leader_traits = {
	
	dictator = {
		random = no
		political_power_gain = 0.175
		war_support_factor = 0.05
		stability_weekly = -0.01
		
		ai_will_do = { factor = 1 }
	}

	generic_trait_mental_illness = {
		random = no
		political_power_factor = -0.05
		stability_factor = -0.025
	}
	
	warrior_code = {
		random = no
		ai_call_ally_desire_factor = -40
		ai_join_ally_desire_factor = -30

		ai_will_do = { factor = 1 }
	}

	imperial_sanction = {
		random = no

		targeted_modifier = {
			tag = QNG
			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
		}

		ai_will_do = { factor = 1 }
	}

	emperor_showa = {
		random = no
		stability_factor = 0.6 #FOR THE EMPERAH

		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 = yes
		political_power_factor = -0.5
		stability_factor = -0.1
		
		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
		economic_mobilization_cost_factor = -0.25
		industrial_capacity_factory = 0.1
		
		ai_will_do = { factor = 1 }
	}

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

	inexperienced_monarch = {
		random = no
		political_advisor_cost_factor = 0.20
		trade_laws_cost_factor = 0.25
		mobilization_laws_cost_factor = 0.25
		economic_mobilization_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
		stability_factor = -0.03
		
		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
		economic_mobilization_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
		consumer_goods_expected_value = -0.05
		
		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_expected_value = -0.05
		
		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
		industrial_capacity_factory = 0.05
		
		ai_will_do = { factor = 1 }
	}

	conservative_grandee = {
		random = no
		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 = {
				air_range = 0.01
			}
			small_plane_airframe = {
				air_range = 0.01
			}
		}
		
		ai_will_do = { factor = 1 }
	}
	spirit_of_genghis = {
		random = no
		cavalry_attack_factor = 0.05
		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
		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
	}
	
	#ESPIONAGE IDEAS#
	
	head_of_intelligence = {
		random = no
		operative_slot = 1
		agency_upgrade_time = -0.15
	}
	
	mastermind_code_cracker = {
		random = no
		sprite = 15
		decryption_power = 15
	}
	
		
#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 = "PRS"			
			value = 200
		}
		
		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
		economic_mobilization_cost_factor = -0.25

		ai_will_do = {
			factor = 1
		}
	}

	hawk = {
		random = yes
		war_support_factor = 0.1
		stability_factor = -0.05

		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
		
		ai_will_do = {
			factor = 1
		}
	}

	triumphant_revolutionary = {
		random = no
		justify_war_goal_time = 0.15
		subversive_activites_upkeep = -0.5
		drift_defence_factor = 0.15

		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
		production_speed_infrastructure_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
		economic_mobilization_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
		ai_will_do = {
			factor = 1
		}
	}

	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
		random = no
		stability_factor = 0.1
		production_speed_infrastructure_factor = 0.2
		
		ai_will_do = {
			factor = 1
		}
	}

	conservative_nationalist_lar = { #Antonio de Oliveira Salazar - LAR 
		random = no
		stability_weekly = 0.005
		production_speed_infrastructure_factor = 0.2
		
		ai_will_do = {
			factor = 1
		}
	}
	
	the_silver_president = { #Juan Andreu
		random = no
		consumer_goods_expected_value = -0.05
		#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
		
		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

		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 = -50
		#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
		economic_mobilization_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
		war_support_factor = -0.1

		ai_will_do = {
			factor = 1
		}
	}

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

	national_integralist = {
		sprite = 13
		random = yes
		political_power_factor = 0.15
		stability_weekly = 0.001

		ai_will_do = {
			factor = 1
		}
	}

	retired_officer = {
		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
		}
	}
	constitutional_monarch = {
		random = no
		stability_weekly = 0.01
		political_power_gain = 0.1
		ai_will_do = {
			factor = 1
		}
	}
	count_of_paris = {
		random = no
		global_building_slots_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}	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
		}
	}
	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 = 0.2
		army_core_defence_factor = 0.2
	}

	imperial_connections = {
		random = no
		political_advisor_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
		economic_mobilization_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 = {
		war_support_factor = 0.05
		stability_factor = 0.05
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
	
	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
		#communism_drift = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}

	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
		trade_laws_cost_factor = -0.33
		economic_mobilization_cost_factor = -0.33
		consumer_goods_expected_value = -0.05
	}

	strict_austerity_adherent = {
		random = no
		stability_factor = -0.15
		economic_mobilization_cost_factor = 0.5
		consumer_goods_expected_value = -0.1
	}

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

	little_churchill = {
		random = no
		war_support_factor = 0.05
		#partisan_effect = 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
		#partisan_effect = 0.25
	}

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

	comintern_workhorse = {
		random = no
		opinion_gain_monthly_same_ideology_factor = 1.0
		subversive_activites_upkeep = -0.5
	}

	veteran_communist = {
		random = no
		stability_factor = 0.05
		industrial_capacity_factory = 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_weekly = 0.005
	}

	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_expected_value = -0.05
		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
	}

	anarchist_zeal = {
		random = no
		anarchism_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
		}
	}
	### IDEA TRAITS ###
	
	# drift is a percent applied weekly
	communist_revolutionary = {
		random = no
		# Boosts #communism
		#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
		#democratic_drift = 0.1
		
		# ai_will_do = {
			# factor = 0
		# }
	# }
	
	fascist_demagogue = {
		random = no
		# Boosts #fascism
		#fascism_drift = 0.1
		
		ai_will_do = {
			factor = 1
			#modifier = { 
			#	not = { has_completed_focus = USA_america_first }
			#	factor = 0
			#}
		}
	}

	staunch_monarchist = {
		random = no
		# Boosts Unaligned
		##neutrality  _drift = 0.1

		autocracy_drift = 0.05
		political_power_factor = 0.05
		
		ai_will_do = {
			factor = 1
			#modifier = {
			#	not = { has_completed_focus = HUN_invite_the_habsburg_prince }
			#	factor = 0
			#}
		}
	}
	
	shadow_of_calles = {
		random = no

		##neutrality  _drift = 0.1
		political_power_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	social_reformer = {
		random = no

		#democratic_drift = 0.1
		stability_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}

	syncretic_revanchist = {
		random = no

		#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

		#communism_drift = 0.1
		consumer_goods_expected_value = -0.05
		
		ai_will_do = {
			factor = 1
		}
	}

	popular_figurehead = {
		stability_factor = 0.15 
		
		ai_will_do = {
			factor = 1
		}
	}
	anti_communist_crusader = {
		stability_factor = 0.05
		#communism_drift = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	propaganda_expert = {
		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
		political_power_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	prince_of_terror = {
		resistance_damage_to_garrison = -0.25 
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}
	
	compassionate_gentleman = {
		random = yes
		sprite = 13
		opinion_gain_monthly_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	backroom_backstabber = {
		political_power_factor = 0.05
		drift_defence_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	smooth_talking_charmer = {
		random = yes
		trade_opinion_factor = 0.10
		
		ai_will_do = {
			factor = 1
		}
	}
	
	ideological_crusader = {
		random = yes
		opinion_gain_monthly_same_ideology_factor = 1.0
		
		ai_will_do = {
			factor = 0.2
		}
	}
	
	fortification_engineer_1 = {
		random = yes
		production_speed_bunker_factor = 0.1
		production_speed_coastal_bunker_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	war_industrialist_1 = {
		random = yes
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1		
		production_speed_fuel_silo_industrial_factor = 0.1
		production_speed_fuel_silo_modern_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	captain_of_industry_1 = {
		random = yes
		sprite = 10
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	financial_expert = {
		#sprite = 10
		random = yes
		consumer_goods_expected_value = -0.05
		
		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
		}
	}	
	captain_of_industry = {
	    sprite = 13
		random = no
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	armaments_organizer = {
		random = yes
		conversion_cost_civ_to_mil_factor= -0.2
		# 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
		
		ai_will_do = {
			factor = 2
		}
	}	
	quartermaster_general = {
		random = yes
		production_speed_air_base_factor = 0.15
		production_speed_naval_base_factor = 0.15
		
		ai_will_do = {
			factor = 0.2
		}
	}
	
	rocket_scientist = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}

	nuclear_scientist = {
		random = no
		sprite = 14
		
		ai_will_do = {
			factor = 1
		}
	}

### BRITISH TRADE UNION MINISTER TRAITS ###

	propaganda_bungler = {
		random = no
		sprite = 13
		war_support_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	silent_mule = {
		random = no
		sprite = 13
		political_power_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	baron_of_terror = {
		#enemy_partisan_effect = -0.15
		foreign_subversive_activites = -0.15
		non_core_manpower = 0.01
		
		ai_will_do = {
			factor = 1
		}
	}
	
	compassionate_commoner = {
		random = yes
		opinion_gain_monthly_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	backroom_windbag = {
		political_power_factor = 0.02
		drift_defence_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}

	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_synthetic_refinery_oil_factor = 0.05
		production_speed_synthetic_refinery_rubber_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	finance_graduate = {
		random = yes
		consumer_goods_expected_value = -0.02
		
		ai_will_do = {
			factor = 2
		}
	}
	
	rocket_scientist = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	nuclear_scientist = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	military_theorist = {
		sprite = 14		
		experience_gain_army = 0.05
		land_doctrine_cost_factor = -0.05
		
		ai_will_do = {
			factor = 500
		}
	}
	
	#Prussian Theorist Traits
	
	PRS_trait_land_moltke = {
		sprite = 14			
		experience_gain_army = 0.05
		planning_speed = 0.1
		max_planning = 0.1
		max_command_power = 50
		military_leader_cost_factor = -0.1
		land_doctrine_cost_factor = -0.1
		
		ai_will_do = {
			factor = 10
		}
	}
	
	PRS_trait_naval_adalbert = {
	    sprite = 14
		experience_gain_navy = 0.05
		experience_gain_navy_factor = 0.25
		navy_max_range_factor = 0.1
		navy_capital_ship_attack_factor = 0.05
		navy_capital_ship_defence_factor = 0.05
		naval_doctrine_cost_factor = -0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	PRS_trait_air_lilienthal = {
		experience_gain_air = 0.1
		experience_gain_air_factor = 0.1
		air_doctrine_cost_factor = -0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	#Prussia/Baden Theorist Traits
	
	BAD_trait_land_beyer = {
		sprite = 14		
		experience_gain_army = 0.05
		planning_speed = 0.05
		max_planning = 0.05
		max_command_power = 25
		military_leader_cost_factor = -0.05
		land_doctrine_cost_factor = -0.05
		
		ai_will_do = {
			factor = 10
		}
	}

	#Austrian Theorist Traits

	AUS_trait_theorist_degenfeld = {
		sprite = 14		
		experience_gain_army = 0.1
		planning_speed = 0.1
		army_speed_factor = 0.02
		
		ai_will_do = {
			factor = 10
		}
	}

	AUS_trait_theorist_benedek = {
		sprite = 14		
		experience_gain_army = 0.05
		max_command_power = 25
		training_time_army_factor = -0.1
		
		ai_will_do = {
			factor = 10
		}
	}
	
	#Belgian Theorist Traits
	BEL_trait_theorist_leonard_greindl = {
		sprite = 14
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
	}
	BEL_trait_theorist_henri_guillaume = {
		sprite = 14
		research_speed_factor = 0.02
		army_org = 8
	}
	BEL_trait_theorist_jean_baptiste_liagre = {
		sprite = 14
		research_speed_factor = 0.03
		army_defence_factor = 0.1
	}
	BEL_trait_theorist_charles_pontus = {
		sprite = 14
		experience_gain_army = 0.9
		production_speed_bunker_factor = 0.05
	}
	
	red_suffragette = {
		random = no
		sprite = 13

		stability_factor = -0.1
		conscription = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}
	economic_organizer = {
		random = no
		sprite = 10

		stability_factor = 0.05
		consumer_goods_expected_value = -0.05
		
		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_expected_value = -0.1
		resistance_growth_on_our_occupied_states = 0.1 
		
		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 = 500
		}
	}

	connected_citizen = {
		sprite = 13
		random = no
		political_power_factor = 0.05
		stability_factor = 0.05
		
		ai_will_do = {
			factor = 2
		}
	}	
	
	mobile_warfare_expert = { 
		experience_gain_army = 0.05
		
		ai_will_do = {
			factor = 500
		}
	}
	
	superior_firepower_expert = {
		experience_gain_army = 0.05
		army_artillery_attack_factor = 0.05
		
		ai_will_do = {
			factor = 500
		}
	}
	
	grand_battle_plan_expert = {
		experience_gain_army = 0.05
		
		ai_will_do = {
			factor = 500
		}
	}
	
	mass_assault_expert = {
		experience_gain_army = 0.05
		
		ai_will_do = {
			factor = 500
		}
	}
	
	air_warfare_theorist = {
		sprite = 14		
		experience_gain_air = 0.05
		air_doctrine_cost_factor = -0.05
		
		ai_will_do = {
			factor = 500
		}
	}
	
	dive_bomber = {
		equipment_bonus = {
			#CAS_equipment = {
			#		instant = yes
			#		air_ground_attack = 0.1 
			#}
		}
		experience_gain_air = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	victory_through_airpower = {
		experience_gain_air = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	close_air_support_proponent = {
		experience_gain_air = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	assault_avaition = {
		experience_gain_air = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	naval_theorist = {
		sprite = 14		
		experience_gain_navy = 0.05
		naval_doctrine_cost_factor = -0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	naval_aviation_pioneer = {
		experience_gain_navy = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	grand_fleet_proponent = {
		experience_gain_navy = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	submarine_specialist = {
		experience_gain_navy = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	blitzkrieg_theorist = {
		
		equipment_bonus = {
			armor = {
				instant = yes
				maximum_speed = 0.10
			}
		}
		experience_gain_army = 0.05
		
		ai_will_do = {
			factor = 500
		}
	}
	
	light_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			small_plane_airframe = {
				air_agility = 0.1 maximum_speed = 0.1
			}
			#cv_fighter_equipment = {
			#	air_agility = 0.1 maximum_speed = 0.1
			#}
		}
		
		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_fighter_equipment = {
			#	air_agility = 0.2 maximum_speed = 0.1
			#}
		}
		
		ai_will_do = {
			factor = 2
		}
	}
	
	
	CAS_manufacturer = {
		random = no
		equipment_bonus = {
			#CAS_equipment = {
			#	air_ground_attack = 0.1 reliability = 0.1
			#}
			#cv_CAS_equipment = {
			#	air_ground_attack = 0.1 reliability = 0.1
			#}		
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	medium_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			#heavy_fighter_equipment = {
			#	reliability = 0.2
			#}
			#tac_bomber_equipment = {
			#	reliability = 0.2
			#}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	fuel_efficient_aircraft_manufacturer = { 
		random = no
		equipment_bonus = {
			small_plane_airframe = {
				air_range = 0.1
			}
			#heavy_fighter_equipment = {
			#	air_range = 0.1
			#	reliability = 0.2
			#}
			#tac_bomber_equipment = {
			#	reliability = 0.2
			#}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	heavy_aircraft_manufacturer = {
		random = no
		equipment_bonus = {

			#strat_bomber_equipment = {
			#	air_bombing = 0.1
			#}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	naval_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			# TODO: how about we boost all carrier plane versions here a bit?
			#nav_bomber_equipment = {
			#	air_range = 0.1 naval_strike_attack = 0.1
			#}
			#cv_nav_bomber_equipment = {
			#	air_range = 0.1 naval_strike_attack = 0.1
			#}
			#cv_fighter_equipment = {
			#	air_range = 0.1 air_agility = 0.1
			#}
			#cv_CAS_equipment = {
			#	air_range = 0.1 naval_strike_attack = 0.1
			#}
		}
		
		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
		}
	}
	
	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
		}
	}
	
	pacific_fleet_naval_manufacturer = { #longer ranged, CVs favor larger hangers over armor
		random = no
		equipment_bonus = {
			
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	atlantic_fleet_naval_manufacturer = { #armored carriers, slightly buffed cap ships
		random = no
		equipment_bonus = {
			
		}
		
		ai_will_do = {
			factor = 1
		}
	}
		
	battlefleet_designer = { #armored carriers, slightly buffed cap ships
		random = no
		equipment_bonus = {
			
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	raiding_fleet_naval_manufacturer = {
		random = no
		equipment_bonus = {
			
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	convoy_escort_naval_manufacturer = {
		random = no
		equipment_bonus = {
			
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	coastal_defence_naval_manufacturer = {
		random = no
		equipment_bonus = {
		
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	#Ship Designer
	naval_manufacturer = {
		random = no
		equipment_bonus = {
			screen_ship = {
				naval_range = 0.05
				naval_speed = 0.05
				build_cost_ic = -0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	artillery_manufacturer = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	#Prussian Manufacturer Traits
	
	PRS_trait_spandau_infantry = {
		random = no
		
		equipment_bonus = {
			infantry_equipment = {
				soft_attack = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	PRS_trait_krupp_artillery = {
		random = no
		
		equipment_bonus = {
			cannon_equipment = {
				hard_attack = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	#Danish Manufacturer Traits
	
	DEN_trait_ammunitionsarsenalet = {
		random = no
		
		equipment_bonus = {
			infantry_equipment = {
				defense = 0.05
			}
		}
		
		supply_consumption_factor = -0.1
		
		ai_will_do = {
			factor = 10
		}
	}
	
	#Swedish Manufacturer Traits
	
	SWE_trait_carlgustaf = {
		random = no
		
		production_speed_arms_factory_factor = 0.05
		
		equipment_bonus = {
			infantry_equipment = {
				defense = 0.1
			}
		}
		
		supply_consumption_factor = -0.2
		
		ai_will_do = {
			factor = 10
		}
	}
	
	SWE_trait_sandvik = {
		random = no
		
		local_resources_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
		
		ai_will_do = {
			factor = 10
		}
	}
	
	#Greek Manufacturer Traits
	
	GRE_trait_Pyrkal = {
		random = no
		
		production_speed_arms_factory_factor = 0.05
		
		equipment_bonus = {
			infantry_equipment = {
				defense = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	GRE_trait_basileiades = {
		random = no
		
		local_resources_factor = 0.05
		production_speed_machine_parts_factory_factor = 0.05
		production_speed_industrial_complex_factor = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}
	
	GRE_trait_laurion_mines = {
		random = no
		
		local_resources_factor = 0.03
		production_speed_coal_mine_factor = 0.03
		production_speed_industrial_complex_factor = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}

	GRE_trait_nationalised_laurion_mines = {
		random = no
		
		local_resources_factor = 0.1
		production_speed_coal_mine_factor = 0.1
		production_speed_industrial_complex_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	#British Manufacturer Traits
	
	ENG_trait_materiel_webley_scott = {
		random = no
		
		equipment_bonus = {
			infantry_equipment = {
				soft_attack = 0.02
			}
			cannon_equipment = {
				hard_attack = 0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	ENG_trait_materiel_ww_greener = {
		random = no
		
		equipment_bonus = {
			infantry_equipment = {
				soft_attack = 0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	ENG_trait_materiel_wargm = {
		random = no
		
		equipment_bonus = {
			cannon_equipment = {
				soft_attack = 0.05
				hard_attack = 0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	ENG_trait_materiel_royal_arsenal = {
		random = no
		
		equipment_bonus = {
			infantry_equipment = {
				soft_attack = 0.02
			}
			cannon_equipment = {
				soft_attack = 0.02
			}
			howitzer_equipment = {
				soft_attack = 0.02
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	infantry_equipment_manufacturer_1 = {
		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_1 = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	#Baden Company Traits

	BAD_trait_concern_basf = {
		random = no
		
		local_resources_factor = 0.05
		production_speed_synthetic_refinery_oil_factor = 0.15
		production_speed_synthetic_refinery_rubber_factor = 0.15
		production_speed_arms_factory_factor = 0.05
		
		ai_will_do = {
			factor = 10
		}
	}
	
	#Bavarian Company Traits
	
	BAV_trait_concern_chemische_fabrik_marktredwitz = {
		random = no
		
		local_resources_factor = 0.03
		production_speed_synthetic_refinery_oil_factor = 0.1
		production_speed_synthetic_refinery_rubber_factor = 0.1
		production_speed_arms_factory_factor = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}

	#Belgian Company Traits
	
	BEL_trait_Auguste_Francotte_Companie = {
		random = no
		
		production_factory_max_efficiency_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	#Prussian Company Traits
	
	PRS_trait_concern_borsig = {
		random = no
		
		production_speed_infrastructure_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	PRS_trait_concern_krupp = {
		random = no
		
		production_speed_steel_mill_factor = 0.1
		production_speed_industrial_complex_factor = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}
	
	PRS_trait_concern_siemens_halske = {
		random = no
		
		line_change_production_efficiency_factor = 0.03
		production_speed_industrial_complex_factor = 0.05
		
		ai_will_do = {
			factor = 5
		}
	}
	
	#Saxon Company Traits
	
	SAX_trait_concern_bergakademie_freiberg = {
		random = no

		local_resources_factor = 0.15
		production_speed_coal_mine_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}	
	
	SAX_trait_concern_saxon_maschinenfabrik = {
		random = no
		
		line_change_production_efficiency_factor = 0.02
		production_speed_steel_mill_factor = 0.02
		production_speed_machine_parts_factory_factor = 0.03
		production_speed_industrial_complex_factor = 0.02
		
		ai_will_do = {
			factor = 10
		}
	}
	
	SAX_trait_concern_queen_mary_ironworks = {
		random = no
		
		local_resources_factor = 0.05
		production_speed_coal_mine_factor = 0.05
		production_speed_industrial_complex_factor = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}
	
	#German Company Traits
	
	GER_trait_concern_aeg = {
		random = no
		
		production_factory_efficiency_gain_factor = 0.03
		production_factory_start_efficiency_factor = 0.03
		production_factory_max_efficiency_factor = 0.03
		production_speed_industrial_complex_factor = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}
	
	GER_trait_concern_siemens = {
		random = no
		
		line_change_production_efficiency_factor = 0.05
		production_speed_industrial_complex_factor = 0.05
		production_speed_machine_parts_factory_factor = 0.15
		
		ai_will_do = {
			factor = 10
		}
	}
	
	GER_trait_concern_bayer = {
		random = no
		
		local_resources_factor = 0.05
		production_speed_synthetic_refinery_oil_factor = 0.25
		production_speed_synthetic_refinery_rubber_factor = 0.25
		
		ai_will_do = {
			factor = 1
		}
	}
	
	#Austrian Company Traits
	
	AUS_trait_concern_austrian_lokomotivfabrik = {
		random = no
		
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.2
		
		ai_will_do = {
			factor = 10
		}
	}

	AUS_trait_concern_skoda_works = {
		random = no
		
		production_factory_max_efficiency_factor = 0.1
		production_speed_machine_parts_factory_factor = 0.05
		
		ai_will_do = {
			factor = 10
		}
	}
	
	AUH_trait_concern_austrian_ganz_works = {
		random = no
		
		line_change_production_efficiency_factor = 0.02
		production_speed_steel_mill_factor = 0.02
		production_speed_machine_parts_factory_factor = 0.03
		
		ai_will_do = {
			factor = 10
		}
	}

	AUH_trait_concern_auh_state_bank = {
		random = no
		
		money_income_factor = 0.05
		political_power_gain = 0.1
		stability_factor = 0.06
		
		ai_will_do = {
			factor = 10
		}
	}
	
	AUS_trait_concern_austrian_andritz = {
		random = no
		
		line_change_production_efficiency_factor = 0.02
		production_speed_industrial_complex_factor = 0.05
		
		ai_will_do = {
			factor = 10
		}
	}
	
	#Danish Company Traits
	
	DEN_trait_concern_royal_copenhagen = {
		random = no
		
		consumer_goods_income_factor = 0.03
		
		ai_will_do = {
			factor = 2
		}
	}
	
	DEN_trait_concern_dfds = {
		random = no
		
		consumer_goods_income_factor = 0.01
		convoy_escort_efficiency = 0.25
		transport_capacity = -0.25
		
		ai_will_do = {
			factor = 5
		}
	}
	
	DEN_trait_concern_carlsberg = {
		random = no
		
		consumer_goods_income_factor = 0.05
		
		ai_will_do = {
			factor = 5
		}
	}
	
	#British Company Traits
	
	ENG_trait_concern_bic = {
		random = no
		
		local_resources_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	ENG_trait_concern_bhsc = {
		random = no
		
		production_speed_industrial_complex_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	ENG_trait_concern_beechams_pills = {
		random = no
		
		MONTHLY_POPULATION = 0.02
		consumer_goods_expected_value = -0.02
		
		ai_will_do = {
			factor = 1
		}
	}
	
	ENG_trait_concern_ferranti = {
		random = no
		
		research_speed_factor = 0.02
		decryption_factor = 0.05
		encryption_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	#Russian Company Trait
	
	RUS_trait_Putilov_Company = {
		random = no
		
		line_change_production_efficiency_factor = 0.05
		production_speed_steel_mill_factor = 0.05
		production_speed_machine_parts_factory_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	RUS_trait_Tula_Company = {
		random = no
		
		production_speed_arms_factory_factor = 0.05
		
		equipment_bonus = {
			infantry_equipment = {
				soft_attack = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	RUS_trait_Izhevsk_Machine_Building_Plant = {
		random = no
		
		production_speed_arms_factory_factor = 0.05
		
		equipment_bonus = {
			infantry_equipment = {
				defense = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	RUS_trait_Konstanty_Rudzki = {
		random = no
		
		local_resources_factor = 0.05
		production_speed_coal_mine_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	RUS_trait_R_A_C = {
		random = no
		
		local_resources_factor = 0.05
		transport_capacity = -0.25
		
		ai_will_do = {
			factor = 1
		}
	}

	RUS_trait_Bryansk_Machine_Plant = {
		random = no
		
		production_speed_rail_way_factor = 0.1

		equipment_bonus = {
			train_equipment = {
				build_cost_ic = -0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	### Swiss Company Traits
	
	SWI_trait_concern_SIG = {
		random = no
		
		production_speed_infrastructure_factor = 0.05
		production_speed_rail_way_factor = 0.05
		
		ai_will_do = {
			factor = 10
		}
	}
	
	SWI_trait_concern_Escher_Wyss = {
		random = no
		
		line_change_production_efficiency_factor = 0.02
		production_speed_machine_parts_factory_factor = 0.03
		
		ai_will_do = {
			factor = 10
		}
	}

	SWI_trait_concern_Rieter = {
		random = no
		
		production_speed_fabric_weavery_factor = 0.03
		consumer_goods_income_factor = 0.02
		min_export = 0.03
		
		ai_will_do = {
			factor = 10
		}
	}

	### Italian Company and Advisor Traits

	PIE_trait_ansaldo_company = {
		random = no

		consumer_goods_expected_value = -0.025
		production_speed_buildings_factor = 0.025
		production_speed_rail_way_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	PIE_trait_naval_industrialist = {
		random = no

		ai_will_do = {
			factor = 1
		}

		production_speed_dockyard_factor = 0.025
		consumer_goods_expected_value = -0.025
	}

	PIE_trait_experienced_minister = {
		random = no

		ai_will_do = {
			factor = 1
		}

		political_power_factor = 0.01
		stability_factor = 0.02
		political_advisor_cost_factor = -0.02
	}

	PIE_trait_numismatist = {
		random = no

		ai_will_do = {
			factor = 1
		}

		consumer_goods_expected_value = -0.03
		research_speed_factor = 0.025
	}

	PIE_trait_blind = {
		random = no

		ai_will_do = {
			factor = 1
		}

		political_power_gain = -0.05
	}

	PIE_trait_Father_of_the_Fatherland = {
		random = no
		
		ai_will_do = {
			factor = 1
		}

		political_power_gain = 0.05
		stability_factor = 0.05
	}

	PIE_trait_Captured_Rome = {
		random = no
		
		ai_will_do = {
			factor = 1
		}

		political_power_gain = 0.05
		stability_factor = 0.05
	}
	
	refinery_concern = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	electronics_concern_1 = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	electronics_concern_2 = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	electronics_concern_3 = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}

	electronics_developer = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}

	resource_extraction_concern = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}

	socio_economic_theorist = {
		random = no
		
		ai_will_do = {
			factor = 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 = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_defensive_2 = { # +10 Defensive efficiency
		sprite = 9
		army_defence_factor = 0.1
		experience_gain_army = 0.30

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.68
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_defensive_3 = { # +15 Defensive efficiency
		sprite = 9
		army_defence_factor = 0.15
		experience_gain_army = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.84
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	
	army_chief_offensive_1 = { # +5 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.05
		experience_gain_army = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_offensive_2 = { # +10 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.1
		experience_gain_army = 0.09

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.68
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_offensive_3 = { # +15 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.15
		experience_gain_army = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.84
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_old_guard = { # Rate at which field experience is gained decreases by 10%
		sprite = 5 # Should not need sprite, should mostly be secondary
		experience_gain_army = 0.20
		max_command_power = 10

		ai_will_do = {
			factor = 0.5
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_drill_1 = { # Decreases training time for ground units
		sprite = 5
		training_time_army_factor = -0.05
		experience_gain_army = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_drill_2 = { # Decreases training time for ground units
		sprite = 5
		training_time_army_factor = -0.1
		experience_gain_army = 0.30

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.68
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_drill_3 = { # Decreases training time for ground units
		sprite = 5
		training_time_army_factor = -0.15
		experience_gain_army = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.84
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	
	army_chief_reform_1 = {
		sprite = 5
		experience_gain_army = 0.20
		experience_gain_army_factor = 0.05

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_reform_2 = {
		sprite = 5
		experience_gain_army = 0.30
		experience_gain_army_factor = 0.1

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.68
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_reform_3 = {
		sprite = 5
		experience_gain_army = 0.40
		experience_gain_army_factor = 0.15

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.84
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	
	army_chief_organizational_1 = { # Ground units get 4 more Organization
		sprite = 5
		army_org_factor = 0.04
		experience_gain_army = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_organizational_2 = { # Ground units get 8 more Organization
		sprite = 5
		army_org_factor = 0.08
		experience_gain_army = 0.30

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.68
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_organizational_3 = { # Ground units get 12 more Organization
		sprite = 5
		army_org_factor = 0.12
		experience_gain_army = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.84
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_planning_1 = { #
		sprite = 5
		planning_speed = 0.05
		experience_gain_army = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_planning_2 = { #
		sprite = 5
		planning_speed = 0.10
		experience_gain_army = 0.30

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.68
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_planning_3 = { #
		sprite = 5
		planning_speed = 0.15
		experience_gain_army = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.84
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_morale_1 = { # Ground units get 4 more Morale
		sprite = 5
		out_of_supply_factor = -0.03
		experience_gain_army = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_morale_2 = { # Ground units get 8 more Morale
		sprite = 5
		out_of_supply_factor = -0.06
		experience_gain_army = 0.30

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.68
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_morale_3 = { # Ground units get 12 more Morale
		sprite = 5
		out_of_supply_factor = -0.09
		experience_gain_army = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.84
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	
	army_chief_maneuver_1 = { # Ground units move 5% faster
		sprite = 5
		army_speed_factor = 0.05
		experience_gain_army = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.5
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_maneuver_2 = { # Ground units move 10% faster
		sprite = 5
		army_speed_factor = 0.1
		experience_gain_army = 0.30

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	army_chief_maneuver_3 = { # Ground units move 15% faster
		sprite = 5
		army_speed_factor = 0.15
		experience_gain_army = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_chief_entrenchment_1 = {
		sprite = 5
		max_dig_in = 3
		mobilization_speed = -0.02
		experience_gain_army = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_chief_entrenchment_2 = {
		sprite = 5
		max_dig_in = 5
		mobilization_speed = -0.04
		experience_gain_army = 0.30

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.68
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_chief_entrenchment_3 = {
		sprite = 5
		max_dig_in = 7
		mobilization_speed = -0.06
		experience_gain_army = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.84
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	army_entrenchment_1 = { # Ground units entrench n% faster
		sprite = 9
		dig_in_speed_factor = 0.08
		#experience_gain_army = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_entrenchment_2 = { # Ground units entrench 8% faster
		sprite = 9
		dig_in_speed_factor = 0.16
		#experience_gain_army = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_entrenchment_3 = { # Ground units entrench 12% faster
		sprite = 9
		dig_in_speed_factor = 0.24
		#experience_gain_army = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	army_armored_1 = { # +4 armor efficiency
		sprite = 8
		army_armor_attack_factor = 0.05
	    army_armor_defence_factor = 0.05
		#experience_gain_army = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_armored_2 = { # +8 armor efficiency
		sprite = 8
		army_armor_attack_factor = 0.1
	    army_armor_defence_factor = 0.1
		#experience_gain_army = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_armored_3 = { # +12 armor efficiency
		sprite = 8
		army_armor_attack_factor = 0.15
	    army_armor_defence_factor = 0.15
		#experience_gain_army = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	army_artillery_1 = { # +4 artillery efficiency
		sprite = 16
		army_artillery_attack_factor = 0.1
		army_artillery_defence_factor = 0.05
		#experience_gain_army = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_artillery_2 = { # +8 artillery efficiency
		sprite = 16
		army_artillery_attack_factor = 0.15
		army_artillery_defence_factor = 0.1
		#experience_gain_army = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_artillery_3 = { # +12 artillery efficiency
		sprite = 16
		army_artillery_attack_factor = 0.2
		army_artillery_defence_factor = 0.15
		#experience_gain_army = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	army_infantry_1 = { # +4 infantry efficiency
		sprite = 5
		army_infantry_attack_factor = 0.05
		army_infantry_defence_factor = 0.1
		#experience_gain_army = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_infantry_2 = { # +8 infantry efficiency
		sprite = 5
		army_infantry_attack_factor = 0.1
		army_infantry_defence_factor = 0.15
		#experience_gain_army = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_infantry_3 = { # +12 infantry efficiency
		sprite = 5
		army_infantry_attack_factor = 0.15
		army_infantry_defence_factor = 0.2
		#experience_gain_army = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 4
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	army_commando_1 = { # +4 paratrooper/marine/mountain efficiency
		sprite = 5
		special_forces_attack_factor = 0.05
		special_forces_cap_flat = 3
		#experience_gain_army = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_commando_2 = { # +8 paratrooper/marine/mountain efficiency
		sprite = 5
		special_forces_attack_factor = 0.10
		special_forces_cap_flat = 6
		#experience_gain_army = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_commando_3 = { # +12 paratrooper/marine/mountain efficiency
		sprite = 5
		special_forces_attack_factor = 0.15
		special_forces_cap_flat = 10
		#experience_gain_army = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	army_cavalry_1 = { # +4 cavalry/motorized efficiency
		sprite = 17
		cavalry_attack_factor = 0.05
		cavalry_defence_factor = 0.05
		#experience_gain_army = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_cavalry_2 = { # +8 cavalry/motorized efficiency
		sprite = 17
		cavalry_attack_factor = 0.1
		cavalry_defence_factor = 0.1
		#experience_gain_army = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_cavalry_3 = { # +12 cavalry/motorized efficiency
		sprite = 17
		cavalry_attack_factor = 0.15
		cavalry_defence_factor = 0.15
		#experience_gain_army = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	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 = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	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 = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	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 = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 4
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	army_regrouping_1 = { # Org regenerates 4% faster
		sprite = 5
		army_morale_factor = 0.04
		#experience_gain_army = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_regrouping_2 = { # Org regenerates 8% faster
		sprite = 5
		army_morale_factor = 0.08
		#experience_gain_army = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_regrouping_3 = { # Org regenerates 12% faster
		sprite = 5
		army_morale_factor = 0.12
		#experience_gain_army = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	army_concealment_1 = { # Ground units take less damage from air attacks
		sprite = 9
		enemy_army_bonus_air_superiority_factor = -0.05
		#experience_gain_army = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_concealment_2 = { # Ground units take less damage from air attacks
		sprite = 9
		enemy_army_bonus_air_superiority_factor = -0.10
		#experience_gain_army = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_concealment_3 = { # Ground units take less damage from air attacks
		sprite = 9
		enemy_army_bonus_air_superiority_factor = -0.15
		#experience_gain_army = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	army_logistics_1 = {  # Ground units suffer 4% less attrition
		sprite = 6
		attrition = -0.04
		#experience_gain_army = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_logistics_2 = {  # Ground units suffer 8% less attrition
		sprite = 6
		attrition = -0.08
		#experience_gain_army = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	army_logistics_3 = {  # Ground units suffer 12% less attrition
		sprite = 6
		attrition = -0.12
		#experience_gain_army = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	eoanb_trait_inf_defence_1 = { 
		army_infantry_defence_factor = 0.1
		dig_in_speed_factor = 0.05
		
		ai_will_do = {
			factor = 4
		}
	}
	
	eoanb_trait_cav_general_2 = { 
		cavalry_attack_factor = 0.1
		cavalry_defence_factor = 0.1
		
		ai_will_do = {
			factor = 4
		}
	}
	###tps: stopped here###
	air_chief_reform_1 = {  # Rate at which air experience is gained increases by 5%
		sprite = 1
		experience_gain_air = 0.20
		experience_gain_air_factor = 0.05

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.10
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_chief_reform_2 = {  # Rate at which air experience is gained increases by 10%
		sprite = 1
		experience_gain_air = 0.30
		experience_gain_air_factor = 0.10

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.13
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_chief_reform_3 = {  # Rate at which air experience is gained increases by 15%
		sprite = 1
		experience_gain_air = 0.40
		experience_gain_air_factor = 0.15

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.16
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	air_chief_safety_1 = {  # Rate of air accidents reduced by 5%
		sprite = 1
		air_accidents_factor = -0.05
		experience_gain_air = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.10
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_chief_safety_2 = {  # Rate of air accidents reduced by 10%
		sprite = 1
		air_accidents_factor = -0.1
		experience_gain_air = 0.30

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.13
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_chief_safety_3 = {  # Rate of air accidents reduced by 15%
		sprite = 1
		air_accidents_factor = -0.15
		experience_gain_air = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.16
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_chief_old_guard = {
		sprite = 1
		experience_gain_air = 0.30
		max_command_power = 10

		ai_will_do = {
			factor = 0.25
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_chief_night_operations_1 = {
		sprite = 1
		air_night_penalty = -0.1
		experience_gain_air = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.10
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_chief_night_operations_2 = {
		sprite = 1
		air_night_penalty = -0.2
		experience_gain_air = 0.30

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.13
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_chief_night_operations_3 = {
		sprite = 1
		air_night_penalty = -0.3
		experience_gain_air = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.16
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	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 = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.10
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	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 = 0.30

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.13
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	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 = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.16
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	# 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 = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.10
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_chief_all_weather_2 = {  # +10 bad weather air efficiency
		sprite = 1
		air_weather_penalty = -0.2
		experience_gain_air = 0.30

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.13
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_chief_all_weather_3 = {  # +15 bad weather air efficiency
		sprite = 1
		air_weather_penalty = -0.3
		experience_gain_air = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.16
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	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 = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	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 = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	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 = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_naval_strike_1 = {
		sprite = 2
		naval_strike_attack_factor = 0.02
		naval_strike_targetting_factor = 0.02
		naval_strike_agility_factor = 0.02
		#experience_gain_air = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_naval_strike_2 = {
		sprite = 2
		naval_strike_attack_factor = 0.03
		naval_strike_targetting_factor = 0.03
		naval_strike_agility_factor = 0.03
		#experience_gain_air = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_naval_strike_3 = {
		sprite = 2
		naval_strike_attack_factor = 0.05
		naval_strike_targetting_factor = 0.05
		naval_strike_agility_factor = 0.05
		#experience_gain_air = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	air_bomber_interception_1 = {
		sprite = 1
		air_intercept_efficiency = 0.05
		#experience_gain_air = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_bomber_interception_2 = {
		sprite = 1
		air_intercept_efficiency = 0.10
		#experience_gain_air = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_bomber_interception_3 = {
		sprite = 1
		air_intercept_efficiency = 0.15
		#experience_gain_air = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	air_air_superiority_1 = {
		sprite = 1
		air_superiority_efficiency = 0.05
		#experience_gain_air = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_air_superiority_2 = {
		sprite = 1
		air_superiority_efficiency = 0.1
		#experience_gain_air = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_air_superiority_3 = {
		sprite = 1
		air_superiority_efficiency = 0.15
		#experience_gain_air = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	air_close_air_support_1 = {
		sprite = 1
		air_cas_efficiency = 0.05
		ground_attack_factor = 0.03
		#experience_gain_air = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_close_air_support_2 = {
		sprite = 1
		air_cas_efficiency = 0.1
		ground_attack_factor = 0.05
		#experience_gain_air = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_close_air_support_3 = {
		sprite = 1
		air_cas_efficiency = 0.15
		ground_attack_factor = 0.08
		#experience_gain_air = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	air_strategic_bombing_1 = {
		sprite = 2
		air_strategic_bomber_defence_factor = 0.01
		air_strategic_bomber_bombing_factor = 0.03
		#experience_gain_air = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_strategic_bombing_2 = {
		sprite = 2
		air_strategic_bomber_defence_factor = 0.02
		air_strategic_bomber_bombing_factor = 0.05
		#experience_gain_air = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_strategic_bombing_3 = {
		sprite = 2
		air_strategic_bomber_defence_factor = 0.03
		air_strategic_bomber_bombing_factor = 0.09
		#experience_gain_air = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_tactical_bombing_1 = {
		sprite = 2
		air_cas_present_factor = 0.1
		#experience_gain_air = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_tactical_bombing_2 = {
		sprite = 2
		air_cas_present_factor = 0.15
		#experience_gain_air = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_tactical_bombing_3 = {
		sprite = 2
		air_cas_present_factor = 0.2
		#experience_gain_air = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	air_airborne_1 = {
		sprite = 1
		paradrop_organization_factor = 1.20
		paratrooper_aa_defense = 0.1
		#experience_gain_air = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_airborne_2 = {
		sprite = 1
		paradrop_organization_factor = 1.80
		paratrooper_aa_defense = 0.15
		#experience_gain_air = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_airborne_3 = {
		sprite = 1
		paradrop_organization_factor = 2.40
		paratrooper_aa_defense = 0.25
		#experience_gain_air = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	air_pilot_training_1 = {
		sprite = 1
		air_training_xp_gain_factor = 0.05
		#experience_gain_air = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.42
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	air_pilot_training_2 = {
		sprite = 1
		air_training_xp_gain_factor = 0.1
		#experience_gain_air = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.64
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	air_pilot_training_3 = {
		sprite = 1
		air_training_xp_gain_factor = 0.15
		#experience_gain_air = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.86
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	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 = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.31
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	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 = 0.30

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.57
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	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 = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.73
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	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 = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.31
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	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 = 0.30

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.57
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	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 = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.73
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	navy_chief_commerce_raiding_1 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 0.1
		experience_gain_navy = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.31
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_chief_commerce_raiding_2 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 0.15
		experience_gain_navy = 0.30

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.57
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_chief_commerce_raiding_3 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 0.2
		experience_gain_navy = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.73
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_chief_old_guard = {
		sprite = 3
		experience_gain_navy = 0.30

		max_command_power = 10

		ai_will_do = {
			factor = 0.25
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_chief_reform_1 = {
		sprite = 3
		experience_gain_navy = 0.20
		experience_gain_navy_factor = 0.05

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.31
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_chief_reform_2 = {
		sprite = 3
		experience_gain_navy = 0.30
		experience_gain_navy_factor = 0.1

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.57
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_chief_reform_3 = {
		sprite = 3
		experience_gain_navy = 0.40
		experience_gain_navy_factor = 0.15

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.73
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_chief_maneuver_1 = { # Naval units move 5% faster
		sprite = 3
		naval_speed_factor = 0.05
		experience_gain_navy = 0.20

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.31
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_chief_maneuver_2 = { # Naval units move 10% faster
		sprite = 3
		naval_speed_factor = 0.1
		experience_gain_navy = 0.30

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.57
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_chief_maneuver_3 = { # Naval units move 15% faster
		sprite = 3
		naval_speed_factor = 0.15
		experience_gain_navy = 0.40

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.73
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
	
	### Prussian Chief/Head of Tactical Command Traits

	PRS_trait_army_tactical_command_moltke = {
		sprite = 5
		army_org_factor = 0.075
		army_speed_factor = 0.05
		experience_gain_army = 0.06
		
		command_cap_increase = 20
		command_power = 0
		
		ai_will_do = {
			factor = 10
		}
	}
	
	navy_anti_submarine_1 = {
		sprite = 4
		navy_submarine_detection_factor = 0.1
		#experience_gain_navy = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.41
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_anti_submarine_2 = {
		sprite = 4
		navy_submarine_detection_factor = 0.15
		#experience_gain_navy = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.62
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_anti_submarine_3 = {
		sprite = 4
		navy_submarine_detection_factor = 0.2
		#experience_gain_navy = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.83
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	navy_naval_air_defense_1 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.08
		#experience_gain_navy = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.41
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_naval_air_defense_2 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.15
		#experience_gain_navy = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.62
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_naval_air_defense_3 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.2
		#experience_gain_navy = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.83
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	navy_fleet_logistics_1 = {
		sprite = 6
		navy_max_range_factor = 0.05
		#experience_gain_navy = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.41
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_fleet_logistics_2 = {
		sprite = 6
		navy_max_range_factor = 0.10
		#experience_gain_navy = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.62
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_fleet_logistics_3 = {
		sprite = 6
		navy_max_range_factor = 0.15
		#experience_gain_navy = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.83
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	navy_amphibious_assault_1 = {
		sprite = 3
		amphibious_invasion = 0.05
		#experience_gain_navy = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.41
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_amphibious_assault_2 = {
		sprite = 3
		amphibious_invasion = 0.1
		#experience_gain_navy = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.62
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_amphibious_assault_3 = {
		sprite = 3
		amphibious_invasion = 0.15
		#experience_gain_navy = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.83
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	navy_submarine_1 = {
		sprite = 4
		navy_submarine_attack_factor = 0.1
		navy_submarine_defence_factor = 0.05
		#experience_gain_navy = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.41
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_submarine_2 = {
		sprite = 4
		navy_submarine_attack_factor = 0.15
		navy_submarine_defence_factor = 0.1
		#experience_gain_navy = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.62
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_submarine_3 = {
		sprite = 4
		navy_submarine_attack_factor = 0.2
		navy_submarine_defence_factor = 0.15
		#experience_gain_navy = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.83
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	navy_capital_ship_1 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.05
		navy_capital_ship_defence_factor = 0.05
		#experience_gain_navy = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.41
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_capital_ship_2 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.1
		navy_capital_ship_defence_factor = 0.1
		#experience_gain_navy = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.62
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_capital_ship_3 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.15
		navy_capital_ship_defence_factor = 0.15
		#experience_gain_navy = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.83
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}


	navy_screen_1 = {
		sprite = 3
		navy_screen_attack_factor = 0.05
		navy_screen_defence_factor = 0.1
		#experience_gain_navy = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.41
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_screen_2 = {
		sprite = 3
		navy_screen_attack_factor = 0.1
		navy_screen_defence_factor = 0.15
		#experience_gain_navy = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.62
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_screen_3 = {
		sprite = 3
		navy_screen_attack_factor = 0.15
		navy_screen_defence_factor = 0.2
		#experience_gain_navy = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.83
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_carrier_1 = {
		sprite = 3
		sortie_efficiency = 0.1
		#experience_gain_navy = 0.03

		command_cap_increase = 10
		command_power = 0

		ai_will_do = {
			factor = 0.41
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_carrier_2 = {
		sprite = 3
		sortie_efficiency = 0.15
		#experience_gain_navy = 0.06

		command_cap_increase = 20
		command_power = 0

		ai_will_do = {
			factor = 0.62
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}

	navy_carrier_3 = {
		sprite = 3
		sortie_efficiency = 0.2
		#experience_gain_navy = 0.08

		command_cap_increase = 30
		command_power = 0

		ai_will_do = {
			factor = 0.83
			modifier = {
				factor = 0
				has_navy_size = { unit = carrier size < 1 }
			}
			modifier = {
				factor = 0
				command_power < 0
			}
		}
	}
}
