SWE_decision_category_politics = {

	SWE_king_in_power = {

		icon = generic_operation

		#allowed = { tag = SWE }

		visible = {
			
			has_country_flag = swe_king_seeks_power
			NOT = { has_government = autocracy }
		}

		fire_only_once = yes

		cost = 50

		selectable_mission = yes
		is_good = yes

		complete_effect = {
			set_country_flag = swe_king_has_power
		}

		ai_will_do = {
			factor = 40
		}
	}

	SWE_spread_propaganda = {

		icon = generic_civil_support

		#allowed = { tag = SWE }

		visible = {
			
			has_country_flag = swe_king_has_power
		}

		available = {
			NOT = { has_government = autocracy }
		}

		cost = 80

		days_remove = 30

		modifier = {
			autocracy_drift = 0.02
			stability_weekly = -0.03
 			political_power_gain = -0.2
		}

		ai_will_do = {
			factor = 40
		}
	}

	SWE_military_support = {

		icon = generic_prepare_civil_war

		#allowed = { tag = SWE }

		visible = {
			
			has_country_flag = swe_king_has_power
		}

		available = {
			NOT = { has_government = autocracy }
		}

		cost = 50
		fire_only_once = yes

		days_remove = 30

		modifier = {
			war_support_weekly = -0.05
		}

		complete_effect = {
			set_country_flag = swe_mil_endorsement
		}

		ai_will_do = {
			factor = 40
		}
	}

	SWE_civil_support = {

		icon = generic_civil_support

		#allowed = { tag = SWE }

		visible = {
			
			has_country_flag = swe_king_has_power
		}

		available = {
			NOT = { has_government = autocracy }
		}

		cost = 50
		fire_only_once = yes

		days_remove = 30

		modifier = {
			political_power_factor = -0.50
		}

		complete_effect = {
			set_country_flag = swe_civil_endorsement
		}

		ai_will_do = {
			factor = 40
		}
	}

	SWE_discredit_government = {

		icon = generic_political_discourse

		#allowed = { tag = SWE }

		visible = {
			
			has_country_flag = swe_king_has_power
		}

		available = {
			NOT = { has_government = autocracy }
		}

		remove_trigger = {
			has_government = autocracy
		}

		cost = 50

		complete_effect = {
			add_stability = -0.07
			if = {
				limit = {
					has_government = ideology_radical_socialism
				}
				add_popularity = {
					ideology = ideology_radical_socialism
					popularity = -0.1
				}
			}
			if = {
				limit = {
					has_government = social_egalitarianism
				}
				add_popularity = {
					ideology = social_egalitarianism
					popularity = -0.1
				}
			}
			if = {
				limit = {
					has_government = traditional_conservatism
				}
				add_popularity = {
					ideology = traditional_conservatism
					popularity = -0.1
				}
			}
			if = {
				limit = {
					has_government = radical_democracy
				}
				add_popularity = {
					ideology = radical_democracy
					popularity = -0.1
				}
			}
			if = {
				limit = {
					has_government = chauvinist_populism
				}
				add_popularity = {
					ideology = chauvinist_populism
					popularity = -0.1
				}
			}
			if = {
				limit = {
					has_government = anarchism
				}
				add_popularity = {
					ideology = anarchism
					popularity = -0.1
				}
			}
			if = {
				limit = {
					has_government = fundamentalism
				}
				add_popularity = {
					ideology = fundamentalism
					popularity = -0.1
				}
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	SWE_king_in_power_real = {

		icon = generic_civil_support

		#allowed = { tag = SWE }

		visible = {
			
			has_country_flag = swe_king_has_power
			has_country_flag = swe_mil_endorsement
			has_country_flag = swe_civil_endorsement
		}

		available = {
			NOT = { has_government = autocracy }
			autocracy > 0.5
		}

		fire_only_once = yes

		cost = 50

		selectable_mission = yes
		is_good = yes

		complete_effect = {
			custom_effect_tooltip = SWE_king_in_power_real_tt
			set_country_flag = SWE_king_in_power_real
		}

		ai_will_do = {
			factor = 40
		}
	}

	SWE_municipal_reforms = {

		icon = generic_operation

		#allowed = { tag = SWE }

		visible = {
			date > 1860.1.1
		}

		cost = 50
		fire_only_once = yes

		days_remove = 70

		remove_effect = {
			country_event = eoanb_sweden.1
		}

		ai_will_do = {
			factor = 200
		}
	}

	SWE_stockpile_food = {

		icon = generic_decision

		#allowed = { tag = SWE }

		visible = {
			NOT = { has_country_flag = swe_famine_1867 }
			has_country_flag = swe_famine_1867_warning
		}

		available = {
			NOT = { has_idea = SWE_food_3 }
		}

		cost = 0

		days_remove = 30

		modifier = {
			consumer_goods_expected_value = 0.5
		}

		complete_effect = {
			if = {
				limit = { NOT = { has_idea = SWE_food_1 } }
				add_ideas = SWE_food_1
			}
			else_if = {
				limit = { has_idea = SWE_food_1 }
				swap_ideas = {
					remove_idea = SWE_food_1
					add_idea = SWE_food_2
				}
			}
			else_if = {
				limit = { has_idea = SWE_food_2 }
				swap_ideas = {
					remove_idea = SWE_food_2
					add_idea = SWE_food_3
				}
			}
		}

		ai_will_do = {
			factor = 50
		}
	}
}

SWE_decision_category_military = {
	
	SWE_army_reform_rexamine = { #REEXAMINE OUR DOCTRINES

		icon = generic_prepare_civil_war

		#allowed = { tag = SWE }

		ai_will_do = {
			factor = 500
		}
		days_remove = 90

		visible = {
			OR = {
				has_idea = SWE_Inept_Army
				has_idea = SWE_Inept_Army_1
				has_idea = SWE_Inept_Army_2
				has_idea = SWE_Inept_Army_3
			}
		}

		available = {
			has_army_experience > 5
			NOT = { has_completed_focus = SWE_army_reform }
		}

		fire_only_once = yes

		cost = 50

		remove_effect = {
			if = {
				limit = { has_idea = SWE_Inept_Army }
				swap_ideas = {
					remove_idea = SWE_Inept_Army
					add_idea = SWE_Inept_Army_1
				}
			}
			else_if = {
				limit = { has_idea = SWE_Inept_Army_1 }
				swap_ideas = {
					remove_idea = SWE_Inept_Army_1
					add_idea = SWE_Inept_Army_2
				}
			}
			else_if = {
				limit = { has_idea = SWE_Inept_Army_2 }
				swap_ideas = {
					remove_idea = SWE_Inept_Army_2
					add_idea = SWE_Inept_Army_3
				}
			}
		}

		complete_effect = {
			army_experience = -5
		}
	}

	SWE_army_reform_abroad = { #SEND OFFICERS ABROAD

		icon = generic_prepare_civil_war

		available = {
			has_army_experience > 10
			NOT = { has_completed_focus = SWE_army_reform }
		}

		ai_will_do = {
			factor = 300
		}
		days_remove = 90

		visible = {
			OR = {
				has_idea = SWE_Inept_Army
				has_idea = SWE_Inept_Army_1
				has_idea = SWE_Inept_Army_2
			}
		}

		fire_only_once = yes

		cost = 100

		remove_effect = {
			if = {
				limit = { has_idea = SWE_Inept_Army }
				swap_ideas = {
					remove_idea = SWE_Inept_Army
					add_idea = SWE_Inept_Army_1
				}
			}
			else_if = {
				limit = { has_idea = SWE_Inept_Army_1 }
				swap_ideas = {
					remove_idea = SWE_Inept_Army_1
					add_idea = SWE_Inept_Army_2
				}
			}
			else_if = {
				limit = { has_idea = SWE_Inept_Army_2 }
				swap_ideas = {
					remove_idea = SWE_Inept_Army_2
					add_idea = SWE_Inept_Army_3
				}
			}
		}
		complete_effect = {
			army_experience = -10
		}
	}

	SWE_army_reform_encourage = { #ENCOURAGE NEW THINKING

		icon = generic_prepare_civil_war

		available = {
			has_army_experience > 20
			NOT = { has_completed_focus = SWE_army_reform }
		}

		ai_will_do = {
			factor = 300
		}
		days_remove = 90

		visible = {
			OR = {
				has_idea = SWE_Inept_Army
				has_idea = SWE_Inept_Army_1
				has_idea = SWE_Inept_Army_2
			}
		}

		fire_only_once = yes

		cost = 150

		remove_effect = {
			if = {
				limit = { has_idea = SWE_Inept_Army }
				swap_ideas = {
					remove_idea = SWE_Inept_Army
					add_idea = SWE_Inept_Army_1
				}
			}
			else_if = {
				limit = { has_idea = SWE_Inept_Army_1 }
				swap_ideas = {
					remove_idea = SWE_Inept_Army_1
					add_idea = SWE_Inept_Army_2
				}
			}
			else_if = {
				limit = { has_idea = SWE_Inept_Army_2 }
				swap_ideas = {
					remove_idea = SWE_Inept_Army_2
					add_idea = SWE_Inept_Army_3
				}
			}
		}
		complete_effect = {
			army_experience = -20
		}
	}

	SWE_form_sami_regiments = { #FORM SAMI REGIMENTS

		icon = generic_nationalism

		available = {
			has_equipment = {
				infantry_equipment > 999
			}
		}

		ai_will_do = {
			factor = 10
		}

		visible = {
			tag = SWE
		}

		fire_only_once = yes

		cost = 100

		complete_effect = {
			custom_effect_tooltip = SWE_create_unit_sami_tt
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
				producer = SWE
			}
			add_stability = -0.05
			hidden_effect = {
			division_template = {
				name = "Sami Jaeger Corps"
				is_locked = yes
				priority = 2
				division_names_group = SWE_MEC_01
				regiments = {
					light_infantry = { x = 0 y = 0}
					light_infantry = { x = 0 y = 1}
					light_infantry = { x = 0 y = 2}
					light_infantry = { x = 1 y = 0}
					light_infantry = { x = 1 y = 1}
					light_infantry = { x = 1 y = 2}
					light_infantry = { x = 2 y = 0}
					light_infantry = { x = 2 y = 1}
					light_infantry = { x = 2 y = 2}
					light_infantry = { x = 3 y = 0}
				}
				support = {
					cannon_artillery_support = { x = 0 y = 0 }
					engineer = { x = 0 y = 1 }
					recon = { x = 0 y = 2 }
				}
			}
		random_owned_controlled_state = {
			prioritize = { 666 }
			create_unit = {
				division = "name = \"Samiska Skarpskyttekåren\" division_template = \"Sami Jaeger Corps\" start_experience_factor = 1.0"
				owner = SWE
					}
				}
			}
		}
	}

	SWE_scorched_earth = {
		icon = generic_scorched_earth

		#allowed = { tag = SWE }

		visible = {
			has_war = yes
			any_enemy_country = {
				is_major = yes
			}
			surrender_progress > 0
		}

		available = {
			has_country_flag = SWE_scorched_earth_unlocked
		}

		cost = 50
		fire_only_once = yes

		complete_effect = {
			set_country_flag = SWE_scorched_earth
			unlock_decision_tooltip = SWE_scorched_earth_south
			unlock_decision_tooltip = SWE_scorched_earth_gothia
			unlock_decision_tooltip = SWE_scorched_earth_svecia
			unlock_decision_tooltip = SWE_scorched_earth_dales
			unlock_decision_tooltip = SWE_scorched_earth_north
		}

		ai_will_do = {
			factor = 1
		}
	}

	SWE_scorched_earth_south = {
		icon = generic_scorched_earth

		#allowed = { tag = SWE }
		
		visible = {
			has_war = yes
			OR = {
				controls_state = 138
				controls_state = 1236
				controls_state = 1233
				controls_state = 1235
				controls_state = 1234
			}
			has_country_flag = SWE_scorched_earth
		}

		available = {
			has_equipment = {
				support_equipment > 24
			}
		}

		cost = 50
		fire_only_once = yes

		complete_effect = {
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = -25
			}
			if = {
				limit = {
					controls_state = 138
				}
				138 = {
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
			if = {
				limit = {
					controls_state = 1236
				}
				1236 = {
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
			if = {
				limit = {
					controls_state = 1233
				}
				1233 = {
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
			if = {
				limit = {
					controls_state = 1235
				}
				1235 = {
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
			if = {
				limit = {
					controls_state = 1234
				}
				1234 = {
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
		}

		ai_will_do = {
			factor = 1
		}
	}
	SWE_scorched_earth_gothia = {
		icon = generic_scorched_earth

		#allowed = { tag = SWE }

		visible = {
			has_war = yes
			OR = {
				controls_state = 139
				controls_state = 140
				controls_state = 1237
			}
			has_country_flag = SWE_scorched_earth
		}

		available = {
			has_equipment = {
				support_equipment > 49
			}
		}

		cost = 75
		fire_only_once = yes

		complete_effect = {
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = -25
			}
			if = {
				limit = {
					controls_state = 139
				}
				139 = {
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
			if = {
				limit = {
					controls_state = 140
				}
				140 = {
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
			if = {
				limit = {
					controls_state = 1237
				}
				1237 = {
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	SWE_scorched_earth_svecia = {
		icon = generic_scorched_earth

		#allowed = { tag = SWE }

		visible = {
			has_war = yes
			has_country_flag = SWE_scorched_earth
			any_state = {
				is_core_of = UKR
			}
			OR = {
				controls_state = 1238
				controls_state = 1239
				controls_state = 141
			}
		}

		available = {
			has_equipment = {
				support_equipment > 74
			}
		}

		cost = 75
		fire_only_once = yes


		complete_effect = {
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = 75
			}
			if = {
				limit = {
					1238 = { is_controlled_by = SWE }
				}
				1238 = {
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
			if = {
				limit = {
					1239 = { is_controlled_by = SWE }
				}
				1239 = {
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
			if = {
				limit = {
					141 = { is_controlled_by = SWE }
				}
				141 = {
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	SWE_scorched_earth_dales = {
		icon = generic_scorched_earth

		#allowed = { tag = SWE }

		visible = {
			has_war = yes
			OR = {
				controls_state = 1242
				controls_state = 1243
			}
			has_country_flag = SWE_scorched_earth
		}

		available = {
			has_equipment = {
				support_equipment > 49
			}
		}

		cost = 75
		fire_only_once = yes

		complete_effect = {
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = -50
			}
			if = {
				limit = {
					1242 = { is_controlled_by = SWE}
				}
				1242 = {
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
			if = {
				limit = {
					1243 = { is_controlled_by = SWE}
				}
				1243 = {
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
		}

		ai_will_do = {
			factor = 1
		}
	}
	SWE_scorched_earth_north = {
		icon = generic_scorched_earth

		#allowed = { tag = SWE }

		visible = {
			has_war = yes
			has_country_flag = SWE_scorched_earth
			OR = {
				controls_state = 38
				controls_state = 124
				controls_state = 666
			}
		}

		available = {
			has_equipment = {
				support_equipment > 49
			}
		}

		cost = 75
		fire_only_once = yes

		complete_effect = {
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = -50
			}
			if = {
				limit = {
					38 = { is_controlled_by = SWE}
				}
				38 = {
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
			if = {
				limit = {
					124 = { is_controlled_by = SWE}
				}
				124 = {
					damage_building = {
						type = infrastructure
						damage = 1
					}
				}
			}
			if = {
				limit = {
					666 = { is_controlled_by = SWE }
				}
				666 = {
					damage_building = {
						type = infrastructure
						damage = 3
					}
				}
			}
		}

		ai_will_do = {
			factor = 1
		}
	}
}

eoanb_category_economic = {

	SWE_decision_scania_freight_corridor = {
	
		icon = railway

		highlight_states = {
			state = 138
		}

		allowed = { tag = SWE }

		visible = {
		}

		available = {
			has_completed_focus = SWE_scania_railways
			num_of_civilian_factories_available_for_projects > 1
			138 = { is_controlled_by = SWE }
			NOT = { has_country_flag = DEN_railway_project_ongoing_flag }
		}

		fire_only_once = yes

		cost = 25
		days_remove = 120

		modifier = {
			political_power_gain = -0.05
			consumer_goods_expected_value = 0.05
			production_speed_buildings_factor = -0.05
		}

		cancel_trigger = {
			NOT = { owns_state = 138 }
		}
		
		complete_effect = {
			hidden_effect = { 
				set_country_flag = DEN_railway_project_ongoing_flag 
			}
		}

		remove_effect = {
			hidden_effect = {
				clr_country_flag = DEN_railway_project_ongoing_flag
			}
			add_tech_bonus = { bonus = 0.5 uses = 1 category = transport_tech }
			138 = {
				add_building_construction = { type = infrastructure level = 1 instant_build = yes }
				add_extra_state_shared_building_slots = 1
			}
		}

		ai_will_do = {
			base = 1000
		}
	}

	SWE_decision_upsala_railway = {
	
		icon = railway

		highlight_states = {
			state = 141
		}

		allowed = { tag = SWE }

		visible = {
		}

		available = {
			has_completed_focus = SWE_upsala_lenna_jernvag
			NOT = { has_country_flag = DEN_railway_project_ongoing_flag }
			num_of_civilian_factories_available_for_projects > 1
			141 = { is_controlled_by = SWE }
		}

		fire_only_once = yes

		cost = 25
		days_remove = 120

		modifier = {
			political_power_gain = -0.05
			consumer_goods_expected_value = 0.05
			production_speed_buildings_factor = -0.05
		}

		cancel_trigger = {
			NOT = { owns_state = 141 }
		}
		
		complete_effect = {
			hidden_effect = { 
				set_country_flag = DEN_railway_project_ongoing_flag 
			}
		}

		remove_effect = {
			hidden_effect = {
				clr_country_flag = DEN_railway_project_ongoing_flag
			}
			add_tech_bonus = { bonus = 0.5 uses = 1 category = transport_tech }
			141 = {
				add_building_construction = { type = infrastructure level = 1 instant_build = yes }
				add_extra_state_shared_building_slots = 1
			}
		}

		ai_will_do = {
			base = 1000
		}
	}

	SWE_decision_jamtland_railway = {
	
		icon = railway

		highlight_states = {
			state = 1356
		}

		allowed = { TAG = SWE }

		visible = {
			
		}

		available = {
			has_completed_focus = SWE_jamtland_railway
			NOT = { has_country_flag = DEN_railway_project_ongoing_flag }
			num_of_civilian_factories_available_for_projects > 1
			1356 = { is_controlled_by = SWE }
		}

		fire_only_once = yes

		cost = 25
		days_remove = 120

		modifier = {
			political_power_gain = -0.05
			consumer_goods_expected_value = 0.05
			production_speed_buildings_factor = -0.05
		}

		cancel_trigger = {
			NOT = { owns_state = 1356 }
		}
		
		complete_effect = {
			hidden_effect = { 
				set_country_flag = DEN_railway_project_ongoing_flag 
			}
		}

		remove_effect = {
			hidden_effect = {
				clr_country_flag = DEN_railway_project_ongoing_flag
			}
			add_tech_bonus = { bonus = 0.5 uses = 1 category = transport_tech }
			1356 = {
				add_building_construction = { type = infrastructure level = 1 instant_build = yes }
				add_extra_state_shared_building_slots = 1
			}
		}

		ai_will_do = {
			base = 1000
		}
	}
	
	SWE_decision_stockholms_enskilda_bank  = { 

		icon = money

		highlight_states = {
			state = 141
		}
		
		allowed = { tag = SWE }

		available = {
			num_of_civilian_factories_available_for_projects > 0
			has_completed_focus = SWE_develop_stockholm
			has_idea = SWE_Andre_Oscar_Wallenberg
		}

		visible = {
			owns_state = 141
		}

		fire_only_once = yes

		cost = 25
		
		days_remove = 180

		modifier = {
			consumer_goods_expected_value = 0.05
		}
		
		cancel_trigger = {
			NOT = { owns_state = 141 }
		}
		
		remove_effect = { 
			add_ideas = SWE_idea_enskilda_bank
			add_tech_bonus = { bonus = 0.5 uses = 1 category = humanities_tech }
			141 = { add_extra_state_shared_building_slots = 1 }
		}

		ai_will_do = {
			base = 1000
		}
	}
	
	SWE_decision_falu_gruva = {

		icon = coal
		
		highlight_states = {
			state = 38
		}

		allowed = { tag = SWE }
		
		available = {
			has_completed_focus = SWE_swe_coal
			has_stability > 0.3
			has_tech = machine_tools_1
			38 = { infrastructure > 4 }
			NOT = { has_country_flag = eoanb_industry_development_ongoing_flag }
		}

		visible = {
			has_full_control_of_state = 38
		}

		fire_only_once = yes
		
		days_re_enable = 730

		cost = 50
		
		days_remove = 180
		
		modifier = {
			consumer_goods_expected_value = 0.02
		}
		
		complete_effect = {
			custom_effect_tooltip = eoanb_industry_development_ongoing_effect_tt
			hidden_effect = { 
				set_country_flag = eoanb_industry_development_ongoing_flag 
			}
		}
		
		remove_effect = {
			add_resource = {
				type = coal
				amount = 5
				state = 38
			}
			add_resource = {
				type = iron
				amount = 5
				state = 38
			}
			hidden_effect = {
				clr_country_flag = eoanb_industry_development_ongoing_flag
			}
		}

		ai_will_do = {
			base = 1000
		}
	}
	
	SWE_decision_domnarvets_jernverk = {

		icon = generic_factory
		
		highlight_states = {
			state = 38
		}

		allowed = { tag = SWE }
		
		available = {
			has_completed_focus = SWE_industrialise
			has_stability > 0.3
			NOT = { has_country_flag = eoanb_industry_development_ongoing_flag }
		}

		visible = {
			has_full_control_of_state = 38
		}

		fire_only_once = yes

		cost = 200
		
		days_remove = 365
		
		modifier = {
			consumer_goods_expected_value = 0.15
		}
		
		complete_effect = {
			custom_effect_tooltip = eoanb_industry_development_ongoing_effect_tt
			hidden_effect = { 
				set_country_flag = eoanb_industry_development_ongoing_flag 
			}
		}
		
		remove_effect = {
			38 = { add_extra_state_shared_building_slots = 1 }
			38 = {
				if = {
					limit = {
						steel_mill > 0
					}
					add_building_construction = {
						type = 	machine_parts_factory
						level = 1
						instant_build = yes
					}
				}
				else = {
					add_building_construction = {
						type = 	steel_mill
						level = 1
						instant_build = yes
					}
				}
			}
			hidden_effect = {
				clr_country_flag = eoanb_industry_development_ongoing_flag
			}
		}

		ai_will_do = {
			base = 1000
		}
	}
	
	#Foreign Investments
	SWE_decision_invite_foreign_investors = {

		icon = eng_trade_unions_support

		allowed = { tag = SWE }
		
		available = {
			has_completed_focus = SWE_not_agrarian_anymore
			has_idea = SWE_idea_enskilda_bank
			has_stability > 0.3
			centrism > 0.3
			traditional_conservatism < 0.6
		}

		visible = {
			has_full_control_of_state = 141
			NOT = {
				OR = {
					has_government = social_egalitarianism
					has_government = ideology_radical_socialism
					has_government = anarchism
					has_government = chauvinist_populism
				}
			}
		}

		fire_only_once = yes

		cost = 50
		
		days_remove = 60
		
		remove_effect = {
			add_ideas = FIN_idea_foreign_investors
			if = {
				limit = {
					NOT = {
						OR = {
							has_government = social_egalitarianism
							has_government = ideology_radical_socialism
							has_government = anarchism
							has_government = chauvinist_populism
						}
					}
				}
			}
		}

		ai_will_do = {
			base = 1000
		}
	}
	
	SWE_decision_railway_upgrade = {

		icon = railway
		
		allowed = {
			tag = SWE
		}

		available = {
			has_tech = steam_locomotive_3
			has_tech = standardized_gauge
			#traffic signals removed
			OR = {
				has_idea = road_spending_level_3
				has_idea = road_spending_level_4
			}
		}

		visible = {
			has_idea = NA_B_small_scale_railways
		}

		fire_only_once = yes
		
		custom_cost_trigger = {
			set_temp_variable = {
				amount_of_money_to_check = 1
			}
			has_specific_amount_of_money_with_inflation_included = yes
		}
		custom_cost_text = eoanb_money_cost_text
		
		days_remove = 365
		
		modifier = {
			political_power_gain = -0.05
		}

		complete_effect = {
			set_temp_variable = { money_to_gain = -1 }
			add_money_with_inflation_included_with_tooltip_effect = yes
		}
		
		remove_effect = {
			swap_ideas = { remove_idea = NA_B_small_scale_railways add_idea = NA_B_medium_scale_railways }
			set_temp_variable = {
				eoanb_prestige_change = 1
			}
			eoanb_change_prestige_score = yes
			EOANBSYS_institutions_innovative_add_one = yes
			set_temp_variable = {
				unemployment_value = -0.0002
			}
			add_unemployment_effect = yes
		}
		
		ai_will_do = {
			base = 1000
		}
	}
}

eoanb_category_military = {
	
	SWE_decision_order_ericsson_class_monitors = {
		icon = generic_naval
		allowed = { tag = SWE }
		visible = {
			has_completed_focus = SWE_new_ships
		}
		available = {
			num_of_civilian_factories_available_for_projects > 3
			if = {
				limit = {
					is_ai = no
				}
				OR = {
					
					has_tech = tech_naval_mtg_prototype_monitor
				}
			}
		}
		fire_only_once = yes
		cost = 50
		modifier = {
			civilian_factory_use = 3
		}
		days_remove = 180
		remove_effect = {
			navy_experience = 5
			SWE = {
				create_equipment_variant = {
					name = "John Ericsson Class"
					type = ship_hull_monitor_0
					name_group = GER_CA_HISTORICAL
					parent_version = 0
					modules = {
						fixed_ship_battery_slot = ship_cannon_battery_1
						fixed_ship_fire_control_system_slot = fire_control_system_0
						fixed_ship_engine_slot = ship_engine_steam_screw_gunboat
						fixed_ship_secondaries_slot = empty
						fixed_ship_armor_slot = ship_armor_capital_hardwood_0
						mid_1_custom_slot = empty
						mid_2_custom_slot = empty
						rear_1_custom_slot = ship_cannon_battery_1
					}
				}
			}
			create_ship = {
				type = ship_hull_monitor_0
				equipment_variant = "John Ericsson Class"
				name = "HSwMS John Ericsson"
			}
			create_ship = {
				type = ship_hull_monitor_0
				equipment_variant = "John Ericsson Class"
				name = "HSwMS Thorodön"
			}
			create_ship = {
				type = ship_hull_monitor_0
				equipment_variant = "John Ericsson Class"
				name = "HSwMS Tirfing"
			}
			create_ship = {
				type = ship_hull_monitor_0
				equipment_variant = "John Ericsson Class"
				name = "HSwMS Loke"
			}
		}
		ai_will_do = {
			base = 1100
		}
	}

	SWE_decision_order_non_ericsson_class_monitors = {
		icon = generic_naval

		allowed = { tag = SWE }

		visible = {
			has_completed_focus = SWE_new_ships
		}

		available = {
			num_of_civilian_factories_available_for_projects > 2
			if = {
				limit = {
					is_ai = no
				}
				OR = {
					
					has_tech = tech_naval_mtg_prototype_monitor
				}
			}
		}

		fire_only_once = yes

		cost = 50

		modifier = {
			civilian_factory_use = 2
		}

		days_remove = 180

		remove_effect = {
			navy_experience = 5
			create_equipment_variant = {
				name = "Monitor Class"
				type = ship_hull_monitor_0
				name_group = GER_CA_HISTORICAL
				parent_version = 0
				modules = {
					fixed_ship_battery_slot = ship_cannon_battery_1
					fixed_ship_fire_control_system_slot = fire_control_system_0
					fixed_ship_engine_slot = ship_engine_steam_screw_gunboat
					fixed_ship_secondaries_slot = empty
					fixed_ship_armor_slot = ship_armor_capital_hardwood_0
					mid_1_custom_slot = empty
					mid_2_custom_slot = empty
					rear_1_custom_slot = ship_cannon_battery_1
				}
			}

			create_ship = {
				type = ship_hull_monitor_0
				equipment_variant = "Monitor Class"
				name = "HSwMS Garmer"
			}
		
			create_ship = {
				type = ship_hull_monitor_0
				equipment_variant = "Monitor Class"
				name = "HSwMS Sköld"
			}
		}

		ai_will_do = { base = 1100 }
	}
}
