dip_idea_modifiers = {
	category = DIP

	custom_idea_accepted_culture_threshold = {
		num_accepted_cultures = 10
		chance = {
			factor = 0.5
			modifier = {
				factor = 1.5
				NOT = { dominant_culture = ROOT }
			}
		}
	}	
	custom_idea_culture_conversion_cost = {
		culture_conversion_cost = -0.5
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18
		chance = {
			factor = 0.5
			modifier = {
				factor = 1.5
				NOT = { dominant_culture = ROOT }
			}
		}
	}
	custom_idea_naval_morale = {
		naval_morale = 0.5
		default = 4
		
		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
			modifier = {
				factor = 1.5
				num_of_ports = 10
			}
		}
	}
	custom_idea_trade_efficiency = {
		trade_efficiency = 0.5
		default = 7
		chance = {
			factor = 1
			modifier = {
				factor = 1.5
				any_owned_province = {
					province_has_center_of_trade_of_level = 1
				}
			}
			modifier = {
				factor = 1.5
				num_of_ports = 10
			}
		}
	}
	custom_idea_global_trade_power = {
		global_trade_power = 0.5
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18			
		default = 9
		chance = {
			factor = 0.5
			modifier = {
				factor = 1.5
				any_owned_province = {
					province_has_center_of_trade_of_level = 1
				}
			}
			modifier = {
				factor = 1.5
				num_of_ports = 10
			}
		}
	}		
	custom_idea_global_prov_trade_power_modifier = {
		global_prov_trade_power_modifier = 0.5
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18
		chance = {
			factor = 0.75
			modifier = {
				factor = 1.5
				any_owned_province = {
					province_has_center_of_trade_of_level = 1
				}
			}
			modifier = {
				factor = 1.5
				num_of_ports = 10
			}
		}
	}	
	custom_idea_trade_steering = {
		trade_steering = 0.5
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18
		chance = {
			factor = 0.75
			modifier = {
				factor = 1.5
				any_owned_province = {
					province_has_center_of_trade_of_level = 1
					has_port = yes
				}
			}
			modifier = {
				factor = 1.5
				num_of_ports = 10
			}
		}
	}
	custom_idea_global_tariffs = {
		global_tariffs = 0.5
		chance = {
			factor = 0.5
			modifier = {
				factor = 0
				capital_scope = {
					OR = {
						continent = north_america
						continent = south_america
						continent = new_world
					}
				}
			}
		}
	}	
	custom_idea_diplomatic_reputation = {
		diplomatic_reputation = 10
		max_level = 2
		level_cost_1 = 5
		level_cost_2 = 30
		chance = {
			factor = 1
		}
	}	
	custom_idea_diplomatic_upkeep = {
		diplomatic_upkeep = 10
		max_level = 2
		level_cost_1 = 5
		level_cost_2 = 30
		chance = {
			factor = 1
		}
	}	
	custom_idea_merchants = {
		merchants = 10
		max_level = 2
		level_cost_1 = 30
		level_cost_2 = 140
		chance = {
			factor = 0.75
			modifier = {
				factor = 1.5
				any_owned_province = {
					province_has_center_of_trade_of_level = 1
				}
			}
		}
	}
	custom_idea_colonists = {
		colonists = 10
		max_level = 2
		level_cost_1 = 30
		level_cost_2 = 140
		
		# Used for random generation
		chance = {
			factor = 0.1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}
	}
	custom_idea_diplomats = {
		diplomats = 10
		max_level = 2
		level_cost_1 = 30
		level_cost_2 = 140
		chance = {
			factor = 0.5
		}
	}	
	custom_idea_naval_maintenance_modifier = {
		naval_maintenance_modifier = -0.5
		
		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}		
	}	
	custom_idea_naval_forcelimit_modifier = {
		naval_forcelimit_modifier = 0.75
		
		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}	
	custom_idea_ship_durability = {
		ship_durability = 0.5
		
		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}	
	custom_idea_war_exhaustion = {
		war_exhaustion = -0.5
		level_cost_1 = 5
		level_cost_2 = 30
		max_level = 2
		chance = {
			factor = 0.75
		}
	}		
	custom_idea_war_exhaustion_cost = {
		war_exhaustion_cost = -0.5
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18
		chance = {
			factor = 1
		}
	}	
	custom_idea_navy_tradition = {
		navy_tradition = 5.0
		level_cost_2 = 15
		max_level = 2
		
		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}
	}	
	custom_idea_navy_tradition_decay = {
		navy_tradition_decay = -0.05
		level_cost_2 = 15
		max_level = 2
		
		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}
	}	
	custom_idea_leader_naval_fire = {
		leader_naval_fire = 10
		max_level = 2
		level_cost_1 = 15
		level_cost_2 = 50

		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}	
	custom_idea_leader_naval_shock = {
		leader_naval_shock = 10
		max_level = 2
		level_cost_1 = 15
		level_cost_2 = 50
		
		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}	
	}
	custom_idea_leader_naval_maneuver = {
		leader_naval_manuever = 10
		max_level = 2
		level_cost_1 = 15
		level_cost_2 = 50
		
		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}		
	custom_idea_spy_offence = {
		spy_offence = 1.0
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18
		chance = {
			factor = 0.75
		}
	}		
	custom_idea_spy_defense = {
		global_spy_defence = 1.0
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18
		chance = {
			factor = 0.75
		}	
	}	
	custom_idea_ship_recruit_speed = {
		global_ship_recruit_speed = -0.5
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18	

		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}	
	custom_idea_blockade_efficiency = {
		blockade_efficiency = 1.0
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18	

		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}	
	custom_idea_embargo_efficiency = {
		embargo_efficiency = 1.0
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18
		chance = {
			factor = 0.5
		}
	}	
	custom_idea_prestige_from_naval = {
		prestige_from_naval = 2.5
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18

		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}	
	custom_idea_range = {
		range = 1.0
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18	

		# Used for random generation
		chance = {
			factor = 0.1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}	
	custom_idea_global_colonial_growth = {
		global_colonial_growth = 50
		
		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}	
	}	
	custom_idea_ae_impact = {
		ae_impact = -0.5
		chance = {
			factor = 0.5
		}
	}	
	custom_idea_privateer_efficiency = {
		privateer_efficiency = 0.75
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18	

		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}	
	custom_idea_diplomatic_annexation_cost = {
		diplomatic_annexation_cost = -0.5
		chance = {
			factor = 1
			modifier = {
				factor = 1.25
				vassal = 2
			}
		}
	}		
	custom_idea_heavy_ship_cost = {
		heavy_ship_cost = -0.5
		
		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}
	}	
	custom_idea_light_ship_cost = {
		light_ship_cost = -0.5
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18

		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}	
	custom_idea_galley_cost = {
		galley_cost = -0.5
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18	

		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}	
	custom_idea_transport_cost = {
		transport_cost = -0.5
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18	

		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}
	custom_idea_heavy_ship_power = {
		heavy_ship_power = 0.5
		
		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}	
	}	
	custom_idea_light_ship_power = {
		light_ship_power = 0.5
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18		

		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}
	custom_idea_galley_power = {
		galley_power = 0.5
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18	

		# Used for random generation
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}	
	custom_idea_free_dip_policy = {
		free_dip_policy = 10
		max_level = 1
		level_cost_1 = 30
		chance = {
			factor = 0.25
		}
	}
	custom_idea_possible_dip_policy = {
		possible_dip_policy = 10
		max_level = 1
		level_cost_1 = 30
		chance = {
			factor = 0.25
		}
	}
	custom_idea_transport_power = {
		transport_power = 1
		level_cost_2 = 1
		level_cost_3 = 3
		level_cost_4 = 6	

		# Used for random generation
		chance = {
			factor = 0.25
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}
	custom_idea_possible_disengagement_chance = {
		disengagement_chance = 0.5

		# Used for random generation
		chance = {
			factor = 0.5
			modifier = {
				factor = 0
				NOT = { num_of_ports = 1 }
			}
		}			
	}
	custom_idea_yearly_karma_decay = {
		yearly_karma_decay = 0.5
		level_cost_2 = 3
		level_cost_3 = 9
		level_cost_4 = 18
		enabled = {
			has_dlc = "Common Sense"
		}
		chance = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { religion = buddhism }
				NOT = { religion = vajrayana }
				NOT = { religion = mahayana }
			}
		}
	}
}
