ideas = { economic_cycles = { law = yes use_list_view = yes depression = { cost = 300 removal_cost = -1 level = 6 available = { has_idea = depression } on_add = { if = { limit = { NOT = { has_country_flag = disable_cycle_costs } } custom_effect_tooltip = econ_cycle_upg_cost_TT custom_effect_tooltip = economic_cycle_TT hidden_effect = { ingame_update_setup = yes } } calculate_cost_pp_economic_cycles = yes economic_cycle_drift_popularity = yes } modifier = { stability_factor = -0.1 productivity_growth_modifier = -4 maximum_migration_rate_value = -0.25 return_on_investment_modifier = -0.015 } ai_will_do = { #you never want to be here! VERY BAD factor = 0 } cancel_if_invalid = no } recession = { cost = 150 removal_cost = -1 level = 5 available = { OR = { has_idea = depression has_idea = recession } if = { limit = { original_tag = BRA } if = { limit = { has_idea = BRA_idea_crippled_currency_one } NOT = { has_idea = BRA_idea_crippled_currency_one } } else = { NOT = { has_idea = BRA_idea_crippled_currency_two } } } } on_add = { if = { limit = { NOT = { has_country_flag = disable_cycle_costs } } custom_effect_tooltip = econ_cycle_upg_cost_TT custom_effect_tooltip = economic_cycle_TT hidden_effect = { subtract_from_variable = { var = treasury value = econ_cycle_upg_cost } ingame_update_setup = yes } } calculate_cost_pp_economic_cycles = yes economic_cycle_drift_popularity = yes } modifier = { production_speed_buildings_factor = 0.20 stability_factor = -0.05 productivity_growth_modifier = -2.5 maximum_migration_rate_value = -0.15 return_on_investment_modifier = -0.005 } ai_will_do = { factor = 1 modifier = { # Treat improving economy as extremely urgent if in depression factor = 350 has_idea = depression } modifier = { # Extremely corrupt nations less likely to invest in country's future factor = 0.5 has_idea = depression OR = { has_idea = corruption_level_10 has_idea = corruption_level_09 } } modifier = { # Corrupt nations somewhat less likely to invest in country's future factor = 0.75 has_idea = depression OR = { has_idea = corruption_level_08 has_idea = corruption_level_07 has_idea = corruption_level_05 } } modifier = { # At war, don't focus efforts on economics *as much* factor = 0.80 has_idea = depression has_war = yes } modifier = { # Set ai_will_do to 0 if in recession to encourage AI to get out of recession - experimental factor = 0 has_idea = recession } #killswitch modifier = { factor = 0 check_variable = { pp_cost_economic > 100 } } } cancel_if_invalid = no } stagnation = { cost = 200 removal_cost = -1 level = 4 available = { OR = { has_idea = recession has_idea = stagnation } if = { limit = { original_tag = TUR } NOT = { has_idea = TUR_no_economic_plan } } if = { limit = { original_tag = USA } if = { limit = { OR = { has_idea = USA_economic_crisis_light_idea has_idea = USA_economic_crisis_medium_idea has_idea = USA_economic_crisis_severe_idea } } NOT = { OR = { has_idea = USA_economic_crisis_light_idea has_idea = USA_economic_crisis_medium_idea has_idea = USA_economic_crisis_severe_idea } } } } if = { limit = { original_tag = BRA } if = { limit = { has_idea = BRA_idea_crippled_currency_one } NOT = { has_idea = BRA_idea_crippled_currency_one } } else = { NOT = { has_idea = BRA_idea_crippled_currency_two } } } } on_add = { if = { limit = { NOT = { has_country_flag = disable_cycle_costs } } custom_effect_tooltip = econ_cycle_upg_cost_TT custom_effect_tooltip = economic_cycle_TT hidden_effect = { subtract_from_variable = { var = treasury value = econ_cycle_upg_cost } ingame_update_setup = yes } } calculate_cost_pp_economic_cycles = yes economic_cycle_drift_popularity = yes } modifier = { production_speed_buildings_factor = 0.30 stability_factor = -0.02 maximum_migration_rate_value = -0.05 productivity_growth_modifier = -1 } ai_will_do = { factor = 1 modifier = { # Treat improving economy as very urgent if in recession factor = 250 has_idea = recession } modifier = { # Extremely corrupt nations less likely to invest in country's future factor = 0.4 has_idea = recession OR = { has_idea = corruption_level_10 has_idea = corruption_level_09 } } modifier = { # Corrupt nations somewhat less likely to invest in country's future factor = 0.5 has_idea = recession OR = { has_idea = corruption_level_08 has_idea = corruption_level_07 has_idea = corruption_level_05 } } modifier = { # Low GDP nations more likely to want higher economic growth rates factor = 15 has_idea = recession check_variable = { gdp_per_capita < 4.000 } } modifier = { factor = 10 has_idea = recession check_variable = { gdp_per_capita > 3.999 } check_variable = { gdp_per_capita < 15.000 } } modifier = { # Set ai_will_do to 0.1 if in stagnation to encourage AI to get out of stagnation - experimental factor = 0.1 has_idea = stagnation } modifier = { # At war, don't focus efforts on economics factor = 0.8 has_idea = recession has_war = yes } #killswitch modifier = { factor = 0 check_variable = { pp_cost_economic > 100 } } } cancel_if_invalid = no } stable_growth = { cost = 250 removal_cost = -1 level = 3 available = { OR = { has_idea = stagnation has_idea = stable_growth } if = { limit = { original_tag = TUR } NOT = { has_idea = TUR_no_economic_plan } } if = { limit = { original_tag = USA } if = { limit = { OR = { has_idea = USA_economic_crisis_light_idea has_idea = USA_economic_crisis_medium_idea has_idea = USA_economic_crisis_severe_idea } } NOT = { OR = { has_idea = USA_economic_crisis_light_idea has_idea = USA_economic_crisis_medium_idea has_idea = USA_economic_crisis_severe_idea } } } } if = { limit = { original_tag = BRA } if = { limit = { has_idea = BRA_idea_crippled_currency_one } NOT = { has_idea = BRA_idea_crippled_currency_one } } else = { NOT = { has_idea = BRA_idea_crippled_currency_two } } } } on_add = { if = { limit = { NOT = { has_country_flag = disable_cycle_costs } } custom_effect_tooltip = econ_cycle_upg_cost_TT custom_effect_tooltip = economic_cycle_TT hidden_effect = { subtract_from_variable = { var = treasury value = econ_cycle_upg_cost } ingame_update_setup = yes } } calculate_cost_pp_economic_cycles = yes economic_cycle_drift_popularity = yes } default = yes modifier = { production_speed_buildings_factor = 0.35 maximum_migration_rate_value = 0.05 productivity_growth_modifier = 0.5 } ai_will_do = { factor = 2 # Stable growth should be goal for AI most of the time modifier = { factor = 25 # Nations should consider reviving a stagnant economy important. has_idea = stagnation } modifier = { # Extremely corrupt nations less likely to invest in country's future factor = 0.5 has_idea = stagnation OR = { has_idea = corruption_level_10 has_idea = corruption_level_09 } } modifier = { # Corrupt nations somewhat less likely to invest in country's future factor = 0.8 has_idea = stagnation OR = { has_idea = corruption_level_08 has_idea = corruption_level_07 has_idea = corruption_level_05 } } modifier = { # Low GDP nations more likely to want higher economic growth rates factor = 15 has_idea = stagnation check_variable = { gdp_per_capita < 4.000 } } modifier = { factor = 8 has_idea = stagnation check_variable = { gdp_per_capita > 3.999 } check_variable = { gdp_per_capita < 15.000 } } modifier = { factor = 100 has_idea = stagnation has_political_power > 750 # If has a great abundance of PP, emphasize growth further I guess? Experimental. } modifier = { factor = 0.6 # Should encourage growth when possible has_idea = stable_growth } modifier = { factor = 0.80 # Country shouldn't focus too much on economic growth when at war, but should still want to get to stable growth at a lower priority has_idea = stagnation has_war = yes } #killswitch modifier = { factor = 0 check_variable = { pp_cost_economic > 100 } } } cancel_if_invalid = no } fast_growth = { cost = 300 removal_cost = -1 level = 2 available = { OR = { has_idea = stable_growth has_idea = fast_growth } if = { limit = { original_tag = TUR } NOT = { has_idea = TUR_no_economic_plan } } if = { limit = { original_tag = BRA } if = { limit = { has_idea = BRA_idea_crippled_currency_one } NOT = { has_idea = BRA_idea_crippled_currency_one } } else = { NOT = { has_idea = BRA_idea_crippled_currency_two } } } } on_add = { if = { limit = { NOT = { has_country_flag = disable_cycle_costs } } custom_effect_tooltip = econ_cycle_upg_cost_TT custom_effect_tooltip = economic_cycle_TT hidden_effect = { subtract_from_variable = { var = treasury value = econ_cycle_upg_cost } ingame_update_setup = yes } } calculate_cost_pp_economic_cycles = yes economic_cycle_drift_popularity = yes } modifier = { production_speed_buildings_factor = 0.45 stability_factor = 0.02 productivity_growth_modifier = 2 maximum_migration_rate_value = 0.15 return_on_investment_modifier = 0.005 } ai_will_do = { factor = 1 modifier = { factor = 25 # If an abundance of PP is accumulated, grow economy. has_idea = stable_growth has_political_power > 500 } modifier = { # Extremely corrupt nations less likely to invest in country's future factor = 0.4 has_idea = stable_growth OR = { has_idea = corruption_level_10 has_idea = corruption_level_09 } } modifier = { # Corrupt nations somewhat less likely to invest in country's future factor = 0.5 has_idea = stable_growth OR = { has_idea = corruption_level_08 has_idea = corruption_level_07 has_idea = corruption_level_05 } } modifier = { # Low GDP nations more likely to want higher economic growth rates factor = 15 has_idea = stable_growth check_variable = { gdp_per_capita < 4.000 } } modifier = { factor = 8 has_idea = stable_growth check_variable = { gdp_per_capita > 3.999 } check_variable = { gdp_per_capita < 15.000 } } modifier = { factor = 0.5 # Should encourage growth at low priority when possible has_idea = fast_growth } modifier = { # Don't bother with economic growth if at war factor = 0.5 has_war = yes has_idea = stable_growth } #killswitch modifier = { factor = 0 check_variable = { pp_cost_economic > 100 } } } cancel_if_invalid = no } economic_boom = { cost = 350 removal_cost = -1 level = 1 available = { OR = { has_idea = fast_growth has_idea = economic_boom } if = { limit = { original_tag = TUR } NOT = { has_idea = TUR_no_economic_plan } } if = { limit = { original_tag = BRA } if = { limit = { has_idea = BRA_idea_crippled_currency_one } NOT = { has_idea = BRA_idea_crippled_currency_one } } else = { NOT = { has_idea = BRA_idea_crippled_currency_two } } } } on_add = { if = { limit = { NOT = { has_country_flag = disable_cycle_costs } } custom_effect_tooltip = econ_cycle_upg_cost_TT custom_effect_tooltip = economic_cycle_TT hidden_effect = { subtract_from_variable = { var = treasury value = econ_cycle_upg_cost } ingame_update_setup = yes } } calculate_cost_pp_economic_cycles = yes economic_cycle_drift_popularity = yes } modifier = { production_speed_buildings_factor = 0.55 stability_factor = 0.04 productivity_growth_modifier = 3.5 maximum_migration_rate_value = 0.25 return_on_investment_modifier = 0.01 } ai_will_do = { factor = 1 modifier = { # Low GDP nations more likely to want higher economic growth rates factor = 15 has_idea = stable_growth check_variable = { gdp_per_capita < 4.000 } } modifier = { factor = 5 has_idea = stable_growth check_variable = { gdp_per_capita > 6.999 } check_variable = { gdp_per_capita < 15.000 } } modifier = { factor = 5 has_political_power > 500 } modifier = { # Don't bother with economic growth if at war factor = 0.2 has_idea = fast_growth has_war = yes } #killswitch modifier = { factor = 0 check_variable = { pp_cost_economic > 100 } } } cancel_if_invalid = no } } trade_laws = { law = yes use_list_view = yes md_closed_economy = { #No Exports cost = 150 removal_cost = -1 level = 1 available = { OR = { has_elections = no NOT = { has_idea = rentier_state } } OR = { has_autocratic_government = yes AND = { any_enemy_country = { strength_ratio = { tag = ROOT ratio > 1 } } OR = { custom_trigger_tooltip = { tooltip = consumes_more_than_produced_steel_tt check_variable = { resource_consumed@steel > resource_produced@steel } } custom_trigger_tooltip = { tooltip = consumes_more_than_produced_aluminium_tt check_variable = { resource_consumed@aluminium > resource_produced@aluminium } } custom_trigger_tooltip = { tooltip = consumes_more_than_produced_oil_tt check_variable = { resource_consumed@oil > resource_produced@oil } } custom_trigger_tooltip = { tooltip = consumes_more_than_produced_tungsten_tt check_variable = { resource_consumed@tungsten > resource_produced@tungsten } } } } } if = { limit = { OR = { has_idea = consumption_economy has_idea = semi_consumption_economy has_idea = mixed_economy has_idea = export_economy has_idea = globalized_trade_economy } trade_decrease_blocked = yes } trade_decrease_blocked = no } } on_add = { ingame_update_setup = yes } modifier = { min_export = 0.10 consumer_goods_factor = 0.08 trade_opinion_factor = -0.30 return_on_investment_modifier = -0.015 } ai_will_do = { factor = 0 modifier = { has_elections = no add = 5 } modifier = { add = 15 has_idea = consumption_economy has_totalitarian_government = yes } modifier = { add = 10 has_idea = consumption_economy OR = { check_variable = { resource_consumed@steel > resource_produced@steel } check_variable = { resource_consumed@oil > resource_produced@oil } check_variable = { resource_consumed@aluminium > resource_produced@aluminium } check_variable = { resource_consumed@tungsten > resource_produced@tungsten } } } modifier = { factor = 0.05 has_government = nationalist has_idea = consumption_economy } modifier = { factor = 0 check_variable = { resource@steel < 1 } check_variable = { resource@oil < 1 } check_variable = { resource@aluminium < 1 } check_variable = { resource@tungsten < 1 } check_variable = { resource@chromium < 1 } check_variable = { resource@rubber < 1 } } } cancel_if_invalid = no } consumption_economy = { #Despite consuming the majority of your resources. You still export around 20% cost = 150 removal_cost = -1 level = 2 available = { NOT = { has_idea = rentier_state } if = { limit = { OR = { has_idea = semi_consumption_economy has_idea = mixed_economy has_idea = export_economy has_idea = globalized_trade_economy } trade_decrease_blocked = yes } trade_decrease_blocked = no } if = { limit = { has_idea = md_closed_economy trade_increase_blocked = yes } trade_increase_blocked = no } } modifier = { min_export = 0.20 trade_opinion_factor = -0.20 consumer_goods_factor = 0.06 resource_export_multiplier_modifier = 0.04 } on_add = { ingame_update_setup = yes } ai_will_do = { factor = 1 modifier = { add = 15 has_idea = semi_consumption_economy has_totalitarian_government = yes } modifier = { OR = { check_variable = { resource_produced@steel < 100 } check_variable = { resource_produced@oil < 100 } check_variable = { resource_produced@aluminium < 100 } check_variable = { resource_produced@tungsten < 100 } } add = 25 } modifier = { factor = 0.01 has_idea = md_closed_economy OR = { check_variable = { resource_consumed@steel > resource_produced@steel } check_variable = { resource_consumed@oil > resource_produced@oil } check_variable = { resource_consumed@aluminium > resource_produced@aluminium } check_variable = { resource_consumed@tungsten > resource_produced@tungsten } } } modifier = { factor = 0 check_variable = { resource@steel < 1 } check_variable = { resource@oil < 1 } check_variable = { resource@aluminium < 1 } check_variable = { resource@tungsten < 1 } check_variable = { resource@chromium < 1 } check_variable = { resource@rubber < 1 } } } cancel_if_invalid = no } semi_consumption_economy = { cost = 150 removal_cost = -1 level = 3 available = { NOT = { has_idea = rentier_state } if = { limit = { OR = { has_idea = mixed_economy has_idea = export_economy has_idea = globalized_trade_economy } trade_decrease_blocked = yes } trade_decrease_blocked = no } if = { limit = { OR = { has_idea = md_closed_economy has_idea = consumption_economy } trade_increase_blocked = yes } trade_increase_blocked = no } } modifier = { min_export = 0.40 trade_opinion_factor = -0.10 consumer_goods_factor = 0.03 resource_export_multiplier_modifier = 0.08 } on_add = { ingame_update_setup = yes } ai_will_do = { factor = 1 modifier = { add = 15 has_idea = mixed_economy has_totalitarian_government = yes } modifier = { check_variable = { resource_produced@steel > 100 } check_variable = { resource_produced@oil > 100 } check_variable = { resource_produced@aluminium > 100 } check_variable = { resource_produced@tungsten > 100 } add = 25 } modifier = { factor = 0.01 has_idea = consumption_economy OR = { check_variable = { resource_consumed@steel > resource_produced@steel } check_variable = { resource_consumed@oil > resource_produced@oil } check_variable = { resource_consumed@aluminium > resource_produced@aluminium } check_variable = { resource_consumed@tungsten > resource_produced@tungsten } } } modifier = { factor = 0 check_variable = { resource@steel < 1 } check_variable = { resource@oil < 1 } check_variable = { resource@aluminium < 1 } check_variable = { resource@tungsten < 1 } check_variable = { resource@chromium < 1 } check_variable = { resource@rubber < 1 } } } cancel_if_invalid = no } mixed_economy = { cost = 150 removal_cost = -1 level = 4 available = { if = { limit = { OR = { has_idea = export_economy has_idea = globalized_trade_economy } trade_decrease_blocked = yes } trade_decrease_blocked = no } if = { limit = { OR = { has_idea = md_closed_economy has_idea = consumption_economy has_idea = semi_consumption_economy } trade_increase_blocked = yes } trade_increase_blocked = no } } modifier = { min_export = 0.5 resource_export_multiplier_modifier = 0.12 trade_opinion_factor = 0.10 } on_add = { ingame_update_setup = yes } default = yes ai_will_do = { factor = 1 modifier = { add = 15 has_idea = export_economy has_totalitarian_government = yes } modifier = { factor = 0.01 has_idea = semi_consumption_economy OR = { check_variable = { resource_consumed@steel > resource_produced@steel } check_variable = { resource_consumed@oil > resource_produced@oil } check_variable = { resource_consumed@aluminium > resource_produced@aluminium } check_variable = { resource_consumed@tungsten > resource_produced@tungsten } } } modifier = { factor = 0 check_variable = { resource@steel < 1 } check_variable = { resource@oil < 1 } check_variable = { resource@aluminium < 1 } check_variable = { resource@tungsten < 1 } check_variable = { resource@chromium < 1 } check_variable = { resource@rubber < 1 } } } cancel_if_invalid = no } export_economy = { on_add = { ingame_update_setup = yes } cost = 150 removal_cost = -1 level = 5 available = { if = { limit = { has_idea = globalized_trade_economy trade_decrease_blocked = yes } trade_decrease_blocked = no } if = { limit = { OR = { has_idea = md_closed_economy has_idea = consumption_economy has_idea = semi_consumption_economy has_idea = mixed_economy } trade_increase_blocked = yes } trade_increase_blocked = no } } modifier = { min_export = 0.65 consumer_goods_factor = -0.03 resource_export_multiplier_modifier = 0.16 trade_opinion_factor = 0.20 return_on_investment_modifier = 0.005 } ai_will_do = { factor = 1 modifier = { add = 15 has_idea = globalized_trade_economy has_totalitarian_government = yes } modifier = { factor = 0.01 has_idea = mixed_economy OR = { check_variable = { resource_consumed@steel > resource_produced@steel } check_variable = { resource_consumed@oil > resource_produced@oil } check_variable = { resource_consumed@aluminium > resource_produced@aluminium } check_variable = { resource_consumed@tungsten > resource_produced@tungsten } } } modifier = { factor = 0 check_variable = { resource@steel < 1 } check_variable = { resource@oil < 1 } check_variable = { resource@aluminium < 1 } check_variable = { resource@tungsten < 1 } check_variable = { resource@chromium < 1 } check_variable = { resource@rubber < 1 } } } cancel_if_invalid = no } globalized_trade_economy = { #Major economic powerhouse. We export all GOODs equally. on_add = { ingame_update_setup = yes } cost = 150 removal_cost = -1 level = 6 available = { if = { limit = { OR = { has_idea = md_closed_economy has_idea = consumption_economy has_idea = semi_consumption_economy has_idea = mixed_economy has_idea = export_economy } trade_increase_blocked = yes } trade_increase_blocked = no } } modifier = { min_export = 0.8 consumer_goods_factor = -0.06 resource_export_multiplier_modifier = 0.20 trade_opinion_factor = 0.30 return_on_investment_modifier = 0.01 } ai_will_do = { factor = 1 modifier = { factor = 0.01 has_idea = export_economy OR = { check_variable = { resource_consumed@steel > resource_produced@steel } check_variable = { resource_consumed@oil > resource_produced@oil } check_variable = { resource_consumed@aluminium > resource_produced@aluminium } check_variable = { resource_consumed@tungsten > resource_produced@tungsten } } } modifier = { factor = 0 check_variable = { resource@steel < 1 } check_variable = { resource@oil < 1 } check_variable = { resource@aluminium < 1 } check_variable = { resource@tungsten < 1 } check_variable = { resource@chromium < 1 } check_variable = { resource@rubber < 1 } } modifier = { add = 100 has_idea = mp_optimization_idea } } cancel_if_invalid = no } } }