ideas = { academy_spirit = { bold_attack_spirit = { ledger = army available = { has_military_academy = yes } modifier = { custom_modifier_tooltip = bold_attack_spirit_tt } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } tenacious_defense_spirit = { ledger = army available = { has_military_academy = yes } modifier = { custom_modifier_tooltip = tenacious_defense_spirit_tt } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } meticulous_preparation_spirit = { ledger = army available = { has_military_academy = yes } modifier = { custom_modifier_tooltip = meticulous_preparation_spirit_tt } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } best_of_the_best_spirit = { ledger = army visible = { AND = { has_military_academy = yes has_government = democratic } } modifier = { army_leader_start_level = 2 army_intel_to_others = -5.0 custom_modifier_tooltip = best_of_the_best_spirit_tt } ai_will_do = { base = 1 modifier = { factor = 0 OR = { NOT = { has_dlc = "No Step Back" } NOT = { has_government = democratic } } } modifier = { factor = 2 has_government = democratic } } } academy_scholarships_spirit = { ledger = army visible = { AND = { has_military_academy = yes has_government = communism } } modifier = { army_leader_start_level = 1 army_leader_cost_factor = -0.3 unit_leader_as_advisor_cp_cost_factor = -0.75 custom_modifier_tooltip = academy_scholarships_spirit_tt } ai_will_do = { base = 1 modifier = { factor = 0 OR = { NOT = { has_dlc = "No Step Back" } NOT = { has_government = communism } } } modifier = { factor = 2 has_government = communism } } } political_loyalty_spirit = { ledger = army visible = { AND = { has_military_academy = yes OR = { has_government = fascism has_government = neutrality } } } modifier = { army_leader_cost_factor = -0.5 party_popularity_stability_factor = 0.10 custom_modifier_tooltip = political_loyalty_spirit_tt } ai_will_do = { base = 1 modifier = { factor = 0 OR = { NOT = { has_dlc = "No Step Back" } NOT = { has_government = fascism } NOT = { has_government = neutrality } } } modifier = { factor = 2 OR = { has_government = fascism has_government = neutrality } } } } inventive_leadership_spirit = { ledger = army available = { has_military_academy = yes } modifier = { custom_modifier_tooltip = inventive_leadership_spirit_tt trait_naval_invader_xp_gain_factor = 0.2 trait_commando_xp_gain_factor = 0.2 trait_trickster_xp_gain_factor = 0.2 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = commandos has_doctrine = irregulars has_doctrine = expeditionary_warfare has_doctrine = guerilla_war has_doctrine = peoples_war } } } } mobile_warfare_academy_spirit = { ledger = army available = { AND = { has_military_academy = yes has_doctrine = new_mobile_warfare } } modifier = { custom_modifier_tooltip = mobile_warfare_academy_spirit_tt trait_panzer_leader_xp_gain_factor = 0.2 } ai_will_do = { base = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 has_doctrine = new_mobile_warfare } } } superior_firepower_academy_spirit = { ledger = army available = { AND = { has_military_academy = yes has_doctrine = superior_firepower } } modifier = { custom_modifier_tooltip = superior_firepower_academy_spirit_tt trait_engineer_xp_gain_factor = 0.2 initiative_factor = 0.04 } ai_will_do = { base = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 has_doctrine = superior_firepower } } } theatre_training_spirit = { ledger = army available = { AND = { has_military_academy = yes has_doctrine = grand_battleplan } } modifier = { custom_modifier_tooltip = theatre_training_academy_spirit_tt terrain_trait_xp_gain_factor = 0.2 } ai_will_do = { base = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 has_doctrine = grand_battleplan } } } mass_assault_academy_spirit = { ledger = army available = { AND = { has_military_academy = yes has_doctrine = mass_assault } } modifier = { custom_modifier_tooltip = mass_assault_academy_spirit_tt trait_infantry_leader_xp_gain_factor = 0.2 } ai_will_do = { base = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 has_doctrine = mass_assault } } } NOR_flexible_officers_academy_spirit = { ledger = army visible = { has_military_academy = yes has_completed_focus = NOR_officers_academy } available = { NOR_AAT = yes } modifier = { army_leader_start_level = 2 promote_cost_factor = -0.3 reassignment_duration_factor = -0.3 skill_bonus_factor = 0.1 } ai_will_do = { base = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } CHI_whampoa_military_academy_spirit = { ledger = army available = { has_military_academy = yes NOT = { has_completed_focus = CHI_close_whampoa has_completed_focus = CHI_end_military_primacy } } visible = { tag = CHI has_dlc = "No Compromise, No Surrender" } modifier = { planning_speed = -0.05 max_planning_factor = -0.05 army_leader_start_level = 1 party_popularity_stability_factor = 0.15 army_leader_cost_factor = -0.15 custom_modifier_tooltip = political_loyalty_spirit_tt } allowed_to_remove = { OR = { has_completed_focus = CHI_end_military_primacy has_completed_focus = CHI_close_whampoa has_completed_focus = CHI_focus_on_meritocratic_principles } } ai_will_do = { base = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } cult_of_heroism_army_spirit = { ledger = army visible = { has_dlc = "No Compromise, No Surrender" } available = { has_doctrine = grand_battleplan } modifier = { automatic_grant_medal_chance = 0.50 unit_medal_effectiveness = -0.25 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = commandos } } } professional_officer_corps_spirit = { ledger = army modifier = { experience_gain_army_unit_factor = 0.15 max_command_power = 30 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } } army_spirit = { elevated_engineering_corps_spirit = { ledger = army modifier = { unit_engineer_design_cost_factor = -1 dig_in_speed_factor = 0.1 railway_gun_bombardment_factor = 0.25 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = siege_artillery has_doctrine = defensive_postures has_doctrine = fire_concentration has_doctrine = field_engineering } } } } proper_heritage_spirit = { ledger = army available = { IF = { limit = { original_tag = AFG has_dlc = "Graveyard of Empires" } OR = { has_completed_focus = AFG_reintroduce_war_elephants has_doctrine = grand_battleplan has_doctrine = mounted_infantry } } ELSE = { OR = { has_doctrine = grand_battleplan has_doctrine = mounted_infantry } } } modifier = { experience_gain_factor = 0.1 unit_cavalry_design_cost_factor = -1 supply_combat_penalties_on_core_factor = -0.2 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2.0 is_historical_focus_on = yes tag = SOU } modifier = { factor = 2 OR = { has_doctrine = mounted_infantry has_doctrine = great_war_infantry has_doctrine = armored_infantry_support } } } } relief_of_command_spirit = { ledger = army visible = { has_government = democratic } modifier = { experience_gain_army_factor = 0.25 army_advisor_cost_factor = -0.5 } ai_will_do = { base = 1 modifier = { factor = 0 OR = { NOT = { has_dlc = "No Step Back" } NOT = {has_government = democratic } } } modifier = { factor = 2 has_government = democratic } } } ideological_loyalty_spirit = { ledger = army visible = { has_government = communism } modifier = { pocket_penalty = -0.2 weekly_manpower = 500 } ai_will_do = { base = 1 modifier = { factor = 0 OR = { NOT = { has_dlc = "No Step Back" } NOT = {has_government = communism } } } modifier = { factor = 2 has_government = communism } } } state_serves_the_military_spirit = { ledger = army visible = { has_government = fascism } modifier = { offensive_war_stability_factor = 0.1 mobilization_laws_cost_factor = -0.25 } ai_will_do = { base = 1 modifier = { factor = 0 OR = { NOT = { has_dlc = "No Step Back" } NOT = {has_government = fascism } } } modifier = { factor = 2 has_government = fascism } } } mobile_warfare_army_spirit = { available = { has_doctrine = new_mobile_warfare } ledger = army modifier = { experience_gain_motorized_combat_factor = 0.1 experience_gain_mechanized_combat_factor = 0.1 unit_light_armor_design_cost_factor = -1 #light_tank_destroyer_brigade unit_medium_armor_design_cost_factor = -1 #medium_tank_destroyer_brigade unit_modern_armor_design_cost_factor = -1 unit_heavy_armor_design_cost_factor = -1 #heavy_tank_destroyer_brigade unit_super_heavy_armor_design_cost_factor = -1 unit_motorized_design_cost_factor = -1 unit_mechanized_design_cost_factor = -1 } ai_will_do = { base = 1 modifier = { factor = 0.5 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 has_doctrine = new_mobile_warfare } modifier = { factor = 2 original_tag = GER is_historical_focus_on = no } modifier = { factor = 10 original_tag = GER is_historical_focus_on = yes } } } superior_firepower_army_spirit = { available = { has_doctrine = superior_firepower } ledger = army modifier = { experience_gain_artillery_combat_factor = 0.1 unit_infantry_design_cost_factor = -1 unit_artillery_brigade_design_cost_factor = -1 unit_artillery_design_cost_factor = -1 unit_mot_artillery_brigade_design_cost_factor = -1 unit_light_sp_artillery_brigade_design_cost_factor = -1 unit_medium_sp_artillery_brigade_design_cost_factor = -1 unit_heavy_sp_artillery_brigade_design_cost_factor = -1 unit_super_heavy_sp_artillery_brigade_design_cost_factor = -1 unit_bicycle_battalion_design_cost_factor = -1 } ai_will_do = { base = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 has_doctrine = superior_firepower } } } grand_battleplan_army_spirit = { available = { has_doctrine = grand_battleplan } ledger = army modifier = { unit_marine_design_cost_factor = -0.5 unit_mountaineers_design_cost_factor = -0.5 unit_paratrooper_design_cost_factor = -0.5 unit_ranger_battalion_design_cost_factor = -0.5 special_forces_cap_flat = 24 extra_paratrooper_supply_grace = 24 extra_marine_supply_grace = 24 } ai_will_do = { base = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 has_doctrine = grand_battleplan } } } mass_assault_army_spirit = { ledger = army available = { has_doctrine = mass_assault } modifier = { experience_gain_infantry_combat_factor = 0.1 unit_infantry_design_cost_factor = -1 unit_motorized_design_cost_factor = -1 unit_mechanized_design_cost_factor = -1 unit_bicycle_battalion_design_cost_factor = -1 } ai_will_do = { base = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 has_doctrine = mass_assault } } } heritage_of_accomplishment = { ledger = army available = { has_dlc = "By Blood Alone" } modifier = { grant_medal_cost_factor = -0.5 field_officer_promotion_penalty = -1.0 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } living_off_the_land_army_spirit = { ledger = army visible = { has_dlc = "No Compromise, No Surrender" } available = { has_doctrine = mass_assault } modifier = { out_of_supply_factor = -0.10 attrition = -0.10 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = mounted_infantry } } } subsidized_contracts_army_spirit = { ledger = army visible = { AND = { has_dlc = "No Compromise, No Surrender" has_dlc = "La Resistance" } } available = { OR = { has_doctrine = new_mobile_warfare has_doctrine = armored_cavalry } } equipment_bonus = { armored_car_equipment = { instant = yes build_cost_ic = -0.15 } } equipment_bonus = { light_tank_chassis = { instant = yes build_cost_ic = -0.10 } } equipment_bonus = { armored_support_vehicle = { instant = yes build_cost_ic = -0.10 } } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = armored_cavalry } } } subsidized_contracts_no_lar_army_spirit = { ledger = army visible = { AND = { has_dlc = "No Compromise, No Surrender" NOT = { has_dlc = "La Resistance" } } } available = { OR = { has_doctrine = new_mobile_warfare has_doctrine = armored_cavalry_no_lar } } equipment_bonus = { light_tank_chassis = { instant = yes build_cost_ic = -0.10 } } equipment_bonus = { armored_support_vehicle = { instant = yes build_cost_ic = -0.10 } } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = armored_cavalry } } } spirit_of_defiance_army_spirit = { ledger = army visible = { has_dlc = "No Compromise, No Surrender" } available = { OR = { has_doctrine = mass_assault has_doctrine = guerilla_war has_doctrine = peoples_war } } modifier = { resistance_target_on_our_occupied_states = 0.25 resistance_growth_on_our_occupied_states = 0.5 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 OR = { has_doctrine = guerilla_war has_doctrine = peoples_war } } } } proxy_wars_army_spirit = { ledger = army visible = { has_dlc = "No Compromise, No Surrender" } available = { OR = { has_doctrine = superior_firepower has_doctrine = expeditionary_warfare } } modifier = { army_experience_from_volunteers = 0.5 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = expeditionary_warfare } } } CZE_legacy_of_the_czechoslovak_legion_army_spirit = { #Pfot ledger = army picture = tur_sub_zero_survival_training allowed = { original_tag = CZE has_dlc = "Peace For Our Time" } visible = { NOT = { has_completed_focus = CZE_revive_the_czechoslovak_legion_dynamic } } modifier = { trait_winter_specialist_xp_gain_factor = 0.10 acclimatization_cold_climate_gain_factor = 0.05 army_retreat_speed_factor = 0.05 winter_attrition_factor = -0.05 army_experience_from_volunteers = 0.05 #tactic_delay_preferred_weight_factor = 0.25 } ai_will_do = { base = 0 } } } division_command_spirit = { static_warfare_spirit = { available = { OR = { has_doctrine = grand_battleplan has_doctrine = great_war_infantry } } ledger = army modifier = { tactic_elastic_defense_preferred_weight_factor = 1 max_dig_in_factor = 0.1 dig_in_speed_factor = 0.1 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 4 tag = SOU GER = { is_ai = no } } modifier = { factor = 2 OR = { has_doctrine = great_war_infantry has_doctrine = anti_tank_frontline has_doctrine = last_stand } } } } flexible_organization_spirit = { available = { OR = { has_doctrine = new_mobile_warfare has_doctrine = infiltration_tactics } } ledger = army modifier = { org_loss_when_moving = -0.15 army_speed_factor = 0.05 choose_preferred_tactics_cost = -15 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 4 original_tag = GER #Right now this is just better for AI Germany } modifier = { factor = 2 OR = { has_doctrine = mobile_infantry has_doctrine = infiltration_tactics has_doctrine = armored_spearhead } } } } aggressive_reconnaisance_spirit = { available = { has_doctrine = new_mobile_warfare } ledger = army modifier = { tactic_infantry_charge_preferred_weight_factor = 1 intel_from_combat_factor = 0.15 recon_factor = 0.15 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = mobile_recon_and_assault has_doctrine = armored_cavalry has_doctrine = assault_infantry } } } } reserve_officers_spirit = { available = { has_doctrine = superior_firepower } ledger = army modifier = { training_time_army_factor = -0.15 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = defensive_postures has_doctrine = field_engineering has_doctrine = mobile_defense } } } } victory_or_death_spirit = { available = { has_doctrine = mass_assault } ledger = army modifier = { tactic_human_wave_tactics_preferred_weight_factor = 1 org_loss_at_low_org_factor = -0.15 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = large_unit_tactics has_doctrine = grand_assault has_doctrine = last_stand has_doctrine = infiltration_tactics } } } } maneuver_warfare_spirit = { available = { has_doctrine = new_mobile_warfare } modifier = { tactic_unexpected_thrust_preferred_weight_factor = 1 army_speed_factor = 0.05 coordination_bonus = 0.05 } ai_will_do = { base = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = mobile_infantry has_doctrine = air_cavalry has_doctrine = mission_type_tactics has_doctrine = self_propelled_support } } } } smoke_and_fire_spirit = { ledger = army available = { has_doctrine = superior_firepower } modifier = { tactic_barrage_preferred_weight_factor = 1 breakthrough_factor = 0.06 } ai_will_do = { base = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = assault_infantry has_doctrine = flying_batteries has_doctrine = mobile_recon_and_assault has_doctrine = rapid_domination } } } } logistical_focus_spirit = { ledger = army available = { has_doctrine = grand_battleplan } modifier = { tactic_planned_attack_preferred_weight_factor = 1 supply_consumption_factor = -0.10 air_fuel_consumption_factor = -0.10 navy_fuel_consumption_factor = -0.10 } ai_will_do = { base = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = defensive_postures has_doctrine = fire_concentration has_doctrine = siege_artillery has_doctrine = armored_infantry_support } } } } operational_reserve_spirit = { ledger = army available = { has_doctrine = mass_assault } modifier = { tactic_relentless_assault_preferred_weight_factor = 1 army_strength_factor = 0.1 } ai_will_do = { base = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = large_unit_tactics has_doctrine = streamlined_deployment has_doctrine = deep_battle has_doctrine = grand_assault } } } } all_arms_at_defense_army_spirit = { ledger = army visible = { has_dlc = "No Compromise, No Surrender" } available = { OR = { has_doctrine = superior_firepower has_doctrine = tank_destroyer_force } } modifier = { tactic_tactical_withdrawal_preferred_weight_factor = 1 } equipment_bonus = { infantry_equipment = { instant = yes hard_attack = 0.25 } } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = tank_destroyer_force } } } direct_fire_support_army_spirit = { ledger = army visible = { has_dlc = "No Compromise, No Surrender" } available = { OR = { has_doctrine = superior_firepower has_doctrine = self_propelled_support } } modifier = { tactic_overwhelming_fire_preferred_weight_factor = 1 } equipment_bonus = { light_tank_artillery_chassis = { instant = yes hard_attack = 0.50 ap_attack = 1 } } equipment_bonus = { medium_tank_artillery_chassis = { instant = yes hard_attack = 0.50 ap_attack = 1 } } equipment_bonus = { heavy_tank_artillery_chassis = { instant = yes hard_attack = 0.50 ap_attack = 1 } } equipment_bonus = { modern_tank_artillery_chassis = { instant = yes hard_attack = 0.50 ap_attack = 1 } } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = self_propelled_support } } } rapid_emplacement_army_spirit = { ledger = army visible = { has_dlc = "No Compromise, No Surrender" } available = { OR = { has_doctrine = superior_firepower has_doctrine = flying_batteries } } modifier = { tactic_breakthrough_preferred_weight_factor = 1 } equipment_bonus = { artillery_equipment = { instant = yes breakthrough = 0.10 defense = 0.10 } } equipment_bonus = { rocket_artillery_equipment = { instant = yes breakthrough = 0.10 defense = 0.10 } } equipment_bonus = { motorized_rocket_equipment = { instant = yes breakthrough = 0.10 defense = 0.10 } } equipment_bonus = { anti_tank_equipment = { instant = yes breakthrough = 0.10 defense = 0.10 } } equipment_bonus = { anti_air_equipment = { instant = yes breakthrough = 0.10 defense = 0.10 } } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = flying_batteries } } } quick_improvisation_spirit = { ledger = army available = { has_doctrine = new_mobile_warfare } modifier = { command_abilities_cost_factor = -0.20 command_power_gain = 0.2 planning_speed = 0.2 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2.0 is_historical_focus_on = yes original_tag = GER } modifier = { factor = 2.0 OR = { has_doctrine = mission_type_tactics has_doctrine = rapid_domination has_doctrine = mobile_defense } } } } } }