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


###### COUNTRY MODIFIERS

AFG_subsistence_economy_modifier = { #NATIONAL SPIRIT
	enable = { always = yes }
	icon = GFX_idea_generic_agrarian_society
	production_factory_efficiency_gain_factor = AFG_economy_production_efficiency_gain_factor
	production_factory_max_efficiency_factor = AFG_economy_production_max_efficiency_factor
	industrial_capacity_factory = AFG_economy_industrial_capacity_factor
	stability_factor = AFG_stability_factor_dm
}

AFG_economic_regionalism = { #STATE MODIFIER
	enable = { always = yes }
	icon = GFX_modifiers_BRA_neglected_state
	state_production_speed_buildings_factor = AFG_state_development_production_speed # $MODIFIER_STATE_PRODUCTION_SPEED_BUILDINGS_FACTOR$
	state_resources_factor = AFG_state_development_state_resources_factor
	state_production_speed_infrastructure_factor = AFG_state_production_speed_infrastructure_factor
	remove_trigger = {
		NOT = { OWNER = { original_tag = AFG } }
	}
}

AFG_electrification_modifier = {
	enable = { always = yes }
	remove_trigger = {
		ROOT = { 
			NOT = {
				OWNER = {
					original_tag = AFG
				}
			} # ROOT refers to the state on which the modifier is added
		}
	}
	icon = GFX_modifiers_ETH_state_development	
	state_production_speed_buildings_factor = 0.1
	state_resources_factor = 0.1
	local_building_slots_factor = 0.1
	state_production_speed_infrastructure_factor = 0.1
}

AFG_quami_modifier = {
	enable = { always = yes }
	icon = GFX_idea_AFG_quami	
	modifier_army_sub_unit_irregular_infantry_defence_factor = AFG_modifier_army_sub_unit_irregular_infantry_defence_factor
	modifier_army_sub_unit_irregular_infantry_speed_factor = AFG_modifier_army_sub_unit_irregular_infantry_speed_factor
	modifier_army_sub_unit_irregular_infantry_max_org_factor = AFG_modifier_army_sub_unit_irregular_infantry_max_org_factor
	modifier_army_sub_unit_irregular_infantry_attack_factor = AFG_modifier_army_sub_unit_irregular_infantry_attack_factor
	conscription_factor = AFG_conscription_factor
	#MODIFIER_CAVALRY_ATTACK_FACTOR = AFG_MODIFIER_CAVALRY_ATTACK_FACTOR
	#MODIFIER_CAVALRY_DEFENCE_FACTOR = AFG_MODIFIER_CAVALRY_DEFENCE_FACTOR
	modifier_army_sub_unit_cavalry_attack_factor = AFG_modifier_army_sub_unit_cavalry_attack_factor
	modifier_army_sub_unit_cavalry_defence_factor = AFG_modifier_army_sub_unit_cavalry_defence_factor
	modifier_army_sub_unit_cavalry_speed_factor = AFG_modifier_army_sub_unit_cavalry_speed_factor
	special_forces_cap = AFG_special_forces_cap
	experience_gain_army_factor = AFG_experience_gain_army_factor
	training_time_factor = AFG_training_time_factor
	max_planning_factor = AFG_max_planning_factor
	planning_speed = AFG_planning_speed
	acclimatization_cold_climate_gain_factor = AFG_acclimatization_cold_climate_gain_factor
	acclimatization_hot_climate_gain_factor = AFG_acclimatization_hot_climate_gain_factor
	conscription = AFG_conscription
	army_defence_factor = AFG_army_defence_factor
	supply_factor = AFG_army_supply_factor
	supply_combat_penalties_on_core_factor = AFG_army_supply_combat_penalties_on_core_factor

}
AFG_nufus_modifier = {
	enable = { always = yes }
	icon = GFX_idea_AFG_adopt_nufus	
	experience_gain_army_factor = AFG_experience_gain_army_factor
	army_org_factor = AFG_army_org_factor
	army_core_defence_factor = AFG_army_core_defence_factor
	army_armor_defence_factor = AFG_army_armor_defence_factor
	army_armor_attack_factor = AFG_army_armor_attack_factor
	army_artillery_attack_factor = AFG_army_artillery_attack_factor
	army_artillery_defence_factor = AFG_army_artillery_defence_factor
	conscription_factor = AFG_conscription_factor
	training_time_factor = AFG_training_time_factor
	conscription = AFG_conscription
	army_defence_factor = AFG_army_defence_factor
	army_attack_factor = AFG_army_attack_factor
	special_forces_cap = AFG_special_forces_cap
	special_forces_out_of_supply_factor = AFG_special_forces_out_of_supply_factor
	extra_marine_supply_grace = AFG_extra_marine_supply_grace
	max_planning_factor = AFG_max_planning_factor
	planning_speed = AFG_planning_speed
	max_command_power_mult = AFG_max_command_power_mult
	command_power_gain_mult = AFG_command_power_gain_mult
	acclimatization_cold_climate_gain_factor = AFG_acclimatization_cold_climate_gain_factor
	acclimatization_hot_climate_gain_factor = AFG_acclimatization_hot_climate_gain_factor
	supply_factor = AFG_army_supply_factor
	supply_combat_penalties_on_core_factor = AFG_army_supply_combat_penalties_on_core_factor

}

AFG_border_resistance_modifier = {
	enable = { always = yes }
	icon = GFX_modifiers_generic_resistance	
	resistance_growth = 0.1
}

AFG_amanullah_insurection_modifier = {
	enable = { always = yes }
	icon = GFX_idea_generic_fascism_drift_bonus	
	#stability_factor = -0.05
	#fascism_drift = 0.01
	stability_factor = AFG_amanullah_modifier_stability_factor
	fascism_drift = AFG_amanullah_modifier_fascism_drift
	army_core_defence_factor = AFG_amanullah_modifier_core_defense_factor
	army_core_attack_factor = AFG_amanullah_modifier_core_attack_factor
}

AFG_look_to_the_past_modifier = {
	enable = { always = yes }
	icon = GFX_idea_PER_islamic_traditions_ns

	stability_factor = AFG_look_to_the_past_modifier_stability_factor
	war_support_factor = AFG_look_to_the_past_modifier_war_support_factor
	army_core_defence_factor = AFG_look_to_the_past_modifier_core_defense_factor
	army_core_attack_factor = AFG_look_to_the_past_modifier_core_attack_factor
	research_speed_factor = AFG_look_to_the_past_modifier_research_speed_factor

}
AFG_1923_constitution_modifier = {
	enable = { always = yes }
	icon = GFX_idea_generic_constitutional_guarantees
	stability_factor = AFG_1923_const_modifier_stability_factor
	# = -0.1
	mobilization_laws_cost_factor = AFG_1923_const_modifier_mobilization_laws_cost_factor
	# = -0.25
	political_advisor_cost_factor = AFG_1923_const_modifier_political_advisor_cost_factor
	# = -0.25
	production_speed_industrial_complex_factor = AFG_1923_const_modifier_production_speed_industrial_complex_factor
	# = 0.1
	research_speed_factor = AFG_1923_const_modifier_research_speed_factor
	# = 0
	production_factory_efficiency_gain_factor = AFG_1923_const_modifier_production_factory_efficiency_gain_factor
	# = 0
	production_factory_max_efficiency_factor = AFG_1923_const_modifier_production_factory_max_efficiency_factor
	# = 0
	fascism_drift = 0.03 
	army_core_defence_factor = 0.05 		
	army_core_attack_factor = 0.05  	
	
}

AFG_resistance_active_here = {
	enable = { always = yes }
	remove_trigger = {
		OWNER = { NOT = { original_tag = SOV } }
	}
	icon = GFX_modifiers_generic_military_plans
	local_manpower = -0.1
}


AFG_disgruntled_minority = {
	enable = { always = yes }
	remove_trigger = {
		NOT = { OWNER = { original_tag = AFG } }
	}
	icon = GFX_modifiers_generic_resistance
	local_manpower = -0.3
	local_supplies = -0.15
	local_resources_factor = -0.15
}

AFG_arranged_expansion_modifier = {
	enable = { always = yes  }
	icon = GFX_modifiers_generic_fascist_corporatism
	custom_modifier_tooltip = AFG_arranged_expansion_modifier_tt
}


#RAJ
idea_RAJ_independence_movement = { #STATE MODIFIER
	enable = { is_subject = yes }
	icon = GFX_idea_RAJ_independence_movement
	resistance_activity = RAJ_resistance_activity_independence_movement
	resistance_target  = RAJ_resistance_target_independence_movement
	autonomy_gain = RAJ_autonomy_gain_independence_movement
	communism_drift = RAJ_communism_drift_independence_movement													

}

idea_RAJ_indian_air_force = {
	enable = { always = yes }
	icon = GFX_idea_generic_air_bonus
	experience_gain_air = RAJ_indian_air_force_xp_gain
	air_mission_xp_gain_factor = RAJ_indian_air_mission_xp_gain_factor
	air_training_xp_gain_factor = RAJ_indian_air_training_xp_gain_factor
	air_accidents_factor = RAJ_indian_air_air_accidents_factor
	air_cas_present_factor = RAJ_indian_air_air_cas_present_factor
	air_cas_efficiency = RAJ_indian_air_air_cas_efficiency
	air_agility_factor = RAJ_indian_air_air_agility_factor
}

idea_RAJ_royal_indian_navy = {
	enable = { always = yes }
	icon = GFX_idea_generic_navy_bonus
	experience_gain_navy = RAJ_royal_indian_navy_xp_gain
}

idea_RAJ_tea_exports = {
	enable = { is_subject_of = ENG }
	icon = GFX_idea_stiff_upper_lip
	autonomy_gain = RAJ_autonomy_gain_tea_exports
	production_speed_buildings_factor = RAJ_building_speed_tea_exports
}

idea_RAJ_agrarian_society = {
	icon = GFX_idea_generic_agrarian_society
	#experience_gain_army_factor = RAJ_agrarian_society_experience_gain_army_factor
	conscription_factor = RAJ_agrarian_society_conscription_factor
	mobilization_laws_cost_factor = RAJ_agrarian_society_mobilization_laws_cost_factor
	mobilization_speed = RAJ_agrarian_society_mobilization_speed
}

#Added on states if invaded
idea_RAJ_resistant_to_occupation = {
	icon = GFX_modifiers_FIN_weapon_caches
	compliance_growth = -0.2
	local_manpower = -0.2
	remove_trigger = {	
		CONTROLLER = { is_raj_or_raj_inheritor = yes } 	
	}
}

idea_RAJ_sikh_approval = {
	icon = GFX_modifiers_RAJ_sikh_approval
	state_production_speed_buildings_factor = 0.15
	local_supplies = 0.15
	local_manpower = 0.15

	remove_trigger = {	
		CONTROLLER = {
			AND = {
				NOT = { is_raj_or_raj_inheritor = yes }
				NOT = { is_subject_of = RAJ }
			}
		}	
	}
}


idea_RAJ_sikh_approval_1 = {
	icon = GFX_modifiers_RAJ_sikh_approval
	state_production_speed_buildings_factor = 0.1
	local_supplies = 0.1
	local_manpower = 0.1

	remove_trigger = {	
		CONTROLLER = {
			AND = {
				NOT = { is_raj_or_raj_inheritor = yes }
				NOT = { is_subject_of = RAJ }
			}
		}	
	}
}


idea_RAJ_sikh_approval_2 = {
	icon = GFX_modifiers_RAJ_sikh_approval
	state_production_speed_buildings_factor = 0.1
	local_supplies = 0.1

	remove_trigger = {	
		CONTROLLER = {
			AND = {
				NOT = { is_raj_or_raj_inheritor = yes }
				NOT = { is_subject_of = RAJ }
			}
		}	
	}
}

idea_RAJ_indian_railways = {
	icon = GFX_idea_ARG_invest_in_railways 
	production_speed_rail_way_factor = RAJ_indian_railway_production_speed_rail_way_factor 
	production_speed_supply_node_factor = RAJ_indian_railway_production_speed_supply_node_factor
	production_speed_infrastructure_factor = RAJ_indian_railway_production_speed_infrastructure_factor 
	industrial_capacity_factory = RAJ_indian_railway_industrial_capacity_factory
	stability_factor = RAJ_indian_railway_stability_factor
}

idea_RAJ_funded_by_princely_states = {
	icon = GFX_idea_generic_improved_industries
	production_speed_industrial_complex_factor = RAJ_hindu_mahasabha_released
}

idea_RAJ_mughal_influence = {
	icon = GFX_modifiers_RAJ_mughal_influence
	local_building_slots_factor = 0.1
	local_manpower = 0.5
	army_core_defence_factor = 0.1

	remove_trigger = {
		CONTROLLER = { NOT = { is_raj_or_raj_inheritor = yes } }
	}
}

idea_RAJ_five_year_plan = {
	icon = GFX_idea_man_five_year_plan_industry
	stability_factor = RAJ_fyp_stability_factor
	production_speed_buildings_factor = RAJ_fyp_production_speed_buildings_factor
	consumer_goods_factor = RAJ_fyp_consumer_goods_factor
	research_speed_factor = RAJ_fyp_research_speed_factor
	production_speed_industrial_complex_factor = RAJ_fyp_production_speed_industrial_complex_factor
	production_speed_arms_factory_factor = RAJ_fyp_production_speed_arms_factory_factor
	production_speed_dockyard_factor = RAJ_fyp_production_speed_dockyard_factor
	production_factory_efficiency_gain_factor = RAJ_fyp_production_factory_efficiency_gain_factor
	production_factory_max_efficiency_factor = RAJ_fyp_production_factory_max_efficiency_factor
	local_resources_factor = RAJ_fyp_local_resources_factor
	production_lack_of_resource_penalty_factor = RAJ_fyp_production_lack_of_resource_penalty_factor
	
	line_change_production_efficiency_factor = RAJ_fyp_line_change_production_efficiency_factor
	production_factory_start_efficiency_factor = RAJ_fyp_production_factory_start_efficiency_factor
	industry_air_damage_factor = RAJ_fyp_industry_air_damage_factor
	global_building_slots_factor = RAJ_fyp_global_building_slots_factor
	industrial_capacity_factory = RAJ_fyp_industrial_capacity_factory
	compliance_growth = RAJ_fyp_compliance_growth
	supply_consumption_factor = RAJ_fyp_supply_consumption_factor
}


# RAJ Loyalist Branch
RAJ_a_loyal_government = {
	enable = { always = yes }

	icon = GFX_idea_RAJ_loyal_government

	#Starting
	political_power_factor = RAJ_a_loyal_government_political_power_factor #0.05
	master_ideology_drift = RAJ_a_loyal_government_master_ideology_drift #0.3

	#Later
	consumer_goods_factor = RAJ_a_loyal_government_consumer_goods_factor #-0.1
	political_advisor_cost_factor = RAJ_a_loyal_government_political_advisor_cost_factor  #-0.5
	party_popularity_stability_factor = RAJ_a_loyal_government_party_popularity_stability_factor #0.1
	resistance_target = RAJ_a_loyal_government_resistance_target
	resistance_damage_to_garrison = RAJ_a_loyal_government_resistance_damage_to_garrison
	extra_trade_to_overlord_factor = RAJ_a_loyal_government_extra_trade_to_overlord_factor
	conscription_factor = RAJ_a_loyal_government_conscription_factor
	research_speed_factor = RAJ_a_loyal_government_research_speed_factor
	industrial_capacity_dockyard = RAJ_a_loyal_government_industrial_capacity_dockyard
	industrial_capacity_factory = RAJ_a_loyal_government_industrial_capacity_factory
}

RAJ_indian_gentlemen_officers_goe = { #Uses vars from the DM below, since it is a precursor DM
	enable = { always = yes }

	icon = GFX_idea_raj_indian_gentlemen_officers

	#Starting
	org_loss_when_moving = RAJ_south_east_asia_command_dm_org_loss_when_moving #-0.1
	army_org_regain = RAJ_south_east_asia_command_dm_army_org_regain #0.15
	experience_gain_army_factor = RAJ_south_east_asia_command_dm_experience_gain_army_factor #0.15
}

RAJ_south_east_asia_command_dm = { #This is an upgrade from Indian Gentlement Officers above, so it replaces it taking its bonuses and improves further
	enable = { always = yes }

	icon = GFX_idea_raj_indian_gentlemen_officers

	#Starting
	org_loss_when_moving = RAJ_south_east_asia_command_dm_org_loss_when_moving #-0.1
	army_org_regain = RAJ_south_east_asia_command_dm_army_org_regain #0.15
	experience_gain_army_factor = RAJ_south_east_asia_command_dm_experience_gain_army_factor #0.15
	max_command_power = RAJ_south_east_asia_command_dm_max_command_power #50
	command_power_gain = RAJ_south_east_asia_command_dm_command_power_gain #0.2
	special_forces_cap = RAJ_south_east_asia_command_dm_special_forces_cap #0.25

	#Later
	extra_marine_supply_grace = RAJ_south_east_asia_command_dm_extra_marine_supply_grace
	shore_bombardment_bonus = RAJ_south_east_asia_command_dm_shore_bombardment_bonus
	modifier_army_sub_unit_marine_attack_factor = RAJ_south_east_asia_command_dm_modifier_army_sub_unit_marine_attack_factor

	#Spec Offensive
	army_attack_speed_factor = RAJ_south_east_asia_command_dm_army_attack_speed_factor
	breakthrough_factor = RAJ_south_east_asia_command_dm_breakthrough_factor
	coordination_bonus = RAJ_south_east_asia_command_dm_coordination_bonus
	max_planning_factor = RAJ_south_east_asia_command_dm_max_planning_factor

	#Spec Defensive
	max_dig_in_factor = RAJ_south_east_asia_command_dm_max_dig_in_factor
	recon_factor_while_entrenched = RAJ_south_east_asia_command_dm_recon_factor_while_entrenched
	army_core_defence_factor = RAJ_south_east_asia_command_dm_army_core_defence_factor
	army_core_attack_factor = RAJ_south_east_asia_command_dm_army_core_attack_factor

	#Spec Air
	air_mission_efficiency = RAJ_south_east_asia_command_dm_air_mission_efficiency
	navy_anti_air_attack_factor = RAJ_south_east_asia_command_dm_navy_anti_air_attack_factor
	air_ace_generation_chance_factor = RAJ_south_east_asia_command_dm_air_ace_generation_chance_factor
	static_anti_air_hit_chance_factor = RAJ_south_east_asia_command_dm_static_anti_air_hit_chance_factor

	#Spec Naval
	industrial_capacity_dockyard = RAJ_south_east_asia_command_dm_industrial_capacity_dockyard
	navy_org_factor = RAJ_south_east_asia_command_dm_navy_org_factor
	naval_coordination = RAJ_south_east_asia_command_dm_naval_coordination
	naval_morale_factor = RAJ_south_east_asia_command_dm_naval_morale_factor

}

# RAJ Loyalist Branch - State Modifiers
RAJ_fortified_position = {
	enable = { always = yes }

	icon = GFX_modifiers_generic_defense

	remove_trigger = { # ROOT refers to the state on which the modifier is added
		ROOT = {
			controller = {
				NOT = { original_tag = RAJ }
				NOT = { is_in_faction_with = RAJ }
			}
		}
	}

	local_supplies = 0.1
	enemy_attrition = 0.1
	enemy_army_speed_factor = -0.15
}
#IRAN
PER_airforce_modifier = { 
	enable = { always = yes }

	icon = GFX_idea_generic_air_fighter

	air_doctrine_cost_factor =  PER_airforce_modifier_air_doctrine_cost_factor
	air_ace_generation_chance_factor = PER_airforce_modifier_air_ace_generation_chance_factor
	air_range_factor = PER_airforce_modifier_air_range_factor
	air_superiority_efficiency = PER_airforce_modifier_air_superiority_efficiency
	air_intercept_efficiency = PER_airforce_modifier_air_intercept_efficiency
	air_mission_xp_gain_factor = PER_airforce_modifier_air_mission_xp_gain_factor
	air_agility_factor = PER_airforce_modifier_air_agility_factor
	ground_attack_factor = PER_airforce_modifier_ground_attack_factor
	experience_gain_air = PER_airforce_modifier_experience_gain_air
	industrial_capacity_factory = PER_army_modifier_industrial_capacity_factory_airfoce
	conscription_factor = PER_airforce_modifier_conscription_factor
	air_strategic_bomber_bombing_factor = PER_airforce_modifier_air_strategic_bomber_bombing_factor
	air_cas_present_factor = PER_airforce_modifier_air_cas_present_factor
	air_defence_factor = PER_airforce_modifier_air_defence_factor
}

PER_legacy_of_greatness_modifier = {
	enable = { always = yes }

	icon = GFX_idea_PER_legacy_of_greatness_modifier

	political_power_factor = PER_legacy_pp
	research_speed_factor = PER_legacy_research
	production_speed_industrial_complex_factor = PER_legacy_civ
	stability_factor = PER_legacy_stability
	consumer_goods_factor = PER_legacy_consumer_goods
	industrial_capacity_factory = PER_legacy_industrial_capacity_factory
	production_speed_infrastructure_factor = PER_legacy_infra
	production_factory_efficiency_gain_factor = PER_legacy_factory_efficiency
	conscription = PER_legacy_conscription

}

PER_offensive_tactics_modifier = {
	enable = { always = yes }

	icon = GFX_idea_generic_war_preparation
	modifier_army_sub_unit_infantry_attack_factor = PER_sub_unit_infantry_attack_factor
	modifier_army_sub_unit_irregular_infantry_attack_factor = PER_sub_unit_infantry_irregular_attack_factor
	army_defence_factor = PER_army_defence_factor
}

PER_defensive_maneuvers_modifier = {
	enable = { always = yes }

	icon = GFX_idea_generic_wall_line
	modifier_army_sub_unit_infantry_defence_factor = PER_sub_unit_infantry_defence_factor
	modifier_army_sub_unit_irregular_infantry_defence_factor =
	PER_sub_unit_infantry_irregular_defence_factor
	army_attack_factor = PER_army_attack_factor
}

PER_state_local_defensive_dynamic_modifier = {
	enable = { always = yes  }
	icon = GFX_modifiers_generic_military_plans
	army_defence_factor = 0.15
	army_artillery_defence_factor = 0.15
}

PER_opposition_modifier = {
	icon = GFX_idea_EST_democratic_opposition
	political_power_factor = PER_opposition_political_power_factor
	research_speed_factor = PER_opposition_research_speed_factor
	stability_factor = PER_opposition_stability_factor
	conscription_factor = PER_opposition_conscription_factor
	fascism_drift  = PER_opposition_fascism_drift 
	communism_drift = PER_opposition_communism_drift
	democratic_drift = PER_opposition_democratic_drift
	army_core_defence_factor = PER_army_core_defence_factor
	army_core_attack_factor = PER_army_core_attack_factor
}

PER_technological_modifier = {
	icon = GFX_idea_generic_research_bonus
	research_speed_factor = PER_technological_modifier_research_speed_factor
	special_project_speed_factor = PER_technological_modifier_special_project_speed_factor
	production_speed_air_facility_factor = PER_technological_modifier_production_cost_air_facility_factor
	production_speed_land_facility_factor = PER_technological_modifier_production_cost_land_facility_factor
	production_speed_naval_facility_factor = PER_technological_modifier_production_cost_naval_facility_factor
	production_speed_nuclear_facility_factor = PER_technological_modifier_production_cost_nuclear_facility_factor
}
idea_RAJ_famine_state = {
	icon = GFX_modifiers_RAJ_famine_state
	army_speed_factor = -0.25
	resistance_target = 1
	compliance_growth = -0.75
	army_core_defence_factor = -0.15
}

idea_RAJ_famine_country = {
	icon = GFX_idea_RAJ_state_of_famine_country
	political_power_factor = RAJ_famine_political_power_factor
	stability_factor = RAJ_famine_stability_factor
	war_support_factor = RAJ_famine_stability_factor #scale the same as stab
}

idea_RAJ_epidemic = {
	icon = GFX_modifiers_RAJ_famine_state
	political_power_factor = RAJ_famine_political_power_factor
	stability_factor = RAJ_famine_stability_factor
}

idea_RAJ_war_taxes = {
	icon = GFX_idea_RAJ_taxes
	production_speed_arms_factory_factor = RAJ_war_taxes_mil
	war_support_factor = RAJ_war_taxes_war_support
	stability_factor = RAJ_war_taxes_stability

	remove_trigger = {
		ROOT = {
			has_war = no
		}
	}
}

idea_RAJ_aden_treaty_port = {
	enable = { always = yes }
	remove_trigger = {
		ROOT = { 
			NOT = {
				OWNER = {
					original_tag = RAJ
				}
			} # ROOT refers to the state on which the modifier is added
		}
	}
	icon = GFX_modifiers_RAJ_aden_treaty_port	
	compliance_gain = 0.1
	resistance_target = -0.15
}

idea_RAJ_eic_taxes = {
	enable = { always = yes }

	icon = GFX_idea_RAJ_taxes	
	consumer_goods_factor = RAJ_eic_taxes_consumer_goods
}

idea_RAJ_eic_dividends_investment = {
	enable = { always = yes }

	icon = GFX_idea_RAJ_issue_bonds_on_the_stock_market	
	production_factory_max_efficiency_factor = RAJ_eic_dividends_investment_efficiency_max
	production_speed_buildings_factor =  RAJ_eic_dividends_investment_building_speed
}

PER_stand_with_giants_modifier = {
	enable = { always = yes }

	icon = GFX_idea_PER_stand_with_giants_modifier

	political_power_factor = PER_giants_pp
	research_speed_factor = PER_giants_research
	production_speed_industrial_complex_factor = PER_giants_civ
	stability_factor = PER_giants_stability
	consumer_goods_factor = PER_giants_consumer_goods
	industrial_capacity_factory = PER_giants_industrial_capacity_factory
	production_speed_infrastructure_factor = PER_giants_infra
	production_factory_efficiency_gain_factor = PER_giants_factory_efficiency
	conscription_factor = PER_giants_conscription
	production_speed_arms_factory_factor = PER_giants_mils
	training_time_factor = PER_giants_training_time
}

KUR_resistance_modifier = {
	enable = { always = yes }
	icon = GFX_modifiers_tur_kurdish_separatism	
	remove_trigger = {
		ROOT = {
			OWNER = {
				OR = {
					tag = KUR
					has_cosmetic_tag = IRQ_kurdistan_tag
					has_cosmetic_tag = greater_kurdistan
				} 
			}
		}
	}
	resistance_growth = 0.15
	local_supplies = -0.15
	local_manpower = -0.15
	local_resources_factor = -0.25
}

PER_resistance_modifier = {
	enable = { always = yes }
	icon = GFX_modifiers_bul_macedonian_revolutionaries	
	remove_trigger = {
		ROOT = {
			OWNER = {
				original_tag = PER
			}
		}
	}
	local_supplies = -0.15
	local_manpower = -0.25
	local_resources_factor = -0.25
}

PER_promoting_resistance_here = {
	enable = { always = yes  }
	icon = GFX_modifiers_bul_macedonian_revolutionaries
	remove_trigger = {
		ROOT = {
			OWNER = {
				original_tag = PER
			}
		}
	}
	resistance_damage_to_garrison = 0.15
	resistance_activity = 0.2
	resistance_growth = 0.25
	resistance_target = 0.5
	compliance_growth = -0.1
}

PER_opposition_cell = {
	enable = { always = yes }
	icon = GFX_modifiers_generic_resistance
	remove_trigger = {
		ROOT.owner = {
			has_civil_war = yes
		}
	}
	custom_modifier_tooltip = PER_opposition_cell_tt
}

PER_special_units_division_idea = {
	enable = { always = yes }
	icon = GFX_idea_PER_special_units_division_idea
	special_forces_cap = PER_special_units_special_forces
	special_forces_training_time_factor = PER_spec_force_training
}

#### IRAQ ####

IRQ_royal_army_modifier = {
	enable = { always = yes }
	icon = GFX_IRQ_royal_army_modifier	
	experience_gain_army_factor = IRQ_experience_gain_army_factor
	army_org_factor = IRQ_army_org_factor
	army_core_defence_factor = IRQ_army_core_defence_factor
	army_core_attack_factor = IRQ_army_core_attack_factor
	army_armor_defence_factor = IRQ_army_armor_defence_factor
	army_armor_attack_factor = IRQ_army_armor_attack_factor
	army_artillery_attack_factor = IRQ_army_artillery_attack_factor
	army_artillery_defence_factor = IRQ_army_artillery_defence_factor
	conscription_factor = IRQ_conscription_factor
	training_time_factor = IRQ_training_time_factor
	conscription = IRQ_conscription
	army_defence_factor = IRQ_army_defence_factor
	army_attack_factor = IRQ_army_attack_factor
	special_forces_cap = IRQ_special_forces_cap
	special_forces_out_of_supply_factor = IRQ_special_forces_out_of_supply_factor
	extra_marine_supply_grace = IRQ_extra_marine_supply_grace
	max_planning_factor = IRQ_max_planning_factor
	planning_speed = IRQ_planning_speed
	max_command_power_mult = IRQ_max_command_power_mult
	command_power_gain_mult = IRQ_command_power_gain_mult
	acclimatization_cold_climate_gain_factor = IRQ_acclimatization_cold_climate_gain_factor
	acclimatization_hot_climate_gain_factor = IRQ_acclimatization_hot_climate_gain_factor
	motorized_attack_factor = IRQ_motorized_attack_factor
	mechanized_attack_factor = IRQ_mechanized_attack_factor
	modifier_army_sub_unit_cavalry_attack_factor = IRQ_modifier_army_sub_unit_cavalry_attack_factor
	modifier_army_sub_unit_cavalry_defence_factor = IRQ_modifier_army_sub_unit_cavalry_defence_factor
	modifier_army_sub_unit_cavalry_speed_factor = IRQ_modifier_army_sub_unit_cavalry_speed_factor
}

IRQ_royal_army_modifier_IRQ = { #This is for the name only, no scripted loc for ideas
	enable = { always = yes }
	icon = GFX_IRQ_royal_army_modifier	
	experience_gain_army_factor = IRQ_experience_gain_army_factor
	army_org_factor = IRQ_army_org_factor
	army_core_defence_factor = IRQ_army_core_defence_factor
	army_core_attack_factor = IRQ_army_core_attack_factor
	army_armor_defence_factor = IRQ_army_armor_defence_factor
	army_armor_attack_factor = IRQ_army_armor_attack_factor
	army_artillery_attack_factor = IRQ_army_artillery_attack_factor
	army_artillery_defence_factor = IRQ_army_artillery_defence_factor
	conscription_factor = IRQ_conscription_factor
	training_time_factor = IRQ_training_time_factor
	conscription = IRQ_conscription
	army_defence_factor = IRQ_army_defence_factor
	army_attack_factor = IRQ_army_attack_factor
	special_forces_cap = IRQ_special_forces_cap
	special_forces_out_of_supply_factor = IRQ_special_forces_out_of_supply_factor
	extra_marine_supply_grace = IRQ_extra_marine_supply_grace
	max_planning_factor = IRQ_max_planning_factor
	planning_speed = IRQ_planning_speed
	max_command_power_mult = IRQ_max_command_power_mult
	command_power_gain_mult = IRQ_command_power_gain_mult
	acclimatization_cold_climate_gain_factor = IRQ_acclimatization_cold_climate_gain_factor
	acclimatization_hot_climate_gain_factor = IRQ_acclimatization_hot_climate_gain_factor
	motorized_attack_factor = IRQ_motorized_attack_factor
	mechanized_attack_factor = IRQ_mechanized_attack_factor
	modifier_army_sub_unit_cavalry_attack_factor = IRQ_modifier_army_sub_unit_cavalry_attack_factor
	modifier_army_sub_unit_cavalry_defence_factor = IRQ_modifier_army_sub_unit_cavalry_defence_factor
	modifier_army_sub_unit_cavalry_speed_factor = IRQ_modifier_army_sub_unit_cavalry_speed_factor
}

IRQ_royal_army_modifier_KUR = { #This is for the name only, no scripted loc for ideas
	enable = { always = yes }
	icon = GFX_IRQ_royal_army_modifier	
	experience_gain_army_factor = IRQ_experience_gain_army_factor
	army_org_factor = IRQ_army_org_factor
	army_core_defence_factor = IRQ_army_core_defence_factor
	army_core_attack_factor = IRQ_army_core_attack_factor
	army_armor_defence_factor = IRQ_army_armor_defence_factor
	army_armor_attack_factor = IRQ_army_armor_attack_factor
	army_artillery_attack_factor = IRQ_army_artillery_attack_factor
	army_artillery_defence_factor = IRQ_army_artillery_defence_factor
	conscription_factor = IRQ_conscription_factor
	training_time_factor = IRQ_training_time_factor
	conscription = IRQ_conscription
	army_defence_factor = IRQ_army_defence_factor
	army_attack_factor = IRQ_army_attack_factor
	special_forces_cap = IRQ_special_forces_cap
	special_forces_out_of_supply_factor = IRQ_special_forces_out_of_supply_factor
	extra_marine_supply_grace = IRQ_extra_marine_supply_grace
	max_planning_factor = IRQ_max_planning_factor
	planning_speed = IRQ_planning_speed
	max_command_power_mult = IRQ_max_command_power_mult
	command_power_gain_mult = IRQ_command_power_gain_mult
	acclimatization_cold_climate_gain_factor = IRQ_acclimatization_cold_climate_gain_factor
	acclimatization_hot_climate_gain_factor = IRQ_acclimatization_hot_climate_gain_factor
	motorized_attack_factor = IRQ_motorized_attack_factor
	mechanized_attack_factor = IRQ_mechanized_attack_factor
	modifier_army_sub_unit_cavalry_attack_factor = IRQ_modifier_army_sub_unit_cavalry_attack_factor
	modifier_army_sub_unit_cavalry_defence_factor = IRQ_modifier_army_sub_unit_cavalry_defence_factor
	modifier_army_sub_unit_cavalry_speed_factor = IRQ_modifier_army_sub_unit_cavalry_speed_factor
}

IRQ_air_force_modifier = { #This will be obsolete but removing the id will mess up save games?
	enable = { always = yes }
	icon = GFX_IRQ_air_force_modifier	
	air_accidents_factor = IRQ_air_accidents_factor
	air_ace_generation_chance_factor = IRQ_air_ace_generation_chance_factor
	air_weather_penalty = IRQ_air_weather_penalty
	air_training_xp_gain_factor = IRQ_air_training_xp_gain_factor
	air_manpower_requirement_factor = IRQ_air_manpower_requirement_factor
	air_agility_factor = IRQ_air_agility_factor
	air_nav_efficiency = IRQ_air_nav_efficiency
	air_cas_efficiency = IRQ_air_cas_efficiency
	air_strategic_bomber_bombing_factor = IRQ_air_strategic_bomber_bombing_factor
	air_range_factor = IRQ_air_range_factor
	air_fuel_consumption_factor = IRQ_air_fuel_consumption_factor
	air_superiority_efficiency = IRQ_air_superiority_efficiency
}

IRQ_air_force_modifier_IRQ = { #This is for the name only, no scripted loc for ideas
	enable = { always = yes }
	icon = GFX_IRQ_air_force_modifier	
	air_accidents_factor = IRQ_air_accidents_factor
	air_ace_generation_chance_factor = IRQ_air_ace_generation_chance_factor
	air_weather_penalty = IRQ_air_weather_penalty
	air_training_xp_gain_factor = IRQ_air_training_xp_gain_factor
	air_manpower_requirement_factor = IRQ_air_manpower_requirement_factor
	air_agility_factor = IRQ_air_agility_factor
	air_nav_efficiency = IRQ_air_nav_efficiency
	air_cas_efficiency = IRQ_air_cas_efficiency
	air_strategic_bomber_bombing_factor = IRQ_air_strategic_bomber_bombing_factor
	air_range_factor = IRQ_air_range_factor
	air_fuel_consumption_factor = IRQ_air_fuel_consumption_factor
	air_superiority_efficiency = IRQ_air_superiority_efficiency
}

IRQ_air_force_modifier_KUR = { #This is for the name only, no scripted loc for ideas
	enable = { always = yes }
	icon = GFX_IRQ_air_force_modifier	
	air_accidents_factor = IRQ_air_accidents_factor
	air_ace_generation_chance_factor = IRQ_air_ace_generation_chance_factor
	air_weather_penalty = IRQ_air_weather_penalty
	air_training_xp_gain_factor = IRQ_air_training_xp_gain_factor
	air_manpower_requirement_factor = IRQ_air_manpower_requirement_factor
	air_agility_factor = IRQ_air_agility_factor
	air_nav_efficiency = IRQ_air_nav_efficiency
	air_cas_efficiency = IRQ_air_cas_efficiency
	air_strategic_bomber_bombing_factor = IRQ_air_strategic_bomber_bombing_factor
	air_range_factor = IRQ_air_range_factor
	air_fuel_consumption_factor = IRQ_air_fuel_consumption_factor
	air_superiority_efficiency = IRQ_air_superiority_efficiency
}

IRQ_navy_modifier = { #This will be obsolete but removing the id will mess up save games?
	enable = { always = yes }
	icon = GFX_IRQ_navy_modifier
	refit_speed = IRQ_navy_refit_speed
	repair_speed_factor = IRQ_navy_repair_speed_factor
	experience_gain_navy_factor = IRQ_experience_gain_navy
	mines_planting_by_fleets_factor = IRQ_mines_planting_by_fleets_factor
	navy_anti_air_attack_factor = IRQ_navy_anti_air_attack_factor
	navy_spirit_category_type_cost_factor = IRQ_navy_spirit_category_type_cost_factor
	convoy_retreat_speed = IRQ_convoy_retreat_speed
	spotting_chance = IRQ_spotting_chance	
	production_speed_dockyard_factor = IRQ_production_speed_dockyard_factor
	industrial_capacity_dockyard = IRQ_industrial_capacity_dockyard
	extra_marine_supply_grace = IRQ_extra_marine_supply_grace
	naval_invasion_capacity = IRQ_naval_invasion_capacity
	naval_mines_effect_reduction = IRQ_naval_mines_effect_reduction
	experience_gain_navy_unit_factor = IRQ_experience_gain_navy_unit_factor
	naval_coordination = IRQ_naval_coordination
	naval_equipment_upgrade_xp_cost = IRQ_naval_equipment_upgrade_xp_cost
	naval_morale_factor = IRQ_naval_morale_factor
	screening_efficiency = IRQ_screening_efficiency
	convoy_escort_efficiency = IRQ_convoy_escort_efficiency
	navy_capital_ship_defence_factor = IRQ_navy_capital_ship_defence_factor
	naval_accidents_chance = IRQ_naval_accidents_chance
	navy_screen_defence_factor = IRQ_navy_screen_defence_factor
	production_speed_coastal_bunker_factor = IRQ_production_speed_coastal_bunker_factor
}

IRQ_navy_modifier_IRQ = { #This is for the name only, no scripted loc for ideas
	enable = { always = yes }
	icon = GFX_IRQ_navy_modifier
	refit_speed = IRQ_navy_refit_speed
	repair_speed_factor = IRQ_navy_repair_speed_factor
	experience_gain_navy_factor = IRQ_experience_gain_navy
	mines_planting_by_fleets_factor = IRQ_mines_planting_by_fleets_factor
	navy_anti_air_attack_factor = IRQ_navy_anti_air_attack_factor
	navy_spirit_category_type_cost_factor = IRQ_navy_spirit_category_type_cost_factor
	convoy_retreat_speed = IRQ_convoy_retreat_speed
	spotting_chance = IRQ_spotting_chance	
	production_speed_dockyard_factor = IRQ_production_speed_dockyard_factor
	industrial_capacity_dockyard = IRQ_industrial_capacity_dockyard
	extra_marine_supply_grace = IRQ_extra_marine_supply_grace
	naval_invasion_capacity = IRQ_naval_invasion_capacity
	naval_mines_effect_reduction = IRQ_naval_mines_effect_reduction
	experience_gain_navy_unit_factor = IRQ_experience_gain_navy_unit_factor
	naval_coordination = IRQ_naval_coordination
	naval_equipment_upgrade_xp_cost = IRQ_naval_equipment_upgrade_xp_cost
	naval_morale_factor = IRQ_naval_morale_factor
	screening_efficiency = IRQ_screening_efficiency
	convoy_escort_efficiency = IRQ_convoy_escort_efficiency
	navy_capital_ship_defence_factor = IRQ_navy_capital_ship_defence_factor
	naval_accidents_chance = IRQ_naval_accidents_chance
	navy_screen_defence_factor = IRQ_navy_screen_defence_factor
	production_speed_coastal_bunker_factor = IRQ_production_speed_coastal_bunker_factor
}

IRQ_navy_modifier_KUR = { #This is for the name only, no scripted loc for ideas
	enable = { always = yes }
	icon = GFX_IRQ_navy_modifier
	refit_speed = IRQ_navy_refit_speed
	repair_speed_factor = IRQ_navy_repair_speed_factor
	experience_gain_navy_factor = IRQ_experience_gain_navy
	mines_planting_by_fleets_factor = IRQ_mines_planting_by_fleets_factor
	navy_anti_air_attack_factor = IRQ_navy_anti_air_attack_factor
	navy_spirit_category_type_cost_factor = IRQ_navy_spirit_category_type_cost_factor
	convoy_retreat_speed = IRQ_convoy_retreat_speed
	spotting_chance = IRQ_spotting_chance	
	production_speed_dockyard_factor = IRQ_production_speed_dockyard_factor
	industrial_capacity_dockyard = IRQ_industrial_capacity_dockyard
	extra_marine_supply_grace = IRQ_extra_marine_supply_grace
	naval_invasion_capacity = IRQ_naval_invasion_capacity
	naval_mines_effect_reduction = IRQ_naval_mines_effect_reduction
	experience_gain_navy_unit_factor = IRQ_experience_gain_navy_unit_factor
	naval_coordination = IRQ_naval_coordination
	naval_equipment_upgrade_xp_cost = IRQ_naval_equipment_upgrade_xp_cost
	naval_morale_factor = IRQ_naval_morale_factor
	screening_efficiency = IRQ_screening_efficiency
	convoy_escort_efficiency = IRQ_convoy_escort_efficiency
	navy_capital_ship_defence_factor = IRQ_navy_capital_ship_defence_factor
	naval_accidents_chance = IRQ_naval_accidents_chance
	navy_screen_defence_factor = IRQ_navy_screen_defence_factor
	production_speed_coastal_bunker_factor = IRQ_production_speed_coastal_bunker_factor
}

SSB_saadabad_pact = {
	enable = { always = yes }
	icon = GFX_idea_PER_saadabad_pact
	production_speed_infrastructure_factor = SSB_production_speed_infrastructure_factor
	trade_opinion_factor = SSB_trade_opinion_factor
	production_speed_arms_factory_factor = SSB_production_speed_arms_factory_factor
	war_support_factor = SSB_war_support_factor
	stability_factor = SSB_stability_factor
	experience_gain_army = SSB_experience_gain_army
	experience_gain_air = SSB_experience_gain_air
	experience_gain_navy = SSB_experience_gain_navy
	country_resource_oil = SSB_country_resource_oil
	country_resource_chromium = SSB_country_resource_chromium
	army_defence_against_major_factor = SSB_army_defence_against_major_factor
	army_defence_against_minor_factor = SSB_army_defence_against_minor_factor
	conscription_factor = SSB_conscription_factor
	intelligence_agency_defense = SSB_intelligence_agency_defense
	production_factory_efficiency_gain_factor = SSB_production_factory_efficiency_gain_factor
	production_factory_max_efficiency_factor = SSB_production_factory_max_efficiency_factor

	acclimatization_hot_climate_gain_factor = SSB_acclimatization_hot_climate_gain_factor
	heat_attrition_factor = SSB_heat_attrition_factor
	special_forces_cap = SSB_special_forces_cap
	local_resources_factor = SSB_local_resources_factor

	justify_war_goal_time = SSB_justify_war_goal_time
	opinion_gain_monthly = SSB_opinion_gain_monthly
	annex_cost_factor = SSB_annex_cost_factor
	political_power_factor = SSB_political_power_factor

	agency_upgrade_time = SSB_agency_upgrade_time
}
idea_RAJ_rural_development = {
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	state_resources_factor = 0.1
	state_production_speed_buildings_factor = 0.1
	local_building_slots = 2
}

idea_RAJ_large_scale_urbanization = {
	icon = GFX_modifiers_generic_construction
	local_manpower = 0.1
	local_supplies = 0.1
	state_production_speed_buildings_factor = 0.15
	local_building_slots_factor = 0.1
}