ideas = {
	academy_spirit = {		
		bold_attack_spirit = {
			ledger = army		
			available = {
				has_military_academy = yes
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			modifier = {
				custom_modifier_tooltip = bold_attack_spirit_tt
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		tenacious_defense_spirit = {
			ledger = army		
			available = {
				has_military_academy = yes
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			modifier = {
				custom_modifier_tooltip = tenacious_defense_spirit_tt
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		meticulous_preparation_spirit = {
			ledger = army		
			available = {
				has_military_academy = yes
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			modifier = {
				custom_modifier_tooltip = meticulous_preparation_spirit_tt
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		best_of_the_best_spirit = {
			ledger = army		
			available = {
				has_military_academy = yes
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			visible = { 
				has_government = democratic
			}
			modifier = {
				army_leader_start_level = 2
				army_intel_to_others = -5.0
				custom_modifier_tooltip = best_of_the_best_spirit_tt
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					OR = {
						has_idea_with_trait = communist_revolutionary
						has_idea_with_trait = fascist_demagogue
						has_idea_with_trait = staunch_monarchist
						has_idea = nationalism
						has_idea = internationalism
					}		
				}
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}			
			}

		}
		academy_scholarships_spirit = {
			ledger = army		
			available = {
				has_military_academy = yes
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			visible = { 
				has_government = communism
			}
			modifier = {
				army_leader_start_level = 1
				army_leader_cost_factor = -0.3 
				unit_leader_as_advisor_cp_cost_factor = -0.75
				custom_modifier_tooltip = academy_scholarships_spirit_tt
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					OR = {
						has_idea_with_trait = democratic_reformer
						has_idea_with_trait = fascist_demagogue
						has_idea_with_trait = staunch_monarchist
						has_idea = nationalism
					}		
				}
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}			
			}			
		}
		political_loyalty_spirit = {
			ledger = army		
			available = {
				has_military_academy = yes
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			visible = { 
				OR = {
					has_government = fascism
					has_government = neutrality
				}
			}
			modifier = {
				military_leader_cost_factor = -0.5
				party_popularity_stability_factor = 0.10
				custom_modifier_tooltip = political_loyalty_spirit_tt
			}
			ai_will_do = {
				factor = 0.5
				modifier = {
					factor = 0
					OR = {
						has_idea_with_trait = democratic_reformer
						has_idea_with_trait = communist_revolutionary
						has_idea = internationalism
					}		
				}
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}			
			}
		}
		inventive_leadership_spirit = {
			ledger = army		
			available = {
				has_military_academy = yes
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
					# because of SAU_encourage_general_creativity, which can give this spirit before SAU having a Land Doctrine set
					has_country_flag = r56_SAU_allow_inventive_leadership_spirit
				}
			}
			modifier = {
				custom_modifier_tooltip = inventive_leadership_spirit_tt
				trait_naval_invader_xp_gain_factor = 0.2
				trait_commando_xp_gain_factor = 0.2
				trait_trickster_xp_gain_factor = 0.2
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		mobile_warfare_academy_spirit = {
			ledger = army		
			available = {
				has_military_academy = yes
			}
			visible = { has_tech = mobile_warfare }
			modifier = {
				custom_modifier_tooltip = mobile_warfare_academy_spirit_tt
				trait_panzer_leader_xp_gain_factor = 0.2
				experience_gain_light_armor_training_factor = 0.25
				experience_gain_light_armor_combat_factor = 0.15
				experience_gain_medium_armor_training_factor = 0.25
				experience_gain_medium_armor_combat_factor = 0.15				
				experience_gain_heavy_armor_training_factor = 0.25
				experience_gain_heavy_armor_combat_factor = 0.15
				tank_manufacturer_cost_factor = -0.25
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		superior_firepower_academy_spirit = {
			ledger = army		
			available = {
				has_military_academy = yes
			}
			visible = { 
				OR = {
					has_tech = superior_firepower
					has_tech = trench_warfare
				} 
			}
			modifier = {
				custom_modifier_tooltip = superior_firepower_academy_spirit_tt
				trait_engineer_xp_gain_factor = 0.2
				trait_fortress_buster_xp_gain_factor = 0.1
				trait_scavenger_xp_gain_factor = 0.1
				#fortification_damage = 0.1
				initiative_factor = 0.04
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		theatre_training_spirit = {
			ledger = army		
			available = {
				has_military_academy = yes
			}
			visible = { 
				OR = {
					has_tech = trench_warfare
					has_tech = r56_guerilla_warfare
				}	 
			}
			modifier = {
				#custom_modifier_tooltip = theatre_training_academy_spirit_tt
				terrain_trait_xp_gain_factor = 0.2
				acclimatization_cold_climate_gain_factor = 0.2
				acclimatization_hot_climate_gain_factor = 0.2								
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		mass_assault_academy_spirit = {
			ledger = army		
			available = {
				has_military_academy = yes
			}
			visible = { has_tech = mass_assault }
			modifier = {
				custom_modifier_tooltip = mass_assault_academy_spirit_tt
				trait_infantry_leader_xp_gain_factor = 0.2
				experience_gain_infantry_training_factor = 0.25
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		NOR_flexible_officers_academy_spirit = {
			ledger = army
			available = { 
				has_military_academy = yes 
				has_completed_focus = NOR_officers_academy
			}
			visible = { 
				NOR_AAT = yes 
			}
			modifier = {
				army_leader_start_level = 2
				promote_cost_factor = -0.3
				reassignment_duration_factor = -0.3 
				skill_bonus_factor = 0.1
			}
			ai_will_do = {
				base = 1

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

	army_spirit = {
		professional_officer_corps_spirit = {
			ledger = army		
			available = {
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			modifier = {
				experience_gain_army_unit_factor = 0.05
				command_power_gain = 0.1	#vanilla removed this, I lowered it by 50% instead, since the addition of the cap increase isnt that good
				max_command_power = 30
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}

		elevated_engineering_corps_spirit = {
			ledger = army		
			available = {
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			modifier = {
				trait_engineer_xp_gain_factor = 0.25
				unit_engineer_design_cost_factor = -1
				dig_in_speed_factor = 0.1
				railway_gun_bombardment_factor = 0.25
				experience_gain_engineer_combat_factor = 0.15
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}

		proper_heritage_spirit = {
			ledger = army		
			available = {
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			modifier = {
				experience_gain_factor = 0.1
				unit_cavalry_design_cost_factor = -1
				unit_camelry_design_cost_factor = -1
				#cavalry_attack_factor = 0.05
				supply_combat_penalties_on_core_factor = -0.2
				trait_cavalry_leader_xp_gain_factor = 0.25
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = {
						OR = {
							original_tag = MON
							original_tag = BYA
							original_tag = TAN
							original_tag = MEN
						}
						
					}
					num_of_military_factories > 10
					has_tech = motorised_infantry				
				}
				modifier = {
					factor = 5
					OR = {
						original_tag = MON
						original_tag = BYA
						original_tag = TAN
						original_tag = MEN
					}			
				}
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}			
			}
		}

		quick_improvisation_spirit = {
			ledger = army		
			available = {
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			modifier = {
				command_abilities_cost_factor = -0.20
				command_power_gain = 0.2
				planning_speed = 0.2
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}

		relief_of_command_spirit = {
			ledger = army		
			available = {
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			visible = { has_government = democratic }
			modifier = {
				experience_gain_army_factor = 0.25
				army_advisor_cost_factor = -0.25 #Vanilla 50
				reassignment_duration_factor = -0.25
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					OR = {
						has_idea_with_trait = communist_revolutionary
						has_idea_with_trait = fascist_demagogue
						has_idea_with_trait = staunch_monarchist
						has_idea = nationalism
						has_idea = internationalism
						amount_taken_ideas = { #if you have already 2 it's probably not a good investment
							amount > 1
							slots = {
								high_command
								army_chief
							}
						}						
					}					
				}
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}			
		}

		ideological_loyalty_spirit = {
			ledger = army		
			available = {
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			visible = { has_government = communism }
			modifier = {
				pocket_penalty = -0.2
				weekly_manpower = 500
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					has_manpower > 300000
				}
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}			
			}
		}

		state_serves_the_military_spirit = {
			ledger = army		
			available = {		
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			visible = {
				OR = {
					has_government = fascism
					AND = {
						has_government = neutrality
						NOT = {
							has_country_leader_ideology = anarchism
						}
					}
				}
				 
			}
			modifier = {
				political_power_factor = 0.05
				offensive_war_stability_factor = 0.1
				mobilization_laws_cost_factor = -0.25
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					OR = {
						has_idea = war_economy
						has_idea = tot_economic_mobilisation
						has_idea_with_trait = communist_revolutionary
						has_idea_with_trait = democratic_reformer
						has_idea = internationalism
					}
					amount_taken_ideas = {
						amount > 3
						slots = {
							high_command
							army_chief
						}
					}			
				}
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}

		mobile_warfare_army_spirit = {
			visible = { has_tech = mobile_warfare }
			ledger = army		
			available = {

			}
			modifier = {

				experience_gain_motorized_combat_factor = 0.1
				experience_gain_mechanized_combat_factor = 0.1
				unit_light_armor_design_cost_factor = -1
				#light_tank_destroyer_brigade
				unit_medium_armor_design_cost_factor = -1
				#medium_tank_destroyer_brigade 
				unit_modern_armor_design_cost_factor = -1
				unit_heavy_armor_design_cost_factor = -1
				#heavy_tank_destroyer_brigade 
				unit_motorized_design_cost_factor = -1
				unit_mechanized_design_cost_factor = -1
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}

		superior_firepower_army_spirit = {
			visible = { has_tech = superior_firepower  }
			ledger = army		
			available = {
			}
			modifier = {
				experience_gain_artillery_combat_factor = 0.1
				unit_infantry_design_cost_factor = -1
				unit_artillery_brigade_design_cost_factor = -1
				unit_artillery_design_cost_factor = -1
				unit_mot_artillery_brigade_design_cost_factor = -1
				unit_light_sp_artillery_brigade_design_cost_factor = -1
				unit_medium_sp_artillery_brigade_design_cost_factor = -1
				unit_heavy_sp_artillery_brigade_design_cost_factor = -1
				unit_super_heavy_sp_artillery_brigade_design_cost_factor = -1
				unit_rocket_artillery_brigade_design_cost_factor = -1
				unit_rocket_artillery_design_cost_factor = -1
				unit_mot_rocket_artillery_brigade_design_cost_factor = -1
				unit_bicycle_battalion_design_cost_factor = -1
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}

		grand_battleplan_army_spirit = {
			visible = { has_tech = trench_warfare }
			ledger = army		
			available = {
			}
			modifier = {
				unit_marine_design_cost_factor = -1
				unit_shocktroop_design_cost_factor = -1
				unit_paratrooper_design_cost_factor = -1
				unit_jaeger_design_cost_factor = -1
				unit_mountaineers_design_cost_factor = -1
				unit_jungletroop_design_cost_factor = -1
				unit_desertinfantry_design_cost_factor = -1				
				naval_invasion_capacity = 10
				extra_paratrooper_supply_grace = 24
				extra_marine_supply_grace = 24
				naval_invasion_planning_bonus_speed = 0.2
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}

		mass_assault_army_spirit = {
			ledger = army		
			available = {
			}
			visible = { has_tech = mass_assault }
			modifier = {
				experience_gain_infantry_combat_factor = 0.1
				unit_infantry_design_cost_factor = -1
				unit_motorized_design_cost_factor = -1
				unit_mechanized_design_cost_factor = -1
				unit_bicycle_battalion_design_cost_factor = -1
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		unit_elitism_army_spirit = {
			ledger = army
			allowed = {
				is_ai1 = yes
			}
			available = {
			}
			visible = { 
				OR = {
					has_tech = superior_firepower
					has_tech = trench_warfare
				}
			}
			modifier = {
				experience_gain_infantry_combat_factor = 0.05
				special_forces_cap = 0.05
				special_forces_training_time_factor = 0.1
				special_forces_out_of_supply_factor = -0.1
			#	unit_marine_design_cost_factor = -1
			#	unit_shocktroop_design_cost_factor = -1
			#	unit_paratrooper_design_cost_factor = -1
			#	unit_jaeger_design_cost_factor = -1
			#	unit_mountaineers_design_cost_factor = -1
			#	unit_jungletroop_design_cost_factor = -1
			#	unit_desertinfantry_design_cost_factor = -1		
			}
			research_bonus = {
				r56_special_forces_training_tech = 0.15		
			}				
			ai_will_do = {
				factor = 0
				modifier = {	#unnecessary but just so you guys dont forget about this
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		heritage_of_accomplishment = {
			ledger = army
			available = {
				#has_dlc = "By Blood Alone"	#in the visible anyway
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			allowed = {
				has_dlc = "By Blood Alone"
			}
			modifier = {
				grant_medal_cost_factor = -0.5
				field_officer_promotion_penalty = -1.0
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
	}

	division_command_spirit = {
		static_warfare_spirit = {
			ledger = army		
			available = {
				OR = {
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			visible = { 
				NOT = {
					has_tech = mobile_warfare
				}
			}			
			modifier = {
				tactic_elastic_defense_preferred_weight_factor = 1
				tactic_overwhelming_fire_preferred_weight_factor = 1
				max_dig_in_factor = 0.1
				dig_in_speed_factor = 0.1
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}

		flexible_organization_spirit = {
			ledger = army		
			available = {
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			modifier = {
				org_loss_when_moving = -0.15
				army_speed_factor = 0.05
				choose_preferred_tactics_cost = -15
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}

		aggressive_reconnaisance_spirit = {
			ledger = army		
			available = {
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			modifier = {
				tactic_infantry_charge_preferred_weight_factor = 1
				intel_from_combat_factor = 0.15
				recon_factor = 0.15
				#initiative_factor = 0.01
				experience_gain_armored_car_recon_combat_factor = 0.15
				experience_gain_recon_combat_factor = 0.15				
				experience_gain_mot_recon_combat_factor = 0.15
				experience_gain_light_tank_recon_combat_factor = 0.15
				experience_gain_bicycle_battalion_combat_factor = 0.15
			}
		#	engineer = {
		#		breakthrough = 0.1
		#	}
		#	recon = {
		#		breakthrough = 0.1
		#		attack = 0.1
		#	}	
		#	mot_recon = {
		#		attack = 0.1
		#	}	
		#	light_tank_recon = {
		#		attack = 0.1
		#	}	
		#	armored_car_recon = {
		#		attack = 0.1
		#	}				
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}

		reserve_officers_spirit = {
			ledger = army		
			available = {
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			modifier = {
				tactic_delay_preferred_weight_factor = 1
				training_time_army_factor = -0.2
				mobilization_speed = 0.2 #added because if you have reserve officers, you can mobilise people more quickly
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}

		victory_or_death_spirit = {
			ledger = army		
			available = {
				OR = {
					has_tech = mobile_warfare
					has_tech = superior_firepower
					has_tech = trench_warfare
					has_tech = mass_assault
					has_tech = r56_guerilla_warfare
				}
			}
			modifier = {
				tactic_human_wave_tactics_preferred_weight_factor = 1
				org_loss_at_low_org_factor = -0.15
				experience_gain_suicide_craft_training_factor = 0.5
				experience_gain_suicide_craft_combat_factor = 0.15
			}
			ai_will_do = {
				factor = 1
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}

		maneuver_warfare_spirit = {
			visible = { 
				OR = {
					has_tech = mobile_warfare
					has_country_flag = autorize_maneuver_warfare_spirit 
				}
			}
			modifier = {
				tactic_unexpected_thrust_preferred_weight_factor = 1
				army_speed_factor = 0.05
				coordination_bonus = 0.05
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}

		smoke_and_fire_spirit = {
			ledger = army		
			available = {
			}
			visible = { has_tech = superior_firepower }
			modifier = {
				tactic_barrage_preferred_weight_factor = 1
				breakthrough_factor = 0.05
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}

		logistical_focus_spirit = {
			ledger = army		
			available = {
			}
			visible = { has_tech = trench_warfare }
			modifier = {
				tactic_planned_attack_preferred_weight_factor = 1
				supply_consumption_factor = -0.1
				air_fuel_consumption_factor = -0.1
				navy_fuel_consumption_factor = -0.1
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}

		operational_reserve_spirit = {
			ledger = army		
			available = {
			}
			visible = {
				OR = {
					has_country_flag = autorize_operational_reserve_spirit
					has_tech = mass_assault
				} 
			}
			modifier = {
				tactic_relentless_assault_preferred_weight_factor = 1
				army_strength_factor = 0.1
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}
		limited_engagement_spirit = {
			ledger = army		
			available = {
			}
			visible = { has_tech = r56_guerilla_warfare }
			modifier = {
				tactic_guerrilla_tactics_preferred_weight_factor = 1
				tactic_double_envelopment_preferred_weight_factor = 1
				#supply_consumption_factor = -0.05
				#experience_gain_infantry_combat_factor = 0.05
				out_of_supply_factor = -0.10
				#experience_gain_militia_combat_factor = 0.10
				equipment_capture_factor = 0.10
				recon_factor_while_entrenched = 0.10
				no_supply_grace = 24
				pocket_penalty = -0.10
				cas_damage_reduction = 0.1			
				#boost_resistance_factor = 0.10 
			}
			ai_will_do = {
				factor = 1.5
				modifier = {
					factor = 0
					NOT = { has_dlc = "No Step Back" }
				}
			}
		}		
	}
}
