#	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



####
#### INTERNATIONAL ARMS MARKET MODIFIERS ####
####
IAM_arms_exports_dynamic_modifier = { #NATIONAL SPIRIT "Arms Exports"
	enable = { always = yes }

	icon = GFX_idea_man_five_year_plan_industry
	#other options:
	#idea_SOV_third_five_year_plan_military
	#liberty_ships_focus
	#

	civilian_factory_use = IAM_civilian_factory_use # (cost)
	industrial_factory_donations = IAM_industrial_factory_donations #(reward)
	industrial_capacity_factory = IAM_industrial_capacity_factory # (cost)
	industrial_capacity_dockyard = IAM_industrial_capacity_dockyard #(cost)

	#rewards to represent arms industry being fueled and experienced
	land_equipment_upgrade_xp_cost = IAM_land_equipment_upgrade_xp_cost # (reward)
	materiel_manufacturer_cost_factor = IAM_materiel_manufacturer_cost_factor #(reward)

}
