@tier1_cp_cap_increase = 10
@tier2_cp_cap_increase = 20
@tier3_cp_cap_increase = 30

@tier1_cp_cost = 0
@tier2_cp_cost = 0
@tier3_cp_cost = 0

@experience_gain_low = 0.03
@experience_gain_medium = 0.06
@experience_gain_high = 0.08

@chief_experience_gain_low = 0.20
@chief_experience_gain_medium = 0.30
@chief_experience_gain_high = 0.40
@chief_experience_gain_high_old_guard = 0.15

@army_chief_factor_1 = 0.42
@army_chief_factor_2 = 0.68
@army_chief_factor_3 = 0.84

@navy_chief_factor_1 = 0.31
@navy_chief_factor_2 = 0.57
@navy_chief_factor_3 = 0.73

@air_chief_factor_1 = 0.10
@air_chief_factor_2 = 0.13
@air_chief_factor_3 = 0.16

@army_command_factor_1 = 0.42
@army_command_factor_2 = 0.64
@army_command_factor_3 = 0.86

@navy_command_factor_1 = 0.41
@navy_command_factor_2 = 0.62
@navy_command_factor_3 = 0.83

@air_command_factor_1 = 0.40
@air_command_factor_2 = 0.60
@air_command_factor_3 = 0.80


###Todo remove commented advisor experience gains

leader_traits = {
	sick = {
		random = no
		political_power_factor = -0.03
		stability_factor = -0.05
	}

	dictator = {
		random = no
		political_power_factor = 0.25
		weekly_casualties_war_support = 0.001
		ai_desired_divisions_factor = 0.20

		ai_will_do = {
			factor = 1
		}
	}
	
	warrior_code = {
		random = no
		ai_call_ally_desire_factor = -40
		ai_join_ally_desire_factor = -30

		ai_will_do = {
			factor = 1
		}
	}

	underage_monarch = {
		random = no
		stability_factor = 0.10
		political_advisor_cost_factor = 0.25
		trade_laws_cost_factor = 0.25
		mobilization_laws_cost_factor = 0.25
		economy_cost_factor = 0.25
	}

	legitimate_heir = {
		random = no
		stability_factor = 0.10
		political_power_factor = 0.1
	}

	collaborator_king = {
		random = no
		fascism_drift = 0.1
		fascism_acceptance = 75
		political_power_factor = 0.1
	}

	imperial_sanction = {
		random = no

		targeted_modifier = {
			tag = CHI
			generate_wargoal_tension_against = 0.75
		}
		targeted_modifier = {
			tag = PRC
			generate_wargoal_tension_against = 0.75
		}
		targeted_modifier = {
			tag = SHX
			generate_wargoal_tension_against = 0.75
		}
		targeted_modifier = {
			tag = GXC
			generate_wargoal_tension_against = 0.75
		}
		targeted_modifier = {
			tag = YUN
			generate_wargoal_tension_against = 0.75
		}
		targeted_modifier = {
			tag = XSM
			generate_wargoal_tension_against = 0.75
		}
		targeted_modifier = {
			tag = SIK
			generate_wargoal_tension_against = 0.75
		}
		targeted_modifier = {
			tag = TNG
			generate_wargoal_tension_against = 0.75
		}

		ai_will_do = {
			factor = 1
		}
	}

	emperor_showa = {
		random = no
		stability_factor = 0.5 #FOR THE EMPERAH
		hidden_modifier = {	#Preventing some leaders to invite everybody into their faction (Here: Hirohito). Justification: honorable allies shall deserve it!:)
			ai_get_ally_desire_factor = -20
		}

		ai_will_do = {
			factor = 1
		}
	}
	
	ww_one_trauma = {
		random = no
		ai_call_ally_desire_factor = 10
		
		ai_will_do = {
			factor = 1
		}
	}
	
	stout_defender = { # This particular trait will make the AI heavily prioritize defensive warfare, rarely, if ever, attacking out of fortified locations
		random = no
		ai_focus_defense_factor = 0.5
		
		ai_will_do = {
			factor = 1
		}
	}
	
	warmonger = {
		random = no
		ai_focus_aggressive_factor = 0.5
		
		ai_will_do = {
			factor = 1
		}
	}

	inexperienced_imperialist = {
		random = no
		political_power_factor = -0.3
		stability_factor = 0.05
		justify_war_goal_time = -0.25
		
		ai_will_do = {
			factor = 1
		}
	}

	autocratic_imperialist = {
		random = no
		war_support_factor = 0.05
		stability_factor = 0.05
		justify_war_goal_time = -0.25
		
		ai_will_do = {
			factor = 1
		}
	}

	cabinet_crisis = {
		random = no
		political_power_factor = -0.5
		stability_factor = -0.1
		surrender_limit = -0.2
		ai_get_ally_desire_factor = -1000
		ai_will_do = {
			factor = 1
		}
	}

	unpopular_monarch = {
		random = no
		political_power_factor = -0.3
		stability_factor = -0.2
		
		ai_will_do = {
			factor = 1
		}
	}

	socialite_connections = {
		random = no
		trade_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		industrial_capacity_factory = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	wallis_fancy_title = {
		random = no
		neutrality_drift = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}

	inexperienced_monarch = {
		random = no
		political_advisor_cost_factor = 0.25
		trade_laws_cost_factor = 0.25
		mobilization_laws_cost_factor = 0.25
		economy_cost_factor = 0.25
		high_command_cost_factor = 0.25
		air_chief_cost_factor = 0.25
		army_chief_cost_factor = 0.25
		navy_chief_cost_factor = 0.25
		
		ai_will_do = {
			factor = 1
		}
	}

	headstrong = {
		random = no
		political_power_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}

	popular_queen = {
		random = no
		stability_factor = 0.15
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	heels_nipper = {
		random = no
		sprite = 10
		political_power_factor = -0.1
		stability_factor = -0.1
		political_advisor_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25

		ai_will_do = {
			factor = 1
		}
	}

	snuggler = {
		random = no
		sprite = 10
		political_power_factor = -0.1
		stability_factor = 0.05
		neutrality_drift = 0.05
		consumer_goods_factor = -0.15

		ai_will_do = {
			factor = 1
		}
	}

	face_licker = {
		random = no
		sprite = 10
		political_power_factor = -0.1
		war_support_factor = 0.05
		conscription = 0.01

		ai_will_do = {
			factor = 1
		}
	}

	stammer = {
		random = no
		political_power_factor = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	humble = {
		random = no
		neutrality_drift = 0.05
		consumer_goods_factor = -0.15
		
		ai_will_do = {
			factor = 1
		}
	}

	british_bulldog = {
		random = no
		war_support_factor = 0.1
		political_power_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	chamberlain_appeaser = {
		random = no
		war_support_factor = -0.05
		
		ai_will_do = {
			factor = 1
		}
	}

	rearmer = {
		random = no
		sprite = 12
		industrial_capacity_factory = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	conservative_grandee = {
		random = no
		sprite = 13 #Needed since Uruguay uses this traits in an advisor.
		political_power_factor = 0.05
		political_advisor_cost_factor = -0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	famous_aviator = {
		random = no
		equipment_bonus = {
			medium_plane_airframe = {
				instant = yes
				air_range = 0.01
			}
			small_plane_airframe = {
				instant = yes
				air_range = 0.01
			}
		}

		ai_will_do = {
			factor = 1
		}
	}
	spirit_of_genghis = {
		random = no
		cavalry_attack_factor = 0.05
		unit_cavalry_design_cost_factor = -0.25
		equipment_bonus = {
			small_plane_naval_bomber_airframe = {
				air_range = 0.1 
				naval_strike_attack = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	
	indomitable_perseverance = { # Ground units get 4 more Morale 
		random = no
		sprite = 5
		army_morale_factor = 0.04
		
		ai_will_do = {
			factor = 1
		}
	}

	generallissimo = {
		random = no
		defensive_war_stability_factor = 0.4
	}

	great_architect = {
		random = no
		production_speed_buildings_factor = 0.01
	}

	marshal_of_the_league = {
		random = no
		stability_factor = 0.05
		war_support_factor = 0.05
		political_power_factor = -0.05
		army_org_factor = 0.08
	}

	emperor_of_china = {
		random = no
		stability_factor = 0.15
		political_power_factor = 0.15
	}
	
	
	#ESPIONAGE IDEAS#
	
	head_of_intelligence = {
		random = no
		sprite = 15
		operative_slot = 1
		agency_upgrade_time = -0.15
	}
	
	mastermind_code_cracker = {
		random = no
		sprite = 15
		decryption_power = 15
	}

	expert_code_cracker = {
		random = no
		sprite = 15
		decryption_power = 10
	}


#ai_focus_defense_factor
#ai_focus_aggressive_factor
#ai_focus_production_factor
#ai_focus_military_advancements_factor
#ai_focus_peaceful_factor
#ai_focus_naval_factor
#ai_focus_naval_air_factor
#ai_focus_aviation_factor 
	
	dislikes_germany = {
		random = no
		ai_strategy = {
			type = antagonize
			id = "GER"			
			value = 200
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	dislikes_soviet = {
		random = no
		ai_strategy = {
			type = antagonize
			id = "SOV"
			value = 200
		}

		ai_will_do = {
			factor = 1
		}
	}

	likes_germany = {
		random = no
		ai_strategy = {
			type = alliance
			id = "GER"
			value = 300
		}

		ai_will_do = {
			factor = 1
		}
	}

	likes_mexico = {
		random = no
		ai_strategy = {
			type = alliance
			id = "MEX"
			value = 300
		}

		ai_will_do = {
			factor = 1
		}
	}

	likes_allies = {
		random = no
		ai_strategy = {
			type = alliance
			id = "ENG"
			value = 300
		}

		ai_strategy = {
			type = alliance
			id = "FRA"
			value = 300
		}

		ai_strategy = {
			type = alliance
			id = "USA"
			value = 300
		}

		ai_will_do = {
			factor = 1
		}
	}
	
	tenacious_defender = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	exiled = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	political_prisoner = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	assassination_survivor = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	stalins_puppet = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	union_man = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	political_dancer = {
		random = no
		political_power_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}

	staunch_constitutionalist = {
		random = no
		drift_defence_factor = 0.5

		ai_will_do = {
			factor = 1
		}
	}

	first_lady = {
		random = no
		sprite = 12

		war_support_factor = 0.05
		stability_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	dealbroker = {
		random = yes

		trade_laws_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25

		ai_will_do = {
			factor = 1
		}
	}

	hawk = {
		random = yes
		sprite = 13
		war_support_factor = 0.1
		stability_factor = -0.05
		justify_war_goal_time = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	cornered_fox = {
		random = no
		army_defence_factor = 0.15
		army_morale_Factor = 0.10

		ai_will_do = {
			factor = 1
		}
	}

	permanent_revolutionary = {
		random = no
		political_power_factor = -0.15
		justify_war_goal_time = 0.15
		subversive_activites_upkeep = -0.3
		max_command_power = 30

		ai_will_do = {
			factor = 1
		}
	}

	triumphant_revolutionary = {
		random = no
		justify_war_goal_time = 0.15
		subversive_activites_upkeep = -0.5
		max_command_power = 50

		drift_defence_factor = 0.15
		command_power_gain_mult = 0.15

		ai_will_do = {
			factor = 1
		}
	}
	permanent_revolutionary_LaR = {
		random = no
		political_power_factor = -0.15
		justify_war_goal_time = 0.15
		intel_network_gain = 0.1
		intel_from_operatives_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	triumphant_revolutionary_LaR = {
		random = no
		justify_war_goal_time = 0.15
		intel_network_gain = 0.3
		intel_from_operatives_factor = 0.3
		drift_defence_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}
	exiled_revolutionary_LaR = {
		random = no
		intel_network_gain = 0.3
		intel_from_operatives_factor = 0.3
		drift_defence_factor = 0.3

		ai_will_do = {
			factor = 1
		}
	}	
	exiled_revolutionary = {
		random = no
		subversive_activites_upkeep = -0.5
		drift_defence_factor = 0.3

		ai_will_do = {
			factor = 1
		}
	}

	railroad_enthusiast = { #Valentin Campa
		random = no
		sprite = 10 #used on Indian advisor
		production_speed_rail_way_factor = 0.25

		ai_will_do = {
			factor = 1
		}
	}

	strongman_of_san_luis_potosi = { #Saturnino Cedillo
		random = no
		army_morale_factor = 0.05
		political_power_factor = 0.10

		ai_will_do = {
			factor = 1
		}
	}

	revolutionary_general = { #Francisco José Mugica
		random = no
		resistance_growth_on_our_occupied_states = 0.25 
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		theorist_cost_factor = -0.25
		
		ai_will_do = {
			factor = 1
		}
	}

	fascist_militia_leader = { #Nicolás Rodríguez Carrasco, probably others too could be used for random fascist leaders
		random = no
		war_support_factor = 0.05
		mobilization_speed = 0.05

		ai_will_do = {
			factor = 1
		}

		ai_strategy = {
			type = force_build_armies
			value = 10
		}
	}

	charismatic_dictator = { #Francisco de Barcelos Rolao Preto's upgraded role
		random = no
		war_stability_factor = 0.1
		war_support_factor = 0.1
		mobilization_speed = 0.1
		justify_war_goal_time = -0.25
		ai_will_do = {
			factor = 1
		}
		ai_strategy = {
			type = force_build_armies
			value = 10
		}
	}

	cristero_general = { #Jesús Degollado Guízar
		random = no
		conscription = 0.01
		ai_will_do = {
			factor = 1
		}
	}

	primate_of_mexico = { # Luis María Martínez
		random = no
		stability_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	el_jefe_maximo = { #Plutarco Calles
		random = no
		political_advisor_cost_factor = -0.25
		political_power_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	protector_of_the_campesinos = { #communist Cardenas (land reformer)
		random = no
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	refounder_of_mexico = { # democratic Cardenas
		random = no

		stability_factor = 0.05
		trade_opinion_factor = 0.2

		ai_will_do = {
			factor = 1
		}
	}

	the_gentleman_president = { #Manuel Avila Camacho
		random = no
		stability_factor = 0.05
		improve_relations_maintain_cost_factor = -0.5

		ai_will_do = {
			factor = 1
		}
	}

	conservative_nationalist = { #Antonio de Oliveira Salazar - Vanilla
		sprite = 13		#added later since it is now also on advisors
		random = no
		stability_factor = 0.1
		production_speed_infrastructure_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	conservative_nationalist_lar = { #Antonio de Oliveira Salazar - LAR
		random = no
		stability_weekly = 0.002
		production_speed_infrastructure_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	the_silver_president = { #Juan Andreu
		random = no
		consumer_goods_factor = -0.15
		fascism_acceptance = 50
		ai_will_do = {
			factor = 1
		}
	}

	the_dean_of_mexican_marxism = { #Vicente Lombardo
		random = no

		stability_factor = 0.05
		industrial_capacity_factory = 0.1
		fascism_acceptance = -80
		neutrality_acceptance = -80		

		ai_will_do = {
			factor = 1
		}
	}

	staunch_stalinist = { #Dionisio Encina
		random = no
		industrial_capacity_factory = 0.1
		drift_defence_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}

	devoted_trotskyist = { #Hernan Laborde Devoted Trotkyist
		random = no
		war_support_factor = 0.05
		subversive_activites_upkeep = -0.25
		fascism_acceptance = -80
		ai_will_do = {
			factor = 1
		}
	}
	
	devoted_trotskyist = { #Hernan Laborde Devoted Trotkyist
		random = no
		war_support_factor = 0.05
		subversive_activites_upkeep = -0.25

		ai_will_do = {
			factor = 1
		}
	}

	fascist_sympathies = {
		random = no		
		fascism_acceptance = 70

		ai_will_do = {
			factor = 1
		}
	}

	anti_communist = {
		random = no
		communism_acceptance = -80
		communism_drift = -0.01

		ai_will_do = {
			factor = 1
		}
	}

	camarilla_leader = {
		random = no
		political_advisor_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25
		
		ai_will_do = {
			factor = 1
		}
	}

	hedonist = {
		random = no
		stability_factor = -0.05

		ai_will_do = {
			factor = 1
		}
	}
	appeaser = {
		random = yes
		sprite = 13
		war_support_factor = -0.05
		stability_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	tenacious_negotiator = {
		sprite = 13
		random = yes
		political_power_factor = 0.1
		trade_opinion_factor = 0.25
	}

	national_integralist = {
		sprite = 13
		random = no
		political_power_factor = 0.15
		stability_weekly = 0.001

		ai_will_do = {
			factor = 1
		}
	}

	retired_officer = {
		sprite = 13
		random = yes
		war_support_factor = 0.05
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25

		ai_will_do = {
			factor = 1
		}
	}
	eager_collaborator = {
		random = no
		send_volunteer_size = 2
		improve_relations_maintain_cost_factor = -1
		#fascism_acceptance = 75
		ai_will_do = {
			factor = 1
		}
	}

	constitutional_monarch = {
		sprite = 13
		random = no
		stability_weekly = 0.01
		political_power_gain = 0.1
		ai_will_do = {
			factor = 1
		}
	}
	duke_of_orleans = {
		random = no
		neutrality_drift = 0.1
		ai_will_do = {
			factor = 1
		}
	}
	count_of_paris = {
		random = no
		global_building_slots_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	reluctant_veteran = {
		random = no
		war_support_factor = 0.05
		conscription_factor = 0.05
	}
	proletariat_internationalist = {
		random = no
		war_support_factor = 0.05
		non_core_manpower = 0.025
	}
	anti_democrat = {
		random = no
		democratic_acceptance = -50
		democratic_drift = -0.02
		stability_factor = 0.10

		ai_will_do = {
			factor = 1
		}
	}
	emergency_powers = {
		random = no
		political_power_gain = 0.5
		ai_will_do = {
			factor = 1
		}
	}

	popular_figurehead2 = {
		sprite = 13
		stability_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	popular_figurehead3 = {
		sprite = 13
		stability_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}
	american_caesar = {
		random = no
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
	great_war_hero = {
		war_support_factor = 0.05
		stability_factor = 0.05
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
		army_morale_factor = 0.05
	}

	GER_high_admiral = { # Raeder
		naval_coordination = 0.15
		naval_morale_factor = 0.1
		experience_gain_navy = 0.08
		army_org_factor = -0.05
	}

	GER_burggraf_und_graf_zu_dohna_schlobitten = {
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
		army_morale_factor = 0.05
	}

	SIL_prince_of_pless_trait = {
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
		stability_factor = 0.1
	}

	GER_sword_of_islam_trait = {
		war_support_factor = 0.05
		weekly_manpower = 100
		army_morale_factor = 0.05
	}

	imperial_connections = {
		random = no
		political_advisor_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25

		ai_will_do = {
			factor = 1
		}
	}

	kaiserin_of_the_people = {
		stability_weekly = 0.001
		stability_factor = 0.05
		war_support_factor = 0.05
		army_core_defence_factor = 0.1
		political_power_factor = 0.15
	}

	victoria_iii = {
		stability_factor = 0.05
	}

	incognito = {
		fascism_drift = 0.1
		drift_defence_factor = 0.15
	}

	nationalist_symbol = {
		sprite = 13
		war_support_factor = 0.05
		stability_factor = 0.05
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
		ai_will_do = {
			factor = 10
		}		
	}

	red_army_organizer = { # Trotsky's trait if invited to join the Mexican government. Combines effects of Genius Army Organizer and Communist Revolutionary
		sprite = 12
		army_org_factor = 0.12
		experience_gain_army = @chief_experience_gain_high
		communism_drift = 0.1

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = 2
		}
	}

	GER_freikorps_commander = {
		random = no
		sprite = 5
		conscription_factor = 0.03
		modifier_army_sub_unit_militia_defence_factor = 0.05
		modifier_army_sub_unit_militia_attack_factor = 0.05
		modifier_army_sub_unit_militia_max_org_factor = 0.05
		drift_defence_factor = 0.15
	}

	champion_of_peace_1 = {
		random = no
		war_support_factor = -0.3
		generate_wargoal_tension = 1
	}

	champion_of_peace_2 = {
		random = no
		war_support_factor = -0.24
		generate_wargoal_tension = 0.80
	}

	champion_of_peace_3 = {
		random = no
		war_support_factor = -0.18
		generate_wargoal_tension = 0.60
	}

	champion_of_peace_4 = {
		random = no
		war_support_factor = -0.12
		generate_wargoal_tension = 0.40
	}

	champion_of_peace_5 = {
		random = no
		war_support_factor = -0.06
		generate_wargoal_tension = 0.20
	}

	economic_reformer = {
		random = no
		sprite = 10
		trade_laws_cost_factor = -0.33
		economy_cost_factor = -0.33
		consumer_goods_factor = -0.15
	}

	strict_austerity_adherent = {
		random = no
		stability_factor = -0.15
		economy_cost_factor = 0.5
		consumer_goods_factor = -0.25
	}

	defeatist = {
		random = no
		war_support_factor = -0.1
		surrender_limit = -0.25
	}

	little_churchill = {
		random = no
		war_support_factor = 0.05
		resistance_growth_on_our_occupied_states = 0.15
	}

	wilhelmina = {
		random = no
		stability_factor = 0.15
	}

	disdain_for_politicians_1 = {
		random = no
		political_power_factor = 0.05
		communism_drift = -0.01
		fascism_drift = -0.01
		democratic_drift = -0.01
	}

	disdain_for_politicians_2 = {
		random = no
		political_power_factor = 0.1
		communism_drift = -0.02
		fascism_drift = -0.02
		democratic_drift = -0.02
	}

	queen_of_the_people = {
		random = no
		war_support_factor = 0.1
		resistance_target_on_our_occupied_states = 0.25
	}

	leider = {
		random = no
		war_support_factor = 0.1
		fascism_acceptance = 50
	}

	comintern_workhorse = {
		sprite = 13	
		random = no
		opinion_gain_monthly_same_ideology_factor = 1.0
		subversive_activites_upkeep = -0.5
		intel_from_operatives_factor = 0.15
	}

	veteran_communist = {
		random = no
		stability_factor = 0.05
		industrial_capacity_factory = 0.05
	}

	indecisive = {
		random = no
		stability_factor = 0.05
		political_power_factor = -0.05
	}

	figurehead_president = {
		random = no
		stability_factor = -0.05
		political_power_factor = 0.05
	}

	great_survivor = {
		random = no
		stability_factor = 0.1
		mobilization_speed = 0.15
	}

	the_director = {
		random = no
		planning_speed = -0.1
		max_planning = 0.1
		army_core_attack_factor = 0.15
		army_core_defence_factor = 0.15
	}

	sins_of_the_father = {
		random = no
		production_speed_arms_factory_factor = 0.1
		political_power_gain = -0.1
		high_command_cost_factor = -0.34
		air_chief_cost_factor = -0.34
		army_chief_cost_factor = -0.34
		navy_chief_cost_factor = -0.34
	}

	empire_builder = {
		random = no
		war_support_factor = 0.05
		justify_war_goal_time = -0.25
	}

	jefe = {
		random = no
		war_support_factor = 0.05
	}

	caudillo_1 = {
		random = no
		resistance_damage_to_garrison = -0.15
		high_command_cost_factor = -0.15
	}

	caudillo_2 = {
		random = no
		resistance_damage_to_garrison = -0.15
		high_command_cost_factor = -0.15
		max_command_power = 20
		command_power_gain_mult = 0.25
	}

	the_lion_of_the_rif = {
		random = no
		war_support_factor = 0.1
		army_org_factor = 0.05
	}

	the_sacred_king = {
		random = no
		stability_factor = 0.1
	}

	disgraced_monarch = {
		random = no
		consumer_goods_factor = -0.15
		stability_factor = -0.1
	}

	the_legitimist = {
		random = no
		stability_factor = 0.05
		war_support_factor = 0.05
	}

	divided_interests = {
		random = no
		army_core_attack_factor = 0.05
		army_core_defence_factor = -0.05
		research_speed_factor = -0.1
	}

	our_right_to_survive = {
		random = no
		war_support_factor = 0.1
		army_core_defence_factor = 0.1
		pocket_penalty = -0.1
	}

	anarchist_zeal = {
		random = no
		neutrality_drift = 0.05
		war_support_factor = 0.1
		minimum_training_level = -0.1
	}

	militant_socialist = {
		random = no
		war_support_factor = 0.05
		targeted_modifier = {
			tag = SOV
			attack_bonus_against = 0.1
			defense_bonus_against = 0.1
		}
	}

	constitutional_monarch_minor = { #Dom Duarte Nuno, King of Portugal
		random = no
		stability_weekly = 0.005
		political_power_gain = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	#GREECE LEADER TRAITS

	arkhigos = {
		random = no
		communism_drift = -0.02
		democratic_drift = -0.02
		fascism_acceptance = 35
		army_core_defence_factor = 0.05
	}

	divisive_absolute_monarch = {
		random = no
		stability_factor = -0.1
		political_advisor_cost_factor = -0.15
		high_command_cost_factor = -0.15
		air_chief_cost_factor = -0.15
		army_chief_cost_factor = -0.15
		navy_chief_cost_factor = -0.15
		
		ai_will_do = {
			factor = 1
		}
	}

	monarchist_puppet = {
		random = no
		neutrality_drift = 0.02
		stability_weekly = -0.03
	}

	elected_monarchist_puppet = {
		random = no
		stability_factor = -0.05
	}

	ethnarch = {
		random = no
		stability_factor = 0.1
		war_support_factor = 0.15
		political_power_gain = 0.15
		political_advisor_cost_factor = -0.25
		
		ai_will_do = {
			factor = 1
		}
	}

	professional_crisis_solver = { #Sofoulis
		random = no
		stability_factor = 0.05
		political_power_gain = 0.05
	}

	the_banker = { #Tsouderos
		sprite = 13
		random = no
		stability_factor = 0.05
		economy_cost_factor = -0.33
		consumer_goods_factor = -0.12
		democratic_acceptance = 50
		fascism_acceptance = -25
		communism_acceptance = -25
	}

	the_young_magnate = {
		random = no
		production_speed_industrial_complex_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_synthetic_refinery_factor = 0.1
		trade_opinion_factor = 0.25
		democratic_acceptance = 25
	}

	polemarch = {
		random = no
		war_support_factor = 0.05
		justify_war_goal_time = -0.15
	}

	likes_turkey = {
		random = no
		ai_strategy = {
			type = befriend
			id = "TUR"			
			value = 50
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	archon_basileus = {
		random = no
		political_power_gain = 0.15
		justify_war_goal_time = -0.25
		ai_focus_aggressive_factor = 0.5
		ai_get_ally_desire_factor = -90
	}

	autokrator = {
		random = no
		political_power_gain = 0.15
		war_support_factor = 0.1
		justify_war_goal_time = -0.50
		ai_focus_aggressive_factor = 0.5
		ai_get_ally_desire_factor = -100
	}

	basileus = {
		random = no
		political_power_gain = 0.25
		war_support_factor = 0.1
		mobilization_laws_cost_factor = -0.25
		military_leader_cost_factor = -0.2
		justify_war_goal_time = -0.50
		ai_focus_aggressive_factor = 0.5
		ai_get_ally_desire_factor = -100
	}

	#TURKEY LEADER TRAITS

	father_of_the_turks = {
		random = no
		stability_factor = 0.3
		political_advisor_cost_factor = -0.3
		high_command_cost_factor = -0.3
		air_chief_cost_factor = -0.3
		army_chief_cost_factor = -0.3
		navy_chief_cost_factor = -0.3
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
	}

	father_of_the_turks_1 = {
		random = no
		stability_factor = 0.3
		political_advisor_cost_factor = -0.22
		high_command_cost_factor = -0.22
		air_chief_cost_factor = -0.22
		army_chief_cost_factor = -0.22
		navy_chief_cost_factor = -0.22
		mobilization_laws_cost_factor = -0.18
		economy_cost_factor = -0.18
	}

	father_of_the_turks_2 = {
		random = no
		stability_factor = 0.3
		political_advisor_cost_factor = -0.15
		high_command_cost_factor = -0.15
		air_chief_cost_factor = -0.15
		army_chief_cost_factor = -0.15
		navy_chief_cost_factor = -0.15
		mobilization_laws_cost_factor = -0.12
		economy_cost_factor = -0.12
	}

	father_of_the_turks_3 = {
		random = no
		stability_factor = 0.3
		political_advisor_cost_factor = -0.075
		high_command_cost_factor = -0.075
		air_chief_cost_factor = -0.075
		army_chief_cost_factor = -0.075
		navy_chief_cost_factor = -0.075
		mobilization_laws_cost_factor = -0.05
		economy_cost_factor = -0.05
	}

	father_of_the_turks_4 = {
		random = no
		stability_factor = 0.3
	}

	the_absentee_president = {
		random = no
		political_power_factor = -0.3
	}

	infirm = {
		random = no
		political_power_factor = -0.25
		political_advisor_cost_factor = 0.25
		high_command_cost_factor = 0.25
		air_chief_cost_factor = 0.25
		army_chief_cost_factor = 0.25
		navy_chief_cost_factor = 0.25
		mobilization_laws_cost_factor = 0.25
		economy_cost_factor = 0.25
	}

	gentle_scholar = { #abdulmejid
		random = no
		stability_factor = 0.15
		war_support_factor = -0.1
		political_advisor_cost_factor = -0.25
		high_command_cost_factor = -0.15
		air_chief_cost_factor = -0.15
		army_chief_cost_factor = -0.15
		navy_chief_cost_factor = -0.15
	}

	caliph = { #shared monarch trait
		random = no
		war_support_factor = 0.25
		weekly_manpower = 1250
		mobilization_speed = 0.25
	}

	calipha = { #shared monarch trait
		random = no
		war_support_factor = 0.2
		weekly_manpower = 2000
		mobilization_speed = 0.25
	}

	sultana = { #Dürrüşehvar
		random = no
		stability_factor = 0.15
		war_support_factor = 0.1
		compliance_gain = 0.01
		political_advisor_cost_factor = -0.33
		high_command_cost_factor = -0.33
		air_chief_cost_factor = -0.33
		army_chief_cost_factor = -0.33
		navy_chief_cost_factor = -0.33
	}

	crown_regent = { #Esad Pasha
		random = no
		stability_factor = 0.15
		political_power_factor = -0.15
	}

	maresal = { #Cakmak
		random = no
		political_power_factor = 0.05
		war_support_factor = 0.1
		mobilization_speed = 0.1
		army_core_attack_factor = 0.05
	}

	milli_sef = { #Inonu
		random = no
		stability_factor = 0.05
		political_power_factor = 0.075
		enemy_justify_war_goal_time = 0.4
		drift_defence_factor = 0.25
		army_core_defence_factor = 0.05
	}

	man_of_the_nation = { #Menderes
		random = no
		stability_factor = 0.1
		political_power_gain = 0.05
		political_advisor_cost_factor = -0.15
	}

	liberal_democratic_paragon = { #Bayar
		random = no
		political_power_gain = 0.05
		drift_defence_factor = 0.33
		opinion_gain_monthly_factor = 0.25
		trade_opinion_factor = 0.25
	}


	the_statist = { #Peker
		random = no
		consumer_goods_factor = -0.02
		political_power_factor = 0.1
		production_speed_arms_factory_factor = 0.05
		production_speed_industrial_complex_factor = 0.05
	}

	the_academic = { #Aydemir
		random = no
		sprite = 13

		consumer_goods_factor = -0.05
		industrial_capacity_factory = 0.05
		production_factory_efficiency_gain_factor = 0.05
	}

	celebrity_junta_leader = { #Orbay
		random = no
		stability_factor = 0.15
		political_power_factor = -0.15
	}

	reluctant_stalinist = { #Husnu
		random = no
		war_support_factor = 0.1
		industrial_capacity_factory = 0.1
		conversion_cost_civ_to_mil_factor = -0.25
	}

	the_humbled_knyaz = {
		random = no
		political_power_factor = -0.3
		stability_factor = -0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	freedom_fighter = { #Seyid Riza
		random = no
		stability_factor = 0.25
		war_support_factor = 0.15
		army_core_defence_factor = 0.1
	}

	experienced_insurgent = { #Ihsan Nuri
		random = no
		war_support_factor = 0.15
		max_command_power = 25
		command_power_gain_mult = 0.25
		defensive_war_stability_factor = 0.4
	}

	#GREECE MINISTERS

	national_socialist_paramilitarist = {
		random = no
		sprite = 13

		training_time_factor = -0.05
		fascism_drift = 0.1
	}

	devoted_corporatist = {
		random = no
		sprite = 13

		political_power_factor = 0.1
		industrial_capacity_factory = 0.05
	}

	sharp_tongued_lawyer = {
		random = no
		sprite = 13

		improve_relations_maintain_cost_factor = -0.5
		drift_defence_factor = 0.25
	}

	resolute_social_democrat = {
		random = no
		sprite = 13

		stability_factor = 0.05
		political_power_factor = 0.05
		democratic_drift = 0.1
	}

	gifted_shipping_magnate = {
		random = no
		sprite = 10

		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_supply_node_factor = 0.1
		production_speed_synthetic_refinery_factor = 0.1
		trade_opinion_factor = 0.15
		democratic_drift = 0.05
		fascism_drift = -0.1
		communism_drift = -0.1
	}

	marxist_academic = {
		random = no
		sprite = 13

		political_power_factor = 0.05
		communism_drift = 0.1
	}

	marxist_priest = {
		random = no
		sprite = 13

		war_support_factor = 0.05
		army_core_defence_factor = 0.05
		drift_defence_factor = 0.3
	}

	guerilla_warfare_expert = {
		random = no
		sprite = 13

		required_garrison_factor = -0.25
		resistance_damage_to_garrison = -0.15
		conscription = 0.002
	}

	# TURKEY MINISTERS

	prime_minister_inonu = {
		random = no
		sprite = 13

		stability_factor = 0.05
		production_speed_industrial_complex_factor = 0.05
		industrial_capacity_factory = 0.05
		drift_defence_factor = 0.25
	}

	prime_minister_cakmak = {
		random = no
		sprite = 13

		war_support_factor = 0.05
		mobilization_speed = 0.15
		command_power_gain_mult = 0.1
	}

	prime_minister_bayar = {
		random = no
		sprite = 13

		political_power_gain = 0.05
		opinion_gain_monthly_factor = 0.15
		trade_opinion_factor = 0.25
	}

	prime_minister_okyar = {
		random = no
		sprite = 13

		local_resources_factor = 0.1
		subversive_activites_upkeep = -0.15
		production_speed_arms_factory_factor = 0.05
		democratic_drift = 0.1
	}

	prime_minister_saracoglu = {
		random = no
		sprite = 13

		consumer_goods_factor = -0.12
		political_power_gain = 0.05
		opinion_gain_monthly_factor = 0.25
		enemy_justify_war_goal_time = 0.25
	}

	prime_minister_peker = {
		random = no
		sprite = 13

		consumer_goods_factor = -0.12
		production_speed_arms_factory_factor = 0.07
		production_speed_industrial_complex_factor = 0.07
		fascism_drift = 0.1
	}

	prime_minister_aydemir = {
		random = no
		sprite = 13

		political_power_gain = 0.05
		economy_cost_factor = -0.15
		production_factory_max_efficiency_factor = 0.07
		communism_drift = 0.1
	}

	prime_minister_husnu = {
		random = no
		sprite = 13

		war_support_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
		communism_drift = 0.1
	}

	prime_minister_menderes = {
		random = no
		sprite = 13

		stability_factor = 0.05
		political_power_gain = 0.07
		political_advisor_cost_factor = -0.1
		democratic_drift = 0.05
	}

	prime_minister_demirag = {
		random = no
		sprite = 13

		political_power_gain = 0.05
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_arms_factory_factor = 0.05
		production_speed_air_base_factor = 0.25
		democratic_drift = 0.05
	}

	grand_vizier_nursi = {
		random = no
		sprite = 13

		war_support_factor = 0.1
		mobilization_laws_cost_factor = -0.33
		justify_war_goal_time = -0.25
		non_core_manpower = 0.05
		neutrality_drift = 0.1
	}

	prime_minister_atsiz = {
		random = no
		war_support_factor = 0.1
		mobilization_laws_cost_factor = -0.25
		justify_war_goal_time = -0.33
		conscription = 0.005
		fascism_drift = 0.1
	}

	feminist_ultranationalist = {
		random = no
		sprite = 13

		stability_factor = -0.1
		war_support_factor = 0.05
		conscription = 0.02
	}

	pan_turkic_doyen = {
		random = no
		sprite = 13

		compliance_gain = 0.05
		root_out_resistance_effectiveness_factor = 0.1
		non_core_manpower = 0.05
	}

	vatan_ideologue = {
		random = no
		sprite = 13

		stability_factor = 0.1
		war_support_factor = 0.1
		justify_war_goal_time = -0.1
	}

	irredentist_academic = {
		random = no
		sprite = 13

		justify_war_goal_time = -0.1
		mobilization_speed = 0.15
		drift_defence_factor = 0.3
	}

	avid_turanist = {
		random = no
		sprite = 13

		fascism_drift = 0.1
		war_support_factor = 0.1
		non_core_manpower = 0.02
	}

	revolutionary_author = {
		random = no
		sprite = 13

		communism_drift = 0.1
		political_power_factor = 0.15
		stability_factor = 0.05
		war_support_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}

	# BULGARIA LEADER TRAITS
	tsar_unifier = { #Tsar Boris III
		random = no
		war_support_factor = -0.1
		neutrality_drift = 0.05
		drift_defence_factor = 0.25
	}

	old_coup_maker = { #Kimon Georgiev (Zveno)
		random = no
		production_speed_industrial_complex_factor = 0.1
		research_speed_factor = 0.05
		war_support_factor = 0.1
		stability_factor = -0.1
	}

	dreams_of_a_new_byzantium = { #Tsar Ferdinand I
		random = no
		war_support_factor = 0.1
		stability_factor = -0.1
		offensive_war_stability_factor = 0.2
		justify_war_goal_time = -0.15
		generate_wargoal_tension = -0.5
		subjects_autonomy_gain = -0.15
		custom_modifier_tooltip = BUL_ferdinand_subjects_modifier_tt
	}

	the_bloody_professor = { #Aleksandar Tsankov (NSM)
		random = no
		master_ideology_drift = 0.1
		war_support_factor = 0.05
		mobilization_speed = 0.1
		fascism_drift = 0.1
		foreign_subversive_activites = -0.5
		stability_weekly = -0.002
		justify_war_goal_time = -0.35
	}

	hardened_officer = { #Kimon Georgiev and Hristo Lukov
		random = no
		conscription_factor = 0.05
		army_core_defence_factor = 0.05
		dig_in_speed_factor = 0.05
		max_dig_in = 5
	}

	incompetent_leader = { #Georgi Kyoseivanov
		random = no
		political_power_factor = -0.15
	}

	no_designated_regency = { #Georgi Kyoseivanov and Bogdan Filov (only when the Tsar dies before appointing a regency/return of Ferdinand)
		random = no
		political_power_factor = -0.05
		stability_factor = -0.1
		drift_defence_factor = -0.25
		political_advisor_cost_factor = 0.15
	}

	the_hero_of_the_leipzig_trials = { #Georgi Dimitirov
		random = no
		political_power_factor = 0.15
		political_advisor_cost_factor = -0.1
		communism_drift = 0.1
		enemy_justify_war_goal_time = 0.25
		opinion_gain_monthly_factor = 0.15
		opinion_gain_monthly_same_ideology_factor = 0.3
	}

	political_manipulator = { #Bogdan Filov
		random = no
		political_power_factor = 0.1
		join_faction_tension = -0.25
		fascism_acceptance = 50
		improve_relations_maintain_cost_factor = -0.5
	}

	elected_regency_council = { #Regency Council (independent)
		random = no
		political_power_factor = 0.05
		stability_factor = 0.1
		political_advisor_cost_factor = -0.1
	}

	elected_regency_council_pro_axis = { #Regency Council (pro axis)
		name = elected_regency_council

		random = no
		political_power_factor = 0.05
		stability_factor = 0.1
		political_advisor_cost_factor = -0.1
		fascism_acceptance = 50
	}

	elected_regency_council_pro_allies = { #Regency Council (pro allies)
		name = elected_regency_council

		random = no
		political_power_factor = 0.05
		stability_factor = 0.1
		political_advisor_cost_factor = -0.1
		democratic_acceptance = 50
	}

	the_bloody_professor_regency_council = { #Regency Council (led by Aleksandar Tsankov)
		random = no
		master_ideology_drift = 0.1
		war_support_factor = 0.05
		mobilization_speed = 0.1
		fascism_drift = 0.1
		foreign_subversive_activites = -0.5
		stability_weekly = -0.002
		justify_war_goal_time = -0.35
	}

	hardened_officer_regency_council = { #Regency Council (led by Hristo Lukov)
		random = no
		conscription_factor = 0.05
		army_core_defence_factor = 0.05
		dig_in_speed_factor = 0.05
		max_dig_in = 5
	}

	political_manipulator_regency_council = { #Regency Council (led by Bogdan Filov)
		random = no
		political_power_factor = 0.1
		join_faction_tension = -0.25
		fascism_acceptance = 50
		improve_relations_maintain_cost_factor = -0.5
	}

	appeaser_regency_council = { #Regency Council (led by Nikola Mushanov)
		random = no
		war_support_factor = -0.05
		stability_factor = 0.1
	}

	# BULGARIA MINISTERS

	tsars_puppet = {
		random = no
		sprite = 13
		stability_weekly = 0.003
		political_power_gain = 0.05
	}

	leader_of_the_agrarian_union = {
		random = no
		sprite = 13
		democratic_drift = 0.05
		political_power_factor = 0.1
		global_building_slots_factor = 0.1
		min_export = -0.1
	}

	industry_reformer = {
		random = no
		sprite = 10
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.05
		consumer_goods_factor = -0.12
	}

	womens_rights_activist = {
		random = no
		sprite = 13
		democratic_drift = 0.05
		political_power_gain = 0.05
		stability_weekly = 0.005
	}

	marxist_philosopher = {
		random = no
		sprite = 13
		communism_drift = 0.05
		political_power_factor = 0.1
		research_speed_factor = 0.05
	}

	statism_adept = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		political_power_factor = 0.1
		consumer_goods_factor = -0.15
	}

	nazi_sympathizer = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		opinion_gain_monthly_same_ideology_factor = 0.75
	}

	ambitious_negotiator_neutrality = { #This trait will be changed to fascist if Bulgaria becomes fascist or a Fascist Regency Council is formed (on_ruling_party_change)
		random = no
		sprite = 13
		neutrality_drift = 0.05
		political_power_factor = 0.1
		opinion_gain_monthly_factor = 0.25
		custom_modifier_tooltip = BUL_bogdan_filov_ideology_neutrality_tt
	}

	ambitious_negotiator_fascism = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		political_power_factor = 0.1
		opinion_gain_monthly_factor = 0.25
		custom_modifier_tooltip = BUL_bogdan_filov_ideology_fascism_tt
	}

	############################
	## ETHIOPIA LEADER TRAITS ##
	############################
	# Haile Selassie - Starting trait
	king_of_kings = {
		random = no
		drift_defence_factor = 0.1
		political_power_factor = 0.05
		mobilization_speed = 0.05
		# TODO_TA create lvl 2, 3a, 3b and 4
	}
	# Haile Selassie - Starting trait + King of Kings
	king_of_kings_2 = {
		random = no
		drift_defence_factor = 0.1
		political_power_factor = 0.1 # +0.05
		mobilization_speed = 0.05
		# king of kings new
		stability_factor = 0.05
	}
	# Haile Selassie - Starting trait + King of Kings + Lord of Lords
	king_of_kings_3a = {
		
		random = no
		# From King of Kings
		drift_defence_factor = 0.1
		political_power_factor = 0.1
		mobilization_speed = 0.05
		stability_factor = 0.1 # +0.05
		# Lord of Lords new 
		puppet_cost_factor = -0.1
		max_command_power_mult = 0.1
		guarantee_tension = -0.2
	}
	# Haile Selassie - Starting trait + King of Kings + Elect of God
	king_of_kings_3b = {
		
		random = no
		# From King of Kings
		drift_defence_factor = 0.1
		political_power_factor = 0.1 
		mobilization_speed = 0.05
		stability_factor = 0.05
		# Elect of God New
		conscription_factor = 0.05
		compliance_gain = 0.1
		enemy_justify_war_goal_time = 0.25
	}
	# Haile Selassie - Starting trait + King of Kings + Lord of Lords + Elect of God
	king_of_kings_4 = {
		
		random = no
		# From King of Kings (modified) 
		drift_defence_factor = 0.1
		political_power_factor = 0.1
		mobilization_speed = 0.05
		stability_factor = 0.1 
		# From Lord of Lords  
		puppet_cost_factor = -0.1
		max_command_power_mult = 0.1
		guarantee_tension = -0.2
		# From Elect of God 
		conscription_factor = 0.05
		compliance_gain = 0.1
		enemy_justify_war_goal_time = 0.25
	}
	
	imperator_absentis = {
		random = no
		surrender_limit = -0.2
		political_power_factor = 0.05
	}
	god_of_the_rastafari = {
		random = no
		compliance_growth = 0.2
		compliance_gain = 0.01
		stability_factor = 0.1
		drift_defence_factor = 0.5
	}
	# Gugsa
	crowned_adder = {
		random = no
		stability_factor = -0.15
		opinion_gain_monthly_factor = -0.4
		army_core_attack_factor = 0.15
		neutrality_acceptance = 30
		
	}
	crowned_adder_2 = {
		random = no
		opinion_gain_monthly_factor = -0.2
		army_core_attack_factor = 0.15
		neutrality_acceptance = 30
		
	}
	# Hailu Tekle Haymanot
	tainted_ras = {
		random = no
		production_factory_efficiency_gain_factor = -0.1
		consumer_goods_factor = 0.1
		equipment_capture_factor = 0.25
		neutrality_acceptance = 30
		
	}
	tainted_ras_2 = {
		random = no
		production_factory_efficiency_gain_factor = -0.1
		consumer_goods_factor = 0.1
		equipment_capture_factor = 0.25
		neutrality_acceptance = 30
		stability_factor = 0.05
		
	}
	# Abba Jofir
	inexperienced_sultan = {
		random = no
		stability_factor = -0.1
		political_power_cost = 0.3
		justify_war_goal_time = -0.3
		neutrality_acceptance = 30
		
	}
	inexperienced_sultan_2 = {
		random = no
		stability_factor = 0.05
		political_power_cost = 0
		justify_war_goal_time = -0.3
		neutrality_acceptance = 30
		
	}

	# Alemework Beyene
	gallant_doctor = {
		random = no
		sprite = 13		
		drift_defence_factor = 0.1
		mobilization_speed = 0.05
		political_power_factor = 0.1
	}
	# Imru Haile Selassie
	the_red_ras = {
		random = no
		army_core_defence_factor = 0.05
		political_power_factor = 0.1
		democratic_drift = 0.1
	}
	# Amha Selassie
	king_of_ethiopia = {
		random = no
		stability_factor = 0.1
		political_power_factor = -0.05
		political_advisor_cost_factor = -0.25
	}

	liberator_of_eth_jofir = {
		random = no
		stability_factor = 0.1
		political_power_cost = -0.1
		justify_war_goal_time = -0.3
		neutrality_acceptance = 30
		political_power_factor = 0.1
	}

	liberator_of_eth_gugsa = {
		random = no
		opinion_gain_monthly_factor = 0
		army_core_attack_factor = 0.15
		neutrality_acceptance = 30
		political_power_factor = 0.1
		stability_factor = 0.1
	}

	liberator_of_eth_haymanot = {
		random = no
		production_factory_efficiency_gain_factor = 0
		consumer_goods_factor = 0.2
		equipment_capture_factor = 0.25
		neutrality_acceptance = 30
		stability_factor = 0.1
		political_power_factor = 0.1
	}

	anarcho_communist_council = {
		random = no
		surrender_limit = 0.2
		army_core_defence_factor = 0.15
		stability_factor = -0.05
		mobilization_speed = 0.05
	}

	revolutionary_council = {
		random = no
		surrender_limit = 0.2
		army_core_attack_factor = 0.15
		war_support_factor = 0.1
		conscription_factor = 0.05
	}

	#############################
	## ETHIOPIA ADVISOR TRAITS ##
	#############################

	modernist_and_reformer = {
		random = no
		sprite = 13
		research_speed_factor = 0.05
		stability_factor = 0.05
		democratic_acceptance = 50
		communism_acceptance = 10
	}

	staunch_loyalist = {
		random = no
		sprite = 13
		party_popularity_stability_factor = 0.1
		drift_defence_factor = 0.3
		political_power_factor = 0.05
		war_support_factor = 0.05
	}
	archbishop_of_ethiopian_orthodox_tewahedo_church  = {
		random = no
		sprite = 13
		legitimacy_gain_factor = 0.15
		compliance_growth_on_our_occupied_states = -0.1
		resistance_growth_on_our_occupied_states = 0.1
		defensive_war_stability_factor = 0.25
	}

	international_anarchist = {
		random = no
		sprite = 13
		legitimacy_gain_factor = 0.15
		drift_defence_factor = 0.1
		request_lease_tension = -0.3
		production_factory_max_efficiency_factor = 0.1
		female_random_army_leader_chance = 0.35
	}

	minister_of_the_interior_aregai = {
		random = no
		sprite = 13
		surrender_limit = 0.05
		production_speed_buildings_factor = 0.05
		enemy_operative_detection_chance = 0.1
		foreign_subversive_activites = -0.1
	}
	minister_of_the_interior_abate = {
		random = no
		sprite = 13
		trade_opinion_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.2
		industry_repair_factor = 0.1
		supply_node_range = 0.1
	}

	japanizer = { #Weeb
		random = no
		sprite = 13
		trade_opinion_factor = 0.15
		opinion_gain_monthly_factor = 0.05
		research_speed_factor = 0.04
	}

	anti_unionist_pure_anarchist = {
		random = no
		sprite = 13
		consumer_goods_factor = -0.08
		production_speed_buildings_factor = 0.1
		industry_free_repair_factor = 0.15
	}

	transnational_anarchist = {
		random = no
		sprite = 13
		global_building_slots_factor = 0.05
		conscription_factor = 0.05
		non_core_manpower = 0.05
	}
	
	constitutional_philosopher = {
		random = no
		political_power_factor = 0.10
		stability_factor = 0.10
	}
	
	democratic_firebrand = {
		random = no
		democratic_drift = 0.10
		conscription_factor = 0.1
	}
	
	communist_orator = {
		random = no
		communism_drift = 0.10
		war_support_factor = 0.05
	}
	
	harsh_propagandist = {
		random = no
		fascism_drift = 0.10
		offensive_war_stability_factor = 0.15
	}
	
	commander_of_the_fetno_derash = {
		random = no
		sprite = 15
		special_forces_cap = 0.2
		special_forces_out_of_supply_factor = -0.1
		agency_upgrade_time = -0.1
		intel_network_gain_factor = 0.1
		resistance_growth_on_our_occupied_states = 0.1
		operative_slot = 1
	}
	commander_of_the_fetno_derash_no_lar = {
		random = no
		sprite = 15
		special_forces_cap = 0.2
		special_forces_out_of_supply_factor = -0.15
		resistance_growth_on_our_occupied_states = 0.15
	}

	modernizer_and_diplomat = {
		random = no
		sprite = 13
		enemy_justify_war_goal_time = 0.25
		enemy_declare_war_tension = 0.1
		research_speed_factor = 0.02
		political_power_factor = 0.05
	}

	minister_of_finance_deressa = {
		random = no
		sprite = 10
		consumer_goods_factor = -0.12
		min_export = -0.05
		industrial_capacity_factory = 0.1
		production_lack_of_resource_penalty_factor = -0.05
	}
	minister_of_finance_mariyam = {
		random = no
		sprite = 10
		research_speed_factor = 0.02
		production_lack_of_resource_penalty_factor = -0.1
		production_speed_infrastructure_factor = 0.1
	}

	patroness_of_ethiopian_red_cross = {
		random = no
		sprite = 9
		out_of_supply_factor = -0.1
		enemy_army_bonus_air_superiority_factor = -0.1
	}

	collaborationist_arch_bishop = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		conscription_factor = 0.05
		required_garrison_factor = -0.1
	}

	arch_bishop_of_gojjam = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		conscription_factor = 0.05
		required_garrison_factor = -0.15
		surrender_limit = 0.1
	}

	rebellious_educator = {
		random = no
		sprite = 13
		research_speed_factor = 0.05
		defensive_war_stability_factor = 0.2
		army_core_defence_factor = 0.05
	}

	imprisoned_emperor = {
		random = no
		drift_defence_factor = 0.1
		political_power_factor = 0.05
		mobilization_speed = 0.05
		communism_acceptance = -50
	}

	############################
	### AFAR LEADER TRAITS ###
	############################
	rich_sultan = {
		random = no
		industrial_capacity_factory = 0.05
		consumer_goods_factor = 0.1
		political_power_factor = 0.1
	}


	############################
	### ITALY LEADER TRAITS ###
	############################

	### MUSSOLINI ###
	#IL DUCE
	il_duce = { #Initial trait
		random = no
		political_power_factor = 0.1
		max_command_power_mult = -0.1
		custom_modifier_tooltip = il_duce_laws_cost_tt
		hidden_modifier = {
			mobilization_laws_cost_factor = -0.15
			trade_laws_cost_factor = -0.15
			economy_cost_factor = -0.15
		}
	}

	il_duce_providence = { #Focus The Man of Providence
		random = no
		political_power_factor = 0.15
		max_command_power_mult = -0.1
		custom_modifier_tooltip = il_duce_laws_cost_tt
		hidden_modifier = {
			mobilization_laws_cost_factor = -0.15
			trade_laws_cost_factor = -0.15
			economy_cost_factor = -0.15
		}
		stability_factor = 0.05
	}

	il_duce_strengthen = { #Focus Strengthen the Regime
		random = no
		political_power_factor = 0.15
		max_command_power_mult = -0.1
		custom_modifier_tooltip = il_duce_laws_cost_tt
		hidden_modifier = {
			mobilization_laws_cost_factor = -0.15
			trade_laws_cost_factor = -0.15
			economy_cost_factor = -0.15
		}
		drift_defence_factor = 0.1
		conscription_factor = 0.1
		fascism_drift = 0.1
	}

	il_duce_providence_strengthen = { #Focus The Man of Providence + Strengthen the Regime
		random = no
		political_power_factor = 0.15
		max_command_power_mult = -0.1
		custom_modifier_tooltip = il_duce_laws_cost_tt
		hidden_modifier = {
			mobilization_laws_cost_factor = -0.15
			trade_laws_cost_factor = -0.15
			economy_cost_factor = -0.15
		}
		stability_factor = 0.05
		drift_defence_factor = 0.1
		conscription_factor = 0.1
		fascism_drift = 0.1
	}

	il_duce_devotion = { #Focus Heroes of the Nation
		random = no
		political_power_factor = 0.15
		max_command_power_mult = -0.1
		custom_modifier_tooltip = il_duce_laws_cost_tt
		hidden_modifier = {
			mobilization_laws_cost_factor = -0.15
			trade_laws_cost_factor = -0.15
			economy_cost_factor = -0.15
		}
		stability_factor = 0.1
		drift_defence_factor = 0.15
		conscription_factor = 0.15
		fascism_drift = 0.1
	}

	il_duce_heroes = { #Focus Heroes of the Nation
		random = no
		political_power_factor = 0.15
		custom_modifier_tooltip = il_duce_laws_cost_tt
		hidden_modifier = {
			mobilization_laws_cost_factor = -0.15
			trade_laws_cost_factor = -0.15
			economy_cost_factor = -0.15
		}
		stability_factor = 0.1
		drift_defence_factor = 0.15
		conscription_factor = 0.15
		fascism_drift = 0.1
	}

	#LION TAMER
	lion_tamer = { #Focus Culto al Duce
		random = no
		party_popularity_stability_factor = 0.1
		surrender_limit = 0.05
		resistance_damage_to_garrison = -0.15
	}

	lion_tamer_2 = { #Focus To Live as a Lion
		random = no
		party_popularity_stability_factor = 0.1
		surrender_limit = 0.05
		resistance_damage_to_garrison = -0.15
		war_support_factor = 0.05
		offensive_war_stability_factor = 0.1
	}

	#CAPO SUPREMO
	capo_supremo = {
		random = no
		autonomy_manpower_share = 0.15
		subjects_autonomy_gain = -0.15
		puppet_cost_factor = -0.1
		modifier_army_sub_unit_militia_max_org_factor = 0.1
	}

	#REICHSKOMMISSAR
	GER_reichskommissar_trait = {
		random = no
		political_power_factor = -0.1
		army_core_defence_factor = -0.05
		conscription_factor = 0.1
		non_core_manpower = 0.03
		drift_defence_factor = 0.5
		resistance_target = -0.1
	}

	#REICHSPROTEKTOR
	GER_reichsprotektor_trait = {
		random = no
		political_power_factor = -0.05
		army_core_defence_factor = -0.05
		non_core_manpower = 0.03
		drift_defence_factor = 0.25
		resistance_target = -0.05
	}

	#GOVERNOR-GENERAL
	GER_governor_general_trait = {
		random = no
		stability_factor = -0.1
		army_core_defence_factor = -0.1
		conscription_factor = 0.15
		non_core_manpower = 0.03
	}

	#MUSSOLINI TAKING OVER MINISTERIAL POSITIONS
	mussolini_minister_of_foreign_affairs = {
		random = no
		sprite = 13
		opinion_gain_monthly_factor = 0.07
		resistance_damage_to_garrison = -0.07
	}

	mussolini_minister_of_justice = {
		random = no
		sprite = 13
		improve_relations_maintain_cost_factor = -0.25
		resistance_decay = 0.02
	}

	mussolini_minister_of_education = {
		random = no
		sprite = 13
		research_speed_factor = 0.01
		stability_factor = 0.02
	}

	mussolini_minister_of_corporations = {
		random = no
		sprite = 13
		industrial_capacity_factory = 0.02
		industrial_capacity_dockyard = 0.02
	}

	### KING VITTORIO EMANUELE III ###
	#THE SOLDIER KING
	the_soldier_king = {
		random = no
		stability_factor = 0.05
		experience_gain_army_factor = 0.05
		army_core_attack_factor = 0.1 #Player Civil War Advantage	- replaced this part of trait from vanilla character
	}

	king_of_albania = {
		random = no
		stability_factor = 0.02
		party_popularity_stability_factor = 0.1
		compliance_growth = 0.1
		non_core_manpower = 0.025
	}

	emperor_of_ethiopia = {
		random = no
		stability_factor = 0.02
		party_popularity_stability_factor = 0.1
		compliance_growth = 0.1
		non_core_manpower = 0.025
	}

	### KING UMBERTO II ###
	eager_commander = {
		random = no
		max_command_power_mult = 0.15
		command_power_gain_mult = 0.1
		stability_factor = 0.05
		experience_gain_army_factor = 0.05
	}

	### POPES ###
	supreme_pontiff = { #All Popes
		random = no
		opinion_gain_monthly_factor = 0.25
		justify_war_goal_time = -0.25
	}

	temperamental = { #Pio XI
		random = no
		opinion_gain_monthly_factor = -0.35
		justify_war_goal_time = -0.25
		command_abilities_cost_factor = -0.15
		subjects_autonomy_gain = -0.5
	}

	grand_master_of_the_equestrian_order_of_the_holy_sepulcher_of_jerusalem = { #Pio XII
		random = no
		cavalry_attack_factor = 0.1
		army_org_factor = 0.03
		max_command_power_mult = 0.25
		political_power_factor = -0.1
	}

	### DEMOCRATIC LEADERS ###
	#ALCIDE DE GASPERI
	master_of_politics = {
		random = no
		sprite = 13
		
		party_popularity_stability_factor = 0.15
		political_power_factor = 0.1
		consumer_goods_factor = -0.08
	}

	#FERRUCIO PARRI
	resistance_leader = {
		random = no
		sprite = 13

		political_power_factor = 0.1
		resistance_damage_to_garrison_on_our_occupied_states = 0.1
		resistance_target_on_our_occupied_states = 0.1
		resistance_decay_on_our_occupied_states = -0.1
		high_command_cost_factor = -0.25
	}

	#IVANOE BONOMI
	moderate_reformist = {
		random = no
		sprite = 13

		political_advisor_cost_factor = -0.25
		stability_factor = 0.1
		consumer_goods_factor = -0.12
	}

	### CLN ###
	anti_fascist_committee = {
		random = no
		sprite = 13

		political_power_factor = -0.3
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
	}

	### COMMUNIST LEADERS ###
	#GRAMSCI
	indisposed_political_scientist = {
		random = no
		communism_drift = 0.05
		stability_factor = 0.05
		political_power_factor = -0.05
		custom_modifier_tooltip = indisposed_political_scientist_tt
		fascism_acceptance = -80
	}

	cultural_hegemony_theorist = {
		random = no
		communism_drift = 0.1
		stability_factor = 0.1
		political_power_factor = 0.1
		research_speed_factor = 0.03
		compliance_gain = 0.05
		surrender_limit = 0.1
	}

	#TOGLIATTI
	conservative_communist = {
		random = no
		political_power_factor = 0.1
		democratic_acceptance = 50
		stability_factor = 0.1
		war_support_factor = -0.05
		fascism_acceptance = -80
	}

	#PERTINI
	staunch_anti_fascist = {
		random = no
		opinion_gain_monthly_same_ideology_factor = 0.25
		war_support_factor = 0.1
		political_power_factor = 0.1
		fascism_acceptance = -80
	}

	#THE GRAND COUNCIL
	the_grand_council = {
		random = no
		political_power_factor = -0.01
		stability_factor = -0.05
	}

	#ITALO BALBO TRAITS
	aviation_hero = { 
		random = no
		custom_modifier_tooltip = ITA_aviation_hero_tt #air_equipment = -0.05
		political_power_factor = 0.05
		fascism_drift = 0.05
	}

	military_modernizer = {
		random = no
		air_doctrine_cost_factor = -0.15
		land_doctrine_cost_factor = -0.15
		coordination_bonus = 0.02
		command_power_gain = 0.1
	}

	#DINO GRANDI TRAITS
	silver_tongue = { 
		random = no
		opinion_gain_monthly_factor = 0.2
		improve_relations_maintain_cost_factor = -0.2
		justify_war_goal_time = -0.15
		foreign_subversive_activites = -0.1
	}

	silver_tongue_no_lar = { 
		random = no
		opinion_gain_monthly_factor = 0.2
		improve_relations_maintain_cost_factor = -0.2
		justify_war_goal_time = -0.15
	}
	
	father_of_the_empire = {
		random = no
		political_power_factor = 0.05
		fascism_drift = 0.05
		conscription_factor = 0.1
	}

	political_reformer_1 = {
		random = no
		custom_modifier_tooltip = ITA_political_reformer_tt
		hidden_modifier = {
			political_advisor_cost_factor = -0.25
			air_advisor_cost_factor = -0.25
			army_advisor_cost_factor = -0.25
			navy_advisor_cost_factor = -0.25
		}
	}

	political_reformer_2_no_lar = {
		random = no
		custom_modifier_tooltip = ITA_political_reformer_tt
		hidden_modifier = {
			political_advisor_cost_factor = -0.25
			air_advisor_cost_factor = -0.25
			army_advisor_cost_factor = -0.25
			navy_advisor_cost_factor = -0.25
		}
		drift_defence_factor = 0.05
		research_speed_factor = 0.025 
	}

	political_reformer_2 = {
		random = no
		custom_modifier_tooltip = ITA_political_reformer_tt
		hidden_modifier = {
			political_advisor_cost_factor = -0.25
			air_advisor_cost_factor = -0.25
			army_advisor_cost_factor = -0.25
			navy_advisor_cost_factor = -0.25
		}
		drift_defence_factor = 0.05
		research_speed_factor = 0.025 
		operative_slot = 1
	}

	ITA_tomislav_of_croatia = {
		random = no
		stability_factor = -0.25
		political_power_factor = 0.15
		naval_coordination = 0.2
		army_breakthrough_against_minor_factor = 0.3

		ai_will_do = {
			factor = 1
		}
	}

	BBA_ALB_fascist_lawyer = { 
		random = no 
		
		political_power_gain = 0.25
		consumer_goods_factor = -0.08
		puppet_cost_factor = -0.4
		
		ai_will_do = {
			factor = 1
		}
	} 

	ITA_head_of_the_national_committee = { 
		random = no 
		
		war_support_factor = 0.1
		modifier_army_sub_unit_mountaineers_attack_factor = 0.1
		modifier_army_sub_unit_mountaineers_speed_factor = 0.1
		modifier_army_sub_unit_mountaineers_max_org_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}


	############################
	### ITALY ADVISOR TRAITS ###
	############################

	hierarch_minister_of_foreign_affairs = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		political_power_factor = 0.05
		opinion_gain_monthly_factor = 0.15
		resistance_damage_to_garrison = -0.15
		custom_modifier_tooltip = ITA_hierarch_bop_tt
	}

	hierarch_minister_of_justice = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		political_power_factor = 0.05
		improve_relations_maintain_cost_factor = -0.5
		resistance_decay = 0.05
		custom_modifier_tooltip = ITA_hierarch_bop_tt
	}

	hierarch_minister_of_education = {
		random = no
		sprite = 13
		political_power_factor = 0.05
		fascism_drift = 0.05
		research_speed_factor = 0.02
		stability_factor = 0.05
		custom_modifier_tooltip = ITA_hierarch_bop_tt
	}

	hierarch_minister_of_corporations = {
		random = no
		sprite = 13
		political_power_factor = 0.05
		fascism_drift = 0.05
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		custom_modifier_tooltip = ITA_hierarch_bop_tt
	}

	minister_of_peasants = {
		random = no
		sprite = 13
		research_speed_factor = 0.02
		political_power_factor = 0.05
		global_building_slots_factor = 0.1
	}

	partisans_organizer = {
		random = no
		sprite = 13
		resistance_damage_to_garrison_on_our_occupied_states = 0.1
		resistance_target_on_our_occupied_states = 0.1
		boost_ideology_mission_factor = 0.15
		operative_slot = 1
		modifier_army_sub_unit_militia_defence_factor = 0.05
	}

	gallo = {
		random = no
		sprite = 13
		send_volunteer_size = 3
		air_volunteer_cap = 1
		communism_drift = 0.05
		modifier_army_sub_unit_militia_attack_factor = 0.03
	}

	minister_of_posts_and_telegraphs = {
		random = no
		sprite = 13
		political_power_factor = 0.05
		democratic_drift = 0.05
		land_reinforce_rate = 0.02
	}

	liberal_professor = {
		random = no
		sprite = 13
		democratic_drift = 0.05
		political_power_factor = 0.1
		research_speed_factor = 0.02
	}

	anti_fascist_chaplain = {
		random = no
		sprite = 13
		army_morale_factor = 0.05
		army_org_regain = 0.05
		resistance_decay_on_our_occupied_states = -0.1
	}

	### AOI 

	duke_of_aosta = {
		random = no
		political_power_factor = 0.1
		war_support_factor = 0.05
		command_power_gain = 0.05
	}

	viceroy_of_aoi = {
		random = no
		required_garrison_factor = -0.1
		compliance_gain = 0.1
	}

	iron_duke = {
		random = no
		resistance_growth = -0.15
		resistance_damage_to_garrison = -0.1
	}

	scholar_of_ethiopian_and_somali_studies = {
		random = no
		compliance_gain = 0.05
		non_core_manpower = 0.1
		resistance_target = -0.05
	}

###########################################################################
#################            SWISS TRAITS          ########################
###########################################################################


	################################
	####  SWISS ADVISOR TRAITS  ####
	################################

	SWI_commander_in_chief = { 
		random = no
		sprite = 5
		experience_gain_army = @chief_experience_gain_high
		army_defence_factor = 0.15
		command_power_gain = 0.07
		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
	}

	SWI_guisan_leader_trait = {
		random = no 
		sprite = 5
		army_defence_factor = 0.2
		army_attack_factor = 0.15
		war_support_factor = 0.1
		stability_factor = 0.1  
	}

	### Pro Cantons ###

	SWI_radical_democrat = { #Unlocks Democratic Tradition Campaign
		random = no
		sprite = 13 
		#power_balance_daily = 0.003
		democratic_drift = 0.07
		production_speed_industrial_complex_factor = 0.1
	}

	SWI_democratic_capitalist = { #Unlocks Defense Fund Drive
		random = no 
		sprite = 10
		#power_balance_daily = 0.003
		democratic_drift = 0.03
		production_speed_buildings_factor = 0.05
	}
	
	SWI_cantonal_conservative = { #Unlocks Democratic Tradition Campaign
		random = no
		sprite = 13 
		#power_balance_daily = 0.003
		party_popularity_stability_factor = 0.1
		political_power_gain = 0.1
		democratic_drift = 0.05
	}

	SWI_anarchist = { 
		random = no
		sprite = 13 
		#power_balance_daily = 0.003
		communism_drift = 0.05
	}

	SWI_trade_unionist = { #Unlocks Rally Workers 
		random = no
		sprite = 10 
		#power_balance_daily = 0.003
		communism_drift = 0.05	
		production_factory_max_efficiency_factor = 0.05
		production_lack_of_resource_penalty_factor = -0.3
	}

	### Pro Council ### 

	SWI_fascist_appeaser = {  #Unlocks appease fascists
		random = no
		sprite = 13
		#power_balance_daily = -0.003
		fascism_drift = 0.03
		opinion_gain_monthly_factor = 0.2
		surrender_limit = -0.1
	}
	
	SWI_fascist = { #Unlocks appease fascists
		random = no
		sprite = 13 
		#power_balance_daily = -0.003
		fascism_drift = 0.07
		stability_factor = -0.1
		war_support_factor = 0.1
	}
	
	SWI_fascist_propagandist = { #Unlocks Spouse Fascism
		random = no
		sprite = 13 
		#power_balance_daily = -0.003
		fascism_drift = 0.07
		war_support_factor = 0.15
	}
	
	SWI_fascist_recruiter = { #Unlocks Spouse Fascism
		random = no
		sprite = 13 
		#power_balance_daily = -0.003
		fascism_drift = 0.07
		stability_factor = -0.1
		war_support_factor = 0.1
		conscription_factor = 0.1
	}
	
	SWI_corporatist = { #Unlocks Rally Workers 
		random = no
		sprite = 13 
		#power_balance_daily = -0.003
		fascism_drift = 0.05
		surrender_limit = -0.1
		opinion_gain_monthly_factor = -0.1
		political_power_gain = 0.3
	}

	SWI_social_democrat = { #Unlocks Focus on Swiss Unity 
		random = no
		sprite = 13
		#power_balance_daily = -0.003
		political_power_gain = 0.1
		stability_factor = 0.05
		communism_drift = 0.03
		democratic_drift = 0.05
	}

	SWI_socialist_pacifist = { #Unlocks Focus on Swiss Unity 
		random = no
		sprite = 13
		communism_drift = 0.05
		war_support_factor = -0.2
		political_power_gain = 0.25	
		stability_factor = 0.05
	}

	SWI_pragmatic_democrat = { #Unlocks Defense Fund Drive
		random = no
		sprite = 13
		#power_balance_daily = -0.003
		democratic_drift = 0.05
		stability_factor = 0.1
	}

	SWI_conservative_democrat = { #Unlocks Isolate Switzerland
		random = no
		sprite = 13
		#power_balance_daily = -0.003
		democratic_drift = 0.05
		political_power_factor = -0.1
		stability_factor = 0.05
	}

	SWI_militaristic_democrat = { #Unlocks Militarization Drive
		random = no
		sprite = 9
		#power_balance_daily = -0.003
		democratic_drift = 0.03
		command_power_gain = 0.07
	}
	
	SWI_militaristic_nationalist = { #Unlocks Militarization Drive
		random = no
		sprite = 9
		#power_balance_daily = -0.003
		neutrality_drift = 0.05
		war_support_factor = 0.1
		opinion_gain_monthly_factor = -0.1
		surrender_limit = 0.2
	}

	SWI_nationalistic_industrialist = { #Unlocks SWI_defense_fund_drive
		random = no
		sprite = 9
		#power_balance_daily = -0.003
		neutrality_drift = 0.07
		production_lack_of_resource_penalty_factor = -0.3
		war_support_factor = 0.10
	}

	SWI_soviet_spy = { #Unlocks Anti-Fascist Drive
		random = no 
		sprite = 15
		intel_network_gain_factor = 0.2
		communism_drift = 0.05
		war_support_factor = 0.10

	}

	### Neutrals ###

	SWI_diplomat = {  #Unlocks Diplomatic Mission 
		random = no
		sprite = 13 
		opinion_gain_monthly_factor = 0.3
		trade_opinion_factor = 0.5
		drift_defence_factor = 0.2
		intel_network_gain_factor = 0.15
	}

	SWI_intelligence_officer = { #Unlocks Expand Covert Operations  
		random = no
		sprite = 15
		agency_upgrade_time = -0.15
		decryption_factor = 0.1
		army_intel_factor = 0.3
		operative_slot = 1
	}

	SWI_humanitarian = { #Unlocks Support Humanitarian Efforts 
		random = no
		sprite = 13 
		democratic_drift = 0.05		
		war_support_factor = -0.15
		join_faction_tension = -0.15
		civilian_intel_factor = 0.15
		political_power_factor = 0.5
	}

	SWI_weapons_designer = { #Unlocks Expand Arms Industry 
		random = no 
		sprite = 10
		production_factory_max_efficiency_factor = 0.1
		neutrality_drift = 0.03 
		materiel_manufacturer_cost_factor = -0.75
		research_speed_factor = 0.2
	}

	SWI_brandy_the_st_bernard_trait = {
		random = no
		sprite = 13
		political_power_factor = -0.5
		stability_factor = -0.1
		war_support_factor = -0.1
	}

	#########################
	######   DENMARK   ######
	#########################

	#LEADER TRAITS
	DEN_socialdemokrat = { #Thorvald Stauning/Vilhelm Buhl
		random = no
		sprite = 13
		political_power_factor = 0.05
		party_popularity_stability_factor = 0.1
		political_advisor_cost_factor = -0.15
		mobilization_laws_cost_factor = 0.1
		trade_laws_cost_factor = -0.1
	}

	DEN_venstre = { #Knud Kristensen/Erik Scavenius
		random = no
		sprite = 13
		party_popularity_stability_factor = 0.05
		political_advisor_cost_factor = -0.15
		consumer_goods_factor = -0.25
		economy_cost_factor = 0.15
		trade_laws_cost_factor = -0.15
		custom_modifier_tooltip = "TODO_DANNE Scavenius Should get extra overlord relation bonus"
	}

	DEN_kommunist = { #Aksel Larsen
		random = no
		sprite = 13
		political_power_factor = 0.05
		party_popularity_stability_factor = 0.05
		trade_laws_cost_factor = -0.1
		consumer_goods_factor = -0.4
		conscription = 0.015
	}

	DEN_konservativ = { #Christmas Moller
		random = no
		sprite = 13
		war_support_factor = 0.1
		production_speed_arms_factory_factor = 0.05
		mobilization_laws_cost_factor = -0.1
		conscription = 0.025
		custom_modifier_tooltip = DEN_military_advisors_cost_big_tt
		hidden_modifier = {
			air_advisor_cost_factor = -0.15
			army_advisor_cost_factor = -0.15
			navy_advisor_cost_factor = -0.15
		}
	}

	DEN_rightwing_populist = { #Knud Bach
		random = no
		sprite = 13
		political_power_factor = 0.05
		party_popularity_stability_factor = 0.1
		war_support_factor = 0.05
		monthly_population = 0.05
		mobilization_laws_cost_factor = 0.15
		economy_cost_factor = -0.1
		trade_laws_cost_factor = -0.1
		conscription = 0.015
	}

	DEN_the_king = { #Christian X
		random = no
		sprite = 13
		party_popularity_stability_factor = 0.05
		war_support_factor = 0.05
		mobilization_laws_cost_factor = -0.1
		economy_cost_factor = -0.1
		trade_laws_cost_factor = 0.15
		conscription = 0.025
		custom_modifier_tooltip = DEN_military_advisors_cost_big_tt
		hidden_modifier = {
			air_advisor_cost_factor = -0.15
			army_advisor_cost_factor = -0.15
			navy_advisor_cost_factor = -0.15
		}
	}

	DEN_fascist_militarist = { #Cay Lembcke
		random = no
		sprite = 13
		war_support_factor = 0.1
		production_speed_arms_factory_factor = 0.05
		mobilization_laws_cost_factor = -0.1
		economy_cost_factor = -0.1
		trade_laws_cost_factor = 0.15
		conscription = 0.015
		custom_modifier_tooltip = DEN_military_advisors_cost_small_tt
		hidden_modifier = {
			air_advisor_cost_factor = -0.10
			army_advisor_cost_factor = -0.10
			navy_advisor_cost_factor = -0.10
		}
	}

	DEN_fascist_populist = { #Fritz Clausen
		random = no
		sprite = 13
		political_power_factor = 0.05
		party_popularity_stability_factor = 0.1
		war_support_factor = 0.1
		mobilization_laws_cost_factor = -0.1
		economy_cost_factor = -0.1
		trade_laws_cost_factor = 0.15
		conscription = 0.015
	}

	DEN_freedom_council_traits = { 
		random = no
		sprite = 13
		custom_modifier_tooltip = ITA_political_reformer_tt
		hidden_modifier = {
			political_advisor_cost_factor = -0.25
			air_advisor_cost_factor = -0.25
			army_advisor_cost_factor = -0.25
			navy_advisor_cost_factor = -0.25
		}
		mobilization_laws_cost_factor = -0.1
		economy_cost_factor = -0.1
		trade_laws_cost_factor = -0.1
		conscription = 0.025
		weekly_casualties_war_support = 0.001
		weekly_bombing_war_support = 0.001
		weekly_convoys_war_support = 0.001
	}

	#BEWARE! All characters with this trait will get promoted or retired through a Danish Event - use with caution
	DEN_plenipotentiary = { 
		random = no
		sprite = 13
		political_power_factor = -0.05
		mobilization_laws_cost_factor = 0.05
		economy_cost_factor = 0.05
		trade_laws_cost_factor = 0.05
		consumer_goods_factor = -0.25
		power_balance_weekly = -0.005
		master_ideology_drift = 0.01
	}

	
	#ADVISOR TRAITS
	udenrigsminister = { #Foreign Minister
		random = no
		sprite = 13
		improve_relations_maintain_cost_factor = -0.25
		opinion_gain_monthly_factor = 0.15
		trade_opinion_factor = 0.15
	}

	landbrugsminister = { #Agricultural Minister
		random = no
		sprite = 13
		neutrality_drift = 0.1
		monthly_population = 0.05
		consumer_goods_factor = -0.25
		economy_cost_factor = -0.1
	}

	forsvarsminister = { #Defense Minister
		random = no
		sprite = 5
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
		production_speed_air_base_factor = 0.1
		production_speed_naval_base_factor = 0.1
	}

	undervisningsminister = { #Education minister
		random = no
		sprite = 13
		research_speed_factor = 0.05
	}

	finansminister = { #Finance Minister
		random = no
		sprite = 13
		consumer_goods_factor = -0.35
		economy_cost_factor = -0.15
		stability_factor = 0.05
	}

	welfare_architect = {
		random = no
		sprite = 13
		stability_factor = 0.1
		political_power_factor = 0.05
		consumer_goods_factor = -0.35
	}

	disarmament_proponent = {
		random = no
		sprite = 13
		stability_factor = 0.05
		war_support_factor = -0.05
		consumer_goods_factor = -0.25
		trade_laws_cost_factor = -0.15
	}

	rearmament_proponent = {
		random = no
		sprite = 5
		war_support_factor = 0.1
		conscription = 0.015
		mobilization_laws_cost_factor = -0.15
		conversion_cost_civ_to_mil_factor = -0.1
	}

	industry_magnate = {
		random = no
		sprite = 10
		production_speed_industrial_complex_factor = 0.1
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1		
	}

	#########################
	######   FINLAND   ######
	#########################

	### COUNTRY LEADER TRAITS ###

	#SVINHUFVUD & PAASIKIVI
	kokoomus_policies = {
		random = no
		consumer_goods_factor = -0.25
	}

	#SVINHUFVUD
	member_of_the_suojeluskunta = {
		random = no
		max_surrender_limit_offset = 0.15
		stability_factor = -0.05
		drift_defence_factor = 0.15
	}

	member_of_the_suojeluskunta_improved = {
		random = no
		max_surrender_limit_offset = 0.3
		stability_factor = -0.05
		drift_defence_factor = 0.25
		justify_war_goal_when_in_major_war_time = -0.35
		max_command_power_mult = 0.25
	}

	#PAASIKIVI
	paasikivi_doctrine = {
		random = no
		war_support_factor = -0.05
		stability_factor = 0.05
		improve_relations_maintain_cost_factor = -0.1
		democratic_acceptance = 50
		communism_acceptance = 50
	}

	paasikivi_doctrine_improved = {
		random = no
		war_support_factor = -0.05
		stability_factor = 0.1
		improve_relations_maintain_cost_factor = -0.2
		democratic_acceptance = 50
		communism_acceptance = 50
		compliance_gain = 0.1
		research_speed_factor = 0.1
	}

	#KALLIO
	backed_by_political_coalition = {
		random = no
		political_power_factor = 0.1
		political_advisor_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
	}

	#RYTI
	white_liberal_leader = {
		random = no
		political_power_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
		#neutrality_drift = 0.05
	}

	white_liberal_leader_improved = {
		random = no
		political_power_factor = 0.1
		production_factory_max_efficiency_factor = 0.1
		#neutrality_drift = 0.1
	}

	expansionist_policies = {
		random = no
		generate_wargoal_tension = -0.25
		justify_war_goal_time = -0.25
		custom_modifier_tooltip = FIN_expansionist_policies_take_states_tt
	}

	#MANNERHEIM
	sotamarsalkka = {
		random = no
		conscription = 0.01
		war_support_factor = 0.05
		stability_factor = -0.05
		defensive_war_stability_factor = 0.1
	}

	sotamarsalkka_improved = {
		random = no
		conscription = 0.02
		war_support_factor = 0.1
		stability_factor = -0.05
		defensive_war_stability_factor = 0.2
	}

	#ANNALA
	architect_of_finnish_coporatism = {
		random = no
		trade_laws_cost_factor = -0.33
		economy_cost_factor = -0.33
		consumer_goods_factor = -0.35
		global_building_slots = 1
		production_speed_buildings_factor = 0.15
	}

	#TANNER
	pragmatic_socialist = {
		random = no
		war_support_factor = -0.05
		party_popularity_stability_factor = 0.1
		political_advisor_cost_factor = -0.2
		communism_acceptance = -35		
	}

	champion_of_national_cooperation = {
		random = no
		party_popularity_stability_factor = 0.2
		political_advisor_cost_factor = -0.2
		communism_acceptance = -70
		mobilization_laws_cost_factor = -0.33
		economy_cost_factor = -0.33
	}

	#AALTONEN
	committed_anti_fascist = {
		random = no
		opinion_gain_monthly_same_ideology_factor = 0.25
		send_volunteer_size = 2
		agency_upgrade_time = -0.15
		drift_defence_factor = 0.5
	}
	unbreakable_anti_fascist = {
		random = no
		opinion_gain_monthly_same_ideology_factor = 0.25
		send_volunteer_size = 4
		agency_upgrade_time = -0.3
		drift_defence_factor = 0.5
		root_out_resistance_effectiveness_factor = 0.2
		war_support_factor = 0.1
	}

	committed_anti_fascist_no_lar = {
		random = no
		opinion_gain_monthly_same_ideology_factor = 0.25
		send_volunteer_size = 2
		foreign_subversive_activites = -0.15
		drift_defence_factor = 0.5
	}
	unbreakable_anti_fascist_no_lar = {
		random = no
		opinion_gain_monthly_same_ideology_factor = 0.25
		send_volunteer_size = 4
		foreign_subversive_activites = -0.3
		drift_defence_factor = 0.5
		subversive_activites_upkeep = -0.2
		war_support_factor = 0.1
	}

	#KUUSINEN
	FIN_stalins_puppet_kuusinen = {
		random = no
		production_speed_buildings_factor = 0.1
		custom_modifier_tooltip = FIN_stalins_puppet_kuusinen_ns_tt
	}
	
	international_communist = {
		random = no
		opinion_gain_monthly_same_ideology_factor = 1
		subversive_activites_upkeep = -0.5
		conscription = 0.02
		war_support_factor = 0.05
	}

	#PRINCE WOLFGANG VON HESSE
	crown_prince_of_finland = {
		random = no
		custom_modifier_tooltip = FIN_crown_prince_of_finland_r56_tt
		fascism_acceptance = 75
		political_power_factor = 0.1
		stability_factor = 0.05
		neutrality_drift = 0.1
		conscription = 0.025
	}



	### BOP TRAITS COUNTRY LEADER TRAITS ###

	personal_agenda_svinhufvud = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_svinhufvud_r56_tt
	}

	personal_agenda_kallio = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_kallio_tt
	}

	personal_agenda_ryti = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_ryti_r56_tt
	}

	personal_agenda_mannerheim = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_mannerheim_tt
	}

	personal_agenda_paasikivi = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_paasikivi_tt
	}

	personal_agenda_annala = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_annala_tt
	}

	personal_agenda_tanner = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_tanner_tt
	}

	personal_agenda_aaltonen = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_aaltonen_tt
	}

	personal_agenda_leino = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_leino_tt
	}

	personal_agenda_kuusinen = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_kuusinen_tt
	}

	personal_agenda_von_hesse = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_von_hesse_r56_tt
	}

	### KARELIAN LEADER TRAITS ###

	grandpa_vainamoinen = {
		random = no
		consumer_goods_factor = -0.35
		required_garrison_factor = -0.3
	}

	tribal_warrior = {
		random = no
		army_speed_factor = 0.05
		org_loss_when_moving = -0.15
		initiative_factor = 0.04
	}

	veteran_guerrilla_fighter = {
		sprite = 18
		random = no
		war_support_factor = 0.1
		conscription_factor = 0.15
		army_core_defence_factor = 0.1
	}

	### ADVISOR TRAITS ###

	FIN_communist_revolutionary_leino = {
		random = no
		sprite = 13
		communism_drift = 0.1
		custom_modifier_tooltip = FIN_communist_revolutionary_leino_tt
	}

	FIN_technocrat_saarinen = {
		sprite = 13
		random = no
		production_speed_industrial_complex_factor = 0.05
		research_speed_factor = 0.05
		custom_modifier_tooltip = FIN_technocrat_saarinen_tt
	}

	FIN_patriotic_socialist_kuusinen = {
		random = no
		sprite = 13
		communism_drift = 0.05
		war_support_factor = 0.1
		custom_modifier_tooltip = FIN_patriotic_socialist_kuusinen_tt
	}

	FIN_democratic_reformer_fagerholm = {
		random = no
		sprite = 13
		democratic_drift = 0.1
		custom_modifier_tooltip = FIN_democratic_reformer_fagerholm_tt
	}

	FIN_humble_appeaser_tanner = {
		random = no
		sprite = 13
		war_support_factor = -0.05
		stability_factor = 0.1
		custom_modifier_tooltip = FIN_humble_appeaser_tanner_tt
	}

	FIN_champion_of_equality_sillanpaa = {
		random = no
		sprite = 13
		political_power_factor = 0.1
		stability_factor = 0.1
		democratic_drift = 0.05
		custom_modifier_tooltip = FIN_champion_of_equality_sillanpaa_tt
	}

	white_liberal = {
		random = no
		sprite = 13
		#neutrality_drift = 0.05
		production_factory_max_efficiency_factor = 0.05
		political_power_factor = 0.05
	}

	fascist_corporatist = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		industrial_capacity_factory = 0.05
		political_power_factor = 0.05
	}

	model_cajander = {
		random = no
		sprite = 13
		stability_factor = 0.1
		war_support_factor = -0.05
		consumer_goods_factor = -0.35
		mobilization_speed = -0.1
		mobilization_laws_cost_factor = 0.15
	}

	hurja_hilja = {
		random = no
		sprite = 13
		stability_factor = -0.05
		fascism_drift = 0.05
		resistance_growth_on_our_occupied_states = 0.1
		political_power_factor = 0.1
	}

	nationalist_lutheran_priest = {
		random = no
		sprite = 13
		weekly_manpower = 200
		fascism_drift = 0.05
		political_power_factor = 0.05
	}

	maan_turva_headman = {
		random = no
		sprite = 13
		intelligence_agency_defense = 0.05
		civilian_intel_to_others = -0.1
		resistance_damage_to_garrison = 0.1
		drift_defence_factor = 0.2
	}

	white_chaplain = {
		random = no
		sprite = 13
		war_support_factor = 0.05
		army_morale_factor = 0.05
		army_core_defence_factor = 0.05
		drift_defence_factor = 0.1
	}

	karelian_irredentist_writer = {
		random = no
		sprite = 13
		stability_factor = 0.05
		political_power_factor = 0.05
		justify_war_goal_time = -0.1
		communism_drift = -0.1
	}

	agrarian_nationalist = {
		random = no
		sprite = 13
		political_power_factor = 0.05
		global_building_slots_factor = 0.1
		consumer_goods_factor = -0.25
	}

	champion_of_equality = {
		random = no
		sprite = 13
		political_power_factor = 0.1
		stability_factor = 0.1
		democratic_drift = 0.05
	}

	kautskyian_socialist = {
		random = no
		sprite = 13
		defensive_war_stability_factor = 0.15
		offensive_war_stability_factor = -0.1
		political_power_factor = 0.1
		communism_drift = 0.05
	}

	socialist_journalist = {
		random = no
		sprite = 13
		communism_drift = 0.05
		political_power_factor = 0.05
		compliance_gain = 0.02
	}

	veteran_trade_unionist = {
		random = no
		sprite = 13
		industrial_capacity_factory = 0.05
		production_speed_buildings_factor = 0.05
		stability_factor = 0.05
		political_power_factor = -0.1
	}

	former_leader_of_red_finland = {
		random = no
		sprite = 13
		production_speed_industrial_complex_factor = 0.1
		production_speed_dockyard_factor = 0.1
		war_support_factor = 0.05
	}

	anti_soviet_socialist = {
		random = no
		sprite = 13
		political_power_factor = 0.05
		war_support_factor = 0.05
		democratic_acceptance = 40
		drift_defence_factor = 0.1
	}

	master_armorer = {
		random = no
		sprite = 13
		equipment_conversion_speed = 0.15
		equipment_upgrade_xp_cost = -0.1
		industrial_capacity_factory = 0.05
		production_lack_of_resource_penalty_factor = -0.1
	}

	islamic_scholar = {
		random = no
		sprite = 13
		neutrality_drift = 0.05
	}

	################################
	## Sweden TRAITS 			  ##
	################################

	SWE_support_party_in_power = {
		random = no
		political_advisor_cost_factor = 0.25
		economy_cost_factor = 0.25
		trade_laws_cost_factor = 0.25
		mobilization_laws_cost_factor = 0.25
	}

	SWE_minor_opposition_party_in_power = {
		random = no
		stability_factor = -0.05
	}

	SWE_rearnament_proponent = {
		equipment_bonus = {
			infantry_equipment = {
				build_cost_ic = -0.05
				instant = yes
			}
		}
		war_support_factor = 0.05
	}

	SWE_rearnament_proponent_upgraded = {
		equipment_bonus = {
			infantry_equipment = {
				build_cost_ic = -0.1
				instant = yes
			}
		}
		war_support_factor = 0.1
	}

	SWE_fallen_riksdag_trait = {
		political_power_factor = -0.25
	}

	SWE_solidified_mandate = {
		political_power_factor = 0.05
		trade_laws_cost_factor = -0.1
		economy_cost_factor = -0.15
		stability_factor = 0.025
	}

	SWE_solidified_mandate_upgraded = {
		political_power_factor = 0.1
		trade_laws_cost_factor = -0.2
		economy_cost_factor = -0.3
		stability_factor = 0.05
	}

	SWE_admiral_of_industry = {
		sprite = 10
		random = yes
		production_speed_industrial_complex_factor = 0.17
		production_speed_infrastructure_factor = 0.17
		production_speed_rail_way_factor = 0.17
		production_speed_synthetic_refinery_factor = 0.17
	}

	SWE_close_ties_to_the_military = {
		sprite = 10
		random = yes
		max_command_power = 30
		training_time_factor = -0.1

	}

	SWE_landsfader = {
		sprite = 10
		random = yes
		army_core_defence_factor = 0.06
		army_core_attack_factor = 0.06
		supply_combat_penalties_on_core_factor = -0.08
	}

	SWE_respectful_occupier = {
		sprite = 10
		random = yes
		resistance_target = -0.1
		resistance_growth = -0.15
		resistance_activity = -0.2
	}



	SWE_education_for_all = {
		sprite = 10
		random = yes
		research_speed_factor = 0.06

	}

	SWE_every_barrel_counts = {
		random = yes
		supply_consumption_factor = -0.05
		air_fuel_consumption_factor = -0.05
		navy_fuel_consumption_factor = -0.05
	}


	SWE_reluctant_towards_rearmament = {
		mobilization_laws_cost_factor = 0.15
		war_support_factor = -0.05
	}

	SWE_minister_of_trade = {
		random = no
		sprite = 13
		trade_laws_cost_factor = -0.5
		trade_opinion_factor = 0.35
	}

	SWE_minister_of_supply = {
		supply_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.2
	}

	SWE_minister_of_justice = {
		random = no
		sprite = 13
		resistance_target = -0.05
	}

	SWE_minister_of_state = {
		random = no
		sprite = 13
		political_power_factor = 0.1
	}

	SWE_suffragette = { #only for loc, replaced with below as time passes
		random = no
		sprite = 13
	}

	SWE_suffragette_research = {
		random = no
		sprite = 13
		research_speed_factor = 0.04
	}

	SWE_suffragette_production = {
		random = no
		sprite = 13
		industrial_capacity_factory = 0.03
		industrial_capacity_dockyard = 0.03
	}

	SWE_suffragette_clout = {
		random = no
		sprite = 13
		political_power_factor = 0.05
		stability_factor = 0.02
	}

	SWE_suffragette_rfsu = {
		random = no
		sprite = 13
		
		democratic_drift = 0.08
		party_popularity_stability_factor = 0.08
		opinion_gain_monthly_same_ideology_factor = 0.2
	}


	SWE_committee_against_the_finnish_white_terror = {
		random = no
		sprite = 5
		communism_acceptance = 50
		
	}

	SWE_foreign_minister = {
		random = no
		sprite = 13
		enemy_justify_war_goal_time = 0.2
		request_lease_tension = -0.2
		lend_lease_tension = -0.2
		embargo_threshold_factor = -0.3
		embargo_cost_factor = -0.3

	}

	SWE_minister_of_agriculture = {
		random = no
		sprite = 13
		global_building_slots_factor = 0.2
		consumer_goods_factor = 0.08
	}

	SWE_interventionist_firebrand = {
		random = no
		sprite = 13
		send_volunteers_tension = -0.7
		send_volunteer_divisions_required = -0.5
		send_volunteer_size = 3
		army_attack_against_major_factor = 0.08
		army_defence_against_major_factor = 0.08
	}

	SWE_minister_of_defense= {
		random = no
		sprite = 13
		production_speed_bunker_factor = 0.1
		production_speed_synthetic_refinery_factor = 0.1
		production_speed_coastal_bunker_factor = 0.1
		production_speed_anti_air_building_factor = 0.1
	}

	SWE_family_oriented_sociologist = { 
	#200,000 units are ready, with a million more well on the way
		sprite = 13
		weekly_manpower = 80
		monthly_population = 0.1
		fascism_drift = -0.03
		war_support_factor = -0.01

	}

	SWE_anti_nazi_interdisciplinary_social_scientist = {
		sprite = 13
		war_stability_factor = 0.1
		production_speed_industrial_complex_factor = 0.04
		resistance_target_on_our_occupied_states = 0.1
		fascism_drift = -0.1
	}

	SWE_partners_in_a_dangerous_time_gunnar = {
		production_speed_industrial_complex_factor = 0.03
	}

	SWE_partners_in_a_dangerous_time_alva = {
		stability_factor = 0.02
	}

	SWE_minister_of_transport = {
		sprite = 10
		random = no
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_supply_node_factor = 0.1
	}

	SWE_former_autocrat = {
		random = no
		political_power_factor = -0.1
		fascism_acceptance = 20
		neutrality_acceptance = 20
		neutrality_drift = 0.01
		command_power_gain_mult = 0.15
	}

	SWE_exiled_revolutionaries = {
		sprite = 3
		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		army_attack_factor = 0.2
		stability_factor = -0.16
		army_org_factor = -0.16
	}

	SWE_ardent_conservative = {
		political_power_factor = -0.1
		grant_medal_cost_factor = -0.15
		dig_in_speed_factor = 0.20
		max_dig_in_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		production_speed_industrial_complex_factor = -0.1
	}

	SWE_the_great = {
		max_training = 0.15
		experience_gain_army_unit_factor = 0.15
		experience_loss_factor = -0.25
	}

	the_spider = {
		land_night_attack = 0.1
		air_night_penalty = -0.1
		naval_night_attack = 0.1
	}

	untethered = {
		army_speed_factor = 0.1
		org_loss_when_moving = -0.1
	}

	mild_mannered_no_lar = {
		trade_opinion_factor = 0.2
		improve_relations_maintain_cost_factor = -0.25
		subversive_activites_upkeep = -0.25
	}

	mild_mannered = {
		trade_opinion_factor = 0.2
		improve_relations_maintain_cost_factor = -0.25
		own_operative_detection_chance_factor = -0.05
	}

	unbreakable = {
		dont_lose_dig_in_on_attack = 1.0
		army_attack_factor = -0.05
		army_defence_factor = 0.15
	}

	hyena = {
		equipment_capture_factor = 0.1
	}

	lucky = {
		land_reinforce_rate = 0.02
		naval_critical_score_chance_factor = 0.1
		critical_receive_chance = -0.1
	}

	amnesiac = { #You dont always remember everything, but seeing rockets explode will forever be a wonder as a result
		rocket_attack_factor = 0.15
		political_power_factor = -0.1
		planning_speed = -0.2
		coordination_bonus = -0.2
	}

	trusty_no_lar = {
		trade_opinion_factor = 0.2
		opinion_gain_monthly = 0.25
		foreign_subversive_activites = 0.3
	}

	trusty = {
		trade_opinion_factor = 0.2
		opinion_gain_monthly = 0.25
		operation_coup_government_outcome = 0.25
		operation_infiltrate_outcome = 0.25
		operation_boost_resistance_outcome = 0.35
		operation_targeted_sabotage_industry_outcome = 0.35
		operation_targeted_sabotage_resources_outcome = 0.35
		operation_targeted_sabotage_infrastructure_outcome = 0.35
	}

	##############
	### ICEMAN ###
	##############

	# Country Leader 
	ICE_hot_tempered_reformer = {
		random = no
		stability_factor = -0.05
		political_power_factor = 0.1
		democratic_drift = 0.01
	}
	ICE_national_romanticist = {
		justify_war_goal_time = -0.1
		drift_defence_factor = 0.25
	}
	ICE_revolutionary_educator = {
		random = no
		party_popularity_stability_factor = 0.15
		research_speed_factor = 0.1
	}

	ICE_the_strict_regent = {
		random = no
		political_power_factor = -0.15
		stability_factor = 0.1
		industrial_capacity_factory = 0.05
	}
	ICE_independence_advocate = {
		random = no
		autonomy_gain = 0.1
		autonomy_gain_global_factor = 0.2
		party_popularity_stability_factor = 0.15
	}
	ICE_the_navy_king = {
		random = no
		naval_doctrine_cost_factor = -0.1
		experience_gain_navy_factor = 0.2
	}

	ICE_transportation_enthusiast = {
		equipment_bonus = {
			train_equipment = {
				instant = yes
				build_cost_ic = -0.15
			}
			motorized_equipment = {
				instant = yes
				build_cost_ic = -0.15
			}
		}
	}

	# Advisor traits 
	ICE_minister_of_healthcare_and_finance = { 
		random = no 
		sprite = 13
		stability_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
	}

	ICE_internationalist_guardian = { 
		random = no 
		sprite = 13
		join_faction_tension = -0.05
		send_volunteers_tension = -0.15
		send_volunteer_divisions_required = -0.75
	}
	ICE_minister_of_finance_moller = {
		random = no
		sprite = 10
		consumer_goods_factor = -0.15
		industrial_capacity_factory = 0.1
		production_lack_of_resource_penalty_factor = -0.05
	}
	ICE_judge_and_editor = { 
		random = no 
		sprite = 13
		political_power_factor = 0.05
		non_core_manpower = 0.2
		stability_factor = 0.05
	}
	ICE_travel_enthusiast = { 
		random = no 
		sprite = 13
		custom_modifier_tooltip = ICE_travel_enthusiast_tt
		send_volunteers_tension = -0.05
		send_volunteer_divisions_required = -0.05
	}

	ICE_progressive_doctor = {
		random = no
		sprite = 13
		drift_defence_factor = 0.1
		mobilization_speed = 0.05
		conscription_factor = 0.1
	}
	ICE_trade_unionist = { #Unlocks Rally Workers 
		random = no
		sprite = 10 
		#power_balance_daily = 0.003
		communism_drift = 0.02	
		production_factory_max_efficiency_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.3
	}
	ICE_german_consul = {
		random = no
		sprite = 13
		fascism_acceptance = 50
		opinion_gain_monthly_same_ideology_factor = 0.15
		research_speed_factor = 0.05
		weekly_manpower = 50
	}
	# Company traits 
	ICE_shipping_concern = {
		random = no
		ai_will_do = {
			factor = 1
		}
	}

	# End Iceland



	anti_stalinist_marxist = {
		random = no
		sprite = 13
		communism_acceptance = -20
		trade_opinion_factor = 0.10
		justify_war_goal_time = -0.1
	}

	national_socialist_sympathizer = {
		random = no
		sprite = 13
		fascism_drift = 0.02
		fascism_acceptance = 40
	}

	minister_of_ecclesiastical_affairs = { #Education
		random = no
		sprite = 13
		research_speed_factor = 0.05
		political_power_factor = 0.05
	}

	righteous_among_the_nations = {
		random = no
		sprite = 15
		operative_slot = 1
		agency_upgrade_time = -0.2
		civilian_intel_factor = 0.2
		stability_factor = 0.05
	}

	minister_of_ecclesiastical_affairs_upgraded = { #Education
		random = no
		sprite = 13
		research_speed_factor = 0.1
		political_power_factor = 0.05
	}

	national_socialist_veterinarian = {
		random = no
		sprite = 13
		justify_war_goal_time = -0.1
		war_support_factor = 0.1
		supply_factor = -0.05
	}

	munckska_karens_member = {
		random = no
		sprite = 13
		resistance_activity = -0.1
		stability_factor = -0.1
		fascism_drift = 0.02
	}

	socialist_writer = {
		random = no
		sprite = 13
		communism_drift = 0.1
		conscription_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	special_envoy = {	#AAT
		random = no
		sprite = 15
		operative_slot = 1
		agency_upgrade_time = -0.2
		civilian_intel_factor = 0.2
		stability_factor = 0.05
	}

	protector_of_cultural_heritage = {
		random = no
		sprite = 13
		stability_factor = 0.1
		democratic_acceptance = 60
		communism_acceptance = 60
		ai_will_do = {
			factor = 1
		}
	}

	humanist = { 
		random = no
		sprite = 13 	
		war_support_factor = -0.15
		civilian_intel_factor = 0.15
		political_power_factor = 0.1
	}

	################################
	##       NORWAY TRAITS 		  ##
	################################

	NOR_royal_chamberlain = { # For Peder Anker Wedel-Jarlsberg as Advisor
		random = no
		sprite = 13
		neutrality_drift = 0.1
		stability_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}

	NOR_shrewd_regent = { # For Peder Anker Wedel Jarlsberg as a country leader 
		random = no

		stability_factor = 0.2
		political_power_cost = 0.15
	}



	NOR_aristocratic_industrialist = { # For Axel Aubert
		random = no 
		sprite = 10

		neutrality_drift = 0.03
		production_speed_buildings_factor = 0.1
		production_speed_bunker_factor = 0.25
		production_speed_coastal_bunker_factor = 0.25
	}

	NOR_democratic_powerhouse = { #For Martin Tranmael
		random = no 
		sprite = 13

		democratic_drift = 0.1
		stability_factor = 0.15
		war_support_factor = -0.15
	}

	NOR_pacifist_diplomat = { #For Halvdan Koht
		random = no 
		sprite = 13

		war_support_factor = -0.1 
		political_power_gain = 0.15
		opinion_gain_monthly_factor = 0.25
	}

	NOR_shipping_capitalist = { #For Johan Ludwig Mowinckel 
		random = no
		sprite = 10 

		production_speed_dockyard_factor = 0.17
	}

	NOR_stern_communist = {
		random = no
		sprite = 13 

		communism_drift = 0.09
		surrender_limit = 0.25
		political_power_factor = -0.05
	}

	NOR_conciliatory_socialist = {
		random = no
		sprite = 13 

		stability_factor = 0.1
		communism_drift = 0.01
	}

	NOR_communist_agitator = {
		random = no
		sprite = 13 

		communism_drift = 0.1
		resistance_growth_on_our_occupied_states = 0.15
	}

	NOR_radical_trade_unionist = {
		random = no
		sprite = 10 

		communism_drift = 0.05
		production_speed_buildings_factor = 0.12
	}

	NOR_permanent_revolutionary = {
		random = no
		sprite = 13 

		communism_drift = 0.08
		war_stability_factor = -0.2
		non_core_manpower = 0.07
	}

	NOR_fascist_lackey = { # For Quisling (Advisor)
		random = no
		sprite = 13 

		fascism_drift = 0.08
		stability_factor = -0.1
		war_stability_factor = 0.15
		war_support_factor = 0.1
	}

	NOR_fascist_dilettante = { # for Quisling (Country Leader)
		random = no
		sprite = 13 

		fascism_drift = 0.01
		stability_factor = -0.15
		war_support_factor = -0.1
		resistance_decay = -0.15	
	}

	NOR_fascist_landssviker = { # for Quisling (Country Leader)
		random = no
		sprite = 13 

		fascism_drift = 0.01
		stability_factor = -0.2
		war_support_factor = -0.15
		resistance_decay = -0.15

	}

	NOR_ruthless_administrator = {
		random = no
		sprite = 13 

		fascism_drift = 0.12
		stability_factor = 0.2
		resistance_decay = 0.1
	}

	NOR_fascist_judiciary = {
		random = no
		sprite = 13 

		compliance_growth = 0.05
		resistance_growth = -0.1
	}

	NOR_fascist_advocate = {
		random = no
		sprite = 13 

		stability_factor = 0.1
		fascism_drift = 0.02
	}

	NOR_callous_engineer = {
		random = no 
		sprite = 14 

		research_speed_factor = 0.09
	}

	NOR_tobacco_industrialist = {
		random = no
		sprite = 10  

		war_support_factor = -0.15
		production_speed_infrastructure_factor = 0.25
		production_speed_industrial_complex_factor = 0.2
	}

	NOR_compliant_politician = {
		random = no
		sprite = 13  

		stability_factor = 0.10
		political_power_factor = 0.1
	}

	NOR_conservative_businessman = {
		random = no 
		sprite = 10 

		production_speed_buildings_factor = 0.10
		fascism_drift = 0.03
	}

	NOR_germanophile_officer = { # For Jonas Lie 
		random = no
		sprite = 13  

		fascism_drift = 0.03
		war_support_factor = 0.2
		experience_gain_army = 0.09
		resistance_decay = -0.25
		stability_factor = -0.25
	}

	NOR_ruthless_police_captain = { # Prince of Terror equivalent, also for Jonas Lie
		sprite = 13
		resistance_damage_to_garrison = -0.3
		foreign_subversive_activites = -0.4
		non_core_manpower = 0.04
		stability_factor = 0.15
		war_support_factor = 0.2
		fascism_drift = 0.01

		ai_will_do = {
			factor = 1
		}
	}

	NOR_clueless_defense_minister = { # For Ljundberg  
		random = no 
		sprite = 14

		land_doctrine_cost_factor = -0.1
		mobilization_laws_cost_factor = 0.75
	}

	NOR_minister_of_agriculture = {
		random = no 
		sprite = 14

		weekly_manpower = 300 
		war_support_factor = -0.05
	}

	###### OFFICER CORPS TRAITS ######

	NOR_defeatist_commander_in_chief = {
		sprite = 5
		
		experience_gain_army = @chief_experience_gain_low
		
		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		max_dig_in_factor = 0.1
		dig_in_speed_factor = 0.25
		surrender_limit = -0.2
				ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}
	
	NOR_hydroelectric_company_trait = {

		country_resource_aluminium = 10 
		production_speed_industrial_complex_factor = 0.15


		ai_will_do = {
			factor = 1
		}
	}

	NOR_nationalized_hydroelectric_company_trait = {

		country_resource_aluminium = 20 
		production_speed_industrial_complex_factor = 0.2
		production_speed_infrastructure_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	NOR_oppportunistic_officer = { # For Sundlo
		sprite = 14
		land_doctrine_cost_factor = -0.1
		experience_gain_army_factor = 0.07

		ai_will_do = {
			factor = 1
		}
	}

	NOR_pragmatic_defense_minister = { # For Torp
		sprite = 14
		land_doctrine_cost_factor = -0.1
		production_speed_industrial_complex_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	NOR_vigilant_fort_commander = { # For Birger Eriksen (Military High Command)
		random = no
		sprite = 5

		coastal_bunker_effectiveness_factor = 0.05
		land_bunker_effectiveness_factor = 0.1 
		initiative_factor = 0.02

		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	#### AFG ###

	AFG_popular_figurehead = {
		random = no
		stability_factor = 0.1	
		neutrality_drift = 0.02
		political_power_factor = 0.05		
	}

	AFG_director_of_public_health = {
		random = no
		sprite = 13
		stability_factor = 0.05
		political_power_factor = 0.05
		conscription_factor = 0.05
	}

	AFG_cautious_modernizer = {
		random = no
		sprite = 13
		stability_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		fascism_acceptance = 50
		democratic_acceptance = -50
	}

	pashtun_nationalist = {
		random = no
		sprite = 13
		stability_factor = 0.05
		army_core_defence_factor = 0.05
		war_support_factor = 0.1
	}

	AFG_reformist_aristocrat = {
		random = no
		sprite = 13
		stability_factor = -0.05
		production_factory_efficiency_gain_factor = 0.1
		production_factory_max_efficiency_factor = 0.1
		research_speed_factor = 0.03
	}

	AFG_red_prince = {
		random = no
		sprite = 13
		communism_drift = 0.01
		democratic_drift = 0.02
		communism_acceptance = 50
		war_support_factor = 0.1
	}

	AFG_safe_hands = {
		random = no
		sprite = 13
		neutrality_drift = 0.02
		stability_factor = 0.1
		political_power_factor = -0.2
	}

	AFG_continuity_pm = {
		random = no
		sprite = 13
		stability_factor = 0.1
		production_speed_infrastructure_factor = 0.05
		production_speed_buildings_factor = 0.05
	}

	AFG_reactionary_pm = {
		random = no
		sprite = 13
		stability_factor = -0.1
		army_core_defence_factor = 0.1
		conscription_factor = 0.05
	}

	AFG_authoritarian_modifier = {
		random = no
		sprite = 13
		justify_war_goal_time = -0.25
		production_factory_max_efficiency_factor = 0.05
		defensive_war_stability_factor = 0.1
	}
	AFG_liberator_of_persia = {
		random = no
		sprite = 13
		political_power_factor = 0.2
		conscription_factor = 0.1
		resistance_damage_to_garrison = -0.1
	}
	AFG_lord_of_baghdad = {
		random = no
		sprite = 13
		research_speed_factor = 0.05
		resistance_decay = 0.1
	}
	AFG_savior_of_the_holy_lands_trait = {
		random = no
		sprite = 13
		stability_factor = 0.2
		war_stability_factor = 0.3
		army_core_defence_factor = 0.1
	}

	AFG_ascendancy_sovreign = {
		random = no
		sprite = 13
		political_power_factor = 0.2
		resistance_damage_to_garrison = -0.1
		justify_war_goal_time = -0.5
		stability_factor = 0.2
	}
	
	AFG_faith_in_god = {
		random = no
		sprite = 13
		political_power_factor = 0.2
		stability_factor = 0.05
		neutrality_drift = 0.03
	}

	AFG_follower_of_islam_trait = {
		random = no
		sprite = 13
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
		stability_factor = 0.05
	}

	AFG_uzbek_scholar = {
		random = no
		sprite = 13
		stability_factor = 0.05
		research_speed_factor = 0.05
	}

	AFG_bukharan_jadidist = {
		random = no
		sprite = 13
		democratic_drift = 0.08
		political_power_factor = 0.1
		production_speed_buildings_factor = 0.05
	}

	AFG_turkmen_khan = {
		random = no
		sprite = 13
		
		cavalry_attack_factor = 0.15
		cavalry_defence_factor = 0.15
		war_support_factor = 0.1

	}

	AFG_kokandi_insurrecionist = {
		random = no
		sprite = 13
		
		conscription_factor = 0.05
		war_support_factor = 0.1
		enemy_army_bonus_air_superiority_factor = -0.05

	}

	PER_diminished_authority= {
		random = no
		sprite = 13
		political_power_factor = -0.2
		stability_factor = 0.05
		research_speed_factor = -0.03
	}

	PER_iranian_revanchist = {
		random = no
		sprite = 13
		
		war_support_factor = 0.1
		war_stability_factor = 0.1
		justify_war_goal_time = -0.25
		generate_wargoal_tension = -0.25
		
		ai_will_do = {
			factor = 0
		}
	}

	PER_fascist_dynasty = {
		random = no
		sprite = 13
		
		war_support_factor = 0.1
		political_power_factor = 0.05
		fascism_drift = 0.03
		
		ai_will_do = {
			factor = 0
		}
	}

	PER_head_of_transport = {
		sprite = 13
		random = no
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_supply_node_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	PER_head_of_military_police = {
		sprite = 13
		random = no
		intel_network_gain_factor = 0.2
		agency_upgrade_time = -0.2
		operative_slot = 1
		ai_will_do = {
			factor = 1
		}
	}

	AFG_provisional_government_trait = {
		random = no
		sprite = 13
		political_power_factor = -0.1
		war_stability_factor = 0.1
		political_advisor_cost_factor = 0.5
	}

	AFG_general_secretary = {
		random = no
		sprite = 13
		communism_drift = 0.03
		research_speed_factor = 0.02
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.05
	}

	########################
	###### IRAQ TRAITS #####
	########################

	IRQ_nationalist_lawyer = {
		random = no
		sprite = 13

		drift_defence_factor = 0.1
		fascism_drift = 0.02
		neutrality_drift = 0.01
		stability_factor = 0.05
	}

	IRQ_militant_politician = {
		random = no 
		sprite = 18

		modifier_army_sub_unit_militia_attack_factor = 0.05
		modifier_army_sub_unit_militia_defence_factor = 0.1
		army_core_defence_factor = 0.1
		political_power_factor = 0.05
	}

	IRQ_comrade_fahd = {
		random = no 
		sprite = 13

		communism_drift = 0.05
		army_core_defence_factor = 0.1
	}

	IRQ_weternized_foreign_minister = {
		random = no 
		sprite = 13

		communism_drift = 0.05
		democratic_drift = 0.05
		political_power_factor = 0.15
	}

	IRQ_as_sahifah_editor = {
		random = no 
		sprite = 13

		communism_drift = 0.05
		research_speed_factor = 0.03
		improve_relations_maintain_cost_factor = -0.2
		stability_factor = -0.05
	}

	IRQ_minister_of_education = {
		random = no 
		sprite = 13

		research_speed_factor = 0.05
		stability_factor = 0.05
	}

	IRQ_bismarck_of_the_arabs = {
		random = no 
		sprite = 13

		political_power_factor = 0.1
		stability_factor = 0.05
		drift_defence_factor = 0.15
	}

	IRQ_king_of_iraq_ghazi = {
		random = no 
		sprite = 13

		stability_factor = 0.1
		democratic_acceptance = -30	
		communism_acceptance = -30	
	}

	IRQ_pan_arab_nationalist = {
		random = no 
		sprite = 13

		fascism_drift = 0.05
		justify_war_goal_time = -0.2
		war_support_factor = 0.05
	}

	IRQ_minister_of_defense = {
		random = no 
		sprite = 13

		army_core_defence_factor = 0.05
		war_support_factor = 0.1
		conscription = 0.015
		fascism_acceptance = -20
	}

	IRQ_shiite_philosopher = {
		random = no 
		sprite = 13

		research_speed_factor = 0.03
		stability_factor = 0.1
	}

	IRQ_the_grand_mufti = {
		random = no 
		sprite = 13

		war_support_factor = 0.1
		fascism_acceptance = 30

		targeted_modifier = { # TODO: why doesn't this seem to work? 
			tag = ENG
			attack_bonus_against = 0.1
		}
	}

	IRQ_kurdish_politician = {
		random = no 
		sprite = 13

		local_resources_factor = 0.05
		political_power_factor = 0.05
		stability_factor = 0.1
	}

	IRQ_emir_of_taif = {
		random = no 
		sprite = 13

		fascism_drift = 0.06
		stability_factor = 0.1
	}

	IRQ_knight_of_arabism = {
		random = no 
		sprite = 13

		fascism_drift = 0.08
		political_power_factor = 0.05
		conscription_factor = 0.1
	}

	IRQ_al_muthanna_leader = {
		random = no 
		sprite = 13

		fascism_drift = 0.05
		conscription_factor = 0.05
		research_speed_factor = 0.03
	}

	IRQ_pan_arabist_german = {
		random = no 
		sprite = 13

		local_resources_factor = 0.05
		justify_war_goal_time = -0.15
		war_support_factor = 0.05
		improve_relations_maintain_cost_factor = -0.2
	}

	IRQ_armenian_oil_magnate = {
		random = no 
		sprite = 13

		local_resources_factor = 0.1
		consumer_goods_factor = -0.1
		improve_relations_maintain_cost_factor = -0.1
	}

	IRQ_german_ambassador = {
		random = no 
		sprite = 13

		fascism_drift = 0.05
		weekly_manpower = 50
		research_speed_factor = 0.02
	}

	IRQ_arab_fascist_politician = {
		random = no 
		sprite = 13

		political_power_factor = 0.1
		war_support_factor = 0.05
	}

	IRQ_great_iraqi_statesman = {
		random = no 
		sprite = 13

		political_power_factor = 0.1
		consumer_goods_factor = -0.1
		stability_factor = -0.05
	}

	IRQ_pro_western_iraqi_nationalist = {
		random = no 
		sprite = 13

		democratic_drift = 0.05
		stability_factor = 0.1
		war_support_factor = 0.05
	}

	IRQ_hashemite_caliph = {
		random = no
		sprite = 13
		neutrality_drift = 0.02
		communism_acceptance = -50
		political_power_factor = 0.1
		stability_factor = 0.2
		war_support_factor = 0.2
		justify_war_goal_time = -0.5
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
	}

	IRQ_nationalist = {
		random = no
		sprite = 13
		war_support_factor = 0.05
		political_power_factor = 0.1
		stability_factor = -0.05
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
	}

	IRQ_minister_of_the_interior = {
		random = no
		sprite = 13
		resistance_growth = -0.1
		political_power_factor = 0.1
	}

	IRQ_social_reformer_pm = {
		random = no
		sprite = 13
		stability_factor = 0.05
		neutrality_drift = 0.02
		research_speed_factor = 0.05
		democratic_acceptance = -30
	}

	IRQ_british_lackey = {
		random = no
		sprite = 13
		political_power_factor = -0.1
		democratic_acceptance = 50
		improve_relations_maintain_cost_factor = -1
		enemy_justify_war_goal_time = 0.5
	}

	IRQ_hashemite_regent = {
		random = no
		sprite = 13
		stability_factor = 0.05
		political_advisor_cost_factor = -0.5
		political_power_factor = 0.1
	}

	IRQ_poet_of_freedom = {
		random = no 
		sprite = 13
		fascism_drift = -0.02
		democratic_acceptance = 50
		war_support_factor = 0.1
		autonomy_gain = 1
	}

	########################
	### ARGENTINA TRAITS ###
	########################

	ARG_fraudulent_industrialist = {
		random = no
		political_power_factor = 0.05
		production_speed_buildings_factor = 0.15
		stability_factor = -0.05

		ai_will_do = {
			factor = 1
		}
	}

	ARG_radical_antipersonnel = {
		random = no
		political_power_factor = 0.05
		democratic_drift = 0.03
		neutrality_drift = 0.01

		ai_will_do = {
			factor = 1
		}
	}

	ARG_conservative_traditionalist = {
		random = no
		political_power_factor = 0.05
		neutrality_drift = 0.03

		ai_will_do = {
			factor = 1
		}
	}

	ARG_moderate_dictator = {
		random = no
		fascism_drift = 0.03
		war_support_factor = 0.1
		fascism_acceptance = 30

		ai_will_do = {
			factor = 1
		}
	}

	ARG_brigadier_general = {
		random = no
		mobilization_speed = 0.05
		conscription_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	ARG_argentine_nationalist = {
		random = no
		justify_war_goal_time = -0.1
		war_support_factor = 0.1
		conscription_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	ARG_harsh_democrat = {
		random = no
		stability_factor = 0.1
		democratic_drift = 0.1
		democratic_acceptance = 40

		ai_will_do = {
			factor = 1
		}
	}

	ARG_feminist_revolutionary = {
		random = no
		conscription = 0.02
		communism_drift = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	ARG_communist_insurrectionist = {
		random = no
		war_support_factor = 0.1
		communism_drift = 0.1
		justify_war_goal_time = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	ARG_anarchosyndicalist = {
		random = no
		communism_drift = 0.1
		war_support_factor = 0.1
		minimum_training_level = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	ARG_socialist_feminist = {
		random = no
		sprite = 13
		communism_drift = 0.05
		political_power_gain = 0.05
		stability_weekly = 0.005
	}

	ARG_university_rector = {
		sprite = 10
		random = yes
		research_speed_factor = 0.1

		ai_will_do = {
			factor = 2
		}
	}

	ARG_nobel_peace_prize_winner = {
		sprite = 13
		random = no
		justify_war_goal_time = 0.3
		enemy_justify_war_goal_time = 0.3
		send_volunteers_tension = -0.2
		ai_will_do = {
			factor = 1
		}
	}

	ARG_bolivar_agent = {
		sprite = 13
		random = no
		subversive_activites_upkeep = -0.35
		war_support_factor = 0.1
		stability_factor = -0.1
		decryption_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	ARG_prominent_centrist = {
		sprite = 13
		random = no
		stability_factor = 0.2
		democratic_drift = 0.02
		ai_will_do = {
			factor = 1
		}
	}

	ARG_father_of_argentine_democracy = {
		sprite = 13
		random = no
		stability_factor = 0.2
		democratic_drift = 0.05
		party_popularity_stability_factor = 0.05
		enemy_justify_war_goal_time = 0.1
		research_speed_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	ARG_peronism_trait = {
		sprite = 13
		random = no
		army_core_defence_factor = 0.05
		political_power_factor = 0.1
		stability_factor = 0.05
		production_factory_max_efficiency_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	ARG_womans_peronist = {
		sprite = 13
		random = no
		conscription_factor = 0.05
		stability_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}


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

	BRA_father_of_the_poor = {
		random = no
		stability_factor = 0.05
		conscription_factor = 0.02

		ai_will_do = {
			factor = 1
		}
	}

	BRA_sugar_king = {
		random = no
		sprite = 13
		
		stability_factor = -0.05
		consumer_goods_factor = -0.05
		ai_will_do = {
			factor = 1
		}
	}

	BRA_reluctant_integralist = {
		random = no
		political_power_factor = -0.1
		fascism_drift = 0.03
		war_support_factor = 0.1
		defensive_war_stability_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	BRA_authoritarian_populist = {
		random = no
		political_power_factor = 0.1
		neutrality_drift = 0.01
		#stability_factor = 0.05
		party_popularity_stability_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	BRA_supreme_court_justice = {
		random = no
		sprite = 13
		political_power_factor = -0.05
		democratic_drift = 0.02
		stability_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	BRA_political_fox = {
		random = no
		sprite = 13
		political_power_factor = 0.1
		drift_defence_factor = 0.15
		political_advisor_cost_factor = -0.2
		ai_will_do = {
			factor = 1
		}
	}


	BRA_modernist_architect = {
		random = no
		sprite = 13
		research_speed_factor = 0.02
		production_speed_buildings_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	BRA_distinguished_diplomat = {
		random = no
		sprite = 13
		neutrality_acceptance = 50
		democratic_acceptance = 50
		trade_opinion_factor = 0.5
		political_power_factor = 0.07
		ai_will_do = {
			factor = 1
		}
	}

	BRA_minister_of_transport = {
		sprite = 13
		random = no
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_supply_node_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	BRA_right_wing_ideologue = {
		sprite = 13
		random = no
		fascism_drift = 0.03
		fascism_acceptance = 50
		opinion_gain_monthly_same_ideology_factor = 0.15
		supply_combat_penalties_on_core_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	BRA_head_of_political_police = {
		sprite = 13
		random = no
		intel_network_gain_factor = 0.2
		agency_upgrade_time = -0.2
		operative_slot = 1
		ai_will_do = {
			factor = 1
		}
	}

	BRA_nobel_peace_prize_nominee = {
		sprite = 13
		random = no
		justify_war_goal_time = 0.2
		enemy_justify_war_goal_time = 0.2
		send_volunteers_tension = -0.75
		send_volunteer_divisions_required = 0.3
		send_volunteer_size = 3
		ai_will_do = {
			factor = 1
		}
	}

	BRA_deposed_former_president = {
		sprite = 13
		random = no
		stability_factor = -0.1
		political_power_factor = -0.1
		neutrality_drift = 0.02
		drift_defence_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}


	BRA_renowned_ambassador = {
		sprite = 13
		random = no
		democratic_drift = 0.02
		democratic_acceptance = 50
		fascism_acceptance = -50
		trade_opinion_factor = 0.3
		ai_will_do = {
			factor = 1
		}
	}

	BRA_anti_authoritarian = {
		sprite = 13
		random = no
		political_power_factor = 0.15
		defensive_war_stability_factor = 0.2
		political_advisor_cost_factor = -0.2
		ai_will_do = {
			factor = 1
		}
	}

	BRA_academic_writer = {
		sprite = 13
		random = no
		research_speed_factor = 0.05
		democratic_drift = 0.02
		neutrality_acceptance = 40
		ai_will_do = {
			factor = 1
		}
	}

	BRA_controversial_academic = {
		sprite = 13
		random = no
		research_speed_factor = 0.03
		neutrality_drift = 0.05
		mobilization_laws_cost_factor = -0.1
		ai_will_do = {
			factor = 1
		}
	}

	BRA_education_pioneer = {
		sprite = 13
		random = no
		research_speed_factor = 0.05
		fascism_drift = -0.03
		war_support_factor = -0.05
		stability_factor = 0.03
	}

	BRA_democratic_engineer = {
		sprite = 13
		random = no
		research_speed_factor = 0.05
		democratic_drift = 0.02
		production_speed_rail_way_factor = 0.05
		production_speed_supply_node_factor = 0.05
	}

	BRA_minister_of_defense = {
		random = no
		sprite = 13
		army_core_defence_factor = 0.05
		war_support_factor = 0.1
		conscription = 0.02
		democratic_acceptance = -25
		
		ai_will_do = {
			factor = 0
		}
	}

	BRA_politically_educated = {
		random = no
		sprite = 13
		neutrality_drift = 0.02
		economy_cost_factor = -0.1
		trade_laws_cost_factor = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	BRA_the_white_dove = {
		random = no
		sprite = 13
		neutrality_drift = 0.02
		air_accidents_factor = 0.05
		army_speed_factor = 0.02
		ai_will_do = {
			factor = 1
		}
	}

	BRA_militant_communist = {
		random = no
		sprite = 13
		war_support_factor = 0.1
		conscription_factor = 0.02
		send_volunteers_tension = -0.2
		communism_drift = 0.02
		ai_will_do = {
			factor = 1
		}
	}

	BRA_soviet_spy = { #Unlocks Anti-Fascist Drive
		random = no 
		sprite = 15
		intel_network_gain_factor = 0.2
		communism_drift = 0.05
		war_support_factor = 0.10
		operative_slot = 1
	}

	BRA_emperor_trait = {
		random = no
		stability_factor = 0.1
		war_support_factor = 0.1
		political_power_factor = 0.1
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
	}

	BRA_coffee_king = {
		random = no
		sprite = 10 
		production_speed_rail_way_factor = 0.05
		production_speed_buildings_factor = 0.1
		industrial_capacity_factory = 0.1
		research_speed_factor = -0.05
	}

	BRA_vengeful_industrialist = {
		sprite = 10
		random = yes
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		fascism_drift = 0.01
		war_support_factor = 0.05

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.8
				date < 1939.1.1
			}
		}
	}

	################################
	## URUGUAY TRAITS ##
	################################

	JUNO_uruguyan_revisionist = {
		sprite = 10
		random = no
		weekly_manpower = 75
		fascism_drift = 0.1
		justify_war_goal_time = -0.35
	}

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

	inventive_genius = {
		random = no

		political_power_gain = 0.05
		opinion_gain_monthly_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	conglomerate = {
		random = no

		consumer_goods_factor = 0.05 #yes, this is actually a penalty
		local_resources_factor = 0.05
		production_lack_of_resource_penalty_factor = -0.05

		equipment_bonus = {
			infantry_equipment = {
				build_cost_ic = -0.025
				instant = yes
			}
			artillery = {
				build_cost_ic = -0.025
				instant = yes
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	industrial_steel_mills_trait = {

		country_resource_steel = 10 

		ai_will_do = {
			factor = 1
		}
	}

	oil_extraction_company_trait = {

		country_resource_oil = 20 

		ai_will_do = {
			factor = 1
		}
	}

	######################
	#######AUSTRIA########
	######################

	#country leader traits

	

	AUS_under_german_pressure = {
		random = no #Schuschnigg's starting trait

		fascism_acceptance = 50
		fascism_drift = 0.03
		stability_factor = -0.1
		surrender_limit = -0.15
	}

	AUS_embraced_fascism = {
		random = no #Schuschnigg's fascist trait

		fascism_acceptance = 50
		fascism_drift = 0.03
		war_support_factor = 0.05
		surrender_limit = 0.1

	}

	AUS_abolished_austrofascism = {
		random = no #Schuschnigg's democratic trait

		neutrality_drift = 0.03
		democratic_drift = 0.05
		stability_factor = 0.05
		surrender_limit = 0.1

	}


	AUS_protector_of_austrian_independence = {
		random = no #trait to give the democratically elected leader of austria. for Vinzenz Schumy and Karl Renner, this is addad, they still keep their old traits, for Schuschnigg this replaces his old trait as they would be opposites

		democratic_drift = 0.02
		stability_factor = 0.05
		surrender_limit = 0.25
		war_stability_factor = 0.25
		army_core_defence_factor = 0.02
	}

	AUS_right_wing_democrat = {
		random = no #this is vinzenz schumy's leader trait

		democratic_drift = 0.05
		fascism_drift = 0.03
		stability_factor = 0.05
		drift_defence_factor = 0.25
	}

	AUS_king_of_austria = {
		random = no #given to either Otto or Ernst Rüdiger Starhemberg in AUS_bring_back_the_habsburg_rule

		political_power_factor = 0.1
		neutrality_drift = 0.03
		stability_factor = 0.05
		war_support_factor = 0.05
		conscription = 0.005
	}

	AUS_king_of_liechtenstein = {
		random = no #given to Alois of Liechtenstein if he becomes king

		political_power_factor = 0.1
		neutrality_drift = 0.03
		stability_factor = 0.05
		war_support_factor = 0.05
		conscription = 0.005
	}

	AUS_elizabeth = {
		random = no #this is Johann Hiedler

		targeted_modifier = {
			tag = ENG
			compliance_growth = 0.01
		}
	}

	AUS_fascist_propaganda_artist = {
		fascism_drift = 0.05
		drift_defence_factor = 0.15
	}

	AUS_fascist_prince_of_starhemberg = {
		random = no #this is only for Ernst Rudiger Starhemberg

		neutrality_drift = 0.03
		fascism_drift = 0.05
		war_support_factor = 0.1
		modifier_army_sub_unit_militia_attack_factor = 0.05
		conscription = 0.005
		
	}

	#advisor traits

	AUS_putschminister = {
		random = no #only for Franz Winkler
		sprite = 18

		modifier_army_sub_unit_militia_attack_factor = 0.2
		modifier_army_sub_unit_militia_defence_factor = 0.2
		army_core_defence_factor = 0.1
	}

	AUS_prince_of_starhemberg = {
		random = no #this is only for Ernst Rudiger Starhemberg
		sprite = 13

		neutrality_drift = 0.03
		fascism_drift = 0.02
		war_support_factor = 0.05
	}

	AUS_fascist_writer = {
		random = no
		sprite = 13

		fascism_drift = 0.03
		war_support_factor = 0.05
		stability_factor = 0.05
	}

	AUS_minister_of_education = {
		random = no
		sprite = 14

		research_speed_factor = 0.06
	}

	AUS_younger_prince_of_liechtenstein = {
		random = no #this is johannes of liechtenstein
		sprite = 13

		neutrality_drift = 0.03
		war_support_factor = 0.05
		weekly_manpower = 20
		industrial_capacity_dockyard = 0.1
	}

	AUS_older_prince_of_liechtenstein = {
		random = no #this is alois of liechtenstein
		sprite = 13

		neutrality_drift = 0.03
		research_speed_factor = 0.05
		stability_factor = 0.03
		consumer_goods_factor = 0.15
	}

	AUS_secretive_priest = {
		random = no #this is heinrich maier
		sprite = 15

		operative_slot = 1
		agency_upgrade_time = -0.2
		civilian_intel_factor = 0.2
		democratic_drift = 0.02
		communism_drift = 0.02
	}

	AUS_financier_of_fascism = {
		random = no #viktor kienbock's trait
		sprite = 13

		economy_cost_factor = -0.25
		trade_laws_cost_factor = -0.1
		consumer_goods_factor = -0.1
		fascism_drift = 0.02
	}

	AUS_ruthless_university_rector = {
		random = no #karl polheim
		sprite = 14

		research_speed_factor = 0.05
		fascism_drift = 0.02
	}

	AUS_meticulous_lawyer = {
		random = no
		sprite = 13

		drift_defence_factor = 0.1
		democratic_drift = 0.02
		communism_drift = 0.01
		stability_factor = 0.05
	}

	AUS_fascist_cardinal = {
		random = no #this is innitzer
		sprite = 13

		fascism_drift = 0.05
		stability_factor = -0.05
		war_support_factor = 0.03
	}

	AUS_no_longer_fascist_cardinal = {
		random = no #this is innitzer after he switches sides
		sprite = 13

		fascism_drift = -0.02
		stability_factor = 0.05
		war_support_factor = -0.03
	}

	AUS_resourceful_princess = {
		random = no #this is elizabeth von gutmann
		sprite = 10

		local_resources_factor = 0.15
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_arms_factory_factor = 0.05
	}

	AUS_the_red_helper = {
		random = no #malke schorr's trait
		sprite = 12

		weekly_manpower = 30
		communism_drift = 0.03

	}

	AUS_communist_lawyer = {
		random = no 
		sprite = 13

		trade_laws_cost_factor = -0.1
		mobilization_laws_cost_factor = -0.1
		economy_cost_factor = -0.1
		communism_drift = 0.03

	}

	AUS_communist_revolutionary = {
		random = no
		sprite = 12

		communism_drift = 0.05
		war_support_factor = 0.05
		modifier_army_sub_unit_militia_attack_factor = 0.1
	}

	AUS_reknowned_architecht = {
		random = no
		sprite = 13

		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_synthetic_refinery_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		industrial_capacity_factory = 0.15
	}

	AUS_the_father_of_austromarxism = {
		random = no
		sprite = 13

		communism_drift = 0.03
		democratic_drift = 0.02
		stability_factor = 0.1
		industrial_capacity_factory = 0.1
	}

	AUS_vocal_german_unionist = {
		random = no
		sprite = 13

		neutrality_drift = 0.05
		stability_factor = -0.1
		political_power_factor = -0.15
		conscription_factor = 0.1 #to make it less bad to have him, the ratio is lowered, but you can train more troops, not to keep up, but to maybe stall
		industrial_capacity_factory = 0.05
	}

	AUS_vocal_german_unionist_fascism = {
		random = no
		sprite = 13

		fascism_drift = 0.05
		stability_factor = -0.1
		political_power_factor = -0.15
		conscription_factor = 0.1 #to make it less bad to have him, the ratio is lowered, but you can train more troops, not to keep up, but to maybe stall
		industrial_capacity_factory = 0.05
	}

	LUX_vocal_pan_germanist = {
		random = no
		sprite = 13

		fascism_drift = 0.1
		stability_factor = -0.1
		war_support_factor = 0.05
		conscription_factor = 0.1 
	}

	AUS_treasurer_of_the_monarchy = {
		sprite = 10
		random = no
		consumer_goods_factor = -0.15
		neutrality_drift = 0.03

		ai_will_do = {
			factor = 2
		}
	}

	AUS_veteran_head_of_agency = {
		random = no
		sprite = 15

		army_intel_decryption_bonus = 5 #I know this looks weird, but this amounts to 5%. The wiki says otherwise, but it is a filthy LIAR
		civilian_intel_decryption_bonus = 5
	}

	AUS_overseer_of_rearmament = {
		sprite = 13
		random = no
		war_support_factor = -0.1
		democratic_drift = 0.05

		ai_will_do = {
			factor = 2
		}
	}

	habsburg_eu_delegate = {
		random = no
		sprite = 13

		faction_trade_opinion_factor = 0.25
		opinion_gain_monthly_factor = 0.15
		consumer_goods_factor = -0.1
		stability_factor = 0.05
		political_power_factor = 0.05
	}

	######################
	#######BELGIUM########
	######################

	### Industrial Traits

	steelworks_and_machining_trait = {

		random = no
		country_resource_steel = 12
		production_speed_rail_way_factor = 0.10
		equipment_bonus = {
			train_equipment = {
				instant = yes
				build_cost_ic = -0.20
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	energy_company_trait = {

		country_resource_oil = 10 

		ai_will_do = {
			factor = 1
		}
	}

	banking_magnate_trait = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	### BELGIAN CHARACTERS ###

	### Belgian Country Leaders ###

	#Pierlot
	BEL_determined_prime_minister = { 
		sprite = 10
		random = no
		surrender_limit = 0.1
		war_support_factor = 0.1
	}	

	#Van Zeeland
	BEL_corrupt_old_guard = { 
		sprite = 10
		random = no
		stability_factor = 0.05
		consumer_goods_factor = 0.1
		drift_defence_factor = 0.25
	}	

	#Janson
	BEL_royal_appointee = { 
		sprite = 10
		random = no
		stability_factor = 0.05
	}	

	#Spaak - PM
	BEL_diplomatic_titan = { 
		sprite = 10
		random = no
		resource_trade_cost_bonus_per_factory = 2
		communism_drift = 0.01
	}	

	#Vandervelde
	BEL_le_patron = { 
		sprite = 10
		random = no
		communism_drift = 0.01
		fascism_drift = -0.01
		join_faction_tension = -0.2
		guarantee_tension = -0.2
	}	

	#Degrelle - Prime Minister
	BEL_belgian_inquisitor = { 
		sprite = 10
		random = no
		fascism_drift = 0.03
		war_support_factor = 0.05
	}	

	#Degrelle - Regent
	BEL_belgian_fuhrer = { 
		sprite = 10
		random = no
		fascism_drift = 0.05
		war_support_factor = 0.10
	}

	#de Man
	BEL_man_with_a_plan_leader = { 
		sprite = 10
		random = no
		communism_drift = 0.03
		production_factory_efficiency_gain_factor = 0.1
		production_factory_max_efficiency_factor = 0.1
	}	

	#Leopold - King of the Belgians Trait
	BEL_leopold_king_of_the_belgians = { 
		sprite = 10
		random = no
		stability_factor = 0.10
		conscription_factor = 0.15
		neutrality_drift = 0.01
		army_core_defence_factor = 0.1
	}		

	#Leopold - Prisoner-King post surrender
	BEL_leopold_prisoner_king = { 
		sprite = 10
		random = no
		stability_factor = 0.10
		neutrality_drift = 0.03
	}

	#Leopold - Collaborator King
	BEL_leopold_collaborator_king = { 
		sprite = 10
		random = no
		stability_factor = -0.15
		war_support_factor = -0.15
		political_power_gain = 0.2
	}

	#Charles - Regent
	BEL_royal_regent = { 
		sprite = 10
		random = no
		stability_factor = 0.1
		political_power_gain = 0.1
	}	

	#Charles - Quiet Royal
	BEL_quiet_royal = { 
		sprite = 10
		random = no
		stability_factor = 0.05
		political_power_gain = 0.1
	}	

	BEL_charles_king_of_belgians = { #Charles Count of Flanders king trait
		sprite = 10
		random = no
		stability_factor = 0.15
		political_power_gain = 0.15
		party_popularity_stability_factor = 0.25
		opinion_gain_monthly_factor = 0.25
	}

	BEL_democratic_homecoming_trait = {
		sprite = 10
		random = no
		stability_factor = 0.15
		democratic_drift = 0.03
		party_popularity_stability_factor = 0.25
		political_power_factor = 0.15
		drift_defence_factor = 0.25
	}

	### Belgian Advisors ###

	#Spaak - Advisor 
	BEL_canny_diplomat = { 
		sprite = 10
		random = no
		resource_trade_cost_bonus_per_factory = 1
		communism_drift = 0.01
		trade_opinion_factor = 0.1
		opinion_gain_monthly_factor = 0.05
		opinion_gain_monthly_same_ideology_factor = 0.1
	}	

	#de Man - Advisor
	BEL_man_with_a_plan = { 
		sprite = 10
		random = no
		communism_drift = 0.01
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
	}

	#Charles - Advisor
	BEL_quiet_royal = { 
		sprite = 10
		random = no
		neutrality_drift = 0.8
		stability_factor = 0.05
	}

	#Degrelle
	BEL_fascist_firebrand = { 
		sprite = 10
		random = no
		fascism_drift = 0.10
		war_support_factor = 0.05
	}

	#Dewe
	BEL_illusive_mastermind = { 
		sprite = 10
		random = no
		operative_slot = 2
		agency_upgrade_time = -0.2
		civilian_intel_factor = 0.05
		army_intel_factor = 0.05
		navy_intel_factor = 0.05
		airforce_intel_factor = 0.05
	}

	#Sengier
	BEL_uranium_magnate = { 
		sprite = 10
		random = no
		sp_tag_nuclear_warfare_speed_factor = 0.1
		sp_tag_nuclear_power_speed_factor = 0.15
		local_resources_factor = 0.1
		production_speed_nuclear_reactor_factor = 0.1
	}

	#Marchienne
	BEL_ambassador_to_london = { 
		sprite = 10
		random = no
		democratic_drift = 0.08
		war_support_factor = 0.05
	}

	#Vleeschauwer
	BEL_minister_of_colonies = { 
		sprite = 13
		random = no
		political_power_factor = -0.05
		war_support_factor = 0.05
		autonomy_gain_trade_factor = -0.25
		autonomy_gain_warscore_factor = -0.15
	}

	#Burgen
	BEL_mobilization_proponent = { 
		sprite = 10
		random = no
		mobilization_speed = 0.20
		conscription_factor = 0.05
	}

	#Deveze
	BEL_minister_of_national_defence_deveze = { 
		sprite = 10
		random = no
		army_core_attack_factor = 0.1
		army_org_factor = 0.05
	}

	#Nuyten
	BEL_minister_of_national_defence_nuyten = { 
		sprite = 10
		random = no
		army_core_defence_factor = 0.1
		dig_in_speed_factor = 0.1
		special_forces_cap_flat = 6
		local_intel_to_enemies = 0.1
	}

	#Saive
	BEL_arms_designer = { 
		sprite = 10
		random = no
		industrial_capacity_factory = 0.05
		research_speed_factor = 0.05
		military_industrial_organization_funds_gain = 0.1
	}

	#################################
	#################################
	#### GERMANY GÖTTERDÄMMERUNG ####
	#################################
	#################################

	#COMPANIES

	GER_organization_todt_trait = {
		random = no

		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		production_speed_bunker_factor = 0.1
		production_speed_coastal_bunker_factor = 0.05
	}

	GER_organization_todt_improved_trait = {
		random = no

		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_arms_factory_factor = 0.15
		production_speed_bunker_factor = 0.1
		production_speed_coastal_bunker_factor = 0.05
		global_building_slots = 1
	}

	GER_philipp_holzmann_trait = {
		random = no

		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_industrial_complex_factor = 0.05
		production_speed_bunker_factor = 0.05
		production_speed_coastal_bunker_factor = 0.1
	}

	GER_philipp_holzmann_trait_improved = {
		random = no

		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_industrial_complex_factor = 0.05
		production_speed_bunker_factor = 0.05
		production_speed_coastal_bunker_factor = 0.1

		military_industrial_organization_policy_cost = -0.75
		military_industrial_organization_design_team_assign_cost = -0.5
		military_industrial_organization_industrial_manufacturer_assign_cost = -0.5
	}

	GER_philipp_holzmann_trait_improved_no_aat = {
		random = no

		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_industrial_complex_factor = 0.05
		production_speed_bunker_factor = 0.05
		production_speed_coastal_bunker_factor = 0.1

		tank_manufacturer_cost_factor = -0.35
		materiel_manufacturer_cost_factor = -0.35
		aircraft_manufacturer_cost_factor = -0.35
		naval_manufacturer_cost_factor = -0.35
	}

	GER_reichswerke_conglomerate = {
		random = no

		consumer_goods_factor = 0.15 #yes, this is actually a penalty
		local_resources_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.25

		equipment_bonus = {
			infantry_equipment = {
				build_cost_ic = -0.05
				instant = yes
			}
			artillery = {
				build_cost_ic = -0.05
				instant = yes
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	#ADVISORS
	GER_mefo_bills_architect = { #Schacht
		sprite = 10
		random = no
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
		consumer_goods_factor = -0.1
	}

	GER_reich_minister_of_economy = { #Funk #TODO_Danne revisit this!
		sprite = 10
		random = no
		consumer_goods_factor = -0.1
		production_speed_supply_node_factor = 0.15
		production_lack_of_resource_penalty_factor = -0.05
		industry_free_repair_factor = 0.15
	}

	GER_director_reich_security = { #Himmler - Gestapo
		sprite = 13
		random = no
		resistance_damage_to_garrison = -0.25
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.02
		subversive_activites_upkeep = -0.25
	}

	GER_reichsfuhrer_ss = { #Himmler - SS TODO_DANNE Rename this??!!
		sprite = 13
		random = no
		resistance_damage_to_garrison = -0.25
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.05
		resistance_growth = -0.1
	}

	GER_reich_minister_of_propaganda = { #Goebbels
		sprite = 13
		random = no
		war_support_factor = 0.05
		fascism_drift = 0.1
	}

	GER_reich_minister_of_propaganda_improved = { #Goebbels
		sprite = 13
		random = no
		war_support_factor = 0.05
		fascism_drift = 0.1
		surrender_limit = 0.1
		offensive_war_stability_factor = 0.1
		defensive_war_stability_factor = 0.1
	}

	GER_first_among_equals = { #Hess #TODO_Danne revisit this!
		sprite = 13
		random = no
		opinion_gain_monthly_same_ideology_factor = 1
		political_power_factor = 0.1
	}

	GER_party_chancellor = { #Hess #TODO_Danne revisit this!
		sprite = 13
		random = no
		opinion_gain_monthly_same_ideology_factor = 1
		political_power_factor = 0.1
	}

	GER_secretary_to_the_fuhrer = { #Bormann #TODO_Danne revisit this!
		sprite = 13
		random = no
		political_advisor_cost_factor = -0.1
		political_power_factor = 0.1
	}

	GER_brown_eminence = { #Bormann #TODO_Danne revisit this!
		sprite = 13
		random = no
		political_advisor_cost_factor = -0.15
		political_power_factor = 0.1
		consumer_goods_factor = -0.05
	}

	GER_reich_architect = { #Speer
		sprite = 10
		random = no
		production_speed_buildings_factor = 0.05
		fascism_drift = 0.01
		#global_building_slots = 1
		#Cost reduction to industrial concerns?
	}

	GER_reich_minister_of_armaments_speer = { #Speer
		sprite = 10
		random = no
		production_speed_buildings_factor = 0.05
		fascism_drift = 0.01
		#global_building_slots = 1
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
		#MIO research boost or something with AAT?
	}

	GER_reich_engineer = { #Todt
		sprite = 10
		random = no
		#production_speed_bunker_factor = 0.1
		#production_speed_coastal_bunker_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
	}

	GER_reich_minister_of_armaments_todt = { #Todt
		sprite = 10
		random = no
		#production_speed_bunker_factor = 0.1
		#production_speed_coastal_bunker_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
	}

	GER_overseer_four_year_plan  = { #Göring #TODO_Danne revisit this!
		sprite = 10
		random = no
		local_resources_factor = 0.05
		political_power_factor = 0.05
		#production_lack_of_resource_penalty_factor = -0.05?
		#industry_free_repair_factor = 0.15?
	}

	GER_four_year_plan_plenipotentiary = { #Göring #TODO_Danne revisit this!
		sprite = 10
		random = no
		local_resources_factor = 0.05
		political_power_factor = 0.05
		#production_lack_of_resource_penalty_factor = -0.05?
		#industry_free_repair_factor = 0.15?
		production_factory_max_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
		line_change_production_efficiency_factor = 0.05
	}
	
	GER_reich_marshal = { #Göring - as Chief of Air
		random = no
		sprite = 2
		#air_chief_ground_support_1
		army_bonus_air_superiority_factor = 0.05
		experience_gain_air = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		equipment_bonus = {
			medium_plane_airframe = {
				build_cost_ic = -0.025
				instant = yes
			}
			large_plane_airframe = {
				build_cost_ic = -0.025
				instant = yes
			}
			small_plane_airframe = {
				build_cost_ic = -0.025
				instant = yes
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	GER_adaptive_engineer = { #Becker
		sprite = 10
		random = no

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		equipment_conversion_speed = 0.1
		equipment_capture_factor = 0.05
		conversion_cost_civ_to_mil_factor = -0.15
	}

	GER_head_of_the_missile_department = { #Dornberger (MHC) --> WARNING - Changes here require updating the tooltip GER_wunderwaffe_dornberger_trait_tt
		sprite = 2
		random = no

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		specialization_air_speed_factor = 0.1
		specialization_land_speed_factor = 0.1
	}

	GER_head_of_experimental_weapons = { #Dornberger (MHC) --> WARNING - Changes here require updating the tooltip GER_wunderwaffe_dornberger_trait_tt
		sprite = 2
		random = no

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		specialization_land_speed_factor = 0.1
		specialization_air_speed_factor = 0.1
		specialization_naval_speed_factor = 0.1
		specialization_nuclear_speed_factor = 0.1
		special_project_facility_supply_consumption_factor = -0.1
	}

	GER_minister_of_the_colonies = { #Adolf Freidrich of Mecklenburg
		random = no
		sprite = 13
		political_power_factor = 0.05
		non_core_manpower = 0.02
		resistance_garrison_penetration_chance = -0.1
	}

	GER_monarchist_jurist = { #Wilhelm von Gayl
		random = no
		sprite = 13
		political_power_factor = 0.05
		stability_factor = 0.05
		neutrality_drift = 0.05
	}

	GER_minister_of_agriculture = { #Andreas Hermes
		random = no
		sprite = 13
		consumer_goods_factor = -0.05
		supply_factor = 0.1
		monthly_population = 0.1
	}

	GER_influential_pastor = { #Dietrich Bonhoeffer
		random = no
		sprite = 13
		political_power_factor = 0.15
		fascism_drift = -0.03
		communism_drift = -0.03
	}

	GER_seasoned_socialist_resistance_fighter = { #Bernhard Bästlein
		random = no
		sprite = 13
		army_core_defence_factor = 0.05
		conscription_factor = 0.05
	}


	GER_minister_of_the_colonies_2 = { #Adolf Freidrich of Mecklenburg Upgrade
		random = no
		sprite = 13
		political_power_factor = 0.08
		non_core_manpower = 0.03
		resistance_garrison_penetration_chance = -0.1
		resistance_growth = -0.05
		modifier_army_sub_unit_militia_max_org_factor = 0.1
	}

	GER_inflexible_communist_organizer = { #Ulbricht
		random = no
		sprite = 13 

		communism_drift = 0.05
		political_power_factor = 0.1
	}

	GER_staunch_stalinist = { #Ulbricht upgrade
		random = no
		sprite = 13 

		communism_drift = 0.05
		political_power_factor = 0.1
		surrender_limit = 0.1
		production_speed_buildings_factor = 0.05 #Ulbricht pushed for and built the Berlin Wall
		production_factory_efficiency_gain_factor = -0.05
	}

	GER_traditionalist = { #Adenauer
		random = no
		sprite = 13 

		political_power_factor = 0.1
		stability_factor = 0.1
		communism_acceptance = -50
		fascism_acceptance = -50
		production_speed_buildings_factor = 0.05
	}

	GER_staunch_social_democrat = { #Vogel
		random = no
		sprite = 13 

		political_power_factor = 0.1
		production_factory_efficiency_gain_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
		offensive_war_stability_factor = -0.1 #yes this is a penalty - don't start no wars :P
		communism_acceptance = -25
		fascism_acceptance = -50
		subjects_autonomy_gain = -0.1
	}

	GER_revolutionary_nationalist = { #Otto Strasser
		random = no
		sprite = 13 

		democratic_drift = -0.05
		neutrality_drift = -0.05
		fascism_acceptance = -20
		consumer_goods_factor = -0.1
		war_support_factor = 0.05
	}

	GER_revolutionary_nationalist_advisor = { #Otto Strasser
		random = no
		sprite = 13 

		fascism_drift = 0.12
		war_support_factor = 0.05
	}

	GER_proletarian_leader = { #Thälmann
		random = no
		sprite = 13 

		communism_drift = 0.1
		political_power_factor = 0.05
	}

	GER_militant_communist = { #Thälmann upgrade
		random = no
		sprite = 13

		communism_drift = 0.1
		political_power_factor = 0.05
		war_support_factor = 0.05
		modifier_army_sub_unit_militia_defence_factor = 0.05
		modifier_army_sub_unit_militia_attack_factor = 0.05
		modifier_army_sub_unit_militia_max_org_factor = 0.05
	}

	GER_workers_educator = { #Duncker
		random = no
		sprite = 13

		compliance_gain = 0.05
		production_factory_efficiency_gain_factor = 0.05
		line_change_production_efficiency_factor = 0.05
	}

	GER_stakhonovite_collectivist1 = { #Thalheimer
		random = no
		sprite = 13

		industrial_capacity_factory = 0.05
		local_resources_factor = 0.05
		production_lack_of_resource_penalty_factor = -0.05
	}

	GER_stakhonovite_collectivist2 = { #Thalheimer Upgrade
		random = no
		sprite = 13

		industrial_capacity_factory = 0.05
		local_resources_factor = 0.05
		production_lack_of_resource_penalty_factor = -0.05
		production_speed_infrastructure_factor = 0.2
		production_speed_industrial_complex_factor = 0.15
	}

	GER_intelligence_coordinator = { #Zaisser
		random = no
		sprite = 15

		operative_slot = 1
		agency_upgrade_time = -0.2
	}

	GER_secretary_of_state_security = { #Zaisser Upgrade
		random = no
		sprite = 15

		operative_slot = 1
		agency_upgrade_time = -0.2
		resistance_damage_to_garrison = -0.2
		foreign_subversive_activites = -0.3
		subversive_activites_upkeep = -0.3
	}

	GER_reich_security_main_office_director_lar = { #Heydrich
		sprite = 15
		random = no
		resistance_growth = -0.05
		civilian_intel_to_others = -20
		army_intel_to_others = -20
		operative_slot = 1
	}

	GER_reich_security_main_office_director_no_lar = { #Heydrich
		sprite = 15
		random = no
		resistance_growth = -0.05
		army_core_defence_factor = 0.02
		foreign_subversive_activites = -0.25
	}

	GER_film_director = { #Riefenstahl
		sprite = 13
		random = no
		weekly_casualties_war_support = 0.001
		offensive_war_stability_factor = 0.05
		defensive_war_stability_factor = 0.05
		drift_defence_factor = 0.15
	}

	GER_reich_minister_for_labor = { #Seldte
		sprite = 13
		random = no
		stability_factor = -0.05
		compliance_growth = -0.01
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		production_speed_supply_node_factor = 0.1
	}

	GER_reich_minister_of_church_affairs = { #Kerrl
		sprite = 13
		random = no
		stability_factor = 0.05
		resistance_growth = -0.05
		research_speed_factor = -0.02
		weekly_bombing_war_support = 0.002
	}

	
	#GERMAN LEADER TRAITS


	##############
	### HITLER ###
	##############

	GER_der_fuhrer = { #Literally a copy of Dictator, but with lower PP bonus (increases later)
		random = no
		#Modifiers from Dictator (which this trait replaces)
		weekly_casualties_war_support = 0.001
		ai_desired_divisions_factor = 0.75
		political_power_factor = 0.1
		compliance_growth = -0.02
		resistance_target = 0.05
	}

	GER_der_fuhrer_wehrmacht = {
		random = no
		weekly_casualties_war_support = 0.001
		ai_desired_divisions_factor = 0.75
		political_power_factor = 0.1
		compliance_growth = -0.02
		resistance_target = 0.05

		# Improved stuff
		#unit_leader_as_advisor_cp_cost_factor = -0.25
		custom_modifier_tooltip = DEN_military_advisors_cost_big_tt
		hidden_modifier = {
			air_advisor_cost_factor = -0.15
			army_advisor_cost_factor = -0.15
			navy_advisor_cost_factor = -0.15
		}
		supply_node_range = -0.1
		command_power_gain_mult = 0.1
	}

	GER_der_fuhrer_neurath = {
		random = no
		weekly_casualties_war_support = 0.001
		ai_desired_divisions_factor = 0.75
		political_power_factor = 0.1
		compliance_growth = -0.02
		resistance_target = 0.05

		# Improved stuff
		justify_war_goal_time = 0.15
		experience_gain_army_factor = 0.1
		experience_gain_air_factor = 0.1
		experience_gain_navy_factor = 0.1
	}

	GER_der_fuhrer_fuhrerprinzip = {
		random = no
		political_power_factor = 0.25
		weekly_casualties_war_support = 0.001
		ai_desired_divisions_factor = 0.75
		party_popularity_stability_factor = 0.1
		compliance_growth = -0.02
		resistance_target = 0.05
	}

	GER_der_fuhrer_fuhrerprinzip_wehrmacht = {
		random = no
		weekly_casualties_war_support = 0.001
		ai_desired_divisions_factor = 0.75
		political_power_factor = 0.25
		party_popularity_stability_factor = 0.1
		compliance_growth = -0.02
		resistance_target = 0.05

		# From Wehrmacht
		#unit_leader_as_advisor_cp_cost_factor = -0.25
		custom_modifier_tooltip = DEN_military_advisors_cost_big_tt
		hidden_modifier = {
			air_advisor_cost_factor = -0.15
			army_advisor_cost_factor = -0.15
			navy_advisor_cost_factor = -0.15
		}
		supply_node_range = -0.1
		command_power_gain_mult = 0.1
	}

	GER_der_fuhrer_fuhrerprinzip_neurath = {
		random = no
		weekly_casualties_war_support = 0.001
		ai_desired_divisions_factor = 0.75
		political_power_factor = 0.25
		party_popularity_stability_factor = 0.1
		compliance_growth = -0.02
		resistance_target = 0.05

		# From von Neurath
		justify_war_goal_time = 0.15
		experience_gain_army_factor = 0.1
		experience_gain_air_factor = 0.1
		experience_gain_navy_factor = 0.1
	}

	GER_loyal_inner_circle = { # Any fascist Fuhrer 
		random = no
		
		special_project_speed_factor = 0.05
		production_factory_max_efficiency_factor = 0.10
		max_command_power_mult = 0.25
		production_speed_buildings_factor = 0.05
	}

	GER_todt_fuhrer = { # Todt Fuhrer - Shoud match idea GER_todt_reich_minister_of_armaments
		random = no

		political_power_gain = 0.25 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
	}

	GER_speer_fuhrer = { # Speer Fuhrer - Shoud match idea GER_speer_reich_minister_of_armaments
		random = no
		
		political_power_gain = 0.25 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		production_speed_buildings_factor = 0.05
		fascism_drift = 0.01
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
	}

	GER_goring_fuhrer = { # Göring Fuhrer - Shoud match idea GER_goring_four_year_plan_plenipotentiary
		random = no
		
		political_power_gain = 0.25 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		local_resources_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
		line_change_production_efficiency_factor = 0.05
	}

	GER_himmler_fuhrer_abwehr = { # Himmler Fuhrer - Shoud match idea GER_himmler_director_reich_security
		random = no
		
		political_power_gain = 0.25 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		resistance_damage_to_garrison = -0.25
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.02
		subversive_activites_upkeep = -0.25
		operative_slot = 1
		intelligence_agency_defense = 0.2
		intel_from_combat_factor = 0.25
	}

	GER_himmler_fuhrer_ss = { # Himmler Fuhrer - Shoud match idea GER_himmler_reichsfuhrer_ss
		random = no
		
		political_power_gain = 0.25 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		resistance_damage_to_garrison = -0.25
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.04
		subversive_activites_upkeep = -0.25
		operative_slot = 1
		intelligence_agency_defense = 0.2
		intel_from_combat_factor = 0.25
		resistance_growth = -0.15
		compliance_growth = -0.1
		special_forces_cap = 0.05
	}

	GER_goebbels_fuhrer = { # Goebbels Fuhrer - Shoud match idea GER_goebbels_reich_minister_of_propaganda_master
		random = no
		
		political_power_gain = 0.25 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		war_support_factor = 0.1
		fascism_drift = 0.2
		party_popularity_stability_factor= 0.1
		surrender_limit = 0.1
		offensive_war_stability_factor = 0.1
		defensive_war_stability_factor = 0.1
		operative_slot = 2
		boost_ideology_mission_factor = 0.15
		boost_resistance_factor = 0.15
	}

	GER_goebbels_fuhrer_no_lar = { # Goebbels Fuhrer - Shoud match idea GER_goebbels_reich_minister_of_propaganda_master_no_lar
		random = no
		
		political_power_gain = 0.25 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		war_support_factor = 0.1
		fascism_drift = 0.2
		party_popularity_stability_factor= 0.1
		surrender_limit = 0.1
		offensive_war_stability_factor = 0.1
		defensive_war_stability_factor = 0.1
		subversive_activites_upkeep = -0.5
	}

	GER_hess_fuhrer = { # Hess Fuhrer - Shoud match idea GER_hess_first_among_equals
		random = no
		
		political_power_gain = 0.25 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		opinion_gain_monthly_same_ideology_factor = 1
		military_industrial_organization_funds_gain = 0.15
		military_industrial_organization_research_bonus = 0.15
		conscription_factor = 0.05
		political_power_factor = 0.15
		mobilization_laws_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		research_speed_factor = 0.05
	}

	GER_hess_fuhrer_no_aat = { # Hess Fuhrer - Shoud match idea GER_hess_first_among_equals_no_aat
		random = no
		
		political_power_gain = 0.25 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		opinion_gain_monthly_same_ideology_factor = 1
		tank_manufacturer_cost_factor = -0.35
		materiel_manufacturer_cost_factor = -0.35
		aircraft_manufacturer_cost_factor = -0.35
		naval_manufacturer_cost_factor = -0.35
		conscription_factor = 0.05
		political_power_factor = 0.15
		mobilization_laws_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		research_speed_factor = 0.05
	}

	GER_bormann_fuhrer = { # Bormann Fuhrer - Shoud match idea GER_bormann_brown_eminence
		random = no
		
		political_power_gain = 0.25 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		political_advisor_cost_factor = -0.5
		theorist_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		high_command_cost_factor = -0.25
		conscription_factor = 0.05
		political_power_factor = 0.15
		mobilization_laws_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		research_speed_factor = 0.05
	}

	GER_loyalty_of_wehrmacht = {
		war_support_factor = 0.05
		stability_factor = 0.05
	}

	GER_supreme_commander_armed_forces = {
		war_support_factor = 0.05
		stability_factor = 0.05
		non_core_manpower = 0.02
		army_morale_factor = 0.05
		resistance_growth = -0.02
	}

	GER_supreme_leader = {
		war_support_factor = 0.05
		stability_factor = 0.05
		army_morale_factor = 0.1
		non_core_manpower = 0.01
		resistance_growth = -0.05
		army_attack_factor = 0.05
		army_defence_factor = 0.05
		autonomy_gain = -0.1
	}



	GER_oberste_heeresleitung_trait = { #Military Dictatorship
		random = no
		sprite = 13
		political_power_factor = -0.15
		stability_factor = -0.1
		max_planning_factor = 0.1
		experience_gain_army_factor = 0.1
		experience_gain_navy_factor = 0.1
		experience_gain_air_factor = 0.1
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25
	}

	GER_stern_communist = { #Thälmann leader trait upgrade
		random = no
		sprite = 13 
		communism_drift = 0.1
		surrender_limit = 0.1
		political_power_factor = 0.05
		party_popularity_stability_factor = 0.1
		war_support_factor = 0.1
		modifier_army_sub_unit_militia_defence_factor = 0.05
		modifier_army_sub_unit_militia_attack_factor = 0.05
		modifier_army_sub_unit_militia_max_org_factor = 0.05
	}

	GER_pragmatic_trade_unionist = { #Brandler
		random = no
		political_power_factor = -0.1
		party_popularity_stability_factor = 0.15
		political_advisor_cost_factor = -0.25
		production_factory_max_efficiency_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
	}

	GER_inflexible_communist_organizer_leader = { #Ulbricht leader trait
		random = no
		sprite = 13 

		communism_drift = 0.05
		political_power_factor = 0.1
		surrender_limit = 0.1
	}

	GER_staunch_stalinist_leader = { #Ulbricht leader trait Upgrade
		random = no
		sprite = 13 

		communism_drift = 0.05
		political_power_factor = 0.1
		surrender_limit = 0.2
		production_speed_buildings_factor = 0.1 #Ulbricht pushed for and built the Berlin Wall
		production_factory_efficiency_gain_factor = -0.1
	}

	################################
	## SOVIET UNION LEADER TRAITS ##
	################################

	### STALIN ###
	stalin_political_paranoia = {
		random = no
		drift_defence_factor = 0.1
		custom_modifier_tooltip = SOV_paranoia_modifier_increase_effect_tt
	}

	stalin_political_paranoia_advanced = {
		random = no
		drift_defence_factor = 0.1
		custom_modifier_tooltip = SOV_paranoia_advance_modifier_increase_effect_tt
	}

	stalin_heart_of_steel = {
		random = no
		stability_factor = -0.1
		war_support_factor = 0.05
		political_power_factor = 0.05
		opinion_gain_monthly_factor = -0.05
		subjects_autonomy_gain = -0.1
		hidden_modifier = {	#Stalin is paranoidal, so he doesn't want new allies
			ai_get_ally_desire_factor = -15
		}
	}

	stalin_heart_of_steel_opposition = {
		random = no
		stability_factor = -0.1
		war_support_factor = 0.05
		opinion_gain_monthly_factor = -0.05
		subjects_autonomy_gain = -0.1
		hidden_modifier = {	#Stalin doesn't want new random allies
			ai_get_ally_desire_factor = -20
		}
	}

	stalin_inheritor_of_lenin = {
		random = no
		political_power_factor = 0.1
		justify_war_goal_time = -0.25
	}

	stalin_inheritor_of_lenin_genius = {
		random = no
		political_power_factor = 0.1
		justify_war_goal_time = -0.25
		research_speed_factor = 0.05
	}

	stalin_inheritor_of_lenin_leader = {
		random = no
		political_power_factor = 0.1
		justify_war_goal_time = -0.25
		party_popularity_stability_factor = 0.15
		defensive_war_stability_factor = 0.4
		political_advisor_cost_factor = -0.25
	}

	stalin_inheritor_of_lenin_final = {
		random = no
		political_power_factor = 0.1
		justify_war_goal_time = -0.25
		research_speed_factor = 0.05
		party_popularity_stability_factor = 0.15
		defensive_war_stability_factor = 0.4
		political_advisor_cost_factor = -0.25
	}

	stalin_servant_of_lenin = {
		random = no
		drift_defence_factor = 0.15
		guarantee_cost = -0.5
	}

	stalin_servant_of_lenin_worship = {
		random = no
		drift_defence_factor = 0.15
		guarantee_cost = -0.5
		stability_factor = 0.15
	}

	stalin_servant_of_lenin_leader = {
		random = no
		drift_defence_factor = 0.15
		guarantee_cost = -0.5
		party_popularity_stability_factor = 0.15
		defensive_war_stability_factor = 0.4
		political_advisor_cost_factor = -0.25
	}

	stalin_servant_of_lenin_final = {
		random = no
		drift_defence_factor = 0.15
		guarantee_cost = -0.5
		stability_factor = 0.15
		party_popularity_stability_factor = 0.15
		defensive_war_stability_factor = 0.4
		political_advisor_cost_factor = -0.25
	}

	stalin_great_commander = {
		random = no
		war_support_factor = 0.1
		army_morale_factor = 0.05
		annex_cost_factor = -0.1
	}

	stalin_architect_of_communism = {
		random = no
		communism_drift = 0.1
		master_ideology_drift = 0.1
		puppet_cost_factor = -0.2
	}

	stalin_father_of_nations = {
		random = no
		stability_weekly = 0.001
		compliance_gain = 0.05
		justify_war_goal_when_in_major_war_time = -0.5
		conscription = 0.02
	}

	stalin_authority_undermined = {
		random = no
		drift_defence_factor = 0.05
		political_power_factor = 0.1
		custom_modifier_tooltip = SOV_paranoia_modifier_increase_2_effect_tt
	}
	
	#BERIYA
	unscrupulous_orchestrator = {
		random = no
		intel_network_gain_factor = 0.15
		own_operative_detection_chance_factor = -0.1
		intelligence_agency_defense = 0.1
		stability_factor = -0.1
	}

	#BERIYA -> No LaR
	unscrupulous_orchestrator_no_lar = {
		random = no
		subversive_activites_upkeep = -0.35
		war_support_factor = 0.1
		stability_factor = -0.1
	}

	#SMIRNOV
	the_siberian_lenin = {
		random = no
		resistance_activity = -0.1
		resistance_damage_to_garrison = -0.1
		operative_slot = 1
		resistance_decay = 0.1
		stability_factor = -0.05
	}

	#THE SUPREME SOVIET
	strong_party_discipline = {
		random = no
		drift_defence_factor = 0.15
		compliance_gain = 0.05
		resistance_decay = 0.1
		stability_factor = 0.1
		surrender_limit = 0.1
	}

	#BUKHARIN
	defender_of_the_peasantry = {
		random = no
		political_power_factor = 0.1
		stability_factor = 0.05
		research_speed_factor = 0.02
		democratic_acceptance = 50
		civilian_intel_to_others = 15
		industrial_capacity_factory = -0.05
	}

	#BUKHARIN -> Improved
	hero_of_the_peasantry = {
		random = no
		political_power_factor = 0.15
		stability_factor = 0.1
		research_speed_factor = 0.05
		democratic_acceptance = 50
		civilian_intel_to_others = 15
		industrial_capacity_factory = -0.02
	}

	#RYKOV
	labor_defense_organizer = {
		random = no
		sprite = 13
		consumer_goods_factor = -0.15
		army_core_defence_factor = 0.05
		experience_gain_army_factor = 0.05
		research_speed_factor = -0.03
	}

	#ZINOVYEV
	born_agitator = {
		random = no
		political_power_factor = 0.1
		conscription_factor = 0.15
		army_morale_factor = 0.05
		stability_factor = -0.05
		compliance_growth = -0.05
	}

	#KAMENEV
	the_faded_star = {
		random = no
		research_speed_factor = 0.03
		stability_factor = 0.1
		compliance_gain = 0.05
		political_power_factor = -0.1
		drift_defence_factor = -0.1
	}

	defier_of_the_sun_god = {
		random = no
		army_morale_factor = 0.05
		compliance_growth = 0.05
		targeted_modifier = {
			tag = JAP
			attack_bonus_against = 0.1
			defense_bonus_against = 0.1
		}
	}

	supreme_representative_of_god_on_earth = {
		random = no
		stability_factor = 0.1
		war_support_factor = 0.1
		drift_defence_factor = 1
	}

	fascist_orchestrator = {
		random = no
		political_advisor_cost_factor = -0.33
		high_command_cost_factor = -0.33
		air_chief_cost_factor = -0.33
		army_chief_cost_factor = -0.33
		navy_chief_cost_factor = -0.33
		subjects_autonomy_gain = -0.3
		production_speed_arms_factory_factor = 0.05
		production_speed_dockyard_factor = 0.05
	}

	emperor_and_autocrat_of_all_the_russias = {
		random = no
		resistance_growth_on_our_occupied_states = 0.1
		required_garrison_factor = -0.15
		war_support_factor = 0.05
	}

	emigre_connections = {
		random = no
		weekly_manpower = 2000
		consumer_goods_factor = -0.12
	}

	desperate_gambit = {
		random = no
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
		resistance_growth_on_our_occupied_states  = 0.25
	}

	dysfunctional_assembly = {
		random = no
		stability_weekly = -0.002
		political_power_gain = -0.5
	}

	#################################
	## SOVIET UNION ADVISOR TRAITS ##
	#################################

	head_of_the_nkvd_yagoda_initial = {
		random = no
		sprite = 13
		stability_factor = -0.05
		enemy_operative_detection_chance = 0.2
		enemy_operative_capture_chance_factor = 0.05
		civilian_intel_to_others = -5
		custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt
	}

	head_of_the_nkvd_yagoda = {
		random = no
		sprite = 13
		stability_factor = -0.05
		enemy_operative_detection_chance = 0.2
		enemy_operative_capture_chance_factor = 0.05
		civilian_intel_to_others = -5
		custom_modifier_tooltip = SOV_head_of_the_nkvd_yagoda_tt
		custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt
	}

	head_of_the_nkvd_yagoda_no_paranoia = {
		random = no
		sprite = 13
		stability_factor = -0.05
		enemy_operative_detection_chance = 0.2
		enemy_operative_capture_chance_factor = 0.05
		civilian_intel_to_others = -5
	}

	head_of_the_nkvd_yezhov_initial = {
		random = no
		sprite = 13
		stability_factor = -0.1
		enemy_operative_detection_chance = 0.2
		enemy_operative_capture_chance_factor = 0.1
		civilian_intel_to_others = -10
		agency_upgrade_time = -0.1
		custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt
	}

	head_of_the_nkvd_yezhov = {
		random = no
		sprite = 13
		stability_factor = -0.1
		enemy_operative_detection_chance = 0.2
		enemy_operative_capture_chance_factor = 0.1
		civilian_intel_to_others = -10
		agency_upgrade_time = -0.1
		custom_modifier_tooltip = SOV_head_of_the_nkvd_yezhov_tt
		custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt
	}

	head_of_the_nkvd_yezhov_no_paranoia = {
		random = no
		sprite = 13
		stability_factor = -0.1
		enemy_operative_detection_chance = 0.2
		enemy_operative_capture_chance_factor = 0.1
		civilian_intel_to_others = -10
		agency_upgrade_time = -0.1
	}

	head_of_the_nkvd_beriya_initial = {
		random = no
		sprite = 13
		stability_factor = -0.05
		enemy_operative_detection_chance = 0.2
		enemy_operative_capture_chance_factor = 0.15
		civilian_intel_to_others = -10
		intel_network_gain_factor = 0.1
		custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt
	}

	head_of_the_nkvd_beriya = {
		random = no
		sprite = 13
		stability_factor = -0.05
		enemy_operative_detection_chance = 0.2
		enemy_operative_capture_chance_factor = 0.15
		civilian_intel_to_others = -10
		intel_network_gain_factor = 0.1
		custom_modifier_tooltip = SOV_head_of_the_nkvd_beriya_tt
		custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt
	}

	head_of_the_nkvd_beriya_no_paranoia = {
		random = no
		sprite = 13
		stability_factor = -0.05
		enemy_operative_detection_chance = 0.2
		enemy_operative_capture_chance_factor = 0.15
		civilian_intel_to_others = -10
		intel_network_gain_factor = 0.1
	}

	#Kaganovich
	iron_lazar = {
		random = no
		sprite = 13
		equipment_bonus = {		#train reliability does nothing so reducing cost instead
			train_equipment = {
				build_cost_ic = -0.05
			}
		}
		production_speed_rail_way_factor = 0.05
		production_speed_supply_node_factor = 0.05
		fuel_gain_factor = 0.05
	}

	#Khrsuhchyov
	political_commissar = {
		random = no
		sprite = 13
		communism_drift = 0.1
		political_power_factor = 0.05
		max_command_power = 30
	}

	#Molotov
	pc_for_foreign_affairs_molotov = {
		random = no
		sprite = 13
		trade_opinion_factor = 0.10
		justify_war_goal_time = -0.1
		fascism_acceptance = 40
	}

	#Litvinov
	pc_for_foreign_affairs_litvinov = {
		random = no
		sprite = 13
		opinion_gain_monthly_factor = 0.15
		enemy_justify_war_goal_time = 0.15
		request_lease_tension = -0.2
		democratic_acceptance = 40
	}

	#Patriarch Sergy
	patriarch_of_moscow_and_all_russia = {
		random = no
		sprite = 13
		stability_factor = 0.1
		army_morale_factor = 0.1
		compliance_growth_on_our_occupied_states = -0.15
	}

	#Smirnov
	head_directorate_of_new_buildings = {
		random = no
		sprite = 13
		production_speed_buildings_factor = 0.1
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}

	#Smilga
	soviet_economist = {
		random = no
		sprite = 13
		consumer_goods_factor = -0.08
		war_support_factor = 0.05
		production_speed_synthetic_refinery_factor = 0.15
		subversive_activites_upkeep = -0.05
	}

	#Radek
	international_revolutionary = {
		random = no
		sprite = 13
		subversive_activites_upkeep = -0.1
		intel_network_gain_factor = 0.1
		boost_ideology_mission_factor = 0.1
		diplomatic_pressure_mission_factor = 0.1
		# TODO Thomas - maybe add something relating to decisions for internatinal revolutions
	}

	#Preobrazhensky
	ecomonist_publicist = {
		random = no
		sprite = 13
		production_factory_max_efficiency_factor = 0.05
		political_power_factor = 0.05
		party_popularity_stability_factor = 0.1
	}

	#Shlyapnikov
	left_trade_unionist = {
		random = no
		sprite = 13
		political_power_factor = -0.1
		drift_defence_factor = 0.1
		research_speed_factor = 0.1
		min_export = -0.1
	}

	#Trotsky
	pc_military_naval_affairs = {
		random = no
		sprite = 13
		resistance_growth = -0.1
		army_org_factor = 0.1
		experience_gain_army_factor = 0.1
		experience_gain_navy_factor = 0.1
		party_popularity_stability_factor = -0.1
	}

	#Bukharin
	economy_reformer = {
		random = no
		sprite = 13
		research_speed_factor = 0.05
		stability_factor = 0.05
		political_power_factor = 0.05
	}

	#Tomsky Default
	right_trade_unionist = {
		random = no
		sprite = 13
		industrial_capacity_factory = 0.1
		production_factory_max_efficiency_factor = 0.1
		line_change_production_efficiency_factor = 0.1
		production_factory_efficiency_gain_factor = -0.05
	}

	#Tomsky Improved
	chair_of_the_unions = {
		random = no
		sprite = 13
		industrial_capacity_factory = 0.1
		production_factory_max_efficiency_factor = 0.15
		line_change_production_efficiency_factor = 0.1
	}

	#Rykov
	peoples_commissar_for_posts_and_telegraphs = {
		random = no
		sprite = 13
		political_power_factor = 0.1	#was 0.05, too weak for 150 pp cost
		land_reinforce_rate = 0.02
		production_speed_infrastructure_factor = 0.1
	}

	#Zinovyev
	communist_theorist = {
		random = no
		sprite = 13
		drift_defence_factor = 0.1
		political_power_factor = 0.15
	}

	#Kamenev
	appeasing_technocrat = {
		random = no
		sprite = 13
		drift_defence_factor = -0.1
		political_power_factor = 0.15
		stability_factor = 0.1
		compliance_gain = 0.02
	}

	#Ryutin
	anti_stalinist_propagandist = {
		random = no
		sprite = 13
		subversive_activites_upkeep = -0.15
		boost_resistance_factor = 0.1
		resistance_decay_on_our_occupied_states = -0.1
		intel_from_operatives_factor = 0.1
	}

	#Sokolnikov
	peoples_commissar_of_finance = {
		random = no
		sprite = 13
		industrial_capacity_factory = 0.15
		industrial_capacity_dockyard = 0.15
		production_speed_buildings_factor = -0.05
		industry_repair_factor = -0.05
	}

	#Semyonov
	ataman_transbaikal_host = {
		random = no
		sprite = 13
		army_attack_against_major_factor = 0.15
		stability_factor = -0.05
		political_power_factor = -0.05
		army_attack_speed_factor = 0.1
		unit_cavalry_design_cost_factor = -0.25
	}

	internal_rivalry = {
		random = no
		sprite = 13
		political_power_factor = -0.05
		encryption_factor = -0.15
		join_faction_tension = 0.5
		opinion_gain_monthly_factor = -0.25
	}

	political_chameleon = {
		random = no
		sprite = 13
		stability_factor = 0.1
	}

	mladorossi_theorist = {
		random = no
		sprite = 13
		stability_weekly = -0.001
		political_power_factor = 0.10
		communism_drift = 0.03
		neutrality_drift = 0.15
	}

	the_foreign_connection = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		consumer_goods_factor = -0.12
		opinion_gain_monthly_same_ideology_factor = 0.15
	}

	theocratic_diplomat = {
		random = no
		sprite = 13
		opinion_gain_monthly_factor = 0.15
		drift_defence_factor = 0.15
		political_power_factor = 0.05
	}

	orthodox_rabblerouser = {
		random = no
		sprite = 13
		conscription = 0.01
		non_core_manpower = 0.025
	}

	driver_of_the_faithful = {
		random = no
		sprite = 13
		consumer_goods_factor = -0.12
		industrial_capacity_factory = 0.05
	}

	the_masses_opium = {
		random = no
		sprite = 13
		required_garrison_factor = -0.2
		resistance_garrison_penetration_chance = -0.25
		weekly_manpower = 1000
	}

	### IDEA TRAITS ###

	# drift is a percent applied weekly
	communist_revolutionary = {
		random = no
		# Boosts Communism
		sprite = 13
		communism_drift = 0.1

		ai_will_do = {
			factor = 1
			modifier = {
				not = { has_completed_focus = USA_suspend_the_presecution }
				factor = 0
			}
		}
	}

	democratic_reformer = {
		random = no
		# Boosts Democracy
		sprite = 13
		democratic_drift = 0.1

		ai_will_do = {
			factor = 0
		}
	}

	fascist_demagogue = {
		random = no
		# Boosts Fascism
		sprite = 13
		fascism_drift = 0.1

		ai_will_do = {
			factor = 1
			modifier = {
				not = { has_completed_focus = USA_america_first }
				factor = 0
			}
		}
	}

	indigenous_recruiter = {
		random = no
		sprite = 13
		weekly_manpower = 250

		ai_will_do = {
			factor = 1
			modifier = {
				not = { has_completed_focus = USA_america_first }
				factor = 0
			}
		}
	}   
	 
	staunch_monarchist = {
		random = no
		# Boosts Unaligned
		sprite = 13
		neutrality_drift = 0.1

		ai_will_do = {
			factor = 1
			modifier = {
				tag = HUN
				not = { has_completed_focus = HUN_invite_the_habsburg_prince }
				factor = 0
			}
		}
	}

	shadow_of_calles = {
		random = no
		sprite = 13

		neutrality_drift = 0.1
		political_power_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}

	social_reformer = {
		random = no
		sprite = 13

		democratic_drift = 0.1
		stability_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}

	syncretic_revanchist = {
		random = no
		sprite = 13

		fascism_drift = 0.1
		generate_wargoal_tension = -0.5
		justify_war_goal_time = -0.25

		ai_will_do = {
			factor = 1
		}
	}

	ambitious_union_boss = {
		random = no
		sprite = 13

		communism_drift = 0.1
		consumer_goods_factor = -0.15

		ai_will_do = {
			factor = 1
		}
	}

	popular_figurehead = {
		sprite = 13
		stability_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}
	anti_communist_crusader = {
		sprite = 13
		stability_factor = 0.05
		communism_drift = -0.1
		communism_acceptance = -80

		ai_will_do = {
			factor = 1
		}
	}

	propaganda_expert = {
		sprite = 13
		war_support_factor = 0.10

		ai_will_do = {
			factor = 1
		}
	}
	technocrat = {
		sprite = 13

		production_speed_industrial_complex_factor = 0.05
		research_speed_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	silent_workhorse = {
		random = yes
		sprite = 13
		political_power_factor = 0.15

		ai_will_do = {
			factor = 8
		}
	}

	prince_of_terror = {
		sprite = 13
		resistance_damage_to_garrison = -0.25
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.02

		ai_will_do = {
			factor = 1
			modifier = {
				add = 2
				num_occupied_states > 4 
			}
			modifier = {
				add = 8
				has_government = fascism
				num_occupied_states > 10 
			}				
		}
	}

	compassionate_gentleman = {
		random = yes
		sprite = 13
		request_lease_tension = -0.15
		faction_trade_opinion_factor = 0.15
		guarantee_cost = -0.15		
		opinion_gain_monthly_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	backroom_backstabber = {
		sprite = 13
		subversive_activites_upkeep = -0.25
		drift_defence_factor = 0.25
		resistance_damage_to_garrison = -0.1 
		
		ai_will_do = {
			factor = 1
		}
	}
	
	smooth_talking_charmer = {
		random = yes
		sprite = 13
		improve_relations_maintain_cost_factor = -0.5
		trade_opinion_factor = 0.10
		opinion_gain_monthly_same_ideology_factor = 0.10
		enemy_declare_war_tension = 0.10		
		ai_will_do = {
			factor = 1
		}
	}
	
	ideological_crusader = {
		random = yes
		sprite = 13
		opinion_gain_monthly_same_ideology_factor = 1.0
		party_popularity_stability_factor = 0.1
		join_faction_tension = -0.1	#added from Polish tree to showcase the willingless in joining the same cause
		
		ai_will_do = {
			factor = 0.2
		}
	}
	
	fortification_engineer = {
		sprite = 10
		random = yes
		max_dig_in = 2
		production_speed_bunker_factor = 0.2
		production_speed_coastal_bunker_factor = 0.2
		production_speed_anti_air_building_factor = 0.2
		
		ai_will_do = {
			factor = 1
		}
	}

	war_industrialist = {
		sprite = 10
		random = yes
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
		production_speed_fuel_silo_factor = 0.1

		ai_will_do = {
			factor = 2
		}
	}

	captain_of_industry = {
		sprite = 10
		random = yes
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_synthetic_refinery_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	financial_expert = {
		sprite = 10
		random = yes
		consumer_goods_factor = -0.15
		
		ai_will_do = {
			factor = 2
		}
	}
	economist = {
		sprite = 10
		random = yes
		production_factory_max_efficiency_factor = 0.05
		
		ai_will_do = {
			factor = 2
		}
	}

	editor = {
		sprite = 10
		random = yes
		political_power_factor = 0.05
		stability_factor = 0.05
		
		ai_will_do = {
			factor = 2
		}
	}
	
	armaments_organizer = {
		sprite = 10
		random = yes
		conversion_cost_civ_to_mil_factor = -0.2
		production_speed_supply_node_factor = 0.1
		production_speed_steel_mill_factor = 0.1
		production_speed_aluminum_mill_factor = 0.1
		production_speed_rubber_refinery_factor = 0.1		
		# civ_to_mil_industry_conversion_rate = -1
		
		ai_will_do = {
			factor = 1
		}
	}
	reluctant_interventionist = {
		random = yes
		stability_factor = 0.05
		lend_lease_tension = -0.2
		request_lease_tension = -0.2

		ai_will_do = {
			factor = 2
		}
	}
	quartermaster_general = {
		sprite = 10
		random = yes
		production_speed_air_base_factor = 0.15
		production_speed_naval_base_factor = 0.15
		production_speed_rocket_site_factor = 0.15
		production_speed_radar_station_factor = 0.15
		production_speed_nuclear_reactor_factor = 0.15

		ai_will_do = {
			factor = 0.2
		}
	}

	rocket_scientist = {
		random = no
		sprite = 14

		ai_will_do = {
			factor = 1
		}
	}

	nuclear_scientist = {
		random = no
		sprite = 14

		ai_will_do = {
			factor = 1
		}
	}

	### BRITISH TRADE UNION MINISTER TRAITS ###

	propaganda_bungler = {
		random = yes
		sprite = 13
		war_support_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	silent_mule = {
		random = yes
		sprite = 13
		political_power_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	baron_of_terror = {
		sprite = 13
		resistance_damage_to_garrison = -0.15 
		foreign_subversive_activites = -0.15
		non_core_manpower = 0.01

		ai_will_do = {
			factor = 1
		}
	}

	compassionate_commoner = {
		random = yes
		sprite = 13
		opinion_gain_monthly_factor = 0.05
		industrial_capacity_factory = 0.02

		ai_will_do = {
			factor = 1
		}
	}

	backroom_windbag = {
		sprite = 13
		random = yes
		political_power_factor = 0.02
		drift_defence_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	smooth_talking_con_man = {
		random = yes
		sprite = 13
		trade_opinion_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	ideological_groupie = {
		random = yes
		sprite = 13
		opinion_gain_monthly_same_ideology_factor = 0.05

		ai_will_do = {
			factor = 0.2
		}
	}

	fortification_armchair_general = {
		sprite = 10
		random = no
		production_speed_bunker_factor = 0.1
		production_speed_coastal_bunker_factor = 0.1
		production_speed_anti_air_building_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	war_profiteer = {
		sprite = 10
		random = no
		production_speed_arms_factory_factor = 0.05
		production_speed_dockyard_factor = 0.05

		ai_will_do = {
			factor = 2
		}
	}

	lieutenant_of_industry = {
		sprite = 10
		random = no
		production_speed_industrial_complex_factor = 0.05
		production_speed_infrastructure_factor = 0.05
		production_speed_rail_way_factor = 0.05
		production_speed_synthetic_refinery_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	finance_graduate = {
		sprite = 10
		random = no
		consumer_goods_factor = -0.08

		ai_will_do = {
			factor = 2
		}
	}


	armaments_aficionado = {
		sprite = 10
		random = no
		production_lack_of_resource_penalty_factor = -0.05
		conversion_cost_civ_to_mil_factor= -0.1
		# civ_to_mil_industry_conversion_rate = -1

		ai_will_do = {
			factor = 1
		}
	}

	quartermaster_trainee = {
		sprite = 10
		random = no
		production_speed_air_base_factor = 0.05
		production_speed_naval_base_factor = 0.05
		production_speed_rocket_site_factor = 0.05
		production_speed_radar_station_factor = 0.05
		production_speed_nuclear_reactor_factor = 0.05

		ai_will_do = {
			factor = 0.2
		}
	}

	little_rocket_man = {
		random = no
		sprite = 14

		ai_will_do = {
			factor = 1
		}
	}

	nuclear_enthusiast = {
		random = no
		sprite = 14

		ai_will_do = {
			factor = 1
		}
	}

	### END BRITISH TRADE UNION MINISTER TRAITS ###

	# HOL Netherlands Prince Bernhard trait
	adventurous_daredevil = {
		random = no
		sprite = 13

		war_support_factor = 0.05
		political_power_factor = 0.05
		army_morale_factor = 0.1
		experience_gain_air_factor = 0.03

		ai_will_do = {
			factor = 1
		}
	}

	princess_of_terror = {
		random = no
		sprite = 13

		resistance_damage_to_garrison = -0.25
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}

	socialist_novelist = {
		random = no
		sprite = 13

		war_support_factor = 0.1
		communism_drift = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	red_suffragette = {
		random = no
		sprite = 13

		stability_factor = -0.1
		conscription = 0.02

		ai_will_do = {
			factor = 1
		}
	}

	royalist_bulldog = {
		random = no
		sprite = 13

		war_support_factor = 0.1
		neutrality_drift = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	economic_organizer = {
		random = no
		sprite = 10

		stability_factor = 0.05
		consumer_goods_factor = -0.15

		ai_will_do = {
			factor = 1
		}
	}

	old_figurehead = {
		random = no
		sprite = 13

		political_power_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}

	council_communist = {
		random = no
		sprite = 13

		political_power_factor = -0.3
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	resistance_banker = {
		random = no
		sprite = 10

		consumer_goods_factor = -0.25
		resistance_growth_on_our_occupied_states = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	colonial_communist = {
		random = no
		sprite = 13

		non_core_manpower = 0.02
		weekly_manpower = 250
		communism_drift = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	genial_anti_revolutionary = {
		random = no
		sprite = 13

		political_power_factor = 0.1
		stability_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	liberal_journalist = {
		sprite = 13
		random = no
		democratic_drift = 0.05
		political_power_factor = 0.05

		ai_will_do = {
			factor = 2
		}
	}

	anti_fascist_agent = {
		sprite = 13
		random = no
		fascism_drift = -0.02
		stability_factor = 0.1

		ai_will_do = {
			factor = 2
		}
	}

	monarchist_media_mogul = {
		sprite = 13
		random = no
		neutrality_drift = 0.1

		ai_will_do = {
			factor = 2
		}
	}

	connected_citizen = {
		sprite = 13
		random = no
		political_power_factor = 0.05
		stability_factor = 0.05

		ai_will_do = {
			factor = 2
		}
	}

	### Spanish LAR traits ###

	education_reformer = {
		sprite = 13

		research_speed_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	voice_of_restraint = {
		random = no
		sprite = 13

		democratic_drift = 0.05
		stability_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	gran_carabinero = { # Hundred Thousand Sons of Negrín!
		random = no
		sprite = 13

		consumer_goods_factor = -0.08
		stability_factor = 0.05
		conscription = 0.005

		ai_will_do = {
			factor = 1
		}
	}

	la_pasionaria = {
		random = no
		sprite = 13

		communism_drift = 0.05
		war_support_factor = 0.1
		stability_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	social_revolutionary = {
		random = no
		sprite = 13

		neutrality_drift = 0.05
		political_power_factor = 0.1
		war_support_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	revolutionary_culture_minister = {
		random = no
		sprite = 13

		communism_drift = 0.1
		political_power_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}

	collectivization_specialist = {
		random = no
		sprite = 10

		industrial_capacity_factory = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}

	nkvd_rezident = {
		random = no
		sprite = 13

		resistance_damage_to_garrison = -0.10
		foreign_subversive_activites = -0.20
		drift_defence_factor = 0.20
		stability_factor = -0.05
		compliance_growth = 0.05 #added to make those soviet agents really interesting, contact with other sympathizers (that or could fight resistance)
		
		ai_will_do = {
			factor = 1
		}
	}

	collectivization_specialist = {
		random = no
		sprite = 10

		industrial_capacity_factory = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}

	traditionalist_theorist = {
		random = no
		sprite = 13

		#neutrality_drift = 0.05	#not r56 ideology, and also even democratic-aligned in opposing the continuation war
		political_power_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}

	lifelong_carlist = {
		random = no
		sprite = 13
		neutrality_drift = 0.1
		stability_factor = 0.1
	}

	falangist_industrialist = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_synthetic_refinery_factor = 0.1
	}

	falangist_syndicalist = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		consumer_goods_factor = -0.15
	}

	leftist_freemason = {
		random = no
		sprite = 13
		opinion_gain_monthly_same_ideology_factor = 0.25
		civilian_intel_factor = 0.1
		army_intel_factor = 0.1
		navy_intel_factor = 0.1
		airforce_intel_factor = 0.1
	}

	loyal_falangist = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		political_power_factor = 0.05
	}

	falangist_figurehead = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		political_power_factor = 0.1
	}

	carlist_intellectual = {
		random = no
		sprite = 13
		political_power_factor = 0.1
		compliance_gain = 0.05
		opinion_gain_monthly_factor = 0.15
	}

	regional_traditionalist_leader = {
		random = no
		sprite = 13
		war_support_factor = 0.1
		drift_defence_factor = 0.15
	}

	###

	
	### Baltic States ###

	priestly_prime_minister = {
		random = no
		sprite = 13
		political_power_factor = 0.15
		stability_factor = 0.1
	}

	militant_minister = {
		random = no
		sprite = 13
		political_power_factor = 0.1
		fascism_drift = 0.1
		neutrality_drift = 0.05
		fascism_acceptance = 40
	}

	democratic_crusader = {
		random = no
		sprite = 13
		fascism_drift = -0.05
		communism_drift = -0.05
		democratic_drift = 0.05
		democratic_acceptance = 40
	}

	agricultural_nationalist = {
		random = no
		sprite = 13
		trade_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		neutrality_drift = 0.05
		fascism_drift = 0.05
	}

	agricultural_capitalist = {
		random = no
		sprite = 13
		consumer_goods_factor = -0.15
		neutrality_drift = 0.05
	}

	anti_german_personality = {
		random = no
		sprite = 13
		fascism_drift = -0.05
		fascism_acceptance = -40
		targeted_modifier = {
			tag = GER
			attack_bonus_against = 0.1
			defense_bonus_against = 0.1
		}
	}

	subservient_democrat = {
		random = no
		sprite = 13
		political_power_factor = 0.15
		political_advisor_cost_factor = -0.1
		neutrality_drift = 0.1
		democratic_drift = 0.05
	}

	subservient_democrat_democratic = {
		random = no
		sprite = 13
		political_power_factor = 0.15
		political_advisor_cost_factor = -0.1
		democratic_drift = 0.05
	}

	hardline_latvian_nationalist = {
		random = no
		sprite = 13
		fascism_drift = 0.15
		army_core_attack_factor = 0.075
		army_core_defence_factor = 0.075
	}

	married_to_latvia = {
		random = no
		sprite = 13
		neutrality_drift = 0.1
		stability_factor = 0.1
		war_support_factor = 0.1
	}

	veteran_minister = {
		random = no
		sprite = 13
		experience_gain_army_factor = 0.1
		high_command_cost_factor = -0.15
		max_command_power = 20
		command_power_gain_mult = 0.1
	}

	vapsid_economist = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		consumer_goods_factor = -0.15
	}

	subservient_ultranationalist = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		political_power_factor = 0.15
		fascism_acceptance = 10			#nerfed from 85, otherwise just over the top - immediately joins fascist alliance - Fantom
	}

	veteran_anti_bolshevik = {
		random = no
		sprite = 13
		communism_drift = -0.05
		non_core_manpower = -0.005
		conscription_factor = 0.1
	}

	revolutionary_poet = {
		random = no
		sprite = 13
		communism_drift = 0.05
		political_power_factor = 0.15
	}

	socialist_justice = {
		random = no
		sprite = 13
		communism_drift = 0.05
		resistance_target = -0.05
	}

	marxist_fundamentalist = {
		random = no
		sprite = 13
		communism_drift = 0.1
		stability_factor = 0.15
	}

	patriotic_socialist = {
		random = no
		sprite = 13
		communism_drift = 0.05
		war_support_factor = 0.1
	}

	LAT_military_dictator = {
		random = no
		sprite = 13
		neutrality_drift = -0.2
		mobilization_laws_cost_factor = -0.1
	}
	
	latvian_militant = {
		random = no
		sprite = 13
		neutrality_drift = 0.05
		war_support_factor = 0.1
		command_power_gain_mult = 0.1
		mobilization_laws_cost_factor = -0.1
	}

	### Poland ###

	the_king_of_the_castle = {
		random = no
		sprite = 13
		neutrality_drift = 0.1
		political_power_factor = 0.1
	}

	left_sanationist_minister = {
		random = no
		sprite = 13
		stability_factor = 0.1
		democratic_acceptance = 85
	}

	leftist_legionary = {
		random = no
		sprite = 13
		democratic_drift = 0.1
		special_forces_attack_factor = 0.15
		special_forces_defence_factor = 0.15
	}

	noble_beurocrat = {
		random = no
		sprite = 13
		stability_factor = 0.05
		political_power_factor = 0.15
	}

	national_determinist = {
		random = no
		sprite = 13
		resistance_damage_to_garrison = -0.25
		foreign_subversive_activites = -0.3
		non_core_manpower = -0.02
		conscription_factor = 0.05
	}

	leftist_intellectual = {
		random = no
		sprite = 13
		communism_drift = 0.05
		communism_acceptance = 25
		research_speed_factor = 0.05
	}

	right_industrialist = {
		random = no
		sprite = 13
		neutrality_drift = 0.05
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_synthetic_refinery_factor = 0.1
	}

	sanation_militarist = {
		random = no
		sprite = 13
		neutrality_drift = 0.05
		land_doctrine_cost_factor = -0.10
		experience_gain_army = 0.04
	}

	sanation_militarist_falangist = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		experience_gain_army = 0.04
	}

	falangist_militarist = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		resistance_damage_to_garrison = -0.25 
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.02
	}

	patriotic_guerilla = {
		random = no
		sprite = 13
		exiled_government_weekly_manpower = 700
		legitimacy_daily = 0.1
		army_attack_factor = 0.1
		army_defence_factor = 0.1
	}

	polish_legionary = {
		random = no
		sprite = 13
		exiled_government_weekly_manpower = 700
		army_core_attack_factor = 0.15
		army_core_defence_factor = 0.15
	}

	democratic_restorationist = {
		random = no
		sprite = 13
		exiled_government_weekly_manpower = 700
		legitimacy_daily = 0.1
		democratic_drift = 0.1
	}

	exile_king = {
		random = no
		sprite = 13
		exiled_government_weekly_manpower = 700
		legitimacy_daily = 0.1
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
	}
	
	anti_bolshevik_leftist = {
		random = no
		sprite = 13
		communism_drift = 0.05
		conscription_factor = 0.15
	}

	devoted_marxist = {
		random = no
		sprite = 13
		communism_drift = 0.05
		opinion_gain_monthly_same_ideology_factor = 1.0
		stability_factor = 0.1
	}

	baltic_revolutionary = {
		random = no
		sprite = 13
		communism_drift = 0.05
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}

	leftist_independent = {
		random = no
		sprite = 13
		army_morale_Factor = 0.10
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
	}
	
	royal_dictator = {
		random = no
		sprite = 13
		political_power_factor = 0.15
		neutrality_drift = 0.05
	}
	
	autocratic_archbishop = {
		random = no
		sprite = 13
		stability_factor = 0.15
		neutrality_drift = 0.05
	}
	
	staunch_aristocrat = {
		random = no
		sprite = 13
		consumer_goods_factor = -0.15
		drift_defence_factor = 0.15
	}
	
	soviet_thaw = {
		random = no
		sprite = 13
		drift_defence_factor = 0.15
		autonomy_gain = 0.5
	}
	
	socialist_autocrat = {
		random = no
		sprite = 13
		communism_drift = 0.05
		political_power_factor = 0.2
	}
	
	the_last_romanov_maybe = {
		random = no
		sprite = 13
		stability_factor = -0.2
	}
	
	the_last_romanov_probably = {
		random = no
		sprite = 13
		stability_factor = -0.05
	}
	
	the_last_romanov_definitely = {
		random = no
		sprite = 13
		stability_factor = 0.2
		war_support_factor = 0.1
		political_power_factor = 0.1
	}
	
	resistance_artist = {
		random = no
		sprite = 13
		stability_factor = 0.1
		exiled_government_weekly_manpower = 700
		legitimacy_gain_factor = 0.25
	}
	
	polish_peasant_champion = {
		random = no
		sprite = 13
		stability_factor = 0.1
		conscription_factor = 0.05
	}
	
	morges_champion = {
		random = no
		sprite = 13
		war_support_factor = 0.1
		training_time_factor = -0.1
		mobilization_laws_cost_factor = -0.1
	}
	
	he_who_bears_the_throne = {
		random = no
		sprite = 13
		stability_factor = 0.2
		war_support_factor = 0.2
		drift_defence_factor = 0.5
	}
	
	personal_union_trait = {
		random = no
		sprite = 13
		stability_factor = 0.1
		autonomy_gain_global_factor = -0.5
	}
	
	socdem_reformist = {
		random = no
		sprite = 13
		political_power_factor = 0.15
		democratic_drift = 0.05
	}
	
	national_propagandist = {
		random = no
		sprite = 13
		political_power_factor = 0.15
		fascism_drift = 0.05
	}
	
	nationalist_journalist = {
		random = no
		sprite = 13
		stability_factor = 0.1
		fascism_drift = 0.05
	}
	
	father_of_polish_nationalism = {
		random = no
		sprite = 13
		political_power_factor = 0.1
		stability_factor = 0.1
		fascism_drift = 0.1
	}
	
	unruly_falangist = {
		random = no
		sprite = 13
		generate_wargoal_tension = -0.5
		justify_war_goal_time = -0.25
		war_support_factor = 0.05
	}

	unruly_falangist_marionette = {
		random = no
		sprite = 13
		political_power_factor = 0.1
		resistance_growth = -0.1
		war_support_factor = -0.1
	}
	
	POL_cossack_king = {
		random = no
		sprite = 13
		justify_war_goal_time = -0.25
		cavalry_attack_factor = 0.15
		cavalry_defence_factor = 0.15
	}
	
	royal_legitimist = {
		random = no
		sprite = 13
		political_power_factor = 0.1
		compliance_gain = 0.05
		stability_factor = 0.05
	}
	
	patriot_king = {
		random = no
		sprite = 13
		stability_factor = 0.05
		war_support_factor = 0.1
	}
	
	king_of_galicia_and_lodomeria = {
		random = no
		sprite = 13
		political_power_factor = 0.1
	}
	
	POL_soldier_king = {
		random = no
		sprite = 13
		army_morale_factor = 0.1
	}
	
	LIT_king_of_lithuania = {
		random = no
		sprite = 13
		stability_factor = 0.1
		war_support_factor = 0.05
	}

	### ALBANIA ###
	skanderbeg_ii = {
		random = no
		sprite = 13
		stability_factor = 0.05
		war_support_factor = 0.1
		army_core_defence_factor = 0.1
		conscription = 0.015
	}

	### GEORGIA ###
	reformist_menshevik = {
		random = no
		sprite = 13
		research_speed_factor = 0.05
		stability_factor = 0.05
		production_speed_buildings_factor = 0.05
		democratic_acceptance = 30
	}

	### CONGO ###

	pro_allied_governor_general = {
		random = no
		sprite = 13
		
		democratic_acceptance = 30
		political_power_factor = 0.05
		war_support_factor = 0.05
		compliance_gain = -0.15
		
		ai_will_do = {
			factor = 0
		}
	}

	pro_allied_governor_general_2 = {
		random = no
		sprite = 13
		
		democratic_acceptance = 50
		political_power_factor = 0.08
		war_support_factor = 0.05
		compliance_gain = -0.1
		
		ai_will_do = {
			factor = 0
		}
	}

	trait_mwami = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.1
		army_core_defence_factor = 0.1
		stability_factor = 0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	the_rwandan_collaborstionist_king = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.05
		fascism_drift = 0.05
		army_core_defence_factor = 0.1
		war_support_factor = 0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	trait_ummwami = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.1
		army_core_defence_factor = 0.1
		war_support_factor = 0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	litunga_of_the_barotse = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.1
		army_core_defence_factor = 0.1
		stability_factor = 0.05
		war_support_factor = 0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	sultan_of_sokoto = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.1
		justify_war_goal_time = -0.25
		war_support_factor = 0.1
		
		ai_will_do = {
			factor = 0
		}
	}

	pan_africanist_socialist = {
		random = no
		sprite = 13
		
		drift_defence_factor = 0.1
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.05
		resistance_target = -0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	apostolic_vicar_of_leopoldville = {
		random = no
		sprite = 13
		
		political_power_factor = 0.1
		stability_factor = 0.1
		research_speed_factor = -0.02
		
		ai_will_do = {
			factor = 0
		}
	}

	new_religious_independence_activist = {
		random = no
		sprite = 13
		
		autonomy_gain = 0.15
		war_support_factor = 0.05
		stability_factor = -0.05
		compliance_growth = 0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	pan_africanist_socialist = {
		random = no
		sprite = 13
		
		drift_defence_factor = 0.1
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.05
		resistance_target = -0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	district_commisioner_of_leopoldville = {
		random = no
		sprite = 13
		
		political_power_factor = 0.05
		stability_factor = 0.05
		custom_modifier_tooltip = can_be_upgraded_in_pierre_ryckmans_focus
		
		ai_will_do = {
			factor = 0
		}
	}

	provincial_commisioner_of_leopoldville = {
		random = no
		sprite = 13
		
		political_power_factor = 0.15
		stability_factor = 0.05
		production_speed_buildings_factor = 0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	congolese_polymath = {
		random = no
		sprite = 13
		
		consumer_goods_factor = -0.05
		local_resources_factor = 0.05
		non_core_manpower = 0.01
		experience_gain_navy = 0.15
		
		ai_will_do = {
			factor = 0
		}
	}

	corporate_knight = {
		random = no
		sprite = 13
		
		local_resources_factor = 0.05
		production_speed_rail_way_factor = 0.15
		industrial_capacity_factory = 0.05
		army_core_defence_factor = 0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	ruanda_urundi_governor = {
		random = no
		sprite = 13
		
		compliance_gain = -0.01
		resistance_target = -0.1
		consumer_goods_factor = -0.05
		local_resources_factor = 0.05
		custom_modifier_tooltip = unlocks_decisions_to_further_improve_rwanda_and_burundi
			
		ai_will_do = {
			factor = 0
		}
	}

	head_of_special_committe_for_katanga = {
		random = no
		sprite = 13
		
		stability_factor = -0.1
		war_support_factor = -0.05
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.05
		local_resources_factor = 0.05
			
		ai_will_do = {
			factor = 0
		}
	}

	colonial_lawyer = {
		random = no
		sprite = 13
		
		autonomy_gain = -0.1
		stability_factor = 0.15
		
		ai_will_do = {
			factor = 0
		}
	}

	teacher_and_independence_advocate = {
		random = no
		sprite = 13
		
		autonomy_gain = 0.1
		research_speed_factor = 0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	anti_imperialist_thinker = {
		random = no
		sprite = 13
		
		autonomy_gain = 0.1
		political_power_factor = 0.05
		resistance_target = -0.05
		democratic_drift = 0.03
		communism_drift = 0.02
		
		ai_will_do = {
			factor = 0
		}
	}

	COG_trade_unionist = { 
		random = no
		sprite = 10 
		communism_drift = 0.05
		production_factory_max_efficiency_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.15
	}

	COG_emergency_powers_trait = {
		random = no
		sprite = 13
		
		autonomy_gain_global_factor = 0.05
		political_power_factor = 0.1
		war_support_factor = 0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	COG_great_leader_trait = {
		random = no
		sprite = 13
		
		political_power_factor = 0.1
		drift_defence_factor = 0.5
		war_support_factor = 0.05
		stability_factor = 0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	COG_god_upon_the_earth_trait = {
		random = no
		sprite = 13
		
		political_power_factor = 0.15
		drift_defence_factor = 0.5
		war_support_factor = 0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	COG_popular_brooding_diviner_trait = {
		random = no
		sprite = 13
		
		political_power_factor = 0.1
		stability_factor = 0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	COG_embodiment_of_god_trait = {
		random = no
		sprite = 13
		
		war_support_factor = 0.1
		justify_war_goal_time = -0.3
		generate_wargoal_tension = -0.25
		
		ai_will_do = {
			factor = 0
		}
	}

	COG_founding_father_of_congo = {
		random = no
		sprite = 13
		
		political_power_factor = 0.1
		democratic_drift = 0.05
		political_advisor_cost_factor = -0.25
		trade_laws_cost_factor = -0.15
		economy_cost_factor = -0.15
		
		ai_will_do = {
			factor = 0
		}
	}

	self_rule_activist = {
		random = no
		sprite = 13
		
		democratic_drift = 0.1
		conscription_factor = 0.05
		autonomy_gain = 0.1
		
		ai_will_do = {
			factor = 0
		}
	}

	intellectual_evolue_entrepreneur = {
		random = no
		sprite = 13
		
		consumer_goods_factor = -0.05
		production_speed_buildings_factor = 0.05
		political_power_factor = 0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	manikongo_of_kongo = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.05
		army_core_defence_factor = 0.1
		political_power_factor = 0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	nyim_of_kuba = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.05
		army_core_attack_factor = 0.05
		resistance_target = -0.1
		
		ai_will_do = {
			factor = 0
		}
	}

	ma_loango = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.05
		stability_factor = 0.1
		war_support_factor = 0.05
		
		ai_will_do = {
			factor = 0
		}
	}

	exiled_tutsi_king = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.05
		fascism_drift = 0.05
		war_support_factor = 0.1
		
		ai_will_do = {
			factor = 0
		}
	}

	### VARIOUS HABSBURGS ###
	carlist_habsburg_pretender = {
		random = no
		sprite = 13
		political_power_factor = 0.05
		conscription = 0.015
	}

	HUN_the_habsburg_hetman = {
		random = no
		sprite = 13
		army_core_defence_factor = 0.15
		cavalry_attack_factor = 0.1
		conscription = 0.01
	}

	fortress_architecht = {
		random = no
		sprite = 13

		production_speed_bunker_factor = 0.15
		production_speed_coastal_bunker_factor = 0.15
		production_speed_arms_factory_factor = 0.05
		industrial_capacity_factory = 0.05
	}

	duke_of_teschen_king_of_bohemia = {
		random = no
		sprite = 13
		army_core_defence_factor = 0.15
		mobilization_speed = 0.1
		conscription = 0.01
	}

	head_of_the_imperial_house_of_mexico_trait = {
		random = no
		sprite = 13
		stability_factor = 0.15
		conscription = 0.015
	}

	### HUNGARY ###
	HUN_the_regent = {
		random = no
		sprite = 13
		stability_factor = 0.05
		war_support_factor = 0.05
		political_power_factor = -0.15
	}

	HUN_the_regent_2 = {
		random = no
		sprite = 13
		stability_factor = 0.05
		war_support_factor = 0.05
		political_power_factor = -0.05
		neutrality_drift = 0.01
	}

	HUN_the_regent_3 = {
		random = no
		sprite = 13
		stability_factor = 0.05
		war_support_factor = 0.1
		neutrality_drift = 0.02
		justify_war_goal_time = -0.1
	}

	HUN_the_regent_undermined = {
		random = no
		sprite = 13
		stability_factor = -0.05
		war_support_factor = -0.05
		political_power_factor = -0.1
		drift_defence_factor = -0.25
	}

	HUN_the_apostolic_king = {
		random = no
		sprite = 13
		war_support_factor = 0.05
		army_core_defence_factor = 0.1
		neutrality_drift = 0.05
	}

	HUN_the_habsburg_prince = {
		random = no
		sprite = 13
		conscription = 0.005
		political_power_factor = 0.1
	}

	HUN_ardent_stalinist = {
		random = no
		sprite = 13
		drift_defence_factor = 0.5
		army_core_defence_factor = 0.1
		communism_drift = 0.02
	}

	HUN_revolutionary_internationalist_trait = {
		random = no
		sprite = 13
		non_core_manpower = 0.02
		justify_war_goal_time = -0.15
		compliance_gain = 0.01
	}

	GEO_vengeful_stalinist = {
		random = no
		sprite = 13
		army_attack_factor = 0.1
		army_defence_factor = 0.05
		communism_drift = 0.15
		political_power_factor = 0.05
	}

	HUN_socialist_bulwark = {
		random = no
		sprite = 13
		political_power_factor = 0.05
		army_core_defence_factor = 0.15
		communism_drift = 0.02
		democratic_drift = 0.02
	}

	HUN_archbishop_of_esztergom = {
		random = no
		sprite = 13
		research_speed_factor = -0.02
		political_power_factor = 0.15
		stability_factor = 0.05
	}

	HUN_arpads_successor_trait = {
		random = no
		sprite = 13
		army_attack_against_major_factor = 0.05
		army_defence_against_major_factor = 0.1
	}

	HUN_arpads_mathhias_and_andrews_successor_trait = {
		random = no
		sprite = 13
		army_attack_against_major_factor = 0.1
		army_defence_against_major_factor = 0.1
		war_support_factor = 0.1
	}

	HUN_irredentist_foreign_minister = {
		random = no
		sprite = 13
		trade_opinion_factor = 0.2
		join_faction_tension = -0.3
		justify_war_goal_time = -0.25
	}

	HUN_moderate_authoritarian = {
		random = no
		sprite = 13
		political_power_factor = 0.1
		stability_factor = 0.05
		neutrality_drift = 0.03
	}

	HUN_fascist_prime_minister = {
		random = no
		sprite = 13
		political_power_factor = -0.05
		war_support_factor = 0.05
		neutrality_drift = 0.02
		fascism_drift = 0.03
	}

	CRO_poglavnik_trait = {
		random = no
		sprite = 13
		political_power_factor = -0.05
		stability_factor = -0.05
		war_support_factor = 0.1
		conscription_factor = 0.05
	}

	HUN_popular_among_paramilitaries = {
		random = no
		sprite = 13
		fascism_drift = 0.02
		conscription_factor = 0.1
		army_core_defence_factor = 0.15
	}

	volksgruppenfurher_der_volksbund = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		conscription_factor = 0.05
		modifier_army_sub_unit_militia_attack_factor = 0.05
	}

	HUN_the_hungarian_lenin = {
		random = no
		sprite = 13
		conscription_factor = 0.05
		consumer_goods_factor = -0.05
		communism_drift = 0.03
	}

	HUN_duke_and_king_of_mecklenburg = {
		random = no
		sprite = 13
		fascism_acceptance = 75
		resistance_growth = -0.1
		political_power_factor = 0.15
	}

	HUN_the_old_warden = {
		random = no
		sprite = 13
		conscription = 0.005
		army_core_defence_factor = 0.1
	}

	HUN_popular_aviator = {
		random = no
		sprite = 13
		stability_factor = 0.05
		experience_gain_air_factor = 0.1
		air_doctrine_cost_factor = -0.15
	}

	HUN_national_socialist_irredentist = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		war_support_factor = 0.1
		justify_war_goal_time = -0.15
	}

	HUN_veteran_president = {
		random = no
		sprite = 13
		political_power_factor = 0.15
		stability_factor = 0.1
	}

	HUN_christian_academic = {
		random = no
		sprite = 13
		research_speed_factor = 0.05
		stability_factor = 0.1
	}

	HUN_duke_of_sormland_king_of_hungarians = {
		random = no
		sprite = 13
		democratic_drift = 0.03
		neutrality_drift = 0.05
		stability_factor = 0.1
		war_support_factor = 0.1
	}

	ban_of_croatia_slavonia = {
		random = no
		sprite = 13
		stability_factor = -0.1
		war_support_factor = 0.1
		army_core_defence_factor = 0.05
	}

	archduke_of_austria_este = {
		random = no
		sprite = 13
		stability_factor = -0.05
		war_support_factor = 0.05
		army_core_defence_factor = 0.1
	}

	blessed_monarch_trait = {
		random = no
		sprite = 13
		stability_factor = 0.15
		conscription_factor = 0.05
	}

	HUN_magyar_nemzeti_bank_president = {
		random = no
		sprite = 13
		production_speed_buildings_factor = 0.05
		consumer_goods_factor = -0.1
	}

	HUN_scholary_politician = {
		random = no
		sprite = 13
		research_speed_factor = 0.1
		drift_defence_factor = 0.15
		custom_modifier_tooltip = will_be_removed_upon_offensive_war_tt
	}

	HUN_moderate_lawyer = {
		random = no
		sprite = 13
		drift_defence_factor = 0.2
		political_power_factor = 0.1
		stability_factor = 0.05
	}

	HUN_stalinist_agent = {
		random = no
		sprite = 13
		intelligence_agency_defense = 0.1
		operative_slot = 2
	}

	HUN_her_serene_highness = {
		random = no
		sprite = 13
		stability_factor = 0.15
	}

	socialist_economist = {
		sprite = 10
		random = no
		consumer_goods_factor = -0.1
		production_factory_max_efficiency_factor = 0.05
	}

	socialist_economist_upgraded = {
		sprite = 10
		random = no
		consumer_goods_factor = -0.15
		production_factory_max_efficiency_factor = 0.05
		industrial_capacity_factory = 0.05
	}

	HUN_popular_liberal = {
		random = no
		sprite = 13
		stability_factor = 0.1
		political_power_factor = 0.1
		democratic_drift = 0.05
	}

	HUN_nemzetvezeto_trait = {
		random = no
		sprite = 13
		political_power_factor = 0.1
		weekly_casualties_war_support = 0.001
		ai_desired_divisions_factor = 0.15
		stability_factor = 0.05
	}

	HUN_the_national_socialist_count = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		opinion_gain_monthly_same_ideology_factor = 0.75
		political_power_factor = 0.1
	}

	HUN_military_intelligence_officer = {
		random = no
		sprite = 15
		operative_slot = 1
		army_intel_to_others = -10.0
		army_intel_factor = 0.15
	}

	HUN_internationalist_marxist = {
		random = no
		sprite = 13
		communism_drift = 0.05
		send_volunteer_divisions_required = -0.25
		send_volunteer_size = 5
		send_volunteers_tension = -0.5
	}

	HUN_apostolic_king_of_hungary_fascist_trait = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		war_support_factor = 0.05
		experience_gain_air = 0.1
		political_power_factor = -0.15
	}

	HUN_innovative_weapons_designer = {
		random = no
		sprite = 13
		equipment_bonus = {
			infantry_equipment = {
				build_cost_ic = -0.15
			}
		}
	}

	HUN_goulash_communist = {
		random = no
		sprite = 13
		consumer_goods_factor = -0.05
		stability_weekly = 0.002
	}

	HUN_filmmaker = {
		random = no
		sprite = 13
		war_support_factor = 0.05
		stability_factor = 0.1
	}

	peoples_commisar_of_heavy_industries = {
		random = no
		sprite = 10
		production_speed_buildings_factor = 0.05
		industrial_capacity_factory = 0.1 
		communism_drift = 0.03
	}


	#Hess
	amateur_aviator_hess = {
		sprite = 1
		political_power_factor = 0.15
		equipment_bonus = {
			medium_plane_fighter_airframe = {
				build_cost_ic = -0.025
			}
		}
	}


	###

	council_of_theorists = {
		sprite = 14
		experience_gain_army = 0.03
		experience_gain_air = 0.03
		experience_gain_navy = 0.03
		land_doctrine_cost_factor = -0.05
		air_doctrine_cost_factor = -0.05
		naval_doctrine_cost_factor = -0.05

		ai_will_do = {
			factor = 4
		}
	}

	military_theorist = {
		sprite = 14
		land_doctrine_cost_factor = -0.1

		ai_will_do = {
			factor = 2
		}
	}

	mobile_warfare_expert = {
		sprite = 14
		cat_mobile_warfare_cost_factor = -0.15

		ai_will_do = {
			factor = 0
			modifier = {
				has_tech = mobile_warfare
				add = 3
			}
		}
	}

	superior_firepower_expert = {
		sprite = 14
		cat_superior_firepower_cost_factor = -0.15
		ai_will_do = {
			factor = 0
			modifier = {
				has_tech = superior_firepower
				add = 3
			}
		}

	}

	grand_battle_plan_expert = {
		sprite = 14
		cat_grand_battle_plan_cost_factor = -0.15
		ai_will_do = {
			factor = 0
			modifier = {
				has_tech = trench_warfare
				add = 3
			}
		}

	}

	mass_assault_expert = {
		sprite = 14
		cat_mass_assault_cost_factor = -0.15
		ai_will_do = {
			factor = 0
			modifier = {
				has_tech = mass_assault
				add = 3
			}
		}
	}

	air_warfare_theorist = {
		sprite = 14
		air_doctrine_cost_factor = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	dive_bomber = {
		sprite = 14
		equipment_bonus = {
			small_plane_cas_airframe = {
				instant = yes
				air_ground_attack = 0.1
			}
		}
		air_doctrine_cost_factor = -0.10

		ai_will_do = {
			factor = 1
		}
	}

	victory_through_airpower = {
		sprite = 14
		cat_strategic_destruction_cost_factor = -0.15
		ai_will_do = {
			factor = 1
		}
	}

	close_air_support_proponent = {
		sprite = 14
		cat_battlefield_support_cost_factor = -0.15

		ai_will_do = {
			factor = 1
		}
	}

	assault_avaition = {
		sprite = 14
		cat_operational_integrity_cost_factor = -0.15

		ai_will_do = {
			factor = 1
		}
	}

	naval_theorist = {
		sprite = 14
		naval_doctrine_cost_factor = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	naval_aviation_pioneer = {
		sprite = 14
		cat_base_strike_cost_factor = -0.15

		ai_will_do = {
			factor = 1
		}
	}

	grand_fleet_proponent = {
		sprite = 14
		cat_fleet_in_being_cost_factor = -0.15

		ai_will_do = {
			factor = 1
		}
	}

	submarine_specialist = {
		sprite = 14
		cat_trade_interdiction_cost_factor = -0.15

		ai_will_do = {
			factor = 1
		}
	}

	blitzkrieg_theorist = {
		sprite = 14

		equipment_bonus = {
			armor = {
				instant = yes
				maximum_speed = 0.10
			}
		}
		cat_mobile_warfare_cost_factor = -0.15

		ai_will_do = {
			factor = 3
		}
	}

	aircraft_manufacturer = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	light_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			small_plane_airframe = {
				air_agility = 0.1 maximum_speed = 0.1
			}
			cv_small_plane_airframe = {
				air_agility = 0.1 maximum_speed = 0.1
			}
			fighter_bomber_equipment = {
				air_agility = 0.075 maximum_speed = 0.075
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	light_aircraft_manufacturer_2 = {
		random = no
		equipment_bonus = {
			small_plane_airframe = {
				air_agility = 0.2 maximum_speed = 0.1
			}
			cv_small_plane_airframe = {
				air_agility = 0.2 maximum_speed = 0.1
			}

			fighter_bomber_equipment = {
				air_agility = 0.16 maximum_speed = 0.075
			}
		}

		ai_will_do = {
			factor = 2
		}
	}


	CAS_manufacturer = {
		random = no
		equipment_bonus = {
			small_plane_cas_airframe = {
				air_ground_attack = 0.1 reliability = 0.1
			}
			cv_small_plane_cas_airframe = {
				air_ground_attack = 0.1 reliability = 0.1
			}
			fighter_bomber_equipment = {
				air_ground_attack = 0.075 reliability = 0.075
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	medium_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			medium_plane_fighter_airframe = {
				reliability = 0.2
			}
			medium_plane_airframe = {
				reliability = 0.2
			}
			medium_plane_scout_plane_airframe = {
				reliability = 0.2
			}
			hfighter_bomber_equipment = {
				reliability = 0.2
			}
			med_maritime_equipment = {
				reliability = 0.2 
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	fuel_efficient_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			small_plane_airframe = {
				air_range = 0.1
			}
			medium_plane_fighter_airframe = {
				air_range = 0.1
				reliability = 0.1
			}
			medium_plane_airframe = {
				reliability = 0.1
			}
			hfighter_bomber_equipment = {
				reliability = 0.1
			}
			med_maritime_equipment = {
				reliability = 0.1 
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	heavy_aircraft_manufacturer = {
		random = no
		equipment_bonus = {

			large_plane_airframe = {
				air_bombing = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	naval_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			small_plane_naval_bomber_airframe = {
				air_range = 0.1 naval_strike_attack = 0.1
			}
			cv_small_plane_naval_bomber_airframe = {
				air_range = 0.1 naval_strike_attack = 0.1
			}
			cv_small_plane_airframe = {
				air_range = 0.1 air_agility = 0.1
			}
			cv_small_plane_cas_airframe = {
				air_range = 0.1 naval_strike_attack = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	multi_role_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			small_plane_naval_bomber_airframe = {
				reliability = 0.1
			}
			medium_plane_airframe = {
				reliability = 0.1
			}
			small_plane_cas_airframe = {
				reliability = 0.1
			}
			medium_plane_scout_plane_airframe = {
				reliability = 0.1
			}
			hfighter_bomber_equipment = {
				reliability = 0.1
			}
			med_maritime_equipment = {
				reliability = 0.1 
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	tank_refurbishment_plant = { #NSB
		random = no
		#generic

		equipment_bonus = {
			armor = {
				reliability = 0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	fast_tank_manufacturer = {
		random = no
		equipment_bonus = {
			armor = {
				maximum_speed = 0.05 reliability = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	armored_car_manufacturer = {
		random = no
		equipment_bonus = {
			armored_car_equipment = {
				maximum_speed = 0.05
				soft_attack = 0.05
				hard_attack = 0.05
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	infantry_tank_manufacturer = {
		random = no
		equipment_bonus = {
			armor = {
				soft_attack = 0.05
				armor_value = 0.05
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	medium_tank_manufacturer = {
		random = no
		equipment_bonus = {
			armor = {
				reliability = 0.05 soft_attack = 0.05
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	heavy_tank_manufacturer = {
		random = no
		equipment_bonus = {
			armor = {
				armor_value = 0.05 hard_attack = 0.05
			}
		}

		ai_will_do = {
			factor = 1
		}
	}
	
	tank_manufacturer = {
		random = no
		#generic

		equipment_bonus = {
			armor = {
				reliability = 0.05
			}
		}

		ai_will_do = {
			factor = 1
		}
	}
	tank_manufacturer2 = {
		random = no
		name = tank_manufacturer
		#generic

		ai_will_do = {
			factor = 1
		}
	}

	repair_and_refurbishment_plant = { #NSB - Repairs & Refit
		random = no
		equipment_bonus = {
			screen_ship = {
				build_cost_ic = -0.05
			}
			submarine = {
				build_cost_ic = -0.05
			}
			capital_ship = {
				build_cost_ic = -0.05
			}
			carrier = {
				build_cost_ic = -0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	black_sea_naval_manufacturer = { #NSB - Screen Ships and Submarines
		random = no

		equipment_bonus = {
			screen_ship = {
				build_cost_ic = -0.15 sub_detection = 0.1 naval_range = -0.25
			}
			submarine = {
				build_cost_ic = -0.15 sub_visibility = -0.1 naval_range = -0.25
			}
			carrier = {
				build_cost_ic = 0.15 naval_range = -0.25
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	submarine_manufacturer = {
		random = no
		equipment_bonus = {
			carrier = {
				build_cost_ic = 0.1
			}
			capital_ship = {
				build_cost_ic = 0.1
			}
			screen_ship = {
				build_cost_ic = 0.1
			}
			submarine = {
				build_cost_ic = -0.1 sub_visibility = -0.1 surface_visibility = -0.1 naval_speed = 0.1 naval_range = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	submarine_manufacturer_2 = { #Improved version used for Italy (done in trait in order to keep a nice tooltip)
		random = no
		equipment_bonus = {
			carrier = {
				build_cost_ic = 0.1
			}
			capital_ship = {
				build_cost_ic = 0.1
			}
			screen_ship = {
				build_cost_ic = 0.1
			}
			submarine = {
				build_cost_ic = -0.15 sub_visibility = -0.1 surface_visibility = -0.1 naval_speed = 0.15 naval_range = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	pacific_fleet_naval_manufacturer = { #longer ranged, CVs favor larger hangers over armor
		random = no
		equipment_bonus = {
			carrier = {
				carrier_size = 1 armor_value = -0.15 naval_range = 0.25
			}
			capital_ship = {
				naval_range = 0.25
			}
			screen_ship = {
				naval_range = 0.25
			}
			submarine = {
				naval_range = 0.25
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	atlantic_fleet_naval_manufacturer = { #armored carriers, slightly buffed cap ships
		random = no
		equipment_bonus = {
			carrier = {
				armor_value = 0.5
				max_strength = 0.1
			}
			capital_ship = {
				armor_value = 0.1 
				hg_attack = 0.1
			}
			#screen_ship = {
			#	
			#}
			#submarine = {
			#
			#}
		}

		ai_will_do = {
			factor = 1
		}
	}

	battlefleet_designer = { #armored carriers, slightly buffed cap ships
		random = no
		equipment_bonus = {
			capital_ship = {
				armor_value = 0.15
				hg_attack = 0.15
			}
			screen_ship = {
				torpedo_attack = 0.25
				sub_detection = -0.25
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	raiding_fleet_naval_manufacturer = {
		random = no
		equipment_bonus = {
			carrier = {
				surface_visibility = -0.1
				naval_speed = 0.1
				#carrier_size = -0.1
			}
			capital_ship = {
				surface_visibility = -0.1 naval_speed = 0.1 hg_attack = -0.1
			}
			screen_ship = {
				surface_visibility = -0.1 naval_speed = 0.1
			}
			submarine = {
				sub_visibility = -0.1 surface_visibility = -0.1 naval_speed = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	convoy_escort_naval_manufacturer = {
		random = no
		equipment_bonus = {
			screen_ship = {
				naval_range = 0.3 sub_detection = 0.1 naval_speed = 0.1 build_cost_ic = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	mediterranean_naval_manufacturer = {
		random = no
		equipment_bonus = {
			capital_ship = {
				naval_range = -0.25 naval_speed = 0.1
			}
			screen_ship = {
				naval_range = -0.25 naval_speed = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	coastal_defence_naval_manufacturer = {
		random = no
		equipment_bonus = {
			carrier = {
				build_cost_ic = -0.25
				#carrier_size = -0.2
				naval_range = -0.5
			}
			capital_ship = {
				build_cost_ic = -0.25 armor_value = -0.2 hg_attack = -0.2 naval_range = -0.5
			}
			screen_ship = {
				build_cost_ic = -0.25 naval_range = -0.5
			}
			submarine = {
				build_cost_ic = -0.25 naval_range = -0.5
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	naval_manufacturer = {
		random = no
		#generic

		ai_will_do = {
			factor = 1
		}
	}

	artillery_manufacturer = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	infantry_equipment_manufacturer = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	support_equipment_manufacturer = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	motorized_equipment_manufacturer = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	industrial_concern = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	railway_company = {
		random = no
		production_speed_rail_way_factor = 0.15
		production_speed_supply_node_factor = 0.15
		equipment_bonus = {
			train_equipment = {
				instant = yes
				build_cost_ic = -0.25
				armor_value = 0.15
			}
		}
		ai_will_do = {
			factor = 1
		}
	}

	transport_company = {
		random = no
		production_speed_rail_way_factor = 0.15
		production_speed_supply_node_factor = 0.15
		production_speed_naval_base_factor = 0.15
		equipment_bonus = {
			train_equipment = {
				instant = yes
				build_cost_ic = -0.15
			}
		}
		ai_will_do = {
			factor = 1
		}
	}

	civilian_airway_company = {
		random = no
		
		supply_combat_penalties_on_core_factor = -0.15
		air_range_factor = 0.05
		supply_node_range = 0.05

		equipment_bonus = {
			transport_plane_equipment = {
				instant = yes
				build_cost_ic = -0.15
			}
		}
		ai_will_do = {
			factor = 1
		}
	}

	improved_railway_company = {
		random = no
		production_speed_rail_way_factor = 0.25
		production_speed_supply_node_factor = 0.3
		equipment_bonus = {
			train_equipment = {
				instant = yes
				build_cost_ic = -0.25
				reliability = 0.15
			}
		}
		ai_will_do = {
			factor = 1
		}
	}

	construction_company = {
		random = no

		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	resource_development_company = {
		random = no

		global_building_slots_factor = 0.05
		local_resources_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	diamond_extraction_company = {
		random = no

		consumer_goods_factor = -0.2

		ai_will_do = {
			factor = 1
		}
	}

	forestry_company = {
		random = no

		global_building_slots_factor = 0.3

		ai_will_do = {
			factor = 1
		}
	}

	refining_concern = {	#not to be confused with refinery_concern
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	merchant_marine_manufacturer = {
		random = no
		equipment_bonus = {
			convoy = {
				reliability = 0.3 build_cost_ic = -0.5
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	refinery_concern = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	central_bank = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}
	
	electronics_concern = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	electronics_developer = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	
	telephone_company = {
		random= no
		land_reinforce_rate = 0.02
		coordination_bonus = 0.04
		ai_will_do = {
			factor = 1
		}
	}

	mining_company = {
		random = no

		local_resources_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.15

		ai_will_do = {
			factor = 1
		}
	}

	energy_supply_company = {
		random = no

		consumer_goods_factor = -0.05
		sp_tag_nuclear_power_speed_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	british_industrial_benefactor = {
		random = no

		production_speed_infrastructure_factor = 0.05
		industrial_capacity_dockyard = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	german_technological_patron = {
		random = no

		industrial_capacity_factory = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	the_council_on_the_management_of_turkish_debt = {
		random = no

		min_export = 0.3
		opinion_gain_monthly_factor = -0.05
		consumer_goods_factor = 0.1
		political_power_gain = -0.15
		
		ai_will_do = {
			factor = 1
		}
	}

	turkish_public_debt_administration = {
		random = no

		min_export = 0.15
		political_power_gain = -0.05

		ai_will_do = {
			factor = 1
		}
	}

	linchpin_of_infrastructure = {
		random = no

		production_speed_infrastructure_factor = 0.15
		production_speed_rail_way_factor = 0.15
		industry_repair_factor = 0.2

		ai_will_do = {
			factor = 1
		}
	}

	industrial_monopoly = {
		random = no

		min_export = 0.15
		political_power_gain = -0.05
		production_speed_buildings_factor = 0.05
		production_factory_max_efficiency_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}

	inventive_genius = {
		random = no

		political_power_gain = 0.05
		opinion_gain_monthly_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	conglomerate = {
		random = no

		consumer_goods_factor = 0.05 #yes, this is actually a penalty
		local_resources_factor = 0.05
		production_lack_of_resource_penalty_factor = -0.05

		equipment_bonus = {
			infantry_equipment = {
				build_cost_ic = -0.025
				instant = yes
			}
			artillery = {
				build_cost_ic = -0.025
				instant = yes
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	################################
	##       NORWAY TRAITS 		  ##
	################################

	NOR_royal_chamberlain = { # For Peder Anker Wedel-Jarlsberg as Advisor
		random = no
		sprite = 13

		neutrality_drift = 0.1
		stability_factor = 0.1
		war_support_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	NOR_shrewd_regent = { # For Peder Anker Wedel Jarlsberg as a country leader 
		random = no

		stability_factor = 0.15
		political_power_cost = 0.15
	}

	NOR_queen_of_norway = {
		random = no 

		stability_factor = 0.2
		political_power_cost = -0.05
		consumer_goods_factor = 0.1
	}

	NOR_aristocratic_industrialist = { # For Axel Aubert
		random = no 
		sprite = 10

		neutrality_drift = 0.03
		production_speed_buildings_factor = 0.1
		production_speed_bunker_factor = 0.2
		production_speed_coastal_bunker_factor = 0.2
	}

	NOR_democratic_powerhouse = { #For Martin Tranmael
		random = no 
		sprite = 13

		democratic_drift = 0.08
		stability_factor = 0.15
		war_support_factor = -0.15
	}

	NOR_pacifist_diplomat = { #For Halvdan Koht
		random = no 
		sprite = 13

		war_support_factor = -0.1 
		political_power_gain = 0.15
		opinion_gain_monthly_factor = 0.25
	}

	NOR_shipping_capitalist = { #For Johan Ludwig Mowinckel 
		random = no
		sprite = 10 

		production_speed_dockyard_factor = 0.15
	}

	NOR_stern_communist = {
		random = no
		sprite = 13 

		communism_drift = 0.09
		surrender_limit = 0.2
		political_power_factor = -0.05
	}

	NOR_conciliatory_socialist = {
		random = no
		sprite = 13 

		stability_factor = 0.1
		communism_drift = 0.01
	}

	NOR_communist_agitator = {
		random = no
		sprite = 13 

		communism_drift = 0.1
		resistance_growth_on_our_occupied_states = 0.15
	}

	NOR_radical_trade_unionist = {
		random = no
		sprite = 10 

		communism_drift = 0.05
		production_speed_buildings_factor = 0.1
	}

	NOR_permanent_revolutionary = {
		random = no
		sprite = 13 

		communism_drift = 0.08
		war_stability_factor = -0.1
		non_core_manpower = 0.05
	}

	NOR_fascist_lackey = { # For Quisling (Advisor)
		random = no
		sprite = 13 

		fascism_drift = 0.08
		stability_factor = -0.1
		war_stability_factor = 0.15
		war_support_factor = 0.1
	}

	NOR_fascist_dilettante = { # for Quisling (Country Leader)
		random = no
		sprite = 13 

		fascism_drift = 0.01
		stability_factor = -0.15
		war_support_factor = -0.1
		resistance_decay = -0.15	
	}

	NOR_fascist_landssviker = { # for Quisling (Country Leader)
		random = no
		sprite = 13 

		fascism_drift = 0.012
		stability_factor = -0.15
		war_support_factor = -0.1
		resistance_decay = -0.18

	}

	NOR_ruthless_administrator = {
		random = no
		sprite = 13 

		fascism_drift = 0.12
		stability_factor = 0.15
		resistance_decay = 0.1
	}

	NOR_fascist_judiciary = {
		random = no
		sprite = 13 

		compliance_growth = 0.05
		resistance_growth = -0.1
	}

	NOR_fascist_advocate = {
		random = no
		sprite = 13 

		stability_factor = 0.15
		fascism_drift = 0.03
	}

	NOR_callous_engineer = {
		random = no 
		sprite = 14 

		research_speed_factor = 0.05
		consumer_goods_factor = -0.1
	}

	NOR_tobacco_industrialist = {
		random = no
		sprite = 10  

		war_support_factor = -0.1
		production_speed_infrastructure_factor = 0.2
		production_speed_industrial_complex_factor = 0.15
	}

	NOR_tobacco_industrialist_leader = {
		random = no
		sprite = 10  

		consumer_goods_factor = -0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_industrial_complex_factor = 0.05
	}

	NOR_compliant_politician = {
		random = no
		sprite = 13  

		stability_factor = 0.05
		political_power_factor = 0.1
	}

	NOR_popular_reformer = {
		random = no
		sprite = 13  

		stability_factor = 0.05
		war_support_factor = -0.03
		political_power_factor = 0.05
	}

	NOR_temperate_miners_unionist = {
		random = no
		sprite = 13  

		stability_factor = 0.05
		local_resources_factor = 0.1
	}

	NOR_conservative_businessman = {
		random = no 
		sprite = 10 

		production_speed_buildings_factor = 0.08
		stability_factor = 0.05
		fascism_drift = 0.03
	}

	NOR_germanophile_officer = { # For Jonas Lie 
		random = no
		sprite = 13  

		fascism_drift = 0.03
		war_support_factor = 0.2
		experience_gain_army = 0.1
		resistance_decay = -0.25
		stability_factor = -0.2
	}

	NOR_ruthless_police_captain = { # Prince of Terror equivalent, also for Jonas Lie
		random = no
		sprite = 13

		resistance_damage_to_garrison = -0.15
		foreign_subversive_activites = -0.2
		non_core_manpower = 0.04
		stability_factor = 0.1
		war_support_factor = 0.1
		fascism_drift = 0.02

		ai_will_do = {
			factor = 1
		}
	}

	NOR_pan_germanist_minister = {
		sprite = 13
		random = no
		
		non_core_manpower = 0.02
		war_support_factor = 0.05
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	NOR_commisary_minister = {
		sprite = 13
		random = no
		
		conscription_factor = 0.1
		consumer_goods_factor = -0.05

		ai_will_do = {
			factor = 1
		}
	}

	NOR_fascist_minister_of_supplies = {
		sprite = 13
		random = no
		
		winter_attrition_factor = -0.1
		supply_node_range = 0.15
		supply_combat_penalties_on_core_factor = -0.1
		trade_laws_cost_factor = -0.5

		ai_will_do = {
			factor = 1
		}
	}

	NOR_unionist_railway_director = {
		sprite = 13
		random = no
		
		production_speed_rail_way_factor = 0.15
		production_speed_supply_node_factor = 0.2
		supply_node_range = 0.05
		drift_defence_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	NOR_supplies_commisioner = {
		sprite = 13
		random = no
		
		consumer_goods_factor = -0.1
		winter_attrition_factor = -0.1
		trade_laws_cost_factor = -0.2

		ai_will_do = {
			factor = 1
		}
	}

	NOR_the_womens_front = {
		sprite = 13
		random = no
		
		conscription = 0.02
		communism_drift = 0.06
		research_speed_factor = 0.03

		ai_will_do = {
			factor = 1
		}
	}

	NOR_clueless_defense_minister = { # For Ljundberg  
		random = no 
		sprite = 14

		land_doctrine_cost_factor = -0.1
		mobilization_laws_cost_factor = 0.75
	}

	NOR_minister_of_agriculture = {
		random = no 
		sprite = 14

		weekly_manpower = 300 
		war_support_factor = -0.05
	}

	###### OFFICER CORPS TRAITS ######

	NOR_defeatist_commander_in_chief = {
		sprite = 5
		random = no
		
		experience_gain_army = @chief_experience_gain_low
		
		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		max_dig_in_factor = 0.1
		dig_in_speed_factor = 0.2
		surrender_limit = -0.2
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}
	
	NOR_hydroelectric_company_trait = {

		country_resource_aluminium = 10 
		production_speed_industrial_complex_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	NOR_nationalized_hydroelectric_company_trait = {

		country_resource_aluminium = 20 
		production_speed_industrial_complex_factor = 0.15
		production_speed_infrastructure_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	NOR_oppportunistic_officer = { # For Sundlo
		random = no
		sprite = 14

		land_doctrine_cost_factor = -0.1
		experience_gain_army_factor = 0.08

		ai_will_do = {
			factor = 1
		}
	}

	NOR_pragmatic_defense_minister = { # For Torp
		random = no
		sprite = 14

		land_doctrine_cost_factor = -0.1
		production_speed_industrial_complex_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	NOR_vigilant_fort_commander = { # For Birger Eriksen (Military High Command)
		random = no
		sprite = 5

		coastal_bunker_effectiveness_factor = 0.05
		land_bunker_effectiveness_factor = 0.1 
		initiative_factor = 0.02

		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	JAN_polarizing_leader = {
		random = no 

		naval_invasion_prep_speed = 0.15
		naval_critical_score_chance_factor = 0.15
		weekly_manpower = 500
		justify_war_goal_time = -0.5
		base_fuel_gain_factor = 1
		production_speed_buildings_factor = 0.2 
		research_speed_factor = 0.1
		production_factory_max_efficiency_factor = 0.1
		production_factory_efficiency_gain_factor = 0.3
		production_lack_of_resource_penalty_factor = -0.5
	}

	JUNO_emergency_powers = {
		random = no
		consumer_goods_factor = -0.1
		production_speed_arms_factory_factor = 0.05
		production_speed_dockyard_factor = 0.05

	}


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

	inventive_genius = {
		random = no

		political_power_gain = 0.05
		opinion_gain_monthly_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	industrial_steel_mills_trait = {

		country_resource_steel = 10 

		ai_will_do = {
			factor = 1
		}
	}

	oil_extraction_company_trait = {

		country_resource_oil = 20 

		ai_will_do = {
			factor = 1
		}
	}

	######################
	#######AUSTRIA########
	######################

	#country leader traits

	

	AUS_under_german_pressure = {
		random = no #Schuschnigg's starting trait

		fascism_acceptance = 50
		fascism_drift = 0.03
		stability_factor = -0.1
		surrender_limit = -0.15
	}

	AUS_embraced_fascism = {
		random = no #Schuschnigg's fascist trait

		fascism_acceptance = 50
		fascism_drift = 0.03
		war_support_factor = 0.05
		surrender_limit = 0.1

	}

	AUS_abolished_austrofascism = {
		random = no #Schuschnigg's democratic trait

		neutrality_drift = 0.03
		democratic_drift = 0.05
		stability_factor = 0.05
		surrender_limit = 0.1

	}


	AUS_protector_of_austrian_independence = {
		random = no #trait to give the democratically elected leader of austria. for Vinzenz Schumy and Karl Renner, this is addad, they still keep their old traits, for Schuschnigg this replaces his old trait as they would be opposites

		democratic_drift = 0.02
		stability_factor = 0.05
		surrender_limit = 0.25
		war_stability_factor = 0.25
		army_core_defence_factor = 0.02
	}

	AUS_right_wing_democrat = {
		random = no #this is vinzenz schumy's leader trait

		democratic_drift = 0.05
		fascism_drift = 0.03
		stability_factor = 0.05
		drift_defence_factor = 0.25
	}

	AUS_king_of_austria = {
		random = no #given to either Otto or Ernst Rüdiger Starhemberg in AUS_bring_back_the_habsburg_rule

		political_power_factor = 0.1
		neutrality_drift = 0.03
		stability_factor = 0.05
		war_support_factor = 0.05
		conscription = 0.005
	}

	AUS_king_of_liechtenstein = {
		random = no #given to Alois of Liechtenstein if he becomes king

		political_power_factor = 0.1
		neutrality_drift = 0.03
		stability_factor = 0.05
		war_support_factor = 0.05
		conscription = 0.005
	}

	AUS_elizabeth = {
		random = no #this is Johann Hiedler

		targeted_modifier = {
			tag = ENG
			compliance_growth = 0.01
		}
	}

	AUS_fascist_propaganda_artist = {
		fascism_drift = 0.05
		drift_defence_factor = 0.15
	}

	AUS_fascist_prince_of_starhemberg = {
		random = no #this is only for Ernst Rudiger Starhemberg

		neutrality_drift = 0.03
		fascism_drift = 0.05
		war_support_factor = 0.1
		modifier_army_sub_unit_militia_attack_factor = 0.05
		conscription = 0.005
		
	}

	#advisor traits

	AUS_putschminister = {
		random = no #only for Franz Winkler
		sprite = 18

		modifier_army_sub_unit_militia_attack_factor = 0.2
		modifier_army_sub_unit_militia_defence_factor = 0.2
		army_core_defence_factor = 0.1
	}

	AUS_prince_of_starhemberg = {
		random = no #this is only for Ernst Rudiger Starhemberg
		sprite = 13

		neutrality_drift = 0.03
		fascism_drift = 0.02
		war_support_factor = 0.05
	}

	AUS_fascist_writer = {
		random = no
		sprite = 13

		fascism_drift = 0.03
		war_support_factor = 0.05
		stability_factor = 0.05
	}

	AUS_minister_of_education = {
		random = no
		sprite = 14

		research_speed_factor = 0.06
	}

	AUS_younger_prince_of_liechtenstein = {
		random = no #this is johannes of liechtenstein
		sprite = 13

		neutrality_drift = 0.03
		war_support_factor = 0.05
		weekly_manpower = 20
		industrial_capacity_dockyard = 0.1
	}

	AUS_older_prince_of_liechtenstein = {
		random = no #this is alois of liechtenstein
		sprite = 13

		neutrality_drift = 0.03
		research_speed_factor = 0.05
		stability_factor = 0.03
		consumer_goods_factor = 0.15
	}

	AUS_secretive_priest = {
		random = no #this is heinrich maier
		sprite = 15

		operative_slot = 1
		agency_upgrade_time = -0.2
		civilian_intel_factor = 0.2
		democratic_drift = 0.02
		communism_drift = 0.02
	}

	AUS_financier_of_fascism = {
		random = no #viktor kienbock's trait
		sprite = 13

		economy_cost_factor = -0.25
		trade_laws_cost_factor = -0.1
		consumer_goods_factor = -0.1
		fascism_drift = 0.02
	}

	AUS_ruthless_university_rector = {
		random = no #karl polheim
		sprite = 14

		research_speed_factor = 0.05
		fascism_drift = 0.02
	}

	AUS_meticulous_lawyer = {
		random = no
		sprite = 13

		drift_defence_factor = 0.1
		democratic_drift = 0.02
		communism_drift = 0.01
		stability_factor = 0.05
	}

	AUS_fascist_cardinal = {
		random = no #this is innitzer
		sprite = 13

		fascism_drift = 0.05
		stability_factor = -0.05
		war_support_factor = 0.03
	}

	AUS_no_longer_fascist_cardinal = {
		random = no #this is innitzer after he switches sides
		sprite = 13

		fascism_drift = -0.02
		stability_factor = 0.05
		war_support_factor = -0.03
	}

	AUS_resourceful_princess = {
		random = no #this is elizabeth von gutmann
		sprite = 10

		local_resources_factor = 0.15
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_arms_factory_factor = 0.05
	}

	AUS_the_red_helper = {
		random = no #malke schorr's trait
		sprite = 12

		weekly_manpower = 30
		communism_drift = 0.03

	}

	AUS_communist_lawyer = {
		random = no 
		sprite = 13

		trade_laws_cost_factor = -0.1
		mobilization_laws_cost_factor = -0.1
		economy_cost_factor = -0.1
		communism_drift = 0.03

	}

	AUS_communist_revolutionary = {
		random = no
		sprite = 12

		communism_drift = 0.05
		war_support_factor = 0.05
		modifier_army_sub_unit_militia_attack_factor = 0.1
	}

	AUS_reknowned_architecht = {
		random = no
		sprite = 13

		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_synthetic_refinery_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		industrial_capacity_factory = 0.15
	}

	AUS_the_father_of_austromarxism = {
		random = no
		sprite = 13

		communism_drift = 0.03
		democratic_drift = 0.02
		stability_factor = 0.1
		industrial_capacity_factory = 0.1
	}

	AUS_vocal_german_unionist = {
		random = no
		sprite = 13

		neutrality_drift = 0.05
		stability_factor = -0.1
		political_power_factor = -0.15
		conscription_factor = 0.1 #to make it less bad to have him, the ratio is lowered, but you can train more troops, not to keep up, but to maybe stall
		industrial_capacity_factory = 0.05
	}

	AUS_vocal_german_unionist_fascism = {
		random = no
		sprite = 13

		fascism_drift = 0.05
		stability_factor = -0.1
		political_power_factor = -0.15
		conscription_factor = 0.1 #to make it less bad to have him, the ratio is lowered, but you can train more troops, not to keep up, but to maybe stall
		industrial_capacity_factory = 0.05
	}

	LUX_vocal_pan_germanist = {
		random = no
		sprite = 13

		fascism_drift = 0.1
		stability_factor = -0.1
		war_support_factor = 0.05
		conscription_factor = 0.1 
	}

	AUS_treasurer_of_the_monarchy = {
		sprite = 10
		random = no
		consumer_goods_factor = -0.15
		neutrality_drift = 0.03

		ai_will_do = {
			factor = 2
		}
	}

	AUS_veteran_head_of_agency = {
		random = no
		sprite = 15

		army_intel_decryption_bonus = 5 #I know this looks weird, but this amounts to 5%. The wiki says otherwise, but it is a filthy LIAR
		civilian_intel_decryption_bonus = 5
	}

	AUS_overseer_of_rearmament = {
		sprite = 13
		random = no
		war_support_factor = -0.1
		democratic_drift = 0.05

		ai_will_do = {
			factor = 2
		}
	}

	habsburg_eu_delegate = {
		random = no
		sprite = 13

		faction_trade_opinion_factor = 0.25
		opinion_gain_monthly_factor = 0.15
		consumer_goods_factor = -0.1
		stability_factor = 0.05
		political_power_factor = 0.05
	}

	######################
	#######BELGIUM########
	######################

	### Industrial Traits

	steelworks_and_machining_trait = {

		random = no
		country_resource_steel = 12
		production_speed_rail_way_factor = 0.10
		equipment_bonus = {
			train_equipment = {
				instant = yes
				build_cost_ic = -0.20
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	energy_company_trait = {

		country_resource_oil = 10 

		ai_will_do = {
			factor = 1
		}
	}

	banking_magnate_trait = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	### BELGIAN CHARACTERS ###

	### Belgian Country Leaders ###

	#Pierlot
	BEL_determined_prime_minister = { 
		sprite = 10
		random = no
		surrender_limit = 0.1
		war_support_factor = 0.1
		democratic_drift = 0.05
	}	

	#Van Zeeland
	BEL_corrupt_old_guard = { 
		sprite = 10
		random = no
		stability_factor = 0.05
		consumer_goods_factor = 0.1
		drift_defence_factor = 0.25
	}	

	#Janson
	BEL_royal_appointee = { 
		sprite = 10
		random = no
		stability_factor = 0.05
	}	

	#Spaak - PM
	BEL_diplomatic_titan = { 
		sprite = 10
		random = no
		resource_trade_cost_bonus_per_factory = 2
		communism_drift = 0.01
	}	

	#Vandervelde
	BEL_le_patron = { 
		sprite = 10
		random = no
		communism_drift = 0.01
		fascism_drift = -0.01
		join_faction_tension = -0.2
		guarantee_tension = -0.2
	}	

	#Degrelle - Prime Minister
	BEL_belgian_inquisitor = { 
		sprite = 10
		random = no
		fascism_drift = 0.03
		war_support_factor = 0.05
	}	

	#Degrelle - Regent
	BEL_belgian_fuhrer = { 
		sprite = 10
		random = no
		fascism_drift = 0.05
		war_support_factor = 0.10
	}

	#de Man
	BEL_man_with_a_plan_leader = { 
		sprite = 10
		random = no
		communism_drift = 0.03
		production_factory_efficiency_gain_factor = 0.1
		production_factory_max_efficiency_factor = 0.1
	}	

	#Leopold - King of the Belgians Trait
	BEL_leopold_king_of_the_belgians = { 
		sprite = 10
		random = no
		stability_factor = 0.10
		conscription_factor = 0.15
		neutrality_drift = 0.01
		army_core_defence_factor = 0.1
	}		

	#Leopold - Prisoner-King post surrender
	BEL_leopold_prisoner_king = { 
		sprite = 10
		random = no
		stability_factor = 0.10
		neutrality_drift = 0.03
	}

	#Leopold - Unknown Sympathies
	BEL_leopold_unknown_sympathies = { 
		sprite = 10
		random = no
		stability_factor = -0.10
		war_support_factor = -0.10
		political_power_gain = 0.2
		neutrality_drift = 0.01
	}

	#Charles - Regent
	BEL_royal_regent = { 
		sprite = 10
		random = no
		stability_factor = 0.1
		political_power_gain = 0.1
	}	

	#Charles - Quiet Royal
	BEL_quiet_royal = { 
		sprite = 13
		random = no
		stability_factor = 0.05
		political_power_gain = 0.1
	}	

	BEL_charles_king_of_belgians = { #Charles Count of Flanders king trait
		sprite = 10
		random = no
		stability_factor = 0.15
		political_power_gain = 0.15
		party_popularity_stability_factor = 0.25
		opinion_gain_monthly_factor = 0.25
	}

	BEL_democratic_homecoming_trait = {
		sprite = 10
		random = no
		stability_factor = 0.15
		democratic_drift = 0.03
		party_popularity_stability_factor = 0.25
		political_power_factor = 0.15
		drift_defence_factor = 0.25
	}

	### Belgian Advisors ###

	#Spaak - Advisor 
	BEL_canny_diplomat = { 
		sprite = 13
		random = no
		resource_trade_cost_bonus_per_factory = 1
		communism_drift = 0.01
		trade_opinion_factor = 0.1
		opinion_gain_monthly_factor = 0.05
		opinion_gain_monthly_same_ideology_factor = 0.1
	}	

	#de Man - Advisor
	BEL_man_with_a_plan = { 
		sprite = 10
		random = no
		communism_drift = 0.01
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
	}

	#Degrelle
	BEL_fascist_firebrand = { 
		sprite = 10
		random = no
		fascism_drift = 0.10
		war_support_factor = 0.05
	}

	#Dewe
	BEL_illusive_mastermind = { 
		sprite = 15
		random = no
		operative_slot = 2
		agency_upgrade_time = -0.2
		civilian_intel_factor = 0.05
		army_intel_factor = 0.05
		navy_intel_factor = 0.05
		airforce_intel_factor = 0.05
	}

	#Sengier
	BEL_uranium_magnate = { 
		sprite = 10
		random = no
		sp_tag_nuclear_warfare_speed_factor = 0.1
		sp_tag_nuclear_power_speed_factor = 0.15
		local_resources_factor = 0.1
		production_speed_nuclear_reactor_factor = 0.1
	}

	#Marchienne
	BEL_ambassador_to_london = { 
		sprite = 13
		random = no
		democratic_drift = 0.08
		war_support_factor = 0.05
	}

	#Vleeschauwer
	BEL_minister_of_colonies = { 
		sprite = 13
		random = no
		political_power_factor = -0.05
		war_support_factor = 0.05
		autonomy_gain_trade_factor = -0.25
		autonomy_gain_warscore_factor = -0.15
	}

	#Burgen
	BEL_mobilization_proponent = { 
		sprite = 5
		random = no
		mobilization_speed = 0.20
		conscription_factor = 0.05
	}

	#Deveze
	BEL_minister_of_national_defence_deveze = { 
		sprite = 9
		random = no
		army_core_attack_factor = 0.1
		army_org_factor = 0.05
	}

	#Nuyten
	BEL_minister_of_national_defence_nuyten = { 
		sprite = 9
		random = no
		army_core_defence_factor = 0.1
		dig_in_speed_factor = 0.1
		special_forces_cap_flat = 6
		local_intel_to_enemies = 0.1
	}

	#Saive
	BEL_arms_designer = { 
		sprite = 10
		random = no
		industrial_capacity_factory = 0.05
		research_speed_factor = 0.05
		military_industrial_organization_funds_gain = 0.1
	}

	BEL_arms_designer_no_aat = { 
		sprite = 10
		random = no
		industrial_capacity_factory = 0.05
		research_speed_factor = 0.05
		materiel_manufacturer_cost_factor = -0.1
	}

	#################################
	#################################
	#### GERMANY GÖTTERDÄMMERUNG ####
	#################################
	#################################

	#COMPANIES

	GER_organization_todt_trait = {
		random = no

		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_arms_factory_factor = 0.05 
		production_speed_bunker_factor = 0.1
		production_speed_coastal_bunker_factor = 0.05
	}

	GER_organization_todt_improved_trait = {
		random = no

		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		production_speed_bunker_factor = 0.1
		production_speed_coastal_bunker_factor = 0.05
		global_building_slots = 1
	}

	GER_philipp_holzmann_trait = {
		random = no

		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_industrial_complex_factor = 0.05
		production_speed_bunker_factor = 0.05
		production_speed_coastal_bunker_factor = 0.1
	}

	GER_philipp_holzmann_trait_improved = {
		random = no

		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_industrial_complex_factor = 0.05
		production_speed_bunker_factor = 0.05
		production_speed_coastal_bunker_factor = 0.1

		military_industrial_organization_policy_cost = -0.75
		military_industrial_organization_design_team_assign_cost = -0.5
		military_industrial_organization_industrial_manufacturer_assign_cost = -0.5
	}

	GER_philipp_holzmann_trait_improved_no_aat = {
		random = no

		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_industrial_complex_factor = 0.05
		production_speed_bunker_factor = 0.05
		production_speed_coastal_bunker_factor = 0.1

		tank_manufacturer_cost_factor = -0.35
		materiel_manufacturer_cost_factor = -0.35
		aircraft_manufacturer_cost_factor = -0.35
		naval_manufacturer_cost_factor = -0.35
	}

	GER_reichswerke_conglomerate = {
		random = no

		consumer_goods_factor = 0.05 #yes, this is actually a penalty
		local_resources_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.15

		equipment_bonus = {
			infantry_equipment = {
				build_cost_ic = -0.05
				instant = yes
			}
			artillery = {
				build_cost_ic = -0.05
				instant = yes
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	#ADVISORS
	GER_mefo_bills_architect = { #Schacht
		sprite = 10
		random = no
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
		consumer_goods_factor = -0.1
	}

	GER_reich_minister_of_economy = { #Funk 
		sprite = 10
		random = no
		consumer_goods_factor = -0.1
		production_speed_supply_node_factor = 0.15
		production_lack_of_resource_penalty_factor = -0.05
		industry_free_repair_factor = 0.15
	}

	GER_director_reich_security = { #Himmler - Gestapo
		sprite = 13
		random = no
		resistance_damage_to_garrison = -0.25
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.02
		subversive_activites_upkeep = -0.25
	}

	GER_reichsfuhrer_ss = { #Himmler
		sprite = 13
		random = no
		resistance_damage_to_garrison = -0.25
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.05
		resistance_growth = -0.1
	}

	GER_reich_minister_of_propaganda = { #Goebbels
		sprite = 13
		random = no
		war_support_factor = 0.05
		fascism_drift = 0.1
	}

	GER_reich_minister_of_propaganda_improved = { #Goebbels
		sprite = 13
		random = no
		war_support_factor = 0.05
		fascism_drift = 0.1
		surrender_limit = 0.1
		offensive_war_stability_factor = 0.1
		defensive_war_stability_factor = 0.1
	}

	GER_first_among_equals = { #Hess 
		sprite = 13
		random = no
		opinion_gain_monthly_same_ideology_factor = 1
		political_power_factor = 0.1
	}

	GER_party_chancellor = { #Hess
		sprite = 13
		random = no
		opinion_gain_monthly_same_ideology_factor = 1
		political_power_factor = 0.1
	}

	GER_secretary_to_the_fuhrer = { #Bormann 
		sprite = 13
		random = no
		political_advisor_cost_factor = -0.1
		political_power_factor = 0.1
	}

	GER_brown_eminence = { #Bormann 
		sprite = 13
		random = no
		political_advisor_cost_factor = -0.15
		political_power_factor = 0.1
		consumer_goods_factor = -0.05
	}

	GER_reich_architect = { #Speer
		sprite = 10
		random = no
		production_speed_buildings_factor = 0.05
		fascism_drift = 0.01
		#global_building_slots = 1
		#Cost reduction to industrial concerns?
	}

	GER_reich_minister_of_armaments_speer = { #Speer
		sprite = 10
		random = no
		production_speed_buildings_factor = 0.05
		fascism_drift = 0.01
		#global_building_slots = 1
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
		#MIO research boost or something with AAT?
	}

	GER_reich_engineer = { #Todt
		sprite = 10
		random = no
		#production_speed_bunker_factor = 0.1
		#production_speed_coastal_bunker_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
	}

	GER_reich_minister_of_armaments_todt = { #Todt
		sprite = 10
		random = no
		#production_speed_bunker_factor = 0.1
		#production_speed_coastal_bunker_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
	}

	GER_overseer_four_year_plan  = { #Göring 
		sprite = 10
		random = no
		local_resources_factor = 0.05
		political_power_factor = 0.05
		#production_lack_of_resource_penalty_factor = -0.05?
		#industry_free_repair_factor = 0.15?
	}

	GER_four_year_plan_plenipotentiary = { #Göring 
		sprite = 10
		random = no
		local_resources_factor = 0.05
		political_power_factor = 0.05
		#production_lack_of_resource_penalty_factor = -0.05?
		#industry_free_repair_factor = 0.15?
		production_factory_max_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
		line_change_production_efficiency_factor = 0.05
	}
	
	GER_reich_marshal = { #Göring - as Chief of Air
		random = no
		sprite = 2
		#air_chief_ground_support_1
		army_bonus_air_superiority_factor = 0.05
		experience_gain_air = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		equipment_bonus = {
			medium_plane_airframe = {
				build_cost_ic = -0.025
				instant = yes
			}
			large_plane_airframe = {
				build_cost_ic = -0.025
				instant = yes
			}
			small_plane_airframe = {
				build_cost_ic = -0.025
				instant = yes
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	GER_reich_minister_foreign_affairs_neurath = { #von Neurath
		random = no
		sprite = 13
		improve_relations_maintain_cost_factor = -0.5
		trade_opinion_factor = 0.10
		subjects_autonomy_gain = -0.1
		compliance_growth = 0.01
		foreign_subversive_activites = -0.25

		ai_will_do = {
			factor = 1
		}
	}

	GER_reich_minister_foreign_affairs_ribbentrop = { #Ribbentrop
		random = no
		sprite = 13
		subversive_activites_upkeep = -0.25
		drift_defence_factor = 0.25
		justify_war_goal_time = -0.15
		faction_trade_opinion_factor = 0.1
		opinion_gain_monthly_same_ideology = 5

		ai_will_do = {
			factor = 1
		}
	}

	GER_adaptive_engineer = { #Becker
		sprite = 10
		random = no

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		equipment_conversion_speed = 0.1
		equipment_capture_factor = 0.05
		conversion_cost_civ_to_mil_factor = -0.15
	}

	GER_head_of_the_missile_department = { #Dornberger (MHC) --> WARNING - Changes here require updating the tooltip GER_wunderwaffe_dornberger_trait_tt
		sprite = 2
		random = no

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		specialization_air_speed_factor = 0.1
		specialization_land_speed_factor = 0.1
	}

	GER_head_of_experimental_weapons = { #Dornberger (MHC) --> WARNING - Changes here require updating the tooltip GER_wunderwaffe_dornberger_trait_tt
		sprite = 2
		random = no

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		specialization_land_speed_factor = 0.1
		specialization_air_speed_factor = 0.1
		specialization_naval_speed_factor = 0.1
		specialization_nuclear_speed_factor = 0.1
		special_project_facility_supply_consumption_factor = -0.1
	}

	GER_minister_of_the_colonies = { #Adolf Freidrich of Mecklenburg
		random = no
		sprite = 13
		political_power_factor = 0.05
		non_core_manpower = 0.02
		resistance_garrison_penetration_chance = -0.1
	}

	GER_minister_of_the_colonies_2 = { #Adolf Freidrich of Mecklenburg Upgrade
		random = no
		sprite = 13
		political_power_factor = 0.08
		non_core_manpower = 0.03
		resistance_garrison_penetration_chance = -0.1
		resistance_growth = -0.05
		modifier_army_sub_unit_militia_max_org_factor = 0.1
	}

	GER_monarchist_jurist = { #Wilhelm von Gayl
		random = no
		sprite = 13
		political_power_factor = 0.05
		stability_factor = 0.05
		weekly_casualties_war_support = 0.001
		offensive_war_stability_factor = 0.05
		defensive_war_stability_factor = 0.05
	}

	GER_minister_of_agriculture = { #Andreas Hermes
		random = no
		sprite = 13
		out_of_supply_factor = -0.1
		monthly_population = 0.1
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}

	GER_influential_pastor = { #Dietrich Bonhoeffer
		random = no
		sprite = 13
		political_power_factor = 0.05
		party_popularity_stability_factor = 0.1
		resistance_growth = -0.03
		fascism_drift = -0.05
		communism_drift = -0.03
		communism_acceptance = -25
		fascism_acceptance = -50
	}

	GER_price_commissioner = { #Goerdeler
		random = no
		sprite = 10
		production_lack_of_resource_penalty_factor = -0.05
		local_resources_factor = 0.05
		trade_opinion_factor = 0.15
		consumer_goods_factor = -0.05
	}

	GER_staunch_socialist = { #Schumacher
		random = no
		sprite = 13
		production_factory_efficiency_gain_factor = 0.05
		political_power_factor = 0.05
		democratic_drift = 0.1
		communism_acceptance = -25
		fascism_acceptance = -25
	}

	GER_former_reichsbank_president = { #Luther
		random = no
		sprite = 10
		production_speed_infrastructure_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
		consumer_goods_factor = -0.1
	}

	GER_seasoned_socialist_resistance_fighter = { #Bernhard Bästlein
		random = no
		sprite = 13
		army_core_defence_factor = 0.05
		conscription_factor = 0.05
	}

	GER_revolutionary_nationalist = { #Otto Strasser
		random = no
		sprite = 13 

		democratic_drift = -0.05
		neutrality_drift = -0.05
		fascism_acceptance = -20
		consumer_goods_factor = -0.1
		war_support_factor = 0.05
	}

	GER_revolutionary_nationalist_advisor = { #Otto Strasser
		random = no
		sprite = 13 

		fascism_drift = 0.12
		war_support_factor = 0.05
	}

	GER_inflexible_communist_organizer = { #Ulbricht
		random = no
		sprite = 13 

		communism_drift = 0.05
		political_power_factor = 0.1
	}

	GER_staunch_stalinist = { #Ulbricht upgrade
		random = no
		sprite = 13 

		communism_drift = 0.05
		political_power_factor = 0.1
		surrender_limit = 0.1
		production_speed_buildings_factor = 0.05 #Ulbricht pushed for and built the Berlin Wall
		production_factory_efficiency_gain_factor = -0.05
	}

	GER_proletarian_leader = { #Thälmann
		random = no
		sprite = 13 

		communism_drift = 0.1
		political_power_factor = 0.05
	}

	GER_militant_communist = { #Thälmann upgrade
		random = no
		sprite = 13

		communism_drift = 0.1
		political_power_factor = 0.05
		war_support_factor = 0.05
		modifier_army_sub_unit_militia_defence_factor = 0.05
		modifier_army_sub_unit_militia_attack_factor = 0.05
		modifier_army_sub_unit_militia_max_org_factor = 0.05
	}

	GER_workers_educator = { #Duncker
		random = no
		sprite = 13

		compliance_gain = 0.05
		production_factory_efficiency_gain_factor = 0.05
		line_change_production_efficiency_factor = 0.05
	}

	GER_stakhonovite_collectivist1 = { #Thalheimer
		random = no
		sprite = 13

		industrial_capacity_factory = 0.05
		local_resources_factor = 0.05
		production_lack_of_resource_penalty_factor = -0.05
	}

	GER_stakhonovite_collectivist2 = { #Thalheimer Upgrade
		random = no
		sprite = 13

		industrial_capacity_factory = 0.05
		local_resources_factor = 0.05
		production_lack_of_resource_penalty_factor = -0.05
		production_speed_infrastructure_factor = 0.2
		production_speed_industrial_complex_factor = 0.15
	}

	GER_intelligence_coordinator = { #Zaisser
		random = no
		sprite = 15

		operative_slot = 1
		agency_upgrade_time = -0.2
	}

	GER_secretary_of_state_security = { #Zaisser Upgrade
		random = no
		sprite = 15

		operative_slot = 1
		agency_upgrade_time = -0.2
		resistance_damage_to_garrison = -0.2
		foreign_subversive_activites = -0.3
		subversive_activites_upkeep = -0.3
	}

	head_of_the_abwehr = { # Canaris
		random = no
		sprite = 15
		operative_slot = 1
		agency_upgrade_time = -0.2
	}

	head_of_the_abwehr_improved = { # Canaris
		random = no
		sprite = 15
		operative_slot = 2
		agency_upgrade_time = -0.2
		resistance_damage_to_garrison = -0.2
		foreign_subversive_activites = -0.2
		subversive_activites_upkeep = -0.2
	}

	intelligence_service_deputy = { # Oster Upgrade
		random = no
		sprite = 15
		operative_slot = 1
		intelligence_agency_defense = 0.2
		intel_network_gain_factor = 0.2
	}

	GER_iron_maiden = { #Braun
		sprite = 13
		random = no
		war_support_factor = 0.15
		justify_war_goal_time = -0.1
		drift_defence_factor = 0.5
		army_attack_factor = 0.05
		army_defence_factor = 0.05
		army_morale_factor = 0.05
	}

	GER_pragmatic_socialist = { #Grotewahl
		random = no
		sprite = 13 

		political_power_factor = 0.1
		political_advisor_cost_factor = -0.25
		opinion_gain_monthly_factor = 0.1
		stability_factor = 0.1
		democratic_acceptance = 25
		subjects_autonomy_gain = -0.1
	}


	### Military Minister Traits

	# 1 is worst, 3 is best

	army_chief_defensive_1 = { # +5 Defensive efficiency
		sprite = 9
		army_defence_factor = 0.05
		experience_gain_army = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_defensive_2 = { # +10 Defensive efficiency
		sprite = 9
		army_defence_factor = 0.1
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_defensive_3 = { # +15 Defensive efficiency
		sprite = 9
		army_defence_factor = 0.15
		experience_gain_army = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_chief_offensive_1 = { # +5 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.05
		experience_gain_army = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_offensive_2 = { # +10 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.1
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_offensive_3 = { # +15 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.15
		experience_gain_army = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	army_chief_old_guard = { # Rate at which field experience is gained decreases by 10%
		sprite = 18 # Should not need sprite, should mostly be secondary
		experience_gain_army = @chief_experience_gain_high_old_guard
		max_command_power = 25
		political_power_factor = 0.075

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_drill_1 = { # Decreases training time for ground units
		sprite = 18
		training_time_army_factor = -0.05
		experience_gain_army = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}
	
	army_chief_drill_2 = { # Decreases training time for ground units
		sprite = 18
		training_time_army_factor = -0.1
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}
	
	army_chief_drill_3 = { # Decreases training time for ground units
		sprite = 18
		training_time_army_factor = -0.15
		experience_gain_army = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_chief_reform_1 = {
		sprite = 19
		experience_gain_army = @chief_experience_gain_low
		experience_gain_army_factor = 0.05

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_reform_2 = {
		sprite = 19
		experience_gain_army = @chief_experience_gain_medium
		experience_gain_army_factor = 0.1

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_reform_3 = {
		sprite = 19
		experience_gain_army = @chief_experience_gain_high
		experience_gain_army_factor = 0.15

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_chief_organizational_1 = { # Ground units get 4 more Organization
		sprite = 5
		army_org_factor = 0.04
		experience_gain_army = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_organizational_2 = { # Ground units get 8 more Organization
		sprite = 5
		army_org_factor = 0.08
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_organizational_3 = { # Ground units get 12 more Organization
		sprite = 5
		army_org_factor = 0.12
		experience_gain_army = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	army_chief_planning_1 = { #
		sprite = 12
		planning_speed = 0.05
		experience_gain_army = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_planning_2 = { #
		sprite = 12
		planning_speed = 0.10
		experience_gain_army = @chief_experience_gain_medium
		
		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_planning_3 = { #
		sprite = 12
		planning_speed = 0.15
		experience_gain_army = @chief_experience_gain_high
		
		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	army_chief_morale_1 = { # Ground units get 4 more Morale
		sprite = 12
		#out_of_supply_factor = -0.03		
		army_morale_factor = 0.04
		experience_gain_army = @chief_experience_gain_low
		
		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_morale_2 = { # Ground units get 8 more Morale
		sprite = 12
		#out_of_supply_factor = -0.06		
		army_morale_factor = 0.08
		experience_gain_army = @chief_experience_gain_medium
		
		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_morale_3 = { # Ground units get 12 more Morale
		sprite = 12
		#out_of_supply_factor = -0.09
		army_morale_factor = 0.12
		experience_gain_army = @chief_experience_gain_high
		
		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_chief_maneuver_1 = { # Ground units move 5% faster
		sprite = 5
		army_speed_factor = 0.05
		experience_gain_army = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_maneuver_2 = { # Ground units move 10% faster
		sprite = 5
		army_speed_factor = 0.1
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_maneuver_3 = { # Ground units move 15% faster
		sprite = 5
		army_speed_factor = 0.15
		experience_gain_army = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	army_chief_entrenchment_1 = {
		sprite = 5
		max_dig_in = 3
		mobilization_speed = -0.02
		experience_gain_army = @chief_experience_gain_low
		
		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_entrenchment_2 = {
		sprite = 5
		max_dig_in = 5
		mobilization_speed = -0.04
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_entrenchment_3 = {
		sprite = 5
		max_dig_in = 7
		mobilization_speed = -0.06
		experience_gain_army = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}
	
	
	army_entrenchment_1 = { # Ground units entrench n% faster
		sprite = 9
		dig_in_speed_factor = 0.08
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_entrenchment_2 = { # Ground units entrench 8% faster
		sprite = 9
		dig_in_speed_factor = 0.16
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_entrenchment_3 = { # Ground units entrench 12% faster
		sprite = 9
		dig_in_speed_factor = 0.24
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_armored_1 = { # +4 armor efficiency
		sprite = 8
		army_armor_attack_factor = 0.05
	    army_armor_defence_factor = 0.05
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_armored_2 = { # +8 armor efficiency
		sprite = 8
		army_armor_attack_factor = 0.1
	    army_armor_defence_factor = 0.1
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_armored_3 = { # +12 armor efficiency
		sprite = 8
		army_armor_attack_factor = 0.15
	    army_armor_defence_factor = 0.15
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_artillery_1 = { # +4 artillery efficiency
		sprite = 16
		army_artillery_attack_factor = 0.1
		army_artillery_defence_factor = 0.05
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_artillery_2 = { # +8 artillery efficiency
		sprite = 16
		army_artillery_attack_factor = 0.15
		army_artillery_defence_factor = 0.1
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_artillery_3 = { # +12 artillery efficiency
		sprite = 16
		army_artillery_attack_factor = 0.2
		army_artillery_defence_factor = 0.15
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_infantry_1 = { # +4 infantry efficiency
		sprite = 5
		army_infantry_attack_factor = 0.05
		army_infantry_defence_factor = 0.1
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_infantry_2 = { # +8 infantry efficiency
		sprite = 5
		army_infantry_attack_factor = 0.1
		army_infantry_defence_factor = 0.15
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_infantry_3 = { # +12 infantry efficiency
		sprite = 5
		army_infantry_attack_factor = 0.15
		army_infantry_defence_factor = 0.2
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 4
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_commando_1 = { # +4 paratrooper/marine/mountain efficiency
		sprite = 5
		special_forces_attack_factor = 0.05
		special_forces_cap_flat = 3
		special_forces_out_of_supply_factor = -0.02
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_commando_2 = { # +8 paratrooper/marine/mountain efficiency
		sprite = 5		
		special_forces_attack_factor = 0.10
		special_forces_cap_flat = 6
		special_forces_out_of_supply_factor = -0.05
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_commando_3 = { # +12 paratrooper/marine/mountain efficiency
		sprite = 5		
		special_forces_attack_factor = 0.15
		special_forces_cap_flat = 10
		special_forces_out_of_supply_factor = -0.1
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_cavalry_1 = { # +4 cavalry/motorized efficiency
		sprite = 17
		cavalry_attack_factor = 0.05
		cavalry_defence_factor = 0.05
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}
	
	army_cavalry_2 = { # +8 cavalry/motorized efficiency
		sprite = 17
		cavalry_attack_factor = 0.1
		cavalry_defence_factor = 0.1
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}
	
	army_cavalry_3 = { # +12 cavalry/motorized efficiency
		sprite = 17
		cavalry_attack_factor = 0.15
		cavalry_defence_factor = 0.15
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}
	army_CombinedArms_1 = { # +4 cavalry/motorized efficiency
		sprite = 8
		motorized_attack_factor = 0.05
		motorized_defence_factor = 0.05
		mechanized_attack_factor = 0.05
		mechanized_defence_factor = 0.05
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}
	
	army_CombinedArms_2 = { # +8 cavalry/motorized efficiency
		sprite = 8
		motorized_attack_factor = 0.1
		motorized_defence_factor = 0.1
		mechanized_attack_factor = 0.1
		mechanized_defence_factor = 0.1
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}
	
	army_CombinedArms_3 = { # +12 cavalry/motorized efficiency
		sprite = 8
		motorized_attack_factor = 0.15
		motorized_defence_factor = 0.15
		mechanized_attack_factor = 0.15
		mechanized_defence_factor = 0.15
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 4
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	army_regrouping_1 = { # Org regenerates 4% faster
		sprite = 5
		army_morale_factor = 0.04
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_regrouping_2 = { # Org regenerates 8% faster
		sprite = 5
		army_morale_factor = 0.08
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_regrouping_3 = { # Org regenerates 12% faster
		sprite = 5
		army_morale_factor = 0.12
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_concealment_1 = { # Ground units take less damage from air attacks
		sprite = 9
		enemy_army_bonus_air_superiority_factor = -0.05
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_concealment_2 = { # Ground units take less damage from air attacks
		sprite = 9
		enemy_army_bonus_air_superiority_factor = -0.10
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_concealment_3 = { # Ground units take less damage from air attacks
		sprite = 9
		enemy_army_bonus_air_superiority_factor = -0.15
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_logistics_1 = {  # Ground units suffer 4% less attrition
		sprite = 6
		attrition = -0.04
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_logistics_2 = {  # Ground units suffer 8% less attrition
		sprite = 6
		attrition = -0.08
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 4
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_logistics_3 = {  # Ground units suffer 12% less attrition
		sprite = 6
		attrition = -0.12
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 6
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	army_radio_intelligence_1 = {
		random = no
		sprite = 15
		civilian_intel_factor = 0.03
		army_intel_factor = 0.03
		navy_intel_factor = 0.03
		airforce_intel_factor = 0.03		
		initiative_factor = 0.02

		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_radio_intelligence_2 = {
		random = no
		sprite = 15
		civilian_intel_factor = 0.06
		army_intel_factor = 0.06
		navy_intel_factor = 0.06
		airforce_intel_factor = 0.06		
		initiative_factor = 0.04

		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = 4
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_radio_intelligence_3 = {
		random = no
		sprite = 15
		civilian_intel_factor = 0.09
		army_intel_factor = 0.09
		navy_intel_factor = 0.09
		airforce_intel_factor = 0.09		
		initiative_factor = 0.06

		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = 6
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_german_ground_commander = { #FIN-specific, considered Genius (tier 3)
		sprite = 5
		amphibious_invasion = 0.1
		paradrop_organization_factor = 0.1
		army_infantry_attack_factor = 0.05
		max_command_power = 60

		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_chief_reform_1 = {  # Rate at which air experience is gained increases by 5%
		sprite = 19
		experience_gain_air = @chief_experience_gain_low
		experience_gain_air_factor = 0.05

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_chief_reform_2 = {  # Rate at which air experience is gained increases by 10%
		sprite = 19
		experience_gain_air = @chief_experience_gain_medium
		experience_gain_air_factor = 0.10

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_chief_reform_3 = {  # Rate at which air experience is gained increases by 15%
		sprite = 19
		experience_gain_air = @chief_experience_gain_high
		experience_gain_air_factor = 0.15

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_chief_safety_1 = {  # Rate of air accidents reduced by 5%
		sprite = 1
		air_accidents_factor = -0.05
		experience_gain_air = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_chief_safety_2 = {  # Rate of air accidents reduced by 10%
		sprite = 1
		air_accidents_factor = -0.1
		experience_gain_air = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_chief_safety_3 = {  # Rate of air accidents reduced by 15%
		sprite = 1
		air_accidents_factor = -0.15
		experience_gain_air = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	air_chief_old_guard = {
		sprite = 18
		experience_gain_air = @chief_experience_gain_medium
		max_command_power = 20
		political_power_factor = 0.075
		
		ai_will_do = {
			factor = 0.25
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_chief_night_operations_1 = {
		sprite = 1
		air_night_penalty = -0.1
		experience_gain_air = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_chief_night_operations_2 = {
		sprite = 1
		air_night_penalty = -0.2
		experience_gain_air = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_chief_night_operations_3 = {
		sprite = 1
		air_night_penalty = -0.3
		experience_gain_air = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_chief_ground_support_1 = {  # Air superiority impact on land units improved by 5%
		sprite = 2
		army_bonus_air_superiority_factor = 0.05
		experience_gain_air = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_chief_ground_support_2 = {  # Air superiority impact on land units improved by 10%
		sprite = 2
		army_bonus_air_superiority_factor = 0.1
		experience_gain_air = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_chief_ground_support_3 = {  # Air superiority impact on land units improved by 15%
		sprite = 2
		army_bonus_air_superiority_factor = 0.15
		experience_gain_air = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	# using factor in stead of values because it is applied in ALL weathers (means bonus in good weather)
	air_chief_all_weather_1 = {  # +5 bad weather air efficiency
		sprite = 1
		air_weather_penalty = -0.1
		experience_gain_air = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_chief_all_weather_2 = {  # +10 bad weather air efficiency
		sprite = 1
		air_weather_penalty = -0.2
		experience_gain_air = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_chief_all_weather_3 = {  # +15 bad weather air efficiency
		sprite = 1
		air_weather_penalty = -0.3
		experience_gain_air = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_air_combat_training_1 = {  # Chance of ace generating is increased by 5%
		sprite = 1
		air_ace_generation_chance_factor = 0.05
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_air_combat_training_2 = {  # Chance of ace generating is increased by 10%
		sprite = 1
		air_ace_generation_chance_factor = 0.1
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_air_combat_training_3 = {  # Chance of ace generating is increased by 15%
		sprite = 1
		air_ace_generation_chance_factor = 0.15
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	# Guesstimation of what % increased efficiency might look like
	air_naval_strike_1 = { # Naval Strike mission efficiency increased by 4%
		sprite = 2
		naval_strike_attack_factor = 0.02
		naval_strike_targetting_factor = 0.02
		naval_strike_agility_factor = 0.02
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_naval_strike_2 = { # Naval Strike mission efficiency increased by 8%
		sprite = 2
		naval_strike_attack_factor = 0.03
		naval_strike_targetting_factor = 0.03
		naval_strike_agility_factor = 0.03
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_naval_strike_3 = { # Naval Strike mission efficiency increased by 12%
		sprite = 2
		naval_strike_attack_factor = 0.05
		naval_strike_targetting_factor = 0.05
		naval_strike_agility_factor = 0.05
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_bomber_interception_1 = {
		sprite = 1
		air_intercept_efficiency = 0.05
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_bomber_interception_2 = { # Bomber Interception mission efficiency increased by 8%
		sprite = 1
		air_intercept_efficiency = 0.10
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_bomber_interception_3 = { # Bomber Interception mission efficiency increased by 12%
		sprite = 1
		air_intercept_efficiency = 0.15
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_air_superiority_1 = { # Air Superiority mission efficiency increased by 4%
		sprite = 1
		air_superiority_efficiency = 0.05
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_air_superiority_2 = { # Air Superiority mission efficiency increased by 8%
		sprite = 1
		air_superiority_efficiency = 0.1
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_air_superiority_3 = { # Air Superiority mission efficiency increased by 12%
		sprite = 1
		air_superiority_efficiency = 0.15
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_close_air_support_1 = { # Close Air Support mission efficiency increased by 4%
		sprite = 1
		air_cas_efficiency = 0.05
		ground_attack_factor = 0.03
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_close_air_support_2 = { # Close Air Support mission efficiency increased by 8%
		sprite = 1
		air_cas_efficiency = 0.1
		ground_attack_factor = 0.05
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_close_air_support_3 = { # Close Air Support mission efficiency increased by 12%
		sprite = 1
		air_cas_efficiency = 0.15
		ground_attack_factor = 0.08
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_strategic_bombing_1 = { # Strategic Bombing mission efficiency increased by 4%
		sprite = 2
		air_strategic_bomber_defence_factor = 0.01
		air_strategic_bomber_bombing_factor = 0.03
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_strategic_bombing_2 = { # Strategic Bombing mission efficiency increased by 8%
		sprite = 2
		air_strategic_bomber_defence_factor = 0.02
		air_strategic_bomber_bombing_factor = 0.05
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_strategic_bombing_3 = { # Strategic Bombing mission efficiency increased by 12%
		sprite = 2
		air_strategic_bomber_defence_factor = 0.03
		air_strategic_bomber_bombing_factor = 0.09
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	# Removed?
	air_tactical_bombing_1 = { # Tactical Bombing mission efficiency increased
		sprite = 2
		air_cas_present_factor = 0.1
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_tactical_bombing_2 = { # Tactical Bombing mission efficiency increased
		sprite = 2
		air_cas_present_factor = 0.15
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}
	
	air_tactical_bombing_3 = { # Tactical Bombing mission efficiency increased
		sprite = 2
		air_cas_present_factor = 0.2
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}
	
	
	air_airborne_1 = {
		sprite = 1
		paradrop_organization_factor = 1.2
		paratrooper_aa_defense = 0.1
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_airborne_2 = {
		sprite = 1
		paradrop_organization_factor = 1.5
		paratrooper_aa_defense = 0.15
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_airborne_3 = {
		sprite = 1
		paradrop_organization_factor = 1.8
		paratrooper_aa_defense = 0.25
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	air_pilot_training_1 = {
		sprite = 1
		air_training_xp_gain_factor = 0.05
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}
	air_pilot_training_2 = {
		sprite = 1
		air_training_xp_gain_factor = 0.1
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}
	air_pilot_training_3 = {
		sprite = 1
		air_training_xp_gain_factor = 0.15
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_chief_naval_aviation_1 = {
		sprite = 1
		navy_carrier_air_attack_factor = 0.03
		navy_carrier_air_targetting_factor = 0.03
		navy_carrier_air_agility_factor = 0.04
		experience_gain_navy = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_chief_naval_aviation_2 = {
		sprite = 1
		navy_carrier_air_attack_factor = 0.06
		navy_carrier_air_targetting_factor = 0.07
		navy_carrier_air_agility_factor = 0.08
		experience_gain_navy = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_chief_naval_aviation_3 = {
		sprite = 1
		navy_carrier_air_attack_factor = 0.1
		navy_carrier_air_targetting_factor = 0.12
		navy_carrier_air_agility_factor = 0.15
		experience_gain_navy = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_chief_decisive_battle_1 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.05
		navy_capital_ship_defence_factor = 0.05
		navy_screen_attack_factor = 0.05
		navy_screen_defence_factor = 0.05
		experience_gain_navy = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_chief_decisive_battle_2 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.1
		navy_capital_ship_defence_factor = 0.1
		navy_screen_attack_factor = 0.1
		navy_screen_defence_factor = 0.1
		experience_gain_navy = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_chief_decisive_battle_3 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.15
		navy_capital_ship_defence_factor = 0.15
		navy_screen_attack_factor = 0.15
		navy_screen_defence_factor = 0.15
		experience_gain_navy = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_chief_commerce_raiding_1 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 0.1
		experience_gain_navy = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_chief_commerce_raiding_2 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 0.15
		experience_gain_navy = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_chief_commerce_raiding_3 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 0.2
		experience_gain_navy = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	navy_chief_old_guard = {
		sprite = 18
		experience_gain_navy = @chief_experience_gain_high_old_guard

		max_command_power = 20
		political_power_factor = 0.075


		ai_will_do = {
			factor = 0.25
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	navy_chief_reform_1 = {
		sprite = 19
		experience_gain_navy = @chief_experience_gain_low
		experience_gain_navy_factor = 0.05

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_chief_reform_2 = {
		sprite = 19
		experience_gain_navy = @chief_experience_gain_medium
		experience_gain_navy_factor = 0.1

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_chief_reform_3 = {
		sprite = 19
		experience_gain_navy = @chief_experience_gain_high
		experience_gain_navy_factor = 0.15

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	navy_chief_maneuver_1 = { # Naval units move 5% faster
		sprite = 3
		naval_speed_factor = 0.05
		experience_gain_navy = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_chief_maneuver_2 = { # Naval units move 10% faster
		sprite = 3
		naval_speed_factor = 0.1
		experience_gain_navy = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_chief_maneuver_3 = { # Naval units move 15% faster
		sprite = 3
		naval_speed_factor = 0.15
		experience_gain_navy = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_anti_submarine_1 = {
		sprite = 4
		navy_submarine_detection_factor = 0.1
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_anti_submarine_2 = {
		sprite = 4
		navy_submarine_detection_factor = 0.15
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}
	
	navy_anti_submarine_3 = {
		sprite = 4
		navy_submarine_detection_factor = 0.2
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}
	
	
	navy_naval_air_defense_1 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.08
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_naval_air_defense_2 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.15
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_naval_air_defense_3 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.2
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_fleet_logistics_1 = {
		sprite = 6
		navy_max_range_factor = 0.05
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_fleet_logistics_2 = {
		sprite = 6
		navy_max_range_factor = 0.10
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}
	
	navy_fleet_logistics_3 = {
		sprite = 6
		navy_max_range_factor = 0.15
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}
	
	
	navy_amphibious_assault_1 = {
		sprite = 3
		amphibious_invasion = 0.05
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_amphibious_assault_2 = {
		sprite = 3
		amphibious_invasion = 0.1
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_amphibious_assault_3 = {
		sprite = 3
		amphibious_invasion = 0.15
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_submarine_1 = {
		sprite = 4
		navy_submarine_attack_factor = 0.1
		navy_submarine_defence_factor = 0.05
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_submarine_2 = {
		sprite = 4
		navy_submarine_attack_factor = 0.15
		navy_submarine_defence_factor = 0.1
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_submarine_3 = {
		sprite = 4
		navy_submarine_attack_factor = 0.2
		navy_submarine_defence_factor = 0.15
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_capital_ship_1 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.05
		navy_capital_ship_defence_factor = 0.05
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_capital_ship_2 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.1
		navy_capital_ship_defence_factor = 0.1
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_capital_ship_3 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.15
		navy_capital_ship_defence_factor = 0.15
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_screen_1 = {
		sprite = 3
		navy_screen_attack_factor = 0.05
		navy_screen_defence_factor = 0.1
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_screen_2 = {
		sprite = 3
		navy_screen_attack_factor = 0.1
		navy_screen_defence_factor = 0.15
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_screen_3 = {
		sprite = 3
		navy_screen_attack_factor = 0.15
		navy_screen_defence_factor = 0.2
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	navy_carrier_1 = {
		sprite = 3
		sortie_efficiency = 0.1
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_carrier_2 = {
		sprite = 3
		sortie_efficiency = 0.15
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_carrier_3 = {
		sprite = 3
		sortie_efficiency = 0.2
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				has_navy_size = { unit = carrier size < 1 }
			}
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	evans_deakin_trait = { #at end for save compat
		random = no
		equipment_bonus = {
			carrier = {
				naval_range = 0.25
			}
			capital_ship = {
				naval_range = 0.25
			}
			screen_ship = {
				naval_range = 0.25
			}
			submarine = {
				naval_range = 0.25
				build_cost_ic = -0.1
			}
			convoy = {
				build_cost_ic = -0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}
	
	cockatoo_trait = { #at end for save compat
		random = no
		equipment_bonus = {
			ship_hull_cruiser = { #CLs & CAs
				naval_range = 0.3 
				sub_detection = 0.1 
				naval_speed = 0.1
			}
			ship_hull_light = { #DDs
				naval_range = 0.3 
				sub_detection = 0.1 
				naval_speed = 0.1
			}
		}
		ai_will_do = {
			factor = 1
		}
	}

	army_chief_entrenchment_expert = {
		sprite = 5
		dig_in_speed_factor = 0.15
		max_dig_in = 5
		mobilization_speed = -0.05
		experience_gain_army = @experience_gain_medium
		ai_will_do = {
			factor = 1
		}
	}
	
	cautious_arbiter = {
		random = no
		political_power_factor = 0.15
		war_support_factor = -0.05
		trade_opinion_factor = 0.1
		improve_relations_maintain_cost_factor = -0.2
		communism_acceptance = 30
		
		ai_will_do = {
			factor = 1
		}
	}
	
	viceroy_emeritus = {
		random = no
		generate_wargoal_tension = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	surveyor = { 
		sprite = 5
		army_speed_factor = 0.1
		initiative_factor = 0.08
		land_reinforce_rate = 0.02
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_army_high_command = { # Werner von Fritsch (Oberkommando des Heeres)
		sprite = 5
		army_artillery_attack_factor = 0.15
		army_artillery_defence_factor = 0.1
		max_planning_factor = 0.1
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}
	IRQ_fliegerfuhrer = {
		sprite = 1
		air_cas_efficiency = 0.1
		ground_attack_factor = 0.1
		air_superiority_efficiency = 0.05

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	IRQ_air_vice_marshal = {
		sprite = 1
		air_cas_efficiency = 0.05
		ground_attack_factor = 0.05
		air_superiority_efficiency = 0.15

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}
}
