DMY_decision_navy = {
	DMY_decision_foreign_naval_manuals = {
		icon = generic_research

		visible = {
			OR = {
				has_completed_focus = dmy_buy_ships_dutch_designs
				has_completed_focus = dmy_buy_ships_french_designs
			}
		}

		allowed = { 
			always = yes
		}

		fire_only_once = yes
		is_good = yes

		cost = 50
		days_remove = 180

		modifier = {
			political_power_gain = -0.05
		}

		remove_effect = {
			add_doctrine_cost_reduction = { cost_reduction = 0.2 uses = 1 category = naval_doctrine }
			EOANBSYS_institutions_innovative_add_one = yes
			EOANBSYS_institutions_humanitive_add_one = yes
		}

		ai_will_do = {
			base = 1000
		}
	}
	DMY_decision_purchase_dutch_ships = {
		icon = naval_base

		allowed = { tag = TSH }

		visible = {
			has_completed_focus = dmy_buy_ships_dutch
		}

		fire_only_once = yes
		is_good = yes

		cost = 80

		modifier = {
		}

		remove_effect = {
			#HOL = { country_event =  }
		}

		ai_will_do = {
			base = 1000
		}
	}
	DMY_decision_purchase_french_ships = {
		icon = naval_base

		allowed = {
			always = yes
		}

		visible = {
			has_completed_focus = dmy_buy_ships_french
		}

		fire_only_once = yes
		is_good = yes

		cost = 80

		modifier = {
		}

		remove_effect = {
			#FRA = { country_event =  }
		}

		ai_will_do = {
			base = 1000
		}
	}
	DMY_mission_naval_buildup = {
		icon = constitution
		allowed = {
			always = no
		}
		available = {
			OR = {
				custom_trigger_tooltip = {
					tooltip = tt_DMY_has_completed_cheap_navy
					has_country_flag = DMY_cheap_but_outdated
				}
				custom_trigger_tooltip = {
					tooltip = tt_DMY_has_completed_expensive_navy
					has_country_flag = DMY_costly_but_modern
				}
			}
		}
		activation = {
			always = no
		}

		fire_only_once = yes
		is_good = no
		days_mission_timeout = 365
		modifier = {
			
		}
		timeout_effect = {
			add_political_power = -100
			add_stability = -0.1
			navy_experience = -25
			add_timed_idea = {
				idea = DMY_failed_naval_buildup
				days = 2190
			}
			hidden_effect = {
				clear_variable = DMY_recalibration_ramp_medium
				clear_variable = DMY_recalibration_ramp_combined
				set_country_flag = DMY_cf_has_failed_naval_buildup
			}
		}
		complete_effect = {
			add_political_power = 100
			add_stability = 0.1
			navy_experience = 25
			hidden_effect = {
				clear_variable = DMY_recalibration_ramp_medium
				clear_variable = DMY_recalibration_ramp_combined
				set_country_flag = DMY_cf_has_completed_naval_buildup
			}
		}
		ai_will_do = {
			base = 100
		}
	}
	DMY_mission_naval_buildup_cheap = {
		icon = constitution
		allowed = {
			always = no
		}
		available = {
			has_decision = DMY_decision_cheap_navy_1
			has_decision = DMY_decision_cheap_navy_2
			has_decision = DMY_decision_cheap_navy_3
			has_decision = DMY_decision_cheap_navy_4
			has_navy_size = {
				size > 2
			}
		}
		activation = {
			always = no
		}

		fire_only_once = yes
		is_good = no
		days_mission_timeout = 182
		modifier = {
			
		}
		timeout_effect = {
			
		}
		complete_effect = {
			
		}
		ai_will_do = {
			base = 100
		}
	}
	DMY_mission_naval_buildup_expensive = {
		icon = constitution
		allowed = {
			always = no
		}
		available = {
			has_decision = DMY_decision_expensive_navy_1
			has_decision = DMY_decision_expensive_navy_2
			has_decision = DMY_decision_expensive_navy_3
			has_decision = DMY_decision_expensive_navy_4
			has_navy_size = {
				size > 3
			}
		}
		activation = {
			always = no
		}

		fire_only_once = yes
		is_good = no
		days_mission_timeout = 182
		modifier = {
			
		}
		timeout_effect = {
			
		}
		complete_effect = {
			
		}
		ai_will_do = {
			base = 100
		}
	}
	DMY_decision_expensive_navy_1 = {
		icon = naval_base
		allowed = {
			
		}
		available = {
			has_completed_focus = dmy_newer_but_expensive_navy
		}
		visible = {
			has_completed_focus = dmy_formation_of_the_navy
		}
		fire_only_once = yes
		cost = 70
		days_remove = 45
		modifier = {
			consumer_goods_expected_value = 0.05
			political_power_factor = -0.02
		}
		complete_effect = {
			add_war_support = 0.02
			swap_ideas = { 
				remove_idea = dmy_expensive_but_modern_navy_idea_1 
				add_idea = dmy_expensive_but_modern_navy_idea_2 
			}
		}
		remove_effect = {
			282 = {
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
				}
				
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
				
				add_extra_state_shared_building_slots = 2
			}
		}
		ai_will_do = {
			base = 100
		}
	}
	DMY_decision_expensive_navy_2 = {
		icon = GFX_decision_blueprint
		allowed = {
			
		}
		available = {
			has_completed_focus = dmy_our_own_designs
			has_completed_focus = dmy_newer_but_expensive_navy
			has_decision = DMY_decision_expensive_navy_1
		}
		visible = {
			has_completed_focus = dmy_formation_of_the_navy
		}
		fire_only_once = yes
		cost = 30
		days_remove = 45
		modifier = {
			consumer_goods_expected_value = 0.02
			political_power_factor = -0.02
		}
		complete_effect = {
			add_war_support = 0.02
			swap_ideas = { remove_idea = dmy_expensive_but_modern_navy_idea_2 add_idea = dmy_expensive_but_modern_navy_idea_3 }
		}
		remove_effect = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = naval_mtg_corvette_tech
			}
		}
		ai_will_do = {
			base = 100
		}
	}
	DMY_decision_expensive_navy_3 = {
		icon = GFX_decision_blueprint
		allowed = {
			
		}
		available = {
			has_completed_focus = dmy_our_own_designs
			has_completed_focus = dmy_newer_but_expensive_navy
			has_decision = DMY_decision_expensive_navy_1
			has_decision = DMY_decision_expensive_navy_2
		}
		visible = {
			has_completed_focus = dmy_formation_of_the_navy
		}
		fire_only_once = yes
		cost = 30
		days_remove = 45
		modifier = {
			consumer_goods_expected_value = 0.02
			political_power_factor = -0.02
		}
		complete_effect = {
			add_war_support = 0.02
			swap_ideas = { remove_idea = dmy_expensive_but_modern_navy_idea_3 add_idea = dmy_expensive_but_modern_navy_idea_4 }
		}
		remove_effect = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = naval_mtg_ironclad_tech
			}
		}
		ai_will_do = {
			base = 100
		}
	}
	DMY_decision_expensive_navy_4 = {
		icon = GFX_decision_blueprint
		allowed = {
			
		}
		available = {
			has_completed_focus = dmy_our_own_designs
			has_completed_focus = dmy_newer_but_expensive_navy
			has_decision = DMY_decision_expensive_navy_1
			has_decision = DMY_decision_expensive_navy_2
			has_decision = DMY_decision_expensive_navy_3
		}
		visible = {
			has_completed_focus = dmy_formation_of_the_navy
		}
		fire_only_once = yes
		cost = 30
		days_remove = 45
		modifier = {
			consumer_goods_expected_value = 0.02
			political_power_factor = -0.02
		}
		complete_effect = {
			add_war_support = 0.02
		}
		remove_effect = {
			swap_ideas = { remove_idea = dmy_expensive_but_modern_navy_idea_4 add_idea = dmy_expensive_but_modern_navy_idea_5 }
		}
		ai_will_do = {
			base = 100
		}
	}
	DMY_decision_cheap_navy_1 = {
		icon = naval_base
		
		allowed = {
		}
		
		available = {
			has_completed_focus = dmy_cheaper_but_outdated_navy
		}
		
		visible = {
			has_completed_focus = dmy_formation_of_the_navy
		}
		
		fire_only_once = yes
		cost = 70
		days_remove = 45
		
		modifier = {
			consumer_goods_expected_value = 0.02
			political_power_factor = -0.02
		}
		
		complete_effect = {
			add_war_support = 0.02
			swap_ideas = { 
				remove_idea = dmy_cheaper_but_outdated_navy_idea_1 
				add_idea = dmy_cheaper_but_outdated_navy_idea_2 
			}
		}
		
		remove_effect = {
			282 = {
				9998 = {
					add_building_construction = {
						type = naval_base
						level = 1
						instant_build = yes
					}
				}
				
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
				
				add_extra_state_shared_building_slots = 1
			}
		}
		ai_will_do = {
			base = 100
		}
	}
	DMY_decision_cheap_navy_2 = {
		icon = GFX_decision_blueprint
		allowed = {
			
		}
		available = {
			has_completed_focus = dmy_our_own_designs
			has_completed_focus = dmy_cheaper_but_outdated_navy
			has_decision = DMY_decision_cheap_navy_1
		}
		visible = {
			has_completed_focus = dmy_formation_of_the_navy
		}
		fire_only_once = yes
		cost = 30
		days_remove = 45
		modifier = {
			consumer_goods_expected_value = 0.02
			political_power_factor = -0.02
		}
		complete_effect = {
			add_war_support = 0.02
			swap_ideas = { remove_idea = dmy_cheaper_but_outdated_navy_idea_2 add_idea = dmy_cheaper_but_outdated_navy_idea_3 }
		}
		remove_effect = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				category = naval_mtg_gunboat_tech
			}
		}
		ai_will_do = {
			base = 100
		}
	}
	DMY_decision_cheap_navy_3 = {
		icon = GFX_decision_blueprint
		allowed = {
			
		}
		available = {
			has_completed_focus = dmy_our_own_designs
			has_completed_focus = dmy_cheaper_but_outdated_navy
			has_decision = DMY_decision_cheap_navy_1
			has_decision = DMY_decision_cheap_navy_2
		}
		visible = {
			has_completed_focus = dmy_formation_of_the_navy
		}
		fire_only_once = yes
		cost = 30
		days_remove = 45
		modifier = {
			consumer_goods_expected_value = 0.02
			political_power_factor = -0.02
		}
		complete_effect = {
			add_war_support = 0.02
			swap_ideas = { remove_idea = dmy_cheaper_but_outdated_navy_idea_3 add_idea = dmy_cheaper_but_outdated_navy_idea_4 }
		}
		remove_effect = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				category = naval_mtg_monitor_tech
			}
		}
		ai_will_do = {
			base = 100
		}
	}
	DMY_decision_cheap_navy_4 = {
		icon = naval_base_blocked
		allowed = {
			
		}
		available = {
			has_completed_focus = dmy_our_own_designs
			has_completed_focus = dmy_cheaper_but_outdated_navy
			has_decision = DMY_decision_cheap_navy_1
			has_decision = DMY_decision_cheap_navy_2
			has_decision = DMY_decision_cheap_navy_3
		}
		visible = {
			has_completed_focus = dmy_formation_of_the_navy
		}
		fire_only_once = yes
		cost = 30
		days_remove = 45
		modifier = {
			consumer_goods_expected_value = 0.02
			political_power_factor = -0.02
		}
		complete_effect = {
			add_war_support = 0.02
			swap_ideas = { remove_idea = dmy_cheaper_but_outdated_navy_idea_4 add_idea = dmy_cheaper_but_outdated_navy_idea_5 }
		}
		remove_effect = {
			add_tech_bonus = {
				bonus = -0.5
				uses = 2
				category = naval_mtg_corvette_tech
			}
			add_tech_bonus = {
				bonus = -0.5
				uses = 2
				category = naval_mtg_ironclad_tech
			}
		}
		ai_will_do = {
			base = 100
		}
	}
	DMY_decision_recalibration_of_naval_reform_cheap = {
		icon = naval_base
		allowed = {
			
		}
		available = {
			has_war_support > 0.6
			has_completed_focus = dmy_cheaper_but_outdated_navy
		}
		visible = {
			has_completed_focus = dmy_cheaper_but_outdated_navy
		}
		fire_only_once = no
		cost = DMY_recalibration_ramp_medium
		days_remove = 56
		modifier = {
			stability_weekly = -0.01	
		}
		complete_effect = {
			add_days_mission_timeout = {
				mission = DMY_mission_naval_buildup_cheap
				days = 15
			}
			hidden_effect = {
				add_to_variable = {
					var = DMY_recalibration_ramp_combined
					value = 0.1
				}
				DMY_update_naval_reform_effect = yes
			}
		}
		remove_effect = {
		}
		ai_will_do = {
			base = 100
		}
	}
	DMY_decision_recalibration_of_naval_reform_expensive = {
		icon = naval_base
		allowed = {
				
		}
		available = {
			has_war_support > 0.6
			has_completed_focus = dmy_newer_but_expensive_navy
		}
		visible = {
			has_completed_focus = dmy_newer_but_expensive_navy
		}
		fire_only_once = no
		cost = DMY_recalibration_ramp_medium
		days_remove = 56
		modifier = {
			stability_weekly = -0.01	
		}
		complete_effect = {
			add_days_mission_timeout = {
				mission = DMY_mission_naval_buildup_expensive
				days = 15
			}
			add_days_mission_timeout = {
				mission = DMY_mission_naval_buildup
				days = 5
			}
			hidden_effect = {
				add_to_variable = {
					var = DMY_recalibration_ramp_combined
					value = 0.1
				}
				DMY_update_naval_reform_effect = yes
			}
		}
		remove_effect = {
		}
		ai_will_do = {
			base = 100
		}
	}
}
DMY_decision_daimyo_tactics = {
	DMY_decision_beach_defence_upkeep_half = {
		icon = GFX_decision_fort
		allowed = {
			
		}
		available = {
			has_completed_focus = dmy_beach_defenses
			hidden_trigger = {
				NOT = {
					has_country_flag = DMY_decision_beach_defence_flag
				}
			}
		}
		visible = {
			has_completed_focus = dmy_beach_defenses
			NOT = {
				has_country_flag = DMY_decision_beach_defence_flag
			}
		}
		fire_only_once = no
		cost = 30
		days_remove = 30
		modifier = {
			consumer_goods_expected_value = 0.02
			political_power_factor = -0.02
		}
		complete_effect = {
			add_war_support = 0.02
		}
		remove_effect = {
			unlock_decision_tooltip = DMY_decision_beach_defence_upkeep_full
			set_country_flag = DMY_decision_beach_defence_flag
			swap_ideas = { remove_idea = DMY_enganbogyo_idea add_idea = DMY_enganbogyo_idea_beach_1 }
		}
		ai_will_do = {
			base = 100
		}
	}
	DMY_decision_beach_defence_upkeep_full = {
		icon = GFX_decision_fort
		allowed = {
			
		}
		available = {
			has_country_flag = DMY_decision_beach_defence_flag
		}
		visible = {
			has_country_flag = DMY_decision_beach_defence_flag
		}
		fire_only_once = no
		cost = 30
		days_remove = 30
		modifier = {
			consumer_goods_expected_value = 0.02
			political_power_factor = -0.02
		}
		complete_effect = {
			add_war_support = 0.02
		}
		remove_effect = {
			unlock_decision_tooltip = DMY_decision_beach_defence_upkeep_half
			clr_country_flag = DMY_decision_beach_defence_flag
			swap_ideas = { remove_idea = DMY_enganbogyo_idea_beach_1 add_idea = DMY_enganbogyo_idea_beach_2 }
		}
		ai_will_do = {
			base = 100
		}
	}
	DMY_decision_mainland_defence_upkeep_half = {
		icon = GFX_decision_fort
		allowed = {
			
		}
		available = {
			has_completed_focus = dmy_mainland_defense
			hidden_trigger = {
				NOT = {
					has_country_flag = DMY_decision_mainland_defence_flag
				}
			}
		}
		visible = {
			has_completed_focus = dmy_mainland_defense
			NOT = {
				has_country_flag = DMY_decision_mainland_defence_flag
			}
		}
		fire_only_once = no
		cost = 30
		days_remove = 30
		modifier = {
			consumer_goods_expected_value = 0.02
			political_power_factor = -0.02
		}
		complete_effect = {
			add_war_support = 0.02
		}
		remove_effect = {
			unlock_decision_tooltip = DMY_decision_mainland_defence_upkeep_full
			set_country_flag = DMY_decision_mainland_defence_flag
			swap_ideas = { remove_idea = DMY_enganbogyo_idea add_idea = DMY_enganbogyo_idea_land_1 }
		}
		ai_will_do = {
			base = 100
		}
	}
	DMY_decision_mainland_defence_upkeep_full = {
		icon = GFX_decision_fort
		allowed = {
			
		}
		available = {
			has_country_flag = DMY_decision_mainland_defence_flag
		}
		visible = {
			has_country_flag = DMY_decision_mainland_defence_flag
		}
		fire_only_once = no
		cost = 30
		days_remove = 30
		modifier = {
			consumer_goods_expected_value = 0.02
			political_power_factor = -0.02
		}
		complete_effect = {
			add_war_support = 0.02
		}
		remove_effect = {
			unlock_decision_tooltip = DMY_decision_mainland_defence_upkeep_half
			clr_country_flag = DMY_decision_mainland_defence_flag
			swap_ideas = { remove_idea = DMY_enganbogyo_idea_land_1 add_idea = DMY_enganbogyo_idea_land_2 }
		}
		ai_will_do = {
			base = 100
		}
	}
}
