ideas = {
	naval_academy_spirit = {
		gifted_strategists_spirit = {
            picture = gifted_strategists_spirit
			ledger = navy
			available = { has_naval_academy = yes }
			modifier = {
				navy_leader_start_attack_level = 1
                navy_leader_start_defense_level = 1
                trait_superior_tactician_xp_gain_factor = 0.25
				naval_doctrine_cost_factor = -0.05
			}
			ai_will_do = {
				factor = 0
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		naval_traditions_spirit = {
            picture = naval_traditions_spirit
			ledger = navy
			available = { has_naval_academy = yes }
			modifier = {
				navy_leader_start_coordination_level = 1 
                navy_leader_start_maneuvering_level = 1
                trait_fleet_protector_xp_gain_factor = 0.25
				repair_speed_factor = 0.1
			}
			ai_will_do = {
				factor = 0
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
	}

	navy_spirit = {
		green_water_navy_spirit = {
            picture = green_water_navy_spirit
			ledger = navy
			available = { has_naval_academy = yes }
			research_bonus = {
				naval_mines = 0.2
			}
			equipment_bonus = {
				ship_hull_light = {
					build_cost_ic = -0.05 instant = yes
				}
				ship_hull_cruiser = {
					build_cost_ic = -0.05 instant = yes
				}
			}
            on_add = {
                set_technology = { coastal_defense_ships = 1 }
            }
			modifier = {
                trait_inshore_fighter_xp_gain_factor = 0.25
                trait_green_water_expert_xp_gain_factor = 0.25
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
        blue_water_navy_spirit = {
            picture = blue_water_navy_spirit
			ledger = navy
			available = { has_naval_academy = yes }
			research_bonus = {
				radar_tech = 0.1
			}
			equipment_bonus = {
				ship_hull_heavy = {
					build_cost_ic = -0.05 instant = yes
				}
				ship_hull_carrier = {
					build_cost_ic = -0.05 instant = yes
				}
			}
            on_add = {
                set_technology = { pre_dreadnoughts = 1 }
            }
			modifier = {
                trait_arctic_water_expert_xp_gain_factor = 0.25
                trait_blue_water_expert_xp_gain_factor = 0.25

			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		marines_spirit = {
			ledger = navy
			available = { has_naval_academy = yes }
			research_bonus = {
				marine_tech = 0.20
			}
			modifier = {
				weekly_manpower = 50
				naval_invasion_penalty = -0.1
				unit_marine_design_cost_factor = -1
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		efficient_shipping_spirit = {
			ledger = navy
			available = { has_naval_academy = yes }
			#equipment_bonus = {
				#floating_harbor_equipment = {
					#build_cost_ic = -0.1 instant = yes
				#}
			#}
			modifier = {
				min_export = -0.05
				transport_capacity = -0.2
				floating_harbor_supply = 0.2
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
	}

	naval_command_spirit = {
		prized_ship_spirit = {
			ledger = navy
			picture = blue_water_navy_spirit
			modifier = {
				naval_has_potf_in_combat_attack = 0.1
				naval_has_potf_in_combat_defense = 0.1
				critical_receive_chance = -0.2
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		} 
		aa_experts_spirit = {
			ledger = navy
			picture = aa_experts_spirit
			modifier = {
				navy_anti_air_attack_factor = 0.1
				trait_fly_swatter_xp_gain_factor = 0.5
				fighter_sortie_efficiency = 0.1				
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
	}
}
