# Do not change tags in here without changing every other reference to them.
# If adding new policies, make sure they are uniquely named.

# Uses all 'modifiers' possible thats exported as a Modifier.

#########################################################
# Centralisation <----> Decentralisation
#########################################################
centralization_decentralization = 
{
	max_war_exhaustion = -0.4
	
	global_tax_modifier = -0.04
	production_efficiency = -0.03
	spy_efficiency = -0.01
	global_spy_defence = -0.01
	
	left_specific = {
		inflation_reduction = 0.01
		officials = 0.1
	}
	right_specific = {
	}
#	right_locked = yes

	on_left = {
		10 = 806 # Country Destabilized (-)
		10 = 807 # Large Revolt (-)
		10 = 808 # Local Pretender (-)	
	}
	on_right = {
		10 = 809 # Province Tax Increase (+) 
		10 = 810 # More Local Recruiting (+)
		10 = 811 # Stability Increase (+)
	}

}

#########################################################
# Aristocracy <----> Plutocracy
#########################################################
aristocracy_plutocracy = {
	cavalry_cost = 0.05
		
	Left_specific = {
		diplomats = 0.6
		leader_shock = 0.2
		global_regiment_cost = -0.01
	}
	right_specific = {
		spies = 0.4
		merchants = 0.2
		trade_efficiency = 0.01
		merchant_placement_chance = 0.04
	}
	on_left = {
		10	= 803	#Loss of Stability (-)
		10	= 804	#burghers in revolt (-)
		10	= 805	#nobility strengthened (+)
	}
	on_right = {
		10	= 800	#noble uprising (-)
		10 	= 801   #loss of prestige (-)
		10	= 802	#merchants benefit (+)
	}
}

#########################################################
# Serfdom <----> Free Subjects
#########################################################
serfdom_freesubjects = {
	
	infantry_cost = 0.06
	
	land_morale = 0.04
	global_spy_defence = 0.05
	
	government_tech_cost_modifier = -0.04
	production_tech_cost_modifier = -0.04
	trade_tech_cost_modifier = -0.04
	naval_tech_cost_modifier = -0.04
	land_tech_cost_modifier = -0.04
	
	stability_cost_modifier = 0.05
	
	left_specific = {
	}
	right_specific = {
	}
	on_left = {
		10 = 812 # Peasant Uprising (-)
		10 = 813 # Competent Bailiff (+) .. Alderman or Sheriff
		10 = 814 # Huge peasent uprsing in multiple provinces (-) 
	}
	on_right = {
		10 = 815 # reduce manpower in a province (-)
		10 = 816 # stability drop (-)
		10 = 817 # inflation reduction (free subjects leads to less abuses in the system) (+)
	}
}

#########################################################
# Innovative <----> Narrowminded
#########################################################
innovative_narrowminded = {
	stability_cost_modifier = -0.05
	
	max_war_exhaustion = -0.4
	
	technology_cost = 0.03
	missionaries = 0.2
	papal_influence = 0.03;
	
	left_specific = {
	}
	
	right_specific = {
		global_colonial_growth = 0.05
		global_spy_defence = 0.02
	}
	on_left = {
		10 = 818 # reduce stability (-)
		10 = 819 # lose prestige (looking a bit soft compared to neighbours) (-) 
		10 = 820 # random boost tech-boost advisor (+)
	}
	on_right = {
		10 = 821 # relgious conversion (supression always encourages them) (-)
		10 = 822 # lose stability (-) 
		10 = 823 # get a theologian (+)
	}	
}

#########################################################
# Mercantilism <----> Free Trade
#########################################################
mercantilism_freetrade = {
	global_spy_defence = -0.04
	merchant_cost = -0.05
	
	left_specific = {
		spies = 0.2
		merchant_own_cot_compete_chance = 0.08
		merchant_own_cot_placement_chance = 0.1
	}
	right_specific = {
		foreign_merchant_compete_chance = 0.05
		trade_efficiency = 0.02
		merchants = 0.4
	}
	on_left = {
		10 = 824 #lose merchant in non owned COT (-)
		10 = 825 # Loss of value in city of local CoT (-)
		10 = 826 #get a collector (+)
	}
	on_right = {
		10 = 827 #lose merchant in owned COT (-)
		10 = 828 #lose merchants (-)
		10 = 829 #get a trader (+)
	}	
}

#########################################################
# Offensive <----> Defensive
#########################################################
offensive_defensive = {
	artillery_cost = -0.05
	land_morale = -0.02
	
	defensiveness = 0.05
	
	left_specific = {
	 	leader_shock = 0.25
	}
	right_specific = {
		leader_siege = 0.25
	}
	on_left = {
		10 = 830 # Loss of Stability (-)
		10 = 831 # manpower reduction (people less keen to be cannon fodder) (-)
		10 = 832 # gain prestige (giving the enemy a tast of cold steel like real men should) (+)
	}
	on_right = {
		10 = 833 # lose army tradition (proper gentlemen know that you must give the enemy a taste of cold steel, rather than these unmanly tactics) (-)
		10 = 834 # pesant revolt (locals get annoyed that you are taking thier land to build castles) (-)
		10 = 835 # gain a fortification expert (+)
	}	
}

#########################################################
# Land <----> Naval
#########################################################
land_naval = {
	infantry_cost = 0.05
	cavalry_cost = 0.05
	bigship_cost = -0.05
	galley_cost = -0.05
	lightship_cost = -0.05
	global_tariffs = 0.05
	global_manpower_modifier = -0.05
	colonist_cost = -0.05

	left_specific = {
		land_morale = 0.02
		land_forcelimit_modifier = 0.05
	}
	right_specific = {
		naval_morale = 0.02
		naval_forcelimit_modifier = 0.05
	}
	on_left = {
		10 = 836 # reduction in naval technology investment (-)
		10 = 837 # reduction in naval tradition (-)
		10 = 838 # gain grand_captain (+)
	}
	on_right = {
		10 = 839 # reduction in army technology investment (-)
		10 = 840 # reduction in land tradition (-)
		10 = 841 # gain grand_admiral (+)
	}	
}

#########################################################
# Quality <----> Quantity
#########################################################
quality_quantity = {
	infantry_cost = -0.025
	discipline = -0.02
	global_manpower_modifier = 0.025
	left_specific = {
		leader_fire = 0.25
	}
	right_specific = {
		reinforce_speed = 0.05
	}
	on_left = {
		10 = 842 # manpower reduction (-)
		10 = 843 # lose stability (-)
		10 = 844 # gain commandant (+)
	}
	on_right = {
		10 = 845 # presitge reduction (-)
		10 = 846 # land tradition reduction (too many indians, not enough cheifs) (-) 
		10 = 847 # gain army organiser (+)
	}	
}


