﻿# EK NOTE: replaced vanilla references, added our own terrain types
##############################
# COMBAT CULTURAL TRADITIONS #
##############################

tradition_winter_warriors = {
	category = combat

	layers = {
		0 = learning
		1 = western
		4 = fight.dds
	}
	
	can_pick = {
		culture_not_pacifistic_trigger = yes
		culture_in_winter_geographical_region_trigger = yes
	}
	parameters = {
		winter_soldier_trait_more_common = yes
		winter_trait_bonuses = yes
		can_recruit_winter_specialist = yes
		resistant_to_winter_privation = yes
	}
	character_modifier = {
		taiga_travel_danger = taiga_low_danger_reduction
		taiga_hills_travel_danger = taiga_hills_low_danger_reduction #EK ADDITION: new terrain type
	}
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_stoic_or_communal_desc
				}
			}
			if = {
				limit = {
					NOT = {
						any_culture_county = {
							percent >= 0.3
							any_county_province = {
								OR = {
									# EK EDIT: areas with harsh winter
									# geographical_region = world_europe_north
									# geographical_region = world_europe_west
									# geographical_region = world_europe_east
									# geographical_region = world_steppe
									# geographical_region = world_tibet
									geographical_region = mundus_climate_winter
								}
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = winter_percentage_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_winter_warriors }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}

			multiply = tradition_replacement_cost_if_relevant
		}
	}
	ai_will_do = {
		value = 400
		if = {
			limit = {
				NOT = {
					scope:character = {
						any_sub_realm_county = {
							percent >= 0.3
							culture = scope:character.culture
							any_county_province = {
								OR = {
									# EK EDIT: areas with harsh winter
									# geographical_region = world_europe_north
									# geographical_region = world_europe_west
									# geographical_region = world_europe_east
									# geographical_region = world_steppe
									# geographical_region = world_tibet
									geographical_region = mundus_climate_winter
								}
							}
						}
					}
				}
			}
			multiply = 0
		}
	}
}

tradition_forest_fighters = {
	category = combat

	layers = {
		0 = martial
		1 = western
		4 = forest.dds
	}
	
	can_pick = {
		culture_not_pacifistic_trigger = yes
		custom_description = {
			text = culture_in_forest_desc
			any_culture_county = {
				any_county_province = {
					OR = {
						terrain = forest
						terrain = taiga
						terrain = taiga_hills # EK ADDITION: new terrain type
					}
				}
			}
		}
	}
	parameters = {
		forest_fighter_trait_more_common = yes
		forest_trait_bonuses = yes
		can_recruit_forest_specialist = yes
		forest_nomadic_cultrad_stationing_bonus = yes
	}
	character_modifier = {
		forest_travel_danger = forest_low_danger_reduction
		taiga_travel_danger = taiga_low_danger_reduction
		taiga_hills_travel_danger = taiga_hills_low_danger_reduction # EK ADDITION: new terrain type
	}
	province_modifier = {
		forest_levy_size = 0.1
		taiga_levy_size = 0.1
		taiga_hills_levy_size = 0.1 # EK ADDITION: new terrain type
		forest_supply_limit_mult = 0.25
		taiga_supply_limit_mult = 0.25
		taiga_hills_supply_limit_mult = 0.25 # EK ADDITION: new terrain type
	}
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_stoic_or_communal_desc
				}
			}
			if = {
				limit = {
					NOT = {
						any_culture_county = {
							percent >= 0.3
							any_county_province = {
								OR = {
									terrain = forest
									terrain = taiga
									terrain = taiga_hills # EK ADDITION: new terrain type
								}
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = forest_percentage_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_forest_fighters }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	ai_will_do = {
		value = 200
		if = {
			limit = {
				NOT = {
					scope:character = {
						any_sub_realm_county = {
							percent >= 0.2
							culture = scope:character.culture
							any_county_province = {
								OR = {
									terrain = forest
									terrain = taiga
									terrain = taiga_hills # EK ADDITION: new terrain type
								}
							}
						}
					}
				}
			}
			multiply = 0
		}
		else_if = {
			limit = {
				any_culture_county = {
					percent >= 0.6
					any_county_province = {
						OR = {
							terrain = forest
							terrain = taiga
						}
					}
				}
			}
			multiply = 2
		}
	}
}

tradition_mountaineers = {
	category = combat

	layers = {
		0 = martial
		1 = western
		4 = mountain.dds
	}
	
	is_shown = { #Replaced by Horn Mountain Skirmishing & Caucasian Wolves
		NOR = {
			# EK DISABLED
			# has_cultural_pillar = heritage_somalian
			# has_cultural_pillar = heritage_east_african
			# this = culture:georgian
			# any_parent_culture_or_above = {
			# 	this = culture:georgian
			# }
			has_cultural_tradition = tradition_caucasian_wolves
			has_cultural_tradition = tradition_horn_mountain_skirmishing
		}
	}

	can_pick = {
		culture_not_pacifistic_trigger = yes
		custom_description = {
			text = culture_in_mountains_desc
			any_culture_county = {
				any_county_province = {
					OR = {
						terrain = mountains
						terrain = desert_mountains
					}
				}
			}
		}
	}
	parameters = {
		rough_terrain_expert_trait_more_common = yes
		mountain_trait_bonuses = yes
		can_recruit_mountain_specialist = yes
		resistant_to_mountain_privation = yes
		mountains_nomadic_cultrad_stationing_bonus = yes
	}
	character_modifier = {
		mountains_travel_danger = mountains_low_danger_reduction
		desert_mountains_travel_danger = desert_mountains_low_danger_reduction
	}
	province_modifier = {
		mountains_levy_size = 0.1
		desert_mountains_levy_size = 0.1
		mountains_supply_limit_mult = 0.25
		desert_mountains_supply_limit_mult = 0.25
	}
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_stoic_or_communal_desc
				}
			}
			if = {
				limit = {
					NOT = {
						any_culture_county = {
							percent >= 0.3
							any_county_province = {
								OR = {
									terrain = mountains
									terrain = desert_mountains
								}
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = mountain_percentage_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_mountaineers }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	ai_will_do = {
		value = 200
		if = {
			limit = {
				NOT = {
					scope:character = {
						any_sub_realm_county = {
							percent >= 0.2
							culture = scope:character.culture
							any_county_province = {
								OR = {
									terrain = mountains
									terrain = desert_mountains
								}
							}
						}
					}
				}
			}
			multiply = 0
		}
		else_if = {
			limit = {
				scope:character.culture ?= {
					any_culture_county = {
						percent > 0.6
						any_county_province = {
							OR = {
								terrain = mountains
								terrain = desert_mountains
							}
						}
					}
				}
			}
			multiply = 6
		}
		else_if = {
			limit = {
				scope:character.culture ?= {
					any_culture_county = {
						percent > 0.4
						any_county_province = {
							OR = {
								terrain = mountains
								terrain = desert_mountains
							}
						}
					}
				}
			}
			multiply = 2
		}
	}
}

tradition_warriors_of_the_dry = {
	category = combat

	layers = {
		0 = martial
		1 = mena
		4 = desert.dds
	}

	# EK DISABLED
	# is_shown = { #Replaced by Mubarizuns
	# 	NOT = { has_cultural_pillar = heritage_arabic }
	# }
	
	can_pick = {
		culture_not_pacifistic_trigger = yes
		custom_description = {
			text = culture_in_dryland_desc
			any_culture_county = {
				any_county_province = {
					OR = {
						terrain = drylands
						terrain = desert
					}
				}
			}
		}
		NOT = { has_cultural_tradition = tradition_mubarizuns } #To prevent stacking after hybridization
	}
	parameters = {
		desert_warrior_trait_more_common = yes
		dry_trait_bonuses = yes
		can_recruit_dry_specialist = yes
		desert_nomadic_cultrad_stationing_bonus = yes
	}
	character_modifier = {
		desert_travel_danger = desert_low_danger_reduction
		drylands_travel_danger = drylands_low_danger_reduction
		desert_mountains_travel_danger = desert_mountains_low_danger_reduction
		desert_hills_travel_danger = desert_hills_low_danger_reduction #EK ADDITION: new terrain type
	}
	province_modifier = {
		drylands_levy_size = 0.1
		desert_levy_size = 0.1
		desert_hills_levy_size = 0.1 #EK ADDITION: new terrain type
		drylands_supply_limit_mult = 0.25
		desert_supply_limit_mult = 0.25
		desert_hills_supply_limit_mult = 0.25 #EK ADDITION: new terrain type
	}
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_stoic_or_communal_desc
				}
			}
			if = {
				limit = {
					NOT = {
						any_culture_county = {
							percent >= 0.3
							any_county_province = {
								OR = {
									terrain = drylands
									terrain = desert
									terrain = desert_hills #EK ADDITION: new terrain type
								}
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = dry_percentage_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_warriors_of_the_dry }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	ai_will_do = {
		value = 200
		if = {
			limit = {
				NOT = {
					scope:character = {
						any_sub_realm_county = {
							percent >= 0.2
							culture = scope:character.culture
							any_county_province = {
								OR = {
									terrain = drylands
									terrain = desert
									terrain = desert_hills #EK ADDITION: new terrain type
								}
							}
						}
					}
				}
			}
			multiply = 0
		}
		else_if = {
			limit = {
				scope:character.culture ?= {
					any_culture_county = {
						percent > 0.6
						any_county_province = {
							OR = {
								terrain = drylands
								terrain = desert
							}
						}
					}
				}
			}
			multiply = 6
		}
		else_if = {
			limit = {
				scope:character.culture ?= {
					any_culture_county = {
						percent > 0.4
						any_county_province = {
							OR = {
								terrain = drylands
								terrain = desert
							}
						}
					}
				}
			}
			multiply = 2
		}
	}
}

tradition_highland_warriors = {
	category = combat

	layers = {
		0 = intrigue
		1 = western
		4 = mountain.dds
	}

	is_shown = { #Replaced by Upland Skirmishing
		NOR = {
			# EK DISABLED
			#has_cultural_pillar = heritage_west_african
			has_cultural_tradition = tradition_upland_skirmishing
		}
	}
	can_pick = {
		culture_not_pacifistic_trigger = yes
		custom_description = {
			text = culture_in_hills_desc
			any_culture_county = {
				any_county_province = {
					terrain = hills
				}
			}
		}
	}
	
	parameters = {
		rough_terrain_expert_trait_more_common = yes
		hill_trait_bonuses = yes
		can_recruit_hill_specialist = yes
		hills_nomadic_cultrad_stationing_bonus = yes
	}
	province_modifier = {
		hills_levy_size = 0.1
		hills_supply_limit_mult = 0.25
	}
	character_modifier = {
		hills_travel_danger = hills_low_danger_reduction
		desert_hills_travel_danger = desert_hills_low_danger_reduction #EK ADDITION: new terrain type
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_stoic_or_communal_desc
				}
			}
			if = {
				limit = {
					NOT = {
						any_culture_county = {
							percent >= 0.3
							any_county_province = {
								terrain = hills
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = hill_percentage_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_highland_warriors }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 100
		if = {
			limit = {
				NOT = {
					scope:character = {
						any_sub_realm_county = {
							percent >= 0.2
							culture = scope:character.culture
							any_county_province = {
								terrain = hills
							}
						}
					}
				}
			}
			multiply = 0
		}
		else_if = {
			limit = {
				scope:character.culture ?= {
					any_culture_county = {
						percent > 0.6
						any_county_province = {
							terrain = hills
						}
					}
				}
			}
			multiply = 6
		}
		else_if = {
			limit = {
				scope:character.culture ?= {
					any_culture_county = {
						percent > 0.4
						any_county_province = {
							terrain = hills
						}
					}
				}
			}
			multiply = 2
		}
	}
}

tradition_jungle_warriors = {
	category = combat

	layers = {
		0 = intrigue
		1 = mena
		4 = jungle.dds
	}

	is_shown = { #Replaced by Bush Hunting
		NOR = {
			# EK DISABLED
			# has_cultural_pillar = heritage_akan
			# has_cultural_pillar = heritage_yoruba
			has_cultural_tradition = tradition_bush_hunting
		}
	}
	
	can_pick = {
		culture_not_pacifistic_trigger = yes
		custom_description = {
			text = culture_in_jungle_desc
			any_culture_county = {
				any_county_province = {
					OR = {
						terrain = jungle
						# EK ADDITION: new terrain types
						terrain = jungle_hills
						terrain = valenwood
					}
				}
			}
		}
	}
	parameters = {
		jungle_stalker_trait_more_common = yes
		jungle_trait_bonuses = yes
		can_recruit_jungle_specialist = yes
	}
	character_modifier = {
		jungle_travel_danger = jungle_low_danger_reduction
		jungle_hills_travel_danger = jungle_hills_low_danger_reduction # EK ADDITION: new terrain types
	}
	province_modifier = {
		jungle_levy_size = 0.1
		jungle_supply_limit_mult = 0.25
		# EK ADDITIONS
		jungle_hills_levy_size = 0.05
		jungle_hills_supply_limit_mult = 0.1
		valenwood_levy_size = 0.05 #added a small bonus for regular Valenwood terrain but not hills
		valenwood_supply_limit_mult = 0.1
	}
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_stoic_or_communal_desc
				}
			}
			if = {
				limit = {
					NOT = {
						any_culture_county = {
							percent >= 0.3
							any_county_province = {
								OR = {
									terrain = jungle
									# EK ADDITION: new terrain types
									terrain = jungle_hills
									terrain = valenwood
								}
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = jungle_percentage_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_jungle_warriors }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	ai_will_do = {
		value = 100
		if = {
			limit = {
				NOT = {
					scope:character = {
						any_sub_realm_county = {
							percent >= 0.2
							culture = scope:character.culture
							any_county_province = {
								OR = {
									terrain = jungle
									# EK ADDITION: new terrain types
									terrain = jungle_hills
									terrain = valenwood
								}
							}
						}
					}
				}
			}
			multiply = 0
		}
		else_if = {
			limit = {
				scope:character.culture ?= {
					any_culture_county = {
						percent > 0.6
						any_county_province = {
							terrain = jungle
						}
					}
				}
			}
			multiply = 6
		}
		else_if = {
			limit = {
				scope:character.culture ?= {
					any_culture_county = {
						percent > 0.4
						any_county_province = {
							terrain = jungle
						}
					}
				}
			}
			multiply = 2
		}
	}
}

tradition_only_the_strong = {
	category = combat

	layers = {
		0 = martial
		1 = mena
		4 = soldiers2.dds
	}
	
	can_pick = {
		custom_description = {
			text = culture_not_egalitarian
			NOT = {
				culture_pillar:ethos_egalitarian = { is_in_list = traits }
			}
		}
	}
	
	parameters = {
		minimum_prowess_for_knights = yes
		blademaster_trait_bonuses = yes
		prowess_from_martial_education = yes
	}
	province_modifier = {
		levy_size = -0.25
	}
	character_modifier = {
		men_at_arms_recruitment_cost = 0.25
		knight_effectiveness_mult = 1
		knight_limit = 2
		accolade_glory_gain_mult = 0.2
		men_at_arms_limit = -2
		men_at_arms_cap = -1
		maa_damage_mult = 0.1
		maa_toughness_mult = 0.15
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_or_stoic_desc
				}
			}
			if = {
				limit = {
					NOT = {
						scope:character = {
							any_knight = {
								count >= 6
								prowess >= 12
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = knights_with_prowess_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_only_the_strong }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 200
		if = {
			limit = {
				scope:character = {
					NOR = {
						prowess >= 12
						has_trait = strong
						has_trait = physique_good
					}
				}
			}
			multiply = 0.25
		}
		else_if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
					any_courtier = {
						count >= 10
						prowess >= 12
					}
				}
			}
			multiply = 4
		}
	}
}

tradition_warriors_by_merit = {
	category = combat

	layers = {
		0 = martial
		1 = mediterranean
		4 = soldiers2.dds
	}
	
	can_pick = {
		
	}
	
	parameters = {
		high_prowess_ignores_knight_restrictions = yes
		blademaster_traits_more_common = yes
	}
	character_modifier = {
		prowess_per_prestige_level = 2
		accolade_glory_gain_mult = 0.1
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_egalitarian_or_communal_desc
				}
			}
			if = {
				limit = {
					NOT = {
						scope:character = {
							any_courtier = {
								count >= 5
								prowess >= 10
								is_adult = yes
								NOT = {
									can_be_knight_trigger = { ARMY_OWNER = prev }
								}
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = courtiers_with_prowess_who_cant_be_knight_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_warriors_by_merit }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 150
		if = {
			limit = {
				NOR = {
					culture_pillar:ethos_egalitarian = { is_in_list = traits }
					scope:character = {
						NOT = {
							can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
						}
					}
				}
			}
			multiply = 0.25
		}
		else_if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
				}
			}
			multiply = 4
		}
	}
}

tradition_warrior_monks = {
	category = combat

	layers = {
		0 = martial
		1 = indian
		4 = temple.dds
	}
	
	can_pick = {
		
	}
	
	parameters = {
		prowess_from_religious_traits = yes
		culture_clergy_can_fight = yes
		monastery_prowess_martial_bonus = yes
	}
	character_modifier = {
		prowess_per_piety_level = 1
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_or_spiritual_desc
				}
			}
			if = {
				limit = {
					trigger_if = {
						limit = {
							scope:character = {
								is_ai = no
							}
						}
						NOT = {
							scope:character = {
								save_temporary_scope_as = culture_head_link
								faith = {
									any_faith_character = {
										count >= 15
										culture = scope:culture_head_link.culture
										prowess >= 10
										OR = {
											is_clergy = yes
											has_education_learning_trigger = yes
										}
									}
								}
							}
						}
					}
					trigger_else = {
						always = no
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = culture_head_faith_clergy_prowess_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_warrior_monks }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 200
		if = {
			limit = {
				NOR = {
					culture_pillar:ethos_bellicose = { is_in_list = traits }
					culture_pillar:ethos_spiritual = { is_in_list = traits }
				}
			}
			multiply = 0.25
		}
	}
}

tradition_talent_acquisition = {
	category = combat

	layers = {
		0 = diplo
		1 = mena
		4 = greeting.dds
	}
	
	can_pick = {
		
	}
	
	parameters = {
		can_recruit_prisoners_easily = yes
		better_knights_from_decision = yes
		pardoning_gives_loyalty = yes
	}
	character_modifier = {
		accolade_glory_gain_mult = 0.1
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
						culture_pillar:ethos_courtly = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_egalitarian_or_courtly_desc
				}
			}
			if = {
				limit = {
					NOT = {
						scope:character = {
							save_temporary_scope_as = culture_head_link
							any_prisoner = {
								count >= 10
								NOR = {
									is_courtier_of = scope:culture_head_link
									is_foreign_court_or_pool_guest_of = scope:culture_head_link
								}
								OR = {
									martial >= 12
									diplomacy >= 12
									stewardship >= 12
									intrigue >= 12
									learning >= 12
									prowess >= 12
								}
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = skilled_prisoners_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_talent_acquisition }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 200
		if = {
			limit = {
				NOR = {
					culture_pillar:ethos_bellicose = { is_in_list = traits }
					culture_pillar:ethos_egalitarian = { is_in_list = traits }
					culture_pillar:ethos_courtly = { is_in_list = traits }
				}
			}
			multiply = 0.5
		}
	}
}

tradition_strength_in_numbers = {
	category = combat

	layers = {
		0 = martial
		1 = mena
		4 = soldiers3.dds
	}

	parameters = {
		strength_in_numbers_maa_limit_bonus = yes
		strength_in_numbers_heavy_maa_ban = yes
	}
	
	province_modifier = {
		levy_size = 0.25
	}
	character_modifier = {
		supply_limit_mult = 0.5
		herd_conversion = 0.04
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_or_spiritual_desc
				}
			}
			if = {
				limit = {
					NOT = {
						scope:character = {
							number_maa_soldiers_of_base_type = {
								type = skirmishers
								value >= 500
							}	
							number_maa_soldiers_of_base_type = {
								type = archers
								value >= 500
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = culture_head_small_soldiers_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_strength_in_numbers }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 5 # The AI shouldn't really pick this very often
		if = {
			limit = {
				OR = {
					culture_has_heavy_infantry_maa = yes
					culture_has_pikemen_maa = yes
					culture_has_heavy_cavalry_maa = yes
				}
			}
			multiply = 0
		}
	}
}

tradition_frugal_armorsmiths = {
	category = combat

	layers = {
		0 = steward
		1 = western
		4 = shield.dds
	}

	parameters = {
		frugal_blacksmith_maa_size = yes
	}
	
	character_modifier = {
		army_maintenance_mult = -0.25
		men_at_arms_recruitment_cost = -0.25
		knight_effectiveness_mult = -0.6
		levy_toughness = -8
		heavy_cavalry_toughness_mult = -0.5
		pikemen_toughness_mult = -0.15
		heavy_infantry_toughness_mult = -0.25
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_stoic_or_communal_desc
				}
			}
			if = {
				limit = {	
					NOT = {
						scope:character = {	
							number_maa_soldiers_of_base_type = {
								type = skirmishers
								value >= 500
							}	
							number_maa_soldiers_of_base_type = {
								type = archers
								value >= 500
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = culture_head_small_soldiers_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_frugal_armorsmiths }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 5 # The AI shouldn't really pick this very often
		if = {
			limit = {
				scope:character = {
					OR = {
						number_maa_soldiers_of_base_type = {
							type = heavy_infantry
							value >= 100
						}	
						number_maa_soldiers_of_base_type = {
							type = pikemen
							value >= 100
						}	
						number_maa_soldiers_of_base_type = {
							type = heavy_cavalry
							value >= 1
						}	
						number_maa_soldiers_of_base_type = {
							type = elephant_cavalry
							value >= 1
						}
					}
				}
			}
			multiply = 0
		}
		if = {
			limit = {
				OR = {
					culture_has_heavy_infantry_maa = yes
					culture_has_pikemen_maa = yes
					culture_has_heavy_cavalry_maa = yes
				}
			}
			multiply = 0
		}
	}
}

tradition_malleable_invaders = {
	category = combat

	layers = {
		0 = martial
		1 = mena
		4 = diplomacy.dds
	}
	
	is_shown = {
		has_dlc_feature = hybridize_culture
	}
	can_pick = {
		#culture_in_non_sedentary_geographical_region_trigger = yes # EK DISABLED: no steppes region in EK
		culture_not_pacifistic_trigger = yes
		custom_tooltip = {
			text = cultrad_not_nomadic_government_type
			scope:character = {
				NOT = {
					government_has_flag = government_is_nomadic
				}
			}
		}
	}
	
	parameters = {
		easier_to_hybridize = yes
		cheaper_to_hybridize = yes
		cheaper_convert_to_local_culture = yes
	}
	character_modifier = {
		faith_conversion_piety_cost_mult = -0.2
		different_faith_county_opinion_mult = -0.2
		
		ai_war_chance = 0.5
		ai_war_cooldown = -0.25
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_egalitarian_or_bureaucratic_desc
				}
			}
			if = {
				limit = {
					### EK EDIT: Removed references to vanilla heritages
					# NOR = {
					# 	culture_pillar:heritage_turkic = { is_in_list = traits }
					# 	culture_pillar:heritage_mongolic = { is_in_list = traits }
					# }
					always = no
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = turkic_or_mongolic_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_malleable_invaders }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 0
	}
}

tradition_quarrelsome = {
	category = combat

	layers = {
		0 = martial
		1 = mediterranean
		4 = speech.dds
	}
	
	can_pick = {
		culture_not_pacifistic_trigger = yes
	}
	
	parameters = {
		#can_use_conquest_cbs = yes # EK DISABLED: everyone can use conquest CBs from innovations. the effect here is better handled by the parameter below
		cb_lower_prestige_level_requirement = yes
		cheaper_cbs = yes
		disloyal_trait_less_spurned = yes
		disloyal_trait_more_common = yes
		### EK ADDITION: Unlocks the Duel for a Title interaction
		unlock_duel_for_title = yes
	}
	character_modifier = {
		monthly_county_control_growth_factor = -0.4
		
		ai_honor = -20
		ai_war_chance = 0.5
		ai_war_cooldown = -0.25
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_or_spiritual_desc
				}
			}
			if = {
				limit = {
					trigger_if = {
						limit = {
							scope:character = {
								is_ai = no
							}
						}
						NOT = {
							any_ruler = {
								count >= 5
								culture = prev
								primary_title.tier >= tier_county
								is_at_war = yes
							}
						}
					}
					trigger_else = {
						always = no
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = rulers_at_war_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_quarrelsome }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 50
		if = {
			limit = {
				NOT = {
					scope:character = {
						government_has_flag = government_is_tribal
					}
				}
			}
			multiply = 0.25
		}
		if = {
			limit = {
				NOR = {
					# EK EDIT: removed vanilla reference
					# culture_pillar:heritage_turkic = { is_in_list = traits }
					# culture_pillar:heritage_mongolic = { is_in_list = traits }
					# is_divergent_culture = yes
					always = no
				}
			}
			multiply = 0
		}
	}
}

tradition_swords_for_hire = {
	category = combat

	layers = {
		0 = martial
		1 = indian
		4 = swords.dds
	}

	is_shown = {
		NOT = { has_cultural_tradition = tradition_ep3_audacious_cadets }
	}
	
	can_pick = {
		
	}
	
	parameters = {
		wanderers_gain_extra_combat_skills = yes
		mercenary_courtiers_gain_extra_skills = yes
		more_likely_to_leave_court = yes
		unlocks_contract_assistance = yes
		unlock_voluntary_laampdom = yes
		more_likely_to_be_laamps = yes
	}
	culture_modifier = {
		mercenary_count_mult = 1
	}
	character_modifier = {
		same_culture_mercenary_hire_cost_mult = -0.15
		character_travel_speed_mult = 0.1
		character_travel_safety_mult = 0.1
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_courtly_or_communal_desc
				}
			}
			if = {
				limit = {
					trigger_if = {
						limit = {
							scope:character = {
								is_ai = no
							}
						}
						NOT = {
							any_ruler = {
								count >= 5
								culture = prev
								primary_title.tier >= tier_county
								has_trait = education_martial_4
							}
						}
					}
					trigger_else = {
						always = no
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = rulers_with_martial_edu_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_swords_for_hire }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 50
		if = {
			limit = {
				# EK EDIT
				#has_cultural_pillar = heritage_central_germanic
				always = no
			}
			multiply = 2
		}
	}
}

tradition_reverence_for_veterans = {
	category = combat

	layers = {
		0 = martial
		1 = mediterranean
		4 = knight.dds
	}
	
	parameters = {
		wounds_and_scars_give_bonuses = yes
		guardians_can_transfer_commander_traits = yes
		warrior_lodges_lift_restrictions = yes
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_egalitarian_or_stoic_desc
				}
			}
			if = {
				limit = {
					trigger_if = {
						limit = {
							scope:character = {
								is_ai = no
							}
						}
						NOT = {
							any_ruler = {
								count >= 5
								culture = prev
								primary_title.tier >= tier_county
								OR = {
									has_trait = scarred
									has_trait = maimed
									has_trait = one_eyed
									has_trait = one_legged
									has_trait = disfigured
								}
							}
						}
					}
					trigger_else = {
						always = no
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = rulers_with_scars_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_reverence_for_veterans }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = { # Generally good & flavorful
		value = 400
	}
}

tradition_stalwart_defenders = {
	category = combat

	layers = {
		0 = intrigue
		1 = mediterranean
		4 = shield.dds
	}
	
	parameters = {
		can_end_defensive_wars_earlier = yes
		more_fame_for_successful_defensive_wars = yes
		more_gold_for_successful_defensive_wars = yes
		next_level_fortification = yes
		stalwart_defenders_internal_yurt_unlock = yes
	}
	character_modifier = {
		defender_advantage = 5
		controlled_province_advantage = 5
		nomadic_horde_toughness_mult = 0.15
	}
	province_modifier = {
		garrison_size = 0.25
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_courtly = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_stoic_or_courtly_desc
				}
			}
			if = {
				limit = {
					NOT = {
						any_culture_county = {
							any_county_province = {
								has_building_or_higher = march_01
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = march_building_desc
				}
			}
			if = {
				limit = {
					has_variable = defensive_traditionalist_discount
				}
				add = {
					value = traditionalist_discount
					desc = traditionalist_discount_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_stalwart_defenders }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 400
		if = {
			limit = {
				NOR = {
					culture_pillar:ethos_bellicose = { is_in_list = traits }
					culture_pillar:ethos_stoic = { is_in_list = traits }
					scope:character = {
						sub_realm_size <= medium_realm_size
					}
				}
			}
			multiply = 0.25
		}
		else_if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
				}
			}
			multiply = 2
		}
	}
}

tradition_battlefield_looters = {
	category = combat

	layers = {
		0 = martial
		1 = mediterranean
		4 = swords.dds
	}
	
	parameters = {
		gain_gold_from_battles = yes
		less_prestige_from_battles = yes
	}
	character_modifier = {
		max_loot_mult = 0.75
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_or_bureaucratic_desc
				}
			}
			if = {
				limit = {
					trigger_if = {
						limit = {
							scope:character = {
								is_ai = no
							}
						}
						NOT = {
							any_ruler = {
								count >= 3
								culture = prev
								primary_title.tier >= tier_county
								OR = {
									has_trait = reaver
								}
							}
						}
					}
					trigger_else = {
						NOR = {
							# EK EDIT
							# culture_pillar:heritage_turkic = { is_in_list = traits }
							# culture_pillar:heritage_mongolic = { is_in_list = traits }
							always = no
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = rulers_with_reaver_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_battlefield_looters }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 75
		if = {
			limit = {
				NOR = {
					# EK EDIT
					# culture_pillar:heritage_turkic = { is_in_list = traits }
					# culture_pillar:heritage_mongolic = { is_in_list = traits }
					scope:character = {
						government_has_flag = government_is_tribal
					}
				}
			}
			multiply = 0
		}
	}
}

tradition_hit_and_run = {
	category = combat

	layers = {
		0 = martial
		1 = mediterranean
		4 = soldiers4.dds
	}
	
	is_shown = {
		# EK DISABLED
		# NOR = { #Replaced by Konni Raids (tradition_hussar)
		# 	has_cultural_pillar = heritage_south_slavic
		# 	has_cultural_pillar = heritage_magyar
		# 	has_cultural_pillar = heritage_west_slavic
		# }
	}
	can_pick = {
		trigger_if = {
			limit = {
				OR = {
					NOT = { exists = scope:replacing }
					NOT = { scope:replacing = culture_tradition:tradition_hussar }
				}	
			}
			NOT = { has_cultural_tradition = tradition_hussar } #To prevent stacking after hybridization
		}
	}

	# Iberian: Concurso Tactics
	character_modifier = {
		nomadic_horde_damage_mult = 0.05
		nomadic_horde_screen_mult = 0.05
		skirmishers_damage_mult = 0.2
		skirmishers_screen_mult = 0.25
		light_cavalry_damage_mult = 0.2
		light_cavalry_screen_mult = 0.25
		retreat_losses = -0.1
		hard_casualty_modifier = -0.1
	}

	parameters = {
		hit_run_nomadic_cultrad_stationing_bonus = yes
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_egalitarian = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_egalitarian_or_spiritual_desc
				}
			}
			if = {
				limit = {
					NOT = {
						scope:character = {	
							number_maa_soldiers_of_base_type = {
								type = skirmishers
								value >= 500
							}	
							number_maa_soldiers_of_base_type = {
								type = light_cavalry
								value >= 500
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = culture_head_skirmishers_and_light_cav_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_hit_and_run }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 200
		if = {
			limit = {
				NOR = {
					culture_has_skirmisher_maa = yes
					culture_has_light_cavalry_maa = yes
				}
			}
			multiply = 0.25
		}
		else_if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
				}
			}
			multiply = 4
		}
	}
}

tradition_stand_and_fight = {
	category = combat

	is_shown = {
		NOR = { #Replaced by Mobile Guards
			# EK DISABLED
			#has_cultural_pillar = heritage_israelite
			has_cultural_tradition = tradition_mobile_guards
		}
	}

	layers = {
		0 = martial
		1 = indian
		4 = battle.dds
	}
	
	character_modifier = {
		levy_toughness = 2
		maa_toughness_mult = 0.1
		heavy_infantry_toughness_mult = 0.1
		heavy_cavalry_toughness_mult = 0.1
		pikemen_toughness_mult = 0.2
		hard_casualty_modifier = 0.4
		defender_advantage = 8
	}

	parameters = {
		stand_fight_nomadic_cultrad_stationing_bonus = yes
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_spiritual_or_stoic_desc
				}
			}
			if = {
				limit = {
					NOT = {
						scope:character = {	
							number_maa_soldiers_of_base_type = {
								type = heavy_infantry
								value >= 500
							}	
							number_maa_soldiers_of_base_type = {
								type = pikemen
								value >= 500
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = culture_head_heavy_inf_and_pikemen_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_stand_and_fight }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 400
		if = {
			limit = {
				NOR = {
					culture_has_heavy_infantry_maa = yes
					culture_has_heavy_cavalry_maa = yes
					culture_has_pikemen_maa = yes
				}
			}
			multiply = 0.25
		}
		else_if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
				}
			}
			multiply = 2
		}
	}
}

tradition_adaptive_skirmishing = {
	category = combat

	layers = {
		0 = intrigue
		1 = western
		4 = soldiers4.dds
	}

	parameters = {
		next_level_military_camps = yes
		skirmisher_nomadic_cultrad_stationing_bonus = yes
	}
	
	character_modifier = {
		enemy_terrain_advantage = -0.25
		archers_damage_mult = 0.15
		archers_toughness_mult = 0.15
		archers_maintenance_mult = -0.05
		skirmishers_damage_mult = 0.15
		skirmishers_toughness_mult = 0.2
		skirmishers_maintenance_mult = -0.05	
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_spiritual = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_spiritual_or_stoic_desc
				}
			}
			if = {
				limit = {
					NOT = {
						scope:character = {
							number_maa_soldiers_of_base_type = {
								type = skirmishers
								value >= 500
							}	
							number_maa_soldiers_of_base_type = {
								type = archers
								value >= 500
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = culture_head_small_soldiers_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_adaptive_skirmishing }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 400
		if = {
			limit = {
				scope:character = {
					OR = {
						number_maa_soldiers_of_base_type = {
							type = heavy_infantry
							value >= 200
						}	
						number_maa_soldiers_of_base_type = {
							type = pikemen
							value >= 200
						}
					}
				}
			}
			multiply = 0
		}
		if = {
			limit = {
				OR = {
					culture_has_heavy_infantry_maa = yes
					culture_has_heavy_cavalry_maa = yes
				}
			}
			multiply = 0
		}
		else_if = {
			limit = {
				NOR = {
					culture_has_archer_maa = yes
					culture_has_skirmisher_maa = yes
				}
			}
			multiply = 0.25
		}
		else_if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
				}
			}
			multiply = 2
		}
	}
}

tradition_formation_fighting = {
	category = combat

	layers = {
		0 = martial
		1 = mediterranean
		4 = soldiers3.dds
	}
	
	layers = {
		0 = martial
	}

	parameters = {
		next_level_barracks = yes
		formation_fighting_strategist = yes
		formation_nomadic_cultrad_stationing_bonus = yes
	}

	character_modifier = {
		counter_efficiency = 0.15
		pursue_efficiency = -0.15
		archers_damage_mult = 0.1
		archers_toughness_mult = 0.15
		pikemen_damage_mult = 0.15
		pikemen_toughness_mult = 0.2
		nomadic_horde_toughness_mult = 0.05
		nomadic_horde_damage_mult = 0.05
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_courtly = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_courtly_or_communal_desc
				}
			}
			if = {
				limit = {
					NOT = {
						scope:character = {
							number_maa_soldiers_of_base_type = {
								type = pikemen
								value >= 500
							}	
							number_maa_soldiers_of_base_type = {
								type = archers
								value >= 500
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = culture_head_archers_and_pikemen_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_formation_fighting }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 200
		if = {
			limit = {
				scope:character = {
					OR = {
						number_maa_soldiers_of_base_type = {
							type = light_cavalry
							value >= 300
						}	
						number_maa_soldiers_of_base_type = {
							type = skirmishers
							value >= 400
						}
					}
				}
			}
			multiply = 0
		}
		if = {
			limit = {
				OR = {
					culture_has_skirmisher_maa = yes
					culture_has_light_cavalry_maa = yes
				}
			}
			multiply = 0
		}
		else_if = {
			limit = {
				NOR = {
					culture_has_archer_maa = yes
					culture_has_pikemen_maa = yes
				}
			}
			multiply = 0.25
		}
		else_if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
				}
			}
			multiply = 4
		}
	}
}

tradition_horse_breeder = {
	category = combat

	layers = {
		0 = steward
		1 = mena
		4 = horses.dds
	}

	is_shown = {
		OR = {
			culture_has_light_cavalry_maa = yes
			culture_has_heavy_cavalry_maa = yes
			culture_has_archer_cavalry_maa = yes
			scope:character = {
				mpo_can_recruit_nomad_maa_trigger = yes
			}
		}
	}

	parameters = {
		next_level_stables = yes
		horse_breeder_internal_yurt_unlock = yes
	}
	
	character_modifier = {
		herd_conversion = 0.02
		light_cavalry_maintenance_mult = -0.15
		light_cavalry_recruitment_cost_mult = -0.25
		heavy_cavalry_maintenance_mult = -0.15
		heavy_cavalry_recruitment_cost_mult = -0.25
		archer_cavalry_maintenance_mult = -0.15
		archer_cavalry_recruitment_cost_mult = -0.25
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_bellicose = { is_in_list = traits }
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_communal = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_bellicose_stoic_or_communal_desc
				}
			}
			if = {
				limit = {
					scope:character = {
						NOR = { # Culture Head need to have a 8 sized regiment of either Light/Heavy/Archer Cavalry
							number_maa_soldiers_of_base_type = {
								type = light_cavalry
								value >= 800
							}
							number_maa_soldiers_of_base_type = {
								type = heavy_cavalry
								value >= 400
							}
							any_maa_regiment = {
								OR = {
									is_maa_type = horse_archers
									is_maa_type = heavy_horse_archers
								}
								maa_size >= 8
							}
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = culture_head_cavalry_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_horse_breeder }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 200
		if = {
			limit = { # Reduce chance  if the culture has access to other "cavalry" types
				OR = {
					has_innovation = innovation_war_camels
					has_innovation = innovation_elephantry
				}
			}
			multiply = 0.2
		}
		else_if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
				}
			}
			multiply = 2
		}
	}
}

tradition_longbow_competitions = {
	category = combat
	layers = {
		0 = martial
		1 = western
		4 = bow.dds
	}
	
	# EK DISABLED
	# is_shown = {
	# 	OR = {
	# 		has_cultural_pillar = heritage_west_germanic
	# 		has_cultural_pillar = heritage_brythonic
	# 		has_cultural_pillar = heritage_goidelic
	# 	}
	# }
	# can_pick = {
	# 	OR = {
	# 		has_cultural_pillar = heritage_west_germanic
	# 		has_cultural_pillar = heritage_brythonic
	# 		has_cultural_pillar = heritage_goidelic
	# 	}
	# }
	
	# parameters = {
	# 	unlock_maa_longbowmen = yes
	# 	archer_era_improvement = yes
	# }

	character_modifier = {
		archers_max_size_add = 4
		heavy_cavalry_max_size_add = -2
		pikemen_max_size_add = -2
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			# Ethos requirement.
			if = {
				limit = {
					NOR = {
						culture_pillar:ethos_stoic = { is_in_list = traits }
						culture_pillar:ethos_bureaucratic = { is_in_list = traits }
					}
				}
				add = {
					value = tradition_incompatible_ethos_penalty
					desc = not_stoic_or_bureaucratic_desc
				}
			}
			# Certain number of archer MaA requirement.
			if = {
				limit = {
					scope:character = {
						number_maa_soldiers_of_base_type = {
							type = archers
							# Remember to sync the below with longbow_competitions_minimum_archer_maa_value.
							value < 1200
						}
					}
				}
				add = {
					value = tradition_unfulfilled_criteria_penalty
					desc = culture_head_lacks_archer_maa_desc
				}
			}

			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_longbow_competitions }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}
			
			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 800
		if = {
			limit = {
				OR = {
					culture_has_pikemen_maa = yes
					culture_has_heavy_cavalry_maa = yes
				}
			}
			multiply = 0
		}
	}
}
