# befriend
# conquer
# antagonize
# build_ship
# build_army
# unit_ratio
# build_building
# research_tech
# garrison
# protect
# influence

EQS_unit_production = {
	enable = {
		is_pony_race = yes
		NOT = { original_tag = STG }
	}
	abort = {
		always = no
	}

	ai_strategy = {
		type = role_ratio
		id = garrison
		value = 5
	}

	ai_strategy = {
		type = role_ratio
		id = motorized
		value = 5
	}

	ai_strategy = {
		type = role_ratio
		id = mechanized
		value = 0
	}

	ai_strategy = {
		type = role_ratio
		id = paratroopers
		value = 0
	}

	ai_strategy = {
		type = role_ratio
		id = pegasi
		value = 15
	}

	ai_strategy = {
		type = role_ratio
		id = mountaineers
		value = 10
	}

	ai_strategy = {
		type = role_ratio
		id = marines
		value = 0
	}

	ai_strategy = {
		type = role_ratio
		id = cavalry
		value = -100
	}

	ai_strategy = {
		type = role_ratio
		id = armor
		value = 20
	}

	ai_strategy = {
		type = role_ratio
		id = magical_infantry
		value = 10
	}

	ai_strategy = {
		type = role_ratio
		id = infantry
		value = 80
	}

	#Air unit factors
	ai_strategy = {
		type = unit_ratio
		id = fighter
		value = 60
	}

	ai_strategy = {
		type = unit_ratio
		id = cas
		value = 3
	}

	ai_strategy = {
		type = unit_ratio
		id = tactical_bomber
		value = 5
	}

	ai_strategy = {
		type = unit_ratio
		id = strategic_bomber
		value = 15
	}

	ai_strategy = {
		type = unit_ratio
		id = naval_bomber
		value = 2
	}


	# Naval unit factors
	ai_strategy = {
		type = unit_ratio
		id = capital_ship
		value = 3
	}

	ai_strategy = {
		type = unit_ratio
		id = submarine
		value = 2
	}

	ai_strategy = {
		type = unit_ratio
		id = screen_ship
		value = 5
	}

	ai_strategy = {
		type = unit_ratio
		id = convoy
		value = 5
	}

	ai_strategy = {
		type = equipment_production_factor
		id = fighter
		value = 30
	}

	ai_strategy = {
		type = equipment_production_factor
		id = infantry
		value = 30
	}

	ai_strategy = {
		type = equipment_production_factor
		id = artillery
		value = 30
	}

	ai_strategy = {
		type = equipment_production_factor
		id = armor
		value = 10
	}
}
changeling_threat_eqs = {
	enable = {
		tag = EQS
		CHN = { has_completed_focus = prepare_for_war }
	}
	abort = {
		OR = {
			NOT = { country_exists = CHN }
			CHN = {
				has_government = democratic
				is_subject = yes
			}
		}
	}

	ai_strategy = {
		type = antagonize
		id = "CHN"
		value = 200
	}
}

changeling_threat2_eqs = {
	enable = {
		tag = EQS
		has_completed_focus = worrisome_changelings
	}
	abort = {
		OR = {
			NOT = { country_exists = CHN }
			CHN = {
				has_government = democratic
				is_subject = yes
			}
		}
	}

	ai_strategy = {
		type = antagonize
		id = "CHN"
		value = 100
	}
}

interested_in_magic = {
	enable = {
		OR = {
			original_tag = EQS
			original_tag = NLR
			original_tag = CRY
		}
		num_of_military_factories > 10
	}
	abort = {
		num_of_military_factories < 11
	}

	ai_strategy = {
		type = role_ratio
		id = magical_infantry
		value = 15
	}
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = -10
	}
}
