house_dres_council = {
	primary_attribute = stewardship
	society_ranks_gfx = great_houses_ranks
	
	active = {
		NOT = { has_global_flag = house_dres_extinct }
	}
	indestructible = no
	
	can_join_society = {
		is_in_society = no
		OR = {
			is_lowborn = no
			has_minor_title = title_mouth
		}
		trait = house_dres
		age = 16
		controls_religion = no
		is_theocracy = no
		is_inaccessible_trigger = no
		OR = {
			is_not_undead = yes
			is_unknown_vampire = yes
		}
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = {
					society = house_dres_council
					rank = 1
				}
				liege = {
					is_playable = no
				}
			}
			NOR = {
				mercenary = yes
				holy_order = yes
				trait = clone
			}
			NOR = { 
				has_character_flag = society_join_block
				has_character_flag = wants_mouth_in_council
				any_courtier_or_vassal = { has_character_flag = mouth_in_council }
			}
		}
	}

	show_society = {
		OR = {
			society_member_of = house_dres_council
			has_house_trait_including_houseless = yes
		}
	}
	
	potential = {
		general_society_join_conditions = yes
		age = 16
		OR = {
			is_not_undead = yes
			is_unknown_vampire = yes
		}
		trait = house_dres
		NOT = { has_character_flag = society_join_block }
		controls_religion = no
		hidden_tooltip = {
			OR = {
				mercenary = no
				holy_order = no
				is_theocracy = no
			}
		}
	}
	
	#House Father > Councilman > Grandmaster
	society_rank = {
		level = 1
		limit = 40
		startup_limit = 20
		modifier = {
			monthly_character_prestige = 0.10
		}
		decisions = {
			study_specialization
		}
		powers = {
			house_traits_gain
			magistrate_training
			general_training
			infestation_reduction
		}
	}
	society_rank = {
		level = 2
		limit = 10
		startup_limit = 5
		modifier = {
			monthly_character_prestige = 0.25
		}
		decisions = {
			get_into_house
			get_favour_from_member
			ek_trainer_guild_expert
			ek_guild_contacts
		}
	}
	society_rank = {
		level = 3
		limit = 1
		startup_limit = 1
		modifier = {
			monthly_character_prestige = 0.5
		}
		decisions = {
			ek_guild_class
		}		
		powers = {
			vvardenfell_colonisation
			house_territory_claim_annex
		}
	}
	
	plots = {
	}
	
	monthly_currency_gain = {
		name = currency_name_great_house
		
		per_attribute = {
			name = stewardship
			value = 0.5
		}
		#Personality
		has_trait = {
			value = 1.5
			trait = envious
		}
		has_trait = {
			value = 1.5
			trait = proud
		}
		has_trait = {
			value = 1.5
			trait = greedy
		}
		has_trait = {
			value = 1.5
			trait = diligent
		}
		has_trait = {
			value = 1.5
			trait = content
		}
		has_trait = {
			value = 1.5
			trait = cruel
		}
		has_trait = {
			value = 1.5
			trait = slaver
		}
		#Lifestyles
		has_trait = {
			value = 0.5
			trait = administrator
		}
		has_trait = {
			value = 0.5
			trait = architect
		}
		has_trait = {
			value = 0.5
			trait = gamer
		}
		has_trait = {
			value = 0.5
			trait = gardener
		}
		has_trait = {
			value = 0.5
			trait = hunter
		}
		has_trait = {
			value = 0.5
			trait = impaler
		}
		has_trait = {
			value = 0.5
			trait = saboteur
		}
		has_trait = {
			value = 0.5
			trait = smuggler
		}
		#Educations
		has_trait = {
			value = 1
			trait = magistrate_3
		}
		has_trait = {
			value = 1.5
			trait = magistrate_4
		}
		has_trait = {
			value = 2
			trait = magistrate_5
		}
		#Ranks
		society_rank = {
			rank = 1
			value = 0.5
		}
		society_rank = {
			rank = 2
			value = 1.0
		}
		society_rank = {
			rank = 3
			value = 2.5
		}
		#Other things
		has_trait = {
			value = 1
			trait = p_almalexia
		}
		has_trait = {
			value = 0.5
			trait = scout_1
		}
		has_trait = {
			value = 0.75
			trait = scout_2
		}
		has_trait = {
			value = 1.25
			trait = scout_3
		}
		has_trait = {
			value = 0.5
			trait = trader_1
		}
		has_trait = {
			value = 0.75
			trait = trader_2
		}
		has_trait = {
			value = 1.25
			trait = trader_3
		}
	}

	member_score_per_attribute = 1
	member_score_per_rank = 100

	member_score = {
		value = 10
		additive_modifier = {
			value = 2500
			primary_title = { tier = EMPEROR }
		}
		additive_modifier = {
			value = 1000
			primary_title = { tier = KING }
		}
		additive_modifier = {
			value = 250
			primary_title = { tier = DUKE }
		}
		additive_modifier = {
			value = 50
			primary_title = { tier = COUNT }
		}
		modifier = { factor = 2.5 trait = magistrate_5 }
		modifier = { factor = 1.75 trait = magistrate_4 }
		modifier = { factor = 1.75 trait = magistrate_3 }
		modifier = { factor = 1.25 trait = scout_1 }
		modifier = { factor = 1.5 trait = scout_2 }
		modifier = { factor = 1.75 trait = scout_3 }
		modifier = { factor = 1.25 trait = trader_1 }
		modifier = { factor = 1.5 trait = trader_2 }
		modifier = { factor = 1.75 trait = trader_3 }
		modifier = { factor = 1.5 trait = p_almalexia }
		modifier = { factor = 1.5 trait = envious }
		modifier = { factor = 1.5 trait = proud }
		modifier = { factor = 1.5 trait = greedy }
		modifier = { factor = 1.5 trait = diligent }
		modifier = { factor = 1.5 trait = content }
		modifier = { factor = 1.5 trait = cruel }
		modifier = { factor = 1.5 trait = slaver }
		modifier = { factor = 1.25 trait = administrator }
		modifier = { factor = 1.25 trait = architect }
		modifier = { factor = 1.25 trait = gamer }
		modifier = { factor = 1.25 trait = gardener }
		modifier = { factor = 1.25 trait = hunter }
		modifier = { factor = 1.25 trait = impaler }
		modifier = { factor = 1.25 trait = saboteur }
		modifier = { factor = 1.25 trait = smuggler }
		modifier = { factor = 2.5 culture = dunmer }
		modifier = { factor = 1.5 culture = ashlander }
		modifier = { factor = 1.5 culture = chimer }
		modifier = { factor = 2.5 religion = almsivi}
		modifier = { factor = 1.25 religion = almsivi_old_velothi}
		modifier = { factor = 0.1 religion = daedra_malacath}
		modifier = { factor = 0.1 religion = daedra_mehrunes }
		modifier = { factor = 0.1 religion = daedra_molag }
		modifier = { factor = 0.1 religion = daedra_sheogorath }
	}
	
	startup_populate = {
		trigger = {
			trait = house_dres
			controls_religion = no
			is_theocracy = no
			OR = {
				is_ruler = yes
				dynasty = 160003 #Dres
			}
			age = 16
			is_in_society = no
			is_dumb_trigger = no
			is_inaccessible_trigger = no
			NOT = { has_character_flag = society_join_block }
		}
	}
}

house_hlaalu_council = {
	primary_attribute = intrigue
	society_ranks_gfx = great_houses_ranks
	
	active = {
		NOT = { has_global_flag = house_hlaalu_extinct }
	}
	indestructible = no
	
	can_join_society = {
		is_in_society = no
		OR = {
			is_lowborn = no
			has_minor_title = title_mouth
		}
		trait = house_hlaalu
		age = 16
		controls_religion = no
		is_theocracy = no
		is_inaccessible_trigger = no
		OR = {
			is_not_undead = yes
			is_unknown_vampire = yes
		}
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = {
					society = house_hlaalu_council
					rank = 1
				}
				liege = {
					is_playable = no
				}
			}
			NOR = {
				mercenary = yes
				holy_order = yes
				trait = clone
			}
			NOR = { 
				has_character_flag = society_join_block
				has_character_flag = wants_mouth_in_council
				any_courtier_or_vassal = { has_character_flag = mouth_in_council }
			}
		}
	}

	show_society = {
		OR = {
			society_member_of = house_hlaalu_council
			has_house_trait_including_houseless = yes
		}
	}
	
	potential = {
		general_society_join_conditions = yes
		age = 16
		OR = {
			OR = {
				is_not_undead = yes
				is_unknown_vampire = yes
			}
		}
		NOT = { has_character_flag = society_join_block }
		controls_religion = no
		hidden_tooltip = {
			OR = {
				mercenary = no
				holy_order = no
				is_theocracy = no
			}
		}
	}
	
	#House Father > Councilman > Grandmaster
	society_rank = {
		level = 1
		limit = 40
		startup_limit = 20
		modifier = {
			monthly_character_prestige = 0.10
		}
		decisions = {
			study_specialization
		}
		powers = {
			house_traits_gain
			agent_training
			general_training
			infestation_reduction
		}
	}
	society_rank = {
		level = 2
		limit = 10
		startup_limit = 5
		modifier = {
			monthly_character_prestige = 0.25
		}
		decisions = {
			get_into_house
			get_favour_from_member
			ek_trainer_guild_expert
			ek_guild_contacts
		}
	}
	society_rank = {
		level = 3
		limit = 1
		startup_limit = 1
		modifier = {
			monthly_character_prestige = 0.5
		}
		decisions = {
			ek_guild_class
		}		
		powers = {
			vvardenfell_colonisation
			house_territory_claim_annex
		}
	}
	
	plots = {
	}
	
	monthly_currency_gain = {
		name = currency_name_great_house
		
		per_attribute = {
			name = intrigue
			value = 0.5
		}
		#Personality
		has_trait = {
			value = 1.5
			trait = gregarious
		}
		has_trait = {
			value = 1.5
			trait = deceitful
		}
		has_trait = {
			value = 1.5
			trait = diligent
		}
		has_trait = {
			value = 1.5
			trait = greedy
		}
		has_trait = {
			value = 1.5
			trait = patient
		}
		has_trait = {
			value = 1.0
			trait = paranoid
		}
		has_trait = {
			value = 1.0
			trait = charitable
		}
		#Lifestyles
		has_trait = {
			value = 0.5
			trait = administrator
		}
		has_trait = {
			value = 0.5
			trait = engineer
		}
		has_trait = {
			value = 0.5
			trait = gambler
		}
		has_trait = {
			value = 0.5
			trait = hedonist
		}
		has_trait = {
			value = 0.5
			trait = seducer
		}
		has_trait = {
			value = 0.5
			trait = seductress
		}
		has_trait = {
			value = 0.5
			trait = saboteur
		}
		has_trait = {
			value = 0.5
			trait = schemer
		}
		has_trait = {
			value = 0.5
			trait = socializer
		}
		has_trait = {
			value = 0.5
			trait = smuggler
		}
		#Educations
		has_trait = {
			value = 1
			trait = agent_3
		}
		has_trait = {
			value = 1.5
			trait = agent_4
		}
		has_trait = {
			value = 2
			trait = agent_5
		}
		#Ranks
		society_rank = {
			rank = 1
			value = 0.5
		}
		society_rank = {
			rank = 2
			value = 1.0
		}
		society_rank = {
			rank = 3
			value = 2.5
		}
		#Other things
		has_trait = {
			value = 1
			trait = p_vivec
		}
		has_trait = {
			value = 0.5
			trait = assassin_1
		}
		has_trait = {
			value = 0.75
			trait = assassin_2
		}
		has_trait = {
			value = 1.25
			trait = assassin_3
		}
		has_trait = {
			value = 0.5
			trait = thief_1
		}
		has_trait = {
			value = 0.75
			trait = thief_2
		}
		has_trait = {
			value = 1.25
			trait = thief_3
		}
	}

	member_score_per_attribute = 1
	member_score_per_rank = 100

	member_score = {
		value = 10
		additive_modifier = {
			value = 2500
			primary_title = { tier = EMPEROR }
		}
		additive_modifier = {
			value = 1000
			primary_title = { tier = KING }
		}
		additive_modifier = {
			value = 250
			primary_title = { tier = DUKE }
		}
		additive_modifier = {
			value = 50
			primary_title = { tier = COUNT }
		}
		modifier = { factor = 2.5 trait = agent_5 }
		modifier = { factor = 1.75 trait = agent_4 }
		modifier = { factor = 1.75 trait = agent_3 }
		modifier = { factor = 1.25 trait = assassin_1 }
		modifier = { factor = 1.5 trait = assassin_2 }
		modifier = { factor = 1.75 trait = assassin_3 }
		modifier = { factor = 1.25 trait = thief_1 }
		modifier = { factor = 1.5 trait = thief_2 }
		modifier = { factor = 1.75 trait = thief_3 }
		modifier = { factor = 1.5 trait = p_vivec }
		modifier = { factor = 1.5 trait = gregarious }
		modifier = { factor = 1.5 trait = deceitful }
		modifier = { factor = 1.5 trait = diligent }
		modifier = { factor = 1.5 trait = greedy }
		modifier = { factor = 1.5 trait = patient }
		modifier = { factor = 1.25 trait = paranoid }
		modifier = { factor = 1.25 trait = charitable }
		modifier = { factor = 1.25 trait = administrator }
		modifier = { factor = 1.25 trait = engineer }
		modifier = { factor = 1.25 trait = gambler }
		modifier = { factor = 1.25 trait = hedonist }
		modifier = { factor = 1.25 trait = seducer }
		modifier = { factor = 1.25 trait = seductress }
		modifier = { factor = 1.25 trait = saboteur }
		modifier = { factor = 1.25 trait = socializer }
		modifier = { factor = 1.25 trait = smuggler }
		modifier = { factor = 2.5 culture = dunmer }
		modifier = { factor = 1.5 culture = ashlander }
		modifier = { factor = 1.5 culture = chimer }
		modifier = { factor = 1.5 religion = almsivi }
		modifier = { factor = 1.25 religion = almsivi_old_velothi }
		modifier = { factor = 0.25 religion = daedra_malacath}
		modifier = { factor = 0.25 religion = daedra_mehrunes }
		modifier = { factor = 0.25 religion = daedra_molag }
		modifier = { factor = 0.25 religion = daedra_sheogorath }
	}
	
	startup_populate = {
		trigger = {
			trait = house_hlaalu
			controls_religion = no
			is_theocracy = no
			OR = {
				is_ruler = yes
				dynasty = 160002 #Hlaalu
			}
			age = 16
			is_in_society = no
			is_dumb_trigger = no
			is_inaccessible_trigger = no
			NOT = { has_character_flag = society_join_block }
		}
	}
}

house_indoril_council = {
	primary_attribute = diplomacy
	society_ranks_gfx = great_houses_ranks
	
	active = {
		NOT = { has_global_flag = house_indoril_extinct }
	}
	indestructible = no
	
	can_join_society = {
		is_in_society = no
		OR = {
			is_lowborn = no
			has_minor_title = title_mouth
		}
		trait = house_indoril
		age = 16
		controls_religion = no
		is_inaccessible_trigger = no
		OR = {
			is_not_undead = yes
			is_unknown_vampire = yes
		}
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = {
					society = house_indoril_council
					rank = 1
				}
				liege = {
					is_playable = no
				}
			}
			NOR = {
				mercenary = yes
				holy_order = yes
				trait = clone
			}
			NOR = { 
				has_character_flag = society_join_block
				has_character_flag = wants_mouth_in_council
				any_courtier_or_vassal = { has_character_flag = mouth_in_council }
			}
		}
	}

	show_society = {
		OR = {
			society_member_of = house_indoril_council
			has_house_trait_including_houseless	= yes
		}
	}
	
	potential = {
		general_society_join_conditions = yes
		age = 16
		OR = {
			OR = {
				is_not_undead = yes
				is_unknown_vampire = yes
			}
		}
		NOT = { has_character_flag = society_join_block }
		controls_religion = no
		hidden_tooltip = {
			OR = {
				mercenary = no
				holy_order = no
			}
		}
	}
	
	#House Father > Councilman > Grandmaster
	society_rank = {
		level = 1
		limit = 40
		startup_limit = 20
		modifier = {
			monthly_character_prestige = 0.10
		}
		decisions = {
			study_specialization
		}
		powers = {
			house_traits_gain
			diplomat_training
			general_training
			infestation_reduction
		}
	}
	society_rank = {
		level = 2
		limit = 10
		startup_limit = 5
		modifier = {
			monthly_character_prestige = 0.25
		}
		decisions = {
			get_into_house
			get_favour_from_member
			ek_trainer_guild_expert
			ek_guild_contacts
		}
	}
	society_rank = {
		level = 3
		limit = 1
		startup_limit = 1
		modifier = {
			monthly_character_prestige = 0.5
		}
		decisions = {
			ek_guild_class
		}		
		powers = {
			vvardenfell_colonisation
			house_territory_claim_annex
		}
	}
	
	plots = {
	}
	
	monthly_currency_gain = {
		name = currency_name_great_house
		
		per_attribute = {
			name = diplomacy
			value = 0.5
		}
		#Personality
		has_trait = {
			value = 2.5
			trait = zealous
		}
		has_trait = {
			value = 1.5
			trait = proud
		}
		has_trait = {
			value = 1.5
			trait = charitable
		}
		has_trait = {
			value = 1.5
			trait = diligent
		}
		has_trait = {
			value = 1.5
			trait = patient
		}
		has_trait = {
			value = 1.0
			trait = brave
		}
		has_trait = {
			value = 1.0
			trait = temperate
		}
		#Lifestyles
		has_trait = {
			value = 0.5
			trait = adventurer
		}
		has_trait = {
			value = 0.5
			trait = magician
		}
		has_trait = {
			value = 0.5
			trait = musician
		}
		has_trait = {
			value = 0.5
			trait = mystic
		}
		has_trait = {
			value = 0.5
			trait = painter
		}
		has_trait = {
			value = 0.5
			trait = scholar
		}
		has_trait = {
			value = 0.5
			trait = strategist
		}
		has_trait = {
			value = 0.5
			trait = theologian
		}
		#Educations
		has_trait = {
			value = 1
			trait = diplomat_3
		}
		has_trait = {
			value = 1.5
			trait = diplomat_4
		}
		has_trait = {
			value = 2
			trait = diplomat_5
		}
		#Ranks
		society_rank = {
			rank = 1
			value = 0.5
		}
		society_rank = {
			rank = 2
			value = 1.0
		}
		society_rank = {
			rank = 3
			value = 2.5
		}
		#Other things
		has_trait = {
			value = 1
			trait = p_almalexia
		}
		has_trait = {
			value = 0.5
			trait = priest_1
		}
		has_trait = {
			value = 0.75
			trait = priest_2
		}
		has_trait = {
			value = 1.25
			trait = priest_3
		}
		has_trait = {
			value = 0.5
			trait = monk_1
		}
		has_trait = {
			value = 0.75
			trait = monk_2
		}
		has_trait = {
			value = 1.25
			trait = monk_3
		}
	}

	member_score_per_attribute = 1
	member_score_per_rank = 100

	member_score = {
		value = 10
		additive_modifier = {
			value = 2500
			primary_title = { tier = EMPEROR }
		}
		additive_modifier = {
			value = 1000
			primary_title = { tier = KING }
		}
		additive_modifier = {
			value = 250
			primary_title = { tier = DUKE }
		}
		additive_modifier = {
			value = 50
			primary_title = { tier = COUNT }
		}
		modifier = { factor = 2.5 trait = diplomat_5 }
		modifier = { factor = 1.75 trait = diplomat_4 }
		modifier = { factor = 1.75 trait = diplomat_3 }
		modifier = { factor = 1.25 trait = priest_1 }
		modifier = { factor = 1.5 trait = priest_2 }
		modifier = { factor = 1.75 trait = priest_3 }
		modifier = { factor = 1.25 trait = monk_1 }
		modifier = { factor = 1.5 trait = monk_2 }
		modifier = { factor = 1.75 trait = monk_3 }
		modifier = { factor = 1.5 trait = p_almalexia }
		modifier = { factor = 2.0 trait = zealous }
		modifier = { factor = 1.5 trait = proud }
		modifier = { factor = 1.5 trait = charitable }
		modifier = { factor = 1.5 trait = diligent }
		modifier = { factor = 1.5 trait = patient }
		modifier = { factor = 1.25 trait = brave }
		modifier = { factor = 1.25 trait = temperate }
		modifier = { factor = 1.25 trait = adventurer }
		modifier = { factor = 1.25 trait = magician }
		modifier = { factor = 1.25 trait = musician }
		modifier = { factor = 1.25 trait = mystic }
		modifier = { factor = 1.25 trait = painter }
		modifier = { factor = 1.25 trait = scholar }
		modifier = { factor = 1.25 trait = strategist }
		modifier = { factor = 1.25 trait = theologian }
		modifier = { factor = 2.5 culture = dunmer }
		modifier = { factor = 1.5 culture = chimer }
		modifier = { factor = 5.0 religion = almsivi }
		modifier = { factor = 0.5 NOT = { religion = almsivi } }
		modifier = { factor = 0.1 religion = daedra_malacath}
		modifier = { factor = 0.1 religion = daedra_mehrunes }
		modifier = { factor = 0.1 religion = daedra_molag }
		modifier = { factor = 0.1 religion = daedra_sheogorath }
	}
	
	startup_populate = {
		trigger = {
			trait = house_indoril
			controls_religion = no
			OR = {
				is_ruler = yes
				dynasty = 160004 #Indoril
			}
			age = 16
			is_in_society = no
			is_dumb_trigger = no
			is_inaccessible_trigger = no
			NOT = { has_character_flag = society_join_block }
		}
	}
}

house_redoran_council = {
	primary_attribute = martial
	society_ranks_gfx = great_houses_ranks
	
	active = {
		NOT = { has_global_flag = house_redoran_extinct }
	}
	indestructible = no
	
	can_join_society = {
		is_in_society = no
		OR = {
			is_lowborn = no
			has_minor_title = title_mouth
		}
		trait = house_redoran
		age = 16
		controls_religion = no
		is_theocracy = no
		is_inaccessible_trigger = no
		OR = {
			is_not_undead = yes
			is_unknown_vampire = yes
		}
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = {
					society = house_redoran_council
					rank = 1
				}
				liege = {
					is_playable = no
				}
			}
			NOR = {
				mercenary = yes
				holy_order = yes
				trait = clone
			}
			NOR = { 
				has_character_flag = society_join_block
				has_character_flag = wants_mouth_in_council
				any_courtier_or_vassal = { has_character_flag = mouth_in_council }
			}
		}
	}

	show_society = {
		OR = {
			society_member_of = house_redoran_council
			has_house_trait_including_houseless = yes
		}
	}
	
	potential = {
		general_society_join_conditions = yes
		age = 16
		OR = {
			OR = {
				is_not_undead = yes
				is_unknown_vampire = yes
			}
		}
		NOT = { has_character_flag = society_join_block }
		controls_religion = no
		hidden_tooltip = {
			OR = {
				mercenary = no
				holy_order = no
				is_theocracy = no
			}
		}
	}
	
	#House Father > Councilman > Archmaster
	society_rank = {
		level = 1
		limit = 40
		startup_limit = 20
		modifier = {
			monthly_character_prestige = 0.10
		}
		decisions = {
			study_specialization
		}
		powers = {
			house_traits_gain
			warrior_training
			general_training
			infestation_reduction
		}
	}
	society_rank = {
		level = 2
		limit = 10
		startup_limit = 5
		modifier = {
			monthly_character_prestige = 0.25
		}
		decisions = {
			get_into_house
			get_favour_from_member
			ek_trainer_guild_expert
			ek_guild_contacts
		}
	}
	society_rank = {
		level = 3
		limit = 1
		startup_limit = 1
		modifier = {
			monthly_character_prestige = 0.5
		}
		decisions = {
			ek_guild_class
		}		
		powers = {
			vvardenfell_colonisation
			house_territory_claim_annex
		}
	}
	
	plots = {
	}
	
	monthly_currency_gain = {
		name = currency_name_great_house
		
		per_attribute = {
			name = martial
			value = 0.5
		}
		#Personality
		has_trait = {
			value = 1.5
			trait = just
		}
		has_trait = {
			value = 1.5
			trait = brave
		}
		has_trait = {
			value = 1.5
			trait = humble
		}
		has_trait = {
			value = 1.5
			trait = diligent
		}
		has_trait = {
			value = 1.5
			trait = honest
		}
		has_trait = {
			value = 1.0
			trait = zealous
		}
		has_trait = {
			value = 1.0
			trait = patient
		}
		#Lifestyles
		has_trait = {
			value = 0.5
			trait = adventurer
		}
		has_trait = {
			value = 0.5
			trait = blacksmith
		}
		has_trait = {
			value = 0.5
			trait = duelist
		}
		has_trait = {
			value = 0.5
			trait = equestrian
		}
		has_trait = {
			value = 0.5
			trait = gamer
		}
		has_trait = {
			value = 0.5
			trait = gladiator
		}
		has_trait = {
			value = 0.5
			trait = hunter
		}
		has_trait = {
			value = 0.5
			trait = strategist
		}
		#Educations
		has_trait = {
			value = 1
			trait = warrior_3
		}
		has_trait = {
			value = 1.5
			trait = warrior_4
		}
		has_trait = {
			value = 2
			trait = warrior_5
		}
		#Ranks
		society_rank = {
			rank = 1
			value = 0.5
		}
		society_rank = {
			rank = 2
			value = 1.0
		}
		society_rank = {
			rank = 3
			value = 2.5
		}
		#Other things
		has_trait = {
			value = 1
			trait = p_vivec
		}
		has_trait = {
			value = 0.5
			trait = crusader_1
		}
		has_trait = {
			value = 0.75
			trait = crusader_2
		}
		has_trait = {
			value = 1.25
			trait = crusader_3
		}
		has_trait = {
			value = 0.5
			trait = knight_1
		}
		has_trait = {
			value = 0.75
			trait = knight_2
		}
		has_trait = {
			value = 1.25
			trait = knight_3
		}
	}

	member_score_per_attribute = 1
	member_score_per_rank = 100

	member_score = {
		value = 10
		additive_modifier = {
			value = 2500
			primary_title = { tier = EMPEROR }
		}
		additive_modifier = {
			value = 1000
			primary_title = { tier = KING }
		}
		additive_modifier = {
			value = 250
			primary_title = { tier = DUKE }
		}
		additive_modifier = {
			value = 50
			primary_title = { tier = COUNT }
		}
		modifier = { factor = 2.5 trait = warrior_5 }
		modifier = { factor = 1.75 trait = warrior_4 }
		modifier = { factor = 1.75 trait = warrior_3 }
		modifier = { factor = 1.25 trait = crusader_1 }
		modifier = { factor = 1.5 trait = crusader_2 }
		modifier = { factor = 1.75 trait = crusader_3 }
		modifier = { factor = 1.25 trait = knight_1 }
		modifier = { factor = 1.5 trait = knight_2 }
		modifier = { factor = 1.75 trait = knight_3 }
		modifier = { factor = 1.5 trait = p_vivec }
		modifier = { factor = 1.5 trait = just }
		modifier = { factor = 1.5 trait = brave }
		modifier = { factor = 1.5 trait = humble }
		modifier = { factor = 1.5 trait = diligent }
		modifier = { factor = 1.5 trait = honest }
		modifier = { factor = 1.25 trait = zealous }
		modifier = { factor = 1.25 trait = patient }
		modifier = { factor = 1.25 trait = adventurer }
		modifier = { factor = 1.25 trait = blacksmith }
		modifier = { factor = 1.25 trait = duelist }
		modifier = { factor = 1.25 trait = equestrian }
		modifier = { factor = 1.25 trait = gamer }
		modifier = { factor = 1.25 trait = gladiator }
		modifier = { factor = 1.25 trait = hunter }
		modifier = { factor = 1.25 trait = strategist }
		modifier = { factor = 2.5 culture = dunmer }
		modifier = { factor = 1.5 culture = ashlander }
		modifier = { factor = 1.5 culture = chimer }
		modifier = { factor = 3.0 religion = almsivi}
		modifier = { factor = 1.25 religion = almsivi_old_velothi}
		modifier = { factor = 0.1 religion = daedra_malacath}
		modifier = { factor = 0.1 religion = daedra_mehrunes }
		modifier = { factor = 0.1 religion = daedra_molag }
		modifier = { factor = 0.1 religion = daedra_sheogorath }
	}
	
	startup_populate = {
		trigger = {
			trait = house_redoran
			controls_religion = no
			is_theocracy = no
			OR = {
				is_ruler = yes
				dynasty = 160001 #Redoran
			}
			age = 16
			is_in_society = no
			is_dumb_trigger = no
			is_inaccessible_trigger = no
			NOT = { has_character_flag = society_join_block }
		}
	}
}

house_telvanni_council = {
	primary_attribute = learning
	society_ranks_gfx = great_houses_ranks
	
	active = {
		NOT = { has_global_flag = house_telvanni_extinct }
	}
	indestructible = no
	
	can_join_society = {
		is_in_society = no
		OR = {
			is_lowborn = no
			has_minor_title = title_mouth
		}
		trait = house_telvanni
		age = 16
		controls_religion = no
		is_theocracy = no
		is_inaccessible_trigger = no
		OR = {
			is_not_undead = yes
			is_vampire = yes
		}
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = {
					society = house_telvanni_council
					rank = 1
				}
				liege = {
					is_playable = no
				}
			}
			NOR = {
				mercenary = yes
				holy_order = yes
				trait = clone
			}
			NOR = { 
				has_character_flag = society_join_block
				has_character_flag = wants_mouth_in_council
				any_courtier_or_vassal = { has_character_flag = mouth_in_council }
			}
		}
	}

	show_society = {
		OR = {
			society_member_of = house_telvanni_council
			has_house_trait_including_houseless = yes
		}
	}
	
	potential = {
		general_society_join_conditions = yes
		age = 16
		OR = {
			is_not_undead = yes
			is_vampire = yes
		}
		NOT = { has_character_flag = society_join_block }
		controls_religion = no
		hidden_tooltip = {
			OR = {
				mercenary = no
				holy_order = no
				is_theocracy = no
			}
		}
	}
	
	#Master > Magister > Archmagister
	society_rank = {
		level = 1
		limit = 40
		startup_limit = 20
		modifier = {
			monthly_character_prestige = 0.10
		}
		decisions = {
			study_specialization
		}
		powers = {
			house_traits_gain
			mage_training
			general_training
			infestation_reduction
		}
	}
	society_rank = {
		level = 2
		limit = 10
		startup_limit = 5
		modifier = {
			monthly_character_prestige = 0.25
		}
		decisions = {
			get_into_house
			get_favour_from_member
			ek_trainer_guild_expert
			ek_guild_contacts
		}
	}
	society_rank = {
		level = 3
		limit = 1
		startup_limit = 1
		modifier = {
			monthly_character_prestige = 0.5
		}
		decisions = {
			ek_guild_class
		}		
		powers = {
			vvardenfell_colonisation
			house_territory_claim_annex
		}
	}
	
	plots = {
	}
	
	monthly_currency_gain = {
		name = currency_name_great_house
		
		per_attribute = {
			name = learning
			value = 0.5
		}
		#Personality
		has_trait = {
			value = 1.5
			trait = proud
		}
		has_trait = {
			value = 1.5
			trait = ruthless
		}
		has_trait = {
			value = 1.5
			trait = deceitful
		}
		has_trait = {
			value = 1.5
			trait = envious
		}
		has_trait = {
			value = 1.5
			trait = paranoid
		}
		has_trait = {
			value = 1.0
			trait = ambitious
		}
		has_trait = {
			value = 1.0
			trait = cynical
		}
		#Lifestyles
		has_trait = {
			value = 0.5
			trait = alchemist
		}
		has_trait = {
			value = 0.5
			trait = architect
		}
		has_trait = {
			value = 0.5
			trait = engineer
		}
		has_trait = {
			value = 0.5
			trait = gardener
		}
		has_trait = {
			value = 0.5
			trait = mystic
		}
		has_trait = {
			value = 0.5
			trait = magician
		}
		has_trait = {
			value = 0.5
			trait = necromancer
		}
		has_trait = {
			value = 0.5
			trait = schemer
		}
		has_trait = {
			value = 0.5
			trait = scholar
		}
		#Educations
		has_trait = {
			value = 1
			trait = mage_3
		}
		has_trait = {
			value = 1.5
			trait = mage_4
		}
		has_trait = {
			value = 2
			trait = mage_5
		}
		#Ranks
		society_rank = {
			rank = 1
			value = 0.5
		}
		society_rank = {
			rank = 2
			value = 1.0
		}
		society_rank = {
			rank = 3
			value = 2.5
		}
		#Other things
		has_trait = {
			value = 0.5
			trait = p_sotha
		}
		has_trait = {
			value = 0.5
			trait = battlemage_1
		}
		has_trait = {
			value = 0.75
			trait = battlemage_2
		}
		has_trait = {
			value = 1.25
			trait = battlemage_3
		}
		has_trait = {
			value = 0.5
			trait = sorcerer_1
		}
		has_trait = {
			value = 0.75
			trait = sorcerer_2
		}
		has_trait = {
			value = 1.25
			trait = sorcerer_3
		}
	}

	member_score_per_attribute = 1
	member_score_per_rank = 100

	member_score = {
		value = 10
		additive_modifier = {
			value = 2500
			primary_title = { tier = EMPEROR }
		}
		additive_modifier = {
			value = 1000
			primary_title = { tier = KING }
		}
		additive_modifier = {
			value = 250
			primary_title = { tier = DUKE }
		}
		additive_modifier = {
			value = 50
			primary_title = { tier = COUNT }
		}
		modifier = { factor = 2.5 trait = mage_5 }
		modifier = { factor = 1.75 trait = mage_4 }
		modifier = { factor = 1.75 trait = mage_3 }
		modifier = { factor = 1.25 trait = battlemage_1 }
		modifier = { factor = 1.5 trait = battlemage_2 }
		modifier = { factor = 1.75 trait = battlemage_3 }
		modifier = { factor = 1.25 trait = sorcerer_1 }
		modifier = { factor = 1.5 trait = sorcerer_2 }
		modifier = { factor = 1.75 trait = sorcerer_3 }
		modifier = { factor = 1.1 trait = p_sotha }
		modifier = { factor = 1.5 trait = proud }
		modifier = { factor = 1.5 trait = ruthless }
		modifier = { factor = 1.5 trait = deceitful }
		modifier = { factor = 1.5 trait = envious }
		modifier = { factor = 1.5 trait = paranoid }
		modifier = { factor = 1.25 trait = ambitious }
		modifier = { factor = 1.25 trait = cynical }
		modifier = { factor = 1.25 trait = alchemist }
		modifier = { factor = 1.25 trait = architect }
		modifier = { factor = 1.25 trait = engineer }
		modifier = { factor = 1.25 trait = gardener }
		modifier = { factor = 1.25 trait = mystic }
		modifier = { factor = 1.25 trait = magician }
		modifier = { factor = 1.25 trait = necromancer }
		modifier = { factor = 1.25 trait = schemer }
		modifier = { factor = 1.25 trait = scholar }
		modifier = { factor = 2.5 culture = dunmer }
		modifier = { factor = 1.5 culture = ashlander }
		modifier = { factor = 1.5 culture = chimer }
		modifier = { factor = 1.5 religion = almsivi_old_velothi }
		modifier = { factor = 0.5 religion = almsivi }
	}
	
	startup_populate = {
		trigger = {
			trait = house_telvanni
			controls_religion = no
			is_theocracy = no
			OR = {
				is_ruler = yes
				dynasty = 160005 #Telvanni
			}
			age = 16
			is_in_society = no
			is_dumb_trigger = no
			is_inaccessible_trigger = no
			NOT = { has_character_flag = society_join_block }
			NOT = { character = 49700 }
		}
	}
}

house_sadras_council = {
	primary_attribute = intrigue
	society_ranks_gfx = great_houses_ranks
	
	active = {
		NOT = { has_global_flag = house_sadras_extinct }
	}
	indestructible = no
	
	can_join_society = {
		is_in_society = no
		OR = {
			is_lowborn = no
			has_minor_title = title_mouth
		}
		trait = house_sadras
		age = 16
		controls_religion = no
		is_theocracy = no
		is_inaccessible_trigger = no
		OR = {
			is_not_undead = yes
			is_unknown_vampire = yes
		}
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = {
					society = house_sadras_council
					rank = 1
				}
				liege = {
					is_playable = no
				}
			}
			NOR = {
				mercenary = yes
				holy_order = yes
				trait = clone
			}
			NOR = { 
				has_character_flag = society_join_block
				has_character_flag = wants_mouth_in_council
				any_courtier_or_vassal = { has_character_flag = mouth_in_council }
			}
		}
	}

	show_society = {
		OR = {
			society_member_of = house_sadras_council
			has_house_trait_including_houseless = yes
		}
	}
	
	potential = {
		general_society_join_conditions = yes
		age = 16
		OR = {
			OR = {
				is_not_undead = yes
				is_unknown_vampire = yes
			}
		}
		NOT = { has_character_flag = society_join_block }
		controls_religion = no
		hidden_tooltip = {
			OR = {
				mercenary = no
				holy_order = no
				is_theocracy = no
			}
		}
	}
	
	#House Father > Councilman > Grandmaster
	society_rank = {
		level = 1
		limit = 40
		startup_limit = 20
		modifier = {
			monthly_character_prestige = 0.10
		}
		decisions = {
			study_specialization
		}
		powers = {
			house_traits_gain
			agent_training
			general_training
			infestation_reduction
		}
	}
	society_rank = {
		level = 2
		limit = 10
		startup_limit = 5
		modifier = {
			monthly_character_prestige = 0.25
		}
		decisions = {
			get_into_house
			get_favour_from_member
			ek_trainer_guild_expert
			ek_guild_contacts
		}
	}
	society_rank = {
		level = 3
		limit = 1
		startup_limit = 1
		modifier = {
			monthly_character_prestige = 0.5
		}
		decisions = {
			ek_guild_class
		}		
		powers = {
			vvardenfell_colonisation
			house_territory_claim_annex
		}
	}
	
	plots = {
	}
	
	monthly_currency_gain = {
		name = currency_name_great_house
		
		per_attribute = {
			name = intrigue
			value = 0.5
		}
		#Personality
		has_trait = {
			value = 1.5
			trait = gregarious
		}
		has_trait = {
			value = 1.5
			trait = deceitful
		}
		has_trait = {
			value = 1.5
			trait = diligent
		}
		has_trait = {
			value = 1.5
			trait = greedy
		}
		has_trait = {
			value = 1.5
			trait = patient
		}
		has_trait = {
			value = 1.0
			trait = paranoid
		}
		has_trait = {
			value = 1.0
			trait = charitable
		}
		#Lifestyles
		has_trait = {
			value = 0.5
			trait = administrator
		}
		has_trait = {
			value = 0.5
			trait = engineer
		}
		has_trait = {
			value = 0.5
			trait = gambler
		}
		has_trait = {
			value = 0.5
			trait = hedonist
		}
		has_trait = {
			value = 0.5
			trait = seducer
		}
		has_trait = {
			value = 0.5
			trait = seductress
		}
		has_trait = {
			value = 0.5
			trait = saboteur
		}
		has_trait = {
			value = 0.5
			trait = schemer
		}
		has_trait = {
			value = 0.5
			trait = socializer
		}
		has_trait = {
			value = 0.5
			trait = smuggler
		}
		#Educations
		has_trait = {
			value = 1
			trait = agent_3
		}
		has_trait = {
			value = 1.5
			trait = agent_4
		}
		has_trait = {
			value = 2
			trait = agent_5
		}
		#Ranks
		society_rank = {
			rank = 1
			value = 0.5
		}
		society_rank = {
			rank = 2
			value = 1.0
		}
		society_rank = {
			rank = 3
			value = 2.5
		}
		#Other things
		has_trait = {
			value = 1
			trait = p_vivec
		}
		has_trait = {
			value = 0.5
			trait = assassin_1
		}
		has_trait = {
			value = 0.75
			trait = assassin_2
		}
		has_trait = {
			value = 1.25
			trait = assassin_3
		}
		has_trait = {
			value = 0.5
			trait = thief_1
		}
		has_trait = {
			value = 0.75
			trait = thief_2
		}
		has_trait = {
			value = 1.25
			trait = thief_3
		}
	}

	member_score_per_attribute = 1
	member_score_per_rank = 100

	member_score = {
		value = 10
		additive_modifier = {
			value = 2500
			primary_title = { tier = EMPEROR }
		}
		additive_modifier = {
			value = 1000
			primary_title = { tier = KING }
		}
		additive_modifier = {
			value = 250
			primary_title = { tier = DUKE }
		}
		additive_modifier = {
			value = 50
			primary_title = { tier = COUNT }
		}
		modifier = { factor = 2.5 trait = agent_5 }
		modifier = { factor = 1.75 trait = agent_4 }
		modifier = { factor = 1.75 trait = agent_3 }
		modifier = { factor = 1.25 trait = assassin_1 }
		modifier = { factor = 1.5 trait = assassin_2 }
		modifier = { factor = 1.75 trait = assassin_3 }
		modifier = { factor = 1.25 trait = thief_1 }
		modifier = { factor = 1.5 trait = thief_2 }
		modifier = { factor = 1.75 trait = thief_3 }
		modifier = { factor = 1.5 trait = p_vivec }
		modifier = { factor = 1.5 trait = gregarious }
		modifier = { factor = 1.5 trait = deceitful }
		modifier = { factor = 1.5 trait = diligent }
		modifier = { factor = 1.5 trait = greedy }
		modifier = { factor = 1.5 trait = patient }
		modifier = { factor = 1.25 trait = paranoid }
		modifier = { factor = 1.25 trait = charitable }
		modifier = { factor = 1.25 trait = administrator }
		modifier = { factor = 1.25 trait = engineer }
		modifier = { factor = 1.25 trait = gambler }
		modifier = { factor = 1.25 trait = hedonist }
		modifier = { factor = 1.25 trait = seducer }
		modifier = { factor = 1.25 trait = seductress }
		modifier = { factor = 1.25 trait = saboteur }
		modifier = { factor = 1.25 trait = socializer }
		modifier = { factor = 1.25 trait = smuggler }
		modifier = { factor = 2.5 culture = dunmer }
		modifier = { factor = 1.5 culture = ashlander }
		modifier = { factor = 1.5 culture = chimer }
		modifier = { factor = 1.5 religion = almsivi }
		modifier = { factor = 1.25 religion = almsivi_old_velothi }
		modifier = { factor = 0.25 religion = daedra_malacath}
		modifier = { factor = 0.25 religion = daedra_mehrunes }
		modifier = { factor = 0.25 religion = daedra_molag }
		modifier = { factor = 0.25 religion = daedra_sheogorath }
	}
	
	startup_populate = {
		trigger = {
			year = 4200
			trait = house_sadras
			controls_religion = no
			is_theocracy = no
			OR = {
				is_ruler = yes
				dynasty = 160773 #Sadras
			}
			age = 16
			is_in_society = no
			is_dumb_trigger = no
			is_inaccessible_trigger = no
			NOT = { has_character_flag = society_join_block }
		}
	}
}			

house_sul_council = {
	primary_attribute = martial
	society_ranks_gfx = great_houses_ranks
	
	active = {
		NOT = { has_global_flag = house_sul_extinct }
	}
	indestructible = no
	
	can_join_society = {
		is_in_society = no
		OR = {
			is_lowborn = no
			has_minor_title = title_mouth
		}
		trait = house_sul
		age = 16
		controls_religion = no
		is_theocracy = no
		is_inaccessible_trigger = no
		OR = {
			is_not_undead = yes
			is_unknown_vampire = yes
		}
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = {
					society = house_sul_council
					rank = 1
				}
				liege = {
					is_playable = no
				}
			}
			NOR = {
				mercenary = yes
				holy_order = yes
				trait = clone
			}
			NOR = { 
				has_character_flag = society_join_block
				has_character_flag = wants_mouth_in_council
				any_courtier_or_vassal = { has_character_flag = mouth_in_council }
			}
		}
	}

	show_society = {
		OR = {
			society_member_of = house_sul_council
			has_house_trait_including_houseless = yes
		}
	}
	
	potential = {
		general_society_join_conditions = yes
		age = 16
		OR = {
			OR = {
				is_not_undead = yes
				is_unknown_vampire = yes
			}
		}
		NOT = { has_character_flag = society_join_block }
		controls_religion = no
		hidden_tooltip = {
			OR = {
				mercenary = no
				holy_order = no
				is_theocracy = no
			}
		}
	}
	
	#House Father > Councilman > Archmaster
	society_rank = {
		level = 1
		limit = 40
		startup_limit = 20
		modifier = {
			monthly_character_prestige = 0.10
		}
		decisions = {
			study_specialization
		}
		powers = {
			house_traits_gain
			warrior_training
			general_training
			infestation_reduction
		}
	}
	society_rank = {
		level = 2
		limit = 10
		startup_limit = 5
		modifier = {
			monthly_character_prestige = 0.25
		}
		decisions = {
			get_into_house
			get_favour_from_member
			ek_trainer_guild_expert
			ek_guild_contacts
		}
	}
	society_rank = {
		level = 3
		limit = 1
		startup_limit = 1
		modifier = {
			monthly_character_prestige = 0.5
		}
		decisions = {
			ek_guild_class
		}		
		powers = {
			vvardenfell_colonisation
			house_territory_claim_annex
		}
	}
	
	plots = {
	}
	
	monthly_currency_gain = {
		name = currency_name_great_house
		
		per_attribute = {
			name = martial
			value = 0.5
		}
		#Personality
		has_trait = {
			value = 1.5
			trait = just
		}
		has_trait = {
			value = 1.5
			trait = brave
		}
		has_trait = {
			value = 1.5
			trait = humble
		}
		has_trait = {
			value = 1.5
			trait = diligent
		}
		has_trait = {
			value = 1.5
			trait = honest
		}
		has_trait = {
			value = 1.0
			trait = zealous
		}
		has_trait = {
			value = 1.0
			trait = patient
		}
		#Lifestyles
		has_trait = {
			value = 0.5
			trait = adventurer
		}
		has_trait = {
			value = 0.5
			trait = blacksmith
		}
		has_trait = {
			value = 0.5
			trait = duelist
		}
		has_trait = {
			value = 0.5
			trait = equestrian
		}
		has_trait = {
			value = 0.5
			trait = gamer
		}
		has_trait = {
			value = 0.5
			trait = gladiator
		}
		has_trait = {
			value = 0.5
			trait = hunter
		}
		has_trait = {
			value = 0.5
			trait = strategist
		}
		#Educations
		has_trait = {
			value = 1
			trait = warrior_3
		}
		has_trait = {
			value = 1.5
			trait = warrior_4
		}
		has_trait = {
			value = 2
			trait = warrior_5
		}
		#Ranks
		society_rank = {
			rank = 1
			value = 0.5
		}
		society_rank = {
			rank = 2
			value = 1.0
		}
		society_rank = {
			rank = 3
			value = 2.5
		}
		#Other things
		triggered_gain = {
			trigger = {
				any_owned_bloodline = { has_bloodline_flag = bloodline_sul }
			}
			value = 2.5
		}
		has_trait = {
			value = 0.5
			trait = barbarian_1
		}
		has_trait = {
			value = 0.75
			trait = barbarian_2
		}
		has_trait = {
			value = 1.25
			trait = barbarian_3
		}
		has_trait = {
			value = 0.5
			trait = scout_1
		}
		has_trait = {
			value = 0.75
			trait = scout_2
		}
		has_trait = {
			value = 1.25
			trait = scout_3
		}
	}

	member_score_per_attribute = 1
	member_score_per_rank = 100

	member_score = {
		value = 10
		additive_modifier = {
			value = 2500
			primary_title = { tier = EMPEROR }
		}
		additive_modifier = {
			value = 1000
			primary_title = { tier = KING }
		}
		additive_modifier = {
			value = 250
			primary_title = { tier = DUKE }
		}
		additive_modifier = {
			value = 50
			primary_title = { tier = COUNT }
		}
		modifier = { factor = 2.5 trait = warrior_5 }
		modifier = { factor = 1.75 trait = warrior_4 }
		modifier = { factor = 1.75 trait = warrior_3 }
		modifier = { factor = 1.25 trait = barbarian_1 }
		modifier = { factor = 1.5 trait = barbarian_2 }
		modifier = { factor = 1.75 trait = barbarian_3 }
		modifier = { factor = 1.25 trait = scout_1 }
		modifier = { factor = 1.5 trait = scout_2 }
		modifier = { factor = 1.75 trait = scout_3 }
		modifier = { factor = 2.5 any_owned_bloodline = { has_bloodline_flag = bloodline_sul } }
		modifier = { factor = 1.5 trait = just }
		modifier = { factor = 1.5 trait = brave }
		modifier = { factor = 1.5 trait = humble }
		modifier = { factor = 1.5 trait = diligent }
		modifier = { factor = 1.5 trait = honest }
		modifier = { factor = 1.25 trait = zealous }
		modifier = { factor = 1.25 trait = patient }
		modifier = { factor = 1.25 trait = adventurer }
		modifier = { factor = 1.25 trait = blacksmith }
		modifier = { factor = 1.25 trait = duelist }
		modifier = { factor = 1.25 trait = equestrian }
		modifier = { factor = 1.25 trait = gamer }
		modifier = { factor = 1.25 trait = gladiator }
		modifier = { factor = 1.25 trait = hunter }
		modifier = { factor = 1.25 trait = strategist }
		modifier = { factor = 2.5 culture = ashlander }
		modifier = { factor = 1.5 culture = dunmer }
		modifier = { factor = 1.5 culture = chimer }
		modifier = { factor = 1.5 religion = nerevarine }
		modifier = { factor = 0.9 religion = almsivi_old_velothi }
		modifier = { factor = 0.1 religion = almsivi }
		modifier = { factor = 0.1 religion = daedra_malacath}
		modifier = { factor = 0.1 religion = daedra_mehrunes }
		modifier = { factor = 0.1 religion = daedra_molag }
		modifier = { factor = 0.1 religion = daedra_sheogorath }
	}
	
	startup_populate = {
		trigger = {
			trait = house_veloth
			controls_religion = no
			OR = {
				is_ruler = yes
				dynasty = 160775 #Sul
			}
			age = 16
			is_in_society = no
			is_dumb_trigger = no
			is_inaccessible_trigger = no
			NOT = { has_character_flag = society_join_block }
		}
	}
}

house_veloth_council = {
	primary_attribute = diplomacy
	society_ranks_gfx = great_houses_ranks
	
	active = {
		NOT = { has_global_flag = house_veloth_extinct }
	}
	indestructible = no
	
	can_join_society = {
		is_in_society = no
		OR = {
			is_lowborn = no
			has_minor_title = title_mouth
		}
		trait = house_veloth
		age = 16
		controls_religion = no
		is_inaccessible_trigger = no
		OR = {
			is_not_undead = yes
			is_unknown_vampire = yes
		}
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = {
					society = house_veloth_council
					rank = 1
				}
				liege = {
					is_playable = no
				}
			}
			NOR = {
				mercenary = yes
				holy_order = yes
				trait = clone
			}
			NOR = { 
				has_character_flag = society_join_block
				has_character_flag = wants_mouth_in_council
				any_courtier_or_vassal = { has_character_flag = mouth_in_council }
			}
		}
	}

	show_society = {
		OR = {
			society_member_of = house_veloth_council
			has_house_trait_including_houseless	= yes
		}
	}
	
	potential = {
		general_society_join_conditions = yes
		age = 16
		OR = {
			OR = {
				is_not_undead = yes
				is_unknown_vampire = yes
			}
		}
		NOT = { has_character_flag = society_join_block }
		controls_religion = no
		hidden_tooltip = {
			OR = {
				mercenary = no
				holy_order = no
			}
		}
	}
	
	#House Father > Councilman > Grandmaster
	society_rank = {
		level = 1
		limit = 40
		startup_limit = 20
		modifier = {
			monthly_character_prestige = 0.10
		}
		decisions = {
			study_specialization
		}
		powers = {
			house_traits_gain
			diplomat_training
			general_training
			infestation_reduction
		}
	}
	society_rank = {
		level = 2
		limit = 10
		startup_limit = 5
		modifier = {
			monthly_character_prestige = 0.25
		}
		decisions = {
			get_into_house
			get_favour_from_member
			ek_trainer_guild_expert
			ek_guild_contacts
		}
	}
	society_rank = {
		level = 3
		limit = 1
		startup_limit = 1
		modifier = {
			monthly_character_prestige = 0.5
		}
		decisions = {
			ek_guild_class
		}		
		powers = {
			vvardenfell_colonisation
			house_territory_claim_annex
		}
	}
	
	plots = {
	}
	
	monthly_currency_gain = {
		name = currency_name_great_house
		
		per_attribute = {
			name = diplomacy
			value = 0.5
		}
		#Personality
		has_trait = {
			value = 2.5
			trait = zealous
		}
		has_trait = {
			value = 1.5
			trait = proud
		}
		has_trait = {
			value = 1.5
			trait = charitable
		}
		has_trait = {
			value = 1.5
			trait = diligent
		}
		has_trait = {
			value = 1.5
			trait = patient
		}
		has_trait = {
			value = 1.0
			trait = brave
		}
		has_trait = {
			value = 1.0
			trait = temperate
		}
		#Lifestyles
		has_trait = {
			value = 0.5
			trait = adventurer
		}
		has_trait = {
			value = 0.5
			trait = magician
		}
		has_trait = {
			value = 0.5
			trait = musician
		}
		has_trait = {
			value = 0.5
			trait = mystic
		}
		has_trait = {
			value = 0.5
			trait = painter
		}
		has_trait = {
			value = 0.5
			trait = scholar
		}
		has_trait = {
			value = 0.5
			trait = strategist
		}
		has_trait = {
			value = 0.5
			trait = theologian
		}
		#Educations
		has_trait = {
			value = 1
			trait = diplomat_3
		}
		has_trait = {
			value = 1.5
			trait = diplomat_4
		}
		has_trait = {
			value = 2
			trait = diplomat_5
		}
		#Ranks
		society_rank = {
			rank = 1
			value = 0.5
		}
		society_rank = {
			rank = 2
			value = 1.0
		}
		society_rank = {
			rank = 3
			value = 2.5
		}
		#Other things
		has_trait = {
			value = 1
			trait = pilgrim
		}
		has_trait = {
			value = 0.5
			trait = priest_1
		}
		has_trait = {
			value = 0.75
			trait = priest_2
		}
		has_trait = {
			value = 1.25
			trait = priest_3
		}
		has_trait = {
			value = 0.5
			trait = wayfarer_1
		}
		has_trait = {
			value = 0.75
			trait = wayfarer_2
		}
		has_trait = {
			value = 1.25
			trait = wayfarer_3
		}
	}

	member_score_per_attribute = 1
	member_score_per_rank = 100

	member_score = {
		value = 10
		additive_modifier = {
			value = 2500
			primary_title = { tier = EMPEROR }
		}
		additive_modifier = {
			value = 1000
			primary_title = { tier = KING }
		}
		additive_modifier = {
			value = 250
			primary_title = { tier = DUKE }
		}
		additive_modifier = {
			value = 50
			primary_title = { tier = COUNT }
		}
		modifier = { factor = 2.5 trait = diplomat_5 }
		modifier = { factor = 1.75 trait = diplomat_4 }
		modifier = { factor = 1.75 trait = diplomat_3 }
		modifier = { factor = 1.25 trait = priest_1 }
		modifier = { factor = 1.5 trait = priest_2 }
		modifier = { factor = 1.75 trait = priest_3 }
		modifier = { factor = 1.25 trait = wayfarer_1 }
		modifier = { factor = 1.5 trait = wayfarer_2 }
		modifier = { factor = 1.75 trait = wayfarer_3 }
		modifier = { factor = 1.5 trait = pilgrim }
		modifier = { factor = 2.0 trait = zealous }
		modifier = { factor = 1.5 trait = proud }
		modifier = { factor = 1.5 trait = charitable }
		modifier = { factor = 1.5 trait = diligent }
		modifier = { factor = 1.5 trait = patient }
		modifier = { factor = 1.25 trait = brave }
		modifier = { factor = 1.25 trait = temperate }
		modifier = { factor = 1.25 trait = adventurer }
		modifier = { factor = 1.25 trait = magician }
		modifier = { factor = 1.25 trait = musician }
		modifier = { factor = 1.25 trait = mystic }
		modifier = { factor = 1.25 trait = painter }
		modifier = { factor = 1.25 trait = scholar }
		modifier = { factor = 1.25 trait = strategist }
		modifier = { factor = 1.25 trait = theologian }
		modifier = { factor = 2.5 culture = chimer }
		modifier = { factor = 1.5 culture = dunmer }
		modifier = { factor = 1.5 culture = ashlander }
		modifier = { factor = 1.5 religion = almsivi_old_velothi }
		modifier = { factor = 1.1 religion = nerevarine }
		modifier = { factor = 1.1 religion = daedra_azura }
		modifier = { factor = 1.1 religion = daedra_boethiah }
		modifier = { factor = 1.1 religion = daedra_mephala }
		modifier = { factor = 0.25 religion = almsivi }
		modifier = { factor = 0.1 religion = daedra_malacath}
		modifier = { factor = 0.1 religion = daedra_mehrunes }
		modifier = { factor = 0.1 religion = daedra_molag }
		modifier = { factor = 0.1 religion = daedra_sheogorath }
	}
	
	startup_populate = {
		trigger = {
			trait = house_veloth
			controls_religion = no
			OR = {
				is_ruler = yes
				dynasty = 160662 #Veloth
			}
			age = 16
			is_in_society = no
			is_dumb_trigger = no
			is_inaccessible_trigger = no
			NOT = { has_character_flag = society_join_block }
		}
	}
}			

house_dagoth_council = {
	primary_attribute = learning
	society_ranks_gfx = great_houses_ranks
	
	active = {
		NOT = { has_global_flag = house_dagoth_extinct }
	}
	indestructible = no
	
	can_join_society = {
		is_in_society = no
		OR = {
			is_lowborn = no
			has_minor_title = title_mouth
		}
		trait = house_dagoth
		age = 16
		controls_religion = no
		is_theocracy = no
		is_inaccessible_trigger = no
		OR = {
			is_not_undead = yes
			is_vampire = yes
		}
		hidden_trigger = {
			NAND = {
				ai = yes
				is_society_rank_full = {
					society = house_dagoth_council
					rank = 1
				}
				liege = {
					is_playable = no
				}
			}
			NOR = {
				mercenary = yes
				holy_order = yes
				trait = clone
			}
			NOR = { 
				has_character_flag = society_join_block
				has_character_flag = wants_mouth_in_council
				any_courtier_or_vassal = { has_character_flag = mouth_in_council }
			}
		}
	}

	show_society = {
		OR = {
			society_member_of = house_dagoth_council
			has_house_trait_including_houseless = yes
		}
	}
	
	potential = {
		general_society_join_conditions = yes
		age = 16
		OR = {
			is_not_undead = yes
			is_vampire = yes
		}
		NOT = { has_character_flag = society_join_block }
		controls_religion = no
		hidden_tooltip = {
			OR = {
				mercenary = no
				holy_order = no
				is_theocracy = no
			}
		}
	}
	
	#Master > Magister > Archmagister
	society_rank = {
		level = 1
		limit = 40
		startup_limit = 20
		modifier = {
			monthly_character_prestige = 0.10
		}
		decisions = {
			study_specialization
		}
		powers = {
			house_traits_gain
			mage_training
			general_training
			infestation_reduction
		}
	}
	society_rank = {
		level = 2
		limit = 10
		startup_limit = 5
		modifier = {
			monthly_character_prestige = 0.25
		}
		decisions = {
			get_into_house
			get_favour_from_member
			ek_trainer_guild_expert
			ek_guild_contacts
		}
	}
	society_rank = {
		level = 3
		limit = 1
		startup_limit = 1
		modifier = {
			monthly_character_prestige = 0.5
		}
		decisions = {
			ek_guild_class
		}		
		powers = {
			vvardenfell_colonisation
			house_territory_claim_annex
		}
	}
	
	plots = {
	}
	
	monthly_currency_gain = {
		name = currency_name_great_house
		
		per_attribute = {
			name = learning
			value = 0.5
		}
		#Personality
		has_trait = {
			value = 1.5
			trait = proud
		}
		has_trait = {
			value = 1.5
			trait = ruthless
		}
		has_trait = {
			value = 1.5
			trait = deceitful
		}
		has_trait = {
			value = 1.5
			trait = envious
		}
		has_trait = {
			value = 1.5
			trait = paranoid
		}
		has_trait = {
			value = 1.0
			trait = ambitious
		}
		has_trait = {
			value = 1.0
			trait = cynical
		}
		#Lifestyles
		has_trait = {
			value = 0.5
			trait = alchemist
		}
		has_trait = {
			value = 0.5
			trait = architect
		}
		has_trait = {
			value = 0.5
			trait = engineer
		}
		has_trait = {
			value = 0.5
			trait = gardener
		}
		has_trait = {
			value = 0.5
			trait = mystic
		}
		has_trait = {
			value = 0.5
			trait = magician
		}
		has_trait = {
			value = 0.5
			trait = schemer
		}
		has_trait = {
			value = 0.5
			trait = scholar
		}
		has_trait = {
			value = 0.5
			trait = musician
		}
		#Educations
		has_trait = {
			value = 1
			trait = mage_3
		}
		has_trait = {
			value = 1.5
			trait = mage_4
		}
		has_trait = {
			value = 2
			trait = mage_5
		}
		#Ranks
		society_rank = {
			rank = 1
			value = 0.5
		}
		society_rank = {
			rank = 2
			value = 1.0
		}
		society_rank = {
			rank = 3
			value = 2.5
		}
		#Other things
		has_trait = {
			value = 0.5
			trait = priest_1
		}
		has_trait = {
			value = 0.75
			trait = priest_2
		}
		has_trait = {
			value = 1.25
			trait = priest_3
		}
		has_trait = {
			value = 0.5
			trait = nightblade_1
		}
		has_trait = {
			value = 0.75
			trait = nightblade_2
		}
		has_trait = {
			value = 1.25
			trait = nightblade_3
		}
	}

	member_score_per_attribute = 1
	member_score_per_rank = 100

	member_score = {
		value = 10
		additive_modifier = {
			value = 2500
			primary_title = { tier = EMPEROR }
		}
		additive_modifier = {
			value = 1000
			primary_title = { tier = KING }
		}
		additive_modifier = {
			value = 250
			primary_title = { tier = DUKE }
		}
		additive_modifier = {
			value = 50
			primary_title = { tier = COUNT }
		}
		modifier = { factor = 2.5 trait = mage_5 }
		modifier = { factor = 1.75 trait = mage_4 }
		modifier = { factor = 1.75 trait = mage_3 }
		modifier = { factor = 1.25 trait = priest_1 }
		modifier = { factor = 1.5 trait = priest_2 }
		modifier = { factor = 1.75 trait = priest_3 }
		modifier = { factor = 1.25 trait = nightblade_1 }
		modifier = { factor = 1.5 trait = nightblade_2 }
		modifier = { factor = 1.75 trait = nightblade_3 }
		modifier = { factor = 1.1 trait = p_sotha }
		modifier = { factor = 1.5 trait = proud }
		modifier = { factor = 1.5 trait = ruthless }
		modifier = { factor = 1.5 trait = deceitful }
		modifier = { factor = 1.5 trait = envious }
		modifier = { factor = 1.5 trait = paranoid }
		modifier = { factor = 1.25 trait = ambitious }
		modifier = { factor = 1.25 trait = cynical }
		modifier = { factor = 1.25 trait = alchemist }
		modifier = { factor = 1.25 trait = architect }
		modifier = { factor = 1.25 trait = engineer }
		modifier = { factor = 1.25 trait = gardener }
		modifier = { factor = 1.25 trait = mystic }
		modifier = { factor = 1.25 trait = magician }
		modifier = { factor = 1.25 trait = schemer }
		modifier = { factor = 1.25 trait = scholar }
		modifier = { factor = 1.25 trait = musician }
		modifier = { factor = 2.5 culture = dunmer }
		modifier = { factor = 1.5 culture = ashlander }
		modifier = { factor = 1.5 culture = chimer }
		modifier = { factor = 0.1 trait = necromancer }
		modifier = { factor = 0 NOT = { religion = sixth_house } }
		modifier = { factor = 0 NOT = { is_dunmer = yes } }
	}
	
	startup_populate = {
		trigger = {
			trait = house_dagoth
			controls_religion = no
			is_theocracy = no
			OR = {
				is_ruler = yes
				dynasty = 160777 #Dagoth
			}
			age = 16
			is_in_society = no
			is_dumb_trigger = no
			is_inaccessible_trigger = no
			NOT = { has_character_flag = society_join_block }
		}
	}
}
