﻿#EK NOTE: perks grant xp on unlock for certain cultures
### STEWARDSHIP - DOMAIN PERKS


# Tax Man
tax_man_perk = {
	lifestyle = stewardship_lifestyle
	tree = domain
	position = { 0 0 }
	icon = node_stewardship
	
	auto_selection_weight = {
		value = 11
		if = {
			limit = {
				has_education_stewardship_trigger = yes
			}
			add = 1989
		}
		if = {
			limit = {
				has_focus = stewardship_domain_focus
			}
			multiply = 5
		}
		if = {
			limit = {
				can_start_new_lifestyle_tree_trigger = no
				NOT = { has_perk = cutting_corners_perk }
			}
			multiply = 0
		}
	}
	
	name = {
		first_valid = {
			triggered_desc = {
				trigger = { is_landless_adventurer = yes }
				desc = tax_man_perk_adventurer_name
			}
			triggered_desc = {
				trigger = { NOT = { exists = this } }
				desc = tax_man_perk_male_name
			}
			triggered_desc = {
				trigger = { is_female = yes }
				desc = tax_man_perk_female_name
			}
			desc = tax_man_perk_male_name
		}
	}
	
	government_character_modifier = {
		flag = government_is_landless_adventurer
		domicile_monthly_gold_add = 0.5
		domicile_build_gold_cost = -0.1
	}
	
	government_character_modifier = {
		flag = government_is_nomadic
		domicile_monthly_herd_add = 3
	}
	
	effect = {
		if = {
			limit = {
				NOT = { government_has_flag = government_is_landless_adventurer }
			}
			custom_description_no_bullet = {
				text = tax_man_perk_effect
			}
		}
		#EK ADDITION: xp for unlocking perk
		if = {
			limit = { culture = { has_cultural_parameter = architect_xp_rebate } }
			add_stewardship_lifestyle_xp = 330
		}
	}
}


# Defensive Measures
defensive_measures_perk = {
	lifestyle = stewardship_lifestyle
	tree = domain
	position = { 0 1 }
	icon = node_stewardship
	
	parent = tax_man_perk

	name = {
		first_valid = {
			triggered_desc = {
				trigger = { is_landless_adventurer = yes }
				desc = defensive_measures_perk_adventurer_name
			}
			desc = defensive_measures_perk_name
		}
	}
	
	government_character_modifier = {
		flag = government_is_landless_adventurer
		invert_check = yes
		garrison_size = 0.2
		additional_fort_level = 1
	}
	
	government_character_modifier = {
		flag = government_is_landless_adventurer
		domicile_travel_speed = 0.25
		character_travel_speed_mult = 0.25
	}

	effect = {
		if = {
			limit = {
				NOT = { government_has_flag = government_is_landless_adventurer }
			}
			custom_description_no_bullet = { text = unlocks_truce_purchasing_interaction_desc }
		}
		#EK ADDITION: xp for unlocking perk
		if = {
			limit = { culture = { has_cultural_parameter = architect_xp_rebate } }
			add_stewardship_lifestyle_xp = 330
		}
	}
}


# Efficient Muster Rolls
organized_muster_rolls_perk = {
	lifestyle = stewardship_lifestyle
	tree = domain
	position = { 0 2 }
	icon = node_stewardship
	
	parent = defensive_measures_perk

	name = {
		first_valid = {
			triggered_desc = {
				trigger = { is_landless_adventurer = yes }
				desc = organized_muster_rolls_perk_adventurer_name
			}
			desc = organized_muster_rolls_perk_name
		}
	}
	
	government_character_modifier = {
		flag = government_is_landless_adventurer
		invert_check = yes
		levy_reinforcement_rate = 1
	}
	government_character_modifier = {
		flag = government_is_nomadic
		herd_conversion = 0.02
	}

	effect = {
		if = {
			limit = {
				government_has_flag = government_is_landless_adventurer
			}	
			custom_tooltip = {
				text = adventurer_organized_muster_rolls_perk_effect
			}
		}
		#EK ADDITION: xp for unlocking perk
		if = {
			limit = { culture = { has_cultural_parameter = architect_xp_rebate } }
			add_stewardship_lifestyle_xp = 330
		}
	}
}


# Cutting Corners
cutting_corners_perk = {
	lifestyle = stewardship_lifestyle
	tree = domain
	position = { 2 0 }
	icon = node_stewardship

	name = {
		first_valid = {
			triggered_desc = {
				trigger = { is_landless_adventurer = yes }
				desc = cutting_corners_perk_adventurer_name
			}
			triggered_desc = {
				trigger = { government_has_flag = government_is_nomadic }
				desc = cutting_corners_perk_nomadic_name
			}
			desc = cutting_corners_perk_name
		}
	}
	
	auto_selection_weight = {
		value = 10
		if = {
			limit = {
				has_education_stewardship_trigger = yes
			}
			add = 1989
		}
		if = {
			limit = {
				has_focus = stewardship_domain_focus
			}
			multiply = 5
		}
		if = {
			limit = {
				can_start_new_lifestyle_tree_trigger = no
				NOT = { has_perk = tax_man_perk }
			}
			multiply = 0
		}
	}
	
	government_character_modifier = {
		flag = government_is_landless_adventurer
		invert_check = yes
		holding_build_gold_cost = -0.05
		holding_build_piety_cost = -0.05
		holding_build_prestige_cost = -0.05
		build_gold_cost = -0.05
		build_piety_cost = -0.05
		build_prestige_cost = -0.05
		domicile_build_gold_cost = -0.05
	}
	government_character_modifier = {
		flag = government_is_nomadic
		domicile_build_gold_cost = -0.1
	}

	effect = {
		if = {
			limit = {
				government_has_flag = government_is_landless_adventurer
			}	
			custom_tooltip = {
				text = adventurer_cutting_corners_perk_effect
			}
		}
		#EK ADDITION: xp for unlocking perk
		if = {
			limit = { culture = { has_cultural_parameter = architect_xp_rebate } }
			add_stewardship_lifestyle_xp = 330
		}
	}
}


# Professional Workforce
professional_workforce_perk = {
	lifestyle = stewardship_lifestyle
	tree = domain
	position = { 2 1 }
	icon = node_stewardship
	
	parent = cutting_corners_perk

	name = {
		first_valid = {
			triggered_desc = {
				trigger = { is_landless_adventurer = yes }
				desc = professional_workforce_perk_adventurer_name
			}
			desc = professional_workforce_perk_name
		}
	}
	
	government_character_modifier = {
		flag = government_is_landless_adventurer
		invert_check = yes
		build_speed = -0.3
		holding_build_speed = -0.3
	}
	
	government_character_modifier = {
		flag = government_is_nomadic
		domicile_build_speed = -0.3
	}

	effect = {
		if = {
			limit = {
				government_has_flag = government_is_landless_adventurer
			}	
			custom_tooltip = {
				text = professional_workforce_perk_effect
			}
		}
		#EK ADDITION: xp for unlocking perk
		if = {
			limit = { culture = { has_cultural_parameter = architect_xp_rebate } }
			add_stewardship_lifestyle_xp = 330
		}
	}
}


# Centralization
centralization_perk = {
	lifestyle = stewardship_lifestyle
	tree = domain
	position = { 2 2 }
	icon = node_stewardship
	
	parent = professional_workforce_perk

	name = {
		first_valid = {
			triggered_desc = {
				trigger = { is_landless_adventurer = yes }
				desc = centralization_perk_adventurer_name
			}
			desc = centralization_perk_name
		}
	}
	
	government_character_modifier = {
		flag = government_is_landless_adventurer
		invert_check = yes
		character_capital_county_monthly_development_growth_add = 0.3
	}
	government_character_modifier = {
		flag = government_is_nomadic
		herd_gain_mult = 0.15
	}

	effect = {
		if = {
			limit = {
				government_has_flag = government_is_landless_adventurer
			}	
			custom_tooltip = {
				text = adventurer_centralization_perk_effect
			}
		}
		#EK ADDITION: xp for unlocking perk
		if = {
			limit = { culture = { has_cultural_parameter = architect_xp_rebate } }
			add_stewardship_lifestyle_xp = 330
		}
	}
}


# Popular Figurehead
popular_figurehead_perk = {
	lifestyle = stewardship_lifestyle
	tree = domain
	position = { 1 3 }
	icon = node_stewardship
	
	parent = organized_muster_rolls_perk
	parent = centralization_perk

	name = {
		first_valid = {
			triggered_desc = {
				trigger = { is_landless_adventurer = yes }
				desc = popular_figurehead_perk_adventurer_name
			}
			desc = popular_figurehead_perk_name
		}
	}
	
	government_character_modifier = {
		flag = government_is_landless_adventurer
		invert_check = yes
		county_opinion_add = 50
	}

	effect = {
		if = {
			limit = {
				government_has_flag = government_is_landless_adventurer
			}	
			custom_tooltip = {
				text = adventurer_popular_figurehead_perk_effect
			}
		}
		#EK ADDITION: xp for unlocking perk
		if = {
			limit = { culture = { has_cultural_parameter = architect_xp_rebate } }
			add_stewardship_lifestyle_xp = 330
		}
	}
}


# Divided Attention
divided_attention_perk = {
	lifestyle = stewardship_lifestyle
	tree = domain
	position = { 1 4 }
	icon = node_stewardship
	
	parent = popular_figurehead_perk

	name = {
		first_valid = {
			triggered_desc = {
				trigger = { is_landless_adventurer = yes }
				desc = divided_attention_perk_adventurer_name
			}
			desc = divided_attention_perk_name
		}
	}
	
	government_character_modifier = {
		flag = government_is_administrative
		domicile_build_speed = -0.1
	}
	government_character_modifier = {
		flag = government_is_landless_adventurer
		invert_check = yes
		domain_limit = 2
	}
	government_character_modifier = {
		flag = government_is_nomadic
		domain_limit_min = 1
		domain_limit_max = 1
	}
	government_character_modifier = {
		flag = government_is_landless_adventurer
		domicile_monthly_gold_add = 0.5
	}

	effect = {
		if = {
			limit = {
				government_has_flag = government_is_landless_adventurer
			}	
			custom_tooltip = {
				text = adventurer_divided_attention_perk_effect
			}
		}
		#EK ADDITION: xp for unlocking perk
		if = {
			limit = { culture = { has_cultural_parameter = architect_xp_rebate } }
			add_stewardship_lifestyle_xp = 330
		}
	}
}


# Architect
architect_perk = {
	lifestyle = stewardship_lifestyle
	tree = domain
	position = { 1 5 }
	icon = trait_architect
	
	parent = divided_attention_perk
	
	trait = architect
	effect = {
		add_trait_force_tooltip = architect
		#EK ADDITION: xp for unlocking perk
		if = {
			limit = { culture = { has_cultural_parameter = architect_xp_rebate } }
			add_stewardship_lifestyle_xp = 500
		}
	}
}
