﻿tradition_brus_river_lifeblood = {
	category = regional

	layers = {
		0 = steward
		1 = western
		4 = brus_ship_city.dds
	}
	
	is_shown = {
		has_cultural_pillar = heritage_east_slavic
		NOR = {
			culture_tradition:tradition_republican_legacy = { is_in_list = traits }
			culture_tradition:tradition_maritime_mercantilism = { is_in_list = traits }
		}
	}
	
	can_pick = {
		has_cultural_pillar = heritage_east_slavic
	}
	#Essentially a fusion of Republican Legacy and Maritime Mercantilism
	parameters = {
		trade_ports_enabled_for_tribals = yes
		trade_ports_give_levies = yes
		maritime_mercantilism_coastal_holdings = yes
		coastal_holding_bonuses = yes
		can_make_republican_vassals = yes # The veche held some sway in Rus, most notably Republic of Novgorod
		#republican_vassals_pay_more = yes
	}
	
	character_modifier = {
		diplomatic_range_mult = 0.10
		development_growth_factor = 0.10
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			# River requirement.
			if = {
				limit = {
					NOT = {
						any_culture_county = {
							percent >= 0.20
							is_riverside_county = yes
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = river_percentage_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 0
	}
}

tradition_brus_malleable_subjects = {
	category = regional

	layers = {
		0 = diplo
		1 = western
		4 = malleable_subjects.dds
	}
	
	is_shown = {
		has_cultural_pillar = heritage_east_slavic
		NOR = {
			culture_tradition:tradition_fp2_malleable_subjects = { is_in_list = traits }
			culture_tradition:tradition_loyal_soldiers = { is_in_list = traits }
		}
	}

	can_pick = {
		has_cultural_pillar = heritage_east_slavic
	}
	# Local version of the Iberian Malleable Subjects, but a bit toned down + partially replaced levies with taxes
	parameters = {
		#doesnt_care_about_culture_faith_in_factions = yes
		harder_to_convert_county_culture_without_heritage = yes
		easier_to_convert_county_culture_with_heritage = yes
		powerful_foreign_knights_find_you_attractive = yes
	}

	character_modifier = {
		mercenary_hire_cost_mult = -0.5
		vassal_tax_contribution_mult = 0.10
		#vassal_levy_contribution_mult = 0.10
		#different_culture_opinion = 10
		ignore_negative_opinion_of_culture = yes
		opinion_of_liege = 5
	}

	culture_modifier = {
		mercenary_count_mult = 2
		cultural_acceptance_gain_mult = 0.2
	}

	cost = {
		prestige = {
			# Base cost.
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			# Ethos requirement.
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_communal_or_egalitarian_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 0
		# Players might want this, but the AI never does.
	}
}

tradition_brus_rurikid = {
	category = regional

	layers = {
		0 = diplo
		1 = mena
		4 = conversation.dds
	}
	
	is_shown = {
		has_cultural_pillar = heritage_east_slavic
		
		NOR = {
			culture_tradition:tradition_family_entrepreneurship = { is_in_list = traits }
			culture_tradition:tradition_mystical_ancestors = { is_in_list = traits }
		}
	}

	can_pick = {
		has_cultural_pillar = heritage_east_slavic
	}

	parameters = {
		close_family_better_councillors = yes
		close_family_better_court_positions = yes
		penalty_for_revoking_titles_from_close_family = yes
		cannot_disherit = yes
		landing_house_members_gives_renown = yes
		piety_penalty_for_revoking_titles_from_house_members = yes
		can_use_ladder_elective = yes
	}

	character_modifier = {
		dynasty_opinion = -10
		close_relative_opinion = -5
	}

	cost = {
		prestige = {
			# Base cost.
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			# Ethos requirement.
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_communal_or_courtly_desc
				}
			}
			# Landed dynasty members requirement
			if = {
				limit = {
					NOT = {
						any_dynasty_member = {
							count >= 5
							is_landed = yes
							culture = root
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = brus_landed_dynasty_req_desc
				}
			}

			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 0
		# Players might want this, but the AI never does.
	}
}
