﻿capital = 3

oob = "EQS_1007"

set_research_slots = 3

set_technology = {
	early_fighter = 1
	early_bomber = 1
	gwtank = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	interwar_antitank = 1
	gw_artillery = 1
	early_submarine = 1
	basic_submarine = 1
	early_destroyer = 1
	early_light_cruiser = 1
	basic_light_cruiser = 1
	early_heavy_cruiser = 1
	early_battleship = 1
	early_battlecruiser = 1
	early_carrier = 1
	basic_carrier = 1
	tech_support = 1
	CAS1 = 1
	transport = 1
	tech_recon = 1
	tech_engineers = 1
}

give_guarantee = BUF

set_convoys = 269
set_politics = {

	parties = {
		democratic = {
			popularity = 74
		}

		fascism = {
			popularity = 1
		}

		communism = {
			popularity = 25
			#banned = no #default is no
		}

		neutrality = {
			popularity = 0
		}
	}

	ruling_party = democratic
	last_election = "1.10.10"
	election_frequency = 36
	elections_allowed = no
}


add_ideas = {
	harmonic_stagnation
	alicorn_sisters
	home_of_ponies
	friendly_harmony
	}

if = {
	limit = {
		has_dlc = "Together for Victory"
	}
	set_autonomy = {
		target = CRY
		autonomous_state = autonomy_integrated_puppet
	}
	else = {
		puppet = CRY
	}
}
if = {
	limit = { has_dlc = "Together for Victory" }

	add_to_tech_sharing_group = equestrian_research
}

set_national_unity = 0.65

create_country_leader = {
	name = "Prince Blueblood"
	expire = "1965.1.1"
	ideology = despotism
	traits = {
	}
}

create_country_leader = {
	name = "Daybreaker"
	expire = "1965.1.1"
	picture = "Daybreaker.tga"
 ideology = fascism_ideology
	traits = {
		
	}
}

create_country_leader = {
	name = "Princess Celestia"
	expire = "1965.1.1"
	picture = "Celestia.tga"
 	ideology = conservatism
 	traits = { 
		
	}
}

create_country_leader = {
 name = "Starlight Glimmer"
 expire = "1965.1.1"
 picture = "Starlight.tga"
 ideology = leninism
 traits = {
	
	}
}

#create_corps_commander = {
#	name = "Applejack"
#	portrait_path = "gfx/leaders/EQS/Applejack.dds"
#	traits = { trickster ranger }
#	skill = 1
#}
create_corps_commander = {
	name = "Prince Blueblood"
	portrait_path = "gfx/leaders/EQS/Blueblood.tga"
	traits = { equestrian_prince }
	skill = 2
}
create_corps_commander = {
	name = "Soarin"
	portrait_path = "gfx/leaders/EQS/Soarin.tga"
	traits = {  }
	skill = 3
}
create_corps_commander = {
	name = "FastClip"
	portrait_path = "gfx/leaders/EQS/FastClip.tga"
	traits = { trait_engineer }
	skill = 2
}
create_corps_commander = {
	name = "Whiplash"
	portrait_path = "gfx/leaders/EQS/Whiplash.tga"
	traits = { old_guard }
	skill = 2
}
#create_corps_commander = {
#	name = "Surprise"
#	portrait_path = "gfx/leaders/EQS/Surprise.dds"
#	traits = {  }
#	skill = 2
#}

create_equipment_variant = {
	name = "O/P/R Class"
	type = submarine_1
	parent_version = 0
	upgrades = {
		ship_reliability_upgrade = 3
		sub_engine_upgrade = 2
		sub_stealth_upgrade = 2
		sub_torpedo_upgrade = 3
	}
}
create_equipment_variant = {
	name = "S Class"
	type = submarine_1
	parent_version = 1
	upgrades = {
		ship_reliability_upgrade = 2
		sub_engine_upgrade = 0
		sub_stealth_upgrade = 2
		sub_torpedo_upgrade = 3
	}
}
# Destroyers #
create_equipment_variant = {
	name = "A/B/C/D Class"
	type = destroyer_1
	parent_version = 0
	upgrades = {
		ship_torpedo_upgrade = 1
		destroyer_engine_upgrade = 3
		ship_ASW_upgrade = 2
		ship_anti_air_upgrade = 1
	}
	obsolete = yes
}
# Light Cruisers #
create_equipment_variant = {
	name = "Emerald Class"
	type = light_cruiser_1
	parent_version = 0
	upgrades = {
		ship_reliability_upgrade = 3
		ship_engine_upgrade = 3
		ship_gun_upgrade = 2
		ship_anti_air_upgrade = 3
	}
	obsolete = yes
}
create_equipment_variant = {
	name = "Amphion Class"
	type = light_cruiser_1
	parent_version = 1
	upgrades = {
		ship_reliability_upgrade = 3
		ship_engine_upgrade = 3
		ship_gun_upgrade = 3
		ship_anti_air_upgrade = 3
	}
}
# Heavy Cruisers #
create_equipment_variant = {
	name = "County Class"
	type = heavy_cruiser_1
	parent_version = 0
	upgrades = {
		ship_reliability_upgrade = 2
		ship_engine_upgrade = 3
		ship_armor_upgrade = 3
		ship_gun_upgrade = 3
	}
}
# Battlecruisers #
create_equipment_variant = {
	name = "Admiral Class"
	type = battle_cruiser_1
	parent_version = 0
	upgrades = {
		ship_reliability_upgrade = 3
		ship_engine_upgrade = 2
		ship_armor_upgrade = 3
		ship_gun_upgrade = 2
	}
}
# Battleships #
create_equipment_variant = {
	name = "Nelson Class"
	type = battleship_1
	parent_version = 0
	upgrades = {
		ship_reliability_upgrade = 3
		ship_engine_upgrade = 2
		ship_armor_upgrade = 3
		ship_gun_upgrade = 3
	}
}
create_equipment_variant = {
	name = "Queen Elizabeth Class"
	type = battleship_1
	parent_version = 0
	upgrades = {
		ship_reliability_upgrade = 1
		ship_engine_upgrade = 2
		ship_armor_upgrade = 1
	}
}