tr_est_chivalry_adopt = {
	custom_tooltip = tr_est_chivalry_adopt_desc

	on_enabled = {
		every_owned_leader = {
			limit = {
				NOR = {
					has_trait =	leader_trait_admiral_est_chivalry
					has_trait =	leader_trait_general_est_chivalry
					has_trait =	leader_trait_governor_est_chivalry
					has_trait =	leader_trait_scientist_est_chivalry
					has_trait =	leader_trait_ruler_est_chivalry
				}
			}
			if = {
				limit = { leader_class = admiral }
				add_trait = leader_trait_admiral_est_chivalry
				add_ruler_trait = leader_trait_ruler_est_chivalry
			}
			if = {
				limit = { leader_class = general }
				add_trait = leader_trait_general_est_chivalry
				add_ruler_trait = leader_trait_ruler_est_chivalry
			}
			if = {
				limit = { leader_class = governor }
				add_trait = leader_trait_governor_est_chivalry
				add_ruler_trait = leader_trait_ruler_est_chivalry
			}
			if = {
				limit = { leader_class = scientist }
				add_trait = leader_trait_scientist_est_chivalry
				add_ruler_trait = leader_trait_ruler_est_chivalry
			}
			if = {
				limit = { leader_class = ruler }
				add_trait = leader_trait_ruler_est_chivalry
			}
		}
		every_pool_leader = {
			limit = {
				NOR = {
					has_trait = leader_trait_admiral_est_chivalry
					has_trait = leader_trait_general_est_chivalry
					has_trait = leader_trait_governor_est_chivalry
					has_trait = leader_trait_scientist_est_chivalry
					has_trait = leader_trait_ruler_est_chivalry
				}
			}
			if = {
				limit = { leader_class = admiral }
				add_trait = leader_trait_admiral_est_chivalry
				add_ruler_trait = leader_trait_ruler_est_chivalry
			}
			if = {
				limit = { leader_class = general }
				add_trait = leader_trait_general_est_chivalry
				add_ruler_trait = leader_trait_ruler_est_chivalry
			}
			if = {
				limit = { leader_class = governor }
				add_trait = leader_trait_governor_est_chivalry
				add_ruler_trait = leader_trait_ruler_est_chivalry
			}
			if = {
				limit = { leader_class = scientist }
				add_trait = leader_trait_scientist_est_chivalry
				add_ruler_trait = leader_trait_ruler_est_chivalry
			}
			if = {
				limit = { leader_class = ruler }
				add_trait = leader_trait_ruler_est_chivalry
			}
		}
	}
}

tr_est_chivalry_finish = {
	custom_tooltip = tr_est_chivalry_finish_desc

	on_enabled = {
		country_event = {
			id = est_chivalry.8
		}
	}

	modifier = {	
		ascension_perks_add = 1
	}

	tradition_swap = {
		name = tr_est_chivalry_finish_AI
		inherit_icon = yes
		inherit_name = yes
		trigger = { is_ai = yes }	
		modifier = {	
			ruler_skill_levels = 2
			ascension_perks_add = 1
		}
		weight = {factor = 1 }
	}
}


tr_est_chivalry_1 = {
	modifier = {
		ship_fire_rate_mult = 0.10
	}
	ai_weight = { factor = 5000 }
}

tr_est_chivalry_2 = {
	custom_tooltip = tr_est_chivalry_2_desc

	possible = { has_tradition = tr_est_chivalry_1 }
	
	modifier = {
		country_trust_growth = 0.30
	}
	
	tradition_swap = {
		name = tr_est_chivalry_2_no_dip
		inherit_icon = yes
		inherit_name = yes
		trigger = {
			OR = {
				has_civic = civic_inwards_perfection
				has_civic = civic_fanatic_purifiers
			}
		}	
		modifier = {
			pop_happiness = 0.05
		}
		weight = {factor = 2 }
	}

	ai_weight = { factor = 5000 }
}

tr_est_chivalry_3 = {
	possible = { has_tradition = tr_est_chivalry_2 }
	
	modifier = {
		planet_jobs_energy_produces_mult = 0.05
		planet_jobs_food_produces_mult = 0.05
		planet_jobs_minerals_produces_mult = 0.05
	}
	ai_weight = { factor = 5000 }
}

tr_est_chivalry_4 = {
	possible = { has_tradition = tr_est_chivalry_2	 }
	
	modifier = {
		armies_upkeep_mult = -0.15
		armies_cost_mult = -0.15
		army_morale = 0.25
	}

	ai_weight = { factor = 5000 }
}

tr_est_chivalry_5 = {
	custom_tooltip = tr_est_chivalry_5_desc

	possible = { has_tradition = tr_est_chivalry_4 }
	
	ai_weight = { factor = 5000 }
}