# #	Example:
# #
# #	example_dynamic_modifier = {
# #		icon = "GFX_idea_unknown" # optional, will show up in guis if icon is specified
# #		enable = { always = yes } #optional, the modifier won't apply if not enabled
# #		remove_trigger = { always = no } #optional, will remove the modifier if true
# #       attacker_modifier = no  # if yes this modifier will also be read in combat for
# #                               # people engaging in the combat even if not in the state
# #
# #		# list of modifiers
# #		fuel_cost = 321
# #		max_fuel = var_max_fuel # will be taken from a variable
# #	}
# #
# #
# #	In a script file:
# #
# #	effect = {
# #		add_dynamic_modifier = {
# #			modifier = example_dynamic_modifier
# #			scope = GER # optional, if you specify this your dynamic modifier scoped to this scope (root is the effect scope)
# #			days = 14 # optional, will be removed after this many days passes
# #		}
# #	}
# #
# #	can be added to countries, states or unit leaders
# #	will only updated daily, unless forced by force_update_dynamic_modifier effect

# ###################################

# ### ### #  # ###  ##  ###  ###  ##
# #    #  #  #  #  #  # #  #  #  #  #
# ##   #  ####  #  #  # ###   #  ####
# #    #  #  #  #  #  # #     #  #  #
# ###  #  #  # ###  ##  #    ### #  #

# ###################################

# ###### COUNTRY MODIFIERS

# # Army Modifiers
# ETH_army_1_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ETH_army

	# max_dig_in = ETH_army_max_dig_in_factor # $MODIFIER_MAX_DIG_IN$
	# dig_in_speed_factor = ETH_army_dig_in_speed_factor # &MODIFIER_DIG_IN_SPEED_FACTOR$
	# experience_gain_army_factor = ETH_army_experience_gain_army_factor
	# # experience_loss_factor = ETH_army_experience_loss_factor # TODO_TA re-apply or remove
	# army_defence_factor = ETH_army_army_defence_factor
	# army_org_factor = ETH_army_army_org_factor # $MODIFIER_ARMY_ORG_FACTOR$

	# modifier_army_sub_unit_infantry_attack_factor = ETH_army_modifier_army_sub_unit_infantry_attack_factor
	# modifier_army_sub_unit_infantry_defence_factor = ETH_army_modifier_army_sub_unit_infantry_defence_factor
	# modifier_army_sub_unit_infantry_speed_factor = 	ETH_army_modifier_army_sub_unit_infantry_speed_factor

	# modifier_army_sub_unit_irregular_infantry_attack_factor = ETH_army_modifier_army_sub_unit_irregular_infantry_attack_factor
	# supply_consumption_factor = ETH_army_supply_consumption_factor

	# # later stuff
	# cas_damage_reduction = ETH_army_cas_damage_reduction
	# equipment_capture_factor = ETH_army_equipment_capture_factor

	# modifier_army_sub_unit_irregular_infantry_defence_factor = ETH_modifier_army_sub_unit_irregular_infantry_defence_factor
	# modifier_army_sub_unit_irregular_infantry_speed_factor = ETH_modifier_army_sub_unit_irregular_infantry_speed_factor
	# modifier_army_sub_unit_irregular_infantry_max_org_factor = ETH_modifier_army_sub_unit_irregular_infantry_max_org_factor

# }
# ETH_army_2_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ETH_army_2

	# max_dig_in = ETH_army_max_dig_in_factor
	# dig_in_speed_factor = ETH_army_dig_in_speed_factor
	# experience_gain_army_factor = ETH_army_experience_gain_army_factor
	# # experience_loss_factor = ETH_army_experience_loss_factor # TODO_TA re-apply or remove
	# army_defence_factor = ETH_army_army_defence_factor
	# army_org_factor = ETH_army_army_org_factor
	# modifier_army_sub_unit_infantry_attack_factor = ETH_army_modifier_army_sub_unit_infantry_attack_factor
	# modifier_army_sub_unit_infantry_defence_factor = ETH_army_modifier_army_sub_unit_infantry_defence_factor
	# modifier_army_sub_unit_infantry_speed_factor = 	ETH_army_modifier_army_sub_unit_infantry_speed_factor
	

	# modifier_army_sub_unit_irregular_infantry_attack_factor = ETH_army_modifier_army_sub_unit_irregular_infantry_attack_factor
	# supply_consumption_factor = ETH_army_supply_consumption_factor

	# # later stuff
	# cas_damage_reduction = ETH_army_cas_damage_reduction
	# equipment_capture_factor = ETH_army_equipment_capture_factor

	# modifier_army_sub_unit_irregular_infantry_defence_factor = ETH_modifier_army_sub_unit_irregular_infantry_defence_factor
	# modifier_army_sub_unit_irregular_infantry_speed_factor = ETH_modifier_army_sub_unit_irregular_infantry_speed_factor
	# modifier_army_sub_unit_irregular_infantry_max_org_factor = ETH_modifier_army_sub_unit_irregular_infantry_max_org_factor

# }
# ETH_army_3_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ETH_army_3

	# max_dig_in = ETH_army_max_dig_in_factor
	# dig_in_speed_factor = ETH_army_dig_in_speed_factor
	# experience_gain_army_factor = ETH_army_experience_gain_army_factor
	# # experience_loss_factor = ETH_army_experience_loss_factor # TODO_TA re-apply or remove
	# army_defence_factor = ETH_army_army_defence_factor
	# army_org_factor = ETH_army_army_org_factor
	# modifier_army_sub_unit_infantry_attack_factor = ETH_army_modifier_army_sub_unit_infantry_attack_factor
	# modifier_army_sub_unit_infantry_defence_factor = ETH_army_modifier_army_sub_unit_infantry_defence_factor
	# modifier_army_sub_unit_infantry_speed_factor = 	ETH_army_modifier_army_sub_unit_infantry_speed_factor


	# modifier_army_sub_unit_irregular_infantry_attack_factor = ETH_army_modifier_army_sub_unit_irregular_infantry_attack_factor
	# supply_consumption_factor = ETH_army_supply_consumption_factor

	# # later stuff
	# cas_damage_reduction = ETH_army_cas_damage_reduction
	# equipment_capture_factor = ETH_army_equipment_capture_factor

	# modifier_army_sub_unit_irregular_infantry_defence_factor = ETH_modifier_army_sub_unit_irregular_infantry_defence_factor
	# modifier_army_sub_unit_irregular_infantry_speed_factor = ETH_modifier_army_sub_unit_irregular_infantry_speed_factor
	# modifier_army_sub_unit_irregular_infantry_max_org_factor = ETH_modifier_army_sub_unit_irregular_infantry_max_org_factor
# }


# # Navy Modifiers
# ETH_navy_1_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ETH_navy

	# #INITIAL
	# # naval_coordination = ETH_navy_naval_coordination # TODO_TA re-apply or remove
	# # screening_efficiency = ETH_navy_screening_efficiency # TODO_TA re-apply or remove
	# repair_speed_factor = ETH_navy_repair_speed_factor
	# naval_doctrine_cost_factor = ETH_navy_naval_doctrine_cost_factor
	# refit_ic_cost = ETH_navy_refit_ic_cost
# }

# # Navy Modifiers
# ETH_navy_2_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ETH_navy_2

	# #INITIAL
	# # naval_coordination = ETH_navy_naval_coordination # TODO_TA re-apply or remove
	# # screening_efficiency = ETH_navy_screening_efficiency # TODO_TA re-apply or remove
	# repair_speed_factor = ETH_navy_repair_speed_factor
	# naval_doctrine_cost_factor = ETH_navy_naval_doctrine_cost_factor
	# refit_ic_cost = ETH_navy_refit_ic_cost
# }

# # Navy Modifiers
# ETH_navy_3_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ETH_navy_3

	# #INITIAL
	# # naval_coordination = ETH_navy_naval_coordination # TODO_TA re-apply or remove
	# # screening_efficiency = ETH_navy_screening_efficiency # TODO_TA re-apply or remove
	# repair_speed_factor = ETH_navy_repair_speed_factor
	# naval_doctrine_cost_factor = ETH_navy_naval_doctrine_cost_factor
	# refit_ic_cost = ETH_navy_refit_ic_cost
# }



# # Air Modifiers
# ETH_airforce_1_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ETH_airforce

	# #INITIAL
	# enemy_army_bonus_air_superiority_factor = ETH_airforce_enemy_army_bonus_air_superiority_factor
	# air_doctrine_cost_factor = ETH_airforce_air_doctrine_cost_factor
	# air_accidents_factor = ETH_airforce_air_accidents_factor
	# air_attack_factor = ETH_airforce_air_attack_factor
# }

# ETH_airforce_2_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ETH_airforce

	# #INITIAL
	# enemy_army_bonus_air_superiority_factor = ETH_airforce_enemy_army_bonus_air_superiority_factor
	# air_doctrine_cost_factor = ETH_airforce_air_doctrine_cost_factor
	# air_accidents_factor = ETH_airforce_air_accidents_factor
	# air_attack_factor = ETH_airforce_air_attack_factor
# }

# ETH_airforce_3_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ETH_airforce

	# #INITIAL
	# enemy_army_bonus_air_superiority_factor = ETH_airforce_enemy_army_bonus_air_superiority_factor
	# air_doctrine_cost_factor = ETH_airforce_air_doctrine_cost_factor
	# air_accidents_factor = ETH_airforce_air_accidents_factor
	# air_attack_factor = ETH_airforce_air_attack_factor
# }

# # Corrupt Bureaucracy
# ETH_corrupt_bureaucracy_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ETH_corrupt_bureaucracy
	# research_speed_factor = ETH_bureaucracy_research_speed_factor # $MODIFIER_RESEARCH_SPEED_FACTOR$
	# production_speed_buildings_factor = ETH_bureaucracy_production_speed_buildings_factor # $MODIFIER_PRODUCTION_SPEED_BUILDINGS_FACTOR$
	# production_factory_max_efficiency_factor = ETH_bureaucracy_production_factory_max_efficiency_factor # $MODIFIER_PRODUCTION_FACTORY_MAX_EFFICIENCY$

# }

# # Industrialization
# ETH_industrialization_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_man_five_year_plan_industry
	# industrial_capacity_dockyard = ETH_industrialization_industrial_capacity_dockyard # $MODIFIER_INDUSTRIAL_CAPACITY_DOCKYARD_FACTOR$
	# industrial_capacity_factory = ETH_industrialization_industrial_capacity_factory # $MODIFIER_INDUSTRIAL_CAPACITY_FACTOR$
	# line_change_production_efficiency_factor = ETH_industrialization_line_change_production_efficiency_factor # $MODIFIER_LINE_CHANGE_PRODUCTION_EFFICIENCY_FACTOR$
	# consumer_goods_factor = ETH_industrialization_consumer_goods_factor # $MODIFIER_CONSUMER_GOODS_FACTOR$

	# # Later
	# industry_air_damage_factor = ETH_industrialization_industry_air_damage_factor # $MODIFIER_INDUSTRY_AIR_DAMAGE_FACTOR@
	# industry_repair_factor = ETH_industrialization_industry_repair_factor # $MODIFIER_INDUSTRY_REPAIR_FACTOR$
	# production_factory_max_efficiency_factor = ETH_production_factory_max_efficiency_factor # $MODIFIER_PRODUCTION_FACTORY_MAX_EFFICIENCY$

	# air_equipment_upgrade_xp_cost = ETH_air_equipment_upgrade_xp_cost # $MODIFIER_AIR_EQUIPMENT_UPGRADE_XP_COST$
	# land_equipment_upgrade_xp_cost = ETH_land_equipment_upgrade_xp_cost # $MODIFIER_LAND_EQUIPMENT_UPGRADE_XP_COST$

	# production_speed_buildings_factor = ETH_production_speed_buildings_factor # $MODIFIER_PRODUCTION_SPEED_BUILDINGS_FACTOR$
# }


# # International Red Cross
# ETH_international_red_cross_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ETH_international_red_cross

	# army_morale_factor = ETH_irc_morale_factor
	# enemy_army_bonus_air_superiority_factor = ETH_irc_enemy_army_bonus_air_superiority_factor

	# # from communist branch
	# industry_repair_factor = ETH_communist_factory_repair_factor # $MODIFIER_INDUSTRY_REPAIR_FACTOR$

# }

# #### STATE MODIDIFERS
# ETH_state_development_dynamic_modifier = { #STATE MODIFIER
	# enable = { always = yes }
	# icon = GFX_modifiers_ETH_state_development
	# state_production_speed_buildings_factor = ETH_state_development_production_speed # $MODIFIER_STATE_PRODUCTION_SPEED_BUILDINGS_FACTOR$
	# local_building_slots_factor = ETH_state_development_local_building_slots_factor # $MODIFIER_LOCAL_BUILDING_SLOTS$


	# # Later
	# local_factories = ETH_state_development_local_factories
	# state_resources_factor = ETH_state_development_state_resources_factor

# }

# ETH_state_decentralization_dynamic_modifier = {
	# enable = { always = yes  }
	# remove_trigger = {
		# ROOT = { 
			# NOT = {
				# OWNER = {
					# original_tag = ETH
				# }
			# } # ROOT refers to the state on which the modifier is added
		# }
	# }
	# icon = GFX_modifiers_ETH_state_decentralization
	# local_building_slots_factor = ETH_state_decentralization_building_slots
	# production_speed_infrastructure_factor = ETH.ETH_state_decentralization_infrastructure
	# local_resources_factor = ETH.ETH_state_decentralization_resources
	# army_defence_factor = ETH.ETH_state_decentralization_defence
	# army_attack_factor = ETH.ETH_state_decentralization_attack
	# recruitable_population_factor = ETH.ETH_state_decentralization_recruitable_population
	# army_speed_factor = ETH.ETH_state_decentralization_army_speed
# }

# ETH_state_local_offensive_dynamic_modifier = {
	# enable = { always = yes  }
	# icon = GFX_modifiers_generic_military_plans
	# army_attack_factor = 0.25
	# breakthrough_factor = 0.5
# }

# ETH_state_local_retreat_modifier = {
	# enable = { always = yes  }
	# icon = GFX_modifiers_generic_military_plans
	# army_attack_factor = -0.15
	# army_speed_factor = -0.25
# }

# ETH_state_last_stand_modifier = {
	# enable = { always = yes  }
	# icon = GFX_modifiers_generic_military_plans
	# army_core_defence_factor = 0.15
	# supply_consumption_factor = -0.25
# }

# ETH_arranged_expansion_modifier = {
	# enable = { always = yes  }
	# icon = GFX_modifiers_ETH_arranged_territorial_expansion
	# custom_modifier_tooltip = ETH_arranged_expansion_modifier_tt
# }

# ETH_state_supporting_resistance_modifier = {
	# enable = { always = yes  }
	# icon = GFX_modifiers_bul_macedonian_revolutionaries
	# resistance_damage_to_garrison = 0.15
	# resistance_activity = 0.2
	# resistance_growth = 0.5
	# resistance_target = 0.8
	# compliance_growth = -0.1
# }
# ### African Union/Organization of Unity ###

# ETH_operative_modifier = {
	# enable = { always = yes}
	# operative_slot = 1
# }

# african_union_central_bank_modifier = {
	# enable = { always = yes }
	# icon = GFX_idea_chi_hyper_inflation4
	# stability_factor = org_africa_central_bank_stability_factor
	# #-0.05
	# production_speed_industrial_complex_factor = org_africa_central_bank_industrial_complex_factor
	# #-0.1
	# production_speed_infrastructure_factor = org_africa_central_bank_infrastructure_factor
	# #-0.1
# }

# african_union_executive_council_modifier = {
	# enable = { always = yes }
	# icon = GFX_idea_generic_constitutional_guarantees
	# political_power_gain = -0.1
	# stability_factor = 0.05
# }

# african_union_defense_agreement_modifier = {
	# enable = { always = yes }
	# icon = GFX_idea_chi_army_corruption3
	# army_defence_factor = 0.1
# }


# ###################################

# #### ########    ###    ##       ##    ##
 # ##     ##      ## ##   ##        ##  ##
 # ##     ##     ##   ##  ##         ####
 # ##     ##    ##     ## ##          ##
 # ##     ##    ######### ##          ##
 # ##     ##    ##     ## ##          ##
# ####    ##    ##     ## ########    ##

# ###################################


# ###### COUNTRY MODIFIERS (NATIONAL SPIRITS) #####

# # RICOSTRUZIONE INDUSTRIALE
# ITA_ricostruzione_industriale_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_SOV_third_five_year_plan_civilian

	# #ANY CHANGE IN THESE INITIAL MODIFIERS NEEDS TO BE APPLIED TO THE FAKE NS FOR BOOKMARKS!
	# production_speed_industrial_complex_factor = ITA_iri_production_speed_industrial_complex_factor #0.05
	# industrial_concern_cost_factor = ITA_iri_industrial_concern_cost_factor #-0.35
	# tank_manufacturer_cost_factor = ITA_iri_tank_manufacturer_cost_factor #-0.15
	# materiel_manufacturer_cost_factor = ITA_iri_materiel_manufacturer_cost_factor #-0.15
	# aircraft_manufacturer_cost_factor = ITA_iri_aircraft_manufacturer_cost_factor #-0.15
	# naval_manufacturer_cost_factor = ITA_iri_naval_manufacturer_cost_factor #-0.15

	# #  later stuff
	# production_speed_arms_factory_factor = ITA_iri_production_speed_arms_factory_factor #0.025
	# consumer_goods_factor = ITA_iri_consumer_goods_factor #-0.05
	# local_resources_factor = ITA_iri_local_resources_factor #0.1
	# production_speed_infrastructure_factor = ITA_iri_production_speed_infrastructure_factor #0.1
	# production_speed_dockyard_factor = ITA_iri_production_speed_dockyard_factor #0.1


	# #DANNES STUFF
	# conversion_cost_civ_to_mil_factor = ITA_iri_conversion_cost_civ_to_mil_factor
# }

# # MILITARY INDUSTRY
# ITA_military_industry_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_SOV_third_five_year_plan_military #Icon needs to match the one in ITA_hidden_research_penalties_ns (NS icon shows up in Tech tab)

	# production_factory_start_efficiency_factor = ITA_military_industry_dm_production_factory_start_efficiency_factor # -0.05
	# production_factory_max_efficiency_factor = ITA_military_industry_dm_factory_max_efficiency_factor # -0.1
	# production_factory_efficiency_gain_factor = ITA_military_industry_dm_production_factory_efficiency_gain_factor # -0.05
	# industrial_capacity_factory = ITA_military_industry_dm_industrial_capacity_factory #-0.1
	# custom_modifier_tooltip = ITA_military_industry_dynamic_modifier_tt #Research Penalties applied via hidden NS ITA_hidden_research_penalties_ns

	# # later stuff
	# line_change_production_efficiency_factor = ITA_military_industry_dm_line_change_production_efficiency_factor #0.1
	# production_lack_of_resource_penalty_factor = ITA_military_industry_dm_production_lack_of_resource_penalty_factor #0.1
	# equipment_upgrade_xp_cost = ITA_military_industry_dm_equipment_upgrade_xp_cost #-0.1
	# industrial_capacity_dockyard = ITA_military_industry_dm_industrial_capacity_dockyard #0.05
	# air_equipment_upgrade_xp_cost = ITA_military_industry_air_equipment_upgrade_xp_cost #-0.1/+0.1
# }


# # REGIO ESERCITO
# ITA_regio_esercito_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regio_esercito_1

	# #ANY CHANGE IN THESE INITIAL MODIFIERS NEEDS TO BE APPLIED TO THE FAKE NS FOR BOOKMARKS!
	# max_dig_in_factor = ITA_re_army_max_dig_in_factor #0.1
	# land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor #0.1
	# army_speed_factor = ITA_re_army_speed_factor #-0.1
	# army_org_factor = ITA_re_army_army_org_factor #-0.1
	# org_loss_when_moving = ITA_re_org_loss_when_moving #0.15

	# # later stuff
	# army_morale_factor = ITA_re_army_morale_factor #0.05
	# army_leader_cost_factor = ITA_re_army_leader_cost_factor #-0.15
	# experience_gain_factor = ITA_re_experience_gain_factor #0.1
	# modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor #0.05
	# army_core_defence_factor = ITA_re_army_core_defence_factor #0.05
	# modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor # 0.05
	# modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor #0.03
	# unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor #-0.25
	# unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor #-0.25
	# special_forces_cap = ITA_re_special_forces_cap # 0.5
	# special_forces_attack_factor = ITA_re_special_forces_attack_factor #0.03
	# special_forces_defence_factor = ITA_re_special_forces_defence_factor #0.03
	# modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor #0.05
	# modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor #0.05
	# modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor #0.05
	# modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor #0.05
	# modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor #0.05
	# modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor #0.05
	# modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor #0.05
	# special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor # 0.1
	# conscription_factor = ITA_re_conscription_factor #0.1
	# promote_cost_factor = ITA_re_promote_cost_factor #-0.2
	# command_power_gain_mult = ITA_re_command_power_gain_mult #0.15
	# non_core_manpower = ITA_re_non_core_manpower #0.15
	# army_attack_factor = ITA_re_army_attack_factor #0.05
	# modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_factor #0.05
	# max_command_power_mult = ITA_re_max_command_power_mult #0.15
	# supply_node_range = ITA_re_supply_node_range #0.1
	# supply_consumption_factor = ITA_re_supply_consumption_factor #-0.05
	# acclimatization_hot_climate_gain_factor = ITA_re_acclimatization_hot_climate_gain_factor #0.15
	# heat_attrition_factor = ITA_re_heat_attrition_factor #-0.1
	# modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor
	# modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor



	# #DANNES STUFF
	# army_infantry_attack_factor = ITA_re_infantry_attack
	# motorized_attack_factor = ITA_re_motorized_attack
	# mechanized_attack_factor = ITA_re_mechanized_attack
	# out_of_supply_factor = ITA_re_out_of_supply
	# army_armor_attack_factor = ITA_re_armor_attack
	# modifier_army_sub_unit_irregular_infantry_max_org_factor = ITA_re_irregular_org
# }

# ITA_regio_esercito_2_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regio_esercito_2

	# max_dig_in_factor = ITA_re_army_max_dig_in_factor #0.1

	# land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor #0.1
	# army_speed_factor = ITA_re_army_speed_factor #-0.1
	# army_org_factor = ITA_re_army_army_org_factor #-0.1
	# org_loss_when_moving = ITA_re_org_loss_when_moving #0.15

	# # later stuff
	# army_morale_factor = ITA_re_army_morale_factor #0.05
	# army_leader_cost_factor = ITA_re_army_leader_cost_factor #-0.15
	# experience_gain_factor = ITA_re_experience_gain_factor #0.1
	# modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor #0.05
	# army_core_defence_factor = ITA_re_army_core_defence_factor #0.05
	# modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor # 0.05
	# modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor #0.03
	# unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor #-0.25
	# unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor #-0.25
	# special_forces_cap = ITA_re_special_forces_cap # 0.5
	# special_forces_attack_factor = ITA_re_special_forces_attack_factor #0.03
	# special_forces_defence_factor = ITA_re_special_forces_defence_factor #0.03
	# modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor #0.05
	# modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor #0.05
	# modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor #0.05
	# modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor #0.05
	# modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor #0.05
	# modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor #0.05
	# modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor #0.05
	# special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor # 0.1
	# conscription_factor = ITA_re_conscription_factor #0.1
	# promote_cost_factor = ITA_re_promote_cost_factor #-0.2
	# command_power_gain_mult = ITA_re_command_power_gain_mult #0.15
	# non_core_manpower = ITA_re_non_core_manpower #0.15
	# army_attack_factor = ITA_re_army_attack_factor #0.05
	# modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_factor #0.05
	# max_command_power_mult = ITA_re_max_command_power_mult #0.15
	# supply_node_range = ITA_re_supply_node_range #0.1
	# supply_consumption_factor = ITA_re_supply_consumption_factor #-0.05
	# acclimatization_hot_climate_gain_factor = ITA_re_acclimatization_hot_climate_gain_factor #0.15
	# heat_attrition_factor = ITA_re_heat_attrition_factor #-0.1
	# modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor
	# modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor



	# #DANNES STUFF
	# army_infantry_attack_factor = ITA_re_infantry_attack
	# motorized_attack_factor = ITA_re_motorized_attack
	# mechanized_attack_factor = ITA_re_mechanized_attack
	# out_of_supply_factor = ITA_re_out_of_supply
	# army_armor_attack_factor = ITA_re_armor_attack
	# modifier_army_sub_unit_irregular_infantry_max_org_factor = ITA_re_irregular_org
# }

# ITA_regio_esercito_3_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regio_esercito_3

	# max_dig_in_factor = ITA_re_army_max_dig_in_factor #0.1

	# land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor #0.1
	# army_speed_factor = ITA_re_army_speed_factor #-0.1
	# army_org_factor = ITA_re_army_army_org_factor #-0.1
	# org_loss_when_moving = ITA_re_org_loss_when_moving #0.15

	# # later stuff
	# army_morale_factor = ITA_re_army_morale_factor #0.05
	# army_leader_cost_factor = ITA_re_army_leader_cost_factor #-0.15
	# experience_gain_factor = ITA_re_experience_gain_factor #0.1
	# modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor #0.05
	# army_core_defence_factor = ITA_re_army_core_defence_factor #0.05
	# modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor # 0.05
	# modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor #0.03
	# unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor #-0.25
	# unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor #-0.25
	# special_forces_cap = ITA_re_special_forces_cap # 0.5
	# special_forces_attack_factor = ITA_re_special_forces_attack_factor #0.03
	# special_forces_defence_factor = ITA_re_special_forces_defence_factor #0.03
	# modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor #0.05
	# modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor #0.05
	# modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor #0.05
	# modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor #0.05
	# modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor #0.05
	# modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor #0.05
	# modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor #0.05
	# special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor # 0.1
	# conscription_factor = ITA_re_conscription_factor #0.1
	# promote_cost_factor = ITA_re_promote_cost_factor #-0.2
	# command_power_gain_mult = ITA_re_command_power_gain_mult #0.15
	# non_core_manpower = ITA_re_non_core_manpower #0.15
	# army_attack_factor = ITA_re_army_attack_factor #0.05
	# modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_factor #0.05
	# max_command_power_mult = ITA_re_max_command_power_mult #0.15
	# supply_node_range = ITA_re_supply_node_range #0.1
	# supply_consumption_factor = ITA_re_supply_consumption_factor #-0.05
	# acclimatization_hot_climate_gain_factor = ITA_re_acclimatization_hot_climate_gain_factor #0.15
	# heat_attrition_factor = ITA_re_heat_attrition_factor #-0.1
	# modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor
	# modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor



	# #DANNES STUFF
	# army_infantry_attack_factor = ITA_re_infantry_attack
	# motorized_attack_factor = ITA_re_motorized_attack
	# mechanized_attack_factor = ITA_re_mechanized_attack
	# out_of_supply_factor = ITA_re_out_of_supply
	# army_armor_attack_factor = ITA_re_armor_attack
	# modifier_army_sub_unit_irregular_infantry_max_org_factor = ITA_re_irregular_org
# }


# #### ALTERNATIVE NAMES ####
# # ALT NAME
# ITA_regio_esercito_alt_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regio_esercito_1

	# #ANY CHANGE IN THESE INITIAL MODIFIERS NEEDS TO BE APPLIED TO THE FAKE NS FOR BOOKMARKS!
	# max_dig_in_factor = ITA_re_army_max_dig_in_factor #0.1
	# land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor #0.1
	# army_speed_factor = ITA_re_army_speed_factor #-0.1
	# army_org_factor = ITA_re_army_army_org_factor #-0.1
	# org_loss_when_moving = ITA_re_org_loss_when_moving #0.15

	# # later stuff
	# army_morale_factor = ITA_re_army_morale_factor #0.05
	# army_leader_cost_factor = ITA_re_army_leader_cost_factor #-0.15
	# experience_gain_factor = ITA_re_experience_gain_factor #0.1
	# modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor #0.05
	# army_core_defence_factor = ITA_re_army_core_defence_factor #0.05
	# modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor # 0.05
	# modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor #0.03
	# unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor #-0.25
	# unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor #-0.25
	# special_forces_cap = ITA_re_special_forces_cap # 0.5
	# special_forces_attack_factor = ITA_re_special_forces_attack_factor #0.03
	# special_forces_defence_factor = ITA_re_special_forces_defence_factor #0.03
	# modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor #0.05
	# modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor #0.05
	# modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor #0.05
	# modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor #0.05
	# modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor #0.05
	# modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor #0.05
	# modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor #0.05
	# special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor # 0.1
	# conscription_factor = ITA_re_conscription_factor #0.1
	# promote_cost_factor = ITA_re_promote_cost_factor #-0.2
	# command_power_gain_mult = ITA_re_command_power_gain_mult #0.15
	# non_core_manpower = ITA_re_non_core_manpower #0.15
	# army_attack_factor = ITA_re_army_attack_factor #0.05
	# modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_factor #0.05
	# max_command_power_mult = ITA_re_max_command_power_mult #0.15
	# supply_node_range = ITA_re_supply_node_range #0.1
	# supply_consumption_factor = ITA_re_supply_consumption_factor #-0.05
	# acclimatization_hot_climate_gain_factor = ITA_re_acclimatization_hot_climate_gain_factor #0.15
	# heat_attrition_factor = ITA_re_heat_attrition_factor #-0.1
	# modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor
	# modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor



	# #DANNES STUFF
	# army_infantry_attack_factor = ITA_re_infantry_attack
	# motorized_attack_factor = ITA_re_motorized_attack
	# mechanized_attack_factor = ITA_re_mechanized_attack
	# out_of_supply_factor = ITA_re_out_of_supply
	# army_armor_attack_factor = ITA_re_armor_attack
	# modifier_army_sub_unit_irregular_infantry_max_org_factor = ITA_re_irregular_org
# }

# ### ALT NAME ###
# ITA_regio_esercito_2_alt_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regio_esercito_2

	# max_dig_in_factor = ITA_re_army_max_dig_in_factor #0.1

	# land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor #0.1
	# army_speed_factor = ITA_re_army_speed_factor #-0.1
	# army_org_factor = ITA_re_army_army_org_factor #-0.1
	# org_loss_when_moving = ITA_re_org_loss_when_moving #0.15

	# # later stuff
	# army_morale_factor = ITA_re_army_morale_factor #0.05
	# army_leader_cost_factor = ITA_re_army_leader_cost_factor #-0.15
	# experience_gain_factor = ITA_re_experience_gain_factor #0.1
	# modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor #0.05
	# army_core_defence_factor = ITA_re_army_core_defence_factor #0.05
	# modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor # 0.05
	# modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor #0.03
	# unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor #-0.25
	# unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor #-0.25
	# special_forces_cap = ITA_re_special_forces_cap # 0.5
	# special_forces_attack_factor = ITA_re_special_forces_attack_factor #0.03
	# special_forces_defence_factor = ITA_re_special_forces_defence_factor #0.03
	# modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor #0.05
	# modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor #0.05
	# modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor #0.05
	# modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor #0.05
	# modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor #0.05
	# modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor #0.05
	# modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor #0.05
	# special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor # 0.1
	# conscription_factor = ITA_re_conscription_factor #0.1
	# promote_cost_factor = ITA_re_promote_cost_factor #-0.2
	# command_power_gain_mult = ITA_re_command_power_gain_mult #0.15
	# non_core_manpower = ITA_re_non_core_manpower #0.15
	# army_attack_factor = ITA_re_army_attack_factor #0.05
	# modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_factor #0.05
	# max_command_power_mult = ITA_re_max_command_power_mult #0.15
	# supply_node_range = ITA_re_supply_node_range #0.1
	# supply_consumption_factor = ITA_re_supply_consumption_factor #-0.05
	# acclimatization_hot_climate_gain_factor = ITA_re_acclimatization_hot_climate_gain_factor #0.15
	# heat_attrition_factor = ITA_re_heat_attrition_factor #-0.1
	# modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor
	# modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor



	# #DANNES STUFF
	# army_infantry_attack_factor = ITA_re_infantry_attack
	# motorized_attack_factor = ITA_re_motorized_attack
	# mechanized_attack_factor = ITA_re_mechanized_attack
	# out_of_supply_factor = ITA_re_out_of_supply
	# army_armor_attack_factor = ITA_re_armor_attack
	# modifier_army_sub_unit_irregular_infantry_max_org_factor = ITA_re_irregular_org
# }

# ### ALT NAME ###
# ITA_regio_esercito_3_alt_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regio_esercito_3

	# max_dig_in_factor = ITA_re_army_max_dig_in_factor #0.1

	# land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor #0.1
	# army_speed_factor = ITA_re_army_speed_factor #-0.1
	# army_org_factor = ITA_re_army_army_org_factor #-0.1
	# org_loss_when_moving = ITA_re_org_loss_when_moving #0.15

	# # later stuff
	# army_morale_factor = ITA_re_army_morale_factor #0.05
	# army_leader_cost_factor = ITA_re_army_leader_cost_factor #-0.15
	# experience_gain_factor = ITA_re_experience_gain_factor #0.1
	# modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor #0.05
	# army_core_defence_factor = ITA_re_army_core_defence_factor #0.05
	# modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor # 0.05
	# modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor #0.03
	# unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor #-0.25
	# unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor #-0.25
	# special_forces_cap = ITA_re_special_forces_cap # 0.5
	# special_forces_attack_factor = ITA_re_special_forces_attack_factor #0.03
	# special_forces_defence_factor = ITA_re_special_forces_defence_factor #0.03
	# modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor #0.05
	# modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor #0.05
	# modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor #0.05
	# modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor #0.05
	# modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor #0.05
	# modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor #0.05
	# modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor #0.05
	# special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor # 0.1
	# conscription_factor = ITA_re_conscription_factor #0.1
	# promote_cost_factor = ITA_re_promote_cost_factor #-0.2
	# command_power_gain_mult = ITA_re_command_power_gain_mult #0.15
	# non_core_manpower = ITA_re_non_core_manpower #0.15
	# army_attack_factor = ITA_re_army_attack_factor #0.05
	# modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_factor #0.05
	# max_command_power_mult = ITA_re_max_command_power_mult #0.15
	# supply_node_range = ITA_re_supply_node_range #0.1
	# supply_consumption_factor = ITA_re_supply_consumption_factor #-0.05
	# acclimatization_hot_climate_gain_factor = ITA_re_acclimatization_hot_climate_gain_factor #0.15
	# heat_attrition_factor = ITA_re_heat_attrition_factor #-0.1
	# modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor
	# modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor = ITA_re_modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor



	# #DANNES STUFF
	# army_infantry_attack_factor = ITA_re_infantry_attack
	# motorized_attack_factor = ITA_re_motorized_attack
	# mechanized_attack_factor = ITA_re_mechanized_attack
	# out_of_supply_factor = ITA_re_out_of_supply
	# army_armor_attack_factor = ITA_re_armor_attack
	# modifier_army_sub_unit_irregular_infantry_max_org_factor = ITA_re_irregular_org
# }

# # REGIA AERONAUTICA
# ITA_regia_aeronautica_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regia_aeronautica_1

	# air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor #0.1
	# air_superiority_bonus_in_combat = ITA_ra_air_superiority_bonus_in_combat #0.05

	# air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor #0.1
	# air_nav_efficiency = ITA_ra_air_nav_efficiency #-0.1
	# air_night_penalty = ITA_ra_air_night_penalty #-0.15
	# air_weather_penalty = ITA_ra_air_weather_penalty #-0.15
	# air_accidents_factor = ITA_ra_air_accidents_factor #0.05

	# #  later stuff
	# air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor #0.1
	# strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility #-o.1
	# air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor #0.05
	# air_range_factor = ITA_ra_air_range_factor #0.05
	# air_superiority_efficiency = ITA_ra_air_superiority_efficiency # 0.05
	# air_intercept_efficiency = ITA_ra_air_intercept_efficiency # 0.05
	# air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor #0.05



	# #DANNES STUFF
	# air_agility_factor = ITA_ra_air_agility_factor
	# ground_attack_factor = ITA_ra_ground_attack_factor
	# air_cas_present_factor = ITA_ra_air_cas_present_factor
	# air_mission_efficiency = ITA_ra_air_mission_efficiency
	# air_attack_factor = ITA_ra_air_attack
	# air_intercept_efficiency = ITA_ra_air_interception
# }

# ITA_regia_aeronautica_2_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regia_aeronautica_2

	# air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor #0.1
	# air_superiority_bonus_in_combat = ITA_ra_air_superiority_bonus_in_combat #0.05

	# air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor #0.1
	# air_nav_efficiency = ITA_ra_air_nav_efficiency #-0.1
	# air_night_penalty = ITA_ra_air_night_penalty #-0.15
	# air_weather_penalty = ITA_ra_air_weather_penalty #-0.15
	# air_accidents_factor = ITA_ra_air_accidents_factor #0.05

	# #  later stuff
	# air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor #0.1
	# strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility #-o.1
	# air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor #0.05
	# air_range_factor = ITA_ra_air_range_factor #0.05
	# air_superiority_efficiency = ITA_ra_air_superiority_efficiency # 0.05
	# air_intercept_efficiency = ITA_ra_air_intercept_efficiency # 0.05
	# air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor #0.05



	# #DANNES STUFF
	# air_agility_factor = ITA_ra_air_agility_factor
	# ground_attack_factor = ITA_ra_ground_attack_factor
	# air_cas_present_factor = ITA_ra_air_cas_present_factor
	# air_mission_efficiency = ITA_ra_air_mission_efficiency
	# air_attack_factor = ITA_ra_air_attack
	# air_intercept_efficiency = ITA_ra_air_interception
# }

# ITA_regia_aeronautica_3_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regia_aeronautica_3

	# air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor #0.1
	# air_superiority_bonus_in_combat = ITA_ra_air_superiority_bonus_in_combat #0.05

	# air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor #0.1
	# air_nav_efficiency = ITA_ra_air_nav_efficiency #-0.1
	# air_night_penalty = ITA_ra_air_night_penalty #-0.15
	# air_weather_penalty = ITA_ra_air_weather_penalty #-0.15
	# air_accidents_factor = ITA_ra_air_accidents_factor #0.05

	# #  later stuff
	# air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor #0.1
	# strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility #-o.05
	# air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor #0.05
	# air_range_factor = ITA_ra_air_range_factor #0.05
	# air_superiority_efficiency = ITA_ra_air_superiority_efficiency # 0.05
	# air_intercept_efficiency = ITA_ra_air_intercept_efficiency # 0.05
	# air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor #0.05



	# #DANNES STUFF
	# air_agility_factor = ITA_ra_air_agility_factor
	# ground_attack_factor = ITA_ra_ground_attack_factor
	# air_cas_present_factor = ITA_ra_air_cas_present_factor
	# air_mission_efficiency = ITA_ra_air_mission_efficiency
	# air_attack_factor = ITA_ra_air_attack
	# air_intercept_efficiency = ITA_ra_air_interception
# }


# ### ALTERNATIVE NAMES ###
# #ALT NAME
# ITA_regia_aeronautica_alt_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regia_aeronautica_1

	# air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor #0.1
	# air_superiority_bonus_in_combat = ITA_ra_air_superiority_bonus_in_combat #0.05

	# air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor #0.1
	# air_nav_efficiency = ITA_ra_air_nav_efficiency #-0.1
	# air_night_penalty = ITA_ra_air_night_penalty #-0.15
	# air_weather_penalty = ITA_ra_air_weather_penalty #-0.15
	# air_accidents_factor = ITA_ra_air_accidents_factor #0.05

	# #  later stuff
	# air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor #0.1
	# strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility #-o.1
	# air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor #0.05
	# air_range_factor = ITA_ra_air_range_factor #0.05
	# air_superiority_efficiency = ITA_ra_air_superiority_efficiency # 0.05
	# air_intercept_efficiency = ITA_ra_air_intercept_efficiency # 0.05
	# air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor #0.05



	# #DANNES STUFF
	# air_agility_factor = ITA_ra_air_agility_factor
	# ground_attack_factor = ITA_ra_ground_attack_factor
	# air_cas_present_factor = ITA_ra_air_cas_present_factor
	# air_mission_efficiency = ITA_ra_air_mission_efficiency
	# air_attack_factor = ITA_ra_air_attack
	# air_intercept_efficiency = ITA_ra_air_interception
# }

# #ALT NAME
# ITA_regia_aeronautica_2_alt_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regia_aeronautica_2

	# air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor #0.1
	# air_superiority_bonus_in_combat = ITA_ra_air_superiority_bonus_in_combat #0.05

	# air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor #0.1
	# air_nav_efficiency = ITA_ra_air_nav_efficiency #-0.1
	# air_night_penalty = ITA_ra_air_night_penalty #-0.15
	# air_weather_penalty = ITA_ra_air_weather_penalty #-0.15
	# air_accidents_factor = ITA_ra_air_accidents_factor #0.05

	# #  later stuff
	# air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor #0.1
	# strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility #-o.1
	# air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor #0.05
	# air_range_factor = ITA_ra_air_range_factor #0.05
	# air_superiority_efficiency = ITA_ra_air_superiority_efficiency # 0.05
	# air_intercept_efficiency = ITA_ra_air_intercept_efficiency # 0.05
	# air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor #0.05



	# #DANNES STUFF
	# air_agility_factor = ITA_ra_air_agility_factor
	# ground_attack_factor = ITA_ra_ground_attack_factor
	# air_cas_present_factor = ITA_ra_air_cas_present_factor
	# air_mission_efficiency = ITA_ra_air_mission_efficiency
	# air_attack_factor = ITA_ra_air_attack
	# air_intercept_efficiency = ITA_ra_air_interception
# }

# #ALT NAME
# ITA_regia_aeronautica_3_alt_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regia_aeronautica_3

	# air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor #0.1
	# air_superiority_bonus_in_combat = ITA_ra_air_superiority_bonus_in_combat #0.05

	# air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor #0.1
	# air_nav_efficiency = ITA_ra_air_nav_efficiency #-0.1
	# air_night_penalty = ITA_ra_air_night_penalty #-0.15
	# air_weather_penalty = ITA_ra_air_weather_penalty #-0.15
	# air_accidents_factor = ITA_ra_air_accidents_factor #0.05

	# #  later stuff
	# air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor #0.1
	# strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility #-o.05
	# air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor #0.05
	# air_range_factor = ITA_ra_air_range_factor #0.05
	# air_superiority_efficiency = ITA_ra_air_superiority_efficiency # 0.05
	# air_intercept_efficiency = ITA_ra_air_intercept_efficiency # 0.05
	# air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor #0.05



	# #DANNES STUFF
	# air_agility_factor = ITA_ra_air_agility_factor
	# ground_attack_factor = ITA_ra_ground_attack_factor
	# air_cas_present_factor = ITA_ra_air_cas_present_factor
	# air_mission_efficiency = ITA_ra_air_mission_efficiency
	# air_attack_factor = ITA_ra_air_attack
	# air_intercept_efficiency = ITA_ra_air_interception
# }



# # REGIA MARINA
# ITA_regia_marina_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regia_marina_1

	# naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack #0.1
	# screening_efficiency = ITA_rm_screening_efficiency #0.05

	# naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor #0.1
	# naval_coordination = ITA_rm_naval_coordination #-0.05
	# naval_detection = ITA_rm_naval_detection #-0.1
	# spotting_chance = ITA_rm_spotting_chance #-0.1

	# # later stuff
	# convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor #0.05
	# naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor #0.1
	# navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor #0.1
	# navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor #0.05
	# naval_morale_factor = ITA_rm_naval_morale_factor #0.1
	# strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss #-0.05
	# special_forces_cap = ITA_rm_special_forces_cap # 0.02
	# amphibious_invasion = ITA_rm_amphibious_invasion #0.05
	# naval_invasion_capacity = ITA_rm_naval_invasion_capacity #10
	# invasion_preparation = ITA_rm_invasion_preparation #-0.1
	# naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor #0.05
	# naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor #0.02
	# sub_retreat_speed = ITA_rm_sub_retreat_speed #0.05
	# navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor #0.05
	# decryption_factor = ITA_rm_decryption_factor #0.05
	# navy_intel_factor = ITA_rm_navy_intel_factor #0.1
	# naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed #0.15
# }

# ITA_regia_marina_2_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regia_marina_2

	# naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack #0.1
	# screening_efficiency = ITA_rm_screening_efficiency #0.05

	# naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor #0.1
	# naval_coordination = ITA_rm_naval_coordination #-0.05
	# naval_detection = ITA_rm_naval_detection #-0.1
	# spotting_chance = ITA_rm_spotting_chance #-0.1

	# # later stuff
	# convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor #0.05
	# naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor #0.1
	# navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor #0.1
	# navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor #0.05
	# naval_morale_factor = ITA_rm_naval_morale_factor #0.1
	# strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss #-0.05
	# special_forces_cap = ITA_rm_special_forces_cap # 0.02
	# amphibious_invasion = ITA_rm_amphibious_invasion #0.05
	# naval_invasion_capacity = ITA_rm_naval_invasion_capacity #10
	# invasion_preparation = ITA_rm_invasion_preparation #-0.1
	# naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor #0.05
	# naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor #0.02
	# sub_retreat_speed = ITA_rm_sub_retreat_speed #0.05
	# navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor #0.05
	# decryption_factor = ITA_rm_decryption_factor #0.05
	# navy_intel_factor = ITA_rm_navy_intel_factor #0.1
	# naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed #0.15
# }

# ITA_regia_marina_3_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regia_marina_3

	# naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack #0.1
	# screening_efficiency = ITA_rm_screening_efficiency #0.05

	# naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor #0.1
	# naval_coordination = ITA_rm_naval_coordination #-0.05
	# naval_detection = ITA_rm_naval_detection #-0.1
	# spotting_chance = ITA_rm_spotting_chance #-0.1

	# # later stuff
	# convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor #0.05
	# naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor #0.1
	# navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor #0.1
	# navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor #0.05
	# naval_morale_factor = ITA_rm_naval_morale_factor #0.1
	# strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss #-0.05
	# special_forces_cap = ITA_rm_special_forces_cap # 0.02
	# amphibious_invasion = ITA_rm_amphibious_invasion #0.05
	# naval_invasion_capacity = ITA_rm_naval_invasion_capacity #10
	# invasion_preparation = ITA_rm_invasion_preparation #-0.1
	# naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor #0.05
	# naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor #0.02
	# sub_retreat_speed = ITA_rm_sub_retreat_speed #0.05
	# navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor #0.05
	# decryption_factor = ITA_rm_decryption_factor #0.05
	# navy_intel_factor = ITA_rm_navy_intel_factor #0.1
	# naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed #0.15
# }


# ### ALTERNATIVE NAMES ###
# #ALT NAME
# ITA_regia_marina_alt_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regia_marina_1

	# naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack #0.1
	# screening_efficiency = ITA_rm_screening_efficiency #0.05

	# naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor #0.1
	# naval_coordination = ITA_rm_naval_coordination #-0.05
	# naval_detection = ITA_rm_naval_detection #-0.1
	# spotting_chance = ITA_rm_spotting_chance #-0.1

	# # later stuff
	# convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor #0.05
	# naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor #0.1
	# navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor #0.1
	# navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor #0.05
	# naval_morale_factor = ITA_rm_naval_morale_factor #0.1
	# strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss #-0.05
	# special_forces_cap = ITA_rm_special_forces_cap # 0.02
	# amphibious_invasion = ITA_rm_amphibious_invasion #0.05
	# naval_invasion_capacity = ITA_rm_naval_invasion_capacity #10
	# invasion_preparation = ITA_rm_invasion_preparation #-0.1
	# naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor #0.05
	# naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor #0.02
	# sub_retreat_speed = ITA_rm_sub_retreat_speed #0.05
	# navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor #0.05
	# decryption_factor = ITA_rm_decryption_factor #0.05
	# navy_intel_factor = ITA_rm_navy_intel_factor #0.1
	# naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed #0.15
# }

# #ALT NAME
# ITA_regia_marina_2_alt_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regia_marina_2

	# naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack #0.1
	# screening_efficiency = ITA_rm_screening_efficiency #0.05

	# naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor #0.1
	# naval_coordination = ITA_rm_naval_coordination #-0.05
	# naval_detection = ITA_rm_naval_detection #-0.1
	# spotting_chance = ITA_rm_spotting_chance #-0.1

	# # later stuff
	# convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor #0.05
	# naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor #0.1
	# navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor #0.1
	# navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor #0.05
	# naval_morale_factor = ITA_rm_naval_morale_factor #0.1
	# strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss #-0.05
	# special_forces_cap = ITA_rm_special_forces_cap # 0.02
	# amphibious_invasion = ITA_rm_amphibious_invasion #0.05
	# naval_invasion_capacity = ITA_rm_naval_invasion_capacity #10
	# invasion_preparation = ITA_rm_invasion_preparation #-0.1
	# naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor #0.05
	# naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor #0.02
	# sub_retreat_speed = ITA_rm_sub_retreat_speed #0.05
	# navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor #0.05
	# decryption_factor = ITA_rm_decryption_factor #0.05
	# navy_intel_factor = ITA_rm_navy_intel_factor #0.1
	# naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed #0.15
# }

# #ALT NAME
# ITA_regia_marina_3_alt_dynamic_modifier = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_ITA_regia_marina_3

	# naval_has_potf_in_combat_attack = ITA_rm_naval_has_potf_in_combat_attack #0.1
	# screening_efficiency = ITA_rm_screening_efficiency #0.05

	# naval_doctrine_cost_factor = ITA_rm_naval_doctrine_cost_factor #0.1
	# naval_coordination = ITA_rm_naval_coordination #-0.05
	# naval_detection = ITA_rm_naval_detection #-0.1
	# spotting_chance = ITA_rm_spotting_chance #-0.1

	# # later stuff
	# convoy_raiding_efficiency_factor = ITA_rm_convoy_raiding_efficiency_factor #0.05
	# naval_strike_attack_factor = ITA_rm_naval_strike_attack_factor #0.1
	# navy_submarine_attack_factor = ITA_rm_navy_submarine_attack_factor #0.1
	# navy_capital_ship_attack_factor = ITA_rm_navy_capital_ship_attack_factor #0.05
	# naval_morale_factor = ITA_rm_naval_morale_factor #0.1
	# strike_force_movement_org_loss = ITA_rm_strike_force_movement_org_loss #-0.05
	# special_forces_cap = ITA_rm_special_forces_cap # 0.02
	# amphibious_invasion = ITA_rm_amphibious_invasion #0.05
	# naval_invasion_capacity = ITA_rm_naval_invasion_capacity #10
	# invasion_preparation = ITA_rm_invasion_preparation #-0.1
	# naval_strike_agility_factor = ITA_rm_naval_strike_agility_factor #0.05
	# naval_critical_score_chance_factor = ITA_rm_naval_critical_score_chance_factor #0.02
	# sub_retreat_speed = ITA_rm_sub_retreat_speed #0.05
	# navy_screen_attack_factor = ITA_rm_navy_screen_attack_factor #0.05
	# decryption_factor = ITA_rm_decryption_factor #0.05
	# navy_intel_factor = ITA_rm_navy_intel_factor #0.1
	# naval_invasion_prep_speed = ITA_rm_naval_invasion_prep_speed #0.15
# }



# ITA_international_aid = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_generic_goods_red_bonus

	# consumer_goods_factor = ITA_consumer_goods_from_leftist_aid
# }

# ITA_peace_keepers_of_europe = { #NATIONAL SPIRIT
	# enable = { always = yes }

	# icon = GFX_idea_can_wartime_prices_and_trade_board

	# consumer_goods_factor = ITA_peace_keepers_consumer_goods_factor
	# war_support_factor = ITA_peace_keepers_war_support_factor
	# weekly_manpower = ITA_peace_keepers_weekly_manpower
# }

# ###### STATE MODIFIERS #####

# ITA_italian_highways_modifier = {
	# enable = { always = yes }
	# icon = GFX_modifiers_SOV_civilian_labor_in_defense

	# state_production_speed_infrastructure_factor = 0.25
# }

# ITA_libyan_railway_modifier = {
	# enable = { always = yes }
	# icon = GFX_modifiers_generic_railways

	# state_production_speed_rail_way_factor = 0.25
	# compliance_gain = 0.01
# }

# ITA_pacified_italian_east_africa_modifier = {
	# enable = { always = yes }
	# icon = GFX_modifiers_SOV_factory_worker_militias

	# state_production_speed_rail_way_factor = 0.1
	# state_production_speed_infrastructure_factor = 0.1
	# resistance_decay = 0.1
# }

# ITA_fronte_militare_clandestino_modifier = { #In a RSI state
	# enable = { always = yes }
	# remove_trigger = {
		# ROOT = { is_controlled_by = RDS } # ROOT refers to the state on which the modifier is added
	# }
	# icon = GFX_modifiers_SOV_invaders_must_die

	# #INITIAL (FRONTE MILITARE CLANDESTINO)
	# required_garrison_factor = 2.ITA_fronte_militare_clandestino_required_garrison_factor #0.15
	# resistance_growth_on_our_occupied_states = 2.ITA_fronte_militare_clandestino_resistance_growth_on_our_occupied_states #0.1

	# #GAPPISTI
	# resistance_damage_to_garrison_on_our_occupied_states = 2.ITA_fronte_militare_clandestino_resistance_damage_to_garrison_on_our_occupied_states #0.1
	# resistance_target_on_our_occupied_states = 2.ITA_fronte_militare_clandestino_resistance_target_on_our_occupied_states #0.1

	# #PARTISAN REPUBLICS
	# compliance_growth_on_our_occupied_states = 2.ITA_fronte_militare_clandestino_compliance_growth_on_our_occupied_states #-0.1
# }

# ITA_cooperatives_for_intensive_exploitation_dm = {
	# enable = { always = yes }
	# remove_trigger = { # ROOT refers to the state on which the modifier is added
		# ROOT = {
			# OR = {
				# NOT = { is_controlled_by = ITA }
				# controller = {
					# OR = {
						# has_government = neutrality
						# has_government = fascism
					# }
				# }
			# }
		# }
	# }
	# icon = GFX_modifiers_generic_supply

	# compliance_growth = 0.01
	# local_resources = 0.2
	# local_supplies = 0.1
# }

# ITA_anti_colonialism_sentiment = {
	# enable = { always = yes }
	# remove_trigger = { # ROOT refers to the state on which the modifier is added
		# ROOT = {	
			# OR = {
				# is_core_of = controller
				# controller = {
					# OR = {
						# NOT = { has_country_flag = ITA_refused_decolonization_flag }
						# capital_scope = {
							# is_on_continent = africa
						# }
					# }
				# }
			# }
		# }
	# }
	# icon = GFX_modifiers_bul_macedonian_revolutionaries

	# resistance_target = 0.15
	# resistance_damage_to_garrison = 0.15
	# local_factory_sabotage = 0.15
	# local_resources = -0.15
# }

# ITA_mafia_on_the_rise_no_lar = {
	# enable = { always = yes }
	# remove_trigger = { # ROOT refers to the state on which the modifier is added
		# ROOT = {
			# is_controlled_by = ITA
			# controller = {
				# has_completed_focus = ITA_cooperate_with_the_mafia
			# }
		# }
	# }
	# icon = GFX_modifiers_ITA_mafia_on_the_rise

	# state_resources_factor = -0.15
	# local_supplies_for_controller = -0.15
	# state_production_speed_buildings_factor = -0.15
	# local_non_core_supply_impact_factor = 0.15
# }

# ITA_mafia_on_the_rise = {
	# enable = { always = yes }
	# remove_trigger = { # ROOT refers to the state on which the modifier is added
		# ROOT = {
			# is_controlled_by = ITA
			# controller = {
				# has_completed_focus = ITA_cooperate_with_the_mafia
			# }
		# }
	# }
	# icon = GFX_modifiers_ITA_mafia_on_the_rise

	# local_intel_to_enemies = 0.25
	# state_resources_factor = -0.15
	# local_supplies_for_controller = -0.15
	# state_production_speed_buildings_factor = -0.15
	# enemy_operative_detection_chance_factor_over_occupied_tag = -0.15
	# local_non_core_supply_impact_factor = 0.15
# }

# ITA_established_mafia_no_lar = {
	# enable = { always = yes }
	# remove_trigger = { # ROOT refers to the state on which the modifier is added
		# ROOT = {
			# NOT = { is_controlled_by = ITA }
		# }
	# }
	# icon = GFX_modifiers_ITA_established_mafia

	# state_resources_factor = 0.15
	# local_supplies_for_controller = 0.15
	# state_production_speed_buildings_factor = -0.10
# }

# ITA_established_mafia = {
	# enable = { always = yes }
	# remove_trigger = { # ROOT refers to the state on which the modifier is added
		# ROOT = {
			# NOT = { is_controlled_by = ITA }
		# }
	# }
	# icon = GFX_modifiers_ITA_established_mafia

	# local_intel_to_enemies = 0.15
	# state_resources_factor = 0.15
	# local_supplies_for_controller = 0.15
	# state_production_speed_buildings_factor = -0.10
	# enemy_operative_detection_chance_factor_over_occupied_tag = 0.15
# }

# ITA_novus_ordo_modifier = {
	# enable = { always = yes  }
	# icon = GFX_modifiers_generic_military_industry
	# local_non_core_manpower = 0.25
	# local_resources_factor = 0.15
	# compliance_growth = 0.1
	# resistance_decay = 0.05
	# state_production_speed_arms_factory_factor = 0.2
	# local_factories = 0.5
# }

# ITA_expanded_corporatism_modifier = {
	# enable = { always = yes  }
	# icon = GFX_modifiers_generic_fascist_corporatism
	# local_resources_factor = 0.1
	# local_factories = 0.2
	# local_supplies = 0.1
	# compliance_growth = 0.05
# }


# ###################################################################################################
# ###################################################################################################
# ###################################################################################################

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# ###################################################################################################
# ###################################################################################################
# ###################################################################################################

# SWI_dormant_citizen_militia = {
	# enable = { always = yes }
	# remove_trigger = {
		# ROOT = {
			# has_country_flag = SWI_militias_turned_into_regulars
		# }
	# }
	# icon = GFX_idea_prc_low_popular_support3
	# modifier_army_sub_unit_militia_attack_factor = -0.5
	# modifier_army_sub_unit_militia_defence_factor = -0.5
	# modifier_army_sub_unit_militia_speed_factor = -0.5
	# modifier_army_sub_unit_militia_max_org_factor = -0.5
	# modifier_army_sub_unit_militia_org_recovery_cap_factor = -0.7
# }

# SWI_active_citizen_militia = {
	# enable = { always = yes }
	# remove_trigger = {
		# ROOT = {
			# has_country_flag = SWI_militias_turned_into_regulars
		# }
	# }
	# icon = GFX_idea_generic_manpower_bonus

	# industrial_capacity_factory = SWI_citizen_militia_industrial_capacity_factory
	# industrial_capacity_dockyard = SWI_citizen_militia_industrial_capacity_dockyard
	# production_speed_buildings_factor = SWI_citizen_militia_production_speed_buildings_factor
	# training_time_factor = SWI_citizen_militia_training_time_factor
	# civilian_factory_use = SWI_citizen_militia_civ_factory_use

# }

# SWI_fake_active_citizen_militia_for_the_tooltip = { # I swear this is the last time I use Dynamic Modifiers
	# enable = { always = yes }
	# icon = GFX_idea_generic_manpower_bonus
	# industrial_capacity_factory = -0.1
	# industrial_capacity_dockyard = -0.1
	# production_speed_buildings_factor = -0.1
	# training_time_factor = 0.1
	# civilian_factory_use = 1

# }

# SWI_gold_trade_with_switzerland = {
	# enable = { 
		# NOT = {
			# has_war_with = SWI
		# }
	# }
	# icon = GFX_idea_SPR_seize_the_gold_reserves

	# consumer_goods_factor = SWI_gold_trade_consumer_goods_factor
	# production_speed_buildings_factor = SWI_gold_trade_building_speed_factor
	# research_speed_factor = SWI_gold_trade_research_speed_factor
	# production_lack_of_resource_penalty_factor = SWI_gold_trade_lack_of_resource_penalty_factor
	# production_factory_max_efficiency_factor = SWI_gold_trade_factory_max_efficiency_factor
# }

# SWI_swiss_gold_market = {
	# enable = { 
		# always = yes
	 # }
	# icon = GFX_idea_SPR_seize_the_gold_reserves

	# consumer_goods_factor = SWI_gold_trade_consumer_goods_factor
	# production_speed_buildings_factor = SWI_gold_trade_building_speed_factor
	# research_speed_factor = SWI_gold_trade_research_speed_factor
	# production_lack_of_resource_penalty_factor = SWI_gold_trade_lack_of_resource_penalty_factor
	# production_factory_max_efficiency_factor = SWI_gold_trade_factory_max_efficiency_factor
# }

# SWI_seized_gold = {
	# enable = { always = yes }
	# icon = GFX_idea_SPR_seize_the_gold_reserves

	# consumer_goods_factor = SWI_gold_seized_consumer_goods_factor
	# production_speed_buildings_factor = SWI_gold_seized_building_speed_factor
	# research_speed_factor = SWI_gold_seized_research_speed_factor
	# production_lack_of_resource_penalty_factor = SWI_gold_seized_lack_of_resource_penalty_factor
	# production_factory_max_efficiency_factor = SWI_gold_seized_factory_max_efficiency_factor
# }

# SWI_stole_our_gold_reserves = {
	# enable = { always = yes }
	# icon = GFX_idea_usa_great_depression_3

	# consumer_goods_factor = SWI_gold_seized_bad_consumer_goods_factor
	# production_speed_buildings_factor = SWI_gold_seized_bad_building_speed_factor
	# research_speed_factor = SWI_gold_seized_bad_research_speed_factor
	# production_lack_of_resource_penalty_factor = SWI_gold_seized_bad_lack_of_resource_penalty_factor
	# production_factory_max_efficiency_factor = SWI_gold_seized_bad_factory_max_efficiency_factor
# }

# #### State Modifiers ####

# SWI_attack_from_the_mountains = {
	# enable = { always = yes } 
	# army_attack_factor = 2
	# state_production_speed_bunker_factor = -0.35
	# icon = GFX_modifiers_generic_military_plans

# }

# SWI_frontier_defense = {
	# enable = { always = yes} 
	# icon = GFX_modifiers_SOV_invaders_must_die
	# army_defence_factor = 1.5
# }

# SWI_heer_und_haus_mod = {
	# enable = { always = yes }
	# icon = GFX_modifiers_SWI_spiritual_resistance

	# resistance_activity =  0.3
	# resistance_growth = 0.2
	# resistance_decay = -0.3
# }

# SWI_Ortswehren_dynamic_mod = {
	# enable = { always = yes } 
	# icon = GFX_modifiers_generic_military_plans 

	# army_defence_factor = 0.25
	# land_reinforce_rate = 0.03
	# fortification_collateral_chance = -0.2
	# cas_damage_reduction = 0.1
	# max_dig_in_factor = 0.2

# }

# SWI_citizen_supply_mandate_mod = {
	# enable = { always = yes }
	# icon = GFX_modifiers_generic_military_plans 

	# local_supplies = 0.5
# }

# SWI_alpine_redoubt_dynamic_modifier = {
	# enable = { always = yes }
	# icon = GFX_modifiers_generic_defense

	# army_defence_factor = 0.2
	# enemy_army_bonus_air_superiority_factor = -0.15
	# cas_damage_reduction = 0.1
	# production_speed_bunker_factor = 0.35
	# production_speed_anti_air_building_factor = 0.2
# }

# SWI_infrastructure_rigged_to_blow = {
	# enable = { always = yes }
	# icon = GFX_modifiers_SOV_civilian_labor_in_defense

	# production_speed_buildings_factor = -0.15
# }