# T2
kaj_reform = {
	icon = kaj_reform_icon
	allow_normal_conversion = yes
	potential = {
		OR = {
			have_had_reform = kaj_reform
			culture_group = maya
			religion = mesoamerican_religion
		}
	}
	trigger = {
		OR = {
			have_had_reform = kaj_reform
			culture_group = maya
			religion = mesoamerican_religion
		}
	}
	valid_for_nation_designer = yes
	nation_designer_cost = 20
	modifiers = {
		advisor_pool = 1
		general_cost = -0.10
		nobles_influence_modifier = 0.05
		nobles_loyalty_modifier = 0.10
	}
}
sajtaj_u_yajawil_k_oxelil_u_k_iche_reform = {
	icon = sajtaj_u_yajawil_k_oxelil_u_k_iche_reform_icon
	allow_normal_conversion = yes
	potential = {
		OR = {
			have_had_reform = sajtaj_u_yajawil_k_oxelil_u_k_iche_reform
			culture_group = maya
			religion = mesoamerican_religion
		}
	}
	trigger = {
		OR = {
			have_had_reform = sajtaj_u_yajawil_k_oxelil_u_k_iche_reform
			culture_group = maya
			religion = mesoamerican_religion
		}
	}
	valid_for_nation_designer = yes
	nation_designer_cost = 20
	modifiers = {
		ae_impact = -0.10
		reform_progress_growth = 0.10
	}
}

# T3
nimajay_pa_winaq_reform = {
	icon = nimajay_pa_winaq_reform_icon
	allow_normal_conversion = yes
	potential = {
		OR = {
			have_had_reform = nimajay_pa_winaq_reform
			culture_group = maya
			religion = mesoamerican_religion
		}
	}
	trigger = {
		OR = {
			have_had_reform = nimajay_pa_winaq_reform
			culture_group = maya
			religion = mesoamerican_religion
		}
	}
	valid_for_nation_designer = yes
	nation_designer_cost = 20
	modifiers = {
		advisor_cost = -0.10
		all_estate_influence_modifier = 0.05
		manpower_in_accepted_culture_provinces = 0.10
	}
	custom_attributes = {
		enable_clan_system = yes # -0.05 Development Cost, +0.5 Prosperity Growth, -0.10 Recruitment Time in Culture Group
	}
	effect = {
		hidden_effect = {
			every_owned_province = {
				limit = { culture_group = ROOT }
				add_province_modifier = {
					name = ge_clan_system
					duration = -1
				}
			}
		}
	}
	removed_effect = {
		hidden_effect = {
			every_owned_province = {
				remove_province_modifier = ge_clan_system
			}
		}
	}
}

# T4
imajtz_ib_aj_k_iche_reform = {
	icon = imajtz_ib_aj_k_iche_reform_icon
	allow_normal_conversion = yes
	potential = {
		OR = {
			have_had_reform = imajtz_ib_aj_k_iche_reform
			culture_group = maya
			religion = mesoamerican_religion
		}
	}
	trigger = {
		OR = {
			have_had_reform = imajtz_ib_aj_k_iche_reform
			culture_group = maya
			religion = mesoamerican_religion
		}
	}
	valid_for_nation_designer = yes
	nation_designer_cost = 20
	modifiers = {
		church_influence_modifier = 0.10
		church_loyalty_modifier = 0.05
		idea_cost = -0.05
		tolerance_own = 1
	}
	custom_attributes = {
		enable_clerical_administration = yes # Rulers have a 5% chance (per admin level) to gain -5% Tech Cost until their death
	}
	effect = {
		hidden_effect = {
			ge_calculate_clerical_administration_set = yes
		}
	}
	removed_effect = {
		hidden_effect = { remove_country_modifier = ge_clerical_administration }
	}
}

# T5
xolon_maj_reform = {
	icon = xolon_maj_reform_icon
	allow_normal_conversion = yes
	potential = {
		OR = {
			have_had_reform = xolon_maj_reform
			culture_group = maya
			religion = mesoamerican_religion
		}
	}
	trigger = {
		OR = {
			have_had_reform = xolon_maj_reform
			culture_group = maya
			religion = mesoamerican_religion
		}
	}
	valid_for_nation_designer = yes
	nation_designer_cost = 20
	modifiers = {
		infantry_cost = -0.10
		infantry_power = 0.10
		manpower_in_own_culture_provinces = 0.15
	}
}

# T6
nexik_xoloj_reform = {
	icon = nexik_xoloj_reform_icon
	allow_normal_conversion = yes
	potential = {
		OR = {
			have_had_reform = nexik_xoloj_reform
			culture_group = maya
			religion = mesoamerican_religion
		}
	}
	trigger = {
		OR = {
			have_had_reform = nexik_xoloj_reform
			culture_group = maya
			religion = mesoamerican_religion
		}
	}
	valid_for_nation_designer = yes
	nation_designer_cost = 20
	modifiers = {
		diplomatic_reputation = 1
		num_accepted_cultures = 1
	}
	custom_attributes = {
		enable_bridge_between_worlds = yes # Accepted Culture Provinces' Trade Power: 0.25
	}
	effect = {
		hidden_effect = {
			every_owned_province = {
				limit = { has_owner_accepted_culture = yes }
				add_province_modifier = {
					name = ge_bridge_between_worlds
					duration = -1
				}
			}
		}
	}
	removed_effect = {
		hidden_effect = {
			every_owned_province = { remove_province_modifier = ge_bridge_between_worlds }
		}
	}
}

# T8
tajkaj_tojchaj_reform = {
	icon = tajkaj_tojchaj_reform_icon
	allow_normal_conversion = yes
	potential = {
		OR = {
			have_had_reform = tajkaj_tojchaj_reform
			culture_group = maya
			religion = mesoamerican_religion
		}
	}
	trigger = {
		OR = {
			have_had_reform = tajkaj_tojchaj_reform
			culture_group = maya
			religion = mesoamerican_religion
		}
	}
	valid_for_nation_designer = yes
	nation_designer_cost = 20
	modifiers = {
		build_time = -0.15
		great_project_upgrade_cost = -0.10
		great_project_upgrade_time = -0.10
	}
	custom_attributes = {
		enable_sculpture_and_shells = yes # Coastal Provinces': Build Cost: -0.10, Build Time: -0.10
	}
	effect = {
		hidden_effect = {
			every_owned_province = {
				limit = { has_port = yes }
				add_province_modifier = {
					name = ge_sculptures_and_shells
					duration = -1
				}
			}
		}
	}
	removed_effect = {
		hidden_effect = {
			every_owned_province = { remove_province_modifier = ge_sculptures_and_shells }
		}
	}
}