bureaucracy_vs_military_mechanic = {
	alert_icon_gfx = GFX_bureaucracy_vs_military_mechanic_alert_icon
	alert_icon_index = 1
	available = {
		always = yes
	}

	powers = {
		bureaucracy_vs_military_power = {
			gui = bureaucracy_vs_military_mechanic_power
			show_before_interactions = yes
			min = -100
			max = 100
			default = 0
			reverse_scaled_modifier = {
				start_value = -100
				end_value = 0
				extend_beyond_value = no
				modifier = {
					administrative_efficiency = 0.05
					global_unrest = -2
					culture_conversion_time = -0.25
					development_cost_in_primary_culture = -0.1
				}
			}
			scaled_modifier = {
				start_value = 0
				end_value = 100
				extend_beyond_value = no
				modifier = {
					discipline = 0.05
					army_tradition = 1
					drill_gain_modifier = 0.2
					manpower_in_own_culture_provinces = 0.15
				}
			}
		}
	}

	interactions = {
		bureaucracy_vs_military_bureaucratic_focus = {
			gui = bureaucracy_vs_military_mechanic_interaction
			cooldown_years = 20
			cooldown_desc = bureaucracy_vs_military_mechanic_cooldown_desc
			cooldown_token = bureaucracy_vs_military_mechanic
			icon = GFX_bureaucracy_vs_military_mechanic_bureaucratic_focus_button
			trigger = {
				NOT = { has_country_modifier = bureaucracy_vs_military_bureaucratic_focus_modifier }
			}
			effect = {
				add_corruption = -2
				hidden_effect = {
					remove_country_modifier = bureaucracy_vs_military_military_focus_modifier
				}
				add_country_modifier = {
					name = bureaucracy_vs_military_bureaucratic_focus_modifier
					duration = -1
					desc = bureaucracy_vs_military_mechanic_interaction_duration
				}
			}
			ai_chance = {
				factor = 1
				modifier = {
					factor = 10
					overextension_percentage = 0.5
				}
				modifier = {
					factor = 10
					corruption = 1
				}
				modifier = {
					factor = 2
					NOT = {
						has_government_power = {
							mechanic_type = bureaucracy_vs_military_mechanic
							power_type = bureaucracy_vs_military_power
							value = -33
						}
					}
				}
				modifier = {
					factor = 0
					has_country_modifier = bureaucracy_vs_military_military_focus_modifier
					NOT = { overextension_percentage = 0.5 }
					NOT = { corruption = 1 }
					has_government_power = {
						mechanic_type = bureaucracy_vs_military_mechanic
						power_type = bureaucracy_vs_military_power
						value = -33
					}
				}
			}
		}
		bureaucracy_vs_military_military_focus = {
			gui = bureaucracy_vs_military_mechanic_interaction
			cooldown_years = 20
			cooldown_desc = bureaucracy_vs_military_mechanic_cooldown_desc
			cooldown_token = bureaucracy_vs_military_mechanic
			icon = GFX_bureaucracy_vs_military_mechanic_military_focus_button
			trigger = {
				NOT = { has_country_modifier = bureaucracy_vs_military_military_focus_modifier }
			}
			effect = {
				add_yearly_manpower = 1
				hidden_effect = {
					remove_country_modifier = bureaucracy_vs_military_bureaucratic_focus_modifier
				}
				add_country_modifier = {
					name = bureaucracy_vs_military_military_focus_modifier
					duration = -1
					desc = bureaucracy_vs_military_mechanic_interaction_duration
				}
			}
			ai_chance = {
				factor = 1
				modifier = {
					factor = 10
					is_at_war = yes
				}
				modifier = {
					factor = 10
					NOT = { manpower_percentage = 0.2 }
				}
				modifier = {
					factor = 2
					has_government_power = {
						mechanic_type = bureaucracy_vs_military_mechanic
						power_type = bureaucracy_vs_military_power
						value = 33
					}
				}
				modifier = {
					factor = 0
					has_country_modifier = bureaucracy_vs_military_bureaucratic_focus_modifier
					is_at_war = no
					manpower_percentage = 0.2
					NOT = {
						has_government_power = {
							mechanic_type = bureaucracy_vs_military_mechanic
							power_type = bureaucracy_vs_military_power
							value = 33
						}
					}
				}
			}
		}
	}
}