#Optimized 4/26/2018 - Hiddengearz
ideas = {

	###Bureauocracy###
	
	bureaucracy = {
		law = yes

		bureau_01 = {
			
			cost = 200
			removal_cost = -1
			level = 1
			
			
			modifier = {
			}
			
			on_add = {
				custom_effect_tooltip = bureau_TT
				set_variable = { law_attitude = 3 }
				set_variable = { law_change = 1 }
				subtract_from_variable = { law_change = bureaucracy }
				law_attitude_change = yes
				set_variable = { bureaucracy = 1 }
				subtract_from_variable = { var = expense_gain value = bureaucracy_gain }
				add_to_variable = { var = treasury_rate value = bureaucracy_gain }
				set_variable = { var = bureaucracy_gain value = size_modifier }
				multiply_variable = { bureaucracy_gain = 100 }
				multiply_variable = { var = bureaucracy_gain value = 0.01 }
				round_variable = bureaucracy_gain
				divide_variable = { bureaucracy_gain = 100 }
				add_to_variable = { var = expense_gain value = bureaucracy_gain }
				subtract_from_variable = { var = treasury_rate value = bureaucracy_gain }
				ingame_calculate_size_modifier = yes
			}
			
			ai_will_do = {
   				factor = 1
			
				modifier = {
					factor = 0
					fascism > 0.2
					NOT = { has_government = fascism }
						OR = {
								has_idea = sunni
								has_idea = sufi_islam
						}
				}
			}
			cancel_if_invalid = no
		}
		bureau_02 = {
			
			cost = 80
			removal_cost = -1
			level = 2
			
			on_add = {
				custom_effect_tooltip = bureau_TT
				set_variable = { law_attitude = 3 }
				set_variable = { law_change = 2 }
				subtract_from_variable = { law_change = bureaucracy }
				law_attitude_change = yes
				set_variable = { bureaucracy = 2 }
				subtract_from_variable = { var = expense_gain value = bureaucracy_gain }
				add_to_variable = { var = treasury_rate value = bureaucracy_gain }
				set_variable = { var = bureaucracy_gain value = size_modifier }
				multiply_variable = { bureaucracy_gain = 100 }
				multiply_variable = { var = bureaucracy_gain value = 0.02 }
				round_variable = bureaucracy_gain
				divide_variable = { bureaucracy_gain = 100 }
				add_to_variable = { var = expense_gain value = bureaucracy_gain }
				subtract_from_variable = { var = treasury_rate value = bureaucracy_gain }
				ingame_calculate_size_modifier = yes
			}
			
			modifier = {
				political_power_gain = 0.12
				production_speed_arms_factory_factor = 0.05
			}
			
			ai_will_do = {
   				factor = 1

				modifier = {
					factor = 2
					fascism > 0.2
					NOT = { has_government = fascism }
						OR = {
								has_idea = sunni
								has_idea = sufi_islam
						}
					
				}
			}
			cancel_if_invalid = no
		}
		bureau_03 = {
		
			default = yes
			
			removal_cost = -1
			level = 3
			
			on_add = {
				custom_effect_tooltip = bureau_TT
				set_variable = { law_attitude = 3 }
				set_variable = { law_change = 3 }
				subtract_from_variable = { law_change = bureaucracy }
				law_attitude_change = yes
				set_variable = { bureaucracy = 3 }
				subtract_from_variable = { var = expense_gain value = bureaucracy_gain }
				add_to_variable = { var = treasury_rate value = bureaucracy_gain }
				set_variable = { var = bureaucracy_gain value = size_modifier }
				multiply_variable = { bureaucracy_gain = 100 }
				multiply_variable = { var = bureaucracy_gain value = 0.03 }
				round_variable = bureaucracy_gain
				divide_variable = { bureaucracy_gain = 100 }
				add_to_variable = { var = expense_gain value = bureaucracy_gain }
				subtract_from_variable = { var = treasury_rate value = bureaucracy_gain }
				ingame_calculate_size_modifier = yes
			}
			
			modifier = {
				political_power_gain = 0.25
				stability_factor = 0.01
				production_speed_arms_factory_factor = 0.1
			}
			
			ai_will_do = {
   				factor = 1

				modifier = {
					factor = 15
					fascism > 0.2
					NOT = { has_government = fascism }
						OR = {
								has_idea = sunni
								has_idea = sufi_islam
						}
					
				}
			}
			cancel_if_invalid = no
		}
		bureau_04 = {
			
			cost = 30
			removal_cost = -1
			level = 4
			
			on_add = {
				custom_effect_tooltip = bureau_TT
				set_variable = { law_attitude = 3 }
				set_variable = { law_change = 4 }
				subtract_from_variable = { law_change = bureaucracy }
				law_attitude_change = yes
				set_variable = { bureaucracy = 4 }
				subtract_from_variable = { var = expense_gain value = bureaucracy_gain }
				add_to_variable = { var = treasury_rate value = bureaucracy_gain }
				set_variable = { var = bureaucracy_gain value = size_modifier }
				multiply_variable = { bureaucracy_gain = 100 }
				multiply_variable = { var = bureaucracy_gain value = 0.04 }
				round_variable = bureaucracy_gain
				divide_variable = { bureaucracy_gain = 100 }
				add_to_variable = { var = expense_gain value = bureaucracy_gain }
				subtract_from_variable = { var = treasury_rate value = bureaucracy_gain }
				ingame_calculate_size_modifier = yes
			}
			
			modifier = {
				political_power_gain = 0.36
				stability_factor = 0.01
				production_speed_arms_factory_factor = 0.15
			}
			
			ai_will_do = {
   				factor = 1

				modifier = {
					factor = 20
					fascism > 0.2
					NOT = { has_government = fascism }
						OR = {
								has_idea = sunni
								has_idea = sufi_islam
							}
				}
			}
			cancel_if_invalid = no
		}
		
		bureau_05 = {
			
			cost = 10
			removal_cost = -1
			level = 5
			
			on_add = {
				custom_effect_tooltip = bureau_TT
				set_variable = { law_attitude = 3 }
				set_variable = { law_change = 5 }
				subtract_from_variable = { law_change = bureaucracy }
				law_attitude_change = yes
				set_variable = { bureaucracy = 5 }
				subtract_from_variable = { var = expense_gain value = bureaucracy_gain }
				add_to_variable = { var = treasury_rate value = bureaucracy_gain }
				set_variable = { var = bureaucracy_gain value = size_modifier }
				multiply_variable = { bureaucracy_gain = 100 }
				multiply_variable = { var = bureaucracy_gain value = 0.05 }
				round_variable = bureaucracy_gain
				divide_variable = { bureaucracy_gain = 100 }
				add_to_variable = { var = expense_gain value = bureaucracy_gain }
				subtract_from_variable = { var = treasury_rate value = bureaucracy_gain }
				ingame_calculate_size_modifier = yes
			}
			
			modifier = {
				political_power_gain = 0.5
				stability_factor = 0.02
				production_speed_arms_factory_factor = 0.2
			}
			
			ai_will_do = {
   				factor = 1
			
				modifier = {
					factor = 30
					fascism > 0.2
					NOT = { has_government = fascism }
						OR = {
								has_idea = sunni
								has_idea = sufi_islam
							}
				}
			}
			cancel_if_invalid = no
		}
	}
	### Internal Security ###
	crime_fighting = {
		law = yes

		police_01 = {
			
			removal_cost = -1
			level = 1
			
			on_add = {
				custom_effect_tooltip = police_TT
				set_variable = { law_attitude = 5 }
				set_variable = { law_change = 1 }
				subtract_from_variable = { law_change = crime_fighting }
				law_attitude_change = yes
				set_variable = { crime_fighting = 1 }
				subtract_from_variable = { var = expense_gain value = security_gain }
				add_to_variable = { var = treasury_rate value = security_gain }
				set_variable = { var = security_gain value = size_modifier }
				multiply_variable = { security_gain = 100 }
				multiply_variable = { var = security_gain value = 0.005 }
				round_variable = security_gain
				divide_variable = { security_gain = 100 }
				add_to_variable = { var = expense_gain value = security_gain }
				subtract_from_variable = { var = treasury_rate value = security_gain }
				ingame_calculate_size_modifier = yes
			}
			
			modifier = {
			}
			
			ai_will_do = {
   				factor = 1
			
				modifier = {
					factor = 0
					fascism > 0.2
					NOT = { has_government = fascism }
						OR = {
								has_idea = sunni
								has_idea = sufi_islam
							}
				}
			}
			cancel_if_invalid = no
		}
		police_02 = {
			
			default = yes
			removal_cost = -1
			level = 2
			
			on_add = {
				custom_effect_tooltip = police_TT
				set_variable = { law_attitude = 5 }
				set_variable = { law_change = 2 }
				subtract_from_variable = { law_change = crime_fighting }
				law_attitude_change = yes
				set_variable = { crime_fighting = 2 }
				subtract_from_variable = { var = expense_gain value = security_gain }
				add_to_variable = { var = treasury_rate value = security_gain }
				set_variable = { var = security_gain value = size_modifier }
				multiply_variable = { security_gain = 100 }
				multiply_variable = { var = security_gain value = 0.01 }
				round_variable = security_gain
				divide_variable = { security_gain = 100 }
				add_to_variable = { var = expense_gain value = security_gain }
				subtract_from_variable = { var = treasury_rate value = security_gain }
				ingame_calculate_size_modifier = yes
			}
			
			modifier = {
				political_power_cost = 0.1
				stability_factor = 0.02
				foreign_subversive_activites = -0.15
				decryption = 1
				planning_speed = 0.10
			}
			
			ai_will_do = {
   				factor = 1
			
				modifier = {
					factor = 2
					fascism > 0.2
					NOT = { has_government = fascism }
						OR = {
								has_idea = sunni
								has_idea = sufi_islam
						}
					
				}
			}
			cancel_if_invalid = no
		}
		police_03 = {
			
			removal_cost = -1
			level = 3
			
			on_add = {
				custom_effect_tooltip = police_TT
				set_variable = { law_attitude = 5 }
				set_variable = { law_change = 3 }
				subtract_from_variable = { law_change = crime_fighting }
				law_attitude_change = yes
				set_variable = { crime_fighting = 3 }
				subtract_from_variable = { var = expense_gain value = security_gain }
				add_to_variable = { var = treasury_rate value = security_gain }
				set_variable = { var = security_gain value = size_modifier }
				multiply_variable = { security_gain = 100 }
				multiply_variable = { var = security_gain value = 0.02 }
				round_variable = security_gain
				divide_variable = { security_gain = 100 }
				add_to_variable = { var = expense_gain value = security_gain }
				subtract_from_variable = { var = treasury_rate value = security_gain }
				ingame_calculate_size_modifier = yes
			}
			
			modifier = {
				political_power_cost = 0.2
				stability_factor = 0.03
				drift_defence_factor = 0.30
				foreign_subversive_activites = -0.35
				decryption = 1
				encryption = 1
				planning_speed = 0.15
			}
			
			ai_will_do = {
   				factor = 1
			
				modifier = {
					factor = 20
					fascism > 0.2
					NOT = { has_government = fascism }
						OR = {
								has_idea = sunni
								has_idea = sufi_islam
							}
				}
			}	
			cancel_if_invalid = no
		}
		police_04 = {
			
			removal_cost = -1
			level = 4
			
			on_add = {
				custom_effect_tooltip = police_TT
				set_variable = { law_attitude = 5 }
				set_variable = { law_change = 4 }
				subtract_from_variable = { law_change = crime_fighting }
				law_attitude_change = yes
				set_variable = { crime_fighting = 4 }
				subtract_from_variable = { var = expense_gain value = security_gain }
				add_to_variable = { var = treasury_rate value = security_gain }
				set_variable = { var = security_gain value = size_modifier }
				multiply_variable = { security_gain = 100 }
				multiply_variable = { var = security_gain value = 0.03 }
				round_variable = security_gain
				divide_variable = { security_gain = 100 }
				add_to_variable = { var = expense_gain value = security_gain }
				subtract_from_variable = { var = treasury_rate value = security_gain }
				ingame_calculate_size_modifier = yes
			}
			
			modifier = {
				political_power_cost = 0.3
				stability_factor = 0.05
				drift_defence_factor = 0.80
				foreign_subversive_activites = -0.50
				decryption = 2
				encryption = 1
				planning_speed = 0.20
			}
			
			ai_will_do = {
   				factor = 1
			
				modifier = {
					factor = 30
					fascism > 0.2
					NOT = { has_government = fascism }
						OR = {
								has_idea = sunni
								has_idea = sufi_islam
							}
				}
			}
			cancel_if_invalid = no
		}
		police_05 = {
			
			removal_cost = -1
			level = 5
			
			on_add = {
				custom_effect_tooltip = police_TT
				set_variable = { law_attitude = 5 }
				set_variable = { law_change = 5 }
				subtract_from_variable = { law_change = crime_fighting }
				law_attitude_change = yes
				set_variable = { crime_fighting = 5 }
				subtract_from_variable = { var = expense_gain value = security_gain }
				add_to_variable = { var = treasury_rate value = security_gain }
				set_variable = { var = security_gain value = size_modifier }
				multiply_variable = { security_gain = 100 }
				multiply_variable = { var = security_gain value = 0.04 }
				round_variable = security_gain
				divide_variable = { security_gain = 100 }
				add_to_variable = { var = expense_gain value = security_gain }
				subtract_from_variable = { var = treasury_rate value = security_gain }
				ingame_calculate_size_modifier = yes
			}
			
			modifier = {
				political_power_cost = 0.5
				stability_factor = 0.06
				drift_defence_factor = 1.50
				foreign_subversive_activites = -0.90
				decryption = 2
				encryption = 2
				planning_speed = 0.20
			}
			
			ai_will_do = {
   				factor = 1
			
				modifier = {
					factor = 40
					fascism > 0.2
					NOT = { has_government = fascism }
						OR = {
								has_idea = sunni
								has_idea = sufi_islam
							}
				}
			}
			cancel_if_invalid = no
		}
	}
	
	### Education ###
	education_budget = {
		law = yes

		edu_01 = {
			cost = 200
			removal_cost = -1
			level = 1
			
			on_add = {
				custom_effect_tooltip = edu_TT
				set_variable = { law_attitude = 6 }
				set_variable = { law_change = 1 }
				subtract_from_variable = { law_change = education_budget }
				law_attitude_change = yes
				set_variable = { education_budget = 1 }
				subtract_from_variable = { var = expense_gain value = education_gain }
				add_to_variable = { var = treasury_rate value = education_gain }
				set_variable = { var = education_gain value = size_modifier }
				multiply_variable = { education_gain = 100 }
				multiply_variable = { var = education_gain value = 0.02 }
				if = { limit = { has_idea = gdp_1 }
					multiply_variable = { var = education_gain value = 2.25 }
				
					else = { if = { limit = { has_idea = gdp_2 }
						multiply_variable = { var = education_gain value = 2 }
				
						else = { if = { limit = { has_idea = gdp_3 }
							multiply_variable = { var = education_gain value = 1.75 }
				
							else = { if = { limit = { has_idea = gdp_4 }
								multiply_variable = { var = education_gain value = 1.5 }
					
								else = { if = { limit = { has_idea = gdp_5 }
									multiply_variable = { var = education_gain value = 1.25 }
								} }
							} }
						} }
					} }
				}
				round_variable = education_gain
				divide_variable = { education_gain = 100 }
				add_to_variable = { var = expense_gain value = education_gain }
				subtract_from_variable = { var = treasury_rate value = education_gain }
				ingame_calculate_size_modifier = yes
			}
			
			ai_will_do = {
   				factor = 1
			}
			
			modifier = {
				research_speed_factor = 0.03
			}
			
			cancel_if_invalid = no
		}
		edu_02 = {
			
			default = yes
			cost = 80
			removal_cost = -1
			level = 2
			
			on_add = {
				custom_effect_tooltip = edu_TT
				set_variable = { law_attitude = 6 }
				set_variable = { law_change = 2 }
				subtract_from_variable = { law_change = education_budget }
				law_attitude_change = yes
				set_variable = { education_budget = 2 }
				subtract_from_variable = { var = expense_gain value = education_gain }
				add_to_variable = { var = treasury_rate value = education_gain }
				multiply_variable = { education_gain = 100 }
				set_variable = { var = education_gain value = size_modifier }
				multiply_variable = { var = education_gain value = 0.04 }
				if = { limit = { has_idea = gdp_1 }
					multiply_variable = { var = education_gain value = 2.25 }
				
					else = { if = { limit = { has_idea = gdp_2 }
						multiply_variable = { var = education_gain value = 2 }
				
						else = { if = { limit = { has_idea = gdp_3 }
							multiply_variable = { var = education_gain value = 1.75 }
				
							else = { if = { limit = { has_idea = gdp_4 }
								multiply_variable = { var = education_gain value = 1.5 }
					
								else = { if = { limit = { has_idea = gdp_5 }
									multiply_variable = { var = education_gain value = 1.25 }
								} }
							} }
						} }
					} }
				}
				round_variable = education_gain
				divide_variable = { education_gain = 100 }
				add_to_variable = { var = expense_gain value = education_gain }
				subtract_from_variable = { var = treasury_rate value = education_gain }
				ingame_calculate_size_modifier = yes
			}
			
			ai_will_do = {
   				factor = 1
			}
			
			modifier = {
				research_speed_factor = 0.09
				production_speed_buildings_factor = 0.02
				experience_gain_factor = 0.02
			}
			
			cancel_if_invalid = no
		}
		edu_03 = {
			
			removal_cost = -1
			level = 3
			
			on_add = {
				custom_effect_tooltip = edu_TT
				set_variable = { law_attitude = 6 }
				set_variable = { law_change = 3 }
				subtract_from_variable = { law_change = education_budget }
				law_attitude_change = yes
				set_variable = { education_budget = 3 }
				subtract_from_variable = { var = expense_gain value = education_gain }
				add_to_variable = { var = treasury_rate value = education_gain }
				set_variable = { var = education_gain value = size_modifier }
				multiply_variable = { education_gain = 100 }
				multiply_variable = { var = education_gain value = 0.06 }
				if = { limit = { has_idea = gdp_1 }
					multiply_variable = { var = education_gain value = 2.25 }
				
					else = { if = { limit = { has_idea = gdp_2 }
						multiply_variable = { var = education_gain value = 2 }
				
						else = { if = { limit = { has_idea = gdp_3 }
							multiply_variable = { var = education_gain value = 1.75 }
				
							else = { if = { limit = { has_idea = gdp_4 }
								multiply_variable = { var = education_gain value = 1.5 }
					
								else = { if = { limit = { has_idea = gdp_5 }
									multiply_variable = { var = education_gain value = 1.25 }
								} }
							} }
						} }
					} }
				}
				round_variable = education_gain
				divide_variable = { education_gain = 100 }
				add_to_variable = { var = expense_gain value = education_gain }
				subtract_from_variable = { var = treasury_rate value = education_gain }
				ingame_calculate_size_modifier = yes
			}
			
			ai_will_do = {
   				factor = 1
			}
			
			modifier = {
				research_speed_factor = 0.15
				production_speed_buildings_factor = 0.03
				experience_gain_factor = 0.06
			}
			
			cancel_if_invalid = no
		}
		edu_04 = {
			
			cost = 30
			removal_cost = -1
			level = 4
			
			on_add = {
				custom_effect_tooltip = edu_TT
				set_variable = { law_attitude = 6 }
				set_variable = { law_change = 4 }
				subtract_from_variable = { law_change = education_budget }
				law_attitude_change = yes
				set_variable = { education_budget = 4 }
				subtract_from_variable = { var = expense_gain value = education_gain }
				add_to_variable = { var = treasury_rate value = education_gain }
				set_variable = { var = education_gain value = size_modifier }
				multiply_variable = { education_gain = 100 }
				multiply_variable = { var = education_gain value = 0.08 }
				if = { limit = { has_idea = gdp_1 }
					multiply_variable = { var = education_gain value = 2.25 }
				
					else = { if = { limit = { has_idea = gdp_2 }
						multiply_variable = { var = education_gain value = 2 }
				
						else = { if = { limit = { has_idea = gdp_3 }
							multiply_variable = { var = education_gain value = 1.75 }
				
							else = { if = { limit = { has_idea = gdp_4 }
								multiply_variable = { var = education_gain value = 1.5 }
					
								else = { if = { limit = { has_idea = gdp_5 }
									multiply_variable = { var = education_gain value = 1.25 }
								} }
							} }
						} }
					} }
				}
				round_variable = education_gain
				divide_variable = { education_gain = 100 }
				add_to_variable = { var = expense_gain value = education_gain }
				subtract_from_variable = { var = treasury_rate value = education_gain }
				ingame_calculate_size_modifier = yes
			}
			
			ai_will_do = {
   				factor = 1
			}
			
			modifier = {
				political_power_cost = 0.2
				research_speed_factor = 0.225
				production_speed_buildings_factor = 0.04
				army_org_factor = 0.02
				experience_gain_factor = 0.09
			}
			
			cancel_if_invalid = no
		}
		edu_05 = {
			cost = 10
			removal_cost = -1
			level = 5
			
			on_add = {
				custom_effect_tooltip = edu_TT
				set_variable = { law_attitude = 6 }
				set_variable = { law_change = 5 }
				subtract_from_variable = { law_change = education_budget }
				law_attitude_change = yes
				set_variable = { education_budget = 5 }
				subtract_from_variable = { var = expense_gain value = education_gain }
				add_to_variable = { var = treasury_rate value = education_gain }
				set_variable = { var = education_gain value = size_modifier }
				multiply_variable = { education_gain = 100 }
				multiply_variable = { var = education_gain value = 0.10 }
				if = { limit = { has_idea = gdp_1 }
					multiply_variable = { var = education_gain value = 2.25 }
				
					else = { if = { limit = { has_idea = gdp_2 }
						multiply_variable = { var = education_gain value = 2 }
				
						else = { if = { limit = { has_idea = gdp_3 }
							multiply_variable = { var = education_gain value = 1.75 }
				
							else = { if = { limit = { has_idea = gdp_4 }
								multiply_variable = { var = education_gain value = 1.5 }
					
								else = { if = { limit = { has_idea = gdp_5 }
									multiply_variable = { var = education_gain value = 1.25 }
								} }
							} }
						} }
					} }
				}
				round_variable = education_gain
				divide_variable = { education_gain = 100 }
				add_to_variable = { var = expense_gain value = education_gain }
				subtract_from_variable = { var = treasury_rate value = education_gain }
				ingame_calculate_size_modifier = yes
			}
			
			ai_will_do = {
   				factor = 1
			}
			
			modifier = {
				political_power_cost = 0.4
				research_speed_factor = 0.3
				production_speed_buildings_factor = 0.05
				army_org_factor = 0.04
				experience_gain_factor = 0.12
			}
			
			cancel_if_invalid = no
		}
	}
	health_budget = {
		law = yes

		health_01 = {
			
			cost = 200
			removal_cost = -1
			level = 1
			on_add = {
				custom_effect_tooltip = health_TT
				set_variable = { law_attitude = 7 }
				set_variable = { law_change = 1 }
				subtract_from_variable = { law_change = health_budget }
				law_attitude_change = yes
				set_variable = { health_budget = 1 }
				subtract_from_variable = { var = expense_gain value = health_gain }
				add_to_variable = { var = treasury_rate value = health_gain }
				set_variable = { var = health_gain value = size_modifier }
				multiply_variable = { health_gain = 100 }
				multiply_variable = { var = health_gain value = 0.01 }
				round_variable = health_gain
				divide_variable = { health_gain = 100 }
				add_to_variable = { var = expense_gain value = health_gain }
				subtract_from_variable = { var = treasury_rate value = health_gain }
				ingame_calculate_size_modifier = yes
			}
			
			ai_will_do = {
   				factor = 1
			}
			
			modifier = {
			}
			
			cancel_if_invalid = no
		}
		health_02 = {
			
			cost = 80
			default = yes
			removal_cost = -1
			level = 2
			
			on_add = {
				custom_effect_tooltip = health_TT
				set_variable = { law_attitude = 7 }
				set_variable = { law_change = 2 }
				subtract_from_variable = { law_change = health_budget }
				law_attitude_change = yes
				set_variable = { health_budget = 2 }
				subtract_from_variable = { var = expense_gain value = health_gain }
				add_to_variable = { var = treasury_rate value = health_gain }
				set_variable = { var = health_gain value = size_modifier }
				multiply_variable = { health_gain = 100 }
				multiply_variable = { var = health_gain value = 0.02 }
				round_variable = health_gain
				divide_variable = { health_gain = 100 }
				add_to_variable = { var = expense_gain value = health_gain }
				subtract_from_variable = { var = treasury_rate value = health_gain }
				ingame_calculate_size_modifier = yes
			}
			
			ai_will_do = {
   				factor = 1
			}
			
			modifier = {
				political_power_gain = 0.05
				monthly_population = 0.1
				war_stability_factor = 0.05
				army_morale_factor = 0.025
			}
			
			cancel_if_invalid = no
		}
		health_03 = {
			
			removal_cost = -1
			level = 3
			
			on_add = {
				custom_effect_tooltip = health_TT
				set_variable = { law_attitude = 7 }
				set_variable = { law_change = 3 }
				subtract_from_variable = { law_change = health_budget }
				law_attitude_change = yes
				set_variable = { health_budget = 3 }
				subtract_from_variable = { var = expense_gain value = health_gain }
				add_to_variable = { var = treasury_rate value = health_gain }
				set_variable = { var = health_gain value = size_modifier }
				multiply_variable = { health_gain = 100 }
				multiply_variable = { var = health_gain value = 0.04 }
				round_variable = health_gain
				divide_variable = { health_gain = 100 }
				add_to_variable = { var = expense_gain value = health_gain }
				subtract_from_variable = { var = treasury_rate value = health_gain }
				ingame_calculate_size_modifier = yes
			}
			
			ai_will_do = {
   				factor = 1
			}
			
			modifier = {
				political_power_gain = 0.1
				monthly_population = 0.25
				war_stability_factor = 0.10
				army_morale_factor = 0.05
				consumer_goods_factor = -0.01	
			}
			
			cancel_if_invalid = no
		}
		health_04 = {
			
			cost = 40
			removal_cost = -1
			level = 4
			
			on_add = {
				custom_effect_tooltip = health_TT
				set_variable = { law_attitude = 7 }
				set_variable = { law_change = 4 }
				subtract_from_variable = { law_change = health_budget }
				law_attitude_change = yes
				set_variable = { health_budget = 4 }
				subtract_from_variable = { var = expense_gain value = health_gain }
				add_to_variable = { var = treasury_rate value = health_gain }
				set_variable = { var = health_gain value = size_modifier }
				multiply_variable = { health_gain = 100 }
				multiply_variable = { var = health_gain value = 0.06 }
				round_variable = health_gain
				divide_variable = { health_gain = 100 }
				add_to_variable = { var = expense_gain value = health_gain }
				subtract_from_variable = { var = treasury_rate value = health_gain }
				ingame_calculate_size_modifier = yes
			}
			
			ai_will_do = {
   				factor = 1
			}
			
			modifier = {
				political_power_gain = 0.15
				monthly_population = 0.40
				war_stability_factor = 0.15
				army_morale_factor = 0.075
				consumer_goods_factor = -0.02
			}
			
			cancel_if_invalid = no
		}
		health_05 = {
			
			cost = 30
			removal_cost = -1
			level = 5
			
			on_add = {
				custom_effect_tooltip = health_TT
				set_variable = { law_attitude = 7 }
				set_variable = { law_change = 5 }
				subtract_from_variable = { law_change = health_budget }
				law_attitude_change = yes
				set_variable = { health_budget = 5 }
				subtract_from_variable = { var = expense_gain value = health_gain }
				add_to_variable = { var = treasury_rate value = health_gain }
				set_variable = { var = health_gain value = size_modifier }
				multiply_variable = { health_gain = 100 }
				multiply_variable = { var = health_gain value = 0.08 }
				round_variable = health_gain
				divide_variable = { health_gain = 100 }
				add_to_variable = { var = expense_gain value = health_gain }
				subtract_from_variable = { var = treasury_rate value = health_gain }
				ingame_calculate_size_modifier = yes
			}
			
			ai_will_do = {
   				factor = 1
			}
			
			modifier = {
				political_power_gain = 0.2
				monthly_population = 0.55
				war_stability_factor = 0.20
				army_morale_factor = 0.100
				consumer_goods_factor = -0.03
			}
			
			cancel_if_invalid = no
		}
		health_06 = {
			
			cost = 10
			removal_cost = -1
			level = 6
			
			on_add = {
				custom_effect_tooltip = health_TT
				set_variable = { law_attitude = 7 }
				set_variable = { law_change = 6 }
				subtract_from_variable = { law_change = health_budget }
				law_attitude_change = yes
				set_variable = { health_budget = 6 }
				subtract_from_variable = { var = expense_gain value = health_gain }
				add_to_variable = { var = treasury_rate value = health_gain }
				set_variable = { var = health_gain value = size_modifier }
				multiply_variable = { health_gain = 100 }
				multiply_variable = { var = health_gain value = 0.1 }
				round_variable = health_gain
				divide_variable = { health_gain = 100 }
				add_to_variable = { var = expense_gain value = health_gain }
				subtract_from_variable = { var = treasury_rate value = health_gain }
				ingame_calculate_size_modifier = yes
			}
			
			ai_will_do = {
   				factor = 1
			}
			
			modifier = {
				political_power_gain = 0.25
				monthly_population = 0.75
				war_stability_factor = 0.25
				army_morale_factor = 0.125
				consumer_goods_factor = -0.04
			}
			
			cancel_if_invalid = no
		}
	}
	social_budget = {
		law = yes

		social_01 = {
			
			cost = 200
			removal_cost = -1
			level = 1
			
			on_add = {
				custom_effect_tooltip = social_TT
				
				set_variable = { law_attitude = 8 }
				set_variable = { law_change = 1 }
				subtract_from_variable = { law_change = social_budget }
				law_attitude_change = yes
				set_variable = { social_budget = 1 }
				subtract_from_variable = { var = expense_gain value = welfare_gain }
				add_to_variable = { var = treasury_rate value = welfare_gain }
				set_variable = { var = welfare_gain value = size_modifier }
				multiply_variable = { welfare_gain = 100 }
				multiply_variable = { var = welfare_gain value = 0.02 }
				round_variable = welfare_gain
				divide_variable = { welfare_gain = 100 }
				add_to_variable = { var = expense_gain value = welfare_gain }
				subtract_from_variable = { var = treasury_rate value = welfare_gain }
				ingame_calculate_size_modifier = yes
			}
			
			modifier = {
				stability_factor = 0.01
			}
			
			ai_will_do = {
   				factor = 1
				#welfare depends on how rich
				modifier = {
					factor = 0
					has_idea = gdp_12 #200K
				}
				modifier = {
					factor = 0
					has_idea = gdp_11 #140K
				}
				modifier = {
					factor = 0
					has_idea = gdp_10 #90K
				}
				modifier = {
					factor = 0
					has_idea = gdp_9 #50K
				}
				modifier = {
					factor = 0
					has_idea = gdp_8 #30K
				}
				modifier = {
					factor = 0
					has_idea = gdp_7 #20K
				}
				modifier = {
					factor = 6
					has_idea = gdp_6 #15K
				}
				modifier = {
					factor = 6
					has_idea = gdp_5 #10K
				}
				modifier = {
					factor = 6
					has_idea = gdp_4 #7K
				}
				modifier = {
					factor = 8
					has_idea = gdp_3 #4K
				}
				modifier = {
					factor = 4
					has_idea = gdp_2 #2K
				}
				modifier = {
					factor = 4
					has_idea = gdp_1 #1K
				}
				
			
			}
			
			cancel_if_invalid = no
		}
		social_02 = {
			
			default = yes
			cost = 80
			removal_cost = -1
			level = 2
			
			on_add = {
				custom_effect_tooltip = social_TT
				
				set_variable = { law_attitude = 8 }
				set_variable = { law_change = 2 }
				subtract_from_variable = { law_change = social_budget }
				law_attitude_change = yes
				set_variable = { social_budget = 2 }
				subtract_from_variable = { var = expense_gain value = welfare_gain }
				add_to_variable = { var = treasury_rate value = welfare_gain }
				set_variable = { var = welfare_gain value = size_modifier }
				multiply_variable = { welfare_gain = 100 }
				multiply_variable = { var = welfare_gain value = 0.045 }
				round_variable = welfare_gain
				divide_variable = { welfare_gain = 100 }
				add_to_variable = { var = expense_gain value = welfare_gain }
				subtract_from_variable = { var = treasury_rate value = welfare_gain }
				ingame_calculate_size_modifier = yes
			}
			
			modifier = {
				political_power_gain = 0.06
				political_power_factor = 0.10
				stability_factor = 0.02
			}
			
			ai_will_do = {
   				factor = 1
				#welfare depends on how rich
				modifier = {
					factor = 0
					has_idea = gdp_12 #200K
				}
				modifier = {
					factor = 0
					has_idea = gdp_11 #140K
				}
				modifier = {
					factor = 0
					has_idea = gdp_10 #90K
				}
				modifier = {
					factor = 0
					has_idea = gdp_9 #50K
				}
				modifier = {
					factor = 10
					has_idea = gdp_8 #30K
				}
				modifier = {
					factor = 15
					has_idea = gdp_7 #20K
				}
				modifier = {
					factor = 8
					has_idea = gdp_6 #15K
				}
				modifier = {
					factor = 10
					has_idea = gdp_5 #10K
				}
				modifier = {
					factor = 6
					has_idea = gdp_4 #7K
				}
				modifier = {
					factor = 10
					has_idea = gdp_3 #4K
				}
				modifier = {
					factor = 4
					has_idea = gdp_2 #2K
				}
				modifier = {
					factor = 2
					has_idea = gdp_1 #1K
				}
				
			
			}
			
			cancel_if_invalid = no
		}
		social_03 = {
			
			removal_cost = -1
			level = 3
			
			on_add = {
				custom_effect_tooltip = social_TT
				
				set_variable = { law_attitude = 8 }
				set_variable = { law_change = 3 }
				subtract_from_variable = { law_change = social_budget }
				law_attitude_change = yes
				set_variable = { social_budget = 3 }
				subtract_from_variable = { var = expense_gain value = welfare_gain }
				add_to_variable = { var = treasury_rate value = welfare_gain }
				set_variable = { var = welfare_gain value = size_modifier }
				multiply_variable = { welfare_gain = 100 }
				multiply_variable = { var = welfare_gain value = 0.07 }
				round_variable = welfare_gain
				divide_variable = { welfare_gain = 100 }
				add_to_variable = { var = expense_gain value = welfare_gain }
				subtract_from_variable = { var = treasury_rate value = welfare_gain }
				ingame_calculate_size_modifier = yes
			}
			
			modifier = {
				political_power_gain = 0.14
				political_power_factor = 0.14
				stability_factor = 0.03
				
				
			}
			
			ai_will_do = {
   				factor = 1
				#welfare depends on how rich
				modifier = {
					factor = 0
					has_idea = gdp_12 #200K
				}
				modifier = {
					factor = 16
					has_idea = gdp_11 #140K
				}
				modifier = {
					factor = 14
					has_idea = gdp_10 #90K
				}
				modifier = {
					factor = 12
					has_idea = gdp_9 #50K
				}
				modifier = {
					factor = 15
					has_idea = gdp_8 #30K
				}
				modifier = {
					factor = 20
					has_idea = gdp_7 #20K
				}
				modifier = {
					factor = 15
					has_idea = gdp_6 #15K
				}
				modifier = {
					factor = 10
					has_idea = gdp_5 #10K
				}
				modifier = {
					factor = 8
					has_idea = gdp_4 #7K
				}
				modifier = {
					factor = 8
					has_idea = gdp_3 #4K
				}
				modifier = {
					factor = 0
					has_idea = gdp_2 #2K
				}
				modifier = {
					factor = 0
					has_idea = gdp_1 #1K
				}
				
			
			}
			
			cancel_if_invalid = no
		}
		social_04 = {
			
			cost = 40
			removal_cost = -1
			level = 4
			
			on_add = {
				custom_effect_tooltip = social_TT
				
				set_variable = { law_attitude = 8 }
				set_variable = { law_change = 4 }
				subtract_from_variable = { law_change = social_budget }
				law_attitude_change = yes
				set_variable = { social_budget = 4 }
				subtract_from_variable = { var = expense_gain value = welfare_gain }
				add_to_variable = { var = treasury_rate value = welfare_gain }
				set_variable = { var = welfare_gain value = size_modifier }
				multiply_variable = { welfare_gain = 100 }
				multiply_variable = { var = welfare_gain value = 0.095 }
				round_variable = welfare_gain
				divide_variable = { welfare_gain = 100 }
				add_to_variable = { var = expense_gain value = welfare_gain }
				subtract_from_variable = { var = treasury_rate value = welfare_gain }
				ingame_calculate_size_modifier = yes
			}
			
			modifier = {
				political_power_gain = 0.20
				political_power_factor = 0.20
				stability_factor = 0.04
			}
			
			cancel_if_invalid = no
		
			ai_will_do = {
   				factor = 1
				
				#welfare depends on how rich
				modifier = {
					factor = 18
					has_idea = gdp_12 #200K
				}
				modifier = {
					factor = 16
					has_idea = gdp_11 #140K
				}
				modifier = {
					factor = 14
					has_idea = gdp_10 #90K
				}
				modifier = {
					factor = 12
					has_idea = gdp_9 #50K
				}
				modifier = {
					factor = 25
					has_idea = gdp_8 #30K
				}
				modifier = {
					factor = 15
					has_idea = gdp_7 #20K
				}
				modifier = {
					factor = 10
					has_idea = gdp_6 #15K
				}
				modifier = {
					factor = 8
					has_idea = gdp_5 #10K
				}
				modifier = {
					factor = 6
					has_idea = gdp_4 #7K
				}
				modifier = {
					factor = 6
					has_idea = gdp_3 #4K
				}
				modifier = {
					factor = 0
					has_idea = gdp_2 #2K
				}
				modifier = {
					factor = 0
					has_idea = gdp_1 #1K
				}
				
			
			}
		}
			
		social_05 = {
			
			cost = 30
			removal_cost = -1
			level = 5
			
			on_add = {
				custom_effect_tooltip = social_TT
				
				set_variable = { law_attitude = 8 }
				set_variable = { law_change = 5 }
				subtract_from_variable = { law_change = social_budget }
				law_attitude_change = yes
				set_variable = { social_budget = 5 }
				subtract_from_variable = { var = expense_gain value = welfare_gain }
				add_to_variable = { var = treasury_rate value = welfare_gain }
				set_variable = { var = welfare_gain value = size_modifier }
				multiply_variable = { welfare_gain = 100 }
				multiply_variable = { var = welfare_gain value = 0.13 }
				round_variable = welfare_gain
				divide_variable = { welfare_gain = 100 }
				add_to_variable = { var = expense_gain value = welfare_gain }
				subtract_from_variable = { var = treasury_rate value = welfare_gain }
				ingame_calculate_size_modifier = yes
			}
			
			modifier = {
				political_power_gain = 0.24
				political_power_factor = 0.24
				monthly_population = 0.40
				stability_factor = 0.05
			}
			
			cancel_if_invalid = no
		
			ai_will_do = {
   				factor = 1
				#welfare depends on how rich
				modifier = {
					factor = 18
					has_idea = gdp_12 #200K
				}
				modifier = {
					factor = 16
					has_idea = gdp_11 #140K
				}
				modifier = {
					factor = 14
					has_idea = gdp_10 #90K
				}
				modifier = {
					factor = 22
					has_idea = gdp_9 #50K
				}
				modifier = {
					factor = 20
					has_idea = gdp_8 #30K
				}
				modifier = {
					factor = 10
					has_idea = gdp_7 #20K
				}
				modifier = {
					factor = 8
					has_idea = gdp_6 #15K
				}
				modifier = {
					factor = 6
					has_idea = gdp_5 #10K
				}
				modifier = {
					factor = 4
					has_idea = gdp_4 #7K
				}
				modifier = {
					factor = 0
					has_idea = gdp_3 #4K
				}
				modifier = {
					factor = 0
					has_idea = gdp_2 #2K
				}
				modifier = {
					factor = 0
					has_idea = gdp_1 #1K
				}
				
			
			}
		}
		
		social_06 = {
			
			cost = 10
			removal_cost = -1
			level = 6
			
			on_add = {
				custom_effect_tooltip = social_TT
				
				set_variable = { law_attitude = 8 }
				set_variable = { law_change = 6 }
				subtract_from_variable = { law_change = social_budget }
				law_attitude_change = yes
				set_variable = { social_budget = 6 }
				subtract_from_variable = { var = expense_gain value = welfare_gain }
				add_to_variable = { var = treasury_rate value = welfare_gain }
				set_variable = { var = welfare_gain value = size_modifier }
				multiply_variable = { welfare_gain = 100 }
				multiply_variable = { var = welfare_gain value = 0.165 }
				round_variable = welfare_gain
				divide_variable = { welfare_gain = 100 }
				add_to_variable = { var = expense_gain value = welfare_gain }
				subtract_from_variable = { var = treasury_rate value = welfare_gain }
				ingame_calculate_size_modifier = yes
			}
			
			modifier = {
				political_power_gain = 0.3
				political_power_factor = 0.3
				monthly_population = 0.80
				stability_factor = 0.06
			}
			
			ai_will_do = {
   				factor = 1
				#welfare depends on how rich
				modifier = {
					factor = 28
					has_idea = gdp_12 #200K
				}
				modifier = {
					factor = 26
					has_idea = gdp_11 #140K
				}
				modifier = {
					factor = 24
					has_idea = gdp_10 #90K
				}
				modifier = {
					factor = 12
					has_idea = gdp_9 #50K
				}
				modifier = {
					factor = 10
					has_idea = gdp_8 #30K
				}
				modifier = {
					factor = 8
					has_idea = gdp_7 #20K
				}
				modifier = {
					factor = 6
					has_idea = gdp_6 #15K
				}
				modifier = {
					factor = 4
					has_idea = gdp_5 #10K
				}
				modifier = {
					factor = 2
					has_idea = gdp_4 #7K
				}
				modifier = {
					factor = 0
					has_idea = gdp_3 #4K
				}
				modifier = {
					factor = 0
					has_idea = gdp_2 #2K
				}
				modifier = {
					factor = 0
					has_idea = gdp_1 #1K
				}
				
			
			}
			
			cancel_if_invalid = no
		}
	}

}