# modifiers used in static_modifiers needs to be predefined here

operation_outcome = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
}

operation_cost = {
	color_type = bad
	value_type = percentage
	precision = 0
	category = intelligence_agency
}

enemy_operation_critical_success_chance = {
	color_type = bad
	value_type = percentage
	precision = 0
	category = intelligence_agency
}

operation_infiltrate_outcome = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}

operation_steal_tech_bonus_factor = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_steal_tech_aot_factor = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
}
operation_steal_tech_cost = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
}
operation_steal_tech_uses = {
	color_type = good
	value_type = number
	precision = 0
	category = intelligence_agency
	category = unit_leader
}


operation_army_keep_asset_chance = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_army_max_asset = {
	color_type = good
	value_type = number
	precision = 0
	category = intelligence_agency
}
operation_army_enemy_effect = {
	color_type = bad
	value_type = percentage
	precision = 0
	category = intelligence_agency
}
enemy_army_asset_discover_chance = {
	color_type = good
	value_type = percentage
	precision = 2
	category = intelligence_agency
}


operation_navy_keep_asset_chance = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_navy_max_asset = {
	color_type = good
	value_type = number
	precision = 0
	category = intelligence_agency
}
operation_navy_enemy_effect = {
	color_type = bad
	value_type = percentage
	precision = 0
	category = intelligence_agency
}
enemy_navy_asset_discover_chance = {
	color_type = good
	value_type = percentage
	precision = 2
	category = intelligence_agency
}

operation_air_keep_asset_chance = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_air_max_asset = {
	color_type = good
	value_type = number
	precision = 0
	category = intelligence_agency
}
operation_air_enemy_effect = {
	color_type = bad
	value_type = percentage
	precision = 0
	category = intelligence_agency
}
enemy_air_asset_discover_chance = {
	color_type = good
	value_type = percentage
	precision = 2
	category = intelligence_agency
}

operation_economy_keep_asset_chance = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_economy_max_asset = {
	color_type = good
	value_type = number
	precision = 0
	category = intelligence_agency
}
operation_economy_enemy_effect = {
	color_type = bad
	value_type = percentage
	precision = 0
	category = intelligence_agency
}
enemy_economy_asset_discover_chance = {
	color_type = good
	value_type = percentage
	precision = 2
	category = intelligence_agency
}

agency_upgrades = {
	color_type = good
	value_type = number
	precision = 0
	category = intelligence_agency
}

operation_target_army_leader_effect = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_target_army_leader_spread = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}

operation_sabotage_outcome = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_sabotage_risk = {
	color_type = bad
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_sabotage_cost = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_sabotage_damage = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_sabotage_spread = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_sabotage_repair = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
}

operation_strengthen_resistance_effect = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_strengthen_resistance_outcome = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_strengthen_resistance_risk = {
	color_type = bad
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_strengthen_resistance_cost = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_strengthen_resistance_spread = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_make_resistance_contacts_risk = {
	color_type = bad
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_make_resistance_contacts_cost = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}

operation_strengthen_society_effect = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}
operation_strengthen_society_spread = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}

operation_coordinated_strike_damage = {
	color_type = good
	value_type = percentage
	precision = 0
	category = intelligence_agency
	category = unit_leader
}

resistance_chance_buildings = {
	color_type = bad
	value_type = percentage
	precision = 0
	category = state
}
resistance_chance_resource = {
	color_type = bad
	value_type = percentage
	precision = 0
	category = state
}

resistance_damage_to_buildings = {
	color_type = bad
	value_type = percentage
	precision = 2
	category = state
	category = country
}
resistance_damage_to_resources = {
	color_type = bad
	value_type = percentage
	precision = 2
	category = state
	category = country
}
resistance_damage_to_resources_duration = {
	color_type = bad
	value_type = percentage
	precision = 0
	category = state
	category = country
}

local_operation_effect = {
	color_type = good
	value_type = percentage
	precision = 1
	category = state
}

resistance_operation_effect_in_our_states = { #this makes YOUR operations in YOUR states occupied BY enemy more effective
	color_type = good
	value_type = percentage
	precision = 1
	category = country
}
