﻿

# not_bellicose_or_stoic_desc

tradition_iron_will = {
	category = combat			# combat realm societal ritual regional

	layers = {
	 	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = western
		4 = shield.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		retreat_losses = -0.20
		hard_casualty_modifier = 0.20
		counter_resistance = 0.10
	}
	
	parameters = {
		wounds_and_scars_give_bonuses = yes
		more_fame_for_successful_defensive_wars = yes
		craven_and_content_traits_looked_down_upon = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
		culture_not_pacifistic_trigger = yes
		NOT = { has_cultural_tradition = tradition_honorable_surrender }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				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 = 4000
					desc = not_bellicose_or_stoic_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

# not_bellicose_egalitarian_or_spiritual_desc

tradition_war_phylosphy = {
	category = combat

	layers = {
	 	0 = learning				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = jirga.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		martial = 3
		monthly_war_income_mult = -0.05
		glory_hound_opinion = 5
	}
	
	parameters = {
		guardians_can_transfer_commander_traits = yes
		martial_education_more_valued = yes
		unlock_innovation_pike_columns = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
		culture_not_pacifistic_trigger = yes
		NOT = { has_cultural_tradition = tradition_blissful_ignorance }
		custom_tooltip = {
			scope:character = {
				OR = {
					government_has_flag = government_is_feudal
					government_has_flag = government_is_clan
				}
			}
			text = must_be_feudal_or_clan
		}
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				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 }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_bellicose_egalitarian_or_spiritual_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_temple_milit = {
	category = combat

	layers = {
	 	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = temple.dds
	}

	province_modifier = {
		fort_level = 1
	}

	culture_modifier = {
	}

	character_modifier = {
		zealot_opinion = 10
		theocracy_government_levy_contribution_mult = 0.20
		levy_reinforcement_rate_same_faith = 0.20
	}
	
	parameters = {
	 #	prowess_from_religious_traits = yes
		more_fervor_on_church_construction = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
		culture_not_pacifistic_trigger = yes
		custom_tooltip = {
			any_culture_county = {
				percent >= 0.2
				any_county_province = {
					has_holding_type = church_holding
				}
			}
			text = 20_percent_churches
		}
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				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 }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_bellicose_egalitarian_or_spiritual_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_divine_armaments = {
	category = combat

	layers = {
	 	0 = learning				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = indian
		4 = fight.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		army_maintenance_mult = 0.10
		mercenary_hire_cost_mult = 0.25
		religious_head_opinion = 10
	}
	
	parameters = {
		more_expensive_weapon_inspiration = yes
		improved_weapon_inspiration = yes
	 	building_barracks_piety_bonuses = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
		culture_not_pacifistic_trigger = yes
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				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 }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_bellicose_egalitarian_or_spiritual_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

# not_bellicose_or_bureaucratic_desc ++

tradition_incentived_rivalry = {
	category = societal

	layers = {
	 	0 = intrigue				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mediterranean
		4 = swords.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		dread_baseline_add = 15
		prowess_per_stress_level = 3
		life_expectancy = -5
		army_pursuit_mult = 0.10
		owned_hostile_scheme_success_chance_add = 10
	}
	
	parameters = {
		can_duel_rivals = yes
		vengeful_trait_more_common = yes
		rivalries_more_common = yes
		craven_and_content_traits_looked_down_upon = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
		culture_not_pacifistic_trigger = yes
		NOT = { has_cultural_tradition = tradition_collective_prowess }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_bellicose_or_bureaucratic_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_brewer_brigade = {
	category = combat

	layers = {
	 	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = western
		4 = viking.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		army_toughness_mult = 0.10
		army_damage_mult = 0.10
		army_pursuit_mult = -0.10
		army_screen_mult = -0.10
	}
	
	parameters = {
		more_frequent_feasts = yes
		reveler_traits_more_common = yes
		reveler_traits_more_valued = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
		culture_not_pacifistic_trigger = yes
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_bellicose_or_bureaucratic_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_siege_engin = {
	category = combat

	layers = {
	 	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = board_gamers.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		army_siege_value_mult = 0.15
		cultural_head_fascination_mult = 0.10
		monthly_martial_lifestyle_xp_gain_mult = 0.20
		supply_duration = -0.20
	}
	
	parameters = {
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
		culture_not_pacifistic_trigger = yes
		custom_tooltip = {
			scope:character = {
				OR = {
					government_has_flag = government_is_feudal
					government_has_flag = government_is_clan
				}
			}
			text = must_be_feudal_or_clan
		}
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_bellicose_or_bureaucratic_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_contract_allegiance = {
	category = combat

	layers = {
	 	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = western
		4 = diplomat.dds
	}

	province_modifier = {
	}

	culture_modifier = {
		mercenary_count_mult = -1
	}

	character_modifier = {
		mercenary_hire_cost_mult = 0.50
		men_at_arms_maintenance = -0.20
		men_at_arms_limit = 2
		courtly_opinion = -10
		glory_hound_opinion = 10
	}
	
	parameters = {
		disloyal_trait_more_common = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
		culture_not_pacifistic_trigger = yes
		NOT = { has_cultural_tradition = tradition_backstabbers }
		NOT = { has_cultural_tradition = tradition_bartering }
		custom_tooltip = {
			scope:character = {
				OR = {
					government_has_flag = government_is_feudal
					government_has_flag = government_is_clan
				}
			}
			text = must_be_feudal_or_clan
		}
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_bellicose_or_bureaucratic_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_cruel_masters = {
	category = societal

	layers = {
	 	0 = steward				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mediterranean
		4 = noble.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		domain_tax_mult = 0.20
		county_opinion_add = -15
		minority_different_culture_opinion = -20
		different_culture_opinion = -10
		guest_opinion = -10
		dread_baseline_add = 15
	}
	
	parameters = {
		can_castrate_prisoners = yes
		can_blind_prisoners = yes
		disloyal_trait_more_common = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_benevolent_masters }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_bellicose_or_bureaucratic_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_public_trials = {
	category = ritual

	layers = {
	 	0 = diplo				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = western
		4 = hostages.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		vassal_opinion = -10
		county_opinion_add = -10
		enemy_hostile_scheme_success_chance_add = 10
	}
	
	parameters = {
		peasant_and_populist_factions_less_common = yes
		vassals_more_likely_accept_punishments = yes
		vengeful_trait_more_common = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_concealed_trials }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_bellicose_or_bureaucratic_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_exess_luxury = {
	category = ritual

	layers = {
	 	0 = diplo				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mediterranean
		4 = garden_architects.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		monthly_income_mult = -0.10
		monthly_piety_gain_mult = -0.10
		monthly_prestige_gain_mult = 0.10
		clergy_opinion = -10
		fertility = -0.25
		stress_gain_mult = -0.25
	}
	
	parameters = {
		more_frequent_feasts = yes
	 #	more_expensive_feasts = yes
		number_of_spouses = 1
		number_of_consorts = 6
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_minimalistics }
		NOT = { has_cultural_tradition = tradition_chaste }
		NOT = { has_cultural_tradition = tradition_detachment }
		custom_tooltip = {
			text = only_one_marriage_tradition_allowed
			trigger_if = {
				limit = {
					OR = {
						NOT = { exists = scope:replacing }
						NOR = {
							scope:replacing = culture_tradition:tradition_monogamous
							scope:replacing = culture_tradition:tradition_polygamous
							scope:replacing = culture_tradition:tradition_concubines
						}
					}
				}
				NOR = {
					culture_tradition:tradition_monogamous = { is_in_list = traits }
					culture_tradition:tradition_polygamous = { is_in_list = traits }
					culture_tradition:tradition_concubines = { is_in_list = traits }
				}
			}
		}
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_bellicose_or_bureaucratic_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

# not_bellicose_or_communal_desc

tradition_shilded_allegiance = {
	category = combat

	layers = {
	 	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = battle.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		opinion_of_same_culture = 10
		hostile_county_attrition = -0.20
	}
	
	parameters = {
		prowess_traits_more_valued = yes
		craven_and_content_traits_looked_down_upon = yes
		cannot_attack_allies = yes
		cannot_attack_truces = yes
		loyal_trait_more_common = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
		culture_not_pacifistic_trigger = yes
		NOT = { has_cultural_tradition = tradition_backstabbers }
	 	NOT = { has_cultural_tradition = tradition_network_warfare }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				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 = 4000
					desc = not_bellicose_or_communal_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_roving_warbands = {
	category = ritual

	layers = {
	 	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mena
		4 = dismounted_warrior.dds
	}

	province_modifier = {
	}

	culture_modifier = {
		mercenary_count_mult = 0.25
	}

	character_modifier = {
		prowess = 4
		monthly_county_control_growth_factor = -0.25
	}
	
	parameters = {
		prowess_from_martial_education = yes
		better_knights_from_decision = yes
		commanders_likelier_to_gain_commander_traits = yes
		weak_traits_looked_down_upon = yes
		rowdy_trait_more_common = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
		culture_not_pacifistic_trigger = yes
		NOT = { has_cultural_tradition = tradition_honor_duels }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				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 = 4000
					desc = not_bellicose_or_communal_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_blissful_ignorance = {
	category = societal

	layers = {
	 #	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = malleable_subjects.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		learning = -6
		martial = 2
		diplomacy = 2
		stewardship = 2
		monthly_lifestyle_xp_gain_mult = 0.10
		attraction_opinion = 10
	}
	
	parameters = {
		rowdy_trait_more_common = yes
		pensive_trait_less_common = yes
		knights_slightly_more_prone_to_injury = yes
		can_use_sparring_duel = yes
		grants_to_lowborns_bonuses = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_war_phylosphy }
		NOT = { has_cultural_tradition = tradition_advice_seekers }
		NOT = { has_cultural_tradition = tradition_bookkeppers }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				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 = 4000
					desc = not_bellicose_or_communal_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_secular_idols = {
	category = societal

	layers = {
	 #	0 = diplo				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mena
		4 = fierce_independence.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		diplomacy_per_prestige_level = 1
		martial_per_prestige_level = 1
		prowess_per_prestige_level = 1
		clergy_opinion = -15
		monthly_piety_gain_mult = -0.10
	}
	
	parameters = {
		high_prowess_ignores_knight_restrictions = yes
		trait_county_opinion_modifiers = yes
		more_frequent_hunts = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				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 = 4000
					desc = not_bellicose_or_communal_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_collective_prowess = {
	category = combat

	layers = {
	 	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = ritualised_friendship.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		levy_attack = 2
		levy_toughness = 2
		army_maintenance_mult = 0.15
		opinion_of_different_culture = -10
	}
	
	parameters = {
		strong_traits_more_common = yes
		weak_traits_looked_down_upon = yes
		can_host_joust_contests = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
		culture_not_pacifistic_trigger = yes
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				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 = 4000
					desc = not_bellicose_or_communal_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

# not_stoic_or_bureaucratic_desc +

tradition_contractualists = {
	category = realm

	layers = {
	 	0 = steward				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mediterranean
		4 = philosopher.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		stewardship = 3
		monthly_county_control_growth_factor = 0.25
		build_speed = 0.30
		holding_build_speed = 0.30
	}
	
	parameters = {
		peasant_and_populist_factions_less_common = yes
		expensive_convert_to_local_culture = yes
		just_trait_more_common = yes
		just_trait_gives_bonuses = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_bartering }
		custom_tooltip = {
			scope:character = {
				OR = {
					government_has_flag = government_is_feudal
					government_has_flag = government_is_clan
				}
			}
			text = must_be_feudal_or_clan
		}
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_bureaucratic_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_mercenary_guilds = {
	category = realm

	layers = {
	 	0 = steward				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = soldiers.dds
	}

	province_modifier = {
	}

	culture_modifier = {
		mercenary_count_mult = 0.50
	}

	character_modifier = {
		same_culture_mercenary_hire_cost_mult = -0.20
	 #	stewardship_scheme_power = 10
		monthly_county_control_growth_factor = -0.20
	}
	
	parameters = {
		mercenary_courtiers_gain_extra_skills = yes
		gain_gold_from_battles = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 	culture_not_pacifistic_trigger = yes
		custom_tooltip = {
			scope:character = {
				OR = {
					government_has_flag = government_is_feudal
					government_has_flag = government_is_clan
				}
			}
			text = must_be_feudal_or_clan
		}
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_bureaucratic_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_innovative_trade = {
	category = realm

	layers = {
	 	0 = steward				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = indian
		4 = beacon_of_learning.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		monthly_income_mult = 0.05
		monthly_war_income_mult = -0.25
	}
	
	parameters = {
		wanderers_gain_extra_economic_skills = yes
		more_likely_to_leave_court = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_bartering }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_bureaucratic_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_silent_strategists = {
	category = combat

	layers = {
	 	0 = intrigue				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = indian
		4 = state_ransoming.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		intrigue = 3
		counter_resistance = 0.20
		counter_efficiency = 0.20
		hostile_county_attrition = -0.20
		monthly_war_income_mult = -0.10
		glory_hound_opinion = -10
		supply_duration = 0.25
	}
	
	parameters = {
		peasant_and_populist_factions_less_common = yes
		less_prestige_from_battles = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_ceremonial_warfare }
		NOT = { has_cultural_tradition = tradition_open_politics }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_bureaucratic_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_meritocracy = {
	category = realm

	layers = {
	 	0 = diplo				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = western
		4 = quill.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		courtier_and_guest_opinion = -10
		stress_gain_mult = 0.20
		martial = 2
		diplomacy = 2
		intrigue = 2
		stewardship = 2
		learning = 2
	}
	
	parameters = {
		diligent_trait_more_common = yes
	 #	hard_working_traits_more_valued = yes
		minimum_prowess_for_knights = yes
		poorly_educated_leaders_distrusted = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
		NOT = { has_cultural_tradition = tradition_nepotists }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_bureaucratic_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

# not_stoic_or_spiritual_desc //

tradition_bartering = {
	category = realm

	layers = {
	 	0 = steward				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mena
		4 = conversation.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		domain_tax_mult = -0.10
		vassal_tax_contribution_mult = -0.10
		stress_gain_mult = -0.20
		courtier_and_guest_opinion = 10
		character_travel_speed_mult = 0.20
	}
	
	parameters = {
		can_recruit_prisoners_easily = yes
		stubborn_trait_more_common = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_contractualists }
		NOT = { has_cultural_tradition = tradition_contract_allegiance }
		NOT = { has_cultural_tradition = tradition_zookeppers }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_spiritual_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_unpretentious = {
	category = societal

	layers = {
	 	0 = learning				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = indian
		4 = artisan.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		monthly_prestige_gain_mult = -0.20
		monthly_piety_gain_mult = 0.10
		owned_personal_scheme_success_chance_add = 10
		dread_baseline_add = -10
	}
	
	parameters = {
		courtiers_and_guests_less_likely_to_join_schemes = yes
		facilitate_alliance_acceptance = yes
		ambitious_trait_penalty = yes
		calm_trait_more_common = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_opulent_forts }
	 	NOT = { has_cultural_tradition = tradition_exess_luxury }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_spiritual_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_chaste = {
	category = societal

	layers = {
	 	0 = learning				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = food.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		health = 0.25
		life_expectancy = 5
		stress_loss_mult = -0.25
		courtier_and_guest_opinion = -10
	}
	
	parameters = {
		temperate_trait_more_common = yes # Synergy with Monastic Doctrines
		temperate_trait_bonuses = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_spiritual_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

# not_stoic_or_communal_desc //

tradition_honor_duels = {
	category = ritual

	layers = {
	 	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mena
		4 = rider.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		prowess = 2
		advantage_against_coreligionists = 4
		life_expectancy = -5

	}
	
	parameters = {
		blademaster_traits_more_common = yes
		can_use_sparring_duel = yes
		can_duel_rivals = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_roving_warbands }
		NOT = { has_cultural_tradition = tradition_backstabbers }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_communal_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_minimalistics = {
	category = realm

	layers = {
	 	0 = steward				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = tools.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		holding_build_gold_cost = -0.20
		build_gold_cost = -0.20
		court_grandeur_baseline_add = -4
	}
	
	parameters = {
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_exess_luxury }
		NOT = { has_cultural_tradition = tradition_opulent_forts }
		NOT = { has_cultural_tradition = tradition_refined_tastes }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_communal_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_concealed_trials = {
	category = ritual

	layers = {
	 	0 = diplo				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = western
		4 = council.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		vassal_opinion = 10
		vassal_tax_contribution_mult = -0.10
	}
	
	parameters = {
		pardoning_gives_loyalty = yes
		loyal_trait_more_common = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_public_trials }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_communal_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_rite_of_passage = {
	category = ritual

	layers = {
	 #	0 = learning				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mena
		4 = pragmatic_creed.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		title_creation_cost_mult = 0.25
	}
	
	parameters = {
		guardian_education_better_outcomes = yes
		sacred_hunts = yes
		can_enact_high_partition_succession_law = yes
		marriage_acceptance_bonus = yes

	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_blissful_ignorance }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_communal_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

# not_stoic_or_egalitarian_desc

tradition_pragmatism = {
	category = realm

	layers = {
	 #	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = indian
		4 = quill.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		tyranny_gain_mult = -0.25
		stress_gain_mult = -0.10
		build_speed = -0.10
		holding_build_speed = -0.10
		courtly_opinion = -10
		barons_and_minor_landholders_opinion = 10
	}
	
	parameters = {
	 	more_parochial_vassals = yes
	 #	city_buildings_more_county_opinion = yes
	 #	grants_to_lowborns_bonuses = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_arbitrary_laws }
		NOT = { has_cultural_tradition = tradition_exagerated_ettiquete }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_egalitarian_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_honorable_surrender = {
	category = combat

	layers = {
	 	0 = diplo				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = indian
		4 = ritualised_friendship.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		glory_hound_opinion = -10
		parochial_opinion = 10
		dread_baseline_add = -20
		retreat_losses = 0.20
		hard_casualty_modifier = -0.20
	}
	
	parameters = {
		can_end_defensive_wars_earlier = yes
		less_prestige_from_battles = yes
		facilitate_white_peace = yes
		characters_more_likely_to_be_captured_in_sieges = yes
	 #	can_demand_higher_ransoms_from_lower_tiers = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_iron_will }

	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_egalitarian_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

# not_stoic_or_courtly_desc

tradition_open_politics = {
	category = realm

	layers = {
	 	0 = diplo				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = diplomat.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		diplomacy = 3
		general_opinion = 10
		dread_baseline_add = -15
		enemy_hostile_scheme_success_chance_add = 10
		enemy_personal_scheme_success_chance_add = 10
		owned_scheme_secrecy_add = -25
		owned_personal_scheme_success_chance_add = 10
	}
	
	parameters = {
		honest_trait_more_common = yes
		diplomacy_education_better_outcomes = yes
		more_hostage_acceptance_for_vassals = yes
		cannot_attack_allies = yes
		cannot_attack_truces = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_secret_politics }
		NOT = { has_cultural_tradition = tradition_backstabbers }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_courtly = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_courtly_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_ceremonial_warfare = {
	category = combat

	layers = {
	 	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mediterranean
		4 = knight.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		movement_speed = -0.25
		advantage = -5
		general_opinion = 5
		accolade_glory_gain_mult = 0.25
		knight_limit = 2
	}
	
	parameters = {
		knights_die_less_but_are_captured_more = yes
		may_challenge_to_board_games = yes
		powerful_foreign_knights_find_you_attractive = yes
		cheaper_cbs = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_silent_strategists }
	 	NOT = { has_cultural_tradition = tradition_network_warfare }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_courtly = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_courtly_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_opulent_forts = {
	category = realm

	layers = {
	 	0 = diplo				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = indian
		4 = city2.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		holding_build_gold_cost = 0.20
		build_gold_cost = 0.20
		build_speed = 0.20
		holding_build_speed = 0.20
		courtly_opinion = 5
		parochial_opinion = 5
	}
	
	parameters = {
		architect_trait_prestige = yes
		castle_grant_prestige = yes
		renown_from_temple_construction = yes
		city_buildings_more_powerful = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_detachment }
		NOT = { has_cultural_tradition = tradition_minimalistics }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_courtly = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_stoic_or_courtly_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

# not_communal_or_egalitarian_desc

tradition_benevolent_masters = {
	category = societal

	layers = {
	 	0 = learning				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = western
		4 = ceremony.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		domain_tax_mult = -0.20
		dread_baseline_add = -10
		county_opinion_add = 10
		different_culture_opinion = 10
		glory_hound_opinion = -10
	}
	
	parameters = {
		cheaper_guest_recruitment = yes
		more_hostage_acceptance = yes
		compassionate_trait_more_common = yes
		introverted_trait_bonuses = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_cruel_masters }

	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_communal_or_egalitarian_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_feminists = {
	category = ritual

	layers = {
	 	0 = intrigue				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mediterranean
		4 = artisan.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		opinion_of_female_rulers = 10
		opinion_of_male_rulers = -10
		spouse_opinion = 20
	}
	
	parameters = {
		better_spouses = yes
		gender_equal_inheritance = yes
		dislikes_marrying_outside_of_culture = yes
		ai_doesnt_marry_outside_culture = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
		scope:character = {
			primary_title = {
				OR = {
					has_title_law = male_only_law
					has_title_law = male_preference_law
				}
			}
			OR = {
				has_realm_law = male_only_law
				has_realm_law = male_preference_law
			}
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_ortodoxy }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_communal_or_egalitarian_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_network_warfare = {
	category = combat

	layers = {
	 	0 = intrigue				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = hunter.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		army_screen_mult = 0.10
		army_toughness_mult = -0.10
		men_at_arms_maintenance = 0.10
		movement_speed = 0.10
	}
	
	parameters = {
		hunting_archery_building_bonuses = yes
		hunting_traits_more_valued = yes
		hunting_traits_more_common = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_ceremonial_warfare }
	 	NOT = { has_cultural_tradition = tradition_shilded_allegiance }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_communal_or_egalitarian_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_inclusive_guilds = {
	category = realm

	layers = {
	 	0 = diplo				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = philosopher.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		intrigue = -3
		monthly_lifestyle_xp_gain_mult = 0.15
		development_growth_factor = 0.10
		advantage_against_coreligionists = -5
	}
	
	parameters = {
		courtiers_less_likely_to_leave_same_culture_court = yes
		piety_from_language_schemes = yes
		rulers_want_to_learn_languages_of_coreligionists = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_blissful_ignorance }
		NOT = { has_cultural_tradition = tradition_shilded_allegiance }
		custom_tooltip = {
			scope:character = {
				OR = {
					government_has_flag = government_is_feudal
					government_has_flag = government_is_clan
				}
			}
			text = must_be_feudal_or_clan
		}
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_communal_or_egalitarian_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

# not_communal_or_courtly_desc

tradition_child_mythos = {
	category = ritual

	layers = {
	 #	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = indian
		4 = mountain.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		close_relative_opinion = 10
		travel_companion_opinion = 10
		dread_baseline_add = -10
	}
	
	parameters = {
		hostile_scheme_success_chance_vs_spouse_penalty = yes
		patient_trait_more_common = yes
		tells_stories = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_courtly = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_communal_or_courtly_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_gallant_pua = {
	category = societal

	layers = {
	 	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = greeting.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		monthly_income_mult = -0.05
		attraction_opinion = 10
		fertility = 0.15
	}
	
	parameters = {
		ai_romance_scheme_increase = yes
		poet_trait_romance_bonuses = yes
		poet_trait_more_common = yes
	 #	poet_trait_gives_bonuses = yes
		martial_education_worse_outcomes = yes
		charming_trait_more_common = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_chaste }
		NOT = { has_cultural_tradition = tradition_detachment }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_courtly = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_communal_or_courtly_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_secret_politics = {
	category = realm

	layers = {
	 	0 = intrigue				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mena
		4 = council.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		intrigue = 3
		enemy_hostile_scheme_phase_duration_add = 10
		owned_scheme_secrecy_add = 20
		councillor_opinion = 10
		general_opinion = -10
		dread_baseline_add = 10
	}
	
	parameters = {
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_secret_politics }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_courtly = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_communal_or_courtly_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

# not_communal_or_spiritual_desc

tradition_detachment = {
	category = ritual

	layers = {
	 	0 = learning				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = indian
		4 = speech.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		martial_per_prestige_level = -1
		stewardship_per_prestige_level = -1
		diplomacy_per_prestige_level = -1
		martial_per_piety_level = 1
		stewardship_per_piety_level = 1
		diplomacy_per_piety_level = 1
		health = -0.25
	}
	
	parameters = {
		harder_to_hybridize = yes
		content_trait_more_common = yes
		cheaper_court_positions = yes
		mendicant_mystics_may_appear = yes
		ambitious_trait_penalty = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_gallant_pua }
		NOT = { has_cultural_tradition = tradition_exess_luxury }
		NOT = { has_cultural_tradition = tradition_opulent_forts }
		NOT = { has_cultural_tradition = tradition_refined_tastes }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_communal = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_communal_or_spiritual_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

# not_spiritual_or_courtly_desc

tradition_ortodoxy = {
	category = societal

	layers = {
	 	0 = learning				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = western
		4 = jirga.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		religious_head_opinion = 10
		realm_priest_opinion = 10
	}
	
	parameters = {
		cannot_divorce = yes
		adulterer_fornicator_penalties = yes
		same_faith_inheritance_only = yes
		zealous_trait_more_common = yes
		harder_to_convert_character_faith = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
		NOT = { has_cultural_tradition = tradition_gnosticism }
		NOT = { has_cultural_tradition = tradition_feminists }
		NOT = { has_cultural_tradition = tradition_astronomers }
	 #	culture_not_pacifistic_trigger = yes
		custom_tooltip = {
			scope:character = {
				OR = {
					government_has_flag = government_is_feudal
					government_has_flag = government_is_clan
				}
			}
			text = must_be_feudal_or_clan
		}
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_spiritual = { is_in_list = traits }
						culture_pillar:ethos_courtly = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_spiritual_or_courtly_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_bookkeppers = {
	category = ritual

	layers = {
	 	0 = learning				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mediterranean
		4 = beacon_of_learning.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		learning = 3
		learning_per_stress_level = -1
		guest_opinion = 10
		dread_baseline_add = -10
	}
	
	parameters = {
		devoted_trait_bonuses = yes
		monastic_expectations = yes
		innovation_from_learning_traits = yes
		pensive_trait_more_common = yes
		poorly_educated_leaders_distrusted = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_blissful_ignorance }
		NOT = { has_cultural_tradition = tradition_bartering }
		custom_tooltip = {
			scope:character = {
				OR = {
					government_has_flag = government_is_feudal
					government_has_flag = government_is_clan
				}
			}
			text = must_be_feudal_or_clan
		}
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_spiritual = { is_in_list = traits }
						culture_pillar:ethos_courtly = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_spiritual_or_courtly_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

# not_spiritual_or_egalitarian_desc

tradition_advice_seekers = {
	category = ritual

	layers = {
	 	0 = learning				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = ceremony.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		intrigue_per_stress_level = -2
		enemy_hostile_scheme_phase_duration_add = 10
	}
	
	parameters = {
		bonuses_from_patriarch_matriarch_trait = yes
		wants_to_learn_liege_language = yes
		extra_learn_language_success_chance_vs_liege = yes
		humble_trait_more_common = yes
		better_ward_education = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_blissful_ignorance }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_spiritual = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_spiritual_or_egalitarian_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_gnosticism = {
	category = societal

	layers = {
	 	0 = learning				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = indian
		4 = beacon_of_learning.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.25
		faith_creation_piety_cost_mult = -0.30
		religious_head_opinion = -10
		realm_priest_opinion = -10
		holy_order_hire_cost_mult = 0.25
	}
	
	parameters = {
		mystic_trait_more_common = yes
		more_easily_converted = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
		NOT = { has_cultural_tradition = tradition_ortodoxy }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_spiritual = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_spiritual_or_egalitarian_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_levy_tributes = {
	category = realm

	layers = {
	 #	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = western
		4 = soldiers4.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		vassal_levy_contribution_mult = 0.50
		vassal_tax_contribution_mult = -0.50
		zealot_opinion = 10
		glory_hound_opinion = -10
		parochial_opinion = 10
		courtly_opinion = -10
	}
	
	parameters = {
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 	culture_not_pacifistic_trigger = yes
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_spiritual = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_spiritual_or_egalitarian_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

# not_egalitarian_or_courtly_desc

tradition_backstabbers = {
	category = societal

	layers = {
	 	0 = intrigue				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mediterranean
		4 = musician.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		intrigue = 3
		general_opinion = -10
		owned_personal_scheme_success_chance_add = -20
		owned_hostile_scheme_success_chance_add = 10
	}
	
	parameters = {
		city_buildings_less_control = yes
		disloyal_trait_more_common = yes
		disloyal_trait_less_spurned = yes
	 #	herbalist_traits_more_common = yes
		can_use_conquest_cbs = yes
	 	cheaper_cbs = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
		NOT = { has_cultural_tradition = tradition_contract_allegiance }
		NOT = { has_cultural_tradition = tradition_honor_duels }
		NOT = { has_cultural_tradition = tradition_open_politics }
		NOT = { has_cultural_tradition = tradition_shilded_allegiance }
		
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_egalitarian_or_courtly_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_zookeppers = {
	category = ritual

	layers = {
	 #	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = western
		4 = elephant.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		dynasty_house_opinion = 10
		monthly_dynasty_prestige = 0.05
		court_grandeur_baseline_add = 4
		monthly_income_mult = -0.10
	}
	
	parameters = {
		renown_from_temple_construction = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_minimalistics }
		NOT = { has_cultural_tradition = tradition_bartering }
		custom_tooltip = {
			scope:character = {
				OR = {
					government_has_flag = government_is_feudal
					government_has_flag = government_is_clan
				}
			}
			text = must_be_feudal_or_clan
		}
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_egalitarian_or_courtly_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_equestrian_elegance = {
	category = ritual

	layers = {
	 #	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = indian
		4 = horses.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		heavy_cavalry_toughness_mult = 0.10
		archer_cavalry_toughness_mult = 0.10
		light_cavalry_toughness_mult = 0.10
		camel_cavalry_toughness_mult = 0.10
		men_at_arms_maintenance = 0.10
		build_speed = 0.15
	}
	
	parameters = {
		generous_trait_more_common = yes
		more_gift_opinion = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
		custom_tooltip = {
			text = culture_in_plains_or_steppe_terrain_desc
			any_culture_county = {
				percent >= 0.3
				any_county_province = {
					OR = {
						terrain = plains
						terrain = steppe
						geographical_region = world_steppe
					}
				}
			}
		}
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_egalitarian_or_courtly_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_auxiliary_troops = {
	category = combat

	layers = {
	 	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mediterranean
		4 = shieldmaiden.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		opinion_of_different_culture = 10
		men_at_arms_maintenance = -0.10
		minority_opinion = 10
		counter_efficiency = 0.10
		monthly_county_control_growth_factor = -0.20
		supply_duration = -0.20
	}
	
	parameters = {
		wanderers_gain_extra_combat_skills = yes
		extra_language_cap_2 = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 	culture_not_pacifistic_trigger = yes
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_egalitarian_or_courtly_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

# not_bureaucratic_courtly_or_spiritual_desc

tradition_arbitrary_laws = {
	category = realm

	layers = {
	 	0 = intrigue				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = quill.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		tyranny_gain_mult = 0.25
		dread_baseline_add = 10
		courtier_and_guest_opinion = -10
		minority_opinion = -10
	}
	
	parameters = {
	 	cb_lower_prestige_level_requirement = yes
		less_prestige_from_battles = yes
		more_likely_to_leave_court = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_pragmatism }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_bureaucratic_courtly_or_spiritual_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_refined_tastes = {
	category = societal

	layers = {
	 #	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mena
		4 = musician.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		monthly_prestige_gain_mult = 0.10
		happy_powerful_vassal_tax_contribution_mult = 0.10
		happy_powerful_vassal_levy_contribution_mult = 0.10
		courtly_opinion = 10
	}
	
	parameters = {
		more_expensive_feasts = yes
		refined_feasts = yes
		martial_education_worse_outcomes = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
		NOT = { has_cultural_tradition = tradition_detachment }
		NOT = { has_cultural_tradition = tradition_minimalistics }
		NOT = { has_cultural_tradition = tradition_chaste }
		custom_tooltip = {
			scope:character = {
				OR = {
					government_has_flag = government_is_feudal
					government_has_flag = government_is_clan
				}
			}
			text = must_be_feudal_or_clan
		}
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_bureaucratic_courtly_or_spiritual_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_exagerated_ettiquete = {
	category = ritual

	layers = {
	 #	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 #	1 = mena
		4 = diplomat.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		courtier_and_guest_opinion = -10
		court_grandeur_baseline_add = 8
		monthly_court_grandeur_change_mult = 0.25
		stress_gain_mult = 0.15
	}
	
	parameters = {
		expensive_convert_to_local_culture = yes
		marriage_acceptance_bonus = yes
		physical_disfigurement_blocks_inheritance = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
		NOT = { has_cultural_tradition = tradition_minimalistics }
		NOT = { has_cultural_tradition = tradition_pragmatism }
	 #	culture_not_pacifistic_trigger = yes
		custom_tooltip = {
			scope:character = {
				OR = {
					government_has_flag = government_is_feudal
					government_has_flag = government_is_clan
				}
			}
			text = must_be_feudal_or_clan
		}
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_bureaucratic_courtly_or_spiritual_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_astronomers = {
	category = ritual

	layers = {
	 #	0 = martial				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mena
		4 = ship.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		religious_head_opinion = -10
		diplomatic_range_mult = 0.50
		naval_movement_speed_mult = 0.10
		opinion_of_different_faith = 10
	}
	
	parameters = {
		less_likely_to_force_conversion = yes
	 #	coastal_holdings_give_defensive_bonus = yes
	 #	coastal_holding_bonuses = yes
	 	next_level_trade_ports = yes
		trade_ports_enabled_for_tribals = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
	 	NOT = { has_cultural_tradition = tradition_blissful_ignorance }
		NOT = { has_cultural_tradition = tradition_ortodoxy }
		custom_description = {
			text = culture_on_coast_desc
			any_culture_county = {
				any_county_province = {
					is_coastal = yes
				}
			}
		}
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_bureaucratic_courtly_or_spiritual_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}

tradition_nepotists = {
	category = realm

	layers = {
	 	0 = intrigue				# diplo martial intrigue learning steward default2.dds default5.dds
	 	1 = mediterranean
		4 = noble.dds
	}

	province_modifier = {
	}

	culture_modifier = {
	}

	character_modifier = {
		dynasty_house_opinion = 10
		guest_opinion = -10
	}
	
	parameters = {
		cannot_disherit = yes
		cultural_house_personal_scheme_success_chance = yes
		landing_house_members_gives_renown = yes
		penalty_for_revoking_titles_from_house_members = yes
	}

	is_shown = {
		OR = {
			has_game_rule = GPT_culture_enabled
			has_game_rule = GPT_culture_enabled_no_random
		}
	}

	can_pick = {
	 #	culture_not_pacifistic_trigger = yes
		NOT = { has_cultural_tradition = tradition_meritocracy }
	}
	
	cost = {
		prestige = {
			# Base cost.
			add = {
				value = 2500
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = 4000
					desc = not_bureaucratic_courtly_or_spiritual_desc
				}
			}
			multiply = tradition_replacement_cost_if_relevant
		}
	}

	ai_will_do = {
		value = 0
		if = {
			limit = {
				OR = {
					has_game_rule = GPT_culture_enabled
					has_game_rule = GPT_culture_enabled_no_random
				}
			}
			add = 50
		}
	}
}