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

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



despotic_monarchy = {
	monarchy = yes
	
	valid_for_new_country = yes
	
	allowed_conversion = {
		absolute_monarchy = 0.5	
		enlightened_despotism = 1.0
		constitutional_monarchy = 1.0
		feudal_monarchy = 2.0
	}
	
	#malus
	global_revolt_risk = 1.25
	global_tax_modifier = 0.75

	#bonus
	max_war_exhaustion = -10
	land_maintenance_modifier = -0.25

	# Modifiers (mostly PER in NCP2)
 

}

feudal_monarchy = {
	monarchy = yes
	
	valid_for_new_country = yes
	
	allowed_conversion = {
		despotic_monarchy = 0.5
		absolute_monarchy = 1.0
	}

	#malus
	global_revolt_risk = 1.0
	global_tax_modifier = -0.30
	naval_maintenance_modifier = 0.25 
	
	#bonus
	land_maintenance_modifier = -0.25
	global_manpower_modifier = 0.15

	# Modifiers (mostly TUR in NCP2)

}


absolute_monarchy = {
	monarchy = yes
	
	valid_for_new_country = yes
	
	allowed_conversion = {
		enlightened_despotism = 0.5
		despotic_monarchy = 2.0
	}
	
	#malus
	global_manpower_modifier = -0.25
	global_regiment_cost = 0.05
	global_revolt_risk = 1.0


	#bonus
	diplomats = 1.75

	# Modifiers (mostly SPA, POR and NAP in NCP2)

	# Partisan spirit
	militia_attack = 0.10	
	militia_defense = 0.20	
	
}


enlightened_despotism = {
	monarchy = yes
	
	valid_for_new_country = yes
	
	allowed_conversion = {
		absolute_monarchy = 2.0
	}

	#malus
	global_manpower_modifier = -0.05


	#bonus
	diplomats = 1.50
	war_exhaustion = -0.05

	# Modifiers (mostly AUS, PRU and Germanic/Scandinavian nations in NCP2)

	# Landwehr
	militia_attack = 0.10
	militia_defense = 0.10

}


constitutional_monarchy = {
	monarchy = yes
	
	valid_for_new_country = yes
	
	allowed_conversion = {
		constitutional_republic = 2.0
	}
	
	#bonus
	global_tax_modifier = 0.10
	diplomats = 1.25
	naval_maintenance_modifier = -0.25 
	
	#malus
	global_regiment_cost = 0.05
	global_manpower_modifier = -0.15


	#Modifiers (mostly GBR only in NCP2)

	#Defensive minded
	modifier_defense = 0.10	

	# Defensive Infantry
	guard_defense = 0.10	
	infantry_defense = 0.10	

	# British Infantry Training and Resilience
	guard_attack = 0.20	
	infantry_attack = 0.10
	
	land_morale = 0.10

	# Naval Aggressivity
	big_ship_attack = 0.20
	light_ship_attack = 0.20

	naval_morale = 0.20
}


imperial_government = {
	monarchy = yes
	
	valid_for_new_country = no
	
	allowed_conversion = {
		absolute_monarchy = 0.5
		enlightened_despotism = 1.0
		constitutional_monarchy = 1.0
		feudal_monarchy = 2.0
	}

	#malus
	global_tax_modifier = -0.25
	global_revolt_risk = 1.0

	
	#bonus
	global_manpower_modifier = 0.25
	global_regiment_cost = -0.05
	diplomats = 1.10
	land_morale = 0.25

	#Modifiers (mostly RUS in NCP2)

	#Defensive minded
	modifier_defense = 0.10	
}

constitutional_republic = {
	republic = yes
	
	valid_for_new_country = yes
	
	allowed_conversion = {
		constitutional_monarchy = 2.0
	}
	
	republican_name = yes

	#bonus
	land_morale = 0.25
	global_tax_modifier = 0.10
	militia_cost = -0.5

	militia_build_time = -0.5
	
	#malus
	global_regiment_cost = 0.10
	global_manpower_modifier = -0.25


	# Modifiers (mostly USA in NCP2)

	# Militia expertise
	militia_attack = 0.20
	militia_defense = 0.20

}


papal_government = {
	monarchy = yes

	valid_for_new_country = no
	
	allowed_conversion = {
	}

	#bonus
	diplomats = 2.00

}


revolutionary_republic = {
	republic = yes
	
	valid_for_new_country = yes
	
	allowed_conversion = {
		revolutionary_empire = 1.0
		constitutional_republic = 2.0
	}
	republican_name = yes

	#bonus
	global_manpower_modifier = 0.25
	militia_cost = -0.50
	militia_build_time = -0.50
	land_morale = 0.25


	#malus
	global_regiment_cost = 0.05
 

	# Modifiers (mostly French satellites in NCP2)

	#Offensive minded
	modifier_offense = 0.10	

	# Better Militias
	militia_attack = 0.10
	militia_defense = 0.10


}

revolutionary_empire = {
	monarchy = yes
	
	valid_for_new_country = no
	
	allowed_conversion = {
		revolutionary_republic = 2.0
		constitutional_republic = 2.0
		constitutional_monarchy = 2.0
	}
	
	#bonus
	militia_cost = -0.50
	militia_build_time = -0.30
	land_morale = 0.25


	#malus
	global_regiment_cost = 0.05
	global_manpower_modifier = -0.10
  

	# Modifiers (mostly FRA in NCP2)

	#Offensive minded
	modifier_offense = 0.10	

	# Better movement & foraging
	land_attrition = -0.20	
 
	# Faster movement overall
	land_speed = 0.10	
	
}


 

