estate_generals =
{
	icon = 16
	
	# If true, country will get estate
	trigger = {	
		OR = {
			has_idea = byz_exarch_themata
			has_government_attribute = enables_strategoi_estate
		}
		NOT = { has_government_attribute = is_merchant_republic }
		NOT = { has_reform = pirate_republic_reform }
		NOT = { has_reform = veche_republic }
		NOT = { has_reform = cossacks_reform }
		NOT = { government = native }
		NOT = { has_reform = trading_city }
		NOT = { has_reform = siberian_tribe }
		NOT = { is_revolutionary_republic_trigger = yes }
		NOT = { has_reform = revolutionary_empire_reform }
		NOT = { has_reform = peasants_republic }
		NOT = { has_reform = american_republic }
		NOT = { has_reform = federal_republic }
		OR = {
			NOT = { has_reform = celestial_empire }
			has_dlc = "Mandate of Heaven"
		}
	}

	country_modifier_happy = {
		defensiveness = 0.2
		shock_damage_received = -0.1
		fire_damage_received = -0.1
		garrison_size = 0.25
		byzantine_militarization_gain_modifier = 1
	}
	country_modifier_neutral = {
		defensiveness = 0.2
		byzantine_militarization_gain_modifier = 0.5
	}	
	country_modifier_angry = {			
		defensiveness = -0.4
		shock_damage_received = 0.2
		fire_damage_received = 0.2
		garrison_size = -0.5
		byzantine_militarization_gain_modifier = -1
	}
	
	#New in 1.30. Seems to be a modifier scaled to the percentage of crown land.
	land_ownership_modifier = {
		generals_loyalty_modifier = 0.25 #Normal ones tend to be at 0.2
	}

	province_independence_weight = {
		factor = 1
		modifier = {
			factor = 1.5
			culture_group = owner
			religion_group = owner
		}
		modifier = {
			factor = 1.5
			base_manpower = 5
		}
		modifier = {
			factor = 0.75
			development = 20
		}
		modifier = {
			factor = 0.5
			NOT = { is_state_core = owner }
		}
	}
	
	# Influence modifiers
	base_influence = 20		
	#Up to 50% influence from 9 generals that are NOT ruler/heir. That's the sole reason for the long-ass trigger for EVERY SINGLE ONE of them. Oh well.
	influence_modifier = { #1
		desc = EST_VAL_NUM_OF_GENERALS_ONE
		trigger = {
			if = {
				limit = {
					is_heir_leader = yes
					is_monarch_leader = yes
				}
				num_of_generals = 3
				NOT = { num_of_generals = 4 }
			}
			else_if = {
				limit = {
					OR = {
						is_heir_leader = yes
						is_monarch_leader = yes
					}
				}
				num_of_generals = 2
				NOT = { num_of_generals = 3 }
			}
			else = {
				num_of_generals = 1
				NOT = { num_of_generals = 2 }
			}
		}
		influence = 5
	}
	influence_modifier = { #2
		desc = EST_VAL_NUM_OF_GENERALS_TWO
		trigger = {
			if = {
				limit = {
					is_heir_leader = yes
					is_monarch_leader = yes
				}
				num_of_generals = 4
				NOT = { num_of_generals = 5 }
			}
			else_if = {
				limit = {
					OR = {
						is_heir_leader = yes
						is_monarch_leader = yes
					}
				}
				num_of_generals = 3
				NOT = { num_of_generals = 4 }
			}
			else = {
				num_of_generals = 2
				NOT = { num_of_generals = 3 }
			}
		}
		influence = 10
	}
	influence_modifier = { #3
		desc = EST_VAL_NUM_OF_GENERALS_THREE
		trigger = {
			if = {
				limit = {
					is_heir_leader = yes
					is_monarch_leader = yes
				}
				num_of_generals = 5
				NOT = { num_of_generals = 6 }
			}
			else_if = {
				limit = {
					OR = {
						is_heir_leader = yes
						is_monarch_leader = yes
					}
				}
				num_of_generals = 4
				NOT = { num_of_generals = 5 }
			}
			else = {
				num_of_generals = 3
				NOT = { num_of_generals = 4 }
			}
		}
		influence = 15
	}
	influence_modifier = { #4
		desc = EST_VAL_NUM_OF_GENERALS_FOUR
		trigger = {
			if = {
				limit = {
					is_heir_leader = yes
					is_monarch_leader = yes
				}
				num_of_generals = 6
				NOT = { num_of_generals = 7 }
			}
			else_if = {
				limit = {
					OR = {
						is_heir_leader = yes
						is_monarch_leader = yes
					}
				}
				num_of_generals = 5
				NOT = { num_of_generals = 6 }
			}
			else = {
				num_of_generals = 4
				NOT = { num_of_generals = 5 }
			}
		}
		influence = 20
	}
	influence_modifier = { #5
		desc = EST_VAL_NUM_OF_GENERALS_FIVE
		trigger = {
			if = {
				limit = {
					is_heir_leader = yes
					is_monarch_leader = yes
				}
				num_of_generals = 7
				NOT = { num_of_generals = 8 }
			}
			else_if = {
				limit = {
					OR = {
						is_heir_leader = yes
						is_monarch_leader = yes
					}
				}
				num_of_generals = 6
				NOT = { num_of_generals = 7 }
			}
			else = {
				num_of_generals = 5
				NOT = { num_of_generals = 6 }
			}
		}
		influence = 25
	}
	influence_modifier = { #6
		desc = EST_VAL_NUM_OF_GENERALS_SIX
		trigger = {
			if = {
				limit = {
					is_heir_leader = yes
					is_monarch_leader = yes
				}
				num_of_generals = 8
				NOT = { num_of_generals = 9 }
			}
			else_if = {
				limit = {
					OR = {
						is_heir_leader = yes
						is_monarch_leader = yes
					}
				}
				num_of_generals = 7
				NOT = { num_of_generals = 8 }
			}
			else = {
				num_of_generals = 6
				NOT = { num_of_generals = 7 }
			}
		}
		influence = 30
	}
	influence_modifier = { #7
		desc = EST_VAL_NUM_OF_GENERALS_SEVEN
		trigger = {
			if = {
				limit = {
					is_heir_leader = yes
					is_monarch_leader = yes
				}
				num_of_generals = 9
				NOT = { num_of_generals = 10 }
			}
			else_if = {
				limit = {
					OR = {
						is_heir_leader = yes
						is_monarch_leader = yes
					}
				}
				num_of_generals = 8
				NOT = { num_of_generals = 9 }
			}
			else = {
				num_of_generals = 7
				NOT = { num_of_generals = 8 }
			}
		}
		influence = 35
	}
	influence_modifier = { #8
		desc = EST_VAL_NUM_OF_GENERALS_EIGHT
		trigger = {
			if = {
				limit = {
					is_heir_leader = yes
					is_monarch_leader = yes
				}
				num_of_generals = 10
				NOT = { num_of_generals = 11 }
			}
			else_if = {
				limit = {
					OR = {
						is_heir_leader = yes
						is_monarch_leader = yes
					}
				}
				num_of_generals = 9
				NOT = { num_of_generals = 10 }
			}
			else = {
				num_of_generals = 8
				NOT = { num_of_generals = 9 }
			}
		}
		influence = 40
	}
	influence_modifier = { #9
		desc = EST_VAL_NUM_OF_GENERALS_NINE
		trigger = {
			if = {
				limit = {
					is_heir_leader = yes
					is_monarch_leader = yes
				}
				num_of_generals = 11
				NOT = { num_of_generals = 12 }
			}
			else_if = {
				limit = {
					OR = {
						is_heir_leader = yes
						is_monarch_leader = yes
					}
				}
				num_of_generals = 10
				NOT = { num_of_generals = 11 }
			}
			else = {
				num_of_generals = 9
				NOT = { num_of_generals = 10 }
			}
		}
		influence = 45
	}
	influence_modifier = { #10
		desc = EST_VAL_NUM_OF_GENERALS_TEN_OR_MORE
		trigger = {
			if = {
				limit = {
					is_heir_leader = yes
					is_monarch_leader = yes
				}
				num_of_generals = 12
			}
			else_if = {
				limit = {
					OR = {
						is_heir_leader = yes
						is_monarch_leader = yes
					}
				}
				num_of_generals = 11
			}
			else = {
				num_of_generals = 10
			}
		}
		influence = 50
	}
	#Well-developed theme capital
	influence_modifier = {	
		desc = EST_VAL_HIGH_DEVELOPMENT_THEME_CAPITAL
		trigger = {
			any_owned_province = {
				estate_generals_is_theme_capital_trigger = yes
				development = 20
			}
			NOT = { #To prevent this existing when very-well developed theme capital is in effect
				any_owned_province = {
					estate_generals_is_theme_capital_trigger = yes
					development = 30
				}
			}
		}
		influence = 5
	}
	#Very well-developed theme capital
	influence_modifier = {	
		desc = EST_VAL_VERY_HIGH_DEVELOPMENT_THEME_CAPITAL
		trigger = {
			any_owned_province = {
				estate_generals_is_theme_capital_trigger = yes
				development = 30
			}
		}
		influence = 10
	}
	#Small army
	influence_modifier = {	
		desc = EST_VAL_SMALL_ARMY
		trigger = {
			NOT = { army_size_percentage = 0.5 }
			army_size_percentage = 0.25
		}
		influence = -5
	}
	#Very small army
	influence_modifier = {	
		desc = EST_VAL_VERY_SMALL_ARMY
		trigger = {
			NOT = { army_size_percentage = 0.25 }
		}
		influence = -10
	}
	#Has established Varangian Guard
	influence_modifier = {	
		desc = EST_VAL_VARANGIAN_GUARD
		trigger = {
			has_country_flag = br_varangian_guard_enabled
		}
		influence = -5
	}
	#Very few Thema
	influence_modifier = {	
		desc = EST_VAL_VERY_FEW_THEMA
		trigger = {
			NOT = {
				num_of_owned_provinces_with = {
					value = 15
					estate_generals_is_theme_capital_trigger = yes
				}
			}
		}
		influence = 20
	}
	#Few Thema
	influence_modifier = {	
		desc = EST_VAL_FEW_THEMA
		trigger = {
			num_of_owned_provinces_with = {
				value = 15
				estate_generals_is_theme_capital_trigger = yes
			}
			NOT = {
				num_of_owned_provinces_with = {
					value = 30
					estate_generals_is_theme_capital_trigger = yes
				}
			}
		}
		influence = 10
	}
	#Many Thema
	influence_modifier = {	
		desc = EST_VAL_MANY_THEMA
		trigger = {
			num_of_owned_provinces_with = {
				value = 45
				estate_generals_is_theme_capital_trigger = yes
			}
			NOT = {
				num_of_owned_provinces_with = {
					value = 60
					estate_generals_is_theme_capital_trigger = yes
				}
			}
		}
		influence = -10
	}
	#Very many Thema
	influence_modifier = {	
		desc = EST_VAL_VERY_MANY_THEMA
		trigger = {
			num_of_owned_provinces_with = {
				value = 60
				estate_generals_is_theme_capital_trigger = yes
			}
		}
		influence = -20
	}
		
	# Influence modifiers from Events:
	influence_modifier = {
		desc = EST_VAL_OTHER_ESTATE_IN_POWER
		trigger = {
			OR = {
				has_disaster = estate_church_disaster
				has_disaster = estate_burghers_disaster
				has_disaster = estate_nobility_disaster
			}
		}	
		influence = -40
	}
		
	# Loyalty modifiers
	loyalty_modifier = {
		desc = EST_VAL_OTHER_ESTATE_IN_POWER_LOY
		trigger = {
			OR = {
				has_disaster = estate_church_disaster
				has_disaster = estate_burghers_disaster
				has_disaster = estate_nobility_disaster
			}
		}
		loyalty = -20
	}
	
	# Alternative naming of estates
	custom_name = {
		desc = estate_strategoi
		trigger = {
			tag = BYZ
		}
	}
	
	color = { 50 0 100 }
	
	privileges = {
		estate_generals_land_rights
		estate_generals_autonomous_defences
		estate_generals_settled_armies
		estate_generals_promote_to_katepano
		estate_generals_military_parades
		estate_generals_dynastic_support
		estate_generals_pike_formation_training
		estate_generals_combined_arms_training
		estate_generals_flintlock_musket_training
		estate_generals_bring_to_court
	}
	
	agendas = {
		estate_generals_develop_theme_capital_x
		estate_generals_build_army_building_in_y
		estate_generals_build_fort_building_in_y
		estate_generals_hire_a_general
		estate_generals_update_fort_building_in_theme_capital_x
		estate_generals_fortify_theme_capital_x
		estate_generals_soldier_households_in_theme_capital_x
		estate_generals_two_privileges
	}
	influence_from_dev_modifier = 0.667
	
}