ideas = { country = { Offensive_Spirit = { allowed = { always = yes } removal_cost = -1 modifier = { army_attack_factor = 0.1 } } Defensive_Spirit = { allowed = { always = yes } removal_cost = -1 modifier = { army_core_attack_factor = 0.05 army_core_defence_factor = 0.1 } } DeepDefence = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = 0.1 consumer_goods_factor = 0.02 production_speed_bunker_factor = 0.3 production_speed_coastal_bunker_factor = 0.25 } } gen_tradition = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = 0.1 consumer_goods_factor = -0.05 } } gen_tradition2 = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = 0.2 war_support_factor = 0.1 consumer_goods_factor = -0.1 } } Aggresive_outlook = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = -0.15 war_support_factor = 0.2 } } Cautious_outlook = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = 0.1 war_support_factor = -0.15 army_org_regain = 0.05 army_speed_factor = 0.05 } } Com_spirit4 = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = -0.15 consumer_goods_factor = 0.15 } } Com_spirit5 = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = -0.1 army_core_defence_factor = 0.05 consumer_goods_factor = 0.1 } } Com_spirit6 = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = 0.05 army_core_defence_factor = 0.05 consumer_goods_factor = -0.05 recruitable_population_factor = 0.02 } } Com_spirit1 = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = 0.05 consumer_goods_factor = -0.05 } } Com_spirit2 = { allowed = { always = yes } removal_cost = -1 modifier = { industrial_capacity_factory = 0.05 } } Com_spirit3 = { allowed = { always = yes } removal_cost = -1 modifier = { ###add political advisor: 0.1 infrastructure_constuctionspeed, 0.1 civillianfactory_constructionspeed### } } Com_spirit7 = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = -0.1 war_support_factor = 0.1 } } Com_spirit8 = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = -0.05 war_support_factor = 0.05 army_attack_factor = 0.05 } } Com-spirit8 = { allowed = { always = yes } removal_cost = -1 modifier = { weekly_manpower = 4000 ###25 weeks### } } Com_spirit9 = { allowed = { always = yes } removal_cost = -1 modifier = { army_attack_factor = 0.1 army_defence_factor = 0.1 } } Fac_spirit4 = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = 0.1 } } Fac_spirit5 = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = 0.15 } } Fac_spirit1 = { allowed = { always = yes } removal_cost = -1 modifier = { research_speed_factor = 0.05 consumer_goods_factor = -0.05 } } Fac_spirit2 = { allowed = { always = yes } removal_cost = -1 modifier = { nuclear_production_factor = 0.1 } } Fac_spirit3 = { allowed = { always = yes } removal_cost = -1 modifier = { conscription = 0.05 } } Fac_spirit7 = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = 0.05 war_support_factor = 0.1 } } Fac_spirit8 = { allowed = { always = yes } removal_cost = -1 modifier = { war_support_factor = 0.15 army_core_attack_factor = 0.1 army_core_defence_factor = 0.1 } } Fac_spirit9 = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = -0.2 training_time_factor = -0.1 } } Dem_spirit4 = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = 0.1 war_support_factor = -0.1 } } Dem_spirit5 = { allowed = { always = yes } removal_cost = -1 modifier = { stability_factor = 0.05 war_support_factor = -0.05 consumer_goods_factor = -0.1 } } Dem_spirit6 = { allowed = { always = yes } removal_cost = -1 modifier = { local_manpower = 0.3 agency_upgrade_time = 0.35 } } Dem_spirit2 = { allowed = { always = yes } removal_cost = -1 modifier = { political_power_factor = 0.25 stability_factor = 0.1 } } Dem_spirit3 = { allowed = { always = yes } removal_cost = -1 modifier = { war_support_factor = -0.15 } } Dem_spirit8 = { allowed = { always = yes } removal_cost = -1 modifier = { land_reinforce_rate = 0.05 experience_loss_factor = 0.05 army_morale = 0.05 } } Dem_spirit9 = { allowed = { always = yes } removal_cost = -1 modifier = { war_support_factor = 0.1 army_core_attack_factor = 0.1 army_core_defence_factor = 0.1 } } Net_rise = { allowed = { always = yes } removal_cost = -1 modifier = { neutrality_drift = 0.15 neutrality_acceptance = 100 } } Com_rise = { allowed = { always = yes } removal_cost = -1 modifier = { communism_drift = 0.15 communism_acceptance = 100 } } Fas_rise = { allowed = { always = yes } removal_cost = -1 modifier = { fascism_drift = 0.15 fascism_acceptance = 100 } } Dem_rise = { allowed = { always = yes } removal_cost = -1 modifier = { democratic_drift = 0.15 democratic_acceptance = 100 } } expand_airforce = { allowed = { always = yes } removal_cost = -1 modifier = { air_doctrine_cost_factor = -0.1 air_ace_generation_chance_factor = 0.25 air_fuel_consumption_factor = -0.25 air_mission_xp_gain_factor = 1.0 air_range_factor = 0.1 } } Airfocus = { allowed = { always = yes } removal_cost = -1 modifier = { air_doctrine_cost_factor = -0.15 } } light_airfocus = { allowed = { always = yes } removal_cost = -1 modifier = { air_superiority_efficiency = 0.15 air_cas_efficiency = 0.1 } } medium_airfocus = { allowed = { always = yes } removal_cost = -1 modifier = { air_strategic_bomber_bombing_factor = 0.15 air_escort_efficiency = 0.1 } } naval_airfocus = { allowed = { always = yes } removal_cost = -1 modifier = { air_nav_efficiency = 0.2 air_escort_efficiency = 0.1 } } light_air_dominance = { picture = generic_air_bonus allowed = { always = yes } allowed_civil_war = { always = yes } removal_cost = -1 equipment_bonus = { fighter_equipment = { build_cost_ic = -0.1 instant = yes } CAS_equipment = { build_cost_ic = -0.1 instant = yes } } modifier = { air_superiority_efficiency = 0.15 air_cas_efficiency = 0.1 } } medium_air_dominance = { picture = generic_air_bonus allowed = { always = yes } allowed_civil_war = { always = yes } removal_cost = -1 equipment_bonus = { heavy_fighter_equipment = { build_cost_ic = -0.1 instant = yes } tac_bomber_equipment = { build_cost_ic = -0.1 instant = yes } } modifier = { air_strategic_bomber_bombing_factor = 0.15 air_escort_efficiency = 0.1 } } naval_air_dominance = { picture = generic_air_bonus allowed = { always = yes } allowed_civil_war = { always = yes } removal_cost = -1 equipment_bonus = { cv_fighter_equipment = { build_cost_ic = -0.1 instant = yes } cv_nav_bomber_equipment = { build_cost_ic = -0.1 instant = yes } nav_bomber_equipment = { build_cost_ic = -0.1 instant = yes } } modifier = { air_nav_efficiency = 0.2 air_escort_efficiency = 0.1 } } heavy_dominance = { picture = generic_air_bonus allowed = { always = yes } allowed_civil_war = { always = yes } removal_cost = -1 equipment_bonus = { heavy_fighter_equipment = { build_cost_ic = -0.1 instant = yes } strat_bomber_equipment = { build_cost_ic = -0.2 instant = yes } } modifier = { air_strategic_bomber_bombing_factor = 0.15 air_escort_efficiency = 0.15 } } Light_tank_basic = { picture = generic_tank_bonus allowed = { always = yes } allowed_civil_war = { always = yes } removal_cost = -1 equipment_bonus = { cat_light_armor = { build_cost_ic = -0.1 instant = yes } } modifier = { army_armor_speed_factor = 0.15 } } Light_tank = { picture = generic_tank_bonus allowed = { always = yes } allowed_civil_war = { always = yes } removal_cost = -1 equipment_bonus = { cat_light_armor = { build_cost_ic = -0.15 instant = yes } } modifier = { army_armor_attack_factor = 0.15 army_armor_defence_factor = 0.15 army_armor_speed_factor = 0.3 } } Medium_tank_basic = { picture = generic_tank_bonus allowed = { always = yes } allowed_civil_war = { always = yes } removal_cost = -1 equipment_bonus = { cat_light_armor = { build_cost_ic = -0.1 instant = yes } } modifier = { army_armor_attack_factor = 0.05 army_armor_defence_factor = 0.05 army_armor_speed_factor = 0.05 } } Medium_tank = { picture = generic_tank_bonus allowed = { always = yes } allowed_civil_war = { always = yes } removal_cost = -1 equipment_bonus = { cat_medium_armor = { build_cost_ic = -0.15 instant = yes } } modifier = { army_armor_attack_factor = 0.2 army_armor_defence_factor = 0.2 army_armor_speed_factor = 0.2 } } Heavy_tank_basic = { picture = generic_tank_bonus allowed = { always = yes } allowed_civil_war = { always = yes } removal_cost = -1 equipment_bonus = { cat_heavy_armor = { build_cost_ic = -0.1 instant = yes } } modifier = { army_armor_attack_factor = 0.05 army_armor_defence_factor = 0.1 } } Heavy_tank = { picture = generic_tank_bonus allowed = { always = yes } allowed_civil_war = { always = yes } removal_cost = -1 equipment_bonus = { cat_medium_armor = { build_cost_ic = -0.15 instant = yes } } modifier = { army_armor_attack_factor = 0.2 army_armor_defence_factor = 0.2 army_armor_speed_factor = 0.2 } } Manpower1 = { allowed = { always = yes } removal_cost = -1 modifier = { non_core_manpower = 0.3 stability_factor = -0.05 } } Manpower2 = { allowed = { always = yes } removal_cost = -1 modifier = { non_core_manpower = 0.3 local_non_core_manpower = 0.5 stability_factor = -0.15 } } Manpower3 = { allowed = { always = yes } removal_cost = -1 modifier = { local_manpower = 0.3 war_support_factor = -0.05 } } Manpower4 = { allowed = { always = yes } removal_cost = -1 modifier = { local_manpower = 0.5 war_support_factor = -0.1 } } Manpower5 = { allowed = { always = yes } removal_cost = -1 modifier = { weekly_manpower = 2500 consumer_goods_factor = 0.05 } } Manpower6 = { allowed = { always = yes } removal_cost = -1 modifier = { recruitable_population = 0.35 consumer_goods_factor = 0.1 } } ###PRUE STUPIDITY AND ANNOYANCE IN LIQUID FORM, BE WARNED!### Military_Buildup = { allowed = { always = yes } removal_cost = -1 modifier = { consumer_goods_factor = 0.1 } } Military_Buildup1 = { allowed = { always = yes } removal_cost = -1 modifier = { consumer_goods_factor = 0.075 acclimatization_cold_climate_gain_factor = 0.5 acclimatization_hot_climate_gain_factor = 0.5 army_attack_factor = 0.05 } } Military_Buildup2 = { allowed = { always = yes } removal_cost = -1 modifier = { consumer_goods_factor = 0.05 acclimatization_cold_climate_gain_factor = 0.5 acclimatization_hot_climate_gain_factor = 0.5 army_attack_factor = 0.05 motorized_attack_factor = 0.05 mechanized_attack_factor = 0.05 motorized_defence_factor = 0.05 mechanized_defence_factor = 0.05 } } Military_Buildup3 = { allowed = { always = yes } removal_cost = -1 modifier = { consumer_goods_factor = 0.05 acclimatization_cold_climate_gain_factor = 0.5 acclimatization_hot_climate_gain_factor = 0.5 army_attack_factor = 0.1 army_artillery_defence_factor = 0.1 army_artillery_attack_factor = 0.1 } } Military_BuildupB1 = { allowed = { always = yes } removal_cost = -1 modifier = { consumer_goods_factor = 0.025 acclimatization_cold_climate_gain_factor = 0.5 acclimatization_hot_climate_gain_factor = 0.5 army_attack_factor = 0.15 army_defence_factor = 0.15 motorized_attack_factor = 0.1 mechanized_attack_factor = 0.1 motorized_defence_factor = 0.05 mechanized_defence_factor = 0.05 conscription_factor = -0.33 } } Military_BuildupB2 = { allowed = { always = yes } removal_cost = -1 modifier = { consumer_goods_factor = 0.025 acclimatization_cold_climate_gain_factor = 0.5 acclimatization_hot_climate_gain_factor = 0.5 army_attack_factor = 0.2 army_defence_factor = 0.15 army_artillery_defence_factor = 0.15 army_artillery_attack_factor = 0.15 conscription_factor = -0.33 } } Military_Buildup5B1 = { allowed = { always = yes } removal_cost = -1 modifier = { acclimatization_cold_climate_gain_factor = 0.5 acclimatization_hot_climate_gain_factor = 0.5 army_attack_factor = 0.2 army_defence_factor = 0.2 motorized_attack_factor = 0.1 mechanized_attack_factor = 0.1 motorized_defence_factor = 0.1 mechanized_defence_factor = 0.1 army_artillery_defence_factor = 0.05 army_artillery_attack_factor = 0.05 conscription_factor = -0.25 air_superiority_efficiency = 0.1 air_cas_efficiency = 0.1 } } Military_Buildup5B2 = { allowed = { always = yes } removal_cost = -1 modifier = { acclimatization_cold_climate_gain_factor = 0.5 acclimatization_hot_climate_gain_factor = 0.5 army_attack_factor = 0.2 army_defence_factor = 0.2 army_artillery_defence_factor = 0.1 army_artillery_attack_factor = 0.1 motorized_attack_factor = 0.05 mechanized_attack_factor = 0.05 motorized_defence_factor = 0.05 mechanized_defence_factor = 0.05 conscription_factor = -0.25 air_superiority_efficiency = 0.1 air_cas_efficiency = 0.1 } } Military_Buildup4A = { allowed = { always = yes } removal_cost = -1 modifier = { consumer_goods_factor = 0.025 acclimatization_cold_climate_gain_factor = 0.5 acclimatization_hot_climate_gain_factor = 0.5 army_attack_factor = 0.15 army_defence_factor = 0.15 motorized_attack_factor = 0.15 mechanized_attack_factor = 0.15 motorized_defence_factor = 0.1 mechanized_defence_factor = 0.1 army_org_factor = 0.2 army_org_regain = 0.2 experience_gain_army_factor = 0.2 experience_loss_factor = -0.25 conscription_factor = -0.5 } } Military_Buildup4B = { allowed = { always = yes } removal_cost = -1 modifier = { acclimatization_cold_climate_gain_factor = 0.5 acclimatization_hot_climate_gain_factor = 0.5 army_attack_factor = 0.2 army_defence_factor = 0.2 army_artillery_defence_factor = 0.2 army_artillery_attack_factor = 0.2 army_org_factor = 0.2 army_org_regain = 0.2 experience_gain_army_factor = 0.2 experience_loss_factor = -0.25 conscription_factor = -0.5 } } Military_Buildup6 = { allowed = { always = yes } removal_cost = -1 modifier = { consumer_goods_factor = 0.075 conscription_factor = 0.5 experience_gain_army_factor = -0.2 air_superiority_bonus_in_combat = -0.1 } } Military_Buildup7 = { allowed = { always = yes } removal_cost = -1 modifier = { army_attack_factor = 0.1 army_defence_factor = 0.1 consumer_goods_factor = 0.05 conscription_factor = 0.5 experience_gain_army_factor = -0.1 air_superiority_bonus_in_combat = -0.1 } } Military_Buildup8 = { allowed = { always = yes } removal_cost = -1 modifier = { army_attack_factor = 0.15 army_defence_factor = 0.15 consumer_goods_factor = 0.025 conscription = 0.025 experience_gain_army_factor = -0.05 air_superiority_bonus_in_combat = -0.05 } } Military_Buildup5A = { allowed = { always = yes } removal_cost = -1 modifier = { army_attack_factor = 0.2 army_defence_factor = 0.2 conscription = 0.025 experience_gain_army_factor = 0.1 air_superiority_bonus_in_combat = 0.1 air_superiority_efficiency = 0.1 air_cas_efficiency = 0.1 } } Military_mob = { allowed = { always = yes } removal_cost = -1 modifier = { consumer_goods_factor = 0.05 } } military_mob1 = { allowed = { always = yes } removal_cost = -1 modifier = { mobilization_speed = 0.5 } } military_mob2 = { allowed = { always = yes } removal_cost = -1 modifier = { conscription_factor = 0.5 } } military_mob3 = { allowed = { always = yes } removal_cost = -1 modifier = { army_org_factor = 0.2 army_org_regain = 0.2 } } Military_Complete_Mobalisation = { allowed = { always = yes } removal_cost = -1 modifier = { army_attack_factor = 0.15 army_defence_factor = 0.15 mobilization_speed = 0.5 conscription = 0.1 conscription_factor = 1 army_org_factor = 0.25 army_org_regain = 0.25 } } } political_advisor = { Industry_yeas = { allowed = { always = yes } traits = { } do_effect = { always = yes } ai_will_do = { factor = 0 } } } }