ui_tech_ascension_theory_repeatable = {
	area = society
	cost = @repeatableTechBaseCost
	cost_per_level = @repeatableTechLevelCost
	tier = 5
	category = { statecraft }
	ai_update_type = all
	is_rare = yes
	levels = 92
	prerequisites = { "tech_ascension_theory" }
	weight = @repeatableTechWeight
	potential = {
		has_global_flag = ui_overhaul_qhd_ascension_tech_popup
		NOT = {
			has_global_flag = ui_overhaul_qhd_ascension_tech_disabled
		}
		is_pirate = no
		is_primitive = no
	}
	modifier = {
		ascension_perks_add = 1
	}
	weight_modifier = {
		factor = @repatableTechFactor
		modifier = {
			factor = 0
			event_target:global_event_country = {
				check_variable = {
					which = uiod_max_ascension_perk_slots
					value <= Prev.uiod_current_ascension_perk_slots
				}
			}
		}
		modifier = {
			factor = 0.20
			NOR = {
				has_modifier = "curator_insight"
				has_trait_in_council = { TRAIT = leader_trait_curator }
				has_trait_in_council = { TRAIT = leader_trait_expertise_statecraft }
			}
		}
		modifier = {
			factor = 7
			has_ascension_perk = ap_technological_ascendancy
		}
		inline_script = {
			script = technologies/rare_technologies_weight_modifiers
			TECHNOLOGY = tech_ascension_theory
		}
		modifier = {
			factor = 2
			num_ascension_perk_slots > 4
		}
		modifier = {
			factor = 4
			num_ascension_perk_slots > 8
		}
		modifier = {
			factor = 8
			num_ascension_perk_slots > 16
		}
	}
	weight_groups = {
		repeatable
	}
	mod_weight_if_group_picked = {
		repeatable = 0.01
	}
	ai_weight = {
		modifier = {
			factor = 2
			num_ascension_perk_slots > 4
		}
		modifier = {
			factor = 4
			num_ascension_perk_slots > 8
		}
		modifier = {
			factor = 8
			num_ascension_perk_slots > 16
		}
	}
}