# p38 Background window frames.
38 = {
	0 = { # 0 - blank
		factor = 5

		modifier = {
			factor = 100
			NOR = {
				is_landed = yes
				spouse = { is_landed = yes }
				blg_animal_falcon = yes
				blg_animal_boar = yes
				blg_animal_ape = yes
				blg_animal_vulture = yes
			}
		}

		modifier = {
			factor = 100
			OR = {
				is_alive = no
				NOT = { host = { at_location = ROOT } }
				in_command = yes
				trait = in_hiding
				blg_travelling = yes
			}
		}
	}

	1 = { # a - Wooden window
		factor = 2
		trigger = {
			is_nomadic = no
		}
	}

	2 = { # b - Stone window
		factor = 2
		trigger = {
			capital_holding = {
				OR = {
					holding_type = castle
					holding_type = city
					holding_type = temple
					holding_type = family_palace
				}
			}
		}
	}

	3 = { # c - Stone window
		factor = 2
		trigger = {
			capital_holding = {
				OR = {
					holding_type = castle
					holding_type = city
					holding_type = temple
					holding_type = family_palace
				}
			}
		}
	}

	4 = { # d - Tent window
		factor = 2
		trigger = {
			capital_scope = {
				blg_region_europe = no
			}
		}
	}

	5 = { # e - Stone window
		factor = 2
		trigger = {
			capital_holding = {
				OR = {
					holding_type = castle
					holding_type = city
					holding_type = temple
					holding_type = family_palace
				}
			}
		}
	}

	6 = { # f - Glass window
		factor = 1
		trigger = {
			OR = {
				higher_real_tier_than = count
				spouse = { higher_real_tier_than = count }
			}
			capital_holding = {
				OR = {
					holding_type = city
					holding_type = temple
					holding_type = family_palace
				}
			}
		}
	}

	7 = { # g - Grated window
		factor = 1
		trigger = {
			OR = {
				higher_real_tier_than = count
				spouse = { higher_real_tier_than = count }
			}
			capital_holding = {
				OR = {
					holding_type = castle
					holding_type = city
					holding_type = temple
					holding_type = family_palace
				}
			}
			capital_scope = {
				blg_region_muslim = yes
			}
		}
	}

	8 = { # h - Falcon
		factor = 10
		trigger = {
			blg_animal_falcon = yes

			blg_artifact_rule = yes
		}
	}

	9 = { # i - Boar
		factor = 50
		trigger = {
			blg_animal_boar = yes

			blg_artifact_rule = yes
		}
	}

	10 = { # j - Ape
		factor = 50
		trigger = {
			blg_animal_ape = yes

			blg_artifact_rule = yes
		}
	}

	11 = { # k - Vulture
		factor = 50
		trigger = {
			blg_animal_vulture = yes

			blg_artifact_rule = yes
		}
	}
}
