﻿barbarian_fury_discipline_1 = {
	discipline = 0.15
	siege_ability = 0.2 
	siege_engineers = 1
	archers_offensive = 0.1
	archers_defensive = 0.1
	light_infantry_offensive = 0.1
	light_infantry_defensive = 0.1
	horse_archers_offensive = 0.1
	horse_archers_defensive = 0.1
	light_cavalry_offensive = 0.1
	light_cavalry_defensive = 0.1
	heavy_cavalry_offensive = 0.1
	heavy_cavalry_defensive = 0.1
	chariots_offensive = 0.1
	chariots_defensive = 0.1
	heavy_infantry_offensive = 0.1
	heavy_infantry_defensive = 0.1
}

barbarian_fury_discipline_2 = {
	discipline = 0.25
	siege_ability = 0.3
	siege_engineers = 2
	archers_offensive = 0.2
	archers_defensive = 0.2
	light_infantry_offensive = 0.2
	light_infantry_defensive = 0.2
	horse_archers_offensive = 0.2
	horse_archers_defensive = 0.2
	light_cavalry_offensive = 0.2
	light_cavalry_defensive = 0.2
	heavy_cavalry_offensive = 0.2
	heavy_cavalry_defensive = 0.2
	chariots_offensive = 0.2
	chariots_defensive = 0.2
	heavy_infantry_offensive = 0.2
	heavy_infantry_defensive = 0.2
}

cursed_by_elohim = {
	levy_size_multiplier = -0.01
	global_monthly_food_modifier = -0.1
    omen_power = -1
	religious_tech_investment = -0.25
	global_population_growth = -0.2
	global_slaves_happyness = negative_happiness_huge_svalue
	global_commerce_modifier = -0.2
	land_morale_modifier = -0.2
	naval_morale_modifier = -0.2
	stability_cost_modifier = 0.1
	manpower_recovery_speed = -0.2
	war_exhaustion = 0.1
}

germanisch_wanderung = { 
	global_tribesmen_output = 0.2
	## Repeat Invictus base modifiers for tribal_chiefdom
	levy_size_multiplier = 0.175 # 0.05 added from Antagonist below
	global_manpower_modifier = 0.5 # same as 50% very hard TEInv v0.7.2  
	manpower_recovery_speed = 0.3 # 0.1 added from Antagonist below
	land_morale_recovery = 0.05
	land_morale = 0.30 #TEInv base morale boost doubled v0.6.1

	## Hard / Very Hard AI mods 50% from Antagonist bonus
	land_morale_modifier = 0.15 # same as very hard AI plus 50%
	naval_morale_modifier = 0.15 # same as very hard AI plus 50%
	global_tax_modifier = 0.25
	#global_manpower_modifier = 0.25 # added to base tribal above
	ruler_popularity_gain = 0.5
	monthly_tyranny = -0.02
	#agressive_expansion_monthly_change = -0.01 # added to Antagonist below
	global_monthly_state_loyalty = 0.01 # same as very hard AI

	#happiness_for_same_culture_modifier = 0.075 # added to Antagonist below
	#civil_war_threshold = 0.05 # added to Antagonist below

	## Antagonist mods
	civil_war_threshold = 0.15 # 0.05 added from 50% Very hard above
	happiness_for_same_culture_modifier = 0.1 # 0.075 added from 50% Very hard above
	agressive_expansion_monthly_change = -0.21 # -0.01 added from 50% Very hard above
	#levy_size_multiplier = 0.05 # added to base tribal above
	#manpower_recovery_speed = 0.1 # added to base tribal above
	war_exhaustion = -0.1
	integrate_speed = 2
	subject_opinions = 40

	#Extra
	discipline = 0.15
	siege_ability = 0.2 
	siege_engineers = 1
	archers_offensive = 0.1
	archers_defensive = 0.1
	light_infantry_offensive = 0.1
	light_infantry_defensive = 0.1
	#horse_archers_offensive = 0.1
	#horse_archers_defensive = 0.1
	light_cavalry_offensive = 0.1
	light_cavalry_defensive = 0.1
	#heavy_cavalry_offensive = 0.1
	#heavy_cavalry_defensive = 0.1
	chariots_offensive = 0.1
	chariots_defensive = 0.1
	#heavy_infantry_offensive = 0.1
	#heavy_infantry_defensive = 0.1
}

late_antiquity_pop_decline_central = {
	#levy_size_multiplier = -0.035
	army_maintenance_cost = 0.35
	navy_maintenance_cost = 0.35
	global_population_growth = -0.22
	global_monthly_civilization = -0.02
	country_civilization_value = -25
	global_population_capacity_modifier = -0.3
	global_manpower_modifier = -0.3
	global_commerce_modifier = -0.3
	global_capital_trade_routes = -6
}

late_antiquity_pop_decline_occident = {
	#levy_size_multiplier = -0.05
	army_maintenance_cost = 0.5
	navy_maintenance_cost = 0.5
	global_population_growth = -0.33
	global_monthly_civilization = -0.03
	country_civilization_value = -35
	global_population_capacity_modifier = -0.4
	global_manpower_modifier = -0.4
	global_commerce_modifier = -0.4
	global_capital_trade_routes = -9
}

late_antiquity_pop_decline_orient = {
	#levy_size_multiplier = -0.025
	army_maintenance_cost = 0.25
	navy_maintenance_cost = 0.25
	global_population_growth = -0.11
	global_monthly_civilization = -0.01
	country_civilization_value = -15
	global_population_capacity_modifier = -0.2
	global_manpower_modifier = -0.2
	global_commerce_modifier = -0.2
	global_capital_trade_routes = -3
}

sirte_foederatus = {
	loyalty_to_overlord = -40
}
