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

########################
#USA Railroad Mechanics#
########################

#NA_B_reliance_on_water_transportation_modifier={
#	enable = { always = yes }
#	icon = water_infrastructure_reliance
#	local_supplies_for_controller = 0.05
#	army_speed_factor_for_controller = 0.10
#	local_resources = 0.15
#	state_production_speed_infrastructure_factor = -0.50
#	local_building_slots_factor = -0.15
#}
#NA_B_no_scale_railways_modifier = {
#	enable = { always = yes }
#}
#NA_B_no_scale_railways_modifier={
#	enable = { always = yes }
#	icon = railway_no_scale
#	local_supplies_for_controller = -0.15
#	army_speed_factor_for_controller = -0.35
#	local_resources = -0.50
#	state_production_speed_infrastructure_factor = -1.00
#	state_repair_speed_infrastructure_factor = -0.90
#}
#NA_B_early_scale_railways_modifier={
#	enable = { always = yes }
#	icon = railway_early_scale
#	local_supplies_for_controller = -0.10
#	army_speed_factor_for_controller = -0.20
#	local_resources = -0.25
#	state_production_speed_infrastructure_factor = -0.90
#	state_repair_speed_infrastructure_factor = -0.80
#}
#NA_B_small_scale_railways_modifier={
#	enable = { always = yes }
#	icon = railway_small_scale
#	local_supplies_for_controller = -0.05
#	army_speed_factor_for_controller = -0.10
#	local_resources = -0.10
#	state_production_speed_infrastructure_factor = -0.70
#	state_repair_speed_infrastructure_factor = -0.70
#}
#NA_B_medium_scale_railways_modifier={
#	enable = { always = yes }
#	icon = railway_medium_scale
#	local_supplies_for_controller = 0.05
#	army_speed_factor_for_controller = 0.05
#	local_resources = 0.10
#	state_production_speed_infrastructure_factor = -0.40
#	state_repair_speed_infrastructure_factor = -0.60
#}
#NA_B_large_scale_railways_modifier={
#	enable = { always = yes }
#	icon = railway_large_scale
#	local_supplies_for_controller = 0.15
#	army_speed_factor_for_controller = 0.15
#	local_resources = 0.25
#	state_production_speed_infrastructure_factor = -0.20
#	state_repair_speed_infrastructure_factor = -0.50
#}

legitimacy_dynamic_modifier = {

	enable = { always = yes }

	political_power_gain = legitimacy_ppg
	stability_factor = legitimacy_wsf
	war_support_factor = legitimacy_wsf
	political_advisor_cost_factor = legitimacy_pacf
	tax_efficiency_factor = legitimacy_wsf
	
}

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

sabotaged_resources = {
	remove_trigger = { 
		has_resistance = no
	}
	
	icon = GFX_modifiers_sabotaged_resource
	
	temporary_state_resource_oil = sabotaged_oil
	temporary_state_resource_aluminium = sabotaged_aluminium
	temporary_state_resource_rubber = sabotaged_rubber
	temporary_state_resource_tungsten = sabotaged_tungsten
	temporary_state_resource_steel = sabotaged_steel
	temporary_state_resource_chromium = sabotaged_chromium
}

autonomous_state = {
	enable = { always = yes }

	icon = GFX_modifiers_sabotaged_resource
	
	recruitable_population_factor = -0.5
	local_building_slots_factor = -0.25
	state_resources_factor = -0.25
	state_production_speed_buildings_factor = -0.25
}

semi_autonomous_state = {
	enable = { always = yes }

	icon = GFX_modifiers_sabotaged_resource
	
	local_building_slots_factor = -0.25
	state_resources_factor = -0.25
	state_production_speed_buildings_factor = -0.25
}

#Migration
mass_immigration = {
	enable = { always = yes }

	icon = "GFX_modifiers_mass_immigration"
	
	monthly_population = 0.5
}

mass_emigration = {
	enable = { always = yes }

	icon = "GFX_modifiers_mass_emigration"
	
	monthly_population = -0.5
}

#Resistance
local_uprising = {
	enable = { always = yes }

	icon = "GFX_modifiers_local_uprising"
	
	army_speed_factor = -0.15
	attrition = 0.1
}

###MHC###
mhc_disorganized_modifier_army = {
	icon = "GFX_idea_ITA_Unorganized_Army"

	army_org_factor = local_mhc_disorganized_general_army
	army_attack_factor = local_mhc_disorganized_general_army
	army_defence_factor = local_mhc_disorganized_general_army
	planning_speed = local_mhc_disorganized_general_army
	
	political_power_factor = local_mhc_disorganized_general_army
}

mhc_disorganized_modifier_airforce = {
	icon = "GFX_idea_ITA_Unorganized_Army"

	army_bonus_air_superiority_factor = local_mhc_disorganized_general_airforce
	air_range_factor = local_mhc_disorganized_general_airforce
	air_accidents_factor = local_mhc_disorganized_general_airforce2
	air_cas_present_factor = local_mhc_disorganized_general_airforce
	
	political_power_factor = local_mhc_disorganized_general_airforce
}

mhc_disorganized_modifier_navy = {
	icon = "GFX_idea_ITA_Unorganized_Navy"

	naval_coordination = local_mhc_disorganized_general_navy
	naval_speed_factor = local_mhc_disorganized_general_navy
	navy_max_range_factor = local_mhc_disorganized_general_navy
	naval_hit_chance = local_mhc_disorganized_general_navy
	
	political_power_factor = local_mhc_disorganized_general_navy
}

economic_focus_factories_used_modifier = {
	civilian_factory_use = economic_focus_factories_used_var
}

#eoanb

eoanb_dynmod_city_development = {
	enable = { always = yes }

	icon = "GFX_idea_water_infrastructure_reliance"
	
	state_production_speed_buildings_factor = 0.05
	state_production_speed_infrastructure_factor = 0.1
	state_production_speed_rail_way_factor = 0.1
	monthly_population = 0.05
}

QNG_army_funding_balance = {
	enable = { always = yes }

	icon = "GFX_idea_chi_hyper_inflation"
	
	political_power_factor = QNG_army_funding_level_lp #0.025
	consumer_goods_expected_value  = QNG_army_funding_level_cg #0.025
	army_org_factor 	   = QNG_army_funding_level_ao
	stability_factor = -0.05
}

dynmod_ENG_london_sewers = {
	enable = { always = yes }

	icon = "GFX_idea_water_infrastructure_reliance"
	
	state_production_speed_infrastructure_factor = 0.05
	state_production_speed_industrial_complex_factor = 0.05
}

dynmod_POR_macau_slaves = {
	enable = { always = yes }

	icon = "GFX_idea_unemployment"
	
	recruitable_population_factor = -0.05
	state_production_speed_buildings_factor = 0.05
}

dynmod_POR_macau_slaves_expanded = {
	enable = { always = yes }

	icon = "GFX_idea_unemployment"
	
	recruitable_population_factor = -0.15
	state_production_speed_buildings_factor = 0.1
	local_building_slots = 1
}

dynmod_POR_macau_casinos = {
	enable = { always = yes }

	icon = "GFX_idea_money_bad"
	
	state_production_speed_industrial_complex_factor = 0.1
	state_production_speed_infrastructure_factor = 0.1
	state_production_speed_naval_base_factor = 0.1
}

dynmod_POR_border_dispute = {
	enable = { always = yes }

	icon = "GFX_modifiers_unrest"

	tax_efficiency_factor = -0.1
	army_speed_factor_for_controller = -0.05
	state_production_speed_buildings_factor = -0.05
	local_building_slots = -1
}

VIN_Cochinchina_Campaign_Investment = {
	icon = "GFX_goal_focus_imperialism"

	stability_factor = VIN_CC_Investment_sf
	political_power_factor = VIN_CC_Investment_lp
	consumer_goods_expected_value = VIN_CC_Investment_cg
	war_support_weekly = VIN_CC_Investment_wws
	planning_speed = VIN_CC_Investment_cg
	
	# targeted_modifier = {
	# 	target = VIN
	# 	army_attack_factor = VIN_CC_Investment_aaf
	# 	army_defence_factor = VIN_CC_Investment_aaf
	# }
}

KNS_bloody_kansas = {
	icon = "FRA_matignon_agreements"
	
	weekly_manpower = KNS_bloody_kansas_1
	war_support_weekly = KNS_bloody_kansas_2
	political_power_gain = KNS_bloody_kansas_3
	production_speed_buildings_factor = KNS_bloody_kansas_3
}
KNS_american_trade_association_modifier = {
	icon = "generic_foreign_capital"
	
	political_power_gain = KNS_ata_pp_gain
	stability_factor = KNS_ata_stab
}

### Austria Dynamic Modifiers ###

dynmod_AUS_naval_reform = {
	enable = { always = yes }

	icon = "GFX_idea_generic_the_london_naval_treaty"

	consumer_goods_expected_value = AUS_naval_reform_cgf
	political_power_factor = AUS_naval_reform_ppf
	stability_factor = AUS_naval_reform_sf
	war_support_factor = AUS_naval_reform_wsf
	war_support_weekly = AUS_naval_reform_wsw
	trade_opinion_factor = AUS_naval_reform_tof
	max_command_power = AUS_naval_reform_mcp
	industrial_capacity_dockyard = AUS_naval_reform_icd
	production_speed_dockyard_factor = AUS_naval_reform_psdf
	refit_speed = AUS_naval_reform_nrs
	experience_gain_navy = AUS_naval_reform_egn
	naval_doctrine_cost_factor = AUS_naval_reform_ndcf
}

dynmod_AUS_urbanization = {
	enable = { always = yes }

	icon = GFX_idea_water_infrastructure_reliance
	
	state_production_speed_infrastructure_factor = 0.15
	state_production_speed_rail_way_factor = 0.15
	state_production_speed_industrial_complex_factor = 0.05
}

dynmod_AUS_moravian_manchester = {
	enable = { always = yes }

	icon = GFX_idea_water_infrastructure_reliance
	
	state_production_speed_infrastructure_factor = 0.15
	state_production_speed_rail_way_factor = 0.15
	state_production_speed_industrial_complex_factor = 0.05
	state_production_speed_fabric_weavery_factor = 0.25
}

dynmod_AUS_italian_unrest = {
	enable = { always = yes }

	icon = GFX_modifiers_minor_call_to_arms
	
	local_intel_to_enemies = 0.75
	local_supplies = -0.5
}

dynmod_AUS_galician_poverty = {
	enable = { always = yes }

	icon = GFX_RAJ_state_of_famine_country
	
	local_manpower = AUS_gal_pov_lm
	local_supplies = AUS_gal_pov_ls
	state_resources_factor = AUS_gal_pov_srf
	production_speed_buildings_factor = AUS_gal_pov_psbf
}

dynmod_AUS_czech_industrial_revolution = {
	enable = { always = yes }

	icon = GFX_idea_generic_bank
	
	local_factories = AUS_czh_industry_lf
	local_building_slots = AUS_czh_industry_lbs
	state_resources_factor = AUS_czh_industry_srf
	production_speed_buildings_factor = AUS_czh_industry_psbf
}

dynmod_AUS_semi_independent_status_in_the_empire = {
	enable = { always = yes }

	icon = GFX_HUN_hungarian_monarchy_habsburg
	
	local_resources_factor = 0.05
	local_supplies = 0.05
	local_manpower = 0.03
	mobilization_speed = 0.03
}

dynmod_AUS_panic_of_1873 = {
	enable = { always = yes }

	icon = GFX_idea_the_market_crash

	consumer_goods_factor = AUS_panic_cgf
	political_power_factor = AUS_panic_ppf
	industry_free_repair_factor = AUS_panic_ifrf
	industry_repair_factor = AUS_panic_irf
	industrial_capacity_dockyard = AUS_panic_icd
	industrial_capacity_factory = AUS_panic_icfc
	production_speed_buildings_factor = AUS_panic_psbf
	money_income_factor = AUS_panic_mif
	inflation_change_factor = AUS_panic_icf
	local_resources_factor = AUS_panic_lrf
	stability_factor = AUS_panic_sf
	stability_weekly = AUS_panic_sw
	war_support_factor = AUS_panic_wsf
	monthly_population = AUS_panic_mp
	research_speed_factor = AUS_panic_rsf
	production_factory_start_efficiency_factor = AUS_panic_pfsef
	production_factory_max_efficiency_factor = AUS_panic_pfmef
	production_factory_efficiency_gain_factor = AUS_panic_pfegf
}

dynmod_AUS_dual_army = {
	enable = { always = yes }

	icon = GFX_idea_AUS_austrian_army

	research_speed_factor = AUS_HUN_army_rsf
	command_power_gain = AUS_HUN_army_cpg
	stability_factor = AUS_HUN_army_sf
	war_support_factor = AUS_HUN_army_wsf
	army_org_factor = AUS_HUN_army_aof
	conscription_factor = AUS_HUN_army_cf
	army_artillery_attack_factor = AUS_HUN_army_aaaf
	experience_gain_army_factor = AUS_HUN_army_egaf
	training_time_army_factor = AUS_HUN_army_ttaf
	industrial_capacity_factory = AUS_HUN_army_icf
	cavalry_attack_factor = AUS_HUN_army_caf
	cavalry_defence_factor = AUS_HUN_army_cdf
	special_forces_attack_factor = AUS_HUN_army_sfaf
	special_forces_defence_factor = AUS_HUN_army_sfdf
	special_forces_cap  = AUS_HUN_army_sfc
}

dynmod_AUS_trialism_achieved = {
	enable = { always = yes }

	icon = GFX_HUN_hungarian_monarchy_habsburg

	local_factories = 0.15
	local_resources = 0.10
	local_manpower = 0.5
	state_production_speed_buildings_factor = 0.10
}

dynmod_AUS_we_have_triumphed = {
	enable = { always = yes }

	icon = GFX_ROM_king_carol_ii_hedonist

	local_factories = 0.05
	local_resources = 0.10
	local_supplies = 0.05
}

### Baden Dynamic Modifiers ###

dynmod_BAD_kulturkampf = {
	enable = { always = yes }
	
	icon =  "GFX_idea_BAD_idea_baden_kulturkampf"
	
	fundamentalism_drift = BAD_kulturkampf_fund_drift
	centrism_drift = BAD_kulturkampf_lib_drift
	stability_factor = BAD_kulturkampf_sf
	stability_weekly = BAD_kulturkampf_sw
	political_power_factor = BAD_kulturkampf_ppf
	research_speed_factor = BAD_kulturkampf_rsf
	custom_modifier_tooltip = BAD_kulturkampf_legitimacy_modifier_tt
}

### Denmark Dynamic Modifiers ###

dynmod_DEN_swedish_trade = {
	enable = { always = yes }

	icon = "GFX_idea_money_bad"

	money_expenses = DEN_swedish_trade_expenses
}

### Sweden Dynamic Modifiers ###

dynmod_SWE_danish_trade = {
	enable = { always = yes }

	icon = "GFX_idea_generic_foreign_capital"

	money_income = SWE_danish_trade_income
}

### Finland Dynamic Modifiers ###

dynmod_FIN_famine = {
	enable = { always = yes }
	
	monthly_population = dynmod_FIN_famine_1
	stability_factor = dynmod_FIN_famine_2
	political_power_factor = dynmod_FIN_famine_2
	drift_defence_factor = dynmod_FIN_famine_2
}

### Italy Dynamic Modifiers 

dynmod_ITA_regional_economic_benefits = {
	enable = { always = yes }

	icon = "GFX_idea_ITA_Regional_Economic_Idea"

	state_production_speed_buildings_factor = 0.25
	resistance_decay = 0.3
	compliance_gain = 0.01
	
}

### Papal States Dynamic Modifiers 

dynmod_PAP_army = {
	enable = { always = yes }

	icon = "GFX_idea_PAP_army"

	army_core_defence_factor = PAP_army_acdf
	army_org_regain = PAP_army_aor
	org_loss_when_moving = PAP_army_olwm
	recon_factor = PAP_army_rf
	army_attack_against_major_factor = PAP_army_aaamf
	army_defence_against_major_factor = PAP_army_adamf
	weekly_manpower = PAP_army_wp
	army_spending_cost_factor = PAP_army_ascf
}

dynmod_PAP_inefficient_administration = {
	enable = { always = yes }
	
	icon = GFX_modifiers_assembly_tensions

	production_speed_buildings_factor = PAP_admin_psbf
	local_supply_impact_factor = PAP_admin_lsif
	local_resources_factor = PAP_admin_srf
}

### Prussia Dynamic Modifiers ###

dynmod_PRS_wilhelmshaven = {
	enable = { always = yes }

	icon = GFX_idea_PRS_wilhelmshaven
	
	state_production_speed_infrastructure_factor = 0.3
	state_production_speed_naval_base_factor = 0.15
	state_production_speed_dockyard_factor = 0.1
}

dynmod_PRS_SSW_holstein_supply = {
	enable = { always = yes }

	icon = GFX_modifiers_sabotaged_resource
	
	local_supplies = -0.5
}

dynmod_PRS_urbanization = {
	enable = { always = yes }

	icon = GFX_idea_water_infrastructure_reliance
	
	state_production_speed_infrastructure_factor = 0.15
	state_production_speed_rail_way_factor = 0.15
	state_production_speed_industrial_complex_factor = 0.05
}

dynmod_PRS_war_preparations = {
	enable = { always = yes }

	icon = GFX_idea_generic_war_preparation
	
	consumer_goods_expected_value = PRS_war_preparations_cgf
	industrial_capacity_factory = PRS_war_preparations_icf
	production_factory_max_efficiency_factor = PRS_war_preparations_pfmef
	production_speed_infrastructure_factor = PRS_war_preparations_psif
	production_speed_rail_way_factor = PRS_war_preparations_psrwf
	production_factory_efficiency_gain_factor = PRS_war_preparations_pfegf
}
### Romania Dynamic Modifiers ###

ROM_inefficient_agriculture = {
	enable = { always = yes }

	icon = ROM_idea_ruined_agriculture
	consumer_goods_expected_value = ROM_var_goods
	production_speed_buildings_factor = ROM_var_construct_speed
	conscription_factor = ROM_var_conscription
	political_power_gain = ROM_var_pp
	stability_factor = ROM_var_stability
}

ROM_idea_cuza_unrest = {
	enable = { always = yes }
	icon = SWE_Toxic_Politics
	consumer_goods_expected_value = ROM_cuza_unrest_consumer
	political_power_gain = ROM_cuza_unrest_stab
	stability_factor = ROM_cuza_unrest_stab
}

### Morocco Dynamic Modifiers ###
MOR_modifier_winds_of_change = {
	enable = { always = yes }
	icon = GFX_idea_generic_improve_credit_organisation
	research_speed_factor = MOR_wc_research_speed
	production_speed_buildings_factor = MOR_wc_psbf
	line_change_production_efficiency_factor = MOR_wc_lcpef
	production_factory_max_efficiency_factor = MOR_wc_pfmef
	min_export = MOR_wc_me
	state_production_speed_fabric_weavery_factor = MOR_wc_spsfwf
	production_speed_farm_factor = MOR_wc_psff
}

###Persian dynamic modifiers###
# PER_dynamic_modifier_power_of_the_qajars = {
# 	enable = { always = yes }

# 	icon = GFX_idea_RUS_state_of_navy
	
# 	political_power_gain = PER_power_of_the_qajar_ppg

# }

# PER_full_support_for_qajar = { #1 
# 	enable = { always = yes }

# 	icon = GFX_modifiers_per_full_support_qajar
	
# 	recruitable_population_factor = 0.25
# 	state_production_speed_buildings_factor = 0.20
# 	local_building_slots_factor = 0.10
# 	state_resources_factor = 0.10
# }

# PER_high_support_for_qajar = { #2 
# 	enable = { always = yes }

# 	icon = GFX_modifiers_per_high_support_qajar
	
# 	recruitable_population_factor = 0.15
# 	state_production_speed_buildings_factor = 0.10
# 	local_building_slots_factor = 0.05
# 	state_resources_factor = 0.05
# }

# PER_medium_support_for_qajar = { #3 
# 	enable = { always = yes }

# 	icon = GFX_modifiers_per_medium_support_qajar
	
# 	recruitable_population_factor = 0.05
# 	state_production_speed_buildings_factor = 0.05
# }

# PER_low_support_for_qajar = { #4 
# 	enable = { always = yes }

# 	icon = GFX_modifiers_per_low_support_qajar
	
# 	recruitable_population_factor = -0.05
# 	state_production_speed_buildings_factor = -0.05
# }

# PER_lacking_support_for_qajar = { #5 
# 	enable = { always = yes }

# 	icon = GFX_modifiers_per_lack_support_qajar
	
# 	recruitable_population_factor = -0.15
# 	state_production_speed_buildings_factor = -0.10
# 	local_building_slots_factor = -0.05
# 	state_resources_factor = -0.05
# }

# PER_contested_land = { #Neutral 
# 	enable = { always = yes }

# 	icon = GFX_modifiers_per_uncontested_land
	
# 	recruitable_population_factor = -0.25
# 	state_production_speed_buildings_factor = -0.33
# 	local_building_slots_factor = -0.2
# 	state_resources_factor = -0.2
# }
# ###Loyalty [-100,100]
# PER_supportive_tribe = { #1 [60,100]
# 	enable = { always = yes }

# 	icon = GFX_modifiers_per_supportive_tribe
	
# 	recruitable_population_factor = 0.15
# 	state_production_speed_buildings_factor = 0.1
# }

# PER_placated_tribe = { #2 [20,59]
# 	enable = { always = yes }

# 	icon = GFX_modifiers_per_placated_tribe
	
# 	state_production_speed_buildings_factor = 0.05
# }

# PER_opposition_tribe = { #3 [-20,19]
# 	enable = { always = yes }

# 	icon = GFX_modifiers_per_opposition_tribe
	
# 	recruitable_population_factor = -0.05
# 	local_building_slots_factor = -0.1 
# 	state_resources_factor = -0.1
# 	state_production_speed_buildings_factor = -0.15
# }

# PER_sedition_tribe = { #4 [-60,-21]
# 	enable = { always = yes }

# 	icon = GFX_modifiers_per_sedition_tribe
	
# 	recruitable_population_factor = -0.25
# 	local_building_slots_factor = -0.25
# 	state_resources_factor = -0.25
# 	state_production_speed_buildings_factor = -0.25
# 	army_speed_factor_for_controller = -0.25
# }

# PER_insurgency_tribe = { #5 [-100,-61]
# 	enable = { always = yes }

# 	icon = GFX_modifiers_per_insurgency_tribe
	
# 	recruitable_population_factor = -0.5
# 	local_building_slots_factor = -0.33
# 	state_resources_factor = -0.5
# 	state_production_speed_buildings_factor = -0.33
# 	army_speed_factor_for_controller = -0.45
# 	disable_strategic_redeployment = 1	
# }

PER_dymod_economy = {
	enable = { always = yes }
	icon = GFX_idea_PER_persian_economy

	stability_factor = PER_economy_sf
	political_power_gain = PER_economy_ppg
	political_power_factor = PER_economy_ppf
	money_income = PER_economy_mi
	money_income_factor = PER_economy_mif
	industrial_capacity_factory = PER_economy_icf
	production_speed_buildings_factor = PER_economy_psbf
	production_speed_infrastructure_factor = PER_economy_psif
	production_speed_rail_way_factor = PER_economy_psrwf
	production_speed_industrial_complex_factor = PER_economy_psicf
	local_resources_factor = PER_economy_lrf
	trade_opinion_factor = PER_economy_tof
	research_speed_factor = PER_economy_rsf
	min_export = PER_economy_me
	monthly_population = PER_economy_mp
	production_factory_efficiency_gain_factor = PER_economy_pfegf
	country_resource_iron = PER_economy_cri
	country_resource_coal = PER_economy_crc
	consumer_goods_factor = PER_economy_cgf
	resource_trade_cost_bonus_per_factory = PER_economy_rtcbpf
	tax_efficiency_factor = PER_economy_tef
}

PER_dymod_army = {
	enable = { always = yes }
	icon = GFX_idea_PER_army_of_persia

	experience_gain_army_factor = PER_army_egaf
	military_leader_cost_factor = PER_army_mlcf
	army_speed_factor = PER_army_asf
	land_reinforce_rate = PER_army_lrr
	army_morale_factor = PER_army_amf
	army_defence_factor = PER_army_adf
	max_planning_factor = PER_army_mpf
	army_attack_factor = PER_army_aaf
	army_org_factor = PER_army_aof
	training_time_army_factor = PER_army_ttaf
	political_power_gain = PER_army_ppg
	stability_weekly = PER_army_sw
	stability_factor = PER_army_sf
	conscription_factor = PER_army_cf
	attrition = PER_army_a
	drift_defence_factor = PER_army_ddf
}

### Russia Dynamic Modifiers ###
dynmod_RUS_turkestan_general_governorship = {
	enable = { always = yes}

    icon = "GFX_idea_generic_foreign_capital"  #Placeholder

	local_manpower = 0.2
	local_resources = 0.1
}

dynmod_RUS_poor_preparation = {
	enable = { always = yes}

    icon = "GFX_idea_generic_foreign_capital"  #Placeholder

	army_attack_factor = -0.15
	army_defence_factor = -0.1
	local_supplies = -0.15
}

oblastnik_tensions = {
	enable = { always = yes }

	icon = GFX_modifiers_sabotaged_resource
	
	state_production_speed_buildings_factor = 0.1
	state_production_speed_industrial_complex_factor = 0.05
	monthly_population = 0.05
}

dynmod_RUS_naval_situation = {
	enable = { always = yes }

	icon = "GFX_idea_RUS_state_of_navy"

	consumer_goods_expected_value = RUS_naval_reform_cgf
	political_power_factor = RUS_naval_reform_ppf
	naval_morale_factor = RUS_naval_reform_nmf
	war_support_factor = RUS_naval_reform_wsf
	naval_attrition = RUS_naval_reform_na
	trade_opinion_factor = RUS_naval_reform_tof
	max_command_power = RUS_naval_reform_mcp
	industrial_capacity_dockyard = RUS_naval_reform_icd
	production_speed_dockyard_factor = RUS_naval_reform_psdf
	refit_speed = RUS_naval_reform_nrs
	experience_gain_navy = RUS_naval_reform_egn
	naval_doctrine_cost_factor = RUS_naval_reform_ndcf
}

dynmod_RUS_army_situation = {
    enable = { always = yes }

	icon = "GFX_idea_RUS_state_of_army"
	
	cavalry_attack_factor = RUS_army_reform_caf
	cavalry_defence_factor = RUS_army_reform_cdf
	modifier_army_sub_unit_camel_cavalry_speed_factor = RUS_army_reform_csf	
	command_abilities_cost_factor = RUS_army_reform_cacf
	land_doctrine_cost_factor = RUS_army_reform_ldcf
	command_power_gain = RUS_army_reform_cpg
	army_org_factor = RUS_army_reform_aof
	army_org_regain = RUS_army_reform_aor
	army_morale_factor = RUS_army_reform_amf
	weekly_manpower = RUS_army_reform_wm
	experience_gain_army_factor = RUS_army_reform_egaf
	military_leader_cost_factor = RUS_army_reform_mlcf
	
}

dynmod_RUS_moscow = {
	enable = { always = yes }
	
	icon = "GFX_RUS_moscow_regulation"

	state_production_speed_buildings_factor = 0.1
	state_production_speed_industrial_complex_factor = 0.05
	monthly_population = 0.05
}

dynmod_RUS_zemstvo = {
	enable = { always = yes }
	
	icon = "GFX_idea_RUS_zemstvo"
	
	monthly_population = RUS_zemstvo_mp
	research_speed_factor = RUS_zemstvo_rsf
	stability_factor = RUS_zemstvo_sf
	political_power_gain = RUS_zemstvo_ppg
}

dynmod_RUS_urbanisation = {
	enable = { always = yes }

	icon = "GFX_idea_RUS_urban_start"

	remove_trigger = {
		has_idea = RUS_idea_urbanisation
	}
	consumer_goods_expected_value = RUS_urbanisation_cgf
	political_power_gain = RUS_urbanisation_ppg
	traditional_conservatism_drift = RUS_urbanisation_tcd
	centrism_drift = RUS_urbanisation_cd
}

dynmod_RUS_peasant_reform = {
	enable = { always = yes }

	icon = "GFX_idea_RUS_peasant_reform"

	monthly_population = RUS_peasant_mp
	political_power_gain = RUS_peasant_ppg
	stability_factor = RUS_peasant_sf
	consumer_goods_factor = RUS_peasant_cgf
	industrial_capacity_factory = RUS_peasant_icf
	 	
	remove_trigger = {
		OR = {
			has_idea = RUS_idea_moderate_peasant_reform
			has_idea = RUS_idea_radical_peasant_reform
		}
	}
}

# Small modifier for the area which Amur Cossacks settle
dynmod_RUS_amur_cossacks = {
	enable = { always = yes}

    icon = "GFX_idea_generic_foreign_capital" #Placeholder

	monthly_population = 0.05
	supply_consumption_factor = 0.05
}

### Greece Dynamic Modifiers ###

# Situation of Greek Agriculture
dynmod_GRE_poor_agriculture = {
	enable = { always = yes}

    icon = "GFX_idea_GRE_Poor_Land_Reform" 

	state_production_speed_farm_factor = GRE_agriculture_spsff
	state_production_speed_cotton_farm_factor = GRE_agriculture_spscff
	money_income = GRE_agriculture_im
	monthly_population = GRE_agriculture_mp
	state_resources_factor = GRE_agriculture_srf
	tax_efficiency_factor = GRE_agriculture_tef
	money_income_factor = GRE_agriculture_mif
	research_speed_factor = GRE_agriculture_rsf
}

dynmod_GRE_athens_crisis = {
	enable = { always = yes }

    icon = "GFX_decision_generic_political_rally"

	recruitable_population_factor = -0.3
	production_speed_buildings_factor = -0.5
	industry_repair_factor = -0.2
}
dynmod_GRE_athens_crisis_slow_fix = {
	enable = { always = yes }

    icon = "GFX_decision_generic_civil_support"

	recruitable_population_factor = -0.15
	production_speed_buildings_factor = -0.2
	industry_repair_factor = -0.1
}

dynmod_GRE_athens_crisis_fast_fix = {
	enable = { always = yes }

    icon = "GFX_decision_generic_independence"

	recruitable_population_factor = -0.6
	production_speed_buildings_factor = -0.8
	industry_repair_factor = -0.3
}

dynmod_GRE_increased_agricultural_production = {
	enable = { always = yes }

    icon = "GFX_decision_generic_fundraising"

	monthly_population = 0.10
}


### Causes errors and should be idea/spirit

#dynmod_GRE_march_towards_athens = {
#	enable = { always = yes }
#
#	icon = "GFX_idea_unknown"
#
#	attrition = 0.05
#	targeted_modifier = {
#		tag = GRE
#		army_attack_factor = 0.2
#		army_defence_factor = -0.1
#		army_speed_factor = 0.1
#	}
#}

### Foreign Influence Modifier ###
dynmod_foreign_influence = {
	enable = { always = yes }

	icon = "GFX_idea_generic_fun_administration"

	consumer_goods_expected_value = total_consumer_goods_gained_from_influence
	political_power_gain = total_political_power_spent_on_influence
}

## 1-3% of state population infected
influenza_impact_01 = {
	enable = { always = yes }
	icon = "GFX_idea_unknown"
	
	state_resources_factor = -0.02
	state_production_speed_buildings_factor = -0.02
}

## 4-10% of state population infected ##
influenza_impact_02 = {
	enable = { always = yes }
	icon = "GFX_idea_unknown"

	state_resources_factor = -0.08
	state_production_speed_buildings_factor = -0.08
}

## 11-25% of state population infected ##
influenza_impact_03 = {
	enable = { always = yes }
	icon = "GFX_idea_unknown"

	state_resources_factor = -0.2
	state_production_speed_buildings_factor = -0.2
}

## 25-50% of state population infected ##
influenza_impact_04 = {
	enable = { always = yes }
	icon = "GFX_idea_unknown"

	state_resources_factor = -0.4
	state_production_speed_buildings_factor = -0.4
}

## +50% of state population infected ##
influenza_impact_05 = {
	enable = { always = yes }
	icon = "GFX_idea_unknown"

	state_resources_factor = -0.75
	state_production_speed_buildings_factor = -0.75
}

## USED TO KEEP TRACKS OF STATE THAT THE PLAGUE PASSED ##
influenza_aftermath = {
	enable = { always = yes }
	icon = "GFX_idea_unknown"

	state_resources_factor = -0.3
}

#famine system for QNG
terrible_famine = {
	enable = { always = yes }

	icon = "GFX_modifiers_sabotaged_resource"
	
	monthly_population = -0.5
	resistance_growth = 0.04
}
worsening_famine = {
	enable = { always = yes }

	icon = "GFX_modifiers_sabotaged_resource"
	
	monthly_population = -0.4
	resistance_growth = 0.03
}
bad_famine = {
	enable = { always = yes }

	icon = "GFX_modifiers_sabotaged_resource"
	
	monthly_population = -0.2
	resistance_growth = 0.02
}
light_famine = {
	enable = { always = yes }

	icon = "GFX_modifiers_sabotaged_resource"
	
	monthly_population = -0.1
	resistance_growth = 0.01
}

#beiyang stuff for QNG 
prioritizing_the_beiyang_fleet = {
	enable = { always = yes }

	#icon = "GFX_modifiers_sabotaged_resource"
	
	state_production_speed_dockyard_factor = 0.15
	state_production_speed_naval_base_factor = 0.25
	#state_production_naval_fort_factor = 0.25    There is no naval fort or this is wrong
}

#Chinese concession of Incheon  
chinese_concession_of_incheon = {
	enable = { always = yes }

	#icon = "GFX_modifiers_sabotaged_resource"
	
	state_production_speed_buildings_factor = -0.25
	monthly_population = 0.25
	state_resources_factor = -0.3
}


#Brazil Dynamic Modifiers
dynmod_BRA_railways_by_slaves = {
	enable = { always = yes }
	icon = "GFX_idea_railway_early_scale"
	state_production_speed_infrastructure_factor = 0.15
	state_production_speed_rail_way_factor = 0.15
}

dynmod_BRA_railways_by_free_workers = {
	enable = { always = yes	}
	icon = "GFX_idea_railway_small_scale"
	state_production_speed_infrastructure_factor = 0.25
	state_production_speed_rail_way_factor = 0.25
}

dynmod_BRA_railways_by_companies = {
	icon = "GFX_idea_railway_medium_scale"
	enable = { always = yes	}
	state_production_speed_infrastructure_factor = 0.35
	state_production_speed_rail_way_factor = 0.35
}

dynmod_BRA_industrial_complex_bonus = {
	icon = "GFX_idea_generic_poor_working_condition"
	enable = { always = yes	}
	state_production_speed_industrial_complex_factor = 0.10
}

dynmod_BRA_arms_factory_bonus = {
	icon = "GFX_idea_generic_rapid_industrialisation"
	enable = { always = yes }
	state_production_speed_arms_factory_factor = 0.10
}

dynmod_BRA_naval_base_bonus = {
	icon = "GFX_idea_water_infrastructure_reliance"
	enable = { always = yes }
	state_production_speed_naval_base_factor = 0.25
}

dynmod_BRA_dockyard_bonus = {
	icon = "GFX_idea_generic_shipyard"
	enable = { always = yes }
	state_production_speed_dockyard_factor = 0.10
}

dynmod_BRA_farm_bonus = {
	icon = "GFX_idea_farmer_wheat_law_treaty_chain"
	enable = { always = yes }
	state_production_speed_farm_factor = 0.4
}

dynmod_BRA_cotton_farm_bonus = {
	icon = "GFX_idea_farmer_wheat_law_treaty_chain"
	enable = { always = yes }
	state_production_speed_cotton_farm_factor = 0.25
}

dynmod_BRA_fabric_weavery_bonus = {
	icon = "GFX_idea_generic_poor_working_condition"
	enable = { always = yes }
	state_production_speed_fabric_weavery_factor = 0.2
}

dynmod_paraguay_river_modifier={
	enable = { always = yes }
	icon = "GFX_water_infrastructure_reliance"
	local_supplies_for_controller = 0.05
	army_speed_factor_for_controller = 0.10
	state_resources_factor = 0.15
}

dynmod_parana_river_modifier={
	enable = { always = yes }
	icon = "GFX_water_infrastructure_reliance"
	local_supplies_for_controller = 0.05
	army_speed_factor_for_controller = 0.10
	state_resources_factor = 0.15
}

dynmod_uruguay_river_modifier={
	enable = { always = yes }
	icon = "GFX_water_infrastructure_reliance"
	local_supplies_for_controller = 0.05
	army_speed_factor_for_controller = 0.10
	state_resources_factor = 0.15
}

dynmod_amazon_river_modifier={
	enable = { always = yes }
	icon = "GFX_water_infrastructure_reliance"
	local_supplies_for_controller = 0.05
	army_speed_factor_for_controller = 0.10
	state_resources_factor = 0.15
}

dynmod_amazon_rainforest_modifier={
	icon = "GFX_idea_SWE_wood"
	enable = { always = yes }
	state_production_speed_logging_camp_factor = 0.25
	state_production_speed_infrastructure_factor = -0.33
	temporary_state_resource_wood = 6
}

dynmod_pampas_modifier={
	enable = { always = yes }
	icon = "GFX_idea_agrarian"
	state_production_speed_farm_factor = 0.15
	monthly_population = 0.05
}

dynmod_pantanal_modifier={
	enable = { always = yes }
	icon = "GFX_idea_agrarian"
	state_production_speed_farm_factor = 0.15
	monthly_population = 0.05
	state_production_speed_infrastructure_factor = -0.1
}

dynmod_BRA_small_livestock={
	enable = { always = yes }
	icon = "GFX_idea_BRA_dynamic_cattle"
	local_supplies = 0.01
	weekly_manpower = 7
	#experience_gain_cavalry_training_factor = 0.1
}

dynmod_BRA_medium_livestock={
	enable = { always = yes }
	icon = "GFX_idea_BRA_dynamic_cattle"
	local_supplies = 0.02
	weekly_manpower = 14
	#experience_gain_cavalry_training_factor = 0.15
}

dynmod_BRA_large_livestock={
	enable = { always = yes }
	icon = "GFX_idea_BRA_dynamic_cattle"
	local_supplies = 0.04
	weekly_manpower = 28
	#state_production_speed_fabric_weavery_factor = 0.2
	#experience_gain_cavalry_training_factor = 0.20
}

dynmod_BRA_huge_livestock={
	enable = { always = yes }
	icon = "GFX_idea_BRA_dynamic_cattle"
	local_supplies = 0.08
	weekly_manpower = 56
	#state_production_speed_fabric_weavery_factor = 0.2
	#experience_gain_cavalry_training_factor = 0.25
}

dynmod_BRA_small_sugar_mills={
	enable = { always = yes }
	icon = "GFX_idea_BRA_sugar"
	weekly_manpower = 7
	local_building_slots_factor = 0.025
	state_production_speed_buildings_factor = 0.025
}

dynmod_BRA_medium_sugar_mills={
	enable = { always = yes }
	icon = "GFX_idea_BRA_sugar"
	weekly_manpower = 14
	local_building_slots_factor = 0.05
	state_production_speed_buildings_factor = 0.05
}

dynmod_BRA_large_sugar_mills={
	enable = { always = yes }
	icon = "GFX_idea_BRA_sugar"
	weekly_manpower = 28
	local_building_slots_factor = 0.075
	state_production_speed_buildings_factor = 0.075
}

dynmod_BRA_huge_sugar_mills={
	enable = { always = yes }
	icon = "GFX_idea_BRA_sugar"
	weekly_manpower = 56
	local_building_slots_factor = 0.1
	state_production_speed_buildings_factor = 0.1
}

BRA_Livestock_Ranch_Modifier = {
	enable = { always = yes }
	icon = "GFX_idea_BRA_dynamic_cattle"
    local_supplies = 0.05 #tração animal
    local_monthly_manpower_modifier = 20 #carne
    temporary_state_resource_fabric = 2 #couro
    state_production_speed_farm_factor = 0.05 #fertilizante
    #money_income = 3 #dinheiro por rancho
}

BRA_Coffee_Plantations_Modifier = {
	enable = { always = yes }
	icon = "GFX_idea_BRA_dynamic_coffee"
    local_building_slots_factor = 0.05
    local_resources = 0.05
    local_org_regain = 0.1
    state_production_speed_infrastructure_factor = 0.04
    state_production_speed_rail_way_factor = 0.08
    state_production_speed_naval_base_factor = 0.06
    state_production_speed_farm_factor = 0.02
    #money_income = 5 #money for Coffee
}

BRA_Sugar_Plantations_Modifier = {
	enable = { always = yes }
	icon = "GFX_idea_BRA_dynamic_sugar"
    local_monthly_manpower_modifier = 5 #Grocery
    org_loss_when_moving = -0.05
    army_morale_factor = 0.01
    state_production_speed_farm_factor = 0.05 #Sugar Plantations
    state_production_speed_industrial_complex_factor = 0.03 #sugar factories
    #money_income = 3 #Money for plantation
    max_fuel_building = 0.075 #ethyl alcohol
}

BRA_Tobacco_Plantations_Modifier = {
	enable = { always = yes }
	icon = "GFX_idea_BRA_dynamic_tobacco"
    army_morale_factor = 0.02
    local_org_regain = 0.15
    army_strength_factor = 0.05
    state_production_speed_farm_factor = 0.05 #Tobacoo Plantations
    state_production_speed_industrial_complex_factor = 0.03 #Cigarret Factories
    #money_income = 4 #Money for Tobacco   
}

BRA_Cocoa_Plantations_Modifier = {
	enable = { always = yes }
	icon = "GFX_idea_BRA_dynamic_cocoa"
    local_monthly_manpower_modifier = 3 #Chocolate
    army_morale_factor = 0.02
    army_strength_factor = 0.05
    state_production_speed_farm_factor = 0.05 #Cocoa Plantations
    state_production_speed_industrial_complex_factor = 0.03 #Chocolate Factories
    #money_income = 5
}

BRA_Livestock_Ranch_Money = {
	enable = { always = yes }
	icon = "GFX_idea_BRA_cattle"
	money_income = BRA_Livestock_Country_Money
}

BRA_Cocoa_Plantations_Money = {
	enable = { always = yes }
	icon = "GFX_idea_BRA_cocoa"
	money_income = BRA_Cocoa_Country_Money
}

BRA_Tobacco_Plantations_Money = {
	enable = { always = yes }
	icon = "GFX_idea_BRA_tobacco"
	money_income = BRA_Tobacco_Country_Money
}

BRA_Coffee_Plantations_Money = {
	enable = { always = yes }
	icon = "GFX_idea_BRA_coffee"
	money_income = BRA_Coffee_Country_Money
}

BRA_Sugar_Plantations_Money = {
	enable = { always = yes }
	icon = "GFX_idea_BRA_sugar"
	money_income = BRA_Sugar_Country_Money
}

BRA_Tea_Plantations_Money = {
	enable = { always = yes }
	icon = "GFX_Focus_Agriculture_tea"
	money_income = BRA_Tea_Country_Money
}

dynmod_BRA_Agriculture_Money = {
	enable = { always = yes }
	icon = "GFX_idea_BRA_Agriculture"
	money_income = BRA_Agriculture_Country_Money
	stability_factor = BRA_Agriculture_Country_sf
	production_speed_infrastructure_factor = BRA_Agriculture_Country_psif
	production_speed_industrial_complex_factor = BRA_Agriculture_Country_psicf
	production_speed_farm_factor = BRA_Agriculture_Country_psff
	production_speed_logging_camp_factor = BRA_Agriculture_Country_pslcf
	production_speed_cotton_farm_factor = BRA_Agriculture_Country_pscff
}

dynmod_BRA_New_World_Immigrants = {
	enable = { always = yes }
	icon = "GFX_idea_BRA_New_World_Immigrants"
	monthly_population = BRA_New_World_Immigrants_mp
	trade_opinion_factor = BRA_New_World_Immigrants_tom
	local_resources_factor = BRA_New_World_Immigrants_lrf 
	production_cost_max_convoy = BRA_New_World_Immigrants_pcmc
	research_speed_factor = BRA_New_World_Immigrants_rsf
	industrial_capacity_dockyard = BRA_New_World_Immigrants_icd
	production_factory_max_efficiency_factor = BRA_New_World_Immigrants_pfmef 
	line_change_production_efficiency_factor = BRA_New_World_Immigrants_lcpef
	industrial_capacity_factory = BRA_New_World_Immigrants_icf 
	production_speed_industrial_complex_factor = BRA_New_World_Immigrants_psicf 
	production_speed_arms_factory_factor = BRA_New_World_Immigrants_psaff 
	production_speed_farm_factor = BRA_New_World_Immigrants_psff 
	production_speed_cotton_farm_factor = BRA_New_World_Immigrants_pscff
	consumer_goods_expected_value = BRA_New_World_Immigrants_cgev
}

dynmod_BRA_cocoa={
	enable = { always = yes }
	icon = "GFX_idea_BRA_cocoa"
	weekly_manpower = 7
	local_org_regain = 0.15
}

BRA_african_workers_strikes = {
	enable = { always = yes }
	icon = "GFX_modifiers_local_uprising"
	local_factory_sabotage = 0.3
	state_production_speed_buildings_factor = -0.25
	#state_repair_speed_buildings_factor = -0.3
	disable_strategic_redeployment = 1
	recruitable_population_factor = -0.25
}

#Ottoman Dynamic Modifiers
dynmod_OTO_crete_revolt = {
	icon = totalist_charta
	enable = { always = yes }

	local_manpower = -1
	local_resources = -1
	state_production_speed_buildings_factor = -1
	compliance_gain = -0.2
	resistance_garrison_penetration_chance = 0.9
	army_speed_factor_for_controller = -0.9
}

dynmod_OTO_city_of_palaces = {
	icon = GFX_idea_unknown
	enable = { always = yes }

	army_defence_factor = 0.15
}

dynmod_OTO_anti_greek_protests = {
	icon = GFX_idea_unknown
	enable = { always = yes }

	army_speed_factor_for_controller = -0.2
	attrition_for_controller = 0.1
	local_org_regain = -0.1
}
dynmod_OTO_greek_resistance = {
	icon = GFX_idea_unknown
	enable = { always = yes }

	army_speed_factor = -0.1
	enemy_army_speed_factor = 0.15
	local_manpower = -0.2
	compliance_growth = -0.5
}
dynmod_OTO_bulgarian_protests = {
	icon = GFX_idea_unknown
	enable = { always = yes }

	local_manpower = -0.3
	resistance_growth = -0.1
	recruitable_population_factor = -0.1
}
dynmod_OTO_bulgarian_resistance = {
	icon = GFX_idea_unknown
	enable = { always = yes }

	army_speed_factor = -0.1
	enemy_army_speed_factor = 0.15
	local_manpower = -0.2
	compliance_growth = -0.5
}
dynmod_OTO_greek_majority_is_happy = {
	icon = GFX_idea_unknown
	enable = { always = yes }

	army_speed_factor = 0.1
	enemy_army_speed_factor = -0.15
	local_manpower = 0.2
	compliance_growth = 0.5
}


#France Dynamic Modifiers
dynmod_FRA_imperial_army = {
	icon = "GFX_idea_FRA_imperial_army"
	enable = { always = yes }

	army_attack_factor = FRA_imperial_army_aaf
	army_defence_factor = FRA_imperial_army_adf
	army_core_defence_factor = FRA_imperial_army_acdf
	mobilization_speed = FRA_imperial_army_ms
	training_time_factor = FRA_imperial_army_ttf
	army_org_factor = FRA_imperial_army_aof  
}

dynmod_FRA_imperial_navy = {
	icon = "GFX_idea_FRA_imperial_navy"
	enable = { always = yes }

	industrial_capacity_dockyard = FRA_imperial_navy_icd
	production_speed_dockyard_factor = FRA_imperial_navy_psdf
	refit_speed = FRA_imperial_navy_nrs
	experience_gain_navy = FRA_imperial_navy_egn
	naval_doctrine_cost_factor = FRA_imperial_navy_ndcf
	naval_damage_factor = FRA_imperial_navy_ndf
	money_income_factor = FRA_imperial_navy_mif
}

#Bulgaria Dynamic Modifiers
dynmod_BUL_battenbergov_plan = {
	icon =  "GFX_idea_generic_rapid_industrialisation"
	
	enable = { always = yes }
	
	state_production_speed_industrial_complex_factor  = 0.05
}

#Quebec recruitable pop factor
dynmod_CAN_quebec_autonomy = {
	icon = GFX_idea_unknown
	
	enable = { is_owned_by = CAN }
	
	local_manpower = CAN.french_canadian_recruitable_factor
}

 #Portugal Dynamic Modifier
 dynmod_POR_army = {
	icon = "GFX_idea_POR_army"
	enable = { always = yes }
	conscription = POR_army_c
 	planning_speed = POR_army_ps
	army_org_factor = POR_army_aof
	army_org_regain = POR_army_aor
	military_leader_cost_factor = POR_army_mlcf
	supply_consumption_factor = POR_army_scf
	training_time_factor = POR_army_ttf
	army_attack_factor = POR_army_aaf
	army_defence_factor = POR_army_adf
	research_speed_factor = POR_army_rsf
 }

# Tunisian Dynamic Modifier
 dynmod_TUN_euro_based_army = {
	icon = GFX_
	enable = { always = yes }
	attrition = TUN_euro_based_army_att
	experience_gain_army = TUN_euro_based_army_ega
	max_planning_factor = TUN_euro_based_army_mpf
	army_attack_factor = TUN_euro_based_army_aaf
	army_defence_factor = TUN_euro_based_army_adf
	political_power_gain = TUN_euro_based_army_ppg
	supply_consumption_factor = TUN_army_scf
	training_time_factor = TUN_army_ttf
	army_org_factor = TUN_army_aof
	army_org_regain = TUN_army_aor
 }
 
 TUN_modifier_winds_of_change = {
	enable = { always = yes }
	icon = GFX_idea_generic_improve_credit_organisation
	research_speed_factor = TUN_wc_research_speed
	stability_factor = TUN_wc_sf
	inflation_change_factor = TUN_wc_icf
	money_income_factor = TUN_wc_mif
}

 TUN_modifier_seasonal_harbour = {
	enable = { always = yes }
	icon = GFX_idea_generic_improve_credit_organisation
	recruitable_population = -0.15
	local_supplies = 0.15
}

TUN_modifier_marseille_of_the_desert = {
	enable = { always = yes }
	icon = GFX_idea_TUN_desert
	supply_consumption_factor = TUN_md_scf
	production_speed_buildings_factor = TUN_md_psbf
}

TUN_Modifier_Mayor_of_Tunis = {
	enable = { always = yes }
	icon = GFX_TUN_Modifier_Mayor_of_Tunis
	state_production_speed_buildings_factor = 0.1
	recruitable_population_factor = 0.02
}

#Indigo Rebellion Modifier
dynmod_RAJ_indigo_rebellion = {
	icon = GFX_idea_unknown
	state_production_speed_farm_factor = -0.05
	state_production_speed_industrial_complex_factor = -0.05
	state_repair_speed_farm_factor = -0.05
	state_repair_speed_industrial_complex_factor = -0.05
	monthly_population = -0.05
}

#Culture/Religion Modifiers
primary_culture = {
	icon = "placeholder"
	enable = { always = yes }
	local_building_slots_factor = 0.05
	resistance_growth = -0.2
	resistance_target = -0.25
	compliance_gain = 0.2
}
accepted_culture = {
	icon = "placeholder"
	enable = { always = yes }
	local_building_slots_factor = 0.025
	resistance_growth = -0.1
	resistance_target = -0.15
	compliance_gain = 0.1
}
default_culture = {
	icon = "placeholder"
	enable = { always = yes }
	local_manpower = -0.05
}
marginalized_culture = {
	icon = "placeholder"
	enable = { always = yes }
	local_manpower = -0.2
	local_building_slots_factor = -0.1
	resistance_growth = 0.1
	resistance_target = 0.15
	compliance_gain = -0.15
}
primary_religion = {
	icon = "placeholder"
	enable = { always = yes }
	local_manpower = 0.1
	resistance_growth = -0.1
	resistance_target = -0.05
	compliance_gain = 0.05
}
accepted_religion = {
	icon = "placeholder"
	enable = { always = yes }
	local_manpower = 0.05
	resistance_growth = -0.05
}
default_religion = {
	icon = "placeholder"
	enable = { always = yes }
	local_manpower = -0.05
}
marginalized_religion = {
	icon = "placeholder"
	enable = { always = yes }
	local_manpower = -0.15
	resistance_growth = 0.1
	resistance_target = 0.15
	compliance_gain = -0.1
}
GER_elsass_integration_national = {
	enable = { always = yes }
	
	
	icon = "GFX_GER_elsass_integration_national"
	
	stability_factor = GER_elsass_stability
	political_power_gain = GER_elsass_pp_gain
}
GER_elsass_integration_state = {
	enable = { always = yes }
	
	
	icon = "GFX_GER_elsass_integration_state"
	
	local_resources = GER_elsass_resource
	state_production_speed_buildings_factor = GER_elsass_building_speed
}