religion_nature = {
	buttons = { nature }
	
	religion_peaceful = {
		picture = GFX_religion_feature_peaceful
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_pacifist }
			custom_tooltip = { text = tooltip_religion_feature_peace_piety }
			custom_tooltip = { text = tooltip_religion_feature_no_looting }
			custom_tooltip = { text = tooltip_religion_feature_no_crusade }
			hidden_tooltip = { 
				set_allow_looting = no
				set_can_call_crusade = no
				set_hard_to_convert = no
				set_pacifist = yes
				set_raised_vassal_opinion_loss = yes
				set_peace_prestige_loss = no
				set_piety_loss_for_attacking_same_religion = no
				set_peace_piety_gain = 1
				set_convert_other_groups = 0
				set_convert_same_group = 0
				set_ai_aggression = 0.1
			}
		}
		ai_will_do = {
			factor = 100
			modifier = { 	
				factor = 0.01
				FROM = {
					character = yes 
					NOR = {
						religion = celtic_pagan
						religion = midewiwin
					} 
				}
			}
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0
				has_game_started = no
				religion_group = pagan_group
			}
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0.25		#Pacifists should be rarer in general in Random World.
				has_game_started = no
			}
		}
	}
	religion_warlike = {
		picture = GFX_religion_feature_warlike
		trigger = {
			NOT = { has_selected_religion_feature = religion_feature_raven_tales_1 }
			NOT = { has_selected_religion_feature = religion_feature_raven_tales_2 }
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_war_levies }
			custom_tooltip = { text = tooltip_religion_feature_crusade }
			custom_tooltip = { text = tooltip_religion_feature_warlike }
			custom_tooltip = { text = tooltip_religion_feature_prestige_loss }
			hidden_tooltip = {
				set_pacifist = no
				set_allow_looting = yes
				set_hard_to_convert = no
				set_peace_piety_gain = 0
				set_raised_vassal_opinion_loss = no
				set_piety_loss_for_attacking_same_religion = no
				set_peace_prestige_loss = yes
				set_convert_other_groups = 0
				set_convert_same_group = 1
				set_ai_aggression = 2.0
			}
		}
		ai_will_do = {
			factor = 100
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes
					OR = { 
						religion = revelationist
						religion = occultist
						religion = midewiwin
					}
				}
			}
			modifier = { 	
				factor = 5
				FROM = {
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					trait = lunatic 
				}
			}
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					trait = possessed 
				}
			}
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					trait = wroth 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = craven 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = patient 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = cynical 
				}
			}
		}
	}
	religion_defensive = {
		picture = GFX_religion_feature_defensive
		trigger = {
			NOT = { has_selected_religion_feature = religion_feature_raven_tales_2 }
			NOT = { has_selected_religion_feature = religion_feature_raven_tales_1 }
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_defensive }
			custom_tooltip = { text = tooltip_religion_feature_hard_conversion }
			custom_tooltip = { text = tooltip_religion_feature_crusade }
			hidden_tooltip = { 
				set_pacifist = no
				set_peace_piety_gain = 0
				set_raised_vassal_opinion_loss = yes
				set_piety_loss_for_attacking_same_religion = no
				set_peace_prestige_loss = no
				set_allow_looting = yes
				set_hard_to_convert = yes
				set_convert_other_groups = 1
				set_convert_same_group = 1
				set_ai_aggression = 0.5
				set_unit_modifier = {		
					garrison_size = 0.3
					levy_size = 0.2
					
					key = "DEF_RELIGION"
				}
				set_unit_home_modifier = {
					land_morale = 0.8
					light_infantry_defensive = 0.8
					heavy_infantry_defensive = 0.8
					pikemen_defensive = 0.8
					light_cavalry_defensive = 0.8
					knights_defensive = 0.8
					archers_defensive = 0.8
					horse_archers_defensive = 0.8
					camel_cavalry_defensive = 0.8
					war_elephants_defensive = 0.8
					
					garrison_size = 0.4
					
					key = "DEF_RELIGION_HOME_TERRITORY"
				}
			}
		}
		ai_will_do = {
			factor = 100
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					OR = { 
						religion = norse_pagan
						religion = raven_tales 
					}
				}
			}
			modifier = { 	
				factor = 0.001
				FROM = { 
					character = yes 
					religion = thelemic 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = {
					character = yes 
					trait = lunatic 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = possessed 
				}
			}
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					trait = craven 
				}
			}
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					trait = patient 
				}
			}
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					trait = cynical 
				}
			}
		}
	}
	religion_proselytizing = {
		picture = GFX_religion_feature_proselytizing
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_proselytizing }
			custom_tooltip = { text = tooltip_religion_feature_crusade }
			custom_tooltip = { text = tooltip_religion_feature_piety_same_religion_loss }
			hidden_tooltip = { 
				set_pacifist = no
				set_peace_piety_gain = 0
				set_raised_vassal_opinion_loss = yes
				set_peace_prestige_loss = no
				set_allow_looting = yes
				set_hard_to_convert = no
				set_piety_loss_for_attacking_same_religion = yes
				set_convert_other_groups = 2
				set_convert_same_group = 2
				set_ai_aggression = 1.0
			}
		}
		ai_will_do = {
			factor = 80
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					religion = revelationist
				}
			}
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					trait = gregarious 
				}
			}
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					trait = socializer 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = wroth 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = possessed 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = brave 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = cynical 
				}
			}
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0
				has_game_started = no
				religion_group = pagan_group
			}
		}
	}
	religion_dogmatic = {
		picture = GFX_religion_feature_dogmatic
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_syncretic
				has_selected_religion_feature = religion_no_leader
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_dogmatic_1 }
			custom_tooltip = { text = tooltip_religion_feature_crusade }
			custom_tooltip = { text = tooltip_religion_feature_dogmatic_2 }
			custom_tooltip = { text = tooltip_religion_feature_piety_same_religion_loss }
			hidden_tooltip = {
				set_pacifist = no
				set_peace_piety_gain = 0
				set_raised_vassal_opinion_loss = yes
				set_peace_prestige_loss = no
				set_allow_looting = yes
				set_hard_to_convert = yes
				set_piety_loss_for_attacking_same_religion = yes
				set_convert_other_groups = 0
				set_convert_same_group = 2
				set_ai_aggression = 1.5
			}
		}
		ai_will_do = {
			factor = 50
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					NOR = { 
						religion = occultist
						religion = thelemic
						religion = raven_tales
					}
				}
			}
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					trait = paranoid 
				}
			}
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					trait = cruel 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = kind 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = cynical 
				}
			}
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0
				has_game_started = no
				religion_group = pagan_group
			}
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0.5		#Should be rarer than regular ones.
				has_game_started = no
			}
		}
	}
	religion_cosmopolitan = {
		picture = GFX_religion_feature_cosmopolitan
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_feature_espiritista #Redundant
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_cosmopolitan_2 }
			custom_tooltip = { text = tooltip_religion_feature_crusade }
			custom_tooltip = { text = tooltip_religion_feature_impotent }
			custom_tooltip = { text = tooltip_religion_feature_cosmopolitan_1 }
			hidden_tooltip = {
				set_pacifist = no
				set_peace_piety_gain = 0
				set_raised_vassal_opinion_loss = yes
				set_peace_prestige_loss = no
				set_allow_looting = yes
				set_hard_to_convert = no
				set_piety_loss_for_attacking_same_religion = no
				set_convert_other_groups = 0
				set_convert_same_group = 0
				set_ai_aggression = 0.5
			}
		}
		ai_will_do = {
			factor = 50
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					NOT = { 
						religion = celtic_pagan
					}
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = paranoid 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					trait = gregarious 
				}
			}
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					trait = kind 
				}
			}
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					trait = cynical 
				}
			}
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0
				has_game_started = no
				religion_group = pagan_group
			}
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0.5		#Should be rarer than regular ones.
				has_game_started = no
			}
		}
	}
}

religion_doctrine = {
	buttons = { doctrine1 doctrine2 doctrine3 doctrine4 }
	
	#religion_ravager = {
	#	picture = GFX_religion_feature_ravager
	#	effect = {
	#		FROM = { wealth = 1000 }
	#	}
	#	trigger = {
	#		NOT = {
	#			has_selected_religion_feature = religion_peaceful
	#		}
	#	}
	#}

	religion_holy_family = {
		picture = GFX_religion_feature_holy_family
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_incest }
			custom_tooltip = { text = tooltip_religion_feature_holy_family }
			hidden_tooltip = { 
				set_divine_blood = yes
				set_psc_marriage = yes
				set_bs_marriage = yes
				set_cousin_marriage = yes
				set_pc_marriage = yes
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					NOT = { 
						religion = occultist
					}
				}
			}
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0
				has_game_started = no
				religion_group = pagan_group
			}
		}
	}
	religion_harems = {
		picture = GFX_religion_feature_harems
		trigger = {
			NOT = { 
				has_selected_religion_feature = religion_matriarchal #Incompatible
			} 
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_harems }
			hidden_tooltip = { 
				set_max_consorts = 0
				set_max_wives = 4
			}
		}
	}
	religion_meritocratic = {
		picture = GFX_religion_feature_meritocratic
		trigger = {
			NOR = { 
				has_selected_religion_feature = religion_feature_celtic # Incompatible
				has_selected_religion_feature = religion_patriarchal # Incompatible
				has_selected_religion_feature = religion_matriarchal # Incompatible
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_meritocratic }
			hidden_tooltip = {
				set_heir_designation = yes
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0
				has_game_started = no
				religion_group = pagan_group
			}
		}
	}
	religion_stable = {
		picture = GFX_religion_feature_stable
		trigger = {
			NOT = { has_selected_religion_feature = religion_feature_raven_tales_2 }
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_stable }
			custom_tooltip = { text = tooltip_religion_feature_meliorism } 
			hidden_tooltip = { 
				set_short_reign_opinion_year_mult = 0
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0
				has_game_started = no
				religion_group = pagan_group
			}
		}
	}
	religion_jizya = {
		picture = GFX_religion_feature_jizya
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_syncretic
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_jizya }
			hidden_tooltip = { 
				set_jizya_tax = yes
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0
				has_game_started = no
				religion_group = pagan_group
			}
		}
	}
	religion_monastic = {
		picture = GFX_religion_feature_monastic
		trigger = {
			NOT = {
				has_selected_religion_feature = religion_feature_revelationist
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_monastic }
			custom_tooltip = { text = tooltip_religion_feature_learning_boost }
			custom_tooltip = { text = tooltip_religion_feature_celibate_priests }
			hidden_tooltip = { 
				set_can_retire_to_monastery = yes
				set_priests_can_marry = no
				set_priests_can_inherit = no
			}
			set_character_modifier = {
				learning = 2
				key = "MONASTIC_ATTR_RELIGION"
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0
				has_game_started = no
				religion_group = pagan_group
			}
		}
	}
	religion_syncretic = { #Gives option for each ruler to pick one of the sympathy_for_traits via decision.
		picture = GFX_religion_feature_syncretic
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_jizya
				has_selected_religion_feature = religion_dogmatic
				has_selected_religion_feature = religion_feature_revelationist # Redundant
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_syncretic }
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 0.5
				FROM = { 
					character = yes 
					OR = { 
						religion = celtic_pagan
						religion = occultist
					}
				}
			}
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0
				has_game_started = no
				religion_group = pagan_group
			}
		}
	}
	religion_haruspicy = { #Gives option to divinate the future before waging a war.
		picture = GFX_religion_feature_haruspicy
		potential = {
			NOT = { has_selected_religion_feature = religion_feature_occultist }
		}

		effect = {
			custom_tooltip = { text = tooltip_religion_feature_haruspicy }
		}
		ai_will_do = {
			factor = 1
		}
	}
	religion_astrology = {
		picture = GFX_religion_feature_astrology
		potential = {
			NOT = { has_selected_religion_feature = religion_feature_occultist }
		}

		effect = {
			custom_tooltip = { text = tooltip_religion_feature_astrology }
			custom_tooltip = { text = tooltip_religion_feature_hermetics }
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 0.01 
				FROM = { 
					character = yes 
					religion = revelationist #Too wishy-washy for them.
				}
			}
		}

	}
	religion_patriarchal = {
		picture = GFX_religion_feature_patriarchal
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_matriarchal
				has_selected_religion_feature = religion_equal
				has_selected_religion_feature = religion_feature_midewiwin
				has_selected_religion_feature = religion_meritocratic
				has_selected_religion_feature = religion_feature_celtic
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_patriarchal }
			custom_tooltip = { text = tooltip_religion_feature_open_succession }
			custom_tooltip = { text = tooltip_religion_feature_patriarchal_negatives }
			custom_tooltip = { text = tooltip_religion_feature_no_matrimarriage }
			hidden_tooltip = { 
				set_allows_matrilineal_marriage = no
				set_feminist = no
				set_female_temple_holders = no
				set_male_temple_holders = yes
				set_women_can_take_consorts = no
				set_men_can_take_consorts = yes
				#FROM = { any_demesne_title = { add_law = agnatic_succession add_law = status_of_women_0 } }
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 0.01
				FROM = { 
					character = yes 
					is_female = yes 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					current_heir = { is_female = yes } 
				}
			}
		}
	}
	religion_equal = {
		picture = GFX_religion_feature_equal
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_matriarchal
				has_selected_religion_feature = religion_patriarchal
				has_selected_religion_feature = religion_feature_midewiwin
				trigger_if = {
					limit = { has_game_started = yes }
					FROM = { 
						character = yes 
						government = merchant_republic_government 
					}
				}
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_cognatic }
			custom_tooltip = { text = tooltip_religion_feature_feminist }
			hidden_tooltip = { 
				set_allows_matrilineal_marriage = yes
				set_feminist = yes
				set_women_can_take_consorts = yes
				set_men_can_take_consorts = yes
				set_female_temple_holders = yes
				set_male_temple_holders = yes
				#FROM = { any_demesne_title = { add_law = status_of_women_4 } } 
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 0.01
				NOT = { 
					FROM = { 
						character = yes 
						OR = {
							trait = just
							AND = { 
								is_female = yes 
								trait = ambitious
							}
						}   
					} 
				}
			}
		}
	}
	religion_matriarchal = {
		picture = GFX_religion_feature_matriarchal
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_patriarchal
				has_selected_religion_feature = religion_equal
				has_selected_religion_feature = religion_feature_midewiwin
				has_selected_religion_feature = religion_meritocratic
				has_selected_religion_feature = religion_feature_celtic
				trigger_if = {
					limit = { has_game_started = yes }
					FROM = { 
						character = yes 
						government = merchant_republic_government 
					}
				}
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_matriarchal }
			custom_tooltip = { text = tooltip_religion_feature_open_succession }
			custom_tooltip = { text = tooltip_religion_feature_matriarchal_negatives }
			hidden_tooltip = { 
				set_allows_matrilineal_marriage = yes
				set_feminist = yes 
				set_women_can_take_consorts = yes
				set_men_can_take_consorts = no
				set_female_temple_holders = yes
				set_male_temple_holders = no
			}
			#hidden_tooltip = { FROM = { any_demesne_title = { add_law = enatic_succession add_law = status_of_women_4 } } }
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 0.001
				NOT = { 
					FROM = { 
						character = yes 
						is_female = yes 
						OR = {
							trait = lunatic
							trait = possessed
							trait = ambitious
						}   
					} 
				}
			}
		}
	}
	religion_ritual_sacrifice = {
		picture = GFX_religion_feature_ritual_sacrifice
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_feature_thelemic #redundant
				has_selected_religion_feature = religion_peaceful
				has_selected_religion_feature = religion_proselytizing
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_aztec_sacrifices }
			custom_tooltip = { text = tooltip_religion_feature_bloodthirsty_mechanics }
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					NOR = { 
						trait = cruel 
						trait = impaler 
					} 
				}
			}
		}
	}
	religion_adventuring = {
		picture = GFX_religion_feature_adventuring
		trigger = {
			NOT = {
				has_selected_religion_feature = religion_peaceful
				has_selected_religion_feature = religion_feature_norse
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_adventuring }
			custom_tooltip = { text = tooltip_religion_feature_pirating }
			hidden_tooltip = { enable_prepared_invasion = ROOT }
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 1.5
				FROM = { 	
					character = yes 
					religion = norse_pagan
				}
			}
			modifier = { 	
				factor = 1.5
				FROM = { 	
					character = yes 
					religion = raven_tales
				}
			}
		}
	}
	religion_seafaring = {
		picture = GFX_religion_feature_seafaring
		trigger = {
			NOT = {
				has_selected_religion_feature = religion_peaceful
				has_selected_religion_feature = religion_feature_norse #Redundant
				has_selected_religion_feature = religion_feature_thelemic
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_overseas_county_conquest }
			custom_tooltip = { text = tooltip_religion_feature_ship_maintenance }
			custom_tooltip = { text = tooltip_religion_feature_seafaring }
			hidden_tooltip = {
				set_seafaring = yes
				#set_allow_rivermovement = yes
				if = {
					limit = { #Unlock looting for religions which do not have it already.
						FROM = { 
						character = yes 
							NOT = { has_selected_religion_feature = religion_peaceful }
							religion = pagan 
						}
					}
					set_allow_looting = yes
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 1.5
				FROM = { 
					character = yes 
					religion = norse_pagan
				}
			}
			modifier = { 	
				factor = 1.5
				FROM = { 
					character = yes 
					religion = raven_tales
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					government = nomadic_government
				}
			}
			modifier = { 	
				factor = 0
				FROM = { 
					character = yes 
					NOT = { 
						any_demesne_province = { 
							port = yes 
							TECH_NAVAL = 1
						}
					}
				}
			}
		}
	}
	religion_relentless = {
		picture = GFX_religion_feature_relentless
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_peaceful
				has_selected_religion_feature = religion_defensive
				has_selected_religion_feature = religion_feature_thelemic
				has_selected_religion_feature = religion_feature_raven_tales_1
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_anti_attrition }
			custom_tooltip = { text = tooltip_religion_feature_offensive }
			hidden_tooltip = { 
				set_ignores_defensive_attrition = yes
				set_unit_modifier = { 
					light_infantry_offensive = 0.1
					heavy_infantry_offensive = 0.1
					light_cavalry_offensive = 0.1 
					knights_offensive = 0.1 
					pikemen_offensive = 0.1 
					archers_offensive = 0.1
					horse_archers_offensive = 0.1
					camel_cavalry_offensive = 0.1
					war_elephants_offensive = 0.1
					key = "RELENTLESS_RELIGION"
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 1.5
				FROM = { 
					character = yes 
					religion = thelemic
				}
			}
			modifier = { 	
				factor = 1.5
				FROM = { 
					character = yes 
					religion = occultist
				}
			}
		}
	}
	religion_animistic = {
		picture = GFX_religion_feature_animistic
		potential = {
			NOT = {
				religion_group = afro_syncretic #redundant
				has_selected_religion_feature = religion_feature_midewiwin
				has_selected_religion_feature = religion_feature_celtic
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_land_morale }
			custom_tooltip = { text = tooltip_religion_feature_adulthood_rite }
			hidden_tooltip = { 
				set_unit_modifier = { 
					land_morale = 0.05
					key = "ANIMISTIC_RELIGION"
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 1.5
				FROM = { 
					character = yes 
					religion = thelemic
				}
			}
			modifier = { 	
				factor = 1.5
				FROM = { 
					character = yes 
					religion = revelationist
				}
			}
		}
	}
	religion_beatification = { 
		picture = GFX_religion_feature_beatification
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_feature_espiritista #redundant
				religion_group = christian #Random World redundancy.
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_beatification }
			custom_tooltip = { text = tooltip_religion_feature_eldership }
		}
		ai_will_do = {
			factor = 1
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0
				has_game_started = no
				religion_group = pagan_group
			}
		}
	}
	religion_feature_norse = {
		picture = GFX_religion_feature_norse
		potential = {
			has_game_started = yes
			religion = norse_pagan_reformed
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = norse_pagan_reformed
			NOR = { 
				has_selected_religion_feature = religion_adventuring
				has_selected_religion_feature = religion_seafaring
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_adventuring }
			custom_tooltip = { text = tooltip_religion_feature_rivermovement }
			custom_tooltip = { text = tooltip_religion_feature_ship_maintenance }
			custom_tooltip = { text = tooltip_religion_feature_seafaring }
			hidden_tooltip = { 
				enable_prepared_invasion = yes
				set_seafaring = yes
				set_allow_rivermovement = yes
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	religion_feature_revelationist = { #Combines Monastic and Syncretism
		picture = GFX_religion_feature_baltic
		potential = {
			has_game_started = yes
			religion = revelationist_reformed
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = revelationist_reformed
			NOR = { 
				has_selected_religion_feature = religion_monastic
				has_selected_religion_feature = religion_syncretic
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_monastic }
			custom_tooltip = { text = tooltip_religion_feature_syncretic }
		}
		ai_will_do = {
			factor = 50
		}
	}
	religion_feature_occultist = { #Combination of Haruspicy and Astrology. (Also retains access to Eldership succession)
		picture = GFX_religion_feature_slavic
		potential = {
			has_game_started = yes
			religion = occultist_reformed
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = occultist_reformed
			NOR = { 
				has_selected_religion_feature = religion_haruspicy
				has_selected_religion_feature = religion_astrology
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_haruspicy }
			custom_tooltip = { text = tooltip_religion_feature_astrology }
			custom_tooltip = { text = tooltip_religion_feature_hermetics }
			custom_tooltip = { text = tooltip_religion_feature_eldership }
		}
		ai_will_do = {
			factor = 50
		}
	}
	religion_feature_thelemic = {
		picture = GFX_religion_feature_thelemic
		potential = {
			has_game_started = yes
			religion = thelemic_reformed
			NOR = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = thelemic_reformed
			NOR = { 
				has_selected_religion_feature = religion_seafaring #Redundant
				has_selected_religion_feature = religion_ritual_sacrifice #Redundant
				has_selected_religion_feature = religion_relentless #Redundant
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_aztec_sacrifices }
			custom_tooltip = { text = tooltip_religion_feature_bloodthirsty_mechanics }
			custom_tooltip = { text = tooltip_religion_feature_anti_attrition }
			custom_tooltip = { text = tooltip_religion_feature_offensive }
			#custom_tooltip = { text = tooltip_religion_feature_rivermovement }
			custom_tooltip = { text = tooltip_religion_feature_seafaring }
			custom_tooltip = { text = tooltip_religion_feature_ship_maintenance }
			hidden_tooltip = { 
				set_ignores_defensive_attrition = yes
				set_seafaring = yes
				set_allow_rivermovement = yes
				set_unit_modifier = { 
					light_infantry_offensive = 0.1
					heavy_infantry_offensive = 0.1
					light_cavalry_offensive = 0.1 
					knights_offensive = 0.1 
					pikemen_offensive = 0.1 
					archers_offensive = 0.1
					horse_archers_offensive = 0.1
					camel_cavalry_offensive = 0.1
					war_elephants_offensive = 0.1
					key = "THELEMIC_RELENTLESS_RELIGION"
				}
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	
	religion_feature_celtic = { #Basically the same as Baltic, but adds Animism
		picture = GFX_religion_feature_celtic
		potential = {
			has_game_started = yes
			religion = celtic_pagan_reformed
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = celtic_pagan_reformed
			NOR = { 
				has_selected_religion_feature = religion_meritocratic
				has_selected_religion_feature = religion_animistic
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_hard_conversion }
			custom_tooltip = { text = tooltip_religion_feature_eldership }
			custom_tooltip = { text = tooltip_religion_feature_land_morale }
			custom_tooltip = { text = tooltip_religion_feature_adulthood_rite }
			hidden_tooltip = { 
				set_hard_to_convert = yes
				set_unit_modifier = { 
					land_morale = 0.05
					key = "ANIMISTIC_RELIGION"
				}
			}
		}
		ai_will_do = {
			factor = 50
		}
	}

	religion_feature_espiritista = { #Combines beatification with cosmopolitan
		picture = GFX_religion_feature_west_african
		potential = {
			has_game_started = yes
			religion = espiritista_reformed
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = espiritista_reformed
			NOR = {
				has_selected_religion_feature = religion_no_leader #prevents sainthood from working properly
				has_selected_religion_feature = religion_beatification
				has_selected_religion_feature = religion_cosmopolitan
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_beatification }
			custom_tooltip = { text = tooltip_religion_feature_eldership }
			custom_tooltip = { text = tooltip_religion_feature_cosmopolitan_2 }
			custom_tooltip = { text = tooltip_religion_feature_crusade }
			custom_tooltip = { text = tooltip_religion_feature_impotent }
			custom_tooltip = { text = tooltip_religion_feature_cosmopolitan_1 }
			hidden_tooltip = {
				set_pacifist = no
				set_peace_piety_gain = 0
				set_raised_vassal_opinion_loss = yes
				set_peace_prestige_loss = no
				set_allow_looting = yes
				set_hard_to_convert = no
				set_piety_loss_for_attacking_same_religion = no
				set_convert_other_groups = 0
				set_convert_same_group = 0
				set_ai_aggression = 0.5
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	
	religion_feature_midewiwin = { # Combines equality and animism. Also requires picking the autonomous religion head doctrine
		picture = GFX_religion_feature_slavic # placeholder
		potential = {
			has_game_started = yes
			religion = midewiwin_reformed
		}
		trigger = {
			religion = midewiwin_reformed
			NOT = { has_selected_religion_feature = religion_equal }
			NOT = { has_selected_religion_feature = religion_animistic }
			NOT = { has_selected_religion_feature = religion_temporal_head }
			NOT = { has_selected_religion_feature = religion_theocratic_head }
			NOT = { has_selected_religion_feature = religion_autocephaly }
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_cognatic }
			custom_tooltip = { text = tooltip_religion_feature_feminist }
			custom_tooltip = { text = tooltip_religion_feature_land_morale }
			custom_tooltip = { text = tooltip_religion_feature_adulthood_rite }
			hidden_tooltip = { 
				set_allows_matrilineal_marriage = yes
				set_feminist = yes
				set_women_can_take_consorts = yes
				set_men_can_take_consorts = yes
				set_female_temple_holders = yes
				set_male_temple_holders = yes
				#FROM = { any_demesne_title = { add_law = status_of_women_4 } } 
				set_unit_modifier = { 
					land_morale = 0.05
					key = "ANIMISTIC_RELIGION"
				}
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	
	religion_feature_raven_tales_1 = { # Combines Warmongering with Unrelenting
		picture = GFX_religion_feature_aztec # placeholder
		potential = {
			has_game_started = yes
			religion = raven_tales_reformed
		}
		trigger = {
			religion = raven_tales_reformed
			NOT = { has_selected_religion_feature = religion_warlike }
			NOT = { has_selected_religion_feature = religion_relentless }
			NOT = { has_selected_religion_feature = religion_feature_raven_tales_2 }
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_adventuring }
			custom_tooltip = { text = tooltip_religion_feature_war_levies }
			custom_tooltip = { text = tooltip_religion_feature_crusade }
			custom_tooltip = { text = tooltip_religion_feature_warlike }
			custom_tooltip = { text = tooltip_religion_feature_prestige_loss }
			hidden_tooltip = {
				set_pacifist = no
				enable_prepared_invasion = yes
				set_allow_looting = yes
				set_hard_to_convert = no
				set_peace_piety_gain = 0
				set_raised_vassal_opinion_loss = no
				set_piety_loss_for_attacking_same_religion = no
				set_peace_prestige_loss = yes
				set_convert_other_groups = 0
				set_convert_same_group = 1
				set_ai_aggression = 2.0
				set_ignores_defensive_attrition = yes
				set_unit_modifier = { 
					light_infantry_offensive = 0.1
					heavy_infantry_offensive = 0.1
					light_cavalry_offensive = 0.1 
					knights_offensive = 0.1 
					pikemen_offensive = 0.1 
					archers_offensive = 0.1
					horse_archers_offensive = 0.1
					camel_cavalry_offensive = 0.1
					war_elephants_offensive = 0.1
					key = "RELENTLESS_RELIGION"
				}
			}
		}
		ai_will_do = {
			factor = 25 #unlikely
		}
	}
	
	religion_feature_raven_tales_2 = { # Combines Stability with Unyielding
		picture = GFX_religion_feature_slavic # placeholder
		potential = {
			has_game_started = yes
			religion = raven_tales_reformed
		}
		trigger = {
			religion = raven_tales_reformed
			NOT = { has_selected_religion_feature = religion_stable }
			NOT = { has_selected_religion_feature = religion_defensive }
			NOT = { has_selected_religion_feature = religion_feature_raven_tales_1 }
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_stable }
			custom_tooltip = { text = tooltip_religion_feature_meliorism } 
			custom_tooltip = { text = tooltip_religion_feature_defensive }
			custom_tooltip = { text = tooltip_religion_feature_hard_conversion }
			custom_tooltip = { text = tooltip_religion_feature_crusade }
			hidden_tooltip = { 
				set_short_reign_opinion_year_mult = 0
				set_pacifist = no
				set_peace_piety_gain = 0
				enable_prepared_invasion = no
				set_allow_looting = no
				set_raised_vassal_opinion_loss = yes
				set_piety_loss_for_attacking_same_religion = no
				set_peace_prestige_loss = no
				set_allow_looting = yes
				set_hard_to_convert = yes
				set_convert_other_groups = 1
				set_convert_same_group = 1
				set_ai_aggression = 0.5
				set_unit_modifier = {		
					garrison_size = 0.3
					levy_size = 0.2
					
					key = "DEF_RELIGION"
				}
				set_unit_home_modifier = {
					land_morale = 0.8
					light_infantry_defensive = 0.8
					heavy_infantry_defensive = 0.8
					pikemen_defensive = 0.8
					light_cavalry_defensive = 0.8
					knights_defensive = 0.8
					archers_defensive = 0.8
					horse_archers_defensive = 0.8
					camel_cavalry_defensive = 0.8
					war_elephants_defensive = 0.8
					
					garrison_size = 0.4
					
					key = "DEF_RELIGION_HOME_TERRITORY"
				}
			}
		}
		ai_will_do = {
			factor = 50 #likely
		}
	}
			
	religion_feature_pyramids = {
		picture = GFX_religion_feature_pyramids
		potential = {
			has_game_started = yes
			NOR = {
				religion = revelationist
				religion = thelemic
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_pyramids }
		}
	}
}

religion_leadership = {
	buttons = { leadership }
	
	religion_temporal_head = {
		picture = GFX_religion_feature_temporal_head
		potential = {
			has_game_started = yes
			NOT = { has_selected_religion_feature = religion_feature_midewiwin }
		}
		trigger = {
			FROM = {
				character = yes
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_temporal_head }
			hidden_tooltip = {
				set_can_excommunicate = no
				set_can_grant_divorce = no
				set_can_grant_claim = no
				make_reformer_head_of_religion = yes
			}
		}
		ai_will_do = {
			factor = 50
			modifier = { 	
				factor = 0.1
				FROM = { 
					NOR = { 
						religion = norse_pagan
						religion = thelemic
					}
				}
			}
			modifier = {
				factor = 0
				FROM = {
					religion_group = american_native
				}
			}
		}
	}
	religion_theocratic_head = {
		picture = GFX_religion_feature_theocratic_head
		potential = {
			has_game_started = yes
			NOT = { has_selected_religion_feature = religion_feature_midewiwin }
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_theocratic_head }
			hidden_tooltip = { 
				set_can_excommunicate = yes
				set_can_grant_divorce = yes
				set_can_grant_invasion_cb = yes
				set_can_grant_claim = yes
			}
		}
		ai_will_do = {
			factor = 50
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					NOT = { 
						religion = revelationist
					}
				}
			}
			modifier = {
				factor = 0
				FROM = {
					religion_group = american_native
				}
			}
		}
	}
	religion_autocephaly = {
		picture = GFX_religion_feature_autocephaly
		potential = {
			has_game_started = yes
			NOT = { has_selected_religion_feature = religion_feature_midewiwin }
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_autocephaly }
			hidden_tooltip = { 
				set_autocephaly = yes
				set_can_excommunicate = yes
				set_can_grant_divorce = yes
				set_can_grant_invasion_cb = yes
				set_can_grant_claim = yes
			}
		}
		ai_will_do = {
			factor = 50
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					NOT = {
						religion = espiritista_reformed
					}
				}
			}
			modifier = {
				factor = 0
				FROM = {
					religion_group = american_native
				}
			}
		}
	}

	religion_no_leader = {
		picture = GFX_religion_feature_no_leader
		potential = {
			has_game_started = yes
		}
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_dogmatic
				has_selected_religion_feature = religion_beatification
				has_selected_religion_feature = religion_feature_espiritista
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_branches }
			custom_tooltip = { text = tooltip_religion_feature_dynamic }
			custom_tooltip = { text = tooltip_religion_feature_no_leader }
			custom_tooltip = { text = tooltip_religion_feature_no_crusade }
			hidden_tooltip = { 
				set_no_head_of_religion = yes
				set_religion_head = none
				set_can_call_crusade = no
				set_religious_branch = pagan_reformation
			}
			if = {
				limit = { 
					FROM = { 
						character = yes 
						OR = { 
							religion = norse_pagan 
							religion = thelemic 
						} 
					}
					has_selected_religion_feature = religion_monastic
				}
				set_character_modifier = {
					martial = 2
					learning = 2
					key = "MONASTIC_AUTONOMOUS_ATTR_RELIGION"
				}
			}
			else_if = { 
				limit = { 
					FROM = { 
						character = yes 
						OR = { 
							religion = norse_pagan 
							religion = thelemic 
						}
					} 
				}
				set_character_modifier = {
					martial = 2
					key = "AUTONOMOUS_ATTR_RELIGION"
				}
			}
			if = { 
				limit = { 
					FROM = { 
						character = yes 
						religion = celtic_pagan 
					}
					has_selected_religion_feature = religion_monastic
				}
				set_character_modifier = {
					diplomacy = 2
					learning = 2
					key = "MONASTIC_AUTONOMOUS_ATTR_RELIGION"
				}
			}
			else_if = { 
				limit = { 
					FROM = { 
						character = yes 
						religion = celtic_pagan
					}
				}
				set_character_modifier = {
					diplomacy = 2
					key = "AUTONOMOUS_ATTR_RELIGION"
				}
			}
			if = { 
				limit = { 
					FROM = { 
						character = yes 
						religion = occultist
					}
					has_selected_religion_feature = religion_monastic
				}
				set_character_modifier = {
					intrigue = 2
					learning = 2
					key = "MONASTIC_AUTONOMOUS_ATTR_RELIGION"
				}
			}
			else_if = { 
				limit = { 
					FROM = { 
						character = yes 
						religion = occultist
					}
				}
				set_character_modifier = {
					intrigue = 2
					key = "AUTONOMOUS_ATTR_RELIGION"
				}
			}
			if = {
				limit = { 
					FROM = { 
						character = yes 
						religion = revelationist
					}
					OR = {
						has_selected_religion_feature = religion_monastic
						has_selected_religion_feature = religion_feature_revelationist
					}
				}
				set_character_modifier = {
					learning = 4
					key = "MONASTIC_AUTONOMOUS_ATTR_RELIGION"
				}
			}
			else_if = {
				limit = {
					FROM = {
						character = yes
						religion = revelationist
					}
				}
				set_character_modifier = {
					learning = 2
					key = "AUTONOMOUS_ATTR_RELIGION"
				}
			}
		}
		ai_will_do = {
			factor = 50
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes
					religion = occultist
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					religion = norse_pagan 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = zealous
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = lunatic 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = possessed 
				}
			}
			modifier = { 	
				factor = 5
				FROM = { 
					character = yes 
					trait = cynical 
				}
			}
		}
	}
	# This purely exists not to mess with the head structures in Shattered World, as that causes very weird results
	religion_leader_unchanged = {
		picture = GFX_religion_feature_default
		potential = {
			has_game_started = no
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_default_head_dynamic }
			custom_tooltip = { text = tooltip_religion_feature_default_autocephaly_dynamic }
			custom_tooltip = { text = tooltip_religion_feature_default_excommunication_dynamic }
			custom_tooltip = { text = tooltip_religion_feature_default_divorce_dynamic }
			custom_tooltip = { text = tooltip_religion_feature_default_invasion_dynamic }
			custom_tooltip = { text = tooltip_religion_feature_default_claim_dynamic }
			hidden_tooltip = {
				if = {
					limit = { 
						religion_group = christian 
					}
					set_can_excommunicate = yes
				}
				if = {
					limit = { 
						OR = { 
							religion = evangelical 
							religion = charismatic
							religion = antinomian
						} 
					}
					set_autocephaly = yes
				}
				if = {
					limit = { 
						OR = { 
							religion_group = christian
							religion_group = oldworld
							religion_group = jewish_group
							religion_group = indian_group
						} 
						#gotta look up who can do divorces
					}
					set_can_grant_divorce = yes
				}
				if = {
					limit = { 
						OR = { 
							religion = catholic
							religion = nestorian
							religion = ursuline
							religion = confederated
							religion = anabaptist
							religion = evangelical
							religion = high_church
							religion_group = latter_day_saints
							religion_group = oldworld
							religion_group = jewish_group
						} 
					}
					set_can_grant_invasion_cb = yes
				}
				if = {
					limit = { 
						OR = { 
							religion = catholic
							religion = ursuline
						} 
					}
					set_can_grant_claim = yes
				}
			}
		}
	}
}
