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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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