arms_trade = {
	infantry_equip = {
		icon = generic_prepare_civil_war
		available = {
			has_offensive_war = no
		}
		fire_only_once = no
        		cost = 50
		days_remove = 50
		modifier = {
			civilian_factory_use = 4
		}
		visible = {  
			is_ai = no
			has_tech = infantry_weapons				
		}	
		complete_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 5000
			}
		}
		ai_will_do = {	factor = 0	}
	}
	infantry_support = {
		icon = ger_military_buildup
		available = {
			has_offensive_war = no
		}
		fire_only_once = no
        		cost = 50
		days_remove = 50
		modifier = {
			civilian_factory_use = 4
		}
		visible = {
			is_ai = no
			has_tech = tech_support	
		}
		complete_effect = {
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = 1500
			}
		}
		ai_will_do = {	factor = 0	}
	}
	artillery_pieces = {
		icon = generic_industry
		available = {
			has_offensive_war = no
		}
		fire_only_once = no
        		cost = 50
		days_remove = 50
		modifier = {
			civilian_factory_use = 4
		}
		visible = { 
			is_ai = no 
			has_tech = gw_artillery
		}
		complete_effect = {
			add_equipment_to_stockpile = {
				type = artillery_equipment
				amount = 500
			}
		}
		ai_will_do = {	factor = 0	}
	}
	anti_air_pieces = { 
		icon = generic_industry
		available = {
			has_offensive_war = no
		}
		fire_only_once = no
        cost = 50
		days_remove = 50
		modifier = {
			civilian_factory_use = 3
		}
		visible = {	
			is_ai = no	
			#has_tech = interwar_antiair	
		}
		complete_effect = {
			add_equipment_to_stockpile = {
				type = anti_air_equipment
				amount = 400
			}
		}
		ai_will_do = {	factor = 0	}
	}
	anti_tank_pieces = {
		icon = generic_industry
		available = {
			has_offensive_war = no
		}
		fire_only_once = no
        cost = 50
		days_remove = 50
		modifier = {
			civilian_factory_use = 3
		}
		visible = {	
			is_ai = no	
			#has_tech = interwar_antitank
		}
		complete_effect = {
			add_equipment_to_stockpile = {
				type = anti_tank_equipment
				amount = 400
			}
		}
		ai_will_do = {	factor = 0	}
	}	
	trains = {
		icon = generic_tank
		available = {
			has_offensive_war = no
		}
		fire_only_once = no
        cost = 50
		days_remove = 50
		modifier = { civilian_factory_use = 4	}
		visible = { 
			has_tech = basic_train			
			is_ai = no 
		}
		complete_effect = {
			add_equipment_to_stockpile = {
				type = train_equipment
				amount = 30
			}
		}
		ai_will_do = {	factor = 0	}
	}
	trucks = {
		icon = generic_tank
		available = {
			has_offensive_war = no
		}
		fire_only_once = no
        cost = 50
		days_remove = 50
		modifier = { civilian_factory_use = 4	}
		visible = { 
			has_tech = motorised_infantry			
			is_ai = no 
		}
		complete_effect = {
			add_equipment_to_stockpile = {
				type = motorized_equipment
				amount = 500
			}
		}
		ai_will_do = {	factor = 0	}
	}

	early_airplanes = {
		icon = generic_air
		available = {
			threat < 0.15
			has_offensive_war = no
		}
		fire_only_once = no 
        cost = 50
		days_remove = 50
		modifier = { civilian_factory_use = 4	}
		visible = { 	
			is_ai = no 
			#has_tech = early_fighter			
		}
		complete_effect = {
			if = {
				limit = {
					NOT = {
						has_dlc = "By Blood Alone"
					}
				}
				add_equipment_to_stockpile = {
					type = fighter_equipment_1
					amount = 50
					producer = USA
				}
			}
			else = {
				add_equipment_to_stockpile = {
					type = small_plane_airframe_0
					amount = 50
					producer = "USA"
					variant_name = "P-26A"
				}
			}
		}
		ai_will_do = {	factor = 0	}
	}	
	ct_mtg_license_early_destroyer = {				####   MTG Destroyer 1	####
		icon = generic_naval
		available = { NOT = { has_tech = early_ship_hull_light } }
		visible = {
			is_ai = no 
			has_dlc = "Man the Guns"
			any_state = { is_coastal = yes } 
			NOT = { has_tech = early_ship_hull_light }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		days_remove = 15
		modifier = { civilian_factory_use = 1	}
		complete_effect = {	set_technology = {	early_ship_hull_light = 1	} }
	}
	ct_mtg_license_early_ship_hull_cruiser = {				####   MTG cruiser 2	####
		icon = generic_naval
		available = { 
			NOT = { has_tech = early_ship_hull_cruiser }
		}
		visible = {
			is_ai = no 
			has_dlc = "Man the Guns"
			any_state = { is_coastal = yes } 
			NOT = { has_tech = early_ship_hull_cruiser }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		days_remove = 30
		modifier = { civilian_factory_use = 1	}
		complete_effect = {	set_technology = {	early_ship_hull_cruiser = 1	} }
	}
	ct_mtg_license_basic_cruiser = {				####   MTG cruiser 2	####
		icon = generic_naval
		available = { 
			has_tech = early_ship_hull_cruiser
		}
		visible = {
			is_ai = no 
			has_dlc = "Man the Guns"
			any_state = { is_coastal = yes } 
			NOT = { has_tech = basic_ship_hull_cruiser }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		days_remove = 30
		modifier = { civilian_factory_use = 1	}
		complete_effect = {	set_technology = {	basic_ship_hull_cruiser = 1	} }
	}
	ct_mtg_license_sonar_system = {			####  MTG Basic Fire Control   ###
		icon = generic_naval
		available = { 
			is_ai = no
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			NOT = { has_tech = sonar }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		complete_effect = {	set_technology = {	sonar  = 1	} }
	}
	ct_mtg_basic_fire_control_system = {			####  MTG Basic Fire Control   ###
		icon = generic_naval
		available = { 
			is_ai = no
		}
		visible = {
			has_dlc = "Man the Guns"
			FROM = { any_state = { is_coastal = yes } }
			NOT = { has_tech = basic_fire_control_system }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		complete_effect = {	set_technology = {	basic_fire_control_system = 1	} }
	}
	ct_mtg_license_basic_battery = {				####  1st MTG Battery   ###
		icon = generic_naval
		available = { is_ai = no }
		visible = {
			is_ai = no 
			has_dlc = "Man the Guns"
			any_state = { is_coastal = yes }
			NOT = { has_tech = basic_battery }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		days_remove = 30
		modifier = { civilian_factory_use = 1	}
		complete_effect = {	set_technology = {	basic_battery = 1	} }
	}
	ct_mtg_license_basic_light_battery = {			####  1st MTG Light Battery   ###
		icon = generic_naval
		available = { 
			is_ai = no
			has_tech = basic_battery
			ENG = {
				has_opinion = {
					target = ROOT
					value > -11
				}				
			}
		}
		visible = {
			is_ai = no 
			has_dlc = "Man the Guns"
			any_state = { is_coastal = yes }
			NOT = { has_tech = basic_light_battery }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		days_remove = 30
		modifier = {	civilian_factory_use = 1	}
		complete_effect = {	set_technology = {	basic_light_battery = 1	} }
	}

	#ct_mtg_license_basic_medium_battery = {			####  1st MTG Medium Battery   ###
	#	icon = generic_naval
	#	available = { 
	#		is_ai = no
	#		has_tech = basic_battery
	#		ENG = {	has_opinion = {		target = ROOT	value > -11	}	}
	#	}
	#	visible = {
	#		is_ai = no	has_dlc = "Man the Guns"	any_state = { is_coastal = yes }	NOT = { has_tech = basic_medium_battery }
	#	}
	#	ai_will_do = { factor = 0 }
	#	fire_only_once = yes
	#	cost = 25
	#	days_remove = 30
	#	modifier = {	civilian_factory_use = 1	}
	#	complete_effect = {	set_technology = {	basic_medium_battery = 1	} }
	#}
	ct_mtg_license_basic_heavy_battery = {			####  1st MTG Heavy Battery   ###
		icon = generic_naval
		available = { 
			is_ai = no
			has_tech = basic_battery
			ENG = {
				has_opinion = {
					target = ROOT
					value > -11
				}				
			}
		}
		visible = {
			is_ai = no			
			has_dlc = "Man the Guns"
			any_state = { is_coastal = yes }
			NOT = { has_tech = basic_heavy_battery }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		days_remove = 30
		modifier = {	civilian_factory_use = 1 }
		complete_effect = {	set_technology = {	basic_heavy_battery = 1	} }
	}

	ct_mtg_license_basic_secondary_battery = {		####  1st MTG Sec Battery  ###
		icon = generic_naval
		available = { is_ai = no }
		visible = {
			has_dlc = "Man the Guns"
			any_state = { is_coastal = yes }
			NOT = { has_tech = basic_dp_light_battery }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		days_remove = 30
		modifier = {	civilian_factory_use = 1 }
		complete_effect = {	set_technology = {	basic_dp_light_battery = 1	} }
	}

	ct_mtg_license_basic_depth_charges = {		####  1st MTG Sec Battery  ###
		icon = generic_naval
		available = { is_ai = no }
		visible = {
			has_dlc = "Man the Guns"
			any_state = { is_coastal = yes }
			NOT = { has_tech = basic_depth_charges }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		days_remove = 30
		modifier = {	civilian_factory_use = 1 }
		complete_effect = {	set_technology = {	basic_depth_charges = 1	} }
	}

	ct_mtg_license_interwar_carrier = {	####  Interwar Carrier  ###
		icon = generic_naval
		available = { 
			is_ai = no
		}
		visible = {
			has_dlc = "Man the Guns"
			any_state = { is_coastal = yes }
			NOT = { has_tech = early_ship_hull_carrier }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		days_remove = 30
		modifier = {	civilian_factory_use = 1 }
		complete_effect = {	set_technology = {	early_ship_hull_carrier = 1	} }
	}
	ct_mtg_license_early_torpedo = {	####  EARLY torpedo  ###
		icon = generic_naval
		available = { 
			is_ai = no
		}
		visible = {
			has_dlc = "Man the Guns"
			any_state = { is_coastal = yes }
			NOT = { has_tech = basic_torpedo }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		days_remove = 30
		modifier = {	civilian_factory_use = 1 }
		complete_effect = {	set_technology = {	basic_torpedo = 1	} }
	}
	ct_mtg_license_improved_secondary_battery = {	####  2nd MTG Sec Battery  ###
		icon = generic_naval
		available = { 
			is_ai = no 
			#has_tech = basic_secondary_battery
		}
		visible = {
			has_dlc = "Man the Guns"
			any_state = { is_coastal = yes }
			#NOT = { has_tech = improved_secondary_battery }
		}
		ai_will_do = { factor = 0 }
		fire_only_once = yes
		cost = 25
		days_remove = 30
		modifier = {	civilian_factory_use = 1 }
		complete_effect = {	set_technology = {	improved_secondary_battery = 1	} }
	}

}