# 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
				trait = travelling
				trait = on_pilgrimage
				trait = on_indian_pilgrimage
				trait = on_hajj
				trait = kow_tow_travels
				has_character_modifier = holding_grand_hunt
				has_character_flag = holding_tiger_hunt
			}
		}

		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 = {
			OR = {
				higher_real_tier_than = duke
				is_or_was_offmap_power_ruler = yes
				spouse_even_if_dead = {
					OR = {
						higher_real_tier_than = duke
						is_or_was_offmap_power_ruler = yes
					}
				}
				has_minor_title = title_despot
				has_minor_title = title_augusta
			}
			NAND = {
				is_republic = yes
				NOT = { government = confucian_bureaucracy }
			}
			NOR = {
				mercenary = yes
				holy_order = yes
				trait = peasant_leader
				trait = heresiarch
			}

			NOR = {
				is_abroad = yes
				trait = in_hiding
				trait = travelling
				trait = on_pilgrimage
				trait = on_indian_pilgrimage
				trait = on_hajj
				trait = kow_tow_travels
				has_character_modifier = holding_grand_hunt
				has_character_flag = holding_tiger_hunt
			}
		}

		modifier = {
			factor = 4
			real_tier = emperor
		}
	}

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

		trigger = {
			OR = {
				prisoner = yes
				death_reason = death_dungeon
				death_reason = death_slavery
				trait = cruel
				trait = impaler
			}
		}

		modifier = {
			factor = 10000
			OR = {
				prisoner = yes
				death_reason = death_dungeon
			}
			NOT = { has_character_modifier = house_arrest }
		}

		modifier = {
			factor = 10000
			is_alive = no
			death_reason = death_slavery
		}

		modifier = {
			factor = 0.01
			OR = {
				trait = travelling
				trait = on_pilgrimage
				trait = on_indian_pilgrimage
				trait = on_hajj
				trait = kow_tow_travels
				has_character_modifier = holding_grand_hunt
				has_character_flag = holding_tiger_hunt
			}
		}
	}

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

		trigger = {
			trigger_if = {
				limit = { location = { always = yes } }
				location = {
					OR = {
						terrain = forest
						terrain = hills
						terrain = jungle
						terrain = arctic
						terrain = marsh
					}
				}
			}
			trigger_else = {
				capital_scope = {
					OR = {
						terrain = forest
						terrain = hills
						terrain = jungle
						terrain = arctic
						terrain = marsh
					}
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 20
			OR = {
				trait = hunter
				trait = falconer
				has_character_modifier = holding_grand_hunt
				has_character_flag = hunting_tigers
				has_character_flag = khagan_holding_nerge
				has_character_flag = vassal_holding_nerge
				has_character_flag = khagan_finishing_nerge
				has_character_flag = vassal_finishing_nerge
				has_character_modifier = enjoying_the_countryside
				has_nickname = nick_of_the_wilds
			}
		}
	}

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

		trigger = {
			OR = {
				is_ill = yes
				is_incapable = yes
				trait = lustful
				trait = infirm
				trait = slothful
				trait = decadent
				trait = seducer
				trait = seductress
				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
			OR = {
				trait = travelling
				trait = on_pilgrimage
				trait = on_indian_pilgrimage
				trait = on_hajj
				trait = kow_tow_travels
				has_character_modifier = holding_grand_hunt
				has_character_flag = holding_tiger_hunt
			}
		}
	}

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

		trigger = {
			OR = {
				has_focus = focus_scholarship
				has_lifestyle_learning_trigger = yes
				trait = scholar
				trait = hafiz
				trait = administrator
				trait = strategist
				trait = theologian
				trait = physician
				trait = poet
				trait = architect
				has_minor_title = title_administrator
				has_minor_title = title_master_engineer
			}

			NOR = {
				trait = in_hiding
				trait = travelling
				trait = on_pilgrimage
				trait = on_indian_pilgrimage
				trait = on_hajj
				trait = kow_tow_travels
				has_character_modifier = holding_grand_hunt
				has_character_flag = holding_tiger_hunt
			}
		}

		modifier = {
			factor = 5
			OR = {
				trait = scholar
				trait = hafiz
				trait = administrator
				trait = strategist
				trait = theologian
				trait = physician
			}
		}
	}

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

		trigger = {
			OR = {
				AND = {
					in_command = yes
					OR = {
						war = yes
						liege = { war = yes }
						in_battle = yes
						in_siege = yes
						is_landed = no
						employer = { mercenary = yes }
						employer = { holy_order = yes }
					}
				}
				has_job_title = job_marshal
				death_reason = death_battle
				death_reason = death_duel
				death_reason = death_legendary_win_duel
				death_reason = death_legendary_fail_duel
				death_reason = death_mission_duel
				death_reason = death_battle_duel
				death_reason = death_claim_duel_attacker
				death_reason = death_claim_duel_defender
				AND = {
					mercenary = yes
					primary_title = {
						NOR = {
							title = d_venetian_navy
							title = d_genoese_navy
							title = d_hanseatic_navy
							title = d_frisian_navy
							title = d_maghreb_corsairs
							title = d_han_junks
							title = d_jurchen_corsairs
							title = d_treasure_fleet
						}
					}
				}
				has_character_flag = add_duel_xp
				has_character_flag = attending_tournament
				has_character_flag = attending_tournament_furusiyya
				has_character_modifier = holding_nomad_wargames
				has_character_flag = attending_nomad_tournament
				has_character_flag = flag_preparing_blood_games
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 100
			in_command = yes
			OR = {
				war = yes
				liege = { war = yes }
				in_battle = yes
				in_siege = yes
				employer = { mercenary = yes }
				employer = { holy_order = yes }
			}
			is_at_sea = no
		}

		modifier = {
			factor = 10
			OR = {
				has_character_flag = attending_tournament
				has_character_flag = attending_tournament_furusiyya
				has_character_modifier = holding_nomad_wargames
				has_character_flag = attending_nomad_tournament
				has_character_flag = flag_preparing_blood_games
			}
		}
	}

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

		trigger = {
			OR = {
				religion_group = pagan_group
				religion_group = indian_group
				culture_group = celtic
				trait = mystic
			}
		}

		modifier = {
			factor = 100
			has_character_modifier = in_meditation
			OR = {
				religion_group = pagan_group
				religion_group = indian_group
			}
		}

		modifier = {
			factor = 30
			is_priest = yes
			religion_group = pagan_group
		}

		modifier = {
			factor = 10
			OR = {
				trait = zealous
				has_focus = focus_theology
				is_ascetic_trigger = yes
				trait = on_pilgrimage
				trait = on_indian_pilgrimage
				capital_holding = { holding_type = temple }
			}
			OR = {
				religion_group = pagan_group
				religion_group = indian_group
			}
		}

		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
				has_character_flag = holding_blot
				has_character_flag = attending_blot
				has_minor_title = title_state_inquisitor
			}
		}

		modifier = {
			factor = 15
			trait = impaler
		}

		modifier = {
			factor = 10000
			OR = {
				death_execution_trigger = yes
				death_sacrificed_trigger = yes
				has_character_flag = holding_blot
				has_character_flag = attending_blot
				has_minor_title = title_state_inquisitor
			}
		}

		modifier = {
			factor = 0.01
			OR = {
				trait = in_hiding
				trait = travelling
				trait = on_pilgrimage
				trait = on_indian_pilgrimage
				trait = on_hajj
				trait = kow_tow_travels
				has_character_modifier = holding_grand_hunt
				has_character_flag = holding_tiger_hunt
				has_character_modifier = in_seclusion
			}
		}
	}

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

		trigger = {
			religion_group = christian

			OR = {
				employer = { is_priest = yes }
				has_focus = focus_theology
				has_pious_trait_trigger = yes
				has_character_modifier = doing_penance
			}
		}

		modifier = {
			factor = 100
			has_character_modifier = doing_penance
		}

		modifier = {
			factor = 10
			OR = {
				is_priest = yes
				trait = zealous
				has_focus = focus_theology
				is_ascetic_trigger = yes
				trait = on_pilgrimage
				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 = {
					OR = {
						terrain = desert
						region = world_africa
						region = world_middle_east
					}
				}
			}
			trigger_else = {
				capital_scope = {
					OR = {
						terrain = desert
						region = world_africa
						region = world_middle_east
					}
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

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

		modifier = {
			factor = 50
			OR = {
				trait = on_hajj
				has_character_modifier = zun_judgement
			}
		}

		modifier = {
			factor = 10
			OR = {
				trait = hunter
				trait = falconer
				has_character_modifier = holding_grand_hunt
				has_character_flag = hunting_tigers
				has_character_flag = khagan_holding_nerge
				has_character_flag = vassal_holding_nerge
				has_character_flag = khagan_finishing_nerge
				has_character_flag = vassal_finishing_nerge
				has_character_modifier = enjoying_the_countryside
				has_nickname = nick_of_the_wilds
			}
		}
	}

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

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

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 10
			OR = {
				trait = hunter
				trait = falconer
				has_character_modifier = holding_grand_hunt
				has_character_flag = hunting_tigers
				has_character_flag = khagan_holding_nerge
				has_character_flag = vassal_holding_nerge
				has_character_flag = khagan_finishing_nerge
				has_character_flag = vassal_finishing_nerge
				has_character_modifier = enjoying_the_countryside
				has_nickname = nick_of_the_wilds
			}
		}
	}

	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 = {
					primary_title = {
						OR = {
							title = d_venetian_navy
							title = d_genoese_navy
							title = d_hanseatic_navy
							title = d_frisian_navy
							title = d_maghreb_corsairs
							title = d_han_junks
							title = d_jurchen_corsairs
							title = d_treasure_fleet
						}
					}
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 100
			OR = {
				is_at_sea = yes
				trait = seaking
				trait = sea_queen
				has_minor_title = title_high_admiral
				has_minor_title = title_lighthouse_custodian
				has_minor_title = title_master_of_tides
				employer = {
					primary_title = {
						OR = {
							title = d_venetian_navy
							title = d_genoese_navy
							title = d_hanseatic_navy
							title = d_frisian_navy
							title = d_maghreb_corsairs
							title = d_han_junks
							title = d_jurchen_corsairs
							title = d_treasure_fleet
						}
					}
				}
			}
		}

		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
					}
				}
			}

			NOR = {
				trait = travelling
				trait = on_pilgrimage
				trait = on_indian_pilgrimage
				trait = on_hajj
				trait = kow_tow_travels
				has_character_modifier = holding_grand_hunt
				has_character_flag = holding_tiger_hunt
			}
		}

		modifier = {
			factor = 100
			has_character_flag = add_duel_xp
		}
	}

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

		modifier = {
			factor = 1000
			OR = {
				has_character_flag = party_host
				has_character_flag = party_guest
				has_character_flag = host_feast_started
				has_character_flag = guest_feast_started
				has_character_flag = blot_feast
				has_character_flag = blot_feast_vassal
				has_character_flag = holding_ukon_juhla
				has_character_flag = ukon_juhla_feast_vassal
				has_character_flag = holding_uzgavenes
				has_character_flag = uzgavenes_feast_vassal
				has_character_flag = holding_jarilo
				has_character_flag = holding_passover
				has_character_flag = attending_passover
				has_character_flag = jarilo_feast_vassal
				has_character_flag = diwali_feast_begun
				has_character_flag = attending_diwali_feast
				has_character_flag = zun_feast_begun
				has_character_flag = attending_zun_feast
				has_character_flag = holding_sadah_feast
				has_character_flag = attending_sadah
				has_character_flag = holding_bema
				has_character_flag = attending_bema
				has_character_flag = flag_holding_great_tribal_festival
				has_any_opinion_modifier = opinion_great_tribal_festival_guest
			}
		}

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

		modifier = {
			factor = 4
			OR = {
				trait = gluttonous
				trait = lustful
				trait = gregarious
				trait = socializer
				trait = gamer
			}
		}

		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 }
			}
			NOR = {
				trait = peasant_leader
				trait = heresiarch
			}
		}
	}

	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 }
				has_minor_title = title_prince
				has_minor_title = title_queen_mother
				has_character_modifier = jd_prince
				has_character_modifier = jd_princess
			}

			NOR = {
				trait = in_hiding
				trait = travelling
				trait = on_pilgrimage
				trait = on_indian_pilgrimage
				trait = on_hajj
				trait = kow_tow_travels
				has_character_modifier = holding_grand_hunt
				has_character_flag = holding_tiger_hunt
			}
		}
	}

	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
				trait = travelling
				trait = on_pilgrimage
				trait = on_indian_pilgrimage
				trait = on_hajj
				trait = kow_tow_travels
				has_character_modifier = holding_grand_hunt
				has_character_flag = holding_tiger_hunt
			}
		}
	}

	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
			employer = { is_republic = 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
					OR = {
						region = world_europe
						region = world_asia_minor
						AND = {
							region = world_steppe_west
							religion_group = christian
						}
					}
				}
			}
			trigger_else = {
				capital_holding = { holding_type = castle }
				capital_scope = {
					OR = {
						region = world_europe
						region = world_asia_minor
						AND = {
							region = world_steppe_west
							religion_group = christian
						}
					}
				}
			}

			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 = {
					religion_group = muslim
					OR = {
						holding_type = castle
						holding_type = temple
					}
				}
			}
			trigger_else = {
				capital_scope = { religion_group = muslim }
				capital_holding = {
					OR = {
						holding_type = castle
						holding_type = temple
					}
				}
			}

			NOR = {
				trait = in_hiding
				has_character_modifier = in_seclusion
			}
		}

		modifier = {
			factor = 5
			OR = {
				is_priest = yes
				capital_holding = { holding_type = temple }
			}
			religion_group = muslim
		}

		modifier = {
			factor = 10
			OR = {
				trait = zealous
				has_focus = focus_theology
			}
			religion_group = muslim
		}

		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
			employer = { is_republic = 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 = {
					terrain = mountain
				}
			}
			trigger_else = {
				capital_scope = {
					terrain = mountain
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 10
			OR = {
				trait = hunter
				trait = falconer
				has_character_modifier = holding_grand_hunt
				has_character_flag = hunting_tigers
				has_character_flag = khagan_holding_nerge
				has_character_flag = vassal_holding_nerge
				has_character_flag = khagan_finishing_nerge
				has_character_flag = vassal_finishing_nerge
				has_character_modifier = enjoying_the_countryside
				has_nickname = nick_of_the_wilds
			}
		}
	}

	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
				trait = travelling
				trait = on_pilgrimage
				trait = on_indian_pilgrimage
				trait = on_hajj
				trait = kow_tow_travels
				has_character_modifier = holding_grand_hunt
				has_character_flag = holding_tiger_hunt
			}
		}
	}

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

		trigger = {
			trigger_if = {
				limit = { location = { always = yes } }
				location = {
					terrain = plains
					OR = {
						region = world_europe_south
						region = world_asia_minor
						region = world_europe_west_iberia
						region = world_middle_east
						region = world_persia
						region = world_africa_north
					}
				}
			}
			trigger_else = {
				capital_scope = {
					terrain = plains
					OR = {
						region = world_europe_south
						region = world_asia_minor
						region = world_europe_west_iberia
						region = world_middle_east
						region = world_persia
						region = world_africa_north
					}
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 10
			OR = {
				trait = gardener
				trait = hunter
				trait = falconer
				has_character_modifier = holding_grand_hunt
				has_character_flag = hunting_tigers
				has_character_flag = khagan_holding_nerge
				has_character_flag = vassal_holding_nerge
				has_character_flag = khagan_finishing_nerge
				has_character_flag = vassal_finishing_nerge
				has_character_modifier = enjoying_the_countryside
				has_nickname = nick_of_the_wilds
			}
		}
	}

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

		trigger = {
			trigger_if = {
				limit = { location = { always = yes } }
				location = {
					OR = {
						terrain = farmlands
						AND = {
							terrain = plains
							OR = {
								region = world_europe_north
								region = world_europe_east
								region = world_europe_west_brittania
								region = world_europe_west_germania
								region = world_europe_west_francia
								region = world_india
							}
						}
					}
				}
			}
			trigger_else = {
				capital_scope = {
					OR = {
						terrain = farmlands
						AND = {
							terrain = plains
							OR = {
								region = world_europe_north
								region = world_europe_east
								region = world_europe_west_brittania
								region = world_europe_west_germania
								region = world_europe_west_francia
								region = world_india
							}
						}
					}
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

		modifier = {
			factor = 10
			OR = {
				trait = gardener
				trait = hunter
				trait = falconer
				has_character_modifier = holding_grand_hunt
				has_character_flag = hunting_tigers
				has_character_flag = khagan_holding_nerge
				has_character_flag = vassal_holding_nerge
				has_character_flag = khagan_finishing_nerge
				has_character_flag = vassal_finishing_nerge
				has_character_modifier = enjoying_the_countryside
				has_nickname = nick_of_the_wilds
			}
		}
	}

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

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

			NOT = { has_character_modifier = in_seclusion }
		}

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

		modifier = {
			factor = 2
			location = {
				climate = severe_winter
			}
		}
	}

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

		trigger = {
			trigger_if = {
				limit = { location = { always = yes } }
				location = {
					region = world_africa
				}
			}
			trigger_else = {
				capital_scope = {
					region = world_africa
				}
			}

			NOT = { has_character_modifier = in_seclusion }
		}

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

		modifier = {
			factor = 25
			OR = {
				trait = hunter
				trait = falconer
				has_character_modifier = holding_grand_hunt
				has_character_flag = hunting_tigers
				has_character_flag = khagan_holding_nerge
				has_character_flag = vassal_holding_nerge
				has_character_flag = khagan_finishing_nerge
				has_character_flag = vassal_finishing_nerge
				has_character_modifier = enjoying_the_countryside
				has_nickname = nick_of_the_wilds
			}
		}
	}
}
