ideas = {
	mobilization_laws = {
		law = yes
	# SETTLER CONSCRIPTION
		disarmed_nation = {
			cost = 150
			removal_cost = -1
			level = 7
			picture = disarmed_nation
			allowed = {
				OR = {
					is_settler_nation_allowed_block = yes
					is_super_mutant_nation_allowed_block = yes
				}
				NOT = {
					is_ghoul_nation_allowed_block = yes
					is_brotherhood_nation_proper_allowed_block = yes
					is_mexican_nation_allowed_block = yes
				}
			}
			visible = {
				uses_generic_manpower_laws_presumed_settler_or_mutant = yes
			}
			ai_will_do = {
				factor = 0 #Let Paradox implement demilitarization, not us.
			}
			modifier = {
				conscription = 0.035
				mobilization_speed = 0.035
				production_speed_buildings_factor = 0.05
				caps_income_modifier = 0.1
				#stability_factor = 0.20
			}
			default = yes
		}
		volunteer_militia_conscription = {
			cost = 150
			removal_cost = -1
			level = 6
			picture = recruitment_boy_scout
			allowed = {
				OR = {
					is_settler_nation_allowed_block = yes
					is_super_mutant_nation_allowed_block = yes
				}
				NOT = {
					is_ghoul_nation_allowed_block = yes
					is_brotherhood_nation_proper_allowed_block = yes
					is_mexican_nation_allowed_block = yes
				}
			}
			available = {
				NOT = { has_idea = isolation }
			}
			visible = {
				uses_generic_manpower_laws_presumed_settler_or_mutant = yes
			}
			ai_will_do = {
				base = 1
				modifier = {
					#We need to get rid of disarmed nation
					factor = 1000
					has_idea = disarmed_nation
				}
				modifier = {
					factor = 30
					manpower_per_military_factory > 300
				}
			}
			modifier = {
				conscription = 0.05
				mobilization_speed = 0.05
				production_speed_buildings_factor = 0.025
				caps_income_modifier = 0.05
				#stability_factor = 0.15
			}
			cancel_if_invalid = no
		}
		funded_militia_conscription = {
			cost = 150
			removal_cost = -1
			level = 5
			picture = recruitment_commander
			allowed = {
				OR = {
					is_settler_nation_allowed_block = yes
					is_super_mutant_nation_allowed_block = yes
				}
				NOT = {
					is_ghoul_nation_allowed_block = yes
					is_brotherhood_nation_proper_allowed_block = yes
					is_mexican_nation_allowed_block = yes
				}
			}
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.15
					}
					is_major = no
					date > 2276.1.1
				}
				NOT = { has_idea = isolation }
			}
			visible = {
				uses_generic_manpower_laws_presumed_settler_or_mutant = yes
			}
			ai_will_do = {
				base = 25
				modifier = {
					#Prio if low on manpower
					add = 40
					manpower_per_military_factory < 250
				}
				modifier = {
					factor = 0.5
					is_robotic_civilization = yes
				}
			}
			modifier = {
				conscription = 0.07
				mobilization_speed = 0.07
				#stability_factor = 0.12
			}
			cancel_if_invalid = no
		}
		two_year_conscription = {
			cost = 150
			removal_cost = -1
			level = 4
			picture = recruitment_army_man
			allowed = {
				OR = {
					is_settler_nation_allowed_block = yes
					is_super_mutant_nation_allowed_block = yes
				}
				NOT = {
					is_ghoul_nation_allowed_block = yes
					is_brotherhood_nation_proper_allowed_block = yes
					is_mexican_nation_allowed_block = yes
				}
			}
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.2
					}
					AND = {
						is_major = no
						has_war = yes
					}
					date > 2278.1.1
				}
				NOT = { has_idea = isolation }
			}
			visible = {
				uses_generic_manpower_laws_presumed_settler_or_mutant = yes
			}
			ai_will_do = {
				base = 20
				modifier = {
					#Prio if low on manpower
					add = 60
					manpower_per_military_factory < 150
				}
				modifier = {
					factor = 0.5
					is_robotic_civilization = yes
				}
			}
			modifier = {
				conscription = 0.09
				mobilization_speed = 0.09
				training_time_factor = 0.1
				caps_income_modifier = -0.05
				#stability_factor = 0.09
			}
			cancel_if_invalid = no
		}
		four_year_conscription = {
			cost = 150
			removal_cost = -1
			level = 3
			picture = recruitment_army_green
			allowed = {
				OR = {
					is_settler_nation_allowed_block = yes
					is_super_mutant_nation_allowed_block = yes
				}
				NOT = {
					is_ghoul_nation_allowed_block = yes
					is_brotherhood_nation_proper_allowed_block = yes
					is_mexican_nation_allowed_block = yes
				}
			}
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.3
					}
					AND = {
						is_major = no
						has_war = yes
					}
					date > 2280.1.1
				}
				NOT = { has_idea = isolation }
			}
			visible = {
				uses_generic_manpower_laws_presumed_settler_or_mutant = yes
			}
			ai_will_do = {
				base = 15
				modifier = {
					#Prio if low on manpower
					add = 80
					manpower_per_military_factory < 100
				}
				modifier = {
					factor = 0.5
					is_robotic_civilization = yes
				}
			}
			modifier = {
				conscription = 0.12
				mobilization_speed = 0.12
				training_time_factor = 0.2
				industrial_capacity_factory = -0.05
				caps_income_modifier = -0.1
				#stability_factor = 0.06
			}
			cancel_if_invalid = no
		}
		until_dismissal_conscription = {
			cost = 150
			removal_cost = -1
			level = 2
			picture = recruitment_leather
			allowed = {
				OR = {
					is_settler_nation_allowed_block = yes
					is_super_mutant_nation_allowed_block = yes
				}
				NOT = {
					is_ghoul_nation_allowed_block = yes
					is_brotherhood_nation_proper_allowed_block = yes
					is_mexican_nation_allowed_block = yes
				}
			}
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.4
					}
					AND = {
						is_major = no
						has_war = yes
					}
					date > 2282.1.1
				}
				NOT = { has_idea = isolation }
			}
			visible = {
				uses_generic_manpower_laws_presumed_settler_or_mutant = yes
			}
			ai_will_do = {
				base = 10
				modifier = {
					#Prio if low on manpower
					add = 100
					manpower_per_military_factory < 75
				}
				modifier = {
					factor = 0.5
					has_stability < 0.3
				}
				modifier = {
					factor = 0.25
					has_stability < 0.2
				}
				modifier = {
					factor = 0.5
					is_robotic_civilization = yes
				}
			}
			modifier = {
				conscription = 0.15
				mobilization_speed = 0.15
				training_time_factor = 0.3
				industrial_capacity_factory = -0.15
				caps_income_modifier = -0.15
				stability_factor = -0.1
				#stability_factor = 0.04
			}
			cancel_if_invalid = no
		}
		child_conscription = {
			cost = 150
			removal_cost = -1
			level = 1
			picture = business_man
			allowed = {
				OR = {
					is_settler_nation_allowed_block = yes
					is_super_mutant_nation_allowed_block = yes
				}
				NOT = {
					is_ghoul_nation_allowed_block = yes
					is_brotherhood_nation_proper_allowed_block = yes
					is_mexican_nation_allowed_block = yes
				}
			}
			available = {
				has_war = yes
				OR = {
					AND = {
						is_major = no
						enemies_strength_ratio > 0.5
					}
					enemies_strength_ratio > 0.8
					date > 2285.1.1
				}
				NOT = { has_idea = isolation }
			}
			visible = {
				uses_generic_manpower_laws_presumed_settler_or_mutant = yes
			}
			ai_will_do = {
				base = 5
				modifier = {
					#Prio if low on manpower
					add = 120
					manpower_per_military_factory < 50
				}
				modifier = {
					factor = 0.5
					has_stability < 0.3
				}
				modifier = {
					factor = 0.25
					has_stability < 0.2
				}
				modifier = {
					factor = 0.5
					is_robotic_civilization = yes
				}
			}
			modifier = {
				conscription = 0.18
				mobilization_speed = 0.18
				training_time_factor = 0.45
				industrial_capacity_factory = -0.25
				caps_income_modifier = -0.2
				stability_factor = -0.2
				#stability_factor = 0.02
			}
			cancel_if_invalid = no
		}
	# RAIDER CONSCRIPTION
		petty_gang_conscription = {
			cost = 150
			removal_cost = -1
			level = 5
			allowed = {
				is_raider_nation_allowed_block = yes
			}
			visible = {
				has_unique_manpower_law = no
				has_regional_or_cultural_manpower_law = no
			}
			ai_will_do = {
				factor = 0 #Always want to move off this one
			}
			modifier = {
				conscription = 0.045
				army_org_factor = 0.05
				supply_consumption_factor = -0.05
				stability_factor = 0.05
				mobilization_speed = 0.1
			}
			default = yes

		}
		raider_bands = {
			cost = 150
			removal_cost = -1
			level = 4
			allowed = {
				is_raider_nation_allowed_block = yes
			}
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.2
					}
					AND = {
						is_major = no
					}
					OR = {
						num_of_controlled_states > 6
						AND = {
							is_major = no
							num_of_controlled_states > 3
						}
					}
				}
			}
			visible = {
				has_unique_manpower_law = no
				has_regional_or_cultural_manpower_law = no
			}
			ai_will_do = {
				factor = 1
				modifier = {
					#We need to get rid of this
					factor = 1000
					has_idea = petty_gang_conscription
				}
				modifier = {
					factor = 30
					manpower_per_military_factory > 300
				}
			}
			modifier = {
				conscription = 0.065
				land_reinforce_rate = 0.02
				army_speed_factor = 0.03
				justify_war_goal_time = -0.03
				army_org_factor = -0.03
				stability_factor = -0.03
				mobilization_speed = 0.05
			}
			cancel_if_invalid = no
		}
		scum_and_villainy = {
			cost = 150
			removal_cost = -1
			level = 3
			allowed = {
				is_raider_nation_allowed_block = yes
			}
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.3
					}
					AND = {
						is_major = no
					}
				}
				OR = {
					num_of_controlled_states > 12
					AND = {
						is_major = no
						num_of_controlled_states > 6
					}
				}
			}
			visible = {
				has_unique_manpower_law = no
				has_regional_or_cultural_manpower_law = no
			}
			ai_will_do = {
				factor = 120
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 250
				}
			}
			modifier = {
				conscription = 0.09
				land_reinforce_rate = 0.03
				army_speed_factor = 0.05
				justify_war_goal_time = -0.05
				army_org_factor = -0.05
				supply_consumption_factor = 0.05
				stability_factor = -0.05
			}
			cancel_if_invalid = no
		}
		threat_to_all_people = {
			cost = 150
			removal_cost = -1
			level = 2
			allowed = {
				is_raider_nation_allowed_block = yes
			}
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.4
					}
					is_major = no
				}
				OR = {
					num_of_controlled_states > 18
					AND = {
						is_major = no
						num_of_controlled_states > 9
					}
				}
			}
			visible = {
				has_unique_manpower_law = no
				has_regional_or_cultural_manpower_law = no
			}
			ai_will_do = {
				factor = 80
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 150
				}
			}
			modifier = {
				conscription = 0.115
				land_reinforce_rate = 0.04
				army_speed_factor = 0.07
				justify_war_goal_time = -0.07
				army_org_factor = -0.07
				supply_consumption_factor = 0.1
				stability_factor = -0.07
			}
			cancel_if_invalid = no
		}
		doom_of_wasteland = {
			cost = 150
			removal_cost = -1
			level = 1
			allowed = {
				is_raider_nation_allowed_block = yes
			}
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.5
					}
					is_major = no
				}
				OR = {
					num_of_controlled_states > 30
					AND = {
						is_major = no
						num_of_controlled_states > 15
					}
				}
			}
			visible = {
				has_unique_manpower_law = no
				has_regional_or_cultural_manpower_law = no
			}
			ai_will_do = {
				factor = 40
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 50
				}
			}
			modifier = {
				conscription = 0.15
				land_reinforce_rate = 0.05
				army_speed_factor = 0.1
				justify_war_goal_time = -0.1
				army_org_factor = -0.1
				supply_consumption_factor = 0.15
				stability_factor = -0.10
			}
			cancel_if_invalid = no
		}
	# MEXICAN CONSCRIPTION
		tlaloc_stagnation = {
			cost = 150
			removal_cost = -1
			level = 5
			picture = tlaloc_stagnation
			allowed = {
				is_mexican_nation_allowed_block = yes
			}
			visible = {
				has_unique_manpower_law = no
			}
			ai_will_do = {
				factor = 0 #NEVER DO THIS
			}
			modifier = {
				conscription = 0.025
				stability_factor = 0.1
				production_speed_infrastructure_factor = 0.1
				local_resources_factor = 0.1
			}
			default = yes

		}
		frontier_militias = {
			cost = 150
			removal_cost = -1
			level = 4
			picture = frontier_militias
			allowed = {
				is_mexican_nation_allowed_block = yes
			}
			visible = {
				has_unique_manpower_law = no
			}
			ai_will_do = {
				factor = 1
				modifier = {
					#We need to get rid of this
					factor = 100
					has_idea = tlaloc_stagnation
					manpower_per_military_factory < 500
				}
				modifier = {
					factor = 0.25
					is_robotic_civilization = yes
				}
			}
			modifier = {
				conscription = 0.05
				production_speed_bunker_factor = 0.01
				war_support_factor = 0.01
			}
			cancel_if_invalid = no
		}
		adelitas_militias = {
			cost = 150
			removal_cost = 100
			level = 3
			picture = adelitas_militias
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.2
					}
					is_major = no
					date > 2278.1.1
				}
			}
			allowed = {
				is_mexican_nation_allowed_block = yes
			}
			visible = {
				has_unique_manpower_law = no
			}
			ai_will_do = {
				base = 15
				modifier = {
					#Prio if low on manpower
					add = 40
					manpower_per_military_factory < 2000 #Larger range since Mexico has a lot more MP
				}
				modifier = {
					factor = 0.25
					is_robotic_civilization = yes
				}
			}
			modifier = {
				conscription = 0.07
				army_attack_factor = 0.025
				army_defence_factor = 0.025
				production_speed_bunker_factor = 0.025
				war_support_factor = 0.025
				stability_factor = -0.05
			}
			on_add = {
				set_temp_variable = { removal_cost = 100 }
				custom_effect_tooltip = remove_cost_tooltip
			}
			cancel_if_invalid = no
		}
		standing_garrisons = {
			cost = 150
			removal_cost = -1
			level = 2
			picture = standing_garrisons
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.3
					}
					is_major = no
					date > 2280.1.1
				}
			}
			allowed = {
				is_mexican_nation_allowed_block = yes
			}
			visible = {
				has_unique_manpower_law = no
			}
			ai_will_do = {
				base = 10
				modifier = {
					#Prio if low on manpower
					factor = 60
					manpower_per_military_factory < 1500 #Larger range since Mexico has a lot more MP
				}
				modifier = {
					factor = 0.25
					is_robotic_civilization = yes
				}
			}
			modifier = {
				conscription = 0.1
				army_attack_factor = 0.05
				army_defence_factor = 0.05
				production_speed_bunker_factor = 0.05
				war_support_factor = 0.05
				stability_factor = -0.1
			}
			cancel_if_invalid = no
		}
		mexican_conscription = {
			cost = 150
			removal_cost = -1
			level = 1
			picture = mexican_conscription
			allowed = {
				is_mexican_nation_allowed_block = yes
			}
			visible = {
				has_unique_manpower_law = no
			}
			available = {
				has_war = yes
				OR = {
					AND = {
						is_major = no
						enemies_strength_ratio > 0.4
					}
					AND = {
						is_major = yes
						enemies_strength_ratio > 0.8
					}
					date > 2280.1.1
				}
			}
			ai_will_do = {
				base = 5
				modifier = {
					#Prio if low on manpower
					add = 80
					manpower_per_military_factory < 1000 #Larger range since Mexico has a lot more MP
				}
				modifier = {
					factor = 0.25
					is_robotic_civilization = yes
				}
			}
			modifier = {
				conscription = 0.12
				army_attack_factor = 0.075
				army_defence_factor = 0.075
				production_speed_bunker_factor = 0.1
				war_support_factor = 0.1
				stability_factor = -0.15
				industrial_capacity_factory = -0.1
				surrender_limit = 0.05
			}
			cancel_if_invalid = no
		}
	# TRIBAL CONSCRIPTION
	# TRIBAL CONSCRIPTION
		born_warriors = {
			cost = 150
			removal_cost = -1
			level = 5
			picture = itz_manpower_law_1
			allowed = {
				is_tribal_nation_allowed_block = yes
			}
			visible = {
				has_unique_manpower_law = no
				has_regional_or_cultural_manpower_law = no
			}
			ai_will_do = {
				factor = 0 #Never do this
			}
			modifier = {
				conscription = 0.03
				MONTHLY_POPULATION = 0.5
				research_speed_factor = 0.2
				production_speed_buildings_factor = 0.2
				army_morale_factor = 0.1
			}
			default = yes

		}
		veteran_pathfinders = {
			cost = 150
			removal_cost = -1
			level = 4
			picture = itz_manpower_law_2
			allowed = {
				is_tribal_nation_allowed_block = yes
			}
			visible = {
				has_unique_manpower_law = no
				has_regional_or_cultural_manpower_law = no
			}
			ai_will_do = {
				factor = 1
				modifier = {
					#We need to get rid of this
					factor = 1000
					has_idea = born_warriors
					OR = {
						has_war = yes
						manpower_per_military_factory < 300
					}
				}
			}
			modifier = {
				conscription = 0.06
				MONTHLY_POPULATION = 0.25
				research_speed_factor = 0.1
				production_speed_buildings_factor = 0.05
				army_morale_factor = 0.07
			}
			cancel_if_invalid = no
		}
		able_bodied_tribesmen = {
			cost = 150
			removal_cost = -1
			level = 3
			picture = itz_manpower_law_3
			allowed = {
				is_tribal_nation_allowed_block = yes
			}
			visible = {
				has_unique_manpower_law = no
				has_regional_or_cultural_manpower_law = no
			}
			available = {
				has_war = yes
			}
			ai_will_do = {
				factor = 80
				modifier = {
					#Prio if low on manpower
					factor = 80
					manpower_per_military_factory < 250
				}
			}
			modifier = {
				conscription = 0.10
				conscription_factor = 0.03
				production_speed_buildings_factor = -0.10
				army_morale_factor = 0.05
			}
			cancel_if_invalid = no
		}
		first_sons_and_daughters = {
			cost = 150
			removal_cost = -1
			level = 2
			picture = itz_manpower_law_4
			allowed = {
				is_tribal_nation_allowed_block = yes
			}
			visible = {
				has_unique_manpower_law = no
				has_regional_or_cultural_manpower_law = no
			}
			ai_will_do = {
				factor = 60
				modifier = {
					#Prio if low on manpower
					factor = 80
					manpower_per_military_factory < 200
				}
			}
			available = {
				has_war = yes
				OR = {
					enemies_strength_ratio > 0.3
					is_major = no
				}
			}
			modifier = {
				conscription = 0.14
				conscription_factor = 0.06
				MONTHLY_POPULATION = -0.05
				research_speed_factor = -0.1
				production_speed_buildings_factor = -0.2
				army_morale_factor = -0.025
			}
			cancel_if_invalid = no
		}
		children_and_mothers = {
			cost = 150
			removal_cost = -1
			level = 1
			allowed = {
				is_tribal_nation_allowed_block = yes
			}
			visible = {
				has_unique_manpower_law = no
				has_regional_or_cultural_manpower_law = no
			}
			available = {
				has_war = yes
				enemies_strength_ratio > 0.6
			}
			ai_will_do = {
				factor = 40
				modifier = {
					#Prio if low on manpower
					factor = 80
					manpower_per_military_factory < 100
				}
			}
			modifier = {
				conscription = 0.18
				conscription_factor = 0.1
				MONTHLY_POPULATION = -0.1
				research_speed_factor = -0.2
				production_speed_buildings_factor = -0.3
				army_morale_factor = -0.1
			}
			cancel_if_invalid = no
		}
	# BOS CONSCRIPTION
		paladins = {
			picture = paladin_recruitment
			cost = 150
			removal_cost = -1
			level = 5
			allowed = {
				is_brotherhood_nation_proper_allowed_block = yes
			}
			# Redundant due to above allowed block @Tran
			# visible = {
			# 	is_brotherhood_nation_proper = yes
			# }
			available = {
				if = {
					limit = {
						original_tag = BOS
					}
					custom_trigger_tooltip = {
						tooltip = lost_hills_cant_change_this_law
						has_idea = paladins
					}
				}
			}
			ai_will_do = {
				factor = 0
			}
			modifier = {
				conscription = 0.025
				training_time_army_factor = 0.15
				stability_factor = 0.05
				army_attack_factor = 0.05
				army_defence_factor = 0.05
				army_org_factor = 0.05
				special_forces_min = 80 #special_forces_cap = 0.2
			}
			default = yes

		}
		senior_knights = {
			picture = senior_knight_recruitment
			cost = 150
			removal_cost = -1
			level = 4
			allowed = {
				is_brotherhood_nation_proper_allowed_block = yes
			}
			# Redundant due to above allowed block @Tran
			# visible = {
			# 	is_brotherhood_nation_proper = yes
			# }
			ai_will_do = {
				factor = 1
				modifier = {
					#We need to get rid of this
					factor = 1000
					has_idea = paladins
				}
			}
			available = {
				if = {
					limit = {
						original_tag = BOS
					}
					custom_trigger_tooltip = {
						tooltip = lost_hills_cant_change_this_law
						always = no
					}
				}
			}
			modifier = {
				conscription = 0.04
				training_time_army_factor = 0.1
				stability_factor = 0.03
				war_support_factor = 0.01
				army_attack_factor = 0.04
				army_defence_factor = 0.04
				army_org_factor = 0.03
				special_forces_min = 60 #special_forces_cap = 0.15
			}
			cancel_if_invalid = no
		}
		knights = {
			picture = junior_knight_recruitment
			cost = 150
			removal_cost = -1
			level = 3
			allowed = {
				is_brotherhood_nation_proper_allowed_block = yes
			}
			available = {
				has_war = yes
				enemies_strength_ratio > 0.40
				if = {
					limit = {
						original_tag = BOS
					}
					custom_trigger_tooltip = {
						tooltip = lost_hills_cant_change_this_law
						always = no
					}
				}
			}
			# Redundant due to above allowed block @Tran
			# visible = {
			# 	is_brotherhood_nation_proper = yes
			# }
			ai_will_do = {
				factor = 40
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 100
				}
			}
			modifier = {
				conscription = 0.06
				training_time_army_factor = 0.05
				stability_factor = 0.01
				war_support_factor = 0.03
				army_attack_factor = 0.03
				army_defence_factor = 0.03
				army_org_factor = 0.01
				special_forces_min = 60 #special_forces_cap = 0.15
			}
			cancel_if_invalid = no
		}
		scribes = {
			picture = scribe_recruitment
			cost = 150
			removal_cost = -1
			level = 2
			allowed = {
				is_brotherhood_nation_proper_allowed_block = yes
			}
			available = {
				has_war = yes
				enemies_strength_ratio > 0.80
				if = {
					limit = {
						original_tag = BOS
					}
					custom_trigger_tooltip = {
						tooltip = lost_hills_cant_change_this_law
						always = no
					}
				}
			}
			# Redundant due to above allowed block @Tran
			# visible = {
			# 	is_brotherhood_nation_proper = yes
			# }
			ai_will_do = {
				factor = 80
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 50
				}
			}
			modifier = {
				conscription = 0.09
				stability_factor = -0.03
				war_support_factor = 0.05
				army_attack_factor = 0.01
				army_defence_factor = 0.01
				army_org_factor = -0.01
				special_forces_min = 40 #special_forces_cap = 0.1
			}
			cancel_if_invalid = no
		}
		initiates = {
			picture = initiate_recruitment
			cost = 150
			removal_cost = -1
			level = 1
			allowed = {
				is_brotherhood_nation_proper_allowed_block = yes
			}
			available = {
				has_war = yes
				enemies_strength_ratio > 1.20
				if = {
					limit = {
						original_tag = BOS
					}
					custom_trigger_tooltip = {
						tooltip = lost_hills_cant_change_this_law
						always = no
					}
				}
			}
			# Redundant due to above allowed block @Tran
			# visible = {
			# 	is_brotherhood_nation_proper = yes
			# }
			ai_will_do = {
				factor = 140
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 25
				}
			}
			modifier = {
				conscription = 0.12
				training_time_army_factor = -0.05
				stability_factor = -0.1
				war_support_factor = 0.07
				army_attack_factor = 0
				army_defence_factor = 0
				army_org_factor = -0.03
				special_forces_min = 20 #special_forces_cap = 0.05
			}
			cancel_if_invalid = no
		}
	# KHA CONSCRIPTION
		# khan_culture_mobilisation = {
		# 	picture = KHA_culture_mobilisation
		# 	cost = 150
		# 	removal_cost = 2100
		# 	level = 6
		# 	allowed = {
		# 		#original_tag = KHA
		# 		always = no
		# 	}
		# 	modifier = {
		# 		conscription = 0.25
		# 	}
		# 	on_add = {
		# 		set_temp_variable = { removal_cost = 2100 }
		# 		custom_effect_tooltip = remove_cost_tooltip
		# 	}
		# 	cancel_if_invalid = no
		# }
		# khan_culture_mobilisation_2 = {
		# 	picture = KHA_culture_mobilisation
		# 	cost = 150
		# 	removal_cost = 2100
		# 	level = 6
		# 	allowed = {
		# 		#original_tag = KHA
		# 		always = no
		# 	}
		# 	modifier = {
		# 		conscription = 0.25
		# 	}
		# 	on_add = {
		# 		set_temp_variable = { removal_cost = 2100 }
		# 		custom_effect_tooltip = remove_cost_tooltip
		# 	}
		# 	cancel_if_invalid = no
		# }
	# ITZ CONSCRIPTION
		itz_idea_extensive_agri_expemtions = {
			cost = 150
			removal_cost = -1
			level = 6
			picture = itz_manpower_law_1
			allowed = {
				OR = {
					original_tag = ITZ
					original_tag = ATE
					original_tag = TDT
				}
			}
			ai_will_do = {
				factor = 0
			}
			cancel_if_invalid = no
			modifier = {
				conscription = 0.01
				stability_factor = 0.05
			}
			default = yes
		}
		itz_idea_moderate_agri_expemtions = {
			cost = 150
			removal_cost = -1
			level = 5
			picture = itz_manpower_law_2
			allowed = {
				OR = {
					original_tag = ITZ
					original_tag = ATE
					original_tag = TDT
				}
			}
			ai_will_do = {
				factor = 1
			}
			cancel_if_invalid = no
			modifier = {
				conscription = 0.03
			}
		}
		itz_idea_light_agri_expemtions = {
			cost = 150
			removal_cost = -1
			level = 4
			picture = itz_manpower_law_3
			allowed = {
				OR = {
					original_tag = ITZ
					original_tag = ATE
					original_tag = TDT
				}
			}
			available = {
				OR = {
					if = {
						limit = {
							original_tag = ITZ
						}
						is_halach_leader = yes
					}
					has_war = yes
				}
			}
			ai_will_do = {
				factor = 1
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 50
				}
			}
			cancel_if_invalid = no
			modifier = {
				conscription = 0.05
				stability_factor = -0.05
				industrial_capacity_factory = -0.1
				production_speed_buildings_factor = -0.1
				training_time_factor = 0.1
			}
		}
		itz_idea_minimal_agri_expemtions = {
			cost = 150
			removal_cost = -1
			level = 3
			picture = itz_manpower_law_4
			allowed = {
				OR = {
					original_tag = ITZ
					original_tag = ATE
					original_tag = TDT
				}
			}
			available = {
				has_war = yes
				enemies_strength_ratio > 0.8
				OR = {
					if = {
						limit = {
							original_tag = ITZ
						}
						is_halach_leader = yes
					}
					surrender_progress > 0.4
				}
			}
			ai_will_do = {
				factor = 1
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 25
				}
				modifier = {
					#Lower chance if has decent amount
					factor = 0.5
					manpower_per_military_factory > 100
				}
			}
			cancel_if_invalid = no
			modifier = {
				conscription = 0.08
				stability_factor = -0.1
				industrial_capacity_factory = -0.1
				industrial_capacity_dockyard = -0.1
				production_speed_buildings_factor = -0.1
				training_time_factor = 0.2
			}
		}
		itz_idea_bare_minimal_agri_expemtions = {
			cost = 150
			removal_cost = -1
			level = 2
			picture = itz_manpower_law_5
			allowed = {
				OR = {
					original_tag = ITZ
					original_tag = ATE
					original_tag = TDT
				}
			}
			available = {
				has_completed_focus = itz_extend_conscription
				has_war = yes
				enemies_strength_ratio > 1
				AND = {
					surrender_progress > 0.4
					if = {
						limit = {
							original_tag = ITZ
						}
						is_halach_leader = yes
					}
				}
				surrender_progress > 0.6
			}
			cancel_if_invalid = no
			ai_will_do = {
				factor = 1
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 30
				}
				modifier = {
					#Lower chance if has decent amount
					factor = 0.5
					manpower_per_military_factory > 100
				}
				modifier = {
					#Block has plenty manpower
					factor = 0
					manpower_per_military_factory > 1000
				}
			}
			modifier = {
				conscription = 0.1
				stability_factor = -0.15
				industrial_capacity_factory = -0.3
				industrial_capacity_dockyard = -0.3
				production_speed_buildings_factor = -0.3
				#XP from reinforcement penalty (small)
				training_time_factor = 0.3
			}
		}
	# ORO CONSCRIPTION
		oro_gene_warriors = {
			picture = oro_gene_warriors
			cost = 150
			level = 4
			removal_cost = -1
			allowed = {
				original_tag = ORO
			}
			modifier = {
				conscription = 0.06
				conscription_factor = 0.06
				production_speed_buildings_factor = 0.06
			}
			equipment_bonus = {
				infantry_equipment = {
					soft_attack = 0.06
					defense = 0.06
					instant = yes
				}
			}
			default = yes
			cancel_if_invalid = no
		}
	# TLP CONSCRIPTION
		always_ready_always_there = {
			picture = tlp_national_guard
			removal_cost = -1
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			modifier = {
				conscription = 0.12
				conscription_factor = -0.1
				caps_flat_income_modifier = 15
				modifier_army_sub_unit_ghoul_infantry_attack_factor = 0.12
				modifier_army_sub_unit_ghoul_infantry_speed_factor = 0.08
			}
		}
	# SHI CONSCRIPTION
		shi_shi_huang_ti = {
			picture = generic_communist_army
			cost = 150
			level = 4
			removal_cost = -1
			allowed = {
				original_tag = SHI
			}
			research_bonus = {
				agriculture_tech = 0.15
				spec_force_equipment_tech_category = 0.1
				naval_light_hull_tech_category = 0.1
			}
			modifier = {
				conscription = 0.06
				stability_factor = 0.06
			}
			cancel_if_invalid = no
		}
	# TNK CONSCRIPTION
		tnk_lobotomite_conscription = {
			picture = lobotomite_conscription
			cost = 150
			level = 4
			removal_cost = -1
			allowed = {
				original_tag = TNK
			}
			available = {
				hidden_trigger = {
					always = no
				}
			}
			allowed_to_remove = {
				hidden_trigger = {
					always = no
				}
			}
			modifier = {
				weekly_manpower = 100 #Purposefully strong, don't change randomly
			}
			default = yes
			cancel_if_invalid = no
		}
		tnk_roboscorpion_conscription = {
			picture = roboscorpion_conscription
			cost = 150
			level = 4
			removal_cost = -1
			allowed = {
				original_tag = TNK
			}
			available = {
				hidden_trigger = {
					always = no
				}
			}
			allowed_to_remove = {
				hidden_trigger = {
					always = no
				}
			}
			modifier = {
				weekly_manpower = 100 #Purposefully strong, don't change randomly
			}
			equipment_bonus = {
				support_robot_equipment = {
					build_cost_ic = -0.05
					soft_attack = 0.05
					defense = 0.05
					instant = yes
				}
			}
			cancel_if_invalid = no
		}
	# SHA CONSCRIPTION
		sha_forceful_mutation = {
			picture = trl_a_roaming_army
			cost = 150
			level = 4
			removal_cost = -1
			allowed = {
				original_tag = SHA
			}
			available = {
				always = no
			}
			modifier = {
				conscription = 0.10
				stability_factor = -0.1
				compliance_gain = 0.02
				resistance_target = -0.04
			}
			default = yes
			cancel_if_invalid = no
		}
	# IMO CONSCRIPTION
		imo_mastersmiths = {
			picture = imo_mastersmiths
			cost = 150
			level = 4
			removal_cost = -1
			allowed = {
				original_tag = IMO
			}
			available = {
				always = no
			}
			modifier = {
				conscription = 0.12
				country_resource_metal = 15
			}
			default = yes
			research_bonus = {
				tank_tech_category = 0.1
			}
			cancel_if_invalid = no
		}
	# UOA CONSCRIPTION
		uoa_fev_volunteers = {
			picture = uoa_fev_volunteers
			cost = 150
			level = 4
			removal_cost = -1
			allowed = {
				original_tag = UOA
			}
			available = {
				always = no
			}
			modifier = {
				conscription = 0.12
				special_forces_min = 10 #special_forces_cap = 0.05
				industrial_capacity_factory = 0.1
				cant_faction_call = 1
				cant_faction_join = 1
			}
			default = yes
			cancel_if_invalid = no
		}
	# TRL CONSCRIPTION
		trl_cave_trolls = {
			picture = trl_cave_trolls
			cost = 150
			level = 4
			removal_cost = -1
			allowed = {
				original_tag = TRL
			}
			available = {
				always = no
			}
			visible = {
				NOT = { has_country_flag = is_varina }
			}
			modifier = {
				stability_factor = 0.2
				research_speed_factor = -0.5
				army_speed_factor = -0.3
				conscription = 0.04
				weekly_manpower = 25
				max_dig_in = 2
				army_attack_factor = -0.1
				cas_damage_reduction = 0.6
			}
			default = yes
			cancel_if_invalid = no
		}
		trl_leaving_the_caves = {
			picture = trl_leaving_the_caves
			cost = 150
			level = 3
			removal_cost = -1
			allowed = {
				original_tag = TRL
			}
			available = {
				fulfilled_the_wizards_task = yes
				num_of_controlled_states > 1
				NOT = {
					has_idea = trl_the_roaming_army
				}
				NOT = {
					has_idea = trl_power_of_the_trolls
				}
			}
			visible = {
				NOT = { has_country_flag = is_varina }
			}
			ai_will_do = {
				factor = 40
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 250
				}
			}
			modifier = {
				stability_factor = 0.1
				research_speed_factor = -0.35
				army_speed_factor = -0.15
				conscription = 0.08
				cas_damage_reduction = 0.45
				breakthrough_factor = 0.05
			}
			research_bonus = {
				cat_outsider_warfare = 0.05
			}
			cancel_if_invalid = no
		}
		trl_the_roaming_army = {
			picture = trl_a_roaming_army
			cost = 150
			level = 2
			removal_cost = -1
			allowed = {
				original_tag = TRL
			}
			available = {
				has_completed_focus = trl_warrenstirs
				num_of_controlled_states > 15
				NOT = {
					has_idea = trl_power_of_the_trolls
				}
			}
			visible = {
				NOT = { has_country_flag = is_varina }
			}
			ai_will_do = {
				factor = 30
				modifier = {
					#Prio if low on manpower
					factor = 40
					manpower_per_military_factory < 200
				}
			}
			modifier = {
				stability_factor = -0.1
				research_speed_factor = -0.2
				conscription = 0.12
				cas_damage_reduction = 0.3
				breakthrough_factor = 0.1
			}
			research_bonus = {
				cat_outsider_warfare = 0.1
			}
			cancel_if_invalid = no
		}
		trl_power_of_the_trolls = {
			picture = trl_power_of_the_trolls
			cost = 150
			level = 1
			removal_cost = -1
			allowed = {
				original_tag = TRL
				NOT = { has_country_flag = is_varina }
			}
			available = {
				owns_state = 351
				num_of_controlled_states > 30
			}
			visible = {
				NOT = { has_country_flag = is_varina }
			}
			ai_will_do = {
				factor = 20
				modifier = {
					#Prio if low on manpower
					factor = 60
					manpower_per_military_factory < 150
				}
			}
			modifier = {
				stability_factor = -0.2
				research_speed_factor = -0.05
				army_speed_factor = 0.15
				conscription = 0.2
				cas_damage_reduction = 0.15
				breakthrough_factor = 0.15
			}
			research_bonus = {
				cat_outsider_warfare = 0.15
			}
			cancel_if_invalid = no
		}
	# Varina
		var_undead_legions = {
			picture = recruitment_reaper
			cost = 150
			level = 3
			removal_cost = -1
			allowed = {
				original_tag = TRL
			}
			available = {
				original_tag = TRL
			}
			visible = {
				has_country_flag = is_varina
			}
			ai_will_do = {
				factor = 10
			}
			modifier = {
				stability_factor = -0.1
				army_speed_factor = -0.20
				conscription = 0.05
				army_attack_factor = 0.10
				army_defence_factor = -0.10
				army_org_Factor = -0.10
			}
			cancel_if_invalid = no
		}
		var_undead_legions_perfected = {
			picture = recruitment_doom
			cost = 150
			level = 3
			removal_cost = -1
			allowed = {
				original_tag = TRL
			}
			available = {
				original_tag = TRL
				has_completed_focus = var_april_new_mesmeralda
			}
			visible = {
				has_country_flag = is_varina
			}
			ai_will_do = {
				factor = 100
			}
			modifier = {
				stability_factor = 0.2
				army_speed_factor = -0.10
				conscription = 0.20
				army_attack_factor = 0.20
			}
			cancel_if_invalid = no
		}
	# LNS CONSCRIPTION
		lns_mercenary_approach = {
			picture = lns_merc_cmf
			cost = 150
			level = 6
			removal_cost = -1
			allowed = {
				OR = {
					original_tag = LNS
					original_tag = TBH
				}
			}
			visible = {
				OR = {
					original_tag = LNS
					tag = TEX
				}
				if = {
					limit = { tag = TEX }
					has_completed_focus = tex_the_mercenary_model
				}
			}
			modifier = {
				conscription = 0.03
				stability_factor = 0.15
				war_stability_factor = 0.2
				war_support_factor = -0.15
				consumer_goods_expected_value = -0.06
				army_attack_factor = -0.1
				army_defence_factor = -0.1
				army_org_factor = -0.08
			}
			default = yes
			cancel_if_invalid = no
		}
		lns_mercenary_primacy = {
			picture = lns_merc_pri
			cost = 150
			level = 5
			removal_cost = -1
			allowed = {
				OR = {
					original_tag = LNS
					original_tag = TBH
				}
			}
			visible = {
				OR = {
					original_tag = LNS
					tag = TEX
				}
				if = {
					limit = { tag = TEX }
					has_completed_focus = tex_the_mercenary_model
				}
			}
			ai_will_do = {
				factor = 10
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 250
				}
			}
			modifier = {
				conscription = 0.05
				stability_factor = 0.12
				war_stability_factor = 0.15
				war_support_factor = -0.12
				consumer_goods_expected_value = -0.04
				army_attack_factor = -0.06
				army_defence_factor = -0.06
				army_org_factor = -0.04
			}
			cancel_if_invalid = no
		}
		lns_mercenary_frontlines = {
			picture = lns_merc_frnt
			cost = 150
			level = 4
			removal_cost = -1
			allowed = {
				OR = {
					original_tag = LNS
					original_tag = TBH
				}
			}
			visible = {
				OR = {
					original_tag = LNS
					tag = TEX
				}
				if = {
					limit = { tag = TEX }
					has_completed_focus = tex_the_mercenary_model
				}
			}
			available = {
				if = {
					limit = { tag = TEX }
					has_completed_focus = tex_the_mercenary_model
				}
				else_if = {
					limit = { tag = LNS }
					OR = {
						has_completed_focus = lns_start_army_reform
						has_completed_focus = lns_reduce_mer_reliance
						has_completed_focus = lns_reaffirm_right_to_bear_arms
					}
				}
			}
			ai_will_do = {
				factor = 20
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 150
				}
			}
			modifier = {
				conscription = 0.08
				stability_factor = 0.06
				war_stability_factor = 0.05
				war_support_factor = -0.06
				consumer_goods_expected_value = -0.02
				army_attack_factor = -0.02
				army_defence_factor = -0.02
			}
			cancel_if_invalid = no
		}
		lns_regular_frontlines = {
			picture = lns_merc_reg
			cost = 150
			level = 3
			removal_cost = -1
			allowed = {
				OR = {
					original_tag = LNS
					original_tag = TBH
				}
			}
			visible = {
				OR = {
					original_tag = LNS
					tag = TEX
				}
				if = {
					limit = { tag = TEX }
					has_completed_focus = tex_the_mercenary_model
				}
			}
			available = {
				if = {
					limit = { tag = TEX }
					has_completed_focus = tex_the_mercenary_model
				}
				else_if = {
					limit = { tag = LNS }
					OR = {
						has_completed_focus = lns_start_army_reform
						has_completed_focus = lns_reduce_mer_reliance
					}
				}
			}
			ai_will_do = {
				factor = 40
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 100
				}
			}
			modifier = {
				conscription = 0.10
				stability_factor = 0.04
				war_support_factor = -0.02
			}
			cancel_if_invalid = no
		}
		lns_regular_only = {
			picture = lns_merc_owc
			cost = 150
			level = 2
			removal_cost = -1
			allowed = {
				OR = {
					original_tag = LNS
					original_tag = TBH
				}
			}
			visible = {
				OR = {
					original_tag = LNS
					tag = TEX
				}
				if = {
					limit = { tag = TEX }
					has_completed_focus = tex_the_mercenary_model
				}
			}
			available = {
				if = {
					limit = { tag = TEX }
					has_completed_focus = tex_the_mercenary_model
				}
				else_if = {
					limit = { tag = LNS }
					OR = {
						has_completed_focus = lns_one_army_for_texas
						has_completed_focus = lns_adopt_modern_military_structures
					}
				}
			}
			ai_will_do = {
				factor = 80
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 75
				}
			}
			modifier = {
				conscription = 0.12
				war_support_factor = 0.02
				consumer_goods_expected_value = 0.02
				army_org_factor = 0.02
			}
			cancel_if_invalid = no
		}
		lns_tbh_deputies = {
			picture = lns_merc_exc
			cost = 150
			level = 1
			removal_cost = -1
			allowed = {
				OR = {
					original_tag = LNS
					original_tag = TBH
				}
			}
			visible = {
				OR = {
					original_tag = LNS
					tag = TEX
				}
				if = {
					limit = { tag = TEX }
					has_completed_focus = tex_the_mercenary_model
				}
			}
			available = {
				if = {
					limit = { tag = TEX }
					has_completed_focus = tex_the_mercenary_model
				}
				else_if = {
					limit = { tag = LNS }
					OR = {
						has_completed_focus = lns_one_army_for_texas
						has_completed_focus = lns_adopt_modern_military_structures
					}
				}
			}
			ai_will_do = {
				factor = 120
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 50
				}
			}
			modifier = {
				conscription = 0.14
				stability_factor = -0.04
				war_support_factor = 0.04
				consumer_goods_expected_value = 0.05
				army_attack_factor = 0.02
				army_defence_factor = 0.02
				army_org_factor = 0.04
			}
			cancel_if_invalid = no
		}
	# TTM CONSCRIPTION
		ttm_born_warriors = {
			cost = 150
			removal_cost = -1
			level = 5
			picture = itz_manpower_law_1
			allowed = {
				original_tag = TTM
			}
			ai_will_do = {
				factor = 0 #Never do this
			}
			modifier = {
				conscription = 0.04
				MONTHLY_POPULATION = 0.5
				production_speed_buildings_factor = 0.25
				army_org_factor = 0.05
			}
			default = yes

		}
		ttm_veteran_pathfinders = {
			cost = 150
			removal_cost = -1
			level = 4
			picture = itz_manpower_law_2
			allowed = {
				original_tag = TTM
			}
			available = {
				NOT = { has_idea = undisturbed_isolation }
			}
			ai_will_do = {
				factor = 1
				modifier = {
					#We need to get rid of this
					factor = 1000
					has_idea = born_warriors
				}
			}
			modifier = {
				conscription = 0.07
				MONTHLY_POPULATION = 0.25
				production_speed_buildings_factor = 0.10
			}
			cancel_if_invalid = no
		}
		ttm_able_bodied_tribesmen = {
			cost = 150
			removal_cost = -1
			level = 3
			picture = itz_manpower_law_3
			allowed = {
				original_tag = TTM
			}
			available = {
				NOT = { has_idea = undisturbed_isolation }
				has_war = yes
			}
			ai_will_do = {
				factor = 40
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 250
				}
			}
			modifier = {
				conscription = 0.10
				conscription_factor = 0.03
				MONTHLY_POPULATION = -0.1
				production_speed_buildings_factor = -0.10
			}
			cancel_if_invalid = no
		}
		ttm_first_sons_and_daughters = {
			cost = 150
			removal_cost = -1
			level = 2
			picture = itz_manpower_law_4
			allowed = {
				original_tag = TTM
			}
			ai_will_do = {
				factor = 80
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 200
				}
			}
			available = {
				NOT = { has_idea = undisturbed_isolation }
				has_war = yes
				OR = {
					enemies_strength_ratio > 0.3
					is_major = no
				}
			}
			modifier = {
				conscription = 0.15
				conscription_factor = 0.06
				MONTHLY_POPULATION = -0.2
				production_speed_buildings_factor = -0.15
			}
			cancel_if_invalid = no
		}
		ttm_children_and_mothers = {
			cost = 150
			removal_cost = -1
			level = 1
			picture = child_conscription
			allowed = {
				original_tag = TTM
			}
			available = {
				NOT = { has_idea = undisturbed_isolation }
				has_war = yes
				enemies_strength_ratio > 0.6
			}
			ai_will_do = {
				factor = 140
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 100
				}
			}
			modifier = {
				conscription = 0.2
				conscription_factor = 0.1
				MONTHLY_POPULATION = -0.25
				research_speed_factor = -0.1
				production_speed_buildings_factor = -0.2
				army_org_factor = -0.05
			}
			cancel_if_invalid = no
		}
	# NCN CONSCRIPTION
	ncn_disarmed_nation = {
			cost = 150
			removal_cost = -1
			level = 7
			picture = HEA_idea_one_prophet
			allowed = {
				original_tag = NCN
			}
			ai_will_do = {
				factor = 0 #Let Paradox implement demilitarization, not us.
			}
			modifier = {
				conscription = 0.035
				mobilization_speed = 0.1
				production_speed_buildings_factor = 0.1
				stability_factor = 0.06
				caps_income_modifier = 0.1
			}
			default = yes
		}
		ncn_volunteer_militia_conscription = {
			cost = 150
			removal_cost = -1
			level = 6
			picture = volunteer_militia
			allowed = {
				original_tag = NCN
			}
			available = {
				NOT = { has_idea = isolation }
				OR = {
					has_completed_focus = NCN_army_of_our_own
					has_completed_focus = NCN_never_fallen_again
					has_completed_focus = NCN_safeguard_routes
				}
			}
			ai_will_do = {
				factor = 1
				modifier = {
					#We need to get rid of disarmed nation
					factor = 1000
					has_idea = disarmed_nation
				}
			}
			modifier = {
				conscription = 0.07
				mobilization_speed = 0.06
				production_speed_buildings_factor = 0.06
				stability_factor = 0.04
				caps_income_modifier = 0.075
			}
			cancel_if_invalid = no
		}
		ncn_funded_militia_conscription = {
			cost = 150
			removal_cost = -1
			level = 5
			picture = funded_militia
			allowed = {
				original_tag = NCN
			}
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.15
					}
					is_major = no
					date > 2276.1.1
				}
				NOT = { has_idea = isolation }
				OR = {
					has_completed_focus = NCN_never_fallen_again
					has_completed_focus = NCN_safeguard_routes
				}
			}
			ai_will_do = {
				factor = 10
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 250
				}
			}
			modifier = {
				conscription = 0.10
				mobilization_speed = 0.2
				production_speed_buildings_factor = 0.02
				stability_factor = 0.02
				special_forces_cap = 0.02
			}
			cancel_if_invalid = no
		}
		ncn_two_year_conscription = {
			cost = 150
			removal_cost = -1
			level = 4
			picture = itz_manpower_law_1
			allowed = {
				original_tag = NCN
			}
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.2
					}
					AND = {
						is_major = no
						has_war = yes
					}
					date > 2278.1.1
				}
				NOT = { has_idea = isolation }
				OR = {
					has_completed_focus = NCN_never_fallen_again
					has_completed_focus = NCN_safeguard_routes
				}
			}
			ai_will_do = {
				factor = 20
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 150
				}
			}
			modifier = {
				conscription = 0.125
				mobilization_speed = -0.02
				caps_expense_modifier = 0.025
				special_forces_cap = 0.04
			}
			cancel_if_invalid = no
		}
		ncn_four_year_conscription = {
			cost = 150
			removal_cost = -1
			level = 3
			picture = NCN_mormon_mission
			allowed = {
				original_tag = NCN
			}
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.3
					}
					AND = {
						is_major = no
						has_war = yes
					}
					date > 2280.1.1
				}
				NOT = { has_idea = isolation }
				OR = {
					has_completed_focus = NCN_never_fallen_again
					has_completed_focus = NCN_safeguard_routes
				}
			}
			ai_will_do = {
				factor = 40
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 100
				}
			}
			modifier = {
				conscription = 0.15
				mobilization_speed = -0.06
				stability_factor = -0.02
				caps_expense_modifier = 0.05
				special_forces_cap = 0.06
			}
			cancel_if_invalid = no
		}
		ncn_until_dismissal_conscription = {
			cost = 150
			removal_cost = -1
			level = 2
			picture = tdt_religion
			allowed = {
				original_tag = NCN
			}
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.4
					}
					AND = {
						is_major = no
						has_war = yes
					}
					date > 2282.1.1
				}
				NOT = { has_idea = isolation }
				OR = {
					has_completed_focus = NCN_never_fallen_again
					has_completed_focus = NCN_safeguard_routes
				}
			}
			ai_will_do = {
				factor = 80
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 75
				}
			}
			modifier = {
				conscription = 0.18
				mobilization_speed = -0.09
				industrial_capacity_factory = -0.03
				stability_factor = -0.04
				caps_expense_modifier = 0.075
				special_forces_cap = 0.08
			}
			cancel_if_invalid = no
		}
		ncn_child_conscription = {
			cost = 150
			removal_cost = -1
			level = 1
			picture = los_the_church_of_the_lost
			allowed = {
				original_tag = NCN
			}
			available = {
				has_war = yes
				OR = {
					AND = {
						is_major = no
						enemies_strength_ratio > 0.5
					}
					enemies_strength_ratio > 0.8
					date > 2285.1.1
				}
				NOT = { has_idea = isolation }
				OR = {
					has_completed_focus = NCN_never_fallen_again
					has_completed_focus = NCN_safeguard_routes
				}
			}
			ai_will_do = {
				factor = 120
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 50
				}
			}
			modifier = {
				conscription = 0.21
				mobilization_speed = -0.12
				industrial_capacity_factory = -0.06
				stability_factor = -0.06
				caps_expense_modifier = 0.10
				special_forces_cap = 0.10
			}
			cancel_if_invalid = no
		}
	# TWO CONSCRIPTION
		TWO_legionem_foederati = {
			picture = recruitment_two_sun_1
			cost = 150
			removal_cost = -1
			level = 5
			allowed = {
				original_tag = TWO
			}
			ai_will_do = {
				factor = 0
			}
			modifier = {
				conscription = 0.04
				mobilization_speed = 0.05
				production_speed_buildings_factor = 0.1
				army_speed_factor = 0.02
				max_fuel_factor = 0.1
				fuel_gain_factor_from_states = 0.04
				fuel_gain_factor = 0.04
			}
			default = yes

		}
		TWO_barbarisque_auxiliis = {
			picture = recruitment_two_sun_2
			cost = 150
			removal_cost = -1
			level = 4
			allowed = {
				original_tag = TWO
			}
			available = {
				OR = {
					date > 2277.1.1
					has_war = yes
				}
			}
			ai_will_do = {
				factor = 1
				modifier = {
					#We need to get rid of this
					factor = 1000
					has_idea = tribal_recruitment
				}
			}
			modifier = {
				conscription = 0.07
				caps_expense_modifier = 0.05
				political_power_factor = -0.1
				production_speed_buildings_factor = 0.05
				army_speed_factor = 0.04
				max_fuel_factor = 0.2
				fuel_gain_factor_from_states = 0.08
				fuel_gain_factor = 0.08
			}
			cancel_if_invalid = no
		}
		TWO_equites_cohortes = {
			picture = recruitment_two_sun_3
			cost = 150
			removal_cost = -1
			level = 3
			allowed = {
				original_tag = TWO
			}
			available = {
				OR = {
					date > 2279.1.1
					has_war = yes
				}
			}
			ai_will_do = {
				factor = 40
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 800
				}
			}
			modifier = {
				conscription = 0.1
				caps_expense_modifier = 0.1
				political_power_factor = -0.15
				mobilization_speed = -0.05
				army_speed_factor = 0.06
				max_fuel_factor = 0.3
				fuel_gain_factor_from_states = 0.12
				fuel_gain_factor = 0.12
			}
			cancel_if_invalid = no
		}
		TWO_sociis = {
			picture = recruitment_two_sun_4
			cost = 150
			removal_cost = -1
			level = 2
			allowed = {
				original_tag = TWO
			}
			available = {
				OR = {
					date > 2280.1.1
					has_war = yes
				}
			}
			ai_will_do = {
				factor = 80
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 400
				}
			}
			modifier = {
				conscription = 0.13
				caps_expense_modifier = 0.15
				political_power_factor = -0.2
				mobilization_speed = -0.1
				army_speed_factor = 0.08
				max_fuel_factor = 0.4
				fuel_gain_factor_from_states = 0.16
				fuel_gain_factor = 0.16
			}
			cancel_if_invalid = no
		}
		TWO_alae = {
			picture = caesars_legacy
			cost = 150
			removal_cost = -1
			level = 1
			allowed = {
				original_tag = TWO
			}
			available = {
				OR = {
					date > 2281.1.1
					has_war = yes
				}
			}
			ai_will_do = {
				factor = 120
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 200
				}
			}
			modifier = {
				conscription = 0.16
				caps_expense_modifier = 0.2
				political_power_factor = -0.25
				mobilization_speed = -0.15
				army_org_factor = 0.05
				army_speed_factor = 0.10
				max_fuel_factor = 0.5
				fuel_gain_factor_from_states = 0.2
				fuel_gain_factor = 0.2
			}
			cancel_if_invalid = no
		}
	# NAV CONSCRIPTION
		NAV_legionem_foederati = {
			picture = recruitment_navajo_1
			cost = 150
			removal_cost = -1
			level = 5
			allowed = {
				original_tag = NAV
			}
			ai_will_do = {
				factor = 0
			}
			modifier = {
				conscription = 0.04
				mobilization_speed = 0.05
				production_speed_buildings_factor = 0.1
				special_forces_cap = 0.01
				special_forces_attack_factor = 0.02
			}
			default = yes

		}
		NAV_barbarisque_auxiliis = {
			picture = recruitment_navajo_2
			cost = 150
			removal_cost = -1
			level = 4
			allowed = {
				original_tag = NAV
			}
			available = {
				OR = {
					date > 2277.1.1
					has_war = yes
				}
			}
			ai_will_do = {
				factor = 1
				modifier = {
					#We need to get rid of this
					factor = 1000
					has_idea = tribal_recruitment
				}
			}
			modifier = {
				conscription = 0.07
				caps_expense_modifier = 0.05
				political_power_factor = -0.1
				production_speed_buildings_factor = 0.05
				special_forces_cap = 0.02
				special_forces_attack_factor = 0.04
			}
			cancel_if_invalid = no
		}
		NAV_equites_cohortes = {
			picture = recruitment_navajo_3
			cost = 150
			removal_cost = -1
			level = 3
			allowed = {
				original_tag = NAV
			}
			available = {
				OR = {
					date > 2279.1.1
					has_war = yes
				}
			}
			ai_will_do = {
				factor = 40
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 800
				}
			}
			modifier = {
				conscription = 0.1
				caps_expense_modifier = 0.1
				political_power_factor = -0.15
				mobilization_speed = -0.05
				special_forces_cap = 0.03
				special_forces_attack_factor = 0.06
			}
			cancel_if_invalid = no
		}
		NAV_sociis = {
			picture = recruitment_navajo_4
			cost = 150
			removal_cost = -1
			level = 2
			allowed = {
				original_tag = NAV
			}
			available = {
				OR = {
					date > 2280.1.1
					has_war = yes
				}
			}
			ai_will_do = {
				factor = 80
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 400
				}
			}
			modifier = {
				conscription = 0.14
				caps_expense_modifier = 0.15
				political_power_factor = -0.2
				mobilization_speed = -0.1
				special_forces_cap = 0.04
				special_forces_attack_factor = 0.08
			}
			cancel_if_invalid = no
		}
		NAV_vexillatio = {
			picture = caesars_legacy
			cost = 150
			removal_cost = -1
			level = 1
			allowed = {
				original_tag = NAV
			}
			available = {
				OR = {
					date > 2281.1.1
					has_war = yes
				}
			}
			ai_will_do = {
				factor = 120
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 200
				}
			}
			modifier = {
				conscription = 0.18
				caps_expense_modifier = 0.2
				political_power_factor = -0.25
				mobilization_speed = -0.15
				army_org_factor = 0.05
				special_forces_cap = 0.05
				special_forces_attack_factor = 0.1
				special_forces_min = 20
			}
			cancel_if_invalid = no
		}
	# GHOUL CONSCRIPTION
		ghoul_military_in_both_lives = {
			picture = army_standard_icon
			cost = 150
			level = 4
			removal_cost = -1
			allowed = {
				is_ghoul_nation_allowed_block = yes
			}
			visible = {
				has_unique_manpower_law = no
				has_regional_or_cultural_manpower_law = no
			}
			modifier = {
				research_speed_factor = 0.1
				stability_factor = 0.1
				army_org_factor = 0.15
				conscription = 0.04
				army_attack_factor = 0.05
				training_time_factor = -0.1
			}
			default = yes
			cancel_if_invalid = no
		}
		ghoul_volunteers = {
			picture = aztlan_warfare
			cost = 150
			level = 3
			removal_cost = -1
			allowed = {
				is_ghoul_nation_allowed_block = yes
			}
			visible = {
				has_unique_manpower_law = no
				has_regional_or_cultural_manpower_law = no
			}
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.2
					}
					AND = {
						is_major = no
						has_war = yes
					}
					date > 2278.1.1
				}
			}
			ai_will_do = {
				factor = 10
			}
			modifier = {
				research_speed_factor = 0.05
				stability_factor = 0.05
				army_org_factor = 0.05
				conscription = 0.08
				conscription_factor = -0.05
				army_attack_factor = 0.025
				training_time_factor = -0.05
			}
			cancel_if_invalid = no
		}
		ghoul_conscription = {
			picture = ghoul_recruitment
			cost = 150
			level = 2
			removal_cost = -1
			allowed = {
				is_ghoul_nation_allowed_block = yes
			}
			visible = {
				has_unique_manpower_law = no
				has_regional_or_cultural_manpower_law = no
			}
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.4
					}
					AND = {
						is_major = no
						has_war = yes
					}
					date > 2279.1.1
				}
			}
			ai_will_do = {
				factor = 20
			}
			modifier = {
				army_org_factor = -0.05
				conscription = 0.12
				conscription_factor = -0.1
			}
			cancel_if_invalid = no
		}
		ghoul_feral_ones = {
			picture = BDT_unity
			cost = 250
			level = 1
			removal_cost = -1
			allowed = {
				is_ghoul_nation_allowed_block = yes
			}
			visible = {
				has_unique_manpower_law = no
				has_regional_or_cultural_manpower_law = no
			}
			available = {
				OR = {
					AND = {
						has_war = yes
						enemies_strength_ratio > 0.75
					}
					AND = {
						is_major = no
						has_war = yes
					}
					date > 2280.1.1
				}
			}
			ai_will_do = {
				factor = 20
			}
			modifier = {
				stability_factor = -0.2
				army_org_factor = -0.15
				conscription = 0.22
				conscription_factor = -0.15
				army_attack_factor = 0.1
			}
			cancel_if_invalid = no
		}
		# ENC conscription
		enclave_military_law_1 = {
			picture = recruitment_apa
			cost = 150
			removal_cost = -1
			level = 4
			allowed = {
				original_tag = MCA
			}
			visible = {
				has_country_flag = enclave_nation
			}
			ai_will_do = {
				factor = 0
			}
			modifier = {
				conscription = 0.03
				army_attack_factor = 0.05
				army_defence_factor = 0.05
				training_time_army_factor = 0.2
				army_org_factor = 0.05
				non_core_manpower = -0.15
				special_forces_min = 40 #special_forces_cap = 0.2
			}
			default = yes

		}
		enclave_military_law_2 = {
			picture = recruitment_army_snow_rifle
			cost = 150
			removal_cost = -1
			level = 3
			allowed = {
				original_tag = MCA
			}
			visible = {
				has_country_flag = enclave_nation
			}
			ai_will_do = {
				factor = 1
				modifier = {
					#We need to get rid of this
					factor = 1000
					has_idea = enclave_military_law_1
				}
			}
			modifier = {
				conscription = 0.045
				training_time_army_factor = 0.1
				stability_factor = 0.03
				war_support_factor = 0.01
				special_forces_min = 30 #special_forces_cap = 0.15
				non_core_manpower = -0.10
			}
			cancel_if_invalid = no
		}
		enclave_military_law_3 = {
			picture = recruitment_injured
			cost = 150
			removal_cost = -1
			level = 2
			allowed = {
				original_tag = MCA
			}
			visible = {
				has_country_flag = enclave_nation
			}
			ai_will_do = {
				factor = 40
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 100
				}
			}
			modifier = {
				conscription = 0.06
				stability_factor = -0.05
				special_forces_min = 20 #special_forces_cap = 0.1
				non_core_manpower = -0.07
			}
			cancel_if_invalid = no
		}
		enclave_military_law_4 = {
			picture = recruitment_uncle_sam
			cost = 150
			removal_cost = -1
			level = 1
			cost = 150
			removal_cost = -1
			level = 2
			allowed = {
				original_tag = MCA
			}
			visible = {
				has_country_flag = enclave_nation
			}
			available = {
				has_war = yes
				enemies_strength_ratio > 0.80
			}
			ai_will_do = {
				factor = 80
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 50
				}
			}
			modifier = {
				conscription = 0.08
				stability_factor = -0.1
				special_forces_min = 10 #special_forces_cap = 0.1
				non_core_manpower = -0.05
			}
			cancel_if_invalid = no
		}
		#Commie
		recruitment_communist_stealth_law = {
			picture = recruitment_chinese_stealth_armour
			cost = 150
			removal_cost = -1
			level = 1
			allowed = {
				OR = {
					original_tag = HXL
					original_tag = DSL
				}
			}
			# Redundant due to above allowed block @Tran
			# available = {
			# 	OR = {
			# 		original_tag = HXL
			# 		original_tag = DSL
			# 	}
			# }
			# visible = {
			# 	OR = {
			# 		original_tag = HXL
			# 		original_tag = DSL
			# 	}
			# }
			ai_will_do = {
				factor = 20
			}
			modifier = {
				conscription = 0.025
				mobilization_speed = 0.05
				production_speed_buildings_factor = 0.05
				training_time_army_factor = 0.15
				stability_factor = 0.05
				army_attack_factor = 0.05
				army_defence_factor = 0.05
				army_org_factor = 0.05
				special_forces_min = 50
			}
			cancel_if_invalid = no
		}
	recruitment_communist_rifle_law = {
		picture = recruitment_communist_rifle
		cost = 150
		removal_cost = -1
		level = 2
		allowed = {
			OR = {
				original_tag = HXL
				original_tag = DSL
				original_tag = STC
			}
		}
		# Redundant due to above allowed block @Tran
		# available = {
		# 	OR = {
		# 		original_tag = HXL
		# 		original_tag = DSL
		# 		original_tag = STC
		# 	}
		# }
		# visible = {
		# 	OR = {
		# 		original_tag = HXL
		# 		original_tag = DSL
		# 		original_tag = STC
		# 	}
		# }
		ai_will_do = {
			factor = 20
			modifier = {
				#Prio if low on manpower
				factor = 20
				manpower_per_military_factory < 150
			}
		}
		modifier = {
			conscription = 0.08
			mobilization_speed = 0.08
		}
		default = yes
	}
	recruitment_communist_knife_law = {
		picture = recruitment_communist_knife
		cost = 150
		removal_cost = -1
		level = 3
		allowed = {
			OR = {
				original_tag = HXL
				original_tag = DSL
				original_tag = STC
				}
		}
		available = {
			OR = {
				AND = {
					has_war = yes
					enemies_strength_ratio > 0.3
				}
				AND = {
					is_major = no
					has_war = yes
				}
				date > 2278.1.1
			}
		}
		# Redundant due to above allowed block @Tran
		# visible = {
		# 	OR = {
		# 		original_tag = HXL
		# 		original_tag = DSL
		# 		original_tag = STC
		# 	}
		# }
		ai_will_do = {
			factor = 40
			modifier = {
				#Prio if low on manpower
				factor = 20
				manpower_per_military_factory < 100
			}
		}
		modifier = {
			conscription = 0.11
			mobilization_speed = 0.11
			training_time_army_factor = 0.1
			industrial_capacity_factory = -0.075
			political_power_gain = -0.05
		}
		cancel_if_invalid = no
	}
	recruitment_communist_law = {
		picture = recruitment_communist
		cost = 150
		removal_cost = -1
		level = 4
		allowed = {
			OR = {
				original_tag = HXL
				original_tag = DSL
				original_tag = STC
				}
		}
		available = {
			has_war = yes
			OR = {
				AND = {
					is_major = no
					enemies_strength_ratio > 0.5
				}
				enemies_strength_ratio > 0.8
				date > 2285.1.1
			}
		}
		# Redundant due to above allowed block @Tran
		# visible = {
		# 	OR = {
		# 		original_tag = HXL
		# 		original_tag = DSL
		# 		original_tag = STC
		# 	}
		# }
		ai_will_do = {
			factor = 120
			modifier = {
				#Prio if low on manpower
				factor = 20
				manpower_per_military_factory < 50
			}
		}
		modifier = {
			conscription = 0.14
			mobilization_speed = 0.14
			training_time_army_factor = 0.2
			industrial_capacity_factory = -0.15
			political_power_gain = -0.1
		}
		cancel_if_invalid = no
	}
	#######MOORE law
	recruitment_cali_patriots = {
		picture = recruitment_moores_law
		cost = 150
		removal_cost = -1
		level = 3
		allowed = {
			original_tag = NCR
		}
		available = {
			has_completed_focus = ncr_secure_the_ncr
		}
		visible = {
			has_completed_focus = ncr_moore_loyalty_and_patriotism
		}
		allowed_to_remove = {
			always = no
		}
		modifier = {
			conscription = 0.07
			surrender_limit = 0.15
			mobilization_speed = 0.15
		}
		cancel_if_invalid = no
	}
####################################
###  MOLE MINER CONSCRIPTION LAW ###
####################################
	mole_miner_conscription = {
		picture = mole_miner
		cost = 0
		removal_cost = -1
		level = 1
		allowed = {
			has_country_flag = is_moleminer_nation
		}
		visible = {
			has_country_flag = is_moleminer_nation
		}
		ai_will_do = {
			factor = 0 #Always want to move off this one
		}
		modifier = {
			stability_factor = 0.05
			conscription = 0.10
			supply_consumption_factor = -0.10
			army_org_factor = -0.1
			justify_war_goal_time = -0.10
		}
	}
#############################################
### WARDENS OF THE WHITE CONSCRIPTION LAW ###
#############################################
	warden_conscription_toc = {
		picture = recruitment_warden
		cost = 0
		removal_cost = -1
		level = 5
		allowed = {
			OR = {
				original_tag = TOC
				original_tag = VSH
			}
		}
		available = {
			OR = {
			has_completed_focus = TOC_wardens_takeover
			has_completed_focus = vsh_operation_cold_opening
			}
		}
		visible = {
			OR = {
				original_tag = TOC
				original_tag = VSH
			}
		}
		ai_will_do = {
			factor = 100
		}
		modifier = {
			army_org_factor = 0.10
			conscription = 0.05
			stability_factor = 0.10
			war_support_factor = 0.10
			army_attack_factor = 0.10
			research_speed_factor = 0.05
			political_power_factor = -0.05
		}
	}


##########################
	### Langenburgian Laws ###
	##########################
	dln_small_professional_army = {
		picture = recruitment_leather
		cost = 150
		removal_cost = -1
		level = 1
		allowed = {
			original_tag = DLN
		}
		available = {
			NOT = {
				has_completed_focus = dln_exp_arm
			}
		}
		visible = {
			original_tag = DLN
		}
		ai_will_do = {
			factor = 100
		}
		modifier = {
			mobilization_speed = 0.15
			conscription = 0.05
			acclimatization_cold_climate_gain_factor = 0.5
			army_org_regain = 0.15
			command_power_gain = 0.05
		}
	}
	dln_kingdom_army = {
		picture = recruitment_army_man
		cost = 150
		removal_cost = -1
		level = 2
		allowed = {
			original_tag = DLN
		}
		available = {
			has_completed_focus = dln_reorg
		}
		visible = {
			original_tag = DLN
		}
		ai_will_do = {
			factor = 100
		}
		modifier = {
			mobilization_speed = 0.1
			conscription = 0.075
			army_org_regain = 0.1
		}
	}
	dln_hegemonial_army = {
		picture = recruitment_army_green
		cost = 150
		removal_cost = -1
		level = 3
		allowed = {
			original_tag = DLN
		}
		available = {
			has_completed_focus = dln_exp_arm
			OR = {
				AND = {
					has_war = yes
					enemies_strength_ratio > 0.15
				}
				date > 2276.1.1
			}
		}
		visible = {
			original_tag = DLN
		}
		ai_will_do = {
			factor = 100
		}
		modifier = {
			mobilization_speed = 0.05
			conscription = 0.10
			army_org_regain = 0.05
		}
	}
	dln_royal_order = {
		picture = recruitment_knights
		cost = 150
		removal_cost = -1
		level = 4
		allowed = {
			original_tag = DLN
		}
		available = {
			has_country_flag = dln_all_restored
			OR = {
				AND = {
					has_war = yes
					enemies_strength_ratio > 0.2
				}
				date > 2278.1.1
			}
		}
		visible = {
			original_tag = DLN
		}
		ai_will_do = {
			factor = 100
		}
		modifier = {
			political_power_factor = -0.2
			mobilization_speed = -0.35
			conscription = 0.075
			special_forces_cap = 0.15
			special_forces_attack_factor = 0.075
			army_org_factor = 0.1
			command_power_gain = 0.1
		}
	}
	dln_imperial_army = {
		picture = recruitment_britannia
		cost = 150
		removal_cost = -1
		level = 4
		allowed = {
			original_tag = DLN
		}
		available = {
			has_completed_focus = dln_legend_never_ends
			OR = {
				AND = {
					has_war = yes
					enemies_strength_ratio > 0.2
				}
				date > 2278.1.1
			}
		}
		visible = {
			original_tag = DLN
		}
		ai_will_do = {
			factor = 100
		}
		modifier = {
			conscription = 0.15
			army_org_factor = 0.05
			army_attack_factor = 0.05
			command_power_gain = 0.1
			training_time_army_factor = 0.25
			industrial_capacity_factory = -0.2
			caps_income_modifier = -0.2
		}
	}
	dln_frozen_throne = {
		picture = recruitment_army_snow_rifle
		cost = 150
		removal_cost = -1
		level = 4
		allowed = {
			original_tag = DLN
		}
		available = {
			has_completed_focus = dln_modernity
			OR = {
				AND = {
					has_war = yes
					enemies_strength_ratio > 0.2
				}
				date > 2278.1.1
			}
		}
		visible = {
			original_tag = DLN
		}
		ai_will_do = {
			factor = 100
		}
		modifier = {
			mobilization_speed = -0.1
			conscription = 0.12
			training_time_army_factor = 0.15
			army_org_factor = 0.05
			army_speed_factor = 0.05
			industrial_capacity_factory = -0.15
			army_defence_factor = 0.05
		}
	}
	### MIN Minecraft April Fools 2024
	min_humans_arent_blocks = {
		cost = 150
		removal_cost = -1
		level = 7
		picture = gov_idea_trade_miner
		allowed = {
			original_tag = MIN
		}
		ai_will_do = {
			factor = 0 #Let Paradox implement demilitarization, not us.
		}
		modifier = {
			conscription = 0.003
			non_core_manpower = -0.32
			army_org_factor = 0.16
			heat_attrition_factor = -0.64
			experience_gain_army_factor = 0.16
			special_forces_min = 32
		}
		research_bonus = {
			melee_weaponry_tech_category = 0.16
		}
		default = yes
	}
	
	# LEGION CONSCRIPTION
		tribal_recruitment = {
			picture = generic_legion
			cost = 150
			removal_cost = -1
			level = 5
			allowed = {
				OR = {
					original_tag = CES
					original_tag = LAC
					original_tag = KSR
				}
			}
			ai_will_do = {
				factor = 0
			}
			modifier = {
				conscription = 0.055
				offensive_war_stability_factor = 0.1
				mobilization_speed = 0.1
				caps_income_modifier = 0.05
			}
			default = yes

		}
		incorporate_mercenaries = {
			picture = shottol
			cost = 150
			removal_cost = -1
			level = 4
			allowed = {
				OR = {
					original_tag = CES
					original_tag = LAC
					original_tag = KSR
				}
			}
			available = {
				OR = {
					date > 2277.1.1
					has_war = yes
				}
			}
			ai_will_do = {
				factor = 1
				modifier = {
					#We need to get rid of this
					factor = 1000
					has_idea = tribal_recruitment
				}
			}
			modifier = {
				conscription = 0.085
				offensive_war_stability_factor = 0.125
				caps_income_modifier = -0.05
			}
			cancel_if_invalid = no
		}
		settler_volunteers = {
			picture = legionary_unit_tactics
			cost = 150
			removal_cost = -1
			level = 3
			allowed = {
				OR = {
					original_tag = CES
					original_tag = LAC
					original_tag = KSR
				}
			}
			available = {
				OR = {
					date > 2279.1.1
					enemies_strength_ratio > 0.2
				}
			}
			ai_will_do = {
				factor = 40
				modifier = {
					#Prio if low on manpower
					factor = 80
					manpower_per_military_factory < 600
				}
			}
			modifier = {
				conscription = 0.12
				offensive_war_stability_factor = 0.15
				mobilization_speed = -0.1
				industrial_capacity_factory = -0.05
				caps_income_modifier = -0.10
				training_time_factor = 0.2
			}
			cancel_if_invalid = no
		}
		conscript_settlers = {
			picture = praetorians
			cost = 150
			removal_cost = -1
			level = 2
			allowed = {
				OR = {
					original_tag = CES
					original_tag = LAC
					original_tag = KSR
				}
			}
			available = {
				OR = {
					date > 2280.1.1
					enemies_strength_ratio > 0.4
				}
			}
			ai_will_do = {
				factor = 20
				modifier = {
					#Prio if low on manpower
					factor = 80
					manpower_per_military_factory < 300
				}
			}
			modifier = {
				conscription = 0.16
				offensive_war_stability_factor = 0.175
				mobilization_speed = -0.2
				caps_income_modifier = -0.15
				industrial_capacity_factory = -0.10
				training_time_factor = 0.3
			}
			cancel_if_invalid = no
		}
		conscript_children_of_caesar = {
			picture = caesars_legacy
			cost = 150
			removal_cost = -1
			level = 1
			allowed = {
				OR = {
					original_tag = CES
					original_tag = LAC
					original_tag = KSR
				}
			}
			available = {
				OR = {
					date > 2281.1.1
					enemies_strength_ratio > 0.8
				}
			}
			ai_will_do = {
				factor = 20
				modifier = {
					#Prio if low on manpower
					factor = 80
					manpower_per_military_factory < 150
				}
			}
			modifier = {
				conscription = 0.2
				offensive_war_stability_factor = 0.2
				mobilization_speed = -0.3
				caps_income_modifier = -0.2
				industrial_capacity_factory = -0.15
				training_time_factor = 0.4
			}
			cancel_if_invalid = no
		}
#################

BLC_local_private_armies = {
		cost = 150
		removal_cost = -1
		level = 7
		picture = recruitment_raider
		allowed = {
			original_tag = BLC
		}
		modifier = {
			conscription = 0.1
			training_time_factor = -0.6
			army_org_factor = -0.10
			mobilization_speed = -0.15
			army_core_defence_factor = 0.05
			army_core_attack_factor = 0.05
			defensive_war_stability_factor = 0.3
			justify_war_goal_time = 0.5
			special_forces_cap = 0.15
		}
		targeted_modifier = {
			tag = SLE
			defense_bonus_against = 0.15
		}
		default = yes
	}
	BLC_free_banderiums = {
		cost = 150
		removal_cost = -1
		level = 6
		picture = recruitment_shotgun
		allowed = {
			original_tag = BLC
		}
		modifier = {
			conscription = 0.13
			training_time_factor = -0.3
			army_org_factor = -0.05
			mobilization_speed = -0.10
			army_core_defence_factor = 0.025
			army_core_attack_factor = 0.025
			stability_factor = -0.05
			defensive_war_stability_factor = 0.2
			justify_war_goal_time = 0.25
			special_forces_cap = 0.15
		}
		targeted_modifier = {
			tag = SLE
			defense_bonus_against = 0.1
		}
	}
	BLC_semi_centralized_banderiums = {
		cost = 150
		removal_cost = -1
		level = 5
		picture = recruitment_leather
		allowed = {
			original_tag = BLC
		}
		modifier = {
			conscription = 0.16
			training_time_factor = -0.15
			army_org_factor = 0.05
			supply_consumption_factor = -0.05
			stability_factor = -0.10
			industrial_capacity_factory = -0.05
			modifier_army_sub_unit_fireteam_infantry_attack_factor = 0.05
			modifier_army_sub_unit_fireteam_infantry_defence_factor = 0.05
			special_forces_cap = 0.15
		}
		targeted_modifier = {
			tag = SLE
			defense_bonus_against = 0.05
		}
	}
	BLC_one_common_army = {
		cost = 150
		removal_cost = -1
		level = 4
		picture = recruitment_army_green
		allowed = {
			original_tag = BLC
		}
		modifier = {
			conscription = 0.2
			army_org_factor = 0.10
			supply_consumption_factor = -0.10
			stability_factor = -0.15
			industrial_capacity_factory = -0.10
			modifier_army_sub_unit_fireteam_infantry_attack_factor = 0.10
			modifier_army_sub_unit_fireteam_infantry_defence_factor = 0.10
			special_forces_cap = 0.15
		}
	}
	#ALWAYS KEEP THIS IDEA AT THE BOTTOM
	#Its important for allowing multiple manpower law sets.
	#If that approach changes feel free to remove this.
		owb_base_manpower_law = {
			cost = 150
			level = 1
			default = yes
			allowed = {
				always = no
			}
			available = {
				always = no
			}
			ai_will_do = {
				factor = 20
			}
			modifier = {
				conscription = 0.02
			}
		}
}
}

	

# vim: set ft=pdx ts=2 sw=2 tw=79 :
