ITA_expanded_corporatism_modifier_2 = {
	enable = { always = yes  }
	icon = GFX_modifiers_generic_fascist_corporatism
	state_resources_factor = 0.35
	local_factories = 0.35
	local_supplies = 0.2
	compliance_growth = 0.2
}

JAP_imperial_territory = {
	enable = { always = yes }

	remove_trigger = {
		OR = {
			ROOT.controller = { NOT = { original_tag = JAP } }
			ROOT.controller = { 
				has_government = communism
			}
		}
	}

	icon = GFX_modifiers_generic_fascist_corporatism

	state_resources_factor = 0.25
	compliance_growth = 0.25
	local_non_core_manpower = 0.25
}
JAP_imperial_territory_2 = {
	enable = { always = yes }

	remove_trigger = {
		OR = {
			ROOT.controller = { NOT = { original_tag = JAP } }
			ROOT.controller = { 
				has_government = communism
			}
		}
	}

	icon = GFX_modifiers_generic_fascist_corporatism

	state_resources_factor = 0.5
	compliance_growth = 0.5
	local_non_core_manpower = 0.5	
	local_building_slots_factor = 0.5
}
d_day_preparation_state_modifier = {
	enable = { always = yes }

	icon = GFX_modifiers_generic_supply

	state_production_speed_buildings_factor = d_day_preparation_production_speed
	local_non_core_manpower = d_day_preparation_non_core_manpower
	local_supplies = d_day_preparation_local_supplies
	supply_factor = d_day_preparation_supply_factor
	attrition_for_controller = d_day_preparation_attrition
}

RAJ_dominion_state = {
	enable = { always = yes }

	remove_trigger = {
		ROOT.controller = { has_war_with = ROOT.owner }
	}

	icon = GFX_modifiers_generic_fascist_corporatism
	
	local_factories = 0.10
	state_resources_factor = 0.10
	compliance_growth = 0.40
	
}
RAJ_developing_state_1 = {
	enable = { always = yes }

	remove_trigger = {
		NOT = { ROOT = { is_core_of = ROOT.controller } }
		ROOT.controller = { has_war_with = ROOT.owner }
	}

	icon = GFX_modifiers_increased_metal_production
	
	local_building_slots_factor = 0.10
	local_factories = 0.10
	state_production_speed_buildings_factor = 0.10
	state_resources_factor= 0.10
	
}
RAJ_developing_state_2 = {
	enable = { always = yes }

	remove_trigger = {
		NOT = { ROOT = { is_core_of = ROOT.controller } }
		ROOT.controller = { has_war_with = ROOT.owner }
	}

	icon = GFX_modifiers_increased_metal_production
	
	local_building_slots_factor = 0.20
	local_factories = 0.20
	state_production_speed_buildings_factor = 0.20
	state_resources_factor= 0.20
	
}
RAJ_developing_state_3 = {
	enable = { always = yes }

	remove_trigger = {
		NOT = { ROOT = { is_core_of = ROOT.controller } }
		ROOT.controller = { has_war_with = ROOT.owner }
	}

	icon = GFX_modifiers_increased_metal_production
	
	local_building_slots_factor = 0.30
	local_factories = 0.30
	state_production_speed_buildings_factor = 0.30
	state_resources_factor= 0.30
	
}
anti_soviet_separatism_3 = {
	enable = { always = yes }

	remove_trigger = {
		ROOT = { is_core_of = ROOT.controller }
		OR = {
			ROOT.controller = { has_war_with = SOV }
			AND = {
				ROOT.controller = { NOT = { has_war_with = SOV } }
				ROOT.controller = { NOT = { tag = SOV } }
			}
		}
	}

	icon = GFX_modifiers_generic_fascist_corporatism

	army_core_attack_factor = -0.10
	local_non_core_supply_impact_factor = -0.25
	resistance_target = -0.25
	compliance_growth = 0.25
	local_non_core_manpower = 0.25
	
}
anti_soviet_separatism_2 = {
	enable = { always = yes }

	remove_trigger = {
		ROOT = { is_core_of = ROOT.controller }
		OR = {
			ROOT.controller = { has_war_with = SOV }
			AND = {
				ROOT.controller = { NOT = { has_war_with = SOV } }
				ROOT.controller = { NOT = { tag = SOV } }
			}
		}
	}

	icon = GFX_modifiers_generic_fascist_corporatism

	army_core_attack_factor = -0.10
	local_non_core_supply_impact_factor = -0.20
	resistance_target = -0.20
	compliance_growth = 0.20
	local_non_core_manpower = 0.20
}
anti_soviet_separatism_2a = {
	enable = { always = yes }

	remove_trigger = {
		ROOT = { is_core_of = ROOT.controller }
		OR = {
			ROOT.controller = { has_war_with = SOV }
			AND = {
				ROOT.controller = { NOT = { has_war_with = SOV } }
				ROOT.controller = { NOT = { tag = SOV } }
			}
		}
	}

	icon = GFX_modifiers_generic_fascist_corporatism

	army_core_attack_factor = -0.10
	local_non_core_supply_impact_factor = -0.15
	resistance_target = -0.15
	compliance_growth = 0.15
	local_non_core_manpower = 0.15
}
anti_soviet_separatism_1 = {
	enable = { always = yes }

	remove_trigger = {
		ROOT = { is_core_of = ROOT.controller }
		OR = {
			ROOT.controller = { has_war_with = SOV }
			AND = {
				ROOT.controller = { NOT = { has_war_with = SOV } }
				ROOT.controller = { NOT = { tag = SOV } }
			}
		}
	}

	icon = GFX_modifiers_generic_fascist_corporatism

	army_core_attack_factor = -0.10
	local_non_core_supply_impact_factor = -0.10
	resistance_target = -0.10
	compliance_growth = 0.10
	local_non_core_manpower = 0.10
}
anti_soviet_separatism_0 = {
	enable = { always = yes }

	remove_trigger = {
		ROOT = { is_core_of = ROOT.controller }
		OR = {
			ROOT.controller = { has_war_with = SOV }
			AND = {
				ROOT.controller = { NOT = { has_war_with = SOV } }
				ROOT.controller = { NOT = { tag = SOV } }
			}
		}
	}

	icon = GFX_modifiers_generic_fascist_corporatism

	army_core_attack_factor = -0.10
	resistance_target = 0.15
	compliance_growth = -0.30
	attrition_for_controller = 0.03
}
pro_soviet_sentiment_1 = {
	enable = { always = yes }

	remove_trigger = {
		controller = { is_in_faction_with = SOV }
	}

	icon = GFX_modifiers_SOV_invaders_must_die

	local_supplies_for_controller = -0.05
	resistance_target = 0.05
	compliance_growth = -0.15
	local_intel_to_enemies = 0.15
}

SOV_defend_moscow_a = { #STATE MODIFIER
	enable = { always = yes }

	icon = GFX_modifiers_SOV_defend_moscow
	
	recruitable_population_factor = 0.25
	army_core_defence_factor = 0.2
	supply_factor = 0.15
}

SOV_factory_worker_militias_raised_a = { #STATE MODIFIER
	enable = { always = yes }

	icon = GFX_modifiers_SOV_factory_worker_militias
	
	army_core_defence_factor = 0.1
	local_org_regain = 0.1
	state_resources_factor = -0.25
}

SOV_civilian_labor_in_defense_mod_a = { #STATE MODIFIER
	enable = { always = yes }

	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	
	army_core_defence_factor = 0.1
	state_production_speed_bunker_factor = 0.6
	state_production_speed_coastal_bunker_factor = 0.6
	local_manpower = -0.25
	state_resources_factor = -0.25
}

LSM_last_stand_modifier = { #State Modifier
	enable = { always = yes }
	remove_trigger = {
			OR = { 
				ROOT = { NOT = { is_core_of = ROOT.controller } }
				ROOT = { NOT = { is_owned_by = ROOT.controller } }
				ROOT = { has_dynamic_modifier = { modifier = LSM_endsieg_modifier } }
				ROOT = { 
					AND = { 
						is_fully_controlled_by = ROOT.controller
						ROOT = { is_island_state = no }
						NOT = { any_neighbor_state = {
							controller = { has_war_with = ROOT.controller } }
						}
						NOT = { is_core_of = JAP }
						NOT = { is_core_of = ENG }
						NOT = { is_core_of = USA }
					}
				}
			}
	}

	icon = GFX_modifiers_SOV_invaders_must_die
	
	army_core_defence_factor = 0.5
	army_speed_factor_for_controller = 0.3 #gotta rush
	equipment_capture_for_controller = 0.5 #everything is usable
	enemy_army_speed_factor = -0.15
}

LSM_counterattack_modifier = {
	enable = { always = yes }
	remove_trigger = { ROOT.controller = { has_war = no } }
	
	icon = GFX_modifiers_generic_military_plans

	army_speed_factor = 0.3
}

LSM_dont_starve_modifier = { #State Modifier
	enable = { always = yes }
	remove_trigger = {
			OR = { 
				ROOT = { NOT = { is_core_of = ROOT.controller } }
				ROOT = { NOT = { is_owned_by = ROOT.controller } }
				ROOT = { has_dynamic_modifier = { modifier = LSM_endsieg_modifier } }
				ROOT = { 
					AND = { 
						is_fully_controlled_by = ROOT.controller
						ROOT = { is_island_state = no }
						NOT = { any_neighbor_state = {
							controller = { has_war_with = ROOT.controller } }
						}
						NOT = { is_core_of = JAP }
						NOT = { is_core_of = ENG }
						NOT = { is_core_of = USA }
					}
				}
			}
	}

	icon = GFX_modifiers_generic_supply
	
	pocket_penalty = -0.5
	supply_combat_penalties_on_core_factor = -0.25
	attrition_for_controller = -0.15
	army_core_attack_factor = 0.25
}

LSM_enclave_last_stand_modifier = { #State Modifier
	enable = { always = yes }
	
	remove_trigger = {
		OR = { 
			FROM.controller = { has_war = no }
			ROOT = {
				AND = {
					resistance < 30
					compliance > 30
				}
			}
			ROOT = {
				AND = {
					resistance < 10 #pacified
					compliance > 20
				}
			}
			ROOT = {
				compliance > 50 #pacified
			}
		}
	}

	icon = GFX_modifiers_SOV_invaders_must_die
	
	army_core_defence_factor = 0.5
	army_speed_factor_for_controller = 0.3 #gotta rush
	enemy_army_speed_factor = -0.3
	equipment_capture_for_controller = 0.7 #everything is usable
}

LSM_enclave_dont_starve_modifier = { #State Modifier
	enable = { always = yes }
	
	remove_trigger = {
		OR = { 
			FROM.controller = { has_war = no }
			ROOT = {
				AND = {
					resistance < 30
					compliance > 30
				}
			}
			ROOT = {
				AND = {
					resistance < 10 #pacified
					compliance > 20
				}
			}
			ROOT = {
				compliance > 50 #pacified
			}
		}
	}

	icon = GFX_modifiers_generic_supply
	
	pocket_penalty = -1
	supply_combat_penalties_on_core_factor = -0.25
	attrition_for_controller = -0.15
	army_core_attack_factor = 0.25
}

LSM_there_is_no_food_left_modifier = { #State Modifier
	enable = { always = yes }
	remove_trigger = {
			OR = { 
				AND = {
					OR = { 
						ROOT = { NOT = { is_core_of = ROOT.controller } }
						ROOT = { NOT = { is_owned_by = ROOT.controller } }
					}
					ROOT.controller = { has_government = democratic } #we will let international aid flows in cuz democracy is good in 1936
				}
				ROOT = { 
					AND = { 
						is_fully_controlled_by = ROOT.controller
						OR = {
							is_island_state = no
							AND = { 
								is_island_state = yes
								has_war = no
							}
						}
						NOT = { any_neighbor_state = {
							controller = { has_war_with = ROOT.controller } }
						}
						NOT = { is_core_of = JAP }
						NOT = { is_core_of = ENG }
						NOT = { is_core_of = USA }
					}
				}
			}
	}

	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	
	attrition = 0.05
	army_core_attack_factor = -0.25
	army_core_defence_factor = -0.25
	out_of_supply_factor = 0.25
	monthly_population = -0.8 #not a good time to breed
}

LSM_recency_modifier = {
	enable = { always = yes }

	icon = GFX_modifiers_SOV_civilian_labor_in_defense

	local_manpower = -0.05
	monthly_population = -0.05 #not a good time to breed

}

LSM_island_recency_modifier = {
	enable = { always = yes }

	icon = GFX_modifiers_SOV_civilian_labor_in_defense

	local_manpower = -0.10
	monthly_population = -0.10 #not a good time to breed

}

LSM_enclave_recency_modifier = {
	enable = { always = yes }

	icon = GFX_modifiers_SOV_civilian_labor_in_defense

	local_manpower = -0.25
	monthly_population = -0.25 #not a good time to breed

}

LSM_get_them_off_our_islands_modifier = { #State Modifier
	enable = { always = yes }

	icon = GFX_modifiers_SOV_invaders_must_die
	
	army_core_attack_factor = 0.25
}

fallback_modifier = { #State Modifier
	enable = { always = yes }

	icon = GFX_modifiers_SOV_invaders_must_die
	
	army_core_attack_factor = -0.9	
	army_core_defence_factor = -0.9
	army_speed_factor = 0.5
	pocket_penalty = -1
}

defense_modifier = { #State Modifier
	enable = { always = yes }

	icon = GFX_modifiers_SOV_invaders_must_die
	
	army_core_attack_factor = 0.5
	army_core_defence_factor = 0.5
	army_speed_factor = 0.5
}

LSM_banzai_modifier = { #State Modifier
	enable = { always = yes }

	icon = GFX_modifiers_SOV_invaders_must_die
	
	army_speed_factor = 0.5
}

LSM_gunning_our_way_modifier = { #State Modifier
	enable = { always = yes }
	
	remove_trigger = {
		OR = { 
			ROOT = {
				AND = {
					resistance < 30
					compliance > 30
				}
			}
			ROOT = {
				AND = {
					resistance < 10 #pacified
					compliance > 20
				}
			}
			ROOT = {
				compliance > 50 #pacified
			}
		}
	}

	icon = GFX_modifiers_SOV_invaders_must_die
	
	starting_compliance = -0.25
	resistance_target = 0.5
	resistance_damage_to_garrison = 1
	resistance_garrison_penetration_chance = 0.25
	local_non_core_supply_impact_factor = 0.5
}

LSM_no_cheesing_modifier = { #State Modifier
	enable = { always = yes }
	
	remove_trigger = {
		OR = { 
			ROOT = {
				AND = {
					resistance < 30
					compliance > 30
				}
			}
			ROOT = {
				AND = {
					resistance < 10 #pacified
					compliance > 20
				}
			}
			ROOT = {
				compliance > 50 #pacified
			}
		}
	}

	icon = GFX_modifiers_SOV_invaders_must_die
	
	starting_compliance = -0.25
	resistance_target = 0.25
	resistance_damage_to_garrison = 0.25
	resistance_garrison_penetration_chance = 0.25
	local_non_core_supply_impact_factor = 0.5
}

LSM_endsieg_modifier = {
	enable = { always = yes }
	
	remove_trigger = {
			OR = { 
				ROOT = { NOT = { is_core_of = ROOT.controller } }
				ROOT = { NOT = { is_owned_by = ROOT.controller } }
				ROOT = { has_dynamic_modifier = { modifier = LSM_endsieg_modifier } }
				ROOT = { 
					AND = { 
						is_fully_controlled_by = ROOT.controller
						ROOT = { is_island_state = no }
						NOT = { any_neighbor_state = {
							controller = { has_war_with = ROOT.controller } }
						}
					}
				}
			}
	}

	icon = GFX_modifiers_SOV_invaders_must_die
	
	enemy_army_speed_factor = -0.25
	army_speed_factor = 0.25
	enemy_local_supplies = -0.25
	local_supplies = 0.25
	enemy_attrition = 0.25
	attrition = -0.25
	resistance_target = 0.5
	resistance_damage_to_garrison = 0.5
	resistance_garrison_penetration_chance = 0.5
	equipment_capture_for_controller = 0.7
	army_core_attack_factor = 0.25
	army_core_defence_factor = 0.5
	out_of_supply_factor = 0.25
	local_non_core_supply_impact_factor = 0.25
}

LSM_displaced_population = { #State Modifier
	enable = { always = yes } 

	icon = GFX_modifiers_SWE_hygienic_housing
	
	state_production_speed_buildings_factor = displaced_production_speed_buildings_factor
	local_building_slots_factor = displaced_local_building_slots_factor 
	local_factories = displaced_local_factories
	state_resources_factor = displaced_state_resources_factor
	local_supplies = displaced_local_supplies
	army_speed_factor = displaced_army_speed_factor
}

LSM_displaced_population_debug_gain = { #State Modifier
	enable = { always = yes } 

	icon = GFX_modifiers_SWE_hygienic_housing
	
	weekly_manpower = var_gained_population
}

LSM_displaced_population_debug_lost = { #State Modifier
	enable = { always = yes } 

	icon = GFX_modifiers_SWE_hygienic_housing
	
	weekly_manpower = var_lost_population
}

ENG_clash_with_militia = { 
	enable = { always = yes } 
	
	remove_trigger = {
		NOT = { has_global_flag = british_homeland_resistance_organised_flag }
	}

	icon = GFX_modifiers_conscription_exemptions_granted
	
	resistance_garrison_penetration_chance = 10.00
	resistance_activity = 10.00
}
	

ENG_unimaginable_destruction = { #State Modifier
	enable = { always = yes }

	icon = GFX_modifiers_conscription_exemptions_granted
	
	local_building_slots_factor = -0.5
	local_factories = -0.5
	local_factory_sabotage = 0.5
	state_production_speed_buildings_factor = -0.5
	state_resources_factor= -0.5
	resistance_damage_to_garrison = -0.5
	resistance_activity = -0.5
	resistance_growth = -0.5
	resistance_target = -0.5
	compliance_growth = 0.5
}

ENG_unimaginable_destruction_vengeance = { #State Modifier
	enable = { always = yes }

	icon = GFX_modifiers_conscription_exemptions_granted
	
	local_building_slots_factor = -1
	local_factories = -1
	local_factory_sabotage = 1
	state_production_speed_buildings_factor = -1
	state_resources_factor= -1
	resistance_damage_to_garrison = -1
	resistance_activity = -1
	resistance_growth = -1
	resistance_target = -1
	compliance_growth = 1
}

recovery_from_annihilation_modifier = { #State Modifier
	enable = { always = yes }

	icon = GFX_modifiers_conscription_exemptions_granted
	
	local_building_slots_factor = 0.25
	local_factories = 0.25
	local_factory_sabotage = -0.25
	state_production_speed_buildings_factor = 0.25
	state_resources_factor= 0.25
	compliance_growth = 0.25
}

GER_blitzkrieg_modifier_removed = { #nat dynamic modifier
	enable = { always = yes }

	icon = GFX_idea_generic_fascist_workers
	
	remove_trigger = {
		OR = { 
			has_idea = LSM_the_final_push_failure_GER
			has_country_flag = LSM_eligibility_nation
		}
	}
	
	resistance_target = GER_blitzkrieg_resistance
	compliance_growth = GER_blitzkrieg_compliance
	industrial_capacity_factory = GER_blitzkrieg_factory
	industrial_capacity_dockyard = GER_blitzkrieg_dockyard
	industry_repair_factor = GER_blitzkrieg_repair
	weekly_manpower = GER_blitzkrieg_manpower
	breakthrough_factor = GER_blitzkrieg_breakthrough
}