night = { # On province. Multiplied by amount of darkness.
	air_bombing_targetting = -0.5
	carrier_traffic = -1.0
	naval_retreat_speed = 0.25
    sub_retreat_speed = 0.35
    naval_retreat_chance = 0.15
	air_attack_factor = -0.50
    naval_strike = -0.90
    naval_light_gun_hit_chance_factor = -0.5
    naval_heavy_gun_hit_chance_factor = -0.25
    naval_torpedo_hit_chance_factor = 0.15
    naval_torpedo_screen_penetration_factor = 0.35
    naval_torpedo_enemy_critical_chance_factor = 0.2
}

ship_experience_bonus_max = {
    naval_light_gun_hit_chance_factor = 0.1
    naval_heavy_gun_hit_chance_factor = 0.1
    naval_torpedo_hit_chance_factor = 0.1
}

ship_experience_malus_min = {
    naval_light_gun_hit_chance_factor = -0.1
    naval_heavy_gun_hit_chance_factor = -0.1
    naval_torpedo_hit_chance_factor = -0.1
}

carrier_experience_bonus_max = {
	navy_org_factor = 0.15
}

carrier_experience_malus_min = {
	navy_org_factor = -0.1
}

screening_bonus = {
    naval_retreat_speed = 0.2
    convoy_retreat_speed = 0.2
    naval_hit_chance = 0.15
}

capital_screening_bonus = {
    naval_retreat_speed = 0.2
    navy_anti_air_attack_factor = 0.15
}

# This is scaled based on support ratio
naval_general_support = {
	navy_max_range_factor = 0.2
    navy_fuel_consumption_factor = -0.1
}

# This is scaled based on support ratio
naval_repair_support = {
	naval_critical_effect_factor = -0.25
	naval_ship_recovery_chance = 0.1
	naval_attrition = -0.075
}