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- # Do not change tags in here without changing every other reference to them.
- # Do not change tags in here without changing every other reference to them.
- # If adding new groups or ideas, make sure they are unique.
- # 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
- # ai never picks an idea that resolves to ai_will_do = 0, even if AI_USES_HISTORICAL_IDEA_GROUPS = 1
- # ROOT = country picking the idea
- # groups set to colonial=yes will be higher prioritized by the AI when spending power
- ###DUMMY###
- #These two exists only because engine needs two idea groups assigned to each policy
- exploration_ideas = {
- category = MIL
- quest_for_the_new_world = {
- may_explore = yes
- }
- dummy_explo = {
- tax_income = 1
- }
- bonus = {
- tax_income = -1
- }
- ai_will_do = {
- factor = 1000
- }
- }
- maritime_ideas = {
- category = DIP
- dummy_maritime = {
- tax_income = 1
- }
- bonus = {
- tax_income = -1
- }
- ai_will_do = {
- factor = 1000
- }
- }
- ###ADM###
- aristocracy_ideas = {
- category = ADM
- trigger = {
- NOT = { has_idea_group = plutocracy_ideas }
- }
- noble_knights = {
- cavalry_cost = -0.15
- cav_to_inf_ratio = 0.10
- }
- serfdom = {
- global_trade_goods_size_modifier = 0.1
- }
- international_nobility = {
- diplomats = 2
- prestige = 1
- }
- noble_resilience = {
- war_exhaustion_cost = -0.2
- war_exhaustion = -0.02
- }
- noble_administration = {
- state_maintenance_modifier = -0.1
- yearly_absolutism = 0.25
- }
- bonus = {
- mil_tech_cost_modifier = -0.1
- }
- ai_will_do = {
- factor = 0.45
- modifier = {
- factor = 0.5
- is_subject = yes
- }
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = aristocracy_ideas
- }
- }
- }
- }
- }
- }
- plutocracy_ideas = {
- category = ADM
- trigger = {
- NOT = { has_idea_group = aristocracy_ideas }
- }
- free_cities = {
- caravan_power = 0.25
- }
- bill_of_rights = {
- global_unrest = -2
- }
- free_merchants = {
- merchants = 1
- }
- encourage_banking = {
- interest = -1
- }
- republican_tradition = {
- republican_tradition = 0.25
- }
- bonus = {
- trade_efficiency = 0.1
- }
- ai_will_do = {
- factor = 0.4
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = plutocracy_ideas
- }
- }
- }
- }
- }
- }
- innovativeness_ideas = {
- category = ADM
- patron_of_art = {
- prestige_decay = -0.01
- }
- empiricism = {
- innovativeness_gain = 0.5
- }
- optimism = {
- war_exhaustion = -0.05
- }
- scientific_revolution = {
- technology_cost = -0.05
- embracement_cost = -0.1
- }
- modern_state = {
- possible_policy = 1
- }
- bonus = {
- advisor_cost = -0.2
- }
- ai_will_do = {
- factor = 0.3
- modifier = {
- factor = 2
- has_reform = steppe_horde
- }
- modifier = {
- factor = 2
- num_of_cities = 20
- }
- modifier = {
- factor = 2
- num_of_cities = 50
- }
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = innovativeness_ideas
- }
- }
- }
- }
- }
- }
- religious_ideas = {
- category = ADM
- trigger = {
- NOT = { has_idea_group = humanist_ideas }
- }
- missionary_schools = {
- missionaries = 1
- }
- church_attendance_duty = {
- stability_cost_modifier = -0.2
- institution_spread_from_true_faith = 0.15
- }
- divine_supremacy = {
- global_missionary_strength = 0.03
- global_heretic_missionary_strength = 0.01
- }
- devoutness = {
- tolerance_own = 1
- papal_influence = 2
- devotion = 0.5
- monthly_fervor_increase = 0.25
- church_power_modifier = 0.1
- }
- deus_vult = {
- cb_on_religious_enemies = yes
- }
- bonus = {
- prestige_per_development_from_conversion = 0.3
- missionary_maintenance_cost = -0.2
- }
- ai_will_do = {
- factor = 0.9
- modifier = {
- factor = 0
- has_idea_group = humanist_ideas
- }
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = religious_ideas
- }
- }
- }
- }
- }
- }
- engineering_ideas = {
- category = ADM
- organised_construction = {
- build_cost = -0.1
- }
- improve_roads = {
- movement_speed = 0.05
- caravan_power = 0.15
- }
- faster_building = {
- build_time = -0.25
- }
- cheap_forsts = {
- fort_maintenance_modifier = -0.1
- }
- glorious_monument = {
- prestige = 1.5
- }
- bonus = {
- development_cost = -0.1
- }
- ai_will_do = {
- factor = 1
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = engineering_ideas
- }
- }
- }
- }
- }
- }
- economic_ideas = {
- category = ADM
- bureaucracy = {
- global_tax_modifier = 0.10
- }
- national_bank = {
- inflation_reduction = 0.1
- }
- debt_and_loans = {
- interest = -1
- }
- nationalistic_enthusiasm = {
- land_maintenance_modifier = -0.10
- }
- smithian_economics = {
- production_efficiency = 0.1
- }
- bonus = {
- development_cost = -0.1
- }
- ai_will_do = {
- factor = 0.85
- modifier = {
- factor = 1.5
- inflation = 5
- }
- modifier = {
- factor = 1.5
- inflation = 10
- }
- modifier = {
- factor = 2
- has_reform = steppe_horde
- }
- modifier = {
- factor = 1.3
- num_of_cities = 20
- }
- modifier = {
- factor = 1.3
- num_of_cities = 50
- }
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = economic_ideas
- }
- }
- }
- }
- }
- }
- administrative_ideas = {
- category = ADM
- adaptability = {
- core_creation = -0.25
- }
- bookkeeping = {
- interest = -1
- }
- administrative_efficiency_idea = {
- max_states = 5
- }
- centralization = {
- global_autonomy = -0.05
- autonomy_change_time = -0.25
- }
- civil_servants = {
- adm_tech_cost_modifier = -0.1
- }
- bonus = {
- administrative_efficiency = 0.05
- }
- ai_will_do = {
- factor = 0.96
- modifier = {
- factor = 2
- has_reform = steppe_horde
- }
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = administrative_ideas
- }
- }
- }
- }
- }
- }
- humanist_ideas = {
- category = ADM
- trigger = {
- NOT = { has_idea_group = religious_ideas }
- }
- benevolence = {
- improve_relation_modifier = 0.3
- }
- local_traditions = {
- global_unrest = -2
- }
- tolerance_idea = {
- no_religion_penalty = yes
- }
- humanist_tolerance = {
- global_trade_goods_size_modifier = 0.1
- }
- indirect_rule = {
- years_of_nationalism = -10
- num_accepted_cultures = 1
- }
- bonus = {
- idea_cost = -0.1
- yearly_harmony = 0.25 # Used if religion uses harmony (confucianism)
- global_tax_modifier = 0.1
- }
- ai_will_do = {
- factor = 0.9
- modifier = {
- factor = 0
- has_idea_group = religious_ideas
- }
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = humanist_ideas
- }
- }
- }
- }
- }
- }
- ###DIP###
- spy_ideas = {
- category = DIP
- efficient_spies = {
- spy_offence = 0.75
- advisor_cost = -0.10
- }
- agent_training = {
- diplomats = 2
- }
- vetting = {
- global_prov_trade_power_modifier = 0.15
- global_spy_defence = 0.33
- }
- claim_fabrication = {
- fabricate_claims_cost = -0.35
- }
- audit_checks = {
- yearly_corruption = -0.15
- }
- bonus = {
- rebel_support_efficiency = 0.50
- can_chain_claim = yes
- }
- ai_will_do = {
- factor = 0.75
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = spy_ideas
- }
- }
- }
- }
- }
- }
- imperialism_ideas = {
- category = DIP
- trigger = {
- NOT = { has_idea_group = influence_ideas }
- }
- state_propaganda = {
- ae_impact = -0.2
- }
- imperialism = {
- harsh_treatment_cost = -0.5
- }
- foreign_embassies = {
- diplomats = 2
- diplomatic_reputation = 2
- }
- flexible_negotations = {
- province_warscore_cost = -0.2
- }
- force_diplomacy = {
- possible_condottieri = 0.5
- }
- bonus = {
- war_taxes_cost_modifier = -0.75
- }
- ai_will_do = {
- factor = 1
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = imperialism_ideas
- }
- }
- }
- }
- }
- }
- influence_ideas = {
- category = DIP
- trigger = {
- NOT = { has_idea_group = imperialism_ideas }
- }
- tribute_system = {
- vassal_income = 0.25
- vassal_forcelimit_bonus = 1
- }
- benign_diplomats = {
- improve_relation_modifier = 0.25
- }
- diplomatic_influence = {
- diplomatic_reputation = 2
- diplomats = 2
- }
- integrated_elites = {
- diplomatic_annexation_cost = -0.35
- }
- establish_cadet_branches = {
- prestige = 1
- heir_chance = 0.5
- }
- bonus = {
- unjustified_demands = -0.5
- can_fabricate_for_vassals = yes
- }
- ai_will_do = {
- factor = 0.5
- modifier = {
- factor = 1.5
- is_emperor = yes
- }
- modifier = {
- factor = 1.7
- vassal = 1
- }
- modifier = {
- factor = 1.7
- vassal = 2
- }
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group =influence_ideas
- }
- }
- }
- }
- }
- }
- trade_ideas = {
- category = DIP
- trigger = {
- NOT = { has_idea_group = mercantilism_ideas }
- }
- merchants_privileges = {
- merchants = 1
- }
- competitive_merchants = {
- trade_efficiency = 0.1
- }
- shrewd_commerce_practise = {
- global_trade_power = 0.2
- }
- overseas_merchants = {
- merchants = 1
- }
- trade_manipulation = {
- trade_steering = 0.25
- }
- bonus = {
- merchants = 1
- }
- ai_will_do = {
- factor = 0.7
- modifier = {
- factor = 0
- NOT = { num_of_cities = 6 }
- NOT = { has_government_attribute = is_merchant_republic }
- }
- modifier = {
- factor = 3
- has_government_attribute = is_merchant_republic
- }
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = trade_ideas
- }
- }
- }
- }
- }
- }
- mercantilism_ideas = {
- category = DIP
- trigger = {
- NOT = { has_idea_group = trade_ideas }
- }
- mercantilism_policy = {
- embargo_efficiency = 0.33
- }
- support_banks = {
- interest = -1
- }
- national_trade_policy = {
- global_prov_trade_power_modifier = 0.3
- }
- country_controlled_trade_companies = {
- merchants = 1
- }
- promote_our_products = {
- global_trade_goods_size_modifier = 0.1
- }
- bonus = {
- center_of_trade_upgrade_cost = -0.3
- }
- ai_will_do = {
- factor = 1
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = mercantilism_ideas
- }
- }
- }
- }
- }
- }
- open_borders_ideas = {
- category = DIP
- support_imigration = {
- development_cost = -0.1
- }
- invite_advisors = {
- advisor_pool = 1
- }
- integrate_imigrants = {
- culture_conversion_cost = -0.2
- }
- foreign_reforms = {
- global_tax_modifier = 0.1
- }
- embrace_foreign_ideas = {
- global_institution_spread = 0.10
- embracement_cost = -0.1
- }
- bonus = {
- advisor_cost = -0.15
- global_trade_goods_size_modifier = 0.05
- }
- ai_will_do = {
- factor = 1
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = open_borders_ideas
- }
- }
- }
- }
- }
- }
- ###MIL###
- offensive_ideas = {
- category = MIL
- trigger = {
- NOT = { has_idea_group = defensive_ideas }
- adm_tech = 6
- }
- bayonet_leaders = {
- shock_damage = 0.1
- }
- glorious_arms = {
- prestige_from_land = 0.5
- army_tradition_from_battle = 0.5
- }
- unstoppable_charge = {
- fire_damage_received = -0.075
- }
- fast_march = {
- movement_speed = 0.05
- }
- grand_army = {
- land_forcelimit_modifier = 0.2
- }
- bonus = {
- discipline = 0.05
- }
- ai_will_do = {
- factor = 0.94
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = offensive_ideas
- }
- }
- }
- }
- }
- }
- defensive_ideas = {
- category = MIL
- trigger = {
- NOT = { has_idea_group = offensive_ideas }
- adm_tech = 6
- }
- wall_of_forts = {
- fort_maintenance_modifier = -0.1
- global_garrison_growth = 0.15
- }
- hold_the_line = {
- shock_damage_received = -0.1
- }
- defensive_mentality = {
- defensiveness = 0.25
- }
- battlefield_commisions = {
- army_tradition = 1
- }
- military_drill = {
- land_morale = 0.1
- }
- bonus = {
- hostile_attrition = 1
- }
- ai_will_do = {
- factor = 0.77
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = defensive_ideas
- }
- }
- }
- }
- }
- }
- quality_ideas = {
- category = MIL
- trigger = {
- NOT = { has_idea_group = quantity_ideas }
- adm_tech = 6
- }
- private_to_marshal = {
- infantry_power = 0.1
- }
- militarized_society = {
- mil_tech_cost_modifier = -0.05
- }
- professional_army = {
- yearly_army_professionalism = 0.005
- }
- finest_army = {
- prestige = 1
- }
- improved_manuever = {
- leader_land_manuever = 1
- }
- bonus = {
- discipline = 0.05
- }
- ai_will_do = {
- factor = 0.49
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = quality_ideas
- }
- }
- }
- }
- }
- }
- quantity_ideas = {
- category = MIL
- trigger = {
- NOT = { has_idea_group = quality_ideas }
- adm_tech = 6
- }
- mass_army = {
- global_manpower_modifier = 0.35
- }
- the_young_can_serve = {
- manpower_recovery_speed = 0.15
- }
- military_academies = {
- free_leader_pool = 2
- }
- lot_of_cannon_fodder = {
- reinforce_speed = 0.2
- }
- enforced_service = {
- global_regiment_cost = -0.1
- }
- bonus = {
- land_forcelimit_modifier = 0.50
- }
- ai_will_do = {
- factor = 1.0
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = quantity_ideas
- }
- }
- }
- }
- }
- }
- infantry_focus_ideas = {
- category = MIL
- trigger = {
- NOT = {
- calc_true_if = {
- has_idea_group = infantry_focus_ideas
- has_idea_group = cavalry_focus_ideas
- has_idea_group = artillery_focus_ideas
- has_idea_group = leadership_focus_ideas
- has_idea_group = flexible_army_focus_ideas
- amount = 3
- }
- }
- adm_tech = 6
- }
- resist_enemy = {
- shock_damage_received = -0.05
- fire_damage_received = -0.05
- }
- promote_infantry = {
- infantry_cost = -0.1
- }
- spine_of_army = {
- land_morale = 0.1
- }
- easily_recruited = {
- reinforce_speed = 0.1
- }
- reserve_forces = {
- global_manpower_modifier = 0.2
- }
- bonus = {
- infantry_power = 0.1
- }
- ai_will_do = {
- factor = 1
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = infantry_focus_ideas
- }
- }
- }
- }
- }
- }
- cavalry_focus_ideas = {
- category = MIL
- trigger = {
- NOT = {
- calc_true_if = {
- has_idea_group = infantry_focus_ideas
- has_idea_group = cavalry_focus_ideas
- has_idea_group = artillery_focus_ideas
- has_idea_group = leadership_focus_ideas
- has_idea_group = flexible_army_focus_ideas
- amount = 3
- }
- }
- adm_tech = 6
- }
- focus_on_speed = {
- movement_speed = 0.05
- }
- flank_their_forces = {
- cavalry_flanking = 0.75
- }
- royal_stables = {
- cavalry_cost = -0.1
- cav_to_inf_ratio = 0.25
- }
- heroes_no_horses = {
- cavalry_power = 0.15
- }
- horse_police = {
- global_unrest = -1.5
- }
- bonus = {
- fire_damage_received = -0.1
- }
- ai_will_do = {
- factor = 1
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = cavalry_focus_ideas
- }
- }
- }
- }
- }
- }
- artillery_focus_ideas = {
- category = MIL
- trigger = {
- NOT = {
- calc_true_if = {
- has_idea_group = infantry_focus_ideas
- has_idea_group = cavalry_focus_ideas
- has_idea_group = artillery_focus_ideas
- has_idea_group = leadership_focus_ideas
- has_idea_group = flexible_army_focus_ideas
- amount = 3
- }
- }
- adm_tech = 6
- }
- artillery_manufacturing = {
- artillery_cost = -0.1
- }
- crush_their_walls = {
- artillery_bonus_vs_fort = 1
- }
- bombardiers_training = {
- artillery_power = 0.1
- }
- artillery_forts = {
- defensiveness = 0.1
- }
- expand_our_copper_and_sulphur_mines = {
- global_trade_goods_size_modifier = 0.1
- }
- bonus = {
- fire_damage = 0.05
- }
- ai_will_do = {
- factor = 1
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = artillery_focus_ideas
- }
- }
- }
- }
- }
- }
- leadership_focus_ideas = {
- category = MIL
- trigger = {
- NOT = {
- calc_true_if = {
- has_idea_group = infantry_focus_ideas
- has_idea_group = cavalry_focus_ideas
- has_idea_group = artillery_focus_ideas
- has_idea_group = leadership_focus_ideas
- has_idea_group = flexible_army_focus_ideas
- amount = 3
- }
- }
- adm_tech = 6
- }
- quality_education = {
- army_tradition_decay = -0.01
- }
- military_schools = {
- general_cost = -0.15
- }
- coordinate_charges = {
- leader_land_shock = 1
- }
- military_theorists = {
- mil_tech_cost_modifier = -0.1
- }
- coordinate_fire = {
- leader_land_fire = 1
- }
- bonus = {
- free_leader_pool = 1
- }
- ai_will_do = {
- factor = 1
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = leadership_focus_ideas
- }
- }
- }
- }
- }
- }
- flexible_army_focus_ideas = {
- category = MIL
- trigger = {
- NOT = {
- calc_true_if = {
- has_idea_group = infantry_focus_ideas
- has_idea_group = cavalry_focus_ideas
- has_idea_group = artillery_focus_ideas
- has_idea_group = leadership_focus_ideas
- has_idea_group = flexible_army_focus_ideas
- amount = 3
- }
- }
- adm_tech = 6
- }
- guard_infantry = {
- infantry_power = 0.1
- }
- engineers_corp = {
- siege_ability = 0.15
- }
- pike_and_musket = {
- fire_damage = 0.05
- shock_damage_received = -0.05
- }
- build_up_reserver = {
- land_forcelimit_modifier = 0.25
- }
- recruit_militia = {
- manpower_recovery_speed = 0.1
- }
- bonus = {
- discipline = 0.05
- }
- ai_will_do = {
- factor = 1
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = flexible_army_focus_ideas
- }
- }
- }
- }
- }
- }
- logistic_ideas = {
- category = MIL
- trigger = {
- adm_tech = 6
- }
- improved_foraging = {
- land_attrition = -0.1
- }
- well_fed= {
- land_morale = 0.15
- }
- logistic_mind = {
- leader_land_manuever = 1
- }
- tabors = {
- shock_damage_received = -0.075
- cavalry_power = 0.05
- }
- supply_trains = {
- reinforce_speed = 0.2
- }
- bonus = {
- leader_siege = 1
- }
- ai_will_do = {
- factor = 1
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = logistic_ideas
- }
- }
- }
- }
- }
- }
- standing_army_ideas = {
- category = MIL
- trigger = {
- NOT = { has_idea_group = draft_army_ideas }
- adm_tech = 6
- }
- optimized_costs = {
- land_maintenance_modifier = -0.1
- }
- drilled_forces= {
- drill_decay_modifier = -0.3
- }
- trained_forces = {
- yearly_army_professionalism = 0.005
- }
- man_forts = {
- garrison_size = 0.3
- }
- suppressive_fire = {
- shock_damage_received = -0.1
- }
- bonus = {
- land_morale = 0.15
- }
- ai_will_do = {
- factor = 1
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = standing_army_ideas
- }
- }
- }
- }
- }
- }
- draft_army_ideas = {
- category = MIL
- trigger = {
- NOT = { has_idea_group = standing_army_ideas }
- adm_tech = 6
- }
- nobles_cavalry = {
- cavalry_power = 0.075
- shock_damage = 0.075
- }
- drilled_militia= {
- drill_gain_modifier = 0.5
- }
- fast_draft = {
- global_regiment_recruit_speed = -0.33
- }
- draft_centres = {
- global_regiment_cost = -0.2
- land_maintenance_modifier = 0.15
- }
- draft_nobles_private_forces = {
- global_manpower_modifier = 0.2
- }
- bonus = {
- recover_army_morale_speed = 0.1
- }
- ai_will_do = {
- factor = 1
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = draft_army_ideas
- }
- }
- }
- }
- }
- }
- countrywide_militarisation_ideas = {
- category = MIL
- trigger = {
- adm_tech = 6
- }
- militarised_population = {
- drill_gain_modifier = 0.25
- drill_decay_modifier = -0.15
- }
- patriotic_draft = {
- global_regiment_cost = -0.1
- }
- duels_tradition = {
- infantry_power = 0.1
- }
- guerilla_forces = {
- hostile_attrition = 1
- }
- long_range_firing = {
- fire_damage = 0.05
- fire_damage_received = -0.05
- }
- bonus = {
- free_mil_policy = 1
- }
- ai_will_do = {
- factor = 1
- modifier = {
- factor = 0
- NOT ={
- any_country ={ AND ={
- ai = no
- has_idea_group = countrywide_militarisation_ideas
- }
- }
- }
- }
- }
- }
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