EE_scripted_effects.txt

common\scripted_effects
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Reanimata tradegoods fixes
add_civilization_scaling_gold_cost_effect = {
    if = {
        limit = {
            has_variable = num_civ_investments
            scope:player = {
                is_ai = no
            }
        }
        scope:player = {
            hidden_effect = {
                add_treasury = {
                    value = root.calc_civ_cap_fee
                    multiply = -1
                }
            }
            custom_tooltip = CIVILIZATION_GOLD_SCALE_TT
        }
        hidden_effect = {
            every_state_province = { 
                limit = {
                    exists = holding_owner
                }
                holding_owner = {
                    add_gold = {
                        value = root.calc_civ_cap_fee
                        divide = 4
                    }
                }
            }
        }
    }
}
increment_civ_investment_count = {
    if = {
        limit = {
            NOT = {
                has_variable = num_civ_investments
            }
        }
        set_variable = {
            name = num_civ_investments
            value = 1
        }
    }
    else = {
        change_variable = {
            name = num_civ_investments
            add = 1
        }
    }
}
set_trade_good_variable_effect = {
    switch = {
        trigger = trade_goods
        amber = { set_variable = amber }
        base_metals = { set_variable = base_metals }
        camel = { set_variable = camel }
        cattle = { set_variable = cattle }
        cloth = { set_variable = cloth }
        dates = { set_variable = dates }
        dye = { set_variable = dye }
        earthware = { set_variable = earthware }
        elephants = { set_variable = elephants }
        fish = { set_variable = fish }
        fur = { set_variable = fur }
        gems = { set_variable = gems }
        glass = { set_variable = glass }
        grain = { set_variable = grain }
        hemp = { set_variable = hemp }
        honey = { set_variable = honey }
        horses = { set_variable = horses }
        incense = { set_variable = incense }
        iron = { set_variable = iron }
        leather = { set_variable = leather }
        marble = { set_variable = marble }
        olive = { set_variable = olive }
        papyrus = { set_variable = papyrus }
        precious_metals = { set_variable = precious_metals }
        salt = { set_variable = salt }
        silk = { set_variable = silk }
        spices = { set_variable = spices }
        steppe_horses = { set_variable = steppe_horses }
        stone = { set_variable = stone }
        vegetables = { set_variable = vegetables }
        wild_game = { set_variable = wild_game }
        wine = { set_variable = wine }
        wood = { set_variable = wood }
        woad = { set_variable = woad }
        sugar = { set_variable = sugar }
        cedar = { set_variable = cedar }
        myrrh = { set_variable = myrrh }
        cinnabar = { set_variable = cinnabar }
        lapis = { set_variable = lapis }
        jade = { set_variable = jade }
        fruits = { set_variable = fruits }
        silphium = { set_variable = silphium }
		rice = { set_variable = rice }
		sheep = { set_variable = sheep }
		cheese = { set_variable = cheese }
		pergament = { set_variable = pergament  }
    }
}

remove_hegemony_country_mods_effect = {
    if = {
        limit = {
            has_country_modifier = dominating_regional_trade
        }
        remove_country_modifier = dominating_regional_trade
    }
    if = {
        limit = {
            has_country_modifier = trade_hegemony_mod
        }
        remove_country_modifier = trade_hegemony_mod
    }
}

remove_trade_good_trading_modifiers_effect = {
    if = {
        limit = {
            has_country_modifier = trading_in_amber_mod
            global_var:75_percent_of_world_amber_gvar > player_amber_produced
        }
        remove_country_modifier = trading_in_amber_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_base_metals_mod
            global_var:75_percent_of_world_base_metals_gvar > player_base_metals_produced
        }
        remove_country_modifier = trading_in_base_metals_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_camels_mod
            global_var:75_percent_of_world_camels_gvar > player_camels_produced
        }
        remove_country_modifier = trading_in_camels_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_livestock_mod
            global_var:75_percent_of_world_livestock_gvar > player_livestock_produced
        }
        remove_country_modifier = trading_in_livestock_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_cloth_mod
            global_var:75_percent_of_world_cloth_gvar > player_cloth_produced
        }
        remove_country_modifier = trading_in_cloth_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_dates_mod
            global_var:75_percent_of_world_dates_gvar > player_dates_produced
        }
        remove_country_modifier = trading_in_dates_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_dye_mod
            global_var:75_percent_of_world_dye_gvar > player_dye_produced
        }
        remove_country_modifier = trading_in_dye_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_earthware_mod
            global_var:75_percent_of_world_earthware_gvar > player_earthware_produced
        }
        remove_country_modifier = trading_in_earthware_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_elephants_mod
            global_var:75_percent_of_world_elephants_gvar > player_elephants_produced
        }
        remove_country_modifier = trading_in_elephants_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_fish_mod
            global_var:75_percent_of_world_fish_gvar > player_fish_produced
        }
        remove_country_modifier = trading_in_fish_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_fur_mod
            global_var:75_percent_of_world_fur_gvar > player_fur_produced
        }
        remove_country_modifier = trading_in_fur_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_gems_mod
            global_var:75_percent_of_world_gems_gvar > player_gems_produced
        }
        remove_country_modifier = trading_in_gems_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_glass_mod
            global_var:75_percent_of_world_glass_gvar > player_glass_produced
        }
        remove_country_modifier = trading_in_glass_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_grain_mod
            global_var:75_percent_of_world_grain_gvar > player_grain_produced
        }
        remove_country_modifier = trading_in_grain_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_hemp_mod
            global_var:75_percent_of_world_hemp_gvar > player_hemp_produced
        }
        remove_country_modifier = trading_in_hemp_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_honey_mod
            global_var:75_percent_of_world_honey_gvar > player_honey_produced
        }
        remove_country_modifier = trading_in_honey_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_horses_mod
            global_var:75_percent_of_world_horses_gvar > player_horses_produced
        }
        remove_country_modifier = trading_in_horses_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_incense_mod
            global_var:75_percent_of_world_incense_gvar > player_incense_produced
        }
        remove_country_modifier = trading_in_incense_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_iron_mod
            global_var:75_percent_of_world_iron_gvar > player_iron_produced
        }
        remove_country_modifier = trading_in_iron_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_leather_mod
            global_var:75_percent_of_world_leather_gvar > player_leather_produced
        }
        remove_country_modifier = trading_in_leather_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_marble_mod
            global_var:75_percent_of_world_marble_gvar > player_marble_produced
        }
        remove_country_modifier = trading_in_marble_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_olive_mod
            global_var:75_percent_of_world_olive_gvar > player_olive_produced
        }
        remove_country_modifier = trading_in_olive_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_salt_mod
            global_var:75_percent_of_world_salt_gvar > player_salt_produced
        }
        remove_country_modifier = trading_in_salt_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_papyrus_mod
            global_var:75_percent_of_world_papyrus_gvar > player_papyrus_produced
        }
        remove_country_modifier = trading_in_papyrus_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_precious_metals_mod
            global_var:75_percent_of_world_precious_metals_gvar > player_precious_metals_produced
        }
        remove_country_modifier = trading_in_precious_metals_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_silk_mod
            global_var:75_percent_of_world_silk_gvar > player_silk_produced
        }
        remove_country_modifier = trading_in_silk_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_spices_mod
            global_var:75_percent_of_world_spices_gvar > player_spices_produced
        }
        remove_country_modifier = trading_in_spices_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_steppe_horses_mod
            global_var:75_percent_of_world_steppe_horses_gvar > player_steppe_horses_produced
        }
        remove_country_modifier = trading_in_steppe_horses_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_stone_mod
            global_var:75_percent_of_world_stone_gvar > player_stone_produced
        }
        remove_country_modifier = trading_in_stone_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_vegetables_mod
            global_var:75_percent_of_world_vegetables_gvar > player_vegetables_produced
        }
        remove_country_modifier = trading_in_vegetables_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_wild_game_mod
            global_var:75_percent_of_world_wild_game_gvar > player_wild_game_produced
        }
        remove_country_modifier = trading_in_wild_game_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_wine_mod
            global_var:75_percent_of_world_wine_gvar > player_wine_produced
        }
        remove_country_modifier = trading_in_wine_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_wood_mod
            global_var:75_percent_of_world_wood_gvar > player_wood_produced
        }
        remove_country_modifier = trading_in_wood_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_woad_mod
            global_var:75_percent_of_world_wood_gvar > player_woad_produced
        }
        remove_country_modifier = trading_in_woad_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_sugar_mod
            global_var:75_percent_of_world_sugar_gvar > player_sugar_produced
        }
        remove_country_modifier = trading_in_sugar_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_cedar_mod
            global_var:75_percent_of_world_cedar_gvar > player_cedar_produced
        }
        remove_country_modifier = trading_in_cedar_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_myrrh_mod
            global_var:75_percent_of_world_myrrh_gvar > player_myrrh_produced
        }
        remove_country_modifier = trading_in_myrrh_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_cinnabar_mod
            global_var:75_percent_of_world_cinnabar_gvar > player_cinnabar_produced
        }
        remove_country_modifier = trading_in_cinnabar_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_lapis_mod
            global_var:75_percent_of_world_lapis_gvar > player_lapis_produced
        }
        remove_country_modifier = trading_in_lapis_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_jade_mod
            global_var:75_percent_of_world_jade_gvar > player_jade_produced
        }
        remove_country_modifier = trading_in_jade_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_fruits_mod
            global_var:75_percent_of_world_fruits_gvar > player_fruits_produced
        }
        remove_country_modifier = trading_in_fruits_mod
    }
    if = {
        limit = {
            has_country_modifier = trading_in_silphium_mod
            global_var:75_percent_of_world_silphium_gvar > player_silphium_produced
        }
        remove_country_modifier = trading_in_silphium_mod
    }
}
remove_trade_good_focus_variables_effect = {
    switch = {
        trigger = has_variable
        amber_focus = { remove_variable = amber_focus }
        iron_focus = { remove_variable = iron_focus }
        camel_focus = { remove_variable = camel_focus }
        cattle_focus = { remove_variable = cattle_focus }
        hemp_focus = { remove_variable = hemp_focus }
        cloth_focus = { remove_variable = cloth_focus }
        dates_focus = { remove_variable = dates_focus }
        dye_focus = { remove_variable = dye_focus }
        earthware_focus = { remove_variable = earthware_focus }
        fish_focus = { remove_variable = fish_focus }
        fur_focus = { remove_variable = fur_focus }
        gems_focus = { remove_variable = gems_focus }
        glass_focus = { remove_variable = glass_focus }
        elephants_focus = { remove_variable = elephants_focus }
        grain_focus = { remove_variable = grain_focus }
        honey_focus = { remove_variable = honey_focus }
        horses_focus = { remove_variable = horses_focus }
        incense_focus = { remove_variable = incense_focus }
        base_metals_focus = { remove_variable = base_metals_focus }
        leather_focus = { remove_variable = leather_focus }
        marble_focus = { remove_variable = marble_focus }
        olive_focus = { remove_variable = olive_focus }
        salt_focus = { remove_variable = salt_focus }
        papyrus_focus = { remove_variable = papyrus_focus }
        precious_metals_focus = { remove_variable = precious_metals_focus }
        silk_focus = { remove_variable = silk_focus }
        spices_focus = { remove_variable = spices_focus }
        steppe_horses_focus = { remove_variable = steppe_horses_focus }
        stone_focus = { remove_variable = stone_focus }
        vegetables_focus = { remove_variable = vegetables_focus }
        wild_game_focus = { remove_variable = wild_game_focus }
        wine_focus = { remove_variable = wine_focus }
        wood_focus = { remove_variable = wood_focus }
        sugar_focus = { set_variable = sugar_focus }
        cedar_focus = { set_variable = cedar_focus }
        myrrh_focus= { set_variable = myrrh_focus }
        cinnabar_focus = { set_variable = cinnabar_focus }
        lapis_focus = { set_variable = lapis_focus }
        jade_focus = { set_variable = jade_focus }
        fruits_focus = { set_variable = fruits_focus }
        silphium_focus = { set_variable = silphium_focus } 
		rice_focus = { set_variable = rice }
		sheep_focus = { set_variable = sheep }
		cheese_focus = { set_variable = cheese }
		pergament_focus = { set_variable = pergament  }
    }
}

remove_trade_good_variable_effect = {
    switch = {
        trigger = trade_goods
        amber = { remove_variable = amber }
        base_metals = { remove_variable = base_metals }
        camel = { remove_variable = camel }
        cattle = { remove_variable = cattle }
        cloth = { remove_variable = cloth }
        dates = { remove_variable = dates }
        dye = { remove_variable = dye }
        earthware = { remove_variable = earthware }
        elephants = { remove_variable = elephants }
        fish = { remove_variable = fish }
        fur = { remove_variable = fur }
        gems = { remove_variable = gems }
        glass = { remove_variable = glass }
        grain = { remove_variable = grain }
        hemp = { remove_variable = hemp }
        honey = { remove_variable = honey }
        horses = { remove_variable = horses }
        incense = { remove_variable = incense }
        iron = { remove_variable = iron }
        leather = { remove_variable = leather }
        marble = { remove_variable = marble }
        olive = { remove_variable = olive }
        papyrus = { remove_variable = papyrus }
        precious_metals = { remove_variable = precious_metals }
        salt = { remove_variable = salt }
        silk = { remove_variable = silk }
        spices = { remove_variable = spices }
        steppe_horses = { remove_variable = steppe_horses }
        stone = { remove_variable = stone }
        vegetables = { remove_variable = vegetables }
        wild_game = { remove_variable = wild_game }
        wine = { remove_variable = wine }
        wood = { remove_variable = wood }
        sugar = { remove_variable = sugar }
        cedar = { remove_variable = cedar }
        myrrh = { remove_variable = myrrh }
        cinnabar = { remove_variable = cinnabar }
        lapis = { remove_variable = lapis }
        jade = { remove_variable = jade }
        fruits = { remove_variable = fruits }
        silphium = { remove_variable = silphium }
		rice = { remove_variable = rice }
		sheep = { remove_variable = sheep }
		cheese = { remove_variable = cheese }
		pergament = { remove_variable = pergament  }
    }
}

remove_wrong_trade_good_variable_effect = { 
    #Do this for every trade good
    remove_variable = amber
    remove_variable = base_metals
    remove_variable = camel
    remove_variable = cattle
    remove_variable = cloth
    remove_variable = dates
    remove_variable = dye
    remove_variable = earthware
    remove_variable = elephants
    remove_variable = fish
    remove_variable = fur
    remove_variable = gems
    remove_variable = glass
    remove_variable = grain
    remove_variable = hemp
    remove_variable = honey
    remove_variable = horses
    remove_variable = incense
    remove_variable = iron
    remove_variable = leather
    remove_variable = marble
    remove_variable = olive
    remove_variable = papyrus
    remove_variable = precious_metals
    remove_variable = salt
    remove_variable = silk
    remove_variable = spices
    remove_variable = steppe_horses
    remove_variable = stone
    remove_variable = vegetables
    remove_variable = wild_game
    remove_variable = wine 
    remove_variable = wood
    remove_variable = woad
    remove_variable = sugar 
    remove_variable = cedar 
    remove_variable = myrrh 
    remove_variable = cinnabar 
    remove_variable = lapis 
    remove_variable = jade 
    remove_variable = fruits 
    remove_variable = silphium 
    remove_variable = rice 
    remove_variable = sheep 
    remove_variable = cheese 
    remove_variable = pergament 
    
    set_trade_good_variable_effect = yes
}

set_produced_global_variables_effect = {
    set_global_variable = {
        name = 75_percent_of_world_amber_gvar
        value = 75_percent_of_world_amber
    }
    set_global_variable = {
        name = 75_percent_of_world_base_metals_gvar
        value = 75_percent_of_world_base_metals
    }
    set_global_variable = {
        name = 75_percent_of_world_camels_gvar
        value = 75_percent_of_world_camels
    }
    set_global_variable = {
        name = 75_percent_of_world_livestock_gvar
        value = 75_percent_of_world_livestock
    }
    set_global_variable = {
        name = 75_percent_of_world_cloth_gvar
        value = 75_percent_of_world_cloth
    }
    set_global_variable = {
        name = 75_percent_of_world_dates_gvar
        value = 75_percent_of_world_dates
    }
    set_global_variable = {
        name = 75_percent_of_world_dye_gvar
        value = 75_percent_of_world_dye
    }
    set_global_variable = {
        name = 75_percent_of_world_earthware_gvar
        value = 75_percent_of_world_earthware
    }
    set_global_variable = {
        name = 75_percent_of_world_elephants_gvar
        value = 75_percent_of_world_elephants
    }
    set_global_variable = {
        name = 75_percent_of_world_fish_gvar
        value = 75_percent_of_world_fish
    }
    set_global_variable = {
        name = 75_percent_of_world_fur_gvar
        value = 75_percent_of_world_fur
    }
    set_global_variable = {
        name = 75_percent_of_world_gems_gvar
        value = 75_percent_of_world_gems
    }
    set_global_variable = {
        name = 75_percent_of_world_glass_gvar
        value = 75_percent_of_world_glass
    }
    set_global_variable = {
        name = 75_percent_of_world_grain_gvar
        value = 75_percent_of_world_grain
    }
    set_global_variable = {
        name = 75_percent_of_world_hemp_gvar
        value = 75_percent_of_world_hemp
    }
    set_global_variable = {
        name = 75_percent_of_world_honey_gvar
        value = 75_percent_of_world_honey
    }
    set_global_variable = {
        name = 75_percent_of_world_horses_gvar
        value = 75_percent_of_world_horses
    }
    set_global_variable = {
        name = 75_percent_of_world_incense_gvar
        value = 75_percent_of_world_incense
    }
    set_global_variable = {
        name = 75_percent_of_world_iron_gvar
        value = 75_percent_of_world_iron
    }
    set_global_variable = {
        name = 75_percent_of_world_leather_gvar
        value = 75_percent_of_world_leather
    }
    set_global_variable = {
        name = 75_percent_of_world_marble_gvar
        value = 75_percent_of_world_marble
    }
    set_global_variable = {
        name = 75_percent_of_world_olive_gvar
        value = 75_percent_of_world_olive
    }
    set_global_variable = {
        name = 75_percent_of_world_salt_gvar
        value = 75_percent_of_world_salt
    }
    set_global_variable = {
        name = 75_percent_of_world_papyrus_gvar
        value = 75_percent_of_world_papyrus
    }
    set_global_variable = {
        name = 75_percent_of_world_precious_metals_gvar
        value = 75_percent_of_world_precious_metals
    }
    set_global_variable = {
        name = 75_percent_of_world_silk_gvar
        value = 75_percent_of_world_silk
    }
    set_global_variable = {
        name = 75_percent_of_world_spices_gvar
        value = 75_percent_of_world_spices
    }
    set_global_variable = {
        name = 75_percent_of_world_steppe_horses_gvar
        value = 75_percent_of_world_steppe_horses
    }
    set_global_variable = {
        name = 75_percent_of_world_stone_gvar
        value = 75_percent_of_world_stone
    }
    set_global_variable = {
        name = 75_percent_of_world_vegetables_gvar
        value = 75_percent_of_world_vegetables
    }
    set_global_variable = {
        name = 75_percent_of_world_wild_game_gvar
        value = 75_percent_of_world_wild_game
    }
    set_global_variable = {
        name = 75_percent_of_world_wine_gvar
        value = 75_percent_of_world_wine
    }
    set_global_variable = {
        name = 75_percent_of_world_wood_gvar
        value = 75_percent_of_world_wood
    }
    set_global_variable = {
        name = 75_percent_of_world_woad_gvar
        value = 75_percent_of_world_woad
    }
    set_global_variable = {
        name = 75_percent_of_world_sugar_gvar
        value = 75_percent_of_world_sugar
    }
    set_global_variable = {
        name = 75_percent_of_world_cedar_gvar
        value = 75_percent_of_world_cedar
    }
    set_global_variable = {
        name = 75_percent_of_world_myrrh_gvar
        value = 75_percent_of_world_myrrh
    }
    set_global_variable = {
        name = 75_percent_of_world_cinnabar_gvar
        value = 75_percent_of_world_cinnabar
    }
    set_global_variable = {
        name = 75_percent_of_world_lapis_gvar
        value = 75_percent_of_world_lapis
    }
    set_global_variable = {
        name = 75_percent_of_world_jade_gvar
        value = 75_percent_of_world_jade
    }
    set_global_variable = {
        name = 75_percent_of_world_fruits_gvar
        value = 75_percent_of_world_fruits
    }
    set_global_variable = {
        name = 75_percent_of_world_silphium_gvar
        value = 75_percent_of_world_silphium
    }
    set_global_variable = {
        name = 75_percent_of_world_rice_gvar
        value = 75_percent_of_world_rice
    }
    set_global_variable = {
        name = 75_percent_of_world_sheep_gvar
        value = 75_percent_of_world_sheep
    }
    set_global_variable = {
        name = 75_percent_of_world_cheese_gvar
        value = 75_percent_of_world_cheese
    }
    set_global_variable = {
        name = 75_percent_of_world_pergament_gvar
        value = 75_percent_of_world_pergament
    }
}


remove_all_imperial_modifier = {
    remove_country_modifier = imperial_military_mod_1
    remove_country_modifier = imperial_military_mod_2
    remove_country_modifier = imperial_military_mod_3
    remove_country_modifier = imperial_military_mod_4
    remove_country_modifier = imperial_military_mod_5
    remove_country_modifier = imperial_economic_mod_1
    remove_country_modifier = imperial_economic_mod_2
    remove_country_modifier = imperial_economic_mod_3
    remove_country_modifier = imperial_economic_mod_4
    remove_country_modifier = imperial_economic_mod_5
    remove_country_modifier = imperial_political_mod_1
    remove_country_modifier = imperial_political_mod_2
    remove_country_modifier = imperial_political_mod_3
    remove_country_modifier = imperial_political_mod_4
    remove_country_modifier = imperial_political_mod_5
}

add_imperial_political_mods = {
    remove_all_imperial_modifier = yes
    if = {
        limit = {
            num_of_cities >= 3000
        }
        add_country_modifier = {    
            name = imperial_political_mod_1
            duration = -1
        }
        remove_variable = imperial_power_level
        set_variable = {
            name = imperial_power_level
            value = 5
        }
    }
    else_if = {
        limit = {
            num_of_cities >= 2000
            num_of_cities < 3000
        }
        add_country_modifier = {    
            name = imperial_political_mod_2
            duration = -1
        }
        remove_variable = imperial_power_level
        set_variable = {
            name = imperial_power_level
            value = 4
        }
    }
    else_if = {
        limit = {
            num_of_cities >= 1500
            num_of_cities < 2000
        }
        add_country_modifier = {    
            name = imperial_political_mod_3
            duration = -1
        }
        remove_variable = imperial_power_level
        set_variable = {
            name = imperial_power_level
            value = 3
        }
    }
    else_if = {
        limit = {
            num_of_cities >= 1000
            num_of_cities < 1500
        }
        add_country_modifier = {    
            name = imperial_political_mod_4
            duration = -1
        }
        remove_variable = imperial_power_level
        set_variable = {
            name = imperial_power_level
            value = 2
        }
    }
    else = {
        add_country_modifier = {    
            name = imperial_political_mod_5
            duration = -1
        }
        remove_variable = imperial_power_level
        set_variable = {
            name = imperial_power_level
            value = 1
        }
    }
}

add_imperial_military_mods = {
    remove_all_imperial_modifier = yes
    if = {
        limit = {
            num_of_cities >= 3000
        }
        add_country_modifier = {    
            name = imperial_military_mod_1
            duration = -1
        }
        remove_variable = imperial_power_level
        set_variable = {
            name = imperial_power_level
            value = 5
        }
    }

    else_if = {
        limit = {
            num_of_cities >= 2000
            num_of_cities < 3000
        }
        add_country_modifier = {    
            name = imperial_military_mod_2
            duration = -1
        }
        remove_variable = imperial_power_level
        set_variable = {
            name = imperial_power_level
            value = 4
        }
    }
    else_if = {
        limit = {
            num_of_cities >= 1500
            num_of_cities < 2000
        }
        add_country_modifier = {    
            name = imperial_military_mod_3
            duration = -1
        }
        remove_variable = imperial_power_level
        set_variable = {
            name = imperial_power_level
            value = 3
        }
    }
    else_if = {
        limit = {
            num_of_cities >= 1000
            num_of_cities < 1500
        }
        add_country_modifier = {    
            name = imperial_military_mod_4
            duration = -1
        }
        remove_variable = imperial_power_level
        set_variable = {
            name = imperial_power_level
            value = 2
        }
    }
    else = {
        add_country_modifier = {    
            name = imperial_military_mod_5
            duration = -1
        }
        remove_variable = imperial_power_level
        set_variable = {
            name = imperial_power_level
            value = 1
        }
    }
}

add_imperial_economic_mods = {
    remove_all_imperial_modifier = yes
    if = {
        limit = {
            num_of_cities >= 3000
        }
        add_country_modifier = {    
            name = imperial_economic_mod_1
            duration = -1
        }
        remove_variable = imperial_power_level
        set_variable = {
            name = imperial_power_level
            value = 5
        }
    }
    else_if = {
        limit = {
            num_of_cities >= 2000
            num_of_cities < 3000
        }
        add_country_modifier = {    
            name = imperial_economic_mod_2
            duration = -1
        }
        remove_variable = imperial_power_level
        set_variable = {
            name = imperial_power_level
            value = 4
        }
    }
    else_if = {
        limit = {
            num_of_cities >= 1500
            num_of_cities < 2000
        }
        add_country_modifier = {    
            name = imperial_economic_mod_3
            duration = -1
        }
        remove_variable = imperial_power_level
        set_variable = {
            name = imperial_power_level
            value = 3
        }
    }
    else_if = {
        limit = {
            num_of_cities >= 1000
            num_of_cities < 1500
        }
        add_country_modifier = {    
            name = imperial_economic_mod_4
            duration = -1
        }
        remove_variable = imperial_power_level
        set_variable = {
            name = imperial_power_level
            value = 2
        }
    }
    else = {
        add_country_modifier = {    
            name = imperial_economic_mod_5
            duration = -1
        }
        remove_variable = imperial_power_level
        set_variable = {
            name = imperial_power_level
            value = 1
        }
    }
}


set_imperial_power = {
    if = {
        limit = {
            has_variable = imperial_power
        }
        if  = {
            limit = {
                var:imperial_power = flag:political
            }
            add_imperial_political_mods = yes
        }
        if  = {
            limit = {
                var:imperial_power = flag:warfare
            }
            add_imperial_military_mods = yes
        }
        if  = {
            limit = {
                var:imperial_power = flag:economic
            }
            add_imperial_economic_mods = yes
        }
    }
}

change_imperial_power_cost = {
    add_political_influence = -75
    add_legitimacy = -10
    add_stability = -10
    add_tyranny = 5
}

fix_variable_error = { 
    if = { 
        limit = {has_variable = $X$ var:$X$ = flag:$X$ exists = scope:$X$ scope:$X$ = flag:$X$} 
        set_variable = {name = $X$ value = flag:$X$} flag:$X$ = {save_scope_as = $X$} 
    } 
}
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