ideas = {
	naval_academy_spirit = {
		instilled_aggression_spirit = {
			ledger = navy
			modifier = {
				custom_modifier_tooltip = instilled_aggression_spirit_tt
			}
			ai_will_do = {
				factor = 1
			}
		}
		calculated_restraint_spirit = {
			ledger = navy
			modifier = {
				custom_modifier_tooltip = calculated_restraint_spirit_tt
			}
			ai_will_do = {
				factor = 1
			}
		}
		signals_training_spirit = {
			ledger = navy
			modifier = {
				custom_modifier_tooltip = signals_training_spirit_tt
			}
			ai_will_do = {
				factor = 1
			}
		}
		fleet_in_being_academy_spirit = {
			ledger = navy
			modifier = {
				custom_modifier_tooltip = fleet_in_being_academy_spirit_tt
				trait_ironside_xp_gain_factor = 0.2
				trait_superior_tactician_xp_gain_factor = 0.2
			}
			ai_will_do = {
				factor = 1.5
			}
		}
		trade_interdiction_academy_spirit = {
			ledger = navy
			modifier = {
				custom_modifier_tooltip = trade_interdiction_academy_spirit_tt
				trait_seawolf_xp_gain_factor = 0.2
				trait_blockade_runner_xp_gain_factor = 0.2
			}
			ai_will_do = {
				factor = 1.5
			}
		}
		base_strike_academy_spirit = {
			ledger = navy
			modifier = {
				custom_modifier_tooltip = base_strike_academy_spirit_tt
				trait_air_controller_xp_gain_factor = 0.2
				trait_fleet_protector_xp_gain_factor = 0.2
			}
			ai_will_do = {
				factor = 1.5
			}
		}
		best_of_the_best_naval_academy_spirit = {
			ledger = navy
			modifier = {
	            navy_leader_start_attack_level= 1
	            navy_leader_start_defense_level= 1
	            navy_leader_start_maneuvering_level= 1
	            navy_leader_start_coordination_level= 1
				navy_leader_cost_factor = 0.1
				custom_modifier_tooltip = best_of_the_best_naval_academy_spirit_tt
			}
			ai_will_do = {
				factor = 1
			}
		}
		naval_academy_scholarships_spirit = {
			ledger = navy
			available = { 
			    has_government = democratic 
			}
			modifier = {
				navy_leader_cost_factor = -0.2
				navy_advisor_cost_factor = -0.4
				custom_modifier_tooltip = naval_academy_scholarships_spirit_tt
			}
			ai_will_do = {
				factor = 1
			}
		}
	}

	navy_spirit = {
		jeune_ecole_spirit = {
			ledger = navy
			available = { OR = { has_tech = convoy_escorts has_tech = escort_patrols  } }
			research_bonus = {
				dd_tech = 0.1
			}
			modifier = {
				ship_hull_light_design_cost_factor = -0.2
			}
			equipment_bonus = {
				screen_ship = {
					build_cost_ic = -0.05 instant = yes
				}
			}
			
			ai_will_do = {
				factor = 1
			}
		}

		flexible_contracts_spirit = {
			ledger = navy
			modifier = {
				production_speed_dockyard_factor = 0.05
		        naval_manufacturer_cost_factor = -0.5
			}
			ai_will_do = {
				factor = 1
			}
		}
		integrated_designers_spirit = {
			ledger = navy
			available = { has_dlc = "Man the Guns" }
			research_bonus = {
				ship_modules_tech = 0.2
				naval_equipment = 0.2
			}
			ai_will_do = {
				factor = 1
			}
		}
		naval_reform_spirit = {
			ledger = navy
			modifier = {
				experience_gain_navy_factor = 0.1
				experience_gain_navy_unit_factor = 0.1
			}
			ai_will_do = {
				factor = 1
			}
		}
		naval_refit_yards_spirit = {
			ledger = navy
			modifier = {
				repair_speed_factor = 0.25
				navy_fuel_consumption_factor = -0.1
			}
			ai_will_do = {
				factor = 1
			}
		}
		fleet_in_being_navy_spirit = {
			ledger = navy
			available = { has_tech = battlefleet_concentration }
			research_bonus = {
				bb_tech = 0.1
				ca_tech = 0.1
			}
			modifier = {
				ship_hull_heavy_design_cost_factor = -0.2
			}
			equipment_bonus = {
				capital_ship = {
					build_cost_ic = -0.05 instant = yes
				}
			}
			ai_will_do = {
				factor = 1.5
			}
		}
		trade_interdiction_navy_spirit = {
			ledger = navy
			available = { has_tech = convoy_interdiction_ti }
			research_bonus = {
				ss_tech = 0.1
			}
			modifier = {
				ship_hull_submarine_design_cost_factor = -0.2
			}
			equipment_bonus = {
				submarine = {
					build_cost_ic = -0.05 instant = yes
				}
			}
			
			ai_will_do = {
				factor = 1.5
			}
		}
		base_strike_navy_spirit = {
			ledger = navy
			available = { has_tech = carrier_primacy }
			research_bonus = {
				cv_tech = 0.1
			}
			modifier = {
				ship_hull_carrier_design_cost_factor = -0.2
			}
			
			equipment_bonus = {
				cv_small_plane_airframe = {
					build_cost_ic = -0.05 instant = yes
				}
				cv_small_plane_cas_airframe = {
					build_cost_ic = -0.05 instant = yes
				}
				cv_small_plane_naval_bomber_airframe = {
					build_cost_ic = -0.05 instant = yes
				}
				carrier = {
					build_cost_ic = -0.05 instant = yes
				}
			}
			ai_will_do = {
				factor = 1.5
			}
		}
	}

	naval_command_spirit = {
		close_combat_navy_spirit = {
			ledger = navy
			modifier ={
				navy_screen_attack_factor = 0.05
				naval_torpedo_screen_penetration_factor = 0.1
				naval_retreat_speed_after_initial_combat = -0.1
			}
			ai_will_do = {
				factor = 1
			}
		}
		night_fighting_spirit = {
			ledger = navy
			modifier = {
				night_spotting_chance = 0.05
				naval_night_attack = 0.05
				air_carrier_night_penalty_reduction_factor = 0.05
			}
			ai_will_do = {
				factor = 1
			}
		}
		surprise_attacks_spirit = { 
			ledger = navy
			available = { has_tech = carrier_task_forces }
			modifier = {
				naval_retreat_speed_after_initial_combat = -0.1
				naval_retreat_chance_after_initial_combat = 0.1
				sortie_efficiency = 0.05
			}
			ai_will_do = {
				factor = 1.5
			}
		}
		efficient_communications_spirit = {
			ledger = navy
			modifier = {
				positioning = 0.05
			}
			ai_will_do = {
				factor = 1
			}
		}
		surface_raiders_spirit = {
			ledger = navy
			available = { has_tech = raider_patrols }
			modifier = {
				screening_without_screens = 0.1
				naval_retreat_speed = -0.1
				naval_retreat_chance = 0.05
				ships_at_battle_start = -0.1
			}
			ai_will_do = {
				factor = 1
			}
		}
		decisive_battle_spirit = {
			ledger = navy
			available = { has_tech = battlefleet_concentration }
			modifier = {
				naval_retreat_chance = -0.1
				ships_at_battle_start = 0.1
			}
			ai_will_do = {
				factor = 1.5
			}
		}
		inclimate_weather_experience_spirit = {
			ledger = navy
			modifier = {
				navy_weather_penalty = -0.1
				naval_invasion_capacity = 10
				naval_invasion_planning_bonus_speed = 0.2
			}
			ai_will_do = {
				factor = 1.5
			}
		}
		brave_commanders_spirit = {
			ledger = navy
			modifier = {
				naval_critical_score_chance_factor = 0.05
				naval_has_potf_in_combat_attack = 0.05
				naval_retreat_chance = -0.05
			}
			ai_will_do = {
				factor = 1
			}
		} 
		bureau_of_ordnance_spirit = {
			ledger = navy
			visible = { tag = USA }
			modifier = {
				naval_torpedo_hit_chance_factor = -0.5
			}
			ai_will_do = {
				factor = 0
			}
		}
	}
}
