f93_imperial_strider = {
	activation_duration = @triumph_duration
	portrait = "GFX_r_imperial_strider"
	sound = relic_activation_ether_drake_trophy
	
	possible = {
		inline_script = {
			script = relics/activation_checks
			RELIC = f93_imperial_strider
		}
	}
	resources = {
		category = relics
		cost = {
			sr_zro = 500
		}
	}
	triggered_country_modifier  = {
		potential = { always = yes }
		ship_speed_mult = 0.1
		ship_home_territory_fire_rate_mult = 0.15
	}
	triggered_country_modifier  = {
		potential = { always = yes }
		custom_tooltip = f93_build_multiple_shroud_beaccons
	}
	triggered_country_modifier  = {
		potential = { has_country_flag = f93_imperial_strider }
		catapult_spread_mult = 0.8
	}
	active_effect = {
		custom_tooltip = f93_build_one_more_shroud_beaccons
		custom_tooltip = relic_triumph_cooldown
		hidden_effect = {
			country_event = { id = f93_cozro.2 }
			set_timed_country_flag = {
				flag = f93_imperial_strider
				days = @triumph_duration
			}
			add_modifier = {
				modifier = "relic_activation_cooldown"
				days = @triumph_duration
			}
			owner = { change_variable = { which = sb_cap value = 1 } }
		}

	}
	ai_weight = {
		base = 1
	}
	
}
#RELIC_NAME = {
#	activation_duration = @triumph_duration            # The duration the relics effect will be active
#	portrait = ""                                      # Icon used in the Relic UI
#	sound = ""                                         # Audio played at Relic activation
#   can_be_stolen = <yes/no>                           # Default = yes: Stops the relic from being stealable
#
#	resources = {                           # Used for defining the cost to activate the relic
#		category = relics
#		# Activation cost
#		cost = {
#		}
#	}
#
#	triggered_country_modifier = {                     # Modifiers that may be active by just owning the relic 
#		potential = {                                  # There can be multiple different blocks of triggered modifiers
#		}
#	}
#
#	score = 0                                           # Victory Score for owning the relic
#
#	active_effect = {                                  # Effect while the relic is active
#	}
#
#	# Possible check for activation
#	possible = {
#	}
#
#	ai_weight = {
#	}
#}
