# All global modifiers are here. They are applied from certain game-features.
# Effects are fully scriptable here.
# These names can NOT be removed or changes, as the code uses them....

weather_rain_light = { # on Region 
	air_detection = -0.1
	naval_detection = -0.1
	naval_hit_chance = -0.05
	naval_speed_factor = -0.05
	naval_strike = -0.2
	air_accidents = 0.1
	air_mission_efficiency = -0.1

	local_org_regain = -0.05
}
weather_rain_heavy = { # on Region 
	air_detection = -0.2
	naval_detection = -0.2
	naval_hit_chance = -0.1
	naval_speed_factor = -0.1
	carrier_traffic = -1.0
	air_accidents = 0.3
	air_bombing_targetting = -0.5
	local_org_regain = -0.2
	air_mission_efficiency = -0.3
}
weather_snow = { # on Region 
	air_detection = -0.15
	naval_detection = -0.15
	naval_hit_chance = -0.05
	naval_speed_factor = -0.05
	naval_strike = -0.3
	air_accidents = 0.1
	local_org_regain = -0.05
	air_mission_efficiency = -0.1
}
weather_blizzard = { # on Region 
	air_detection = -0.3
	naval_detection = -0.3
	naval_hit_chance = -0.1
	naval_speed_factor = -0.1
	carrier_traffic = -1.0
	air_accidents = 0.3
	air_bombing_targetting = -0.7
	local_org_regain = -0.3
	air_mission_efficiency = -0.3
}
weather_sandstorm = { # on Region 
	air_detection = -0.9
	air_accidents = 0.6
	air_bombing_targetting = -1
	local_org_regain = -0.5
	air_mission_efficiency = -0.5
}
weather_mud = { # on Province
	attrition = 0.7
	army_speed_factor = -0.5
	army_attack_factor = -0.4
}
weather_extreme_cold = { # on Province
	winter_attrition = 0.2
	dig_in_speed_factor = -0.6
	local_org_regain = -0.05
	army_attack_factor = -0.2
}
weather_very_cold = { # on Province
	winter_attrition = 0.1
	dig_in_speed_factor = -0.3
	army_attack_factor = -0.1
}
weather_very_hot = { # on Province
	heat_attrition = 0.1
	local_org_regain = -0.05
}
weather_extreme_hot = { # on Province
	heat_attrition = 0.2
	local_org_regain = -0.1
	supply_consumption_factor = 0.5
	army_attack_factor = -0.1
}
weather_ground_snow_medium = { # on Province
	army_speed_factor = -0.1
	army_attack_factor = -0.1
}
weather_ground_snow_high = { # on Province
	army_speed_factor = -0.25
	local_org_regain = -0.05
	army_attack_factor = -0.3
	naval_retreat_speed = 0.1
}
flooded = { # on Province
	army_speed_factor = -0.5
	army_defence_factor = 0.5
	dig_in_speed_factor = 0.2
}
night = { # On province. Multiplied by amount of darkness.
	naval_hit_chance = -0.25
	carrier_traffic = -1.0
	air_bombing_targetting = -0.5
}

occupation_policy_1 = { # Gentlest
	resistance_tick = -0.6
	local_resources = -0.3
	local_manpower = -0.7
	local_factories = -0.6
}
occupation_policy_2 = { # Gentle
	resistance_tick = -0.4
	local_resources = -0.2
	local_manpower = -0.8
	local_factories = -0.4
	occupation_cost = 0.01
}
occupation_policy_3 = { # Harsh
	resistance_tick = -0.2
	local_resources = -0.1
	local_manpower = -0.9
	local_factories = -0.2
	occupation_cost = 0.02
}
occupation_policy_4 = { # Harshest
	#resistance_tick = 0.0
	#local_resources = 0.0
	local_manpower = -1.0
	#local_factories = 0.0
	occupation_cost = 0.04
}

# The following is multiplied by local resistance strength.
resistance_effect = {
	local_supplies = -0.5
	local_intel_to_enemies = 1
	local_factory_sabotage = 0.75
	attrition = 0.25
}

# On States
non_core = {
	local_building_slots_factor = -5.0 #-0.5
}



lacking_consumer_goods = {
}

gain_focus = {
	political_power_cost = 1
} 

#license production
Arabian_Peninsula_West_License_Equipment = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}

	license_purchase_cost = -0.05 #base cost reduction
	ai_license_acceptance = 25 #more to AI acceptance value.
	license_production_speed = 0.00 #speed  increase for being a license
	license_tech_difference_speed = 0.05 #less cost increase for each tech level between the license and own tech level 
}
Arabian_Peninsula_Asia_License_Equipment = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}

	license_purchase_cost = -0.05 #base cost reduction
	ai_license_acceptance = 25 #more to AI acceptance value.
	license_production_speed = 0.00 #speed  increase for being a license
	license_tech_difference_speed = 0.05 #less cost increase for each tech level between the license and own tech level 
}
Arabian_Peninsula_Russia_License_Equipment = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}

	license_purchase_cost = -0.05 #base cost reduction
	ai_license_acceptance = 25 #more to AI acceptance value.
	license_production_speed = 0.00 #speed  increase for being a license
	license_tech_difference_speed = 0.05 #less cost increase for each tech level between the license and own tech level 
}

USA_World_Economical_Relations = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	license_purchase_cost = -0.60 #base cost reduction
	ai_license_acceptance = 30 #more to AI acceptance value.
	license_production_speed = 0.25 #speed  increase for being a license
	license_tech_difference_speed = 0.05 #less cost increase for each tech level between the license and own tech level 
}
SOV_World_Economical_Relations = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	license_purchase_cost = -0.55 #base cost reduction
	ai_license_acceptance = 30 #more to AI acceptance value.
	license_production_speed = 0.25 #speed  increase for being a license
	license_tech_difference_speed = 0.05 #less cost increase for each tech level between the license and own tech level 
}
CHI_World_Economical_Relations = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	license_purchase_cost = -0.55 #base cost reduction
	ai_license_acceptance = 30 #more to AI acceptance value.
	license_production_speed = 0.25 #speed  increase for being a license
	license_tech_difference_speed = 0.05 #less cost increase for each tech level between the license and own tech level 
}
FRA_World_Economical_Relations = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	license_purchase_cost = -0.50 #base cost reduction
	ai_license_acceptance = 20 #more to AI acceptance value.
	license_production_speed = 0.25 #speed  increase for being a license
	license_tech_difference_speed = 0.05 #less cost increase for each tech level between the license and own tech level 
}
GER_World_Economical_Relations = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	license_purchase_cost = -0.50 #base cost reduction
	ai_license_acceptance = 20 #more to AI acceptance value.
	license_production_speed = 0.25 #speed  increase for being a license
	license_tech_difference_speed = 0.05 #less cost increase for each tech level between the license and own tech level 
}
ENG_World_Economical_Relations = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	license_purchase_cost = -0.45 #base cost reduction
	ai_license_acceptance = 20 #more to AI acceptance value.
	license_production_speed = 0.25 #speed  increase for being a license
	license_tech_difference_speed = 0.05 #less cost increase for each tech level between the license and own tech level 
}
SPR_World_Economical_Relations = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	license_purchase_cost = -0.40 #base cost reduction
	ai_license_acceptance = 30 #more to AI acceptance value.
	license_production_speed = 0.25 #speed  increase for being a license
	license_tech_difference_speed = 0.05 #less cost increase for each tech level between the license and own tech level 
}
ITA_World_Economical_Relations = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	license_purchase_cost = -0.40 #base cost reduction
	ai_license_acceptance = 10 #more to AI acceptance value.
	license_production_speed = 0.25 #speed  increase for being a license
	license_tech_difference_speed = 0.05 #less cost increase for each tech level between the license and own tech level 
}
UKR_World_Economical_Relations = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	license_purchase_cost = -0.40 #base cost reduction
	ai_license_acceptance = 10 #more to AI acceptance value.
	license_production_speed = 0.00 #speed  increase for being a license
	license_tech_difference_speed = 0.05 #less cost increase for each tech level between the license and own tech level 
}
ISR_World_Economical_Relations = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	license_purchase_cost = -0.30 #base cost reduction
	ai_license_acceptance = 10 #more to AI acceptance value.
	license_production_speed = 0.00 #speed  increase for being a license
	license_tech_difference_speed = 0.05 #less cost increase for each tech level between the license and own tech level 
}

free_license = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	license_purchase_cost = 0 #no base cost
}
Major_Importer_US_Arms = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	ai_license_acceptance = 100 #more to AI acceptance value.
	license_production_speed = 0.05 #speed  increase for being a license
	license_tech_difference_speed = 0.1 #less cost increase for each tech level between the license and own tech level 
}
Major_Importer_RUS_Arms = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	ai_license_acceptance = 100 #more to AI acceptance value.
	license_production_speed = 0.05 #speed  increase for being a license
	license_tech_difference_speed = 0.1 #less cost increase for each tech level between the license and own tech level 
}
Major_Importer_CHI_Arms = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	ai_license_acceptance = 100 #more to AI acceptance value.
	license_production_speed = 0.05 #speed  increase for being a license
	license_tech_difference_speed = 0.1 #less cost increase for each tech level between the license and own tech level 
}
Major_Importer_TUR_Arms = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	ai_license_acceptance = 100 #more to AI acceptance value.
	license_production_speed = 0.05 #speed  increase for being a license
	license_tech_difference_speed = 0.1 #less cost increase for each tech level between the license and own tech level 
}
Major_Importer_ENG_Arms = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	ai_license_acceptance = 100 #more to AI acceptance value.
	license_production_speed = 0.05 #speed  increase for being a license
	license_tech_difference_speed = 0.1 #less cost increase for each tech level between the license and own tech level 
}
Major_Importer_HOL_Arms = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	ai_license_acceptance = 100 #more to AI acceptance value.
	license_production_speed = 0.05 #speed  increase for being a license
	license_tech_difference_speed = 0.1 #less cost increase for each tech level between the license and own tech level 
}
Major_Importer_GER_Arms = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	ai_license_acceptance = 100 #more to AI acceptance value.
	license_production_speed = 0.05 #speed  increase for being a license
	license_tech_difference_speed = 0.1 #less cost increase for each tech level between the license and own tech level 
}
Major_Importer_UKR_Arms = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}
	ai_license_acceptance = 100 #more to AI acceptance value.
	license_production_speed = 0.05 #speed  increase for being a license
	license_tech_difference_speed = 0.1 #less cost increase for each tech level between the license and own tech level 
}
arms_Embargo = {
	valid_relation_trigger = {
		FROM = {
			NOT = { is_in_faction_with = ROOT }
		}
	}
	ai_license_acceptance = -500 #more to AI acceptance value.
}
military_cooperation = {
	valid_relation_trigger = {
		FROM = {
			NOT = { has_war_with = ROOT }
		}
	}

	license_purchase_cost = 0 #base cost reduction
	ai_license_acceptance = 60 #more to AI acceptance value.
	license_production_speed = 0.25 #speed  increase for being a license
	license_tech_difference_speed = 0.25 #less cost increase for each tech level between the license and own tech level 
}

# applies when stability > 50%
stability_good_modifier = {
	industrial_capacity_factory = 0.25
	industrial_capacity_dockyard = 0.25
	consumer_goods_factor = -0.05
	political_power_factor = 0.2
	foreign_subversive_activites = -0.5
}

# applies when stability < 50%
stability_bad_modifier = {
	industrial_capacity_factory = -0.50
	industrial_capacity_dockyard = -0.50
	political_power_factor = -0.3
	foreign_subversive_activites = 0.5
}

war_support_good_modifier = {
	mobilization_speed = 0.030 #in 1/1000 of 1 %
	army_core_attack_factor = 0.1
	army_core_defence_factor = 0.1
	command_power_gain_mult = 0.5
}

war_support_bad_modifier = {
	mobilization_speed = -0.500 # Reduce mobilization speed by half.
	#army_noncore_attack_factor = -0.50  # Attacking or defending on non-core takes a huge penalty.
	#army_noncore_defence_factor = -0.50
	command_power_gain_mult = -0.95 
}


attache_sent = {
	war_support_factor = 0.1
}


# Difficulty modifiers

diff_very_easy_player = {
	production_factory_max_efficiency_factor = 0.3
	research_speed_factor = 0.1
	political_power_factor = 0.5
	production_lack_of_resource_penalty_factor = -0.8
	army_fuel_consumption_factor = -0.5
	air_fuel_consumption_factor = -0.5
 	navy_fuel_consumption_factor = -0.5 
}

diff_easy_player = {
	production_factory_max_efficiency_factor = 0.2
	research_speed_factor = 0.05
	political_power_factor = 0.25
	production_lack_of_resource_penalty_factor = -0.3
	army_fuel_consumption_factor = -0.25
	air_fuel_consumption_factor = -0.25
 	navy_fuel_consumption_factor = -0.25
}

diff_normal_player = {
}

diff_hard_player = {
	production_factory_max_efficiency_factor = -0.2
	research_speed_factor = -0.10
	political_power_factor = -0.2
}

diff_very_hard_player = {
	production_factory_max_efficiency_factor = -0.3
	research_speed_factor = -0.2
	political_power_factor = -0.3
}


diff_very_easy_ai = {
}

diff_easy_ai = {
}

diff_normal_ai = {

}

diff_hard_ai = {
	army_fuel_consumption_factor = -0.25
	air_fuel_consumption_factor = -0.25
 	navy_fuel_consumption_factor = -0.25
}

diff_very_hard_ai = {
	army_fuel_consumption_factor = -0.5
	air_fuel_consumption_factor = -0.5
 	navy_fuel_consumption_factor = -0.5
}


diff_strong_ai_generic = {
	# fightyness
	dig_in_speed_factor = 0.25
	planning_speed = 0.25
	supply_consumption_factor = -0.25
	army_morale_factor = 0.15
	land_reinforce_rate = 0.02

	# defensivness
	army_core_attack_factor = 0.15
	army_core_defence_factor = 0.15

	attrition = -0.075

	# production/research
	production_factory_max_efficiency_factor = 0.15
	production_factory_efficiency_gain_factor = 0.25
	industrial_capacity_dockyard = 0.2
	political_power_factor = 0.25
	research_speed_factor = 0.1
	production_lack_of_resource_penalty_factor = -0.3

	# xp gain
	experience_gain_air_factor = 0.25
	experience_gain_army_factor = 0.25
	experience_gain_navy_factor = 0.25
	experience_gain_army_unit_factor = 0.10
	experience_gain_navy_unit_factor = 0.10
}
naval_mines_effect = {
	naval_accidents_chance = 0.15
	naval_speed_factor = -0.8
	naval_invasion_penalty = 0.5
}

air_wing_experience_bonus_max = {
	air_attack_factor = 0.2
	#air_defence_factor = 0.2
	air_agility_factor = 0.3
	air_night_penalty = -0.2
	#air_weather_penalty = -0.3
}

air_wing_experience_malus_min = {
	air_attack_factor = -0.15
	#air_defence_factor = -0.15
	air_agility_factor = -0.15
	air_night_penalty = 0.15
	#air_weather_penalty = 0.15
}

pride_of_the_fleet = {
	experience_gain_navy_unit_factor = 0.25
	critical_receive_chance = -0.5
}


pride_of_the_fleet_country = {
	war_support_factor = 0.05
}

pride_of_the_fleet_sunk_temporary = {
	# country
	war_support_factor = -0.10
}

water_modifier_shark_infested = {
	navy_casualty_on_sink = 0.6
}

screening_bonus = { 
  naval_retreat_speed = 0.2 
  naval_hit_chance = 0.4
}

capital_screening_bonus = { 
  naval_retreat_speed = 0.2
  sortie_efficiency = 0.1
}