ideas = { naval_academy_spirit = { instilled_aggression_spirit = { ledger = navy available = { has_naval_academy = yes } modifier = { custom_modifier_tooltip = instilled_aggression_spirit_tt } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } calculated_restraint_spirit = { ledger = navy available = { has_naval_academy = yes } modifier = { custom_modifier_tooltip = calculated_restraint_spirit_tt } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } signals_training_spirit = { ledger = navy available = { has_naval_academy = yes } modifier = { custom_modifier_tooltip = signals_training_spirit_tt } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } fleet_in_being_academy_spirit = { ledger = navy available = { AND = { has_naval_academy = yes has_doctrine = new_fleet_in_being } } modifier = { custom_modifier_tooltip = fleet_in_being_academy_spirit_tt trait_ironside_xp_gain_factor = 0.2 trait_superior_tactician_xp_gain_factor = 0.2 } ai_will_do = { factor = 1.5 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 has_doctrine = new_fleet_in_being } } } trade_interdiction_academy_spirit = { ledger = navy available = { AND = { has_naval_academy = yes has_doctrine = new_convoy_raiding } } modifier = { custom_modifier_tooltip = trade_interdiction_academy_spirit_tt trait_seawolf_xp_gain_factor = 0.2 trait_blockade_runner_xp_gain_factor = 0.2 } ai_will_do = { factor = 1.5 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 has_doctrine = new_convoy_raiding } } } base_strike_academy_spirit = { ledger = navy available = { AND = { has_naval_academy = yes has_doctrine = new_base_strike } } modifier = { custom_modifier_tooltip = base_strike_academy_spirit_tt trait_air_controller_xp_gain_factor = 0.2 trait_fleet_protector_xp_gain_factor = 0.2 } ai_will_do = { factor = 1.5 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 has_doctrine = new_base_strike } } } best_of_the_best_naval_academy_spirit = { ledger = navy available = { has_naval_academy = yes } modifier = { navy_leader_start_level = 2 navy_intel_to_others = -5.0 custom_modifier_tooltip = best_of_the_best_naval_academy_spirit_tt } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } naval_academy_scholarships_spirit = { ledger = navy available = { has_naval_academy = yes } modifier = { navy_leader_start_level = 1 navy_leader_cost_factor = -0.4 custom_modifier_tooltip = naval_academy_scholarships_spirit_tt } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } ship_to_shore_navy_spirit = { ledger = navy visible = { has_dlc = "No Compromise, No Surrender" } available = { OR = { has_doctrine = new_base_strike has_doctrine = naval_gunfire_support } } modifier = { trait_ironside_xp_gain_factor = 0.35 shore_bombardment_collateral_damage_factor = 0.50 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = naval_gunfire_support } } } stay_at_your_posts_navy_spirit = { ledger = navy visible = { has_dlc = "No Compromise, No Surrender" } available = { OR = { has_doctrine = new_convoy_raiding has_doctrine = screen_support_focus } } modifier = { trait_blockade_runner_xp_gain_factor = 0.35 naval_accidents_chance = -0.15 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = screen_support_focus } } } } navy_spirit = { jeune_ecole_spirit = { ledger = navy available = { OR = { has_doctrine = new_convoy_raiding has_doctrine = jeune_ecole } } research_bonus = { dd_tech = 0.20 } modifier = { ship_hull_light_design_cost_factor = -0.6 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = jeune_ecole has_doctrine = patrol_boats } } } } #big_gun_club_spirit = { # modifier = { # ship_hull_heavy_design_cost_factor = -0.6 # } #} #aviation_enthusiasts_spirit = { # modifier = { # ship_hull_carrier_design_cost_factor = -0.6 # } #} #cruiser_warfare_spirit = { # modifier = { # ship_hull_cruiser_design_cost_factor = -0.6 # } #} #wolfpacks_spirit = { # modifier = { # ship_hull_submarine_design_cost_factor = -0.6 # } #} flexible_contracts_spirit = { ledger = navy modifier = { naval_manufacturer_cost_factor = -0.8 ship_hull_cruiser_design_cost_factor = -0.6 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = coastal_defence_fleet has_doctrine = screen_support_focus } } } } integrated_designers_spirit = { ledger = navy available = { has_doctrine = new_convoy_raiding } visible = { has_dlc = "Man the Guns" } research_bonus = { ship_modules_tech = 0.20 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = anti_aircraft_cruisers has_doctrine = battlecruiser_supremacy has_doctrine = escort_carrier_support } } } } naval_reform_spirit = { ledger = navy available = { has_doctrine = new_base_strike } modifier = { naval_mastery_gain_factor = 0.1 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = submarine_fleet_operations has_doctrine = massed_carrier_fleet has_doctrine = hunter_killers } } } } naval_refit_yards_spirit = { ledger = navy available = { has_doctrine = new_fleet_in_being } modifier = { refit_speed = 0.25 repair_speed_factor = 0.15 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = naval_gunfire_support has_doctrine = broad_naval_support has_doctrine = screen_support_focus } } } } #naval_modernism_spirit = { # research_bonus = { # naval_equipment = 0.10 # } #} fleet_in_being_navy_spirit = { ledger = navy available = { has_doctrine = new_fleet_in_being } research_bonus = { bb_tech = 0.20 ca_tech = 0.20 } modifier = { ship_hull_heavy_design_cost_factor = -0.6 } ai_will_do = { factor = 1.5 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } trade_interdiction_navy_spirit = { ledger = navy available = { has_doctrine = new_convoy_raiding } research_bonus = { ss_tech = 0.20 } modifier = { ship_hull_submarine_design_cost_factor = -0.6 } ai_will_do = { factor = 1.5 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } base_strike_navy_spirit = { ledger = navy available = { has_doctrine = new_base_strike } research_bonus = { cv_tech = 0.20 } modifier = { ship_hull_carrier_design_cost_factor = -0.6 } ai_will_do = { factor = 1.5 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } sea_lane_denial_navy_spirit = { ledger = navy visible = { has_dlc = "No Compromise, No Surrender" } available = { OR = { has_doctrine = new_convoy_raiding has_doctrine = coastal_minelaying } } research_bonus = { naval_minelaying = 0.30 } modifier = { mines_planting_by_fleets_factor = 0.15 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = coastal_minelaying } } } fleet_interoperability_navy_spirit = { ledger = navy visible = { has_dlc = "No Compromise, No Surrender" } research_bonus = { naval_equipment = 0.05 } modifier = { naval_morale_factor = 0.20 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = broad_naval_support } } } } naval_command_spirit = { close_combat_navy_spirit = { ledger = navy available = { has_doctrine = new_convoy_raiding } modifier ={ navy_screen_attack_factor = 0.05 naval_torpedo_screen_penetration_factor = 0.05 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = patrol_boats has_doctrine = support_integrated_operations has_doctrine = convoy_escort } } } } night_fighting_spirit = { ledger = navy available = { OR = { has_doctrine = torpedo_primacy has_doctrine = new_base_strike } } modifier = { night_spotting_chance = 0.1 naval_night_attack = 0.1 navy_visibility = -0.05 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = wolfpacks has_doctrine = torpedo_primacy has_doctrine = floating_airfields } } } } surprise_attacks_spirit = { ledger = navy available = { OR = { has_doctrine = new_base_strike has_doctrine = massed_carrier_fleet } } modifier = { naval_retreat_speed_after_initial_combat = 0.1 naval_retreat_chance_after_initial_combat = 0.1 } ai_will_do = { factor = 1.5 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = wolfpacks has_doctrine = battlecruiser_supremacy has_doctrine = massed_carrier_fleet } } } } efficient_communications_spirit = { ledger = navy available = { OR = { has_doctrine = new_fleet_in_being has_doctrine = line_of_battle } } modifier = { positioning = 0.15 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = line_of_battle has_doctrine = carrier_battlegroups has_doctrine = submarine_fleet_operations } } } } #discrete_valor_spirit = { # modifier = { # naval_retreat_chance = 0.1 # naval_retreat_speed = 0.1 # } #} surface_raiders_spirit = { ledger = navy available = { OR = { has_doctrine = new_convoy_raiding has_doctrine = armored_raiders } } modifier = { screening_without_screens = 0.2 naval_retreat_speed = 0.1 naval_retreat_chance = 0.1 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = armored_raiders has_doctrine = light_task_forces has_doctrine = jeune_ecole } } } } decisive_battle_spirit = { ledger = navy available = { has_doctrine = new_fleet_in_being } modifier = { naval_retreat_chance = -0.1 naval_retreat_speed = -0.1 naval_torpedo_hit_chance_factor = 0.1 naval_hit_chance = 0.1 } ai_will_do = { factor = 1.5 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } } } inclimate_weather_experience_spirit = { ledger = navy available = { has_doctrine = new_convoy_raiding } modifier = { navy_weather_penalty = -0.4 } ai_will_do = { factor = 1.5 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = submarine_coastal_defense has_doctrine = coastal_minelaying has_doctrine = support_integrated_operations } } } } brave_commanders_spirit = { ledger = navy available = { OR = { has_doctrine = new_fleet_in_being has_doctrine = capital_hunters } } modifier = { naval_critical_score_chance_factor = 0.15 naval_retreat_chance = -0.05 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Step Back" } } modifier = { factor = 2 OR = { has_doctrine = line_of_battle has_doctrine = capital_hunters has_doctrine = convoy_escort } } } } bureau_of_ordnance_spirit = { ledger = navy visible = { tag = USA } modifier = { naval_torpedo_hit_chance_factor = -0.1 } ai_will_do = { factor = 0 } } naval_tripwire_navy_spirit = { ledger = navy visible = { has_dlc = "No Compromise, No Surrender" } available = { OR = { has_doctrine = new_convoy_raiding has_doctrine = coastal_defence_fleet } } modifier = { naval_enemy_fleet_size_ratio_penalty_factor = 0.20 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = coastal_defence_fleet } } } scouting_force_navy_spirit = { ledger = navy visible = { has_dlc = "No Compromise, No Surrender" } available = { OR = { has_doctrine = new_fleet_in_being has_doctrine = escort_carrier_support } } modifier = { spotting_chance = 0.10 naval_detection = 0.10 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = escort_carrier_support } } } fleet_defense_navy_spirit = { ledger = navy visible = { has_dlc = "No Compromise, No Surrender" } available = { OR = { has_doctrine = new_base_strike has_doctrine = light_task_forces } } modifier = { screening_efficiency = 0.10 fighter_sortie_efficiency = 0.10 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = light_task_forces has_doctrine = anti_aircraft_cruisers } } } rapid_concentration_navy_spirit = { ledger = navy visible = { has_dlc = "No Compromise, No Surrender" } available = { OR = { has_doctrine = new_base_strike has_doctrine = battlecruiser_supremacy } } modifier = { naval_coordination = 0.15 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = battlecruiser_supremacy } } } aa_curtain_navy_spirit = { ledger = navy visible = { has_dlc = "No Compromise, No Surrender" } available = { OR = { has_doctrine = new_fleet_in_being has_doctrine = battleship_antiair_screen } } modifier = { navy_anti_air_attack_factor = 0.15 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 OR = { has_doctrine = anti_aircraft_cruisers has_doctrine = battleship_antiair_screen } } } } selective_engagement_navy_spirit = { ledger = navy visible = { has_dlc = "No Compromise, No Surrender" } available = { OR = { has_doctrine = new_convoy_raiding has_doctrine = patrol_boats } } modifier = { navy_visibility = -0.10 } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { has_dlc = "No Compromise, No Surrender" } } modifier = { factor = 2 has_doctrine = patrol_boats } } } } }