﻿### Character interior background
character_view_bg = {

	######################################

	# Dead
	texture = {
		reference = "event_scenes/temple.dds"
		trigger = {
			is_alive = no
		}
	}

	environment = {
		reference = "environment_event_temple"

		trigger = {
			is_alive = no
		}
	}

	##########################################
	# ACTIVITIES
	
	####
	# tournament, eastern
	####
	texture = {
		reference = "event_scenes/ep2_tournament_mena.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_location = { geographical_region = graphical_india }
		}
	}

	environment = {
		reference = "environment_mecca"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_location = { geographical_region = graphical_india }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_mecca"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = { geographical_region = graphical_india }
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = { geographical_region = graphical_india }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = { geographical_region = graphical_india }
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# tournament, mena
	####
	texture = {
		reference = "event_scenes/ep2_tournament_mena.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_location = {
				OR = {
					geographical_region = graphical_mena
					AND = {
			 			geographical_region = world_europe_west_iberia
			 			root = { faith = { religion = religion:islam_religion } }
			 		}
				}
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_location = {
				OR = {
					geographical_region = graphical_mena
					AND = {
			 			geographical_region = world_europe_west_iberia
			 			root = { faith = { religion = religion:islam_religion } }
			 		}
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = {
							OR = {
								geographical_region = graphical_mena
								AND = {
						 			geographical_region = world_europe_west_iberia
						 			root = { faith = { religion = religion:islam_religion } }
						 		}
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = {
							OR = {
								geographical_region = graphical_mena
								AND = {
						 			geographical_region = world_europe_west_iberia
						 			root = { faith = { religion = religion:islam_religion } }
						 		}
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = {
							OR = {
								geographical_region = graphical_mena
								AND = {
						 			geographical_region = world_europe_west_iberia
						 			root = { faith = { religion = religion:islam_religion } }
						 		}
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# tournament, tribal
	####
	texture = {
		reference = "event_scenes/ep2_tournament_tribal.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_host = {
				OR = {
					government_has_flag = government_is_clan
					government_has_flag = government_is_tribal
				}
				capital_province = {
					NOT = { geographical_region = graphical_mena }
				}
			}
		}
	}

	environment = {
		reference = "environment_village_festival"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_host = {
				OR = {
					government_has_flag = government_is_clan
					government_has_flag = government_is_tribal
				}
				capital_province = {
					NOT = { geographical_region = graphical_mena }
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_village_festival"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_host = {
							OR = {
								government_has_flag = government_is_clan
								government_has_flag = government_is_tribal
							}
							capital_province = {
								NOT = { geographical_region = graphical_mena }
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_host = {
							OR = {
								government_has_flag = government_is_clan
								government_has_flag = government_is_tribal
							}
							capital_province = {
								NOT = { geographical_region = graphical_mena }
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_host = {
							OR = {
								government_has_flag = government_is_clan
								government_has_flag = government_is_tribal
							}
							capital_province = {
								NOT = { geographical_region = graphical_mena }
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# tournament, western
	####
	texture = {
		reference = "event_scenes/ep2_tournament_western.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_village_festival"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_village_festival"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# feast, norse
	####
	texture = {
		reference = "event_scenes/fp1_viking_feast.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			OR = {
				involved_activity.activity_location.culture = { has_building_gfx = norse_building_gfx }
				involved_activity.activity_location.province_owner ?= {
					should_use_tribal_realm_palace_graphics_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_event_fp1_viking_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			OR = {
				involved_activity.activity_location.culture = { has_building_gfx = norse_building_gfx }
				involved_activity.activity_location.province_owner ?= {
					should_use_tribal_realm_palace_graphics_trigger = yes
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_fp1_viking_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = norse_building_gfx }
							involved_activity.activity_location.province_owner ?= {
								should_use_tribal_realm_palace_graphics_trigger = yes
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = norse_building_gfx }
							involved_activity.activity_location.province_owner ?= {
								should_use_tribal_realm_palace_graphics_trigger = yes
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = norse_building_gfx }
							involved_activity.activity_location.province_owner ?= {
								should_use_tribal_realm_palace_graphics_trigger = yes
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# feast, indian
	####
	texture = {
		reference = "event_scenes/ep2_feast_indian.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
		}
	}

	environment = {
		reference = "environment_indian_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_indian_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# feast, mena
	####
	texture = {
		reference = "event_scenes/ep2_feast_mena.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			OR = {
				involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
				involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
				involved_activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
			}
		}
	}

	environment = {
		reference = "environment_mena_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			OR = {
				involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
				involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
				involved_activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_mena_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# feast, steppe
	####
	texture = {
		reference = "event_scenes/ep2_feast_steppe.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
		}
	}

	environment = {
		reference = "environment_steppe_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_steppe_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# feast, sub-saharan
	####
	texture = {
		reference = "event_scenes/ep2_feast_sub_saharan.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = african_building_gfx }
		}
	}

	environment = {
		reference = "environment_sub-saharan_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = african_building_gfx }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_sub-saharan_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = african_building_gfx }
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = african_building_gfx }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = african_building_gfx }
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# feast, western
	####
	texture = {
		reference = "event_scenes/feast.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_event_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# hunt
	####
	texture = {
		reference = "event_scenes/ep2_hunt_poachers_camp.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_hunt }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			involved_activity ?= { has_activity_type = activity_hunt }
			location ?= involved_activity.activity_location
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_hunt }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_hunt }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_hunt }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
		####
	# Generic hunt
	####
	texture = {
		reference = "event_scenes/ep2_events_generic_hunt.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_hunt }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_generic_hunt"

		trigger = {
			involved_activity ?= { has_activity_type = activity_hunt }
			location ?= involved_activity.activity_location
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_hunt }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_hunt }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# pilgrimage, jerusalem
	####
	texture = {
		reference = "event_scenes/ep2_holysite_jerusalem.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.county = title:c_jerusalem
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_jerusalem"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.county = title:c_jerusalem
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_jerusalem"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_jerusalem
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_jerusalem
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_jerusalem
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# pilgrimage, Mecca
	####
	texture = {
		reference = "event_scenes/ep2_holysite_mecca.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.county = title:c_mecca
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_mecca"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.county = title:c_mecca
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_mecca"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_mecca
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_jerusalem
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_jerusalem
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# pilgrimage, tribal generic holy site
	####
	texture = {
		reference = "event_scenes/ep2_holysite_tribal.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.province_owner ?= { 
				government_has_flag = government_is_tribal
			}
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_event_garden"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.province_owner ?= { 
				government_has_flag = government_is_tribal
			}
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_event_garden"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.province_owner ?= { 
							government_has_flag = government_is_tribal
						}
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.province_owner ?= { 
							government_has_flag = government_is_tribal
						}
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.province_owner ?= { 
							government_has_flag = government_is_tribal
						}
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# pilgrimage, MENA generic holy site
	####
	texture = {
		reference = "event_scenes/ep2_holysite_mena.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_generic_holy_site_mena"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_generic_holy_site_mena"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# pilgrimage, Indian generic holy site
	####
	texture = {
		reference = "event_scenes/ep2_holysite_indian.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_india_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_indian_holy_site"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_india_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_indian_holy_site"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_india_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_india_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_india_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# pilgrimage, Western generic holy site
	####
	texture = {
		reference = "event_scenes/ep2_holysite_western.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_western_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_western_holy_site"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_western_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_western_holy_site"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_western_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_western_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_western_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	##########################################
	
	####
	# sea, norse
	####
	texture = {
		reference = "event_scenes/fp1_ocean_norse.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			culture = {
				has_clothing_gfx = fp1_norse_clothing_gfx
			}
			location ?= {
				is_sea_province = yes
			}
		}
	}

	environment = {
		reference = "environment_event_fp1_ocean"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			culture = {
				has_clothing_gfx = fp1_norse_clothing_gfx
			}
			location ?= {
				is_sea_province = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_fp1_ocean"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						culture = {
							has_clothing_gfx = fp1_norse_clothing_gfx
						}
						location = {
							is_sea_province = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						culture = {
							has_clothing_gfx = fp1_norse_clothing_gfx
						}
						location ?= {
							is_sea_province = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						culture = {
							has_clothing_gfx = fp1_norse_clothing_gfx
						}
						location ?= {
							is_sea_province = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# sea
	####
	texture = {
		reference = "event_scenes/fp1_ocean.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location ?= {
				is_sea_province = yes
			}
		}
	}

	environment = {
		reference = "environment_event_fp1_ocean"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location ?= {
				is_sea_province = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_fp1_ocean"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							is_sea_province = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location ?= {
							is_sea_province = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location ?= {
							is_sea_province = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# ep2_hunt_snowy_forest
	####
	texture = {
		reference = "event_scenes/ep2_hunt_snowy_forest.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location ?= {
				OR = {
					has_province_modifier = winter_normal_modifier
					has_province_modifier = winter_harsh_modifier
				}
				OR = {
					graphical_wilderness_forest_trigger = yes
					graphical_wilderness_forest_pine_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location ?= {
				OR = {
					has_province_modifier = winter_normal_modifier
					has_province_modifier = winter_harsh_modifier
				}
				OR = {
					graphical_wilderness_forest_trigger = yes
					graphical_wilderness_forest_pine_trigger = yes
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							OR = {
								has_province_modifier = winter_normal_modifier
								has_province_modifier = winter_harsh_modifier
							}
							OR = {
								graphical_wilderness_forest_trigger = yes
								graphical_wilderness_forest_pine_trigger = yes
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location ?= {
							OR = {
								has_province_modifier = winter_normal_modifier
								has_province_modifier = winter_harsh_modifier
							}
							OR = {
								graphical_wilderness_forest_trigger = yes
								graphical_wilderness_forest_pine_trigger = yes
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location ?= {
							OR = {
								has_province_modifier = winter_normal_modifier
								has_province_modifier = winter_harsh_modifier
							}
							OR = {
								graphical_wilderness_forest_trigger = yes
								graphical_wilderness_forest_pine_trigger = yes
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#forest_pine
	#####
	texture = {
		reference = "event_scenes/forest_pine.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_forest_pine_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_forest_pine_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_pine_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_pine_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_pine_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#forest
	#####
	texture = {
		reference = "event_scenes/forest.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_forest_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_forest"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_forest_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_forest"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#ep2_travel_bridge
	#####
	texture = {
		reference = "event_scenes/ep2_travel_bridge.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				is_riverside_province = yes
				geographical_region = world_europe
				OR = {
					terrain = farmlands
					terrain = plains
					terrain = mountains
					terrain = hills
				}
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				is_riverside_province = yes
				OR = {
					terrain = farmlands
					terrain = plains
					terrain = mountains
					terrain = hills
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							is_riverside_province = yes
							OR = {
								terrain = farmlands
								terrain = plains
								terrain = mountains
								terrain = hills
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							is_riverside_province = yes
							OR = {
								terrain = farmlands
								terrain = plains
								terrain = mountains
								terrain = hills
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							is_riverside_province = yes
							OR = {
								terrain = farmlands
								terrain = plains
								terrain = mountains
								terrain = hills
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#jungle
	#####
	texture = {
		reference = "event_scenes/bp1_jungle.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_jungle_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_jungle"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_jungle_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_jungle"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_jungle_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_jungle_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_jungle_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#wetlands
	#####
	texture = {
		reference = "event_scenes/bp1_wetlands.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_wetlands_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_wetlands"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_wetlands_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_wetlands"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_wetlands_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_wetlands_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_wetlands_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#drylands
	#####
	texture = {
		reference = "event_scenes/drylands.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_drylands_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_desert"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_drylands_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_desert"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_drylands_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_drylands_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_drylands_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#hills, unsettled
	#####
	texture = {
		reference = "event_scenes/bp1_hills.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_hills_trigger = yes
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_hills_trigger = yes
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#hills, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_hills.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_hills_trigger = yes
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_hills_trigger = yes
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#plains, unsettled
	#####
	texture = {
		reference = "event_scenes/bp1_plains.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_plains_trigger = yes
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_plains"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_plains_trigger = yes
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_plains"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#plains, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_hills.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_plains_trigger = yes
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_plains"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_plains_trigger = yes
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_plains"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#steppe, unsettled
	#####
	texture = {
		reference = "event_scenes/steppe.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_steppe_trigger = yes
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_steppe"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_steppe_trigger = yes
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_steppe"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#steppe, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_steppe.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_steppe_trigger = yes
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_steppe"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_steppe_trigger = yes
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_steppe"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#mountains, unsettled
	#####
	texture = {
		reference = "event_scenes/mountains.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_mountains_trigger = yes
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_mountains_trigger = yes
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#mountains, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_mountains.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_mountains_trigger = yes
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_mountains_trigger = yes
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#Desert, unsettled
	#####
	texture = {
		reference = "event_scenes/desert.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_desert_trigger = yes
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_desert_trigger = yes
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#Desert, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_desert.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_desert_trigger = yes
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_desert_trigger = yes
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#Farmland, unsettled
	#####
	texture = {
		reference = "event_scenes/farms.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				terrain = farmlands
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_farms"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				terrain = farmlands
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_farms"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#Farmland, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_farm.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				terrain = farmlands
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_farms"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				terrain = farmlands
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_farms"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	# Wandering drunk/reveler
	texture = {
		reference = "character_view/tavern.dds"

		trigger = {
			OR = {
				has_trait = drunkard
				has_trait = lifestyle_reveler
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_cw_tavern"

		trigger = {
			OR = {
				has_trait = drunkard
				has_trait = lifestyle_reveler
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_tavern_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							has_trait = drunkard
							has_trait = lifestyle_reveler
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						NOR = {
							OR = {
								has_trait = drunkard
								has_trait = lifestyle_reveler
							}
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						NOR = {
							OR = {
								has_trait = drunkard
								has_trait = lifestyle_reveler
							}
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	# Wandering coastal
	texture = {
		reference = "character_view/docks.dds"

		trigger = {
			exists = location
			location = {
				is_coastal = yes
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_docks"

		trigger = {
			exists = location
			location = {
				is_coastal = yes
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_docks"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = location
						location = {
							is_coastal = yes
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = location
						location = {
							is_coastal = yes
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = location
						location = {
							is_coastal = yes
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	# Wandering europe
	texture = {
		reference = "character_view/crossroads_inn.dds"

		trigger = {
			exists = location
			location = {
				geographical_region = world_europe
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_crossroads_inn"

		trigger = {
			exists = location
			location = {
				geographical_region = world_europe
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_crossroads_inn"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = location
						location = {
							geographical_region = world_europe
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = location
						location = {
							geographical_region = world_europe
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = location
						location = {
							geographical_region = world_europe
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	# Wandering mena
	texture = {
		reference = "character_view/courtyard_mena.dds"

		trigger = {
			exists = location
			location = {
				OR = {
					geographical_region = world_middle_east
					geographical_region = world_middle_east_persia
				}
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_courtyard_mena"

		trigger = {
			exists = location
			location = {
				OR = {
					geographical_region = world_middle_east
					geographical_region = world_middle_east_persia
				}
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_courtyard_mena"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = location
						location = {
							OR = {
								geographical_region = world_middle_east
								geographical_region = world_middle_east_persia
							}
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = location
						location = {
							OR = {
								geographical_region = world_middle_east
								geographical_region = world_middle_east_persia
							}
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = location
						location = {
							OR = {
								geographical_region = world_middle_east
								geographical_region = world_middle_east_persia
							}
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	# Wandering india
	texture = {
		reference = "character_view/courtyard_indian.dds"

		trigger = {
			exists = location
			location = {
				geographical_region = world_india
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_courtyard_indian"

		trigger = {
			exists = location
			location = {
				geographical_region = world_india
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_courtyard_indian"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = location
						location = {
							geographical_region = world_india
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = location
						location = {
							geographical_region = world_india
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = location
						location = {
							geographical_region = world_india
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	# Wandering fallback
	texture = {
		reference = "character_view/bonfire.dds"

		trigger = {
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_bonfire"

		trigger = {
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_bonfire"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	##########################################
	
	# 'Feudal'/High-tier Norse, or non-Tribals in Scandinavia
	texture = { # FP1 Norse
		reference = "character_view/fp1_throneroom_nontribal.dds"

		trigger = {
			has_fp1_dlc_trigger = yes
			OR = {
				AND = {
					is_ruler = no
					OR = {
						AND = {
							exists = liege
							liege = {
								OR = {
									NOT = {
										government_has_flag = government_is_tribal
									}
									primary_title.tier >= tier_kingdom
								}
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
						AND = {
							exists = host
							host = {
								OR = {
									NOT = {
										government_has_flag = government_is_tribal
									}
									primary_title.tier >= tier_kingdom
								}
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
					}
				}
				AND = {
					is_ruler = yes
					OR = {
						NOT = {
							government_has_flag = government_is_tribal
						}
						primary_title.tier >= tier_kingdom
					}
					OR = {
						culture = culture:norse
						religion = religion:germanic_religion
						has_graphical_scandinavia_region_trigger = yes
					}
				}
			}
		}
	}

	environment = {
		reference = "environment_fp1_cw_nontribal_main"

		trigger = {
			has_fp1_dlc_trigger = yes
			OR = {
				AND = {
					is_ruler = no
					OR = {
						AND = {
							exists = liege
							liege = {
								OR = {
									NOT = {
										government_has_flag = government_is_tribal
									}
									primary_title.tier >= tier_kingdom
								}
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
						AND = {
							exists = host
							host = {
								OR = {
									NOT = {
										government_has_flag = government_is_tribal
									}
									primary_title.tier >= tier_kingdom
								}
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
					}
				}
				AND = {
					is_ruler = yes
					OR = {
						NOT = {
							government_has_flag = government_is_tribal
						}
						primary_title.tier >= tier_kingdom
					}
					OR = {
						culture = culture:norse
						religion = religion:germanic_religion
						has_graphical_scandinavia_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_fp1_cw_nontribal_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						has_fp1_dlc_trigger = yes
						OR = {
							NOT = {
								government_has_flag = government_is_tribal
							}
							primary_title.tier >= tier_kingdom
						}
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
							has_graphical_scandinavia_region_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						has_fp1_dlc_trigger = yes
						OR = {
							NOT = {
								government_has_flag = government_is_tribal
							}
							primary_title.tier >= tier_kingdom
						}
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
							has_graphical_scandinavia_region_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						has_fp1_dlc_trigger = yes
						OR = {
							NOT = {
								government_has_flag = government_is_tribal
							}
							primary_title.tier >= tier_kingdom
						}
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
							has_graphical_scandinavia_region_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	##########################################
	
	# Tribal Norse
	texture = { # FP1 Norse
		reference = "character_view/fp1_throneroom_tribal.dds"

		trigger = {
			has_fp1_dlc_trigger = yes
			OR = {
				AND = {
					is_ruler = no
					OR = {
						AND = {
							exists = liege
							liege = {
								government_has_flag = government_is_tribal
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
						AND = {
							exists = host
							host = {
								government_has_flag = government_is_tribal
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
					}
				}
				AND = {
					is_ruler = yes
					government_has_flag = government_is_tribal
					OR = {
						culture = culture:norse
						religion = religion:germanic_religion
					}
				}
			}
		}
	}

	environment = {
		reference = "environment_fp1_cw_tribal_main"

		trigger = {
			has_fp1_dlc_trigger = yes
			OR = {
				AND = {
					is_ruler = no
					OR = {
						AND = {
							exists = liege
							liege = {
								government_has_flag = government_is_tribal
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
						AND = {
							exists = host
							host = {
								government_has_flag = government_is_tribal
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
					}
				}
				AND = {
					is_ruler = yes
					government_has_flag = government_is_tribal
					OR = {
						culture = culture:norse
						religion = religion:germanic_religion
					}
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_fp1_cw_tribal_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_tribal
						has_fp1_dlc_trigger = yes
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_tribal
						has_fp1_dlc_trigger = yes
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_tribal
						has_fp1_dlc_trigger = yes
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Tribal
	texture = {
		reference = "character_view/throneroom_tribal.dds"

		trigger = {
			government_has_flag = government_is_tribal
		}
	}

	environment = {
		reference = "environment_cw_tribal_main"

		trigger = {
			government_has_flag = government_is_tribal
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_tribal_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_tribal
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_tribal
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_tribal
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Iberian, high rank
	texture = {
		reference = "character_view/fp2_throneroom_iberian.dds"

		trigger = {
			has_fp2_dlc_trigger = yes
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_iberia_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_fp2_iberian_throneroom_main"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_iberia_region_trigger = yes
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_fp2_iberian_throneroom_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_iberia_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_iberia_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_iberia_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################
	# Iberian, regular
	texture = {
		reference = "character_view/fp2_iberian.dds"

		trigger = {
			has_fp2_dlc_trigger = yes
			has_graphical_iberia_region_trigger = yes		
		}
	}

	environment = {
		reference = "environment_cw_fp2_iberian"

		trigger = {
			has_graphical_iberia_region_trigger = yes
			is_character_window_main_character = yes		
		}
	}

	environment = {
		reference = "environment_cw_fp2_iberian_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = { has_graphical_iberia_region_trigger = yes }
				}
				AND = {
					exists = betrothed
					betrothed = { has_graphical_iberia_region_trigger = yes	}
				}
				AND = {
					liege.diarch ?= this
					liege ?= { has_graphical_iberia_region_trigger = yes }
				}
			}
			is_character_window_main_character = no
		}
	}

	############################################

	# Mediterranean, high rank
	texture = {
		reference = "character_view/throneroom_mediterranean.dds"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_mediterranean_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_mediterranean_throneroom_main"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_mediterranean_region_trigger = yes
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_mediterranean_throneroom_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mediterranean_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mediterranean_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mediterranean_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################
	# Mediterranean, regular
	texture = {
		reference = "character_view/mediterranean.dds"

		trigger = {
			has_graphical_mediterranean_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_mediterranean_main"

		trigger = {
			has_graphical_mediterranean_region_trigger = yes
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_mediterranean_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						has_graphical_mediterranean_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						has_graphical_mediterranean_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						has_graphical_mediterranean_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Eastern, high rank
	texture = {
		reference = "character_view/throneroom_east.dds"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_mena_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_east_throneroom_main"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			is_character_window_main_character = yes
			has_graphical_mena_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_east_throneroom_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mena_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mena_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mena_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Eastern, regular
	texture = {
		reference = "character_view/mena.dds"

		trigger = {
			has_graphical_mena_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_east_main"

		trigger = {
			is_character_window_main_character = yes
			has_graphical_mena_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_east_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						has_graphical_mena_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						has_graphical_mena_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						has_graphical_mena_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# India, high rank
	texture = {
		reference = "character_view/throneroom_india.dds"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_india_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_india_throneroom_main"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_india_region_trigger = yes
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_india_throneroom_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_india_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_india_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_india_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# India, regular
	texture = {
		reference = "character_view/india.dds"

		trigger = {
			has_graphical_india_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_india_main"

		trigger = {
			is_character_window_main_character = yes
			has_graphical_india_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_india_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						has_graphical_india_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						has_graphical_india_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						has_graphical_india_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Western, high rank
	texture = {
		reference = "character_view/throneroom_west.dds"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_western_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_west"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_western_region_trigger = yes
			is_character_window_main_character = yes

		}
	}

	environment = {
		reference = "environment_cw_west_spouse"
		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_western_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_western_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_western_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Western, regular
	texture = {
		reference = "character_view/west.dds"

		trigger = {
			has_graphical_western_region_trigger = yes
		}
	}

	texture = {
		reference = "character_view/west.dds"
	}

	environment = {
		reference = "environment_cw_west"

		trigger = {
			has_graphical_western_region_trigger = yes
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_west_spouse"
		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						has_graphical_western_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						has_graphical_western_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						has_graphical_western_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Fallback Environment
	environment = {
		reference = "environment_event_temple"
	}
}

character_location_exterior = {
	texture = {
		reference = "event_scenes/bp1_plains.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = plains
			}
		}
	}

	texture = {
		reference = "terrain_types/hills.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = hills
			}
		}
	}

	texture = {
		reference = "terrain_types/desert_mountains.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = desert_mountains
			}
		}
	}

	texture = {
		reference = "terrain_types/oasis.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = oasis
			}
		}
	}

	texture = {
		reference = "terrain_types/jungle.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = jungle
			}
		}
	}

	texture = {
		reference = "terrain_types/floodplains.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = floodplains
			}
		}
	}

	texture = {
		reference = "terrain_types/drylands.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = drylands
			}
		}
	}

	texture = {
		reference = "terrain_types/wetlands.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = wetlands
			}
		}
	}

	texture = {
		reference = "event_scenes/farms.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = farmlands
			}
		}
	}

	texture = {
		reference = "event_scenes/bp1_desert.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = desert
			}
		}
	}

	texture = {
		reference = "event_scenes/steppe.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = steppe
			}
		}
	}

	texture = {
		reference = "event_scenes/forest.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = forest
			}
		}
	}

	texture = {
		reference = "event_scenes/forest_pine.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = taiga
			}
		}
	}

	texture = {
		reference = "terrain_types/mountains.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = mountains
			}
		}
	}

	texture = {
		reference = "holding_types/tribe_arid.dds"

		trigger = {
			government_has_flag = government_is_tribal
			exists = capital_province
			capital_province = {
				geographical_region = world_africa
			}
		}
	}

	texture = {
		reference = "event_scenes/steppe.dds"

		trigger = {
			government_has_flag = government_is_tribal
			exists = capital_province
			capital_province = {
				geographical_region = world_steppe
			}
		}
	}

	texture = {
		reference = "event_scenes/desert.dds"

		trigger = {
			government_has_flag = government_is_tribal
			exists = capital_province
			capital_province = {
				geographical_region = world_middle_east_arabia
			}
		}
	}

	texture = {
		reference = "event_scenes/market_east.dds"

		trigger = {
			government_has_flag = government_is_tribal
			exists = capital_province
			capital_province = {
				geographical_region = world_tibet
			}
		}
	}

	texture = {
		reference = "event_scenes/market_east.dds"

		trigger = {
			exists = capital_province
			capital_province = {
				geographical_region = world_steppe
			}
		}
	}

	texture = {
		reference = "event_scenes/market_tribal.dds"

		trigger = {
			government_has_flag = government_is_tribal
		}
	}

	texture = {
		reference = "event_scenes/market_west.dds"

		trigger = {
			has_graphical_western_region_trigger = yes
		}
	}

	texture = {
		reference = "event_scenes/market_east.dds"

		trigger = {
			OR = {
				has_graphical_india_region_trigger = yes
				has_graphical_mena_region_trigger = yes
				has_graphical_mediterranean_region_trigger = yes
			}
		}
	}
}

### Religious interior
religion_interior = {

	texture = { # FP1
		trigger = { religion = religion:germanic_religion }
		reference = "event_scenes/fp1_tribal_temple.dds"
	}

	environment = { # FP1
		trigger = { religion = religion:germanic_religion }
		reference = "environment_event_fp1_tribal_temple"
	}

	texture = {
		trigger = { religion = religion:christianity_religion }
		reference = "event_scenes/church.dds"
	}

	environment = {
		trigger = { religion = religion:christianity_religion }
		reference = "environment_event_church"
	}

	texture = {
		trigger = {
			religion = religion:islam_religion
		}

		reference = "event_scenes/mosque.dds"
	}


	environment = {
		reference = "environment_event_mosque"

		trigger = {
			religion = religion:islam_religion
		}
	}

	texture = {
		reference = "event_scenes/temple.dds"
	}

	environment = {
		reference = "environment_event_temple"

	}

	texture = {
		reference = "blank.dds"
	}

	# texture = {
	# 	reference = "gfx/interface/skins/norse/illustrations/council/bg_council_chaplain.dds"
		
	# 	trigger = {
	# 		AND = {
	# 			religion = religion:pagan
	# 			has_dlc_feature = the_northern_lords
	# 		}
	# 	}
	# }

	environment = {
		reference = "character_view_main"

		trigger = {
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "character_view_spouse"
	}
}

### Religious holding image
religion_holding = {
	texture = {
		trigger = {
			religion = religion:christianity_religion
		}
		reference = "holding_types/temple_christian.dds"
	}

	texture = {
		trigger = {
			religion = religion:islam_religion
		}
		reference = "holding_types/temple_islamic.dds"
	}

	texture = {
		reference = "holding_types/temple_generic_grass.dds"
	}

	texture = {
		reference = "blank.dds"
	}
}

### Holding image based on title
title_holding = {
	texture = {
		trigger = {
			OR = {
				is_holy_order = yes
				is_mercenary_company = yes
			}
		}
		reference = "holding_types/castle_western.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			NOT = { exists = scope:province }
		}
		reference = "interior/temple.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = castle_holding
				exists = culture
				culture = {
					has_graphical_india_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/castle_india.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = castle_holding
				exists = culture
				culture = {
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/castle_mediterranean.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = castle_holding
				exists = culture
				culture = {
					has_graphical_mena_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/castle_mena.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = castle_holding
				exists = culture
				culture = {
					has_graphical_western_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/castle_western.dds"
	}
	texture = { # Fallback
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = castle_holding
			}
		}
		reference = "holding_types/castle_western.dds"
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = estate_holding
				exists = culture
			}
		}
		reference = "holding_types/holding_type_estate_mediterranean.dds"
	}
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = tribal_holding
				OR = {
					terrain = desert
					terrain = desert_mountains
					terrain = oasis
					terrain = steppe
					terrain = drylands
					geographical_region = world_steppe
					geographical_region = world_middle_east_persia
					geographical_region = world_middle_east_jerusalem
					geographical_region = world_steppe
					geographical_region = world_middle_east_persia
					geographical_region = world_middle_east_jerusalem
					geographical_region = world_africa
					geographical_region = world_middle_east_arabia
				}
				NOT = {
					county_controller = {
						has_government = nomadic_government
					}
				}
			}
		}
		reference = "holding_types/tribe_arid.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = tribal_holding
				OR = {
					terrain = desert
					terrain = desert_mountains
					terrain = oasis
					terrain = steppe
					terrain = drylands
					geographical_region = world_steppe
					geographical_region = world_middle_east_persia
					geographical_region = world_middle_east_jerusalem
					geographical_region = world_steppe
					geographical_region = world_middle_east_persia
					geographical_region = world_middle_east_jerusalem
					geographical_region = world_africa
					geographical_region = world_middle_east_arabia
				}
				NOT = {
					county_controller = {
						government_has_flag = government_is_nomadic
					}
				}
			}
		}
		reference = "holding_types/tribe_arid.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = tribal_holding
			}
		}
		reference = "holding_types/tribe_grass.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = city_holding
				exists = culture
				culture = {
					has_graphical_india_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/city_india.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = city_holding
				exists = culture
				culture = {
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/city_mediterranean.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = city_holding
				exists = culture
				culture = {
					has_graphical_mena_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/city_mena.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = city_holding
				exists = culture
				culture = {
					has_graphical_western_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/city_western.dds"
	}
	texture = { # Fallback
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = city_holding
			}
		}
		reference = "holding_types/city_western.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = church_holding
				faith.religion = religion:christianity_religion
			}
		}
		reference = "holding_types/temple_christian.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = church_holding
				faith.religion = { is_in_family = rf_pagan }
				OR = {
					faith.religion = religion:baltic_religion
					faith.religion = religion:finno_ugric_religion
					faith.religion = religion:germanic_religion
					faith.religion = religion:paganism_religion
					faith.religion = religion:slavic_religion
				}
			}
		}
		reference = "holding_types/temple_northern_pagan.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = church_holding
				faith.religion = { is_in_family = rf_eastern }
			}
		}
		reference = "holding_types/temple_india.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = church_holding
				faith.religion = religion:islam_religion
			}
		}
		reference = "holding_types/temple_islamic.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = church_holding
				OR = {
					terrain = desert
					terrain = desert_mountains
					terrain = oasis
					terrain = steppe
					terrain = drylands
					geographical_region = world_steppe
					geographical_region = world_middle_east_persia
					geographical_region = world_middle_east_jerusalem
					geographical_region = world_steppe
					geographical_region = world_middle_east_persia
					geographical_region = world_middle_east_jerusalem
					geographical_region = world_africa
					geographical_region = world_middle_east_arabia
				}
			}
		}
		reference = "holding_types/temple_generic_arid.dds"
	}
	texture = { # Fallback
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = church_holding
			}
		}
		reference = "holding_types/temple_generic_grass.dds"
	}

	### Baronies without holdings show their terrain type
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = desert
			}
		}
		reference = "terrain_types/desert.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = desert_mountains
			}
		}
		reference = "terrain_types/desert_mountains.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = drylands
			}
		}
		reference = "terrain_types/drylands.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = farmlands
			}
		}
		reference = "terrain_types/farmlands.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = floodplains
			}
		}
		reference = "terrain_types/floodplains.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = forest
			}
		}
		reference = "terrain_types/forest.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = hills
			}
		}
		reference = "terrain_types/hills.dds"
	}
	texture = {
	   trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = jungle
			}
		}
		reference = "terrain_types/jungle.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = mountains
			}
		}
		reference = "terrain_types/mountains.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = oasis
			}
		}
		reference = "terrain_types/oasis.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = plains
			}
		}
		reference = "terrain_types/plains.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = steppe
			}
		}
		reference = "terrain_types/steppe.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = taiga
			}
		}
		reference = "terrain_types/taiga.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = wetlands
			}
		}
		reference = "terrain_types/wetlands.dds"
	}
	# Ultimate fallback
	texture = {
		reference = "terrain_types/plains.dds"
	}
}

artifact_regional_pattern = {

	# India
	texture = {
		reference = "regional_patterns/mask_pattern_indian.dds"
		trigger = {
			has_graphical_india_culture_group_trigger = yes
		}
	}

	# Mena
	texture = {
		reference = "regional_patterns/mask_pattern_mena.dds"
		trigger = {
			has_graphical_mena_culture_group_trigger = yes
		}
	}

	# Mediterranean
	texture = {
		reference = "regional_patterns/mask_pattern_medi.dds"
		trigger = {
			has_graphical_mediterranean_culture_group_trigger = yes
		}
	}

	# Western
	texture = {
		reference = "regional_patterns/mask_pattern_western.dds"
		trigger = {
			has_graphical_western_culture_group_trigger = yes
		}
	}

	# Fallback
	texture = {
		reference = "regional_patterns/mask_pattern_western.dds"
	}
}

### Private location background for a character (mostly interior, but sometimes exterior for flavour)
# This intentionally tries to be different from the 'character_view_bg' because you might see them at the same time
character_private = {
	######################################
	# Dead
	texture = {
		reference = "event_scenes/temple.dds"
		trigger = {
			is_alive = no
		}
	}

	##########################################

	# Norse ruler
	texture = {
		# Just hangin' at the runestone & thinking of things
		reference = "event_scenes/fp1_runestone.dds"

		trigger = {
			exists = primary_title
			OR = {
				culture = culture:norse
				religion = religion:germanic_religion
				has_graphical_scandinavia_region_trigger = yes
			}
		}
	}

	# Norse
	texture = {
		reference = "event_scenes/fp1_tribal_temple.dds"

		trigger = {
			OR = {
				culture = culture:norse
				religion = religion:germanic_religion
				has_graphical_scandinavia_region_trigger = yes
			}
		}
	}

	##########################################

	# Tribal, landed
	texture = {
		# Todo [DB]: No real nice picture for a tribal landed character
		reference = "event_scenes/fp1_tribal_temple.dds"

		trigger = {
			exists = primary_title
			government_has_flag = government_is_tribal
		}
	}

	# Tribal
	texture = {
		reference = "event_scenes/fp1_steward_study.dds"

		trigger = {
			OR = {
				AND = {
					exists = host
					host = {
						government_has_flag = government_is_tribal
					}
				}
				AND = {
					exists = liege
					liege = {
						government_has_flag = government_is_tribal
					}
				}
			}
		}
	}


	##########################################

	# Iberian, landed
	texture = {
		reference = "event_scenes/bp1_relaxing_room_mena.dds"

		trigger = {
			exists = primary_title
			has_graphical_iberia_region_trigger = yes
		}
	}

	# Iberian, regular
	texture = {
		reference = "event_scenes/sittingroom.dds"

		trigger = {
			has_graphical_iberia_region_trigger = yes
		}
	}

	############################################

	# Mediterranean, landed
	texture = {
		reference = "event_scenes/fp2_garden.dds"

		trigger = {
			exists = primary_title
			has_graphical_mediterranean_region_trigger = yes
		}
	}

	# Mediterranean
	texture = {
		reference = "event_scenes/study.dds"

		trigger = {
			has_graphical_mediterranean_region_trigger = yes
		}
	}

	##########################################

	# Eastern, landed
	texture = {
		reference = "event_scenes/fp2_corridor_day.dds"

		trigger = {
			exists = primary_title
			has_graphical_mena_region_trigger = yes
		}
	}

	##########################################

	# Eastern, regular
	texture = {
		reference = "event_scenes/bp1_courtyard_mena.dds"

		trigger = {
			has_graphical_mena_region_trigger = yes
		}
	}

	##########################################

	# India, high rank
	texture = {
		reference = "event_scenes/bp1_corridor_indian_day.dds"

		trigger = {
			exists = primary_title
			has_graphical_india_region_trigger = yes
		}
	}

	##########################################

	# India, regular
	texture = {
		reference = "event_scenes/bp1_courtyard_indian.dds"

		trigger = {
			has_graphical_india_region_trigger = yes
		}
	}

	##########################################

	# Western, high rank
	texture = {
		reference = "event_scenes/bp1_relaxing_room_western.dds"

		trigger = {
			exists = primary_title
			has_graphical_western_region_trigger = yes
		}
	}

	##########################################

	# Western, regular
	texture = {
		reference = "event_scenes/study.dds"

		trigger = {
			has_graphical_western_region_trigger = yes
		}
	}

	##########################################

	# Fallbacks
	texture = {
		reference = "interior/temple.dds"
	}
	environment = {
		reference = "environment_event_temple"
	}

}