# p41 Mounts
41 = {
	0 = { # 0 - blank
		factor = 1
		modifier = {
			factor = 100
			NOR = {
				AND = {
					in_command = yes
					OR = {
						war = yes
						liege = { war = yes }
						in_battle = yes
						in_siege = yes
						employer = { mercenary = yes }
						employer = { holy_order = yes }
					}
				}
				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
				death_reason = death_execution_horses
				death_reason = death_accident_bear
				death_reason = death_execution_bear
				death_reason = death_accident_tiger
				death_reason = death_execution_tiger
				death_reason = death_execution_lion
			}
		}

		modifier = {
			factor = 100
			OR = {
				is_at_sea = yes
				siege = { is_attacker = no }
				has_character_flag = hajj_arrived_in_mecca
				has_character_flag = kow_tow_visited_temple
				has_character_flag = kow_tow_played_go
				has_character_flag = read_the_guanzi
				has_character_flag = visited_market
				has_character_flag = kow_tow_bad_outcome
				has_character_flag = kow_tow_okay_outcome
				has_character_flag = kow_tow_great_outcome
			}
		}
	}

	1 = { # a - Dragon
		factor = 0
	}

	2 = { # b - Dragon
		factor = 0
	}

	3 = { # c - Dragon
		factor = 0
	}

	4 = { # d - Dragon
		factor = 0
	}

	5 = { # e - Dragon
		factor = 0
	}

	6 = { # f - Dragon
		factor = 0
	}

	7 = { # g - Dragon
		factor = 0
	}

	8 = { # h - Dragon
		factor = 0
	}

	9 = { # i - Unique Horse
		factor = 0
	}

	10 = { # j - Unique Horse
		factor = 0
	}

	11 = { # k - Horse Armor
		factor = 0
	}

	12 = { # l - Horse Armor
		factor = 0
	}

	13 = { # m - Wolf
		factor = 0
	}

	14 = { # n - Bear
		factor = 100
		trigger = {
			OR = {
				death_reason = death_accident_bear
				death_reason = death_execution_bear
			}
		}
	}

	15 = { # o - Polar Bear
		factor = 0
	}

	16 = { # p - Reindeer
		factor = 0
	}

	17 = { # q - Tiger
		factor = 100
		trigger = {
			OR = {
				death_reason = death_accident_tiger
				death_reason = death_execution_tiger
			}
		}
	}

	18 = { # r - Lion
		factor = 100
		trigger = {
			death_reason = death_execution_lion
		}
	}

	19 = { # s - Yak
		factor = 0
	}

	20 = { # t - Lizard
		factor = 0
	}

	21 = { # u - Elephant
		factor = 100
		trigger = {
			OR = {
				any_unit = {
					war_elephants = 0.1
					OR = {
						left_flank_leader = { character = ROOT }
						center_flank_leader = { character = ROOT }
						right_flank_leader = { character = ROOT }
					}
				}

				liege = {
					any_unit = {
						war_elephants = 0.1
						OR = {
							left_flank_leader = { character = ROOT }
							center_flank_leader = { character = ROOT }
							right_flank_leader = { character = ROOT }
						}
					}
				}
			}
		}
	}

	22 = { # v - Camel
		factor = 100
		trigger = {
			OR = {
				any_unit = {
					camel_cavalry = 0.3
					OR = {
						left_flank_leader = { character = ROOT }
						center_flank_leader = { character = ROOT }
						right_flank_leader = { character = ROOT }
					}
				}

				liege = {
					any_unit = {
						camel_cavalry = 0.3
						OR = {
							left_flank_leader = { character = ROOT }
							center_flank_leader = { character = ROOT }
							right_flank_leader = { character = ROOT }
						}
					}
				}
			}
		}
	}

	23 = { # w - Horse Armor
		factor = 100
		trigger = {
			OR = {
				any_unit = {
					knights = 0.3
					OR = {
						left_flank_leader = { character = ROOT }
						center_flank_leader = { character = ROOT }
						right_flank_leader = { character = ROOT }
					}
				}

				liege = {
					any_unit = {
						knights = 0.3
						OR = {
							left_flank_leader = { character = ROOT }
							center_flank_leader = { character = ROOT }
							right_flank_leader = { character = ROOT }
						}
					}
				}
			}
		}
	}

	24 = { # x - Horse
		factor = 0
	}

	25 = { # y - Horse
		factor = 100
		trigger = {
			OR = {
				has_character_modifier = nomad_warhorse
				death_reason = death_execution_horses
			}
		}
	}

	26 = { # z - Horse
		factor = 100
		trigger = {
			OR = {
				any_unit = {
					OR = {
						light_cavalry = 0.3
						horse_archers = 0.3
					}
					OR = {
						left_flank_leader = { character = ROOT }
						center_flank_leader = { character = ROOT }
						right_flank_leader = { character = ROOT }
					}
				}

				liege = {
					any_unit = {
						OR = {
							light_cavalry = 0.3
							horse_archers = 0.3
						}
						OR = {
							left_flank_leader = { character = ROOT }
							center_flank_leader = { character = ROOT }
							right_flank_leader = { character = ROOT }
						}
					}
				}
			}
		}
	}
}
