#stz_viridian_slave_overseer = {
#	category = worker
#	is_capped_by_modifier = yes
#	building_icon = building_crude_huts
#	clothes_texture_index = 3
#	icon = stz_viridian_enforcer
#
#	possible_pre_triggers = {
#		is_enslaved = yes
#		has_planet = yes
#		is_sapient = yes
#	}
#
#	possible = {
#		planet = { has_modifier = slave_colony }
#	}
#
#	resources = {
#		category = planet_enforcers
#		upkeep = {
#			trigger = {
#				planet = { has_modifier = anticrime_campaign }
#			}
#			energy = 10
#			stz_sr_viridisium = 1
#		}
#	}
#
#	pop_modifier = {
#		pop_happiness = 0.25
#		pop_defense_armies_add = 2
#	}
#
#	planet_modifier = {
#		planet_crime_add = -50
#	}
#
#	triggered_planet_modifier = {
#		potential = {
#			exists = owner
#			owner = { has_active_tradition = tr_domination_judgment_corps }
#		}
#		modifier = {
#			planet_crime_add = -5
#		}
#	}
#
#	triggered_planet_modifier = {
#		potential = {
#			planet = { has_modifier = anticrime_campaign }
#		}
#		modifier = {
#			planet_crime_add = -10
#		}
#	}
#
#	triggered_planet_modifier = {
#		potential = {
#			exists = owner
#			owner = { is_pleasure_seeker = yes }
#		}
#		planet_amenities_add = 25
#		mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult|
#	}
#
#	weight = {
#		weight = @specialist_job_weight
#		mult = value:scripted_modifier_job_weight_mult|MODIFIER|pop_job_amenities_mult|
#	}
#}
#
#stz_viridian_battle_thrall = {
#	category = worker
#	condition_string = BATTLE_THRALL_JOB_TRIGGER
#	building_icon = building_stronghold
#	clothes_texture_index = 4
#
#	country_modifier = {
#		country_naval_cap_add = 20
#	}
#
#	resources = {
#		category = planet_soldiers
#		upkeep = {
#			stz_sr_viridisium = 1
#		}
#	}
#
#	triggered_country_modifier = {
#		potential = {
#			exists = planet
#			planet = {
#				exists = owner
#				owner = { has_technology = "tech_ground_defense_planning" }
#			}
#		}
#		modifier = {
#			country_naval_cap_add = 10
#		}
#	}
#
#	triggered_country_modifier = {
#		potential = {
#			exists = owner
#			owner = {
#				any_owned_leader = {
#					is_councilor = yes
#					has_trait = leader_trait_bellicose
#				}
#			}
#		}
#
#		modifier = {
#			country_naval_cap_add = 10
#		}
#		mult = value:bellicose_naval_cap
#	}
#
#	pop_modifier = {
#		pop_defense_armies_add = 1
#	}
#
#	country_modifier = {
#		army_attack_damage_mult = 0.05
#	}
#
#	triggered_pop_modifier = {
#		potential = {
#			exists = owner
#			owner = {
#				any_owned_leader = {
#					is_councilor = yes
#					has_trait = leader_trait_bellicose
#				}
#			}
#		}
#
#		modifier = {
#			pop_defense_armies_add = 1
#		}
#		mult = value:bellicose_naval_cap
#	}
#
#	triggered_planet_modifier = {
#		potential = {
#			has_councilor = { COUNCILOR = "councilor_private_military_companies" }
#		}
#
#		modifier = {
#			planet_stability_add = @councilor_private_military_companies_stability
#		}
#
#		mult = value:councilor_level|TYPE|councilor_private_military_companies|
#	}
#
#	possible_pre_triggers = {
#		has_owner = yes
#		is_being_purged = no
#		is_being_assimilated = no
#		is_sapient = yes
#		is_enslaved = yes
#	}
#
#	possible = {
#		soldier_job_check_trigger = yes
#		owner = { is_gestalt = no }
#	}
#
#	weight = {
#		weight = @soldier_job_weight
#		modifier = {
#			factor = 10
#			exists = planet
#			planet = {
#				exists = leader
#				leader = {
#					leader_class = commander
#				}
#			}
#		}
#		modifier = {
#			factor = 2
#			has_trait = trait_resilient
#		}
#		modifier = {
#			factor = 2
#			has_trait = trait_very_strong
#		}
#		modifier = {
#			factor = 1.5
#			has_trait = trait_strong
#		}
#		modifier = {
#			factor = 0.5
#			has_trait = trait_weak
#		}
#		modifier = {
#			factor = 0.1
#			is_enslaved = yes
#			NOT = { has_slavery_type = { type = slavery_military } }
#		}
#		modifier = {
#			factor = 10
#			is_enslaved = yes
#			has_slavery_type = { type = slavery_military }
#		}
#		modifier = {
#			factor = 0.1
#			can_take_servant_job = yes
#		}
#		modifier = {
#			factor = 1.1
#			has_trait = trait_cybernetic
#		}
#		modifier = {
#			factor = 2
#			has_trait = trait_presapient_earthbound
#		}
#		modifier = {
#			factor = 1.1
#			has_trait = trait_limited_regeneration
#		}
#		modifier = {
#			factor = 0
#			species = { can_be_soldier = no }
#		}
#		modifier = {
#			factor = 2
#			has_trait = trait_lithoid
#		}
#		modifier = {
#			factor = 5
#			has_trait = trait_cyborg_creed_of_war
#		}
#	}
#}