ideas = { ###Military Spending military_spending = { law = yes use_list_view = yes defence_00 = { removal_cost = -1 level = 1 allowed_civil_war = { always = yes } on_add = { log = "[GetDateText]: [Root.GetName]: add idea defence_00" custom_effect_tooltip = defence_00_TT set_variable = { military_law = 1 } refresh_expected_spending_frames = yes ingame_update_setup = yes update_protest_dirty_var = yes } available = { military_law_parliament_change_allowed = yes has_idea = no_military if = { limit = { OR = { has_idea = defence_01 has_idea = defence_02 has_idea = defence_03 has_idea = defence_04 has_idea = defence_05 has_idea = defence_06 has_idea = defence_07 has_idea = defence_08 has_idea = defence_09 } defence_decrease_blocked = yes } defence_decrease_blocked = no } } modifier = { conscription_factor = -1.00 production_speed_arms_factory_factor = -0.5 production_speed_dockyard_factor = -0.5 mil_facs_worker_requirement_modifier = -0.5 military_factories_productivity = -0.5 } ai_will_do = { factor = 1 modifier = { add = 500 has_war = no has_idea = no_military } modifier = { add = 0 has_idea = defence_01 NOT = { has_idea = no_military } } } cancel_if_invalid = no } defence_01 = { removal_cost = -1 level = 2 allowed = { always = yes } allowed_civil_war = { always = yes } on_add = { log = "[GetDateText]: [Root.GetName]: add idea defence_01" custom_effect_tooltip = defence_01_TT set_variable = { military_law = 2 } refresh_expected_spending_frames = yes ingame_update_setup = yes update_protest_dirty_var = yes } available = { military_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = defence_02 has_idea = defence_03 has_idea = defence_04 has_idea = defence_05 has_idea = defence_06 has_idea = defence_07 has_idea = defence_08 has_idea = defence_09 } defence_decrease_blocked = yes } defence_decrease_blocked = no } if = { limit = { has_idea = defence_00 defence_increase_blocked = yes } defence_increase_blocked = no } } modifier = { conscription_factor = -0.95 production_factory_max_efficiency_factor = 0.11 industrial_capacity_dockyard = 0.11 production_speed_arms_factory_factor = 0.02 production_speed_dockyard_factor = 0.02 stability_factor = -0.05 war_stability_factor = 0.05 mil_facs_worker_requirement_modifier = 0.1 military_factories_productivity = 0.1 dockyard_productivity = 0.1 total_workforce_modifier = -0.01 #mobilized people can't work } ai_will_do = { base = 0 modifier = { add = 25 has_idea = defence_00 } modifier = { add = 25 has_idea = defence_02 check_variable = { expected_military_sp = 1 } } modifier = { factor = 0 has_idea = no_military } } cancel_if_invalid = no } defence_02 = { default = yes removal_cost = -1 level = 3 allowed = { always = yes } allowed_civil_war = { always = yes } on_add = { custom_effect_tooltip = defence_02_TT set_variable = { military_law = 3 } refresh_expected_spending_frames = yes ingame_update_setup = yes update_protest_dirty_var = yes log = "[GetDateText]: [Root.GetName]: add idea defence_02" } available = { military_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = defence_03 has_idea = defence_04 has_idea = defence_05 has_idea = defence_06 has_idea = defence_07 has_idea = defence_08 has_idea = defence_09 } defence_decrease_blocked = yes } defence_decrease_blocked = no } if = { limit = { OR = { has_idea = defence_00 has_idea = defence_01 } defence_increase_blocked = yes } defence_increase_blocked = no } } modifier = { conscription_factor = -0.90 production_factory_max_efficiency_factor = 0.22 industrial_capacity_dockyard = 0.22 production_speed_arms_factory_factor = 0.04 production_speed_dockyard_factor = 0.04 stability_factor = -0.10 war_stability_factor = 0.10 mil_facs_worker_requirement_modifier = 0.2 military_factories_productivity = 0.2 dockyard_productivity = 0.2 total_workforce_modifier = -0.02 #mobilized people can't work } ai_will_do = { base = 0 modifier = { add = 25 has_idea = defence_01 check_variable = { expected_military_sp > 1 } } modifier = { add = 25 has_idea = defence_03 check_variable = { expected_military_sp < 3 } } modifier = { factor = 0 has_idea = no_military } } cancel_if_invalid = no } defence_03 = { removal_cost = -1 level = 4 allowed_civil_war = { always = yes } on_add = { custom_effect_tooltip = defence_03_TT set_variable = { military_law = 4 } refresh_expected_spending_frames = yes ingame_update_setup = yes update_protest_dirty_var = yes log = "[GetDateText]: [Root.GetName]: add idea defence_03" } available = { military_law_parliament_change_allowed = yes if = { limit = { OR = { has_idea = defence_04 has_idea = defence_05 has_idea = defence_06 has_idea = defence_07 has_idea = defence_08 has_idea = defence_09 } defence_decrease_blocked = yes } defence_decrease_blocked = no } if = { limit = { OR = { has_idea = defence_00 has_idea = defence_01 has_idea = defence_02 } defence_increase_blocked = yes } defence_increase_blocked = no } } modifier = { conscription_factor = -0.85 production_factory_max_efficiency_factor = 0.33 industrial_capacity_dockyard = 0.33 production_speed_arms_factory_factor = 0.06 production_speed_dockyard_factor = 0.06 stability_factor = -0.15 war_stability_factor = 0.15 mil_facs_worker_requirement_modifier = 0.3 military_factories_productivity = 0.3 dockyard_productivity = 0.3 total_workforce_modifier = -0.03 #mobilized people can't work custom_modifier_tooltip = the_military_add_5_tt } ai_will_do = { base = 0 modifier = { add = 25 has_idea = defence_02 check_variable = { expected_military_sp > 2 } } modifier = { add = 25 has_idea = defence_04 check_variable = { expected_military_sp < 4 } } modifier = { factor = 0 has_idea = no_military } } cancel_if_invalid = no } defence_04 = { removal_cost = -1 level = 5 allowed_civil_war = { always = yes } on_add = { custom_effect_tooltip = defence_04_TT set_variable = { military_law = 5 } refresh_expected_spending_frames = yes ingame_update_setup = yes update_protest_dirty_var = yes log = "[GetDateText]: [Root.GetName]: add idea defence_04" } available = { military_law_parliament_change_allowed = yes if = { limit = { original_tag = GER } NOT = { has_idea = german_legacy } } if = { limit = { OR = { has_idea = defence_05 has_idea = defence_06 has_idea = defence_07 has_idea = defence_08 has_idea = defence_09 } defence_decrease_blocked = yes } defence_decrease_blocked = no } if = { limit = { OR = { has_idea = defence_00 has_idea = defence_01 has_idea = defence_02 has_idea = defence_03 } defence_increase_blocked = yes } defence_increase_blocked = no } } modifier = { conscription_factor = -0.775 production_factory_max_efficiency_factor = 0.44 industrial_capacity_dockyard = 0.44 production_speed_arms_factory_factor = 0.09 production_speed_dockyard_factor = 0.09 stability_factor = -0.20 war_stability_factor = 0.20 mil_facs_worker_requirement_modifier = 0.45 military_factories_productivity = 0.45 dockyard_productivity = 0.45 total_workforce_modifier = -0.045 #mobilized people can't work custom_modifier_tooltip = the_military_add_10_tt } ai_will_do = { base = 0 modifier = { add = 25 has_idea = defence_03 check_variable = { expected_military_sp > 3 } } modifier = { add = 25 has_idea = defence_05 check_variable = { expected_military_sp < 5 } } modifier = { factor = 0 has_idea = no_military } } cancel_if_invalid = no } defence_05 = { removal_cost = -1 level = 6 allowed_civil_war = { always = yes } on_add = { custom_effect_tooltip = defence_05_TT set_variable = { military_law = 6 } refresh_expected_spending_frames = yes ingame_update_setup = yes update_protest_dirty_var = yes log = "[GetDateText]: [Root.GetName]: add idea defence_05" } available = { military_law_parliament_change_allowed = yes if = { limit = { original_tag = GER } NOT = { has_idea = german_legacy } } if = { limit = { OR = { has_idea = defence_06 has_idea = defence_07 has_idea = defence_08 has_idea = defence_09 } defence_decrease_blocked = yes } defence_decrease_blocked = no } if = { limit = { OR = { has_idea = defence_00 has_idea = defence_01 has_idea = defence_02 has_idea = defence_03 has_idea = defence_04 } defence_increase_blocked = yes } defence_increase_blocked = no } } modifier = { conscription_factor = -0.7 production_factory_max_efficiency_factor = 0.55 industrial_capacity_dockyard = 0.55 production_speed_arms_factory_factor = 0.12 production_speed_dockyard_factor = 0.12 stability_factor = -0.25 war_stability_factor = 0.25 mil_facs_worker_requirement_modifier = 0.6 military_factories_productivity = 0.6 dockyard_productivity = 0.6 total_workforce_modifier = -0.06 #mobilized people can't work custom_modifier_tooltip = the_military_add_15_tt } ai_will_do = { base = 0 modifier = { add = 25 has_idea = defence_04 check_variable = { expected_military_sp > 4 } } modifier = { add = 25 has_idea = defence_06 check_variable = { expected_military_sp < 6 } } modifier = { factor = 0 has_idea = no_military } } cancel_if_invalid = no } defence_06 = { removal_cost = -1 level = 7 allowed_civil_war = { always = yes } on_add = { custom_effect_tooltip = defence_06_TT set_variable = { military_law = 7 } refresh_expected_spending_frames = yes ingame_update_setup = yes update_protest_dirty_var = yes log = "[GetDateText]: [Root.GetName]: add idea defence_06" } available = { military_law_parliament_change_allowed = yes if = { limit = { original_tag = GER } NOT = { has_idea = german_legacy } } if = { limit = { OR = { has_idea = defence_07 has_idea = defence_08 has_idea = defence_09 } defence_decrease_blocked = yes } defence_decrease_blocked = no } if = { limit = { OR = { has_idea = defence_00 has_idea = defence_01 has_idea = defence_02 has_idea = defence_03 has_idea = defence_04 has_idea = defence_05 } defence_increase_blocked = yes } defence_increase_blocked = no } } modifier = { conscription_factor = -0.6 production_factory_max_efficiency_factor = 0.66 industrial_capacity_dockyard = 0.66 production_speed_arms_factory_factor = 0.16 production_speed_dockyard_factor = 0.16 stability_factor = -0.30 war_stability_factor = 0.30 mil_facs_worker_requirement_modifier = 0.8 military_factories_productivity = 0.8 dockyard_productivity = 0.8 total_workforce_modifier = -0.08 #mobilized people can't work custom_modifier_tooltip = the_military_add_20_tt } ai_will_do = { base = 0 modifier = { add = 25 has_idea = defence_05 check_variable = { expected_military_sp > 5 } } modifier = { add = 25 has_idea = defence_07 check_variable = { expected_military_sp < 7 } } modifier = { factor = 0 has_idea = no_military } } cancel_if_invalid = no } defence_07 = { removal_cost = -1 level = 8 allowed_civil_war = { always = yes } on_add = { custom_effect_tooltip = defence_07_TT set_variable = { military_law = 8 } refresh_expected_spending_frames = yes ingame_update_setup = yes update_protest_dirty_var = yes log = "[GetDateText]: [Root.GetName]: add idea defence_07" } available = { military_law_parliament_change_allowed = yes if = { limit = { original_tag = GER } NOT = { has_idea = german_legacy } } if = { limit = { OR = { has_idea = defence_08 has_idea = defence_09 } defence_decrease_blocked = yes } defence_decrease_blocked = no } if = { limit = { OR = { has_idea = defence_00 has_idea = defence_01 has_idea = defence_02 has_idea = defence_03 has_idea = defence_04 has_idea = defence_05 has_idea = defence_06 } defence_increase_blocked = yes } defence_increase_blocked = no } } modifier = { conscription_factor = -0.5 production_factory_max_efficiency_factor = 0.77 industrial_capacity_dockyard = 0.77 production_speed_arms_factory_factor = 0.2 production_speed_dockyard_factor = 0.2 stability_factor = -0.35 war_stability_factor = 0.35 mil_facs_worker_requirement_modifier = 1 military_factories_productivity = 1 dockyard_productivity = 1 total_workforce_modifier = -0.1 #mobilized people can't work custom_modifier_tooltip = the_military_add_25_tt } ai_will_do = { base = 0 modifier = { add = 25 has_idea = defence_06 check_variable = { expected_military_sp > 6 } } modifier = { add = 25 has_idea = defence_08 check_variable = { expected_military_sp < 8 } } modifier = { factor = 0 has_idea = no_military } } cancel_if_invalid = no } defence_08 = { removal_cost = -1 level = 9 allowed_civil_war = { always = yes } on_add = { log = "[GetDateText]: [Root.GetName]: add idea defence_08" custom_effect_tooltip = defence_08_TT set_variable = { military_law = 9 } refresh_expected_spending_frames = yes ingame_update_setup = yes update_protest_dirty_var = yes } available = { if = { limit = { original_tag = GER } NOT = { has_idea = german_legacy } } military_law_parliament_change_allowed = yes OR = { has_war = yes threat > 0.4 any_of_scopes = { array = ROOT.potential_and_current_enemies tooltip = TT_IS_BEING_JUSTIFIED_AGAINST_STRENGTH is_justifying_wargoal_against = ROOT # Experimenting on THIS vs ROOT strength_ratio = { tag = ROOT ratio > 2.0 } # 2x stronger than THIS } } if = { limit = { has_idea = defence_09 defence_decrease_blocked = yes } defence_decrease_blocked = no } if = { limit = { OR = { has_idea = defence_00 has_idea = defence_01 has_idea = defence_02 has_idea = defence_03 has_idea = defence_04 has_idea = defence_05 has_idea = defence_06 has_idea = defence_07 } defence_increase_blocked = yes } defence_increase_blocked = no } } modifier = { conscription_factor = -0.375 production_factory_max_efficiency_factor = 0.88 industrial_capacity_dockyard = 0.88 production_speed_arms_factory_factor = 0.25 production_speed_dockyard_factor = 0.25 stability_factor = -0.40 war_stability_factor = 0.40 mil_facs_worker_requirement_modifier = 1.25 military_factories_productivity = 1.25 dockyard_productivity = 1.25 total_workforce_modifier = -0.125 #mobilized people can't work custom_modifier_tooltip = the_military_add_30_tt } ai_will_do = { base = 0 modifier = { add = 25 has_idea = defence_07 check_variable = { expected_military_sp = 8 } } modifier = { add = 25 has_idea = defence_09 } modifier = { factor = 0 has_idea = no_military } } cancel_if_invalid = no } defence_09 = { #Total War removal_cost = -1 level = 10 allowed_civil_war = { always = yes } on_add = { log = "[GetDateText]: [Root.GetName]: add idea defence_09" custom_effect_tooltip = defence_09_TT set_variable = { military_law = 10 } refresh_expected_spending_frames = yes ingame_update_setup = yes update_protest_dirty_var = yes } available = { if = { limit = { original_tag = GER } NOT = { has_idea = german_legacy } } military_law_parliament_change_allowed = yes OR = { has_war = yes threat > 0.6 any_of_scopes = { array = ROOT.potential_and_current_enemies tooltip = TT_IS_BEING_JUSTIFIED_AGAINST_STRENGTH is_justifying_wargoal_against = ROOT # Experimenting on THIS vs ROOT strength_ratio = { tag = ROOT ratio > 2.0 } # 2x stronger than THIS } } if = { limit = { OR = { has_idea = defence_00 has_idea = defence_01 has_idea = defence_02 has_idea = defence_03 has_idea = defence_04 has_idea = defence_05 has_idea = defence_06 has_idea = defence_07 has_idea = defence_08 } defence_increase_blocked = yes } defence_increase_blocked = no } } modifier = { production_factory_max_efficiency_factor = 1.0 industrial_capacity_dockyard = 1.0 production_speed_arms_factory_factor = 0.4 production_speed_dockyard_factor = 0.4 stability_factor = -0.45 war_stability_factor = 0.45 mil_facs_worker_requirement_modifier = 2 military_factories_productivity = 2 dockyard_productivity = 2 total_workforce_modifier = -0.2 #mobilized people can't work custom_modifier_tooltip = the_military_add_35_tt } ai_will_do = { base = 0 modifier = { # Should never maintain total war spending when not at war factor = 0 has_war = no } modifier = { #Higher chance if doing badly add = 3 has_idea = defence_08 check_variable = { expected_military_sp = 8 } surrender_progress > 0.3 } modifier = { # Urgent military buildup if at war with a major. add = 5 has_idea = defence_08 check_variable = { expected_military_sp = 8 } any_enemy_country = { is_major = yes } } modifier = { # Shouldn't go to total war if not at war with powerful enemies. factor = 0 has_war = yes alliance_strength_ratio > 0.9 } } cancel_if_invalid = no } } ###Conscription Law conscription_law = { law = yes use_list_view = yes no_military = { removal_cost = -1 cost = 150 #was 300 level = 4 allowed_civil_war = { always = yes } on_add = { log = "[GetDateText]: [Root.GetName]: add idea no_military" ingame_update_setup = yes hidden_effect = { if = { limit = { has_idea = volunteer_women } swap_ideas = { remove_idea = volunteer_women add_idea = no_women_in_military } } else_if = { limit = { has_idea = drafted_women } swap_ideas = { remove_idea = drafted_women add_idea = no_women_in_military } } } } available = { if = { limit = { OR = { has_idea = volunteer_army has_idea = partial_draft_army has_idea = draft_army } conscription_decrease_blocked = yes } conscription_decrease_blocked = no } } modifier = { army_attack_factor = -0.9 army_defence_factor = -0.9 personnel_cost_multiplier_modifier = 1.0 expected_mil_modifier = -2 } ai_will_do = { base = 0 modifier = { #If we have no military industry and have someone to protect us, no need for military add = 1 num_of_military_factories < 1 is_in_faction = yes } } cancel_if_invalid = no } volunteer_army = { allowed_civil_war = { always = yes } on_add = { ingame_update_setup = yes log = "[GetDateText]: [Root.GetName]: add idea volunteer_army" } cost = 150 #was 300 removal_cost = -1 level = 3 available = { if = { limit = { OR = { has_idea = partial_draft_army has_idea = draft_army } conscription_decrease_blocked = yes } conscription_decrease_blocked = no } if = { limit = { has_idea = no_military conscription_increase_blocked = yes } conscription_increase_blocked = no } } modifier = { conscription = 0.025 army_morale_factor = 0.10 army_org_factor = 0.10 experience_gain_army = 0.06 experience_gain_navy = 0.03 experience_gain_air = 0.03 personnel_cost_multiplier_modifier = 0.80 total_workforce_modifier = -0.025 } ai_will_do = { base = 0.1 ## When to stay at volunteer army modifier = { # Inertia to stay at present size add = 5 has_idea = volunteer_army } modifier = { # If not at war, less willing to go to draft factor = 2 has_war = no has_idea = volunteer_army } modifier = { # If plenty of manpower, less willing to go to draft factor = 2 has_idea = volunteer_army manpower_per_military_factory > 1000 } modifier = { # Less willing to go to draft if low military budget factor = 2 has_idea = volunteer_army OR = { has_idea = defence_01 has_idea = defence_02 has_idea = defence_03 } } ##When to downgrade to volunteer army modifier = { # If not at war and plenty of manpower, can downgrade add = 20 has_idea = partial_draft_army has_war = no manpower_per_military_factory > 1000 } modifier = { # Nationalists and autocrats less likely to reduce draft factor = 0.25 OR = { has_autocratic_government = yes has_government = nationalist } } ##When to switch to volunteers from having no military modifier = { #We want to switch to having an army if tensions are high add = 20 has_idea = no_military threat > 0.5 } modifier = { #Nationalists/autocrats want an army add = 20 has_idea = no_military OR = { has_autocratic_government = yes has_government = nationalist has_government = fascism } } modifier = { factor = 20 has_war = no has_idea = draft_army ai_has_high_deficit = no NOT = { OR = { has_idea = social_01 has_idea = social_02 has_idea = health_01 has_idea = health_02 has_idea = edu_01 has_idea = edu_02 } } } modifier = { factor = 0 has_war = no has_idea = draft_army ai_has_high_deficit = yes check_variable = { defence_gain > 10.00 } OR = { has_idea = social_01 has_idea = social_02 has_idea = health_01 has_idea = health_02 has_idea = edu_01 has_idea = edu_02 } } } default = yes cancel_if_invalid = no } partial_draft_army = { allowed_civil_war = { always = yes } on_add = { ingame_update_setup = yes log = "[GetDateText]: [Root.GetName]: add idea partial_draft_army" } cost = 150 #was 300 removal_cost = -1 level = 2 available = { OR = { has_stability > 0.49 has_war_support > 0.49 } if = { limit = { has_idea = draft_army conscription_decrease_blocked = yes } conscription_decrease_blocked = no } if = { limit = { OR = { has_idea = no_military has_idea = volunteer_army } conscription_increase_blocked = yes } conscription_increase_blocked = no } } modifier = { conscription = 0.035 army_attack_factor = -0.05 army_core_attack_factor = 0.05 army_defence_factor = -0.05 army_core_defence_factor = 0.05 training_time_factor = -0.10 experience_gain_army = 0.04 experience_gain_navy = 0.02 experience_gain_air = 0.02 personnel_cost_multiplier_modifier = 0.40 total_workforce_modifier = -0.035 migration_rate_value_factor = -0.05 } ai_will_do = { base = 0 ## When to remain at partial draft modifier = { # Inertia to remain at partial draft add = 5 has_idea = partial_draft_army } modifier = { # If not at war, less willing to go to full draft factor = 1.5 has_war = no has_idea = partial_draft_army } modifier = { # If plenty of manpower, less willing to go to full draft factor = 1.5 has_idea = partial_draft_army manpower_per_military_factory > 1000 } ##When to downgrade to partial draft modifier = { #If we are in a faction, we don't need as big of an army add = 1 has_idea = draft_army is_in_faction = yes } ##When to switch from having volunteers to a limited draft modifier = { # If world tension is high, consider insituting a draft add = 5 has_idea = volunteer_army threat > 0.5 } modifier = { # If at war, consider instituting limited draft add = 10 has_idea = volunteer_army has_war = yes } modifier = { # Urgently institute draft if at war with major country and manpower is low factor = 200 has_idea = volunteer_army has_war = yes any_enemy_country = { is_major = yes } manpower_per_military_factory < 5000 } modifier = { #These ideologies want bigger armies add = 20 has_idea = volunteer_army OR = { has_government = nationalist has_government = fascism } } } cancel_if_invalid = no } draft_army = { allowed_civil_war = { always = yes } on_add = { log = "[GetDateText]: [Root.GetName]: add idea draft_army" ingame_update_setup = yes } cost = 150 #was 300 removal_cost = -1 level = 1 available = { OR = { has_stability > 0.69 has_war_support > 0.69 } if = { limit = { OR = { has_idea = no_military has_idea = volunteer_army has_idea = partial_draft_army } conscription_increase_blocked = yes } conscription_increase_blocked = no } } modifier = { conscription = 0.05 army_morale_factor = -0.10 army_org_factor = -0.10 army_attack_factor = -0.20 army_core_attack_factor = 0.20 army_defence_factor = -0.20 army_core_defence_factor = 0.20 training_time_factor = -0.20 experience_gain_army = 0.02 experience_gain_navy = 0.01 experience_gain_air = 0.01 total_workforce_modifier = -0.04 migration_rate_value_factor = -0.10 } ai_will_do = { base = 0.1 ## When to remain at partial draft modifier = { # Inertia to remain at full draft add = 5 has_idea = draft_army } modifier = { # Less willing to remain at full draft if at peace and not autocratic factor = 0.5 has_idea = draft_army has_war = no has_autocratic_government = no NOT = { has_government = fascism } } ##When to switch from having partial draft to a full draft modifier = { # Reluctant to expand draft at lower military spending - should encourage AI to increase funding first factor = 0.5 has_idea = partial_draft_army OR = { has_idea = defence_01 has_idea = defence_02 has_idea = defence_03 has_idea = defence_04 has_idea = defence_05 } } modifier = { # If world tension is high, consider insituting a draft add = 5 has_idea = partial_draft_army threat > 0.8 } modifier = { # If at war, consider instituting full draft add = 5 has_idea = partial_draft_army has_war = yes } modifier = { # Urgently institute full draft if at war with major country and manpower is low factor = 80 has_idea = partial_draft_army has_war = yes any_enemy_country = { is_major = yes } manpower_per_military_factory < 2500 } modifier = { #These ideologies want bigger armies add = 20 has_idea = partial_draft_army manpower_per_military_factory < 1000 OR = { has_government = nationalist has_government = fascism } } modifier = { add = 100 has_war = no has_idea = volunteer_army check_variable = { treasury_rate < -20.00 } check_variable = { defence_gain > 20.00 } OR = { has_idea = social_01 has_idea = social_02 has_idea = health_01 has_idea = health_02 has_idea = edu_01 has_idea = edu_02 } } } cancel_if_invalid = no } } ###Women's status in the military military_status_women = { law = yes use_list_view = yes no_women_in_military = { allowed_civil_war = { always = yes } available = { if = { limit = { OR = { has_idea = volunteer_women has_idea = drafted_women } women_conscription_decrease_blocked = yes } women_conscription_decrease_blocked = no } } cost = 150 removal_cost = -1 level = 1 rule = { can_generate_female_aces = no can_generate_female_unit_leaders = no } modifier = { stability_factor = 0.1 } ai_will_do = { factor = 1 modifier = { #Women should be protected factor = 10 original_tag = SOV } modifier = { #Women should be protected factor = 10 has_government = nationalist NOT = { original_tag = ERI } } modifier = { #Salafists don't want women in the army add = 2000 has_government = fascism } } cancel_if_invalid = no } volunteer_women = { allowed_civil_war = { always = yes } available = { OR = { has_idea = volunteer_army has_idea = partial_draft_army has_idea = draft_army } if = { limit = { has_idea = drafted_women women_conscription_decrease_blocked = yes } women_conscription_decrease_blocked = no } if = { limit = { has_idea = no_women_in_military women_conscription_increase_blocked = yes } women_conscription_increase_blocked = no } } cost = 150 removal_cost = -1 level = 1 rule = { can_generate_female_aces = yes can_generate_female_unit_leaders = yes } modifier = { conscription = 0.004 monthly_population = -0.05 special_forces_cap = -0.05 } ai_will_do = { factor = 1 modifier = { #We are desperate enought accept this now add = 2 has_war = yes has_manpower < 10000 } modifier = { add = 20000 any_of_scopes = { array = global.majors has_war_with = ROOT } } modifier = { # Salafists will never allow women to serve in combat factor = 0 has_government = fascism } } default = yes } drafted_women = { allowed_civil_war = { always = yes } cancel_if_invalid = no available = { has_idea = draft_army OR = { has_stability > 0.89 has_war_support > 0.89 } if = { limit = { OR = { has_idea = no_women_in_military has_idea = volunteer_women } women_conscription_increase_blocked = yes } women_conscription_increase_blocked = no } } cost = 150 removal_cost = -1 level = 1 rule = { can_generate_female_aces = yes can_generate_female_unit_leaders = yes } modifier = { conscription = 0.04 monthly_population = -0.15 special_forces_cap = -0.15 } ai_will_do = { base = 0 modifier = { #Surrounded by hostile nations (mainly for Israel) add = 5 NOT = { has_government = nationalist } NOT = { has_government = fascism } all_neighbor_country = { has_opinion = { target = ROOT value < 0 } } } modifier = { add = 30000 any_of_scopes = { array = global.majors has_war_with = ROOT } } modifier = { # Salafists will never allow women to serve in combat factor = 0 has_government = fascism } } } } ### Foreign Intervention Law foreign_intervention_law = { law = yes use_list_view = yes intervention_isolation = { #Lvl 1 allowed_civil_war = { always = yes } available = { NOT = { OR = { has_idea = the_military is_in_faction = yes } } if = { limit = { OR = { has_idea = intervention_local_security has_idea = intervention_limited_interventionism has_idea = intervention_regional_interventionism has_idea = intervention_global_interventionism has_idea = intervention_neo_imperialism } intervention_decrease_blocked = yes } intervention_decrease_blocked = no } } on_add = { IP_idea_construction_update = yes } cost = 200 #was 350 removal_cost = -1 level = 1 modifier = { lend_lease_tension = 0.20 send_volunteers_tension = 0.50 guarantee_tension = 0.60 join_faction_tension = 0.80 generate_wargoal_tension = 0.95 embargo_threshold_factor = 1.0 } ai_will_do = { base = 0 modifier = { add = 20 OR = { has_idea = no_military has_idea = defence_00 } } } } intervention_local_security = { #Lvl 2 allowed_civil_war = { always = yes } available = { if = { limit = { OR = { has_idea = intervention_limited_interventionism has_idea = intervention_regional_interventionism has_idea = intervention_global_interventionism has_idea = intervention_neo_imperialism } intervention_decrease_blocked = yes } intervention_decrease_blocked = no } if = { limit = { has_idea = intervention_isolation intervention_increase_blocked = yes } intervention_increase_blocked = no } } on_add = { IP_idea_construction_update = yes } cost = 200 #was 350 removal_cost = -1 level = 2 modifier = { lend_lease_tension = 0.15 send_volunteers_tension = 0.30 guarantee_tension = 0.40 join_faction_tension = 0.60 generate_wargoal_tension = 0.75 embargo_threshold_factor = 0.8 foreign_influence_modifier = -0.05 } ai_will_do = { base = 0 modifier = { add = 1 OR = { has_idea = non_power has_idea = minor_power } } } default = yes } intervention_limited_interventionism = { #Lvl 3 allowed_civil_war = { always = yes } available = { if = { limit = { OR = { has_idea = intervention_regional_interventionism has_idea = intervention_global_interventionism has_idea = intervention_neo_imperialism } intervention_decrease_blocked = yes } intervention_decrease_blocked = no } if = { limit = { OR = { has_idea = intervention_isolation has_idea = intervention_local_security } intervention_increase_blocked = yes } intervention_increase_blocked = no } if = { limit = { tag = JAP } JAP = { power_balance_value = { id = JAP_article_nine value > 0.20 } } } } on_add = { IP_idea_construction_update = yes } cost = 200 #was 350 removal_cost = -1 level = 3 modifier = { lend_lease_tension = 0.10 send_volunteers_tension = 0.20 guarantee_tension = 0.30 join_faction_tension = 0.45 generate_wargoal_tension = 0.55 embargo_threshold_factor = 0.6 foreign_influence_modifier = -0.10 } ai_will_do = { base = 0 modifier = { add = 1 has_idea = regional_power } } } intervention_regional_interventionism = { #Lvl 4 allowed_civil_war = { always = yes } available = { if = { limit = { OR = { has_idea = intervention_global_interventionism has_idea = intervention_neo_imperialism } intervention_decrease_blocked = yes } intervention_decrease_blocked = no } if = { limit = { OR = { has_idea = intervention_isolation has_idea = intervention_local_security has_idea = intervention_limited_interventionism } intervention_increase_blocked = yes } intervention_increase_blocked = no } if = { limit = { tag = JAP } JAP = { power_balance_value = { id = JAP_article_nine value > 0.60 } } } } on_add = { IP_idea_construction_update = yes } cost = 200 #was 350 removal_cost = -1 level = 4 modifier = { lend_lease_tension = 0.05 send_volunteers_tension = 0.10 guarantee_tension = 0.20 join_faction_tension = 0.25 generate_wargoal_tension = 0.35 embargo_threshold_factor = 0.4 justify_war_goal_time = -0.05 air_volunteer_cap = 1 foreign_influence_modifier = -0.15 } ai_will_do = { base = 0 modifier = { add = 1 has_idea = great_power } } } intervention_global_interventionism = { #Lvl 5 allowed_civil_war = { always = yes } available = { if = { limit = { has_idea = intervention_neo_imperialism intervention_decrease_blocked = yes } intervention_decrease_blocked = no } if = { limit = { OR = { has_idea = intervention_isolation has_idea = intervention_local_security has_idea = intervention_limited_interventionism has_idea = intervention_regional_interventionism } intervention_increase_blocked = yes } intervention_increase_blocked = no } if = { limit = { tag = JAP } JAP = { NOT = { has_power_balance = { id = JAP_article_nine } } } } } on_add = { IP_idea_construction_update = yes } cost = 200 #was 350 removal_cost = -1 level = 5 modifier = { send_volunteers_tension = 0.05 guarantee_tension = 0.10 join_faction_tension = 0.15 generate_wargoal_tension = 0.15 embargo_threshold_factor = 0.2 justify_war_goal_time = -0.10 air_volunteer_cap = 1 foreign_influence_modifier = -0.20 } ai_will_do = { base = 0 modifier = { add = 1 has_idea = super_power } } } intervention_neo_imperialism = { #Lvl 6 allowed_civil_war = { always = yes } available = { if = { limit = { tag = SOV } OR = { western_autocrats_are_in_power = yes emerging_communist_state_are_in_power = yes emerging_autocracy_are_in_power = yes emerging_hardline_shiite_are_in_power = yes neutrality_neutral_autocracy_are_in_power = yes has_government = nationalist has_government = fascism has_idea = the_military } } else = { OR = { western_autocrats_are_in_power = yes emerging_communist_state_are_in_power = yes emerging_autocracy_are_in_power = yes emerging_hardline_shiite_are_in_power = yes neutrality_neutral_autocracy_are_in_power = yes nationalist_fascist_are_in_power = yes nationalist_military_junta_are_in_power = yes nationalist_monarchists_are_in_power = yes has_government = fascism has_idea = the_military } } if = { limit = { OR = { has_idea = intervention_isolation has_idea = intervention_local_security has_idea = intervention_limited_interventionism has_idea = intervention_regional_interventionism has_idea = intervention_global_interventionism } intervention_increase_blocked = yes } intervention_increase_blocked = no } if = { limit = { tag = JAP } JAP = { NOT = { has_power_balance = { id = JAP_article_nine } } } } } on_add = { IP_idea_construction_update = yes } cost = 200 #was 350 removal_cost = -1 level = 6 modifier = { justify_war_goal_time = -0.15 air_volunteer_cap = 2 foreign_influence_modifier = -0.25 } ai_will_do = { base = 0 modifier = { add = 10 has_government = fascism } modifier = { add = 10 has_government = nationalist # TODO: Improve this check as this is checked hourly when this idea is available I think -- We can probably reduce this by just simply removing it but not sure any_neighbor_country = { any_owned_state = { OR = { is_claimed_by = ROOT is_core_of = ROOT } } } } } } } officer_training_law = { law = yes use_list_view = yes officer_baptism_by_fire = { allowed_civil_war = { always = yes } available = { if = { limit = { OR = { has_idea = officer_basic_training has_idea = officer_advanced_training has_idea = officer_military_school has_idea = officer_military_academy has_idea = officer_international_education } officer_training_decrease_blocked = yes } officer_training_decrease_blocked = no } } on_add = { ingame_update_setup = yes custom_effect_tooltip = officer_baptism_by_fire_TT log = "[GetDateText]: [Root.GetName]: add idea officer_baptism_by_fire" } cost = 150 removal_cost = -1 level = 1 modifier = { military_leader_cost_factor = -0.50 army_leader_start_level = -1 navy_leader_start_level = -1 experience_gain_army = -0.01 general_death_chance_modifier = 0.40 } ai_will_do = { base = 0 } } officer_basic_training = { allowed_civil_war = { always = yes } available = { if = { limit = { OR = { has_idea = officer_advanced_training has_idea = officer_military_school has_idea = officer_military_academy has_idea = officer_international_education } officer_training_decrease_blocked = yes } officer_training_decrease_blocked = no } if = { limit = { has_idea = officer_baptism_by_fire officer_training_increase_blocked = yes } officer_training_increase_blocked = no } } on_add = { ingame_update_setup = yes custom_effect_tooltip = officer_basic_training_TT log = "[GetDateText]: [Root.GetName]: add idea officer_basic_training" } default = yes cost = 150 removal_cost = -1 level = 2 modifier = { military_leader_cost_factor = -0.25 command_power_gain_mult = 0.05 max_command_power = -10 special_forces_cap = 0.05 personnel_cost_multiplier_modifier = 0.05 general_death_chance_modifier = 0.20 } ai_will_do = { base = 0 } } officer_advanced_training = { allowed_civil_war = { always = yes } available = { if = { limit = { OR = { has_idea = officer_military_school has_idea = officer_military_academy has_idea = officer_international_education } officer_training_decrease_blocked = yes } officer_training_decrease_blocked = no } if = { limit = { OR = { has_idea = officer_baptism_by_fire has_idea = officer_basic_training } officer_training_increase_blocked = yes } officer_training_increase_blocked = no } } on_add = { log = "[GetDateText]: [Root.GetName]: add idea officer_advanced_training" ingame_update_setup = yes } cost = 150 removal_cost = -1 level = 3 modifier = { army_leader_start_level = 1 navy_leader_start_level = 1 command_power_gain_mult = 0.1 max_command_power = -20 experience_gain_army = 0.01 experience_gain_navy = 0.01 experience_gain_air = 0.01 special_forces_cap = 0.10 personnel_cost_multiplier_modifier = 0.10 } ai_will_do = { base = 0 } } officer_military_school = { allowed_civil_war = { always = yes } available = { if = { limit = { OR = { has_idea = officer_military_academy has_idea = officer_international_education } officer_training_decrease_blocked = yes } officer_training_decrease_blocked = no } if = { limit = { OR = { has_idea = officer_baptism_by_fire has_idea = officer_basic_training has_idea = officer_advanced_training } officer_training_increase_blocked = yes } officer_training_increase_blocked = no } } on_add = { ingame_update_setup = yes custom_effect_tooltip = officer_military_school_TT log = "[GetDateText]: [Root.GetName]: add idea officer_military_school" } cost = 150 removal_cost = -1 level = 4 modifier = { military_leader_cost_factor = 0.3 army_leader_start_level = 2 navy_leader_start_level = 2 command_power_gain_mult = 0.15 max_command_power = -30 experience_gain_army = 0.02 experience_gain_navy = 0.02 experience_gain_air = 0.02 special_forces_cap = 0.15 personnel_cost_multiplier_modifier = 0.15 general_death_chance_modifier = -0.15 } ai_will_do = { base = 0 } } officer_military_academy = { allowed_civil_war = { always = yes } available = { if = { limit = { has_idea = officer_international_education officer_training_decrease_blocked = yes } officer_training_decrease_blocked = no } if = { limit = { OR = { has_idea = officer_baptism_by_fire has_idea = officer_basic_training has_idea = officer_advanced_training has_idea = officer_military_school } officer_training_increase_blocked = yes } officer_training_increase_blocked = no } } on_add = { ingame_update_setup = yes custom_effect_tooltip = officer_military_academy_TT log = "[GetDateText]: [Root.GetName]: add idea officer_military_academy" } cost = 150 removal_cost = -1 level = 5 modifier = { military_leader_cost_factor = 0.7 army_leader_start_level = 3 navy_leader_start_level = 3 command_power_gain_mult = 0.20 max_command_power = -40 experience_gain_army = 0.03 experience_gain_navy = 0.03 experience_gain_air = 0.03 special_forces_cap = 0.20 personnel_cost_multiplier_modifier = 0.20 general_death_chance_modifier = -0.30 } ai_will_do = { base = 0 } } officer_international_education = { allowed_civil_war = { always = yes } available = { OR = { is_in_faction = yes has_idea = NATO_member has_idea = CHI_sco_member hidden_trigger = { OR = { has_idea = CHI_sco_member_econ has_idea = CHI_sco_member_pol has_idea = CHI_sco_member_mil } } } if = { limit = { OR = { has_idea = officer_baptism_by_fire has_idea = officer_basic_training has_idea = officer_advanced_training has_idea = officer_military_school has_idea = officer_military_academy } officer_training_increase_blocked = yes } officer_training_increase_blocked = no } } on_add = { ingame_update_setup = yes custom_effect_tooltip = officer_international_education_TT log = "[GetDateText]: [Root.GetName]: add idea officer_international_education" } cost = 150 removal_cost = -1 level = 6 modifier = { military_leader_cost_factor = 1.00 army_leader_start_level = 4 navy_leader_start_level = 4 command_power_gain_mult = 0.25 max_command_power = -50 experience_gain_army = 0.04 experience_gain_navy = 0.04 experience_gain_air = 0.04 special_forces_cap = 0.25 personnel_cost_multiplier_modifier = 0.25 general_death_chance_modifier = -0.45 } ai_will_do = { base = 0 modifier = { add = 1 OR = { is_in_faction = yes has_idea = NATO_member } } modifier = { factor = 0 OR = { has_idea = no_military has_idea = defence_00 } } } } } }