﻿agot_seasons = {
	window = the_great_steppe
	gui_window_name = "window_the_great_steppe"
	map_mode = sub_regions
	situation_group_type = major
	keep_full_history = yes
	
	is_unique = yes
	sub_regions = {
		#If you want to add your own region, add it below!
		
		##EXAMPLE : 
		##I use the format of "CONTINENT_GEOGRAPHICregionKEY" for the 
		## id for the subregion, such as "westeros_barrowlands" for "world_barrowlands_seasons"
		## but you can name yours whatever you want.  
		## You can make your own region, which is really tedious, or you can just add an existing geographical_regions 
		## to an existing subregion, which is really easy
		# essos_exampleland = {
		#   #you want to make sure you give it a map color, in rgb : 
		#	map_color = { R G B }
		#	#then add the geographic regions you want in, you can find a list of them in
		# 	#map_data in the main mod file. 
		#	geographical_regions = { world_exampleland } #Replace exampleland with your desired region(s)
		# }
		#	#If you chose to make your own subregion, you'll need to go to 
		#	#08_seasons_scripted_effects.txt and then either follow the guide in there once I make it
		#	#or just copy paste the effects for an existing subregion and then geographic region
		#	#and then swap out the keys.
		#	#For adding in, just scroll down to whichever region is closest
		# 	#So it would read something like : 
		#	#geographical_regions = { world_western_exampleland world_eastern_exampleland }
		#
		##END EXAMPLE
		westeros_tarth_and_estermont = {
			map_color = { 19 168 13 }
			geographical_regions = { world_tarth_and_estermont }
		}
		westeros_rainwood = {
			map_color = { 19 78 33 }
			geographical_regions = { world_rainwood }
			
		}
		westeros_stormlands = {
			map_color = { 89 218 33 }
			geographical_regions = { world_central_stormlands }		
		}
		westeros_dragonstone_and_claw = {
			map_color = { 4 186 25 }
			geographical_regions = { world_the_gullet }
		}
		####END STORMLANDS

		####THE NORTH oh boy this isnt fun :((
		westeros_the_neck = {
			map_color = { 90 200 260 }
			geographical_regions = { world_the_neck_seasons }
		
		}
		westeros_barrowlands = {
			map_color = { 122 206 245 }	
			geographical_regions = {world_barrowlands_seasons }	
		}
		westeros_stoney_shore = {
			map_color = { 122 206 245 }	
			geographical_regions = { world_stoney_shore_seasons }	
		}
		westeros_wolfswood = {
			map_color = { 122 256 225 }	
			geographical_regions = { world_wolfswood_seasons }	
		}
		westeros_whiteknife = {
			map_color = { 102 196 215  }	
			geographical_regions = { world_whiteknife_seasons }			
		}
		westeros_winterfell = {
			map_color = {  122 206 245 }	
			geographical_regions = { world_winterfell_seasons }			
		}
		westeros_northern_mountains = {
			map_color = { 102 226 215 }	
			geographical_regions = { world_northern_mountains_seasons }			
		}
		westeros_lonely_hills = {
			map_color = {152 216 225  }	
			geographical_regions = { world_lonely_hills }			
		}
		westeros_sheepshead_hills = {
			map_color = { 122 206 245 }	
			geographical_regions = { world_sheepshead_hills }			
		}
		westeros_skagos = {
			map_color = {122 206 245  }	
			geographical_regions = { world_skagos_seasons }			
		}
		westeros_the_wall = {
			map_color = {  102 130 235 }	
			geographical_regions = { world_wall_seasons }			
		}
		westeros_beyond_the_wall_region = {
			map_color = {  112 100 135 }		
			geographical_regions = { world_westeros_beyond_the_wall }
		}
	#Removed until integration with long night and better winter system	
	#	####END THE NORTH
	#	####BEYOND THE WALL
	#	westeros_haunted_forest = {
	#		map_color = {90 200 250}	
	#		geographical_regions = { world_haunted_forest }			
	#	}
	#	westeros_thenn_valley = {
	#		map_color = { 20 200 250 }	
	#		geographical_regions = {  world_thenn_valley_seasons }			
	#	
	#	}
	#	westeros_frost_frangs = {
	#		map_color = { 90 100 250 }	
	#		geographical_regions = {  world_frost_fangs_seasons }			
	#	}
	#	westeros_frozen_shore = {
	#		map_color = { 190 200 250 }	
	#		geographical_regions = {  world_frozen_shore_seasons }			
	#	}
	#	#### END BEYOND WALL
		####THE VALE
		westeros_the_fingers = {
			map_color = { 54 200 250 }	
			geographical_regions = { world_the_fingers_seasons }				
		}
		westeros_upper_vale = {
			map_color = { 11 210 200 }	
			geographical_regions = {  world_upper_vale_seasons }				
			
		}
		westeros_lower_vale = {
			map_color = { 10 230 180 }	
			geographical_regions = {  world_lower_vale_seasons }			
		
		}
		####
		####THE ISLES
		westeros_iron_islands = {
			map_color = { 102 175 222 } #MARIO KART FOR WII
			geographical_regions = { world_iron_isles }
		}
		westeros_kraken_bay = {
			map_color = { 73 175 182 }
			geographical_regions = { world_kraken_bay }
			
		}
		
		
		####END THE ISLES
		####THE WEST
		
		westeros_westerlands_low = {
			map_color = { 70 245 12 }
			geographical_regions = { world_westerlands_low }
		
		}
		westeros_westerlands_high = { #$ West Highlands
			map_color = { 0 145 12 } 
			geographical_regions = { world_westerlands_high }
		}
		#### END THE WEST
		
		#### THE RIVERLANDS
		westeros_gods_eye = {
			map_color =  { 42 189 122 }
			geographical_regions = { world_gods_eye_region }
		}
		westeros_upper_crownlands = {
			map_color = { 32 129 122 }
			geographical_regions = { world_upper_crown	}
		}		
		westeros_riverlands = {
			map_color = { 12 89 92 }
			geographical_regions = { world_riverlands_central }
		}
	####END THE RIVERLANDS
		####THE REACH :
		westeros_upper_reach = {
			map_color = { 0 175 16 }
			geographical_regions = { world_upper_reach }
		}
		westeros_honey_lands = {
			map_color = { 70 255 16  }
			geographical_regions = { world_honey_lands }
		}
		westeros_the_shield_islands = {
			map_color = { 150 100 56 }
			geographical_regions = { world_the_shield_islands }
		}
		westeros_the_arbor = {
			map_color = { 120 225 16 }
			geographical_regions = { world_the_arbor }
		}
		westeros_dornish_marches = {
			map_color = { 120 175 16 }
			geographical_regions = { world_dornish_marches_seasons }
		}
		####END THE REACH
		
		####DORNE : 
		westeros_broken_arm_woods = {
			map_color = { 135 206 50 } 
			geographical_regions = { world_broken_arm_woods }
		}
		westeros_dorne_north_coast = {
			map_color = { 135 126 0 }
			geographical_regions = { world_dorne_north_coast }
		}
		westeros_green_blood_river = {
			map_color = { 200 106 10 } #$Not quite RGB or RBG
			geographical_regions = { world_green_blood_river }
		}
		westeros_dorne_south_coast = {
			map_color = { 205 106 40 }
			geographical_regions = { world_dorne_south_coast }
		}	
		westeros_dorne_desert = {
			map_color = { 235 126 0 } #what designated driver? Dragon Driver??? Designated Dragon Driver?? WHAAATTTT?? I am so fucking bored i don't want to do my actual work and this is my busy work to escape writing a fucking paper on the ROV submarine I'm building
			 geographical_regions = { world_dorne_desert }
		}
		westeros_starfall = {
			map_color = { 135 106 10 }
			geographical_regions = { world_star_fall }
		}
		step_stones = {
			map_color = { 245 216 66 } 
			geographical_regions = { world_stepstones }
		}
		essos_dothraki = { #placeholder ;)
			map_color = { 255 30 18 } 
			geographical_regions = { world_essos_valyria world_essos_rhoyne world_essos_yi_ti world_essos_painted_mountains world_essos_moraq world_essos_great_grass_sea world_essos_qarth world_essos_qohor world_essos_hyrkoon }
		}		
		####ESSOS REGIONS : 
		essos_andalosi_coast = {
			map_color = { 201 247 218 }
			geographical_regions = { world_andalosi_coast }
		}
		essos_andal_hills = {
			map_color = { 87 247 228 }
			geographical_regions = { world_andal_hills }
		}
		essos_braavosi_mountains = {
			map_color = { 87 247 248 }
			geographical_regions = { world_braavosi_mountains }	
		}
		essos_pentoshi_coast_lowlands = {
			map_color = { 87 247 178 }
			geographical_regions = { world_pentoshi_coast_lowlands }
		}
		essos_pentoshi_inland_lowlands = {
			map_color = { 53 197 198 }
			geographical_regions = { world_pentoshi_inland_lowlands }
		}
		essos_pentoshi_highlands = {
			map_color = { 17 227 198 }
			geographical_regions = { world_pentoshi_highlands }
		}
		essos_north_myr = {
			map_color = { 41 247 114 }
			geographical_regions = { world_myr_north_lands } 
		}
		##SOUTH ESSOS
		essos_south_myr = {
			map_color = {  111 255 114  }
			geographical_regions = { world_myr_south_lands }
		}
		essos_disputed_lands = {
			map_color = {  141 187 54  }
			geographical_regions = { world_disputed_lands_hills }
		}
		essos_lys_mangroves = {
			map_color = {  241 247 214  } #No electric light orchestra? ELO???
			geographical_regions = { world_lys_and_mangroves }
		}		
		
	}
	
	#Groups
	
	participant_groups = {
		ruler_in_region = { #Everyone. For now...
		icon = "gfx/interface/icons/situations/situation_modifier_military.dds"
			require_capital_in_sub_region = yes
			auto_add_rulers = yes
			require_domain_in_sub_region = yes
			require_realm_in_sub_region = yes
			is_character_valid = {
				always = yes
			}
			map_color = { 255 127 80 }
		}
		#has_territory_in_region = {
		#	require_capital_in_sub_region = no
		#	auto_add_rulers = yes
		##	require_domain_in_sub_region = yes
		#	require_realm_in_sub_region = yes
		#	is_character_valid = {
		#		always = no
		#	}
		#	map_color = { 100 20 120 }
		#}
	}
	
	#phases
	start_phase = seasons_spring_phase
	
	phases = {
		seasons_spring_phase = {
			icon = "gfx/interface/icons/modifiers/spring_modifier.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_abudant_grazing.dds"
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 0
				}
			}
			future_phases = {
				seasons_dry_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_dry_summer = 1000
					}
				}
				seasons_hot_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_hot_summer = 1000
					}
				}
				seasons_wet_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_wet_summer = 1000
					}
				}
				seasons_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_summer = 1000
					}
				}
				seasons_dornish_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					#catalysts = {
					#	catalyst_winter = 1000
					#}
				}
				seasons_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_winter = 1000
					}
				}
				seasons_light_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_light_winter = 1000
					}
				}
				seasons_cold_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cold_winter = 1000
					}
				}
			}	
		modifier_sets = {
			situation_season_war_effects = {
			icon = "gfx/interface/icons/struggle_effects/war.dds"
				ruler_in_region = {
					character_modifier = {
						#movement_speed = -0.10 #Wet Wet Wet				
						#desert_attrition_mult = -0.25
						#wetlands_attrition_mult = 0.25		
						men_at_arms_recruitment_cost = -0.33 #Counteract Winter Loss
					}
				}		
			
			
			}
			situation_season_land_effects = {
			icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
				ruler_in_region = {
					character_modifier = {
						#development_growth_factor = 0.05
						#domain_tax_mult = 0.20 #Balance winter
					}		
				}
						
			}
			situation_season_people_effects = {
			icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						character_modifier = {
							life_expectancy = 5 #balance the winter
							fertility = 0.10 #more babie in spring.
							health = 0.15 #much of this is to counter balance the other stuff. 						
						}					
					}					
				}
			}
		}
		seasons_wet_spring_phase = {
			icon = "gfx/interface/icons/modifiers/wet_spring.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_abudant_grazing.dds"
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 0
				}
			}
			map_province_effect = flood
			map_province_effect_intensity = 0.25
			future_phases = {
				#seasons_dry_summer_phase = {
				#	takeover_type = points
				#	takeover_points = 1000
				#	catalysts = {
				#		catalyst_dry_summer = 1000
				#	}
				#}
				seasons_hot_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_hot_summer = 1000
					}
				}
				seasons_wet_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_wet_summer = 1000
					}
				}
				seasons_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_summer = 1000
					}
				}
				seasons_dornish_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					#catalysts = {
					#	catalyst_winter = 1000
					#}
				}
				seasons_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_winter = 1000
					}
				}
				seasons_light_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_light_winter = 1000
					}
				}
				seasons_cold_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cold_winter = 1000
					}
				}
			}	
			modifier_sets = {
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
					ruler_in_region = {
						character_modifier = {
						#	movement_speed = -0.10 #Wet Wet Wet				
							#desert_attrition_mult = -0.25
							#wetlands_attrition_mult = 0.25		
						men_at_arms_recruitment_cost = -0.33 #Counteract Winter Loss
						}
					}		
				
				
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {
						character_modifier = {
						#	development_growth_factor = 0.03
						#	domain_tax_mult = 0.17 #Balance winter
						}				
					}				
					#has_territory_in_region = {
					#	character_modifier = {
					#		development_growth_factor = 0.03
					#		domain_tax_mult = 0.17 #Balance winter
					#	}				
					#}				
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						character_modifier = {
							life_expectancy = 5 #balance the winter
							fertility = 0.15 #more babie in spring.
							health = 0.15 #much of this is to counter balance the other stuff. 						
						}					
					}					
				}
			}
		}
		seasons_cool_spring_phase = {
			icon = "gfx/interface/icons/modifiers/cool_spring.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_abudant_grazing.dds"
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 0
				}
			}
			map_province_effect = snownew
			map_province_effect_intensity = 0.025
			future_phases = {
				seasons_dry_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_dry_summer = 1000
					}
				}
				#seasons_hot_summer_phase = {
				#	takeover_type = points
				#	takeover_points = 1000
				##	catalysts = {
				#		catalyst_hot_summer = 1000
				#	}
				#}
				seasons_wet_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_wet_summer = 1000
					}
				}
				seasons_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_summer = 1000
					}
				}
				seasons_dornish_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					#catalysts = {
					#	catalyst_winter = 1000
					#}
				}
				seasons_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_winter = 1000
					}
				}
				seasons_light_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_light_winter = 1000
					}
				}
				seasons_cold_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cold_winter = 1000
					}
				}
			}	
			modifier_sets = {
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
					ruler_in_region = {
						character_modifier = {
						#	movement_speed = -0.07 #Wet Wet Wet				
						#	desert_attrition_mult = -0.35
							#wetlands_attrition_mult = 0.45		
							men_at_arms_recruitment_cost = -0.33 #Counteract Winter Loss
						}
					}		
				
				
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {
						character_modifier = {
						#	development_growth_factor = 0.02
						#	domain_tax_mult = 0.10 #Balance winter
						}				
					}				
					#has_territory_in_region = {
					#	character_modifier = {
					#		development_growth_factor = 0.02
					#		domain_tax_mult = 0.10 #Balance winter
					#	}				
					#}				
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						character_modifier = {
							life_expectancy = 5 #balance the winter
							fertility = 0.10 #more babie in spring.
							health = 0.15 #much of this is to counter balance the other stuff. 						
						}					
					}					
				}
			}
		}
		seasons_cold_spring_phase = {
			icon = "gfx/interface/icons/modifiers/cold_spring.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_abudant_grazing.dds"
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 0
				}
			}
			map_province_effect = snownew
			map_province_effect_intensity = 0.25
			future_phases = {
				seasons_dry_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_dry_summer = 1000
					}
				}
				#seasons_hot_summer_phase = {
				#	takeover_type = points
				#	takeover_points = 1000
				##	catalysts = {
				#		catalyst_hot_summer = 1000
				#	}
				#}
				seasons_wet_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_wet_summer = 1000
					}
				}
				seasons_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_summer = 1000
					}
				}
				seasons_dornish_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					#catalysts = {
					#	catalyst_winter = 1000
					#}
				}
				seasons_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_winter = 1000
					}
				}
				seasons_light_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_light_winter = 1000
					}
				}
				seasons_cold_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cold_winter = 1000
					}
				}
			}	
			modifier_sets = {
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
					ruler_in_region = {
						character_modifier = {
						#	movement_speed = -0.07 #Wet Wet Wet				
						#	desert_attrition_mult = -0.35
							#wetlands_attrition_mult = 0.45	
							men_at_arms_recruitment_cost = -0.33 #Counteract Winter Loss							
						}
					}		
				
				
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {
						character_modifier = {
						#	development_growth_factor = 0.02
						#	domain_tax_mult = 0.10 #Balance winter
						}				
					}				
					#has_territory_in_region = {
					#	character_modifier = {
					#		development_growth_factor = 0.02
					#		domain_tax_mult = 0.10 #Balance winter
					#	}				
					#}				
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						character_modifier = {
							life_expectancy = 5 #balance the winter
							fertility = 0.10 #more babie in spring.
							health = 0.15 #much of this is to counter balance the other stuff. 						
						}					
					}					
				}
			}		
		}
		seasons_hot_spring_phase = {
			icon = "gfx/interface/icons/modifiers/hot_spring.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_abudant_grazing.dds"
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 0
				}
			}
			future_phases = {
				seasons_dry_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_dry_summer = 1000
					}
				}
				#seasons_hot_summer_phase = {
				#	takeover_type = points
				#	takeover_points = 1000
				#	catalysts = {
				#		catalyst_hot_summer = 1000
				#	}
				#}
				seasons_wet_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_wet_summer = 1000
					}
				}
				seasons_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_summer = 1000
					}
				}
				seasons_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_winter = 1000
					}
				}
				seasons_dornish_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					#catalysts = {
					#	catalyst_winter = 1000
					#}
				}
				seasons_light_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_light_winter = 1000
					}
				}
				seasons_cold_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cold_winter = 1000
					}
				}
			}	
			modifier_sets = {
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
					ruler_in_region = {
						character_modifier = {
							#movement_speed = -0.10 #Wet Wet Wet				
							#desert_attrition_mult = -0.25
							#wetlands_attrition_mult = 0.25		
							men_at_arms_recruitment_cost = -0.33 #Counteract Winter Loss
						}
					}		
				
				
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {
						character_modifier = {
							#development_growth_factor = 0.02
							#domain_tax_mult = 0.22 #Balance winter
						}				
					}				
					#has_territory_in_region = {
					#	character_modifier = {
					#		development_growth_factor = 0.02
					#		domain_tax_mult = 0.22 #Balance winter
					#	}				
					#}					
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						character_modifier = {
							life_expectancy = 5 #balance the winter
							fertility = 0.125 #more babie in spring.
							health = 0.1 #much of this is to counter balance the other stuff. 						
						}					
					}					
				}
			}
		}
		seasons_dry_spring_phase = {
			icon = "gfx/interface/icons/modifiers/dry_spring.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_abudant_grazing.dds"
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 0
				}
			}
			map_province_effect = drought
			map_province_effect_intensity = 0.10
			future_phases = {
				seasons_dry_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_dry_summer = 1000
					}
				}
				seasons_hot_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_hot_summer = 1000
					}
				}
				#seasons_wet_summer_phase = {
				#	takeover_type = points
				#	takeover_points = 1000
				#	catalysts = {
				#		catalyst_wet_summer = 1000
				#	}
				#}
				seasons_summer_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_summer = 1000
					}
				}
				seasons_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_winter = 1000
					}
				}
				seasons_dornish_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					#catalysts = {
					#	catalyst_winter = 1000
					#}
				}
				seasons_light_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_light_winter = 1000
					}
				}
				seasons_cold_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cold_winter = 1000
					}
				}
			}	
			modifier_sets = {
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
					ruler_in_region = {
						character_modifier = {
						#	movement_speed = -0.10 #Wet Wet Wet				
							#desert_attrition_mult = -0.25
							#wetlands_attrition_mult = 0.25
							men_at_arms_recruitment_cost = -0.33 #Counteract Winter Loss							
						}
					}		
				
				
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {
						character_modifier = {
							#development_growth_factor = 0.02
							#domain_tax_mult = 0.125 #Balance winter
						}	
						#county_modifier = {
						#	fort_level = 10
						#}
					}				
					#has_territory_in_region = {
					#	character_modifier = {
					#		development_growth_factor = 0.02
					#		domain_tax_mult = 0.125 #Balance winter
					#	}				
					#}				
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						character_modifier = {
							life_expectancy = 5 #balance the winter
							fertility = 0.10 #more babie in spring.
							health = 0.05 #much of this is to counter balance the other stuff. 						
						}					
					}					
				}
			}
		}
	seasons_dry_summer_phase = {
			icon = "gfx/interface/icons/modifiers/dry_summer.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_severe_drought.dds"
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 1
				}
			}
			map_province_effect = drought
			map_province_effect_intensity = 0.07
			future_phases = {
				seasons_dry_autumn_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_dry_autumn = 1000
					}
				}
				seasons_cold_autumn_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cold_autumn = 1000
					}				
				}
				#seasons_autumn_phase = {
				#	takeover_type = points
				#	takeover_points = 1000
				#	catalysts = {
				#		catalyst_autumn = 1000
				#	}
				#}
				#seasons_wet_autumn_phase = {
				##	takeover_type = points
				#	takeover_points = 1000
				#	catalysts = {
				#		catalyst_wet_autumn = 1000
				#	}				
				#}
			}	
		modifier_sets = {
			situation_season_war_effects = {
			icon = "gfx/interface/icons/struggle_effects/war.dds"
				ruler_in_region = {
					character_modifier = {
						#plains_attrition_mult = -0.10
						#farmlands_attrition_mult = -0.15 
						#hills_attrition_mult = -0.15
						#mountains_attrition_mult = -0.1
						#desert_attrition_mult = 0.80
						#oasis_attrition_mult = -0.075
						#jungle_attrition_mult = 0.20
						#forest_attrition_mult = -0.25 
						#taiga_attrition_mult = -0.20
						#wetlands_attrition_mult = 0.10 #I got stuck in a fucking bog in scotland but it was spring in winter it would probably be hell
						#steppe_attrition_mult = -0.15 #Winter is Coming (Cold Northern Winters)
						#floodplains_attrition_mult = -0.25 #Flood plains!!
						#drylands_attrition_mult = 0.10			
						#movement_speed = 0.10
						monthly_war_income_mult = 0.05 #War Tax incentivize war in summer	
						men_at_arms_maintenance = -0.125
						levy_reinforcement_rate = 0.2
						supply_duration = -0.10				
					}				
				}
			}
			situation_season_land_effects = {
			icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
				ruler_in_region = {
					character_modifier = {
					#	church_holding_build_gold_cost = -0.05
					#	castle_holding_build_gold_cost = -0.05
					#	city_holding_build_gold_cost = -0.05
						#build_speed = -0.05	
						#domain_tax_mult = 0.2
					}
				}
				#has_territory_in_region = {
				#	character_modifier = {
				#		church_holding_build_gold_cost = -0.05
				#		castle_holding_build_gold_cost = -0.05
				#		city_holding_build_gold_cost = -0.05
				#		build_speed = -0.05	
				#		domain_tax_mult = 0.2
				#	}
				#}
			}
			situation_season_people_effects = {
			icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						character_modifier = {
							happy_powerful_vassal_tax_contribution_mult = 0.01
							character_travel_speed_mult = 0.15
							max_personal_schemes_add = 1 #Social Summer						
						}					
					}					
				}
			}
		}
	seasons_hot_summer_phase = {
			icon = "gfx/interface/icons/modifiers/hot_summer.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_everlasting_summer.dds"
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 1
				}
			}
			map_province_effect = summer
			map_province_effect_intensity = 0.6
			future_phases = {
				seasons_dry_autumn_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_dry_autumn = 1000
					}
				}
				#seasons_cold_autumn_phase = {
				#	takeover_type = points
				#	takeover_points = 1000
				#	catalysts = {
				#		catalyst_cold_autumn = 1000
				#	}				
				#}
				seasons_autumn_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_autumn = 1000
					}
				}
				seasons_wet_autumn_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_wet_autumn = 1000
					}				
				}
			}	
		modifier_sets = {
			situation_season_war_effects = {
			icon = "gfx/interface/icons/struggle_effects/war.dds"
				ruler_in_region = {
					character_modifier = {
						#plains_attrition_mult = -0.05
						#farmlands_attrition_mult = -0.05
						#hills_attrition_mult = -0.10
						#mountains_attrition_mult = -0.1
						#desert_attrition_mult = 0.70 
						#oasis_attrition_mult = -0.075
						#jungle_attrition_mult = 0.20
						##forest_attrition_mult = -0.25 
						#taiga_attrition_mult = -0.20
						#wetlands_attrition_mult = 0.10 #I got stuck in a fucking bog in scotland but it was spring in winter it would probably be hell
						#steppe_attrition_mult = -0.15 #Winter is Coming (Cold Northern Winters)
						#floodplains_attrition_mult = -0.25 #Flood plains!!
						#drylands_attrition_mult = 0.50			
						men_at_arms_maintenance = -0.175
						levy_reinforcement_rate = 0.3
					#	supply_duration = 0.10	
					#	movement_speed = 0.05
						monthly_war_income_mult = 0.05 #War Tax incentivize war in summer	
						#men_at_arms_maintenance = -0.125
						levy_reinforcement_rate = 0.2
						supply_duration = -0.10								
					}		
				}			
			}
			situation_season_land_effects = {
			icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
				ruler_in_region = {	
					character_modifier = {
					#	domain_tax_mult = 0.3
					#	church_holding_build_gold_cost = -0.05
					#	castle_holding_build_gold_cost = -0.05
					#	city_holding_build_gold_cost = -0.05
					#	build_speed = -0.05							
					}
				}
				#has_territory_in_region = {	
				#	character_modifier = {
				#		domain_tax_mult = 0.3
				#		church_holding_build_gold_cost = -0.05
				#		castle_holding_build_gold_cost = -0.05
				#		city_holding_build_gold_cost = -0.05
				#		build_speed = -0.05							
				#	}
				#}					
			}
			situation_season_people_effects = {
			icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
				ruler_in_region = {
					character_modifier = {
						happy_powerful_vassal_tax_contribution_mult = 0.01
						character_travel_speed_mult = 0.15
						max_personal_schemes_add = 1 #Social Summer								
					}									
				}						
			}
		}
	}			
	seasons_wet_summer_phase = {
			icon = "gfx/interface/icons/modifiers/wet_summer.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_abudant_grazing.dds"
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 1
				}
			}
			map_province_effect = summer
			map_province_effect_intensity = 0.9
			future_phases = {
				#seasons_dry_autumn_phase = {
				#	takeover_type = points
				#	takeover_points = 1000
				#	catalysts = {
				#		catalyst_dry_autumn = 1000
				#	}
				#}
				seasons_cold_autumn_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cold_autumn = 1000
					}				
				}
				seasons_autumn_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_autumn = 1000
					}
				}
				seasons_wet_autumn_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_wet_autumn = 1000
					}				
				}
			}	
			modifier_sets = {
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
					ruler_in_region = {
						character_modifier = {
							#Attrition Rates for Summer
						#	plains_attrition_mult = -0.10
						#	farmlands_attrition_mult = -0.15 
						#	hills_attrition_mult = -0.15
						#	mountains_attrition_mult = -0.1
						#	desert_attrition_mult = 0.40 
						#	oasis_attrition_mult = -0.075
						#	jungle_attrition_mult = 0.20
						#	forest_attrition_mult = -0.25 
						#	taiga_attrition_mult = -0.20
						#	wetlands_attrition_mult = 0.10 #I got stuck in a fucking bog in scotland but it was spring in winter it would probably be hell
						#	steppe_attrition_mult = -0.15 #Winter is Coming (Cold Northern Winters)
						#	floodplains_attrition_mult = -0.25 #Flood plains!!
						#	drylands_attrition_mult = 0.10
							#End Attrition Rates for Summer
							men_at_arms_maintenance = -0.25
							levy_reinforcement_rate = 0.45
							supply_duration = 0.45
							monthly_war_income_mult = 0.05 #War Tax incentivize war in summer	
						}
					}	
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {
						#character_modifier = {					
						###	movement_speed = 0.05
						#E	happy_powerful_vassal_tax_contribution_mult = 0.25
						#	#character_travel_speed_mult = 0.05
						#}
						character_modifier = {
							#church_holding_build_gold_cost = -0.25
							#castle_holding_build_gold_cost = -0.25
						#	city_holding_build_gold_cost = -0.25
							#build_speed = -0.10				
							#domain_tax_mult = 0.45
							#development_growth_factor = 0.10
						}
					}
					#has_territory_in_region = {
					#	character_modifier = {					
					#		movement_speed = 0.05
					#		happy_powerful_vassal_tax_contribution_mult = 0.25
					#		character_travel_speed_mult = 0.05
					#	}
					#	character_modifier = {
					#		church_holding_build_gold_cost = -0.25
					#		castle_holding_build_gold_cost = -0.25
					#		city_holding_build_gold_cost = -0.25
					#		build_speed = -0.10				
					#		domain_tax_mult = 0.45
					#		development_growth_factor = 0.10
					#	}
					#}						
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						character_modifier = {
							max_personal_schemes_add = 1 #Social Summer								
						}	
					}					
				}
			}
		}		
		seasons_summer_phase = {
			icon = "gfx/interface/icons/struggle_types/seasons_summer_phase.dds"	
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_blessing_blue_sky.dds"
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 1
				}
			}
			map_province_effect = summer
			map_province_effect_intensity = 0.6
			future_phases = {
				seasons_autumn_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_autumn = 1000
					}
				}
				seasons_wet_autumn_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_wet_autumn = 1000
					}
				}
				seasons_dry_autumn_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_dry_autumn = 1000
					}
				}
				seasons_cold_autumn_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cold_autumn = 1000
					}				
				}
			}	
		modifier_sets = {
			situation_season_war_effects = {
			icon = "gfx/interface/icons/struggle_effects/war.dds"
				ruler_in_region = {

					character_modifier = {
						#Attrition Rates for Summer
						#plains_attrition_mult = -0.10
						#farmlands_attrition_mult = -0.15 
						#hills_attrition_mult = -0.15
						#mountains_attrition_mult = -0.1
						#desert_attrition_mult = 0.40 
						#oasis_attrition_mult = -0.075
						#jungle_attrition_mult = 0.20
						#forest_attrition_mult = -0.25 
						#taiga_attrition_mult = -0.20
						#wetlands_attrition_mult = 0.10 #I got stuck in a fucking bog in scotland but it was spring in winter it would probably be hell
						#steppe_attrition_mult = -0.15 #Winter is Coming (Cold Northern Winters)
						#floodplains_attrition_mult = -0.25 #Flood plains!!
						#drylands_attrition_mult = 0.10
						#End Attrition Rates for Summer		
						men_at_arms_maintenance = -0.33
						levy_reinforcement_rate = 0.4
						supply_duration = 0.20
						monthly_war_income_mult = 0.05 #War Tax incentivize war in summer
					}
				}			
			}
			situation_season_land_effects = {
			icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
				ruler_in_region = {
					character_modifier = {
						#movement_speed = 0.125
						happy_powerful_vassal_tax_contribution_mult = 0.15
						character_travel_speed_mult = 0.10
					}
					character_modifier = {
						#church_holding_build_gold_cost = -0.20
						#castle_holding_build_gold_cost = -0.20
						#city_holding_build_gold_cost = -0.20
						#build_speed = -0.15
						##development_growth_factor = 0.10		
						#domain_tax_mult = 0.40						
					}
				}
				#has_territory_in_region = {
				#	character_modifier = {
				#		movement_speed = 0.125
				#		happy_powerful_vassal_tax_contribution_mult = 0.15
				#		character_travel_speed_mult = 0.10
				#	}
				#	character_modifier = {
				#		church_holding_build_gold_cost = -0.20
				#		castle_holding_build_gold_cost = -0.20
				#		city_holding_build_gold_cost = -0.20
				#		build_speed = -0.15
				#		development_growth_factor = 0.10		
				#		domain_tax_mult = 0.40						
				#	}
				#}					
			}
			situation_season_people_effects = {
			icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						character_modifier = {					
							max_personal_schemes_add = 1 #Social Summer						
						}
					}					
				}
			}
		}		
		seasons_autumn_phase = {
			icon = "gfx/interface/icons/struggle_types/seasons_autumn_phase.dds"
			illustration = "gfx/interface/illustrations/terrain_types/taiga.dds"

			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 2
				}
			}
			map_province_effect = autumn
			map_province_effect_intensity = 1.00
			future_phases = {
				seasons_light_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_light_winter = 1000
					}
				}
				seasons_dornish_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					#catalysts = {
					#	catalyst_winter = 1000
					#}
				}
				seasons_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_winter = 1000
					}
				}
				seasons_cold_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cold_winter = 1000
					}
				}						
			}	
			modifier_sets = {
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
					ruler_in_region = {
						character_modifier = {
							levy_reinforcement_rate = 0.45
							supply_duration = 0.25

							#Attrition Rates for Autumn
							#plains_attrition_mult = -0.05
							#farmlands_attrition_mult = -0.30 
							#hills_attrition_mult = 0.05
							#mountains_attrition_mult = 0.05
							#desert_attrition_mult = 0.10 
							#oasis_attrition_mult = -0.075
							#jungle_attrition_mult = -0.10
							#forest_attrition_mult = 0.05 
							#taiga_attrition_mult = -0.10
							#wetlands_attrition_mult = 0.10 
							#steppe_attrition_mult = -0.15
							#floodplains_attrition_mult = -0.33 #Flood plains!!
							#drylands_attrition_mult = 0.12
							#End Attrition Rates for Autumn
							men_at_arms_maintenance = -0.20								
						}
					}		
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {
						character_modifier = {
						#	domain_tax_mult = 0.50

						#	development_growth_factor = 0.12
						#	church_holding_build_gold_cost = -0.12
						#	castle_holding_build_gold_cost = -0.12
						#	city_holding_build_gold_cost = -0.12
						#	build_speed = -0.10	
							
						}
					}	
					#has_territory_in_region = {
					#	character_modifier = {
					#		domain_tax_mult = 0.50
					#
					#		development_growth_factor = 0.12
					#		church_holding_build_gold_cost = -0.12
					#		castle_holding_build_gold_cost = -0.12
					#		city_holding_build_gold_cost = -0.12
					#		build_speed = -0.10	
					#		
					#	}
					#}					
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						character_modifier = {
							character_travel_speed_mult = 0.15
							happy_powerful_vassal_tax_contribution_mult = 0.05
							#movement_speed = 0.15
						}	
					}
				}
			}
		}
		seasons_cold_autumn_phase = {
			icon = "gfx/interface/icons/struggle_types/cold_autumn_phase.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_cold_zud.dds"

			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 2
				}
			}
			map_province_effect = snownew
			map_province_effect_intensity = 0.10
			future_phases = {
				seasons_light_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_light_winter = 1000
					}
				}
				seasons_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_winter = 1000
					}
				}
				seasons_dornish_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					#catalysts = {
					#	catalyst_winter = 1000
					#}
				}
				seasons_cold_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cold_winter = 1000
					}
				}						
			}	
			modifier_sets = {
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
					ruler_in_region = {
						character_modifier = {
							levy_reinforcement_rate = 0.45
							supply_duration = 0.25

							#Attrition Rates for Autumn
						#	plains_attrition_mult = -0.05
							#farmlands_attrition_mult = -0.30 
							#hills_attrition_mult = 0.05
							#mountains_attrition_mult = 0.05
							#desert_attrition_mult = 0.10 
							#oasis_attrition_mult = -0.075
							#jungle_attrition_mult = -0.10
							#forest_attrition_mult = 0.05 
							#taiga_attrition_mult = -0.10
							#wetlands_attrition_mult = 0.10 
							#steppe_attrition_mult = -0.15
							#floodplains_attrition_mult = -0.33 #Flood plains!!
							#drylands_attrition_mult = 0.12
							#End Attrition Rates for Autumn
							men_at_arms_maintenance = -0.20								
						}
					}		
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {
						character_modifier = {
							#domain_tax_mult = 0.30

							#development_growth_factor = 0.075

							#church_holding_build_gold_cost = -0.12
							#castle_holding_build_gold_cost = -0.12
							#city_holding_build_gold_cost = -0.12
							#build_speed = -0.10	
							
						}
					}
#					has_territory_in_region = {
#						character_modifier = {
#							domain_tax_mult = 0.50
#
#							development_growth_factor = 0.12
#
					#		church_holding_build_gold_cost = -0.12
					#		castle_holding_build_gold_cost = -0.12
					#		city_holding_build_gold_cost = -0.12
					#		build_speed = -0.10	
					#		
					#	}
					#}						
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						character_modifier = {
							character_travel_speed_mult = 0.15
							#movement_speed = 0.15
							happy_powerful_vassal_tax_contribution_mult = 0.05
						}	
					}
				}
			}
		}
		seasons_dry_autumn_phase = {
			icon = "gfx/interface/icons/struggle_types/dry_autumn_phase.dds"
			illustration = "gfx/interface/illustrations/terrain_types/steppe.dds"
			
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 2
				}
			}
			map_province_effect = dry_autumn
			map_province_effect_intensity = 1.00
			future_phases = {
				seasons_light_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_light_winter = 1000
					}
				}
				seasons_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_winter = 1000
					}
				}
				seasons_dornish_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					#catalysts = {
					#	catalyst_winter = 1000
					#}
				}
				seasons_cold_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cold_winter = 1000
					}
				}						
			}	
			modifier_sets = {
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
					ruler_in_region = {
						character_modifier = {
							levy_reinforcement_rate = 0.45
							supply_duration = 0.25

							#Attrition Rates for Autumn
						#	plains_attrition_mult = -0.05
						#	farmlands_attrition_mult = -0.30 
						#	hills_attrition_mult = 0.05
						#	mountains_attrition_mult = 0.05
							#desert_attrition_mult = 0.10 
							#oasis_attrition_mult = -0.075
							#jungle_attrition_mult = -0.10
							#forest_attrition_mult = 0.05 
							#taiga_attrition_mult = -0.10
							#wetlands_attrition_mult = 0.10 
							#steppe_attrition_mult = -0.15
							#floodplains_attrition_mult = -0.33 #Flood plains!!
							#drylands_attrition_mult = 0.12
							#End Attrition Rates for Autumn
							men_at_arms_maintenance = -0.20								
						}
					}		
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {
						character_modifier = {
							#domain_tax_mult = 0.25

							#development_growth_factor = 0.025

							#church_holding_build_gold_cost = -0.12
							#castle_holding_build_gold_cost = -0.12
							#city_holding_build_gold_cost = -0.12
							#build_speed = -0.10	
							
						}
					}					
					#has_territory_in_region = {
					#	#character_modifier = {
					#	#domain_tax_mult = 0.25

					#		development_growth_factor = 0.025
					#
					#		church_holding_build_gold_cost = -0.12
					#		castle_holding_build_gold_cost = -0.12
					#		city_holding_build_gold_cost = -0.12
					#		build_speed = -0.10	
					#		
					#	}
					#}				
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						character_modifier = {
							#movement_speed = 0.15
							character_travel_speed_mult = 0.15
							happy_powerful_vassal_tax_contribution_mult = 0.05
						}	
					}
				}
			}
		}
		seasons_wet_autumn_phase = {
			icon = "gfx/interface/icons/struggle_types/wet_autumn_phase.dds"
			illustration = "gfx/interface/illustrations/terrain_types/wetlands.dds"
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 2
				}
			}
			map_province_effect = wet_autumn
			map_province_effect_intensity = 1.00
			future_phases = {
				seasons_light_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_light_winter = 1000
					}
				}
				seasons_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_winter = 1000
					}
				}
				seasons_dornish_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					#catalysts = {
					#	catalyst_winter = 1000
					#}
				}
				seasons_cold_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cold_winter = 1000
					}
				}				
			}	
			modifier_sets = {
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
					ruler_in_region = {
						character_modifier = {
							levy_reinforcement_rate = 0.45
							supply_duration = 0.25

							#Attrition Rates for Autumn
						#	plains_attrition_mult = -0.05
						#	farmlands_attrition_mult = -0.30 
							#hills_attrition_mult = 0.05
							#mountains_attrition_mult = 0.05
							#desert_attrition_mult = 0.10 
						#	oasis_attrition_mult = -0.075
							#jungle_attrition_mult = -0.10
							#forest_attrition_mult = 0.05 
							#taiga_attrition_mult = -0.10
							#wetlands_attrition_mult = 0.10 
							#steppe_attrition_mult = -0.15
							#floodplains_attrition_mult = -0.33 #Flood plains!!
							#drylands_attrition_mult = 0.12
							#End Attrition Rates for Autumn
							men_at_arms_maintenance = -0.20								
						}
					}		
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {
						character_modifier = {
							##domain_tax_mult = 0.50
							#development_growth_factor = 0.07

						#	church_holding_build_gold_cost = -0.12
							#castle_holding_build_gold_cost = -0.12
							#city_holding_build_gold_cost = -0.12
							#build_speed = -0.10	
							
						}
					}
					#has_territory_in_region = {
					#	character_modifier = {
					#		domain_tax_mult = 0.50
					#		development_growth_factor = 0.07
					#
					#		church_holding_build_gold_cost = -0.12
					#		castle_holding_build_gold_cost = -0.12
					#		city_holding_build_gold_cost = -0.12
					#		build_speed = -0.10	
					#		
					#	}
					#}						
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						character_modifier = {
							character_travel_speed_mult = 0.15
							happy_powerful_vassal_tax_contribution_mult = 0.05
							#movement_speed = 0.15

						}	
					}
				}
			}
		}
		seasons_light_winter_phase = {
			icon = "gfx/interface/icons/modifiers/winter_light.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_cold_zud.dds"
			map_province_effect = snownew
			map_province_effect_intensity = 0.5
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 3
				}
				#add_province_modifier = winter_mild_modifier
			}			
			future_phases = {
				seasons_wet_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_dry_summer = 1000
					}
				}
				seasons_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_spring = 1000
					}
				}
				seasons_hot_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_hot_spring = 1000
					}
				}
				seasons_cool_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_hot_spring = 1000
					}
				}				
			}	
			modifier_sets = {
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
					ruler_in_region = {
						character_modifier = {
							ai_war_chance = -1.5
							ai_war_cooldown = 0.9
							#Winter Attrition Rates	
						#	plains_attrition_mult = 0.25 #Not much pretty empty cold no cover but still
						#	farmlands_attrition_mult = 0.15 #cold but still some left over supplies
						#	hills_attrition_mult = 0.5
						#	mountains_attrition_mult = 1.0 #We cross the misty mountains!
						#	desert_attrition_mult = 0.10 #Warmer dornish Winters
						#	oasis_attrition_mult = 0.075 #warm oasis?
							#jungle_attrition_mult = -0.10 #Jungle won't freeze (probably)
							#forest_attrition_mult = 0.25 #Cold but some supplies even if further north like bark humans probably eat bark
							#taiga_attrition_mult = 0.75	#Cold Northern Winters
							#wetlands_attrition_mult = 0.33 #I got stuck in a fucking bog in scotland but it was spring in winter it would probably be hell
							#steppe_attrition_mult = 0.75 #Winter is Coming (Cold Northern Winters)
							#floodplains_attrition_mult = 0.25 #Flood plains!!
							#drylands_attrition_mult = 0.20 #Cold but could be warm balanced level. 
							#End Winter Attrition Rates
							movement_speed = -0.5 #Snow snow snow
							defender_advantage = 5 #It's bloody cold
							attacker_advantage = -5
							supply_duration = -0.3 #Might need to fix to a whole integer
							levy_reinforcement_rate = -0.6 #Why would I war in winter?
							men_at_arms_maintenance = 0.25 #Why would I be a soldier if the war seems to be lessened during winter? Pay me more ya feckin' bastard!
							monthly_war_income_mult = -0.4 #Heavily penalise war.
							embarkation_cost_mult = 0.45 #BOAT EXPENSIVE
							siege_phase_time = 5 #MORE SIEGE TIME							
						}
						parameters = {
							white_peace_acceptance_winter_seasons = yes
							unlocks_enforce_truces_interaction_seasons = yes		
							apply_truce_when_sending_ward = yes
							invasion_conquest_war_cannot_be_declared = yes		
							#struggle_cb_cost_major = yes					
							seasons_cb_cost_massive = yes
						}
					}		
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {		
						character_modifier = {
							#supply_limit_mult = -0.4
							#domain_tax_mult = -0.25
							#development_growth_factor = -0.10
							church_holding_build_gold_cost = 0.40
							castle_holding_build_gold_cost = 0.40
							city_holding_build_gold_cost = 0.4
							#build_speed = 0.3
							#provisions_use_mult = 0.10
						}
					}		
					#has_territory_in_region = {
					#	character_modifier = {
					#		supply_limit_mult = -0.4
					#		domain_tax_mult = -0.25
					#		development_growth_factor = -0.10
					#		church_holding_build_gold_cost = 0.40
					#		castle_holding_build_gold_cost = 0.40
					#		city_holding_build_gold_cost = 0.4
					#		build_speed = 0.3
					#		provisions_use_mult = 0.10
					#	}
					#}
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {	
						
					}
					
				}
			}
		}
		seasons_winter_phase = {
			icon = "gfx/interface/icons/modifiers/winter_normal.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_white_zud.dds"
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 3
				}
				###trigger_event = seasons_winter_start.01
			}
			map_province_effect = snownew
			map_province_effect_intensity = 0.9
			future_phases = {
				seasons_wet_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_wet_spring = 1000
					}
				}
				seasons_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_spring = 1000
					}
				}
				seasons_hot_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_hot_spring = 1000
					}
				}
				seasons_cool_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cool_spring = 1000
					}
				}
				seasons_dry_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_dry_spring = 1000
					}
				}					
			}	
			modifier_sets = {
			
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
					ruler_in_region = {
						character_modifier = {
							ai_war_chance = -2
							ai_war_cooldown = 0.9						
							vassal_tax_contribution_mult = -0.5 #Less likely to give money
							#Winter is low tax and low income to simulate the much lower productivity. If I wanted to be realistic I could set at -0.75 or -0.9 but then I think people would be sad.
						#	life_expectancy = -5 #Old people die in  winter
						#	fertility = -0.75 #Why would you want to have a child in winter? Gael was a bit of an exception as the 'winter child?'
						#	health = -0.10 #Small penalty it's cold.
							monthly_piety_from_buildings_mult = 0.43 #A bit of game based balance. 
							monthly_prestige_gain_per_happy_powerful_vassal_add = 0.01 #Happy vassal happy life_expectancy
							opinion_of_same_culture = 15 #we're in this together type of mentality
							close_relative_opinion = 10 #Stuck in the same house
							movement_speed = -0.60 #Snow snow snow
							intimidated_vassal_tax_contribution_mult = 0.24 #but you're scary so here's my gold
							owned_personal_scheme_success_chance_add = 15 #Winter befriending
							monthly_county_control_growth_factor = 0.20 #Not gonna rob in winter...
							character_travel_speed_mult = -0.20 #Snow

							#Winter Attrition Rates	
							#plains_attrition_mult = 0.25 #Not much pretty empty cold no cover but still
							#farmlands_attrition_mult = 0.15 #cold but still some left over supplies
							#hills_attrition_mult = 0.5
							#mountains_attrition_mult = 1.0 #We cross the misty mountains!
							#desert_attrition_mult = 0.10 #Warmer dornish Winters
							#oasis_attrition_mult = 0.075 #warm oasis?
							#jungle_attrition_mult = -0.10 #Jungle won't freeze (probably)
							#forest_attrition_mult = 0.25 #Cold but some supplies even if further north like bark humans probably eat bark
							#taiga_attrition_mult = 0.75	#Cold Northern Winters
							#wetlands_attrition_mult = 0.33 #I got stuck in a fucking bog in scotland but it was spring in winter it would probably be hell
							#steppe_attrition_mult = 0.75 #Winter is Coming (Cold Northern Winters)
							#floodplains_attrition_mult = 0.25 #Flood plains!!
							#drylands_attrition_mult = 0.20 #Cold but could be warm balanced level. 
							#End Winter Attrition Rates

		
							defender_advantage = 5 #It's bloody cold
							attacker_advantage = -5
							supply_duration = -0.4 #Might need to fix to a whole integer
							levy_reinforcement_rate = -0.65 #Why would I war in winter?
							men_at_arms_maintenance = 0.4 #Why would I be a soldier if the war seems to be lessened during winter? Pay me more ya feckin' bastard!
							monthly_war_income_mult = -0.5 #Heavily penalise war.
							embarkation_cost_mult = 0.75 #BOAT EXPENSIVE
							siege_phase_time = 5 #MORE SIEGE TIME										
						}
						parameters = {
							white_peace_acceptance_winter_seasons = yes
							unlocks_enforce_truces_interaction_seasons = yes		
							apply_truce_when_sending_ward = yes
							invasion_conquest_war_cannot_be_declared = yes		
							struggle_cb_cost_major = yes								
								
						}
					}		
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {
						character_modifier = {
							#supply_limit_mult = -0.5
							#domain_tax_mult = -0.50
							#development_growth_factor = -0.2
							#build_speed = 0.80
							church_holding_build_gold_cost = 0.60
							castle_holding_build_gold_cost = 0.60
							city_holding_build_gold_cost = 0.60		
							#provisions_use_mult = 0.2
						}
					}
					#has_territory_in_region = {
					#	character_modifier = {
					#		supply_limit_mult = -0.4
					#		domain_tax_mult = -0.25
					#		development_growth_factor = -0.10
					#		church_holding_build_gold_cost = 0.40
					#		castle_holding_build_gold_cost = 0.40
					#		city_holding_build_gold_cost = 0.4
					#		build_speed = 0.3
					#		provisions_use_mult = 0.10
					#	}
					#}					
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						
					}
				}
			}
		}
		seasons_dornish_winter_phase = {
			icon = "gfx/interface/icons/struggle_types/winter_south_phase.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_cold_zud.dds"
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 3
				}
		#		trigger_event = seasons_winter_start.01
			}
			map_province_effect = snownew
			map_province_effect_intensity = 0.015
			#map_province_effect = snownew
			#map_province_effect_intensity = 0.9
			future_phases = {
				seasons_wet_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_wet_spring = 1000
					}
				}
				seasons_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_spring = 1000
					}
				}
				seasons_hot_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_hot_spring = 1000
					}
				}
				seasons_cool_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cool_spring = 1000
					}
				}
				seasons_dry_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_dry_spring = 1000
					}
				}					
			}	
			modifier_sets = {
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
					ruler_in_region = {
						character_modifier = {
							ai_war_chance = -0.75
							ai_war_cooldown = 0.5
							vassal_tax_contribution_mult = -0.25 #Less likely to give money
							#Winter is low tax and low income to simulate the much lower productivity. If I wanted to be realistic I could set at -0.75 or -0.9 but then I think people would be sad.
						#	life_expectancy = -5 #Old people die in  winter
						#	fertility = -0.75 #Why would you want to have a child in winter? Gael was a bit of an exception as the 'winter child?'
						#	health = -0.10 #Small penalty it's cold.
							monthly_piety_from_buildings_mult = 0.20 #A bit of game based balance. 
							monthly_prestige_gain_per_happy_powerful_vassal_add = 0.01 #Happy vassal happy life_expectancy
							opinion_of_same_culture = 7 #we're in this together type of mentality
							close_relative_opinion = 5 #Stuck in the same house
							movement_speed = -0.20 #Snow snow snow
							intimidated_vassal_tax_contribution_mult = 0.12 #but you're scary so here's my gold
							owned_personal_scheme_success_chance_add = 7 #Winter befriending
							monthly_county_control_growth_factor = 0.10 #Not gonna rob in winter...
							character_travel_speed_mult = -0.10 #Snow

							
							#Winter Attrition Rates	
						#	plains_attrition_mult = 0.25 #Not much pretty empty cold no cover but still
						#	farmlands_attrition_mult = 0.15 #cold but still some left over supplies
						#	hills_attrition_mult = 0.5
						#	mountains_attrition_mult = 1.0 #We cross the misty mountains!
						#	desert_attrition_mult = 0.10 #Warmer dornish Winters
							#oasis_attrition_mult = 0.075 #warm oasis?
						#	jungle_attrition_mult = -0.10 #Jungle won't freeze (probably)
							#forest_attrition_mult = 0.25 #Cold but some supplies even if further north like bark humans probably eat bark
						#	taiga_attrition_mult = 0.75	#Cold Northern Winters
						#	wetlands_attrition_mult = 0.33 #I got stuck in a fucking bog in scotland but it was spring in winter it would probably be hell
							#steppe_attrition_mult = 0.75 #Winter is Coming (Cold Northern Winters)
							#floodplains_attrition_mult = 0.25 #Flood plains!!
						#	drylands_attrition_mult = 0.20 #Cold but could be warm balanced level. 
							#End Winter Attrition Rates

							defender_advantage = 2 #It's bloody cold
							attacker_advantage = -2
							supply_duration = -0.2 #Might need to fix to a whole integer
							levy_reinforcement_rate = -0.25 #Why would I war in winter?
							men_at_arms_maintenance = 0.12 #Why would I be a soldier if the war seems to be lessened during winter? Pay me more ya feckin' bastard!
							monthly_war_income_mult = -0.25 #Heavily penalise war.
							embarkation_cost_mult = 0.30 #BOAT EXPENSIVE
							siege_phase_time = 2 #MORE SIEGE TIME										
						}
						parameters = {
							white_peace_acceptance_winter_seasons = yes
							unlocks_enforce_truces_interaction_seasons = yes		
							apply_truce_when_sending_ward = yes
							invasion_conquest_war_cannot_be_declared = yes		
							struggle_cb_cost_major = yes									
						}
					}		
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {	
						character_modifier = {
							#domain_tax_mult = -0.25
							#supply_limit_mult = -0.15
							#provisions_use_mult = 0.10
							#development_growth_factor = -0.10						
							church_holding_build_gold_cost = 0.30
							castle_holding_build_gold_cost = 0.30
							#build_speed = 0.30
							city_holding_build_gold_cost = 0.30
						}
					}							
					#has_territory_in_region = {	
					#	character_modifier = {
					#		domain_tax_mult = -0.25
					#		supply_limit_mult = -0.15
					#		provisions_use_mult = 0.10
					#		development_growth_factor = -0.10						
					#		church_holding_build_gold_cost = 0.30
					#		castle_holding_build_gold_cost = 0.30
					#		build_speed = 0.30
					#		city_holding_build_gold_cost = 0.30
					#	}
					#}					
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						
					}
					
				}
			}
		}
		seasons_cold_winter_phase = {
			icon = "gfx/interface/icons/modifiers/winter_cold.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_havsarsan_zud.dds"
			map_province_effect = snownew
			map_province_effect_intensity = 0.99
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 3
				}
				#every_province = {
				#	limit = {
				#		any_situation_sub_region = {
				#			sub_region_current_phase = seasons_cold_winter_phase
				#			situation_sub_region_has_county = $COUNTY$	
				#			
				#		}
				#	}
				#	add_province_modifier = seasons_all_tax
				#}
			}
			future_phases = {
				seasons_wet_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_wet_spring = 1000
					}
				}
				seasons_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_spring = 1000
					}
				}
				seasons_hot_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_hot_spring = 1000
					}
				}
				seasons_cool_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cool_spring = 1000
					}
				}
				seasons_dry_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_dry_spring = 1000
					}
				}					
			}	
			modifier_sets = {
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
					ruler_in_region = {
						character_modifier = {
							ai_war_chance = -5
							ai_war_cooldown = 2
							vassal_tax_contribution_mult = -0.65 #Less likely to give money
							#Winter is low tax and low income to simulate the much lower productivity. If I wanted to be realistic I could set at -0.75 or -0.9 but then I think people would be sad.
						#	life_expectancy = -5 #Old people die in  winter
						#	fertility = -0.75 #Why would you want to have a child in winter? Gael was a bit of an exception as the 'winter child?'
						#	health = -0.10 #Small penalty it's cold.
							monthly_piety_from_buildings_mult = 0.33 #A bit of game based balance. 
							monthly_prestige_gain_per_happy_powerful_vassal_add = 0.01 #Happy vassal happy life_expectancy
							opinion_of_same_culture = 15 #we're in this together type of mentality
							close_relative_opinion = 10 #Stuck in the same house
							movement_speed = -0.65 #Snow snow snow
							intimidated_vassal_tax_contribution_mult = 0.30 #but you're scary so here's my gold
							owned_personal_scheme_success_chance_add = 15 #Winter befriending
							monthly_county_control_growth_factor = 0.50 #Not gonna rob in winter...
							character_travel_speed_mult = -0.4 #Snow

							#Winter Attrition Rates	
							#plains_attrition_mult = 0.25 #Not much pretty empty cold no cover but still
							#farmlands_attrition_mult = 0.15 #cold but still some left over supplies
							#hills_attrition_mult = 0.5
							#mountains_attrition_mult = 1.0 #We cross the misty mountains!
							#desert_attrition_mult = 0.10 #Warmer dornish Winters
							#oasis_attrition_mult = 0.075 #warm oasis?
							#jungle_attrition_mult = -0.10 #Jungle won't freeze (probably)
							#forest_attrition_mult = 0.25 #Cold but some supplies even if further north like bark humans probably eat bark
							#taiga_attrition_mult = 0.75	#Cold Northern Winters
							#wetlands_attrition_mult = 0.33 #I got stuck in a fucking bog in scotland but it was spring in winter it would probably be hell
							#steppe_attrition_mult = 0.75 #Winter is Coming (Cold Northern Winters)
							#floodplains_attrition_mult = 0.25 #Flood plains!!
							#drylands_attrition_mult = 0.20 #Cold but could be warm balanced level. 
							#End Winter Attrition Rates

					
							defender_advantage = 5 #It's bloody cold
							attacker_advantage = -5
							supply_duration = -0.4 #Might need to fix to a whole integer
							levy_reinforcement_rate = -0.75 #Why would I war in winter?
							men_at_arms_maintenance = 0.4 #Why would I be a soldier if the war seems to be lessened during winter? Pay me more ya feckin' bastard!
							monthly_war_income_mult = -0.66 #Heavily penalise war.
							embarkation_cost_mult = 0.75 #BOAT EXPENSIVE
							siege_phase_time = 5 #MORE SIEGE TIME									
						}
						parameters = {
							white_peace_acceptance_winter_seasons = yes
							unlocks_enforce_truces_interaction_seasons = yes		
							apply_truce_when_sending_ward = yes
							invasion_conquest_war_cannot_be_declared = yes		
							struggle_cb_cost_major = yes									
						}
					}		
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {
						character_modifier = {
							#fort_level = 4
							#domain_tax_mult = -0.60
							#build_speed = 0.80
							#supply_limit_mult = -0.50
							#provisions_use_mult = 0.33
							#development_growth_factor = -0.20	
							church_holding_build_gold_cost = 0.70
							castle_holding_build_gold_cost = 0.70
							city_holding_build_gold_cost = 0.70						
						}						
					}					
					#has_territory_in_region = {
					#	character_modifier = {
					#		fort_level = 4
					#		domain_tax_mult = -0.60
					#		build_speed = 0.80
					#		supply_limit_mult = -0.50
					#		provisions_use_mult = 0.33
					#		development_growth_factor = -0.20	
					#		church_holding_build_gold_cost = 0.70
					#		castle_holding_build_gold_cost = 0.70
					#		city_holding_build_gold_cost = 0.70						
					#	}						
					#}					
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						
					}
				}
			}
		}
		seasons_northern_winter_phase = {
			icon = "gfx/interface/icons/modifiers/winter_north.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_white_zud.dds"
			map_province_effect = snownew
			map_province_effect_intensity = 0.99
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 3
				}
			}
			future_phases = {
				seasons_wet_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_wet_spring = 1000
					}
				}
				seasons_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_spring = 1000
					}
				}
				seasons_cool_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_cool_spring = 1000
					}
				}
				seasons_dry_spring_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_dry_spring = 1000
					}
				}					
			}	
			modifier_sets = {
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
					ruler_in_region = {
						character_modifier = {
							ai_war_chance = -5
							ai_war_cooldown = 0.9
							vassal_tax_contribution_mult = -0.65 #Less likely to give money
							#Winter is low tax and low income to simulate the much lower productivity. If I wanted to be realistic I could set at -0.75 or -0.9 but then I think people would be sad.
						#	life_expectancy = -5 #Old people die in  winter
						#	fertility = -0.75 #Why would you want to have a child in winter? Gael was a bit of an exception as the 'winter child?'
						#	health = -0.10 #Small penalty it's cold.
							monthly_piety_from_buildings_mult = 0.33 #A bit of game based balance. 
							monthly_prestige_gain_per_happy_powerful_vassal_add = 0.01 #Happy vassal happy life_expectancy
							opinion_of_same_culture = 15 #we're in this together type of mentality
							close_relative_opinion = 10 #Stuck in the same house
							movement_speed = -0.65 #Snow snow snow
							intimidated_vassal_tax_contribution_mult = 0.30 #but you're scary so here's my gold
							owned_personal_scheme_success_chance_add = 15 #Winter befriending
							monthly_county_control_growth_factor = 0.50 #Not gonna rob in winter...
							character_travel_speed_mult = -0.4 #Snow

							#Winter Attrition Rates	
							#plains_attrition_mult = 0.25 #Not much pretty empty cold no cover but still
							#farmlands_attrition_mult = 0.15 #cold but still some left over supplies
							#hills_attrition_mult = 0.5
							#mountains_attrition_mult = 1.0 #We cross the misty mountains!
							#desert_attrition_mult = 0.10 #Warmer dornish Winters
							#oasis_attrition_mult = 0.075 #warm oasis?
							#jungle_attrition_mult = -0.10 #Jungle won't freeze (probably)
							#forest_attrition_mult = 0.25 #Cold but some supplies even if further north like bark humans probably eat bark
							#taiga_attrition_mult = 0.75	#Cold Northern Winters
							#wetlands_attrition_mult = 0.33 #I got stuck in a fucking bog in scotland but it was spring in winter it would probably be hell
							#steppe_attrition_mult = 0.75 #Winter is Coming (Cold Northern Winters)
							#floodplains_attrition_mult = 0.25 #Flood plains!!
							#drylands_attrition_mult = 0.20 #Cold but could be warm balanced level. 
							#End Winter Attrition Rates

					
							defender_advantage = 20 #It's bloody cold
							attacker_advantage = -2
							supply_duration = -0.4 #Might need to fix to a whole integer
							levy_reinforcement_rate = -0.45 #Why would I war in winter?
							men_at_arms_maintenance = 0.35 #Why would I be a soldier if the war seems to be lessened during winter? Pay me more ya feckin' bastard!
							monthly_war_income_mult = -0.35 #Heavily penalise war.
							embarkation_cost_mult = 0.75 #BOAT EXPENSIVE
							siege_phase_time = 5 #MORE SIEGE TIME									
						}
					}		
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {
						character_modifier = {
							#fort_level = 4
							#domain_tax_mult = -0.35
							#build_speed = 0.65
							#supply_limit_mult = -0.55
							#provisions_use_mult = 0.2
							#development_growth_factor = -0.20	
							church_holding_build_gold_cost = 0.70
							castle_holding_build_gold_cost = 0.70
							city_holding_build_gold_cost = 0.70						
						}						
					}									
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						
					}
				}
			}
		}
		seasons_always_winter_phase = {
			icon = "gfx/interface/icons/modifiers/winter_north.dds"
			illustration = "gfx/interface/illustrations/terrain_types/mpo_season_white_zud.dds"
			on_start = {
				set_global_variable = {
					name = what_season_is_it
					value = 3
				}
			}
			future_phases = {
				seasons_northern_winter_phase = {
					takeover_type = points
					takeover_points = 1000
					catalysts = {
						catalyst_spring = 1000
					}
				}
			}
			modifier_sets = {
				situation_season_war_effects = {
				icon = "gfx/interface/icons/struggle_effects/war.dds"
	
				}
				situation_season_land_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_fertility.dds"
					ruler_in_region = {						
					}									
				}
				situation_season_people_effects = {
				icon = "gfx/interface/icons/situations/situation_modifier_character.dds"
					ruler_in_region = {
						
					}
				}
			}
		}
	}
}


#PLAN : 
#Northern Big Region : 
# N