estate_exarches =
{
	icon = 17
	
	# Used for when declaring independence
	independence_government = monarchy
	starting_reform = exarchate_reform
	independence_tech_group = eastern

	province_independence_weight = {
		factor = 1
		modifier = {
			factor = 2
			province_distance = {
				who = 151
				distance = 250 #Arbitrary
			}
		}
		modifier = {
			factor = 2
			province_distance = {
				who = 151
				distance = 500 #Arbitrary
			}
		}
		modifier = {
			factor = 2
			province_distance = {
				who = 151
				distance = 750 #Arbitrary
			}
		}
	}
	
	# If true, country will get estate
	trigger = {	
		has_government_attribute = enables_exarches_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 = {
		land_forcelimit_modifier = 0.2
		naval_forcelimit_modifier = 0.2
		global_unrest = -2
		global_autonomy = -0.05
	}
	country_modifier_neutral = {
		state_maintenance_modifier = 1
	}	
	country_modifier_angry = {
		state_maintenance_modifier = 5
		land_forcelimit_modifier = -0.4
		naval_forcelimit_modifier = -0.4
		global_autonomy = 0.1
	}
	
	# These do not scale, but only applied in provinces owned by the estate
	# province_modifier_happy = {
		# local_development_cost = -0.33 #Regional capitals should get a hefty development cost modifier.
		# local_build_cost = -0.33
		# local_state_maintenance_modifier = -0.5	
	# }
	# province_modifier_neutral = {
		# local_state_maintenance_modifier = 0.5
	# }	
	# province_modifier_angry = {
		# local_unrest = 5
		# local_state_maintenance_modifier = 1
	# }
	
	#New in 1.30. Seems to be a modifier scaled to the percentage of crown land.
	land_ownership_modifier = {
		exarches_loyalty_modifier = 0.50 #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
	
	# 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_exarchoi
		trigger = {
			tag = BYZ
		}
	}
	
	# Does the AI want to give any extra territory beyond the minimum?
	# No.
	
	color = { 100 0 60 } #Semi-tyrian Purple
	
	privileges = {
		estate_exarches_land_rights
		estate_exarches_integrated_viceroys
		estate_exarches_establish_new_viceroy_seat
		estate_exarches_dynastic_exarches
		estate_exarches_autonomous_exarches
		estate_exarches_court_advisors
	}
	
	agendas = {
		#None at the moment, TODO.	
	}
	influence_from_dev_modifier = 3.0
}