﻿




traveler_progress_point_gain_effect = {
	if = {
		limit = {
			is_alive = yes
			NOT = { exists = var:travel_provinces_traversed }
		}
		set_variable = {
			name = travel_provinces_traversed
			value = $CHANGE$
		}
	}
	else = {
		change_variable = {
			name = travel_provinces_traversed
			add = $CHANGE$
		}
	}
	save_scope_value_as = {
		name = travel_base_increase
		value = $CHANGE$
	}
	# Tooltips
	if = {
		limit = { has_trait = lifestyle_traveler }
		if = {
			limit = { scope:travel_base_increase <= 1 }
			custom_tooltip = travel_progress_towards_trait_1_tt
		}
		else_if = {
			limit = { scope:travel_base_increase = 2 }
			custom_tooltip = travel_progress_towards_trait_2_tt
		}
		else = { custom_tooltip = travel_progress_towards_trait_3_tt }
	}
	else = { custom_tooltip = travel_progress_towards_trait_0_tt }
	#Random chance of additional point to increase unpredictability
	hidden_effect = {
		random = {
			chance = 50
			change_variable = {
				name = travel_provinces_traversed
				add = $RANDOM_CHANGE$
			}
		}
	}

	if = {
		limit = {
			is_landless_adventurer = yes
			exists = current_travel_plan
			current_travel_plan = { is_travel_with_domicile = yes }
			has_trait = gpt_adv_army_xp
		}
		add_trait_xp = { trait = gpt_adv_army_xp track = gpt_adv_army_dip value = gpt_adv_travel_xp_dip }
		add_trait_xp = { trait = gpt_adv_army_xp track = gpt_adv_army_stw value = gpt_adv_travel_xp_stw }
		add_trait_xp = { trait = gpt_adv_army_xp track = gpt_adv_army_mar value = gpt_adv_travel_xp_mar }
		add_trait_xp = { trait = gpt_adv_army_xp track = gpt_adv_army_int value = gpt_adv_travel_xp_int }
		add_trait_xp = { trait = gpt_adv_army_xp track = gpt_adv_army_ler value = gpt_adv_travel_xp_ler }
		add_trait_xp = { trait = gpt_adv_army_xp track = gpt_adv_army_dread value = gpt_adv_travel_xp_dread }
	}
}