# Do not change tags in here without changing every other reference to them.
# Do not change tags in here without changing every other reference to them.
# If adding new groups or ideas, make sure they are unique.

# ai_will do is only used to determine which idea group is picked if AI_USES_HISTORICAL_IDEA_GROUPS define is 0, OR start is custom/random
# ai never picks an idea that resolves to ai_will_do = 0, even if AI_USES_HISTORICAL_IDEA_GROUPS = 1
# ROOT = country picking the idea
# groups set to colonial=yes will be higher prioritized by the AI when spending power

aristocracy_ideas = {
	category = MIL

	bonus = {
		leader_siege = 1
		nobles_loyalty_modifier = 0.1
		rajput_loyalty_modifier = 0.1
		maratha_loyalty_modifier = 0.1
	}

	trigger = {
		has_government_attribute = enables_aristocratic_idea_group
		NOT = { is_subject_of_type = xorme_moh_administrative_district }
	}
	
	noble_knights = {
		cavalry_power = 0.15
	}
	serfdom = {
		global_manpower_modifier = 0.15
		development_cost = -0.05
	}
	noble_resilience = {
		cav_to_inf_ratio = 0.1
		cavalry_cost = -0.20
	}
	noble_officers = {
		army_tradition_decay = -0.01
		navy_tradition_decay = -0.01
		num_of_pronoiars = 1
	}
	international_nobility = {
		diplomats = 1
		general_cost = -0.1
	}
	rightful_conquest = {
		fabricate_claims_cost = -0.5
		unjustified_demands = -0.25
	}
	local_nobility = {
		global_autonomy = -0.025
		yearly_absolutism = 0.5
	}
	
	ai_will_do = {
		factor = 6.0
		modifier = {
			factor = 2.0
			xorme_ai_valid_nation = yes
		}
		modifier = {
			factor = 2.0
			cavalry_fraction = 0.4
		}
		modifier = {
			factor = 2.0
			has_idea_group = humanist_ideas
		}
		modifier = {
			factor = 2.0
			has_idea_group = economic_ideas
		}
		modifier = {
			factor = 3.5
			xorme_aristocracy_idea_group_priority_trigger = yes
		}
		modifier = {
			factor = 5.0
			religion = catholic
		}
	}
}

plutocracy_ideas = {
	category = MIL

	bonus = {
		global_prov_trade_power_modifier = 0.25
		burghers_loyalty_modifier = 0.1
		vaisyas_loyalty_modifier = 0.1
	}

	trigger = {
		NOT = { is_subject_of_type = xorme_moh_administrative_district }
		OR = {
			has_government_attribute = enables_plutocratic_idea_group
			uses_republican_tradition = yes
		}
	}

	tradition_of_payment = {
		mercenary_cost = -0.2
		global_regiment_cost = -0.05
	}
	abolished_serfdom = {
		land_morale = 0.10
		global_unrest = -1
	}
	bill_of_rights = {
		monthly_reform_progress = 0.1
	}
	free_merchants = {
		merchants = 1
	}
	free_subjects = {
		global_trade_goods_size_modifier = 0.1
	}
	free_cities = {
		caravan_power = 0.25
		development_cost = -0.05
	}
	emancipation = {
		manpower_recovery_speed = 0.2
	}

	ai_will_do = {
		factor = 1000.0
	}
}

horde_gov_ideas = {
	category = MIL
	
	bonus = {
		cavalry_power = 0.25
		nomadic_tribes_loyalty_modifier = 0.1
	}
	
	trigger = {
		NOT = { is_subject_of_type = xorme_moh_administrative_district }
		OR = {
			has_government_attribute = enables_horde_idea_group
			uses_horde_unity = yes
		}
	}
	
	horse_lords = {
		cavalry_cost = -0.33
		cav_to_inf_ratio = 0.10
	}
	beyond_the_sun = {
		ae_impact = -0.1
	}
	mandate_of_the_khan = {
		religious_unity = 0.25
	}
	there_shall_be_no_grass = {
		land_attrition = -0.2
	}
	horde_loyalty = {
		global_unrest = -1
		horde_unity = 0.5
	}
	watchers_of_the_silk_road = {	
		caravan_power = 0.20
	}
	a_magnanimous_empire = {
		num_accepted_cultures = 2
	}
	
	ai_will_do = {
		factor = 1000.0
	}
}

theocracy_gov_ideas = {
	category = MIL
	
	bonus = {
		global_heretic_missionary_strength = 0.01
		church_loyalty_modifier = 0.1
		brahmins_hindu_loyalty_modifier = 0.1
		brahmins_muslim_loyalty_modifier = 0.1
	}
	
	trigger = {
		NOT = { is_subject_of_type = xorme_moh_administrative_district }
		OR = {
			government = theocracy
			has_government_attribute = enables_divine_idea_group
			uses_devotion = yes
			has_government_mechanic = feudal_theocracy_mechanic
		}
	}
	servants_of_god = {
		devotion = 1
		legitimacy = 0.5
		development_cost = -0.05
	}
	by_the_grace_of_god = {
		fire_damage_received = -0.1
	}
	friends_in_high_places = {
		leader_cost = -0.1
		war_exhaustion_cost = -0.33
	}
	flesh_is_weak = {
		morale_damage_received = -0.1
	}
	alpha_and_omega = {
		enforce_religion_cost = -0.3
		culture_conversion_cost = -0.1
	}
	conviction_of_sin = {
		global_unrest = -2
	}
	martyrs = {
		manpower_in_true_faith_provinces = 0.15
		prestige_from_land = 0.5
	}
	ai_will_do = {
		factor = 1000.0
		modifier = {
			factor = 0
			has_idea_group = humanist_ideas
		}
	}
}

indigenous_ideas = {
	category = MIL

	bonus = {
		global_institution_spread = 0.25
	}

	trigger = {
		NOT = { is_subject_of_type = xorme_moh_administrative_district }
		has_government_attribute = enables_natives_idea_group
	}

	indigenous_bountiful_land = {
		tribal_development_growth = 0.015
		development_cost = -0.05
	}
	indigenous_irregular_warfare = {
		hostile_attrition = 1
	}
	indigenous_constitution = {
		monthly_reform_progress_modifier = 0.25
	}
	indigenous_braves = {
		land_morale = 0.10
	}
	indigenous_controlled_burns = {
		global_manpower_modifier = 0.15
	}
	indigenous_trade_with_foreigners = {
		idea_cost = -0.1
	}
	indigenous_treaties = {
		province_warscore_cost = -0.2
	}

	ai_will_do = {
		factor = 1000.0
	}
}

innovativeness_ideas = {
	category = ADM

	trigger = {
		NOT = { is_subject_of_type = xorme_moh_administrative_district }
		if = {
			limit = { ai = yes }
			xorme_has_any_mil_idea_group_trigger = yes
		}
	}

	bonus = {
		advisor_cost = -0.2
	}

	patron_of_art  = {
		prestige_decay = -0.01
	}
	empiricism = {
		innovativeness_gain = 0.5
	}
	scientific_revolution = {
		technology_cost = -0.1
		embracement_cost = -0.1
	}
	dynamic_court = {
		advisor_pool = 1
	}
	print_culture = {
		global_institution_spread = 0.25
	}
	optimism = {
		war_exhaustion = -0.05
		monthly_splendor = 1
	}
	expanded_policies = {
		free_policy = 1
	}

	ai_will_do = {
		factor = 10.1
		modifier = {
			factor = 2.0
			in_golden_age = yes
		}
		modifier = {
			factor = 3.0
			has_idea_group = quality_ideas
		}
		modifier = {
			factor = 3.0
			has_idea_group = offensive_ideas
		}
		modifier = {
			factor = 1000.0
			xorme_innovative_idea_group_priority_trigger = yes
		}
	}
}

religious_ideas = {
	category = ADM

	trigger = {
		if = {
			limit = { 
				ai = yes
				NOT = { is_subject_of_type = xorme_moh_administrative_district }
			}
			xorme_has_any_mil_idea_group_trigger = yes
			NOT = { religion = confucianism }
		}
	}

	bonus = {
		culture_conversion_cost = -0.25
		brahmins_hindu_loyalty_modifier = 0.1
		church_loyalty_modifier = 0.1
	}

	missionary_schools = {
		missionaries = 1
		missionary_maintenance_cost = -0.5
	}
	church_attendance_duty = { 
		manpower_in_true_faith_provinces = 0.1
	}
	divine_supremacy = {
		global_missionary_strength = 0.03
	}
	devoutness = {
		tolerance_own = 2
	}
	inquisition = {
		papal_influence = 2
		devotion = 0.25
		monthly_fervor_increase = 0.25
		church_power_modifier = 0.1
		monthly_piety_accelerator = 0.001
		yearly_karma_decay = 0.1
		yearly_doom_reduction = 1
		yearly_authority = 0.15
		yearly_patriarch_authority = 0.005
		prestige_per_development_from_conversion = 0.1
	}
	religious_tradition = {
		reverse_relation_with_same_religion = 10
	}
	deus_vult = {
		cb_on_religious_enemies = yes
	}

	ai_will_do = {
		factor = 4.25
		modifier = {
			factor = 0
			has_idea_group = humanist_ideas
		}
		modifier = {
			factor = 0
			xorme_nation_with_tolerance_trigger = yes
		}
		modifier = {
			factor = 1.5
			is_part_of_hre = yes
		}
		modifier = {
			factor = 0.25
			OR = {
				religion = buddhism
				religion = confucianism
			}
		}
		modifier = {
			factor = 1.5
			NOT = { religious_unity = 90 }
		}
		modifier = {
			factor = 2.0
			NOT = { religious_unity = 75 }
		}
		modifier = {
			factor = 2.0
			has_idea_group = quantity_ideas
		}
		modifier = {
			factor = 3.5
			is_subject = yes
		}
		modifier = {
			factor = 5.0
			has_idea_group = theocracy_gov_ideas
		}
		modifier = {
			factor = 1000.0
			has_reform = theocratic_government
		}
	}
}

spy_ideas = {
	category = DIP

	trigger = {
		if = {
			limit = { 
				ai = yes
				NOT = { is_subject_of_type = xorme_moh_administrative_district }
			}
			xorme_has_any_mil_idea_group_trigger = yes
		}
	}

	bonus = {
		rebel_support_efficiency = 1
		spy_action_cost_modifier = -0.2
	}
	
	claim_fabrication = {
		can_claim_states = yes
		can_transfer_vassal_wargoal = yes
	}

	state_propaganda = {
		ae_impact = -0.2
	}

	efficient_spies = {
		spy_offence = 0.5
		siege_ability = 0.1
	}	
	
	agent_training = {
		diplomats = 1
		advisor_cost = -0.15
	}

	vetting = {
		global_spy_defence = 0.33
		yearly_corruption = -0.2
	}
	
	privateers = {
		capture_ship_chance = 0.25
		privateer_efficiency = 0.33
	}
	
	blackmailing = {
		monthly_favor_modifier = 0.33
		accept_vassalization_reasons = 15
	}

	ai_will_do = {
		factor = 5.0
		modifier = {
			factor = 4.5
			is_part_of_hre = yes
		}
		modifier = {
			factor = 4.5
			is_subject = yes
		}
		modifier = {
			factor = 5.0
			is_colonial_nation = yes
		}
		modifier = {
			factor = 5.0
			has_idea_group = theocracy_gov_ideas
		}
		modifier = {
			factor = 10.0
			has_idea_group = theocracy_gov_ideas
			has_idea_group = diplomatic_ideas
		}
	}
}

diplomatic_ideas = {
	category = DIP
	
	trigger = {
		if = {
			limit = { 
				ai = yes
				NOT = { is_subject_of_type = xorme_moh_administrative_district }
			}
			xorme_has_any_mil_idea_group_trigger = yes
		}
	}

	bonus = {
		reduced_stab_impacts = yes
	}
	
	grand_banquets = {
		diplomats = 1
	}
	foreign_embassies = {
		dip_advisor_cost = -0.25
	}
	cabinet = {
		diplomatic_upkeep = 1
	}
	benign_diplomats = {
		improve_relation_modifier = 0.25
		diplomats = 1
	}
	experienced_diplomats  = {
		diplomatic_reputation = 2
	}
	flexible_negotiation = {
		province_warscore_cost = -0.2
	}
	diplomatic_corps = {
		dip_tech_cost_modifier = -0.1
	}

	ai_will_do = {
		factor = 1.0
		modifier = {
			factor = 1.5
			has_idea_group = defensive_ideas
		}
		modifier = {
			factor = 2.5
			has_idea_group = spy_ideas
		}
		modifier = {
			factor = 3.5
			is_part_of_hre = yes
		}
		modifier = {
			factor = 10.0
			tag = PAP
		}
		modifier = {
			factor = 1000
			is_emperor = yes
		}
	}
}

offensive_ideas = {
	category = MIL

	trigger = {
		NOT = { is_subject_of_type = xorme_moh_administrative_district }
	}

	bonus = {
		recover_army_morale_speed = 0.1
		qizilbash_loyalty_modifier = 0.1
	}

	bayonet_leaders = {
		leader_land_shock = 1
	}
	national_conscripts = {
		global_regiment_recruit_speed = -0.1
	}
	superior_firepower = {
		leader_land_fire = 1
	}
	glorious_arms = {
		prestige_from_land = 1.0
		num_of_pronoiars = 1
	}
	engineer_corps = {
		siege_ability = 0.20
	}
	grand_army = {
		land_forcelimit_modifier = 0.15
		special_unit_cost_modifier = -0.2
	}
	napoleonic_warfare = {
		discipline = 0.05
	}

	ai_will_do = {
		factor = 5.0
		modifier = {
			factor = 0.1
			NOT = { mil_tech = 7 }
		}
		modifier = {
			factor = 2.0
			mil_tech = 7
		}
		modifier = {
			factor = 3.0
			has_idea_group = innovativeness_ideas
		}
		modifier = {
			factor = 3.0
			has_idea_group = economic_ideas
		}
		modifier = {
			factor = 3.5
			has_idea_group = aristocracy_ideas
		}
		modifier = {
			factor = 3.5
			mil_tech = 13
		}
		modifier = {
			factor = 10.0
			mil_tech = 16
		}
		modifier = {
			factor = 10.0
			xorme_quantity_idea_group_priority_trigger = yes
		}
	}
}

defensive_ideas = {
	category = MIL

	trigger = {
		NOT = { is_subject_of_type = xorme_moh_administrative_district }
	}

	bonus = {
		hostile_attrition = 1
		max_hostile_attrition = 1 
	}

	battlefield_commisions = {
		army_tradition_from_battle = 1.0
	}
	military_drill = {
		land_morale = 0.15
	}
	improved_manuever = {
		leader_land_manuever = 1
	}
	regimental_system = {
		land_maintenance_modifier = -0.05
		regiment_manpower_usage = -0.05
	}
	defensive_mentality = {
		defensiveness = 0.25
		fort_maintenance_modifier = -0.1
	}
	supply_trains = {
		reinforce_speed = 0.3
	}
	improved_foraging = {
		garrison_size = 0.33
		effect = {
			hidden_effect = {
				if = {
					limit = {
						has_country_flag = ned_buffed_forts_flag
					}
					every_owned_province = {
						limit = {
							region = low_countries_region
							has_fort_building_trigger = yes
						}
						remove_province_modifier = ned_low_countries_fort_buff
						add_province_modifier = {
							name = ned_low_countries_fort_buff_buffed
							duration = -1
							hidden = yes
						}
					}
				}
			}
		}
		removed_effect = {
			hidden_effect = {
				every_owned_province = {
					limit = { has_province_modifier = ned_low_countries_fort_buff_buffed }
					remove_province_modifier = ned_low_countries_fort_buff_buffed
				}
			}
		}
	}

	ai_will_do = {
		factor = 5.25
		modifier = {
			factor = 1.5
			NOT = { is_year = 1500 }
		}
		modifier = {
			factor = 0.8
			capital_scope = {
				continent = asia
			}
		}
		modifier = {
			factor = 1.5
			capital_scope = {
				continent = europe
			}
		}
		modifier = {
			factor = 2.0
			capital_scope = {
				region = japan_region
			}
		}
		modifier = {
			factor = 2.0
			xorme_ai_valid_nation = yes
		}
		modifier = {
			factor = 2.0
			NOT = { total_development = 100 }
		}
		modifier = {
			factor = 3.0
			has_idea_group = expansion_ideas
		}
		modifier = {
			factor = 3.5
			is_colonial_nation = yes
		}
		modifier = {
			factor = 32.0
			xorme_defensive_idea_group_priority_trigger = yes
		}
	}
}

trade_ideas = {
	category = DIP

	trigger = {
		if = {
			limit = { 
				ai = yes
				NOT = { is_subject_of_type = xorme_moh_administrative_district }
			}
			xorme_has_any_mil_idea_group_trigger = yes
		}
	}

	bonus = {
		merchants = 1
		burghers_loyalty_modifier = 0.1
		jains_loyalty_modifier = 0.1
		vaisyas_loyalty_modifier = 0.1
	}

	shrewd_commerce_practise = {
 		global_trade_power = 0.2
  	}
  	free_trade = {
  		merchants = 1
  	}
	merchant_adventures = {
		trade_range_modifier = 0.25
	}
	national_trade_policy = {
		trade_efficiency = 0.1
		mercantilism_cost = -0.25
	}
	overseas_merchants = {
		placed_merchant_power = 15
	}
	trade_manipulation = {
		trade_steering = 0.25
	}
	fast_negotiations = {
		caravan_power = 0.25
	}

	ai_will_do = {
		factor = 1.0
		modifier = {
			factor = 2.0
			government_rank = 3
		}
		modifier = {
			factor = 2.0
			num_of_cities = 20
		}
		modifier = {
			factor = 2.0
			num_of_cities = 40
		}
		modifier = {
			factor = 2.0
			xorme_wealthy_region_trigger = yes
		}
		modifier = {
			factor = 2.5
			has_idea_group = defensive_ideas
		}
		modifier = {
			factor = 3.0
			has_idea_group = quantity_ideas
		}
		modifier = {
			factor = 3.5
			has_idea_group = plutocracy_ideas
		}
		modifier = {
			factor = 4.0
			government = republic
		}
		modifier = {
			factor = 4.5
			is_colonial_nation = yes
		}
		modifier = {
			factor = 5.0
			has_government_attribute = is_merchant_republic
		}
		modifier = {
			factor = 7.5
			is_great_power = yes
			OR = {
				xorme_can_select_third_idea_group_trigger = yes
				xorme_can_select_fourth_idea_group_trigger = yes
			}
		}
		modifier = {
			factor = 1000.0
			xorme_nation_with_strong_navy_trade_potential_trigger = yes
			OR = {
				xorme_can_select_third_idea_group_trigger = yes
				xorme_can_select_fourth_idea_group_trigger = yes
			}
		}
	}
}

economic_ideas = {
	category = ADM

	trigger = {
		if = {
			limit = { 
				ai = yes
				NOT = { is_subject_of_type = xorme_moh_administrative_district }
			}
			xorme_has_any_mil_idea_group_trigger = yes
		}
	}

	bonus = {
		global_trade_goods_size_modifier = 0.1
	}

	bureaucracy = { 
		global_tax_modifier = 0.15
	}
	national_bank = {
		inflation_reduction = 0.1
	}
	merchant_passes = {
		merchants = 1
	}
	efficient_mining = {
		gold_depletion_chance_modifier = -0.25
	}
	debt_and_loans = {
		interest = -0.5
	}
	nationalistic_enthusiasm = {
		land_maintenance_modifier = -0.05
	}
	smithian_economics = { 
		#Mechanic: +1/-1 Dev from Manufactories		#Note for modders; the two mechanics introduced in 1.35   
		production_efficiency = 0.1					#for eco ideas are done so via on_actions 
 	}	

	ai_will_do = {
		factor = 1.1
		modifier = {
			factor = 2.0
			has_idea_group = offensive_ideas
		}
		modifier = {
			factor = 2.0
			num_of_cities = 20
		}
		modifier = {
			factor = 2.0
			num_of_cities = 40
		}
		modifier = {
			factor = 2.5
			has_idea_group = quality_ideas
		}
		modifier = {
			factor = 4.0
			has_idea_group = quantity_ideas
		}
		modifier = {
			factor = 1.5
			total_development = 100
		}
		modifier = {
			factor = 3.0
			total_development = 300
		}
		modifier = {
			factor = 3.5
			total_development = 600
		}
		modifier = {
			factor = 4.0
			total_development = 900
		}
		modifier = {
			factor = 7.5
			is_great_power = yes
		}
		modifier = {
			factor = 10.0
			is_colonial_nation = yes
		}
	}
}

exploration_ideas = {
	category = DIP
	important = yes

	trigger = {
		NOT = { is_subject_of_type = xorme_moh_administrative_district }
		if = {
			limit = { 
				ai = yes
				NOT = { is_subject_of_type = xorme_moh_administrative_district }
			}
			xorme_ai_can_explo_trigger = yes
		}
	}

	bonus = {
		cb_on_primitives = yes
	}

	quest_for_the_new_world	= {
		may_explore = yes
		naval_attrition = -0.1
	}

	colonial_ventures = {
		colonists = 1
		effect = { remove_temporary_colonist = yes }
	}
	overseas_exploration = {
		range = 0.5
	}
	land_of_opportunity = {
		global_colonial_growth = 10
	}
	factories = {
		trade_company_governing_cost = -0.1
		trade_company_investment_cost = -0.1
	}
	free_colonies = {
		colonist_placement_chance = 0.1
	}
	global_empire = {
		naval_forcelimit_modifier = 0.25
		treasure_fleet_income = 0.25
	}

	ai_will_do = {
		factor = 6.0
		modifier = {
			factor = 0
			NOT = { num_of_ports = 3 }
		}
		modifier = {
			factor = 1.5
			num_of_ports = 3
		}
		modifier = {
			factor = 2.0
			num_of_ports = 6
		}
		modifier = {
			factor = 2.5
			num_of_ports = 12
		}
		modifier = {
			factor = 3.0
			num_of_ports = 20
		}
		modifier = {
			factor = 6.0
			capital_scope = {
				region = iberia_region
			}
		}
		modifier = {
			factor = 2.0
			tag = FRA
		}
		modifier = {
			factor = 5.0
			OR = {
				tag = GBR
				tag = ENG
				tag = NOR
			}
		}
		modifier = {
			factor = 100.0
			xorme_can_select_fourth_idea_group_trigger = yes
			OR = {
				tag = KUR
				tag = ASU
				tag = ADU
				tag = LON
				tag = MAJ
				tag = NOR
				tag = HOL
			}
		}
		modifier = {
			factor = 1000.0
			xorme_can_select_second_idea_group_trigger = yes
			xorme_exploration_idea_group_priority_trigger = yes
		}
		modifier = {
			factor = 1000.0
			OR = {
				tag = POR
				tag = CAS
				tag = SPA
			}
		}
	}
}

maritime_ideas = {
	category = DIP

	trigger = {
		primitives = no
		if = {
			limit = { 
				ai = yes
				NOT = { is_subject_of_type = xorme_moh_administrative_district }
			}
			xorme_has_any_mil_idea_group_trigger = yes
		}
	}

	bonus = {
		sea_repair = yes
		movement_speed_in_fleet_modifier = 1 
	}

	merchant_traditions = {
		naval_tradition_from_trade = 1.0
		trade_range_modifier = 0.25
	}
	merchant_marine = {
		global_sailors_modifier = 0.5
		allowed_marine_fraction = 0.25
	}
	sheltered_ports = {
		global_ship_repair = 0.1
		sailor_maintenance_modifer = -0.1
	}
	grand_navy = {
		naval_forcelimit_modifier = 0.5
		ship_power_propagation = 0.25
	}
	ships_penny = {
		global_ship_cost = -0.1
	}
	sea_hawks = {
		global_naval_engagement_modifier = 0.1
		admiral_cost = -0.25
	}
	naval_fighting_instruction = {
		blockade_efficiency = 0.5
		privateer_efficiency = 0.25
	}

	ai_will_do = {
		factor = 1.0
		modifier = {
			factor = 0
			is_tribal = yes
		}
		modifier = {
			factor = 0
			NOT = { num_of_ports = 1 }
			NOT = { is_colonial_nation = yes }
		}
		modifier = {
			factor = 0.25
			NOT = { num_of_ports = 10 }
			current_age = age_of_discovery 
		}
		modifier = {
			factor = 0.25
			NOT = { num_of_ports = 20 }
			current_age = age_of_reformation 
		}
		modifier = {
			factor = 0.25
			NOT = { num_of_ports = 30 }
			current_age = age_of_absolutism 
		}
		modifier = {
			factor = 0.25
			NOT = { num_of_ports = 40 }
			current_age = age_of_revolutions 
		}
		modifier = {
			factor = 0.35
			NOT = { num_of_ports = 15 }
		}
		modifier = {
			factor = 1.5 
			capital_scope = {
				is_island = yes 
			}
		}
		modifier = {
			factor = 1.5
			has_global_modifier_value = {
				which = naval_forcelimit_modifier 
				value = 0.25
			}
		}
		modifier = {
			factor = 1.15
			light_ship_fraction = 0.25
		}
		modifier = {
			factor = 2.5
			has_government_attribute = is_pirate_republic_reform
		}
	}
}

quality_ideas = {
	category = MIL

	trigger = {
		NOT = { is_subject_of_type = xorme_moh_administrative_district }
	}

	bonus = {
		discipline = 0.05
		janissaries_loyalty_modifier = 0.1
		ghulams_loyalty_modifier = 0.1
	}

	private_to_marshal = {
		infantry_power = 0.1
	}
	quality_education = {
		army_tradition = 0.5
		navy_tradition = 0.5
	}
	finest_of_horses = {
		cavalry_power = 0.1
	}
	escort_ships = {
		ship_durability = 0.05
	}
	naval_drill = {
		naval_morale = 0.10
	}
	copper_bottoms = {
		naval_attrition = -0.25
	}
	massed_battery = {
		artillery_power = 0.1
	}

	ai_will_do = {
		factor = 5.0
		modifier = {
			factor = 2.0
			xorme_ai_valid_nation = yes
		}
		modifier = {
			factor = 2.0
			num_of_ports = 3
		}
		modifier = {
			factor = 2.5
			total_development = 100
		}
		modifier = {
			factor = 3.0
			NOT = { government_rank = 3 }
			government_rank = 2
		}
		modifier = {
			factor = 3.0
			has_idea_group = innovativeness_ideas
		}
		modifier = {
			factor = 3.0
			has_idea_group = economic_ideas
		}
		modifier = {
			factor = 3.0
			has_idea_group = expansion_ideas
		}
		modifier = {
			factor = 25.0
			xorme_quality_idea_group_priority_trigger = yes
		}
	}
}

quantity_ideas = {
	category = MIL

	trigger = {
		NOT = { is_subject_of_type = xorme_moh_administrative_district }
	}

	bonus = {
		land_forcelimit_modifier  = 0.33
		num_of_pronoiars = 1
	}
	mass_army = {
		global_manpower_modifier = 0.33
		num_of_pronoiars = 1
	}
	the_young_can_serve = {
		manpower_recovery_speed = 0.20
	}
	enforced_service = {
		global_regiment_cost = -0.1
	}
	camp_followers = {
		global_supply_limit_modifier = 0.33
	}
	reinforcement_drafts = {
		reinforce_cost_modifier = -0.33
	}
	the_old_and_infirm = {
		land_maintenance_modifier = -0.05
	}
	expanded_supply_trains = {
		land_attrition = -0.25
	}

	ai_will_do = {
		factor = 10.0
		modifier = {
			factor = 2.0
			xorme_ai_valid_nation = yes
		}
		modifier = {
			factor = 3.0
			total_development = 300
		}
		modifier = {
			factor = 3.0
			total_development = 600
		}
		modifier = {
			factor = 3.0
			total_development = 900
		}
		modifier = {
			factor = 3.0
			government_rank = 3
		}
		modifier = {
			factor = 3.0
			has_idea_group = economic_ideas
		}
		modifier = {
			factor = 3.0
			has_idea_group = religious_ideas
		}
		modifier = {
			factor = 3.0
			has_idea_group = trade_ideas
		}
		modifier = {
			factor = 15.0
			xorme_quantity_idea_group_priority_trigger = yes
		}
	}
}

expansion_ideas = {
	category = ADM
	important = yes

	trigger = {
		NOT = { is_subject_of_type = xorme_moh_administrative_district }
		if = {
			limit = { 
				ai = yes
				NOT = { is_subject_of_type = xorme_moh_administrative_district }
			}
			OR = {
				is_colonial_nation = yes
				xorme_ai_can_explo_trigger = yes
				xorme_ai_can_expand_trigger = yes
			}
		}
	}

	bonus = {
 		min_autonomy_in_territories = -0.1
	}

	additional_colonists = {
		colonists = 1
		effect = { remove_temporary_colonist = yes }
	}
	additional_merchants = {
		merchants = 1
	}
	faster_colonists = {
		global_colonial_growth = 20
	}
	vice_roys  = {
		global_tariffs = 0.10
 		envoy_travel_time = -0.20
 	}
	additional_diplomats = {
		diplomats = 1
		reduced_liberty_desire_on_other_continent = 5
	}
	general_colonization_law  = {
		colonists = 1
		colonist_placement_chance = 0.05
		effect = { remove_temporary_colonist = yes }
	}
	competetive_merchants  = {
		global_trade_power = 0.2
	}

	ai_will_do = {
		factor = 4.5
		modifier = {
			factor = 0.5
			NOT = { has_idea_group = exploration_ideas }
		}
		modifier = {
			factor = 6.0
			OR = {
				tag = POR
				tag = CAS
				tag = SPA
			}
		}
		modifier = {
			factor = 30.0
			has_idea_group = exploration_ideas
		}
		modifier = {
			factor = 1000.0
			is_colonial_nation = yes
		}
		modifier = {
			factor = 1000.0
			xorme_late_expansion_idea_group_priority_trigger = yes
			OR = {
				xorme_can_select_fourth_idea_group_trigger = yes
				xorme_can_select_fifth_idea_group_trigger = yes
				xorme_can_select_sixth_idea_group_trigger = yes
			}
		}
		modifier = {
			factor = 1000.0
			NOT = { has_dlc = "Third Rome" } # Has siberian frontier instead
			tag = RUS
			num_of_cities = 20
			any_owned_province = {
				has_empty_adjacent_province = yes
			}
		}
		modifier = {
			factor = 0
			NOT = { has_idea_group = exploration_ideas }
			NOT = { is_colonial_nation = yes }
			NOT = {
				any_owned_province = {
					has_empty_adjacent_province = yes
				}
			}
		}
		modifier = {
			factor = 0.1
			NOT = {
				technology_group = western
				technology_group = eastern
				technology_group = muslim
			}
		}
	}
}

administrative_ideas = {
	category = ADM

	trigger = {
		if = {
			limit = { 
				ai = yes
				NOT = { is_subject_of_type = xorme_moh_administrative_district }
			}
			xorme_has_any_mil_idea_group_trigger = yes
		}
	}

	bonus = {
		governing_capacity_modifier = 0.2
		eunuchs_loyalty_modifier = 0.1
	}

	administrative_council = {
		adm_advisor_cost = -0.25 
	}
	local_rule = {
		advisor_pool = 1
		num_of_pronoiars = 1
	}
	adaptability = {
		core_creation = -0.25
	}
	cultural_regulations = {
		promote_culture_cost = -0.3
	}
	stable_government = {
		stability_cost_modifier = -0.25 
	}
	centralization = {
		global_autonomy = -0.05
	}
	civil_servants = {
		adm_tech_cost_modifier = -0.1
	}

	ai_will_do = {
		factor = 1.0
		modifier = {
			factor = 1.5
			has_idea_group = quantity_ideas
		}
		modifier = {
			factor = 1.5
			total_development = 500
		}
		modifier = {
			factor = 2.0
			total_development = 1000
		}
		modifier = {
			factor = 2.0
			has_reform = steppe_horde
		}
		modifier = {
			factor = 2.5
			governing_capacity_percentage = 0.8
		}
		modifier = {
			factor = 2.5
			government_rank = 3
		}
		modifier = {
			factor = 3.0
			is_great_power = yes
		}
		modifier = {
			factor = 3.5
			xorme_administrative_idea_group_priority_trigger = yes
		}
		modifier = {
			factor = 10.0
			has_idea_group = horde_gov_ideas
		}
		modifier = {
			factor = 10.0
			is_great_power = yes
			is_year = 1675
		}
		modifier = {
			factor = 100.0
			xorme_can_select_second_idea_group_trigger = yes
			OR = {
				tag = TUR
				tag = SWI	
			}
		}
	}
}

humanist_ideas = {
	category = ADM

	trigger = {
		if = {
			limit = { 
				ai = yes
				NOT = { is_subject_of_type = xorme_moh_administrative_district }
			}
			xorme_has_any_mil_idea_group_trigger = yes
		}
	}

	bonus = {
		idea_cost = -0.1
		yearly_harmony = 0.25  # Used if religion uses harmony (confucianism)
		brahmins_muslim_loyalty_modifier = 0.1
		dhimmi_loyalty_modifier = 0.1
	}

	local_traditions = {
		global_unrest = -2
		harmonization_speed = 0.25
	}
	indirect_rule = {
		years_of_nationalism = -10
	}
	ecumenism = {
		tolerance_heretic = 2
	}
	cultural_ties = {
		num_accepted_cultures = 2
	}
	humanist_tolerance = {
		tolerance_heathen = 2
		religious_unity = 0.2
	}
	benevolence = {
		improve_relation_modifier = 0.3
	}
	tolerance_idea = {
		tolerance_of_heretics_capacity = 1 
		tolerance_of_heathens_capacity = 1
	}

	ai_will_do = {
		factor = 7.5
		modifier = {
			factor = 0
			has_idea_group = religious_ideas
		}
		modifier = {
			factor = 0
			xorme_nation_with_tolerance_trigger = yes
		}
		modifier = {
			factor = 0.25
			NOT = {
				OR = {
					religion = buddhism
					religion = confucianism
				}
			}
		}
		modifier = {
			factor = 1.2
			is_part_of_hre = yes
		}
		modifier = {
			factor = 1.5
			government = republic
		}
		modifier = {
			factor = 1.5
			NOT = { religious_unity = 90 }
		}
		modifier = {
			factor = 2.0
			NOT = { religious_unity = 75 }
		}
		modifier = {
			factor = 2.0
			has_idea_group = quantity_ideas
		}
		modifier = {
			factor = 3.0
			has_idea_group = plutocracy_ideas
		}
		modifier = {
			factor = 3.5
			is_subject = yes
		}
		modifier = {
			factor = 3.5
			religion = confucianism
		}
		modifier = {
			factor = 4.0
			religion = buddhism
		}
		modifier = {
			factor = 25.0
			is_emperor_of_china = yes
		}
	}
}

influence_ideas = {
	category = DIP

	trigger = {
		if = {
			limit = { 
				ai = yes
				NOT = { is_subject_of_type = xorme_moh_administrative_district }
			}
			xorme_has_any_mil_idea_group_trigger = yes
		}
	}

	bonus = {
		unjustified_demands = -0.5
	}

	tribute_system = {
		vassal_income = 0.25
	}
	
	additional_loyalist_recruitment = {
		reduced_liberty_desire = 15
		vassal_naval_forcelimit_bonus = 0.1
	}
	
	integrated_elites = {
		diplomatic_annexation_cost = -0.25
	}
	buffer_states = {
		diplomatic_upkeep = 1
	}
	diplomatic_influence = {
		diplomatic_reputation = 2
	}
	postal_service = {
		envoy_travel_time = -0.25
		liberty_desire_from_subject_development = -0.1
	}
	marcher_lords = {
		vassal_forcelimit_bonus = 1
	}

	ai_will_do = {
		factor = 1.2
		modifier = {
			factor = 1.5
			is_emperor = yes
		}
		modifier = {
			factor = 1.5
			num_of_subjects = 1
		}
		modifier = {
			factor = 1.75
			num_of_subjects = 2
		}
		modifier = {
			factor = 2.0
			num_of_subjects = 3
		}
		modifier = {
			factor = 3.0
			is_colonial_nation = yes
		}
		modifier = {
			factor = 3.5
			has_reform = shogunate_legacy
		}
		modifier = {
			factor = 4.5
			has_idea_group = exploration_ideas
		}
		modifier = {
			factor = 10.0
			OR = {
				has_subject_of_type = colony
				has_subject_of_type = crown_colony
				has_subject_of_type = private_enterprise
				has_subject_of_type = self_governing_colony
			}
		}
	}
}

naval_ideas = {
	category = MIL

	trigger = {
		primitives = no
	}

	bonus = {
		global_naval_barrage_cost = -1
		disengagement_chance = 0.15
	}

	boarding_parties = {
		leader_naval_shock = 1
		landing_penalty = -1
	}
	improved_rams = {
		galley_power = 0.25
	}
	naval_cadets = {
		leader_naval_fire = 1
		sunk_ship_morale_hit_recieved = -0.33
	}
	naval_glory = {
		navy_tradition = 1
		siege_blockade_progress = 1
	}
	press_gangs = {
		sailors_recovery_speed = 0.25
		allowed_marine_fraction = 0.25
	}
	oak_forests_for_ships = {
		heavy_ship_power = 0.20
		ship_durability = 0.1
	}
	superior_seamanship = {
		naval_morale = 0.1
		global_naval_engagement_modifier = 0.1
	}

	ai_will_do = {
		factor = 1.0
		modifier = {
			factor = 0
			is_tribal = yes
		}
		modifier = {
			factor = 0
			NOT = { num_of_ports = 1 }
			NOT = { is_colonial_nation = yes }
		}
		modifier = {
			factor = 50.0
			OR = {
				has_reform = pirate_republic_reform
				has_reform = pirate_kingdom
				has_reform = war_against_the_world_government
				has_reform = black_market_consortium_government
			}
		}
	}
}

court_ideas = {
	category = DIP

	trigger = {
		if = {
			limit = { 
				ai = yes
				NOT = { is_subject_of_type = xorme_moh_administrative_district }
			}
			xorme_has_any_mil_idea_group_trigger = yes
		}
	}

	bonus = {
		legitimacy = 0.5 
		republican_tradition = 0.2
		devotion = 0.5 
		horde_unity = 0.5
		meritocracy = 0.25 
		imperial_mandate = 0.1
		imperial_authority = 0.05
		monthly_cultural_unity = 0.5
	}
	
	long_echo = {
		power_projection_from_insults = 1
		diplomatic_reputation = 1
	}
	recognize_hierarchy = {
		all_estate_loyalty_equilibrium = 0.1
		loyalty_change_on_revoked = 0.05
	}
	welcoming_ceremonies = {
		prestige = 1 
		monthly_persian_influence = 0.1
	}
	tranquil_coordination = {
		reform_progress_growth = 0.2
	}
	respected_authority = {
		all_estate_possible_privileges = 1
	}
	palace_of_splendor = {
		monthly_splendor = 2 
		estate_interaction_cooldown_modifier = -0.20
	}
	court_embassies = {
		possible_dip_policy = 1 
		monarch_diplomatic_power = 1 
	}

	ai_will_do = {
		factor = 0.5
		modifier = {
			factor = 1.25
			num_of_powerful_estates = 3 
		}
		modifier = {
			factor = 1.2
			personality = ai_diplomat
		}
		modifier = {
			factor = 1.1 
			national_focus = DIP 
		}
		modifier = {
			factor = 0.75
			NOT = { monthly_dip = 8 } 
		}
	}
}

mercenary_ideas = {
	category = MIL 

	trigger = {
		if = {
			limit = { 
				ai = yes
				NOT = { is_subject_of_type = xorme_moh_administrative_district }
			}
			xorme_has_any_mil_idea_group_trigger = yes
		}
	}

	bonus = {
		mercenary_discipline = 0.05
		possible_condottieri = 1 
	}

	organised_mercenary_payment = {
		mercenary_cost = -0.25
	}
	war_council = {
		mil_advisor_cost = -0.25
		merc_independent_from_trade_range = yes
	}
	expanded_contracts = {
		merc_maintenance_modifier = -0.25
	}
	nation_of_war = {
		mil_tech_cost_modifier = -0.1
	}
	benefits_for_mercenaries = {
		war_taxes_cost_modifier = -0.5
		merc_leader_army_tradition = 0.5
	}
	seasoned_veterans = {
		infantry_power = 0.1
	}
	organised_mercenary_recruitment = { 
		mercenary_manpower = 0.3
		allow_mercenary_drill = yes
	}

	ai_will_do = {
		factor = 0
	}
}

infrastructure_ideas = {
	category = ADM
	
	trigger = {
		if = {
			limit = { 
				ai = yes
				NOT = { is_subject_of_type = xorme_moh_administrative_district }
			}
			xorme_has_any_mil_idea_group_trigger = yes
		}
	}

	bonus = {
		development_cost = -0.1
	}

	state_efficiency = {
		global_prosperity_growth = 0.25
		state_maintenance_modifier = -0.33
	}
	organised_construction = {
		build_cost = -0.1 
	}
	efficient_construction_plans = {
		expand_infrastructure_cost_modifier = -0.25
	}
	expanded_infrastructure_network = {
		movement_speed = 0.1
		center_of_trade_upgrade_cost = -0.2
	}
	administrative_efficiency_idea = {
		state_governing_cost = -0.1
	}
	fort_logistics = {
		fort_maintenance_modifier = -0.25
 	}
	regulation_bureau = {
		expand_administration_cost = -1
		build_time = -0.25
	}

	ai_will_do = {
		factor = 2.7
		modifier = {
			factor = 1.1 
			personality = ai_capitalist
		}
		modifier = {
			factor = 1.1
			national_focus = ADM 
		}
		modifier = { 
			factor = 0.75 
			NOT = { monthly_adm = 8 }
		}
		modifier = {
			factor = 1.15
			OR = {
				has_idea_group = trade_ideas
				has_idea_group = naval_ideas
			}
		}
	}
}