se_dominion_ideas = {
    start = {
        global_regiment_cost = -0.1
        global_autonomy = -0.05
    }

    bonus = {
        yearly_corruption = -0.05
    }

    trigger = {
       is_any_dominion_subject = yes
    }

    free = yes

    se_dominion_ideas_1 = {
		build_cost = -0.1
		build_time = -0.1
    }
    se_dominion_ideas_2 = {
        global_unrest = -1
    }
    se_dominion_ideas_3 = {
        defensiveness = 0.15
    }
    se_dominion_ideas_4 = {
        advisor_cost = -0.1
        advisor_pool = 1
    }
    se_dominion_ideas_5 = {
        trade_range_modifier = 0.5
        global_prov_trade_power_modifier = 0.1
    }
    se_dominion_ideas_6 = {
        manpower_recovery_speed = 0.1
    }
    se_dominion_ideas_7 = {
        recover_army_morale_speed = 0.1
        global_ship_repair = 0.2
    }
}

se_viking_settlement_ideas = {
    start = {
        navy_tradition = 1
        naval_tradition_from_trade = 1
    }

    bonus = {
        naval_morale = 0.2
    }

    trigger = {
        is_subject_of_type = viking_settlement
    }

    free = yes

    se_viking_settlement_the_hearing_of_locals = {
        legitimacy = 1
		devotion = 1
		meritocracy = 1
		horde_unity = 1
        republican_tradition = 0.5
    }
    se_viking_settlement_palisades_and_fortifications = {
        defensiveness = 0.15
    }
    se_viking_settlement_frontier_life_of_norsemen = {
        fire_damage_received = -0.05
        shock_damage_received = -0.05
    }
    se_viking_settlement_for_norse_people_by_norse_people = {
        global_missionary_strength = 0.02
    }
    se_viking_settlement_sea_trade_belongs_to_us = {
        trade_efficiency = 0.1
        trade_steering = 0.2
    }
    se_viking_settlement_the_making_of_harbors = {
        naval_forcelimit_modifier = 0.25
    }
    se_viking_settlement_an_emerging_norse_fleet = {
        heavy_ship_power = 0.1
        global_naval_engagement_modifier = 0.2
    }
}