######
#Plus Laws:
#
#Total = 8
######

#Law Groups
law_groups = {
	# Plus laws
	culture_conversion_group = {
		# law_type = realm
	}
	council_privileges_group = {
		# law_type = realm
		allowed_for_councillors = yes
	}
	bureaucratic_infighting = {
		# law_type = realm
	}
	taifa_law_group = {
		# law_type = realm
		allowed_for_councillors = yes
	}
	waldensian_charity_law = {
		# law_type = realm
		allowed_for_councillors = yes
	}
	frat_priesthood = {
		# law_type = realm
		allowed_for_councillors = yes
	}
	maz_wealth_group = { # wealth sharing
		# law_type = realm
		allowed_for_councillors = yes
	}
	bogomilist_church_group = { # organized church
		# law_type = realm
		allowed_for_councillors = yes
	}
}

#Laws
#####
laws = {
	culture_conversion_0 = {
		group = culture_conversion_group

		global_revolt_risk = -0.01

		potential = {
			holder_scope = {
				higher_real_tier_than = DUKE
				independent = yes
				is_feudal = yes
			}
		}

		allow = {
			show_only_failed_conditions = yes

			has_law = culture_conversion_1

			holder_scope = {
				show_scope_change = no
				NOT = { trait = uncrowned }
			}
		}

		pass_effect = {
			# log = "culture_conversion_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "culture_conversion_0 ([This.GetFullBaseName])"
			revoke_law = culture_conversion_1
			revoke_law = culture_conversion_2
		}

		ai_will_do = {
			factor = 0
		}
	}

	culture_conversion_1 = {
		group = culture_conversion_group
		default = yes

		potential = {
			is_law_potential = culture_conversion_0
		}

		allow = {
			show_only_failed_conditions = yes

			trigger_if = {
				limit = {
					OR = {
						has_law = culture_conversion_0
						has_law = culture_conversion_1
						has_law = culture_conversion_2
					}
				}

				OR = {
					has_law = culture_conversion_0
					has_law = culture_conversion_2
				}
			}

			holder_scope = {
				show_scope_change = no
				NOT = { trait = uncrowned }
			}
		}

		pass_effect = {
			# log = "culture_conversion_1 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "culture_conversion_1 ([This.GetFullBaseName])"
			revoke_law = culture_conversion_0
			revoke_law = culture_conversion_2
		}

		ai_will_do = {
			factor = 0
		}
	}

	culture_conversion_2 = {
		group = culture_conversion_group

		global_revolt_risk = 0.01

		potential = {
			is_law_potential = culture_conversion_0
		}

		allow = {
			show_only_failed_conditions = yes

			has_law = culture_conversion_1

			OR = {
				has_law = crown_authority_2
				has_law = crown_authority_3
				has_law = crown_authority_4
			}

			holder_scope = {
				show_scope_change = no
				NOT = { trait = uncrowned }
			}
		}

		pass_effect = {
			# log = "culture_conversion_2 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "culture_conversion_2 ([This.GetFullBaseName])"
			revoke_law = culture_conversion_0
			revoke_law = culture_conversion_1
		}

		ai_will_do = {
			factor = 0
		}
	}

	#################################
	#
	#	Council privilege laws
	#
	#################################

	council_privileges_0 = {
		group = council_privileges_group
		default = yes

		potential = {
			higher_real_tier_than = COUNT
		}

		allow = {
			show_only_failed_conditions = yes

			trigger_if = {
				limit = { has_law = council_privileges_1 }

				holder_scope = {
					show_scope_change = no
					NOT = { trait = uncrowned }
				}
			}
		}

		pass_effect = {
			# log = "council_privileges_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "council_privileges_0 ([This.GetFullBaseName])"
			revoke_law = council_privileges_1
		}

		ai_will_do = {
			factor = 1

			trigger = {
				has_law = council_privileges_1

				holder_scope = {
					ruled_years >= 10
					diplomacy >= 12

					OR = {
						trait = ambitious
						trait = proud
					}
				}
			}
		}
	}

	council_privileges_1 = {
		group = council_privileges_group

		potential = {
			is_law_potential = council_privileges_0
		}

		allow = {
			show_only_failed_conditions = yes

			has_law = council_privileges_0

			holder_scope = {
				show_scope_change = no
				NOT = { trait = uncrowned }
			}
		}

		pass_effect = {
			# log = "council_privileges_1 pass ([This.GetFullBaseName])"

			holder_scope = {
				any_voter = {
					opinion = {
						who = PREV
						name = grateful_council_term
						years = 1
					}
				}
			}
		}

		effect = {
			# log = "council_privileges_1 ([This.GetFullBaseName])"
			revoke_law = council_privileges_0
		}

		ai_will_do = {
			factor = 0
		}
	}

	#################################
	#
	#	Bureaucratic infighting laws
	#
	#################################

	infighting_0 = {
		group = bureaucratic_infighting
		default = yes

		vassal_limit = -20

		potential = {
			holder_scope = { trait = court_anarchy }
		}

		allow = {
		}

		pass_effect = {
			# log = "infighting_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "infighting_0 ([This.GetFullBaseName])"
			revoke_law = infighting_1
		}

		ai_will_do = {
			factor = 0
		}
	}

	infighting_1 = {
		group = bureaucratic_infighting

		potential = {
			holder_scope = { trait = court_anarchy }
		}

		allow = {
			holder_scope = {
				show_scope_change = no
				NOT = { trait = court_anarchy }
			}
		}

		pass_effect = {
			# log = "infighting_1 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "infighting_1 ([This.GetFullBaseName])"
			revoke_law = infighting_0
		}

		ai_will_do = {
			factor = 1
		}
	}

	#################################
	#
	#	Taifa laws
	#
	#################################

	taifa_law_0 = {
		group = taifa_law_group
		default = yes

		feudal_opinion = -20
		vassal_limit = -10
		castle_vassal_max_levy = -0.1
		castle_vassal_min_levy = -0.1

		potential = {
			higher_real_tier_than = DUKE

			holder_scope = {
				independent = yes
				religion_group = muslim
				capital_scope = { region = world_europe_west_iberia }
			}
		}

		allow = {
		}

		pass_effect = {
			# log = "taifa_law_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "taifa_law_0 ([This.GetFullBaseName])"
			revoke_law = taifa_law_1
			revoke_law = taifa_law_2
		}

		ai_will_do = {
			factor = 0
		}
	}

	taifa_law_1 = {
		group = taifa_law_group

		feudal_opinion = -10
		vassal_limit = -5
		castle_vassal_max_levy = -0.05
		castle_vassal_min_levy = -0.05

		potential = {
			is_law_potential = taifa_law_0
		}

		allow = {
			show_only_failed_conditions = yes

			has_law = taifa_law_0

			holder_scope = {
				show_scope_change = no

				trigger_if = {
					limit = { has_game_started = yes }

					plus_law_prestige_trigger_2 = yes
					plus_law_piety_trigger_2 = yes
				}
			}
		}

		pass_effect = {
			# log = "taifa_law_1 pass ([This.GetFullBaseName])"
			plus_law_change_prestige_effect_2 = yes
			plus_law_change_piety_effect_2 = yes
		}

		effect = {
			# log = "taifa_law_1 ([This.GetFullBaseName])"

			tooltip = { # pass_effect doesn't generate tooltips
				plus_law_change_prestige_effect_2 = yes
				plus_law_change_piety_effect_2 = yes
			}

			revoke_law = taifa_law_0
			revoke_law = taifa_law_2
		}

		ai_will_do = {
			factor = 1
		}
	}

	taifa_law_2 = {
		group = taifa_law_group

		feudal_opinion = 5

		potential = {
			is_law_potential = taifa_law_0
		}

		allow = {
			show_only_failed_conditions = yes

			has_law = taifa_law_1

			holder_scope = {
				show_scope_change = no

				trigger_if = {
					limit = { has_game_started = yes }

					plus_law_prestige_trigger_2 = yes
					plus_law_piety_trigger_2 = yes
				}
			}
		}

		pass_effect = {
			# log = "taifa_law_2 pass ([This.GetFullBaseName])"
			plus_law_change_prestige_effect_2 = yes
			plus_law_change_piety_effect_2 = yes
		}

		effect = {
			# log = "taifa_law_2 ([This.GetFullBaseName])"

			tooltip = { # pass_effect doesn't generate tooltips
				plus_law_change_prestige_effect_2 = yes
				plus_law_change_piety_effect_2 = yes
			}

			revoke_law = taifa_law_0
			revoke_law = taifa_law_1
		}

		ai_will_do = {
			factor = 1
		}
	}

	#################################
	#
	#	Waldensian Charity laws
	#
	#################################

	wald_charity_0 = {
		group = waldensian_charity_law

		feudal_opinion = 10
		temple_opinion = -10
		castle_vassal_max_levy = -0.2
		castle_vassal_min_levy = -0.2

		potential = {
			holder_scope = {
				is_playable = yes
				religion = waldensian
			}
		}

		allow = {
			show_only_failed_conditions = yes

			holder_scope = {
				show_scope_change = no

				trigger_if = {
					limit = { has_game_started = yes }
					plus_law_piety_trigger_4 = yes
				}
			}
		}

		pass_effect = {
			# log = "wald_charity_0 pass ([This.GetFullBaseName])"
			plus_law_change_piety_effect_4 = yes
		}

		effect = {
			# log = "wald_charity_0 ([This.GetFullBaseName])"

			tooltip = { # pass_effect doesn't generate tooltips
				plus_law_change_piety_effect_4 = yes
			}

			revoke_law = wald_charity_1
		}

		ai_will_do = {
			factor = 1

			trigger = {
				holder_scope = {
					OR = {
						trait = greedy
						trait = cynical
					}

					NOT = { trait = charitable }
				}
			}
		}
	}

	wald_charity_1 = {
		group = waldensian_charity_law
		default = yes

		temple_opinion = 10
		castle_vassal_max_levy = 0.2
		castle_vassal_min_levy = 0.2
		feudal_opinion = -10
		castle_vassal_tax_modifier = -0.2
		city_vassal_tax_modifier = -0.2
		temple_vassal_tax_modifier = -0.2

		potential = {
			is_law_potential = wald_charity_0
		}

		allow = { }

		pass_effect = {
			# log = "wald_charity_1 pass ([This.GetFullBaseName])"

			if = {
				limit = {
					has_game_started = yes
					temporary = no
					NOT = { has_title_flag = non_manual_law_change } # No prestige loss
				}

				holder_scope = {
					piety = 250
				}
			}
		}

		effect = {
			# log = "wald_charity_1 ([This.GetFullBaseName])"

			tooltip = { # pass_effect doesn't generate tooltips
				holder_scope = {
					show_scope_change = no
					piety = 250
				}
			}

			revoke_law = wald_charity_0
		}

		ai_will_do = {
			factor = 1

			trigger = {
				holder_scope = {
					piety >= 500

					NOR = {
						trait = greedy
						trait = cynical
					}
				}
			}
		}
	}

	#################################
	#
	#	Fraticelli Priesthood laws
	#
	#################################

	frat_priest_0 = {
		group = frat_priesthood
		default = yes

		temple_opinion = 30
		castle_vassal_tax_modifier = -0.1
		city_vassal_tax_modifier = -0.1
		temple_vassal_tax_modifier = -0.1

		potential = {
			holder_scope = {
				independent = yes
				religion = fraticelli
			}
		}

		allow = {
			show_only_failed_conditions = yes

			holder_scope = {
				show_scope_change = no

				trigger_if = {
					limit = { has_game_started = yes }
					plus_law_piety_trigger_4 = yes
				}
			}
		}

		pass_effect = {
			# log = "frat_priest_0 pass ([This.GetFullBaseName])"
			plus_law_change_piety_effect_4 = yes
		}

		effect = {
			# log = "frat_priest_0 ([This.GetFullBaseName])"

			tooltip = { # pass_effect doesn't generate tooltips
				plus_law_change_piety_effect_4 = yes
			}

			revoke_law = frat_priest_1
			revoke_law = frat_priest_2
		}

		ai_will_do = {
			factor = 1
		}
	}

	frat_priest_1 = {
		group = frat_priesthood

		feudal_opinion = -10
		castle_vassal_min_levy = 0.1
		global_revolt_risk = -0.01

		potential = {
			is_law_potential = frat_priest_0
		}

		allow = {
			show_only_failed_conditions = yes

			holder_scope = {
				show_scope_change = no
				piety >= 250
			}
		}

		pass_effect = {
			# log = "frat_priest_1 pass ([This.GetFullBaseName])"
			plus_law_change_piety_effect_4 = yes
		}

		effect = {
			# log = "frat_priest_1 ([This.GetFullBaseName])"

			tooltip = { # pass_effect doesn't generate tooltips
				plus_law_change_piety_effect_4 = yes
			}

			revoke_law = frat_priest_0
			revoke_law = frat_priest_2
		}

		ai_will_do = {
			factor = 0
		}
	}

	frat_priest_2 = {
		group = frat_priesthood

		temple_opinion = -10
		vassal_limit = 10

		potential = {
			is_law_potential = frat_priest_0
		}

		allow = {
			show_only_failed_conditions = yes

			holder_scope = {
				show_scope_change = no
				piety >= 250
			}
		}

		pass_effect = {
			# log = "frat_priest_2 pass ([This.GetFullBaseName])"
			plus_law_change_piety_effect_4 = yes
		}

		effect = {
			# log = "frat_priest_2 ([This.GetFullBaseName])"

			tooltip = { # pass_effect doesn't generate tooltips
				plus_law_change_piety_effect_4 = yes
			}

			revoke_law = frat_priest_0
			revoke_law = frat_priest_1
		}

		ai_will_do = {
			factor = 1
		}
	}

	#################################
	#
	#	Mazdaki Wealth laws
	#
	#################################

	mazdaki_wealth_0 = {
		group = maz_wealth_group
		default = yes

		temple_opinion = -10

		potential = {
			holder_scope = {
				is_playable = yes
				religion = mazdaki
			}
		}

		allow = {
			show_only_failed_conditions = yes

			has_law = mazdaki_wealth_1

			holder_scope = {
				show_scope_change = no

				trigger_if = {
					limit = { has_game_started = yes }
					plus_law_piety_trigger_1 = yes
				}
			}
		}

		pass_effect = {
			# log = "mazdaki_wealth_0 pass ([This.GetFullBaseName])"
			plus_law_change_piety_effect_1 = yes
		}

		effect = {
			# log = "mazdaki_wealth_0 ([This.GetFullBaseName])"

			tooltip = { # pass_effect doesn't generate tooltips
				plus_law_change_piety_effect_1 = yes
			}

			revoke_law = mazdaki_wealth_1
			revoke_law = mazdaki_wealth_2
			revoke_law = mazdaki_wealth_3
			revoke_law = mazdaki_wealth_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				holder_scope = {
					OR = {
						trait = greedy
						trait = cynical
					}
				}
			}
		}
	}

	mazdaki_wealth_1 = {
		group = maz_wealth_group

		global_revolt_risk = -0.01
		feudal_opinion = -5
		castle_vassal_tax_modifier = -0.05
		city_vassal_tax_modifier = -0.05
		temple_vassal_tax_modifier = -0.05

		potential = {
			is_law_potential = mazdaki_wealth_0
		}

		allow = {
			show_only_failed_conditions = yes

			OR = {
				has_law = mazdaki_wealth_0
				has_law = mazdaki_wealth_2
			}

			holder_scope = {
				show_scope_change = no

				trigger_if = {
					limit = { has_game_started = yes }
					plus_law_piety_trigger_1 = yes
				}
			}
		}

		pass_effect = {
			# log = "mazdaki_wealth_1 pass ([This.GetFullBaseName])"
			plus_law_change_piety_effect_1 = yes
		}

		effect = {
			# log = "mazdaki_wealth_1 ([This.GetFullBaseName])"

			tooltip = { # pass_effect doesn't generate tooltips
				plus_law_change_piety_effect_1 = yes
			}

			revoke_law = mazdaki_wealth_0
			revoke_law = mazdaki_wealth_2
			revoke_law = mazdaki_wealth_3
			revoke_law = mazdaki_wealth_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				holder_scope = {
					trigger_if = {
						limit = { has_law = mazdaki_wealth_0 }

						NOR = {
							trait = greedy
							trait = cynical
						}
					}
					trigger_else = {
						OR = {
							trait = greedy
							trait = cynical
						}
					}
				}
			}
		}
	}

	mazdaki_wealth_2 = {
		group = maz_wealth_group

		global_revolt_risk = -0.02
		feudal_opinion = -10
		city_opinion = 5
		temple_opinion = 5
		castle_vassal_tax_modifier = -0.1
		city_vassal_tax_modifier = -0.1
		temple_vassal_tax_modifier = -0.1
		vassal_limit = -3

		potential = {
			is_law_potential = mazdaki_wealth_0
		}

		allow = {
			show_only_failed_conditions = yes

			OR = {
				has_law = mazdaki_wealth_1
				has_law = mazdaki_wealth_3
			}

			holder_scope = {
				show_scope_change = no

				trigger_if = {
					limit = { has_game_started = yes }
					plus_law_piety_trigger_2 = yes
				}
			}
		}

		pass_effect = {
			# log = "mazdaki_wealth_2 pass ([This.GetFullBaseName])"
			plus_law_change_piety_effect_2 = yes
		}

		effect = {
			# log = "mazdaki_wealth_2 ([This.GetFullBaseName])"

			tooltip = { # pass_effect doesn't generate tooltips
				plus_law_change_piety_effect_2 = yes
			}

			revoke_law = mazdaki_wealth_0
			revoke_law = mazdaki_wealth_1
			revoke_law = mazdaki_wealth_3
			revoke_law = mazdaki_wealth_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				holder_scope = {
					trigger_if = {
						limit = { has_law = mazdaki_wealth_1 }

						NOR = {
							trait = greedy
							trait = cynical
						}
					}
					trigger_else = {
						OR = {
							trait = greedy
							trait = cynical
						}
					}
				}
			}
		}
	}

	mazdaki_wealth_3 = {
		group = maz_wealth_group

		global_revolt_risk = -0.03
		feudal_opinion = -20
		city_opinion = 10
		temple_opinion = 10
		castle_vassal_tax_modifier = -0.2
		city_vassal_tax_modifier = -0.2
		temple_vassal_tax_modifier = -0.2
		demesne_size = 1
		vassal_limit = -5

		potential = {
			is_law_potential = mazdaki_wealth_0
		}

		allow = {
			show_only_failed_conditions = yes

			OR = {
				has_law = mazdaki_wealth_2
				has_law = mazdaki_wealth_4
			}

			holder_scope = {
				show_scope_change = no

				trigger_if = {
					limit = { has_game_started = yes }
					plus_law_piety_trigger_3 = yes
				}
			}
		}

		pass_effect = {
			# log = "mazdaki_wealth_2 pass ([This.GetFullBaseName])"
			plus_law_change_piety_effect_3 = yes
		}

		effect = {
			# log = "mazdaki_wealth_2 ([This.GetFullBaseName])"

			tooltip = { # pass_effect doesn't generate tooltips
				plus_law_change_piety_effect_3 = yes
			}

			revoke_law = mazdaki_wealth_0
			revoke_law = mazdaki_wealth_1
			revoke_law = mazdaki_wealth_2
			revoke_law = mazdaki_wealth_4
		}

		ai_will_do = {
			factor = 1

			trigger = {
				holder_scope = {
					trigger_if = {
						limit = { has_law = mazdaki_wealth_2 }

						NOR = {
							trait = greedy
							trait = cynical
						}
					}
					trigger_else = {
						OR = {
							trait = greedy
							trait = cynical
						}
					}
				}
			}
		}
	}

	mazdaki_wealth_4 = {
		group = maz_wealth_group

		global_revolt_risk = -0.04
		feudal_opinion = -30
		city_opinion = 20
		temple_opinion = 20
		castle_vassal_tax_modifier = -0.3
		city_vassal_tax_modifier = -0.3
		temple_vassal_tax_modifier = -0.3
		demesne_size = 2
		vassal_limit = -10

		potential = {
			is_law_potential = mazdaki_wealth_0
		}

		allow = {
			show_only_failed_conditions = yes

			has_law = mazdaki_wealth_1

			holder_scope = {
				show_scope_change = no

				trigger_if = {
					limit = { has_game_started = yes }
					plus_law_piety_trigger_4 = yes
				}
			}
		}

		pass_effect = {
			# log = "mazdaki_wealth_2 pass ([This.GetFullBaseName])"
			plus_law_change_piety_effect_4 = yes
		}

		effect = {
			# log = "mazdaki_wealth_2 ([This.GetFullBaseName])"

			tooltip = { # pass_effect doesn't generate tooltips
				plus_law_change_piety_effect_4 = yes
			}

			revoke_law = mazdaki_wealth_0
			revoke_law = mazdaki_wealth_1
			revoke_law = mazdaki_wealth_2
			revoke_law = mazdaki_wealth_3
		}

		ai_will_do = {
			factor = 1

			trigger = {
				holder_scope = {
					OR = {
						trait = greedy
						trait = cynical
					}
				}
			}
		}
	}

	#################################
	#
	#	Bogomilist Church laws
	#
	#################################

	bogomilist_church_0 = {
		group = bogomilist_church_group
		default = yes

		feudal_opinion = -5
		castle_vassal_max_levy = -0.1
		castle_vassal_min_levy = -0.1
		city_vassal_min_levy = -0.1
		city_vassal_max_levy = -0.1
		temple_vassal_min_levy = -0.1
		temple_vassal_max_levy = -0.1
		castle_vassal_tax_modifier = -0.1
		temple_vassal_tax_modifier = -0.1
		city_vassal_tax_modifier = -0.1

		potential = {
			holder_scope = {
				is_playable = yes
				religion = bogomilist
			}
		}

		allow = {
			show_only_failed_conditions = yes

			NOR = {
				has_law = bogomilist_church_0
				has_law = bogomilist_church_1
				has_law = bogomilist_church_2
				has_law = bogomilist_church_3
				has_law = bogomilist_church_4
			}
		}

		pass_effect = {
			# log = "bogomilist_church_0 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "bogomilist_church_0 ([This.GetFullBaseName])"
			revoke_law = bogomilist_church_1
			revoke_law = bogomilist_church_2
			revoke_law = bogomilist_church_3
			revoke_law = bogomilist_church_4
		}

		ai_will_do = {
			factor = 0
		}
	}

	bogomilist_church_1 = {
		group = bogomilist_church_group

		castle_vassal_tax_modifier = -0.1
		temple_vassal_tax_modifier = -0.1
		city_vassal_tax_modifier = -0.1

		potential = {
			is_law_potential = bogomilist_church_0
		}

		allow = {
			show_only_failed_conditions = yes

			has_law = bogomilist_church_0

			holder_scope = {
				show_scope_change = no

				trigger_if = {
					limit = { has_game_started = yes }
					plus_law_piety_trigger_2 = yes
				}
			}
		}

		pass_effect = {
			# log = "bogomilist_church_1 pass ([This.GetFullBaseName])"
			plus_law_change_piety_effect_2 = yes
		}

		effect = {
			# log = "bogomilist_church_1 ([This.GetFullBaseName])"

			tooltip = { # pass_effect doesn't generate tooltips
				plus_law_change_piety_effect_2 = yes
			}

			revoke_law = bogomilist_church_0
			revoke_law = bogomilist_church_2
			revoke_law = bogomilist_church_3
			revoke_law = bogomilist_church_4
		}

		ai_will_do = {
			factor = 1
		}
	}

	bogomilist_church_2 = { # Organised
		group = bogomilist_church_group

		feudal_opinion = 5
		castle_vassal_max_levy = 0.05
		castle_vassal_min_levy = 0.05

		potential = {
			is_law_potential = bogomilist_church_0
		}

		allow = {
			show_only_failed_conditions = yes

			has_law = bogomilist_church_1

			custom_tooltip = {
				text = BY_DECISION
				always = no
			}
		}

		pass_effect = {
			# log = "bogomilist_church_2 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "bogomilist_church_2 ([This.GetFullBaseName])"
			revoke_law = bogomilist_church_0
			revoke_law = bogomilist_church_1
			revoke_law = bogomilist_church_3
			revoke_law = bogomilist_church_4
		}

		ai_will_do = {
			factor = 1
		}
	}

	bogomilist_church_3 = { # Formalised
		group = bogomilist_church_group

		feudal_opinion = 10
		temple_opinion = 10
		castle_vassal_max_levy = 0.1
		castle_vassal_min_levy = 0.1
		temple_vassal_min_levy = 0.1
		temple_vassal_max_levy = 0.1
		castle_vassal_tax_modifier = 0.05
		temple_vassal_tax_modifier = 0.05
		city_vassal_tax_modifier = 0.05

		potential = {
			is_law_potential = bogomilist_church_0
		}

		allow = {
			show_only_failed_conditions = yes

			has_law = bogomilist_church_2

			custom_tooltip = {
				text = BY_DECISION
				always = no
			}
		}

		pass_effect = {
			# log = "bogomilist_church_3 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "bogomilist_church_3 ([This.GetFullBaseName])"
			revoke_law = bogomilist_church_0
			revoke_law = bogomilist_church_1
			revoke_law = bogomilist_church_2
			revoke_law = bogomilist_church_4
		}

		ai_will_do = {
			factor = 1
		}
	}

	bogomilist_church_4 = { # Church
		group = bogomilist_church_group

		vassal_limit = 5
		feudal_opinion = 10
		temple_opinion = 20
		temple_vassal_max_levy = 0.25
		temple_vassal_min_levy = 0.25
		castle_vassal_tax_modifier = 0.1
		temple_vassal_tax_modifier = 0.1
		city_vassal_tax_modifier = 0.1

		potential = {
			is_law_potential = bogomilist_church_0
		}

		allow = {
			show_only_failed_conditions = yes

			has_law = bogomilist_church_3

			custom_tooltip = {
				text = BY_DECISION
				always = no
			}
		}

		pass_effect = {
			# log = "bogomilist_church_4 pass ([This.GetFullBaseName])"
		}

		effect = {
			# log = "bogomilist_church_4 ([This.GetFullBaseName])"
			revoke_law = bogomilist_church_0
			revoke_law = bogomilist_church_1
			revoke_law = bogomilist_church_2
			revoke_law = bogomilist_church_3
		}

		ai_will_do = {
			factor = 1
		}
	}
}