@tier1_cp_cap_increase = 10
@tier2_cp_cap_increase = 20
@tier3_cp_cap_increase = 30

@tier1_cp_cost = 0
@tier2_cp_cost = 0
@tier3_cp_cost = 0

@experience_gain_low = 0.03
@experience_gain_medium = 0.06
@experience_gain_high = 0.08

@chief_experience_gain_low = 0.20
@chief_experience_gain_medium = 0.30
@chief_experience_gain_high = 0.40

@army_chief_factor_1 = 0.42
@army_chief_factor_2 = 0.68
@army_chief_factor_3 = 0.84

@navy_chief_factor_1 = 0.31
@navy_chief_factor_2 = 0.57
@navy_chief_factor_3 = 0.73

@air_chief_factor_1 = 0.10
@air_chief_factor_2 = 0.13
@air_chief_factor_3 = 0.16

@army_command_factor_1 = 0.42
@army_command_factor_2 = 0.64
@army_command_factor_3 = 0.86

@navy_command_factor_1 = 0.41
@navy_command_factor_2 = 0.62
@navy_command_factor_3 = 0.83

@air_command_factor_1 = 0.40
@air_command_factor_2 = 0.60
@air_command_factor_3 = 0.80


###Todo remove commented advisor experience gains

leader_traits = {

	dictator = {
		random = no
		political_power_factor = 2.500
		weekly_casualties_war_support = 0.010
		ai_desired_divisions_factor = 2.000

		ai_will_do = {
			factor = 1
		}
	}

	warrior_code = {
		random = no
		ai_call_ally_desire_factor = -40
		ai_join_ally_desire_factor = -30

		ai_will_do = {
			factor = 1
		}
	}

	underage_monarch = {
		random = no
		stability_factor = 1.000
		political_advisor_cost_factor = 0.25
		trade_laws_cost_factor = 0.25
		mobilization_laws_cost_factor = 0.25
		economy_cost_factor = 0.25
	}

	legitimate_heir = {
		random = no
		stability_factor = 1.000
		political_power_factor = 1.000
	}

	collaborator_king = {
		random = no
		fascism_drift = 0.1
		fascism_acceptance = 75
		political_power_factor = 1.000
	}

	imperial_sanction = {
		random = no

		targeted_modifier = {
			tag = CHI
			generate_wargoal_tension_against = 0.75
		}
		targeted_modifier = {
			tag = PRC
			generate_wargoal_tension_against = 0.75
		}
		targeted_modifier = {
			tag = SHX
			generate_wargoal_tension_against = 0.75
		}
		targeted_modifier = {
			tag = GXC
			generate_wargoal_tension_against = 0.75
		}
		targeted_modifier = {
			tag = YUN
			generate_wargoal_tension_against = 0.75
		}
		targeted_modifier = {
			tag = XSM
			generate_wargoal_tension_against = 0.75
		}
		targeted_modifier = {
			tag = SIK
			generate_wargoal_tension_against = 0.75
		}

		ai_will_do = {
			factor = 1
		}
	}

	emperor_showa = {
		random = no
		stability_factor = 6.000 #FOR THE EMPERAH

		ai_will_do = {
			factor = 1
		}
	}

	ww_one_trauma = {
		random = no
		ai_call_ally_desire_factor = 100.000

		ai_will_do = {
			factor = 1
		}
	}

	stout_defender = { # This particular trait will make the AI heavily prioritize defensive warfare, rarely, if ever, attacking out of fortified locations
		random = no
		ai_focus_defense_factor = 5.000

		ai_will_do = {
			factor = 1
		}
	}

	warmonger = {
		random = no
		ai_focus_aggressive_factor = 5.000

		ai_will_do = {
			factor = 1
		}
	}

	inexperienced_imperialist = {
		random = no
		political_power_factor = -0.3
		stability_factor = 0.500
		justify_war_goal_time = -2.500

		ai_will_do = {
			factor = 1
		}
	}

	autocratic_imperialist = {
		random = no
		war_support_factor = 0.500
		stability_factor = 0.500
		justify_war_goal_time = -2.500

		ai_will_do = {
			factor = 1
		}
	}

	cabinet_crisis = {
		random = no
		political_power_factor = -0.5
		stability_factor = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	unpopular_monarch = {
		random = no
		political_power_factor = -0.3
		stability_factor = -0.2

		ai_will_do = {
			factor = 1
		}
	}

	socialite_connections = {
		random = no
		trade_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		industrial_capacity_factory = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	wallis_fancy_title = {
		random = no
		neutrality_drift = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	inexperienced_monarch = {
		random = no
		political_advisor_cost_factor = 0.25
		trade_laws_cost_factor = 0.25
		mobilization_laws_cost_factor = 0.25
		economy_cost_factor = 0.25
		high_command_cost_factor = 0.25
		air_chief_cost_factor = 0.25
		army_chief_cost_factor = 0.25
		navy_chief_cost_factor = 0.25

		ai_will_do = {
			factor = 1
		}
	}

	headstrong = {
		random = no
		political_power_factor = 1.500

		ai_will_do = {
			factor = 1
		}
	}

	popular_queen = {
		random = no
		stability_factor = 1.500
		industrial_capacity_factory = 0.500
		industrial_capacity_dockyard = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	heels_nipper = {
		random = no
		sprite = 10
		political_power_factor = -0.1
		stability_factor = -0.1
		political_advisor_cost_factor = -2.500
		trade_laws_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25

		ai_will_do = {
			factor = 1
		}
	}

	snuggler = {
		random = no
		sprite = 10
		political_power_factor = -0.1
		stability_factor = 0.500
		neutrality_drift = 0.05
		consumer_goods_factor = -0.300

		ai_will_do = {
			factor = 1
		}
	}

	face_licker = {
		random = no
		sprite = 10
		political_power_factor = -0.1
		war_support_factor = 0.500
		conscription = 0.020

		ai_will_do = {
			factor = 1
		}
	}

	stammer = {
		random = no
		political_power_factor = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	humble = {
		random = no
		neutrality_drift = 0.05
		consumer_goods_factor = -0.300

		ai_will_do = {
			factor = 1
		}
	}

	british_bulldog = {
		random = no
		war_support_factor = 1.000
		political_power_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	chamberlain_appeaser = {
		random = no
		war_support_factor = -0.05

		ai_will_do = {
			factor = 1
		}
	}

	rearmer = {
		random = no
		industrial_capacity_factory = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	conservative_grandee = {
		random = no
		sprite = 13 #Needed since Uruguay uses this traits in an advisor.
		political_power_factor = 0.500
		political_advisor_cost_factor = -1.000

		ai_will_do = {
			factor = 1
		}
	}

	famous_aviator = {
		random = no
		equipment_bonus = {
			medium_plane_airframe = {
				air_range = 0.100
			}
			small_plane_airframe = {
				air_range = 0.100
			}
		}

		ai_will_do = {
			factor = 1
		}
	}
	spirit_of_genghis = {
		random = no
		cavalry_attack_factor = 0.500
		equipment_bonus = {
			small_plane_naval_bomber_airframe = {
				air_range = 1.000 naval_strike_attack = 1.000
			}
		}

		ai_will_do = {
			factor = 1
		}
	}


	indomitable_perseverance = { # Ground units get 4 more Morale
		random = no
		sprite = 5
		army_morale_factor = 0.400

		ai_will_do = {
			factor = 1
		}
	}

	generallissimo = {
		random = no
		defensive_war_stability_factor = 4.000
	}

	great_architect = {
		random = no
		production_speed_buildings_factor = 0.100
	}

	#ESPIONAGE IDEAS#

	head_of_intelligence = {
		random = no
		sprite = 15
		operative_slot = 10.000
		agency_upgrade_time = -1.500
	}

	mastermind_code_cracker = {
		random = no
		sprite = 15
		decryption_power = 150.000
	}

	expert_code_cracker = {
		random = no
		sprite = 15
		decryption_power = 100.000
	}


#ai_focus_defense_factor
#ai_focus_aggressive_factor
#ai_focus_production_factor
#ai_focus_military_advancements_factor
#ai_focus_peaceful_factor
#ai_focus_naval_factor
#ai_focus_naval_air_factor
#ai_focus_aviation_factor

	dislikes_germany = {
		random = no
		ai_strategy = {
			type = antagonize
			id = "GER"
			value = 200
		}

		ai_will_do = {
			factor = 1
		}
	}

	dislikes_soviet = {
		random = no
		ai_strategy = {
			type = antagonize
			id = "SOV"
			value = 200
		}

		ai_will_do = {
			factor = 1
		}
	}

	likes_germany = {
		random = no
		ai_strategy = {
			type = alliance
			id = "GER"
			value = 300
		}

		ai_will_do = {
			factor = 1
		}
	}

	likes_allies = {
		random = no
		ai_strategy = {
			type = alliance
			id = "ENG"
			value = 300
		}

		ai_strategy = {
			type = alliance
			id = "FRA"
			value = 300
		}

		ai_strategy = {
			type = alliance
			id = "USA"
			value = 300
		}

		ai_will_do = {
			factor = 1
		}
	}

	tenacious_defender = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	exiled = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	political_prisoner = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	assassination_survivor = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	stalins_puppet = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	union_man = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	political_dancer = {
		random = no
		political_power_factor = 1.500

		ai_will_do = {
			factor = 1
		}
	}

	staunch_constitutionalist = {
		random = no
		drift_defence_factor = 5.000

		ai_will_do = {
			factor = 1
		}
	}

	first_lady = {
		random = no
		sprite = 12

		war_support_factor = 0.500
		stability_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	dealbroker = {
		random = yes

		trade_laws_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25

		ai_will_do = {
			factor = 1
		}
	}

	hawk = {
		random = yes
		sprite = 13
		war_support_factor = 1.000
		stability_factor = -0.05
		justify_war_goal_time = -1.000

		ai_will_do = {
			factor = 1
		}
	}

	cornered_fox = {
		random = no
		army_defence_factor = 1.500
		army_morale_Factor = 0.10

		ai_will_do = {
			factor = 1
		}
	}

	permanent_revolutionary = {
		random = no
		political_power_factor = -0.15
		justify_war_goal_time = 0.15
		subversive_activites_upkeep = -3.000
		max_command_power = 300.000

		ai_will_do = {
			factor = 1
		}
	}

	triumphant_revolutionary = {
		random = no
		justify_war_goal_time = 0.15
		subversive_activites_upkeep = -5.000
		max_command_power = 500.000

		drift_defence_factor = 1.500
		command_power_gain_mult = 1.500

		ai_will_do = {
			factor = 1
		}
	}

	exiled_revolutionary = {
		random = no
		subversive_activites_upkeep = -5.000
		drift_defence_factor = 3.000

		ai_will_do = {
			factor = 1
		}
	}

	railroad_enthusiast = { #Valentin Campa
		random = no
		production_speed_rail_way_factor = 2.500

		ai_will_do = {
			factor = 1
		}
	}

	strongman_of_san_luis_potosi = { #Saturnino Cedillo
		random = no
		army_morale_factor = 0.500
		political_power_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	revolutionary_general = { #Francisco José Mugica
		random = no
		resistance_growth_on_our_occupied_states = 0.25
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		theorist_cost_factor = -0.25

		ai_will_do = {
			factor = 1
		}
	}

	fascist_militia_leader = { #Nicolás Rodríguez Carrasco, probably others too could be used for random fascist leaders
		random = no
		war_support_factor = 0.500
		ai_will_do = {
			factor = 1
		}
	}

	cristero_general = { #Jesús Degollado Guízar
		random = no
		conscription = 0.020
		ai_will_do = {
			factor = 1
		}
	}

	primate_of_mexico = { # Luis María Martínez
		random = no
		stability_factor = 0.500
		ai_will_do = {
			factor = 1
		}
	}

	el_jefe_maximo = { #Plutarco Calles
		random = no
		political_advisor_cost_factor = -2.500
		political_power_factor = 1.000
		ai_will_do = {
			factor = 1
		}
	}

	protector_of_the_campesinos = { #communist Cardenas (land reformer)
		random = no
		production_speed_industrial_complex_factor = 1.000
		production_speed_infrastructure_factor = 1.000
		ai_will_do = {
			factor = 1
		}
	}

	refounder_of_mexico = { # democratic Cardenas
		random = no

		stability_factor = 0.500
		trade_opinion_factor = 2.000

		ai_will_do = {
			factor = 1
		}
	}

	the_gentleman_president = { #Manuel Avila Camacho
		random = no
		stability_factor = 0.500
		improve_relations_maintain_cost_factor = -5.000

		ai_will_do = {
			factor = 1
		}
	}

	conservative_nationalist = { #Antonio de Oliveira Salazar - Vanilla
		sprite = 13 #Needed since Iceland uses this traits in an advisor.
		random = no
		stability_factor = 1.000
		production_speed_infrastructure_factor = 2.000

		ai_will_do = {
			factor = 1
		}
	}

	conservative_nationalist_lar = { #Antonio de Oliveira Salazar - LAR
		random = no
		stability_weekly = 0.050
		production_speed_infrastructure_factor = 2.000

		ai_will_do = {
			factor = 1
		}
	}

	the_silver_president = { #Juan Andreu
		random = no
		consumer_goods_factor = -0.300
		fascism_acceptance = 50
		ai_will_do = {
			factor = 1
		}
	}

	the_dean_of_mexican_marxism = { #Vicente Lombardo
		random = no

		stability_factor = 0.500
		industrial_capacity_factory = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	staunch_stalinist = { #Dionisio Encina
		random = no
		sprite = 13
		industrial_capacity_factory = 1.000
		drift_defence_factor = 1.500

		ai_will_do = {
			factor = 1
		}
	}

	devoted_trotskyist = { #Hernan Laborde Devoted Trotkyist
		random = no
		war_support_factor = 0.500
		subversive_activites_upkeep = -2.500

		ai_will_do = {
			factor = 1
		}
	}

	devoted_trotskyist = { #Hernan Laborde Devoted Trotkyist
		random = no
		war_support_factor = 0.500
		subversive_activites_upkeep = -2.500

		ai_will_do = {
			factor = 1
		}
	}

	fascist_sympathies = {
		random = no
		fascism_acceptance = 70

		ai_will_do = {
			factor = 1
		}
	}

	anti_communist = {
		random = no
		communism_acceptance = -50
		communism_drift = -0.01

		ai_will_do = {
			factor = 1
		}
	}

	camarilla_leader = {
		random = no
		political_advisor_cost_factor = -2.500
		trade_laws_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25

		ai_will_do = {
			factor = 1
		}
	}

	hedonist = {
		random = no
		stability_factor = -0.05

		ai_will_do = {
			factor = 1
		}
	}
	appeaser = {
		random = yes
		sprite = 13
		war_support_factor = -0.05
		stability_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	tenacious_negotiator = {
		random = yes
		political_power_factor = 1.000
		trade_opinion_factor = 2.500
	}

	national_integralist = {
		sprite = 13
		random = yes
		political_power_factor = 1.500
		stability_weekly = 0.010

		ai_will_do = {
			factor = 1
		}
	}

	retired_officer = {
		random = yes
		war_support_factor = 0.500
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25

		ai_will_do = {
			factor = 1
		}
	}
	eager_collaborator = {
		random = yes
		send_volunteer_size = 20.000
		improve_relations_maintain_cost_factor = -10.000
		fascism_acceptance = 75
		ai_will_do = {
			factor = 1
		}
	}

	constitutional_monarch = {
		random = no
		stability_weekly = 0.100
		political_power_gain = 1.000
		ai_will_do = {
			factor = 1
		}
	}
	duke_of_orleans = {
		random = no
		neutrality_drift = 0.1
		ai_will_do = {
			factor = 1
		}
	}
	count_of_paris = {
		random = no
		global_building_slots_factor = 0.500
		ai_will_do = {
			factor = 1
		}
	}
	reluctant_veteran = {
		random = no
		war_support_factor = 0.500
		conscription_factor = 0.100
	}
	proletariat_internationalist = {
		random = no
		war_support_factor = 0.500
		non_core_manpower = 0.250
	}

	anti_democrat = {
		random = no
		democratic_acceptance = -50
		democratic_drift = -0.02
		stability_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}
	emergency_powers = {
		random = no
		political_power_gain = 5.000
		ai_will_do = {
			factor = 1
		}
	}

	popular_figurehead2 = {
		sprite = 13
		stability_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	popular_figurehead3 = {
		sprite = 13
		stability_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}
	american_caesar = {
		random = no
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25
		army_core_attack_factor = 1.000
		army_core_defence_factor = 1.000
	}

	great_war_hero = {
		war_support_factor = 0.500
		stability_factor = 0.500
		army_core_attack_factor = 0.500
		army_core_defence_factor = 1.000
		army_morale_factor = 0.500
	}

	GER_high_admiral = { # Raeder
		naval_coordination = 1.500
		naval_morale_factor = 1.000
		experience_gain_navy = 0.800
		army_org_factor = -0.05
	}

	GER_burggraf_und_graf_zu_dohna_schlobitten = {
		army_core_attack_factor = 0.500
		army_core_defence_factor = 0.500
		army_morale_factor = 0.500
	}

	SIL_prince_of_pless_trait = {
		army_core_attack_factor = 0.500
		army_core_defence_factor = 0.500
		stability_factor = 1.000
	}

	GER_sword_of_islam_trait = {
		war_support_factor = 0.500
		weekly_manpower = 1000.000
		army_morale_factor = 0.500
	}

	imperial_connections = {
		random = no
		political_advisor_cost_factor = -2.500
		trade_laws_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25

		ai_will_do = {
			factor = 1
		}
	}

	GER_oberster_kriegsherr_trait = {
		random = no
		sprite = 13
		mobilization_laws_cost_factor = -0.25
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25
	}

	kaiserin_of_the_people = {
		stability_weekly = 0.010
		stability_factor = 0.500
		war_support_factor = 0.500
		army_core_defence_factor = 1.000
		political_power_factor = 1.500
	}

	victoria_iii = {
		stability_factor = 0.500
	}

	incognito = {
		fascism_drift = 0.1
		drift_defence_factor = 1.500
	}

	nationalist_symbol = {
		war_support_factor = 0.500
		stability_factor = 0.500
		army_core_attack_factor = 1.000
		army_core_defence_factor = 1.000
	}

	red_army_organizer = { # Trotsky's trait if invited to join the Mexican government. Combines effects of Genius Army Organizer and Communist Revolutionary
		sprite = 12
		army_org_factor = 1.200
		experience_gain_army = @chief_experience_gain_high
		communism_drift = 0.1

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = 2
		}
	}

	GER_freikorps_commander = {
		random = no
		sprite = 5
		conscription_factor = 0.060
		modifier_army_sub_unit_militia_defence_factor = 0.500
		modifier_army_sub_unit_militia_attack_factor = 0.500
		modifier_army_sub_unit_militia_max_org_factor = 0.500
		drift_defence_factor = 1.500
	}

	champion_of_peace_1 = {
		random = no
		war_support_factor = -0.3
		generate_wargoal_tension = 1
	}

	champion_of_peace_2 = {
		random = no
		war_support_factor = -0.24
		generate_wargoal_tension = 0.80
	}

	champion_of_peace_3 = {
		random = no
		war_support_factor = -0.18
		generate_wargoal_tension = 0.60
	}

	champion_of_peace_4 = {
		random = no
		war_support_factor = -0.12
		generate_wargoal_tension = 0.40
	}

	champion_of_peace_5 = {
		random = no
		war_support_factor = -0.06
		generate_wargoal_tension = 0.20
	}

	economic_reformer = {
		sprite = 13
		random = no
		trade_laws_cost_factor = -0.33
		economy_cost_factor = -0.33
		consumer_goods_factor = -0.300
	}

	strict_austerity_adherent = {
		random = no
		stability_factor = -0.15
		economy_cost_factor = 0.5
		consumer_goods_factor = -0.600
	}

	defeatist = {
		random = no
		war_support_factor = -0.1
		surrender_limit = -0.25
	}

	little_churchill = {
		random = no
		war_support_factor = 0.500
		resistance_growth_on_our_occupied_states = 0.15
	}

	wilhelmina = {
		random = no
		stability_factor = 1.500
	}

	disdain_for_politicians_1 = {
		random = no
		political_power_factor = 0.500
		communism_drift = -0.01
		fascism_drift = -0.01
		democratic_drift = -0.01
	}

	disdain_for_politicians_2 = {
		random = no
		political_power_factor = 1.000
		communism_drift = -0.02
		fascism_drift = -0.02
		democratic_drift = -0.02
	}

	queen_of_the_people = {
		random = no
		war_support_factor = 1.000
		resistance_target_on_our_occupied_states = 0.25
	}

	leider = {
		random = no
		war_support_factor = 1.000
		fascism_acceptance = 50
	}

	comintern_workhorse = {
		random = no
		opinion_gain_monthly_same_ideology_factor = 10.000
		subversive_activites_upkeep = -5.000
	}

	veteran_communist = {
		random = no
		stability_factor = 0.500
		industrial_capacity_factory = 0.500
	}

	indecisive = {
		random = no
		stability_factor = 0.500
		political_power_factor = -0.05
	}

	figurehead_president = {
		random = no
		stability_factor = -0.05
		political_power_factor = 0.500
	}

	great_survivor = {
		random = no
		stability_factor = 1.000
		mobilization_speed = 1.500
	}

	the_director = {
		random = no
		planning_speed = -0.1
		max_planning = 1.000
		army_core_attack_factor = 1.500
		army_core_defence_factor = 1.500
	}

	sins_of_the_father = {
		random = no
		production_speed_arms_factory_factor = 1.000
		political_power_gain = -0.1
		high_command_cost_factor = -0.34
		air_chief_cost_factor = -0.34
		army_chief_cost_factor = -0.34
		navy_chief_cost_factor = -0.34
	}

	empire_builder = {
		random = no
		war_support_factor = 0.500
		justify_war_goal_time = -2.500
	}

	jefe = {
		random = no
		war_support_factor = 0.500
	}

	caudillo_1 = {
		random = no
		resistance_damage_to_garrison = -1.500
		high_command_cost_factor = -0.15
	}

	caudillo_2 = {
		random = no
		resistance_damage_to_garrison = -1.500
		high_command_cost_factor = -0.15
		max_command_power = 200.000
		command_power_gain_mult = 2.500
	}

	the_lion_of_the_rif = {
		random = no
		war_support_factor = 1.000
		army_org_factor = 0.500
	}

	the_sacred_king = {
		random = no
		stability_factor = 1.000
	}

	disgraced_monarch = {
		random = no
		consumer_goods_factor = -0.300
		stability_factor = -0.1
	}

	the_legitimist = {
		random = no
		stability_factor = 0.500
		war_support_factor = 0.500
	}

	divided_interests = {
		random = no
		army_core_attack_factor = 0.500
		army_core_defence_factor = -0.05
		research_speed_factor = -0.1
	}

	our_right_to_survive = {
		random = no
		war_support_factor = 1.000
		army_core_defence_factor = 1.000
	}

	anarchist_zeal = {
		random = no
		neutrality_drift = 0.05
		war_support_factor = 1.000
		minimum_training_level = -0.1
	}

	militant_socialist = {
		random = no
		war_support_factor = 0.500
		targeted_modifier = {
			tag = SOU
			attack_bonus_against = 1.000
			defense_bonus_against = 1.000
		}
	}

	constitutional_monarch_minor = { #Dom Duarte Nuno, King of Portugal
		random = no
		stability_weekly = 0.050
		political_power_gain = 1.000
		ai_will_do = {
			factor = 1
		}
	}


	#GREECE LEADER TRAITS

	arkhigos = {
		random = no
		communism_drift = -0.02
		democratic_drift = -0.02
		fascism_acceptance = 35
		army_core_defence_factor = 0.500
	}

	divisive_absolute_monarch = {
		random = no
		stability_factor = -0.1
		political_advisor_cost_factor = -1.500
		high_command_cost_factor = -0.15
		air_chief_cost_factor = -0.15
		army_chief_cost_factor = -0.15
		navy_chief_cost_factor = -0.15

		ai_will_do = {
			factor = 1
		}
	}

	monarchist_puppet = {
		random = no
		neutrality_drift = 0.02
		stability_weekly = -0.03
	}

	elected_monarchist_puppet = {
		random = no
		stability_factor = -0.05
	}

	ethnarch = {
		random = no
		stability_factor = 1.000
		war_support_factor = 1.500
		political_power_gain = 1.500
		political_advisor_cost_factor = -2.500

		ai_will_do = {
			factor = 1
		}
	}

	professional_crisis_solver = { #Sofoulis
		random = no
		stability_factor = 0.500
		political_power_gain = 0.500
	}

	the_banker = { #Tsouderos
		sprite = 13
		random = no
		stability_factor = 0.500
		economy_cost_factor = -0.33
		consumer_goods_factor = -0.200
		democratic_acceptance = 50
		fascism_acceptance = -25
		communism_acceptance = -25
	}

	the_young_magnate = {
		random = no
		production_speed_industrial_complex_factor = 1.000
		production_speed_rail_way_factor = 1.000
		production_speed_synthetic_refinery_factor = 1.000
		trade_opinion_factor = 2.500
		democratic_acceptance = 25
	}

	polemarch = {
		random = no
		war_support_factor = 0.500
		justify_war_goal_time = -1.500
	}

	likes_turkey = {
		random = no
		ai_strategy = {
			type = befriend
			id = "TUR"
			value = 50
		}

		ai_will_do = {
			factor = 1
		}
	}

	archon_basileus = {
		random = no
		political_power_gain = 1.500
		justify_war_goal_time = -2.500
		ai_focus_aggressive_factor = 5.000
		ai_get_ally_desire_factor = -90
	}

	autokrator = {
		random = no
		political_power_gain = 1.500
		war_support_factor = 1.000
		justify_war_goal_time = -5.000
		ai_focus_aggressive_factor = 5.000
		ai_get_ally_desire_factor = -100
	}

	basileus = {
		random = no
		political_power_gain = 2.500
		war_support_factor = 1.000
		mobilization_laws_cost_factor = -0.25
		military_leader_cost_factor = -2.000
		justify_war_goal_time = -5.000
		ai_focus_aggressive_factor = 5.000
		ai_get_ally_desire_factor = -100
	}

	#TURKEY LEADER TRAITS

	father_of_the_turks = {
		random = no
		stability_factor = 3.000
		political_advisor_cost_factor = -3.000
		high_command_cost_factor = -0.3
		air_chief_cost_factor = -0.3
		army_chief_cost_factor = -0.3
		navy_chief_cost_factor = -0.3
		mobilization_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
	}

	father_of_the_turks_1 = {
		random = no
		stability_factor = 3.000
		political_advisor_cost_factor = -2.200
		high_command_cost_factor = -0.22
		air_chief_cost_factor = -0.22
		army_chief_cost_factor = -0.22
		navy_chief_cost_factor = -0.22
		mobilization_laws_cost_factor = -0.18
		economy_cost_factor = -0.18
	}

	father_of_the_turks_2 = {
		random = no
		stability_factor = 3.000
		political_advisor_cost_factor = -1.500
		high_command_cost_factor = -0.15
		air_chief_cost_factor = -0.15
		army_chief_cost_factor = -0.15
		navy_chief_cost_factor = -0.15
		mobilization_laws_cost_factor = -0.12
		economy_cost_factor = -0.12
	}

	father_of_the_turks_3 = {
		random = no
		stability_factor = 3.000
		political_advisor_cost_factor = -0.750
		high_command_cost_factor = -0.075
		air_chief_cost_factor = -0.075
		army_chief_cost_factor = -0.075
		navy_chief_cost_factor = -0.075
		mobilization_laws_cost_factor = -0.05
		economy_cost_factor = -0.05
	}

	father_of_the_turks_4 = {
		random = no
		stability_factor = 3.000
	}

	the_absentee_president = {
		random = no
		political_power_factor = -0.3
	}

	infirm = {
		random = no
		political_power_factor = -0.25
		political_advisor_cost_factor = 0.25
		high_command_cost_factor = 0.25
		air_chief_cost_factor = 0.25
		army_chief_cost_factor = 0.25
		navy_chief_cost_factor = 0.25
		mobilization_laws_cost_factor = 0.25
		economy_cost_factor = 0.25
	}

	gentle_scholar = { #abdulmejid
		random = no
		stability_factor = 1.500
		war_support_factor = -0.1
		political_advisor_cost_factor = -2.500
		high_command_cost_factor = -0.15
		air_chief_cost_factor = -0.15
		army_chief_cost_factor = -0.15
		navy_chief_cost_factor = -0.15
	}

	caliph = { #shared monarch trait
		random = no
		war_support_factor = 2.500
		weekly_manpower = 12500.000
		mobilization_speed = 2.500
	}

	calipha = { #shared monarch trait
		random = no
		war_support_factor = 2.000
		weekly_manpower = 20000.000
		mobilization_speed = 2.500
	}

	sultana = { #Dürrüşehvar
		random = no
		stability_factor = 1.500
		war_support_factor = 1.000
		compliance_gain = 0.100
		political_advisor_cost_factor = -3.300
		high_command_cost_factor = -0.33
		air_chief_cost_factor = -0.33
		army_chief_cost_factor = -0.33
		navy_chief_cost_factor = -0.33
	}

	crown_regent = { #Esad Pasha
		random = no
		stability_factor = 1.500
		political_power_factor = -0.15
	}

	maresal = { #Cakmak
		random = no
		political_power_factor = 0.500
		war_support_factor = 1.000
		mobilization_speed = 1.000
		army_core_attack_factor = 0.500
	}

	milli_sef = { #Inonu
		random = no
		stability_factor = 1.000
		enemy_justify_war_goal_time = 2.00
		drift_defence_factor = 2.500
		army_core_defence_factor = 0.500
	}

	man_of_the_nation = { #Menderes
		random = no
		stability_factor = 1.000
		political_power_gain = 0.500
		political_advisor_cost_factor = -1.500
	}

	liberal_democratic_paragon = { #Bayar
		random = no
		political_power_gain = 0.500
		drift_defence_factor = 3.300
		opinion_gain_monthly_factor = 2.500
		trade_opinion_factor = 2.500
	}


	the_statist = { #Peker
		random = no
		consumer_goods_factor = -0.200
		political_power_factor = 1.000
		production_speed_arms_factory_factor = 0.500
		production_speed_industrial_complex_factor = 0.500
	}

	the_academic = { #Aydemir
		random = no
		consumer_goods_factor = -0.200
		political_power_factor = 1.000
		industrial_capacity_factory = 0.500
		production_factory_efficiency_gain_factor = 0.500
	}

	celebrity_junta_leader = { #Orbay
		random = no
		stability_factor = 1.500
		political_power_factor = -0.15
	}

	reluctant_stalinist = { #Husnu
		random = no
		war_support_factor = 1.000
		industrial_capacity_factory = 1.000
		conversion_cost_civ_to_mil_factor = -2.500
	}

	the_humbled_knyaz = {
		random = no
		political_power_factor = -0.3
		stability_factor = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	freedom_fighter = { #Seyid Riza
		random = no
		stability_factor = 2.500
		war_support_factor = 1.500
		army_core_defence_factor = 1.000
	}

	experienced_insurgent = { #Ihsan Nuri
		random = no
		war_support_factor = 1.500
		max_command_power = 250.000
		command_power_gain_mult = 2.500
		defensive_war_stability_factor = 4.000
	}

	### Canada ###

	CAN_liberal_corporatist = {
		random = no
		sprite = 13

		production_speed_infrastructure_factor = 1.000
		drift_defence_factor = 1.500
		research_speed_factor = 0.200
	}

	CAN_father_of_the_canadian_welfare_state = {
		random = no
		sprite = 13

		production_speed_industrial_complex_factor = 0.500
		stability_factor = 1.000
	}

	CAN_canadian_fuhrer = {
		random = no
		sprite = 13

		political_power_factor = 1.500
		war_support_factor = 0.500
		fascism_drift = 0.02
	}

	CAN_social_gospel = {
		random = no
		sprite = 13

		mobilization_speed = 1.500
		stability_factor = 0.500
		communism_drift = 0.02
		neutrality_drift = 0.02
	}

	#GREECE MINISTERS

	national_socialist_paramilitarist = {
		random = no
		sprite = 13

		training_time_factor = -0.100
		fascism_drift = 0.1
	}

	devoted_corporatist = {
		random = no
		sprite = 13

		political_power_factor = 1.000
		industrial_capacity_factory = 0.500
	}

	sharp_tongued_lawyer = {
		random = no
		sprite = 13

		improve_relations_maintain_cost_factor = -5.000
		drift_defence_factor = 2.500
	}

	resolute_social_democrat = {
		random = no
		sprite = 13

		stability_factor = 0.500
		political_power_factor = 0.500
		democratic_drift = 0.1
	}

	gifted_shipping_magnate = {
		random = no
		sprite = 10

		production_speed_industrial_complex_factor = 1.000
		production_speed_infrastructure_factor = 1.000
		production_speed_rail_way_factor = 1.000
		production_speed_supply_node_factor = 1.000
		production_speed_synthetic_refinery_factor = 1.000
		trade_opinion_factor = 1.500
		democratic_drift = 0.05
		fascism_drift = -0.1
		communism_drift = -0.1
	}

	marxist_academic = {
		random = no
		sprite = 13

		political_power_factor = 0.500
		communism_drift = 0.1
	}

	marxist_priest = {
		random = no
		sprite = 13

		war_support_factor = 0.500
		army_core_defence_factor = 0.500
		drift_defence_factor = 3.000
	}

	guerilla_warfare_expert = {
		random = no
		sprite = 13

		required_garrison_factor = -2.500
		resistance_damage_to_garrison = -1.500
		conscription = 0.004
	}

	# TURKEY MINISTERS

	prime_minister_inonu = {
		random = no
		sprite = 13

		stability_factor = 0.500
		production_speed_industrial_complex_factor = 0.500
		industrial_capacity_factory = 0.500
		drift_defence_factor = 2.500
	}

	prime_minister_cakmak = {
		random = no
		sprite = 13

		war_support_factor = 0.500
		mobilization_speed = 1.500
		command_power_gain_mult = 1.000
	}

	prime_minister_bayar = {
		random = no
		sprite = 13

		political_power_gain = 0.500
		opinion_gain_monthly_factor = 1.500
		trade_opinion_factor = 2.500
	}

	prime_minister_okyar = {
		random = no
		sprite = 13

		local_resources_factor = 1.000
		subversive_activites_upkeep = -1.500
		production_speed_arms_factory_factor = 0.500
		democratic_drift = 0.1
	}

	prime_minister_saracoglu = {
		random = no
		sprite = 13

		consumer_goods_factor = -0.200
		political_power_gain = 0.500
		opinion_gain_monthly_factor = 2.500
		enemy_justify_war_goal_time = 0.25
	}

	prime_minister_peker = {
		random = no
		sprite = 13

		consumer_goods_factor = -0.200
		production_speed_arms_factory_factor = 0.700
		production_speed_industrial_complex_factor = 0.700
		fascism_drift = 0.1
	}

	prime_minister_aydemir = {
		random = no
		sprite = 13

		political_power_gain = 0.500
		economy_cost_factor = -0.15
		production_factory_max_efficiency_factor = 0.700
		communism_drift = 0.1
	}

	prime_minister_husnu = {
		random = no
		sprite = 13

		war_support_factor = 0.500
		production_factory_max_efficiency_factor = 0.500
		communism_drift = 0.1
	}

	prime_minister_menderes = {
		random = no
		sprite = 13

		stability_factor = 0.500
		political_power_gain = 0.700
		political_advisor_cost_factor = -1.000
		democratic_drift = 0.05
	}

	prime_minister_demirag = {
		random = no
		sprite = 13

		political_power_gain = 0.500
		production_speed_industrial_complex_factor = 1.000
		production_speed_infrastructure_factor = 1.000
		production_speed_arms_factory_factor = 0.500
		production_speed_air_base_factor = 2.500
		democratic_drift = 0.05
	}

	grand_vizier_nursi = {
		random = no
		sprite = 13

		war_support_factor = 1.000
		mobilization_laws_cost_factor = -0.33
		justify_war_goal_time = -2.500
		non_core_manpower = 0.500
		neutrality_drift = 0.1
	}

	prime_minister_atsiz = {
		random = no
		war_support_factor = 1.000
		mobilization_laws_cost_factor = -0.25
		justify_war_goal_time = -3.300
		conscription = 0.010
		fascism_drift = 0.1
	}

	feminist_ultranationalist = {
		random = no
		sprite = 13

		stability_factor = -0.1
		war_support_factor = 0.500
		conscription = 0.040
	}

	pan_turkic_doyen = {
		random = no
		sprite = 13

		compliance_gain = 0.500
		root_out_resistance_effectiveness_factor = 1.000
		non_core_manpower = 0.500
	}

	vatan_ideologue = {
		random = no
		sprite = 13

		stability_factor = 1.000
		war_support_factor = 1.000
		justify_war_goal_time = -1.000
	}

	irredentist_academic = {
		random = no
		sprite = 13

		justify_war_goal_time = -1.000
		mobilization_speed = 1.500
		drift_defence_factor = 3.000
	}

	avid_turanist = {
		random = no
		sprite = 13

		fascism_drift = 0.1
		war_support_factor = 1.000
		non_core_manpower = 0.250
	}

	revolutionary_author = {
		random = no
		sprite = 13

		communism_drift = 0.1
		political_power_factor = 1.500
		stability_factor = 0.500
		war_support_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	# BULGARIA LEADER TRAITS
	tsar_unifier = { #Tsar Boris III
		random = no
		war_support_factor = -0.1
		neutrality_drift = 0.05
		drift_defence_factor = 2.500
	}

	old_coup_maker = { #Kimon Georgiev (Zveno)
		random = no
		production_speed_industrial_complex_factor = 1.000
		research_speed_factor = 0.500
		war_support_factor = 1.000
		stability_factor = -0.1
	}

	dreams_of_a_new_byzantium = { #Tsar Ferdinand I
		random = no
		war_support_factor = 1.000
		stability_factor = -0.1
		offensive_war_stability_factor = 2.000
		justify_war_goal_time = -1.500
		generate_wargoal_tension = -5.000
		subjects_autonomy_gain = -1.500
		custom_modifier_tooltip = BUL_ferdinand_subjects_modifier_tt
	}

	the_bloody_professor = { #Aleksandar Tsankov (NSM)
		random = no
		master_ideology_drift = 1.000
		war_support_factor = 0.500
		mobilization_speed = 1.000
		fascism_drift = 0.1
		foreign_subversive_activites = -5.000
		stability_weekly = -0.002
		justify_war_goal_time = -3.500
	}

	hardened_officer = { #Kimon Georgiev and Hristo Lukov
		random = no
		conscription_factor = 0.100
		army_core_defence_factor = 0.500
		dig_in_speed_factor = 0.500
		max_dig_in = 50.000
	}

	incompetent_leader = { #Georgi Kyoseivanov
		random = no
		political_power_factor = -0.15
	}

	no_designated_regency = { #Georgi Kyoseivanov and Bogdan Filov (only when the Tsar dies before appointing a regency/return of Ferdinand)
		random = no
		political_power_factor = -0.05
		stability_factor = -0.1
		drift_defence_factor = -0.25
		political_advisor_cost_factor = 0.15
	}

	the_hero_of_the_leipzig_trials = { #Georgi Dimitirov
		random = no
		political_power_factor = 1.500
		political_advisor_cost_factor = -1.000
		communism_drift = 0.1
		enemy_justify_war_goal_time = 0.25
		opinion_gain_monthly_factor = 1.500
		opinion_gain_monthly_same_ideology_factor = 3.000
	}

	political_manipulator = { #Bogdan Filov
		random = no
		political_power_factor = 1.000
		join_faction_tension = -2.500
		fascism_acceptance = 50
		improve_relations_maintain_cost_factor = -5.000
	}

	elected_regency_council = { #Regency Council (independent)
		random = no
		political_power_factor = 0.500
		stability_factor = 1.000
		political_advisor_cost_factor = -1.000
	}

	elected_regency_council_pro_axis = { #Regency Council (pro axis)
		name = elected_regency_council

		random = no
		political_power_factor = 0.500
		stability_factor = 1.000
		political_advisor_cost_factor = -1.000
		fascism_acceptance = 50
	}

	elected_regency_council_pro_allies = { #Regency Council (pro allies)
		name = elected_regency_council

		random = no
		political_power_factor = 0.500
		stability_factor = 1.000
		political_advisor_cost_factor = -1.000
		democratic_acceptance = 50
	}

	the_bloody_professor_regency_council = { #Regency Council (led by Aleksandar Tsankov)
		random = no
		master_ideology_drift = 1.000
		war_support_factor = 0.500
		mobilization_speed = 1.000
		fascism_drift = 0.1
		foreign_subversive_activites = -5.000
		stability_weekly = -0.002
		justify_war_goal_time = -3.500
	}

	hardened_officer_regency_council = { #Regency Council (led by Hristo Lukov)
		random = no
		conscription_factor = 0.100
		army_core_defence_factor = 0.500
		dig_in_speed_factor = 0.500
		max_dig_in = 50.000
	}

	political_manipulator_regency_council = { #Regency Council (led by Bogdan Filov)
		random = no
		political_power_factor = 1.000
		join_faction_tension = -2.500
		fascism_acceptance = 50
		improve_relations_maintain_cost_factor = -5.000
	}

	appeaser_regency_council = { #Regency Council (led by Nikola Mushanov)
		random = no
		war_support_factor = -0.05
		stability_factor = 1.000
	}

	# BULGARIA MINISTERS

	tsars_puppet = {
		random = no
		sprite = 13
		stability_weekly = 0.030
		political_power_gain = 0.500
	}

	leader_of_the_agrarian_union = {
		random = no
		sprite = 13
		democratic_drift = 0.05
		political_power_factor = 1.000
		global_building_slots_factor = 1.000
		min_export = -0.1
	}

	industry_reformer = {
		random = no
		sprite = 10
		production_speed_industrial_complex_factor = 1.000
		production_speed_infrastructure_factor = 0.500
		consumer_goods_factor = -0.200
	}

	womens_rights_activist = {
		random = no
		sprite = 13
		democratic_drift = 0.05
		political_power_gain = 0.500
		stability_factor = 0.500
	}

	marxist_philosopher = {
		random = no
		sprite = 13
		communism_drift = 0.05
		political_power_factor = 1.000
		research_speed_factor = 0.500
	}

	statism_adept = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		political_power_factor = 1.000
		consumer_goods_factor = -0.300
	}

	nazi_sympathizer = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		opinion_gain_monthly_same_ideology_factor = 7.500
	}

	LUX_grand_duchess_of_luxembourg = {
		random = no
		sprite = 13

		neutrality_drift = 0.12
		stability_factor = 1.000
		war_support_factor = 1.000

	}

	ambitious_negotiator_neutrality = { #This trait will be changed to fascist if Bulgaria becomes fascist or a Fascist Regency Council is formed (on_ruling_party_change)
		random = no
		sprite = 13
		neutrality_drift = 0.05
		political_power_factor = 1.000
		opinion_gain_monthly_factor = 2.500
		custom_modifier_tooltip = BUL_bogdan_filov_ideology_neutrality_tt
	}

	ambitious_negotiator_fascism = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		political_power_factor = 1.000
		opinion_gain_monthly_factor = 2.500
		custom_modifier_tooltip = BUL_bogdan_filov_ideology_fascism_tt
	}


	############################
	## ETHIOPIA LEADER TRAITS ##
	############################
	# Haile Selassie - Starting trait
	king_of_kings = {
		random = no
		drift_defence_factor = 1.000
		political_power_factor = 0.500
		mobilization_speed = 0.500
		# TODO_TA create lvl 2, 3a, 3b and 4
	}
	# Haile Selassie - Starting trait + King of Kings
	king_of_kings_2 = {
		random = no
		drift_defence_factor = 1.000
		political_power_factor = 1.000 # +0.05
		mobilization_speed = 0.500
		# king of kings new
		stability_factor = 0.500
	}
	# Haile Selassie - Starting trait + King of Kings + Lord of Lords
	king_of_kings_3a = {
		
		random = no
		# From King of Kings
		drift_defence_factor = 1.000
		political_power_factor = 1.000
		mobilization_speed = 0.500
		stability_factor = 1.000 # +0.05
		# Lord of Lords new 
		puppet_cost_factor = -1.000
		max_command_power_mult = 1.000
		guarantee_tension = -2.000
	}
	# Haile Selassie - Starting trait + King of Kings + Elect of God
	king_of_kings_3b = {
		
		random = no
		# From King of Kings
		drift_defence_factor = 1.000
		political_power_factor = 1.000 
		mobilization_speed = 0.500
		stability_factor = 0.500
		# Elect of God New
		conscription_factor = 0.100
		compliance_gain = 1.000
		enemy_justify_war_goal_time = 0.25
	}
	# Haile Selassie - Starting trait + King of Kings + Lord of Lords + Elect of God
	king_of_kings_4 = {
		
		random = no
		# From King of Kings (modified) 
		drift_defence_factor = 1.000
		political_power_factor = 1.000
		mobilization_speed = 0.500
		stability_factor = 1.000 
		# From Lord of Lords  
		puppet_cost_factor = -1.000
		max_command_power_mult = 1.000
		guarantee_tension = -2.000
		# From Elect of God 
		conscription_factor = 0.100
		compliance_gain = 1.000
		enemy_justify_war_goal_time = 0.25
	}
	
	imperator_absentis = {
		random = no
		surrender_limit = -0.2
		political_power_factor = 0.500
	}
	god_of_the_rastafari = {
		random = no
		compliance_growth = 2.000
		compliance_gain = 0.100
		stability_factor = 1.000
		drift_defence_factor = 5.000
	}
	# Gugsa
	crowned_adder = {
		random = no
		stability_factor = -0.15
		opinion_gain_monthly_factor = -0.4
		army_core_attack_factor = 1.500
		neutrality_acceptance = 30
		
	}
	crowned_adder_2 = {
		random = no
		opinion_gain_monthly_factor = -0.2
		army_core_attack_factor = 1.500
		neutrality_acceptance = 30
		
	}
	# Hailu Tekle Haymanot
	tainted_ras = {
		random = no
		production_factory_efficiency_gain_factor = -0.1
		consumer_goods_factor = 0.10
		equipment_capture_factor = 2.500
		neutrality_acceptance = 30
		
	}
	tainted_ras_2 = {
		random = no
		production_factory_efficiency_gain_factor = -0.1
		consumer_goods_factor = 0.10
		equipment_capture_factor = 2.500
		neutrality_acceptance = 30
		stability_factor = 0.500
		
	}
	# Abba Jofir
	inexperienced_sultan = {
		random = no
		stability_factor = -0.1
		political_power_cost = 0.3
		justify_war_goal_time = -3.000
		neutrality_acceptance = 30
		
	}
	inexperienced_sultan_2 = {
		random = no
		stability_factor = 0.500
		political_power_cost = 0.000
		justify_war_goal_time = -3.000
		neutrality_acceptance = 30
		
	}

	# Alemework Beyene
	gallant_doctor = {
		random = no
		drift_defence_factor = 1.000
		mobilization_speed = 0.500
		political_power_factor = 1.000
	}
	# Imru Haile Selassie
	the_red_ras = {
		random = no
		army_core_defence_factor = 0.500
		political_power_factor = 1.000
		democratic_drift = 0.1
	}
	# Amha Selassie
	king_of_ethiopia = {
		random = no
		stability_factor = 1.000
		political_power_factor = -0.05
		political_advisor_cost_factor = -2.500
	}

	liberator_of_eth_jofir = {
		random = no
		stability_factor = 1.000
		political_power_cost = -1.000
		justify_war_goal_time = -3.000
		neutrality_acceptance = 30
		political_power_factor = 1.000
	}

	liberator_of_eth_gugsa = {
		random = no
		opinion_gain_monthly_factor = 0.000
		army_core_attack_factor = 1.500
		neutrality_acceptance = 30
		political_power_factor = 1.000
		stability_factor = 1.000
	}

	liberator_of_eth_haymanot = {
		random = no
		production_factory_efficiency_gain_factor = 0.000
		consumer_goods_factor = 0.20
		equipment_capture_factor = 2.500
		neutrality_acceptance = 30
		stability_factor = 1.000
		political_power_factor = 1.000
	}

	anarcho_communist_council = {
		random = no
		surrender_limit = 2.000
		army_core_defence_factor = 1.500
		stability_factor = -0.05
		mobilization_speed = 0.500
	}

	revolutionary_council = {
		random = no
		surrender_limit = 2.000
		army_core_attack_factor = 1.500
		war_support_factor = 1.000
		conscription_factor = 0.100
	}

	#############################
	## ETHIOPIA ADVISOR TRAITS ##
	#############################

	modernist_and_reformer = {
		random = no
		sprite = 13
		research_speed_factor = 0.500
		stability_factor = 0.500
		democratic_acceptance = 50
		communism_acceptance = 10
	}

	staunch_loyalist = {
		random = no
		sprite = 13
		party_popularity_stability_factor = 1.000
		drift_defence_factor = 3.000
		political_power_factor = 0.500
		war_support_factor = 0.500
	}
	archbishop_of_ethiopian_orthodox_tewahedo_church  = {
		random = no
		sprite = 13
		legitimacy_gain_factor = 1.500
		compliance_growth_on_our_occupied_states = -0.1
		resistance_growth_on_our_occupied_states = 0.1
		defensive_war_stability_factor = 2.500
	}

	international_anarchist = {
		random = no
		sprite = 13
		legitimacy_gain_factor = 1.500
		drift_defence_factor = 1.000
		request_lease_tension = -3.000
		production_factory_max_efficiency_factor = 1.000
		female_random_army_leader_chance = 3.500
	}

	minister_of_the_interior_aregai = {
		random = no
		sprite = 13
		surrender_limit = 0.500
		production_speed_buildings_factor = 0.500
		enemy_operative_detection_chance = 0.1
		#foreign_subversive_activites = -0.1
		improve_relations_maintain_cost_factor = -3.000
	}
	minister_of_the_interior_abate = {
		random = no
		sprite = 13
		trade_opinion_factor = 1.000
		production_lack_of_resource_penalty_factor = -2.000
		industry_repair_factor = 1.000
		supply_node_range = 1.000
	}

	japanizer = { #Weeb
		random = no
		sprite = 13
		trade_opinion_factor = 1.500
		opinion_gain_monthly_factor = 0.500
		research_speed_factor = 0.400
	}

	anti_unionist_pure_anarchist = {
		random = no
		sprite = 13
		consumer_goods_factor = -0.100
		production_speed_buildings_factor = 1.000
		industry_free_repair_factor = 1.500
	}

	transnational_anarchist = {
		random = no
		sprite = 13
		global_building_slots_factor = 0.500
		conscription_factor = 0.100
		non_core_manpower = 0.500
	}

	black_cross_anarchist = {
		random = no
		sprite = 13
		war_support_factor = 0.500
		stability_factor = -0.1
		conscription_factor = 0.200
		communism_drift = 0.03
	}
	
	constitutional_philosopher = {
		sprite = 13
		random = no
		political_power_factor = 1.000
		stability_factor = 1.000
	}
	
	democratic_firebrand = {
		sprite = 13
		random = no
		democratic_drift = 0.10
		conscription_factor = 0.200
	}
	
	communist_orator = {
		sprite = 13
		random = no
		communism_drift = 0.10
		war_support_factor = 0.500
	}
	
	harsh_propagandist = {
		sprite = 13
		random = no
		fascism_drift = 0.10
		neutrality_drift = 0.05
		offensive_war_stability_factor = 1.500
	}
	
	commander_of_the_fetno_derash = {
		random = no
		sprite = 15
		special_forces_cap = 2.000
		special_forces_out_of_supply_factor = -1.000
		agency_upgrade_time = -1.000
		intel_network_gain_factor = 1.000
		resistance_growth_on_our_occupied_states = 0.1
		operative_slot = 10.000
	}
	commander_of_the_fetno_derash_no_lar = {
		random = no
		sprite = 15
		special_forces_cap = 2.000
		special_forces_out_of_supply_factor = -1.500
		resistance_growth_on_our_occupied_states = 0.15
	}

	modernizer_and_diplomat = {
		random = no
		sprite = 13
		enemy_justify_war_goal_time = 0.25
		enemy_declare_war_tension = 0.1
		research_speed_factor = 0.200
		political_power_factor = 0.500
	}

	skillful_diplomat = {
		random = no
		sprite = 13
		improve_relations_maintain_cost_factor = -1.000
		political_power_factor = 0.500
	}

	ambitious_diplomat = {
		random = no
		sprite = 13
		political_power_factor = 0.500
		production_speed_infrastructure_factor = 0.500
	}

	minister_of_finance_deressa = {
		random = no
		sprite = 10
		consumer_goods_factor = -0.200
		min_export = -0.05
		industrial_capacity_factory = 1.000
		production_lack_of_resource_penalty_factor = -0.500
	}
	minister_of_finance_mariyam = {
		random = no
		sprite = 10
		research_speed_factor = 0.200
		production_lack_of_resource_penalty_factor = -1.000
		production_speed_infrastructure_factor = 1.000
	}

	patroness_of_ethiopian_red_cross = {
		random = no
		sprite = 9
		out_of_supply_factor = -1.000
		enemy_army_bonus_air_superiority_factor = -1.000
	}

	collaborationist_arch_bishop = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		conscription_factor = 0.100
		required_garrison_factor = -1.000
	}

	arch_bishop_of_gojjam = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		conscription_factor = 0.100
		required_garrison_factor = -1.500
		surrender_limit = 1.000
	}

	rebellious_educator = {
		random = no
		sprite = 13
		research_speed_factor = 0.500
		defensive_war_stability_factor = 2.000
		army_core_defence_factor = 0.500
	}

	imprisoned_emperor = {
		random = no
		drift_defence_factor = 1.000
		political_power_factor = 0.500
		mobilization_speed = 0.500
		communism_acceptance = -50
	}

	############################
	### AFAR LEADER TRAITS ###
	############################
	rich_sultan = {
		random = no
		industrial_capacity_factory = 0.500
		consumer_goods_factor = 0.10
		political_power_factor = 1.000
	}


	############################
	### ITALY LEADER TRAITS ###
	############################

	### MUSSOLINI ###
	#IL DUCE
	il_duce = { #Initial trait
		random = no
		political_power_factor = 1.000
		max_command_power_mult = -0.1
		custom_modifier_tooltip = il_duce_laws_cost_tt
		hidden_modifier = {
			mobilization_laws_cost_factor = -0.15
			trade_laws_cost_factor = -0.15
			economy_cost_factor = -0.15
		}
	}

	il_duce_providence = { #Focus The Man of Providence
		random = no
		political_power_factor = 1.500
		max_command_power_mult = -0.1
		custom_modifier_tooltip = il_duce_laws_cost_tt
		hidden_modifier = {
			mobilization_laws_cost_factor = -0.15
			trade_laws_cost_factor = -0.15
			economy_cost_factor = -0.15
		}
		stability_factor = 0.500
	}

	il_duce_strengthen = { #Focus Strengthen the Regime
		random = no
		political_power_factor = 1.500
		max_command_power_mult = -0.1
		custom_modifier_tooltip = il_duce_laws_cost_tt
		hidden_modifier = {
			mobilization_laws_cost_factor = -0.15
			trade_laws_cost_factor = -0.15
			economy_cost_factor = -0.15
		}
		drift_defence_factor = 1.000
		conscription_factor = 0.200
		fascism_drift = 0.1
	}

	il_duce_providence_strengthen = { #Focus The Man of Providence + Strengthen the Regime
		random = no
		political_power_factor = 1.500
		max_command_power_mult = -0.1
		custom_modifier_tooltip = il_duce_laws_cost_tt
		hidden_modifier = {
			mobilization_laws_cost_factor = -0.15
			trade_laws_cost_factor = -0.15
			economy_cost_factor = -0.15
		}
		stability_factor = 0.500
		drift_defence_factor = 1.000
		conscription_factor = 0.200
		fascism_drift = 0.1
	}

	il_duce_devotion = { #Focus Heroes of the Nation
		random = no
		political_power_factor = 1.500
		max_command_power_mult = -0.1
		custom_modifier_tooltip = il_duce_laws_cost_tt
		hidden_modifier = {
			mobilization_laws_cost_factor = -0.15
			trade_laws_cost_factor = -0.15
			economy_cost_factor = -0.15
		}
		stability_factor = 1.000
		drift_defence_factor = 1.500
		conscription_factor = 0.300
		fascism_drift = 0.1
	}

	il_duce_heroes = { #Focus Heroes of the Nation
		random = no
		political_power_factor = 1.500
		custom_modifier_tooltip = il_duce_laws_cost_tt
		hidden_modifier = {
			mobilization_laws_cost_factor = -0.15
			trade_laws_cost_factor = -0.15
			economy_cost_factor = -0.15
		}
		stability_factor = 1.000
		drift_defence_factor = 1.500
		conscription_factor = 0.300
		fascism_drift = 0.1
	}

	#LION TAMER
	lion_tamer = { #Focus Culto al Duce
		random = no
		party_popularity_stability_factor = 1.000
		surrender_limit = 0.500
		resistance_damage_to_garrison = -1.500
	}

	lion_tamer_2 = { #Focus To Live as a Lion
		random = no
		party_popularity_stability_factor = 1.000
		surrender_limit = 0.500
		resistance_damage_to_garrison = -1.500
		war_support_factor = 0.500
		offensive_war_stability_factor = 1.000
	}

	#CAPO SUPREMO
	capo_supremo = {
		random = no
		autonomy_manpower_share = 1.500
		subjects_autonomy_gain = -1.500
		puppet_cost_factor = -1.000
		modifier_army_sub_unit_militia_max_org_factor = 1.000
	}

	#MUSSOLINI TAKING OVER MINISTERIAL POSITIONS
	mussolini_minister_of_foreign_affairs = {
		random = no
		sprite = 13
		opinion_gain_monthly_factor = 0.700
		resistance_damage_to_garrison = -0.700
	}

	mussolini_minister_of_justice = {
		random = no
		sprite = 13
		improve_relations_maintain_cost_factor = -2.500
		resistance_decay = 0.200
	}

	mussolini_minister_of_education = {
		random = no
		sprite = 13
		research_speed_factor = 0.100
		stability_factor = 0.200
	}

	mussolini_minister_of_corporations = {
		random = no
		sprite = 13
		industrial_capacity_factory = 0.200
		industrial_capacity_dockyard = 0.200
	}

	### KING VITTORIO EMANUELE III ###
	#THE SOLDIER KING
	the_soldier_king = {
		random = no
		command_power_gain_mult = 0.500
		stability_factor = 0.500
		experience_gain_army_factor = 0.500
	}

	king_of_albania = {
		random = no
		stability_factor = 0.200
		party_popularity_stability_factor = 1.000
		compliance_growth = 1.000
		non_core_manpower = 0.250
	}

	emperor_of_ethiopia = {
		random = no
		stability_factor = 0.200
		party_popularity_stability_factor = 1.000
		compliance_growth = 1.000
		non_core_manpower = 0.250
	}

	### KING UMBERTO II ###
	eager_commander = {
		random = no
		max_command_power_mult = 1.500
		command_power_gain_mult = 1.000
		stability_factor = 0.500
		experience_gain_army_factor = 0.500
	}

	### POPES ###
	supreme_pontiff = { #All Popes
		random = no
		opinion_gain_monthly_factor = 2.500
		justify_war_goal_time = -2.500
	}

	temperamental = { #Pio XI
		random = no
		opinion_gain_monthly_factor = -0.35
		justify_war_goal_time = -2.500
		command_abilities_cost_factor = -1.500
		subjects_autonomy_gain = -5.000
	}

	grand_master_of_the_equestrian_order_of_the_holy_sepulcher_of_jerusalem = { #Pio XII
		random = no
		cavalry_attack_factor = 1.000
		army_org_factor = 0.300
		max_command_power_mult = 2.500
		political_power_factor = -0.1
	}

	### DEMOCRATIC LEADERS ###
	#ALCIDE DE GASPERI
	master_of_politics = {
		random = no
		party_popularity_stability_factor = 1.500
		political_power_factor = 1.000
		consumer_goods_factor = -0.100
	}

	#FERRUCIO PARRI
	resistance_leader = {
		random = no
		sprite = 13

		political_power_factor = 1.000
		resistance_damage_to_garrison_on_our_occupied_states = 0.1
		resistance_target_on_our_occupied_states = 0.1
		resistance_decay_on_our_occupied_states = -0.1
		high_command_cost_factor = -0.25
	}

	#IVANOE BONOMI
	moderate_reformist = {
		random = no
		sprite = 13

		political_advisor_cost_factor = -2.500
		stability_factor = 1.000
		consumer_goods_factor = -0.200
	}

	### CLN ###
	anti_fascist_committee = {
		random = no
		sprite = 13

		political_power_factor = -0.3
		industrial_capacity_factory = 1.000
		industrial_capacity_dockyard = 1.000
	}

	### COMMUNIST LEADERS ###
	#GRAMSCI
	indisposed_political_scientist = {
		random = no
		communism_drift = 0.05
		stability_factor = 0.500
		political_power_factor = -0.05
		custom_modifier_tooltip = indisposed_political_scientist_tt
	}

	cultural_hegemony_theorist = {
		random = no
		communism_drift = 0.1
		stability_factor = 1.000
		political_power_factor = 1.000
		research_speed_factor = 0.300
		compliance_gain = 0.500
		surrender_limit = 1.000
	}

	#TOGLIATTI
	conservative_communist = {
		random = no
		political_power_factor = 1.000
		democratic_acceptance = 50
		stability_factor = 1.000
		war_support_factor = -0.05
	}

	#PERTINI
	staunch_anti_fascist = {
		random = no
		opinion_gain_monthly_same_ideology_factor = 2.500
		war_support_factor = 1.000
		political_power_factor = 1.000
	}

	#THE GRAND COUNCIL
	the_grand_council = {
		random = no
		political_power_factor = -0.01
		stability_factor = -0.05
	}

	#ITALO BALBO TRAITS
	aviation_hero = { 
		random = no
		custom_modifier_tooltip = ITA_aviation_hero_tt #air_equipment = -0.05
		political_power_factor = 0.500
		fascism_drift = 0.05
	}

	military_modernizer = {
		random = no
		air_doctrine_cost_factor = -1.500
		land_doctrine_cost_factor = -1.500
		coordination_bonus = 0.200
		command_power_gain = 1.000
	}

	#DINO GRANDI TRAITS
	silver_tongue = { 
		random = no
		opinion_gain_monthly_factor = 2.000
		improve_relations_maintain_cost_factor = -2.000
		justify_war_goal_time = -1.500
		foreign_subversive_activites = -1.000
	}

	silver_tongue_no_lar = { 
		random = no
		opinion_gain_monthly_factor = 2.000
		improve_relations_maintain_cost_factor = -2.000
		justify_war_goal_time = -1.500
	}

	father_of_the_empire = {
		random = no
		political_power_factor = 0.500
		fascism_drift = 0.05
		conscription_factor = 0.200
	}

	political_reformer_1 = {
		random = no
		custom_modifier_tooltip = ITA_political_reformer_tt
		hidden_modifier = {
			political_advisor_cost_factor = -2.500
			air_advisor_cost_factor = -2.500
			army_advisor_cost_factor = -2.500
			navy_advisor_cost_factor = -2.500
		}
	}

	political_reformer_2_no_lar = {
		random = no
		custom_modifier_tooltip = ITA_political_reformer_tt
		hidden_modifier = {
			political_advisor_cost_factor = -2.500
			air_advisor_cost_factor = -2.500
			army_advisor_cost_factor = -2.500
			navy_advisor_cost_factor = -2.500
		}
		drift_defence_factor = 0.500
		research_speed_factor = 0.250 
	}

	political_reformer_2 = {
		random = no
		custom_modifier_tooltip = ITA_political_reformer_tt
		hidden_modifier = {
			political_advisor_cost_factor = -2.500
			air_advisor_cost_factor = -2.500
			army_advisor_cost_factor = -2.500
			navy_advisor_cost_factor = -2.500
		}
		drift_defence_factor = 0.500
		research_speed_factor = 0.250 
		operative_slot = 10.000
	}

	ITA_tomislav_of_croatia = {
		random = no
		stability_factor = -0.25
		political_power_factor = 1.500
		naval_coordination = 2.000
		army_breakthrough_against_minor_factor = 3.000

		ai_will_do = {
			factor = 1
		}
	}

	BBA_ALB_fascist_lawyer = { 
		random = no 
		
		political_power_gain = 2.500
		consumer_goods_factor = -0.200
		puppet_cost_factor = -4.000
		
		ai_will_do = {
			factor = 1
		}
	} 

	ITA_head_of_the_national_committee = { 
		random = no 
		
		war_support_factor = 1.000
		modifier_army_sub_unit_mountaineers_attack_factor = 1.000
		modifier_army_sub_unit_mountaineers_speed_factor = 1.000
		modifier_army_sub_unit_mountaineers_max_org_factor = 1.500
		
		ai_will_do = {
			factor = 1
		}
	}


	############################
	### ITALY ADVISOR TRAITS ###
	############################

	hierarch_minister_of_foreign_affairs = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		political_power_factor = 0.500
		opinion_gain_monthly_factor = 1.500
		resistance_damage_to_garrison = -1.500
		custom_modifier_tooltip = ITA_hierarch_bop_tt
	}

	hierarch_minister_of_justice = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		political_power_factor = 0.500
		improve_relations_maintain_cost_factor = -5.000
		resistance_decay = 0.500
		custom_modifier_tooltip = ITA_hierarch_bop_tt
	}

	hierarch_minister_of_education = {
		random = no
		sprite = 13
		political_power_factor = 0.500
		fascism_drift = 0.05
		research_speed_factor = 0.200
		stability_factor = 0.500
		custom_modifier_tooltip = ITA_hierarch_bop_tt
	}

	hierarch_minister_of_corporations = {
		random = no
		sprite = 13
		political_power_factor = 0.500
		fascism_drift = 0.05
		industrial_capacity_factory = 0.500
		industrial_capacity_dockyard = 0.500
		custom_modifier_tooltip = ITA_hierarch_bop_tt
	}

	minister_of_peasants = {
		random = no
		sprite = 13
		research_speed_factor = 0.200
		political_power_factor = 0.500
		global_building_slots_factor = 1.000
	}

	partisans_organizer = {
		random = no
		sprite = 13
		resistance_damage_to_garrison_on_our_occupied_states = 0.1
		resistance_target_on_our_occupied_states = 0.1
		boost_ideology_mission_factor = 1.500
		operative_slot = 10.000
		modifier_army_sub_unit_militia_defence_factor = 0.500
	}

	gallo = {
		random = no
		sprite = 13
		send_volunteer_size = 30.000
		air_volunteer_cap = 10.000
		communism_drift = 0.05
		modifier_army_sub_unit_militia_attack_factor = 0.300
	}

	minister_of_posts_and_telegraphs = {
		random = no
		sprite = 13
		political_power_factor = 0.500
		democratic_drift = 0.05
		land_reinforce_rate = 0.200
	}

	liberal_professor = {
		random = no
		sprite = 13
		democratic_drift = 0.05
		political_power_factor = 1.000
		research_speed_factor = 0.200
	}

	anti_fascist_chaplain = {
		random = no
		sprite = 13
		army_morale_factor = 0.500
		army_org_regain = 0.500
		resistance_decay_on_our_occupied_states = -0.1
	}

	### AOI 

	duke_of_aosta = {
		random = no
		political_power_factor = 1.000
		war_support_factor = 0.500
		command_power_gain = 0.500
	}

	viceroy_of_aoi = {
		random = no
		required_garrison_factor = -1.000
		compliance_gain = 1.000
	}

	iron_duke = {
		random = no
		resistance_growth = -1.500
		resistance_damage_to_garrison = -1.000
	}

	scholar_of_ethiopian_and_somali_studies = {
		random = no
		compliance_gain = 0.500
		non_core_manpower = 1.000
		resistance_target = -0.500
	}

	duke_of_castro = {
		random = no
		political_power_factor = 1.000
		war_support_factor = 0.500
		command_power_gain = 0.500
	}

###########################################################################
#################            SWISS TRAITS          ########################
###########################################################################


	################################
	####  SWISS ADVISOR TRAITS  ####
	################################

	SWI_commander_in_chief = { 
		random = no
		sprite = 5
		experience_gain_army = @chief_experience_gain_high
		army_defence_factor = 1.500
		command_power_gain = 0.700
		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost
	}

	SWI_guisan_leader_trait = {
		random = no 
		sprite = 5
		army_defence_factor = 1.500
		army_attack_factor = 1.000
		war_support_factor = 1.500
		stability_factor = 1.000  
	}

	### Pro Cantons ###

	SWI_radical_democrat = { #Unlocks Democratic Tradition Campaign
		random = no
		sprite = 13 
		#power_balance_daily = 0.003
		democratic_drift = 0.07
		production_speed_industrial_complex_factor = 1.000
	}

	SWI_democratic_capitalist = { #Unlocks Defense Fund Drive
		random = no 
		sprite = 10
		#power_balance_daily = 0.003
		democratic_drift = 0.03
		production_speed_buildings_factor = 0.500
	}
	
	SWI_cantonal_conservative = { #Unlocks Democratic Tradition Campaign
		random = no
		sprite = 13 
		#power_balance_daily = 0.003
		party_popularity_stability_factor = 1.000
		political_power_gain = 1.000
		democratic_drift = 0.05
	}

	SWI_anarchist = { 
		random = no
		sprite = 13 
		#power_balance_daily = 0.003
		communism_drift = 0.05
	}

	SWI_trade_unionist = { #Unlocks Rally Workers 
		random = no
		sprite = 10 
		#power_balance_daily = 0.003
		communism_drift = 0.05	
		production_factory_max_efficiency_factor = 0.500
		production_lack_of_resource_penalty_factor = -3.000
	}

	### Pro Council ### 

	SWI_fascist_appeaser = {  #Unlocks appease fascists
		random = no
		sprite = 13
		#power_balance_daily = -0.003
		fascism_drift = 0.03
		opinion_gain_monthly_factor = 2.000
		surrender_limit = -0.1
	}
	
	SWI_fascist = { #Unlocks appease fascists
		random = no
		sprite = 13 
		#power_balance_daily = -0.003
		fascism_drift = 0.07
		stability_factor = -0.1
		war_support_factor = 1.000
	}
	
	SWI_fascist_propagandist = { #Unlocks Spouse Fascism
		random = no
		sprite = 13 
		#power_balance_daily = -0.003
		fascism_drift = 0.07
		war_support_factor = 1.500
	}
	
	SWI_fascist_recruiter = { #Unlocks Spouse Fascism
		random = no
		sprite = 13 
		#power_balance_daily = -0.003
		fascism_drift = 0.07
		stability_factor = -0.1
		war_support_factor = 1.000
		conscription_factor = 0.200
	}
	
	SWI_corporatist = { #Unlocks Rally Workers 
		random = no
		sprite = 13 
		#power_balance_daily = -0.003
		democratic_drift = -0.05
		surrender_limit = -0.1
		opinion_gain_monthly_factor = -0.1
		political_power_gain = 3.000
	}

	SWI_social_democrat = { #Unlocks Focus on Swiss Unity 
		random = no
		sprite = 13
		#power_balance_daily = -0.003
		political_power_gain = 1.000
		stability_factor = 0.500
		communism_drift = 0.03
		democratic_drift = 0.05
	}

	SWI_socialist_pacifist = { #Unlocks Focus on Swiss Unity 
		random = no
		sprite = 13
		communism_drift = 0.05
		war_support_factor = -0.2
		political_power_gain = 2.500	
		stability_factor = 0.500
	}

	SWI_pragmatic_democrat = { #Unlocks Defense Fund Drive
		random = no
		sprite = 13
		#power_balance_daily = -0.003
		democratic_drift = 0.05
		stability_factor = 1.000
	}

	SWI_conservative_democrat = { #Unlocks Isolate Switzerland
		random = no
		sprite = 13
		#power_balance_daily = -0.003
		democratic_drift = 0.05
		political_power_factor = -0.1
		stability_factor = 0.500
	}

	SWI_militaristic_democrat = { #Unlocks Militarization Drive
		random = no
		sprite = 9
		#power_balance_daily = -0.003
		democratic_drift = 0.03
		command_power_gain = 0.700
	}
	
	SWI_militaristic_nationalist = { #Unlocks Militarization Drive
		random = no
		sprite = 9
		#power_balance_daily = -0.003
		neutrality_drift = 0.05
		war_support_factor = 1.000
		opinion_gain_monthly_factor = -0.1
		surrender_limit = 2.000
	}

	SWI_nationalistic_industrialist = { #Unlocks SWI_defense_fund_drive
		random = no
		sprite = 9
		#power_balance_daily = -0.003
		neutrality_drift = 0.07
		production_lack_of_resource_penalty_factor = -3.000
		war_support_factor = 1.000
	}

	SWI_soviet_spy = { #Unlocks Anti-Fascist Drive
		random = no 
		sprite = 15
		intel_network_gain_factor = 2.000
		communism_drift = 0.05
		war_support_factor = 1.000

	}

	### Neutrals ###

	SWI_diplomat = {  #Unlocks Diplomatic Mission 
		random = no
		sprite = 13 
		opinion_gain_monthly_factor = 3.000
		trade_opinion_factor = 5.000
		drift_defence_factor = 2.000
		intel_network_gain_factor = 1.500
	}

	SWI_intelligence_officer = { #Unlocks Expand Covert Operations  
		random = no
		sprite = 15
		agency_upgrade_time = -1.500
		decryption_factor = 1.000
		army_intel_factor = 3.000
		operative_slot = 10.000
	}

	SWI_humanitarian = { #Unlocks Support Humanitarian Efforts 
		random = no
		sprite = 13 
		democratic_drift = 0.05		
		war_support_factor = -0.15
		join_faction_tension = -1.500
		civilian_intel_factor = 1.500
		political_power_factor = 5.000
	}

	SWI_weapons_designer = { #Unlocks Expand Arms Industry 
		random = no 
		sprite = 10
		production_factory_max_efficiency_factor = 1.000
		neutrality_drift = 0.03 
		materiel_manufacturer_cost_factor = -0.75
		research_speed_factor = 1.000
	}

	SWI_brandy_the_st_bernard_trait = {
		random = no
		sprite = 13
		political_power_factor = -0.3
		stability_factor = -0.1
		war_support_factor = -0.1
	}

	#########################
	######   DENMARK   ######
	#########################

	#LEADER TRAITS
	DEN_socialdemokrat = { #Thorvald Stauning/Vilhelm Buhl
		random = no
		sprite = 13
		political_power_factor = 0.500
		party_popularity_stability_factor = 1.000
		political_advisor_cost_factor = -1.500
		mobilization_laws_cost_factor = 0.1
		trade_laws_cost_factor = -0.1
	}

	DEN_venstre = { #Knud Kristensen/Erik Scavenius
		random = no
		sprite = 13
		party_popularity_stability_factor = 0.500
		political_advisor_cost_factor = -1.500
		consumer_goods_factor = -0.200
		economy_cost_factor = 0.15
		trade_laws_cost_factor = -0.15
	}

	DEN_kommunist = { #Aksel Larsen
		random = no
		sprite = 13
		political_power_factor = 0.500
		party_popularity_stability_factor = 0.500
		trade_laws_cost_factor = -0.1
		consumer_goods_factor = -0.400
		conscription = 0.030
	}

	DEN_konservativ = { #Christmas Moller
		random = no
		sprite = 13
		war_support_factor = 1.000
		production_speed_arms_factory_factor = 0.500
		mobilization_laws_cost_factor = -0.1
		conscription = 0.050
		custom_modifier_tooltip = DEN_military_advisors_cost_big_tt
		hidden_modifier = {
			air_advisor_cost_factor = -1.500
			army_advisor_cost_factor = -1.500
			navy_advisor_cost_factor = -1.500
		}
	}

	DEN_rightwing_populist = { #Knud Bach
		random = no
		sprite = 13
		political_power_factor = 0.500
		party_popularity_stability_factor = 1.000
		war_support_factor = 0.500
		monthly_population = 0.500
		mobilization_laws_cost_factor = 0.15
		economy_cost_factor = -0.1
		trade_laws_cost_factor = -0.1
		conscription = 0.030
	}

	DEN_the_king = { #Christian X
		random = no
		sprite = 13
		party_popularity_stability_factor = 0.500
		war_support_factor = 0.500
		mobilization_laws_cost_factor = -0.1
		economy_cost_factor = -0.1
		trade_laws_cost_factor = 0.15
		conscription = 0.050
		custom_modifier_tooltip = DEN_military_advisors_cost_big_tt
		hidden_modifier = {
			air_advisor_cost_factor = -1.500
			army_advisor_cost_factor = -1.500
			navy_advisor_cost_factor = -1.500
		}
	}

	DEN_fascist_militarist = { #Cay Lembcke
		random = no
		sprite = 13
		war_support_factor = 1.000
		production_speed_arms_factory_factor = 0.500
		mobilization_laws_cost_factor = -0.1
		economy_cost_factor = -0.1
		trade_laws_cost_factor = 0.15
		conscription = 0.030
		custom_modifier_tooltip = DEN_military_advisors_cost_small_tt
		hidden_modifier = {
			air_advisor_cost_factor = -1.000
			army_advisor_cost_factor = -1.000
			navy_advisor_cost_factor = -1.000
		}
	}

	DEN_fascist_populist = { #Fritz Clausen
		random = no
		sprite = 13
		political_power_factor = 0.500
		party_popularity_stability_factor = 1.000
		war_support_factor = 1.000
		mobilization_laws_cost_factor = -0.1
		economy_cost_factor = -0.1
		trade_laws_cost_factor = 0.15
		conscription = 0.030
	}

	DEN_freedom_council_traits = { 
		random = no
		sprite = 13
		custom_modifier_tooltip = ITA_political_reformer_tt
		hidden_modifier = {
			political_advisor_cost_factor = -2.500
			air_advisor_cost_factor = -2.500
			army_advisor_cost_factor = -2.500
			navy_advisor_cost_factor = -2.500
		}
		mobilization_laws_cost_factor = -0.1
		economy_cost_factor = -0.1
		trade_laws_cost_factor = -0.1
		conscription = 0.050
		weekly_casualties_war_support = 0.010
		weekly_bombing_war_support = 0.010
		weekly_convoys_war_support = 0.010
	}

	#BEWARE! All characters with this trait will get promoted or retired through a Danish Event - use with caution
	DEN_plenipotentiary = { 
		random = no
		sprite = 13
		political_power_factor = -0.05
		mobilization_laws_cost_factor = 0.05
		economy_cost_factor = 0.05
		trade_laws_cost_factor = 0.05
		consumer_goods_factor = -0.200
		power_balance_weekly = -0.005
		master_ideology_drift = 0.100
	}

	#ADVISOR TRAITS
	udenrigsminister = { #Foreign Minister
		random = no
		sprite = 13
		improve_relations_maintain_cost_factor = -2.500
		opinion_gain_monthly_factor = 1.500
		trade_opinion_factor = 1.500
	}

	landbrugsminister = { #Agricultural Minister
		random = no
		sprite = 13
		neutrality_drift = 0.1
		monthly_population = 0.500
		consumer_goods_factor = -0.200
		economy_cost_factor = -0.1
	}

	forsvarsminister = { #Defense Minister
		random = no
		sprite = 5
		production_speed_arms_factory_factor = 1.000
		production_speed_dockyard_factor = 1.000
		production_speed_air_base_factor = 1.000
		production_speed_naval_base_factor = 1.000
	}

	undervisningsminister = { #Education minister
		random = no
		sprite = 13
		research_speed_factor = 0.500
	}

	finansminister = { #Finance Minister
		random = no
		sprite = 13
		consumer_goods_factor = -0.300
		economy_cost_factor = -0.15
		stability_factor = 0.500
	}

	welfare_architect = {
		random = no
		sprite = 13
		stability_factor = 1.000
		political_power_factor = 0.500
		consumer_goods_factor = -0.300
	}

	disarmament_proponent = {
		random = no
		sprite = 13
		stability_factor = 0.500
		war_support_factor = -0.05
		consumer_goods_factor = -0.200
		trade_laws_cost_factor = -0.15
	}

	rearmament_proponent = {
		random = no
		sprite = 5
		war_support_factor = 1.000
		conscription = 0.030
		mobilization_laws_cost_factor = -0.15
		conversion_cost_civ_to_mil_factor = -1.000
	}

	industry_magnate = {
		random = no
		sprite = 10
		production_speed_industrial_complex_factor = 1.000
		industrial_capacity_factory = 1.000
		industrial_capacity_dockyard = 1.000		
	}

	#########################
	######   FINLAND   ######
	#########################

	### COUNTRY LEADER TRAITS ###

	#SVINHUFVUD & PAASIKIVI
	kokoomus_policies = {
		random = no
		consumer_goods_factor = -0.200
	}

	#SVINHUFVUD
	member_of_the_suojeluskunta = {
		random = no
		max_surrender_limit_offset = 1.500
		stability_factor = -0.05
		drift_defence_factor = 1.500
	}

	member_of_the_suojeluskunta_improved = {
		random = no
		max_surrender_limit_offset = 3.000
		stability_factor = -0.05
		drift_defence_factor = 2.500
		justify_war_goal_when_in_major_war_time = -3.500
		max_command_power_mult = 2.500
	}

	#PAASIKIVI
	paasikivi_doctrine = {
		random = no
		war_support_factor = -0.05
		stability_factor = 0.500
		improve_relations_maintain_cost_factor = -1.000
		democratic_acceptance = 50
		communism_acceptance = 50
	}

	paasikivi_doctrine_improved = {
		random = no
		war_support_factor = -0.05
		stability_factor = 1.000
		improve_relations_maintain_cost_factor = -2.000
		democratic_acceptance = 50
		communism_acceptance = 50
		compliance_gain = 1.000
		research_speed_factor = 1.000
	}

	#KALLIO
	backed_by_political_coalition = {
		random = no
		political_power_factor = 1.000
		political_advisor_cost_factor = -2.500
		trade_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
	}

	#RYTI
	white_liberal_leader = {
		random = no
		political_power_factor = 0.500
		production_factory_max_efficiency_factor = 0.500
		neutrality_drift = 0.05
	}

	white_liberal_leader_improved = {
		random = no
		political_power_factor = 1.000
		production_factory_max_efficiency_factor = 1.000
		neutrality_drift = 0.1
	}

	expansionist_policies = {
		random = no
		generate_wargoal_tension = -2.500
		justify_war_goal_time = -2.500
		custom_modifier_tooltip = FIN_expansionist_policies_take_states_tt
	}

	#MANNERHEIM
	sotamarsalkka = {
		random = no
		conscription = 0.020
		war_support_factor = 0.500
		stability_factor = -0.05
		defensive_war_stability_factor = 1.000
	}

	sotamarsalkka_improved = {
		random = no
		conscription = 0.040
		war_support_factor = 1.000
		stability_factor = -0.05
		defensive_war_stability_factor = 2.000
	}

	#ANNALA
	architect_of_finnish_coporatism = {
		random = no
		trade_laws_cost_factor = -0.33
		economy_cost_factor = -0.33
		consumer_goods_factor = -0.300
		global_building_slots = 10.000
		production_speed_buildings_factor = 1.500
	}

	#TANNER
	pragmatic_socialist = {
		random = no
		war_support_factor = -0.05
		party_popularity_stability_factor = 1.000
		political_advisor_cost_factor = -2.000
		communism_acceptance = -35		
	}

	champion_of_national_cooperation = {
		random = no
		party_popularity_stability_factor = 2.000
		political_advisor_cost_factor = -2.000
		communism_acceptance = -70
		mobilization_laws_cost_factor = -0.33
		economy_cost_factor = -0.33
		conscription = 0.040
	}

	#AALTONEN
	committed_anti_fascist = {
		random = no
		opinion_gain_monthly_same_ideology_factor = 2.500
		send_volunteer_size = 20.000
		agency_upgrade_time = -1.500
		drift_defence_factor = 5.000
	}
	unbreakable_anti_fascist = {
		random = no
		opinion_gain_monthly_same_ideology_factor = 2.500
		send_volunteer_size = 40.000
		agency_upgrade_time = -3.000
		drift_defence_factor = 5.000
		root_out_resistance_effectiveness_factor = 2.000
		war_support_factor = 1.000
	}

	committed_anti_fascist_no_lar = {
		random = no
		opinion_gain_monthly_same_ideology_factor = 2.500
		send_volunteer_size = 20.000
		foreign_subversive_activites = -1.500
		drift_defence_factor = 5.000
	}
	unbreakable_anti_fascist_no_lar = {
		random = no
		opinion_gain_monthly_same_ideology_factor = 2.500
		send_volunteer_size = 40.000
		foreign_subversive_activites = -3.000
		drift_defence_factor = 5.000
		subversive_activites_upkeep = -2.000
		war_support_factor = 1.000
	}

	#LEINO
	devoted_communist = {
		random = no
		sprite = 13
		industrial_capacity_factory = 1.000
		resistance_activity = -1.000
		compliance_gain = 0.500
	}


	#KUUSINEN
	FIN_stalins_puppet_kuusinen = {
		random = no
		production_speed_buildings_factor = 1.000
		custom_modifier_tooltip = FIN_stalins_puppet_kuusinen_ns_tt
	}
	
	international_communist = {
		random = no
		opinion_gain_monthly_same_ideology_factor = 10.000
		subversive_activites_upkeep = -5.000
		conscription = 0.040
		war_support_factor = 0.500
	}

	#PRINCE WOLFGANG VON HESSE
	crown_prince_of_finland = {
		random = no
		custom_modifier_tooltip = FIN_crown_prince_of_finland_tt
		fascism_acceptance = 75
		political_power_factor = 1.000
		stability_factor = 0.500
		neutrality_drift = 0.1
		conscription = 0.050
	}



	### BOP TRAITS COUNTRY LEADER TRAITS ###

	personal_agenda_svinhufvud = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_svinhufvud_tt
	}

	personal_agenda_kallio = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_kallio_tt
	}

	personal_agenda_ryti = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_ryti_tt
	}

	personal_agenda_mannerheim = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_mannerheim_tt
	}

	personal_agenda_paasikivi = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_paasikivi_tt
	}

	personal_agenda_annala = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_annala_tt
	}

	personal_agenda_tanner = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_tanner_tt
	}

	personal_agenda_aaltonen = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_aaltonen_tt
	}

	personal_agenda_leino = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_leino_tt
	}

	personal_agenda_kuusinen = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_kuusinen_tt
	}

	personal_agenda_von_hesse = {
		random = no
		custom_modifier_tooltip = FIN_personal_agenda_von_hesse_tt
	}


	### KARELIAN LEADER TRAITS ###

	grandpa_vainamoinen = {
		random = no
		consumer_goods_factor = -0.300
		required_garrison_factor = -3.000
	}

	tribal_warrior = {
		random = no
		army_speed_factor = 0.500
		org_loss_when_moving = -1.500
		initiative_factor = 0.400
	}

	veteran_guerrilla_fighter = {
		random = no
		war_support_factor = 1.000
		conscription_factor = 0.300
		army_core_defence_factor = 1.000
	}

	### ADVISOR TRAITS ###

	FIN_communist_revolutionary_leino = {
		random = no
		sprite = 13
		communism_drift = 0.1
		custom_modifier_tooltip = FIN_communist_revolutionary_leino_tt
	}

	FIN_technocrat_saarinen = {
		sprite = 13
		random = no
		production_speed_industrial_complex_factor = 0.500
		research_speed_factor = 0.500
		custom_modifier_tooltip = FIN_technocrat_saarinen_tt
	}

	FIN_patriotic_socialist_kuusinen = {
		random = no
		sprite = 13
		communism_drift = 0.05
		war_support_factor = 1.000
		custom_modifier_tooltip = FIN_patriotic_socialist_kuusinen_tt
	}

	FIN_democratic_reformer_fagerholm = {
		random = no
		sprite = 13
		democratic_drift = 0.1
		custom_modifier_tooltip = FIN_democratic_reformer_fagerholm_tt
	}

	FIN_humble_appeaser_tanner = {
		random = no
		sprite = 13
		war_support_factor = -0.05
		stability_factor = 1.000
		custom_modifier_tooltip = FIN_humble_appeaser_tanner_tt
	}

	FIN_champion_of_equality_sillanpaa = {
		random = no
		sprite = 13
		political_power_factor = 1.000
		stability_factor = 1.000
		democratic_drift = 0.05
		custom_modifier_tooltip = FIN_champion_of_equality_sillanpaa_tt
	}

	white_liberal = {
		random = no
		sprite = 13
		neutrality_drift = 0.05
		production_factory_max_efficiency_factor = 0.500
		political_power_factor = 0.500
	}

	fascist_corporatist = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		industrial_capacity_factory = 0.500
		political_power_factor = 0.500
	}

	model_cajander = {
		random = no
		sprite = 13
		stability_factor = 1.000
		war_support_factor = -0.05
		consumer_goods_factor = -0.300
		mobilization_speed = -0.1
		mobilization_laws_cost_factor = 0.15
	}

	hurja_hilja = {
		random = no
		sprite = 13
		stability_factor = -0.05
		fascism_drift = 0.05
		resistance_growth_on_our_occupied_states = 0.1
		political_power_factor = 1.000
	}

	nationalist_lutheran_priest = {
		random = no
		sprite = 13
		weekly_manpower = 2000.000
		fascism_drift = 0.05
		political_power_factor = 0.500
	}

	maan_turva_headman = {
		random = no
		sprite = 13
		intelligence_agency_defense = 0.500
		civilian_intel_to_others = -100.000
		resistance_damage_to_garrison = 0.1
		drift_defence_factor = 2.000
	}

	white_chaplain = {
		random = no
		sprite = 13
		war_support_factor = 0.500
		army_morale_factor = 0.500
		army_core_defence_factor = 0.500
		drift_defence_factor = 1.000
	}

	karelian_irredentist_writer = {
		random = no
		sprite = 13
		stability_factor = 0.500
		political_power_factor = 0.500
		justify_war_goal_time = -1.000
		communism_drift = -0.1
	}

	georgian_irredentist_writer = {
		random = no
		sprite = 13
		stability_factor = 0.500
		political_power_factor = 0.500
		justify_war_goal_time = -1.000
		communism_drift = -0.1
	}

	agrarian_nationalist = {
		random = no
		sprite = 13
		political_power_factor = 0.500
		global_building_slots_factor = 1.000
		consumer_goods_factor = -0.200
	}

	champion_of_equality = {
		random = no
		sprite = 13
		political_power_factor = 1.000
		stability_factor = 1.000
		democratic_drift = 0.05
	}

	kautskyian_socialist = {
		random = no
		sprite = 13
		defensive_war_stability_factor = 1.500
		offensive_war_stability_factor = -0.1
		political_power_factor = 1.000
		communism_drift = 0.05
	}

	socialist_journalist = {
		random = no
		sprite = 13
		communism_drift = 0.05
		political_power_factor = 0.500
		compliance_gain = 0.200
	}

	veteran_trade_unionist = {
		random = no
		sprite = 13
		industrial_capacity_factory = 0.500
		production_speed_buildings_factor = 0.500
		stability_factor = 0.500
		political_power_factor = -0.1
	}

	former_leader_of_red_finland = {
		random = no
		sprite = 13
		production_speed_industrial_complex_factor = 1.000
		production_speed_dockyard_factor = 1.000
		war_support_factor = 0.500
	}

	anti_soviet_socialist = {
		random = no
		sprite = 13
		political_power_factor = 0.500
		war_support_factor = 0.500
		democratic_acceptance = 40
		drift_defence_factor = 1.000
	}

	master_armorer = {
		random = no
		sprite = 13
		equipment_conversion_speed = 1.500
		equipment_upgrade_xp_cost = -1.000
		industrial_capacity_factory = 0.500
		production_lack_of_resource_penalty_factor = -1.000
	}

	################################
	## Sweden TRAITS 			  ##
	################################

	SWE_committee_against_the_finnish_white_terror_idea = {
		random = no
		army_breakthrough_against_minor_factor = 0.600		
	}

	SWE_support_party_in_power = {
		random = no
		political_advisor_cost_factor = 0.25
		economy_cost_factor = 0.25
		trade_laws_cost_factor = 0.25
		mobilization_laws_cost_factor = 0.25
	}

	SWE_minor_opposition_party_in_power = {
		random = no
		stability_factor = -0.05
	}

	SWE_rearnament_proponent = {
		equipment_bonus = {
			infantry_equipment = {
				build_cost_ic = -0.500
				instant = yes
			}
		}
		war_support_factor = 0.500
	}

	SWE_rearnament_proponent_upgraded = {
		equipment_bonus = {
			infantry_equipment = {
				build_cost_ic = -1.000
				instant = yes
			}
		}
		war_support_factor = 1.000
	}

	SWE_fallen_riksdag_trait = {
		political_power_factor = -0.25
	}

	SWE_solidified_mandate = {
		political_power_factor = 0.500
		trade_laws_cost_factor = -0.1
		economy_cost_factor = -0.15
		stability_factor = 0.250
	}

	SWE_solidified_mandate_upgraded = {
		political_power_factor = 1.000
		trade_laws_cost_factor = -0.2
		economy_cost_factor = -0.3
		stability_factor = 0.500
	}

	SWE_admiral_of_industry = {
		sprite = 10
		random = no
		production_speed_industrial_complex_factor = 1.700
		production_speed_infrastructure_factor = 1.700
		production_speed_rail_way_factor = 1.700
		production_speed_synthetic_refinery_factor = 1.700
	}

	SWE_close_ties_to_the_military = {
		sprite = 10
		random = no
		max_command_power = 300.000
		training_time_factor = -0.200

	}

	SWE_landsfader = {
		sprite = 10
		random = no
		army_core_defence_factor = 0.600
		army_core_attack_factor = 0.600
		supply_combat_penalties_on_core_factor = -0.800
	}

	SWE_respectful_occupier = {
		sprite = 10
		random = no
		resistance_target = -1.000
		resistance_growth = -1.500
		resistance_activity = -2.000
	}



	SWE_education_for_all = {
		sprite = 10
		random = no
		research_speed_factor = 0.600

	}

	SWE_every_barrel_counts = {
		random = no
		supply_consumption_factor = -0.500
		air_fuel_consumption_factor = -0.500
		navy_fuel_consumption_factor = -0.500
	}


	SWE_reluctant_towards_rearmament = {
		mobilization_laws_cost_factor = 0.15
		war_support_factor = -0.05
	}

	SWE_minister_of_trade = {
		random = no
		sprite = 13
		trade_laws_cost_factor = -0.3
		trade_opinion_factor = 3.500
	}

	SWE_minister_of_supply = {
		supply_factor = 1.000
		production_lack_of_resource_penalty_factor = -2.000
	}

	SWE_minister_of_justice = {
		random = no
		sprite = 13
		resistance_target = -0.500
		drift_defence_factor = 1.500
	}

	SWE_minister_of_state = {
		random = no
		sprite = 13
		political_power_factor = 1.000
	}

	SWE_suffragette = { 
		random = no
		sprite = 13
		stability_factor = -0.05
		production_speed_buildings_factor = 0.500	

	}

	SWE_suffragette_research = {
		random = no
		sprite = 13
		research_speed_factor = 0.400
		stability_factor = -0.04
	}

	SWE_suffragette_production = {
		random = no
		sprite = 13
		industrial_capacity_factory = 0.400
		industrial_capacity_dockyard = 0.400
		stability_factor = -0.04
	}

	SWE_suffragette_clout = {
		random = no
		sprite = 13
		stability_factor = -0.05
		economy_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		political_advisor_cost_factor = -1.500


	}

	SWE_suffragette_rfsu = {
		random = no
		sprite = 13
		
		democratic_drift = 0.08
		party_popularity_stability_factor = 0.800
		opinion_gain_monthly_same_ideology_factor = 2.000
	}


	SWE_committee_against_the_finnish_white_terror = {
		random = no
		sprite = 5
		communism_acceptance = 50
		army_breakthrough_against_minor_factor = 0.600
		
	}

	SWE_high_defense_budget = {
		random = no
		conscription = 0.040
	}

	SWE_foreign_minister = {
		random = no
		sprite = 13
		enemy_justify_war_goal_time = 0.3
		request_lease_tension = -5.000
		lend_lease_tension = -5.000
		embargo_threshold_factor = -0.5
		embargo_cost_factor = -5.000
		military_industrial_organization_funds_gain = 1.500
	}

	SWE_foreign_minister_no_bba = {
		random = no
		sprite = 13
		enemy_justify_war_goal_time = 0.3
		request_lease_tension = -5.000
		lend_lease_tension = -5.000
		military_industrial_organization_funds_gain = 2.500
	}

	SWE_minister_of_agriculture = {
		random = no
		sprite = 13
		production_speed_infrastructure_factor = 2.000
		production_speed_rail_way_factor = 1.000
	}

	SWE_interventionist_firebrand = {
		random = no
		sprite = 13
		send_volunteers_tension = -7.000
		send_volunteer_divisions_required = -5.000
		send_volunteer_size = 30.000
		army_attack_against_major_factor = 0.800
		army_defence_against_major_factor = 0.800
	}

	SWE_minister_of_defense= {
		random = no
		sprite = 13
		production_speed_bunker_factor = 1.000
		production_speed_synthetic_refinery_factor = 1.000
		production_speed_coastal_bunker_factor = 1.000
		production_speed_anti_air_building_factor = 1.000
		production_speed_arms_factory_factor = 1.000
	}

	SWE_family_oriented_sociologist = { 
	#200,000 units are ready, with a million more well on the way
		sprite = 13
		weekly_manpower = 800.000
		monthly_population = 1.000
		fascism_drift = -0.03
		war_support_factor = -0.01

	}

	SWE_anti_nazi_interdisciplinary_social_scientist = {
		sprite = 13
		war_stability_factor = 1.000
		production_speed_industrial_complex_factor = 0.400
		resistance_target_on_our_occupied_states = 0.1
		fascism_drift = -0.1
	}

	SWE_partners_in_a_dangerous_time_gunnar = {
		production_speed_industrial_complex_factor = 0.300
	}

	SWE_partners_in_a_dangerous_time_alva = {
		stability_factor = 0.200
	}

	SWE_minister_of_transport = {
		sprite = 10
		random = no
		production_speed_industrial_complex_factor = 1.000
		production_speed_infrastructure_factor = 1.000
		production_speed_rail_way_factor = 1.000
		production_speed_supply_node_factor = 1.000
	}

	SWE_former_autocrat = {
		random = no
		political_power_factor = -0.1
		fascism_acceptance = 20
		neutrality_acceptance = 20
		neutrality_drift = 0.01
		command_power_gain_mult = 1.500
	}

	SWE_former_autocrat_upgraded = {
		random = no
		fascism_acceptance = 20
		neutrality_acceptance = 20
		neutrality_drift = 0.01
		command_power_gain_mult = 1.500
	}

	SWE_exiled_revolutionaries = {
		sprite = 3
		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost
		army_attack_factor = 1.600
		stability_factor = -0.08
		army_org_factor = -0.06
	}

	SWE_ardent_conservative = {
		political_power_factor = -0.1
		grant_medal_cost_factor = -1.500
		dig_in_speed_factor = 2.000
		max_dig_in_factor = 1.000
		conscription = 0.040
	}

	SWE_the_great = {
		max_training = 1.500
		experience_gain_army_unit_factor = 1.500
		experience_loss_factor = -2.500
		conscription = 0.040
		non_core_manpower = 0.200
	}

	SWE_the_eternal = {
		max_training = 1.500
		experience_gain_army_unit_factor = 1.500
		experience_loss_factor = -2.500
		conscription = 0.060
		non_core_manpower = 0.200
		resistance_target = -0.500
		resistance_damage_to_garrison = -1.000
	}

	the_spider = {
		land_night_attack = 1.000
		air_night_penalty = -1.000
		naval_night_attack = 1.000
	}

	untethered = {
		army_speed_factor = 1.000
		org_loss_when_moving = -1.000
	}

	mild_mannered_no_lar = {
		trade_opinion_factor = 2.000
		improve_relations_maintain_cost_factor = -2.500
		subversive_activites_upkeep = -2.500
	}

	mild_mannered = {
		trade_opinion_factor = 2.000
		improve_relations_maintain_cost_factor = -2.500
		own_operative_detection_chance_factor = -0.500
	}

	unbreakable = {
		dont_lose_dig_in_on_attack = 1.0
		army_attack_factor = -0.05
		army_defence_factor = 1.500
	}

	hyena = {
		equipment_capture_factor = 1.000
	}

	lucky = {
		land_reinforce_rate = 0.200
		naval_critical_score_chance_factor = 1.000
		critical_receive_chance = -1.000
	}

	amnesiac = { #You dont always remember everything, but seeing rockets explode will forever be a wonder as a result
		rocket_attack_factor = 1.500
		political_power_factor = -0.1
		planning_speed = -0.2
		coordination_bonus = -0.2
	}

	trusty_no_lar = {
		trade_opinion_factor = 2.000
		opinion_gain_monthly = 2.500
		foreign_subversive_activites = 0.3
	}

	trusty = {
		trade_opinion_factor = 2.000
		opinion_gain_monthly = 2.500
		operation_coup_government_outcome = 0.25
		operation_infiltrate_outcome = 2.500
		operation_boost_resistance_outcome = 0.35
		operation_targeted_sabotage_industry_outcome = 0.35
		operation_targeted_sabotage_resources_outcome = 0.35
		operation_targeted_sabotage_infrastructure_outcome = 0.35
	}

	##############
	### ICEMAN ###
	##############

	# Country Leader 
	ICE_hot_tempered_reformer = {
		random = no
		stability_factor = -0.05
		political_power_factor = 1.000
		democratic_drift = 0.01
	}
	ICE_national_romanticist = {
		justify_war_goal_time = -1.000
		drift_defence_factor = 2.500
	}
	ICE_revolutionary_educator = {
		random = no
		party_popularity_stability_factor = 1.500
		research_speed_factor = 1.000
	}

	ICE_the_strict_regent = {
		random = no
		political_power_factor = -0.15
		stability_factor = 1.000
		industrial_capacity_factory = 0.500
	}
	ICE_independence_advocate = {
		random = no
		autonomy_gain = 1.000
		autonomy_gain_global_factor = 2.000
		party_popularity_stability_factor = 1.500
	}
	ICE_the_navy_king = {
		random = no
		naval_doctrine_cost_factor = -1.000
		experience_gain_navy_factor = 2.000
	}

	ICE_transportation_enthusiast = {
		equipment_bonus = {
			train_equipment = {
				instant = yes
				build_cost_ic = -1.500
			}
		}
		equipment_bonus = {
			motorized_equipment = {
				instant = yes
				build_cost_ic = -1.500
			}
		}

	}

	# Advisor traits 
	ICE_minister_of_healthcare_and_finance = { 
		random = no 
		sprite = 13
		stability_factor = 1.000
		production_speed_industrial_complex_factor = 1.000
	}

	ICE_internationalist_guardian = { 
		random = no 
		sprite = 13
		join_faction_tension = -0.500
		send_volunteers_tension = -1.500
		send_volunteer_divisions_required = -7.500
	}
	ICE_minister_of_finance_moller = {
		random = no
		sprite = 10
		consumer_goods_factor = -0.100
		industrial_capacity_factory = 1.000
		production_lack_of_resource_penalty_factor = -0.500
	}
	ICE_judge_and_editor = { 
		random = no 
		sprite = 13
		political_power_factor = 0.500
		non_core_manpower = 2.000
		stability_factor = 0.500
	}
	ICE_travel_enthusiast = { 
		random = no 
		sprite = 13
		custom_modifier_tooltip = ICE_travel_enthusiast_tt
		send_volunteers_tension = -0.500
		send_volunteer_divisions_required = -0.500
	}

	ICE_progressive_doctor = {
		random = no
		sprite = 13
		drift_defence_factor = 2.000
		weekly_manpower = 1000.000
		conscription_factor = 0.200
	}
	ICE_trade_unionist = { #Unlocks Rally Workers 
		random = no
		sprite = 10 
		#power_balance_daily = 0.003
		communism_drift = 0.02	
		production_factory_max_efficiency_factor = 1.000
		production_lack_of_resource_penalty_factor = -3.000
	}
	ICE_german_consul = {
		random = no
		sprite = 13
		fascism_acceptance = 50
		opinion_gain_monthly_same_ideology_factor = 1.500
		research_speed_factor = 0.500
		weekly_manpower = 500.000
	}
	# Company traits 
	ICE_shipping_concern = {
		random = no
		ai_will_do = {
			factor = 1
		}
	}

	# End Iceland



	anti_stalinist_marxist = {
		random = no
		sprite = 13
		communism_acceptance = -20
		trade_opinion_factor = 1.000
		justify_war_goal_time = -1.000
	}

	national_socialist_sympathizer = {
		random = no
		sprite = 13
		fascism_drift = 0.02
		fascism_acceptance = 40
	}

	minister_of_ecclesiastical_affairs = { #Education
		random = no
		sprite = 13
		research_speed_factor = 0.600
	}

	special_envoy = {
		random = no
		sprite = 15
		operative_slot = 10.000
		agency_upgrade_time = -2.000
		civilian_intel_factor = 2.000
		stability_factor = 0.500
	}

	minister_of_ecclesiastical_affairs_upgraded = { #Education
		random = no
		sprite = 13
		research_speed_factor = 1.000
		political_power_factor = 0.500
	}

	national_socialist_veterinarian = {
		random = no
		sprite = 13
		stability_factor = -0.1
		justify_war_goal_time = -1.000
		conscription = 0.040
	}

	munckska_karens_member = {
		random = no
		sprite = 13
		resistance_activity = -1.000
		drift_defence_factor = 2.500
		communism_acceptance = -50
	}

	socialist_writer = {
		random = no
		sprite = 13
		communism_drift = 0.1
		conscription_factor = 0.200
		ai_will_do = {
			factor = 1
		}
	}

	protector_of_cultural_heritage = {
		random = no
		sprite = 13
		stability_factor = 1.000
		democratic_acceptance = 60
		communism_acceptance = 60
		ai_will_do = {
			factor = 1
		}
	}

	humanist = { 
		random = no
		sprite = 13 	
		war_support_factor = -0.05
		civilian_intel_factor = 1.500
		political_power_factor = 1.500
	}

	minister_of_the_interior_aregai_no_lar = {
		random = no
		sprite = 13
		surrender_limit = 0.500
		production_speed_buildings_factor = 0.500
		improve_relations_maintain_cost_factor = -5.000
		foreign_subversive_activites = -1.000
	}
	
	########################
	### ARGENTINA TRAITS ###
	########################

	ARG_fraudulent_industrialist = {
		random = no
		political_power_factor = 0.500
		production_speed_buildings_factor = 1.500
		stability_factor = -0.05

		ai_will_do = {
			factor = 1
		}
	}

	ARG_radical_antipersonnel = {
		random = no
		political_power_factor = 0.500
		democratic_drift = 0.03
		neutrality_drift = 0.01

		ai_will_do = {
			factor = 1
		}
	}

	ARG_conservative_traditionalist = {
		random = no
		political_power_factor = 0.500
		neutrality_drift = 0.03

		ai_will_do = {
			factor = 1
		}
	}

	ARG_moderate_dictator = {
		random = no
		fascism_drift = 0.03
		war_support_factor = 1.000
		fascism_acceptance = 30

		ai_will_do = {
			factor = 1
		}
	}

	ARG_brigadier_general = {
		random = no
		mobilization_speed = 0.500
		conscription_factor = 0.200

		ai_will_do = {
			factor = 1
		}
	}

	ARG_argentine_nationalist = {
		random = no
		justify_war_goal_time = -1.000
		war_support_factor = 1.000
		conscription_factor = 0.200

		ai_will_do = {
			factor = 1
		}
	}

	ARG_harsh_democrat = {
		random = no
		stability_factor = 1.000
		democratic_drift = 0.1
		democratic_acceptance = 40

		ai_will_do = {
			factor = 1
		}
	}

	ARG_feminist_revolutionary = {
		random = no
		conscription =  0.010
		communism_drift = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	ARG_communist_insurrectionist = {
		random = no
		war_support_factor = 1.000
		communism_drift = 0.1
		justify_war_goal_time = -1.000

		ai_will_do = {
			factor = 1
		}
	}

	ARG_anarchosyndicalist = {
		random = no
		communism_drift = 0.1
		war_support_factor = 1.000
		minimum_training_level = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	ARG_socialist_feminist = {
		random = no
		sprite = 13
		communism_drift = 0.05
		political_power_gain = 0.500
		stability_weekly = 0.050
	}

	ARG_university_rector = {
		sprite = 10
		random = yes
		research_speed_factor = 1.000

		ai_will_do = {
			factor = 2
		}
	}

	ARG_nobel_peace_prize_winner = {
		sprite = 13
		random = no
		justify_war_goal_time = 0.3
		enemy_justify_war_goal_time = 0.3
		send_volunteers_tension = -2.000
		ai_will_do = {
			factor = 1
		}
	}

	ARG_bolivar_agent = {
		sprite = 13
		random = no
		subversive_activites_upkeep = -3.500
		war_support_factor = 1.000
		stability_factor = -0.1
		decryption_factor = 1.000
		ai_will_do = {
			factor = 1
		}
	}

	ARG_prominent_centrist = {
		sprite = 13
		random = no
		stability_factor = 2.000
		democratic_drift = 0.02
		ai_will_do = {
			factor = 1
		}
	}

	ARG_father_of_argentine_democracy = {
		sprite = 13
		random = no
		stability_factor = 2.000
		democratic_drift = 0.05
		party_popularity_stability_factor = 0.500
		enemy_justify_war_goal_time = 0.1
		research_speed_factor = 1.000
		ai_will_do = {
			factor = 1
		}
	}

	ARG_peronism_trait = {
		sprite = 13
		random = no
		army_core_defence_factor = 0.500
		political_power_factor = 1.000
		stability_factor = 0.500
		production_factory_max_efficiency_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	ARG_womans_peronist = {
		sprite = 13
		random = no
		conscription_factor = 0.100
		stability_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	ARG_argentine_fascist = {
		sprite = 13
		random = no
		fascism_drift = 0.1

		ai_will_do = {
			factor = 1
		}
	}


	########################

	BRA_father_of_the_poor = {
		random = no
		stability_factor = 0.500
		conscription_factor = 0.040

		ai_will_do = {
			factor = 1
		}
	}

	BRA_sugar_king = {
		random = no
		stability_factor = -0.05
		consumer_goods_factor = -0.100
		ai_will_do = {
			factor = 1
		}
	}

	BRA_reluctant_integralist = {
		random = no
		political_power_factor = -0.1
		fascism_drift = 0.03
		war_support_factor = 1.000
		defensive_war_stability_factor = 1.000
		ai_will_do = {
			factor = 1
		}
	}

	BRA_authoritarian_populist = {
		random = no
		political_power_factor = 1.000
		neutrality_drift = 0.01
		#stability_factor = 0.05
		party_popularity_stability_factor = 0.500
		ai_will_do = {
			factor = 1
		}
	}

	BRA_supreme_court_justice = {
		random = no
		sprite = 13
		political_power_factor = -0.05
		democratic_drift = 0.02
		stability_factor = 0.500
		ai_will_do = {
			factor = 1
		}
	}

	BRA_political_fox = {
		random = no
		sprite = 13
		political_power_factor = 1.000
		drift_defence_factor = 1.500
		political_advisor_cost_factor = -2.000
		ai_will_do = {
			factor = 1
		}
	}


	BRA_modernist_architect = {
		random = no
		sprite = 13
		research_speed_factor = 0.200
		production_speed_buildings_factor = 0.500
		ai_will_do = {
			factor = 1
		}
	}

	BRA_distinguished_diplomat = {
		random = no
		sprite = 13
		neutrality_acceptance = 50
		democratic_acceptance = 50
		trade_opinion_factor = 5.000
		political_power_factor = 0.700
		ai_will_do = {
			factor = 1
		}
	}

	BRA_minister_of_transport = {
		sprite = 13
		random = no
		production_speed_infrastructure_factor = 1.000
		production_speed_rail_way_factor = 1.000
		production_speed_supply_node_factor = 1.000
		ai_will_do = {
			factor = 1
		}
	}

	BRA_right_wing_ideologue = {
		sprite = 13
		random = no
		fascism_drift = 0.03
		fascism_acceptance = 50
		opinion_gain_monthly_same_ideology_factor = 1.500
		supply_combat_penalties_on_core_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	BRA_head_of_political_police = {
		sprite = 13
		random = no
		intel_network_gain_factor = 2.000
		agency_upgrade_time = -2.000
		operative_slot = 10.000
		ai_will_do = {
			factor = 1
		}
	}

	BRA_nobel_peace_prize_nominee = {
		sprite = 13
		random = no
		justify_war_goal_time = 0.2
		enemy_justify_war_goal_time = 0.2
		send_volunteers_tension = -7.500
		send_volunteer_divisions_required = 0.3
		send_volunteer_size = 30.000
		ai_will_do = {
			factor = 1
		}
	}

	BRA_deposed_former_president = {
		sprite = 13
		random = no
		stability_factor = -0.1
		political_power_factor = -0.1
		neutrality_drift = 0.02
		drift_defence_factor = 0.500
		ai_will_do = {
			factor = 1
		}
	}


	BRA_renowned_ambassador = {
		sprite = 13
		random = no
		democratic_drift = 0.02
		democratic_acceptance = 50
		fascism_acceptance = -50
		trade_opinion_factor = 3.000
		ai_will_do = {
			factor = 1
		}
	}

	BRA_anti_authoritarian = {
		sprite = 13
		random = no
		political_power_factor = 1.500
		defensive_war_stability_factor = 2.000
		political_advisor_cost_factor = -2.000
		ai_will_do = {
			factor = 1
		}
	}

	BRA_academic_writer = {
		sprite = 13
		random = no
		research_speed_factor = 0.500
		democratic_drift = 0.02
		neutrality_acceptance = 40
		ai_will_do = {
			factor = 1
		}
	}

	BRA_controversial_academic = {
		sprite = 13
		random = no
		research_speed_factor = 0.300
		neutrality_drift = 0.05
		mobilization_laws_cost_factor = -0.1
		ai_will_do = {
			factor = 1
		}
	}

	BRA_education_pioneer = {
		sprite = 13
		random = no
		research_speed_factor = 0.500
		fascism_drift = -0.03
		war_support_factor = -0.05
		stability_factor = 0.300
	}

	BRA_democratic_engineer = {
		sprite = 13
		random = no
		research_speed_factor = 0.500
		democratic_drift = 0.02
		production_speed_rail_way_factor = 0.500
		production_speed_supply_node_factor = 0.500
	}

	BRA_minister_of_defense = {
		random = no
		sprite = 13
		army_core_defence_factor = 0.500
		war_support_factor = 1.000
		conscription = 0.040
		democratic_acceptance = -25
		
		ai_will_do = {
			factor = 0
		}
	}

	BRA_politically_educated = {
		random = no
		sprite = 13
		neutrality_drift = 0.02
		economy_cost_factor = -0.1
		trade_laws_cost_factor = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	BRA_the_white_dove = {
		random = no
		sprite = 13
		neutrality_drift = 0.02
		air_accidents_factor = 0.05
		army_speed_factor = 0.200
		ai_will_do = {
			factor = 1
		}
	}

	BRA_militant_communist = {
		random = no
		sprite = 13
		war_support_factor = 1.000
		conscription_factor = 0.040
		send_volunteers_tension = -2.000
		communism_drift = 0.02
		ai_will_do = {
			factor = 1
		}
	}

	BRA_soviet_spy = { #Unlocks Anti-Fascist Drive
		random = no 
		sprite = 15
		intel_network_gain_factor = 2.000
		communism_drift = 0.05
		war_support_factor = 1.000
		operative_slot = 10.000
	}

	BRA_emperor_trait = {
		random = no
		stability_factor = 1.000
		war_support_factor = 1.000
		political_power_factor = 1.000
		army_core_defence_factor = 1.000
		army_core_attack_factor = 1.000
	}

	BRA_coffee_king = {
		random = no
		sprite = 10 
		production_speed_rail_way_factor = 0.500
		production_speed_buildings_factor = 1.000
		industrial_capacity_factory = 1.000
		research_speed_factor = -0.05
	}

	BRA_vengeful_industrialist = {
		sprite = 10
		random = yes
		production_speed_industrial_complex_factor = 1.000
		production_speed_infrastructure_factor = 1.000
		production_speed_arms_factory_factor = 1.000
		fascism_drift = 0.01
		war_support_factor = 0.500

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.8
				date < 1939.1.1
			}
		}
	}

	################################
	## URUGUAY TRAITS ##
	################################

	JUNO_uruguyan_revisionist = {
		sprite = 10
		random = no
		weekly_manpower = 750.000
		fascism_drift = 0.1
		justify_war_goal_time = -3.500
	}

	################################
	## SOVIET UNION LEADER TRAITS ##
	################################

	### STALIN ###
	stalin_political_paranoia = {
		random = no
		drift_defence_factor = 1.000
		custom_modifier_tooltip = SOV_paranoia_modifier_increase_effect_tt
	}

	stalin_political_paranoia_advanced = {
		random = no
		drift_defence_factor = 1.000
		custom_modifier_tooltip = SOV_paranoia_advance_modifier_increase_effect_tt
	}

	stalin_heart_of_steel = {
		random = no
		stability_factor = -0.1
		war_support_factor = 0.500
		political_power_factor = 0.500
		opinion_gain_monthly_factor = -0.05
		subjects_autonomy_gain = -1.000
	}

	stalin_heart_of_steel_opposition = {
		random = no
		stability_factor = -0.1
		war_support_factor = 0.500
		opinion_gain_monthly_factor = -0.05
		subjects_autonomy_gain = -1.000
	}

	stalin_inheritor_of_lenin = {
		random = no
		political_power_factor = 1.000
		justify_war_goal_time = -2.500
	}

	stalin_inheritor_of_lenin_genius = {
		random = no
		political_power_factor = 1.000
		justify_war_goal_time = -2.500
		research_speed_factor = 0.500
	}

	stalin_inheritor_of_lenin_leader = {
		random = no
		political_power_factor = 1.000
		justify_war_goal_time = -2.500
		party_popularity_stability_factor = 1.500
		defensive_war_stability_factor = 4.000
		political_advisor_cost_factor = -2.500
	}

	stalin_inheritor_of_lenin_final = {
		random = no
		political_power_factor = 1.000
		justify_war_goal_time = -2.500
		research_speed_factor = 0.500
		party_popularity_stability_factor = 1.500
		defensive_war_stability_factor = 4.000
		political_advisor_cost_factor = -2.500
	}

	stalin_servant_of_lenin = {
		random = no
		drift_defence_factor = 1.500
		guarantee_cost = -5.000
	}

	stalin_servant_of_lenin_worship = {
		random = no
		drift_defence_factor = 1.500
		guarantee_cost = -5.000
		stability_factor = 1.500
	}

	stalin_servant_of_lenin_leader = {
		random = no
		drift_defence_factor = 1.500
		guarantee_cost = -5.000
		party_popularity_stability_factor = 1.500
		defensive_war_stability_factor = 4.000
		political_advisor_cost_factor = -2.500
	}

	stalin_servant_of_lenin_final = {
		random = no
		drift_defence_factor = 1.500
		guarantee_cost = -5.000
		stability_factor = 1.500
		party_popularity_stability_factor = 1.500
		defensive_war_stability_factor = 4.000
		political_advisor_cost_factor = -2.500
	}

	stalin_great_commander = {
		random = no
		war_support_factor = 1.000
		army_morale_factor = 0.500
		annex_cost_factor = -1.000
	}

	stalin_architect_of_communism = {
		random = no
		communism_drift = 0.1
		master_ideology_drift = 1.000
		puppet_cost_factor = -2.000
	}

	stalin_father_of_nations = {
		random = no
		stability_weekly = 0.010
		compliance_gain = 0.500
		justify_war_goal_when_in_major_war_time = -5.000
		conscription = 0.040
	}

	stalin_authority_undermined = {
		random = no
		drift_defence_factor = 0.500
		political_power_factor = 1.000
		custom_modifier_tooltip = SOV_paranoia_modifier_increase_2_effect_tt
	}

	#BERIYA
	unscrupulous_orchestrator = {
		random = no
		intel_network_gain_factor = 1.500
		own_operative_detection_chance_factor = -1.000
		intelligence_agency_defense = 1.000
		stability_factor = -0.1
	}

	#BERIYA -> No LaR
	unscrupulous_orchestrator_no_lar = {
		random = no
		subversive_activites_upkeep = -3.500
		war_support_factor = 1.000
		stability_factor = -0.1
	}

	#SMIRNOV
	the_siberian_lenin = {
		random = no
		resistance_activity = -1.000
		resistance_damage_to_garrison = -1.000
		operative_slot = 10.000
		resistance_decay = 1.000
		stability_factor = -0.05
	}

	#THE SUPREME SOVIET
	strong_party_discipline = {
		random = no
		drift_defence_factor = 1.500
		compliance_gain = 0.500
		resistance_decay = 1.000
		stability_factor = 1.000
		surrender_limit = 1.000
	}

	#BUKHARIN
	defender_of_the_peasantry = {
		random = no
		political_power_factor = 1.000
		stability_factor = 0.500
		research_speed_factor = 0.200
		democratic_acceptance = 50
		civilian_intel_to_others = 15
		industrial_capacity_factory = -0.05
	}

	#BUKHARIN -> Improved
	hero_of_the_peasantry = {
		random = no
		political_power_factor = 1.500
		stability_factor = 1.000
		research_speed_factor = 0.500
		democratic_acceptance = 50
		civilian_intel_to_others = 15
		industrial_capacity_factory = -0.02
	}

	#RYKOV
	labor_defense_organizer = {
		random = no
		sprite = 13
		consumer_goods_factor = -0.300
		army_core_defence_factor = 0.500
		experience_gain_army_factor = 0.500
		research_speed_factor = -0.03
	}

	#ZINOVYEV
	born_agitator = {
		random = no
		political_power_factor = 1.000
		conscription_factor = 0.300
		army_morale_factor = 0.500
		stability_factor = -0.05
		compliance_growth = -0.05
	}

	#KAMENEV
	the_faded_star = {
		random = no
		research_speed_factor = 0.300
		stability_factor = 1.000
		compliance_gain = 0.500
		political_power_factor = -0.1
		drift_defence_factor = -0.1
	}

	defier_of_the_sun_god = {
		random = no
		army_morale_factor = 0.500
		compliance_growth = 0.500
		targeted_modifier = {
			tag = JAP
			attack_bonus_against = 1.000
			defense_bonus_against = 1.000
		}
	}

	supreme_representative_of_god_on_earth = {
		random = no
		stability_factor = 1.000
		war_support_factor = 1.000
		drift_defence_factor = 10.000
	}

	fascist_orchestrator = {
		random = no
		political_advisor_cost_factor = -3.300
		high_command_cost_factor = -0.33
		air_chief_cost_factor = -0.33
		army_chief_cost_factor = -0.33
		navy_chief_cost_factor = -0.33
		subjects_autonomy_gain = -3.000
		production_speed_arms_factory_factor = 0.500
		production_speed_dockyard_factor = 0.500
	}

	emperor_and_autocrat_of_all_the_russias = {
		random = no
		resistance_growth_on_our_occupied_states = 0.1
		required_garrison_factor = -1.500
		war_support_factor = 0.500
	}

	emigre_connections = {
		random = no
		weekly_manpower = 20000.000
		consumer_goods_factor = -0.200
	}

	desperate_gambit = {
		random = no
		army_core_attack_factor = 1.000
		army_core_defence_factor = 1.000
		resistance_growth_on_our_occupied_states  = 0.25
	}

	dysfunctional_assembly = {
		random = no
		stability_weekly = -0.002
		political_power_gain = -0.5
	}

	#################################
	## SOVIET UNION ADVISOR TRAITS ##
	#################################

	head_of_the_nkvd_yagoda_initial = {
		random = no
		sprite = 13
		stability_factor = -0.05
		enemy_operative_detection_chance = 0.1
		enemy_operative_capture_chance_factor = 0.05
		civilian_intel_to_others = -50.000
		custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt
	}

	head_of_the_nkvd_yagoda = {
		random = no
		sprite = 13
		stability_factor = -0.05
		enemy_operative_detection_chance = 0.1
		enemy_operative_capture_chance_factor = 0.05
		civilian_intel_to_others = -50.000
		custom_modifier_tooltip = SOV_head_of_the_nkvd_yagoda_tt
		custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt
	}

	head_of_the_nkvd_yagoda_no_paranoia = {
		random = no
		sprite = 13
		stability_factor = -0.05
		enemy_operative_detection_chance = 0.1
		enemy_operative_capture_chance_factor = 0.05
		civilian_intel_to_others = -50.000
	}

	head_of_the_nkvd_yezhov_initial = {
		random = no
		sprite = 13
		stability_factor = -0.1
		enemy_operative_detection_chance = 0.1
		enemy_operative_capture_chance_factor = 0.1
		civilian_intel_to_others = -100.000
		agency_upgrade_time = -1.000
		custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt
	}

	head_of_the_nkvd_yezhov = {
		random = no
		sprite = 13
		stability_factor = -0.1
		enemy_operative_detection_chance = 0.1
		enemy_operative_capture_chance_factor = 0.1
		civilian_intel_to_others = -100.000
		agency_upgrade_time = -1.000
		custom_modifier_tooltip = SOV_head_of_the_nkvd_yezhov_tt
		custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt
	}

	head_of_the_nkvd_yezhov_no_paranoia = {
		random = no
		sprite = 13
		stability_factor = -0.1
		enemy_operative_detection_chance = 0.1
		enemy_operative_capture_chance_factor = 0.1
		civilian_intel_to_others = -100.000
		agency_upgrade_time = -1.000
	}

	head_of_the_nkvd_beriya_initial = {
		random = no
		sprite = 13
		stability_factor = -0.05
		enemy_operative_detection_chance = 0.1
		enemy_operative_capture_chance_factor = 0.15
		civilian_intel_to_others = -100.000
		intel_network_gain_factor = 1.000
		custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt
	}

	head_of_the_nkvd_beriya = {
		random = no
		sprite = 13
		stability_factor = -0.05
		enemy_operative_detection_chance = 0.1
		enemy_operative_capture_chance_factor = 0.15
		civilian_intel_to_others = -100.000
		intel_network_gain_factor = 1.000
		custom_modifier_tooltip = SOV_head_of_the_nkvd_beriya_tt
		custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt
	}

	head_of_the_nkvd_beriya_no_paranoia = {
		random = no
		sprite = 13
		stability_factor = -0.05
		enemy_operative_detection_chance = 0.2
		enemy_operative_capture_chance_factor = 0.15
		civilian_intel_to_others = -100.000
		intel_network_gain_factor = 1.000
	}

	#Kaganovich
	iron_lazar = {
		random = no
		sprite = 13
		equipment_bonus = {
			train_equipment = {
				build_cost_ic = 0.05
				armor_value = 1.000
			}
		}
		production_speed_rail_way_factor = 0.500
		production_speed_supply_node_factor = 0.500
		fuel_gain_factor = 0.500
	}

	#Khrsuhchyov
	political_commissar = {
		random = no
		sprite = 13
		communism_drift = 0.1
		political_power_factor = 0.500
		max_command_power = 300.000
	}

	#Molotov
	pc_for_foreign_affairs_molotov = {
		random = no
		sprite = 13
		trade_opinion_factor = 1.000
		justify_war_goal_time = -1.000
		fascism_acceptance = 40
	}

	#Litvinov
	pc_for_foreign_affairs_litvinov = {
		random = no
		sprite = 13
		opinion_gain_monthly_factor = 1.500
		enemy_justify_war_goal_time = 0.15
		request_lease_tension = -2.000
		democratic_acceptance = 40
	}

	#Patriarch Sergy
	patriarch_of_moscow_and_all_russia = {
		random = no
		sprite = 13
		stability_factor = 1.000
		army_morale_factor = 1.000
		compliance_growth_on_our_occupied_states = -0.15
	}

	#Smirnov
	head_directorate_of_new_buildings = {
		random = no
		sprite = 13
		production_speed_buildings_factor = 1.000
		industrial_capacity_factory = 0.500
		industrial_capacity_dockyard = 0.500
	}

	#Smilga
	soviet_economist = {
		random = no
		sprite = 13
		consumer_goods_factor = -0.200
		war_support_factor = 0.500
		production_speed_synthetic_refinery_factor = 1.500
		subversive_activites_upkeep = -0.500
	}

	#Radek
	international_revolutionary = {
		random = no
		sprite = 13
		subversive_activites_upkeep = -1.000
		intel_network_gain_factor = 1.000
		boost_ideology_mission_factor = 1.000
		diplomatic_pressure_mission_factor = 1.000
		# TODO Thomas - maybe add something relating to decisions for internatinal revolutions
	}

	#Preobrazhensky
	ecomonist_publicist = {
		random = no
		sprite = 13
		production_factory_max_efficiency_factor = 0.500
		political_power_factor = 0.500
		party_popularity_stability_factor = 1.000
	}

	#Shlyapnikov
	left_trade_unionist = {
		random = no
		sprite = 13
		political_power_factor = -0.1
		drift_defence_factor = 1.000
		research_speed_factor = 1.000
		min_export = -0.1
	}

	#Trotsky
	pc_military_naval_affairs = {
		random = no
		sprite = 13
		resistance_growth = -1.000
		army_org_factor = 1.000
		experience_gain_army_factor = 1.000
		experience_gain_navy_factor = 1.000
		party_popularity_stability_factor = -0.1
	}

	#Bukharin
	economy_reformer = {
		random = no
		sprite = 13
		research_speed_factor = 0.500
		stability_factor = 0.500
		political_power_factor = 0.500
	}

	#Tomsky Default
	right_trade_unionist = {
		random = no
		sprite = 13
		industrial_capacity_factory = 1.000
		production_factory_max_efficiency_factor = 1.000
		line_change_production_efficiency_factor = 0.1
		production_factory_efficiency_gain_factor = -0.05
	}

	#Tomsky Improved
	chair_of_the_unions = {
		random = no
		sprite = 13
		industrial_capacity_factory = 1.000
		production_factory_max_efficiency_factor = 1.500
		line_change_production_efficiency_factor = 0.1
	}

	#Rykov
	peoples_commissar_for_posts_and_telegraphs = {
		random = no
		sprite = 13
		political_power_factor = 0.500
		land_reinforce_rate = 0.200
	}

	#Zinovyev
	communist_theorist = {
		random = no
		sprite = 13
		drift_defence_factor = 1.000
		political_power_factor = 1.500
	}

	#Kamenev
	appeasing_technocrat = {
		random = no
		sprite = 13
		drift_defence_factor = -0.1
		political_power_factor = 1.500
		stability_factor = 1.000
		compliance_gain = 0.200
	}

	#Ryutin
	anti_stalinist_propagandist = {
		random = no
		sprite = 13
		subversive_activites_upkeep = -1.500
		boost_resistance_factor = 1.000
		resistance_decay_on_our_occupied_states = -0.1
		intel_from_operatives_factor = 1.000
	}

	#Sokolnikov
	peoples_commissar_of_finance = {
		random = no
		sprite = 13
		industrial_capacity_factory = 1.500
		industrial_capacity_dockyard = 1.500
		production_speed_buildings_factor = -0.05
		industry_repair_factor = -0.05
	}

	#Semyonov
	ataman_transbaikal_host = {
		random = no
		sprite = 13
		army_attack_against_major_factor = 1.500
		stability_factor = -0.05
		political_power_factor = -0.05
		army_attack_speed_factor = 1.000
		unit_cavalry_design_cost_factor = -0.25
	}

	internal_rivalry = {
		random = no
		sprite = 13
		political_power_factor = -0.05
		encryption_factor = -0.15
		join_faction_tension = 0.5
		opinion_gain_monthly_factor = -0.25
	}

	political_chameleon = {
		random = no
		sprite = 13
		stability_factor = 1.000
	}

	mladorossi_theorist = {
		random = no
		sprite = 13
		stability_weekly = -0.001
		political_power_factor = 1.000
		communism_drift = 0.03
		neutrality_drift = 0.15
	}

	the_foreign_connection = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		consumer_goods_factor = -0.200
		opinion_gain_monthly_same_ideology_factor = 1.500
	}

	theocratic_diplomat = {
		random = no
		sprite = 13
		opinion_gain_monthly_factor = 1.500
		drift_defence_factor = 1.500
		political_power_factor = 0.500
	}

	orthodox_rabblerouser = {
		random = no
		sprite = 13
		conscription = 0.020
		non_core_manpower = 0.250
	}

	driver_of_the_faithful = {
		random = no
		sprite = 13
		consumer_goods_factor = -0.200
		industrial_capacity_factory = 0.500
	}

	the_masses_opium = {
		random = no
		sprite = 13
		required_garrison_factor = -2.000
		resistance_garrison_penetration_chance = -0.25
		weekly_manpower = 10000.000
	}

	### IDEA TRAITS ###

	# drift is a percent applied weekly
	communist_revolutionary = {
		random = no
		# Boosts Communism
		sprite = 13
		communism_drift = 0.1

		ai_will_do = {
			factor = 1
			modifier = {
				not = { has_completed_focus = USA_suspend_the_presecution }
				factor = 0
			}
		}
	}

	democratic_reformer = {
		random = no
		# Boosts Democracy
		sprite = 13
		democratic_drift = 0.1

		ai_will_do = {
			factor = 0
		}
	}

	fascist_demagogue = {
		random = no
		# Boosts Fascism
		sprite = 13
		fascism_drift = 0.1

		ai_will_do = {
			factor = 1
			modifier = {
				tag = USA
				NOT = { has_completed_focus = USA_america_first }
				factor = 0
			}
		}
	}
	staunch_monarchist = {
		random = no
		# Boosts Unaligned
		sprite = 13
		neutrality_drift = 0.1

		ai_will_do = {
			factor = 1
			modifier = {
				tag = HUN
				NOT = { has_completed_focus = HUN_invite_the_habsburg_prince }
				factor = 0
			}
		}
	}

	shadow_of_calles = {
		random = no
		sprite = 13

		neutrality_drift = 0.1
		political_power_factor = 1.500

		ai_will_do = {
			factor = 1
		}
	}

	social_reformer = {
		random = no
		sprite = 13

		democratic_drift = 0.1
		stability_factor = 1.500

		ai_will_do = {
			factor = 1
		}
	}

	syncretic_revanchist = {
		random = no
		sprite = 13

		fascism_drift = 0.1
		generate_wargoal_tension = -5.000
		justify_war_goal_time = -2.500

		ai_will_do = {
			factor = 1
		}
	}

	ambitious_union_boss = {
		random = no
		sprite = 13

		communism_drift = 0.1
		consumer_goods_factor = -0.300

		ai_will_do = {
			factor = 1
		}
	}

	popular_figurehead = {
		sprite = 13
		stability_factor = 1.500

		ai_will_do = {
			factor = 1
		}
	}
	anti_communist_crusader = {
		sprite = 13
		stability_factor = 0.500
		communism_drift = -0.1

		ai_will_do = {
			factor = 1
		}
	}

	propaganda_expert = {
		sprite = 13
		war_support_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}
	technocrat = {
		sprite = 13

		production_speed_industrial_complex_factor = 0.500
		research_speed_factor = 0.500
		ai_will_do = {
			factor = 1
		}
	}

	silent_workhorse = {
		random = yes
		sprite = 13
		political_power_factor = 1.500

		ai_will_do = {
			factor = 1
		}
	}

	prince_of_terror = {
		sprite = 13
		resistance_damage_to_garrison = -2.500
		foreign_subversive_activites = -3.000
		non_core_manpower = 0.200

		ai_will_do = {
			factor = 1
		}
	}

	ROM_conductor = {
		random = no
		sprite = 13

		resistance_damage_to_garrison = -2.500
		foreign_subversive_activites = -3.500
		non_core_manpower = 0.200
		army_core_attack_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	SLO_vodca_trait = {
		random = no
		sprite = 13

		political_power_factor = 0.500
		army_core_attack_factor = 0.500
		army_core_defence_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	compassionate_gentleman = {
		random = yes
		sprite = 13
		opinion_gain_monthly_factor = 2.000
		compliance_growth = 0.200
		resistance_target = -0.500

		ai_will_do = {
			factor = 1
		}
	}

	backroom_backstabber = {
		sprite = 13
		subversive_activites_upkeep = -2.500
		drift_defence_factor = 2.500
		justify_war_goal_time = -1.000

		ai_will_do = {
			factor = 0.25
		}
	}

	smooth_talking_charmer = {
		random = yes
		sprite = 13
		improve_relations_maintain_cost_factor = -5.000
		trade_opinion_factor = 1.000
		political_power_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	ideological_crusader = {
		random = yes
		sprite = 13
		opinion_gain_monthly_same_ideology_factor = 10.000
		party_popularity_stability_factor = 1.000

		ai_will_do = {
			factor = 0.2
		}
	}

	fortification_engineer = {
		sprite = 10
		random = yes
		production_speed_bunker_factor = 2.000
		production_speed_coastal_bunker_factor = 2.000
		production_speed_anti_air_building_factor = 2.000

		ai_will_do = {
			factor = 1
		}
	}

	war_industrialist = {
		sprite = 10
		random = yes
		production_speed_arms_factory_factor = 1.000
		production_speed_dockyard_factor = 1.000
		production_speed_fuel_silo_factor = 1.000

		ai_will_do = {
			factor = 2
		}
	}

	captain_of_industry = {
		sprite = 10
		random = yes
		production_speed_industrial_complex_factor = 1.000
		production_speed_infrastructure_factor = 1.000
		production_speed_rail_way_factor = 1.000
		production_speed_synthetic_refinery_factor = 1.000

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.8
				date < 1939.1.1
			}
		}
	}

	financial_expert = {
		sprite = 10
		random = yes
		consumer_goods_factor = -0.300

		ai_will_do = {
			factor = 2
		}
	}
	economist = {
		sprite = 10
		random = yes
		production_factory_max_efficiency_factor = 0.500
		consumer_goods_factor = -0.100

		ai_will_do = {
			factor = 2
		}
	}

	editor = {
		sprite = 10
		random = yes
		political_power_factor = 0.500
		stability_factor = 0.500

		ai_will_do = {
			factor = 2
		}
	}

	armaments_organizer = {
		sprite = 10
		random = yes
		conversion_cost_civ_to_mil_factor = -2.000
		production_speed_supply_node_factor = 1.000
		# civ_to_mil_industry_conversion_rate = -1

		ai_will_do = {
			factor = 1
		}
	}
	reluctant_interventionist = {
		random = yes
		stability_factor = 0.500
		lend_lease_tension = -2.000
		request_lease_tension = -2.000

		ai_will_do = {
			factor = 2
		}
	}
	quartermaster_general = {
		sprite = 10
		random = yes
		production_speed_air_base_factor = 1.500
		production_speed_naval_base_factor = 1.500
		production_speed_rocket_site_factor = 1.500
		production_speed_radar_station_factor = 1.500
		production_speed_nuclear_reactor_factor = 1.500

		ai_will_do = {
			factor = 0.2
		}
	}

	rocket_scientist = {
		random = no
		sprite = 14

		ai_will_do = {
			factor = 1
		}
	}

	nuclear_scientist = {
		random = no
		sprite = 14

		ai_will_do = {
			factor = 1
		}
	}

	### BRITISH TRADE UNION MINISTER TRAITS ###

	propaganda_bungler = {
		random = no
		sprite = 13
		war_support_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	silent_mule = {
		random = no
		sprite = 13
		political_power_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	baron_of_terror = {
		sprite = 13
		resistance_damage_to_garrison = -1.500
		foreign_subversive_activites = -1.500
		non_core_manpower = 0.100

		ai_will_do = {
			factor = 1
		}
	}

	compassionate_commoner = {
		random = no
		sprite = 13
		opinion_gain_monthly_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	backroom_windbag = {
		sprite = 13
		random = no
		political_power_factor = 0.200
		drift_defence_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	smooth_talking_con_man = {
		random = no
		sprite = 13
		trade_opinion_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	ideological_groupie = {
		random = no
		sprite = 13
		opinion_gain_monthly_same_ideology_factor = 0.500

		ai_will_do = {
			factor = 0.2
		}
	}

	fortification_armchair_general = {
		sprite = 10
		random = no
		production_speed_bunker_factor = 1.000
		production_speed_coastal_bunker_factor = 1.000
		production_speed_anti_air_building_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	war_profiteer = {
		sprite = 10
		random = no
		production_speed_arms_factory_factor = 0.500
		production_speed_dockyard_factor = 0.500

		ai_will_do = {
			factor = 2
		}
	}

	lieutenant_of_industry = {
		sprite = 10
		random = no
		production_speed_industrial_complex_factor = 0.500
		production_speed_infrastructure_factor = 0.500
		production_speed_rail_way_factor = 0.500
		production_speed_synthetic_refinery_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	finance_graduate = {
		sprite = 10
		random = no
		consumer_goods_factor = -0.200

		ai_will_do = {
			factor = 2
		}
	}


	armaments_aficionado = {
		sprite = 10
		random = no
		conversion_cost_civ_to_mil_factor= -1.000
		# civ_to_mil_industry_conversion_rate = -1

		ai_will_do = {
			factor = 1
		}
	}

	quartermaster_trainee = {
		sprite = 10
		random = no
		production_speed_air_base_factor = 0.500
		production_speed_naval_base_factor = 0.500
		production_speed_rocket_site_factor = 0.500
		production_speed_radar_station_factor = 0.500
		production_speed_nuclear_reactor_factor = 0.500

		ai_will_do = {
			factor = 0.2
		}
	}

	little_rocket_man = {
		random = no
		sprite = 14

		ai_will_do = {
			factor = 1
		}
	}

	nuclear_enthusiast = {
		random = no
		sprite = 14

		specialization_nuclear_speed_factor = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	### END BRITISH TRADE UNION MINISTER TRAITS ###

	# HOL Netherlands Prince Bernhard trait
	adventurous_daredevil = {
		random = no
		sprite = 13

		war_support_factor = 0.500
		political_power_factor = 0.500
		army_morale_factor = 1.000
		experience_gain_air_factor = 0.300

		ai_will_do = {
			factor = 1
		}
	}

	princess_of_terror = {
		random = no
		sprite = 13

		resistance_damage_to_garrison = -2.500
		foreign_subversive_activites = -3.000
		non_core_manpower = 0.200

		ai_will_do = {
			factor = 1
		}
	}

	socialist_novelist = {
		random = no
		sprite = 13

		war_support_factor = 1.000
		communism_drift = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	red_suffragette = {
		random = no
		sprite = 13

		stability_factor = -0.1
		conscription = 0.040

		ai_will_do = {
			factor = 1
		}
	}

	royalist_bulldog = {
		random = no
		sprite = 13

		war_support_factor = 1.000
		neutrality_drift = 0.1
		weekly_bombing_war_support = 0.010

		ai_will_do = {
			factor = 1
		}
	}

	economic_organizer = {
		random = no
		sprite = 10

		stability_factor = 0.500
		consumer_goods_factor = -0.300

		ai_will_do = {
			factor = 1
		}
	}

	old_figurehead = {
		random = no
		sprite = 13

		political_power_factor = 1.500

		ai_will_do = {
			factor = 1
		}
	}

	council_communist = {
		random = no
		sprite = 13

		political_power_factor = -0.3
		industrial_capacity_factory = 1.000
		industrial_capacity_dockyard = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	resistance_banker = {
		random = no
		sprite = 10

		consumer_goods_factor = -0.600
		resistance_growth_on_our_occupied_states = 0.1

		ai_will_do = {
			factor = 1
		}
	}

	colonial_communist = {
		random = no
		sprite = 13

		non_core_manpower = 0.200
		weekly_manpower = 2500.000
		communism_drift = 0.05

		ai_will_do = {
			factor = 1
		}
	}

	genial_anti_revolutionary = {
		random = no
		sprite = 13

		political_power_factor = 1.000
		stability_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	liberal_journalist = {
		sprite = 13
		random = no
		democratic_drift = 0.05
		political_power_factor = 1.000

		ai_will_do = {
			factor = 2
		}
	}

	anti_fascist_agent = {
		sprite = 13
		random = no
		fascism_drift = -0.05
		stability_factor = 1.000

		ai_will_do = {
			factor = 2
		}
	}

	monarchist_media_mogul = {
		sprite = 13
		random = no
		neutrality_drift = 0.1
		war_stability_factor = 1.000

		ai_will_do = {
			factor = 2
		}
	}

	connected_citizen = {
		sprite = 13
		random = no
		political_power_factor = 0.500
		stability_factor = 0.500
		drift_defence_factor = 1.500

		ai_will_do = {
			factor = 2
		}
	}

	### Spanish LAR traits ###

	education_reformer = {
		sprite = 13

		research_speed_factor = 0.500
		ai_will_do = {
			factor = 1
		}
	}

	voice_of_restraint = {
		random = no
		sprite = 13

		democratic_drift = 0.05
		stability_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	gran_carabinero = { # Hundred Thousand Sons of Negrín!
		random = no
		sprite = 13

		consumer_goods_factor = -0.200
		stability_factor = 0.500
		conscription = 0.010

		ai_will_do = {
			factor = 1
		}
	}

	la_pasionaria = {
		random = no
		sprite = 13

		communism_drift = 0.05
		war_support_factor = 1.000
		stability_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	social_revolutionary = {
		random = no
		sprite = 13

		neutrality_drift = 0.05
		political_power_factor = 1.000
		war_support_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	revolutionary_culture_minister = {
		random = no
		sprite = 13

		communism_drift = 0.1
		political_power_factor = 1.500

		ai_will_do = {
			factor = 1
		}
	}

	collectivization_specialist = {
		random = no
		sprite = 10

		industrial_capacity_factory = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	nkvd_rezident = {
		random = no
		sprite = 13

		resistance_damage_to_garrison = -1.000
		foreign_subversive_activites = -2.000
		drift_defence_factor = 2.000
		stability_factor = -0.05

		ai_will_do = {
			factor = 1
		}
	}

	traditionalist_theorist = {
		random = no
		sprite = 13

		neutrality_drift = 0.05
		political_power_factor = 1.500

		ai_will_do = {
			factor = 1
		}
	}

	lifelong_carlist = {
		random = no
		sprite = 13
		neutrality_drift = 0.1
		stability_factor = 1.000
	}

	falangist_industrialist = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		production_speed_industrial_complex_factor = 1.000
		production_speed_infrastructure_factor = 1.000
		production_speed_rail_way_factor = 1.000
		production_speed_synthetic_refinery_factor = 1.000
	}

	falangist_syndicalist = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		consumer_goods_factor = -0.300
	}

	FRA_national_syndicalist = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		consumer_goods_factor = -0.200
		war_support_factor = 0.500
	}

	FRA_neo_jacobin = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		justify_war_goal_time = -1.000
		war_support_factor = 1.000
	}

	leftist_freemason = {
		random = no
		sprite = 13
		opinion_gain_monthly_same_ideology_factor = 2.500
		civilian_intel_factor = 1.000
		army_intel_factor = 1.000
		navy_intel_factor = 1.000
		airforce_intel_factor = 1.000
	}

	loyal_falangist = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		political_power_factor = 0.500
	}

	falangist_figurehead = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		political_power_factor = 1.000
	}

	carlist_intellectual = {
		random = no
		sprite = 13
		political_power_factor = 1.000
		compliance_gain = 0.500
		opinion_gain_monthly_factor = 1.500
	}

	regional_traditionalist_leader = {
		random = no
		sprite = 13
		war_support_factor = 1.000
		drift_defence_factor = 1.500
	}

	### Baltic States ###

	priestly_prime_minister = {
		random = no
		sprite = 13
		political_power_factor = 1.500
		stability_factor = 1.000
	}

	militant_minister = {
		random = no
		sprite = 13
		political_power_factor = 1.000
		fascism_drift = 0.1
		neutrality_drift = 0.05
		fascism_acceptance = 40
	}

	democratic_crusader = {
		random = no
		sprite = 13
		fascism_drift = -0.05
		communism_drift = -0.05
		democratic_drift = 0.05
		democratic_acceptance = 40
	}

	agricultural_nationalist = {
		random = no
		sprite = 13
		trade_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		neutrality_drift = -0.05
		fascism_drift = -0.05
	}

	agricultural_capitalist = {
		random = no
		sprite = 13
		consumer_goods_factor = -0.300
		neutrality_drift = 0.05
	}

	anti_german_personality = {
		random = no
		sprite = 13
		fascism_drift = -0.05
		fascism_acceptance = -40
		targeted_modifier = {
			tag = GER
			attack_bonus_against = 1.000
			defense_bonus_against = 1.000
		}
	}

	subservient_democrat = {
		random = no
		sprite = 13
		political_power_factor = 1.500
		political_advisor_cost_factor = -1.000
		neutrality_drift = 0.1
		democratic_drift = 0.05
	}

	subservient_democrat_democratic = {
		random = no
		sprite = 13
		political_power_factor = 1.500
		political_advisor_cost_factor = -1.000
		democratic_drift = 0.05
	}

	hardline_latvian_nationalist = {
		random = no
		sprite = 13
		fascism_drift = 0.15
		army_core_attack_factor = 0.750
		army_core_defence_factor = 0.750
	}

	married_to_latvia = {
		random = no
		sprite = 13
		neutrality_drift = 0.1
		stability_factor = 1.000
		war_support_factor = 1.000
	}

	veteran_minister = {
		random = no
		sprite = 13
		experience_gain_army_factor = 1.000
		high_command_cost_factor = -0.15
		max_command_power = 200.000
		command_power_gain_mult = 1.000
	}

	vapsid_economist = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		consumer_goods_factor = -0.300
	}

	subservient_ultranationalist = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		political_power_factor = 1.500
		fascism_acceptance = 85
	}

	veteran_anti_bolshevik = {
		random = no
		sprite = 13
		communism_drift = -0.05
		non_core_manpower = -0.005
		conscription_factor = 0.200
	}

	revolutionary_poet = {
		random = no
		sprite = 13
		communism_drift = 0.05
		political_power_factor = 1.500
	}

	socialist_justice = {
		random = no
		sprite = 13
		communism_drift = 0.05
		resistance_target = -0.500
	}

	marxist_fundamentalist = {
		random = no
		sprite = 13
		communism_drift = 0.1
		stability_factor = 1.500
	}

	patriotic_socialist = {
		random = no
		sprite = 13
		communism_drift = 0.05
		war_support_factor = 1.000
	}

	LAT_military_dictator = {
		random = no
		sprite = 13
		neutrality_drift = -0.2
		mobilization_laws_cost_factor = -0.1
	}

	latvian_militant = {
		random = no
		sprite = 13
		neutrality_drift = 0.05
		war_support_factor = 1.000
		command_power_gain_mult = 1.000
		mobilization_laws_cost_factor = -0.1
	}

	### Poland ###

	the_king_of_the_castle = {
		random = no
		sprite = 13
		neutrality_drift = 0.1
		political_power_factor = 1.000
	}

	left_sanationist_minister = {
		random = no
		sprite = 13
		stability_factor = 1.000
		democratic_acceptance = 85
	}

	leftist_legionary = {
		random = no
		sprite = 13
		democratic_drift = 0.1
		special_forces_attack_factor = 1.500
		special_forces_defence_factor = 1.500
	}

	noble_beurocrat = {
		random = no
		sprite = 13
		stability_factor = 0.500
		political_power_factor = 1.500
	}

	national_determinist = {
		random = no
		sprite = 13
		resistance_damage_to_garrison = -2.500
		foreign_subversive_activites = -3.000
		non_core_manpower = -0.02
		conscription_factor = 0.100
	}

	leftist_intellectual = {
		random = no
		sprite = 13
		communism_drift = 0.05
		communism_acceptance = 25
		research_speed_factor = 0.500
	}

	right_industrialist = {
		random = no
		sprite = 13
		neutrality_drift = 0.05
		production_speed_industrial_complex_factor = 1.000
		production_speed_infrastructure_factor = 1.000
		production_speed_rail_way_factor = 1.000
		production_speed_synthetic_refinery_factor = 1.000
	}

	sanation_militarist = {
		random = no
		sprite = 13
		neutrality_drift = 0.05
		land_doctrine_cost_factor = -1.000
		experience_gain_army = 0.400
	}

	sanation_militarist_falangist = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		experience_gain_army = 0.400
	}

	falangist_militarist = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		resistance_damage_to_garrison = -2.500
		foreign_subversive_activites = -3.000
		non_core_manpower = 0.200
	}

	patriotic_guerilla = {
		random = no
		sprite = 13
		exiled_government_weekly_manpower = 7000.000
		legitimacy_daily = 1.000
		army_attack_factor = 1.000
		army_defence_factor = 1.000
	}

	polish_legionary = {
		random = no
		sprite = 13
		exiled_government_weekly_manpower = 7000.000
		army_core_attack_factor = 1.500
		army_core_defence_factor = 1.500
	}

	democratic_restorationist = {
		random = no
		sprite = 13
		exiled_government_weekly_manpower = 7000.000
		legitimacy_daily = 1.000
		democratic_drift = 0.1
	}

	exile_king = {
		random = no
		sprite = 13
		exiled_government_weekly_manpower = 7000.000
		legitimacy_daily = 1.000
		army_core_attack_factor = 0.500
		army_core_defence_factor = 0.500
	}

	anti_bolshevik_leftist = {
		random = no
		sprite = 13
		communism_drift = 0.05
		conscription_factor = 0.300
	}

	devoted_marxist = {
		random = no
		sprite = 13
		communism_drift = 0.05
		opinion_gain_monthly_same_ideology_factor = 10.000
		stability_factor = 1.000
	}

	baltic_revolutionary = {
		random = no
		sprite = 13
		communism_drift = 0.05
		army_core_attack_factor = 1.000
		army_core_defence_factor = 1.000
	}

	leftist_independent = {
		random = no
		sprite = 13
		army_morale_Factor = 0.10
		army_core_attack_factor = 0.500
		army_core_defence_factor = 0.500
	}

	royal_dictator = {
		random = no
		sprite = 13
		political_power_factor = 1.500
		neutrality_drift = 0.05
	}

	autocratic_archbishop = {
		random = no
		sprite = 13
		stability_factor = 1.500
		neutrality_drift = 0.05
	}

	staunch_aristocrat = {
		random = no
		sprite = 13
		consumer_goods_factor = -0.400
		drift_defence_factor = 1.500
	}

	soviet_thaw = {
		random = no
		sprite = 13
		drift_defence_factor = 1.500
		autonomy_gain = 5.000
	}

	socialist_autocrat = {
		random = no
		sprite = 13
		communism_drift = 0.05
		political_power_factor = 2.000
	}

	the_last_romanov_maybe = {
		random = no
		sprite = 13
		stability_factor = -0.2
	}

	the_last_romanov_probably = {
		random = no
		sprite = 13
		stability_factor = -0.05
	}

	the_last_romanov_definitely = {
		random = no
		sprite = 13
		stability_factor = 2.000
		war_support_factor = 1.000
		political_power_factor = 1.000
	}

	resistance_artist = {
		random = no
		sprite = 13
		stability_factor = 1.000
		exiled_government_weekly_manpower = 7000.000
		legitimacy_gain_factor = 2.500
	}

	polish_peasant_champion = {
		random = no
		sprite = 13
		stability_factor = 1.000
		conscription_factor = 0.100
	}

	morges_champion = {
		random = no
		sprite = 13
		war_support_factor = 1.000
		training_time_factor = -0.200
		mobilization_laws_cost_factor = -0.1
	}

	he_who_bears_the_throne = {
		random = no
		sprite = 13
		stability_factor = 2.000
		war_support_factor = 2.000
		drift_defence_factor = 5.000
	}

	personal_union_trait = {
		random = no
		sprite = 13
		stability_factor = 1.000
		autonomy_gain_global_factor = -0.5
	}

	socdem_reformist = {
		random = no
		sprite = 13
		political_power_factor = 1.500
		democratic_drift = 0.05
	}

	national_propagandist = {
		random = no
		sprite = 13
		political_power_factor = 1.500
		fascism_drift = 0.05
	}

	nationalist_journalist = {
		random = no
		sprite = 13
		stability_factor = 1.000
		fascism_drift = 0.05
	}

	father_of_polish_nationalism = {
		random = no
		sprite = 13
		political_power_factor = 1.000
		stability_factor = 1.000
		fascism_drift = 0.1
	}

	unruly_falangist = {
		random = no
		sprite = 13
		generate_wargoal_tension = -5.000
		justify_war_goal_time = -2.500
		war_support_factor = 0.500
	}

	unruly_falangist_marionette = {
		random = no
		sprite = 13
		political_power_factor = 1.000
		resistance_growth = -1.000
		war_support_factor = -0.1
	}

	POL_cossack_king = {
		random = no
		sprite = 13
		justify_war_goal_time = -2.500
		cavalry_attack_factor = 1.500
		cavalry_defence_factor = 1.500
	}

	cossack_ataman = {
		random = no
		sprite = 13
		justify_war_goal_time = -2.500
		generate_wargoal_tension = -5.000
		cavalry_attack_factor = 1.500
		cavalry_defence_factor = 1.500
	}

	royal_legitimist = {
		random = no
		sprite = 13
		political_power_factor = 1.000
		compliance_gain = 0.500
		stability_factor = 0.500
	}

	patriot_king = {
		random = no
		sprite = 13
		stability_factor = 0.500
		war_support_factor = 1.000
	}

	king_of_galicia_and_lodomeria = {
		random = no
		sprite = 13
		political_power_factor = 1.000
	}

	POL_soldier_king = {
		random = no
		sprite = 13
		army_morale_factor = 1.000
	}

	LIT_king_of_lithuania = {
		random = no
		sprite = 13
		stability_factor = 1.000
		war_support_factor = 0.500
	}

	### ALBANIA ###
	skanderbeg_ii = {
		random = no
		sprite = 13
		stability_factor = 0.500
		war_support_factor = 1.000
		army_core_defence_factor = 1.000
		conscription = 0.030
	}

	### GEORGIA ###
	reformist_menshevik = {
		random = no
		sprite = 13
		research_speed_factor = 0.500
		stability_factor = 0.500
		production_speed_buildings_factor = 0.500
		democratic_acceptance = 30
	}


	### CONGO ###

	pro_allied_governor_general = {
		random = no
		sprite = 13
		
		democratic_acceptance = 30
		political_power_factor = 0.500
		war_support_factor = 0.500
		compliance_gain = -0.15
		
		ai_will_do = {
			factor = 0
		}
	}

	pro_allied_governor_general_2 = {
		random = no
		sprite = 13
		
		democratic_acceptance = 50
		political_power_factor = 0.800
		war_support_factor = 0.500
		compliance_gain = -0.1
		
		ai_will_do = {
			factor = 0
		}
	}

	trait_mwami = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.1
		army_core_defence_factor = 1.000
		stability_factor = 0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	the_rwandan_collaborstionist_king = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.05
		fascism_drift = 0.05
		army_core_defence_factor = 1.000
		war_support_factor = 0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	trait_ummwami = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.1
		army_core_defence_factor = 1.000
		war_support_factor = 0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	litunga_of_the_barotse = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.1
		army_core_defence_factor = 1.000
		stability_factor = 0.500
		war_support_factor = 0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	sultan_of_sokoto = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.1
		justify_war_goal_time = -2.500
		war_support_factor = 1.000
		
		ai_will_do = {
			factor = 0
		}
	}

	pan_africanist_socialist = {
		random = no
		sprite = 13
		
		drift_defence_factor = 1.000
		army_core_defence_factor = 1.000
		army_core_attack_factor = 0.500
		resistance_target = -0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	apostolic_vicar_of_leopoldville = {
		random = no
		sprite = 13
		
		political_power_factor = 1.000
		stability_factor = 1.000
		research_speed_factor = -0.02
		
		ai_will_do = {
			factor = 0
		}
	}

	new_religious_independence_activist = {
		random = no
		sprite = 13
		
		autonomy_gain = 1.500
		war_support_factor = 0.500
		stability_factor = -0.05
		compliance_growth = 0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	pan_africanist_socialist = {
		random = no
		sprite = 13
		
		drift_defence_factor = 1.000
		army_core_defence_factor = 1.000
		army_core_attack_factor = 0.500
		resistance_target = -0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	district_commisioner_of_leopoldville = {
		random = no
		sprite = 13
		
		political_power_factor = 0.500
		stability_factor = 0.500
		custom_modifier_tooltip = can_be_upgraded_in_pierre_ryckmans_focus
		
		ai_will_do = {
			factor = 0
		}
	}

	provincial_commisioner_of_leopoldville = {
		random = no
		sprite = 13
		
		political_power_factor = 1.500
		stability_factor = 0.500
		production_speed_buildings_factor = 0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	congolese_polymath = {
		random = no
		sprite = 13
		
		consumer_goods_factor = -0.100
		local_resources_factor = 0.500
		non_core_manpower = 0.100
		experience_gain_navy = 1.500
		
		ai_will_do = {
			factor = 0
		}
	}

	corporate_knight = {
		random = no
		sprite = 13
		
		local_resources_factor = 0.500
		production_speed_rail_way_factor = 1.500
		industrial_capacity_factory = 0.500
		army_core_defence_factor = 0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	ruanda_urundi_governor = {
		random = no
		sprite = 13
		
		compliance_gain = -0.01
		resistance_target = -1.000
		consumer_goods_factor = -0.100
		local_resources_factor = 0.500
		custom_modifier_tooltip = unlocks_decisions_to_further_improve_rwanda_and_burundi
			
		ai_will_do = {
			factor = 0
		}
	}

	head_of_special_committe_for_katanga = {
		random = no
		sprite = 13
		
		stability_factor = -0.1
		war_support_factor = -0.05
		consumer_goods_factor = -0.300
		production_speed_buildings_factor = 0.500
		local_resources_factor = 0.500
			
		ai_will_do = {
			factor = 0
		}
	}

	colonial_lawyer = {
		random = no
		sprite = 13
		
		autonomy_gain = -0.1
		stability_factor = 1.500
		
		ai_will_do = {
			factor = 0
		}
	}

	teacher_and_independence_advocate = {
		random = no
		sprite = 13
		
		autonomy_gain = 1.000
		research_speed_factor = 0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	anti_imperialist_thinker = {
		random = no
		sprite = 13
		
		autonomy_gain = 1.000
		political_power_factor = 0.500
		resistance_target = -0.500
		democratic_drift = 0.03
		communism_drift = 0.02
		
		ai_will_do = {
			factor = 0
		}
	}

	COG_trade_unionist = { 
		random = no
		sprite = 10 
		communism_drift = 0.05
		production_factory_max_efficiency_factor = 1.000
		production_lack_of_resource_penalty_factor = -1.500
	}

	COG_emergency_powers_trait = {
		random = no
		sprite = 13
		
		autonomy_gain_global_factor = 0.500
		political_power_factor = 1.000
		war_support_factor = 0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	COG_great_leader_trait = {
		random = no
		sprite = 13
		
		political_power_factor = 1.000
		drift_defence_factor = 5.000
		war_support_factor = 0.500
		stability_factor = 0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	COG_god_upon_the_earth_trait = {
		random = no
		sprite = 13
		
		political_power_factor = 1.500
		drift_defence_factor = 5.000
		war_support_factor = 0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	COG_popular_brooding_diviner_trait = {
		random = no
		sprite = 13
		
		political_power_factor = 1.000
		stability_factor = 0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	COG_embodiment_of_god_trait = {
		random = no
		sprite = 13
		
		war_support_factor = 1.000
		justify_war_goal_time = -3.000
		generate_wargoal_tension = -2.500
		
		ai_will_do = {
			factor = 0
		}
	}

	COG_founding_father_of_congo = {
		random = no
		sprite = 13
		
		political_power_factor = 1.000
		democratic_drift = 0.05
		political_advisor_cost_factor = -2.500
		trade_laws_cost_factor = -0.15
		economy_cost_factor = -0.15
		
		ai_will_do = {
			factor = 0
		}
	}

	self_rule_activist = {
		random = no
		sprite = 13
		
		democratic_drift = 0.1
		conscription_factor = 0.100
		autonomy_gain = 1.000
		
		ai_will_do = {
			factor = 0
		}
	}

	intellectual_evolue_entrepreneur = {
		random = no
		sprite = 13
		
		consumer_goods_factor = -0.100
		production_speed_buildings_factor = 0.500
		political_power_factor = 0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	manikongo_of_kongo = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.05
		army_core_defence_factor = 1.000
		political_power_factor = 0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	nyim_of_kuba = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.05
		army_core_attack_factor = 0.500
		resistance_target = -1.000
		
		ai_will_do = {
			factor = 0
		}
	}

	ma_loango = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.05
		stability_factor = 1.000
		war_support_factor = 0.500
		
		ai_will_do = {
			factor = 0
		}
	}

	exiled_tutsi_king = {
		random = no
		sprite = 13
		
		neutrality_drift = 0.05
		fascism_drift = 0.05
		war_support_factor = 1.000
		
		ai_will_do = {
			factor = 0
		}
	}



	### VARIOUS HABSBURGS ###
	carlist_habsburg_pretender = {
		random = no
		sprite = 13
		political_power_factor = 0.500
		conscription = 0.030
	}

	HUN_the_habsburg_hetman = {
		random = no
		sprite = 13
		army_core_defence_factor = 1.500
		cavalry_attack_factor = 1.000
		conscription = 0.020
	}

	fortress_architecht = {
		random = no
		sprite = 13

		production_speed_bunker_factor = 1.500
		production_speed_coastal_bunker_factor = 1.500
		production_speed_arms_factory_factor = 0.500
		industrial_capacity_factory = 0.500
	}

	duke_of_teschen_king_of_bohemia = {
		random = no
		sprite = 13
		army_core_defence_factor = 1.500
		mobilization_speed = 1.000
		conscription = 0.020
	}

	head_of_the_imperial_house_of_mexico_trait = {
		random = no
		sprite = 13
		stability_factor = 1.500
		conscription = 0.030
	}

	### HUNGARY ###
	HUN_the_regent = {
		random = no
		sprite = 13
		stability_factor = 0.500
		war_support_factor = 0.500
		political_power_factor = -0.15
	}

	HUN_the_regent_2 = {
		random = no
		sprite = 13
		stability_factor = 0.500
		war_support_factor = 0.500
		political_power_factor = -0.05
		neutrality_drift = 0.01
	}

	HUN_the_regent_3 = {
		random = no
		sprite = 13
		stability_factor = 0.500
		war_support_factor = 1.000
		neutrality_drift = 0.02
		justify_war_goal_time = -1.000
	}

	HUN_the_regent_undermined = {
		random = no
		sprite = 13
		stability_factor = -0.05
		war_support_factor = -0.05
		political_power_factor = -0.1
		drift_defence_factor = -0.25
	}

	HUN_the_apostolic_king = {
		random = no
		sprite = 13
		war_support_factor = 0.500
		army_core_defence_factor = 1.000
		neutrality_drift = 0.05
	}

	HUN_the_habsburg_prince = {
		random = no
		sprite = 13
		conscription = 0.010
		political_power_factor = 1.000
	}

	HUN_ardent_stalinist = {
		random = no
		sprite = 13
		drift_defence_factor = 5.000
		army_core_defence_factor = 1.000
		communism_drift = 0.02
	}

	HUN_revolutionary_internationalist_trait = {
		random = no
		sprite = 13
		non_core_manpower = 0.200
		justify_war_goal_time = -1.500
		compliance_gain = 0.100
	}

	GEO_vengeful_stalinist = {
		random = no
		sprite = 13
		army_attack_factor = 1.000
		army_defence_factor = 0.500
		communism_drift = 0.15
		political_power_factor = 0.500
	}

	HUN_socialist_bulwark = {
		random = no
		sprite = 13
		political_power_factor = 0.500
		army_core_defence_factor = 1.500
		communism_drift = 0.02
		democratic_drift = 0.02
	}

	HUN_archbishop_of_esztergom = {
		random = no
		sprite = 13
		research_speed_factor = -0.02
		political_power_factor = 1.500
		stability_factor = 0.500
	}

	HUN_arpads_successor_trait = {
		random = no
		sprite = 13
		army_attack_against_major_factor = 0.500
		army_defence_against_major_factor = 1.000
	}

	HUN_arpads_mathhias_and_andrews_successor_trait = {
		random = no
		sprite = 13
		army_attack_against_major_factor = 1.000
		army_defence_against_major_factor = 1.000
		war_support_factor = 1.000
	}

	HUN_irredentist_foreign_minister = {
		random = no
		sprite = 13
		trade_opinion_factor = 2.000
		join_faction_tension = -3.000
		justify_war_goal_time = -2.500
	}

	HUN_moderate_authoritarian = {
		random = no
		sprite = 13
		political_power_factor = 1.000
		stability_factor = 0.500
		neutrality_drift = 0.03
	}

	HUN_fascist_prime_minister = {
		random = no
		sprite = 13
		political_power_factor = -0.05
		war_support_factor = 0.500
		neutrality_drift = 0.02
		fascism_drift = 0.03
	}

	CRO_poglavnik_trait = {
		random = no
		sprite = 13
		political_power_factor = -0.05
		stability_factor = -0.05
		war_support_factor = 1.000
		conscription_factor = 0.100
	}

	HUN_popular_among_paramilitaries = {
		random = no
		sprite = 13
		fascism_drift = 0.02
		conscription_factor = 0.200
		army_core_defence_factor = 1.500
	}

	volksgruppenfurher_der_volksbund = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		conscription_factor = 0.100
		modifier_army_sub_unit_militia_attack_factor = 0.500
	}

	HUN_the_hungarian_lenin = {
		random = no
		sprite = 13
		conscription_factor = 0.100
		consumer_goods_factor = -0.100
		communism_drift = 0.03
	}

	HUN_duke_and_king_of_mecklenburg = {
		random = no
		sprite = 13
		fascism_acceptance = 75
		resistance_growth = -1.000
		political_power_factor = 1.500
	}

	HUN_the_old_warden = {
		random = no
		sprite = 13
		conscription = 0.010
		army_core_defence_factor = 1.000
	}

	HUN_popular_aviator = {
		random = no
		sprite = 13
		stability_factor = 0.500
		experience_gain_air_factor = 1.000
		air_doctrine_cost_factor = -1.500
	}

	HUN_national_socialist_irredentist = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		war_support_factor = 1.000
		justify_war_goal_time = -1.500
	}

	HUN_veteran_president = {
		random = no
		sprite = 13
		political_power_factor = 1.500
		stability_factor = 1.000
	}

	HUN_christian_academic = {
		random = no
		sprite = 13
		research_speed_factor = 0.500
		stability_factor = 1.000
	}

	HUN_duke_of_sormland_king_of_hungarians = {
		random = no
		sprite = 13
		democratic_drift = 0.03
		neutrality_drift = 0.05
		stability_factor = 1.000
		war_support_factor = 1.000
	}

	ban_of_croatia_slavonia = {
		random = no
		sprite = 13
		stability_factor = -0.1
		war_support_factor = 1.000
		army_core_defence_factor = 0.500
	}

	archduke_of_austria_este = {
		random = no
		sprite = 13
		stability_factor = -0.05
		war_support_factor = 0.500
		army_core_defence_factor = 1.000
	}

	blessed_monarch_trait = {
		random = no
		sprite = 13
		stability_factor = 1.500
		conscription_factor = 0.100
	}

	HUN_magyar_nemzeti_bank_president = {
		random = no
		sprite = 13
		production_speed_buildings_factor = 0.500
		consumer_goods_factor = -0.200
	}

	HUN_scholary_politician = {
		random = no
		sprite = 13
		research_speed_factor = 1.000
		drift_defence_factor = 1.500
		custom_modifier_tooltip = will_be_removed_upon_offensive_war_tt
	}

	HUN_moderate_lawyer = {
		random = no
		sprite = 13
		drift_defence_factor = 2.000
		political_power_factor = 1.000
		stability_factor = 0.500
	}

	HUN_stalinist_agent = {
		random = no
		sprite = 13
		intelligence_agency_defense = 1.000
		operative_slot = 20.000
	}

	HUN_her_serene_highness = {
		random = no
		sprite = 13
		stability_factor = 1.500
	}

	socialist_economist = {
		sprite = 10
		random = no
		consumer_goods_factor = -0.200
		production_factory_max_efficiency_factor = 0.500
	}

	socialist_economist_upgraded = {
		sprite = 10
		random = no
		consumer_goods_factor = -0.300
		production_factory_max_efficiency_factor = 0.500
		industrial_capacity_factory = 0.500
	}

	HUN_popular_liberal = {
		random = no
		sprite = 13
		stability_factor = 1.000
		political_power_factor = 1.000
		democratic_drift = 0.05
	}

	HUN_nemzetvezeto_trait = {
		random = no
		sprite = 13
		political_power_factor = 1.000
		weekly_casualties_war_support = 0.010
		ai_desired_divisions_factor = 1.500
		stability_factor = 0.500
	}

	HUN_the_national_socialist_count = {
		random = no
		sprite = 13
		fascism_drift = 0.1
		opinion_gain_monthly_same_ideology_factor = 7.500
		political_power_factor = 1.000
	}

	HUN_military_intelligence_officer = {
		random = no
		sprite = 15
		operative_slot = 10.000
		army_intel_to_others = -100.000
		army_intel_factor = 1.500
	}

	HUN_internationalist_marxist = {
		random = no
		sprite = 13
		communism_drift = 0.05
		send_volunteer_divisions_required = -2.500
		send_volunteer_size = 50.000
		send_volunteers_tension = -5.000
	}

	HUN_apostolic_king_of_hungary_fascist_trait = {
		random = no
		sprite = 13
		fascism_drift = 0.05
		war_support_factor = 0.500
		experience_gain_air = 1.000
		political_power_factor = -0.15
	}

	HUN_innovative_weapons_designer = {
		random = no
		sprite = 13
		equipment_bonus = {
			infantry_equipment = {
				build_cost_ic = -1.500
			}
		}
	}

	HUN_goulash_communist = {
		random = no
		sprite = 13
		consumer_goods_factor = -0.100
		stability_weekly = 0.020
	}

	HUN_filmmaker = {
		random = no
		sprite = 13
		war_support_factor = 0.500
		stability_factor = 1.000
	}

	peoples_commisar_of_heavy_industries = {
		random = no
		sprite = 10
		production_speed_buildings_factor = 0.500
		industrial_capacity_factory = 1.000 
		communism_drift = 0.03
	}


	#Hess
	amateur_aviator_hess = {
		sprite = 1
		political_power_factor = 1.500
		equipment_bonus = {
			medium_plane_fighter_airframe = {
				build_cost_ic = -0.250
			}
		}
	}


	###

	council_of_theorists = {
		sprite = 14
		experience_gain_army = 0.300
		experience_gain_air = 0.300
		experience_gain_navy = 0.300
		land_doctrine_cost_factor = -0.500
		air_doctrine_cost_factor = -0.500
		naval_doctrine_cost_factor = -0.500

		ai_will_do = {
			factor = 3
		}
	}

	military_theorist = {
		sprite = 14
		land_doctrine_cost_factor = -1.000

		ai_will_do = {
			factor = 1
		}
	}

	mobile_warfare_expert = {
		sprite = 14
		cat_mobile_warfare_cost_factor = -1.500

		ai_will_do = {
			factor = 1
		}
	}

	superior_firepower_expert = {
		sprite = 14
		cat_superior_firepower_cost_factor = -1.500

		ai_will_do = {
			factor = 1
		}
	}

	grand_battle_plan_expert = {
		sprite = 14
		cat_grand_battle_plan_cost_factor = -1.500

		ai_will_do = {
			factor = 1
		}
	}

	mass_assault_expert = {
		sprite = 14
		cat_mass_assault_cost_factor = -0.15

		ai_will_do = {
			factor = 1
		}
	}

	air_warfare_theorist = {
		sprite = 14
		air_doctrine_cost_factor = -1.000

		ai_will_do = {
			factor = 1
		}
	}

	dive_bomber = {
		sprite = 14
		equipment_bonus = {
			small_plane_cas_airframe = {
				instant = yes
				air_ground_attack = 0.1
			}
		}
		air_doctrine_cost_factor = -1.000

		ai_will_do = {
			factor = 1
		}
	}

	victory_through_airpower = {
		sprite = 14
		cat_strategic_destruction_cost_factor = -1.500

		ai_will_do = {
			factor = 1
		}
	}

	close_air_support_proponent = {
		sprite = 14
		cat_battlefield_support_cost_factor = -1.500

		ai_will_do = {
			factor = 1
		}
	}

	assault_avaition = {
		sprite = 14
		cat_operational_integrity_cost_factor = -1.500

		ai_will_do = {
			factor = 1
		}
	}

	naval_theorist = {
		sprite = 14
		naval_doctrine_cost_factor = -1.000

		ai_will_do = {
			factor = 1
		}
	}

	naval_aviation_pioneer = {
		sprite = 14
		cat_base_strike_cost_factor = -0.15

		ai_will_do = {
			factor = 1
		}
	}

	grand_fleet_proponent = {
		sprite = 14
		cat_fleet_in_being_cost_factor = -0.15

		ai_will_do = {
			factor = 1
		}
	}

	submarine_specialist = {
		sprite = 14
		cat_trade_interdiction_cost_factor = -0.15

		ai_will_do = {
			factor = 1
		}
	}

	blitzkrieg_theorist = {
		sprite = 14

		equipment_bonus = {
			armor = {
				instant = yes
				maximum_speed = 1.000
			}
		}
		cat_mobile_warfare_cost_factor = -1.500

		ai_will_do = {
			factor = 5
		}
	}

	aircraft_manufacturer = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	light_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			small_plane_airframe = {
				air_agility = 1.000 maximum_speed = 1.000
			}
			cv_small_plane_airframe = {
				air_agility = 1.000 maximum_speed = 1.000
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	light_aircraft_manufacturer_2 = {
		random = no
		equipment_bonus = {
			small_plane_airframe = {
				air_agility = 2.000 maximum_speed = 0.1
			}
			cv_small_plane_airframe = {
				air_agility = 2.000 maximum_speed = 0.1
			}
		}

		ai_will_do = {
			factor = 2
		}
	}


	CAS_manufacturer = {
		random = no
		equipment_bonus = {
			small_plane_cas_airframe = {
				air_ground_attack = 1.000 reliability = 1.000
			}
			cv_small_plane_cas_airframe = {
				air_ground_attack = 1.000 reliability = 1.000
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	medium_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			medium_plane_fighter_airframe = {
				reliability = 2.000
			}
			medium_plane_airframe = {
				reliability = 2.000
			}
			medium_plane_scout_plane_airframe = {
				reliability = 2.000
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	fuel_efficient_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			small_plane_airframe = {
				air_range = 1.000
			}
			medium_plane_fighter_airframe = {
				air_range = 1.000
				reliability = 2.000
			}
			medium_plane_airframe = {
				reliability = 2.000
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	heavy_aircraft_manufacturer = {
		random = no
		equipment_bonus = {

			large_plane_airframe = {
				air_bombing = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	naval_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			small_plane_naval_bomber_airframe = {
				air_range = 1.000 naval_strike_attack = 1.000
			}
			cv_small_plane_naval_bomber_airframe = {
				air_range = 1.000 naval_strike_attack = 1.000
			}
			cv_small_plane_airframe = {
				air_range = 1.000 air_agility = 1.000
			}
			cv_small_plane_cas_airframe = {
				air_range = 1.000 naval_strike_attack = 1.000
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	multi_role_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			small_plane_naval_bomber_airframe = {
				reliability = 1.000
			}
			medium_plane_airframe = {
				reliability = 1.000
			}
			small_plane_cas_airframe = {
				reliability = 1.000
			}
			medium_plane_scout_plane_airframe = {
				reliability = 1.000
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	aircraft_production_plant = {
		random = no

		ai_will_do = {
			factor = 1
		}

		equipment_bonus = {

			large_plane_airframe = {
				build_cost_ic = -1.000 instant = yes
			}

			small_plane_airframe = {
				build_cost_ic = -1.000 instant = yes
			}
			
			medium_plane_airframe = {
				build_cost_ic = -1.000 instant = yes
			}
		}
	}

	tank_refurbishment_plant = { #NSB
		random = no
		#generic

		equipment_bonus = {
			armor = {
				reliability = 0.500
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	fast_tank_manufacturer = {
		random = no
		equipment_bonus = {
			armor = {
				maximum_speed = 0.500 reliability = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	armored_car_manufacturer = {
		random = no
		equipment_bonus = {
			armored_car_equipment = {
				maximum_speed = 0.500
				soft_attack = 0.500
				hard_attack = 0.500
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	infantry_tank_manufacturer = {
		random = no
		equipment_bonus = {
			armor = {
				soft_attack = 0.500
				armor_value = 0.500
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	assault_gun_manufacturer = {
		random = no
		equipment_bonus = {
			light_tank_artillery_chassis = {
				soft_attack = 0.500
				armor_value = 0.500
				reliability = 0.500
			}
			medium_tank_artillery_chassis = {
				soft_attack = 0.500
				armor_value = 0.500
				reliability = 0.500
			}
			heavy_tank_artillery_chassis = {
				soft_attack = 0.500
				armor_value = 0.500
				reliability = 0.500
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	medium_tank_manufacturer = {
		random = no
		equipment_bonus = {
			armor = {
				reliability = 0.500 soft_attack = 0.500
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	heavy_tank_manufacturer = {
		random = no
		equipment_bonus = {
			armor = {
				armor_value = 0.500 hard_attack = 0.500
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	tank_manufacturer = {
		random = no
		#generic

		equipment_bonus = {
			armor = {
				reliability = 0.500
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	repair_and_refurbishment_plant = { #NSB - Repairs & Refit
		random = no
		equipment_bonus = {
			screen_ship = {
				build_cost_ic = -0.500
			}
			submarine = {
				build_cost_ic = -0.500
			}
			capital_ship = {
				build_cost_ic = -0.500
			}
			carrier = {
				build_cost_ic = -0.500
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	black_sea_naval_manufacturer = { #NSB - Screen Ships and Submarines
		random = no

		equipment_bonus = {
			screen_ship = {
				build_cost_ic = -1.500 sub_detection = 0.1 naval_range = -0.25
			}
			submarine = {
				build_cost_ic = -1.500 sub_visibility = -0.1 naval_range = -0.25
			}
			carrier = {
				build_cost_ic = 0.15 naval_range = -0.25
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	submarine_manufacturer = {
		random = no
		equipment_bonus = {
			carrier = {
				build_cost_ic = 0.1
			}
			capital_ship = {
				build_cost_ic = 0.1
			}
			screen_ship = {
				build_cost_ic = 0.1
			}
			submarine = {
				build_cost_ic = -1.000 sub_visibility = -1.000 surface_visibility = -1.000 naval_speed = 0.1 naval_range = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	submarine_manufacturer_2 = { #Improved version used for Italy (done in trait in order to keep a nice tooltip)
		random = no
		equipment_bonus = {
			carrier = {
				build_cost_ic = 0.1
			}
			capital_ship = {
				build_cost_ic = 0.1
			}
			screen_ship = {
				build_cost_ic = 0.1
			}
			submarine = {
				build_cost_ic = -1.500 sub_visibility = -0.1 surface_visibility = -0.1 naval_speed = 0.15 naval_range = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	pacific_fleet_naval_manufacturer = { #longer ranged, CVs favor larger hangers over armor
		random = no
		equipment_bonus = {
			carrier = {
				carrier_size = 10.000 armor_value = -0.10.0005 naval_range = 0.25
			}
			capital_ship = {
				naval_range = 0.25
			}
			screen_ship = {
				naval_range = 0.25
			}
			submarine = {
				naval_range = 0.25
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	atlantic_fleet_naval_manufacturer = { #armored carriers, slightly buffed cap ships
		random = no
		equipment_bonus = {
			carrier = {
				armor_value = 5.000
				max_strength = 0.1
			}
			capital_ship = {
				armor_value = 1.000
				hg_attack = 1.000
			}
			#screen_ship = {
			#
			#}
			#submarine = {
			#
			#}
		}

		ai_will_do = {
			factor = 1
		}
	}

	battlefleet_designer = { #armored carriers, slightly buffed cap ships
		random = no
		equipment_bonus = {
			capital_ship = {
				armor_value = 1.500
				hg_attack = 1.500
			}
			screen_ship = {
				torpedo_attack = 2.500
				sub_detection = -0.25
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	raiding_fleet_naval_manufacturer = {
		random = no
		equipment_bonus = {
			carrier = {
				surface_visibility = -0.1
				naval_speed = 0.1
				#carrier_size = -0.1
			}
			capital_ship = {
				surface_visibility = -0.1 naval_speed = 0.1 hg_attack = -0.1
			}
			screen_ship = {
				surface_visibility = -0.1 naval_speed = 0.1
			}
			submarine = {
				sub_visibility = -0.1 surface_visibility = -0.1 naval_speed = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	convoy_escort_naval_manufacturer = {
		random = no
		equipment_bonus = {
			screen_ship = {
				naval_range = 0.3 sub_detection = 0.1 naval_speed = 0.1 build_cost_ic = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	mediterranean_naval_manufacturer = {
		random = no
		equipment_bonus = {
			capital_ship = {
				naval_range = -0.25 naval_speed = 0.1
			}
			screen_ship = {
				naval_range = -0.25 naval_speed = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	coastal_defence_naval_manufacturer = {
		random = no
		equipment_bonus = {
			carrier = {
				build_cost_ic = -2.500
				#carrier_size = -0.2
				naval_range = -0.5
			}
			capital_ship = {
				build_cost_ic = -2.500 armor_value = -0.2 hg_attack = -0.2 naval_range = -0.5
			}
			screen_ship = {
				build_cost_ic = -2.500 naval_range = -0.5
			}
			submarine = {
				build_cost_ic = -2.500 naval_range = -0.5
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	naval_manufacturer = {
		random = no
		#generic

		ai_will_do = {
			factor = 1
		}
	}

	artillery_manufacturer = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	infantry_equipment_manufacturer = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	support_equipment_manufacturer = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	motorized_equipment_manufacturer = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	industrial_concern = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	railway_company = {
		random = no
		production_speed_rail_way_factor = 1.500
		production_speed_supply_node_factor = 1.500
		equipment_bonus = {
			train_equipment = {
				instant = yes
				build_cost_ic = -2.500
				armor_value = 1.500
			}
		}
		ai_will_do = {
			factor = 1
		}
	}

	transport_company = {
		random = no
		production_speed_rail_way_factor = 1.500
		production_speed_supply_node_factor = 1.500
		production_speed_naval_base_factor = 1.500
		equipment_bonus = {
			train_equipment = {
				instant = yes
				build_cost_ic = -1.500
			}
		}
		ai_will_do = {
			factor = 1
		}
	}

	civilian_airway_company = {
		random = no
		
		supply_combat_penalties_on_core_factor = -1.500
		air_range_factor = 0.500
		supply_node_range = 0.500

		equipment_bonus = {
			transport_plane_equipment = {
				instant = yes
				build_cost_ic = -1.500
			}
		}
		ai_will_do = {
			factor = 1
		}
	}

	improved_railway_company = {
		random = no
		production_speed_rail_way_factor = 2.500
		production_speed_supply_node_factor = 3.000
		equipment_bonus = {
			train_equipment = {
				instant = yes
				build_cost_ic = -2.500
				reliability = 1.500
			}
		}
		ai_will_do = {
			factor = 1
		}
	}

	construction_company = {
		random = no

		production_speed_infrastructure_factor = 1.000
		production_speed_rail_way_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	resource_development_company = {
		random = no

		global_building_slots_factor = 0.500
		local_resources_factor = 1.000
		production_lack_of_resource_penalty_factor = -1.000

		ai_will_do = {
			factor = 1
		}
	}

	diamond_extraction_company = {
		random = no

		consumer_goods_factor = -0.400

		ai_will_do = {
			factor = 1
		}
	}

	forestry_company = {
		random = no

		global_building_slots_factor = 3.000

		ai_will_do = {
			factor = 1
		}
	}

	refining_concern = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	merchant_marine_manufacturer = {
		random = no
		equipment_bonus = {
			convoy = {
				reliability = 1.000 build_cost_ic = -0.25
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	refinery_concern = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	central_bank = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	electronics_concern = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	telephone_company = {
		random = no
		land_reinforce_rate = 0.200
		coordination_bonus = 0.400
		ai_will_do = {
			factor = 1
		}
	}

	mining_company = {
		random = no

		local_resources_factor = 1.000
		production_lack_of_resource_penalty_factor = -1.500

		ai_will_do = {
			factor = 1
		}
	}

	energy_supply_company = {
		random = no

		consumer_goods_factor = -0.100
		#project_research_time_factor = -0.1 #TODO_Manu: Figure out syntax (no doc available)

		ai_will_do = {
			factor = 1
		}
	}

	electronics_developer = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	british_industrial_benefactor = {
		random = no

		production_speed_infrastructure_factor = 0.500
		industrial_capacity_dockyard = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	german_technological_patron = {
		random = no

		industrial_capacity_factory = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	the_council_on_the_management_of_turkish_debt = {
		random = no

		min_export = 0.3
		opinion_gain_monthly_factor = -0.05
		consumer_goods_factor = 0.10
		political_power_gain = -0.15

		ai_will_do = {
			factor = 1
		}
	}

	turkish_public_debt_administration = {
		random = no

		min_export = 0.15
		political_power_gain = -0.05

		ai_will_do = {
			factor = 1
		}
	}

	linchpin_of_infrastructure = {
		random = no

		production_speed_infrastructure_factor = 1.500
		production_speed_rail_way_factor = 1.500
		industry_repair_factor = 2.000

		ai_will_do = {
			factor = 1
		}
	}

	industrial_monopoly = {
		random = no

		min_export = 0.15
		political_power_gain = -0.05
		production_speed_buildings_factor = 0.500
		production_factory_max_efficiency_factor = 1.500

		ai_will_do = {
			factor = 1
		}
	}

	inventive_genius = {
		random = no

		political_power_gain = 0.500
		opinion_gain_monthly_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	conglomerate = {
		random = no

		consumer_goods_factor = 0.05 #yes, this is actually a penalty
		local_resources_factor = 0.500
		production_lack_of_resource_penalty_factor = -0.500

		equipment_bonus = {
			infantry_equipment = {
				build_cost_ic = -0.250
				instant = yes
			}
			artillery = {
				build_cost_ic = -0.250
				instant = yes
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	################################
	##       NORWAY TRAITS 		  ##
	################################

	NOR_royal_chamberlain = { # For Peder Anker Wedel-Jarlsberg as Advisor
		random = no
		sprite = 13

		neutrality_drift = 0.1
		stability_factor = 1.000
		war_support_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	NOR_shrewd_regent = { # For Peder Anker Wedel Jarlsberg as a country leader 
		random = no

		stability_factor = 1.500
		political_power_cost = 0.15
	}

	NOR_queen_of_norway = {
		random = no 

		stability_factor = 2.000
		political_power_cost = -0.500
		consumer_goods_factor = 0.1
	}

	NOR_aristocratic_industrialist = { # For Axel Aubert
		random = no 
		sprite = 10

		neutrality_drift = 0.03
		production_speed_buildings_factor = 1.000
		production_speed_bunker_factor = 2.000
		production_speed_coastal_bunker_factor = 2.000
	}

	NOR_democratic_powerhouse = { #For Martin Tranmael
		random = no 
		sprite = 13

		democratic_drift = 0.08
		stability_factor = 1.500
		war_support_factor = -0.15
	}

	NOR_pacifist_diplomat = { #For Halvdan Koht
		random = no 
		sprite = 13

		war_support_factor = -0.1 
		political_power_gain = 1.500
		opinion_gain_monthly_factor = 2.500
	}

	NOR_shipping_capitalist = { #For Johan Ludwig Mowinckel 
		random = no
		sprite = 10 

		production_speed_dockyard_factor = 1.500
	}

	NOR_stern_communist = {
		random = no
		sprite = 13 

		communism_drift = 0.09
		surrender_limit = 2.000
		political_power_factor = -0.05
	}

	NOR_conciliatory_socialist = {
		random = no
		sprite = 13 

		stability_factor = 1.000
		communism_drift = 0.01
	}

	NOR_communist_agitator = {
		random = no
		sprite = 13 

		communism_drift = 0.1
		resistance_growth_on_our_occupied_states = 0.15
	}

	NOR_radical_trade_unionist = {
		random = no
		sprite = 10 

		communism_drift = 0.05
		production_speed_buildings_factor = 1.000
	}

	NOR_permanent_revolutionary = {
		random = no
		sprite = 13 

		communism_drift = 0.08
		war_stability_factor = -0.1
		non_core_manpower = 0.500
	}

	NOR_fascist_lackey = { # For Quisling (Advisor)
		random = no
		sprite = 13 

		fascism_drift = 0.08
		stability_factor = -0.1
		war_stability_factor = 1.500
		war_support_factor = 1.000
	}

	NOR_fascist_dilettante = { # for Quisling (Country Leader)
		random = no
		sprite = 13 

		fascism_drift = 0.01
		stability_factor = -0.15
		war_support_factor = -0.1
		resistance_decay = -0.15	
	}

	NOR_fascist_landssviker = { # for Quisling (Country Leader)
		random = no
		sprite = 13 

		fascism_drift = 0.012
		stability_factor = -0.15
		war_support_factor = -0.1
		resistance_decay = -0.18

	}

	NOR_ruthless_administrator = {
		random = no
		sprite = 13 

		fascism_drift = 0.12
		stability_factor = 1.500
		resistance_decay = 1.000
	}

	NOR_fascist_judiciary = {
		random = no
		sprite = 13 

		compliance_growth = 0.500
		resistance_growth = -1.000
	}

	NOR_fascist_advocate = {
		random = no
		sprite = 13 

		stability_factor = 1.500
		fascism_drift = 0.03
	}

	NOR_callous_engineer = {
		random = no 
		sprite = 14 

		research_speed_factor = 0.500
		consumer_goods_factor = -0.200
	}

	NOR_tobacco_industrialist = {
		random = no
		sprite = 10  

		war_support_factor = -0.1
		production_speed_infrastructure_factor = 2.000
		production_speed_industrial_complex_factor = 1.500
	}

	NOR_tobacco_industrialist_leader = {
		random = no
		sprite = 10  

		consumer_goods_factor = -0.200
		production_speed_infrastructure_factor = 1.000
		production_speed_industrial_complex_factor = 0.500
	}

	NOR_compliant_politician = {
		random = no
		sprite = 13  

		stability_factor = 0.500
		political_power_factor = 1.000
	}

	NOR_popular_reformer = {
		random = no
		sprite = 13  

		stability_factor = 0.500
		war_support_factor = -0.03
		political_power_factor = 0.500
	}

	NOR_temperate_miners_unionist = {
		random = no
		sprite = 13  

		stability_factor = 0.500
		local_resources_factor = 1.000
	}

	NOR_conservative_businessman = {
		random = no 
		sprite = 10 

		production_speed_buildings_factor = 0.800
		stability_factor = 0.500
		fascism_drift = 0.03
	}

	NOR_germanophile_officer = { # For Jonas Lie 
		random = no
		sprite = 13  

		fascism_drift = 0.03
		war_support_factor = 2.000
		experience_gain_army = 1.000
		resistance_decay = -0.25
		stability_factor = -0.2
	}

	NOR_ruthless_police_captain = { # Prince of Terror equivalent, also for Jonas Lie
		random = no
		sprite = 13

		resistance_damage_to_garrison = -1.500
		foreign_subversive_activites = -2.000
		non_core_manpower = 0.400
		stability_factor = 1.000
		war_support_factor = 1.000
		fascism_drift = 0.02

		ai_will_do = {
			factor = 1
		}
	}

	NOR_pan_germanist_minister = {
		sprite = 13
		random = no
		
		non_core_manpower = 0.200
		war_support_factor = 0.500
		army_core_attack_factor = 0.500
		army_core_defence_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	NOR_commisary_minister = {
		sprite = 13
		random = no
		
		conscription_factor = 0.200
		consumer_goods_factor = -0.100

		ai_will_do = {
			factor = 1
		}
	}

	NOR_fascist_minister_of_supplies = {
		sprite = 13
		random = no
		
		winter_attrition_factor = -1.000
		supply_node_range = 1.500
		supply_combat_penalties_on_core_factor = -1.000
		trade_laws_cost_factor = -0.5

		ai_will_do = {
			factor = 1
		}
	}

	NOR_unionist_railway_director = {
		sprite = 13
		random = no
		
		production_speed_rail_way_factor = 1.500
		production_speed_supply_node_factor = 2.000
		supply_node_range = 0.500
		drift_defence_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	NOR_supplies_commisioner = {
		sprite = 13
		random = no
		
		consumer_goods_factor = -0.200
		winter_attrition_factor = -1.000
		trade_laws_cost_factor = -0.2

		ai_will_do = {
			factor = 1
		}
	}

	NOR_the_womens_front = {
		sprite = 13
		random = no
		
		conscription = 0.040
		communism_drift = 0.06
		research_speed_factor = 0.300

		ai_will_do = {
			factor = 1
		}
	}

	NOR_clueless_defense_minister = { # For Ljundberg  
		random = no 
		sprite = 14

		land_doctrine_cost_factor = -1.000
		mobilization_laws_cost_factor = 0.75
	}

	NOR_minister_of_agriculture = {
		random = no 
		sprite = 14

		weekly_manpower = 3000.000 
		war_support_factor = -0.05
	}

	###### OFFICER CORPS TRAITS ######

	NOR_defeatist_commander_in_chief = {
		sprite = 5
		random = no
		
		experience_gain_army = @chief_experience_gain_low
		
		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost
		
		max_dig_in_factor = 1.000
		dig_in_speed_factor = 2.000
		surrender_limit = -0.2
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}
	
	NOR_hydroelectric_company_trait = {

		country_resource_aluminium = 10 
		production_speed_industrial_complex_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	NOR_nationalized_hydroelectric_company_trait = {

		country_resource_aluminium = 20 
		production_speed_industrial_complex_factor = 1.500
		production_speed_infrastructure_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	NOR_oppportunistic_officer = { # For Sundlo
		random = no
		sprite = 14

		land_doctrine_cost_factor = -1.000
		experience_gain_army_factor = 0.800

		ai_will_do = {
			factor = 1
		}
	}

	NOR_pragmatic_defense_minister = { # For Torp
		random = no
		sprite = 14

		land_doctrine_cost_factor = -1.000
		production_speed_industrial_complex_factor = 1.000

		ai_will_do = {
			factor = 1
		}
	}

	NOR_vigilant_fort_commander = { # For Birger Eriksen (Military High Command)
		random = no
		sprite = 5

		coastal_bunker_effectiveness_factor = 0.500
		land_bunker_effectiveness_factor = 1.000 
		initiative_factor = 0.200

		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	JAN_polarizing_leader = {
		random = no 

		naval_invasion_prep_speed = 1.500
		naval_critical_score_chance_factor = 1.500
		weekly_manpower = 5000.000
		justify_war_goal_time = -5.000
		base_fuel_gain_factor = 10.000
		production_speed_buildings_factor = 2.000 
		research_speed_factor = 1.000
		production_factory_max_efficiency_factor = 1.000
		production_factory_efficiency_gain_factor = 3.000
		production_lack_of_resource_penalty_factor = -5.000
	}

	JUNO_emergency_powers = {
		random = no
		consumer_goods_factor = -0.200
		production_speed_arms_factory_factor = 0.500
		production_speed_dockyard_factor = 0.500

	}


############

	inventive_genius = {
		random = no

		political_power_gain = 0.500
		opinion_gain_monthly_factor = 0.500

		ai_will_do = {
			factor = 1
		}
	}

	industrial_steel_mills_trait = {

		country_resource_steel = 10 

		ai_will_do = {
			factor = 1
		}
	}

	oil_extraction_company_trait = {

		country_resource_oil = 20 

		ai_will_do = {
			factor = 1
		}
	}

	######################
	#######AUSTRIA########
	######################

	#country leader traits

	

	AUS_under_german_pressure = {
		random = no #Schuschnigg's starting trait

		fascism_acceptance = 50
		fascism_drift = 0.03
		stability_factor = -0.1
		surrender_limit = -0.15
	}

	AUS_embraced_fascism = {
		random = no #Schuschnigg's fascist trait

		fascism_acceptance = 50
		fascism_drift = 0.03
		war_support_factor = 0.500
		surrender_limit = 1.000

	}

	AUS_abolished_austrofascism = {
		random = no #Schuschnigg's democratic trait

		neutrality_drift = 0.03
		democratic_drift = 0.05
		stability_factor = 0.500
		surrender_limit = 1.000

	}


	AUS_protector_of_austrian_independence = {
		random = no #trait to give the democratically elected leader of austria. for Vinzenz Schumy and Karl Renner, this is addad, they still keep their old traits, for Schuschnigg this replaces his old trait as they would be opposites

		democratic_drift = 0.02
		stability_factor = 0.500
		surrender_limit = 2.500
		war_stability_factor = 2.500
		army_core_defence_factor = 0.200
	}

	AUS_right_wing_democrat = {
		random = no #this is vinzenz schumy's leader trait

		democratic_drift = 0.05
		fascism_drift = 0.03
		stability_factor = 0.500
		drift_defence_factor = 2.500
	}

	AUS_king_of_austria = {
		random = no #given to either Otto or Ernst Rüdiger Starhemberg in AUS_bring_back_the_habsburg_rule

		political_power_factor = 1.000
		neutrality_drift = 0.03
		stability_factor = 0.500
		war_support_factor = 0.500
		conscription = 0.010
	}

	AUS_king_of_liechtenstein = {
		random = no #given to Alois of Liechtenstein if he becomes king

		political_power_factor = 1.000
		neutrality_drift = 0.03
		stability_factor = 0.500
		war_support_factor = 0.500
		conscription = 0.010
	}

	AUS_elizabeth = {
		random = no #this is Johann Hiedler

		targeted_modifier = {
			tag = ENG
			compliance_growth = 0.100
		}
	}

	AUS_fascist_propaganda_artist = {
		fascism_drift = 0.05
		drift_defence_factor = 1.500
	}

	AUS_fascist_prince_of_starhemberg = {
		random = no #this is only for Ernst Rudiger Starhemberg

		neutrality_drift = 0.03
		fascism_drift = 0.05
		war_support_factor = 1.000
		modifier_army_sub_unit_militia_attack_factor = 0.500
		conscription = 0.010
		
	}

	#advisor traits

	AUS_putschminister = {
		random = no #only for Franz Winkler
		sprite = 18

		modifier_army_sub_unit_militia_attack_factor = 2.000
		modifier_army_sub_unit_militia_defence_factor = 2.000
		army_core_defence_factor = 1.000
	}

	AUS_prince_of_starhemberg = {
		random = no #this is only for Ernst Rudiger Starhemberg
		sprite = 13

		neutrality_drift = 0.03
		fascism_drift = 0.02
		war_support_factor = 0.500
	}

	AUS_fascist_writer = {
		random = no
		sprite = 13

		fascism_drift = 0.03
		war_support_factor = 0.500
		stability_factor = 0.500
	}

	AUS_minister_of_education = {
		random = no
		sprite = 14

		research_speed_factor = 0.600
	}

	AUS_younger_prince_of_liechtenstein = {
		random = no #this is johannes of liechtenstein
		sprite = 13

		neutrality_drift = 0.03
		war_support_factor = 0.500
		weekly_manpower = 200.000
		industrial_capacity_dockyard = 1.000
	}

	AUS_older_prince_of_liechtenstein = {
		random = no #this is alois of liechtenstein
		sprite = 13

		neutrality_drift = 0.03
		research_speed_factor = 0.500
		stability_factor = 0.300
		consumer_goods_factor = 0.15
	}

	AUS_secretive_priest = {
		random = no #this is heinrich maier
		sprite = 15

		operative_slot = 10.000
		agency_upgrade_time = -2.000
		civilian_intel_factor = 2.000
		democratic_drift = 0.02
		communism_drift = 0.02
	}

	AUS_financier_of_fascism = {
		random = no #viktor kienbock's trait
		sprite = 13

		economy_cost_factor = -0.25
		trade_laws_cost_factor = -0.1
		consumer_goods_factor = -0.200
		fascism_drift = 0.02
	}

	AUS_ruthless_university_rector = {
		random = no #karl polheim
		sprite = 14

		research_speed_factor = 0.500
		fascism_drift = 0.02
	}

	AUS_meticulous_lawyer = {
		random = no
		sprite = 13

		drift_defence_factor = 1.000
		democratic_drift = 0.02
		communism_drift = 0.01
		stability_factor = 0.500
	}

	AUS_fascist_cardinal = {
		random = no #this is innitzer
		sprite = 13

		fascism_drift = 0.05
		stability_factor = -0.05
		war_support_factor = 0.300
	}

	AUS_no_longer_fascist_cardinal = {
		random = no #this is innitzer after he switches sides
		sprite = 13

		fascism_drift = -0.02
		stability_factor = 0.500
		war_support_factor = -0.03
	}

	AUS_resourceful_princess = {
		random = no #this is elizabeth von gutmann
		sprite = 10

		local_resources_factor = 1.500
		production_speed_industrial_complex_factor = 1.000
		production_speed_infrastructure_factor = 1.000
		production_speed_arms_factory_factor = 0.500
	}

	AUS_the_red_helper = {
		random = no #malke schorr's trait
		sprite = 12

		weekly_manpower = 300.000
		communism_drift = 0.03

	}

	AUS_communist_lawyer = {
		random = no 
		sprite = 13

		trade_laws_cost_factor = -0.1
		mobilization_laws_cost_factor = -0.1
		economy_cost_factor = -0.1
		communism_drift = 0.03

	}

	AUS_communist_revolutionary = {
		random = no
		sprite = 12

		communism_drift = 0.05
		war_support_factor = 0.500
		modifier_army_sub_unit_militia_attack_factor = 1.000
	}

	AUS_reknowned_architecht = {
		random = no
		sprite = 13

		production_speed_industrial_complex_factor = 1.000
		production_speed_infrastructure_factor = 1.000
		production_speed_synthetic_refinery_factor = 1.000
		production_speed_arms_factory_factor = 1.000
		industrial_capacity_factory = 1.500
	}

	AUS_the_father_of_austromarxism = {
		random = no
		sprite = 13

		communism_drift = 0.03
		democratic_drift = 0.02
		stability_factor = 1.000
		industrial_capacity_factory = 1.000
	}

	AUS_vocal_german_unionist = {
		random = no
		sprite = 13

		neutrality_drift = 0.05
		stability_factor = -0.1
		political_power_factor = -0.15
		conscription_factor = 0.200 #to make it less bad to have him, the ratio is lowered, but you can train more troops, not to keep up, but to maybe stall
		industrial_capacity_factory = 0.500
	}

	AUS_vocal_german_unionist_fascism = {
		random = no
		sprite = 13

		fascism_drift = 0.05
		stability_factor = -0.1
		political_power_factor = -0.15
		conscription_factor = 0.200 #to make it less bad to have him, the ratio is lowered, but you can train more troops, not to keep up, but to maybe stall
		industrial_capacity_factory = 0.500
	}

	LUX_vocal_pan_germanist = {
		random = no
		sprite = 13

		fascism_drift = 0.1
		stability_factor = -0.1
		war_support_factor = 0.500
		conscription_factor = 0.200 
	}

	AUS_treasurer_of_the_monarchy = {
		sprite = 10
		random = no
		consumer_goods_factor = -0.300
		neutrality_drift = 0.03

		ai_will_do = {
			factor = 2
		}
	}

	AUS_veteran_head_of_agency = {
		random = no
		sprite = 15

		army_intel_decryption_bonus = 50.000 #I know this looks weird, but this amounts to 50.000%. The wiki says otherwise, but it is a filthy LIAR
		civilian_intel_decryption_bonus = 50.000
	}

	AUS_overseer_of_rearmament = {
		sprite = 13
		random = no
		war_support_factor = -0.1
		democratic_drift = 0.05

		ai_will_do = {
			factor = 2
		}
	}

	habsburg_eu_delegate = {
		random = no
		sprite = 13

		faction_trade_opinion_factor = 2.500
		opinion_gain_monthly_factor = 1.500
		consumer_goods_factor = -0.200
		stability_factor = 0.500
		political_power_factor = 0.500
	}

	######################
	#######BELGIUM########
	######################

	### Industrial Traits

	steelworks_and_machining_trait = {

		random = no
		country_resource_steel = 12
		production_speed_rail_way_factor = 1.000
		equipment_bonus = {
			train_equipment = {
				instant = yes
				build_cost_ic = -2.000
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	energy_company_trait = {

		country_resource_oil = 10 

		ai_will_do = {
			factor = 1
		}
	}

	banking_magnate_trait = {
		random = no

		ai_will_do = {
			factor = 1
		}
	}

	### BELGIAN CHARACTERS ###

	### Belgian Country Leaders ###

	#Pierlot
	BEL_determined_prime_minister = { 
		sprite = 10
		random = no
		surrender_limit = 1.000
		war_support_factor = 1.000
		democratic_drift = 0.05
	}	

	#Van Zeeland
	BEL_corrupt_old_guard = { 
		sprite = 10
		random = no
		stability_factor = 0.500
		consumer_goods_factor = 0.1
		drift_defence_factor = 2.500
	}	

	#Janson
	BEL_royal_appointee = { 
		sprite = 10
		random = no
		stability_factor = 0.500
	}	

	#Spaak - PM
	BEL_diplomatic_titan = { 
		sprite = 10
		random = no
		resource_trade_cost_bonus_per_factory = 2
		communism_drift = 0.01
	}	

	#Vandervelde
	BEL_le_patron = { 
		sprite = 10
		random = no
		communism_drift = 0.01
		fascism_drift = -0.01
		join_faction_tension = -2.000
		guarantee_tension = -2.000
	}	

	#Degrelle - Prime Minister
	BEL_belgian_inquisitor = { 
		sprite = 10
		random = no
		fascism_drift = 0.03
		war_support_factor = 0.500
	}	

	#Degrelle - Regent
	BEL_belgian_fuhrer = { 
		sprite = 10
		random = no
		fascism_drift = 0.05
		war_support_factor = 1.000
	}

	#de Man
	BEL_man_with_a_plan_leader = { 
		sprite = 10
		random = no
		communism_drift = 0.03
		production_factory_efficiency_gain_factor = 1.000
		production_factory_max_efficiency_factor = 1.000
	}	

	#Leopold - King of the Belgians Trait
	BEL_leopold_king_of_the_belgians = { 
		sprite = 10
		random = no
		stability_factor = 1.000
		conscription_factor = 0.300
		neutrality_drift = 0.01
		army_core_defence_factor = 1.000
	}		

	#Leopold - Prisoner-King post surrender
	BEL_leopold_prisoner_king = { 
		sprite = 10
		random = no
		stability_factor = 1.000
		neutrality_drift = 0.03
	}

	#Leopold - Unknown Sympathies
	BEL_leopold_unknown_sympathies = { 
		sprite = 10
		random = no
		stability_factor = -0.10
		war_support_factor = -0.10
		political_power_gain = 2.000
		neutrality_drift = 0.01
	}

	#Charles - Regent
	BEL_royal_regent = { 
		sprite = 10
		random = no
		stability_factor = 1.000
		political_power_gain = 1.000
	}	

	#Charles - Quiet Royal
	BEL_quiet_royal = { 
		sprite = 13
		random = no
		stability_factor = 0.500
		political_power_gain = 1.000
	}	

	BEL_charles_king_of_belgians = { #Charles Count of Flanders king trait
		sprite = 10
		random = no
		stability_factor = 1.500
		political_power_gain = 1.500
		party_popularity_stability_factor = 2.500
		opinion_gain_monthly_factor = 2.500
	}

	BEL_democratic_homecoming_trait = {
		sprite = 10
		random = no
		stability_factor = 1.500
		democratic_drift = 0.03
		party_popularity_stability_factor = 2.500
		political_power_factor = 1.500
		drift_defence_factor = 2.500
	}

	### Belgian Advisors ###

	#Spaak - Advisor 
	BEL_canny_diplomat = { 
		sprite = 13
		random = no
		resource_trade_cost_bonus_per_factory = 1
		communism_drift = 0.01
		trade_opinion_factor = 1.000
		opinion_gain_monthly_factor = 0.500
		opinion_gain_monthly_same_ideology_factor = 1.000
	}	

	#de Man - Advisor
	BEL_man_with_a_plan = { 
		sprite = 10
		random = no
		communism_drift = 0.01
		production_factory_efficiency_gain_factor = 0.500
		production_factory_max_efficiency_factor = 0.500
	}

	#Degrelle
	BEL_fascist_firebrand = { 
		sprite = 10
		random = no
		fascism_drift = 0.10
		war_support_factor = 0.500
	}

	#Dewe
	BEL_illusive_mastermind = { 
		sprite = 15
		random = no
		operative_slot = 20.000
		agency_upgrade_time = -2.000
		civilian_intel_factor = 0.500
		army_intel_factor = 0.500
		navy_intel_factor = 0.500
		airforce_intel_factor = 0.500
	}

	#Sengier
	BEL_uranium_magnate = { 
		sprite = 10
		random = no
		sp_tag_nuclear_warfare_speed_factor = 0.1
		sp_tag_nuclear_power_speed_factor = 0.15
		local_resources_factor = 1.000
		production_speed_nuclear_reactor_factor = 1.000
	}

	#Marchienne
	BEL_ambassador_to_london = { 
		sprite = 13
		random = no
		democratic_drift = 0.08
		war_support_factor = 0.500
	}

	#Vleeschauwer
	BEL_minister_of_colonies = { 
		sprite = 13
		random = no
		political_power_factor = -0.05
		war_support_factor = 0.500
		autonomy_gain_trade_factor = -0.25
		autonomy_gain_warscore_factor = -0.15
	}

	#Burgen
	BEL_mobilization_proponent = { 
		sprite = 5
		random = no
		mobilization_speed = 2.000
		conscription_factor = 0.100
	}

	#Deveze
	BEL_minister_of_national_defence_deveze = { 
		sprite = 9
		random = no
		army_core_attack_factor = 1.000
		army_org_factor = 0.500
	}

	#Nuyten
	BEL_minister_of_national_defence_nuyten = { 
		sprite = 9
		random = no
		army_core_defence_factor = 1.000
		dig_in_speed_factor = 1.000
		special_forces_cap_flat = 60.000
		local_intel_to_enemies = 0.1
	}

	#Saive
	BEL_arms_designer = { 
		sprite = 10
		random = no
		industrial_capacity_factory = 0.500
		research_speed_factor = 0.500
		military_industrial_organization_funds_gain = 1.000
	}

	BEL_arms_designer_no_aat = { 
		sprite = 10
		random = no
		industrial_capacity_factory = 0.500
		research_speed_factor = 0.500
		materiel_manufacturer_cost_factor = -0.1
	}

	#################################
	#################################
	#### GERMANY GÖTTERDÄMMERUNG ####
	#################################
	#################################

	#COMPANIES

	GER_organization_todt_trait = {
		random = no

		production_speed_infrastructure_factor = 1.000
		production_speed_rail_way_factor = 1.000
		production_speed_arms_factory_factor = 0.500 
		production_speed_bunker_factor = 1.000
		production_speed_coastal_bunker_factor = 0.500
	}

	GER_organization_todt_improved_trait = {
		random = no

		production_speed_infrastructure_factor = 1.000
		production_speed_rail_way_factor = 1.000
		production_speed_arms_factory_factor = 1.000
		production_speed_bunker_factor = 1.000
		production_speed_coastal_bunker_factor = 0.500
		global_building_slots = 10.000
	}

	GER_philipp_holzmann_trait = {
		random = no

		production_speed_infrastructure_factor = 1.000
		production_speed_rail_way_factor = 1.000
		production_speed_industrial_complex_factor = 0.500
		production_speed_bunker_factor = 0.500
		production_speed_coastal_bunker_factor = 1.000
	}

	GER_philipp_holzmann_trait_improved = {
		random = no

		production_speed_infrastructure_factor = 1.000
		production_speed_rail_way_factor = 1.000
		production_speed_industrial_complex_factor = 0.500
		production_speed_bunker_factor = 0.500
		production_speed_coastal_bunker_factor = 1.000

		military_industrial_organization_policy_cost = -7.500
		military_industrial_organization_design_team_assign_cost = -5.000
		military_industrial_organization_industrial_manufacturer_assign_cost = -5.000
	}

	GER_philipp_holzmann_trait_improved_no_aat = {
		random = no

		production_speed_infrastructure_factor = 1.000
		production_speed_rail_way_factor = 1.000
		production_speed_industrial_complex_factor = 0.500
		production_speed_bunker_factor = 0.500
		production_speed_coastal_bunker_factor = 1.000

		tank_manufacturer_cost_factor = -0.35
		materiel_manufacturer_cost_factor = -0.35
		aircraft_manufacturer_cost_factor = -0.35
		naval_manufacturer_cost_factor = -0.35
	}

	GER_reichswerke_conglomerate = {
		random = no

		consumer_goods_factor = 0.05 #yes, this is actually a penalty
		local_resources_factor = 1.000
		production_lack_of_resource_penalty_factor = -1.500

		equipment_bonus = {
			infantry_equipment = {
				build_cost_ic = -0.500
				instant = yes
			}
			artillery = {
				build_cost_ic = -0.500
				instant = yes
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	#ADVISORS
	GER_mefo_bills_architect = { #Schacht
		sprite = 10
		random = no
		production_speed_arms_factory_factor = 1.000
		production_speed_dockyard_factor = 1.000
		consumer_goods_factor = -0.200
	}

	GER_reich_minister_of_economy = { #Funk 
		sprite = 10
		random = no
		consumer_goods_factor = -0.200
		production_speed_supply_node_factor = 1.500
		production_lack_of_resource_penalty_factor = -0.500
		industry_free_repair_factor = 1.500
	}

	GER_director_reich_security = { #Himmler - Gestapo
		sprite = 13
		random = no
		resistance_damage_to_garrison = -2.500
		foreign_subversive_activites = -3.000
		non_core_manpower = 0.200
		subversive_activites_upkeep = -2.500
	}

	GER_reichsfuhrer_ss = { #Himmler
		sprite = 13
		random = no
		resistance_damage_to_garrison = -2.500
		foreign_subversive_activites = -3.000
		non_core_manpower = 0.500
		resistance_growth = -1.000
	}

	GER_reich_minister_of_propaganda = { #Goebbels
		sprite = 13
		random = no
		war_support_factor = 0.500
		fascism_drift = 0.1
	}

	GER_reich_minister_of_propaganda_improved = { #Goebbels
		sprite = 13
		random = no
		war_support_factor = 0.500
		fascism_drift = 0.1
		surrender_limit = 1.000
		offensive_war_stability_factor = 1.000
		defensive_war_stability_factor = 1.000
	}

	GER_first_among_equals = { #Hess 
		sprite = 13
		random = no
		opinion_gain_monthly_same_ideology_factor = 10.000
		political_power_factor = 1.000
	}

	GER_party_chancellor = { #Hess
		sprite = 13
		random = no
		opinion_gain_monthly_same_ideology_factor = 10.000
		political_power_factor = 1.000
	}

	GER_secretary_to_the_fuhrer = { #Bormann 
		sprite = 13
		random = no
		political_advisor_cost_factor = -1.000
		political_power_factor = 1.000
	}

	GER_brown_eminence = { #Bormann 
		sprite = 13
		random = no
		political_advisor_cost_factor = -1.500
		political_power_factor = 1.000
		consumer_goods_factor = -0.100
	}

	GER_reich_architect = { #Speer
		sprite = 10
		random = no
		production_speed_buildings_factor = 0.500
		fascism_drift = 0.01
		#global_building_slots = 1
		#Cost reduction to industrial concerns?
	}

	GER_reich_minister_of_armaments_speer = { #Speer
		sprite = 10
		random = no
		production_speed_buildings_factor = 0.500
		fascism_drift = 0.01
		#global_building_slots = 1
		industrial_capacity_factory = 1.000
		industrial_capacity_dockyard = 1.000
		#MIO research boost or something with AAT?
	}

	GER_reich_engineer = { #Todt
		sprite = 10
		random = no
		#production_speed_bunker_factor = 0.1
		#production_speed_coastal_bunker_factor = 0.1
		production_speed_industrial_complex_factor = 1.000
		production_speed_infrastructure_factor = 1.000
		production_speed_rail_way_factor = 1.000
	}

	GER_reich_minister_of_armaments_todt = { #Todt
		sprite = 10
		random = no
		#production_speed_bunker_factor = 0.1
		#production_speed_coastal_bunker_factor = 0.1
		production_speed_industrial_complex_factor = 1.000
		production_speed_infrastructure_factor = 1.000
		production_speed_rail_way_factor = 1.000
		production_speed_arms_factory_factor = 1.000
		production_speed_dockyard_factor = 1.000
	}

	GER_overseer_four_year_plan  = { #Göring 
		sprite = 10
		random = no
		local_resources_factor = 0.500
		political_power_factor = 0.500
		#production_lack_of_resource_penalty_factor = -0.05?
		#industry_free_repair_factor = 0.15?
	}

	GER_four_year_plan_plenipotentiary = { #Göring 
		sprite = 10
		random = no
		local_resources_factor = 0.500
		political_power_factor = 0.500
		#production_lack_of_resource_penalty_factor = -0.05?
		#industry_free_repair_factor = 0.15?
		production_factory_max_efficiency_factor = 0.500
		production_factory_efficiency_gain_factor = 0.500
		production_factory_start_efficiency_factor = 0.500
		line_change_production_efficiency_factor = 0.05
	}
	
	GER_reich_marshal = { #Göring - as Chief of Air
		random = no
		sprite = 2
		#air_chief_ground_support_1
		army_bonus_air_superiority_factor = 0.500
		experience_gain_air = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		equipment_bonus = {
			medium_plane_airframe = {
				build_cost_ic = -0.250
				instant = yes
			}
			large_plane_airframe = {
				build_cost_ic = -0.250
				instant = yes
			}
			small_plane_airframe = {
				build_cost_ic = -0.250
				instant = yes
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	GER_reich_minister_foreign_affairs_neurath = { #von Neurath
		random = no
		sprite = 13
		improve_relations_maintain_cost_factor = -5.000
		trade_opinion_factor = 1.000
		subjects_autonomy_gain = -1.000
		compliance_growth = 0.100
		foreign_subversive_activites = -2.500

		ai_will_do = {
			factor = 1
		}
	}

	GER_reich_minister_foreign_affairs_ribbentrop = { #Ribbentrop
		random = no
		sprite = 13
		subversive_activites_upkeep = -2.500
		drift_defence_factor = 2.500
		justify_war_goal_time = -1.500
		faction_trade_opinion_factor = 1.000
		opinion_gain_monthly_same_ideology = 50.000

		ai_will_do = {
			factor = 1
		}
	}

	GER_adaptive_engineer = { #Becker
		sprite = 10
		random = no

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		equipment_conversion_speed = 1.000
		equipment_capture_factor = 0.500
		conversion_cost_civ_to_mil_factor = -1.500
	}

	GER_head_of_the_missile_department = { #Dornberger (MHC) --> WARNING - Changes here require updating the tooltip GER_wunderwaffe_dornberger_trait_tt
		sprite = 2
		random = no

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		specialization_air_speed_factor = 0.1
		specialization_land_speed_factor = 0.1
	}

	GER_head_of_experimental_weapons = { #Dornberger (MHC) --> WARNING - Changes here require updating the tooltip GER_wunderwaffe_dornberger_trait_tt
		sprite = 2
		random = no

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		specialization_land_speed_factor = 0.1
		specialization_air_speed_factor = 0.1
		specialization_naval_speed_factor = 0.1
		specialization_nuclear_speed_factor = 0.1
		special_project_facility_supply_consumption_factor = -1.000
	}

	GER_minister_of_the_colonies = { #Adolf Freidrich of Mecklenburg
		random = no
		sprite = 13
		political_power_factor = 0.500
		non_core_manpower = 0.200
		resistance_garrison_penetration_chance = -0.1
	}

	GER_minister_of_the_colonies_2 = { #Adolf Freidrich of Mecklenburg Upgrade
		random = no
		sprite = 13
		political_power_factor = 0.800
		non_core_manpower = 0.300
		resistance_garrison_penetration_chance = -0.1
		resistance_growth = -0.500
		modifier_army_sub_unit_militia_max_org_factor = 1.000
	}

	GER_monarchist_jurist = { #Wilhelm von Gayl
		random = no
		sprite = 13
		political_power_factor = 0.500
		stability_factor = 0.500
		weekly_casualties_war_support = 0.010
		offensive_war_stability_factor = 0.500
		defensive_war_stability_factor = 0.500
	}

	GER_minister_of_agriculture = { #Andreas Hermes
		random = no
		sprite = 13
		out_of_supply_factor = -1.000
		monthly_population = 1.000
		industrial_capacity_factory = 0.500
		industrial_capacity_dockyard = 0.500
	}

	GER_influential_pastor = { #Dietrich Bonhoeffer
		random = no
		sprite = 13
		political_power_factor = 0.500
		party_popularity_stability_factor = 1.000
		resistance_growth = -0.300
		fascism_drift = -0.05
		communism_drift = -0.03
		communism_acceptance = -25
		fascism_acceptance = -50
	}

	GER_seasoned_socialist_resistance_fighter = { #Bernhard Bästlein
		random = no
		sprite = 13
		army_core_defence_factor = 0.500
		conscription_factor = 0.100
	}

	GER_revolutionary_nationalist = { #Otto Strasser
		random = no
		sprite = 13 

		democratic_drift = -0.05
		neutrality_drift = -0.05
		fascism_acceptance = -20
		consumer_goods_factor = -0.200
		war_support_factor = 0.500
	}

	GER_revolutionary_nationalist_advisor = { #Otto Strasser
		random = no
		sprite = 13 

		fascism_drift = 0.12
		war_support_factor = 0.500
	}

	GER_inflexible_communist_organizer = { #Ulbricht
		random = no
		sprite = 13 

		communism_drift = 0.05
		political_power_factor = 1.000
	}

	GER_staunch_stalinist = { #Ulbricht upgrade
		random = no
		sprite = 13 

		communism_drift = 0.05
		political_power_factor = 1.000
		surrender_limit = 1.000
		production_speed_buildings_factor = 0.500 #Ulbricht pushed for and built the Berlin Wall
		production_factory_efficiency_gain_factor = -0.05
	}

	GER_proletarian_leader = { #Thälmann
		random = no
		sprite = 13 

		communism_drift = 0.1
		political_power_factor = 0.500
	}

	GER_militant_communist = { #Thälmann upgrade
		random = no
		sprite = 13

		communism_drift = 0.1
		political_power_factor = 0.500
		war_support_factor = 0.500
		modifier_army_sub_unit_militia_defence_factor = 0.500
		modifier_army_sub_unit_militia_attack_factor = 0.500
		modifier_army_sub_unit_militia_max_org_factor = 0.500
	}

	GER_workers_educator = { #Duncker
		random = no
		sprite = 13

		compliance_gain = 0.500
		production_factory_efficiency_gain_factor = 0.500
		line_change_production_efficiency_factor = 0.05
	}

	GER_stakhonovite_collectivist1 = { #Thalheimer
		random = no
		sprite = 13

		industrial_capacity_factory = 0.500
		local_resources_factor = 0.500
		production_lack_of_resource_penalty_factor = -0.500
	}

	GER_stakhonovite_collectivist2 = { #Thalheimer Upgrade
		random = no
		sprite = 13

		industrial_capacity_factory = 0.500
		local_resources_factor = 0.500
		production_lack_of_resource_penalty_factor = -0.500
		production_speed_infrastructure_factor = 2.000
		production_speed_industrial_complex_factor = 1.500
	}

	GER_intelligence_coordinator = { #Zaisser
		random = no
		sprite = 15

		operative_slot = 10.000
		agency_upgrade_time = -2.000
	}

	GER_secretary_of_state_security = { #Zaisser Upgrade
		random = no
		sprite = 15

		operative_slot = 10.000
		agency_upgrade_time = -2.000
		resistance_damage_to_garrison = -2.000
		foreign_subversive_activites = -3.000
		subversive_activites_upkeep = -3.000
	}

	GER_reich_security_main_office_director_lar = { #Heydrich
		sprite = 15
		random = no
		resistance_growth = -0.500
		civilian_intel_to_others = -2.000
		army_intel_to_others = -2.000
		operative_slot = 10.000
	}

	GER_reich_security_main_office_director_no_lar = { #Heydrich
		sprite = 15
		random = no
		resistance_growth = -0.500
		army_core_defence_factor = 0.200
		foreign_subversive_activites = -2.500
	}

	head_of_the_abwehr = { # Canaris
		random = no
		sprite = 15
		operative_slot = 10.000
		agency_upgrade_time = -2.000
	}

	head_of_the_abwehr_improved = { # Canaris
		random = no
		sprite = 15
		operative_slot = 20.000
		agency_upgrade_time = -2.000
		resistance_damage_to_garrison = -2.000
		foreign_subversive_activites = -2.000
		subversive_activites_upkeep = -2.000
	}

	GER_film_director = { #Riefenstahl
		sprite = 13
		random = no
		weekly_casualties_war_support = 0.010
		offensive_war_stability_factor = 0.500
		defensive_war_stability_factor = 0.500
		drift_defence_factor = 1.500
	}

	GER_reich_minister_for_labor = { #Seldte
		sprite = 13
		random = no
		stability_factor = -0.05
		compliance_growth = -0.01
		resistance_growth = 0.03
		industrial_capacity_factory = 0.250
		industrial_capacity_dockyard = 0.250
		production_factory_efficiency_gain_factor = 0.250
		production_factory_start_efficiency_factor = 0.250
	}

	GER_reich_minister_of_church_affairs = { #Kerrl
		sprite = 13
		random = no
		political_power_factor = 0.500
		party_popularity_stability_factor = 1.000
		resistance_growth = -0.250
		research_speed_factor = -0.025
		weekly_bombing_war_support = 0.020
	}

	#REICHSKOMMISSARIAT LEADER TRAITS
	GER_reichskommissar_trait = {
		random = no
		political_power_factor = -0.1
		army_core_defence_factor = -0.05
		conscription_factor = 0.200
		non_core_manpower = 0.300
		drift_defence_factor = 5.000
		resistance_target = -1.000
	}

	GER_reichsprotektor_trait = {
		random = no
		political_power_factor = -0.05
		army_core_defence_factor = -0.05
		non_core_manpower = 0.300
		drift_defence_factor = 2.500
		resistance_target = -0.500
	}

	GER_governor_general_trait = {
		random = no
		stability_factor = -0.1
		army_core_defence_factor = -0.1
		conscription_factor = 0.300
		non_core_manpower = 0.300
	}

	
	#GERMAN LEADER TRAITS


	##############
	### HITLER ###
	##############

	GER_der_fuhrer = { #Literally a copy of Dictator, but with lower PP bonus (increases later)
		random = no
		#Modifiers from Dictator (which this trait replaces)
		weekly_casualties_war_support = 0.010
		ai_desired_divisions_factor = 2.000
		political_power_factor = 1.000
		compliance_growth = -0.02
		resistance_target = 0.05
	}

	GER_der_fuhrer_wehrmacht = {
		random = no
		weekly_casualties_war_support = 0.010
		ai_desired_divisions_factor = 2.000
		political_power_factor = 1.000
		compliance_growth = -0.02
		resistance_target = 0.05

		# Improved stuff
		#unit_leader_as_advisor_cp_cost_factor = -0.25
		custom_modifier_tooltip = DEN_military_advisors_cost_big_tt
		hidden_modifier = {
			air_advisor_cost_factor = -1.500
			army_advisor_cost_factor = -1.500
			navy_advisor_cost_factor = -1.500
		}
		supply_node_range = -0.1
		command_power_gain_mult = 1.000
	}

	GER_der_fuhrer_neurath = {
		random = no
		weekly_casualties_war_support = 0.010
		ai_desired_divisions_factor = 2.000
		political_power_factor = 1.000
		compliance_growth = -0.02
		resistance_target = 0.05

		# Improved stuff
		justify_war_goal_time = 0.15
		experience_gain_army_factor = 1.000
		experience_gain_air_factor = 1.000
		experience_gain_navy_factor = 1.000
	}

	GER_der_fuhrer_fuhrerprinzip = {
		random = no
		political_power_factor = 2.500
		weekly_casualties_war_support = 0.010
		ai_desired_divisions_factor = 2.000
		party_popularity_stability_factor = 1.000
		compliance_growth = -0.02
		resistance_target = 0.05
	}

	GER_der_fuhrer_fuhrerprinzip_wehrmacht = {
		random = no
		weekly_casualties_war_support = 0.010
		ai_desired_divisions_factor = 2.000
		political_power_factor = 2.500
		party_popularity_stability_factor = 1.000
		compliance_growth = -0.02
		resistance_target = 0.05

		# From Wehrmacht
		#unit_leader_as_advisor_cp_cost_factor = -0.25
		custom_modifier_tooltip = DEN_military_advisors_cost_big_tt
		hidden_modifier = {
			air_advisor_cost_factor = -1.500
			army_advisor_cost_factor = -1.500
			navy_advisor_cost_factor = -1.500
		}
		supply_node_range = -0.1
		command_power_gain_mult = 1.000
	}

	GER_der_fuhrer_fuhrerprinzip_neurath = {
		random = no
		weekly_casualties_war_support = 0.010
		ai_desired_divisions_factor = 2.000
		political_power_factor = 2.500
		party_popularity_stability_factor = 1.000
		compliance_growth = -0.02
		resistance_target = 0.05

		# From von Neurath
		justify_war_goal_time = 0.15
		experience_gain_army_factor = 1.000
		experience_gain_air_factor = 1.000
		experience_gain_navy_factor = 1.000
	}

	GER_loyal_inner_circle = { # Any fascist Fuhrer 
		random = no
		
		special_project_speed_factor = 0.500
		production_factory_max_efficiency_factor = 1.000
		max_command_power_mult = 2.500
		production_speed_buildings_factor = 0.500
	}

	GER_todt_fuhrer = { # Todt Fuhrer - Shoud match idea GER_todt_reich_minister_of_armaments
		random = no

		political_power_gain = 2.500 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		production_speed_industrial_complex_factor = 1.000
		production_speed_infrastructure_factor = 1.000
		production_speed_rail_way_factor = 1.000
		production_speed_arms_factory_factor = 1.000
		production_speed_dockyard_factor = 1.000
	}

	GER_speer_fuhrer = { # Speer Fuhrer - Shoud match idea GER_speer_reich_minister_of_armaments
		random = no
		
		political_power_gain = 2.500 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		production_speed_buildings_factor = 0.500
		fascism_drift = 0.01
		industrial_capacity_factory = 1.000
		industrial_capacity_dockyard = 1.000
	}

	GER_goring_fuhrer = { # Göring Fuhrer - Shoud match idea GER_goring_four_year_plan_plenipotentiary
		random = no
		
		political_power_gain = 2.500 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		local_resources_factor = 0.500
		production_factory_max_efficiency_factor = 0.500
		production_factory_efficiency_gain_factor = 0.500
		production_factory_start_efficiency_factor = 0.500
		line_change_production_efficiency_factor = 0.05
	}

	GER_himmler_fuhrer_abwehr = { # Himmler Fuhrer - Shoud match idea GER_himmler_director_reich_security
		random = no
		
		political_power_gain = 2.500 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		resistance_damage_to_garrison = -2.500
		foreign_subversive_activites = -3.000
		non_core_manpower = 0.200
		subversive_activites_upkeep = -2.500
		operative_slot = 10.000
		intelligence_agency_defense = 2.000
		intel_from_combat_factor = 2.500
	}

	GER_himmler_fuhrer_ss = { # Himmler Fuhrer - Shoud match idea GER_himmler_reichsfuhrer_ss
		random = no
		
		political_power_gain = 2.500 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		resistance_damage_to_garrison = -2.500
		foreign_subversive_activites = -3.000
		non_core_manpower = 0.400
		subversive_activites_upkeep = -2.500
		operative_slot = 10.000
		intelligence_agency_defense = 2.000
		intel_from_combat_factor = 2.500
		resistance_growth = -1.500
		compliance_growth = -0.1
		special_forces_cap = 0.500
	}

	GER_goebbels_fuhrer = { # Goebbels Fuhrer - Shoud match idea GER_goebbels_reich_minister_of_propaganda_master
		random = no
		
		political_power_gain = 2.500 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		war_support_factor = 1.000
		fascism_drift = 0.2
		party_popularity_stability_factor= 1.000
		surrender_limit = 1.000
		offensive_war_stability_factor = 1.000
		defensive_war_stability_factor = 1.000
		operative_slot = 20.000
		boost_ideology_mission_factor = 1.500
		boost_resistance_factor = 1.500
	}

	GER_goebbels_fuhrer_no_lar = { # Goebbels Fuhrer - Shoud match idea GER_goebbels_reich_minister_of_propaganda_master_no_lar
		random = no
		
		political_power_gain = 2.500 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		war_support_factor = 1.000
		fascism_drift = 0.2
		party_popularity_stability_factor= 1.000
		surrender_limit = 1.000
		offensive_war_stability_factor = 1.000
		defensive_war_stability_factor = 1.000
		subversive_activites_upkeep = -5.000
	}

	GER_hess_fuhrer = { # Hess Fuhrer - Shoud match idea GER_hess_first_among_equals
		random = no
		
		political_power_gain = 2.500 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		opinion_gain_monthly_same_ideology_factor = 10.000
		military_industrial_organization_funds_gain = 1.500
		military_industrial_organization_research_bonus = 1.500
		conscription_factor = 0.100
		political_power_factor = 1.500
		mobilization_laws_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		research_speed_factor = 0.500
	}

	GER_hess_fuhrer_no_aat = { # Hess Fuhrer - Shoud match idea GER_hess_first_among_equals_no_aat
		random = no
		
		political_power_gain = 2.500 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		opinion_gain_monthly_same_ideology_factor = 10.000
		tank_manufacturer_cost_factor = -0.35
		materiel_manufacturer_cost_factor = -0.35
		aircraft_manufacturer_cost_factor = -0.35
		naval_manufacturer_cost_factor = -0.35
		conscription_factor = 0.100
		political_power_factor = 1.500
		mobilization_laws_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		research_speed_factor = 0.500
	}

	GER_bormann_fuhrer = { # Bormann Fuhrer - Shoud match idea GER_bormann_brown_eminence
		random = no
		
		political_power_gain = 2.500 #Common for all fuhrers (inlcuding Hitler after Fuhrerprinzip)

		political_advisor_cost_factor = -5.000
		theorist_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		high_command_cost_factor = -0.25
		conscription_factor = 0.100
		political_power_factor = 1.500
		mobilization_laws_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		research_speed_factor = 0.500
	}

	GER_loyalty_of_wehrmacht = {
		war_support_factor = 0.500
		stability_factor = 0.500
	}

	GER_supreme_commander_armed_forces = {
		war_support_factor = 0.500
		stability_factor = 0.500
		army_morale_factor = 0.500
		resistance_growth = -0.200
	}

	GER_supreme_leader = {
		war_support_factor = 0.500
		stability_factor = 0.500
		army_morale_factor = 1.000
		non_core_manpower = 0.100
		resistance_growth = -0.500
		army_attack_factor = 0.500
		army_defence_factor = 0.500
		autonomy_gain = -0.1
	}

	GER_iron_maiden = { #Braun
		sprite = 13
		random = no
		war_support_factor = 1.500
		justify_war_goal_time = -1.000
		drift_defence_factor = 5.000
		army_attack_factor = 0.500
		army_defence_factor = 0.500
		army_morale_factor = 0.500
	}

	GER_oberste_heeresleitung_trait = { #Military Dictatorship
		random = no
		sprite = 13
		political_power_factor = -0.15
		stability_factor = -0.1
		max_planning_factor = 1.000
		experience_gain_army_factor = 1.000
		experience_gain_navy_factor = 1.000
		experience_gain_air_factor = 1.000
		high_command_cost_factor = -0.25
		air_chief_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		navy_chief_cost_factor = -0.25
	}

	GER_stern_communist = { #Thälmann leader trait upgrade
		random = no
		sprite = 13 
		communism_drift = 0.1
		surrender_limit = 1.000
		political_power_factor = 0.500
		party_popularity_stability_factor = 1.000
		war_support_factor = 1.000
		modifier_army_sub_unit_militia_defence_factor = 0.500
		modifier_army_sub_unit_militia_attack_factor = 0.500
		modifier_army_sub_unit_militia_max_org_factor = 0.500
	}

	GER_pragmatic_trade_unionist = { #Brandler
		random = no
		political_power_factor = -0.1
		party_popularity_stability_factor = 1.500
		political_advisor_cost_factor = -2.500
		production_factory_max_efficiency_factor = 0.500
		production_factory_start_efficiency_factor = 0.500
	}

	GER_inflexible_communist_organizer_leader = { #Ulbricht leader trait
		random = no
		sprite = 13 

		communism_drift = 0.05
		political_power_factor = 1.000
		surrender_limit = 1.000
	}

	GER_staunch_stalinist_leader = { #Ulbricht leader trait Upgrade
		random = no
		sprite = 13 

		communism_drift = 0.05
		political_power_factor = 1.000
		surrender_limit = 2.000
		production_speed_buildings_factor = 1.000 #Ulbricht pushed for and built the Berlin Wall
		production_factory_efficiency_gain_factor = -0.1
	}

	GER_traditionalist = { #Adenauer
		random = no
		sprite = 13 

		political_power_factor = 1.000
		stability_factor = 1.000
		communism_acceptance = -50
		fascism_acceptance = -50
		production_speed_buildings_factor = 0.500
	}

	GER_staunch_social_democrat = { #Vogel
		random = no
		sprite = 13 

		political_power_factor = 1.000
		production_factory_efficiency_gain_factor = 0.500
		production_factory_start_efficiency_factor = 0.500
		offensive_war_stability_factor = -0.1 #yes this is a penalty - don't start no wars :P
		communism_acceptance = -25
		fascism_acceptance = -50
		subjects_autonomy_gain = -1.000
	}

	GER_pragmatic_socialist = { #Grotewahl
		random = no
		sprite = 13 

		political_power_factor = 1.000
		political_advisor_cost_factor = -2.500
		communism_acceptance = 25
		opinion_gain_monthly_factor = 1.000
		stability_factor = 1.000
	}


	### Military Minister Traits

	# 1 is worst, 3 is best

	army_chief_defensive_1 = { # +5 Defensive efficiency
		sprite = 9
		army_defence_factor = 0.500
		experience_gain_army = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_defensive_2 = { # +10 Defensive efficiency
		sprite = 9
		army_defence_factor = 1.000
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_defensive_3 = { # +15 Defensive efficiency
		sprite = 9
		army_defence_factor = 1.500
		experience_gain_army = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_chief_offensive_1 = { # +5 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.500
		experience_gain_army = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_offensive_2 = { # +10 Offensive efficiency
		sprite = 7
		army_attack_factor = 1.000
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_offensive_3 = { # +15 Offensive efficiency
		sprite = 7
		army_attack_factor = 1.500
		experience_gain_army = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	army_chief_old_guard = { # Rate at which field experience is gained decreases by 10%
		sprite = 5 # Should not need sprite, should mostly be secondary
		experience_gain_army = @chief_experience_gain_low
		max_command_power = 100.000

		ai_will_do = {
			factor = 0.5
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_drill_1 = { # Decreases training time for ground units
		sprite = 5
		training_time_army_factor = -0.05
		experience_gain_army = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_drill_2 = { # Decreases training time for ground units
		sprite = 5
		training_time_army_factor = -0.1
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_drill_3 = { # Decreases training time for ground units
		sprite = 5
		training_time_army_factor = -0.15
		experience_gain_army = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_chief_reform_1 = {
		sprite = 5
		experience_gain_army = @chief_experience_gain_low
		experience_gain_army_factor = 0.500

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_reform_2 = {
		sprite = 5
		experience_gain_army = @chief_experience_gain_medium
		experience_gain_army_factor = 1.000

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_reform_3 = {
		sprite = 5
		experience_gain_army = @chief_experience_gain_high
		experience_gain_army_factor = 1.500

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_chief_organizational_1 = { # Ground units get 4 more Organization
		sprite = 5
		army_org_factor = 0.400
		experience_gain_army = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_organizational_2 = { # Ground units get 8 more Organization
		sprite = 5
		army_org_factor = 0.800
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_organizational_3 = { # Ground units get 12 more Organization
		sprite = 5
		army_org_factor = 1.200
		experience_gain_army = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	army_chief_planning_1 = { #
		sprite = 5
		planning_speed = 0.500
		experience_gain_army = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_planning_2 = { #
		sprite = 5
		planning_speed = 1.000
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_planning_3 = { #
		sprite = 5
		planning_speed = 1.500
		experience_gain_army = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	army_chief_morale_1 = { # Ground units get 4 more Morale
		sprite = 5
		out_of_supply_factor = -0.300
		experience_gain_army = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_morale_2 = { # Ground units get 8 more Morale
		sprite = 5
		out_of_supply_factor = -0.600
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_morale_3 = { # Ground units get 12 more Morale
		sprite = 5
		out_of_supply_factor = -0.900
		experience_gain_army = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_chief_maneuver_1 = { # Ground units move 5% faster
		sprite = 5
		army_speed_factor = 0.500
		experience_gain_army = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = 0.5
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_maneuver_2 = { # Ground units move 10% faster
		sprite = 5
		army_speed_factor = 1.000
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_maneuver_3 = { # Ground units move 15% faster
		sprite = 5
		army_speed_factor = 1.500
		experience_gain_army = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	army_chief_entrenchment_1 = {
		sprite = 5
		max_dig_in = 30.000
		mobilization_speed = -0.02
		experience_gain_army = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_chief_entrenchment_2 = {
		sprite = 5
		max_dig_in = 50.000
		mobilization_speed = -0.04
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_entrenchment_3 = {
		sprite = 5
		max_dig_in = 70.000
		mobilization_speed = -0.06
		experience_gain_army = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_entrenchment_1 = { # Ground units entrench n% faster
		sprite = 9
		dig_in_speed_factor = 0.800
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_entrenchment_2 = { # Ground units entrench 8% faster
		sprite = 9
		dig_in_speed_factor = 1.600
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_entrenchment_3 = { # Ground units entrench 12% faster
		sprite = 9
		dig_in_speed_factor = 2.400
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_armored_1 = { # +4 armor efficiency
		sprite = 8
		army_armor_attack_factor = 0.500
	    army_armor_defence_factor = 0.500
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_armored_2 = { # +8 armor efficiency
		sprite = 8
		army_armor_attack_factor = 1.000
	    army_armor_defence_factor = 1.000
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_armored_3 = { # +12 armor efficiency
		sprite = 8
		army_armor_attack_factor = 1.500
	    army_armor_defence_factor = 1.500
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_artillery_1 = { # +4 artillery efficiency
		sprite = 16
		army_artillery_attack_factor = 1.000
		army_artillery_defence_factor = 0.500
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_artillery_2 = { # +8 artillery efficiency
		sprite = 16
		army_artillery_attack_factor = 1.500
		army_artillery_defence_factor = 1.000
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_artillery_3 = { # +12 artillery efficiency
		sprite = 16
		army_artillery_attack_factor = 2.000
		army_artillery_defence_factor = 1.500
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_infantry_1 = { # +4 infantry efficiency
		sprite = 5
		army_infantry_attack_factor = 0.500
		army_infantry_defence_factor = 1.000
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_infantry_2 = { # +8 infantry efficiency
		sprite = 5
		army_infantry_attack_factor = 1.000
		army_infantry_defence_factor = 1.500
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_infantry_3 = { # +12 infantry efficiency
		sprite = 5
		army_infantry_attack_factor = 1.500
		army_infantry_defence_factor = 2.000
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = 4
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_commando_1 = { # +4 paratrooper/marine/mountain efficiency
		sprite = 5
		special_forces_attack_factor = 0.500
		special_forces_cap_flat = 30.000
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_commando_2 = { # +8 paratrooper/marine/mountain efficiency
		sprite = 5
		special_forces_attack_factor = 1.000
		special_forces_cap_flat = 60.000
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_commando_3 = { # +12 paratrooper/marine/mountain efficiency
		sprite = 5
		special_forces_attack_factor = 1.500
		special_forces_cap_flat = 100.000
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_cavalry_1 = { # +4 cavalry/motorized efficiency
		sprite = 17
		cavalry_attack_factor = 0.500
		cavalry_defence_factor = 0.500
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_cavalry_2 = { # +8 cavalry/motorized efficiency
		sprite = 17
		cavalry_attack_factor = 1.000
		cavalry_defence_factor = 1.000
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_cavalry_3 = { # +12 cavalry/motorized efficiency
		sprite = 17
		cavalry_attack_factor = 1.500
		cavalry_defence_factor = 1.500
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	army_CombinedArms_1 = { # +4 cavalry/motorized efficiency
		sprite = 8
		motorized_attack_factor = 0.500
		motorized_defence_factor = 0.500
		mechanized_attack_factor = 0.500
		mechanized_defence_factor = 0.500
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_CombinedArms_2 = { # +8 cavalry/motorized efficiency
		sprite = 8
		motorized_attack_factor = 1.000
		motorized_defence_factor = 1.000
		mechanized_attack_factor = 1.000
		mechanized_defence_factor = 1.000
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_CombinedArms_3 = { # +12 cavalry/motorized efficiency
		sprite = 8
		motorized_attack_factor = 1.500
		motorized_defence_factor = 1.500
		mechanized_attack_factor = 1.500
		mechanized_defence_factor = 1.500
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = 4
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_regrouping_1 = { # Org regenerates 4% faster
		sprite = 5
		army_morale_factor = 0.400
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_regrouping_2 = { # Org regenerates 8% faster
		sprite = 5
		army_morale_factor = 0.800
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_regrouping_3 = { # Org regenerates 12% faster
		sprite = 5
		army_morale_factor = 1.200
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_concealment_1 = { # Ground units take less damage from air attacks
		sprite = 9
		enemy_army_bonus_air_superiority_factor = -0.500
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_concealment_2 = { # Ground units take less damage from air attacks
		sprite = 9
		enemy_army_bonus_air_superiority_factor = -1.000
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_concealment_3 = { # Ground units take less damage from air attacks
		sprite = 9
		enemy_army_bonus_air_superiority_factor = -1.500
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_logistics_1 = {  # Ground units suffer 4% less attrition
		sprite = 6
		attrition = -0.400
		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_logistics_2 = {  # Ground units suffer 8% less attrition
		sprite = 6
		attrition = -0.800
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_logistics_3 = {  # Ground units suffer 12% less attrition
		sprite = 6
		attrition = -1.200
		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	army_radio_intelligence_1 = {
		random = no
		sprite = 15
		civilian_intel_factor = 0.300
		army_intel_factor = 0.300
		navy_intel_factor = 0.300
		airforce_intel_factor = 0.300		
		initiative_factor = 0.200

		#experience_gain_army = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	army_radio_intelligence_2 = {
		random = no
		sprite = 15
		civilian_intel_factor = 0.600
		army_intel_factor = 0.600
		navy_intel_factor = 0.600
		airforce_intel_factor = 0.600		
		initiative_factor = 0.400

		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = 4
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_radio_intelligence_3 = {
		random = no
		sprite = 15
		civilian_intel_factor = 0.900
		army_intel_factor = 0.900
		navy_intel_factor = 0.900
		airforce_intel_factor = 0.900		
		initiative_factor = 0.600

		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = 6
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	army_german_ground_commander = { #FIN-specific, considered Genius (tier 3)
		sprite = 5
		amphibious_invasion = 1.000
		paradrop_organization_factor = 1.000
		army_infantry_attack_factor = 0.500
		max_command_power = 600.000

		#experience_gain_army = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_chief_reform_1 = {  # Rate at which air experience is gained increases by 5%
		sprite = 1
		experience_gain_air = @chief_experience_gain_low
		experience_gain_air_factor = 0.500

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @air_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_chief_reform_2 = {  # Rate at which air experience is gained increases by 10%
		sprite = 1
		experience_gain_air = @chief_experience_gain_medium
		experience_gain_air_factor = 1.000

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @air_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_chief_reform_3 = {  # Rate at which air experience is gained increases by 15%
		sprite = 1
		experience_gain_air = @chief_experience_gain_high
		experience_gain_air_factor = 1.500

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @air_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_chief_safety_1 = {  # Rate of air accidents reduced by 5%
		sprite = 1
		air_accidents_factor = -0.500
		experience_gain_air = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @air_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_chief_safety_2 = {  # Rate of air accidents reduced by 10%
		sprite = 1
		air_accidents_factor = -1.000
		experience_gain_air = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @air_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_chief_safety_3 = {  # Rate of air accidents reduced by 15%
		sprite = 1
		air_accidents_factor = -1.500
		experience_gain_air = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @air_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	air_chief_old_guard = {
		sprite = 1
		experience_gain_air = @chief_experience_gain_medium
		max_command_power = 100.000

		ai_will_do = {
			factor = 0.25
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_chief_night_operations_1 = {
		sprite = 1
		air_night_penalty = -1.000
		experience_gain_air = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @air_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_chief_night_operations_2 = {
		sprite = 1
		air_night_penalty = -2.000
		experience_gain_air = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @air_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_chief_night_operations_3 = {
		sprite = 1
		air_night_penalty = -3.000
		experience_gain_air = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @air_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_chief_ground_support_1 = {  # Air superiority impact on land units improved by 5%
		sprite = 2
		army_bonus_air_superiority_factor = 0.500
		experience_gain_air = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @air_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_chief_ground_support_2 = {  # Air superiority impact on land units improved by 10%
		sprite = 2
		army_bonus_air_superiority_factor = 1.000
		experience_gain_air = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @air_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_chief_ground_support_3 = {  # Air superiority impact on land units improved by 15%
		sprite = 2
		army_bonus_air_superiority_factor = 1.500
		experience_gain_air = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @air_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	# using factor in stead of values because it is applied in ALL weathers (means bonus in good weather)
	air_chief_all_weather_1 = {  # +5 bad weather air efficiency
		sprite = 1
		air_weather_penalty = -1.000
		experience_gain_air = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @air_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_chief_all_weather_2 = {  # +10 bad weather air efficiency
		sprite = 1
		air_weather_penalty = -2.000
		experience_gain_air = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @air_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_chief_all_weather_3 = {  # +15 bad weather air efficiency
		sprite = 1
		air_weather_penalty = -3.000
		experience_gain_air = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @air_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_air_combat_training_1 = {  # Chance of ace generating is increased by 5%
		sprite = 1
		air_ace_generation_chance_factor = 0.500
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_air_combat_training_2 = {  # Chance of ace generating is increased by 10%
		sprite = 1
		air_ace_generation_chance_factor = 1.000
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_air_combat_training_3 = {  # Chance of ace generating is increased by 15%
		sprite = 1
		air_ace_generation_chance_factor = 1.500
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	air_naval_strike_1 = {
		sprite = 2
		naval_strike_attack_factor = 0.200
		naval_strike_targetting_factor = 0.200
		naval_strike_agility_factor = 0.200
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_naval_strike_2 = {
		sprite = 2
		naval_strike_attack_factor = 0.300
		naval_strike_targetting_factor = 0.300
		naval_strike_agility_factor = 0.300
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_naval_strike_3 = {
		sprite = 2
		naval_strike_attack_factor = 0.500
		naval_strike_targetting_factor = 0.500
		naval_strike_agility_factor = 0.500
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_bomber_interception_1 = {
		sprite = 1
		air_intercept_efficiency = 0.500
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_bomber_interception_2 = {
		sprite = 1
		air_intercept_efficiency = 1.000
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_bomber_interception_3 = {
		sprite = 1
		air_intercept_efficiency = 1.500
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_air_superiority_1 = {
		sprite = 1
		air_superiority_efficiency = 0.500
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_air_superiority_2 = {
		sprite = 1
		air_superiority_efficiency = 1.000
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_air_superiority_3 = {
		sprite = 1
		air_superiority_efficiency = 1.500
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_close_air_support_1 = {
		sprite = 1
		air_cas_efficiency = 0.500
		ground_attack_factor = 0.300
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_close_air_support_2 = {
		sprite = 1
		air_cas_efficiency = 1.000
		ground_attack_factor = 0.500
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_close_air_support_3 = {
		sprite = 1
		air_cas_efficiency = 1.500
		ground_attack_factor = 0.800
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_strategic_bombing_1 = {
		sprite = 2
		air_strategic_bomber_defence_factor = 0.100
		air_strategic_bomber_bombing_factor = 0.300
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_strategic_bombing_2 = {
		sprite = 2
		air_strategic_bomber_defence_factor = 0.200
		air_strategic_bomber_bombing_factor = 0.500
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_strategic_bombing_3 = {
		sprite = 2
		air_strategic_bomber_defence_factor = 0.300
		air_strategic_bomber_bombing_factor = 0.900
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	air_tactical_bombing_1 = {
		sprite = 2
		air_cas_present_factor = 1.000
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_tactical_bombing_2 = {
		sprite = 2
		air_cas_present_factor = 1.500
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_tactical_bombing_3 = {
		sprite = 2
		air_cas_present_factor = 2.000
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	air_airborne_1 = {
		sprite = 1
		paradrop_organization_factor = 12.000
		paratrooper_aa_defense = 1.000
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	air_airborne_2 = {
		sprite = 1
		paradrop_organization_factor = 18.000
		paratrooper_aa_defense = 1.500
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	air_airborne_3 = {
		sprite = 1
		paradrop_organization_factor = 24.000
		paratrooper_aa_defense = 2.500
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	air_pilot_training_1 = {
		sprite = 1
		air_training_xp_gain_factor = 0.500
		#experience_gain_air = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @army_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}
	air_pilot_training_2 = {
		sprite = 1
		air_training_xp_gain_factor = 1.000
		#experience_gain_air = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}
	air_pilot_training_3 = {
		sprite = 1
		air_training_xp_gain_factor = 1.500
		#experience_gain_air = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @army_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_chief_naval_aviation_1 = {
		sprite = 1
		navy_carrier_air_attack_factor = 0.300
		navy_carrier_air_targetting_factor = 0.300
		navy_carrier_air_agility_factor = 0.400
		experience_gain_navy = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @navy_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_chief_naval_aviation_2 = {
		sprite = 1
		navy_carrier_air_attack_factor = 0.600
		navy_carrier_air_targetting_factor = 0.700
		navy_carrier_air_agility_factor = 0.800
		experience_gain_navy = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @navy_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_chief_naval_aviation_3 = {
		sprite = 1
		navy_carrier_air_attack_factor = 1.000
		navy_carrier_air_targetting_factor = 1.200
		navy_carrier_air_agility_factor = 1.500
		experience_gain_navy = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @navy_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_chief_decisive_battle_1 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.500
		navy_capital_ship_defence_factor = 0.500
		navy_screen_attack_factor = 0.500
		navy_screen_defence_factor = 0.500
		experience_gain_navy = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @navy_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_chief_decisive_battle_2 = {
		sprite = 3
		navy_capital_ship_attack_factor = 1.000
		navy_capital_ship_defence_factor = 1.000
		navy_screen_attack_factor = 1.000
		navy_screen_defence_factor = 1.000
		experience_gain_navy = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @navy_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_chief_decisive_battle_3 = {
		sprite = 3
		navy_capital_ship_attack_factor = 1.500
		navy_capital_ship_defence_factor = 1.500
		navy_screen_attack_factor = 1.500
		navy_screen_defence_factor = 1.500
		experience_gain_navy = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @navy_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_chief_commerce_raiding_1 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 1.000
		experience_gain_navy = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @navy_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_chief_commerce_raiding_2 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 1.500
		experience_gain_navy = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @navy_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_chief_commerce_raiding_3 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 2.000
		experience_gain_navy = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @navy_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	navy_chief_old_guard = {
		sprite = 3
		experience_gain_navy = @chief_experience_gain_medium

		max_command_power = 100.000

		ai_will_do = {
			factor = 0.25
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	navy_chief_reform_1 = {
		sprite = 3
		experience_gain_navy = @chief_experience_gain_low
		experience_gain_navy_factor = 0.500

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @navy_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_chief_reform_2 = {
		sprite = 3
		experience_gain_navy = @chief_experience_gain_medium
		experience_gain_navy_factor = 1.000

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @navy_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_chief_reform_3 = {
		sprite = 3
		experience_gain_navy = @chief_experience_gain_high
		experience_gain_navy_factor = 1.500

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @navy_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	navy_chief_maneuver_1 = { # Naval units move 5% faster
		sprite = 3
		naval_speed_factor = 0.500
		experience_gain_navy = @chief_experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @navy_chief_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_chief_maneuver_2 = { # Naval units move 10% faster
		sprite = 3
		naval_speed_factor = 1.000
		experience_gain_navy = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @navy_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_chief_maneuver_3 = { # Naval units move 15% faster
		sprite = 3
		naval_speed_factor = 1.500
		experience_gain_navy = @chief_experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @navy_chief_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_anti_submarine_1 = {
		sprite = 4
		navy_submarine_detection_factor = 1.000
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_anti_submarine_2 = {
		sprite = 4
		navy_submarine_detection_factor = 1.500
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_anti_submarine_3 = {
		sprite = 4
		navy_submarine_detection_factor = 2.000
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_naval_air_defense_1 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.800
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_naval_air_defense_2 = {
		sprite = 3
		navy_anti_air_attack_factor = 1.500
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_naval_air_defense_3 = {
		sprite = 3
		navy_anti_air_attack_factor = 2.000
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_fleet_logistics_1 = {
		sprite = 6
		navy_max_range_factor = 0.500
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_fleet_logistics_2 = {
		sprite = 6
		navy_max_range_factor = 1.000
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_fleet_logistics_3 = {
		sprite = 6
		navy_max_range_factor = 1.500
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_amphibious_assault_1 = {
		sprite = 3
		amphibious_invasion = 0.500
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_amphibious_assault_2 = {
		sprite = 3
		amphibious_invasion = 1.000
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_amphibious_assault_3 = {
		sprite = 3
		amphibious_invasion = 1.500
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_submarine_1 = {
		sprite = 4
		navy_submarine_attack_factor = 1.000
		navy_submarine_defence_factor = 0.500
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_submarine_2 = {
		sprite = 4
		navy_submarine_attack_factor = 1.500
		navy_submarine_defence_factor = 1.000
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_submarine_3 = {
		sprite = 4
		navy_submarine_attack_factor = 2.000
		navy_submarine_defence_factor = 1.500
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_capital_ship_1 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.500
		navy_capital_ship_defence_factor = 0.500
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_capital_ship_2 = {
		sprite = 3
		navy_capital_ship_attack_factor = 1.000
		navy_capital_ship_defence_factor = 1.000
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_capital_ship_3 = {
		sprite = 3
		navy_capital_ship_attack_factor = 1.500
		navy_capital_ship_defence_factor = 1.500
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}


	navy_screen_1 = {
		sprite = 3
		navy_screen_attack_factor = 0.500
		navy_screen_defence_factor = 1.000
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_screen_2 = {
		sprite = 3
		navy_screen_attack_factor = 1.000
		navy_screen_defence_factor = 1.500
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_screen_3 = {
		sprite = 3
		navy_screen_attack_factor = 1.500
		navy_screen_defence_factor = 2.000
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_3
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	navy_carrier_1 = {
		sprite = 3
		sortie_efficiency = 1.000
		#experience_gain_navy = @experience_gain_low

		command_cap_increase = @tier1_cp_cap_increase
		command_power = @tier1_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_1
			modifier = {
				factor = 0
				command_power < @tier1_cp_cost
			}
		}
	}

	navy_carrier_2 = {
		sprite = 3
		sortie_efficiency = 1.500
		#experience_gain_navy = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	navy_carrier_3 = {
		sprite = 3
		sortie_efficiency = 2.000
		#experience_gain_navy = @experience_gain_high

		command_cap_increase = @tier3_cp_cap_increase
		command_power = @tier3_cp_cost

		ai_will_do = {
			factor = @navy_command_factor_3
			modifier = {
				factor = 0
				has_navy_size = { unit = carrier size < 1 }
			}
			modifier = {
				factor = 0
				command_power < @tier3_cp_cost
			}
		}
	}

	evans_deakin_trait = { #at end for save compat
		random = no
		equipment_bonus = {
			carrier = {
				naval_range = 0.25
			}
			capital_ship = {
				naval_range = 0.25
			}
			screen_ship = {
				naval_range = 0.25
			}
			submarine = {
				naval_range = 0.25
				build_cost_ic = -1.000
			}
			convoy = {
				build_cost_ic = -1.000
			}
		}

		ai_will_do = {
			factor = 1
		}
	}
	
	cockatoo_trait = { #at end for save compat
		random = no
		equipment_bonus = {
			ship_hull_cruiser = { #CLs & CAs
				naval_range = 0.3 
				sub_detection = 0.1 
				naval_speed = 0.1
			}
			ship_hull_light = { #DDs
				naval_range = 0.3 
				sub_detection = 0.1 
				naval_speed = 0.1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}
	
	cautious_arbiter = {
		random = no
		political_power_factor = 1.000
		war_support_factor = -0.05
		communism_acceptance = 30
		
		ai_will_do = {
			factor = 1
		}
	}
	
	viceroy_emeritus = {
		random = no
		generate_wargoal_tension = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	surveyor = { 
		sprite = 5
		army_speed_factor = 1.000
		initiative_factor = 0.800
		land_reinforce_rate = 0.200
		#experience_gain_army = @experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}

	army_chief_army_high_command = { # Werner von Fritsch (Oberkommando des Heeres)
		sprite = 5
		army_artillery_attack_factor = 1.500
		army_artillery_defence_factor = 1.000
		max_planning_factor = 1.000
		experience_gain_army = @chief_experience_gain_medium

		command_cap_increase = @tier2_cp_cap_increase
		command_power = @tier2_cp_cost

		ai_will_do = {
			factor = @army_chief_factor_2
			modifier = {
				factor = 0
				command_power < @tier2_cp_cost
			}
		}
	}
}
