ideas = {
	country = {
		de_combat_width = {
			name = de_combat_width
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			modifier = {
				COMBAT_WIDTH_FACTOR = -0.5
			}
		}
		gen_mods = {
			name = gen_mods
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			modifier = {
				ARMY_SPEED_FACTOR = 5
				army_defence_factor = 0.5
				ARMY_ORG = 100
				army_org_regain = 0.4
				NO_SUPPLY_GRACE = 4800
				COMBAT_WIDTH_FACTOR = -0.25
				supply_consumption_factor = -0.2
				#fuel_consumption_factor = -0.2
				AIR_RANGE_FACTOR = 1
				air_accidents = -1
				air_detection = 2
				air_maximum_speed_factor = 2
				NAVY_ORG = 40
				naval_detection = 5
				naval_speed_factor = 3
				decryption = 4

				POLITICAL_POWER_GAIN = 3
				max_command_power = 500
				JUSTIFY_WAR_GOAL_TIME = -0.9
				industry_repair_factor = 1000
				industry_free_repair_factor = 1000
				repair_speed_factor = 1
				refit_speed = 1
				production_speed_buildings_factor = 15
				global_building_slots_factor = 0.6
				production_factory_max_efficiency_factor = 0.3
				industrial_capacity_factory = 10
				industrial_capacity_dockyard = 10
				industry_air_damage_factor = -0.7
				fuel_gain_factor = 0.2
			}
			equipment_bonus = {
				infantry = { reliability = 2 instant = yes }
				motorized = { reliability = 2 instant = yes }
				mechanized = { reliability = 2 instant = yes }
				armor = { reliability = 2 instant = yes }
				artillery = { reliability = 2 instant = yes }
				air_transport = { reliability = 2 instant = yes }
				fighter = { reliability = 2 instant = yes }
				tactical_bomber = { reliability = 2 instant = yes }
				naval_bomber = { reliability = 2 instant = yes }
				strategic_bomber = { reliability = 2 instant = yes }
				
				submarine = {
					reliability = 2
					surface_detection = 20
					sub_detection = 20
					max_strength = 0.5
					instant = yes 
				}
				screen_ship = {
					reliability = 2
					max_strength = 1
					instant = yes 
				}
				carrier = {
					build_cost_ic = -0.3
					reliability = 2
					max_strength = 7
					instant = yes 
				}
			}
		}
		more_org = {
			name = more_org
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			modifier = {
				ARMY_ORG = 30
				NAVY_ORG = 30
			}
		}
		more_speed = {
			name = more_speed
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			modifier = {
				ARMY_SPEED_FACTOR = 2
			}
		}
		more_special = {
			name = more_special
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			modifier = {
				special_forces_cap = 5
			}
		}
		safety_eqs = {
			name = safety_eqs
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			modifier = {
				air_accidents_factor = -2
			}
			equipment_bonus = {
				convoy = { reliability = 2 instant = yes }
				train = { reliability = 2 instant = yes }
				floating_harbor = { reliability = 2 instant = yes }
				railway_gun = { reliability = 2 instant = yes }
				armor = { reliability = 2 instant = yes }
				motorized = { reliability = 2 instant = yes }
				mechanized = { reliability = 2 instant = yes }
				infantry = { reliability = 2 instant = yes }
				capital_ship = { reliability = 2 instant = yes }
				submarine = { reliability = 2 instant = yes }
				screen_ship = { reliability = 2 instant = yes }
				fighter = { reliability = 2 instant = yes }
				heavy_fighter = { reliability = 2 instant = yes }
				interceptor = { reliability = 2 instant = yes }
				tactical_bomber = { reliability = 2 instant = yes }
				strategic_bomber = { reliability = 2 instant = yes }
				cas = { reliability = 2 instant = yes }
				naval_bomber = { reliability = 2 instant = yes }
				missile = { reliability = 2 instant = yes }
				suicide = { reliability = 2 instant = yes }
				scout_plane = { reliability = 2 instant = yes }
				maritime_patrol_plane = { reliability = 2 instant = yes }
				air_transport = { reliability = 2 instant = yes }
				carrier = { reliability = 2 instant = yes }
				support = { reliability = 2 instant = yes }
				amphibious = { reliability = 2 instant = yes }
				anti_air = { reliability = 2 instant = yes }
				artillery = { reliability = 2 instant = yes }
				anti_tank = { reliability = 2 instant = yes }
				rocket = { reliability = 2 instant = yes }
				flame = { reliability = 2 instant = yes }
			}
		}

		safety_eqs2 = {
			name = safety_eqs2
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			modifier = {
				air_accidents_factor = -5
			}
			equipment_bonus = {
				convoy = { reliability = 5 instant = yes }
				train = { reliability = 5 instant = yes }
				floating_harbor = { reliability = 5 instant = yes }
				railway_gun = { reliability = 5 instant = yes }
				armor = { reliability = 5 instant = yes }
				motorized = { reliability = 5 instant = yes }
				mechanized = { reliability = 5 instant = yes }
				infantry = { reliability = 5 instant = yes }
				capital_ship = { reliability = 5 instant = yes }
				submarine = { reliability = 5 instant = yes }
				screen_ship = { reliability = 5 instant = yes }
				fighter = { reliability = 5 instant = yes }
				heavy_fighter = { reliability = 5 instant = yes }
				interceptor = { reliability = 5 instant = yes }
				tactical_bomber = { reliability = 5 instant = yes }
				strategic_bomber = { reliability = 5 instant = yes }
				cas = { reliability = 5 instant = yes }
				naval_bomber = { reliability = 5 instant = yes }
				missile = { reliability = 5 instant = yes }
				suicide = { reliability = 5 instant = yes }
				scout_plane = { reliability = 5 instant = yes }
				maritime_patrol_plane = { reliability = 5 instant = yes }
				air_transport = { reliability = 5 instant = yes }
				carrier = { reliability = 5 instant = yes }
				support = { reliability = 5 instant = yes }
				amphibious = { reliability = 5 instant = yes }
				anti_air = { reliability = 5 instant = yes }
				artillery = { reliability = 5 instant = yes }
				anti_tank = { reliability = 5 instant = yes }
				rocket = { reliability = 5 instant = yes }
				flame = { reliability = 5 instant = yes }
			}
		}

		speed_eqs = {
			name = speed_eqs
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			equipment_bonus = {
				armor = { maximum_speed = 0.35 instant = yes }
				motorized = { maximum_speed = 0.35 instant = yes }
				mechanized = { maximum_speed = 0.35 instant = yes }			
			}
		}

		speed_eqs2 = {
			name = speed_eqs2
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			equipment_bonus = {
				armor = { maximum_speed = 1 instant = yes }
				motorized = { maximum_speed = 1 instant = yes }
				mechanized = { maximum_speed = 1 instant = yes }			
			}
		}

		speed_eqs3 = {
			name = speed_eqs3
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			equipment_bonus = {
				armor = { maximum_speed = 5 instant = yes }
				motorized = { maximum_speed = 5 instant = yes }
				mechanized = { maximum_speed = 5 instant = yes }			
			}
		}

		air_attack_buff = {
			name = air_attack_buff
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			equipment_bonus = {
				armor = { air_attack = 3 instant = yes }
				motorized = { air_attack = 3 instant = yes }
				mechanized = { air_attack = 3 instant = yes }
				capital_ship = { air_attack = 3 instant = yes }
				screen_ship = { air_attack = 3 instant = yes }
				fighter = { air_attack = 3 instant = yes }
				heavy_fighter = { air_attack = 3 instant = yes }
				interceptor = { air_attack = 3 instant = yes }
				tactical_bomber = { air_attack = 3 instant = yes }
				strategic_bomber = { air_attack = 3 instant = yes }
				cas = { air_attack = 3 instant = yes }
				naval_bomber = { air_attack = 3 instant = yes }
				carrier = { air_attack = 3 instant = yes }
				support = { air_attack = 3 instant = yes }
				anti_air = { air_attack = 3 instant = yes }
			}
		}

		recon_buff = {
			name = recon_buff
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			equipment_bonus = {
				armor = { recon = 3 instant = yes }
				motorized = { recon = 3 instant = yes }
				mechanized = { recon = 3 instant = yes }
				infantry = { recon = 3 instant = yes }
				support = { recon = 3 instant = yes }
			}
		}

		entrenchment_buff = {
			name = entrenchment_buff
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			equipment_bonus = {
				armor = { entrenchment = 5 instant = yes }
				motorized = { entrenchment = 5 instant = yes }
				mechanized = { entrenchment = 5 instant = yes }
				infantry = { entrenchment = 5 instant = yes }
				support = { entrenchment = 5 instant = yes }
			}
		}

		army_exp_buffs = {
			name = army_exp_buffs
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			modifier = {
				experience_gain_army_factor = 2
				experience_gain_navy_factor	= 2
				experience_gain_air_factor = 2
				experience_gain_army_unit_factor = 5
				experience_gain_navy_unit_factor = 5
				air_mission_xp_gain_factor = 5
				air_training_xp_gain_factor = 5
				experience_gain_factor = 2.5
			}
		}

		auto_influence_cap = {
			name = auto_influence_cap
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			modifier = {
				foreign_influence_auto_influence_cap_modifier = 99
			}
		}

		scientist_sp_buff = {
			name = scientist_sp_buff
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			modifier = {
				special_project_speed_factor = 200
			}
		}
		ideol_drift_def_buff = {
			name = ideol_drift_def_buff
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			modifier = {
				drift_defence_factor = 10
			}
		}
		internal_factions_price_reduction = {
			name = internal_factions_price_reduction
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			modifier = {
				internal_factions_cost_factor = -0.99
			}
		}
		infrastructure_construction_speed_buff = {
			name = infrastructure_construction_speed_buff
			picture = generic_infantry_bonus
			allowed = { is_ai = no }
			removal_cost = -1
			modifier = {
				production_speed_infrastructure_factor = 20
				production_speed_rail_way_factor = 20
				production_speed_supply_node_factor = 20
			}
		}
    }
}
