ideas = {
	academy_spirit = {
		
		street_sweepers_spirit = {
			picture = street_sweepers_spirit
			ledger = army
			available = { has_military_academy = yes }
			modifier = {
				custom_modifier_tooltip = street_sweepers_academy_spirit_tt
				hidden_modifier = {
					trait_urban_assault_specialist_xp_gain_factor = 0.5
					army_leader_start_attack_level = 1
					army_leader_start_defense_level = 1
					experience_gain_armored_car_combat_factor = 0.25
					experience_gain_armored_car_recon_combat_factor = 0.25
					experience_gain_cavalry_combat_factor = 0.25
					experience_gain_recon_combat_factor = 0.25
					trait_cavalry_leader_xp_gain_factor = 0.25
				}
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		seniority_spirit = {
			picture = seniority_spirit
			ledger = army
			available = { has_military_academy = yes }
			modifier = {
				custom_modifier_tooltip = seniority_spirit_tt
				hidden_modifier = {
				trait_skilled_staffer_xp_gain_factor = 1
				land_reinforce_rate = 0.02
				max_planning = 0.05
				army_leader_start_planning_level = 1
				army_leader_start_logistics_level = 1
				}
				
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
	}
	army_spirit = {

		petrol_is_blood_spirit = {
			picture = petrol_is_blood_spirit
			ledger = army
			research_bonus = {
				synth_resources = 0.05
			}
			available = { has_military_academy = yes }
			modifier = {
				unit_logistics_company_design_cost_factor = -1
				army_fuel_consumption_factor = -0.10
				trait_organizer_xp_gain_factor = 0.25
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		recruitment_drive_spirit = {
			picture = recruitment_drive_spirit
			ledger = army 
			available = { has_military_academy = yes }
			modifier {
				weekly_manpower = 150
				mobilization_speed = 0.1
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		industry_connections_spirit = {
			picture = industry_connections_spirit
			ledger = army
			#equipment_bonus = {
				#artillery_equipment = {
				#	build_cost_ic = -0.05
				#	instant = yes
				#}
			#}
			#research_bonus = {
			#	infantry_weapons = 0.1
			#	artillery = 0.1
			#}
			available = { has_military_academy = yes }
			modifier {
				land_equipment_upgrade_xp_cost = -0.25
				#production_factory_start_efficiency_factor = 0.05
				unit_maintenance_company_design_cost_factor = -1
				materiel_manufacturer_cost_factor = -0.5
				tank_manufacturer_cost_factor  = -0.5
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
	}
	division_command_spirit = {
		asymmetrical_warfare_spirit = {
			ledger = army
			modifier = {
				hidden_modifier{
					tactic_guerrilla_tactics_preferred_weight_factor = 1
				}
				custom_modifier_tooltip = asymmetrical_warfare_spirit_tt
				equipment_capture = 0.02
				cas_damage_reduction = 0.10
				terrain_penalty_reduction = 0.05 
			}
			ai_will_do = {
				factor = 0
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
				modifier = {
					factor = 2
					is_major = no
				}
			}
		}
		adaptable_modernizers_spirit = {
			ledger = army
			modifier = {
				hidden_modifier{
					tactic_backhand_blow_preferred_weight_factor = 1
				}
				custom_modifier_tooltip = adaptable_modernizers_spirit_tt
				experience_gain_army = 0.075
				land_doctrine_cost_factor = -0.075
				special_forces_training_time_factor = -0.1

			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
	}
}