@tier1 = 30
@tier2 = 20
@tier3 = 10

leader_traits = {
	
	dictator = {
		random = no
		political_power_factor = 0.25
		
		ai_will_do = {
			factor = 1
		}
	}
	
	warrior_code = {
		random = no
		ai_call_ally_desire_factor = -40
		ai_join_ally_desire_factor = -30

		ai_will_do = {
			factor = 1
		}
	}

	underage_monarch = {
		random = no
		stability_factor = 0.10
		political_advisor_cost_factor = 0.25
		trade_laws_cost_factor = 0.25
		mobilization_laws_cost_factor = 0.25
		economy_cost_factor = 0.25
	}

	legitimate_heir = {
		random = no
		stability_factor = 0.10
		political_power_factor = 0.1
	}

	collaborator_king = {
		random = no
		fascism_drift = 0.1
		fascism_acceptance = 75
		political_power_factor = 0.1
	}

	stout_defender = { # This particular trait will make the AI heavily prioritize defensive warfare, rarely, if ever, attacking out of fortified locations
		random = no
		ai_focus_defense_factor = 0.5
		
		ai_will_do = {
			factor = 1
		}
	}
	
	warmonger = {
		random = no
		ai_focus_aggressive_factor = 0.5
		
		ai_will_do = {
			factor = 1
		}
	}

	inexperienced_imperialist = {
		random = no
		political_power_factor = -0.3
		stability_factor = 0.05
		justify_war_goal_time = -0.25
		
		ai_will_do = {
			factor = 1
		}
	}

	autocratic_imperialist = {
		random = no
		war_support_factor = 0.05
		stability_factor = 0.05
		justify_war_goal_time = -0.25
		
		ai_will_do = {
			factor = 1
		}
	}

	cabinet_crisis = {
		random = no
		political_power_factor = -0.5
		stability_factor = -0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	unpopular_monarch = {
		random = no
		political_power_factor = -0.3
		stability_factor = -0.2
		
		ai_will_do = {
			factor = 1
		}
	}

	socialite_connections = {
		random = no
		trade_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		industrial_capacity_factory = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	wallis_fancy_title = {
		random = no
		neutrality_drift = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}

	inexperienced_monarch = {
		random = no
		political_advisor_cost_factor = 0.25
		trade_laws_cost_factor = 0.25
		mobilization_laws_cost_factor = 0.25
		economy_cost_factor = 0.25
		high_command_cost_factor = 0.25
		air_chief_cost_factor = 0.25
		army_chief_cost_factor = 0.25
		navy_chief_cost_factor = 0.25
		
		ai_will_do = {
			factor = 1
		}
	}

	headstrong = {
		random = no
		political_power_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}

	popular_queen = {
		random = no
		stability_factor = 0.15
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}

	famous_aviator = {
		random = no
		equipment_bonus = {
			tactical_bomber = {
				air_range = 0.01
			}
			fighter = {
				air_range = 0.01
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	
	#ESPIONAGE IDEAS#
	
	head_of_intelligence = {
		random = no
		sprite = 15
		operative_slot = 1
		agency_upgrade_time = -0.15
	}
	
	mastermind_code_cracker = {
		random = no
		sprite = 15
		decryption_power = 15
	}
	
	
#ai_focus_defense_factor
#ai_focus_aggressive_factor
#ai_focus_production_factor
#ai_focus_military_advancements_factor
#ai_focus_peaceful_factor
#ai_focus_naval_factor
#ai_focus_naval_air_factor
#ai_focus_aviation_factor 
	
	tenacious_defender = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	exiled = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	political_prisoner = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	assassination_survivor = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	stalins_puppet = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	union_man = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}

	political_dancer = {
		random = no
		political_power_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}

	staunch_constitutionalist = {
		random = no
		drift_defence_factor = 0.5
		
		ai_will_do = {
			factor = 1
		}
	}

	first_lady = {
		random = no
		sprite = 12

		war_support_factor = 0.05
		stability_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	dealbroker = {
		random = yes

		trade_laws_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25

		ai_will_do = {
			factor = 1
		}
	}

	hawk = {
		random = yes
		sprite = 13
		war_support_factor = 0.1
		stability_factor = -0.05

		ai_will_do = {
			factor = 1
		}
	}

	cornered_fox = {
		random = no
		army_defence_factor = 0.15
		army_morale_Factor = 0.10
		
		ai_will_do = {
			factor = 1
		}
	}

	permanent_revolutionary = {
		random = no
		political_power_factor = -0.15
		justify_war_goal_time = 0.15
		subversive_activites_upkeep = -0.3
		max_command_power = 30
		
		ai_will_do = {
			factor = 1
		}
	}

	triumphant_revolutionary = {
		random = no
		justify_war_goal_time = 0.15
		subversive_activites_upkeep = -0.5
		max_command_power = 50

		drift_defence_factor = 0.15
		command_power_gain_mult = 0.15

		ai_will_do = {
			factor = 1
		}
	}

	exiled_revolutionary = {
		random = no
		subversive_activites_upkeep = -0.5
		drift_defence_factor = 0.3

		ai_will_do = {
			factor = 1
		}
	}

	railroad_enthusiast = { #Valentin Campa
		random = no
		production_speed_rail_way_factor = 0.25
		
		ai_will_do = {
			factor = 1
		}
	}

	strongman_of_san_luis_potosi = { #Saturnino Cedillo
		random = no
		army_morale_factor = 0.05
		political_power_factor = 0.10
		
		ai_will_do = {
			factor = 1
		}
	}		

	revolutionary_general = { #Francisco José Mugica
		random = no
		resistance_growth_on_our_occupied_states = 0.25 
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		theorist_cost_factor = -0.25
		
		ai_will_do = {
			factor = 1
		}
	}

	fascist_militia_leader = { #Nicolás Rodríguez Carrasco, probably others too could be used for random fascist leaders
		random = no
		war_support_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	cristero_general = { #Jesús Degollado Guízar
		random = no
		conscription = 0.01
		ai_will_do = {
			factor = 1
		}
	}

	primate_of_mexico = { # Luis María Martínez
		random = no
		stability_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	el_jefe_maximo = { #Plutarco Calles
		random = no
		political_advisor_cost_factor = -0.25
		political_power_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	protector_of_the_campesinos = { #communist Cardenas (land reformer)
		random = no
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	refounder_of_mexico = { # democratic Cardenas
		random = no
		
		stability_factor = 0.05
		trade_opinion_factor = 0.2

		ai_will_do = {
			factor = 1
		}
	}		

	the_gentleman_president = { #Manuel Avila Camacho
		random = no
		stability_factor = 0.05
		improve_relations_maintain_cost_factor = -0.5
		
		ai_will_do = {
			factor = 1
		}
	}

	fascist_sympathies = {
		random = no		
		fascism_acceptance = 70

		ai_will_do = {
			factor = 1
		}
	}

	anti_communist = {
		random = no
		communism_acceptance = -50
		communism_drift = -0.01

		ai_will_do = {
			factor = 1
		}
	}

	retired_officer = {
		random = yes
		war_support_factor = 0.05
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25

		ai_will_do = {
			factor = 1
		}
	}
	eager_collaborator = {
		random = yes
		send_volunteer_size = 2
		improve_relations_maintain_cost_factor = -1
		fascism_acceptance = 75
		ai_will_do = {
			factor = 1
		}
	}

	constitutional_monarch = {
		random = no
		stability_weekly = 0.01
		political_power_gain = 0.1
		ai_will_do = {
			factor = 1
		}
	}
	duke_of_orleans = {
		random = no
		neutrality_drift = 0.1
		ai_will_do = {
			factor = 1
		}
	}
	count_of_paris = {
		random = no
		global_building_slots_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	reluctant_veteran = {
		random = no
		war_support_factor = 0.05
		conscription_factor = 0.05
	}
	proletariat_internationalist = {
		random = no
		war_support_factor = 0.05
		non_core_manpower = 0.025
	}

	anti_democrat = {
		random = no
		democratic_acceptance = -50
		democratic_drift = -0.02
		stability_factor = 0.10

		ai_will_do = {
			factor = 1
		}
	}
	emergency_powers = {
		random = no
		political_power_gain = 0.5
		ai_will_do = {
			factor = 1
		}
	}

	popular_figurehead2 = {
		sprite = 13
		stability_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	american_caesar = {
		random = no
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
	great_war_hero = {
		war_support_factor = 0.05
		stability_factor = 0.05
		army_core_attack_factor = 0.2
		army_core_defence_factor = 0.2
	}

	imperial_connections = {
		random = no
		political_advisor_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25
		
		ai_will_do = {
			factor = 1
		}
	}

	kaiserin_of_the_people = {
		stability_weekly = 0.001
		stability_factor = 0.05
		war_support_factor = 0.05
		army_core_defence_factor = 0.1
		political_power_factor = 0.15
	}

	victoria_iii = {
		stability_factor = 0.05
	}

	incognito = {
		fascism_drift = 0.1
		drift_defence_factor = 0.15
	}

	nationalist_symbol = {
		war_support_factor = 0.05
		stability_factor = 0.05
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
	
	red_army_organizer = { # Trotsky's trait if invited to join the Mexican government. Combines effects of Genius Army Organizer and Communist Revolutionary
		sprite = 12
		army_org_factor = 0.12
		experience_gain_army = 0.12
		communism_drift = 0.1

		command_cap = @tier3
		
		ai_will_do = {
			factor = 2
		}
	}

	champion_of_peace_1 = {
		random = no
		war_support_factor = -0.3
		generate_wargoal_tension = 1
	}

	champion_of_peace_2 = {
		random = no
		war_support_factor = -0.24
		generate_wargoal_tension = 0.80
	}

	champion_of_peace_3 = {
		random = no
		war_support_factor = -0.18
		generate_wargoal_tension = 0.60
	}

	champion_of_peace_4 = {
		random = no
		war_support_factor = -0.12
		generate_wargoal_tension = 0.40
	}

	champion_of_peace_5 = {
		random = no
		war_support_factor = -0.06
		generate_wargoal_tension = 0.20
	}

	economic_reformer = {
		random = no
		trade_laws_cost_factor = -0.33
		economy_cost_factor = -0.33
		consumer_goods_factor = -0.20
	}

	strict_austerity_adherent = {
		random = no
		stability_factor = -0.15
		economy_cost_factor = 0.5
		consumer_goods_factor = -0.40
	}

	defeatist = {
		random = no
		war_support_factor = -0.1
		surrender_limit = -0.25
	}

	little_churchill = {
		random = no
		war_support_factor = 0.05
		resistance_growth_on_our_occupied_states = 0.15
	}

	wilhelmina = {
		random = no
		stability_factor = 0.15
	}

	disdain_for_politicians_1 = {
		random = no
		political_power_factor = 0.05
		communism_drift = -0.01
		fascism_drift = -0.01
		democratic_drift = -0.01
	}

	disdain_for_politicians_2 = {
		random = no
		political_power_factor = 0.1
		communism_drift = -0.02
		fascism_drift = -0.02
		democratic_drift = -0.02
	}

	queen_of_the_people = {
		random = no
		war_support_factor = 0.1
		resistance_target_on_our_occupied_states = 0.25
	}

	leider = {
		random = no
		war_support_factor = 0.1
		fascism_acceptance = 50
	}

	comintern_workhorse = {
		random = no
		opinion_gain_monthly_same_ideology_factor = 1.0
		subversive_activites_upkeep = -0.5
	}

	veteran_communist = {
		random = no
		stability_factor = 0.05
		industrial_capacity_factory = 0.05
	}

	indecisive = {
		random = no
		stability_factor = 0.05
		political_power_factor = -0.05
	}

	figurehead_president = {
		random = no
		stability_factor = -0.05
		political_power_factor = 0.05
	}

	great_survivor = {
		random = no
		stability_factor = 0.1
		mobilization_speed = 0.15
	}

	the_director = {
		random = no
		planning_speed = -0.1
		max_planning = 0.1
		army_core_attack_factor = 0.15
		army_core_defence_factor = 0.15
	}

	sins_of_the_father = {
		random = no
		production_speed_arms_factory_factor = 0.1
		political_power_gain = -0.1
		high_command_cost_factor = -0.34
		air_chief_cost_factor = -0.34
		army_chief_cost_factor = -0.34
		navy_chief_cost_factor = -0.34
	}


	### IDEA TRAITS ###
	
	# drift is a percent applied weekly
	communist_revolutionary = {
		random = no
		# Boosts Communism
		sprite = 13
		communism_drift = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	democratic_reformer = {
		random = no
		# Boosts Democracy
		sprite = 13
		democratic_drift = 0.1
		
		ai_will_do = {
			factor = 0
		}
	}
	
	fascist_demagogue = {
		random = no
		# Boosts Fascism
		sprite = 13
		fascism_drift = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	shadow_of_calles = {
		random = no
		sprite = 13

		neutrality_drift = 0.1
		political_power_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	social_reformer = {
		random = no
		sprite = 13

		democratic_drift = 0.1
		stability_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}

	syncretic_revanchist = {
		random = no
		sprite = 13

		fascism_drift = 0.1
		generate_wargoal_tension = -0.5
		justify_war_goal_time = -0.25
		
		ai_will_do = {
			factor = 1
		}
	}

	popular_figurehead = {
		sprite = 13
		stability_factor = 0.15 
		
		ai_will_do = {
			factor = 1
		}
	}
	anti_communist_crusader = {
		sprite = 13
		stability_factor = 0.05
		communism_drift = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	propaganda_expert = {
		sprite = 13
		war_support_factor = 0.10 
		
		ai_will_do = {
			factor = 1
		}
	}
	technocrat = {
		sprite = 13
	
		production_speed_industrial_complex_factor = 0.05
		research_speed_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	
	silent_workhorse = {
		random = yes
		sprite = 13
		political_power_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	prince_of_terror = {
		sprite = 13
		resistance_damage_to_garrison = -0.25 
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}
	
	compassionate_gentleman = {
		random = yes
		sprite = 13
		opinion_gain_monthly_factor = 0.15
		resistance_damage_to_garrison = -0.15 
		
		ai_will_do = {
			factor = 1
		}
	}
	
	backroom_backstabber = {
		sprite = 13
		subversive_activites_upkeep = -0.25
		drift_defence_factor = 0.25
		
		ai_will_do = {
			factor = 1
		}
	}
	
	smooth_talking_charmer = {
		random = yes
		sprite = 13
		improve_relations_maintain_cost_factor = -0.5
		trade_opinion_factor = 0.10
		
		ai_will_do = {
			factor = 1
		}
	}
	
	ideological_crusader = {
		random = yes
		sprite = 13
		opinion_gain_monthly_same_ideology_factor = 1.0
		party_popularity_stability_factor = 0.1
		
		ai_will_do = {
			factor = 0.2
		}
	}
	
	fortification_engineer = {
		sprite = 10
		random = yes
		production_speed_bunker_factor = 0.2
		production_speed_coastal_bunker_factor = 0.2
		production_speed_anti_air_building_factor = 0.2
		
		ai_will_do = {
			factor = 1
		}
	}
	
	war_industrialist = {
		sprite = 10
		random = yes
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1		
		production_speed_fuel_silo_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	captain_of_industry = {
		sprite = 10
		random = yes
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_synthetic_refinery_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	financial_expert = {
		sprite = 10
		random = yes
		consumer_goods_factor = -0.20
		
		ai_will_do = {
			factor = 2
		}
	}
	economist = {
		sprite = 10
		random = yes
		production_factory_max_efficiency_factor = 0.05
		
		ai_will_do = {
			factor = 2
		}
	}

	editor = {
		sprite = 10
		random = yes
		political_power_factor = 0.05
		stability_factor = 0.05
		
		ai_will_do = {
			factor = 2
		}
	}
	
	armaments_organizer = {
		sprite = 10
		random = yes
		conversion_cost_civ_to_mil_factor = -0.2
		production_speed_supply_node_factor = 0.1
		# civ_to_mil_industry_conversion_rate = -1
		
		ai_will_do = {
			factor = 1
		}
	}
	reluctant_interventionist = {
		random = yes
		stability_factor = 0.05
		lend_lease_tension = -0.2
		request_lease_tension = -0.2
		
		ai_will_do = {
			factor = 2
		}
	}
	quartermaster_general = {
		sprite = 10
		random = yes
		production_speed_air_base_factor = 0.15
		production_speed_naval_base_factor = 0.15
		production_speed_rocket_site_factor = 0.15
		production_speed_radar_station_factor = 0.15
		production_speed_nuclear_reactor_factor = 0.15
		
		ai_will_do = {
			factor = 0.2
		}
	}
	
	rocket_scientist = {
		random = no
		sprite = 14
		
		ai_will_do = {
			factor = 1
		}
	}
	
	nuclear_scientist = {
		random = no
		sprite = 14
		
		ai_will_do = {
			factor = 1
		}
	}

	princess_of_terror = {
		random = no
		sprite = 13

		resistance_damage_to_garrison = -0.25 
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}

	socialist_novelist = {
		random = no
		sprite = 13

		war_support_factor = 0.1
		communism_drift = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	red_suffragette = {
		random = no
		sprite = 13

		stability_factor = -0.1
		conscription = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}

	royalist_bulldog = {
		random = no
		sprite = 13

		war_support_factor = 0.1
		neutrality_drift = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	economic_organizer = {
		random = no
		sprite = 10

		stability_factor = 0.05
		consumer_goods_factor = -0.15
		
		ai_will_do = {
			factor = 1
		}
	}

	old_figurehead = {
		random = no
		sprite = 13

		political_power_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}

	council_communist = {
		random = no
		sprite = 13

		political_power_factor = -0.3
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	resistance_banker = {
		random = no
		sprite = 10

		consumer_goods_factor = -0.40
		resistance_growth_on_our_occupied_states = 0.1 
		
		ai_will_do = {
			factor = 1
		}
	}

	colonial_communist = {
		random = no
		sprite = 13

		non_core_manpower = 0.02
		weekly_manpower = 250
		communism_drift = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}

	genial_anti_revolutionary = {
		random = no
		sprite = 13

		political_power_factor = 0.1
		stability_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}

	liberal_journalist = {
		sprite = 13
		random = no
		democratic_drift = 0.05
		political_power_factor = 0.05
		
		ai_will_do = {
			factor = 2
		}
	}

	anti_fascist_agent = {
		sprite = 13
		random = no
		fascism_drift = -0.02
		stability_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}

	monarchist_media_mogul = {
		sprite = 13
		random = no
		neutrality_drift = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}

	connected_citizen = {
		sprite = 13
		random = no
		political_power_factor = 0.05
		stability_factor = 0.05
		
		ai_will_do = {
			factor = 2
		}
	}
	
	###

	council_of_theorists = {
		sprite = 14
		experience_gain_army = 0.03
		experience_gain_air = 0.03
		experience_gain_navy = 0.03
		land_doctrine_cost_factor = -0.05
		air_doctrine_cost_factor = -0.05
		naval_doctrine_cost_factor = -0.05
		
		ai_will_do = {
			factor = 3
		}
	}
	
	military_theorist = {
		sprite = 14	
		land_doctrine_cost_factor = -0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	mobile_warfare_expert = { 
		sprite = 14
		cat_mobile_warfare_cost_factor = -0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	superior_firepower_expert = {
		sprite = 14
		cat_superior_firepower_cost_factor = -0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	grand_battle_plan_expert = {
		sprite = 14
		cat_grand_battle_plan_cost_factor = -0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	mass_assault_expert = {
		sprite = 14
		cat_mass_assault_cost_factor = -0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_warfare_theorist = {
		sprite = 14
		air_doctrine_cost_factor = -0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	dive_bomber = {
		sprite = 14
		equipment_bonus = {
			cas = {
				instant = yes
				air_ground_attack = 0.1 
			}
		}
		air_doctrine_cost_factor = -0.10
		
		ai_will_do = {
			factor = 1
		}
	}
	
	victory_through_airpower = {
		sprite = 14
		cat_strategic_destruction_cost_factor = -0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	close_air_support_proponent = {
		sprite = 14
		cat_battlefield_support_cost_factor = -0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	assault_avaition = {
		sprite = 14
		cat_operational_integrity_cost_factor = -0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	naval_theorist = {
		sprite = 14
		naval_doctrine_cost_factor = -0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	naval_aviation_pioneer = {
		sprite = 14
		cat_base_strike_cost_factor = -0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	grand_fleet_proponent = {
		sprite = 14
		cat_fleet_in_being_cost_factor = -0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	submarine_specialist = {
		sprite = 14
		cat_trade_interdiction_cost_factor = -0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	blitzkrieg_theorist = {
		sprite = 14
		
		equipment_bonus = {
			armor = {
				instant = yes
				maximum_speed = 0.10
			}
		}
		cat_mobile_warfare_cost_factor = -0.15
		
		ai_will_do = {
			factor = 500
		}
	}

	aircraft_manufacturer = {
		random = no
	
		ai_will_do = {
			factor = 1
		}
	}
	
	light_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			fighter = {
				air_agility = 0.1 maximum_speed = 0.1
			}
			cas = {
				air_agility = 0.1 maximum_speed = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	light_aircraft_manufacturer_2 = { 
		random = no
		equipment_bonus = {
			fighter = {
				air_agility = 0.2 maximum_speed = 0.1
			}
			naval_bomber = {
				air_ground_attack = 0.1 reliability = 0.1
			}
			cas = {
				air_ground_attack = 0.1 reliability = 0.1
			}
			
		}
		
		ai_will_do = {
			factor = 2
		}
	}
	
	
	CAS_manufacturer = {
		random = no
		equipment_bonus = {
			cas = {
				air_ground_attack = 0.1 reliability = 0.1
			}
			naval_bomber = {
				air_ground_attack = 0.1 reliability = 0.1
			}		
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	medium_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			heavy_fighter = {
				reliability = 0.2
			}
			tactical_bomber = {
				reliability = 0.2
			}
			scout_plane = {
				reliability = 0.2
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	fuel_efficient_aircraft_manufacturer = { 
		random = no
		equipment_bonus = {
			fighter = {
				air_range = 0.1
			}
			heavy_fighter = {
				air_range = 0.1
				reliability = 0.2
			}
			tactical_bomber = {
				reliability = 0.2
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	heavy_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			heavy_fighter = {
				air_attack = 0.1
				air_agility = 0.10
			}
			tactical_bomber = {
				air_bombing = 0.1
				air_ground_attack = 0.1
			}
			strategic_bomber = {
				air_bombing = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	naval_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			cv_small_plane_airframe = {
				air_range = 0.1 naval_strike_attack = 0.1 air_agility = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	tank_refurbishment_plant = { #NSB
		random = no
		#generic

		equipment_bonus = {
			armor = {
				reliability = 0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	fast_tank_manufacturer = {
		random = no
		equipment_bonus = {
			armor = {
				maximum_speed = 0.05 reliability = 0.1 
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	armored_car_manufacturer = {
		random = no
		equipment_bonus = {
			armored_car_equipment = {
				maximum_speed = 0.05
				soft_attack = 0.05
				hard_attack = 0.05
			}
		}
	
		ai_will_do = {
			factor = 1
		}
	}

	infantry_tank_manufacturer = {
		random = no
		equipment_bonus = {
			armor = {
				soft_attack = 0.05
				armor_value = 0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	medium_tank_manufacturer = {
		random = no
		equipment_bonus = {
			armor = {
				reliability = 0.05 soft_attack = 0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	heavy_tank_manufacturer = {
		random = no
		equipment_bonus = {
			armor = {
				armor_value = 0.05 hard_attack = 0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	tank_manufacturer = {
		random = no
		#generic

		equipment_bonus = {
			armor = {
				reliability = 0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	repair_and_refurbishment_plant = { #NSB - Repairs & Refit
		random = no
		equipment_bonus = {
			screen_ship = {
				build_cost_ic = -0.05
			}
			submarine = {
				build_cost_ic = -0.05
			}
			capital_ship = {
				build_cost_ic = -0.05
			}
			carrier = {
				build_cost_ic = -0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	black_sea_naval_manufacturer = { #NSB - Screen Ships and Submarines
		random = no

		equipment_bonus = {
			screen_ship = {
				build_cost_ic = -0.15 sub_detection = 0.1 naval_range = -0.25
			}
			submarine = {
				build_cost_ic = -0.15 sub_visibility = -0.1 naval_range = -0.25
			}
			carrier = {
				build_cost_ic = 0.15 naval_range = -0.25
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	pacific_fleet_naval_manufacturer = { #longer ranged, CVs favor larger hangers over armor
		random = no
		equipment_bonus = {
			carrier = {
				carrier_size = 0.25 armor_value = -0.15 naval_range = 0.25
			}
			capital_ship = {
				naval_range = 0.25
			}
			screen_ship = {
				naval_range = 0.25
			}
			submarine = {
				naval_range = 0.25
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	atlantic_fleet_naval_manufacturer = { #armored carriers, slightly buffed cap ships
		random = no
		equipment_bonus = {
			carrier = {
				armor_value = 0.5 
				max_strength = 0.1
			}
			capital_ship = {
				armor_value = 0.1 
				hg_attack = 0.1
			}
			#screen_ship = {
			#	
			#}
			#submarine = {
			#	
			#}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
		
	battlefleet_designer = { #armored carriers, slightly buffed cap ships
		random = no
		equipment_bonus = {
			carrier = {
				armor_value = 0.20
			}
			capital_ship = {
				armor_value = 0.15 
				hg_attack = 0.15
			}
			screen_ship = {
				torpedo_attack = 0.25
				sub_detection = -0.25
			}
		}		
		ai_will_do = {
			factor = 1
		}
	}
	
	raiding_fleet_naval_manufacturer = {
		random = no
		equipment_bonus = {
			carrier = {
				surface_visibility = -0.1 naval_speed = 0.25 carrier_size = -0.1
			}
			capital_ship = {
				surface_visibility = -0.1 naval_speed = 0.25 hg_attack = -0.1
			}
			screen_ship = {
				surface_visibility = -0.1 naval_speed = 0.25
			}
			submarine = {
				sub_visibility = -0.1 surface_visibility = -0.1 naval_speed = 0.25
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	convoy_escort_naval_manufacturer = {
		random = no
		equipment_bonus = {
			screen_ship = {
				naval_range = 0.3 sub_detection = 0.1 naval_speed = 0.1 build_cost_ic = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	mediterranean_naval_manufacturer = {
		random = no
		equipment_bonus = {
			capital_ship = {
				naval_range = -0.25 naval_speed = 0.1
			}
			screen_ship = {
				naval_range = -0.25 naval_speed = 0.1 
			}
		}
	
		ai_will_do = {
			factor = 1
		}
	}
	
	coastal_defence_naval_manufacturer = {
		random = no
		equipment_bonus = {
			carrier = {
				build_cost_ic = -0.25 naval_range = -0.5
			}
			capital_ship = {
				build_cost_ic = -0.25 naval_range = -0.5
			}
			screen_ship = {
				build_cost_ic = -0.25 naval_range = -0.5
			}
			submarine = {
				build_cost_ic = -0.25 naval_range = -0.5
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	naval_manufacturer = {
		random = no
		#generic
		
		ai_will_do = {
			factor = 1
		}
	}
	
	artillery_manufacturer = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	infantry_equipment_manufacturer = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}

	support_equipment_manufacturer = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	motorized_equipment_manufacturer = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	industrial_concern = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}

	railway_company = {
		random = no
		production_speed_rail_way_factor = 0.15
		production_speed_supply_node_factor = 0.15
		equipment_bonus = {
			train_equipment = {
				build_cost_ic = -0.25
				reliability = 0.1
			}
		}
		ai_will_do = {
			factor = 1
		}
	}

	construction_company = {
		random = no

		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	refinery_concern = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	electronics_concern = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}

	electronics_developer = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}

	linchpin_of_infrastructure = {
		random = no

		production_speed_infrastructure_factor = 0.15
		production_speed_rail_way_factor = 0.15
		industry_repair_factor = 0.2
		
		ai_will_do = {
			factor = 1
		}
	}

	industrial_monopoly = {
		random = no

		min_export = 0.15
		political_power_gain = -0.05
		production_speed_buildings_factor = 0.05
		production_factory_max_efficiency_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}

	inventive_genius = {
		random = no

		political_power_gain = 0.05
		opinion_gain_monthly_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	### Military Minister Traits
	
	# 1 is worst, 3 is best 
	
	army_chief_defensive_1 = { # +5 Defensive efficiency
		sprite = 9
		army_defence_factor = 0.05		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_defensive_2 = { # +10 Defensive efficiency
		sprite = 9
		army_defence_factor = 0.1		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_chief_defensive_3 = { # +15 Defensive efficiency
		sprite = 9
		army_defence_factor = 0.15		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_chief_offensive_1 = { # +5 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.05		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_offensive_2 = { # +10 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.1		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_chief_offensive_3 = { # +15 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.15		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	army_chief_old_guard = { # Rate at which field experience is gained decreases by 10%
		sprite = 5 # Should not need sprite, should mostly be secondary
		experience_gain_army_factor = -0.1			
		max_command_power = 20
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_drill_1 = { # Decreases training time for ground units
		sprite = 5
		training_time_army_factor = -0.05		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_drill_2 = { # Decreases training time for ground units
		sprite = 5
		training_time_army_factor = -0.1		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_chief_drill_3 = { # Decreases training time for ground units
		sprite = 5
		training_time_army_factor = -0.15		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_chief_reform_1 = {
		sprite = 5	
		experience_gain_army = 0.12
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_reform_2 = {
		sprite = 5		
		experience_gain_army = 0.16
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_chief_reform_3 = { 
		sprite = 5	
		experience_gain_army = 0.2
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_chief_organizational_1 = { # Ground units get 4 more Organization
		sprite = 5
		army_org_factor = 0.04		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_organizational_2 = { # Ground units get 8 more Organization
		sprite = 5
		army_org_factor = 0.08		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_chief_organizational_3 = { # Ground units get 12 more Organization
		sprite = 5
		army_org_factor = 0.12		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	army_chief_planning_1 = { # 
		sprite = 5
		planning_speed = 0.05		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_planning_2 = { # 
		sprite = 5
		planning_speed = 0.10		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_chief_planning_3 = { # 
		sprite = 5
		planning_speed = 0.15		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	army_chief_morale_1 = { # Ground units get 4 more Morale
		sprite = 5
		out_of_supply_factor = -0.03		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_morale_2 = { # Ground units get 8 more Morale
		sprite = 5
		out_of_supply_factor = -0.06		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_chief_morale_3 = { # Ground units get 12 more Morale
		sprite = 5
		out_of_supply_factor = -0.09	
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_chief_maneuver_1 = { # Ground units move 5% faster
		sprite = 5
		army_speed_factor = 0.05		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_maneuver_2 = { # Ground units move 10% faster
		sprite = 5
		army_speed_factor = 0.1		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_chief_maneuver_3 = { # Ground units move 15% faster
		sprite = 5
		army_speed_factor = 0.15		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}

	army_chief_entrenchment_1 = {
		sprite = 5
		max_dig_in = 3
		mobilization_speed = -0.02
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}

	army_chief_entrenchment_2 = {
		sprite = 5
		max_dig_in = 5
		mobilization_speed = -0.04
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 1
		}
	}

	army_chief_entrenchment_3 = {
		sprite = 5
		max_dig_in = 7
		mobilization_speed = -0.06
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 1
		}
	}
	
	
	army_entrenchment_1 = { # Ground units entrench n% faster
		sprite = 9
		dig_in_speed_factor = 0.08		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_entrenchment_2 = { # Ground units entrench 8% faster
		sprite = 9
		dig_in_speed_factor = 0.16		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_entrenchment_3 = { # Ground units entrench 12% faster
		sprite = 9
		dig_in_speed_factor = 0.24		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_armored_1 = { # +4 armor efficiency
		sprite = 8
		army_armor_attack_factor = 0.05
	    army_armor_defence_factor = 0.05		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_armored_2 = { # +8 armor efficiency
		sprite = 8
		army_armor_attack_factor = 0.1
	    army_armor_defence_factor = 0.1		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_armored_3 = { # +12 armor efficiency
		sprite = 8
		army_armor_attack_factor = 0.15
	    army_armor_defence_factor = 0.15		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_artillery_1 = { # +4 artillery efficiency
		sprite = 16
		army_artillery_attack_factor = 0.1
		army_artillery_defence_factor = 0.05		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_artillery_2 = { # +8 artillery efficiency
		sprite = 16
		army_artillery_attack_factor = 0.15
		army_artillery_defence_factor = 0.1		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_artillery_3 = { # +12 artillery efficiency
		sprite = 16
		army_artillery_attack_factor = 0.2
		army_artillery_defence_factor = 0.15		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_infantry_1 = { # +4 infantry efficiency
		sprite = 5
		army_infantry_attack_factor = 0.05
		army_infantry_defence_factor = 0.1		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_infantry_2 = { # +8 infantry efficiency
		sprite = 5
		army_infantry_attack_factor = 0.1
		army_infantry_defence_factor = 0.15		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 3
		}
	}
	
	army_infantry_3 = { # +12 infantry efficiency
		sprite = 5
		army_infantry_attack_factor = 0.15
		army_infantry_defence_factor = 0.2		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 4
		}
	}
	
	
	army_commando_1 = { # +4 paratrooper/marine/mountain efficiency
		sprite = 5
		special_forces_attack_factor = 0.1
	    special_forces_defence_factor = 0.1		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_commando_2 = { # +8 paratrooper/marine/mountain efficiency
		sprite = 5
		special_forces_attack_factor = 0.15
	    special_forces_defence_factor = 0.15		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_commando_3 = { # +12 paratrooper/marine/mountain efficiency
		sprite = 5
		special_forces_attack_factor = 0.2
	    special_forces_defence_factor = 0.2		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_cavalry_1 = { # +4 cavalry/motorized efficiency
		sprite = 17
		cavalry_attack_factor = 0.05
		cavalry_defence_factor = 0.05	
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_cavalry_2 = { # +8 cavalry/motorized efficiency
		sprite = 17
		cavalry_attack_factor = 0.1
		cavalry_defence_factor = 0.1	
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_cavalry_3 = { # +12 cavalry/motorized efficiency
		sprite = 17
		cavalry_attack_factor = 0.15
		cavalry_defence_factor = 0.15		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	army_CombinedArms_1 = { # +4 cavalry/motorized efficiency
		sprite = 8
		motorized_attack_factor = 0.05
		motorized_defence_factor = 0.05
		mechanized_attack_factor = 0.05
		mechanized_defence_factor = 0.05		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_CombinedArms_2 = { # +8 cavalry/motorized efficiency
		sprite = 8
		motorized_attack_factor = 0.1
		motorized_defence_factor = 0.1
		mechanized_attack_factor = 0.1
		mechanized_defence_factor = 0.1		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 3
		}
	}
	
	army_CombinedArms_3 = { # +12 cavalry/motorized efficiency
		sprite = 8
		motorized_attack_factor = 0.15
		motorized_defence_factor = 0.15
		mechanized_attack_factor = 0.15
		mechanized_defence_factor = 0.15		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 4
		}
	}
	
	
	army_regrouping_1 = { # Org regenerates 4% faster
		sprite = 5
		army_morale_factor = 0.04		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_regrouping_2 = { # Org regenerates 8% faster
		sprite = 5
		army_morale_factor = 0.08		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_regrouping_3 = { # Org regenerates 12% faster
		sprite = 5
		army_morale_factor = 0.12		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_concealment_1 = { # Ground units take less damage from air attacks
		sprite = 9
		enemy_army_bonus_air_superiority_factor = -0.05		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_concealment_2 = { # Ground units take less damage from air attacks
		sprite = 9
		enemy_army_bonus_air_superiority_factor = -0.10		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_concealment_3 = { # Ground units take less damage from air attacks
		sprite = 9
		enemy_army_bonus_air_superiority_factor = -0.15		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_logistics_1 = {  # Ground units suffer 4% less attrition
		sprite = 6
		attrition = -0.04		
		experience_gain_army = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_logistics_2 = {  # Ground units suffer 8% less attrition
		sprite = 6
		attrition = -0.08		
		experience_gain_army = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 4
		}
	}
	
	army_logistics_3 = {  # Ground units suffer 12% less attrition
		sprite = 6
		attrition = -0.12		
		experience_gain_army = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 6
		}
	}
	
	
	air_chief_reform_1 = {  # Rate at which air experience is gained increases by 5%
		sprite = 1
		experience_gain_air = 0.12
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_chief_reform_2 = {  # Rate at which air experience is gained increases by 10%
		sprite = 1
		experience_gain_air = 0.16
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_chief_reform_3 = {  # Rate at which air experience is gained increases by 15%
		sprite = 1
		experience_gain_air = 0.2
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	air_chief_safety_1 = {  # Rate of air accidents reduced by 5%
		sprite = 1
		air_accidents_factor = -0.05
		experience_gain_air = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_chief_safety_2 = {  # Rate of air accidents reduced by 10%
		sprite = 1
		air_accidents_factor = -0.1
		experience_gain_air = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_chief_safety_3 = {  # Rate of air accidents reduced by 15%
		sprite = 1
		air_accidents_factor = -0.15		
		experience_gain_air = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	air_chief_old_guard = {
		sprite = 1
		experience_gain_air_factor = -0.1
		
		max_command_power = 20
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_chief_night_operations_1 = {
		sprite = 1
		air_night_penalty = -0.1
		experience_gain_air = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_chief_night_operations_2 = { 
		sprite = 1
		air_night_penalty = -0.2
		experience_gain_air = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_chief_night_operations_3 = { 
		sprite = 1
		air_night_penalty = -0.3		
		experience_gain_air = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	air_chief_ground_support_1 = {  # Air superiority impact on land units improved by 5%
		sprite = 2
		army_bonus_air_superiority_factor = 0.05
		experience_gain_air = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_chief_ground_support_2 = {  # Air superiority impact on land units improved by 10%
		sprite = 2
		army_bonus_air_superiority_factor = 0.1
		experience_gain_air = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_chief_ground_support_3 = {  # Air superiority impact on land units improved by 15%
		sprite = 2
		army_bonus_air_superiority_factor = 0.15		
		experience_gain_air = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	# using factor in stead of values because it is applied in ALL weathers (means bonus in good weather)
	air_chief_all_weather_1 = {  # +5 bad weather air efficiency
		sprite = 1
		air_weather_penalty = -0.1
		experience_gain_air = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_chief_all_weather_2 = {  # +10 bad weather air efficiency
		sprite = 1
		air_weather_penalty = -0.2
		experience_gain_air = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_chief_all_weather_3 = {  # +15 bad weather air efficiency
		sprite = 1
		air_weather_penalty = -0.3		
		experience_gain_air = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	

	air_air_combat_training_1 = {  # Chance of ace generating is increased by 5%
		sprite = 1
		air_ace_generation_chance_factor = 0.05
		experience_gain_air = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_air_combat_training_2 = {  # Chance of ace generating is increased by 10%
		sprite = 1
		air_ace_generation_chance_factor = 0.1
		experience_gain_air = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_air_combat_training_3 = {  # Chance of ace generating is increased by 15%
		sprite = 1
		air_ace_generation_chance_factor = 0.15		
		experience_gain_air = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	# Guesstimation of what % increased efficiency might look like
	air_naval_strike_1 = { # Naval Strike mission efficiency increased by 4%
		sprite = 2
		naval_strike_attack_factor = 0.02
		naval_strike_targetting_factor = 0.02
		naval_strike_agility_factor = 0.02
		experience_gain_air = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_naval_strike_2 = { # Naval Strike mission efficiency increased by 8%
		sprite = 2
		naval_strike_attack_factor = 0.03
		naval_strike_targetting_factor = 0.03
		naval_strike_agility_factor = 0.03
		experience_gain_air = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_naval_strike_3 = { # Naval Strike mission efficiency increased by 12%
		sprite = 2
		naval_strike_attack_factor = 0.05
		naval_strike_targetting_factor = 0.05
		naval_strike_agility_factor = 0.05		
		experience_gain_air = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}

	air_pilot_training_1 = {
		sprite = 1
		air_training_xp_gain_factor = 0.05
		experience_gain_air = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	air_pilot_training_2 = {
		sprite = 1
		air_training_xp_gain_factor = 0.1
		experience_gain_air = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	air_pilot_training_3 = {
		sprite = 1
		air_training_xp_gain_factor = 0.15		
		experience_gain_air = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	navy_chief_naval_aviation_1 = {
		sprite = 1
		navy_carrier_air_attack_factor = 0.03
		navy_carrier_air_targetting_factor = 0.03
		navy_carrier_air_agility_factor = 0.04
		experience_gain_navy = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_chief_naval_aviation_2 = {
		sprite = 1
		navy_carrier_air_attack_factor = 0.06
		navy_carrier_air_targetting_factor = 0.07
		navy_carrier_air_agility_factor = 0.08
		experience_gain_navy = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_chief_naval_aviation_3 = {
		sprite = 1
		navy_carrier_air_attack_factor = 0.1
		navy_carrier_air_targetting_factor = 0.12
		navy_carrier_air_agility_factor = 0.15
		experience_gain_navy = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	navy_chief_decisive_battle_1 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.05
		navy_capital_ship_defence_factor = 0.05
		navy_screen_attack_factor = 0.05
		navy_screen_defence_factor = 0.05
		experience_gain_navy = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_chief_decisive_battle_2 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.1
		navy_capital_ship_defence_factor = 0.1
		navy_screen_attack_factor = 0.1
		navy_screen_defence_factor = 0.1
		experience_gain_navy = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_chief_decisive_battle_3 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.15
		navy_capital_ship_defence_factor = 0.15
		navy_screen_attack_factor = 0.15
		navy_screen_defence_factor = 0.15
		experience_gain_navy = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	navy_chief_commerce_raiding_1 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 0.1
		experience_gain_navy = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_chief_commerce_raiding_2 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 0.15
		experience_gain_navy = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_chief_commerce_raiding_3 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 0.2
		experience_gain_navy = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	navy_chief_old_guard = {
		sprite = 3
		experience_gain_navy_factor = -0.1
		
		max_command_power  = 20
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_chief_reform_1 = {
		sprite = 3
		experience_gain_navy = 0.12
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_chief_reform_2 = {
		sprite = 3
		experience_gain_navy = 0.16
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_chief_reform_3 = {
		sprite = 3
		experience_gain_navy = 0.2
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	navy_chief_maneuver_1 = { # Naval units move 5% faster
		sprite = 3
		naval_speed_factor = 0.05
		experience_gain_navy = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_chief_maneuver_2 = { # Naval units move 10% faster
		sprite = 3
		naval_speed_factor = 0.1
		experience_gain_navy = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_chief_maneuver_3 = { # Naval units move 15% faster
		sprite = 3
		naval_speed_factor = 0.15
		experience_gain_navy = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	navy_anti_submarine_1 = {
		sprite = 4
		navy_submarine_detection_factor = 0.1
		experience_gain_navy = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_anti_submarine_2 = {
		sprite = 4
		navy_submarine_detection_factor = 0.15
		experience_gain_navy = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_anti_submarine_3 = {
		sprite = 4
		navy_submarine_detection_factor = 0.2
		experience_gain_navy = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	navy_naval_air_defense_1 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.08
		experience_gain_navy = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_naval_air_defense_2 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.15
		experience_gain_navy = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_naval_air_defense_3 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.2
		experience_gain_navy = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	navy_fleet_logistics_1 = {
		sprite = 6
		navy_max_range_factor = 0.05
		experience_gain_navy = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_fleet_logistics_2 = {
		sprite = 6
		navy_max_range_factor = 0.10
		experience_gain_navy = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_fleet_logistics_3 = {
		sprite = 6
		navy_max_range_factor = 0.15
		experience_gain_navy = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	navy_amphibious_assault_1 = {
		sprite = 3
		amphibious_invasion = 0.05
		experience_gain_navy = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_amphibious_assault_2 = {
		sprite = 3
		amphibious_invasion = 0.1
		experience_gain_navy = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_amphibious_assault_3 = {
		sprite = 3
		amphibious_invasion = 0.15
		experience_gain_navy = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}


	navy_submarine_1 = {
		sprite = 4
		navy_submarine_attack_factor = 0.1
		navy_submarine_defence_factor = 0.05
		experience_gain_navy = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}

	navy_submarine_2 = {
		sprite = 4
		navy_submarine_attack_factor = 0.15
		navy_submarine_defence_factor = 0.1
		experience_gain_navy = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}

	navy_submarine_3 = {
		sprite = 4
		navy_submarine_attack_factor = 0.2
		navy_submarine_defence_factor = 0.15
		experience_gain_navy = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}


	navy_capital_ship_1 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.05
		navy_capital_ship_defence_factor = 0.05
		experience_gain_navy = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}

	navy_capital_ship_2 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.1
		navy_capital_ship_defence_factor = 0.1
		experience_gain_navy = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}

	navy_capital_ship_3 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.15
		navy_capital_ship_defence_factor = 0.15
		experience_gain_navy = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}


	navy_screen_1 = {
		sprite = 3
		navy_screen_attack_factor = 0.05
		navy_screen_defence_factor = 0.1
		experience_gain_navy = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}

	navy_screen_2 = {
		sprite = 3
		navy_screen_attack_factor = 0.1
		navy_screen_defence_factor = 0.15
		experience_gain_navy = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}

	navy_screen_3 = {
		sprite = 3
		navy_screen_attack_factor = 0.15
		navy_screen_defence_factor = 0.2
		experience_gain_navy = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
		}
	}

	navy_carrier_1 = {
		sprite = 3
		sortie_efficiency = 0.1
		experience_gain_navy = 0.06
		
		command_cap = @tier1
		
		ai_will_do = {
			factor = 1
		}
	}

	navy_carrier_2 = {
		sprite = 3
		sortie_efficiency = 0.15
		experience_gain_navy = 0.09
		
		command_cap = @tier2
		
		ai_will_do = {
			factor = 2
		}
	}

	navy_carrier_3 = {
		sprite = 3
		sortie_efficiency = 0.2
		experience_gain_navy = 0.12
		
		command_cap = @tier3
		
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				has_navy_size = { unit = carrier size < 1 }
			}
		}
	}


}
