#	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
#
#		# 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

grh_the_road_to_recovery = {
	icon = GFX_idea_construction_penalty

	enable = { 
		always = yes 
	}

	remove_trigger = { 
		always = no 
	}
	
	consumer_goods_factor = grh_consumption_var
	production_speed_arms_factory_factor = grh_industrial_recovery_var
	production_speed_industrial_complex_factor = grh_industrial_recovery_var
	production_speed_infrastructure_factor = grh_industrial_recovery_var
	supply_consumption_factor = grh_army_supply_var
	army_morale_factor = grh_army_recovery_var
	conscription_factor = grh_army_recovery_var
	political_power_cost = grh_political_recovery_var
}

grh_consequences_of_the_south = {
	icon = GFX_idea_warband_without_a_home

	enable = { 
		always = yes 
	}

	remove_trigger = { 
		always = no
	}
	
	monthly_population = grh_population_change
	stability_factor = grh_stability
	war_support_factor = grh_war_support
	experience_gain_army = grh_army_experience
	consumer_goods_factor = grh_consumption
	local_resources_factor = grh_resources
}