
ARM_power_balance = {
	initial_value = -0.4
	left_side = ARM_mafia_faction
	right_side = ARM_dem_faction	
	decision_category = ARM_power_balance_decision_category

	### Neutral status
	range = {
		id = ARM_medium_level
		min = -0.10
		max = 0.10
		modifier = {
		}
		on_activate = {
		}
		on_deactivate = {
		}
	}
	
	### Mafia Side
	side = {
		id = ARM_mafia_faction	
		icon = GFX_bop_ARM_mafia_faction # "GFX_bop_ARM_[GetLeaderBopIcon]_bad_side"

		range = {
			id = ARM_low_trust_range
			min = -0.6
			max = -0.1
			modifier = {
				stability_factor = -0.05
				war_support_factor = -0.05
				political_power_factor = -0.1
			}
			on_activate = { #TODO_Manu: Scripted effect checking for leader and swapping to appropriate GFX
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_bad_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_bad_improved_side"
				# }
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_good_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_good_side"
				# }
				
			}
			on_deactivate = {
			
			}
		}

		range = {
			id = ARM_very_low_trust_range
			min = -1
			max = -0.6
			modifier = {
				stability_factor = -0.1
				war_support_factor = -0.1
				political_power_factor = -0.2
			}
			on_activate = {
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_bad_side
				# 	gfx = "GFX_bop_ARM_bad_rubble_side"
				# }
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_good_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_good_side"
				# }
			}
			on_deactivate = {
				
			}
		}
	}
	### Reactionary Side
	side = {
		id = ARM_react_faction	
		icon = GFX_bop_ARM_react_faction # "GFX_bop_ARM_[GetLeaderBopIcon]_bad_side"

		range = {
			id = ARM_low_stab_range
			min = -0.6
			max = -0.1
			modifier = {
				stability_factor = -0.05
				war_support_factor = -0.05
				political_power_factor = -0.1
			}
			on_activate = { #TODO_Manu: Scripted effect checking for leader and swapping to appropriate GFX
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_bad_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_bad_improved_side"
				# }
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_good_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_good_side"
				# }
				
			}
			on_deactivate = {
			
			}
		}

		range = {
			id = ARM_very_low_stab_range
			min = -1
			max = -0.6
			modifier = {
				stability_factor = -0.1
				war_support_factor = -0.1
				political_power_factor = -0.2
			}
			on_activate = {
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_bad_side
				# 	gfx = "GFX_bop_ARM_bad_rubble_side"
				# }
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_good_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_good_side"
				# }
			}
			on_deactivate = {
				
			}
		}
	}

	### Dem Side
	side = {
		id = ARM_dem_faction	
		icon = GFX_bop_ARM_dem_faction #"GFX_bop_ARM_[GetLeaderBopIcon]_good_side"

		range = {
			id = ARM_dem_high_trust_range
			min = 0.1
			max = 0.45
			modifier = {
				stability_factor = 0.05
			}
			on_activate = { #TODO_Manu: Scripted effect checking for leader and swapping to appropriate GFX
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_good_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_good_improved_side"
				# }
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_bad_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_bad_side"
				# }
			}
			on_deactivate = {
				
			}
		}

		range = {
			id = ARM_dem_very_high_trust_range
			min = 0.45
			max = 0.75
			modifier = {
				stability_factor = 0.075
			}
			on_activate = {
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_good_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_good_improved_side"
				# }
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_bad_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_bad_side"
				# }
			}
			on_deactivate = {
				
			}
		}
		range = {
			id = ARM_dem_full_trust_range
			min = 0.75
			max = 1
			modifier = {
				stability_factor = 0.1
			}
			on_activate = {
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_good_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_good_improved_side"
				# }
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_bad_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_bad_side"
				# }
			}
			on_deactivate = {
				
			}
		}
	}
	### Koch Side
	side = {
		id = ARM_koch_faction	
		icon = GFX_bop_ARM_koch_faction #"GFX_bop_ARM_[GetLeaderBopIcon]_good_side"

		range = {
			id = ARM_high_koch_range
			min = 0.1
			max = 0.6
			modifier = {
				stability_factor = 0.05
				war_support_factor = 0.05
				conscription_factor = 0.05
			}
			on_activate = { #TODO_Manu: Scripted effect checking for leader and swapping to appropriate GFX
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_good_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_good_improved_side"
				# }
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_bad_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_bad_side"
				# }
			}
			on_deactivate = {
				
			}
		}

		range = {
			id = ARM_very_high_koch_range
			min = 0.6
			max = 1
			modifier = {
				stability_factor = 0.1
				war_support_factor = 0.1
				conscription_factor = 0.1
			}
			on_activate = {
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_good_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_good_improved_side"
				# }
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_bad_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_bad_side"
				# }
			}
			on_deactivate = {
				
			}
		}
	}
	### Sark Side
	side = {
		id = ARM_sark_faction	
		icon = GFX_bop_ARM_sark_faction #"GFX_bop_ARM_[GetLeaderBopIcon]_good_side"

		range = {
			id = ARM_high_sark_range
			min = 0.1
			max = 0.6
			modifier = {
				stability_factor = 0.05
				war_support_factor = 0.05
				conscription_factor = 0.05
			}
			on_activate = { #TODO_Manu: Scripted effect checking for leader and swapping to appropriate GFX
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_good_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_good_improved_side"
				# }
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_bad_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_bad_side"
				# }
			}
			on_deactivate = {
				
			}
		}

		range = {
			id = ARM_very_high_sark_range
			min = 0.6
			max = 1
			modifier = {
				stability_factor = 0.1
				war_support_factor = 0.1
				conscription_factor = 0.1
			}
			on_activate = {
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_good_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_good_improved_side"
				# }
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_bad_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_bad_side"
				# }
			}
			on_deactivate = {
				
			}
		}
	}
	### Mil Side
	side = {
		id = ARM_mil_faction	
		icon = GFX_bop_ARM_mil_faction #"GFX_bop_ARM_[GetLeaderBopIcon]_good_side"

		range = {
			id = ARM_high_mil_range
			min = 0.1
			max = 0.6
			modifier = {
				stability_factor = 0.05
				war_support_factor = 0.05
				conscription_factor = 0.05
			}
			on_activate = { #TODO_Manu: Scripted effect checking for leader and swapping to appropriate GFX
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_good_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_good_improved_side"
				# }
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_bad_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_bad_side"
				# }
			}
			on_deactivate = {
				
			}
		}

		range = {
			id = ARM_very_high_mil_range
			min = 0.6
			max = 1
			modifier = {
				stability_factor = 0.1
				war_support_factor = 0.1
				conscription_factor = 0.1
			}
			on_activate = {
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_good_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_good_improved_side"
				# }
				# set_power_balance_gfx = {
				# 	id = ARM_power_balance
				# 	side = ARM_bad_side
				# 	gfx = "GFX_bop_ARM_[GetLeaderBopIcon]_bad_side"
				# }
			}
			on_deactivate = {
				
			}
		}
	}
	
}

