# 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.

#########################################################
# Aristocracy <----> Plutocracy
#########################################################
aristocracy_plutocracy = {
	cavalry_cost = 0.05
	bigship_cost = -0.05
	lightship_cost = -0.05
	diplomats = -0.4
	trade_efficiency = 0.01 
	production_efficiency = -0.01
		
	Left_specific = {
			}
	right_specific = {
		spies = 0.2
	}
}

#########################################################
# Centralisation <----> Decentralisation
#########################################################
centralization_decentralization = 
{
	#rebel_delay = 1.25
	max_war_exhaustion = 0.4
	land_tech_cost_modifier = -0.01
	trade_tech_cost_modifier = -0.01
	naval_tech_cost_modifier = -0.01
	government_tech_cost_modifier = -0.01
	production_tech_cost_modifier = -0.01
	
	global_tax_modifier = -0.01
	
	
	production_efficiency = -0.01
	spy_efficiency = -0.01
	global_spy_defence = -0.01
	
	left_specific = {
	}
	right_specific = {
	}
}

#########################################################
# Innovative <----> Narrowminded
#########################################################
innovative_narrowminded = {
	stability_cost_modifier = -0.05
	
	max_war_exhaustion = -0.4

	land_tech_cost_modifier = 0.02
	trade_tech_cost_modifier = 0.02
	naval_tech_cost_modifier = 0.02
	government_tech_cost_modifier = 0.02
	production_tech_cost_modifier = 0.02

	missionaries = 0.4
	colonists = 0.4
	left_specific = {
	}
	right_specific = {
		global_spy_defence = 0.02
	}
}

#########################################################
# Mercantilism <----> Free Trade
#########################################################
mercantilism_freetrade = {
	colonists = 0.2
	merchants = 0.4
	merchant_cost = 0.1
	
	left_specific = {
		spies = 0.2
		merchant_placement_chance = 0.01
	}
	right_specific = {
		merchant_compete_chance = 0.01
	}
}

#########################################################
# Offensive <----> Defensive
#########################################################
offensive_defensive = {
	artillery_cost = -0.05
	land_morale = -0.02
	
	left_specific = {
	 	leader_shock = 0.25
	}
	right_specific = {
		leader_siege = 0.25
	}
}

#########################################################
# Land <----> Naval
#########################################################
land_naval = {
	infantry_cost = 0.05
	cavalry_cost = 0.05
	bigship_cost = -0.05
	galley_cost = -0.05
	lightship_cost = -0.05
	trade_efficiency = 0.01
	overseas_income = 0.02
	production_efficiency = -0.01
	global_manpower_modifier = -0.05

	left_specific = {
		land_morale = 0.02
		land_forcelimit_modifier = 0.05
	}
	right_specific = {
		naval_morale = 0.02
		colonists = 0.2
		naval_forcelimit_modifier = 0.05
	}
}

#########################################################
# Quality <----> Quantity
#########################################################
quality_quantity = {
	infantry_cost = -0.025
	cavalry_cost = -0.02
	discipline = -0.02
	global_manpower_modifier = 0.025
	left_specific = {
		leader_fire = 0.25
	}
	right_specific = {
		reinforce_speed = 0.05
	}
}

#########################################################
# Serfdom <----> Free Subjects
#########################################################
serfdom_freesubjects = {
	infantry_cost = 0.025
	production_efficiency = 0.01
	stability_cost_modifier = 0.01		#increase with 1% for each step towards free subjects.

	land_morale = 0.01
	global_spy_defence = 0.01
	left_specific = {
	}
	right_specific = {
	}
}

