###########################################################
# BM: State Categories - Dynamic Modifiers
# Each tier has a distinct economic, military, and
# political identity. Low tiers punish everything.
# High tiers reward everything but bite back hard.
###########################################################

megalopolis_industry_dynamic_modifier = {
	enable = { always = yes }
	icon = GFX_idea_megalopolis

	# INDUSTRY
	state_production_speed_buildings_factor = 0.20
	repair_speed_arms_factory_factor = 0.20
	repair_speed_industrial_complex_factor = 0.20
	repair_speed_infrastructure_factor = 0.20
	state_resources_factor = 0.10
	local_factory_energy_consumption = -0.10

	# MANPOWER & SUPPLY
	recruitable_population_factor = 0.15
	local_manpower = 0.075
	non_core_manpower = 0.15
	local_supplies = 0.20
	local_org_regain = 0.06

	# MOBILIZATION
	mobilization_speed = 0.10

	# SECURITY
	compliance_growth = -0.40
	resistance_damage_to_garrison = 0.40
	resistance_decay = -0.08
	required_garrison_factor = 0.40
}

metropolis_industry_dynamic_modifier = {
	enable = { always = yes }
	icon = GFX_idea_metropolis

	# INDUSTRY
	state_production_speed_buildings_factor = 0.15
	repair_speed_arms_factory_factor = 0.15
	repair_speed_industrial_complex_factor = 0.15
	repair_speed_infrastructure_factor = 0.15
	state_resources_factor = 0.075
	local_factory_energy_consumption = -0.075

	# MANPOWER & SUPPLY
	recruitable_population_factor = 0.12
	local_manpower = 0.06
	non_core_manpower = 0.12
	local_supplies = 0.15
	local_org_regain = 0.05

	# MOBILIZATION
	mobilization_speed = 0.075

	# SECURITY
	compliance_growth = -0.25
	resistance_damage_to_garrison = 0.25
	resistance_decay = -0.06
	required_garrison_factor = 0.25
}

large_city_industry_dynamic_modifier = {
	enable = { always = yes }
	icon = GFX_idea_large_city

	# INDUSTRY
	state_production_speed_buildings_factor = 0.10
	repair_speed_arms_factory_factor = 0.10
	repair_speed_industrial_complex_factor = 0.10
	repair_speed_infrastructure_factor = 0.10
	state_resources_factor = 0.05
	local_factory_energy_consumption = -0.05

	# MANPOWER & SUPPLY
	recruitable_population_factor = 0.10
	local_manpower = 0.05
	non_core_manpower = 0.10
	local_supplies = 0.12
	local_org_regain = 0.04

	# MOBILIZATION
	mobilization_speed = 0.05

	# SECURITY
	compliance_growth = -0.12
	resistance_damage_to_garrison = 0.15
	resistance_decay = -0.04
	required_garrison_factor = 0.15
}

city_industry_dynamic_modifier = {
	enable = { always = yes }
	icon = GFX_idea_city

	# INDUSTRY
	state_production_speed_buildings_factor = 0.05
	repair_speed_arms_factory_factor = 0.05
	repair_speed_industrial_complex_factor = 0.05
	repair_speed_infrastructure_factor = 0.05
	state_resources_factor = 0.025
	local_factory_energy_consumption = -0.03

	# MANPOWER & SUPPLY
	recruitable_population_factor = 0.06
	local_manpower = 0.03
	non_core_manpower = 0.06
	local_supplies = 0.08

	# MOBILIZATION
	mobilization_speed = 0.03

	# SECURITY
	compliance_growth = -0.06
	resistance_damage_to_garrison = 0.08
	resistance_decay = -0.03
	required_garrison_factor = 0.06
}

large_town_industry_dynamic_modifier = {
	enable = { always = yes }
	icon = GFX_idea_large_town

	# INDUSTRY - Transitional, slight drag
	state_production_speed_buildings_factor = -0.025
	repair_speed_arms_factory_factor = -0.025
	repair_speed_industrial_complex_factor = -0.025
	repair_speed_infrastructure_factor = -0.025
	local_factory_energy_consumption = 0.015

	# MANPOWER & SUPPLY
	recruitable_population_factor = 0.03
	local_manpower = 0.015
	non_core_manpower = 0.05
	local_supplies = 0.06

	# MOBILIZATION
	mobilization_speed = 0.015

	# SECURITY
	resistance_growth = 0.10
	resistance_target = 0.03
	resistance_damage_to_garrison = -0.05
}

town_industry_dynamic_modifier = {
	enable = { always = yes }
	icon = GFX_idea_town

	# INDUSTRY
	state_production_speed_buildings_factor = -0.06
	repair_speed_arms_factory_factor = -0.06
	repair_speed_industrial_complex_factor = -0.06
	repair_speed_infrastructure_factor = -0.06
	state_resources_factor = -0.025
	local_factory_energy_consumption = 0.03

	# MANPOWER & SUPPLY
	non_core_manpower = 0.03
	local_supplies = 0.03

	# SECURITY
	resistance_growth = 0.12
	resistance_target = 0.05
	resistance_damage_to_garrison = -0.10
}

rural_industry_dynamic_modifier = {
	enable = { always = yes }
	icon = GFX_idea_rural

	# INDUSTRY
	state_production_speed_buildings_factor = -0.10
	repair_speed_arms_factory_factor = -0.10
	repair_speed_industrial_complex_factor = -0.10
	repair_speed_infrastructure_factor = -0.10
	state_resources_factor = -0.05
	local_factory_energy_consumption = 0.06

	# MANPOWER & SUPPLY
	recruitable_population_factor = -0.06
	non_core_manpower = -0.03
	local_supplies = -0.04

	# MOBILIZATION
	mobilization_speed = -0.08

	# TERRAIN & ENEMY PENALTIES
	enemy_attrition = 0.01
	enemy_army_speed_factor = -0.02

	# SECURITY
	resistance_growth = 0.14
	resistance_target = 0.07
	resistance_damage_to_garrison = -0.12
}

pastoral_industry_dynamic_modifier = {
	enable = { always = yes }
	icon = GFX_idea_pastoral

	# INDUSTRY
	state_production_speed_buildings_factor = -0.20
	repair_speed_arms_factory_factor = -0.20
	repair_speed_industrial_complex_factor = -0.20
	repair_speed_infrastructure_factor = -0.20
	state_resources_factor = -0.07
	local_factory_energy_consumption = 0.09

	# MANPOWER & SUPPLY
	recruitable_population_factor = -0.15
	non_core_manpower = -0.10
	local_supplies = -0.08

	# MOBILIZATION
	mobilization_speed = -0.15

	# TERRAIN & ENEMY PENALTIES
	enemy_attrition = 0.02
	enemy_army_speed_factor = -0.04

	# SECURITY
	resistance_growth = 0.25
	resistance_target = 0.10
	resistance_damage_to_garrison = -0.30
}

wasteland_industry_dynamic_modifier = {
	enable = { always = yes }
	icon = GFX_idea_wasteland

	# INDUSTRY
	state_production_speed_buildings_factor = -0.35
	repair_speed_arms_factory_factor = -0.35
	repair_speed_industrial_complex_factor = -0.35
	repair_speed_infrastructure_factor = -0.35
	state_resources_factor = -0.10
	local_factory_energy_consumption = 0.12

	# MANPOWER & SUPPLY
	recruitable_population_factor = -0.30
	non_core_manpower = -0.15
	local_supplies = -0.12

	# MOBILIZATION
	mobilization_speed = -0.20

	# TERRAIN & ENEMY PENALTIES
	enemy_attrition = 0.02
	enemy_army_speed_factor = -0.05
	attrition_for_controller = 0.01

	# SECURITY
	compliance_growth = 0.50
	resistance_target = -0.50
}