EH_the_country_of_war_idea = { icon = GFX_idea_army_child_soldier remove_trigger = { NOT = { has_war_with = ALN } } recruitable_population = var:EH_recruitable_population_var production_speed_arms_factory_factor = var:EH_production_speed_arms_factory_var production_speed_industrial_complex_factor = var:EH_production_speed_industrial_complex_var expected_mil_modifier = var:EH_expected_mil_var production_speed_buildings_factor = var:EH_production_speed_buildings_factor_var research_speed_factor = var:EH_research_speed_factor_var stability_factor = var:EH_stability_factor_var war_support_factor = var:EH_war_support_factor_var industrial_capacity_dockyard = var:EH_industrial_capacity_dockyard_var equipment_cost_multiplier_modifier = var:EH_equipment_cost_multiplier_modifier_var health_cost_multiplier_modifier = var:EH_health_cost_multiplier_modifier_var social_cost_multiplier_modifier = var:EH_social_cost_multiplier_modifier_var industrial_capacity_factory = var:EH_industrial_capacity_factory_var training_time_factor = var:EH_training_time_factor_var conscription_factor = var:EH_conscription_factor_var monthly_population = var:EH_monthly_population_var productivity_growth_modifier = var:EH_productivity_growth_modifier_var corporate_tax_income_multiplier_modifier = var:EH_corporate_tax_income_multiplier_modifier_var expected_welfare_modifier = var:EH_expected_welfare_modifier_var interest_rate_multiplier_modifier = var:EH_interest_rate_multiplier_modifier_var military_industrial_organization_research_bonus = var:EH_military_industrial_organization_research_bonus_var military_industrial_organization_funds_gain = var:EH_military_industrial_organization_funds_gain_var production_factory_efficiency_gain_factor = var:EH_production_factory_efficiency_gain_factor_var production_factory_max_efficiency_factor = var:EH_production_factory_max_efficiency_factor_var } EH_controlled_situation_idea = { icon = GFX_idea_fortification4 remove_trigger = { OR = { NOT = { has_war_with = ALN } surrender_progress > 0.15 } } recruitable_population = var:EH_recruitable_population_var production_speed_arms_factory_factor = var:EH_production_speed_arms_factory_var production_speed_industrial_complex_factor = var:EH_production_speed_industrial_complex_var expected_mil_modifier = var:EH_expected_mil_var production_speed_buildings_factor = var:EH_production_speed_buildings_factor_var research_speed_factor = var:EH_research_speed_factor_var stability_factor = var:EH_stability_factor_var war_support_factor = var:EH_war_support_factor_var industrial_capacity_dockyard = var:EH_industrial_capacity_dockyard_var equipment_cost_multiplier_modifier = var:EH_equipment_cost_multiplier_modifier_var health_cost_multiplier_modifier = var:EH_health_cost_multiplier_modifier_var social_cost_multiplier_modifier = var:EH_social_cost_multiplier_modifier_var industrial_capacity_factory = var:EH_industrial_capacity_factory_var training_time_factor = var:EH_training_time_factor_var conscription_factor = var:EH_conscription_factor_var monthly_population = var:EH_monthly_population_var productivity_growth_modifier = var:EH_productivity_growth_modifier_var corporate_tax_income_multiplier_modifier = var:EH_corporate_tax_income_multiplier_modifier_var expected_welfare_modifier = var:EH_expected_welfare_modifier_var interest_rate_multiplier_modifier = var:EH_interest_rate_multiplier_modifier_var military_industrial_organization_research_bonus = var:EH_military_industrial_organization_research_bonus_var military_industrial_organization_funds_gain = var:EH_military_industrial_organization_funds_gain_var production_factory_efficiency_gain_factor = var:EH_production_factory_efficiency_gain_factor_var production_factory_max_efficiency_factor = var:EH_production_factory_max_efficiency_factor_var } EH_territorial_defense_idea = { icon = GFX_idea_fortification4 remove_trigger = { NOT = { has_war_with = ALN } } terrain_penalty_reduction = var:EH_terrain_penalty_reduction_var2 terrain_trait_xp_gain_factor = var:EH_terrain_trait_xp_gain_factor_var2 land_bunker_effectiveness_factor = var:EH_land_bunker_effectiveness_factor_var2 coastal_bunker_effectiveness_factor = var:EH_coastal_bunker_effectiveness_factor_var2 pop_energy_use_multiplier = var:EH_pop_energy_use_multiplier_var2 stability_factor = var:EH_stability_factor_var2 population_tax_income_multiplier_modifier = var:EH_population_tax_income_multiplier_modifier_var2 corporate_tax_income_multiplier_modifier = var:EH_corporate_tax_income_multiplier_modifier_var2 energy_use_multiplier = var:EH_energy_use_multiplier_var2 energy_gain_multiplier = var:EH_energy_gain_multiplier_var2 acclimatization_hot_climate_gain_factor = var:EH_acclimatization_hot_climate_gain_factor_var2 heat_attrition_factor = var:EH_heat_attrition_factor_var2 recon_factor = var:EH_recon_factor_var2 coordination_bonus = var:EH_coordination_bonus_var2 army_defence_factor = var:EH_army_defence_factor_var2 acclimatization_cold_climate_gain_factor = var:EH_acclimatization_cold_climate_gain_factor_var2 winter_attrition_factor = var:EH_winter_attrition_factor_var2 } EH_electric_trap_country_effects_idea = { icon = GFX_idea_fortification4 remove_trigger = { OR = { NOT = { has_war_with = ALN } AND = { check_variable = { EH_electric_trap_energy_use_var = 0 } check_variable = { EH_electric_trap_country_resource_cost_tungsten_var = 0 } } } } energy_use = var:EH_electric_trap_energy_use_var country_resource_cost_tungsten = var:EH_electric_trap_country_resource_cost_tungsten_var } EH_battlefield_adaptation_idea = { icon = GFX_idea_EH_battlefield_adaptation remove_trigger = { NOT = { has_war_with = ALN } } army_attack_factor = var:EH_army_attack_factor_var3 army_defence_factor = var:EH_army_defence_factor_var3 army_morale_factor = var:EH_army_morale_factor_var3 army_strength_factor = var:EH_army_strength_factor_var3 research_speed_factor = var:EH_research_speed_factor_var3 production_lack_of_resource_penalty_factor = var:EH_production_lack_of_resource_penalty_factor_var3 training_time_factor = var:EH_training_time_factor_var3 planning_speed = var:EH_planning_speed_var3 max_planning_factor = var:EH_max_planning_factor_var3 } EH_research_sites_effects_idea = { icon = GFX_idea_public_service_investment_idea remove_trigger = { OR = { check_variable = { EH_research_sites_constructed_var < 1 } NOT = { has_war_with = ALN } } } research_speed_factor = var:EH_research_sites_research_speed_factor_var scientist_breakthrough_bonus_factor = var:EH_research_sites_scientist_breakthrough_bonus_factor_var scientist_research_bonus_factor = var:EH_research_sites_scientist_research_bonus_factor_var scientist_xp_gain_factor = var:EH_research_sites_scientist_xp_gain_factor_var } EH_chimera_forces_weakened_modifier = { icon = GFX_idea_army_of_aggression remove_trigger = { NOT = { has_war = yes } } army_attack_factor = var:EH_chimera_forces_weakened_army_attack_factor_var } EH_randallite_effects_modifier = { # No icon, shouldn't be visible productivity_growth_modifier = var:EH_randallite_productivity_var mech_production_speed_multiplier_modifier = var:EH_randallite_mech_production_speed_var gdp_from_resource_sector_modifier = var:EH_randallite_resource_income_var industrial_capacity_factory = var:EH_randallite_industrial_capacity_var production_speed_buildings_factor = var:EH_randallite_production_speed_buildings_var } EH_non_state_mines_modifier = { icon = GFX_idea_puppet_industry remove_trigger = { check_variable = { EH_non_state_mines_var = 0 } } corporate_tax_income_multiplier_modifier = var:EH_non_state_mines_corporate_tax_income_var } EH_portal_presence_modifier = { icon = GFX_idea_lacks_international_recognition remove_trigger = { NOT = { has_state_flag = EH_state_with_portal } } enemy_army_speed_factor = -0.9 enemy_local_supplies = -0.9 enemy_attrition = 0.9 } EH_zenobia_line_wall_modifier = { icon = GFX_idea_strong_outposts_6 remove_trigger = { NOT = { has_state_flag = EH_state_with_zenobia_line_wall } } enemy_army_speed_factor = -0.8 enemy_local_supplies = -0.5 enemy_attrition = 0.65 attrition_for_controller = -0.35 state_bunker_max_level_terrain_limit = 4 state_repair_speed_bunker_factor = 0.5 } EH_saladin_line_wall_modifier = { icon = GFX_idea_strong_outposts_6 remove_trigger = { NOT = { has_state_flag = EH_state_with_saladin_line_wall } } enemy_army_speed_factor = -0.9 enemy_local_supplies = -0.8 enemy_attrition = 0.85 attrition_for_controller = -0.55 state_bunker_max_level_terrain_limit = 7 state_repair_speed_bunker_factor = 0.75 } EH_bosphorus_line_wall_modifier = { icon = GFX_idea_strong_outposts_6 remove_trigger = { NOT = { has_state_flag = EH_state_with_bosphorus_line_wall } } enemy_army_speed_factor = -0.85 enemy_local_supplies = -0.65 enemy_attrition = 0.75 attrition_for_controller = -0.75 state_bunker_max_level_terrain_limit = 6 state_repair_speed_bunker_factor = 0.6 } EH_caucasus_line_wall_modifier = { icon = GFX_idea_strong_outposts_6 remove_trigger = { NOT = { has_state_flag = EH_state_with_caucasus_line_wall } } enemy_army_speed_factor = -0.7 enemy_local_supplies = -0.5 enemy_attrition = 0.6 attrition_for_controller = -0.6 state_bunker_max_level_terrain_limit = 8 state_repair_speed_bunker_factor = 0.7 } EH_europe_line_wall_modifier = { icon = GFX_idea_strong_outposts_6 remove_trigger = { NOT = { has_state_flag = EH_state_with_europe_line_wall } } enemy_army_speed_factor = -0.5 enemy_local_supplies = -0.3 enemy_attrition = 0.5 attrition_for_controller = -0.8 state_bunker_max_level_terrain_limit = 8 state_repair_speed_bunker_factor = 0.9 } EH_electric_trap_modifier = { icon = GFX_idea_electric_grid remove_trigger = { NOT = { has_state_flag = EH_electric_trap_active_flag } } enemy_attrition = 0.2 enemy_army_speed_factor = -0.15 }