estate_peasants_land_rights = {
	icon = privilege_grant_autonomy
	land_share = 5
	max_absolutism = -5
	loyalty = 0.05
	influence = 0.10
	can_select = {

	}
	on_granted = {
	}
	penalties = {
	}
	benefits = {
		governing_capacity = 50
	}
	ai_will_do = {
		factor = 0
	}
}

estate_peasants_guild_assembly = {
	icon = privilege_empty_throne
	land_share = 0
	max_absolutism = -10
	loyalty = 0.05
	influence = 0.15
	can_select = {

	}
	modifier_by_land_ownership = {
		global_trade_goods_size_modifier = 0.20
	}
	mechanics = {
		exempt_from_seize_land
	}
	penalties = {
	}
	benefits = {
	}
	ai_will_do = {
		factor = 0
	}
}

estate_peasants_manpower_drive = {
	icon = privilege_demand_more_troops
	land_share = 0
	max_absolutism = -10
	loyalty = 0.05
	influence = 0.05
	can_select = {

	}
	modifier_by_land_ownership = {
		global_manpower_modifier = 0.25
	}
	mechanics = {
		exempt_from_seize_land
	}
	penalties = {
		nobles_loyalty_modifier = -0.1
	}
	benefits = {
	}
	ai_will_do = {
		factor = 0
	}
}

estate_peasants_voting_rights = {
	icon = privilege_recruit_minister
	land_share = 0
	max_absolutism = -10
	loyalty = 0.10
	influence = 0.10
	can_select = {

		government = republic
	}
	penalties = {
		stability_cost_modifier = 0.50
		reelection_cost = 0.15
	}
	benefits = {
		republican_tradition = 0.20
	}
	ai_will_do = {
		factor = 0
	}
}

estate_peasants_conscription = {
	icon = privilege_demand_more_troops
	max_absolutism = -5
	loyalty = -0.05
	is_valid = {
	}
	can_select = {

	}
	on_granted = {
		add_yearly_manpower = 4
		add_estate_loyalty = {
			estate = estate_peasants
			loyalty = -10
		}
	}
	on_revoked = {
	}
	on_invalid = {
	}
	penalties = {
	}
	benefits = {
		manpower_recovery_speed = -0.25
	}
	cooldown_years = 20
	on_cooldown_expires = {
		country_event = { id = GE_privileges.1 }
	}
	ai_will_do = { #having the AI use these could lead to an unstoppable downwards spiral if it can't work out how to get rid of them
		factor = 0
	}
}

estate_peasants_fight_the_elite = {
	icon = privilege_supply_arms
	influence = 0.05
	loyalty = 0.05
	max_absolutism = -5
	can_select = {

		government = republic
	}
	on_granted = {
		custom_tooltip = GE_fight_the_elite_Tooltip
	}
	on_revoked = {
	}
	conditional_modifier = {
		trigger = {
			any_known_country = {
				government = monarchy
				war_with = root
			}
		}
		modifier = {
			peasants_loyalty_modifier = 0.1
			land_morale = 0.05
		}
	}
	penalties = {
	}
	ai_will_do = {
		factor = 0
	}
}

estate_peasants_bear_arms = {
	icon = privilege_spawn_rajput_regiments
	influence = 0.05
	max_absolutism = -5
	is_valid = {
		has_government_attribute = enables_bear_arms
	}
	can_select = {

		has_reform = peasant_militia_reform
	}
	modifier_by_land_ownership = {
		infantry_cost = -0.35
		infantry_power = 0.15
	}
	mechanics = {
		exempt_from_seize_land
	}
	conditional_modifier = {
		trigger = {
			NOT = {
				estate_loyalty = {
					estate = estate_peasants
					loyalty = 30
				}
			}
		}
		modifier = {
			global_unrest = 2
		}
	}
	on_granted = {
		custom_tooltip = GE_bear_arms_Tooltip
	}
	on_revoked = {
	}
	penalties = {
	}
	ai_will_do = {
		factor = 0
	}
}

###############Ghulam Privileges###############
estate_ghulams_military_corps = {
	icon = privilege_promote_purbias
	max_absolutism = -5
	loyalty = 0.00
	influence = 0.05
	is_valid = {
		has_government_attribute = enables_fire_ghulams
	}
	can_select = {
		has_government_attribute = enables_fire_ghulams
	}
	penalties = {
		nobles_loyalty_modifier = -0.10
		nobles_influence_modifier = -0.10
	}
	benefits = {
	}
	on_granted = {
		add_country_modifier = {
			name = GE_ghulam_regiments
			duration = -1
		}
	}
	on_revoked = {
		remove_country_modifier = GE_ghulam_regiments
	}
	modifier_by_land_ownership = {
		allowed_rajput_fraction = 0.5
	}
	mechanics = {
		exempt_from_seize_land
		enables_rajput_regiments
	}
	ai_will_do = {
		factor = 10
	}
}

estate_ghulams_governor_positions = {
	icon = privilege_royal_authority
	max_absolutism = 0
	loyalty = 0.05
	influence = 0.05
	is_valid = {
		has_government_attribute = enables_ghulam_governors
	}
	can_select = {

		has_government_attribute = enables_ghulam_governors
	}
	penalties = {
		nobles_loyalty_modifier = -0.05
		nobles_influence_modifier = -0.10
	}
	benefits = {
		global_autonomy = -0.05
	}
	modifier_by_land_ownership = {
		governing_capacity_modifier = 0.25
	}
	mechanics = {
		exempt_from_seize_land
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			is_absolutism_active = yes
		}
	}
}

estate_ghulams_trade_privileges = {
	icon = privilege_monopoly_of_goods_cloth
	max_absolutism = -5
	loyalty = 0.05
	influence = 0.05
	can_select = {

	}
	is_valid = {
	}
	penalties = {
		burghers_loyalty_modifier = -0.10
		burghers_influence_modifier = -0.10
	}
	benefits = {
		merchants = 1
	}
	modifier_by_land_ownership = {
		trade_efficiency = 0.20
	}
	mechanics = {
		exempt_from_seize_land
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			is_absolutism_active = yes
		}
	}
}

estate_ghulams_councilor = {
	icon = privilege_recruit_minister
	max_absolutism = -5
	loyalty = 0.05
	influence = 0.10
	is_valid = {
	}
	can_select = {

	}
	penalties = {
		stability_cost_modifier = 0.15
	}
	benefits = {
		advisor_cost = -0.10
	}
	modifier_by_land_ownership = {
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			is_absolutism_active = yes
		}
	}
}

###############Noble Privileges###############

estate_nobles_diplomatic_privilege = {
	icon = privilege_diplo_power
	land_share = 0
	max_absolutism = -5
	loyalty = 0.05
	influence = -0.05
	is_valid = {
		has_government_attribute = enables_noble_diplomats
	}
	can_select = {
		has_government_attribute = enables_noble_diplomats
	}
	on_granted = {
		custom_tooltip = GE_diplomatic_privileges_tooltip
		hidden_effect = {
			every_neighbor_country = {
				limit = {
					NOT = { war_with = ROOT }
				}
				add_opinion = { who = ROOT modifier = opinion_diplomatic_positions }
			}
		}
	}
	on_revoked = {
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -20
		}
	}
	on_invalid = {
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -20
		}
	}
	penalties = {
	}
	benefits = {
		stability_cost_modifier = 0.10
	}
	cooldown_years = 25
	on_cooldown_expires = {
		country_event = { id = GE_privileges.2 }
	}
	ai_will_do = {
		factor = 0
	}
}

estate_nobles_magnate_law_privilege = {
	icon = privilege_grant_autonomy
	land_share = 0
	max_absolutism = -5
	loyalty = 0.05
	influence = 0.05
	is_valid = {
		has_government_attribute = enables_magnate_law
	}
	can_select = {
		has_government_attribute = enables_magnate_law
	}
	on_granted = {
	}
	on_revoked = {
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -20
		}
	}
	on_invalid = {
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -20
		}
	}
	modifier_by_land_ownership = {
		global_unrest = -2.5
	}
	mechanics = {
		exempt_from_seize_land
	}
	penalties = {
	}
	benefits = {
	}
	ai_will_do = {
		factor = 1
	}
}

estate_nobles_timariot_privilege = {
	icon = privilege_military_power
	land_share = 0
	max_absolutism = -10
	loyalty = 0.05
	influence = 0.10
	is_valid = {
		has_government_attribute = enables_timariots
	}
	can_select = {
		has_government_attribute = enables_timariots
	}
	on_granted = {
		change_estate_land_share = {
			estate = estate_nobles
			share = 2.5
		}
		custom_tooltip = timariot_privileges_tooltip
		hidden_effect = {
			capital_scope = {
				ROOT = {
					cavalry = PREV
					cavalry = PREV
					cavalry = PREV
					cavalry = PREV
					cavalry = PREV
				}
			}
		}
	}
	on_revoked = {
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -20
		}
	}
	on_invalid = {
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -20
		}
	}
	penalties = {
	}
	benefits = {
		governing_capacity = 50
		cavalry_power = 0.05
	}
	cooldown_years = 25
	on_cooldown_expires = {
		country_event = { id = GE_privileges.3 }
	}
	ai_will_do = {
		factor = 0
	}
}

estate_nobles_noble_officer_privilege = {
	icon = privilege_military_power
	land_share = 0
	max_absolutism = -5
	loyalty = 0.05
	influence = 0.05
	is_valid = {
		has_government_attribute = enables_veteran_general
	}
	can_select = {
		has_government_attribute = enables_veteran_general
	}
	on_granted = {
		custom_tooltip = noble_officer_privilege_tooltip
		if = {
			limit = {
				estate_territory = {
					estate = estate_nobles
					territory = 50
				}
			}
			create_general = { tradition = 100 }
		}
		else_if = {
			limit = {
				estate_territory = {
					estate = estate_nobles
					territory = 40
				}
			}
			create_general = { tradition = 90 }
		}
		else_if = {
			limit = {
				estate_territory = {
					estate = estate_nobles
					territory = 30
				}
			}
			create_general = { tradition = 80 }
		}
		else_if = {
			limit = {
				estate_territory = {
					estate = estate_nobles
					territory = 20
				}
			}
			create_general = { tradition = 60 }
		}
		else_if = {
			limit = {
				estate_territory = {
					estate = estate_nobles
					territory = 10
				}
			}
			create_general = { tradition = 40 }
		}
		else = {
			create_general = { tradition = 20 }
		}
	}
	on_revoked = {
	}
	on_invalid = {
	}
	penalties = {
	}
	benefits = {
		army_tradition_from_battle = 0.5
	}
	cooldown_years = 20
	on_cooldown_expires = {
		country_event = { id = GE_privileges.4 }
	}
	ai_will_do = {
		factor = 0
	}
}

estate_nobles_grand_captain_privilege = {
	icon = privilege_military_power
	land_share = 0
	max_absolutism = -5
	loyalty = 0.05
	influence = 0.05
	is_valid = {
		has_government_attribute = enables_grand_captain
	}
	can_select = {
		has_government_attribute = enables_grand_captain
	}
	on_granted = {
		custom_tooltip = "GE_Grand_Captains_tt"
		hidden_effect = {
			every_subject_country = {
				add_country_modifier = {
					name = GE_Grand_Captains
					duration = 9125
				}
			}
		}
	}
	on_revoked = {
	}
	on_invalid = {
	}
	penalties = {
		vassal_income = -0.25
	}
	benefits = {
	}
	cooldown_years = 20
	on_cooldown_expires = {
		country_event = { id = GE_privileges.5 }
	}
	ai_will_do = {
		factor = 0
	}
}

estate_nobles_call_cortez = {
	icon = privilege_empty_throne
	land_share = 0
	max_absolutism = -15
	loyalty = 0.00
	influence = 0.00
	is_valid = {
		has_government_attribute = enables_cortes
	}
	can_select = {
		has_government_attribute = enables_cortes
	}
	on_granted = {
		country_event = { id = reform_me_events.1 }
	}
	on_revoked = {
	}
	on_invalid = {
	}
	penalties = {
	}
	benefits = {
		prestige = -0.5
	}
	cooldown_years = 20
	on_cooldown_expires = {
		country_event = { id = GE_privileges.6 }
	}
	ai_will_do = {
		factor = 0
	}
}

estate_nobles_white_knights = {
	icon = privilege_military_power
	land_share = 0
	max_absolutism = -5
	loyalty = 0.05
	influence = 0.05
	is_valid = {
		has_government_attribute = enables_white_knights
	}
	can_select = {
		has_government_attribute = enables_white_knights
	}
	on_granted = {
		custom_tooltip = GE_white_knights
	}
	on_revoked = {
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -20
		}
	}
	on_invalid = {
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -20
		}
	}
	modifier_by_land_ownership = {
		cavalry_cost = -0.25
	}
	mechanics = {
		exempt_from_seize_land
	}
	penalties = {
	}
	benefits = {
	}
	conditional_modifier = {
		trigger = {
			prestige = 50
		}
		modifier = {
			cavalry_power = 0.10
		}
	}
	ai_will_do = {
		factor = 1
	}
}

estate_nobles_imperial_court = {
	icon = privilege_admin_power
	land_share = 0
	max_absolutism = 0
	loyalty = 0.00
	influence = 0.00
	is_valid = {
		OR = {
			has_country_flag = GE_HRE_Imperial_Court
			tag = ANS
		}
	}
	can_select = {
		OR = {
			has_country_flag = GE_HRE_Imperial_Court
			tag = ANS
		}
	}
	on_granted = {
		custom_tooltip = GE_HRE_Imperial_Court_Tooltip
		country_event = {
			id = GE_privileges.7
		}
	}
	on_revoked = {
	}
	on_invalid = {
	}
	modifier_by_land_ownership = {
	}
	penalties = {
	}
	benefits = {
		ae_impact = -0.05
	}
	conditional_modifier = {
	}
	cooldown_years = 10
	on_cooldown_expires = {
		reapply_estate_privilege = { privilege = estate_nobles_imperial_court }
	}
	ai_will_do = {
		factor = 0
	}
}

estate_nobles_imperial_marshall = {
	icon = privilege_military_power
	land_share = 0
	max_absolutism = 0
	loyalty = 0.00
	influence = 0.00
	is_valid = {
		OR = {
			has_country_flag = GE_HRE_Imperial_Marshall
			tag = ANS
		}
	}
	can_select = {
		OR = {
			has_country_flag = GE_HRE_Imperial_Marshall
			tag = ANS
		}
	}
	on_granted = {
		custom_tooltip = GE_HRE_Imperial_Marshal_Tooltip
		country_event = {
			id = GE_privileges.10
		}
	}
	on_revoked = {
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -20
		}
	}
	on_invalid = {
	}
	modifier_by_land_ownership = {
	}
	penalties = {
	}
	benefits = {
		land_forcelimit_modifier = 0.10
	}
	conditional_modifier = {
	}
	cooldown_years = 10
	on_cooldown_expires = {
		reapply_estate_privilege = { privilege = estate_nobles_imperial_marshall }
	}
	ai_will_do = {
		factor = 0
	}
}

estate_nobles_kreditwerk_appointment = {
	icon = privilege_grant_autonomy
	land_share = 0
	max_absolutism = -10
	loyalty = 0.05
	influence = 0.10
	is_valid = {
		has_government_attribute = enables_kreditwerk_appointment_deals
	}
	can_select = {
		has_government_attribute = enables_kreditwerk_appointment_deals
	}
	on_granted = {
	}
	on_revoked = {
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -20
		}
	}
	on_invalid = {
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -20
		}
	}
	modifier_by_land_ownership = {
		global_tax_modifier = 0.40
	}
	mechanics = {
		exempt_from_seize_land
	}
	penalties = {
		global_autonomy = 0.05
	}
	benefits = {
	}
	conditional_modifier = {
	}
	ai_will_do = {
		factor = 1000
	}
}

estate_nobles_blood_tax = {
	icon = privilege_grant_autonomy
	land_share = 0
	max_absolutism = -10
	loyalty = 0.00
	influence = 0.10
	is_valid = {
		has_government_attribute = enables_blood_tax
	}
	can_select = {
		has_government_attribute = enables_blood_tax
	}
	on_granted = {
		custom_tooltip = GE_blood_tax
	}
	on_revoked = {
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -20
		}
	}
	on_invalid = {
		add_estate_loyalty = {
			estate = estate_nobles
			loyalty = -20
		}
	}
	modifier_by_land_ownership = {
	}
	conditional_modifier = {
		trigger = {
			calc_true_if = {
				all_subject_country = {
					NOT = { is_colonial_nation = yes }
					NOT = { is_subject_of_type = tributary_state }
				}
				amount = 1
			}
			NOT = {
				calc_true_if = {
					all_subject_country = {
						NOT = { is_colonial_nation = yes }
						NOT = { is_subject_of_type = tributary_state }
					}
					amount = 2
				}
			}
		}
		modifier = {
			global_manpower_modifier = 0.05
		}
	}
	conditional_modifier = {
		trigger = {
			calc_true_if = {
				all_subject_country = {
					NOT = { is_colonial_nation = yes }
					NOT = { is_subject_of_type = tributary_state }
				}
				amount = 2
			}
			NOT = {
				calc_true_if = {
					all_subject_country = {
						NOT = { is_colonial_nation = yes }
						NOT = { is_subject_of_type = tributary_state }
					}
					amount = 3
				}
			}
		}
		modifier = {
			global_manpower_modifier = 0.10
		}
	}
	conditional_modifier = {
		trigger = {
			calc_true_if = {
				all_subject_country = {
					NOT = { is_colonial_nation = yes }
					NOT = { is_subject_of_type = tributary_state }
				}
				amount = 3
			}
			NOT = {
				calc_true_if = {
					all_subject_country = {
						NOT = { is_colonial_nation = yes }
						NOT = { is_subject_of_type = tributary_state }
					}
					amount = 4
				}
			}
		}
		modifier = {
			global_manpower_modifier = 0.15
		}
	}
	conditional_modifier = {
		trigger = {
			calc_true_if = {
				all_subject_country = {
					NOT = { is_colonial_nation = yes }
					NOT = { is_subject_of_type = tributary_state }
				}
				amount = 4
			}
			NOT = {
				calc_true_if = {
					all_subject_country = {
						NOT = { is_colonial_nation = yes }
						NOT = { is_subject_of_type = tributary_state }
					}
					amount = 5
				}
			}
		}
		modifier = {
			global_manpower_modifier = 0.20
		}
	}
	conditional_modifier = {
		trigger = {
			calc_true_if = {
				all_subject_country = {
					NOT = { is_colonial_nation = yes }
					NOT = { is_subject_of_type = tributary_state }
				}
				amount = 5
			}
		}
		modifier = {
			global_manpower_modifier = 0.25
		}
	}
	penalties = {
		vassal_income = -0.25
	}
	benefits = {
	}
	ai_will_do = {
		factor = 1
	}
}

estate_nobles_establish_serfdom = {
	icon = privilege_grant_autonomy
	land_share = 0
	max_absolutism = -5
	loyalty = 0.05
	influence = 0.05
	is_valid = {
		has_government_attribute = enables_serfdom
	}
	can_select = {
		has_government_attribute = enables_serfdom
	}
	on_granted = {
	}
	on_revoked = {
	}
	on_invalid = {
	}
	modifier_by_land_ownership = {
	}
	conditional_modifier = {
	}
	penalties = {
		rural_goods_produced_modifier = -0.10
	}
	benefits = {
		governing_capacity_modifier = 0.15
	}
	conditional_modifier = {
	}
	ai_will_do = {
		factor = 1
	}
}

estate_nobles_berber_guides = {
	icon = privilege_grant_autonomy
	land_share = 0
	max_absolutism = -5
	loyalty = 0.05
	influence = 0.05
	is_valid = {
		has_government_attribute = enables_berber_guides
	}
	can_select = {
		has_government_attribute = enables_berber_guides
	}
	on_granted = {
		custom_tooltip = GE_Berber_Guides
	}
	on_revoked = {
	}
	on_invalid = {
	}
	modifier_by_land_ownership = {
	}
	conditional_modifier = {
		trigger = {
			estate_loyalty = {
				estate = estate_nobles
				loyalty = 60
			}
		}
		modifier = {
			attrition = -0.15
		}
	}
	penalties = {
		global_autonomy = 0.025
	}
	benefits = {
		cavalry_cost = -0.10
	}
	ai_will_do = {
		factor = 1
	}
}

estate_nobles_elite_guards = {
	icon = privilege_promote_purbias
	max_absolutism = -5
	loyalty = 0.00
	influence = 0.05
	is_valid = {
		has_government_attribute = enables_elite_regiments
	}
	can_select = {
		has_government_attribute = enables_elite_regiments
	}
	penalties = {
		nobles_loyalty_modifier = -0.10
		nobles_influence_modifier = -0.10
	}
	benefits = {
		allowed_rajput_fraction = 0.10
	}
	on_granted = {
		add_country_modifier = {
			name = GE_guards_regiments
			duration = -1
		}
	}
	on_revoked = {
		remove_country_modifier = GE_guards_regiments
	}
	on_invalid = {
		remove_country_modifier = GE_guards_regiments
	}
	modifier_by_land_ownership = {
	}
	mechanics = {
		enables_rajput_regiments
	}
	ai_will_do = {
		factor = 100
	}
}

###############Burgher Privileges###############

estate_burghers_town_rights = {
	icon = privilege_monopoly_of_goods_cloth
	land_share = 0
	max_absolutism = -5
	loyalty = 0.05
	influence = 0.05
	is_valid = {
		has_government_attribute = enables_town_rights
	}
	can_select = {
		has_government_attribute = enables_town_rights

	}
	modifier_by_land_ownership = {
		development_cost = -0.25
	}
	mechanics = {
		exempt_from_seize_land
	}
	on_granted = {
	}
	on_invalid = {
	}
	penalties = {
	}
	benefits = {
		urban_goods_produced_modifier = 0.10
	}
	ai_will_do = {
		factor = 0
	}
}

estate_burghers_burgher_autonomy = {
	icon = privilege_monopoly_of_goods_cloth
	land_share = 0
	max_absolutism = -5
	loyalty = 0.05
	influence = 0.05
	is_valid = {
		has_government_attribute = enables_burgher_autonomy
	}
	can_select = {
		has_government_attribute = enables_burgher_autonomy

	}
	modifier_by_land_ownership = {

	}
	on_granted = {
		country_event = {
			id = reform_me_events.226
		}
	}
	on_invalid = {
		every_owned_province = {
			limit = {
				has_province_modifier = GE_Burgher_Autonomy
			}
			add_base_production = -1
		}
	}
	penalties = {
		global_autonomy = 0.025
	}
	benefits = {
	}
	cooldown_years = 25
	on_cooldown_expires = {
		reapply_estate_privilege = { privilege = estate_burghers_burgher_autonomy }
	}
	ai_will_do = {
		factor = 0
	}
}

estate_burghers_saharan_outposts = {
	icon = privilege_monopoly_of_goods_cloth
	land_share = 0
	max_absolutism = -5
	loyalty = 0.05
	influence = 0.05
	is_valid = {
		has_government_attribute = enables_saharan_outposts
	}
	can_select = {
		has_government_attribute = enables_saharan_outposts

	}
	modifier_by_land_ownership = {
		trade_steering = 0.5
	}
	mechanics = {
		exempt_from_seize_land
	}
	on_granted = {
	}
	on_invalid = {
	}
	penalties = {
	}
	benefits = {
		merchants = 1
	}
	ai_will_do = {
		factor = 1
	}
}

estate_burghers_office_of_chancellor = {
	icon = privilege_admin_power
	land_share = 0
	max_absolutism = -10
	loyalty = 0.05
	influence = 0.05
	is_valid = {
		has_government_attribute = enables_office_of_chancellor
	}
	can_select = {
		has_government_attribute = enables_office_of_chancellor

	}
	on_granted = {
		custom_tooltip = GE_office_of_chancellor_tooltip
	}
	on_invalid = {
	}
	penalties = {
	}
	benefits = {
		state_governing_cost = -0.05
	}
	conditional_modifier = {
		trigger = {
			estate_loyalty = {
				estate = estate_burghers
				loyalty = 60
			}
		}
		modifier = {
			country_admin_power = 1
		}
	}
	ai_will_do = {
		factor = 0
	}
}

###############Church Privileges###############

estate_church_four_articles_of_prague = {
	icon = privilege_grant_autonomy
	land_share = 5
	max_absolutism = -5
	loyalty = 0.05
	influence = 0.05
	is_valid = {
		has_government_attribute = enables_four_articles
	}
	can_select = {
		has_government_attribute = enables_four_articles

	}
	on_granted = {
	}
	penalties = {
	}
	modifier_by_land_ownership = {
		tolerance_own = 2.5
		tolerance_heretic = -1.5
	}
	mechanics = {
		exempt_from_seize_land
	}
	benefits = {
	}
	ai_will_do = {
		factor = 0
	}
}
###############Jews Privileges###############
estate_jews_jewish_quarters = {
	icon = privilege_monopoly_of_goods_cloth
	land_share = 0
	max_absolutism = -5
	loyalty = 0.05
	influence = 0.05
	is_valid = {
	}
	can_select = {
	}
	on_granted = {
		custom_tooltip = estate_jews_jewish_quarters_effect_tooltip
	}
	on_granted_province = {
		if = {
			limit = {
				OR = {
					development = 20
					is_capital = yes
				}
			}
			add_base_tax = 1
			add_province_modifier = {
				name = GE_jewish_quarter #+2.5 Base Trade Power,
				duration = -1
			}
		}
	}
	on_revoked = {
		custom_tooltip = estate_jews_jewish_quarters_revoke_tooltip
	}
	on_revoked_province= {
		if = {
			limit = {
				has_province_modifier = GE_jewish_quarter
			}
			add_base_tax = -1
			remove_province_modifier = GE_jewish_quarter
		}
	}
	on_invalid_province = {
		if = {
			limit = {
				has_province_modifier = GE_jewish_quarter
			}
			add_base_tax = -1
			remove_province_modifier = GE_jewish_quarter
		}

	}
	penalties = {
	}
	modifier_by_land_ownership = {
	}
	benefits = {
	}
	ai_will_do = {
		factor = 0
	}
}