DAC_ideas = {
	start = {
		global_trade_goods_size_modifier = 0.2 #Iron mines & gold (Although these were closed quite early).
		global_manpower_modifier = 0.33 #Roman legions went in and did fun.
	}

	bonus = {
		prestige = 1 #It's a roman march. Why not?
	}

	trigger = {
		tag = DAC
	}
	free = yes # will be added at load
	
	dac_roman_legions = { #Initially a base for roman legions, afterwards it was a settlement for retired soldiers.
		discipline = 0.05
	}
	
	dac_road_networks = { #Paved roman roads, in particular arterial roads. "Only two roads attested", but certainly there's plenty of other roads elsewhere.
		expand_infrastructure_cost_modifier = -0.25
		global_prosperity_growth = 0.1
	}
	
	dac_soldier_local_marriages = { #Soldiers were allowed to marry local populace.
		global_unrest = -2
		years_of_nationalism = -5
	}
	
	dac_latifundia = { #With roman colonisation came settlements that were both urbanised as well as rural settlements with latifundia.
		development_cost = -0.1
	}
	
	dac_romanization = { #Romans colonised the regions.
		culture_conversion_cost = -0.25
		promote_culture_cost = -0.1
	}
	
	dac_mines_and_foundries = { #Province was heavily invested in mining, casting and other similar production
		fire_damage = 0.10
	}
	
	dac_memorials = { #One feature pertaining to Dacia was that they had some funerary rites that predate Christianity and persisted after the province ended.
		legitimacy = 1
	}

}

ALN_ideas = { #Stolen from Caucasian ideas
	start = {
		hostile_attrition = 1
		global_manpower_modifier = 0.15
	}
	
	bonus = {
		global_tax_modifier = 0.10
	}
	
	trigger = {
		tag = ALN
	}
	free = yes
	
	crossroads_of_cultures = {
		num_accepted_cultures = 1
	}
	alan_mercenaries = {
		merc_maintenance_modifier = -0.10
		mercenary_manpower = 0.15
	}
	caucasus_hit_and_run = {
		leader_land_manuever = 1		
	}
	persian_poetry = {
		prestige = 1
	}
	highland_khans = {
		legitimacy = 1
	}
	eastern_influence = {
		army_tradition = 0.5
	}
	caucasus_cavalry_armies = {
		cavalry_power = 0.1
	}
}

new_BYZ_ideas = { #The new Byzantine ideas 2.0. Initially taken from Renovatio Imperii, they have been heavily altered, much thanks to a post I saw on Paradoxplaza from Grand Historian whose idea set made a lot of sense.
	#The idea behind the new Byzantine ideas is administration and the power of the monarch. Almost every idea deals with saving monarch points, which I feel reflects the Byzantine bureaucracy of the time.
	#You may notice that the Byzantine ideas lack any kind of trade-related or military ideas. This is intentional. 
	#The lack of trade is because Byzantium wasn't exactly known for shrewd trade policies aside from playing the hegemon.
	#The lack of military is also intentional since they receive rather large buffs in military in other features, such as:
	#+30% manpower recovery speed from a faction
	#Up to -10% damage taken from the Strategoi estate
	#Several military buffs through their missions, especially temporary morale of armies, including one giving +0.25 infantry fire permanently.
	start = {
		legitimacy = 1 #Moved morale of armies to temporary Last Stand modifier in mission trees and put the Byzantine Resurgence legitimacy here instead.
		advisor_pool = 1
	}
	
	bonus = { #Changed to +10% gov capacity (From 5% admin efficiency). 
		governing_capacity_modifier = 0.1
	}
	
	trigger = {
		tag = BYZ
	}
	free = yes
	
	basilics_law = { #Brand new to sort of express the Empire's interesting legal system. I will admit this looks exactly like the Kanunnames of Ottomans, but I don't care!
		core_creation = -0.2 #Ottoman level core creation cost. Considering Italian ideas, I think this is OK.
	}
	byzantine_renaissance = { #Replaced Ecumenical Patriarch with Byzantine Renaissance idea. Missionary strength is... iffy here. It also devalues every other bonus that Orthodox can get and is really not at all needed if you picked up Religious ideas. Instead, the patriarch is in the Constantinople province now.
		technology_cost = -0.1 #The reason why this is 10% is because they cover the best of the East & the West. Colonialism is also extremely far away and ahistorically so for a resurgence Byzantium in terms of tech penalty. Considering France gets 10%, I think it's warranted.
	}
	bureau_of_barbarians = { #Adjusted from Renovatio Imperii's diplomatic relations +1 to 20% improve relations. The bureau of barbarians was used to do diplomacy well, which doesn't translate into diplo relations in my opinion.
		improve_relation_modifier = 0.2
	}
	reinstitute_the_pronoia = { #I feel Byzantium needs a Russia vibe. Also, direct army quality does not make too much sense in their idea set, unless we're discussing Komnenos army. Even so, I'd argue that was because of capable warrior emperors, not good Byzantine units.
		infantry_cost = -0.20
	}
	byz_formalize_succession_laws = { #Replaced autocrat_of_the_romans with a formalization of succession laws. I could return it to byz_admin_power, but I'm not sure how to localize it then.
		stability_cost_modifier = -0.1
		heir_chance = 0.25
	}
	repopulation_of_countryside = { 
		development_cost = -0.10 #Replacing the goods produced with dev cost. Supposedly it changes to goods produced automatically if not owning Common Sense.
		culture_conversion_cost = -0.2 #Replacing the global manpower modifier, since Byzantium gets a lot of it anyway, with culture conversion cost. I feel this is more akin to repopulation.
	}
	byzantine_resurgence = { #New idea to replace Byzantine Merchant class. Byzantium wasn't exactly known for trading /too/ much.
		prestige = 1
	}
}

new_TUR_ideas = {
	start = {
		#discipline = 0.05
		infantry_fire = 0.5
		#Dub's note on the above change:
		#+0.5 infantry fire translates to (roughly) +100% fire damage from infantry in the early game, +45% by tech 10, +20% by tech 20, and +18% by tech 30. 
		#At this point, artillery does 55-60% of your fire damage (Discounting pips disparity), so this is technically smaller than a +10% land fire damage boost.
		#I personally think this does well in representing early Ottoman military by helping them out early on, but making the bonus worse than +5% discipline by the lategame.
		tolerance_heathen = 3
	}
	
	bonus = {
		land_forcelimit_modifier = 0.33
	}

	trigger = {
		tag = TUR
	}
	free = yes		#will be added at load.
	
	millets = {
		core_creation = -0.20 #Not giving the vanilla buff to -25%. //Dub
		#num_accepted_cultures = 1 #BT removed entirely as part of the Accepted Culture Slots overhaul. Ottomans get unique government reforms that already give accepted culture cost reduction, and it gets quite insane if it stacks.
	}	
	ghazi = {
		manpower_recovery_speed = 0.2
	}		
	timariot_system = {
		cavalry_power = 0.15
	}
	lawcode_of_suleiman_01 = {
		global_tax_modifier = 0.15
		reform_progress_growth = 0.1
	}
	autonmous_pashas = {
		global_unrest = -2
	}	
	tulip_period = {
		trade_efficiency = 0.10
	}
	imperial_school_of_naval_engineering = {
		navy_tradition = 0.5
		global_ship_cost = -0.1
	}
}
# LTE_ideas = { #Latin Empire Ideas.
	# #Latin Imperial ideas are heavily centered around carrying a vassal swarm.
	# #Most bonuses are rather weak on their own to offset their powerful unique mechanics.
	# #As well, their 7th idea Eternal Crusade is particularly powerful, tripling manpower recovery speed at war.
	# start = {
		# tolerance_own = 2
		# vassal_income = 0.5
	# }
	
	# bonus = {
		# liberty_desire_from_subject_development = -0.33
	# }
	
	# trigger = {
		# tag = LAE
	# }
	# free = yes
	
	# lte_adapt_greek_administrators = {
		# global_tax_modifier = 0.1
	# }
	
	# lte_the_city_of_cities = {
		# prestige = 1
	# }
	
	# lte_invite_italian_merchants = {
		# global_trade_power = 0.15
	# }
	
	# lte_induct_knightly_orders = {
		# land_morale = 0.15
		# vassal_forcelimit_bonus = 1
	# }
	
	# lte_bastion_of_christendom = {
		# fort_maintenance_modifier = -0.25
		# rival_border_fort_maintenance = -1
	# }
	
	# lte_reform_east_latin_rites = {
		# global_heretic_missionary_strength = 0.01
	# }
	
	# lte_eternal_crusade = {
		# extra_manpower_at_religious_war = yes
	# }
# }

exarchate_ideas = {
	start = {
		trade_steering = 0.10
		leader_naval_manuever = 1
	}
	
	bonus = { #Sailors, sailors, SAILORS!
		global_sailors_modifier = 0.5
	}
	
	trigger = {
		OR = {
			tag = KCD #Karchidon
			tag = HSP #Hesperia
			tag = GLT #Galatia
			tag = PSI #Persis
			tag = ABO #Albion
			tag = RVN #Ravenna
			tag = ATL #Anatolia/Antioch
			tag = AEG #Aegyptus/Alexandria
		}
	}
	free = yes
	
	protector_of_the_emperor = {
		land_morale = 0.1
		legitimacy = 1
	}
	
	byz_incorporate_far_lands = {
		core_creation = -0.10
		state_maintenance_modifier = -0.25
	}
	
	byz_ruler_of_barbarians = {
		#Commented out as part of the exarchate -80% culture conversion cost bonus that colonial nations normally get.
		#culture_conversion_cost = -0.15
		no_religion_penalty = yes
	}
	
	byz_exarchate_governor = {
		diplomatic_reputation = 1
	}
	
	the_exarchs_standing_army = {
		global_manpower_modifier = 0.25
	}
	
	byz_spread_the_word = {
		global_missionary_strength = 0.02
		global_institution_spread = 0.25
	}
	
	byz_exarch_themata = {
		land_maintenance_modifier = -0.1
	}
}


new_RUS_ideas = { #Copying over the vanilla Russian ideas, but replacing the FL bonus with land maintenance modifier. Russia does not need more FL - it just gives more Streltsy. What they need is cheaper units so they can mass them and be effective.
	start = {
		core_creation = -0.10
		global_manpower_modifier = 0.33
	}

	bonus = {
		legitimacy = 1
	}

	trigger = {
		tag = RUS
	}
	free = yes		#will be added at load.

	land_of_the_rus = {
		ae_impact = -0.1
	}
	siberian_frontier = {
		may_establish_frontier = yes
		auto_explore_adjacent_to_colony = yes
	}
	russian_artillery_yard = {
		artillery_cost = -0.1
		artillery_power = 0.1
	}
	life_long_conscription  = {
		#land_forcelimit_modifier = 0.50
		land_maintenance_modifier = -0.2 #Quite powerful, yes. Akin to that of the Prussian Monarchy's 100 militarisation.
	}

	abolish_the_mestnichestvo = {
		yearly_corruption = -0.1
	}
	table_of_ranks = {
		advisor_cost = -0.10
		army_tradition = 0.25
	}	
	curriculum_of_the_cadet_corps = {
		land_morale = 0.05
		fire_damage_received = -0.1
	}
}