###THE HERMETICS###
hermetics = {
	primary_attribute = learning
	society_ranks_gfx = generic_ranks
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = hermetic_society_interface

	indestructible = yes
	society_influence = no

	non_interference = {
		always = yes
	}

	active = {
		has_dlc = "Mystics"
	}

	show_society = {
		trigger_if = {
			limit = {
				NOT = { society_member_of = hermetics }
			}

			OR = {
				has_religion_feature = religion_astrology
				religion_group = christian
				religion_group = jewish_group
				religion_group = muslim
				religion_group = zoroastrian_group
				religion = taoist
				religion_openly_zun_or_reformed_trigger = yes
				religion_openly_hellenic_or_reformed_trigger = yes
			}
		}
	}

	can_join_society = {
		trigger_if = {
			limit = { ai = yes }

			NOT = {
				is_society_rank_full = {
					society = hermetics
					rank = 1
				}
			}
		}

		trigger_if = {
			limit = { has_character_flag = society_join_block }
			always = no
		}
		trigger_else = {
			learning >= 10
			is_adult = yes

			trigger_if = {
				limit = { is_landed = no }
				is_patrician = yes
			}

			mercenary = no
			is_nomadic = no
			is_tribal = no

			OR = {
				has_religion_feature = religion_astrology
				religion = taoist
				religion_group = christian
				religion_group = muslim
				religion_group = jewish_group
				religion_group = zoroastrian_group
				religion_openly_zun_or_reformed_trigger = yes
				religion_openly_hellenic_or_reformed_trigger = yes
			}
		}
	}

	potential = { # To remain in society
		# If something is added here, it could break apprenticeship. Create an event if they can get kicked out. title_hermetics_apprentice
	}

	society_rank = {
		level = 1
		limit = 200
		startup_limit = 10

		modifier = {
			church_opinion = -10
		}

		decisions = {
			hermetics_write_theory_paper # Enables you to write a theorem paper that, if approved, gives you society currency
		}
	}

	society_rank = {
		level = 2
		limit = 100
		startup_limit = 6

		modifier = {
			learning = 1
			church_opinion = -10
		}

		decisions = {
			hermetics_perform_scrying # Enables you to perform a scrying and gain an omen
			brew_happiness_potion # Enables you to brew a potion
		}
	}

	society_rank = {
		level = 3
		limit = 50
		startup_limit = 4

		modifier = {
			learning = 2
			church_opinion = -10
		}

		decisions = {
			hermetics_make_horoscope # Enables you to "predict" your children's future
		}
	}

	society_rank = {
		level = 4
		limit = 20
		startup_limit = 2

		modifier = {
			learning = 3
			church_opinion = -10
		}

		decisions = {
			choose_hermetic_art # Enables you to pick/change your lifestyle trait
			hermetics_write_magnum_opus # Write an enciphered book of lore (artifact)
		}
	}

	plots = {
	}

	ambitions = {
	}

	monthly_currency_gain = {
		name = currency_name_hermetics

		per_attribute = {
			name = learning
			value = 0.5
		}

		has_trait = {
			value = 2
			trait = diligent
		}

		has_trait = {
			value = 1
			trait = scholar
		}

		has_trait = {
			value = 1
			trait = mystic
		}

		has_trait = {
			value = 1
			trait = erudite
		}

		has_trait = {
			value = 1
			trait = stubborn
		}

		has_trait = {
			value = 1
			trait = patient
		}

		has_trait = {
			value = 1
			trait = genius
		}

		has_trait = {
			value = 1
			trait = quick
		}

		has_trait = {
			value = 1
			trait = shrewd
		}

		has_trait = {
			value = 1
			trait = just
		}

		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		mult_modifier = {
			factor = 2
			trait = diligent
		}

		mult_modifier = {
			factor = 1.5
			trait = scholar
		}

		mult_modifier = {
			factor = 1.5
			trait = mystic
		}

		mult_modifier = {
			factor = 1.5
			trait = erudite
		}

		mult_modifier = {
			factor = 1.5
			trait = stubborn
		}

		mult_modifier = {
			factor = 1.5
			trait = patient
		}

		mult_modifier = {
			factor = 1.5

			OR = {
				trait = genius
				trait = quick
				trait = shrewd
			}
		}

		mult_modifier = {
			factor = 1.5
			trait = just
		}
	}

	startup_populate = {
		trigger = {
			OR = {
				religion = taoist
				religion_group = christian
				religion_group = jewish_group
				religion_group = muslim
				religion_group = zoroastrian_group
				religion_openly_hellenic_or_reformed_trigger = yes
				religion_openly_zun_or_reformed_trigger = yes
			}

			ai = yes
			is_adult = yes
			is_in_society = no
			is_dumb_trigger = no
			controls_religion = no

			trigger_if = {
				limit = { is_priest = yes }

				OR = {
					trait = mystic
					trait = scholar
					trait = cynical
				}
			}

			trigger_if = {
				limit = { is_landed = yes }

				OR = {
					learning >= 14
					trait = scholar
					trait = faqih
					trait = erudite
					trait = genius
					trait = mystic
				}
			}
			trigger_else_if = {
				limit = { learning < 20 }

				learning >= 20

				OR = {
					trait = scholar
					trait = faqih
					trait = erudite
					trait = genius
					trait = mystic
				}
			}
		}
	}
}

###THE ASSASSINS###
the_assassins = {
	primary_attribute = intrigue
	opinion_to_other_members = +10
	opinion_to_pretenders = -20			# Pretenders is the opinion you have of people perceived/discovered to be in your society
	opinion_to_perceived_members = -20 	# Perceived is the opinion you have of people perceived/discovered to be of a society you're not part of
	opinion_per_rank_above = +10
	society_rank_up_decision = request_to_rank_up_within_society
	sound = assassins_interface
	society_ranks_gfx = generic_ranks

	indestructible = yes
	is_secret = yes
	society_influence = no

	active = {
		has_dlc = "Mystics"
	}

	show_society = {
		trigger_if = {
			limit = {
				NOT = { society_member_of = the_assassins }
			}

			is_adult = yes

			OR = {
				religion_group = muslim
				secret_religion = shiite

				trigger_if = {
					limit = {
						ai = no
						NOT = { trait = zealous }
					}

					any_playable_ruler = {
						religion = shiite

						distance_from_realm = {
							who = ROOT
							value < 300
						}
					}
				}
			}
		}
	}

	can_join_society = {
		trigger_if = {
			limit = { ai = yes }

			NOT = {
				is_society_rank_full = {
					society = the_assassins
					rank = 1
				}
			}
		}

		trigger_if = {
			limit = { has_character_flag = society_join_block }
			always = no
		}
		trigger_else = {
			has_assassins_prerequisites = yes
		}
	}

	potential = { # To remain in society
		OR = {
			religion = shiite
			secret_religion = shiite
			# Added this for consistency with the above
			religion_group = muslim
			trait = sympathy_islam
		}
	}

	society_rank = {
		level = 1
		limit = 20
		startup_limit = 10

		modifier = {
			is_visible = {
				trigger_if = {
					limit = {
						NOT = { society_member_of = the_assassins }
					}

					FROM = { is_society_discovered = yes }
				}
			}

			murder_plot_power_modifier = 0.1
		}

		decisions = {
			decision_abduct
			assassins_borrow_money
			assassins_donate
			assassins_drug_effect
		}
	}

	society_rank = {
		level = 2
		limit = 15
		startup_limit = 6

		modifier = {
			is_visible = {
				trigger_if = {
					limit = {
						NOT = { society_member_of = the_assassins }
					}

					FROM = { is_society_discovered = yes }
				}
			}

			murder_plot_power_modifier = 0.2
			defensive_plot_power_modifier = 0.1
			intrigue = 1
			combat_rating = 10
		}

		decisions = {
			assassins_scare_ruler # Available (targeted) Power: Can scare rulers to get a Favor (leave a dagger on their pillow, etc.)
		}
	}

	society_rank = {
		level = 3
		limit = 5
		startup_limit = 3

		modifier = {
			is_visible = {
				trigger_if = {
					limit = {
						NOT = { society_member_of = the_assassins }
					}

					FROM = { is_society_discovered = yes }
				}
			}

			murder_plot_power_modifier = 0.30
			defensive_plot_power_modifier = 0.15
			intrigue = 2
			combat_rating = 10
			plot_discovery_chance = 0.10
		}

		decisions = {
			assassins_raise_ships # Available Power: Can raise special fleet of Ships
		}
	}

	society_rank = {
		level = 4
		limit = 1
		startup_limit = 1

		modifier = {
			is_visible = {
				trigger_if = {
					limit = {
						NOT = { society_member_of = the_assassins }
					}

					FROM = { is_society_discovered = yes }
				}
			}

			murder_plot_power_modifier = 0.50
			defensive_plot_power_modifier = 0.25
			intrigue = 3
			combat_rating = 10
			plot_discovery_chance = 0.20
		}

		decisions = {
			assassins_raise_troops	 # Available Power: Can raise a special regiment
			assassins_mark_for_death # Available (targeted) Power: Mark for death (+ assassins_clear_marked_for_death_target i.e. the clearing of the mark)
		}

		obedience_tooltip = obedience_tooltip

		obedient = {
		}
	}

	monthly_currency_gain = {
		name = currency_name_the_assassins

		per_attribute = {
			name = intrigue
			value = 0.5
		}

		has_trait = {
			trait = zealous
			value = 3
		}

		has_trait = {
			trait = erudite
			value = 3
		}

		has_trait = {
			trait = scholar
			value = 3
		}

		has_trait = {
			trait = theologian
			value = 3
		}

		has_trait = {
			trait = master_schemer
			value = 3
		}

		has_trait = {
			trait = strong
			value = 1
		}

		has_trait = {
			trait = brawny
			value = 1
		}

		has_trait = {
			trait = genius
			value = 1
		}

		has_trait = {
			trait = quick
			value = 1
		}

		has_trait = {
			trait = shrewd
			value = 1
		}

		has_trait = {
			trait = diligent
			value = 1
		}

		has_trait = {
			trait = patient
			value = 1
		}

		has_trait = {
			trait = temperate
			value = 1
		}

		has_trait = {
			trait = charitable
			value = 1
		}

		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		mult_modifier = {
			factor = 2
			has_landed_title = d_fedayeen
		}

		mult_modifier = {
			factor = 1.3
			trait = zealous
		}

		mult_modifier = {
			factor = 1.3
			trait = erudite
		}

		mult_modifier = {
			factor = 1.3
			trait = scholar
		}

		mult_modifier = {
			factor = 1.3
			trait = theologian
		}

		mult_modifier = {
			factor = 1.3
			trait = master_schemer
		}

		mult_modifier = {
			factor = 1.1
			trait = strong
		}

		mult_modifier = {
			trait = brawny
			factor = 1.1
		}

		mult_modifier = {
			factor = 1.1
			trait = genius
		}

		mult_modifier = {
			factor = 1.1
			trait = quick
		}

		mult_modifier = {
			factor = 1.1
			trait = shrewd
		}

		mult_modifier = {
			factor = 1.1
			trait = diligent
		}

		mult_modifier = {
			factor = 1.1
			trait = patient
		}

		mult_modifier = {
			factor = 1.1
			trait = temperate
		}

		mult_modifier = {
			factor = 1.1
			trait = charitable
		}
	}

	startup_populate = {
		trigger = {
			true_religion = shiite
			is_adult = yes
			lower_real_tier_than = KING
			ai = yes
			controls_religion = no
			mercenary = no
			is_in_society = no
			NOT = { trait = decadent }

			OR = {
				trait = zealous
				trait = master_schemer
				trait = elusive_shadow
				trait = deceitful
				trait = ambitious
				intrigue >= 18
			}

			trigger_if = {
				limit = { is_female = yes }
				has_gender_equal_game_rule_trigger = yes
			}

			trigger_if = {
				limit = { holy_order = yes }
				has_landed_title = d_fedayeen
			}
		}
	}
}

# Hardcoded society tag. If this exists, religions will get versions of this society generated for them unless specifically opted out,
# or another is specificed. See dynamic_societies.info for more documentation
secret_religious_society_template = {
	template = yes
	primary_attribute = diplomacy
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	opinion_to_perceived_members = +10
	sound = secret_cults_interface
	society_ranks_gfx = secret_ranks

	criminal = yes
	is_religious = yes
	is_secret = yes
	society_influence = no

	active = {
		always = no
	}

	non_interference = {
		same_realm = FROM
	}

	show_society = {
		secret_religion = FROM

		FROM = {
			num_of_society_members > 0
		}
	}

	can_join_society = {
		trigger_if = {
			limit = { ai = yes }

			NOT = {
				is_society_rank_full = {
					society = FROM
					rank = 1
				}
			}
		}

		trigger_if = {
			limit = { has_character_flag = society_join_block }
			always = no
		}

		secret_religion = FROM
		is_adult = yes

		FROM = {
			num_of_society_members > 0
		}

		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}

	potential = { # To remain in society
		secret_religion = FROM
		is_adult = yes
	}

	society_rank = {
		level = 1
		limit = 50
		startup_limit = 0

		decisions = {
			secret_religions_induct_child
			secret_religions_evoke_sympathy
		}
	}

	society_rank = {
		level = 2
		limit = 30
		startup_limit = 0

		modifier = {
			is_visible = {
				OR = {
					same_society_as = FROM
					FROM = { is_society_discovered = yes }
				}
			}

			diplomacy = 1
		}

		decisions = {
			secret_religions_induct_character
		}
	}

	society_rank = {
		level = 3
		limit = 10
		startup_limit = 0

		modifier = {
			is_visible = {
				OR = {
					same_society_as = FROM
					FROM = { is_society_discovered = yes }
				}
			}

			diplomacy = 2
		}

		decisions = {
			secret_religions_prepare_grounds
		}
	}

	society_rank = {
		level = 4
		limit = 1
		startup_limit = 0

		modifier = {
			is_visible = {
				OR = {
					same_society_as = FROM
					FROM = { is_society_discovered = yes }
				}
			}

			diplomacy = 3
		}

		decisions = {
			secret_religions_openly_adopt_faith
		}
	}

	plots = {
	}

	ambitions = {
	}

	monthly_currency_gain = {
		name = secret_religion_currency

		per_attribute = {
			name = diplomacy
			value = 0.5
		}

		has_trait = {
			trait = zealous
			value = 3
		}

		has_trait = {
			trait = scholar
			value = 3
		}

		has_trait = {
			trait = theologian
			value = 3
		}

		has_trait = {
			trait = celibate
			value = 2
		}

		has_trait = {
			trait = diligent
			value = 1
		}

		has_trait = {
			trait = chaste
			value = 1
		}

		has_trait = {
			trait = temperate
			value = 1
		}

		has_trait = {
			trait = charitable
			value = 1
		}

		has_trait = {
			trait = kind
			value = 1
		}

		has_trait = {
			trait = patient
			value = 1
		}

		has_trait = {
			trait = humble
			value = 1
		}

		has_trait = {
			trait = honest
			value = 1
		}

		has_trait = {
			trait = erudite
			value = 1
		}

		has_trait = {
			trait = pilgrim
			value = 1
		}

		society_rank = {
			rank = 4
			value = 10
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		mult_modifier = {
			factor = 1.3
			trait = zealous
		}

		mult_modifier = {
			factor = 1.3
			trait = scholar
		}

		mult_modifier = {
			factor = 1.3
			trait = theologian
		}

		mult_modifier = {
			factor = 1.2
			trait = celibate
		}

		mult_modifier = {
			factor = 1.2
			trait = diligent
		}

		mult_modifier = {
			factor = 1.1
			trait = chaste
		}

		mult_modifier = {
			factor = 1.1
			trait = temperate
		}

		mult_modifier = {
			factor = 1.1
			trait = charitable
		}

		mult_modifier = {
			factor = 1.1
			trait = kind
		}

		mult_modifier = {
			factor = 1.1
			trait = patient
		}

		mult_modifier = {
			factor = 1.1
			trait = humble
		}

		mult_modifier = {
			factor = 1.1
			trait = honest
		}

		mult_modifier = {
			factor = 1.1
			trait = erudite
		}

		mult_modifier = {
			factor = 1.1
			trait = pilgrim
		}
	}

	startup_populate = {
		trigger = {
			always = no
		}
	}
}