# Do not change tags in here without changing every other reference to them.
# Do not change tags in here without changing every other reference to them.
# If adding new groups or ideas, make sure they are unique.

# ai_will do is only used to determine which idea group is picked if AI_USES_HISTORICAL_IDEA_GROUPS define is 0, OR start is custom/random
# ai never picks an idea that resolves to ai_will_do = 0, even if AI_USES_HISTORICAL_IDEA_GROUPS = 1
# ROOT = country picking the idea
# groups set to colonial=yes will be higher prioritized by the AI when spending power

early_adm_ideas = {
	category = ADM

	bonus = {
		prestige = 0.2
	}

	slavery = {
		production_efficiency = 0.1
	}
	decentralization = {
		stability_cost_modifier = -0.1
	}
	advisors = {
		advisor_pool = 1
	}
	resistance_to_foreigners = {
		enemy_core_creation = 0.2
	}
	efficient_administration = {
		core_creation = -0.10
	}
	administrative_innovation = {
		adm_tech_cost_modifier = -0.06
	}
	noble_soldiers = {
		diplomatic_upkeep = 1
	}
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 50
			always = yes
		}
	}
}

early_religious_ideas = {
	category = ADM

	bonus = {
		tolerance_heathen = 1
	}

	early_tolerance = {
		tolerance_heathen = 1
	}
	converting = {
		missionaries = 1
	}
	acceptance_of_differences = {
		tolerance_heretic = 1
	}
	religious_customs = {
		stability_cost_modifier = -0.1
	}
	religious_education = {
		tolerance_own = 1
	}
	divine_heritage = {
		prestige_decay = -0.01
	}
	organized_religion = {
		global_missionary_strength = 0.01
	}
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 50
			always = yes
		}
		modifier = {
			factor = 5
			any_owned_province = { NOT = { religion = ROOT } }
		}
	}
}

early_dip_ideas = {
	category = DIP

	bonus = {
		diplomatic_upkeep = 1
	}
	
	diplomats = {
		diplomats = 1
	}
	additional_relations = {
		diplomatic_upkeep = 1
	}
	vassal_tribute = {
		vassal_income = 0.10
	}
	diplomatic_reputation = {
		diplomatic_reputation = 1
	}
	foreign_customs = {
		unjustified_demands = -0.1
	}
	claims = {
		fabricate_claims_cost = -0.15
	}
	diplomatic_conquest = {
		diplomatic_annexation_cost = -0.10
	}
	
	ai_will_do = {
		factor = 0
	}
}

early_trade_ideas = {
	category = DIP

	bonus = {
		trade_efficiency = 0.1
	}
	
	trading = {
		merchants = 1
	}
	galley_slaves = {
		naval_forcelimit_modifier = 0.1
	}
	merchant_admirals = {
		navy_tradition_decay = -0.01
	}
	naval_innovation = {
		dip_tech_cost_modifier = -0.06
	}
	merchant_travels = {
		trade_range_modifier = 0.10
	}
	protected_trade = {
		global_trade_goods_size_modifier = 0.05
	}
	shipwrights = {
		global_ship_cost = -0.1
	}
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 50
			always = yes
		}
	}
}

early_mil_ideas = {
	category = MIL

	bonus = {
		core_creation = -0.10
	}
	
	formation = {
		discipline = 0.025
	}
	professional_soldiers = {
		infantry_power = 0.05
	}
	military_education = {
		army_tradition_decay = -0.01
	}
	horse_breeding = {
		cavalry_power = 0.05
	}
	early_mercenaries = {
		mercenary_cost = -0.1
	}
	military_innovation = {
		mil_tech_cost_modifier  = -0.06
	}
	cheaper_mercenaries = {
		merc_maintenance_modifier = -0.1
	}
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 50
			always = yes
		}
	}
}

early_defensive_ideas = {
	category = MIL

	bonus = {
		recover_army_morale_speed = 0.05
	}
	
	border_guard = {
		defensiveness = 0.05
	}
	no_aid_for_enemy = {
		hostile_attrition = 1.0
	}
	fight_for_our_land = {
		land_morale = 0.05
	}
	history_of_independence = {
		enemy_core_creation = 0.3
	}
	recruitment = {
		manpower_recovery_speed = 0.1
	}
	slave_army = {
		global_manpower_modifier = 0.1
	}
	fortifications = {
		defensiveness = 0.05
	}
	
	ai_will_do = {
		factor = 0
	}
}

order_ideas = {
	category = ADM

	bonus = {
		free_leader_pool = 1
	}
	
	trigger = {
		adm_tech = 81
		NOT = { has_idea_group = freedom_ideas }
		NOT = { has_idea_group = autocracy_ideas }
	}
	
	state_controlled_economy = {
		inflation_reduction = 0.1
		global_tax_modifier = 0.15
	}
	patriotism = {
		land_morale = 0.10
		defensiveness = 0.2
	}
	state_police = {
		global_unrest = -1
	}
	workers_utopia = {
		production_efficiency = 0.1
		global_trade_goods_size_modifier = 0.1
	}
	free_education = {
		adm_tech_cost_modifier = -0.2
	}
	military_service = {
		global_manpower_modifier = 0.2
		land_forcelimit_modifier = 0.2
	}
	universal_healthcare = {
		manpower_recovery_speed = 0.2
	}
	
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 5
			OR = {
				government = socialist_republic
				government = communist_dictatorship
			}
		}
	}
}

freedom_ideas = {
	category = DIP

	bonus = {
		advisor_pool = 1
	}
	
	trigger = {
		adm_tech = 81
		NOT = { has_idea_group = order_ideas }
		NOT = { has_idea_group = autocracy_ideas }
	}
	
	capitalist_economy = {
		merchants = 1
		global_trade_power = 0.10
	}
	free_religion = {
		tolerance_heathen = 2
		tolerance_heretic = 2
	}
	universal_suffrage = {
		female_advisor_chance = 0.4
		global_unrest = -1
	}
	freedom_of_speech = {
		republican_tradition = 1
		legitimacy = 1
	}
	equality_of_races = {
		num_accepted_cultures = 2
	}
	volunteer_army = {
		may_recruit_female_generals = yes
		discipline = 0.05
	}
	sharing_of_ideas = {
		idea_cost = -0.1
		dip_tech_cost_modifier = -0.2
	}
	
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 5
			OR = {
				government = republic
				government = parliamentary_monarchy
			}
		}
		modifier = {
			factor = 0
			OR = {
				government = socialist_republic
				government = communist_dictatorship
				government = fascist_dictatorship
			}
		}
	}
}

autocracy_ideas = {
	category = MIL

	bonus = {
		discipline = 0.05
	}
	
	trigger = {
		adm_tech = 81
		NOT = { has_idea_group = freedom_ideas }
		NOT = { has_idea_group = order_ideas }
	}
	
	glorious_leader = {
		land_morale = 0.1
	}
	police_state = {
		global_unrest = -1
	}
	elite_generals = {
		army_tradition = 0.5
		leader_land_fire = 1
	}
	military_industry = {
		global_regiment_recruit_speed = -0.1
		global_regiment_cost = -0.1
	}
	military_thinkers = {
		mil_tech_cost_modifier = -0.2
	}
	resettlement = {
		culture_conversion_cost = -0.2
		core_creation = -0.2
	}
	total_war = {
		war_exhaustion_cost = -0.2
		manpower_recovery_speed = 0.2
	}
	
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 5
			government = fascist_dictatorship
		}
	}
}