﻿tradition_apocalypse_horsemen = {
	category = regional

	layers = {
		0 = martial
		1 = steppe
		4 = iron_cavalry.dds
	}

	is_shown = {
		has_cultural_pillar = heritage_hunnic
	}

	can_pick = {
		culture_not_pacifistic_trigger = yes
		scope:character = {
			government_has_flag = government_is_nomadic
		}
		has_title = title = e_hunnic_empire
	}
	
	parameters = {
		unlock_maa_hunnic_horsemen = yes
		prowess_from_martial_education = yes
		stalwart_leader_non_admin_duels = yes
		culture_can_raid_over_land_even_if_feudal_no_restrictions = yes
		more_likely_to_leave_court = yes
		unlocks_contract_assistance = yes
		unlock_voluntary_laampdom = yes
		more_likely_to_be_laamps = yes
	}
	character_modifier = {
		greek_opinion = -10
		italian_opinion = -10
		archer_cavalry_damage_mult = 0.2
		archer_cavalry_pursuit_mult = 0.2
		movement_speed = 0.2
		character_travel_speed_mult = 0.1
		movement_speed_land_raiding = 0.1
	}
	
	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				multiply = 4
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}
			if = {
				limit = {
					has_cultural_pillar = heritage_mongolic
				}
				multiply = {
					value = 0.5
					desc = heritage_mongolic_name
				}
			}
			
			if = {
				limit = {
					culture_tradition_reduction_trigger = { TRADITION = tradition_mpo_wolves_of_the_deep_steppe }
				}
				multiply = {
					value = 0.5
					desc = inspired_by_culture_desc
				}
			}

			multiply = tradition_replacement_cost_if_relevant
		}
	}
	
	ai_will_do = {
		value = 200
		if = {
			limit = { # Reduce chance slightly if the culture has access to other "cavalry" types
				OR = {
					has_innovation = innovation_war_camels
					has_innovation = innovation_elephantry
				}
			}
			multiply = 0.4
		}
		else_if = {
			limit = {
				scope:character ?= {
					ai_has_warlike_personality = yes
				}
			}
			multiply = 4
		}
	}
}