ideas = {
	
	gdp_capita = {
		law = yes
		
		gdp_1 = {
			
			cost = 1
			removal_cost = -1
			level = 1
			
			allowed_civil_war = {
				always = yes
			}
			
			picture = gdp_1
			
			available = {
				has_idea = gdp_1	
			}
			
			on_add = {
				custom_effect_tooltip = gdp_1_TT
				hidden_effect = {
					ingame_calculate_size_modifier = yes
					update_military_rate = yes
					calculate_interest_rate = yes
					calculate_debt_rate = yes
				
					set_variable = { law_attitude = 2 }
					set_variable = { law_change = 1 }
					subtract_from_variable = { law_change = gdp_capita }
					law_attitude_change = yes
					set_variable = { gdp_capita = 1 }
				}
			}
			
			ai_will_do = {
   				factor = 1
   			}
			
			modifier = {
				global_building_slots_factor = -0.65 #-0.6
				monthly_population = 2.6
				research_speed_factor = -0.15
				stability_factor = -0.08
			}
			
			cancel_if_invalid = no
		}
		
		gdp_2 = {
			
			cost = 1
			removal_cost = -1
			level = 2
			
			allowed_civil_war = {
				always = yes
			}
			
			picture = gdp_2
			
			available = {
				OR = { has_idea = gdp_2
					AND = {
						has_idea = gdp_1
						OR = {
							AND = {
								num_of_factories < 79
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 0
										   include_locked = no
										}
									}
								} 	
							}
							AND = {
								num_of_factories > 78
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 1
										   include_locked = no
										}
									}
								} 	
							}
						}
					}
				}
			}
		
			on_add = {
				custom_effect_tooltip = gdp_2_TT
				hidden_effect = {
					update_military_rate = yes
					ingame_calculate_size_modifier = yes
					calculate_interest_rate = yes
					calculate_debt_rate = yes
					relative_change_pos_4 = yes
					set_variable = { law_attitude = 2 }
					set_variable = { law_change = 2 }
					subtract_from_variable = { law_change = gdp_capita }
					law_attitude_change = yes
					set_variable = { gdp_capita = 2 }
				}
			}
			
			ai_will_do = {
   				factor = 20000
   			}
			
			modifier = {
				global_building_slots_factor = -0.53
				production_speed_buildings_factor = -0.10
				monthly_population = 1.4
				research_speed_factor = -0.13
				stability_factor = -0.07
			}
			
			cancel_if_invalid = no
		}
		
		gdp_3 = {
			
			cost = 1
			removal_cost = -1
			level = 3
			
			allowed_civil_war = {
				always = yes
			}
			
			picture = gdp_3
			
			available = {
				OR = { has_idea = gdp_3
					AND = {
						has_idea = gdp_2
						OR = {
							AND = {
								num_of_factories < 79
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 0
										   include_locked = no
										}
									}
								} 	
							}
							AND = {
								num_of_factories > 78
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 1
										   include_locked = no
										}
									}
								}
							}
						}
					}
				}
			}
			
			on_add = {
				custom_effect_tooltip = gdp_3_TT
				hidden_effect = {
					update_military_rate = yes
					ingame_calculate_size_modifier = yes
					calculate_interest_rate = yes
					calculate_debt_rate = yes
					relative_change_pos_4 = yes
					set_variable = { law_attitude = 2 }
					set_variable = { law_change = 3 }
					subtract_from_variable = { law_change = gdp_capita }
					law_attitude_change = yes
					set_variable = { gdp_capita = 3 }
				}
			}
			
			ai_will_do = {
   				factor = 20000
   			}
			
			modifier = {
				global_building_slots_factor = -0.37
				production_speed_buildings_factor = -0.19
				monthly_population = 0.6
				research_speed_factor = -0.11
				stability_factor = -0.06
			}
			
			cancel_if_invalid = no
		}
		
		gdp_4 = {
			
			cost = 1
			removal_cost = -1
			level = 4
			
			allowed_civil_war = {
				always = yes
			}
			
			picture = gdp_4
			
			available = {
			OR = { has_idea = gdp_4
				AND = {
					has_idea = gdp_3
					OR = {
						AND = {
							num_of_factories < 79
							NOT = {
								any_owned_state = {
									free_building_slots = {
									   building = industrial_complex
									   size > 0
									   include_locked = no
									}
								}
							} 	
						}
						AND = {
							num_of_factories > 78
							NOT = {
								any_owned_state = {
									free_building_slots = {
									   building = industrial_complex
									   size > 1
									   include_locked = no
									}
								}
							}
						}
					}
				}
			}
		}
			
		on_add = {
			custom_effect_tooltip = gdp_4_TT
			hidden_effect = {
				update_military_rate = yes
				ingame_calculate_size_modifier = yes
				calculate_interest_rate = yes
				calculate_debt_rate = yes
				relative_change_pos_4 = yes
				set_variable = { law_attitude = 2 }
				set_variable = { law_change = 4 }
				subtract_from_variable = { law_change = gdp_capita }
				law_attitude_change = yes
				set_variable = { gdp_capita = 4 }
			}
		}
		
		ai_will_do = {
   				factor = 20000
   			}
		
		modifier = {
			global_building_slots_factor = -0.20
			production_speed_buildings_factor = -0.28
			monthly_population = -0.3
			research_speed_factor = -0.09
			stability_factor = -0.05
		}
		
		cancel_if_invalid = no
	}
		
		gdp_5 = {
			
			cost = 1
			removal_cost = -1
			level = 5
			
			allowed_civil_war = {
				always = yes
			}
			
			picture = gdp_5
			
			available = {
				OR = { has_idea = gdp_5
					AND = {
						has_idea = gdp_4
						OR = {	
							AND = {
								num_of_factories < 79
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 0
										   include_locked = no
										}
									}
								} 	
							}
							AND = {
								num_of_factories > 78
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 1
										   include_locked = no
										}
									}
								}
							}
						}
					}
				}
			}
			
			on_add = {
				custom_effect_tooltip = gdp_5_TT
				hidden_effect = {
					update_military_rate = yes
					ingame_calculate_size_modifier = yes
					calculate_interest_rate = yes
					calculate_debt_rate = yes
					relative_change_pos_4 = yes
					set_variable = { law_attitude = 2 }
					set_variable = { law_change = 5 }
					subtract_from_variable = { law_change = gdp_capita }
					law_attitude_change = yes
					set_variable = { gdp_capita = 5 }
				}
			}
			
			ai_will_do = {
   				factor = 20000
   			}
			
			modifier = {
				global_building_slots_factor = 0.01
				production_speed_buildings_factor = -0.36
				monthly_population = -0.9
				research_speed_factor = -0.07
				stability_factor = -0.04
			}
			
			cancel_if_invalid = no
		}
		
		gdp_6 = {
			
			cost = 1
			removal_cost = -1
			level = 6
			
			allowed_civil_war = {
				always = yes
			}
			
			picture = gdp_6
			
			available = {
				OR = { has_idea = gdp_6
					AND = {
						has_idea = gdp_5
						OR = {
							AND = {
								num_of_factories < 79
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 0
										   include_locked = no
										}
									}
								} 	
							}
							AND = {
								num_of_factories > 78
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 1
										   include_locked = no
										}
									}
								}
							}
						}
					}
				}
			}
			
			on_add = {
				custom_effect_tooltip = gdp_6_TT
				hidden_effect = {
					update_military_rate = yes
					ingame_calculate_size_modifier = yes
					calculate_interest_rate = yes
					calculate_debt_rate = yes
					relative_change_pos_4 = yes
					set_variable = { law_attitude = 2 }
					set_variable = { law_change = 6 }
					subtract_from_variable = { law_change = gdp_capita }
					law_attitude_change = yes
					set_variable = { gdp_capita = 6 }
				}
			}
			
			ai_will_do = {
   				factor = 20000
   			}
			
			default = yes 
			
			modifier = {
				global_building_slots_factor = 0.25
				production_speed_buildings_factor = -0.43
				monthly_population = -0.9
				research_speed_factor = -0.05
				stability_factor = -0.03
			}
			
			cancel_if_invalid = no
		}
		
		gdp_7 = {
			
			cost = 1
			removal_cost = -1
			level = 7
			
			allowed_civil_war = {
				always = yes
			}
			
			picture = gdp_7
			
			available = {
				OR = { has_idea = gdp_7
					AND = {
						has_idea = gdp_6
						OR = {
							AND = {
								num_of_factories < 79
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 0
										   include_locked = no
										}
									}
								} 	
							}
							AND = {
								num_of_factories > 78
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 1
										   include_locked = no
										}
									}
								}
							}
						}
					}
				}
			}
			
			on_add = {
				custom_effect_tooltip = gdp_7_TT
				hidden_effect = {
					update_military_rate = yes
					ingame_calculate_size_modifier = yes
					calculate_interest_rate = yes
					calculate_debt_rate = yes
					relative_change_pos_4 = yes
					set_variable = { law_attitude = 2 }
					set_variable = { law_change = 7 }
					subtract_from_variable = { law_change = gdp_capita }
					law_attitude_change = yes
					set_variable = { gdp_capita = 7 }
				}
			}
			
			ai_will_do = {
   				factor = 20000
   			}
			
			modifier = {
				global_building_slots_factor = 0.50
				production_speed_buildings_factor = -0.49
				monthly_population = -0.9
				research_speed_factor = -0.03
				stability_factor = -0.02
			}
			
			cancel_if_invalid = no
		}
		
		gdp_8 = {
			
			cost = 1
			removal_cost = -1
			level = 8
			
			allowed_civil_war = {
				always = yes
			}
			
			picture = gdp_8
			
			available = {
				OR = { has_idea = gdp_8
					AND = {
						has_idea = gdp_7
						OR = {
							AND = {
								num_of_factories < 79
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 0
										   include_locked = no
										}
									}
								} 	
							}
							AND = {
								num_of_factories > 78
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 1
										   include_locked = no
										}
									}
								}
							}
						}
					}
				}
			}
			
			on_add = {
				custom_effect_tooltip = gdp_8_TT
				hidden_effect = {
					update_military_rate = yes
					ingame_calculate_size_modifier = yes
					calculate_interest_rate = yes
					calculate_debt_rate = yes
					relative_change_pos_4 = yes
					set_variable = { law_attitude = 2 }
					set_variable = { law_change = 8 }
					subtract_from_variable = { law_change = gdp_capita }
					law_attitude_change = yes
					set_variable = { gdp_capita = 8 }
				}
			}
			
			ai_will_do = {
   				factor = 20000
   			}
			
			modifier = {
				global_building_slots_factor = 0.77
				production_speed_buildings_factor = -0.55
				monthly_population = -1.15
				research_speed_factor = -0.01
				stability_factor = -0.01
			}
			
			cancel_if_invalid = no
		}
		
		gdp_9 = {
			
			cost = 1
			removal_cost = -1
			level = 9
			
			allowed_civil_war = {
				always = yes
			}
			
			picture = gdp_9
			
			available = {
				OR = { has_idea = gdp_9
					AND = {
						has_idea = gdp_8
						OR = {
							AND = {
								num_of_factories < 79
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 0
										   include_locked = no
										}
									}
								} 	
							}
							AND = {
								num_of_factories > 78
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 1
										   include_locked = no
										}
									}
								}
							}
						}
					}
				}
			}
			
			on_add = {
				custom_effect_tooltip = gdp_9_TT
				hidden_effect = {
					update_military_rate = yes
					ingame_calculate_size_modifier = yes
					calculate_interest_rate = yes
					calculate_debt_rate = yes
					relative_change_pos_4 = yes
					set_variable = { law_attitude = 2 }
					set_variable = { law_change = 9 }
					subtract_from_variable = { law_change = gdp_capita }
					law_attitude_change = yes
					set_variable = { gdp_capita = 9 }
				}
			}
			
			ai_will_do = {
   				factor = 20000
   			}
			
			modifier = {
				global_building_slots_factor = 1.05
				production_speed_buildings_factor = -0.61
				monthly_population = -0.9
				stability_factor = 0.01
			}
			
			cancel_if_invalid = no
		}
		
		gdp_10 = {
			
			cost = 1
			removal_cost = -1
			level = 10
			
			allowed_civil_war = {
				always = yes
			}
			
			picture = gdp_10
			
			available = {
				OR = { has_idea = gdp_10
					AND = {
						has_idea = gdp_9
						OR = {
							AND = {
								num_of_factories < 79
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 0
										   include_locked = no
										}
									}
								} 	
							}
							AND = {
								num_of_factories > 78
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 1
										   include_locked = no
										}
									}
								}
							}
						}
					}
				}
			}
			
			on_add = {
				custom_effect_tooltip = gdp_10_TT
				hidden_effect = {
					update_military_rate = yes
					ingame_calculate_size_modifier = yes
					calculate_interest_rate = yes
					calculate_debt_rate = yes
					relative_change_pos_4 = yes
					set_variable = { law_attitude = 2 }
					set_variable = { law_change = 10 }
					subtract_from_variable = { law_change = gdp_capita }
					law_attitude_change = yes
					set_variable = { gdp_capita = 10 }
				}
			}
			
			ai_will_do = {
   				factor = 20000
   			}
			
			modifier = {
				global_building_slots_factor = 1.45
				production_speed_buildings_factor = -0.66
				monthly_population = -0.9
				stability_factor = 0.02
			}
			
			cancel_if_invalid = no
		}
		
		gdp_11 = {
			
			cost = 1
			removal_cost = -1
			level = 11
			
			allowed_civil_war = {
				always = yes
			}
			
			picture = gdp_11
			
			available = {
				OR = { has_idea = gdp_11
					AND = {
						has_idea = gdp_10
						OR = {
							AND = {
								num_of_factories < 79
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 0
										   include_locked = no
										}
									}
								} 	
							}
							AND = {
								num_of_factories > 78
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 1
										   include_locked = no
										}
									}
								}
							}
						}
					}
				}
			}
			
			on_add = {
				custom_effect_tooltip = gdp_11_TT
				hidden_effect = {
					update_military_rate = yes
					ingame_calculate_size_modifier = yes
					calculate_interest_rate = yes
					calculate_debt_rate = yes
					relative_change_pos_4 = yes
					set_variable = { law_attitude = 2 }
					set_variable = { law_change = 11 }
					subtract_from_variable = { law_change = gdp_capita }
					law_attitude_change = yes
					set_variable = { gdp_capita = 11 }
				}
			}
			
			ai_will_do = {
   				factor = 20000
   			}
			
			modifier = {
				global_building_slots_factor = 1.75
				production_speed_buildings_factor = -0.71
				monthly_population = -0.9
				stability_factor = 0.03
			}
			
			cancel_if_invalid = no
		}
		
		gdp_12 = {
			
			cost = 1
			removal_cost = -1
			level = 12
			
			allowed_civil_war = {
				always = yes
			}
			
			picture = gdp_11
			
			available = {
				OR = { has_idea = gdp_12
					AND = {
						has_idea = gdp_11
						OR = {
							AND = {
								num_of_factories < 79
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 0
										   include_locked = no
										}
									}
								} 	
							}
							AND = {
								num_of_factories > 78
								NOT = {
									any_owned_state = {
										free_building_slots = {
										   building = industrial_complex
										   size > 0
										   include_locked = no
										}
									}
								}
							}
						}
					}
				}
			}
			
			on_add = {
				custom_effect_tooltip = gdp_12_TT
				hidden_effect = {
					update_military_rate = yes
					ingame_calculate_size_modifier = yes
					calculate_interest_rate = yes
					calculate_debt_rate = yes
					relative_change_pos_4 = yes
					set_variable = { law_attitude = 2 }
					set_variable = { law_change = 12 }
					subtract_from_variable = { law_change = gdp_capita }
					law_attitude_change = yes
					set_variable = { gdp_capita = 12 }
				}
			}
			
			ai_will_do = {
   				factor = 20000
   			}
			
			modifier = {
				global_building_slots_factor = 2.0
				production_speed_buildings_factor = -0.76
				monthly_population = -0.9
				stability_factor = 0.04
			}
			
			cancel_if_invalid = no
		}
		
	}
}
