#	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

yemenis_want_unification = {
	enable = { always = yes }
	
	remove_trigger = { 
		is_owned_and_controlled_by = YEM
	}

	icon = GFX_modifiers_yemenis_want_unification
	
	state_resources_factor = -0.15
	recruitable_population_factor = -0.25
	local_building_slots_factor = -0.25
	state_production_speed_buildings_factor = -0.1
	compliance_growth = -0.3
	resistance_growth = 0.1
	resistance_target = 0.35
	resistance_decay = -0.25
	army_speed_factor_for_controller = -0.1
}