﻿### Essos

tradition_agot_essosi_valyrian = {
	category = regional

	layers = {
		0 = intrigue
		1 = mediterranean
		4 = diplomat.dds
	}

	is_shown = {
		OR = {
			this = culture:essosi_valyrian
			any_parent_culture_or_above = {
				this = culture:essosi_valyrian
			}
		}
	}

	parameters = {
		unlock_maa_black_wall_chariots = yes
	}

	character_modifier = {
		different_culture_opinion = 10
		elephant_cavalry_maintenance_mult = -0.10
		monthly_piety_gain_per_dread_mult = 0.1
		domain_tax_different_faith_mult = 0.1
		monthly_influence = 0.5
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_volantene = {
	category = regional

	layers = {
		0 = steward
		1 = mediterranean
		4 = roman_ceremonies.dds
	}

	is_shown = {
		OR = {
			this = culture:volantene
			any_parent_culture_or_above = {
				this = culture:volantene
			}
		}
	}

	parameters = {
		unlock_maa_tiger_cloaks = yes
	}

	character_modifier = {
		pikemen_maintenance_mult = -0.1
		different_culture_opinion = 10
		monthly_prestige_gain_per_dread_mult = 0.1
		domain_tax_different_faith_mult = 0.1
		army_siege_value_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_braavosi = {
	category = regional

	layers = {
		0 = steward
		1 = mediterranean
		4 = state_ransoming.dds
	}

	is_shown = {
		OR = {
			this = culture:braavosi
			any_parent_culture_or_above = {
				this = culture:braavosi
			}
		}
	}

	parameters = {
		unlock_maa_purple_marines = yes
	}

	character_modifier = {
		different_faith_opinion = 10
		skirmishers_damage_add = 10
		monthly_influence = 0.1
		levy_reinforcement_rate = 0.1
		coastal_advantage = 5
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_pentoshi = {
	category = regional

	layers = {
		0 = steward
		1 = mediterranean
		4 = council.dds
	}

	is_shown = {
		OR = {
			this = culture:pentoshi
			any_parent_culture_or_above = {
				this = culture:pentoshi
			}
		}
	}

	parameters = {
		unlock_maa_indentured_legion = yes
	}

	character_modifier = {
		skirmishers_maintenance_mult = 0.1
		courtier_and_guest_opinion = 10
		monthly_income_mult = 0.1
		owned_personal_scheme_success_chance_add = 10
		monthly_stewardship_lifestyle_xp_gain_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_myrish = {
	category = regional

	layers = {
		0 = steward
		1 = mediterranean
		4 = artisan.dds
	}

	is_shown = {
		OR = {
			this = culture:myrish
			any_parent_culture_or_above = {
				this = culture:myrish
			}
		}
	}

	parameters = {
		unlock_maa_myrish_crossbows = yes
		shrewd_trait_more_valued = yes
		city_holdings_more_dev = yes
		better_workshop_bonuses = yes
	}

	character_modifier = {
		archers_damage_add = 10
		abduct_scheme_phase_duration_add = -10
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_tyroshi = {
	category = regional

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

	is_shown = {
		OR = {
			this = culture:tyroshi
			any_parent_culture_or_above = {
				this = culture:tyroshi
			}
		}
	}

	parameters = {
		unlock_maa_ornate_helms = yes
		better_smith_buildings = yes
		city_holdings_more_levies = yes
	}

	character_modifier = {
		pikemen_damage_add = 10
		courtier_opinion = 10
		murder_scheme_phase_duration_add = -10
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_lyseni = {
	category = regional

	layers = {
		0 = intrigue
		1 = mediterranean
		4 = greeting.dds
	}

	is_shown = {
		OR = {
			this = culture:lyseni
			any_parent_culture_or_above = {
				this = culture:lyseni
			}
		}
	}

	parameters = {
		unlock_maa_weeping_guard = yes
		next_level_trade_ports = yes
		city_holdings_more_taxes = yes
	}

	character_modifier = {
		close_relative_opinion = 10
		heavy_infantry_damage_add = 10
		seduce_scheme_phase_duration_add = -10
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_hartalari = {
	category = regional

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

	is_shown = {
		OR = {
			this = culture:hartalari
			any_parent_culture_or_above = {
				this = culture:hartalari
			}
		}
	}

	parameters = {
		unlock_maa_disputant_scouts = yes
		better_farm_estate_bonuses = yes
	}

	character_modifier = {
		light_cavalry_screen_add = 10
		different_culture_opinion = 10
		controlled_province_advantage = 10
		hostile_raid_time = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_andal = {
	category = regional

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

	is_shown = {
		OR = {
			this = culture:andal
			any_parent_culture_or_above = {
				this = culture:andal
			}
		}
	}

	parameters = {
		unlock_maa_star_carved = yes
	}

	character_modifier = {
		same_faith_opinion = 10
		heavy_infantry_damage_add = 10
		men_at_arms_recruitment_cost = -0.1
		enemy_terrain_advantage = -2
		uncontrolled_province_advantage = 2
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_andalosi = {
	category = regional

	layers = {
		0 = learning
		1 = western
		4 = speech.dds
	}

	is_shown = {
		OR = {
			this = culture:andalosi
			any_parent_culture_or_above = {
				this = culture:andalosi
			}
		}
	}

	parameters = {
		unlock_maa_qarlons_fallen = yes
	}

	character_modifier = {
		same_faith_opinion = 10
		skirmishers_screen_add = 10
		retreat_losses = -0.1
		faith_conversion_piety_cost_mult = 0.1
		army_siege_value_mult = -0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_lorathi = {
	category = regional

	layers = {
		0 = learning
		1 = western
		4 = philosopher.dds
	}

	is_shown = {
		OR = {
			this = culture:lorathi
			any_parent_culture_or_above = {
				this = culture:lorathi
			}
		}
	}

	parameters = {
		unlock_maa_moroshi_pikes = yes
		city_holding_fort_level_bonus = yes
		better_farm_bonuses = yes
	}

	province_modifier = {
		garrison_size = 0.10
	}

	character_modifier = {
		guest_opinion = 10
		pikemen_maintenance_mult = -0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_norvoshi = {
	category = regional

	layers = {
		0 = learning
		1 = western
		4 = jirga.dds
	}

	is_shown = {
		OR = {
			this = culture:norvoshi
			any_parent_culture_or_above = {
				this = culture:norvoshi
			}
		}
	}

	parameters = {
		unlock_maa_stair_guard = yes
		outposts_building_bonuses = yes
	}

	character_modifier = {
		religious_vassal_opinion = 10
		heavy_infantry_damage_add = 10
		controlled_province_advantage = 2
		men_at_arms_limit = 2
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_qohorik = {
	category = regional

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

	is_shown = {
		OR = {
			this = culture:qohorik
			any_parent_culture_or_above = {
				this = culture:qohorik
			}
		}
	}

	parameters = {
		unlock_maa_cohort_of_the_three_thousand = yes
		better_smith_buildings = yes
	}

	character_modifier = {
		monthly_piety_gain_per_dread_mult = 0.01
		ignore_opinion_of_different_faith = yes
		defender_advantage = 2
		pikemen_screen_add = 10
		intimidated_vassal_tax_contribution_mult = 0.1
		men_at_arms_cap = 2
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_astapori = {
	category = regional

	layers = {
		0 = martial
		1 = indian
		4 = noble.dds
	}

	is_shown = {
		OR = {
			this = culture:astapori
			any_parent_culture_or_above = {
				this = culture:astapori
			}
		}
	}

	parameters = {
		unlock_maa_unsullied = yes
	}

	character_modifier = {
		pikemen_maintenance_mult = -0.1
		glory_hound_opinion = 10
		martial_per_piety_level = 1
		levy_maintenance = -0.025
		monthly_tyranny = 0.025
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_yunkaii = {
	category = regional

	layers = {
		0 = diplo
		1 = indian
		4 = noble.dds
	}

	is_shown = {
		OR = {
			this = culture:yunkaii
			any_parent_culture_or_above = {
				this = culture:yunkaii
			}
		}
	}

	parameters = {
		unlock_maa_collared_bows = yes
	}

	character_modifier = {
		archers_screen_add = 10
		parochial_opinion = 10
		diplomacy_per_piety_level = 1
		build_speed = -0.025
		domain_tax_same_faith_mult = 0.025
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_meereenese = {
	category = regional

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

	is_shown = {
		OR = {
			this = culture:meereenese
			any_parent_culture_or_above = {
				this = culture:meereenese
			}
		}
	}

	parameters = {
		unlock_maa_pit_fighters = yes
	}

	character_modifier = {
		heavy_infantry_maintenance_mult = -0.1
		courtly_opinion = 10
		stewardship_per_piety_level = 1
		build_gold_cost = -0.025
		monthly_court_grandeur_change_mult = 0.025
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_ghiscari = {
	category = regional

	layers = {
		0 = martial
		1 = indian
		4 = fight.dds
	}

	is_shown = {
		OR = {
			this = culture:ghiscari_original
			any_parent_culture_or_above = {
				this = culture:ghiscari_original
			}
		}
	}

	parameters = {
		unlock_maa_lockstep_legion = yes
	}

	character_modifier = {
		pikemen_maintenance_mult = -0.1
		pikemen_toughness_add = 10
		opinion_of_male_rulers = 10
		men_at_arms_limit = 2
		men_at_arms_cap = 2
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_rhoynish = {
	category = regional

	layers = {
		0 = learning
		1 = indian
		4 = speech.dds
	}

	is_shown = {
		OR = {
			this = culture:rhoynar_original
			any_parent_culture_or_above = {
				this = culture:rhoynar_original
			}
		}
	}

	parameters = {
		unlock_maa_mother_sworn = yes
	}

	character_modifier = {
		independent_ruler_opinion = 10
		skirmishers_screen_add = 10
		owned_hostile_scheme_success_chance_add = -10
		defender_advantage = 2
		diplomatic_range_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_chroyanar = {
	category = regional

	layers = {
		0 = diplo
		1 = indian
		4 = greeting.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_festival_guards = yes
	}

	character_modifier = {
		powerful_vassal_opinion = 10
		heavy_infantry_toughness_add = 10
		no_water_crossing_penalty = yes
		same_heritage_county_advantage_add = 2
		army_pursuit_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_mellar = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_flower_spears = yes
	}

	character_modifier = {
		same_culture_opinion = 10
		pikemen_maintenance_mult = 0.1
		wetlands_construction_gold_cost = -0.15
		wetlands_holding_construction_gold_cost = -0.15
		wetlands_attrition_mult = -0.1
		wetlands_development_growth_factor = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_qhoynar = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_green_daggers = yes
	}

	character_modifier = {
		different_faith_opinion = 10
		skirmishers_damage_add = 10
		skirmishers_max_size_add = 2
		character_travel_speed_mult = 0.1
		no_disembark_penalty = yes
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_sarhar = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_garden_guard = yes
	}

	character_modifier = {
		same_faith_opinion = 10
		heavy_infantry_maintenance_mult = -0.1
		coastal_advantage = 2
		accolade_glory_gain_mult = 0.1
		retreat_losses = -0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_sarar = {
	category = regional

	layers = {
		0 = martial
		1 = indian
		4 = garden_architects.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_grey_spears = yes
	}

	character_modifier = {
		opinion_of_female_rulers = 10
		pikemen_damage_add = 10
		naval_movement_speed_mult = 0.10
		martial_per_prestige_level = 2
		cultural_head_acceptance_gain_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

##############################################
##############################################
#Dreams of Essos - Culture Specific Traditions

tradition_agot_axemen = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_smiths_axes = yes
		prowess_from_religious_traits = yes
	}

	character_modifier = {
		same_culture_opinion = 10
		heavy_infantry_toughness_mult = 0.1
		heavy_infantry_maintenance_mult = -0.1
		controlled_province_advantage = 2
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_essari = {
	category = regional

	layers = {
		0 = learning
		1 = indian
		4 = malleable_subjects.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_sun_guard = yes
		hill_farms_building_bonuses = yes
	}

	character_modifier = {
		religious_head_opinion = 10
		pikemen_toughness_mult = -0.1
		retreat_losses = 0.1
		levy_size = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_noynar = {
	category = regional

	layers = {
		0 = learning
		1 = indian
		4 = mountain.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		# unlock_maa_wild_wardens = yes
	}

	character_modifier = {
		religious_head_opinion = 10
		heavy_infantry_damage_mult = 0.1
		controlled_province_advantage = 2
		naval_movement_speed_mult = 0.1
		defender_advantage = 2
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_valyrian_original = {
	category = regional

	layers = {
		0 = intrigue
		1 = mediterranean
		4 = council.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_slave_legion = yes
		#AGOT TODO
		# more_likely_to_accept_vassalization_from_dragonrider = yes
	}

	character_modifier = {
		religious_head_opinion = 10
		different_faith_opinion = -10
		skirmishers_maintenance_mult = -0.1
		diplomatic_range_mult = 0.5
		domain_tax_different_faith_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_nonteloshi = {
	category = regional

	layers = {
		0 = diplo
		1 = mediterranean
		4 = ceremony.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_ar_archers = yes
	}

	character_modifier = {
		stress_gain_mult = -0.1
		dread_decay_mult = 0.1
		diplomacy_per_prestige_level = 1
		archers_maintenance_mult = -0.1
		suzerain_opinion = 10
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_valemen_main = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_winged_knights = yes
		better_farm_estates_bonuses = yes
		guardians_add_more_prowess_to_wards = yes
		knight_trait_more_valued = yes
	}

	character_modifier = {
		heavy_cavalry_toughness_mult = 0.1
		castle_holding_holding_build_speed = -0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_valemen_finger = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_finger_scouts = yes
		gain_piety_from_aggro_war_victory = yes
	}

	character_modifier = {
		martial_per_piety_level = 1
		light_cavalry_screen_mult = 0.1
		same_faith_opinion = 10
		holding_build_speed = -0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}
tradition_agot_valemen_upper = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_hunters_of_the_moon = yes
		pastures_building_bonuses = yes
	}

	character_modifier = {
		character_travel_speed_mult = 0.1
		archers_toughness_mult = 0.1
		mountains_development_growth_factor = 0.1
		controlled_province_advantage = 5
		hostile_raid_time = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}
tradition_agot_sistermen = {
	category = regional

	layers = {
		0 = intrigue
		1 = western
		4 = viking.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_sistermen_pirates = yes
		culture_can_raid_at_sea_even_if_feudal_no_restrictions = yes
		next_level_trade_ports = yes
		cul_more_likely_born_with_mark = yes
	}

	character_modifier = {
		same_culture_opinion = 10
		skirmishers_maintenance_mult = -0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_rivermen_main = {
	category = regional

	layers = {
		0 = diplo
		1 = western
		4 = conversation.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_river_bows = yes
		unlock_maa_river_bows = yes
		unlock_maa_river_footmen = yes
		unlock_maa_river_scouts = yes
		unlock_maa_riverlands_patrols = yes
		just_trait_more_valued = yes
		rivalries_more_common = yes
		watermills_without_innovations_unlock = yes
		better_watermill_bonuses = yes
	}

	character_modifier = {
		archers_toughness_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_crownlander = {
	category = regional

	layers = {
		0 = diplo
		1 = western
		4 = tools.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_royal_crossbowmen = yes
		better_bakeries_bonuses = yes
	}

	character_modifier = {
		fellow_vassal_opinion = 10
		archers_maintenance_mult = -0.1
		supply_capacity_mult = 0.5
		republic_government_tax_contribution_add = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_clawmen = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_marsh_walkers = yes
		outposts_building_bonuses = yes
	}

	character_modifier = {
		liege_opinion = 10
		health = 0.25
		court_grandeur_baseline_add = -1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_high_valyrian = {
	category = regional

	layers = {
		0 = learning
		1 = western
		4 = imperial_tagmata.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		better_disease_resistance = yes
		dragon_dreams_more_common = yes
		unlock_maa_dragonguard = yes
		unlock_maa_dragon_knights = yes
		unlock_maa_dragon_bows = yes
		unlock_maa_dragon_scouts = yes
		unlock_maa_dragon_spears = yes
		extra_language_cap = yes
		cheaper_tour_activity = yes
	}

	character_modifier = {
		different_culture_opinion = 10
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_western_valyrian = {
	category = regional

	layers = {
		0 = steward
		1 = western
		4 = ship.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_sea_snakes = yes
		next_level_trade_ports = yes
	}

	character_modifier = {
		different_culture_opinion = 10
		coastal_advantage = 5
		diplomatic_range_mult = 0.5
		embarkation_cost_mult = -0.2
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_ironborn = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_ironborn_reavers = yes
		unlock_maa_iron_bows = yes
		unlock_maa_iron_pikes = yes
		unlock_maa_iron_riders = yes
		harder_to_convert_character_faith = yes
		next_level_trade_ports = yes
	}

	character_modifier = {
		embarkation_cost_mult = -0.75
		max_loot_mult = 0.5
		coastal_advantage = 5
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_greenborn = {
	category = regional

	layers = {
		0 = steward
		1 = western
		4 = king.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		landing_house_members_gives_renown = yes
		better_regimental_bonuses = yes
		unlock_maa_black_blood_cavalry = yes
	}

	character_modifier = {
		embarkation_cost_mult = -0.20
		knight_effectiveness_mult = 0.25
		knight_limit = -2
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_first_men = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_bronze_cavalry = yes
		slightly_hard_to_convert_county_faith = yes
	}

	character_modifier = {
		independent_ruler_opinion = 10
		skirmishers_toughness_mult = 0.1
		men_at_arms_cap = 2
		prowess_per_piety_level = 1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_northmen = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_winter_wolves = yes
		better_ward_education = yes
		better_blacksmith_buildings = yes
		control_gain_on_building_complete = yes
	}

	character_modifier = {
		vassal_opinion = 10
		heavy_infantry_damage_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_bearmen = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_she_bears = yes
		logging_camps_building_bonuses = yes
	}

	character_modifier = {
		opinion_of_female_rulers = 10
		army_toughness_mult = 0.1
		coastal_advantage = 5
		taiga_construction_gold_cost = -0.15
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_wolfswood_clansmen = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_wolfswood_hunters = yes
		logging_camps_building_bonuses = yes
		hunting_traits_more_common = yes
	}

	character_modifier = {
		taiga_travel_danger = taiga_low_danger_reduction
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_northern_clans = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_clan_champions = yes
		piety_gain_on_building_complete = yes
	}

	character_modifier = {
		dynasty_opinion = 10
		heavy_infantry_toughness_mult = 0.1
		mountains_travel_danger = mountains_low_danger_reduction
		defender_advantage = 2
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_barrowmen = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_barrow_knights = yes
		landing_house_members_gives_renown = yes
		hill_farms_building_bonuses = yes
	}

	character_modifier = {
		same_faith_opinion = 10
		light_cavalry_maintenance_mult = -0.10
		heavy_cavalry_maintenance_mult = -0.10
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_stoneborn = {
	category = regional

	layers = {
		0 = intrigue
		1 = western
		4 = speech.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_unicorn_riders = yes
		cannibal_trait_more_valued = yes
		culture_can_raid_at_sea_even_if_feudal_no_restrictions = yes
		quarries_building_bonuses = yes
		cannibal_trait_is_more_common = yes
	}

	character_modifier = {
		different_culture_opinion = -35
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_krakenmen = {
	category = regional

	layers = {
		0 = steward
		1 = western
		4 = battle.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_cape_watch = yes
		harder_to_convert_county_faith = yes
		gain_gold_from_battles = yes
	}

	character_modifier = {
		controlled_province_advantage = 5
		light_cavalry_screen_mult = 0.1
		hostile_raid_time = -0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_crannogmen = {
	category = regional

	layers = {
		0 = learning
		1 = western
		4 = crown.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_frog_spears = yes
		greensight_more_common = yes
		bog_hunt_success_chance = yes
	}

	character_modifier = {
		opinion_of_liege = 10
		the_bog_travel_danger = the_bog_high_danger_reduction
		controlled_province_advantage = 5
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_harbormen = {
	category = regional

	layers = {
		0 = steward
		1 = western
		4 = greeting.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_green_hand = yes
		doesnt_care_about_culture_faith_in_factions = yes
		city_holdings_more_taxes = yes
	}

	character_modifier = {
		embarkation_cost_mult = -0.2
		lp_feudal_government_tax_contribution_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_stormlander_main = {
	category = regional

	layers = {
		0 = martial
		1 = western
		4 = soldiers4.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_storm_knights = yes
		unlock_maa_storm_footmen = yes
		unlock_maa_storm_pikes = yes
		unlock_maa_storm_bows = yes
		better_barracks_bonuses = yes
		prowess_traits_more_valued = yes
		martial_education_more_valued = yes
	}

	character_modifier = {
		heavy_cavalry_damage_mult = 0.2
		knight_limit = 5
		movement_speed = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_marcher = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_marcher_longbowmen = yes
		outposts_building_bonuses = yes
		poet_trait_more_valued = yes
		hunting_traits_more_common = yes
	}

	character_modifier = {
		hostile_raid_time = 0.1
		archers_damage_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_westermen_main = {
	category = regional

	layers = {
		0 = steward
		1 = western
		4 = mountain.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_rain_bringers = yes
		better_mine_bonuses = yes
	}

	character_modifier = {
		vassal_opinion = 10
		dread_gain_mult = 0.25
		domain_tax_mult = 0.1
		archers_pursuit_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_greenblood = {
	category = regional

	layers = {
		0 = learning
		1 = mena
		4 = ritual_washing.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_greenblood_oars = yes
		gender_equal_inheritance = yes
		mystic_trait_gives_bonuses = yes
		mystic_trait_more_common = yes
		can_have_paramours = yes
		next_level_trade_ports = yes
	}

	character_modifier = {
		different_faith_opinion = 10
		skirmishers_maintenance_mult = -0.1
		naval_movement_speed_mult = 0.1
		embarkation_cost_mult = -0.25
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_salt_dornish = {
	category = regional

	layers = {
		0 = diplo
		1 = mena
		4 = garden_architects.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_sun_spears = yes
		unlock_maa_sun_knights = yes
		maritime_mercantilism_coastal_holdings = yes
		better_orchard_bonuses = yes
		can_have_paramours = yes
		gender_equal_inheritance = yes
		plantations_building_bonuses = yes
	}

	character_modifier = {
		county_opinion_add = 10
		pikemen_damage_mult = 0.1
		coastal_advantage = 5
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_sand_dornish = {
	category = regional

	layers = {
		0 = intrigue
		1 = mena
		4 = desert.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_sand_steeds = yes
		better_caravanserai_bonuses = yes
		vengeful_trait_more_valued = yes
		unlock_maa_sand_archers = yes
		desert_warrior_trait_is_better = yes
		desert_hunt_success_chance = yes
		resistant_to_desert_privation = yes
		rivalries_more_common = yes
		hostile_action_vs_rival_bonuses = yes
		can_have_paramours = yes
		gender_equal_inheritance = yes
	}

	character_modifier = {
		skirmishers_screen_mult = 0.15
		retreat_losses = -0.1
		enemy_hard_casualty_modifier = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_stone_dornish = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_pass_pikes = yes
		culture_can_raid_at_sea_even_if_feudal_no_restrictions = yes
		outposts_building_bonuses = yes
		unlock_maa_stone_scouts = yes
		gender_equal_inheritance = yes
		better_armory_buildings = yes
		better_blacksmith_buildings = yes
		can_have_paramours = yes
	}

	character_modifier = {
		same_culture_opinion = 10
		pikemen_toughness_mult = 0.1
		retreat_losses = -0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_first_clans = {
	category = regional

	is_shown = { always = no }

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

	parameters = {
		unlock_maa_clan_raiders = yes
		uses_generic_milk_names = yes
	}

	character_modifier = {
		defender_holding_advantage = 10
		independent_ruler_opinion = 10
		army_siege_value_mult = 0.1
		skirmishers_damage_mult = 0.1
	}

	province_modifier = {
		taiga_supply_limit_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = { value = 100 }
}

tradition_agot_cave_dweller = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_sons_of_gendel = yes
		uses_generic_milk_names = yes
		quarries_building_bonuses = yes
	}

	character_modifier = {
		same_faith_opinion = 10
		skirmishers_pursuit_mult = 0.1
		dread_gain_mult = 0.1
		controlled_province_advantage = 10
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_fangmen = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_fire_flingers = yes
		uses_generic_milk_names = yes
		strong_trait_more_valued = yes
		hunts_cd_ten_percent_quicker = yes
	}

	character_modifier = {
		skirmishers_damage_mult = 0.1
		glacier_travel_danger = -10
		controlled_province_advantage = 10
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_forestmen = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_wildling_raiders = yes
		uses_generic_milk_names = yes
		poet_trait_more_common = yes
		hunts_cd_ten_percent_quicker = yes
	}

	character_modifier = {
		independent_ruler_opinion = 10
		skirmishers_toughness_mult = 0.1
		taiga_supply_limit_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_frozen_shoremen = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_dogsled_chariots = yes
		uses_animal_milk_names = yes
		maritime_mercantilism_coastal_holdings = yes
		next_level_trade_ports = yes
	}

	character_modifier = {
		coastal_advantage = 10
		chariot_cavalry_toughness_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_hornfoots = {
	category = regional

	layers = {
		0 = martial
		1 = western
		4 = soldiers4.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_black_soles = yes
		uses_generic_milk_names = yes
	}

	character_modifier = {
		opinion_of_liege = 10
		travel_danger = -10
		winter_movement_speed = 0.1
		movement_speed = 0.1
		skirmishers_screen_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_ice_river_clans = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_cannibal_bows = yes
		uses_animal_milk_names = yes
		cannibal_trait_more_valued = yes
		slightly_hard_to_convert_county_faith = yes
	}

	character_modifier = {
		archers_damage_mult = 0.1
		dread_baseline_add = 10
		frozen_flats_advantage = 10
		majorroad_frozen_flats_advantage = 10
		minorroad_frozen_flats_advantage = 10
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_lake_folk = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_ice_skatters = yes
		uses_generic_milk_names = yes
		winter_soldier_trait_more_common = yes
	}

	character_modifier = {
		close_relative_opinion = 10
		skirmishers_screen_mult = 0.1
		monthly_county_control_growth_factor = 0.1
		winter_advantage = 10
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_milkwatermen = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_cairn_wardens = yes
		uses_generic_milk_names = yes
		better_gathering_hall_bonuses = yes
	}

	character_modifier = {
		same_faith_opinion = 10
		skirmishers_damage_mult = 0.1
		controlled_province_advantage = 10
		monthly_prestige_gain_per_dread_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_nightrunners = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_bat_catchers = yes
		uses_animal_milk_names = yes
		arrogant_trait_more_valued = yes
		knights_die_less_but_are_captured_more = yes
	}

	character_modifier = {
		archers_toughness_mult = 0.1
		retreat_losses = -0.1
		monthly_county_control_growth_at_war_factor = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_thenns = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_bronze_raiders = yes
		uses_generic_milk_names = yes
		has_access_to_runestones = yes	
		piety_per_blacksmith_level = yes
	}

	character_modifier = {
		religious_head_opinion = 10
		men_at_arms_limit = 1
		heavy_infantry_toughness_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_moon_clans = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_stolen_spears = yes
		better_war_camp_bonuses = yes
		reaver_trait_more_valued = yes
		more_likely_to_steal_artifacts = yes
	}

	character_modifier = {
		raid_speed = 0.1
		pikemen_toughness_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_the_sorrows = {
	category = regional

	layers = {
		0 = intrigue
		1 = western
		4 = city2.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		pensive_trait_more_common = yes
		open_terrain_expert_trait_more_common = yes
		impatient_trait_is_looked_down_upon = yes
		wanderers_gain_extra_combat_skills = yes
		possessed_trait_more_common = yes
		urban_trait_bonuses = yes
	}

	character_modifier = {
		dread_gain_mult = 0.1
		diplomatic_range_mult = -1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_stonemen = {
	category = regional

	layers = {
		0 = intrigue
		1 = western
		4 = kris.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		immune_to_all_diseases_except_greyscale = yes
		unlock_maa_shrouded_guard = yes
	}

	character_modifier = {
		different_culture_opinion = -150
		army_toughness_mult = 0.1
		coastal_advantage = 15
		defender_holding_advantage = 15
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_mandermen = {
	category = regional

	layers = {
		0 = diplo
		1 = western
		4 = diplomat.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_summer_knights = yes
		knights_die_less_but_are_captured_more = yes
		better_farm_bonuses = yes
	}

	character_modifier = {
		courtier_and_guest_opinion = 10
		heavy_cavalry_maintenance_mult = -0.1
		court_grandeur_baseline_add = 5
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_honeywiner = {
	category = regional

	layers = {
		0 = learning
		1 = western
		4 = conversation.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_honeywine_quirrels = yes
		better_guild_bonuses = yes
		minor_development_gain_on_building_complete = yes
		unlock_maa_reach_pikes = yes
		unlock_maa_reach_swords = yes
		unlock_maa_reach_scouts = yes
	}

	character_modifier = {
		religious_head_opinion = 10
		church_holding_build_speed = -0.10
		cultural_head_fascination_mult = 0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_shieldmen = {
	category = regional

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

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_misty_shields = yes
		martial_education_more_valued = yes
		unlock_maa_reach_pikes = yes
		unlock_maa_reach_swords = yes
		unlock_maa_reach_scouts = yes
	}

	character_modifier = {
		coastal_advantage = 5
		hostile_raid_time = 0.1
		controlled_province_advantage = 5
		heavy_infantry_maintenance_mult = -0.1
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}

tradition_agot_vineman = {
	category = regional

	layers = {
		0 = steward
		1 = mediterranean
		4 = food.dds
	}

	is_shown = {
		scope:character = {
			any_held_county = {
				title_province ?= { geographical_region = world_westeros_the_reach }
			}
		}
	}

	parameters = {
		enable_garden_duchy_building = yes
		can_appoint_court_gardener = yes
		can_recruit_gardeners = yes
		more_frequent_feasts = yes
		reveler_traits_more_common = yes
		reveler_traits_more_valued = yes
		coastal_agriculture_building_bonuses = yes
		coastal_holding_bonuses = yes
		unlock_maa_arbor_marines = yes
		unlock_maa_reach_pikes = yes
		unlock_maa_reach_swords = yes
		unlock_maa_reach_scouts = yes
	}

	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 }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_courtly_communal_or_spiritual_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
				}
			}

			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 100
		if = {
			limit = {
				NOT = {
					culture_pillar:ethos_courtly = { is_in_list = traits }
				}
			}
			multiply = 0
		}
	}
}

tradition_agot_arbormen = {
	category = regional

	layers = {
		0 = intrigue
		1 = western
		4 = musician.dds
	}

	is_shown = {
		always = no
	}

	parameters = {
		unlock_maa_arbor_marines = yes
		next_level_trade_ports = yes
		reveler_traits_increased_opinion = yes
		reveler_traits_more_valued 
		unlock_maa_arbor_marines = yes
	}

	character_modifier = {
		development_growth_factor = 0.1
		embarkation_cost_mult = -0.2
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
		}
	}

	ai_will_do = {
		value = 100
	}
}