#	Example:
#
#	example_dynamic_modifier = {
#		icon = "GFX_idea_unknown" # optional, will show up in guis if icon is specified
#		enable = { always = yes } #optional, the modifier won't apply if not enabled
#		remove_trigger = { always = no } #optional, will remove the modifier if true
#       attacker_modifier = no  # if yes this modifier will also be read in combat for
#                               # people engaging in the combat even if not in the state
#
#		# list of modifiers
#		fuel_cost = 321
#		max_fuel = var_max_fuel # will be taken from a variable
#	}
#
#
#	In a script file:
#
#	effect = {
#		add_dynamic_modifier = {
#			modifier = example_dynamic_modifier
#			scope = GER # optional, if you specify this your dynamic modifier scoped to this scope (root is the effect scope)
#			days = 14 # optional, will be removed after this many days passes
#		}
#	}
#
#	can be added to countries, states or unit leaders
#	will only updated daily, unless forced by force_update_dynamic_modifier effect


############# RAIDS RELATED ##############
#TODO_TA Remove or make proper modifier
dam_blown_modifier = { #State Modifier
	enable = { always = yes }

	icon = GFX_decision_hol_inundate_water_lines
	
	local_supply_impact_factor = 0.5
	disable_strategic_redeployment = 1
	state_resources_factor = -0.25
	local_manpower = -0.5
	army_speed_factor_for_controller = -0.25
}

kiel_canal_damaged_modifier = { #State Modifier
	enable = { always = yes }

	icon = GFX_decision_hol_inundate_water_lines
	
	custom_modifier_tooltip = kiel_canal_damaged_tt
}

panama_canal_damaged_modifier = { #State Modifier
	enable = { always = yes }

	icon = GFX_decision_hol_inundate_water_lines
	
	custom_modifier_tooltip = kiel_canal_damaged_tt
}


refinery_damaged_modifier = {
	enable = { always = yes }
	icon = GFX_modifiers_sabotaged_resource	
	state_resources_oil_factor = -0.5
} 
refinery_critically_damaged_modifier = {
	enable = { always = yes }
	icon = GFX_modifiers_sabotaged_resource	
	state_resources_oil_factor = -0.75
}
refinery_lightly_damaged_modifier = {
	enable = { always = yes }
	icon = GFX_modifiers_sabotaged_resource	
	state_resources_oil_factor = -0.25
}  

steel_mines_damaged_modifier = {
	enable = { always = yes }
	icon = GFX_modifiers_sabotaged_resource	
	#state_resources_factor = -0.5
	state_resources_steel_factor = -0.5
} 
steel_mines_critically_damaged_modifier = {
	enable = { always = yes }
	icon = GFX_modifiers_sabotaged_resource	
	#state_resources_factor = -0.75
	state_resources_steel_factor = -0.75
}
steel_mines_lightly_damaged_modifier = {
	enable = { always = yes }
	icon = GFX_modifiers_sabotaged_resource	
	#state_resources_factor = -0.25
	state_resources_steel_factor = -0.25
}

pathfinder_infiltration_modifier = {
	enable = { always = yes }
	icon = GFX_modifiers_FIN_motti_tactics_modifier	
	disable_strategic_redeployment = yes 
	no_supply_grace = 20
	naval_invasion_penalty = -0.1
}

eben_emael_raided_critical_modifier = {
	enable = { always = yes }
	icon = GFX_modifiers_BEL_eben_emael_raided
	max_dig_in_factor = -0.5
	land_bunker_effectiveness_factor = -0.75
}

eben_emael_raided_success_modifier = {
	enable = { always = yes }
	icon = GFX_modifiers_BEL_eben_emael_raided
	max_dig_in_factor = -0.25
	land_bunker_effectiveness_factor = -0.75
}  

eben_emael_raided_limited_success_modifier = {
	enable = { always = yes }
	icon = GFX_modifiers_BEL_eben_emael_raided
	land_bunker_effectiveness_factor = -0.5
} 

##### Nuclear Fallout ####

fallout_atomic = {
	enable = { always = yes }
	icon = GFX_modifiers_radiation
	army_defence_factor = -0.25
	army_speed_factor = -0.3
	max_dig_in_factor = -0.5 
	industry_repair_factor = -0.4
	industry_free_repair_factor = -0.4
	repair_speed_infrastructure_factor = -0.4
	repair_speed_rail_way_factor = -0.4
	local_resources_factor = -0.4
	state_production_speed_buildings_factor = -0.4
}

fallout_thermonuclear = {
	enable = { always = yes }
	icon = GFX_modifiers_radiation
	army_defence_factor = -0.5
	army_speed_factor = -0.65
	max_dig_in_factor = -0.9
	industry_repair_factor = -0.75
	industry_free_repair_factor = -0.75
	repair_speed_infrastructure_factor = -0.75
	repair_speed_rail_way_factor = -0.75
	local_resources_factor = -0.75
	state_production_speed_buildings_factor = -0.75
}

##### Stronghold Network SP reward #####

sp_land_stronghold_network_collapse_workers_drafted = {
	enable = { always = yes }
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	industry_repair_factor = -0.5
	industry_free_repair_factor = -0.5
	repair_speed_infrastructure_factor = -0.5
	repair_speed_rail_way_factor = -0.5
	local_resources_factor = -0.5
	state_production_speed_buildings_factor = -0.5
}