# New Future
tradition_more_1 = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = conversation.dds
	}

	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	culture_modifier = {
		culture_tradition_max_add = 10
	}
	
	cost = {
		prestige = 0
	}
	ai_will_do = {
		value = 0
	}
}
# The Outlaws King
tradition_outlaws_king = {
	category = regional
	layers = {
		0 = martial
		1 = mena
		4 = crown.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		culture_can_raid_at_sea_even_if_feudal_no_restrictions = yes
		culture_can_raid_over_land_even_if_feudal_no_restrictions = yes
		can_travel_along_rivers = yes
		gain_gold_from_battles = yes
		less_prestige_from_battles = yes
		not_tribal_raiding_malus = yes
		unlock_maa_bandits_army_pack = yes
	}
	character_modifier = {
		opinion_of_liege = -10
		movement_speed = 0.10
		embarkation_cost_mult = -0.25
		raid_speed = 0.75
		max_loot_mult = 0.50
		movement_speed_land_raiding = 0.3
		hostile_county_attrition_raiding = -0.4
		supply_duration = 0.75
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# World of Equality
tradition_world_of_equal = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = greeting.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		can_enact_high_partition_succession_law = yes
		gender_equal_inheritance = yes
		female_only_inheritance = yes
		female_preference_inheritance = yes
		has_access_to_shieldmaidens = yes
	}
	character_modifier = {
		opinion_of_male_rulers = 10
		opinion_of_female_rulers = 10
		monthly_piety = -0.30
		monthly_piety_gain_mult = -0.15
	}
	doctrine_character_modifier = {
		name = tradition_world_of_equal_name
		doctrine = doctrine_gender_male_dominated
		opinion_of_female_rulers = 15
	}
	doctrine_character_modifier = {
		name = tradition_world_of_equal_name
		doctrine = doctrine_gender_female_dominated
		opinion_of_male_rulers = 15
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Warden of Forest
tradition_by_the_arrow = {
	category = regional
	layers = {
		0 = martial
		1 = western
		4 = soldiers4.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = {
			has_game_rule = ary_rule_vv
			has_cultural_tradition = tradition_by_the_arrow2
		}
	}
	parameters = {
		this_anynew_can_upgrade1 = yes
		unlock_ary_dfa_01_building = yes
		next_level_military_camps = yes
		more_gold_for_successful_defensive_wars = yes
		can_end_defensive_wars_earlier = yes
		can_recruit_forest_specialist = yes
		unlock_maa_ary_elight_footmen = yes
		unlock_maa_rangers_forest = yes
	}
	character_modifier = {
		skirmishers_damage_mult = 0.30
		skirmishers_toughness_mult = 0.30
		skirmishers_maintenance_mult = -0.30
		skirmishers_max_size_add = 4
		archers_damage_mult = 0.30
		archers_toughness_mult = 0.30
		archers_maintenance_mult = -0.30
		archers_max_size_add = 4
		heavy_cavalry_maintenance_mult = 0.25
		heavy_cavalry_max_size_add = -2
		light_cavalry_maintenance_mult = 0.25
		light_cavalry_max_size_add = -2
		enemy_terrain_advantage = -0.30
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# The King Beloved
tradition_ruler_of_land = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = king.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		pensive_trait_more_common = yes
		diligent_trait_more_common = yes
		loyal_trait_more_common = yes
		cheaper_to_change_laws = yes
		vassals_more_likely_accept_punishments = yes
	}
	character_modifier = {
		monthly_income_mult = -0.05
		build_speed = -0.15
		build_gold_cost = -0.10
		controlled_province_advantage = 5
		monthly_county_control_growth_add = 0.5
		character_travel_safety_mult = 0.20
		stewardship_per_prestige_level = 1
	}
	province_modifier = {
		epidemic_resistance = 5
		development_growth_factor = 0.05
		levy_size = 0.25
		garrison_size = 0.30
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# The Swordmaster
tradition_to_war = {
	category = regional
	layers = {
		0 = martial
		1 = indian
		4 = swords.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		blademaster_traits_more_common = yes
		blademaster_trait_bonuses = yes
		guardians_can_transfer_commander_traits = yes
		prowess_from_martial_education = yes
		pardoning_gives_loyalty = yes
		better_knights_from_decision = yes
	}
	character_modifier = {
		prowess = 5
		prowess_per_prestige_level = 1
		levy_size = -0.30
		army_maintenance_mult = 0.15
		army_pursuit_mult = 0.05
		army_screen_mult = 0.05
		army_toughness_mult = 0.05
		army_damage_mult = 0.05
		knight_effectiveness_mult = 0.50
		knight_limit = 2
		accolade_glory_gain_mult = 0.10
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Family First
tradition_family_first = {
	category = regional
	layers = {
		0 = learning
		1 = indian
		4 = greeting.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		cannot_disherit = yes
		landing_house_members_gives_renown = yes
		landing_house_members_give_prestige = yes
		piety_penalty_for_revoking_titles_from_house_members = yes
		penalty_for_revoking_titles_from_close_family = yes
		penalty_for_revoking_titles_from_house_members = yes
	}
	character_modifier = {
		monthly_dynasty_prestige = 0.25
		monthly_dynasty_prestige_mult = 0.50
		dynasty_opinion = 20
		child_opinion = 5
		councillor_opinion = -5
		opinion_of_liege = -5
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# The Merchant
tradition_the_merchant = {
	category = regional
	layers = {
		0 = steward
		1 = western
		4 = conversation.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_ary_merchantg_01_building = yes
		martial_education_worse_outcomes = yes
		generous_trait_more_common = yes
		unlock_maa_ary_nms = yes
		unlock_maa_ary_nmb = yes
		unlock_maa_ary_nmc = yes
		unlock_maa_ary_exiledronin = yes
	}
	character_modifier = {
		stewardship = 3
		monthly_income = 2.5
		monthly_income_mult = 0.3
		tax_mult = 0.1
		development_growth_factor = 0.10
		monthly_war_income_mult = -0.5
		knight_effectiveness_mult = -0.3
		men_at_arms_recruitment_cost = 0.25

		ai_war_chance = -0.7
		ai_war_cooldown = 5
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Mercenary Company
tradition_mercenary_friend = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = battle.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		mercenary_courtiers_gain_extra_skills = yes
		unlock_maa_ary_nms = yes
		unlock_maa_ary_nmb = yes
		unlock_maa_ary_nmc = yes
		unlock_maa_ary_exiledronin = yes
	}
	culture_modifier = {
		mercenary_count_mult = 3
	}
	character_modifier = {
		mercenary_hire_cost_mult = -0.75
		monthly_prestige_gain_mult = -0.25
		monthly_prestige = -1.0
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Warden of Plains
tradition_by_lance = {
	category = regional
	layers = {
		0 = martial
		1 = mena
		4 = audacious_cadets.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = {
			has_game_rule = ary_rule_vv
			has_cultural_tradition = tradition_by_lance2
		}
	}
	parameters = {
		this_anynew_can_upgrade2 = yes
		unlock_ary_caryf_01_building = yes
		unlock_ary_hatg_01_building = yes
		next_level_stables = yes
		can_recruit_open_specialist = yes
		unlock_maa_h_archers_p = yes
		unlock_maa_riders_plains = yes
		unlock_maa_knights_plains = yes
	}
	character_modifier = {
		movement_speed = 0.25
		enemy_hard_casualty_modifier = 0.2
		heavy_cavalry_damage_mult = 0.30
		heavy_cavalry_toughness_mult = 0.30
		heavy_cavalry_maintenance_mult = -0.30
		heavy_cavalry_max_size_add = 4
		light_cavalry_damage_mult = 0.30
		light_cavalry_toughness_mult = 0.30
		light_cavalry_maintenance_mult = -0.30
		light_cavalry_max_size_add = 4
		archer_cavalry_damage_mult = 0.3
		archer_cavalry_toughness_mult = 0.3
		archer_cavalry_maintenance_mult = -0.3
		archer_cavalry_max_size_add = 4
		archers_maintenance_mult = 0.25
		archers_max_size_add = -2
		skirmishers_maintenance_mult = 0.25
		skirmishers_max_size_add = -2
		character_travel_speed_mult = 0.20
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# The Fighter
tradition_fighter1 = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = shield.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		rowdy_trait_more_common = yes
		strong_traits_more_common = yes
		prowess_traits_more_valued = yes
		weak_traits_looked_down_upon = yes
		craven_and_content_traits_looked_down_upon = yes
	}
	character_modifier = {
		prowess = 2
		martial = 2
		martial_per_prestige_level = 1
		prowess_per_prestige_level = 1
		learning_per_prestige_level = -1
		accolade_glory_gain_mult = 0.10
		learning = -2
		monthly_martial_lifestyle_xp_gain_mult = 0.20
		monthly_learning_lifestyle_xp_gain_mult = -0.20
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Farmer For Glory
tradition_only_peasant = {
	category = regional
	layers = {
		0 = steward
		1 = western
		4 = speech.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		grants_to_lowborns_bonuses = yes
		unlock_maa_peasant_l = yes
		unlock_maa_peasant_b = yes
		unlock_maa_peasant_me = yes
		unlock_maa_peasant_s = yes
	}
	character_modifier = {
		hard_casualty_modifier = 0.20
		levy_reinforcement_rate = 0.30
		levy_maintenance = -0.50
		levy_size = 3
		men_at_arms_recruitment_cost = 0.50
		monthly_county_control_growth_factor = -0.20
		supply_duration = 1.5
		build_speed = 0.15
		levy_attack = 5
		levy_toughness = 8
		levy_pursuit = 5
		levy_screen = 8
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Legacy of Ice Age
tradition_ice_age1 = {
	category = regional
	layers = {
		0 = diplo
		1 = western
		4 = mountain.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = {
			has_game_rule = ary_rule_vv
			has_cultural_tradition = tradition_ice_age2
		}
	}
	parameters = {
		this_anynew_can_upgrade4 = yes
		unlock_ary_mtg_01_building = yes
		winter_soldier_trait_more_common = yes
		winter_trait_bonuses = yes
		can_recruit_winter_specialist = yes
		elephant_bonuses_for_rank_4_education = yes
		unlock_maa_mammonth1 = yes
		unlock_maa_mammonth2 = yes
	}
	culture_modifier = {
		cultural_acceptance_gain_mult = -0.35
	}
	character_modifier = {
		winter_advantage = 15
		winter_movement_speed = 0.3
		elephant_cavalry_max_size_add = 4
		elephant_cavalry_damage_mult = 0.3
		elephant_cavalry_toughness_mult = 0.3
		elephant_cavalry_pursuit_mult = 0.3
		elephant_cavalry_screen_mult = 0.3
		elephant_cavalry_maintenance_mult = -0.10
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Land of The Knight
tradition_true_knight = {
	category = regional
	layers = {
		0 = learning
		1 = mediterranean
		4 = knight.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = {
			has_game_rule = ary_rule_vv
			has_cultural_tradition = tradition_true_knight2
		}
	}
	parameters = {
		this_anynew_can_upgrade8 = yes
		unlock_ary_knightshof_01_building = yes
		honorable_trait_bonuses = yes
		just_trait_more_common = yes
		honest_trait_more_common = yes
		cannot_attack_allies = yes
		cannot_attack_truces = yes
		prowess_traits_more_valued = yes
		martial_education_more_valued = yes
		knights_slightly_more_prone_to_injury = yes
		can_duel_rivals = yes
		unlock_maa_ary_tk01 = yes
		unlock_maa_ary_tk02 = yes
		unlock_maa_ary_kotr = yes
		unlock_maa_ary_black_knights = yes
	}
	character_modifier = {
		active_accolades = 3
		monthly_prestige = 2
		monthly_prestige_gain_mult = 0.30
		knight_limit = 5
		knight_effectiveness_mult = 2.5
		accolade_glory_gain_mult = 0.30
		negate_prowess_penalty_add = 5 # Wounded knights fight better!
		levy_size = -0.5
		levy_maintenance = 1
		prowess_per_prestige_level = 2
		knight_effectiveness_per_prowess = 0.02
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Land of The Faith
tradition_cof = {
	category = regional
	layers = {
		0 = learning
		1 = mediterranean
		4 = temple.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_ary_squareotf_01_building = yes
		zealous_trait_more_common = yes
		extra_piety_from_temple_construction = yes
		renown_from_temple_construction = yes
		no_limit_to_kingdom_level_holy_wars = yes
		prowess_from_religious_traits = yes
		culture_clergy_can_fight = yes
		harder_to_convert_character_faith = yes
		harder_to_convert_county_faith = yes
		more_easily_converted = yes
		temple_next_level = yes
		may_build_sacred_pools_ahead_of_time = yes
		consolidate_rule_decision = yes
		culture_clergy_can_fight = yes
		devoted_trait_bonuses = yes
		monastic_expectations = yes
		next_level_monasteries = yes
		monastic_monastery_learning_bonus = yes
		monastery_prowess_martial_bonus = yes
		sacred_pool_additional_bonuses = yes
		temple_citadel_fort_level_bonus = yes
		temple_citadel_control_bonus = yes
		unlock_maa_grail_knights = yes
		unlock_maa_ary_wof01 = yes
	}
	character_modifier = {
		tolerance_advantage_mod = 10
		opinion_of_same_faith = 10
		opinion_of_different_faith = -25
		holy_order_hire_cost_mult = -0.40
		monthly_piety = 2
		monthly_piety_gain_mult = 0.30
		prowess_per_piety_level = 2
		martial_per_piety_level = 1
		ignore_opinion_of_different_faith = yes
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# The Blacksmith
tradition_smith1 = {
	category = regional
	layers = {
		0 = learning
		1 = indian
		4 = tools.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		better_armory_buildings = yes
		better_blacksmith_buildings = yes
		improved_weapon_inspiration = yes
		improved_artisan_inspiration = yes
		improved_weaver_inspiration = yes
	}
	character_modifier = {
		counter_efficiency = 0.10
		build_gold_cost = 0.10
		maa_damage_add = 10
		maa_toughness_add = 10
		maa_screen_add = 5
		maa_pursuit_add = 5
	}
	province_modifier = {
		stationed_maa_damage_mult = 0.05
		stationed_maa_toughness_mult = 0.05
		stationed_maa_pursuit_mult = 0.05
		stationed_maa_screen_mult = 0.05
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Legacy of Empire
tradition_lost_ary_empire {
	category = regional
	layers = {
		0 = intrigue
		1 = mediterranean
		4 = laurel.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_ary_cote_01_building = yes
		unlock_ary_ew_01_building = yes
		unlock_ary_firearmsf_01_building = yes
		unlock_ary_eto_01_building = yes
		can_use_conquest_cbs = yes
		ambitious_trait_more_common = yes
		courtiers_less_likely_to_leave_same_culture_court = yes
		dislikes_marrying_outside_of_culture = yes
		reduced_marriage_acceptance_outside_culture = yes
		reduced_marriage_acceptance_distant_realms = yes
		harder_to_hybridize = yes
		unlock_maa_ary_ehalberd = yes
		unlock_maa_ary_es_a_s = yes
		unlock_maa_ary_ecrossbow = yes
		unlock_maa_ary_eblunderbuss = yes
		unlock_maa_ary_eknights = yes
		unlock_maa_ary_etrebuchets = yes
		unlock_maa_ary_elyrl = yes
	}
	culture_modifier = {
		cultural_acceptance_gain_mult = -0.50
	}
	character_modifier = {
		vassal_limit = 30
		monthly_county_control_growth_factor = 0.20
		opinion_of_different_culture = -10
		opinion_of_same_culture = 10
		domain_limit = 2
		domain_tax_mult = 0.05
		levy_size = 0.25
		levy_reinforcement_rate = 0.30
		build_gold_cost = 0.10
		cultural_head_fascination_mult = 0.20
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Legacy of Steppe
tradition_los = {
	category = regional
	layers = {
		0 = diplo
		1 = mena
		4 = iron_cavalry.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_ary_hatg_01_building = yes
		easier_to_hybridize = yes
		cheaper_to_hybridize = yes
		cheaper_convert_to_local_culture = yes
		unlock_horse_pastures_building = yes
		pastures_building_bonuses = yes
		stewardship_traits_give_out_cav_bonus = yes
		unlock_maa_ary_hc1 = yes
		unlock_maa_ary_hc2 = yes
		unlock_maa_ary_hc3 = yes
		unlock_maa_ary_hc4 = yes
	}
	culture_modifier = {
		cultural_acceptance_gain_mult = 0.30
	}
	county_modifier = {
		steppe_development_growth_factor = 0.75
		steppe_construction_gold_cost = -0.30
		steppe_holding_construction_gold_cost = -0.30
		steppe_supply_limit_mult = 0.25
		steppe_fertility_growth_add = 0.1
	}
	character_modifier = {
		steppe_advantage = 10
		enemy_hard_casualty_modifier = 0.25
		monthly_county_control_growth_factor = -0.20
		movement_speed = 0.25
		steppe_travel_danger = -50
		sea_travel_danger = 10
		coastal_sea_travel_danger = 15
		character_travel_speed_mult = 0.30
		build_speed = 0.20
		archer_cavalry_damage_mult = 0.30
		archer_cavalry_toughness_mult = 0.30
		archer_cavalry_pursuit_mult = 0.30
		archer_cavalry_screen_mult = 0.30
		archer_cavalry_maintenance_mult = -0.15
		archer_cavalry_recruitment_cost_mult = -0.25
		steppe_fertility_growth_mult = 0.2
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Lords of the Sea
tradition_lotsap = {
	category = regional
	layers = {
		0 = diplo
		1 = western
		4 = ship.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		this_anynew_can_upgrade6 = yes
		unlock_ary_cp_01_building = yes
		unlock_ary_swt_01_building = yes
		can_travel_along_rivers = yes
		trade_ports_stationed_maa_bonus = yes
		trade_ports_give_control_growth = yes
		trade_ports_give_levies = yes
		next_level_trade_ports = yes
		maritime_mercantilism_coastal_holdings = yes
		coastal_holdings_give_defensive_bonus = yes
		trade_ports_enabled_for_tribals = yes
		unlock_maa_corsair_raid = yes
		unlock_maa_ary_kg = yes
	}
	character_modifier = {
		naval_movement_speed_mult = 0.50
		diplomatic_range_mult = 0.30
		embarkation_cost_mult = -0.85
		coastal_advantage = 5
		coastal_sea_travel_danger = -25
		sea_travel_danger = -50
		no_water_crossing_penalty = yes
		no_disembark_penalty = yes
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Warden of Mountain
tradition_btsas = {
	category = regional
	layers = {
		0 = martial
		1 = mediterranean
		4 = shield.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = {
			has_game_rule = ary_rule_vv
			has_cultural_tradition = tradition_btsas2
		}
	}
	parameters = {
		this_anynew_can_upgrade3 = yes
		unlock_ary_swordasa_01_building = yes
		next_level_barracks = yes
		rough_terrain_expert_trait_more_common = yes
		hill_trait_bonuses = yes
		can_recruit_hill_specialist = yes
		unlock_maa_ary_exspear = yes
		unlock_maa_ary_exsword = yes
	}
	character_modifier = {
		heavy_infantry_damage_mult = 0.30
		heavy_infantry_toughness_mult = 0.30
		heavy_infantry_maintenance_mult = -0.30
		heavy_infantry_max_size_add = 4
		pikemen_damage_mult = 0.30
		pikemen_toughness_mult = 0.30
		pikemen_maintenance_mult = -0.30
		pikemen_max_size_add = 4
		heavy_cavalry_max_size_add = -2
		archers_max_size_add = -2
		light_cavalry_max_size_add = -2
		skirmishers_max_size_add = -2
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Land of Learning
tradition_lotl = {
	category = regional
	layers = {
		0 = diplo
		1 = mediterranean
		4 = beacon_of_learning.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_ary_domeol_01_building = yes
		stress_loss_bonus_from_harmonious_traits = yes
		content_trait_more_common = yes
		temperate_trait_more_common = yes
		pensive_trait_more_common = yes
		rowdy_trait_less_common = yes
		can_appoint_court_scholar = yes
		guardian_education_better_outcomes = yes
		better_ward_education = yes
		innovation_from_learning_traits = yes
		learns_more_languages = yes
		less_plague_spread_culture = yes
	}
	province_modifier = {
		epidemic_resistance = 20
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.20
		epidemic_travel_danger = -25
		max_learn_language_schemes_add = 1
		learn_language_scheme_power_mult = 0.3
		learning = 2
		learning_per_prestige_level = 1
		monthly_lifestyle_xp_gain_mult = 0.20
		negate_health_penalty_add = 0.2
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value= 0
	}
}
# Only The Men at Arms
tradition_maatg = {
	category = regional
	layers = {
		0 = martial
		1 = indian
		4 = swords.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_ary_lmc_01_building = yes
		strength_in_numbers_maa_limit_bonus = yes
		frugal_blacksmith_maa_size = yes
		commanders_likelier_to_gain_commander_traits = yes
	}
	character_modifier = {
		min_combat_roll = 2
		max_combat_roll = 4
		maa_damage_mult = 0.20
		maa_toughness_mult = 0.20
		maa_pursuit_mult = 0.20
		maa_screen_mult = 0.20
		counter_efficiency = 0.30
		men_at_arms_maintenance = -0.20
		men_at_arms_cap = 2
		men_at_arms_limit = 3
		men_at_arms_recruitment_cost = -0.40
		levy_size = -0.50
		levy_maintenance = 1
	}
	province_modifier = {
		stationed_maa_damage_mult = 0.20
		stationed_maa_toughness_mult = 0.20
		stationed_maa_pursuit_mult = 0.20
		stationed_maa_screen_mult = 0.20
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Born In The Mountains
tradition_mhl = {
	category = regional
	layers = {
		0 = learning
		1 = indian
		4 = mountain.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_ary_og_01_building = yes
		unlock_ary_swordasa_01_building = yes
		unlock_ary_dim_01_building = yes
		unlocks_qanat_building = yes
		can_build_quarries_everywhere = yes
		quarries_building_bonuses = yes
		mountains_hunt_success_chance = yes
	}
	province_modifier = {
		desert_mountains_tax_mult = 0.1
		mountains_tax_mult = 0.1
		desert_mountains_construction_gold_cost = -0.25
		mountains_construction_gold_cost = -0.25
		mountains_supply_limit_mult = 0.50
		desert_mountains_supply_limit_mult = 0.60
		mountains_levy_size = 0.30
		desert_mountains_levy_size = 0.30
		mountains_development_growth_factor = 0.45
		desert_mountains_development_growth_factor = 0.70
		mountains_fertility_growth_add = 0.1
		desert_mountains_fertility_growth_add = 0.1
	}
	character_modifier = {
		mountains_advantage = 10
		desert_mountains_advantage = 10
		mountains_travel_danger = -65
		desert_mountains_travel_danger = -65
		mountains_cancel_negative_supply = yes
		desert_mountains_cancel_negative_supply = yes
		desert_mountains_fertility_growth_mult = 0.20
		mountains_fertility_growth_mult = 0.20
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Born In The Hills and Highlands
tradition_bith = {
	category = regional
	layers = {
		0 = learning
		1 = indian
		4 = desert_mountains.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_ary_og_01_building = yes
		unlock_ary_swordasa_01_building = yes
		unlock_ary_dim_01_building = yes
		unlocks_qanat_building = yes
		rice_cultivators_next_level_paddy_fields = yes
		rice_cultivators_can_construct_paddy_fields_in_hills_and_jungle = yes
		can_build_quarries_everywhere = yes
		quarries_building_bonuses = yes
		hill_farms_building_bonuses = yes
		hills_hunt_success_chance = yes
	}
	province_modifier = {
		hills_tax_mult = 0.1
		hills_construction_gold_cost = -0.25
		hills_supply_limit_mult = 0.10
		hills_levy_size = 0.30
		hills_development_growth_factor = 0.30
		hills_fertility_growth_add = 0.1
		terraced_hills_tax_mult = 0.1
		terraced_hills_construction_gold_cost = -0.25
		terraced_hills_supply_limit_mult = 0.10
		terraced_hills_levy_size = 0.30
		terraced_hills_development_growth_factor = 0.30
		terraced_hills_fertility_growth_add = 0.1
	}
	character_modifier = {
		hills_advantage = 10
		hills_travel_danger = -45
		hills_cancel_negative_supply = yes
		hills_fertility_growth_mult = 0.20
		terraced_hills_advantage = 10
		terraced_hills_travel_danger = -45
		terraced_hills_cancel_negative_supply = yes
		terraced_hills_fertility_growth_mult = 0.20
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Born In The Forest
tradition_fhl = {
	category = regional
	layers = {
		0 = steward
		1 = indian
		4 = forest.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_ary_dfa_01_building = yes
		logging_camps_building_bonuses = yes
		outposts_building_bonuses = yes
		forest_hunt_success_chance = yes
	}
	province_modifier = {
		forest_tax_mult = 0.1
		taiga_tax_mult = 0.1
		forest_construction_gold_cost = -0.25
		taiga_construction_gold_cost = -0.25
		forest_supply_limit_mult = 0.10
		taiga_supply_limit_mult = 0.20
		forest_levy_size = 0.30
		taiga_levy_size = 0.30
		forest_development_growth_factor = 0.30
		taiga_development_growth_factor = 0.25
		forest_fertility_growth_add = 0.1
		taiga_fertility_growth_add = 0.1
	}
	character_modifier = {
		forest_advantage = 10
		taiga_advantage = 10
		forest_travel_danger = -45
		taiga_travel_danger = -55
		forest_cancel_negative_supply = yes
		taiga_cancel_negative_supply = yes
		forest_fertility_growth_mult = 0.20
		taiga_fertility_growth_mult = 0.20
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Born In The jungle
tradition_bitj = {
	category = regional
	layers = {
		0 = steward
		1 = indian
		4 = jungle.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_ary_dfa_01_building = yes
		rice_cultivators_next_level_paddy_fields = yes
		rice_cultivators_can_construct_paddy_fields_in_hills_and_jungle = yes
		logging_camps_building_bonuses = yes
		outposts_building_bonuses = yes
		jungle_hunt_success_chance = yes
	}
	province_modifier = {
		jungle_tax_mult = 0.1
		jungle_construction_gold_cost = -0.25
		jungle_supply_limit_mult = 0.25
		jungle_levy_size = 0.30
		jungle_development_growth_factor = 0.60
		jungle_fertility_growth_add = 0.1
	}
	character_modifier = {
		jungle_advantage = 10
		jungle_travel_danger = -65
		jungle_cancel_negative_supply = yes
		jungle_fertility_growth_mult = 0.20
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Born In The Desert
tradition_dhl = {
	category = regional
	layers = {
		0 = learning
		1 = indian
		4 = desert.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_ary_cameltg_01_building = yes
		innovative_traits_more_valued = yes
		unlocks_qanat_building = yes
		plantations_building_bonuses = yes
		drylands_hunt_success_chance = yes
	}
	province_modifier = {
		oasis_tax_mult = 0.1
		desert_tax_mult = 0.1
		drylands_tax_mult = 0.1
		oasis_construction_gold_cost = -0.25
		desert_construction_gold_cost = -0.25
		drylands_construction_gold_cost = -0.25
		oasis_supply_limit_mult = 0.05
		desert_supply_limit_mult = 0.30
		drylands_supply_limit_mult = 0.05
		oasis_levy_size = 0.30
		desert_levy_size = 0.30
		oasis_development_growth_factor = 0.20
		desert_development_growth_factor = 0.70
		drylands_development_growth_factor = 0.20
		drylands_levy_size = 0.30
		oasis_fertility_growth_add = 0.1
		desert_fertility_growth_add = 0.1
		drylands_fertility_growth_add = 0.1
	}
	character_modifier = {
		oasis_advantage = 10
		desert_advantage = 10
		drylands_advantage = 10
		desert_travel_danger = -50
		drylands_travel_danger = -35
		oasis_cancel_negative_supply = yes
		desert_cancel_negative_supply = yes
		drylands_cancel_negative_supply = yes
		oasis_fertility_growth_mult = 0.20
		desert_fertility_growth_mult = 0.20
		drylands_fertility_growth_mult = 0.20
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Born In The Plains
tradition_phl = {
	category = regional
	layers = {
		0 = learning
		1 = indian
		4 = farmland.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_ary_caryf_01_building = yes
		unlock_ary_tml_01_building = yes
		more_frequent_feasts = yes
		reveler_traits_more_common = yes
		reveler_traits_more_valued = yes
		hard_working_traits_more_valued = yes
		collective_lands_farms_bonuses = yes
		coastal_agriculture_building_bonuses = yes
	}
	province_modifier = {
		plains_tax_mult = 0.1
		farmlands_tax_mult = 0.1
		plains_construction_gold_cost = -0.25
		farmlands_construction_gold_cost = -0.25
		plains_supply_limit_mult = 0.05
		farmlands_supply_limit_mult = 0.05
		plains_levy_size = 0.30
		farmlands_levy_size = 0.30
		plains_development_growth_factor = 0.20
		farmlands_development_growth_factor = 0.20
		plains_fertility_growth_add = 0.1
		farmlands_fertility_growth_add = 0.1
	}
	character_modifier = {
		plains_advantage = 10
		farmlands_advantage = 10
		plains_cancel_negative_supply = yes
		farmlands_cancel_negative_supply = yes
		plains_fertility_growth_mult = 0.20
		farmlands_fertility_growth_mult = 0.20
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Born In The Wetlands
tradition_whl = {
	category = regional
	layers = {
		0 = learning
		1 = indian
		4 = svamp.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_ary_wetm_01_building = yes
		unlocks_waterworks_buildings = yes
		peat_quarries_building_bonuses = yes
		waterworks_additional_bonuses = yes
		coastal_agriculture_building_bonuses = yes
		wetlands_hunt_success_chance = yes
	}
	province_modifier = {
		wetlands_tax_mult = 0.1
		floodplains_tax_mult = 0.1
		wetlands_construction_gold_cost = -0.25
		floodplains_construction_gold_cost = -0.25
		wetlands_supply_limit_mult = 0.25
		floodplains_supply_limit_mult = 0.05
		wetlands_levy_size = 0.30
		floodplains_levy_size = 0.30
		wetlands_development_growth_factor = 0.45
		floodplains_development_growth_factor = 0.20
		wetlands_fertility_growth_add = 0.1
		floodplains_fertility_growth_add = 0.1
	}
	character_modifier = {
		wetlands_advantage = 10
		floodplains_advantage = 10
		wetlands_travel_danger = -65
		floodplains_travel_danger = -35
		wetlands_cancel_negative_supply = yes
		floodplains_cancel_negative_supply = yes
		wetlands_fertility_growth_mult = 0.20
		floodplains_fertility_growth_mult = 0.20
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
#The Builder
tradition_tb = {
	category = regional
	layers = {
		0 = steward
		1 = mena
		4 = tools.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = {
			has_game_rule = ary_rule_vv
			has_cultural_tradition = tradition_tb2
		}
	}
	parameters = {
		this_anynew_can_upgrade7 = yes
		unlock_ary_woa_01_building = yes
		next_level_fortification = yes
		estate_building_upgrade_development_gain = yes
		diligent_trait_more_common = yes
		stubborn_trait_more_common = yes
		castle_fortifications_increase = yes
		castle_grant_prestige = yes
		architect_trait_prestige = yes
		ai_more_likely_to_castle = yes
		ai_more_likely_to_fortify = yes
	}
	character_modifier = {
		additional_fort_level = 4
		garrison_size = 0.50
		stewardship = 2
		stewardship_per_prestige_level = 1
		domain_limit = 2
		build_gold_cost = -0.3
		build_piety_cost = -0.3
		build_prestige_cost = -0.3
		build_speed = -0.3
		domicile_build_gold_cost = -0.3
	}
	county_modifier = {
		development_growth_factor = 0.25
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# The Nomads
tradition_tn = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = horses.dds
	}
	can_pick = {
		scope:character = {
			government_has_flag = government_is_nomadic
		}
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_voluntary_laampdom = yes
		wanderers_gain_extra_combat_skills = yes
		much_more_likely_to_be_laamps = yes
		mercenary_courtiers_gain_extra_skills = yes
		horse_breeder_internal_yurt_unlock = yes
		metalworkers_internal_yurt_unlock = yes
		stalwart_defenders_internal_yurt_unlock = yes
		sorcerous_metallurgy_internal_yurt_unlock = yes
		zealous_people_internal_yurt_unlock = yes
		forbearing_internal_yurt_unlock = yes
		loyal_soldiers_internal_yurt_unlock = yes
	}
	character_modifier = {
		domicile_monthly_gold_add = 2
		county_fertility_growth_mult = 0.30
		vassal_herd_contribution_mult = 0.30
		herd_capacity_add = 1000
		herd_capacity_mult = 0.30
		herd_conversion = 0.05
		monthly_income_from_herd_mult = 0.20
		knight_effectiveness_per_prowess = 0.01
		nomadic_horde_damage_mult = 0.30
		nomadic_horde_toughness_mult = 0.30
		nomadic_horde_pursuit_mult = 0.30
		nomadic_horde_screen_mult = 0.30
		nomadic_horde_maintenance_mult = -0.15
		nomadic_horde_recruitment_cost_mult = -0.25
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Strong Bloodline
tradition_sbl = {
	category = regional
	layers = {
		0 = intrigue
		1 = western
		4 = greeting.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		adultery_always_accepted = yes
		allows_noble_family_adoption = yes
		free_adoption = yes
		number_of_spouses = 2
	}
	character_modifier = {
		inbreeding_chance = -0.95
		negative_inactive_inheritance_chance = -0.50
		genetic_trait_strengthen_chance = 0.40
		positive_inactive_inheritance_chance = 0.40
		spouse_opinion = 15
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Fire and Smoke
tradition_mes = {
	category = regional
	layers = {
		0 = martial
		1 = western
		4 = tools.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_ary_firearmsf_01_building = yes
		unlock_maa_ary_ctp = yes
		unlock_maa_ary_msb = yes
		unlock_maa_ary_wtb = yes
		unlock_maa_ary_cann = yes
		unlock_maa_ary_elymortars = yes
		unlock_maa_ary_elyrifles = yes
		unlock_maa_ary_elyrl = yes
	}
	character_modifier = {
		maa_siege_value_add = 0.1
		gunpowder_damage_mult = 0.3
		gunpowder_toughness_mult = 0.3
		gunpowder_maintenance_mult = -0.3
		gunpowder_max_size_add = 4
		gunpowder_toughness_add = 15
		siege_weapon_damage_mult = 0.3
		siege_weapon_toughness_mult = 0.3
		siege_weapon_maintenance_mult = -0.3
		siege_weapon_max_size_add = 4
		siege_weapon_toughness_add = 15
		heavy_cavalry_maintenance_mult = 0.5
		archers_maintenance_mult = 0.5
		siege_phase_time = -0.30
		siege_morale_loss = 0.30
		siege_weapon_siege_value_mult = 0.50
		movement_speed = -0.20
		supply_duration = -0.15
	}
	province_modifier = {
		stationed_siege_weapon_toughness_add = 10
		stationed_siege_weapon_siege_value_mult = 0.25
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Supreme Blood
tradition_supremeblood = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = laurel.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = {
			has_game_rule = ary_rule_vv
			has_cultural_tradition = tradition_supremeblood2
		}
	}
	parameters = {
		this_anynew_can_upgrade5 = yes
		unlock_ary_highh_01_building = yes
		gender_equal_inheritance = yes
		unlock_maa_supreme_army_pack = yes
		ai_doesnt_marry_outside_culture = yes
		reduced_marriage_acceptance_outside_culture = yes
		reduced_marriage_acceptance_distant_realms = yes
	}
	character_modifier = {
		no_prowess_loss_from_age = yes
		diplomacy = 5
		martial = 5
		stewardship = 5
		intrigue = 5
		learning = 10
		prowess = 10
		monthly_lifestyle_xp_gain_mult = -0.4
		monthly_piety_gain_mult = -0.4
		monthly_prestige_gain_mult = -0.4
		monthly_influence_mult = -0.4
		long_reign_bonus_mult = -0.3
		life_expectancy = 300
		years_of_fertility = 260
		fertility = -0.25
		health = 2
		negate_health_penalty_add = 1
		legitimacy_gain_mult = 0.25
		attraction_opinion = 10
		negative_inactive_inheritance_chance = -0.25
		levy_attack = 50
		levy_toughness = 50
		levy_pursuit = 20
		levy_screen = 20
		levy_size = -0.7
		levy_reinforcement_rate = -0.7
		hard_casualty_modifier = -0.3
	}

	cost = {
		prestige = 20000
	}
	ai_will_do = {
		value = 0
	}
}
# The Wanders
tradition_twde = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = fierce_independence.dds
	}
	can_pick = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		unlock_voluntary_laampdom = yes
		wanderers_gain_extra_combat_skills = yes
		much_more_likely_to_be_laamps = yes
		mercenary_courtiers_gain_extra_skills = yes
		unlock_maa_ary_nms = yes
		unlock_maa_ary_nmb = yes
		unlock_maa_ary_nmc = yes
		unlock_maa_ary_exiledronin = yes
	}
	character_modifier = {
		domicile_monthly_gold_add = 2
		domicile_monthly_gold_mult = 0.20
		domicile_travel_speed = 0.25
		provisions_capacity_add = 1000
		provisions_capacity_mult = 1
		provisions_use_mult = -0.30
		supply_capacity_mult = 0.50
		siege_phase_time = 0.15
		hard_casualty_modifier = -0.25
		epidemic_travel_danger = -10
		knight_effectiveness_per_martial = 0.01
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Legacy of Roman Empire
tradition_legacyore01 = {
	category = regional
	layers = {
		0 = martial
		1 = western
		4 = laurel.dds
	}

	can_pick = {
		scope:character = {
			OR = {
				culture = { has_cultural_pillar = heritage_latin }
				culture = { has_cultural_pillar = heritage_byzantine }
				has_title = title:e_byzantium
				has_title = title:h_roman_empire
				completely_controls = title:d_latium
				completely_controls = title:d_thrace
			}
		}
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		can_use_conquest_cbs = yes
		peasant_and_populist_factions_less_common = yes
		unlock_maa_ary_hastati01 = yes
		unlock_maa_ary_legionaries01 = yes
		unlock_maa_ary_praetorian01 = yes
	}

	character_modifier = {
		attacker_advantage = 5
		forest_advantage = -15
		counter_efficiency = 0.3
		heavy_infantry_damage_add = 30
		heavy_infantry_toughness_add = 30
		heavy_infantry_pursuit_add = 5
		heavy_infantry_screen_add = 10
		heavy_infantry_max_size_add = 5
		army_damage_mult = 0.1
		army_toughness_mult = 0.1
		army_pursuit_mult = 0.1
		army_screen_mult = 0.1
		hostile_county_attrition = -0.25
		republic_government_opinion = 10
		administrative_government_opinion = 10
		tribal_government_vassal_opinion = -50
		monthly_county_control_growth_factor = 0.3
		hostile_raid_time = -0.3
		winter_movement_speed = -0.15
		dread_per_tyranny_add = 0.3
		dread_decay_mult = -0.5
		revolting_siege_morale_loss_mult = 0.25
		intimidated_vassal_tax_contribution_mult = 0.3
		intimidated_vassal_levy_contribution_mult = 0.3
	}

	province_modifier = {
		travel_danger = -10
		supply_limit_mult = 0.3
		levy_size = 0.5
		levy_reinforcement_rate = 1
	}

	cost = {
		prestige = 10000
	}
	ai_will_do = {
		value = 0
	}
}
# Legacy of Alamut
tradition_loalamut = {
	category = regional
	layers = {
		0 = intrigue
		1 = western
		4 = city2.dds
	}
	can_pick = {
		scope:character = {
			OR = {
				has_title = title:c_qazwin
			}
		}
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}

	is_shown = {
		has_game_rule = ary_rule_sf
		NOT = { has_game_rule = ary_rule_vv }
	}
	parameters = {
		desert_warrior_trait_more_common = yes
		dry_trait_bonuses = yes
		hostile_action_vs_rival_bonuses = yes
		unlock_maa_ary_hashashin = yes
		unlock_maa_ary_mhashashin = yes
	}
	character_modifier = {
		intrigue = 2
		intrigue_per_piety_level = 2
		dread_baseline_add = 15
		dread_loss_mult = -0.5
		owned_hostile_scheme_success_chance_add = 15
		owned_personal_scheme_success_chance_add = 15
		enemy_personal_scheme_success_chance_add = -50
		enemy_hostile_scheme_success_chance_add = -50
		enemy_hostile_scheme_phase_duration_add = 60
		enemy_hostile_scheme_success_chance_growth_add = -15
		enemy_hostile_scheme_success_chance_max_add = -20
		max_hostile_schemes_add = 2
		scheme_discovery_chance_mult = 0.25
		skirmishers_siege_value_add = 0.3
		skirmishers_damage_mult = 0.3
		skirmishers_toughness_mult = 0.3
		skirmishers_pursuit_mult = 0.3
		skirmishers_screen_mult = 0.3
		skirmishers_maintenance_mult = -0.3
		heavy_infantry_maintenance_mult = 1
		archer_cavalry_maintenance_mult = 1
		heavy_cavalry_maintenance_mult = 1
		skirmishers_max_size_add = 4
		movement_speed = 0.3
		retreat_losses = -0.5
		enemy_hard_casualty_modifier = 0.5
		hard_casualty_modifier = -0.3
		character_travel_safety_mult = 0.2
		uncontrolled_province_advantage = 15
		nomad_government_vassal_opinion = -100
	}
	cost = {
		prestige = 0
	}
	ai_will_do = {
		value = 0
	}
}
# ARY Rule SF is mean Semi-Fantasy
# ARY Rule VV is mean Vanilla Version
# Most tradition in Vanilla Styles Rule will reduced a bonus of -15%, and to -50% in some tradition
# D
# E
# New Future # Vanilla Version
vv_tradition_more_1 = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = conversation.dds
	}

	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	culture_modifier = {
		culture_tradition_max_add = 5
	}
	
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# The Outlaws King # Vanilla Version
vv_tradition_outlaws_king = {
	category = regional
	layers = {
		0 = martial
		1 = mena
		4 = crown.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		culture_can_raid_at_sea_even_if_feudal_no_restrictions = yes
		culture_can_raid_over_land_even_if_feudal_no_restrictions = yes
		can_travel_along_rivers = yes
		gain_gold_from_battles = yes
		less_prestige_from_battles = yes
		not_tribal_raiding_malus = yes
		unlock_maa_vv_bandits_army_pack = yes
	}
	character_modifier = {
		opinion_of_liege = -10
		movement_speed = 0.05
		embarkation_cost_mult = -0.2
		raid_speed = 0.15
		max_loot_mult = 0.2
		movement_speed_land_raiding = 0.1
		hostile_county_attrition_raiding = -0.2
		supply_duration = 0.1
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# World of Equality # Vanilla Version
vv_tradition_world_of_equal = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = greeting.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		can_enact_high_partition_succession_law = yes
		gender_equal_inheritance = yes
		female_only_inheritance = yes
		female_preference_inheritance = yes
		has_access_to_shieldmaidens = yes
	}
	character_modifier = {
		monthly_piety = -0.30
		monthly_piety_gain_mult = -0.15
	}
	doctrine_character_modifier = {
		name = tradition_world_of_equal_name
		doctrine = doctrine_gender_male_dominated
		opinion_of_female_rulers = 5
	}
	doctrine_character_modifier = {
		name = tradition_world_of_equal_name
		doctrine = doctrine_gender_female_dominated
		opinion_of_male_rulers = 5
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Warden of Forest # Vanilla Version
vv_tradition_by_the_arrow = {
	category = regional
	layers = {
		0 = martial
		1 = western
		4 = soldiers4.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = {
			has_game_rule = ary_rule_sf
			has_cultural_tradition = vv_tradition_by_the_arrow2
		}
	}
	parameters = {
		vv_this_anynew_can_upgrade1 = yes
		unlock_ary_dfa_01_building = yes
		next_level_military_camps = yes
		more_gold_for_successful_defensive_wars = yes
		can_end_defensive_wars_earlier = yes
		can_recruit_forest_specialist = yes
		unlock_maa_vv_ary_elight_footmen = yes
		unlock_maa_vv_rangers_forest = yes
	}
	character_modifier = {
		skirmishers_damage_mult = 0.2
		skirmishers_toughness_mult = 0.2
		skirmishers_maintenance_mult = -0.1
		skirmishers_max_size_add = 3
		archers_damage_mult = 0.2
		archers_toughness_mult = 0.2
		archers_maintenance_mult = -0.1
		archers_max_size_add = 3
		heavy_cavalry_maintenance_mult = 0.25
		heavy_cavalry_max_size_add = -2
		light_cavalry_maintenance_mult = 0.25
		light_cavalry_max_size_add = -2
		enemy_terrain_advantage = -0.25
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# The King Beloved # Vanilla Version
vv_tradition_ruler_of_land = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = king.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		pensive_trait_more_common = yes
		diligent_trait_more_common = yes
		loyal_trait_more_common = yes
		cheaper_to_change_laws = yes
		vassals_more_likely_accept_punishments = yes
	}
	character_modifier = {
		monthly_income_mult = -0.05
		build_speed = -0.1
		build_gold_cost = -0.05
		controlled_province_advantage = 5
		monthly_county_control_growth_add = 0.15
		character_travel_safety_mult = 0.1
		stewardship_per_prestige_level = 1
	}
	province_modifier = {
		epidemic_resistance = 5
		development_growth_factor = 0.05
		levy_size = 0.15
		garrison_size = 0.15
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# The Swordmaster # Vanilla Version
vv_tradition_to_war = {
	category = regional
	layers = {
		0 = martial
		1 = indian
		4 = swords.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		blademaster_traits_more_common = yes
		blademaster_trait_bonuses = yes
		prowess_from_martial_education = yes
		pardoning_gives_loyalty = yes
		better_knights_from_decision = yes
	}
	character_modifier = {
		prowess_per_prestige_level = 1
		levy_size = -0.30
		army_maintenance_mult = 0.15
		army_pursuit_mult = 0.05
		army_screen_mult = 0.05
		army_toughness_mult = 0.05
		army_damage_mult = 0.05
		knight_effectiveness_mult = 0.25
		knight_limit = 2
		accolade_glory_gain_mult = 0.1
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Family First # Vanilla Version
vv_tradition_family_first = {
	category = regional
	layers = {
		0 = learning
		1 = indian
		4 = greeting.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		cannot_disherit = yes
		landing_house_members_gives_renown = yes
		landing_house_members_give_prestige = yes
		piety_penalty_for_revoking_titles_from_house_members = yes
		penalty_for_revoking_titles_from_close_family = yes
		penalty_for_revoking_titles_from_house_members = yes
	}
	character_modifier = {
		monthly_dynasty_prestige = 0.25
		monthly_dynasty_prestige_mult = 0.1
		dynasty_opinion = 10
		councillor_opinion = -5
		opinion_of_liege = -5
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# The Merchant # Vanilla Version
vv_tradition_the_merchant = {
	category = regional
	layers = {
		0 = steward
		1 = western
		4 = conversation.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_vv_ary_merchantg_01_building = yes
		martial_education_worse_outcomes = yes
		generous_trait_more_common = yes
		unlock_maa_vv_ary_nms = yes
		unlock_maa_vv_ary_nmb = yes
		unlock_maa_vv_ary_nmc = yes
		unlock_maa_vv_ary_exiledronin = yes
	}
	character_modifier = {
		monthly_income = 1
		monthly_income_mult = 0.2
		tax_mult = 0.05
		development_growth_factor = 0.05
		monthly_war_income_mult = -0.5
		knight_effectiveness_mult = -0.3
		men_at_arms_recruitment_cost = 0.25

		ai_war_chance = -0.7
		ai_war_cooldown = 5
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Mercenary Company # Vanilla Version
vv_tradition_mercenary_friend = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = battle.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		mercenary_courtiers_gain_extra_skills = yes
		unlock_maa_vv_ary_nms = yes
		unlock_maa_vv_ary_nmb = yes
		unlock_maa_vv_ary_nmc = yes
		unlock_maa_vv_ary_exiledronin = yes
	}
	culture_modifier = {
		mercenary_count_mult = 1
	}
	character_modifier = {
		mercenary_hire_cost_mult = -0.3
		monthly_prestige_gain_mult = -0.25
		monthly_prestige = -1.0
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Warden of Plains # Vanilla Version
vv_tradition_by_lance = {
	category = regional
	layers = {
		0 = martial
		1 = mena
		4 = audacious_cadets.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = {
			has_game_rule = ary_rule_sf
			has_cultural_tradition = vv_tradition_by_lance2
		}
	}
	parameters = {
		vv_this_anynew_can_upgrade2 = yes
		unlock_ary_caryf_01_building = yes
		next_level_stables = yes
		can_recruit_open_specialist = yes
		unlock_maa_vv_h_archers_p = yes
		unlock_maa_vv_riders_plains = yes
		unlock_maa_vv_knights_plains = yes
	}
	character_modifier = {
		movement_speed = 0.2
		enemy_hard_casualty_modifier = 0.2
		heavy_cavalry_damage_mult = 0.2
		heavy_cavalry_toughness_mult = 0.2
		heavy_cavalry_maintenance_mult = -0.1
		heavy_cavalry_max_size_add = 3
		light_cavalry_damage_mult = 0.2
		light_cavalry_toughness_mult = 0.2
		light_cavalry_maintenance_mult = -0.1
		light_cavalry_max_size_add = 3
		archer_cavalry_damage_mult = 0.2
		archer_cavalry_toughness_mult = 0.2
		archer_cavalry_maintenance_mult = -0.1
		archer_cavalry_max_size_add = 3
		archers_maintenance_mult = 0.25
		archers_max_size_add = -2
		skirmishers_maintenance_mult = 0.25
		skirmishers_max_size_add = -2
		character_travel_speed_mult = 0.20
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# The Fighter # Vanilla Version
vv_tradition_fighter1 = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = shield.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		rowdy_trait_more_common = yes
		strong_traits_more_common = yes
		prowess_traits_more_valued = yes
		weak_traits_looked_down_upon = yes
		craven_and_content_traits_looked_down_upon = yes
	}
	character_modifier = {
		martial_per_prestige_level = 1
		prowess_per_prestige_level = 1
		learning_per_prestige_level = -1
		accolade_glory_gain_mult = 0.05
		learning = -5
		monthly_martial_lifestyle_xp_gain_mult = 0.1
		monthly_learning_lifestyle_xp_gain_mult = -0.1
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Farmer For Glory # Vanilla Version
vv_tradition_only_peasant = {
	category = regional
	layers = {
		0 = steward
		1 = western
		4 = speech.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		grants_to_lowborns_bonuses = yes
		unlock_maa_vv_peasant_l = yes
		unlock_maa_vv_peasant_b = yes
		unlock_maa_vv_peasant_me = yes
		unlock_maa_vv_peasant_s = yes
	}
	character_modifier = {
		hard_casualty_modifier = 0.3
		levy_reinforcement_rate = 0.15
		levy_maintenance = -0.25
		levy_size = 1.5
		men_at_arms_recruitment_cost = 0.50
		monthly_county_control_growth_factor = -0.25
		supply_duration = 1
		build_speed = 0.25
		levy_attack = 5
		levy_toughness = 5
		levy_pursuit = 5
		levy_screen = 5
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Legacy of Ice Age # Vanilla Version
vv_tradition_ice_age1 = {
	category = regional
	layers = {
		0 = diplo
		1 = western
		4 = mountain.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = {
			has_game_rule = ary_rule_sf
			has_cultural_tradition = vv_tradition_ice_age2
		}
	}
	parameters = {
		vv_this_anynew_can_upgrade4 = yes
		unlock_ary_mtg_01_building = yes
		winter_soldier_trait_more_common = yes
		winter_trait_bonuses = yes
		can_recruit_winter_specialist = yes
		elephant_bonuses_for_rank_4_education = yes
		unlock_maa_vv_mammonth1 = yes
		unlock_maa_vv_mammonth2 = yes
	}
	culture_modifier = {
		cultural_acceptance_gain_mult = -0.35
	}
	character_modifier = {
		winter_advantage = 5
		winter_movement_speed = 0.1
		elephant_cavalry_max_size_add = 3
		elephant_cavalry_damage_mult = 0.2
		elephant_cavalry_toughness_mult = 0.2
		elephant_cavalry_pursuit_mult = 0.2
		elephant_cavalry_screen_mult = 0.2
		elephant_cavalry_maintenance_mult = -0.1
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Land of The Knight # Vanilla Version
vv_tradition_true_knight = {
	category = regional
	layers = {
		0 = learning
		1 = mediterranean
		4 = knight.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = {
			has_game_rule = ary_rule_sf
			has_cultural_tradition = vv_tradition_true_knight2
		}
	}
	parameters = {
		vv_this_anynew_can_upgrade8 = yes
		unlock_vv_ary_knightshof_01_building = yes
		honorable_trait_bonuses = yes
		just_trait_more_common = yes
		honest_trait_more_common = yes
		cannot_attack_allies = yes
		cannot_attack_truces = yes
		prowess_traits_more_valued = yes
		martial_education_more_valued = yes
		knights_slightly_more_prone_to_injury = yes
		can_duel_rivals = yes
		unlock_maa_vv_ary_tk01 = yes
		unlock_maa_vv_ary_tk02 = yes
		unlock_maa_vv_ary_kotr = yes
		unlock_maa_vv_ary_black_knights = yes
	}
	character_modifier = {
		active_accolades = 3
		monthly_prestige_gain_mult = 0.1
		knight_limit = 5
		knight_effectiveness_mult = 1.25
		accolade_glory_gain_mult = 0.1
		negate_prowess_penalty_add = 5 # Wounded knights fight better!
		levy_size = -0.5
		levy_maintenance = 1
		prowess_per_prestige_level = 1
		knight_effectiveness_per_prowess = 0.01
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Land of The Faith # Vanilla Version
vv_tradition_cof = {
	category = regional
	layers = {
		0 = learning
		1 = mediterranean
		4 = temple.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_vv_ary_squareotf_01_building = yes
		zealous_trait_more_common = yes
		extra_piety_from_temple_construction = yes
		renown_from_temple_construction = yes
		no_limit_to_kingdom_level_holy_wars = yes
		prowess_from_religious_traits = yes
		culture_clergy_can_fight = yes
		harder_to_convert_character_faith = yes
		harder_to_convert_county_faith = yes
		more_easily_converted = yes
		temple_next_level = yes
		may_build_sacred_pools_ahead_of_time = yes
		consolidate_rule_decision = yes
		culture_clergy_can_fight = yes
		devoted_trait_bonuses = yes
		monastic_expectations = yes
		next_level_monasteries = yes
		monastic_monastery_learning_bonus = yes
		monastery_prowess_martial_bonus = yes
		sacred_pool_additional_bonuses = yes
		temple_citadel_fort_level_bonus = yes
		temple_citadel_control_bonus = yes
		unlock_maa_vv_grail_knights = yes
		unlock_maa_vv_ary_wof01 = yes
	}
	character_modifier = {
		tolerance_advantage_mod = 5
		opinion_of_same_faith = 5
		opinion_of_different_faith = -25
		holy_order_hire_cost_mult = -0.2
		monthly_piety_gain_mult = 0.1
		prowess_per_piety_level = 1
		martial_per_piety_level = 1
		ignore_opinion_of_different_faith = yes
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# The Blacksmith # Vanilla Version
vv_tradition_smith1 = {
	category = regional
	layers = {
		0 = learning
		1 = indian
		4 = tools.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		better_armory_buildings = yes
		better_blacksmith_buildings = yes
		improved_weapon_inspiration = yes
		improved_artisan_inspiration = yes
		improved_weaver_inspiration = yes
	}
	character_modifier = {
		counter_efficiency = 0.1
		build_gold_cost = 0.15
		maa_damage_add = 5
		maa_toughness_add = 5
		maa_screen_add = 5
		maa_pursuit_add = 5
	}
	province_modifier = {
		stationed_maa_damage_mult = 0.05
		stationed_maa_toughness_mult = 0.05
		stationed_maa_pursuit_mult = 0.05
		stationed_maa_screen_mult = 0.05
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Legacy of Empire # Vanilla Version
vv_tradition_lost_ary_empire {
	category = regional
	layers = {
		0 = intrigue
		1 = mediterranean
		4 = laurel.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_vv_ary_cote_01_building = yes
		unlock_ary_ew_01_building = yes
		unlock_ary_firearmsf_01_building = yes
		unlock_ary_eto_01_building = yes
		can_use_conquest_cbs = yes
		ambitious_trait_more_common = yes
		courtiers_less_likely_to_leave_same_culture_court = yes
		dislikes_marrying_outside_of_culture = yes
		reduced_marriage_acceptance_outside_culture = yes
		reduced_marriage_acceptance_distant_realms = yes
		harder_to_hybridize = yes
		unlock_maa_vv_ary_ehalberd = yes
		unlock_maa_vv_ary_es_a_s = yes
		unlock_maa_vv_ary_ecrossbow = yes
		unlock_maa_vv_ary_eblunderbuss = yes
		unlock_maa_vv_ary_eknights = yes
		unlock_maa_vv_ary_etrebuchets = yes
		unlock_maa_vv_ary_elyrl = yes
	}
	culture_modifier = {
		cultural_acceptance_gain_mult = -0.50
	}
	character_modifier = {
		vassal_limit = 10
		monthly_county_control_growth_factor = 0.1
		opinion_of_different_culture = -10
		opinion_of_same_culture = 5
		domain_limit = 2
		domain_tax_mult = 0.05
		levy_size = 0.1
		levy_reinforcement_rate = 0.15
		build_gold_cost = 0.15
		cultural_head_fascination_mult = 0.2
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Legacy of Steppe # Vanilla Version
vv_tradition_los = {
	category = regional
	layers = {
		0 = diplo
		1 = mena
		4 = iron_cavalry.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_ary_hatg_01_building = yes
		easier_to_hybridize = yes
		cheaper_to_hybridize = yes
		cheaper_convert_to_local_culture = yes
		unlock_horse_pastures_building = yes
		pastures_building_bonuses = yes
		stewardship_traits_give_out_cav_bonus = yes
		unlock_maa_vv_ary_hc1 = yes
		unlock_maa_vv_ary_hc2 = yes
		unlock_maa_vv_ary_hc3 = yes
		unlock_maa_vv_ary_hc4 = yes
	}
	culture_modifier = {
		cultural_acceptance_gain_mult = 0.30
	}
	county_modifier = {
		steppe_development_growth_factor = 0.3
		steppe_construction_gold_cost = -0.1
		steppe_holding_construction_gold_cost = -0.1
		steppe_supply_limit_mult = 0.3
		steppe_fertility_growth_add = 0.1
	}
	character_modifier = {
		steppe_advantage = 5
		enemy_hard_casualty_modifier = 0.1
		monthly_county_control_growth_factor = -0.25
		movement_speed = 0.1
		steppe_travel_danger = -25
		sea_travel_danger = 10
		coastal_sea_travel_danger = 15
		character_travel_speed_mult = 0.15
		build_speed = 0.25
		archer_cavalry_damage_mult = 0.2
		archer_cavalry_toughness_mult = 0.2
		archer_cavalry_pursuit_mult = 0.2
		archer_cavalry_screen_mult = 0.2
		archer_cavalry_maintenance_mult = -0.1
		archer_cavalry_recruitment_cost_mult = -0.15
		steppe_fertility_growth_mult = 0.1
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Lords of the Sea # Vanilla Version
vv_tradition_lotsap = {
	category = regional
	layers = {
		0 = diplo
		1 = western
		4 = ship.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		vv_this_anynew_can_upgrade6 = yes
		unlock_vv_ary_cp_01_building = yes
		unlock_ary_swt_01_building = yes
		can_travel_along_rivers = yes
		trade_ports_stationed_maa_bonus = yes
		trade_ports_give_control_growth = yes
		trade_ports_give_levies = yes
		next_level_trade_ports = yes
		maritime_mercantilism_coastal_holdings = yes
		coastal_holdings_give_defensive_bonus = yes
		trade_ports_enabled_for_tribals = yes
		unlock_maa_vv_corsair_raid = yes
		unlock_maa_vv_ary_kg = yes
	}
	character_modifier = {
		naval_movement_speed_mult = 0.25
		diplomatic_range_mult = 0.1
		embarkation_cost_mult = -0.85
		coastal_advantage = 5
		coastal_sea_travel_danger = -10
		sea_travel_danger = -25
		no_water_crossing_penalty = yes
		no_disembark_penalty = yes
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Warden of Mountain # Vanilla Version
vv_tradition_btsas = {
	category = regional
	layers = {
		0 = martial
		1 = mediterranean
		4 = shield.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = {
			has_game_rule = ary_rule_sf
			has_cultural_tradition = vv_tradition_btsas2
		}
	}
	parameters = {
		vv_this_anynew_can_upgrade3 = yes
		unlock_ary_swordasa_01_building = yes
		next_level_barracks = yes
		rough_terrain_expert_trait_more_common = yes
		hill_trait_bonuses = yes
		can_recruit_hill_specialist = yes
		unlock_maa_vv_ary_exspear = yes
		unlock_maa_vv_ary_exsword = yes
	}
	character_modifier = {
		heavy_infantry_damage_mult = 0.2
		heavy_infantry_toughness_mult = 0.2
		heavy_infantry_maintenance_mult = -0.1
		heavy_infantry_max_size_add = 2
		pikemen_damage_mult = 0.2
		pikemen_toughness_mult = 0.2
		pikemen_maintenance_mult = -0.1
		pikemen_max_size_add = 2
		heavy_cavalry_max_size_add = -2
		archers_max_size_add = -2
		light_cavalry_max_size_add = -2
		skirmishers_max_size_add = -2
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Land of Learning # Vanilla Version
vv_tradition_lotl = {
	category = regional
	layers = {
		0 = diplo
		1 = mediterranean
		4 = beacon_of_learning.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_vv_ary_domeol_01_building = yes
		stress_loss_bonus_from_harmonious_traits = yes
		content_trait_more_common = yes
		temperate_trait_more_common = yes
		pensive_trait_more_common = yes
		rowdy_trait_less_common = yes
		can_appoint_court_scholar = yes
		guardian_education_better_outcomes = yes
		better_ward_education = yes
		innovation_from_learning_traits = yes
		learns_more_languages = yes
		less_plague_spread_culture = yes
	}
	province_modifier = {
		epidemic_resistance = 10
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.1
		epidemic_travel_danger = -10
		max_learn_language_schemes_add = 1
		learn_language_scheme_power_mult = 0.2
		learning_per_prestige_level = 1
		monthly_lifestyle_xp_gain_mult = 0.1
		negate_health_penalty_add = 0.1
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value= 0
	}
}
# Only The Men at Arms # Vanilla Version
vv_tradition_maatg = {
	category = regional
	layers = {
		0 = martial
		1 = indian
		4 = swords.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_ary_lmc_01_building = yes
		strength_in_numbers_maa_limit_bonus = yes
		frugal_blacksmith_maa_size = yes
		commanders_likelier_to_gain_commander_traits = yes
	}
	character_modifier = {
		maa_damage_mult = 0.05
		maa_toughness_mult = 0.05
		maa_pursuit_mult = 0.05
		maa_screen_mult = 0.05
		counter_efficiency = 0.1
		men_at_arms_maintenance = -0.1
		men_at_arms_cap = 2
		men_at_arms_limit = 2
		men_at_arms_recruitment_cost = -0.2
		levy_size = -0.5
		levy_maintenance = 1
	}
	province_modifier = {
		stationed_maa_damage_mult = 0.1
		stationed_maa_toughness_mult = 0.1
		stationed_maa_pursuit_mult = 0.1
		stationed_maa_screen_mult = 0.1
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Born In The Mountains # Vanilla Version
vv_tradition_mhl = {
	category = regional
	layers = {
		0 = learning
		1 = indian
		4 = mountain.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_vv_ary_og_01_building = yes
		unlock_ary_swordasa_01_building = yes
		unlock_vv_ary_dim_01_building = yes
		unlocks_qanat_building = yes
		can_build_quarries_everywhere = yes
		quarries_building_bonuses = yes
		mountains_hunt_success_chance = yes
	}
	province_modifier = {
		desert_mountains_tax_mult = 0.05
		mountains_tax_mult = 0.05
		desert_mountains_construction_gold_cost = -0.1
		mountains_construction_gold_cost = -0.1
		mountains_supply_limit_mult = 0.3
		desert_mountains_supply_limit_mult = 0.3
		mountains_levy_size = 0.1
		desert_mountains_levy_size = 0.1
		mountains_development_growth_factor = 0.3
		desert_mountains_development_growth_factor = 0.3
		mountains_fertility_growth_add = 0.1
		desert_mountains_fertility_growth_add = 0.1
	}
	character_modifier = {
		mountains_advantage = 5
		desert_mountains_advantage = 5
		mountains_travel_danger = -30
		desert_mountains_travel_danger = -30
		mountains_cancel_negative_supply = yes
		desert_mountains_cancel_negative_supply = yes
		desert_mountains_fertility_growth_mult = 0.1
		mountains_fertility_growth_mult = 0.1
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Born In The Hills # Vanilla Version
vv_tradition_bith = {
	category = regional
	layers = {
		0 = learning
		1 = indian
		4 = desert_mountains.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_vv_ary_og_01_building = yes
		unlock_ary_swordasa_01_building = yes
		unlock_vv_ary_dim_01_building = yes
		unlocks_qanat_building = yes
		rice_cultivators_next_level_paddy_fields = yes
		rice_cultivators_can_construct_paddy_fields_in_hills_and_jungle = yes
		can_build_quarries_everywhere = yes
		quarries_building_bonuses = yes
		hill_farms_building_bonuses = yes
		hills_hunt_success_chance = yes
	}
	province_modifier = {
		hills_tax_mult = 0.05
		hills_construction_gold_cost = -0.1
		hills_supply_limit_mult = 0.1
		hills_levy_size = 0.1
		hills_development_growth_factor = 0.15
		hills_fertility_growth_add = 0.1
		terraced_hills_tax_mult = 0.05
		terraced_hills_construction_gold_cost = -0.1
		terraced_hills_supply_limit_mult = 0.1
		terraced_hills_levy_size = 0.1
		terraced_hills_development_growth_factor = 0.15
		terraced_hills_fertility_growth_add = 0.1
	}
	character_modifier = {
		hills_advantage = 5
		hills_travel_danger = -20
		hills_cancel_negative_supply = yes
		hills_fertility_growth_mult = 0.1
		terraced_hills_advantage = 5
		terraced_hills_travel_danger = -20
		terraced_hills_cancel_negative_supply = yes
		terraced_hills_fertility_growth_mult = 0.1
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Born In The Forest # Vanilla Version
vv_tradition_fhl = {
	category = regional
	layers = {
		0 = steward
		1 = indian
		4 = forest.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_ary_dfa_01_building = yes
		rice_cultivators_next_level_paddy_fields = yes
		rice_cultivators_can_construct_paddy_fields_in_hills_and_jungle = yes
		logging_camps_building_bonuses = yes
		outposts_building_bonuses = yes
		forest_hunt_success_chance = yes
	}
	province_modifier = {
		forest_tax_mult = 0.05
		taiga_tax_mult = 0.05
		forest_construction_gold_cost = -0.1
		taiga_construction_gold_cost = -0.1
		forest_supply_limit_mult = 0.10
		taiga_supply_limit_mult = 0.20
		forest_levy_size = 0.1
		taiga_levy_size = 0.1
		forest_development_growth_factor = 0.15
		taiga_development_growth_factor = 0.15
		forest_fertility_growth_add = 0.1
		taiga_fertility_growth_add = 0.1
	}
	character_modifier = {
		forest_advantage = 5
		taiga_advantage = 5
		forest_travel_danger = -20
		taiga_travel_danger = -25
		forest_cancel_negative_supply = yes
		taiga_cancel_negative_supply = yes
		forest_fertility_growth_mult = 0.1
		taiga_fertility_growth_mult = 0.1
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Born In The jungle # Vanilla Version
vv_tradition_bitj = {
	category = regional
	layers = {
		0 = steward
		1 = indian
		4 = jungle.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_ary_dfa_01_building = yes
		logging_camps_building_bonuses = yes
		outposts_building_bonuses = yes
		jungle_hunt_success_chance = yes
	}
	province_modifier = {
		jungle_tax_mult = 0.05
		jungle_construction_gold_cost = -0.1
		jungle_supply_limit_mult = 0.1
		jungle_levy_size = 0.1
		jungle_development_growth_factor = 0.3
		jungle_fertility_growth_add = 0.1
	}
	character_modifier = {
		jungle_advantage = 5
		jungle_travel_danger = -30
		jungle_cancel_negative_supply = yes
		jungle_fertility_growth_mult = 0.1
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Born In The Desert # Vanilla Version
vv_tradition_dhl = {
	category = regional
	layers = {
		0 = learning
		1 = indian
		4 = desert.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_ary_cameltg_01_building = yes
		innovative_traits_more_valued = yes
		unlocks_qanat_building = yes
		plantations_building_bonuses = yes
		drylands_hunt_success_chance = yes
	}
	province_modifier = {
		oasis_tax_mult = 0.05
		desert_tax_mult = 0.05
		drylands_tax_mult = 0.05
		oasis_construction_gold_cost = -0.1
		desert_construction_gold_cost = -0.1
		drylands_construction_gold_cost = -0.1
		oasis_supply_limit_mult = 0.05
		desert_supply_limit_mult = 0.15
		drylands_supply_limit_mult = 0.05
		oasis_levy_size = 0.1
		desert_levy_size = 0.1
		oasis_development_growth_factor = 0.10
		desert_development_growth_factor = 0.35
		drylands_development_growth_factor = 0.10
		drylands_levy_size = 0.1
		oasis_fertility_growth_add = 0.1
		desert_fertility_growth_add = 0.1
		drylands_fertility_growth_add = 0.1
	}
	character_modifier = {
		oasis_advantage = 5
		desert_advantage = 5
		drylands_advantage = 5
		desert_travel_danger = -20
		drylands_travel_danger = -15
		oasis_cancel_negative_supply = yes
		desert_cancel_negative_supply = yes
		drylands_cancel_negative_supply = yes
		oasis_fertility_growth_mult = 0.1
		desert_fertility_growth_mult = 0.1
		drylands_fertility_growth_mult = 0.1
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Born In The Plains # Vanilla Version
vv_tradition_phl = {
	category = regional
	layers = {
		0 = learning
		1 = indian
		4 = farmland.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_ary_caryf_01_building = yes
		unlock_ary_tml_01_building = yes
		more_frequent_feasts = yes
		reveler_traits_more_common = yes
		reveler_traits_more_valued = yes
		hard_working_traits_more_valued = yes
		collective_lands_farms_bonuses = yes
		coastal_agriculture_building_bonuses = yes
	}
	province_modifier = {
		plains_tax_mult = 0.05
		farmlands_tax_mult = 0.05
		plains_construction_gold_cost = -0.1
		farmlands_construction_gold_cost = -0.1
		plains_supply_limit_mult = 0.05
		farmlands_supply_limit_mult = 0.05
		plains_levy_size = 0.1
		farmlands_levy_size = 0.1
		plains_development_growth_factor = 0.1
		farmlands_development_growth_factor = 0.1
		plains_fertility_growth_add = 0.1
		farmlands_fertility_growth_add = 0.1
	}
	character_modifier = {
		plains_advantage = 5
		farmlands_advantage = 5
		plains_cancel_negative_supply = yes
		farmlands_cancel_negative_supply = yes
		plains_fertility_growth_mult = 0.1
		farmlands_fertility_growth_mult = 0.1
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Born In The Wetlands # Vanilla Version
vv_tradition_whl = {
	category = regional
	layers = {
		0 = learning
		1 = indian
		4 = svamp.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_ary_wetm_01_building = yes
		unlocks_waterworks_buildings = yes
		peat_quarries_building_bonuses = yes
		waterworks_additional_bonuses = yes
		coastal_agriculture_building_bonuses = yes
		wetlands_hunt_success_chance = yes
	}
	province_modifier = {
		wetlands_tax_mult = 0.05
		floodplains_tax_mult = 0.05
		wetlands_construction_gold_cost = -0.1
		floodplains_construction_gold_cost = -0.1
		wetlands_supply_limit_mult = 0.15
		floodplains_supply_limit_mult = 0.05
		wetlands_levy_size = 0.1
		floodplains_levy_size = 0.1
		wetlands_development_growth_factor = 0.2
		floodplains_development_growth_factor = 0.1
		wetlands_fertility_growth_add = 0.1
		floodplains_fertility_growth_add = 0.1
	}
	character_modifier = {
		wetlands_advantage = 5
		floodplains_advantage = 5
		wetlands_travel_danger = -35
		floodplains_travel_danger = -20
		wetlands_cancel_negative_supply = yes
		floodplains_cancel_negative_supply = yes
		wetlands_fertility_growth_mult = 0.1
		floodplains_fertility_growth_mult = 0.1
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
#The Builder # Vanilla Version
vv_tradition_tb = {
	category = regional
	layers = {
		0 = steward
		1 = mena
		4 = tools.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = {
			has_game_rule = ary_rule_sf
			has_cultural_tradition = vv_tradition_tb2
		}
	}
	parameters = {
		vv_this_anynew_can_upgrade7 = yes
		unlock_vv_ary_woa_01_building = yes
		next_level_fortification = yes
		estate_building_upgrade_development_gain = yes
		diligent_trait_more_common = yes
		stubborn_trait_more_common = yes
		castle_fortifications_increase = yes
		castle_grant_prestige = yes
		architect_trait_prestige = yes
		ai_more_likely_to_castle = yes
		ai_more_likely_to_fortify = yes
	}
	character_modifier = {
		additional_fort_level = 4
		garrison_size = 0.2
		stewardship_per_prestige_level = 1
		domain_limit = 2
		build_gold_cost = -0.15
		build_piety_cost = -0.15
		build_prestige_cost = -0.15
		build_speed = -0.15
		domicile_build_gold_cost = -0.15
	}
	county_modifier = {
		development_growth_factor = 0.1
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# The Nomads # Vanilla Version
vv_tradition_tn = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = horses.dds
	}
	can_pick = {
		scope:character = {
			government_has_flag = government_is_nomadic
		}
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_voluntary_laampdom = yes
		wanderers_gain_extra_combat_skills = yes
		much_more_likely_to_be_laamps = yes
		mercenary_courtiers_gain_extra_skills = yes
		horse_breeder_internal_yurt_unlock = yes
		metalworkers_internal_yurt_unlock = yes
		stalwart_defenders_internal_yurt_unlock = yes
		sorcerous_metallurgy_internal_yurt_unlock = yes
		zealous_people_internal_yurt_unlock = yes
		forbearing_internal_yurt_unlock = yes
		loyal_soldiers_internal_yurt_unlock = yes
	}
	character_modifier = {
		county_fertility_growth_mult = 0.15
		vassal_herd_contribution_mult = 0.15
		herd_capacity_add = 500
		herd_capacity_mult = 0.15
		herd_conversion = 0.05
		monthly_income_from_herd_mult = 0.1
		knight_effectiveness_per_prowess = 0.01
		nomadic_horde_damage_mult = 0.2
		nomadic_horde_toughness_mult = 0.2
		nomadic_horde_pursuit_mult = 0.2
		nomadic_horde_screen_mult = 0.2
		nomadic_horde_maintenance_mult = -0.1
		nomadic_horde_recruitment_cost_mult = -0.15
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Strong Bloodline # Vanilla Version
vv_tradition_sbl = {
	category = regional
	layers = {
		0 = intrigue
		1 = western
		4 = greeting.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		adultery_always_accepted = yes
		allows_noble_family_adoption = yes
		free_adoption = yes
		number_of_spouses = 2
	}
	character_modifier = {
		inbreeding_chance = -0.95
		negative_inactive_inheritance_chance = -0.50
		genetic_trait_strengthen_chance = 0.40
		positive_inactive_inheritance_chance = 0.40
		spouse_opinion = 5
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Fire and Smoke # Vanilla Version
vv_tradition_mes = {
	category = regional
	layers = {
		0 = martial
		1 = western
		4 = tools.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_ary_firearmsf_01_building = yes
		unlock_maa_vv_ary_ctp = yes
		unlock_maa_vv_ary_msb = yes
		unlock_maa_vv_ary_wtb = yes
		unlock_maa_vv_ary_cann = yes
		unlock_maa_vv_ary_elymortars = yes
		unlock_maa_vv_ary_elyrifles = yes
		unlock_maa_vv_ary_elyrl = yes
	}
	character_modifier = {
		maa_siege_value_add = 0.1
		gunpowder_damage_mult = 0.2
		gunpowder_toughness_mult = 0.2
		gunpowder_maintenance_mult = -0.1
		gunpowder_max_size_add = 2
		gunpowder_toughness_add = 10
		siege_weapon_damage_mult = 0.2
		siege_weapon_toughness_mult = 0.2
		siege_weapon_maintenance_mult = -0.1
		siege_weapon_max_size_add = 2
		siege_weapon_toughness_add = 10
		heavy_cavalry_maintenance_mult = 0.5
		archers_maintenance_mult = 0.5
		siege_phase_time = -0.1
		siege_morale_loss = 0.1
		siege_weapon_siege_value_mult = 0.25
		movement_speed = -0.20
		supply_duration = -0.15
	}
	province_modifier = {
		stationed_siege_weapon_toughness_add = 5
		stationed_siege_weapon_siege_value_mult = 0.15
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Supreme Blood # Vanilla Version
vv_tradition_supremeblood = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = laurel.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = {
			has_game_rule = ary_rule_sf
			has_cultural_tradition = vv_tradition_supremeblood2
		}
	}
	parameters = {
		vv_this_anynew_can_upgrade5 = yes
		unlock_vv_ary_highh_01_building = yes
		gender_equal_inheritance = yes
		unlock_maa_vv_supreme_army_pack = yes
		ai_doesnt_marry_outside_culture = yes
		reduced_marriage_acceptance_outside_culture = yes
		reduced_marriage_acceptance_distant_realms = yes
	}
	character_modifier = {
		no_prowess_loss_from_age = yes
		learning = 5
		prowess = 5
		monthly_lifestyle_xp_gain_mult = -0.4
		monthly_piety_gain_mult = -0.4
		monthly_prestige_gain_mult = -0.4
		monthly_influence_mult = -0.4
		long_reign_bonus_mult = -0.3
		life_expectancy = 300
		years_of_fertility = 260
		fertility = -0.25
		health = 2
		negate_health_penalty_add = 1
		legitimacy_gain_mult = 0.1
		attraction_opinion = 5
		negative_inactive_inheritance_chance = -0.25
		levy_attack = 25
		levy_toughness = 25
		levy_pursuit = 10
		levy_screen = 10
		levy_size = -0.7
		levy_reinforcement_rate = -0.7
		hard_casualty_modifier = -0.2
	}

	cost = {
		prestige = 20000
	}
	ai_will_do = {
		value = 0
	}
}
# The Wanders # Vanilla Version
vv_tradition_twde = {
	category = regional
	layers = {
		0 = learning
		1 = western
		4 = fierce_independence.dds
	}
	can_pick = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		unlock_voluntary_laampdom = yes
		wanderers_gain_extra_combat_skills = yes
		much_more_likely_to_be_laamps = yes
		mercenary_courtiers_gain_extra_skills = yes
		unlock_maa_vv_ary_nms = yes
		unlock_maa_vv_ary_nmb = yes
		unlock_maa_vv_ary_nmc = yes
		unlock_maa_vv_ary_exiledronin = yes
	}
	character_modifier = {
		domicile_monthly_gold_mult = 0.1
		domicile_travel_speed = 0.1
		provisions_capacity_add = 500
		provisions_capacity_mult = 0.3
		provisions_use_mult = -0.1
		supply_capacity_mult = 0.2
		siege_phase_time = 0.15
		hard_casualty_modifier = -0.1
		epidemic_travel_danger = -5
		knight_effectiveness_per_martial = 0.01
	}
	cost = {
		prestige = 5250
	}
	ai_will_do = {
		value = 0
	}
}
# Legacy of Roman Empire # Vanilla Version
vv_tradition_legacyore01 = {
	category = regional
	layers = {
		0 = martial
		1 = western
		4 = laurel.dds
	}

	can_pick = {
		scope:character = {
			OR = {
				culture = { has_cultural_pillar = heritage_latin }
				culture = { has_cultural_pillar = heritage_byzantine }
				has_title = title:e_byzantium
				has_title = title:h_roman_empire
				completely_controls = title:d_latium
				completely_controls = title:d_thrace
			}
		}
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		can_use_conquest_cbs = yes
		peasant_and_populist_factions_less_common = yes
		unlock_maa_vv_ary_hastati01 = yes
		unlock_maa_vv_ary_legionaries01 = yes
		unlock_maa_vv_ary_praetorian01 = yes
	}

	character_modifier = {
		attacker_advantage = 5
		forest_advantage = -15
		counter_efficiency = 0.1
		heavy_infantry_damage_add = 10
		heavy_infantry_toughness_add = 10
		heavy_infantry_pursuit_add = 5
		heavy_infantry_screen_add = 5
		heavy_infantry_max_size_add = 3
		army_damage_mult = 0.05
		army_toughness_mult = 0.05
		army_pursuit_mult = 0.05
		army_screen_mult = 0.05
		hostile_county_attrition = -0.1
		republic_government_opinion = 10
		administrative_government_opinion = 10
		tribal_government_vassal_opinion = -50
		monthly_county_control_growth_factor = 0.1
		hostile_raid_time = -0.5
		winter_movement_speed = -0.2
		dread_per_tyranny_add = 0.15
		dread_decay_mult = -0.15
		revolting_siege_morale_loss_mult = 0.1
		intimidated_vassal_tax_contribution_mult = 0.1
		intimidated_vassal_levy_contribution_mult = 0.1
	}

	province_modifier = {
		travel_danger = -5
		supply_limit_mult = 0.2
		levy_size = 0.15
		levy_reinforcement_rate = 0.2
	}

	cost = {
		prestige = 10000
	}
	ai_will_do = {
		value = 0
	}
}
# Legacy of Alamut # Vanilla Version
vv_tradition_loalamut = {
	category = regional
	layers = {
		0 = intrigue
		1 = western
		4 = city2.dds
	}
	can_pick = {
		scope:character = {
			OR = {
				has_title = title:c_qazwin
			}
		}
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}

	is_shown = {
		has_game_rule = ary_rule_vv
		NOT = { has_game_rule = ary_rule_sf }
	}
	parameters = {
		desert_warrior_trait_more_common = yes
		dry_trait_bonuses = yes
		hostile_action_vs_rival_bonuses = yes
		unlock_maa_vv_ary_hashashin = yes
		unlock_maa_vv_ary_mhashashin = yes
	}
	character_modifier = {
		intrigue = 2
		intrigue_per_piety_level = 1
		dread_baseline_add = 10
		dread_loss_mult = -0.25
		owned_hostile_scheme_success_chance_add = 10
		owned_personal_scheme_success_chance_add = 10
		enemy_personal_scheme_success_chance_add = -25
		enemy_hostile_scheme_success_chance_add = -25
		enemy_hostile_scheme_phase_duration_add = 30
		enemy_hostile_scheme_success_chance_growth_add = -10
		enemy_hostile_scheme_success_chance_max_add = -10
		max_hostile_schemes_add = 1
		scheme_discovery_chance_mult = 0.1
		skirmishers_siege_value_add = 0.2
		skirmishers_damage_mult = 0.2
		skirmishers_toughness_mult = 0.2
		skirmishers_pursuit_mult = 0.2
		skirmishers_screen_mult = 0.2
		skirmishers_maintenance_mult = -0.1
		heavy_infantry_maintenance_mult = 1
		archer_cavalry_maintenance_mult = 1
		heavy_cavalry_maintenance_mult = 1
		skirmishers_max_size_add = 3
		movement_speed = 0.1
		retreat_losses = -0.3
		enemy_hard_casualty_modifier = 0.3
		hard_casualty_modifier = -0.2
		character_travel_safety_mult = 0.1
		uncontrolled_province_advantage = 10
		nomad_government_vassal_opinion = -100
	}
	cost = {
		prestige = 0
	}
	ai_will_do = {
		value = 0
	}
}