leader_traits = {
	
	dictator = {
		random = no
		political_power_factor = 0.25
		
		ai_will_do = {
			factor = 1
		}
	}
	
	warrior_code = {
		random = no
		ai_call_ally_desire_factor = -40
		
		ai_will_do = {
			factor = 1
		}
	}
	
	ww_one_trauma = {
		random = no
		ai_call_ally_desire_factor = 10
		
		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 = 0.5
		
		ai_will_do = {
			factor = 1
		}
	}
	
	warmonger = {
		random = no
		ai_focus_aggressive_factor = 0.5
		
		ai_will_do = {
			factor = 1
		}
	}

	inexperienced_imperialist = {
		random = no
		political_power_factor = -0.3
		unity_factor = 0.05
		justify_war_goal_time = -0.25
		
		ai_will_do = {
			factor = 1
		}
	}

	spirit_of_genghis = {
		random = no
		cavalry_attack_factor = 0.05
		equipment_bonus = {
			nav_bomber_equipment = {
				air_range = 0.1 naval_strike_attack = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
#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
		}
	}
	
	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 = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}

	staunch_constitutionalist = {
		random = no
		drift_defence_factor = 0.5
		
		ai_will_do = {
			factor = 1
		}
	}

	cornered_fox = {
		random = no
		army_defence_factor = 0.15
		army_morale_Factor = 0.10
		
		ai_will_do = {
			factor = 1
		}
	}
	
	empress_dowager = {#倾国倾城
		random = no
		conscription = 0.3#可征召人口
		army_speed_factor = 0.4#部队行动速度
		combat_width_factor = -0.2#己方战线宽度
		training_time_army_factor = -0.3#陆军训练时间
		
		ai_will_do = {
			factor = 1
		}
	}
	Headmaster_of_the_army = {#陆军校长
		random = no
		conscription = 0.3#可征召人口
		army_speed_factor = 0.5#部队行动速度
		combat_width_factor = -0.3#己方战线宽度
		training_time_army_factor = -0.3#陆军训练时间
		local_resources_factor = 0.5#资源获取率
		industrial_capacity_factory = 0.8#工厂产出		
		
		ai_will_do = {
			factor = 1
		}
	}	
	Great_Instructor = {#伟大的导师
		random = no
		conscription = 0.5#可征召人口
		army_speed_factor = 0.8#部队行动速度
		combat_width_factor = -0.3#己方战线宽度
		training_time_army_factor = -0.3#陆军训练时间
		local_resources_factor = 1.5#资源获取率
		industrial_capacity_factory = 1.5#工厂产出
        global_building_slots_factor = 3
        supply_consumption_factor = -0.35		
		
		ai_will_do = {
			factor = 1
		}
	}	
	permanent_revolutionary = {
		random = no
		political_power_factor = -0.15
		justify_war_goal_time = 0.15
		subversive_activites_upkeep = -0.3
		
		ai_will_do = {
			factor = 1
		}
	}

	triumphant_revolutionary = {
		random = no
		justify_war_goal_time = 0.15
		subversive_activites_upkeep = -0.5
		drift_defence_factor = 0.15

		ai_will_do = {
			factor = 1
		}
	}
	
	### IDEA TRAITS ###
	
	# drift is a percent applied weekly
	communist_revolutionary = {
		random = no
		# Boosts Communism
		sprite = 13
		communism_drift = 0.1
		
		ai_will_do = {
			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 = 0
		}
	}
	
	popular_figurehead = {
		sprite = 13
		unity_factor = 0.15 
		
		ai_will_do = {
			factor = 1
		}
	}
	
	silent_workhorse = {
		random = yes
		sprite = 13
		political_power_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	prince_of_terror = {
		sprite = 13
		enemy_partisan_effect = -0.25
		foreign_subversive_activites = -0.3
		
		ai_will_do = {
			factor = 1
		}
	}
	
	compassionate_gentleman = {
		random = yes
		sprite = 13
		opinion_gain_monthly_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	backroom_backstabber = {
		sprite = 13
		political_power_factor = 0.05
		drift_defence_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	smooth_talking_charmer = {
		random = yes
		sprite = 13
		trade_opinion_factor = 0.10
		
		ai_will_do = {
			factor = 1
		}
	}
	
	ideological_crusader = {
		random = yes
		sprite = 13
		opinion_gain_monthly_same_ideology_factor = 1.0
		
		ai_will_do = {
			factor = 1
		}
	}
	
	fortification_engineer = {
		sprite = 10
		random = yes
		production_speed_bunker_factor = 0.2
		production_speed_coastal_bunker_factor = 0.2
		production_speed_anti_air_building_factor = 0.2
		
		ai_will_do = {
			factor = 1
		}
	}
	
	war_industrialist = {
		sprite = 10
		random = yes
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	captain_of_industry = {
		sprite = 10
		random = yes
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_synthetic_refinery_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	armaments_organizer = {
		sprite = 10
		random = yes
		conversion_cost_civ_to_mil_factor= -0.2
		# civ_to_mil_industry_conversion_rate = -1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	quartermaster_general = {
		sprite = 10
		random = yes
		production_speed_air_base_factor = 0.15
		production_speed_naval_base_factor = 0.15
		production_speed_rocket_site_factor = 0.15
		production_speed_radar_station_factor = 0.15
		production_speed_nuclear_reactor_factor = 0.15
		
		ai_will_do = {
			factor = 1
		}
	}
	
	rocket_scientist = {
		random = no
		sprite = 14
		
		ai_will_do = {
			factor = 1
		}
	}
	
	nuclear_scientist = {
		random = no
		sprite = 14
		
		ai_will_do = {
			factor = 1
		}
	}
	
	military_theorist = {
		sprite = 14
		experience_gain_army = 0.05
		
		ai_will_do = {
			factor = 500
		}
	}
	
	mobile_warfare_expert = { 
		sprite = 14
		experience_gain_army = 0.05
		
		ai_will_do = {
			factor = 500
		}
	}
	
	superior_firepower_expert = {
		sprite = 14
		experience_gain_army = 0.05
		
		ai_will_do = {
			factor = 500
		}
	}
	
	grand_battle_plan_expert = {
		sprite = 14
		experience_gain_army = 0.05
		
		ai_will_do = {
			factor = 500
		}
	}
	
	mass_assault_expert = {
		sprite = 14
		experience_gain_army = 0.05
		
		ai_will_do = {
			factor = 500
		}
	}
	
	air_warfare_theorist = {
		sprite = 14
		experience_gain_air = 0.05
		
		ai_will_do = {
			factor = 500
		}
	}
	
	dive_bomber = {
		sprite = 14
		equipment_bonus = {
			CAS_equipment = {
					instant = yes
					air_ground_attack = 0.1 
			}
		}
		experience_gain_air = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	victory_through_airpower = {
		sprite = 14
		experience_gain_air = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	close_air_support_proponent = {
		sprite = 14
		experience_gain_air = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	assault_avaition = {
		sprite = 14
		experience_gain_air = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	naval_theorist = {
		sprite = 14
		experience_gain_navy = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	naval_aviation_pioneer = {
		sprite = 14
		experience_gain_navy = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	grand_fleet_proponent = {
		sprite = 14
		experience_gain_navy = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	submarine_specialist = {
		sprite = 14
		experience_gain_navy = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	blitzkrieg_theorist = {
		sprite = 14
		
		equipment_bonus = {
			armor = {
				instant = yes
				maximum_speed = 0.10
			}
		}
		experience_gain_army = 0.05
		
		ai_will_do = {
			factor = 100
		}
	}
	
	light_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			fighter_equipment = {
				air_agility = 0.1 maximum_speed = 0.1
			}
			cv_fighter_equipment = {
				air_agility = 0.1 maximum_speed = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	
	CAS_manufacturer = {
		random = no
		equipment_bonus = {
			CAS_equipment = {
				air_ground_attack = 0.1 reliability = 0.1
			}
			cv_CAS_equipment = {
				air_ground_attack = 0.1 reliability = 0.1
			}		
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	medium_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			heavy_fighter_equipment = {
				reliability = 0.2
			}
			tac_bomber_equipment = {
				reliability = 0.2
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	heavy_aircraft_manufacturer = {
		random = no
		equipment_bonus = {

			strat_bomber_equipment = {
				air_bombing = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	naval_aircraft_manufacturer = {
		random = no
		equipment_bonus = {
			# TODO: how about we boost all carrier plane versions here a bit?
			nav_bomber_equipment = {
				air_range = 0.1 naval_strike_attack = 0.1
			}
			cv_nav_bomber_equipment = {
				air_range = 0.1 naval_strike_attack = 0.1
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	fast_tank_manufacturer = {
		random = no
		equipment_bonus = {
			armor = {
				maximum_speed = 0.05 reliability = 0.1 
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	medium_tank_manufacturer = {
		random = no
		equipment_bonus = {
			armor = {
				reliability = 0.05 soft_attack = 0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	heavy_tank_manufacturer = {
		random = no
		equipment_bonus = {
			armor = {
				armor_value = 0.05 hard_attack = 0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	tank_manufacturer = {
		random = no
		#generic

		equipment_bonus = {
			armor = {
				reliability = 0.05
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	pacific_fleet_naval_manufacturer = { #longer ranged, CVs favor larger hangers over armor
		random = no
		equipment_bonus = {
			carrier = {
				carrier_size = 0.25 armor_value = -0.15 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 = 0.5 
			}
			capital_ship = {
				armor_value = 0.1 attack = 0.1
			}
			#screen_ship = {
			#	
			#}
			#submarine = {
			#	
			#}
		}
		
		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 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
		}
	}
	
	coastal_defence_naval_manufacturer = {
		random = no
		equipment_bonus = {
			carrier = {
				build_cost_ic = -0.25 carrier_size = -0.2 naval_range = -0.5
			}
			capital_ship = {
				build_cost_ic = -0.25 armor_value = -0.2 attack = -0.2 naval_range = -0.5
			}
			screen_ship = {
				build_cost_ic = -0.25 naval_range = -0.5
			}
			submarine = {
				build_cost_ic = -0.25 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
		}
	}
	
	motorized_equipment_manufacturer = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	industrial_concern = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	refinery_concern = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	electronics_concern = {
		random = no
		
		ai_will_do = {
			factor = 1
		}
	}
	
	### Military Minister Traits
	
	# 1 is worst, 3 is best
	
	army_chief_defensive_1 = { # +5 Defensive efficiency
		sprite = 9
		army_defence_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_defensive_2 = { # +10 Defensive efficiency
		sprite = 9
		army_defence_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_chief_defensive_3 = { # +15 Defensive efficiency
		sprite = 9
		army_defence_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_chief_offensive_1 = { # +5 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_offensive_2 = { # +10 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_chief_offensive_3 = { # +15 Offensive efficiency
		sprite = 7
		army_attack_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	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_factor = -0.1
		political_power_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_drill_1 = { # Decreases training time for ground units
		sprite = 5
		training_time_army_factor = -0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_drill_2 = { # Decreases training time for ground units
		sprite = 5
		training_time_army_factor = -0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_chief_drill_3 = { # Decreases training time for ground units
		sprite = 5
		training_time_army_factor = -0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_chief_reform_1 = { # Rate at which field experience is gained increases by 5%
		sprite = 5
		experience_gain_army_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_reform_2 = { # Rate at which field experience is gained increases by 10%
		sprite = 5
		experience_gain_army_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_chief_reform_3 = { # Rate at which field experience is gained increases by 15%
		sprite = 5
		experience_gain_army_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_chief_organizational_1 = { # Ground units get 4 more Organization
		sprite = 5
		army_org_factor = 0.04
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_organizational_2 = { # Ground units get 8 more Organization
		sprite = 5
		army_org_factor = 0.08
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_chief_organizational_3 = { # Ground units get 12 more Organization
		sprite = 5
		army_org_factor = 0.12
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_chief_morale_1 = { # Ground units get 4 more Morale
		sprite = 5
		army_morale_factor = 0.04
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_morale_2 = { # Ground units get 8 more Morale
		sprite = 5
		army_morale_factor = 0.08
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_chief_morale_3 = { # Ground units get 12 more Morale
		sprite = 5
		army_morale_factor = 0.12
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_chief_maneuver_1 = { # Ground units move 5% faster
		sprite = 5
		army_speed_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_chief_maneuver_2 = { # Ground units move 10% faster
		sprite = 5
		army_speed_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_chief_maneuver_3 = { # Ground units move 15% faster
		sprite = 5
		army_speed_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_entrenchment_1 = { # Ground units entrench 4% faster
		sprite = 9
		dig_in_speed_factor = 0.04
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_entrenchment_2 = { # Ground units entrench 8% faster
		sprite = 9
		dig_in_speed_factor = 0.08
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_entrenchment_3 = { # Ground units entrench 12% faster
		sprite = 9
		dig_in_speed_factor = 0.12
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_armored_1 = { # +4 armor efficiency
		sprite = 8
		army_armor_attack_factor = 0.05
	    army_armor_defence_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_armored_2 = { # +8 armor efficiency
		sprite = 8
		army_armor_attack_factor = 0.1
	    army_armor_defence_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_armored_3 = { # +12 armor efficiency
		sprite = 8
		army_armor_attack_factor = 0.15
	    army_armor_defence_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_artillery_1 = { # +4 artillery efficiency
		sprite = 8
		army_artillery_attack_factor = 0.1
		army_artillery_defence_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_artillery_2 = { # +8 artillery efficiency
		sprite = 8
		army_artillery_attack_factor = 0.15
		army_artillery_defence_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_artillery_3 = { # +12 artillery efficiency
		sprite = 8
		army_artillery_attack_factor = 0.2
		army_artillery_defence_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_infantry_1 = { # +4 infantry efficiency
		sprite = 5
		army_infantry_attack_factor = 0.05
		army_infantry_defence_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_infantry_2 = { # +8 infantry efficiency
		sprite = 5
		army_infantry_attack_factor = 0.1
		army_infantry_defence_factor = 0.15
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_infantry_3 = { # +12 infantry efficiency
		sprite = 5
		army_infantry_attack_factor = 0.15
		army_infantry_defence_factor = 0.2
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_commando_1 = { # +4 paratrooper/marine/mountain efficiency
		sprite = 5
		special_forces_attack_factor = 0.1
	    special_forces_defence_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_commando_2 = { # +8 paratrooper/marine/mountain efficiency
		sprite = 5
		special_forces_attack_factor = 0.15
	    special_forces_defence_factor = 0.15
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_commando_3 = { # +12 paratrooper/marine/mountain efficiency
		sprite = 5
		special_forces_attack_factor = 0.2
	    special_forces_defence_factor = 0.2
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_cavalry_1 = { # +4 cavalry/motorized efficiency
		sprite = 8
		cavalry_attack_factor = 0.05
		cavalry_defence_factor = 0.05
		motorized_attack_factor = 0.05
		motorized_defence_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_cavalry_2 = { # +8 cavalry/motorized efficiency
		sprite = 8
		cavalry_attack_factor = 0.1
		cavalry_defence_factor = 0.1
		motorized_attack_factor = 0.1
		motorized_defence_factor =0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_cavalry_3 = { # +12 cavalry/motorized efficiency
		sprite = 8
		cavalry_attack_factor = 0.15
		cavalry_defence_factor = 0.15
		motorized_attack_factor = 0.15
		motorized_defence_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_regrouping_1 = { # Org regenerates 4% faster
		sprite = 5
		army_morale_factor = 0.04
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_regrouping_2 = { # Org regenerates 8% faster
		sprite = 5
		army_morale_factor = 0.08
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_regrouping_3 = { # Org regenerates 12% faster
		sprite = 5
		army_morale_factor = 0.12
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_concealment_1 = { # Ground units take less damage from air attacks
		sprite = 9
		enemy_army_bonus_air_superiority_factor = -0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_concealment_2 = { # Ground units take less damage from air attacks
		sprite = 9
		enemy_army_bonus_air_superiority_factor = -0.10
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_concealment_3 = { # Ground units take less damage from air attacks
		sprite = 9
		enemy_army_bonus_air_superiority_factor = -0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	army_logistics_1 = {  # Ground units suffer 4% less attrition
		sprite = 6
		attrition = -0.04
		
		ai_will_do = {
			factor = 1
		}
	}
	
	army_logistics_2 = {  # Ground units suffer 8% less attrition
		sprite = 6
		attrition = -0.08
		
		ai_will_do = {
			factor = 2
		}
	}
	
	army_logistics_3 = {  # Ground units suffer 12% less attrition
		sprite = 6
		attrition = -0.12
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	air_chief_reform_1 = {  # Rate at which air experience is gained increases by 5%
		sprite = 5
		experience_gain_air_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_chief_reform_2 = {  # Rate at which air experience is gained increases by 10%
		sprite = 5
		experience_gain_air_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_chief_reform_3 = {  # Rate at which air experience is gained increases by 15%
		sprite = 5
		experience_gain_air_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	air_chief_safety_1 = {  # Rate of air accidents reduced by 5%
		sprite = 1
		air_accidents_factor = -0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_chief_safety_2 = {  # Rate of air accidents reduced by 10%
		sprite = 1
		air_accidents_factor = -0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_chief_safety_3 = {  # Rate of air accidents reduced by 15%
		sprite = 1
		air_accidents_factor = -0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	air_chief_old_guard = {
		sprite = 1
		experience_gain_air_factor = -0.1
		political_power_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_chief_night_operations_1 = {
		sprite = 1
		air_night_penalty = -0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_chief_night_operations_2 = { 
		sprite = 1
		air_night_penalty = -0.2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_chief_night_operations_3 = { 
		sprite = 1
		air_night_penalty = -0.3
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	air_chief_ground_support_1 = {  # Air superiority impact on land units improved by 5%
		sprite = 2
		army_bonus_air_superiority_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_chief_ground_support_2 = {  # Air superiority impact on land units improved by 10%
		sprite = 2
		army_bonus_air_superiority_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_chief_ground_support_3 = {  # Air superiority impact on land units improved by 15%
		sprite = 2
		army_bonus_air_superiority_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	# 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 = -0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_chief_all_weather_2 = {  # +10 bad weather air efficiency
		sprite = 1
		air_weather_penalty = -0.2
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_chief_all_weather_3 = {  # +15 bad weather air efficiency
		sprite = 1
		air_weather_penalty = -0.3
		
		ai_will_do = {
			factor = 3
		}
	}
	

	air_air_combat_training_1 = {  # Chance of ace generating is increased by 5%
		sprite = 1
		air_ace_generation_chance_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_air_combat_training_2 = {  # Chance of ace generating is increased by 10%
		sprite = 1
		air_ace_generation_chance_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_air_combat_training_3 = {  # Chance of ace generating is increased by 15%
		sprite = 1
		air_ace_generation_chance_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	# Guesstimation of what % increased efficiency might look like
	air_naval_strike_1 = { # Naval Strike mission efficiency increased by 4%
		sprite = 2
		naval_strike_attack_factor = 0.02
		naval_strike_targetting_factor = 0.02
		naval_strike_agility_factor = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_naval_strike_2 = { # Naval Strike mission efficiency increased by 8%
		sprite = 2
		naval_strike_attack_factor = 0.03
		naval_strike_targetting_factor = 0.03
		naval_strike_agility_factor = 0.03
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_naval_strike_3 = { # Naval Strike mission efficiency increased by 12%
		sprite = 2
		naval_strike_attack_factor = 0.05
		naval_strike_targetting_factor = 0.05
		naval_strike_agility_factor = 0.05
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	air_bomber_interception_1 = { # Bomber Interception mission efficiency increased by 4%
		sprite = 1
		air_interception_attack_factor = 0.02
		air_interception_defence_factor = 0.02
		air_interception_agility_factor = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_bomber_interception_2 = { # Bomber Interception mission efficiency increased by 8%
		sprite = 1
		air_interception_attack_factor = 0.03
		air_interception_defence_factor = 0.03
		air_interception_agility_factor = 0.03
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_bomber_interception_3 = { # Bomber Interception mission efficiency increased by 12%
		sprite = 1
		air_interception_attack_factor = 0.05
		air_interception_defence_factor = 0.05
		air_interception_agility_factor = 0.05
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	air_air_superiority_1 = { # Air Superiority mission efficiency increased by 4%
		sprite = 1
		air_air_superiority_attack_factor = 0.02
		air_air_superiority_defence_factor = 0.02
		air_air_superiority_agility_factor = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_air_superiority_2 = { # Air Superiority mission efficiency increased by 8%
		sprite = 1
		air_air_superiority_attack_factor = 0.03
		air_air_superiority_defence_factor = 0.03
		air_air_superiority_agility_factor = 0.03
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_air_superiority_3 = { # Air Superiority mission efficiency increased by 12%
		sprite = 1
		air_air_superiority_attack_factor = 0.05
		air_air_superiority_defence_factor = 0.05
		air_air_superiority_agility_factor = 0.05
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	air_close_air_support_1 = { # Close Air Support mission efficiency increased by 4%
		sprite = 1
		air_close_air_support_attack_factor = 0.02
		air_close_air_support_defence_factor = 0.02
		air_close_air_support_agility_factor = 0.02
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_close_air_support_2 = { # Close Air Support mission efficiency increased by 8%
		sprite = 1
		air_close_air_support_attack_factor = 0.03
		air_close_air_support_defence_factor = 0.03
		air_close_air_support_agility_factor = 0.03
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_close_air_support_3 = { # Close Air Support mission efficiency increased by 12%
		sprite = 1
		air_close_air_support_attack_factor = 0.05
		air_close_air_support_defence_factor = 0.05
		air_close_air_support_agility_factor = 0.05
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	air_strategic_bombing_1 = { # Strategic Bombing mission efficiency increased by 4%
		sprite = 2
		air_strategic_bomber_attack_factor = 0.01
		air_strategic_bomber_defence_factor = 0.01
		air_strategic_bomber_agility_factor = 0.01
		air_strategic_bomber_bombing_factor = 0.03
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_strategic_bombing_2 = { # Strategic Bombing mission efficiency increased by 8%
		sprite = 2
		air_strategic_bomber_attack_factor = 0.02
		air_strategic_bomber_defence_factor = 0.02
		air_strategic_bomber_agility_factor = 0.02
		air_strategic_bomber_bombing_factor = 0.05
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_strategic_bombing_3 = { # Strategic Bombing mission efficiency increased by 12%
		sprite = 2
		air_strategic_bomber_attack_factor = 0.03
		air_strategic_bomber_defence_factor = 0.03
		air_strategic_bomber_agility_factor = 0.03
		air_strategic_bomber_bombing_factor = 0.09
		
		ai_will_do = {
			factor = 3
		}
	}
	
	# Removed?
	air_tactical_bombing_1 = { # Tactical Bombing mission efficiency increased
		sprite = 2
		air_cas_present_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_tactical_bombing_2 = { # Tactical Bombing mission efficiency increased
		sprite = 2
		air_cas_present_factor = 0.15
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_tactical_bombing_3 = { # Tactical Bombing mission efficiency increased
		sprite = 2
		air_cas_present_factor = 0.2
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	air_airborne_1 = { # Paratrooper drop efficiency increased by 4%
		sprite = 1
		air_paradrop_attack_factor = 0.01
		air_paradrop_defence_factor = 0.03
		air_paradrop_agility_factor = 0.03
		
		ai_will_do = {
			factor = 1
		}
	}
	
	air_airborne_2 = { # Paratrooper drop efficiency increased by 8%
		sprite = 1
		air_paradrop_attack_factor = 0.02
		air_paradrop_defence_factor = 0.05
		air_paradrop_agility_factor = 0.05
		
		ai_will_do = {
			factor = 2
		}
	}
	
	air_airborne_3 = { # Paratrooper drop efficiency increased by 12%
		sprite = 1
		air_paradrop_attack_factor = 0.03
		air_paradrop_defence_factor = 0.07
		air_paradrop_agility_factor = 0.07
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	navy_chief_naval_aviation_1 = {
		sprite = 1
		navy_carrier_air_attack_factor = 0.03
		navy_carrier_air_targetting_factor 0.03
		navy_carrier_air_agility_factor = 0.04
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_chief_naval_aviation_2 = {
		sprite = 1
		navy_carrier_air_attack_factor = 0.06
		navy_carrier_air_targetting_factor 0.07
		navy_carrier_air_agility_factor = 0.08
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_chief_naval_aviation_3 = {
		sprite = 1
		navy_carrier_air_attack_factor = 0.1
		navy_carrier_air_targetting_factor 0.12
		navy_carrier_air_agility_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	navy_chief_decisive_battle_1 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.05
		navy_capital_ship_defence_factor = 0.05
		navy_screen_attack_factor = 0.05
		navy_screen_defence_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_chief_decisive_battle_2 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.1
		navy_capital_ship_defence_factor = 0.1
		navy_screen_attack_factor = 0.1
		navy_screen_defence_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_chief_decisive_battle_3 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.15
		navy_capital_ship_defence_factor = 0.15
		navy_screen_attack_factor = 0.15
		navy_screen_defence_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	navy_chief_commerce_raiding_1 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_chief_commerce_raiding_2 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 0.15
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_chief_commerce_raiding_3 = {
		sprite = 3
		convoy_raiding_efficiency_factor = 0.2
		
		ai_will_do = {
			factor = 3
		}
	}
	
	navy_chief_old_guard = {
		sprite = 3
		experience_gain_navy_factor = -0.1
		political_power_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_chief_reform_1 = {
		sprite = 3
		experience_gain_navy_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_chief_reform_2 = {
		sprite = 3
		experience_gain_navy_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_chief_reform_3 = {
		sprite = 3
		experience_gain_navy_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	navy_chief_maneuver_1 = { # Naval units move 5% faster
		sprite = 3
		naval_speed_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_chief_maneuver_2 = { # Naval units move 10% faster
		sprite = 3
		naval_speed_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_chief_maneuver_3 = { # Naval units move 15% faster
		sprite = 3
		naval_speed_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	navy_anti_submarine_1 = {
		sprite = 4
		navy_submarine_detection_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_anti_submarine_2 = {
		sprite = 4
		navy_submarine_detection_factor = 0.15
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_anti_submarine_3 = {
		sprite = 4
		navy_submarine_detection_factor = 0.2
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	navy_naval_air_defense_1 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.08
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_naval_air_defense_2 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.15
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_naval_air_defense_3 = {
		sprite = 3
		navy_anti_air_attack_factor = 0.2
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	navy_fleet_logistics_1 = {
		sprite = 6
		navy_max_range_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_fleet_logistics_2 = {
		sprite = 6
		navy_max_range_factor = 0.10
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_fleet_logistics_3 = {
		sprite = 6
		navy_max_range_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}
	
	
	navy_amphibious_assault_1 = {
		sprite = 3
		amphibious_invasion = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}
	
	navy_amphibious_assault_2 = {
		sprite = 3
		amphibious_invasion = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}
	
	navy_amphibious_assault_3 = {
		sprite = 3
		amphibious_invasion = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}


	navy_submarine_1 = {
		sprite = 4
		navy_submarine_attack_factor = 0.1
		navy_submarine_defence_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}

	navy_submarine_2 = {
		sprite = 4
		navy_submarine_attack_factor = 0.15
		navy_submarine_defence_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}

	navy_submarine_3 = {
		sprite = 4
		navy_submarine_attack_factor = 0.2
		navy_submarine_defence_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}


	navy_capital_ship_1 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.05
		navy_capital_ship_defence_factor = 0.05
		
		ai_will_do = {
			factor = 1
		}
	}

	navy_capital_ship_2 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.1
		navy_capital_ship_defence_factor = 0.1
		
		ai_will_do = {
			factor = 2
		}
	}

	navy_capital_ship_3 = {
		sprite = 3
		navy_capital_ship_attack_factor = 0.15
		navy_capital_ship_defence_factor = 0.15
		
		ai_will_do = {
			factor = 3
		}
	}


	navy_screen_1 = {
		sprite = 3
		navy_screen_attack_factor = 0.05
		navy_screen_defence_factor = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	navy_screen_2 = {
		sprite = 3
		navy_screen_attack_factor = 0.1
		navy_screen_defence_factor = 0.15
		
		ai_will_do = {
			factor = 2
		}
	}

	navy_screen_3 = {
		sprite = 3
		navy_screen_attack_factor = 0.15
		navy_screen_defence_factor = 0.2
		
		ai_will_do = {
			factor = 3
		}
	}

	navy_carrier_1 = {
		sprite = 3
		sortie_efficiency = 0.1
		
		ai_will_do = {
			factor = 1
		}
	}

	navy_carrier_2 = {
		sprite = 3
		sortie_efficiency = 0.15
		
		ai_will_do = {
			factor = 2
		}
	}

	navy_carrier_3 = {
		sprite = 3
		sortie_efficiency = 0.2
		
		ai_will_do = {
			factor = 3
		}
	}
	

weilaizhanche = {#阿波罗陆军装备科技公司
		random = no
		equipment_bonus = {
		    infantry_equipment = {                    #步兵武器
		        instant = yes
                soft_attack = 0.5               #软性攻击
				hard_attack = 0.5               #硬性攻击
	 		    maximum_speed = 0.5             #最大航速
				breakthrough= 0.5               #突破
			    defense = 0.5                   #防御
				ap_attack = 0.5                 #穿甲
		        reliability = 0.5               #可靠性
			    build_cost_ic = -0.2            #费用
			   }
		support_equipment = {                         #支援装备
		        instant = yes
		        reliability = 0.2               #可靠性
			    build_cost_ic = -0.2            #费用
			   }
		motorized_equipment = {                    #摩托化装备
		        instant = yes
				hardness=0.3#硬度
				maximum_speed = 0.5              #最大航速
		        reliability = 0.5                #可靠性
			    build_cost_ic = -0.2             #费用
			   }
		mechanized_equipment = {                #机械化装备
		        instant = yes  
			    defense = 0.3                    #防御
				breakthrough= 0.3                #突破
				hardness=0.2                     #硬度
				maximum_speed = 0.5              #最大航速
				armor_value = 0.3                #装甲
				ap_attack = 0.3                 #穿甲
		        reliability = 0.5                #可靠性
			    build_cost_ic = -0.4             #费用
			   }
		artillery_equipment = {                       #火炮
		        instant = yes
			    defense = 0.2                    #防御
				breakthrough= 0.2                #突破
				soft_attack = 0.2                #软性攻击
				hard_attack = 0.2                #硬性攻击
				ap_attack = 0.2                  #穿甲
		        reliability = 0.2                #可靠性
			    build_cost_ic = -0.3             #费用
			   }
		rocket_artillery_equipment = {                 #火箭弹
		        instant = yes
			    defense = 0.2                    #防御
				breakthrough= 0.2                #突破
				soft_attack = 0.2                #软性攻击
				hard_attack = 0.2                #硬性攻击
				ap_attack = 0.2                  #穿甲
		        reliability = 0.2                #可靠性
			    build_cost_ic = -0.2             #费用
			   }
		motorized_rocket_equipment = {                 #自行火箭弹
		        instant = yes
				defense = 0.2                     #防御
				breakthrough= 0.2                 #突破
				soft_attack = 0.2                 #软性攻击
				hard_attack = 0.2                 #硬性攻击
				ap_attack = 0.2                   #穿甲
		        reliability = 0.2                 #可靠性
			    build_cost_ic = -0.2             #费用
			   }
	    anti_air_equipment = {                              #防空炮
		        instant = yes   
				defense = 0.2                     #防御
				breakthrough= 0.2                   #突破
				soft_attack = 0.2                 #软性攻击
				hard_attack = 0.2                 #硬性攻击
				air_attack = 0.2                  #空中攻击
				ap_attack = 0.2                  #穿甲
		        reliability = 0.2                 #可靠性
			    build_cost_ic = -0.2              #费用
			   }
			   
		anti_tank_equipment = {                         #反坦克炮
		        instant = yes
				defense = 0.2                     #防御
				soft_attack = 0.2                 #软性攻击
				hard_attack = 0.2                 #硬性攻击
				ap_attack = 0.2                   #穿甲
		        reliability = 0.2                 #可靠性
			    build_cost_ic = -0.2              #费用
			   }  
		armor = {                                # 装甲
				instant = yes
				soft_attack = 0.3                 #软性攻击
				hard_attack = 0.3                 #硬性攻击
			    defense = 0.2                     #防御
				breakthrough= 0.2                 #突破
				hardness=0.2                      #硬度
				air_attack = 0.2                  #空中攻击
				maximum_speed = 9              #最大航速
				armor_value = 0.2                 #装甲
				ap_attack = 0.2                  #穿甲
		        reliability = 0.5                 #可靠性
			    build_cost_ic = -0.2              #费用
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
 	   
	
	weilaihaijun = { #阿波罗海军装备科技公司
		random = no
	  equipment_bonus = {
	    carrier = {              # 航空母舰
				instant = yes 
				surface_detection = 0.2           #水面探测
				sub_detection = 0.2               #潜艇探测
				surface_visibility = -0.2       #水面能见度
				fire_range = 0.2                  #射程
				evasion = 0.2                     #闪避
				attack = 0.5                      #海军火力
				anti_air_attack = 0.5            #防空
				naval_speed = 0.8                 #最大航速
				naval_range = 3                 #最大航程
				max_strength =4                #HP
				armor_value = 2                #装甲
				carrier_size = 0.2                #甲板规模
				reliability = 0.5                 #可靠性
				build_cost_ic = -0.6           #成本
			}
			capital_ship = {              # 主力舰
				instant = yes
				surface_detection = 0.2           #水面探测
				sub_detection = 0.2               #潜艇探测
				surface_visibility = -0.2      #水面能见度
				shore_bombardment = 2           #对岸攻击
				fire_range = 4                 #射程
				evasion = 4                    #闪避
				attack = 0.4                      #海军火力
				anti_air_attack = 0.8             #防空
				naval_speed = 2                 #最大航速
				naval_range = 3                 #最大航程
				max_strength =4                 #HP
				armor_value = 2                #装甲
				ap_attack = 0.4                   #穿甲
				reliability = 0.8                 #可靠性
				build_cost_ic = -0.6            #成本
			}
			screen_ship = {              # 小型船只
				instant = yes
				surface_detection = 0.2           #水面探测
				sub_detection = 0.2               #潜艇探测
				surface_visibility = -0.2       #水面能见度
				fire_range = 0.2                  #射程
				evasion = 0.2                     #闪避
				torpedo_attack = 0.2              #鱼雷攻击
				sub_attack = 0.2                  #深水炸弹
				attack = 0.2                      #海军火力
				anti_air_attack = 0.2             #防空
				naval_speed = 4                 #最大航速
				naval_range = 4                 #最大航程
				max_strength =0.2                 #HP
				armor_value = 0.2                #装甲
				ap_attack = 0.2                   #穿甲
				reliability = 0.2                 #可靠性
				build_cost_ic = -0.2            #成本
			}
			submarine = {              # 潜艇
				instant = yes
				surface_detection = 0.2           #水面探测
				surface_visibility = -0.2       #水面能见度
				sub_visibility = -0.2           #潜艇能见度
				fire_range = 0.2                 #射程
				evasion = 0.2                     #闪避
				torpedo_attack = 0.2              #鱼雷攻击
				sub_attack = 0.2                  #深水炸弹
				attack = 0.2                      #海军火力
				anti_air_attack = 0.2             #防空
				naval_speed = 4                 #最大航速
				naval_range = 4                #最大航程
				max_strength =0.2                #HP
				reliability = 0.2                #可靠性
				build_cost_ic = -0.2            #成本
			}
			convoy = {              # 运输船
				instant = yes
				surface_detection = 0.2          #水面探测
				sub_detection = 0.2               #潜艇探测
				surface_visibility = -0.2       #水面能见度
				fire_range = 0.2                 #射程
				evasion = 6                     #闪避
				attack = 0.2                     #海军火力
				anti_air_attack = 2.0            #防空
				naval_speed = 15                 #最大航速
				naval_range = 15                #最大航程				
				max_organisation = 2            #组织度
				max_strength =2                 #HP
				ap_attack = 2                  #穿甲
				reliability = 0.5                 #可靠性
				build_cost_ic = -0.2            #成本
			}
			
	}
			experience_gain_navy = 1
			
			ai_will_do = {
			factor = 1
		}
}	
	
	
	taikonghangtian = {#阿波罗航空科技公司
		random = no
		equipment_bonus = {
			fighter_equipment = {              # 战斗机
				instant = yes
				air_range = 0.2                   #有效距离
				air_defence = 0.2                  #空中防御
				air_attack = 0.2                   #空中攻击
				air_agility = 0.2                #敏捷
				air_superiority = 0.2              #制空权
				naval_strike_attack = 0.2          #海上攻击
				naval_strike_targetting = 0.2      #海上瞄准
				maximum_speed =	0.2                #最大航速
				reliability = 0.2                #可靠性
				build_cost_ic = -0.2             #成本
			}
			cv_fighter_equipment = {              # 舰载战斗机
				instant = yes
				air_range = 0.2                   #有效距离
				air_defence = 0.2                  #空中防御
				air_attack = 0.2                  #空中攻击
				air_agility = 0.2                #敏捷
				air_superiority = 0.2            #制空权
				naval_strike_attack = 0.2          #海上攻击
				naval_strike_targetting = 0.2      #海上瞄准
				maximum_speed =	0.2               #最大航速
				reliability = 0.2                #可靠性
				build_cost_ic = -0.2            #成本
			}
			heavy_fighter_equipment = {            # 重型战斗机
				instant = yes
				air_range = 0.2                   #有效距离
				air_defence = 0.2                  #空中防御
				air_attack = 0.2                    #空中攻击
				air_agility = 0.2                   #敏捷
				air_superiority = 0.2               #制空权
				naval_strike_attack = 0.2           #海上攻击
				naval_strike_targetting = 0.2       #海上瞄准
				maximum_speed = 0.2                 #最大航速
				reliability = 0.2                 #可靠性
				build_cost_ic = -0.2              #成本
			}
			jet_fighter_equipment = {            # 喷气式战斗机
				instant = yes
				air_range = 0.2                   #有效距离
				air_defence = 0.2                  #空中防御
				air_attack = 0.2                   #空中攻击
				air_agility = 0.2                #敏捷
				air_superiority = 0.2             #制空权
				naval_strike_attack = 0.2          #海上攻击
				naval_strike_targetting = 0.2      #海上瞄准
				maximum_speed =	0.2               #最大航速
				reliability = 0.2                #可靠性
				build_cost_ic = -0.2            #成本
			}
			tac_bomber_equipment = {              # 战术轰炸机
				instant = yes
				air_range = 0.2                   #有效距离
				air_defence = 0.2                  #空中防御
				air_attack = 0.2                  #空中攻击
				air_agility = 0.2                 #敏捷
				air_bombing = 0.2                 #战略轰炸
				air_superiority = 0.2             #制空权
				naval_strike_attack = 0.2         #海上攻击
				naval_strike_targetting = 0.2     #海上瞄准
				air_ground_attack = 0.2            #地面攻击
				maximum_speed =	0.2               #最大航速
				reliability = 0.2                #可靠性
				build_cost_ic = -0.2            #成本
			}
			jet_tac_bomber_equipment = {          # 喷气式战术轰炸机
			    instant = yes
				air_range = 0.2                  #有效距离
				air_defence = 0.2               #空中防御
				air_attack = 0.2                #空中攻击
				air_agility = 0.2                #敏捷
				air_bombing = 0.2                 #战略轰炸
				air_superiority = 0.2             #制空权
				naval_strike_attack = 0.2          #海上攻击
				naval_strike_targetting = 0.2      #海上瞄准
				air_ground_attack = 0.2           #地面攻击
				maximum_speed =	0.2              #最大航速
				reliability = 0.2               #可靠性
				build_cost_ic = -0.2             #成本
			}
			strat_bomber_equipment= {            # 战略轰炸机
			    instant = yes
				air_range = 0.5                  #有效距离
				air_defence = 0.2                #空中防御
				air_attack = 0.2                 #空中攻击
				air_agility = 0.2                 #敏捷
				air_bombing = 0.2                 #战略轰炸
				air_superiority = 0.2            #制空权
				naval_strike_attack = 0.2         #海上攻击
				naval_strike_targetting = 0.2      #海上瞄准
				maximum_speed =	0.5               #最大航速
				reliability = 0.2                #可靠性
				build_cost_ic = -0.2            #成本
			}
			jet_strat_bomber_equipment= {         # 喷气式战略轰炸机
			    instant = yes
				air_range = 0.5                  #有效距离
				air_defence = 0.2                #空中防御
				air_attack = 0.2                 #空中攻击
				air_agility = 0.2                 #敏捷
				air_bombing = 0.2                #战略轰炸
				air_superiority = 0.2             #制空权
				naval_strike_attack = 0.2         #海上攻击
				naval_strike_targetting = 0.2      #海上瞄准
				maximum_speed =	0.5               #最大航速
				reliability = 0.2               #可靠性
				build_cost_ic = -0.2             #成本
			}
			CAS_equipment = {              # 近空支援战斗机
				instant = yes
				air_range = 0.2                  #有效距离
				air_defence = 0.2                #空中防御
				air_attack = 0.2                #空中攻击
				air_agility = 0.2               #敏捷
				air_superiority = 0.2             #制空权
				naval_strike_attack = 0.2          #海上攻击
				naval_strike_targetting = 0.2      #海上瞄准
				air_ground_attack = 0.2           #地面攻击
				maximum_speed =	0.2                #最大航速
				reliability = 0.2                #可靠性
				build_cost_ic = -0.2             #成本
			}
			cv_CAS_equipment = {              # 舰载近空支援战斗机
				instant = yes
				air_range = 0.2                   #有效距离
				air_defence = 0.2                 #空中防御
				air_attack = 0.2                 #空中攻击
				air_agility = 0.2                  #敏捷
				air_superiority = 0.2              #制空权
				naval_strike_attack = 0.2          #海上攻击
				naval_strike_targetting = 0.2      #海上瞄准
				air_ground_attack = 0.2           #地面攻击
				maximum_speed =	0.2                #最大航速
				reliability = 0.2                #可靠性
				build_cost_ic = -0.2             #成本
			}		
			nav_bomber_equipment = {              # 海军轰炸机
				instant = yes
				air_range = 0.2                   #有效距离
				air_defence = 0.2                 #空中防御
				air_attack = 0.2                  #空中攻击
				air_agility = 0.2                  #敏捷
				air_superiority = 0.2             #制空权
				naval_strike_attack = 0.2          #海上攻击
				naval_strike_targetting = 0.2     #海上瞄准
				maximum_speed =	0.2               #最大航速
				reliability = 0.2                #可靠性
				build_cost_ic = -0.2             #成本
			}
			cv_nav_bomber_equipment = {          # 舰载海军轰炸机
				instant = yes
				air_range = 0.2                   #有效距离
				air_defence = 0.2                 #空中防御
				air_attack = 0.2                  #空中攻击
				air_agility = 0.2                 #敏捷
				air_superiority = 0.2              #制空权
				naval_strike_attack = 0.2         #海上攻击
				naval_strike_targetting = 0.2      #海上瞄准
				maximum_speed =	0.2                #最大航速
				reliability = 0.2                #可靠性
				build_cost_ic = -0.2             #成本
			}
			rocket_interceptor_equipment  = {    # 火箭拦截机
				instant = yes
				air_range = 0.2                   #有效距离
				air_defence = 0.2                  #空中防御
				air_attack = 0.2                  #空中攻击
				air_agility = 0.2                  #敏捷
				air_superiority = 0.2              #制空权
				naval_strike_attack = 0.2          #海上攻击
				naval_strike_targetting = 0.2      #海上瞄准
				maximum_speed =	0.2               #最大航速
				reliability = 0.2                #可靠性
				build_cost_ic = -0.2             #成本
			}
			guided_missile_equipment = {          # 自杀机
				instant = yes
				air_range = 0.2                   #有效距离
				air_defence = 0.2                  #空中防御
				air_agility = 0.2                 #敏捷
				air_superiority = 0.2              #制空权
				naval_strike_attack = 0.2          #海上攻击
				naval_strike_targetting = 0.2     #海上瞄准
				maximum_speed =	0.2                #最大航速
				reliability = 0.2                #可靠性
				build_cost_ic = -0.2             #成本
			}
			transport_plane_equipment = {          # 运输机
				instant = yes
				air_range = 24                   #有效距离
				air_defence = 3                  #空中防御
				air_agility = 11                 #敏捷
				maximum_speed =	19                #最大航速
				reliability = 0.5                #可靠性
				build_cost_ic = -0.5             #成本
			}
		}
			experience_gain_air = 1
			
			ai_will_do = {
			factor = 1
		}
}




	
		lujun_9 = {#陆军圣人\n（圣贤）
		sprite = 9
		supply_consumption_factor = -0.1#补给减少
		army_defence_factor = 0.2#部队防御
		army_attack_factor = 0.2#部队进攻
		training_time_army_factor = -0.1#陆军训练时间
		experience_gain_army_factor = 0.2#部队经验获得
		army_org_factor = 0.2#部队组织度
		army_morale_factor = 0.1#部队恢复速度
		army_speed_factor = 0.2#部队行动速度
		attrition = -0.08#师损耗（高层）
		
		ai_will_do = {
			factor = 9
		}
	}
	
		lujun_8 = {#陆军战神\n（战神）
		sprite = 7
		dig_in_speed_factor = 0.1#堑壕速度
		army_armor_attack_factor = 0.1#装甲部队攻击
	        army_armor_defence_factor = 0.1#装甲部队防御
		army_artillery_attack_factor = 0.1  #炮兵攻击
		army_artillery_defence_factor = 0.1 #炮兵防御
		army_infantry_attack_factor = 0.15 #步兵部队攻击
		army_infantry_defence_factor = 0.15 #步兵部队防御
		special_forces_attack_factor = 0.15#特种部队攻击
	        special_forces_defence_factor = 0.15#特种部队防御
		cavalry_attack_factor = 0.15#装甲部队攻击
		cavalry_defence_factor = 0.15#装甲部队防御
		motorized_attack_factor = 0.15#机动化进攻
		motorized_defence_factor = 0.15#机动化防御
		enemy_army_bonus_air_superiority_factor = -0.1#敌方空中支援
		
		ai_will_do = {
			factor = 8
		}
	}	
	
	
		haijun_9 = {#海军圣人\n（圣贤）
		sprite = 3
		experience_gain_navy_factor = 0.2#海军经验获得
		naval_speed_factor = 0.15#海军速度
		navy_carrier_air_attack_factor = 0.15#海军航母空中部队攻击
		navy_carrier_air_targetting_factor 0.15#海军航母空中部队瞄准
		navy_carrier_air_agility_factor = 0.15#海军航母空中部队敏捷
		navy_capital_ship_attack_factor = 0.15#主力舰攻击
		navy_capital_ship_defence_factor = 0.15#主力舰装甲
		navy_screen_attack_factor = 0.15#小型船只攻击
		navy_screen_defence_factor = 0.15#小型船只防御
		convoy_raiding_efficiency_factor = 0.15#护航舰队突袭效率
		
		ai_will_do = {
			factor = 9
		}
	}
	
		haijun_8 = {#海军战神\n（战神）
		sprite = 3
		navy_submarine_detection_factor = 0.15#对潜探测
		navy_anti_air_attack_factor = 0.2#海军防空攻击
		navy_max_range_factor = 0.1#海军最大航海因子
		amphibious_invasion = 0.3#两栖登陆速度
		navy_submarine_attack_factor = 0.15#潜艇攻击
		navy_submarine_defence_factor = 0.15#潜艇防御
		sortie_efficiency = 0.2#航母出击效率
		
		ai_will_do = {
			factor = 8
		}
	}		
	
	
		kongjun_9 = {#空军圣人\n（圣贤）
		sprite = 1
		experience_gain_air_factor = 0.2#空军经验获得
		air_accidents_factor = -0.2#飞行安全
		air_night_penalty = -0.2#夜间行动惩罚
		army_bonus_air_superiority_factor = 0.2#空中支援
		air_weather_penalty = -0.2#恶劣天气惩罚
		air_ace_generation_chance_factor = 0.2#王牌出现几率
		
		ai_will_do = {
			factor = 9
		}
	}
	
		kongjun_8 = {#空军战神\n（战神）
		sprite = 2
		naval_strike_attack_factor = 0.15#海军轰炸
		naval_strike_targetting_factor = 0.15#海军瞄准
		naval_strike_agility_factor = 0.15#海军机动性
		air_interception_attack_factor = 0.15 #拦截机攻击
		air_interception_defence_factor = 0.15#拦截机防御
		air_interception_agility_factor = 0.15#拦截机敏捷
		air_air_superiority_attack_factor = 0.15#制空优势攻击
		air_air_superiority_defence_factor = 0.15#制空优势防御
		air_air_superiority_agility_factor = 0.15#制空优势敏捷
		air_close_air_support_attack_factor = 0.15#近空支援攻击
		air_close_air_support_defence_factor = 0.15#近空支援防御
		air_close_air_support_agility_factor = 0.15#近空支援敏捷
		air_strategic_bomber_attack_factor = 0.15#轰炸机攻击
		air_strategic_bomber_defence_factor = 0.15#轰炸机防御
		air_strategic_bomber_agility_factor = 0.15#轰炸机敏捷
		air_strategic_bomber_bombing_factor = 0.15#战略轰炸
		air_cas_present_factor = 0.15#地面支援
		air_paradrop_attack_factor = 0.2#伞兵攻击
		air_paradrop_defence_factor = 0.2#伞兵防御
		air_paradrop_agility_factor = 0.2#伞兵敏捷
		
		ai_will_do = {
			factor = 8
		}
	}		
	
		
	
		jianzhudashi = {#建筑大师
		sprite = 10
		random = yes

		production_speed_bunker_factor = 0.2 #陆上要塞建造速度
		production_speed_coastal_bunker_factor = 0.2  #沿海要塞建造速度
		production_speed_anti_air_building_factor = 0.2#防空设施建造速度
		production_speed_arms_factory_factor = 0.2  #军工厂建造速度
		production_speed_dockyard_factor = 0.2   #造船厂建造速度
		production_speed_air_base_factor = 0.2#空军基地建造
		production_speed_naval_base_factor = 0.2#海军基地建造
		production_speed_rocket_site_factor = 0.2#火箭发射场建造
		production_speed_radar_station_factor = 0.2#雷达站建造
		production_speed_nuclear_reactor_factor = 0.2#核反应堆建造
		conversion_cost_civ_to_mil_factor= -0.2#民用转军用工厂成本
		production_speed_industrial_complex_factor = 0.2#民用工厂建造速度
		production_speed_infrastructure_factor = 0.2#基础设施建造速度
		production_speed_synthetic_refinery_factor = 0.2#精炼厂建造速度
		
		ai_will_do = {
			factor = 1
		}
	}
	
		zhengzhilingxiu= {#政治领袖
		sprite = 13
		random = yes
		opinion_gain_monthly_same_ideology_factor = 0.5#相同主意月度意见
		unity_factor = 0.5 #国家团结度
		local_supplies = 0.2#地区补给
		justify_war_goal_time = -0.2#宣战合法化  
		subversive_activites_upkeep = -0.2#颠覆效率 
		enemy_partisan_effect = -0.2#游击队针对我方效果
		foreign_subversive_activites = -0.2#境外颠覆活动效率
		resistance_tick = -0.2 #抵抗力量增长
		occupation_cost = -1 #佔领成本
		
		ai_will_do = {
			factor = 1
		}
	}
	
	
	
		sixiangdaoshi= {#思想导师
		sprite = 13
		random = yes
		political_power_factor = 0.2#政治力量获得
		opinion_gain_monthly_factor = 0.2#改善关系意见
		trade_opinion_factor = 0.5#贸易协定观点因子
		drift_defence_factor = 0.5#意识形态趋势防御
		
		ai_will_do = {
			factor = 1
		}
	}

		
	
	
}