# Do not change tags in here without changing every other reference to them.
# If adding new spy actions, make sure they are uniquely named.


bribe_defenders = {
	cost = 25			#costs 25$ ducats  (inflation modified)
	difficulty = 2		#2/10
	badboy	= 0 		#no badboy increase if discovered.
	trigger = {
		has_siege = yes
	}
	effect = {
		change_siege = 2
	}
}

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 = {
		pure_revolt_risk = -1
	}

	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.
	trigger = {
		is_colony = yes
		native_size = 1
	}
	effect = {
		create_native = 1
	}
}

comission_privateer = {
	cost = 25		#costs 25$ ducats  (inflation modified)
	difficulty = 2		#1/10
	prestige = -0.01	#lose 1 prestige if discovered..
	badboy	= 0 		#no badboy increase if discovered.
	port = yes		#can only be done in a port.

	ai_will_do = {
		sea_zone = { 
			NOT = { units_in_province = 1} 
			NOT = {
				any_neighbor_province = {
					OR = {
						owned_by = THIS 
						owner = { alliance_with = THIS }
						}
				}
			}
		}
	}
	trigger = {
		NOT = {
			OR = { 
				technology_group = african	
				technology_group = new_world 
			}
		}
	}

	effect = {
		sea_zone = { create_pirate = 1 }
	}
}




fabricate_claims = {
	cost = 100			#costs 100$ ducats  (inflation modified)
	difficulty = 4		#4/10
	prestige = -0.2		#lose 20 prestige if discovered..
	badboy	= 1 		#small badboy increase if discovered.
	ai_will_do = {
		any_neighbor_province = {
			owned_by = THIS
		}
	}

	trigger = {
		NOT = { is_core = THIS }
	}
	effect = {
		add_core = THIS
	}
}

spy_ring_infiltration = {
	cost = 10		#costs 10$ ducats  (inflation modified)
	difficulty = 2		#5/10
	prestige = -0.01	#lose 1 prestige if discovered..
	badboy	= 0 		#no badboy increase if discovered.
	capital = yes		#can only be done in a capital
	trigger = {
		owner = { NOT = { has_country_modifier = "spies_infiltrated" } }
	}
	effect = {
		add_country_modifier = {
			name = "spies_infiltrated"
			duration = 180
		}
	}
}

incite_against_merchant = {
	cost = 25		#costs 25$ ducats  (inflation modified)
	difficulty = 2		#3/10 = semi-easy..
	prestige = -0.01	#lose 1 prestige if discovered..
	badboy	= 0 		#no badboy increase if discovered.
	capital = yes		#can only be done in a capital
	trigger = {
		owner = { NOT = { has_country_modifier = "merchants_despised" } }
	}
	effect = {
		add_country_modifier = {
			name = "merchants_despised"
			duration = 120
		}
	}
}




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 = {
		units_in_province = 1
	}
	trigger = {
		NOT = { has_province_modifier = "troop_desertions" }
	}
	effect = {
		add_province_modifier = {
			name = "troop_desertions"
			duration = 60
		}
	}
}



sow_discontent = {
	cost = 100			#costs 100$ ducats  (inflation modified)
	difficulty = 3		#8/10
	prestige = -0.1		#lose 20 prestige if discovered..
	badboy	= 1 		#small badboy increase if discovered.
	capital = yes		#can only be done in a capital
	ai_will_do = {
		owner = { stability = -2 }
	}
	trigger = {
		government_tech = 6
	}

	effect = {
		stability = -1
	}
}




sabotage_reputation = {
	cost = 200		#costs 200$ ducats  (inflation modified)
	difficulty = 8		#8/10
	prestige = -0.2		#lose 20 prestige if discovered..
	badboy	= 1 		#small badboy increase if discovered.
	capital = yes		#can only be done in a capital
	effect = {
		badboy = 1
	}
}




counterfeit_currency = {
	cost = 100			#costs 100$ ducats  (inflation modified)
	difficulty = 4		#8/10
	prestige = -0.1		#lose 20 prestige if discovered..
	badboy	= 1 		#small badboy increase if discovered.
	capital = yes		#can only be done in a capital
	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
	}
}