Years-Gone-By/common/ideas/generic.txt
2024-07-14 20:28:48 +02:00

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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
}
}
}
}