
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = improved_ship_torpedo_launcher }
			NOT = { has_tech = improved_ship_torpedo_launcher }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	improved_ship_torpedo_launcher = 1	} }
	}
	#ct_mtg_subject_basic_secondary_battery = {		####  1st MTG Sec Battery  ###
	#	icon = infiltrate_state
	#	available = { is_ai = no }
	#	visible = {
	#		has_dlc = "Man the Guns"
	#		FROM = { any_state = { is_coastal = yes } }
	#		FROM = { has_tech = basic_secondary_battery }
	#		NOT = { has_tech = basic_secondary_battery }
	#	}
	#	ai_will_do = { factor = 0 }
	#	fire_only_once = yes
	#	cost = 25
	#	target_array = subjects
	#	target_trigger = {
	#		FROM = {
	#			OR = {
	#				is_puppet_of = ROOT	
	#				is_subject_of = ROOT				
	#			}
	#		}
	#	}
	#	complete_effect = {	set_technology = {	basic_secondary_battery = 1	} }
	#}
	#ct_mtg_subject_improved_secondary_battery = {	####  2nd MTG Sec Battery  ###
	#	icon = infiltrate_state
	#	available = { 
	#		is_ai = no 
	#		has_tech = basic_secondary_battery
	#	}
	#	visible = {
	#		has_dlc = "Man the Guns"
	#		FROM = { any_state = { is_coastal = yes } }
	#		FROM = { has_tech = improved_secondary_battery }
	#		NOT = { has_tech = improved_secondary_battery }
	#	}
	#	ai_will_do = { factor = 0 }
	#	fire_only_once = yes
	#	cost = 25
	#	target_array = subjects
	#	target_trigger = {
	#		FROM = {
	#			OR = {
	#				is_puppet_of = ROOT	
	#				is_subject_of = ROOT				
	#			}
	#		}
	#	}
	#	complete_effect = {	set_technology = {	improved_secondary_battery = 1	} }
	#}
	ct_mtg_subject_battleship_armor = {				####  1st MTG Battleship Armor  ###
		icon = infiltrate_state
		available = { 
			is_ai = no 
			has_tech = early_ship_hull_heavy
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = basic_heavy_armor_scheme }
			NOT = { has_tech = basic_heavy_armor_scheme }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_heavy_armor_scheme = 1	} }
	}
	ct_mtg_subject_improved_battleship_armor = {	####  2nd MTG Battleship Armor  ###
		icon = infiltrate_state
		available = { 
			is_ai = no 
			has_tech = basic_heavy_armor_scheme
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			FROM = { has_tech = improved_heavy_armor_scheme }
			NOT = { has_tech = improved_heavy_armor_scheme }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	improved_heavy_armor_scheme = 1	} }
	}	
	ct_subject_early_fighter = {					####  early fighter  ###
		icon = infiltrate_state
		available = { 	is_ai = no 	}
		visible = {
			FROM = { has_tech = early_fighter }
			NOT = { has_tech = early_fighter }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	early_fighter = 1	} }
	}
	ct_subject_CAS1 = {								####  CAS1  ###
		icon = infiltrate_state
		available = { 	
			is_ai = no 	
			has_tech = early_fighter
			#has_tech = air_engine
		}
		visible = {
			FROM = { has_tech = CAS1 }
			NOT = { has_tech = CAS1 }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	CAS1 = 1	} }
	}
	ct_subject_CAS2 = {								####  CAS2  ###
		icon = infiltrate_state
		available = { 	
			is_ai = no 	
			has_tech = CAS1
		}
		visible = {
			FROM = { has_tech = CAS2 }
			NOT = { has_tech = CAS2 }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	CAS2 = 1	} }
	}	
	ct_subject_naval_bomber1 = {					####  naval bomber1  ###
		icon = infiltrate_state
		available = { 	
			is_ai = no 	
			has_tech = early_fighter
			#has_tech = air_engine
		}
		visible = {
			FROM = { has_tech = naval_bomber1 }
			NOT = { has_tech = naval_bomber1 }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	naval_bomber1 = 1	} }
	}
	ct_subject_naval_bomber2 = {					####  naval bomber 2  ###
		icon = infiltrate_state
		available = { 	
			is_ai = no 	
			has_tech = naval_bomber1
		}
		visible = {
			FROM = { has_tech = naval_bomber2 }
			NOT = { has_tech = naval_bomber2 }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	naval_bomber2 = 1	} }
	}	
	ct_subject_fighter1 = {							####  fighter1  ###
		icon = infiltrate_state
		available = { 	
			is_ai = no 	
			has_tech = early_fighter
			#has_tech = air_engine
		}
		visible = {
			FROM = { has_tech = fighter1 }
			NOT = { has_tech = fighter1 }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	fighter1 = 1	} }
	}
	ct_subject_fighter2 = {							####  fighter 2  ###
		icon = infiltrate_state
		available = { 	
			is_ai = no 	
			has_tech = fighter1
		}
		visible = {
			FROM = { has_tech = fighter2 }
			NOT = { has_tech = fighter2 }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	fighter2 = 1	} }
	}	
	ct_subject_early_bomber = {						####  early bomber  ###
		icon = infiltrate_state
		available = { 	is_ai = no 	}
		visible = {
			FROM = { has_tech = early_bomber }
			NOT = { has_tech = early_bomber }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	early_bomber = 1	} }
	}
	ct_subject_interwar_antiair = {					####  interwar antiair  ###
		icon = infiltrate_state
		available = {
			is_ai = no
			has_tech = gw_artillery
		}
		visible = {
			FROM = { has_tech = interwar_antiair }
			NOT = { has_tech = interwar_antiair }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	interwar_antiair = 1	} }
	}
	ct_subject_interwar_antitank = {				####  interwar antitank  ###
		icon = infiltrate_state
		available = {
			is_ai = no
			has_tech = gw_artillery
		}
		visible = {
			FROM = { has_tech = interwar_antitank }
			NOT = { has_tech = interwar_antitank }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	interwar_antitank = 1	} }
	}	
	ct_subject_gwtank = {							####  gw tank  ###
		icon = infiltrate_state
		available = { 
			is_ai = no 
		}
		visible = {
			FROM = { has_tech = gwtank }
			NOT = { has_tech = gwtank }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	gwtank = 1	} }
	}
	ct_subject_basic_light_tank = {					####  light tank 1  ###
		icon = infiltrate_state
		available = { 
			is_ai = no
			has_tech = gwtank
		}
		visible = {
			FROM = { has_tech = basic_light_tank }
			NOT = { has_tech = basic_light_tank }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_light_tank = 1	} }
	}
	ct_subject_improved_light_tank = {				####  light tank 2  ###
		icon = infiltrate_state
		available = { 
			is_ai = no
			has_tech = basic_light_tank
		}
		visible = {
			FROM = { has_tech = improved_light_tank }
			NOT = { has_tech = improved_light_tank }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	improved_light_tank = 1	} }
	}
	ct_subject_basic_heavy_tank = {					####  heavy tank 1  ###
		icon = infiltrate_state
		available = { 
			is_ai = no
			has_tech = gwtank
		}
		visible = {
			FROM = { has_tech = basic_heavy_tank }
			NOT = { has_tech = basic_heavy_tank }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	basic_heavy_tank = 1 } }
	}
	ct_subject_support_recon = {					####  recon 1  ###
		icon = infiltrate_state
		available = { 
			is_ai = no
			has_tech = tech_support
		}
		visible = {
			FROM = { has_tech = tech_recon }
			NOT = { has_tech = tech_recon }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	tech_recon = 1 } }
	}
	ct_subject_support_engineers = {				####  engineers 1  ###
		icon = infiltrate_state
		available = {
			is_ai = no
			has_tech = tech_support
		}
		visible = {
			FROM = { has_tech = tech_engineers }
			NOT = { has_tech = tech_engineers }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	tech_engineers = 1 } }
	}
	ct_subject_support_field_hospital = {			####  field hospital 1  ###
		icon = infiltrate_state
		available = {
			is_ai = no
			has_tech = tech_support
		}
		visible = {
			FROM = { has_tech = tech_field_hospital }
			NOT = { has_tech = tech_field_hospital }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	tech_field_hospital = 1 } }
	}
	ct_subject_support_signal_company = {			####  signal company 1  ###
		icon = infiltrate_state
		available = {
			is_ai = no
			has_tech = tech_support
		}
		visible = {
			FROM = { has_tech = tech_signal_company }
			NOT = { has_tech = tech_signal_company }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	tech_signal_company = 1 } }
	}
	ct_subject_support_maintenance_company = {		####  maintenance company 1  ###
		icon = infiltrate_state
		available = {
			is_ai = no
			has_tech = tech_support
		}
		visible = {
			FROM = { has_tech = tech_maintenance_company }
			NOT = { has_tech = tech_maintenance_company }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	tech_maintenance_company = 1 } }
	}
	ct_subject_support_military_police = {			####  military police 1  ###
		icon = infiltrate_state
		available = {
			is_ai = no
			has_tech = tech_support
		}
		visible = {
			FROM = { has_tech = tech_military_police }
			NOT = { has_tech = tech_military_police }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	tech_military_police = 1 } }
	}
	ct_subject_radio = {							####  radio  ###
		icon = infiltrate_state
		available = {
			is_ai = no
			has_tech = electronic_mechanical_engineering
		}
		visible = {
			FROM = { has_tech = radio }
			NOT = { has_tech = radio }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	radio = 1 } }
	}
	ct_subject_radio_detection = {					####  radar 1  ###
		icon = infiltrate_state
		available = {
			is_ai = no
			has_tech = radio
		}
		visible = {
			FROM = { has_tech = radio_detection }
			NOT = { has_tech = radio_detection }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	radio_detection = 1 } }
	}
 	#ct_subject_decimetric_radar = {					####  radar 2  ###
	#	icon = infiltrate_state
	#	available = {
	#		is_ai = no
	#		has_tech = radio_detection
	#	}
	#	visible = {
	#		FROM = { has_tech = decimetric_radar }
	#		NOT = { has_tech = decimetric_radar }
	#	}
	#	ai_will_do = { factor = 0 }
	#	fire_only_once = yes
	#	cost = 25
	#	target_array = subjects
	#	target_trigger = {
	#		FROM = {
	#			OR = {
	#				is_puppet_of = ROOT
	#				is_subject_of = ROOT				
	#			}
	#		}
	#	}
	#	complete_effect = {	set_technology = {	decimetric_radar = 1 } }
	#}
	ct_subject_scout_plane1 = {						####  scout plane1  ###
		icon = infiltrate_state
		available = { 	
			is_ai = no 	
			#has_tech = air_engine
		}
		visible = {
			FROM = { has_tech = scout_plane1 }
			NOT = { has_tech = scout_plane1 }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	scout_plane1 = 1	} }
	}
	ct_subject_strategic_bomber1 = {						####  strategic bomber1  ###
		icon = infiltrate_state
		available = { 	
			is_ai = no 	
			#has_tech = air_engine
		}
		visible = {
			FROM = { has_tech = strategic_bomber1 }
			NOT = { has_tech = strategic_bomber1 }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	set_technology = {	strategic_bomber1 = 1	} }
	}


	ct_generic_puppet = {
		icon = eng_propaganda_campaigns
		#days_re_enable = 50
		available = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
			#FROM = { compare_autonomy_progress_ratio > 0.19	}
		}
		visible = {
			has_dlc = "Together for Victory"
			#NOT = { has_government = democratic }
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
				compare_autonomy_progress_ratio > 0.00
			}
		}
		target_array = subjects
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	
			FROM = { 
				add_autonomy_ratio = {	value = -0.25	}	
				set_country_flag = ct_prepared_for_integ
			}	
			custom_effect_tooltip = ct_annex_puppet_tt
		}
		cost = 50
		ai_will_do = {	factor = 0 }
	}
	ct_generic_puppet_annex = { 
		icon = eng_propaganda_campaigns
		#days_re_enable = 50
		available = {
			FROM = {	
				OR = {	is_puppet_of = ROOT	is_subject_of = ROOT	}	
				has_country_flag = ct_prepared_for_integ
			}
			
		}
		visible = {
			has_dlc = "Together for Victory"
			#NOT = { has_government = democratic }
			FROM = {
				OR = {	is_puppet_of = ROOT	is_subject_of = ROOT }
				has_country_flag = ct_prepared_for_integ
			}
		}
		target_array = subjects
		target_trigger = {
			FROM = {
				has_country_flag = ct_prepared_for_integ
				OR = {
					is_puppet_of = ROOT	
					is_subject_of = ROOT				
				}
			}
		}
		complete_effect = {	
			FROM = { 
				every_unit_leader = { set_nationality = ROOT	}
				transfer_navy = { target = ROOT }	
			}	
			annex_country = { target = FROM transfer_troops = yes }
		}
		cost = 100
		ai_will_do = {	factor = 0 }
	}	
}