ideas = { academy_spirit = { #Most of the effects are done through 07_nsb_on_actions #50% of +1 attack on level up bold_attack_spirit = { ledger = army modifier = { custom_modifier_tooltip = bold_attack_spirit_tt } ai_will_do = { base = 1 } } #50% of +1 defence on level up tenacious_defense_spirit = { ledger = army modifier = { custom_modifier_tooltip = tenacious_defense_spirit_tt } ai_will_do = { base = 1 } } #50% of +1 planning & logistics on level up meticulous_preparation_spirit = { ledger = army modifier = { custom_modifier_tooltip = meticulous_preparation_spirit_tt } ai_will_do = { base = 1 } } #No negative modifiers best_of_the_best_spirit = { ledger = army modifier = { army_leader_cost_factor = 0.15 land_doctrine_cost_factor = -0.05 custom_modifier_tooltip = best_of_the_best_spirit_tt } available = { OR = { has_idea = officer_military_school has_idea = officer_military_academy has_idea = officer_international_education } } ai_will_do = { base = 1 } } #Leaders might start one level higher military_science_doctorate_spirit = { ledger = army modifier = { army_leader_cost_factor = 0.15 land_doctrine_cost_factor = -0.10 custom_modifier_tooltip = military_science_doctorate_spirit_tt } available = { OR = { has_idea = officer_military_school has_idea = officer_military_academy has_idea = officer_international_education } } ai_will_do = { base = 1 } } #Cheaper leaders battlefield_promotions_spirit = { ledger = army modifier = { army_leader_cost_factor = -0.15 unit_leader_as_advisor_cp_cost_factor = -0.50 } ai_will_do = { base = 1 } } #Less army intelligence to enemies electronic_warfare_generals_spirit = { ledger = army modifier = { army_intel_to_others = -15.0 } available = { has_intelligence_agency = yes } ai_will_do = { base = 1 } } #New leaders start with politically connected or media personality traits political_loyalty_spirit = { ledger = army modifier = { military_leader_cost_factor = -0.5 party_popularity_stability_factor = 0.15 political_power_factor = -0.10 custom_modifier_tooltip = political_loyalty_spirit_tt } available = { OR = { has_idea = the_military nationalist_military_junta_are_in_power = yes has_elections = no } } ai_will_do = { base = 1 } } #50% to start with trickster, commando or invader traits inventive_leadership_spirit = { ledger = army modifier = { custom_modifier_tooltip = inventive_leadership_spirit_tt trait_naval_invader_xp_gain_factor = 0.2 trait_commando_xp_gain_factor = 0.2 trait_trickster_xp_gain_factor = 0.2 } ai_will_do = { base = 1 } } #50% to start with panzer leader, armoured cavalry leader or air cavalry leader combined_arms_schools_spirit = { ledger = army modifier = { combined_arms_mastery_gain_factor = 0.10 custom_modifier_tooltip = combined_arms_schools_spirit_tt trait_panzer_leader_xp_gain_factor = 0.2 trait_air_cavalry_leader_xp_gain_factor = 0.2 trait_armoured_cavalry_leader_xp_gain_factor = 0.2 } ai_will_do = { base = 1 } } #50% to start with engineer, artillery leader or desperate defender deep_defence_spirit = { ledger = army modifier = { defence_in_depth_mastery_gain_factor = 0.10 custom_modifier_tooltip = deep_defence_spirit_tt trait_engineer_xp_gain_factor = 0.2 trait_artillery_leader_xp_gain_factor = 0.2 trait_desperate_defender_xp_gain_factor = 0.2 } ai_will_do = { base = 1 } } #50% to start with a terrain trait extreme_weather_spirit = { ledger = army modifier = { custom_modifier_tooltip = extreme_weather_spirit_tt terrain_trait_xp_gain_factor = 0.2 } ai_will_do = { base = 1 } } #50% to start with infantry leader infantry_combat_schools_spirit = { ledger = army modifier = { shock_and_awe_mastery_gain_factor = 0.10 custom_modifier_tooltip = infantry_combat_schools_spirit_tt trait_infantry_leader_xp_gain_factor = 0.2 } ai_will_do = { base = 1 } } #50% to start with guerrilla leader self_taught_academy_spirit = { ledger = army modifier = { guerrilla_warfare_mastery_gain_factor = 0.10 custom_modifier_tooltip = self_taught_academy_spirit_tt trait_guerrilla_leader_trait_xp_gain_factor = 0.2 } ai_will_do = { base = 1 } } } army_spirit = { professional_officer_corps_spirit = { ledger = army modifier = { experience_gain_army_factor = 0.10 command_power_gain = 0.2 land_doctrine_cost_factor = -0.10 } available = { if = { limit = { original_tag = BOT } has_completed_focus = BOT_shift_to_traditional_military } NOT = { has_idea = officer_baptism_by_fire } } ai_will_do = { base = 1 } } old_boys_club_spirit = { ledger = army modifier = { nationalist_drift = 0.05 } available = { OR = { nationalist_military_junta_are_in_power = yes nationalist_monarchists_are_in_power = yes salafist_kingdom_are_in_power = yes } } ai_will_do = { base = 1 } } elevated_engineering_corps_spirit = { ledger = army modifier = { trait_engineer_xp_gain_factor = 0.25 unit_L_Engi_Comp_design_cost_factor = -0.75 dig_in_speed_factor = 0.1 max_dig_in_factor = 0.1 } ai_will_do = { base = 1 } } quick_improvisation_spirit = { ledger = army modifier = { command_abilities_cost_factor = -0.20 command_power_gain = 0.2 planning_speed = 0.2 } ai_will_do = { base = 1 } } relief_of_command_spirit = { ledger = army modifier = { army_advisor_cost_factor = -0.50 } ai_will_do = { base = 1.5 } } fanatical_loyalty_spirit = { ledger = army modifier = { pocket_penalty = -0.2 } available = { has_government = fascism } ai_will_do = { base = 1 } } state_serves_the_military_spirit = { ledger = army modifier = { military_spending_cost_factor = -0.25 conscription_law_cost_factor = -0.25 military_status_women_cost_factor = -0.25 foreign_intervention_law_cost_factor = -0.25 officer_training_law_cost_factor = -0.25 } available = { OR = { has_idea = the_military nationalist_military_junta_are_in_power = yes } } ai_will_do = { base = 1 } } armoured_assault_spirit = { ledger = army modifier = { combined_arms_mastery_gain_factor = 0.10 unit_armor_Bat_design_cost_factor = -0.50 unit_L_arm_Bat_design_cost_factor = -0.50 unit_Arm_Inf_Bat_design_cost_factor = -0.50 unit_Mech_Inf_Bat_design_cost_factor = -0.50 experience_gain_army_factor = -0.10 } available = { has_doctrine = combined_arms } cancel = { NOT = { has_doctrine = combined_arms } } ai_will_do = { base = 1 } } superior_firepower_spirit = { ledger = army modifier = { shock_and_awe_mastery_gain_factor = 0.10 unit_Arty_Bat_design_cost_factor = -0.50 unit_SP_Arty_Bat_design_cost_factor = -0.50 unit_SP_AA_Bat_design_cost_factor = -0.50 experience_gain_army_factor = -0.10 } available = { has_doctrine = shock_and_awe } cancel = { NOT = { has_doctrine = shock_and_awe } } ai_will_do = { base = 1 } } infantry_strength_spirit = { ledger = army modifier = { defence_in_depth_mastery_gain_factor = 0.10 experience_gain_army_factor = -0.10 unit_L_Inf_Bat_design_cost_factor = -0.50 unit_Mot_Inf_Bat_design_cost_factor = -0.50 } available = { has_doctrine = defence_in_depth } cancel = { NOT = { has_doctrine = defence_in_depth } } ai_will_do = { base = 1 } } praetorian_guard_spirit = { ledger = army modifier = { special_forces_mixed_mastery_gain_factor = 0.10 special_forces_marine_focus_mastery_gain_factor = 0.10 special_forces_airborne_focus_mastery_gain_factor = 0.10 special_forces_ranger_focus_mastery_gain_factor = 0.10 experience_gain_army_factor = -0.10 unit_Special_Forces_design_cost_factor = -0.50 } available = { OR = { has_doctrine = special_forces_mixed has_doctrine = special_forces_marine_focus has_doctrine = special_forces_airborne_focus has_doctrine = special_forces_ranger_focus } } cancel = { NOT = { OR = { has_doctrine = special_forces_mixed has_doctrine = special_forces_marine_focus has_doctrine = special_forces_airborne_focus has_doctrine = special_forces_ranger_focus } } } ai_will_do = { base = 1 } } death_from_above_spirit = { ledger = army modifier = { special_forces_airborne_focus_mastery_gain_factor = 0.10 experience_gain_army_factor = -0.10 unit_L_Air_Inf_Bat_design_cost_factor = -0.50 unit_Mot_Air_Inf_Bat_design_cost_factor = -0.50 unit_Mech_Air_Inf_Bat_design_cost_factor = -0.50 unit_Arm_Air_Inf_Bat_design_cost_factor = -0.50 unit_L_Air_assault_Bat_design_cost_factor = -0.50 extra_paratrooper_supply_grace = 24 } available = { has_doctrine = special_forces_airborne_focus } cancel = { NOT = { has_doctrine = special_forces_airborne_focus } } ai_will_do = { base = 1 } } guerrilla_warfare_spirit = { ledger = army modifier = { guerrilla_warfare_mastery_gain_factor = 0.10 experience_gain_army_factor = -0.10 unit_Militia_Bat_design_cost_factor = -0.50 unit_Mot_Militia_Bat_design_cost_factor = -0.50 } available = { has_doctrine = guerrilla_warfare } cancel = { NOT = { has_doctrine = guerrilla_warfare } } ai_will_do = { base = 1 } } # Custom National Spirits BOT_army_against_poaching = { allowed = { original_tag = BOT } ledger = army modifier = { custom_modifier_tooltip = BOT_army_against_poaching_tt hidden_modifier = { personnel_cost_multiplier_modifier = -0.10 police_cost_multiplier_modifier = 0.10 } stability_factor = 0.15 army_org_factor = -0.15 army_core_attack_factor = 0.05 army_core_defence_factor = 0.05 } visible = { original_tag = BOT } available = { has_completed_focus = BOT_anti_poaching_army } ai_will_do = { base = 1 } } BOT_army_of_peacekeepers = { allowed = { original_tag = BOT } modifier = { political_power_factor = -0.15 send_volunteers_tension = -0.20 send_volunteer_divisions_required = -0.5 send_volunteer_size = 1 } visible = { original_tag = BOT } available = { has_completed_focus = BOT_peacekeeping_army } } } division_command_spirit = { modern_trench_warfare_spirit = { ledger = army modifier = { max_dig_in_factor = 0.1 dig_in_speed_factor = 0.1 } ai_will_do = { base = 1 } } flexible_organization_spirit = { ledger = army modifier = { org_loss_when_moving = -0.15 army_speed_factor = 0.05 choose_preferred_tactics_cost = -15 } ai_will_do = { base = 1 } } aggressive_reconnaisance_spirit = { ledger = army modifier = { intel_from_combat_factor = 0.15 recon_factor = 0.15 } ai_will_do = { base = 1 } } reserve_officers_spirit = { ledger = army modifier = { tactic_delay_preferred_weight_factor = 1 training_time_army_factor = -0.10 } ai_will_do = { base = 1 } } victory_or_death_spirit = { ledger = army modifier = { org_loss_at_low_org_factor = -0.15 } ai_will_do = { base = 1 } } maneuver_warfare_spirit = { modifier = { tactic_breakthrough_preferred_weight_factor = 1 army_speed_factor = 0.05 coordination_bonus = 0.05 } ai_will_do = { base = 1.5 } } smoke_and_fire_spirit = { ledger = army modifier = { breakthrough_factor = 0.05 } ai_will_do = { base = 1.5 } } logistical_focus_spirit = { ledger = army modifier = { supply_consumption_factor = -0.05 air_fuel_consumption_factor = -0.05 navy_fuel_consumption_factor = -0.05 } ai_will_do = { base = 1.5 } } operational_reserve_spirit = { ledger = army modifier = { army_strength_factor = 0.1 } ai_will_do = { base = 1.5 } } hit_and_run_spirit = { ledger = army modifier = { resistance_target_on_our_occupied_states = 0.1 } ai_will_do = { base = 1.5 } } counter_insurgency_spirit = { ledger = army modifier = { resistance_target = -0.1 } ai_will_do = { base = 1.5 } } } # special_forces_spirit = { # slot_tester = { # ledger = army # modifier = { # max_dig_in_factor = 0.1 # dig_in_speed_factor = 0.1 # } # ai_will_do = { # factor = 1 # } # } # } }