﻿### EVENT BACKGROUNDS LIST:
# alley_night 				[event:/SFX/Events/Backgrounds/city_alley_night]
# alley_day 				[event:/SFX/Events/Backgrounds/city_alley_day_western]
# armory 					[event:/SFX/Events/Backgrounds/armory]
# battlefield 				[event:/SFX/Events/Backgrounds/battlefield_gloomy]
# temple 			
# temple_scope 		
# temple_church 			[event:/SFX/Events/Backgrounds/temple_christian]
# temple_mosque 			[event:/SFX/Events/Backgrounds/temple_muslim]
# temple_generic 			[event:/SFX/Events/Backgrounds/temple_generic]
# corridor_night 			[event:/SFX/Events/Backgrounds/castle_corridor_night]
# corridor_day 				[event:/SFX/Events/Backgrounds/castle_corridor_day]
# council_chamber			[event:/SFX/Events/Backgrounds/meetingchamber_western]
# courtyard					[event:/SFX/Events/Backgrounds/castle_courtyard_western]
# dungeon					[event:/SFX/Events/Backgrounds/dungeon]
# wilderness		
# wilderness_scope
# wilderness_desert 		[event:/SFX/Events/Backgrounds/desert_day]
# wilderness_forest 		[event:/SFX/Events/Backgrounds/deciduous_forest_day]
# wilderness_forest_pine 	[event:/SFX/Events/Backgrounds/coniferous_forest_day]
# wilderness_mountains 		[event:/SFX/Events/Backgrounds/mountains_day]
# wilderness_steppe 		[event:/SFX/Events/Backgrounds/steppe_day]
# wilderness_wetlands
# wilderness_jungle
# plains
# hills
# drylands
# ocean
# terrain
# terrain_scope
# terrain_activity
# docks 					[event:/SFX/Events/Backgrounds/docks_day]
# farmland 					[event:/SFX/Events/Backgrounds/fields_farms_day]
# feast 					[event:/SFX/Events/Backgrounds/feasthall]
# gallows 					[event:/SFX/Events/Backgrounds/gallows_execution_platform]
# garden 					[event:/SFX/Events/Backgrounds/desert_day]
# market
# market_east 				[event:/SFX/Events/Backgrounds/town_market_middleeastern_day]
# market_tribal 			[event:/SFX/Events/Backgrounds/townmarket_day_tribal_pagan]
# market_west 				[event:/SFX/Events/Backgrounds/townmarket_western_day]
# burning_building 			[event:/SFX/Events/Backgrounds/burning_building]
# sitting_room 				[event:/SFX/Events/Backgrounds/sittingroom_fireplace]
# study 					[event:/SFX/Events/Backgrounds/office_workplace]
# physicians_study 			[event:/SFX/Events/Backgrounds/physicians_office_western]
# tavern 					[event:/SFX/Events/Backgrounds/corner_of_tavern]
# throne_room
# throne_room_scope
# throne_room_east 			[event:/SFX/Events/Backgrounds/throneroom_middleeastern_african]
# throne_room_india			[event:/SFX/Events/Backgrounds/throneroom_middleeastern_african]
# throne_room_mediterranean	[event:/SFX/Events/Backgrounds/throneroom_mediterranean]
# throne_room_tribal		[event:/SFX/Events/Backgrounds/throneroom_tribal_pagan]
# throne_room_west			[event:/SFX/Events/Backgrounds/throneroom_western]
# army_camp					[event:/SFX/Events/Backgrounds/camp_generic_day]

### FP1 ### 

# FP1 Beached longships 	[event:/DLC/FP1/SFX/Events/event_beached_longships]
# FP1 Ocean longships 		[event:/DLC/FP1/SFX/Events/event_ocean_longship]
# FP1 Prison 				[event:/DLC/FP1/SFX/Events/event_prison]
# FP1 Runestone				[event:/DLC/FP1/SFX/Events/event_runestone]
# FP1 Steward Study	 		[event:/DLC/FP1/SFX/Events/event_steward_study]
# FP1 Viking Temple 		[event:/DLC/FP1/SFX/Events/event_temple]
# FP1 Throneroom Nontribal 	[event:/DLC/FP1/SFX/Events/event_throneroom_nontribal]
# FP1 Throneroom			[event:/DLC/FP1/SFX/Events/event_throneroom]
# FP1 Ting Stone Circle 	[event:/DLC/FP1/SFX/Events/event_ting_stone_circle]
# FP1 Tribal Corridor 		[event:/DLC/FP1/SFX/Events/event_tribal_corridor]
# FP1 Viking Feast 			[event:/DLC/FP1/SFX/Events/event_viking_feast]

### FP2 ##

# FP2 corridor_day			[event:/DLC/FP2/SFX/Events/corridor_day]
# FP2 corridor_night		[event:/DLC/FP2/SFX/Events/corridor_night]
# FP2 courtyard				[event:/DLC/FP2/SFX/Events/courtyard]
# FP2 garden				[event:/DLC/FP2/SFX/Events/garden]
# FP2 prison				[event:/DLC/FP2/SFX/Events/prison]
# FP2 relaxing_room			[event:/DLC/FP2/SFX/Events/relaxing_room]
# FP2 temple				[event:/DLC/FP2/SFX/Events/temple]
# FP2 throneroom			[event:/DLC/FP2/SFX/Events/throneroom]

### Iberian Struggle ###

# fp2_fullscreen_intro 
# fp2_fullscreen_hostility
# fp2_fullscreen_compromise 
# fp2_fullscreen_conciliation 

### FP3 ###
# FP3 courtyard_night		[event:/SFX/Events/Backgrounds/castle_corridor_night]
# FP3 docks					[event:/SFX/Events/Backgrounds/docks_day]
# FP3 temple				[event:/SFX/Events/Backgrounds/temple_generic]
# FP3 throneroom			[event:/SFX/Events/Backgrounds/throneroom_middleeastern_african]
# FP3 bathhouse				[event:/SFX/Events/Backgrounds/dungeon]
# FP3 cave					[event:/SFX/Events/Backgrounds/dungeon]

### BP1 ###

# bp1_indian_corridor_night
# bp1_relaxing_room_western
# bp1_indian_corridor_day
# bp1_relaxing_room_mena
# bp1_courtyard_indian
# bp1_courtyard_mena
# bp1_kitchen_western
# bp1_bonfire
# bp1_wine_cellar
# bp1_crossroads_inn
# bp1_docks_tribal

### EP2 ###

# tour_arrival_turned_away
# tour_arrival
# tournament_contest 		[event:/SFX/Events/Backgrounds/camp_generic_day]
# tournament_pas_darmes		[event:/SFX/Events/Backgrounds/townmarket_day_tribal_pagan]
# holy_site_generic
# holy_site_unique
# ep2_holy_site_mena
# ep2_holy_site_indian
# ep2_travel_settlement_farm
# ep2_travel_settlement_desert
# ep2_travel_nomad_settlement_desert
# ep2_travel_settlement_desert
# ep2_travel_settlement_hills
# ep2_travel_settlement_mountains
# ep2_travel_settlement_steppe
# ep2_travel_bridge
# ep2_hunt_forest_hut
# ep2_hunt_forest_cave
# ep2_hunt_falconry_mews
# ep2_hunt_foggy_forest
# ep2_wedding_ceremony

### BP2 ###

# bp2_courtyard
# bp2_indian_garden_main
# bp2_nursery 
# bp2_tavern_mena
# bp2_university


### CE1 ###
# ce1_catacombs
# ce1_condemned_village
# ce1_funeral_pyre
# ce1_legendary_oasis
# ce1_legendary_spring
# ce1_legendary_battlefield
# ce1_physician_tribal
# ce1_study_physician_indian
# ce1_study_physician_mena

# FULLSCREEN CE1
# ce1_fullscreen_legitimizing_legend
# ce1_fullscreen_heroic_legend
# ce1_fullscreen_black_death

### EP3 ###
# ep3_holy_site_orthodox
# ep3_constantinople
# ep3_constantinople_riot
# ep3_hippodrome
# ep3_triumph
# ep3_hippodrome_track
# ep3_hagia_sophia
# ep3_byzantine_feast
# ep3_city_gate
# ep3_mediterranean_estate
# ep3_relaxing_room
# ep3_relaxing_tent
# ep3_medi_market
# ep3_medi_study
# ep3_byzantium_throneroom
# ep3_siege_warfare
# pivotal_chariots_win_blue
# pivotal_chariots_win_green
# pivotal_chariots_win_red
# pivotal_chariots_win_white
# pivotal_chariots_fail_blue
# pivotal_chariots_fail_green
# pivotal_chariots_fail_red
# pivotal_chariots_fail_white

### MPO ###
# mpo_city_steppe
# mpo_camp_steppe
# mpo_tent_interior_mongol
# mpo_campfire_steppe
# mpo_steppe_evening
# mpo_rural_village_asian
# mpo_raid_burning_asian
# mpo_hunt_steppe
# mpo_temple_steppe
# mpo_nomadic_throneroom

### ALLEY ###
alley_night = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_campfire_steppe.dds"
		environment = "environment_mpo_campfire_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_campfire_steppe"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/alley.dds"
		environment = "environment_event_alley"
		ambience = "event:/SFX/Events/Backgrounds/city_alley_night"
	}
}

alley_day = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_camp_steppe.dds"
		environment = "environment_mpo_camp_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_camp_steppe"
	}
	background = { #Eastern
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						OR = {
							geographical_region = graphical_mena
							geographical_region = graphical_india
							culture ?= { has_building_gfx = iranian_building_gfx }
							# EK DISABLED: vanilla references
							#culture ?= { has_building_gfx = indian_building_gfx }
							#AND = {
					 		#	geographical_region = world_europe_west_iberia
					 		#	faith ?= { religion = religion:islam_religion }
					 		#}
						}
					}
				}
			}
			trigger_else = {
				location = {
					OR = {
						geographical_region = graphical_mena
						geographical_region = graphical_india
						culture ?= { has_building_gfx = iranian_building_gfx }
						# EK DISABLED: vanilla references
						#culture ?= { has_building_gfx = indian_building_gfx }
						#AND = {
				 		#	geographical_region = world_europe_west_iberia
				 		#	faith ?= { religion = religion:islam_religion }
				 		#}
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/market_east.dds"
		environment = "environment_event_market_east"
		ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/alley_day.dds"
		environment = "environment_event_alley_day"
		ambience = "event:/SFX/Events/Backgrounds/city_alley_day_western"
	}
}

### ARMORY ###
armory = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_tent_interior_mongol.dds"
		environment = "mpo_tent_interior_mongol" 
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_tent_interior_mongol"
	}
	background = { #LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { is_landless_adventurer = yes }
			}
			trigger_else = { is_landless_adventurer = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_military_tent.dds"
		environment = "environment_ep3_military_tent_interior"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_living_tent_interior"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/armory.dds"
		environment = "environment_event_armory"
		ambience = "event:/SFX/Events/Backgrounds/armory"
	}
}

### BATTLEFIELD ###
battlefield = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/battlefield.dds"
		environment = "environment_event_battlefield"
		ambience = "event:/SFX/Events/Backgrounds/battlefield_gloomy"
	}
}

### TEMPLE ###
temple = {
	background = { #LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { is_landless_adventurer = yes }
			}
			trigger_else = { is_landless_adventurer = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_tent.dds"
		environment = "environment_ep3_living_tent_interior"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_living_tent_interior"
	}
	background = { # MPO - Tengri
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					#OR = {
						government_has_flag = government_is_nomadic
						#religion = religion:tengrism_religion
						#religion = religion:magyar_religion
						#religion = religion:siberian_religion
					#}
				}
			}
			trigger_else = {
				#OR = {
					government_has_flag = government_is_nomadic
					#religion = religion:tengrism_religion
					#religion = religion:magyar_religion
					#religion = religion:siberian_religion
				#}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds"
		environment = "environment_mpo_temple_steppe" 
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_temple_steppe"
	}
	# EK DISABLED: vanilla references
	# EK TODO: use it for something else?
	#background = { # EP3 - Hagia Sophia for Byzantium
	#	trigger = {
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = { primary_title = title:e_byzantium }
	#		}
	#		trigger_else = { primary_title = title:e_byzantium }
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_hagia_sophia.dds"
	#	environment = "environment_ep3_hagia_sophia"
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_hagia_sophia" 
	#}
	background = {	# FP3
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				#scope:bg_override_char = { religion = religion:zoroastrianism_religion }
				scope:bg_override_char = { religion = religion:khajiiti_religion } #EK EDIT
			}
			#trigger_else = { religion = religion:zoroastrianism_religion }
			trigger_else = { religion = religion:khajiiti_religion } #EK EDIT
		}
		reference = "gfx/interface/illustrations/event_scenes/fp3_temple.dds"
		environment = "environment_event_fp3_temple"
		ambience = "event:/SFX/Events/Backgrounds/temple_generic" 
	}
	background = {	# FP2
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture ?= { has_building_gfx = ek_redguard_building_gfx } # EK EDIT
						#location.culture ?= { has_building_gfx = iberian_building_gfx }
						#location = { geographical_region = world_europe_west_iberia }
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture ?= { has_building_gfx = ek_redguard_building_gfx } # EK EDIT
					#location.culture ?= { has_building_gfx = iberian_building_gfx }
					#location = { geographical_region = world_europe_west_iberia }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp2_temple.dds"
		environment = "environment_event_fp2_temple"
		ambience = "event:/DLC/FP2/SFX/Events/temple" 
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					faith = { religion = religion:nedic_nordic_religion } #EK EDIT
				}
			}
			trigger_else = {
				faith = { religion = religion:nedic_nordic_religion } #EK EDIT
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/church.dds"
		environment = "environment_event_church"
		ambience = "event:/SFX/Events/Backgrounds/temple_christian"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					faith = { religion = religion:yokudan_religion } #EK EDIT
					#faith = { religion = religion:islam_religion }
				}
			}
			trigger_else = {
				faith = { religion = religion:yokudan_religion } #EK EDIT
				#faith = { religion = religion:islam_religion }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/mosque.dds"
		environment = "environment_event_mosque"
		ambience = "event:/SFX/Events/Backgrounds/temple_muslim"
	}
	background = { # FP1
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { culture = { has_building_gfx = ek_nordic_building_gfx } } #EK EDIT
			}
			trigger_else = { culture = { has_building_gfx = ek_nordic_building_gfx } } #EK EDIT
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_temple.dds"
		environment = "environment_event_fp1_tribal_temple"
		ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/temple.dds"
		environment = "environment_event_temple"
		ambience = "event:/SFX/Events/Backgrounds/temple_generic"
	}
}

temple_scope = {
	background = { # MPO - Tengri
		trigger = {
			scope:background_temple_scope = {
				#OR = {
					holder ?= { government_has_flag = government_is_nomadic }
					#religion = religion:tengrism_religion
					#religion = religion:magyar_religion
					#religion = religion:siberian_religion
				#}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds"
		environment = "environment_mpo_temple_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_temple_steppe"
	}
	#background = { # EP3 - Hagia Sophia for the Patriarch(s)
	#	trigger = {
	#		scope:background_temple_scope = {
	#			default_location.county = title:c_byzantion
	#			OR = {
	#				primary_title = title:k_orthodox
	#				has_council_position = councillor_court_chaplain
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_hagia_sophia.dds"
	#	environment = "environment_ep3_hagia_sophia"
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_hagia_sophia" 
	#}
	background = {	# FP3
		#trigger = { scope:background_temple_scope.religion = religion:zoroastrianism_religion }
		trigger = { scope:background_temple_scope.religion = religion:khajiiti_religion } #EK EDIT
		reference = "gfx/interface/illustrations/event_scenes/fp3_temple.dds"
		environment = "environment_event_fp3_temple"
		ambience = "event:/DLC/FP2/SFX/Events/temple" 
	}
	background = {
		trigger = {
			#scope:background_temple_scope = { religion = religion:christianity_religion }
			scope:background_temple_scope = { religion = religion:nedic_nordic_religion } #EK EDIT
		}
		reference = "gfx/interface/illustrations/event_scenes/church.dds"
		environment = "environment_event_church"
		ambience = "event:/SFX/Events/Backgrounds/temple_christian"
	}
	background = {
		trigger = {
			#scope:background_temple_scope = { religion = religion:islam_religion }
			scope:background_temple_scope = { religion = religion:yokudan_religion } #EK EDIT
		}
		reference = "gfx/interface/illustrations/event_scenes/mosque.dds"
		environment = "environment_event_mosque"
		ambience = "event:/SFX/Events/Backgrounds/temple_muslim"
	}
	background = { # FP1
		trigger = { 
			#scope:background_temple_scope = { religion = religion:germanic_religion }
			culture = { has_building_gfx = ek_nordic_building_gfx } #EK EDIT 
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_temple.dds"
		environment = "environment_event_fp1_tribal_temple"
		ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	}
	background = {
		trigger = {
			always = no
			#EK DISABLED
			#scope:background_temple_scope = {
			#	OR = {
			#		faith = { religion = religion:hinduism_religion }
			#		faith = { religion = religion:buddhism_religion }
			#		faith = { religion = religion:jainism_religion }
			#	}
			#}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_indian.dds"
		environment = "environment_indian_holy_site"	
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/temple.dds"
		environment = "environment_event_temple"
		ambience = "event:/SFX/Events/Backgrounds/temple_generic"
	}
}

temple_church = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/church.dds"
		environment = "environment_event_church"
		ambience = "event:/SFX/Events/Backgrounds/temple_christian"
	}
}

temple_mosque = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/mosque.dds"
		environment = "environment_event_mosque"
		ambience = "event:/SFX/Events/Backgrounds/temple_muslim"
	}
}

temple_generic = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/church.dds"
		environment = "environment_event_church"
		ambience = "event:/SFX/Events/Backgrounds/temple_generic"
	}
}

### CORRIDOR ###
corridor_night = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_campfire_steppe.dds"
		environment = "environment_mpo_campfire_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_campfire_steppe"
	}
	background = { #LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { is_landless_adventurer = yes }
			}
			trigger_else = { is_landless_adventurer = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_adventurer_background.dds"
		environment = "environment_ep3_army_camp"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_campfire"
	}
	background = {	#FP3
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= { has_building_gfx = iranian_building_gfx }
				}
			}
			trigger_else = {
				location.culture ?= { has_building_gfx = iranian_building_gfx }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp3_courtyard_night.dds"
		environment = "environment_event_fp3_courtyard_night" 
		ambience = "event:/SFX/Events/Backgrounds/castle_corridor_night"
	}
	background = {	#FP2
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						#location.culture ?= { has_building_gfx = iberian_building_gfx }
						#location ?= { geographical_region = world_europe_west_iberia }
						location.culture ?= { has_building_gfx = ek_redguard_building_gfx } #EK EDIT
					}
				}
			}
			trigger_else = {
				OR = {
					#location.culture ?= { has_building_gfx = iberian_building_gfx }
					#location ?= { geographical_region = world_europe_west_iberia }
					location.culture ?= { has_building_gfx = ek_redguard_building_gfx } #EK EDIT
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp2_corridor_night.dds"
		environment = "environment_event_fp2_corridor_night" 
		ambience = "event:/DLC/FP2/SFX/Events/corridor_night" 
	}
	background = {	#FP1
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture ?= { has_building_gfx = ek_nordic_building_gfx } # EK EDIT
						should_use_tribal_realm_palace_graphics_trigger = yes
						AND = {
							government_has_flag = government_is_tribal
							location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
						}
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture ?= { has_building_gfx = ek_nordic_building_gfx } # EK EDIT
					should_use_tribal_realm_palace_graphics_trigger = yes
					AND = {
						government_has_flag = government_is_tribal
						location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_corridor.dds"
		environment = "environment_event_fp1_tribal_corridor"
		ambience = "event:/DLC/FP1/SFX/Events/event_tribal_corridor"
	}
	background = {	#Indian Corridor
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= { has_graphical_india_culture_group_trigger = yes }
				}
			}
			trigger_else = {
				location.culture ?= { has_graphical_india_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_corridor_indian_night.dds"
		environment = "environment_event_bp1_corridor_indian_night"
		ambience = "event:/SFX/Events/Backgrounds/castle_corridor_night"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/corridor.dds"
		environment = "environment_event_corridor"
		ambience = "event:/SFX/Events/Backgrounds/castle_corridor_night"
	}
}

corridor_day = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_camp_steppe.dds"
		environment = "environment_mpo_camp_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_camp_steppe"
	}
	background = { #LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { is_landless_adventurer = yes }
			}
			trigger_else = { is_landless_adventurer = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_camp_arid_terrain.dds"
		environment = "environment_ep3_arid_camp"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}
	background = {	#FP2
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						#location.culture ?= { has_building_gfx = iberian_building_gfx }
						#location = { geographical_region = world_europe_west_iberia }
						#location.culture ?= { has_building_gfx = mena_building_gfx }
						#location.culture ?= { has_building_gfx = iranian_building_gfx }
						location.culture ?= { has_building_gfx = ek_redguard_building_gfx } # EK EDIT
					}
				}
			}
			trigger_else = {
				OR = {
					#location.culture ?= { has_building_gfx = iberian_building_gfx }
					#location = { geographical_region = world_europe_west_iberia }
					#location.culture ?= { has_building_gfx = mena_building_gfx }
					#location.culture ?= { has_building_gfx = iranian_building_gfx }
					location.culture ?= { has_building_gfx = ek_redguard_building_gfx } # EK EDIT
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp2_corridor_day.dds"
		environment = "environment_event_fp2_corridor_day" 
		ambience = "event:/DLC/FP2/SFX/Events/corridor_day"
	}
	background = {	#FP1
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture ?= { has_building_gfx = ek_nordic_building_gfx } # EK EDIT
						should_use_tribal_realm_palace_graphics_trigger = yes
						AND = {
							government_has_flag = government_is_tribal
							location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
						}
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture ?= { has_building_gfx = ek_nordic_building_gfx } # EK EDIT
					should_use_tribal_realm_palace_graphics_trigger = yes
					AND = {
						government_has_flag = government_is_tribal
						location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_corridor.dds"
		environment = "environment_event_fp1_tribal_corridor"
		ambience = "event:/DLC/FP1/SFX/Events/event_tribal_corridor"
	}
	background = {	#Indian Corridor
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= { has_graphical_india_culture_group_trigger = yes }
				}
			}
			trigger_else = {
				location.culture ?= { has_graphical_india_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_corridor_indian_day.dds"
		environment = "environment_event_bp1_corridor_indian_day" 
		ambience = "event:/SFX/Events/Backgrounds/castle_corridor_day"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/corridor_day.dds"
		environment = "environment_event_corridor_day"
		ambience = "event:/SFX/Events/Backgrounds/castle_corridor_day"
	}
}

### COUNCIL CHAMBER ###
council_chamber = {
	#Very common picture, uses study and relaxing room as fallback for non European parts of the world for now
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_camp_steppe.dds"
		environment = "environment_mpo_camp_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_camp_steppe"
	}
	background = { #LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { is_landless_adventurer = yes }
			}
			trigger_else = { is_landless_adventurer = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_tent.dds"
		environment = "environment_ep3_living_tent_interior"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_living_tent_interior"
	}
	# EK EDIT: Disabled for now
	#background = { # Byzantium/Greek
	#	trigger = {
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = {
	#				location.culture ?= {
	#					OR = {
	#						has_cultural_pillar = heritage_byzantine
	#						has_cultural_pillar = heritage_caucasian
	#						has_cultural_pillar = heritage_latin
	#						has_graphical_mediterranean_culture_group_trigger = yes 
	#					}
	#				}
	#			}
	#		}
	#		trigger_else = {
	#			location.culture ?= {
	#				OR = {
	#					has_cultural_pillar = heritage_byzantine
	#					has_cultural_pillar = heritage_caucasian
	#					has_cultural_pillar = heritage_latin
	#					has_graphical_mediterranean_culture_group_trigger = yes 
	#				}
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_room.dds"
	#	environment = "environment_ep3_relaxing_room"
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_byzantine_relaxing_room"
	#}
	background = { #MENA, Africa
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						#location.culture ?= { has_building_gfx = iranian_building_gfx }
						#location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						#location.culture ?= { has_graphical_african_culture_group_trigger = yes }
						#location.culture ?= { has_building_gfx = berber_group_building_gfx }
						#location.culture ?= { has_building_gfx = steppe_building_gfx }
						location.culture ?= { has_building_gfx = ek_redguard_building_gfx } # EK EDIT
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
					#location.culture ?= { has_building_gfx = iranian_building_gfx }
					#location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
					#location.culture ?= { has_graphical_african_culture_group_trigger = yes }
					#location.culture ?= { has_building_gfx = berber_group_building_gfx }
					#location.culture ?= { has_building_gfx = steppe_building_gfx }
					location.culture ?= { has_building_gfx = ek_redguard_building_gfx } # EK EDIT
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_relaxing_room_mena.dds"
		environment = "environment_event_bp1_relaxing_room_mena"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
	background = {	#Indian Study
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					#location.culture ?= { has_building_gfx = indian_building_gfx }
					location.culture ?= { has_building_gfx = ek_khajiit_building_gfx } # EK EDIT
				}
			}
			trigger_else = {
				#location.culture ?= { has_building_gfx = indian_building_gfx }
				location.culture ?= { has_building_gfx = ek_khajiit_building_gfx } # EK EDIT
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp2_study_indian.dds"
		environment = "environment_bp2_study_indian"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/councilchamber.dds"
		environment = "environment_event_councilchamber"
		ambience = "event:/SFX/Events/Backgrounds/meetingchamber_western"
	}
}

### COURTYARD ###
courtyard = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_camp_steppe.dds"
		environment = "environment_mpo_camp_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_camp_steppe"
	}
	background = { #LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					is_landless_adventurer = yes
				}
			}
			trigger_else = {
				is_landless_adventurer = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_camp_arid_terrain.dds"
		environment = "environment_ep3_arid_camp"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}
	# EK EDIT: Disabled for now
	#background = {
	#	trigger = {
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = {
	#				location.county = title:c_byzantion
	#			}
	#		}
	#		trigger_else = {
	#			location.county = title:c_byzantion
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_constantinople.dds"
	#	environment = "environment_ep3_constantinople"
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_constantinople" 
	#}
	background = {	#FP2
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						#location.culture ?= { has_building_gfx = iberian_building_gfx }
						#location = { geographical_region = world_europe_west_iberia }
						location.culture ?= { has_building_gfx = ek_redguard_building_gfx } #EK EDIT
					}
				}
			}
			trigger_else = {
				OR = {
					#location.culture ?= { has_building_gfx = iberian_building_gfx }
					#location = { geographical_region = world_europe_west_iberia }
					location.culture ?= { has_building_gfx = ek_redguard_building_gfx } #EK EDIT
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp2_courtyard.dds"
		environment = "environment_event_fp2_courtyard" 
		ambience = "event:/DLC/FP2/SFX/Events/courtyard" 
	}
	background = { # Happy Mediterranean courtyard 
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
						# EK DISABLED
						#location = { geographical_region = world_europe_south_east }
						#location = { geographical_region = world_europe_south_italy }
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
					# EK DISABLED
					#location = { geographical_region = world_europe_south_east }
					#location = { geographical_region = world_europe_south_italy }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp2_courtyard.dds"
		environment = "environment_bp2_courtyard"
		ambience = "event:/DLC/FP2/SFX/Events/courtyard" 
	}
	background = {	#Indian Courtyard
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= { has_graphical_india_culture_group_trigger = yes }
				}
			}
			trigger_else = {
				location.culture ?= { has_graphical_india_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_courtyard_indian.dds"
		environment = "environment_event_bp1_courtyard_indian" 
		ambience = "event:/SFX/Events/Backgrounds/castle_courtyard_western"
	}
	background = {	#MENA Courtyard
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						location.culture ?= { has_building_gfx = iranian_building_gfx }
						location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
					location.culture ?= { has_building_gfx = iranian_building_gfx }
					location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_courtyard_mena.dds"
		environment = "environment_event_bp1_courtyard_mena"
		ambience = "event:/SFX/Events/Backgrounds/castle_courtyard_western"
	}
	background = { #Fallback
		reference = "gfx/interface/illustrations/event_scenes/courtyard.dds"
		environment = "environment_event_courtyard"
		ambience = "event:/SFX/Events/Backgrounds/castle_courtyard_western"
	}
}

courtyard_location = {
	#EK DISABLED: No Byzantium.
	#background = {
	#	trigger = {
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = {
	#				location.county = title:c_byzantion
	#			}
	#		}
	#		trigger_else = {
	#			location.county = title:c_byzantion
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_constantinople.dds"
	#	environment = "environment_ep3_constantinople" 
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_constantinople" 
	#}
	#EK DISABLED: No Iberian buildings.
	#background = {	#FP2
	#	trigger = {
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = {
	#				OR = {
	#					location.culture ?= { has_building_gfx = iberian_building_gfx }
	#					location = { geographical_region = world_europe_west_iberia }
	#				}
	#			}
	#		}
	#		trigger_else = {
	#			OR = {
	#				location.culture ?= { has_building_gfx = iberian_building_gfx }
	#				location = { geographical_region = world_europe_west_iberia }
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/fp2_courtyard.dds"
	#	environment = "environment_event_fp2_courtyard" 
	#	ambience = "event:/DLC/FP2/SFX/Events/courtyard" 
	#}
	background = { # Happy Mediterranean courtyard 
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					#EK EDIT
					#OR = {
						location.culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
						#location = { geographical_region = world_europe_south_east }
						#location = { geographical_region = world_europe_south_italy }
					#}
				}
			}
			trigger_else = {
				#EK EDIT
				#OR = {
					location.culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
					#location = { geographical_region = world_europe_south_east }
					#location = { geographical_region = world_europe_south_italy }
				#}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp2_courtyard.dds"
		environment = "environment_bp2_courtyard"
		ambience = "event:/DLC/FP2/SFX/Events/courtyard" 
	}
	background = {	#Indian Courtyard
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= { has_graphical_india_culture_group_trigger = yes }
				}
			}
			trigger_else = {
				location.culture ?= { has_graphical_india_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_courtyard_indian.dds"
		environment = "environment_event_bp1_courtyard_indian" 
		ambience = "event:/SFX/Events/Backgrounds/castle_courtyard_western"
	}
	background = {	#MENA Courtyard
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						location.culture ?= { has_building_gfx = iranian_building_gfx }
						location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
					location.culture ?= { has_building_gfx = iranian_building_gfx }
					location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_courtyard_mena.dds"
		environment = "environment_event_bp1_courtyard_mena"
		ambience = "event:/SFX/Events/Backgrounds/castle_courtyard_western"
	}
	background = { #Fallback
		reference = "gfx/interface/illustrations/event_scenes/courtyard.dds"
		environment = "environment_event_courtyard"
		ambience = "event:/SFX/Events/Backgrounds/castle_courtyard_western"
	}
}

courtyard_scope = {
	#EK EDIT: No Byzantium.
	#background = {
	#	trigger = {
	#		scope:background_courtyard_scope.location.county = title:c_byzantion
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_constantinople.dds"
	#	environment = "environment_ep3_constantinople"
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_constantinople" 
	#}
	#EK EDIT: No Iberian buildings.
	#background = {	#FP2
	#	trigger = {
	#		OR = {
	#			scope:background_courtyard_scope.location.culture ?= { has_building_gfx = iberian_building_gfx }
	#			scope:background_courtyard_scope.location = { geographical_region = world_europe_west_iberia }
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/fp2_courtyard.dds"
	#	environment = "environment_event_fp2_courtyard" 
	#	ambience = "event:/DLC/FP2/SFX/Events/courtyard" 
	#}
	background = { # Happy Mediterranean courtyard 
		trigger = {
			#EK EDIT
			#OR = {
				scope:background_courtyard_scope.location.culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
				#scope:background_courtyard_scope.location = { geographical_region = world_europe_south_east }
				#scope:background_courtyard_scope.location = { geographical_region = world_europe_south_italy }
			#}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp2_courtyard.dds"
		environment = "environment_bp2_courtyard"
		ambience = "event:/DLC/FP2/SFX/Events/courtyard" 
	}
	background = {	#Indian Courtyard
		trigger = {
			scope:background_courtyard_scope.location.culture ?= { has_graphical_india_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_courtyard_indian.dds"
		environment = "environment_event_bp1_courtyard_indian" 
		ambience = "event:/SFX/Events/Backgrounds/castle_courtyard_western"
	}
	background = {	#MENA Courtyard
		trigger = {
			OR = {
				scope:background_courtyard_scope.location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
				scope:background_courtyard_scope.location.culture ?= { has_building_gfx = iranian_building_gfx }
				scope:background_courtyard_scope.location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_courtyard_mena.dds"
		environment = "environment_event_bp1_courtyard_mena"
		ambience = "event:/SFX/Events/Backgrounds/castle_courtyard_western"
	}
	background = { #Fallback
		reference = "gfx/interface/illustrations/event_scenes/courtyard.dds"
		environment = "environment_event_courtyard"
		ambience = "event:/SFX/Events/Backgrounds/castle_courtyard_western"
	}
}

### DUNGEON ###
dungeon = {
	background = {	#Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
			
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_prison.dds"
		environment = "environment_event_fp1_tribal_prison"
		ambience = "event:/DLC/FP1/SFX/Events/event_prison"
	}
	background = {	#LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { is_landless_adventurer = yes }
			}
			trigger_else = { is_landless_adventurer = yes }
			
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_prison.dds"
		environment = "environment_event_fp1_tribal_prison"
		ambience = "event:/DLC/FP1/SFX/Events/event_prison"
	}
	background = {	#FP2
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						#location.culture ?= { has_building_gfx = iberian_building_gfx }
						#location ?= { geographical_region = world_europe_west_iberia }
						location.culture ?= { has_building_gfx = ek_redguard_building_gfx } #EK EDIT
					}
				}
			}
			trigger_else = {
				OR = {
					#location.culture ?= { has_building_gfx = iberian_building_gfx }
					#location ?= { geographical_region = world_europe_west_iberia }
					location.culture ?= { has_building_gfx = ek_redguard_building_gfx } #EK EDIT
				}
			}
			
		}
		reference = "gfx/interface/illustrations/event_scenes/fp2_prison.dds"
		environment = "environment_event_fp2_prison" 
		ambience = "event:/DLC/FP2/SFX/Events/prison" 
	}
	background = {	#Tribal Prison
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture ?= { has_building_gfx = ek_nordic_building_gfx } #EK EDIT
						should_use_tribal_realm_palace_graphics_trigger = yes
						AND = {
							government_has_flag = government_is_tribal
							location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
						}
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture ?= { has_building_gfx = ek_nordic_building_gfx } #EK EDIT
					should_use_tribal_realm_palace_graphics_trigger = yes
					AND = {
						government_has_flag = government_is_tribal
						location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
			
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_prison.dds"
		environment = "environment_event_fp1_tribal_prison"
		ambience = "event:/DLC/FP1/SFX/Events/event_prison"
	}
	background = {	#Fallback
		reference = "gfx/interface/illustrations/event_scenes/dungeon.dds"
		environment = "environment_event_dungeon"
		ambience = "event:/SFX/Events/Backgrounds/dungeon"
	}
}

dungeon_scope = {
	background = {	#FP2
		trigger = {
			scope:background_dungeon_scope = {
				OR = {
				#location.culture ?= { has_building_gfx = iberian_building_gfx }
				#location ?= { geographical_region = world_europe_west_iberia }
				capital_province.culture ?= { has_building_gfx = ek_redguard_building_gfx } #EK EDIT
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp2_prison.dds"
		environment = "environment_event_fp2_prison" 
		ambience = "event:/DLC/FP2/SFX/Events/prison" 
	}

	background = {	#Tribal Prison
		trigger = {
			scope:background_dungeon_scope = {
				OR = {
					capital_province.culture = { has_building_gfx = ek_nordic_building_gfx } #EK EDIT
					should_use_tribal_realm_palace_graphics_trigger = yes
					AND = {
						government_has_flag = government_is_tribal
						capital_province.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_prison.dds"
		environment = "environment_event_fp1_tribal_prison"
		ambience = "event:/DLC/FP1/SFX/Events/event_prison"
	}

	background = {	#Fallback
		reference = "gfx/interface/illustrations/event_scenes/dungeon.dds"
		environment = "environment_event_dungeon"
		ambience = "event:/SFX/Events/Backgrounds/dungeon"
	}
}

### WILDERNESS ###
wilderness = {
	# Winter Locations
	background = { #forest snowy
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location ?= {
						OR = {
							has_province_modifier = winter_normal_modifier
							has_province_modifier = winter_harsh_modifier
							root = { has_zud_season_in_county_trigger = { COUNTY = root.location.county } }
						}
						OR = {
							graphical_wilderness_forest_trigger = yes
							graphical_wilderness_forest_pine_trigger = yes
						}
					}
				}
			}
			trigger_else = {
				location ?= {
					OR = {
						has_province_modifier = winter_normal_modifier
						has_province_modifier = winter_harsh_modifier
						root = { has_zud_season_in_county_trigger = { COUNTY = root.location.county } }
					}
					OR = {
						graphical_wilderness_forest_trigger = yes
						graphical_wilderness_forest_pine_trigger = yes
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds"
		environment = "environment_hunt_snowy_forest"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day" 
	}

	background = { #Mountains, Winter
		trigger = {
			location = {
				has_winter_trigger = yes
				graphical_wilderness_mountains_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_mountain_winter.dds"
		environment = "environment_bp3_mountain_winter"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #Steppe, Winter
		trigger = {
			location = { 
				has_winter_trigger = yes
				graphical_wilderness_steppe_trigger = yes 
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_steppe_winter.dds"
		environment = "environment_bp3_steppe_winter"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}

	background = { #Wetlands, Winter
		trigger = {
			location = {
				has_winter_trigger = yes
				graphical_wilderness_wetlands_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_wetlands_winter.dds"
		environment = "environment_bp3_wetlands_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #Plains, Winter
		trigger = {
			location = {
				has_winter_trigger = yes
				OR = {
					graphical_plains_trigger = yes
					terrain = farmlands
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_plains_winter.dds"
		environment = "environment_bp3_plains_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #Hills, Winter
		trigger = {
			location = {
				has_winter_trigger = yes
				graphical_hills_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_hills_winter.dds"
		environment = "environment_bp3_hills_winter"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	# Non-Winter Locations
	background = { # Riverside
		trigger = {
			location = {
				has_winter_trigger = no
				is_riverside_province = yes
				OR = {
					terrain = plains
					terrain = mountains
					terrain = hills
					terrain = steppe
				}
				NOT = { exists = province_owner }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_riverside.dds"
		environment = "environment_bp3_riverside"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #Desert
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_desert_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_desert_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_desert.dds"
		environment = "environment_event_bp1_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_desert"
	}

	background = { #forest_pine
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_forest_pine_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_forest_pine_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/forest_pine.dds"
		environment = "environment_event_forest_pine"
		ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day"
	}

	background = { #forest
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_forest_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
						graphical_wilderness_forest_trigger = yes
					}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}

	background = { #mountains
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_mountains_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_mountains_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/mountains.dds"
		environment = "environment_event_mountains"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #steppe
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_steppe_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_steppe_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/steppe.dds"
		environment = "environment_event_steppe"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}

	background = { #drylands (formerly desert)
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_drylands_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_drylands_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/drylands.dds"
		environment = "environment_event_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #wetlands
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_wetlands_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_wetlands_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_wetlands.dds"
		environment = "environment_event_bp1_wetlands" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #jungle
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_jungle_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_jungle_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_jungle.dds"
		environment = "environment_event_bp1_jungle" 
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle"
	}

	background = { #plains
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_plains_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_plains_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_plains.dds"
		environment = "environment_event_bp1_plains" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #hills
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_hills_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_hills_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_hills.dds"
		environment = "environment_event_bp1_hills"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	#No ocean check since your capital can never be at sea

	background = { #Fallback
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}
}

wilderness_scope = {
	# Winter Locations
	background = { #forest snowy
		trigger = {
			scope:background_wilderness_scope ?= { hunt_snowy_forest_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds"
		environment = "environment_hunt_snowy_forest" 
		ambience = "event:/SFX/Events/Backgrounds/mountains_day" 
	}

	background = { #Mountains Winter
		trigger = {
			scope:background_wilderness_scope = {
				has_winter_trigger = yes
				graphical_wilderness_mountains_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_mountain_winter.dds"
		environment = "environment_bp3_mountain_winter"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #Steppe, Winter
		trigger = {
			scope:background_wilderness_scope = { 
				has_winter_trigger = yes
				graphical_wilderness_steppe_trigger = yes 
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_steppe_winter.dds"
		environment = "environment_bp3_steppe_winter"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}

	background = { #Wetlands, Winter
		trigger = {
			scope:background_wilderness_scope = {
				has_winter_trigger = yes
				graphical_wilderness_wetlands_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_wetlands_winter.dds"
		environment = "environment_bp3_wetlands_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #Plains, Winter
		trigger = {
			scope:background_wilderness_scope = {
				has_winter_trigger = yes
				OR = {
					graphical_plains_trigger = yes
					terrain = plains
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_plains_winter.dds"
		environment = "environment_bp3_plains_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #Hills, Winter
		trigger = {
			scope:background_wilderness_scope = {
				has_winter_trigger = yes
				graphical_hills_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_hills_winter.dds"
		environment = "environment_bp3_hills_winter"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	# Non-Winter Locations
	background = { # Riverside
		trigger = {
			scope:background_wilderness_scope = {
				has_winter_trigger = no
				is_riverside_province = yes
				OR = {
					terrain = plains
					terrain = mountains
					terrain = hills
					terrain = steppe
				}
				NOT = { exists = province_owner }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_riverside.dds"
		environment = "environment_bp3_riverside"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #Desert
		trigger = {
			scope:background_wilderness_scope = {
				graphical_wilderness_desert_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_desert.dds"
		environment = "environment_event_bp1_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_desert"
	}
	
	background = { #forest_pine
		trigger = {
			scope:background_wilderness_scope = {
				graphical_wilderness_forest_pine_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/forest_pine.dds"
		environment = "environment_event_forest_pine"
		ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day"
	}

	background = { #forest
		trigger = {
			scope:background_wilderness_scope = {
				graphical_wilderness_forest_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}

	background = { #mountains
		trigger = {
			scope:background_wilderness_scope = {
				graphical_wilderness_mountains_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/mountains.dds"
		environment = "environment_event_mountains"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #steppe
		trigger = {
			scope:background_wilderness_scope = {
				graphical_wilderness_steppe_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/steppe.dds"
		environment = "environment_event_steppe"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}

	background = { #drylands (formerly desert)
		trigger = {
			scope:background_wilderness_scope = {
				graphical_drylands_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/drylands.dds"
		environment = "environment_event_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #wetlands
		trigger = {
			scope:background_wilderness_scope = {
				graphical_wilderness_wetlands_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_wetlands.dds"
		environment = "environment_event_bp1_wetlands"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #jungle
		trigger = {
			scope:background_wilderness_scope = {
				graphical_wilderness_jungle_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_jungle.dds"
		environment = "environment_event_bp1_jungle" 
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle"
	}

	background = { #plains
		trigger = {
			scope:background_wilderness_scope = {
				graphical_plains_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_plains.dds"
		environment = "environment_event_bp1_plains" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #hills
		trigger = {
			scope:background_wilderness_scope = {
				graphical_hills_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_hills.dds"
		environment = "environment_event_bp1_hills"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}
	# EK ADDITION
	background = { #inner sea
		trigger = {
			scope:background_wilderness_scope = {
				graphical_wilderness_ocean_trigger = yes
			}
			location = {
				geographical_region = sea_inner_sea
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ocean_inner_sea.dds"
		environment = "environment_event_fp1_ocean"
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}
	# EK ADDITION END
	background = { #ocean
		trigger = {
			scope:background_wilderness_scope = {
				graphical_wilderness_ocean_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
		environment = "environment_event_fp1_ocean" 
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}

	background = { #Fallback
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}
}

wilderness_activity = {
	# Winter Locations
	background = { #forest snowy
		trigger = {
			scope:activity.activity_location ?= { 
				has_winter_trigger = yes
				OR = {
					graphical_wilderness_forest_trigger = yes
					graphical_wilderness_forest_pine_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds"
		environment = "environment_hunt_snowy_forest" 
		ambience = "event:/SFX/Events/Backgrounds/mountains_day" 
	}

	background = { #Mountains Winter
		trigger = {
			scope:activity.activity_location ?= { 
				has_winter_trigger = yes
				graphical_wilderness_mountains_trigger = yes 
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_mountain_winter.dds"
		environment = "environment_bp3_mountain_winter"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #Steppe, Winter
		trigger = {
			scope:activity.activity_location ?= { 
				has_winter_trigger = yes
				graphical_wilderness_steppe_trigger = yes 
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_steppe_winter.dds"
		environment = "environment_bp3_steppe_winter"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}

	background = { #Wetlands, Winter
		trigger = {
			scope:activity.activity_location ?= {
				has_winter_trigger = yes
				graphical_wilderness_wetlands_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_wetlands_winter.dds"
		environment = "environment_bp3_wetlands_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #Plains, Winter
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = { 
				has_winter_trigger = yes
				OR = {
					graphical_plains_trigger = yes 
					terrain = farmlands
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_plains_winter.dds"
		environment = "environment_bp3_plains_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #Hills, Winter
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = { 
				has_winter_trigger = yes
				graphical_hills_trigger = yes 
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_hills_winter.dds"
		environment = "environment_bp3_hills_winter"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	# Non-Winter Location
	background = { # Riverside
		trigger = {
			scope:activity.activity_location ?= {
				has_winter_trigger = no
				is_riverside_province = yes
				OR = {
					terrain = plains
					terrain = mountains
					terrain = hills
					terrain = steppe
				}
				NOT = { exists = province_owner }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_riverside.dds"
		environment = "environment_bp3_riverside"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #Desert
		trigger = {
			scope:activity.activity_location ?= { graphical_wilderness_desert_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_desert.dds"
		environment = "environment_event_bp1_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_desert"
	}

	background = { #mountains
		trigger = {
			scope:activity.activity_location ?= { graphical_wilderness_mountains_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/mountains.dds"
		environment = "environment_event_mountains"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #steppe
		trigger = {
			scope:activity.activity_location ?= { graphical_wilderness_steppe_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/steppe.dds"
		environment = "environment_event_steppe"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}

	background = { #drylands (formerly desert)
		trigger = {
			scope:activity.activity_location ?= { graphical_drylands_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/drylands.dds"
		environment = "environment_event_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #wetlands
		trigger = {
			scope:activity.activity_location ?= { graphical_wilderness_wetlands_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_wetlands.dds"
		environment = "environment_event_bp1_wetlands"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #jungle
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = { graphical_wilderness_jungle_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_jungle.dds"
		environment = "environment_event_bp1_jungle" 
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle"
	}

	background = { #managed_forest
		trigger = {
			scope:activity ?= {
				has_activity_type = activity_hunt
				activity_location ?= {
					OR = {
						graphical_wilderness_forest_pine_trigger = yes
						graphical_wilderness_forest_trigger = yes
						graphical_plains_trigger = yes
						graphical_hills_trigger = yes
					}
					OR = {
						has_building_or_higher = royal_forest_01
						has_building_or_higher = hunting_grounds_01
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_forest_managed.dds"
		environment = "environment_ep2_forest_managed"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}

	background = { #forest_pine
		trigger = {
			scope:activity.activity_location ?= { graphical_wilderness_forest_pine_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/forest_pine.dds"
		environment = "environment_event_forest_pine"
		ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day"
	}

	background = { #forest
		trigger = {
			scope:activity.activity_location ?= { graphical_wilderness_forest_trigger = yes }			
		}
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}

	background = { #plains
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = { graphical_plains_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_plains.dds"
		environment = "environment_event_bp1_plains" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #hills
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = { graphical_hills_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_hills.dds"
		environment = "environment_event_bp1_hills"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}
	# EK ADDITION
	background = { #inner sea
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = {
				graphical_wilderness_ocean_trigger = yes
				geographical_region = sea_inner_sea
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ocean_inner_sea.dds"
		environment = "environment_event_fp1_ocean"
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}
	# EK ADDITION END
	background = { #ocean
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = { graphical_wilderness_ocean_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
		environment = "environment_event_fp1_ocean" 
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}

	background = { #Fallback
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}
}

wilderness_desert = {
	background = { #Desert
		reference = "gfx/interface/illustrations/event_scenes/bp1_desert.dds"
		environment = "environment_event_bp1_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_desert"
	}
}

wilderness_forest = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}
}

wilderness_wetlands = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bp1_wetlands.dds"
		environment = "environment_event_bp1_wetlands" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}
}

wilderness_jungle = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bp1_jungle.dds"
		environment = "environment_event_bp1_jungle"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle"
	}
}

wilderness_forest_pine = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/forest_pine.dds"
		environment = "environment_event_forest_pine"
		ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day"
	}
}

wilderness_mountains = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/mountains.dds"
		environment = "environment_event_mountains"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}
}

wilderness_steppe = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/steppe.dds"
		environment = "environment_event_steppe"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}
}

drylands = { #Formerly Desert
	background = {
		reference = "gfx/interface/illustrations/event_scenes/drylands.dds"
		environment = "environment_event_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}
}

ocean = {
	background = { #ocean
		reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
		environment = "environment_event_fp1_ocean" 
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}
}

plains = {
	background = { #plains
		reference = "gfx/interface/illustrations/event_scenes/bp1_plains.dds"
		environment = "environment_event_bp1_plains" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}
}

hills = {
	background = { #hills
		reference = "gfx/interface/illustrations/event_scenes/bp1_hills.dds"
		environment = "environment_event_bp1_hills"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}
}

### TERRAIN ###
terrain = {
	background = { # Riverside
		trigger = {
			location = {
				has_winter_trigger = no
				is_riverside_province = yes
				OR = {
					terrain = plains
					terrain = mountains
					terrain = hills
					terrain = steppe
				}
				NOT = { exists = province_owner }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_riverside.dds"
		environment = "environment_bp3_riverside"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #Farmlands/Plains, Winter
		trigger = {
			location = {
				has_winter_trigger = yes
				OR = {
					graphical_plains_trigger = yes
					terrain = farmlands
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_plains_winter.dds"
		environment = "environment_bp3_plains_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #Farmlands - City
		trigger = { 
			location = {
				terrain = farmlands
				OR = {
					has_holding_type = city_holding
					is_county_capital = yes
				}
			}
		}

		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_farm.dds"
		environment = "environment_travel_farmlands"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}

	background = { #Farmlands
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						terrain = farmlands
					}
				}
			}
			trigger_else = {
				location = {
					terrain = farmlands
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/farms.dds"
		environment = "environment_event_farms"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}

	background = { #plains
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_plains_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_plains_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_plains.dds"
		environment = "environment_event_bp1_plains"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #Oasis
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						terrain = oasis
					}
				}
			}
			trigger_else = {
				location = {
					terrain = oasis
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp4_legendary_oasis.dds"
		environment = "environment_ce1_legendary_oasis"
		ambience = "event:/SFX/Events/Backgrounds/FP4/fp4_magic_spring"
	}

	background = { #Desert - Tribal
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_desert_trigger = yes
						has_holding_type = tribal_holding
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_desert_trigger = yes
					has_holding_type = tribal_holding
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/desert_nomad.dds"
		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}

	background = { #Desert - City
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_desert_trigger = yes
						OR = {
							has_holding_type = city_holding
							AND = {
								NOT = { has_holding_type = tribal_holding }
								is_county_capital = yes
							}
						}
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_desert_trigger = yes
					OR = {
						has_holding_type = city_holding
						AND = {
							NOT = { has_holding_type = tribal_holding }
							is_county_capital = yes
						}
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/desert_nomad.dds"
		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}

	background = { #Desert
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_desert_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_desert_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_desert.dds"
		environment = "environment_event_bp1_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_desert"
	}

	background = { #forest snowy
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = { hunt_snowy_forest_trigger = yes }
				}
			}
			trigger_else = {
				location = { hunt_snowy_forest_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds"
		environment = "environment_hunt_snowy_forest" 
		ambience = "event:/SFX/Events/Backgrounds/mountains_day" 
	}
	
	background = { #forest_pine
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_forest_pine_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_forest_pine_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/forest_pine.dds"
		environment = "environment_event_forest_pine"
		ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day"
	}

	background = { #forest
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_forest_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_forest_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}

	background = { #Mountains, Winter
		trigger = {
			location = {
				has_winter_trigger = yes
				graphical_wilderness_mountains_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_mountain_winter.dds"
		environment = "environment_bp3_mountain_winter"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #Mountains, city
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_mountains_trigger = yes
						OR = {
							has_holding_type = city_holding
							is_county_capital = yes
						}
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_mountains_trigger = yes
					OR = {
						has_holding_type = city_holding
						is_county_capital = yes
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_mountains.dds"
		environment = "environment_travel_mountain_settlement"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #mountains
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_mountains_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_mountains_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/mountains.dds"
		environment = "environment_event_mountains"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #Steppe, Winter
		trigger = {
			location = {
				has_winter_trigger = yes
				graphical_wilderness_steppe_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_steppe_winter.dds"
		environment = "environment_bp3_steppe_winter"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}

	background = { #steppe, holding
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_steppe_trigger = yes
						OR = {
							has_holding = yes
							is_county_capital = yes
						}
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_steppe_trigger = yes
					OR = {
						has_holding = yes
						is_county_capital = yes
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_steppe.dds"
		environment = "environment_travel_mountain_settlement"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #steppe
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_steppe_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_steppe_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/steppe.dds"
		environment = "environment_event_steppe"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}

	background = { #drylands (formerly desert)
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_drylands_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_drylands_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/drylands.dds"
		environment = "environment_event_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #Wetlands, Winter
		trigger = {
			location = {
				has_winter_trigger = yes
				graphical_wilderness_wetlands_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_wetlands_winter.dds"
		environment = "environment_bp3_wetlands_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #wetlands
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_wetlands_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_wetlands_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_wetlands.dds"
		environment = "environment_event_bp1_wetlands" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #jungle
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_jungle_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_jungle_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_jungle.dds"
		environment = "environment_event_bp1_jungle"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle"
	}

	background = { #Hills, Winter
		trigger = {
			location = {
				has_winter_trigger = yes
				graphical_hills_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_hills_winter.dds"
		environment = "environment_bp3_hills_winter"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #hills, city
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_hills_trigger = yes
						OR = {
							has_holding_type = city_holding
							is_county_capital = yes
						}
					}
				}
			}
			trigger_else = {
				location = {
					graphical_hills_trigger = yes
					OR = {
						has_holding_type = city_holding
						is_county_capital = yes
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds"
		environment = "environment_travel_hills_settlement"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}

	background = { #hills
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_hills_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_hills_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_hills.dds"
		environment = "environment_event_bp1_hills"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}
	
	# EK ADDITION
	background = { #inner sea
		trigger = {
			location = {
				is_sea_province = yes
				geographical_region = sea_inner_sea
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ocean_inner_sea.dds"
		environment = "environment_event_fp1_ocean"
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}
	# EK ADDITION END
	background = { #sea
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						is_sea_province = yes
					}
				}
			}
			trigger_else = {
				location = {
					is_sea_province = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
		environment = "environment_event_fp1_ocean"
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}

	background = { #Fallback
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}
}

terrain_scope = {
	background = { # Riverside
		trigger = {
			scope:background_terrain_scope = {
				has_winter_trigger = no
				is_riverside_province = yes
				OR = {
					terrain = plains
					terrain = mountains
					terrain = hills
					terrain = steppe
				}
				NOT = { exists = province_owner }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_riverside.dds"
		environment = "environment_bp3_riverside"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #Farmlands/Plains, Winter
		trigger = {
			scope:background_terrain_scope = {
				has_winter_trigger = yes
				OR = {
					terrain = farmlands
					graphical_plains_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_plains_winter.dds"
		environment = "environment_bp3_plains_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #Farmlands - City
		trigger = { 
			scope:background_terrain_scope = {
				terrain = farmlands
				OR = {
					has_holding_type = city_holding
					is_county_capital = yes
				}
			}
		}

		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_farm.dds"
		environment = "environment_travel_farmlands"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}

	background = { #Farmlands
		trigger = {
			scope:background_terrain_scope = {
				terrain = farmlands
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/farms.dds"
		environment = "environment_event_farms"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}

	background = { #plains
		trigger = {
			scope:background_terrain_scope = {
				graphical_plains_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_plains.dds"
		environment = "environment_event_bp1_plains"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #Oasis
		trigger = {
			scope:background_terrain_scope = {
				terrain = oasis
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp4_legendary_oasis.dds"
		environment = "environment_ce1_legendary_oasis"
		ambience = "event:/SFX/Events/Backgrounds/FP4/fp4_magic_spring"
	}

	background = { #Desert - Tribal
		trigger = {
			scope:background_terrain_scope = {
				graphical_wilderness_desert_trigger = yes
				has_holding_type = tribal_holding
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/desert_nomad.dds"
		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}

	background = { #Desert - City
		trigger = {
			scope:background_terrain_scope = {
				graphical_wilderness_desert_trigger = yes
				OR = {
					has_holding_type = city_holding
					AND = {
						NOT = { has_holding_type = tribal_holding }
						is_county_capital = yes
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/desert_nomad.dds"
		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}

	background = { #Desert
		trigger = {
			scope:background_terrain_scope = {
				graphical_wilderness_desert_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_desert.dds"
		environment = "environment_event_bp1_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_desert"
	}

	background = { #forest snowy
		trigger = {
			scope:background_terrain_scope = { hunt_snowy_forest_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds"
		environment = "environment_hunt_snowy_forest" 
		ambience = "event:/SFX/Events/Backgrounds/mountains_day" 
	}
	
	background = { #forest_pine
		trigger = {
			scope:background_terrain_scope = {
				graphical_wilderness_forest_pine_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/forest_pine.dds"
		environment = "environment_event_forest_pine"
		ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day"
	}

	background = { #forest
		trigger = {
			scope:background_terrain_scope = {
				graphical_wilderness_forest_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}

	background = { #Mountains, Winter
		trigger = {
			scope:background_terrain_scope = {
				has_winter_trigger = yes
				graphical_wilderness_mountains_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_mountain_winter.dds"
		environment = "environment_bp3_mountain_winter"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #Mountains, city
		trigger = {
			scope:background_terrain_scope = {
				graphical_wilderness_mountains_trigger = yes
				OR = {
					has_holding_type = city_holding
					is_county_capital = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_mountains.dds"
		environment = "environment_travel_mountain_settlement"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #mountains
		trigger = {
			scope:background_terrain_scope = {
				graphical_wilderness_mountains_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/mountains.dds"
		environment = "environment_event_mountains"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #Steppe, Winter
		trigger = {
			scope:background_terrain_scope = {
				has_winter_trigger = yes
				graphical_wilderness_steppe_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_steppe_winter.dds"
		environment = "environment_bp3_steppe_winter"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}

	background = { #steppe, city
		trigger = {
			scope:background_terrain_scope = {
				graphical_wilderness_steppe_trigger = yes
				OR = {
					has_holding_type = city_holding
					is_county_capital = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_city_steppe.dds"
		environment = "environment_mpo_city_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_city_steppe"
	}

	background = { #steppe
		trigger = {
			scope:background_terrain_scope = {
				graphical_wilderness_steppe_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/steppe.dds"
		environment = "environment_event_steppe"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}

	background = { #drylands (formerly desert)
		trigger = {
			scope:background_terrain_scope = {
				graphical_drylands_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/drylands.dds"
		environment = "environment_event_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #Wetlands, Winter
		trigger = {
			scope:background_terrain_scope = {
				has_winter_trigger = yes
				graphical_wilderness_wetlands_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_wetlands_winter.dds"
		environment = "environment_bp3_wetlands_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #wetlands
		trigger = {
			scope:background_terrain_scope = {
				graphical_wilderness_wetlands_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_wetlands.dds"
		environment = "environment_event_bp1_wetlands"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #jungle
		trigger = {
			scope:background_terrain_scope = {
				graphical_wilderness_jungle_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_jungle.dds"
		environment = "environment_event_bp1_jungle"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle"
	}

	background = { #Hills, Winter
		trigger = {
			scope:background_terrain_scope = {
				has_winter_trigger = yes
				graphical_hills_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_hills_winter.dds"
		environment = "environment_bp3_hills_winter"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #hills, city
		trigger = {
			scope:background_terrain_scope = {
				graphical_hills_trigger = yes
				OR = {
					has_holding_type = city_holding
					is_county_capital = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds"
		environment = "environment_travel_hills_settlement"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}

	background = { #hills
		trigger = {
			scope:background_terrain_scope = {
				graphical_hills_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_hills.dds"
		environment = "environment_event_bp1_hills"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	# EK ADDITION
	background = { #inner sea
		trigger = {
			scope:background_terrain_scope = {
				graphical_wilderness_ocean_trigger = yes
				geographical_region = sea_inner_sea
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ocean_inner_sea.dds"
		environment = "environment_event_fp1_ocean"
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}
	# EK ADDITION END
	background = { #ocean
		trigger = {
			scope:background_terrain_scope = {
				graphical_wilderness_ocean_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
		environment = "environment_event_fp1_ocean"
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}

	background = { #Fallback
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}
}

terrain_activity = {
	background = { # Riverside
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = {
				is_riverside_province = yes
				has_winter_trigger = no
				OR = {
					terrain = plains
					terrain = mountains
					terrain = hills
					terrain = steppe
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_riverside.dds"
		environment = "environment_bp3_riverside"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { # Farmlands/Plains Winter
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = {
				has_winter_trigger = yes
				OR = {
					terrain = farmlands 
					graphical_plains_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_plains_winter.dds"
		environment = "environment_bp3_plains_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { # Farmlands
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = { terrain = farmlands }
		}
		reference = "gfx/interface/illustrations/event_scenes/farms.dds"
		environment = "environment_event_farms"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}

	background = { #plains
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = {
				graphical_plains_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_plains.dds"
		environment = "environment_event_bp1_plains" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { # Oasis
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = { terrain = oasis }
		}
		reference = "gfx/interface/illustrations/event_scenes/fp4_legendary_oasis.dds"
		environment = "environment_ce1_legendary_oasis"
		ambience = "event:/SFX/Events/Backgrounds/FP4/fp4_magic_spring"
	}

	background = { #Desert
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = { graphical_wilderness_desert_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_desert.dds"
		environment = "environment_event_bp1_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_desert"
	}

	background = { #forest snowy
		trigger = {
			scope:activity.activity_location ?= { hunt_snowy_forest_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds"
		environment = "environment_hunt_snowy_forest" 
		ambience = "event:/SFX/Events/Backgrounds/mountains_day" 
	}

	background = { #forest_pine
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = { graphical_wilderness_forest_pine_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/forest_pine.dds"
		environment = "environment_event_forest_pine"
		ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day"
	}

	background = { #forest
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = { graphical_wilderness_forest_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}

	background = { #Mountains, Winter
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = { 
				has_winter_trigger = yes
				graphical_wilderness_mountains_trigger = yes 
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_mountain_winter.dds"
		environment = "environment_bp3_mountain_winter"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #mountains
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = { graphical_wilderness_mountains_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/mountains.dds"
		environment = "environment_event_mountains"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #Steppe, Winter
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = { 
				has_winter_trigger = yes
				graphical_wilderness_steppe_trigger = yes 
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_steppe_winter.dds"
		environment = "environment_bp3_steppe_winter"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}

	background = { #steppe
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = { graphical_wilderness_steppe_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/steppe.dds"
		environment = "environment_event_steppe"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}

	background = { #drylands (formerly desert)
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = {
				graphical_drylands_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/drylands.dds"
		environment = "environment_event_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #Wetlands, Winter
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = {
				has_winter_trigger = yes
				graphical_wilderness_wetlands_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_wetlands_winter.dds"
		environment = "environment_bp3_wetlands_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #wetlands
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = {
				graphical_wilderness_wetlands_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_wetlands.dds"
		environment = "environment_event_bp1_wetlands"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #jungle
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = {
				graphical_wilderness_jungle_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_jungle.dds"
		environment = "environment_event_bp1_jungle" 
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle"
	}

	background = { #Hills, Winter
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = {
				has_winter_trigger = yes
				graphical_hills_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_hills_winter.dds"
		environment = "environment_bp3_hills_winter"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #hills
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = {
				graphical_hills_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_hills.dds"
		environment = "environment_event_bp1_hills"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	# EK ADDITION
	background = { #inner sea
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = {
				graphical_wilderness_ocean_trigger = yes
				geographical_region = sea_inner_sea
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ocean_inner_sea.dds"
		environment = "environment_event_fp1_ocean"
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}
	# EK ADDITION END
	background = { #ocean
		trigger = {
			exists = scope:activity.activity_location
			scope:activity.activity_location = {
				graphical_wilderness_ocean_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
		environment = "environment_event_fp1_ocean"
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}

	background = { #Fallback
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}
}

# An expanded version for travel, more focus on locality than specific terrains
terrain_travel = {
	background = { # Bridge
		trigger = {
			location = {
				is_riverside_province = yes
				# EK EDIT: Swapped europe with our own regions
				geographical_region = ek_graphical_europe_like
				# EK EDIT END
				OR = {
					terrain = farmlands
					terrain = plains
					terrain = mountains
					terrain = hills
				}
				exists = province_owner
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_bridge.dds"
		environment = "environment_travel_bridge"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { # Riverside
		trigger = {
			location = {
				has_winter_trigger = no
				is_riverside_province = yes
				OR = {
					terrain = plains
					terrain = mountains
					terrain = hills
					terrain = steppe
				}
				NOT = { exists = province_owner }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_riverside.dds"
		environment = "environment_bp3_riverside"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}
	
	background = { # Farmland/Plains, winter
		trigger = {
			location = {
				OR = {
					terrain = farmlands
					terrain = plains
				}
				has_winter_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_plains_winter.dds"
		environment = "environment_bp3_plains_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}
	
	background = { # Farmland, settled
		trigger = {
			location = {
				terrain = farmlands
				exists = province_owner
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_farm.dds"
		environment = "environment_travel_farmlands"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
	background = { # Farmland, unsettled
		trigger = {
			location = {
				terrain = farmlands
				NOT = { exists = province_owner }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/farms.dds"
		environment = "environment_travel_farmlands"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
	background = { #plains, settled
		trigger = {
			location = {
				graphical_plains_trigger = yes
				exists = province_owner
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds"
		environment = "environment_travel_hills_settlement"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
	background = { #plains, unsettled
		trigger = {
			location = {
				graphical_plains_trigger = yes
				NOT = { exists = province_owner }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_plains.dds"
		environment = "environment_event_bp1_plains"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #Desert, settled, Tribal Nomads
		trigger = {
			location = {
				graphical_wilderness_desert_trigger = yes
				exists = province_owner
				province_owner = { government_has_flag = government_is_tribal }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/desert_nomad.dds"
		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}
	background = { #Desert, settled, not Tribal
		trigger = {
			location = {
				graphical_wilderness_desert_trigger = yes
				exists = province_owner
				NOT = { province_owner = { government_has_flag = government_is_tribal } }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/desert_settlement.dds"
		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}
	background = { #Oasis, unsettled
		trigger = {
			location = {
				terrain = oasis
				NOT = { exists = province_owner }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp4_legendary_oasis.dds"
		environment = "environment_ce1_legendary_oasis"
		ambience = "event:/SFX/Events/Backgrounds/FP4/fp4_magic_spring"
	}
	background = { #Desert, unsettled
		trigger = {
			location = {
				graphical_wilderness_desert_trigger = yes
				NOT = { exists = province_owner }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/desert.dds"

		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"

		environment = "environment_event_bp1_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_desert"
	}

	background = { #forest snowy
		trigger = {
			location ?= { hunt_snowy_forest_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds"
		environment = "environment_hunt_snowy_forest" 
		ambience = "event:/SFX/Events/Backgrounds/mountains_day" 
	}
	background = { #forest_pine
		trigger = {
			location = {
				graphical_wilderness_forest_pine_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/forest_pine.dds"
		environment = "environment_event_forest_pine"
		ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day"
	}
	background = { #forest
		trigger = {
			location = {
				graphical_wilderness_forest_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}

	background = { #mountains, winter
		trigger = {
			location = {
				graphical_wilderness_mountains_trigger = yes
				has_winter_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_mountain_winter.dds"
		environment = "environment_bp3_mountain_winter"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}
	background = { #mountains, settled
		trigger = {
			location = {
				graphical_wilderness_mountains_trigger = yes
				exists = province_owner
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_mountains.dds"
		environment = "environment_travel_mountain_settlement"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}
	background = { #mountains, unsettled
		trigger = {
			location = {
				graphical_wilderness_mountains_trigger = yes
				NOT = { exists = province_owner }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/mountains.dds"
		environment = "environment_travel_mountain_settlement"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #steppe, winter
		trigger = {
			location = {
				graphical_wilderness_steppe_trigger = yes
				has_winter_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_steppe_winter.dds"
		environment = "environment_bp3_steppe_winter"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}
	background = { #steppe, settled
		trigger = {
			location = {
				graphical_wilderness_steppe_trigger = yes
				exists = province_owner
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_steppe.dds"
		environment = "environment_travel_steppe_settlement"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}
	background = { #steppe, unsettled
		trigger = {
			location = {
				graphical_wilderness_steppe_trigger = yes
				NOT = { exists = province_owner }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/steppe.dds"
		environment = "environment_event_steppe"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}

	background = { #drylands (formerly desert)
		trigger = {
			location = {
				graphical_drylands_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/drylands.dds"
		environment = "environment_event_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { #wetlands, winter
		trigger = {
			location = {
				graphical_wilderness_wetlands_trigger = yes
				has_winter_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_wetlands_winter.dds"
		environment = "environment_bp3_wetlands_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}
	background = { #wetlands
		trigger = {
			location = {
				graphical_wilderness_wetlands_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_wetlands.dds"
		environment = "environment_event_bp1_wetlands" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}

	background = { #jungle
		trigger = {
			location = {
				graphical_wilderness_jungle_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_jungle.dds"
		environment = "environment_event_bp1_jungle"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle"
	}

	background = { #hills, winter
		trigger = {
			location = {
				graphical_hills_trigger = yes
				has_winter_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp3_hills_winter.dds"
		environment = "environment_bp3_hills_winter"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}
	background = { #hills, settled
		trigger = {
			location = {
				graphical_hills_trigger = yes
				exists = province_owner
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds"
		environment = "environment_travel_hills_settlement"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
	background = { #hills, unsettled
		trigger = {
			location = {
				graphical_hills_trigger = yes
				NOT = { exists = province_owner }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds"
		environment = "environment_event_bp1_hills"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}
	# EK ADDITION
	background = { #inner sea
		trigger = {
			location = {
				is_sea_province = yes
				geographical_region = sea_inner_sea
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ocean_inner_sea.dds"
		environment = "environment_event_fp1_ocean"
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}
	# EK ADDITION END
	background = { #sea
		trigger = {
			location = {
				is_sea_province = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
		environment = "environment_event_fp1_ocean"
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}

	background = { #Fallback
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}
}

### DOCKS ###
docks = {
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location ?= { fp3_should_use_iranian_graphics_trigger = yes }
						location ?= { geographical_region = graphical_mena }
						location.culture ?= { has_graphical_india_culture_group_trigger = yes }
					}
				}
			}
			trigger_else = {
				OR = {
					location ?= { fp3_should_use_iranian_graphics_trigger = yes }
					location ?= { geographical_region = graphical_mena }
					location.culture ?= { has_graphical_india_culture_group_trigger = yes }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp3_docks.dds"
		environment = "environment_event_fp3_docks"
		ambience = "event:/SFX/Events/Backgrounds/docks_day"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location ?= { fp1_should_use_norse_graphics_trigger = yes }
						fp1_should_use_extra_tribal_graphics_trigger = yes
					}
				}
			}
			trigger_else = {
				OR = {
					location ?= { fp1_should_use_norse_graphics_trigger = yes }
					fp1_should_use_extra_tribal_graphics_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_docks_tribal.dds"
		environment = "environment_event_bp1_docks_tribal"
		ambience = "event:/SFX/Events/Backgrounds/docks_day"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/docks.dds"
		environment = "environment_event_docks"
		ambience = "event:/SFX/Events/Backgrounds/docks_day"
	}
}

### FARMLAND ###
farmland = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/farms.dds"
		environment = "environment_event_farms"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
}

### FEAST ###
feast = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else_if = {
				limit = {
					NOT = { exists = scope:activity }
				}
				government_has_flag = government_is_nomadic
			}
			trigger_else = {
				scope:activity.activity_host ?= { government_has_flag = government_is_nomadic }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_steppe.dds"
		environment = "environment_steppe_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_steppe"
	}
	background = { #LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { is_landless_adventurer = yes }
			}
			trigger_else_if = {
				limit = {
					NOT = { exists = scope:activity }
				}
				is_landless_adventurer = yes
			}
			trigger_else = {
				scope:activity.activity_host ?= { is_landless_adventurer = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_campfire.dds"
		environment = "environment_ep3_camp_fire" 
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_campfire"
	}
	#background = { # EP3 - Byzantium
	#	trigger = {
	#		trigger_if = {
	#			limit = {
	#				NOT = { exists = scope:activity }
	#			}
	#			location.culture ?= { has_building_gfx = byzantine_building_gfx }
	#		}
	#		trigger_else = {
	#			scope:activity.activity_location.culture ?= { has_building_gfx = byzantine_building_gfx }
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_feast_byzantine.dds"
	#	environment = "environment_ep3_byzantine_feast"
	#	ambience = "event:/SFX/Events/Backgrounds/feasthall"
	#}
	background = {	# FP1
		trigger = {
			OR = {
				scope:activity.activity_location.culture ?= { has_building_gfx = ek_nordic_building_gfx } #EK EDIT
				should_use_tribal_realm_palace_graphics_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_viking_feast.dds"
		environment = "environment_event_fp1_viking_feast"
		ambience = "event:/DLC/FP1/SFX/Events/event_viking_feast"
	}
	background = {
		trigger = {
			# EK EDIT
			#scope:activity.activity_location.culture ?= { has_building_gfx = indian_building_gfx }
			scope:activity.activity_location.culture ?= { has_building_gfx = ek_khajiit_building_gfx }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_indian.dds"
		environment = "environment_indian_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_feast_india"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = {
					NOT = { exists = scope:activity }
				}
				location.culture ?= {
					OR = {
						#has_building_gfx = arabic_group_building_gfx
						#has_building_gfx = berber_group_building_gfx
						#has_building_gfx = iberian_building_gfx
						#has_building_gfx = iranian_building_gfx
						has_building_gfx = ek_redguard_building_gfx #EK EDIT
					}
				}
			}
			trigger_else = {
				scope:activity.activity_location.culture ?= {
					OR = {
						#has_building_gfx = arabic_group_building_gfx
						#has_building_gfx = berber_group_building_gfx
						#has_building_gfx = iberian_building_gfx
						#has_building_gfx = iranian_building_gfx
						has_building_gfx = ek_redguard_building_gfx #EK EDIT
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_mena.dds"
		environment = "environment_mena_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_feast_mena"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = {
					NOT = { exists = scope:activity }
				}
				location.culture ?= {
					#has_building_gfx = steppe_building_gfx
					#EK EDIT given to ashlanders, fitting enough
					OR = {
						this = culture:ashlander
						any_parent_culture_or_above = {
							this = culture:ashlander
						}
					}
				}
			}
			trigger_else = {
				#EK EDIT: Switching to Ashlander.
				#scope:activity.activity_location.culture ?= { has_building_gfx = steppe_building_gfx }
				OR = {
					scope:activity.activity_location.culture ?= {
						OR = {
							this = culture:ashlander
							any_parent_culture_or_above = {
								this = culture:ashlander
							}
						}
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_steppe.dds"
		environment = "environment_steppe_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_steppe"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = {
					NOT = { exists = scope:activity }
				}
				location.culture ?= { has_building_gfx = ek_yokudan_building_gfx }
			}
			trigger_else = {
				scope:activity.activity_location.culture ?= { has_building_gfx = ek_yokudan_building_gfx }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_sub_saharan.dds"
		environment = "environment_sub-saharan_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_steppe"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/feast.dds"
		environment = "environment_activity_western_feast"
		ambience = "event:/SFX/Events/Backgrounds/feasthall"
	}
}

feast_event = {
	#EK DISABLED: No Byzantines right now.
	#background = { # EP3 - Byzantium
	#	trigger = {
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = {
	#				location.culture = { has_building_gfx = byzantine_building_gfx }
	#			}
	#		}
	#		trigger_else = {
	#			location.culture = { has_building_gfx = byzantine_building_gfx }
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_feast_byzantine.dds"
	#	environment = "environment_ep3_byzantine_feast"
	#	ambience = "event:/SFX/Events/Backgrounds/feasthall"
	#}
	background = {	# FP1
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture = { has_building_gfx = ek_nordic_building_gfx }
						should_use_tribal_realm_palace_graphics_trigger = yes
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture = { has_building_gfx = ek_nordic_building_gfx }
					should_use_tribal_realm_palace_graphics_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_viking_feast.dds"
		environment = "environment_event_fp1_viking_feast"
		ambience = "event:/DLC/FP1/SFX/Events/event_viking_feast"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture = { has_building_gfx = ek_khajiit_building_gfx }
				}
			}
			trigger_else = {
				location.culture = { has_building_gfx = ek_khajiit_building_gfx }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_indian.dds"
		environment = "environment_indian_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_feast_india"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						#location.culture = { has_building_gfx = arabic_group_building_gfx }
						#location.culture = { has_building_gfx = berber_group_building_gfx }
						#location.culture = { has_building_gfx = iberian_building_gfx }
						#location.culture = { has_building_gfx = iranian_building_gfx }
						location.culture = { has_building_gfx = ek_redguard_building_gfx }
					}
				}
			}
			trigger_else = {
				OR = {
					#location.culture = { has_building_gfx = arabic_group_building_gfx }
					#location.culture = { has_building_gfx = berber_group_building_gfx }
					#location.culture = { has_building_gfx = iberian_building_gfx }
					#location.culture = { has_building_gfx = iranian_building_gfx }
					location.culture = { has_building_gfx = ek_redguard_building_gfx }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_mena.dds"
		environment = "environment_mena_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_feast_mena"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture = { 
						OR = {
							this = culture:ashlander
							any_parent_culture_or_above = {
								this = culture:ashlander
							}
						}
					} 
				}
			}
			trigger_else = {
				location.culture = { 
					OR = {
						this = culture:ashlander
						any_parent_culture_or_above = {
							this = culture:ashlander
						}
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_steppe.dds"
		environment = "environment_steppe_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_steppe"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture = { has_building_gfx = ek_yokudan_building_gfx }
				}
			}
			trigger_else = {
				location.culture = { has_building_gfx = ek_yokudan_building_gfx }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_sub_saharan.dds"
		environment = "environment_sub-saharan_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_steppe"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/feast.dds"
		environment = "environment_activity_western_feast"
		ambience = "event:/SFX/Events/Backgrounds/feasthall"
	}
}

### GALLOWS ###
gallows = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_campfire_steppe.dds"
		environment = "environment_mpo_campfire_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_campfire_steppe"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/gallows.dds"
		environment = "environment_event_gallows"
		ambience = "event:/SFX/Events/Backgrounds/gallows_execution_platform"
	}
}

### GARDEN ###
garden = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_hunt_steppe.dds"
		environment = "environment_mpo_hunt_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_hunt_steppe"
	}
	background = { #LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { is_landless_adventurer = yes }
			}
			trigger_else = { is_landless_adventurer = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_camp_arid_terrain.dds"
		environment = "environment_ep3_arid_camp"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= { has_graphical_india_culture_group_trigger = yes }
				}
			}
			trigger_else = {
				location.culture ?= { has_graphical_india_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp2_indian_garden.dds"
		environment = "environment_bp2_garden_india_day"
		ambience = "event:/SFX/Events/Backgrounds/castle_garden_day"
	}
	background = {	#FP2
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture ?= { has_building_gfx = ek_redguard_building_gfx }
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture ?= { has_building_gfx = ek_redguard_building_gfx }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp2_garden.dds"
		environment = "environment_event_fp2_garden" 
		ambience = "event:/DLC/FP2/SFX/Events/garden"
	}

	background = {
		reference = "gfx/interface/illustrations/event_scenes/garden.dds"
		environment = "environment_event_garden"
		ambience = "event:/SFX/Events/Backgrounds/castle_garden_day"
	}
}

garden_location = {
	background = {
		trigger = {
			location.culture ?= { has_graphical_india_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/bp2_indian_garden.dds"
		environment = "environment_bp2_garden_india_day"
		ambience = "event:/SFX/Events/Backgrounds/castle_garden_day"
	}
	background = {	#FP2
		trigger = {
			#EK EDIT
			#OR = {
				#location.culture ?= { has_building_gfx = iberian_building_gfx }
				#location = { geographical_region = world_europe_west_iberia }
			#}
			always = no
		}
		reference = "gfx/interface/illustrations/event_scenes/fp2_garden.dds"
		environment = "environment_event_fp2_garden" 
		ambience = "event:/DLC/FP2/SFX/Events/garden"
	}

	background = {
		reference = "gfx/interface/illustrations/event_scenes/garden.dds"
		environment = "environment_event_garden"
		ambience = "event:/SFX/Events/Backgrounds/castle_garden_day"
	}
}

### MARKET ###
market = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.county.holder ?= { government_has_flag = government_is_nomadic }
				}
			}
			trigger_else = {
				location.county.holder ?= { government_has_flag = government_is_nomadic }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_hunt_steppe.dds"
		environment = "environment_mpo_hunt_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_hunt_steppe"
	}
	background = { # Asian
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location ?= {
						OR = {
							# geographical_region = world_steppe_east
							culture ?= { has_graphical_steppe_culture_group_trigger = yes }
						}
					}
				}
			}
			trigger_else = {
				location ?= {
					OR = {
						# geographical_region = world_steppe_east
						culture ?= { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_rural_village_asian.dds"
		environment = "environment_mpo_rural_village_asian"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_rural_village_asian"
	}
	#background = { # Byzantine/Greek
	#	trigger = {
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = {
	#				location ?= {
	#					OR = {
	#						geographical_region = mediteranean_coast
	#						geographical_region = world_asia_minor
	#						culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
	#					}
	#				}
	#			}
	#		}
	#		trigger_else = {
	#			location ?= {
	#				OR = {
	#					geographical_region = mediteranean_coast
	#					geographical_region = world_asia_minor
	#					culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
	#				}
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_medi_market.dds"
	#	environment = "environment_ep3_medi_market"
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_medi_market"
	#}
	background = { #Eastern
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						OR = {
							geographical_region = graphical_mena
							geographical_region = graphical_india
							culture ?= { has_building_gfx = iranian_building_gfx }
							#AND = {
					 		#	geographical_region = world_europe_west_iberia
					 		#	faith ?= { religion = religion:islam_religion }
					 		#}
						}
					}
				}
			}
			trigger_else = {
				location = {
					OR = {
						geographical_region = graphical_mena
						geographical_region = graphical_india
						culture ?= { has_building_gfx = iranian_building_gfx }
						#AND = {
				 		#	geographical_region = world_europe_west_iberia
				 		#	faith ?= { religion = religion:islam_religion }
				 		#}
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/market_east.dds"
		environment = "environment_event_market_east"
		ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day"
	}
	background = { #Tribal
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						province_owner ?= {
							OR = {
								government_has_flag = government_is_clan
								government_has_flag = government_is_tribal
							}
						}
						NOT = {
							geographical_region = graphical_mena
						}
					}
				}
			}
			trigger_else = {
				location = {
					province_owner ?= {
						OR = {
							government_has_flag = government_is_clan
							government_has_flag = government_is_tribal
						}
					}
					NOT = {
						geographical_region = graphical_mena
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/market_tribal.dds"
		environment = "environment_event_market_tribal"
		ambience = "event:/SFX/Events/Backgrounds/townmarket_day_tribal_pagan"
	}
	background = { #Western (standard/fallback)
		reference = "gfx/interface/illustrations/event_scenes/market_west.dds"
		environment = "environment_event_market_west"
		ambience = "event:/SFX/Events/Backgrounds/townmarket_western_day"
	}
}

market_scope = {
	#background = { # Byzantine/Greek
	#	trigger = {
	#		scope:background_market_scope = {
	#			OR = {
	#				geographical_region = mediteranean_coast
	#				geographical_region = world_asia_minor
	#				culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_medi_market.dds"
	#	environment = "environment_ep3_medi_market"
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_medi_market"
	#}
	background = { #Eastern
		trigger = {
			scope:background_market_scope = {
				OR = {
					geographical_region = graphical_mena
					geographical_region = graphical_india
					location.culture ?= { has_building_gfx = iranian_building_gfx }
					#AND = { #EK EDIT
			 		#	geographical_region = world_europe_west_iberia
			 		#	root = { faith = { religion = religion:islam_religion } }
			 		#}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/market_east.dds"
		environment = "environment_event_market_east"
		ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day"
	}

	background = { #Tribal
		trigger = {
			OR = {
				government_has_flag = government_is_clan
				government_has_flag = government_is_tribal
			}
			scope:background_market_scope = {
				NOT = {
					geographical_region = graphical_mena
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/market_tribal.dds"
		environment = "environment_event_market_tribal"
		ambience = "event:/SFX/Events/Backgrounds/townmarket_day_tribal_pagan"
	}

	background = { #Western (standard/fallback)
		reference = "gfx/interface/illustrations/event_scenes/market_west.dds"
		environment = "environment_event_market_west"
		ambience = "event:/SFX/Events/Backgrounds/townmarket_western_day"
	}
}

market_activity = {
	background = { # Byzantine/Greek
		trigger = {
			scope:activity.activity_location ?= {
				#EK EDIT
				#OR = {					
					#geographical_region = mediteranean_coast
					#geographical_region = world_asia_minor
					culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
				#}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_medi_market.dds"
		environment = "environment_ep3_medi_market"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_medi_market"
	}

	background = { #Eastern
		trigger = {
			scope:activity.activity_location ?= {
				OR = {
					geographical_region = graphical_mena
					geographical_region = graphical_india
					#culture ?= { has_building_gfx = iranian_building_gfx }
					#AND = { #EK EDIT
			 		#	geographical_region = world_europe_west_iberia
			 		#	scope:activity.activity_host.religion ?= religion:islam_religion
			 		#}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/market_east.dds"
		environment = "environment_event_market_east"
		ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day"
	}

	background = { #Tribal
		trigger = {
			scope:activity ?= {
				activity_host ?= {
					OR = {
						government_has_flag = government_is_clan
						government_has_flag = government_is_tribal
					}
				}
				activity_location ?= {
					NOT = { geographical_region = graphical_mena }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/market_tribal.dds"
		environment = "environment_event_market_tribal"
		ambience = "event:/SFX/Events/Backgrounds/townmarket_day_tribal_pagan"
	}

	background = { #Western (standard/fallback)
		reference = "gfx/interface/illustrations/event_scenes/market_west.dds"
		environment = "environment_event_market_west"
		ambience = "event:/SFX/Events/Backgrounds/townmarket_western_day"
	}
}

market_east = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/market_east.dds"
		environment = "environment_event_market_east"
		ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day"
	}
}

market_india = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/market_east.dds"
		environment = "environment_event_market_east"
		ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day"
	}
}

market_tribal = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/market_tribal.dds"
		environment = "environment_event_market_tribal"
		ambience = "event:/SFX/Events/Backgrounds/townmarket_day_tribal_pagan"
	}
}

market_west = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/market_west.dds"
		environment = "environment_event_market_west"
		ambience = "event:/SFX/Events/Backgrounds/townmarket_western_day"
	}
}

### BURNING BUILDING ###
burning_building = {
	background = { # East-Asian
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= {
						OR = {
							culture_has_east_asian_heritage_pillar_trigger = yes
							has_graphical_steppe_culture_group_trigger = yes
						}
					}
				}
			}
			trigger_else = {
				location.culture ?= {
					OR = {
						culture_has_east_asian_heritage_pillar_trigger = yes
						has_graphical_steppe_culture_group_trigger = yes
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_raid_burning_asian.dds"
		environment = "environment_mpo_raid_burning_asian"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_raid_burning_asian"
	}
	#background = { # Byzantine/Greek
	#	trigger = {
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = {
	#				location.county ?= title:c_byzantion 
	#			}
	#		}
	#		trigger_else = {
	#			location.county ?= title:c_byzantion 
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_constantinople_riot.dds"
	#	environment = "environment_ep3_constantinople_on_fire"
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_rioting_constantinople"
	#}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/raid_burning.dds"
		environment = "environment_ep3_constantinople_on_fire"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_rioting_constantinople"
	}
}

burning_building_west = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/raid_burning.dds"
		environment = "environment_ep3_constantinople_on_fire"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_rioting_constantinople"
	}
}

### SITTING ROOM ###
sitting_room = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_tent_interior_mongol.dds"
		environment = "environment_mpo_tent_interior_mongol"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_tent_interior_mongol"
	}
	background = { #LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					is_landless_adventurer = yes
				}
			}
			trigger_else = {
				is_landless_adventurer = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_tent.dds"
		environment = "environment_ep3_living_tent_interior"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_living_tent_interior"
	}
	background = { # Byzantium/Greek Kings/Emperors
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					highest_held_title_tier >= tier_kingdom
					location.culture ?= {
						has_graphical_mediterranean_culture_group_trigger = yes 
					}
				}
			}
			trigger_else = {
				highest_held_title_tier >= tier_kingdom
				location.culture ?= {
					has_graphical_mediterranean_culture_group_trigger = yes 
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_room.dds"
		environment = "environment_ep3_relaxing_room"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_byzantine_relaxing_room"
	}
	background = { # Byzantium/Greek Everyone else
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= {
						#EK EDIT
						#OR = {
							#has_cultural_pillar = heritage_byzantine
							#has_cultural_pillar = heritage_caucasian
							#has_cultural_pillar = heritage_latin
							has_graphical_mediterranean_culture_group_trigger = yes 
						#}
					}
				}
			}
			trigger_else = {
				location.culture ?= {
					#EK EDIT
					#OR = {
						#has_cultural_pillar = heritage_byzantine
						#has_cultural_pillar = heritage_caucasian
						#has_cultural_pillar = heritage_latin
						has_graphical_mediterranean_culture_group_trigger = yes 
					#}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_medi_study.dds"
		environment = "environment_ep3_byzantine_study"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
	background = {	#FP2
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						#location.culture ?= { has_building_gfx = iberian_building_gfx }
						#location = { geographical_region = world_europe_west_iberia }
						location.culture ?= { has_building_gfx = iranian_building_gfx }
						location.culture ?= { has_building_gfx = ek_redguard_building_gfx } #EK EDIT
					}
				}
			}
			trigger_else = {
				OR = {
					#location.culture ?= { has_building_gfx = iberian_building_gfx }
					#location = { geographical_region = world_europe_west_iberia }
					location.culture ?= { has_building_gfx = iranian_building_gfx }
					location.culture ?= { has_building_gfx = ek_redguard_building_gfx } #EK EDIT
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp2_relaxing_room.dds"
		environment = "environment_event_fp2_relaxing_room"
		ambience = "event:/DLC/FP2/SFX/Events/relaxing_room"
	}

	background = {
		reference = "gfx/interface/illustrations/event_scenes/sittingroom.dds"
		environment = "environment_event_sittingroom"
		ambience = "event:/SFX/Events/Backgrounds/sittingroom_fireplace"
	}
}

### BEDCHAMBER ###
bedchamber = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_tent_interior_mongol.dds"
		environment = "environment_mpo_tent_interior_mongol"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_tent_interior_mongol"
	}
	background = { #LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					is_landless_adventurer = yes
				}
			}
			trigger_else = {
				is_landless_adventurer = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_tent.dds"
		environment = "environment_ep3_living_tent_interior"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_living_tent_interior"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						#	location.culture ?= { has_building_gfx = iberian_building_gfx }
						#	location.culture ?= { has_building_gfx = mena_building_gfx }
						#	location.culture ?= { has_building_gfx = berber_group_building_gfx }
						location.culture ?= { has_building_gfx = african_building_gfx }
						#	location.culture ?= { has_building_gfx = iranian_building_gfx }
						location.culture ?= { has_building_gfx = ek_redguard_building_gfx } #EK EDIT
					}
				}
			}
			trigger_else = {
				OR = {
					#	location.culture ?= { has_building_gfx = iberian_building_gfx }
					#	location.culture ?= { has_building_gfx = mena_building_gfx }
					#	location.culture ?= { has_building_gfx = berber_group_building_gfx }
					location.culture ?= { has_building_gfx = african_building_gfx }
					#	location.culture ?= { has_building_gfx = iranian_building_gfx }
					location.culture ?= { has_building_gfx = ek_redguard_building_gfx } #EK EDIT
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_wedding_bedroom_mena.dds"
		environment = "environment_event_mena_bedchamber"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_bedroom"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					# EK EDIT:
					#OR = {
					#	location.culture ?= { has_building_gfx = indian_building_gfx }
					#	location.culture ?= { has_building_gfx = steppe_building_gfx }
					#}
					location.culture ?= { has_building_gfx = ek_khajiit_building_gfx }
				}
			}
			trigger_else = {
				# EK EDIT:
				#OR = {
				#	location.culture ?= { has_building_gfx = indian_building_gfx }
				#	location.culture ?= { has_building_gfx = steppe_building_gfx }
				#}
				location.culture ?= { has_building_gfx = ek_khajiit_building_gfx }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_wedding_bedroom_indian.dds"
		environment = "environment_event_indian_bedchamber"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_bedroom"
	}
	
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bedchamber.dds"
		environment = "environment_event_bedchamber"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_bedroom" 
	}
}

### STUDY ###
# Referenced in code, do not change the name
study = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_tent_interior_mongol.dds"
		environment = "environment_mpo_tent_interior_mongol"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_tent_interior_mongol"
	}
	background = { #LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { is_landless_adventurer = yes }
			}
			trigger_else = { is_landless_adventurer = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_tent.dds"
		environment = "environment_ep3_living_tent_interior"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_living_tent_interior"
	}
	background = { # Byzantium/Greek Everyone else
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= {
						#EK EDIT
						#OR = {
							#has_cultural_pillar = heritage_byzantine
							#has_cultural_pillar = heritage_caucasian
							#has_cultural_pillar = heritage_latin
							has_graphical_mediterranean_culture_group_trigger = yes 
						#}
					}
				}
			}
			trigger_else = {
				location.culture ?= {
					#EK EDIT
					#OR = {
						#has_cultural_pillar = heritage_byzantine
						#has_cultural_pillar = heritage_caucasian
						#has_cultural_pillar = heritage_latin
						has_graphical_mediterranean_culture_group_trigger = yes 
					#}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_medi_study.dds"
		environment = "environment_ep3_relaxing_room"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
	background = {	#Tribal Study
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						#location.culture ?= { has_building_gfx = norse_building_gfx } #EK DISABLED
						should_use_tribal_realm_palace_graphics_trigger = yes
						AND = {
							government_has_flag = government_is_tribal
							location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
						}
					}
				}
			}
			trigger_else = {
				OR = {
					#location.culture ?= { has_building_gfx = norse_building_gfx } #EK DISABLED
					should_use_tribal_realm_palace_graphics_trigger = yes
					AND = {
						government_has_flag = government_is_tribal
						location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_steward_study.dds"
		environment = "environment_event_fp1_steward_study"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
	background = { # Byzantium/Greek
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= {
						OR = {
							#EK DISABLED
							#has_cultural_pillar = heritage_byzantine
							#has_cultural_pillar = heritage_caucasian
							#has_cultural_pillar = heritage_latin
							has_graphical_mediterranean_culture_group_trigger = yes 
						}
					}
				}
			}
			trigger_else = {
				location.culture ?= {
					OR = {
						#EK DISABLED
						#has_cultural_pillar = heritage_byzantine
						#has_cultural_pillar = heritage_caucasian
						#has_cultural_pillar = heritage_latin
						has_graphical_mediterranean_culture_group_trigger = yes 
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_room.dds"
		environment = "environment_ep3_relaxing_room"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_byzantine_relaxing_room"
	}
	background = { #MENA uses relaxing room as fallback
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						location.culture ?= { has_building_gfx = iranian_building_gfx }
						location.culture ?= { has_graphical_african_culture_group_trigger = yes }
						location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
						#EK DISABLED
						#location.culture ?= { has_building_gfx = berber_group_building_gfx }
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
					location.culture ?= { has_building_gfx = iranian_building_gfx }
					location.culture ?= { has_graphical_african_culture_group_trigger = yes }
					location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
					#EK DISABLED
					#location.culture ?= { has_building_gfx = berber_group_building_gfx }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_relaxing_room_mena.dds"
		environment = "environment_event_bp1_relaxing_room_mena"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
	#EK EDIT: No Indian building graphics.
	#background = {	#Indian Study
	#	trigger = {
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = {
	#				location.culture ?= { has_building_gfx = indian_building_gfx }
	#			}
	#		}
	#		trigger_else = {
	#			location.culture ?= { has_building_gfx = indian_building_gfx }
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/bp2_study_indian.dds"
	#	environment = "environment_bp2_study_indian"
	#	ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	#}

	background = {	#Fallback
		reference = "gfx/interface/illustrations/event_scenes/study.dds"
		environment = "environment_event_study"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
}

#When a LAAMP is visiting someone else's study
location_study = {
	background = { # Byzantium/Greek Everyone else
		trigger = {
			location.culture ?= {
				#EK EDIT
				#OR = {
					#has_cultural_pillar = heritage_byzantine
					#has_cultural_pillar = heritage_caucasian
					#has_cultural_pillar = heritage_latin
					has_graphical_mediterranean_culture_group_trigger = yes 
				#}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_medi_study.dds"
		environment = "environment_ep3_relaxing_room"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_byzantine_relaxing_room"
	}
	background = {	#Tribal Study
		trigger = {
			OR = {
				location.culture ?= { has_building_gfx = ek_nordic_building_gfx } #EK EDIT
				should_use_tribal_realm_palace_graphics_trigger = yes
				AND = {
					government_has_flag = government_is_tribal
					location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_steward_study.dds"
		environment = "environment_event_fp1_steward_study"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
	background = { # Byzantium/Greek
		trigger = {
			location.culture ?= {
				#EK EDIT
				#OR = {
					#has_cultural_pillar = heritage_byzantine
					#has_cultural_pillar = heritage_caucasian
					#has_cultural_pillar = heritage_latin
					has_graphical_mediterranean_culture_group_trigger = yes 
				#}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_room.dds"
		environment = "environment_ep3_relaxing_room"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_byzantine_relaxing_room"
	}
	background = { #MENA uses relaxing room as fallback
		trigger = {
			OR = {
				location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
				#location.culture ?= { has_building_gfx = iranian_building_gfx }
				#location.culture ?= { has_graphical_african_culture_group_trigger = yes }
				location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
				#location.culture ?= { has_building_gfx = berber_group_building_gfx }
				has_building_gfx = ek_redguard_building_gfx #EK EDIT
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_relaxing_room_mena.dds"
		environment = "environment_event_bp1_relaxing_room_mena"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
	background = {	#Indian Study
		trigger = {
			# EK EDIT
			#location.culture ?= { has_building_gfx = indian_building_gfx }
			location.culture ?= { has_building_gfx = ek_khajiit_building_gfx }
		}
		reference = "gfx/interface/illustrations/event_scenes/bp2_study_indian.dds"
		environment = "environment_bp2_study_indian"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}

	background = {	#Fallback
		reference = "gfx/interface/illustrations/event_scenes/study.dds"
		environment = "environment_event_study"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
}

### RELAXING ROOM ###
relaxing_room = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_tent_interior_mongol.dds"
		environment = "environment_mpo_tent_interior_mongol"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_tent_interior_mongol"
	}
	background = { #LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { is_landless_adventurer = yes }
			}
			trigger_else = { is_landless_adventurer = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_tent.dds"
		environment = "environment_ep3_living_tent_interior"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_living_tent_interior"
	}
	background = { # Byzantium/Greek Kings/Emperors
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					highest_held_title_tier >= tier_kingdom
					location.culture ?= {
						#EK EDIT
						#OR = {
							#has_cultural_pillar = heritage_byzantine
							#has_cultural_pillar = heritage_caucasian
							#has_cultural_pillar = heritage_latin
							has_graphical_mediterranean_culture_group_trigger = yes 
						#}
					}
				}
			}
			trigger_else = {
				highest_held_title_tier >= tier_kingdom
				location.culture ?= {
					#EK EDIT
					#OR = {
						#has_cultural_pillar = heritage_byzantine
						#has_cultural_pillar = heritage_caucasian
						#has_cultural_pillar = heritage_latin
						has_graphical_mediterranean_culture_group_trigger = yes 
					#}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_room.dds"
		environment = "environment_ep3_relaxing_room"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_byzantine_relaxing_room"
	}
	background = { # Byzantium/Greek Everyone else
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= {
						OR = {
							#EK DISABLED
							#has_cultural_pillar = heritage_byzantine
							#has_cultural_pillar = heritage_caucasian
							#has_cultural_pillar = heritage_latin
							has_graphical_mediterranean_culture_group_trigger = yes 
						}
					}
				}
			}
			trigger_else = {
				location.culture ?= {
					OR = {
						#EK DISABLED
						#has_cultural_pillar = heritage_byzantine
						#has_cultural_pillar = heritage_caucasian
						#has_cultural_pillar = heritage_latin
						has_graphical_mediterranean_culture_group_trigger = yes 
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_medi_study.dds"
		environment = "environment_ep3_byzantine_study"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
	background = { #MENA Relaxing Room
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture ?= { has_graphical_india_culture_group_trigger = yes }
						location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						location.culture ?= { has_graphical_african_culture_group_trigger = yes }
						location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
						location.culture ?= { has_building_gfx = iranian_building_gfx }
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture ?= { has_graphical_india_culture_group_trigger = yes }
					location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
					location.culture ?= { has_graphical_african_culture_group_trigger = yes }
					location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
					location.culture ?= { has_building_gfx = iranian_building_gfx }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_relaxing_room_mena.dds"
		environment = "environment_event_bp1_relaxing_room_mena"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}

	background = {	#Western Relaxing Room - Also Fallback
		reference = "gfx/interface/illustrations/event_scenes/bp1_relaxing_room_western.dds"
		environment = "environment_event_bp1_relaxing_room_western" 
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
}

relaxing_room_scope = {
	background = { # Byzantium/Greek Kings/Emperors
		trigger = {
			scope:background_relaxing_room_scope = {
				highest_held_title_tier >= tier_kingdom
				location.culture ?= {
					#EK EDIT
					#OR = {
					#	has_cultural_pillar = heritage_byzantine
					#	has_cultural_pillar = heritage_caucasian
					#	has_cultural_pillar = heritage_latin
						has_graphical_mediterranean_culture_group_trigger = yes 
					#}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_room.dds"
		environment = "environment_ep3_relaxing_room"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_byzantine_relaxing_room"
	}
	background = { # Byzantium/Greek Everyone else
		trigger = {
			scope:background_relaxing_room_scope = {
				location.culture ?= {
					#EK EDIT
					#OR = {
						#has_cultural_pillar = heritage_byzantine
						#has_cultural_pillar = heritage_caucasian
						#has_cultural_pillar = heritage_latin
						has_graphical_mediterranean_culture_group_trigger = yes 
					#}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_medi_study.dds"
		environment = "environment_ep3_byzantine_study"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
	background = { #MENA Relaxing Room
		trigger = {
			scope:background_relaxing_room_scope = {
				OR = {
					capital_province.culture = { has_graphical_india_culture_group_trigger = yes }
					capital_province.culture = { has_graphical_mena_culture_group_trigger = yes }
					capital_province.culture = { has_graphical_african_culture_group_trigger = yes }
					capital_province.culture = { has_graphical_steppe_culture_group_trigger = yes }
					capital_province.culture ?= { has_building_gfx = iranian_building_gfx }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_relaxing_room_mena.dds"
		environment = "environment_event_bp1_relaxing_room_mena"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
	background = {	#Western Relaxing Room - Also Fallback
		reference = "gfx/interface/illustrations/event_scenes/bp1_relaxing_room_western.dds"
		environment = "environment_event_bp1_relaxing_room_western" 
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
}




### PHYSICIAN'S STUDY ###
physicians_study = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_tent_interior_mongol.dds"
		environment = "environment_mpo_tent_interior_mongol"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_tent_interior_mongol"
	}
	background = { #LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { is_landless_adventurer = yes }
			}
			trigger_else = { is_landless_adventurer = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_tent.dds"
		environment = "environment_ep3_living_tent_interior"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_living_tent_interior"
	}
	background = {	#Tribal Physician Study
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture ?= { has_building_gfx = ek_nordic_building_gfx } #EK EDIT was norse_building_gfx
						should_use_tribal_realm_palace_graphics_trigger = yes
						AND = {
							government_has_flag = government_is_tribal
							location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
						}
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture ?= { has_building_gfx = ek_nordic_building_gfx } #EK EDIT was norse_building_gfx
					should_use_tribal_realm_palace_graphics_trigger = yes
					AND = {
						government_has_flag = government_is_tribal
						location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp4_physician_tribal.dds"
		environment = "environment_ce1_physician_tribal"
		ambience = "event:/SFX/Events/Backgrounds/physicians_office_western"
	}
	background = { #Indian Physician Study
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= { has_graphical_india_culture_group_trigger = yes }
				}
			}
			trigger_else = {
				location.culture ?= { has_graphical_india_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp4_study_physician_indian.dds"
		environment = "environment_ce1_study_physician_indian"
		ambience = "event:/SFX/Events/Backgrounds/FP4/fp4_mena_physician"
	}
	background = { #MENA Physician Study
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						location.culture ?= { has_graphical_african_culture_group_trigger = yes }
						location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
					location.culture ?= { has_graphical_african_culture_group_trigger = yes }
					location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp4_study_physician_mena.dds"
		environment = "environment_ce1_study_physician_mena"
		ambience = "event:/SFX/Events/Backgrounds/FP4/fp4_mena_physician"
	}
	background = { #Western Physician Study
		reference = "gfx/interface/illustrations/event_scenes/study_physician.dds"
		environment = "environment_event_study_physician"
		ambience = "event:/SFX/Events/Backgrounds/physicians_office_western"
	}
}

### TAVERN ###
tavern = {
	background = { #MENA Tavern
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char.location.county.holder ?= { government_has_flag = government_is_nomadic }
			}
			trigger_else = {
				location.county.holder ?= { government_has_flag = government_is_nomadic }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_steppe.dds"
		environment = "environment_steppe_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_steppe"
	}
	background = { #MENA Tavern
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture ?= { has_graphical_india_culture_group_trigger = yes }
						location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						#location.culture ?= { has_building_gfx = iranian_building_gfx } #EK DISABLED
						location.culture ?= { has_graphical_african_culture_group_trigger = yes }
						location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture ?= { has_graphical_india_culture_group_trigger = yes }
					location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
					#location.culture ?= { has_building_gfx = iranian_building_gfx } #EK DISABLED
					location.culture ?= { has_graphical_african_culture_group_trigger = yes }
					location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp2_tavern_mena.dds"
		environment = "environment_bp2_tavern_mena"
		ambience = "event:/SFX/Events/Backgrounds/corner_of_tavern"
	}
	background = { # Western Tavern
		reference = "gfx/interface/illustrations/event_scenes/tavern.dds"
		environment = "environment_event_tavern"
		ambience = "event:/SFX/Events/Backgrounds/corner_of_tavern"
	}
}

western_tavern = {
	background = { # Western Tavern
		reference = "gfx/interface/illustrations/event_scenes/tavern.dds"
		environment = "environment_event_tavern"
		ambience = "event:/SFX/Events/Backgrounds/corner_of_tavern"
	}
}

### THRONE ROOM ###
throne_room = {
	background = { # MPO - High Dominance
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					government_has_flag = government_is_nomadic
					OR = {
						has_realm_law = nomadic_authority_3
						has_realm_law = nomadic_authority_4
						has_realm_law = nomadic_authority_5
						has_trait = greatest_of_khans
					}
				}
			}
			trigger_else = {
				government_has_flag = government_is_nomadic
				OR = {
					has_realm_law = nomadic_authority_3
					has_realm_law = nomadic_authority_4
					has_realm_law = nomadic_authority_5
					has_trait = greatest_of_khans
				}
			}
		}
		reference = "gfx/interface/illustrations/main_menu/mpo_frontend_nomad.dds"
		environment = "environment_mpo_frontend_nomad_main"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_nomadic_throneroom"
	}
	background = { # MPO - Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					government_has_flag = government_is_nomadic
					NOR = {
						has_realm_law = nomadic_authority_4
						has_realm_law = nomadic_authority_5
						has_trait = greatest_of_khans
					}
				}
			}
			trigger_else = {
				government_has_flag = government_is_nomadic
				NOR = {
					has_realm_law = nomadic_authority_4
					has_realm_law = nomadic_authority_5
					has_trait = greatest_of_khans
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_tent_interior_mongol.dds"
		environment = "environment_mpo_tent_interior_mongol"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_tent_interior_mongol"
	}
	background = { #LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { is_landless_adventurer = yes }
			}
			trigger_else = { is_landless_adventurer = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_military_tent.dds"
		environment = "environment_ep3_military_tent_interior"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_living_tent_interior"
	}
	#background = { # EP3
	#	trigger = {
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = {
	#				OR = {
	#					location = province:b_constantinople
	#					AND = {
	#						primary_title = title:e_byzantium
	#						title:c_byzantion = {
	#							any_de_jure_top_liege = { this = root } 
	#						}
	#					}
	#				}
	#			}
	#		}
	#		trigger_else = {
	#			OR = {
	#				location = province:b_constantinople
	#				AND = {
	#					primary_title = title:e_byzantium
	#					title:c_byzantion = {
	#						any_de_jure_top_liege = { this = root } 
	#					}
	#				}
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_byzantine_throne_room.dds"
	#	environment = "environment_ep3_byzantine_throne_room"
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_byzantine_throne_room" 
	#}
	background = { # Governor
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					is_governor = yes
				}
			}
			trigger_else = {
				is_governor = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_room.dds"
		environment = "environment_ep3_relaxing_room"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_byzantine_relaxing_room"
	}
	background = {	#FP3
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						location.culture ?= { has_building_gfx = iranian_building_gfx }
						#location = { geographical_region = world_persian_empire } #EK DISABLED
					}
				}
			}
			trigger_else = {
				OR = {
					location.culture ?= { has_building_gfx = iranian_building_gfx }
					#location = { geographical_region = world_persian_empire } #EK DISABLED
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp3_throneroom.dds"
		environment = "environment_event_temple"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_middleeastern_african" 
	}

	background = {	#FP2
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						#location.culture ?= { has_building_gfx = iberian_building_gfx }
						#location = { geographical_region = world_europe_west_iberia }
						location.culture ?= { has_building_gfx = ek_redguard_building_gfx } #EK EDIT.culture = { has_building_gfx = ek_redguard_building_gfx }
					}
				}
			}
			trigger_else = {
				OR = {
					#location.culture ?= { has_building_gfx = iberian_building_gfx }
					#location = { geographical_region = world_europe_west_iberia }
					location.culture ?= { has_building_gfx = ek_redguard_building_gfx } #EK EDIT.culture = { has_building_gfx = ek_redguard_building_gfx }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp2_throneroom.dds"
		environment = "environment_event_fp2_throneroom"
		ambience = "event:/DLC/FP2/SFX/Events/throneroom" 
	}

	background = { #FP1 Tribal
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= { has_building_gfx = ek_nordic_building_gfx } #EK EDIT
					government_has_flag = government_is_tribal
				}
			}
			trigger_else = {
				location.culture ?= { has_building_gfx = ek_nordic_building_gfx } #EK EDIT
				government_has_flag = government_is_tribal
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_throneroom_tribal.dds"
		environment = "environment_event_fp1_throneroom_tribal"
		ambience = "event:/DLC/FP1/SFX/Events/event_throneroom"
	}

	background = { #Tribal
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					OR = {
						should_use_tribal_realm_palace_graphics_trigger = yes
						AND = {
							government_has_flag = government_is_tribal
							location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
						}
					}
				}
			}
			trigger_else = {
				OR = {
					should_use_tribal_realm_palace_graphics_trigger = yes
					AND = {
						government_has_flag = government_is_tribal
						location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/throneroom_tribal.dds"
		environment = "environment_frontend_tribal_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_tribal_pagan"
	}

	background = {	#FP1 Non-Tribal
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= { has_building_gfx = ek_nordic_building_gfx } #EK EDIT
					NOT = { government_has_flag = government_is_tribal }
				}
			}
			trigger_else = {
				location.culture ?= { has_building_gfx = ek_nordic_building_gfx } #EK EDIT
				NOT = { government_has_flag = government_is_tribal }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_throneroom_nontribal.dds"
		environment = "environment_event_fp1_throneroom_nontribal"
		ambience = "event:/DLC/FP1/SFX/Events/event_throneroom_nontribal"
	}

	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
				}
			}
			trigger_else = {
				location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/throneroom_east.dds"
		environment = "environment_frontend_east_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_middleeastern_african"
	}

	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= { has_graphical_india_culture_group_trigger = yes }
				}
			}
			trigger_else = {
				location.culture ?= { has_graphical_india_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/throneroom_india.dds"
		environment = "environment_frontend_india_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_middleeastern_african"
	}

	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location.culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
				}
			}
			trigger_else = {
				location.culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/throneroom_mediterranean.dds"
		environment = "environment_frontend_mediterranean_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_mediterranean"
	}

	background = {
		reference = "gfx/interface/illustrations/event_scenes/throneroom_west.dds"
		environment = "environment_frontend_west_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_western"
	}
}

throne_room_scope = {
	background = { # MPO - High Dominance
		trigger = {
			scope:background_throne_room_scope = {
				government_has_flag = government_is_nomadic
				OR = {
					has_realm_law = nomadic_authority_3
					has_realm_law = nomadic_authority_4
					has_realm_law = nomadic_authority_5
					has_trait = greatest_of_khans
				}
			}
		}
		reference = "gfx/interface/illustrations/main_menu/mpo_frontend_nomad.dds"
		environment = "environment_mpo_frontend_nomad_main"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_nomadic_throneroom"
	}
	background = { # MPO - Nomads
		trigger = {
			scope:background_throne_room_scope = {
				government_has_flag = government_is_nomadic
				NOR = {
					has_realm_law = nomadic_authority_3
					has_realm_law = nomadic_authority_4
					has_realm_law = nomadic_authority_5
					has_trait = greatest_of_khans
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_tent_interior_mongol.dds"
		environment = "environment_mpo_tent_interior_mongol"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_tent_interior_mongol"
	}
	background = { #LAAMPs
		trigger = {
			scope:background_throne_room_scope = { is_landless_adventurer = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_military_tent.dds"
		environment = "environment_ep3_military_tent_interior"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_living_tent_interior"
	}
	#background = { # EP3
	#	trigger = {
	#		scope:background_throne_room_scope = {
	#			OR = {
	#				capital_province ?= province:b_constantinople
	#				AND = {
	#					primary_title = title:e_byzantium
	#					title:c_byzantion = {
	#						any_de_jure_top_liege = { this = root } 
	#					}
	#				}
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_byzantine_throne_room.dds"
	#	environment = "environment_ep3_byzantine_throne_room"
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_byzantine_throne_room" 
	#}
	background = { # Governor
		trigger = {
			scope:background_throne_room_scope = { is_governor = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_room.dds"
		environment = "environment_ep3_relaxing_room"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_byzantine_relaxing_room"
	}
	background = {	#FP3
		trigger = {
			scope:background_throne_room_scope.capital_province ?= {
				culture = { has_building_gfx = iranian_building_gfx }
				#geographical_region = world_persian_empire
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp3_throneroom.dds"
		environment = "environment_event_temple"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_middleeastern_african" 
	}

	background = {	#FP2
		trigger = {
			#EK EDIT
			#scope:background_throne_room_scope.capital_province ?= {
			#	#culture = { has_building_gfx = iberian_building_gfx }
			#	#geographical_region = world_europe_west_iberia
			#}
			always = no
		}
		reference = "gfx/interface/illustrations/event_scenes/fp2_throneroom.dds"
		environment = "environment_event_fp2_throneroom"
		ambience = "event:/DLC/FP2/SFX/Events/throneroom" 
	}
	background = { #FP1 Tribal
		trigger = {
			scope:background_throne_room_scope = {
				capital_province.culture = { has_building_gfx = ek_nordic_building_gfx }#EK EDIT
				government_has_flag = government_is_tribal
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_throneroom_tribal.dds"
		environment = "environment_event_fp1_throneroom_tribal"
		ambience = "event:/DLC/FP1/SFX/Events/event_throneroom"
	}

	background = { #Tribal
		trigger = {
			scope:background_throne_room_scope = {
				OR = {
					government_has_flag = government_is_clan
					government_has_flag = government_is_tribal
				}
				capital_province.culture = { has_graphical_india_culture_group_trigger = no }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/throneroom_east.dds"
		environment = "environment_frontend_east_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_tribal_pagan"
	}

	background = {	#FP1 Non-Tribal
		trigger = {
			scope:background_throne_room_scope = {
				capital_province.culture = { has_building_gfx = ek_nordic_building_gfx }#EK EDIT
				NOT = { government_has_flag = government_is_tribal }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_throneroom_nontribal.dds"
		environment = "environment_event_fp1_throneroom_nontribal"
		ambience = "event:/DLC/FP1/SFX/Events/event_throneroom_nontribal"
	}

	background = {
		trigger = {
			scope:background_throne_room_scope.capital_province.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/throneroom_east.dds"
		environment = "environment_frontend_east_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_middleeastern_african"
	}

	background = {
		trigger = {
			scope:background_throne_room_scope.capital_province.culture = {
				has_graphical_india_culture_group_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/throneroom_india.dds"
		environment = "environment_frontend_india_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_middleeastern_african"
	}

	background = {
		trigger = {
			scope:background_throne_room_scope.capital_province.culture = {
				has_graphical_mediterranean_culture_group_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/throneroom_mediterranean.dds"
		environment = "environment_frontend_mediterranean_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_mediterranean"
	}

	background = {
		reference = "gfx/interface/illustrations/event_scenes/throneroom_west.dds"
		environment = "environment_frontend_west_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_western"
	}
}

throne_room_east = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/throneroom_east.dds"
		environment = "environment_frontend_east_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_middleeastern_african"
	}
}

throne_room_india = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/throneroom_india.dds"
		environment = "environment_frontend_india_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_middleeastern_african"
	}
}

throne_room_mediterranean = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/throneroom_mediterranean.dds"
		environment = "environment_frontend_mediterranean_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_mediterranean"
	}
}

throne_room_tribal = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/throneroom_tribal.dds"
		environment = "environment_frontend_tribal_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_tribal_pagan"
	}
}

throne_room_west = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/throneroom_west.dds"
		environment = "environment_frontend_west_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_western"
	}
}

### ARMY CAMP ###
army_camp = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_hunt_steppe.dds"
		environment = "environment_mpo_hunt_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_hunt_steppe"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/genericcamp.dds"
		environment = "environment_event_genericcamp"
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day"
	}
}

#### BATHHOUSE ###
bath_house = {
	background = {	# Bathhouse
		reference = "gfx/interface/illustrations/event_scenes/fp3_bathhouse.dds"
		environment = "environment_event_fp3_bathhouse"
		ambience = "event:/SFX/Events/Backgrounds/dungeon"
	}
}

### FP1 ###
fp1_ocean = {
	background = {	# Ocean
		reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
		environment = "environment_event_fp1_ocean"
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}
}

fp1_ocean_norse = {
	background = {	# Ocean
		reference = "gfx/interface/illustrations/event_scenes/fp1_ocean_norse.dds"
		environment = "environment_event_fp1_ocean"
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}
}

fp1_runestone = {
	background = {	# Runestone Raising
		reference = "gfx/interface/illustrations/event_scenes/fp1_runestone.dds"
		environment = "environment_event_fp1_runestone"
		ambience = "event:/DLC/FP1/SFX/Events/event_runestone"
	}
}

fp1_runestone_circle = {
	background = {	# Thingstone Circle
		reference = "gfx/interface/illustrations/event_scenes/fp1_runestone_circle.dds"
		environment = "environment_event_fp1_runestone_circle"
		ambience = "event:/DLC/FP1/SFX/Events/event_ting_stone_circle"
	}
}

fp1_beached_longships = {
	background = {	# beached Longships
		reference = "gfx/interface/illustrations/event_scenes/fp1_beached_longship.dds"
		environment = "environment_event_fp1_beached_longship"
		ambience = "event:/DLC/FP1/SFX/Events/event_beached_longships"
	}
}

fp1_steward_study = {
	background = {	# Viking Steward Study
		reference = "gfx/interface/illustrations/event_scenes/fp1_steward_study.dds"
		environment = "environment_event_fp1_steward_study"
		ambience = "event:/DLC/FP1/SFX/Events/event_steward_study"
	}
}

fp1_tribal_temple = {
	background = {	# Viking temple
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_temple.dds"
		environment = "environment_event_fp1_tribal_temple"
		ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	}
}

fp1_throneroom_nontribal = {
	background = {	# Throneroom NonTribal
		reference = "gfx/interface/illustrations/event_scenes/fp1_throneroom_nontribal.dds"
		environment = "environment_event_fp1_throneroom_nontribal"
		ambience = "event:/DLC/FP1/SFX/Events/event_throneroom_nontribal"
	}
}

fp1_throneroom_tribal = {
	background = {	# Tribal Throneroom 
		reference = "gfx/interface/illustrations/event_scenes/fp1_throneroom_tribal.dds"
		environment = "environment_event_fp1_throneroom_tribal"
		ambience = "event:/DLC/FP1/SFX/Events/event_throneroom"
	}
}

fp1_tribal_corridor = {
	background = {	# Tribal Corridor
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_corridor.dds"
		environment = "environment_event_fp1_tribal_corridor"
		ambience = "event:/DLC/FP1/SFX/Events/event_tribal_corridor"
	}
}

fp1_viking_feast = {
	background = {	# viking Feast
		reference = "gfx/interface/illustrations/event_scenes/fp1_viking_feast.dds"
		environment = "environment_event_fp1_viking_feast"
		ambience = "event:/DLC/FP1/SFX/Events/event_viking_feast"
	}
}

fp1_tribal_prison = {
	background = {	# Prison
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_prison.dds"
		environment = "environment_event_fp1_tribal_prison"
		ambience = "event:/DLC/FP1/SFX/Events/event_prison"
	}
}

fp2_test = {
	background = {	# Prison
		reference = "gfx/interface/illustrations/event_scenes/fp2_throneroom.dds"
		environment = "environment_event_fp2_throneroom"
		ambience = "event:/DLC/FP2/SFX/Events/prison"
	}
}

#### FP2 Fullscreen Backgrounds ####
fp2_fullscreen_intro = {
	background = {	# Intro
		reference = "gfx/interface/illustrations/event_story/fp2_struggle_start.dds"
		environment = "environment_event_study_physician" # added because it is expected in events
		ambience = "event:/DLC/FP2/SFX/UI/fp2_struggle_start_loop"
	}
}

fp2_fullscreen_hostility = {
	background = {	# Intro
		reference = "gfx/interface/illustrations/event_story/fp2_hostility.dds"
		environment = "environment_event_study_physician" # added because it is expected in events
		ambience = "event:/DLC/FP2/SFX/UI/fp2_struggle_end_loop_hostility"
	}
}

fp2_fullscreen_compromise = {
	background = {	# Intro
		reference = "gfx/interface/illustrations/event_story/fp2_compromise.dds"
		environment = "environment_event_study_physician" # added because it is expected in events
		ambience = "event:/DLC/FP2/SFX/UI/fp2_struggle_end_loop_compromise"
	}
}

fp2_fullscreen_conciliation = {
	background = {	# Intro
		reference = "gfx/interface/illustrations/event_story/fp2_conciliation.dds"
		environment = "environment_event_study_physician" # added because it is expected in events
		ambience = "event:/DLC/FP2/SFX/UI/fp2_struggle_end_loop_conciliation"
	}
}

#### FP3 Fullscreen Backgrounds ####
fp3_fullscreen_intro = {
	background = {	# Intro
		reference = "gfx/interface/illustrations/event_story/fp3_struggle_start.dds"
		environment = "environment_event_steppe"
		ambience = "event:/DLC/FP2/SFX/UI/fp2_struggle_start_loop"
	}
}

fp3_fullscreen_concession = {
	background = {	# Concession Ending
		reference = "gfx/interface/illustrations/event_story/fp3_concession.dds"
		environment = "environment_event_steppe"
		ambience = "event:/DLC/FP2/SFX/UI/fp2_struggle_end_loop_conciliation"
	}
}

fp3_fullscreen_rekindle = {
	background = {	# Rekindle Ending
		reference = "gfx/interface/illustrations/event_story/fp3_rekindle.dds"
		environment = "environment_event_steppe"
		ambience = "event:/DLC/FP2/SFX/UI/fp2_struggle_end_loop_conciliation"
	}
}


fp3_fullscreen_strength = {
	background = {	# Strenghten the Caliphate Ending
		reference = "gfx/interface/illustrations/event_story/fp3_strength.dds"
		environment = "environment_event_steppe"
		ambience = "event:/DLC/FP2/SFX/UI/fp2_struggle_end_loop_hostility"
	}
}

fp3_fullscreen_temper = {
	background = {	# Temper the Caliphate Ending
		reference = "gfx/interface/illustrations/event_story/fp3_temper.dds"
		environment = "environment_event_steppe"
		ambience = "event:/DLC/FP2/SFX/UI/fp2_struggle_end_loop_hostility"
	}
}

fp3_fullscreen_sunder = {
	background = {	# Sunder the Caliphate Major Decision
		reference = "gfx/interface/illustrations/event_story/fp3_sunder.dds"
		environment = "environment_event_steppe"
		ambience = "event:/DLC/FP2/SFX/UI/fp2_struggle_end_loop_hostility"
	}
}

#### BP1 ####
bp1_indian_corridor_night = {
	background = {	#Indian Corridor
		reference = "gfx/interface/illustrations/event_scenes/bp1_corridor_indian_night.dds"
		environment = "environment_event_bp1_corridor_indian_night" 
		ambience = "event:/SFX/Events/Backgrounds/castle_corridor_night"
	}
}

bp1_indian_corridor_day = {
	background = {	#Indian Corridor
		reference = "gfx/interface/illustrations/event_scenes/bp1_corridor_indian_day.dds"
		environment = "environment_event_bp1_corridor_indian_day"
		ambience = "event:/SFX/Events/Backgrounds/castle_corridor_day"
	}
}

bp1_relaxing_room_western = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bp1_relaxing_room_western.dds"
		environment = "environment_event_bp1_relaxing_room_western" 
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
}

bp1_relaxing_room_mena = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bp1_relaxing_room_mena.dds"
		environment = "environment_event_bp1_relaxing_room_mena" 
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
}

bp1_kitchen_western = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else_if = {
				limit = {
					NOT = { exists = scope:activity }
				}
				government_has_flag = government_is_nomadic
			}
			trigger_else = {
				scope:activity.activity_host ?= { government_has_flag = government_is_nomadic }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_steppe.dds"
		environment = "environment_steppe_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_steppe"
	}
	background = { #LAAMPs
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { is_landless_adventurer = yes }
			}
			trigger_else = { is_landless_adventurer = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/genericcamp.dds"
		environment = "environment_event_genericcamp"
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bp1_kitchen_western.dds"
		environment = "environment_event_bp1_kitchen_western" 
		ambience = "event:/SFX/Events/Backgrounds/corner_of_tavern"
	}
}

bp1_bonfire = {
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_campfire_steppe.dds"
		environment = "environment_mpo_campfire_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_campfire_steppe"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bp1_bonfire.dds"
		environment = "environment_event_bp1_bonfire" 
		ambience = "event:/SFX/Events/Backgrounds/burning_building"
	}
}

bp1_courtyard_indian = {
	background = {	#Indian Courtyard
		reference = "gfx/interface/illustrations/event_scenes/bp1_courtyard_indian.dds"
		environment = "environment_event_bp1_courtyard_indian" 
		ambience = "event:/SFX/Events/Backgrounds/castle_courtyard_western"
	}
}

bp1_courtyard_mena = {
	background = {	#MENA Courtyard
		reference = "gfx/interface/illustrations/event_scenes/bp1_courtyard_mena.dds"
		environment = "environment_event_bp1_courtyard_mena"
		ambience = "event:/SFX/Events/Backgrounds/castle_courtyard_western"
	}
}

bp1_wine_cellar = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else_if = {
				limit = {
					NOT = { exists = scope:activity }
				}
				government_has_flag = government_is_nomadic
			}
			trigger_else = {
				scope:activity.activity_host ?= { government_has_flag = government_is_nomadic }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_steppe.dds"
		environment = "environment_steppe_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_steppe"
	}
	background = {	#wine cellar
		reference = "gfx/interface/illustrations/event_scenes/bp1_wine_cellar.dds"
		environment = "environment_event_bp1_wine_cellar"
		ambience = "event:/SFX/Events/Backgrounds/corner_of_tavern"
	}
}

bp1_crossroads_inn = {
	background = {	#crossroads inn
		reference = "gfx/interface/illustrations/event_scenes/bp1_crossroads_inn.dds"
		environment = "environment_event_bp1_crossroads_inn" 
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
}

 bp1_docks_tribal = {
	background = {  #tribal docks
		reference = "gfx/interface/illustrations/event_scenes/bp1_docks_tribal.dds"
		environment = "environment_event_bp1_docks_tribal"
		ambience = "event:/SFX/Events/Backgrounds/docks_day"
	}
 }

### FP3 ###
fp3_courtyard_night = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/fp3_courtyard_night.dds"
		environment = "environment_event_fp3_courtyard_night" 
		ambience = "event:/DLC/FP2/SFX/Events/corridor_night"
	}
}

fp3_cave = { 
	background = {
		reference = "gfx/interface/illustrations/event_scenes/fp3_cave.dds"
		environment = "environment_event_sittingroom" 
		ambience = "event:/SFX/Events/Backgrounds/dungeon"
	}
}

fp3_zoroastrian_temple = {
	background = {	# FP3
		reference = "gfx/interface/illustrations/event_scenes/fp3_temple.dds"
		environment = "environment_event_fp3_temple"
		ambience = "event:/SFX/Events/Backgrounds/temple_generic" 
	}
}

fp3_iranian_docks = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/fp3_docks.dds"
		environment = "environment_event_fp3_docks"
		ambience = "event:/SFX/Events/Backgrounds/docks_day"
	}
}

fp3_iranian_throne_room = {
	background = {	#FP3
		reference = "gfx/interface/illustrations/event_scenes/fp3_throneroom.dds"
		environment = "environment_event_temple"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_middleeastern_african" 
	}
}


# EP2

tour_arrival_turned_away = {
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.culture = {
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_norse_suspicious.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_norse_suspicious" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.county.holder = { #Local Host
					OR = {
						should_use_tribal_realm_palace_graphics_trigger = yes
						culture = { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_suspicious.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_tribal_suspicious" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.culture = {
					OR = {
						has_building_gfx = iranian_building_gfx
						has_graphical_mena_culture_group_trigger = yes
					}
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_mena_suspicious.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_mena_suspicious" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.culture = {
					# EK EDIT 
					always = no
					#has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_iberian_suspicious.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_iberian_suspicious" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.culture = {
					has_graphical_india_culture_group_trigger = yes
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_indian_suspicious.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_indian_suspicious" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	background = {
		trigger = {
			always = yes
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_western_suspicious.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_western_suspicious" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}	
}

tour_arrival = {
	# Nordic
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.county.holder = {
					OR = {
						has_relation_friend = scope:host
						opinion = {
							target = scope:host
							value >= low_positive_opinion
						}
					}
				}
				activity_location.culture = {
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_norse_welcome.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_norse_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.culture = {
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_norse_neutral.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_norse_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	# Tribal
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.county.holder = {
					OR = {
						has_relation_friend = scope:host
						opinion = {
							target = scope:host
							value >= low_positive_opinion
						}
					}
				}
				activity_location.county.holder = { #Local Host
					OR = {
						should_use_tribal_realm_palace_graphics_trigger = yes
						culture = { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_welcome.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_tribal_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.county.holder = { #Local Host
					OR = {
						should_use_tribal_realm_palace_graphics_trigger = yes
						culture = { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_neutral.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_tribal_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	# MENA
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.county.holder = {
					OR = {
						has_relation_friend = scope:host
						opinion = {
							target = scope:host
							value >= low_positive_opinion
						}
					}
				}
				activity_location.culture = {
					OR = {
						has_graphical_mena_culture_group_trigger = yes
						 has_building_gfx = iranian_building_gfx
					}
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_mena_welcome.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_mena_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.culture = {
					OR = {
						has_graphical_mena_culture_group_trigger = yes
						has_building_gfx = iranian_building_gfx
					}
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_mena_neutral.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_mena_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	# Iberian
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.county.holder = {
					OR = {
						has_relation_friend = scope:host
						opinion = {
							target = scope:host
							value >= low_positive_opinion
						}
					}
				}
				activity_location.culture = {
					# EK EDIT 
					always = no
					#has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_iberian_welcome.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_iberian_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.culture = {
					# EK EDIT 
					always = no
					#has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_iberian_neutral.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_iberian_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	# Indian
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.county.holder = {
					OR = {
						has_relation_friend = scope:host
						opinion = {
							target = scope:host
							value >= low_positive_opinion
						}
					}
				}
				activity_location.culture = {
					has_graphical_india_culture_group_trigger = yes
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_indian_welcome.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_indian_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.culture = {
					has_graphical_india_culture_group_trigger = yes
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_indian_neutral.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_indian_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	# Western
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.county.holder = {
					OR = {
						has_relation_friend = scope:host
						opinion = {
							target = scope:host
							value >= low_positive_opinion
						}
					}
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_western_welcome.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_western_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}

	background = {
		trigger = {
			always = yes
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_western_neutral.dds"
		video_mask = "gfx/interface/video/tour_arrival.bk2"
		environment = "environment_ep2_tour_arrival_western_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

ep2_tournament = {
	background = { #Eastern
		trigger = {
			location = {
				geographical_region = graphical_india
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_tournament_india.dds"
		environment = "environment_mecca"
		ambience = "event:/SFX/Events/Backgrounds/corner_of_tavern"
	}
	
	background = { #MENA
		trigger = {
			location = {
				OR = {
					geographical_region = graphical_mena
					#AND = {
			 		#	geographical_region = world_europe_west_iberia
			 		#	root = { faith = { religion = religion:islam_religion } }
			 		#}
			 		culture ?= { has_building_gfx = iranian_building_gfx }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_tournament_mena.dds"
		environment = "environment_event_bp1_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_feast_mena"
	}

	background = { #Tribal
		trigger = {
			OR = {
				government_has_flag = government_is_clan
				government_has_flag = government_is_tribal
			}
			capital_province = {
				NOT = {
					geographical_region = graphical_mena
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_tournament_tribal.dds"
		environment = "environment_village_festival"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_festival_western"
	}

	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_tournament_western.dds"
		environment = "environment_village_festival"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_festival_western"
	}
}

tournament_contest = {
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= {
				activity_host = {
					OR = {
						government_has_flag = government_is_feudal
						government_has_flag = government_is_clan
					}
				}
				trigger_if = {
					limit = { exists = scope:contest_complete }
					OR = {
						scope:contest_complete = flag:joust
						scope:contest_complete = flag:horse_race
					}
				}
				trigger_else = {
					OR = {
						has_current_phase = tournament_phase_joust
						has_current_phase = tournament_phase_horse_race
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/activity_backgrounds/contest_bg_horseracing.dds"
		environment = "environment_ep2_horse_racing" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= {
				activity_host = {
					OR = {
						government_has_flag = government_is_feudal
						government_has_flag = government_is_clan
					}
				}
				trigger_if = {
					limit = { exists = scope:contest_complete }
					OR = {
						scope:contest_complete = flag:melee
						scope:contest_complete = flag:duel
						scope:contest_complete = flag:wrestling
					}
				}
				trigger_else = {
					OR = {
						has_current_phase = tournament_phase_melee
						has_current_phase = tournament_phase_duel
						has_current_phase = tournament_phase_wrestling
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/activity_backgrounds/contest_bg_melee.dds"
		environment = "environment_ep2_melee" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= {
				trigger_if = {
					limit = { exists = scope:contest_complete }
					scope:contest_complete = flag:archery
				}
				trigger_else = { has_current_phase = tournament_phase_archery }
			}
		}
		reference = "gfx/interface/illustrations/activity_backgrounds/contest_bg_archery.dds"
		environment = "environment_ep2_archery" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= {
				trigger_if = {
					limit = { exists = scope:contest_complete }
					scope:contest_complete = flag:board_game
				}
				trigger_else = { has_current_phase = tournament_phase_board_game }
			}
		}
		reference = "gfx/interface/illustrations/activity_backgrounds/contest_bg_boardgames.dds"
		environment = "environment_ep2_boardgames" 
		ambience = "event:/SFX/Events/Backgrounds/corner_of_tavern" 
	}
	background = { # Byzantine
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity = {
				trigger_if = {
					limit = { exists = scope:contest_complete }
					scope:contest_complete = flag:recital
				}
				trigger_else = {
					OR = {
						has_current_phase = tournament_phase_recital
						has_current_phase = tournament_phase_ceremony
					}
				}
				activity_location.culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_feast_byzantine.dds"
		environment = "environment_ep3_byzantine_feast"
		ambience = "event:/SFX/Events/Backgrounds/corner_of_tavern" 
	}
	#EK ADDITION: added arcane clash
	background = {
		trigger = {
			scope:activity ?= {
				trigger_if = {
					limit = { exists = scope:contest_complete }
					scope:contest_complete = flag:arcane_clash
				}
				trigger_else = { has_current_phase = tournament_phase_arcane_clash }
			}
		}
		reference = "gfx/interface/illustrations/activity_backgrounds/contest_bg_arcane_clash.dds"
		environment = "environment_ep2_arcane_clash" 
		ambience = "event:/SFX/Events/Backgrounds/corner_of_tavern" 
	}
	#EK ADDITION END
	background = { #Eastern
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity = {
				trigger_if = {
					limit = { exists = scope:contest_complete }
					scope:contest_complete = flag:recital
				}
				trigger_else = {
					OR = {
						has_current_phase = tournament_phase_recital
						has_current_phase = tournament_phase_ceremony
					}
				}
				activity_location = {
					geographical_region = graphical_india
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_tournament_india.dds"
		environment = "environment_mecca"
		ambience = "event:/SFX/Events/Backgrounds/corner_of_tavern"
	}
	background = { #MENA
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity = {
				trigger_if = {
					limit = { exists = scope:contest_complete }
					scope:contest_complete = flag:recital
				}
				trigger_else = {
					OR = {
						has_current_phase = tournament_phase_recital
						has_current_phase = tournament_phase_ceremony
					}
				}
				activity_location = {
					OR = {
						geographical_region = graphical_mena
						# EK EDIT
						#AND = {
				 		#	geographical_region = world_europe_west_iberia
				 		#	scope:activity.activity_host.religion = religion:islam_religion
				 		#}
						culture ?= {
				 			has_building_gfx = iranian_building_gfx
				 		} 
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_tournament_mena.dds"
		environment = "environment_event_bp1_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_feast_mena"
	}
	background = { #Tribal
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity = {
				trigger_if = {
					limit = { exists = scope:contest_complete }
					scope:contest_complete = flag:recital
				}
				trigger_else = {
					OR = {
						has_current_phase = tournament_phase_recital
						has_current_phase = tournament_phase_ceremony
					}
				}
				activity_host = {
					OR = {
						government_has_flag = government_is_clan
						government_has_flag = government_is_tribal
					}
				}
				NOT = {
					activity_location = { geographical_region = graphical_mena }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_tournament_tribal.dds"
		environment = "environment_village_festival"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_festival_western"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_village_festival_western.dds"
		environment = "environment_village_festival"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_festival_western"
	}
}

holy_site_generic = {
	background = { #Zoroastrian generic holy site
		trigger = {
			OR = {
				AND = {
					exists = scope:activity
					#scope:activity.activity_location.religion = religion:zoroastrianism_religion # EK EDIT
					scope:activity.activity_location.religion = religion:khajiiti_religion
				}
				##scope:activity.activity_location.religion = religion:zoroastrianism_religion # EK EDIT
				location.religion ?= religion:khajiiti_religion
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp3_temple.dds"
		environment = "environment_event_fp3_temple"
		ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	}

	background = { # MPO - Tengri
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					#OR = {
						government_has_flag = government_is_nomadic
						#religion = religion:tengrism_religion
						#religion = religion:magyar_religion
						#religion = religion:siberian_religion
					#}
				}
			}
			trigger_else = {
				#OR = {
					government_has_flag = government_is_nomadic
					#religion = religion:tengrism_religion
					#religion = religion:magyar_religion
					#religion = religion:siberian_religion
				#}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds"
		environment = "environment_mpo_temple_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_temple_steppe"
	}

	background = { #Indian generic holy site
		trigger = {
			OR = {
				AND = {
					exists = scope:activity
					scope:activity.activity_location.culture = { has_graphical_india_culture_group_trigger = yes }
				}
				location.culture ?= { has_graphical_india_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_indian.dds"
		environment = "environment_indian_holy_site"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle"
	}

	background = { #Western generic holy site
		trigger = {
			OR = {
				AND = {
					exists = scope:activity
					scope:activity.activity_location.culture = { has_graphical_western_culture_group_trigger = yes }
				}
				location.culture ?= { has_graphical_western_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_western.dds"
		environment = "environment_western_holy_site"
		ambience = "event:/SFX/Events/Backgrounds/temple_christian"
	}

	background = { #Pagan generic holy site
		trigger = {
			OR = {
				AND = {
					exists = scope:activity
					scope:activity.activity_location.province_owner ?= { 
						OR = {
							government_has_flag = government_is_clan
							government_has_flag = government_is_tribal
						} 
					}
				}
				AND = {
					exists = scope:activity
					scope:activity.activity_location.culture = { has_graphical_steppe_culture_group_trigger = yes }
				}
				location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
				# EK EDIT
				#religion = { is_in_family = rf_pagan }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_tribal.dds"
		environment = "environment_event_garden"
		ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	}

	background = { #MENA generic holy site
		trigger = {
			OR = {
				AND = {
					exists = scope:activity
					scope:activity.activity_location.culture = { has_graphical_mena_culture_group_trigger = yes }
				}
				location.culture = { has_graphical_mena_culture_group_trigger = yes }
				location.culture ?= { has_building_gfx = iranian_building_gfx }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_mena.dds"
		environment = "environment_generic_holy_site_mena" 				
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_holysite_mena"
	}

	background = { #Iberian generic holy site
		trigger = {
			OR = {
				AND = {
					exists = scope:activity
					scope:activity.activity_location.culture = { has_graphical_iberian_culture_group_trigger = yes }
				}
				# EK EDIT
				#location.culture ?= { has_graphical_iberian_culture_group_trigger = yes }
				always = no
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp2_temple.dds"
		environment = "environment_event_fp2_temple"
		ambience = "event:/DLC/FP2/SFX/Events/temple" 
	}

	background = { #Norse generic holy site
		trigger = { 
			OR = {
				AND = {
					exists = scope:activity
					scope:activity.activity_location.culture = { has_graphical_norse_culture_group_trigger = yes }
				}
				root.location.culture = { has_graphical_norse_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_temple.dds"
		environment = "environment_event_fp1_tribal_temple"
		ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	}

	background = { #Western generic holy site fallback
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_western.dds"
		environment = "environment_western_holy_site"
		ambience = "event:/SFX/Events/Backgrounds/temple_christian"
	}
}

holy_site_generic_scope = {
	#EK DISABLED
	#background = { #Zoroastrian generic holy site
	#	trigger = {
	#		OR = {
	#			AND = {
	#				exists = scope:activity
	#				scope:activity.activity_location.religion = religion:zoroastrianism_religion
	#			}
	#			scope:holy_site_scope.religion ?= religion:zoroastrianism_religion
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/fp3_temple.dds"
	#	environment = "environment_event_fp3_temple"
	#	ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	#}

	#EK DISABLED
	#background = { # Orthodox generic holy site
	#	trigger = {
	#		OR = {
	#			AND = {
	#				exists = scope:activity
	#				scope:activity.activity_location.faith = faith:orthodox
	#			}
	#			scope:holy_site_scope.faith ?= faith:orthodox
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_holysite_orthodox.dds"
	#	environment = "environment_ep3_holysite_orthodox"
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_orthodox_holy_site"
	#}

	background = { #Indian generic holy site
		trigger = {
			OR = {
				AND = {
					exists = scope:activity
					scope:activity.activity_location.culture = { has_graphical_india_culture_group_trigger = yes }
				}
				scope:holy_site_scope.culture ?= { has_graphical_india_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_indian.dds"
		environment = "environment_indian_holy_site"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle"
	}

	background = { #Western generic holy site
		trigger = {
			OR = {
				AND = {
					exists = scope:activity
					scope:activity.activity_location.culture = { has_graphical_western_culture_group_trigger = yes }
				}
				scope:holy_site_scope.culture ?= { has_graphical_western_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_western.dds"
		environment = "environment_western_holy_site"
		ambience = "event:/SFX/Events/Backgrounds/temple_christian"
	}

	background = { #Pagan generic holy site
		trigger = {
			OR = {
				AND = {
					exists = scope:activity
					scope:activity.activity_location.province_owner ?= { 
						OR = {
							government_has_flag = government_is_clan
							government_has_flag = government_is_tribal
						} 
					}
				}
				AND = {
					exists = scope:activity
					scope:activity.activity_location.culture = { has_graphical_steppe_culture_group_trigger = yes }
				}
				scope:holy_site_scope.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
				scope:holy_site_scope.religion = { is_in_family = rf_pagan }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_tribal.dds"
		environment = "environment_event_garden"
		ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	}

	background = { #MENA generic holy site
		trigger = {
			OR = {
				AND = {
					exists = scope:activity
					scope:activity.activity_location.culture = { has_graphical_mena_culture_group_trigger = yes }
				}
				scope:holy_site_scope.culture = { has_graphical_mena_culture_group_trigger = yes }
				scope:holy_site_scope.culture ?= { has_building_gfx = iranian_building_gfx }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_mena.dds"
		environment = "environment_generic_holy_site_mena" 				
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_holysite_mena"
	}

	background = { #Iberian generic holy site
		trigger = {
			OR = {
				AND = {
					exists = scope:activity
					scope:activity.activity_location.culture = { has_graphical_iberian_culture_group_trigger = yes }
				}
				scope:holy_site_scope.culture ?= { has_graphical_iberian_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp2_temple.dds"
		environment = "environment_event_fp2_temple"
		ambience = "event:/DLC/FP2/SFX/Events/temple" 
	}

	background = { #Norse generic holy site
		trigger = {
			OR = {
				AND = {
					exists = scope:activity
					scope:activity.activity_location.culture = { has_graphical_norse_culture_group_trigger = yes }
				}
				scope:holy_site_scope.culture = { has_graphical_norse_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_temple.dds"
		environment = "environment_event_fp1_tribal_temple"
		ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	}

	background = { #Western generic holy site fallback
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_western.dds"
		environment = "environment_western_holy_site"
		ambience = "event:/SFX/Events/Backgrounds/temple_christian"
	}
}

# EK DISABLED: not relevant
#holy_site_unique = {
#	background = { #Jerusalem
#		trigger = {
#			scope:activity.activity_location.county = title:c_jerusalem
#		}
#		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_jerusalem.dds"
#		environment = "environment_jerusalem"
#		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jerusalem"
#	}
#
#	background = { #Mecca
#		trigger = {
#			scope:activity.activity_location.county = title:c_mecca
#		}
#		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_mecca.dds"
#		environment = "environment_mecca"
#		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_holysite_mena"
#	}
#	background = { # Hagia Sophia
#		trigger = {
#			scope:activity.activity_location.county = title:c_byzantion
#		}
#		reference = "gfx/interface/illustrations/event_scenes/ep3_hagia_sophia.dds"
#		environment = "environment_ep3_hagia_sophia"
#		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_hagia_sophia"
#	}
#
#}

holy_site_scope = {
	#EK TODO: We might want to change this in the future to use appropriate backgrounds for holy sites? Not sure.
	#EK DISABLED: Removing real-world places and religions.
	#background = { #Jerusalem
	#	trigger = {
	#		scope:background_terrain_scope.county = title:c_jerusalem
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_jerusalem.dds"
	#	environment = "environment_jerusalem"
	#	ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jerusalem"
	#}

	#background = { #Mecca
	#	trigger = {
	#		scope:background_terrain_scope.county = title:c_mecca
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_mecca.dds"
	#	environment = "environment_mecca"
	#	ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_holysite_mena"
	#}
	#background = { # Hagia Sophia
	#	trigger = {
	#		scope:background_terrain_scope.county = title:c_byzantion
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_hagia_sophia.dds"
	#	# TODO_CD_EP3: update ambience and environment
	#	environment = "environment_mecca"
	#	ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_holysite_mena"
	#}
	#background = { #Zoroastrian generic holy site
	#	trigger = {
	#		scope:background_terrain_scope.religion ?= religion:zoroastrianism_religion
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/fp3_temple.dds"
	#	environment = "environment_event_fp3_temple"
	#	ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	#}

	#background = { # Orthodox generic holy site
	#	trigger = {
	#		scope:background_terrain_scope.faith ?= faith:orthodox
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_holysite_orthodox.dds"
	#	# TODO_CD_EP3: update environment lighting
	#	environment = "environment_western_holy_site"
	#	# TODO_CD_EP3: update ambience
	#	ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	#}
	#EK DISABLED END

	background = { #Indian generic holy site
		trigger = {
			scope:background_terrain_scope.culture ?= { has_graphical_india_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_indian.dds"
		environment = "environment_indian_holy_site"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle"
	}

	background = { #Western generic holy site
		trigger = {
			scope:background_terrain_scope.culture ?= { has_graphical_western_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_western.dds"
		environment = "environment_western_holy_site"
		ambience = "event:/SFX/Events/Backgrounds/temple_christian"
	}

	background = { #Pagan generic holy site
		trigger = {
			scope:background_terrain_scope.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
			#EK EDIT: Removing real-world religion.
			#scope:background_terrain_scope.religion = { is_in_family = rf_pagan }
			#EK EDIT END
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_tribal.dds"
		environment = "environment_event_garden"
		ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	}

	background = { #MENA generic holy site
		trigger = {
			OR = {
				scope:background_terrain_scope.culture = { has_graphical_mena_culture_group_trigger = yes }
				scope:background_terrain_scope.culture ?= { has_building_gfx = iranian_building_gfx }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_mena.dds"
		environment = "environment_generic_holy_site_mena" 				
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_holysite_mena"
	}

	background = { #Iberian generic holy site
		trigger = {
			scope:background_terrain_scope.culture ?= { has_graphical_iberian_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/fp2_temple.dds"
		environment = "environment_event_fp2_temple"
		ambience = "event:/DLC/FP2/SFX/Events/temple" 
	}

	background = { #Norse generic holy site
		trigger = {
			scope:background_terrain_scope.culture = { has_graphical_norse_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_temple.dds"
		environment = "environment_event_fp1_tribal_temple"
		ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	}

	background = { #Western generic holy site fallback
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_western.dds"
		environment = "environment_western_holy_site"
		ambience = "event:/SFX/Events/Backgrounds/temple_christian"
	}

}

#holy_site_mecca = {
#	background = { #Mecca
#		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_mecca.dds"
#		environment = "environment_mecca"
#		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_holysite_mena"
#	}
#}

ep2_travel_settlement_farm = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_farm.dds"
		environment = "environment_travel_farmlands"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
}

ep2_travel_settlement_ruin_desert = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_desert.dds"
		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}
}

ep2_travel_nomad_settlement_desert = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/desert_nomad.dds"
		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}
}

ep2_travel_settlement_desert = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/desert_settlement.dds"
		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}
}

ep2_travel_settlement_hills = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds"
		environment = "environment_travel_hills_settlement"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
}

ep2_travel_settlement_mountains = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_mountains.dds"
		environment = "environment_travel_mountain_settlement"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}
}

ep2_travel_settlement_steppe = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_steppe.dds"
		environment = "environment_travel_steppe_settlement"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}
}

ep2_travel_bridge = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_bridge.dds"
		environment = "environment_travel_bridge"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}
}

ep2_hunt_forest_hut = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_generic.dds"
		environment = "environment_generic_hunt" 
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_dark_forest" 
	}
}

ep2_hunt_forest_cave = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_cave_entrance.dds"
		environment = "environment_hunt_forest_cave" 
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_dark_forest" 
	}
}

ep2_hunt_falconry_mews = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_falconry_mews.dds"
		environment = "environment_hunt_falconry_mews" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_falconry/ep2_event_grand_hunt_falconry_room"
	}
}

ep2_hunt_foggy_forest = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_foggy_forest.dds"
		environment = "environment_hunt_foggy_forest" 
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_dark_forest"
	}
}

ep2_forest_managed = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_forest_managed.dds"
		environment = "environment_ep2_forest_managed"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}
}

ep2_dog_kennels = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_dog_kennels.dds"
		environment = "environment_dog_kennels" 
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_dark_forest"
	}
}

ep2_video_test = {
	background = {
		video = yes
		reference = "gfx/interface/video/events/test.bk2"
		environment = "environment_event_forest_pine"
		ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day"
	}
}

ep2_hunt_snowy_forest = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds"
		environment = "environment_hunt_snowy_forest" 
		ambience = "event:/SFX/Events/Backgrounds/mountains_day" 
	}
}

ep2_hunt_poachers_camp = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_poachers_camp.dds"
		environment = "environment_event_forest_pine" 
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_dark_forest" 
	}
}

ep2_hunt_activity_camp = {
	background = { # Snowy
		trigger = {
			scope:activity.activity_location = { hunt_snowy_forest_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds"
		environment = "environment_hunt_snowy_forest" 
		ambience = "event:/SFX/Events/Backgrounds/mountains_day" 
	}
	
	background = { # Mountains
		trigger = {
			scope:activity.activity_location = { graphical_wilderness_mountains_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/mountains.dds"
		environment = "environment_event_mountains"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { # Jungle
		trigger = {
			scope:activity.activity_location = { graphical_wilderness_jungle_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_jungle.dds"
		environment = "environment_event_bp1_jungle"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}
	
	background = {
		trigger = {
			scope:activity.activity_host = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_hunt_steppe.dds"
		environment = "environment_mpo_hunt_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_hunt_steppe"
	}

	background = { # Steppe
		trigger = {
			scope:activity.activity_location = { graphical_wilderness_steppe_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/steppe.dds"
		environment = "environment_event_steppe"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}
		
	background = { #Desert
		trigger = {
			scope:activity.activity_location = { graphical_wilderness_desert_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/desert.dds"
		environment = "environment_event_bp1_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_desert"
	}

	background = { # Jungle
		trigger = {
			scope:activity.activity_location = { graphical_wilderness_jungle_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_jungle.dds"
		environment = "environment_event_bp1_jungle"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}

	background = { # Drylands
		trigger = {
			scope:activity.activity_location = { graphical_drylands_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/drylands.dds"
		environment = "environment_event_desert"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}

	background = { # Camp
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_poachers_camp.dds"
		environment = "environment_event_forest_pine" 
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_dark_forest" 
	}
}

ep2_wedding_ceremony = {
	background = {	 #Indian
		trigger = {
			scope:activity ?= { has_activity_type = activity_wedding }
			location.culture = { has_graphical_india_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_wedding_ceremony_indian.dds"
		environment = "environment_indian_wedding"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Weddings/ep2_event_grand_wedding"
	}
	background = {	 #MENA (also steppes and African )
		trigger = {
			scope:activity ?= { has_activity_type = activity_wedding }
			OR = {
				location.culture = { has_graphical_mena_culture_group_trigger = yes }
				location.culture = { has_graphical_steppe_culture_group_trigger = yes }
				location.culture = { has_graphical_african_culture_group_trigger = yes }
				location.culture ?= { has_building_gfx = iranian_building_gfx }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_wedding_ceremony_mena.dds"
		environment = "environment_mena_wedding"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Weddings/ep2_event_grand_wedding"
	}
	background = {	 # Western - Fallback
		reference = "gfx/interface/illustrations/event_scenes/ep2_wedding_ceremony_western.dds"
		environment = "environment_western_wedding"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Weddings/ep2_event_grand_wedding"
	}
}

ep2_involved_activity = {
	### TOURNAMENT
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_tournament }
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_tournament }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_village_festival_western.dds"
		environment = "environment_village_festival"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_festival_western"
	}
	### TOUR
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_tour }
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_tour }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_village_festival_western.dds"
		environment = "environment_village_festival"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_festival_western"
	}
	### WEDDING 
	#EK EDIT: No Iberian building graphics.
	#background = {	#FP2 (uses MENA)
	#	trigger = {
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = {
	#				involved_activity ?= { has_activity_type = activity_wedding }
	#				capital_province.culture = { has_building_gfx = iberian_building_gfx }
	#			}
	#		}
	#		trigger_else = {
	#			involved_activity ?= { has_activity_type = activity_wedding }
	#			capital_province.culture = { has_building_gfx = iberian_building_gfx }
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep2_wedding_ceremony_mena.dds"
	#	environment = "environment_mena_wedding"
	#	ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Weddings/ep2_event_grand_wedding" 
	#}	
	background = { #FP1 (uses western)
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_wedding }
					location.culture = { has_building_gfx = ek_nordic_building_gfx }
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_wedding }
				location.culture = { has_building_gfx = ek_nordic_building_gfx }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_wedding_ceremony_western.dds"
		environment = "environment_western_wedding"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Weddings/ep2_event_grand_wedding"
	}
	background = {	#MENA (also for steppe and African)
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_wedding }
					OR = {
						location.culture ?= { has_building_gfx = iranian_building_gfx }
						location.culture = { has_graphical_mena_culture_group_trigger = yes }
						location.culture = { has_graphical_steppe_culture_group_trigger = yes }
						location.culture = { has_graphical_african_culture_group_trigger = yes }
					}
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_wedding }
				OR = {
					location.culture ?= { has_building_gfx = iranian_building_gfx }
					location.culture = { has_graphical_mena_culture_group_trigger = yes }
					location.culture = { has_graphical_steppe_culture_group_trigger = yes }
					location.culture = { has_graphical_african_culture_group_trigger = yes }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_wedding_ceremony_mena.dds"
		environment = "environment_mena_wedding"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Weddings/ep2_event_grand_wedding"
	}
	background = {	#Indian
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_wedding }
					location.culture = { has_graphical_india_culture_group_trigger = yes }
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_wedding }
				location.culture = { has_graphical_india_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_wedding_ceremony_indian.dds"
		environment = "environment_indian_wedding"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Weddings/ep2_event_grand_wedding"
	}
	background = {	#Fallback Western (and Medi)
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_wedding }
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_wedding }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_wedding_ceremony_western.dds"
		environment = "environment_western_wedding"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Weddings/ep2_event_grand_wedding"
	}
	background = { #forest snowy
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity = {
						has_activity_type = activity_hunt
						activity_location = {
							OR = {
								has_province_modifier = winter_normal_modifier
								has_province_modifier = winter_harsh_modifier
							}
							OR = {
								graphical_wilderness_forest_trigger = yes
								graphical_wilderness_forest_pine_trigger = yes
							}
						}
					}
				}
			}
			trigger_else = {
				involved_activity = {
					has_activity_type = activity_hunt
					activity_location = {
						OR = {
							has_province_modifier = winter_normal_modifier
							has_province_modifier = winter_harsh_modifier
						}
						OR = {
							graphical_wilderness_forest_trigger = yes
							graphical_wilderness_forest_pine_trigger = yes
						}
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds"
		environment = "environment_hunt_snowy_forest" 
		ambience = "event:/SFX/Events/Backgrounds/mountains_day" 
	}
	background = { #managed_forest
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity = {
						has_activity_type = activity_hunt
						activity_location = {
							OR = {
								has_building_or_higher = royal_forest_01
								has_building_or_higher = hunting_grounds_01
							}
						}
					}
				}
			}
			trigger_else = {
				involved_activity = {
					has_activity_type = activity_hunt
					activity_location = {
						OR = {
							has_building_or_higher = royal_forest_01
							has_building_or_higher = hunting_grounds_01
						}
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_forest_managed.dds"
		environment = "environment_ep2_forest_managed"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_dark_forest"
	}
	background = { #forest_pine
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity = {
						has_activity_type = activity_hunt
						activity_location = { graphical_wilderness_forest_pine_trigger = yes }
					}
				}
			}
			trigger_else = {
				involved_activity = {
					has_activity_type = activity_hunt
					activity_location = { graphical_wilderness_forest_pine_trigger = yes }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/forest_pine.dds"
		environment = "environment_event_forest_pine"
		ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day"
	}
	background = { #forest
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity = {
						has_activity_type = activity_hunt
						activity_location = { graphical_wilderness_forest_trigger = yes }
					}
				}
			}
			trigger_else = {
				involved_activity = {
					has_activity_type = activity_hunt
					activity_location = { graphical_wilderness_forest_trigger = yes }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}
	background = { #Generic Hunt
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_hunt }
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_hunt }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_generic.dds"
		environment = "environment_generic_hunt"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_dark_forest"
	}
	### PILGRIMAGE 
	#background = {
	#	trigger = {
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = {
	#				involved_activity ?= { has_activity_type = activity_pilgrimage }
	#				involved_activity.activity_location = { has_building_or_higher = hagia_sophia_01 }
	#			}
	#		}
	#		trigger_else = {
	#			involved_activity ?= { has_activity_type = activity_pilgrimage }
	#			involved_activity.activity_location = { has_building_or_higher = hagia_sophia_01 }
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_hagia_sophia.dds"
	#	environment = "environment_ep3_hagia_sophia"
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_hagia_sophia"
	#}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_pilgrimage }
					#involved_activity.activity_location.religion = religion:zoroastrianism_religion #EK EDIT
					involved_activity.activity_location.religion = religion:khajiiti_religion
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_pilgrimage }
				#involved_activity.activity_location.religion = religion:zoroastrianism_religion #EK EDIT
				involved_activity.activity_location.religion = religion:khajiiti_religion
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp3_temple.dds"
		environment = "environment_event_fp3_temple"
		ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	}
	#background = {
	#	trigger = {
	#		#Orthodox and Oriental Christians
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = {
	#				involved_activity ?= { has_activity_type = activity_pilgrimage }
	#				involved_activity.activity_location = {
	#					religion = religion:christianity_religion
	#					OR = {
	#						faith = faith:orthodox
	#						geographical_region = graphical_mena
	#						geographical_region = graphical_india
	#						geographical_region = world_europe_south_east
	#						geographical_region = world_asia_minor
	#					}
	#				}
	#			}
	#		}
	#		trigger_else = {
	#			involved_activity ?= { has_activity_type = activity_pilgrimage }
	#			involved_activity.activity_location = {
	#				religion = religion:christianity_religion
	#				OR = {
	#					faith = faith:orthodox
	#					geographical_region = graphical_mena
	#					geographical_region = graphical_india
	#					geographical_region = world_europe_south_east
	#					geographical_region = world_asia_minor
	#				}
	#			}
	#		}
	#		
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_holysite_orthodox.dds"
	#	environment = "environment_ep3_holysite_orthodox"
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_orthodox_holy_site"
	#}
	background = { #MENA generic holy site
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_pilgrimage }
					involved_activity.activity_location.culture = { has_graphical_mena_culture_group_trigger = yes }
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_pilgrimage }
				involved_activity.activity_location.culture = { has_graphical_mena_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_mena.dds"
		environment = "environment_generic_holy_site_mena"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_holysite_mena"
	}
	background = { #Indian generic holy site
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_pilgrimage }
					involved_activity.activity_location.culture = { has_graphical_india_culture_group_trigger = yes }
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_pilgrimage }
				involved_activity.activity_location.culture = { has_graphical_india_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_indian.dds"
		environment = "environment_indian_holy_site"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle"
	}
	#background = {
	#	trigger = {
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = {
	#				involved_activity ?= { has_activity_type = activity_pilgrimage }
	#				involved_activity.activity_location.culture = { has_graphical_iberian_culture_group_trigger = yes }
	#			}
	#		}
	#		trigger_else = {
	#			involved_activity ?= { has_activity_type = activity_pilgrimage }
	#			involved_activity.activity_location.culture = { has_graphical_iberian_culture_group_trigger = yes }
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/fp2_temple.dds"
	#	environment = "environment_event_fp2_temple"
	#	ambience = "event:/DLC/FP2/SFX/Events/temple" 
	#}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_pilgrimage }
					involved_activity.activity_location.culture = { has_graphical_western_culture_group_trigger = yes }
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_pilgrimage }
				involved_activity.activity_location.culture = { has_graphical_western_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_western.dds"
		environment = "environment_western_holy_site"
		ambience = "event:/SFX/Events/Backgrounds/temple_christian"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_pilgrimage }
					OR = {
						involved_activity.activity_location.province_owner ?= { 
							OR = {
								government_has_flag = government_is_clan
								government_has_flag = government_is_tribal
							} 
						}
						involved_activity.activity_location.culture = { has_graphical_steppe_culture_group_trigger = yes }	
					}
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_pilgrimage }
				OR = {
					involved_activity.activity_location.province_owner ?= { 
						OR = {
							government_has_flag = government_is_clan
							government_has_flag = government_is_tribal
						} 
					}
					involved_activity.activity_location.culture = { has_graphical_steppe_culture_group_trigger = yes }	
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_tribal.dds"
		environment = "environment_event_garden"
		ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_pilgrimage }
					involved_activity.activity_location.culture = { has_graphical_norse_culture_group_trigger = yes }
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_pilgrimage }
				involved_activity.activity_location.culture = { has_graphical_norse_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_temple.dds"
		environment = "environment_event_fp1_tribal_temple"
		ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_pilgrimage }
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_pilgrimage }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/temple.dds"
		environment = "environment_event_temple"
		ambience = "event:/SFX/Events/Backgrounds/temple_generic"
	}
	### FEASTS
	background = {	# EP3
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_feast }
					involved_activity.activity_location.culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_feast }
				involved_activity.activity_location.culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_feast_byzantine.dds"
		environment = "environment_ep3_byzantine_feast"
		ambience = "event:/SFX/Events/Backgrounds/corner_of_tavern"
	}
	background = {	# FP1
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_feast }
					involved_activity.activity_location.culture = { has_building_gfx = ek_nordic_building_gfx } #EK EDIT
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_feast }
				involved_activity.activity_location.culture = { has_building_gfx = ek_nordic_building_gfx } #EK EDIT
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_viking_feast.dds"
		environment = "environment_event_fp1_viking_feast"
		ambience = "event:/DLC/FP1/SFX/Events/event_viking_feast"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_feast }
					# EK EDIT:
					#involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx } #EK EDIT
					involved_activity.activity_location.culture = { has_building_gfx = ek_khajiit_building_gfx }
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_feast }
				# EK EDIT:
				#involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx } #EK EDIT
				involved_activity.activity_location.culture = { has_building_gfx = ek_khajiit_building_gfx }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_indian.dds"
		environment = "environment_indian_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_feast_india"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_feast }
					OR = {
						#involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
						#involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
						involved_activity.activity_location.culture = { has_building_gfx = iranian_building_gfx }	
						involved_activity.activity_location.culture = { has_building_gfx = ek_redguard_building_gfx } #EK EDIT
					}
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_feast }
				OR = {
					#involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
					#involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
					involved_activity.activity_location.culture = { has_building_gfx = iranian_building_gfx }
					involved_activity.activity_location.culture = { has_building_gfx = ek_redguard_building_gfx } #EK EDIT
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_mena.dds"
		environment = "environment_mena_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_feast_mena"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_feast }
					#involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
					#EK EDIT given to ashlanders, fitting enough
					involved_activity.activity_location.culture = {
						OR = {
							this = culture:ashlander
							any_parent_culture_or_above = {
								this = culture:ashlander
							}
						}
					}
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_feast }
				#involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
				#EK EDIT given to ashlanders, fitting enough
				involved_activity.activity_location.culture = {
					OR = {
						this = culture:ashlander
						any_parent_culture_or_above = {
							this = culture:ashlander
						}
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_steppe.dds"
		environment = "environment_steppe_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_steppe"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					involved_activity ?= { has_activity_type = activity_feast }
					culture = { has_building_gfx = african_building_gfx }
				}
			}
			trigger_else = {
				involved_activity ?= { has_activity_type = activity_feast }
				culture = { has_building_gfx = african_building_gfx }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_sub_saharan.dds"
		environment = "environment_sub-saharan_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_steppe"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/feast.dds"
		environment = "environment_event_feast"
		ambience = "event:/SFX/Events/Backgrounds/feasthall"
	}
}

ep2_activity = {
	### TOURNAMENT
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_tournament }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_village_festival_western.dds"
		environment = "environment_village_festival"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_festival_western"
	}
	### TOUR
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			} 
			scope:activity ?= { has_activity_type = activity_tour }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_village_festival_western.dds"
		environment = "environment_village_festival"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_festival_western"
	}
	### WEDDING 
	background = {	#FP2 (uses MENA)
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_wedding }
			#capital_province.culture = { has_building_gfx = iberian_building_gfx } #EK DISABLED
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_wedding_ceremony_mena.dds"
		environment = "environment_mena_wedding"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Weddings/ep2_event_grand_wedding" 
	}	
	background = { #FP1 (uses western)
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_wedding }
			location.culture = { has_building_gfx = ek_nordic_building_gfx } #EK EDIT
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_wedding_ceremony_western.dds"
		environment = "environment_western_wedding"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Weddings/ep2_event_grand_wedding"
	}
	background = {	#MENA (also for steppe and African)
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_wedding }
			OR = {
				location.culture = { has_graphical_mena_culture_group_trigger = yes }
				location.culture = { has_graphical_steppe_culture_group_trigger = yes }
				location.culture = { has_graphical_african_culture_group_trigger = yes }
				location.culture = { has_building_gfx = iranian_building_gfx }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_wedding_ceremony_mena.dds"
		environment = "environment_mena_wedding"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Weddings/ep2_event_grand_wedding"
	}
	background = {	#Indian
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_wedding }
			location.culture = { has_graphical_india_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_wedding_ceremony_indian.dds"
		environment = "environment_indian_wedding"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Weddings/ep2_event_grand_wedding"
	}
	background = {	#Fallback Western (and Medi)
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_wedding }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_wedding_ceremony_western.dds"
		environment = "environment_western_wedding"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Weddings/ep2_event_grand_wedding"
	}
	background = { #forest snowy
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity = {
				has_activity_type = activity_hunt
				activity_location = {
					OR = {
						has_province_modifier = winter_normal_modifier
						has_province_modifier = winter_harsh_modifier
					}
					OR = {
						graphical_wilderness_forest_trigger = yes
						graphical_wilderness_forest_pine_trigger = yes
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds"
		environment = "environment_hunt_snowy_forest" 
		ambience = "event:/SFX/Events/Backgrounds/mountains_day" 
	}
	background = { #managed_forest
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity = {
				has_activity_type = activity_hunt
				activity_location = {
					OR = {
						has_building_or_higher = royal_forest_01
						has_building_or_higher = hunting_grounds_01
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_forest_managed.dds"
		environment = "environment_ep2_forest_managed"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_dark_forest"
	}
	background = { #forest_pine
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity = {
				has_activity_type = activity_hunt
				activity_location = { graphical_wilderness_forest_pine_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/forest_pine.dds"
		environment = "environment_event_forest_pine"
		ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day"
	}
	background = { #forest
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity = {
				has_activity_type = activity_hunt
				activity_location = { graphical_wilderness_forest_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}
	background = { #Generic Hunt
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_hunt }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_hunt_generic.dds"
		environment = "environment_generic_hunt"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_dark_forest"
	}
	### PILGRIMAGE 
	background = { #MENA generic holy site
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_pilgrimage }
			OR = {
				scope:activity.activity_location.culture = { has_graphical_mena_culture_group_trigger = yes }
				scope:activity.activity_location.culture = { has_building_gfx = iranian_building_gfx }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_mena.dds"
		environment = "environment_generic_holy_site_mena"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_holysite_mena"
	}
	background = { #Indian generic holy site
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_pilgrimage }
			scope:activity.activity_location.culture = { has_graphical_india_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_indian.dds"
		environment = "environment_indian_holy_site"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle"
	}
	#background = { #Orthodox generic holy site + Oriental Christian Holy Site fallback
	#	trigger = {
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = {
	#				##
	#			}
	#		}
	#		trigger_else = {
	#			##
	#		}
	#		scope:activity ?= { has_activity_type = activity_pilgrimage }
	#		involved_activity.activity_location = {
	#			religion = religion:christianity_religion
	#			OR = {
	#				faith = faith:orthodox
	#				geographical_region = graphical_mena
	#				geographical_region = graphical_india
	#				geographical_region = world_europe_south_east
	#				geographical_region = world_asia_minor
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_holysite_orthodox.dds"
	#	environment = "environment_ep3_holysite_orthodox"
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_orthodox_holy_site"
	#}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_pilgrimage }
			# EK EDIT 
			always = no
			#scope:activity.activity_location.culture = { has_graphical_iberian_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/fp2_temple.dds"
		environment = "environment_event_fp2_temple"
		ambience = "event:/DLC/FP2/SFX/Events/temple" 
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_pilgrimage }
			scope:activity.activity_location.culture = { has_graphical_western_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_western.dds"
		environment = "environment_western_holy_site"
		ambience = "event:/SFX/Events/Backgrounds/temple_christian"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_pilgrimage }
			OR = {
				scope:activity.activity_location.province_owner ?= { 
					OR = {
						government_has_flag = government_is_clan
						government_has_flag = government_is_tribal
					} 
				}
				scope:activity.activity_location.culture = { has_graphical_steppe_culture_group_trigger = yes }	
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_tribal.dds"
		environment = "environment_event_garden"
		ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			} 
			scope:activity ?= { has_activity_type = activity_pilgrimage }
			scope:activity.activity_location.culture = { has_graphical_norse_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_tribal_temple.dds"
		environment = "environment_event_fp1_tribal_temple"
		ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_pilgrimage }
		}
		reference = "gfx/interface/illustrations/event_scenes/temple.dds"
		environment = "environment_event_temple"
		ambience = "event:/SFX/Events/Backgrounds/temple_generic"
	}
	### FEASTS
	background = {	# EP3
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			involved_activity ?= { has_activity_type = activity_feast }
			involved_activity.activity_location.culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_feast_byzantine.dds"
		environment = "environment_ep3_byzantine_feast"
		ambience = "event:/SFX/Events/Backgrounds/corner_of_tavern"
	}
	background = {	# FP1
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_feast }
			scope:activity.activity_location.culture = { has_building_gfx = ek_nordic_building_gfx } #EK EDIT
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_viking_feast.dds"
		environment = "environment_event_fp1_viking_feast"
		ambience = "event:/DLC/FP1/SFX/Events/event_viking_feast"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_feast }
			# EK EDIT:
			#scope:activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
			scope:activity.activity_location.culture = { has_building_gfx = ek_khajiit_building_gfx }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_indian.dds"
		environment = "environment_indian_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_feast_india"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_feast }
			OR = {
				#scope:activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
				#scope:activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
				#scope:activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
				scope:activity.activity_location.culture = { has_building_gfx = iranian_building_gfx }
				scope:activity.activity_location.culture = { has_building_gfx = ek_redguard_building_gfx } #EK EDIT
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_mena.dds"
		environment = "environment_mena_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_feast_mena"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
					OR = {
						this = culture:ashlander
						any_parent_culture_or_above = {
							this = culture:ashlander
						}
					}
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_feast }
			#scope:activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
			OR = {
				this = culture:ashlander
				any_parent_culture_or_above = {
					this = culture:ashlander
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_steppe.dds"
		environment = "environment_steppe_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_steppe"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_feast }
			culture = { has_building_gfx = african_building_gfx }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_sub_saharan.dds"
		environment = "environment_sub-saharan_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_steppe"
	}
	background = {
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					##
				}
			}
			trigger_else = {
				##
			}
			scope:activity ?= { has_activity_type = activity_feast }
		}
		reference = "gfx/interface/illustrations/event_scenes/feast.dds"
		environment = "environment_event_feast"
		ambience = "event:/SFX/Events/Backgrounds/feasthall"
	}
	### CHARIOT RACE
	background = {	# EP3
		trigger = {
			involved_activity ?= { has_activity_type = activity_chariot_race }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_hippodrome_chariot_race.dds"
		environment = "environment_ep3_chariot_race"
		ambience = "event:/DLC/FP2/SFX/Events/courtyard"
	}
}

contest_bg_horseracing = {
	background = {
		reference = "gfx/interface/illustrations/activity_backgrounds/contest_bg_horseracing.dds"
		environment = "environment_ep2_horse_racing" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

contest_bg_melee = {
	background = {
		reference = "gfx/interface/illustrations/activity_backgrounds/contest_bg_melee.dds"
		environment = "environment_ep2_melee" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

contest_bg_boardgames = {
	background = {
		reference = "gfx/interface/illustrations/activity_backgrounds/contest_bg_boardgames.dds"
		environment = "environment_ep2_boardgames" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

contest_bg_archery = {
	background = {
		reference = "gfx/interface/illustrations/activity_backgrounds/contest_bg_archery.dds"
		environment = "environment_ep2_archery" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_archery_win = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/archery_win.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_archery_neutral = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/archery_neutral.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_archery_fail = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/archery_fail.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_boardgame_win = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/boardgame_success.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_boardgame_neutral = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/boardgame_neutral.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_boardgame_fail = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/boardgame_fail.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_wrestling_win = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/fistfighting_win.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}	
}

pivotal_wrestling_neutral = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/fistfighting_neutral.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_wrestling_fail = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/fistfighting_fail.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_horse_racing_win = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/horse_racing_success.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_horse_racing_neutral = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/horse_racing_neutral.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_horse_racing_fail = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/horse_racing_fail.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_melee_win = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/melee_win.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_melee_neutral = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/melee_neutral.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_melee_fail = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/melee_fail.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_recital_win = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/recital_win.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_recital_neutral = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/recital_neutral.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_recital_fail = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/recital_fail.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_joust_win = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/jousting_win.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_joust_neutral = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/jousting_neutral.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_joust_fail = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/jousting_fail.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_duel_win = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/melee_win.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_duel_neutral = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/melee_neutral.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_duel_fail = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/melee_fail.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

ep2_holy_site_mena = {
	background = { #MENA generic holy site
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_mena.dds"
		environment = "environment_generic_holy_site_mena"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_holysite_mena"
	}
}

ep2_holy_site_indian = {
	background = { #MENA generic holy site
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_indian.dds"
		environment = "environment_indian_holy_site"	
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_jungle"
	}
}

ep2_travel_farms = {
	background = { # Farmland, settled
		trigger = {
			location = {
				terrain = farmlands
				exists = province_owner
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_farm.dds"
		environment = "environment_travel_farmlands"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
}

ep2_village_festival = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_village_festival_western.dds"
		environment = "environment_village_festival"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_festival_western"
	}
}

### BP2 ###
bp2_nursery = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_tent_interior_mongol.dds"
		environment = "environment_mpo_tent_interior_mongol"
		ambience = "event:/SFX/Events/Backgrounds/BP2/bp2_nursery"
	}
	background = { # a nursery for young children 
		reference = "gfx/interface/illustrations/event_scenes/bp2_nursery.dds"
		environment = "environment_bp2_nursery"
		ambience = "event:/SFX/Events/Backgrounds/BP2/bp2_nursery"
	}
}

bp2_courtyard = {
	background = { #Nomads
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = { government_has_flag = government_is_nomadic }
			}
			trigger_else = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_camp_steppe.dds"
		environment = "environment_mpo_camp_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_camp_steppe"
	}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bp2_courtyard.dds"
		environment = "environment_bp2_courtyard"
		ambience = "event:/DLC/FP2/SFX/Events/courtyard" 
	}
}

bp2_tavern_mena = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bp2_tavern_mena.dds"
		environment = "environment_bp2_tavern_mena"
		ambience = "event:/SFX/Events/Backgrounds/corner_of_tavern"
	}
}

bp2_indian_garden = {
		background = {
			reference = "gfx/interface/illustrations/event_scenes/bp2_indian_garden.dds"
		environment = "environment_bp2_garden_india_day"
		ambience = "event:/SFX/Events/Backgrounds/castle_garden_day"
	}
}

bp2_university = {
	#background = { # Byzantium/Greek Everyone else
	#	trigger = {
	#		trigger_if = {
	#			limit = { exists = scope:bg_override_char }
	#			scope:bg_override_char = {
	#				location.culture ?= {
	#					OR = {
	#						has_cultural_pillar = heritage_byzantine
	#						has_cultural_pillar = heritage_caucasian
	#					}
	#				}
	#			}
	#		}
	#		trigger_else = {
	#			location.culture ?= {
	#				OR = {
	#					has_cultural_pillar = heritage_byzantine
	#					has_cultural_pillar = heritage_caucasian
	#				}
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_medi_study.dds"
	#	environment = "environment_ep3_byzantine_study"
	#	ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	#}
	background = {	#Western-ish University
		trigger = {
			location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
					#has_graphical_iberian_culture_group_trigger = yes
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp2_university.dds"
		environment = "environment_bp2_university"
		ambience = "event:/SFX/Events/Backgrounds/BP2/bp2_university"
	}
	background = {	#Indian garden
		trigger = {
			scope:background_university_scope.culture = { has_graphical_india_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/bp2_indian_garden.dds"
		environment = "environment_bp2_garden_india_day"
		ambience = "event:/SFX/Events/Backgrounds/castle_garden_day"
	}
	background = {	#Fallback: Madrasa
		reference = "gfx/interface/illustrations/event_scenes/bp2_university_mena.dds"
		environment = "environment_bp2_university_mena"
		ambience = "event:/SFX/Events/Backgrounds/meetingchamber_western"
	}
}

bp2_university_scope = {
	#EK DISABLED
	#background = { # Byzantium/Greek Everyone else
	#	trigger = {
	#		scope:background_university_scope.culture ?= {
	#			OR = {
	#				has_cultural_pillar = heritage_byzantine
	#				has_cultural_pillar = heritage_caucasian
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_medi_study.dds"
	#	environment = "environment_ep3_byzantine_study"
	#	ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	#}
	background = {	#Western-ish University
		trigger = {
			scope:background_university_scope.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp2_university.dds"
		environment = "environment_bp2_university"
		ambience = "event:/SFX/Events/Backgrounds/BP2/bp2_university"
	}
	background = {	#Indian garden
		trigger = {
			scope:background_university_scope.culture = { has_graphical_india_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/bp2_indian_garden.dds"
		environment = "environment_bp2_garden_india_day"
		ambience = "event:/SFX/Events/Backgrounds/castle_garden_day"
	}
	background = {	#Fallback: Madrasa
		reference = "gfx/interface/illustrations/event_scenes/bp2_university_mena.dds"
		environment = "environment_bp2_university_mena"
		ambience = "event:/SFX/Events/Backgrounds/meetingchamber_western"
	}
}

bp2_study_indian = {
	background = { # an Indian study 
		reference = "gfx/interface/illustrations/event_scenes/bp2_study_indian.dds"
		environment = "environment_bp2_study_indian"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
}

### CE1

ce1_catacombs = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/fp4_catacombs.dds"
		environment = "environment_ce1_catacombs"
		ambience = "event:/SFX/Events/Backgrounds/FP4/fp4_condemned_village"
	}
}

ce1_condemned_village = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/fp4_condemned_village.dds"
		environment = "environment_ce1_condemned_village"
		ambience = "event:/SFX/Events/Backgrounds/FP4/fp4_condemned_village"
	}
}

ce1_funeral_pyre = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/fp4_funeral_pyre.dds"
		environment = "environment_ce1_funeral_pyre"
		ambience = "event:/SFX/Events/Backgrounds/FP4/fp4_epidemic_corpsecarts"
	}
}

ce1_legendary_oasis = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/fp4_legendary_oasis.dds"
		environment = "environment_ce1_legendary_oasis"
		ambience = "event:/SFX/Events/Backgrounds/FP4/fp4_magic_spring"
	}
}

ce1_legendary_spring = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/fp4_legendary_spring.dds"
		environment = "environment_legendary_spring" 
		ambience = "event:/SFX/Events/Backgrounds/FP4/fp4_magic_spring"
	}
}

ce1_legendary_battlefield = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/fp4_legendary_battlefield.dds"
		environment = "environment_legendary_battlefield" 
		ambience = "event:/SFX/Events/Backgrounds/FP4/fp4_heroic_battlefield"
	}
}

# Fullscreen CE1
ce1_fullscreen_legitimizing_legend = {
	background = {
		reference = "gfx/interface/illustrations/event_story/fp4_legitimizing_legend.dds"
		environment = "environment_legendary_battlefield"
		ambience = "event:/DLC/FP4/SFX/Events/Story/holy_story"
	}
}

ce1_fullscreen_holy_legend = {
	background = {
		reference = "gfx/interface/illustrations/event_story/fp4_holy_legend.dds"
		environment = "environment_legendary_battlefield"
		ambience = "event:/DLC/FP4/SFX/Events/Story/holy_story"
	}
}

ce1_fullscreen_heroic_legend = {
	background = {
		reference = "gfx/interface/illustrations/event_story/fp4_heroic_legend.dds"
		environment = "environment_legendary_battlefield"
		ambience = "event:/DLC/FP4/SFX/Events/Story/heroic_story"
	}
}

ce1_fullscreen_black_death = {
	background = {
		reference = "gfx/interface/illustrations/event_story/fp4_black_death.dds"
		environment = "environment_event_study_physician"
		ambience = "event:/DLC/FP4/SFX/Events/Story/black_death_arrives"
	}
}

ce1_fullscreen_apocalyptic = {
	background = {	# MENA
		trigger = {
			OR = {
				location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
				location.culture ?= { has_building_gfx = iranian_building_gfx }
				location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
				location.culture ?= { has_graphical_african_culture_group_trigger = yes }
				#EK DISABLED
				#location.culture ?= { has_building_gfx = berber_group_building_gfx }
			}
		}
		reference = "gfx/interface/illustrations/event_story/fp4_apocalyptic_western.dds"
		environment = "environment_event_study_physician"
		ambience = "event:/DLC/FP4/SFX/Events/Story/apocalyptic_epidemic_mena"
	}
	background = {
		reference = "gfx/interface/illustrations/event_story/fp4_apocalyptic_western.dds"
		environment = "environment_event_study_physician"
		ambience = "event:/DLC/FP4/SFX/Events/Story/apocalyptic_epidemic_western"
	}
}

### EP3

ep3_holy_site_orthodox = {
	background = { # Orthodox generic holy site
		reference = "gfx/interface/illustrations/event_scenes/ep3_holysite_orthodox.dds"
		environment = "environment_ep3_holysite_orthodox"	
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_orthodox_holy_site"
	}
}

ep3_constantinople = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_constantinople.dds"
		environment = "environment_ep3_constantinople"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_constantinople" 
	}
}

ep3_constantinople_riot = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_constantinople_riot.dds"
		environment = "environment_ep3_constantinople_on_fire"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_rioting_constantinople"
	}
}

ep3_hippodrome = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_hippodrome_chariot_race.dds"
		environment = "environment_ep3_chariot_race"
		ambience = "event:/DLC/FP2/SFX/Events/courtyard"
	}
}

ep3_triumph = {
	background = {
		reference = "gfx/interface/illustrations/event_story/ep3_story_constantinople.dds"
		environment = "environment_ep3_constantinople"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_constantinople"
	}
}

ep3_hippodrome_track = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_chariots_track.dds"
		environment = "environment_ep3_chariot_track"
		ambience = "event:/DLC/FP2/SFX/Events/courtyard"
	}
}

ep3_hagia_sophia = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_hagia_sophia.dds"
		environment = "environment_ep3_hagia_sophia"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_hagia_sophia"
	}
}

ep3_byzantine_feast = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_feast_byzantine.dds"
		environment = "environment_ep3_byzantine_feast"
		ambience = "event:/SFX/Events/Backgrounds/corner_of_tavern"
	}
}

ep3_city_gate = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_city_gate.dds"
		environment = "environment_ep3_castle_gates"
		ambience = "event:/DLC/FP2/SFX/Events/courtyard"
	}
}

ep3_mediterranean_estate = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_medi_estate.dds"
		environment = "environment_ep3_family_estate"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_family_estate"
	}
}

ep3_relaxing_room = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_room.dds"
		environment = "environment_ep3_relaxing_room"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_byzantine_relaxing_room"
	}
}

ep3_relaxing_tent = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_tent.dds"
		environment = "environment_ep3_living_tent_interior"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_living_tent_interior"
	}
}

ep3_medi_market = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_medi_market.dds"
		environment = "environment_ep3_medi_market"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_medi_market"
	}
}

# Journey Activity
journey_activity_background = {
	# Most fitting based on special building type
	#EK DISABLED: A bunch of real places.
	#background = {
	#	trigger = {
	#		scope:activity ?= {
	#			activity_location = {
	#				OR = {
	#					has_building_or_higher = holy_site_great_mosque_of_mecca_01
	#				}
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_mecca.dds"
	#	environment = "environment_mecca"
	#	ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day"
	#}
	#background = {
	#	trigger = {
	#		scope:activity ?= {
	#			activity_location = {
	#				OR = {
	#					has_building_or_higher = dome_of_the_rock_01
	#					has_building_or_higher = temple_in_jerusalem_01
	#				}
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_jerusalem.dds"
	#	environment = "environment_jerusalem"
	#	ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day"
	#}
	#background = {
	#	trigger = {
	#		scope:activity ?= {
	#			activity_location = {
	#				OR = {
	#					has_building_or_higher = hagia_sophia_01
	#					has_building_or_higher = hagia_sophia_02
	#				}
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_hagia_sophia.dds"
	#	# TODO_CD_EP3: update environment and ambience
	#	environment = "environment_mecca"
	#	ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day"
	#}
	#background = {
	#	trigger = {
	#		scope:activity ?= {
	#			activity_location = {
	#				OR = {
	#					has_building_or_higher = church_of_the_theotokos
	#					has_building_or_higher = parthenon
	#					has_building_or_higher = hagios_demetrios
	#					has_building_or_higher = saint_lazarus
	#					has_building_or_higher = sumela_monastery_01
	#					has_building_or_higher = sumela_monastery_02
	#					has_building_or_higher = meteora_01
	#					has_building_or_higher = meteora_02
	#					has_building_or_higher = mount_athos_01
	#					has_building_or_higher = mount_athos_02
	#					has_building_or_higher = mount_athos_03
	#					has_building_or_higher = apollinare_nuovo
	#					has_building_or_higher = saint_catherine
	#					has_building_or_higher = jvari_monastery
	#					has_building_or_higher = etchmiadzin_cathedral
	#					has_building_or_higher = cattolica_stilo
	#					has_building_or_higher = hosios_loukas
	#					has_building_or_higher = sofia_ohrid
	#				}
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_holysite_orthodox.dds"
	#	# TODO_CD_EP3: Update environment and ambience
	#	environment = "environment_event_fp3_temple"
	#	ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	#}
	#background = {
	#	trigger = {
	#		scope:activity ?= {
	#			activity_location = {
	#				OR = {
	#					has_building_or_higher = holy_site_imam_ali_mosque_01
	#					has_building_or_higher = holy_site_great_mosque_of_mecca_01
	#					has_building_or_higher = holy_site_great_mosque_of_cordoba_01
	#					has_building_or_higher = holy_site_great_mosque_of_djenne_01
	#					has_building_or_higher = holy_site_great_mosque_of_samarra_01
	#					has_building_or_higher = holy_site_prophetic_mosque_01
	#					has_building_or_higher = the_friday_mosque_01
	#					has_building_or_higher = imam_reza_shrine_01
	#					has_building_or_higher = minarets_and_remains_of_jam_01
	#					has_building_or_higher = tomb_of_cyrus_01
	#					has_building_or_higher = shah_i_zinda_01
	#					has_building_or_higher = shah_i_zinda_02
	#				}
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_mena.dds"
	#	environment = "environment_generic_holy_site_mena"
	#	ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day"
	#}
	#background = {
	#	trigger = {
	#		scope:activity ?= {
	#			activity_location = {
	#				OR = {
	#					has_building_or_higher = holy_site_mahabodhi_temple_01
	#					has_building_or_higher = buddhas_of_bamian_01
	#					has_building_or_higher = brihadeeswarar_temple_01
	#					has_building_or_higher = shwedagon_pagoda_01
	#					has_building_or_higher = ananda_temple_01
	#					has_building_or_higher = khajuraho_01
	#				}
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_indian.dds"
	#	environment = "environment_indian_holy_site"
	#	ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	#}
	#background = {
	#	trigger = {
	#		scope:activity ?= {
	#			activity_location = {
	#				OR = {
	#					has_building_or_higher = holy_site_cologne_cathedral_01
	#					has_building_or_higher = holy_site_canterbury_cathedral_01
	#					has_building_or_higher = holy_site_canterbury_cathedral_02
	#					has_building_or_higher = holy_site_canterbury_cathedral_03
	#					has_building_or_higher = notre_dame_01
	#					has_building_or_higher = temple_of_uppsala_02
	#					has_building_or_higher = lund_cathedral_01
	#					has_building_or_higher = holy_site_basilica_santiago_01
	#				}
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_western.dds"
	#	environment = "environment_western_holy_site"
	#	ambience = "event:/SFX/Events/Backgrounds/temple_christian"
	#}
	#background = {
	#	trigger = {
	#		scope:activity ?= {
	#			activity_location = {
	#				OR = {
	#					has_building_or_higher = heddal_stave_church_01
	#					has_building_or_higher = temple_of_uppsala_01
	#				}
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_tribal.dds"
	#	environment = "environment_event_garden"
	#	ambience = "event:/DLC/FP1/SFX/Events/event_temple"
	#}
	#EK DISABLED END

	# Mining Settlements use Markets
	background = {
		trigger = {
			scope:activity ?= {
				activity_location = {
					has_building_with_flag = travel_point_of_interest_economic
					#EK EDIT: Changing trigger to not use real regions.
					#OR = {
					#	geographical_region = mediteranean_coast
					#	geographical_region = world_asia_minor
					#	culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
					#}
					culture ?= { has_graphical_mediterranean_culture_group_trigger = yes }
					#EK EDIT END
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep3_medi_market.dds"
		# TODO_CD_EP3: update environment and ambience
		environment = "environment_event_courtyard"
		ambience = "event:/DLC/FP2/SFX/Events/courtyard"
	}
	background = {
		trigger = {
			scope:activity ?= {
				activity_location = {
					has_building_with_flag = travel_point_of_interest_economic
					#EK EDIT: Changing trigger to not use real regions and religions.
					#OR = {
					#	geographical_region = graphical_mena
					#	geographical_region = graphical_india
					#	culture ?= { has_building_gfx = iranian_building_gfx }
					#	AND = {
					#		geographical_region = world_europe_west_iberia
					#		faith ?= { religion = religion:islam_religion }
					#	}
					#}
					culture ?= { has_building_gfx = iranian_building_gfx }
					#EK EDIT END
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/market_east.dds"
		environment = "environment_event_market_east"
		ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day"
	}
	background = {
		trigger = {
			scope:activity ?= {
				activity_location = {
					has_building_with_flag = travel_point_of_interest_economic
					province_owner ?= {
						OR = {
							government_has_flag = government_is_clan
							government_has_flag = government_is_tribal
						}
					}
					#EK EDIT: Removing real region.
					#NOT = {
					#	geographical_region = graphical_mena
					#}
					#EK EDIT
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/market_tribal.dds"
		environment = "environment_event_market_tribal"
		ambience = "event:/SFX/Events/Backgrounds/townmarket_day_tribal_pagan"
	}
	background = {
		trigger = {
			scope:activity ?= {
				activity_location = {
					has_building_with_flag = travel_point_of_interest_economic
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/market_west.dds"
		environment = "environment_event_market_west"
		ambience = "event:/SFX/Events/Backgrounds/townmarket_western_day"
	}

	#EK DISABLED: Real places.
	## Mountain-based natural wonder
	#background = {
	#	trigger = {
	#		scope:activity ?= {
	#			activity_location = {
	#				OR = {
	#					has_building_or_higher = rock_of_gibraltar_01
	#					has_building_or_higher = rainbow_mountains_01
	#					has_building_or_higher = mount_damavand_01
	#				}
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep2_travel_mountains.dds"
	#	environment = "environment_travel_mountain_settlement"
	#	ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	#}

	## Desert Lake-based natural wonder
	#background = {
	#	trigger = {
	#		scope:activity ?= {
	#			activity_location = {
	#				OR = {
	#					has_building_or_higher = maharloo_lake_01
	#				}
	#			}
	#		}
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/fp4_legendary_oasis.dds"
	#	environment = "environment_ce1_legendary_oasis"
	#	ambience = "event:/SFX/Events/Backgrounds/FP4/fp4_magic_spring"
	#}
	#EK DISABLED END

	# Nordic
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.culture = {
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_norse_neutral.dds"
		environment = "environment_ep2_tour_arrival_norse_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	# Tribal
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.county.holder = { #Local Host
					OR = {
						should_use_tribal_realm_palace_graphics_trigger = yes
						culture = { has_graphical_steppe_culture_group_trigger = yes }
					}
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_neutral.dds"
		environment = "environment_ep2_tour_arrival_tribal_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	# MENA
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.culture = {
					OR = {
						has_graphical_mena_culture_group_trigger = yes
						has_building_gfx = iranian_building_gfx
					}
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_mena_neutral.dds"
		environment = "environment_ep2_tour_arrival_mena_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	# Iberian
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.culture = {
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_iberian_neutral.dds"
		environment = "environment_ep2_tour_arrival_iberian_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	# Indian
	background = {
		trigger = {
			scope:activity ?= {
				activity_location.culture = {
					has_graphical_india_culture_group_trigger = yes
				}
			}
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_indian_neutral.dds"
		environment = "environment_ep2_tour_arrival_indian_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
	# Western
	background = {
		trigger = {
			always = yes
		}

		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_western_neutral.dds"
		environment = "environment_ep2_tour_arrival_western_neutral" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day"
	}
}

survey_activity_background = {
	#EK DISABLED: No Constantinople.
	#background = {
	#	trigger = {
	#		location.county = title:c_byzantion
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_constantinople.dds"
	#	# TODO_CD_EP3: update environment and ambience
	#	environment = "environment_event_fp2_courtyard" 
	#	ambience = "event:/DLC/FP2/SFX/Events/courtyard" 
	#}
	#EK DISABLED: No Iberian buildings.
	#background = {	#FP2
	#	trigger = {
	#		OR = {
	#			location.culture ?= { has_building_gfx = iberian_building_gfx }
	#			location = { geographical_region = world_europe_west_iberia }
	#		}
	#		location.culture ?= { has_building_gfx = iberian_building_gfx }
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/fp2_courtyard.dds"
	#	environment = "environment_event_fp2_courtyard" 
	#	ambience = "event:/DLC/FP2/SFX/Events/courtyard" 
	#}
	background = {	#Indian Courtyard
		trigger = {
			location.culture ?= { has_graphical_india_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_courtyard_indian.dds"
		environment = "environment_event_bp1_courtyard_indian" 
		ambience = "event:/SFX/Events/Backgrounds/castle_courtyard_western"
	}
	background = {	#MENA Courtyard
		trigger = {
			OR = {
				location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
				location.culture ?= { has_building_gfx = iranian_building_gfx }
				location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_courtyard_mena.dds"
		environment = "environment_event_bp1_courtyard_mena"
		ambience = "event:/SFX/Events/Backgrounds/castle_courtyard_western"
	}
	background = { # Fallback
		reference = "gfx/interface/illustrations/event_scenes/bp2_courtyard.dds"
		environment = "environment_bp2_courtyard"
		ambience = "event:/DLC/FP2/SFX/Events/courtyard" 
	}
}

ep3_medi_study = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_medi_study.dds"
		environment = "environment_ep3_byzantine_study"
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
}

ep3_byzantium_throneroom = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_byzantine_throne_room.dds"
		environment = "environment_ep3_byzantine_throne_room"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_byzantine_throne_room"
	}
}

pivotal_chariots_win_blue = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/chariots_win_blue.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/DLC/EP3/SFX/Events/Event_Moments/ep3_evn_eventmoment_chariot_race_pivotal_moment" 
	}
}

pivotal_chariots_win_green = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/chariots_win_green.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/DLC/EP3/SFX/Events/Event_Moments/ep3_evn_eventmoment_chariot_race_pivotal_moment" 
	}
}

pivotal_chariots_win_red = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/chariots_win_red.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/DLC/EP3/SFX/Events/Event_Moments/ep3_evn_eventmoment_chariot_race_pivotal_moment" 
	}
}

pivotal_chariots_win_white = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/chariots_win_white.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/DLC/EP3/SFX/Events/Event_Moments/ep3_evn_eventmoment_chariot_race_pivotal_moment" 
	}
}

pivotal_chariots_fail = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/chariots_fail_green.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/DLC/EP3/SFX/Events/Event_Moments/ep3_evn_eventmoment_chariot_race_pivotal_moment" 
	}
}

pivotal_chariots_fail_red = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/chariots_fail_red.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/DLC/EP3/SFX/Events/Event_Moments/ep3_evn_eventmoment_chariot_race_pivotal_moment" 
	}
}

pivotal_chariots_fail_white = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/chariots_fail_white.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/DLC/EP3/SFX/Events/Event_Moments/ep3_evn_eventmoment_chariot_race_pivotal_moment" 
	}
}

terrain_settlement = {
	background = { # Farmland, settled
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						terrain = farmlands
					}
				}
			}
			trigger_else = {
				location = {
					terrain = farmlands
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_farm.dds"
		environment = "environment_travel_farmlands"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
	background = { #Desert, settled, unowned
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_desert_trigger = yes
						NOT = { exists = province_owner }
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_desert_trigger = yes
					NOT = { exists = province_owner }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_desert.dds"
		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}
	background = { #Desert, settled, Tribal
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_desert_trigger = yes
						exists = province_owner
						province_owner = { government_has_flag = government_is_tribal }
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_desert_trigger = yes
					exists = province_owner
					province_owner = { government_has_flag = government_is_tribal }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/desert_nomad.dds"
		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}
	background = { #Desert, settled, not Tribal
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_desert_trigger = yes
						exists = province_owner
						NOT = { province_owner = { government_has_flag = government_is_tribal } }
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_desert_trigger = yes
					exists = province_owner
					NOT = { province_owner = { government_has_flag = government_is_tribal } }
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/desert_settlement.dds"
		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}
	background = { #mountains, settled
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_mountains_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_mountains_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_mountains.dds"
		environment = "environment_travel_mountain_settlement"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}
	background = { #steppe, settled
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_wilderness_steppe_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_wilderness_steppe_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_steppe.dds"
		environment = "environment_travel_steppe_settlement"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}
	background = { #plains, settled
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_plains_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_plains_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds"
		environment = "environment_travel_hills_settlement"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
	background = { #hills, settled
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = {
						graphical_hills_trigger = yes
					}
				}
			}
			trigger_else = {
				location = {
					graphical_hills_trigger = yes
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds"
		environment = "environment_travel_hills_settlement"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
	background = { #Fallback, settled
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds"
		environment = "environment_travel_hills_settlement"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
}

terrain_settlement_no_owner = {
	background = { # Farmland, settled
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = { terrain = farmlands }
				}
			}
			trigger_else = {
				location = { terrain = farmlands }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_farm.dds"
		environment = "environment_travel_farmlands"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
	background = { #Desert, settled
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = { 
						OR = {
							graphical_wilderness_desert_trigger = yes
							graphical_drylands_trigger = yes #For now, until we get a settled Drylands version
						}
					}
				}
			}
			trigger_else = {
				location = { 
					OR = {
						graphical_wilderness_desert_trigger = yes
						graphical_drylands_trigger = yes #For now, until we get a settled Drylands version
					}
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_desert.dds"
		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}
	background = { #mountains, settled
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = { graphical_wilderness_mountains_trigger = yes }
				}
			}
			trigger_else = {
				location = { graphical_wilderness_mountains_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_mountains.dds"
		environment = "environment_travel_mountain_settlement"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}
	background = { #steppe, settled
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = { graphical_wilderness_steppe_trigger = yes }
				}
			}
			trigger_else = {
				location = { graphical_wilderness_steppe_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_steppe.dds"
		environment = "environment_travel_steppe_settlement"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}
	background = { #plains, settled
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = { graphical_plains_trigger = yes }
				}
			}
			trigger_else = {
				location = { graphical_plains_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds"
		environment = "environment_travel_hills_settlement"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
	background = { #hills, settled
		trigger = {
			trigger_if = {
				limit = { exists = scope:bg_override_char }
				scope:bg_override_char = {
					location = { graphical_hills_trigger = yes }
				}
			}
			trigger_else = {
				location = { graphical_hills_trigger = yes }
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds"
		environment = "environment_travel_hills_settlement"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
}

ep3_campfire = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_campfire.dds"
		environment = "environment_ep3_camp_fire" 
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_campfire"
	}
}

#When a LAAMP is visiting someone else's study
relaxing_room_location = {
	background = {
		trigger = {
			OR = {
				#location.culture = { has_building_gfx = arabic_group_building_gfx }
				#location.culture = { has_building_gfx = berber_group_building_gfx }
				#location.culture = { has_building_gfx = iberian_building_gfx }
				#location.culture = { has_building_gfx = iranian_building_gfx }
				has_building_gfx = ek_redguard_building_gfx #EK EDIT
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/bp1_relaxing_room_mena.dds"
		environment = "environment_event_bp1_relaxing_room_mena" 
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
	#background = {
	#	trigger = {
	#		location.culture = { has_building_gfx = byzantine_building_gfx }
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_relaxing_room.dds"
	#	environment = "environment_ep3_relaxing_room" 
	#	ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_byzantine_relaxing_room"
	#}
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bp1_relaxing_room_western.dds"
		environment = "environment_event_bp1_relaxing_room_western" 
		ambience = "event:/SFX/Events/Backgrounds/office_workplace"
	}
}

ep3_camp = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_camp_arid_terrain.dds"
		environment = "environment_ep3_arid_camp"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}
}

ep3_camp_night = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_adventurer_background.dds"
		environment = "environment_ep3_army_camp"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_campfire"
	}
}

ep3_military_tent = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep3_military_tent.dds"
		environment = "environment_ep3_military_tent_interior"
		ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_living_tent_interior"
	}
}

#### EP3 Fullscreen Backgrounds ####
ep3_fullscreen_adventurer_positive = {
	background = { # LAAMP landing event
		reference = "gfx/interface/illustrations/event_story/laamp_neutral_mountain.dds"
		environment = "environment_event_study_physician" # added because it is expected in events
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Tours/ep2_event_grand_tour_arrival_neutral" 
	}
}

ep3_fullscreen_adventurer_negative = {
	background = { # LAAMP landing event
		reference = "gfx/interface/illustrations/event_story/laamp_negative_crown.dds"
		environment = "environment_event_study_physician" # added because it is expected in events
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Tours/ep2_event_grand_tour_arrival_suspicious"
	}
}

ep3_fullscreen_restore_rome = {
	background = {
		reference = "gfx/interface/illustrations/event_story/ep3_roman_restoration.dds"
		environment = "environment_event_study_physician" # added because it is expected in events
		ambience = "event:/DLC/EP3/SFX/Stingers/Byzantine_Flavor/ep3_mx_sting_byzantineflavor_become_emperor" 
	}
}

ep3_fullscreen_harrying_of_the_north = {
	background = {
		reference = "gfx/interface/illustrations/event_story/ep3_harrying_of_the_north.dds"
		environment = "environment_event_battlefield"
		ambience = "event:/SFX/Events/Backgrounds/battlefield_gloomy"
	}
}

village_festival = {
	#EK DISABLED: No Byzantines right now.
	#background = { # Byzantium
	#	trigger = {
	#		location.culture ?= { has_building_gfx = byzantine_building_gfx }
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep3_feast_byzantine.dds"
	#	environment = "environment_ep3_byzantine_feast"
	#	ambience = "event:/SFX/Events/Backgrounds/feasthall"
	#}

	background = { #Eastern
		trigger = {
			#EK EDIT: Disabling real region.
			#location = {
			#	geographical_region = graphical_india
			#}
			location.culture ?= { has_graphical_india_culture_group_trigger = yes }
			#EK EDIT END
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_indian.dds"
		environment = "environment_indian_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_feast_india"
	}
	
	background = { # Arabic/Iranian
		trigger = {
			location.culture ?= {
				OR = {
					#EK EDIT: Disabling ununused building groups.
					#has_building_gfx = arabic_group_building_gfx
					#has_building_gfx = berber_group_building_gfx
					#has_building_gfx = iberian_building_gfx
					has_building_gfx = iranian_building_gfx
				}
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_mena.dds"
		environment = "environment_mena_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_feast_mena"
	}

	#EK DISABLED: No steppe buildings for now.
	#background = { # Steppes
	#	trigger = {
	#		location.culture ?= { has_building_gfx = steppe_building_gfx }
	#	}
	#	reference = "gfx/interface/illustrations/event_scenes/ep2_feast_steppe.dds"
	#	environment = "environment_steppe_feast"
	#	ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_steppe"
	#}

	background = { # African
		trigger = {
			location.culture ?= { has_building_gfx = african_building_gfx }
		}
		reference = "gfx/interface/illustrations/event_scenes/ep2_feast_sub_saharan.dds"
		environment = "environment_sub-saharan_feast"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_steppe"
	}

	background = { #Tribal
		trigger = {
			OR = {
				#location.culture ?= { has_building_gfx = norse_building_gfx } #EK DISABLED
				should_use_tribal_realm_palace_graphics_trigger = yes
			}
		}
		reference = "gfx/interface/illustrations/event_scenes/fp1_viking_feast.dds"
		environment = "environment_event_fp1_viking_feast"
		ambience = "event:/DLC/FP1/SFX/Events/event_viking_feast"
	}

	background = { # Fallback / Western
		reference = "gfx/interface/illustrations/event_scenes/ep2_village_festival_western.dds"
		environment = "environment_village_festival"
		ambience = "event:/DLC/EP2/SFX/Events/Backgrounds/evn_background_festival_western"
	}
}



### BP3 ###
bp3_mountain_winter = {
	background = { #Mountains, Winter
		reference = "gfx/interface/illustrations/event_scenes/bp3_mountain_winter.dds"
		environment = "environment_bp3_mountain_winter"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}
}

bp3_steppe_winter = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bp3_steppe_winter.dds"
		environment = "environment_bp3_steppe_winter"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}
}

bp3_wetlands_winter = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bp3_wetlands_winter.dds"
		environment = "environment_bp3_wetlands_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}
}

bp3_plains_winter = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bp3_plains_winter.dds"
		environment = "environment_bp3_plains_winter" 
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}
}

bp3_hills_winter = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bp3_hills_winter.dds"
		environment = "environment_bp3_hills_winter"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_praire"
	}
}

bp3_riverside = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bp3_riverside.dds"
		environment = "environment_bp3_riverside"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}
}

bp3_coast = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/bp3_coast.dds"
		environment = "environment_bp3_coast"
		ambience = "event:/DLC/EP2/SFX/Events/Grand_Activities/Hunts/ep2_event_grand_hunt_waterbank"
	}
}

### MPO ###
mpo_camp_steppe = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/mpo_camp_steppe.dds"
		environment = "environment_mpo_camp_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_camp_steppe"
	}
}

mpo_city_steppe = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/mpo_city_steppe.dds"
		environment = "environment_mpo_city_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_city_steppe"
	}
}

mpo_campfire_steppe = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/mpo_campfire_steppe.dds"
		environment = "environment_mpo_campfire_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_campfire_steppe"
	}
}

mpo_tent_interior_mongol = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/mpo_tent_interior_mongol.dds"
		environment = "environment_mpo_tent_interior_mongol"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_tent_interior_mongol"
	}
}

mpo_steppe_evening = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/mpo_steppe_evening.dds"
		environment = "environment_mpo_steppe_evening"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_steppe_evening"
	}
}

mpo_rural_village_asian = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/mpo_rural_village_asian.dds"
		environment = "environment_mpo_rural_village_asian"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_rural_village_asian"
	}
}

mpo_raid_burning_asian = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/mpo_raid_burning_asian.dds"
		environment = "environment_mpo_raid_burning_asian"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_raid_burning_asian"
	}
}

mpo_hunt_steppe = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/mpo_hunt_steppe.dds"
		environment = "environment_mpo_hunt_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_hunt_steppe"
	}
}

mpo_temple_steppe = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds"
		environment = "environment_mpo_temple_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_temple_steppe"
	}
}

mpo_travel_steppe = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_travel_steppe.dds"
		environment = "environment_travel_steppe_settlement"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}
}

mpo_nomadic_throneroom = {
	background = {
		reference = "gfx/interface/illustrations/main_menu/mpo_frontend_nomad.dds"
		environment = "environment_mpo_frontend_nomad_main"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_nomadic_throneroom"
	}
}

#### MPO Fullscreen Backgrounds ####
mpo_fullscreen_the_great_steppe = {
	background = {
		reference = "gfx/interface/illustrations/event_story/mpo_steppe_region.dds"
		environment = "environment_event_study_physician" # added because it is expected in events
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_steppe_region"
	}
}

mpo_fullscreen_greatest_of_khans = {
	background = {
		reference = "gfx/interface/illustrations/event_story/mpo_greatest_of_khans.dds"
		environment = "environment_event_study_physician" # added because it is expected in events
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_greatest_of_khans"
	}
}

### EK ADDITIONS
cyrodiil_white_gold = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/cyrodiil_white_gold.dds"
		environment = "environment_frontend_west_main"
		ambience = "event:/SFX/Events/Backgrounds/throneroom_western"
	}
}

fp1_mundus_stones = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/fp1_mundus_stones.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}
}

study_necromancer = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/study_necromancer.dds"
		environment = "environment_event_study_necromancer"
		ambience = "event:/SFX/Events/Backgrounds/physicians_office_western"
	}
}

hist_tree = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_tribal.dds"
		environment = "environment_event_garden"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}
}

ocean_night = {
	background = {
		reference = "gfx/interface/illustrations/event_scenes/ocean_night.dds"
		environment = "environment_event_fp1_ocean" 
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}
}

contest_bg_arcane_clash = {
	background = {
		reference = "gfx/interface/illustrations/activity_backgrounds/contest_bg_arcane_clash.dds"
		environment = "environment_ep2_arcane_clash" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_arcane_clash_win = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/arcane_clash_success.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_arcane_clash_neutral = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/arcane_clash_neutral.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}

pivotal_arcane_clash_fail = {
	background = {
		reference = "gfx/interface/illustrations/tournament_contest_illustrations/arcane_clash_fail.dds"
		environment = "environment_event_genericcamp" 
		ambience = "event:/SFX/Events/Backgrounds/camp_generic_day" 
	}
}
#EK ADDITION END
