BWR_decision_category_revolution = {

	BWR_decision_victory = {

		icon= generic_civil_support
		ai_will_do = {
			factor = 1000
		}

		available = {
			controls_state = 123
			controls_state = 127
			controls_state = 952
			controls_state = 125
			controls_state = 122
			controls_state = 129
			controls_state = 131
			#controls_state = 126
			controls_state = 128
			controls_state = 130
			controls_state = 132
		}

		days_mission_timeout = 460

		activation = {
			BWR={exists = yes}
			has_war_with = ENG
		}

		cancel_trigger = {
			NOT = {
				has_war_with = ENG
			}
		}

		#allowed = { tag = BWR }

		is_good = no

		timeout_effect = {
			ENG = {
				annex_country = {
   					target = BWR
    				transfer_troops = no
				}
			}
		}

		complete_effect = {
			add_political_power = 50
		    add_stability = 0.05
			add_war_support = 0.05
			country_event = {id=britain.116}
			ENG={
				transfer_state = 123
				transfer_state = 127
				transfer_state = 952
				transfer_state = 125
				transfer_state = 122
				transfer_state = 129
				transfer_state = 131
				transfer_state = 121
				transfer_state = 136
				transfer_state = 120
				#transfer_state = 1152
				white_peace = ENG
			}
        }
	}

	BWR_decision_raise_welsh_workers = {
		#allowed = { tag = BWR }
		
		icon = generic_nationalism
		
		highlight_states = {
			state = 122
		}
		available = {
			has_full_control_of_state = 122
			has_war_with = ENG
			surrender_progress < 0.2
		}
		visible = {
			has_war_with = ENG
		}

		cancel_trigger = {
			NOT = { controls_state = 122 }
		}

		fire_only_once = yes
		days_remove = 7
		cost = 50

		ai_will_do = {
			factor = 20
		}

		complete_effect = {
			add_political_power = 70
			add_war_support = 0.03
			add_stability = -0.03
		}
		remove_effect = {
			122 = {
				create_unit = {
					division = "name = \"1st Welsh Revolutionary Regiment\" division_template = \"Armed Revolutionaries\"	start_experience_factor = 0.0"
					owner = BWR
				}
				create_unit = {
					division = "name = \"2nd Welsh Revolutionary Regiment\" division_template = \"Armed Revolutionaries\"	start_experience_factor = 0.0"
					owner = BWR
				}
				create_unit = {
					division = "name = \"3rd Welsh Revolutionary Regiment\" division_template = \"Armed Revolutionaries\"	start_experience_factor = 0.0"
					owner = BWR
				}
				create_unit = {
					division = "name = \"4th Welsh Revolutionary Regiment\" division_template = \"Armed Revolutionaries\"	start_experience_factor = 0.0"
					owner = BWR
				}
			}
		}
	}
	
	BWR_decision_draft_highlander_regiments = {
		icon = generic_prepare_civil_war
		#allowed = { tag = BWR }
		highlight_states = {
			state = 120
		}
		available = {
			has_full_control_of_state = 120
			has_war_with = BWR
		}
		visible = {
			has_war_with = BWR
		}

		cancel_trigger = {
			NOT = { controls_state = 120 }
		}

		fire_only_once = yes
		days_remove = 7
		cost = 50

		ai_will_do = {
			factor = 20
		}

		complete_effect = {
			add_political_power = 70
			add_war_support = 0.03
			add_stability = -0.03
		}
		remove_effect = {
			120 = {
				create_unit = {
					division = "name = \"1st Scottish Royalist Regiment\" division_template = \"Colonial Garrison\"	start_experience_factor = 0.0"
					owner = ENG
				}
				create_unit = {
					division = "name = \"2nd Scottish Royalist Regiment\" division_template = \"Colonial Garrison\"	start_experience_factor = 0.0"
					owner = ENG
				}
				create_unit = {
					division = "name = \"3rd Scottish Royalist Regiment\" division_template = \"Colonial Garrison\"	start_experience_factor = 0.0"
					owner = ENG
				}
				create_unit = {
					division = "name = \"4th Scottish Royalist Regiment\" division_template = \"Colonial Garrison\"	start_experience_factor = 0.0"
					owner = ENG
				}
			}
		}
	}
	
	BWR_decision_fighters_to_factories = {
		#allowed = { tag = BWR }
		
		icon = generic_construction
		
		available = {
			has_war_with = ENG
			has_completed_focus = BWR_fighter_factories
		}
		visible = {
			has_war_with = ENG
		}

		cancel_trigger = {
		}

		fire_only_once = no
		days_remove = 10
		cost = 50

		ai_will_do = {
			factor = 100
		}
		
		complete_effect = {
			add_offsite_building = { type = arms_factory level = 1 }
			add_manpower = -1000
		}
	}
	
	BWR_decision_workers_to_the_front = {
		#allowed = { tag = BWR }

		icon = generic_prepare_civil_war

		available = {
			has_war_with = ENG
			has_completed_focus = BWR_fighter_factories
		}
		visible = {
			has_war_with = ENG
		}

		cancel_trigger = {
		}

		fire_only_once = no
		days_remove = 10
		cost = 50

		ai_will_do = {
			factor = 100
		}
		
		complete_effect = {
			add_offsite_building = { type = arms_factory level = -1 }
			add_manpower = 1000
		}
	}
	
	BWR_mission_capture_monarch = {

		icon = generic_civil_support
		ai_will_do = {
			factor = 1000
			modifier = {
				add = 200
				divisions_in_state = {
					state = 952
					size > 1
				}
			}
		}
		available = {
			OR={
				AND={#put down with force
					divisions_in_state = {
						state = 952
						size > 1
					}
				}
			}
		}

		days_mission_timeout = 2

		activation = {
			TAG = BWR
		}

		#cancel_trigger = {
		#
		#}

		highlight_states = {
			highlight_state_targets = {
				state = 952
			}
		}

		#visible = {
		#	has_country_flag = fenian_rising_dublin
		#	tag = ENG
		#}

		is_good = no

		timeout_effect = {
			country_event = bwr.17
		}

		complete_effect = {
			if={
				limit ={
					divisions_in_state = {
						state = 952
						size > 1
					}
				}
				add_political_power = 100
			}
			else ={
				add_political_power = 50
			}
		    add_stability = 0.05
			add_war_support = 0.05
			country_event = bwr.18
        }
    }

	BWR_mission_revolution_treaty = {
	
		allowed = { always = no }
		
		activation = { always = no }

		is_good = no
		days_mission_timeout = 180
		
		activation = { always = no }

		available = {
			if = {
				limit = {
					tag = ENG
				}
				BWR = { surrender_progress > 0.8 }
			}
			if = {
				limit = {
					tag = BWR
				}
				ENG = { surrender_progress > 0.8 }
				has_completed_focus = BWR_last_push
			}
		}

		complete_effect = {
		}
		timeout_effect = {
           
		}
	}
}

eoanb_category_projects = {
	
	eoanb_decision_BWR_improving_infrastructure = {
	
		icon = generic_construction
		
		available = {
			has_completed_focus = BWR_improving_infrastructure
		}
		
		allowed = { TAG = BWR }
		
		fire_only_once = yes
		
		days_remove = 130
		
		cost = 80
		
		complete_effect = {
		}
		
		remove_effect = {
			130 = { add_building_construction = { type = infrastructure level = 1 instant_build = yes }  }
			129 = { add_building_construction = { type = infrastructure level = 1 instant_build = yes }  }
			#126 = { add_building_construction = { type = infrastructure level = 1 instant_build = yes }  }
			122 = { add_building_construction = { type = infrastructure level = 1 instant_build = yes }  }
			131 = { add_building_construction = { type = infrastructure level = 1 instant_build = yes }  }
			121 = { add_building_construction = { type = infrastructure level = 1 instant_build = yes }  }
			133 = { add_building_construction = { type = infrastructure level = 1 instant_build = yes }  }
		}
		
		modifier = {
			civilian_factory_use = 5
		}
		
		ai_will_do = {
			base = 0
		}
	}
	
	eoanb_decision_BWR_replacing_factories = {
	
		icon = generic_construction
		
		available = {
			has_completed_focus = BWR_replacing_factories
		}
		
		allowed = { TAG = BWR }
		
		fire_only_once = yes
		
		days_remove = 90
		
		cost = 50
		
		complete_effect = {
		}
		
		remove_effect = {
			130 = { add_building_construction = { type = industrial_complex level = 1 instant_build = yes }  }
			132 = { add_building_construction = { type = industrial_complex level = 1 instant_build = yes }  }
		}
		
		modifier = {
			civilian_factory_use = 5
		}
		
		ai_will_do = {
			base = 0
		}
	}
	
	eoanb_decision_BWR_fix_docks = {
	
		icon = generic_construction
		
		available = {
			has_completed_focus = BWR_fix_docks
		}
		
		allowed = { TAG = BWR }
		
		fire_only_once = yes
		
		days_remove = 90
		
		cost = 50
		
		complete_effect = {
		}
		
		remove_effect = {
			132 = { add_building_construction = { type = dockyard level = 2 instant_build = yes }  }
		}
		
		modifier = {
			civilian_factory_use = 5
		}
		
		ai_will_do = {
			base = 0
		}
	}
}
