# Terra Nova

fabricate_claims = {
	cost = 100			#costs 100$ ducats  (inflation modified)
	difficulty = 2		#2/10
	prestige = -0.1		#lose 20 prestige if discovered..
	badboy	= 1 		#small badboy increase if discovered.

	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { prestige = 0 }
		}
		modifier = {
			factor = 0
			badboy = 0.75
		}
		modifier = {
			factor = 0
			owner = { relation = { who = THIS value = 0 } }
		}
	}
	trigger = {
		NOT = {
			badboy = 0.95
		}
	}
	effect = {
		add_casus_belli = THIS
	}
}

spy_ring_infiltration = {
	cost = 35
	difficulty = 2		#5/10
	prestige = -0.01	#lose 1 prestige if discovered..
	badboy	= 0 		#no badboy increase if discovered.

	trigger = {
		owner = { NOT = { has_country_modifier = "spies_infiltrated" } }
	}
	effect = {
		add_country_modifier = {
			name = "spies_infiltrated"
			duration = 365
		}
	}
}

incite_against_merchant = {
	cost = 35
	difficulty = 2		#3/10 = semi-easy..
	prestige = -0.01	#lose 1 prestige if discovered..
	badboy	= 0 		#no badboy increase if discovered.

	trigger = {
		owner = { NOT = { has_country_modifier = "merchants_despised" } }
	}
	effect = {
		add_country_modifier = {
			name = "merchants_despised"
			duration = 365
		}
	}
}

tarnish_reputation = {
	cost = 25		#costs 25$ ducats  (inflation modified)
	difficulty = 3		#50/50 basically if some stuff.
	badboy	= 0.25
	prestige = -0.02

	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { prestige = 0 }
		}
		modifier = {
			factor = 0
			owner = { relation = { who = THIS value = 0 } }
		}
	}
	trigger = {
		owner = { prestige = 0 }
	}
	effect = {
		prestige = -0.02
	}
}

infiltrate_administration = {
	cost = 20		#costs 20$ ducats  (inflation modified)
	difficulty = 2		#2/10
	prestige = -0.01	#lose 1 prestige if discovered..
	badboy	= 0 		#No badboy increase if discovered.
	capital = yes		#can only be done in a capital

	ai_will_do = {
		factor = 0
	}
	trigger = { 
		remove_fow = no
	}
	effect = {
		remove_fow = 36	# Remove fog of war for 36 months.
	}
}

sow_discontent = {
	cost = 100		#costs 100$ ducats  (inflation modified)
	difficulty = 3
	prestige = -0.1
	badboy	= 1 		#small badboy increase if discovered.

	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { prestige = 0 }
		}
		modifier = {
			factor = 0
			badboy = 0.75
		}
		modifier = {
			factor = 0
			owner = { relation = { who = THIS value = 0 } }
		}
	}
	trigger = {
		NOT = { 
			OR = {
				technology_group = african
				technology_group = new_world
			}
		}
	}
	effect = {
		stability = -1
	}
}

sabotage_reputation = {
	cost = 200		#costs 200$ ducats  (inflation modified)
	difficulty = 3
	prestige = -0.2
	badboy = 1 		#small badboy increase if discovered.

	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { prestige = 0 }
		}
		modifier = {
			factor = 0
			badboy = 0.75
		}
		modifier = {
			factor = 0
			owner = { relation = { who = THIS value = 0 } }
		}
	}
	trigger = {
		NOT = { 
			OR = {
				technology_group = african
				technology_group = new_world
			}
		}
	}
	effect = {
		badboy = 1
	}
}

counterfeit_currency = {
	cost = 100		#costs 100$ ducats  (inflation modified)
	difficulty = 3
	prestige = -0.1
	badboy	= 1 		#small badboy increase if discovered.

	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { prestige = 0 }
		}
		modifier = {
			factor = 0
			badboy = 0.75
		}
		modifier = {
			factor = 0
			owner = { relation = { who = THIS value = 0 } }
		}
	}
	trigger = {
		government_tech = 23
	}
	effect = {
		inflation = 1
	}
}

assassinate_advisor = {
	cost = 50		#costs 50$ ducats  (inflation modified)
	difficulty = 5		#5/10
	prestige = -0.1		#lose 10 prestige if discovered..
	badboy	= 1 		#small badboy increase if discovered.
	capital = yes		#can only be done in a capital

	trigger = { 
		owner = { has_advisor = yes }
	}
	effect = {
		remove_advisor = random
	}
}

comission_privateer = {
	cost = 25
	difficulty = 2		
	prestige = -0.02
	badboy	= 0.25
	port = yes

	ai_will_do = {	
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				sea_zone = { 
					#NOT = { units_in_province = 1} 
					NOT = {
						any_neighbor_province = {
							OR = {
								owned_by = THIS 
								owner = { alliance_with = THIS }
							}
						}
					}
				}
			}
		}
		modifier = {
			factor = 0
			badboy = 0.75
		}
	}
	trigger = {
		has_country_flag = Piracy
		NOT = {
			has_country_flag = Anti_Piracy
			has_country_modifier = "the_anti_piracy_act"
			OR = { 
				technology_group = african	
				technology_group = new_world 
			}
			OR = {
				continent = north_america
				continent = south_america
				continent = carribean
				continent = central_america
			}
			owner = {
				has_country_flag = Piracy
			}
		}
	}
	effect = {
		sea_zone = {
			create_pirate = -1
			create_pirate = -1
			create_pirate = -1
		}
	}
}

comission_pirate = {
	cost = 25
	difficulty = 2		
	prestige = -0.02
	badboy	= 0.25
	port = yes

	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				sea_zone = { 
					#NOT = { units_in_province = 1} 
					NOT = {
						any_neighbor_province = {
							OR = {
								owned_by = THIS 
								owner = { alliance_with = THIS }
							}
						}
					}
				}
			}
		}
		modifier = {
			factor = 0
			badboy = 0.75
		}
	}
	trigger = {
		OR = {
			continent = north_america
			continent = south_america
			continent = carribean
			continent = central_america
		}
		has_country_flag = Piracy
		NOT = {
			has_country_flag = Anti_Piracy
			has_country_modifier = "the_anti_piracy_act"
			exists = BUC
			OR = { 
				technology_group = african	
				technology_group = new_world 
			}
			owner = {
				has_country_flag = Piracy
			}
		}
	}
	effect = {
		sea_zone = {
			create_pirate = -1
			create_pirate = -1
			create_pirate = -1
		}
	}
}

Letter_of_Marque = {
	cost = 25		
	difficulty = 2		
	prestige = -0.02	
	badboy	= 0.25 		
	port = yes		

	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			owner = { relation = { who = THIS value = 0 } }
		}
	}

	trigger = {
		OR = {
			continent = north_america
			continent = south_america
			continent = carribean
			continent = central_america
		}
		exists = BUC
		NOT = {
			has_country_flag = Anti_Piracy
			tag = BUC
			OR = { 
				technology_group = african	
				technology_group = new_world 
			}
		}
	}

	effect = {
		relation = { who = THIS value = -10 }
		BUC = { 
			big_ship = 489
		}
	}
}

Massive_LOM = {
	cost = 200		
	difficulty = 2		
	prestige = -0.05	
	badboy	= 0.5 		
	port = yes		

	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			owner = { relation = { who = THIS value = 0 } }
		}
	}

	trigger = {
		OR = {
			continent = north_america
			continent = south_america
			continent = carribean
			continent = central_america
		}
		exists = BUC
		NOT = {
			has_country_flag = Anti_Piracy
			tag = BUC
			owner = { 
				tag = BUC
				has_country_flag = Piracy
			}
			OR = { 
				technology_group = african	
				technology_group = new_world 
			}
		}
	}

	effect = {
		relation = { who = THIS value = -75 }
		war = BUC
		BUC = { 
			treasury = 200
		}
	}
}

support_revolt = {
	cost = 25		#costs 25$ ducats  (inflation modified)
	difficulty = 1		#1/10 = super-easy..
	prestige = -0.01	#lose 1 prestige if discovered..
	badboy	= 0 		#no badboy increase if discovered.

	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			pure_revolt_risk = 1
		}
		modifier = {
			factor = 0
			NOT = { prestige = 0 }
		}
		modifier = {
			factor = 0
			owner = { relation = { who = THIS value = 0 } }
		}
	}
	trigger = {
		NOT = { has_province_modifier = "foreign_support_for_rebels" }
	}
	effect = {
		add_province_modifier = {
			name = "foreign_support_for_rebels"
			duration = 360
		}
	}
}

incite_natives = {
	cost = 25			#costs 25$ ducats  (inflation modified)
	difficulty = 1		#1/10
	prestige = -0.01	#lose 1 prestige if discovered..
	badboy	= 0 		#no badboy increase if discovered.

	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { prestige = 0 }
		}
		modifier = {
			factor = 0
			owner = { relation = { who = THIS value = 0 } }
		}
	}
	trigger = {
		is_colony = yes
		native_size = 1
	}
	effect = {
		create_native = 1
	}
}

incite_troop_desertion = {
	cost = 25		#costs 25$ ducats  (inflation modified)
	difficulty = 2		#2/10 = easy..
	prestige = -0.05	#lose 5 prestige if discovered..
	badboy	= 0 		#no badboy increase if discovered.

	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { units_in_province = 1 }
		}
		modifier = {
			factor = 0
			owner = { relation = { who = THIS value = 0 } }
		}
	}
	trigger = {
		NOT = {
			has_province_modifier = "troop_desertions"
			OR = {
				technology_group = african
				technology_group = new_world
			}
		}
	}
	effect = {
		add_province_modifier = {
			name = "troop_desertions"
			duration = 180
		}
	}
}

sponsor_patriots = {
	cost = 100
	difficulty = 2		#1/10 = super-easy..
	prestige = -0.01	#lose 1 prestige if discovered..
	badboy	= 0 		#no badboy increase if discovered.

	ai_will_do = {
		factor = 1
	}

	trigger = {
		can_spawn_rebels = patriot_rebels
	}
	effect = {
		spawn_rebels = {
			type = patriot_rebels
			size = 1
			friend = THIS
		}
		owner = { casus_belli = THIS }
	}
}

sponsor_nationalists = {
	cost = 100
	difficulty = 2		#1/10 = super-easy..
	prestige = -0.01	#lose 1 prestige if discovered..
	badboy	= 0 		#no badboy increase if discovered.

	ai_will_do = {
		factor = 1
	}

	trigger = {
		can_spawn_rebels = nationalist_rebels
	}
	effect = {
		spawn_rebels = {
			type = nationalist_rebels
			size = 1
			friend = THIS
		}
		owner = { casus_belli = THIS }
	}
}

sponsor_pretender = {
	cost = 100
	difficulty = 3		#1/10 = super-easy..
	prestige = -0.03	#lose 1 prestige if discovered..
	badboy	= 1 		#no badboy increase if discovered.

	ai_will_do = {
		factor = 1
	}

	trigger = {
		can_spawn_rebels = pretender_rebels
		OR = {
			NOT = { owner = { stability = 0 } }
			owner = { regency = yes }
		}
	}
	effect = {
		spawn_rebels = {
			type = pretender_rebels
			size = 1
			friend = THIS
		}
		owner = { casus_belli = THIS }
	}
}

force_convert = {
	cost = 300		#(inflation modified)
	difficulty = -5		
	badboy	= 0 		#no badboy increase if discovered.
	prestige = 0

	trigger = {
		NOT = {
			ai = yes
			VAR = { has_country_flag = Multiplayer }
			VAR = { has_country_flag = Convert }
		}
		has_country_flag = Player_One
	}
	effect = {
		owner = { set_country_flag = Convert }
		VAR = { set_country_flag = Convert }
	}
}

province_buy = {
	cost = 1
	difficulty = -5		
	badboy	= 0 		#no badboy increase if discovered.
	prestige = 0

	trigger = {
		NOT = {
			ai = yes
			VAR = { has_country_flag = Multiplayer }
			has_province_flag = Province_Buy
		}
		has_country_flag = Player_One
		#VAR = { has_country_flag = Steal_MP }
		owner = {
			num_of_cities = 2
			ai = yes
		}
		any_neighbor_province = {
			owner = {
				has_country_flag = Player_One
			}
		}
	}
	effect = {
		set_province_flag = Province_Buy
	}
}

unlucky_cheat = {
	cost = 1		#(inflation modified)
	difficulty = -5		
	badboy	= 0 		#no badboy increase if discovered.
	prestige = 0

	trigger = {
		NOT = {
			ai = yes
			VAR = { has_country_flag = Multiplayer }
		}
		has_country_flag = Player_One
		VAR = { has_country_flag = Unlucky_MP }
	}

	effect = {
		owner = { set_country_flag = Unlucky }
	}
}

player_inherit = {
	cost = 1		#(inflation modified)
	difficulty = -5		
	badboy	= 0 		#no badboy increase if discovered.
	prestige = 0

	trigger = {
		NOT = {
			ai = yes
			VAR = { has_country_flag = Multiplayer }
		}
		has_country_flag = Player_One
		VAR = { has_country_flag = Inherit_MP }
	}
	effect = {
		owner = { set_country_flag = Player_Inherit }
	}
}

province_cheat = {
	cost = 1		#(inflation modified)
	difficulty = -5		
	badboy	= 0 		#no badboy increase if discovered.
	prestige = 0

	trigger = {
		NOT = {
			ai = yes
			VAR = { has_country_flag = Multiplayer }
		}
		has_country_flag = Player_One
		VAR = { has_country_flag = Steal_MP }
		owner = { num_of_cities = 2 }
	}
	effect = {
		secede_province = THIS
	}
}
