###############################
#
#	Plus obligation laws
#
###############################
#
#	feudal_focus_0..4
#	feudal_obligations_0..4
#	iqta_focus_0..4
#	iqta_obligations_0..4
#	temple_focus_0..4
#	temple_obligations_0..4
#	city_focus_0..4
#	city_obligations_0..4
#	tribal_focus_0..4
#	tribal_obligations_0..4
#
#	Total groups:	10
#	Total laws:		50
#
###############################

##################
#
#	Law groups
#
##################

law_groups = {
	feudal_focus = { #Feudal Focus - Plus
		law_type = obligations
		left_value = LEVY
		right_value = TAX
		slider_sprite = GFX_focus_slider
		allowed_for_councillors = no
	}
	feudal_obligations = { #Feudal Obligations - Plus
		law_type = obligations
		slider_sprite = GFX_obligation_slider
		allowed_for_councillors = yes
	}

	iqta_focus = { #Iqta Focus - Plus
		law_type = obligations
		left_value = LEVY
		right_value = TAX
		slider_sprite = GFX_focus_slider
		allowed_for_councillors = no
	}
	iqta_obligations = { #Iqta Obligations - Plus
		law_type = obligations
		slider_sprite = GFX_obligation_slider
		allowed_for_councillors = yes
	}

	temple_focus = { #Temple Focus - Plus
		law_type = obligations
		left_value = LEVY
		right_value = TAX
		slider_sprite = GFX_focus_slider
		allowed_for_councillors = no
	}
	temple_obligations = { #Temple Obligations - Plus
		law_type = obligations
		slider_sprite = GFX_obligation_slider
		allowed_for_councillors = yes
	}

	city_focus = { #City Focus - Plus
		law_type = obligations
		left_value = LEVY
		right_value = TAX
		slider_sprite = GFX_focus_slider
		allowed_for_councillors = no
	}
	city_obligations = { #City Obligations - Plus
		law_type = obligations
		slider_sprite = GFX_obligation_slider
		allowed_for_councillors = yes
	}

	tribal_focus = { #Tribal Focus - Plus
		law_type = obligations
		left_value = LEVY
		right_value = TAX
		slider_sprite = GFX_focus_slider
		allowed_for_councillors = no
	}
	tribal_obligations = { #Tribal Obligations - Plus
		law_type = obligations
		slider_sprite = GFX_obligation_slider
		allowed_for_councillors = yes
	}
}

laws = {
	# Feudal vassal obligation laws
	feudal_focus_0 = {
		group = feudal_focus
		default = yes

		castle_vassal_max_levy = 0.10

		potential = {
			holder_scope = {
				is_playable = yes
				is_tribal = no
				is_nomadic = no
				NOT = { government = muslim_government }
			}

			has_game_rule = {
				name = vassal_obligation
				value = plus
			}

			temporary = no
		}

		allow = {
			trigger_if = {
				limit = {
					OR = {
						has_law = feudal_focus_0
						has_law = feudal_focus_1
						has_law = feudal_focus_2
						has_law = feudal_focus_3
						has_law = feudal_focus_4
					}
				}
				has_law = feudal_focus_1
			}
		}

		pass_effect = {
			# log = "feudal_focus_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "feudal_focus_0 ([This.GetFullBaseName])"
			revoke_law = feudal_focus_1
			revoke_law = feudal_focus_2
			revoke_law = feudal_focus_3
			revoke_law = feudal_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	feudal_focus_1 = {
		group = feudal_focus

		castle_vassal_max_levy = 0.05
		castle_vassal_tax_modifier = 0.03

		potential = {
			is_law_potential = feudal_focus_0
		}

		allow = {
			OR = {
				has_law = feudal_focus_0
				has_law = feudal_focus_2
			}
		}

		pass_effect = {
			# log = "feudal_focus_1 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "feudal_focus_1 ([This.GetFullBaseName])"
			revoke_law = feudal_focus_0
			revoke_law = feudal_focus_2
			revoke_law = feudal_focus_3
			revoke_law = feudal_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	feudal_focus_2 = {
		group = feudal_focus

		castle_vassal_tax_modifier = 0.06

		potential = {
			is_law_potential = feudal_focus_0
		}

		allow = {
			OR = {
				has_law = feudal_focus_1
				has_law = feudal_focus_3
			}
		}

		pass_effect = {
			# log = "feudal_focus_2 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "feudal_focus_2 ([This.GetFullBaseName])"
			revoke_law = feudal_focus_0
			revoke_law = feudal_focus_1
			revoke_law = feudal_focus_3
			revoke_law = feudal_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	feudal_focus_3 = {
		group = feudal_focus

		castle_vassal_max_levy = -0.05
		castle_vassal_tax_modifier = 0.09

		potential = {
			is_law_potential = feudal_focus_0
		}

		allow = {
			OR = {
				has_law = feudal_focus_2
				has_law = feudal_focus_4
			}
		}

		pass_effect = {
			# log = "feudal_focus_3 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "feudal_focus_3 ([This.GetFullBaseName])"
			revoke_law = feudal_focus_0
			revoke_law = feudal_focus_1
			revoke_law = feudal_focus_2
			revoke_law = feudal_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	feudal_focus_4 = {
		group = feudal_focus

		castle_vassal_max_levy = -0.10
		castle_vassal_tax_modifier = 0.12

		potential = {
			is_law_potential = feudal_focus_0
		}

		allow = {
			has_law = feudal_focus_3
		}

		pass_effect = {
			# log = "feudal_focus_4 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "feudal_focus_4 ([This.GetFullBaseName])"
			revoke_law = feudal_focus_0
			revoke_law = feudal_focus_1
			revoke_law = feudal_focus_2
			revoke_law = feudal_focus_3
		}

		ai_will_do = {
			factor = 0
		}
	}

	feudal_obligations_0 = {
		group = feudal_obligations
		default = yes

		feudal_opinion = 5
		castle_vassal_max_levy = -0.10

		potential = {
			holder_scope = {
				is_playable = yes
				is_tribal = no
				is_nomadic = no
				NOT = { government = muslim_government }
			}

			has_game_rule = {
				name = vassal_obligation
				value = plus
			}

			temporary = no
		}

		allow = {
			trigger_if = {
				limit = {
					OR = {
						has_law = feudal_obligations_0
						has_law = feudal_obligations_1
						has_law = feudal_obligations_2
						has_law = feudal_obligations_3
						has_law = feudal_obligations_4
					}
				}
				has_law = feudal_obligations_1
			}
		}

		pass_effect = {
			# log = "feudal_obligations_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "feudal_obligations_0 ([This.GetFullBaseName])"
			revoke_law = feudal_obligations_1
			revoke_law = feudal_obligations_2
			revoke_law = feudal_obligations_3
			revoke_law = feudal_obligations_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	feudal_obligations_1 = {
		group = feudal_obligations

		castle_vassal_max_levy = -0.025
		castle_vassal_tax_modifier = 0.045

		potential = {
			is_law_potential = feudal_obligations_0
		}

		allow = {
			OR = {
				has_law = feudal_obligations_0
				has_law = feudal_obligations_2
			}
		}

		pass_effect = {
			# log = "feudal_obligations_1 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "feudal_obligations_1 ([This.GetFullBaseName])"
			revoke_law = feudal_obligations_0
			revoke_law = feudal_obligations_2
			revoke_law = feudal_obligations_3
			revoke_law = feudal_obligations_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = feudal_obligations_0
			}
		}
	}

	feudal_obligations_2 = {
		group = feudal_obligations

		feudal_opinion = -5
		castle_vassal_max_levy = 0.05
		castle_vassal_tax_modifier = 0.09

		potential = {
			is_law_potential = feudal_obligations_0
		}

		allow = {
			OR = {
				has_law = feudal_obligations_1
				has_law = feudal_obligations_3
			}
		}

		pass_effect = {
			# log = "feudal_obligations_2 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "feudal_obligations_2 ([This.GetFullBaseName])"
			revoke_law = feudal_obligations_0
			revoke_law = feudal_obligations_1
			revoke_law = feudal_obligations_3
			revoke_law = feudal_obligations_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = feudal_obligations_1
			}
		}
	}

	feudal_obligations_3 = {
		group = feudal_obligations

		feudal_opinion = -10
		castle_vassal_max_levy = 0.125
		castle_vassal_tax_modifier = 0.135

		potential = {
			is_law_potential = feudal_obligations_0
		}

		allow = {
			OR = {
				has_law = feudal_obligations_2
				has_law = feudal_obligations_4
			}
		}

		pass_effect = {
			# log = "feudal_obligations_3 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "feudal_obligations_3 ([This.GetFullBaseName])"
			revoke_law = feudal_obligations_0
			revoke_law = feudal_obligations_1
			revoke_law = feudal_obligations_2
			revoke_law = feudal_obligations_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = feudal_obligations_2
			}
		}
	}

	feudal_obligations_4 = {
		group = feudal_obligations

		feudal_opinion = -15
		castle_vassal_max_levy = 0.20
		castle_vassal_tax_modifier = 0.18

		potential = {
			is_law_potential = feudal_obligations_0
		}

		allow = {
			has_law = feudal_obligations_3
		}

		pass_effect = {
			# log = "feudal_obligations_4 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "feudal_obligations_4 ([This.GetFullBaseName])"
			revoke_law = feudal_obligations_0
			revoke_law = feudal_obligations_1
			revoke_law = feudal_obligations_2
			revoke_law = feudal_obligations_3
		}

		ai_will_do = {
			factor = 1
		}
	}

	####################################
	#
	#	Iqta vassal obligation laws
	#
	####################################

	iqta_focus_0 = {
		group = iqta_focus

		castle_vassal_max_levy = 0.10

		potential = {
			holder_scope = {
				is_playable = yes
				government = muslim_government
			}

			has_game_rule = {
				name = vassal_obligation
				value = plus
			}

			temporary = no
		}

		allow = {
			trigger_if = {
				limit = {
					OR = {
						has_law = iqta_focus_0
						has_law = iqta_focus_1
						has_law = iqta_focus_2
						has_law = iqta_focus_3
						has_law = iqta_focus_4
					}
				}
				has_law = iqta_focus_1
			}
		}

		pass_effect = {
			# log = "iqta_focus_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "iqta_focus_0 ([This.GetFullBaseName])"
			revoke_law = iqta_focus_1
			revoke_law = iqta_focus_2
			revoke_law = iqta_focus_3
			revoke_law = iqta_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	iqta_focus_1 = {
		group = iqta_focus

		castle_vassal_max_levy = 0.05
		castle_vassal_tax_modifier = 0.035

		potential = {
			is_law_potential = iqta_focus_0
		}

		allow = {
			OR = {
				has_law = iqta_focus_0
				has_law = iqta_focus_2
			}
		}

		pass_effect = {
			# log = "iqta_focus_1 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "iqta_focus_1 ([This.GetFullBaseName])"
			revoke_law = iqta_focus_0
			revoke_law = iqta_focus_2
			revoke_law = iqta_focus_3
			revoke_law = iqta_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	iqta_focus_2 = {
		group = iqta_focus
		default = yes

		castle_vassal_tax_modifier = 0.07

		potential = {
			is_law_potential = iqta_focus_0
		}

		allow = {
			OR = {
				has_law = iqta_focus_1
				has_law = iqta_focus_3
			}
		}

		pass_effect = {
			# log = "iqta_focus_2 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "iqta_focus_2 ([This.GetFullBaseName])"
			revoke_law = iqta_focus_0
			revoke_law = iqta_focus_1
			revoke_law = iqta_focus_3
			revoke_law = iqta_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	iqta_focus_3 = {
		group = iqta_focus

		castle_vassal_max_levy = -0.05
		castle_vassal_tax_modifier = 0.105

		potential = {
			is_law_potential = iqta_focus_0
		}

		allow = {
			OR = {
				has_law = iqta_focus_2
				has_law = iqta_focus_4
			}
		}

		pass_effect = {
			# log = "iqta_focus_3 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "iqta_focus_3 ([This.GetFullBaseName])"
			revoke_law = iqta_focus_0
			revoke_law = iqta_focus_1
			revoke_law = iqta_focus_2
			revoke_law = iqta_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	iqta_focus_4 = {
		group = iqta_focus

		castle_vassal_max_levy = -0.10
		castle_vassal_tax_modifier = 0.14

		potential = {
			is_law_potential = iqta_focus_0
		}

		allow = {
			has_law = iqta_focus_3
		}

		pass_effect = {
			# log = "iqta_focus_4 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "iqta_focus_4 ([This.GetFullBaseName])"
			revoke_law = iqta_focus_0
			revoke_law = iqta_focus_1
			revoke_law = iqta_focus_2
			revoke_law = iqta_focus_3
		}

		ai_will_do = {
			factor = 0
		}
	}

	iqta_obligations_0 = {
		group = iqta_obligations
		default = yes

		feudal_opinion = 5
		castle_vassal_max_levy = -0.10

		potential = {
			holder_scope = {
				is_playable = yes
				government = muslim_government
			}

			has_game_rule = {
				name = vassal_obligation
				value = plus
			}

			temporary = no
		}

		allow = {
			trigger_if = {
				limit = {
					OR = {
						has_law = iqta_obligations_0
						has_law = iqta_obligations_1
						has_law = iqta_obligations_2
						has_law = iqta_obligations_3
						has_law = iqta_obligations_4
					}
				}
				has_law = iqta_obligations_1
			}
		}

		pass_effect = {
			# log = "iqta_obligations_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "iqta_obligations_0 ([This.GetFullBaseName])"
			revoke_law = iqta_obligations_1
			revoke_law = iqta_obligations_2
			revoke_law = iqta_obligations_3
			revoke_law = iqta_obligations_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	iqta_obligations_1 = {
		group = iqta_obligations

		castle_vassal_max_levy = -0.025
		castle_vassal_tax_modifier = 0.052

		potential = {
			is_law_potential = iqta_obligations_0
		}

		allow = {
			OR = {
				has_law = iqta_obligations_0
				has_law = iqta_obligations_2
			}
		}

		pass_effect = {
			# log = "iqta_obligations_1 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "iqta_obligations_1 ([This.GetFullBaseName])"
			revoke_law = iqta_obligations_0
			revoke_law = iqta_obligations_2
			revoke_law = iqta_obligations_3
			revoke_law = iqta_obligations_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = iqta_obligations_0
			}
		}
	}

	iqta_obligations_2 = {
		group = iqta_obligations

		feudal_opinion = -5
		castle_vassal_max_levy = 0.05
		castle_vassal_tax_modifier = 0.105

		potential = {
			is_law_potential = iqta_obligations_0
		}

		allow = {
			OR = {
				has_law = iqta_obligations_1
				has_law = iqta_obligations_3
			}
		}

		pass_effect = {
			# log = "iqta_obligations_2 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "iqta_obligations_2 ([This.GetFullBaseName])"
			revoke_law = iqta_obligations_0
			revoke_law = iqta_obligations_1
			revoke_law = iqta_obligations_3
			revoke_law = iqta_obligations_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = iqta_obligations_1
			}
		}
	}

	iqta_obligations_3 = {
		group = iqta_obligations

		feudal_opinion = -10
		castle_vassal_max_levy = 0.125
		castle_vassal_tax_modifier = 0.157

		potential = {
			is_law_potential = iqta_obligations_0
		}

		allow = {
			OR = {
				has_law = iqta_obligations_2
				has_law = iqta_obligations_4
			}
		}

		pass_effect = {
			# log = "iqta_obligations_3 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "iqta_obligations_3 ([This.GetFullBaseName])"
			revoke_law = iqta_obligations_0
			revoke_law = iqta_obligations_1
			revoke_law = iqta_obligations_2
			revoke_law = iqta_obligations_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = iqta_obligations_2
			}
		}
	}

	iqta_obligations_4 = {
		group = iqta_obligations

		feudal_opinion = -15
		castle_vassal_max_levy = 0.20
		castle_vassal_tax_modifier = 0.21

		potential = {
			is_law_potential = iqta_obligations_0
		}

		allow = {
			has_law = iqta_obligations_3
		}

		pass_effect = {
			# log = "iqta_obligations_4 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "iqta_obligations_4 ([This.GetFullBaseName])"
			revoke_law = iqta_obligations_0
			revoke_law = iqta_obligations_1
			revoke_law = iqta_obligations_2
			revoke_law = iqta_obligations_3
		}

		ai_will_do = {
			factor = 1
		}
	}

	########################################
	#
	#	Theocratic vassal obligation laws
	#
	########################################

	temple_focus_0 = {
		group = temple_focus

		temple_vassal_max_levy = 0.10

		potential = {
			holder_scope = {
				is_playable = yes
				is_tribal = no
				is_nomadic = no
				NOT = { religion_group = muslim }
			}

			has_game_rule = {
				name = vassal_obligation
				value = plus
			}

			temporary = no
		}

		allow = {
			trigger_if = {
				limit = {
					OR = {
						has_law = temple_focus_0
						has_law = temple_focus_1
						has_law = temple_focus_2
						has_law = temple_focus_3
						has_law = temple_focus_4
					}
				}
				has_law = temple_focus_1
			}
		}

		pass_effect = {
			# log = "temple_focus_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "temple_focus_0 ([This.GetFullBaseName])"
			revoke_law = temple_focus_1
			revoke_law = temple_focus_2
			revoke_law = temple_focus_3
			revoke_law = temple_focus_4
		}

		ai_will_do = {
			factor = 0
		}

	}

	temple_focus_1 = {
		group = temple_focus

		temple_vassal_max_levy = 0.05
		temple_vassal_tax_modifier = 0.04

		potential = {
			is_law_potential = temple_focus_0
		}

		allow = {
			OR = {
				has_law = temple_focus_0
				has_law = temple_focus_2
			}
		}

		pass_effect = {
			# log = "temple_focus_1 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "temple_focus_1 ([This.GetFullBaseName])"
			revoke_law = temple_focus_0
			revoke_law = temple_focus_2
			revoke_law = temple_focus_3
			revoke_law = temple_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	temple_focus_2 = {
		group = temple_focus
		default = yes

		temple_vassal_tax_modifier = 0.08

		potential = {
			is_law_potential = temple_focus_0
		}

		allow = {
			OR = {
				has_law = temple_focus_1
				has_law = temple_focus_3
			}
		}

		pass_effect = {
			# log = "temple_focus_2 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "temple_focus_2 ([This.GetFullBaseName])"
			revoke_law = temple_focus_0
			revoke_law = temple_focus_1
			revoke_law = temple_focus_3
			revoke_law = temple_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	temple_focus_3 = {
		group = temple_focus

		temple_vassal_max_levy = -0.05
		temple_vassal_tax_modifier = 0.12

		potential = {
			is_law_potential = temple_focus_0
		}

		allow = {
			OR = {
				has_law = temple_focus_2
				has_law = temple_focus_4
			}
		}

		pass_effect = {
			# log = "temple_focus_3 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "temple_focus_3 ([This.GetFullBaseName])"
			revoke_law = temple_focus_0
			revoke_law = temple_focus_1
			revoke_law = temple_focus_2
			revoke_law = temple_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	temple_focus_4 = {
		group = temple_focus

		temple_vassal_max_levy = -0.10
		temple_vassal_tax_modifier = 0.16

		potential = {
			is_law_potential = temple_focus_0
		}

		allow = {
			has_law = temple_focus_3
		}

		pass_effect = {
			# log = "temple_focus_4 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "temple_focus_4 ([This.GetFullBaseName])"
			revoke_law = temple_focus_0
			revoke_law = temple_focus_1
			revoke_law = temple_focus_2
			revoke_law = temple_focus_3
		}

		ai_will_do = {
			factor = 0
		}
	}

	temple_obligations_0 = {
		group = temple_obligations
		default = yes

		temple_opinion = 5
		temple_vassal_max_levy = -0.10

		potential = {
			holder_scope = {
				is_playable = yes
				is_tribal = no
				is_nomadic = no
				NOT = { religion_group = muslim }
			}

			has_game_rule = {
				name = vassal_obligation
				value = plus
			}

			temporary = no
		}

		allow = {
			trigger_if = {
				limit = {
					OR = {
						has_law = temple_obligations_0
						has_law = temple_obligations_1
						has_law = temple_obligations_2
						has_law = temple_obligations_3
						has_law = temple_obligations_4
					}
				}
				has_law = temple_obligations_1
			}
		}

		pass_effect = {
			# log = "temple_obligations_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "temple_obligations_0 ([This.GetFullBaseName])"
			revoke_law = temple_obligations_1
			revoke_law = temple_obligations_2
			revoke_law = temple_obligations_3
			revoke_law = temple_obligations_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	temple_obligations_1 = {
		group = temple_obligations

		temple_vassal_max_levy = -0.025
		temple_vassal_tax_modifier = 0.06

		potential = {
			is_law_potential = temple_obligations_0
		}

		allow = {
			OR = {
				has_law = temple_obligations_0
				has_law = temple_obligations_2
			}
		}

		pass_effect = {
			# log = "temple_obligations_1 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "temple_obligations_1 ([This.GetFullBaseName])"
			revoke_law = temple_obligations_0
			revoke_law = temple_obligations_2
			revoke_law = temple_obligations_3
			revoke_law = temple_obligations_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = temple_obligations_0
			}
		}
	}

	temple_obligations_2 = {
		group = temple_obligations

		temple_opinion = -5
		temple_vassal_max_levy = 0.05
		temple_vassal_tax_modifier = 0.12

		potential = {
			is_law_potential = temple_obligations_0
		}

		allow = {
			OR = {
				has_law = temple_obligations_1
				has_law = temple_obligations_3
			}
		}

		pass_effect = {
			# log = "temple_obligations_2 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "temple_obligations_2 ([This.GetFullBaseName])"
			revoke_law = temple_obligations_0
			revoke_law = temple_obligations_1
			revoke_law = temple_obligations_3
			revoke_law = temple_obligations_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = temple_obligations_1
			}
		}
	}

	temple_obligations_3 = {
		group = temple_obligations

		temple_opinion = -10
		temple_vassal_max_levy = 0.125
		temple_vassal_tax_modifier = 0.18

		potential = {
			is_law_potential = temple_obligations_0
		}

		allow = {
			OR = {
				has_law = temple_obligations_2
				has_law = temple_obligations_4
			}
		}

		pass_effect = {
			# log = "temple_obligations_3 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "temple_obligations_3 ([This.GetFullBaseName])"
			revoke_law = temple_obligations_0
			revoke_law = temple_obligations_1
			revoke_law = temple_obligations_2
			revoke_law = temple_obligations_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = temple_obligations_2
			}
		}
	}

	temple_obligations_4 = {
		group = temple_obligations

		temple_opinion = -15
		temple_vassal_max_levy = 0.20
		temple_vassal_tax_modifier = 0.24

		potential = {
			is_law_potential = temple_obligations_0
		}

		allow = {
			has_law = temple_obligations_3
		}

		pass_effect = {
			# log = "temple_obligations_4 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "temple_obligations_4 ([This.GetFullBaseName])"
			revoke_law = temple_obligations_0
			revoke_law = temple_obligations_1
			revoke_law = temple_obligations_2
			revoke_law = temple_obligations_3
		}

		ai_will_do = {
			factor = 1
		}
	}

	#####################################
	#
	#	Burgher vassal obligation laws
	#
	#####################################

	city_focus_0 = {
		group = city_focus

		city_vassal_max_levy = 0.10

		potential = {
			holder_scope = {
				is_playable = yes
				is_tribal = no
				is_nomadic = no
			}

			has_game_rule = {
				name = vassal_obligation
				value = plus
			}

			temporary = no
		}

		allow = {
			trigger_if = {
				limit = {
					OR = {
						has_law = city_focus_0
						has_law = city_focus_1
						has_law = city_focus_2
						has_law = city_focus_3
						has_law = city_focus_4
					}
				}
				has_law = city_focus_1
			}
		}

		pass_effect = {
			# log = "city_focus_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "city_focus_0 ([This.GetFullBaseName])"
			revoke_law = city_focus_1
			revoke_law = city_focus_2
			revoke_law = city_focus_3
			revoke_law = city_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	city_focus_1 = {
		group = city_focus

		city_vassal_max_levy = 0.05
		city_vassal_tax_modifier = 0.05

		potential = {
			is_law_potential = city_focus_0
		}

		allow = {
			OR = {
				has_law = city_focus_0
				has_law = city_focus_2
			}
		}

		pass_effect = {
			# log = "city_focus_1 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "city_focus_1 ([This.GetFullBaseName])"
			revoke_law = city_focus_0
			revoke_law = city_focus_2
			revoke_law = city_focus_3
			revoke_law = city_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	city_focus_2 = {
		group = city_focus

		city_vassal_tax_modifier = 0.10

		potential = {
			is_law_potential = city_focus_0
		}

		allow = {
			OR = {
				has_law = city_focus_1
				has_law = city_focus_3
			}
		}

		pass_effect = {
			# log = "city_focus_2 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "city_focus_2 ([This.GetFullBaseName])"
			revoke_law = city_focus_0
			revoke_law = city_focus_1
			revoke_law = city_focus_3
			revoke_law = city_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	city_focus_3 = {
		group = city_focus
		default = yes

		city_vassal_max_levy = -0.05
		city_vassal_tax_modifier = 0.15

		potential = {
			is_law_potential = city_focus_0
		}

		allow = {
			OR = {
				has_law = city_focus_2
				has_law = city_focus_4
			}
		}

		pass_effect = {
			# log = "city_focus_3 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "city_focus_3 ([This.GetFullBaseName])"
			revoke_law = city_focus_0
			revoke_law = city_focus_1
			revoke_law = city_focus_2
			revoke_law = city_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	city_focus_4 = {
		group = city_focus

		city_vassal_max_levy = -0.10
		city_vassal_tax_modifier = 0.20

		potential = {
			is_law_potential = city_focus_0
		}

		allow = {
			has_law = city_focus_3
		}

		pass_effect = {
			# log = "city_focus_4 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "city_focus_4 ([This.GetFullBaseName])"
			revoke_law = city_focus_0
			revoke_law = city_focus_1
			revoke_law = city_focus_2
			revoke_law = city_focus_3
		}

		ai_will_do = {
			factor = 0
		}
	}

	city_obligations_0 = {
		group = city_obligations
		default = yes

		city_opinion = 5
		city_vassal_max_levy = -0.10

		potential = {
			holder_scope = {
				is_playable = yes
				is_tribal = no
				is_nomadic = no
			}

			has_game_rule = {
				name = vassal_obligation
				value = plus
			}

			temporary = no
		}

		allow = {
			trigger_if = {
				limit = {
					OR = {
						has_law = city_obligations_0
						has_law = city_obligations_1
						has_law = city_obligations_2
						has_law = city_obligations_3
						has_law = city_obligations_4
					}
				}
				has_law = city_obligations_1
			}
		}

		pass_effect = {
			# log = "city_obligations_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "city_obligations_0 ([This.GetFullBaseName])"
			revoke_law = city_obligations_1
			revoke_law = city_obligations_2
			revoke_law = city_obligations_3
			revoke_law = city_obligations_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	city_obligations_1 = {
		group = city_obligations

		city_vassal_max_levy = -0.025
		city_vassal_tax_modifier = 0.075

		potential = {
			is_law_potential = city_obligations_0
		}

		allow = {
			OR = {
				has_law = city_obligations_0
				has_law = city_obligations_2
			}
		}

		pass_effect = {
			# log = "city_obligations_1 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "city_obligations_1 ([This.GetFullBaseName])"
			revoke_law = city_obligations_0
			revoke_law = city_obligations_2
			revoke_law = city_obligations_3
			revoke_law = city_obligations_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = city_obligations_0
			}
		}
	}

	city_obligations_2 = {
		group = city_obligations

		city_vassal_max_levy = 0.05
		city_vassal_tax_modifier = 0.15

		potential = {
			is_law_potential = city_obligations_0
		}

		allow = {
			OR = {
				has_law = city_obligations_1
				has_law = city_obligations_3
			}
		}

		pass_effect = {
			# log = "city_obligations_2 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "city_obligations_2 ([This.GetFullBaseName])"
			revoke_law = city_obligations_0
			revoke_law = city_obligations_1
			revoke_law = city_obligations_3
			revoke_law = city_obligations_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = city_obligations_1
			}
		}
	}

	city_obligations_3 = {
		group = city_obligations

		city_opinion = -5
		city_vassal_max_levy = 0.125
		city_vassal_tax_modifier = 0.225

		potential = {
			is_law_potential = city_obligations_0
		}

		allow = {
			OR = {
				has_law = city_obligations_2
				has_law = city_obligations_4
			}
		}

		pass_effect = {
			# log = "city_obligations_3 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "city_obligations_3 ([This.GetFullBaseName])"
			revoke_law = city_obligations_0
			revoke_law = city_obligations_1
			revoke_law = city_obligations_2
			revoke_law = city_obligations_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = city_obligations_2
			}
		}
	}

	city_obligations_4 = {
		group = city_obligations

		city_opinion = -15
		city_vassal_max_levy = 0.20
		city_vassal_tax_modifier = 0.30

		potential = {
			is_law_potential = city_obligations_0
		}

		allow = {
			has_law = city_obligations_3
		}

		pass_effect = {
			# log = "city_obligations_4 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "city_obligations_4 ([This.GetFullBaseName])"
			revoke_law = city_obligations_0
			revoke_law = city_obligations_1
			revoke_law = city_obligations_2
			revoke_law = city_obligations_3
		}

		ai_will_do = {
			factor = 1
		}
	}

	####################################
	#
	#	Tribal vassal obligation laws
	#
	####################################

	tribal_focus_0 = {
		group = tribal_focus
		default = yes

		tribal_vassal_max_levy = 0.10

		potential = {
			holder_scope = {
				is_playable = yes
				is_nomadic = no

				trigger_if = {
					limit = { is_tribal = yes }

					OR = {
						has_law = tribal_organization_3
						has_law = tribal_organization_4
					}
				}
			}

			has_game_rule = {
				name = vassal_obligation
				value = plus
			}

			temporary = no
		}

		allow = {
			trigger_if = {
				limit = {
					OR = {
						has_law = tribal_focus_0
						has_law = tribal_focus_1
						has_law = tribal_focus_2
						has_law = tribal_focus_3
						has_law = tribal_focus_4
					}
				}
				has_law = tribal_focus_1
			}
		}

		pass_effect = {
			# log = "tribal_focus_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "tribal_focus_0 ([This.GetFullBaseName])"
			revoke_law = tribal_focus_1
			revoke_law = tribal_focus_2
			revoke_law = tribal_focus_3
			revoke_law = tribal_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	tribal_focus_1 = {
		group = tribal_focus

		tribal_vassal_max_levy = 0.05
		tribal_vassal_tax_modifier = 0.025

		potential = {
			is_law_potential = tribal_focus_0
		}

		allow = {
			OR = {
				has_law = tribal_focus_0
				has_law = tribal_focus_2
			}
		}

		pass_effect = {
			# log = "tribal_focus_1 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "tribal_focus_1 ([This.GetFullBaseName])"
			revoke_law = tribal_focus_0
			revoke_law = tribal_focus_2
			revoke_law = tribal_focus_3
			revoke_law = tribal_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	tribal_focus_2 = {
		group = tribal_focus

		tribal_vassal_tax_modifier = 0.05

		potential = {
			is_law_potential = tribal_focus_0
		}

		allow = {
			OR = {
				has_law = tribal_focus_1
				has_law = tribal_focus_3
			}
		}

		pass_effect = {
			# log = "tribal_focus_2 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "tribal_focus_2 ([This.GetFullBaseName])"
			revoke_law = tribal_focus_0
			revoke_law = tribal_focus_1
			revoke_law = tribal_focus_3
			revoke_law = tribal_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	tribal_focus_3 = {
		group = tribal_focus

		tribal_vassal_max_levy = -0.05
		tribal_vassal_tax_modifier = 0.075

		potential = {
			is_law_potential = tribal_focus_0
		}

		allow = {
			OR = {
				has_law = tribal_focus_2
				has_law = tribal_focus_4
			}
		}

		pass_effect = {
			# log = "tribal_focus_3 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "tribal_focus_3 ([This.GetFullBaseName])"
			revoke_law = tribal_focus_0
			revoke_law = tribal_focus_1
			revoke_law = tribal_focus_2
			revoke_law = tribal_focus_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	tribal_focus_4 = {
		group = tribal_focus

		tribal_vassal_max_levy = -0.10
		tribal_vassal_tax_modifier = 0.10

		potential = {
			is_law_potential = tribal_focus_0
		}

		allow = {
			has_law = tribal_focus_3
		}

		pass_effect = {
			# log = "tribal_focus_4 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "tribal_focus_4 ([This.GetFullBaseName])"
			revoke_law = tribal_focus_0
			revoke_law = tribal_focus_1
			revoke_law = tribal_focus_2
			revoke_law = tribal_focus_3
		}

		ai_will_do = {
			factor = 0
		}
	}

	tribal_obligations_0 = {
		group = tribal_obligations
		default = yes

		tribal_opinion = 5
		tribal_vassal_max_levy = -0.10

		potential = {
			holder_scope = {
				is_playable = yes
				is_nomadic = no

				trigger_if = {
					limit = { is_tribal = yes }

					OR = {
						has_law = tribal_organization_3
						has_law = tribal_organization_4
					}
				}
			}

			has_game_rule = {
				name = vassal_obligation
				value = plus
			}

			temporary = no
		}

		allow = {
			trigger_if = {
				limit = {
					OR = {
						has_law = tribal_obligations_0
						has_law = tribal_obligations_1
						has_law = tribal_obligations_2
						has_law = tribal_obligations_3
						has_law = tribal_obligations_4
					}
				}
				has_law = tribal_obligations_1
			}
		}

		pass_effect = {
			# log = "tribal_obligations_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "tribal_obligations_0 ([This.GetFullBaseName])"
			revoke_law = tribal_obligations_1
			revoke_law = tribal_obligations_2
			revoke_law = tribal_obligations_3
			revoke_law = tribal_obligations_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	tribal_obligations_1 = {
		group = tribal_obligations

		tribal_vassal_max_levy = -0.025
		tribal_vassal_tax_modifier = 0.038

		potential = {
			is_law_potential = tribal_obligations_0
		}

		allow = {
			OR = {
				has_law = tribal_obligations_0
				has_law = tribal_obligations_2
			}
		}

		pass_effect = {
			# log = "tribal_obligations_1 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "tribal_obligations_1 ([This.GetFullBaseName])"
			revoke_law = tribal_obligations_0
			revoke_law = tribal_obligations_2
			revoke_law = tribal_obligations_3
			revoke_law = tribal_obligations_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = tribal_obligations_0
			}
		}
	}

	tribal_obligations_2 = {
		group = tribal_obligations

		tribal_opinion = -5
		tribal_vassal_max_levy = 0.05
		tribal_vassal_tax_modifier = 0.075

		potential = {
			is_law_potential = tribal_obligations_0
		}

		allow = {
			OR = {
				has_law = tribal_obligations_1
				has_law = tribal_obligations_3
			}
		}

		pass_effect = {
			# log = "tribal_obligations_2 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "tribal_obligations_2 ([This.GetFullBaseName])"
			revoke_law = tribal_obligations_0
			revoke_law = tribal_obligations_1
			revoke_law = tribal_obligations_3
			revoke_law = tribal_obligations_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = tribal_obligations_1
			}
		}
	}

	tribal_obligations_3 = {
		group = tribal_obligations

		tribal_opinion = -10
		tribal_vassal_max_levy = 0.125
		tribal_vassal_tax_modifier = 0.112

		potential = {
			is_law_potential = tribal_obligations_0
		}

		allow = {
			OR = {
				has_law = tribal_obligations_2
				has_law = tribal_obligations_4
			}
		}

		pass_effect = {
			# log = "tribal_obligations_3 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "tribal_obligations_3 ([This.GetFullBaseName])"
			revoke_law = tribal_obligations_0
			revoke_law = tribal_obligations_1
			revoke_law = tribal_obligations_2
			revoke_law = tribal_obligations_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = tribal_obligations_2
			}
		}
	}

	tribal_obligations_4 = {
		group = tribal_obligations

		tribal_opinion = -15
		tribal_vassal_max_levy = 0.20
		tribal_vassal_tax_modifier = 0.15

		potential = {
			is_law_potential = tribal_obligations_0
		}

		allow = {
			has_law = tribal_obligations_3
		}

		pass_effect = {
			# log = "tribal_obligations_4 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "tribal_obligations_4 ([This.GetFullBaseName])"
			revoke_law = tribal_obligations_0
			revoke_law = tribal_obligations_1
			revoke_law = tribal_obligations_2
			revoke_law = tribal_obligations_3
		}

		ai_will_do = {
			factor = 1
		}
	}
}