ideas = {
    country = {

		GGR_test_idea = {
			picture = fall_blau
			modifier = {
				naval_invasion_penalty = 1
			}
		}

		
		GGR_the_militarists_dummy = {
			on_add = { log = "[GetDateText]: [Root.GetName]: add idea GGR_the_militarists_dummy" }

			allowed = { always = no }
			removal_cost = -1
			picture = GGR_the_militarists
		}

		GGR_veterans_of_all_possible_wars = {
			on_add = { log = "[GetDateText]: [Root.GetName]: add idea GGR_veterans_of_all_possible_wars" }

			allowed = { always = no }
			removal_cost = -1
			picture = generic_soldiers_marching

			modifier = {
				army_org_factor = 0.1
				attrition = -0.15
				acclimatization_cold_climate_gain_factor = 0.15
				acclimatization_hot_climate_gain_factor = 0.15
				surrender_limit = 0.2
			}
			targeted_modifier = {
				tag = GER
				attack_bonus_against = 0.15
				defense_bonus_against = 0.25
			}
		}
		GGR_helicopter_assualt_speed = {
			name = GGR_helicopter_assualt

			on_add = { log = "[GetDateText]: [Root.GetName]: add idea GGR_helicopter_assualt_idea" }
			allowed = { always = no }
			removal_cost = -1
			picture = generic_terror_bombing
			equipment_bonus = {
				attack_helicopter_equipment = {
					maximum_speed = 0.2 instant = yes
				}
			}
		}
		GGR_helicopter_assualt_attack = {
			name = GGR_helicopter_assualt

			on_add = { log = "[GetDateText]: [Root.GetName]: add idea GGR_helicopter_assualt_idea" }
			allowed = { always = no }
			removal_cost = -1
			picture = generic_terror_bombing
			equipment_bonus = {
				attack_helicopter_equipment = {
					soft_attack = 0.2 instant = yes
					hard_attack = 0.2 instant = yes
				}
			}
		}
		GGR_helicopter_assualt_defence = {
			name = GGR_helicopter_assualt

			on_add = { log = "[GetDateText]: [Root.GetName]: add idea GGR_helicopter_assualt_idea" }
			allowed = { always = no }
			removal_cost = -1
			picture = generic_terror_bombing
			equipment_bonus = {
				attack_helicopter_equipment = {
					defense = 0.2 instant = yes
				}
			}
		}

		GGR_helicopter_assualt_idea = {
			name = GGR_helicopter_assualt

			on_add = { log = "[GetDateText]: [Root.GetName]: add idea GGR_helicopter_assualt_idea" }
			allowed = { always = no }
			removal_cost = -1
			picture = generic_terror_bombing
			equipment_bonus = {
				attack_helicopter_equipment = {
					defense = 0.2 instant = yes
					soft_attack = 0.2 instant = yes
					hard_attack = 0.2 instant = yes
					maximum_speed = 0.2 instant = yes
				}
			}
		}
		

		GGR_helicopter_assualt_permanent = {
			name = GGR_helicopter_assualt

			on_add = { log = "[GetDateText]: [Root.GetName]: add idea GGR_helicopter_assualt_idea" }
			allowed = { always = no }
			removal_cost = -1
			picture = generic_terror_bombing
			equipment_bonus = {
				attack_helicopter_equipment = {
					defense = 0.2 instant = yes
					soft_attack = 0.2 instant = yes
					hard_attack = 0.2 instant = yes
					maximum_speed = 0.2 instant = yes
				}
			}
		}

        #Voring Expanded Content

		GGR_debug_sonic = {
			on_add = {log = "[GetDateText]: [Root.GetName]: add idea GGR_debug_sonic"}

			allowed = {
				always = no
			}

			picture = GER_wary_wehrmacht

			removal_cost = -1
			modifier = {
				army_speed_factor = 10
				planning_speed = 1
			}
		}
		
		GGR_on_our_own = {
			on_add = {log = "[GetDateText]: [Root.GetName]: add idea GGR_on_our_own"}
			
			allowed = { always = no }

			picture = GGR_on_our_own

			removal_cost = -1

			modifier = {
				ai_focus_defense_factor = 0.5
				defence = 0.1
				hidden_modifier = {
					ai_call_ally_desire_factor = -10000
					ai_join_ally_desire_factor = -10000
				}
			}
			cancel = {
				OR = {
					exists = no
					is_in_faction_with = GER
				}
			}
			on_remove = {
				clr_country_flag = GGR_target
				if = {
					limit = {
						has_country_flag = stop_triggering_my_stuff
					}
					clr_country_flag = stop_triggering_my_stuff
				}
				else_if = {
					limit = {
						OR = {
							surrender_progress > 0.95
							exists = no
							is_in_faction_with = GER
							is_subject_of = GER
							any_other_country = {
								has_idea = GGR_on_our_own
								check_variable = { THIS.on_our_own_timer = PREV.on_our_own_timer }
							}
						}
					}
				}
				else_if = {
					limit = {
						has_event_target = puppet_master
					}
					save_party_popularities = yes
					get_current_government_type = yes
					event_target:puppet_master = {
						set_autonomy = {
							target = PREV
							autonomous_state = autonomy_client_state
							end_wars = no
							end_civil_wars = no
						}
						declare_war_on = {
							target = GER
							type = annex_everything
						}
						apply_war_buff_with_20_divisions = yes
						set_country_flag = i_am_become_death
					}
					apply_party_popularities = yes
					restore_previous_government_type = yes
				}
				else = {
					if = {
						limit = {
							has_event_target = faction_master
						}
					}
					event_target:faction_master = {
						add_to_faction = PREV
						declare_war_on = {
							target = GER
							type = annex_everything
						}
						apply_war_buff_with_20_divisions = yes
						set_country_flag = i_am_become_death
					}
					if = {
						limit = {
							event_target:faction_master = {
								OR = {
									tag = JAP
									tag = USA
								}
							}
						}
						every_country = {
							limit = {
								is_ai = no
							}
							set_temp_variable = { TNO_temp_super_event = token:SE_WW3 }
							TNO_fire_super_event = yes
						}
					}
				}
				clear_global_event_target = faction_master
				clear_global_event_target = puppet_master
			}
		}
    }
}