ideas = { naval_academy_spirit = { #Most of the effects are done through 07_nsb_on_actions #50% of +1 attack on level up instilled_aggression_spirit = { ledger = navy modifier = { custom_modifier_tooltip = instilled_aggression_spirit_tt } ai_will_do = { base = 1 } } #50% of +1 defence on level up calculated_restraint_spirit = { ledger = navy modifier = { custom_modifier_tooltip = calculated_restraint_spirit_tt } ai_will_do = { base = 1 } } #50% of +1 maneuvering & coordination on level up signals_training_spirit = { ledger = navy modifier = { custom_modifier_tooltip = signals_training_spirit_tt } ai_will_do = { base = 1 } } #No negative modifiers best_of_the_best_naval_academy_spirit = { ledger = navy modifier = { navy_leader_cost_factor = 0.15 custom_modifier_tooltip = best_of_the_best_naval_academy_spirit_tt } ai_will_do = { base = 1 } } #Leaders might start one level higher naval_tradition_spirit = { ledger = navy modifier = { navy_leader_cost_factor = 0.15 custom_modifier_tooltip = naval_tradition_spirit_tt } ai_will_do = { base = 1 } } #Cheaper leaders first_mate_to_captain_spirit = { ledger = navy modifier = { navy_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_admirals_spirit = { ledger = navy modifier = { navy_intel_to_others = -15.0 } available = { has_intelligence_agency = yes } ai_will_do = { base = 1 } } #50% to start with seawolf or blockade runner traits convoy_warfare_spirit = { ledger = navy modifier = { guerre_de_course_mastery_gain_factor = 0.10 custom_modifier_tooltip = convoy_warfare_spirit_tt trait_seawolf_xp_gain_factor = 0.2 trait_blockade_runner_xp_gain_factor = 0.2 } ai_will_do = { base = 1 } } #50% to start with fleet protector, fly swatter or spotter traits littoral_combat_spirit = { ledger = navy modifier = { green_water_mastery_gain_factor = 0.10 custom_modifier_tooltip = littoral_combat_spirit_tt trait_fleet_protector_xp_gain_factor = 0.2 trait_fly_swatter_xp_gain_factor = 0.2 trait_spotter_xp_gain_factor = 0.2 } ai_will_do = { base = 1 } } #50% to start with ironside or superior tactician traits grand_fleet_spirit = { ledger = navy modifier = { blue_water_mastery_gain_factor = 0.10 custom_modifier_tooltip = grand_fleet_spirit_tt trait_ironside_xp_gain_factor = 0.2 trait_superior_tactician_xp_gain_factor = 0.2 } ai_will_do = { base = 1 } } #50% to start with air controller trait naval_air_arm_spirit = { ledger = navy modifier = { custom_modifier_tooltip = naval_air_arm_spirit_tt trait_air_controller_xp_gain_factor = 0.2 } ai_will_do = { base = 1 } } } navy_spirit = { flexible_contracts_spirit = { ledger = navy modifier = { naval_manufacturer_cost_factor = -0.8 } ai_will_do = { base = 1 } } integrated_designers_spirit = { ledger = navy research_bonus = { CAT_naval_modules = 0.30 } ai_will_do = { base = 1 } } naval_reform_spirit = { ledger = navy modifier = { experience_gain_navy_factor = 0.15 naval_doctrine_cost_factor = -0.10 } ai_will_do = { base = 1 } } naval_refit_yards_spirit = { ledger = navy modifier = { refit_speed = 0.25 repair_speed_factor = 0.15 } ai_will_do = { base = 1 } } coastal_defence_spirit = { ledger = navy modifier = { green_water_mastery_gain_factor = 0.10 corvette_design_cost_factor = -0.5 } research_bonus = { CAT_corvette = 0.20 } available = { has_doctrine = green_water } cancel = { NOT = { has_doctrine = green_water } } ai_will_do = { base = 1 } } multi_purpose_ships_spirit = { ledger = navy modifier = { green_water_mastery_gain_factor = 0.10 frigate_design_cost_factor = -0.5 } research_bonus = { CAT_frigate = 0.20 } available = { has_doctrine = green_water } cancel = { NOT = { has_doctrine = green_water } } ai_will_do = { base = 1 } } jeune_ecole_spirit = { ledger = navy modifier = { jeune_ecole_mastery_gain_factor = 0.10 patrol_boat_design_cost_factor = -0.5 } research_bonus = { CAT_corvette = 0.20 } available = { has_doctrine = jeune_ecole } cancel = { NOT = { has_doctrine = jeune_ecole } } ai_will_do = { base = 1 } } big_guns_spirit = { ledger = navy modifier = { blue_water_mastery_gain_factor = 0.10 cruiser_design_cost_factor = -0.5 battle_cruiser_design_cost_factor = -0.5 battleship_hull_0_design_cost_factor = -0.5 } research_bonus = { CAT_cruiser = 0.20 } available = { has_doctrine = blue_water } cancel = { NOT = { has_doctrine = blue_water } } ai_will_do = { base = 1 } } silent_killers_spirit = { ledger = navy modifier = { guerre_de_course_mastery_gain_factor = 0.10 attack_submarine_design_cost_factor = -0.5 missile_submarine_design_cost_factor = -0.5 } research_bonus = { CAT_sub = 0.20 } available = { has_doctrine = guerre_de_course } cancel = { NOT = { has_doctrine = guerre_de_course } } ai_will_do = { base = 1 } } power_projection_spirit = { ledger = navy modifier = { blue_water_mastery_gain_factor = 0.10 helicopter_operator_design_cost_factor = -0.5 carrier_design_cost_factor = -0.5 } research_bonus = { CAT_carrier = 0.20 } available = { has_doctrine = blue_water } cancel = { NOT = { has_doctrine = blue_water } } ai_will_do = { base = 1 } } marine_corps_spirit = { ledger = navy modifier = { experience_gain_army_factor = -0.50 unit_L_Marine_Bat_design_cost_factor = -0.50 unit_Mot_Marine_Bat_design_cost_factor = -0.50 unit_Mech_Marine_Bat_design_cost_factor = -0.50 unit_Arm_Marine_Bat_design_cost_factor = -0.50 naval_invasion_capacity = 3 extra_marine_supply_grace = 24 naval_invasion_planning_bonus_speed = 0.2 } ai_will_do = { base = 1 } } } naval_command_spirit = { close_combat_navy_spirit = { ledger = navy modifier = { navy_screen_attack_factor = 0.05 naval_torpedo_screen_penetration_factor = 0.05 } ai_will_do = { base = 1 } } night_fighting_spirit = { ledger = navy modifier = { night_spotting_chance = 0.1 naval_night_attack = 0.1 navy_visibility = -0.05 } ai_will_do = { base = 1 } } surprise_attacks_spirit = { ledger = navy modifier = { naval_retreat_speed_after_initial_combat = 0.1 naval_retreat_chance_after_initial_combat = 0.1 } ai_will_do = { base = 1 } } efficient_communications_spirit = { ledger = navy modifier = { positioning = 0.1 } ai_will_do = { base = 1 } } surface_raiders_spirit = { ledger = navy modifier = { screening_without_screens = 0.2 naval_retreat_speed = 0.1 naval_retreat_chance = 0.1 } ai_will_do = { base = 1 } } decisive_battle_spirit = { ledger = navy modifier = { naval_retreat_chance = -0.1 naval_retreat_speed = -0.1 naval_torpedo_hit_chance_factor = 0.1 naval_hit_chance = 0.1 } ai_will_do = { base = 1 } } inclement_weather_experience_spirit = { ledger = navy modifier = { navy_weather_penalty = -0.4 } ai_will_do = { base = 1 } } brave_commanders_spirit = { ledger = navy modifier = { naval_critical_score_chance_factor = 0.15 naval_retreat_chance = -0.05 } ai_will_do = { base = 1 } } bureau_of_ordnance_spirit = { ledger = navy modifier = { naval_torpedo_hit_chance_factor = 0.1 } ai_will_do = { base = 1 } } } }