minister_modifiers = {

	# Minister modifiers can be calculated in 4 ways:

	# additive - modifiers are added together, e.g. 0.1 + -0.1 = 0
	#	0 = no modifier, <0 = negative modifier, >0 = positive modifier
	# multiplicative - modifiers are multiplied together, e.g. 1.1 * 0.9 = 0.99
	#	1 = no modifier, <1 = negative modifier, >1 = positive modifier
	# minimum - the smallest modifier is chosen, e.g. 0.1 and -0.1 = -0.1
	#	0 = no modifier, <0 = negative modifier, >0 = positive modifier
	# maximum - the largest modifier is chosen, e.g. 0.1 and -0.1 = 0.1
	#	0 = no modifier, <0 = negative modifier, >0 = positive modifier

	# modifies dissent
	dissent_mod = additive

	# modifies transport capacity 
	tc_mod = additive

	# modifies unit organization
	org_mod = additive

	# modifies unit organization recovery
	morale_mod = additive

	# modifies do war belligerence
	do_war_bell_mod = additive

	# modifies peace belligerence rate
	peace_bell_rate_mod = additive

	# modifies war belligerence rate
	war_bell_rate_mod = additive

	# ??
	diplo_bonus_mod = additive

	# modifies foreign IC
	foreign_ic_mod = additive

	# modifies foreign manpower
	foreign_mp_mod = additive

	# modifies manpower growth rate
	mp_growth_mod = multiplicative 

	# modifies land unit speed
	unit_speed_mod = additive

	# modifies land attack
	attack_land_mod = additive

	# modifies land defence
	defend_land_mod = additive

	# modifies air attack
	attack_air_mod = additive

	# modifies air defence
	defend_air_mod = additive

	# modifies sea attack
	attack_sea_mod = additive

	# modifies sea defence
	defend_sea_mod = additive

	# modifies fleet detection
	detect_fleet_mod = additive

	# modifies convoy detection 
	detect_convoy_mod = additive

	# modifies unit intel 
	unit_intel_mod = additive

	# modifies intel difference, used in events 
	intel_diff_mod = additive

	# modifies supply consumption
	supply_consumption_mod = additive

	# Extra ESE
	ese_mod = additive

	# Leader XP gain
	leader_xp_mod = additive

	# Division XP gain
	division_xp_mod = additive

	# modifies colonial mp gain
	colonial_mp_mod = additive

	# modifies colonial province efficiency
	colonial_ic_mod = additive

	# modifies stand ground dissent gain
	stand_ground_dissent_mod = additive

	# modifies retooling time
	retooling_time_mod = additive

	# modifies retooling_cost
	retooling_cost_mod = additive

	# modifies gearing speed increase
	gearing_speed_mod = additive

	# modifies gearing maximum limit
	gearing_max_mod = additive

	# modifies military salaries
	military_salaries_mod = additive

	# modifies min IC for remote placement 
	remote_placement_min_ic_mod = additive


	# modifies production types
	#	value = production/consumer/supply/upgrade/reinforcement/infrastructure
	#	<no value> = all production types
	#	production = IC
	#	consumer = consumer goods need (negative is better)
	#	upgrade = upgrade cost
	#	reinforcement = reinforcement cost
	#	infrastructure = infra rebuild cost
	production_category_mod = additive

	# modifies research categories
	#	value = infantry/armor/naval/aircraft/industry/land_doctrines/air_doctrines/naval_doctrines
	#	<no value> = all research categories
	tech_group_mod = additive

	# modifies division production cost
	#	value = infantry/cavalry/motorized/mechanized/light_armor/armor/garrison/hq/paratrooper/marine/bergsjaeger/cas/multi_role/
	#		interceptor/strategic_bomber/tactical_bomber/naval_bomber/transport_plane/battleship/light_cruiser/heavy_cruiser/
	#		battlecruiser/destroyer/carrier/submarine/transport/flying_bomb/flying_rocket/militia/escort_carrier/nuclear_submarine
	#	<no value> = all division types
	division_type_mod = additive

	# modifies brigade production cost
	#	value = artillery/anti_tank/anti_air/rocket_artillery/sp_artillery/sp_rct_artillery/tank_destroyer/light_armor_brigade/
	#		heavy_armor/super_heavy_armor/armored_car/engineer/police/cag/escort
	#	<no value> = all brigade types
	division_extra_mod = additive

	# modifies resource production
	#	value = oil/energy/metal/rare_materials/money/supplies
	#	<no value> = all resource types
	resource_mod = additive

	# modifies province developments
	#	value = ic/coastal_fort/land_fort/flak/infrastructure/air_base/naval_base/radar_station/nuclear_reactor/rocket_test
	#	<no value> = all province developments
	province_project_mod = additive

	# modifies espionage action chances
	#	value = steal_blueprint/minister_assassination/send_spy/smear_campaign/coup/sabotage_industry/nuclear_sabotage/found_partisans/
	#		massmedia/disrupt_techteam/counter_espionage
	#	<no value> = all espionage actions
	intelligence_mod = additive

	# modifies alliance acceptance chances
	#	value = Difference in government types.
	#	<no value> = difference not accounted for
	#	option1 = 0/1 (false/true) true if applicable for democratic
	#	<no option1> = don't care if democratic or not 
	accept_alliance_mod = additive

	# modifies diplomatic action chances
	#	value = declare_war/offer_alliance/bring_to_alliance/join_alliance/leave_alliance/ban_from_alliance/influence_nation/coup_nation/
	#		ask_for_military_access/cancel_military_access/revoke_military_access/assume_military_control/cancel_military_control/
	#		send_expeditionary_force/guarantee_independence/annex_nation/puppet_regime/demand_territory/trade/offer_non_aggression/
	#		cancel_non_aggression/offer_trade_agreement/cancel_trade_agreement/cancel_peace_treaty/sue_for_peace/release_puppet/
	#		liberate_nation/dont_send_forces
	#	<no value> = all diplomatic actions
	#	option1 = 0/1 (false/true) true if same government type, false if not same government type
	#	<no option1> = don't care about government type
	diplomatic_action_mod = additive

	# modifies diplomatic action chances
	#	value = declare_war/offer_alliance/bring_to_alliance/join_alliance/leave_alliance/ban_from_alliance/influence_nation/coup_nation/
	#		ask_for_military_access/cancel_military_access/revoke_military_access/assume_military_control/cancel_military_control/
	#		send_expeditionary_force/guarantee_independence/annex_nation/puppet_regime/demand_territory/trade/offer_non_aggression/
	#		cancel_non_aggression/offer_trade_agreement/cancel_trade_agreement/cancel_peace_treaty/sue_for_peace/release_puppet/
	#		liberate_nation/dont_send_forces
	#	<no value> = all diplomatic actions
	#	option1 = 0/1 (false/true) true if same government type, false if not same government type
	#	<no option1> = don't care about government type
	#	option2 = 0/1 (false/true) true if weaker nation, false if not weaker
	#	<no option2> = don't care about relative weakness
	diplomatic_cost_mod = additive

	# modifies division / brigade combat values
	#	div = infantry/cavalry/motorized/mechanized/light_armor/armor/garrison/hq/paratrooper/marine/bergsjaeger/cas/multi_role/
	#		interceptor/strategic_bomber/tactical_bomber/naval_bomber/transport_plane/battleship/light_cruiser/heavy_cruiser/
	#		battlecruiser/destroyer/carrier/submarine/transport/flying_bomb/flying_rocket/militia/escort_carrier/nuclear_submarine
	#	extra = artillery/anti_tank/anti_air/rocket_artillery/sp_artillery/sp_rct_artillery/tank_destroyer/light_armor_brigade/
	#		heavy_armor/super_heavy_armor/armored_car/engineer/police/cag/escort
	#
	#	if div exists, bonus is applied for division, otherwise for brigade
	#
	#	option1 = 0/1 (false/true) true if offensive bonus, false if defensive bonus
	combat_mod = additive
}

minister_personalities = { 

	# personality fields:
	#
	# personality_string= the string that is placed int the minister csv files
	# name 		= the localized string for the personality name
	# desc 		= the localized string for the personality description
	# minister_position	= HeadOfState/HeadOfGovernment/ForeignMinister/ArmamentMinister/MinisterOfSecurity/MinisterOfIntelligence/
	#			ChiefOfStaff/ChiefOfArmy/ChiefOfNavy/ChiefOfAir/all
	#			NOTE! if 'all' is used, no modifiers can be used

	personality = { 
		personality_string = "biased intellectual" 
		name = "NPERSONALITY_BIASED_INTELLECTUAL" 
		desc = "DPERSONALITY_BIASED_INTELLECTUAL" 
		minister_position = ForeignMinister 
		modifier = { 
			type = diplomatic_cost_mod 
			value = bring_to_alliance 
			option1 = 0 
			modifier_effect = -0.5000 
		}
		modifier = { 
			type = diplomatic_cost_mod 
			value = join_alliance 
			option1 = 0 
			modifier_effect = -0.5000 
		}
		modifier = { 
			type = diplomatic_cost_mod 
			value = offer_alliance 
			option1 = 0 
			modifier_effect = -0.5000 
		}
		modifier = { 
			type = diplomatic_cost_mod 
			value = guarantee_independence 
			option1 = 0 
			modifier_effect = -0.5000 
		}
		modifier = { 
			type = diplomatic_cost_mod 
			value = trade 
			option1 = 0 
			modifier_effect = -0.7500 
		}
		modifier = { 
			type = diplomatic_cost_mod 
			value = offer_trade_agreement 
			option1 = 0 
			modifier_effect = -0.7500 
		}
		modifier = { 
			type = diplomatic_cost_mod 
			value = sue_for_peace 
			option1 = 0 
			modifier_effect = -1.0000 
		}
	}
	personality = { 
		personality_string = "ideological crusader" 
		name = "NPERSONALITY_IDEOLOGICAL_CRUSADER" 
		desc = "DPERSONALITY_IDEOLOGICAL_CRUSADER" 
		minister_position = ForeignMinister 
		modifier = { type = diplomatic_cost_mod value = influence_nation modifier_effect = -0.3330 } 
		modifier = { 
			type = diplomatic_cost_mod 
			value = trade 
			option1 = 1 
			modifier_effect = -0.7500 
		}
		modifier = { 
			type = diplomatic_cost_mod 
			value = offer_trade_agreement 
			option1 = 1 
			modifier_effect = -0.7500 
		}
	}
	personality = { 
		personality_string = "apologetic clerk" 
		name = "NPERSONALITY_APOLOGETIC_CLERK" 
		desc = "DPERSONALITY_APOLOGETIC_CLERK" 
		minister_position = ForeignMinister 
		modifier = { type = diplomatic_cost_mod value = influence_nation modifier_effect = 0.3330 } 
		modifier = { type = diplomatic_cost_mod value = cancel_military_access modifier_effect = -1.0000 } 
		modifier = { type = diplomatic_cost_mod value = revoke_military_access modifier_effect = -1.0000 } 
		modifier = { type = diplomatic_cost_mod value = sue_for_peace modifier_effect = -1.0000 } 
	}
	personality = { 
		personality_string = "iron fisted brute" 
		name = "NPERSONALITY_IRON_FISTED_BRUTE" 
		desc = "DPERSONALITY_IRON_FISTED_BRUTE" 
		minister_position = ForeignMinister 
		modifier = { type = diplomatic_cost_mod value = influence_nation modifier_effect = -0.3330 } 
		modifier = { type = diplomatic_cost_mod value = annex_nation modifier_effect = 0.5000 } 
		modifier = { 
			type = diplomatic_cost_mod 
			value = demand_territory 
			option2 = 1 
			modifier_effect = -0.3330 
		}
	}
	personality = { 
		personality_string = "great compromiser" 
		name = "NPERSONALITY_GREAT_COMPROMISER" 
		desc = "DPERSONALITY_GREAT_COMPROMISER" 
		minister_position = ForeignMinister 
		modifier = { type = diplomatic_cost_mod value = bring_to_alliance modifier_effect = -0.5000 } 
		modifier = { type = diplomatic_cost_mod value = join_alliance modifier_effect = -0.5000 } 
		modifier = { type = diplomatic_cost_mod value = offer_alliance modifier_effect = -0.5000 } 
		modifier = { type = diplomatic_cost_mod value = guarantee_independence modifier_effect = -0.5000 } 
		modifier = { type = diplomatic_cost_mod value = leave_alliance modifier_effect = -0.4000 } 
		modifier = { type = diplomatic_cost_mod value = ban_from_alliance modifier_effect = -0.4000 } 
	}
	personality = { 
		personality_string = "general staffer" 
		name = "NPERSONALITY_GENERAL_STAFFER" 
		desc = "DPERSONALITY_GENERAL_STAFFER" 
		minister_position = ForeignMinister 
		modifier = { type = diplomatic_cost_mod value = ask_for_military_access modifier_effect = -0.5000 } 
		modifier = { type = diplomatic_cost_mod value = assume_military_control modifier_effect = -0.3330 } 
	}
	personality = { 
		personality_string = "the cloak n dagger schemer" 
		name = "NPERSONALITY_THE_CLOAK_N_DAGGER_SCHEMER" 
		desc = "DPERSONALITY_THE_CLOAK_N_DAGGER_SCHEMER" 
		minister_position = ForeignMinister 
		modifier = { type = diplomatic_action_mod value = influence_nation modifier_effect = 0.1000 } 
		modifier = { type = diplomatic_action_mod value = coup_nation modifier_effect = 0.1000 } 
		modifier = { type = diplomatic_cost_mod value = coup_nation modifier_effect = -0.3330 } 
		modifier = { type = diplomatic_cost_mod value = puppet_regime modifier_effect = 1.0000 } 
	}
	personality = { 
		personality_string = "administrative genius" 
		name = "NPERSONALITY_ADMINISTRATIVE_GENIUS" 
		desc = "DPERSONALITY_ADMINISTRATIVE_GENIUS" 
		minister_position = ArmamentMinister 
		modifier = { type = production_category_mod value = production modifier_effect = 0.1000 } 
	}
	personality = { 
		personality_string = "resource industrialist" 
		name = "NPERSONALITY_RESOURCE_INDUSTRIALIST" 
		desc = "DPERSONALITY_RESOURCE_INDUSTRIALIST" 
		minister_position = ArmamentMinister 
		modifier = { type = production_category_mod value = production modifier_effect = 0.0500 } 
		modifier = { type = tech_group_mod value = industry modifier_effect = -0.1000 } 
	}
	personality = { 
		personality_string = "laissez faires capitalist" 
		name = "NPERSONALITY_LAISSEZ_FAIRES_CAPITALIST" 
		desc = "DPERSONALITY_LAISSEZ_FAIRES_CAPITALIST" 
		minister_position = ArmamentMinister 
		modifier = { type = production_category_mod value = consumer modifier_effect = -0.2000 } 
	}
	personality = { 
		personality_string = "theoretical scientist" 
		name = "NPERSONALITY_THEORETICAL_SCIENTIST" 
		desc = "DPERSONALITY_THEORETICAL_SCIENTIST" 
		minister_position = ArmamentMinister 
		modifier = { type = tech_group_mod value = secret_weapons modifier_effect = -0.1000 }
		modifier = { type = tech_group_mod modifier_effect = -0.0500 } 
		modifier = { type = retooling_time_mod modifier_effect = -0.1000 } 
	}
	personality = { 
		personality_string = "military entrepreneur" 
		name = "NPERSONALITY_MILITARY_ENTREPRENEUR" 
		desc = "DPERSONALITY_MILITARY_ENTREPRENEUR" 
		minister_position = ArmamentMinister 
		modifier = { type = production_category_mod value = supply modifier_effect = 0.2000 } 
		modifier = { type = retooling_time_mod modifier_effect = -0.1000 }
	}
	personality = { 
		personality_string = "battle fleet proponent" 
		name = "NPERSONALITY_BATTLE_FLEET_PROPONENT" 
		desc = "DPERSONALITY_BATTLE_FLEET_PROPONENT" 
		minister_position = ArmamentMinister 
		modifier = { type = tech_group_mod value = naval modifier_effect = -0.1000 } 
		modifier = { type = division_type_mod value = battleship modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = carrier modifier_effect = -0.0500 } 
		modifier = { type = retooling_time_mod modifier_effect = -0.1000 }
	}
	personality = { 
		personality_string = "submarine proponent" 
		name = "NPERSONALITY_SUBMARINE_PROPONENT" 
		desc = "DPERSONALITY_SUBMARINE_PROPONENT" 
		minister_position = ArmamentMinister 
		modifier = { type = tech_group_mod value = naval modifier_effect = -0.1000 } 
		modifier = { type = division_type_mod value = submarine modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = nuclear_submarine modifier_effect = -0.0500 }
		modifier = { type = retooling_time_mod modifier_effect = -0.1000 } 
	}
	personality = { 
		personality_string = "tank proponent" 
		name = "NPERSONALITY_TANK_PROPONENT" 
		desc = "DPERSONALITY_TANK_PROPONENT" 
		minister_position = ArmamentMinister 
		modifier = { type = tech_group_mod value = armor modifier_effect = -0.1000 }
		modifier = { type = division_type_mod value = armor modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = mechanized modifier_effect = -0.0500 } 
		modifier = { type = retooling_time_mod modifier_effect = -0.1000 } 
	}
	personality = { 
		personality_string = "infantry proponent" 
		name = "NPERSONALITY_INFANTRY_PROPONENT" 
		desc = "DPERSONALITY_INFANTRY_PROPONENT" 
		minister_position = ArmamentMinister 
		modifier = { type = tech_group_mod value = infantry modifier_effect = -0.1000 }
		modifier = { type = division_type_mod value = infantry modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = motorized modifier_effect = -0.0500 } 
		modifier = { type = retooling_time_mod modifier_effect = -0.0500 } 
	}
	personality = { 
		personality_string = "air to ground proponent" 
		name = "NPERSONALITY_AIR_TO_GROUND_PROPONENT" 
		desc = "DPERSONALITY_AIR_TO_GROUND_PROPONENT" 
		minister_position = ArmamentMinister 
		modifier = { type = tech_group_mod value = aircraft modifier_effect = -0.1000 } 
		modifier = { type = division_type_mod value = cas modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = tactical_bomber modifier_effect = -0.0500 }
		modifier = { type = retooling_time_mod modifier_effect = -0.0500 } 
	}
	personality = { 
		personality_string = "air to sea proponent" 
		name = "NPERSONALITY_AIR_TO_SEA_PROPONENT" 
		desc = "DPERSONALITY_AIR_TO_SEA_PROPONENT" 
		minister_position = ArmamentMinister 
		modifier = { type = tech_group_mod value = aircraft modifier_effect = -0.1000 } 
		modifier = { type = division_type_mod value = naval_bomber modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = cag modifier_effect = -0.0500 }
		modifier = { type = retooling_time_mod modifier_effect = -0.0500 } 
	}
	personality = { 
		personality_string = "strategic air proponent" 
		name = "NPERSONALITY_STRATEGIC_AIR_PROPONENT" 
		desc = "DPERSONALITY_STRATEGIC_AIR_PROPONENT" 
		minister_position = ArmamentMinister 
		modifier = { type = tech_group_mod value = aircraft modifier_effect = -0.1000 } 
		modifier = { type = division_type_mod value = strategic_bomber modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = escort modifier_effect = -0.0500 } 
		modifier = { type = retooling_time_mod modifier_effect = -0.0500 }
	}
	personality = { 
		personality_string = "silent lawyer" 
		name = "NPERSONALITY_SILENT_LAWYER" 
		desc = "DPERSONALITY_SILENT_LAWYER" 
		minister_position = MinisterOfSecurity 
		modifier = { type = production_category_mod value = consumer modifier_effect = -0.0500 } 
		modifier = { type = retooling_time_mod modifier_effect = -0.0500 }
	}
	personality = { 
		personality_string = "compassionate gentleman" 
		name = "NPERSONALITY_COMPASSIONATE_GENTLEMAN" 
		desc = "DPERSONALITY_COMPASSIONATE_GENTLEMAN" 
		minister_position = MinisterOfSecurity 
		modifier = { type = foreign_ic_mod modifier_effect = 0.0500 } 
		modifier = { type = foreign_mp_mod modifier_effect = 0.0500 } 
	}
	personality = { 
		personality_string = "crime fighter" 
		name = "NPERSONALITY_CRIME_FIGHTER" 
		desc = "DPERSONALITY_CRIME_FIGHTER" 
		minister_position = MinisterOfSecurity 
		modifier = { type = production_category_mod value = consumer modifier_effect = -0.1000 } 
	}
	personality = { 
		personality_string = "prince of terror" 
		name = "NPERSONALITY_PRINCE_OF_TERROR" 
		desc = "DPERSONALITY_PRINCE_OF_TERROR" 
		minister_position = MinisterOfSecurity 
		modifier = { type = foreign_ic_mod modifier_effect = 0.1500 } 
		modifier = { type = production_category_mod value = consumer modifier_effect = 0.1000 } 
	}
	personality = { 
		personality_string = "back stabber" 
		name = "NPERSONALITY_BACK_STABBER" 
		desc = "DPERSONALITY_BACK_STABBER" 
		minister_position = MinisterOfSecurity 
		modifier = { type = production_category_mod value = consumer modifier_effect = 0.0500 }
		modifier = { type = retooling_time_mod modifier_effect = -0.0500 }  
	}
	personality = { 
		personality_string = "man of the people" 
		name = "NPERSONALITY_MAN_OF_THE_PEOPLE" 
		desc = "DPERSONALITY_MAN_OF_THE_PEOPLE" 
		minister_position = MinisterOfSecurity 
		modifier = { type = foreign_mp_mod modifier_effect = 0.1000 } 
		modifier = { type = mp_growth_mod modifier_effect = 1.1000 } 
	}
	personality = { 
		personality_string = "efficient sociopath" 
		name = "NPERSONALITY_EFFICIENT_SOCIOPATH" 
		desc = "DPERSONALITY_EFFICIENT_SOCIOPATH" 
		minister_position = MinisterOfSecurity 
		modifier = { type = foreign_ic_mod modifier_effect = 0.1000 } 
		modifier = { type = mp_growth_mod modifier_effect = 0.9000 } 
	}
	personality = { 
		personality_string = "technical specialist" 
		name = "NPERSONALITY_TECHNICAL_SPECIALIST" 
		desc = "DPERSONALITY_TECHNICAL_SPECIALIST" 
		minister_position = MinisterOfIntelligence 
		modifier = { type = tech_group_mod modifier_effect = -0.0500 } 
		modifier = { type = intelligence_mod value = steal_blueprint modifier_effect = 0.0500 } 
		modifier = { type = intelligence_mod value = nuclear_sabotage modifier_effect = 0.0500 } 
		modifier = { type = intelligence_mod value = disrupt_techteam modifier_effect = 0.0500 } 
	}
	personality = { 
		personality_string = "logistics specialist" 
		name = "NPERSONALITY_LOGISTICS_SPECIALIST" 
		desc = "DPERSONALITY_LOGISTICS_SPECIALIST" 
		minister_position = MinisterOfIntelligence 
		modifier = { type = unit_intel_mod modifier_effect = 0.3000 } 
	}
	personality = { 
		personality_string = "political specialist" 
		name = "NPERSONALITY_POLITICAL_SPECIALIST" 
		desc = "DPERSONALITY_POLITICAL_SPECIALIST" 
		minister_position = MinisterOfIntelligence 
		modifier = { type = intelligence_mod value = minister_assassination modifier_effect = 0.0500 } 
		modifier = { type = intelligence_mod value = smear_campaign modifier_effect = 0.0500 } 
		modifier = { type = intelligence_mod value = found_partisans modifier_effect = 0.0500 } 
		modifier = { type = intelligence_mod value = massmedia modifier_effect = 0.0500 } 
		modifier = { type = diplomatic_action_mod value = influence_nation modifier_effect = 0.2000 } 
		modifier = { type = diplomatic_action_mod value = coup_nation modifier_effect = 0.2000 } 
	}
	personality = { 
		personality_string = "dismal enigma" 
		name = "NPERSONALITY_DISMAL_ENIGMA" 
		desc = "DPERSONALITY_DISMAL_ENIGMA" 
		minister_position = MinisterOfIntelligence 
		modifier = { type = intel_diff_mod modifier_effect = 0.3000 } 
		modifier = { type = intelligence_mod value = send_spy modifier_effect = 0.0500 } 
		modifier = { type = intelligence_mod value = counter_espionage modifier_effect = 0.0500 } 
	}
	personality = { 
		personality_string = "industrial specialist" 
		name = "NPERSONALITY_INDUSTRIAL_SPECIALIST" 
		desc = "DPERSONALITY_INDUSTRIAL_SPECIALIST" 
		minister_position = MinisterOfIntelligence 
		modifier = { type = production_category_mod value = production modifier_effect = 0.0500 } 
		modifier = { type = intelligence_mod value = steal_blueprint modifier_effect = 0.0500 } 
		modifier = { type = intelligence_mod value = sabotage_industry modifier_effect = 0.0500 } 
	}
	personality = { 
		personality_string = "naval intelligence specialist" 
		name = "NPERSONALITY_NAVAL_INTELLIGENCE_SPECIALIST" 
		desc = "DPERSONALITY_NAVAL_INTELLIGENCE_SPECIALIST" 
		minister_position = MinisterOfIntelligence 
		modifier = { type = detect_fleet_mod modifier_effect = 0.2000 } 
		modifier = { type = detect_convoy_mod modifier_effect = 2.0000 } 
		modifier = { type = intelligence_mod value = steal_blueprint modifier_effect = 0.0500 } 
		modifier = { type = intelligence_mod value = disrupt_techteam modifier_effect = 0.0500 } 
	}
	personality = { 
		personality_string = "school of manoeuvre" 
		name = "NPERSONALITY_SCHOOL_OF_MANOEUVRE" 
		desc = "DPERSONALITY_SCHOOL_OF_MANOEUVRE" 
		minister_position = ChiefOfStaff 
		modifier = { type = unit_speed_mod modifier_effect = 0.1000 } 
	}
	personality = { 
		personality_string = "school of fire support" 
		name = "NPERSONALITY_SCHOOL_OF_FIRE_SUPPORT" 
		desc = "DPERSONALITY_SCHOOL_OF_FIRE_SUPPORT" 
		minister_position = ChiefOfStaff 
		modifier = { type = tech_group_mod value = armor modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = artillery modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = rocket_artillery modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = sp_artillery modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = sp_rct_artillery modifier_effect = -0.0500 } 
	}
	personality = { 
		personality_string = "school of mass combat" 
		name = "NPERSONALITY_SCHOOL_OF_MASS_COMBAT" 
		desc = "DPERSONALITY_SCHOOL_OF_MASS_COMBAT" 
		minister_position = ChiefOfStaff 
		modifier = { type = mp_growth_mod modifier_effect = 1.2500 } 
		modifier = { type = division_type_mod value = infantry modifier_effect = -0.0500 } 
	}
	personality = { 
		personality_string = "school of psychology" 
		name = "NPERSONALITY_SCHOOL_OF_PSYCHOLOGY" 
		desc = "DPERSONALITY_SCHOOL_OF_PSYCHOLOGY" 
		minister_position = ChiefOfStaff 
		modifier = { type = morale_mod modifier_effect = 0.2000 } 
	}
	personality = { 
		personality_string = "school of defence" 
		name = "NPERSONALITY_SCHOOL_OF_DEFENCE" 
		desc = "DPERSONALITY_SCHOOL_OF_DEFENCE" 
		minister_position = ChiefOfStaff 
		modifier = { type = defend_land_mod modifier_effect = 0.1000 } 
	}
	personality = { 
		personality_string = "elastic defence doctrine" 
		name = "NPERSONALITY_ELASTIC_DEFENCE_DOCTRINE" 
		desc = "DPERSONALITY_ELASTIC_DEFENCE_DOCTRINE" 
		minister_position = ChiefOfArmy 
		modifier = { type = division_type_mod value = motorized modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = mechanized modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = sp_artillery modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = sp_rct_artillery modifier_effect = -0.0500 } 
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = motorized 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = mechanized 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 0 
			extra = sp_artillery 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 0 
			extra = sp_rct_artillery 
			modifier_effect = 0.0500 
		}
	}
	personality = { 
		personality_string = "static defence doctrine" 
		name = "NPERSONALITY_STATIC_DEFENCE_DOCTRINE" 
		desc = "DPERSONALITY_STATIC_DEFENCE_DOCTRINE" 
		minister_position = ChiefOfArmy 
		modifier = { type = division_type_mod value = infantry modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = anti_tank modifier_effect = -0.0500 } 
		modifier = { type = province_project_mod value = land_fort modifier_effect = -0.1000 } 
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = infantry 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 0 
			extra = anti_tank 
			modifier_effect = 0.0500 
		}
	}
	personality = { 
		personality_string = "decisive battle doctrine" 
		name = "NPERSONALITY_DECISIVE_BATTLE_DOCTRINE" 
		desc = "DPERSONALITY_DECISIVE_BATTLE_DOCTRINE" 
		minister_position = ChiefOfArmy 
		modifier = { type = division_type_mod value = infantry modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = artillery modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = rocket_artillery modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = anti_tank modifier_effect = -0.0500 } 
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = infantry 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			extra = anti_tank 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			extra = artillery 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			extra = rocket_artillery 
			modifier_effect = 0.0500 
		}
	}
	personality = { 
		personality_string = "armoured spearhead doctrine" 
		name = "NPERSONALITY_ARMOURED_SPEARHEAD_DOCTRINE" 
		desc = "DPERSONALITY_ARMOURED_SPEARHEAD_DOCTRINE" 
		minister_position = ChiefOfArmy 
		modifier = { type = division_type_mod value = mechanized modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = armor modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = sp_artillery modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = sp_rct_artillery modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = tank_destroyer modifier_effect = -0.0500 } 
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = mechanized 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = armor 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			extra = sp_artillery 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			extra = sp_rct_artillery 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			extra = tank_destroyer 
			modifier_effect = 0.0500 
		}
	}
	personality = { 
		personality_string = "guns and butter doctrine" 
		name = "NPERSONALITY_GUNS_AND_BUTTER_DOCTRINE" 
		desc = "DPERSONALITY_GUNS_AND_BUTTER_DOCTRINE" 
		minister_position = ChiefOfArmy 
		modifier = { type = supply_consumption_mod modifier_effect = -0.1500 } 
	}
	personality = { 
		personality_string = "open seas doctrine" 
		name = "NPERSONALITY_OPEN_SEAS_DOCTRINE" 
		desc = "DPERSONALITY_OPEN_SEAS_DOCTRINE" 
		minister_position = ChiefOfNavy 
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = destroyer 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = light_cruiser 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = carrier 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = escort_carrier 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = transport 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = submarine 
			modifier_effect = -0.1000 
		}
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = nuclear_submarine 
			modifier_effect = -0.1000 
		}
	}
	personality = { 
		personality_string = "decisive naval battle doctrine" 
		name = "NPERSONALITY_DECISIVE_BATTLE_DOCTRINE2" 
		desc = "DPERSONALITY_DECISIVE_BATTLE_DOCTRINE2" 
		minister_position = ChiefOfNavy 
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = light_cruiser 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = carrier 
			modifier_effect = 0.1000 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = escort_carrier 
			modifier_effect = 0.1000 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = heavy_cruiser 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = battlecruiser 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = battleship 
			modifier_effect = 0.0500 
		}
	}
	personality = { 
		personality_string = "power projection doctrine" 
		name = "NPERSONALITY_POWER_PROJECTION_DOCTRINE" 
		desc = "DPERSONALITY_POWER_PROJECTION_DOCTRINE" 
		minister_position = ChiefOfNavy 
		modifier = { type = division_type_mod value = destroyer modifier_effect = 0.1000 } 
		modifier = { type = division_type_mod value = transport modifier_effect = 0.1000 } 
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = light_cruiser 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = carrier 
			modifier_effect = 0.1000 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = escort_carrier 
			modifier_effect = 0.1000 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = heavy_cruiser 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = battleship 
			modifier_effect = 0.0500 
		}
	}
	personality = { 
		personality_string = "indirect approach doctrine" 
		name = "NPERSONALITY_INDIRECT_APPROACH_DOCTRINE" 
		desc = "DPERSONALITY_INDIRECT_APPROACH_DOCTRINE" 
		minister_position = ChiefOfNavy 
		modifier = { type = division_type_mod value = destroyer modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = transport modifier_effect = -0.0500 } 
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = submarine 
			modifier_effect = 0.1000 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = nuclear_submarine 
			modifier_effect = 0.1000 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = battlecruiser 
			modifier_effect = 0.1000 
		}
	}
	personality = { 
		personality_string = "base control doctrine" 
		name = "NPERSONALITY_BASE_CONTROL_DOCTRINE" 
		desc = "DPERSONALITY_BASE_CONTROL_DOCTRINE" 
		minister_position = ChiefOfNavy 
		modifier = { type = division_type_mod value = marine modifier_effect = -0.1000 } 
		modifier = { type = division_type_mod value = light_cruiser modifier_effect = 0.0500 } 
		modifier = { type = division_type_mod value = heavy_cruiser modifier_effect = 0.0500 } 
		modifier = { type = division_type_mod value = destroyer modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = transport modifier_effect = -0.1000 } 
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = battlecruiser 
			modifier_effect = -0.1000 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = battleship 
			modifier_effect = -0.1000 
		}
	}
	personality = { 
		personality_string = "air superiority doctrine" 
		name = "NPERSONALITY_AIR_SUPERIORITY_DOCTRINE" 
		desc = "DPERSONALITY_AIR_SUPERIORITY_DOCTRINE" 
		minister_position = ChiefOfAir 
		modifier = { type = division_type_mod value = interceptor modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = multi_role modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = strategic_bomber modifier_effect = 0.1000 } 
		modifier = { type = division_type_mod value = naval_bomber modifier_effect = 0.1000 } 
		modifier = { type = division_extra_mod value = anti_air modifier_effect = -0.0500 } 
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = multi_role 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = multi_role 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = interceptor 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = interceptor 
			modifier_effect = 0.0500 
		}
	}
	personality = { 
		personality_string = "naval aviation doctrine" 
		name = "NPERSONALITY_NAVAL_AVIATION_DOCTRINE" 
		desc = "DPERSONALITY_NAVAL_AVIATION_DOCTRINE" 
		minister_position = ChiefOfAir 
		modifier = { type = division_type_mod value = strategic_bomber modifier_effect = 0.1000 } 
		modifier = { type = division_type_mod value = naval_bomber modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = cag modifier_effect = -0.0500 } 
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = naval_bomber 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = naval_bomber 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = carrier 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = escort_carrier 
			modifier_effect = 0.0500 
		}
	}
	personality = { 
		personality_string = "army aviation doctrine" 
		name = "NPERSONALITY_ARMY_AVIATION_DOCTRINE" 
		desc = "DPERSONALITY_ARMY_AVIATION_DOCTRINE" 
		minister_position = ChiefOfAir 
		modifier = { type = division_type_mod value = cas modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = strategic_bomber modifier_effect = 0.1000 } 
		modifier = { type = division_type_mod value = tactical_bomber modifier_effect = -0.0500 } 
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = tactical_bomber 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = tactical_bomber 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = cas 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = cas 
			modifier_effect = 0.0500 
		}
	}
	personality = { 
		personality_string = "carpet bombing doctrine" 
		name = "NPERSONALITY_CARPET_BOMBING_DOCTRINE" 
		desc = "DPERSONALITY_CARPET_BOMBING_DOCTRINE" 
		minister_position = ChiefOfAir 
		modifier = { type = division_type_mod value = strategic_bomber modifier_effect = -0.1000 } 
		modifier = { type = division_extra_mod value = escort modifier_effect = -0.1000 } 
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = strategic_bomber 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = strategic_bomber 
			modifier_effect = 0.1000 
		}
	}
	personality = { 
		personality_string = "vertical envelopment doctrine" 
		name = "NPERSONALITY_VERTICAL_ENVELOPMENT_DOCTRINE" 
		desc = "DPERSONALITY_VERTICAL_ENVELOPMENT_DOCTRINE" 
		minister_position = ChiefOfAir 
		modifier = { type = division_type_mod value = paratrooper modifier_effect = -0.1000 } 
		modifier = { type = division_type_mod value = transport_plane modifier_effect = -0.1000 } 
		modifier = { 
			type = combat_mod 
			option1 = 0 
			division = paratrooper 
			modifier_effect = 0.0500 
		}
		modifier = { 
			type = combat_mod 
			option1 = 1 
			division = paratrooper 
			modifier_effect = 0.1000 
		}
	}
	personality = { 
		personality_string = "undistinguished suit" 
		name = "NPERSONALITY_UNDISTINGUISHED_SUIT" 
		desc = "DPERSONALITY_UNDISTINGUISHED_SUIT" 
		minister_position = all 
	}
	personality = { 
		personality_string = "air superiority proponent" 
		name = "NPERSONALITY_AIR_SUPERIORITY_PROPONENT" 
		desc = "DPERSONALITY_AIR_SUPERIORITY_PROPONENT" 
		minister_position = ArmamentMinister 
		modifier = { type = tech_group_mod value = aircraft modifier_effect = -0.1000 }
		modifier = { type = division_type_mod value = interceptor modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = multi_role modifier_effect = -0.0500 }
		modifier = { type = retooling_time_mod modifier_effect = -0.1000 } 
	}
	personality = { 
		personality_string = "corrupt kleptocrat" 
		name = "NPERSONALITY_CORRUPT_KLEPTOCRAT" 
		desc = "DPERSONALITY_CORRUPT_KLEPTOCRAT" 
		minister_position = ArmamentMinister 
		modifier = { type = production_category_mod value = supply modifier_effect = -0.1000 } 
		modifier = { type = production_category_mod value = production modifier_effect = -0.0500 } 
	}
	personality = { 
		personality_string = "crooked kleptocrat" 
		name = "NPERSONALITY_CROOKED_KLEPTOCRAT" 
		desc = "DPERSONALITY_CROOKED_KLEPTOCRAT" 
		minister_position = MinisterOfSecurity 
		modifier = { type = production_category_mod value = production modifier_effect = -0.0300 } 
	}
	personality = { 
		personality_string = "powerhungry demagogue" 
		name = "NPERSONALITY_POWER_HUNGRY_DEMAGOGUE" 
		desc = "DPERSONALITY_POWER_HUNGRY_DEMAGOGUE" 
		minister_position = HeadOfState 
		modifier = { type = peace_bell_rate_mod modifier_effect = -0.5000 } 
		modifier = { type = war_bell_rate_mod modifier_effect = 0.2000 } 
		modifier = { type = accept_alliance_mod option1 = 0 modifier_effect = 0.2500 } 
	}
	personality = { 
		personality_string = "barking buffoon" 
		name = "NPERSONALITY_BARKING_BUFFOON" 
		desc = "DPERSONALITY_BARKING_BUFFOON" 
		minister_position = HeadOfState 
		modifier = { type = morale_mod modifier_effect = -0.0500 } 
		modifier = { type = peace_bell_rate_mod modifier_effect = -0.4000 } 
		modifier = { type = accept_alliance_mod option1 = 1 modifier_effect = 0.1500 } 
	}
	personality = { 
		personality_string = "stern imperialist" 
		name = "NPERSONALITY_STERN_IMPERIALIST" 
		desc = "DPERSONALITY_STERN_IMPERIALIST" 
		minister_position = HeadOfState 
		modifier = { type = dissent_mod modifier_effect = 0.2000 } 
		modifier = { type = production_category_mod value = consumer modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod modifier_effect = -0.1000 } 
	}
	personality = { 
		personality_string = "ruthless powermonger" 
		name = "NPERSONALITY_RUTHLESS_POWERMONGER" 
		desc = "DPERSONALITY_RUTHLESS_POWERMONGER" 
		minister_position = HeadOfState 
		modifier = { type = org_mod modifier_effect = -0.1000 } 
		modifier = { type = division_type_mod value = infantry modifier_effect = -0.2500 } 
		modifier = { type = division_type_mod value = militia modifier_effect = -0.2500 } 
		modifier = { type = resource_mod value = money modifier_effect = -0.1000 } 
	}
	personality = { 
		personality_string = "autocratic charmer" 
		name = "NPERSONALITY_AUTOCRATIC_CHARMER" 
		desc = "DPERSONALITY_AUTOCRATIC_CHARMER" 
		minister_position = HeadOfState 
		modifier = { type = dissent_mod modifier_effect = -0.1000 } 
		modifier = { type = production_category_mod value = consumer modifier_effect = -0.0500 } 
		modifier = { type = production_category_mod value = production modifier_effect = -0.1000 } 
	}
	personality = { 
		personality_string = "resigned generalissimo" 
		name = "NPERSONALITY_RESIGNED_GENERALISSIMO" 
		desc = "DPERSONALITY_RESIGNED_GENERALISSIMO" 
		minister_position = HeadOfState 
		modifier = { type = dissent_mod modifier_effect = 0.1000 } 
		modifier = { type = tc_mod modifier_effect = 0.1500 } 
		modifier = { type = production_category_mod value = supply modifier_effect = 0.1000 } 
		modifier = { type = resource_mod value = money modifier_effect = -0.1000 } 
	}
	personality = { 
		personality_string = "benevolent gentleman" 
		name = "NPERSONALITY_BENEVOLENT_GENTLEMAN" 
		desc = "DPERSONALITY_BENEVOLENT_GENTLEMAN" 
		minister_position = HeadOfState 
		modifier = { type = dissent_mod modifier_effect = -0.1000 } 
		modifier = { type = do_war_bell_mod modifier_effect = 0.2000 } 
		modifier = { type = production_category_mod value = consumer modifier_effect = -0.0500 } 
	}
	personality = { 
		personality_string = "weary stiffneck" 
		name = "NPERSONALITY_WEARY_STIFF_NECK" 
		desc = "DPERSONALITY_WEARY_STIFF_NECK" 
		minister_position = HeadOfState 
		modifier = { type = morale_mod modifier_effect = 0.0500 } 
		modifier = { type = diplomatic_cost_mod modifier_effect = 0.1000 } 
	}
	personality = { 
		personality_string = "insignificant layman" 
		name = "NPERSONALITY_INSIGNIFICANT_LAYMAN" 
		desc = "DPERSONALITY_INSIGNIFICANT_LAYMAN" 
		minister_position = HeadOfState 
		modifier = { type = dissent_mod modifier_effect = 0.0500 } 
		modifier = { type = resource_mod value = money modifier_effect = 0.0500 } 
	}
	personality = { 
		personality_string = "die-hard reformer" 
		name = "NPERSONALITY_DIE_HARD_REFORMER" 
		desc = "DPERSONALITY_DIE_HARD_REFORMER" 
		minister_position = HeadOfState 
		modifier = { type = do_war_bell_mod modifier_effect = -0.1500 } 
		modifier = { type = production_category_mod value = consumer modifier_effect = -0.1000 } 
		modifier = { type = resource_mod value = money modifier_effect = -0.1000 } 
	}
	personality = { 
		personality_string = "pig-headed isolationist" 
		name = "NPERSONALITY_PIG_HEADED_ISOLATIONIST" 
		desc = "DPERSONALITY_PIG_HEADED_ISOLATIONIST" 
		minister_position = HeadOfState 
		modifier = { type = do_war_bell_mod modifier_effect = 0.3000 } 
		modifier = { type = resource_mod value = money modifier_effect = 0.1000 } 
	}
	personality = { 
		personality_string = "popular figurehead" 
		name = "NPERSONALITY_POPULAR_FIGUREHEAD" 
		desc = "DPERSONALITY_POPULAR_FIGUREHEAD" 
		minister_position = HeadOfState 
		modifier = { type = dissent_mod modifier_effect = -0.5000 } 
		modifier = { type = production_category_mod value = consumer modifier_effect = 0.1000 } 
	}
	personality = { 
		personality_string = "silent workhorse" 
		name = "NPERSONALITY_SILENT_WORKHORSE" 
		desc = "DPERSONALITY_SILENT_WORKHORSE" 
		minister_position = HeadOfGovernment 
		modifier = { type = production_category_mod value = production modifier_effect = 0.0500 } 
		modifier = { type = diplomatic_cost_mod modifier_effect = 0.2000 } 
	}
	personality = { 
		personality_string = "naive optimist" 
		name = "NPERSONALITY_NAIVE_OPTIMIST" 
		desc = "DPERSONALITY_NAIVE_OPTIMIST" 
		minister_position = HeadOfGovernment 
		modifier = { type = do_war_bell_mod modifier_effect = 0.1000 } 
		modifier = { type = production_category_mod value = consumer modifier_effect = -0.1000 } 
	}
	personality = { 
		personality_string = "flamboyant tough guy" 
		name = "NPERSONALITY_FLAMBOYANT_TOUGH_GUY" 
		desc = "DPERSONALITY_FLAMBOYANT_TOUGH_GUY" 
		minister_position = HeadOfGovernment 
		modifier = { type = accept_alliance_mod value = 3 modifier_effect = 0.2500 } 
	}
	personality = { 
		personality_string = "happy amateur" 
		name = "NPERSONALITY_HAPPY_AMATEUR" 
		desc = "DPERSONALITY_HAPPY_AMATEUR" 
		minister_position = HeadOfGovernment 
		modifier = { type = dissent_mod modifier_effect = -0.1000 } 
		modifier = { type = resource_mod value = money modifier_effect = -0.0500 } 
		modifier = { type = retooling_time_mod modifier_effect = -0.1000 }
	}
	personality = { 
		personality_string = "backroom backstabber" 
		name = "NPERSONALITY_BACKROOM_BACKSTABBER" 
		desc = "DPERSONALITY_BACKROOM_BACKSTABBER" 
		minister_position = HeadOfGovernment 
		modifier = { type = production_category_mod value = production modifier_effect = -0.0500 } 
		modifier = { type = diplomatic_cost_mod value = coup_nation modifier_effect = -0.1000 } 
		modifier = { type = retooling_time_mod modifier_effect = -0.2000 }
	}
	personality = { 
		personality_string = "smiling oilman" 
		name = "NPERSONALITY_SMILING_OILMAN" 
		desc = "DPERSONALITY_SMILING_OILMAN" 
		minister_position = HeadOfGovernment 
		modifier = { type = resource_mod value = oil modifier_effect = 0.1000 } 
		modifier = { type = accept_alliance_mod modifier_effect = -0.1000 } 
	}
	personality = { 
		personality_string = "old general" 
		name = "NPERSONALITY_OLD_GENERAL" 
		desc = "DPERSONALITY_OLD_GENERAL" 
		minister_position = HeadOfGovernment 
		modifier = { type = division_type_mod value = infantry modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = bergsjaeger modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = militia modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = light_cruiser modifier_effect = 0.0500 } 
		modifier = { type = division_type_mod value = heavy_cruiser modifier_effect = 0.0500 } 
		modifier = { type = division_type_mod value = destroyer modifier_effect = 0.0500 } 
	}
	personality = { 
		personality_string = "old admiral" 
		name = "NPERSONALITY_OLD_ADMIRAL" 
		desc = "DPERSONALITY_OLD_ADMIRAL" 
		minister_position = HeadOfGovernment 
		modifier = { type = division_type_mod value = light_cruiser modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = heavy_cruiser modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = destroyer modifier_effect = -0.0500 } 
		modifier = { type = division_type_mod value = tactical_bomber modifier_effect = 0.0500 } 
		modifier = { type = division_extra_mod value = escort modifier_effect = 0.0500 } 
	}
	personality = { 
		personality_string = "old air marshal" 
		name = "NPERSONALITY_OLD_AIR_MARSHAL" 
		desc = "DPERSONALITY_OLD_AIR_MARSHAL" 
		minister_position = HeadOfGovernment 
		modifier = { type = division_type_mod value = infantry modifier_effect = 0.0500 } 
		modifier = { type = division_type_mod value = bergsjaeger modifier_effect = 0.0500 } 
		modifier = { type = division_type_mod value = militia modifier_effect = 0.0500 } 
		modifier = { type = division_type_mod value = tactical_bomber modifier_effect = -0.0500 } 
		modifier = { type = division_extra_mod value = escort modifier_effect = -0.0500 } 
	}
	personality = { 
		personality_string = "political protege" 
		name = "NPERSONALITY_POLITICAL_PROTEGE" 
		desc = "DPERSONALITY_POLITICAL_PROTEGE" 
		minister_position = HeadOfGovernment 
		modifier = { type = dissent_mod modifier_effect = -0.0500 } 
		modifier = { type = production_category_mod value = consumer modifier_effect = 0.0300 } 
	}
	personality = { 
		personality_string = "ambitious union boss" 
		name = "NPERSONALITY_AMBITIOUS_UNION_BOSS" 
		desc = "DPERSONALITY_AMBITIOUS_UNION_BOSS" 
		minister_position = HeadOfGovernment 
		modifier = { type = dissent_mod modifier_effect = 0.0500 } 
		modifier = { type = production_category_mod value = consumer modifier_effect = -0.1500 } 
		modifier = { type = resource_mod value = money modifier_effect = -0.1500 } 
	}
	personality = { 
		personality_string = "corporate suit" 
		name = "NPERSONALITY_CORPORATE_SUIT" 
		desc = "DPERSONALITY_CORPORATE_SUIT" 
		minister_position = HeadOfGovernment 
		modifier = { type = dissent_mod modifier_effect = 0.1000 } 
		modifier = { type = division_type_mod modifier_effect = 0.1000 } 
		modifier = { type = resource_mod value = money modifier_effect = 0.1000 }
		modifier = { type = retooling_time_mod modifier_effect = 0.1000 } 
	}
}

