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

OLE_unit_production = {
	enable = {
		original_tag = OLE
	}
	abort = {
		always = no
	}

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

	ai_strategy = {
		type = role_ratio
		id = mountaineers
		value = 35
	}

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

	ai_strategy = {
		type = role_ratio
		id = armor
		value = 2
	}

	ai_strategy = {
		type = role_ratio
		id = infantry
		value = 55
	}

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

	#Air unit factors
	ai_strategy = {
		type = unit_ratio
		id = fighter
		value = 80
	}

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

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

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

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


	# Naval unit factors
	ai_strategy = {
		type = unit_ratio
		id = capital_ship
		value = 20
	}

	ai_strategy = {
		type = unit_ratio
		id = submarine
		value = 10
	}

	ai_strategy = {
		type = unit_ratio
		id = screen_ship
		value = 30
	}

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

	ai_strategy = {
		type = equipment_production_factor
		id = fighter
		value = 35
	}

	ai_strategy = {
		type = equipment_production_factor
		id = infantry
		value = 40
	}

	ai_strategy = {
		type = equipment_production_factor
		id = artillery
		value = 25
	}
}
changeling_threat_ole = {
	enable = {
		original_tag = OLE
		CHN = { has_completed_focus = pressure_olenia }
		NOT = { has_non_aggression_pact_with = CHN }
		has_civil_war = no
	}
	abort = {
		OR = {
			NOT = { country_exists = CHN }
			is_subject_of = CHN
			is_in_faction_with = CHN
			has_non_aggression_pact_with = CHN
		}
	}

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