# Valid unit modifiers are not exhaustive
# Currently supported:
# army_morale
# army_morale_factor
# army_org
# army_org_factor
# supply_consumption_factor
# equipment_capture
# equipment_capture_factor
# army_fuel_capacity_factor
# army_fuel_consumption_factor
# recon_factor
# recon_factor_while_entrenched
# transport_capacity (?)
# breakthrough_factor
# armor_factor
# army_strength_factor
# experience_loss_factor
# leader_modifier applies unit modifiers to all units under them as a general, similarly to traits.
# army_attack_factor
# army_defence_factor
# max_dig_in
# max_dig_in_factor

@cost = 30

unit_medals = {
	
	
	### JAP
	
	Kyokujitsu_toka_daijusho = {
		
		available = { should_have_japanese_medals_trigger = yes }
		frame = 1
		icon = "GFX_medal_icon_jap"
		
		cost = 10
		
		unit_modifiers = {
			army_morale_factor = 0.075
		}
		
		one_time_effect = {
			add_divisional_commander_xp = 100
		}
		
	}
	
	Kinshi_Kunsho_1st = {
		
		available = { should_have_japanese_medals_trigger = yes }
		frame = 2
		icon = "GFX_medal_icon_jap"
		
		cost = 10		
		unit_modifiers = {
			army_morale_factor = 0.05
			army_strength_factor = 0.05
		}
		
		one_time_effect = {
			add_divisional_commander_xp = 100
		}
		
	}
	
	Kinshi_Kunsho_2nd = {
		
		available = { should_have_japanese_medals_trigger = yes }
		frame = 3
		icon = "GFX_medal_icon_jap"
		
		cost = 10
		
		unit_modifiers = {
			supply_consumption_factor = -0.1
			army_attack_factor = 0.05
		}
		
		one_time_effect = {
			add_divisional_commander_xp = 100
		}
	}
	
	Kinshi_Kunsho_3rd = {
		
		available = { should_have_japanese_medals_trigger = yes }
		frame = 4
		icon = "GFX_medal_icon_jap"
		
		cost = 10
		
		unit_modifiers = {
			breakthrough_factor = 0.1
		}
		
		one_time_effect = {
			add_divisional_commander_xp = 100
		}
		
	}

	Order_of_the_Rising_Sun = {
		
		available = { should_have_japanese_medals_trigger = yes }
		frame = 5
		icon = "GFX_medal_icon_jap"
		
		cost = 10
		
		unit_modifiers = {
			army_org_factor = 0.10
		}
		
		one_time_effect = {
			add_divisional_commander_xp = 100
		}
		
	}
	
	Rikugun_Bukokisho = {
		
		available = { should_have_japanese_medals_trigger = yes 
			has_casualties_war_support > 500000
		}
		frame = 6
		icon = "GFX_medal_icon_jap"
		
		cost = 10
		
		unit_modifiers = {
			army_morale_factor = 0.08
		}

		
		one_time_effect = {
			add_divisional_commander_xp = 100
		}
		
	}
	
	Gunjin_Shoi_Kisho = {
		
		available = { should_have_japanese_medals_trigger = yes }
		frame = 7
		icon = "GFX_medal_icon_jap"
		
		cost = 5
		
		unit_modifiers = {
			experience_loss_factor = -0.10
		}
		
		one_time_effect = {
			add_divisional_commander_xp = 100
		}
		

	}
	
	Kigen2600nen_Shukuten_Kinensho = {
		
		available = { should_have_japanese_medals_trigger = yes 
			NOT = { has_government = communism
			}
			date > 1940.07.27
		}
		frame = 8
		icon = "GFX_medal_icon_jap"
		
		cost = 3
		
		unit_modifiers = {
			army_morale_factor = 0.10

		}
		
		one_time_effect = {
			add_divisional_commander_xp = 100
		}
		
	}

	Shinajihen_Jugun_Kisho = {
		
		available = { should_have_japanese_medals_trigger = yes 
			has_war_with = CHI
		}
		frame = 9
		icon = "GFX_medal_icon_jap"
		
		cost = 3
		
		unit_modifiers = {
			army_attack_factor = 0.05
		}
		
		one_time_effect = {
			add_divisional_commander_xp = 100
		}
		
	}
	
	Daitouasenso_Jugun_Kisho = {
		
		available = { should_have_japanese_medals_trigger = yes 
				OR = { 
					JAP = { has_war_with = USA}
					JAP = { has_war_with = SOV}
					JAP = { has_war_with = ENG}
					JAP = { has_war_with = FRA}
					JAP = { has_war_with = HOL}
				}
		}
		frame = 10
		icon = "GFX_medal_icon_jap"
		
		cost = 3
		
		unit_modifiers = {
			supply_consumption_factor = -0.10

		}
		
		one_time_effect = {
			add_divisional_commander_xp = 100
		}
		
	}
	
	Kokkyojihen_Jugun_Kisho = {
		
		available = { should_have_japanese_medals_trigger = yes 
			is_ally_with = MAN
			MAN = { 
				OR = { has_border_war = yes
					has_war_with = SOV
				}
			}
		}
		frame = 11
		icon = "GFX_medal_icon_jap"
		
		cost = 3
		
		unit_modifiers = {
			army_defence_factor = 0.10
		}
		
		one_time_effect = {
			add_divisional_commander_xp = 100
		}
	}
	
}
