tr_est_aesthetics_adopt = {
	custom_tooltip = tr_est_aesthetics_adopt_desc
	unlocks_agenda = agenda_est_aesthetics
	
	on_enabled = {
		every_owned_planet = {
			limit = {
				Or = {
					has_building = building_autochthon_monument
					has_building = building_heritage_site
					has_building = building_hypercomms_forum
					has_building = building_autocurating_vault				
				}
			}
			add_modifier = {
				modifier = mod_est_aesthetics_adopt
				days = -1
			}
		}
	}
	
	tradition_swap = {
		custom_tooltip = tr_est_aesthetics_adopt_spiritualist_desc

		name = tr_est_aesthetics_adopt_spiritualist
		inherit_icon = yes
		inherit_name = yes
		trigger = {
			OR = {
				has_ethic = ethic_fanatic_spiritualist
				has_ethic = ethic_spiritualist			
			}
		}	
		on_enabled = {
			every_owned_planet = {
				limit = {
					Or = {
						has_building = building_temple
						has_building = building_holotemple
						has_building = building_sacred_nexus
						has_building = building_citadel_of_faith		
					}
				}
				add_modifier = {
					modifier = mod_est_aesthetics_adopt
					days = -1
				}
			}
		}
		weight = { factor = 1 }
	}
	
	tradition_swap = {
		custom_tooltip = tr_est_aesthetics_adopt_megacorp

		name = tr_est_aesthetics_adopt_megacorp
		inherit_icon = yes
		inherit_name = yes
		trigger = { has_authority = auth_corporate }	
		on_enabled = {
			every_owned_planet = {
				limit = {
					Or = {
						has_building = building_corporate_monument
						has_building = building_corporate_site
						has_building = building_corporate_forum
						has_building = building_corporate_vault		
					}
				}
				add_modifier = {
					modifier = mod_est_aesthetics_adopt
					days = -1
				}
			}
		}
		weight = { factor = 1 }
	}
}

tr_est_aesthetics_finish = {
	modifier = {
#		planet_culture_workers_society_research_produces_add = 2 #(Ben_D): Depricated by Paradox
#		planet_culture_workers_society_research_produces_mult = 0.05 #(Ben_D): Added (Terranight): Depricated by Paradox
		planet_entertainers_society_research_produces_add = 2 #(Terranight): Added
		planet_entertainers_produces_mult = 0.25 #(Sartek): Added
		ascension_perks_add = 1
	}
	
	tradition_swap = {
		name = tr_est_aesthetics_finish_no_cw
		inherit_icon = yes
		inherit_name = yes
		trigger = {
			OR = {
				has_ethic = ethic_spiritualist
				has_ethic = ethic_fanatic_spiritualist
				has_authority = auth_corporate
			}
		}	
		modifier = {
			planet_entertainers_unity_produces_add = 2
			planet_entertainers_produces_mult = 0.25 #(Sartek): Added
			ascension_perks_add = 1
		}
		weight = { factor = 1 }
	}
}


tr_est_aesthetics_1 = {
	modifier = {
#		planet_amenities_mult = 0.15 #(Terranight): Removed and moved to tr_est_aesthetics_4
		planet_entertainers_unity_produces_add = 1 #(Terranight): Added
		planet_entertainers_society_research_produces_add = 2 #(Sartek): Added
		planet_entertainers_trade_produces_add = 3 #(Sartek): Added
	}

	ai_weight = { factor = 5000 }
}

tr_est_aesthetics_2 = {
	possible = {
		has_tradition = tr_est_aesthetics_1
	}

	modifier = {
			planet_entertainers_unity_produces_add = 2 #(Sartek): Added
			planet_entertainers_society_research_produces_add = 3 #(Sartek): Added
			planet_entertainers_trade_produces_add = 1 #(Sartek): Added
# (Sartek): My suggestion is to temporarily deactivate "adding" jobs, we could create/allow a building when this tradition is picked to avoid other issues.
#			job_entertainer_per_pop = 0.05 #(Terranight): Same as Above
#			job_culture_worker_per_pop = 0.025 #(Terranight): Same as Above
	}
	
	tradition_swap = {
		name = tr_est_aesthetics_2_duelist
		inherit_icon = yes
		inherit_name = yes
		inherit_effects = yes # (Sartek): Swap is now only flavor but entertainers automatically swaps to duelist while using same economic category
		trigger = { has_valid_civic = civic_warrior_culture }	
		weight = { factor = 1 }
	}

	ai_weight = { factor = 5000 }
}

tr_est_aesthetics_3 = {
	custom_tooltip = tr_est_aesthetics_3_desc

	modifier = {
		envoy_improve_relations_mult = 0.20
	}
	
	tradition_swap = {
		custom_tooltip = tr_est_aesthetics_3_xenophobe_desc
	
		name = tr_est_aesthetics_3_xenophobe
		trigger = {
			OR = {
				has_ethic = ethic_fanatic_xenophobe
				has_ethic = ethic_xenophobe		
			}
			NOR = {
				has_ethic = ethic_fanatic_pacifist
				has_ethic = ethic_pacifist	
			}
		}
		triggered_modifier = {
			potential = { is_at_war = yes }
			country_unity_produces_mult = 0.20
		}
		## (Metallichydra): Swapped to use Triggered Modifier instead of using on_actions
		#on_enabled = {
		#	if = {
		#		limit = {
		#			is_at_war = yes
		#		}
		#		add_modifier = {
		#			modifier = "mod_est_aesthetics_3_xenophobe"
		#			days = -1				
		#		}
		#	}
		#}
		weight = { factor = 1 }
	}
	
	tradition_swap = {
		name = tr_est_aesthetics_3_IP
		trigger = {
			OR = {
				AND = {
					has_ethic = ethic_fanatic_xenophobe
					has_ethic = ethic_pacifist	
				}
				AND = {
					has_ethic = ethic_xenophobe
					has_ethic = ethic_fanatic_pacifist	
				}
			}
		}	
		modifier = {
			country_unity_produces_mult = 0.10
		}
		weight = { factor = 1 }
	}

	ai_weight = { factor = 5000 }
}

tr_est_aesthetics_4 = {
#	custom_tooltip = tr_est_aesthetics_4_desc #(Terranight): Removed
	
	modifier ={
#		planet_districts_cities_unity_produces_add = 5 #(Ben_D): Depricated by Paradox
#		planet_clerks_unity_produces_add = 2 #(Ben_D): Added closest equivalent (Terranight): Won't work Cities don't give clerks anymore
		planet_amenities_mult = 0.10 #(Terranight): Added / (Sartek): Sligthly debuffed due to other bonuses
		planet_entertainers_produces_mult = 0.10 #(Sartek): Added. More useful after picking Aesthetic 1 and 2 OR for last pick.
		planet_entertainers_upkeep_mult = -0.25 #(Sartek): Added. More useful as first pick for warrior culture since they use alloys.
	}

#	modifier = {
#		country_base_influence_produces_add = 1.0 #(Terranight): Removed. Why was that even here?
#	}

	ai_weight = { factor = 5000 }
}

tr_est_aesthetics_5 = {
	custom_tooltip = tr_est_aesthetics_5_desc

	possible = {
		has_tradition = tr_est_aesthetics_2
		has_tradition = tr_est_aesthetics_3
		has_tradition = tr_est_aesthetics_4
	}

	ai_weight = { factor = 5000 }
}
