leader_traits = {
	Cordelia = {
		political_power_gain = 0.1
		recon_factor = 0.15
		encryption_factor = 0.1
		decryption_factor = 0.1
		ai_will_do = {
			factor = 3
		}
	}
	Desolation = {
		resistance_target = -0.05
		resistance_growth = -0.05
		resistance_damage_to_garrison = -0.05
		ai_will_do = {
			factor = 3
		}
	}
	The_Kings_fools = {
		core_creation_cost_factor = -0.15
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		trade_opinion_factor = 0.25
		ai_will_do = {
			factor = 3
		}
	}
	The_First_Trickster = {
		org_loss_when_moving = -0.1
		army_speed_factor = 0.05
		dig_in_speed_factor = -0.2
		ai_will_do = {
			factor = 3
		}
	}
	The_Father = {
		economy_cost_factor = -0.2
		mobilization_laws_cost_factor = -0.2
		trade_laws_cost_factor = -0.2
		ai_will_do = {
			factor = 3
		}
    }
	Polonius = {
		offensive_war_stability_factor = 0.12
		war_support_factor = 0.10
		consumer_goods_factor = -0.05
		ai_will_do = {
			factor = 3
		}
	}
	the_seventh_seer = {
		army_morale_factor = 0.05
		planning_speed = 0.1
		max_planning = -0.1
		ai_will_do = {
			factor = 3
		}
	}
	DRA_The_Harlequin = {
		army_attack_factor = 0.1
		equipment_bonus = {
			spec_ops_equipment = {
				instant = yes
				breakthrough = 0.1
			}
		}
		ai_will_do = {
			factor = 3
		}
	}
	DRA_The_Maker = {
		production_speed_arms_factory_factor = 0.1
		equipment_bonus = {
			heavy_infantry_equipment = {
				instant = yes
				build_cost_ic = -0.1
			}
		}
		ai_will_do = {
			factor = 3
		}
	}
	masquerade_voice = {
			encryption_factor = 0.15
			decryption_factor = 0.15
			army_core_defence_factor = 0.1
		ai_will_do = {
			factor = 3
		}
	}
	masquerade_voice_locked = {
		random = no
		custom_modifier_tooltip = masquerade_voice_locked_tt
	}
	face_of_comedy = {
		stability_factor = 0.1
		army_org_factor = 0.06
		resistance_damage_to_garrison = -0.05
		ai_will_do = {
			factor = 3
		}
	}
	face_of_eternity = {
		army_defence_factor = 0.05
		non_core_manpower = 0.1
		ai_will_do = {
			factor = 3
		}
	}
	face_of_eternity_locked = {
		random = no
		custom_modifier_tooltip = face_of_eternity_locked_tt
	}
	face_of_tragedy = {
		army_attack_factor = 0.1
		army_speed_factor = 0.1
		max_organisation = -0.15
		special_forces_min = 15
		heavy_infantry = {
			max_organisation = 0.05
		}
		stability_factor = -0.15
		ai_will_do = {
			factor = 3
		}
	}
	DRA_Euterpe = {
		stability_factor = 0.2
		war_support_factor = -0.20
		production_speed_infrastructure_factor = 0.2
		ai_will_do = {
			factor = 3
		}
	}
	DRA_Polyhymnia = {
		stability_factor = 0.15
		monthly_population = 0.1
		conscription_factor = 0.05
		core_creation_cost_factor = -0.15
		ai_will_do = {
			factor = 3
		}
	}
	DRA_Tepischore = {
		recon_factor = 0.15
		army_speed_factor = 0.1
		army_attack_factor = 0.07
		ai_will_do = {
			factor = 3
		}
	}
	DRA_Clio = {
		research_speed_factor = 0.05
		experience_gain_army_factor = 0.1
		political_power_factor = -0.05
		ai_will_do = {
			factor = 3
		}
	}
	DRA_Erato = {
		research_speed_factor = 0.2
		political_power_factor = -0.15
		stability_factor = -0.2
		ai_will_do = {
			factor = 3
		}
	}
	DRA_Urania = {
		compliance_gain = 0.15
		political_power_factor = -0.05
		army_morale_factor = 0.05
		ai_will_do = {
			factor = 3
		}
	}
	#Getting this idea means you have pretty much gotten a world conquest already.
	#Mostly some modifiers to help you mop up that WQ.
	bos_saviour_of_mankind = {
		random = no
		special_forces_cap = 0.5
		resistance_target = -0.5
		resistance_growth = -0.5
		compliance_growth = 0.5
		justify_war_goal_time = -0.75
		political_power_factor = 2.5
	}

	bos_absolute_brotherhood_high_elder = {
		random = no
		political_power_factor = 0.33
		stability_factor = 0.33
		war_support_factor = 0.33
		offensive_war_stability_factor = 0.33
		drift_defence_factor = 1
		core_creation_cost_factor = -0.33
		required_compliance_for_coring_factor = -0.33
		justify_war_goal_time = -0.15
	}

	bos_the_smothering_storm = {
		random = no
		custom_modifier_tooltip = tvt_the_people_of_tomorrow_warform_tooltip
	}

	bos_war_hero_of_the_ncr_war = {
		random = no

		targeted_modifier = {
			tag = NCR
			attack_bonus_against = 0.05
		}
	}

	bos_maxson_heritage = {
		random = no
		army_morale_factor = 0.05
	}

	bos_a_true_maxson = {
		random = no
		army_morale_factor = 0.10
		political_power_factor = 0.15
		stability_factor = 0.10
	}

	bos_shellshocked = {
		random = no
		political_power_factor = -0.33
		army_morale_factor = -0.05
		targeted_modifier = {
			tag = NCR
			attack_bonus_against = -0.05
		}
	}

	suf_trait = {
		random = no
		army_morale_factor = 0.075
		compliance_gain = 0.02
	}

	cafe_manager = {
		sprite = 10
		random = no
		caps_income_modifier = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	famous_actress = {
		sprite = 10
		random = no
		compliance_gain = 0.03
		ai_will_do = {
			factor = 1
		}
	}

	#GRD
	#Note; do not give this trait to anyone else, its obnoxious
	fortification_master = {
		sprite = 10
		random = no
		production_speed_bunker_factor = 0.4
		army_defence_factor = 0.05
		breakthrough_factor = -0.05
		org_loss_when_moving = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	#Rangers
	veteran_ranger = {
		random = no
		coring_police_div = 1
		recon_factor = 0.15
		special_forces_min = 15
		modifier_army_sub_unit_police_infantry_attack_factor = 0.15
		required_compliance_for_coring = -15
		max_dig_in_factor = -0.15
	}

	#KAGA
	arroyos_exile = {
		random = no
		custom_modifier_tooltip = arroyos_exile_tt
		offensive_war_stability_factor = 0.075
		modifier_army_sub_unit_heavy_infantry_attack_factor = 0.05
		modifier_army_sub_unit_heavy_infantry_speed_factor = 0.1
	}

	arroyos_saviour = {
		random = no
		stability_factor = 0.15
		modifier_army_sub_unit_heavy_infantry_attack_factor = 0.05
		modifier_army_sub_unit_heavy_infantry_speed_factor = 0.1
	}

	the_last_arroyan = {
		random = no
		compliance_gain = 0.02
		offensive_war_stability_factor = 0.075
		modifier_army_sub_unit_heavy_infantry_attack_factor = 0.075
		modifier_army_sub_unit_heavy_infantry_speed_factor = 0.15
	}

	disciple_of_the_dragon = {
		random = no
		offensive_war_stability_factor = 0.075
		army_morale_factor = 0.02
	}

	disciple_of_the_dragon_locked = {
		random = no
		custom_modifier_tooltip = disciple_of_the_dragon_locked_tt
	}

	new_renos_menace = {
		random = no
		coring_raider_infantry_equipment_per_infrastructure_mod = 10
		coring_raider_command_power_per_infrastructure_mod = 5
	}

	new_renos_menace_locked = {
		random = no
		custom_modifier_tooltip = new_renos_menace_locked_tt
	}

	frank_horrigans_fury = {
		random = no
		justify_war_goal_time = -0.33
	}

	frank_horrigans_fury_locked = {
		random = no
		custom_modifier_tooltip = frank_horrigans_fury_locked_tt
	}

	legend_of_navarro = {
		random = no
		research_speed_factor = 0.15
		country_resource_energy = 15
		country_resource_advanced = 5
		country_resource_composites = 5
		country_resource_circuitry = 5
		country_resource_metal = 5
		modifier_army_sub_unit_power_armour_attack_factor = 0.025
		modifier_army_sub_unit_power_armour_support_attack_factor = 0.025
		modifier_army_sub_unit_power_armour_speed_factor = 0.025
	}

	raider_of_navarro = {
		random = no
		modifier_army_sub_unit_power_armour_attack_factor = 0.05
		modifier_army_sub_unit_power_armour_support_attack_factor = 0.05
	}

	raider_of_navarro_locked = {
		random = no
		custom_modifier_tooltip = raider_of_navarro_locked_tt
	}

	lord_of_the_sons = {
		random = no
		offensive_war_stability_factor = 0.15
		modifier_army_sub_unit_power_armour_support_attack_factor = 0.05
		modifier_army_sub_unit_power_armour_attack_factor = 0.05
		modifier_army_sub_unit_heavy_infantry_attack_factor = 0.075
		modifier_army_sub_unit_heavy_infantry_speed_factor = 0.05
	}

	lord_of_the_sons_locked = {
		random = no
		custom_modifier_tooltip = lord_of_the_sons_locked_tt
	}

	#Others
	veg_rigged_from_the_start = {
		random = no
		conscription_factor = -0.2
		resistance_target = 0.05
	}

	shi_dragonsblood = {
		random = no
		stability_factor = 0.1
	}

	mos_no_need_for_bombs = {
		random = no
		stability_factor = 0.1
		army_org_factor = 0.06
		compliance_gain = 0.02
	}

	arm_man_of_destiny = {
		random = no
		naval_invasion_capacity = 10
		navy_max_range_factor = 0.4
		experience_gain_navy = 0.1
		naval_invasion_prep_speed = 0.2
		naval_invasion_penalty = -0.2
		offensive_war_stability_factor = 0.1
	}

	oro_goddess_of_the_dark_moon = {
		random = no
		stability_factor = 0.1
		army_org_factor = 0.1
		required_garrison_factor = -0.2
		compliance_gain = 0.02
		#custom_modifier_tooltip = oro_goddess_of_the_dark_moon_tt
	}

	oro_secrets_of_the_nursery = {
		random = no
		research_speed_factor = 0.2
	}

	mournful = {
		random = no
		army_morale_factor = 0.05
	}

	LAC_master_of_the_rock = {
		random = no
		army_morale_factor = 0.02
		compliance_gain = 0.02
		experience_gain_army_factor = 0.05
	}

	moj_distrusted_elder = {
		random = no
		stability_factor = -0.10
		intellectuals_drift = -0.05
	}

	moj_obsessed_elder = {
		random = no
		stability_factor = -0.15
		intellectuals_drift = -0.10
	}

	#TV-Town stuff
	tof_raider_queen = {
		random = no
		coring_raider_caps_per_infrastructure_mod = 15
		army_attack_factor = 0.03
		army_org_factor = -0.05
	}

	burned_man = {
		random = no
		ai_focus_aggressive_factor = 0.2
		justify_war_goal_time = -0.15
		army_morale_factor = 0.02

		ai_will_do = {
			factor = 1
		}
	}

	blessed_are_the_merciful = {
		random = no
		sprite = 13

		ai_focus_peaceful_factor = 0.2
		opinion_gain_monthly_factor = 0.25

		ai_will_do = {
			factor = 1
		}
	}

	benny_trait = {
		random = no
		sprite = 5
		intel_network_gain_factor = 0.2
		own_operative_detection_chance_factor = -0.4
		ai_will_do = {
			factor = 3
		}
	}

	benny_trait_non_lar = {
		random = no
		sprite = 5
		civilian_intel_factor = 0.3
		army_intel_factor = 0.3
		encryption = 0.5
		ai_will_do = {
			factor = 3
		}
	}

	robco_ceo = {
		random = no
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		trade_opinion_factor = 0.25
		ai_will_do = {
			factor = 1
		}
	}

	strip_overlord1 = {
		random = no
		caps_income_modifier = 0.10
		stability_factor = 0.10
		war_support_factor = -0.10
		ai_will_do = {
			factor = 1
		}
	}

	strip_overlord2 = {
		random = no
		caps_income_modifier = 0.20
		political_power_gain = 0.10
		stability_factor = 0.20
		war_support_factor = 0.10
		ai_will_do = {
			factor = 1
		}
	}

	lanius_women = {
		random = no
		sprite = 5
		encryption_factor = 0.25
		decryption_factor = 0.25
		ai_will_do = {
			factor = 3
		}
	}

	the_king_trait = {
		random = no
		sprite = 5
		war_support_factor = 0.05
		stability_factor = 0.05
		production_speed_buildings_factor = 0.1

		ai_will_do = {
			factor = 3
		}
	}

	nero_trait = {
		random = no
		sprite = 5
		local_resources_factor = 0.15
		production_factory_max_efficiency_factor = 0.10
		stability_factor = -0.05

		ai_will_do = {
			factor = 3
		}
	}

	motor_runner = {
		random = no
		sprite = 5
		experience_gain_army = 0.1
		army_morale_factor = 0.05
		conscription_factor = 0.05
		ai_focus_aggressive_factor = 0.5
		ai_will_do = {
			factor = 3
		}
	}

	false_khan = {
		random = no
		sprite = 5
		justify_war_goal_time = -0.3
		army_attack_factor = 0.1
		ai_will_do = {
			factor = 3
		}
	}

	majorie_trait = {
		random = no
		sprite = 5
		political_power_factor = 0.15
		subversive_activites_upkeep = -0.1
		opinion_gain_monthly_same_ideology_factor = 0.5
		trade_opinion_factor = 0.5
		ai_will_do = {
			factor = 3
		}
	}

	timelord = {
		random = no
		sprite = 5
		research_speed_factor = 0.4
		industrial_capacity_factory = 0.2
		production_speed_buildings_factor = 0.2
	}

	jolly = {
		random = no
		stability_factor = 0.10
		army_morale_Factor = 0.10
		ai_will_do = {
			factor = 1
		}
	}

	naughty_and_nice = {
		random = no
		ai_focus_aggressive_factor = 0.6
		army_org_factor = 0.05
		resistance_damage_to_garrison = -0.5
		political_power_factor = 0.25

		ai_will_do = {
			factor = 1
		}
	}

	conqueror_of_tribes = {
		random = no
		army_morale_factor = 0.05
		war_support_factor = 0.10
		stability_factor = 0.10

		ai_will_do = {
			factor = 1
		}
	}

	cornered_fox = {
		random = no
		army_defence_factor = 0.15
		army_morale_Factor = 0.10

		ai_will_do = {
			factor = 1
		}
	}

	vulpes_inculta = {
		random = no
		resistance_damage_to_garrison = -0.5
		subversive_activites_upkeep = -0.5
		ai_will_do = {
			factor = 1
		}
	}

	military_background = {
		planning_speed = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	attis_mastersmith = {
		random = no
		country_resource_metal = 5
		ai_will_do = {
			factor = 1
		}
	}

	attis_loyal_general = {
		random = no
		mobilization_speed = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	attis_mayor_of_austin = {
		random = no
		political_power_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	propaganda_team = {
		random = no
		political_power_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	good_publiciity = {
		random = no
		compliance_gain = 0.02
		political_power_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	warmonger = {
		random = no
		ai_focus_aggressive_factor = 0.6

		ai_will_do = {
			factor = 1
		}
	}

	ineffective = {
		random = no
		political_power_factor = -0.5

		ai_will_do = {
			factor = 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
		}
	}

	lanius_ruthless = {
		random = no
		army_org_factor = 0.05
		resistance_damage_to_garrison = -0.5
		political_power_factor = 0.25

		ai_will_do = {
			factor = 1
		}
	}

	lanius_frumentarii = {
		random = no
		own_operative_detection_chance_factor = -0.2
		operative_slot = 1
	}

	lanius_builder_trait = {
		random = no
		sprite = 5
		local_resources_factor = 0.10
		production_factory_max_efficiency_factor = 0.10

		ai_will_do = {
			factor = 3
		}
	}

	lanius_monster_east = {
		random = no
		sprite = 5
		army_attack_factor = 0.1
		out_of_supply_factor = -0.2
		breakthrough_factor = 0.1
		political_power_factor = 0.10
		army_morale_Factor = 0.10
		ai_will_do = {
			factor = 3
		}
	}

	lanius_monster_east1 = {
		random = no
		sprite = 5
		army_org_factor = 0.05
		resistance_damage_to_garrison = -0.10
		political_power_factor = 0.10
		army_morale_Factor = 0.10
		ai_will_do = {
			factor = 3
		}
	}

	roller_derby_queen = {
		random = no
		ai_badass_factor = 0.25
		ai_focus_aggressive_factor = 0.5
		mobilization_speed = 0.25
		ai_will_do = {
			factor = 1
		}
	}

	popular_figurehead = {
		sprite = 13
		stability_factor = 0.10
		war_support_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	cult_of_personality = {
		sprite = 13
		random = no

		mobilization_speed = 0.20
		compliance_gain = 0.02

		ai_will_do = {
			factor = 1
		}
	}

	crazy_crazy_crazy = {
		random = no

		political_power_factor = -0.25
		encryption_factor = 0.5

		ai_will_do = {
			factor = 1
		}
	}

	because_aliens = {
		random = no

		political_power_factor = 0.15
		encryption_factor = -0.05

		ai_will_do = {
			factor = 1
		}
	}

	mlt_insatiable_hunger = {
		random = no
		weekly_manpower = -7

		ai_will_do = {
			factor = 1
		}
	}

	mlt_monster_from_the_depths = {
		random = no
		stability_factor = 0.1
		army_morale_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	new_mariposa_new_master = {
		random = no
		production_speed_buildings_factor = 0.15
		justify_war_goal_time = -0.30
		political_power_factor = 0.30

		ai_will_do = {
			factor = 1
		}
	}

	lanius_monster_world = {
		random = no
		justify_war_goal_time = -0.30
		political_power_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}


	tyrant_of_the_warren = {
		random = no
		offensive_war_stability_factor = 0.30
		mobilization_speed = 0.30
		ruler_drift = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	gorgon_queen = {
		random = no
		offensive_war_stability_factor = 0.30
		justify_war_goal_time = -0.30

		ai_will_do = {
			factor = 1
		}
	}

	skeleton_king = {
		random = no
		offensive_war_stability_factor = 0.30
		justify_war_goal_time = -0.30

		ai_will_do = {
			factor = 1
		}
	}

	bdt_last_of_the_cathedral = {
		random = no
		intellectuals_drift = 0.05
		research_speed_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	spiritual = {
		random = no
		intellectuals_drift = 0.05
		research_speed_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	prespers_protege = {
		random = no
		intellectuals_drift = 0.05
		research_speed_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	bdt_fire_walker = {
		random = no
		max_fuel_factor = 0.3
		political_power_factor = 0.30
		justify_war_goal_time = -0.3
		ai_will_do = {
			factor = 1
		}
	}

	bdt_fire_walker_op = {
		random = no
		weekly_manpower = 50
		army_speed_factor = 0.15
		compliance_gain = 0.2
		resistance_target = -0.25
		political_power_factor = 0.25
		mobilization_speed = 0.75
		special_forces_min = 50
		research_speed_factor = 0.15
		industrial_capacity_factory = 0.2
		special_forces_cap = 0.75
		war_stability_factor = 0.4
		max_command_power = 100
		command_power_gain = 1
		out_of_supply_factor = -0.2
		resistance_damage_to_garrison = -0.25
		intellectuals_drift = 1
		min_export = -1

		ai_will_do = {
			factor = 1
		}
	}

	rob_doki_doki = {
		random = no
		custom_modifier_tooltip = rob_doki_doki_tt

		ai_will_do = {
			factor = 1
		}
	}

	road_warrior = {
		random = no
		coring_raider_infantry_equipment_per_infrastructure_mod = 15
		coring_raider_command_power_per_infrastructure_mod = 5
		coring_raider_caps_per_infrastructure_mod = 5
		experience_gain_army_factor = 0.15
		army_morale_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	master_of_the_highway = {
		random = no
		justify_war_goal_time = -0.3
		maxium_core_cost_increase = -50
		core_creation_cost_factor = -0.25

		ai_will_do = {
			factor = 1
		}
	}

	top_mechanic = {
		random = no
		production_speed_infrastructure_factor = 0.10
		supply_consumption_factor = -0.04
		consumer_goods_expected_value = -0.03
	}

	god_from_the_machine = {
		random = no
		stability_factor = 0.15
		war_support_factor = 0.15
		compliance_gain = 0.02
		political_power_factor = 0.1
		army_core_defence_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	pacifist = {
		random = no
		stability_factor = 0.05
		war_support_factor = -0.10
		political_power_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	han_true_alpha_trait = {
		random = no
		stability_factor = 0.1
		war_support_factor = 0.1
		#army_core_attack_factor = 0.10 During 3.2's pre-production this made Hangdogs too powerful vs Lanius, since Lanius lost a lot of his army mods.
		political_power_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}

	colorado_patriot = {
		random = no
		custom_modifier_tooltip = for_can_form_colorado

		ai_will_do = {
			factor = 1
		}
	}

	oklahoma_patriot = {
		random = no
		custom_modifier_tooltip = can_form_oklahoma_tt

		ai_will_do = {
			factor = 1
		}
	}

	dsp_master_of_his_steed = {
		random = no
		motorized_attack_factor = 0.04
		equipment_bonus = {
			motorized_equipment = {
				build_cost_ic = -0.075
				instant = yes
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	head_of_tribal_council = {
		random = no
		political_power_factor = 0.15
		stability_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	born_of_the_blood = {
		random = no
		ai_focus_aggressive_factor = 0.4
		army_morale_factor = 0.08
		army_attack_factor = 0.02
		ai_will_do = {
			factor = 1
		}
	}

	he_of_no_moiety = {
		random = no
		stability_factor = 0.05
		army_leader_cost_factor = -0.2
		ai_will_do = {
			factor = 1
		}
	}

	elected_tribe_president = {
		random = no
		political_power_factor = 0.12
		stability_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	calix_cunning = {
		random = no
		modifier_army_sub_unit_super_mutant_infantry_defence_factor = 0.15
		research_speed_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}

	attis_aggression = {
		random = no
		modifier_army_sub_unit_super_mutant_infantry_attack_factor = 0.15
		supply_consumption_factor = -0.15
		ai_will_do = {
			factor = 1
		}
	}

	shale_sedulousness = {
		random = no
		modifier_army_sub_unit_super_mutant_infantry_speed_factor = 0.15
		production_factory_start_efficiency_factor = 0.15
		ai_will_do = {
			factor = 1
		}
	}

	experiment_0011 = {
		random = no
		war_support_factor = 0.3
		research_speed_factor = -0.15
		ai_will_do = {
			factor = 1
		}
	}

	clk_armament_sector = {
		random = no
		production_speed_arms_factory_factor = 0.1
	}

	immortal_engineering = {
		random = no
		custom_modifier_tooltip = immortal_engineering_tt
	}

	symbol_of_unity = {
		random = no
		stability_factor = 0.08
		conscription_factor = 0.12
		army_core_defence_factor = 0.04
		ai_will_do = {
			factor = 1
		}
	}

	the_137th_archbishop = {
		random = no
		stability_factor = 0.075
		compliance_gain = 0.02
		ai_will_do = {
			factor = 1
		}
	}

	survivalist = {
		random = no
		local_resources_factor = 0.075
		army_speed_factor = 0.05
	}

	grand_captain = {
		random = no
		navy_leader_start_maneuvering_level = 1
		conscription_factor = 0.04
	}

	war_hero = {
		random = no
		ai_focus_aggressive_factor = 0.1
		army_leader_start_planning_level = 1
		war_support_factor = 0.1
	}

	hardliner = {
		random = no
		political_power_factor = -0.15
		stability_factor = 0.05
	}

	hardliner_1 = {
		random = no
		political_power_factor = 0.05
		stability_factor = 0.05
	}

	ncr_patriot = {
		random = no
		production_speed_buildings_factor = 0.05
		stability_factor = 0.05
		political_power_factor = 0.10
	}

	old_worldist = {
		random = no
		research_speed_factor = 0.02
		production_speed_buildings_factor = 0.075
		conscription_factor = -0.05
	}

	follower_buddy = {
		random = no
		production_speed_buildings_factor = 0.05
		conscription_factor = 0.05
	}


	baron_connections = {
		random = no
		caps_income_modifier = 0.12
		stability_factor = -0.05
		political_power_factor = -0.05
	}

	aggressively_simple = {
		random = no
		ai_focus_aggressive_factor = 0.2
		caps_income_modifier = 0.1
		conscription_factor = 0.1
	}

	logistics_tsar = {
		random = no
		production_speed_infrastructure_factor = 0.10
		supply_consumption_factor = -0.04
		consumer_goods_expected_value = -0.03
	}

	bane_of_the_ncr = {
		random = no
		targeted_modifier = {
			tag = MOT
			defense_bonus_against = 0.05
		}
		war_support_factor = 0.05
	}

	local_patriot = {
		random = no
		army_core_defence_factor = 0.04
		stability_factor = 0.05
	}

	pirate_queen = {
		random = no
		naval_speed_factor = 0.08
		war_support_factor = 0.1
		political_power_factor = 0.075
	}

	pirate_king = {
		random = no
		naval_speed_factor = 0.08
		war_support_factor = 0.1
		political_power_factor = 0.075
	}

	#####################################
	# LAC traits#
	#####################################

	lac_no_mercy = {
		random = no
		production_speed_buildings_factor = -0.2
		research_speed_factor = -0.2
		resistance_target = 0.2
		training_time_factor = -0.2
		surrender_limit = 0.1
		equipment_capture = 0.2 #Pretty strong in OWB
		annex_cost_factor = -0.25
	}

	lanius_caesars_warden = {
		random = no
		production_speed_buildings_factor = -0.1
		research_speed_factor = -0.15
		resistance_target = 0.1
		training_time_factor = -0.2
		# compliance_gain = 0.01
		autonomy_gain = -0.25
		ai_will_do = {
			factor = 3
		}
	}

	lac_frontier_justice = {
		random = no
		production_speed_buildings_factor = -0.05
		research_speed_factor = -0.05
		resistance_target = 0.05
		training_time_factor = -0.15
		# compliance_gain = 0.01
	}

	#####################################
	# TBH/ACH traits#
	#####################################

	stagnant_politician = {
		random = no
		stability_factor = 0.05
		political_power_factor = -0.1
		ai_will_do = {
			factor = 1
		}
	}

	radical_reformer = {
		random = no
		stability_factor = -0.1
		research_speed_factor = 0.075
		ai_will_do = {
			factor = 1
		}
	}

	cos_member = {
		random = no
		stability_factor = 0.1
		research_speed_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	mistress_of_subterfuge = {
		random = no
		political_power_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}

	mutant_politician = {
		random = no
		stability_factor = -0.1
		war_support_factor = -0.1
		special_forces_min = 20 #special_forces_cap = 0.05
		conscription_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	economic_knowhow = {
		random = no
		caps_expense_modifier = -0.05
		caps_income_modifier = 0.1
		ai_will_do = {
			factor = 1
		}
	}

	#####################################
	# RELATIONS STRATEGY TRAITS /Mechano#
	#####################################

	isolationist_trait = {
		random = no

		join_faction_tension = 0.5

		ai_will_do = {
			factor = 1
		}
	}


	#########################
	# RANDOM TRAITS /Mechano#
	#########################

	paranoid = {
		random = yes

		planning_speed = -0.1
		enemy_justify_war_goal_time = -0.35
		justify_war_goal_time = -0.35

		ai_will_do = {
			factor = 1
		}
	}

	political_workhorse = {
		random = yes
		sprite = 13
		political_power_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}

	cruel_tyrant = {
		sprite = 13
		resistance_damage_to_garrison = -0.25
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.02

		ai_will_do = {
			factor = 1
		}
	}

	well_liked_leader = {
		random = yes
		sprite = 13
		opinion_gain_monthly_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}

	backstabber = {
		sprite = 13
		political_power_factor = 0.05
		compliance_gain = 0.02

		ai_will_do = {
			factor = 1
		}
	}

	expert_negotiator = {
		random = yes
		sprite = 13
		trade_opinion_factor = 0.20

		ai_will_do = {
			factor = 1
		}
	}

	ideological_crusader = {
		random = yes
		sprite = 13
		opinion_gain_monthly_same_ideology_factor = 1.0

		ai_will_do = {
			factor = 0.2
		}
	}

	fortifications_expert = {
		sprite = 10
		random = yes
		production_speed_bunker_factor = 0.15
		production_speed_coastal_bunker_factor = 0.15
		production_speed_anti_air_building_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}

	war_industrialist = {
		sprite = 10
		random = yes
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_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 = 0.15

		ai_will_do = {
			factor = 1
		}
	}

	armaments_organizer = {
		sprite = 10
		random = yes
		conversion_cost_civ_to_mil_factor = -0.3
		# civ_to_mil_industry_conversion_rate = -1

		ai_will_do = {
			factor = 1
		}
	}
		### IDEA TRAITS ###

	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

		ai_will_do = {
			factor = 1
		}
	}

	backroom_backstabber = {
		sprite = 13
		political_power_factor = 0.05
		compliance_gain = 0.02

		ai_will_do = {
			factor = 1
		}
	}

	smooth_talking_charmer = {
		random = yes
		sprite = 13
		trade_opinion_factor = 0.10

		ai_will_do = {
			factor = 1
		}
	}

	ideological_crusader = {
		random = yes
		sprite = 13
		opinion_gain_monthly_same_ideology_factor = 1.0

		ai_will_do = {
			factor = 0.2
		}
	}

	fortification_engineer = {
		sprite = 10
		random = yes
		production_speed_bunker_factor = 0.15
		production_speed_coastal_bunker_factor = 0.15
		production_speed_anti_air_building_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}

	war_industrialist = {
		sprite = 10
		random = yes
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1

		ai_will_do = {
			factor = 2
		}
	}

	armaments_organizer = {
		sprite = 10
		random = yes
		conversion_cost_civ_to_mil_factor= -0.2
		# civ_to_mil_industry_conversion_rate = -1

		ai_will_do = {
			factor = 1
		}
	}

	quartermaster_general = {
		sprite = 10
		random = yes
		production_speed_air_base_factor = 0.16
		production_speed_naval_base_factor = 0.16
		# production_speed_rocket_site_factor = 0.16
		production_speed_radar_station_factor = 0.16

		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
		}
	}

	enclave_defector_ncr = {
		random = no
		sprite = 14

		ai_will_do = {
			factor = 1
		}
		equipment_bonus = {
			power_armor_equipment = {
				maximum_speed = 0.08
				reliability = 0.1
			}
		}
	}

	military_theorist = {
		sprite = 14
		experience_gain_army = 0.15
		ai_will_do = {
			factor = 500
		}
	}
	military_theorist_no_sprite = {
		experience_gain_army = 0.15
		ai_will_do = {
			factor = 500
		}
	}
	experimental_subroutine_trait = {
		sprite = 14
		experience_gain_army = 0.05
		ai_will_do = {
			factor = 500
		}
	}

	mobile_warfare_expert = {
		sprite = 14
		experience_gain_army = 0.05

		ai_will_do = {
			factor = 500
		}
	}

	superior_firepower_expert = {
		sprite = 14
		experience_gain_army = 0.05

		ai_will_do = {
			factor = 500
		}
	}

	grand_battle_plan_expert = {
		sprite = 14
		experience_gain_army = 0.05

		ai_will_do = {
			factor = 500
		}
	}

	mass_assault_expert = {
		sprite = 14
		experience_gain_army = 0.05

		ai_will_do = {
			factor = 500
		}
	}

	air_warfare_theorist = {
		sprite = 14
		experience_gain_air = 0.1

		ai_will_do = {
			factor = 500
		}
	}

	dive_bomber = {
		sprite = 14
		equipment_bonus = {
			CAS_equipment = {
				instant = yes
				air_ground_attack = 0.1
			}
		}
		experience_gain_air = 0.05

		ai_will_do = {
			factor = 100
		}
	}

	victory_through_airpower = {
		sprite = 14
		experience_gain_air = 0.05

		ai_will_do = {
			factor = 100
		}
	}

	close_air_support_proponent = {
		sprite = 14
		experience_gain_air = 0.05

		ai_will_do = {
			factor = 100
		}
	}

	assault_avaition = {
		sprite = 14
		experience_gain_air = 0.05

		ai_will_do = {
			factor = 100
		}
	}

	naval_theorist = {
		sprite = 14
		experience_gain_navy = 0.05

		ai_will_do = {
			factor = 100
		}
	}

	naval_aviation_pioneer = {
		sprite = 14
		experience_gain_navy = 0.05

		ai_will_do = {
			factor = 100
		}
	}

	grand_fleet_proponent = {
		sprite = 14
		experience_gain_navy = 0.05

		ai_will_do = {
			factor = 100
		}
	}

	submarine_specialist = {
		sprite = 14
		experience_gain_navy = 0.05

		ai_will_do = {
			factor = 100
		}
	}

	blitzkrieg_theorist = {
		sprite = 14

		equipment_bonus = {
			armor = {
				instant = yes
				maximum_speed = 0.10
			}
		}
		experience_gain_army = 0.05

		ai_will_do = {
			factor = 500
		}
	}

	### Military Minister Traits

	# 1 is worst, 3 is best

	army_chief_defensive_1 = { # +5 Defensive efficiency
		sprite = 9
		army_defence_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	army_chief_defensive_2 = { # +10 Defensive efficiency
		sprite = 9
		army_defence_factor = 0.1

		ai_will_do = {
			factor = 2
		}
	}

	army_chief_defensive_3 = { # +15 Defensive efficiency
		sprite = 9
		army_defence_factor = 0.15

		ai_will_do = {
			factor = 3
		}
	}

	army_chief_offensive_1 = { # +5 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	army_chief_offensive_2 = { # +10 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.1

		ai_will_do = {
			factor = 2
		}
	}

	army_chief_offensive_3 = { # +15 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.15

		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
		political_power_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	army_chief_drill_1 = { # Decreases training time for ground units
		sprite = 5
		training_time_army_factor = -0.05

		ai_will_do = {
			factor = 1
		}
	}

	army_chief_drill_2 = { # Decreases training time for ground units
		sprite = 5
		training_time_army_factor = -0.1

		ai_will_do = {
			factor = 2
		}
	}

	army_chief_drill_3 = { # Decreases training time for ground units
		sprite = 5
		training_time_army_factor = -0.15

		ai_will_do = {
			factor = 3
		}
	}

	army_chief_reform_1 = { # Rate at which field experience is gained increases by 5%
		sprite = 5
		experience_gain_army_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	army_chief_reform_2 = { # Rate at which field experience is gained increases by 10%
		sprite = 5
		experience_gain_army_factor = 0.1

		ai_will_do = {
			factor = 2
		}
	}

	army_chief_reform_3 = { # Rate at which field experience is gained increases by 15%
		sprite = 5
		experience_gain_army_factor = 0.15

		ai_will_do = {
			factor = 3
		}
	}

	army_chief_organizational_1 = { # Ground units get 4 more Organization
		sprite = 5
		army_org_factor = 0.04

		ai_will_do = {
			factor = 1
		}
	}

	army_chief_organizational_2 = { # Ground units get 8 more Organization
		sprite = 5
		army_org_factor = 0.08

		ai_will_do = {
			factor = 2
		}
	}

	army_chief_organizational_3 = { # Ground units get 12 more Organization
		sprite = 5
		army_org_factor = 0.12

		ai_will_do = {
			factor = 3
		}
	}

	army_chief_morale_1 = { # Ground units get 4 more Morale
		sprite = 5
		army_morale_factor = 0.04

		ai_will_do = {
			factor = 1
		}
	}

	army_chief_morale_2 = { # Ground units get 8 more Morale
		sprite = 5
		army_morale_factor = 0.08

		ai_will_do = {
			factor = 2
		}
	}

	army_chief_morale_3 = { # Ground units get 12 more Morale
		sprite = 5
		army_morale_factor = 0.12

		ai_will_do = {
			factor = 3
		}
	}

	army_chief_maneuver_1 = { # Ground units move 5% faster
		sprite = 5
		army_speed_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	army_chief_maneuver_2 = { # Ground units move 10% faster
		sprite = 5
		army_speed_factor = 0.1

		ai_will_do = {
			factor = 2
		}
	}

	army_chief_maneuver_3 = { # Ground units move 15% faster
		sprite = 5
		army_speed_factor = 0.15

		ai_will_do = {
			factor = 3
		}
	}

	army_entrenchment_1 = { # Ground units entrench 4% faster
		sprite = 9
		dig_in_speed_factor = 0.04

		ai_will_do = {
			factor = 1
		}
	}

	army_entrenchment_2 = { # Ground units entrench 8% faster
		sprite = 9
		dig_in_speed_factor = 0.08

		ai_will_do = {
			factor = 2
		}
	}

	army_entrenchment_3 = { # Ground units entrench 12% faster
		sprite = 9
		dig_in_speed_factor = 0.12

		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

		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

		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

		ai_will_do = {
			factor = 3
		}
	}

	army_artillery_1 = { # +4 artillery efficiency
		sprite = 8
		army_artillery_attack_factor = 0.1
		army_artillery_defence_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	army_artillery_2 = { # +8 artillery efficiency
		sprite = 8
		army_artillery_attack_factor = 0.15
		army_artillery_defence_factor = 0.1

		ai_will_do = {
			factor = 2
		}
	}

	army_artillery_3 = { # +12 artillery efficiency
		sprite = 8
		army_artillery_attack_factor = 0.2
		army_artillery_defence_factor = 0.15

		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

		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

		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

		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

		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

		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

		ai_will_do = {
			factor = 3
		}
	}

	army_cavalry_1 = { # +4 cavalry/motorized efficiency
		sprite = 8
		cavalry_attack_factor = 0.05
		cavalry_defence_factor = 0.05
		motorized_attack_factor = 0.05
		motorized_defence_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	army_cavalry_2 = { # +8 cavalry/motorized efficiency
		sprite = 8
		cavalry_attack_factor = 0.1
		cavalry_defence_factor = 0.1
		motorized_attack_factor = 0.1
		motorized_defence_factor =0.1

		ai_will_do = {
			factor = 2
		}
	}

	army_cavalry_3 = { # +12 cavalry/motorized efficiency
		sprite = 8
		cavalry_attack_factor = 0.15
		cavalry_defence_factor = 0.15
		motorized_attack_factor = 0.15
		motorized_defence_factor = 0.15

		ai_will_do = {
			factor = 3
		}
	}

	army_regrouping_1 = { # Org regenerates 4% faster
		sprite = 5
		army_morale_factor = 0.04

		ai_will_do = {
			factor = 1
		}
	}

	army_regrouping_2 = { # Org regenerates 8% faster
		sprite = 5
		army_morale_factor = 0.08

		ai_will_do = {
			factor = 2
		}
	}

	army_regrouping_3 = { # Org regenerates 12% faster
		sprite = 5
		army_morale_factor = 0.12

		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

		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

		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

		ai_will_do = {
			factor = 3
		}
	}

	army_logistics_1 = {  # Ground units suffer 4% less attrition
		sprite = 6
		attrition = -0.04

		ai_will_do = {
			factor = 2
		}
	}

	army_logistics_2 = {  # Ground units suffer 8% less attrition
		sprite = 6
		attrition = -0.08

		ai_will_do = {
			factor = 4
		}
	}

	army_logistics_3 = {  # Ground units suffer 12% less attrition
		sprite = 6
		attrition = -0.12

		ai_will_do = {
			factor = 6
		}
	}

	air_chief_reform_1 = {  # Rate at which air experience is gained increases by 5%
		sprite = 5
		experience_gain_air_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	air_chief_reform_2 = {  # Rate at which air experience is gained increases by 10%
		sprite = 5
		experience_gain_air_factor = 0.1

		ai_will_do = {
			factor = 2
		}
	}

	air_chief_reform_3 = {  # Rate at which air experience is gained increases by 15%
		sprite = 5
		experience_gain_air_factor = 0.15

		ai_will_do = {
			factor = 3
		}
	}

	air_chief_safety_1 = {  # Rate of air accidents reduced by 5%
		sprite = 1
		air_accidents_factor = -0.05

		ai_will_do = {
			factor = 1
		}
	}

	air_chief_safety_2 = {  # Rate of air accidents reduced by 10%
		sprite = 1
		air_accidents_factor = -0.1

		ai_will_do = {
			factor = 2
		}
	}

	air_chief_safety_3 = {  # Rate of air accidents reduced by 15%
		sprite = 1
		air_accidents_factor = -0.15

		ai_will_do = {
			factor = 3
		}
	}

	air_chief_old_guard = {
		sprite = 1
		experience_gain_air_factor = -0.1
		political_power_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	air_chief_night_operations_1 = {
		sprite = 1
		air_night_penalty = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	air_chief_night_operations_2 = {
		sprite = 1
		air_night_penalty = -0.2

		ai_will_do = {
			factor = 2
		}
	}

	air_chief_night_operations_3 = {
		sprite = 1
		air_night_penalty = -0.3

		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

		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

		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

		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

		ai_will_do = {
			factor = 1
		}
	}

	air_chief_all_weather_2 = {  # +10 bad weather air efficiency
		sprite = 1
		air_weather_penalty = -0.2

		ai_will_do = {
			factor = 2
		}
	}

	air_chief_all_weather_3 = {  # +15 bad weather air efficiency
		sprite = 1
		air_weather_penalty = -0.3

		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

		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

		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

		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

		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

		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

		ai_will_do = {
			factor = 3
		}
	}

	air_bomber_interception_1 = { # Bomber Interception mission efficiency increased by 4%
		sprite = 1
		air_intercept_efficiency = 0.02

		ai_will_do = {
			factor = 1
		}
	}

	air_bomber_interception_2 = { # Bomber Interception mission efficiency increased by 8%
		sprite = 1
		air_intercept_efficiency = 0.03

		ai_will_do = {
			factor = 2
		}
	}

	air_bomber_interception_3 = { # Bomber Interception mission efficiency increased by 12%
		sprite = 1
		air_intercept_efficiency = 0.05

		ai_will_do = {
			factor = 3
		}
	}

	air_air_superiority_1 = { # Air Superiority mission efficiency increased by 4%
		sprite = 1
		air_superiority_efficiency = 0.02

		ai_will_do = {
			factor = 1
		}
	}

	air_air_superiority_2 = { # Air Superiority mission efficiency increased by 8%
		sprite = 1
		air_superiority_efficiency = 0.03

		ai_will_do = {
			factor = 2
		}
	}

	air_air_superiority_3 = { # Air Superiority mission efficiency increased by 12%
		sprite = 1
		air_superiority_efficiency = 0.05

		ai_will_do = {
			factor = 3
		}
	}

	air_close_air_support_1 = { # Close Air Support mission efficiency increased by 4%
		sprite = 1
		air_cas_efficiency = 0.02

		ai_will_do = {
			factor = 1
		}
	}

	air_close_air_support_2 = { # Close Air Support mission efficiency increased by 8%
		sprite = 1
		air_cas_efficiency = 0.03

		ai_will_do = {
			factor = 2
		}
	}

	air_close_air_support_3 = { # Close Air Support mission efficiency increased by 12%
		sprite = 1
		air_cas_efficiency = 0.05

		ai_will_do = {
			factor = 3
		}
	}

	air_strategic_bombing_1 = { # Strategic Bombing mission efficiency increased by 4%
		sprite = 2
		air_strategic_bomber_bombing_factor = 0.04

		ai_will_do = {
			factor = 1
		}
	}

	air_strategic_bombing_2 = { # Strategic Bombing mission efficiency increased by 8%
		sprite = 2
		air_strategic_bomber_bombing_factor = 0.07

		ai_will_do = {
			factor = 2
		}
	}

	air_strategic_bombing_3 = { # Strategic Bombing mission efficiency increased by 12%
		sprite = 2
		air_strategic_bomber_bombing_factor = 0.12

		ai_will_do = {
			factor = 3
		}
	}

	# Removed?
	air_tactical_bombing_1 = { # Tactical Bombing mission efficiency increased
		sprite = 2
		air_cas_present_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	air_tactical_bombing_2 = { # Tactical Bombing mission efficiency increased
		sprite = 2
		air_cas_present_factor = 0.15

		ai_will_do = {
			factor = 2
		}
	}

	air_tactical_bombing_3 = { # Tactical Bombing mission efficiency increased
		sprite = 2
		air_cas_present_factor = 0.2

		ai_will_do = {
			factor = 3
		}
	}

	# No suitable replacement for these modifiers now that PDX deleted them and they aren't referenced elsewhere @Tran

	# air_airborne_1 = { # Paratrooper drop efficiency increased by 4%
	# 	sprite = 1
	# 	air_paradrop_attack_factor = 0.01
	# 	air_paradrop_defence_factor = 0.03
	# 	air_paradrop_agility_factor = 0.03

	# 	ai_will_do = {
	# 		factor = 1
	# 	}
	# }

	# air_airborne_2 = { # Paratrooper drop efficiency increased by 8%
	# 	sprite = 1
	# 	air_paradrop_attack_factor = 0.02
	# 	air_paradrop_defence_factor = 0.05
	# 	air_paradrop_agility_factor = 0.05

	# 	ai_will_do = {
	# 		factor = 2
	# 	}
	# }

	# air_airborne_3 = { # Paratrooper drop efficiency increased by 12%
	# 	sprite = 1
	# 	air_paradrop_attack_factor = 0.03
	# 	air_paradrop_defence_factor = 0.07
	# 	air_paradrop_agility_factor = 0.07

	# 	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

		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

		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

		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

		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

		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

		ai_will_do = {
			factor = 3
		}
	}

	navy_chief_commerce_raiding_1 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	navy_chief_commerce_raiding_2 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 0.15

		ai_will_do = {
			factor = 2
		}
	}

	navy_chief_commerce_raiding_3 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 0.2

		ai_will_do = {
			factor = 3
		}
	}

	navy_chief_old_guard = {
		sprite = 3
		experience_gain_navy_factor = -0.1
		political_power_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	navy_chief_reform_1 = {
		sprite = 3
		experience_gain_navy_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	navy_chief_reform_2 = {
		sprite = 3
		experience_gain_navy_factor = 0.1

		ai_will_do = {
			factor = 2
		}
	}

	navy_chief_reform_3 = {
		sprite = 3
		experience_gain_navy_factor = 0.15

		ai_will_do = {
			factor = 3
		}
	}

	navy_chief_maneuver_1 = { # Naval units move 5% faster
		sprite = 3
		naval_speed_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	navy_chief_maneuver_2 = { # Naval units move 10% faster
		sprite = 3
		naval_speed_factor = 0.1

		ai_will_do = {
			factor = 2
		}
	}

	navy_chief_maneuver_3 = { # Naval units move 15% faster
		sprite = 3
		naval_speed_factor = 0.15

		ai_will_do = {
			factor = 3
		}
	}

	navy_anti_submarine_1 = {
		sprite = 4
		navy_submarine_detection_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	navy_anti_submarine_2 = {
		sprite = 4
		navy_submarine_detection_factor = 0.15

		ai_will_do = {
			factor = 2
		}
	}

	navy_anti_submarine_3 = {
		sprite = 4
		navy_submarine_detection_factor = 0.2

		ai_will_do = {
			factor = 3
		}
	}

	navy_naval_air_defense_1 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.08

		ai_will_do = {
			factor = 1
		}
	}

	navy_naval_air_defense_2 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.15

		ai_will_do = {
			factor = 2
		}
	}

	navy_naval_air_defense_3 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.2

		ai_will_do = {
			factor = 3
		}
	}

	navy_fleet_logistics_1 = {
		sprite = 6
		navy_max_range_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	navy_fleet_logistics_2 = {
		sprite = 6
		navy_max_range_factor = 0.10

		ai_will_do = {
			factor = 2
		}
	}

	navy_fleet_logistics_3 = {
		sprite = 6
		navy_max_range_factor = 0.15

		ai_will_do = {
			factor = 3
		}
	}

	navy_amphibious_assault_1 = {
		sprite = 3
		amphibious_invasion = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	navy_amphibious_assault_2 = {
		sprite = 3
		amphibious_invasion = 0.1

		ai_will_do = {
			factor = 2
		}
	}

	navy_amphibious_assault_3 = {
		sprite = 3
		amphibious_invasion = 0.15

		ai_will_do = {
			factor = 3
		}
	}

	navy_submarine_1 = {
		sprite = 4
		navy_submarine_attack_factor = 0.1
		navy_submarine_defence_factor = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	navy_submarine_2 = {
		sprite = 4
		navy_submarine_attack_factor = 0.15
		navy_submarine_defence_factor = 0.1

		ai_will_do = {
			factor = 2
		}
	}

	navy_submarine_3 = {
		sprite = 4
		navy_submarine_attack_factor = 0.2
		navy_submarine_defence_factor = 0.15

		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

		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

		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

		ai_will_do = {
			factor = 3
		}
	}

	navy_screen_1 = {
		sprite = 3
		navy_screen_attack_factor = 0.05
		navy_screen_defence_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	navy_screen_2 = {
		sprite = 3
		navy_screen_attack_factor = 0.1
		navy_screen_defence_factor = 0.15

		ai_will_do = {
			factor = 2
		}
	}

	navy_screen_3 = {
		sprite = 3
		navy_screen_attack_factor = 0.15
		navy_screen_defence_factor = 0.2

		ai_will_do = {
			factor = 3
		}
	}

	navy_carrier_1 = {
		sprite = 3
		sortie_efficiency = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	navy_carrier_2 = {
		sprite = 3
		sortie_efficiency = 0.15

		ai_will_do = {
			factor = 2
		}
	}

	navy_carrier_3 = {
		sprite = 3
		sortie_efficiency = 0.2

		ai_will_do = {
			factor = 3
		}
	}
	org_1_opinion_1 = {
		sprite = 3
		organization_floor_modifier_1 = 25
		equipment_bonus = {
			infantry_equipment = {
				soft_attack = 0.025
				build_cost_ic = -0.025
				instant = yes
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	org_1_opinion_2 = {
		sprite = 3
		organization_floor_modifier_1 = 50
		equipment_bonus = {
			infantry_equipment = {
				soft_attack = 0.05
				build_cost_ic = -0.05
				instant = yes
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	org_1_opinion_3 = {
		sprite = 3
		organization_floor_modifier_1 = 75
		equipment_bonus = {
			infantry_equipment = {
				soft_attack = 0.075
				build_cost_ic = -0.075
				instant = yes
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	org_2_opinion_1 = {
		sprite = 3
		organization_floor_modifier_2 = 25
		equipment_bonus = {
			motorized_equipment = {
				defense = 0.025
				build_cost_ic = -0.025
				instant = yes
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	org_2_opinion_2 = {
		sprite = 3
		organization_floor_modifier_2 = 50
		equipment_bonus = {
			motorized_equipment = {
				defense = 0.05
				build_cost_ic = -0.05
				instant = yes
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	org_2_opinion_3 = {
		sprite = 3
		organization_floor_modifier_2 = 75
		equipment_bonus = {
			motorized_equipment = {
				defense = 0.075
				build_cost_ic = -0.075
				instant = yes
			}
		}
		ai_will_do = {
			factor = 0
		}
	}

	org_3_opinion_1 = {
		sprite = 3
		organization_floor_modifier_3 = 25
		equipment_bonus = {
			infantry_equipment = {
				hard_attack = 0.025
				build_cost_ic = -0.025
				instant = yes
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	org_3_opinion_2 = {
		sprite = 3
		organization_floor_modifier_3 = 50
		equipment_bonus = {
			infantry_equipment = {
				hard_attack = 0.05
				build_cost_ic = -0.05
				instant = yes
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	org_3_opinion_3 = {
		sprite = 3
		organization_floor_modifier_3 = 75
		equipment_bonus = {
			infantry_equipment = {
				hard_attack = 0.075
				build_cost_ic = -0.075
				instant = yes
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	org_4_opinion_1 = {
		sprite = 3
		organization_floor_modifier_4 = 25
		equipment_bonus = {
			infantry_equipment = {
				breakthrough = 0.025
				build_cost_ic = -0.025
				instant = yes
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	org_4_opinion_2 = {
		sprite = 3
		organization_floor_modifier_4 = 50
		equipment_bonus = {
			infantry_equipment = {
				breakthrough = 0.05
				build_cost_ic = -0.05
				instant = yes
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	org_4_opinion_3 = {
		sprite = 3
		organization_floor_modifier_4 = 75
		equipment_bonus = {
			infantry_equipment = {
				breakthrough = 0.075
				build_cost_ic = -0.075
				instant = yes
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	org_5_opinion_1 = {
		sprite = 3
		organization_floor_modifier_5 = 25
		equipment_bonus = {
			infantry_equipment = {
				ap_attack = 0.025
				build_cost_ic = -0.025
				instant = yes
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	org_5_opinion_2 = {
		sprite = 3
		organization_floor_modifier_5 = 50
		equipment_bonus = {
			infantry_equipment = {
				ap_attack = 0.05
				build_cost_ic = -0.05
				instant = yes
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	org_5_opinion_3 = {
		sprite = 3
		organization_floor_modifier_5 = 75
		equipment_bonus = {
			infantry_equipment = {
				ap_attack = 0.075
				build_cost_ic = -0.075
				instant = yes
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	god_emperor = {
		random = no
		surrender_limit = 0.9
		max_surrender_limit_offset = 0.1
		research_speed_factor = 0.45
		war_stability_factor = 0.4
		max_command_power = 500
		command_power_gain = 5
		max_fuel_factor = 2.5
		fuel_gain_factor = 2.5
		army_attack_factor = 0.2
		army_defence_factor = 0.1
		army_speed_factor = 0.15
		supply_consumption_factor = -0.95
		out_of_supply_factor = -0.95
		ai_will_do = {
			factor = 1
		}
	}
	###Kerensky
	eternal_president = {
		random = no
		stability_factor = 0.50
		surrender_limit = 0.9
		max_surrender_limit_offset = 0.1
		war_stability_factor = 0.9
		ai_will_do = {
			factor = 1
		}
	}
	###
	invader_from_another_world = {
		random = no
		surrender_limit = 0.9
		max_surrender_limit_offset = 0.1
		research_speed_factor = 0.45
		war_stability_factor = 0.4
		max_command_power = 500
		command_power_gain = 5
		max_fuel_factor = 2.5
		fuel_gain_factor = 2.5
		army_attack_factor = 0.2
		army_defence_factor = 0.1
		army_speed_factor = 0.15
		supply_consumption_factor = -0.95
		out_of_supply_factor = -0.95
		ai_will_do = {
			factor = 1
		}
	}
	casino_heiress = {
		sprite = 10
		random = no
		consumer_goods_expected_value = -0.05
		ai_will_do = {
			factor = 1
		}
	}
	caged_songbird = {
		sprite = 10
		random = no
		encryption_factor = 0.2
		resistance_target = -0.05
	}
	caged_songbird_lar = {
		sprite = 10
		random = no
		compliance_gain = 0.02
		intelligence_agency_defense = 1
	}
	crazy_songbird = {
		sprite = 10
		random = no
		army_defence_factor = 0.2
		mobilization_speed = 0.1
		ai_will_do = {
			factor = 1
		}
	}
	dimensional_traveller = {
		sprite = 13
		recon_factor = 0.35
		experience_gain_army = 0.50
		minimum_training_level = -0.1
		ai_will_do = {
			factor = 1
		}
	}
	scarred_for_life = {
		sprite = 13
		army_defence_factor = 0.075
		enemy_justify_war_goal_time = 0.5
		army_leader_start_defense_level = 3
		ai_will_do = {
			factor = 1
		}
	}
	avatar_of_mars = {
		sprite = 13
		minimum_training_level = -0.15
		army_attack_factor = 0.15
		army_speed_factor = 0.1
		attrition = -0.15
		# Bugged in country scopes, blame PDX
		# terrain_penalty_reduction = 0.5
		justify_war_goal_time = -0.5
		ai_will_do = {
			factor = 1
		}
	}
	balance_in_all_things = {
		random = no

		army_attack_factor =  0.05
		army_defence_factor = 0.05

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

		army_attack_factor =  0.1
		army_defence_factor = -0.05

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

		army_attack_factor =  0.03
		army_defence_factor = 0.03
		army_morale_factor = 0.03

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

		navy_capital_ship_attack_factor = 0.2
		navy_capital_ship_defence_factor = 0.2
		navy_screen_attack_factor = 0.2
		navy_screen_defence_factor = 0.2
		experience_gain_navy = 0.05

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

		resistance_damage_to_garrison = -0.1
		resistance_target = -0.05
		compliance_gain = 0.02

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

		political_power_factor = 0.05

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

		recon_factor = 0.2
		encryption_factor = 0.5
		decryption_factor = 0.5
		operative_slot = 1
		intelligence_agency_defense = 1
		intel_network_gain_factor = 0.5

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

		political_power_gain = 0.1
		mobilization_speed = 0.05
	}
	greenway_ingenuity = {
		random = no

		weekly_manpower = 50
		production_factory_max_efficiency_factor = 0.2
		local_resources_factor = 0.2
		industrial_capacity_factory = 0.2

		ai_will_do = {
			factor = 1
		}
	}
	crocker_ambassador = {
		random = no
		political_power_gain = 0.1
		ai_will_do = {
			factor = 1
		}
	}
	chitsa_manipulator = {
		random = no
		caps_income_modifier = 0.2
		political_power_gain = 0.1
		ai_will_do = {
			factor = 1
		}
	}
	chitsa_killer = {
		random = no
		political_power_gain = 0.05
		land_reinforce_rate = 0.03
		ai_will_do = {
			factor = 1
		}
	}
	chitsa_overlord = {
		random = no
		conscription_factor = 0.1
		training_time_factor = -0.1
		ai_will_do = {
			factor = 1
		}
	}
	dimitri_doctor = {
		random = no
		land_reinforce_rate = 0.05
		research_speed_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	nagor_warrior = {

	}
	##### Lanius
	# TRL
	peon_tusk_hell_trait = {
		random = no
		land_reinforce_rate = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	monster_in_the_woods_trait = {
		random = no
		equipment_capture_factor = 0.1
		army_org_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}
	captain_crabeater_trait = {
		random = no
		naval_invasion_penalty = -0.1
		convoy_raiding_efficiency_factor = 0.075
		ai_will_do = {
			factor = 1
		}
	}
	nagor_reclusive = {
		random = no
		trade_opinion_factor = -0.2
		command_power_gain = 1
		army_defence_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	# CES
	dale_barton_trait = {
		random = no
		local_resources_factor = 0.05
		caps_income_modifier = 0.1
		equipment_bonus = {
			convoy = {
				build_cost_ic = -0.15
				instant = yes
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	# TDT
	juan_efectivo_trait = {
		random = no
		targeted_modifier = {
			tag = ATE
			defense_bonus_against = 0.05
		}
		targeted_modifier = {
			tag = ITZ
			defense_bonus_against = 0.05
		}
		ai_will_do = {
			factor = 1
		}
	}
	# HAI
	admiral_dictator = {
		random = no
		research_speed_factor = 0.1
		production_speed_naval_base_factor = 0.1
		production_speed_dockyard_factor = 0.1
		ai_will_do = {
				factor = 1
		}
	}
	supreme_ruler = {
		random = no
		political_power_gain = 0.15
		stability_factor = 0.1
		war_support_factor = 0.05
		army_morale_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	hai_wounded = {
		random = no
		political_power_factor = -0.1
		ai_will_do = {
			factor = 1
		}
	}
	hai_pirate_king_1 = {
		random = no
		political_power_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	hai_pirate_king_2 = {
		random = no
		political_power_factor = 0.13
		experience_gain_navy = 0.15
		convoy_raiding_efficiency_factor = 0.28
		naval_invasion_penalty = -0.25
		naval_morale = 18
		ai_will_do = {
			factor = 1
		}
	}
	hai_pirate_queen = {
		random = no
		political_power_factor = 0.15
		experience_gain_navy = 0.15
		convoy_raiding_efficiency_factor = 0.28
		naval_invasion_penalty = -0.25
		naval_morale = 18
		production_speed_dockyard_factor = 0.25
		ai_will_do = {
			factor = 1
		}
	}
	shi_absolutist = {
		random = no
		political_power_factor = 0.15
		required_garrison_factor = -0.20
		compliance_growth = -0.10
		subjects_autonomy_gain = -0.10
		ai_will_do = {
			factor = 1
		}
	}
	var_undead_queen = {
		random = no
		political_power_factor = 0.15
		required_garrison_factor = -0.20
		compliance_growth = 0.10
		subjects_autonomy_gain = -0.10
		ai_will_do = {
			factor = 1
		}
	}
	shi_consitutionalist = {
		random = no
		political_power_factor = -0.10
		compliance_gain = 0.02
		conscription = 0.04
		non_core_manpower = 0.20
		cic_to_overlord_factor = 0.50
		ai_will_do = {
			factor = 1
		}
	}
	shi_golden_monarch = {
		random = no
		war_stability_factor = 0.20
		war_support_factor = 0.10
		stability_weekly = 0.01
		ai_will_do = {
			factor = 1
		}
	}
	sky_seer = {
		random = no
		recon_factor = 0.25
		encryption_factor = 0.5
		decryption_factor = 0.5
		operative_slot = 1
		intelligence_agency_defense = 1
		intel_network_gain_factor = 0.5
		ai_will_do = {
			factor = 1
		}
	}
	kit_fox_warrior = {
		random = no
		stability_factor = -0.1
		war_support_factor = -0.1
		special_forces_min = 50		#special_forces_cap = 0.05
		conscription_factor = 0.2
		ai_will_do = {
			factor = 1
		}
	}

	lakota_chief = {
		random = no
		# Bugged in country scopes, blame PDX
		# terrain_penalty_reduction = 0.15
		special_forces_min = 30
		required_compliance_for_coring = -15
		army_speed_factor = 0.05
		org_loss_when_moving = -0.1
		breakthrough_factor = 0.05
	}
	warrior_prophet = {
		random = no
		special_forces_min = 30
		army_morale_factor = 0.10
		army_org_factor = 0.07
	}
	brigadier = {
		random = no
		country_resource_advanced = 5
		country_resource_composites = 5
		country_resource_circuitry = 5
		modifier_army_sub_unit_power_armour_attack_factor = 0.025
		modifier_army_sub_unit_power_armour_support_attack_factor = 0.025
		modifier_army_sub_unit_power_armour_speed_factor = 0.025
	}
	nature_ranger = {
		random = no

		weekly_manpower = 1
		production_factory_efficiency_gain_factor = 0.1
		local_resources_factor = -0.1
		industrial_capacity_factory = 0.075
		ai_will_do = {
			factor = 1
		}
	}
#roach king#
	roach_king = {
		random = no
		modifier_army_sub_unit_radroach_infantry_attack_factor = 0.1
		modifier_army_sub_unit_radroach_infantry_defence_factor = 0.1
		army_morale_factor = 0.04
	}
	RCK_roach_leader = {
		random = no
		modifier_army_sub_unit_radroach_infantry_attack_factor = 0.1
		modifier_army_sub_unit_radroach_infantry_defence_factor = 0.1
		war_support_weekly = -0.01
		stability_weekly = -0.01
		weekly_manpower = -28
		production_speed_buildings_factor = -0.99
		army_morale_factor = 0.03
		training_time_factor = -0.33
		command_power_gain = 1
	}
#Petro Chico#
PET_the_boards = {
		random = no
			resistance_target = -0.05
			political_power_factor = 0.05
			planning_speed = 0.1
			research_speed_factor = 0.05
			consumer_goods_expected_value = -0.05
			industrial_capacity_factory = 0.1
			experience_gain_army = 0.05
			justify_war_goal_time = -0.1
	}
	### Shi
	ncr_best_friend = {
		random = no
		offensive_war_stability_factor = 0.075
		army_morale_factor = 0.05
		experience_gain_army = 0.10
		political_power_factor = 0.05
		planning_speed = 0.1
	}
	### Reno
	kind_hearted = {
		random = no

		defensive_war_stability_factor = 0.3

		ai_will_do = {
			factor = 1
		}
	}
	##3 Canada
	paranoid_terror = {
		random = no

		political_power_factor = -0.10
		ruler_drift = 0.10
		stability_factor = -0.10
		weekly_manpower = -1

		ai_will_do = {
			factor = 1
		}
	}

	commissariat  = {
		random = no
		operative_slot = 1
		resistance_target = -0.15
		ai_will_do = {
			factor = 1
		}
	}
	big_sister = {
		random = no
		political_power_factor = 0.2
		stability_factor = -0.15
		ai_will_do = {
			factor = 1
		}
	}
	caretaker_revolution = {
		random = no
		army_defence_factor = -0.05
		acclimatization_cold_climate_gain_factor = 0.05
		war_support_factor = 0.1
		conscription_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	mother_of_republic = {
		sprite = 10
		random = no
		political_power_factor = 0.2
		stability_factor = 0.1
	}
	sword_north = {
		random = no
		war_support_factor = 0.1
		army_morale_factor = 0.1
		justify_war_goal_time = -0.25
	}
	father_of_the_empire = {
		random = no
		political_power_gain = 0.25
		compliance_growth = 0.2
		core_creation_cost_factor = -0.25
	}
	serpent_slayer = {
		random = no
		army_org_factor = 0.1
	}
	architecht_manitoba = {
		random = no
		stability_factor = 0.2
		production_speed_industrial_complex_factor = 0.1
		research_speed_factor = 0.1
	}
	a_century_warfare = {
		random = no
		experience_loss_factor = -0.1
		experience_gain_army_factor = 0.1
	}
	beloved_duchess = {
		random = no
		stability_factor = 0.20
	}

	pilot_awesome = {
		random = no
		equipment_bonus = {
			blimp_equipment = {
				reliability = 0.2
			}
			air_blimp_equipment = {
				reliability = 0.2
			}
			ground_blimp_equipment = {
				reliability = 0.2
			}
			cheap_blimp_equipment = {
				reliability = 0.2
			}
		}
	}
	merchant_princes = {
		random = no
		caps_income_modifier = 0.10
		stability_factor = 0.10
		war_support_factor = -0.10
	}
	farmer_majority = {
		random = no
		monthly_population = 0.15
		stability_factor = 0.05
		army_morale_factor = 0.1
	}
	old_but_gold = {
		random = no
		experience_loss_factor = -0.10
		experience_gain_army_factor = 0.15
		minimum_training_level = 0.1
	}
	#### Montana Chapter ####
	mnc_effective_candour = {
		random = no
		attrition = -0.10
		army_speed_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	mnc_distinguished_sentinel = {
		random = no
		army_org_factor = 0.12
		ai_will_do = {
			factor = 1
		}
	}
	#### Swords of Hayman ####
	soh_the_last_resort = {
		random = no
		ai_focus_aggressive_factor = 0.80
		justify_war_goal_time = -0.20
		army_morale_factor = -0.03
		army_attack_factor = 0.10
		ai_will_do = {
			factor = 1
		}
	}
	soh_the_bloody_elder = {
		random = no
		ai_focus_aggressive_factor = 0.80
		justify_war_goal_time = -0.20
		army_attack_factor = 0.10
		army_morale_factor = -0.03
		party_popularity_stability_factor = 0.3
		political_power_factor = 0.10
	}
	soh_tough_love = {
		random = no
		required_garrison_factor = -0.30
		compliance_growth = -0.50
		non_core_manpower = 0.03
	}
	soh_a_power_armored_fist = {
		random = no
		required_garrison_factor = -0.30
		compliance_growth = -0.25
		non_core_manpower = 0.06
	}
	soh_spirit_of_the_midwest = {
		random = no
		required_garrison_factor = -0.30
		non_core_manpower = 0.09
	}
	soh_sisters_end = {
		random = no
		special_forces_cap = 0.05
		resistance_target = -0.15
	}
	soh_harbinger_of_ragnarok_soothsayer_of_the_end = {
		random = no
		custom_modifier_tooltip = tvt_the_people_of_tomorrow_warform_tooltip
	}
	soh_steel_talons = {
		random = no
		special_forces_min = 30
		modifier_army_sub_unit_power_armour_attack_factor = 0.04
		modifier_army_sub_unit_power_armour_support_attack_factor = 0.04
		ai_will_do = {
			factor = 1
		}
	}
	soh_beast_in_the_machine = {
		random = no
		resistance_target = -0.25
		justify_war_goal_time = -0.45
		ai_focus_aggressive_factor = 0.75
		planning_speed = 0.1
	}
	soh_ghost_of_manifest = {
		random = no
		research_speed_factor = 0.08
		industrial_capacity_factory = 0.08
		stability_factor = -0.05
		political_power_factor = -0.10
	}
	soh_ghost_of_manifest_good = {
		random = no
		research_speed_factor = 0.15
		industrial_capacity_factory = 0.15
	}
	soh_factory_magnate = {
		random = no
		production_factory_max_efficiency_factor = 0.08
		production_factory_efficiency_gain_factor = 0.08
	}
	soh_basalt_company_manager = {
		random = no
		country_resource_advanced = 5
		country_resource_circuitry = 5
		caps_income_modifier = 0.15
	}
	soh_atom_cultist = {
		random = no
		stability_factor = -0.05
		attrition = -0.10
	}
	soh_kleptomaniac = {
		random = no
		stability_factor = -0.05
		army_org_factor = -0.02
		monthly_population = 0.05
		army_attack_factor = 0.03
	}
	soh_legacy_redeemed = {
		random = no
		special_forces_attack_factor = 0.05
		special_forces_defence_factor = 0.05
		political_power_factor = 0.15
	}
	####New Khans####
	papa_khan = {
		random = no
		sprite = 5
		justify_war_goal_time = -0.3
		army_attack_factor = 0.1
		attrition = -0.02
		ruler_drift = 0.10
		non_core_manpower = -0.01
		ai_will_do = {
			factor = 3
		}
	}
	regis_trait = {
		random = no
		sprite = 5
		compliance_gain = 0.01
		army_defence_factor = 0.05
		max_planning = 0.05
		elites_drift = 0.05
		ai_will_do = {
			factor = 3
		}
	}

	queen_of_the_khans = {
		random = no
		ai_focus_aggressive_factor = 0.6
		justify_war_goal_time = -0.30
		army_morale_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	true_khanate_leader_trait = {
		random = no
		monthly_population = 0.1
		political_power_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}
	amgalan_follower_trait = {
		random = no
		production_speed_infrastructure_factor = 0.05
		supply_consumption_factor = -0.05
		consumer_goods_expected_value = -0.05
	}
	papa_khan_heir = {
		sprite = 5
		compliance_gain = 0.03
		army_defence_factor = 0.1
		max_planning = 0.1
		elites_drift = 0.1
		ai_will_do = {
			factor = 3
		}
	}
	kha_true_heir = {
		random = no
		sprite = 5
		compliance_gain = 0.01
		army_defence_factor = 0.05
		max_planning = 0.05
		industry_free_repair_factor = 0.25
		winter_attrition_factor = -0.20
		global_building_slots_factor = 0.05
		elites_drift = 0.1
		ai_will_do = {
			factor = 3
		}
	}
	khan_puppet_worth_trait = {
		random = no
		army_attack_factor = 0.07
		max_command_power = 20
		ai_will_do = {
			factor = 1
		}
	}
	khan_regis_defense_trait = {
		random = no
		army_core_defence_factor = 0.03
		army_fuel_consumption_factor = -0.1
		ai_will_do = {
			factor = 1
		}
	}
	khan_regis_offense_trait = {
		random = no
		army_strength_factor = 0.1
		max_command_power = 20
		ai_will_do = {
			factor = 1
		}
	}
	khan_regis_hadto_trait = {
		random = no
		army_speed_factor = 0.05
		recon_factor = 0.1
		ai_will_do = {
			factor = 1
		}
	}
	khan_regis_safety_trait = {
		random = no
		max_dig_in_factor = 0.05
		experience_loss_factor = -0.05
		ai_will_do = {
			factor = 1
		}
	}
	khan_esen_blind_trait = {
		random = no
		army_org_regain = 0.05
		experience_gain_army_unit_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	####jacksons // ruminators
	jck_queen_of_business = {
		random = no
		consumer_goods_expected_value = -0.08
	}
	#
	beloved_duchess = {
		random = no
		stability_factor = 0.10
		army_morale_factor = 0.05
		minimum_training_level = 0.03
	}
	the_not_so_undefeated = {
		random = no
		stability_factor = -0.05
		political_power_factor = -0.05
	}
	red_rose = {
		random = no
		sprite = 13
		army_org_factor = 0.12
		compliance_gain = 0.03
	}
	rad_order = {
		random = no
		army_org_factor = 0.05
		compliance_gain = 0.02
		resistance_growth = -0.2
	}
	nit_leader_trait = {
		random = no
		special_forces_min = 20
		army_org_factor = 0.1
	}
	nit_warrior_trait = {
		random = no
		special_forces_min = 20
		army_org_factor = 0.15
		justify_war_goal_time = -0.15
	}
	nit_peace_leader = {
		random = no
		stability_factor = 0.05
		political_power_factor = 0.05
	}
	billie_jean_smooth_criminal = {
		random = no
		army_org_factor = 0.05
		caps_income_modifier = 0.10
	}
	master_of_his_fate = {
		random = no
		political_power_factor = 0.15
		stability_factor = 0.05
		consumer_goods_expected_value = -0.05
	}
	ncr_the_mother_of_california = {
		random = no
		war_support_factor = 0.15
		special_forces_cap = 0.05
		resistance_target = -0.1
		resistance_growth = -0.25
		justify_war_goal_time = -0.25
		political_power_factor = 0.5
	}
	### Baron's Eyrie
	WYR_loving_caps = {
		random = no
		caps_expense_modifier = -0.1
		caps_income_modifier = 0.1
	}
	WYR_boundless_energy = {
		random = no
		political_power_gain = 0.05
		send_volunteer_size = 2
		send_volunteer_divisions_required = -0.5
	}
	WYR_eye_for_talent = {
		random = no
		command_power_gain_mult = 0.2
		army_leader_cost_factor = -0.5
		party_popularity_stability_factor = 0.2
	}
	WYR_ruthless = {
		random = no
		justify_war_goal_time = -0.2
		stability_factor = -0.1
		offensive_war_stability_factor = 0.15
	}
	WYR_ruthless_advisor = {
		random = no
		justify_war_goal_time = -0.1
		stability_factor = -0.05
		political_power_gain = 0.1
	}
	WYR_the_wall = {
		random = no
		modifier_army_sub_unit_category_infantry_defence_factor = 0.1
		modifier_army_sub_unit_category_infantry_max_org_factor = 0.03
	}
	WYR_battle_doctor = {
		random = no
		research_speed_factor = 0.05
		experience_gain_army = 0.08
	}
	WYR_honourless_officer = {
		random = no
		land_night_attack = 0.08
		experience_gain_army = 0.08
	}
	WYR_flight_mechanic = {
		random = no
		air_accidents_factor = -0.25
		air_defence_factor = 0.05
		experience_gain_air_factor = 0.1
	}
	WYR_river_merchant = {
		random = no
		invasion_preparation = -0.25
		naval_speed_factor = 0.1
		navy_max_range_factor = 0.1
	}
	WYR_taskmaster_trait = {
		random = no
		production_speed_buildings_factor = 0.05
		conversion_cost_civ_to_mil_factor = -0.25
		conversion_cost_mil_to_civ_factor = -0.25
	}
	WYR_greedy_trader = {
		random = no
		trade_opinion_factor = 0.2
		min_export = -0.1
		local_resources_factor = 0.05
	}
	WYR_saint_matthew = {
		random = no
		war_support_factor = 0.1
		conscription_factor = 0.1
	}
	WYR_pious_muriel = {
		random = no
		war_support_factor = 0.05
		compliance_growth = 0.12
		political_power_factor = 0.05
	}
	WYR_serpent_trait = {
		random = no
		enemy_operative_detection_chance_factor = 0.15
		own_operative_intel_extraction_rate = 0.1
		operative_slot = 1
	}
	WYR_serpent_trait_no_la = {
		random = no
		compliance_growth = 0.12
		resistance_damage_to_garrison_on_our_occupied_states = 0.3
	}
	WYR_warhorse_trait = {
		random = no
		breakthrough_factor = 0.06
		land_reinforce_rate = 0.06
	}
	###CHC
	the_siren_song = {
		random = no
		political_power_factor = 0.15
		stability_factor = -0.1
		conscription_factor = 0.05
	}
	the_mothers_embrace = {
		random = no
		resistance_growth_on_our_occupied_states = 0.25
		compliance_growth_on_our_occupied_states = -0.25
		compliance_growth = 0.15
		resistance_growth = -0.15
	}
	insecticidal_tendencies = {
		random = no
		army_attack_factor = 0.02
	}
	liar_liar = {
		random = no
		opinion_gain_monthly_factor = 0.3
		trade_opinion_factor = 0.15
	}
	happy_camper = {
		random = no
		no_supply_grace = 48
		heat_attrition_factor = -0.05
	}
	skilled_diplomat = {
		random = no
		trade_opinion_factor = 0.15
		political_power_gain = 0.05
	}
	# Eagle Rock #
	EAG_general_of_air_force = {
		# Bugged modifier unfortunately, doesn't work in either vanilla or OWB but this trait is already quite strong without it @Tran
		# air_power_projection_factor = 0.15
		air_superiority_efficiency = 0.20
		ground_attack_factor = 0.05
		air_agility_factor = 0.05
		air_attack_factor = 0.05
		air_defence_factor = 0.05
	}
	EAG_airship_pilot = {
		air_agility_factor = 0.05
		air_ace_bonuses_factor = 0.15
	}
	EAG_airship_engineer = {
		equipment_bonus = {
			blimp_equipment = {
				build_cost_ic = -0.15
				instant = yes
			}
		}
	}
	EAG_air_crew_organizer = {
		air_mission_efficiency = 0.10
		air_accidents_factor = -0.25
	}
	TOC_champion_of_seattle = {
		random = no
		defensive_war_stability_factor = 0.15
		modifier_army_sub_unit_heavy_infantry_attack_factor = 0.09
		modifier_army_sub_unit_heavy_infantry_speed_factor = 0.05
	}
	TOC_champion_of_seattle_locked = {
		random = no
		custom_modifier_tooltip = champion_of_seattle_locked
	}
	TOC_winterbreaker = {
		random = no
		resistance_target = -0.1
		resistance_growth = -0.3
		justify_war_goal_time = -0.25
		political_power_factor = 0.2
	}
	TOC_winterbreaker_locked = {
		random = no
		custom_modifier_tooltip = winterbreaker_locked
	}
	TOC_grozdan_resolute = {
		random = no
		political_power_factor = 0.15
		stability_factor = 0.05
	}
	TOC_the_eighth_wonder_of_the_world = {
		sprite = 10
		random = no
		production_speed_industrial_complex_factor = 0.15
		production_speed_infrastructure_factor = 0.15
		ai_will_do = {
			factor = 1
		}
	}
	TOC_the_eighth_wonder_of_the_world_locked = {
		random = no
		custom_modifier_tooltip = the_eighth_wonder_of_the_world_locked
	}
	TOC_honorary_woman = {
		special_forces_attack_factor = 0.075
		special_forces_defence_factor = 0.15
	}
	TOC_honorary_woman_locked = {
		random = no
		custom_modifier_tooltip = honorary_woman_locked
	}
	PAS_legacy_of_foxtrot = {
		random = no
		trade_opinion_factor = 0.2
		command_power_gain = 0.04
		army_defence_factor = 0.05
		ai_will_do = {
			factor = 1
		}
	}
	VSH_legacy_of_sierra = {
		random = no
		breakthrough_factor = 0.05
		army_speed_factor = 0.10
		ai_will_do = {
			factor = 1
		}
	}
	ROT_brigid_trait_1_locked = {
		random = no
		custom_modifier_tooltip = ROT_brigid_trait_1_locked_tt
	}
	ROT_brigid_trait_2_locked = {
		random = no
		custom_modifier_tooltip = ROT_brigid_trait_2_locked_tt
	}
	ROT_brigid_trait_3_locked = {
		random = no
		custom_modifier_tooltip = ROT_brigid_trait_3_locked_tt
	}
	ROT_brigid_last_enchantress = { #trait 1
		core_creation_cost_factor = -0.20
		required_compliance_for_coring_factor = -0.20
	}
	ROT_brigid_iron_maiden = { #trait 2
		compliance_growth = 0.5
	}
	ROT_brigid_conqueror_of_cascadia = { #trait 3
		offensive_war_stability_factor = 0.1
		justify_war_goal_time = -0.5
	}
	ROT_brigid_runechild = { #trait 1
		special_forces_attack_factor = 0.075
		special_forces_defence_factor = 0.15
	}
	ROT_brigid_proxima_avalon = { #trait 2
		special_forces_attack_factor = 0.05
		special_forces_defence_factor = 0.075
		consumer_goods_expected_value = -0.05
	}
	ROT_brigid_she_who_stared_into_the_abyss = { #trait 3
		random = no
		army_morale_factor = 0.1
		justify_war_goal_time = -0.3
		required_compliance_for_coring_factor = -0.3
	}
	#Bayou Motors
	BAM_blanche_bay_baron = {
		production_speed_dockyard_factor = 0.15
		convoy_escort_efficiency = 0.05
		navy_screen_attack_factor = 0.025
		navy_screen_defence_factor = 0.025
	}
	#Reservation
	RES_enigmatic = {
		random = no
		max_planning = 0.05
		encryption_factor = 0.5
	}
	#Vipers
	great_snakekeeper = {
		random = no
		war_support_factor = 0.1
		production_factory_start_efficiency_factor = 0.1
		equipment_capture_factor = 0.05
		army_attack_factor = 0.05
	}
	high_priestess = {
		random = no
		stability_factor = 0.1
		political_power_factor = 0.15
		army_morale_factor = 0.05
		non_core_manpower = 0.05
	}
	###electorate
	tpa_destiny_trait_1 = {
		random = no
		training_time_factor = -0.10
		planning_speed = 0.05
	}
	tpa_destiny_trait_2 = {
		random = no
		compliance_gain = 0.02
		planning_speed = 0.05
		resistance_damage_to_garrison = -0.25
	}
	tpa_destiny_trait_3 = {
		random = no
		political_power_factor = 0.25
		justify_war_goal_time = -0.30
	}
	tpa_destiny_trait_4 = {
		random = no
		core_creation_cost_factor = -0.2
		required_compliance_for_coring_factor = -0.2
		resistance_target = -0.2
	}
	fen_slayer_of_the_wolf = {
		random = no
		core_creation_cost_factor = -0.10
		resistance_target = -0.10
		political_power_factor = 0.10
		army_morale_factor = 0.05
	}
	plt_hope_trait = {
		random = no
		resistance_target = -0.2
		resistance_growth = -0.2
		compliance_growth = 0.2
	}
	plt_true_chase = {
		political_power_factor = 0.15
		army_core_defence_factor = 0.05
		consumer_goods_expected_value = -0.05
		stability_factor = 0.10
	}
	plt_chancellor = {
		political_power_gain = 0.25
		core_creation_cost_factor = -0.25
	}
	stn_grandmaster = {
		random = no
		war_support_factor = 0.15
		special_forces_cap = 0.30
	}
	vts_grandmaster = {
		random = no
		trade_opinion_factor = 0.3
		special_forces_cap = 0.10
		resistance_damage_to_garrison = -0.4
	}
	vts_leshys_mercy = {
		random = no
		political_power_factor = 0.15
		special_forces_min = 15
	}
	stn_she_who_survived_the_scarlet_blizzard = {
		random = no
		war_support_factor = 0.10
		army_attack_factor = 0.05
	}
	stn_twice_scarred = {
		random = no
		attrition = -0.15
		supply_consumption_factor = -0.1
		breakthrough_factor = 0.05
	}
	stn_president_of_the_free_canadarians = {
		random = no
		core_creation_cost_factor = -0.25
		required_compliance_for_coring_factor = -0.25
		opinion_gain_monthly_same_ideology_factor = 0.03
	}
	stn_radio_freedom_host = {
		random = no
		army_morale_factor = 0.05
	}
	stn_champion_of_freedom = {
		random = no
		compliance_gain = 0.05
	}
	stn_solemn = {
		random = no
		breakthrough_factor = 0.05
		political_power_factor = 0.10
		army_morale_Factor = 0.05
	}
	stn_forsaken = {
		random = no
		justify_war_goal_time = -0.30
	}
	stn_a_liar_and_a_schemer = {
		random = no
		planning_speed = 0.05
		political_power_factor = 0.20
	}
	stn_slayer_of_beya = {
		random = no
		special_forces_cap = 0.05
		planning_speed = 0.05
		political_power_factor = 0.15
	}
	stn_mentats_doctor = {
		random = no
		research_speed_factor = 0.08
	}
	stn_trait_of_life = {
		random = no
		land_night_attack = 0.05
		consumer_goods_expected_value = -0.05
		supply_consumption_factor = -0.05
	}
	stn_trait_of_liberty = {
		random = no
		land_night_attack = 0.05
		global_building_slots_factor = 0.05
		stability_factor = 0.05
	}
	stn_trait_of_happiness = {
		random = no
		land_night_attack = 0.15
		army_attack_speed_factor = 0.075
		army_org_regain = 0.05
		max_dig_in_factor = -0.25
	}
	stn_knight_of_darkness = {
		random = no
		experience_gain_army_unit_factor = 0.05
		max_planning_factor = 0.1
		special_forces_cap = 0.05
		org_loss_when_moving = 0.15
	}
	stn_cowardly_engineer = {
		random = no
		line_change_production_efficiency_factor = 0.1
		equipment_bonus = {
			infantry_equipment = {
				instant = yes
				soft_attack = 0.05
				ap_attack = 0.15
				build_cost_ic = -0.05
			}
		}
	}
	stn_to_serve_man = {
		random = no
		monthly_population = -0.15
		political_power_gain = 0.2
		consumer_goods_expected_value = -0.02
	}
	###Stampede
	sta_true_love = {
		random = no
		army_morale_factor = 0.05
		justify_war_goal_time = -0.10
	}
	sta_two_families_alike_in_infamy = {
		random = no
		army_speed_factor = 0.05
		conscription = 0.01
	}
	sta_heart_of_the_stampede = {
		random = no
		special_forces_cap = 0.20
		political_power_factor = 0.10
		justify_war_goal_time = -0.30
		breakthrough_factor = 0.05
	}
	sta_proud_parents = {
		random = no
		required_compliance_for_coring_factor = -0.15
	}
	###Unbound
	unb_harbringer_of_destruction = {
		random = no
		land_reinforce_rate = 0.05
		resistance_growth = -0.15
	}
	unb_harbringer_of_destruction_locked = {
		random = no
		custom_modifier_tooltip = unb_harbringer_of_destruction_locked_tt
	}
	unb_master_of_horses = {
		random = no
		army_speed_factor = 0.1
		mobilization_speed = 0.25
	}
	unb_master_of_horses_locked = {
		random = no
		custom_modifier_tooltip = unb_master_of_horses_locked_tt
	}
	unb_emperor_of_manitoba = {
		random = no
		political_power_factor = 0.15
		stability_factor = 0.15
	}
	unb_emperor_of_manitoba_locked = {
		random = no
		custom_modifier_tooltip = unb_emperor_of_manitoba_locked_tt
	}
	unb_king_of_thieves = {
		random = no
		consumer_goods_expected_value = -0.05
		caps_raider_self_bonus = 0.05
	}
	unb_king_of_thieves_locked = {
		random = no
		custom_modifier_tooltip = unb_king_of_thieves_locked_tt
	}
	cpl_northern_president = {
		random = no
		trade_opinion_factor = 0.1
		required_compliance_for_coring_factor = -0.1
		party_popularity_stability_factor = 0.1
	}
	sta_patriarch_trait = {
		random = no
		army_defence_factor = 0.05
		army_core_attack_factor = 0.05
		winter_attrition_factor = -0.15
		heat_attrition = -0.15
		attrition = -0.05
	}
	sta_matriarch_trait = {
		random = no
		army_attack_factor = 0.075
		production_lack_of_resource_penalty_factor = -0.15
	}
	sta_sara_trait = {
		random = no
		production_factory_efficiency_gain_factor = -0.1
		production_factory_max_efficiency_factor = 0.075
		caps_income_modifier = 0.15
	}
	sta_former_tanker = {
		random = no
		production_speed_infrastructure_factor = 0.2
		supply_node_range = 0.1
	}
	sta_reluctant_uncannibal = {
		random = no
		political_power_factor = 0.15
		stability_factor = -0.1
		war_support_factor = 0.05
		weekly_casualties_war_support = 0.002
	}
	sta_old_power = {
		random = no
		production_speed_industrial_complex_factor = 0.15
		production_speed_electricity_generator_factor = 0.15
	}
	mdm_penny_trait = {
		random = no
		caps_income_modifier = 0.03
		equipment_bonus = {
			security_robot_equipment = {
				instant = yes
				build_cost_ic = -0.1
			}
		}
	}
	mdm_store_manager = {
		random = no
		political_power_factor = 0.05
		planning_speed = 0.05
		army_morale_factor = -0.02
	}
	mdm_slayer_of_the_wardens_trait = {
		random = no
		breakthrough_factor = 0.05
		political_power_factor = 0.05
		army_morale_factor = 0.05
		resistance_growth = -0.15
	}
	mdm_not_kenough = {
		random = no
		modifier_army_sub_unit_category_robots_max_org_factor = 0.05
		experience_gain_army = 0.1
	}
	mdm_twin_vengence = {
		random = no
		special_forces_min = 20
		army_morale_factor = 0.05
		targeted_modifier = {
			tag = VSH
			attack_bonus_against = 0.03
		}
		targeted_modifier = {
			tag = PAS
			attack_bonus_against = 0.03
		}
		targeted_modifier = {
			tag = TOC
			attack_bonus_against = 0.03
		}
	}
	mdm_greeter_now = {
		random = no
		equipment_capture_factor = 0.05
		stability_factor = 0.05
		max_planning_factor = 0.05
	}
	mdm_sandwich_counter = {
		random = no
		monthly_population = 0.1
		winter_attrition_factor = -0.25
	}
	mdm_old_world_survivalist = {
		random = no
		out_of_supply_factor = -0.2
		attrition = -0.05
		army_speed_factor = 0.05
	}
	### BAD
	bad_motor_family_head = {
		random = no
		equipment_bonus = {
			motorized_equipment = {
				build_cost_ic = -0.10
				instant = yes
			}
		}
	}
	bad_madvillain_the_merciful = {
		random = no
		compliance_growth = 0.06
		required_compliance_for_coring = -05
	}
	bad_madvillain_the_father = {
		random = no
		army_defence_factor = 0.05
		army_morale_factor = 0.03
	}
	bad_madvillain_the_murderer = {
		random = no
		army_attack_factor = 0.06
		stability_factor = -0.08
	}
	irc_howling_wolf = {
		random = no
		country_resource_water = 15
		country_resource_metal = 5
		modifier_army_sub_unit_power_armour_attack_factor = 0.04
		modifier_army_sub_unit_power_armour_support_attack_factor = 0.04
		modifier_army_sub_unit_power_armour_speed_factor = 0.04
	}
	met_power_of_fenrir = {
		random = no
		custom_modifier_tooltip = tvt_the_people_of_tomorrow_warform_tooltip
	}
	### COM
	COM_governor_general = {
		random = no
		party_popularity_stability_factor = 0.05
		war_stability_factor = 0.05
	}
	COM_unfortunate_son = {
		random = no
		army_attack_factor = 0.025
		army_strength_factor = 0.025
		army_speed_factor = 0.025
		experience_gain_army_unit_factor = 0.025
	}
	COM_first_consul = {
		random = no
		stability_factor = 0.025
		political_power_gain = 0.025
		compliance_growth_on_our_occupied_states = -0.05
		resistance_activity = -0.05
	}
	COM_secretary_of_the_north = {
		random = no
		stability_factor = -0.025
		political_power_gain = 0.05
		caps_income_modifier = 0.1
		army_defence_factor = 0.025
		army_morale_factor = 0.025
	}
	COM_the_american_sulla = {
		random = no
		stability_factor = 0.025
		political_power_gain = -0.05
		caps_income_modifier = 0.2
		army_defence_factor = 0.035
		army_morale_factor = 0.035
	}
	###April Fools 2024
	MIN_netherlord = {
		random = no
		army_attack_factor = 0.16
		justify_war_goal_time = -0.24
		offensive_war_stability_factor = 0.24
		max_command_power = 32
	}
	MIN_netherlord_2 = {
		random = no
		army_attack_factor = 0.24
		justify_war_goal_time = -0.64
		offensive_war_stability_factor = 0.48
		max_command_power = 64
	}
}
# vim: set ft=pdx ts=2 sw=2 tw=79 :
