##################################################################################
# Antiquity
##################################################################################

germanic_empire_ancient_reform = {
	icon = "germanic_empire"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		has_country_flag = germanic_empire_gov_available
		culture_group = germanic
	}
	trigger = {
		culture_group = germanic
		num_accepted_cultures = 2
		government = monarchy
	}
	
	valid_for_nation_designer = yes
	nation_designer_cost = 20
	lock_level_when_selected = no
	nation_designer_trigger = {
		government_rank = 3
	}
	
	fixed_rank = 3
	
	modifiers = {
		num_accepted_cultures = 1
		vassal_income = 0.2
		governing_capacity = 50
	}
}

kemetic_monarchy_reform = {
	icon = "kemetic_monarchy"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		OR = {
			religion = egyptian
			AND = {
				religion = hellenism
				any_owned_province = {
					religion = egyptian
				}
				accepted_culture = old_egyptian
				NOT = {
					OR = {
						tag = ROM
						tag = ROW
						tag = BYZ
					}
				}
			}
		}
	}
	trigger = {
		OR = {
			religion = egyptian
			AND = {
				religion = hellenism
				any_owned_province = {
					religion = egyptian
				}
				accepted_culture = old_egyptian
				NOT = {
					OR = {
						tag = ROM
						tag = ROW
						tag = BYZ
					}
				}
			}
		}
	}
	valid_for_nation_designer = yes
	nation_designer_cost = 15
	lock_level_when_selected = no
	nation_designer_trigger = {
		religion = egyptian
	}
	maintain_dynasty = yes
	royal_marriage = yes	#other members of family can do so, like Ptolemies
	
	modifiers = {
		legitimacy = 0.5
		tolerance_own = 1
		max_absolutism = 10
		church_loyalty_modifier = 0.05
	}
}

roman_imperium_reform = {
	icon = "roman_imperium"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		OR = {
			tag = ROW
			tag = BYZ
		}
	}
	trigger = {
		government_rank = 3
	}
	
	valid_for_nation_designer = yes
	nation_designer_cost = 15
	lock_level_when_selected = no
	nation_designer_trigger = {
		government_rank = 3
	}
	
	fixed_rank = 3
	
	modifiers = {
		governing_capacity = 100
		global_autonomy = -0.05
	}
}

judean_monarchy_reform = {
	icon = "judean_monarchy"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		OR = {
			tag = JUD
			AND = {
				owns = 379	#Judea
				religion = jewish
				culture_group = israeli_group
			}
		}
	}
	trigger = {
		religion = jewish
	}
	valid_for_nation_designer = yes
	nation_designer_cost = 15
	lock_level_when_selected = no
	nation_designer_trigger = {
		religion = jewish
		culture_group = israeli_group
	}
	
	factions = {
		pharisees
		sadducees
		zealots
	}
	
	modifiers = {
		legitimacy = 0.5
		tolerance_own = 1
		global_missionary_strength = 0.01
		defensiveness = 0.1
	}
}

chinese_claimant_empire_reform = {
	icon = "mng_seal_of_the_emperor_reform"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		OR = {
			has_reform = chinese_claimant_empire_reform
			AND = {
				culture_group = east_asian
				capital_scope = {
					superregion = china_superregion
				}
			}
		}
		NOT = { has_reform = celestial_empire }
	}
	trigger = {
		OR = {
			has_reform = chinese_claimant_empire_reform
			AND = {
				culture_group = east_asian
				capital_scope = {
					superregion = china_superregion
				}
				num_of_owned_provinces_with = {
					value = 40
					superregion = china_superregion
				}
			}
		}
	}
	valid_for_nation_designer = yes
	nation_designer_cost = 15
	lock_level_when_selected = no
	nation_designer_trigger = {
		culture_group = east_asian
	}
	
	fixed_rank = 3
	start_territory_to_estates = 0.75

	modifiers = {
		governing_capacity = 500
		legitimacy = 0.5
		advisor_cost = -0.05
	}

	custom_attributes = {
		has_unify_china_cb = yes
	}
	
	ai = {
		factor = 500 # should always be picked if available
	}
}

parthian_empire_reform = {
	icon = "parthian_empire"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		OR = {
			has_reform = parthian_empire_reform
			tag = PRT
			AND = {
				primary_culture = parthian
				government_rank = 3
			}
		}
		NOT = { has_reform = celestial_empire }
	}
	valid_for_nation_designer = yes
	nation_designer_cost = 15
	lock_level_when_selected = no
	nation_designer_trigger = {
		primary_culture = parthian
	}
	
	fixed_rank = 3
	start_territory_to_estates = 0.75

	modifiers = {
		governing_capacity_modifier = -0.25
		cavalry_power = 0.1
		min_autonomy = 10
		nobles_influence_modifier = 0.1
	}
	
	government_abilities = {
		parthian_empire_mechanic
	}
	
	ai = {
		factor = 500 # should always be picked if available
		modifier = {
			factor = 0
			NOT = {
				tag = PRT
			}
		}
	}
}

roman_dominate_reform = {
	icon = "roman_dominate"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		OR = {
			has_reform = roman_dominate_reform		#unlocked only by missions or in history files
		}
	}
	trigger = {
		government_rank = 3
	}
	
	valid_for_nation_designer = yes
	nation_designer_cost = 15
	lock_level_when_selected = no
	nation_designer_trigger = {
		government_rank = 3
	}
	
	fixed_rank = 3
	
	modifiers = {
		governing_capacity = 200
		land_morale = 0.05
		global_autonomy = -0.1
		development_cost = -0.4
		max_absolutism = 25
		harsh_treatment_cost = -0.1
	}
}


##################################################################################
# Middle Ages / Medieval
##################################################################################

anglo_saxon_monarchy_reform = {
	icon = "anglo_saxon_monarchy"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		primary_culture = anglo_saxon
	}
	
	valid_for_nation_designer = yes
	nation_designer_cost = 10
	lock_level_when_selected = no
	nation_designer_trigger = {
		primary_culture = anglo_saxon
	}
	
	modifiers = {
		vassal_income = 0.2
		nobles_influence_modifier = 0.05
		legitimacy = 0.5
	}
}

seljuk_sultanate_reform = {
	icon = "seljuk_sultanate"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		OR = {
			AND = {
				dynasty = "Seljuq"
				religion_group = muslim
				government_rank = 2
			}
			tag = SEL
			tag = RUM
		}
	}
	
	valid_for_nation_designer = yes
	nation_designer_cost = 20
	lock_level_when_selected = no
	nation_designer_trigger = {
		always = yes
	}
	
	maintain_dynasty = yes
	
	government_abilities = {
		seljuk_sultanate_mechanic
	}
	
	modifiers = {
		legitimacy = 0.5
		vassal_income = 0.33
	}
}

ayyubid_sultanate_reform = {
	icon = "ayyubid_sultanate"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		dynasty = "Ayyubid"
	}
	
	valid_for_nation_designer = yes
	nation_designer_cost = 10
	lock_level_when_selected = no
	nation_designer_trigger = {
		dynasty = "Ayyubid"
	}
	
	maintain_dynasty = yes
	has_harem = yes
	
	conditional = {
		allow = { has_dlc = "Cradle of Civilization" }
		government_abilities = {
			iqta_mechanic
		}
	}
	
	modifiers = {
		governing_capacity = 100
		nobles_influence_modifier = 0.1
		vassal_income = 0.1
	}
}


iberian_crusader_state = {
	icon = "iberian_crusader_state"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		has_reform = iberian_crusader_state
	}
	
	valid_for_nation_designer = yes
	nation_designer_cost = 15
	lock_level_when_selected = no
	
	nation_designer_trigger = {
		religion = catholic
		culture_group = iberian
	}
	
	modifiers = {
		cb_on_religious_enemies = yes
		manpower_recovery_speed = 0.15
		rulers_can_be_generals = yes
		heirs_can_be_generals = yes
	}
}

latin_empire_monarchy_reform = {
	icon = "latin_empire"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		religion = catholic
		NOT = { tag = PAP }
		NOT = { tag = HLR }
		NOT = { tag = BYZ }
		OR = {
			tag = LAT
			was_tag = LAT
		}
	}
	
	valid_for_nation_designer = yes
	nation_designer_cost = 15
	lock_level_when_selected = no
	fixed_rank = 3
	
	nation_designer_trigger = {
		religion = catholic
		capital = 151	#Constantinople
	}
	
	modifiers = {
		vassal_income = 0.15
		governing_capacity = 50
		papal_influence = 0.5
		dip_advisor_cost = -0.1
		min_autonomy = 10
	}
}

paternal_monarchy_reform = {
	icon = "paternal_monarchy"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		OR = {
			tag = SUK		#Sukhothai
			primary_culture = northern_thai
			primary_culture = central_thai
			accepted_culture = northern_thai
			accepted_culture = central_thai
		}
	}
	
	valid_for_nation_designer = yes
	nation_designer_cost = 10
	lock_level_when_selected = no
	
	nation_designer_trigger = {
		OR = {
			primary_culture = northern_thai
			primary_culture = central_thai
		}
	}
	
	modifiers = {
		global_unrest = -1
		reduced_liberty_desire = 5
		vassal_forcelimit_bonus = 1
	}
	
	#New added MMETR Mechanic
	government_abilities = {
		mandala_system_mmetr_mechanic
	}
}

shaman_monarchy_reform = {
	icon = "shaman_monarchy"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		culture_group = japanese_g
		OR = {
			religion = shinto
			religion = shamanist
			religion = animism
			AND = {
				has_reform = shaman_monarchy_reform
				religion_group = buddhic
			}
		}
	}
	
	valid_for_nation_designer = yes
	nation_designer_cost = 10
	lock_level_when_selected = no
	
	nation_designer_trigger = {
		OR = {
			religion = shinto
			religion = shamanist
			religion = animism
		}
	}
	
	modifiers = {
		tolerance_own = 1
		stability_cost_modifier = -0.05
		church_influence_modifier = 0.05
	}
}

tanist_monarchy_reform = {
	icon = "tanist_monarchy"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		culture_group = gaelic
		capital_scope = {
			region = british_isles_region
		}
	}
	
	valid_for_nation_designer = yes
	nation_designer_cost = 10
	lock_level_when_selected = no
	
	maintain_dynasty = yes		#Tanist is elected from same dynasty
	
	nation_designer_trigger = {
		culture_group = gaelic
	}
	
	modifiers = {
		legitimacy = 0.5
		global_manpower_modifier = 0.1
		monarch_lifespan = 0.05			#ensures that tanists elected are all in peak condition
	}
	
	ai = {
		factor = 100 	#choose if is available
	}
}

timurid_emirate_reform = {
	icon = "timurid_emir"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		OR = {
			tag = TIM
			was_tag = TIM
			dynasty = "Timurid"
		}
	}
	trigger = {
		OR = {
			tag = TIM
			was_tag = TIM
			dynasty = "Timurid"
		}
	}
	raze_province = yes
	lock_level_when_selected = yes		#prevents from changing to other tribal (non-steppe horde)
	valid_for_nation_designer = yes
	nation_designer_cost = 10
	nation_designer_trigger = {
		dynasty = "Timurid"
	}

	conditional = {
		allow = { has_dlc = "Cradle of Civilization" }
		government_abilities = {
			iqta_mechanic
		}
	}
	
	fixed_rank = 3
	
	modifiers = {
		global_manpower_modifier = 0.2
		land_forcelimit_modifier = 0.2
		global_institution_spread = -0.1
		tolerance_own = 1
		num_accepted_cultures = 1
		cav_to_inf_ratio = 0.25
		loot_amount = 0.50
		movement_speed = 0.2
		years_of_nationalism = -5
	}
}


##################################################################################
# Modern
##################################################################################

austria_dual_monarchy = {		#vanilla string is called austrian_dual_monarchy
	icon = "austrian_dual_monarchy"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		has_reform = austria_dual_monarchy		#to prevent it deselecting the reform if not met
	}
	
	#no trigger, since only unlocked by decisions
	
	valid_for_nation_designer = yes
	nation_designer_cost = 50
	lock_level_when_selected = no
	nation_designer_trigger = {
		always = yes
	}
	
	modifiers = {
		num_accepted_cultures = 2
		global_unrest = -2
		monarch_diplomatic_power = 2
		promote_culture_cost = -0.33
	}
}

militant_japanese_empire = {
	icon = "militant_japanese_empire"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		adm_tech = 60
		OR = {
			has_reform = militant_japanese_empire		#to prevent it deselecting the reform if not met
			tag = JAP
		}
		NOT = {
			has_reform = shogunate
			has_reform = daimyo
		}
	}
	
	trigger = {
		adm_tech = 65	#Absolute Rulership
		OR = {
			hidden_trigger = {
				has_reform = militant_japanese_empire
			}
			government_rank = 3
			have_had_reform = militant_japanese_empire
			is_hegemon_of_type = military_hegemon
		}
	}
	
	fixed_rank = 3
	
	valid_for_nation_designer = yes
	nation_designer_cost = 50
	lock_level_when_selected = no
	nation_designer_trigger = {
		always = yes
	}
	
	modifiers = {
		war_exhaustion = -0.03
		global_unrest = -2
		max_absolutism = 25
		monarch_military_power = 2
	}
	
	conditional = {
		allow = { has_dlc = "Rights of Man" }	#Prussian mechanics
		militarised_society = yes
	}
}

maratha_confederation_reform = {
	icon = "indian_crown"
	monarchy = yes
	allow_normal_conversion = yes
	potential = {
		adm_tech = 47	#Late Feudalism
		OR = {
			has_reform = maratha_confederation_reform		#to prevent it deselecting the reform if not met
			tag = MAR		#Marathas
			primary_culture = marathi
		}
	}
	
	trigger = {
		adm_tech = 47
		OR = {
			hidden_trigger = {
				has_reform = maratha_confederation_reform
			}
			tag = MAR
			have_had_reform = maratha_confederation_reform
			AND = {
				primary_culture = marathi
				development = 250
			}
		}
	}
	
	valid_for_nation_designer = yes
	nation_designer_cost = 30
	lock_level_when_selected = no
	nation_designer_trigger = {
		always = yes
	}
	
	modifiers = {
		maratha_influence_modifier = 0.1
		maratha_loyalty_modifier = 0.05
		nobles_influence_modifier = -0.05
		tolerance_heretic = 3
		tolerance_heathen = 3
	}
	
	conditional = {
		allow = { has_dlc = "Rights of Man" }
		government_abilities = {
			militarization_mechanic		#new 1.35 version of militarization mechanic
		}
	}
}

