ideas = {
	academy_spirit = {
		
		street_sweepers_spirit = {
			picture = street_sweepers_spirit
			ledger = army
			modifier = {
				custom_modifier_tooltip = street_sweepers_academy_spirit_tt
				hidden_modifier = {
					trait_urban_assault_specialist_xp_gain_factor = 0.25
					army_leader_start_attack_level = 1
					army_leader_start_defense_level = 1
					experience_gain_armored_car_combat_factor = 0.25
					experience_gain_armored_car_recon_combat_factor = 0.25
				}
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		seniority_spirit = {
			picture = seniority_spirit
			ledger = army
			modifier = {
				custom_modifier_tooltip = seniority_academy_spirit_tt
				hidden_modifier = {
				army_leader_start_planning_level = 1
				army_leader_start_logistics_level = 1
				}
				trait_skilled_staffer_xp_gain_factor = 0.25
				unit_leader_as_advisor_cp_cost_factor = -0.5
			}
			ai_will_do = {
				factor = 0
			}
		}
		tombstone_promotions_spirit = {
			picture = tombstone_promotions
			ledger = army
			modifier = {
				#trait_cavalry_officer_xp_gain_factor = 0.1
				mounted_infantry_mastery_gain_factor = 0.2 
				great_war_infantry_mastery_gain_factor = 0.2
			}
			ai_will_do = {
				factor = 0
			}
		}	
	}
	army_spirit = {

		petrol_is_blood_spirit = {
			picture = petrol_is_blood_spirit
			ledger = army
			available = { has_military_academy = yes }
			modifier = {
				unit_logistics_company_design_cost_factor = -1
				army_fuel_consumption_factor = -0.10
				army_fuel_capacity_factor = 0.2
				trait_organizer_xp_gain_factor = 0.1
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		recruitment_drive_spirit = {
			picture = recruitment_drive_spirit
			ledger = army 
			available = { has_military_academy = yes }
			modifier {
				weekly_manpower = 150
				monthly_population = 0.005
				mobilization_speed = 0.1
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		industry_connections_spirit = {
			picture = industry_connections_spirit
			ledger = army
			available = { has_military_academy = yes }
			modifier {
				land_equipment_upgrade_xp_cost = -0.25
				license_production_speed = 0.1
				unit_maintenance_company_design_cost_factor = -1
				#military_industrial_organization_funds_gain = 0.1
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
	}
	division_command_spirit = {
		asymmetrical_warfare_spirit = {
			ledger = army
			available = {
				OR = { 
						has_doctrine = guerilla_war
						has_doctrine = irregulars
						has_doctrine = peoples_war	
					}
			}
			modifier = {
				hidden_modifier{
					tactic_guerrilla_tactics_preferred_weight_factor = 1
				}
				custom_modifier_tooltip = asymmetrical_warfare_spirit_tt
				equipment_capture_factor = 0.05
				cas_damage_reduction = 0.05
			}
			ai_will_do = {
				factor = 0
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		adaptable_modernizers_spirit = {
			ledger = army
			available = {
				has_completed_track = operations
			}
			modifier = {
				hidden_modifier{
					tactic_backhand_blow_preferred_weight_factor = 1
				}
				terrain_penalty_reduction = 0.2
				no_supply_grace = 2
				land_mastery_gain_factor = 0.1
				air_mastery_gain_factor = 0.1
				special_forces_mastery_gain_factor 0.1
			}
			ai_will_do = {
				factor = 0
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		ground_attack_role_spirit = {
			ledger = army

			equipment_bonus = {
				light_tank_aa_chassis = {
					hard_attack = 0.5
					instant = yes
				}
			}
			equipment_bonus = {
				medium_tank_aa_chassis = {
					hard_attack = 0.5
					instant = yes					
				}
			}

			equipment_bonus = {
				heavy_tank_aa_chassis = {
					hard_attack = 0.5
					instant = yes					
				}		
			}

			
			equipment_bonus = {
				modern_tank_aa_chassis = {
					hard_attack = 0.5
					instant = yes					
				}		
			}
			
			equipment_bonus = {
				anti_air_equipment = {
					instant = yes
					soft_attack = 0.5
					hard_attack = 0.1
				}
			}
			modifier = {
    			}
			ai_will_do = {
				factor = 0
				modifier = {
					factor = 1
					original_tag = GER
				}
			}
		}
	}
}