﻿life_expectancy_modifier = {
    icon = health_positive
    life_expectancy = 10
    stacking = yes
}
life_expectancy_modifier_neg = {
    icon = health_negative
    life_expectancy = -10
    stacking = yes
}
martial_per_piety_level = {
    icon = martial_positive
    martial_per_piety_level = 10
    stacking = yes
}
martial_per_piety_level_neg = {
    icon = martial_negative
    martial_per_piety_level = -10
    stacking = yes
}
diplomacy_per_piety_level = {
    icon = diplomacy_positive
    diplomacy_per_piety_level = 10
    stacking = yes
}
diplomacy_per_piety_level_neg = {
    icon = diplomacy_negative
    diplomacy_per_piety_level = -10
    stacking = yes
}
stewardship_per_piety_level = {
    icon = stewardship_positive
    stewardship_per_piety_level = 10
    stacking = yes
}
stewardship_per_piety_level_neg = {
    icon = stewardship_negative
    stewardship_per_piety_level = -10
    stacking = yes
}
intrigue_per_piety_level = {
    icon = intrigue_positive
    intrigue_per_piety_level = 10
    stacking = yes
}
intrigue_per_piety_level_neg = {
    icon = intrigue_negative
    intrigue_per_piety_level = -10
    stacking = yes
}
learning_per_piety_level = {
    icon = learning_positive
    learning_per_piety_level = 10
    stacking = yes
}
learning_per_piety_level_neg = {
    icon = learning_negative
    learning_per_piety_level = -10
    stacking = yes
}
prowess_per_piety_level = {
    icon = prowess_positive
    prowess_per_piety_level = 10
    stacking = yes
}
prowess_per_piety_level_neg = {
    icon = prowess_negative
    prowess_per_piety_level = -10
    stacking = yes
}
martial_per_prestige_level = {
    icon = martial_positive
    martial_per_prestige_level = 10
    stacking = yes
}
martial_per_prestige_level_neg = {
    icon = martial_negative
    martial_per_prestige_level = -10
    stacking = yes
}
diplomacy_per_prestige_level = {
    icon = diplomacy_positive
    diplomacy_per_prestige_level = 10
    stacking = yes
}
diplomacy_per_prestige_level_neg = {
    icon = diplomacy_negative
    diplomacy_per_prestige_level = -10
    stacking = yes
}
stewardship_per_prestige_level = {
    icon = stewardship_positive
    stewardship_per_prestige_level = 10
    stacking = yes
}
stewardship_per_prestige_level_neg = {
    icon = stewardship_negative
    stewardship_per_prestige_level = -10
    stacking = yes
}
intrigue_per_prestige_level = {
    icon = intrigue_positive
    intrigue_per_prestige_level = 10
    stacking = yes
}
intrigue_per_prestige_level_neg = {
    icon = intrigue_negative
    intrigue_per_prestige_level = -10
    stacking = yes
}
learning_per_prestige_level = {
    icon = learning_positive
    learning_per_prestige_level = 10
    stacking = yes
}
learning_per_prestige_level_neg = {
    icon = learning_negative
    learning_per_prestige_level = -10
    stacking = yes
}
prowess_per_prestige_level = {
    icon = prowess_positive
    prowess_per_prestige_level = 10
    stacking = yes
}
prowess_per_prestige_level_neg = {
    icon = prowess_negative
    prowess_per_prestige_level = -0.5
    stacking = yes
}
piety_level_impact_mult = {
    icon = piety_positive
    piety_level_impact_mult = 0.5
    stacking = yes
}
piety_level_impact_mult_neg = {
    icon = piety_negative
    piety_level_impact_mult = -0.5
    stacking = yes
}
prestige_level_impact_mult = {
    icon = prestige_positive
    prestige_level_impact_mult = 0.5
    stacking = yes
}
prestige_level_impact_mult_neg = {
    icon = prestige_negative
    prestige_level_impact_mult = -10
    stacking = yes
}
martial_per_stress_level = {
    icon = martial_positive
    martial_per_stress_level = 10
    stacking = yes
}
martial_per_stress_level_neg = {
    icon = martial_negative
    martial_per_stress_level = -10
    stacking = yes
}
diplomacy_per_stress_level = {
    icon = diplomacy_positive
    diplomacy_per_stress_level = 10
    stacking = yes
}
diplomacy_per_stress_level_neg = {
    icon = diplomacy_negative
    diplomacy_per_stress_level = -10
    stacking = yes
}
stewardship_per_stress_level = {
    icon = stewardship_positive
    stewardship_per_stress_level = 10
    stacking = yes
}
stewardship_per_stress_level_neg = {
    icon = stewardship_negative
    stewardship_per_stress_level = -10
    stacking = yes
}
intrigue_per_stress_level = {
    icon = intrigue_positive
    intrigue_per_stress_level = 10
    stacking = yes
}
intrigue_per_stress_level_neg = {
    icon = intrigue_negative
    intrigue_per_stress_level = -10
    stacking = yes
}
learning_per_stress_level = {
    icon = learning_positive
    learning_per_stress_level = 10
    stacking = yes
}
learning_per_stress_level_neg = {
    icon = learning_negative
    learning_per_stress_level = -10
    stacking = yes
}
prowess_per_stress_level = {
    icon = prowess_positive
    prowess_per_stress_level = 10
    stacking = yes
}
prowess_per_stress_level_neg = {
    icon = prowess_negative
    prowess_per_stress_level = -10
    stacking = yes
}
fertility_modifier = {
    icon = fertility_positive
    fertility = 0.5
    stacking = yes
}
fertility_modifier_neg = {
    icon = fertility_negative
    fertility = -0.5
    stacking = yes
}
health_modifier = {
    icon = health_positive
    health = 10
    stacking = yes
}
health_modifier_neg = {
    icon = health_negative
    health = -10
    stacking = yes
}
negate_health_penalty = {
    icon = health_positive
    negate_health_penalty_add = 10
    stacking = yes
}
negate_health_penalty_neg = {
    icon = health_negative
    negate_health_penalty_add = -10
    stacking = yes
}
negate_fertility_penalty = {
    icon = fertility_positive
    negate_fertility_penalty_add = 0.5
    stacking = yes
}
negate_fertility_penalty_neg = {
    icon = fertility_negative
    negate_fertility_penalty_add = -0.5
    stacking = yes
}
monthly_income = {
    icon = economy_positive
    monthly_income = 5
    stacking = yes
}
monthly_income_neg = {
    icon = economy_negative
    monthly_income = -5
    stacking = yes
}
monthly_income_mult = {
    icon = economy_positive
    monthly_income_mult = 0.5
    stacking = yes
}
monthly_income_mult_neg = {
    icon = economy_negative
    monthly_income_mult = -0.5
    stacking = yes
}
monthly_war_income = {
    icon = economy_positive
    monthly_war_income_add = 10
    stacking = yes
}
monthly_war_income_neg = {
    icon = economy_negative
    monthly_war_income_add = -10
    stacking = yes
}
monthly_war_income_mult = {
    icon = economy_positive
    monthly_war_income_mult = 0.5
    stacking = yes
}
monthly_war_income_mult_neg = {
    icon = economy_negative
    monthly_war_income_mult = -0.5
    stacking = yes
}
monthly_income_per_stress_level = {
    icon = economy_positive
    monthly_income_per_stress_level_add = 10
    stacking = yes
}
monthly_income_per_stress_level_neg = {
    icon = economy_negative
    monthly_income_per_stress_level_add = -10
    stacking = yes
}
monthly_income_per_stress_level_mult = {
    icon = economy_positive
    monthly_income_per_stress_level_mult = 0.5
    stacking = yes
}
monthly_income_per_stress_level_mult_neg = {
    icon = economy_negative
    monthly_income_per_stress_level_mult = -0.5
    stacking = yes
}
monthly_piety = {
    icon = piety_positive
    monthly_piety = 10
    stacking = yes
}
monthly_piety_neg = {
    icon = piety_negative
    monthly_piety = -10
    stacking = yes
}
monthly_piety_gain_per_happy_powerful_vassal = {
    icon = piety_positive
    monthly_piety_gain_per_happy_powerful_vassal_add = 10
    stacking = yes
}
monthly_piety_gain_per_happy_powerful_vassal_neg = {
    icon = piety_negative
    monthly_piety_gain_per_happy_powerful_vassal_add = -10
    stacking = yes
}
monthly_piety_gain_per_happy_powerful_vassal_mult = {
    icon = piety_positive
    monthly_piety_gain_per_happy_powerful_vassal_mult = 0.5
    stacking = yes
}
monthly_piety_gain_per_happy_powerful_vassal_mult_neg = {
    icon = piety_negative
    monthly_piety_gain_per_happy_powerful_vassal_mult = -0.5
    stacking = yes
}
monthly_piety_gain_per_dread = {
    icon = piety_positive
    monthly_piety_gain_per_dread_add = 10
    stacking = yes
}
monthly_piety_gain_per_dread_neg = {
    icon = piety_negative
    monthly_piety_gain_per_dread_add = -10
    stacking = yes
}
monthly_piety_gain_per_dread_mult = {
    icon = piety_positive
    monthly_piety_gain_per_dread_mult = 0.5
    stacking = yes
}
monthly_piety_gain_per_dread_mult_neg = {
    icon = piety_negative
    monthly_piety_gain_per_dread_mult = -0.5
    stacking = yes
}
monthly_piety_gain_per_knight = {
    icon = piety_positive
    monthly_piety_gain_per_knight_add = 10
    stacking = yes
}
monthly_piety_gain_per_knight_neg = {
    icon = piety_negative
    monthly_piety_gain_per_knight_add = -10
    stacking = yes
}
monthly_piety_gain_per_knight_mult = {
    icon = piety_positive
    monthly_piety_gain_per_knight_mult = 0.5
    stacking = yes
}
monthly_piety_gain_per_knight_mult_neg = {
    icon = piety_negative
    monthly_piety_gain_per_knight_mult = -0.5
    stacking = yes
}
monthly_prestige = {
    icon = prestige_positive
    monthly_prestige = 10
    stacking = yes
}
monthly_prestige_neg = {
    icon = prestige_negative
    monthly_prestige = -10
    stacking = yes
}
monthly_prestige_gain_mult = {
    icon = prestige_positive
    monthly_prestige_gain_mult = 0.5
    stacking = yes
}
monthly_prestige_gain_mult_neg = {
    icon = prestige_negative
    monthly_prestige_gain_mult = -0.5
    stacking = yes
}
monthly_prestige_gain_per_happy_powerful_vassal = {
    icon = prestige_positive
    monthly_prestige_gain_per_happy_powerful_vassal_add = 10
    stacking = yes
}
monthly_prestige_gain_per_happy_powerful_vassal_neg = {
    icon = prestige_negative
    monthly_prestige_gain_per_happy_powerful_vassal_add = -10
    stacking = yes
}
monthly_prestige_gain_per_happy_powerful_vassal_mult = {
    icon = prestige_positive
    monthly_prestige_gain_per_happy_powerful_vassal_mult = 0.5
    stacking = yes
}
monthly_prestige_gain_per_happy_powerful_vassal_mult_neg = {
    icon = prestige_negative
    monthly_prestige_gain_per_happy_powerful_vassal_mult = -0.5
    stacking = yes
}
monthly_prestige_gain_per_dread = {
    icon = prestige_positive
    monthly_prestige_gain_per_dread_add = 10
    stacking = yes
}
monthly_prestige_gain_per_dread_neg = {
    icon = prestige_negative
    monthly_prestige_gain_per_dread_add = -10
    stacking = yes
}
monthly_prestige_gain_per_dread_mult = {
    icon = prestige_positive
    monthly_prestige_gain_per_dread_mult = 0.5
    stacking = yes
}
monthly_prestige_gain_per_dread_mult_neg = {
    icon = prestige_negative
    monthly_prestige_gain_per_dread_mult = -0.5
    stacking = yes
}
monthly_prestige_gain_per_knight = {
    icon = prestige_positive
    monthly_prestige_gain_per_knight_add = 10
    stacking = yes
}
monthly_prestige_gain_per_knight_neg = {
    icon = prestige_negative
    monthly_prestige_gain_per_knight_add = -10
    stacking = yes
}
monthly_prestige_gain_per_knight_mult = {
    icon = prestige_positive
    monthly_prestige_gain_per_knight_mult = 0.5
    stacking = yes
}
monthly_prestige_gain_per_knight_mult_neg = {
    icon = prestige_negative
    monthly_prestige_gain_per_knight_mult = -0.5
    stacking = yes
}
monthly_piety_from_buildings_mult = {
    icon = prestige_positive
    monthly_piety_from_buildings_mult = 0.5
    stacking = yes
}
monthly_piety_from_buildings_mult_neg = {
    icon = prestige_negative
    monthly_piety_from_buildings_mult = -0.5
    stacking = yes
}
monthly_prestige_from_buildings_mult = {
    icon = prestige_positive
    monthly_prestige_from_buildings_mult = 0.5
    stacking = yes
}
monthly_prestige_from_buildings_mult_neg = {
    icon = prestige_negative
    monthly_prestige_from_buildings_mult = -0.5
    stacking = yes
}
monthly_dynasty_prestige = {
    icon = family_positive
    monthly_dynasty_prestige = 10
    stacking = yes
}
monthly_dynasty_prestige_neg = {
    icon = family_negative
    monthly_dynasty_prestige = -10
    stacking = yes
}
monthly_dynasty_prestige_mult = {
    icon = family_positive
    monthly_dynasty_prestige_mult = 0.5
    stacking = yes
}
monthly_dynasty_prestige_mult_neg = {
    icon = family_negative
    monthly_dynasty_prestige_mult = -0.5
    stacking = yes
}
stress_gain_mult = {
    icon = stress_positive
    stress_gain_mult = 0.5
    stacking = yes
}
stress_gain_mult_neg = {
    icon = stress_negative
    stress_gain_mult = -0.5
    stacking = yes
}
stress_loss_mult = {
    icon = stress_positive
    stress_loss_mult = 0.5
    stacking = yes
}
stress_loss_mult_neg = {
    icon = stress_negative
    stress_loss_mult = -0.5
    stacking = yes
}
monthly_dread = {
    icon = dread_positive
    monthly_dread = 0.5
    stacking = yes
}
monthly_dread_neg = {
    icon = dread_negative
    monthly_dread = -0.5
    stacking = yes
}
dread_gain_mult = {
    icon = dread_positive
    dread_gain_mult = 0.5
    stacking = yes
}
dread_gain_mult_neg = {
    icon = dread_negative
    dread_gain_mult = -0.5
    stacking = yes
}
dread_loss_mult = {
    icon = dread_positive
    dread_loss_mult = -0.5
    stacking = yes
}
dread_loss_mult_neg = {
    icon = dread_negative
    dread_loss_mult = 0.5
    stacking = yes
}
tyranny_gain_mult = {
    icon = spoon_positive
    tyranny_gain_mult = -0.5
    stacking = yes
}
tyranny_gain_mult_neg = {
    icon = spoon_negative
    tyranny_gain_mult = 0.5
    stacking = yes
}
tyranny_loss_mult = {
    icon = spoon_positive
    tyranny_loss_mult = 0.5
    stacking = yes
}
tyranny_loss_mult_neg = {
    icon = spoon_negative
    tyranny_loss_mult = -0.5
    stacking = yes
}
monthly_tyranny = {
    icon = spoon_positive
    monthly_tyranny = -0.5
    stacking = yes
}
monthly_tyranny_neg = {
    icon = spoon_negative
    monthly_tyranny = 0.5
    stacking = yes
}
dread_baseline = {
    icon = dread_positive
    dread_baseline_add = 10
    stacking = yes
}
dread_baseline_neg = {
    icon = dread_negative
    dread_baseline_add = -10
    stacking = yes
}
dread_decay = {
    icon = dread_positive
    dread_decay_add = -0.5
    stacking = yes
}
dread_decay_neg = {
    icon = dread_negative
    dread_decay_add = 0.5
    stacking = yes
}
dread_decay_mult = {
    icon = dread_positive
    dread_decay_mult = -0.5
    stacking = yes
}
dread_decay_mult_neg = {
    icon = dread_negative
    dread_decay_mult = 0.5
    stacking = yes
}
dread_per_tyranny = {
    icon = dread_positive
    dread_per_tyranny_add = 0.5
    stacking = yes
}
dread_per_tyranny_neg = {
    icon = dread_negative
    dread_per_tyranny_add = -0.5
    stacking = yes
}
dread_per_tyranny_mult = {
    icon = dread_positive
    dread_per_tyranny_mult = 0.5
    stacking = yes
}
dread_per_tyranny_mult_neg = {
    icon = dread_negative
    dread_per_tyranny_mult = -0.5
    stacking = yes
}
domain_limit = {
    icon = county_modifier_development_positive
    domain_limit = 10
    stacking = yes
}
domain_limit_neg = {
    icon = county_modifier_development_negative
    domain_limit = -10
    domain_limit_max = -10
    stacking = yes
}
domain_limit_max = {
    icon = county_modifier_development_positive
    domain_limit_max = 10
    stacking = yes
}
domain_limit_max_neg = {
    icon = county_modifier_development_negative
    domain_limit_max = -10
    stacking = yes
}
vassal_limit = {
    icon = county_modifier_development_positive
    vassal_limit = 10
    stacking = yes
}
vassal_limit_neg = {
    icon = county_modifier_development_negative
    vassal_limit = -10
    stacking = yes
}
domain_tax_mult = {
    icon = economy_positive
    domain_tax_mult = 0.5
    stacking = yes
}
domain_tax_mult_neg = {
    icon = economy_negative
    domain_tax_mult = -0.5
    stacking = yes
}
domain_tax_same_faith_mult = {
    icon = economy_positive
    domain_tax_same_faith_mult = 0.5
    stacking = yes
}
domain_tax_same_faith_mult_neg = {
    icon = economy_negative
    domain_tax_same_faith_mult = -0.5
    stacking = yes
}
domain_tax_different_faith_mult = {
    icon = economy_positive
    domain_tax_different_faith_mult = 0.5
    stacking = yes
}
domain_tax_different_faith_mult_neg = {
    icon = economy_negative
    domain_tax_different_faith_mult = -0.5
    stacking = yes
}
domain_tax_mult_even_if_baron = {
    icon = economy_positive
    domain_tax_mult_even_if_baron = 0.5
    stacking = yes
}
domain_tax_mult_even_if_baron_neg = {
    icon = economy_negative
    domain_tax_mult_even_if_baron = -0.5
    stacking = yes
}
domain_tax_same_faith_mult_even_if_baron = {
    icon = economy_positive
    domain_tax_same_faith_mult_even_if_baron = 0.5
    stacking = yes
}
domain_tax_same_faith_mult_even_if_baron_neg = {
    icon = economy_negative
    domain_tax_same_faith_mult_even_if_baron = -0.5
    stacking = yes
}
domain_tax_different_faith_mult_even_if_baron = {
    icon = economy_positive
    domain_tax_different_faith_mult_even_if_baron = 0.5
    stacking = yes
}
domain_tax_different_faith_mult_even_if_baron_neg = {
    icon = economy_negative
    domain_tax_different_faith_mult_even_if_baron = -0.5
    stacking = yes
}
vassal_tax_mult = {
    icon = economy_positive
    vassal_tax_mult = 0.5
    stacking = yes
}
vassal_tax_mult_neg = {
    icon = economy_negative
    vassal_tax_mult = -0.5
    stacking = yes
}
men_at_arms_maintenance = {
    icon = economy_negative
    men_at_arms_maintenance = 0.5
    stacking = yes
}
men_at_arms_maintenance_neg = {
    icon = economy_positive
    men_at_arms_maintenance = -0.5
    stacking = yes
}
men_at_arms_maintenance_per_dread_mult = {
    icon = martial_positive
    men_at_arms_maintenance_per_dread_mult = 0.5
    stacking = yes
}
men_at_arms_maintenance_per_dread_mult_neg = {
    icon = martial_negative
    men_at_arms_maintenance_per_dread_mult = -0.5
    stacking = yes
}
army_maintenance_mult = {
    icon = martial_negative
    army_maintenance_mult = 0.5
    stacking = yes
}
army_maintenance_mult_neg = {
    icon = martial_positive
    army_maintenance_mult = -0.5
    stacking = yes
}
short_reign_duration_mult = {
    icon = diplomacy_negative
    short_reign_duration_mult = 0.5
    stacking = yes
}
short_reign_duration_mult_neg = {
    icon = diplomacy_positive
    short_reign_duration_mult = -0.5
    stacking = yes
}
long_reign_bonus_mult = {
    icon = diplomacy_positive
    long_reign_bonus_mult = 0.5
    stacking = yes
}
long_reign_bonus_mult_neg = {
    icon = diplomacy_negative
    long_reign_bonus_mult = -0.5
    stacking = yes
}
diplomatic_range_mult = {
    icon = diplomacy_positive
    diplomatic_range_mult = 0.5
    stacking = yes
}
diplomatic_range_mult_neg = {
    icon = diplomacy_negative
    diplomatic_range_mult = -0.5
    stacking = yes
}
inbreeding_chance = {
    icon = family_negative
    inbreeding_chance = 0.5
    stacking = yes
}
inbreeding_chance_neg = {
    icon = family_positive
    inbreeding_chance = -0.5
    stacking = yes
}
positive_inactive_inheritance_chance = {
    icon = family_positive
    positive_inactive_inheritance_chance = 0.5
    stacking = yes
}
positive_inactive_inheritance_chance_neg = {
    icon = family_negative
    positive_inactive_inheritance_chance = -0.5
    stacking = yes
}
negative_inactive_inheritance_chance = {
    icon = family_negative
    negative_inactive_inheritance_chance = 0.5
    stacking = yes
}
negative_inactive_inheritance_chance_neg = {
    icon = family_positive
    negative_inactive_inheritance_chance = -0.5
    stacking = yes
}
positive_random_genetic_chance = {
    icon = family_positive
    positive_random_genetic_chance = 0.5
    stacking = yes
}
positive_random_genetic_chance_neg = {
    icon = family_positive
    positive_random_genetic_chance = -0.5
    stacking = yes
}
negative_random_genetic_chance = {
    icon = family_negative
    negative_random_genetic_chance = 0.5
    stacking = yes
}
negative_random_genetic_chance_neg = {
    icon = family_negative
    negative_random_genetic_chance = -0.5
    stacking = yes
}
genetic_trait_strengthen_chance = {
    icon = family_positive
    genetic_trait_strengthen_chance = 0.5
    stacking = yes
}
genetic_trait_strengthen_chance_neg = {
    icon = family_negative
    genetic_trait_strengthen_chance = -0.5
    stacking = yes
}
years_of_fertility = {
    icon = health_positive
    years_of_fertility = 5
    stacking = yes
}
years_of_fertility_neg = {
    icon = health_negative
    years_of_fertility = -5
    stacking = yes
}
knight_limit = {
    icon = prowess_positive
    knight_limit = 2
    stacking = yes
}
knight_limit_neg = {
    icon = prowess_negative
    knight_limit = -2
    stacking = yes
}
knight_effectiveness_mult = {
    icon = prowess_positive
    knight_effectiveness_mult = 0.5
    stacking = yes
}
knight_effectiveness_mult_neg = {
    icon = prowess_negative
    knight_effectiveness_mult = -0.5
    stacking = yes
}
title_creation_cost = {
    icon = economy_negative
    title_creation_cost = 50
    stacking = yes
}
title_creation_cost_neg = {
    icon = economy_positive
    title_creation_cost = -50
    stacking = yes
}
title_creation_cost_mult = {
    icon = economy_negative
    title_creation_cost_mult = 0.5
    stacking = yes
}
title_creation_cost_mult_neg = {
    icon = economy_positive
    title_creation_cost_mult = -0.5
    stacking = yes
}
monthly_lifestyle_xp_gain_mult = {
    icon = magic_positive
    monthly_lifestyle_xp_gain_mult = 0.5
    stacking = yes
}
monthly_lifestyle_xp_gain_mult_neg = {
    icon = magic_negative
    monthly_lifestyle_xp_gain_mult = -0.5
    stacking = yes
}
mercenary_hire_cost = {
    icon = economy_negative
    mercenary_hire_cost_add = 50
    stacking = yes
}
mercenary_hire_cost_neg = {
    icon = economy_positive
    mercenary_hire_cost_add = -50
    stacking = yes
}
mercenary_hire_cost_mult = {
    icon = economy_negative
    mercenary_hire_cost_mult = 0.5
    stacking = yes
}
mercenary_hire_cost_mult_neg = {
    icon = economy_positive
    mercenary_hire_cost_mult = -0.5
    stacking = yes
}
same_culture_mercenary_hire_cost = {
    icon = economy_negative
    same_culture_mercenary_hire_cost_add = 50
    stacking = yes
}
same_culture_mercenary_hire_cost_neg = {
    icon = economy_positive
    same_culture_mercenary_hire_cost_add = -50
    stacking = yes
}
same_culture_mercenary_hire_cost_mult = {
    icon = economy_negative
    same_culture_mercenary_hire_cost_mult = 0.5
    stacking = yes
}
same_culture_mercenary_hire_cost_mult_neg = {
    icon = economy_positive
    same_culture_mercenary_hire_cost_mult = -0.5
    stacking = yes
}
holy_order_hire_cost_mult = {
    icon = economy_negative
    holy_order_hire_cost_mult = 0.5
    stacking = yes
}
holy_order_hire_cost_mult_neg = {
    icon = economy_positive
    holy_order_hire_cost_mult = -0.5
    stacking = yes
}
holy_order_hire_cost = {
    icon = economy_negative
    holy_order_hire_cost_add = 50
    stacking = yes
}
holy_order_hire_cost_neg = {
    icon = economy_positive
    holy_order_hire_cost_add = -50
    stacking = yes
}
same_culture_holy_order_hire_cost_mult = {
    icon = economy_negative
    same_culture_holy_order_hire_cost_mult = 0.5
    stacking = yes
}
same_culture_holy_order_hire_cost_mult_neg = {
    icon = economy_positive
    same_culture_holy_order_hire_cost_mult = -0.5
    stacking = yes
}
same_culture_holy_order_hire_cost = {
    icon = economy_negative
    same_culture_holy_order_hire_cost_add = 50
    stacking = yes
}
same_culture_holy_order_hire_cost_neg = {
    icon = economy_positive
    same_culture_holy_order_hire_cost_add = -50
    stacking = yes
}
opinion_of_female_rulers = {
    icon = social_positive
    opinion_of_female_rulers = 25
    stacking = yes
}
opinion_of_female_rulers_neg = {
    icon = social_negative
    opinion_of_female_rulers = -25
    stacking = yes
}
opinion_of_male_rulers = {
    icon = social_positive
    opinion_of_male_rulers = 25
    stacking = yes
}
opinion_of_male_rulers_neg = {
    icon = social_negative
    opinion_of_male_rulers = -25
    stacking = yes
}
opinion_of_same_culture = {
    icon = social_positive
    opinion_of_same_culture = 25
    stacking = yes
}
opinion_of_same_culture_neg = {
    icon = social_negative
    opinion_of_same_culture = -25
    stacking = yes
}
opinion_of_different_culture = {
    icon = social_positive
    opinion_of_different_culture = 25
    stacking = yes
}
opinion_of_different_culture_neg = {
    icon = social_negative
    opinion_of_different_culture = -25
    stacking = yes
}
opinion_of_same_faith = {
    icon = social_positive
    opinion_of_same_faith = 25
    stacking = yes
}
opinion_of_same_faith_neg = {
    icon = social_negative
    opinion_of_same_faith = -25
    stacking = yes
}
opinion_of_different_faith = {
    icon = social_positive
    opinion_of_different_faith = 25
    stacking = yes
}
opinion_of_different_faith_neg = {
    icon = social_negative
    opinion_of_different_faith = -25
    stacking = yes
}
opinion_of_liege = {
    icon = social_positive
    opinion_of_liege = 25
    stacking = yes
}
opinion_of_liege_neg = {
    icon = social_negative
    opinion_of_liege = -25
    stacking = yes
}
opinion_of_vassal = {
    icon = social_positive
    opinion_of_vassal = 25
    stacking = yes
}
opinion_of_vassal_neg = {
    icon = social_negative
    opinion_of_vassal = -25
    stacking = yes
}
opinion_of_different_faith_liege = {
    icon = social_positive
    opinion_of_different_faith_liege = 25
    stacking = yes
}
opinion_of_different_faith_liege_neg = {
    icon = social_negative
    opinion_of_different_faith_liege = -25
    stacking = yes
}
same_culture_opinion = {
    icon = social_positive
    same_culture_opinion = 25
    stacking = yes
}
same_culture_opinion_neg = {
    icon = social_negative
    same_culture_opinion = -25
    stacking = yes
}
different_culture_opinion = {
    icon = social_positive
    different_culture_opinion = 25
    stacking = yes
}
different_culture_opinion_neg = {
    icon = social_negative
    different_culture_opinion = -25
    stacking = yes
}
same_faith_opinion = {
    icon = social_positive
    same_faith_opinion = 25
    stacking = yes
}
same_faith_opinion_neg = {
    icon = social_negative
    same_faith_opinion = -25
    stacking = yes
}
different_faith_opinion = {
    icon = social_positive
    different_faith_opinion = 25
    stacking = yes
}
different_faith_opinion_neg = {
    icon = social_negative
    different_faith_opinion = -25
    stacking = yes
}
direct_vassal_opinion = {
    icon = social_positive
    direct_vassal_opinion = 25
    stacking = yes
}
direct_vassal_opinion_neg = {
    icon = social_negative
    direct_vassal_opinion = -25
    stacking = yes
}
fellow_vassal_opinion = {
    icon = social_positive
    fellow_vassal_opinion = 25
    stacking = yes
}
fellow_vassal_opinion_neg = {
    icon = social_negative
    fellow_vassal_opinion = -25
    stacking = yes
}
independent_ruler_opinion = {
    icon = social_positive
    independent_ruler_opinion = 25
    stacking = yes
}
independent_ruler_opinion_neg = {
    icon = social_negative
    independent_ruler_opinion = -25
    stacking = yes
}
general_opinion = {
    icon = social_positive
    general_opinion = 25
    stacking = yes
}
general_opinion_neg = {
    icon = social_negative
    general_opinion = -25
    stacking = yes
}
attraction_opinion = {
    icon = love_positive
    attraction_opinion = 25
    stacking = yes
}
attraction_opinion_neg = {
    icon = love_negative
    attraction_opinion = -25
    stacking = yes
}
religious_vassal_opinion = {
    icon = social_positive
    religious_vassal_opinion = 25
    stacking = yes
}
religious_vassal_opinion_neg = {
    icon = social_negative
    religious_vassal_opinion = -25
    stacking = yes
}
religious_head_opinion = {
    icon = social_positive
    religious_head_opinion = 25
    stacking = yes
}
religious_head_opinion_neg = {
    icon = social_negative
    religious_head_opinion = -25
    stacking = yes
}
spouse_opinion = {
    icon = social_positive
    spouse_opinion = 25
    stacking = yes
}
spouse_opinion_neg = {
    icon = social_negative
    spouse_opinion = -25
    stacking = yes
}
twin_opinion = {
    icon = social_positive
    twin_opinion = 25
    stacking = yes
}
twin_opinion_neg = {
    icon = social_negative
    twin_opinion = -25
    stacking = yes
}
close_relative_opinion = {
    icon = social_positive
    close_relative_opinion = 25
    stacking = yes
}
close_relative_opinion_neg = {
    icon = social_negative
    close_relative_opinion = -25
    stacking = yes
}
dynasty_house_opinion = {
    icon = social_positive
    dynasty_house_opinion = 25
    stacking = yes
}
dynasty_house_opinion_neg = {
    icon = social_negative
    dynasty_house_opinion = -25
    stacking = yes
}
dynasty_opinion = {
    icon = social_positive
    dynasty_opinion = 25
    stacking = yes
}
dynasty_opinion_neg = {
    icon = social_negative
    dynasty_opinion = -25
    stacking = yes
}
liege_opinion = {
    icon = social_positive
    liege_opinion = 25
    stacking = yes
}
liege_opinion_neg = {
    icon = social_negative
    liege_opinion = -25
    stacking = yes
}
different_faith_liege_opinion = {
    icon = social_positive
    different_faith_liege_opinion = 25
    stacking = yes
}
different_faith_liege_opinion_neg = {
    icon = social_negative
    different_faith_liege_opinion = -25
    stacking = yes
}
vassal_opinion = {
    icon = social_positive
    vassal_opinion = 25
    stacking = yes
}
vassal_opinion_neg = {
    icon = social_negative
    vassal_opinion = -25
    stacking = yes
}
clergy_opinion = {
    icon = social_positive
    clergy_opinion = 25
    stacking = yes
}
clergy_opinion_neg = {
    icon = social_negative
    clergy_opinion =  -25
    stacking = yes
}
councillor_opinion = {
    icon = social_positive
    councillor_opinion = 25
    stacking = yes
}
councillor_opinion_neg = {
    icon = social_negative
    councillor_opinion = -25
    stacking = yes
}
realm_priest_opinion = {
    icon = social_positive
    realm_priest_opinion = 25
    stacking = yes
}
realm_priest_opinion_neg = {
    icon = social_negative
    realm_priest_opinion = -25
    stacking = yes
}
powerful_vassal_opinion = {
    icon = social_positive
    powerful_vassal_opinion = 25
    stacking = yes
}
powerful_vassal_opinion_neg = {
    icon = social_negative
    powerful_vassal_opinion = -25
    stacking = yes
}
courtier_opinion = {
    icon = social_positive
    courtier_opinion = 25
    stacking = yes
}
courtier_opinion_neg = {
    icon = social_negative
    courtier_opinion = -25
    stacking = yes
}
guest_opinion = {
    icon = social_positive
    guest_opinion = 25
    stacking = yes
}
guest_opinion_neg = {
    icon = social_negative
    guest_opinion = -25
    stacking = yes
}
courtier_and_guest_opinion = {
    icon = social_positive
    courtier_and_guest_opinion = 25
    stacking = yes
}
courtier_and_guest_opinion_neg = {
    icon = social_negative
    courtier_and_guest_opinion = -25
    stacking = yes
}
prisoner_opinion = {
    icon = social_positive
    prisoner_opinion = 25
    stacking = yes
}
prisoner_opinion_neg = {
    icon = social_negative
    prisoner_opinion = -25
    stacking = yes
}
player_heir_opinion = {
    icon = social_positive
    player_heir_opinion = 25
    stacking = yes
}
player_heir_opinion_neg = {
    icon = social_negative
    player_heir_opinion = -25
    stacking = yes
}
child_opinion = {
    icon = social_positive
    child_opinion = 25
    stacking = yes
}
child_opinion_neg = {
    icon = social_negative
    child_opinion = -25
    stacking = yes
}
child_except_player_heir_opinion = {
    icon = social_positive
    child_except_player_heir_opinion = 25
    stacking = yes
}
child_except_player_heir_opinion_neg = {
    icon = social_negative
    child_except_player_heir_opinion = -25
    stacking = yes
}
eligible_child_opinion = {
    icon = social_positive
    eligible_child_opinion = 25
    stacking = yes
}
eligible_child_opinion_neg = {
    icon = social_negative
    eligible_child_opinion = -25
    stacking = yes
}
eligible_child_except_player_heir_opinion = {
    icon = social_positive
    eligible_child_except_player_heir_opinion = 25
    stacking = yes
}
eligible_child_except_player_heir_opinion_neg = {
    icon = social_negative
    eligible_child_except_player_heir_opinion = -25
    stacking = yes
}
pursue_efficiency = {
    icon = intrigue_positive
    pursue_efficiency = 0.5
    stacking = yes
}
pursue_efficiency_neg = {
    icon = intrigue_positive
    pursue_efficiency = -0.5
    stacking = yes
}
counter_efficiency = {
    icon = intrigue_positive
    counter_efficiency = 0.5
    stacking = yes
}
counter_efficiency_neg = {
    icon = intrigue_positive
    counter_efficiency = -0.5
    stacking = yes
}
min_combat_roll = {
    icon = prowess_positive
    min_combat_roll = 2
    stacking = yes
}
min_combat_roll_neg = {
    icon = prowess_negative
    min_combat_roll = -2
    stacking = yes
}
max_combat_roll = {
    icon = prowess_positive
    max_combat_roll = 2
    stacking = yes
}
max_combat_roll_neg = {
    icon = prowess_negative
    max_combat_roll = -2
    stacking = yes
}
men_at_arms_limit = {
    icon = prowess_positive
    men_at_arms_limit = 2
    stacking = yes
}
men_at_arms_limit_neg = {
    icon = prowess_negative
    men_at_arms_limit = -2
    stacking = yes
}
men_at_arms_cap = {
    icon = prowess_positive
    men_at_arms_cap = 2
    stacking = yes
}
men_at_arms_cap_neg = {
    icon = prowess_negative
    men_at_arms_cap = -2
    stacking = yes
}
embarkation_cost_mult = {
    icon = prowess_positive
    embarkation_cost_mult = 0.5
    stacking = yes
}
embarkation_cost_mult_neg = {
    icon = prowess_negative
    embarkation_cost_mult = -0.5
    stacking = yes
}
naval_movement_speed_mult = {
    icon = prowess_positive
    naval_movement_speed_mult = 0.5
    stacking = yes
}
naval_movement_speed_mult_neg = {
    icon = prowess_negative
    naval_movement_speed_mult = -0.5
    stacking = yes
}
# Requested by charcoal thatch #
no_disembark_penalty = {
    icon = prowess_positive
    no_disembark_penalty = yes
}
no_water_crossing_penalty = {
    icon = prowess_positive
    no_water_crossing_penalty = yes
}
################################
siege_phase_time = {
    icon = prowess_positive
    siege_phase_time = 0.2
    stacking = yes
}
siege_phase_time_neg = {
    icon = prowess_negative
    siege_phase_time = -0.2
    stacking = yes
}
siege_morale_loss = {
    icon = prowess_negative
    siege_morale_loss = 0.5
    stacking = yes
}
siege_morale_loss_neg = {
    icon = prowess_positive
    siege_morale_loss = -0.5
    stacking = yes
}
revolting_siege_morale_loss = {
    icon = prowess_negative
    revolting_siege_morale_loss_add = 10
    stacking = yes
}
revolting_siege_morale_loss_neg = {
    icon = prowess_positive
    revolting_siege_morale_loss_add = -10
    stacking = yes
}
revolting_siege_morale_loss_mult = {
    icon = prowess_negative
    revolting_siege_morale_loss_mult = 0.5
    stacking = yes
}
revolting_siege_morale_loss_mult_neg = {
    icon = prowess_positive
    revolting_siege_morale_loss_mult = -0.5
    stacking = yes
}
vassal_tax_contribution = {
    icon = economy_positive
    vassal_tax_contribution_add = 1
    stacking = yes
}
vassal_tax_contribution_neg = {
    icon = economy_negative
    vassal_tax_contribution_add = -1
    stacking = yes
}
vassal_tax_contribution_mult = {
    icon = economy_positive
    vassal_tax_contribution_mult = 0.5
    stacking = yes
}
vassal_tax_contribution_mult_neg = {
    icon = economy_negative
    vassal_tax_contribution_mult = -0.5
    stacking = yes
}
intimidated_vassal_tax_contribution = {
    icon = economy_positive
    intimidated_vassal_tax_contribution_add = 1
    stacking = yes
}
intimidated_vassal_tax_contribution_neg = {
    icon = economy_negative
    intimidated_vassal_tax_contribution_add = -1
    stacking = yes
}
intimidated_vassal_tax_contribution_mult = {
    icon = economy_positive
    intimidated_vassal_tax_contribution_mult = 0.5
    stacking = yes
}
intimidated_vassal_tax_contribution_mult_neg = {
    icon = economy_negative
    intimidated_vassal_tax_contribution_mult = -0.5
    stacking = yes
}
cowed_vassal_tax_contribution = {
    icon = economy_positive
    cowed_vassal_tax_contribution_add = 1
    stacking = yes
}
cowed_vassal_tax_contribution_neg = {
    icon = economy_negative
    cowed_vassal_tax_contribution_add = -1
    stacking = yes
}
cowed_vassal_tax_contribution_mult = {
    icon = economy_positive
    cowed_vassal_tax_contribution_mult = 0.5
    stacking = yes
}
cowed_vassal_tax_contribution_mult_neg = {
    icon = economy_negative
    cowed_vassal_tax_contribution_mult = -0.5
    stacking = yes
}
vassal_levy_contribution = {
    icon = prowess_positive
    vassal_levy_contribution_add = 1
    stacking = yes
}
vassal_levy_contribution_neg = {
    icon = prowess_negative
    vassal_levy_contribution_add = -1
    stacking = yes
}
vassal_levy_contribution_mult = {
    icon = prowess_positive
    vassal_levy_contribution_mult = 0.5
    stacking = yes
}
vassal_levy_contribution_mult_neg = {
    icon = prowess_negative
    vassal_levy_contribution_mult = -0.5
    stacking = yes
}
intimidated_vassal_levy_contribution = {
    icon = prowess_positive
    intimidated_vassal_levy_contribution_add = 1
    stacking = yes
}
intimidated_vassal_levy_contribution_neg = {
    icon = prowess_negative
    intimidated_vassal_levy_contribution_add = -1
    stacking = yes
}
intimidated_vassal_levy_contribution_mult = {
    icon = prowess_positive
    intimidated_vassal_levy_contribution_mult = 0.5
    stacking = yes
}
intimidated_vassal_levy_contribution_mult_neg = {
    icon = prowess_negative
    intimidated_vassal_levy_contribution_mult = -0.5
    stacking = yes
}
cowed_vassal_levy_contribution = {
    icon = prowess_positive
    cowed_vassal_levy_contribution_add = 1
    stacking = yes
}
cowed_vassal_levy_contribution_neg = {
    icon = prowess_negative
    cowed_vassal_levy_contribution_add = -1
    stacking = yes
}
cowed_vassal_levy_contribution_mult = {
    icon = prowess_positive
    cowed_vassal_levy_contribution_mult = 0.5
    stacking = yes
}
cowed_vassal_levy_contribution_mult_neg = {
    icon = prowess_negative
    cowed_vassal_levy_contribution_mult = -0.5
    stacking = yes
}
happy_powerful_vassal_tax_contribution = {
    icon = prowess_positive
    happy_powerful_vassal_tax_contribution_add = 1
    stacking = yes
}
happy_powerful_vassal_tax_contribution_neg = {
    icon = prowess_negative
    happy_powerful_vassal_tax_contribution_add = -1
    stacking = yes
}
happy_powerful_vassal_tax_contribution_mult = {
    icon = prowess_positive
    happy_powerful_vassal_tax_contribution_mult = 0.5
    stacking = yes
}
happy_powerful_vassal_tax_contribution_mult_neg = {
    icon = prowess_negative
    happy_powerful_vassal_tax_contribution_mult = -0.5
    stacking = yes
}
happy_powerful_vassal_levy_contribution = {
    icon = prowess_positive
    happy_powerful_vassal_levy_contribution_add = 1
    stacking = yes
}
happy_powerful_vassal_levy_contribution_neg = {
    icon = prowess_negative
    happy_powerful_vassal_levy_contribution_add = -1
    stacking = yes
}
happy_powerful_vassal_levy_contribution_mult = {
    icon = prowess_positive
    happy_powerful_vassal_levy_contribution_mult = 0.5
    stacking = yes
}
happy_powerful_vassal_levy_contribution_mult_neg = {
    icon = prowess_negative
    happy_powerful_vassal_levy_contribution_mult = -0.5
    stacking = yes
}
diplomacy_scheme_resistance = {
    icon = diplomacy_positive
    diplomacy_scheme_resistance = 0.5
    stacking = yes
}
diplomacy_scheme_resistance_neg = {
    icon = diplomacy_negative
    diplomacy_scheme_resistance = -0.5
    stacking = yes
}
intrigue_scheme_resistance = {
    icon = intrigue_positive
    intrigue_scheme_resistance = 0.5
    stacking = yes
}
intrigue_scheme_resistance_neg = {
    icon = intrigue_negative
    intrigue_scheme_resistance = -0.5
    stacking = yes
}
stewardship_scheme_resistance = {
    icon = stewardship_positive
    stewardship_scheme_resistance = 0.5
    stacking = yes
}
stewardship_scheme_resistance_neg = {
    icon = stewardship_negative
    stewardship_scheme_resistance = -0.5
    stacking = yes
}
martial_scheme_resistance = {
    icon = martial_positive
    martial_scheme_resistance = 0.5
    stacking = yes
}
martial_scheme_resistance_neg = {
    icon = martial_negative
    martial_scheme_resistance = -0.5
    stacking = yes
}
prowess_scheme_resistance = {
    icon = prowess_positive
    prowess_scheme_resistance = 0.5
    stacking = yes
}
prowess_scheme_resistance_neg = {
    icon = prowess_negative
    prowess_scheme_resistance = -0.5
    stacking = yes
}
learning_scheme_resistance = {
    icon = learning_positive
    learning_scheme_resistance = 0.5
    stacking = yes
}
learning_scheme_resistance_neg = {
    icon = learning_negative
    learning_scheme_resistance = -0.5
    stacking = yes
}
scheme_discovery_chance_mult = {
    icon = intrigue_positive
    scheme_discovery_chance_mult = 0.5
    stacking = yes
}
scheme_discovery_chance_mult_neg = {
    icon = intrigue_negative
    scheme_discovery_chance_mult = -0.5
    stacking = yes
}
max_personal_schemes= {
    icon = intrigue_positive
    max_personal_schemes_add = 10
    stacking = yes
}
max_personal_schemes_neg = {
    icon = intrigue_negative
    max_personal_schemes_add = -10
    stacking = yes
}
max_hostile_schemes = {
    icon = intrigue_positive
    max_hostile_schemes_add = 10
    stacking = yes
}
max_hostile_schemes_neg = {
    icon = intrigue_negative
    max_hostile_schemes_add = -10
    stacking = yes
}
owned_hostile_scheme_success_chance = {
    icon = intrigue_positive
    owned_hostile_scheme_success_chance_add = 50
    stacking = yes
}
owned_hostile_scheme_success_chance_neg = {
    icon = intrigue_negative
    owned_hostile_scheme_success_chance_add = -50
    stacking = yes
}
owned_personal_scheme_success_chance = {
    icon = intrigue_positive
    owned_personal_scheme_success_chance_add = 50
    stacking = yes
}
owned_personal_scheme_success_chance_neg = {
    icon = intrigue_negative
    owned_personal_scheme_success_chance_add = -50
    stacking = yes
}
enemy_hostile_scheme_success_chance = {
    icon = intrigue_positive
    enemy_hostile_scheme_success_chance_add = 50
    stacking = yes
}
enemy_hostile_scheme_success_chance_neg = {
    icon = intrigue_negative
    enemy_hostile_scheme_success_chance_add = -50
    stacking = yes
}
enemy_personal_scheme_success_chance = {
    icon = intrigue_positive
    enemy_personal_scheme_success_chance_add = 50
    stacking = yes
}
enemy_personal_scheme_success_chance_neg = {
    icon = intrigue_negative
    enemy_personal_scheme_success_chance_add = -50
    stacking = yes
}
movement_speed = {
    icon = martial_positive
    movement_speed = 0.5
    stacking = yes
}
movement_speed_neg = {
    icon = martial_negative
    movement_speed = -0.5
    stacking = yes
}
retreat_losses = {
    icon = martial_positive
    retreat_losses = 0.5
    stacking = yes
}
retreat_losses_neg = {
    icon = martial_negative
    retreat_losses = -0.5
    stacking = yes
}
hard_casualty_modifier = {
    icon = martial_positive
    hard_casualty_modifier = 0.5
    stacking = yes
}
hard_casualty_modifier_neg = {
    icon = martial_negative
    hard_casualty_modifier = -0.5
    stacking = yes
}
enemy_hard_casualty_modifier = {
    icon = martial_positive
    enemy_hard_casualty_modifier = 0.5
    stacking = yes
}
enemy_hard_casualty_modifier_neg = {
    icon = martial_negative
    enemy_hard_casualty_modifier = -0.5
    stacking = yes
}
advantage = {
    icon = martial_positive
    advantage = 5
    stacking = yes
}
advantage_neg = {
    icon = martial_negative
    advantage = -5
    stacking = yes
}
attacker_advantage = {
    icon = martial_positive
    attacker_advantage = 5
    stacking = yes
}
attacker_advantage_neg = {
    icon = martial_negative
    attacker_advantage = -5
    stacking = yes
}
defender_advantage = {
    icon = martial_positive
    defender_advantage = 5
    stacking = yes
}
defender_advantage_neg = {
    icon = martial_negative
    defender_advantage = -5
    stacking = yes
}
enemy_terrain_advantage = {
    icon = martial_positive
    enemy_terrain_advantage = 0.5
    stacking = yes
}
enemy_terrain_advantage_neg = {
    icon = martial_negative
    enemy_terrain_advantage = -0.5
    stacking = yes
}
tolerance_advantage = {
    icon = martial_positive
    tolerance_advantage_mod = 0.5
    stacking = yes
}
tolerance_advantage_neg = {
    icon = martial_negative
    tolerance_advantage_mod = -0.5
    stacking = yes
}
advantage_against_coreligionists = {
    icon = martial_positive
    advantage_against_coreligionists = 5
    stacking = yes
}
advantage_against_coreligionists_neg = {
    icon = martial_negative
    advantage_against_coreligionists = -5
    stacking = yes
}
controlled_province_advantage = {
    icon = martial_positive
    controlled_province_advantage = 5
    stacking = yes
}
controlled_province_advantage_neg = {
    icon = martial_negative
    controlled_province_advantage = -5
    stacking = yes
}
raid_speed = {
    icon = martial_positive
    raid_speed = 0.5
    stacking = yes
}
raid_speed_neg = {
    icon = martial_negative
    raid_speed = -0.5
    stacking = yes
}
hostile_county_attrition = {
    icon = martial_positive
    hostile_county_attrition = 0.5
    stacking = yes
}
hostile_county_attrition_neg = {
    icon = martial_negative
    hostile_county_attrition = -0.5
    stacking = yes
}
supply_duration = {
    icon = martial_positive
    supply_duration = 0.5
    stacking = yes
}
supply_duration_neg = {
    icon = martial_negative
    supply_duration = -0.5
    stacking = yes
}
supply_limit_mult = {
    icon = martial_positive
    supply_limit_mult = 0.5
    stacking = yes
}
supply_limit_mult_neg = {
    icon = martial_negative
    supply_limit_mult = -0.5
    stacking = yes
}
supply_limit = {
    icon = martial_positive
    supply_limit = 5
    stacking = yes
}
supply_limit_neg = {
    icon = martial_negative
    supply_limit = -5
    stacking = yes
}
fort_level = {
    icon = martial_positive
    fort_level = 10
    stacking = yes
}
fort_level_neg = {
    icon = martial_negative
    fort_level = -10
    stacking = yes
}
supply_capacity = {
    icon = martial_positive
    supply_capacity_add = 5
    stacking = yes
}
supply_capacity_neg = {
    icon = martial_negative
    supply_capacity_add = -5
    stacking = yes
}
supply_capacity_mult = {
    icon = martial_positive
    supply_capacity_mult = 0.5
    stacking = yes
}
supply_capacity_mult_neg = {
    icon = martial_negative
    supply_capacity_mult = -0.5
    stacking = yes
}
hostile_raid_time = {
    icon = martial_positive
    hostile_raid_time = 0.5
    stacking = yes
}
hostile_raid_time_neg = {
    icon = martial_negative
    hostile_raid_time = -0.5
    stacking = yes
}
levy_size = {
    icon = martial_positive
    levy_size = 0.5
    stacking = yes
}
levy_size_neg = {
    icon = martial_negative
    levy_size = -0.5
    stacking = yes
}
garrison_size = {
    icon = martial_positive
    garrison_size = 0.5
    stacking = yes
}
garrison_size_neg = {
    icon = martial_negative
    garrison_size = -0.5
    stacking = yes
}
levy_reinforcement_rate = {
    icon = martial_positive
    levy_reinforcement_rate = 0.5
    stacking = yes
}
levy_reinforcement_rate_neg = {
    icon = martial_negative
    levy_reinforcement_rate = -0.5
    stacking = yes
}
levy_reinforcement_rate_same_faith = {
    icon = martial_positive
    levy_reinforcement_rate_same_faith = 0.5
    stacking = yes
}
levy_reinforcement_rate_same_faith_neg = {
    icon = martial_negative
    levy_reinforcement_rate_same_faith = -0.5
    stacking = yes
}
levy_reinforcement_rate_different_faith = {
    icon = martial_positive
    levy_reinforcement_rate_different_faith = 0.5
    stacking = yes
}
levy_reinforcement_rate_different_faith_neg = {
    icon = martial_negative
    levy_reinforcement_rate_different_faith = -0.5
    stacking = yes
}
levy_reinforcement_rate_even_if_baron = {
    icon = martial_positive
    levy_reinforcement_rate_even_if_baron = 0.5
    stacking = yes
}
levy_reinforcement_rate_even_if_baron_neg = {
    icon = martial_negative
    levy_reinforcement_rate_even_if_baron = -0.5
    stacking = yes
}
levy_reinforcement_rate_same_faith_even_if_baron = {
    icon = martial_positive
    levy_reinforcement_rate_same_faith_even_if_baron = 0.5
    stacking = yes
}
levy_reinforcement_rate_same_faith_even_if_baron_neg = {
    icon = martial_negative
    levy_reinforcement_rate_same_faith_even_if_baron = -0.5
    stacking = yes
}
levy_reinforcement_rate_different_faith_even_if_baron = {
    icon = martial_positive
    levy_reinforcement_rate_different_faith_even_if_baron = 0.5
    stacking = yes
}
levy_reinforcement_rate_different_faith_even_if_baron_neg = {
    icon = martial_negative
    levy_reinforcement_rate_different_faith_even_if_baron = -0.5
    stacking = yes
}
levy_reinforcement_rate_friendly_territory = {
    icon = martial_positive
    levy_reinforcement_rate_friendly_territory = 0.5
    stacking = yes
}
levy_reinforcement_rate_friendly_territory_neg = {
    icon = martial_negative
    levy_reinforcement_rate_friendly_territory = -0.5
    stacking = yes
}
build_speed = {
    icon = county_modifier_development_positive
    build_speed = -0.5
    stacking = yes
}
build_speed_neg = {
    icon = county_modifier_development_negative
    build_speed = 0.5
    stacking = yes
}
build_gold_cost = {
    icon = county_modifier_development_positive
    build_gold_cost = -0.5
    stacking = yes
}
build_gold_cost_neg = {
    icon = county_modifier_development_negative
    build_gold_cost = 0.5
    stacking = yes
}
build_piety_cost = {
    icon = county_modifier_development_positive
    build_piety_cost = -0.5
    stacking = yes
}
build_piety_cost_neg = {
    icon = county_modifier_development_positive
    build_piety_cost = -0.5
    stacking = yes
}
build_prestige_cost = {
    icon = county_modifier_development_positive
    build_prestige_cost = -0.5
    stacking = yes
}
build_prestige_cost_neg = {
    icon = county_modifier_development_negative
    build_prestige_cost = 0.5
    stacking = yes
}
holding_build_speed = {
    icon = county_modifier_development_positive
    holding_build_speed = 0.5
    stacking = yes
}
holding_build_speed_neg = {
    icon = county_modifier_development_negative
    holding_build_speed = -0.5
    stacking = yes
}
holding_build_gold_cost = {
    icon = county_modifier_development_positive
    holding_build_gold_cost = -0.5
    stacking = yes
}
holding_build_gold_cost_neg = {
    icon = county_modifier_development_negative
    holding_build_gold_cost = 0.5
    stacking = yes
}
holding_build_piety_cost = {
    icon = county_modifier_development_positive
    holding_build_piety_cost = -0.5
    stacking = yes
}
holding_build_piety_cost_neg = {
    icon = county_modifier_development_negative
    holding_build_piety_cost = 0.5
    stacking = yes
}
holding_build_prestige_cost = {
    icon = county_modifier_development_positive
    holding_build_prestige_cost = -0.5
    stacking = yes
}
holding_build_prestige_cost_neg = {
    icon = county_modifier_development_negative
    holding_build_prestige_cost = 0.5
    stacking = yes
}
tax_mult = {
    icon = economy_positive
    tax_mult = 0.5
    stacking = yes
}
tax_mult_neg = {
    icon = economy_negative
    tax_mult = -0.5
    stacking = yes
}
development_growth_factor = {
    icon = county_modifier_development_positive
    development_growth_factor = 0.5
    stacking = yes
}
development_growth_factor_neg = {
    icon = county_modifier_development_negative
    development_growth_factor = -0.5
    stacking = yes
}
development_growth = {
    icon = county_modifier_development_positive
    development_growth = 0.5
    stacking = yes
}
development_growth_neg = {
    icon = county_modifier_development_negative
    development_growth = -0.5
    stacking = yes
}
character_capital_county_monthly_development_growth = {
    icon = county_modifier_development_positive
    character_capital_county_monthly_development_growth_add = 0.5
    stacking = yes
}
character_capital_county_monthly_development_growth_neg = {
    icon = county_modifier_development_negative
    character_capital_county_monthly_development_growth_add = -0.5
    stacking = yes
}
monthly_county_control_change = {
    icon = county_modifier_control_positive
    monthly_county_control_growth_add = 0.5
    stacking = yes
}
monthly_county_control_change_neg = {
    icon = county_modifier_control_negative
    monthly_county_control_growth_add = -0.5
    stacking = yes
}
monthly_county_control_change_factor = {
    icon = county_modifier_control_positive
    monthly_county_control_growth_factor = 0.5
    stacking = yes
}
monthly_county_control_change_factor_neg = {
    icon = county_modifier_control_negative
    monthly_county_control_growth_factor = -0.5
    stacking = yes
}
monthly_county_control_change_add_even_if_baron = {
    icon = county_modifier_control_positive
    monthly_county_control_growth_add_even_if_baron = 0.5
    stacking = yes
}
monthly_county_control_change_add_even_if_baron_neg = {
    icon = county_modifier_control_negative
    monthly_county_control_growth_add_even_if_baron = -0.5
    stacking = yes
}
monthly_county_control_change_factor_even_if_baron = {
    icon = county_modifier_control_positive
    monthly_county_control_growth_factor_even_if_baron = 0.5
    stacking = yes
}
monthly_county_control_change_factor_even_if_baron_neg = {
    icon = county_modifier_control_negative
    monthly_county_control_growth_factor_even_if_baron = -0.5
    stacking = yes
}
county_opinion = {
    icon = social_positive
    county_opinion_add = 25
    stacking = yes
}
county_opinion_neg = {
    icon = social_negative
    county_opinion_add = -25
    stacking = yes
}
different_faith_county_opinion_mult = {
    icon = social_positive
    different_faith_county_opinion_mult = 0.5
    stacking = yes
}
different_faith_county_opinion_mult_neg = {
    icon = social_negative
    different_faith_county_opinion_mult = -0.5
    stacking = yes
}
county_opinion_add_even_if_baron = {
    icon = social_positive
    county_opinion_add_even_if_baron = 25
    stacking = yes
}
county_opinion_add_even_if_baron_neg = {
    icon = social_negative
    county_opinion_add_even_if_baron = -25
    stacking = yes
}
different_faith_county_opinion_mult_even_if_baron = {
    icon = social_positive
    different_faith_county_opinion_mult_even_if_baron = 25
    stacking = yes
}
different_faith_county_opinion_mult_even_if_baron_neg = {
    icon = social_negative
    different_faith_county_opinion_mult_even_if_baron = -25
    stacking = yes
}
cultural_head_fascination = {
    icon = learning_positive
    cultural_head_fascination_add = 5
    stacking = yes
}
cultural_head_fascination_neg = {
    icon = learning_negative
    cultural_head_fascination_add = -5
    stacking = yes
}
cultural_head_fascination_mult = {
    icon = learning_positive
    cultural_head_fascination_mult = 0.5
    stacking = yes
}
cultural_head_fascination_mult_neg = {
    icon = learning_negative
    cultural_head_fascination_mult = -0.5
    stacking = yes
}
faith_conversion_piety_cost = {
    icon = piety_positive
    faith_conversion_piety_cost_add = -5
    stacking = yes
}
faith_conversion_piety_cost_neg = {
    icon = piety_negative
    faith_conversion_piety_cost_add = 5
    stacking = yes
}
faith_conversion_piety_cost_mult = {
    icon = piety_positive
    faith_conversion_piety_cost_mult = -0.5
    stacking = yes
}
faith_conversion_piety_cost_mult_neg = {
    icon = piety_negative
    faith_conversion_piety_cost_mult = 0.5
    stacking = yes
}
faith_creation_piety_cost = {
    icon = piety_positive
    faith_creation_piety_cost_add = -5
    stacking = yes
}
faith_creation_piety_cost_neg = {
    icon = piety_negative
    faith_creation_piety_cost_add = 5
    stacking = yes
}
faith_creation_piety_cost_mult = {
    icon = piety_positive
    faith_creation_piety_cost_mult = -0.5
    stacking = yes
}
faith_creation_piety_cost_mult_neg = {
    icon = piety_negative
    faith_creation_piety_cost_mult = 0.5
    stacking = yes
}
castle_holding_build_speed = {
    icon = economy_positive
    castle_holding_build_speed = 0.5
    stacking = yes
}
castle_holding_build_speed_neg = {
    icon = economy_negative
    castle_holding_build_speed = -0.5
    stacking = yes
}
castle_holding_build_gold_cost = {
    icon = economy_positive
    castle_holding_build_gold_cost = -0.5
    stacking = yes
}
castle_holding_build_gold_cost_neg = {
    icon = economy_negative
    castle_holding_build_gold_cost = 0.5
    stacking = yes
}
castle_holding_holding_build_speed = {
    icon = economy_positive
    castle_holding_holding_build_speed = 0.5
    stacking = yes
}
castle_holding_holding_build_speed_neg = {
    icon = economy_negative
    castle_holding_holding_build_speed = -0.5
    stacking = yes
}
castle_holding_holding_build_gold_cost = {
    icon = economy_positive
    castle_holding_holding_build_gold_cost = -0.5
    stacking = yes
}
castle_holding_holding_build_gold_cost_neg = {
    icon = economy_negative
    castle_holding_holding_build_gold_cost = 0.5
    stacking = yes
}
tribal_holding_build_speed = {
    icon = economy_positive
    tribal_holding_build_speed = 0.5
    stacking = yes
}
tribal_holding_build_speed_neg = {
    icon = economy_negative
    tribal_holding_build_speed = -0.5
    stacking = yes
}
tribal_holding_build_gold_cost = {
    icon = economy_positive
    tribal_holding_build_gold_cost = -0.5
    stacking = yes
}
tribal_holding_build_gold_cost_neg = {
    icon = economy_negative
    tribal_holding_build_gold_cost = 0.5
    stacking = yes
}
tribal_holding_holding_build_speed = {
    icon = economy_positive
    tribal_holding_holding_build_speed = 0.5
    stacking = yes
}
tribal_holding_holding_build_speed_neg = {
    icon = economy_negative
    tribal_holding_holding_build_speed = -0.5
    stacking = yes
}
tribal_holding_holding_build_gold_cost = {
    icon = economy_positive
    tribal_holding_holding_build_gold_cost = -0.5
    stacking = yes
}
tribal_holding_holding_build_gold_cost_neg = {
    icon = economy_negative
    tribal_holding_holding_build_gold_cost = 0.5
    stacking = yes
}
city_holding_build_speed = {
    icon = economy_positive
    city_holding_build_speed = 0.5
    stacking = yes
}
city_holding_build_speed_neg = {
    icon = economy_negative
    city_holding_build_speed = -0.5
    stacking = yes
}
city_holding_build_gold_cost = {
    icon = economy_positive
    city_holding_build_gold_cost = -0.5
    stacking = yes
}
city_holding_build_gold_cost_neg = {
    icon = economy_negative
    city_holding_build_gold_cost = 0.5
    stacking = yes
}
city_holding_holding_build_speed = {
    icon = economy_positive
    city_holding_holding_build_speed = 0.5
    stacking = yes
}
city_holding_holding_build_speed_neg = {
    icon = economy_negative
    city_holding_holding_build_speed = -0.5
    stacking = yes
}
city_holding_holding_build_gold_cost = {
    icon = economy_positive
    city_holding_holding_build_gold_cost = -0.5
    stacking = yes
}
city_holding_holding_build_gold_cost_neg = {
    icon = economy_negative
    city_holding_holding_build_gold_cost = 0.5
    stacking = yes
}
church_holding_build_speed = {
    icon = economy_positive
    church_holding_build_speed = 0.5
    stacking = yes
}
church_holding_build_speed_neg = {
    icon = economy_negative
    church_holding_build_speed = -0.5
    stacking = yes
}
church_holding_build_gold_cost = {
    icon = economy_positive
    church_holding_build_gold_cost = -0.5
    stacking = yes
}
church_holding_build_gold_cost_neg = {
    icon = economy_negative
    church_holding_build_gold_cost = 0.5
    stacking = yes
}
church_holding_holding_build_speed = {
    icon = economy_positive
    church_holding_holding_build_speed = -0.5
    stacking = yes
}
church_holding_holding_build_speed_neg = {
    icon = economy_negative
    church_holding_holding_build_speed = 0.5
    stacking = yes
}
church_holding_holding_build_gold_cost = {
    icon = economy_positive
    church_holding_holding_build_gold_cost = -0.5
    stacking = yes
}
church_holding_holding_build_gold_cost_neg = {
    icon = economy_negative
    church_holding_holding_build_gold_cost = 0.5
    stacking = yes
}
monthly_diplomacy_lifestyle_xp_gain_mult = {
    icon = magic_positive
    monthly_diplomacy_lifestyle_xp_gain_mult = 0.5
    stacking = yes
}
monthly_diplomacy_lifestyle_xp_gain_mult_neg = {
    icon = magic_negative
    monthly_diplomacy_lifestyle_xp_gain_mult = -0.5
    stacking = yes
}
monthly_martial_lifestyle_xp_gain_mult = {
    icon = magic_positive
    monthly_martial_lifestyle_xp_gain_mult = 0.5
    stacking = yes
}
monthly_martial_lifestyle_xp_gain_mult_neg = {
    icon = magic_negative
    monthly_martial_lifestyle_xp_gain_mult = -0.5
    stacking = yes
}
monthly_stewardship_lifestyle_xp_gain_mult = {
    icon = magic_positive
    monthly_stewardship_lifestyle_xp_gain_mult = 0.5
    stacking = yes
}
monthly_stewardship_lifestyle_xp_gain_mult_neg = {
    icon = magic_negative
    monthly_stewardship_lifestyle_xp_gain_mult = -0.5
    stacking = yes
}
monthly_intrigue_lifestyle_xp_gain_mult = {
    icon = magic_positive
    monthly_intrigue_lifestyle_xp_gain_mult = 0.5
    stacking = yes
}
monthly_intrigue_lifestyle_xp_gain_mult_neg = {
    icon = magic_negative
    monthly_intrigue_lifestyle_xp_gain_mult = -0.5
    stacking = yes
}
monthly_learning_lifestyle_xp_gain_mult = {
    icon = magic_positive
    monthly_learning_lifestyle_xp_gain_mult = 0.5
    stacking = yes
}
monthly_learning_lifestyle_xp_gain_mult_neg = {
    icon = magic_negative
    monthly_learning_lifestyle_xp_gain_mult = -0.5
    stacking = yes
}

### Men at Arms Modifiers
maa_siege_value_add = {
    icon = martial_positive
    maa_siege_value_add = 10
    stacking = yes
}

maa_siege_value_neg = {
    icon = martial_negative
    maa_siege_value_add = -10
    stacking = yes
}

maa_siege_value_mult = {
    icon = martial_positive
    maa_siege_value_mult = 0.5
    stacking = yes
}

maa_siege_value_mult_neg = {
    icon = martial_negative
    maa_siege_value_mult = -0.5
    stacking = yes
}

maa_damage_add = {
    icon = martial_positive
    maa_damage_add = 10
    stacking = yes
}

maa_damage_neg = {
    icon = martial_negative
    maa_damage_add = -10
    stacking = yes
}

maa_damage_mult = {
    icon = martial_positive
    maa_damage_mult = 0.5
    stacking = yes
}

maa_damage_mult_neg = {
    icon = martial_negative
    maa_damage_mult = -0.5
    stacking = yes
}

maa_toughness_add = {
    icon = martial_positive
    maa_toughness_add = 10
    stacking = yes
}

maa_toughness_neg = {
    icon = martial_negative
    maa_toughness_add = -10
    stacking = yes
}

maa_toughness_mult = {
    icon = martial_positive
    maa_toughness_mult = 0.5
    stacking = yes
}

maa_toughness_mult_neg = {
    icon = martial_negative
    maa_toughness_mult = -0.5
    stacking = yes
}

maa_pursuit_add = {
    icon = martial_positive
    maa_pursuit_add = 10
    stacking = yes
}

maa_pursuit_neg = {
    icon = martial_negative
    maa_pursuit_add = -10
    stacking = yes
}

maa_pursuit_mult = {
    icon = martial_positive
    maa_pursuit_mult = 0.5
    stacking = yes
}

maa_pursuit_mult_neg = {
    icon = martial_negative
    maa_pursuit_mult = -0.5
    stacking = yes
}

maa_screen_add = {
    icon = martial_positive
    maa_screen_add = 10
    stacking = yes
}

maa_screen_neg = {
    icon = martial_negative
    maa_screen_add = -10
    stacking = yes
}

maa_screen_mult = {
    icon = martial_positive
    maa_screen_mult = 0.5
    stacking = yes
}

maa_screen_mult_neg = {
    icon = martial_negative
    maa_screen_mult = -0.5
    stacking = yes
}

# Types #
# Skirmishers
# maintenance_mult
skirmishers_maintenance_mult = {
    icon = martial_positive
    skirmishers_maintenance_mult = -0.5
    stacking = yes
}

skirmishers_maintenance_mult_neg = {
    icon = martial_negative
    skirmishers_maintenance_mult = 0.5
    stacking = yes
}

# Recruitment Cost
skirmishers_recruitment_cost_mult = {
    icon = martial_positive
    skirmishers_recruitment_cost_mult = -0.5
    stacking = yes
}

skirmishers_recruitment_cost_mult_neg = {
    icon = martial_negative
    skirmishers_recruitment_cost_mult = 0.5
    stacking = yes
}

# Max Size
skirmishers_max_size_add = {
    icon = martial_positive
    skirmishers_max_size_add = 10
    stacking = yes
}

skirmishers_max_size_neg = {
    icon = martial_negative
    skirmishers_max_size_add = -10
    stacking = yes
}

skirmishers_max_size_mult = {
    icon = martial_positive
    skirmishers_max_size_mult = 0.5
    stacking = yes
}

skirmishers_max_size_mult_neg = {
    icon = martial_negative
    skirmishers_max_size_mult = -0.5
    stacking = yes
}

# Siege Value
skirmishers_siege_value_add = {
    icon = martial_positive
    skirmishers_siege_value_add = 10
    stacking = yes
}

skirmishers_siege_value_neg = {
    icon = martial_negative
    skirmishers_siege_value_add = -10
    stacking = yes
}

skirmishers_siege_value_mult = {
    icon = martial_positive
    skirmishers_siege_value_mult = 0.5
    stacking = yes
}

skirmishers_siege_value_mult_neg = {
    icon = martial_negative
    skirmishers_siege_value_mult = -0.5
    stacking = yes
}

# Damage
skirmishers_damage_add = {
    icon = martial_positive
    skirmishers_damage_add = 10
    stacking = yes
}

skirmishers_damage_neg = {
    icon = martial_negative
    skirmishers_damage_add = -10
    stacking = yes
}

skirmishers_damage_mult = {
    icon = martial_positive
    skirmishers_damage_mult = 0.5
    stacking = yes
}

skirmishers_damage_mult_neg = {
    icon = martial_negative
    skirmishers_damage_mult = -0.5
    stacking = yes
}

# Toughness
skirmishers_toughness_add = {
    icon = martial_positive
    skirmishers_toughness_add = 10
    stacking = yes
}

skirmishers_toughness_neg = {
    icon = martial_negative
    skirmishers_toughness_add = -10
    stacking = yes
}

skirmishers_toughness_mult = {
    icon = martial_positive
    skirmishers_toughness_mult = 0.5
    stacking = yes
}

skirmishers_toughness_mult_neg = {
    icon = martial_negative
    skirmishers_toughness_mult = -0.5
    stacking = yes
}

# Pursuit
skirmishers_pursuit_add = {
    icon = martial_positive
    skirmishers_pursuit_add = 10
    stacking = yes
}

skirmishers_pursuit_neg = {
    icon = martial_negative
    skirmishers_pursuit_add = -10
    stacking = yes
}

skirmishers_pursuit_mult = {
    icon = martial_positive
    skirmishers_pursuit_mult = 0.5
    stacking = yes
}

skirmishers_pursuit_mult_neg = {
    icon = martial_negative
    skirmishers_pursuit_mult = -0.5
    stacking = yes
}

# Screen
skirmishers_screen_add = {
    icon = martial_positive
    skirmishers_screen_add = 10
    stacking = yes
}

skirmishers_screen_neg = {
    icon = martial_negative
    skirmishers_screen_add = -10
    stacking = yes
}

skirmishers_screen_mult = {
    icon = martial_positive
    skirmishers_screen_mult = 0.5
    stacking = yes
}

skirmishers_screen_mult_neg = {
    icon = martial_negative
    skirmishers_screen_mult = -0.5
    stacking = yes
}

# archers
# Maintenance Cost
archers_maintenance_mult = {
    icon = martial_positive
    archers_maintenance_mult = -0.5
    stacking = yes
}

archers_maintenance_mult_neg = {
    icon = martial_negative
    archers_maintenance_mult = 0.5
    stacking = yes
}

# Recruitment Cost
archers_recruitment_cost_mult = {
    icon = martial_positive
    archers_recruitment_cost_mult = -0.5
    stacking = yes
}

archers_recruitment_cost_mult_neg = {
    icon = martial_negative
    archers_recruitment_cost_mult = 0.5
    stacking = yes
}

# Max Size
archers_max_size_add = {
    icon = martial_positive
    archers_max_size_add = 10
    stacking = yes
}

archers_max_size_neg = {
    icon = martial_negative
    archers_max_size_add = -10
    stacking = yes
}

archers_max_size_mult = {
    icon = martial_positive
    archers_max_size_mult = 0.5
    stacking = yes
}

archers_max_size_mult_neg = {
    icon = martial_negative
    archers_max_size_mult = -0.5
    stacking = yes
}

# Siege Value
archers_siege_value_add = {
    icon = martial_positive
    archers_siege_value_add = 10
    stacking = yes
}

archers_siege_value_neg = {
    icon = martial_negative
    archers_siege_value_add = -10
    stacking = yes
}

archers_siege_value_mult = {
    icon = martial_positive
    archers_siege_value_mult = 0.5
    stacking = yes
}

archers_siege_value_mult_neg = {
    icon = martial_negative
    archers_siege_value_mult = -0.5
    stacking = yes
}

# Damage
archers_damage_add = {
    icon = martial_positive
    archers_damage_add = 10
    stacking = yes
}

archers_damage_neg = {
    icon = martial_negative
    archers_damage_add = -10
    stacking = yes
}

archers_damage_mult = {
    icon = martial_positive
    archers_damage_mult = 0.5
    stacking = yes
}

archers_damage_mult_neg = {
    icon = martial_negative
    archers_damage_mult = -0.5
    stacking = yes
}

# Toughness
archers_toughness_add = {
    icon = martial_positive
    archers_toughness_add = 10
    stacking = yes
}

archers_toughness_neg = {
    icon = martial_negative
    archers_toughness_add = -10
    stacking = yes
}

archers_toughness_mult = {
    icon = martial_positive
    archers_toughness_mult = 0.5
    stacking = yes
}

archers_toughness_mult_neg = {
    icon = martial_negative
    archers_toughness_mult = -0.5
    stacking = yes
}

# Pursuit
archers_pursuit_add = {
    icon = martial_positive
    archers_pursuit_add = 10
    stacking = yes
}

archers_pursuit_neg = {
    icon = martial_negative
    archers_pursuit_add = -10
    stacking = yes
}

archers_pursuit_mult = {
    icon = martial_positive
    archers_pursuit_mult = 0.5
    stacking = yes
}

archers_pursuit_mult_neg = {
    icon = martial_negative
    archers_pursuit_mult = -0.5
    stacking = yes
}

# Screen
archers_screen_add = {
    icon = martial_positive
    archers_screen_add = 10
    stacking = yes
}

archers_screen_neg = {
    icon = martial_negative
    archers_screen_add = -10
    stacking = yes
}

archers_screen_mult = {
    icon = martial_positive
    archers_screen_mult = 0.5
    stacking = yes
}

archers_screen_mult_neg = {
    icon = martial_negative
    archers_screen_mult = -0.5
    stacking = yes
}

# Light cavalry
# Maintenance Cost
light_cavalry_maintenance_mult = {
    icon = martial_positive
    light_cavalry_maintenance_mult = -0.5
    stacking = yes
}

light_cavalry_maintenance_mult_neg = {
    icon = martial_negative
    light_cavalry_maintenance_mult = 0.5
    stacking = yes
}

# Recruitment Cost
light_cavalry_recruitment_cost_mult = {
    icon = martial_positive
    light_cavalry_recruitment_cost_mult = -0.5
    stacking = yes
}

light_cavalry_recruitment_cost_mult_neg = {
    icon = martial_negative
    light_cavalry_recruitment_cost_mult = 0.5
    stacking = yes
}

# Max Size
light_cavalry_max_size_add = {
    icon = martial_positive
    light_cavalry_max_size_add = 10
    stacking = yes
}

light_cavalry_max_size_neg = {
    icon = martial_negative
    light_cavalry_max_size_add = -10
    stacking = yes
}

light_cavalry_max_size_mult = {
    icon = martial_positive
    light_cavalry_max_size_mult = 0.5
    stacking = yes
}

light_cavalry_max_size_mult_neg = {
    icon = martial_negative
    light_cavalry_max_size_mult = -0.5
    stacking = yes
}

# Siege Value
light_cavalry_siege_value_add = {
    icon = martial_positive
    light_cavalry_siege_value_add = 10
    stacking = yes
}

light_cavalry_siege_value_neg = {
    icon = martial_negative
    light_cavalry_siege_value_add = -10
    stacking = yes
}

light_cavalry_siege_value_mult = {
    icon = martial_positive
    light_cavalry_siege_value_mult = 0.5
    stacking = yes
}

light_cavalry_siege_value_mult_neg = {
    icon = martial_negative
    light_cavalry_siege_value_mult = -0.5
    stacking = yes
}

# Damage
light_cavalry_damage_add = {
    icon = martial_positive
    light_cavalry_damage_add = 10
    stacking = yes
}

light_cavalry_damage_neg = {
    icon = martial_negative
    light_cavalry_damage_add = -10
    stacking = yes
}

light_cavalry_damage_mult = {
    icon = martial_positive
    light_cavalry_damage_mult = 0.5
    stacking = yes
}

light_cavalry_damage_mult_neg = {
    icon = martial_negative
    light_cavalry_damage_mult = -0.5
    stacking = yes
}

# Toughness
light_cavalry_toughness_add = {
    icon = martial_positive
    light_cavalry_toughness_add = 10
    stacking = yes
}

light_cavalry_toughness_neg = {
    icon = martial_negative
    light_cavalry_toughness_add = -10
    stacking = yes
}

light_cavalry_toughness_mult = {
    icon = martial_positive
    light_cavalry_toughness_mult = 0.5
    stacking = yes
}

light_cavalry_toughness_mult_neg = {
    icon = martial_negative
    light_cavalry_toughness_mult = -0.5
    stacking = yes
}

# Pursuit
light_cavalry_pursuit_add = {
    icon = martial_positive
    light_cavalry_pursuit_add = 10
    stacking = yes
}

light_cavalry_pursuit_neg = {
    icon = martial_negative
    light_cavalry_pursuit_add = -10
    stacking = yes
}

light_cavalry_pursuit_mult = {
    icon = martial_positive
    light_cavalry_pursuit_mult = 0.5
    stacking = yes
}

light_cavalry_pursuit_mult_neg = {
    icon = martial_negative
    light_cavalry_pursuit_mult = -0.5
    stacking = yes
}

# Screen
light_cavalry_screen_add = {
    icon = martial_positive
    light_cavalry_screen_add = 10
    stacking = yes
}

light_cavalry_screen_neg = {
    icon = martial_negative
    light_cavalry_screen_add = -10
    stacking = yes
}

light_cavalry_screen_mult = {
    icon = martial_positive
    light_cavalry_screen_mult = 0.5
    stacking = yes
}

light_cavalry_screen_mult_neg = {
    icon = martial_negative
    light_cavalry_screen_mult = -0.5
    stacking = yes
}

# Pikemen
# Maintenance Cost
pikemen_maintenance_mult = {
    icon = martial_positive
    pikemen_maintenance_mult = -0.5
    stacking = yes
}

pikemen_maintenance_mult_neg = {
    icon = martial_negative
    pikemen_maintenance_mult = 0.5
    stacking = yes
}

# Recruitment Cost
pikemen_recruitment_cost_mult = {
    icon = martial_positive
    pikemen_recruitment_cost_mult = -0.5
    stacking = yes
}

pikemen_recruitment_cost_mult_neg = {
    icon = martial_negative
    pikemen_recruitment_cost_mult = 0.5
    stacking = yes
}

# Max Size
pikemen_max_size_add = {
    icon = martial_positive
    pikemen_max_size_add = 10
    stacking = yes
}

pikemen_max_size_neg = {
    icon = martial_negative
    pikemen_max_size_add = -10
    stacking = yes
}

pikemen_max_size_mult = {
    icon = martial_positive
    pikemen_max_size_mult = 0.5
    stacking = yes
}

pikemen_max_size_mult_neg = {
    icon = martial_negative
    pikemen_max_size_mult = -0.5
    stacking = yes
}

# Siege Value
pikemen_siege_value_add = {
    icon = martial_positive
    pikemen_siege_value_add = 10
    stacking = yes
}

pikemen_siege_value_neg = {
    icon = martial_negative
    pikemen_siege_value_add = -10
    stacking = yes
}

pikemen_siege_value_mult = {
    icon = martial_positive
    pikemen_siege_value_mult = 0.5
    stacking = yes
}

pikemen_siege_value_mult_neg = {
    icon = martial_negative
    pikemen_siege_value_mult = -0.5
    stacking = yes
}

# Damage
pikemen_damage_add = {
    icon = martial_positive
    pikemen_damage_add = 10
    stacking = yes
}

pikemen_damage_neg = {
    icon = martial_negative
    pikemen_damage_add = -10
    stacking = yes
}

pikemen_damage_mult = {
    icon = martial_positive
    pikemen_damage_mult = 0.5
    stacking = yes
}

pikemen_damage_mult_neg = {
    icon = martial_negative
    pikemen_damage_mult = -0.5
    stacking = yes
}

# Toughness
pikemen_toughness_add = {
    icon = martial_positive
    pikemen_toughness_add = 10
    stacking = yes
}

pikemen_toughness_neg = {
    icon = martial_negative
    pikemen_toughness_add = -10
    stacking = yes
}

pikemen_toughness_mult = {
    icon = martial_positive
    pikemen_toughness_mult = 0.5
    stacking = yes
}

pikemen_toughness_mult_neg = {
    icon = martial_negative
    pikemen_toughness_mult = -0.5
    stacking = yes
}

# Pursuit
pikemen_pursuit_add = {
    icon = martial_positive
    pikemen_pursuit_add = 10
    stacking = yes
}

pikemen_pursuit_neg = {
    icon = martial_negative
    pikemen_pursuit_add = -10
    stacking = yes
}

pikemen_pursuit_mult = {
    icon = martial_positive
    pikemen_pursuit_mult = 0.5
    stacking = yes
}

pikemen_pursuit_mult_neg = {
    icon = martial_negative
    pikemen_pursuit_mult = -0.5
    stacking = yes
}

# Screen
pikemen_screen_add = {
    icon = martial_positive
    pikemen_screen_add = 10
    stacking = yes
}

pikemen_screen_neg = {
    icon = martial_negative
    pikemen_screen_add = -10
    stacking = yes
}

pikemen_screen_mult = {
    icon = martial_positive
    pikemen_screen_mult = 0.5
    stacking = yes
}

pikemen_screen_mult_neg = {
    icon = martial_negative
    pikemen_screen_mult = -0.5
    stacking = yes
}

# Heavy Infantry
# Maintenance Cost
heavy_infantry_maintenance_mult = {
    icon = martial_positive
    heavy_infantry_maintenance_mult = -0.5
    stacking = yes
}

heavy_infantry_maintenance_mult_neg = {
    icon = martial_negative
    heavy_infantry_maintenance_mult = 0.5
    stacking = yes
}

# Recruitment Cost
heavy_infantry_recruitment_cost_mult = {
    icon = martial_positive
    heavy_infantry_recruitment_cost_mult = -0.5
    stacking = yes
}

heavy_infantry_recruitment_cost_mult_neg = {
    icon = martial_negative
    heavy_infantry_recruitment_cost_mult = 0.5
    stacking = yes
}

# Max Size
heavy_infantry_max_size_add = {
    icon = martial_positive
    heavy_infantry_max_size_add = 10
    stacking = yes
}

heavy_infantry_max_size_neg = {
    icon = martial_negative
    heavy_infantry_max_size_add = -10
    stacking = yes
}

heavy_infantry_max_size_mult = {
    icon = martial_positive
    heavy_infantry_max_size_mult = 0.5
    stacking = yes
}

heavy_infantry_max_size_mult_neg = {
    icon = martial_negative
    heavy_infantry_max_size_mult = -0.5
    stacking = yes
}

# Siege Value
heavy_infantry_siege_value_add = {
    icon = martial_positive
    heavy_infantry_siege_value_add = 10
    stacking = yes
}

heavy_infantry_siege_value_neg = {
    icon = martial_negative
    heavy_infantry_siege_value_add = -10
    stacking = yes
}

heavy_infantry_siege_value_mult = {
    icon = martial_positive
    heavy_infantry_siege_value_mult = 0.5
    stacking = yes
}

heavy_infantry_siege_value_mult_neg = {
    icon = martial_negative
    heavy_infantry_siege_value_mult = -0.5
    stacking = yes
}

# Damage
heavy_infantry_damage_add = {
    icon = martial_positive
    heavy_infantry_damage_add = 10
    stacking = yes
}

heavy_infantry_damage_neg = {
    icon = martial_negative
    heavy_infantry_damage_add = -10
    stacking = yes
}

heavy_infantry_damage_mult = {
    icon = martial_positive
    heavy_infantry_damage_mult = 0.5
    stacking = yes
}

heavy_infantry_damage_mult_neg = {
    icon = martial_negative
    heavy_infantry_damage_mult = -0.5
    stacking = yes
}

# Toughness
heavy_infantry_toughness_add = {
    icon = martial_positive
    heavy_infantry_toughness_add = 10
    stacking = yes
}

heavy_infantry_toughness_neg = {
    icon = martial_negative
    heavy_infantry_toughness_add = -10
    stacking = yes
}

heavy_infantry_toughness_mult = {
    icon = martial_positive
    heavy_infantry_toughness_mult = 0.5
    stacking = yes
}

heavy_infantry_toughness_mult_neg = {
    icon = martial_negative
    heavy_infantry_toughness_mult = -0.5
    stacking = yes
}

# Pursuit
heavy_infantry_pursuit_add = {
    icon = martial_positive
    heavy_infantry_pursuit_add = 10
    stacking = yes
}

heavy_infantry_pursuit_neg = {
    icon = martial_negative
    heavy_infantry_pursuit_add = -10
    stacking = yes
}

heavy_infantry_pursuit_mult = {
    icon = martial_positive
    heavy_infantry_pursuit_mult = 0.5
    stacking = yes
}

heavy_infantry_pursuit_mult_neg = {
    icon = martial_negative
    heavy_infantry_pursuit_mult = -0.5
    stacking = yes
}

# Screen
heavy_infantry_screen_add = {
    icon = martial_positive
    heavy_infantry_screen_add = 10
    stacking = yes
}

heavy_infantry_screen_neg = {
    icon = martial_negative
    heavy_infantry_screen_add = -10
    stacking = yes
}

heavy_infantry_screen_mult = {
    icon = martial_positive
    heavy_infantry_screen_mult = 0.5
    stacking = yes
}

heavy_infantry_screen_mult_neg = {
    icon = martial_negative
    heavy_infantry_screen_mult = -0.5
    stacking = yes
}

# siege_weapon
# Maintenance Cost
siege_weapon_maintenance_mult = {
    icon = martial_positive
    siege_weapon_maintenance_mult = -0.5
    stacking = yes
}

siege_weapon_maintenance_mult_neg = {
    icon = martial_negative
    siege_weapon_maintenance_mult = 0.5
    stacking = yes
}

# Recruitment Cost
siege_weapon_recruitment_cost_mult = {
    icon = martial_positive
    siege_weapon_recruitment_cost_mult = -0.5
    stacking = yes
}

siege_weapon_recruitment_cost_mult_neg = {
    icon = martial_negative
    siege_weapon_recruitment_cost_mult = 0.5
    stacking = yes
}

# Max Size
siege_weapon_max_size_add = {
    icon = martial_positive
    siege_weapon_max_size_add = 10
    stacking = yes
}

siege_weapon_max_size_neg = {
    icon = martial_negative
    siege_weapon_max_size_add = -10
    stacking = yes
}

siege_weapon_max_size_mult = {
    icon = martial_positive
    siege_weapon_max_size_mult = 0.5
    stacking = yes
}

siege_weapon_max_size_mult_neg = {
    icon = martial_negative
    siege_weapon_max_size_mult = -0.5
    stacking = yes
}

# Siege Value
siege_weapon_siege_value_add = {
    icon = martial_positive
    siege_weapon_siege_value_add = 10
    stacking = yes
}

siege_weapon_siege_value_neg = {
    icon = martial_negative
    siege_weapon_siege_value_add = -10
    stacking = yes
}

siege_weapon_siege_value_mult = {
    icon = martial_positive
    siege_weapon_siege_value_mult = 0.5
    stacking = yes
}

siege_weapon_siege_value_mult_neg = {
    icon = martial_negative
    siege_weapon_siege_value_mult = -0.5
    stacking = yes
}

# Damage
siege_weapon_damage_add = {
    icon = martial_positive
    siege_weapon_damage_add = 10
    stacking = yes
}

siege_weapon_damage_neg = {
    icon = martial_negative
    siege_weapon_damage_add = -10
    stacking = yes
}

siege_weapon_damage_mult = {
    icon = martial_positive
    siege_weapon_damage_mult = 0.5
    stacking = yes
}

siege_weapon_damage_mult_neg = {
    icon = martial_negative
    siege_weapon_damage_mult = -0.5
    stacking = yes
}

# Toughness
siege_weapon_toughness_add = {
    icon = martial_positive
    siege_weapon_toughness_add = 10
    stacking = yes
}

siege_weapon_toughness_neg = {
    icon = martial_negative
    siege_weapon_toughness_add = -10
    stacking = yes
}

siege_weapon_toughness_mult = {
    icon = martial_positive
    siege_weapon_toughness_mult = 0.5
    stacking = yes
}

siege_weapon_toughness_mult_neg = {
    icon = martial_negative
    siege_weapon_toughness_mult = -0.5
    stacking = yes
}

# Pursuit
siege_weapon_pursuit_add = {
    icon = martial_positive
    siege_weapon_pursuit_add = 10
    stacking = yes
}

siege_weapon_pursuit_neg = {
    icon = martial_negative
    siege_weapon_pursuit_add = -10
    stacking = yes
}

siege_weapon_pursuit_mult = {
    icon = martial_positive
    siege_weapon_pursuit_mult = 0.5
    stacking = yes
}

siege_weapon_pursuit_mult_neg = {
    icon = martial_negative
    siege_weapon_pursuit_mult = -0.5
    stacking = yes
}

# Screen
siege_weapon_screen_add = {
    icon = martial_positive
    siege_weapon_screen_add = 10
    stacking = yes
}

siege_weapon_screen_neg = {
    icon = martial_negative
    siege_weapon_screen_add = -10
    stacking = yes
}

siege_weapon_screen_mult = {
    icon = martial_positive
    siege_weapon_screen_mult = 0.5
    stacking = yes
}

siege_weapon_screen_mult_neg = {
    icon = martial_negative
    siege_weapon_screen_mult = -0.5
    stacking = yes
}

# heavy_cavalry
# Maintenance Cost
heavy_cavalry_maintenance_mult = {
    icon = martial_positive
    heavy_cavalry_maintenance_mult = -0.5
    stacking = yes
}

heavy_cavalry_maintenance_mult_neg = {
    icon = martial_negative
    heavy_cavalry_maintenance_mult = 0.5
    stacking = yes
}

# Recruitment Cost
heavy_cavalry_recruitment_cost_mult = {
    icon = martial_positive
    heavy_cavalry_recruitment_cost_mult = -0.5
    stacking = yes
}

heavy_cavalry_recruitment_cost_mult_neg = {
    icon = martial_negative
    heavy_cavalry_recruitment_cost_mult = 0.5
    stacking = yes
}

# Max Size
heavy_cavalry_max_size_add = {
    icon = martial_positive
    heavy_cavalry_max_size_add = 10
    stacking = yes
}

heavy_cavalry_max_size_neg = {
    icon = martial_negative
    heavy_cavalry_max_size_add = -10
    stacking = yes
}

heavy_cavalry_max_size_mult = {
    icon = martial_positive
    heavy_cavalry_max_size_mult = 0.5
    stacking = yes
}

heavy_cavalry_max_size_mult_neg = {
    icon = martial_negative
    heavy_cavalry_max_size_mult = -0.5
    stacking = yes
}

# Siege Value
heavy_cavalry_siege_value_add = {
    icon = martial_positive
    heavy_cavalry_siege_value_add = 10
    stacking = yes
}

heavy_cavalry_siege_value_neg = {
    icon = martial_negative
    heavy_cavalry_siege_value_add = -10
    stacking = yes
}

heavy_cavalry_siege_value_mult = {
    icon = martial_positive
    heavy_cavalry_siege_value_mult = 0.5
    stacking = yes
}

heavy_cavalry_siege_value_mult_neg = {
    icon = martial_negative
    heavy_cavalry_siege_value_mult = -0.5
    stacking = yes
}

# Damage
heavy_cavalry_damage_add = {
    icon = martial_positive
    heavy_cavalry_damage_add = 10
    stacking = yes
}

heavy_cavalry_damage_neg = {
    icon = martial_negative
    heavy_cavalry_damage_add = -10
    stacking = yes
}

heavy_cavalry_damage_mult = {
    icon = martial_positive
    heavy_cavalry_damage_mult = 0.5
    stacking = yes
}

heavy_cavalry_damage_mult_neg = {
    icon = martial_negative
    heavy_cavalry_damage_mult = -0.5
    stacking = yes
}

# Toughness
heavy_cavalry_toughness_add = {
    icon = martial_positive
    heavy_cavalry_toughness_add = 10
    stacking = yes
}

heavy_cavalry_toughness_neg = {
    icon = martial_negative
    heavy_cavalry_toughness_add = -10
    stacking = yes
}

heavy_cavalry_toughness_mult = {
    icon = martial_positive
    heavy_cavalry_toughness_mult = 0.5
    stacking = yes
}

heavy_cavalry_toughness_mult_neg = {
    icon = martial_negative
    heavy_cavalry_toughness_mult = -0.5
    stacking = yes
}

# Pursuit
heavy_cavalry_pursuit_add = {
    icon = martial_positive
    heavy_cavalry_pursuit_add = 10
    stacking = yes
}

heavy_cavalry_pursuit_neg = {
    icon = martial_negative
    heavy_cavalry_pursuit_add = -10
    stacking = yes
}

heavy_cavalry_pursuit_mult = {
    icon = martial_positive
    heavy_cavalry_pursuit_mult = 0.5
    stacking = yes
}

heavy_cavalry_pursuit_mult_neg = {
    icon = martial_negative
    heavy_cavalry_pursuit_mult = -0.5
    stacking = yes
}

# Screen
heavy_cavalry_screen_add = {
    icon = martial_positive
    heavy_cavalry_screen_add = 10
    stacking = yes
}

heavy_cavalry_screen_neg = {
    icon = martial_negative
    heavy_cavalry_screen_add = -10
    stacking = yes
}

heavy_cavalry_screen_mult = {
    icon = martial_positive
    heavy_cavalry_screen_mult = 0.5
    stacking = yes
}

heavy_cavalry_screen_mult_neg = {
    icon = martial_negative
    heavy_cavalry_screen_mult = -0.5
    stacking = yes
}

add_building_slot = {
    icon = stewardship_positive
    building_slot_add = 1
    stacking = yes
}

### Custom Modifiers ###
# Contraceptive
# For Zerosu
DI_contraceptive = {
    icon = fertility_positive
    fertility = -100
}

# Space Marines
DI_space_marines = {
    icon = martial_positive
    maa_damage_add = 100
    maa_toughness_add = 100
    maa_pursuit_add = 100
    maa_screen_add = 100
    maa_siege_value_add = 100
    men_at_arms_maintenance = -1000
    men_at_arms_recruitment_cost = -1000
    movement_speed = 100
    retreat_losses = -100
    supply_limit = 100
    supply_limit_mult = 100
    knight_effectiveness_mult = 100
    supply_duration = 100
    hostile_county_attrition = -100
    naval_movement_speed_mult = 100
}

# For Mura
DI_immune_to_schemes = {
    icon = intrigue_positive
    scheme_discovery_chance_mult = 100
    enemy_hostile_scheme_success_chance_add = -1000
    enemy_personal_scheme_success_chance_add = -1000
}

# Ultra Building Modifier
DI_ultra_build = {
    icon = stewardship_positive
    build_speed = -100
    build_gold_cost = -100
    build_piety_cost = -100
    build_prestige_cost = -100
    holding_build_speed = -100
    holding_build_gold_cost = -100
    holding_build_piety_cost = -100
    holding_build_prestige_cost = -100
}

DI_building_slots = {
    icon = stewardship_positive
    building_slot_add = 10
}

DI_one_building_slot = {
    icon = stewardship_positive
    building_slot_add = 1
    stacking = yes
}

# For GrimGhoul
DI_domain_limit = {
    icon = county_modifier_development_positive
    domain_limit = 500
}

DI_domain_limit_max = {
    icon = county_modifier_development_positive
    domain_limit_max = 500
}

DI_money_printer = {
    icon = stewardship_positive
    monthly_income = 1000
}

DI_perma_health = {
    icon = health_positive
    health = 100
}

# For ExileTheAshes
DI_trait_xp_boost = {
    icon = learning_positive
    pilgrim_xp_gain_mult = 100
    lifestyle_traveler_xp_gain_mult = 100
    lifestyle_reveler_xp_gain_mult = 100
    lifestyle_hunter_xp_gain_mult = 100
    tourney_participant_xp_gain_mult = 100
    trait_track_hunter_xp_gain_mult = 100
    trait_track_falconer_xp_gain_mult = 100
    trait_track_foot_xp_gain_mult = 100
    trait_track_bow_xp_gain_mult = 100
    trait_track_horse_xp_gain_mult = 100
    trait_track_wit_xp_gain_mult = 100
    confucian_education_xp_gain_mult = 100
}


# Cant get the tooltip to work correctly for this one
### Military Engineer Trait and Forder Show corretly in tooltip, others do not show correctly ### 
### The commander preset adding experience does work correctly however, which should mean this works correctly aswell, cant test though since i dont know how to trigger events that give commander trait experience. ###

# Commander Trait leveling Boost
DI_commander_trait_xp_boost = {
    icon = martial_positive
    winter_soldier_xp_gain_mult = 100
    desert_warrior_xp_gain_mult = 100
    aggressive_attacker_xp_gain_mult = 100
    flexible_leader_xp_gain_mult = 100
    forder_xp_gain_mult = 100                       ### Tooltip shows correctly at index 4###
    holy_warrior_xp_gain_mult = 100
    logistician_xp_gain_mult = 100
    military_engineer_xp_gain_mult = 100            ### Tooltip shows correctly at index 1###
    organizer_xp_gain_mult = 100
    reaver_xp_gain_mult = 100
    unyielding_defender_xp_gain_mult = 100
    cautious_leader_xp_gain_mult = 100
    reckless_xp_gain_mult = 100
    forest_fighter_xp_gain_mult = 100
    open_terrain_expert_xp_gain_mult = 100
    rough_terrain_expert_xp_gain_mult = 100
    jungle_stalker_xp_gain_mult = 100
}

# For ExileTheAshes
DI_godlike_inheritance = {
    icon = diplomacy_positive
    positive_inactive_inheritance_chance = 100
    negative_inactive_inheritance_chance = -100
    inbreeding_chance = -100
}

# For Emperor2000
DI_true_rulers = {
    icon = diplomacy_positive
    domain_limit = 10
    vassal_limit = 20
    negate_health_penalty_add = 2.5
    legitimacy_gain_mult = 2.0
}

# For jgrambo
DI_plague_doctor = {
    icon = health_positive
    epidemic_resistance = 1000
    epidemic_travel_danger = -1000
}

# For treezybaby
DI_imperial_march = {
    icon = martial_positive
    vassal_limit = 500
}

# For treezybaby
DI_dread_lord = {
    icon = intrigue_positive
    dread_baseline_add = 100
    dread_gain_mult = 100
    dread_loss_mult = -100
}

# For Raiu_SG
DI_lifestyle_mastery = {
    icon = magic_positive
    monthly_lifestyle_xp_gain_mult = 10
}

# For boo.barnes
DI_travel_speed = {
    icon = horse_positive
    character_travel_speed = 10
    stacking = yes
}

# For boo.barnes
DI_travel_safety = {
    icon = horse_positive
    character_travel_safety = 10
    stacking = yes
}
# For hjk234
DI_legend_spread = {
    icon = letter_positive
    owned_legend_spread_add = 10
    stacking = yes
}
# For Fibre
DI_prestige_printer = {
    icon = prestige_positive
    monthly_prestige = 1000
}
# For Fibre
DI_piety_printer = {
    icon = piety_positive
    monthly_piety = 1000
}
# Original Modifier
DI_everybody_loves_me = {
    icon = social_positive
    general_opinion = 500
}

DI_full_stomachs = {
    icon = feast_positive
    provisions_loss_mult = -10
    provisions_use_mult = -10
    provisions_gain_mult = 10
}

DI_meritorious = {
    icon = merit_positive
    character_max_merit_level_add = 10
}

### Present Effects ###
no_lifestyle_diplomacy = {
    icon = diplomacy_positive
    monthly_diplomacy_lifestyle_xp_gain_mult = -10
}

no_lifestyle_martial = {
    icon = martial_positive
    monthly_martial_lifestyle_xp_gain_mult = -10
}

no_lifestyle_stewardship = {
    icon = stewardship_positive
    monthly_stewardship_lifestyle_xp_gain_mult = -10
}

no_lifestyle_intrigue = {
    icon = intrigue_positive
    monthly_intrigue_lifestyle_xp_gain_mult = -10
}

no_lifestyle_learning = {
    icon = learning_positive
    monthly_learning_lifestyle_xp_gain_mult = -10
}

no_stress_change = {
    icon = social_positive
    stress_gain_mult = -10
    stress_loss_mult = -10
}

no_tyranny_change = {
    icon = social_positive
    tyranny_gain_mult = -10
    tyranny_loss_mult = -10
}

no_dread_change = {
    icon = social_positive
    dread_decay_mult = -10
    dread_gain_mult = -10
    dread_loss_mult = -10
}

no_legitimacy_change = {
    icon = social_positive
    legitimacy_gain_mult = -10
    legitimacy_loss_mult = -10
}