﻿### Modified Vanilla Traditions ###

tradition_byzantine_succession = {
	category = regional

	layers = {
		0 = intrigue
		1 = mediterranean
		4 = crown.dds
	}
	
	is_shown = {
		OR = {
			has_cultural_pillar = heritage_byzantine
			scope:character = {
				has_title = title:e_byzantium
			}
		}
		#replaced by new Byzantine traditions
		has_ep3_dlc_trigger = no
	}
	can_pick = {
		has_cultural_pillar = heritage_byzantine
		scope:character = {
			has_title = title:e_byzantium
		}
		custom_tooltip = {
			text = cannot_have_tradition_court_eunuchs
			NOT = { culture_tradition:tradition_court_eunuchs = { is_in_list = traits } }
		}
		custom_tooltip = {
			text = cannot_have_tradition_merciful_blindings
			NOT = { culture_tradition:tradition_merciful_blindings = { is_in_list = traits } }
		}
	}
	
	parameters = {
		eunuch_trait_bonuses = yes
		can_appoint_chief_eunuch = yes
		physical_disfigurement_blocks_inheritance = yes #Actually only blocks claimants and reduce score in elective. Also includes infertility for tooltip reasons.
		children_can_be_born_in_the_purple = yes
		allows_adoption = yes
		disloyal_trait_more_common = yes
		byzantine_faction_differences = yes
		#byzantine_faction_preffered_claimants = yes
	}

	character_modifier = {
		eligible_child_opinion = 20
		short_reign_duration_mult = 0.5
		hostile_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
		ai_amenity_target_baseline = 0.75
		ai_amenity_spending = 1
		#title_creation_cost_mult = 5
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_courtly_or_communal_desc
				}
			}
			if = {
				limit = {
					NOT = {
						scope:character = {
							has_title = title:c_byzantion
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = byzantion_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_byzantine_succession }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = { value = 100 }
}

tradition_roman_legacy = {
	category = realm

	layers = {
		0 = martial
		1 = mediterranean
		4 = laurel.dds
	}

	is_shown = {
		OR = {
			has_cultural_pillar = heritage_byzantine
			has_cultural_pillar = heritage_caucasian
		}
		#replaced by new Byzantine traditions
		has_ep3_dlc_trigger = no
	}

	can_pick = {
		NOR = { #Cant be taken by Cultures who favor massed troops or a variant
			has_cultural_tradition = tradition_professional_army
			has_cultural_tradition = tradition_strength_in_numbers
			has_cultural_tradition = tradition_rashidun_army
			has_cultural_tradition = tradition_mamluk_military
			has_cultural_tradition = tradition_sasanian_army
			has_cultural_tradition = tradition_outremer_armies
			has_cultural_tradition = tradition_merc_armies
		}
		
		NOT = { # Can not be picked by tribals
			scope:character = {
				has_government = tribal_government
			}
		}
	}
	
	parameters = {
		unlock_maa_cataphract = yes
		unlock_maa_byzantine_skoutatoi = yes
		unlock_maa_byzantine_menaulatoi = yes
		unlock_maa_byzantine_toxotai = yes
		unlock_maa_byzantine_akontistai = yes
		unlock_maa_byzantine_hippotoxotai = yes
		unlock_maa_byzantine_klibanophoroi = yes
		unlock_maa_byzantine_trebuchet = yes
	}
	
	province_modifier = {
	}
	
	character_modifier = {
		levy_size = -0.25
		levy_reinforcement_rate = -0.25
		vassal_levy_contribution_mult = -0.25
		men_at_arms_recruitment_cost = -0.15
		men_at_arms_maintenance = -0.15
		men_at_arms_limit = 3
		men_at_arms_cap = 2
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
						culture_pillar:ethos_courtly = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_egalitarian_or_courtly_desc
				}
			}
			if = {
				limit = {
					NOT = {
						any_culture_county = {
							count >= 50
							any_county_province = {
								geographical_region = custom_eastern_roman_empire
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = culture_in_roman_empire_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_roman_legacy }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 100
	}
}

tradition_formation_fighting = {
	category = combat

	layers = {
		0 = martial
		1 = mediterranean
		4 = soldiers3.dds
	}
	
	layers = {
		0 = martial
	}

	parameters = {
		next_level_barracks = yes
		formation_fighting_strategist = yes
		formation_nomadic_cultrad_stationing_bonus = yes
	}

	character_modifier = {
		counter_efficiency = 0.15
		pursue_efficiency = -0.15
		levy_toughness = 2
		archers_damage_mult = 0.15
		archers_toughness_mult = 0.1
		pikemen_damage_mult = 0.1
		pikemen_toughness_mult = 0.2
		heavy_infantry_damage_mult = 0.1
		heavy_infantry_toughness_mult = 0.2
		nomadic_horde_toughness_mult = 0.05
		nomadic_horde_damage_mult = 0.05
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_courtly_or_communal_desc
				}
			}
			if = {
				limit = {
					NOT = {
						scope:character = {
							number_maa_soldiers_of_base_type = {
								type = pikemen
								value >= 500
							}	
							number_maa_soldiers_of_base_type = {
								type = archers
								value >= 500
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = culture_head_archers_and_pikemen_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_formation_fighting }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 200
		if = {
			limit = {
				scope:character = {
					OR = {
						number_maa_soldiers_of_base_type = {
							type = light_cavalry
							value >= 300
						}	
						number_maa_soldiers_of_base_type = {
							type = skirmishers
							value >= 400
						}
					}
				}
			}
			multiply = 0
		}
		if = {
			limit = {
				OR = {
					culture_has_skirmisher_maa = yes
					culture_has_light_cavalry_maa = yes
				}
			}
			multiply = 0
		}
		else_if = {
			limit = {
				NOR = {
					culture_has_archer_maa = yes
					culture_has_pikemen_maa = yes
				}
			}
			multiply = 0.25
		}
		else_if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
				}
			}
			multiply = 4
		}
	}
}

tradition_horse_lords = {
	category = regional

	layers = {
		0 = martial
		1 = mena
		4 = horses.dds
	}

	is_shown = {
		OR = {
			has_cultural_pillar = heritage_mongolic
			has_cultural_pillar = heritage_turkic
		}
		NOT = {
			has_dlc_feature = khans_of_the_steppe
		}
	}

	can_pick = {
		custom_description = {
			text = culture_in_steppe_desc
			any_culture_county = {
				percent >= 0.4
				any_county_province = {
					geographical_region = world_steppe
				}
			}
		}
	}
	
	parameters = {
		unlock_maa_horse_archers = yes
		can_recruit_open_specialist = yes
		unlock_horse_pastures_building = yes
		steppe_hunt_success_chance = yes
		unlock_voluntary_laampdom = yes
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.15
		light_cavalry_pursuit_mult = 0.15
		light_cavalry_screen_mult = 0.1
		archer_cavalry_damage_mult = 0.15
		archer_cavalry_pursuit_mult = 0.15
		archer_cavalry_screen_mult = 0.1
		steppe_cancel_negative_supply = yes
		supply_duration = 1
		movement_speed = 0.1
		character_travel_speed_mult = 0.2
		character_travel_safety_mult = 0.2
		steppe_travel_danger = steppe_high_danger_reduction
		movement_speed_land_raiding = 0.3
		hostile_county_attrition_raiding = -0.5
		provisions_use_mult = -0.25
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_or_communal_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_horse_lords }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}

			multiply = tradition_replacement_cost_if_relevant
			#if = {
			#	limit = {
			#		NOR = {
			#			has_cultural_pillar = heritage_turkic
			#			has_cultural_pillar = heritage_mongolic
			#		}
			#	}
			#	add = {
			#		value = tradition_unfulfilled_criteria_penalty
			#		desc = steppe_heritage_reduction_desc
			#	}
			#}
		}
	}

	ai_will_do = {
		value = 400
	}
}

tradition_forest_fighters = {
	category = combat

	layers = {
		0 = martial
		1 = western
		4 = forest.dds
	}
	
	can_pick = {
		culture_not_pacifistic_trigger = yes
		custom_description = {
			text = culture_in_forest_desc
			any_culture_county = {
				any_county_province = {
					OR = {
						terrain = forest
						terrain = taiga
					}
				}
			}
		}
	}
	parameters = {
		unlock_maa_woodsmen = yes
		forest_fighter_trait_more_common = yes
		forest_trait_bonuses = yes
		can_recruit_forest_specialist = yes
		forest_nomadic_cultrad_stationing_bonus = yes
	}
	character_modifier = {
		forest_travel_danger = forest_low_danger_reduction
		taiga_travel_danger = taiga_low_danger_reduction
	}
	province_modifier = {
		forest_levy_size = 0.1
		taiga_levy_size = 0.1
		forest_supply_limit_mult = 0.25
		taiga_supply_limit_mult = 0.25
	}
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_stoic_or_communal_desc
				}
			}
			if = {
				limit = {
					NOT = {
						any_culture_county = {
							percent >= 0.3
							any_county_province = {
								OR = {
									terrain = forest
									terrain = taiga
								}
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = forest_percentage_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_forest_fighters }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	ai_will_do = {
		value = 200
		if = {
			limit = {
				NOT = {
					scope:character = {
						any_sub_realm_county = {
							percent >= 0.2
							culture = scope:character.culture
							any_county_province = {
								OR = {
									terrain = forest
									terrain = taiga
								}
							}
						}
					}
				}
			}
			multiply = 0
		}
		else_if = {
			limit = {
				any_culture_county = {
					percent >= 0.6
					any_county_province = {
						OR = {
							terrain = forest
							terrain = taiga
						}
					}
				}
			}
			multiply = 2
		}
	}
}

tradition_longbow_competitions = {
	category = combat
	layers = {
		0 = martial
		1 = western
		4 = bow.dds
	}
	
	is_shown = {
		OR = {
			has_cultural_pillar = heritage_west_germanic
			has_cultural_pillar = heritage_brythonic
			has_cultural_pillar = heritage_goidelic
		}
	}
	can_pick = {
		OR = {
			has_cultural_pillar = heritage_west_germanic
			has_cultural_pillar = heritage_brythonic
			has_cultural_pillar = heritage_goidelic
		}
	}
	
	parameters = {
		unlock_maa_longbowmen = yes
		archer_era_improvement = yes
		unlock_yeoman_archers_innovation = yes
	}
	character_modifier = {
		archers_max_size_add = 4
		heavy_cavalry_max_size_add = -2
		pikemen_max_size_add = -2
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			# Ethos requirement.
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_stoic_or_bureaucratic_desc
				}
			}
			# Certain number of archer MaA requirement.
			if = {
				limit = {
					scope:character = {
						number_maa_soldiers_of_base_type = {
							type = archers
							# Remember to sync the below with longbow_competitions_minimum_archer_maa_value.
							value < 1200
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = culture_head_lacks_archer_maa_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_longbow_competitions }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 800
		if = {
			limit = {
				OR = {
					culture_has_pikemen_maa = yes
					culture_has_heavy_cavalry_maa = yes
				}
			}
			multiply = 0
		}
	}
}

tradition_druzhina = {
	category = regional

	layers = {
		0 = martial
		1 = western
		4 = shield.dds
	}

	#East Slavic
	#This replaces Martial Admiration
	is_shown = {
		has_cultural_pillar = heritage_east_slavic
		NOR = { #Replaces Martial Admiration
			has_cultural_tradition = tradition_futuwaa
			has_cultural_tradition = tradition_chanson_de_geste
			has_cultural_tradition = tradition_martial_admiration
		}
	}
	can_pick = {
		has_cultural_pillar = heritage_east_slavic
		NOR = { #Replaces Martial Admiration
			has_cultural_tradition = tradition_futuwaa
			has_cultural_tradition = tradition_chanson_de_geste
			has_cultural_tradition = tradition_martial_admiration
		}
	}
	
	parameters = {
		unlock_maa_druzhina = yes
		unlock_maa_druzhina_cavalry = yes
		martial_education_more_valued = yes
		prowess_traits_more_valued = yes
		blademaster_trait_bonuses = yes
		craven_and_content_traits_looked_down_upon = yes
		knights_slightly_more_prone_to_injury = yes
		can_duel_rivals = yes
	}
	character_modifier = {
		knight_limit = 2
		negate_prowess_penalty_add = 5
		accolade_glory_gain_mult = 0.2
		heavy_infantry_toughness_mult = 0.1
		heavy_cavalry_toughness_mult = 0.1
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_or_stoic_desc
				}
			}
			if = {
				limit = {
					NOT = {
						scope:character = {
							any_knight = {
								count >= 6
								prowess >= 12
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = knights_with_prowess_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_druzhina }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_druzhina }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = { value = 400 }
}

tradition_agrarian = {
	category = realm

	layers = {
		0 = steward
		1 = indian
		4 = farmland.dds
	}

	is_shown = {
		NOT = { #Cant be taken by Cultures who already are good at farming
			has_cultural_tradition = tradition_nile_agriculture
		}
	}

	can_pick = {
		trigger_if = {
			limit = {
				OR = {
					NOT = { exists = scope:replacing }
					NOT = { scope:replacing = culture_tradition:tradition_hit_and_run }
				}
			}
			NOT = { has_cultural_tradition = tradition_nile_agriculture } #To prevent stacking after hybridization
		}
		custom_tooltip = {
			text = culture_in_plains_farmlands_or_floodplains_terrain_desc
			any_culture_county = {
				percent >= 0.33
				any_county_province = {
					OR = {
						terrain = plains
						terrain = farmlands
						terrain = floodplains
					}
				}
			}
		}
	}
	
	parameters = {
		diligent_trait_more_common = yes
		content_trait_more_common = yes
		martial_education_worse_outcomes = yes
		hard_working_traits_more_valued = yes
	}
	
	character_modifier = {
		men_at_arms_recruitment_cost = 0.25
		prowess = -2
		levy_toughness = -2
		floodplains_travel_danger = floodplains_medium_danger_reduction
	}
	
	county_modifier = {
		plains_development_growth_factor = 0.2
		plains_construction_gold_cost = -0.1	
		farmlands_development_growth_factor = 0.3
		farmlands_construction_gold_cost = -0.15
		floodplains_development_growth_factor = 0.3
		floodplains_construction_gold_cost = -0.15
		farmlands_levy_size = 0.1
		floodplains_levy_size = 0.1
		plains_levy_size = 0.05
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					culture_pillar:ethos_bellicose = { is_in_list = traits }
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = culture_not_bellicose
				}
			}
			if = {
				limit = {
					NOT = {
						any_culture_county = {
							count >= 10
							any_county_province = {
								OR = {
									terrain = plains
									terrain = farmlands
									terrain = floodplains
								}
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = culture_in_plains_farmlands_or_floodplains_terrain_count_desc
				}
			}
			if = {
				limit = {
					NOT = {
						any_culture_county = {
							count >= 10
							any_county_province = {
								OR = {
									has_building_or_higher = orchards_01
									has_building_or_higher = plantations_01
									has_building_or_higher = cereal_fields_01
								}
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = gardening_buildings_percentage_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_agrarian }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}

			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 400
		if = {
			limit = {
				NOT = {
					scope:character = {
						OR = {
							any_sub_realm_county = {
								count >= 3
								culture = scope:character.culture
								any_county_province = {
									OR = {
										terrain = farmlands
										terrain = floodplains
									}
								}
							}
							any_sub_realm_county = {
								count >= 8
								culture = scope:character.culture
								any_county_province = { terrain = plains }
							}
						}
					}
				}
			}
			multiply = 0
		}
		if = {
			limit = {
				scope:character = {
					has_government = tribal_government
				}
			}
			multiply = 0
		}
	}
}

tradition_quarrelsome = {
	category = combat

	layers = {
		0 = martial
		1 = mediterranean
		4 = speech.dds
	}
	
	can_pick = {
		culture_not_pacifistic_trigger = yes
	}
	
	parameters = {
		can_use_conquest_cbs = yes
		cb_lower_prestige_level_requirement = yes
		cheaper_cbs = yes
		disloyal_trait_less_spurned = yes
		disloyal_trait_more_common = yes
	}
	character_modifier = {
		monthly_county_control_growth_factor = -0.4
		
		ai_boldness = 25
		ai_honor = -20
		ai_war_chance = 0.5
		ai_war_cooldown = -0.25
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_or_spiritual_desc
				}
			}
			if = {
				limit = {
					trigger_if = {
						limit = {
							scope:character = {
								is_ai = no
							}
						}
						NOT = {
							any_ruler = {
								count >= 5
								culture = prev
								primary_title.tier >= tier_county
								is_at_war = yes
							}
						}
					}
					trigger_else = {
						always = no
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = rulers_at_war_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_quarrelsome }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 50
		if = {
			limit = {
				NOT = {
					scope:character = {
						government_has_flag = government_is_tribal
					}
				}
			}
			multiply = 0.25
		}
		if = {
			limit = {
				NOR = {
					culture_pillar:heritage_turkic = { is_in_list = traits }
					culture_pillar:heritage_mongolic = { is_in_list = traits }
					is_divergent_culture = yes
				}
			}
			multiply = 0
		}
	}
}

tradition_zealous_people = {
	category = societal

	layers = {
		0 = learning
		1 = mediterranean
		4 = speech.dds
	}
	
	parameters = {
		zealous_trait_more_common = yes
		humble_trait_more_common = yes
		harder_to_convert_character_faith = yes
		harder_to_convert_county_faith = yes
		zealous_people_internal_yurt_unlock = yes
	}
	
	character_modifier = {
		tolerance_advantage_mod = 3
		opinion_of_different_faith = -20
		faith_conversion_piety_cost_mult = 1
		faith_creation_piety_cost_mult = 0.5
		ai_zeal = 25
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_spiritual = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_spiritual_or_communal_desc
				}
			}
			if = {
				limit = {
					trigger_if = {
						limit = {
							scope:character = {
								is_ai = no
							}
						}
						NOT = {
							any_ruler = {
								count >= 5
								culture = prev
								primary_title.tier >= tier_county
								has_trait = zealous
							}
						}
					}
					trigger_else = {
						always = no
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = rulers_with_zealous_desc
				}
			}
			if = {
				limit = {
					OR = {
						has_variable = defensive_traditionalist_discount
						has_variable = aggressive_traditionalist_discount
					}
				}
				add = {
					value = traditionalist_discount
					desc = traditionalist_discount_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_zealous_people }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	ai_will_do = {
		value = 100
		if = {
			limit = {
				OR = {
					culture_tradition:tradition_welcoming = { is_in_list = traits }
					culture_tradition:tradition_eye_for_an_eye = { is_in_list = traits }
					culture_tradition:tradition_forbearing = { is_in_list = traits }
					culture_tradition:tradition_equitable = { is_in_list = traits }
					culture_tradition:tradition_charitable = { is_in_list = traits }
					culture_tradition:tradition_modest = { is_in_list = traits }
				}
			}
			multiply = 0.1
		}
	}
}

tradition_hussar = { #Konni Raids
	category = regional

	layers = {
		0 = martial
		1 = western
		4 = rider.dds
	}

	#This replaces Hit and Run
	is_shown = {
		OR = {
			has_cultural_pillar = heritage_south_slavic
			has_cultural_pillar = heritage_magyar
			has_cultural_pillar = heritage_west_slavic
		}
	}
	can_pick = {
		trigger_if = {
			limit = {
				OR = {
					NOT = { exists = scope:replacing }
					NOT = { scope:replacing = culture_tradition:tradition_hit_and_run }
				}
			}
			NOT = { has_cultural_tradition = tradition_hit_and_run } #To prevent stacking after hybridization
		}
	}
	
	parameters = {
		unlock_maa_hussar = yes
		culture_can_raid_over_land_even_if_feudal_no_restrictions = yes
	}
	character_modifier = {
		skirmishers_screen_mult = 0.2
		light_cavalry_damage_mult = 0.2
		light_cavalry_screen_mult = 0.2
		siege_weapon_siege_value_mult = -0.2
		retreat_losses = -0.1
		hard_casualty_modifier = -0.1
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOT = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_stoic_desc
				}
			}
			if = {
				limit = {
					NOT = {
						scope:character = {
							number_maa_soldiers_of_base_type = {
								type = light_cavalry
								value >= 500
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = culture_head_light_cavalry_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_hussar }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = { value = 400 }
}
