ideas = {

	mobilization_laws = {
		law = yes
		use_list_view = yes

		WHF_equally_divided = {

			cost = 150
			removal_cost = -1
			level = 7

			available = {
				#has_manpower_for_recruit_change_to = { value = 0.005 group = mobilization_laws }
			}

			visible = {
				has_country_flag = is_white_fang_nation
			}

			modifier = {
				conscription = 0.5
				training_time_factor = -0.25
				stability_factor = 0.05
			}

			cancel_if_invalid = no
		}

		WHF_every_faunus_a_revolutionary = {

			cost = 150
			removal_cost = -1
			level = 5

			available = {
				#has_manpower_for_recruit_change_to = { value = 0.005 group = mobilization_laws }
			}

			visible = {
				has_country_flag = is_white_fang_nation
			}

			modifier = {
				conscription = 1
			}

			cancel_if_invalid = no
		}

		WHF_aggressive_recruitment = {

			cost = 150
			removal_cost = -1
			level = 2

			available = {
				#has_manpower_for_recruit_change_to = { value = 0.005 group = mobilization_laws }
			}

			visible = {
				has_country_flag = is_white_fang_nation
			}

			modifier = {
				conscription = 1
				weekly_manpower = 20
				stability_factor = -0.05
			}

			cancel_if_invalid = no
		}

		disarmed_nation = {

			cost = 150
			removal_cost = -1
			level = 7

			available = {
				#has_manpower_for_recruit_change_to = { value = 0.005 group = mobilization_laws }
			}

			visible = {
				NOT = {
					has_country_flag = is_white_fang_nation
				}
			}

			modifier = {
				conscription = 0.01
			}

			cancel_if_invalid = no
		}

		volunteer_only = {

			cost = 150
			removal_cost = -1
			level = 6

			available = {
				#has_manpower_for_recruit_change_to =  { value = 0.015 group = mobilization_laws }
				IF = {
					limit = {
						has_dlc = "Death or Dishonor"
						NOT = {
							has_dlc = "Gotterdammerung"
						}
					}
				}

				if = {
					limit = {
					}
					NOT = { has_country_flag = DEN_had_volunteer_only_flag }
				}
				NOT = { has_idea = isolation }
			}

			visible = {
				NOT = {
					has_country_flag = is_white_fang_nation
				}
			}

			ai_will_do = {
   				factor = 1

   				modifier = {
					factor = 60 # being disarmed is bad in a wargame yo
					has_idea = disarmed_nation
				}
			}

			modifier = {
				conscription = 0.015
			}

			default = yes

			cancel_if_invalid = no
		}

		limited_conscription = {

			cost = 150
			removal_cost = -1
			level = 5

			available = {
				#has_manpower_for_recruit_change_to =  { value = 0.025 group = mobilization_laws }
				has_war_support > 0.1
				NOT = { has_idea = isolation }
			}

			visible = {
				NOT = {
					has_country_flag = is_white_fang_nation
				}
			}

			modifier = {
				conscription = 0.025
			}

			ai_will_do = {
   				factor = 1
				modifier = {
					# Ignore if high on manpower
					factor = 0.5
					manpower_per_military_factory > 5000
				}
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory < 2000
				}
				modifier = {
					has_idea_with_trait = military_theorist
					factor = 20
				}
				modifier = {
					factor = 0
					NOT = { has_idea = volunteer_only }
				}
			}

			cancel_if_invalid = no
		}

		extensive_conscription = {

			available = {
				#has_manpower_for_recruit_change_to = { value = 0.05 group = mobilization_laws }
				has_war_support > 0.2
			}

			visible = {
				NOT = {
					has_country_flag = is_white_fang_nation
				}
			}
			ai_will_do = {
   				factor = 1

				modifier = {
					# Ignore if high on manpower
					factor = 0.5
					manpower_per_military_factory > 3000
				}

				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory <  800
				}
			}

			cost = 150
			removal_cost = -1
			level = 4

			modifier = {
				conscription = 0.05
				#industrial_capacity_factory = -0.1
				#production_speed_buildings_factor = -0.1
				training_time_factor = 0.1
			}

			cancel_if_invalid = no
		}

		service_by_requirement = {


			available = {
				#has_manpower_for_recruit_change_to =  { value = 0.1 group = mobilization_laws }
				OR = {
					has_war_support > 0.6
					surrender_progress > 0
				}

			}

			visible = {
				NOT = {
					has_country_flag = is_white_fang_nation
				}
			}

			ai_will_do = {
   				factor = 1
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory <  700
				}
				modifier = {
					#Lower chance if has decent amount
					factor = 0.5
					manpower_per_military_factory >  1000
				}
				modifier = {
					#Block has plenty manpower
					factor = 0
					manpower_per_military_factory >  3000
				}

				modifier = {
					factor = 0
					NOT = { has_idea = extensive_conscription }
				}
			}

			cost = 150
			removal_cost = -1
			level = 3

			modifier = {
				conscription = 0.1
				industrial_capacity_factory = -0.1
				industrial_capacity_dockyard = -0.1
				production_speed_buildings_factor = -0.1
				training_time_factor = 0.2
			}

			cancel_if_invalid = no
		}

		all_adults_serve = {


			available = {
				#has_manpower_for_recruit_change_to =  { value = 0.2 group = mobilization_laws }
				has_war = yes
				OR = {
					has_war_support > 0.7
					surrender_progress > 0
				}
				enemies_strength_ratio > 0.75
				#any_enemy_country = {
				#	strength_ratio = {
				#		tag = ROOT
				#		ratio > 0.75
				#	}
			}

			visible = {
				NOT = {
					has_country_flag = is_white_fang_nation
				}
			}

			ai_will_do = {
   				factor = 1
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory <  600
				}
				modifier = {
					#Lower chance if has decent amount
					factor = 0.5
					manpower_per_military_factory >  1000
				}
				modifier = {
					#Block has plenty manpower
					factor = 0
					manpower_per_military_factory >  2800
				}

				modifier = {
					factor = 0
					NOT = { has_idea = service_by_requirement }
				}

			}

			on_add = {
			}

			cost = 150
			removal_cost = -1
			level = 2

			modifier = {
				conscription = 0.2
				industrial_capacity_factory = -0.3
				industrial_capacity_dockyard = -0.3
				production_speed_buildings_factor = -0.3
				#XP from reinforcement penalty (small)
				training_time_factor = 0.3
			}

			cancel_if_invalid = no
		}

		scraping_the_barrel = {

			available = {
				#has_manpower_for_recruit_change_to =  { value = 0.25 group = mobilization_laws }
				has_war = yes
				OR = {
					has_war_support > 0.85
					surrender_progress > 0.25
				}
				enemies_strength_ratio > 1
				#any_enemy_country = {
				#	strength_ratio = {
				#		tag = ROOT
				#		ratio > 1
				#	}
				#}	
			}

			visible = {
				NOT = {
					has_country_flag = is_white_fang_nation
				}
			}

			ai_will_do = {
   				factor = 1
				modifier = {
					#Prio if low on manpower
					factor = 20
					manpower_per_military_factory <  500
				}
				modifier = {
					#Lower chance if has decent amount
					factor = 0.5
					manpower_per_military_factory >  1000
				}
				modifier = {
					#Block has plenty manpower
					factor = 0
					manpower_per_military_factory >  5000
				}

				modifier = {
					factor = 0
					NOT = { has_idea = all_adults_serve }
				}

			}

			on_add = {
			}

			cost = 150
			removal_cost = -1
			level = 1

			modifier = {
				conscription = 0.25
				industrial_capacity_factory = -0.4
				industrial_capacity_dockyard = -0.4
				production_speed_buildings_factor = -0.4
				training_time_factor = 0.5
			}

			cancel_if_invalid = no
		}
	}


}
