ideas = {
	country = {
		generic_monument_cost_reduction_idea = {
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no
			picture = "man_five_year_plan_industry"

			traits = {
			}
			modifier = {
				monument_construction_cost = -0.15
			}
		}
	}

	hidden_ideas = {
		# Brandenburg Gate
		monument_1_level_0_idea = {
			name = "MONUMENT_1_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_1_level_1_idea = {
			name = "MONUMENT_1_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_1_level_2_idea = {
			name = "MONUMENT_1_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_org_factor = 0.025
			}
		}
		monument_1_level_3_idea = {
			name = "MONUMENT_1_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_org_factor = 0.05
				war_support_factor = 0.05
			}
		}

		# Arc de Triomphe
		monument_2_level_0_idea = {
			name = "MONUMENT_2_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_2_level_1_idea = {
			name = "MONUMENT_2_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
			}
		}
		monument_2_level_2_idea = {
			name = "MONUMENT_2_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
				conscription_factor = 0.05
			}
		}
		monument_2_level_3_idea = {
			name = "MONUMENT_2_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
				conscription_factor = 0.1
				minimum_training_level = -0.05
			}
		}

		# Eiffel Tower
		monument_3_level_0_idea = {
			name = "MONUMENT_3_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_3_level_1_idea = {
			name = "MONUMENT_3_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_3_level_2_idea = {
			name = "MONUMENT_3_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_3_level_3_idea = {
			name = "MONUMENT_3_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				air_weather_penalty = -0.1
			}
		}

		# Victory Column
		monument_4_level_0_idea = {
			name = "MONUMENT_4_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_4_level_1_idea = {
			name = "MONUMENT_4_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_4_level_2_idea = {
			name = "MONUMENT_4_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_4_level_3_idea = {
			name = "MONUMENT_4_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				mobilization_speed = 0.15
			}
		}

		# Palace of Westminster
		monument_5_level_0_idea = {
			name = "MONUMENT_5_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_5_level_1_idea = {
			name = "MONUMENT_5_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_5_level_2_idea = {
			name = "MONUMENT_5_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_democratic_medium_positive
			}
			modifier = {
			}
		}
		monument_5_level_3_idea = {
			name = "MONUMENT_5_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_democratic_large_positive
			}
			modifier = {
				stability_factor = 0.05
			}
		}

		# Buckingham Palace
		monument_6_level_0_idea = {
			name = "MONUMENT_6_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_6_level_1_idea = {
			name = "MONUMENT_6_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				subjects_autonomy_gain = -0.1
			}
		}
		monument_6_level_2_idea = {
			name = "MONUMENT_6_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				subjects_autonomy_gain = -0.25
				consumer_goods_factor = -0.05
			}
		}
		monument_6_level_3_idea = {
			name = "MONUMENT_6_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				subjects_autonomy_gain = -0.5
				consumer_goods_factor = -0.1
				political_power_factor = 0.1
			}
		}

		# Statue of Liberty
		monument_7_level_0_idea = {
			name = "MONUMENT_7_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_7_level_1_idea = {
			name = "MONUMENT_7_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.05
			}
		}
		monument_7_level_2_idea = {
			name = "MONUMENT_7_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.1
				surrender_limit = 0.05
			}
		}
		monument_7_level_3_idea = {
			name = "MONUMENT_7_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.15
				surrender_limit = 0.1
				guarantee_tension = -0.1
			}
		}

		# Mount Rushmore
		monument_8_level_0_idea = {
			name = "MONUMENT_8_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_8_level_1_idea = {
			name = "MONUMENT_8_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_8_level_2_idea = {
			name = "MONUMENT_8_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				war_support_factor = 0.05
			}
		}
		monument_8_level_3_idea = {
			name = "MONUMENT_8_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				war_support_factor = 0.1
				mobilization_speed = 0.1
			}
		}

		# White House
		monument_9_level_0_idea = {
			name = "MONUMENT_9_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_9_level_1_idea = {
			name = "MONUMENT_9_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				intel_network_gain_factor = 0.05
			}
		}
		monument_9_level_2_idea = {
			name = "MONUMENT_9_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				intel_network_gain_factor = 0.1
				political_power_gain = 0.25
			}
		}
		monument_9_level_3_idea = {
			name = "MONUMENT_9_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				intel_network_gain_factor = 0.15
				political_power_gain = 0.25
				join_faction_tension = -0.1
			}
		}

		# United States Capitol
		monument_10_level_0_idea = {
			name = "MONUMENT_10_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_10_level_1_idea = {
			name = "MONUMENT_10_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_10_level_2_idea = {
			name = "MONUMENT_10_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_arms_factory_factor = 0.1
			}
		}
		monument_10_level_3_idea = {
			name = "MONUMENT_10_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_arms_factory_factor = 0.15
				consumer_goods_factor = -0.1
			}
		}

		# Winter Palace
		monument_11_level_0_idea = {
			name = "MONUMENT_11_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_11_level_1_idea = {
			name = "MONUMENT_11_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				acclimatization_cold_climate_gain_factor = 0.1
			}
		}
		monument_11_level_2_idea = {
			name = "MONUMENT_11_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				acclimatization_cold_climate_gain_factor = 0.2
				justify_war_goal_time = -0.1
			}
		}
		monument_11_level_3_idea = {
			name = "MONUMENT_11_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				acclimatization_cold_climate_gain_factor = 0.3
				justify_war_goal_time = -0.15
				max_command_power = 25
			}
		}

		# Red Square
		monument_12_level_0_idea = {
			name = "MONUMENT_12_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_12_level_1_idea = {
			name = "MONUMENT_12_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				party_popularity_stability_factor = 0.05
			}
		}
		monument_12_level_2_idea = {
			name = "MONUMENT_12_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				party_popularity_stability_factor = 0.05
				army_core_defence_factor = 0.05
			}
		}
		monument_12_level_3_idea = {
			name = "MONUMENT_12_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				party_popularity_stability_factor = 0.1
				army_core_defence_factor = 0.1
				puppet_cost_factor = -0.25
			}
		}

		# Monument to the Sunken Ships
		monument_13_level_0_idea = {
			name = "MONUMENT_13_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_13_level_1_idea = {
			name = "MONUMENT_13_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_13_level_2_idea = {
			name = "MONUMENT_13_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				industrial_capacity_dockyard = 0.05
			}
		}
		monument_13_level_3_idea = {
			name = "MONUMENT_13_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				industrial_capacity_dockyard = 0.1
				experience_gain_navy = 0.05
			}
		}

		# Colosseum
		monument_14_level_0_idea = {
			name = "MONUMENT_14_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_14_level_1_idea = {
			name = "MONUMENT_14_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_14_level_2_idea = {
			name = "MONUMENT_14_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
			}
		}
		monument_14_level_3_idea = {
			name = "MONUMENT_14_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.1
				training_time_army_factor = -0.1
			}
		}

		# Reichstag
		monument_15_level_0_idea = {
			name = "MONUMENT_15_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_15_level_1_idea = {
			name = "MONUMENT_15_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_fascism_small_negative
				monument_trait_communism_small_negative
			}
			modifier = {
			}
		}
		monument_15_level_2_idea = {
			name = "MONUMENT_15_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_fascism_small_negative
				monument_trait_communism_small_negative
			}
			modifier = {
				stability_factor = 0.05
			}
		}
		monument_15_level_3_idea = {
			name = "MONUMENT_15_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_fascism_medium_negative
				monument_trait_communism_medium_negative
			}
			modifier = {
				stability_factor = 0.05
				political_power_factor = 0.15
			}
		}

		# Altare della Patria
		monument_16_level_0_idea = {
			name = "MONUMENT_16_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_16_level_1_idea = {
			name = "MONUMENT_16_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				war_support_factor = 0.05
			}
		}
		monument_16_level_2_idea = {
			name = "MONUMENT_16_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				war_support_factor = 0.05
				conscription_factor = 0.1
			}
		}
		monument_16_level_3_idea = {
			name = "MONUMENT_16_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				war_support_factor = 0.1
				conscription_factor = 0.15
				political_power_factor = 0.1
			}
		}

		# Palace of Venaria
		monument_17_level_0_idea = {
			name = "MONUMENT_17_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_17_level_1_idea = {
			name = "MONUMENT_17_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				training_time_army_factor = -0.05
			}
		}
		monument_17_level_2_idea = {
			name = "MONUMENT_17_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				training_time_army_factor = -0.1
				cavalry_attack_factor = 0.25
				cavalry_defence_factor = 0.25
			}
		}
		monument_17_level_3_idea = {
			name = "MONUMENT_17_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				training_time_army_factor = -0.15
				cavalry_attack_factor = 0.25
				cavalry_defence_factor = 0.25
				experience_gain_army_factor = 0.05
			}
		}

		# Palazzo della Civiltŕ Italiana
		monument_18_level_0_idea = {
			name = "MONUMENT_18_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_18_level_1_idea = {
			name = "MONUMENT_18_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_fascism_small_positive
			}
			modifier = {
			}
		}
		monument_18_level_2_idea = {
			name = "MONUMENT_18_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_fascism_medium_positive
			}
			modifier = {
			}
		}
		monument_18_level_3_idea = {
			name = "MONUMENT_18_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_fascism_large_positive
			}
			modifier = {
				annex_cost_factor = -0.15
			}
		}

		# Golden Gate Bridge
		monument_19_level_0_idea = {
			name = "MONUMENT_19_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_19_level_1_idea = {
			name = "MONUMENT_19_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_19_level_2_idea = {
			name = "MONUMENT_19_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_19_level_3_idea = {
			name = "MONUMENT_19_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				industry_repair_factor = 0.1
			}
		}

		# Pyramids
		monument_20_level_0_idea = {
			name = "MONUMENT_20_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_20_level_1_idea = {
			name = "MONUMENT_20_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_20_level_2_idea = {
			name = "MONUMENT_20_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_20_level_3_idea = {
			name = "MONUMENT_20_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_gain = 0.25
			}
		}

		# Port of Antwerp
		monument_21_level_0_idea = {
			name = "MONUMENT_21_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_21_level_1_idea = {
			name = "MONUMENT_21_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_21_level_2_idea = {
			name = "MONUMENT_21_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				convoy_escort_efficiency = 0.1
			}
		}
		monument_21_level_3_idea = {
			name = "MONUMENT_21_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				convoy_escort_efficiency = 0.25
			}
		}

		# Pyramid of Austerlitz
		monument_22_level_0_idea = {
			name = "MONUMENT_22_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_22_level_1_idea = {
			name = "MONUMENT_22_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_22_level_2_idea = {
			name = "MONUMENT_22_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_defence_factor = 0.05
				army_org_factor = 0.05
			}
		}
		monument_22_level_3_idea = {
			name = "MONUMENT_22_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_defence_factor = 0.1
				army_org_factor = 0.1
			}
		}

		# Monument to the Battle of the Nations
		monument_23_level_0_idea = {
			name = "MONUMENT_23_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_23_level_1_idea = {
			name = "MONUMENT_23_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
			}
		}
		monument_23_level_2_idea = {
			name = "MONUMENT_23_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
				army_core_defence_factor = 0.05
			}
		}
		monument_23_level_3_idea = {
			name = "MONUMENT_23_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
				army_core_defence_factor = 0.1
				army_infantry_attack_factor = 0.1
				army_infantry_defence_factor = 0.1
			}
		}

		# Millennium of Russia
		monument_24_level_0_idea = {
			name = "MONUMENT_24_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_24_level_1_idea = {
			name = "MONUMENT_24_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_24_level_2_idea = {
			name = "MONUMENT_24_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				war_support_factor = 0.05
			}
		}
		monument_24_level_3_idea = {
			name = "MONUMENT_24_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				war_support_factor = 0.1
				political_power_factor = 0.1
			}
		}

		# Bletchley Park
		monument_25_level_0_idea = {
			name = "MONUMENT_25_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_25_level_1_idea = {
			name = "MONUMENT_25_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				decryption_power_factor = 0.1
			}
		}
		monument_25_level_2_idea = {
			name = "MONUMENT_25_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				decryption_power_factor = 0.15
				intel_network_gain_factor = 0.05
			}
		}
		monument_25_level_3_idea = {
			name = "MONUMENT_25_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				decryption_power_factor = 0.2
				intel_network_gain_factor = 0.1
				occupied_operative_recruitment_chance = 0.1
			}
		}

		# Istana
		monument_26_level_0_idea = {
			name = "MONUMENT_26_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_26_level_1_idea = {
			name = "MONUMENT_26_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.1
			}
		}
		monument_26_level_2_idea = {
			name = "MONUMENT_26_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.15
				autonomy_gain = 0.1
			}
		}
		monument_26_level_3_idea = {
			name = "MONUMENT_26_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.15
				autonomy_gain = 0.25
			}
		}

		# Victoria Falls
		monument_27_level_0_idea = {
			name = "MONUMENT_27_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_27_level_1_idea = {
			name = "MONUMENT_27_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_27_level_2_idea = {
			name = "MONUMENT_27_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_27_level_3_idea = {
			name = "MONUMENT_27_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_morale_factor = 0.05
			}
		}

		# Halle des Volkes
		monument_28_level_0_idea = {
			name = "MONUMENT_28_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_28_level_1_idea = {
			name = "MONUMENT_28_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_attack_factor = 0.1
			}
		}
		monument_28_level_2_idea = {
			name = "MONUMENT_28_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_attack_factor = 0.1
				conscription = 0.01
			}
		}
		monument_28_level_3_idea = {
			name = "MONUMENT_28_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_attack_factor = 0.15
				conscription = 0.02
				stability_weekly = 0.001
			}
		}

		# Empire State Building
		monument_29_level_0_idea = {
			name = "MONUMENT_29_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_29_level_1_idea = {
			name = "MONUMENT_29_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				propaganda_mission_factor = 0.05
			}
		}
		monument_29_level_2_idea = {
			name = "MONUMENT_29_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				propaganda_mission_factor = 0.1
				stability_factor = 0.05
			}
		}
		monument_29_level_3_idea = {
			name = "MONUMENT_29_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				propaganda_mission_factor = 0.15
				stability_factor = 0.05
				consumer_goods_factor = -0.05
			}
		}

		# Boulder Dam
		monument_30_level_0_idea = {
			name = "MONUMENT_30_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_30_level_1_idea = {
			name = "MONUMENT_30_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_30_level_2_idea = {
			name = "MONUMENT_30_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_30_level_3_idea = {
			name = "MONUMENT_30_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				industrial_capacity_factory = 0.1
			}
		}

		# Grand Canyon
		monument_31_level_0_idea = {
			name = "MONUMENT_31_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_31_level_1_idea = {
			name = "MONUMENT_31_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_31_level_2_idea = {
			name = "MONUMENT_31_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				special_forces_out_of_supply_factor = -0.05
			}
		}
		monument_31_level_3_idea = {
			name = "MONUMENT_31_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				special_forces_out_of_supply_factor = -0.1
				special_forces_training_time_factor = -0.1
			}
		}

		# Niagara Falls
		monument_32_level_0_idea = {
			name = "MONUMENT_32_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_32_level_1_idea = {
			name = "MONUMENT_32_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_32_level_2_idea = {
			name = "MONUMENT_32_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_32_level_3_idea = {
			name = "MONUMENT_32_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_morale_factor = 0.05
			}
		}

		# Acropolis
		monument_33_level_0_idea = {
			name = "MONUMENT_33_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_33_level_1_idea = {
			name = "MONUMENT_33_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.05
			}
		}
		monument_33_level_2_idea = {
			name = "MONUMENT_33_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.1
				political_power_gain = 0.1
			}
		}
		monument_33_level_3_idea = {
			name = "MONUMENT_33_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.15
				political_power_gain = 0.25
				stability_factor = 0.05
			}
		}

		# Ayers Rock
		monument_34_level_0_idea = {
			name = "MONUMENT_34_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_34_level_1_idea = {
			name = "MONUMENT_34_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_34_level_2_idea = {
			name = "MONUMENT_34_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				acclimatization_hot_climate_gain_factor = 0.1
			}
		}
		monument_34_level_3_idea = {
			name = "MONUMENT_34_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				acclimatization_hot_climate_gain_factor = 0.25
				stability_factor = 0.05
			}
		}

		# Angkor Wat
		monument_35_level_0_idea = {
			name = "MONUMENT_35_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_35_level_1_idea = {
			name = "MONUMENT_35_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_35_level_2_idea = {
			name = "MONUMENT_35_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_gain = 0.5
			}
		}
		monument_35_level_3_idea = {
			name = "MONUMENT_35_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
				political_power_gain = 1
			}
		}

		# Hagia Sophia
		monument_36_level_0_idea = {
			name = "MONUMENT_36_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_36_level_1_idea = {
			name = "MONUMENT_36_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
			}
		}
		monument_36_level_2_idea = {
			name = "MONUMENT_36_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
				political_power_factor = 0.1
			}
		}
		monument_36_level_3_idea = {
			name = "MONUMENT_36_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.1
				political_power_factor = 0.15
				conscription_factor = 0.1
			}
		}

		# Chichén Itzá
		monument_37_level_0_idea = {
			name = "MONUMENT_37_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_37_level_1_idea = {
			name = "MONUMENT_37_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {

			}
		}
		monument_37_level_2_idea = {
			name = "MONUMENT_37_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.1
			}
		}
		monument_37_level_3_idea = {
			name = "MONUMENT_37_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.15
				war_support_factor = 0.05
			}
		}

		# Kotoku-in
		monument_38_level_0_idea = {
			name = "MONUMENT_38_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_38_level_1_idea = {
			name = "MONUMENT_38_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_38_level_2_idea = {
			name = "MONUMENT_38_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.1
			}
		}
		monument_38_level_3_idea = {
			name = "MONUMENT_38_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.15
				stability_factor = 0.05
			}
		}

		# Potala Palace
		monument_39_level_0_idea = {
			name = "MONUMENT_39_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_39_level_1_idea = {
			name = "MONUMENT_39_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_39_level_2_idea = {
			name = "MONUMENT_39_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.1
			}
		}
		monument_39_level_3_idea = {
			name = "MONUMENT_39_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.15
				political_power_gain = 0.25
			}
		}

		# Sankore Madrasah
		monument_40_level_0_idea = {
			name = "MONUMENT_40_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_40_level_1_idea = {
			name = "MONUMENT_40_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				license_production_speed = 0.1
			}
		}
		monument_40_level_2_idea = {
			name = "MONUMENT_40_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				license_production_speed = 0.15
				research_speed_factor = 0.05
			}
		}
		monument_40_level_3_idea = {
			name = "MONUMENT_40_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				license_production_speed = 0.25
				research_speed_factor = 0.1
				political_power_factor = 0.1
			}
		}

		# Borobudur
		monument_41_level_0_idea = {
			name = "MONUMENT_41_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_41_level_1_idea = {
			name = "MONUMENT_41_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_41_level_2_idea = {
			name = "MONUMENT_41_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
			}
		}
		monument_41_level_3_idea = {
			name = "MONUMENT_41_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
				political_power_gain = 0.25
			}
		}

		# Himeji Castle
		monument_42_level_0_idea = {
			name = "MONUMENT_42_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_42_level_1_idea = {
			name = "MONUMENT_42_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_42_level_2_idea = {
			name = "MONUMENT_42_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_leader_cost_factor = -0.15
			}
		}
		monument_42_level_3_idea = {
			name = "MONUMENT_42_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_leader_cost_factor = -0.3
				command_power_gain_mult = 0.2
			}
		}

		# Leaning Tower of Pisa
		monument_43_level_0_idea = {
			name = "MONUMENT_43_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_43_level_1_idea = {
			name = "MONUMENT_43_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_43_level_2_idea = {
			name = "MONUMENT_43_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				industry_free_repair_factor = 0.05
			}
		}
		monument_43_level_3_idea = {
			name = "MONUMENT_43_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				industry_free_repair_factor = 0.1
			}
		}

		# Machu Picchu
		monument_44_level_0_idea = {
			name = "MONUMENT_44_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_44_level_1_idea = {
			name = "MONUMENT_44_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_44_level_2_idea = {
			name = "MONUMENT_44_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.05
			}
		}
		monument_44_level_3_idea = {
			name = "MONUMENT_44_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.1
				political_power_factor = 0.1
			}
		}

		# Cristo Redentor
		monument_45_level_0_idea = {
			name = "MONUMENT_45_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_45_level_1_idea = {
			name = "MONUMENT_45_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_45_level_2_idea = {
			name = "MONUMENT_45_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.1
			}
		}
		monument_45_level_3_idea = {
			name = "MONUMENT_45_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.15
				stability_factor = 0.05
			}
		}

		# Iguazu Falls
		monument_46_level_0_idea = {
			name = "MONUMENT_46_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_46_level_1_idea = {
			name = "MONUMENT_46_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_46_level_2_idea = {
			name = "MONUMENT_46_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_46_level_3_idea = {
			name = "MONUMENT_46_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_morale_factor = 0.05
			}
		}

		# Amazon Rainforest
		monument_47_level_0_idea = {
			name = "MONUMENT_47_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_47_level_1_idea = {
			name = "MONUMENT_47_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_47_level_2_idea = {
			name = "MONUMENT_47_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_47_level_3_idea = {
			name = "MONUMENT_47_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				special_forces_attack_factor = 0.05
				special_forces_defence_factor = 0.05
			}
		}

		# Table Mountain
		monument_48_level_0_idea = {
			name = "MONUMENT_48_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_48_level_1_idea = {
			name = "MONUMENT_48_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_48_level_2_idea = {
			name = "MONUMENT_48_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_48_level_3_idea = {
			name = "MONUMENT_48_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.05
			}
		}

		# Taj Mahal
		monument_49_level_0_idea = {
			name = "MONUMENT_49_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_49_level_1_idea = {
			name = "MONUMENT_49_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_49_level_2_idea = {
			name = "MONUMENT_49_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_gain = 0.25
			}
		}
		monument_49_level_3_idea = {
			name = "MONUMENT_49_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_gain = 0.5
				stability_factor = 0.05
			}
		}

		# Panama Canal
		monument_50_level_0_idea = {
			name = "MONUMENT_50_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_50_level_1_idea = {
			name = "MONUMENT_50_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_50_level_2_idea = {
			name = "MONUMENT_50_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_50_level_3_idea = {
			name = "MONUMENT_50_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				navy_fuel_consumption_factor = -0.05
			}
		}

		# Suez Canal
		monument_51_level_0_idea = {
			name = "MONUMENT_51_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_51_level_1_idea = {
			name = "MONUMENT_51_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_51_level_2_idea = {
			name = "MONUMENT_51_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_51_level_3_idea = {
			name = "MONUMENT_51_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				navy_fuel_consumption_factor = -0.05
			}
		}

		# Liberty Bell
		monument_52_level_0_idea = {
			name = "MONUMENT_52_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_52_level_1_idea = {
			name = "MONUMENT_52_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				lend_lease_tension = -0.1
			}
		}
		monument_52_level_2_idea = {
			name = "MONUMENT_52_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				lend_lease_tension = -0.15
				send_volunteers_tension = -0.05
			}
		}
		monument_52_level_3_idea = {
			name = "MONUMENT_52_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				lend_lease_tension = -0.2
				send_volunteers_tension = -0.1
				guarantee_cost = -0.25
			}
		}

		# Petra
		monument_53_level_0_idea = {
			name = "MONUMENT_53_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_53_level_1_idea = {
			name = "MONUMENT_53_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_53_level_2_idea = {
			name = "MONUMENT_53_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_53_level_3_idea = {
			name = "MONUMENT_53_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				trade_opinion_factor = 0.25
			}
		}

		# Mount Fuji
		monument_54_level_0_idea = {
			name = "MONUMENT_54_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_54_level_1_idea = {
			name = "MONUMENT_54_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_54_level_2_idea = {
			name = "MONUMENT_54_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_54_level_3_idea = {
			name = "MONUMENT_54_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				air_weather_penalty = -0.1
			}
		}

		# Neuschwanstein Castle
		monument_55_level_0_idea = {
			name = "MONUMENT_55_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_55_level_1_idea = {
			name = "MONUMENT_55_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_medium_positive
			}
			modifier = {
			}
		}
		monument_55_level_2_idea = {
			name = "MONUMENT_55_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_large_positive
			}
			modifier = {
				political_power_gain = 0.1
			}
		}
		monument_55_level_3_idea = {
			name = "MONUMENT_55_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_large_positive
			}
			modifier = {
				political_power_gain = 0.25
				generate_wargoal_tension = -0.1
			}
		}

		# Wewelsburg
		monument_56_level_0_idea = {
			name = "MONUMENT_56_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_56_level_1_idea = {
			name = "MONUMENT_56_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_infantry_attack_factor = 0.05
			}
		}
		monument_56_level_2_idea = {
			name = "MONUMENT_56_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_infantry_attack_factor = 0.1
				motorized_attack_factor = 0.05
			}
		}
		monument_56_level_3_idea = {
			name = "MONUMENT_56_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_infantry_attack_factor = 0.1
				motorized_attack_factor = 0.1
				resistance_damage_to_garrison = -0.1
			#	monthly_ss_mood_change = -0.5 # mood mechanic was removed in vanilla
			}
		}

		# Sydney Harbour Bridge
		monument_57_level_0_idea = {
			name = "MONUMENT_57_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_57_level_1_idea = {
			name = "MONUMENT_57_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_57_level_2_idea = {
			name = "MONUMENT_57_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_speed_factor = 0.05
			}
		}
		monument_57_level_3_idea = {
			name = "MONUMENT_57_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_speed_factor = 0.1
				production_speed_industrial_complex_factor = 0.1
			}
		}

		# Forbidden City
		monument_58_level_0_idea = {
			name = "MONUMENT_58_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_58_level_1_idea = {
			name = "MONUMENT_58_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.1
			}
		}
		monument_58_level_2_idea = {
			name = "MONUMENT_58_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.15
				stability_factor = 0.05
			}
		}
		monument_58_level_3_idea = {
			name = "MONUMENT_58_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.25
				stability_factor = 0.1
				war_support_factor = 0.05
			}
		}

		# Alhambra
		monument_59_level_0_idea = {
			name = "MONUMENT_59_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_59_level_1_idea = {
			name = "MONUMENT_59_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_59_level_2_idea = {
			name = "MONUMENT_59_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.05
			}
		}
		monument_59_level_3_idea = {
			name = "MONUMENT_59_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.1
				political_power_gain = 0.25
			}
		}

		# Kilwa Kisiwani
		monument_60_level_0_idea = {
			name = "MONUMENT_60_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_60_level_1_idea = {
			name = "MONUMENT_60_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_60_level_2_idea = {
			name = "MONUMENT_60_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.1
			}
		}
		monument_60_level_3_idea = {
			name = "MONUMENT_60_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.15
				trade_opinion_factor = 0.25
			}
		}

		# University of Oxford
		monument_61_level_0_idea = {
			name = "MONUMENT_61_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_61_level_1_idea = {
			name = "MONUMENT_61_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_61_level_2_idea = {
			name = "MONUMENT_61_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				research_speed_factor = 0.05
			}
		}
		monument_61_level_3_idea = {
			name = "MONUMENT_61_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				research_speed_factor = 0.1
			}
		}

		# Casa de Contratación
		monument_62_level_0_idea = {
			name = "MONUMENT_62_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_62_level_1_idea = {
			name = "MONUMENT_62_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				trade_opinion_factor = 0.1
			}
		}
		monument_62_level_2_idea = {
			name = "MONUMENT_62_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				trade_opinion_factor = 0.2
				subjects_autonomy_gain = -0.25
			}
		}
		monument_62_level_3_idea = {
			name = "MONUMENT_62_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				trade_opinion_factor = 0.3
				subjects_autonomy_gain = -0.5
				political_power_gain_from_subjects = 0.1
			}
		}

		# Sydney Opera House
		monument_63_level_0_idea = {
			name = "MONUMENT_63_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_63_level_1_idea = {
			name = "MONUMENT_63_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				compliance_growth = 0.05
			}
		}
		monument_63_level_2_idea = {
			name = "MONUMENT_63_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				compliance_growth = 0.1
				stability_factor = 0.05
			}
		}
		monument_63_level_3_idea = {
			name = "MONUMENT_63_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				compliance_growth = 0.15
				stability_factor = 0.1
				political_power_factor = 0.1
			}
		}

		# Palace of the Soviets
		monument_64_level_0_idea = {
			name = "MONUMENT_64_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_64_level_1_idea = {
			name = "MONUMENT_64_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				compliance_growth = 0.05
			}
		}
		monument_64_level_2_idea = {
			name = "MONUMENT_64_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				compliance_growth = 0.1
				political_power_factor = 0.1
			}
		}
		monument_64_level_3_idea = {
			name = "MONUMENT_64_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				compliance_growth = 0.15
				political_power_factor = 0.2
				weekly_communism_drift_in_neighbors_and_subjects = 0.5
			}
		}

		# El Escorial
		monument_65_level_0_idea = {
			name = "MONUMENT_65_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_65_level_1_idea = {
			name = "MONUMENT_65_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_small_positive
			}
			modifier = {
			}
		}
		monument_65_level_2_idea = {
			name = "MONUMENT_65_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_medium_positive
			}
			modifier = {
				political_power_factor = 0.15
			}
		}
		monument_65_level_3_idea = {
			name = "MONUMENT_65_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_large_positive
			}
			modifier = {
				political_power_factor = 0.25
				stability_factor = 0.05
			}
		}

		# Mount Kilimanjaro
		monument_66_level_0_idea = {
			name = "MONUMENT_66_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_66_level_1_idea = {
			name = "MONUMENT_66_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_66_level_2_idea = {
			name = "MONUMENT_66_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_66_level_3_idea = {
			name = "MONUMENT_66_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				acclimatization_hot_climate_gain_factor = 0.1
			}
		}

		# Mount Everest
		monument_67_level_0_idea = {
			name = "MONUMENT_67_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_67_level_1_idea = {
			name = "MONUMENT_67_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_67_level_2_idea = {
			name = "MONUMENT_67_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_67_level_3_idea = {
			name = "MONUMENT_67_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				air_weather_penalty = -0.1
			}
		}

		# Trolltunga
		monument_68_level_0_idea = {
			name = "MONUMENT_68_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_68_level_1_idea = {
			name = "MONUMENT_68_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_68_level_2_idea = {
			name = "MONUMENT_68_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_68_level_3_idea = {
			name = "MONUMENT_68_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				training_time_army_factor = -0.05
			}
		}

		# Kjosfossen
		monument_69_level_0_idea = {
			name = "MONUMENT_69_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_69_level_1_idea = {
			name = "MONUMENT_69_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_69_level_2_idea = {
			name = "MONUMENT_69_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_69_level_3_idea = {
			name = "MONUMENT_69_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}

		# Preikestolen
		monument_70_level_0_idea = {
			name = "MONUMENT_70_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_70_level_1_idea = {
			name = "MONUMENT_70_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_70_level_2_idea = {
			name = "MONUMENT_70_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_70_level_3_idea = {
			name = "MONUMENT_70_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.05
			}
		}

		# Lofoten
		monument_71_level_0_idea = {
			name = "MONUMENT_71_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_71_level_1_idea = {
			name = "MONUMENT_71_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_71_level_2_idea = {
			name = "MONUMENT_71_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_71_level_3_idea = {
			name = "MONUMENT_71_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				amphibious_invasion_defence = 0.1
			}
		}

		# Rock-Hewn Churches of Lalibela
		monument_72_level_0_idea = {
			name = "MONUMENT_72_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_72_level_1_idea = {
			name = "MONUMENT_72_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_72_level_2_idea = {
			name = "MONUMENT_72_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.1
			}
		}
		monument_72_level_3_idea = {
			name = "MONUMENT_72_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.15
				political_power_gain = 0.25
			}
		}

		# Great Mosque of Kairounan
		monument_73_level_0_idea = {
			name = "MONUMENT_73_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_73_level_1_idea = {
			name = "MONUMENT_73_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_buildings_factor = 0.05
			}
		}
		monument_73_level_2_idea = {
			name = "MONUMENT_73_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_buildings_factor = 0.1
				political_power_factor = 0.1
			}
		}
		monument_73_level_3_idea = {
			name = "MONUMENT_73_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_buildings_factor = 0.15
				political_power_factor = 0.2
				stability_factor = 0.05
			}
		}

		# El Badi Palace
		monument_74_level_0_idea = {
			name = "MONUMENT_74_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_74_level_1_idea = {
			name = "MONUMENT_74_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_small_positive
			}
			modifier = {
			}
		}
		monument_74_level_2_idea = {
			name = "MONUMENT_74_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_medium_positive
			}
			modifier = {
				political_power_factor = 0.15
			}
		}
		monument_74_level_3_idea = {
			name = "MONUMENT_74_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_large_positive
			}
			modifier = {
				political_power_factor = 0.25
				war_support_factor = 0.05
			}
		}

		# Ouzoud Falls
		monument_75_level_0_idea = {
			name = "MONUMENT_75_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_75_level_1_idea = {
			name = "MONUMENT_75_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_75_level_2_idea = {
			name = "MONUMENT_75_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_75_level_3_idea = {
			name = "MONUMENT_75_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				acclimatization_hot_climate_gain_factor = 0.1
			}
		}

		# Abu Simbel
		monument_76_level_0_idea = {
			name = "MONUMENT_76_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_76_level_1_idea = {
			name = "MONUMENT_76_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_76_level_2_idea = {
			name = "MONUMENT_76_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
			}
		}
		monument_76_level_3_idea = {
			name = "MONUMENT_76_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.1
				war_support_factor = 0.05
			}
		}

		# Rijksmuseum
		monument_77_level_0_idea = {
			name = "MONUMENT_77_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_77_level_1_idea = {
			name = "MONUMENT_77_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				war_support_factor = 0.05
			}
		}
		monument_77_level_2_idea = {
			name = "MONUMENT_77_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				war_support_factor = 0.05
				political_power_factor = 0.1
			}
		}
		monument_77_level_3_idea = {
			name = "MONUMENT_77_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				war_support_factor = 0.1
				political_power_factor = 0.2
				annex_cost_factor = -0.15
			}
		}

		# Nieuwe Kerk
		monument_78_level_0_idea = {
			name = "MONUMENT_78_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_78_level_1_idea = {
			name = "MONUMENT_78_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_78_level_2_idea = {
			name = "MONUMENT_78_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_fascism_small_negative
				monument_trait_communism_small_negative
			}
			modifier = {
			}
		}
		monument_78_level_3_idea = {
			name = "MONUMENT_78_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_fascism_medium_negative
				monument_trait_communism_medium_negative
			}
			modifier = {
				stability_factor = 0.05
			}
		}

		# Basílica de la Sagrada Família
		monument_79_level_0_idea = {
			name = "MONUMENT_79_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_79_level_1_idea = {
			name = "MONUMENT_79_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_79_level_2_idea = {
			name = "MONUMENT_79_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_79_level_3_idea = {
			name = "MONUMENT_79_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
			}
		}

		# Dome of the Rock
		monument_80_level_0_idea = {
			name = "MONUMENT_80_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_80_level_1_idea = {
			name = "MONUMENT_80_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_80_level_2_idea = {
			name = "MONUMENT_80_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_80_level_3_idea = {
			name = "MONUMENT_80_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
			}
		}

		# Church of the Holy Sepulchre
		monument_81_level_0_idea = {
			name = "MONUMENT_81_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_81_level_1_idea = {
			name = "MONUMENT_81_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_81_level_2_idea = {
			name = "MONUMENT_81_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
			}
		}
		monument_81_level_3_idea = {
			name = "MONUMENT_81_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
				political_power_factor = 0.1
			}
		}

		# Church of All Nations
		monument_82_level_0_idea = {
			name = "MONUMENT_82_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_82_level_1_idea = {
			name = "MONUMENT_82_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_political_advisor_cost_small
			}
			modifier = {
			}
		}
		monument_82_level_2_idea = {
			name = "MONUMENT_82_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_political_advisor_cost_medium
			}
			modifier = {
				opinion_gain_monthly_factor = 0.1
			}
		}
		monument_82_level_3_idea = {
			name = "MONUMENT_82_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_political_advisor_cost_large
			}
			modifier = {
				opinion_gain_monthly_factor = 0.2
				improve_relations_maintain_cost_factor = -0.15
			}
		}

		# Western Wall
		monument_83_level_0_idea = {
			name = "MONUMENT_83_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_83_level_1_idea = {
			name = "MONUMENT_83_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				resistance_growth = -0.05
			}
		}
		monument_83_level_2_idea = {
			name = "MONUMENT_83_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				resistance_growth = -0.1
				political_power_gain = 0.15
			}
		}
		monument_83_level_3_idea = {
			name = "MONUMENT_83_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				resistance_growth = -0.1
				political_power_gain = 0.25
				stability_factor = 0.05
			}
		}

		# Church of the Redeemer
		monument_84_level_0_idea = {
			name = "MONUMENT_84_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_84_level_1_idea = {
			name = "MONUMENT_84_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_84_level_2_idea = {
			name = "MONUMENT_84_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_84_level_3_idea = {
			name = "MONUMENT_84_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				compliance_growth = 0.05
			}
		}

		# Masjid al-Haram
		monument_85_level_0_idea = {
			name = "MONUMENT_85_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_85_level_1_idea = {
			name = "MONUMENT_85_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_85_level_2_idea = {
			name = "MONUMENT_85_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				conscription_factor = 0.1
			}
		}
		monument_85_level_3_idea = {
			name = "MONUMENT_85_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				conscription_factor = 0.15
				political_power_gain = 0.2
			}
		}

		# Salar de Uyuni
		monument_86_level_0_idea = {
			name = "MONUMENT_86_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_86_level_1_idea = {
			name = "MONUMENT_86_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_86_level_2_idea = {
			name = "MONUMENT_86_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_86_level_3_idea = {
			name = "MONUMENT_86_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				heat_attrition_factor = -0.1
			}
		}

		# Arulmigu Meenakshi Sundareshwarar Temple
		monument_87_level_0_idea = {
			name = "MONUMENT_87_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_87_level_1_idea = {
			name = "MONUMENT_87_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_87_level_2_idea = {
			name = "MONUMENT_87_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				consumer_goods_factor = -0.05
			}
		}
		monument_87_level_3_idea = {
			name = "MONUMENT_87_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				consumer_goods_factor = -0.15
				autonomy_gain = 0.25
			}
		}

		# Torre de Săo Vicente
		monument_88_level_0_idea = {
			name = "MONUMENT_88_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_88_level_1_idea = {
			name = "MONUMENT_88_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_88_level_2_idea = {
			name = "MONUMENT_88_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.1
			}
		}
		monument_88_level_3_idea = {
			name = "MONUMENT_88_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.1
				navy_capital_ship_attack_factor = 0.1
				navy_capital_ship_defence_factor = 0.1
			}
		}

		# Stonehenge
		monument_89_level_0_idea = {
			name = "MONUMENT_89_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_89_level_1_idea = {
			name = "MONUMENT_89_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_89_level_2_idea = {
			name = "MONUMENT_89_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				air_weather_penalty = -0.05
			}
		}
		monument_89_level_3_idea = {
			name = "MONUMENT_89_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				air_weather_penalty = -0.1
			}
		}

		# Palace of Versailles
		monument_90_level_0_idea = {
			name = "MONUMENT_90_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_90_level_1_idea = {
			name = "MONUMENT_90_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_small_positive
			}
			modifier = {
			}
		}
		monument_90_level_2_idea = {
			name = "MONUMENT_90_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_medium_positive
			}
			modifier = {
				generate_wargoal_tension = -0.1
			}
		}
		monument_90_level_3_idea = {
			name = "MONUMENT_90_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_large_positive
			}
			modifier = {
				generate_wargoal_tension = -0.25
				political_power_factor = 0.15
			}
		}

		# The Motherland Calls
		monument_91_level_0_idea = {
			name = "MONUMENT_91_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_91_level_1_idea = {
			name = "MONUMENT_91_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_91_level_2_idea = {
			name = "MONUMENT_91_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_factory_max_efficiency_factor = 0.05
			}
		}
		monument_91_level_3_idea = {
			name = "MONUMENT_91_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_factory_max_efficiency_factor = 0.1
				production_lack_of_resource_penalty_factor = -0.1
			}
		}

		# Government Buildings
		monument_92_level_0_idea = {
			name = "MONUMENT_92_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_92_level_1_idea = {
			name = "MONUMENT_92_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_92_level_2_idea = {
			name = "MONUMENT_92_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.15
			}
		}
		monument_92_level_3_idea = {
			name = "MONUMENT_92_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.25
				stability_factor = 0.05
			}
		}

		# Giant's Causeway
		monument_93_level_0_idea = {
			name = "MONUMENT_93_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_93_level_1_idea = {
			name = "MONUMENT_93_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_93_level_2_idea = {
			name = "MONUMENT_93_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_93_level_3_idea = {
			name = "MONUMENT_93_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}

		# Marae Taputapuatea
		monument_94_level_0_idea = {
			name = "MONUMENT_94_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_94_level_1_idea = {
			name = "MONUMENT_94_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_94_level_2_idea = {
			name = "MONUMENT_94_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_94_level_3_idea = {
			name = "MONUMENT_94_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_gain = 0.25
			}
		}

		# Mont-Saint-Michel
		monument_95_level_0_idea = {
			name = "MONUMENT_95_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_95_level_1_idea = {
			name = "MONUMENT_95_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_95_level_2_idea = {
			name = "MONUMENT_95_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.05
			}
		}
		monument_95_level_3_idea = {
			name = "MONUMENT_95_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.1
				invasion_preparation = -0.15
			}
		}

		# Cité de Carcassonne
		monument_96_level_0_idea = {
			name = "MONUMENT_96_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_96_level_1_idea = {
			name = "MONUMENT_96_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_96_level_2_idea = {
			name = "MONUMENT_96_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.05
			}
		}
		monument_96_level_3_idea = {
			name = "MONUMENT_96_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.1
				enemy_army_bonus_air_superiority_factor = -0.05
			}
		}

		# Yellowstone National Park
		monument_97_level_0_idea = {
			name = "MONUMENT_97_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_97_level_1_idea = {
			name = "MONUMENT_97_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_97_level_2_idea = {
			name = "MONUMENT_97_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_97_level_3_idea = {
			name = "MONUMENT_97_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				compliance_growth = 0.05
			}
		}

		# Moraine Lake
		monument_98_level_0_idea = {
			name = "MONUMENT_98_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_98_level_1_idea = {
			name = "MONUMENT_98_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_98_level_2_idea = {
			name = "MONUMENT_98_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_98_level_3_idea = {
			name = "MONUMENT_98_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_morale_factor = 0.05
			}
		}

		# Humble Administrator's Garden
		monument_99_level_0_idea = {
			name = "MONUMENT_99_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_99_level_1_idea = {
			name = "MONUMENT_99_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_99_level_2_idea = {
			name = "MONUMENT_99_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_99_level_3_idea = {
			name = "MONUMENT_99_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_org_factor = 0.05
			}
		}

		# Huangshan
		monument_100_level_0_idea = {
			name = "MONUMENT_100_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_100_level_1_idea = {
			name = "MONUMENT_100_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_100_level_2_idea = {
			name = "MONUMENT_100_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_100_level_3_idea = {
			name = "MONUMENT_100_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				air_weather_penalty = -0.1
			}
		}

		# St. Peter's Basilica
		monument_101_level_0_idea = {
			name = "MONUMENT_101_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_101_level_1_idea = {
			name = "MONUMENT_101_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_101_level_2_idea = {
			name = "MONUMENT_101_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				compliance_growth = 0.05
			}
		}
		monument_101_level_3_idea = {
			name = "MONUMENT_101_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				compliance_growth = 0.1
				subjects_autonomy_gain = -0.25
			}
		}

		# Malbork Castle
		monument_102_level_0_idea = {
			name = "MONUMENT_102_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_102_level_1_idea = {
			name = "MONUMENT_102_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_102_level_2_idea = {
			name = "MONUMENT_102_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_bunker_factor = 0.1
			}
		}
		monument_102_level_3_idea = {
			name = "MONUMENT_102_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_bunker_factor = 0.15
				army_core_defence_factor = 0.05
			}
		}

		# Prague Castle
		monument_103_level_0_idea = {
			name = "MONUMENT_103_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_103_level_1_idea = {
			name = "MONUMENT_103_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_103_level_2_idea = {
			name = "MONUMENT_103_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.05
			}
		}
		monument_103_level_3_idea = {
			name = "MONUMENT_103_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.1
				political_power_factor = 0.15
			}
		}

		# Charles Bridge
		monument_104_level_0_idea = {
			name = "MONUMENT_104_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_104_level_1_idea = {
			name = "MONUMENT_104_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_104_level_2_idea = {
			name = "MONUMENT_104_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_speed_factor = 0.05
			}
		}
		monument_104_level_3_idea = {
			name = "MONUMENT_104_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_speed_factor = 0.1
				trade_opinion_factor = 0.25
			}
		}

		# Belvedere
		monument_105_level_0_idea = {
			name = "MONUMENT_105_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_105_level_1_idea = {
			name = "MONUMENT_105_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_105_level_2_idea = {
			name = "MONUMENT_105_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				conscription_factor = 0.05
			}
		}
		monument_105_level_3_idea = {
			name = "MONUMENT_105_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				conscription_factor = 0.1
				war_support_factor = 0.05
			}
		}

		# Hofburg
		monument_106_level_0_idea = {
			name = "MONUMENT_106_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_106_level_1_idea = {
			name = "MONUMENT_106_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_fascism_small_negative
				monument_trait_communism_small_negative
			}
			modifier = {
			}
		}
		monument_106_level_2_idea = {
			name = "MONUMENT_106_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_fascism_small_negative
				monument_trait_communism_small_negative
			}
			modifier = {
				stability_factor = 0.05
			}
		}
		monument_106_level_3_idea = {
			name = "MONUMENT_106_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_fascism_medium_negative
				monument_trait_communism_medium_negative
			}
			modifier = {
				stability_factor = 0.05
				political_power_gain = 0.2
			}
		}

		# Parliament of Budapest
		monument_107_level_0_idea = {
			name = "MONUMENT_107_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_107_level_1_idea = {
			name = "MONUMENT_107_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_democratic_small_positive
			}
			modifier = {
			}
		}
		monument_107_level_2_idea = {
			name = "MONUMENT_107_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_democratic_medium_positive
			}
			modifier = {
				stability_factor = 0.05
			}
		}
		monument_107_level_3_idea = {
			name = "MONUMENT_107_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_democratic_large_positive
			}
			modifier = {
				stability_factor = 0.05
				political_power_factor = 0.1
			}
		}

		# Hosök tere
		monument_108_level_0_idea = {
			name = "MONUMENT_108_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_108_level_1_idea = {
			name = "MONUMENT_108_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				experience_loss_factor = -0.05
			}
		}
		monument_108_level_2_idea = {
			name = "MONUMENT_108_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				experience_loss_factor = -0.1
				conscription_factor = 0.05
			}
		}
		monument_108_level_3_idea = {
			name = "MONUMENT_108_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				experience_loss_factor = -0.15
				conscription_factor = 0.1
				war_support_factor = 0.05
			}
		}

		# Zagreb Cathedral
		monument_109_level_0_idea = {
			name = "MONUMENT_109_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_109_level_1_idea = {
			name = "MONUMENT_109_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_109_level_2_idea = {
			name = "MONUMENT_109_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				compliance_growth = 0.05
			}
		}
		monument_109_level_3_idea = {
			name = "MONUMENT_109_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				compliance_growth = 0.1
				stability_factor = 0.05
			}
		}

		# Monument to the Heroes of the Air
		monument_110_level_0_idea = {
			name = "MONUMENT_110_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_110_level_1_idea = {
			name = "MONUMENT_110_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				air_accidents_factor = -0.05
			}
		}
		monument_110_level_2_idea = {
			name = "MONUMENT_110_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				air_accidents_factor = -0.1
				air_ace_generation_chance_factor = 0.1
			}
		}
		monument_110_level_3_idea = {
			name = "MONUMENT_110_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				air_accidents_factor = -0.15
				air_ace_generation_chance_factor = 0.15
				experience_gain_air = 0.05
			}
		}

		# Bran Castle
		monument_111_level_0_idea = {
			name = "MONUMENT_111_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_111_level_1_idea = {
			name = "MONUMENT_111_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_medium_positive
			}
			modifier = {
			}
		}
		monument_111_level_2_idea = {
			name = "MONUMENT_111_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_medium_positive
			}
			modifier = {
				political_power_factor = 0.1
			}
		}
		monument_111_level_3_idea = {
			name = "MONUMENT_111_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_large_positive
			}
			modifier = {
				political_power_factor = 0.15
				generate_wargoal_tension = -0.1
			}
		}

		# Alexander Nevsky Cathedral
		monument_112_level_0_idea = {
			name = "MONUMENT_112_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_112_level_1_idea = {
			name = "MONUMENT_112_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_112_level_2_idea = {
			name = "MONUMENT_112_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.1
			}
		}
		monument_112_level_3_idea = {
			name = "MONUMENT_112_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.15
				stability_factor = 0.05
			}
		}

		# Belgrade Fortress
		monument_113_level_0_idea = {
			name = "MONUMENT_113_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_113_level_1_idea = {
			name = "MONUMENT_113_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_113_level_2_idea = {
			name = "MONUMENT_113_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.05
			}
		}
		monument_113_level_3_idea = {
			name = "MONUMENT_113_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.1
				dig_in_speed_factor = 0.15
			}
		}

		# Pamukkale
		monument_114_level_0_idea = {
			name = "MONUMENT_114_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_114_level_1_idea = {
			name = "MONUMENT_114_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_114_level_2_idea = {
			name = "MONUMENT_114_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				org_loss_when_moving = -0.15
			}
		}
		monument_114_level_3_idea = {
			name = "MONUMENT_114_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				org_loss_when_moving = -0.2
				attrition = -0.025
			}
		}

		# Anitkabir
		monument_115_level_0_idea = {
			name = "MONUMENT_115_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_115_level_1_idea = {
			name = "MONUMENT_115_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_115_level_2_idea = {
			name = "MONUMENT_115_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_gain = 0.15
			}
		}
		monument_115_level_3_idea = {
			name = "MONUMENT_115_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_communism_medium_negative
				monument_trait_fascism_medium_negative
			}
			modifier = {
				political_power_gain = 0.25
			}
		}

		# Psiloritis
		monument_116_level_0_idea = {
			name = "MONUMENT_116_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_116_level_1_idea = {
			name = "MONUMENT_116_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_116_level_2_idea = {
			name = "MONUMENT_116_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				special_forces_out_of_supply_factor = -0.05
			}
		}
		monument_116_level_3_idea = {
			name = "MONUMENT_116_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				special_forces_out_of_supply_factor = -0.1
				special_forces_training_time_factor = -0.1
			}
		}

		# Mausoleum of Saladin
		monument_117_level_0_idea = {
			name = "MONUMENT_117_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_117_level_1_idea = {
			name = "MONUMENT_117_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_117_level_2_idea = {
			name = "MONUMENT_117_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				justify_war_goal_time = -0.1
			}
		}
		monument_117_level_3_idea = {
			name = "MONUMENT_117_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				justify_war_goal_time = -0.15
				war_support_factor = 0.05
			}
		}

		# Mustansiriya Madrasah
		monument_118_level_0_idea = {
			name = "MONUMENT_118_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_118_level_1_idea = {
			name = "MONUMENT_118_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				research_speed_factor = 0.05
			}
		}
		monument_118_level_2_idea = {
			name = "MONUMENT_118_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				research_speed_factor = 0.1
				license_production_speed = 0.05
			}
		}
		monument_118_level_3_idea = {
			name = "MONUMENT_118_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				research_speed_factor = 0.1
				license_production_speed = 0.1
			}

			on_add = {
				add_research_slot = 1
			}

			on_remove = {
				add_research_slot = -1
			}
		}

		# Golestan Palace
		monument_119_level_0_idea = {
			name = "MONUMENT_119_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_119_level_1_idea = {
			name = "MONUMENT_119_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_medium_positive
			}
			modifier = {
			}
		}
		monument_119_level_2_idea = {
			name = "MONUMENT_119_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_medium_positive
			}
			modifier = {
				political_power_factor = 0.1
			}
		}
		monument_119_level_3_idea = {
			name = "MONUMENT_119_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_neutrality_large_positive
			}
			modifier = {
				political_power_factor = 0.15
			}

			rule = {
				can_create_factions = yes
			}
		}

		# Rizal Monument
		monument_120_level_0_idea = {
			name = "MONUMENT_120_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_120_level_1_idea = {
			name = "MONUMENT_120_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.05
			}
		}
		monument_120_level_2_idea = {
			name = "MONUMENT_120_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.1
				autonomy_gain = 0.25
			}
		}
		monument_120_level_3_idea = {
			name = "MONUMENT_120_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.15
				autonomy_gain = 0.5
				war_support_factor = 0.05
			}
		}

		# Churches of Chiloé
		monument_121_level_0_idea = {
			name = "MONUMENT_121_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_121_level_1_idea = {
			name = "MONUMENT_121_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_121_level_2_idea = {
			name = "MONUMENT_121_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_buildings_factor = 0.05
			}
		}
		monument_121_level_3_idea = {
			name = "MONUMENT_121_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_buildings_factor = 0.1
				stability_factor = 0.05
			}
		}

		# Mount McKinley National Park
		monument_122_level_0_idea = {
			name = "MONUMENT_122_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_122_level_1_idea = {
			name = "MONUMENT_122_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_122_level_2_idea = {
			name = "MONUMENT_122_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				acclimatization_cold_climate_gain_factor = 0.1
			}
		}
		monument_122_level_3_idea = {
			name = "MONUMENT_122_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				acclimatization_cold_climate_gain_factor = 0.15
			}
		}

		# Tikal
		monument_123_level_0_idea = {
			name = "MONUMENT_123_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_123_level_1_idea = {
			name = "MONUMENT_123_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_123_level_2_idea = {
			name = "MONUMENT_123_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_buildings_factor = 0.1
			}
		}
		monument_123_level_3_idea = {
			name = "MONUMENT_123_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_buildings_factor = 0.15
				army_attack_factor = 0.1
			}
		}

		# Copán
		monument_124_level_0_idea = {
			name = "MONUMENT_124_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_124_level_1_idea = {
			name = "MONUMENT_124_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_124_level_2_idea = {
			name = "MONUMENT_124_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_gain = 0.1
			}
		}
		monument_124_level_3_idea = {
			name = "MONUMENT_124_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_gain = 0.15
				resistance_growth = -0.1
			}
		}

		# Tazumal
		monument_125_level_0_idea = {
			name = "MONUMENT_125_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_125_level_1_idea = {
			name = "MONUMENT_125_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_125_level_2_idea = {
			name = "MONUMENT_125_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				compliance_growth = 0.05
			}
		}
		monument_125_level_3_idea = {
			name = "MONUMENT_125_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				compliance_growth = 0.1
				war_support_factor = 0.05
			}
		}

		# Lake Coatepeque
		monument_126_level_0_idea = {
			name = "MONUMENT_126_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_126_level_1_idea = {
			name = "MONUMENT_126_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_126_level_2_idea = {
			name = "MONUMENT_126_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_126_level_3_idea = {
			name = "MONUMENT_126_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_morale_factor = 0.05
			}
		}

		# Concepción
		monument_127_level_0_idea = {
			name = "MONUMENT_127_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_127_level_1_idea = {
			name = "MONUMENT_127_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_127_level_2_idea = {
			name = "MONUMENT_127_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_127_level_3_idea = {
			name = "MONUMENT_127_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				air_weather_penalty = -0.1
			}
		}

		# Kukenán
		monument_128_level_0_idea = {
			name = "MONUMENT_128_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_128_level_1_idea = {
			name = "MONUMENT_128_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_128_level_2_idea = {
			name = "MONUMENT_128_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_128_level_3_idea = {
			name = "MONUMENT_128_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.05
			}
		}

		# Quilotoa
		monument_129_level_0_idea = {
			name = "MONUMENT_129_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_129_level_1_idea = {
			name = "MONUMENT_129_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_129_level_2_idea = {
			name = "MONUMENT_129_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				org_loss_when_moving = -0.15
			}
		}
		monument_129_level_3_idea = {
			name = "MONUMENT_129_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				org_loss_when_moving = -0.2
				army_morale_factor = 0.05
			}
		}

		# Mount Ruapehu
		monument_130_level_0_idea = {
			name = "MONUMENT_130_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_130_level_1_idea = {
			name = "MONUMENT_130_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_130_level_2_idea = {
			name = "MONUMENT_130_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.025
			}
		}
		monument_130_level_3_idea = {
			name = "MONUMENT_130_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.025
				political_power_factor = 0.05
			}
		}

		# USS Arizona Memorial
		monument_131_level_0_idea = {
			name = "MONUMENT_131_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_131_level_1_idea = {
			name = "MONUMENT_131_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				spotting_chance = 0.05
			}
		}
		monument_131_level_2_idea = {
			name = "MONUMENT_131_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				spotting_chance = 0.1
				naval_retreat_chance = 0.1
			}
		}
		monument_131_level_3_idea = {
			name = "MONUMENT_131_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				spotting_chance = 0.15
				naval_retreat_chance = 0.15
				critical_receive_chance = -0.1
			}
		}

		# El Capitolio
		monument_132_level_0_idea = {
			name = "MONUMENT_132_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_132_level_1_idea = {
			name = "MONUMENT_132_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_132_level_2_idea = {
			name = "MONUMENT_132_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.1
			}
		}
		monument_132_level_3_idea = {
			name = "MONUMENT_132_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.15
				consumer_goods_factor = -0.1
			}
		}

		# Castillo de la Real Fuerza
		monument_133_level_0_idea = {
			name = "MONUMENT_133_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_133_level_1_idea = {
			name = "MONUMENT_133_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_133_level_2_idea = {
			name = "MONUMENT_133_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				dig_in_speed_factor = 0.1
			}
		}
		monument_133_level_3_idea = {
			name = "MONUMENT_133_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				dig_in_speed_factor = 0.15
				amphibious_invasion_defence = 0.1
			}
		}

		# Alcázar de Colón
		monument_134_level_0_idea = {
			name = "MONUMENT_134_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_134_level_1_idea = {
			name = "MONUMENT_134_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_134_level_2_idea = {
			name = "MONUMENT_134_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_gain = 0.1
			}
		}
		monument_134_level_3_idea = {
			name = "MONUMENT_134_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_gain = 0.2
				stability_factor = 0.05
			}
		}

		# Palácio da Bolsa
		monument_135_level_0_idea = {
			name = "MONUMENT_135_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_135_level_1_idea = {
			name = "MONUMENT_135_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_trade_laws_cost_small
			}
			modifier = {
			}
		}
		monument_135_level_2_idea = {
			name = "MONUMENT_135_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_trade_laws_cost_medium
			}
			modifier = {
				trade_opinion_factor = 0.1
			}
		}
		monument_135_level_3_idea = {
			name = "MONUMENT_135_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_trade_laws_cost_large
			}
			modifier = {
				trade_opinion_factor = 0.2
				min_export = -0.1
			}
		}

		# Riga Castle
		monument_136_level_0_idea = {
			name = "MONUMENT_136_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_136_level_1_idea = {
			name = "MONUMENT_136_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_136_level_2_idea = {
			name = "MONUMENT_136_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				dig_in_speed_factor = 0.1
			}
		}
		monument_136_level_3_idea = {
			name = "MONUMENT_136_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				dig_in_speed_factor = 0.15
				production_speed_bunker_factor = 0.1
			}
		}

		# Freedom Monument
		monument_137_level_0_idea = {
			name = "MONUMENT_137_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_137_level_1_idea = {
			name = "MONUMENT_137_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.05
			}
		}
		monument_137_level_2_idea = {
			name = "MONUMENT_137_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.1
				stability_factor = 0.05
			}
		}
		monument_137_level_3_idea = {
			name = "MONUMENT_137_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.15
				stability_factor = 0.1
				war_support_factor = 0.05
			}
		}

		# Great Wall of China
		monument_138_level_0_idea = {
			name = "MONUMENT_138_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_138_level_1_idea = {
			name = "MONUMENT_138_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_138_level_2_idea = {
			name = "MONUMENT_138_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.05
			}
		}
		monument_138_level_3_idea = {
			name = "MONUMENT_138_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.1
				production_speed_bunker_factor = 0.1
			}
		}

		# Imperial Palace of Manchukuo
		monument_139_level_0_idea = {
			name = "MONUMENT_139_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_139_level_1_idea = {
			name = "MONUMENT_139_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.05
			}
		}
		monument_139_level_2_idea = {
			name = "MONUMENT_139_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_communism_medium_negative
				monument_trait_democratic_medium_negative
			}
			modifier = {
				political_power_factor = 0.1
			}
		}
		monument_139_level_3_idea = {
			name = "MONUMENT_139_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_communism_large_negative
				monument_trait_democratic_large_negative
			}
			modifier = {
				political_power_factor = 0.15
				stability_factor = 0.05
			}
		}

		# Wawel Castle
		monument_140_level_0_idea = {
			name = "MONUMENT_140_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_140_level_1_idea = {
			name = "MONUMENT_140_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				consumer_goods_factor = -0.05
			}
		}
		monument_140_level_2_idea = {
			name = "MONUMENT_140_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				consumer_goods_factor = -0.1
				dig_in_speed_factor = 0.1
			}
		}
		monument_140_level_3_idea = {
			name = "MONUMENT_140_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				consumer_goods_factor = -0.15
				dig_in_speed_factor = 0.2
				army_defence_factor = 0.05
			}
		}

		# Jagiellonian University
		monument_141_level_0_idea = {
			name = "MONUMENT_141_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_141_level_1_idea = {
			name = "MONUMENT_141_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				research_speed_factor = 0.05
			}
		}
		monument_141_level_2_idea = {
			name = "MONUMENT_141_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				research_speed_factor = 0.1
				license_production_speed = 0.05
			}
		}
		monument_141_level_3_idea = {
			name = "MONUMENT_141_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				research_speed_factor = 0.1
				license_production_speed = 0.1
			}

			on_add = {
				add_research_slot = 1
			}

			on_remove = {
				add_research_slot = -1
			}
		}

		# Royal Castle
		monument_142_level_0_idea = {
			name = "MONUMENT_142_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_142_level_1_idea = {
			name = "MONUMENT_142_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_142_level_2_idea = {
			name = "MONUMENT_142_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.1
			}
		}
		monument_142_level_3_idea = {
			name = "MONUMENT_142_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.15
				stability_factor = 0.05
			}
		}

		# Gate of Dawn
		monument_143_level_0_idea = {
			name = "MONUMENT_143_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_143_level_1_idea = {
			name = "MONUMENT_143_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_143_level_2_idea = {
			name = "MONUMENT_143_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				resistance_growth = -0.05
			}
		}
		monument_143_level_3_idea = {
			name = "MONUMENT_143_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				resistance_growth = -0.1
				compliance_growth = 0.1
			}
		}

		# University of Bologna
		monument_144_level_0_idea = {
			name = "MONUMENT_144_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_144_level_1_idea = {
			name = "MONUMENT_144_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_144_level_2_idea = {
			name = "MONUMENT_144_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				research_speed_factor = 0.05
			}
		}
		monument_144_level_3_idea = {
			name = "MONUMENT_144_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				research_speed_factor = 0.1
			}
		}

		# 'Iolani Palace
		monument_145_level_0_idea = {
			name = "MONUMENT_145_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_145_level_1_idea = {
			name = "MONUMENT_145_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_145_level_2_idea = {
			name = "MONUMENT_145_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.15
			}
		}
		monument_145_level_3_idea = {
			name = "MONUMENT_145_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.2
				stability_factor = 0.05
			}
		}

		# Douaumont Ossuary
		monument_146_level_0_idea = {
			name = "MONUMENT_146_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_146_level_1_idea = {
			name = "MONUMENT_146_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				conscription_factor = 0.05
			}
		}
		monument_146_level_2_idea = {
			name = "MONUMENT_146_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				conscription_factor = 0.1
				mobilization_speed = 0.1
			}
		}
		monument_146_level_3_idea = {
			name = "MONUMENT_146_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				conscription_factor = 0.1
				mobilization_speed = 0.15
				war_support_factor = 0.05
			}
		}

		# Lake Baikal
		monument_147_level_0_idea = {
			name = "MONUMENT_147_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_147_level_1_idea = {
			name = "MONUMENT_147_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_147_level_2_idea = {
			name = "MONUMENT_147_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_147_level_3_idea = {
			name = "MONUMENT_147_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_morale_factor = 0.05
			}
		}

		# Lake Balaton
		monument_148_level_0_idea = {
			name = "MONUMENT_148_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_148_level_1_idea = {
			name = "MONUMENT_148_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_148_level_2_idea = {
			name = "MONUMENT_148_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_148_level_3_idea = {
			name = "MONUMENT_148_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				consumer_goods_factor = -0.025
			}
		}

		# El Obelisco
		monument_149_level_0_idea = {
			name = "MONUMENT_149_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_149_level_1_idea = {
			name = "MONUMENT_149_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_149_level_2_idea = {
			name = "MONUMENT_149_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.05
			}
		}
		monument_149_level_3_idea = {
			name = "MONUMENT_149_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				stability_factor = 0.1
				political_power_factor = 0.1
			}
		}

		# Suomenlinna
		monument_150_level_0_idea = {
			name = "MONUMENT_150_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_150_level_1_idea = {
			name = "MONUMENT_150_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_150_level_2_idea = {
			name = "MONUMENT_150_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_150_level_3_idea = {
			name = "MONUMENT_150_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_bunker_factor = 0.15
			}
		}

		# Saint Isaac's Cathedral
		monument_151_level_0_idea = {
			name = "MONUMENT_151_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_151_level_1_idea = {
			name = "MONUMENT_151_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_151_level_2_idea = {
			name = "MONUMENT_151_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				consumer_goods_factor = -0.05
			}
		}
		monument_151_level_3_idea = {
			name = "MONUMENT_151_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				consumer_goods_factor = -0.1
				stability_factor = 0.05
			}
		}

		# Trans-Siberian Railway
		monument_152_level_0_idea = {
			name = "MONUMENT_152_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_152_level_1_idea = {
			name = "MONUMENT_152_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_infrastructure_factor = 0.05
				production_speed_rail_way_factor = 0.05
			}
		}
		monument_152_level_2_idea = {
			name = "MONUMENT_152_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_infrastructure_factor = 0.1
				production_speed_rail_way_factor = 0.1
				army_speed_factor = 0.05
			}
		}
		monument_152_level_3_idea = {
			name = "MONUMENT_152_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_infrastructure_factor = 0.15
				production_speed_rail_way_factor = 0.15
				army_speed_factor = 0.1
				org_loss_when_moving = -0.25
			}
		}

		# Vänern
		monument_153_level_0_idea = {
			name = "MONUMENT_153_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_153_level_1_idea = {
			name = "MONUMENT_153_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_153_level_2_idea = {
			name = "MONUMENT_153_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_153_level_3_idea = {
			name = "MONUMENT_153_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_morale_factor = 0.05
			}
		}

		# Heddal Stave Church
		monument_154_level_0_idea = {
			name = "MONUMENT_154_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_154_level_1_idea = {
			name = "MONUMENT_154_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_154_level_2_idea = {
			name = "MONUMENT_154_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				consumer_goods_factor = -0.05
			}
		}
		monument_154_level_3_idea = {
			name = "MONUMENT_154_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				consumer_goods_factor = -0.1
				stability_factor = 0.05
			}
		}

		# Arg-e Bam
		monument_155_level_0_idea = {
			name = "MONUMENT_155_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_155_level_1_idea = {
			name = "MONUMENT_155_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_155_level_2_idea = {
			name = "MONUMENT_155_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				min_export = -0.05
			}
		}
		monument_155_level_3_idea = {
			name = "MONUMENT_155_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				min_export = -0.1
				consumer_goods_factor = -0.05
			}
		}

		# Niederwalddenkmal
		monument_156_level_0_idea = {
			name = "MONUMENT_156_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_156_level_1_idea = {
			name = "MONUMENT_156_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				enemy_justify_war_goal_time = 0.05
			}
		}
		monument_156_level_2_idea = {
			name = "MONUMENT_156_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				enemy_justify_war_goal_time = 0.1
				drift_defence_factor = 0.05
			}
		}
		monument_156_level_3_idea = {
			name = "MONUMENT_156_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				enemy_justify_war_goal_time = 0.15
				drift_defence_factor = 0.1
				surrender_limit = 0.1
			}
		}

		# Hanford Engineer Works
		monument_157_level_0_idea = {
			name = "MONUMENT_157_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_157_level_1_idea = {
			name = "MONUMENT_157_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_nuclear_special_projects_speed_small
			}
			modifier = {
			}
			picture = "generic_research_bonus"
		}
		monument_157_level_2_idea = {
			name = "MONUMENT_157_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_nuclear_reactor_build_speed_medium
				monument_trait_nuclear_special_projects_speed_medium
			}
			modifier = {
			}
			picture = "generic_research_bonus"
		}
		monument_157_level_3_idea = {
			name = "MONUMENT_157_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_nuclear_reactor_build_speed_large
				monument_trait_nuclear_special_projects_speed_large
			}
			modifier = {
				nuclear_production_factor = 0.1
			}
			picture = "generic_research_bonus"
		}

		# Strasbourg Cathedral
		monument_158_level_0_idea = {
			name = "MONUMENT_158_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_158_level_1_idea = {
			name = "MONUMENT_158_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_158_level_2_idea = {
			name = "MONUMENT_158_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				resistance_growth_on_our_occupied_states = 0.1
			}
		}
		monument_158_level_3_idea = {
			name = "MONUMENT_158_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				resistance_growth_on_our_occupied_states = 0.2
				stability_factor = 0.05
			}
		}

		# Paro Taktsang
		monument_159_level_0_idea = {
			name = "MONUMENT_159_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_159_level_1_idea = {
			name = "MONUMENT_159_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_159_level_2_idea = {
			name = "MONUMENT_159_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_infrastructure_factor = 0.1
				production_speed_rail_way_factor = 0.1
			}
		}
		monument_159_level_3_idea = {
			name = "MONUMENT_159_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_infrastructure_factor = 0.15
				production_speed_rail_way_factor = 0.15
				political_power_gain = 0.25
			}
		}

		# Groom Lake
		monument_160_level_0_idea = {
			name = "MONUMENT_160_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_160_level_1_idea = {
			name = "MONUMENT_160_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_160_level_2_idea = {
			name = "MONUMENT_160_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_aircraft_special_projects_speed_medium
			}
			modifier = {
			}
			research_bonus = {
				air_equipment = 0.05
			}
			picture = "generic_research_bonus"
		}
		monument_160_level_3_idea = {
			name = "MONUMENT_160_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_aircraft_special_projects_speed_large
			}
			modifier = {
				air_strategic_bomber_bombing_factor = 0.1
			}
			research_bonus = {
				air_equipment = 0.1
			}
			picture = "generic_research_bonus"
		}

		# Maidan Dzerzhynskoho
		monument_161_level_0_idea = {
			name = "MONUMENT_161_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_161_level_1_idea = {
			name = "MONUMENT_161_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_161_level_2_idea = {
			name = "MONUMENT_161_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.1
			}
		}
		monument_161_level_3_idea = {
			name = "MONUMENT_161_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.15
				political_power_factor = 0.1
			}
		}

		# Sun Yat-sen Mausoleum
		monument_162_level_0_idea = {
			name = "MONUMENT_162_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_162_level_1_idea = {
			name = "MONUMENT_162_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.05
			}
		}
		monument_162_level_2_idea = {
			name = "MONUMENT_162_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.1
				army_core_defence_factor = 0.05
			}
		}
		monument_162_level_3_idea = {
			name = "MONUMENT_162_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				drift_defence_factor = 0.15
				army_core_defence_factor = 0.1
				stability_factor = 0.05
			}
		}

		# Monumento a la Independencia
		monument_163_level_0_idea = {
			name = "MONUMENT_163_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_163_level_1_idea = {
			name = "MONUMENT_163_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.05
			}
		}
		monument_163_level_2_idea = {
			name = "MONUMENT_163_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.1
				stability_factor = 0.05
			}
		}
		monument_163_level_3_idea = {
			name = "MONUMENT_163_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_factor = 0.15
				stability_factor = 0.1
				war_support_factor = 0.05
			}
		}

		# Fortress of Săo Miguel
		monument_164_level_0_idea = {
			name = "MONUMENT_164_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_164_level_1_idea = {
			name = "MONUMENT_164_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_164_level_2_idea = {
			name = "MONUMENT_164_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				dig_in_speed_factor = 0.1
			}
		}
		monument_164_level_3_idea = {
			name = "MONUMENT_164_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				dig_in_speed_factor = 0.15
				max_dig_in = 10
			}
		}

		# Church of Nossa Senhora da Conceiçăo da Muxima
		monument_165_level_0_idea = {
			name = "MONUMENT_165_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_165_level_1_idea = {
			name = "MONUMENT_165_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_165_level_2_idea = {
			name = "MONUMENT_165_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				resistance_growth = -0.05
			}
		}
		monument_165_level_3_idea = {
			name = "MONUMENT_165_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				resistance_growth = -0.1
				stability_factor = 0.05
			}
		}

		# Royal Palaces of Abomey
		monument_166_level_0_idea = {
			name = "MONUMENT_166_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_166_level_1_idea = {
			name = "MONUMENT_166_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_166_level_2_idea = {
			name = "MONUMENT_166_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_gain = 0.15
			}
		}
		monument_166_level_3_idea = {
			name = "MONUMENT_166_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				political_power_gain = 0.25
				stability_factor = 0.05
			}
		}

		# Waterfalls of Lobé
		monument_167_level_0_idea = {
			name = "MONUMENT_167_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_167_level_1_idea = {
			name = "MONUMENT_167_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_167_level_2_idea = {
			name = "MONUMENT_167_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_167_level_3_idea = {
			name = "MONUMENT_167_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				compliance_growth = 0.05
			}
		}

		# Ambohimanga
		monument_168_level_0_idea = {
			name = "MONUMENT_168_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_168_level_1_idea = {
			name = "MONUMENT_168_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_168_level_2_idea = {
			name = "MONUMENT_168_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.1
			}
		}
		monument_168_level_3_idea = {
			name = "MONUMENT_168_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				army_core_defence_factor = 0.15
				political_power_gain = 0.2
			}
		}

		# Senegambian Stone Circles
		monument_169_level_0_idea = {
			name = "MONUMENT_169_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_169_level_1_idea = {
			name = "MONUMENT_169_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_169_level_2_idea = {
			name = "MONUMENT_169_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_buildings_factor = 0.1
			}
		}
		monument_169_level_3_idea = {
			name = "MONUMENT_169_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_buildings_factor = 0.2
				stability_factor = 0.1
			}
		}

		# Kasubi Tombs
		monument_170_level_0_idea = {
			name = "MONUMENT_170_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_170_level_1_idea = {
			name = "MONUMENT_170_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_buildings_factor = 0.1
			}
		}
		monument_170_level_2_idea = {
			name = "MONUMENT_170_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_buildings_factor = 0.15
				political_power_factor = 0.15
			}
		}
		monument_170_level_3_idea = {
			name = "MONUMENT_170_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_buildings_factor = 0.2
				political_power_factor = 0.2
				stability_factor = 0.05
			}
		}

		# West Point
		monument_171_level_0_idea = {
			name = "MONUMENT_171_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_171_level_1_idea = {
			name = "MONUMENT_171_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				military_leader_cost_factor = -0.2
			}
		}
		monument_171_level_2_idea = {
			name = "MONUMENT_171_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				military_leader_cost_factor = -0.25
				max_command_power = 15
			}
		}
		monument_171_level_3_idea = {
			name = "MONUMENT_171_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				military_leader_cost_factor = -0.3
				max_command_power = 25
				experience_loss_factor = -0.05
			}
		}

		# Arcul de Triumf
		monument_172_level_0_idea = {
			name = "MONUMENT_172_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_172_level_1_idea = {
			name = "MONUMENT_172_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				conscription_factor = 0.05
			}
		}
		monument_172_level_2_idea = {
			name = "MONUMENT_172_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				conscription_factor = 0.1
				experience_gain_army_factor = 0.05
			}
		}
		monument_172_level_3_idea = {
			name = "MONUMENT_172_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				conscription_factor = 0.15
				experience_gain_army_factor = 0.1
				war_support_factor = 0.05
			}
		}

		# Shuri Castle
		monument_173_level_0_idea = {
			name = "MONUMENT_173_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_173_level_1_idea = {
			name = "MONUMENT_173_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_173_level_2_idea = {
			name = "MONUMENT_173_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_coastal_bunker_factor = 0.1
			}
		}
		monument_173_level_3_idea = {
			name = "MONUMENT_173_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_coastal_bunker_factor = 0.2
				amphibious_invasion_defence = 0.1
			}
		}

		# Aswan Low Dam
		monument_174_level_0_idea = {
			name = "MONUMENT_174_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_174_level_1_idea = {
			name = "MONUMENT_174_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_174_level_2_idea = {
			name = "MONUMENT_174_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_174_level_3_idea = {
			name = "MONUMENT_174_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				industrial_capacity_factory = 0.1
			}
		}

		# Santiago de Compostela Cathedral
		monument_175_level_0_idea = {
			name = "MONUMENT_175_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_175_level_1_idea = {
			name = "MONUMENT_175_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_175_level_2_idea = {
			name = "MONUMENT_175_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				consumer_goods_factor = -0.05
			}
		}
		monument_175_level_3_idea = {
			name = "MONUMENT_175_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				consumer_goods_factor = -0.1
				resistance_growth = -0.05
			}
		}

		# Cologne Cathedral
		monument_176_level_0_idea = {
			name = "MONUMENT_176_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_176_level_1_idea = {
			name = "MONUMENT_176_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				opinion_gain_monthly_factor = 0.1
			}
		}
		monument_176_level_2_idea = {
			name = "MONUMENT_176_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				opinion_gain_monthly_factor = 0.15
				resistance_damage_to_garrison_on_our_occupied_states = 0.1
			}
		}
		monument_176_level_3_idea = {
			name = "MONUMENT_176_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				opinion_gain_monthly_factor = 0.2
				resistance_damage_to_garrison_on_our_occupied_states = 0.15
				party_popularity_stability_factor = 0.05
			}
		}

		# Kremlin
		monument_177_level_0_idea = {
			name = "MONUMENT_177_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_177_level_1_idea = {
			name = "MONUMENT_177_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_political_advisor_cost_small
			}
			modifier = {
			}
		}
		monument_177_level_2_idea = {
			name = "MONUMENT_177_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_political_advisor_cost_medium
			}
			modifier = {
				resistance_decay = 0.1
			}
		}
		monument_177_level_3_idea = {
			name = "MONUMENT_177_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_political_advisor_cost_large
			}
			modifier = {
				resistance_decay = 0.25
				surrender_limit = 0.1
			}
		}

		# Monasteries of Meteora
		monument_178_level_0_idea = {
			name = "MONUMENT_178_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_178_level_1_idea = {
			name = "MONUMENT_178_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_178_level_2_idea = {
			name = "MONUMENT_178_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_infrastructure_factor = 0.05
				production_speed_rail_way_factor = 0.05
			}
		}
		monument_178_level_3_idea = {
			name = "MONUMENT_178_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				production_speed_infrastructure_factor = 0.1
				production_speed_rail_way_factor = 0.1
				terrain_penalty_reduction = 0.1
			}
		}

		# Headquarters of the United Nations
		monument_179_level_0_idea = {
			name = "MONUMENT_179_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_179_level_1_idea = {
			name = "MONUMENT_179_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_democratic_small_positive
			}
			modifier = {
			}
		}
		monument_179_level_2_idea = {
			name = "MONUMENT_179_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_democratic_medium_positive
			}
			modifier = {
				stability_weekly = 0.001
			}
		}
		monument_179_level_3_idea = {
			name = "MONUMENT_179_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
				monument_trait_democratic_large_positive
			}
			modifier = {
				stability_weekly = 0.001
			}
			rule = {
				can_only_justify_war_on_threat_country = no
			}
		}

		# Uppsala Cathedral
		monument_180_level_0_idea = {
			name = "MONUMENT_180_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_180_level_1_idea = {
			name = "MONUMENT_180_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				consumer_goods_factor = -0.05
			}
		}
		monument_180_level_2_idea = {
			name = "MONUMENT_180_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				consumer_goods_factor = -0.1
				political_power_factor = 0.1
			}
		}
		monument_180_level_3_idea = {
			name = "MONUMENT_180_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				consumer_goods_factor = -0.15
				political_power_factor = 0.15
				stability_factor = 0.05
			}
		}

		# Plague Column
		monument_181_level_0_idea = {
			name = "MONUMENT_181_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_181_level_1_idea = {
			name = "MONUMENT_181_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_181_level_2_idea = {
			name = "MONUMENT_181_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				out_of_supply_factor = -0.05
			}
		}
		monument_181_level_3_idea = {
			name = "MONUMENT_181_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				out_of_supply_factor = -0.1
				surrender_limit = 0.1
			}
		}

		# Canal du Midi
		monument_182_level_0_idea = {
			name = "MONUMENT_182_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_182_level_1_idea = {
			name = "MONUMENT_182_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_182_level_2_idea = {
			name = "MONUMENT_182_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
			}
		}
		monument_182_level_3_idea = {
			name = "MONUMENT_182_NAME"
			allowed = {
				always = no
			}
			allowed_civil_war = {
				always = yes
			}
			cancel_if_invalid = no

			traits = {
			}
			modifier = {
				trade_opinion_factor = 0.2
			}
		}
	}
}