# p0 Backgrounds.
0 = {
	0 = { # 0 - Castle interior
		factor = 1
		hide_layers = { 38 = {} }

		trigger = {
			trigger_if = {
				limit = { siege = { is_attacker = no } }
				capital_holding = {
					OR = {
						holding_type = castle
						holding_type = city
						holding_type = temple
					}
				}
			}
			trigger_else_if = {
				limit = { is_abroad = yes }
				location = { holding_type = castle }
			}
			trigger_else = {
				capital_holding = { holding_type = castle }
			}

			NOR = {
				trait = in_hiding
				blg_travelling = yes
			}
		}

		modifier = {
			factor = 5
			is_feudal = yes
			is_landed = yes
		}

		modifier = {
			factor = 5
			has_job_title = job_chancellor
		}

		modifier = {
			factor = 100
			siege = { is_attacker = no }
		}
	}

	1 = { # a - Throne room
		factor = 15
		hide_layers = { 38 = {} }

		trigger = {
			blg_royalty = yes

			NOR = {
				is_abroad = yes
				trait = in_hiding
				blg_travelling = yes
			}
		}

		modifier = {
			factor = 4
			real_tier = emperor
		}
	}

	2 = { # b - Dungeon
		factor = 4
		hide_layers = { 38 = {} }
		hide_layers = { 42 = {} }

		trigger = {
			OR = {
				blg_prisoner = yes
				blg_slave = yes
				trait = cruel
				trait = impaler
				blg_subterranean = yes
			}
		}

		modifier = {
			factor = 10000
			blg_prisoner = yes
			NOT = { has_character_modifier = house_arrest }
		}

		modifier = {
			factor = 10000
			is_alive = no
			blg_slave = yes
		}

		modifier = {
			factor = 0.01
			blg_travelling = yes
			blg_subterranean = no
		}
	}

	3 = { # c - Forest
		factor = 3
		hide_layers = { 42 = {} }

		trigger = {
			trigger_if = {
				limit = { location = { always = yes } }
				location = {
					blg_forest = yes
				}
			}
			trigger_else = {
				capital_scope = {
					blg_forest = yes
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 20
			blg_outdoors = yes
		}
	}

	4 = { # d - Bedroom
		factor = 1
		hide_layers = { 38 = {} }
		hide_layers = { 42 = {} }

		trigger = {
			OR = {
				is_ill = yes
				is_incapable = yes
				blg_seducer = yes
				trait = infirm
				trait = slothful
				trait = decadent
				has_character_modifier = house_arrest
			}
		}

		modifier = {
			factor = 10
			OR = {
				is_ill = yes
				trait = infirm
			}
		}

		modifier = {
			factor = 10
			is_incapable = yes
		}

		modifier = {
			factor = 10000
			has_character_modifier = house_arrest
		}

		modifier = {
			factor = 0.01
			blg_travelling = yes
		}
	}

	5 = { # e - Study
		factor = 3
		hide_layers = { 38 = {} }

		trigger = {
			OR = {
				has_focus = focus_scholarship
				has_lifestyle_learning_trigger = yes
				blg_learned = yes
				trait = poet
				trait = architect
			}

			NOR = {
				trait = in_hiding
				blg_travelling = yes
			}
		}

		modifier = {
			factor = 5
			blg_learned = yes
		}
	}

	6 = { # f - Military camp
		factor = 5
		hide_layers = { 38 = {} }
		hide_layers = { 42 = {} }

		trigger = {
			OR = {
				blg_warrior = yes
				blg_duelling = yes
				blg_tournament = yes
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 100
			blg_in_combat = yes
			is_at_sea = no
		}

		modifier = {
			factor = 10
			blg_tournament = yes
		}
	}

	7 = { # g - Dolmen / Shrine
		factor = 1
		hide_layers = { 38 = {} }
		hide_layers = { 42 = {} }

		trigger = {
			OR = {
				blg_religion_pagan = yes
				blg_religion_eastern = yes
				blg_culture_celtic = yes
				trait = mystic
			}
		}

		modifier = {
			factor = 100
			has_character_modifier = in_meditation
			OR = {
				blg_religion_pagan = yes
				blg_religion_eastern = yes
			}
		}

		modifier = {
			factor = 30
			blg_priest = yes
			blg_religion_pagan = yes
		}

		modifier = {
			factor = 10
			OR = {
				blg_devout = yes
				blg_pilgrimage = yes
				capital_holding = { holding_type = temple }
			}
			OR = {
				blg_religion_pagan = yes
				blg_religion_eastern = yes
			}
		}

		modifier = {
			factor = 0.01
			OR = {
				trait = cynical
				trait = excommunicated
				has_character_modifier = in_seclusion
			}
		}
	}

	8 = { # h - Gallows
		factor = 2
		hide_layers = { 42 = {} }

		trigger = {
			OR = {
				trait = cruel
				trait = impaler
				death_execution_trigger = yes
				death_sacrificed_trigger = yes
				blg_executioner = yes
			}
		}

		modifier = {
			factor = 15
			trait = impaler
		}

		modifier = {
			factor = 10000
			OR = {
				death_execution_trigger = yes
				death_sacrificed_trigger = yes
				blg_executioner = yes
			}
		}

		modifier = {
			factor = 0.01
			OR = {
				trait = in_hiding
				blg_travelling = yes
				has_character_modifier = in_seclusion
			}
		}
	}

	9 = { # i - Church
		factor = 2
		hide_layers = { 38 = {} }

		trigger = {
			blg_religion_christian = yes

			OR = {
				employer = {
					blg_priest = yes
				}
				has_focus = focus_theology
				has_pious_trait_trigger = yes
				blg_pilgrimage = yes
				has_character_modifier = doing_penance
			}
		}

		modifier = {
			factor = 100
			has_character_modifier = doing_penance
		}

		modifier = {
			factor = 10
			OR = {
				blg_priest = yes
				blg_devout = yes
				blg_pilgrimage = yes
				capital_holding = { holding_type = temple }
			}
		}

		modifier = {
			factor = 0.01
			OR = {
				trait = cynical
				trait = excommunicated
				has_secret_religion = yes
			}
		}
	}

	10 = { # j - Desert
		factor = 1
		hide_layers = { 42 = {} }

		trigger = {
			trigger_if = {
				limit = { location = { always = yes } }
				location = {
					blg_desert = yes
				}
			}
			trigger_else = {
				capital_scope = {
					blg_desert = yes
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 3
			location = {
				OR = {
					terrain = desert
					terrain = hills
				}
			}
		}

		modifier = {
			factor = 50
			blg_desert_journey = yes
		}

		modifier = {
			factor = 10
			blg_outdoors = yes
		}
	}

	11 = { # k - Steppe
		factor = 5
		hide_layers = { 42 = {} }

		trigger = {
			trigger_if = {
				limit = { location = { always = yes } }
				location = {
					blg_steppe = yes
				}
			}
			trigger_else = {
				capital_scope = {
					blg_steppe = yes
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 10
			blg_outdoors = yes
		}
	}

	12 = { # l - Ocean
		factor = 2
		hide_layers = { 42 = {} }

		trigger = {
			OR = {
				is_at_sea = yes
				location = { has_trade_post = yes port = yes }
				this_is_sea_raider_trigger = yes
				employer = {
					blg_mercenary_fleet = yes
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 100
			OR = {
				is_at_sea = yes
				blg_naval = yes
				employer = {
					blg_mercenary_fleet = yes
				}
			}
		}

		modifier = {
			factor = 10
			is_patrician = yes
		}
	}

	13 = { # m - Plain wall
		factor = 1
		hide_layers = { 38 = {} }

		trigger = {
			trigger_if = {
				limit = { is_abroad = yes }
				location = {
					OR = {
						holding_type = castle
						holding_type = city
						holding_type = temple
						holding_type = family_palace
					}
				}
			}
			trigger_else = {
				capital_holding = {
					OR = {
						holding_type = castle
						holding_type = city
						holding_type = temple
						holding_type = family_palace
					}
				}
			}

			blg_travelling = no
		}

		modifier = {
			factor = 100
			blg_duelling = yes
		}
	}

	14 = { # n - Tavern
		factor = 1
		hide_layers = { 38 = {} }
		hide_layers = { 42 = {} }

		modifier = {
			factor = 1000
			blg_feast = yes
		}

		modifier = {
			factor = 10
			OR = {
				has_focus = focus_carousing
				trait = drunkard
				trait = hedonist
				trait = decadent
			}
		}

		modifier = {
			factor = 4
			OR = {
				blg_socializer = yes
				blg_seducer = yes
				trait = gluttonous
			}
		}

		modifier = {
			factor = 0.1
			OR = {
				trait = temperate
				trait = shy
				has_character_flag = ramadan
			}
		}

		modifier = {
			factor = 0.25
			OR = {
				higher_real_tier_than = duke
				spouse_even_if_dead = { higher_real_tier_than = duke }
			}
			blg_peasant = no
		}
	}

	15 = { # o - Fancy wall
		factor = 3
		hide_layers = { 38 = {} }

		trigger = {
			trigger_if = {
				limit = { is_abroad = yes }
				location = {
					OR = {
						holding_type = castle
						holding_type = city
						holding_type = temple
						holding_type = family_palace
					}
				}
			}
			trigger_else = {
				capital_holding = {
					OR = {
						holding_type = castle
						holding_type = city
						holding_type = temple
						holding_type = family_palace
					}
				}
			}

			OR = {
				is_landed = yes
				spouse = { is_landed = yes }
				blg_prince_title = yes
			}

			NOR = {
				trait = in_hiding
				blg_travelling = yes
			}
		}
	}

	16 = { # p - Tribal interior
		factor = 4
		hide_layers = { 38 = {} }

		trigger = {
			trigger_if = {
				limit = { is_abroad = yes }
				location = {
					OR = {
						holding_type = tribal
						holding_type = nomad
						holder_scope = { has_tribal_or_nomadic_government_trigger = yes }
					}
				}
			}
			trigger_else = {
				OR = {
					capital_holding = {
						OR = {
							holding_type = tribal
							holding_type = nomad
						}
					}
					has_tribal_or_nomadic_government_trigger = yes
				}
			}

			NOR = {
				trait = in_hiding
				blg_travelling = yes
			}
		}
	}

	17 = { # q - Tribal village
		factor = 4
		hide_layers = { 42 = {} }

		trigger = {
			trigger_if = {
				limit = { is_abroad = yes }
				location = {
					OR = {
						holding_type = tribal
						holding_type = nomad
						holder_scope = { has_tribal_or_nomadic_government_trigger = yes }
					}
				}
			}
			trigger_else = {
				OR = {
					capital_holding = {
						OR = {
							holding_type = tribal
							holding_type = nomad
						}
					}
					has_tribal_or_nomadic_government_trigger = yes
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 5
			blg_townsfolk = yes
		}

		modifier = {
			factor = 5
			has_job_title = job_treasurer
		}

		modifier = {
			factor = 5
			has_character_modifier = holding_summer_fair
		}
	}

	18 = { # r - European castle
		factor = 1
		hide_layers = { 38 = {} }
		hide_layers = { 42 = {} }

		trigger = {
			trigger_if = {
				limit = { is_abroad = yes }
				location = {
					holding_type = castle
					blg_region_europe = yes
				}
			}
			trigger_else = {
				capital_holding = { holding_type = castle }
				capital_scope = {
					blg_region_europe = yes
				}
			}

			NOR = {
				trait = in_hiding
				has_character_modifier = in_seclusion
			}
		}

		modifier = {
			factor = 3
			is_feudal = yes
			is_landed = yes
		}

		modifier = {
			factor = 10
			has_job_title = job_chancellor
		}

		modifier = {
			factor = 10
			trait = architect
		}
	}

	19 = { # s - Muslim mosque
		factor = 3
		hide_layers = { 38 = {} }
		hide_layers = { 42 = {} }

		trigger = {
			trigger_if = {
				limit = { is_abroad = yes }
				location = {
					blg_religion_muslim = yes
					OR = {
						holding_type = castle
						holding_type = temple
					}
				}
			}
			trigger_else = {
				capital_scope = {
					blg_religion_muslim = yes
				}
				capital_holding = {
					OR = {
						holding_type = castle
						holding_type = temple
					}
				}
			}

			NOR = {
				trait = in_hiding
				has_character_modifier = in_seclusion
			}
		}

		modifier = {
			factor = 5
			OR = {
				blg_priest = yes
				capital_holding = { holding_type = temple }
			}
			blg_religion_muslim = yes
		}

		modifier = {
			factor = 10
			OR = {
				blg_devout = yes
				blg_pilgrimage = yes
			}
			blg_religion_muslim = yes
		}

		modifier = {
			factor = 0.01
			OR = {
				has_secret_religion = yes
				trait = cynical
			}
		}

		modifier = {
			factor = 5
			trait = architect
		}

		modifier = {
			factor = 10000
			has_character_flag = hajj_arrived_in_mecca
		}
	}

	20 = { # t - Town
		factor = 1
		hide_layers = { 42 = {} }

		trigger = {
			trigger_if = {
				limit = { is_abroad = yes }
				location = {
					OR = {
						holding_type = castle
						holding_type = city
						holding_type = temple
						holding_type = family_palace
					}
				}
			}
			trigger_else = {
				capital_holding = {
					OR = {
						holding_type = castle
						holding_type = city
						holding_type = temple
						holding_type = family_palace
					}
				}
			}
		}

		modifier = {
			factor = 5
			blg_townsfolk = yes
		}

		modifier = {
			factor = 5
			has_job_title = job_treasurer
		}

		modifier = {
			factor = 5
			has_character_modifier = holding_summer_fair
		}
	}

	21 = { # u - Mountains
		factor = 3
		hide_layers = { 42 = {} }

		trigger = {
			trigger_if = {
				limit = { location = { always = yes } }
				location = {
					blg_mountain = yes
				}
			}
			trigger_else = {
				capital_scope = {
					blg_mountain = yes
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 10
			blg_outdoors = yes
		}
	}

	22 = { # v - Curtains
		factor = 1
		hide_layers = { 38 = {} }
		hide_layers = { 42 = {} }

		modifier = {
			factor = 100
			is_alive = no
		}

		modifier = {
			factor = 0
			is_alive = yes
			OR = {
				trait = in_hiding
				blg_travelling = yes
			}
		}
	}

	23 = { # w - Mediterranean farmlands
		factor = 3
		hide_layers = { 42 = {} }

		trigger = {
			trigger_if = {
				limit = { location = { always = yes } }
				location = {
					terrain = plains
					blg_region_mediterranean = yes
				}
			}
			trigger_else = {
				capital_scope = {
					terrain = plains
					blg_region_mediterranean = yes
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 10
			OR = {
				trait = gardener
				blg_outdoors = yes
			}
		}
	}

	24 = { # x - Farmlands
		factor = 3
		hide_layers = { 42 = {} }

		trigger = {
			trigger_if = {
				limit = { location = { always = yes } }
				location = {
					blg_farmlands = yes
				}
			}
			trigger_else = {
				capital_scope = {
					blg_farmlands = yes
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 10
			OR = {
				trait = gardener
				blg_outdoors = yes
			}
		}
	}

	25 = { # y - Snow
		factor = 2
		hide_layers = { 42 = {} }

		trigger = {
			trigger_if = {
				limit = { location = { always = yes } }
				location = {
					blg_winter = yes
				}
			}
			trigger_else = {
				capital_scope = {
					blg_winter = yes
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 0.3
			location = { climate = mild_winter }
		}

		modifier = {
			factor = 2
			location = {
				blg_severe_winter = yes
			}
		}
	}

	26 = { # z - African savanna
		factor = 2
		hide_layers = { 42 = {} }

		trigger = {
			trigger_if = {
				limit = { location = { always = yes } }
				location = {
					blg_region_africa = yes
				}
			}
			trigger_else = {
				capital_scope = {
					blg_region_africa = yes
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 5
			location = { terrain = plains }
		}

		modifier = {
			factor = 25
			blg_outdoors = yes
		}
	}
}
