develop_state_category = {
	FROM = {
		# WASTELAND -> PASTORAL (remove 1 infra)
		if = {
			limit = {
				has_state_category = wasteland
			}
			set_state_category = pastoral
			remove_dynamic_modifier = {
				modifier = wasteland_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = pastoral_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 1
			}
		}
		# ENCLAVE -> PASTORAL (remove 1 infra)
		else_if = {
			limit = {
				has_state_category = enclave
			}
			set_state_category = pastoral
			remove_dynamic_modifier = {
				modifier = wasteland_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = pastoral_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 1
			}
		}
		# TINY ISLAND -> SMALL ISLAND (no infra removal, island chain)
		else_if = {
			limit = {
				has_state_category = tiny_island
			}
			set_state_category = small_island
		}
		# PASTORAL -> RURAL (remove 1 infra)
		else_if = {
			limit = {
				has_state_category = pastoral
			}
			set_state_category = rural
			remove_dynamic_modifier = {
				modifier = pastoral_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = rural_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 1
			}
		}
		# RURAL -> TOWN (remove 1 infra)
		else_if = {
			limit = {
				has_state_category = rural
			}
			set_state_category = town
			remove_dynamic_modifier = {
				modifier = rural_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = town_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 1
			}
		}
		# TOWN -> LARGE TOWN (remove 2 infra)
		else_if = {
			limit = {
				has_state_category = town
			}
			set_state_category = large_town
			remove_dynamic_modifier = {
				modifier = town_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = large_town_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 2
			}
		}
		# LARGE TOWN -> CITY (remove 2 infra)
		else_if = {
			limit = {
				has_state_category = large_town
			}
			set_state_category = city
			remove_dynamic_modifier = {
				modifier = large_town_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = city_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 2
			}
		}
		# CITY -> LARGE CITY (remove 3 infra)
		else_if = {
			limit = {
				has_state_category = city
			}
			set_state_category = large_city
			remove_dynamic_modifier = {
				modifier = city_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = large_city_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 3
			}
		}
		# LARGE CITY -> METROPOLIS (remove 3 infra)
		else_if = {
			limit = {
				has_state_category = large_city
			}
			set_state_category = metropolis
			remove_dynamic_modifier = {
				modifier = large_city_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = metropolis_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 3
			}
		}
		# METROPOLIS -> MEGALOPOLIS (remove 3 infra)
		else_if = {
			limit = {
				has_state_category = metropolis
			}
			set_state_category = megalopolis
			remove_dynamic_modifier = {
				modifier = metropolis_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = megalopolis_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 3
			}
		}
		# NUMBERED CATEGORIES (vanilla compat)
		# ONE -> TWO (pastoral-tier, remove 1 infra)
		else_if = {
			limit = {
				has_state_category = wasteland
			}
			set_state_category = one
			remove_dynamic_modifier = {
				modifier = wasteland_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = pastoral_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 1
			}
		}
		else_if = {
			limit = {
				has_state_category = zero_island
			}
			set_state_category = one_island
		}
		else_if = {
			limit = {
				has_state_category = one_island
			}
			set_state_category = minor_port
			remove_dynamic_modifier = {
				modifier = wasteland_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = town_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 1
			}
		}
		else_if = {
			limit = {
				has_state_category = minor_port
			}
			set_state_category = port
			remove_dynamic_modifier = {
				modifier = town_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = large_town_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 2
			}
		}
		else_if = {
			limit = {
				has_state_category = port
			}
			set_state_category = major_port
			remove_dynamic_modifier = {
				modifier = large_town_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = city_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 2
			}
		}
		else_if = {
			limit = {
				has_state_category = one
			}
			set_state_category = two
			remove_dynamic_modifier = {
				modifier = pastoral_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = rural_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 1
			}
		}
		else_if = {
			limit = {
				has_state_category = two
			}
			set_state_category = three
			remove_building = {
				type = infrastructure
				level = 1
			}
		}
		else_if = {
			limit = {
				has_state_category = three
			}
			set_state_category = four
			remove_dynamic_modifier = {
				modifier = rural_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = town_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 1
			}
		}
		else_if = {
			limit = {
				has_state_category = four
			}
			set_state_category = five
			remove_dynamic_modifier = {
				modifier = town_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = large_town_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 2
			}
		}
		else_if = {
			limit = {
				has_state_category = five
			}
			set_state_category = six
			remove_dynamic_modifier = {
				modifier = large_town_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = city_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 2
			}
		}
		else_if = {
			limit = {
				has_state_category = six
			}
			set_state_category = seven
			remove_building = {
				type = infrastructure
				level = 2
			}
		}
		else_if = {
			limit = {
				has_state_category = seven
			}
			set_state_category = eight
			remove_dynamic_modifier = {
				modifier = city_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = large_city_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 3
			}
		}
		else_if = {
			limit = {
				has_state_category = eight
			}
			set_state_category = nine
			remove_building = {
				type = infrastructure
				level = 3
			}
		}
		else_if = {
			limit = {
				has_state_category = nine
			}
			set_state_category = ten
			remove_dynamic_modifier = {
				modifier = large_city_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = metropolis_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 3
			}
		}
		else_if = {
			limit = {
				has_state_category = ten
			}
			set_state_category = eleven
			remove_building = {
				type = infrastructure
				level = 3
			}
		}
		else_if = {
			limit = {
				has_state_category = eleven
			}
			set_state_category = twelve
			remove_dynamic_modifier = {
				modifier = metropolis_industry_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = megalopolis_industry_dynamic_modifier
			}
			remove_building = {
				type = infrastructure
				level = 3
			}
		}
	}
}
