ideas = { bureaucracy = { law = yes use_list_view = yes bureau_01 = { on_add = { log = "[GetDateText]: [Root.GetName]: Idea bureau_01 added" custom_effect_tooltip = bureau_01_TT set_variable = { bureau_law = 1 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_centralized_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea bureau_01 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_buru_cool_down } } set_country_flag = PER_removed_bureau_01 } } cost = 200 removal_cost = -1 level = 1 available = { budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = bureau_02 has_idea = bureau_03 has_idea = bureau_04 has_idea = bureau_05 } bureau_decrease_blocked = yes } bureau_decrease_blocked = no } if = { limit = { original_tag = DEN } NOT = { has_idea = DEN_special_municipal_districts_idea } NOT = { has_idea = DEN_direct_governance_idea } } if = { limit = { original_tag = FRA } NOT = { has_idea = FRA_administrative_reforms_1 } NOT = { has_idea = FRA_administrative_reforms_2 } NOT = { has_idea = FRA_idea_central } } } ai_will_do = { base = 1 modifier = { # Make law more appealing to reduce if is above desired level add = 50 has_idea = bureau_02 check_variable = { expected_adm_spending = 1 } } # Killswitch for the AI # reference 00_desire_law_triggers.txt modifier = { factor = 0 OR = { check_variable = { expected_adm_spending > 1 } has_bureau_idea_law_desired = yes } } } cancel_if_invalid = no } bureau_02 = { modifier = { political_power_gain = 0.25 production_speed_buildings_factor = -0.05 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea bureau_02 added" custom_effect_tooltip = bureau_02_TT set_variable = { bureau_law = 2 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_centralized_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea bureau_02 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_buru_cool_down } } set_country_flag = PER_removed_bureau_02 } } cost = 80 removal_cost = -1 level = 2 available = { budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = bureau_03 has_idea = bureau_04 has_idea = bureau_05 } bureau_decrease_blocked = yes } bureau_decrease_blocked = no } if = { limit = { has_idea = bureau_01 bureau_increase_blocked = yes } bureau_increase_blocked = no } if = { limit = { has_idea = bureau_01 has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } if = { limit = { original_tag = DEN } NOT = { has_idea = DEN_direct_governance_idea } } if = { limit = { original_tag = FRA } NOT = { has_idea = FRA_administrative_reforms_2 } NOT = { has_idea = FRA_idea_central } } } ai_will_do = { base = 1 modifier = { # Make law more appealing to raise if is below desired level add = 25 has_idea = bureau_01 check_variable = { expected_adm_spending > 1 } } modifier = { # Make law more appealing to reduce if is above desired level add = 25 has_idea = bureau_03 check_variable = { expected_adm_spending < 3 } } modifier = { factor = 0 has_bureau_idea_law_desired = yes } } cancel_if_invalid = no } bureau_03 = { modifier = { political_power_gain = 0.50 production_speed_buildings_factor = -0.1 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea bureau_03 added" custom_effect_tooltip = bureau_03_TT set_variable = { bureau_law = 3 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_centralized_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea bureau_03 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_buru_cool_down } } set_country_flag = PER_removed_bureau_03 } } default = yes removal_cost = -1 level = 3 available = { budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = bureau_04 has_idea = bureau_05 } bureau_decrease_blocked = yes } bureau_decrease_blocked = no } if = { limit = { OR = { has_idea = bureau_01 has_idea = bureau_02 } bureau_increase_blocked = yes } bureau_increase_blocked = no } if = { limit = { OR = { has_idea = bureau_01 has_idea = bureau_02 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } if = { limit = { original_tag = DEN } NOT = { has_idea = DEN_direct_governance_idea } } } ai_will_do = { base = 1 modifier = { # Make law more appealing to raise if is below desired level add = 25 has_idea = bureau_02 check_variable = { expected_adm_spending > 2 } } modifier = { # Make law more appealing to reduce if is above desired level add = 25 has_idea = bureau_04 check_variable = { expected_adm_spending < 4 } } modifier = { factor = 0 has_bureau_idea_law_desired = yes } } cancel_if_invalid = no } bureau_04 = { modifier = { political_power_gain = 0.75 production_speed_buildings_factor = -0.15 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea bureau_04 added" custom_effect_tooltip = bureau_04_TT set_variable = { bureau_law = 4 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_centralized_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea bureau_04 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_buru_cool_down } } set_country_flag = PER_removed_bureau_04 } } cost = 30 removal_cost = -1 level = 4 available = { budget_law_parliament_change_allowed = yes GER_Grundgesetz_allows_budget_law_change = yes if = { limit = { has_idea = bureau_05 bureau_decrease_blocked = yes } bureau_decrease_blocked = no } if = { limit = { OR = { has_idea = bureau_01 has_idea = bureau_02 has_idea = bureau_03 } bureau_increase_blocked = yes } bureau_increase_blocked = no } if = { limit = { OR = { has_idea = bureau_01 has_idea = bureau_02 has_idea = bureau_03 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } if = { limit = { original_tag = SIN has_idea = SIN_decentralize_the_government_idea } custom_trigger_tooltip = { tooltip = SIN_decentralize_the_government_idea_trigger_tt NOT = { has_idea = SIN_decentralize_the_government_idea } } } if = { limit = { original_tag = FRA } NOT = { has_idea = FRA_idea_decentral } } } ai_will_do = { base = 1 modifier = { # Make law more appealing to raise if is below desired level add = 25 has_idea = bureau_03 check_variable = { expected_adm_spending > 3 } } modifier = { # Make law more appealing to reduce if is above desired level add = 25 has_idea = bureau_05 check_variable = { expected_adm_spending < 5 } } modifier = { factor = 0 has_bureau_idea_law_desired = yes } } cancel_if_invalid = no } bureau_05 = { modifier = { political_power_gain = 1.0 production_speed_buildings_factor = -0.2 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea bureau_05 added" custom_effect_tooltip = bureau_05_TT set_variable = { bureau_law = 5 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_centralized_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea bureau_05 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_buru_cool_down } } set_country_flag = PER_removed_bureau_05 } } cost = 10 removal_cost = -1 level = 5 available = { budget_law_parliament_change_allowed = yes GER_Grundgesetz_allows_budget_law_change = yes if = { limit = { OR = { has_idea = bureau_01 has_idea = bureau_02 has_idea = bureau_03 has_idea = bureau_04 } bureau_increase_blocked = yes } bureau_increase_blocked = no } if = { limit = { OR = { has_idea = bureau_01 has_idea = bureau_02 has_idea = bureau_03 has_idea = bureau_04 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } if = { limit = { original_tag = SIN has_idea = SIN_decentralize_the_government_idea } custom_trigger_tooltip = { tooltip = SIN_decentralize_the_government_idea_trigger_tt NOT = { has_idea = SIN_decentralize_the_government_idea } } } if = { limit = { original_tag = FRA } NOT = { has_idea = FRA_idea_decentral } } } ai_will_do = { base = 1 modifier = { # Make law more appealing to raise if is below desired level add = 25 has_idea = bureau_04 check_variable = { expected_adm_spending > 4 } } modifier = { factor = 0 has_bureau_idea_law_desired = yes } } cancel_if_invalid = no } } crime_fighting = { law = yes use_list_view = yes police_01 = { modifier = { terror_threat_base_defense_modifier = 5 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea police_01 added" custom_effect_tooltip = police_01_TT set_variable = { police_law = 1 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_police_change = yes if = { limit = { original_tag = BOT } BOT_update_anti_poaching = yes } update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea police_01 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_police_cool_down } } set_country_flag = PER_removed_police_01 } } removal_cost = -1 level = 1 available = { budget_law_parliament_change_allowed = yes GER_Grundgesetz_allows_budget_law_change = yes if = { limit = { OR = { has_idea = police_02 has_idea = police_03 has_idea = police_04 has_idea = police_05 } police_decrease_blocked = yes } police_decrease_blocked = no } } ai_will_do = { base = 1 modifier = { # Make law more appealing to reduce if is above desired level factor = 15 has_idea = police_02 check_variable = { expected_police_spending = 1 } } modifier = { factor = 0 has_police_idea_law_desired = yes } } cancel_if_invalid = no } police_02 = { modifier = { command_power_gain = 0.25 political_power_gain = -0.1 stability_factor = 0.05 foreign_subversive_activites = -0.15 decryption = 1 planning_speed = 0.10 foreign_influence_defense_modifier = 0.05 required_garrison_factor = -0.1 terror_threat_base_detect_modifier = 6 terror_threat_base_defense_modifier = 10 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea police_02 added" custom_effect_tooltip = police_02_TT set_variable = { police_law = 2 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_police_change = yes if = { limit = { original_tag = BOT } BOT_update_anti_poaching = yes } update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea police_02 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_police_cool_down } } set_country_flag = PER_removed_police_02 } } default = yes removal_cost = -1 level = 2 available = { budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = police_03 has_idea = police_04 has_idea = police_05 } police_decrease_blocked = yes } police_decrease_blocked = no } if = { limit = { has_idea = police_01 police_increase_blocked = yes } police_increase_blocked = no } if = { limit = { has_idea = police_01 has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } ai_will_do = { base = 1 modifier = { # Make law more appealing to raise if is below desired level add = 25 has_idea = police_01 check_variable = { expected_police_spending > 1 } } modifier = { add = 25 has_idea = police_03 check_variable = { expected_police_spending < 3 } } modifier = { factor = 0 has_police_idea_law_desired = yes } } cancel_if_invalid = no } police_03 = { modifier = { command_power_gain = 0.5 political_power_gain = -0.2 stability_factor = 0.10 drift_defence_factor = 0.30 foreign_subversive_activites = -0.35 decryption = 1 encryption = 1 planning_speed = 0.15 foreign_influence_defense_modifier = 0.10 required_garrison_factor = -0.2 terror_threat_base_detect_modifier = 8 terror_threat_base_defense_modifier = 15 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea police_03 added" custom_effect_tooltip = police_03_TT set_variable = { police_law = 3 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_police_change = yes if = { limit = { original_tag = BOT } BOT_update_anti_poaching = yes } update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea police_03 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_police_cool_down } } set_country_flag = PER_removed_police_03 } } removal_cost = -1 level = 3 available = { budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = police_04 has_idea = police_05 } police_decrease_blocked = yes } police_decrease_blocked = no } if = { limit = { OR = { has_idea = police_01 has_idea = police_02 } police_increase_blocked = yes } police_increase_blocked = no } if = { limit = { OR = { has_idea = police_01 has_idea = police_02 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } ai_will_do = { base = 1 modifier = { #Make law more appealing to raise if is below desired level add = 25 has_idea = police_02 check_variable = { expected_police_spending > 2 } } modifier = { add = 25 has_idea = police_04 check_variable = { expected_police_spending < 4 } } modifier = { factor = 0 has_police_idea_law_desired = yes } } cancel_if_invalid = no } police_04 = { modifier = { command_power_gain = 0.75 political_power_gain = -0.3 stability_factor = 0.15 drift_defence_factor = 0.80 foreign_subversive_activites = -0.50 decryption = 2 encryption = 1 planning_speed = 0.20 foreign_influence_defense_modifier = 0.15 required_garrison_factor = -0.3 terror_threat_base_detect_modifier = 10 terror_threat_base_defense_modifier = 20 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea police_04 added" custom_effect_tooltip = police_04_TT set_variable = { police_law = 4 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_police_change = yes if = { limit = { original_tag = BOT } BOT_update_anti_poaching = yes } update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea police_04 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_police_cool_down } } set_country_flag = PER_removed_police_04 } } removal_cost = -1 level = 4 available = { budget_law_parliament_change_allowed = yes if = { limit = { has_idea = police_05 police_decrease_blocked = yes } police_decrease_blocked = no } if = { limit = { OR = { has_idea = police_01 has_idea = police_02 has_idea = police_03 } police_increase_blocked = yes } police_increase_blocked = no } if = { limit = { OR = { has_idea = police_01 has_idea = police_02 has_idea = police_03 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } ai_will_do = { base = 1 modifier = { add = 25 has_idea = police_03 check_variable = { expected_police_spending > 3 } } modifier = { add = 25 has_idea = police_05 check_variable = { expected_police_spending < 5 } } modifier = { factor = 0 has_police_idea_law_desired = yes } } cancel_if_invalid = no } police_05 = { modifier = { command_power_gain = 1 political_power_gain = -0.5 stability_factor = 0.20 drift_defence_factor = 1.50 foreign_subversive_activites = -0.90 decryption = 2 encryption = 2 planning_speed = 0.20 foreign_influence_defense_modifier = 0.20 required_garrison_factor = -0.4 terror_threat_base_detect_modifier = 12 terror_threat_base_defense_modifier = 25 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea police_05 added" custom_effect_tooltip = police_05_TT set_variable = { police_law = 5 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_police_change = yes if = { limit = { original_tag = BOT } BOT_update_anti_poaching = yes } update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea police_05 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_police_cool_down } } set_country_flag = PER_removed_police_05 } } removal_cost = -1 level = 5 available = { budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = police_01 has_idea = police_02 has_idea = police_03 has_idea = police_04 } police_increase_blocked = yes } police_increase_blocked = no } if = { limit = { OR = { has_idea = police_01 has_idea = police_02 has_idea = police_03 has_idea = police_04 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } ai_will_do = { base = 1 modifier = { add = 25 has_idea = police_04 check_variable = { expected_police_spending > 4 } } modifier = { factor = 0 has_police_idea_law_desired = yes } } cancel_if_invalid = no } } education_budget = { law = yes use_list_view = yes edu_01 = { modifier = { research_speed_factor = 0.02 literacy_rate_education_modifier = 0.02 productivity_growth_modifier = -0.2 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea edu_01 added" custom_effect_tooltip = edu_01_TT set_variable = { education_law = 1 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_education_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea edu_01 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_edu_cool_down } } set_country_flag = PER_removed_edu_01 } } cost = 200 removal_cost = -1 level = 1 available = { budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = edu_02 has_idea = edu_03 has_idea = edu_04 has_idea = edu_05 } edu_decrease_blocked = yes } edu_decrease_blocked = no } if = { limit = { original_tag = SIN has_idea = SIN_centralized_education_idea } custom_trigger_tooltip = { tooltip = SIN_centralized_education_idea_trigger_tt NOT = { has_idea = SIN_centralized_education_idea } } } } ai_will_do = { base = 1 modifier = { add = 25 has_idea = edu_02 check_variable = { expected_edu_spending = 1 } } modifier = { factor = 0 has_education_law_desired = yes } } cancel_if_invalid = no } edu_02 = { modifier = { research_speed_factor = 0.05 production_speed_buildings_factor = 0.02 special_project_speed_factor = 0.04 stability_factor = 0.01 foreign_influence_modifier = 0.05 productivity_growth_modifier = -0.1 literacy_rate_education_modifier = 0.04 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea edu_02 added" custom_effect_tooltip = edu_02_TT set_variable = { education_law = 2 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_education_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea edu_02 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_edu_cool_down } } set_country_flag = PER_removed_edu_02 } } default = yes cost = 80 removal_cost = -1 level = 2 available = { budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = edu_03 has_idea = edu_04 has_idea = edu_05 } edu_decrease_blocked = yes } edu_decrease_blocked = no } if = { limit = { has_idea = edu_01 edu_increase_blocked = yes } edu_increase_blocked = no } if = { limit = { has_idea = edu_01 has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } if = { limit = { original_tag = SIN has_idea = SIN_centralized_education_idea } custom_trigger_tooltip = { tooltip = SIN_centralized_education_idea_trigger_tt NOT = { has_idea = SIN_centralized_education_idea } } } } ai_will_do = { base = 1 modifier = { add = 25 has_idea = edu_03 check_variable = { expected_edu_spending < 3 } } modifier = { add = 25 has_idea = edu_01 check_variable = { expected_edu_spending > 1 } } modifier = { factor = 0 has_education_law_desired = yes } } cancel_if_invalid = no } edu_03 = { modifier = { political_power_gain = -0.05 foreign_influence_defense_modifier = -0.05 research_speed_factor = 0.10 production_speed_buildings_factor = 0.03 special_project_speed_factor = 0.08 stability_factor = 0.02 foreign_influence_modifier = 0.10 productivity_growth_modifier = 0.05 literacy_rate_education_modifier = 0.06 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea edu_03 added" custom_effect_tooltip = edu_03_TT set_variable = { education_law = 3 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_education_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea edu_03 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_edu_cool_down } } set_country_flag = PER_removed_edu_03 } } removal_cost = -1 level = 3 available = { budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = edu_04 has_idea = edu_05 } edu_decrease_blocked = yes } edu_decrease_blocked = no } if = { limit = { OR = { has_idea = edu_01 has_idea = edu_02 } edu_increase_blocked = yes } edu_increase_blocked = no } if = { limit = { OR = { has_idea = edu_01 has_idea = edu_02 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } ai_will_do = { base = 1 modifier = { # Make law more appealing to raise if is below desired level add = 25 has_idea = edu_02 check_variable = { expected_edu_spending > 2 } } modifier = { # Make law more appealing to reduce if is above desired level add = 25 has_idea = edu_04 check_variable = { expected_edu_spending < 4 } } modifier = { factor = 0 has_education_law_desired = yes } } cancel_if_invalid = no } edu_04 = { modifier = { political_power_gain = -0.15 foreign_influence_defense_modifier = -0.10 research_speed_factor = 0.15 production_speed_buildings_factor = 0.04 special_project_speed_factor = 0.12 stability_factor = 0.03 foreign_influence_modifier = 0.15 productivity_growth_modifier = 0.25 literacy_rate_education_modifier = 0.08 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea edu_04 added" custom_effect_tooltip = edu_04_TT set_variable = { education_law = 4 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_education_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea edu_04 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_edu_cool_down } } set_country_flag = PER_removed_edu_04 } } cost = 30 removal_cost = -1 level = 4 available = { budget_law_parliament_change_allowed = yes if = { limit = { has_idea = edu_05 edu_decrease_blocked = yes } edu_decrease_blocked = no } if = { limit = { OR = { has_idea = edu_01 has_idea = edu_02 has_idea = edu_03 } edu_increase_blocked = yes } edu_increase_blocked = no } if = { limit = { OR = { has_idea = edu_01 has_idea = edu_02 has_idea = edu_03 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } cancel_if_invalid = no ai_will_do = { base = 1 modifier = { # Make law more appealing to raise if is below desired level add = 25 has_idea = edu_03 check_variable = { expected_edu_spending > 3 } } modifier = { # Make law more appealing to reduce if is above desired level add = 25 has_idea = edu_05 check_variable = { expected_edu_spending < 5 } } modifier = { # no money factor = 0 has_education_law_desired = yes } } } edu_05 = { modifier = { political_power_gain = -0.20 foreign_influence_defense_modifier = -0.15 research_speed_factor = 0.20 production_speed_buildings_factor = 0.05 special_project_speed_factor = 0.16 stability_factor = 0.05 foreign_influence_modifier = 0.20 productivity_growth_modifier = 0.5 literacy_rate_education_modifier = 0.10 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea edu_05 added" custom_effect_tooltip = edu_05_TT set_variable = { education_law = 5 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_education_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea edu_05 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_edu_cool_down } } set_country_flag = PER_removed_edu_05 } } cost = 10 removal_cost = -1 level = 5 available = { budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = edu_01 has_idea = edu_02 has_idea = edu_03 has_idea = edu_04 } edu_increase_blocked = yes } edu_increase_blocked = no } if = { limit = { OR = { has_idea = edu_01 has_idea = edu_02 has_idea = edu_03 has_idea = edu_04 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } ai_will_do = { base = 1 modifier = { # Make law more appealing to raise if is below desired level add = 25 has_idea = edu_04 check_variable = { expected_edu_spending > 4 } } modifier = { #for BRIKS members factor = 0 has_education_law_desired = yes } } cancel_if_invalid = no } } health_budget = { law = yes use_list_view = yes health_01 = { on_add = { log = "[GetDateText]: [Root.GetName]: Idea health_01 added" custom_effect_tooltip = health_01_TT set_variable = { health_law = 1 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_health_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea health_01 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_health_cool_down } } set_country_flag = PER_removed_health_01 } } cost = 200 removal_cost = -1 level = 1 available = { NOT = { OR = { has_idea = fully_nationalized_healthcare has_idea = partially_nationalized_healthcare } } budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = health_02 has_idea = health_03 has_idea = health_04 has_idea = health_05 has_idea = health_06 } health_decrease_blocked = yes } health_decrease_blocked = no } } ai_will_do = { base = 1 modifier = { add = 25 has_idea = health_02 check_variable = { expected_health_spending = 1 } } modifier = { factor = 0 has_health_law_desired = yes } } cancel_if_invalid = no } health_02 = { modifier = { political_power_gain = 0.05 monthly_population = 0.1 weekly_casualties_war_support = 0.005 army_morale_factor = 0.025 stability_factor = 0.03 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea health_02 added" custom_effect_tooltip = health_02_TT set_variable = { health_law = 2 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_health_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea health_02 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_health_cool_down } } set_country_flag = PER_removed_health_02 } } cost = 80 default = yes removal_cost = -1 level = 2 available = { NOT = { OR = { has_idea = fully_nationalized_healthcare has_idea = partially_nationalized_healthcare } } budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = health_03 has_idea = health_04 has_idea = health_05 has_idea = health_06 } health_decrease_blocked = yes } health_decrease_blocked = no } if = { limit = { has_idea = health_01 health_increase_blocked = yes } health_increase_blocked = no } if = { limit = { has_idea = health_01 has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } ai_will_do = { base = 1 modifier = { # Make law more appealing to raise if is below desired level add = 25 has_idea = health_01 check_variable = { expected_health_spending > 1 } } modifier = { # Make law more appealing to reduce if is above desired level add = 25 has_idea = health_03 check_variable = { expected_health_spending < 3 } } modifier = { factor = 0 has_health_law_desired = yes } } cancel_if_invalid = no } health_03 = { modifier = { political_power_gain = 0.1 monthly_population = 0.25 weekly_casualties_war_support = 0.010 army_morale_factor = 0.05 consumer_goods_factor = -0.01 stability_factor = 0.06 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea health_03 added" custom_effect_tooltip = health_03_TT set_variable = { health_law = 3 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_health_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea health_03 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_health_cool_down } } set_country_flag = PER_removed_health_03 } } removal_cost = -1 level = 3 available = { NOT = { has_idea = fully_nationalized_healthcare } budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = health_04 has_idea = health_05 has_idea = health_06 } health_decrease_blocked = yes } health_decrease_blocked = no } if = { limit = { OR = { has_idea = health_01 has_idea = health_02 } health_increase_blocked = yes } health_increase_blocked = no } if = { limit = { OR = { has_idea = health_01 has_idea = health_02 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } ai_will_do = { base = 1 modifier = { # Make law more appealing to raise if is below desired level factor = 10 has_idea = health_02 check_variable = { expected_health_spending > 2 } } modifier = { # Make law more appealing to reduce if is above desired level factor = 10 has_idea = health_04 check_variable = { expected_health_spending < 4 } } modifier = { factor = 0 has_health_law_desired = yes } } cancel_if_invalid = no } health_04 = { modifier = { political_power_gain = 0.15 monthly_population = 0.40 weekly_casualties_war_support = 0.015 army_morale_factor = 0.075 consumer_goods_factor = -0.02 stability_factor = 0.09 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea health_04 added" custom_effect_tooltip = health_04_TT set_variable = { health_law = 4 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_health_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea health_04 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_health_cool_down } } set_country_flag = PER_removed_health_04 } } cost = 40 removal_cost = -1 level = 4 available = { NOT = { has_idea = fully_privatized_healthcare } budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = health_05 has_idea = health_06 } health_decrease_blocked = yes } health_decrease_blocked = no } if = { limit = { OR = { has_idea = health_01 has_idea = health_02 has_idea = health_03 } health_increase_blocked = yes } health_increase_blocked = no } if = { limit = { OR = { has_idea = health_01 has_idea = health_02 has_idea = health_03 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } ai_will_do = { base = 1 modifier = { # Make law more appealing to raise if is below desired level factor = 10 has_idea = health_03 check_variable = { expected_health_spending > 3 } } modifier = { # Make law more appealing to reduce if is above desired level factor = 10 has_idea = health_05 check_variable = { expected_health_spending < 5 } } modifier = { factor = 0 has_health_law_desired = yes } } cancel_if_invalid = no } health_05 = { modifier = { political_power_gain = 0.2 monthly_population = 0.55 weekly_casualties_war_support = 0.020 army_morale_factor = 0.100 consumer_goods_factor = -0.03 stability_factor = 0.12 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea health_05 added" custom_effect_tooltip = health_05_TT set_variable = { health_law = 5 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_health_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea health_05 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_health_cool_down } } set_country_flag = PER_removed_health_05 } } cost = 30 removal_cost = -1 level = 5 available = { NOT = { OR = { has_idea = fully_privatized_healthcare has_idea = partially_privatized_healthcare } } budget_law_parliament_change_allowed = yes if = { limit = { has_idea = health_06 health_decrease_blocked = yes } health_decrease_blocked = no } if = { limit = { OR = { has_idea = health_01 has_idea = health_02 has_idea = health_03 has_idea = health_04 } health_increase_blocked = yes } health_increase_blocked = no } if = { limit = { OR = { has_idea = health_01 has_idea = health_02 has_idea = health_03 has_idea = health_04 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } ai_will_do = { base = 1 modifier = { # Make law more appealing to raise if is below desired level add = 25 has_idea = health_04 check_variable = { expected_health_spending > 4 } } modifier = { # Make law more appealing to reduce if is above desired level add = 25 has_idea = health_06 check_variable = { expected_health_spending < 6 } } modifier = { factor = 0 has_health_law_desired = yes } } cancel_if_invalid = no } health_06 = { modifier = { political_power_gain = 0.25 monthly_population = 0.75 weekly_casualties_war_support = 0.025 army_morale_factor = 0.125 consumer_goods_factor = -0.04 stability_factor = 0.15 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea health_06 added" custom_effect_tooltip = health_06_TT set_variable = { health_law = 6 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_health_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea health_06 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_health_cool_down } } set_country_flag = PER_removed_health_06 } } cost = 10 removal_cost = -1 level = 6 available = { NOT = { OR = { has_idea = fully_privatized_healthcare has_idea = partially_privatized_healthcare } } budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = health_01 has_idea = health_02 has_idea = health_03 has_idea = health_04 has_idea = health_05 } health_increase_blocked = yes } health_increase_blocked = no } if = { limit = { OR = { has_idea = health_01 has_idea = health_02 has_idea = health_03 has_idea = health_04 has_idea = health_05 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } ai_will_do = { base = 1 modifier = { add = 25 has_idea = health_05 check_variable = { expected_health_spending > 5 } } modifier = { factor = 0 has_health_law_desired = yes } } cancel_if_invalid = no } } social_budget = { law = yes use_list_view = yes social_01 = { on_add = { log = "[GetDateText]: [Root.GetName]: Idea social_01 added" custom_effect_tooltip = social_01_TT set_variable = { social_law = 1 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_social_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea social_01 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_social_cool_down } } set_country_flag = PER_removed_social_01 } } cost = 200 removal_cost = -1 level = 1 available = { budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = social_02 has_idea = social_03 has_idea = social_04 has_idea = social_05 has_idea = social_06 } social_decrease_blocked = yes } social_decrease_blocked = no } if = { limit = { original_tag = DEN } if = { limit = { has_idea = DEN_intensify_the_flexicurity_idea } custom_trigger_tooltip = { tooltip = DEN_intensify_the_flexicurity_idea_trigger_tt NOT = { has_idea = DEN_intensify_the_flexicurity_idea } } } } } cancel_if_invalid = no ai_will_do = { base = 1 modifier = { # Make law more appealing to reduce if is above desired level add = 25 has_idea = social_02 check_variable = { expected_welfare_spending = 1 } } modifier = { factor = 0 has_social_law_desired = yes } } } social_02 = { modifier = { political_power_gain = 0.06 political_power_factor = 0.10 stability_factor = 0.03 high_unemployment_threshold_modifier = 0.01 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea social_02 added" custom_effect_tooltip = social_02_TT set_variable = { social_law = 2 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_social_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea social_02 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_social_cool_down } } set_country_flag = PER_removed_social_02 } } default = yes cost = 80 removal_cost = -1 level = 2 available = { budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = social_03 has_idea = social_04 has_idea = social_05 has_idea = social_06 } social_decrease_blocked = yes } social_decrease_blocked = no } if = { limit = { has_idea = social_01 social_increase_blocked = yes } social_increase_blocked = no } if = { limit = { has_idea = social_01 has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } cancel_if_invalid = no ai_will_do = { base = 1 modifier = { # Make law more appealing to raise if is below desired level add = 25 has_idea = social_01 check_variable = { expected_welfare_spending > 1 } } modifier = { # Make law more appealing to reduce if is above desired level add = 25 has_idea = social_03 check_variable = { expected_welfare_spending < 3 } } modifier = { factor = 0 has_social_law_desired = yes } } } social_03 = { modifier = { political_power_gain = 0.14 political_power_factor = 0.14 stability_factor = 0.06 high_unemployment_threshold_modifier = 0.02 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea social_03 added" custom_effect_tooltip = social_03_TT set_variable = { social_law = 3 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_social_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea social_03 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_social_cool_down } } set_country_flag = PER_removed_social_03 } } removal_cost = -1 level = 3 available = { budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = social_04 has_idea = social_05 has_idea = social_06 } social_decrease_blocked = yes } social_decrease_blocked = no } if = { limit = { OR = { has_idea = social_01 has_idea = social_02 } social_increase_blocked = yes } social_increase_blocked = no } if = { limit = { OR = { has_idea = social_01 has_idea = social_02 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } cancel_if_invalid = no ai_will_do = { base = 1 modifier = { # Make law more appealing to raise if is below desired level add = 25 has_idea = social_02 check_variable = { expected_welfare_spending > 2 } } modifier = { # Make law more appealing to reduce if is above desired level add = 25 has_idea = social_04 check_variable = { expected_welfare_spending < 4 } } modifier = { factor = 0 has_social_law_desired = yes } } } social_04 = { modifier = { political_power_gain = 0.20 political_power_factor = 0.20 monthly_population = 0.05 stability_factor = 0.09 high_unemployment_threshold_modifier = 0.03 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea social_04 added" custom_effect_tooltip = social_04_TT set_variable = { social_law = 4 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_social_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea social_04 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_social_cool_down } } set_country_flag = PER_removed_social_04 } } cost = 40 removal_cost = -1 level = 4 available = { budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = social_05 has_idea = social_06 } social_decrease_blocked = yes } social_decrease_blocked = no } if = { limit = { OR = { has_idea = social_01 has_idea = social_02 has_idea = social_03 } social_increase_blocked = yes } social_increase_blocked = no } if = { limit = { OR = { has_idea = social_01 has_idea = social_02 has_idea = social_03 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } cancel_if_invalid = no ai_will_do = { base = 1 modifier = { add = 25 has_idea = social_03 check_variable = { expected_welfare_spending > 3 } } modifier = { # Make law more appealing to reduce if is above desired level add = 10 has_idea = social_05 check_variable = { expected_welfare_spending < 5 } } modifier = { factor = 0 has_social_law_desired = yes } } } social_05 = { modifier = { political_power_gain = 0.24 political_power_factor = 0.24 monthly_population = 0.15 stability_factor = 0.12 high_unemployment_threshold_modifier = 0.04 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea social_05 added" custom_effect_tooltip = social_05_TT set_variable = { social_law = 5 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_social_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea social_05 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_social_cool_down } } set_country_flag = PER_removed_social_05 } } cost = 30 removal_cost = -1 level = 5 available = { budget_law_parliament_change_allowed = yes if = { limit = { has_idea = social_06 social_decrease_blocked = yes } social_decrease_blocked = no } if = { limit = { OR = { has_idea = social_01 has_idea = social_02 has_idea = social_03 has_idea = social_04 } social_increase_blocked = yes } social_increase_blocked = no } if = { limit = { OR = { has_idea = social_01 has_idea = social_02 has_idea = social_03 has_idea = social_04 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } cancel_if_invalid = no ai_will_do = { base = 1 modifier = { # Make law more appealing to raise if is below desired level add = 25 has_idea = social_04 check_variable = { expected_welfare_spending > 4 } } modifier = { # Make law more appealing to reduce if is above desired level add = 25 has_idea = social_06 check_variable = { expected_welfare_spending < 6 } } modifier = { factor = 0 has_social_law_desired = yes } } } social_06 = { modifier = { political_power_gain = 0.3 political_power_factor = 0.3 monthly_population = 0.30 stability_factor = 0.15 high_unemployment_threshold_modifier = 0.05 } on_add = { log = "[GetDateText]: [Root.GetName]: Idea social_06 added" custom_effect_tooltip = social_06_TT set_variable = { social_law = 6 } refresh_expected_spending_frames = yes ingame_update_setup = yes PER_social_change = yes update_protest_dirty_var = yes } on_remove = { log = "[GetDateText]: [Root.GetName]: Idea social_06 removed" if = { limit = { original_tag = PER NOT = { has_country_flag = PER_social_cool_down } } set_country_flag = PER_removed_social_06 } } cost = 10 removal_cost = -1 level = 6 available = { budget_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = social_01 has_idea = social_02 has_idea = social_03 has_idea = social_04 has_idea = social_05 } social_increase_blocked = yes } social_increase_blocked = no } if = { limit = { OR = { has_idea = social_01 has_idea = social_02 has_idea = social_03 has_idea = social_04 has_idea = social_05 } has_active_mission = cheap_loan_from_the_imf_mission } NOT = { has_active_mission = cheap_loan_from_the_imf_mission } } } cancel_if_invalid = no ai_will_do = { base = 1 modifier = { add = 25 has_idea = social_05 check_variable = { expected_welfare_spending > 5 } } modifier = { factor = 0 has_social_law_desired = yes } } } } }