###MONASTIC ORDER###
monastic_order_benedictine = {
	primary_attribute = stewardship
	is_religious = yes
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = monastic_orders_interface
	society_ranks_gfx = monk_ranks
	society_influence = no
	non_interference = {
		always = yes
	}
	
	active = {
		has_dlc = "Mystics"
	}
	indestructible = yes

	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = monastic_order_benedictine
					rank = 1
				}
			}
		}
		age = 16
		OR = {
			religion = catholic
			AND = {
				is_heretic = no
				OR = {
					religion = fraticelli
					religion = waldensian
					religion = lollard
					religion = cathar
				}
			}
		}
		NOT = { trait = excommunicated }
		custom_tooltip = {
			text = did_not_betray_society
			NOT = { has_character_flag = betrayed_monastic_order_benedictine }
		}
		scaled_wealth = 0.25
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}
	
	show_society = {
		OR = {
			religion = catholic
			AND = {
				is_heretic = no
				OR = {
					religion = fraticelli
					religion = waldensian
					religion = lollard
					religion = cathar
				}
			}
			society_member_of = monastic_order_benedictine
		}
	}
	
	potential = {
		OR = {
			religion = catholic
			AND = {
				is_heretic = no
				OR = {
					religion = fraticelli
					religion = waldensian
					religion = lollard
					religion = cathar
				}
			}
		}
	}
	
	society_rank = {
		level = 1
		limit = 100 
		startup_limit = 10
		modifier = {
			monthly_character_piety = 0.05
			fertility = -0.15
		}
		custom_tooltip = monastic_order_education_power_tt
	}
	
	society_rank = {
		level = 2
		limit = 50
		startup_limit = 6
		modifier = { 
			monthly_character_piety = 0.1
			stewardship = 1
			fertility = -0.15
		}
		decisions = {
			monastic_orders_spiritual_guidance
		}
	}
	
	society_rank = {
		level = 3
		limit = 25 
		startup_limit = 3
		modifier = {
			monthly_character_piety = 0.2
			stewardship = 2
			build_cost_temple_modifier = -0.25
			fertility = -0.15
		}
		decisions = {
			monastic_orders_invite_ascetic
			monastic_orders_teach_virtue
		}
	}

	society_rank = {
		level = 4
		limit = 5
		startup_limit = 1
		modifier = { 
			monthly_character_piety = 0.5
			stewardship = 3
			build_cost_temple_modifier = -0.5 
			fertility = -0.15
		}
		decisions = {
			monastic_order_convert_county
		}
		custom_tooltip = benedictine_power_diligent_tt
	}

	monthly_currency_gain = {
		name = currency_name_monastic_order_benedictine
    	
    	per_attribute = {
    		name = stewardship
    		value = 0.5
    	}
    	has_trait = {
			trait = monk
			value = 5
		}
		has_trait = {
			trait = nun
			value = 5
		}
		has_trait = {
			trait = diligent
			value = 3
		}
		has_trait = {
			trait = celibate
			value = 3
		}
    	has_trait = {
			trait = chaste
			value = 3
		}
		has_trait = {
			trait = temperate
			value = 3
		}
		has_trait = {
			trait = charitable
			value = 1
		}
		has_trait = {
			trait = kind
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = zealous
			value = 1
		}
		has_trait = {
			trait = honest
			value = 1
		}
		has_trait = {
			trait = erudite
			value = 1
		}
		has_trait = {
			trait = pilgrim
			value = 1
		}
		has_trait = {
			trait = theologian
			value = 1
		}
		has_trait = {
			trait = gardener
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
		triggered_gain = {
			desc = "saintly_monastic_gain"
			trigger = {
				any_owned_bloodline = {
					has_bloodline_flag = monastic_saintly_bloodline
					founder = {
						religion_group = ROOT
					}
				}
			}
			value = 3
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			is_priest = yes
			factor = 10
		}
		modifier = {
			trait = monk
			factor = 5
		}
		modifier = {
			trait = nun
			factor = 5
		}
		modifier = {
			trait = diligent
			factor = 1.3
		}
		modifier = {
			trait = celibate
			factor = 1.3
		}
    	modifier = {
			trait = chaste
			factor = 1.3
		}
		modifier = {
			trait = temperate
			factor = 1.3
		}
		modifier = {
			trait = charitable
			factor = 1.1
		}
		modifier = {
			trait = kind
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = zealous
			factor = 1.1
		}
		modifier = {
			trait = honest
			factor = 1.1
		}
		modifier = {
			trait = erudite
			factor = 1.1
		}
		modifier = {
			trait = pilgrim
			factor = 1.1
		}
		modifier = {
			trait = theologian
			factor = 1.1
		}
		modifier = {
			trait = gardener
			factor = 1.1
		}
	}
	
	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion = catholic
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
			NOT = { trait = cynical }
			NOT = { trait = excommunicated }
			has_secret_religion_trait_trigger = no
			OR = {
				trait = zealous
				trait = scholar
				trait = theologian
				trait = gardener
				trait = monk
				trait = nun
				learning = 16
				is_priest = yes
			}
		}
	}
}

monastic_order_dominican = {
	primary_attribute = learning
	is_religious = yes
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = monastic_orders_interface
	society_ranks_gfx = monk_ranks
	society_influence = no
	non_interference = {
		always = yes
	}
	
	active = {
		has_dlc = "Mystics"
	}
	indestructible = yes

	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = monastic_order_dominican
					rank = 1
				}
			}
		}
		age = 16
		religion = catholic
		NOT = { trait = excommunicated }
		custom_tooltip = {
			text = did_not_betray_society
			NOT = { has_character_flag = betrayed_monastic_order_dominican }
		}
		scaled_wealth = 0.25
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}

	show_society = {
		OR = {
			religion = catholic
			society_member_of = monastic_order_dominican
		}
	}

	potential = { religion = catholic }

	society_rank = {
		level = 1
		limit = 100 
		startup_limit = 10
		modifier = {
			monthly_character_piety = 0.05
			fertility = -0.15
		}
		custom_tooltip = monastic_order_education_power_tt
	}
	
	society_rank = {
		level = 2
		limit = 50
		startup_limit = 6
		modifier = { 
			monthly_character_piety = 0.1
			learning = 1
			fertility = -0.15
		}
		decisions = {
			monastic_orders_go_celibate #Power: toggle celibacy
			monastic_orders_stop_celibate
			monastic_orders_spiritual_guidance
		}
	}
	
	society_rank = {
		level = 3
		limit = 25 
		startup_limit = 3
		modifier = {
			monthly_character_piety = 0.2
			learning = 2
			build_cost_temple_modifier = -0.25
			fertility = -0.15
		}
		decisions = {
			monastic_orders_invite_ascetic
			monastic_orders_teach_virtue
		}
	}

	society_rank = {
		level = 4
		limit = 5 
		startup_limit = 1
		modifier = { 
			monthly_character_piety = 0.5
			learning = 3
			build_cost_temple_modifier = -0.5
			fertility = -0.15
		}
		decisions = {
			monastic_order_convert_county
		}
	}

	monthly_currency_gain = {
		name = currency_name_monastic_order_dominican
    	
    	per_attribute = {
    		name = learning
    		value = 0.5
    	}
    	has_trait = {
			trait = monk
			value = 5
		}
		has_trait = {
			trait = nun
			value = 5
		}
		has_trait = {
			trait = zealous
			value = 3
		}
		has_trait = {
			trait = scholar
			value = 3
		}
		has_trait = {
			trait = theologian
			value = 3
		}	
		has_trait = {
			trait = celibate
			value = 2
		}
		has_trait = {
			trait = diligent
			value = 1
		}
    	has_trait = {
			trait = chaste
			value = 1
		}
		has_trait = {
			trait = temperate
			value = 1
		}
		has_trait = {
			trait = charitable
			value = 1
		}
		has_trait = {
			trait = kind
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = honest
			value = 1
		}
		has_trait = {
			trait = erudite
			value = 1
		}
		has_trait = {
			trait = pilgrim
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
		triggered_gain = {
			desc = "saintly_monastic_gain"
			trigger = {
				any_owned_bloodline = {
					has_bloodline_flag = monastic_saintly_bloodline
					founder = {
						religion_group = ROOT
					}
				}
			}
			value = 3
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			is_priest = yes
			factor = 10
		}
		modifier = {
			trait = monk
			factor = 5
		}
		modifier = {
			trait = nun
			factor = 5
		}
		modifier = {
			trait = zealous
			factor = 1.3
		}
		modifier = {
			trait = scholar
			factor = 1.3
		}
		modifier = {
			trait = theologian
			factor = 1.3
		}
		modifier = {
			trait = celibate
			factor = 1.2
		}
		modifier = {
			trait = diligent
			factor = 1.2
		}
    	modifier = {
			trait = chaste
			factor = 1.1
		}
		modifier = {
			trait = temperate
			factor = 1.1
		}
		modifier = {
			trait = charitable
			factor = 1.1
		}
		modifier = {
			trait = kind
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = honest
			factor = 1.1
		}
		modifier = {
			trait = erudite
			factor = 1.1
		}
		modifier = {
			trait = pilgrim
			factor = 1.1
		}
	}
	
	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion = catholic
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
			NOT = { trait = cynical }
			NOT = { trait = excommunicated }
			has_secret_religion_trait_trigger = no
			OR = {
				trait = zealous
				trait = scholar
				trait = theologian
				trait = monk
				trait = nun
				learning = 16
				is_priest = yes
			}
		}
	}
}


monastic_order_orthodox = {
	primary_attribute = learning
	is_religious = yes
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = monastic_orders_interface
	society_ranks_gfx = monk_ranks
	society_influence = no
	non_interference = {
		always = yes
	}
	
	active = {
		has_dlc = "Mystics"
	}
	indestructible = yes

	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = monastic_order_orthodox
					rank = 1
				}
			}
		}
		age = 16
		OR = {
			religion = orthodox
			AND = {
				is_heretic = no
				OR = {
					religion = bogomilist
					religion = monothelite
					religion = iconoclast
					religion = paulician
				}
			}
		}
		NOT = { trait = excommunicated }
		custom_tooltip = {
			text = did_not_betray_society
			NOT = { has_character_flag = betrayed_monastic_order_orthodox }
		}
		scaled_wealth = 0.25
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}

	show_society = {
		OR = {
			religion = orthodox
			AND = {
				is_heretic = no
				OR = {
					religion = bogomilist
					religion = monothelite
					religion = iconoclast
					religion = paulician
				}
			}
			society_member_of = monastic_order_orthodox
		}
	}

	potential = {
		OR = {
			religion = orthodox
			AND = {
				is_heretic = no
				OR = {
					religion = bogomilist
					religion = monothelite
					religion = iconoclast
					religion = paulician
				}
			}
		}
	}

	society_rank = {
		level = 1
		limit = 50 
		startup_limit = 10
		modifier = {
			monthly_character_piety = 0.05
			fertility = -0.15
		}
		custom_tooltip = monastic_order_education_power_tt
	}
	
	society_rank = {
		level = 2
		limit = 20
		startup_limit = 6
		modifier = { 
			monthly_character_piety = 0.1
			learning = 1
			fertility = -0.15
		}
		decisions = {
			monastic_orders_go_celibate #Power: toggle celibacy
			monastic_orders_stop_celibate
			monastic_orders_spiritual_guidance
		}
	}
	
	society_rank = {
		level = 3
		limit = 10 
		startup_limit = 3
		modifier = {
			monthly_character_piety = 0.2
			learning = 2
			build_cost_temple_modifier = -0.25
			fertility = -0.15
		}
		decisions = {
			monastic_orders_invite_ascetic
			monastic_orders_teach_virtue
		}
	}

	society_rank = {
		level = 4
		limit = 5
		startup_limit = 1
		modifier = { 
			monthly_character_piety = 0.5
			temple_vassal_tax_modifier = 0.1
			learning = 3
			build_cost_temple_modifier = -0.5
			fertility = -0.15
		}
		decisions = {
			monastic_order_convert_county
		}
	}
    
	monthly_currency_gain = {
		name = currency_name_monastic_order_orthodox
    	
    	per_attribute = {
    		name = learning
    		value = 0.5
    	}
    	has_trait = {
			trait = monk
			value = 5
		}
		has_trait = {
			trait = nun
			value = 5
		}
		has_trait = {
			trait = scholar
			value = 3
		}
		has_trait = {
			trait = theologian
			value = 3
		}	
		has_trait = {
			trait = celibate
			value = 2
		}
		has_trait = {
			trait = diligent
			value = 1
		}
    	has_trait = {
			trait = chaste
			value = 1
		}
		has_trait = {
			trait = temperate
			value = 1
		}
		has_trait = {
			trait = charitable
			value = 1
		}
		has_trait = {
			trait = kind
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = honest
			value = 1
		}
		has_trait = {
			trait = erudite
			value = 1
		}
		has_trait = {
			trait = pilgrim
			value = 1
		}
		has_trait = {
			trait = zealous
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
		triggered_gain = {
			desc = "saintly_monastic_gain"
			trigger = {
				any_owned_bloodline = {
					has_bloodline_flag = monastic_saintly_bloodline
					founder = {
						religion_group = ROOT
					}
				}
			}
			value = 3
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			is_priest = yes
			factor = 10
		}
		modifier = {
			trait = monk
			factor = 5
		}
		modifier = {
			trait = nun
			factor = 5
		}
		modifier = {
			trait = scholar
			factor = 1.3
		}
		modifier = {
			trait = theologian
			factor = 1.3
		}
		modifier = {
			trait = celibate
			factor = 1.2
		}
		modifier = {
			trait = diligent
			factor = 1.2
		}
    	modifier = {
			trait = chaste
			factor = 1.1
		}
		modifier = {
			trait = temperate
			factor = 1.1
		}
		modifier = {
			trait = charitable
			factor = 1.1
		}
		modifier = {
			trait = kind
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = honest
			factor = 1.1
		}
		modifier = {
			trait = erudite
			factor = 1.1
		}
		modifier = {
			trait = pilgrim
			factor = 1.1
		}
		modifier = {
			trait = zealous
			factor = 1.1
		}
	}
	
	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion = orthodox
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
			NOT = { trait = cynical }
			NOT = { trait = excommunicated }
			has_secret_religion_trait_trigger = no
			OR = {
				trait = zealous
				trait = scholar
				trait = theologian
				trait = monk
				trait = nun
				learning = 16
				is_priest = yes
			}
		}
	}
}

monastic_order_nestorian = {
	primary_attribute = learning
	is_religious = yes
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = monastic_orders_interface
	society_ranks_gfx = monk_ranks
	society_influence = no
	non_interference = {
		always = yes
	}
	
	active = {
		has_dlc = "Mystics"
	}
	indestructible = yes

	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = monastic_order_nestorian
					rank = 1
				}
			}
		}
		age = 16
		OR = {
			religion = nestorian
			AND = {
				is_heretic = no
				religion = messalian
			}
		}
		NOT = { trait = excommunicated }
		custom_tooltip = {
			text = did_not_betray_society
			NOT = { has_character_flag = betrayed_monastic_order_nestorian }
		}
		scaled_wealth = 0.25
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}

	show_society = {
		OR = {
			religion = nestorian
			AND = {
				is_heretic = no
				religion = messalian
			}
			society_member_of = monastic_order_nestorian
		}
	}

	potential = {
		OR = {
			religion = nestorian
			AND = {
				is_heretic = no
				religion = messalian
			}
		}
	}

	society_rank = {
		level = 1
		limit = 50 
		startup_limit = 10
		modifier = {
			monthly_character_piety = 0.05
			fertility = -0.15
		}
		custom_tooltip = monastic_order_education_power_tt
	}
	
	society_rank = {
		level = 2
		limit = 20
		startup_limit = 6
		modifier = { 
			monthly_character_piety = 0.1
			learning = 1
			fertility = -0.15
		}
		decisions = {
			monastic_orders_go_celibate #Power: toggle celibacy
			monastic_orders_stop_celibate
			monastic_orders_spiritual_guidance
		}
	}
	
	society_rank = {
		level = 3
		limit = 10 
		startup_limit = 3
		modifier = {
			monthly_character_piety = 0.2
			learning = 2
			build_cost_temple_modifier = -0.25
			fertility = -0.15
		}
		decisions = {
			monastic_orders_invite_ascetic
			monastic_orders_teach_virtue
		}
	}

	society_rank = {
		level = 4
		limit = 5
		startup_limit = 1
		modifier = { 
			monthly_character_piety = 0.5
			temple_vassal_tax_modifier = 0.1
			build_cost_temple_modifier = -0.5
			learning = 3
			fertility = -0.15
		}
		decisions = {
			monastic_order_convert_county
		}
	}

	monthly_currency_gain = {
		name = currency_name_monastic_order_nestorian

		per_attribute = {
    		name = learning
    		value = 0.5
    	}
    	has_trait = {
			trait = monk
			value = 5
		}
		has_trait = {
			trait = nun
			value = 5
		}
		has_trait = {
			trait = scholar
			value = 3
		}
		has_trait = {
			trait = theologian
			value = 3
		}	
		has_trait = {
			trait = celibate
			value = 2
		}
		has_trait = {
			trait = diligent
			value = 1
		}
    	has_trait = {
			trait = chaste
			value = 1
		}
		has_trait = {
			trait = temperate
			value = 1
		}
		has_trait = {
			trait = charitable
			value = 1
		}
		has_trait = {
			trait = kind
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = honest
			value = 1
		}
		has_trait = {
			trait = erudite
			value = 1
		}
		has_trait = {
			trait = pilgrim
			value = 1
		}
		has_trait = {
			trait = zealous
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
		triggered_gain = {
			desc = "saintly_monastic_gain"
			trigger = {
				any_owned_bloodline = {
					has_bloodline_flag = monastic_saintly_bloodline
					founder = {
						religion_group = ROOT
					}
				}
			}
			value = 3
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			is_priest = yes
			factor = 10
		}
		modifier = {
			trait = monk
			factor = 5
		}
		modifier = {
			trait = nun
			factor = 5
		}
		modifier = {
			trait = scholar
			factor = 1.3
		}
		modifier = {
			trait = theologian
			factor = 1.3
		}
		modifier = {
			trait = celibate
			factor = 1.2
		}
		modifier = {
			trait = diligent
			factor = 1.2
		}
    	modifier = {
			trait = chaste
			factor = 1.1
		}
		modifier = {
			trait = temperate
			factor = 1.1
		}
		modifier = {
			trait = charitable
			factor = 1.1
		}
		modifier = {
			trait = kind
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = honest
			factor = 1.1
		}
		modifier = {
			trait = erudite
			factor = 1.1
		}
		modifier = {
			trait = pilgrim
			factor = 1.1
		}
		modifier = {
			trait = zealous
			factor = 1.1
		}
	}
	
	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion = nestorian
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
			NOT = { trait = cynical }
			NOT = { trait = excommunicated }
			has_secret_religion_trait_trigger = no
			OR = {
				trait = zealous
				trait = scholar
				trait = theologian
				trait = monk
				trait = nun
				learning = 16
				is_priest = yes
			}
		}
	}
}

monastic_order_monophysite = {
	primary_attribute = learning
	is_religious = yes
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = monastic_orders_interface
	society_ranks_gfx = monk_ranks
	society_influence = no
	non_interference = {
		always = yes
	}
    
	active = {
		has_dlc = "Mystics"
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = monastic_order_monophysite
					rank = 1
				}
			}
		}
		age = 16
		OR = {
			religion = miaphysite
			AND = {
				is_heretic = no
				religion = monophysite
			}
		}
		NOT = { trait = excommunicated }
		custom_tooltip = {
			text = did_not_betray_society
			NOT = { has_character_flag = betrayed_monastic_order_monophysite }
		}
		scaled_wealth = 0.25
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}

	show_society = {
		OR = {
			religion = miaphysite
			AND = {
				is_heretic = no
				religion = monophysite
			}
			society_member_of = monastic_order_monophysite
		}
	}

	potential = {
		OR = {
			religion = miaphysite
			AND = {
				is_heretic = no
				religion = monophysite
			}
		}
	}

	society_rank = {
		level = 1
		limit = 50 
		startup_limit = 10
		modifier = {
			monthly_character_piety = 0.05
			fertility = -0.15
		}
		custom_tooltip = monastic_order_education_power_tt
	}
	
	society_rank = {
		level = 2
		limit = 20
		startup_limit = 6
		modifier = { 
			monthly_character_piety = 0.1
			learning = 1
			fertility = -0.15
		}
		decisions = {
			monastic_orders_go_celibate #Power: toggle celibacy
			monastic_orders_stop_celibate
			monastic_orders_spiritual_guidance
		}
	}
	
	society_rank = {
		level = 3
		limit = 10 
		startup_limit = 3
		modifier = {
			monthly_character_piety = 0.2
			learning = 2
			build_cost_temple_modifier = -0.25
			fertility = -0.15
		}
		decisions = {
			monastic_orders_invite_ascetic
			monastic_orders_teach_virtue
		}
	}

	society_rank = {
		level = 4
		limit = 5
		startup_limit = 1
		modifier = { 
			monthly_character_piety = 0.5
			temple_vassal_tax_modifier = 0.1
			build_cost_temple_modifier = -0.5
			learning = 3
			fertility = -0.15
		}
		decisions = {
			monastic_order_convert_county
		}
	}

	plots = {
	
	}

	monthly_currency_gain = {
		name = currency_name_monastic_order_monophysite
    	
		per_attribute = {
    		name = learning
    		value = 0.5
    	}
    	has_trait = {
			trait = monk
			value = 5
		}
		has_trait = {
			trait = nun
			value = 5
		}
		has_trait = {
			trait = scholar
			value = 3
		}
		has_trait = {
			trait = theologian
			value = 3
		}	
		has_trait = {
			trait = celibate
			value = 2
		}
		has_trait = {
			trait = diligent
			value = 1
		}
    	has_trait = {
			trait = chaste
			value = 1
		}
		has_trait = {
			trait = temperate
			value = 1
		}
		has_trait = {
			trait = charitable
			value = 1
		}
		has_trait = {
			trait = kind
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = honest
			value = 1
		}
		has_trait = {
			trait = erudite
			value = 1
		}
		has_trait = {
			trait = pilgrim
			value = 1
		}
		has_trait = {
			trait = zealous
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
		triggered_gain = {
			desc = "saintly_monastic_gain"
			trigger = {
				any_owned_bloodline = {
					has_bloodline_flag = monastic_saintly_bloodline
					founder = {
						religion_group = ROOT
					}
				}
			}
			value = 3
		}
	}
	
	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion = miaphysite
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
			NOT = { trait = cynical }
			NOT = { trait = excommunicated }
			has_secret_religion_trait_trigger = no
			OR = {
				trait = zealous
				trait = scholar
				trait = theologian
				trait = monk
				trait = nun
				learning = 16
				is_priest = yes
			}
		}
	}
}

monastic_order_hindu = {
	primary_attribute = learning
	is_religious = yes
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = monastic_orders_indian_interface
	society_ranks_gfx = monk_ranks
	society_influence = no
	non_interference = {
		always = yes
	}
	
	active = {
		has_dlc = "Mystics"
	}
	indestructible = yes

	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = monastic_order_hindu
					rank = 1
				}
			}
		}
		age = 16
		religion = hindu
		custom_tooltip = {
			text = did_not_betray_society
			NOT = { has_character_flag = betrayed_monastic_order_hindu }
		}
		scaled_wealth = 0.25
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}

	show_society = {
		OR = {
			religion = hindu
			society_member_of = monastic_order_hindu
		}
	}

	potential = { religion = hindu }

	society_rank = {
		level = 1
		limit = 50 
		startup_limit = 10
		modifier = {
			monthly_character_piety = 0.05
			fertility = -0.15
		}
		custom_tooltip = monastic_order_education_power_tt
	}
	
	society_rank = {
		level = 2
		limit = 20
		startup_limit = 6
		modifier = { 
			monthly_character_piety = 0.1
			learning = 1
			fertility = -0.15
		}
		decisions = {
			monastic_orders_go_celibate #Power: toggle celibacy
			monastic_orders_stop_celibate
			monastic_orders_spiritual_guidance
		}
	}
	
	society_rank = {
		level = 3
		limit = 10 
		startup_limit = 3
		modifier = {
			monthly_character_piety = 0.2
			learning = 2
			build_cost_temple_modifier = -0.25
			fertility = -0.15
		}
		decisions = {
			monastic_orders_invite_ascetic
			monastic_orders_teach_virtue
		}
	}

	society_rank = {
		level = 4
		limit = 5 
		startup_limit = 1
		modifier = { 
			monthly_character_piety = 0.5
			learning = 3
			build_cost_temple_modifier = -0.5
			health = 1
			fertility = 0.15
		}
		decisions = {
			monastic_order_convert_county
		}
	}

	monthly_currency_gain = {
		name = currency_name_monastic_order_hindu
    	
		per_attribute = {
    		name = learning
    		value = 0.5
    	}
    	has_trait = {
			trait = brahmin
			value = 5
		}
		has_trait = {
			trait = content
			value = 3
		}
		has_trait = {
			trait = erudite
			value = 3
		}
		has_trait = {
			trait = scholar
			value = 3
		}
		has_trait = {
			trait = theologian
			value = 3
		}
		has_trait = {
			trait = diligent
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = temperate
			value = 1
		}
		has_trait = {
			trait = charitable
			value = 1
		}
		has_trait = {
			trait = kind
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = honest
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			is_priest = yes
			factor = 10
		}
		modifier = {
			trait = brahmin
			factor = 5
		}
		modifier = {
			trait = content
			factor = 1.3
		}
		modifier = {
			trait = erudite
			factor = 1.3
		}
		modifier = {
			trait = scholar
			factor = 1.3
		}
		modifier = {
			trait = theologian
			factor = 1.3
		}
		modifier = {
			trait = diligent
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = temperate
			factor = 1.1
		}
		modifier = {
			trait = charitable
			factor = 1.1
		}
		modifier = {
			trait = kind
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = honest
			factor = 1.1
		}
	}
	
	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion = hindu
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
			NOT = { trait = cynical }
			has_secret_religion_trait_trigger = no
			OR = {
				trait = zealous
				trait = scholar
				trait = theologian
				trait = brahmin
				learning = 16
				is_priest = yes
			}
		}
	}
}

monastic_order_buddhist = {
	primary_attribute = diplomacy
	is_religious = yes
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = monastic_orders_indian_interface
	society_ranks_gfx = monk_ranks
	society_influence = no
	non_interference = {
		always = yes
	}
	
	active = {
		has_dlc = "Mystics"
	}
	indestructible = yes

	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = monastic_order_buddhist
					rank = 1
				}
			}
		}
		age = 16
		religion = buddhist
		custom_tooltip = {
			text = did_not_betray_society
			NOT = { has_character_flag = betrayed_monastic_order_buddhist }
		}
		scaled_wealth = 0.25
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}

	show_society = {
		OR = {
			religion = buddhist
			society_member_of = monastic_order_buddhist
		}
	}

	potential = { religion = buddhist }

	society_rank = {
		level = 1
		limit = 50 
		startup_limit = 10
		modifier = {
			monthly_character_piety = 0.05
			fertility = -0.15
		}
		custom_tooltip = dharmic_good_trait_power_tt
	}
	
	society_rank = {
		level = 2
		limit = 20
		startup_limit = 6
		modifier = { 
			monthly_character_piety = 0.1
			diplomacy = 1
			fertility = -0.15
		}
		decisions = {
			monastic_orders_go_celibate #Power: toggle celibacy
			monastic_orders_stop_celibate
			monastic_orders_spiritual_guidance
		}
	}
	
	society_rank = {
		level = 3
		limit = 10 
		startup_limit = 3
		modifier = {
			monthly_character_piety = 0.2
			diplomacy = 2
			build_cost_temple_modifier = -0.25
			fertility = -0.15
		}
		decisions = {
			monastic_orders_invite_ascetic
			monastic_orders_teach_virtue
		}
	}

	society_rank = {
		level = 4
		limit = 5
		startup_limit = 1
		modifier = { 
			monthly_character_piety = 0.5
			diplomacy = 3
			build_cost_temple_modifier = -0.5
			global_revolt_risk = -0.08
			fertility = -0.15
		}
		decisions = {
			monastic_order_convert_county
		}
	}

	monthly_currency_gain = {
		name = currency_name_monastic_order_buddhist
    	
		per_attribute = {
    		name = diplomacy
    		value = 0.5
    	}
    	has_trait = {
			trait = brahmin
			value = 5
		}
		has_trait = {
			trait = content
			value = 3
		}
		has_trait = {
			trait = kind
			value = 3
		}
		has_trait = {
			trait = patient
			value = 3
		}
		has_trait = {
			trait = diligent
			value = 1
		}
		has_trait = {
			trait = temperate
			value = 1
		}
		has_trait = {
			trait = charitable
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = chaste
			value = 1
		}
		has_trait = {
			trait = celibate
			value = 1
		}
		has_trait = {
			trait = honest
			value = 1
		}
		has_trait = {
			trait = theologian
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			is_priest = yes
			factor = 10
		}
		modifier = {
			trait = brahmin
			factor = 5
		}
		modifier = {
			trait = content
			factor = 1.3
		}
		modifier = {
			trait = kind
			factor = 1.3
		}
		modifier = {
			trait = patient
			factor = 1.3
		}
		modifier = {
			trait = diligent
			factor = 1.1
		}
		modifier = {
			trait = temperate
			factor = 1.1
		}
		modifier = {
			trait = charitable
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = chaste
			factor = 1.1
		}
		modifier = {
			trait = celibate
			factor = 1.1
		}
		modifier = {
			trait = honest
			factor = 1.1
		}
		modifier = {
			trait = theologian
			factor = 1.1
		}
	}
	
	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion = buddhist
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
			NOT = { trait = cynical }
			has_secret_religion_trait_trigger = no
			OR = {
				trait = zealous
				trait = scholar
				trait = theologian
				trait = brahmin
				learning = 16
				is_priest = yes
			}
		}
	}
}

monastic_order_jain = {
	primary_attribute = learning
	is_religious = yes
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = monastic_orders_indian_interface
	society_ranks_gfx = monk_ranks
	society_influence = no
	non_interference = {
		always = yes
	}
	
	active = {
		has_dlc = "Mystics"
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = monastic_order_jain
					rank = 1
				}
			}
		}
		age = 16
		religion = jain
		custom_tooltip = {
			text = did_not_betray_society
			NOT = { has_character_flag = betrayed_monastic_order_jain }
		}
		scaled_wealth = 0.25
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}

	show_society = {
		OR = {
			religion = jain
			society_member_of = monastic_order_jain
		}
	}

	potential = { religion = jain }

	society_rank = {
		level = 1
		limit = 50 
		startup_limit = 10
		modifier = {
			monthly_character_piety = 0.05
			fertility = -0.15
		}
		custom_tooltip = dharmic_good_trait_power_tt
	}
	
	society_rank = {
		level = 2
		limit = 20
		startup_limit = 6
		modifier = { 
			monthly_character_piety = 0.1
			learning = 1
			fertility = -0.15
		}
		decisions = {
			monastic_orders_go_celibate #Power: toggle celibacy
			monastic_orders_stop_celibate
			monastic_orders_spiritual_guidance
		}
	}
	
	society_rank = {
		level = 3
		limit = 10 
		startup_limit = 3
		modifier = {
			monthly_character_piety = 0.2
			learning = 2
			build_cost_temple_modifier = -0.25
			fertility = -0.15
		}
		decisions = {
			monastic_orders_invite_ascetic
			monastic_orders_teach_virtue
		}
	}

	society_rank = {
		level = 4
		limit = 5
		startup_limit = 1
		modifier = { 
			monthly_character_piety = 0.5
			learning = 3
			build_cost_temple_modifier = -0.5
			same_religion_opinion = 30
			hindu_opinion = 15
			buddhist_opinion = 15
			fertility = -0.15
		}
		decisions = {
			monastic_order_convert_county
		}
	}

	plots = {
	
	}
	
	monthly_currency_gain = {
		name = currency_name_monastic_order_jain
    	
		per_attribute = {
    		name = learning
    		value = 0.5
    	}
    	has_trait = {
			trait = brahmin
			value = 5
		}
		has_trait = {
			trait = content
			value = 3
		}
		has_trait = {
			trait = kind
			value = 3
		}
		has_trait = {
			trait = patient
			value = 3
		}
		has_trait = {
			trait = diligent
			value = 1
		}
		has_trait = {
			trait = temperate
			value = 1
		}
		has_trait = {
			trait = charitable
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = chaste
			value = 1
		}
		has_trait = {
			trait = celibate
			value = 1
		}
		has_trait = {
			trait = honest
			value = 1
		}
		has_trait = {
			trait = theologian
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			is_priest = yes
			factor = 10
		}
		modifier = {
			trait = brahmin
			factor = 5
		}
		modifier = {
			trait = brahmin
			factor = 1.5
		}
		modifier = {
			trait = content
			factor = 1.3
		}
		modifier = {
			trait = kind
			factor = 1.3
		}
		modifier = {
			trait = patient
			factor = 1.3
		}
		modifier = {
			trait = diligent
			factor = 1.1
		}
		modifier = {
			trait = temperate
			factor = 1.1
		}
		modifier = {
			trait = charitable
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = chaste
			factor = 1.1
		}
		modifier = {
			trait = celibate
			factor = 1.1
		}
		modifier = {
			trait = honest
			factor = 1.1
		}
		modifier = {
			trait = theologian
			factor = 1.1
		}
	}
	
	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion = jain
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
			NOT = { trait = cynical }
			has_secret_religion_trait_trigger = no
			OR = {
				trait = zealous
				trait = scholar
				trait = theologian
				trait = brahmin
				learning = 16
				is_priest = yes
			}
		}
	}
}

monastic_order_stoics = {
	primary_attribute = learning
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = monastic_orders_interface
	society_ranks_gfx = generic_ranks
	society_influence = no
	non_interference = {
		always = yes
	}
	
	active = {
		has_dlc = "Mystics"
		has_global_flag = flag_restored_stoic_intelligentia
	}
	indestructible = yes

	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = monastic_order_stoics
					rank = 1
				}
			}
		}
		age = 16
		NOR = { #Not for savages.
			is_tribal = yes
			is_nomadic = yes
		}
		OR = { 
			religion = hellenic_pagan 
			religion = hellenic_pagan_reformed
			AND = { 
				culture = roman
				OR = { #Somewhat compatible when mixed with Roman culture.
					religion_group = christian 
					religion_group = jewish_group 
					religion = bon
					religion = bon_reformed
					religion = buddhist
				}
			}
		}
		NOT = { trait = excommunicated }
		custom_tooltip = {
			text = did_not_betray_society
			NOT = { has_character_flag = betrayed_monastic_order_stoics }
		}
		scaled_wealth = 0.25
		hidden_trigger = {
		NOT = { has_character_flag = society_join_block } }
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}

	show_society = {
		NOR = { #Not for savages.
			is_tribal = yes
			is_nomadic = yes
		}
		OR = { 
			religion = hellenic_pagan 
			religion = hellenic_pagan_reformed
			AND = { 
				culture = roman
				OR = { #Somewhat compatible when mixed with Roman culture.
					religion_group = christian 
					religion_group = jewish_group 
					religion = bon
					religion = bon_reformed
					religion = buddhist
				}
			}
			society_member_of = monastic_order_stoics
		}
	}

	potential = { 
	}

	society_rank = {
		level = 1
		limit = 60 
		startup_limit = 10
		modifier = {
			monthly_character_piety = 0.05
			fertility = -0.15
		}
		custom_tooltip = monastic_order_education_power_tt
	}
	
	society_rank = {
		level = 2
		limit = 30
		startup_limit = 6
		modifier = { 
			monthly_character_piety = 0.1
			learning = 1
			fertility = -0.15
		}
		decisions = {
			monastic_orders_go_celibate #Power: toggle celibacy
			monastic_orders_stop_celibate
			monastic_orders_spiritual_guidance
		}
	}
	
	society_rank = {
		level = 3
		limit = 25 
		startup_limit = 4
		modifier = {
			monthly_character_piety = 0.2
			diplomacy = 1
			learning = 1
			build_cost_city_modifier = -0.25
			fertility = -0.15
		}
		decisions = {
			monastic_orders_invite_ascetic
			monastic_orders_teach_virtue
		}
	}

	society_rank = {
		level = 4
		limit = 8
		startup_limit = 2
		modifier = { 
			monthly_character_piety = 0.5
			diplomacy = 1
			learning = 2
			build_cost_city_modifier = -0.5
			fertility = -0.15
		}
		decisions = {
			stoic_order_culture_convert_county
		}
	}

	monthly_currency_gain = {
		name = currency_name_monastic_order_stoics
    	
    	per_attribute = {
    		name = learning
    		value = 0.5
    	}
		has_trait = {
			trait = scholar
			value = 4
		}
		has_trait = {
			trait = theologian
			value = 4
		}	
		has_trait = {
			trait = temperate
			value = 4
		}
		has_trait = {
			trait = diligent
			value = 4
		}
		has_trait = {
			trait = erudite
			value = 3
		}
    	has_trait = {
			trait = monk
			value = 2
		}
		has_trait = {
			trait = nun
			value = 2
		}
		has_trait = {
			trait = just
			value = 2
		}
		has_trait = {
			trait = mystic
			value = 2
		}
		has_trait = {
			trait = celibate
			value = 1
		}
    	has_trait = {
			trait = chaste
			value = 1
		}
		has_trait = {
			trait = charitable
			value = 1
		}
		has_trait = {
			trait = kind
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = honest
			value = 1
		}
		has_trait = {
			trait = erudite
			value = 1
		}
		has_trait = {
			trait = pilgrim
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			trait = scholar
			factor = 5
		}
		modifier = {
			trait = theologian
			factor = 3
		}
		modifier = {
			trait = diligent
			factor = 2
		}
		modifier = {
			trait = erudite
			factor = 2
		}
		modifier = {
			trait = just
			factor = 2
		}
		modifier = {
			trait = celibate
			factor = 1.2
		}
    	modifier = {
			trait = chaste
			factor = 1.1
		}
		modifier = {
			trait = temperate
			factor = 1.1
		}
		modifier = {
			trait = charitable
			factor = 1.1
		}
		modifier = {
			trait = kind
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = honest
			factor = 1.1
		}
		modifier = {
			trait = pilgrim
			factor = 1.1
		}
	}
	
	startup_populate = {
	    trigger = {
			ai = yes
	  	  	controls_religion = no
			NOR = { #Not for savages.
				is_tribal = yes
				is_nomadic = yes
			}
			OR = { 
				religion = hellenic_pagan 
				religion = hellenic_pagan_reformed
				AND = { 
					culture = roman
					OR = { #Somewhat compatible when mixed with Roman culture.
						religion_group = christian 
						religion_group = jewish_group 
						religion = bon
						religion = bon_reformed
						religion = buddhist
					}
				}
			}
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
			NOT = { trait = excommunicated }
			has_secret_religion_trait_trigger = no
			OR = {
				trait = zealous
				trait = scholar
				trait = theologian
				trait = erudite
				trait = diligent
				learning = 16
			}
		}
	}
}

hermetics = {
	primary_attribute = learning
	society_ranks_gfx = generic_ranks
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = hermetic_society_interface
	society_influence = no
	non_interference = {
		always = yes
	}
	
	active = {
		has_dlc = "Mystics"
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = hermetics
					rank = 1
				}
			}
			OR = {
				is_landed = yes
				is_patrician = yes
			}
		}
		learning = 10
		OR = {
			has_religion_feature = religion_astrology
			religion_group = christian
			religion_group = muslim
			religion_group = jewish_group
			religion_group = zoroastrian_group
			custom_tooltip = {
				text = zunist_hermetic_join_tooltip
				hidden_trigger = {
					OR = {
						religion = zun_pagan					
						religion = zun_pagan_reformed
					}
				}
			}
			custom_tooltip = {
				text = hellenic_hermetic_join_tooltip

				OR = {
					religion = hellenic_pagan
					religion = hellenic_pagan_reformed
				}
			}
			religion = taoist
		}
		NOR = {
			is_nomadic = yes
			is_tribal = yes
		}
		hidden_trigger = { mercenary = no }
		age = 16
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}

	show_society = {
		OR = {
			has_religion_feature = religion_astrology
			religion_group = christian
			religion_group = muslim
			religion_group = jewish_group
			religion_group = zoroastrian_group
			religion = zun_pagan
			religion = zun_pagan_reformed
			religion = hellenic_pagan
			religion = hellenic_pagan_reformed
			religion = taoist
			society_member_of = hermetics
		}
	}
	
	potential = {
		#If something is added here, it could break apprenticeship. Create an event if they can get kicked out. title_hermetics_apprentice
	}
	
	society_rank = {
		level = 1
		limit = 200
		startup_limit = 10
		modifier = {
			church_opinion = -10
			#economy_techpoints = 0.05
		}
		decisions = {
			hermetics_write_theory_paper # Enables you to write a theorem paper that, if approved, gives you society power
		}
	}
	
	society_rank = {
		level = 2
		limit = 100
		startup_limit = 6
		modifier = { 
			learning = 1
			church_opinion = -10
		}
		decisions = {
			hermetics_perform_scrying # Enables you to perform a scrying and gain an omen
			brew_happiness_potion # Enables you to brew a potion
		}
	}
	
	society_rank = {
		level = 3
		limit = 50
		startup_limit = 4
		modifier = {
			learning = 2
			church_opinion = -10
		}
		decisions = {
			hermetics_make_horoscope # Enables you to "predict" your children's future
		}
	}

	society_rank = {
		level = 4
		limit = 20
		startup_limit = 2
		modifier = { 
			learning = 3
			church_opinion = -10
		}
		decisions = {
			choose_hermetic_art # Enables you to pick/change your lifestyle trait
			hermetics_write_magnum_opus # Write an enciphered book of lore (artifact)
		}
	}
	
	plots = {
	}
	
	monthly_currency_gain = {
		name = currency_name_hermetics
		
		per_attribute = {
    		name = learning
    		value = 0.5
    	}
		has_trait = {
			value = 2
			trait = diligent
		}
		has_trait = {
			value = 1
			trait = scholar
		}
		has_trait = {
			value = 1
			trait = mystic
		}
		has_trait = {
			value = 1
			trait = erudite
		}
		has_trait = {
			value = 1
			trait = stubborn
		}
		has_trait = {
			value = 1
			trait = patient
		}
		has_trait = {
			value = 1
			trait = genius
		}
		has_trait = {
			value = 1
			trait = quick
		}
		has_trait = {
			value = 1
			trait = shrewd
		}
		has_trait = {
			value = 1
			trait = just
		}
		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			factor = 2
			trait = diligent
		}
		modifier = {
			factor = 1.5
			trait = scholar
		}
		modifier = {
			factor = 1.5
			trait = mystic
		}
		modifier = {
			factor = 1.5
			trait = erudite
		}
		modifier = {
			factor = 1.5
			trait = stubborn
		}
		modifier = {
			factor = 1.5
			trait = patient
		}
		modifier = {
			factor = 1.5
			OR = {
				trait = genius
				trait = quick
				trait = shrewd
			}
		}
		modifier = {
			factor = 1.5
			trait = just
		}
	}
	
	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
			age = 16
			is_in_society = no
			is_dumb_trigger = no
			OR = {
				NOT = { is_priest = yes }
				OR = {
					trait = mystic
					trait = scholar
					trait = cynical
				}
			}
			OR = {
				AND = {
					is_landed = yes
					OR = { 
						learning = 14
						trait = scholar
						trait = faqih
						trait = erudite
						trait = genius
						trait = mystic
					}
				}
				AND = {
					learning = 18
					OR = {
						trait = scholar
						trait = faqih
						trait = erudite
						trait = genius
						trait = mystic
						learning = 20
					}
				}
			}
			OR = {
				religion_group = christian
				religion_group = muslim
				religion_group = jewish_group
				religion_group = zoroastrian_group
				religion = zun_pagan
				religion = zun_pagan_reformed
				religion = hellenic_pagan
				religion = hellenic_pagan_reformed
				religion = taoist
			}
		}
	}
}

###THE ASSASSINS###
the_assassins = {
	primary_attribute = intrigue
	is_secret = yes
	devil_worshipper = no
	opinion_to_other_members = +10
	opinion_to_pretenders = -20			#Pretenders is the opinion you have of people perceived/discovered to be in your society.
	opinion_to_perceived_members = -20 	#Perceived is the opinion you have of people perceived/discovered to be of a society you're not part of
	opinion_per_rank_above = +10
	society_rank_up_decision = request_to_rank_up_within_society
	sound = assassins_interface
	society_ranks_gfx = generic_ranks
	society_influence = no
	
	active = {
		has_dlc = "Mystics"
	}
	indestructible = yes

	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = the_assassins
					rank = 1
				}
			}
		}
		age = 16
		OR = {
			true_religion = shiite
			religion_group = muslim
			AND = {
				trait = sympathy_islam
				trait = deceitful
				NOT = { trait = zealous }
				OR = {
					trait = schemer
					trait = elusive_shadow
					intrigue = 18
				}
			}
			AND = {
				ai = no
				NOT = { trait = zealous }
				any_playable_ruler = {
					religion = shiite
					NOT = {
						distance_from_realm = { value = 300 who = ROOT }
					}
				}
			}
		}
		OR = {
			is_female = no
			has_game_rule = {
				name = gender
				value = all
			}
			has_religion_feature = religion_matriarchal
		}
		OR = {
			is_female = yes
			NOT = {
				has_religion_feature = religion_matriarchal	
			}
		}
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}

	show_society = {
		OR = {
			society_member_of = the_assassins #You can always see the society you are a part of
			AND = {
				OR = {
					religion_group = muslim
					secret_religion = shiite
					AND = {
						ai = no
						NOT = { trait = zealous }
						any_playable_ruler = {
							religion = shiite
							NOT = {
								distance_from_realm = { value = 300 who = ROOT }
							}
						}
					}
				}
				age = 16
				OR = {
					is_female = no
					has_game_rule = {
						name = gender
						value = all
					}
					has_religion_feature = religion_matriarchal
				}
				OR = {
					is_female = yes
					NOT = {
						has_religion_feature = religion_matriarchal	
					}
				}
			}
		}
	}

	potential = {
		OR = {
			religion = shiite
			secret_religion = shiite
		}
	}

	society_rank = {
		level = 1
		limit = 20 
		startup_limit = 10
		modifier = {
			is_visible = {
				OR = {
					society_member_of = the_assassins
					FROM = { is_society_discovered = yes }
				}
			}
			murder_plot_power_modifier = 0.1 # increased plotpower
		}
		decisions = {
			decision_abduct
			assassins_borrow_money
			assassins_donate
			assassins_drug_effect
		}
	}
	
	society_rank = {
		level = 2
		limit = 15
		startup_limit = 6
		modifier = { 
			is_visible = {
				OR = {
					society_member_of = the_assassins
					FROM = { is_society_discovered = yes }
				}
			}
			murder_plot_power_modifier = 0.2 # further increased plotpower
			defensive_plot_power_modifier = 0.1
			intrigue = 1 
			combat_rating = 10 # bonus to dueling
		}
		decisions = {
			assassins_scare_ruler #Available (targeted) Power: Can scare rulers to get a Favor (leave a dagger on their pillow, etc. 
		}
	}
	
	society_rank = {
		level = 3
		limit = 5 
		startup_limit = 3
		modifier = {
			is_visible = {
				OR = {
					society_member_of = the_assassins
					FROM = { is_society_discovered = yes }
				}
			}
			murder_plot_power_modifier = 0.30 # further increased plotpower
			defensive_plot_power_modifier = 0.15
			intrigue = 2 # further increase
			combat_rating = 10 # bonus to dueling (left over)
			plot_discovery_chance = 0.1 # bonus to plot discovery chance
		}
		decisions = {
			assassins_raise_ships #Available Power: Can raise special fleet of Ships
		}
	}

	society_rank = {
		level = 4
		limit = 1 
		startup_limit = 1
		modifier = {
			is_visible = {
				OR = {
					society_member_of = the_assassins
					FROM = { is_society_discovered = yes }
				}
			}
			murder_plot_power_modifier = 0.50 # further increased plotpower
			defensive_plot_power_modifier = 0.25
			intrigue = 3 # further increase
			combat_rating = 10 # bonus to dueling (left over)
			plot_discovery_chance = 0.2 # further bonus to plot discovery chance
		}
		decisions = {
			assassins_raise_troops #Available Power: Can raise a special regiment
			assassins_mark_for_death #Available (targeted) Power: Mark for death (+ assassins_clear_marked_for_death_target i.e. the clearing of the mark)
		}
		obedience_tooltip = obedience_tooltip #this can be unique per rank/society 
		obedient = {
			ROOT = {
				always = yes
			}
		}
	}

	monthly_currency_gain = {
		name = currency_name_the_assassins
    
		per_attribute = {
			name = intrigue 
			value = 0.5
		}
		has_trait = {
			trait = zealous
			value = 3
		}
		has_trait = {
			trait = erudite
			value = 3
		}
		has_trait = {
			trait = scholar
			value = 3
		}
		has_trait = {
			trait = theologian
			value = 3
		}
		has_trait = {
			trait = schemer
			value = 3
		}
		has_trait = {
			trait = strong
			value = 1
		}
		has_trait = {
			trait = robust
			value = 1
		}
		has_trait = {
			trait = genius
			value = 1
		}
		has_trait = {
			trait = quick
			value = 1
		}
		has_trait = {
			trait = shrewd
			value = 1
		}
		has_trait = {
			trait = diligent
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = temperate
			value = 1
		}
		has_trait = {
			trait = charitable
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			primary_title = { title = d_hashshashin }
			factor = 2
		}
		modifier = {
			trait = zealous
			factor = 1.3
		}
		modifier = {
			trait = erudite
			factor = 1.3
		}
		modifier = {
			trait = scholar
			factor = 1.3
		}
		modifier = {
			trait = theologian
			factor = 1.3
		}
		modifier = {
			trait = schemer
			factor = 1.3
		}
		modifier = {
			trait = strong
			factor = 1.1
		}
		modifier = {
			trait = robust
			factor = 1.1
		}
		modifier = {
			trait = genius
			factor = 1.1
		}
		modifier = {
			trait = quick
			factor = 1.1
		}
		modifier = {
			trait = shrewd
			factor = 1.1
		}
		modifier = {
			trait = diligent
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = temperate
			factor = 1.1
		}
		modifier = {
			trait = charitable
			factor = 1.1
		}	
	}
	
	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no 
			religion = shiite
			age = 16
			OR = {
				is_female = no
				has_game_rule = {
					name = gender
					value = all
				}
				has_religion_feature = religion_matriarchal
			}
			OR = {
				is_female = yes
				NOT = {
					has_religion_feature = religion_matriarchal	
				}
			}
			NOT = { trait = decadent }
			OR = {
				trait = zealous
				trait = schemer
				trait = elusive_shadow
				trait = deceitful
				trait = ambitious
				intrigue = 18
			}
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOT = { mercenary = yes }
			OR = {
				NOT = { holy_order = yes }
				primary_title = { title = d_hashshashin }
			}
		}
	}
}

###DEVIL WORSHIPERS###
the_satanists = {
	primary_attribute = intrigue
	is_secret = yes
	criminal = yes
	devil_worshipper = yes
	opinion_to_other_members = +5
	opinion_to_pretenders = -40			#Pretenders is the opinion you have of people perceived/discovered to be in your society.
	opinion_to_perceived_members = -40	#Perceived is the opinion you have of people perceived/discovered to be of a society you're not part of
	opinion_per_rank_above = +10
	sound = devil_worshippers_interface
	society_ranks_gfx = devil_ranks
	society_influence = no
	
	active = {
		has_dlc = "Mystics"
		NOT = {
			has_game_rule = {
				name = devil_worshipers
				value = none
			}
		}
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NOT = {
				has_game_rule = {
					name = devil_worshipers
					value = none
				}
			}
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = the_satanists
					rank = 1
				}
			}
		}
		has_satanists_prerequisites = yes
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}

	show_society = {
		NOT = {
			has_game_rule = {
				name = devil_worshipers
				value = none
			}
		}
		age = 16
		OR = {
			religion_group = christian
			religion_group = muslim
			religion_group = zoroastrian_group
			religion_group = jewish_group
			religion = zun_pagan
			religion = zun_pagan_reformed
			society_member_of = the_satanists
		}
	}

	potential = { } #no rules

	society_rank = {
		level = 1
		limit = 100 
		startup_limit = 10
		decisions = {
			decision_abduct
			prisoner_dark_sacrifice #Available Decision: Sacrifice Prisoner
			#Over time, lose virtues, gain vices. A Soul Corruption-effect is on a yearly pulse (with a chance to do nothing)
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_2;
	}
	
	society_rank = {
		level = 2
		limit = 50
		startup_limit = 6
		modifier = { 
			is_visible = {
				OR = {
					society_member_of = the_satanists
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 1
		}
		decisions = {
			devil_worshipers_summon_familiar #Available Power: Summon Familiar
			the_devil_worshipers_tainted_touch #Available Power: Curse people with disease
			devil_worshipers_demonic_possession #Available Power: Possess someone to make fanatically loyal
			#Available Power: Abduction plot
			#unlock new options in Seduction and Spy On?
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_3;
	}
	
	society_rank = {
		level = 3
		limit = 25 
		startup_limit = 3
		modifier = {
			is_visible = {
				OR = {
					society_member_of = the_satanists
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 2
		}
		decisions = {
			devil_worshipers_dark_divorce #Available Power: Dark Divorce
			devil_worshipers_dark_healing #Available Power: Demonic Healing. Sacrifice a prisoner to heal a random illness or maiming.
			devil_worshipers_invite_disciple_of_devil #Available Decision: Invite a witch to court
			#Available Power: Love Potion
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_4;
	}

	society_rank = {
		level = 4
		limit = 1 
		startup_limit = 1
		modifier = { 
			is_visible = {
				OR = {
					society_member_of = the_satanists
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 3
		}
		decisions = {
			
			DW_prolong_life #Available Power: Prolong Life
			DW_demonic_impregnation #Available power: Unholy Impregnation
		}
		obedience_tooltip = obedience_tooltip #this can be unique per rank/society 
		obedient = {
			ROOT = {
				always = yes
			}
		}
	}

	plots = {
		plot1_tag
		plot2_tag
	}
    
	ambitions = {
		ambition1_tag
		ambition2_tag
	}

	monthly_currency_gain = {
		name = currency_name_the_satanists
    
		per_attribute = {
			name = intrigue
			value = 0.5
		}
	triggered_gain = {
			desc = loc_is_revealed_antichrist
			trigger = { has_character_modifier = demon_horns
			}
			value = 10
		}
		has_trait = {
			trait = ambitious
			value = 5
		}
		has_trait = {
			trait = genius
			value = 4
		}
		has_trait = {
			trait = quick
			value = 3
		}
		has_trait = {
			trait = shrewd
			value = 3
		}
		has_trait = {
			trait = hedonist
			value = 3
		}
		has_trait = {
			trait = mystic
			value = 3
		}
		has_trait = {
			trait = seducer
			value = 3
		}
		has_trait = {
			trait = seductress
			value = 3
		}
		has_trait = {
			trait = schemer
			value = 3
		}
		has_trait = {
			trait = impaler
			value = 3
		}
		has_trait = {
			trait = lustful
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = greedy
			value = 1
		}
		has_trait = {
			trait = deceitful
			value = 1
		}
		has_trait = {
			trait = arbitrary
			value = 1
		}
		has_trait = {
			trait = baptized_by_satan
			value = 5
		}
		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			has_character_modifier = demon_horns
			factor = 2
		}
		modifier = {
			trait = baptized_by_satan
			factor = 1.75
		}
		modifier = {
			trait = ambitious
			factor = 1.5
		}
		modifier = {
			trait = genius
			factor = 1.3
		}
		modifier = {
			trait = quick
			factor = 1.3
		}
		modifier = {
			trait = shrewd
			factor = 1.3
		}
		modifier = {
			trait = hedonist
			factor = 1.3
		}
		modifier = {
			trait = mystic
			factor = 1.3
		}
		modifier = {
			trait = seducer
			factor = 1.3
		}
		modifier = {
			trait = seductress
			factor = 1.3
		}
		modifier = {
			trait = schemer
			factor = 1.3
		}
		modifier = {
			trait = impaler
			factor = 1.3
		}
		modifier = {
			trait = lustful
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = greedy
			factor = 1.1
		}
		modifier = {
			trait = deceitful
			factor = 1.1
		}
		modifier = {
			trait = arbitrary
			factor = 1.1
		}
	}
	
	startup_populate = {
		trigger = {
			NOT = {
				has_game_rule = {
					name = devil_worshipers
					value = none
				}
			}
			ai = yes
			controls_religion = no
			OR = {
				true_religion_group_muslim_trigger = yes
				true_religion_group_christian_trigger = yes
				true_religion_group_jewish_group_trigger = yes
				true_religion_group_zoroastrian_group_trigger = yes
				true_religion_zun_pagan_trigger = yes
			}
			OR = {
				has_impious_trait_trigger = yes
				has_vice_trigger = yes
				trait = drunkard
				trait = possessed
				trait = lunatic
			}
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
		}
	}
}

the_trollcrafters = {
	primary_attribute = intrigue
	is_secret = yes
	criminal = yes
	devil_worshipper = yes
	opinion_to_other_members = +5
	opinion_to_pretenders = -40			#Pretenders is the opinion you have of people perceived/discovered to be in your society.
	opinion_to_perceived_members = -40	#Perceived is the opinion you have of people perceived/discovered to be of a society you're not part of
	opinion_per_rank_above = +10
	sound = devil_worshippers_interface
	society_ranks_gfx = devil_ranks
	society_influence = no
	
	active = {
		has_dlc = "Mystics"
		NOT = {
			has_game_rule = {
				name = devil_worshipers
				value = none
			}
		}
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NOT = {
				has_game_rule = {
					name = devil_worshipers
					value = none
				}
			}
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = the_trollcrafters
					rank = 1
				}
			}
		}
		has_trollcrafters_prerequisites = yes
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}
	
	show_society = {
		NOT = {
			has_game_rule = {
				name = devil_worshipers
				value = none
			}
		}
		age = 16
		OR = {
			religion = norse_pagan
			religion = norse_pagan_reformed
			secret_religion = norse_pagan
			secret_religion = norse_pagan_reformed
			society_member_of = the_trollcrafters
		}
	}
	
	potential = { } #no rules
	
	society_rank = {
		level = 1
		limit = 100 
		startup_limit = 10
		decisions = {
			decision_abduct
			prisoner_dark_sacrifice #Available Decision: Sacrifice Prisoner
			#Over time, lose virtues, gain vices. A Soul Corruption-effect is on a yearly pulse (with a chance to do nothing)
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_2;
	}
	
	society_rank = { 
		level = 2
		limit = 50
		startup_limit = 6
		modifier = { 
			is_visible = {
				OR = {
					society_member_of = the_trollcrafters
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 1
		}
		decisions = {
			devil_worshipers_summon_familiar #Available Power: Summon Familiar
			the_devil_worshipers_tainted_touch #Available Power: Curse people with disease
			devil_worshipers_demonic_possession #Available Power: Possess someone to make fanatically loyal
			#Available Power: Abduction plot
			#unlock new options in Seduction and Spy On?
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_3;
	}
	
	society_rank = {
		level = 3
		limit = 25 
		startup_limit = 3
		modifier = {
			is_visible = {
				OR = {
					society_member_of = the_trollcrafters
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 2
		}
		decisions = {
			devil_worshipers_dark_divorce #Available Power: Dark Divorce
			devil_worshipers_dark_healing #Available Power: Demonic Healing. Sacrifice a prisoner to heal a random illness or maiming.
			devil_worshipers_invite_disciple_of_devil #Available Decision: Invite a witch to court
			#Available Power: Love Potion
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_4;
	}

	society_rank = {
		level = 4
		limit = 1 
		startup_limit = 1
		modifier = { 
			is_visible = {
				OR = {
					society_member_of = the_trollcrafters
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 3
		}
		decisions = {
			DW_prolong_life #Available Power: Prolong Life
			DW_demonic_impregnation #Available power: Unholy Impregnation
		}
		obedience_tooltip = obedience_tooltip #this can be unique per rank/society 
		obedient = {
			ROOT = {
				always = yes
			}
		}		
	}

	plots = {
		plot1_tag
		plot2_tag
	}
    
	ambitions = {
		ambition1_tag
		ambition2_tag
	}

	monthly_currency_gain = {
		name = currency_name_the_trollcrafters
    
		per_attribute = {
			name = intrigue
			value = 0.5
		}
		has_trait = {
			trait = ambitious
			value = 5
		}
		has_trait = {
			trait = genius
			value = 4
		}
		has_trait = {
			trait = quick
			value = 3
		}
		has_trait = {
			trait = shrewd
			value = 3
		}
		has_trait = {
			trait = hedonist
			value = 3
		}
		has_trait = {
			trait = mystic
			value = 3
		}
		has_trait = {
			trait = seducer
			value = 3
		}
		has_trait = {
			trait = seductress
			value = 3
		}
		has_trait = {
			trait = schemer
			value = 3
		}
		has_trait = {
			trait = impaler
			value = 3
		}
		has_trait = {
			trait = one_eyed
			value = 3
		}
		has_trait = {
			trait = lustful
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = greedy
			value = 1
		}
		has_trait = {
			trait = deceitful
			value = 1
		}
		has_trait = {
			trait = arbitrary
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			trait = ambitious
			factor = 1.5
		}
		modifier = {
			trait = genius
			factor = 1.3
		}
		modifier = {
			trait = quick
			factor = 1.3
		}
		modifier = {
			trait = shrewd
			factor = 1.3
		}
		modifier = {
			trait = hedonist
			factor = 1.3
		}
		modifier = {
			trait = mystic
			factor = 1.3
		}
		modifier = {
			trait = seducer
			factor = 1.3
		}
		modifier = {
			trait = seductress
			factor = 1.3
		}
		modifier = {
			trait = schemer
			factor = 1.3
		}
		modifier = {
			trait = impaler
			factor = 1.3
		}
		modifier = {
			trait = one_eyed
			factor = 1.3
		}
		modifier = {
			trait = lustful
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = greedy
			factor = 1.1
		}
		modifier = {
			trait = deceitful
			factor = 1.1
		}
		modifier = {
			trait = arbitrary
			factor = 1.1
		}
	}
	
	startup_populate = {
	    trigger = {
			NOT = {
				has_game_rule = {
					name = devil_worshipers
					value = none
				}
			}
			ai = yes
	    	controls_religion = no 
		    OR = {
				true_religion_norse_pagan_reformed_trigger = yes
				true_religion_norse_pagan_trigger = yes
			}
			OR = {
				has_impious_trait_trigger = yes
				has_vice_trigger = yes
				trait = drunkard
				trait = possessed
				trait = lunatic
			}
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
		}
	}
}


the_cult_of_kali = {
	primary_attribute = intrigue
	is_secret = yes
	criminal = yes
	devil_worshipper = yes
	opinion_to_other_members = +5
	opinion_to_pretenders = -40			#Pretenders is the opinion you have of people perceived/discovered to be in your society.
	opinion_to_perceived_members = -40	#Perceived is the opinion you have of people perceived/discovered to be of a society you're not part of
	opinion_per_rank_above = +10
	sound = devil_worshippers_interface
	society_ranks_gfx = devil_ranks
	society_influence = no
	
	active = {
		has_dlc = "Mystics"
		NOT = {
			has_game_rule = {
				name = devil_worshipers
				value = none
			}
		}
	}
	indestructible = yes

	can_join_society = {
		hidden_trigger = {
			NOT = {
				has_game_rule = {
					name = devil_worshipers
					value = none
				}
			}
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = the_cult_of_kali
					rank = 1
				}
			}
		}
		has_cult_of_kali_prerequisites = yes
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}
	
	show_society = {
		NOT = {
			has_game_rule = {
				name = devil_worshipers
				value = none
			}
		}
		age = 16
		OR = {
			religion = hindu
			secret_religion = hindu
			society_member_of = the_cult_of_kali
		}
	}

	society_rank = {
		level = 1
		limit = 100 
		startup_limit = 10
		decisions = {
			decision_abduct
			prisoner_dark_sacrifice #Available Decision: Sacrifice Prisoner
			#Over time, lose virtues, gain vices. A Soul Corruption-effect is on a yearly pulse (with a chance to do nothing)
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_2;
	}

	potential = { } #no rules
	
	society_rank = { 
		level = 2
		limit = 50
		startup_limit = 6
		modifier = { 
			is_visible = {
				OR = {
					society_member_of = the_cult_of_kali
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 1
		}
		decisions = {
			devil_worshipers_summon_familiar #Available Power: Summon Familiar
			the_devil_worshipers_tainted_touch #Available Power: Curse people with disease
			devil_worshipers_demonic_possession #Available Power: Possess someone to make fanatically loyal
			#Available Power: Abduction plot
			#unlock new options in Seduction and Spy On?
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_3;
	}
	
	society_rank = {
		level = 3
		limit = 25 
		startup_limit = 3
		modifier = {
			is_visible = {
				OR = {
					society_member_of = the_cult_of_kali
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 2
		}
		decisions = {
			devil_worshipers_dark_divorce #Available Power: Dark Divorce
			devil_worshipers_dark_healing #Available Power: Demonic Healing. Sacrifice a prisoner to heal a random illness or maiming.
			devil_worshipers_invite_disciple_of_devil #Available Decision: Invite a witch to court
			#Available Power: Love Potion
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_4;
	}

	society_rank = {
		level = 4
		limit = 1 
		startup_limit = 1
		modifier = { 
			is_visible = {
				OR = {
					society_member_of = the_cult_of_kali
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 3
		}
		decisions = {
			DW_prolong_life #Available Power: Prolong Life
			DW_demonic_impregnation #Available power: Unholy Impregnation
		}
		obedience_tooltip = obedience_tooltip #this can be unique per rank/society 
		obedient = {
			ROOT = {
				always = yes
			}
		}
	}

	plots = {
		plot1_tag
		plot2_tag
	}
    
	ambitions = {
		ambition1_tag
		ambition2_tag
	}

	monthly_currency_gain = {
		name = currency_name_the_cult_of_kali
    
		per_attribute = {
			name = intrigue
			value = 0.5
		}
		has_trait = {
			trait = ambitious
			value = 5
		}
		has_trait = {
			trait = genius
			value = 4
		}
		has_trait = {
			trait = quick
			value = 3
		}
		has_trait = {
			trait = shrewd
			value = 3
		}
		has_trait = {
			trait = hedonist
			value = 3
		}
		has_trait = {
			trait = mystic
			value = 3
		}
		has_trait = {
			trait = seducer
			value = 3
		}
		has_trait = {
			trait = seductress
			value = 3
		}
		has_trait = {
			trait = schemer
			value = 3
		}
		has_trait = {
			trait = impaler
			value = 3
		}
		has_trait = {
			trait = lustful
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = greedy
			value = 1
		}
		has_trait = {
			trait = deceitful
			value = 1
		}
		has_trait = {
			trait = arbitrary
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			trait = ambitious
			factor = 1.5
		}
		modifier = {
			trait = genius
			factor = 1.3
		}
		modifier = {
			trait = quick
			factor = 1.3
		}
		modifier = {
			trait = shrewd
			factor = 1.3
		}
		modifier = {
			trait = hedonist
			factor = 1.3
		}
		modifier = {
			trait = mystic
			factor = 1.3
		}
		modifier = {
			trait = seducer
			factor = 1.3
		}
		modifier = {
			trait = seductress
			factor = 1.3
		}
		modifier = {
			trait = schemer
			factor = 1.3
		}
		modifier = {
			trait = impaler
			factor = 1.3
		}
		modifier = {
			trait = lustful
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = greedy
			factor = 1.1
		}
		modifier = {
			trait = deceitful
			factor = 1.1
		}
		modifier = {
			trait = arbitrary
			factor = 1.1
		}
	}
	
	startup_populate = {
	    trigger = {
			NOT = {
				has_game_rule = {
					name = devil_worshipers
					value = none
				}
			}
			ai = yes
	    	controls_religion = no
    		true_religion_hindu_trigger = yes
			OR = {
				has_impious_trait_trigger = yes
				has_vice_trigger = yes
				trait = drunkard
				trait = possessed
				trait = lunatic
			}
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
		}
	}
}

the_cold_ones = {
	primary_attribute = intrigue
	is_secret = yes
	criminal = yes
	devil_worshipper = yes
	opinion_to_other_members = +5
	opinion_to_pretenders = -40			#Pretenders is the opinion you have of people perceived/discovered to be in your society.
	opinion_to_perceived_members = -40	#Perceived is the opinion you have of people perceived/discovered to be of a society you're not part of
	opinion_per_rank_above = +10
	sound = devil_worshippers_interface
	society_ranks_gfx = devil_ranks
	society_influence = no
	
	active = {
		has_dlc = "Mystics"
		NOT = {
			has_game_rule = {
				name = devil_worshipers
				value = none
			}
		}
	}
	indestructible = yes
		
	can_join_society = {
		hidden_trigger = {
			NOT = {
				has_game_rule = {
					name = devil_worshipers
					value = none
				}
			}
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = the_cold_ones
					rank = 1
				}
			}
		}
		has_cold_ones_prerequisites = yes
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}

	show_society = {
		NOT = {
			has_game_rule = {
				name = devil_worshipers
				value = none
			}
		}
		age = 16
		OR = {
			religion = baltic_pagan
			religion = baltic_pagan_reformed
			secret_religion = baltic_pagan
			secret_religion = baltic_pagan_reformed
			religion = slavic_pagan
			religion = slavic_pagan_reformed
			secret_religion = slavic_pagan
			secret_religion = slavic_pagan_reformed
			religion = finnish_pagan
			religion = finnish_pagan_reformed
			secret_religion = finnish_pagan
			secret_religion = finnish_pagan_reformed
			society_member_of = the_cold_ones		
		}
	}

	society_rank = {
		level = 1
		limit = 100 
		startup_limit = 10
		decisions = {
			decision_abduct
			prisoner_dark_sacrifice #Available Decision: Sacrifice Prisoner
			#Over time, lose virtues, gain vices. A Soul Corruption-effect is on a yearly pulse (with a chance to do nothing)
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_2;
	}
	
	society_rank = { 
		level = 2
		limit = 50
		startup_limit = 6
		modifier = { 
			is_visible = {
				OR = {
					society_member_of = the_cold_ones
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 1
		}
		decisions = {
			devil_worshipers_summon_familiar #Available Power: Summon Familiar
			the_devil_worshipers_tainted_touch #Available Power: Curse people with disease
			devil_worshipers_demonic_possession #Available Power: Possess someone to make fanatically loyal
			#Available Power: Abduction plot
			#unlock new options in Seduction and Spy On?
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_3;
	}
	
	society_rank = {
		level = 3
		limit = 25 
		startup_limit = 3
		modifier = {
			is_visible = {
				OR = {
					society_member_of = the_cold_ones
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 2
		}
		decisions = {
			devil_worshipers_dark_divorce #Available Power: Dark Divorce
			devil_worshipers_dark_healing #Available Power: Demonic Healing. Sacrifice a prisoner to heal a random illness or maiming.
			devil_worshipers_invite_disciple_of_devil #Available Decision: Invite a witch to court
			#Available Power: Love Potion
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_4;
	}

	society_rank = {
		level = 4
		limit = 1 
		startup_limit = 1
		modifier = { 
			is_visible = {
				OR = {
					society_member_of = the_cold_ones
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 3
		}
		decisions = {
			DW_prolong_life #Available Power: Prolong Life
			DW_demonic_impregnation #Available power: Unholy Impregnation
		}
		obedience_tooltip = obedience_tooltip #this can be unique per rank/society 
		obedient = {
			ROOT = {
				always = yes
			}
		}
	}
	
	monthly_currency_gain = {
		name = currency_name_the_cold_ones
    
		per_attribute = {
			name = intrigue
			value = 0.5
		}
		has_trait = {
			trait = ambitious
			value = 5
		}
		has_trait = {
			trait = genius
			value = 4
		}
		has_trait = {
			trait = quick
			value = 3
		}
		has_trait = {
			trait = shrewd
			value = 3
		}
		has_trait = {
			trait = hedonist
			value = 3
		}
		has_trait = {
			trait = mystic
			value = 3
		}
		has_trait = {
			trait = seducer
			value = 3
		}
		has_trait = {
			trait = seductress
			value = 3
		}
		has_trait = {
			trait = schemer
			value = 3
		}
		has_trait = {
			trait = impaler
			value = 3
		}
		has_trait = {
			trait = lustful
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = greedy
			value = 1
		}
		has_trait = {
			trait = deceitful
			value = 1
		}
		has_trait = {
			trait = arbitrary
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			trait = ambitious
			factor = 1.5
		}
		modifier = {
			trait = genius
			factor = 1.3
		}
		modifier = {
			trait = quick
			factor = 1.3
		}
		modifier = {
			trait = shrewd
			factor = 1.3
		}
		modifier = {
			trait = hedonist
			factor = 1.3
		}
		modifier = {
			trait = mystic
			factor = 1.3
		}
		modifier = {
			trait = seducer
			factor = 1.3
		}
		modifier = {
			trait = seductress
			factor = 1.3
		}
		modifier = {
			trait = schemer
			factor = 1.3
		}
		modifier = {
			trait = impaler
			factor = 1.3
		}
		modifier = {
			trait = lustful
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = greedy
			factor = 1.1
		}
		modifier = {
			trait = deceitful
			factor = 1.1
		}
		modifier = {
			trait = arbitrary
			factor = 1.1
		}
	}

	startup_populate = {
	    trigger = {
			NOT = {
				has_game_rule = {
					name = devil_worshipers
					value = none
				}
			}
			ai = yes
	    	controls_religion = no
    		OR = {
				religion = baltic_pagan
				religion = baltic_pagan_reformed
				secret_religion = baltic_pagan
				secret_religion = baltic_pagan_reformed
				religion = slavic_pagan
				religion = slavic_pagan_reformed
				secret_religion = slavic_pagan
				secret_religion = slavic_pagan_reformed			
			}
			OR = {
				has_impious_trait_trigger = yes
				has_vice_trigger = yes
				trait = drunkard
				trait = possessed
				trait = lunatic
			}
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
		}
	}
}

the_plaguebringers = {
	primary_attribute = intrigue
	is_secret = yes
	criminal = yes
	devil_worshipper = yes
	opinion_to_other_members = +5
	opinion_to_pretenders = -40			#Pretenders is the opinion you have of people perceived/discovered to be in your society.
	opinion_to_perceived_members = -40	#Perceived is the opinion you have of people perceived/discovered to be of a society you're not part of
	opinion_per_rank_above = +10
	sound = devil_worshippers_interface
	society_ranks_gfx = devil_ranks
	society_influence = no
	
	active = {
		has_dlc = "Mystics"
		NOT = {
			has_game_rule = {
				name = devil_worshipers
				value = none
			}
		}
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NOT = {
				has_game_rule = {
					name = devil_worshipers
					value = none
				}
			}
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = the_plaguebringers
					rank = 1
				}
			}
		}
		has_plaguebringers_prerequisites = yes
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}
	
	show_society = {
		NOT = {
			has_game_rule = {
				name = devil_worshipers
				value = none
			}
		}
		age = 16
		OR = {
			religion = tengri_pagan
			religion = tengri_pagan_reformed
			secret_religion = tengri_pagan
			secret_religion = tengri_pagan_reformed
			society_member_of = the_plaguebringers
		}
	}
	
	society_rank = {
		level = 1
		limit = 100 
		startup_limit = 10
		decisions = {
			decision_abduct
			prisoner_dark_sacrifice #Available Decision: Sacrifice Prisoner
			#Over time, lose virtues, gain vices. A Soul Corruption-effect is on a yearly pulse (with a chance to do nothing)
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_2;
	}
	
	society_rank = { 
		level = 2
		limit = 50
		startup_limit = 6
		modifier = { 
			is_visible = {
				OR = {
					society_member_of = the_plaguebringers
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 1
		}
		decisions = {
			devil_worshipers_summon_familiar #Available Power: Summon Familiar
			the_devil_worshipers_tainted_touch #Available Power: Curse people with disease
			devil_worshipers_demonic_possession #Available Power: Possess someone to make fanatically loyal
			#Available Power: Abduction plot
			#unlock new options in Seduction and Spy On?
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_3;
	}
	
	society_rank = {
		level = 3
		limit = 25 
		startup_limit = 3
		modifier = {
			is_visible = {
				OR = {
					society_member_of = the_plaguebringers
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 2
		}
		decisions = {
			devil_worshipers_dark_divorce #Available Power: Dark Divorce
			devil_worshipers_dark_healing #Available Power: Demonic Healing. Sacrifice a prisoner to heal a random illness or maiming.
			devil_worshipers_invite_disciple_of_devil #Available Decision: Invite a witch to court
			#Available Power: Love Potion
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_4;
	}

	society_rank = {
		level = 4
		limit = 1 
		startup_limit = 1
		modifier = { 
			is_visible = {
				OR = {
					society_member_of = the_plaguebringers
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 3
		}
		decisions = {
			DW_prolong_life #Available Power: Prolong Life
			DW_demonic_impregnation #Available power: Unholy Impregnation
		}
		obedience_tooltip = obedience_tooltip #this can be unique per rank/society 
		obedient = {
			ROOT = {
				always = yes
			}
		}
	}

	plots = {
		plot1_tag
		plot2_tag
	}
    
	ambitions = {
		ambition1_tag
		ambition2_tag
	}

	monthly_currency_gain = {
		name = currency_name_the_plaguebringers
    
		per_attribute = {
			name = intrigue
			value = 0.5
		}
		has_trait = {
			trait = ambitious
			value = 5
		}
		has_trait = {
			trait = genius
			value = 4
		}
		has_trait = {
			trait = quick
			value = 3
		}
		has_trait = {
			trait = shrewd
			value = 3
		}
		has_trait = {
			trait = hedonist
			value = 3
		}
		has_trait = {
			trait = mystic
			value = 3
		}
		has_trait = {
			trait = seducer
			value = 3
		}
		has_trait = {
			trait = seductress
			value = 3
		}
		has_trait = {
			trait = schemer
			value = 3
		}
		has_trait = {
			trait = impaler
			value = 3
		}
		has_trait = {
			trait = lustful
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = greedy
			value = 1
		}
		has_trait = {
			trait = deceitful
			value = 1
		}
		has_trait = {
			trait = arbitrary
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			trait = ambitious
			factor = 1.5
		}
		modifier = {
			trait = genius
			factor = 1.3
		}
		modifier = {
			trait = quick
			factor = 1.3
		}
		modifier = {
			trait = shrewd
			factor = 1.3
		}
		modifier = {
			trait = hedonist
			factor = 1.3
		}
		modifier = {
			trait = mystic
			factor = 1.3
		}
		modifier = {
			trait = seducer
			factor = 1.3
		}
		modifier = {
			trait = seductress
			factor = 1.3
		}
		modifier = {
			trait = schemer
			factor = 1.3
		}
		modifier = {
			trait = impaler
			factor = 1.3
		}
		modifier = {
			trait = lustful
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = greedy
			factor = 1.1
		}
		modifier = {
			trait = deceitful
			factor = 1.1
		}
		modifier = {
			trait = arbitrary
			factor = 1.1
		}
	}
	
	startup_populate = {
	    trigger = {
			NOT = {
				has_game_rule = {
					name = devil_worshipers
					value = none
				}
			}
			ai = yes
	    	controls_religion = no 
	    	OR = {
		    	true_religion_tengri_pagan_trigger = yes
				true_religion_tengri_pagan_reformed_trigger = yes
	    	}
			OR = {
				has_impious_trait_trigger = yes
				has_vice_trigger = yes
				trait = drunkard
				trait = possessed
				trait = lunatic
			}
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
		}
	}
}

the_vodouns = {
	primary_attribute = intrigue
	is_secret = yes
	criminal = yes
	devil_worshipper = yes
	opinion_to_other_members = +5
	opinion_to_pretenders = -40			#Pretenders is the opinion you have of people perceived/discovered to be in your society.
	opinion_to_perceived_members = -40	#Perceived is the opinion you have of people perceived/discovered to be of a society you're not part of
	opinion_per_rank_above = +10
	sound = devil_worshippers_interface
	society_ranks_gfx = devil_ranks
	society_influence = no
	
	active = {
		has_dlc = "Mystics"
		NOT = {
			has_game_rule = {
				name = devil_worshipers
				value = none
			}
		}
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NOT = {
				has_game_rule = {
					name = devil_worshipers
					value = none
				}
			}
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = the_vodouns
					rank = 1
				}
			}
		}
		has_vodouns_prerequisites = yes
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}
	
	show_society = {
		NOT = {
			has_game_rule = {
				name = devil_worshipers
				value = none
			}
		}
		age = 16
		OR = {
			religion = west_african_pagan
			religion = west_african_pagan_reformed
			secret_religion = west_african_pagan
			secret_religion = west_african_pagan_reformed
			society_member_of = the_vodouns
		}
	}
	
	society_rank = {
		level = 1
		limit = 100 
		startup_limit = 10
		decisions = {
			decision_abduct
			prisoner_dark_sacrifice #Available Decision: Sacrifice Prisoner
			#Over time, lose virtues, gain vices. A Soul Corruption-effect is on a yearly pulse (with a chance to do nothing)
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_2;
	}
	
	society_rank = { 
		level = 2
		limit = 50
		startup_limit = 6
		modifier = { 
			is_visible = {
				OR = {
					society_member_of = the_vodouns
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 1
		}
		decisions = {
			devil_worshipers_summon_familiar #Available Power: Summon Familiar
			the_devil_worshipers_tainted_touch #Available Power: Curse people with disease
			devil_worshipers_demonic_possession #Available Power: Possess someone to make fanatically loyal
			#Available Power: Abduction plot
			#unlock new options in Seduction and Spy On?
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_3;
	}
	
	society_rank = {
		level = 3
		limit = 25 
		startup_limit = 3
		modifier = {
			is_visible = {
				OR = {
					society_member_of = the_vodouns
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 2
		}
		decisions = {
			devil_worshipers_dark_divorce #Available Power: Dark Divorce
			devil_worshipers_dark_healing #Available Power: Demonic Healing. Sacrifice a prisoner to heal a random illness or maiming.
			devil_worshipers_invite_disciple_of_devil #Available Decision: Invite a witch to court
			#Available Power: Love Potion
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_4;
	}

	society_rank = {
		level = 4
		limit = 1 
		startup_limit = 1
		modifier = { 
			is_visible = {
				OR = {
					society_member_of = the_vodouns
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 3
		}
		decisions = {
			DW_prolong_life #Available Power: Prolong Life
			DW_demonic_impregnation #Available power: Unholy Impregnation
		}
		obedience_tooltip = obedience_tooltip #this can be unique per rank/society 
		obedient = {
			ROOT = {
				always = yes
			}
		}
	}

	plots = {
		plot1_tag
		plot2_tag
	}
    
	ambitions = {
		ambition1_tag
		ambition2_tag
	}

	monthly_currency_gain = {
		name = currency_name_the_vodouns
    
		per_attribute = {
			name = intrigue
			value = 0.5
		}
		has_trait = {
			trait = ambitious
			value = 5
		}
		has_trait = {
			trait = genius
			value = 4
		}
		has_trait = {
			trait = quick
			value = 3
		}
		has_trait = {
			trait = shrewd
			value = 3
		}
		has_trait = {
			trait = hedonist
			value = 3
		}
		has_trait = {
			trait = mystic
			value = 3
		}
		has_trait = {
			trait = seducer
			value = 3
		}
		has_trait = {
			trait = seductress
			value = 3
		}
		has_trait = {
			trait = schemer
			value = 3
		}
		has_trait = {
			trait = impaler
			value = 3
		}
		has_trait = {
			trait = lustful
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = greedy
			value = 1
		}
		has_trait = {
			trait = deceitful
			value = 1
		}
		has_trait = {
			trait = arbitrary
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			trait = ambitious
			factor = 1.5
		}
		modifier = {
			trait = genius
			factor = 1.3
		}
		modifier = {
			trait = quick
			factor = 1.3
		}
		modifier = {
			trait = shrewd
			factor = 1.3
		}
		modifier = {
			trait = hedonist
			factor = 1.3
		}
		modifier = {
			trait = mystic
			factor = 1.3
		}
		modifier = {
			trait = seducer
			factor = 1.3
		}
		modifier = {
			trait = seductress
			factor = 1.3
		}
		modifier = {
			trait = schemer
			factor = 1.3
		}
		modifier = {
			trait = impaler
			factor = 1.3
		}
		modifier = {
			trait = lustful
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = greedy
			factor = 1.1
		}
		modifier = {
			trait = deceitful
			factor = 1.1
		}
		modifier = {
			trait = arbitrary
			factor = 1.1
		}
	}
	
	startup_populate = {
	    trigger = {
			NOT = {
				has_game_rule = {
					name = devil_worshipers
					value = none
				}
			}
			ai = yes
	    	controls_religion = no 
	    	OR = {
		    	true_religion_west_african_pagan_trigger = yes
				true_religion_west_african_pagan_reformed_trigger = yes
	    	}
			OR = {
				has_impious_trait_trigger = yes
				has_vice_trigger = yes
				trait = drunkard
				trait = possessed
				trait = lunatic
			}
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
		}
	}
}

the_bacchants = {
	primary_attribute = intrigue
	is_secret = yes
	criminal = yes
	devil_worshipper = yes
	opinion_to_other_members = +5
	opinion_to_pretenders = -40			#Pretenders is the opinion you have of people perceived/discovered to be in your society.
	opinion_to_perceived_members = -40	#Perceived is the opinion you have of people perceived/discovered to be of a society you're not part of
	opinion_per_rank_above = +10
	sound = devil_worshippers_interface
	society_ranks_gfx = devil_ranks
	society_influence = no
	
	active = {
		has_dlc = "Mystics"
		NOT = {
			has_game_rule = {
				name = devil_worshipers
				value = none
			}
		}
		has_global_flag = flag_restored_bacchants
	}
	indestructible = yes
	
	can_join_society = {
		has_global_flag = flag_restored_bacchants
		hidden_trigger = {
			NOT = {
				has_game_rule = {
					name = devil_worshipers
					value = none
				}
			}
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = the_bacchants
					rank = 1
				}
			}
		}
		has_bacchants_prerequisites = yes
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}
	
	show_society = {
		NOT = {
			has_game_rule = {
				name = devil_worshipers
				value = none
			}
		}
		age = 16
		OR = {
			religion = hellenic_pagan
			religion = hellenic_pagan_reformed
			secret_religion = hellenic_pagan
			secret_religion = hellenic_pagan_reformed
			society_member_of = the_bacchants
			top_liege = { true_religion_hellenic_pagan_reformed_trigger = yes }
			top_liege = { true_religion_hellenic_pagan_trigger = yes }
			culture = roman #Historically fashionable thrill for bored patricians.
			AND = { 
				has_global_flag = flag_started_roman_renaissance
				top_liege = { has_landed_title = e_roman_empire } #Historically a plague for the Empire.
			} 
		}
	}
	
	potential = { } #no rules
	
	society_rank = {
		level = 1
		limit = 100 
		startup_limit = 10
		decisions = {
			decision_abduct
			prisoner_dark_sacrifice #Available Decision: Sacrifice Prisoner
			#Over time, lose virtues, gain vices. A Soul Corruption-effect is on a yearly pulse (with a chance to do nothing)
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_2;
	}
	
	society_rank = { 
		level = 2
		limit = 50
		startup_limit = 6
		modifier = { 
			is_visible = {
				OR = {
					society_member_of = the_bacchants
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 1
		}
		decisions = {
			devil_worshipers_summon_familiar #Available Power: Summon Familiar
			the_devil_worshipers_tainted_touch #Available Power: Curse people with disease
			devil_worshipers_demonic_possession #Available Power: Possess someone to make fanatically loyal
			#Available Power: Abduction plot
			#unlock new options in Seduction and Spy On?
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_3;
	}
	
	society_rank = {
		level = 3
		limit = 25 
		startup_limit = 3
		modifier = {
			is_visible = {
				OR = {
					society_member_of = the_bacchants
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 2
		}
		decisions = {
			devil_worshipers_dark_divorce #Available Power: Dark Divorce
			devil_worshipers_dark_healing #Available Power: Demonic Healing. Sacrifice a prisoner to heal a random illness or maiming.
			devil_worshipers_invite_disciple_of_devil #Available Decision: Invite a witch to court
			#Available Power: Love Potion
		}
		
		#custom_tooltip = unlockable_DW_powers_at_rank_4;
	}

	society_rank = {
		level = 4
		limit = 1 
		startup_limit = 1
		modifier = { 
			is_visible = {
				OR = {
					society_member_of = the_bacchants
					FROM = { is_society_discovered = yes }
				}
			}
			intrigue = 3
		}
		decisions = {
			DW_prolong_life #Available Power: Prolong Life
			DW_demonic_impregnation #Available power: Unholy Impregnation
		}
		obedience_tooltip = obedience_tooltip #this can be unique per rank/society 
		obedient = {
			ROOT = {
				always = yes
			}
		}		
	}

	plots = {
		plot1_tag
		plot2_tag
	}
    
	ambitions = {
		ambition1_tag
		ambition2_tag
	}

	monthly_currency_gain = {
		name = currency_name_the_bacchants
    
		per_attribute = {
			name = intrigue
			value = 0.5
		}
		has_trait = {
			trait = ambitious
			value = 5
		}
		has_trait = {
			trait = genius
			value = 4
		}
		has_trait = {
			trait = quick
			value = 3
		}
		has_trait = {
			trait = shrewd
			value = 3
		}
		has_trait = {
			trait = hedonist
			value = 3
		}
		has_trait = {
			trait = mystic
			value = 3
		}
		has_trait = {
			trait = seducer
			value = 3
		}
		has_trait = {
			trait = seductress
			value = 3
		}
		has_trait = {
			trait = schemer
			value = 3
		}
		has_trait = {
			trait = impaler
			value = 3
		}
		has_trait = {
			trait = one_eyed
			value = 3
		}
		has_trait = {
			trait = lustful
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = greedy
			value = 1
		}
		has_trait = {
			trait = deceitful
			value = 1
		}
		has_trait = {
			trait = arbitrary
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			trait = ambitious
			factor = 1.5
		}
		modifier = {
			trait = genius
			factor = 1.3
		}
		modifier = {
			trait = quick
			factor = 1.3
		}
		modifier = {
			trait = shrewd
			factor = 1.3
		}
		modifier = {
			trait = hedonist
			factor = 1.3
		}
		modifier = {
			trait = mystic
			factor = 1.3
		}
		modifier = {
			trait = seducer
			factor = 1.3
		}
		modifier = {
			trait = seductress
			factor = 1.3
		}
		modifier = {
			trait = schemer
			factor = 1.3
		}
		modifier = {
			trait = impaler
			factor = 1.3
		}
		modifier = {
			trait = one_eyed
			factor = 1.3
		}
		modifier = {
			trait = lustful
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = greedy
			factor = 1.1
		}
		modifier = {
			trait = deceitful
			factor = 1.1
		}
		modifier = {
			trait = arbitrary
			factor = 1.1
		}
	}
	
	startup_populate = {
	    trigger = {
			NOT = {
				has_game_rule = {
					name = devil_worshipers
					value = none
				}
			}
			ai = yes
	    	controls_religion = no 
		    OR = {
				true_religion_hellenic_pagan_reformed_trigger = yes
				true_religion_hellenic_pagan_trigger = yes
				culture = roman
				AND = { 
					has_global_flag = flag_started_roman_renaissance
					top_liege = { has_landed_title = e_roman_empire } #Historically a plague for the Empire.
				} 
			}
			OR = {
				has_impious_trait_trigger = yes
				has_vice_trigger = yes
				trait = drunkard
				trait = possessed
				trait = lunatic
			}
			age = 16
			is_in_society = no
			NOT = { higher_tier_than = DUKE }
			NOR = {
				mercenary = yes
				holy_order = yes
			}
		}
	}
}
# Hardcoded society tag. If this exists, religions will get versions of this society generated for them unless specifically opted out, or another is specificed. See dynamic_societies.info for more documentation
secret_religious_society_template = {
	template = yes
	primary_attribute = diplomacy
	is_religious = yes
	is_secret = yes
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	opinion_to_perceived_members = +10
	criminal = yes
	sound = secret_cults_interface
	society_ranks_gfx = secret_ranks
	society_influence = no
	non_interference = {
		FROM = {
			same_realm = ROOT
		}
	}
	
	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = FROM
					rank = 1
				}
			}
		}
		age = 16
		FROM = {
			num_of_society_members > 0
		}
		secret_religion = FROM
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}

	show_society = {
		FROM = {
			num_of_society_members > 0
		}
		secret_religion = FROM
	}
	
	potential = {
		age = 16
		secret_religion = FROM
	}
	
	society_rank = {
		level = 1
		limit = 50
		startup_limit = 0
		decisions = {
			secret_religions_induct_child
			secret_religions_evoke_sympathy
		}
	}
	
	society_rank = {
		level = 2
		limit = 30
		startup_limit = 0
		modifier = { 
			is_visible = {
				OR = {
					same_society_as = FROM
					FROM = { is_society_discovered = yes }
				}
			}
			diplomacy = 1
		}
		decisions = {
			secret_religions_induct_character
		}
	}
	
	society_rank = {
		level = 3
		limit = 10
		startup_limit = 0
		modifier = {
			is_visible = {
				OR = {
					same_society_as = FROM
					FROM = { is_society_discovered = yes }
				}
			}
			diplomacy = 2
		}
		decisions = {
			secret_religions_prepare_grounds
		}
	}

	society_rank = {
		level = 4
		limit = 1
		startup_limit = 0
		modifier = { 
			diplomacy = 3
			is_visible = {
				OR = {
					same_society_as = FROM
					FROM = { is_society_discovered = yes }
				}
			}
		}
		decisions = {
			secret_religions_openly_adopt_faith
		}
	}
	
	plots = {
	
	}
	
	monthly_currency_gain = {
		name = secret_religion_currency
		
		per_attribute = {
    		name = diplomacy
    		value = 0.5
    	}
		has_trait = {
			trait = zealous
			value = 3
		}
		has_trait = {
			trait = scholar
			value = 3
		}
		has_trait = {
			trait = theologian
			value = 3
		}	
		has_trait = {
			trait = celibate
			value = 2
		}
		has_trait = {
			trait = diligent
			value = 1
		}
    	has_trait = {
			trait = chaste
			value = 1
		}
		has_trait = {
			trait = temperate
			value = 1
		}
		has_trait = {
			trait = charitable
			value = 1
		}
		has_trait = {
			trait = kind
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = honest
			value = 1
		}
		has_trait = {
			trait = erudite
			value = 1
		}
		has_trait = {
			trait = pilgrim
			value = 1
		}
		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			trait = zealous
			factor = 1.3
		}
		modifier = {
			trait = scholar
			factor = 1.3
		}
		modifier = {
			trait = theologian
			factor = 1.3
		}
		modifier = {
			trait = celibate
			factor = 1.2
		}
		modifier = {
			trait = diligent
			factor = 1.2
		}
    	modifier = {
			trait = chaste
			factor = 1.1
		}
		modifier = {
			trait = temperate
			factor = 1.1
		}
		modifier = {
			trait = charitable
			factor = 1.1
		}
		modifier = {
			trait = kind
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = honest
			factor = 1.1
		}
		modifier = {
			trait = erudite
			factor = 1.1
		}
		modifier = {
			trait = pilgrim
			factor = 1.1
		}
	}
	
	startup_populate = {
	    trigger = {
	    	always = no
		}
	}
}


#WARRIOR LODGES:
#warrior_lodge_norse - The Wolf Warriors
#warrior_lodge_tengri - The Eagle Warriors
#warrior_lodge_baltic - The Band of Medeina
#warrior_lodge_finnish - The Followers of Otso
#warrior_lodge_slavic - The Champions of Perun
#warrior_lodge_west_african - The Children of the Storm
#warrior_lodge_zun - The Keepers of the Flame
#warrior_lodge_bon - The Sentinels of Light
#warrior_lodge_hellenic - The Olympian Champions

warrior_lodge_norse = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_01
	society_ranks_gfx = warriors_ranks
	society_influence = no
	
	non_interference = {
		always = yes
	}
    
	active = {
		has_dlc = "Holy Fury"
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = warrior_lodge_norse
					rank = 1
				}
			}
		}
		is_adult = yes
		custom_tooltip = {
			text = has_not_angered_society_tt
			hidden_trigger = { NOT = { has_character_modifier = warrior_lodge_failed_joining_cd } }
		}
		NOT = { has_character_modifier = warrior_lodge_failed_joining_cd }
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
		OR = {
			religion_openly_norse_or_reformed_trigger = yes
			AND = {
				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}
				has_tribal_or_nomadic_government_trigger = yes
				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
				NOT = { trait = zealous }
			}
		}
	}

	show_society = {
		OR = {
			#You are this religion: will show only this lodge (the other "show_society"'s will make sure)
			religion_openly_norse_or_reformed_trigger = yes	
			AND = {
				#You are of a religion that doesn't match *any* warrior lodge
				has_religion_matching_available_warrior_lodge_trigger = no
				
				OR = {
					#You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_norse_or_reformed_trigger = yes }
					any_liege = { religion_openly_norse_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_norse_or_reformed_trigger = yes }
				}
			}
			NOT = { #Hide if: you don't have a religion that corresponds to this lodge, but there is another society available to you already
				religion_openly_norse_or_reformed_trigger = no
				has_religion_matching_available_warrior_lodge_trigger = yes
			}
			#Always show if: You are already a member. Duh.
			society_member_of = warrior_lodge_norse
		}
	}

	potential = { #if you change religion or become zealous while NOT pagan, you are kicked out
		OR = {
			religion_openly_norse_or_reformed_trigger = yes
			AND = {
				religion_openly_norse_or_reformed_trigger = no
				NOT = { trait = zealous }
			}
		}
	}

	society_rank = { #"Fledling"
		level = 1
		limit = 50 
		startup_limit = 10
		modifier = {
			monthly_character_prestige = 0.25
		}
		powers = {
			warrior_lodge_duel #Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden #Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor #Passive Power: Survivor
			warrior_lodge_lifetime_of_war #Passive Power: A Lifetime of War			
			warrior_lodge_norse_go_berserk #Power: Go Berserk
		}
	}
	
	society_rank = { #"Warrior"
		level = 2
		limit = 20
		startup_limit = 6
		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}		
		powers = {
			warrior_lodge_reaver #Passive Power: Reaver
			warrior_lodge_warrior_training #Power: Warrior Training
			warrior_lodge_summon_commander #Power: Summon Commander
		}
	}
	
	society_rank = { #"Veteran"
		level = 3
		limit = 10 
		startup_limit = 4
		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}
		powers = {
			warrior_lodge_inspire_warriors #Power: Inspire Warriors
			warrior_lodge_war_sacrifice #Power: War Sacrifice
		}
	}

	society_rank = { #"Hero"
		level = 4
		limit = 4
		startup_limit = 3
		modifier = { 
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}
		powers = {
			warrior_lodge_indomitable #Passive Power: Indomitable
			warrior_lodge_call_to_glory #Power: Call to Glory
			warrior_lodge_choose_military_aspect #Power: Choose Military Aspect
		}
	}

	plots = {
	
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse
    	
		per_attribute = {
    		name = martial
    		value = 0.25
    	}
    	has_trait = {
			trait = hunter
			value = 1
		}
		has_trait = {
			trait = strategist
			value = 1
		}
		has_trait = {
			trait = duelist
			value = 1
		}
		has_trait = {
			trait = scarred
			value = 1
		}
		has_trait = {
			trait = scarred_mid
			value = 2
		}
		has_trait = {
			trait = scarred_high
			value = 3
		}
		has_trait = {
			trait = genius
			value = 1
		}
		has_trait = {
			trait = quick
			value = 1
		}
		has_trait = {
			trait = shrewd
			value = 1
		}
		has_trait = {
			trait = strong
			value = 3
		}
		has_trait = {
			trait = robust
			value = 2
		}
		has_trait = {
			trait = giant
			value = 2
		}
		has_trait = {
			trait = impaler
			value = 1
		}
		has_trait = {
			trait = falconer
			value = 1
		}
		has_trait = {
			trait = wroth
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = diligent
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = brave
			value = 2
		}
		has_trait = {
			trait = ambitious
			value = 1
		}
		has_trait = {
			trait = cruel
			value = 1
		}
		has_trait = {
			trait = stubborn
			value = 1
		}
		has_trait = {
			trait = adventurer
			value = 1
		}
		has_trait = {
			trait = viking
			value = 1
		}
		has_trait = {
			trait = pirate
			value = 1
		}
		has_trait = {
			trait = ravager
			value = 2
		}
		has_trait = {
			trait = seaking
			value = 3
		}
		has_trait = {
			trait = sea_queen
			value = 3
		}
		has_trait = {
			trait = shieldmaiden
			value = 1
		}
		has_trait = {
			trait = berserker
			value = 1
		}
		has_trait = {
			trait = varangian
			value = 1
		}
		has_trait = {
			trait = valhalla_bound
			value = 1
		}
		has_trait = {
			trait = eagle_warrior
			value = 1
		}
		has_trait = {
			trait = sun_warrior
			value = 1
		}
		has_trait = {
			trait = ukkos_shield
			value = 1
		}
		has_trait = {
			trait = nyames_shield
			value = 1
		}
		has_trait = {
			trait = peruns_chosen
			value = 1
		}
		has_trait = {
			trait = romuvas_own
			value = 1
		}
		has_trait = {
			trait = ares_own
			value = 1
		}
		has_trait = {
			trait = tengri_warrior
			value = 1
		}
		#NEGATIVE modifiers
		has_trait = {
			trait = craven
			value = -3
		}
		has_trait = {
			trait = weak
			value = -2
		}
		has_trait = {
			trait = feeble
			value = -1
		}
		has_trait = {
			trait = slothful
			value = -1
		}
		has_trait = {
			trait = content
			value = -1
		}
		has_trait = {
			trait = dwarf
			value = -1
		}
		has_trait = {
			trait = clubfooted
			value = -1
		}
		has_trait = {
			trait = hunchback
			value = -1
		}
	}
	
	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		#POSITIVE modifiers
		modifier = {
			trait = hunter
			factor = 1.3
		}
		modifier = {
			trait = strategist
			factor = 1.5
		}
		modifier = {
			trait = duelist
			factor = 1.5
		}
		modifier = {
			trait = misguided_warrior
			factor = 1.1
		}	
		modifier = {
			trait = tough_soldier
			factor = 1.2
		}
    	modifier = {
			trait = skilled_tactician
			factor = 1.4
		}
    	modifier = {
			trait = brilliant_strategist
			factor = 1.6
		}
    	modifier = {
			trait = scarred
			factor = 1.1
		}
		modifier = {
			trait = one_eyed
			factor = 1.1
		}
		modifier = {
			trait = genius
			factor = 1.2
		}
		modifier = {
			trait = quick
			factor = 1.1
		}
		modifier = {
			trait = shrewd
			factor = 1.1
		}
		modifier = {
			trait = strong
			factor = 1.2
		}
		modifier = {
			trait = robust
			factor = 1.1
		}
		modifier = {
			trait = giant
			factor = 1.1
		}
		modifier = {
			trait = impaler
			factor = 1.1
		}
		modifier = {
			trait = falconer
			factor = 1.1
		}
		modifier = {
			trait = wroth
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = diligent
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = brave
			factor = 1.2
		}
		modifier = {
			trait = ambitious
			factor = 1.1
		}
		modifier = {
			trait = cruel
			factor = 1.1
		}
		modifier = {
			trait = stubborn
			factor = 1.1
		}
		modifier = {
			trait = adventurer
			factor = 1.1
		}
		modifier = {
			trait = viking
			factor = 1.1
		}
		modifier = {
			trait = pirate
			factor = 1.1
		}
		modifier = {
			trait = ravager
			factor = 1.1
		}
		modifier = {
			trait = seaking
			factor = 1.1
		}
		modifier = {
			trait = sea_queen
			factor = 1.1
		}
		modifier = {
			trait = shieldmaiden
			factor = 1.1
		}
		modifier = {
			trait = berserker
			factor = 1.1
		}
		modifier = {
			trait = varangian
			factor = 1.1
		}
		modifier = {
			trait = valhalla_bound
			factor = 1.1
		}
		#NEGATIVE modifiers
		modifier = {
			trait = craven
			factor = 0.8
		}
		modifier = {
			trait = weak
			factor = 0.8
		}
		modifier = {
			trait = feeble
			factor = 0.8
		}
		modifier = {
			trait = slothful
			factor = 0.9
		}
		modifier = {
			trait = content
			factor = 0.9
		}
		modifier = {
			trait = dwarf
			factor = 0.8
		}
		modifier = {
			trait = clubfooted
			factor = 0.8
		}
		modifier = {
			trait = hunchback
			factor = 0.8
		}
	}	

	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion_openly_norse_or_reformed_trigger = yes
			is_adult = yes
			is_in_society = no
			OR = {
				trait = zealous
				martial = 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				OR = {
					duelist_skill_is_medium_group_trigger = yes
					duelist_skill_is_high_group_trigger = yes
				}
			}
		}
	}
}

warrior_lodge_tengri = { # Also generally for Nomads
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_02
	society_ranks_gfx = warriors_ranks
	society_influence = no
	
	non_interference = {
		always = yes
	}
    
	active = {
		has_dlc = "Holy Fury"
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = warrior_lodge_tengri
					rank = 1
				}
			}
		}
		is_adult = yes
		custom_tooltip = {
			text = has_not_angered_society_tt
			hidden_trigger = { NOT = { has_character_modifier = warrior_lodge_failed_joining_cd } }
		}
		NOT = { has_character_modifier = warrior_lodge_failed_joining_cd }
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
		OR = {
			religion_openly_tengri_or_reformed_trigger = yes
			is_nomadic = yes
			AND = {
				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}
				has_tribal_or_nomadic_government_trigger = yes
				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
				NOT = { trait = zealous }
			}
		}
	}

	show_society = {
		OR = {
			#You are this religion: will show only this lodge (the other "show_society"'s will make sure)
			religion_openly_tengri_or_reformed_trigger = yes	
			is_nomadic = yes
			AND = {
				#You are of a religion that doesn't match *any* warrior lodge
				has_religion_matching_available_warrior_lodge_trigger = no
				
				OR = {
					#You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_tengri_or_reformed_trigger = yes }
					any_liege = { religion_openly_tengri_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_tengri_or_reformed_trigger = yes }
				}
			}
			NOT = { #Hide if: you don't have a religion that corresponds to this lodge, but there is another society available to you already
				religion_openly_tengri_or_reformed_trigger = no
				has_religion_matching_available_warrior_lodge_trigger = yes
			}
			#Always show if: You are already a member. Duh.
			society_member_of = warrior_lodge_tengri
		}
	}

	potential = { #if you change religion or become zealous while NOT pagan, you are kicked out
		OR = {
			religion_openly_tengri_or_reformed_trigger = yes
			is_nomadic = yes
			AND = {
				religion_openly_tengri_or_reformed_trigger = no
				NOT = { trait = zealous }
			}
		}
	}

	society_rank = { #"Fledling"
		level = 1
		limit = 50 
		startup_limit = 10
		modifier = {
			monthly_character_prestige = 0.25
		}
		powers = {
			warrior_lodge_duel #Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden #Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor #Passive Power: Survivor
			warrior_lodge_lifetime_of_war #Passive Power: A Lifetime of War
		}
	}
	
	society_rank = { #"Warrior"
		level = 2
		limit = 20
		startup_limit = 6
		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}		
		powers = {
			warrior_lodge_reaver #Passive Power: Reaver
			warrior_lodge_warrior_training #Power: Warrior Training
			warrior_lodge_summon_commander #Power: Summon Commander
			warrior_lodge_tengri_call_of_the_steppe #Power: Call of the Steppe
		}
	}
	
	society_rank = { #"Veteran"
		level = 3
		limit = 10 
		startup_limit = 4
		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}
		powers = {
			warrior_lodge_inspire_warriors #Power: Inspire Warriors
			warrior_lodge_war_sacrifice #Power: War Sacrifice
		}
	}

	society_rank = { #"Hero"
		level = 4
		limit = 4
		startup_limit = 3
		modifier = { 
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}
		powers = {
			warrior_lodge_indomitable #Passive Power: Indomitable
			warrior_lodge_call_to_glory #Power: Call to Glory
			warrior_lodge_choose_military_aspect #Power: Choose Military Aspect
		}
	}

	plots = {
	
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse
    	
		per_attribute = {
    		name = martial
    		value = 0.25
    	}
    	has_trait = {
			trait = hunter
			value = 1
		}
		has_trait = {
			trait = strategist
			value = 1
		}
		has_trait = {
			trait = duelist
			value = 1
		}
		has_trait = {
			trait = scarred
			value = 1
		}
		has_trait = {
			trait = scarred_mid
			value = 2
		}
		has_trait = {
			trait = scarred_high
			value = 3
		}
		has_trait = {
			trait = genius
			value = 1
		}
		has_trait = {
			trait = quick
			value = 1
		}
		has_trait = {
			trait = shrewd
			value = 1
		}
		has_trait = {
			trait = strong
			value = 3
		}
		has_trait = {
			trait = robust
			value = 2
		}
		has_trait = {
			trait = giant
			value = 2
		}
		has_trait = {
			trait = impaler
			value = 1
		}
		has_trait = {
			trait = falconer
			value = 1
		}
		has_trait = {
			trait = wroth
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = diligent
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = brave
			value = 2
		}
		has_trait = {
			trait = ambitious
			value = 1
		}
		has_trait = {
			trait = cruel
			value = 1
		}
		has_trait = {
			trait = stubborn
			value = 1
		}
		has_trait = {
			trait = adventurer
			value = 1
		}
		has_trait = {
			trait = viking
			value = 1
		}
		has_trait = {
			trait = pirate
			value = 1
		}
		has_trait = {
			trait = ravager
			value = 2
		}
		has_trait = {
			trait = seaking
			value = 3
		}
		has_trait = {
			trait = sea_queen
			value = 3
		}
		has_trait = {
			trait = shieldmaiden
			value = 1
		}
		has_trait = {
			trait = berserker
			value = 1
		}
		has_trait = {
			trait = varangian
			value = 1
		}
		has_trait = {
			trait = valhalla_bound
			value = 1
		}
		has_trait = {
			trait = eagle_warrior
			value = 1
		}
		has_trait = {
			trait = sun_warrior
			value = 1
		}
		has_trait = {
			trait = ukkos_shield
			value = 1
		}
		has_trait = {
			trait = nyames_shield
			value = 1
		}
		has_trait = {
			trait = peruns_chosen
			value = 1
		}
		has_trait = {
			trait = romuvas_own
			value = 1
		}
		has_trait = {
			trait = ares_own
			value = 1
		}
		has_trait = {
			trait = tengri_warrior
			value = 1
		}
		#NEGATIVE modifiers
		has_trait = {
			trait = craven
			value = -3
		}
		has_trait = {
			trait = weak
			value = -2
		}
		has_trait = {
			trait = feeble
			value = -1
		}
		has_trait = {
			trait = slothful
			value = -1
		}
		has_trait = {
			trait = content
			value = -1
		}
		has_trait = {
			trait = dwarf
			value = -1
		}
		has_trait = {
			trait = clubfooted
			value = -1
		}
		has_trait = {
			trait = hunchback
			value = -1
		}
	}
	
	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		#POSITIVE modifiers
		modifier = {
			trait = hunter
			factor = 1.3
		}
		modifier = {
			trait = strategist
			factor = 1.5
		}
		modifier = {
			trait = duelist
			factor = 1.5
		}
		modifier = {
			trait = misguided_warrior
			factor = 1.1
		}	
		modifier = {
			trait = tough_soldier
			factor = 1.2
		}
    	modifier = {
			trait = skilled_tactician
			factor = 1.4
		}
    	modifier = {
			trait = brilliant_strategist
			factor = 1.6
		}
    	modifier = {
			trait = scarred
			factor = 1.1
		}
		modifier = {
			trait = one_eyed
			factor = 1.1
		}
		modifier = {
			trait = genius
			factor = 1.2
		}
		modifier = {
			trait = quick
			factor = 1.1
		}
		modifier = {
			trait = shrewd
			factor = 1.1
		}
		modifier = {
			trait = strong
			factor = 1.2
		}
		modifier = {
			trait = robust
			factor = 1.1
		}
		modifier = {
			trait = giant
			factor = 1.1
		}
		modifier = {
			trait = impaler
			factor = 1.1
		}
		modifier = {
			trait = falconer
			factor = 1.1
		}
		modifier = {
			trait = wroth
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = diligent
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = brave
			factor = 1.2
		}
		modifier = {
			trait = ambitious
			factor = 1.1
		}
		modifier = {
			trait = cruel
			factor = 1.1
		}
		modifier = {
			trait = stubborn
			factor = 1.1
		}
		modifier = {
			trait = adventurer
			factor = 1.1
		}
		modifier = {
			trait = viking
			factor = 1.1
		}
		modifier = {
			trait = pirate
			factor = 1.1
		}
		modifier = {
			trait = ravager
			factor = 1.1
		}
		modifier = {
			trait = seaking
			factor = 1.1
		}
		modifier = {
			trait = sea_queen
			factor = 1.1
		}
		modifier = {
			trait = shieldmaiden
			factor = 1.1
		}
		modifier = {
			trait = berserker
			factor = 1.1
		}
		modifier = {
			trait = varangian
			factor = 1.1
		}
		modifier = {
			trait = tengri_warrior
			factor = 1.1
		}
		#NEGATIVE modifiers
		modifier = {
			trait = craven
			factor = 0.8
		}
		modifier = {
			trait = weak
			factor = 0.8
		}
		modifier = {
			trait = feeble
			factor = 0.8
		}
		modifier = {
			trait = slothful
			factor = 0.9
		}
		modifier = {
			trait = content
			factor = 0.9
		}
		modifier = {
			trait = dwarf
			factor = 0.8
		}
		modifier = {
			trait = clubfooted
			factor = 0.8
		}
		modifier = {
			trait = hunchback
			factor = 0.8
		}
	}	

	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
			OR = {
				religion_openly_tengri_or_reformed_trigger = yes
				is_nomadic = yes
			}
			is_adult = yes
			is_in_society = no
			OR = {
				trait = zealous
				martial = 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				OR = {
					duelist_skill_is_medium_group_trigger = yes
					duelist_skill_is_high_group_trigger = yes
				}
			}
		}
	}
}

warrior_lodge_baltic = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_01
	society_ranks_gfx = warriors_ranks
	society_influence = no
	
	non_interference = {
		always = yes
	}
    
	active = {
		has_dlc = "Holy Fury"
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = warrior_lodge_baltic
					rank = 1
				}
			}
		}
		is_adult = yes
		custom_tooltip = {
			text = has_not_angered_society_tt
			hidden_trigger = { NOT = { has_character_modifier = warrior_lodge_failed_joining_cd } }
		}
		NOT = { has_character_modifier = warrior_lodge_failed_joining_cd }
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
		OR = {
			religion_openly_baltic_or_reformed_trigger = yes
			AND = {
				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}
				has_tribal_or_nomadic_government_trigger = yes
				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
				NOT = { trait = zealous }
			}
		}
	}

	show_society = {
		OR = {
			#You are this religion: will show only this lodge (the other "show_society"'s will make sure)
			religion_openly_baltic_or_reformed_trigger = yes	
			AND = {
				#You are of a religion that doesn't match *any* warrior lodge
				has_religion_matching_available_warrior_lodge_trigger = no
				
				OR = {
					#You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_baltic_or_reformed_trigger = yes }
					any_liege = { religion_openly_baltic_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_baltic_or_reformed_trigger = yes }
				}
			}
			NOT = { #Hide if: you don't have a religion that corresponds to this lodge, but there is another society available to you already
				religion_openly_baltic_or_reformed_trigger = no
				has_religion_matching_available_warrior_lodge_trigger = yes
			}
			#Always show if: You are already a member. Duh.
			society_member_of = warrior_lodge_baltic
		}
	}


	potential = { #if you change religion or become zealous while NOT pagan, you are kicked out
		OR = {
			religion_openly_baltic_or_reformed_trigger = yes
			AND = {
				religion_openly_baltic_or_reformed_trigger = no
				NOT = { trait = zealous }
			}
		}
	}

	society_rank = { #"Fledling"
		level = 1
		limit = 50 
		startup_limit = 10
		modifier = {
			monthly_character_prestige = 0.25
		}
		powers = {
			warrior_lodge_duel #Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden #Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor #Passive Power: Survivor
			warrior_lodge_lifetime_of_war #Passive Power: A Lifetime of War
		}
	}
	
	society_rank = { #"Warrior"
		level = 2
		limit = 20
		startup_limit = 6
		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}		
		powers = {
			warrior_lodge_reaver #Passive Power: Reaver
			warrior_lodge_warrior_training #Power: Warrior Training
			warrior_lodge_summon_commander #Power: Summon Commander
		}
	}
	
	society_rank = { #"Veteran"
		level = 3
		limit = 10 
		startup_limit = 4
		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}
		powers = {
			warrior_lodge_inspire_warriors #Power: Inspire Warriors
			warrior_lodge_war_sacrifice #Power: War Sacrifice
			warrior_lodge_romuva_baltic_holds #Power: Baltic Holds
		}
	}

	society_rank = { #"Hero"
		level = 4
		limit = 4
		startup_limit = 3
		modifier = { 
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}
		powers = {
			warrior_lodge_indomitable #Passive Power: Indomitable
			warrior_lodge_call_to_glory #Power: Call to Glory
			warrior_lodge_choose_military_aspect #Power: Choose Military Aspect
		}
	}

	plots = {
	
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse
    	
		per_attribute = {
    		name = martial
    		value = 0.25
    	}
    	has_trait = {
			trait = hunter
			value = 1
		}
		has_trait = {
			trait = strategist
			value = 1
		}
		has_trait = {
			trait = duelist
			value = 1
		}
		has_trait = {
			trait = scarred
			value = 1
		}
		has_trait = {
			trait = scarred_mid
			value = 2
		}
		has_trait = {
			trait = scarred_high
			value = 3
		}
		has_trait = {
			trait = genius
			value = 1
		}
		has_trait = {
			trait = quick
			value = 1
		}
		has_trait = {
			trait = shrewd
			value = 1
		}
		has_trait = {
			trait = strong
			value = 3
		}
		has_trait = {
			trait = robust
			value = 2
		}
		has_trait = {
			trait = giant
			value = 2
		}
		has_trait = {
			trait = impaler
			value = 1
		}
		has_trait = {
			trait = falconer
			value = 1
		}
		has_trait = {
			trait = wroth
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = diligent
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = brave
			value = 2
		}
		has_trait = {
			trait = ambitious
			value = 1
		}
		has_trait = {
			trait = cruel
			value = 1
		}
		has_trait = {
			trait = stubborn
			value = 1
		}
		has_trait = {
			trait = adventurer
			value = 1
		}
		has_trait = {
			trait = viking
			value = 1
		}
		has_trait = {
			trait = pirate
			value = 1
		}
		has_trait = {
			trait = ravager
			value = 2
		}
		has_trait = {
			trait = seaking
			value = 3
		}
		has_trait = {
			trait = sea_queen
			value = 3
		}
		has_trait = {
			trait = shieldmaiden
			value = 1
		}
		has_trait = {
			trait = berserker
			value = 1
		}
		has_trait = {
			trait = varangian
			value = 1
		}
		has_trait = {
			trait = valhalla_bound
			value = 1
		}
		has_trait = {
			trait = eagle_warrior
			value = 1
		}
		has_trait = {
			trait = sun_warrior
			value = 1
		}
		has_trait = {
			trait = ukkos_shield
			value = 1
		}
		has_trait = {
			trait = nyames_shield
			value = 1
		}
		has_trait = {
			trait = peruns_chosen
			value = 1
		}
		has_trait = {
			trait = romuvas_own
			value = 1
		}
		has_trait = {
			trait = ares_own
			value = 1
		}
		has_trait = {
			trait = tengri_warrior
			value = 1
		}
		#NEGATIVE modifiers
		has_trait = {
			trait = craven
			value = -3
		}
		has_trait = {
			trait = weak
			value = -2
		}
		has_trait = {
			trait = feeble
			value = -1
		}
		has_trait = {
			trait = slothful
			value = -1
		}
		has_trait = {
			trait = content
			value = -1
		}
		has_trait = {
			trait = dwarf
			value = -1
		}
		has_trait = {
			trait = clubfooted
			value = -1
		}
		has_trait = {
			trait = hunchback
			value = -1
		}
	}
	
	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		#POSITIVE modifiers
		modifier = {
			trait = hunter
			factor = 1.3
		}
		modifier = {
			trait = strategist
			factor = 1.5
		}
		modifier = {
			trait = duelist
			factor = 1.5
		}
		modifier = {
			trait = misguided_warrior
			factor = 1.1
		}	
		modifier = {
			trait = tough_soldier
			factor = 1.2
		}
    	modifier = {
			trait = skilled_tactician
			factor = 1.4
		}
    	modifier = {
			trait = brilliant_strategist
			factor = 1.6
		}
    	modifier = {
			trait = scarred
			factor = 1.1
		}
		modifier = {
			trait = one_eyed
			factor = 1.1
		}
		modifier = {
			trait = genius
			factor = 1.2
		}
		modifier = {
			trait = quick
			factor = 1.1
		}
		modifier = {
			trait = shrewd
			factor = 1.1
		}
		modifier = {
			trait = strong
			factor = 1.2
		}
		modifier = {
			trait = robust
			factor = 1.1
		}
		modifier = {
			trait = giant
			factor = 1.1
		}
		modifier = {
			trait = impaler
			factor = 1.1
		}
		modifier = {
			trait = falconer
			factor = 1.1
		}
		modifier = {
			trait = wroth
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = diligent
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = brave
			factor = 1.2
		}
		modifier = {
			trait = ambitious
			factor = 1.1
		}
		modifier = {
			trait = cruel
			factor = 1.1
		}
		modifier = {
			trait = stubborn
			factor = 1.1
		}
		modifier = {
			trait = adventurer
			factor = 1.1
		}
		modifier = {
			trait = viking
			factor = 1.1
		}
		modifier = {
			trait = pirate
			factor = 1.1
		}
		modifier = {
			trait = ravager
			factor = 1.1
		}
		modifier = {
			trait = seaking
			factor = 1.1
		}
		modifier = {
			trait = sea_queen
			factor = 1.1
		}
		modifier = {
			trait = shieldmaiden
			factor = 1.1
		}
		modifier = {
			trait = berserker
			factor = 1.1
		}
		modifier = {
			trait = varangian
			factor = 1.1
		}
		modifier = {
			trait = romuvas_own
			factor = 1.1
		}
		#NEGATIVE modifiers
		modifier = {
			trait = craven
			factor = 0.8
		}
		modifier = {
			trait = weak
			factor = 0.8
		}
		modifier = {
			trait = feeble
			factor = 0.8
		}
		modifier = {
			trait = slothful
			factor = 0.9
		}
		modifier = {
			trait = content
			factor = 0.9
		}
		modifier = {
			trait = dwarf
			factor = 0.8
		}
		modifier = {
			trait = clubfooted
			factor = 0.8
		}
		modifier = {
			trait = hunchback
			factor = 0.8
		}
	}	

	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion_openly_baltic_or_reformed_trigger = yes
			is_adult = yes
			is_in_society = no
			OR = {
				trait = zealous
				martial = 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				OR = {
					duelist_skill_is_medium_group_trigger = yes
					duelist_skill_is_high_group_trigger = yes
				}
			}
		}
	}
}

warrior_lodge_finnish = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_02
	society_ranks_gfx = warriors_ranks
	society_influence = no
	
	non_interference = {
		always = yes
	}
    
	active = {
		has_dlc = "Holy Fury"
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = warrior_lodge_finnish
					rank = 1
				}
			}
		}
		is_adult = yes
		custom_tooltip = {
			text = has_not_angered_society_tt
			hidden_trigger = { NOT = { has_character_modifier = warrior_lodge_failed_joining_cd } }
		}
		NOT = { has_character_modifier = warrior_lodge_failed_joining_cd }
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
		OR = {
			religion_openly_finnish_or_reformed_trigger = yes
			AND = {
				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}
				has_tribal_or_nomadic_government_trigger = yes
				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
				NOT = { trait = zealous }
			}
		}
	}

	show_society = {
		OR = {
			#You are this religion: will show only this lodge (the other "show_society"'s will make sure)
			religion_openly_finnish_or_reformed_trigger = yes	
			
			AND = {
				#You are of a religion that doesn't match *any* warrior lodge
				has_religion_matching_available_warrior_lodge_trigger = no
				
				OR = {
					#You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_finnish_or_reformed_trigger = yes }
					any_liege = { religion_openly_finnish_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_finnish_or_reformed_trigger = yes }
				}
			}
			NOT = { #Hide if: you don't have a religion that corresponds to this lodge, but there is another society available to you already
				religion_openly_finnish_or_reformed_trigger = no
				has_religion_matching_available_warrior_lodge_trigger = yes
			}
			#Always show if: You are already a member. Duh.
			society_member_of = warrior_lodge_finnish
		}
	}

	potential = { #if you change religion or become zealous while NOT pagan, you are kicked out
		OR = {
			religion_openly_finnish_or_reformed_trigger = yes
			AND = {
				religion_openly_finnish_or_reformed_trigger = no
				NOT = { trait = zealous }
			}
		}
	}

	society_rank = { #"Fledling"
		level = 1
		limit = 50 
		startup_limit = 10
		modifier = {
			monthly_character_prestige = 0.25
		}
		powers = {
			warrior_lodge_duel #Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden #Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor #Passive Power: Survivor
			warrior_lodge_lifetime_of_war #Passive Power: A Lifetime of War
		}
	}
	
	society_rank = { #"Warrior"
		level = 2
		limit = 20
		startup_limit = 6
		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}		
		powers = {
			warrior_lodge_reaver #Passive Power: Reaver
			warrior_lodge_warrior_training #Power: Warrior Training
			warrior_lodge_summon_commander #Power: Summon Commander
		}
	}
	
	society_rank = { #"Veteran"
		level = 3
		limit = 10 
		startup_limit = 4
		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}
		powers = {
			warrior_lodge_inspire_warriors #Power: Inspire Warriors
			warrior_lodge_war_sacrifice #Power: War Sacrifice			
			warrior_lodge_suomenusko_summon_warriors #Power: Summon Warriors of Ukko
		}
	}

	society_rank = { #"Hero"
		level = 4
		limit = 4
		startup_limit = 3
		modifier = { 
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}
		powers = {
			warrior_lodge_indomitable #Passive Power: Indomitable
			warrior_lodge_call_to_glory #Power: Call to Glory
			warrior_lodge_choose_military_aspect #Power: Choose Military Aspect
		}
	}

	plots = {
	
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse
    	
		per_attribute = {
    		name = martial
    		value = 0.25
    	}
    	has_trait = {
			trait = hunter
			value = 1
		}
		has_trait = {
			trait = strategist
			value = 1
		}
		has_trait = {
			trait = duelist
			value = 1
		}
		has_trait = {
			trait = scarred
			value = 1
		}
		has_trait = {
			trait = scarred_mid
			value = 2
		}
		has_trait = {
			trait = scarred_high
			value = 3
		}
		has_trait = {
			trait = genius
			value = 1
		}
		has_trait = {
			trait = quick
			value = 1
		}
		has_trait = {
			trait = shrewd
			value = 1
		}
		has_trait = {
			trait = strong
			value = 3
		}
		has_trait = {
			trait = robust
			value = 2
		}
		has_trait = {
			trait = giant
			value = 2
		}
		has_trait = {
			trait = impaler
			value = 1
		}
		has_trait = {
			trait = falconer
			value = 1
		}
		has_trait = {
			trait = wroth
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = diligent
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = brave
			value = 2
		}
		has_trait = {
			trait = ambitious
			value = 1
		}
		has_trait = {
			trait = cruel
			value = 1
		}
		has_trait = {
			trait = stubborn
			value = 1
		}
		has_trait = {
			trait = adventurer
			value = 1
		}
		has_trait = {
			trait = viking
			value = 1
		}
		has_trait = {
			trait = pirate
			value = 1
		}
		has_trait = {
			trait = ravager
			value = 2
		}
		has_trait = {
			trait = seaking
			value = 3
		}
		has_trait = {
			trait = sea_queen
			value = 3
		}
		has_trait = {
			trait = shieldmaiden
			value = 1
		}
		has_trait = {
			trait = berserker
			value = 1
		}
		has_trait = {
			trait = varangian
			value = 1
		}
		has_trait = {
			trait = valhalla_bound
			value = 1
		}
		has_trait = {
			trait = eagle_warrior
			value = 1
		}
		has_trait = {
			trait = sun_warrior
			value = 1
		}
		has_trait = {
			trait = ukkos_shield
			value = 1
		}
		has_trait = {
			trait = nyames_shield
			value = 1
		}
		has_trait = {
			trait = peruns_chosen
			value = 1
		}
		has_trait = {
			trait = romuvas_own
			value = 1
		}
		has_trait = {
			trait = ares_own
			value = 1
		}
		has_trait = {
			trait = tengri_warrior
			value = 1
		}
		#NEGATIVE modifiers
		has_trait = {
			trait = craven
			value = -3
		}
		has_trait = {
			trait = weak
			value = -2
		}
		has_trait = {
			trait = feeble
			value = -1
		}
		has_trait = {
			trait = slothful
			value = -1
		}
		has_trait = {
			trait = content
			value = -1
		}
		has_trait = {
			trait = dwarf
			value = -1
		}
		has_trait = {
			trait = clubfooted
			value = -1
		}
		has_trait = {
			trait = hunchback
			value = -1
		}
	}
	
	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		#POSITIVE modifiers
		modifier = {
			trait = hunter
			factor = 1.3
		}
		modifier = {
			trait = strategist
			factor = 1.5
		}
		modifier = {
			trait = duelist
			factor = 1.5
		}
		modifier = {
			trait = misguided_warrior
			factor = 1.1
		}	
		modifier = {
			trait = tough_soldier
			factor = 1.2
		}
    	modifier = {
			trait = skilled_tactician
			factor = 1.4
		}
    	modifier = {
			trait = brilliant_strategist
			factor = 1.6
		}
    	modifier = {
			trait = scarred
			factor = 1.1
		}
		modifier = {
			trait = one_eyed
			factor = 1.1
		}
		modifier = {
			trait = genius
			factor = 1.2
		}
		modifier = {
			trait = quick
			factor = 1.1
		}
		modifier = {
			trait = shrewd
			factor = 1.1
		}
		modifier = {
			trait = strong
			factor = 1.2
		}
		modifier = {
			trait = robust
			factor = 1.1
		}
		modifier = {
			trait = giant
			factor = 1.1
		}
		modifier = {
			trait = impaler
			factor = 1.1
		}
		modifier = {
			trait = falconer
			factor = 1.1
		}
		modifier = {
			trait = wroth
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = diligent
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = brave
			factor = 1.2
		}
		modifier = {
			trait = ambitious
			factor = 1.1
		}
		modifier = {
			trait = cruel
			factor = 1.1
		}
		modifier = {
			trait = stubborn
			factor = 1.1
		}
		modifier = {
			trait = adventurer
			factor = 1.1
		}
		modifier = {
			trait = viking
			factor = 1.1
		}
		modifier = {
			trait = pirate
			factor = 1.1
		}
		modifier = {
			trait = ravager
			factor = 1.1
		}
		modifier = {
			trait = seaking
			factor = 1.1
		}
		modifier = {
			trait = sea_queen
			factor = 1.1
		}
		modifier = {
			trait = shieldmaiden
			factor = 1.1
		}
		modifier = {
			trait = berserker
			factor = 1.1
		}
		modifier = {
			trait = varangian
			factor = 1.1
		}
		modifier = {
			trait = ukkos_shield
			factor = 1.1
		}
		#NEGATIVE modifiers
		modifier = {
			trait = craven
			factor = 0.8
		}
		modifier = {
			trait = weak
			factor = 0.8
		}
		modifier = {
			trait = feeble
			factor = 0.8
		}
		modifier = {
			trait = slothful
			factor = 0.9
		}
		modifier = {
			trait = content
			factor = 0.9
		}
		modifier = {
			trait = dwarf
			factor = 0.8
		}
		modifier = {
			trait = clubfooted
			factor = 0.8
		}
		modifier = {
			trait = hunchback
			factor = 0.8
		}
	}	

	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion_openly_finnish_or_reformed_trigger = yes
			is_adult = yes
			is_in_society = no
			OR = {
				trait = zealous
				martial = 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				OR = {
					duelist_skill_is_medium_group_trigger = yes
					duelist_skill_is_high_group_trigger = yes
				}
			}
		}
	}
}

warrior_lodge_slavic = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_01
	society_ranks_gfx = warriors_ranks
	society_influence = no
	
	non_interference = {
		always = yes
	}
    
	active = {
		has_dlc = "Holy Fury"
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = warrior_lodge_slavic
					rank = 1
				}
			}
		}
		is_adult = yes
		custom_tooltip = {
			text = has_not_angered_society_tt
			hidden_trigger = { NOT = { has_character_modifier = warrior_lodge_failed_joining_cd } }
		}
		NOT = { has_character_modifier = warrior_lodge_failed_joining_cd }
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
		OR = {
			religion_openly_slavic_or_reformed_trigger = yes
			AND = {
				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}
				has_tribal_or_nomadic_government_trigger = yes				
				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}

				NOT = { trait = zealous }
			}
		}
	}

	show_society = {
		OR = {
			#You are this religion: will show only this lodge (the other "show_society"'s will make sure)
			religion_openly_slavic_or_reformed_trigger = yes	
			AND = {
				#You are of a religion that doesn't match *any* warrior lodge
				has_religion_matching_available_warrior_lodge_trigger = no
				
				OR = {
					#You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_slavic_or_reformed_trigger = yes }
					any_liege = { religion_openly_slavic_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_slavic_or_reformed_trigger = yes }
				}
			}
			NOT = { #Hide if: you don't have a religion that corresponds to this lodge, but there is another society available to you already
				religion_openly_slavic_or_reformed_trigger = no
				has_religion_matching_available_warrior_lodge_trigger = yes
			}
			#Always show if: You are already a member. Duh.
			society_member_of = warrior_lodge_slavic
		}
	}

	potential = { #if you change religion or become zealous while NOT pagan, you are kicked out
		OR = {
			religion_openly_slavic_or_reformed_trigger = yes
			AND = {
				religion_openly_slavic_or_reformed_trigger = no
				NOT = { trait = zealous }
			}
		}
	}

	society_rank = { #"Fledling"
		level = 1
		limit = 50 
		startup_limit = 10
		modifier = {
			monthly_character_prestige = 0.25
		}
		powers = {
			warrior_lodge_duel #Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden #Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor #Passive Power: Survivor
			warrior_lodge_lifetime_of_war #Passive Power: A Lifetime of War
		}
	}
	
	society_rank = { #"Warrior"
		level = 2
		limit = 20
		startup_limit = 6
		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}
		powers = {
			warrior_lodge_reaver #Passive Power: Reaver
			warrior_lodge_warrior_training #Power: Warrior Training
			warrior_lodge_summon_commander #Power: Summon Commander
			warrior_lodge_slavic_stand_together #Power: Stand Together
		}
	}
	
	society_rank = { #"Veteran"
		level = 3
		limit = 10 
		startup_limit = 4
		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}
		powers = {
			warrior_lodge_inspire_warriors #Power: Inspire Warriors
			warrior_lodge_war_sacrifice #Power: War Sacrifice
		}
	}

	society_rank = { #"Hero"
		level = 4
		limit = 4
		startup_limit = 3
		modifier = { 
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}
		powers = {
			warrior_lodge_indomitable #Passive Power: Indomitable
			warrior_lodge_call_to_glory #Power: Call to Glory
			warrior_lodge_choose_military_aspect #Power: Choose Military Aspect
		}
	}

	plots = {
	
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse
    	
		per_attribute = {
    		name = martial
    		value = 0.25
    	}
    	has_trait = {
			trait = hunter
			value = 1
		}
		has_trait = {
			trait = strategist
			value = 1
		}
		has_trait = {
			trait = duelist
			value = 1
		}
		has_trait = {
			trait = scarred
			value = 1
		}
		has_trait = {
			trait = scarred_mid
			value = 2
		}
		has_trait = {
			trait = scarred_high
			value = 3
		}
		has_trait = {
			trait = genius
			value = 1
		}
		has_trait = {
			trait = quick
			value = 1
		}
		has_trait = {
			trait = shrewd
			value = 1
		}
		has_trait = {
			trait = strong
			value = 3
		}
		has_trait = {
			trait = robust
			value = 2
		}
		has_trait = {
			trait = giant
			value = 2
		}
		has_trait = {
			trait = impaler
			value = 1
		}
		has_trait = {
			trait = falconer
			value = 1
		}
		has_trait = {
			trait = wroth
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = diligent
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = brave
			value = 2
		}
		has_trait = {
			trait = ambitious
			value = 1
		}
		has_trait = {
			trait = cruel
			value = 1
		}
		has_trait = {
			trait = stubborn
			value = 1
		}
		has_trait = {
			trait = adventurer
			value = 1
		}
		has_trait = {
			trait = viking
			value = 1
		}
		has_trait = {
			trait = pirate
			value = 1
		}
		has_trait = {
			trait = ravager
			value = 2
		}
		has_trait = {
			trait = seaking
			value = 3
		}
		has_trait = {
			trait = sea_queen
			value = 3
		}
		has_trait = {
			trait = shieldmaiden
			value = 1
		}
		has_trait = {
			trait = berserker
			value = 1
		}
		has_trait = {
			trait = varangian
			value = 1
		}
		has_trait = {
			trait = valhalla_bound
			value = 1
		}
		has_trait = {
			trait = eagle_warrior
			value = 1
		}
		has_trait = {
			trait = sun_warrior
			value = 1
		}
		has_trait = {
			trait = ukkos_shield
			value = 1
		}
		has_trait = {
			trait = nyames_shield
			value = 1
		}
		has_trait = {
			trait = peruns_chosen
			value = 1
		}
		has_trait = {
			trait = romuvas_own
			value = 1
		}
		has_trait = {
			trait = ares_own
			value = 1
		}
		has_trait = {
			trait = tengri_warrior
			value = 1
		}
		#NEGATIVE modifiers
		has_trait = {
			trait = craven
			value = -3
		}
		has_trait = {
			trait = weak
			value = -2
		}
		has_trait = {
			trait = feeble
			value = -1
		}
		has_trait = {
			trait = slothful
			value = -1
		}
		has_trait = {
			trait = content
			value = -1
		}
		has_trait = {
			trait = dwarf
			value = -1
		}
		has_trait = {
			trait = clubfooted
			value = -1
		}
		has_trait = {
			trait = hunchback
			value = -1
		}
	}
	
	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		#POSITIVE modifiers
		modifier = {
			trait = hunter
			factor = 1.3
		}
		modifier = {
			trait = strategist
			factor = 1.5
		}
		modifier = {
			trait = duelist
			factor = 1.5
		}
		modifier = {
			trait = misguided_warrior
			factor = 1.1
		}	
		modifier = {
			trait = tough_soldier
			factor = 1.2
		}
    	modifier = {
			trait = skilled_tactician
			factor = 1.4
		}
    	modifier = {
			trait = brilliant_strategist
			factor = 1.6
		}
    	modifier = {
			trait = scarred
			factor = 1.1
		}
		modifier = {
			trait = one_eyed
			factor = 1.1
		}
		modifier = {
			trait = genius
			factor = 1.2
		}
		modifier = {
			trait = quick
			factor = 1.1
		}
		modifier = {
			trait = shrewd
			factor = 1.1
		}
		modifier = {
			trait = strong
			factor = 1.2
		}
		modifier = {
			trait = robust
			factor = 1.1
		}
		modifier = {
			trait = giant
			factor = 1.1
		}
		modifier = {
			trait = impaler
			factor = 1.1
		}
		modifier = {
			trait = falconer
			factor = 1.1
		}
		modifier = {
			trait = wroth
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = diligent
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = brave
			factor = 1.2
		}
		modifier = {
			trait = ambitious
			factor = 1.1
		}
		modifier = {
			trait = cruel
			factor = 1.1
		}
		modifier = {
			trait = stubborn
			factor = 1.1
		}
		modifier = {
			trait = adventurer
			factor = 1.1
		}
		modifier = {
			trait = viking
			factor = 1.1
		}
		modifier = {
			trait = pirate
			factor = 1.1
		}
		modifier = {
			trait = ravager
			factor = 1.1
		}
		modifier = {
			trait = seaking
			factor = 1.1
		}
		modifier = {
			trait = sea_queen
			factor = 1.1
		}
		modifier = {
			trait = shieldmaiden
			factor = 1.1
		}
		modifier = {
			trait = berserker
			factor = 1.1
		}
		modifier = {
			trait = varangian
			factor = 1.1
		}
		modifier = {
			trait = peruns_chosen
			factor = 1.1
		}
		#NEGATIVE modifiers
		modifier = {
			trait = craven
			factor = 0.8
		}
		modifier = {
			trait = weak
			factor = 0.8
		}
		modifier = {
			trait = feeble
			factor = 0.8
		}
		modifier = {
			trait = slothful
			factor = 0.9
		}
		modifier = {
			trait = content
			factor = 0.9
		}
		modifier = {
			trait = dwarf
			factor = 0.8
		}
		modifier = {
			trait = clubfooted
			factor = 0.8
		}
		modifier = {
			trait = hunchback
			factor = 0.8
		}
	}	

	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion_openly_slavic_or_reformed_trigger = yes
			is_adult = yes
			is_in_society = no
			OR = {
				trait = zealous
				martial = 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				OR = {
					duelist_skill_is_medium_group_trigger = yes
					duelist_skill_is_high_group_trigger = yes
				}
			}
		}
	}
}

warrior_lodge_west_african = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_02
	society_ranks_gfx = warriors_ranks
	society_influence = no
	
	non_interference = {
		always = yes
	}
    
	active = {
		has_dlc = "Holy Fury"
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = warrior_lodge_west_african
					rank = 1
				}
			}
		}
		is_adult = yes
		custom_tooltip = {
			text = has_not_angered_society_tt
			hidden_trigger = { NOT = { has_character_modifier = warrior_lodge_failed_joining_cd } }
		}
		NOT = { has_character_modifier = warrior_lodge_failed_joining_cd }
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
		OR = {
			religion_openly_west_african_or_reformed_trigger = yes
			AND = {
				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}
				has_tribal_or_nomadic_government_trigger = yes
				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
				NOT = { trait = zealous }
			}
		}
	}

	show_society = {
		OR = {
			#You are this religion: will show only this lodge (the other "show_society"'s will make sure)
			religion_openly_west_african_or_reformed_trigger = yes	
			AND = {
				#You are of a religion that doesn't match *any* warrior lodge
				has_religion_matching_available_warrior_lodge_trigger = no
				
				OR = {
					#You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_west_african_or_reformed_trigger = yes }
					any_liege = { religion_openly_west_african_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_west_african_or_reformed_trigger = yes }
				}
			}
			NOT = { #Hide if: you don't have a religion that corresponds to this lodge, but there is another society available to you already
				religion_openly_west_african_or_reformed_trigger = no
				has_religion_matching_available_warrior_lodge_trigger = yes
			}
			#Always show if: You are already a member. Duh.
			society_member_of = warrior_lodge_west_african
		}
	}


	potential = { #if you change religion or become zealous while NOT pagan, you are kicked out
		OR = {
			religion_openly_west_african_or_reformed_trigger = yes
			AND = {
				religion_openly_west_african_or_reformed_trigger = no
				NOT = { trait = zealous }
			}
		}
	}

	society_rank = { #"Fledling"
		level = 1
		limit = 50 
		startup_limit = 10
		modifier = {
			monthly_character_prestige = 0.25
		}
		powers = {
			warrior_lodge_duel #Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden #Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor #Passive Power: Survivor
			warrior_lodge_lifetime_of_war #Passive Power: A Lifetime of War
		}
	}
	
	society_rank = { #"Warrior"
		level = 2
		limit = 20
		startup_limit = 6
		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}
		powers = {
			warrior_lodge_reaver #Passive Power: Reaver
			warrior_lodge_warrior_training #Power: Warrior Training
			warrior_lodge_summon_commander #Power: Summon Commander
		}
	}
	
	society_rank = { #"Veteran"
		level = 3
		limit = 10 
		startup_limit = 4
		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}
		powers = {
			warrior_lodge_inspire_warriors #Power: Inspire Warriors
			warrior_lodge_war_sacrifice #Power: War Sacrifice
		}
	}

	society_rank = { #"Hero"
		level = 4
		limit = 4
		startup_limit = 3
		modifier = { 
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}
		powers = {
			warrior_lodge_indomitable #Passive Power: Indomitable
			warrior_lodge_call_to_glory #Power: Call to Glory
			warrior_lodge_choose_military_aspect #Power: Choose Military Aspect
			warrior_lodge_west_african_create_fetish #Power: Create Fetish
		}
	}

	plots = {
	
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse
    	
		per_attribute = {
    		name = martial
    		value = 0.25
    	}
    	has_trait = {
			trait = twin
			value = 4
		}
    	has_trait = {
			trait = hunter
			value = 1
		}
		has_trait = {
			trait = strategist
			value = 1
		}
		has_trait = {
			trait = duelist
			value = 1
		}
		has_trait = {
			trait = scarred
			value = 1
		}
		has_trait = {
			trait = scarred_mid
			value = 2
		}
		has_trait = {
			trait = scarred_high
			value = 3
		}
		has_trait = {
			trait = genius
			value = 1
		}
		has_trait = {
			trait = quick
			value = 1
		}
		has_trait = {
			trait = shrewd
			value = 1
		}
		has_trait = {
			trait = strong
			value = 3
		}
		has_trait = {
			trait = robust
			value = 2
		}
		has_trait = {
			trait = giant
			value = 2
		}
		has_trait = {
			trait = impaler
			value = 1
		}
		has_trait = {
			trait = falconer
			value = 1
		}
		has_trait = {
			trait = wroth
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = diligent
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = brave
			value = 2
		}
		has_trait = {
			trait = ambitious
			value = 1
		}
		has_trait = {
			trait = cruel
			value = 1
		}
		has_trait = {
			trait = stubborn
			value = 1
		}
		has_trait = {
			trait = adventurer
			value = 1
		}
		has_trait = {
			trait = viking
			value = 1
		}
		has_trait = {
			trait = pirate
			value = 1
		}
		has_trait = {
			trait = ravager
			value = 2
		}
		has_trait = {
			trait = seaking
			value = 3
		}
		has_trait = {
			trait = sea_queen
			value = 3
		}
		has_trait = {
			trait = shieldmaiden
			value = 1
		}
		has_trait = {
			trait = berserker
			value = 1
		}
		has_trait = {
			trait = varangian
			value = 1
		}
		has_trait = {
			trait = valhalla_bound
			value = 1
		}
		has_trait = {
			trait = eagle_warrior
			value = 1
		}
		has_trait = {
			trait = sun_warrior
			value = 1
		}
		has_trait = {
			trait = ukkos_shield
			value = 1
		}
		has_trait = {
			trait = nyames_shield
			value = 1
		}
		has_trait = {
			trait = peruns_chosen
			value = 1
		}
		has_trait = {
			trait = romuvas_own
			value = 1
		}
		has_trait = {
			trait = ares_own
			value = 1
		}
		has_trait = {
			trait = tengri_warrior
			value = 1
		}
		#NEGATIVE modifiers
		has_trait = {
			trait = craven
			value = -3
		}
		has_trait = {
			trait = weak
			value = -2
		}
		has_trait = {
			trait = feeble
			value = -1
		}
		has_trait = {
			trait = slothful
			value = -1
		}
		has_trait = {
			trait = content
			value = -1
		}
		has_trait = {
			trait = dwarf
			value = -1
		}
		has_trait = {
			trait = clubfooted
			value = -1
		}
		has_trait = {
			trait = hunchback
			value = -1
		}
	}
	
	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		#POSITIVE modifiers
		modifier = {
			trait = hunter
			factor = 1.3
		}
		modifier = {
			trait = strategist
			factor = 1.5
		}
		modifier = {
			trait = duelist
			factor = 1.5
		}
		modifier = {
			trait = misguided_warrior
			factor = 1.1
		}	
		modifier = {
			trait = tough_soldier
			factor = 1.2
		}
    	modifier = {
			trait = skilled_tactician
			factor = 1.4
		}
    	modifier = {
			trait = brilliant_strategist
			factor = 1.6
		}
    	modifier = {
			trait = scarred
			factor = 1.1
		}
		modifier = {
			trait = one_eyed
			factor = 1.1
		}
		modifier = {
			trait = genius
			factor = 1.2
		}
		modifier = {
			trait = quick
			factor = 1.1
		}
		modifier = {
			trait = shrewd
			factor = 1.1
		}
		modifier = {
			trait = strong
			factor = 1.2
		}
		modifier = {
			trait = robust
			factor = 1.1
		}
		modifier = {
			trait = giant
			factor = 1.1
		}
		modifier = {
			trait = impaler
			factor = 1.1
		}
		modifier = {
			trait = falconer
			factor = 1.1
		}
		modifier = {
			trait = wroth
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = diligent
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = brave
			factor = 1.2
		}
		modifier = {
			trait = ambitious
			factor = 1.1
		}
		modifier = {
			trait = cruel
			factor = 1.1
		}
		modifier = {
			trait = stubborn
			factor = 1.1
		}
		modifier = {
			trait = adventurer
			factor = 1.1
		}
		modifier = {
			trait = viking
			factor = 1.1
		}
		modifier = {
			trait = pirate
			factor = 1.1
		}
		modifier = {
			trait = ravager
			factor = 1.1
		}
		modifier = {
			trait = seaking
			factor = 1.1
		}
		modifier = {
			trait = sea_queen
			factor = 1.1
		}
		modifier = {
			trait = shieldmaiden
			factor = 1.1
		}
		modifier = {
			trait = berserker
			factor = 1.1
		}
		modifier = {
			trait = varangian
			factor = 1.1
		}
		modifier = {
			trait = nyames_shield
			factor = 1.1
		}
		#NEGATIVE modifiers
		modifier = {
			trait = craven
			factor = 0.8
		}
		modifier = {
			trait = weak
			factor = 0.8
		}
		modifier = {
			trait = feeble
			factor = 0.8
		}
		modifier = {
			trait = slothful
			factor = 0.9
		}
		modifier = {
			trait = content
			factor = 0.9
		}
		modifier = {
			trait = dwarf
			factor = 0.8
		}
		modifier = {
			trait = clubfooted
			factor = 0.8
		}
		modifier = {
			trait = hunchback
			factor = 0.8
		}
	}	

	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion_openly_west_african_or_reformed_trigger = yes
			is_adult = yes
			is_in_society = no
			OR = {
				trait = zealous
				martial = 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				OR = {
					duelist_skill_is_medium_group_trigger = yes
					duelist_skill_is_high_group_trigger = yes
				}
			}
		}
	}
}


warrior_lodge_zun = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_01
	society_ranks_gfx = warriors_ranks
	society_influence = no
	
	non_interference = {
		always = yes
	}
    
	active = {
		has_dlc = "Holy Fury"
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = warrior_lodge_zun
					rank = 1
				}
			}
		}
		is_adult = yes
		custom_tooltip = {
			text = has_not_angered_society_tt
			hidden_trigger = { NOT = { has_character_modifier = warrior_lodge_failed_joining_cd } }
		}
		NOT = { has_character_modifier = warrior_lodge_failed_joining_cd }
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
		OR = {
			religion_openly_zun_or_reformed_trigger = yes
			AND = {
				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}
				has_tribal_or_nomadic_government_trigger = yes
				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
				NOT = { trait = zealous }
			}
		}
	}

	show_society = {
		OR = {
			#You are this religion: will show only this lodge (the other "show_society"'s will make sure)
			religion_openly_zun_or_reformed_trigger = yes	
			AND = {
				#You are of a religion that doesn't match *any* warrior lodge
				has_religion_matching_available_warrior_lodge_trigger = no
				
				OR = {
					#You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_zun_or_reformed_trigger = yes }
					any_liege = { religion_openly_zun_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_zun_or_reformed_trigger = yes }
				}
			}
			NOT = { #Hide if: you don't have a religion that corresponds to this lodge, but there is another society available to you already
				religion_openly_zun_or_reformed_trigger = no
				has_religion_matching_available_warrior_lodge_trigger = yes
			}
			#Always show if: You are already a member. Duh.
			society_member_of = warrior_lodge_zun
		}
	}

	potential = { #if you change religion or become zealous while NOT pagan, you are kicked out
		OR = {
			religion_openly_zun_or_reformed_trigger = yes
			AND = {
				religion_openly_zun_or_reformed_trigger = no
				NOT = { trait = zealous }
			}
		}
	}

	society_rank = { #"Fledling"
		level = 1
		limit = 50 
		startup_limit = 10
		modifier = {
			monthly_character_prestige = 0.25
		}
		powers = {
			warrior_lodge_duel #Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden #Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor #Passive Power: Survivor
			warrior_lodge_lifetime_of_war #Passive Power: A Lifetime of War
		}
	}
	
	society_rank = { #"Warrior"
		level = 2
		limit = 20
		startup_limit = 6
		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}
		powers = {
			warrior_lodge_reaver #Passive Power: Reaver
			warrior_lodge_warrior_training #Power: Warrior Training
			warrior_lodge_summon_commander #Power: Summon Commander			
			warrior_lodge_zun_battle_trance #Power: Battle Trance
		}
	}
	
	society_rank = { #"Veteran"
		level = 3
		limit = 10 
		startup_limit = 4
		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}
		powers = {
			warrior_lodge_inspire_warriors #Power: Inspire Warriors
			warrior_lodge_war_sacrifice #Power: War Sacrifice
		}
	}

	society_rank = { #"Hero"
		level = 4
		limit = 4
		startup_limit = 3
		modifier = { 
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}
		powers = {
			warrior_lodge_indomitable #Passive Power: Indomitable
			warrior_lodge_call_to_glory #Power: Call to Glory
			warrior_lodge_choose_military_aspect #Power: Choose Military Aspect
		}
	}

	plots = {
	
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse
    	
		per_attribute = {
    		name = martial
    		value = 0.25
    	}
    	has_trait = {
			trait = hunter
			value = 1
		}
		has_trait = {
			trait = strategist
			value = 1
		}
		has_trait = {
			trait = duelist
			value = 1
		}
		has_trait = {
			trait = scarred
			value = 1
		}
		has_trait = {
			trait = scarred_mid
			value = 2
		}
		has_trait = {
			trait = scarred_high
			value = 3
		}
		has_trait = {
			trait = genius
			value = 1
		}
		has_trait = {
			trait = quick
			value = 1
		}
		has_trait = {
			trait = shrewd
			value = 1
		}
		has_trait = {
			trait = strong
			value = 3
		}
		has_trait = {
			trait = robust
			value = 2
		}
		has_trait = {
			trait = giant
			value = 2
		}
		has_trait = {
			trait = impaler
			value = 1
		}
		has_trait = {
			trait = falconer
			value = 1
		}
		has_trait = {
			trait = wroth
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = diligent
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = brave
			value = 2
		}
		has_trait = {
			trait = ambitious
			value = 1
		}
		has_trait = {
			trait = cruel
			value = 1
		}
		has_trait = {
			trait = stubborn
			value = 1
		}
		has_trait = {
			trait = adventurer
			value = 1
		}
		has_trait = {
			trait = viking
			value = 1
		}
		has_trait = {
			trait = pirate
			value = 1
		}
		has_trait = {
			trait = ravager
			value = 2
		}
		has_trait = {
			trait = seaking
			value = 3
		}
		has_trait = {
			trait = sea_queen
			value = 3
		}
		has_trait = {
			trait = shieldmaiden
			value = 1
		}
		has_trait = {
			trait = berserker
			value = 1
		}
		has_trait = {
			trait = varangian
			value = 1
		}
		has_trait = {
			trait = valhalla_bound
			value = 1
		}
		has_trait = {
			trait = eagle_warrior
			value = 1
		}
		has_trait = {
			trait = sun_warrior
			value = 1
		}
		has_trait = {
			trait = ukkos_shield
			value = 1
		}
		has_trait = {
			trait = nyames_shield
			value = 1
		}
		has_trait = {
			trait = peruns_chosen
			value = 1
		}
		has_trait = {
			trait = romuvas_own
			value = 1
		}
		has_trait = {
			trait = ares_own
			value = 1
		}
		has_trait = {
			trait = tengri_warrior
			value = 1
		}
		#NEGATIVE modifiers
		has_trait = {
			trait = craven
			value = -3
		}
		has_trait = {
			trait = weak
			value = -2
		}
		has_trait = {
			trait = feeble
			value = -1
		}
		has_trait = {
			trait = slothful
			value = -1
		}
		has_trait = {
			trait = content
			value = -1
		}
		has_trait = {
			trait = dwarf
			value = -1
		}
		has_trait = {
			trait = clubfooted
			value = -1
		}
		has_trait = {
			trait = hunchback
			value = -1
		}
	}
	
	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		#POSITIVE modifiers
		modifier = {
			trait = hunter
			factor = 1.3
		}
		modifier = {
			trait = strategist
			factor = 1.5
		}
		modifier = {
			trait = duelist
			factor = 1.5
		}
		modifier = {
			trait = misguided_warrior
			factor = 1.1
		}	
		modifier = {
			trait = tough_soldier
			factor = 1.2
		}
    	modifier = {
			trait = skilled_tactician
			factor = 1.4
		}
    	modifier = {
			trait = brilliant_strategist
			factor = 1.6
		}
    	modifier = {
			trait = scarred
			factor = 1.1
		}
		modifier = {
			trait = one_eyed
			factor = 1.1
		}
		modifier = {
			trait = genius
			factor = 1.2
		}
		modifier = {
			trait = quick
			factor = 1.1
		}
		modifier = {
			trait = shrewd
			factor = 1.1
		}
		modifier = {
			trait = strong
			factor = 1.2
		}
		modifier = {
			trait = robust
			factor = 1.1
		}
		modifier = {
			trait = giant
			factor = 1.1
		}
		modifier = {
			trait = impaler
			factor = 1.1
		}
		modifier = {
			trait = falconer
			factor = 1.1
		}
		modifier = {
			trait = wroth
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = diligent
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = brave
			factor = 1.2
		}
		modifier = {
			trait = ambitious
			factor = 1.1
		}
		modifier = {
			trait = cruel
			factor = 1.1
		}
		modifier = {
			trait = stubborn
			factor = 1.1
		}
		modifier = {
			trait = adventurer
			factor = 1.1
		}
		modifier = {
			trait = viking
			factor = 1.1
		}
		modifier = {
			trait = pirate
			factor = 1.1
		}
		modifier = {
			trait = ravager
			factor = 1.1
		}
		modifier = {
			trait = seaking
			factor = 1.1
		}
		modifier = {
			trait = sea_queen
			factor = 1.1
		}
		modifier = {
			trait = shieldmaiden
			factor = 1.1
		}
		modifier = {
			trait = berserker
			factor = 1.1
		}
		modifier = {
			trait = varangian
			factor = 1.1
		}
		modifier = {
			trait = sun_warrior
			factor = 1.1
		}
		#NEGATIVE modifiers
		modifier = {
			trait = craven
			factor = 0.8
		}
		modifier = {
			trait = weak
			factor = 0.8
		}
		modifier = {
			trait = feeble
			factor = 0.8
		}
		modifier = {
			trait = slothful
			factor = 0.9
		}
		modifier = {
			trait = content
			factor = 0.9
		}
		modifier = {
			trait = dwarf
			factor = 0.8
		}
		modifier = {
			trait = clubfooted
			factor = 0.8
		}
		modifier = {
			trait = hunchback
			factor = 0.8
		}
	}	

	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion_openly_zun_or_reformed_trigger = yes
			is_adult = yes
			is_in_society = no
			OR = {
				trait = zealous
				martial = 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				OR = {
					duelist_skill_is_medium_group_trigger = yes
					duelist_skill_is_high_group_trigger = yes
				}
			}
		}
	}
}


warrior_lodge_bon = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_02
	society_ranks_gfx = warriors_ranks
	society_influence = no
	
	non_interference = {
		always = yes
	}
    
	active = {
		has_dlc = "Holy Fury"
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = warrior_lodge_bon
					rank = 1
				}
			}
		}
		is_adult = yes
		custom_tooltip = {
			text = has_not_angered_society_tt
			hidden_trigger = { NOT = { has_character_modifier = warrior_lodge_failed_joining_cd } }
		}
		NOT = { has_character_modifier = warrior_lodge_failed_joining_cd }
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
		OR = {
			religion_openly_bon_or_reformed_trigger = yes
			AND = {
				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}
				has_tribal_or_nomadic_government_trigger = yes
				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
				NOT = { trait = zealous }
			}
		}
	}

	show_society = {
		OR = {
			#You are this religion: will show only this lodge (the other "show_society"'s will make sure)
			religion_openly_bon_or_reformed_trigger = yes	
			AND = {
				#You are of a religion that doesn't match *any* warrior lodge
				has_religion_matching_available_warrior_lodge_trigger = no
				
				OR = {
					#You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_bon_or_reformed_trigger = yes }
					any_liege = { religion_openly_bon_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_bon_or_reformed_trigger = yes }
				}
			}
			NOT = { #Hide if: you don't have a religion that corresponds to this lodge, but there is another society available to you already
				religion_openly_bon_or_reformed_trigger = no
				has_religion_matching_available_warrior_lodge_trigger = yes
			}
			#Always show if: You are already a member. Duh.
			society_member_of = warrior_lodge_bon
		}
	}

	potential = { #if you change religion or become zealous while NOT pagan, you are kicked out
		OR = {
			religion_openly_bon_or_reformed_trigger = yes
			AND = {
				NOT = { religion_openly_bon_or_reformed_trigger = yes }
				NOT = { religion_openly_bon_or_reformed_trigger = yes }
			}
		}
	}

	society_rank = { #"Fledling"
		level = 1
		limit = 50 
		startup_limit = 10
		modifier = {
			monthly_character_prestige = 0.25
		}
		powers = {
			warrior_lodge_duel #Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden #Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor #Passive Power: Survivor
			warrior_lodge_lifetime_of_war #Passive Power: A Lifetime of War
			warrior_lodge_bon_toughness #Power: Toughness
		}
	}
	
	society_rank = { #"Warrior"
		level = 2
		limit = 20
		startup_limit = 6
		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}		
		powers = {
			warrior_lodge_reaver #Passive Power: Reaver
			warrior_lodge_warrior_training #Power: Warrior Training
			warrior_lodge_summon_commander #Power: Summon Commander
		}
	}
	
	society_rank = { #"Veteran"
		level = 3
		limit = 10 
		startup_limit = 4
		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}
		powers = {
			warrior_lodge_inspire_warriors #Power: Inspire Warriors
			warrior_lodge_war_sacrifice #Power: War Sacrifice
		}
	}

	society_rank = { #"Hero"
		level = 4
		limit = 4
		startup_limit = 3
		modifier = { 
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}
		powers = {
			warrior_lodge_indomitable #Passive Power: Indomitable
			warrior_lodge_call_to_glory #Power: Call to Glory
			warrior_lodge_choose_military_aspect #Power: Choose Military Aspect
		}
	}

	plots = {
	
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse
    	
		per_attribute = {
    		name = martial
    		value = 0.25
    	}
    	has_trait = {
			trait = hunter
			value = 1
		}
		has_trait = {
			trait = strategist
			value = 1
		}
		has_trait = {
			trait = duelist
			value = 1
		}
		has_trait = {
			trait = scarred
			value = 1
		}
		has_trait = {
			trait = scarred_mid
			value = 2
		}
		has_trait = {
			trait = scarred_high
			value = 3
		}
		has_trait = {
			trait = genius
			value = 1
		}
		has_trait = {
			trait = quick
			value = 1
		}
		has_trait = {
			trait = shrewd
			value = 1
		}
		has_trait = {
			trait = strong
			value = 3
		}
		has_trait = {
			trait = robust
			value = 2
		}
		has_trait = {
			trait = giant
			value = 2
		}
		has_trait = {
			trait = impaler
			value = 1
		}
		has_trait = {
			trait = falconer
			value = 1
		}
		has_trait = {
			trait = wroth
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = diligent
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = brave
			value = 2
		}
		has_trait = {
			trait = ambitious
			value = 1
		}
		has_trait = {
			trait = cruel
			value = 1
		}
		has_trait = {
			trait = stubborn
			value = 1
		}
		has_trait = {
			trait = adventurer
			value = 1
		}
		has_trait = {
			trait = viking
			value = 1
		}
		has_trait = {
			trait = pirate
			value = 1
		}
		has_trait = {
			trait = ravager
			value = 2
		}
		has_trait = {
			trait = seaking
			value = 3
		}
		has_trait = {
			trait = sea_queen
			value = 3
		}
		has_trait = {
			trait = shieldmaiden
			value = 1
		}
		has_trait = {
			trait = berserker
			value = 1
		}
		has_trait = {
			trait = varangian
			value = 1
		}
		has_trait = {
			trait = valhalla_bound
			value = 1
		}
		has_trait = {
			trait = eagle_warrior
			value = 1
		}
		has_trait = {
			trait = sun_warrior
			value = 1
		}
		has_trait = {
			trait = ukkos_shield
			value = 1
		}
		has_trait = {
			trait = nyames_shield
			value = 1
		}
		has_trait = {
			trait = peruns_chosen
			value = 1
		}
		has_trait = {
			trait = romuvas_own
			value = 1
		}
		has_trait = {
			trait = ares_own
			value = 1
		}
		has_trait = {
			trait = tengri_warrior
			value = 1
		}
		#NEGATIVE modifiers
		has_trait = {
			trait = craven
			value = -3
		}
		has_trait = {
			trait = weak
			value = -2
		}
		has_trait = {
			trait = feeble
			value = -1
		}
		has_trait = {
			trait = slothful
			value = -1
		}
		has_trait = {
			trait = content
			value = -1
		}
		has_trait = {
			trait = dwarf
			value = -1
		}
		has_trait = {
			trait = clubfooted
			value = -1
		}
		has_trait = {
			trait = hunchback
			value = -1
		}
	}
	
	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		#POSITIVE modifiers
		modifier = {
			trait = hunter
			factor = 1.3
		}
		modifier = {
			trait = strategist
			factor = 1.5
		}
		modifier = {
			trait = duelist
			factor = 1.5
		}
		modifier = {
			trait = misguided_warrior
			factor = 1.1
		}	
		modifier = {
			trait = tough_soldier
			factor = 1.2
		}
    	modifier = {
			trait = skilled_tactician
			factor = 1.4
		}
    	modifier = {
			trait = brilliant_strategist
			factor = 1.6
		}
    	modifier = {
			trait = scarred
			factor = 1.1
		}
		modifier = {
			trait = one_eyed
			factor = 1.1
		}
		modifier = {
			trait = genius
			factor = 1.2
		}
		modifier = {
			trait = quick
			factor = 1.1
		}
		modifier = {
			trait = shrewd
			factor = 1.1
		}
		modifier = {
			trait = strong
			factor = 1.2
		}
		modifier = {
			trait = robust
			factor = 1.1
		}
		modifier = {
			trait = giant
			factor = 1.1
		}
		modifier = {
			trait = impaler
			factor = 1.1
		}
		modifier = {
			trait = falconer
			factor = 1.1
		}
		modifier = {
			trait = wroth
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = diligent
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = brave
			factor = 1.2
		}
		modifier = {
			trait = ambitious
			factor = 1.1
		}
		modifier = {
			trait = cruel
			factor = 1.1
		}
		modifier = {
			trait = stubborn
			factor = 1.1
		}
		modifier = {
			trait = adventurer
			factor = 1.1
		}
		modifier = {
			trait = viking
			factor = 1.1
		}
		modifier = {
			trait = pirate
			factor = 1.1
		}
		modifier = {
			trait = ravager
			factor = 1.1
		}
		modifier = {
			trait = seaking
			factor = 1.1
		}
		modifier = {
			trait = sea_queen
			factor = 1.1
		}
		modifier = {
			trait = shieldmaiden
			factor = 1.1
		}
		modifier = {
			trait = berserker
			factor = 1.1
		}
		modifier = {
			trait = varangian
			factor = 1.1
		}
		#NEGATIVE modifiers
		modifier = {
			trait = craven
			factor = 0.8
		}
		modifier = {
			trait = weak
			factor = 0.8
		}
		modifier = {
			trait = feeble
			factor = 0.8
		}
		modifier = {
			trait = slothful
			factor = 0.9
		}
		modifier = {
			trait = content
			factor = 0.9
		}
		modifier = {
			trait = dwarf
			factor = 0.8
		}
		modifier = {
			trait = clubfooted
			factor = 0.8
		}
		modifier = {
			trait = hunchback
			factor = 0.8
		}
	}	

	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion_openly_bon_or_reformed_trigger = yes
			is_adult = yes
			is_in_society = no
			OR = {
				trait = zealous
				martial = 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				OR = {
					duelist_skill_is_medium_group_trigger = yes
					duelist_skill_is_high_group_trigger = yes
				}
			}
		}
	}
}


warrior_lodge_hellenic = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_01
	society_ranks_gfx = warriors_ranks
	society_influence = no
	
	non_interference = {
		always = yes
	}
    
	active = {
		has_dlc = "Holy Fury"
		has_global_flag = flag_restored_warrior_lodge_hellenic #Must be formed by decision.
	}
	indestructible = yes
	
	can_join_society = {
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = warrior_lodge_hellenic
					rank = 1
				}
			}
		}
is_adult = yes
		custom_tooltip = {
			text = has_not_angered_society_tt
			hidden_trigger = { NOT = { has_character_modifier = warrior_lodge_failed_joining_cd } }
		}
		NOT = { has_character_modifier = warrior_lodge_failed_joining_cd }
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
		OR = {
			religion_openly_hellenic_or_reformed_trigger = yes
			AND = {
				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}
				has_tribal_or_nomadic_government_trigger = yes
				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
				NOT = { trait = zealous }
			}
		}
	}

	show_society = {
		OR = {
			#You are this religion: will show only this lodge (the other "show_society"'s will make sure)
			religion_openly_hellenic_or_reformed_trigger = yes	
			AND = {
				#You are of a religion that doesn't match *any* warrior lodge
				has_religion_matching_available_warrior_lodge_trigger = no
				
				OR = {
					#You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_hellenic_or_reformed_trigger = yes }
					any_liege = { religion_openly_hellenic_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_hellenic_or_reformed_trigger = yes }
				}
			}
			NOT = { #Hide if: you don't have a religion that corresponds to this lodge, but there is another society available to you already
				religion_openly_hellenic_or_reformed_trigger = no
				has_religion_matching_available_warrior_lodge_trigger = yes
			}
			#Always show if: You are already a member. Duh.
			society_member_of = warrior_lodge_hellenic
		}
	}

	potential = { #if you change religion or become zealous while NOT pagan, you are kicked out
		OR = {
			religion_openly_hellenic_or_reformed_trigger = yes
			AND = {
				NOT = { religion_openly_hellenic_or_reformed_trigger = yes }
				NOT = { trait = zealous }
			}
		}
	}

	society_rank = { #"Fledling"
		level = 1
		limit = 50 
		startup_limit = 10
		modifier = {
			monthly_character_prestige = 0.25
		}
		powers = {
			warrior_lodge_duel #Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden #Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor #Passive Power: Survivor
			warrior_lodge_lifetime_of_war #Passive Power: A Lifetime of War
		}
	}
	
	society_rank = { #"Warrior"
		level = 2
		limit = 20
		startup_limit = 6
		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}
		powers = {
			warrior_lodge_reaver #Passive Power: Reaver
			warrior_lodge_warrior_training #Power: Warrior Training
			warrior_lodge_summon_commander #Power: Summon Commander
		}
	}
	
	society_rank = { #"Veteran"
		level = 3
		limit = 10 
		startup_limit = 4
		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}
		powers = {
			warrior_lodge_inspire_warriors #Power: Inspire Warriors
			warrior_lodge_war_sacrifice #Power: War Sacrifice		
		}
	}

	society_rank = { #"Hero"
		level = 4
		limit = 4
		startup_limit = 3
		modifier = { 
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}
		powers = {
			warrior_lodge_indomitable #Passive Power: Indomitable
			warrior_lodge_call_to_glory #Power: Call to Glory
			warrior_lodge_choose_military_aspect #Power: Choose Military Aspect
		}
	}

	plots = {
	
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse
    	
		per_attribute = {
    		name = martial
    		value = 0.25
    	}
    	has_trait = {
			trait = hunter
			value = 1
		}
		has_trait = {
			trait = strategist
			value = 1
		}
		has_trait = {
			trait = duelist
			value = 1
		}
		has_trait = {
			trait = scarred
			value = 1
		}
		has_trait = {
			trait = scarred_mid
			value = 2
		}
		has_trait = {
			trait = scarred_high
			value = 3
		}
		has_trait = {
			trait = genius
			value = 1
		}
		has_trait = {
			trait = quick
			value = 1
		}
		has_trait = {
			trait = shrewd
			value = 1
		}
		has_trait = {
			trait = strong
			value = 3
		}
		has_trait = {
			trait = robust
			value = 2
		}
		has_trait = {
			trait = giant
			value = 2
		}
		has_trait = {
			trait = impaler
			value = 1
		}
		has_trait = {
			trait = falconer
			value = 1
		}
		has_trait = {
			trait = wroth
			value = 1
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = diligent
			value = 1
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = brave
			value = 2
		}
		has_trait = {
			trait = ambitious
			value = 1
		}
		has_trait = {
			trait = cruel
			value = 1
		}
		has_trait = {
			trait = stubborn
			value = 1
		}
		has_trait = {
			trait = adventurer
			value = 1
		}
		has_trait = {
			trait = viking
			value = 1
		}
		has_trait = {
			trait = pirate
			value = 1
		}
		has_trait = {
			trait = ravager
			value = 2
		}
		has_trait = {
			trait = seaking
			value = 3
		}
		has_trait = {
			trait = sea_queen
			value = 3
		}
		has_trait = {
			trait = shieldmaiden
			value = 1
		}
		has_trait = {
			trait = berserker
			value = 1
		}
		has_trait = {
			trait = varangian
			value = 1
		}
		has_trait = {
			trait = valhalla_bound
			value = 1
		}
		has_trait = {
			trait = eagle_warrior
			value = 1
		}
		has_trait = {
			trait = sun_warrior
			value = 1
		}
		has_trait = {
			trait = ukkos_shield
			value = 1
		}
		has_trait = {
			trait = nyames_shield
			value = 1
		}
		has_trait = {
			trait = peruns_chosen
			value = 1
		}
		has_trait = {
			trait = romuvas_own
			value = 1
		}
		has_trait = {
			trait = ares_own
			value = 1
		}
		has_trait = {
			trait = tengri_warrior
			value = 1
		}
		#NEGATIVE modifiers
		has_trait = {
			trait = craven
			value = -3
		}
		has_trait = {
			trait = weak
			value = -2
		}
		has_trait = {
			trait = feeble
			value = -1
		}
		has_trait = {
			trait = slothful
			value = -1
		}
		has_trait = {
			trait = content
			value = -1
		}
		has_trait = {
			trait = dwarf
			value = -1
		}
		has_trait = {
			trait = clubfooted
			value = -1
		}
		has_trait = {
			trait = hunchback
			value = -1
		}
	}
	
	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		#POSITIVE modifiers
		modifier = {
			trait = hunter
			factor = 1.3
		}
		modifier = {
			trait = strategist
			factor = 1.5
		}
		modifier = {
			trait = duelist
			factor = 1.5
		}
		modifier = {
			trait = misguided_warrior
			factor = 1.1
		}	
		modifier = {
			trait = tough_soldier
			factor = 1.2
		}
    	modifier = {
			trait = skilled_tactician
			factor = 1.4
		}
    	modifier = {
			trait = brilliant_strategist
			factor = 1.6
		}
    	modifier = {
			trait = scarred
			factor = 1.1
		}
		modifier = {
			trait = one_eyed
			factor = 1.1
		}
		modifier = {
			trait = genius
			factor = 1.2
		}
		modifier = {
			trait = quick
			factor = 1.1
		}
		modifier = {
			trait = shrewd
			factor = 1.1
		}
		modifier = {
			trait = strong
			factor = 1.2
		}
		modifier = {
			trait = robust
			factor = 1.1
		}
		modifier = {
			trait = giant
			factor = 1.1
		}
		modifier = {
			trait = impaler
			factor = 1.1
		}
		modifier = {
			trait = falconer
			factor = 1.1
		}
		modifier = {
			trait = wroth
			factor = 1.1
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = patient
			factor = 1.1
		}
		modifier = {
			trait = diligent
			factor = 1.1
		}
		modifier = {
			trait = humble
			factor = 1.1
		}
		modifier = {
			trait = brave
			factor = 1.2
		}
		modifier = {
			trait = ambitious
			factor = 1.1
		}
		modifier = {
			trait = cruel
			factor = 1.1
		}
		modifier = {
			trait = stubborn
			factor = 1.1
		}
		modifier = {
			trait = adventurer
			factor = 1.1
		}
		modifier = {
			trait = viking
			factor = 1.1
		}
		modifier = {
			trait = pirate
			factor = 1.1
		}
		modifier = {
			trait = ravager
			factor = 1.1
		}
		modifier = {
			trait = seaking
			factor = 1.1
		}
		modifier = {
			trait = sea_queen
			factor = 1.1
		}
		modifier = {
			trait = shieldmaiden
			factor = 1.1
		}
		modifier = {
			trait = berserker
			factor = 1.1
		}
		modifier = {
			trait = varangian
			factor = 1.1
		}
		modifier = {
			trait = ares_own
			factor = 1.1
		}
		#NEGATIVE modifiers
		modifier = {
			trait = craven
			factor = 0.8
		}
		modifier = {
			trait = weak
			factor = 0.8
		}
		modifier = {
			trait = feeble
			factor = 0.8
		}
		modifier = {
			trait = slothful
			factor = 0.9
		}
		modifier = {
			trait = content
			factor = 0.9
		}
		modifier = {
			trait = dwarf
			factor = 0.8
		}
		modifier = {
			trait = clubfooted
			factor = 0.8
		}
		modifier = {
			trait = hunchback
			factor = 0.8
		}
	}	

	startup_populate = {
	    trigger = {
			ai = yes
	    	controls_religion = no
		   	religion_openly_hellenic_or_reformed_trigger = yes
			is_adult = yes
			is_in_society = no
			OR = {
				trait = zealous
				martial = 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				OR = {
					duelist_skill_is_medium_group_trigger = yes
					duelist_skill_is_high_group_trigger = yes
				}
			}
		}
	}
}