Oh, right. I'd actually seen this in the U.S. ideas game file before. If you don't have Man the Guns, there are no availability or AI willingness restrictions on those advisors at all. The logic is full of holes. Rather than blocking them during historical settings, they should be disabled by default and only enabled if the US is currently communist/fascist. There are scripted triggers for this purpose, it wouldn't be hard to do at all.
It can be hard to keep track of what relative weights different things have. To think the US, with its very constrained PP, prioritizes these guys over the Silent Workhorse. That's an unqualified disaster. Not to mention the fact that, during ahistorical games, the US will never be able to take The Giant Wakes.
Code:
available = {
if = {
limit = {
has_dlc = "Man the Guns"
}
has_completed_focus = USA_america_first
not = { focus_progress = { focus = USA_neutrality_act progress > 0 } }
not = { focus_progress = { focus = USA_limited_intervention progress > 0 } }
}
if = {
limit = { has_dlc = "Man the Guns" }
NOT = { has_autonomy_state = autonomy_supervised_state }
}
}
ai_will_do = {
factor = 10
modifier = {
is_historical_focus_on = yes
has_game_rule = {
rule = USA_ai_behavior
option = DEFAULT
}
factor = 0
}
modifier = {
is_historical_focus_on = yes
not = { has_dlc = "Man the Guns" }
factor = 0
}
}