﻿#"Diplomacy"
ceremony_feudal = {
	show_in_main_hud = yes
	is_shown = {
		OR = {
			house_head ?= { government_is_feudal_trigger = yes }
		}
	}

	# What confederation type does this house prefer?
	confederation_type = house_bloc_ceremony_feudal

	level = {
		cost = {
			prestige = house_aspiration_level_1_cost_value
		}

		powerful_family_member_modifier = {
			negate_diplomacy_penalty_add = 1
		}

		any_house_member_modifier = {
			diplomacy = 1
			monthly_prestige_gain_mult = 0.05
		}

		parameters = {
			ceremony_cheaper_feasts = yes #Do not change this, it is used to check for this house aspiration in many places.
			aspiration_ceremony = yes
			aspiration_level_1 = yes
		}

		ai_score = {
			value = house_aspiration_ceremony_ai_score_value
		}

		can_upgrade = {
			can_upgrade_house_aspiration_trigger = yes
		}
	}

	level = {
		cost = {
			prestige = house_aspiration_level_2_cost_value
		}

		powerful_family_member_modifier = {
			negate_diplomacy_penalty_add = 1
			domicile_monthly_prestige_mult = 0.05
			diplomacy_per_influence_level = 1
		}

		any_house_member_modifier = {
			diplomacy = 1
			monthly_prestige_gain_mult = 0.10
		}

		parameters = {
			aspiration_ceremony = yes
			ceremony_cheaper_feasts = yes
			ceremony_marriage_acceptance = yes
			unlocks_japanese_manor_tea_house = yes
			aspiration_level_2 = yes
		}

		ai_score = {
			value = house_aspiration_ceremony_ai_score_value
		}

		can_upgrade = {
			can_upgrade_house_aspiration_trigger = yes
		}
	}

	level = {
		cost = {
			prestige = house_aspiration_level_3_cost_value
		}

		powerful_family_member_modifier = {
			negate_diplomacy_penalty_add = 1
			domicile_monthly_prestige_mult = 0.05
			diplomacy_per_influence_level = 1
			domicile_monthly_prestige_add = 0.05
			domicile_monthly_prestige_mult = 0.05
			character_max_prestige_level_add = 1
		}

		any_house_member_modifier = {
			diplomacy = 1
			monthly_prestige_gain_mult = 0.15
		}

		parameters = {
			aspiration_ceremony = yes
			ceremony_cheaper_feasts = yes
			ceremony_marriage_acceptance = yes
			unlocks_japanese_manor_tea_house = yes
			ceremony_become_a_poet_decision = yes
			aspiration_level_3 = yes
		}

		ai_score = {
			value = house_aspiration_ceremony_ai_score_value
		}
	}

	cooldown = { years = 5 }

	on_changed = {
		trigger_event = { id = tgp_house_blocs.0010 delayed = yes } # Delayed so message is correct
	}

	illustration = "gfx/interface/icons/culture_pillars/ethos_courtly.dds"
}

#"Manipulation"
determination_feudal = {
	show_in_main_hud = yes
	is_shown = {
		OR = {
			house_head ?= { government_is_feudal_trigger = yes }
		}
	}

	# What confederation type does this house prefer?
	confederation_type = house_bloc_determination_feudal

	level = {
		cost = {
			prestige = house_aspiration_level_1_cost_value
		}

		powerful_family_member_modifier = {
			negate_intrigue_penalty_add = 1
		}

		any_house_member_modifier = {
			intrigue = 1
		}

		parameters = {
			aspiration_determination = yes
			determination_spymaster_task_find_secrets_efficiency = yes #Do not change this, it is used to check for this house aspiration in many places.
			unlocks_japanese_manor_watch_house = yes
			aspiration_level_1 = yes
		}

		ai_score = {
			value = house_aspiration_determination_ai_score_value
		}

		can_upgrade = {
			can_upgrade_house_aspiration_trigger = yes
		}
	}

	level = {
		cost = {
			prestige = house_aspiration_level_2_cost_value
		}

		powerful_family_member_modifier = {
			negate_intrigue_penalty_add = 1
			owned_personal_scheme_success_chance_add = 5
		}

		any_house_member_modifier = {
			intrigue = 1
			mercenary_hire_cost_mult = -0.05
			siege_weapon_recruitment_cost_mult = -0.05
		}

		parameters = {
			aspiration_determination = yes
			determination_spymaster_task_find_secrets_efficiency = yes
			determination_spymaster_task_support_schemes_efficiency = yes
			unlocks_japanese_manor_watchhouse = yes
			aspiration_level_2 = yes
		}

		ai_score = {
			value = house_aspiration_determination_ai_score_value
		}

		can_upgrade = {
			can_upgrade_house_aspiration_trigger = yes
		}
	}

	level = {
		cost = {
			prestige = house_aspiration_level_3_cost_value
		}

		powerful_family_member_modifier = {
			negate_intrigue_penalty_add = 1
			owned_personal_scheme_success_chance_add = 5
			owned_hostile_scheme_success_chance_add = 5
			enemy_hostile_scheme_success_chance_add = -5
		}

		any_house_member_modifier = {
			intrigue = 1
			mercenary_hire_cost_mult = -0.1
			siege_weapon_recruitment_cost_mult = -0.05
			owned_political_scheme_success_chance_add = 5
			siege_weapon_maintenance_mult = -0.05
		}

		parameters = {
			aspiration_determination = yes
			determination_spymaster_task_find_secrets_efficiency = yes
			determination_spymaster_task_support_schemes_efficiency = yes
			unlocks_japanese_manor_watchhouse = yes
			determination_spymaster_task_disrupt_schemes_efficiency = yes
			aspiration_level_3 = yes
		}

		ai_score = {
			value = house_aspiration_determination_ai_score_value
		}
	}

	cooldown = { years = 5 }

	on_changed = {
		trigger_event = { id = tgp_house_blocs.0010 delayed = yes } # Delayed so message is correct
	}

	illustration = "gfx/interface/icons/culture_pillars/ethos_bellicose.dds"
}

#"Learning"
humility_feudal = {
	show_in_main_hud = yes
	is_shown = {
		OR = {
			house_head ?= { government_is_feudal_trigger = yes }
		}
	}

	# What confederation type does this house prefer?
	confederation_type = house_bloc_humility_feudal

	level = {
		cost = {
			prestige = house_aspiration_level_1_cost_value
		}

		powerful_family_member_modifier = {
			learning = 1
		}

		any_house_member_modifier = {
			negate_learning_penalty_add = 1
		}

		parameters = {
			aspiration_humility = yes
			unlocks_japanese_manor_shrine = yes #Do not change this, it is used to check for this house aspiration in many places.
			aspiration_level_1 = yes
		}

		ai_score = {
			value = house_aspiration_humility_ai_score_value
			add = -25 # First level is less attractive (to discourage switching track)
		}

		can_upgrade = {
			can_upgrade_house_aspiration_trigger = yes
		}
	}

	level = {
		cost = {
			prestige = house_aspiration_level_2_cost_value
		}

		powerful_family_member_modifier = {
			learning = 1
			domicile_monthly_piety_mult = 0.1
			domicile_monthly_piety_add = 1
		}

		any_house_member_modifier = {
			negate_learning_penalty_add = 1
			monthly_piety_from_buildings_mult = 0.1
		}

		parameters = {
			aspiration_humility = yes
			unlocks_japanese_manor_shrine = yes
			humility_pilgrimage_discount = yes
			aspiration_level_2 = yes
		}

		ai_score = {
			value = house_aspiration_humility_ai_score_value
		}

		can_upgrade = {
			can_upgrade_house_aspiration_trigger = yes
		}
	}

	level = {
		cost = {
			prestige = house_aspiration_level_3_cost_value
		}

		powerful_family_member_modifier = {
			learning = 1
			domicile_monthly_piety_mult = 0.1
			domicile_monthly_piety_add = 1
			monthly_piety = 1
			character_max_piety_level_add = 1
		}

		any_house_member_modifier = {
			negate_learning_penalty_add = 1
			monthly_piety_from_buildings_mult = 0.1
			stress_loss_per_piety_level = 0.1
			monthly_piety_gain_mult = 0.1
		}

		parameters = {
			aspiration_humility = yes
			unlocks_japanese_manor_shrine = yes
			humility_pilgrimage_discount = yes
			humility_take_the_vows_bonus = yes
			aspiration_level_3 = yes
		}

		ai_score = {
			value = house_aspiration_humility_ai_score_value
		}
	}

	cooldown = { years = 5 }

	on_changed = {
		trigger_event = { id = tgp_house_blocs.0010 delayed = yes } # Delayed so message is correct
	}

	illustration = "gfx/interface/icons/culture_pillars/ethos_spiritual.dds"
}

#"Stewardship"
prosperity_feudal = {
	show_in_main_hud = yes
	is_shown = {
		OR = {
			house_head ?= { government_is_feudal_trigger = yes }
		}
	}

	# What confederation type does this house prefer?
	confederation_type = house_bloc_prosperity_feudal

	level = {
		cost = {
			prestige = house_aspiration_level_1_cost_value
		}

		powerful_family_member_modifier = {
			stewardship = 1
			build_gold_cost = -0.05
		}

		any_house_member_modifier = {
			build_speed = -0.05
		}

		parameters = {
			aspiration_prosperity = yes
			unlocks_japanese_manor_brewery = yes #Do not change this, it is used to check for this house aspiration in many places.
			aspiration_level_1 = yes
		}

		ai_score = {
			value = house_aspiration_prosperity_ai_score_value
			add = -25 # First level is less attractive (to discourage switching track)
		}

		can_upgrade = {
			can_upgrade_house_aspiration_trigger = yes
		}
	}

	level = {
		cost = {
			prestige = house_aspiration_level_2_cost_value
		}

		powerful_family_member_modifier = {
			stewardship = 1
			build_gold_cost = -0.05
			domicile_monthly_gold_add = 1
			domicile_build_gold_cost = -0.1
		}

		any_house_member_modifier = {
			build_speed = -0.05
			development_growth = 0.2
		}

		parameters = {
			aspiration_prosperity = yes
			unlocks_japanese_manor_brewery = yes
			improved_stewardship_court_position_efficiency = yes
			aspiration_level_2 = yes
		}

		ai_score = {
			value = house_aspiration_prosperity_ai_score_value
		}

		can_upgrade = {
			can_upgrade_house_aspiration_trigger = yes
		}
	}

	level = {
		cost = {
			prestige = house_aspiration_level_3_cost_value
		}

		powerful_family_member_modifier = {
			stewardship = 1
			build_gold_cost = -0.05
			domicile_monthly_gold_add = 1
			domicile_build_gold_cost = -0.1
			domicile_monthly_gold_mult = 0.1
		}

		any_house_member_modifier = {
			build_speed = -0.05
			development_growth = 0.2
			tax_mult = 0.02
			city_holding_build_gold_cost = -0.1
		}

		parameters = {
			aspiration_prosperity = yes
			unlocks_japanese_manor_brewery = yes
			improved_stewardship_court_position_efficiency = yes
			aspiration_level_3 = yes
		}

		ai_score = {
			value = house_aspiration_prosperity_ai_score_value
		}
	}

	cooldown = { years = 5 }

	on_changed = {
		trigger_event = { id = tgp_house_blocs.0010 delayed = yes } # Delayed so message is correct
	}

	illustration = "gfx/interface/icons/culture_pillars/ethos_bureaucratic.dds"
}

#"Diplomacy/Stewardship"
service_feudal = {
	show_in_main_hud = yes
	is_shown = {
		OR = {
			house_head ?= { government_is_feudal_trigger = yes }
		}
	}

	# What confederation type does this house prefer?
	confederation_type = house_bloc_service_feudal

	level = {
		cost = {
			prestige = house_aspiration_level_1_cost_value
		}

		powerful_family_member_modifier = {
			negate_stewardship_penalty_add = 1
			monthly_prestige_mult = 0.05
		}

		any_house_member_modifier = {
			stewardship = 1
			diplomacy = 1
		}

		parameters = {
			aspiration_service = yes
			service_house_improved_educator_outcome_chance = yes #Do not change this, it is used to check for this house aspiration in many places.
			unlocks_japanese_manor_archive = yes
			aspiration_level_1 = yes
		}

		ai_score = {
			value = house_aspiration_service_ai_score_value
			add = -25 # First level is less attractive (to discourage switching track)
		}

		can_upgrade = {
			can_upgrade_house_aspiration_trigger = yes
		}
	}

	level = {
		cost = {
			prestige = house_aspiration_level_2_cost_value
		}

		powerful_family_member_modifier = {
			negate_stewardship_penalty_add = 1
			monthly_prestige_mult = 0.1
			stewardship_per_piety_level = 1
			monthly_prestige = 0.1
		}

		any_house_member_modifier = {
			stewardship = 1
			diplomacy = 1
			monthly_influence_mult = 0.05
		}

		parameters = {
			aspiration_service = yes
			service_house_cheaper_influence_candidacy_investments = yes
			# From previous levels
			service_house_improved_educator_outcome_chance = yes
			unlocks_japanese_manor_archive = yes
			aspiration_level_2 = yes
		}

		ai_score = {
			value = house_aspiration_service_ai_score_value
		}

		can_upgrade = {
			can_upgrade_house_aspiration_trigger = yes
		}
	}

	level = {
		cost = {
			prestige = house_aspiration_level_3_cost_value
		}

		powerful_family_member_modifier = {
			negate_stewardship_penalty_add = 1
			monthly_prestige_mult = 0.15
			stewardship_per_piety_level = 1
			monthly_prestige = 0.1
			max_political_schemes_add = 1
			diplomacy_per_piety_level = 1
		}

		any_house_member_modifier = {
			stewardship = 1
			diplomacy = 1
			monthly_prestige_mult = 0.05
		}

		parameters = {
			aspiration_service = yes
			service_house_governor_efficiency_bonus = yes
			# From previous levels
			service_house_improved_educator_outcome_chance = yes
			unlocks_japanese_manor_archive = yes
			service_house_cheaper_influence_candidacy_investments = yes
			aspiration_level_3 = yes
		}

		ai_score = {
			value = house_aspiration_service_ai_score_value
		}
	}

	cooldown = { years = 5 }

	on_changed = {
		trigger_event = { id = tgp_house_blocs.0010 delayed = yes } # Delayed so message is correct
	}

	illustration = "gfx/interface/icons/culture_pillars/ethos_communal.dds"
}

#"Martial"
strength_feudal = {
	show_in_main_hud = yes
	is_shown = {
		OR = {
			house_head ?= { government_is_feudal_trigger = yes }
		}
	}

	# What confederation type does this house prefer?
	confederation_type = house_bloc_strength_feudal

	level = {
		cost = {
			prestige = house_aspiration_level_1_cost_value
		}

		powerful_family_member_modifier = {
			negate_martial_penalty_add = 1
		}

		any_house_member_modifier = {
			martial = 1
			men_at_arms_recruitment_cost = -0.1
		}

		parameters = {
			aspiration_strength = yes
			unlocks_japanese_manor_armory = yes #Do not change this, it is used to check for this house aspiration in many places.
			aspiration_level_1 = yes
		}

		ai_score = {
			value = house_aspiration_strength_ai_score_value
			add = -25 # First level is less attractive (to discourage switching track)
		}

		can_upgrade = {
			can_upgrade_house_aspiration_trigger = yes
		}
	}

	level = {
		cost = {
			prestige = house_aspiration_level_2_cost_value
		}

		powerful_family_member_modifier = {
			negate_martial_penalty_add = 1
			holding_build_gold_cost = -0.1
			army_siege_value_mult = 0.05
		}

		any_house_member_modifier = {
			martial = 1
			men_at_arms_recruitment_cost = -0.1
			army_maintenance_mult = -0.05
		}

		parameters = {
			aspiration_strength = yes
			strength_train_with_troops_decision = yes
			# From previous levels
			unlocks_japanese_manor_armory = yes
			aspiration_level_2 = yes
		}

		ai_score = {
			value = house_aspiration_strength_ai_score_value
		}

		can_upgrade = {
			can_upgrade_house_aspiration_trigger = yes
		}
	}

	level = {
		cost = {
			prestige = house_aspiration_level_3_cost_value
		}

		powerful_family_member_modifier = {
			negate_martial_penalty_add = 1
			holding_build_gold_cost = -0.1
			army_siege_value_mult = 0.05
			men_at_arms_cap = 1
			army_siege_value_mult = 0.05
		}

		any_house_member_modifier = {
			martial = 1
			men_at_arms_recruitment_cost = -0.1
			army_maintenance_mult = -0.05
			army_damage_mult = 0.05
			maa_damage_mult = 0.05
		}

		parameters = {
			aspiration_strength = yes
			# From previous levels
			unlocks_japanese_manor_armory = yes
			strength_train_with_troops_decision = yes
			aspiration_level_3 = yes
		}

		ai_score = {
			value = house_aspiration_strength_ai_score_value
		}
	}

	cooldown = { years = 5 }

	on_changed = {
		trigger_event = { id = tgp_house_blocs.0010 delayed = yes } # Delayed so message is correct
	}

	illustration = "gfx/interface/icons/culture_pillars/ethos_stoic.dds"
}
