# society of bards

# druids

# vates

# oracles of delphi

# vestals

# Warrior Lodges

warrior_lodge_celtic = {
	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"
        #OR = {
        #    NOT = {
        #        has_alternate_start_parameter = { key = religion value = historical }
        #    }
        #    has_global_flag = flag_restored_warrior_lodge_celtic
        #}
	}
	indestructible = yes
	
	can_join_society = {
		NAND = {
			ai = yes
			trait = full_cybernetic_conversion
		}		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = warrior_lodge_celtic
					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_celtic_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_celtic_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_celtic_or_reformed_trigger = yes }
					any_liege = { religion_openly_celtic_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_celtic_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_celtic_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_celtic
		}
	}

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

	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
		}
		has_trait = {
			trait = lughs_own
			value = 1
		}
		has_trait = {
			trait = morrigan
			value = 1
		}
		has_trait = {
			trait = montu
			value = 1
		}
		has_trait = {
			trait = atens_chosen
			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 = shieldmaiden
			factor = 1.1
		}
		modifier = {
			trait = berserker
			factor = 1.1
		}
		modifier = {
			trait = celtic_knight
			factor = 1.1
		}
		modifier = {
			trait = wolf
			factor = 1.1
		}
		modifier = {
			trait = lughs_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 = {
			NAND = {
				ai = yes
				trait = full_cybernetic_conversion
			}
			ai = yes
	    	controls_religion = no
		   	religion_openly_celtic_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_britannic = {
	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"
        OR = {
            NOT = {
                has_alternate_start_parameter = { key = religion value = historical }
            }
            has_global_flag = flag_restored_warrior_lodge_britannic
        }
	}
	indestructible = yes
	
	can_join_society = {
		NAND = {
			ai = yes
			trait = full_cybernetic_conversion
		}		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = warrior_lodge_britannic
					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 = britannic_pagan
			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 = britannic_pagan
			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 = britannic_pagan }
					any_liege = { religion = britannic_pagan }
					any_neighbor_independent_ruler = { religion = britannic_pagan }
				}
			}
			NOT = { #Hide if: you don't have a religion that corresponds to this lodge, but there is another society available to you already
				religion = britannic_pagan
				has_religion_matching_available_warrior_lodge_trigger = yes
			}
			#Always show if: You are already a member. Duh.
			society_member_of = warrior_lodge_britannic
		}
	}

	potential = { #if you change religion or become zealous while NOT pagan, you are kicked out
		OR = {
			religion = britannic_pagan
			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_shieldpage #Passive Power: Unlocks Shieldpage
			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_britannic_call_hedge_knights #Power: Call Knights Errant
		}
	}

	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
		}
		has_trait = {
			trait = lughs_own
			value = 1
		}
		has_trait = {
			trait = morrigan
			value = 1
		}
		has_trait = {
			trait = montu
			value = 1
		}
		has_trait = {
			trait = atens_chosen
			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 = shieldmaiden
			factor = 1.1
		}
		modifier = {
			trait = berserker
			factor = 1.1
		}
		modifier = {
			trait = morrigan
			factor = 1.1
		}
		modifier = {
			trait = child_of_dryad
			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
		}
		modifier = {
			trait = sych
			factor = 0.9
		}
	}	

	startup_populate = {
		trigger = {
			NAND = {
				ai = yes
				trait = full_cybernetic_conversion
			}
			ai = yes
	    	controls_religion = no
		   	religion = britannic_pagan
			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_titan = {
	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"
        OR = {
            NOT = {
                has_alternate_start_parameter = { key = religion value = historical }
            }
            has_global_flag = flag_restored_warrior_lodge_titan
        }
	}
	indestructible = yes
	
	can_join_society = {
		NAND = {
			ai = yes
			trait = full_cybernetic_conversion
		}		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = warrior_lodge_titan
					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 = titan_pagan
			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 = titan_pagan
			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 = titan_pagan }
					any_liege = { religion = titan_pagan }
					any_neighbor_independent_ruler = { religion = titan_pagan }
				}
			}
			NOT = { #Hide if: you don't have a religion that corresponds to this lodge, but there is another society available to you already
				religion = titan_pagan
				has_religion_matching_available_warrior_lodge_trigger = yes
			}
			#Always show if: You are already a member. Duh.
			society_member_of = warrior_lodge_titan
		}
	}

	potential = { #if you change religion or become zealous while NOT pagan, you are kicked out
		OR = {
			religion = titan_pagan
			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 Shieldmaiden
			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
		}
		has_trait = {
			trait = lughs_own
			value = 1
		}
		has_trait = {
			trait = morrigan
			value = 1
		}
		has_trait = {
			trait = montu
			value = 1
		}
		has_trait = {
			trait = atens_chosen
			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 = shieldmaiden
			factor = 1.1
		}
		modifier = {
			trait = berserker
			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
		}
		modifier = {
			trait = sych
			factor = 0.9
		}
	}	

	startup_populate = {
		trigger = {
			NAND = {
				ai = yes
				trait = full_cybernetic_conversion
			}
			ai = yes
	    	controls_religion = no
		   	religion = titan_pagan
			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_egyptian = {
	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"
        OR = {
            NOT = {
                has_alternate_start_parameter = { key = religion value = historical }
            }
            has_global_flag = flag_restored_warrior_lodge_egyptian
        }
	}
	indestructible = yes
	
	can_join_society = {
		NAND = {
			ai = yes
			trait = full_cybernetic_conversion
		}		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = warrior_lodge_celtic
					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_in_egyptian_subgroup_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_in_egyptian_subgroup_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_in_egyptian_subgroup_trigger = yes }
					any_liege = { religion_openly_in_egyptian_subgroup_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_in_egyptian_subgroup_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_in_egyptian_subgroup_trigger = no
				has_religion_matching_available_warrior_lodge_trigger = yes
			}
			#Always show if: You are already a member. Duh.
			society_member_of = warrior_lodge_egyptian
		}
	}

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

	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
		}
		has_trait = {
			trait = lughs_own
			value = 1
		}
		has_trait = {
			trait = morrigan
			value = 1
		}
		has_trait = {
			trait = montu
			value = 1
		}
		has_trait = {
			trait = atens_chosen
			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 = shieldmaiden
			factor = 1.1
		}
		modifier = {
			trait = berserker
			factor = 1.1
		}
		modifier = {
			trait = montu
			factor = 1.1
		}
		modifier = {
			trait = atens_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
		}
		modifier = {
			trait = decadent
			factor = 0.8
		}
	}	

	startup_populate = {
		trigger = {
			NAND = {
				ai = yes
				trait = full_cybernetic_conversion
			}
			ai = yes
	    	controls_religion = no
		   	religion_openly_in_egyptian_subgroup_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
				}
			}
		}
	}
}

### Monastic Orders

monastic_order_skeptics = {
	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 = {
		NAND = {
			ai = yes
			trait = full_cybernetic_conversion
		}		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = monastic_order_skeptics
					rank = 1
				}
			}
		}
		age = 16
		NOR = { #Not for savages.
			is_tribal = yes
			is_nomadic = yes
		}
		OR = {
			trait = skeptic
			religion_openly_hellenic_or_reformed_trigger = yes
			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
				}
			}
		}
		NOR = {
			trait = excommunicated
			trait = stoic
			trait = epicurean
		}
		custom_tooltip = {
			text = did_not_betray_society
			NOT = { has_character_flag = betrayed_monastic_order_skeptics }
		}
		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 = {
			trait = skeptic
			religion = promethean_pagan
			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_skeptics
		}
	}

	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
			intrigue = 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
			intrigue = 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 = 0.3
    	}
		per_attribute = {
			name = intrigue
			value = 0.2
		}
		has_trait = {
			trait = skeptic
			value = 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 = skeptic
			factor = 5
		}
		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 = {
			NAND = {
				ai = yes
				trait = full_cybernetic_conversion
			}
			ai = yes
	  	  	controls_religion = no
			NOR = { #Not for savages.
				is_tribal = yes
				is_nomadic = yes
			}
			OR = {
				trait = skeptic
				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
			}
			NOR = {
				trait = excommunicated
				trait = stoic
				trait = epicurean
			}
			has_secret_religion_trait_trigger = no
			OR = {
				trait = zealous
				trait = scholar
				trait = theologian
				trait = erudite
				trait = diligent
				learning = 16
			}
		}
	}
}

monastic_order_epicureans = {
	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 = {
		NAND = {
			ai = yes
			trait = full_cybernetic_conversion
		}		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = monastic_order_epicureans
					rank = 1
				}
			}
		}
		age = 16
		NOR = { #Not for savages.
			is_tribal = yes
			is_nomadic = yes
		}
		OR = {
			trait = epicurean
			religion_openly_hellenic_or_reformed_trigger = yes
			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
				}
			}
		}
		NOR = {
			trait = excommunicated
			trait = stoic
			trait = skeptic
		}
		custom_tooltip = {
			text = did_not_betray_society
			NOT = { has_character_flag = betrayed_monastic_order_epicureans }
		}
		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 = {
			trait = epicurean
			religion = promethean_pagan
			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_epicureans
		}
	}

	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
			stewardship = 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
			stewardship = 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 = 0.3
    	}
    	per_attribute = {
    		name = stewardship
    		value = 0.2
    	}
		has_trait = {
			trait = epicurean
			value = 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 = epicurean
			factor = 5
		}
		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 = {
			NAND = {
				ai = yes
				trait = full_cybernetic_conversion
			}
			ai = yes
	  	  	controls_religion = no
			NOR = { #Not for savages.
				is_tribal = yes
				is_nomadic = yes
			}
			OR = {
				trait = epicurean
				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
			}
			NOR = {
				trait = excommunicated
				trait = stoic
				trait = skeptic
			}
			has_secret_religion_trait_trigger = no
			OR = {
				trait = zealous
				trait = scholar
				trait = theologian
				trait = erudite
				trait = diligent
				learning = 16
			}
		}
	}
}

monastic_order_isis = {
	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 = {
		NAND = {
			ai = yes
			trait = full_cybernetic_conversion
		}		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = monastic_order_isis
					rank = 1
				}
			}
		}
		age = 16
		OR = {
			religion_openly_egyptian_or_reformed_trigger = yes
			religion_openly_hellenic_or_reformed_trigger = yes
			is_heretic = no
		}
		NOT = { trait = excommunicated }
		custom_tooltip = {
			text = did_not_betray_society
			NOT = { has_character_flag = betrayed_monastic_order_isis }
		}
		scaled_wealth = 0.25
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}
	
	show_society = {
		OR = {
			religion_openly_egyptian_or_reformed_trigger = yes
			religion_openly_hellenic_or_reformed_trigger = yes
			society_member_of = monastic_order_isis
		}
	}
	
	potential = {
		OR = {
			religion_openly_egyptian_or_reformed_trigger = yes
			religion_openly_hellenic_or_reformed_trigger = yes
			is_heretic = no
		}
	}
	
	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_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
			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_isis
    	
    	per_attribute = {
    		name = stewardship
    		value = 0.5
    	}
		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 = mystic
			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
		}
		triggered_gain = {
			desc = "minor_title_monastic_gain"
			trigger = {
				OR = {
					has_minor_title = title_gods_wife
					has_minor_title = title_divine_adoratrice
					has_minor_title = title_khetemty
				}
			}
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		modifier = {
			is_priest = yes
			factor = 10
		}
		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 = mystic
			factor = 1.1
		}
		modifier = {
			trait = theologian
			factor = 1.1
		}
		modifier = {
			trait = gardener
			factor = 1.1
		}
	}
	
	startup_populate = {
		trigger = {
			NAND = {
				ai = yes
				trait = full_cybernetic_conversion
			}
			ai = yes
	    	controls_religion = no
		   	religion = egyptian_pagan
			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
			}
		}
	}
}

warrior_lodge_taoist = {
	primary_attribute = learning
	opinion_to_other_members = +5
	opinion_per_rank_above = +15
	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 = {
		NAND = {
			ai = yes
			trait = full_cybernetic_conversion
		}		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = { 
					society = warrior_lodge_taoist
					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 = taoist
		}
	}

	show_society = {
		OR = {
			#You are this religion: will show only this lodge (the other "show_society"'s will make sure)
			religion = taoist
			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 = taoist }
					any_liege = { religion = taoist }
					any_neighbor_independent_ruler = { religion = taoist }
				}
			}
			NOT = { #Hide if: you don't have a religion that corresponds to this lodge, but there is another society available to you already
				religion = taoist
				has_religion_matching_available_warrior_lodge_trigger = yes
			}
			#Always show if: You are already a member. Duh.
			society_member_of = warrior_lodge_taoist
		}
	}

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

	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_piety = 0.5
			combat_rating = 10
			health = 0.5
		}		
		powers = {
			warrior_lodge_warrior_training #Power: Warrior Training
			warrior_lodge_summon_commander #Power: Summon Commander
			monastic_orders_spiritual_guidance
		}
	}
	
	society_rank = { #"Veteran"
		level = 3
		limit = 10 
		startup_limit = 4
		modifier = {
			monthly_character_piety = 0.75
			combat_rating = 20
			health = 1.0
		}
		powers = {
			warrior_lodge_inspire_warriors #Power: Inspire Warriors
			monastic_orders_teach_virtue
		}
	}

	society_rank = { #"Hero"
		level = 4
		limit = 4
		startup_limit = 3
		modifier = { 
			monthly_character_piety = 1
			combat_rating = 45
			health = 1.5
		}
		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
			stoic_order_culture_convert_county
		}
	}

	plots = {
	
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_taoist
    	
		per_attribute = {
    		name = learning
    		value = 0.25
    	}
    	has_trait = {
			trait = hunter
			value = 1
		}
		has_trait = {
			trait = strategist
			value = 1
		}
		has_trait = {
			trait = duelist
			value = 1
		}
		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 = poet
			value = 2
		}
		has_trait = {
			trait = erudite
			value = 2
		}
		has_trait = {
			trait = humble
			value = 1
		}
		has_trait = {
			trait = patient
			value = 1
		}
		has_trait = {
			trait = diligent
			value = 1
		}
		has_trait = {
			trait = brave
			value = 2
		}
		has_trait = {
			trait = content
			value = 1
		}
		has_trait = {
			trait = kind
			value = 1
		}
		has_trait = {
			trait = stubborn
			value = 1
		}
		has_trait = {
			trait = adventurer
			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 = ambitious
			value = -1
		}
		has_trait = {
			trait = dwarf
			value = -1
		}
		has_trait = {
			trait = clubfooted
			value = -1
		}
		has_trait = {
			trait = hunchback
			value = -1
		}
		has_trait = {
			trait = wroth
			value = -1
		}
		has_trait = {
			trait = proud
			value = -1
		}
		has_trait = {
			trait = greedy
			value = -1
		}
		has_trait = {
			trait = lustful
			value = -2
		}
	}
	
	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		#POSITIVE modifiers
		modifier = {
			trait = poet
			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 = humble
			factor = 1.1
		}
		modifier = {
			trait = erudite
			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 = scholar
			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 = kind
			factor = 1.1
		}
		modifier = {
			trait = stubborn
			factor = 1.1
		}
		modifier = {
			trait = adventurer
			factor = 1.1
		}
		modifier = {
			trait = shieldmaiden
			factor = 1.1
		}
		modifier = {
			trait = berserker
			factor = 1.1
		}
		modifier = {
			trait = celtic_knight
			factor = 1.1
		}
		modifier = {
			trait = wolf
			factor = 1.1
		}
		modifier = {
			trait = lughs_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 = ambitious
			factor = 0.9
		}
		modifier = {
			trait = dwarf
			factor = 0.8
		}
		modifier = {
			trait = clubfooted
			factor = 0.8
		}
		modifier = {
			trait = hunchback
			factor = 0.8
		}
	}	

	startup_populate = {
		trigger = {
			NAND = {
				ai = yes
				trait = full_cybernetic_conversion
			}
			ai = yes
	    	controls_religion = no
		   	religion = taoist
			is_adult = yes
			is_in_society = no
			NOT = { has_landed_title = e_china }
			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
				}
			}
		}
	}
}