estate_knightly_orders = 
{
	icon = 18
	
	# If true, country will get estate
	trigger = {	
		always = no #Disabled currently. Might repurpose eventually because the icon is damn nice.
		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 = {
		mercenary_discipline = 0.2
		merc_maintenance_modifier = -1 #Vanilla has a base +150%, so this negates about... 40% of the cost on its own. A bit more if other modifiers are applied
		loot_amount = 0.33
		mercenary_manpower = 0.33
	}
	country_modifier_neutral = {
		mercenary_manpower = 1
	}	
	country_modifier_angry = {	
		mercenary_discipline = -0.4
		merc_maintenance_modifier = 2 
		mercenary_manpower = -0.66
		loot_amount = -0.66
	}
	
	# These do not scale, but only applied in provinces owned by the estate
	# province_modifier_happy = {
		# regiment_recruit_speed = -0.5
		# #How do these actually work??
		# local_hostile_movement_speed = 0.25
		# local_friendly_movement_speed = -0.25
	# }
	# province_modifier_neutral = {
		# regiment_recruit_speed = -0.5
	# }	
	# province_modifier_angry = {
		# regiment_recruit_speed = 0.5
		# #How do these actually work??
		# local_hostile_movement_speed = -0.25
		# local_friendly_movement_speed = 0.25
	# }
	
	#New in 1.30. Seems to be a modifier scaled to the percentage of crown land.
	land_ownership_modifier = {
		knightly_orders_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 = 5		
	#Well-developed Knightly Seat
	# influence_modifier = {	
		# desc = EST_VAL_HIGH_DEVELOPMENT_KNIGHTLY_SEAT
		# trigger = {
			# any_owned_province = {
				# has_estate = estate_knightly_orders
				# development = 20
			# }
			# NOT = { #To prevent this existing when very-well developed theme capital is in effect
				# any_owned_province = {
					# has_estate = estate_knightly_orders
					# development = 30
				# }
			# }
		# }
		# influence = 5
	# }
	# #Very well-developed Knightly Seat
	# influence_modifier = {	
		# desc = EST_VAL_VERY_HIGH_DEVELOPMENT_KNIGHTLY_SEAT
		# trigger = {
			# any_owned_province = {
				# has_estate = estate_knightly_orders
				# development = 30
			# }
		# }
		# influence = 10
	# }
	#% Mercenaries
	influence_modifier = {	
		desc = EST_VAL_FEW_MERCENARIES
		trigger = {
			num_of_mercenaries = 5
			NOT = {
				num_of_mercenaries = 20
			}
		}
		influence = 5
	}
	influence_modifier = {	
		desc = EST_VAL_SOME_MERCENARIES
		trigger = {
			num_of_mercenaries = 25
			NOT = {
				num_of_mercenaries = 45
			}
		}
		influence = 10
	}
	influence_modifier = {	
		desc = EST_VAL_MANY_MERCENARIES
		trigger = {
			num_of_mercenaries = 45
			NOT = {
				num_of_mercenaries = 70
			}
		}
		influence = 15
	}
	influence_modifier = {	
		desc = EST_VAL_VERY_MANY_MERCENARIES
		trigger = {
			num_of_mercenaries = 70
		}
		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
	# No.
	
	# Does the AI want to give any extra territory beyond the minimum?
	# No.
	
	color = { 255 255 150 } #Light yellow/beige
	
	privileges = {
		
	}
	
	agendas = {
		
	}
	influence_from_dev_modifier = 1.0
	
	# Special interactions
	
	#Donate to Crusader Orders
	# interaction = {
		# name = "DONATE_TO_CRUSADERS"
		# icon = 7
		
		# years_between_use = 10
		
		# potential = {
			# NOT = { has_disaster = estate_nobility_disaster }
			# NOT = { has_disaster = estate_burghers_disaster }
			# NOT = { has_disaster = estate_church_disaster }
		# }
		
		# trigger = {
			# always = yes
		# }
		
		# effect = {
			# add_years_of_income = -0.25
			# add_estate_loyalty = {
				# estate = estate_knightly_orders
				# loyalty = 15
			# }
		# }
		
		# ai_will_do = {
			# factor = 1
			# modifier = {
				# factor = 0
				# NOT = { years_of_income = 0.5 }				
			# }
			# modifier = {
				# factor = 0
				# estate_loyalty = {
					# estate = estate_knightly_orders
					# loyalty = 40
				# }
			# }			
		# }		
	# }
	
	# #Recruit Minister (Note: Uses vanilla localisation for both interaction name and nobility influence modifier)
	# interaction = {
		# name = "RECRUIT_MINISTER"
		# icon = 24
		
		# years_between_use = 30
		
		# potential = {
			# NOT = { has_disaster = estate_church_disaster }
			# NOT = { has_disaster = estate_burghers_disaster }
			# NOT = { has_disaster = estate_nobility_disaster }
		# }
		
		# trigger = {
			# estate_influence = {
				# estate = estate_knightly_orders
				# influence = 40
			# }
		# }
		
		# effect = {
			# hidden_effect = {
				# random_owned_province = {
					# limit = {
						# has_estate = estate_knightly_orders
					# }
					# save_event_target_as = knightly_orders_estate_province
				# }
			# }
			# if = {
				# limit = {
					# monthly_income = 25
					# has_saved_event_target = knightly_orders_estate_province
				# }
				# define_advisor = {
					# type = master_recruiter
					# skill = 3
					# culture = event_target:knightly_orders_estate_province
					# religion = event_target:knightly_orders_estate_province
					# location = event_target:knightly_orders_estate_province
					# discount = yes
				# }
			# }
			# else_if = {
				# limit = {
					# monthly_income = 25
					# NOT = { has_saved_event_target = knightly_orders_estate_province }
				# }
				# define_advisor = {
					# type = master_recruiter
					# skill = 3
					# discount = yes
				# }
			# }
			# else_if = {
				# limit = {
					# NOT = { monthly_income = 25 }
					# has_saved_event_target = knightly_orders_estate_province
				# }
				# define_advisor = {
					# type = master_recruiter
					# skill = 2
					# discount = yes
					# culture = event_target:knightly_orders_estate_province
					# religion = event_target:knightly_orders_estate_province
					# location = event_target:knightly_orders_estate_province
				# }
			# }
			# else_if = {
				# limit = {
					# NOT = { monthly_income = 25 }
					# NOT = { has_saved_event_target = knightly_orders_estate_province }
				# }
				# define_advisor = {
					# type = master_recruiter
					# skill = 2
					# discount = yes
				# }
			# }
			# add_estate_influence_modifier = {
				# estate = estate_knightly_orders
				# desc = EST_VAL_NOBLES_MINISTER
				# influence = 15
				# duration = 10950
			# }
			# add_estate_loyalty = {
				# estate = estate_nobles
				# loyalty = -5
			# }
		# }
	# }
	
	# #Perform a forceful inquisition
	# interaction = {
		# name = "FORCEFUL_INQUISITION"
		# icon = 12
		
		# years_between_use = 10
		
		# potential = {
			# NOT = { has_disaster = estate_nobility_disaster }
			# NOT = { has_disaster = estate_burghers_disaster }
			# NOT = { has_disaster = estate_church_disaster }
		# }
		
		# trigger = {
			# any_owned_province = {
				# NOT = { religion = ROOT }
				# base_tax = 2
				# base_production = 2
				# base_manpower = 2
				# province_has_no_religious_center_modifier_trigger = yes
			# }
			# estate_influence = {
				# estate = estate_knightly_orders
				# influence = 30
			# }
		# }
		
		# effect = {
			# if = {
				# limit = {
					# estate_influence = {
						# estate = estate_knightly_orders
						# influence = 90
					# }
				# }
				# random_owned_province = {
					# limit = {
						# base_tax = 2
						# base_production = 2
						# base_manpower = 2
						# NOT = { religion = ROOT }
						# province_has_no_religious_center_modifier_trigger = yes
					# }
					# change_religion = ROOT
					# add_base_tax = -1
					# add_base_production = -1
					# add_base_manpower = -1
				# }
			# }
			# if = {
				# limit = {
					# estate_influence = {
						# estate = estate_knightly_orders
						# influence = 75
					# }
				# }
				# random_owned_province = {
					# limit = {
						# base_tax = 2
						# base_production = 2
						# base_manpower = 2
						# NOT = { religion = ROOT }
						# province_has_no_religious_center_modifier_trigger = yes
					# }
					# change_religion = ROOT
					# add_base_tax = -1
					# add_base_production = -1
					# add_base_manpower = -1
				# }
			# }
			# if = {
				# limit = {
					# estate_influence = {
						# estate = estate_knightly_orders
						# influence = 60
					# }
				# }
				# random_owned_province = {
					# limit = {
						# base_tax = 2
						# base_production = 2
						# base_manpower = 2
						# NOT = { religion = ROOT }
						# province_has_no_religious_center_modifier_trigger = yes
					# }
					# change_religion = ROOT
					# add_base_tax = -1
					# add_base_production = -1
					# add_base_manpower = -1
				# }
			# }
			# if = {
				# limit = {
					# estate_influence = {
						# estate = estate_knightly_orders
						# influence = 45
					# }
				# }
				# random_owned_province = {
					# limit = {
						# base_tax = 2
						# base_production = 2
						# base_manpower = 2
						# NOT = { religion = ROOT }
						# province_has_no_religious_center_modifier_trigger = yes
					# }
					# change_religion = ROOT
					# add_base_tax = -1
					# add_base_production = -1
					# add_base_manpower = -1
				# }
			# }
			# random_owned_province = {
				# limit = {
					# base_tax = 2
					# base_production = 2
					# base_manpower = 2
					# NOT = { religion = ROOT }
					# province_has_no_religious_center_modifier_trigger = yes
				# }
				# change_religion = ROOT
				# add_base_tax = -1
				# add_base_production = -1
				# add_base_manpower = -1
			# }
			# add_estate_influence_modifier = {
				# estate = estate_knightly_orders
				# desc = EST_VAL_FORCEFUL_INQUISITION
				# influence = 10
				# duration = 3650
			# }
		# }
		
		# ai_will_do = {
			# factor = 0			
		# }		
	# }
	
	# #Establish a new Crusader Order
	# interaction = {
		# name = "ESTABLISH_NEW_ORDER"
		# icon = 40
		
		# years_between_use = 15
		
		# potential = {
			# NOT = { has_disaster = estate_nobility_disaster }
			# NOT = { has_disaster = estate_burghers_disaster }
			# NOT = { has_disaster = estate_church_disaster }
		# }
		
		# trigger = {
			# any_owned_province = {
				# has_estate = estate_knightly_orders
			# }
		# }
		
		# effect = {
			# random_owned_province = {
				# limit = { 
					# has_estate = estate_knightly_orders 
				# }
				# add_base_tax = 2
				# add_base_manpower = 2
			# }
			# add_estate_influence_modifier = {
				# estate = estate_knightly_orders
				# desc = EST_VAL_ESTABLISHED_NEW_ORDER
				# influence = 15
				# duration = 5475
			# }
			# add_estate_loyalty = {
				# estate = estate_nobles
				# loyalty = -5
			# }
		# }
		
		# ai_will_do = {
			# factor = 0			
		# }		
	# }
	
	#Coming soon!
}