Idea groups & policies

**Patron of the Arts**
  Yearly prestige **+1**

**Dynamic Court**
  Possible advisor **+1**
  Advisor costs **-25%**

**Scientific Revolution**
  Idea cost **-10%**

**Enlightened State**
  Institution embracement cost **-15%**
  Institution spread**+30%**

**Formalized Officer Corps**
  May recruit female generals
  Leader without upkeep **+1**

**Optimism**
  Technology cost **-5%**

**Pragmatism**
  Leader siege **+1**

**Bonus**
  Monarch administrative skill **+1**

**Deus Vult**
  Permanent Casus Belli against
  neighboring heathens and heretics

**Missionary Schools**
  Missionaries **+1**

**Divine Supremacy**
  Missionary strength **+3%**
  Monthly War Exhaustion **-0.03**

**Church Attendance Duty**
  Stability Cost Modifier **-20%**

**Devoutness**
  Tolerance of the True Faith **+1.00**

**Religious Tradition**
  Yearly Prestige **+1.00**
  Missionary Strength vs Heretics **+1.0%**

**Inquisition**
  Missionaries **+1**
  Manpower Recovery Speed **+15.0%**

**Bonus**
  Clergy monthly loyalty **+10.00%**
  Culture Conversion Cost **-25.0%**
**Bureaucracy**
  National tax modifier **+10%**

**Economies of war**
  War taxes cost **-50.0%**

**National bank**
  Interest Per Annum **-0.50**

**Debt and Loans**
  Yearly Inflation Reduction **+0.10**

**Centralization**
  Ship Costs **-5.0%**
  Regiment Costs **-5.0%**

**Sewers**
  Monthly Autonomy Change **-0.05**

**Smithian Economics**
  Production Efficiency **+10.0%**

**Bonus**
  Development Cost **-10.0%**

**Additional Colonists**
  Automatically Discover Adjacent
  When a Colony is Built.
  Colonists **+1**

**Persuasive Reasoning**
  Core-Creation Cost**-25.0%**

**Faster Colonists**
  Global Settler Increase **+15.00**

**Additional Merchants**
  Yearly inflation reduction **+0.05**
  Merchants **+1**

**Additional Diplomats**
  Diplomatic relations **+1**

**Organized Recruitment**
  Manpower Recover Speed **+15.0%**
  Recruitment Time **-10.0%**

**Competitive Merchants**
  Trade Power Abroad **+15.0%**

**Bonus**
  Can Fabricate Claim Overseas in Colonial Regions.
  Can Fabricate Claim Overseas in Trade
   Company Regions.
  Number of States **+5**
**Organized Mercenary Payments**
  Mercenary Cost **-25.0%**

**Nationalistic Enthusiasm**
  State Maintenance **-33.0%**

**Benefits For Mercenaries**
  Mercenary Maintenance **-25.0%**

**Bookkeeping**
  Number of States **+5**

**Administrative Efficiency**
  Administrative Efficiency **+5.0%**

**Mercenary Recruitment**
  Available Mercenaries **+25.0%**

**Civil Service**
  Administrative Tech Cost **-10.0%**

**Bonus**
  Yearly Corruption **-0.10**

**Humanist Tolerance**
  Tolerance of Heretics **+3.00**
  Tolerance of Heathens **+3.00**

**Ecumenism**
  Years of Separatism **-10**
  Liberty Desire **-10.00%**

**Benevolence**
  Improve Relations **+20.0%**
  Agressive Expansion Impact **-15.0%**

**Indirect Rule**
  National Unrest **-2.00**

**Local Traditions**
  Max Promoted Cultures **+3**

**Cultural Ties**
  Monthly Autonomy Change **-0.05**

**Tolerance**
  Idea cost **-10.0%**

**Bonus**
  Prestige Decay **-1.0%**

**Efficient Spies**
  Spy Network Construction **+50.0%**
  Advisor Cost **-10.0%**

**Agent Training**
  Merchants **+1**
  Diplomats **+1**

**Vetting**
  Provincial Trade Power Modifier **+10.0%**
  Foreign Spy Detection **+33.3%**

**Additional Loyalist Recruitment**
  Liberty Desire in Subjects **-10.0%**

**Claim Fabrication**
  Cost to fabricate claims **-25.0%**
  Rebel Support Efficiency **+50.0%**

**Privateers**
  Embargo Efficiency **+25.0%**
  Privateer Efficienct **+33.3%**

**Audit Checks**
  Yearly Corruption **-0.1**

**Bonus**
  Attrition for Enemies **+1**
  Movement Speed **+10.0%**

**Hostile Takeover**
  Trade Power Abroad **+25.0%**

**Free Trade**
  Merchants **+1**

**Guarded Caravans**
  Trade Steering **+25.0%**
  Caravan Power **+25.0%**

**Merchant Adventures**
  Trade Range **+35.0%**

**Merchant Marine**
  Ship Trade Power **+15.0%**

**Expanded Ports**
  Naval Force Limit Modifier **+20.0%**

**Sailing Enthusiasm**
  Shipbuilding Time **-10.0%**

**Bonus**
  Merchants **+1**

**Shrewd Commerce Practice**
  Provincial Trade Power Modifier **+25.0%**

**Protectionism**
  Embargo Efficiency **+20.0%**

**Cottage Industry**
  Goods Produced Modifier **+7.5%**

**National Trade Policy**
  Merchants **+1**

**National Industry**
  Production Efficiency **+5.0%**

**Maritime Expansion**
  Light Ship Cost **-15.0%**

**Trade Surge**
  Domestic Trade Power**+10.0%**

**Bonus**
  Merchant Trade Power **+10.00**

**Colonial Ventures**
  Colonists **+1**

**Quest for the New World**
   Allows Recruitment of explorers and conquistadors.

  Leader(s) without Upkeep **+1**

**Overseas Exploration**
  Colonial Range **+50.0%**

**Land of Opportunity**
  Global Settler Increase **+15.00**

**Viceroys**
  Global Tariffs **+20.0%**

**Free Colonies**
  Colonists **+1**

**Colonial Empire**
  Naval Force Limit Modifier**+25.0%**

**Bonus**
  Can Fabricate Claims Overseas in Colonial Regions.

**Seahawks**
  Yearly Navy Tradition **+1.00**

**Merchant Marine**
  Morale of Navies **+5.0%**
  Ship Trade Power **+10.00%**

**Sheltered Ports**
  Colonial Range **+30.0%**

**Grand Navy**
  National Sailors Modifier **+50.0%**

  Naval Force Limit Modifier **+50.0%**

**Naval Fighting Instruction**
  Naval Leader Maneuver **+1.00**

**Blockade Runners**
  Privateer Efficiency **+50.0%**
  Blockade Impact on Siege **+1.00**

**Ship's Penny**
  Sailor Maintenance **-15.0%**

**Bonus**
  Ships can repair when in coastal sea zones.

**Tribute System**
  Diplomats **+1**

  Income from Vassals **+50.0%**

**Marcher Lords**
  Vassal Force Limit Contribution**+200.0%**

  Libert Desire in Subjects**-10.00%**

**Integrated Elites**
  Diplomatix Annexation Cost  **-25.0%**

**State Propaganda**
  Diplomatic Reputation **+2.00**
  Diplomatic Relations **+2**

**Diplomatic Influence**
  Yearly Prestige  **+0.50**

  Province War Score Cost **-20.0%**

**Postal Service**
  Yearly Legitimacy **+1.00**

**Justified Wars**

  Cost of Reducing War Exhaustion **-25.0%**

**Bonus**
  Lowered impact on stability from diplomatic actions.
  Monarch Diplomatic Skill **+1.00**

**International Nobility**
  Land Leader Shock **+1.00**

**Noble Knights**
  Cavalry Combat Ability **+20.0%**

  Cavalry to Infantry Ratio **+10.0%**

**Noble Officers**
  Yearly Army Tradition **+1.00**

**Noble Connections**
  National Manpower Modifier **+33.0%**

**Professional Ranching**
  Cavalry Cost **-15.0%**

**Local Nobility**
  Cavalry Flanking Ability **+50.0%**
  Shock Damage **+10.0%**

**Military Traditions**
  Monthly War Exhaustion **-0.03**
  Leader(s) Without Upkeep **+1**

**Bonus**
  Yearly Army Tradition Decay **-1.0%**

  Nobility Monthly Loyalty **+10.00%**

**Bayonet Leaders**
  Land Leader Fire  **+1.00**

**National Conscripts**
  Movement Speed **+10.0%**

**Superior Firepower**
  Land Fire Damage **+10.0%**

**Glorious Arms**
  Recruitment Time **-10.0%**

**Engineer Corps**
  Siege Ability **+20.0%**

**Grand Army**
  Land Force Limit Modifier **+25.0%**

**Esprit De Corps**
  Manpower Recovery Speed **+15.0%**

**Bonus**
  Recover Army Morale Speed **+10.0%**

  Morale of Armies**+10.0%**

**Shrewd Commerce Practice**
  Provincial Trade Power Modifier **+25.0%**

**Protectionism**
  Embargo Efficiency **+20.0%**

**Cottage Industry**
  Goods Produced Modifier **+7.5%**

**National Trade Policy**
  Merchants **+1**

**National Industry**
  Production Efficiency **+5.0%**

**Maritime Expansion**
  Light Ship Cost **-15.0%**

**Trade Surge**
  Domestic Trade Power**+10.0%**

**Bonus**
  Merchant Trade Power **+10.00**

**Colonial Ventures**
  Colonists **+1**

**Quest for the New World**
   Allows Recruitment of explorers and conquistadors.

  Leader(s) without Upkeep **+1**

**Overseas Exploration**
  Colonial Range **+50.0%**

**Land of Opportunity**
  Global Settler Increase **+15.00**

**Viceroys**
  Global Tariffs **+20.0%**

**Free Colonies**
  Colonists **+1**

**Colonial Empire**
  Naval Force Limit Modifier**+25.0%**

**Bonus**
  Can Fabricate Claims Overseas in Colonial Regions.

**Seahawks**
  Yearly Navy Tradition **+1.00**

**Merchant Marine**
  Morale of Navies **+5.0%**
  Ship Trade Power **+10.00%**

**Sheltered Ports**
  Colonial Range **+30.0%**

**Grand Navy**
  National Sailors Modifier **+50.0%**

  Naval Force Limit Modifier **+50.0%**

**Naval Fighting Instruction**
  Naval Leader Maneuver **+1.00**

**Blockade Runners**
  Privateer Efficiency **+50.0%**
  Blockade Impact on Siege **+1.00**

**Ship's Penny**
  Sailor Maintenance **-15.0%**

**Bonus**
  Ships can repair when in coastal sea zones.

**Humanist Tolerance**
  Tolerance of Heretics **+3.00**
  Tolerance of Heathens **+3.00**

**Ecumenism**
  Years of Separatism **-10**
  Liberty Desire **-10.00%**

**Benevolence**
  Improve Relations **+20.0%**
  Agressive Expansion Impact **-15.0%**

**Indirect Rule**
  National Unrest **-2.00**

**Local Traditions**
  Max Promoted Cultures **+3**

**Cultural Ties**
  Monthly Autonomy Change **-0.05**

**Tolerance**
  Idea cost **-10.0%**

**Bonus**
  Prestige Decay **-1.0%**