ideas = {
	economic_cycles = {
		law = yes
		use_list_view = yes
		depression = {
			cost = 300
			removal_cost = -1
			level = 6
			available = { has_idea = depression }
			on_add = {
				log = "[GetDateText]: [Root.GetName]: add idea depression"
				if = {
					limit = { NOT = { has_country_flag = disable_cycle_costs } }
					custom_effect_tooltip = econ_cycle_upg_cost_TT
					custom_effect_tooltip = economic_cycle_TT
					hidden_effect = {
						set_variable = { law_attitude = 1 }
						set_variable = { law_change = 6 }
						subtract_from_variable = { law_change = economic_cycles }
						law_attitude_change = yes
						ingame_update_setup = yes
					}
				}
				calculate_cost_pp_economic_cycles = yes
				economic_cycle_drift_popularity = yes
			}
			modifier = {
				stability_factor = -0.1
				productivity_growth_modifier = -3
				maximum_migration_rate_value = -0.25
			}
			ai_will_do = { #you never want to be here! VERY BAD
				factor = 0
			}
			cancel_if_invalid = no
		}
		recession = {
			cost = 150
			removal_cost = -1
			level = 5
			available = {
				OR = {
					has_idea = depression
					has_idea = recession
				}
			}
			on_add = {
				log = "[GetDateText]: [Root.GetName]: add idea recession"
				if = {
					limit = { NOT = { has_country_flag = disable_cycle_costs } }
					custom_effect_tooltip = econ_cycle_upg_cost_TT
					custom_effect_tooltip = economic_cycle_TT
					hidden_effect = {
						set_variable = { law_attitude = 1 }
						set_variable = { law_change = 5 }
						subtract_from_variable = { law_change = economic_cycles }
						law_attitude_change = yes
						subtract_from_variable = { var = treasury value = econ_cycle_upg_cost }
						ingame_update_setup = yes
					}
				}
				calculate_cost_pp_economic_cycles = yes
				economic_cycle_drift_popularity = yes
			}
			modifier = {
				production_speed_buildings_factor = 0.20
				stability_factor = -0.05
				productivity_growth_modifier = -1.5
				maximum_migration_rate_value = -0.15
			}
			ai_will_do = {
				factor = 1
				modifier = { # Treat improving economy as extremely urgent if in depression
					factor = 350
					has_idea = depression
				}
				modifier = { # Extremely corrupt nations less likely to invest in country's future
					factor = 0.5
					has_idea = depression
					OR = {
						has_idea = paralyzing_corruption
						has_idea = crippling_corruption
					}
				}
				modifier = { # Corrupt nations somewhat less likely to invest in country's future
					factor = 0.75
					has_idea = depression
					OR = {
						has_idea = rampant_corruption
						has_idea = unrestrained_corruption
						has_idea = widespread_corruption
					}
				}
				modifier = { # At war, don't focus efforts on economics *as much*
					factor = 0.80
					has_idea = depression
					has_war = yes
				}
				modifier = { # Set ai_will_do to 0 if in recession to encourage AI to get out of recession - experimental
					factor = 0
					has_idea = recession
				}
				#killswitch
				modifier = {
					factor = 0
					check_variable = { pp_cost_economic > 100 }
				}
			}
			cancel_if_invalid = no
		}
		stagnation = {
			cost = 200
			removal_cost = -1
			level = 4
			available = {
				OR = {
					has_idea = recession
					has_idea = stagnation
				}
				if = {
					limit = { original_tag = TUR }
					NOT = { has_idea = TUR_no_economic_plan }
				}
			}
			on_add = {
				log = "[GetDateText]: [Root.GetName]: add idea stagnation"
				if = {
					limit = { NOT = { has_country_flag = disable_cycle_costs } }
					custom_effect_tooltip = econ_cycle_upg_cost_TT
					custom_effect_tooltip = economic_cycle_TT
					hidden_effect = {
						set_variable = { law_attitude = 1 }
						set_variable = { law_change = 4 }
						subtract_from_variable = { law_change = economic_cycles }
						law_attitude_change = yes
						subtract_from_variable = { var = treasury value = econ_cycle_upg_cost }
						ingame_update_setup = yes
					}
				}
				calculate_cost_pp_economic_cycles = yes
				economic_cycle_drift_popularity = yes
			}
			modifier = {
				production_speed_buildings_factor = 0.30
				stability_factor = -0.02
				maximum_migration_rate_value = -0.05
			}
			ai_will_do = {
				factor = 1
				modifier = { # Treat improving economy as very urgent if in recession
					factor = 250
					has_idea = recession
				}
				modifier = { # Extremely corrupt nations less likely to invest in country's future
					factor = 0.4
					has_idea = recession
					OR = {
						has_idea = paralyzing_corruption
						has_idea = crippling_corruption
					}
				}
				modifier = { # Corrupt nations somewhat less likely to invest in country's future
					factor = 0.5
					has_idea = recession
					OR = {
						has_idea = rampant_corruption
						has_idea = unrestrained_corruption
						has_idea = widespread_corruption
					}
				}
				modifier = { # Low GDP nations more likely to want higher economic growth rates
					factor = 15
					has_idea = recession
					check_variable = { gdp_per_capita < 4.000 }
				}
				modifier = {
					factor = 10
					has_idea = recession
					check_variable = { gdp_per_capita > 3.999 }
					check_variable = { gdp_per_capita < 15.000 }
				}
				modifier = { # Set ai_will_do to 0.1 if in stagnation to encourage AI to get out of stagnation - experimental
					factor = 0.1
					has_idea = stagnation
				}
				modifier = { # At war, don't focus efforts on economics
					factor = 0.8
					has_idea = recession
					has_war = yes
				}
				#killswitch
				modifier = {
					factor = 0
					check_variable = { pp_cost_economic > 100 }
				}
			}
			cancel_if_invalid = no
		}
		stable_growth = {
			cost = 250
			removal_cost = -1
			level = 3
			available = {
				OR = {
					has_idea = stagnation
					has_idea = stable_growth
				}
				if = {
					limit = { original_tag = TUR }
					NOT = { has_idea = TUR_no_economic_plan }
				}
			}
			on_add = {
				log = "[GetDateText]: [Root.GetName]: add idea stable_growth"
				if = {
					limit = { NOT = { has_country_flag = disable_cycle_costs } }
					custom_effect_tooltip = econ_cycle_upg_cost_TT
					custom_effect_tooltip = economic_cycle_TT
					hidden_effect = {
						set_variable = { law_attitude = 1 }
						set_variable = { law_change = 3 }
						subtract_from_variable = { law_change = economic_cycles }
						law_attitude_change = yes
						subtract_from_variable = { var = treasury value = econ_cycle_upg_cost }
						ingame_update_setup = yes
					}
				}
				calculate_cost_pp_economic_cycles = yes
				economic_cycle_drift_popularity = yes
			}
			default = yes
			modifier = {
				production_speed_buildings_factor = 0.35
				productivity_growth_modifier = 1
				maximum_migration_rate_value = 0.05
			}
			ai_will_do = {
				factor = 2 # Stable growth should be goal for AI most of the time
				modifier = {
					factor = 25 # Nations should consider reviving a stagnant economy important.
					has_idea = stagnation
				}
				modifier = { # Extremely corrupt nations less likely to invest in country's future
					factor = 0.5
					has_idea = stagnation
					OR = {
						has_idea = paralyzing_corruption
						has_idea = crippling_corruption
					}
				}
				modifier = { # Corrupt nations somewhat less likely to invest in country's future
					factor = 0.8
					has_idea = stagnation
					OR = {
						has_idea = rampant_corruption
						has_idea = unrestrained_corruption
						has_idea = widespread_corruption
					}
				}
				modifier = { # Low GDP nations more likely to want higher economic growth rates
					factor = 15
					has_idea = stagnation
					check_variable = { gdp_per_capita < 4.000 }
				}
				modifier = {
					factor = 8
					has_idea = stagnation
					check_variable = { gdp_per_capita > 3.999 }
					check_variable = { gdp_per_capita < 15.000 }
				}
				modifier = {
					factor = 100
					has_idea = stagnation
					has_political_power > 750 # If has a great abundance of PP, emphasize growth further I guess? Experimental.
				}
				modifier = {
					factor = 0.6 # Should encourage growth when possible
					has_idea = stable_growth
				}
				modifier = {
					factor = 0.80 # Country shouldn't focus too much on economic growth when at war, but should still want to get to stable growth at a lower priority
					has_idea = stagnation
					has_war = yes
				}
				#killswitch

				modifier = {
					factor = 0
					check_variable = { pp_cost_economic > 100 }
				}
			}
			cancel_if_invalid = no
		}
		fast_growth = {
			cost = 300
			removal_cost = -1
			level = 2
			available = {
				OR = {
					has_idea = stable_growth
					has_idea = fast_growth
				}
				if = {
					limit = { original_tag = TUR }
					NOT = { has_idea = TUR_no_economic_plan }
				}
			}
			on_add = {
				log = "[GetDateText]: [Root.GetName]: add idea fast_growth"
				if = {
					limit = { NOT = { has_country_flag = disable_cycle_costs } }
					custom_effect_tooltip = econ_cycle_upg_cost_TT
					custom_effect_tooltip = economic_cycle_TT
					hidden_effect = {
						set_variable = { law_attitude = 1 }
						set_variable = { law_change = 2 }
						subtract_from_variable = { law_change = economic_cycles }
						law_attitude_change = yes
						subtract_from_variable = { var = treasury value = econ_cycle_upg_cost }
						ingame_update_setup = yes
					}
				}
				calculate_cost_pp_economic_cycles = yes
				economic_cycle_drift_popularity = yes
			}
			modifier = {
				production_speed_buildings_factor = 0.45
				stability_factor = 0.02
				productivity_growth_modifier = 2
				maximum_migration_rate_value = 0.15
				interest_rate_multiplier_modifier = -0.5
			}

			ai_will_do = {
				factor = 1
				modifier = {
					factor = 25 # If an abundance of PP is accumulated, grow economy.
					has_idea = stable_growth
					has_political_power > 500
				}
				modifier = { # Extremely corrupt nations less likely to invest in country's future
					factor = 0.4
					has_idea = stable_growth
					OR = {
						has_idea = paralyzing_corruption
						has_idea = crippling_corruption
					}
				}
				modifier = { # Corrupt nations somewhat less likely to invest in country's future
					factor = 0.5
					has_idea = stable_growth
					OR = {
						has_idea = rampant_corruption
						has_idea = unrestrained_corruption
						has_idea = widespread_corruption
					}
				}
				modifier = { # Low GDP nations more likely to want higher economic growth rates
					factor = 15
					has_idea = stable_growth
					check_variable = { gdp_per_capita < 4.000 }
				}
				modifier = {
					factor = 8
					has_idea = stable_growth
					check_variable = { gdp_per_capita > 3.999 }
					check_variable = { gdp_per_capita < 15.000 }
				}
				modifier = {
					factor = 0.5 # Should encourage growth at low priority when possible
					has_idea = fast_growth
				}
				modifier = { # Don't bother with economic growth if at war
					factor = 0.5
					has_war = yes
					has_idea = stable_growth
				}
				#killswitch
				modifier = {
					factor = 0
					check_variable = { pp_cost_economic > 100 }
				}
			}
			cancel_if_invalid = no
		}
		economic_boom = {
			cost = 350
			removal_cost = -1
			level = 1
			available = {
				OR = {
					has_idea = fast_growth
					has_idea = economic_boom
				}
				if = {
					limit = { original_tag = TUR }
					NOT = { has_idea = TUR_no_economic_plan }
				}
			}
			on_add = {
				log = "[GetDateText]: [Root.GetName]: add idea economic_boom"
				if = {
					limit = { NOT = { has_country_flag = disable_cycle_costs } }
					custom_effect_tooltip = econ_cycle_upg_cost_TT
					custom_effect_tooltip = economic_cycle_TT
					hidden_effect = {
						set_variable = { law_attitude = 1 }
						set_variable = { law_change = 1 }
						subtract_from_variable = { law_change = economic_cycles }
						law_attitude_change = yes
						subtract_from_variable = { var = treasury value = econ_cycle_upg_cost }
						ingame_update_setup = yes
					}
				}
				calculate_cost_pp_economic_cycles = yes
				economic_cycle_drift_popularity = yes
			}
			modifier = {
				production_speed_buildings_factor = 0.55
				stability_factor = 0.04
				productivity_growth_modifier = 3
				maximum_migration_rate_value = 0.25
				interest_rate_multiplier_modifier = -1
			}
			ai_will_do = {
				factor = 1
				modifier = { # Low GDP nations more likely to want higher economic growth rates
					factor = 15
					has_idea = stable_growth
					check_variable = { gdp_per_capita < 4.000 }
				}
				modifier = {
					factor = 5
					has_idea = stable_growth
					check_variable = { gdp_per_capita > 6.999 }
					check_variable = { gdp_per_capita < 15.000 }
				}
				modifier = {
					factor = 5
					has_political_power > 500
				}
				modifier = { # Don't bother with economic growth if at war
					factor = 0.2
					has_idea = fast_growth
					has_war = yes
				}
				#killswitch
				modifier = {
					factor = 0
					check_variable = { pp_cost_economic > 100 }
				}
			}
			cancel_if_invalid = no
		}
	}
	trade_laws = {
		law = yes
		use_list_view = yes
		md_closed_economy = { #No Exports
			cost = 150
			removal_cost = -1
			level = 1
			available = {
				OR = {
					has_elections = no
					NOT = { has_idea = rentier_state }
				}
				OR = {
					has_autocratic_government = yes
					AND = {
						any_enemy_country = {
							strength_ratio = { tag = ROOT ratio > 1 }
						}
						OR = {
							custom_trigger_tooltip = {
								tooltip = consumes_more_than_produced_steel_tt
								check_variable = { resource_consumed@steel > resource_produced@steel }
							}
							custom_trigger_tooltip = {
								tooltip = consumes_more_than_produced_aluminium_tt
								check_variable = { resource_consumed@aluminium > resource_produced@aluminium }
							}
							custom_trigger_tooltip = {
								tooltip = consumes_more_than_produced_oil_tt
								check_variable = { resource_consumed@oil > resource_produced@oil }
							}
							custom_trigger_tooltip = {
								tooltip = consumes_more_than_produced_tungsten_tt
								check_variable = { resource_consumed@tungsten > resource_produced@tungsten }
							}
						}
					}
				}
				if = {
					limit = {
						OR = {
							has_idea = consumption_economy
							has_idea = semi_consumption_economy
							has_idea = mixed_economy
							has_idea = export_economy
							has_idea = globalized_trade_economy
						}
						trade_decrease_blocked = yes
					}
					trade_decrease_blocked = no
				}
			}
			on_add = {
				ingame_update_setup = yes
				log = "[GetDateText]: [Root.GetName]: add idea closed_economy"
			}
			modifier = {
				min_export = 0.10
				consumer_goods_factor = 0.08
			}

			ai_will_do = {
				factor = 0
				modifier = {
					has_elections = no
					add = 5
				}
				modifier = {
					add = 15
					has_idea = consumption_economy
					has_totalitarian_government = yes
				}
				modifier = {
					add = 10
					has_idea = consumption_economy
					OR = {
						check_variable = { resource_consumed@steel > resource_produced@steel }
						check_variable = { resource_consumed@oil > resource_produced@oil }
						check_variable = { resource_consumed@aluminium > resource_produced@aluminium }
						check_variable = { resource_consumed@tungsten > resource_produced@tungsten }
					}
				}
				modifier = {
					factor = 0.05
					has_government = nationalist
					has_idea = consumption_economy
				}
				modifier = {
					factor = 0
					check_variable = { resource@steel < 1 }
					check_variable = { resource@oil < 1 }
					check_variable = { resource@aluminium < 1 }
					check_variable = { resource@tungsten < 1 }
					check_variable = { resource@chromium < 1 }
					check_variable = { resource@rubber < 1 }
				}
			}
			cancel_if_invalid = no
		}
		consumption_economy = { #Despite consuming the majority of your resources. You still export around 20%
			cost = 150
			removal_cost = -1
			level = 2
			available = {
				NOT = { has_idea = rentier_state }
				if = {
					limit = {
						OR = {
							has_idea = semi_consumption_economy
							has_idea = mixed_economy
							has_idea = export_economy
							has_idea = globalized_trade_economy
						}
						trade_decrease_blocked = yes
					}
					trade_decrease_blocked = no
				}
				if = {
					limit = {
						OR = {
							has_idea = md_closed_economy
						}
						trade_increase_blocked = yes
					}
					trade_increase_blocked = no
				}
			}
			modifier = {
				min_export = 0.20
				trade_opinion_factor = 0.15
				consumer_goods_factor = 0.06
				resource_export_multiplier_modifier = 0.04
			}
			on_add = {
				ingame_update_setup = yes
				log = "[GetDateText]: [Root.GetName]: add idea consumption_economy"
			}
			ai_will_do = {
				factor = 1
				modifier = {
					add = 15
					has_idea = semi_consumption_economy
					has_totalitarian_government = yes
				}
				modifier = {
					OR = {
						check_variable = { resource_produced@steel < 100 }
						check_variable = { resource_produced@oil < 100 }
						check_variable = { resource_produced@aluminium < 100 }
						check_variable = { resource_produced@tungsten < 100 }
					}
					add = 25
				}
				modifier = {
					factor = 0.01
					has_idea = md_closed_economy
					OR = {
						check_variable = { resource_consumed@steel > resource_produced@steel }
						check_variable = { resource_consumed@oil > resource_produced@oil }
						check_variable = { resource_consumed@aluminium > resource_produced@aluminium }
						check_variable = { resource_consumed@tungsten > resource_produced@tungsten }
					}
				}
				modifier = {
					factor = 0
					check_variable = { resource@steel < 1 }
					check_variable = { resource@oil < 1 }
					check_variable = { resource@aluminium < 1 }
					check_variable = { resource@tungsten < 1 }
					check_variable = { resource@chromium < 1 }
					check_variable = { resource@rubber < 1 }
				}
			}

			cancel_if_invalid = no
		}
		semi_consumption_economy = {
			cost = 150
			removal_cost = -1
			level = 3
			available = {
				NOT = { has_idea = rentier_state }
				if = {
					limit = {
						OR = {
							has_idea = mixed_economy
							has_idea = export_economy
							has_idea = globalized_trade_economy
						}
						trade_decrease_blocked = yes
					}
					trade_decrease_blocked = no
				}
				if = {
					limit = {
						OR = {
							has_idea = md_closed_economy
							has_idea = consumption_economy
						}
						trade_increase_blocked = yes
					}
					trade_increase_blocked = no
				}
			}
			modifier = {
				min_export = 0.40
				trade_opinion_factor = 0.30
				consumer_goods_factor = 0.03
				resource_export_multiplier_modifier = 0.08
			}
			on_add = {
				ingame_update_setup = yes
				log = "[GetDateText]: [Root.GetName]: add idea semi_consumption_economy"
			}
			ai_will_do = {
				factor = 1
				modifier = {
					add = 15
					has_idea = mixed_economy
					has_totalitarian_government = yes
				}
				modifier = {
					check_variable = { resource_produced@steel > 100 }
					check_variable = { resource_produced@oil > 100 }
					check_variable = { resource_produced@aluminium > 100 }
					check_variable = { resource_produced@tungsten > 100 }
					add = 25
				}
				modifier = {
					factor = 0.01
					has_idea = consumption_economy
					OR = {
						check_variable = { resource_consumed@steel > resource_produced@steel }
						check_variable = { resource_consumed@oil > resource_produced@oil }
						check_variable = { resource_consumed@aluminium > resource_produced@aluminium }
						check_variable = { resource_consumed@tungsten > resource_produced@tungsten }
					}
				}
				modifier = {
					factor = 0
					check_variable = { resource@steel < 1 }
					check_variable = { resource@oil < 1 }
					check_variable = { resource@aluminium < 1 }
					check_variable = { resource@tungsten < 1 }
					check_variable = { resource@chromium < 1 }
					check_variable = { resource@rubber < 1 }
				}
			}
			cancel_if_invalid = no
		}
		mixed_economy = {
			cost = 150
			removal_cost = -1
			level = 4
			available = {
				if = {
					limit = {
						OR = {
							has_idea = export_economy
							has_idea = globalized_trade_economy
						}
						trade_decrease_blocked = yes
					}
					trade_decrease_blocked = no
				}
				if = {
					limit = {
						OR = {
							has_idea = md_closed_economy
							has_idea = consumption_economy
							has_idea = semi_consumption_economy
						}
						trade_increase_blocked = yes
					}
					trade_increase_blocked = no
				}
			}
			modifier = {
				min_export = 0.5
				resource_export_multiplier_modifier = 0.12
			}
			on_add = {
				ingame_update_setup = yes
				log = "[GetDateText]: [Root.GetName]: add idea mixed_economy"
			}
			default = yes
			ai_will_do = {
				factor = 1
				modifier = {
					add = 15
					has_idea = export_economy
					has_totalitarian_government = yes
				}
				modifier = {
					factor = 0.01
					has_idea = semi_consumption_economy
					OR = {
						check_variable = { resource_consumed@steel > resource_produced@steel }
						check_variable = { resource_consumed@oil > resource_produced@oil }
						check_variable = { resource_consumed@aluminium > resource_produced@aluminium }
						check_variable = { resource_consumed@tungsten > resource_produced@tungsten }
					}
				}
				modifier = {
					factor = 0
					check_variable = { resource@steel < 1 }
					check_variable = { resource@oil < 1 }
					check_variable = { resource@aluminium < 1 }
					check_variable = { resource@tungsten < 1 }
					check_variable = { resource@chromium < 1 }
					check_variable = { resource@rubber < 1 }
				}
			}
			cancel_if_invalid = no
		}
		export_economy = {
			on_add = {
				log = "[GetDateText]: [Root.GetName]: add idea export_economy"
				ingame_update_setup = yes
			}
			cost = 150
			removal_cost = -1
			level = 5
			available = {
				if = {
					limit = {
						OR = {
							has_idea = globalized_trade_economy
						}
						trade_decrease_blocked = yes
					}
					trade_decrease_blocked = no
				}
				if = {
					limit = {
						OR = {
							has_idea = md_closed_economy
							has_idea = consumption_economy
							has_idea = semi_consumption_economy
							has_idea = mixed_economy
						}
						trade_increase_blocked = yes
					}
					trade_increase_blocked = no
				}
			}
			modifier = {
				min_export = 0.65
				consumer_goods_factor = -0.03
				resource_export_multiplier_modifier = 0.16
			}
			ai_will_do = {
				factor = 1
				modifier = {
					add = 15
					has_idea = globalized_trade_economy
					has_totalitarian_government = yes
				}
				modifier = {
					factor = 0.01
					has_idea = mixed_economy
					OR = {
						check_variable = { resource_consumed@steel > resource_produced@steel }
						check_variable = { resource_consumed@oil > resource_produced@oil }
						check_variable = { resource_consumed@aluminium > resource_produced@aluminium }
						check_variable = { resource_consumed@tungsten > resource_produced@tungsten }
					}
				}
				modifier = {
					factor = 0
					check_variable = { resource@steel < 1 }
					check_variable = { resource@oil < 1 }
					check_variable = { resource@aluminium < 1 }
					check_variable = { resource@tungsten < 1 }
					check_variable = { resource@chromium < 1 }
					check_variable = { resource@rubber < 1 }
				}
			}
			cancel_if_invalid = no
		}
		globalized_trade_economy = { #Major economic powerhouse. We export all GOODs equally.
			on_add = {
				log = "[GetDateText]: [Root.GetName]: add idea globalized_trade_economy"
				ingame_update_setup = yes
			}
			cost = 150
			removal_cost = -1
			level = 6
			available = {
				if = {
					limit = {
						OR = {
							has_idea = md_closed_economy
							has_idea = consumption_economy
							has_idea = semi_consumption_economy
							has_idea = mixed_economy
							has_idea = export_economy
						}
						trade_increase_blocked = yes
					}
					trade_increase_blocked = no
				}
			}
			modifier = {
				min_export = 0.8
				consumer_goods_factor = -0.06
				resource_export_multiplier_modifier = 0.20
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0.01
					has_idea = export_economy
					OR = {
						check_variable = { resource_consumed@steel > resource_produced@steel }
						check_variable = { resource_consumed@oil > resource_produced@oil }
						check_variable = { resource_consumed@aluminium > resource_produced@aluminium }
						check_variable = { resource_consumed@tungsten > resource_produced@tungsten }
					}
				}
				modifier = {
					factor = 0
					check_variable = { resource@steel < 1 }
					check_variable = { resource@oil < 1 }
					check_variable = { resource@aluminium < 1 }
					check_variable = { resource@tungsten < 1 }
					check_variable = { resource@chromium < 1 }
					check_variable = { resource@rubber < 1 }
				}
				modifier = {
					add = 100
					has_idea = mp_optimization_idea
				}
			}
			cancel_if_invalid = no
		}
	}
}
