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  1. # Do not change tags in here without changing every other reference to them.
  2. # Do not change tags in here without changing every other reference to them.
  3. # If adding new groups or ideas, make sure they are unique.
  4.  
  5. # ai_will do is only used to determine which idea group is picked if AI_USES_HISTORICAL_IDEA_GROUPS define is 0, OR start is custom/random
  6. # ai never picks an idea that resolves to ai_will_do = 0, even if AI_USES_HISTORICAL_IDEA_GROUPS = 1
  7. # ROOT = country picking the idea
  8. # groups set to colonial=yes will be higher prioritized by the AI when spending power
  9.  
  10. ###DUMMY###
  11. #These two exists only because engine needs two idea groups assigned to each policy
  12.  
  13. exploration_ideas = {
  14.     category = MIL
  15.  
  16.     quest_for_the_new_world = {
  17.         may_explore = yes
  18.     }
  19.     dummy_explo = {
  20.         tax_income = 1
  21.     }
  22.     bonus = {
  23.         tax_income = -1
  24.     }
  25.  
  26.     ai_will_do = {
  27.         factor = 1000
  28.     }
  29. }
  30.  
  31.  
  32. maritime_ideas = {
  33.     category = DIP
  34.  
  35.     dummy_maritime = {
  36.         tax_income = 1
  37.     }
  38.     bonus = {
  39.         tax_income = -1
  40.     }
  41.  
  42.     ai_will_do = {
  43.         factor = 1000
  44.     }
  45. }
  46.  
  47.  
  48.  
  49.  
  50. ###ADM###
  51. aristocracy_ideas = {
  52.     category = ADM
  53.  
  54.     trigger = {
  55.         NOT = { has_idea_group = plutocracy_ideas }
  56.     }
  57.    
  58.     noble_knights = {
  59.         cavalry_cost = -0.15
  60.         cav_to_inf_ratio = 0.10
  61.     }
  62.     serfdom = {
  63.         global_trade_goods_size_modifier = 0.1
  64.     }
  65.     international_nobility = {
  66.         diplomats = 2
  67.         prestige = 1
  68.     }
  69.     noble_resilience = {
  70.         war_exhaustion_cost = -0.2
  71.         war_exhaustion = -0.02
  72.     }
  73.     noble_administration = {
  74.         state_maintenance_modifier = -0.1
  75.         yearly_absolutism = 0.25
  76.     }
  77.     bonus = {
  78.         mil_tech_cost_modifier = -0.1
  79.     }
  80.  
  81.     ai_will_do = {
  82.         factor = 0.45
  83.        
  84.         modifier = {
  85.             factor = 0.5
  86.             is_subject = yes
  87.         }
  88. modifier = {
  89.             factor = 0
  90.             NOT ={
  91.                     any_country ={  AND ={
  92.                     ai = no
  93.                     has_idea_group = aristocracy_ideas
  94.             }
  95.         }      
  96.     }
  97. }
  98. }
  99. }
  100. plutocracy_ideas = {
  101.     category = ADM
  102.  
  103.     trigger = {
  104.         NOT = { has_idea_group = aristocracy_ideas }
  105.     }
  106.  
  107.     free_cities = {
  108.         caravan_power = 0.25
  109.     }
  110.     bill_of_rights = {
  111.         global_unrest = -2
  112.     }
  113.     free_merchants = {
  114.         merchants = 1
  115.     }
  116.     encourage_banking = {
  117.         interest = -1
  118.     }
  119.     republican_tradition = {
  120.         republican_tradition = 0.25
  121.     }
  122.     bonus = {
  123.         trade_efficiency = 0.1
  124.     }
  125.  
  126.     ai_will_do = {
  127.         factor = 0.4
  128.         modifier = {
  129.             factor = 0
  130.             NOT ={
  131.                     any_country ={  AND ={
  132.                     ai = no
  133.                     has_idea_group = plutocracy_ideas
  134.             }
  135.         }
  136.     }
  137. }
  138. }
  139. }
  140. innovativeness_ideas = {
  141.     category = ADM
  142.  
  143.     patron_of_art  = {
  144.         prestige_decay = -0.01
  145.     }
  146.     empiricism = {
  147.         innovativeness_gain = 0.5
  148.     }
  149.     optimism = {
  150.         war_exhaustion = -0.05
  151.     }
  152.     scientific_revolution = {
  153.         technology_cost = -0.05
  154.         embracement_cost = -0.1
  155.     }
  156.     modern_state = {
  157.         possible_policy = 1
  158.     }
  159.     bonus = {
  160.         advisor_cost = -0.2
  161.     }
  162.  
  163.     ai_will_do = {
  164.         factor = 0.3
  165.         modifier = {
  166.             factor = 2
  167.             has_reform = steppe_horde
  168.         }
  169.         modifier = {
  170.             factor = 2
  171.             num_of_cities = 20
  172.         }
  173.         modifier = {
  174.             factor = 2
  175.             num_of_cities = 50
  176.         }
  177.         modifier = {
  178.             factor = 0
  179.             NOT ={
  180.                     any_country ={  AND ={
  181.                     ai = no
  182.                     has_idea_group = innovativeness_ideas
  183.             }
  184.         }
  185.     }
  186. }
  187. }
  188. }
  189. religious_ideas = {
  190.     category = ADM
  191.     trigger = {
  192.         NOT = { has_idea_group = humanist_ideas }
  193.     }
  194.  
  195.     missionary_schools = {
  196.         missionaries = 1
  197.     }
  198.     church_attendance_duty = {
  199.         stability_cost_modifier = -0.2
  200.         institution_spread_from_true_faith = 0.15
  201.     }
  202.     divine_supremacy = {
  203.         global_missionary_strength = 0.03
  204.         global_heretic_missionary_strength = 0.01
  205.     }
  206.     devoutness = {
  207.         tolerance_own = 1
  208.         papal_influence = 2
  209.         devotion = 0.5
  210.         monthly_fervor_increase = 0.25
  211.         church_power_modifier = 0.1
  212.     }
  213.     deus_vult = {
  214.         cb_on_religious_enemies = yes
  215.     }
  216.     bonus = {
  217.         prestige_per_development_from_conversion = 0.3
  218.         missionary_maintenance_cost = -0.2
  219.     }
  220.  
  221.     ai_will_do = {
  222.         factor = 0.9
  223.         modifier = {
  224.             factor = 0
  225.             has_idea_group = humanist_ideas
  226.         }
  227.         modifier = {
  228.             factor = 0
  229.             NOT ={
  230.                     any_country ={  AND ={
  231.                     ai = no
  232.                     has_idea_group = religious_ideas
  233.             }
  234.         }
  235.     }
  236. }
  237. }
  238. }
  239. engineering_ideas = {
  240.     category = ADM
  241.  
  242.     organised_construction = {
  243.         build_cost = -0.1
  244.     }
  245.     improve_roads = {
  246.         movement_speed = 0.05
  247.         caravan_power = 0.15
  248.     }
  249.     faster_building = {
  250.         build_time = -0.25
  251.     }
  252.     cheap_forsts = {
  253.         fort_maintenance_modifier = -0.1
  254.     }
  255.     glorious_monument = {
  256.         prestige = 1.5
  257.     }
  258.     bonus = {
  259.         development_cost = -0.1
  260.     }
  261.  
  262.     ai_will_do = {
  263.         factor = 1
  264.         modifier = {
  265.             factor = 0
  266.             NOT ={
  267.                     any_country ={  AND ={
  268.                     ai = no
  269.                     has_idea_group = engineering_ideas
  270.             }
  271.         }
  272.     }
  273. }
  274. }
  275. }
  276. economic_ideas = {
  277.     category = ADM
  278.  
  279.     bureaucracy = {
  280.         global_tax_modifier = 0.10
  281.     }
  282.     national_bank = {
  283.         inflation_reduction = 0.1
  284.     }
  285.     debt_and_loans = {
  286.         interest = -1
  287.     }
  288.     nationalistic_enthusiasm = {
  289.         land_maintenance_modifier = -0.10
  290.     }
  291.     smithian_economics = {
  292.         production_efficiency = 0.1
  293.     }
  294.     bonus = {
  295.         development_cost = -0.1
  296.     }
  297.  
  298.     ai_will_do = {
  299.         factor = 0.85
  300.         modifier = {
  301.             factor = 1.5
  302.             inflation = 5
  303.         }
  304.         modifier = {
  305.             factor = 1.5
  306.             inflation = 10
  307.         }
  308.         modifier = {
  309.             factor = 2
  310.             has_reform = steppe_horde
  311.         }
  312.         modifier = {
  313.             factor = 1.3
  314.             num_of_cities = 20
  315.         }
  316.         modifier = {
  317.             factor = 1.3
  318.             num_of_cities = 50
  319.         }
  320.         modifier = {
  321.             factor = 0
  322.             NOT ={
  323.                     any_country ={  AND ={
  324.                     ai = no
  325.                     has_idea_group = economic_ideas
  326.             }
  327.         }
  328.     }
  329. }
  330. }
  331. }
  332. administrative_ideas = {
  333.     category = ADM
  334.  
  335.     adaptability = {
  336.         core_creation = -0.25
  337.     }
  338.     bookkeeping = {
  339.         interest = -1
  340.     }
  341.     administrative_efficiency_idea = {
  342.         max_states = 5
  343.     }
  344.     centralization = {
  345.         global_autonomy = -0.05
  346.         autonomy_change_time = -0.25
  347.     }
  348.     civil_servants = {
  349.         adm_tech_cost_modifier = -0.1
  350.     }
  351.     bonus = {
  352.         administrative_efficiency = 0.05
  353.     }
  354.  
  355.     ai_will_do = {
  356.         factor = 0.96
  357.         modifier = {
  358.             factor = 2
  359.             has_reform = steppe_horde
  360.         }
  361.         modifier = {
  362.             factor = 0
  363.             NOT ={
  364.                     any_country ={  AND ={
  365.                     ai = no
  366.                     has_idea_group = administrative_ideas
  367.             }
  368.         }
  369.     }
  370. }
  371. }
  372. }
  373. humanist_ideas = {
  374.     category = ADM
  375.     trigger = {
  376.         NOT = { has_idea_group = religious_ideas }
  377.     }
  378.  
  379.     benevolence = {
  380.         improve_relation_modifier = 0.3
  381.     }
  382.     local_traditions = {
  383.         global_unrest = -2
  384.     }
  385.     tolerance_idea = {
  386.         no_religion_penalty = yes
  387.     }
  388.     humanist_tolerance = {
  389.         global_trade_goods_size_modifier = 0.1
  390.     }
  391.     indirect_rule = {
  392.         years_of_nationalism = -10
  393.         num_accepted_cultures = 1
  394.     }
  395.     bonus = {
  396.         idea_cost = -0.1
  397.         yearly_harmony = 0.25  # Used if religion uses harmony (confucianism)
  398.         global_tax_modifier = 0.1
  399.     }
  400.  
  401.     ai_will_do = {
  402.         factor = 0.9
  403.         modifier = {
  404.             factor = 0
  405.             has_idea_group = religious_ideas
  406.         }
  407.         modifier = {
  408.             factor = 0
  409.             NOT ={
  410.                     any_country ={  AND ={
  411.                     ai = no
  412.                     has_idea_group = humanist_ideas
  413.             }
  414.         }
  415.     }
  416. }
  417. }
  418. }
  419. ###DIP###
  420. spy_ideas = {
  421.     category = DIP
  422.  
  423.     efficient_spies = {
  424.         spy_offence = 0.75
  425.         advisor_cost = -0.10
  426.     }  
  427.     agent_training = {
  428.         diplomats = 2  
  429.     }
  430.     vetting = {
  431.         global_prov_trade_power_modifier = 0.15
  432.         global_spy_defence = 0.33
  433.     }
  434.     claim_fabrication = {
  435.         fabricate_claims_cost = -0.35
  436.     }
  437.     audit_checks = {
  438.         yearly_corruption = -0.15
  439.     }
  440.     bonus = {
  441.         rebel_support_efficiency = 0.50
  442.         can_chain_claim = yes
  443.     }
  444.  
  445.     ai_will_do = {
  446.         factor = 0.75
  447.         modifier = {
  448.             factor = 0
  449.             NOT ={
  450.                     any_country ={  AND ={
  451.                     ai = no
  452.                     has_idea_group = spy_ideas
  453.             }
  454.         }
  455.     }
  456. }
  457. }
  458. }
  459. imperialism_ideas = {
  460.     category = DIP
  461.    
  462.     trigger = {
  463.         NOT = { has_idea_group = influence_ideas }
  464.     }
  465.  
  466.     state_propaganda = {
  467.         ae_impact = -0.2
  468.     }
  469.     imperialism = {
  470.         harsh_treatment_cost = -0.5
  471.     }
  472.     foreign_embassies = {
  473.         diplomats = 2
  474.         diplomatic_reputation = 2
  475.     }
  476.     flexible_negotations = {
  477.         province_warscore_cost = -0.2
  478.     }
  479.     force_diplomacy = {
  480.         possible_condottieri = 0.5
  481.     }
  482.     bonus = {
  483.         war_taxes_cost_modifier = -0.75
  484.     }
  485.  
  486.     ai_will_do = {
  487.         factor = 1
  488.         modifier = {
  489.             factor = 0
  490.             NOT ={
  491.                     any_country ={  AND ={
  492.                     ai = no
  493.                     has_idea_group = imperialism_ideas
  494.             }
  495.         }
  496.     }
  497. }
  498. }
  499. }
  500. influence_ideas = {
  501.     category = DIP
  502.  
  503.     trigger = {
  504.         NOT = { has_idea_group = imperialism_ideas }
  505.     }
  506.    
  507.     tribute_system = {
  508.         vassal_income = 0.25
  509.         vassal_forcelimit_bonus = 1
  510.     }
  511.     benign_diplomats = {
  512.         improve_relation_modifier = 0.25
  513.     }
  514.     diplomatic_influence = {
  515.         diplomatic_reputation = 2
  516.         diplomats = 2
  517.     }
  518.     integrated_elites = {
  519.         diplomatic_annexation_cost = -0.35
  520.     }
  521.     establish_cadet_branches = {
  522.         prestige = 1
  523.         heir_chance = 0.5
  524.     }
  525.     bonus = {
  526.         unjustified_demands = -0.5
  527.         can_fabricate_for_vassals = yes
  528.     }
  529.  
  530.     ai_will_do = {
  531.         factor = 0.5
  532.         modifier = {
  533.             factor = 1.5
  534.             is_emperor = yes
  535.         }
  536.         modifier = {
  537.             factor = 1.7
  538.             vassal = 1
  539.         }
  540.         modifier = {
  541.             factor = 1.7
  542.             vassal = 2
  543.         }
  544.         modifier = {
  545.             factor = 0
  546.             NOT ={
  547.                     any_country ={  AND ={
  548.                     ai = no
  549.                     has_idea_group =influence_ideas
  550.             }
  551.         }
  552.     }
  553. }
  554. }
  555. }
  556. trade_ideas = {
  557.     category = DIP
  558.     trigger = {
  559.         NOT = { has_idea_group = mercantilism_ideas }
  560.     }
  561.  
  562.  
  563.     merchants_privileges = {
  564.         merchants = 1
  565.     }
  566.     competitive_merchants = {
  567.         trade_efficiency = 0.1
  568.     }
  569.     shrewd_commerce_practise = {
  570.         global_trade_power = 0.2
  571.     }
  572.     overseas_merchants = {
  573.         merchants = 1
  574.     }
  575.     trade_manipulation = {
  576.         trade_steering = 0.25
  577.     }
  578.     bonus = {
  579.         merchants = 1
  580.     }
  581.  
  582.     ai_will_do = {
  583.         factor = 0.7
  584.         modifier = {
  585.             factor = 0
  586.             NOT = { num_of_cities = 6 }
  587.             NOT = { has_government_attribute = is_merchant_republic }
  588.         }
  589.         modifier = {
  590.             factor = 3
  591.             has_government_attribute = is_merchant_republic
  592.         }
  593.         modifier = {
  594.             factor = 0
  595.             NOT ={
  596.                     any_country ={  AND ={
  597.                     ai = no
  598.                     has_idea_group = trade_ideas
  599.             }
  600.         }
  601.     }
  602. }
  603. }
  604. }
  605. mercantilism_ideas = {
  606.     category = DIP
  607.     trigger = {
  608.         NOT = { has_idea_group = trade_ideas }
  609.     }
  610.    
  611.     mercantilism_policy = {
  612.         embargo_efficiency = 0.33
  613.     }
  614.     support_banks = {
  615.         interest = -1
  616.     }
  617.     national_trade_policy = {
  618.         global_prov_trade_power_modifier = 0.3
  619.     }
  620.     country_controlled_trade_companies = {
  621.         merchants = 1
  622.     }
  623.     promote_our_products = {
  624.         global_trade_goods_size_modifier = 0.1
  625.     }
  626.     bonus = {
  627.         center_of_trade_upgrade_cost = -0.3
  628.     }
  629.  
  630.     ai_will_do = {
  631.         factor = 1
  632.         modifier = {
  633.             factor = 0
  634.             NOT ={
  635.                     any_country ={  AND ={
  636.                     ai = no
  637.                     has_idea_group = mercantilism_ideas
  638.             }
  639.         }
  640.     }
  641. }
  642. }
  643. }
  644. open_borders_ideas = {
  645.     category = DIP
  646.  
  647.     support_imigration = {
  648.         development_cost = -0.1
  649.     }
  650.     invite_advisors = {
  651.         advisor_pool = 1
  652.     }
  653.     integrate_imigrants = {
  654.         culture_conversion_cost = -0.2
  655.     }
  656.     foreign_reforms = {
  657.         global_tax_modifier = 0.1
  658.     }
  659.     embrace_foreign_ideas = {
  660.         global_institution_spread = 0.10
  661.         embracement_cost = -0.1
  662.     }
  663.     bonus = {
  664.         advisor_cost = -0.15
  665.         global_trade_goods_size_modifier = 0.05
  666.     }
  667.  
  668.     ai_will_do = {
  669.         factor = 1
  670.         modifier = {
  671.             factor = 0
  672.             NOT ={
  673.                     any_country ={  AND ={
  674.                     ai = no
  675.                     has_idea_group = open_borders_ideas
  676.             }
  677.         }
  678.     }
  679. }
  680. }
  681. }
  682. ###MIL###
  683.  
  684. offensive_ideas = {
  685.     category = MIL
  686.     trigger = {
  687.         NOT = { has_idea_group = defensive_ideas }
  688.         adm_tech = 6
  689.     }
  690.  
  691.     bayonet_leaders = {
  692.         shock_damage = 0.1
  693.     }
  694.     glorious_arms = {
  695.         prestige_from_land = 0.5
  696.         army_tradition_from_battle = 0.5
  697.     }
  698.     unstoppable_charge = {
  699.         fire_damage_received = -0.075
  700.     }
  701.     fast_march = {
  702.         movement_speed = 0.05
  703.     }
  704.     grand_army = {
  705.         land_forcelimit_modifier = 0.2
  706.     }
  707.     bonus = {
  708.         discipline = 0.05
  709.     }
  710.  
  711.     ai_will_do = {
  712.         factor = 0.94
  713.         modifier = {
  714.             factor = 0
  715.             NOT ={
  716.                     any_country ={  AND ={
  717.                     ai = no
  718.                     has_idea_group = offensive_ideas
  719.             }
  720.         }
  721.     }
  722. }
  723. }
  724. }
  725. defensive_ideas = {
  726.     category = MIL
  727.     trigger = {
  728.         NOT = { has_idea_group = offensive_ideas }
  729.         adm_tech = 6
  730.     }
  731.  
  732.     wall_of_forts = {
  733.         fort_maintenance_modifier = -0.1
  734.         global_garrison_growth = 0.15
  735.     }
  736.     hold_the_line = {
  737.         shock_damage_received = -0.1
  738.     }
  739.     defensive_mentality = {
  740.         defensiveness = 0.25
  741.     }
  742.     battlefield_commisions = {
  743.         army_tradition = 1
  744.     }
  745.     military_drill = {
  746.         land_morale = 0.1
  747.     }
  748.     bonus = {
  749.         hostile_attrition = 1
  750.     }
  751.  
  752.     ai_will_do = {
  753.         factor = 0.77
  754.         modifier = {
  755.             factor = 0
  756.             NOT ={
  757.                     any_country ={  AND ={
  758.                     ai = no
  759.                     has_idea_group = defensive_ideas
  760.             }
  761.         }
  762.     }
  763. }
  764. }
  765. }
  766. quality_ideas = {
  767.     category = MIL
  768.     trigger = {
  769.         NOT = { has_idea_group = quantity_ideas }
  770.         adm_tech = 6
  771.     }
  772.  
  773.     private_to_marshal = {
  774.         infantry_power = 0.1
  775.     }
  776.     militarized_society = {
  777.         mil_tech_cost_modifier = -0.05
  778.     }
  779.     professional_army = {
  780.         yearly_army_professionalism = 0.005
  781.     }
  782.     finest_army = {
  783.         prestige = 1
  784.     }
  785.     improved_manuever = {
  786.         leader_land_manuever = 1
  787.     }
  788.     bonus = {
  789.         discipline = 0.05
  790.     }
  791.  
  792.     ai_will_do = {
  793.         factor = 0.49
  794.         modifier = {
  795.             factor = 0
  796.             NOT ={
  797.                     any_country ={  AND ={
  798.                     ai = no
  799.                     has_idea_group = quality_ideas
  800.             }
  801.         }
  802.     }
  803. }
  804. }
  805. }
  806. quantity_ideas = {
  807.     category = MIL
  808.     trigger = {
  809.         NOT = { has_idea_group = quality_ideas }
  810.         adm_tech = 6
  811.     }
  812.  
  813.     mass_army = {
  814.         global_manpower_modifier = 0.35
  815.     }
  816.     the_young_can_serve = {
  817.         manpower_recovery_speed = 0.15
  818.     }
  819.     military_academies = {
  820.         free_leader_pool = 2
  821.     }
  822.     lot_of_cannon_fodder = {
  823.         reinforce_speed = 0.2
  824.     }
  825.     enforced_service = {
  826.         global_regiment_cost = -0.1
  827.     }
  828.     bonus = {
  829.         land_forcelimit_modifier  = 0.50
  830.     }
  831.  
  832.     ai_will_do = {
  833.         factor = 1.0
  834.         modifier = {
  835.             factor = 0
  836.             NOT ={
  837.                     any_country ={  AND ={
  838.                     ai = no
  839.                     has_idea_group = quantity_ideas
  840.             }
  841.         }
  842.     }
  843. }
  844. }
  845. }
  846. infantry_focus_ideas = {
  847.     category = MIL
  848.     trigger = {
  849.         NOT = {
  850.             calc_true_if = {
  851.                 has_idea_group = infantry_focus_ideas
  852.                 has_idea_group = cavalry_focus_ideas
  853.                 has_idea_group = artillery_focus_ideas
  854.                 has_idea_group = leadership_focus_ideas
  855.                 has_idea_group = flexible_army_focus_ideas
  856.                 amount = 3
  857.             }
  858.         }
  859.         adm_tech = 6
  860.     }
  861.  
  862.     resist_enemy = {
  863.         shock_damage_received = -0.05
  864.         fire_damage_received = -0.05
  865.     }
  866.     promote_infantry = {
  867.         infantry_cost = -0.1
  868.     }
  869.     spine_of_army = {
  870.         land_morale = 0.1
  871.     }
  872.     easily_recruited = {
  873.         reinforce_speed = 0.1
  874.     }
  875.     reserve_forces = {
  876.         global_manpower_modifier = 0.2
  877.     }
  878.     bonus = {
  879.         infantry_power = 0.1
  880.     }
  881.  
  882.     ai_will_do = {
  883.         factor = 1
  884.         modifier = {
  885.             factor = 0
  886.             NOT ={
  887.                     any_country ={  AND ={
  888.                     ai = no
  889.                     has_idea_group = infantry_focus_ideas
  890.             }
  891.         }
  892.     }
  893. }
  894. }
  895. }
  896. cavalry_focus_ideas = {
  897.     category = MIL
  898.     trigger = {
  899.         NOT = {
  900.             calc_true_if = {
  901.                 has_idea_group = infantry_focus_ideas
  902.                 has_idea_group = cavalry_focus_ideas
  903.                 has_idea_group = artillery_focus_ideas
  904.                 has_idea_group = leadership_focus_ideas
  905.                 has_idea_group = flexible_army_focus_ideas
  906.                 amount = 3
  907.             }
  908.         }
  909.         adm_tech = 6
  910.     }
  911.  
  912.     focus_on_speed = {
  913.         movement_speed = 0.05
  914.     }
  915.     flank_their_forces = {
  916.         cavalry_flanking = 0.75
  917.     }
  918.     royal_stables = {
  919.         cavalry_cost = -0.1
  920.         cav_to_inf_ratio = 0.25
  921.     }
  922.     heroes_no_horses = {
  923.         cavalry_power = 0.15
  924.     }
  925.     horse_police = {
  926.         global_unrest = -1.5
  927.        
  928.     }
  929.     bonus = {
  930.         fire_damage_received = -0.1
  931.     }
  932.  
  933.     ai_will_do = {
  934.         factor = 1
  935.         modifier = {
  936.             factor = 0
  937.             NOT ={
  938.                     any_country ={  AND ={
  939.                     ai = no
  940.                     has_idea_group = cavalry_focus_ideas
  941.             }
  942.         }
  943.     }
  944. }
  945. }
  946. }
  947. artillery_focus_ideas = {
  948.     category = MIL
  949.     trigger = {
  950.         NOT = {
  951.             calc_true_if = {
  952.                 has_idea_group = infantry_focus_ideas
  953.                 has_idea_group = cavalry_focus_ideas
  954.                 has_idea_group = artillery_focus_ideas
  955.                 has_idea_group = leadership_focus_ideas
  956.                 has_idea_group = flexible_army_focus_ideas
  957.                 amount = 3
  958.             }
  959.         }
  960.         adm_tech = 6
  961.     }
  962.  
  963.     artillery_manufacturing = {
  964.         artillery_cost = -0.1
  965.     }
  966.     crush_their_walls = {
  967.         artillery_bonus_vs_fort = 1
  968.     }
  969.     bombardiers_training = {
  970.         artillery_power = 0.1
  971.     }
  972.     artillery_forts = {
  973.         defensiveness = 0.1
  974.     }
  975.     expand_our_copper_and_sulphur_mines = {
  976.         global_trade_goods_size_modifier = 0.1
  977.     }
  978.     bonus = {
  979.         fire_damage = 0.05
  980.     }
  981.  
  982.     ai_will_do = {
  983.         factor = 1
  984.         modifier = {
  985.             factor = 0
  986.             NOT ={
  987.                     any_country ={  AND ={
  988.                     ai = no
  989.                     has_idea_group = artillery_focus_ideas
  990.             }
  991.         }
  992.     }
  993. }
  994. }
  995. }
  996. leadership_focus_ideas = {
  997.     category = MIL
  998.     trigger = {
  999.         NOT = {
  1000.             calc_true_if = {
  1001.                 has_idea_group = infantry_focus_ideas
  1002.                 has_idea_group = cavalry_focus_ideas
  1003.                 has_idea_group = artillery_focus_ideas
  1004.                 has_idea_group = leadership_focus_ideas
  1005.                 has_idea_group = flexible_army_focus_ideas
  1006.                 amount = 3
  1007.             }
  1008.         }
  1009.         adm_tech = 6
  1010.     }
  1011.  
  1012.     quality_education = {
  1013.         army_tradition_decay = -0.01
  1014.     }
  1015.     military_schools = {
  1016.         general_cost = -0.15
  1017.     }
  1018.     coordinate_charges = {
  1019.         leader_land_shock = 1
  1020.     }
  1021.     military_theorists = {
  1022.         mil_tech_cost_modifier  = -0.1
  1023.     }
  1024.     coordinate_fire = {
  1025.         leader_land_fire = 1
  1026.     }
  1027.     bonus = {
  1028.         free_leader_pool = 1
  1029.     }
  1030.  
  1031.     ai_will_do = {
  1032.         factor = 1
  1033.         modifier = {
  1034.             factor = 0
  1035.             NOT ={
  1036.                     any_country ={  AND ={
  1037.                     ai = no
  1038.  
  1039.                     has_idea_group = leadership_focus_ideas
  1040.             }
  1041.         }
  1042.     }
  1043. }
  1044. }
  1045. }
  1046. flexible_army_focus_ideas = {
  1047.     category = MIL
  1048.     trigger = {
  1049.         NOT = {
  1050.             calc_true_if = {
  1051.                 has_idea_group = infantry_focus_ideas
  1052.                 has_idea_group = cavalry_focus_ideas
  1053.                 has_idea_group = artillery_focus_ideas
  1054.                 has_idea_group = leadership_focus_ideas
  1055.                 has_idea_group = flexible_army_focus_ideas
  1056.                 amount = 3
  1057.             }
  1058.         }
  1059.         adm_tech = 6
  1060.     }
  1061.  
  1062.     guard_infantry = {
  1063.         infantry_power = 0.1
  1064.     }
  1065.     engineers_corp = {
  1066.         siege_ability = 0.15
  1067.     }
  1068.     pike_and_musket = {
  1069.         fire_damage = 0.05
  1070.         shock_damage_received = -0.05
  1071.     }
  1072.     build_up_reserver = {
  1073.         land_forcelimit_modifier = 0.25
  1074.     }
  1075.     recruit_militia = {
  1076.         manpower_recovery_speed = 0.1
  1077.     }
  1078.     bonus = {
  1079.         discipline = 0.05
  1080.     }
  1081.  
  1082.     ai_will_do = {
  1083.         factor = 1
  1084.         modifier = {
  1085.             factor = 0
  1086.             NOT ={
  1087.                     any_country ={  AND ={
  1088.                     ai = no
  1089.                     has_idea_group = flexible_army_focus_ideas
  1090.             }
  1091.         }
  1092.     }
  1093. }
  1094. }
  1095. }
  1096. logistic_ideas = {
  1097.     category = MIL
  1098.     trigger = {
  1099.         adm_tech = 6
  1100.     }
  1101.  
  1102.     improved_foraging = {
  1103.         land_attrition = -0.1
  1104.     }
  1105.     well_fed= {
  1106.         land_morale = 0.15
  1107.     }
  1108.     logistic_mind = {
  1109.         leader_land_manuever = 1
  1110.     }
  1111.     tabors = {
  1112.         shock_damage_received = -0.075
  1113.         cavalry_power = 0.05
  1114.     }
  1115.     supply_trains = {
  1116.         reinforce_speed = 0.2
  1117.     }
  1118.     bonus = {
  1119.         leader_siege = 1
  1120.     }
  1121.  
  1122.     ai_will_do = {
  1123.         factor = 1
  1124.         modifier = {
  1125.             factor = 0
  1126.             NOT ={
  1127.                     any_country ={  AND ={
  1128.                     ai = no
  1129.                     has_idea_group = logistic_ideas
  1130.             }
  1131.         }
  1132.     }
  1133. }
  1134. }
  1135. }
  1136. standing_army_ideas = {
  1137.     category = MIL
  1138.     trigger = {
  1139.         NOT = { has_idea_group = draft_army_ideas }
  1140.         adm_tech = 6
  1141.     }
  1142.  
  1143.     optimized_costs = {
  1144.         land_maintenance_modifier = -0.1
  1145.     }
  1146.     drilled_forces= {
  1147.         drill_decay_modifier = -0.3
  1148.     }
  1149.     trained_forces = {
  1150.         yearly_army_professionalism = 0.005
  1151.     }
  1152.     man_forts = {
  1153.         garrison_size = 0.3
  1154.     }
  1155.     suppressive_fire = {
  1156.         shock_damage_received = -0.1
  1157.     }
  1158.     bonus = {
  1159.         land_morale = 0.15
  1160.     }
  1161.  
  1162.     ai_will_do = {
  1163.         factor = 1
  1164.         modifier = {
  1165.             factor = 0
  1166.             NOT ={
  1167.                     any_country ={  AND ={
  1168.                     ai = no
  1169.                     has_idea_group = standing_army_ideas
  1170.             }
  1171.         }
  1172.     }
  1173. }
  1174. }
  1175. }
  1176. draft_army_ideas = {
  1177.     category = MIL
  1178.     trigger = {
  1179.         NOT = { has_idea_group = standing_army_ideas }
  1180.         adm_tech = 6
  1181.     }
  1182.  
  1183.     nobles_cavalry = {
  1184.         cavalry_power = 0.075
  1185.         shock_damage = 0.075
  1186.     }
  1187.     drilled_militia= {
  1188.         drill_gain_modifier = 0.5
  1189.     }
  1190.     fast_draft = {
  1191.         global_regiment_recruit_speed = -0.33
  1192.     }
  1193.     draft_centres = {
  1194.         global_regiment_cost = -0.2
  1195.         land_maintenance_modifier = 0.15
  1196.     }
  1197.     draft_nobles_private_forces = {
  1198.         global_manpower_modifier = 0.2
  1199.     }
  1200.     bonus = {
  1201.         recover_army_morale_speed = 0.1
  1202.     }
  1203.  
  1204.     ai_will_do = {
  1205.         factor = 1
  1206.         modifier = {
  1207.             factor = 0
  1208.             NOT ={
  1209.                     any_country ={  AND ={
  1210.                     ai = no
  1211.                     has_idea_group = draft_army_ideas
  1212.             }
  1213.         }
  1214.     }
  1215. }
  1216. }
  1217. }
  1218. countrywide_militarisation_ideas = {
  1219.     category = MIL
  1220.     trigger = {
  1221.         adm_tech = 6
  1222.     }
  1223.  
  1224.     militarised_population = {
  1225.         drill_gain_modifier = 0.25
  1226.         drill_decay_modifier = -0.15
  1227.     }
  1228.     patriotic_draft = {
  1229.         global_regiment_cost = -0.1
  1230.     }
  1231.     duels_tradition = {
  1232.         infantry_power = 0.1
  1233.     }
  1234.     guerilla_forces = {
  1235.         hostile_attrition = 1
  1236.     }
  1237.     long_range_firing = {
  1238.         fire_damage = 0.05
  1239.         fire_damage_received = -0.05
  1240.     }
  1241.     bonus = {
  1242.         free_mil_policy = 1
  1243.     }
  1244.  
  1245.     ai_will_do = {
  1246.         factor = 1
  1247.         modifier = {
  1248.             factor = 0
  1249.             NOT ={
  1250.                     any_country ={  AND ={
  1251.                     ai = no
  1252.                     has_idea_group = countrywide_militarisation_ideas
  1253.             }
  1254.         }
  1255.     }
  1256. }
  1257. }
  1258. }
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