# WARRIOR LODGES:
# warrior_lodge_norse			- The Wolf Warriors
# warrior_lodge_tengri			- The Eagle Warriors
# warrior_lodge_baltic			- The Band of Medeina
# warrior_lodge_finnish			- The Followers of Otso
# warrior_lodge_slavic			- The Champions of Perun
# warrior_lodge_west_african	- The Children of the Storm
# warrior_lodge_zun				- The Keepers of the Flame
# warrior_lodge_bon				- The Sentinels of Light
# warrior_lodge_hellenic		- The Olympian Champions

warrior_lodge_norse = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_01
	society_ranks_gfx = warriors_ranks
	associated_religion = norse_pagan

	indestructible = yes
	society_influence = no

	non_interference = {
		always = yes
	}

	active = {
		has_dlc = "Holy Fury"
	}

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

			trigger_if = {
				limit = { has_religion_matching_available_warrior_lodge_trigger = yes }

				OR = {
					religion_openly_norse_or_reformed_trigger = yes
					religion_openly_german_or_reformed_trigger = yes
					religion_openly_celtic_or_reformed_trigger = yes
				}
			}
			trigger_else = {
				OR = {
					# You have neighbors, etc, of the correct religion...
					any_vassal = {
						OR = {
							religion_openly_norse_or_reformed_trigger = yes
							religion_openly_german_or_reformed_trigger = yes
							religion_openly_celtic_or_reformed_trigger = yes
						}
					}

					any_liege = {
						OR = {
							religion_openly_norse_or_reformed_trigger = yes
							religion_openly_german_or_reformed_trigger = yes
							religion_openly_celtic_or_reformed_trigger = yes
						}
					}

					any_neighbor_independent_ruler = {
						OR = {
							religion_openly_norse_or_reformed_trigger = yes
							religion_openly_german_or_reformed_trigger = yes
							religion_openly_celtic_or_reformed_trigger = yes
						}
					}
				}
			}
		}
	}

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

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

		trigger_if = {
			limit = { has_character_modifier = warrior_lodge_failed_joining_cd }

			custom_tooltip = {
				text = has_not_angered_society_tt
				always = no
			}
		}
		trigger_else_if = {
			limit = { has_character_flag = society_join_block }
			always = no
		}
		trigger_else = {
			is_adult = yes
			prisoner = no

			trigger_if = {
				limit = {
					religion_openly_norse_or_reformed_trigger = no
					religion_openly_german_or_reformed_trigger = no
					religion_openly_celtic_or_reformed_trigger = no
				}

				NOT = { trait = zealous }
				has_tribal_or_nomadic_government_trigger = yes

				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}

				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
			}
			trigger_else = {
				# Just here for the tooltip
				OR = {
					religion_openly_norse_or_reformed_trigger = yes
					religion_openly_german_or_reformed_trigger = yes
					religion_openly_celtic_or_reformed_trigger = yes
				}
			}
		}
	}

	potential = { # If you change religion or become zealous while NOT pagan, you are kicked out
		trigger_if = {
			limit = {
				religion_openly_norse_or_reformed_trigger = no
				religion_openly_german_or_reformed_trigger = no
				religion_openly_celtic_or_reformed_trigger = no
			}

			NOT = { trait = zealous }
		}
	}

	society_rank = { # "Fledling"
		level = 1
		limit = 50
		startup_limit = 10

		modifier = {
			monthly_character_prestige = 0.25
		}

		powers = {
			warrior_lodge_duel						# Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden				# Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor					# Passive Power: Survivor
			warrior_lodge_lifetime_of_war			# Passive Power: A Lifetime of War
			warrior_lodge_norse_go_berserk			# Power: Go Berserk
		}
	}

	society_rank = { # "Warrior"
		level = 2
		limit = 20
		startup_limit = 6

		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}

		powers = {
			warrior_lodge_reaver					# Passive Power: Reaver
			warrior_lodge_warrior_training			# Power: Warrior Training
			warrior_lodge_summon_commander			# Power: Summon Commander
		}
	}

	society_rank = { # "Veteran"
		level = 3
		limit = 10
		startup_limit = 4

		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}

		powers = {
			warrior_lodge_inspire_warriors			# Power: Inspire Warriors
			warrior_lodge_war_sacrifice				# Power: War Sacrifice
		}
	}

	society_rank = { # "Hero"
		level = 4
		limit = 4
		startup_limit = 3

		modifier = {
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}

		powers = {
			warrior_lodge_indomitable				# Passive Power: Indomitable
			warrior_lodge_call_to_glory				# Power: Call to Glory
			warrior_lodge_choose_military_aspect	# Power: Choose Military Aspect
		}
	}

	plots = {
	}

	ambitions = {
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse

		# Positive modifiers
		per_attribute = {
			name = martial
			value = 0.25
		}

		has_trait = {
			trait = hunter
			value = 1
		}

		has_trait = {
			trait = strategist
			value = 1
		}

		has_trait = {
			trait = duelist
			value = 1
		}

		has_trait = {
			trait = scarred
			value = 1
		}

		has_trait = {
			trait = scarred_mid
			value = 2
		}

		has_trait = {
			trait = scarred_high
			value = 3
		}

		has_trait = {
			trait = genius
			value = 1
		}

		has_trait = {
			trait = quick
			value = 1
		}

		has_trait = {
			trait = shrewd
			value = 1
		}

		has_trait = {
			trait = strong
			value = 3
		}

		has_trait = {
			trait = brawny
			value = 2
		}

		has_trait = {
			trait = tall
			value = 2
		}

		has_trait = {
			trait = impaler
			value = 1
		}

		has_trait = {
			trait = falconer
			value = 1
		}

		has_trait = {
			trait = wroth
			value = 1
		}

		has_trait = {
			trait = proud
			value = 1
		}

		has_trait = {
			trait = patient
			value = 1
		}

		has_trait = {
			trait = diligent
			value = 1
		}

		has_trait = {
			trait = humble
			value = 1
		}

		has_trait = {
			trait = brave
			value = 2
		}

		has_trait = {
			trait = ambitious
			value = 1
		}

		has_trait = {
			trait = cruel
			value = 1
		}

		has_trait = {
			trait = stubborn
			value = 1
		}

		has_trait = {
			trait = adventurer
			value = 1
		}

		has_trait = {
			trait = viking
			value = 1
		}

		has_trait = {
			trait = pirate
			value = 1
		}

		has_trait = {
			trait = ravager
			value = 2
		}

		has_trait = {
			trait = sea_king
			value = 3
		}

		has_trait = {
			trait = sea_queen
			value = 3
		}

		has_trait = {
			trait = shieldmaiden
			value = 1
		}

		has_trait = {
			trait = berserker
			value = 1
		}

		has_trait = {
			trait = varangian
			value = 1
		}

		has_trait = {
			trait = valhalla_bound
			value = 1
		}

		has_trait = {
			trait = eagle_knight
			value = 1
		}

		has_trait = {
			trait = sun_warrior
			value = 1
		}

		has_trait = {
			trait = ukkos_hammer
			value = 1
		}

		has_trait = {
			trait = nyames_shield
			value = 1
		}

		has_trait = {
			trait = peruns_chosen
			value = 1
		}

		has_trait = {
			trait = hound_of_dievas
			value = 1
		}

		has_trait = {
			trait = ares_own
			value = 1
		}

		has_trait = {
			trait = skylord
			value = 1
		}

		has_trait = {
			trait = kailash_guardian
			value = 1
		}

		# CK2Plus
		has_trait = {
			trait = machas_javelin
			value = 1
		}

		has_trait = {
			trait = montu
			value = 1
		}

		# Negative modifiers
		has_trait = {
			trait = craven
			value = -3
		}

		has_trait = {
			trait = weak
			value = -2
		}

		has_trait = {
			trait = frail
			value = -1
		}

		has_trait = {
			trait = slothful
			value = -1
		}

		has_trait = {
			trait = content
			value = -1
		}

		has_trait = {
			trait = dwarf
			value = -1
		}

		has_trait = {
			trait = clubfooted
			value = -1
		}

		has_trait = {
			trait = hunchback
			value = -1
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		warrior_lodge_member_score = yes

		mult_modifier = {
			trait = valhalla_bound
			factor = 1.1
		}
	}

	startup_populate = {
		trigger = {
			OR = {
				religion_openly_norse_or_reformed_trigger = yes
				religion_openly_german_or_reformed_trigger = yes
				religion_openly_celtic_or_reformed_trigger = yes
			}

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

			OR = {
				trait = zealous
				martial >= 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				duelist_skill_is_medium_group_trigger = yes
				duelist_skill_is_high_group_trigger = yes
			}
		}
	}
}

warrior_lodge_tengri = { # Also generally for Nomads
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_02
	society_ranks_gfx = warriors_ranks
	associated_religion = tengri_pagan

	indestructible = yes
	society_influence = no

	non_interference = {
		always = yes
	}

	active = {
		has_dlc = "Holy Fury"
	}

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

			trigger_if = {
				limit = { has_religion_matching_available_warrior_lodge_trigger = yes }
				religion_openly_tengri_or_reformed_trigger = yes
			}
			trigger_else = {
				OR = {
					is_nomadic = yes
					# You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_tengri_or_reformed_trigger = yes }
					any_liege = { religion_openly_tengri_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_tengri_or_reformed_trigger = yes }
				}
			}
		}
	}

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

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

		trigger_if = {
			limit = { has_character_modifier = warrior_lodge_failed_joining_cd }

			custom_tooltip = {
				text = has_not_angered_society_tt
				always = no
			}
		}
		trigger_else_if = {
			limit = { has_character_flag = society_join_block }
			always = no
		}
		trigger_else = {
			is_adult = yes
			prisoner = no

			trigger_if = {
				limit = {
					religion_openly_tengri_or_reformed_trigger = no
					is_nomadic = no
				}

				NOT = { trait = zealous }
				has_tribal_or_nomadic_government_trigger = yes

				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}

				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
			}
			trigger_else = {
				OR = {
					religion_openly_tengri_or_reformed_trigger = yes
					is_nomadic = yes
				}
			}
		}
	}

	potential = { # If you change religion or become zealous while NOT pagan, you are kicked out
		trigger_if = {
			limit = { religion_openly_tengri_or_reformed_trigger = no }

			OR = {
				is_nomadic = yes
				NOT = { trait = zealous }
			}
		}
	}

	society_rank = { # "Fledling"
		level = 1
		limit = 50
		startup_limit = 10

		modifier = {
			monthly_character_prestige = 0.25
		}

		powers = {
			warrior_lodge_duel						# Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden				# Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor					# Passive Power: Survivor
			warrior_lodge_lifetime_of_war 			# Passive Power: A Lifetime of War
		}
	}

	society_rank = { # "Warrior"
		level = 2
		limit = 20
		startup_limit = 6

		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}

		powers = {
			warrior_lodge_reaver					# Passive Power: Reaver
			warrior_lodge_warrior_training			# Power: Warrior Training
			warrior_lodge_summon_commander			# Power: Summon Commander
			warrior_lodge_tengri_call_of_the_steppe	# Power: Call of the Steppe
		}
	}

	society_rank = { # "Veteran"
		level = 3
		limit = 10
		startup_limit = 4

		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}

		powers = {
			warrior_lodge_inspire_warriors			# Power: Inspire Warriors
			warrior_lodge_war_sacrifice				# Power: War Sacrifice
		}
	}

	society_rank = { # "Hero"
		level = 4
		limit = 4
		startup_limit = 3

		modifier = {
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}

		powers = {
			warrior_lodge_indomitable				# Passive Power: Indomitable
			warrior_lodge_call_to_glory				# Power: Call to Glory
			warrior_lodge_choose_military_aspect	# Power: Choose Military Aspect
		}
	}

	plots = {
	}

	ambitions = {
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse

		# Positive modifiers
		per_attribute = {
			name = martial
			value = 0.25
		}

		has_trait = {
			trait = hunter
			value = 1
		}

		has_trait = {
			trait = strategist
			value = 1
		}

		has_trait = {
			trait = duelist
			value = 1
		}

		has_trait = {
			trait = scarred
			value = 1
		}

		has_trait = {
			trait = scarred_mid
			value = 2
		}

		has_trait = {
			trait = scarred_high
			value = 3
		}

		has_trait = {
			trait = genius
			value = 1
		}

		has_trait = {
			trait = quick
			value = 1
		}

		has_trait = {
			trait = shrewd
			value = 1
		}

		has_trait = {
			trait = strong
			value = 3
		}

		has_trait = {
			trait = brawny
			value = 2
		}

		has_trait = {
			trait = tall
			value = 2
		}

		has_trait = {
			trait = impaler
			value = 1
		}

		has_trait = {
			trait = falconer
			value = 1
		}

		has_trait = {
			trait = wroth
			value = 1
		}

		has_trait = {
			trait = proud
			value = 1
		}

		has_trait = {
			trait = patient
			value = 1
		}

		has_trait = {
			trait = diligent
			value = 1
		}

		has_trait = {
			trait = humble
			value = 1
		}

		has_trait = {
			trait = brave
			value = 2
		}

		has_trait = {
			trait = ambitious
			value = 1
		}

		has_trait = {
			trait = cruel
			value = 1
		}

		has_trait = {
			trait = stubborn
			value = 1
		}

		has_trait = {
			trait = adventurer
			value = 1
		}

		has_trait = {
			trait = viking
			value = 1
		}

		has_trait = {
			trait = pirate
			value = 1
		}

		has_trait = {
			trait = ravager
			value = 2
		}

		has_trait = {
			trait = sea_king
			value = 3
		}

		has_trait = {
			trait = sea_queen
			value = 3
		}

		has_trait = {
			trait = shieldmaiden
			value = 1
		}

		has_trait = {
			trait = berserker
			value = 1
		}

		has_trait = {
			trait = varangian
			value = 1
		}

		has_trait = {
			trait = valhalla_bound
			value = 1
		}

		has_trait = {
			trait = eagle_knight
			value = 1
		}

		has_trait = {
			trait = sun_warrior
			value = 1
		}

		has_trait = {
			trait = ukkos_hammer
			value = 1
		}

		has_trait = {
			trait = nyames_shield
			value = 1
		}

		has_trait = {
			trait = peruns_chosen
			value = 1
		}

		has_trait = {
			trait = hound_of_dievas
			value = 1
		}

		has_trait = {
			trait = ares_own
			value = 1
		}

		has_trait = {
			trait = skylord
			value = 1
		}

		has_trait = {
			trait = kailash_guardian
			value = 1
		}

		# CK2Plus
		has_trait = {
			trait = machas_javelin
			value = 1
		}

		has_trait = {
			trait = montu
			value = 1
		}

		# Negative modifiers
		has_trait = {
			trait = craven
			value = -3
		}

		has_trait = {
			trait = weak
			value = -2
		}

		has_trait = {
			trait = frail
			value = -1
		}

		has_trait = {
			trait = slothful
			value = -1
		}

		has_trait = {
			trait = content
			value = -1
		}

		has_trait = {
			trait = dwarf
			value = -1
		}

		has_trait = {
			trait = clubfooted
			value = -1
		}

		has_trait = {
			trait = hunchback
			value = -1
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		warrior_lodge_member_score = yes

		mult_modifier = {
			trait = skylord
			factor = 1.1
		}
	}

	startup_populate = {
		trigger = {
			OR = {
				religion_openly_tengri_or_reformed_trigger = yes
				is_nomadic = yes
			}

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

			OR = {
				trait = zealous
				martial >= 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				duelist_skill_is_medium_group_trigger = yes
				duelist_skill_is_high_group_trigger = yes
			}
		}
	}
}

warrior_lodge_baltic = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_01
	society_ranks_gfx = warriors_ranks
	associated_religion = baltic_pagan

	indestructible = yes
	society_influence = no

	non_interference = {
		always = yes
	}

	active = {
		has_dlc = "Holy Fury"
	}

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

			trigger_if = {
				limit = { has_religion_matching_available_warrior_lodge_trigger = yes }
				religion_openly_baltic_or_reformed_trigger = yes
			}
			trigger_else = {
				OR = {
					# You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_baltic_or_reformed_trigger = yes }
					any_liege = { religion_openly_baltic_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_baltic_or_reformed_trigger = yes }
				}
			}
		}
	}

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

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

		trigger_if = {
			limit = { has_character_modifier = warrior_lodge_failed_joining_cd }

			custom_tooltip = {
				text = has_not_angered_society_tt
				always = no
			}
		}
		trigger_else_if = {
			limit = { has_character_flag = society_join_block }
			always = no
		}
		trigger_else = {
			is_adult = yes
			prisoner = no

			trigger_if = {
				limit = { religion_openly_baltic_or_reformed_trigger = no }

				NOT = { trait = zealous }
				has_tribal_or_nomadic_government_trigger = yes

				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}

				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
			}
			trigger_else = {
				# Just here for the tooltip
				religion_openly_baltic_or_reformed_trigger = yes
			}
		}
	}

	potential = { #if you change religion or become zealous while NOT pagan, you are kicked out
		trigger_if = {
			limit = { religion_openly_baltic_or_reformed_trigger = no }
			NOT = { trait = zealous }
		}
	}

	society_rank = { # "Fledling"
		level = 1
		limit = 50
		startup_limit = 10

		modifier = {
			monthly_character_prestige = 0.25
		}

		powers = {
			warrior_lodge_duel						# Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden				# Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor					# Passive Power: Survivor
			warrior_lodge_lifetime_of_war			# Passive Power: A Lifetime of War
		}
	}

	society_rank = { # "Warrior"
		level = 2
		limit = 20
		startup_limit = 6

		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}

		powers = {
			warrior_lodge_reaver					# Passive Power: Reaver
			warrior_lodge_warrior_training			# Power: Warrior Training
			warrior_lodge_summon_commander			# Power: Summon Commander
		}
	}

	society_rank = { # "Veteran"
		level = 3
		limit = 10
		startup_limit = 4

		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}

		powers = {
			warrior_lodge_inspire_warriors			# Power: Inspire Warriors
			warrior_lodge_war_sacrifice				# Power: War Sacrifice
			warrior_lodge_romuva_baltic_holds		# Power: Baltic Holds
		}
	}

	society_rank = { # "Hero"
		level = 4
		limit = 4
		startup_limit = 3

		modifier = {
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}

		powers = {
			warrior_lodge_indomitable				# Passive Power: Indomitable
			warrior_lodge_call_to_glory				# Power: Call to Glory
			warrior_lodge_choose_military_aspect	# Power: Choose Military Aspect
		}
	}

	plots = {
	}

	ambitions = {
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse

		# Positive modifiers
		per_attribute = {
			name = martial
			value = 0.25
		}

		has_trait = {
			trait = hunter
			value = 1
		}

		has_trait = {
			trait = strategist
			value = 1
		}

		has_trait = {
			trait = duelist
			value = 1
		}

		has_trait = {
			trait = scarred
			value = 1
		}

		has_trait = {
			trait = scarred_mid
			value = 2
		}

		has_trait = {
			trait = scarred_high
			value = 3
		}

		has_trait = {
			trait = genius
			value = 1
		}

		has_trait = {
			trait = quick
			value = 1
		}

		has_trait = {
			trait = shrewd
			value = 1
		}

		has_trait = {
			trait = strong
			value = 3
		}

		has_trait = {
			trait = brawny
			value = 2
		}

		has_trait = {
			trait = tall
			value = 2
		}

		has_trait = {
			trait = impaler
			value = 1
		}

		has_trait = {
			trait = falconer
			value = 1
		}

		has_trait = {
			trait = wroth
			value = 1
		}

		has_trait = {
			trait = proud
			value = 1
		}

		has_trait = {
			trait = patient
			value = 1
		}

		has_trait = {
			trait = diligent
			value = 1
		}

		has_trait = {
			trait = humble
			value = 1
		}

		has_trait = {
			trait = brave
			value = 2
		}

		has_trait = {
			trait = ambitious
			value = 1
		}

		has_trait = {
			trait = cruel
			value = 1
		}

		has_trait = {
			trait = stubborn
			value = 1
		}

		has_trait = {
			trait = adventurer
			value = 1
		}

		has_trait = {
			trait = viking
			value = 1
		}

		has_trait = {
			trait = pirate
			value = 1
		}

		has_trait = {
			trait = ravager
			value = 2
		}

		has_trait = {
			trait = sea_king
			value = 3
		}

		has_trait = {
			trait = sea_queen
			value = 3
		}

		has_trait = {
			trait = shieldmaiden
			value = 1
		}

		has_trait = {
			trait = berserker
			value = 1
		}

		has_trait = {
			trait = varangian
			value = 1
		}

		has_trait = {
			trait = valhalla_bound
			value = 1
		}

		has_trait = {
			trait = eagle_knight
			value = 1
		}

		has_trait = {
			trait = sun_warrior
			value = 1
		}

		has_trait = {
			trait = ukkos_hammer
			value = 1
		}

		has_trait = {
			trait = nyames_shield
			value = 1
		}

		has_trait = {
			trait = peruns_chosen
			value = 1
		}

		has_trait = {
			trait = hound_of_dievas
			value = 1
		}

		has_trait = {
			trait = ares_own
			value = 1
		}

		has_trait = {
			trait = skylord
			value = 1
		}

		has_trait = {
			trait = kailash_guardian
			value = 1
		}

		# CK2Plus
		has_trait = {
			trait = machas_javelin
			value = 1
		}

		has_trait = {
			trait = montu
			value = 1
		}

		# Negative modifiers
		has_trait = {
			trait = craven
			value = -3
		}

		has_trait = {
			trait = weak
			value = -2
		}

		has_trait = {
			trait = frail
			value = -1
		}

		has_trait = {
			trait = slothful
			value = -1
		}

		has_trait = {
			trait = content
			value = -1
		}

		has_trait = {
			trait = dwarf
			value = -1
		}

		has_trait = {
			trait = clubfooted
			value = -1
		}

		has_trait = {
			trait = hunchback
			value = -1
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		warrior_lodge_member_score = yes

		mult_modifier = {
			trait = hound_of_dievas
			factor = 1.1
		}
	}

	startup_populate = {
		trigger = {
			religion_openly_baltic_or_reformed_trigger = yes
			is_adult = yes
			ai = yes
			controls_religion = no
			is_in_society = no

			OR = {
				trait = zealous
				martial >= 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				duelist_skill_is_medium_group_trigger = yes
				duelist_skill_is_high_group_trigger = yes
			}
		}
	}
}

warrior_lodge_finnish = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_02
	society_ranks_gfx = warriors_ranks
	associated_religion = finnish_pagan

	indestructible = yes
	society_influence = no

	non_interference = {
		always = yes
	}

	active = {
		has_dlc = "Holy Fury"
	}

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

			trigger_if = {
				limit = { has_religion_matching_available_warrior_lodge_trigger = yes }
				religion_openly_finnish_or_reformed_trigger = yes
			}
			trigger_else = {
				OR = {
					# You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_finnish_or_reformed_trigger = yes }
					any_liege = { religion_openly_finnish_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_finnish_or_reformed_trigger = yes }
				}
			}
		}
	}

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

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

		trigger_if = {
			limit = { has_character_modifier = warrior_lodge_failed_joining_cd }

			custom_tooltip = {
				text = has_not_angered_society_tt
				always = no
			}
		}
		trigger_else_if = {
			limit = { has_character_flag = society_join_block }
			always = no
		}
		trigger_else = {
			is_adult = yes
			prisoner = no

			trigger_if = {
				limit = { religion_openly_finnish_or_reformed_trigger = no }

				NOT = { trait = zealous }
				has_tribal_or_nomadic_government_trigger = yes

				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}

				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
			}
			trigger_else = {
				# Just here for the tooltip
				religion_openly_finnish_or_reformed_trigger = yes
			}
		}
	}

	potential = { # If you change religion or become zealous while NOT pagan, you are kicked out
		trigger_if = {
			limit = { religion_openly_finnish_or_reformed_trigger = no }
			NOT = { trait = zealous }
		}
	}

	society_rank = { # "Fledling"
		level = 1
		limit = 50
		startup_limit = 10

		modifier = {
			monthly_character_prestige = 0.25
		}

		powers = {
			warrior_lodge_duel							# Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden					# Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor						# Passive Power: Survivor
			warrior_lodge_lifetime_of_war				# Passive Power: A Lifetime of War
		}
	}

	society_rank = { # "Warrior"
		level = 2
		limit = 20
		startup_limit = 6

		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}

		powers = {
			warrior_lodge_reaver						# Passive Power: Reaver
			warrior_lodge_warrior_training				# Power: Warrior Training
			warrior_lodge_summon_commander				# Power: Summon Commander
		}
	}

	society_rank = { # "Veteran"
		level = 3
		limit = 10
		startup_limit = 4

		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}

		powers = {
			warrior_lodge_inspire_warriors				# Power: Inspire Warriors
			warrior_lodge_war_sacrifice					# Power: War Sacrifice
			warrior_lodge_suomenusko_summon_warriors	# Power: Summon Warriors of Ukko
		}
	}

	society_rank = { # "Hero"
		level = 4
		limit = 4
		startup_limit = 3

		modifier = {
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}

		powers = {
			warrior_lodge_indomitable					# Passive Power: Indomitable
			warrior_lodge_call_to_glory					# Power: Call to Glory
			warrior_lodge_choose_military_aspect		# Power: Choose Military Aspect
		}
	}

	plots = {
	}

	ambitions = {
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse

		# Positive modifiers
		per_attribute = {
			name = martial
			value = 0.25
		}

		has_trait = {
			trait = hunter
			value = 1
		}

		has_trait = {
			trait = strategist
			value = 1
		}

		has_trait = {
			trait = duelist
			value = 1
		}

		has_trait = {
			trait = scarred
			value = 1
		}

		has_trait = {
			trait = scarred_mid
			value = 2
		}

		has_trait = {
			trait = scarred_high
			value = 3
		}

		has_trait = {
			trait = genius
			value = 1
		}

		has_trait = {
			trait = quick
			value = 1
		}

		has_trait = {
			trait = shrewd
			value = 1
		}

		has_trait = {
			trait = strong
			value = 3
		}

		has_trait = {
			trait = brawny
			value = 2
		}

		has_trait = {
			trait = tall
			value = 2
		}

		has_trait = {
			trait = impaler
			value = 1
		}

		has_trait = {
			trait = falconer
			value = 1
		}

		has_trait = {
			trait = wroth
			value = 1
		}

		has_trait = {
			trait = proud
			value = 1
		}

		has_trait = {
			trait = patient
			value = 1
		}

		has_trait = {
			trait = diligent
			value = 1
		}

		has_trait = {
			trait = humble
			value = 1
		}

		has_trait = {
			trait = brave
			value = 2
		}

		has_trait = {
			trait = ambitious
			value = 1
		}

		has_trait = {
			trait = cruel
			value = 1
		}

		has_trait = {
			trait = stubborn
			value = 1
		}

		has_trait = {
			trait = adventurer
			value = 1
		}

		has_trait = {
			trait = viking
			value = 1
		}

		has_trait = {
			trait = pirate
			value = 1
		}

		has_trait = {
			trait = ravager
			value = 2
		}

		has_trait = {
			trait = sea_king
			value = 3
		}

		has_trait = {
			trait = sea_queen
			value = 3
		}

		has_trait = {
			trait = shieldmaiden
			value = 1
		}

		has_trait = {
			trait = berserker
			value = 1
		}

		has_trait = {
			trait = varangian
			value = 1
		}

		has_trait = {
			trait = valhalla_bound
			value = 1
		}

		has_trait = {
			trait = eagle_knight
			value = 1
		}

		has_trait = {
			trait = sun_warrior
			value = 1
		}

		has_trait = {
			trait = ukkos_hammer
			value = 1
		}

		has_trait = {
			trait = nyames_shield
			value = 1
		}

		has_trait = {
			trait = peruns_chosen
			value = 1
		}

		has_trait = {
			trait = hound_of_dievas
			value = 1
		}

		has_trait = {
			trait = ares_own
			value = 1
		}

		has_trait = {
			trait = skylord
			value = 1
		}

		has_trait = {
			trait = kailash_guardian
			value = 1
		}

		# CK2Plus
		has_trait = {
			trait = machas_javelin
			value = 1
		}

		has_trait = {
			trait = montu
			value = 1
		}

		# Negative modifiers
		has_trait = {
			trait = craven
			value = -3
		}

		has_trait = {
			trait = weak
			value = -2
		}

		has_trait = {
			trait = frail
			value = -1
		}

		has_trait = {
			trait = slothful
			value = -1
		}

		has_trait = {
			trait = content
			value = -1
		}

		has_trait = {
			trait = dwarf
			value = -1
		}

		has_trait = {
			trait = clubfooted
			value = -1
		}

		has_trait = {
			trait = hunchback
			value = -1
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		warrior_lodge_member_score = yes

		mult_modifier = {
			trait = ukkos_hammer
			factor = 1.1
		}
	}

	startup_populate = {
		trigger = {
			religion_openly_finnish_or_reformed_trigger = yes
			is_adult = yes
			ai = yes
			controls_religion = no
			is_in_society = no

			OR = {
				trait = zealous
				martial >= 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				duelist_skill_is_medium_group_trigger = yes
				duelist_skill_is_high_group_trigger = yes
			}
		}
	}
}

warrior_lodge_slavic = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_01
	society_ranks_gfx = warriors_ranks
	associated_religion = slavic_pagan

	indestructible = yes
	society_influence = no

	non_interference = {
		always = yes
	}

	active = {
		has_dlc = "Holy Fury"
	}

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

			trigger_if = {
				limit = { has_religion_matching_available_warrior_lodge_trigger = yes }
				religion_openly_slavic_or_reformed_trigger = yes
			}
			trigger_else = {
				OR = {
					# You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_slavic_or_reformed_trigger = yes }
					any_liege = { religion_openly_slavic_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_slavic_or_reformed_trigger = yes }
				}
			}
		}
	}

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

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

		trigger_if = {
			limit = { has_character_modifier = warrior_lodge_failed_joining_cd }

			custom_tooltip = {
				text = has_not_angered_society_tt
				always = no
			}
		}
		trigger_else_if = {
			limit = { has_character_flag = society_join_block }
			always = no
		}
		trigger_else = {
			is_adult = yes
			prisoner = no

			trigger_if = {
				limit = { religion_openly_slavic_or_reformed_trigger = no }

				NOT = { trait = zealous }
				has_tribal_or_nomadic_government_trigger = yes

				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}

				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
			}
			trigger_else = {
				# Just here for the tooltip
				religion_openly_slavic_or_reformed_trigger = yes
			}
		}
	}

	potential = { # If you change religion or become zealous while NOT pagan, you are kicked out
		trigger_if = {
			limit = { religion_openly_slavic_or_reformed_trigger = no }
			NOT = { trait = zealous }
		}
	}

	society_rank = { # "Fledling"
		level = 1
		limit = 50
		startup_limit = 10

		modifier = {
			monthly_character_prestige = 0.25
		}

		powers = {
			warrior_lodge_duel						# Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden				# Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor					# Passive Power: Survivor
			warrior_lodge_lifetime_of_war			# Passive Power: A Lifetime of War
		}
	}

	society_rank = { # "Warrior"
		level = 2
		limit = 20
		startup_limit = 6

		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}

		powers = {
			warrior_lodge_reaver					# Passive Power: Reaver
			warrior_lodge_warrior_training			# Power: Warrior Training
			warrior_lodge_summon_commander			# Power: Summon Commander
			warrior_lodge_slavic_stand_together		# Power: Stand Together
		}
	}

	society_rank = { # "Veteran"
		level = 3
		limit = 10
		startup_limit = 4

		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}

		powers = {
			warrior_lodge_inspire_warriors			# Power: Inspire Warriors
			warrior_lodge_war_sacrifice				# Power: War Sacrifice
		}
	}

	society_rank = { # "Hero"
		level = 4
		limit = 4
		startup_limit = 3

		modifier = {
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}

		powers = {
			warrior_lodge_indomitable				# Passive Power: Indomitable
			warrior_lodge_call_to_glory				# Power: Call to Glory
			warrior_lodge_choose_military_aspect	# Power: Choose Military Aspect
		}
	}

	plots = {
	}

	ambitions = {
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse

		# Positive modifiers
		per_attribute = {
			name = martial
			value = 0.25
		}

		has_trait = {
			trait = hunter
			value = 1
		}

		has_trait = {
			trait = strategist
			value = 1
		}

		has_trait = {
			trait = duelist
			value = 1
		}

		has_trait = {
			trait = scarred
			value = 1
		}

		has_trait = {
			trait = scarred_mid
			value = 2
		}

		has_trait = {
			trait = scarred_high
			value = 3
		}

		has_trait = {
			trait = genius
			value = 1
		}

		has_trait = {
			trait = quick
			value = 1
		}

		has_trait = {
			trait = shrewd
			value = 1
		}

		has_trait = {
			trait = strong
			value = 3
		}

		has_trait = {
			trait = brawny
			value = 2
		}

		has_trait = {
			trait = tall
			value = 2
		}

		has_trait = {
			trait = impaler
			value = 1
		}

		has_trait = {
			trait = falconer
			value = 1
		}

		has_trait = {
			trait = wroth
			value = 1
		}

		has_trait = {
			trait = proud
			value = 1
		}

		has_trait = {
			trait = patient
			value = 1
		}

		has_trait = {
			trait = diligent
			value = 1
		}

		has_trait = {
			trait = humble
			value = 1
		}

		has_trait = {
			trait = brave
			value = 2
		}

		has_trait = {
			trait = ambitious
			value = 1
		}

		has_trait = {
			trait = cruel
			value = 1
		}

		has_trait = {
			trait = stubborn
			value = 1
		}

		has_trait = {
			trait = adventurer
			value = 1
		}

		has_trait = {
			trait = viking
			value = 1
		}

		has_trait = {
			trait = pirate
			value = 1
		}

		has_trait = {
			trait = ravager
			value = 2
		}

		has_trait = {
			trait = sea_king
			value = 3
		}

		has_trait = {
			trait = sea_queen
			value = 3
		}

		has_trait = {
			trait = shieldmaiden
			value = 1
		}

		has_trait = {
			trait = berserker
			value = 1
		}

		has_trait = {
			trait = varangian
			value = 1
		}

		has_trait = {
			trait = valhalla_bound
			value = 1
		}

		has_trait = {
			trait = eagle_knight
			value = 1
		}

		has_trait = {
			trait = sun_warrior
			value = 1
		}

		has_trait = {
			trait = ukkos_hammer
			value = 1
		}

		has_trait = {
			trait = nyames_shield
			value = 1
		}

		has_trait = {
			trait = peruns_chosen
			value = 1
		}

		has_trait = {
			trait = hound_of_dievas
			value = 1
		}

		has_trait = {
			trait = ares_own
			value = 1
		}

		has_trait = {
			trait = skylord
			value = 1
		}

		has_trait = {
			trait = kailash_guardian
			value = 1
		}

		# CK2Plus
		has_trait = {
			trait = machas_javelin
			value = 1
		}

		has_trait = {
			trait = montu
			value = 1
		}

		# Negative modifiers
		has_trait = {
			trait = craven
			value = -3
		}

		has_trait = {
			trait = weak
			value = -2
		}

		has_trait = {
			trait = frail
			value = -1
		}

		has_trait = {
			trait = slothful
			value = -1
		}

		has_trait = {
			trait = content
			value = -1
		}

		has_trait = {
			trait = dwarf
			value = -1
		}

		has_trait = {
			trait = clubfooted
			value = -1
		}

		has_trait = {
			trait = hunchback
			value = -1
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		warrior_lodge_member_score = yes

		mult_modifier = {
			trait = peruns_chosen
			factor = 1.1
		}
	}

	startup_populate = {
		trigger = {
			religion_openly_slavic_or_reformed_trigger = yes
			is_adult = yes
			ai = yes
			controls_religion = no
			is_in_society = no

			OR = {
				trait = zealous
				martial >= 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				duelist_skill_is_medium_group_trigger = yes
				duelist_skill_is_high_group_trigger = yes
			}
		}
	}
}

warrior_lodge_west_african = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_02
	society_ranks_gfx = warriors_ranks
	associated_religion = west_african_pagan

	indestructible = yes
	society_influence = no

	non_interference = {
		always = yes
	}

	active = {
		has_dlc = "Holy Fury"
	}

	show_society = {
		trigger_if = {
			limit = {
				NOT = { society_member_of = warrior_lodge_west_african }
			}
			trigger_if = {
				limit = { has_religion_matching_available_warrior_lodge_trigger = yes }
				religion_openly_west_african_or_reformed_trigger = yes
			}
			trigger_else = {
				OR = {
					# You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_west_african_or_reformed_trigger = yes }
					any_liege = { religion_openly_west_african_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_west_african_or_reformed_trigger = yes }
				}
			}
		}
	}

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

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

		trigger_if = {
			limit = { has_character_modifier = warrior_lodge_failed_joining_cd }

			custom_tooltip = {
				text = has_not_angered_society_tt
				always = no
			}
		}
		trigger_else_if = {
			limit = { has_character_flag = society_join_block }
			always = no
		}
		trigger_else = {
			is_adult = yes
			prisoner = no

			trigger_if = {
				limit = { religion_openly_west_african_or_reformed_trigger = no }

				NOT = { trait = zealous }
				has_tribal_or_nomadic_government_trigger = yes

				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}

				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
			}
			trigger_else = {
				# Just here for the tooltip
				religion_openly_west_african_or_reformed_trigger = yes
			}
		}
	}

	potential = { # If you change religion or become zealous while NOT pagan, you are kicked out
		trigger_if = {
			limit = { religion_openly_west_african_or_reformed_trigger = no }
			NOT = { trait = zealous }
		}
	}

	society_rank = { # "Fledling"
		level = 1
		limit = 50
		startup_limit = 10

		modifier = {
			monthly_character_prestige = 0.25
		}

		powers = {
			warrior_lodge_duel							# Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden					# Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor						# Passive Power: Survivor
			warrior_lodge_lifetime_of_war				# Passive Power: A Lifetime of War
		}
	}

	society_rank = { # "Warrior"
		level = 2
		limit = 20
		startup_limit = 6

		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}

		powers = {
			warrior_lodge_reaver						# Passive Power: Reaver
			warrior_lodge_warrior_training				# Power: Warrior Training
			warrior_lodge_summon_commander				# Power: Summon Commander
		}
	}

	society_rank = { # "Veteran"
		level = 3
		limit = 10
		startup_limit = 4

		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}

		powers = {
			warrior_lodge_inspire_warriors				# Power: Inspire Warriors
			warrior_lodge_war_sacrifice					# Power: War Sacrifice
		}
	}

	society_rank = { # "Hero"
		level = 4
		limit = 4
		startup_limit = 3

		modifier = {
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}

		powers = {
			warrior_lodge_indomitable					# Passive Power: Indomitable
			warrior_lodge_call_to_glory					# Power: Call to Glory
			warrior_lodge_choose_military_aspect		# Power: Choose Military Aspect
			warrior_lodge_west_african_create_fetish	# Power: Create Fetish
		}
	}

	plots = {
	}

	ambitions = {
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse

		# Positive modifiers
		per_attribute = {
			name = martial
			value = 0.25
		}

		has_trait = {
			trait = twin
			value = 4
		}

		has_trait = {
			trait = hunter
			value = 1
		}

		has_trait = {
			trait = strategist
			value = 1
		}

		has_trait = {
			trait = duelist
			value = 1
		}

		has_trait = {
			trait = scarred
			value = 1
		}

		has_trait = {
			trait = scarred_mid
			value = 2
		}

		has_trait = {
			trait = scarred_high
			value = 3
		}

		has_trait = {
			trait = genius
			value = 1
		}

		has_trait = {
			trait = quick
			value = 1
		}

		has_trait = {
			trait = shrewd
			value = 1
		}

		has_trait = {
			trait = strong
			value = 3
		}

		has_trait = {
			trait = brawny
			value = 2
		}

		has_trait = {
			trait = tall
			value = 2
		}

		has_trait = {
			trait = impaler
			value = 1
		}

		has_trait = {
			trait = falconer
			value = 1
		}

		has_trait = {
			trait = wroth
			value = 1
		}

		has_trait = {
			trait = proud
			value = 1
		}

		has_trait = {
			trait = patient
			value = 1
		}

		has_trait = {
			trait = diligent
			value = 1
		}

		has_trait = {
			trait = humble
			value = 1
		}

		has_trait = {
			trait = brave
			value = 2
		}

		has_trait = {
			trait = ambitious
			value = 1
		}

		has_trait = {
			trait = cruel
			value = 1
		}

		has_trait = {
			trait = stubborn
			value = 1
		}

		has_trait = {
			trait = adventurer
			value = 1
		}

		has_trait = {
			trait = viking
			value = 1
		}

		has_trait = {
			trait = pirate
			value = 1
		}

		has_trait = {
			trait = ravager
			value = 2
		}

		has_trait = {
			trait = sea_king
			value = 3
		}

		has_trait = {
			trait = sea_queen
			value = 3
		}

		has_trait = {
			trait = shieldmaiden
			value = 1
		}

		has_trait = {
			trait = berserker
			value = 1
		}

		has_trait = {
			trait = varangian
			value = 1
		}

		has_trait = {
			trait = valhalla_bound
			value = 1
		}

		has_trait = {
			trait = eagle_knight
			value = 1
		}

		has_trait = {
			trait = sun_warrior
			value = 1
		}

		has_trait = {
			trait = ukkos_hammer
			value = 1
		}

		has_trait = {
			trait = nyames_shield
			value = 1
		}

		has_trait = {
			trait = peruns_chosen
			value = 1
		}

		has_trait = {
			trait = hound_of_dievas
			value = 1
		}

		has_trait = {
			trait = ares_own
			value = 1
		}

		has_trait = {
			trait = skylord
			value = 1
		}

		has_trait = {
			trait = kailash_guardian
			value = 1
		}

		# CK2Plus
		has_trait = {
			trait = machas_javelin
			value = 1
		}

		has_trait = {
			trait = montu
			value = 1
		}

		# Negative modifiers
		has_trait = {
			trait = craven
			value = -3
		}

		has_trait = {
			trait = weak
			value = -2
		}

		has_trait = {
			trait = frail
			value = -1
		}

		has_trait = {
			trait = slothful
			value = -1
		}

		has_trait = {
			trait = content
			value = -1
		}

		has_trait = {
			trait = dwarf
			value = -1
		}

		has_trait = {
			trait = clubfooted
			value = -1
		}

		has_trait = {
			trait = hunchback
			value = -1
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		warrior_lodge_member_score = yes

		mult_modifier = {
			trait = nyames_shield
			factor = 1.1
		}
	}

	startup_populate = {
		trigger = {
			religion_openly_west_african_or_reformed_trigger = yes
			is_adult = yes
			ai = yes
			controls_religion = no
			is_in_society = no

			OR = {
				trait = zealous
				martial >= 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				duelist_skill_is_medium_group_trigger = yes
				duelist_skill_is_high_group_trigger = yes
			}
		}
	}
}

warrior_lodge_zun = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_01
	society_ranks_gfx = warriors_ranks
	associated_religion = zun_pagan

	indestructible = yes
	society_influence = no

	non_interference = {
		always = yes
	}

	active = {
		has_dlc = "Holy Fury"
	}

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

			trigger_if = {
				limit = { has_religion_matching_available_warrior_lodge_trigger = yes }


				OR = {
					religion_openly_zun_or_reformed_trigger = yes
					religion = arabic_pagan
					religion = canaan_pagan
					religion = berber_pagan
					religion_openly_egyptian_or_reformed_trigger = yes
				}
			}
			trigger_else = {
				OR = {
					# You have neighbors, etc, of the correct religion...
					any_vassal = {
						OR = {
							religion_openly_zun_or_reformed_trigger = yes
							religion = arabic_pagan
							religion = canaan_pagan
							religion = berber_pagan
							religion_openly_egyptian_or_reformed_trigger = yes
						}
					}

					any_liege = {
						OR = {
							religion_openly_zun_or_reformed_trigger = yes
							religion = arabic_pagan
							religion = canaan_pagan
							religion = berber_pagan
							religion_openly_egyptian_or_reformed_trigger = yes
						}
					}

					any_neighbor_independent_ruler = {
						OR = {
							religion_openly_zun_or_reformed_trigger = yes
							religion = arabic_pagan
							religion = canaan_pagan
							religion = berber_pagan
							religion_openly_egyptian_or_reformed_trigger = yes
						}
					}
				}
			}
		}
	}

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

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

		trigger_if = {
			limit = { has_character_modifier = warrior_lodge_failed_joining_cd }

			custom_tooltip = {
				text = has_not_angered_society_tt
				always = no
			}
		}
		trigger_else_if = {
			limit = { has_character_flag = society_join_block }
			always = no
		}
		trigger_else = {
			is_adult = yes
			prisoner = no

			trigger_if = {
				limit = {
					religion_openly_zun_or_reformed_trigger = no
					religion_openly_egyptian_or_reformed_trigger = no

					NOR = {
						religion = arabic_pagan
						religion = canaan_pagan
						religion = berber_pagan
					}
				}

				NOT = { trait = zealous }
				has_tribal_or_nomadic_government_trigger = yes

				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}

				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
			}
			trigger_else = {
				# Just here for the tooltip
				OR = {
					religion_openly_zun_or_reformed_trigger = yes
					religion = arabic_pagan
					religion = canaan_pagan
					religion = berber_pagan
					religion_openly_egyptian_or_reformed_trigger = yes
				}
			}
		}
	}

	potential = { # If you change religion or become zealous while NOT pagan, you are kicked out
		trigger_if = {
			limit = {
				religion_openly_zun_or_reformed_trigger = no
				religion_openly_egyptian_or_reformed_trigger = no

				NOR = {
					religion = arabic_pagan
					religion = canaan_pagan
					religion = berber_pagan
				}
			}

			NOT = { trait = zealous }
		}
	}

	society_rank = { # "Fledling"
		level = 1
		limit = 50
		startup_limit = 10

		modifier = {
			monthly_character_prestige = 0.25
		}

		powers = {
			warrior_lodge_duel						# Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden				# Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor					# Passive Power: Survivor
			warrior_lodge_lifetime_of_war			# Passive Power: A Lifetime of War
		}
	}

	society_rank = { # "Warrior"
		level = 2
		limit = 20
		startup_limit = 6

		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}

		powers = {
			warrior_lodge_reaver					# Passive Power: Reaver
			warrior_lodge_warrior_training			# Power: Warrior Training
			warrior_lodge_summon_commander			# Power: Summon Commander
			warrior_lodge_zun_battle_trance			# Power: Battle Trance
		}
	}

	society_rank = { # "Veteran"
		level = 3
		limit = 10
		startup_limit = 4

		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}

		powers = {
			warrior_lodge_inspire_warriors			# Power: Inspire Warriors
			warrior_lodge_war_sacrifice				# Power: War Sacrifice
		}
	}

	society_rank = { # "Hero"
		level = 4
		limit = 4
		startup_limit = 3

		modifier = {
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}

		powers = {
			warrior_lodge_indomitable				# Passive Power: Indomitable
			warrior_lodge_call_to_glory				# Power: Call to Glory
			warrior_lodge_choose_military_aspect	# Power: Choose Military Aspect
		}
	}

	plots = {
	}

	ambitions = {
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse

		# Positive modifiers
		per_attribute = {
			name = martial
			value = 0.25
		}

		has_trait = {
			trait = hunter
			value = 1
		}

		has_trait = {
			trait = strategist
			value = 1
		}

		has_trait = {
			trait = duelist
			value = 1
		}

		has_trait = {
			trait = scarred
			value = 1
		}

		has_trait = {
			trait = scarred_mid
			value = 2
		}

		has_trait = {
			trait = scarred_high
			value = 3
		}

		has_trait = {
			trait = genius
			value = 1
		}

		has_trait = {
			trait = quick
			value = 1
		}

		has_trait = {
			trait = shrewd
			value = 1
		}

		has_trait = {
			trait = strong
			value = 3
		}

		has_trait = {
			trait = brawny
			value = 2
		}

		has_trait = {
			trait = tall
			value = 2
		}

		has_trait = {
			trait = impaler
			value = 1
		}

		has_trait = {
			trait = falconer
			value = 1
		}

		has_trait = {
			trait = wroth
			value = 1
		}

		has_trait = {
			trait = proud
			value = 1
		}

		has_trait = {
			trait = patient
			value = 1
		}

		has_trait = {
			trait = diligent
			value = 1
		}

		has_trait = {
			trait = humble
			value = 1
		}

		has_trait = {
			trait = brave
			value = 2
		}

		has_trait = {
			trait = ambitious
			value = 1
		}

		has_trait = {
			trait = cruel
			value = 1
		}

		has_trait = {
			trait = stubborn
			value = 1
		}

		has_trait = {
			trait = adventurer
			value = 1
		}

		has_trait = {
			trait = viking
			value = 1
		}

		has_trait = {
			trait = pirate
			value = 1
		}

		has_trait = {
			trait = ravager
			value = 2
		}

		has_trait = {
			trait = sea_king
			value = 3
		}

		has_trait = {
			trait = sea_queen
			value = 3
		}

		has_trait = {
			trait = shieldmaiden
			value = 1
		}

		has_trait = {
			trait = berserker
			value = 1
		}

		has_trait = {
			trait = varangian
			value = 1
		}

		has_trait = {
			trait = valhalla_bound
			value = 1
		}

		has_trait = {
			trait = eagle_knight
			value = 1
		}

		has_trait = {
			trait = sun_warrior
			value = 1
		}

		has_trait = {
			trait = ukkos_hammer
			value = 1
		}

		has_trait = {
			trait = nyames_shield
			value = 1
		}

		has_trait = {
			trait = peruns_chosen
			value = 1
		}

		has_trait = {
			trait = hound_of_dievas
			value = 1
		}

		has_trait = {
			trait = ares_own
			value = 1
		}

		has_trait = {
			trait = skylord
			value = 1
		}

		has_trait = {
			trait = kailash_guardian
			value = 1
		}

		# CK2Plus
		has_trait = {
			trait = machas_javelin
			value = 1
		}

		has_trait = {
			trait = montu
			value = 1
		}

		# Negative modifiers
		has_trait = {
			trait = craven
			value = -3
		}

		has_trait = {
			trait = weak
			value = -2
		}

		has_trait = {
			trait = frail
			value = -1
		}

		has_trait = {
			trait = slothful
			value = -1
		}

		has_trait = {
			trait = content
			value = -1
		}

		has_trait = {
			trait = dwarf
			value = -1
		}

		has_trait = {
			trait = clubfooted
			value = -1
		}

		has_trait = {
			trait = hunchback
			value = -1
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		warrior_lodge_member_score = yes

		mult_modifier = {
			trait = sun_warrior
			factor = 1.1
		}
	}

	startup_populate = {
		trigger = {
			OR = {
				religion_openly_zun_or_reformed_trigger = yes
				religion = arabic_pagan
				religion = canaan_pagan
				religion = berber_pagan
				religion_openly_egyptian_or_reformed_trigger = yes
			}

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

			OR = {
				trait = zealous
				martial >= 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				duelist_skill_is_medium_group_trigger = yes
				duelist_skill_is_high_group_trigger = yes
			}
		}
	}
}

warrior_lodge_bon = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_02
	society_ranks_gfx = warriors_ranks
	associated_religion = bon_pagan

	indestructible = yes
	society_influence = no

	non_interference = {
		always = yes
	}

	active = {
		has_dlc = "Holy Fury"
	}

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

			trigger_if = {
				limit = { has_religion_matching_available_warrior_lodge_trigger = yes }
				religion_openly_bon_or_reformed_trigger = no
			}
			trigger_else = {
				OR = {
					# You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_bon_or_reformed_trigger = yes }
					any_liege = { religion_openly_bon_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_bon_or_reformed_trigger = yes }
				}
			}
		}
	}

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

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

		trigger_if = {
			limit = { has_character_modifier = warrior_lodge_failed_joining_cd }

			custom_tooltip = {
				text = has_not_angered_society_tt
				always = no
			}
		}
		trigger_else_if = {
			limit = { has_character_flag = society_join_block }
			always = no
		}
		trigger_else = {
			is_adult = yes
			prisoner = no

			trigger_if = {
				limit = { religion_openly_bon_or_reformed_trigger = no }

				NOT = { trait = zealous }
				has_tribal_or_nomadic_government_trigger = yes

				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}

				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
			}
			trigger_else = {
				# Just here for the tooltip
				religion_openly_bon_or_reformed_trigger = yes
			}
		}
	}

	potential = { # If you change religion or become zealous while NOT pagan, you are kicked out
		trigger_if = {
			limit = { religion_openly_bon_or_reformed_trigger = no }
			NOT = { trait = zealous }
		}
	}

	society_rank = { # "Fledling"
		level = 1
		limit = 50
		startup_limit = 10

		modifier = {
			monthly_character_prestige = 0.25
		}

		powers = {
			warrior_lodge_duel						# Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden				# Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor					# Passive Power: Survivor
			warrior_lodge_lifetime_of_war			# Passive Power: A Lifetime of War
			warrior_lodge_bon_toughness				# Power: Toughness
		}
	}

	society_rank = { # "Warrior"
		level = 2
		limit = 20
		startup_limit = 6

		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}

		powers = {
			warrior_lodge_reaver					# Passive Power: Reaver
			warrior_lodge_warrior_training			# Power: Warrior Training
			warrior_lodge_summon_commander			# Power: Summon Commander
		}
	}

	society_rank = { # "Veteran"
		level = 3
		limit = 10
		startup_limit = 4

		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}

		powers = {
			warrior_lodge_inspire_warriors			# Power: Inspire Warriors
			warrior_lodge_war_sacrifice				# Power: War Sacrifice
		}
	}

	society_rank = { # "Hero"
		level = 4
		limit = 4
		startup_limit = 3

		modifier = {
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}

		powers = {
			warrior_lodge_indomitable				# Passive Power: Indomitable
			warrior_lodge_call_to_glory				# Power: Call to Glory
			warrior_lodge_choose_military_aspect	# Power: Choose Military Aspect
		}
	}

	plots = {
	}

	ambitions = {
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse

		# Positive modifiers
		per_attribute = {
			name = martial
			value = 0.25
		}

		has_trait = {
			trait = hunter
			value = 1
		}

		has_trait = {
			trait = strategist
			value = 1
		}

		has_trait = {
			trait = duelist
			value = 1
		}

		has_trait = {
			trait = scarred
			value = 1
		}

		has_trait = {
			trait = scarred_mid
			value = 2
		}

		has_trait = {
			trait = scarred_high
			value = 3
		}

		has_trait = {
			trait = genius
			value = 1
		}

		has_trait = {
			trait = quick
			value = 1
		}

		has_trait = {
			trait = shrewd
			value = 1
		}

		has_trait = {
			trait = strong
			value = 3
		}

		has_trait = {
			trait = brawny
			value = 2
		}

		has_trait = {
			trait = tall
			value = 2
		}

		has_trait = {
			trait = impaler
			value = 1
		}

		has_trait = {
			trait = falconer
			value = 1
		}

		has_trait = {
			trait = wroth
			value = 1
		}

		has_trait = {
			trait = proud
			value = 1
		}

		has_trait = {
			trait = patient
			value = 1
		}

		has_trait = {
			trait = diligent
			value = 1
		}

		has_trait = {
			trait = humble
			value = 1
		}

		has_trait = {
			trait = brave
			value = 2
		}

		has_trait = {
			trait = ambitious
			value = 1
		}

		has_trait = {
			trait = cruel
			value = 1
		}

		has_trait = {
			trait = stubborn
			value = 1
		}

		has_trait = {
			trait = adventurer
			value = 1
		}

		has_trait = {
			trait = viking
			value = 1
		}

		has_trait = {
			trait = pirate
			value = 1
		}

		has_trait = {
			trait = ravager
			value = 2
		}

		has_trait = {
			trait = sea_king
			value = 3
		}

		has_trait = {
			trait = sea_queen
			value = 3
		}

		has_trait = {
			trait = shieldmaiden
			value = 1
		}

		has_trait = {
			trait = berserker
			value = 1
		}

		has_trait = {
			trait = varangian
			value = 1
		}

		has_trait = {
			trait = valhalla_bound
			value = 1
		}

		has_trait = {
			trait = eagle_knight
			value = 1
		}

		has_trait = {
			trait = sun_warrior
			value = 1
		}

		has_trait = {
			trait = ukkos_hammer
			value = 1
		}

		has_trait = {
			trait = nyames_shield
			value = 1
		}

		has_trait = {
			trait = peruns_chosen
			value = 1
		}

		has_trait = {
			trait = hound_of_dievas
			value = 1
		}

		has_trait = {
			trait = ares_own
			value = 1
		}

		has_trait = {
			trait = skylord
			value = 1
		}

		has_trait = {
			trait = kailash_guardian
			value = 1
		}

		# CK2Plus
		has_trait = {
			trait = machas_javelin
			value = 1
		}

		has_trait = {
			trait = montu
			value = 1
		}

		# Negative modifiers
		has_trait = {
			trait = craven
			value = -3
		}

		has_trait = {
			trait = weak
			value = -2
		}

		has_trait = {
			trait = frail
			value = -1
		}

		has_trait = {
			trait = slothful
			value = -1
		}

		has_trait = {
			trait = content
			value = -1
		}

		has_trait = {
			trait = dwarf
			value = -1
		}

		has_trait = {
			trait = clubfooted
			value = -1
		}

		has_trait = {
			trait = hunchback
			value = -1
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		warrior_lodge_member_score = yes

		mult_modifier = {
			trait = kailash_guardian
			factor = 1.1
		}
	}

	startup_populate = {
		trigger = {
			religion_openly_bon_or_reformed_trigger = yes
			is_adult = yes
			ai = yes
			controls_religion = no
			is_in_society = no

			OR = {
				trait = zealous
				martial >= 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				duelist_skill_is_medium_group_trigger = yes
				duelist_skill_is_high_group_trigger = yes
			}
		}
	}
}

warrior_lodge_hellenic = {
	primary_attribute = martial
	opinion_to_other_members = +10
	opinion_per_rank_above = +5
	sound = warrior_lodge_ambient_01
	society_ranks_gfx = warriors_ranks
	associated_religion = hellenic_pagan

	indestructible = yes
	society_influence = no

	non_interference = {
		always = yes
	}

	active = {
		has_dlc = "Holy Fury"
		has_global_flag = flag_restored_warrior_lodge_hellenic # Must be formed by decision
	}

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

			trigger_if = {
				limit = { has_religion_matching_available_warrior_lodge_trigger = yes }
				religion_openly_hellenic_or_reformed_trigger = yes
			}
			trigger_else = {
				OR = {
					# You have neighbors, etc, of the correct religion...
					any_vassal = { religion_openly_hellenic_or_reformed_trigger = yes }
					any_liege = { religion_openly_hellenic_or_reformed_trigger = yes }
					any_neighbor_independent_ruler = { religion_openly_hellenic_or_reformed_trigger = yes }
				}
			}
		}
	}

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

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

		trigger_if = {
			limit = { has_character_modifier = warrior_lodge_failed_joining_cd }

			custom_tooltip = {
				text = has_not_angered_society_tt
				always = no
			}
		}
		trigger_else_if = {
			limit = { has_character_flag = society_join_block }
			always = no
		}
		trigger_else = {
			is_adult = yes
			prisoner = no

			trigger_if = {
				limit = { religion_openly_hellenic_or_reformed_trigger = no }

				NOT = { trait = zealous }
				has_tribal_or_nomadic_government_trigger = yes

				custom_tooltip = {
					text = society_has_at_least_10_members_tt
					FROM = { num_of_society_members >= 10 }
				}

				custom_tooltip = {
					text = special_join_warrior_lodge_trigger_tt
					special_join_warrior_lodge_trigger = yes
				}
			}
			trigger_else = {
				religion_openly_hellenic_or_reformed_trigger = yes
			}
		}
	}

	potential = { # If you change religion or become zealous while NOT pagan, you are kicked out
		trigger_if = {
			limit = { religion_openly_hellenic_or_reformed_trigger = no }
			NOT = { trait = zealous }
		}
	}

	society_rank = { # "Fledling"
		level = 1
		limit = 50
		startup_limit = 10

		modifier = {
			monthly_character_prestige = 0.25
		}

		powers = {
			warrior_lodge_duel						# Passive Power: Unlocks Duel
			warrior_lodge_shieldmaiden				# Passive Power: Unlocks Shieldmaidens
			warrior_lodge_survivor					# Passive Power: Survivor
			warrior_lodge_lifetime_of_war			# Passive Power: A Lifetime of War
		}
	}

	society_rank = { # "Warrior"
		level = 2
		limit = 20
		startup_limit = 6

		modifier = {
			monthly_character_prestige = 0.5
			combat_rating = 5
			martial = 1
		}

		powers = {
			warrior_lodge_reaver					# Passive Power: Reaver
			warrior_lodge_warrior_training			# Power: Warrior Training
			warrior_lodge_summon_commander			# Power: Summon Commander
		}
	}

	society_rank = { # "Veteran"
		level = 3
		limit = 10
		startup_limit = 4

		modifier = {
			monthly_character_prestige = 0.75
			combat_rating = 10
			martial = 2
		}

		powers = {
			warrior_lodge_inspire_warriors			# Power: Inspire Warriors
			warrior_lodge_war_sacrifice				# Power: War Sacrifice
		}
	}

	society_rank = { # "Hero"
		level = 4
		limit = 4
		startup_limit = 3

		modifier = {
			monthly_character_prestige = 1
			combat_rating = 15
			martial = 3
		}

		powers = {
			warrior_lodge_indomitable				# Passive Power: Indomitable
			warrior_lodge_call_to_glory				# Power: Call to Glory
			warrior_lodge_choose_military_aspect	# Power: Choose Military Aspect
		}
	}

	plots = {
	}

	ambitions = {
	}

	monthly_currency_gain = {
		name = currency_name_warrior_lodge_norse

		# Positive modifiers
		per_attribute = {
			name = martial
			value = 0.25
		}

		has_trait = {
			trait = hunter
			value = 1
		}

		has_trait = {
			trait = strategist
			value = 1
		}

		has_trait = {
			trait = duelist
			value = 1
		}

		has_trait = {
			trait = scarred
			value = 1
		}

		has_trait = {
			trait = scarred_mid
			value = 2
		}

		has_trait = {
			trait = scarred_high
			value = 3
		}

		has_trait = {
			trait = genius
			value = 1
		}

		has_trait = {
			trait = quick
			value = 1
		}

		has_trait = {
			trait = shrewd
			value = 1
		}

		has_trait = {
			trait = strong
			value = 3
		}

		has_trait = {
			trait = brawny
			value = 2
		}

		has_trait = {
			trait = tall
			value = 2
		}

		has_trait = {
			trait = impaler
			value = 1
		}

		has_trait = {
			trait = falconer
			value = 1
		}

		has_trait = {
			trait = wroth
			value = 1
		}

		has_trait = {
			trait = proud
			value = 1
		}

		has_trait = {
			trait = patient
			value = 1
		}

		has_trait = {
			trait = diligent
			value = 1
		}

		has_trait = {
			trait = humble
			value = 1
		}

		has_trait = {
			trait = brave
			value = 2
		}

		has_trait = {
			trait = ambitious
			value = 1
		}

		has_trait = {
			trait = cruel
			value = 1
		}

		has_trait = {
			trait = stubborn
			value = 1
		}

		has_trait = {
			trait = adventurer
			value = 1
		}

		has_trait = {
			trait = viking
			value = 1
		}

		has_trait = {
			trait = pirate
			value = 1
		}

		has_trait = {
			trait = ravager
			value = 2
		}

		has_trait = {
			trait = sea_king
			value = 3
		}

		has_trait = {
			trait = sea_queen
			value = 3
		}

		has_trait = {
			trait = shieldmaiden
			value = 1
		}

		has_trait = {
			trait = berserker
			value = 1
		}

		has_trait = {
			trait = varangian
			value = 1
		}

		has_trait = {
			trait = valhalla_bound
			value = 1
		}

		has_trait = {
			trait = eagle_knight
			value = 1
		}

		has_trait = {
			trait = sun_warrior
			value = 1
		}

		has_trait = {
			trait = ukkos_hammer
			value = 1
		}

		has_trait = {
			trait = nyames_shield
			value = 1
		}

		has_trait = {
			trait = peruns_chosen
			value = 1
		}

		has_trait = {
			trait = hound_of_dievas
			value = 1
		}

		has_trait = {
			trait = ares_own
			value = 1
		}

		has_trait = {
			trait = skylord
			value = 1
		}

		has_trait = {
			trait = kailash_guardian
			value = 1
		}

		# CK2Plus
		has_trait = {
			trait = machas_javelin
			value = 1
		}

		has_trait = {
			trait = montu
			value = 1
		}

		# Negative modifiers
		has_trait = {
			trait = craven
			value = -3
		}

		has_trait = {
			trait = weak
			value = -2
		}

		has_trait = {
			trait = frail
			value = -1
		}

		has_trait = {
			trait = slothful
			value = -1
		}

		has_trait = {
			trait = content
			value = -1
		}

		has_trait = {
			trait = dwarf
			value = -1
		}

		has_trait = {
			trait = clubfooted
			value = -1
		}

		has_trait = {
			trait = hunchback
			value = -1
		}
	}

	member_score_per_attribute = 3
	member_score_per_rank = 100

	member_score = {
		value = 10

		warrior_lodge_member_score = yes

		mult_modifier = {
			trait = ares_own
			factor = 1.1
		}
	}

	startup_populate = {
		trigger = {
			religion_openly_hellenic_or_reformed_trigger = yes
			is_adult = yes
			ai = yes
			controls_religion = no
			is_in_society = no

			OR = {
				trait = zealous
				martial >= 12
				has_lifestyle_martial_trigger = yes
				has_education_martial_trigger = yes
				duelist_skill_is_medium_group_trigger = yes
				duelist_skill_is_high_group_trigger = yes
			}
		}
	}
}