# All global modifiers are here.  They are applied from certain game-features.
#
# Effects are fully scriptable here.

# The names can NOT be removed or changed since the code references them

##########################################################################
# Difficulty Modifiers
##########################################################################

very_easy_player = {
	fertility = 0.5
	land_morale = 0.5
}

easy_player = {
	fertility = 0.25
	land_morale = 0.25
}

normal_player = {
}

hard_player = {
}

very_hard_player = {
	land_morale = -0.25
}

very_easy_ai = {
	land_morale = -0.25
}

easy_ai = {
}

normal_ai = {
}

hard_ai = {
	land_morale = 0.25
	global_tax_modifier = 0.1
	levy_reinforce_rate = 0.5
}

very_hard_ai = {
	land_morale = 0.5
	global_tax_modifier = 0.2
	levy_reinforce_rate = 1.0
}

##########################################################################
# Provincial Static Modifiers
##########################################################################

province_base_values = {
	supply_limit = 2.5
}

coastal = {
}

non_coastal = {
}

coastal_sea = {
}

sea_zone = {
	max_attrition = 0.05
}

land_province = {
	max_attrition = 0.05
	#garrison_growth = 0.1	#10% base growth
}

mild_winter = {
	supply_limit = -1
	max_attrition = 0.1
}

normal_winter = {
	supply_limit = -1.5
	max_attrition = 0.15
}

severe_winter = {
	supply_limit = -2.5
	max_attrition = 0.2
}

out_of_supply = {
	max_attrition = 0.1
}

no_adjacent_controlled = {
}

# Another culture in the same culture group
same_culture_group = {
	local_tax_modifier = -0.05
	levy_size = -0.05
}

# A culture in another culture group
non_accepted_culture = {
	local_revolt_risk = 0.01
	local_tax_modifier = -0.1
	levy_size = -0.1
}

# Another religion in the same religion group
same_religion_group = {
	local_revolt_risk = 0.01
}

# A religion in another religion group
different_religion = {
	local_revolt_risk = 0.02
}

# County vs Count is heresy vs parent religion
county_heresy = {
	local_revolt_risk = 0.02
}

# Nomads: Pressure from minor Clans to form another Major Clan
# Multiplied by the number counties held above the required proportion (see define MIN_CLAN_LAND_PROPORTION)
nomad_ruling_clan_too_powerful = {
	local_revolt_risk = 0.04
}

# Isolated county
county_isolated = {
	local_revolt_risk = 0.02
}

new_administration = {
	levy_reinforce_rate = -0.7
	local_tax_modifier = -0.3
	icon = 19
}

recently_conquered = {
	levy_size = -2
	levy_reinforce_rate = -1
	local_tax_modifier = -1
	icon = 19
}

occupied = {
	levy_size = -2
	levy_reinforce_rate = -1
	local_tax_modifier = -1.0
	icon = 19
}

occupied_different_culture = {
	icon = 20
}

occupied_different_culturegroup = {
	icon = 20
}

occupied_different_religion = {
	icon = 35
}

occupied_different_religiongroup = {
	icon = 35
}

looted_modifier = {
	local_tax_modifier = -0.25
	
	icon = 24
}

maintaining_mercenary_band = {
	levy_size = -0.3
	max_manpower_mult = -0.1
	manpower_growth = -0.1
	icon = 31
}

maintaining_mercenary_band_2 = {
	levy_size = -0.4
	max_manpower_mult = -0.1
	manpower_growth = -0.1
	icon = 31
}

maintaining_mercenary_band_3 = {
	levy_size = -0.5
	max_manpower_mult = -0.1
	manpower_growth = -0.1
	icon = 31
}

maintaining_mercenary_band_4 = {
	levy_size = -0.6
	max_manpower_mult = -0.1
	manpower_growth = -0.1
	icon = 31
}

maintaining_mercenary_band_5 = {
	levy_size = -0.7
	max_manpower_mult = -0.1
	manpower_growth = -0.1
	icon = 31
}

maintaining_mercenary_band_6 = {
	levy_size = -0.8
	max_manpower_mult = -0.1
	manpower_growth = -0.1
	icon = 31
}

maintaining_mercenary_band_7 = {
	levy_size = -0.9
	max_manpower_mult = -0.1
	manpower_growth = -0.1
	icon = 31
}

occupied_tutorial = {
	icon = 19
	levy_size = -2
	garrison_size = -0.9
}
troops_tutorial = {
	icon = 19
	levy_size = 4
}

under_siege = {
}

looted = {
	supply_limit = -1
	local_tax_modifier = -0.5			#50% less tax income.
}

revolt_risk = {
}

foreign_rebels = {
	local_revolt_risk = 0.1
	icon = 1
}

jizya_tax = {
	local_tax_modifier = 0.2
	levy_size = -0.4
	icon = 4
}

settled_adventurer = {
	icon = 1
}

##########################################################################
# Combat Static Modifiers
##########################################################################

river_crossing = {
	icon = 2
	archers_offensive = -0.05
	light_infantry_offensive = -0.1
	pikemen_offensive = -0.15
	heavy_infantry_offensive = -0.15
	light_cavalry_offensive = -0.1
	knights_offensive = -0.15
	horse_archers_offensive = -0.1
}

major_river_crossing = {
	icon = 2
	archers_offensive = -0.1
	light_infantry_offensive = -0.15
	pikemen_offensive = -0.2
	heavy_infantry_offensive = -0.2
	light_cavalry_offensive = -0.15
	knights_offensive = -0.2
	horse_archers_offensive = -0.15
}

strait_crossing = {
	icon = 3
	archers_offensive = -0.05
	light_infantry_offensive = -0.1
	pikemen_offensive = -0.15
	heavy_infantry_offensive = -0.15
	light_cavalry_offensive = -0.1
	knights_offensive = -0.15
	horse_archers_offensive = -0.1
}

amphibious_landing = {
	icon = 4
	archers_offensive = -0.05
	light_infantry_offensive = -0.1
	pikemen_offensive = -0.15
	heavy_infantry_offensive = -0.15
	light_cavalry_offensive = -0.1
	knights_offensive = -0.15
	horse_archers_offensive = -0.1
}

defenderbonus_mountain = {
	icon = 1
	archers_defensive = 0.2
	light_infantry_defensive = 0.1
	pikemen_defensive = 0.2
	heavy_infantry_defensive = 0.1
	horse_archers_defensive = 0.25
}

defenderbonus_hills = {
	icon = 1
	archers_defensive = 0.2
	horse_archers_defensive = 0.2
	pikemen_defensive = 0.1
}

defenderbonus_forest = {
	icon = 1
	light_infantry_defensive = 0.1
	pikemen_defensive = 0.1
	heavy_infantry_defensive = 0.1
}

defenderbonus_jungle = {
	icon = 1
	archers_defensive = 0.3
	light_infantry_defensive = 0.1
	pikemen_defensive = 0.2
	heavy_infantry_defensive = 0.1
	horse_archers_defensive = -0.25

	light_infantry_offensive = 0.1
	heavy_infantry_offensive = 0.1
	pikemen_offensive = 0.1
	horse_archers_offensive = -0.15
}

personally_leading_troops = {
	land_morale = 0.1
}

##########################################################################
# Attribute Mods: Multiplied by the value (including councillor and spouse additions)
##########################################################################

static_diplomacy_mod = {
	monthly_character_prestige = 0.02
}

static_intrigue_mod = {
}

static_stewardship_mod = {
	global_tax_modifier = 0.015
}

static_martial_mod = {
	land_organisation = 0.01
	siege_defence = 0.01
	land_morale = 0.01
}

static_learning_mod = {
	monthly_character_piety = 0.015
}

##########################################################################
# Realm Static Modifiers
##########################################################################

base_values = {
	land_organisation = 0.2			#20% morale recovery.
}

war = {
}

peace = {
}

pretender_modifier = {
}

##########################################################################
# Settlement Base Modifiers
##########################################################################

castle = {
	tax_income = 2
	fort_level = 4
	build_cost_modifier = 500
	build_time_modifier = 1825
	light_infantry = 50
	archers = 50
	heavy_infantry = 150
	knights = 25
	levy_reinforce_rate = 1.0
	land_organisation = 0.2
}

city = {
	tax_income = 4
	fort_level = 2
	light_infantry = 100
	archers = 50
	galleys = 6
	build_cost_modifier = 500
	build_time_modifier = 1825
	land_organisation = 0.2
}

temple = {
	tax_income = 3
	fort_level = 3
	heavy_infantry = 125
	light_infantry = 75
	archers = 25
	galleys = 3
	build_cost_modifier = 500
	build_time_modifier = 1825
	levy_reinforce_rate = 0.5
	land_organisation = 0.2
	tech_growth_modifier = 0.2
}

trade_post = {
	tax_income = 5
	fort_level = 1
	levy_size = 0
	light_infantry = 100
	pikemen = 100
	archers = 200
	build_cost_modifier = 150
	build_time_modifier = 730
	land_organisation = 0.2
}

family_palace = {
	tax_income = 1
	fort_level = 0
}

tribal = {
	tax_income = 1
	fort_level = 5
	light_infantry = 150
	heavy_infantry = 25
	archers = 100
	light_cavalry = 25
	galleys = 2
	levy_reinforce_rate = 1.5
	land_organisation = 0.2
	build_cost_modifier = 25 # cost per empty holding slot
	build_time_modifier = 365
}

nomad = {
	tax_income = 0
	fort_level = 0
	levy_size = -3
	light_cavalry = 100
	levy_reinforce_rate = 0
	land_organisation = 0
}

fort = {
	tax_income = 0
	fort_level = 6
	levy_size = 0
	light_infantry = 50
	archers = 50
	heavy_infantry = 125
	light_cavalry = 50
	build_cost_modifier = 50
	build_time_modifier = 30
}

hospital = {
	tax_income = 0
	hospital_level = 1
	fort_level = 0
	levy_size = 0
	build_cost_modifier = 100
	build_time_modifier = 365
	land_organisation = 0.2
}

##########################################################################
# Culture Static Modifiers
##########################################################################
# The name of these must be specified in the culture itself, except for the holding modifiers


default_culture_modifier = {
}
slovene_culture_modifier = {
	light_cavalry_defensive = 0.05##half
	light_infantry_defensive = 0.05##half
	archers_defensive = 0.05##half
	church_opinion = 6
	short_reign_length = -2
	garrison_size = 0.2
	tax_income = -0.05 #half negative
	max_attrition = 0.05
	levy_size = 0.1
}
Zaghawa_culture_modifier = {
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.05#
	camel_cavalry_offensive = 0.1#
	camel_cavalry_defensive = 0.1#
	culture_flex = -0.1
	religion_flex = -0.1
	local_tax_modifier = 0.1 #feudal
#	nomad_tax_modifier = 0.1 #nomad
	max_attrition = 0.05
}
Daju_culture_modifier = {
	levy_size = 0.1
	levy_reinforce_rate = 0.05#
	tax_income = 1
	local_build_time_modifier = -0.1
	garrison_size = 0.2
}
Kanuri_culture_modifier = {
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	religion_flex = 0.1 #negative
	tax_income = 1
	local_tax_modifier = 0.1
	siege_speed  = 0.2
	levy_reinforce_rate = 0.05#
	add_piety_modifier = 0.05
	add_prestige_modifier = 0.05
}
Hausa_culture_modifier = {
	archers_offensive = 0.05#
	archers_defensive = 0.025#
	light_infantry_offensive = 0.025#
	light_infantry_defensive = 0.05#
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	land_organisation = 0.05#
	local_build_cost_modifier = -0.1
	tax_income = 1
	local_tax_modifier = 0.1
}
Yugoslavian_culture_modifier = {
	culture_flex = -0.1
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	local_tax_modifier = 0.05 #half
	tax_income = 0.5 #half
	galleys_perc = 0.1 #half
	tech_growth_modifier_economy = 0.05 #half
	land_morale = 0.025# #half
	levy_reinforce_rate = 0.025# #half
}
Grecopersian_culture_modifier = {
	culture_flex = -0.05 #half
	religion_flex = -0.05 #half
	retinuesize_perc = 0.05
	local_tax_modifier = 0.1
	add_prestige_modifier = 0.05 #half
	global_tradevalue_mult = 0.075 #half
	levy_reinforce_rate = 0.05##half
}
Emilian_culture_modifier = {
	tech_growth_modifier = 0.1 #double
	global_tradevalue_mult = 0.15
	galleys_perc = 0.1 #half 
	local_tax_modifier = 0.15 #extra
}
Galatian_culture_modifier = {
	light_infantry_offensive = 0.15#
	light_infantry_defensive = 0.15#
	vassal_opinion = 6#
	tech_growth_modifier_culture = 0.05 #half
	global_supply_limit = 0.1
	levy_size = 0.05 #half
	local_revolt_risk = -0.01
}
Tamazight_culture_modifier = { #mountain
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	land_morale = 0.05#
	land_organisation = 0.05#
	fertility = 0.1
	max_attrition = 0.05
	culture_flex = 0.05 #half negative
	religion_flex = 0.05 #half negative
	fort_level = 0.5
}
Numidian_culture_modifier = { #carthage trade
	light_cavalry_offensive = 0.15#
	light_cavalry_defensive = 0.15#
	land_morale = 0.05#
	land_organisation = 0.05#
	fertility = 0.1
	max_attrition = 0.05
	culture_flex = 0.05 #half negative
	religion_flex = 0.05 #half negative
	global_tradevalue_mult = 0.15
}
Garamante_culture_modifier = { #aquaducts
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	land_morale = 0.05#
	land_organisation = 0.05#
	fertility = 0.1
	max_attrition = 0.05
	culture_flex = 0.05 #half negative
	religion_flex = 0.05 #half negative
	local_build_cost_modifier = -0.1
}
Guanche_culture_modifier = {
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	land_morale = 0.05#
	land_organisation = 0.05#
	fertility = 0.1
	max_attrition = 0.05
	culture_flex = 0.05 #half negative
	religion_flex = 0.05 #half negative
	galleys_perc = 0.2
}
Tuareg_culture_modifier = {
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	land_morale = 0.05#
	land_organisation = 0.05#
	fertility = 0.1
	max_attrition = 0.05
	culture_flex = 0.05 #half negative
	religion_flex = 0.05 #half negative
	tech_growth_modifier_culture = 0.1
}
Zenatian_culture_modifier = {
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	land_morale = 0.05#
	land_organisation = 0.05#
	fertility = 0.1
	max_attrition = 0.05
}
Cumbric_culture_modifier = {
	land_morale = 0.05#
	max_attrition = 0.05
	light_infantry_offensive = 0.075##half
	light_infantry_defensive = 0.075##half
	garrison_size = 0.2
	tax_income = 0.5 #half
	retinuesize_perc = 0.025
	levy_size = 0.1
#	church_opinion = -3##half negative
}
Corsican_culture_modifier = {
	local_revolt_risk = 0.01#freedom
	land_morale = 0.075##extra
	land_organisation = 0.075##extra
	garrison_size = 0.2
	max_attrition = 0.05
	culture_flex = 0.1 #negative
}
Tuscan_culture_modifier = {
	pikemen_offensive = 0.075##half
	pikemen_defensive = 0.075##half
	tech_growth_modifier_culture = 0.1
	tech_growth_modifier_economy = 0.1
	tax_income = 1
	local_tax_modifier = 0.1
	add_prestige_modifier = 0.1
	global_tradevalue_mult = 0.075 #half
	vassal_opinion = -4 #negative
	liege_opinion = -4 #negative
	}
umbrian_culture_modifier = {
	local_revolt_risk = -0.01
	global_tradevalue_mult = 0.15
	local_tax_modifier = 0.10
	levy_reinforce_rate = 0.1
	culture_flex = -0.1
}
Venetian_culture_modifier = {
	trade_route_value = 2
	global_tradevalue_mult = 0.15
	retinuesize_perc = 0.025
	retinue_maintenence_cost = -0.1
	fort_level = 0.5
	galleys_perc = 0.2
	land_morale = -0.05 #negative
}
Neapolitan_culture_modifier = {
	trade_route_value = 2
	global_tradevalue_mult = 0.15
	retinuesize_perc = 0.025
	garrison_size = 0.2
	general_opinion = 4
}
Sardinian_culture_modifier = {
	tax_income = 1
	global_tradevalue_mult = 0.15
	fort_level = 0.5
	culture_flex = -0.1
	local_revolt_risk = -0.01
}
Ligurian_culture_modifier = {
	trade_route_value = 2
	global_tradevalue_mult = 0.15
	galleys_perc = 0.2
	global_tax_modifier = 0.025 #half
	culture_flex = -0.1
	garrison_size = 0.2
	levy_reinforce_rate = -0.025##half negative
}
Lombard_culture_modifier = { #italian
	global_tradevalue_mult = 0.15
	add_prestige_modifier = 0.1
	local_build_time_modifier = -0.1#
	tech_growth_modifier = 0.05
	retinuesize_perc = 0.025
	fort_level = 0.5
	culture_flex = 0.1 #negative
}
Dalmatian_culture_modifier = {
	trade_route_value = 2
	global_tradevalue_mult = 0.15
	fort_level = 0.5
	galleys_perc = 0.2
	culture_flex = -0.1
}
Alemannic_culture_modifier = { #german
	light_infantry_offensive = 0.15#
	pikemen_offensive = 0.15#
	local_revolt_risk = -0.01
	add_prestige_modifier = 0.1
	tax_income = 1
	tech_growth_modifier = 0.025 #half
	retinuesize_perc = 0.05
	religion_flex = 0.05 #Half Negative, League war & stuff
}
Swabian_culture_modifier = {
	tech_growth_modifier_culture = 0.1
	local_tax_modifier = 0.1
	add_prestige_modifier = 0.1
	add_piety_modifier = 0.1
	short_reign_length = -2
#	church_opinion = 3 #half
	levy_reinforce_rate = -0.05 #half negative
}
Swiss_culture_modifier = { #Arpitian
	pikemen_offensive = 0.075
	pikemen_defensive = 0.075
	knights_offensive = 0.075
	knights_defensive = 0.075
	general_opinion = 4
	short_reign_length = -2
	retinue_maintenence_cost = -0.1
	local_tax_modifier = 0.1
	fort_level = 0.5
	levy_size = -0.1 #negative
}
Colognian_culture_modifier = {
	heavy_infantry_offensive = 0.15#
	pikemen_offensive = 0.15#
	local_revolt_risk = -0.01
#	church_opinion = 6
	tax_income = 1
	tech_growth_modifier = 0.05
	retinuesize_perc = 0.05
	religion_flex = 0.1 #Negative, League war & stuff
}
Thuringian_culture_modifier = {
	local_build_time_modifier = -0.1#
	local_tax_modifier = 0.1
	tax_income = 1
	religion_flex = -0.1
	fort_level = 0.5
}
Bavarian_culture_modifier = {
	local_revolt_risk = -0.005 #half
	land_morale = 0.05#
	local_tax_modifier = 0.1
	add_prestige_modifier = 0.05 #half
	tech_growth_modifier_culture = 0.1
	fertility = 0.1
#	church_opinion = 3 #half
	short_reign_length = -1 #half negative
}
Austrian_culture_modifier = {
	local_revolt_risk = -0.005 #half
	land_morale = 0.05#
	local_tax_modifier = 0.1
	add_prestige_modifier = 0.05 #half
	fertility = 0.1
	short_reign_length = -2
}
Teutonic_culture_modifier = {
	pikemen_offensive = 0.025#
	pikemen_defensive = 0.025#
	light_cavalry_offensive = 0.025#
	light_cavalry_defensive = 0.025#
	knights_offensive = 0.025#
	knights_defensive = 0.025#
	heavy_infantry_offensive = 0.025#
	heavy_infantry_defensive = 0.025#
	light_infantry_offensive = 0.025#
	light_infantry_defensive = 0.025#
	archers_offensive = 0.025#
	archers_defensive = 0.025#
	local_tax_modifier = 0.1
	tax_income = 1
	church_opinion = 6
	religion_flex = 0.1 #negative
	land_organisation = 0.05#
	levy_reinforce_rate = 0.05#
}
Franconian_culture_modifier = {
	tech_growth_modifier = 0.05
	local_tax_modifier = 0.1
	tax_income = 0.5 #half
	add_prestige_modifier = 0.1
	add_piety_modifier = 0.05 #half
	general_opinion = 2 #half
#	church_opinion = 3 #half
}
Flemish_culture_modifier = { #dutch low_frankish
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	pikemen_offensive = 0.05#
	pikemen_defensive = 0.05#
	local_build_time_modifier = -0.1#
	tech_growth_modifier_economy = 0.1
	global_tradevalue_mult = 0.15
	galleys_perc = 0.2
}
Aromanian_culture_modifier = { #vlash+
	pikemen_offensive = 0.025#
	pikemen_defensive = 0.025#
	light_cavalry_offensive = 0.025#
	light_cavalry_defensive = 0.025#
	knights_offensive = 0.025#
	knights_defensive = 0.025#
	heavy_infantry_offensive = 0.025#
	heavy_infantry_defensive = 0.025#
	light_infantry_offensive = 0.025#
	light_infantry_defensive = 0.025#
	archers_offensive = 0.025#
	archers_defensive = 0.025#
	retinue_maintenence_cost = -0.1#
	short_reign_length = -2
	levy_reinforce_rate = 0.05#
	religion_flex = -0.1
}
Agnean_culture_modifier = { #Taucharian language
	local_revolt_risk = -0.01
	local_tax_modifier = 0.1
	culture_flex = -0.1
	land_morale = 0.05#
	max_attrition = 0.05 #Taklamakan Desert
}
Burgundian_culture_modifier = {
	heavy_infantry_offensive = 0.05##half
	light_infantry_offensive = 0.05##half
	light_infantry_defensive = 0.05##half
	culture_flex = -0.1
	short_reign_length = -2
	retinue_maintenence_cost = -0.1
	local_tax_modifier = 0.05 #half
	global_tradevalue_mult = 0.075 #half
	fort_level = 0.5
	levy_size = -0.05 #half negative
}
Gepid_culture_modifier = {
	heavy_infantry_offensive = 0.05##half
	light_infantry_offensive = 0.05##half
	light_infantry_defensive = 0.05##half
	fertility = 0.1
	retinuesize_perc = 0.025 #half
	tax_income = 1
	fort_level = 0.5
	add_prestige_modifier = 0.1
}
Vandal_culture_modifier = {
	heavy_infantry_offensive = 0.05##half
	light_cavalry_offensive = 0.05##half
	light_cavalry_defensive = 0.05##half
	fertility = 0.1
	retinuesize_perc = 0.05
	global_supply_limit = 0.1
	add_prestige_modifier = 0.1
	local_tax_modifier = -0.05 #negative half
	culture_flex = -0.1
	religion_flex = 0.1 #negative
}
###########################north_germanic#################################
Norse_culture_modifier = { #EU4 JomsVikings
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	levy_reinforce_rate = 0.05#
	levy_size = 0.1
	land_morale = 0.05#
	add_prestige_modifier = 0.1
}
Swedish_culture_modifier = {
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	pikemen_offensive = 0.05#
	pikemen_defensive = 0.05#
	levy_reinforce_rate = 0.05#
	retinue_maintenence_cost = -0.1#
	tax_income = 1
	short_reign_length = -2
}
Norwegian_culture_modifier = {
	galleys_perc = 0.2
	add_prestige_modifier = 0.1
	tax_income = 1
	trade_route_value = 2
	land_morale = 0.05##viking heritage
}
Danish_culture_modifier = {
	levy_reinforce_rate = 0.05#
	short_reign_length = -2
	local_tax_modifier = 0.1
	local_revolt_risk = -0.01
	galleys_perc = 0.2
#	church_opinion = 6#
	add_piety_modifier = -0.1 #nerf
}
Icelandic_culture_modifier = { 
	galleys_perc = 0.2
	local_revolt_risk = -0.01
	tax_income = 1
	add_piety_modifier = 0.05 #half
	trade_route_value = 1 #half
	land_morale = 0.05##viking heritage
}
Anglo-Norse_culture_modifier = { #norse & english
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	archers_offensive = 0.1#
	archers_defensive = 0.1#
	levy_reinforce_rate = 0.05#
	levy_size = 0.05 #half
	galleys_perc = 0.1 #half
	land_morale = 0.05#
	add_prestige_modifier = 0.1
}
#########################central_germanic#################################
German_culture_modifier = { #Imperial
	heavy_infantry_offensive = 0.15#
	pikemen_offensive = 0.15#
	local_revolt_risk = -0.01
	add_prestige_modifier = 0.1
	tax_income = 1
	tech_growth_modifier = 0.05
	retinuesize_perc = 0.05
	religion_flex = -0.1 #League war negative stuff
}
Longobard_culture_modifier = {
	global_tradevalue_mult = 0.075 #half
	add_prestige_modifier = 0.1
	local_build_time_modifier = -0.05##half
	global_supply_limit = 0.1
	retinuesize_perc = 0.05
	disease_defence = 0.1
}
Frankish_culture_modifier = { #EU4 Karling
	local_revolt_risk = -0.01
	short_reign_length = -1 #half
	add_prestige_modifier = 0.05 #half
	land_morale = 0.05#
	tech_growth_modifier = 0.05
	levy_reinforce_rate = 0.05#
#	local_build_cost_modifier = -0.1
}
Suebi_culture_modifier = { 
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	local_tax_modifier = -0.1 #negative
	tax_income = 1
	global_supply_limit = 0.1
	land_morale = 0.05#
	levy_size = 0.1
}
Dutch_culture_modifier = { 
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	pikemen_offensive = 0.05#
	pikemen_defensive = 0.05#
	local_build_time_modifier = -0.05##half
	tech_growth_modifier_economy = 0.1
	global_tradevalue_mult = 0.15
	global_supply_limit = 0.05 #half
	galleys_perc = 0.2
}
#########################west_germanic#################################
English_culture_modifier = {
	galleys_perc = 0.2
	land_morale = 0.05#
	local_tax_modifier = 0.05 #half
	global_tax_modifier = 0.025 #half
	global_tradevalue_mult = 0.15
	local_revolt_risk = -0.005 #half
	archers_offensive = 0.1##half
	archers_defensive = 0.05##half
}
Anglo-Norse_culture_modifier = { #norse & english
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	archers_offensive = 0.1#
	archers_defensive = 0.1#
	levy_reinforce_rate = 0.05#
	levy_size = 0.05 #half
	galleys_perc = 0.1 #half
	land_morale = 0.05#
	add_prestige_modifier = 0.1
}
Anglo-Saxon_culture_modifier = { #saxon & english
	local_build_time_modifier = -0.1#
	galleys_perc = 0.1 #half
	local_tax_modifier = 0.1
	land_morale = 0.05#
	religion_flex = -0.1
	add_prestige_modifier = 0.05 #half
}
Saxon_culture_modifier = {
	local_build_time_modifier = -0.05##half
	general_opinion = 2 #half
	local_tax_modifier = 0.1
	global_supply_limit = 0.1
	local_revolt_risk = 0.01#freedom
	land_morale = 0.05#
	religion_flex = -0.1 #negative
	add_prestige_modifier = 0.1
}
Frisian_culture_modifier = { 
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	trade_route_value = 2
	tech_growth_modifier_economy = 0.05 #half
	global_tradevalue_mult = 0.075 #half
	global_supply_limit = 0.1
	galleys_perc = 0.2
}
Gothic_culture_modifier = { #custom
	heavy_infantry_offensive = 0.05##half
	light_infantry_offensive = 0.05##half
	light_infantry_defensive = 0.05##half
	fertility = 0.1
	retinuesize_perc = 0.025 #half
	global_tradevalue_mult = 0.075 #half
	fort_level = 0.5
	add_prestige_modifier = 0.05
	global_supply_limit = 0.1
	local_tax_modifier = -0.1 #negative
	culture_flex = -0.1
}
#########################latin######################################
French_culture_modifier = {
	land_morale = 0.05#
	levy_size = 0.1
	tech_growth_modifier = 0.05
	add_prestige_modifier = 0.1
	local_tax_modifier = 0.1
	castle_vassal_min_levy = -0.05 #negative
	castle_vassal_max_levy = -0.05 #negative
	demesne_size = 1
}
Norman_culture_modifier = {
	heavy_infantry_offensive = 0.1#
	heavy_infantry_defensive = 0.05#
	knights_offensive = 0.1#
	knights_defensive = 0.05#
	levy_size = 0.05 #half
	galleys_perc = 0.2
	add_prestige_modifier = 0.1
	culture_flex = -0.1
	tax_income = 0.5 #half
}
Italian_culture_modifier = {
	heavy_infantry_offensive = 0.075#
	heavy_infantry_defensive = 0.075#
	pikemen_offensive = 0.075#
	pikemen_defensive = 0.075#
	global_tradevalue_mult = 0.15
	local_tax_modifier = 0.1
	add_prestige_modifier = 0.1
	levy_reinforce_rate = 0.05#
}
Occitan_culture_modifier = {
	culture_flex = -0.05 #half
	religion_flex = -0.05 #half
	tax_income = 1
	global_tradevalue_mult = 0.075 #half
	land_morale = 0.025##half
	fort_level = 0.5
	add_prestige_modifier = 0.075 #minus
	heavy_infantry_offensive = 0.05##bonus
	light_cavalry_defensive = 0.025##bonus
}
Roman_culture_modifier = {
#	light_cavalry_offensive = 0.1
#	light_cavalry_defensive = 0.1
#	heavy_infantry_offensive = 0.1
#	heavy_infantry_defensive = 0.1
#	archers_offensive = 0.1
#	archers_defensive = 0.1
	land_morale = 0.05#
	short_reign_length = -1
	disease_defence = 0.05 #half
	local_revolt_risk = -0.01
	retinuesize_perc = 0.05
	tax_income = 1
#	levy_reinforce_rate = 0.1
#	local_tax_modifier = 0.1
}
Sicilian_culture_modifier = { #EU4 Naples
	plot_discovery_chance = 0.1
	add_prestige_modifier = 0.05 #half
	global_tradevalue_mult = 0.15
	tech_growth_modifier = 0.05
	land_organisation = 0.05#
#	local_build_time_modifier = -0.1
	short_reign_length = -1 #half
}
#########################iberian######################################
Basque_culture_modifier = {
	retinuesize_perc = 0.05
	tax_income = 1
	tech_growth_modifier = 0.05
	trade_route_value = 1 #half
	fort_level = 0.5
	global_tradevalue_mult = 0.15
	disease_defence = 0.1
#	church_opinion = -3##half negative
}
Castillan_culture_modifier = {
	light_cavalry_offensive = 0.1#
	light_cavalry_defensive = 0.1#
	light_infantry_defensive = 0.05#
	archers_defensive = 0.05#
	land_morale = 0.05#
	global_tradevalue_mult = 0.075 #half
	global_tax_modifier = 0.025 #half
#	church_opinion = 6#
	add_prestige_modifier = 0.1
}
Catalan_culture_modifier = {
	local_tax_modifier = 0.05 #half
	light_cavalry_offensive = 0.1##half
	light_infantry_defensive = 0.05##half
	galleys_perc = 0.2
	land_morale = 0.025##half
	culture_flex = -0.05 #half
	religion_flex = -0.05 #half
	fort_level = 0.05
	global_tradevalue_mult = 0.075 #half
}
Portuguese_culture_modifier = {
	fort_level = 0.05
	land_morale = 0.05#
	add_prestige_modifier = 0.1 #half
	rel_head_opinion = 10
	pikemen_offensive = 0.10#
	pikemen_defensive = 0.20#
}
#########################byzantine######################################
Armenian_culture_modifier = {
	land_organisation = 0.05#
	local_build_cost_modifier = -0.05#
	local_tax_modifier = 0.1
	tax_income = 1
	max_attrition = 0.05
}
Greek_culture_modifier = { #EU4 Byzantine
#	church_opinion = 3##half
	retinuesize_perc = 0.05
	local_tax_modifier = 0.1
	add_prestige_modifier = 0.1
	global_tradevalue_mult = 0.075 #half
	levy_reinforce_rate = 0.05#
}
Pontic_greek_culture_modifier = {
	religion_flex = -0.05 #half
	culture_flex = -0.05 #half
	local_tax_modifier = 0.05 #half
	tax_income = 0.5 #half
	add_prestige_modifier = 0.1
	global_tradevalue_mult = 0.15
	levy_reinforce_rate = 0.05#
}
Alan_culture_modifier = {
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.05#
	knights_offensive = 0.05#
	knights_defensive = 0.05#
	horse_archers_offensive = 0.05#
	horse_archers_defensive = 0.05#
	global_tradevalue_mult = 0.075 #half
	add_prestige_modifier = 0.05 #half
	global_supply_limit = 0.1
	religion_flex = -0.1
	land_morale = 0.05#
}
Georgian_culture_modifier = {
	local_build_cost_modifier = -0.05#
	general_opinion = 4
	castle_vassal_tax_modifier = 0.05
	levy_reinforce_rate = 0.05#
	retinue_maintenence_cost = -0.1
}
Siculo-Greek_culture_modifier = { #EU4 Naples, same as sicilian
	plot_discovery_chance = 0.1
	add_prestige_modifier = 0.05 #half
	global_tradevalue_mult = 0.15
	tech_growth_modifier = 0.05
	land_organisation = 0.05#
#	local_build_time_modifier = -0.1
	short_reign_length = -1 #half
}
#########################celtic######################################
Irish_culture_modifier = {
	trade_route_value = 2
	max_attrition = 0.05
	local_revolt_risk = -0.005 #half
	global_supply_limit = 0.05 #half
	local_tax_modifier = 0.1
#	church_opinion = 6#
}
Scottish_culture_modifier = { 
	levy_size = 0.1
	levy_reinforce_rate = 0.05#
	local_revolt_risk = 0.01#freedom
	local_tax_modifier = 0.1
	short_reign_length = -2
}
Pictish_culture_modifier = {
	levy_size = 0.1
	levy_reinforce_rate = 0.05#
	max_attrition = 0.05
	tax_income = 1
	short_reign_length = 2
	garrison_size = 0.1 #half
	culture_flex = 0.05 #half negative
}
Welsh_culture_modifier = {
	land_morale = 0.05#
	max_attrition = 0.05
	archers_offensive = 0.15
	archers_defensive = 0.15
	tax_income = 0.5 #half
	levy_size = 0.1
	fort_level = 0.5
	galleys_perc = -0.1 #half negative
	short_reign_length = 1 #negative
	add_prestige_modifier = 0.1
#	church_opinion = -3##half negative
	local_build_time_modifier = -0.05##half
}
Breton_culture_modifier = {
	light_infantry_offensive = 0.15#
	light_infantry_defensive = 0.15#
	max_attrition = 0.05
	garrison_size = 0.2
	global_tradevalue_mult = 0.075 #half
	galleys_perc = 0.1 #half
	levy_size = 0.05 #half
	land_morale = 0.025##half
}
Cornish_culture_modifier = { 
	land_morale = 0.05#
	max_attrition = 0.05
	short_reign_length = -1 #half
	local_tax_modifier = 0.1
	galleys_perc = 0.1 #half
	retinuesize_perc = 0.05
#	church_opinion = -3##half negative
	light_infantry_offensive = 0.075 #half
	light_infantry_defensive = 0.075 #half
	add_prestige_modifier = 0.1
}
Gallawa_culture_modifier = { #norse & irish
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	levy_reinforce_rate = 0.05#
	trade_route_value = 2
	local_revolt_risk = -0.01
	local_tax_modifier = 0.1
}
#########################finno_ugric######################################
Finnish_culture_modifier = {
	religion_flex = -0.1
	tax_income = 0.5 #half
	garrison_size = 0.2
	fort_level = 0.5
	max_attrition = 0.05
	land_morale = 0.05#
	levy_reinforce_rate = -0.025##half negative
}
Sami_culture_modifier = { #EU4 Sapmi
	levy_size = 0.1
	religion_flex = -0.1
	max_attrition = 0.05
	local_tax_modifier = 0.1
#	church_opinion = 6#
}
Estonian_culture_modifier = { #EU4 Pskov
	land_organisation = 0.05#
	retinue_maintenence_cost = -0.05##half
	local_revolt_risk = -0.01
	retinuesize_perc = 0.025 #half
	global_tradevalue_mult = 0.075 #half
	trade_route_value = 1 #half
	tax_income = 1
}
Komi_culture_modifier = { #EU4 Perm
	religion_flex = -0.1
	add_prestige_modifier = 0.1
	local_revolt_risk = -0.01
	fort_level = 0.5
	levy_size = 0.1
}
Khanty_culture_modifier = { #EU4 Siberian
	max_attrition = 0.05
	tax_income = 1
	fort_level = 0.5
	levy_size = 0.1
	levy_reinforce_rate = 0.05#
}
Samoyed_culture_modifier = { #EU4 Siberian
	max_attrition = 0.05
	tax_income = 1
	fort_level = 0.5
	levy_size = 0.1
	levy_reinforce_rate = 0.05#
}
Mordvin_culture_modifier = { #EU4 Nizhny
	local_build_cost_modifier = -0.05#
	fort_level = 0.5
	local_build_time_modifier = -0.1#
	local_tax_modifier = 0.1
	culture_flex = -0.1
}
Meshchera_culture_modifier = {
	max_attrition = 0.05
	fort_level = 0.5
	religion_flex = -0.1
	tax_income = 0.1
	culture_flex = -0.1
}
#########################baltic######################################
Lettigallish_culture_modifier = { #same as lithuanian
	light_cavalry_offensive = 0.075##half
	light_cavalry_defensive = 0.075##half
	levy_reinforce_rate = 0.05 #half
	religion_flex = -0.1
	local_tax_modifier = 0.1
	tax_income = 0.5 #half
	local_revolt_risk = -0.01
	tech_growth_modifier = 0.025 #half
}
Lithuanian_culture_modifier = {
	light_cavalry_offensive = 0.075##half
	light_cavalry_defensive = 0.075##half
	levy_reinforce_rate = 0.05 #half
	religion_flex = -0.1
	local_tax_modifier = 0.1
	tax_income = 0.5 #half
	local_revolt_risk = -0.01
	tech_growth_modifier = 0.025 #half
}
Prussian_culture_modifier = {
	pikemen_offensive = 0.025#
	pikemen_defensive = 0.025#
	light_cavalry_offensive = 0.025#
	light_cavalry_defensive = 0.025#
	knights_offensive = 0.025#
	knights_defensive = 0.025#
	heavy_infantry_offensive = 0.075#
	heavy_infantry_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	local_tax_modifier = 0.1
	land_morale = 0.05#
	levy_reinforce_rate = 0.05#
}
#########################altaic######################################
Turkish_culture_modifier = { #EU4 Ottomans
	light_cavalry_offensive = 0.075##half
	light_cavalry_defensive = 0##half
	horse_archers_offensive = 0.075##half
	horse_archers_defensive = 0##half
	religion_flex = -0.1
	culture_flex = -0.1
	levy_reinforce_rate = 0.05##feudal
	levy_size = 0.1 #feudal
	local_tax_modifier = 0.05 #half #feudal
#	manpower_growth = 0.05 #nomad
#	population_growth  = 0.05 #nomad
#	nomad_tax_modifier = 0.1 #nomad
}
Pecheneg_culture_modifier = { #Oghuz
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	levy_size = 0.1 #feudal
	local_revolt_risk = -0.01
	tech_growth_modifier_culture = 0.1 #filler
#	clan_sentiment = 4
#	population_growth  = 0.05 #nomad
}
Cuman_culture_modifier = { #EU4 Horde
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	levy_size = 0.1 #feudal
	local_revolt_risk = -0.01
	tech_growth_modifier_culture = 0.1 #filler
#	clan_sentiment = 4
#	population_growth  = 0.05 #nomad
}
Khazar_culture_modifier = { #EU4 Caucasian
	light_cavalry_offensive = 0.05##half
	light_cavalry_defensive = 0.025##half
	horse_archers_offensive = 0.05##half
	horse_archers_defensive = 0.025#half
	culture_flex = -0.1
	retinuesize_perc = 0.025 #half #feudal
	retinue_maintenence_cost = -0.05##half #feudal
	add_prestige_modifier = 0.05 #half
	short_reign_length = -2
	local_tax_modifier = 0.1 #feudal
#	manpower_growth = 0.05 #nomad
#	nomad_tax_modifier = 0.1 #nomad
}
Bolghar_culture_modifier = { #EU4 Kazan
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	religion_flex = -0.1
	levy_size = 0.1 #feudal
	land_morale = 0.05#
	fort_level = 0.5
#	population_growth  = 0.05 #nomad
}
Avar_culture_modifier = { #EU4 Caucasian
	light_cavalry_offensive = 0.05##half
	light_cavalry_defensive = 0.025##half
	horse_archers_offensive = 0.05##half
	horse_archers_defensive = 0.025#half
	culture_flex = -0.1
	retinuesize_perc = 0.025 #half #feudal
	retinue_maintenence_cost = -0.05##half #feudal
	add_prestige_modifier = 0.05 #half
	short_reign_length = -2
	local_tax_modifier = 0.1 #feudal
#	manpower_growth = 0.05 #nomad
#	nomad_tax_modifier = 0.1 #nomad
}
Karluk_culture_modifier = { #EU4 Yarkand, same as uyghur, maybe Timurids
	local_revolt_risk = -0.01
	local_tax_modifier = 0.1 #feudal
#	church_opinion = 6#
	land_morale = 0.05#
	levy_reinforce_rate = 0.05##feudal
#	population_growth  = 0.05 #nomad
#	nomad_tax_modifier = 0.1 #nomad
}
Kirghiz_culture_modifier = { #EU4 Horde
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	levy_reinforce_rate = 0.05# #feudal
	levy_size = 0.1 #feudal
	local_revolt_risk = -0.01
	tech_growth_modifier_military = 0.1 #filler
#	manpower_growth = 0.05 #nomad
#	population_growth  = 0.05 #nomad
}
Uyghur_culture_modifier = { #EU4 Yarkand
	local_revolt_risk = -0.01
	local_tax_modifier = 0.1 #feudal
#	church_opinion = 6#
	land_morale = 0.05#
	levy_reinforce_rate = 0.05##feudal
#	population_growth  = 0.05 #nomad
#	nomad_tax_modifier = 0.1 #nomad
}
Mongol_culture_modifier = { #EU4 Horde
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	levy_reinforce_rate = 0.05# #feudal
	levy_size = 0.1 #feudal
	local_revolt_risk = -0.01
	tech_growth_modifier_military = 0.1 #filler
#	manpower_growth = 0.05 #nomad
#	population_growth  = 0.05 #nomad
}
Khitan_culture_modifier = { #EU4 Horde
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	levy_reinforce_rate = 0.05# #feudal
	levy_size = 0.1 #feudal
	local_revolt_risk = -0.01
	tech_growth_modifier_military = 0.1 #filler
#	manpower_growth = 0.05 #nomad
#	population_growth  = 0.05 #nomad
}
Jurchen_culture_modifier = {
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	tax_income = 1
	levy_size = 0.1 #feudal
	local_revolt_risk = -0.01
	tech_growth_modifier_military = 0.1 #filler
	# population_growth  = 0.05 #nomad
}
#########################arabic######################################
Bedouin_culture_modifier = { #EU4 Najd
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.025#
	archers_offensive = 0.05#
	archers_defensive = 0.025#
	camel_cavalry_offensive = 0.075#
	camel_cavalry_defensive = 0.075#
	global_tradevalue_mult = 0.15
	max_attrition = 0.05
#	church_opinion = 6#
	retinue_maintenence_cost = -0.1#
}
Berber_culture_modifier = { #EU4 Algiers
	pikemen_offensive = 0.05#
	pikemen_defensive = 0.05#
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	galleys_perc = 0.2
	max_attrition = 0.05
	trade_route_value = 2
	global_tradevalue_mult = 0.15
}
Levantine_culture_modifier = {
	max_attrition = 0.025 #half
	religion_flex = -0.05 #half
	levy_size = 0.05 #half
	land_organisation = -0.025##half negative
	levy_reinforce_rate = 0.05#
	trade_route_value = 0.05 #half
	global_tradevalue_mult = 0.075 #half
	tax_income = 1
	add_prestige_modifier = 0.1
}
Egyptian_culture_modifier = { #EU4 Mamluk
	camel_cavalry_offensive = 0.075##half
	camel_cavalry_defensive = 0.075##half
	tax_income = 1
	add_prestige_modifier = 0.1
	levy_reinforce_rate = 0.05#
	tax_income = 1
	global_tradevalue_mult = 0.075 #half
}
Andalusian_culture_modifier = { #EU4 Granada
	light_cavalry_offensive = 0.075##half
	light_cavalry_defensive = 0.075##half
	religion_flex = -0.05 #half
	local_tax_modifier = 0.05 #half 
	tech_growth_modifier = 0.05
	global_tradevalue_mult = 0.075 #half
	local_build_cost_modifier = -0.05#
	levy_reinforce_rate = 0.025##half
	add_prestige_modifier = 0.05 #half
}
Siculo-Arabic_culture_modifier = { #EU4 Naples, same as sicilian
	plot_discovery_chance = 0.1
	add_prestige_modifier = 0.05 #half
	global_tradevalue_mult = 0.15
	tech_growth_modifier = 0.05
	land_organisation = 0.05#
#	local_build_time_modifier = -0.1
	short_reign_length = -1 #half
}
#########################east_slavic##################################
Russian_culture_modifier = {
	levy_size = 0.15 #extra
	levy_reinforce_rate = 0.075 #extra
	tax_income = 1
	tech_growth_modifier = 0.05
}
Ilmenian_culture_modifier = { #EU4 Novgorod
	retinuesize_perc = 0.025 #half
	add_prestige_modifier = 0.1
	global_tradevalue_mult = 0.075 #half
	galleys_perc = 0.2
	levy_reinforce_rate = 0.05#
	fort_level = 0.5
}
Severian_culture_modifier = { #EU4 Polotsk
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	max_attrition = 0.05
	short_reign_length = -2
	fort_level = 0.25 #half
	global_tradevalue_mult = 0.075 #half
	local_build_cost_modifier = -0.025 #half
	local_build_time_modifier = -0.05 #half
}
Volhynian_culture_modifier = { #EU4 Kiev
	local_revolt_risk = -0.01
	add_prestige_modifier = 0.1
	fort_level = 0.5
	tax_income = 0.5 #half
	local_tax_modifier = 0.05 #half
	land_morale = 0.025 #half
#	church_opinion = 3# #half
}
#########################west_slavic##################################
Wend_culture_modifier = {
	galleys_perc = 0.2
	land_morale = 0.05#
	trade_route_value = 2
	religion_flex = -0.1
	retinue_maintenence_cost = -0.1#
}
Czech_culture_modifier = {
	pikemen_offensive = 0.025#
	pikemen_defensive = 0.075#
	light_cavalry_offensive = 0.025#
	light_cavalry_defensive = 0.075#
	heavy_infantry_offensive = 0.025#
	heavy_infantry_defensive = 0.075#
	culture_flex = -0.1
	short_reign_length = -2
	local_revolt_risk = -0.01
	tech_growth_modifier = 0.05
}
Polish_culture_modifier = {
	knights_defensive = 0.075##half
	knights_offensive = 0.075##half
	light_cavalry_offensive = 0.10#
	light_cavalry_defensive = 0.10#
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	culture_flex = -0.05 #half
	tax_income = 0.5 #half
	retinuesize_perc = 0.025##half
	land_morale = 0.025##half
	religion_flex = -0.05 #half
	disease_defence = 0.1
}
########################south_slavic##################################
Croatian_culture_modifier = {
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.025#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.025#
	archers_offensive = 0.075#
	archers_defensive = 0.025#
	galleys_perc = 0.2
	trade_route_value = 3 #extra
	global_tradevalue_mult = -0.075 #half negative
	local_tax_modifier = 0.1
	tech_growth_modifier_economy = 0.1
}
Serbian_culture_modifier = {
	light_cavalry_offensive = 0.10#
	light_cavalry_defensive = 0.10#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	levy_reinforce_rate = 0.05#
	local_revolt_risk = 0.01#freedom
	tax_income = 1
	land_morale = 0.05#
}
Wallachian_culture_modifier = { #EU4 Wallachia
	pikemen_offensive = 0.025#
	pikemen_defensive = 0.025#
	light_cavalry_offensive = 0.025#
	light_cavalry_defensive = 0.025#
	knights_offensive = 0.025#
	knights_defensive = 0.025#
	heavy_infantry_offensive = 0.025#
	heavy_infantry_defensive = 0.025#
	light_infantry_offensive = 0.025#
	light_infantry_defensive = 0.025#
	archers_offensive = 0.025#
	archers_defensive = 0.025#
	retinue_maintenence_cost = -0.1#
	short_reign_length = -2
	levy_reinforce_rate = 0.05#
#	church_opinion = 6# #EU4 Romania
}
Bulgarian_culture_modifier = {
	pikemen_offensive = 0.075#
	pikemen_defensive = 0.075#
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	local_revolt_risk = -0.01
	add_prestige_modifier = 0.1
	land_morale = 0.05#
	short_reign_length = -1 #half
	global_supply_limit = 0.05 #half
}
Albanian_culture_modifier = {
	light_cavalry_offensive = 0.075##half
	light_cavalry_defensive = 0.075##half
	fort_level = 0.5
	levy_reinforce_rate = 0.025#
	levy_size = 0.1
	add_prestige_modifier = 0.1
	religion_flex = -0.1
}
###########################magyar##################################
Hungarian_culture_modifier = {
	knights_offensive = 0.025##half
	knights_defensive = 0.025##half
	horse_archers_offensive = 0.05##half
	horse_archers_defensive = 0.05#half
	land_organisation = 0.05#
	local_revolt_risk = -0.01
	levy_reinforce_rate = 0.025##half
	local_tax_modifier = 0.05 #half
	tax_income = 0.5 #half
	religion_flex = -0.1
}
###########################iranian##################################
Persian_culture_modifier = {
	short_reign_length = 1 #negative
	levy_size = 0.1
	culture_flex = -0.05 #half
	religion_flex = -0.05 #half
	land_morale = 0.05#
	levy_reinforce_rate = 0.05#
	tax_income = 0.5 #half
	add_prestige_modifier = 0.05##half
	local_tax_modifier = 0.05 #half
	global_tradevalue_mult = 0.075 #half
}
Sogdian_culture_modifier = { #EU4 Khiva
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	max_attrition = 0.025 #half
	trade_route_value = 2
	global_tradevalue_mult = 0.15
	fort_level = 0.5
	local_tax_modifier = -0.05 #half negative
	global_supply_limit = 0.1
}
Tocharian_culture_modifier = { #EU4 Yarkand, same as uyghur - nomad
	local_revolt_risk = -0.01
	local_tax_modifier = 0.1
#	church_opinion = 6#
	land_morale = 0.05#
	max_attrition = 0.05 #Taklamakan Desert
}
Kurdish_culture_modifier = {
	fort_level = 0.5
	max_attrition = 0.05
	religion_flex = -0.1
	levy_reinforce_rate = 0.025##half
	retinuesize_perc = 0.025 #half
	levy_size = 0.05 #half
	short_reign_length = -1 #half
}
Afghan_culture_modifier = {
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.1#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.1#
	fort_level = 0.5
	levy_reinforce_rate = 0.05#
	short_reign_length = -2
	max_attrition = 0.05#
}
Baloch_culture_modifier = {
	max_attrition = 0.05
	land_morale = 0.05#
	levy_reinforce_rate = 0.05#
	local_tax_modifier = 0.1
	levy_size = 0.1
}
Saka_culture_modifier = {
	trade_route_value = 2
	tech_growth_modifier_economy = 0.1
	global_tradevalue_mult = 0.15
	local_tax_modifier = 0.1
	monthly_grace = 1
}
#########################east_african#################################
Ethiopian_culture_modifier = {
	pikemen_offensive = 0.025##half
	pikemen_defensive = 0.025##half
	light_infantry_offensive = 0.025##half
	light_infantry_defensive = 0.025##half
	archers_offensive = 0.025##half
	archers_defensive = 0.025##half
	levy_reinforce_rate = 0.05#
	add_prestige_modifier = 0.1
	fort_level = 0.5
	general_opinion = 2 #half
	short_reign_length = -2
	global_supply_limit = 0.05 #half
 	global_tradevalue_mult = -0.075 #half negative
}
Somali_culture_modifier = {
	archers_offensive = 0.10#
	archers_defensive = 0.05#
	light_infantry_offensive = 0.10#
	light_infantry_defensive = 0.05#
	galleys_perc = 0.2
	levy_reinforce_rate = 0.05#
	global_tradevalue_mult = 0.15
	levy_size = 0.1
}
Nubian_culture_modifier = {
	light_infantry_offensive = 0.025##half
	light_infantry_defensive = 0.075##half
	fort_level = 0.25 #half
	local_tax_modifier = 0.1
	general_opinion = 2 #half
	global_tradevalue_mult = 0.075 #half
	max_attrition = 0.05
	retinue_maintenence_cost = -0.1#
}
Beja_culture_modifier = { #Custom
	camel_cavalry_offensive = 0.075##half
	camel_cavalry_defensive = 0.075##half
	local_tax_modifier = 0.1
	global_tradevalue_mult = 0.15
	max_attrition = 0.05
	religion_flex = -0.15#extra
}
#########################west_african#################################
Manden_culture_modifier = { #EU4 Mali
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	religion_flex = -0.1
	levy_reinforce_rate = 0.025##half
	tax_income = 1
	global_tradevalue_mult = 0.075 #half
	castle_vassal_tax_modifier = 0.025 #half
	global_supply_limit = 0.1
	land_organisation = -0.025 #half negative
}
Sosso_culture_modifier = { #custom, fast and offensive.
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	global_tradevalue_mult = 0.075#half
	land_morale = 0.05#
	add_prestige_modifier = 0.1
	siege_speed  = 0.2
	short_reign_length = 1 #half negative
	plot_power_modifier = 0.1
}
Jolof_culture_modifier = { #EU4 West African
	levy_reinforce_rate = 0.05#
	tax_income = 1
	short_reign_length = -2
	culture_flex = -0.1
	global_tradevalue_mult = 0.15
}
Bafour_culture_modifier = { #EU4 West African
	levy_reinforce_rate = 0.05#
	tax_income = 1
	religion_flex = -0.1
	culture_flex = -0.1
	global_tradevalue_mult = 0.15
}
Songhai_culture_modifier = {
	global_tradevalue_mult = 0.15
	fort_level = 0.5
	land_morale = 0.05#
	tech_growth_modifier = 0.025 #half
	add_prestige_modifier = 0.1
#	church_opinion = 3##half
}
Soninke_culture_modifier = {
	light_cavalry_offensive = 0.025#
	light_cavalry_defensive = 0.025#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	camel_cavalry_offensive = 0.025#
	camel_cavalry_defensive = 0.025#
	religion_flex = -0.1
	culture_flex = -0.05 #half
	tax_income = 1
	local_tax_modifier = 0.1
	levy_size = 0.1
	plot_discovery_chance = -0.05 #negative half
}
#########################mesoamerican#################################
Nahuatl_culture_modifier = { #EU4 Aztec
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.1#
	archers_offensive = 0.1#
	archers_defensive = 0.05#
	tech_growth_modifier = 0.05
	disease_defence = -0.1 #negative
	tax_income = 1
	local_tax_modifier = 0.1
	land_morale = 0.05#
}
#########################israelite####################################
Israeli_culture_modifier = { #EU4 Isreal
	short_reign_length = -2
	local_revolt_risk = -0.01
	tax_income = 2 #double
	trade_route_value = 2
}
Ashkenazi_culture_modifier = { #EU4 Isreal
	short_reign_length = -2
	local_revolt_risk = -0.01
	tax_income = 2 #double
	trade_route_value = 2
}
Sephardi_culture_modifier = { #EU4 Isreal
	short_reign_length = -2
	local_revolt_risk = -0.01
	tax_income = 2 #double
	trade_route_value = 2
}
Mizrahim_culture_modifier = { #EU4 Isreal
	short_reign_length = -2
	local_revolt_risk = -0.01
	tax_income = 2 #double
	trade_route_value = 2
}
#########################indo_aryan##################################
Bengali_culture_modifier = {
	religion_flex = -0.1
	trade_route_value = 2
	levy_reinforce_rate = 0.05#
	tax_income = 1
	local_tax_modifier = 0.05 #half
	tech_growth_modifier = 0.025 #half
}
Oriya_culture_modifier = { #EU4 Orissan
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	war_elephants_offensive = 0.05#
	war_elephants_defensive = 0.05#
	garrison_size = 0.2
	local_tax_modifier = 0.05 #half
	tax_income = 1
	global_tradevalue_mult = 0.075 #half
	galleys_perc = 0.1 #half
	short_reign_length = -1 #half
}
Assamese_culture_modifier = { #EU4 Assam
	levy_reinforce_rate = 0.025##half
	local_revolt_risk = -0.01
	local_build_time_modifier = -0.05 #half
	fort_level = 0.25 #half
	max_attrition = 0.025 #half
	land_organisation = 0.05#
	local_tax_modifier = 0.05 #half
	general_opinion = 2 #half
}
Hindustani_culture_modifier = { #EU4 Central indian
	levy_reinforce_rate = 0.025##half
	fort_level = 0.25 #half
	local_revolt_risk = -0.005 #half
	max_attrition = 0.05
	religion_flex = -0.1
	short_reign_length = -2
	local_tax_modifier = 0.05 #half
}
Gujurati_culture_modifier = { #EU4 Gujarat
	religion_flex = -0.1
	trade_route_value = 2
	global_tradevalue_mult = 0.15
	galleys_perc = 0.2
	tech_growth_modifier_economy = 0.1 #filler
}
Panjabi_culture_modifier = { #EU4 Punjab
	religion_flex = -0.1
	tax_income = 1
	global_tradevalue_mult = 0.15
	levy_reinforce_rate = 0.05#
	land_morale = 0.05#
}
Rajput_culture_modifier = {
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	knights_offensive = 0.075#
	knights_defensive = 0.075#
	levy_reinforce_rate = 0.05#
	fort_level = 0.5
	add_prestige_modifier = 0.1
	trade_route_value = 2
}
Sindhi_culture_modifier = { #EU4 Indian Sultanate
	religion_flex = -0.10
	local_revolt_risk = -0.01
	local_tax_modifier = 0.05 #half
	levy_reinforce_rate = 0.05#
	global_tradevalue_mult = 0.15
	add_prestige_modifier = 0.05 #half
}
Marathi_culture_modifier = { #EU4 Maratha
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.05#
	knights_offensive = 0.05#
	knights_defensive = 0.05#
	war_elephants_offensive = 0.05#
	war_elephants_defensive = 0.05#
	levy_reinforce_rate = 0.05#
	fort_level = 0.5
	tax_income = 0.5 #half
	local_tax_modifier = 0.05 #half
	retinuesize_perc = 0.05
}
Sinhala_culture_modifier = { #EU4 Ceylon
	fort_level = 0.25 #half
	global_tradevalue_mult = 0.15
	local_tax_modifier = 0.05 #half
	add_prestige_modifier = 0.1
	tax_income = 1
	max_attrition = 0.05
}
Nepali_culture_modifier = {
	culture_flex = -0.1
	tech_growth_modifier_culture = 0.1
	add_piety_modifier = 0.1
	global_tradevalue_mult = 0.075 #half
	local_revolt_risk = -0.005 #half
	short_reign_length = -2
}
#########################dravidian##################################
Tamil_culture_modifier = { #EU4 South Indian
	tax_income = 0.5 #half
	religion_flex = -0.05 #half
	trade_route_value = 2
	local_tax_modifier = 0.05 #half
#	levy_reinforce_rate = 0.1
	short_reign_length = -1 #half
	galleys_perc = 0.1 #half
	global_tradevalue_mult = 0.15
	retinuesize_perc = 0.025 #half
}
Telugu_culture_modifier = { #EU4 Andhra
	fort_level = 0.5
	retinuesize_perc = 0.025 #half
	add_prestige_modifier = 0.1
	local_tax_modifier = 0.1
#	short_reign_length = -2
	tax_income = 0.5 #half
	global_tradevalue_mult = 0.075 #half
	levy_reinforce_rate = 0.025##half
}
Kannada_culture_modifier = { #EU4 Vijayanagar
	light_cavalry_offensive = 0.075##half
	light_cavalry_defensive = 0.075##half
	religion_flex = -0.15 #extra
	global_tradevalue_mult = 0.15
	add_prestige_modifier = 0.1
	retinuesize_perc = 0.05
}
#########################crusader##################################
Outremer_culture_modifier = { #EU4 Jerusalem
	religion_flex = -0.05 #half
	short_reign_length = -1 #half
	add_prestige_modifier = 0.1
#	church_opinion = 3# #half
	fort_level = 0.5
	general_opinion = 2 #half
	levy_reinforce_rate = 0.05#
}
Latin_culture_modifier = { #EU4 Templar
	pikemen_offensive = 0.025#
	pikemen_defensive = 0.025#
	light_cavalry_offensive = 0.025#
	light_cavalry_defensive = 0.025#
	knights_offensive = 0.025#
	knights_defensive = 0.025#
	heavy_infantry_offensive = 0.025#
	heavy_infantry_defensive = 0.025#
	light_infantry_offensive = 0.025#
	light_infantry_defensive = 0.025#
	archers_offensive = 0.025#
	archers_defensive = 0.025#
	local_tax_modifier = 0.1
	tax_income = 1
	general_opinion = 2 #half
	religion_flex = -0.05 #half
	land_organisation = 0.05#
}
#########################coptic##################################
Sahidic_culture_modifier = { #EU4 Medri Bahri
	trade_route_value = 1 #half
	global_tradevalue_mult = 0.15
#	church_opinion = 6#
	general_opinion = 4
	land_morale = 0.25##half
	local_tax_modifier = 0.1
}
#########################aramaic#################################
Assyrian_culture_modifier = { #custom, defensive and religious
	fort_level = 0.5
	garrison_size = 0.2
	religion_flex = -0.05 #half
	max_attrition = 0.05
	land_morale = 0.05#
#	church_opinion = 3##half
}
Horse_culture_modifier = {
	pikemen_offensive = -0.5
	pikemen_defensive = -0.5
	pikemen_morale = -0.5
	light_cavalry_offensive = 1
	light_cavalry_defensive = 1
	light_cavalry_morale = 1
	knights_offensive = 1
	knights_defensive = 1
	knights_morale = 1
	heavy_infantry_offensive = -0.5
	heavy_infantry_defensive = -0.5
	heavy_infantry_morale = -0.5
	light_infantry_offensive = -0.5
	light_infantry_defensive = -0.5
	light_infantry_morale = -0.5
	archers_offensive = -0.5
	archers_defensive = -0.5
	archers_morale = -0.5
	horse_archers_offensive = 1
	horse_archers_defensive = 1
	horse_archers_morale = 1
}
##########################tibetan###################################
Bodpa_culture_modifier = {
	add_piety_modifier = 0.1
	# church_opinion = 3 #half
	tax_income = 0.5  #half
	local_build_cost_modifier = -0.1
	levy_reinforce_rate = 0.05#
	pikemen_offensive = 0.1
	pikemen_defensive = 0.15
	heavy_infantry_offensive = 0.1
	heavy_infantry_defensive = 0.15
	archers_offensive = -0.2
}
Tangut_culture_modifier = {
	tech_growth_modifier_culture = 0.1
	local_revolt_risk = -0.01
	land_morale = 0.05#
	culture_flex = -0.1
	religion_flex = -0.05 #half
	fertility = 0.05 #half
}
Zhangzhung_culture_modifier = {
	fort_level = 0.5
	local_build_time_modifier = -0.1
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.05#
	knights_offensive = 0.05#
	knights_defensive = 0.05#
	horse_archers_offensive = 0.05#
	horse_archers_defensive = 0.05#
	max_attrition = 0.05
	global_tradevalue_mult = 0.15
}
Sumpa_culture_modifier = {
	levy_size = 0.1
	levy_reinforce_rate = 0.05#
	max_attrition = 0.05
	local_revolt_risk = -0.01
	garrison_size = 0.2
}
##########################chinese###################################
Han_culture_modifier = {
	monthly_grace = 1
	add_prestige_modifier = 0.1
	culture_flex = -0.05 #half
	religion_flex = -0.05 #half
	tech_growth_modifier = 0.05
	land_morale = 0.05#
}
#Land force limit modifier	levy_size = 0.1
#National manpower/recovery*	levy_reinforce_rate = 0.1
#Morale of armies.......*	land_morale = 0.1
#Recover army morale speed*	land_organisation = 0.1
#Fort defense...........	fort_level = 0.5
#Garrison size..........	garrison_size = 0.2
#Siege ability..........	siege_speed  = 0.2
#Attrition for enemies..	max_attrition = 0.05
#Mercenary cost/available	retinuesize_perc = 0.05
#Mercenary/land maintenance..*	retinue_maintenence_cost = -0.1
#Ship...................	galleys_perc = 0.2
#Technology cost........	tech_growth_modifier = 0.05
#Military technology cost	tech_growth_modifier_military = 0.1
#Administrative technology cost	tech_growth_modifier_economy = 0.1
#Diplomatic technology cost	tech_growth_modifier_culture = 0.1
#Trade steering/range...	trade_route_value = 2
#Global trade power/efficiency	global_tradevalue_mult = 0.15
#Goods produced/efficiency	tax_income = 1
#National tax modifier..	local_tax_modifier = 0.1
#Tariff.................	global_tax_modifier = 0.05
#Vassal income..........	castle_vassal_tax_modifier = 0.05
#Build cost.............*	local_build_cost_modifier = -0.1
#Development cost.......*	local_build_time_modifier = -0.1
#National unrest/separatism	local_revolt_risk = -0.01
#Yearly legitimacy......	short_reign_length = -2
#Yearly prestige/decay..	add_prestige_modifier = 0.1
#Atheism and icono......	add_piety_modifier = 0.1
#Accepted culture threshold	culture_flex = -0.1
#Religious unity/tolerance	religion_flex = -0.1
#Yearly papal/true tolerance	church_opinion = 6
#Pope						church_opinion = -3##half = 10
#Diplomatic reputation/relatio	general_opinion = 4
#Spy offence............*	plot_power_modifier = 0.1
#National spy defense...*	plot_discovery_chance = 0.1
#size						manpower_growth = 0.05 #nomad
#reinf						population_growth  = 0.05 #nomad
#tax						nomad_tax_modifier = 0.1 #nomad
#supply 					global_supply_limit = 0.1
#Discipline=0.05 all, infantry=0.60 spread on footmen, cavalry=60 spread on mounted
#	pikemen_offensive = 0
#	pikemen_defensive = 0
#	light_cavalry_offensive = 0
#	light_cavalry_defensive = 0
#	knights_offensive = 0
#	knights_defensive = 0
#	heavy_infantry_offensive = 0
#	heavy_infantry_defensive = 0
#	light_infantry_offensive = 0
#	light_infantry_defensive = 0
#	archers_offensive = 0
#	archers_defensive = 0
#	horse_archers_offensive = 0
#	horse_archers_defensive = 0
#	war_elephants_offensive = 0
#	war_elephants_defensive = 0
#	camel_cavalry_offensive = 0
#	camel_cavalry_defensive = 0

################################################## ########################
# Age Static Modifiers
################################################## ########################

# 0-15	
age_child = {
	health = -0.25
	diplomacy = -2
	martial = -2
	stewardship = -2
	intrigue = -2
	learning = -2

	vassal_opinion = -15
}

# 16-19
age_teen = {
	fertility = 0.1
	health = 0.5
	diplomacy = -1
	martial = -1
	stewardship = -1
	intrigue = -1
	learning = -1

	sex_appeal_opinion = 5
	vassal_opinion = -10
}

# 20-29
age_young = {
	fertility = 0.15
	health = 0.5
	combat_rating = 1

	sex_appeal_opinion = 5
	vassal_opinion = -5
}

# 30-49
age_adult = {
	# Default, does not have any modifiers
}

# 50-69
age_old = {
	combat_rating = -15
	fertility = -0.2
	health = -1
	martial = -1
	learning = 1
	
	sex_appeal_opinion = -5
}

# 70+
age_very_old = {
	combat_rating = -35
	fertility = -0.4
	health = -3
	martial = -3
	learning = 2
	
	sex_appeal_opinion = -15
	vassal_opinion = -5
}

#MNM Modifier

##########################################################################
# Job Action Modifiers
##########################################################################

statecraft_liege_mod = {
	threat_decay_speed = 0.025
}

organize_army_liege_mod = {
	retinue_maintenence_cost = -0.02	# only one of the two is used, the appropriate one for you government type
	horde_maintenence_cost = -0.02
}
##########################################################################
# #MNM Modifier
##########################################################################

successful_mission = {
	society_influence = 1
	static_modifier_cap = 10 #How many you can stack together
}

failed_mission = {
	society_influence = -1
	static_modifier_cap = 10
}

##########################################################################
# #Government modifiers
##########################################################################

# Applied for Nomads if the province is in the steppe, desert, and plains
nomad_horse_offensive_modifier = {
	light_cavalry_offensive = 0.05
	knights_offensive = 0.05
	horse_archers_offensive = 0.05
}

# Applied for Nomads if the province is in the artctic, hills, or mountains
nomad_horse_defensive_modifier = {
	light_cavalry_defensive = 0.05
	knights_defensive = 0.05
	horse_archers_defensive = 0.05
}

# Applied to tribal holdings if you're of the wrong religion group
tribal_wrong_religion_group_modifier = {
	levy_size = -0.25
	garrison_size = -0.25
	local_tax_modifier = -0.25
}

# Applied to tribal holdings if you're of the reformed version of the religion and the province isn't, or vice versa
tribal_wrong_religion_reformed_modifier = {
	levy_size = -0.1
	garrison_size = -0.1
	local_tax_modifier = -0.1
}

# Applied to tribal holdings if you're  of the wrong religion
tribal_wrong_religion_modifier = {
	levy_size = -0.15
	garrison_size = -0.15
	local_tax_modifier = -0.15
}

# Applied to tribal holdings if you're  of the wrong culture grup
tribal_wrong_culture_group_modifier = {
	levy_size = -0.25
	garrison_size = -0.25
	local_tax_modifier = -0.25
}

# Applied to tribal holdings if you're  of the wrong culture
tribal_wrong_culture_modifier = {
	levy_size = -0.15
	garrison_size = -0.15
	local_tax_modifier = -0.15
}

###########################################################################
# #Liege levy modifiers
##########################################################################
# Of the following, the one highest up that is applicable will be applied. E.G., capital_county overrides capital_duchy

# Applied to your holdings in your capital province if you're independent
capital_county_independent_holder = {
	levy_size = 0.5
}

# Applied to your holdings in your capital province if you're a count and a vassal
capital_county_vassal_count = {
	
}

# Applied to your holdings in your capital province if you're above count level and a vassal
capital_county_vassal = {
	levy_size = 0.25
}

# Applied to your holdings in the dejure duchy your capital is in if you're independent
capital_duchy_independent_holder = {
	levy_size = 0.25
}

# Applied to your holdings in the dejure duchy your capital is in if you're not independent
capital_duchy_vassal = {
	levy_size = 0.15
}

# Applied to your holdings in the dejure kingdom your capital is in
capital_kingdom = {
}

# Applied to your holdings in the dejure empire your capital is in
capital_empire = {
}

# Applied to your holdings not in the dejure empire your capital is in
outside_capital_empire = {
}