# setting_up_saintly_burial_site_effect
# deciding_upon_saint_effect
# check_if_ancestor_worship_worthy_effect

setting_up_saintly_burial_site_effect = {
	save_persistent_event_target = {
		name = province_saint
		scope = event_target:saint_person
	}

	add_province_modifier = {
		name = tomb_of_a_saint
		duration = -1
	}

	owner = {
		character_event = { id = HF.40022 }
	}
}

# Used by Christians to canonize saints. Pagans use check_if_ancestor_worship_worthy_effect
deciding_upon_saint_effect = {
	if = {
		limit = {
			# Religions without a Religious Head cannot Canonize
			rightful_religious_head_scope = {
				always = yes
			}
		}

		random = {
			chance = 1

			# Lower chance when there are more Saints around
			mult_modifier = {
				factor = 0.8
				check_variable = { which = global_saint_number value >= 15 }
			}

			mult_modifier = {
				factor = 0.8
				check_variable = { which = global_saint_number value >= 20 }
			}

			mult_modifier = {
				factor = 0.8
				check_variable = { which = global_saint_number value >= 25 }
			}

			mult_modifier = {
				factor = 0.8
				check_variable = { which = global_saint_number value >= 30 }
			}

			# Cynical people are less likely to be Canonized
			mult_modifier = {
				factor = 0.8
				trait = cynical
			}

			# Reduced chance for Popes / Antipopes to become Saints
			mult_modifier = {
				factor = 0.4

				OR = {
					has_landed_title = k_papacy
					has_landed_title = d_fraticelli

					# Antipopes can't be beatified anyway
					# has_claim = k_papacy
					# has_claim = d_fraticelli
				}
			}

			# Baptism sponsors have a higher chance of becoming a Saint
			mult_modifier = {
				factor = 1.5
				has_any_opinion_modifier = opinion_baptism_sponsor_target
			}

			# Eastern Christians have a lower chance of becoming Saints
			mult_modifier = {
				factor = 0.8

				OR = {
					is_orthodox_branch = yes
					is_miaphysite_branch = yes
					is_nestorian_branch = yes
				}
			}

			# Players who don't have a saintly bloodline have a higher chance of becoming a Saint
			mult_modifier = {
				factor = 2

				ai = no

				NOT = {
					any_owned_bloodline = {
						OR = {
							has_bloodline_flag = defender_of_the_faith
							has_bloodline_flag = monastic_saintly_bloodline
							has_bloodline_flag = cultural_saintly_bloodline
							has_bloodline_flag = inquisitional_saintly_bloodline
							has_bloodline_flag = jewish_saintly_bloodline
							has_bloodline_flag = theologian_saintly_bloodline
						}
					}
				}
			}

			# Positive traits increase your chances of becoming a Saint
			mult_modifier = {
				factor = 1.5
				trait = patient
			}

			mult_modifier = {
				factor = 1.5
				trait = diligent
			}

			mult_modifier = {
				factor = 1.5
				trait = kind
			}

			mult_modifier = {
				factor = 1.5
				trait = chaste
			}

			mult_modifier = {
				factor = 1.5
				trait = charitable
			}

			mult_modifier = {
				factor = 1.5
				trait = temperate
			}

			mult_modifier = {
				factor = 1.5
				trait = humble
			}

			mult_modifier = {
				factor = 1.2
				trait = just
			}

			mult_modifier = {
				factor = 1.2
				has_crusade_trait_trigger = yes
			}

			# Having the bloodline of a Saint severely decrease your chance of becoming a Saint
			mult_modifier = {
				factor = 0.2

				any_owned_bloodline = {
					OR = {
						has_bloodline_flag = defender_of_the_faith
						has_bloodline_flag = monastic_saintly_bloodline
						has_bloodline_flag = cultural_saintly_bloodline
						has_bloodline_flag = inquisitional_saintly_bloodline
						has_bloodline_flag = jewish_saintly_bloodline
						has_bloodline_flag = theologian_saintly_bloodline
					}

					bloodline_is_active_for = PREV
				}
			}

			# Extra high piety increases your chance of becoming a Saint
			mult_modifier = {
				factor = 1.2
				piety >= 1000
			}

			mult_modifier = {
				factor = 1.2
				piety >= 1500
			}

			mult_modifier = {
				factor = 1.2
				piety >= 2000
			}

			mult_modifier = {
				factor = 1.2
				piety >= 2500
			}

			mult_modifier = {
				factor = 1.2
				piety >= 3000
			}

			mult_modifier = {
				factor = 1.2
				piety >= 3500
			}

			mult_modifier = {
				factor = 1.2
				piety >= 4000
			}

			mult_modifier = {
				factor = 1.2
				piety >= 4500
			}

			mult_modifier = {
				factor = 1.2
				piety >= 5000
			}

			mult_modifier = {
				factor = 1.2
				piety >= 5500
			}

			mult_modifier = {
				factor = 1.2
				piety >= 6000
			}

			mult_modifier = {
				factor = 1.2
				piety >= 6500
			}

			mult_modifier = {
				factor = 1.2
				piety >= 7000
			}

			mult_modifier = {
				factor = 1.2
				piety >= 7500
			}

			mult_modifier = {
				factor = 1.2
				piety >= 8000
			}

			mult_modifier = {
				factor = 1.2
				piety >= 8500
			}

			mult_modifier = {
				factor = 1.2
				piety >= 9000
			}

			mult_modifier = {
				factor = 1.2
				piety >= 9500
			}

			mult_modifier = {
				factor = 1.2
				piety >= 10000
			}

			# First Saint of a Religion is easier
			mult_modifier = {
				factor = 3

				religion_scope = {
					check_variable = {
						which = number_of_saints
						value == 0
					}
				}
			}

			random_realm_province = {
				preferred_limit = { held_under_PREV = yes }
				province_event = { id = HF.40010 } # Checking time left to Canonization
			}

			change_variable = {
				which = global_saint_number
				value = 1
			}

			religion_scope = {
				change_variable = {
					which = number_of_saints
					value = 1
				}
			}
		}
	}
}

# Used by pagans to canonize ancestors. Christians use deciding_upon_saint_effect
check_if_ancestor_worship_worthy_effect = {
	random = {
		chance = 3

		### Prestige based modifiers ###
		mult_modifier = {
			factor = 1.2
			prestige >= 1500
		}

		mult_modifier = {
			factor = 1.2
			prestige >= 2000
		}

		mult_modifier = {
			factor = 1.2
			prestige >= 2500
		}

		mult_modifier = {
			factor = 1.2
			prestige >= 3000
		}

		mult_modifier = {
			factor = 1.2
			prestige >= 3500
		}

		mult_modifier = {
			factor = 1.2
			prestige >= 4000
		}

		mult_modifier = {
			factor = 1.2
			prestige >= 4500
		}

		mult_modifier = {
			factor = 1.2
			prestige >= 5000
		}

		mult_modifier = {
			factor = 1.2
			prestige >= 6000
		}

		mult_modifier = {
			factor = 1.2
			prestige >= 7000
		}

		mult_modifier = {
			factor = 1.2
			prestige >= 8000
		}

		mult_modifier = {
			factor = 1.2
			prestige >= 9000
		}

		mult_modifier = {
			factor = 1.2
			prestige >= 10000
		}

		mult_modifier = {
			factor = 1.2
			prestige >= 15000
		}

		mult_modifier = {
			factor = 1.2
			prestige >= 20000
		}

		#### Religion based modifiers ####
		### Religion Nature ###

		## Peaceful Religion ##
		# Positive
		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_peaceful
			trait = humble
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_peaceful
			trait = content
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_peaceful
			trait = temperate
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_peaceful
			trait = just
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_peaceful
			war = no
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_peaceful
			piety >= 1000
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_peaceful
			piety >= 2000
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_peaceful
			piety >= 3000
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_peaceful
			piety >= 4000
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_peaceful
			piety >= 5000
		}

		# Negative
		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_peaceful
			has_education_martial_trigger = yes
		}

		mult_modifier = {
			factor = 0.65

			has_religion_feature = religion_peaceful

			OR = {
				trait = duelist
				trait = strategist
			}
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_peaceful
			trait = wroth
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_peaceful
			trait = zealous
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_peaceful
			has_any_leadership_trait_trigger = yes
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_peaceful
			war = yes
		}

		## Warlike Religion ##
		# Positive
		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_warlike
			trait = brilliant_strategist
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_warlike
			trait = strong
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_warlike
			trait = brawny
		}

		mult_modifier = {
			factor = 1.5

			has_religion_feature = religion_warlike

			OR = {
				trait = duelist
				trait = strategist
			}
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_warlike
			trait = wroth
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_warlike
			trait = ambitious
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_warlike
			trait = brave
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_warlike
			trait = zealous
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_warlike
			has_any_leadership_trait_trigger = yes
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_warlike
			war = yes
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_warlike
			has_crusade_trait_trigger = yes
		}

		# Negative
		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_warlike
			trait = humble
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_warlike
			trait = content
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_warlike
			war = no
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_warlike
			has_education_martial_trigger = no
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_warlike
			has_any_leadership_trait_trigger = no
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_warlike
			has_global_flag = pagan_ghws_unlocked
			has_crusade_trait_trigger = no
		}

		## Defensive Religion ##
		# Positive
		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_defensive
			trait = craven
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_defensive
			trait = patient
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_defensive
			trait = cynical
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_defensive
			trait = defensive_leader
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_defensive
			trait = paranoid
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_defensive
			has_education_martial_trigger = yes
		}

		# Negative
		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_defensive
			trait = brave
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_defensive
			trait = wroth
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_defensive
			trait = zealous
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_defensive
			trait = holy_warrior
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_defensive
			trait = trusting
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_defensive
			has_education_martial_trigger = no
		}

		## Proselytizing Religion ##
		# Positive
		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_proselytizing
			trait = zealous
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_proselytizing
			trait = gregarious
		}

		mult_modifier = {
			factor = 1.5

			has_religion_feature = religion_proselytizing

			OR = {
				trait = socializer
				trait = scholar
				trait = theologian
			}
		}

		mult_modifier = {
			factor = 1.5

			has_religion_feature = religion_proselytizing

			OR = {
				trait = grey_eminence
				trait = mastermind_theologian
			}
		}

		mult_modifier = {
			factor = 1.5

			has_religion_feature = religion_proselytizing

			OR = {
				trait = celibate
				trait = erudite
			}
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_proselytizing
			diplomacy >= 15
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_proselytizing
			learning >= 15
		}

		# Negative
		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_proselytizing
			trait = wroth
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_proselytizing
			trait = brave
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_proselytizing
			trait = cynical
		}

		mult_modifier = {
			factor = 0.65

			has_religion_feature = religion_proselytizing

			NOR = {
				trait = socializer
				trait = scholar
				trait = theologian
			}
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_proselytizing
			has_education_diplomacy_trigger = no
			has_education_learning_trigger = no
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_proselytizing
			diplomacy < 10
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_proselytizing
			learning < 10
		}

		## Dogmatic Religion ##
		# Positive
		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_dogmatic
			trait = paranoid
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_dogmatic
			trait = zealous
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_dogmatic
			trait = cruel
		}

		mult_modifier = {
			factor = 1.5

			has_religion_feature = religion_dogmatic

			OR = {
				trait = brilliant_strategist
				trait = mastermind_theologian
			}
		}

		mult_modifier = {
			factor = 1.5

			has_religion_feature = religion_dogmatic

			OR = {
				trait = theologian
				trait = scholar
				trait = strategist
			}
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_dogmatic
			martial >= 15
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_dogmatic
			learning >= 15
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_dogmatic
			has_crusade_trait_trigger = yes
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_dogmatic
			trait = pilgrim
		}

		# Negative
		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_dogmatic
			trait = trusting
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_dogmatic
			trait = cynical
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_dogmatic
			trait = kind
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_dogmatic
			has_education_martial_trigger = no
			has_education_learning_trigger = no
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_dogmatic
			martial < 10
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_dogmatic
			learning < 10
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_dogmatic
			has_global_flag = pagan_ghws_unlocked
			has_crusade_trait_trigger = no
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_dogmatic
			NOT = { trait = pilgrim }
		}

		## Cosmopolitan Religion ##
		# Positive
		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_cosmopolitan
			trait = kind
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_cosmopolitan
			trait = gregarious
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_cosmopolitan
			trait = cynical
		}

		mult_modifier = {
			factor = 1.5

			has_religion_feature = religion_cosmopolitan

			OR = {
				trait = socializer
				trait = administrator
			}
		}

		mult_modifier = {
			factor = 1.5

			has_religion_feature = religion_cosmopolitan

			OR = {
				trait = grey_eminence
				trait = midas_touched
			}
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_cosmopolitan
			diplomacy >= 15
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_cosmopolitan
			stewardship >= 15
		}

		# Negative
		mult_modifier = {
			factor = 0.65

			has_religion_feature = religion_cosmopolitan

			OR = {
				trait = envious
				trait = cruel
			}
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_cosmopolitan
			trait = zealous
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_cosmopolitan
			has_education_diplomacy_trigger = no
			has_education_stewardship_trigger = no
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_cosmopolitan
			diplomacy < 10
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_cosmopolitan
			stewardship < 10
		}

		### Religion Doctrines ###

		## Holy Family ##
		# Positive
		mult_modifier = {
			factor = 1.5

			OR = {
				has_religion_feature = religion_feature_zun
				has_religion_feature = religion_holy_family
			}

			NOT = {
				any_spouse_even_if_dead = {
					NOT = { dynasty = ROOT }
				}
			}
		}

		mult_modifier = {
			factor = 1.5

			OR = {
				has_religion_feature = religion_feature_zun
				has_religion_feature = religion_holy_family
			}

			NOT = {
				any_child_even_if_dead = {
					trait = inbred
				}
			}
		}

		# Negative
		mult_modifier = {
			factor = 0.65

			OR = {
				has_religion_feature = religion_feature_zun
				has_religion_feature = religion_holy_family
			}

			any_spouse_even_if_dead = {
				NOT = { dynasty = ROOT }
			}
		}

		mult_modifier = {
			factor = 0.65

			OR = {
				has_religion_feature = religion_feature_zun
				has_religion_feature = religion_holy_family
			}

			any_child_even_if_dead = {
				trait = inbred
			}
		}

		## Harems ##
		# Positive
		mult_modifier = {
			factor = 1.5

			has_religion_feature = religion_harems
			num_of_spouses >= 2
		}

		# Negative
		mult_modifier = {
			factor = 0.65

			has_religion_feature = religion_harems
			num_of_spouses < 2
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_harems
			trait = chaste
		}

		## Meritocratic ##
		# Positive
		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_meritocratic
			NOT = { is_foe = current_heir }
		}

		# Negative
		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_meritocratic
			is_foe = current_heir
		}

		## Stable ##
		# Positive
		mult_modifier = {
			factor = 1.5

			OR = {
				has_religion_feature = religion_stable
				has_religion_feature = religion_feature_slavic
				has_religion_feature = religion_feature_finnish
				has_religion_feature = religion_feature_egyptian
			}

			trait = just
		}

		mult_modifier = {
			factor = 1.5

			OR = {
				has_religion_feature = religion_stable
				has_religion_feature = religion_feature_slavic
				has_religion_feature = religion_feature_finnish
				has_religion_feature = religion_feature_egyptian
			}

			trait = administrator
		}

		mult_modifier = {
			factor = 1.5

			OR = {
				has_religion_feature = religion_stable
				has_religion_feature = religion_feature_slavic
				has_religion_feature = religion_feature_finnish
				has_religion_feature = religion_feature_egyptian
			}

			trait = diligent
		}

		# Negative
		mult_modifier = {
			factor = 0.65

			OR = {
				has_religion_feature = religion_stable
				has_religion_feature = religion_feature_slavic
				has_religion_feature = religion_feature_finnish
				has_religion_feature = religion_feature_egyptian
			}

			trait = arbitrary
		}

		mult_modifier = {
			factor = 0.65

			OR = {
				has_religion_feature = religion_stable
				has_religion_feature = religion_feature_slavic
				has_religion_feature = religion_feature_finnish
				has_religion_feature = religion_feature_egyptian
			}

			OR = {
				trait = slothful
				trait = envious
			}
		}

		## Jizya ##
		# Positive
		mult_modifier = {
			factor = 1.5

			has_religion_feature = religion_jizya

			any_realm_lord = {
				NOT = { religion = ROOT }
			}
		}

		# Negative
		mult_modifier = {
			factor = 0.65

			has_religion_feature = religion_jizya

			NOT = {
				any_realm_lord = {
					NOT = { religion = ROOT }
				}
			}
		}

		## Monastic ##
		# Positive
		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_monastic
			learning = 20
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_monastic
			trait = celibate
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_monastic
			trait = erudite
		}

		# Negative
		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_monastic
			learning < 15
		}

		## Syncretic ##
		# Positive
		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_syncretic
			has_any_sympathy_trait_trigger = yes
		}

		# Negative
		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_syncretic
			has_any_sympathy_trait_trigger = no
		}

		## Haruspicy ##
		# Positive
		mult_modifier = {
			factor = 1.5

			trait = zealous

			OR = {
				has_religion_feature = religion_haruspicy
				has_religion_feature = religion_feature_celtic
			}
		}

		mult_modifier = {
			factor = 1.5

			trait = holy_warrior

			OR = {
				has_religion_feature = religion_haruspicy
				has_religion_feature = religion_feature_celtic
			}
		}

		mult_modifier = {
			factor = 1.5

			martial >= 15
			learning >= 15

			OR = {
				has_religion_feature = religion_haruspicy
				has_religion_feature = religion_feature_celtic
			}
		}

		# Negative
		mult_modifier = {
			factor = 0.65

			trait = cynical

			OR = {
				has_religion_feature = religion_haruspicy
				has_religion_feature = religion_feature_celtic
			}
		}
		mult_modifier = {
			factor = 0.65

			martial < 15
			learning < 15

			OR = {
				has_religion_feature = religion_haruspicy
				has_religion_feature = religion_feature_celtic
			}
		}

		## Astrology ##
		# Positive
		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_astrology
			has_any_astrology_trait_trigger = yes
		}

		# Negative
		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_astrology
			has_any_astrology_trait_trigger = no
		}

		## Ritual Sacrifice ##
		# Positive
		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_ritual_sacrifice
			trait = impaler
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_ritual_sacrifice
			trait = cruel
		}

		mult_modifier = {
			factor = 1.5

			has_religion_feature = religion_ritual_sacrifice

			OR = {
				trait = bloodthirsty_gods_1
				trait = bloodthirsty_gods_2
				trait = bloodthirsty_gods_3
			}
		}

		# Negative
		mult_modifier = {
			factor = 0.65

			has_religion_feature = religion_ritual_sacrifice

			NOR = {
				trait = impaler
				trait = cruel
			}
		}

		mult_modifier = {
			factor = 0.2

			has_religion_feature = religion_ritual_sacrifice

			NOR = {
				trait = bloodthirsty_gods_1
				trait = bloodthirsty_gods_2
				trait = bloodthirsty_gods_3
			}
		}

		## Adventuring & Sea-faring ##
		# Positive
		mult_modifier = {
			factor = 1.5

			OR = {
				has_religion_feature = religion_adventuring
				has_religion_feature = religion_seafaring
			}

			OR = {
				trait = pirate
				trait = viking
				trait = ravager
				trait = sea_queen
				trait = sea_king
			}
		}

		# Negative
		mult_modifier = {
			factor = 0.65

			OR = {
				has_religion_feature = religion_adventuring
				has_religion_feature = religion_seafaring
			}

			NOR = {
				trait = pirate
				trait = viking
				trait = ravager
				trait = sea_queen
				trait = sea_king
			}
		}

		## Unrelenting ##
		# Positive
		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_relentless
			martial >= 20
		}

		mult_modifier = {
			factor = 1.5
			has_religion_feature = religion_relentless
			has_any_leadership_trait_trigger = yes
		}

		# Negative
		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_relentless
			martial < 15
		}

		mult_modifier = {
			factor = 0.65
			has_religion_feature = religion_relentless
			has_any_leadership_trait_trigger = no
		}

		#### Reduce chance if already have other Ancestor Worshipping Bloodlines ####
		mult_modifier = {
			factor = 0.4

			any_owned_bloodline = {
				has_bloodline_flag = ancestor_worship_bloodline
				bloodline_is_active_for = PREV
				count >= 1
			}
		}

		mult_modifier = {
			factor = 0.4

			any_owned_bloodline = {
				has_bloodline_flag = ancestor_worship_bloodline
				bloodline_is_active_for = PREV
				count >= 2
			}
		}

		mult_modifier = {
			factor = 0.4

			any_owned_bloodline = {
				has_bloodline_flag = ancestor_worship_bloodline
				bloodline_is_active_for = PREV
				count >= 3
			}
		}

		mult_modifier = {
			factor = 0.4

			any_owned_bloodline = {
				has_bloodline_flag = ancestor_worship_bloodline
				bloodline_is_active_for = PREV
				count >= 4
			}
		}

		mult_modifier = {
			factor = 0.4

			any_owned_bloodline = {
				has_bloodline_flag = ancestor_worship_bloodline
				bloodline_is_active_for = PREV
				count >= 5
			}
		}

		set_character_flag = blessed_ancestor_prestige

		rightful_religious_head_scope = {
			character_event = {
				id = HF.40101 # Religious Head is notified about potential Ancestor material
				days = 3
			}
		}
	}
}
