# All global modifiers are here. They are applied from certain game-features.
#
# Effects are fully scriptable here.

# These names can NOT be removed or changes, as the code uses them....

#Herein BR adjusts some of the static modifiers to mostly add estate loyalty and/or influence.

patriarch_authority_local = {
	#local_unrest = -3 #BR cut. Orthodox really did not need this multiplier due to having insane tolerance anyway. Especially after the Absolutism unrest cut.
	local_manpower_modifier = 0.33
}

war_taxes = {
	land_maintenance_modifier = -0.15
	naval_maintenance_modifier = -0.15
	merc_maintenance_modifier = -0.05
	monthly_logothete_military_power = 0.1 #BR Added
}

stability = {
	global_trade_power = 0.01			#1% chance each step.
	global_spy_defence = 0.05				#-15 to +15% modifier
	monthly_cultural_unity = 0.1
	monthly_divine_authority = 0.05
	country_dev_points_modifier = 0.05 #BT Added for Dev Points. Needs to also be changed in dev_points_l_english.yml to actually update the GUI
	monthly_logothete_general_power = 0.05 #BR Added
}

peace = {
	war_exhaustion = -0.1
	monthly_fervor_increase = 1
	#global_autonomy = -0.1 # Harb's Autonomy Overhaul - Really Important this isn't given here so commented rather than just removed
	global_institution_spread = 0.1
	rr_girondists_influence = -0.1
	pr_smugglers_influence = 0.1
	monthly_militarized_society = -0.1
	monthly_ottoman_decadence = 0.1
	monthly_asha_vahishta = 0.25
	monthly_arabic_trade_influence_power = 0.1
	monthly_cultural_unity = 0.1
	monthly_blood = -0.05
	monthly_authority_power = 0.1
	monthly_logothete_general_power = 0.1 #BR Added
}

mercantilism = {
	global_prov_trade_power_modifier = 2.0
	burghers_loyalty_modifier = 0.1
	vaisyas_loyalty_modifier = 0.1
	embargo_efficiency = 1
	monthly_logothete_special_affairs_power = 0.2 #BR Added
}

army_tradition = {
	recover_army_morale_speed = 0.1
	land_morale = 0.25
	manpower_recovery_speed = 0.1
	#siege_ability = 0.05			#BTAddOn removed - the only thing an inexperienced army can do well is wait around... which is essentially what most sieges were. This makes the least sense to me as a bonus from AT. Additionally, a 5 percent bonus was nothing with the new fort defensive bonuses
	discipline = 0.05			#BTAddOn new - adding discipline to army tradition. Only makes sense to me. Note this will make battles faster and more deadly, this is intentional.
	temples_influence = 0.1
	mr_aristocrats_influence = 0.1
	rr_girondists_influence = 0.1
	monthly_militarized_society = 0.1
	nobles_loyalty_modifier = 0.05
	maratha_loyalty_modifier = 0.05
	rajput_loyalty_modifier = 0.05
	janissaries_loyalty_modifier = 0.05
	qizilbash_loyalty_modifier = 0.05
	ghulams_loyalty_modifier = 0.05
	allowed_tercio_fraction = 0.1
	allowed_samurai_fraction = 0.1
	generals_loyalty_modifier = 0.1 #BR Added
	monthly_logothete_military_power = 0.1 #BR Added
}

navy_tradition = {
	recover_navy_morale_speed = 0.1
	naval_morale = 0.25
	trade_steering = 1.0
	privateer_efficiency = 0.25
	enuchs_influence = 0.1
	mr_traders_influence = 0.1
	blockade_efficiency = 1
	sailors_recovery_speed = 0.2
	monthly_arabic_trade_influence_power = 0.2
	burghers_loyalty_modifier = 0.05
	vaisyas_loyalty_modifier = 0.05
	allowed_geobukseon_fraction = 0.5
	allowed_galleass_fraction = 0.5
	monthly_logothete_waters_power = 0.2 #BR Added
}

country_development = { #COUNTY_DEVELOPMENT_SCALE = 100 000 right now.
	#horde_unity = -3 #BT not halved not needed because COUNTRY_DEVELOPMENT_SCALE is doubled	= -0.125 horde unity at 100 dev #BT removed broke below modifier
	governing_capacity = 10000 	# BT added this means there is always an incentive to grow bigger = 10 free governing capacity at 100 dev
	monthly_latin_imperial_authority = -10 #BR Added - -0.01/100 dev.
}

legitimacy = {
	global_unrest = -4
	tolerance_own = 2
	tolerance_heathen = 2
	tolerance_heretic = 2
	diplomatic_reputation = 2
	vassal_income = 0.1
	monthly_militarized_society = 0.05
	max_absolutism = 20
	nobles_loyalty_modifier = 0.1
	monthly_cultural_unity = 0.2
	monthly_divine_authority = 0.3
	generals_loyalty_modifier = 0.1 #BR Added
	exarches_loyalty_modifier = 0.1 #BR Added
	monthly_latin_imperial_authority = 0.02 #BR Added
}

absolutism = {
	#stability_cost_modifier = -0.2			#BTAddOn added. Compensation for losing the Admin Efficiency and offsets higher global unrest. Also just logical sense... Note to self, watch out for stability cost reduction stacking, and perhaps do some number crunching soon. # Harb's Autonomy Overhaul
	#administrative_efficiency = 0.2			#BTAddOn changed from 0.4. Too exploitable, moving the 0.1 of the lost 0.2 back into tech. # Harb's Autonomy Overhaul # Harb's Autonomy Overhaul
	#production_efficiency = 0.2			#BTAddOn added. Compensation for losing the Admin efficiency, and also just logical sense... the description even says absolutism is how 'efficient' the government is. (Plus, 1.25 cut 0.3 from tech) # Harb's Autonomy Overhaul
	#discipline = 0.05			#BTAddOn removed. I see why this is here and appreciate the reasoning, but upon extensive consideration, I want to keep discipline out of absolutism. Absolute governments can have well trained, well drilled troops, but it can also be the sort of government that treats soldiers as fodder. Moving this bonus to professionalism, for what should be obvious reasons. # Harb's Autonomy Overhaul
	#all_power_cost	= -0.05			#BTAddOn added. Very powerful compensation for losing Admin Efficiency, hopefully putting to rest any whining about that. Note again, the description of absolutism does read 'how efficient' the government is, so this seems fitting. # Harb's Autonomy Overhaul
	#global_unrest = 10			#BTAddOn added. Further disuading exploitation and just makes logical sense... the description even says absolutism is how 'ruthless' the government is. BTIP Cut to replace with estate loyalty equilibrium # Harb's Autonomy Overhaul
	#core_decay_on_your_own = -0.5			#BTAddOn removed. This is a fun idea that I might have to use elsewhere, but I'm just not seeing the link here with absolute governments specifically.
	#monthly_ottoman_decadence = -0.50
	global_autonomy = -0.6 # Harb's Autonomy Overhaul
	#reelection_cost = -0.25
	#I feel the idea behind absolutism is relegating all power away from, well, the estates of the realm, leaving the Monarch absolute. As such, estates should definitely become disloyal. This also makes a lot more sense mechanically, since now the player has a lot more control over how they handle their state. If they run headfirst into high absolutism with highly influential estates, they will definitely run into issues, what with them turning disloyal. As well, unrest will naturally rise as estates become disloyal at high absolutism, and other modifiers will have a degree of impact to try and offset Absolutism's bonuses.
	church_absolutism_loyalty_modifier = -0.20 #BTIP Added.
	nobles_absolutism_loyalty_modifier = -0.20 #BTIP Added. 
	burghers_absolutism_loyalty_modifier = -0.20 #BTIP Added.
	#Indian Castes
	brahmins_hindu_absolutism_loyalty_modifier = -0.20 #BTIP Added.
	brahmins_muslim_absolutism_loyalty_modifier = -0.10 #BTIP Added. Halved because unique estate
	brahmins_other_absolutism_loyalty_modifier = -0.20 #BTIP Added.
	maratha_exclusive_absolutism_loyalty_modifier = -0.20 #BTIP Added. For nations whose nobles are Marathas, reduce by -20%
	maratha_muslim_absolutism_loyalty_modifier = -0.10 #BTIP Added. Halved because unique estate
	vaisyas_absolutism_loyalty_modifier = -0.20 #BTIP Added. 
	jains_absolutism_loyalty_modifier = -0.20 #BTIP Added. I have pondered to split between -10% for Hindu indians and -20% for Muslim indians. However, there's no loyalty modifier to do this in vanilla, and I like the symmetry of all Indian nations having -20% loyalty.
	rajput_exclusive_absolutism_loyalty_modifier = -0.20 #BTIP Added. For nations whose nobles are Rajputs, reduce by -20%
	rajput_muslim_absolutism_loyalty_modifier = -0.10 #BTIP Added. Halved because unique estate
	#Unique estates
	cossacks_absolutism_loyalty_modifier = -0.10 #BTIP Added. Halved because unique estate
	nomadic_tribes_absolutism_loyalty_modifier = -0.20 #BTIP Added.
	dhimmi_absolutism_loyalty_modifier = -0.10 #BTIP Added. Halved because unique estate
	janissaries_absolutism_loyalty_modifier = -0.10 #BTIP Added. Halved because unique estate
	eunuchs_absolutism_loyalty_modifier = -0.10 #BTIP Added. Halved because unique estate
	qizilbash_absolutism_loyalty_modifier = -0.10 #BTIP Added. Halved because unique estate
	ghulams_absolutism_loyalty_modifier = -0.10 #BTIP Added. Halved because unique estate

	peasants_absolutism_loyalty_modifier = -0.10 #BTIP Added: Peasants estate. There is an argument that this shouldn't be here given that historically Absolutism granted the peasants more power relatively, but I think halving it works nicely.
	generals_absolutism_loyalty_modifier = -0.10 #BR Added estate. Halved because unique estate
	exarches_absolutism_loyalty_modifier = -0.20 #BR Added estate.
	knightly_orders_absolutism_loyalty_modifier = -0.10 #BR Added estate. Halved because unique estate
	
	monthly_latin_imperial_authority = 2 #BR Added
}

high_army_professionalism = {
	discipline = 0.10			#BTAddOn added. The reasoning here should be obvious. Note I also cut 0.05 from absolutism and removed the damage bonuses, so this isn't that massive
	#fire_damage = 0.1			#BTAddOn removed. Replaced by discipline.
	#shock_damage = 0.1			#BTAddOn removed. Replaced by discipline.
	#siege_ability = 0.2			#BTAddOn removed. Replaced by discipline, plus I'm getting closer with sieges reblancing in this addon, I don't really want (or think we need) another wild card.
	drill_decay_modifier = -0.5
	allowed_samurai_fraction = 0.1
	monthly_prussian_militarized_society_2 = 0.02 #BT Moved here away from dev_scaled because of Autonomy Overhaul changes to COUNTRY_DEVELOPMENT_SCALE
	monthly_prussian_militarized_society_3 = 0.03 #BT Moved here away from dev_scaled because of Autonomy Overhaul changes to COUNTRY_DEVELOPMENT_SCALE
	monthly_logothete_military_power = 0.1 #BR Added
}

expand_administation_modifier = {
	expand_administration_cost = 0.05 # Harb's Autonomy Overhaul
	governing_capacity = 10 # Harb's Autonomy Overhaul
	monthly_logothete_general_power = 0.01 #BR Added
	monthly_logothete_postal_power = 0.01 #BR Added
	monthly_logothete_military_power = 0.01 #BR Added
	monthly_logothete_praetorium_power = 0.01 #BR Added
	monthly_logothete_special_affairs_power = 0.01 #BR Added
	monthly_logothete_waters_power = 0.01 #BR Added
}

diplomatic_reputation = {
	num_of_soyurghals = 0.5
	chance_to_inherit = 0.05 #BT added: Base inheritance chance is +5%/diplorep, -1% per province. Since we cannot modify this value, this is a bandaid fix. Since only Christians can form PUs and inherit, I think this is fine. //Dub
	monthly_logothete_postal_power = 0.05 #BR Added
}

slackening_modifier = {
    yearly_army_professionalism = -0.05
    manpower_recovery_speed = 2
	monthly_logothete_military_power = -0.1 #BR Added
}

average_global_autonomy = { #100% autonomy => 100% modifier
	monthly_ottoman_decadence = 0.2 # Harb's Autonomy Overhaul
	monthly_divine_authority = -0.5
	global_autonomy = 0.4 # Harb's Autonomy Overhaul
	monthly_logothete_praetorium_power = -0.2 #BR Added
}

reverse_average_global_autonomy = { #100% autonomy => 0% modifier
	monthly_council_consensus = 0.2
	monthly_logothete_praetorium_power = 0.2 #BR Added
}

#Unrest nerf from religious tolerance
tolerance = {
	local_unrest = -0.5 #BR lowered from -1. Getting at least 5 unrest from religion on its own means that negative stability barely has any impact on your nation. It also meant that you can comfortably go well beyond 300% overextension if you have decent tolerance and high stability without getting rebels in core lands. That, to me, made no sense.
}

pronoia_base_overlord_modifiers = {
	land_forcelimit = -1
	governing_capacity_modifier = -0.025 # Harb's Autonomy Overhaul
	pronoia_amount_check_influence = 1 #used for exporting, invisible by default
}

pronoia_base_modifiers = {
	development_cost = 0.5
	core_creation = 1
	overextension_impact_modifier = 1
	administrative_efficiency = -0.2
	global_manpower = 5
	global_manpower_modifier = 0.5 
	global_regiment_cost = -0.5
}
