# CHIVALRY LEGACIES

bld_chivalry_legacy_1 = { # Romantic
	legacy = bld_chivalry_legacy_track

	character_modifier = {
		attraction_opinion = 10
		courting_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
	}

	ai_chance = {
		value = 11
		if = {
			limit = {
				can_start_new_legacy_track_trigger = no
			}
			multiply = 0
		}
#		# House Traditions
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_valor }
#					house = { has_house_modifier = trad_honor }
#				}
#			}
#			multiply = 20
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_pride }
#					house = { has_house_modifier = trad_duty }
#					house = { has_house_modifier = trad_justice }
#				}
#			}
#			multiply = 10
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_influence }
#					house = { has_house_modifier = trad_truth }
#				}
#			}
#			multiply = 5
#		}
	}
}

bld_chivalry_legacy_2 = { # Valiant
	legacy = bld_chivalry_legacy_track

	character_modifier = {
		monthly_prestige_gain_mult = 0.1
		knight_effectiveness_mult = 0.15
	}
}

bld_chivalry_legacy_3 = { # Poetic
	legacy = bld_chivalry_legacy_track

	character_modifier = {
		courtier_and_guest_opinion = 10
		court_grandeur_baseline_add = 5
		monthly_court_grandeur_change_mult = 0.5
		learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
	}
}

bld_chivalry_legacy_4 = { # Gallant
	legacy = bld_chivalry_legacy_track

	character_modifier = {
		knight_limit = 1
		monthly_prestige_gain_per_knight_add = 0.2
		monthly_piety_gain_per_knight_add = 0.2
	}
}

bld_chivalry_legacy_5 = { # Heroic
	legacy = bld_chivalry_legacy_track

	character_modifier = {
		diplomacy_per_prestige_level = 1
		prowess_per_prestige_level = 1
	}
}

# DEVOTION LEGACIES

bld_devotion_legacy_1 = { # Righteous
	legacy = bld_devotion_legacy_track

	character_modifier = {
		monthly_piety_gain_per_happy_powerful_vassal_mult = 0.05
		tolerance_advantage_mod = 5
	}

	ai_chance = {
		value = 11
		if = {
			limit = {
				can_start_new_legacy_track_trigger = no
			}
			multiply = 0
		}
# 		# House Traditions
# 		if = {
# 			limit = {
# 				OR = {
# 					house = { has_house_modifier = trad_devotion }
# 				}
# 			}
# 			multiply = 20
# 		}
# 		if = {
# 			limit = {
# 				OR = {
# 					house = { has_house_modifier = trad_justice }
# 					house = { has_house_modifier = trad_peace }
# 					house = { has_house_modifier = trad_wisdom }
# 				}
# 			}
# 			multiply = 10
# 		}
# 		if = {
# 			limit = {
# 				OR = {
# 					house = { has_house_modifier = trad_duty }
# 					house = { has_house_modifier = trad_knowledge }
# 					house = { has_house_modifier = trad_compassion }
# 				}
# 			}
# 			multiply = 5
# 		}
	}
}

bld_devotion_legacy_2 = { # Venerate
	legacy = bld_devotion_legacy_track

	character_modifier = {
		domain_tax_same_faith_mult = 0.15
	}
}

bld_devotion_legacy_3 = { # Sanctify
	legacy = bld_devotion_legacy_track

	character_modifier = {
		church_holding_build_speed = -0.1
		church_holding_build_gold_cost = -0.1
		church_holding_holding_build_speed = -0.1
		church_holding_holding_build_gold_cost = -0.1
	}
}

bld_devotion_legacy_4 = { # Unwavering
	legacy = bld_devotion_legacy_track

	character_modifier = {
		holy_order_hire_cost_mult = -0.2
		monthly_piety_gain_per_knight_mult = 0.01
	}
}

bld_devotion_legacy_5 = { # Ardent
	legacy = bld_devotion_legacy_track

	character_modifier = {
		learning_per_piety_level = 1
		levy_reinforcement_rate_same_faith = 0.1
	}
}

# DOMINANCE LEGACIES

bld_dominance_legacy_1 = { # Ruthless
	legacy = bld_dominance_legacy_track

	character_modifier = {
		dread_gain_mult = 0.2
		pursue_efficiency = 0.1
		enemy_hard_casualty_modifier = 0.1
	}

	ai_chance = {
		value = 11
		if = {
			limit = {
				can_start_new_legacy_track_trigger = no
			}
			multiply = 0
		}
# 		# House Traditions
# 		if = {
# 			limit = {
# 				OR = {
# 					house = { has_house_modifier = trad_respect }
# 					house = { has_house_modifier = trad_power }
# 				}
# 			}
# 			multiply = 20
# 		}
# 		if = {
# 			limit = {
# 				OR = {
# 					house = { has_house_modifier = trad_pride }
# 					house = { has_house_modifier = trad_vengeance }
# 				}
# 			}
# 			multiply = 10
# 		}
# 		if = {
# 			limit = {
# 				OR = {
# 					house = { has_house_modifier = trad_valor }
# 					house = { has_house_modifier = trad_survival }
# 					house = { has_house_modifier = trad_vigilance }
# 				}
# 			}
# 			multiply = 5
# 		}
	}
}

bld_dominance_legacy_2 = { # Oppressive
	legacy = bld_dominance_legacy_track

	character_modifier = {
		dread_baseline_add = 10
		monthly_war_income_mult = 0.1
	}
}

bld_dominance_legacy_3 = { # Dark Rumors
	legacy = bld_dominance_legacy_track

	character_modifier = {
		dread_decay_mult = -0.2
		monthly_prestige_gain_per_dread_add = 0.05
	}
}

bld_dominance_legacy_4 = { # Intimidating
	legacy = bld_dominance_legacy_track

	character_modifier = {
		men_at_arms_maintenance = -0.1
		intimidated_vassal_levy_contribution_mult = 0.1
		cowed_vassal_levy_contribution_mult = 0.2
	}
}

bld_dominance_legacy_5 = { # Brutal
	legacy = bld_dominance_legacy_track

	character_modifier = {
		martial_per_prestige_level = 1
		prowess_per_stress_level = 1
	}
}

# INDUSTRY LEGACIES

bld_industry_legacy_1 = { # Earnest Efforts
	legacy = bld_industry_legacy_track

	character_modifier = {
		short_reign_duration_mult = -0.25
		enemy_hostile_scheme_phase_duration_add = 30
	}

	ai_chance = {
		value = 11
		if = {
			limit = {
				can_start_new_legacy_track_trigger = no
			}
			multiply = 0
		}
#		# House Traditions
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_duty }
#					house = { has_house_modifier = trad_peace }
#					house = { has_house_modifier = trad_knowledge }
#				}
#			}
#			multiply = 20
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_justice }
#					house = { has_house_modifier = trad_vigilance }
#					house = { has_house_modifier = trad_fortune }
#				}
#			}
#			multiply = 10
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_respect }
#					house = { has_house_modifier = trad_survival }
#					house = { has_house_modifier = trad_wisdom }
#					house = { has_house_modifier = trad_compassion }
#				}
#			}
#			multiply = 5
#		}
	}
}

bld_industry_legacy_2 = { # Ever-Improving
	legacy = bld_industry_legacy_track

	character_modifier = {
		build_speed = -0.1
		development_growth_factor = 0.2
	}
}

bld_industry_legacy_3 = { # Always Learning
	legacy = bld_industry_legacy_track

	character_modifier = {
		councillor_opinion = 10
		cultural_head_fascination_mult = 0.15
	}
}

bld_industry_legacy_4 = { # Meticulous
	legacy = bld_industry_legacy_track

	character_modifier = {
		domain_limit = 1
		county_opinion_add = 5
	}
}

bld_industry_legacy_5 = { # Perseverance
	legacy = bld_industry_legacy_track

	character_modifier = {
		learning_per_stress_level = 1
		stewardship_per_stress_level = 1
		monthly_income_per_stress_level_mult = 0.05
	}
}

# INFLUENCE LEGACIES

bld_influence_legacy_1 = { # Power Dynamics
	legacy = bld_influence_legacy_track

	character_modifier = {
		vassal_limit = 10
		direct_vassal_opinion = 5
		courtier_and_guest_opinion = 5
		fellow_vassal_opinion = 10
		liege_opinion = 10
	}

	ai_chance = {
		value = 11
		if = {
			limit = {
				can_start_new_legacy_track_trigger = no
			}
			multiply = 0
		}
#		# House Traditions
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_influence }
#					house = { has_house_modifier = trad_guile }
#					house = { has_house_modifier = trad_survival }
#				}
#			}
#			multiply = 20
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_pride }
#					house = { has_house_modifier = trad_respect }
#					house = { has_house_modifier = trad_power }
#					house = { has_house_modifier = trad_vigilance }
#				}
#			}
#			multiply = 10
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_duty }
#					house = { has_house_modifier = trad_vengeance }
#					house = { has_house_modifier = trad_family }
#				}
#			}
#			multiply = 5
#		}
	}
}

bld_influence_legacy_2 = { # Astute
	legacy = bld_influence_legacy_track

	character_modifier = {
		monthly_county_control_growth_add = 0.1
		vassal_tax_contribution_mult = 0.1
	}
}

bld_influence_legacy_3 = { # Cunning
	legacy = bld_influence_legacy_track

	character_modifier = {
		befriend_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
		sway_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
		murder_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value		
	}
}

bld_influence_legacy_4 = { # Popular Persona
	legacy = bld_influence_legacy_track

	character_modifier = {
		county_opinion_add = 5
		monthly_tyranny = -0.05
	}
}

bld_influence_legacy_5 = { # Trustworthy
	legacy = bld_influence_legacy_track

	character_modifier = {
		intrigue_per_prestige_level = 1
	}
}

# MERCANTILE LEGACIES

bld_mercantile_legacy_1 = { # International Trade
	legacy = bld_mercantile_legacy_track

	character_modifier = {
		diplomatic_range_mult = 0.15
		independent_ruler_opinion = 10
		court_grandeur_baseline_add = 5
	}

	ai_chance = {
		value = 11
		if = {
			limit = {
				can_start_new_legacy_track_trigger = no
			}
			multiply = 0
		}
#		# House Traditions
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_fortune }
#				}
#			}
#			multiply = 20
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_peace }
#				}
#			}
#			multiply = 10
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_duty }
#					house = { has_house_modifier = trad_truth }
#					house = { has_house_modifier = trad_compassion }
#					house = { has_house_modifier = trad_freedom }
#				}
#			}
#			multiply = 5
#		}
	}
}

bld_mercantile_legacy_2 = { # Artisans
	legacy = bld_mercantile_legacy_track

	character_modifier = {
		domain_tax_mult = 0.15
		build_speed = -0.05
		build_gold_cost = -0.05
	}
}

bld_mercantile_legacy_3 = { # Guarded Roads
	legacy = bld_mercantile_legacy_track

	character_modifier = {
		knight_limit = 1
		men_at_arms_maintenance = -0.2
		mercenary_hire_cost_mult = -0.2
	}
}

bld_mercantile_legacy_4 = { # Investors
	legacy = bld_mercantile_legacy_track

	character_modifier = {
		happy_powerful_vassal_tax_contribution_mult = 0.2
	}
}

bld_mercantile_legacy_5 = { # Established Routes
	legacy = bld_mercantile_legacy_track

	character_modifier = {
		diplomatic_range_mult = 0.15
		long_reign_bonus_mult = 0.25
		stewardship_per_prestige_level = 1
	}
}

# SEAFARING LEGACIES

bld_seafaring_legacy_1 = { # Sea Legs
	legacy = bld_seafaring_legacy_track

	character_modifier = {
		prowess = 1
		no_water_crossing_penalty = yes
		embarkation_cost_mult = -0.25
	}

	ai_chance = {
		value = 11
		if = {
			limit = {
				can_start_new_legacy_track_trigger = no
			}
			multiply = 0
		}
#		# House Traditions
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_valor }
#				}
#			}
#			multiply = 20
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_fortune }
#					house = { has_house_modifier = trad_freedom }
#				}
#			}
#			multiply = 10
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_influence }
#				}
#			}
#			multiply = 5
#		}
	}
}

bld_seafaring_legacy_2 = { # Well-Traveled
	legacy = bld_seafaring_legacy_track

	character_modifier = {
		diplomatic_range_mult = 0.3
		different_culture_opinion = 10
	}
}

bld_seafaring_legacy_3 = { # Sea Breezes
	legacy = bld_seafaring_legacy_track

	character_modifier = {
		stress_gain_mult = -0.1
		stress_loss_mult = 0.1
		naval_movement_speed_mult = 0.2
	}
}

bld_seafaring_legacy_4 = { # Maritime Law
	legacy = bld_seafaring_legacy_track

	character_modifier = {
		monthly_war_income_mult = 0.1
		coastal_advantage = 5
	}
}

bld_seafaring_legacy_5 = { # Bountiful Seas
	legacy = bld_seafaring_legacy_track

	character_modifier = {
		army_maintenance_mult = -0.2
		supply_duration = 0.2
		supply_capacity_mult = 0.2
	}
}

# TEMPTATION LEGACIES

bld_temptation_legacy_1 = { # Fruitful Labors
	legacy = bld_temptation_legacy_track

	character_modifier = {
		fertility = 0.1
		years_of_fertility = 5
	}

	ai_chance = {
		value = 11
		if = {
			limit = {
				can_start_new_legacy_track_trigger = no
			}
			multiply = 0
		}
#		# House Traditions
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_joy }
#					house = { has_house_modifier = trad_freedom }
#				}
#			}
#			multiply = 20
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_pride }
#					house = { has_house_modifier = trad_influence }
#					house = { has_house_modifier = trad_peace }
#				}
#			}
#			multiply = 10
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_guile }
#					house = { has_house_modifier = trad_survival }
#					house = { has_house_modifier = trad_fortune }
#					house = { has_house_modifier = trad_family }
#					house = { has_house_modifier = trad_compassion }
#				}
#			}
#			multiply = 5
#		}
	}
}

bld_temptation_legacy_2 = { # Comforts of Home
	legacy = bld_temptation_legacy_track

	character_modifier = {
		court_grandeur_baseline_add = 5
		spouse_opinion = 10
		stress_loss_mult = 0.1
	}
}

bld_temptation_legacy_3 = { # Prolific Flirt
	legacy = bld_temptation_legacy_track

	character_modifier = {
		seduce_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
		courting_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
		elope_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
	}
}

bld_temptation_legacy_4 = { # Refined Tastes
	legacy = bld_temptation_legacy_track

	character_modifier = {
		positive_inactive_inheritance_chance = 0.1
		negative_inactive_inheritance_chance = -0.1
		genetic_trait_strengthen_chance = 0.1
	}
}

bld_temptation_legacy_5 = { # Sweet Corruption
	legacy = bld_temptation_legacy_track

	character_modifier = {
		intrigue_per_stress_level = 1
		max_seduce_schemes_add = 1
	}
}

# TRADITION LEGACIES

bld_tradition_legacy_1 = { # Enduring
	legacy = bld_tradition_legacy_track

	character_modifier = {
		long_reign_bonus_mult = 0.25
		title_creation_cost_mult = -0.1
		domain_tax_same_faith_mult_even_if_baron = 0.1
	}

	ai_chance = {
		value = 11
		if = {
			limit = {
				can_start_new_legacy_track_trigger = no
			}
			multiply = 0
		}
#		# House Traditions
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_survival }
#					house = { has_house_modifier = trad_devotion }
#					house = { has_house_modifier = trad_family }
#				}
#			}
#			multiply = 20
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_pride }
#					house = { has_house_modifier = trad_authority }
#					house = { has_house_modifier = trad_influence }
#				}
#			}
#			multiply = 10
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_honor }
#					house = { has_house_modifier = trad_power }
#					house = { has_house_modifier = trad_vigilant }
#				}
#			}
#			multiply = 5
#		}
	}
}

bld_tradition_legacy_2 = { # Unified Front
	legacy = bld_tradition_legacy_track

	character_modifier = {
		dread_baseline_add = 5
		dynasty_opinion = 5
		dynasty_house_opinion = 5
		close_relative_opinion = 10
	}
}

bld_tradition_legacy_3 = { # Customary
	legacy = bld_tradition_legacy_track

	character_modifier = {
		monthly_piety_gain_mult = 0.15
		monthly_prestige_gain_mult = 0.15
	}
}

bld_tradition_legacy_4 = { # Like-Minded
	legacy = bld_tradition_legacy_track

	character_modifier = {
		same_culture_opinion = 5
		same_faith_opinion = 5
		same_culture_holy_order_hire_cost_mult = -0.2
		same_culture_mercenary_hire_cost_mult = -0.2
	}
}

bld_tradition_legacy_5 = { # Established
	legacy = bld_tradition_legacy_track

	character_modifier = {
		diplomacy_per_piety_level = 1
		enemy_personal_scheme_phase_duration_add = 30
	}
}

# WITCHCRAFT LEGACIES

bld_witchcraft_legacy_1 = { # Profane Rites
	legacy = bld_witchcraft_legacy_track

	character_modifier = {
		fertility = 0.1
		life_expectancy = 5
	}

	ai_chance = {
		value = 11
		if = {
			limit = {
				can_start_new_legacy_track_trigger = no
			}
			multiply = 0
		}
#		# House Traditions
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_knowledge }
#					house = { has_house_modifier = trad_truth }
#					house = { has_house_modifier = trad_family }
#				}
#			}
#			multiply = 20
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_power }
#					house = { has_house_modifier = trad_influence }
#					house = { has_house_modifier = trad_guile }
#					house = { has_house_modifier = trad_freedom }
#				}
#			}
#			multiply = 10
#		}
#		if = {
#			limit = {
#				OR = {
#					house = { has_house_modifier = trad_vengeance }
#					house = { has_house_modifier = trad_survival }
#					house = { has_house_modifier = trad_joy }
#				}
#			}
#			multiply = 5
#		}
	}
}

bld_witchcraft_legacy_2 = { # Initiation
	legacy = bld_witchcraft_legacy_track

	character_modifier = {
		max_convert_to_witchcraft_schemes_add = 1
		convert_to_witchcraft_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
	}
}

bld_witchcraft_legacy_3 = { # Sorcerous Studies
	legacy = bld_witchcraft_legacy_track

	character_modifier = {
		cultural_head_fascination_mult = 0.15
		learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
	}
}

bld_witchcraft_legacy_4 = { # Otherworldly Aura
	legacy = bld_witchcraft_legacy_track

	character_modifier = {
		monthly_piety_gain_per_dread_add = 0.1
		dread_baseline_add = 5
	}
}

bld_witchcraft_legacy_5 = { # Dark Mysticism
	legacy = bld_witchcraft_legacy_track

	character_modifier = {
		intrigue_per_piety_level = 1
	}
}