#religion_nature = {
#	buttons = { nature }

religion_leadership = {
	buttons = { leadership }
	
	religion_temporal_head = {
		picture = GFX_religion_feature_temporal_head
		potential = {
			has_game_started = yes
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_temporal_head }
			custom_tooltip = { text = tooltip_religion_feature_crusade }
			custom_tooltip = { text = RR_tooltip_no_priests }
			if = {
				limit = { has_4_doctrines_selected_trigger = yes }
				custom_tooltip = { text = RR_tooltip_religion_lose_bonus_doctrine }
			}
			hidden_tooltip = {
				set_can_call_crusade = yes
				set_allow_rivermovement = yes
				set_can_excommunicate = no
				set_can_grant_divorce = no
				set_can_grant_claim = no
				make_reformer_head_of_religion = yes
			}
		}
		ai_will_do = {
			factor = 20
			modifier = { 	
				factor = 2
				FROM = { 
					character = yes 
					religion = norse_pagan
				}
			}
			modifier = { 	
				factor = 0
				FROM = { 
					character = yes 
					religion = bon
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = proud 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = humble 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = possessed 
				}
			}
		}
	}
	religion_theocratic_head = {
		picture = GFX_religion_feature_theocratic_head
		potential = {
			has_game_started = yes
		}
		trigger = {
			FROM = {
				character = yes
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_theocratic_head }
			custom_tooltip = { text = tooltip_religion_feature_crusade }
			if = {
				limit = { has_4_doctrines_selected_trigger = yes }
				custom_tooltip = { text = RR_tooltip_religion_lose_bonus_doctrine }
			}
			hidden_tooltip = { 
				set_can_call_crusade = yes
				set_allow_rivermovement = 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 = 30
			modifier = { 	
				factor = 0
				FROM = { 
					character = yes 
					religion = aztec
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = cynical 
				}
			}
		}
	}
	religion_autocephaly = {
		picture = GFX_religion_feature_autocephaly
		potential = {
			has_game_started = yes
			#always = no
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_autocephaly }
			custom_tooltip = { text = RR_tooltip_religion_feature_secular }
			custom_tooltip = { text = RR_tooltip_replace_high_priest }
			custom_tooltip = { text = tooltip_religion_feature_no_crusade }
			if = {
				limit = { has_4_doctrines_selected_trigger = yes }
				custom_tooltip = { text = RR_tooltip_religion_lose_bonus_doctrine }
			}
			hidden_tooltip = { 
				set_allow_rivermovement = yes
				set_autocephaly = yes
				set_can_call_crusade = no
				set_can_excommunicate = yes
				set_can_grant_divorce = yes
				set_can_grant_invasion_cb = yes
				set_can_grant_claim = yes

				set_character_modifier = {
					church_opinion = 20 #Since leadership is processed first it doesn't need the complex if clauses that doctrines do.
					key = "RR_KEY_RELIGION"
				}
			}
		}
		ai_will_do = {
			factor = 40
			modifier = { 	
				factor = 0
				FROM = { 
					character = yes 
					religion = aztec
				}
			}
			modifier = { 	
				factor = 0.5
				FROM = { 
					character = yes 
					religion = norse_pagan
				}
			}
			modifier = { 	
				factor = 0.75
				has_game_started = yes
				FROM = { 
					character = yes 
					religion = bon
				}
			}
		}
	}

	religion_no_leader = {
		picture = GFX_religion_feature_no_leader
		potential = {
			has_game_started = yes
		}
		trigger = {
			NOT = {
				has_selected_religion_feature = religion_dogmatic
			}
		}
		effect = {
			if = {
				limit = {
					NOT = {
						has_game_rule = { 
							name = RR_doctrine_slots
							value = RR_4_doctrines_autonomous
						}
					}
				}
				custom_tooltip = { text = RR_tooltip_religion_bonus_doctrine }
			}
			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_allow_rivermovement = yes
				set_no_head_of_religion = yes
				set_religion_head = none
				set_can_call_crusade = no
				set_religious_branch = pagan_reformation
			}
		}
		ai_will_do = {
			factor = 10
			modifier = { 	
				factor = 0
				FROM = { 
					character = yes 
					religion = aztec
				}
			}
			modifier = { 	
				factor = 3
				has_game_started = yes
				FROM = { 
					character = yes 
					religion = bon
				}
			}
			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 = 10
				FROM = { 
					character = yes 
					trait = cynical 
				}
			}
		}
	}

	RR_religion_godking = {
		picture = GFX_RR_religion_feature_godking
		trigger = {
			has_selected_religion_feature = religion_holy_family
			NOR = {
				has_selected_religion_feature = RR_religion_community
				AND = {
					character = yes
					is_republic = yes
				}
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_temporal_head }
			custom_tooltip = { text = RR_tooltip_religion_feature_godking }
			hidden_tooltip = { 
				set_allow_rivermovement = yes
				set_can_excommunicate = no
				set_can_grant_divorce = no
				set_can_grant_claim = no
				make_reformer_head_of_religion = yes
			}
		}
		ai_will_do = {
			factor = 0 # AI is actually unable to select it because leadership is chosen first, before doctrines. 
		}
	}
	# 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 = {
				set_allow_rivermovement = yes
				if = {
					limit = { 
						religion_group = christian 
					}
					set_can_excommunicate = yes
				}
				if = {
					limit = { 
						OR = { 
							religion = orthodox 
							religion = monothelite
							religion = iconoclast
							religion = paulician
							religion = miaphysite
							religion = monophysite
						} 
					}
					set_autocephaly = yes

					set_character_modifier = {
						church_opinion = 20 #Since leadership is processed first it doesn't need the complex if clauses that doctrines do.
						key = "RR_KEY_RELIGION"
					}
				}
				if = {
					limit = { 
						OR = { 
							religion_group = christian
							religion_group = zoroastrian_group
							religion_group = jewish_group
							religion_group = indian_group
						} 
						NOR = {
							religion = cathar
							religion = waldensian
							religion = lollard
							religion = bogomilist
							religion = messalian
						}
					}
					set_can_grant_divorce = yes
				}
				if = {
					limit = { 
						OR = { 
							religion = catholic
							religion = fraticelli
							religion = orthodox
							religion = miaphysite
							religion = monophysite
							religion = monothelite
							religion = iconoclast
							religion = paulician
							religion = nestorian
							religion_group = zoroastrian_group
							religion_group = jewish_group
						} 
					}
					set_can_grant_invasion_cb = yes
				}
				if = {
					limit = { 
						OR = { 
							religion = catholic
							religion = fraticelli
						} 
					}
					set_can_grant_claim = yes
				}
				if = {
					limit = { 
						religion = lollard
						NOT = {
							has_alternate_start_parameter = { key = religion_names value = random }
						}
					}
					set_character_modifier = {
						stewardship = 4
					}
				}
				if = {
					limit = { 
						religion = taoist
						NOT = {
							has_alternate_start_parameter = { key = religion_names value = random }
						}
					}
					set_character_modifier = {
						stewardship = 2
						learning = 2
					}
				}
				if = {
					limit = { 
						OR = {
                            religion = buddhist
                            religion = nestorian
                        }
						NOT = {
							has_alternate_start_parameter = { key = religion_names value = random }
						}
					}
					set_character_modifier = {
                        diplomacy = 2
						learning = 2
					}
				}
				if = {
					limit = {
						OR = {
                            religion = nestorian
                            religion = buddhist
                            religion = taoist
                        }
						has_alternate_start_parameter = { key = religion_names value = random }
					}
					random_list = {
						10 = {
							set_character_modifier = {
								diplomacy = 2
								intrigue = 2
							}
						}
						10 = {
							set_character_modifier = {
								martial = 2
								stewardship = 2
							}
						}
						10 = {
							set_character_modifier = {
								intrigue = 2
								martial = 2
							}
						}
						10 = {
							set_character_modifier = {
								stewardship = 2
								learning = 2
							}
						}
						10 = {
							set_character_modifier = {
								learning = 2
								diplomacy = 2
							}
						}
					}
				}
				if = {
					limit = {
						religion = buddhist
						has_alternate_start_parameter = { key = religion_names value = random }
					}
					random_list = {
						10 = {
							set_character_modifier = {
								diplomacy = 4
							}
						}
						10 = {
							set_character_modifier = {
								martial = 4
							}
						}
						10 = {
							set_character_modifier = {
								intrigue = 4
							}
						}
						10 = {
							set_character_modifier = {
								stewardship = 4
							}
						}
						10 = {
							set_character_modifier = {
								learning = 4
							}
						}
					}
				}
			}
		}
	}
}

religion_doctrine = {
	buttons = { doctrine1 doctrine2 doctrine3 doctrine4 }

	
	RR_religion_4th_slot_dummy = {
		picture = GFX_religion_feature_default
		potential = {
			NOT = { has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always } }
			has_3_doctrines_selected_trigger = yes
			OR = {
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				NOR = {
					has_selected_religion_feature = religion_no_leader
					has_selected_religion_feature = religion_leader_unchanged
				}
			}
		}
		effect = {
			custom_tooltip = { text = RR_tooltip_religion_no_effect }
		}
	}

	religion_proselytizing = {
		picture = GFX_religion_feature_proselytizing
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = {
				religion = aztec_reformed
				has_selected_religion_feature = religion_ritual_sacrifice
			}
		}
		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
				if = {
					limit = { 
						has_selected_religion_feature = religion_cosmopolitan
					}
					set_convert_other_groups = 1
					set_convert_same_group = 1
				}
				else = {
					set_convert_other_groups = 2
					set_convert_same_group = 2
				}
				#set_ai_aggression = 1.0
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = zealous
					trait = kind
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = gregarious 
				}
			}
			modifier = { 	
				factor = 10
				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 = 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
			}
		}
	}
	
	RR_religion_holywar = {
		picture = GFX_RR_religion_feature_holywar
		potential = {
			has_selected_religion_feature = RR_religion_godking
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				#has_selected_religion_feature = religion_no_leader # redundant
				#has_selected_religion_feature = religion_leader_unchanged # redundant
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			has_selected_religion_feature = RR_religion_godking
			NOR = {
				has_selected_religion_feature = religion_peaceful
				has_selected_religion_feature = religion_defensive
				has_selected_religion_feature = religion_cosmopolitan
				#has_selected_religion_feature = religion_no_leader # redundant if must have different leadership
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_crusade }
			hidden_tooltip = { 
				set_can_call_crusade = yes
			}
		}
		ai_will_do = {
			factor = 10
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = zealous
					NOT = { trait = kind }
				}
			}
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0.1
				has_game_started = no
				religion_group = pagan_group
			}
		}
	}	
	RR_religion_community = {
		picture = GFX_RR_religion_feature_community
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			has_selected_religion_feature = RR_religion_feature_infantry
			has_selected_religion_feature = religion_no_leader
		#	NOR = {
		#		has_selected_religion_feature = religion_temporal_head
		#		has_selected_religion_feature = RR_religion_godking
		#	}
		}
		effect = {
			custom_tooltip = { text = RR_tooltip_religion_feature_community } # government type description
			custom_tooltip = { text = RR_tooltip_religion_feature_community2 } # tribes and MR not affected
			hidden_tooltip = { 
				FROM = {
					if = {
						limit = {
							character = yes
							is_feudal = yes
						}
						set_government_type = RR_religious_community_government
						any_demesne_title = {
							add_law = succ_RR_pious_elective
							cooldown = no
							opinion_effect = no
						}
					}
				}
			}
		}
		ai_will_do = {
			factor = 100 # Can only be selected in combination with two other features, so the AI should use the opportunity when it gets it.
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = proud
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = ambitious
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = humble
				}
			}
		}
	}
	religion_dogmatic = {
		picture = GFX_religion_feature_dogmatic
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_cosmopolitan
				has_selected_religion_feature = religion_syncretic
				has_selected_religion_feature = religion_no_leader
				religion = zun_pagan_reformed
			}
		}
		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 = 2
				#set_convert_same_group = 2
				#set_ai_aggression = 1.5
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = paranoid 
				}
			}
			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
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOT = {
				has_selected_religion_feature = religion_dogmatic
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_cosmopolitan_2 }
			if = {
				limit = { NOT = { has_selected_religion_feature = religion_syncretic } }
				custom_tooltip = { text = tooltip_religion_feature_syncretic }
			}
			if = {
				limit = { has_selected_religion_feature = religion_syncretic }
				custom_tooltip = { text = RR_tooltip_synergy_cosmopolitan_syncretic }
			}
			custom_tooltip = { text = tooltip_religion_feature_impotent }
			custom_tooltip = { text = tooltip_religion_feature_no_crusade }
			#custom_tooltip = { text = tooltip_religion_feature_cosmopolitan_1 } # low MA
			hidden_tooltip = { 
				set_can_call_crusade = no
				if = {
					limit = { 
						has_selected_religion_feature = religion_proselytizing
					}
					set_convert_other_groups = 1
					set_convert_same_group = 1
				}
				else = {
					set_convert_other_groups = 0
					set_convert_same_group = 0
				}

				#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_ai_aggression = 0.5
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 1
				has_game_started = yes
				FROM = { 
					character = yes 
					OR = { 
						religion = hellenic_pagan
						religion = west_african_pagan
						religion = zun_pagan
					}
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = paranoid 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = gregarious 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = kind 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = cynical 
				}
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_harems
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_syncretic
			}
			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.
				factor = 0.5		#Should be rarer than regular ones.
				has_game_started = no
			}
		}
	}
	
	religion_syncretic = {
		picture = GFX_religion_feature_syncretic
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_dogmatic
				religion = zun_pagan_reformed
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_syncretic }
			if = {
				limit = { has_selected_religion_feature = religion_cosmopolitan }
				custom_tooltip = { text = RR_tooltip_synergy_cosmopolitan_syncretic }
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				has_game_started = yes
				FROM = {
					character = yes 
					OR = {
						religion = west_african_pagan
						religion = hellenic_pagan
						religion = zun_pagan
					}
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = zealous
					NOT = { trait = kind }
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = cynical
				}
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_cosmopolitan
			}
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0.1
				has_game_started = no
				religion_group = pagan_group
			}
		}
	}
	religion_peaceful = {
		picture = GFX_religion_feature_peaceful
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = { 
			NOR = {
				religion = aztec
				religion = aztec_reformed
				has_selected_religion_feature = religion_defensive
				has_selected_religion_feature = religion_warlike
				has_selected_religion_feature = religion_ritual_sacrifice
				has_selected_religion_feature = RR_religion_untamed
				#has_selected_religion_feature = religion_seafaring
				has_selected_religion_feature = religion_adventuring
				has_selected_religion_feature = religion_feature_amazigh
                has_selected_religion_feature = religion_feature_a_tag_roog
			} 
		}
		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 = 2
				#set_convert_same_group = 2
				set_ai_aggression = 0.1
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				has_game_started = yes
				FROM = {
					character = yes 
					religion = bon
				}
			}
			modifier = { 	# Peaceful would make Sea-Bound largely useless.
				factor = 0
				has_selected_religion_feature = religion_seafaring
			}
			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
			}
		}
	}
	RR_religion_unity = {
		picture = GFX_RR_religion_feature_unity
		potential = {
			NOT = {
				calc_true_if = {
					amount = 3
					has_selected_religion_feature = RR_religion_family
					has_selected_religion_feature = RR_religion_sexual
					has_selected_religion_feature = RR_religion_feature_templebuilders
					has_selected_religion_feature = religion_feature_pyramids
				}
			} 
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		effect = {
			custom_tooltip = { text = RR_tooltip_religion_feature_unity }
			custom_tooltip = { text = tooltip_religion_feature_piety_same_religion_loss }
			hidden_tooltip = {
				set_piety_loss_for_attacking_same_religion = yes
				if = {
					limit = {
						has_selected_religion_feature = religion_autocephaly
					}
					if = {
						limit = { has_selected_religion_feature = RR_religion_family }
						if = {
							limit = { has_selected_religion_feature = RR_religion_sexual }
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								dynasty_opinion = 10
								fertility = 0.1
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_monastic }
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								dynasty_opinion = 10
								#learning = 2
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
							set_character_modifier = {
								church_opinion = 30
								same_religion_opinion = 10
								dynasty_opinion = 10
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								dynasty_opinion = 10
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								dynasty_opinion = 10
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_sexual }
						if = {
							limit = { has_selected_religion_feature = religion_monastic }
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								fertility = 0.1
								#learning = 2
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
							set_character_modifier = {
								church_opinion = 30
								same_religion_opinion = 10
								fertility = 0.1
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								fertility = 0.1
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								fertility = 0.1
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = religion_monastic }
						if = {
							limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
							set_character_modifier = {
								church_opinion = 30
								same_religion_opinion = 10
								#learning = 2
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								#learning = 2
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								#learning = 2
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
						if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 30
								same_religion_opinion = 10
								build_cost_temple_modifier = -0.25
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 30
								same_religion_opinion = 10
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = religion_feature_pyramids }
						set_character_modifier = {
							church_opinion = 20
							same_religion_opinion = 10
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							church_opinion = 20
							same_religion_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
				} # end of if Autocephaly
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_family
					}
					if = {
						limit = {
							has_selected_religion_feature = RR_religion_sexual
						}
						set_character_modifier = {
							same_religion_opinion = 10
							dynasty_opinion = 10
							fertility = 0.1
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_monastic
						}
						set_character_modifier = {
							same_religion_opinion = 10
							dynasty_opinion = 10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = RR_religion_feature_templebuilders
						}
						set_character_modifier = {
							same_religion_opinion = 10
							dynasty_opinion = 10
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							same_religion_opinion = 10
							dynasty_opinion = 10
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							same_religion_opinion = 10
							dynasty_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_sexual
					}
					if = {
						limit = {
							has_selected_religion_feature = religion_monastic
						}
						set_character_modifier = {
							same_religion_opinion = 10
							fertility = 0.1
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = RR_religion_feature_templebuilders
						}
						set_character_modifier = {
							same_religion_opinion = 10
							fertility = 0.1
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							same_religion_opinion = 10
							fertility = 0.1
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							same_religion_opinion = 10
							fertility = 0.1
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = religion_monastic
					}
					if = {
						limit = {
							has_selected_religion_feature = RR_religion_feature_templebuilders
						}
						set_character_modifier = {
							same_religion_opinion = 10
							build_cost_temple_modifier = -0.25
							church_opinion = 10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							same_religion_opinion = 10
							#learning = 2
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							same_religion_opinion = 10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_feature_templebuilders
					}
					if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							same_religion_opinion = 10
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							same_religion_opinion = 10
							build_cost_temple_modifier = -0.25
							church_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = religion_feature_pyramids
					}
					set_character_modifier = {
						same_religion_opinion = 10
						wonder_build_cost_modifier = -0.10
						wonder_build_time_modifier = -0.10
						key = "RR_KEY_RELIGION"
					}
				}
				else = {
					set_character_modifier = {
						same_religion_opinion = 10
						key = "RR_KEY_RELIGION"
					}
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				has_game_started = yes
				FROM = {
					character = yes 
					religion = aztec
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = cynical 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = zealous 
				}
			}
		}
	}
	
	#religion_ravager = {
	#	picture = GFX_religion_feature_ravager
	#	effect = {
	#		FROM = { wealth = 1000 }
	#	}
	#	trigger = {
	#		NOT = {
	#			has_selected_religion_feature = religion_peaceful
	#		}
	#	}
	#}

	RR_religion_family = {
		picture = GFX_RR_religion_family
		potential = {
			NOT = {
				calc_true_if = {
				amount = 3
					has_selected_religion_feature = RR_religion_unity
					has_selected_religion_feature = RR_religion_sexual
					has_selected_religion_feature = RR_religion_feature_templebuilders
					has_selected_religion_feature = religion_feature_pyramids
				}
			} 
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		effect = {
			custom_tooltip = { text = RR_tooltip_religion_family }
			hidden_tooltip = {
				if = {
					limit = {
						has_selected_religion_feature = religion_autocephaly
					}
					if = {
						limit = { has_selected_religion_feature = RR_religion_unity }
						if = {
							limit = { has_selected_religion_feature = RR_religion_sexual }
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								dynasty_opinion = 10
								fertility = 0.1
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_monastic }
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								dynasty_opinion = 10
								#learning = 2
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
							set_character_modifier = {
								church_opinion = 30
								same_religion_opinion = 10
								dynasty_opinion = 10
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								dynasty_opinion = 10
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								dynasty_opinion = 10
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_sexual }
						if = {
							limit = { has_selected_religion_feature = religion_monastic }
							set_character_modifier = {
								church_opinion = 20
								fertility = 0.1
								dynasty_opinion = 10
								#learning = 2
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
							set_character_modifier = {
								church_opinion = 30
								fertility = 0.1
								dynasty_opinion = 10
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 20
								fertility = 0.1
								dynasty_opinion = 10
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 20
								fertility = 0.1
								dynasty_opinion = 10
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = religion_monastic }
						if = {
							limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
							set_character_modifier = {
								church_opinion = 30
								#learning = 2
								dynasty_opinion = 10
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 20
								#learning = 2
								dynasty_opinion = 10
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 20
								#learning = 2
								dynasty_opinion = 10
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
						if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 30
								build_cost_temple_modifier = -0.25
								dynasty_opinion = 10
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 30
								build_cost_temple_modifier = -0.25
								dynasty_opinion = 10
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = religion_feature_pyramids }
						set_character_modifier = {
							church_opinion = 20
							dynasty_opinion = 10
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							church_opinion = 20
							dynasty_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
				} # end of if Autocephaly
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_unity
					}
					if = {
						limit = {
							has_selected_religion_feature = RR_religion_sexual
						}
						set_character_modifier = {
							same_religion_opinion = 10
							dynasty_opinion = 10
							fertility = 0.1
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_monastic
						}
						set_character_modifier = {
							same_religion_opinion = 10
							dynasty_opinion = 10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = RR_religion_feature_templebuilders
						}
						set_character_modifier = {
							same_religion_opinion = 10
							dynasty_opinion = 10
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							same_religion_opinion = 10
							dynasty_opinion = 10
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							same_religion_opinion = 10
							dynasty_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_sexual
					}
					if = {
						limit = {
							has_selected_religion_feature = religion_monastic
						}
						set_character_modifier = {
							dynasty_opinion = 10
							fertility = 0.1
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = RR_religion_feature_templebuilders
						}
						set_character_modifier = {
							dynasty_opinion = 10
							fertility = 0.1
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							fertility = 0.1
							dynasty_opinion = 10
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							dynasty_opinion = 10
							fertility = 0.1
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = religion_monastic
					}
					if = {
						limit = {
							has_selected_religion_feature = RR_religion_feature_templebuilders
						}
						set_character_modifier = {
							dynasty_opinion = 10
							build_cost_temple_modifier = -0.25
							church_opinion = 10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							#learning = 2
							dynasty_opinion = 10
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							dynasty_opinion = 10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_feature_templebuilders
					}
					if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							dynasty_opinion = 10
							build_cost_temple_modifier = -0.25
							church_opinion = 10
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							dynasty_opinion = 10
							build_cost_temple_modifier = -0.25
							church_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = religion_feature_pyramids
					}
					set_character_modifier = {
						dynasty_opinion = 10
						wonder_build_cost_modifier = -0.10
						wonder_build_time_modifier = -0.10
						key = "RR_KEY_RELIGION"
					}
				}
				else = {
					set_character_modifier = {
						dynasty_opinion = 10
						key = "RR_KEY_RELIGION"
					}
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				has_game_started = yes
				FROM = { 
					character = yes 
					religion = finnish_pagan
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = kind 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = content 
				}
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_holy_family
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_beatification
			}
		}
	}
	religion_holy_family = {
		picture = GFX_religion_feature_holy_family
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = { 
				religion = zoroastrian #Random World.
				religion = messalian
			} 
		}
		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 = 10
				FROM = { 
					character = yes 
					trait = proud 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = lunatic 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = possessed 
				}
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_cosmopolitan
			}
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0
				has_game_started = no
				religion_group = pagan_group
			}
		}
	}
	RR_religion_feature_concubines = {
		picture = GFX_RR_religion_feature_concubines
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOT = { 
				has_selected_religion_feature = religion_harems
			}
		}
		effect = {
			custom_tooltip = { text = RR_tooltip_religion_feature_concubines }
			hidden_tooltip = { 
				set_max_wives = 1
				set_max_consorts = 3
				if = {
					limit = {
						NOT = { has_selected_religion_feature = religion_matriarchal }
					}
					set_men_can_take_consorts = yes
				}
				if = {
					limit = {
						NOT = { has_selected_religion_feature = religion_patriarchal }
					}
					set_women_can_take_consorts = yes
				}
			}
		}
		ai_will_do = {
			factor = 10
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = lustful 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = hedonist 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = chaste 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = celibate 
				}
			}
			modifier = { 	
				factor = 10 # More children means a better chance to get one that isn't inbred.
				has_selected_religion_feature = religion_holy_family
			}
			modifier = { 	
				factor = 0.1 # Reduce chance of population explosion that would slow down game.
				has_selected_religion_feature = RR_religion_sexual
			}
		}
	}
	religion_harems = {
		picture = GFX_religion_feature_harems
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = { 
				has_selected_religion_feature = religion_matriarchal #Incompatible
				has_selected_religion_feature = RR_religion_feature_concubines
				has_selected_religion_feature = religion_feature_a_tag_roog
			} 
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_harems }
			hidden_tooltip = { 
				set_max_consorts = 0
				set_max_wives = 4
			}
		}
		ai_will_do = {
			factor = 10
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = lustful 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = hedonist 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = chaste 
				}
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_cosmopolitan
			}
			modifier = { 	
				factor = 10 # More children means a better chance to get one that isn't inbred.
				has_selected_religion_feature = religion_holy_family
			}
			modifier = { 	
				factor = 0.1 # Reduce chance of population explosion that would slow down game.
				has_selected_religion_feature = RR_religion_sexual
			}
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0
				has_game_started = no
				religion_group = pagan_group
			}
		}
	}
	RR_religion_sexual = {
		picture = GFX_RR_religion_feature_sex
		potential = {
			NOT = {
				calc_true_if = {
				amount = 3
					has_selected_religion_feature = RR_religion_unity
					has_selected_religion_feature = RR_religion_family
					has_selected_religion_feature = RR_religion_feature_templebuilders
					has_selected_religion_feature = religion_feature_pyramids
				}
			} 
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		effect = {
			custom_tooltip = { text = RR_tooltip_religion_feature_fertility_boost }
			custom_tooltip = { text = RR_tooltip_religion_sexual } #Handled by decision
			hidden_tooltip = { 
				if = {
					limit = {
						has_selected_religion_feature = religion_autocephaly
					}
					if = {
						limit = { has_selected_religion_feature = RR_religion_unity }
						if = {
							limit = { has_selected_religion_feature = RR_religion_family }
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								fertility = 0.1
								dynasty_opinion = 10
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_monastic }
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								fertility = 0.1
								#learning = 2
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
							set_character_modifier = {
								church_opinion = 30
								same_religion_opinion = 10
								fertility = 0.1
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								fertility = 0.1
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								fertility = 0.1
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_family }
						if = {
							limit = { has_selected_religion_feature = religion_monastic }
							set_character_modifier = {
								church_opinion = 20
								dynasty_opinion = 10
								fertility = 0.1
								#learning = 2
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
							set_character_modifier = {
								church_opinion = 30
								dynasty_opinion = 10
								fertility = 0.1
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 20
								dynasty_opinion = 10
								fertility = 0.1
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 20
								dynasty_opinion = 10
								fertility = 0.1
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = religion_monastic }
						if = {
							limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
							set_character_modifier = {
								church_opinion = 30
								#learning = 2
								fertility = 0.1
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 20
								#learning = 2
								fertility = 0.1
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 20
								#learning = 2
								fertility = 0.1
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
						if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 30
								build_cost_temple_modifier = -0.25
								fertility = 0.1
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 30
								build_cost_temple_modifier = -0.25
								fertility = 0.1
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = religion_feature_pyramids }
						set_character_modifier = {
							church_opinion = 20
							fertility = 0.1
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							church_opinion = 20
							fertility = 0.1
							key = "RR_KEY_RELIGION"
						}
					}
				} # end of if Autocephaly
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_family
					}
					if = {
						limit = {
							has_selected_religion_feature = RR_religion_unity
						}
						set_character_modifier = {
							fertility = 0.1
							dynasty_opinion = 10
							same_religion_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_monastic
						}
						set_character_modifier = {
							fertility = 0.1
							dynasty_opinion = 10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = RR_religion_feature_templebuilders
						}
						set_character_modifier = {
							fertility = 0.1
							dynasty_opinion = 10
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							fertility = 0.1
							dynasty_opinion = 10
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							fertility = 0.1
							dynasty_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_unity
					}
					if = {
						limit = {
							has_selected_religion_feature = religion_monastic
						}
						set_character_modifier = {
							fertility = 0.1
							same_religion_opinion = 10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = RR_religion_feature_templebuilders
						}
						set_character_modifier = {
							fertility = 0.1
							same_religion_opinion = 10
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							fertility = 0.1
							same_religion_opinion = 10
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							fertility = 0.1
							same_religion_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = religion_monastic
					}
					if = {
						limit = {
							has_selected_religion_feature = RR_religion_feature_templebuilders
						}
						set_character_modifier = {
							fertility = 0.1
							build_cost_temple_modifier = -0.25
							church_opinion = 10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							fertility = 0.1
							#learning = 2
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							fertility = 0.1
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_feature_templebuilders
					}
					if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							fertility = 0.1
							build_cost_temple_modifier = -0.25
							church_opinion = 10
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							fertility = 0.1
							build_cost_temple_modifier = -0.25
							church_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = religion_feature_pyramids
					}
					set_character_modifier = {
						fertility = 0.1
						wonder_build_cost_modifier = -0.10
						wonder_build_time_modifier = -0.10
						key = "RR_KEY_RELIGION"
					}
				}
				else = {
					set_character_modifier = {
						fertility = 0.1
						key = "RR_KEY_RELIGION"
					}
				}
			}
		}
		ai_will_do = {
			factor = 10
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = lustful 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = hedonist 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = seducer 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = seductress 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = chaste 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = celibate 
				}
			}
			modifier = { 	
				factor = 10 # Reduce risk of inbred rulers by having more lovers and secret bastards.
				has_selected_religion_feature = religion_holy_family
			}
			modifier = { 	
				factor = 0.1 # Reduce chance of population explosion that would slow down game.
				has_selected_religion_feature = religion_harems
			}
			modifier = { 	
				factor = 0.1 # Reduce chance of population explosion that would slow down game.
				has_selected_religion_feature = RR_religion_feature_concubines #concubines
			}
			modifier = { 	
				factor = 10
				FROM = {
					NOR = {
						has_selected_religion_feature = RR_religion_feature_concubines
						has_selected_religion_feature = religion_harems
					}
				}
			}
		}
	}
	RR_religion_joy = {
		picture = GFX_RR_religion_feature_joy
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOT = { 
				religion = slavic_pagan_reformed
			}
		}
		effect = {
			custom_tooltip = { text = RR_tooltip_religion_joy } #Handled by events
			hidden_tooltip = { 
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				has_game_started = yes
				FROM = { 
					character = yes 
					religion = slavic_pagan
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = gregarious 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = socializer 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = lustful 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = hedonist 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = gluttonous 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = drunkard 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = shy 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = temperate 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = chaste 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = celibate 
				}
			}
		}
	}
	religion_meritocratic = {
		picture = GFX_religion_feature_meritocratic
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = { 
				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 = { 	
				factor = 10
				has_game_started = yes
				FROM = {
					character = yes 
					religion = hellenic_pagan
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = ambitious 
				}
			}
			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
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			#NOR = { 
			#	has_selected_religion_feature = RR_religion_feature_retinues # Redundant Doctrine
			#	has_selected_religion_feature = RR_religion_feature_infantry # Redundant Doctrine
			#}
		}
		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 = { 	
				factor = 10
				has_game_started = yes
				FROM = { 
					character = yes 
					OR = { 
						religion = zun_pagan
						religion = bon
					}
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = content 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = craven 
				}
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_astrology
			}
			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
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_proselytizing
				has_selected_religion_feature = religion_cosmopolitan
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_jizya }
			hidden_tooltip = { 
				set_jizya_tax = yes
				set_convert_other_groups = 0
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = greedy 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = charitable 
				}
			}
			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
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOT = {
				religion = bon_reformed
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_monastic }
			custom_tooltip = { text = RR_tooltip_religion_monastic_feudal }
			#custom_tooltip = { text = tooltip_religion_feature_learning_boost }
			#custom_tooltip = { text = RR_tooltip_religion_monastic_order } # Needs work.
			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
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = erudite 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = celibate 
				}
			}
			modifier = { #Handles feature randomization in AltStart to make unreformed pagans still have "paganish" features.
				factor = 0
				has_game_started = no
				religion_group = pagan_group
			}
		}
	}
	RR_religion_feature_templebuilders = {
		picture = GFX_RR_religion_feature_temples
		potential = {
			NOT = {
				calc_true_if = {
				amount = 3
					has_selected_religion_feature = RR_religion_unity
					has_selected_religion_feature = RR_religion_family
					has_selected_religion_feature = RR_religion_sexual
					has_selected_religion_feature = religion_feature_pyramids
				}
			} 
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		effect = {
			custom_tooltip = { text = RR_tooltip_religion_feature_templebuilders_opinion }
			custom_tooltip = { text = RR_tooltip_religion_feature_cheaptemples }
			set_character_modifier = {
				church_opinion = 10
				build_cost_temple_modifier = -0.25
				key = "RR_KEY_RELIGION"
			}
			hidden_tooltip = {				
				if = {
					limit = {
						has_selected_religion_feature = religion_autocephaly
					}
					if = {
						limit = { has_selected_religion_feature = RR_religion_unity }
						if = {
							limit = { has_selected_religion_feature = RR_religion_family }
							set_character_modifier = {
								church_opinion = 30
								same_religion_opinion = 10
								build_cost_temple_modifier = -0.25
								dynasty_opinion = 10
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = RR_religion_sexual }
							set_character_modifier = {
								church_opinion = 30
								same_religion_opinion = 10
								build_cost_temple_modifier = -0.25
								fertility = 0.1
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_monastic }
							set_character_modifier = {
								church_opinion = 30
								same_religion_opinion = 10
								build_cost_temple_modifier = -0.25
								#learning = 2
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 30
								same_religion_opinion = 10
								build_cost_temple_modifier = -0.25
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 30
								same_religion_opinion = 10
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_family }
						if = {
							limit = { has_selected_religion_feature = RR_religion_sexual }
							set_character_modifier = {
								church_opinion = 30
								dynasty_opinion = 10
								build_cost_temple_modifier = -0.25
								fertility = 0.1
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_monastic }
							set_character_modifier = {
								church_opinion = 30
								dynasty_opinion = 10
								build_cost_temple_modifier = -0.25
								#learning = 2
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 30
								dynasty_opinion = 10
								build_cost_temple_modifier = -0.25
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 30
								dynasty_opinion = 10
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_sexual }
						if = {
							limit = { has_selected_religion_feature = religion_monastic }
							set_character_modifier = {
								church_opinion = 30
								fertility = 0.1
								build_cost_temple_modifier = -0.25
								#learning = 2
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 30
								fertility = 0.1
								build_cost_temple_modifier = -0.25
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 30
								fertility = 0.1
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = religion_monastic }
						if = {
							limit = { has_selected_religion_feature = religion_feature_pyramids }
							set_character_modifier = {
								church_opinion = 30
								#learning = 2
								build_cost_temple_modifier = -0.25
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 30
								#learning = 2
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = religion_feature_pyramids }
						set_character_modifier = {
							church_opinion = 30
							build_cost_temple_modifier = -0.25
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							church_opinion = 30
							build_cost_temple_modifier = -0.25
							key = "RR_KEY_RELIGION"
						}
					}
				} # end of if Autocephaly
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_unity
					}
					if = {
						limit = {
							has_selected_religion_feature = RR_religion_family
						}
						set_character_modifier = {
							same_religion_opinion = 10
							dynasty_opinion = 10
							build_cost_temple_modifier = -0.25
							church_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = RR_religion_sexual
						}
						set_character_modifier = {
							same_religion_opinion = 10
							fertility = 0.1
							build_cost_temple_modifier = -0.25
							church_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_monastic
						}
						set_character_modifier = {
							same_religion_opinion = 10
							#learning = 2
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							same_religion_opinion = 10
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							same_religion_opinion = 10
							build_cost_temple_modifier = -0.25
							church_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_family
					}
					if = {
						limit = {
							has_selected_religion_feature = RR_religion_sexual
						}
						set_character_modifier = {
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							dynasty_opinion = 10
							fertility = 0.1
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_monastic
						}
						set_character_modifier = {
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							dynasty_opinion = 10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							dynasty_opinion = 10
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							dynasty_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_sexual
					}
					if = {
						limit = {
							has_selected_religion_feature = religion_monastic
						}
						set_character_modifier = {
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							fertility = 0.1
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							fertility = 0.1
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							fertility = 0.1
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = religion_monastic
					}
					if = {
						limit = {
							has_selected_religion_feature = religion_feature_pyramids
						}
						set_character_modifier = {
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							#learning = 2
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							build_cost_temple_modifier = -0.25
							church_opinion = 10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = religion_feature_pyramids
					}
					set_character_modifier = {
						build_cost_temple_modifier = -0.25
						church_opinion = 10
						wonder_build_cost_modifier = -0.10
						wonder_build_time_modifier = -0.10
						key = "RR_KEY_RELIGION"
					}
				}
				else = {
					set_character_modifier = {
						build_cost_temple_modifier = -0.25
						church_opinion = 10
						key = "RR_KEY_RELIGION"
					}
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = cynical 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = greedy 
				}
			}
			modifier = {
				factor = 10
				OR = {
					has_selected_religion_feature = religion_autocephaly # Temple vassal opinion stacking.
					has_selected_religion_feature = RR_religion_godking # God-king can hold temples without penalty
					has_selected_religion_feature = RR_religion_community # Religious Community government allows holding temples without penalty
					AND = {
						culture_group = tibetan_group # Monastic Feudal rulers can hold temples without penalty.
						OR = {
							religion = bon_reformed
							religion = bon
							has_selected_religion_feature = religion_monastic
							religion_group = christian
						}
					}
				}
			}
			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_beatification = {
		picture = GFX_religion_feature_beatification
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = {
			#	has_selected_religion_feature = religion_temporal_head
			#	has_selected_religion_feature = religion_no_leader
				religion_group = christian #Random World redundancy.
				religion = baltic_pagan_reformed
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_beatification }
			#custom_tooltip = { text = tooltip_religion_feature_eldership }
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				has_game_started = yes
				FROM = { 
					character = yes 
					OR = { 
						religion = tengri_pagan
						religion = finnish_pagan
						religion = slavic_pagan
						religion = west_african_pagan
					}
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = proud 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = humble 
				}
			}
			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_animistic = {
		picture = GFX_religion_feature_animistic
		potential = {
			NOR = {
				religion = finnish_pagan_reformed #Redundant
				religion = west_african_pagan_reformed #Redundant
			}
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		effect = {
			#custom_tooltip = { text = tooltip_religion_feature_land_morale }
			custom_tooltip = { text = tooltip_religion_feature_adulthood_rite }
			hidden_tooltip = { 
				set_unit_modifier = { 
					#land_morale = 0.10
					key = "ANIMISTIC_RELIGION"
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					OR = {
						religion = tengri_pagan
						religion = baltic_pagan
						religion = slavic_pagan
					}
				}
			}
		}
	}
	religion_haruspicy = { #Gives option to divinate the future before waging a war.
		picture = GFX_religion_feature_haruspicy
		potential = {
			NOT = { religion = hellenic_pagan } #Core feature of the religion itself.
			NOT = { religion = hellenic_pagan_reformed } #Core feature of the religion itself.
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		 trigger = {
            NOT = { has_selected_religion_feature = religion_feature_a_tag_roog }
        }
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_haruspicy }
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = cruel 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = cynical 
				}
			}
			modifier = { 	
				factor = 10
				has_game_started = yes
				FROM = { 
					character = yes 
					trait = mystic
				}
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_astrology
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_ritual_sacrifice
			}
		}
	}
	religion_astrology = {
		picture = GFX_religion_feature_astrology
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_astrology }
			custom_tooltip = { text = tooltip_religion_feature_hermetics }
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				has_game_started = yes
				FROM = {
					character = yes 
					religion = hellenic_pagan
				}
			}
			modifier = { 	
				factor = 0.1 
				FROM = { 
					character = yes 
					OR = { #Too Western for them.
						religion = bon
						religion = tengri_pagan
						religion = finnish_pagan
					}
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = erudite 
				}
			}
			modifier = { 	
				factor = 10
				has_game_started = yes
				FROM = { 
					character = yes 
					trait = mystic
				}
			}
			modifier = { 	
				factor = 10
				has_game_started = yes
				FROM = { 
					character = yes 
					trait = scholar
				}
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_haruspicy
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_stable
			}
		}

	}
	religion_patriarchal = {
		picture = GFX_religion_feature_patriarchal
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_matriarchal
				has_selected_religion_feature = religion_equal
				has_selected_religion_feature = religion_meritocratic
			}
		}
		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
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_matriarchal
				has_selected_religion_feature = religion_patriarchal
				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 = 10
				has_game_started = yes
				FROM = {
					character = yes 
					OR = {
						religion = west_african_pagan
						religion = bon
					}
				}
			}
			modifier = { 	
				factor = 0.01
				NOT = { 
					FROM = { 
						character = yes 
						OR = {
							trait = just
							is_female = yes
						}   
					} 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = just 
				}
			}
		}
	}
	religion_matriarchal = {
		picture = GFX_religion_feature_matriarchal
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_patriarchal
				has_selected_religion_feature = religion_equal
				has_selected_religion_feature = religion_meritocratic
				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 }
			if = {
				limit = { has_selected_religion_feature = RR_religion_feature_retinues }
				custom_tooltip = { text = RR_tooltip_religion_feature_retinue_amazon }
			}
			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
				NOT = { 
					FROM = { 
						character = yes 
						is_female = yes 
						OR = {
							trait = lunatic
							trait = possessed
							trait = ambitious
							trait = homosexual
							trait = arbitrary
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_enatic_cognatic 
							}
						}   
					} 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					is_female = yes
					any_owned_bloodline = {
						has_bloodline_flag = bloodline_enatic_cognatic 
					} 
					OR = {
						trait = lunatic
						trait = possessed
						trait = ambitious
						trait = homosexual
						trait = arbitrary
					}   
				} 
			}
		}
	}
	religion_defensive = {
		picture = GFX_religion_feature_defensive
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_warlike
				has_selected_religion_feature = religion_peaceful
				has_selected_religion_feature = religion_feature_a_tag_roog
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_defensive }
			custom_tooltip = { text = tooltip_religion_feature_hard_conversion }
			#custom_tooltip = { text = tooltip_religion_feature_no_crusade }
			hidden_tooltip = { 
				#set_can_call_crusade = no
				#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 = 2
				#set_convert_same_group = 2
				set_ai_aggression = 0.5
				set_unit_home_modifier = {
					land_morale = 1
					garrison_size = 1
					
					key = "DEF_RELIGION_HOME_TERRITORY"
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				has_game_started = yes
				FROM = { 
					character = yes 
					OR = { 
						religion = slavic_pagan
						religion = baltic_pagan
						religion = finnish_pagan
						religion = bon
					}
				}
			}
			modifier = { 	
				factor = 0
				FROM = { 
					character = yes 
					religion = aztec 
				}
			}
			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 = 10
				FROM = { 
					character = yes 
					trait = craven 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = patient 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = cynical 
				}
			}
			modifier = { 	
				factor = 100
				has_game_started = no #alternate start
				religion = shia #has tower symbol on random worlds
			}
		}
	}
	religion_warlike = {
		picture = GFX_religion_feature_warlike
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = { 
			NOR = {
				has_selected_religion_feature = religion_peaceful
				has_selected_religion_feature = religion_defensive
			} 
		}
		effect = {
			custom_tooltip = { text = RR_tooltip_religion_feature_levy }
			#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 = 2
				#set_convert_same_group = 2
				set_ai_aggression = 3.0

				if = {
					limit = { has_selected_religion_feature = religion_relentless }
					if = {
						limit = { 
							OR = {
								has_selected_religion_feature = RR_religion_feature_cavalry
								religion = tengri_pagan_reformed
							}
						}
						if = {
							limit = { has_selected_religion_feature = RR_religion_feature_elite }
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								land_morale = 0.20
								light_cavalry_offensive = 0.2 
								light_cavalry_defensive = 0.2 
								horse_archers_offensive = 0.2
								horse_archers_defensive = 0.2
								camel_cavalry_offensive = 0.2 
								camel_cavalry_defensive = 0.2
								heavy_infantry_offensive = 0.2 
								heavy_infantry_defensive = 0.2 
								knights_offensive = 0.2
								knights_defensive = 0.2
								war_elephants_offensive = 0.2
								war_elephants_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = RR_religion_feature_infantry }
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								land_morale = 0.20
								light_cavalry_offensive = 0.2 
								light_cavalry_defensive = 0.2 
								horse_archers_offensive = 0.2
								horse_archers_defensive = 0.2
								camel_cavalry_offensive = 0.2 
								camel_cavalry_defensive = 0.2
								light_infantry_offensive = 0.2 
								light_infantry_defensive = 0.2 
								archers_offensive = 0.2
								archers_defensive = 0.2
								pikemen_offensive = 0.2
								pikemen_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
						else = {
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								land_morale = 0.20
								light_cavalry_offensive = 0.2 
								light_cavalry_defensive = 0.2 
								horse_archers_offensive = 0.2
								horse_archers_defensive = 0.2
								camel_cavalry_offensive = 0.2 
								camel_cavalry_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_feature_elite }
						set_unit_modifier = {
							levy_size = 0.2
							retinuesize_perc = 0.2
							land_morale = 0.20
							heavy_infantry_offensive = 0.2 
							heavy_infantry_defensive = 0.2 
							knights_offensive = 0.2
							knights_defensive = 0.2
							war_elephants_offensive = 0.2
							war_elephants_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_feature_infantry }
						set_unit_modifier = {
							levy_size = 0.2
							retinuesize_perc = 0.2
							land_morale = 0.20
							light_infantry_offensive = 0.2 
							light_infantry_defensive = 0.2 
							archers_offensive = 0.2
							archers_defensive = 0.2
							pikemen_offensive = 0.2
							pikemen_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else = {
						set_unit_modifier = {
							levy_size = 0.2 retinuesize_perc = 0.2
							land_morale = 0.20
							key = "OFF_RELIGION"
						}
					}
				}
				else_if = {
					limit = { 
						OR = {
							has_selected_religion_feature = RR_religion_feature_cavalry
							religion = tengri_pagan_reformed
						}
					}
					if = {
						limit = { has_selected_religion_feature = RR_religion_feature_elite }
						set_unit_modifier = {
							levy_size = 0.2
							retinuesize_perc = 0.2
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2
							heavy_infantry_offensive = 0.2 
							heavy_infantry_defensive = 0.2 
							knights_offensive = 0.2
							knights_defensive = 0.2
							war_elephants_offensive = 0.2
							war_elephants_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_feature_infantry }
						set_unit_modifier = {
							levy_size = 0.2
							retinuesize_perc = 0.2
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2
							light_infantry_offensive = 0.2 
							light_infantry_defensive = 0.2 
							archers_offensive = 0.2
							archers_defensive = 0.2
							pikemen_offensive = 0.2
							pikemen_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else = {
						set_unit_modifier = {
							levy_size = 0.2
							retinuesize_perc = 0.2
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
				}
				else_if = {
					limit = { has_selected_religion_feature = RR_religion_feature_elite }
					set_unit_modifier = {
						levy_size = 0.2
						retinuesize_perc = 0.2
						heavy_infantry_offensive = 0.2 
						heavy_infantry_defensive = 0.2 
						knights_offensive = 0.2
						knights_defensive = 0.2
						war_elephants_offensive = 0.2
						war_elephants_defensive = 0.2
						key = "OFF_RELIGION"
					}
				}
				else_if = {
					limit = { has_selected_religion_feature = RR_religion_feature_infantry }
					set_unit_modifier = {
						levy_size = 0.2
						retinuesize_perc = 0.2
						light_infantry_offensive = 0.2 
						light_infantry_defensive = 0.2 
						archers_offensive = 0.2
						archers_defensive = 0.2
						pikemen_offensive = 0.2
						pikemen_defensive = 0.2
						key = "OFF_RELIGION"
					}
				}
				else = {
					set_unit_modifier = {
						levy_size = 0.2
						retinuesize_perc = 0.2
						key = "OFF_RELIGION"
					}
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				has_game_started = yes
				FROM = { 
					character = yes
					OR = { 
						religion = aztec 
						religion = norse_pagan
						religion = tengri_pagan
					}
				}
			}
			modifier = { 	
				factor = 0.01
				FROM = { 
					character = yes
					religion = bon 
				}
			}
			modifier = { 	
				factor = 10
				FROM = {
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = lunatic 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = possessed 
				}
			}
			modifier = { 	
				factor = 10
				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_ritual_sacrifice = {
		picture = GFX_religion_feature_ritual_sacrifice
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = {
				religion_openly_aztec_or_reformed_trigger = yes
				has_selected_religion_feature = religion_peaceful
				has_selected_religion_feature = religion_proselytizing
				has_selected_religion_feature = religion_feature_amazigh
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_aztec_sacrifices }
			custom_tooltip = { text = tooltip_religion_feature_bloodthirsty_mechanics }
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					OR = { 
						trait = cruel 
						trait = impaler 
					} 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = kind 
				}
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_haruspicy
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_warlike
			}
			modifier = { 	
				factor = 100
				has_game_started = no #alternate start
				religion = west_african_pagan #has skull symbol on random worlds
			}
		}
	}
	RR_religion_untamed = {
		picture = GFX_RR_religion_feature_untamed
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOT = {
				has_selected_religion_feature = religion_peaceful
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_anti_attrition }
			custom_tooltip = { text = RR_tooltip_religion_feature_raiding }
			hidden_tooltip = {
				set_allow_looting = yes
				set_ignores_defensive_attrition = yes
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = cruel 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = envious 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = greedy 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = kind 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = charitable 
				}
			}
			modifier = { 	
				factor = 0.1 #Should probably take Sea-Bound instead.
				FROM = { 
					character = yes 
					any_demesne_province = { 
						port = yes 
						TECH_NAVAL = 1
					}
				}
			}
		}
	}
	religion_seafaring = {
		picture = GFX_religion_feature_seafaring
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = {
				religion = germanic_pagan_reformed
				has_selected_religion_feature = religion_feature_amazigh
			}
		}
		effect = {
			#custom_tooltip = { text = tooltip_religion_feature_rivermovement } # Already included in all base religions and all leadership features.
			custom_tooltip = { text = tooltip_religion_feature_ship_maintenance }
			if = {
				limit = {
					NOT = {	has_selected_religion_feature = religion_peaceful }
				}
				custom_tooltip = { text = RR_tooltip_religion_feature_raiding }
				hidden_tooltip = { set_allow_looting = yes }
			}
			custom_tooltip = { text = tooltip_religion_feature_seafaring }
			hidden_tooltip = {
				set_seafaring = yes
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				has_game_started = yes
				FROM = {
					character = yes 
					OR = {
						religion = baltic_pagan
						religion = finnish_pagan
						religion = slavic_pagan
						religion = aztec
					}
				}
			}
			modifier = { 	
				factor = 0
				FROM = { 
					has_selected_religion_feature = religion_peaceful
				}
			}
			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
						}
					}
				}
			}
			modifier = { 	
				factor = 100
				has_game_started = no #alternate start
				religion = jain #has fish symbol on random worlds
			}
		}
	}
	religion_adventuring = {
		picture = GFX_religion_feature_adventuring
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_peaceful
				has_selected_religion_feature = religion_feature_amazigh
			}
		}
		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 = 10
				has_game_started = yes
				FROM = { 
					character = yes 
					religion = norse_pagan
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = brave 
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					trait = ambitious 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = craven 
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					trait = content 
				}
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_warlike
			}
			modifier = { 	
				factor = 10
				has_selected_religion_feature = religion_relentless
			}
		}
	}
	religion_relentless = {
		picture = GFX_religion_feature_relentless
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = {
				has_selected_religion_feature = religion_peaceful
				has_selected_religion_feature = religion_feature_a_tag_roog
			}
		}
		effect = {
			#custom_tooltip = { text = tooltip_religion_feature_anti_attrition }
			#custom_tooltip = { text = tooltip_religion_feature_offensive }
			custom_tooltip = { text = tooltip_religion_feature_land_morale }
			hidden_tooltip = { 
				#set_ignores_defensive_attrition = yes

				if = {
					limit = { has_selected_religion_feature = religion_warlike }
					if = {
						limit = { 
							OR = {
								has_selected_religion_feature = RR_religion_feature_cavalry
								religion = tengri_pagan_reformed
							}
						}
						if = {
							limit = { has_selected_religion_feature = RR_religion_feature_elite }
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								land_morale = 0.2
								light_cavalry_offensive = 0.2 
								light_cavalry_defensive = 0.2 
								horse_archers_offensive = 0.2
								horse_archers_defensive = 0.2
								camel_cavalry_offensive = 0.2 
								camel_cavalry_defensive = 0.2
								heavy_infantry_offensive = 0.2 
								heavy_infantry_defensive = 0.2 
								knights_offensive = 0.2
								knights_defensive = 0.2
								war_elephants_offensive = 0.2
								war_elephants_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = RR_religion_feature_infantry }
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								land_morale = 0.20
								light_cavalry_offensive = 0.2 
								light_cavalry_defensive = 0.2 
								horse_archers_offensive = 0.2
								horse_archers_defensive = 0.2
								camel_cavalry_offensive = 0.2 
								camel_cavalry_defensive = 0.2
								light_infantry_offensive = 0.2 
								light_infantry_defensive = 0.2 
								archers_offensive = 0.2
								archers_defensive = 0.2
								pikemen_offensive = 0.2
								pikemen_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
						else = {
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								land_morale = 0.2
								light_cavalry_offensive = 0.2 
								light_cavalry_defensive = 0.2 
								horse_archers_offensive = 0.2
								horse_archers_defensive = 0.2
								camel_cavalry_offensive = 0.2 
								camel_cavalry_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_feature_elite }
						set_unit_modifier = {
							levy_size = 0.2
							retinuesize_perc = 0.2
							land_morale = 0.2
							heavy_infantry_offensive = 0.2 
							heavy_infantry_defensive = 0.2 
							knights_offensive = 0.2
							knights_defensive = 0.2
							war_elephants_offensive = 0.2
							war_elephants_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_feature_infantry }
						set_unit_modifier = {
							levy_size = 0.2
							retinuesize_perc = 0.2
							land_morale = 0.20
							light_infantry_offensive = 0.2 
							light_infantry_defensive = 0.2 
							archers_offensive = 0.2
							archers_defensive = 0.2
							pikemen_offensive = 0.2
							pikemen_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else = {
						set_unit_modifier = {
							levy_size = 0.2
							retinuesize_perc = 0.2
							land_morale = 0.2
							key = "OFF_RELIGION"
						}
					}
				}
				else_if = {
					limit = { 
						OR = {
							has_selected_religion_feature = RR_religion_feature_cavalry
							religion = tengri_pagan_reformed
						}
					}
					if = {
						limit = { has_selected_religion_feature = RR_religion_feature_elite }
						set_unit_modifier = {
							land_morale = 0.2
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2
							heavy_infantry_offensive = 0.2 
							heavy_infantry_defensive = 0.2 
							knights_offensive = 0.2
							knights_defensive = 0.2
							war_elephants_offensive = 0.2
							war_elephants_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_feature_infantry }
						set_unit_modifier = {
							land_morale = 0.2
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2
							light_infantry_offensive = 0.2 
							light_infantry_defensive = 0.2 
							archers_offensive = 0.2
							archers_defensive = 0.2
							pikemen_offensive = 0.2
							pikemen_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else = {
						set_unit_modifier = {
							land_morale = 0.2
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
				}
				else_if = {
					limit = { has_selected_religion_feature = RR_religion_feature_elite }
					set_unit_modifier = {
						land_morale = 0.2
						heavy_infantry_offensive = 0.2 
						heavy_infantry_defensive = 0.2 
						knights_offensive = 0.2
						knights_defensive = 0.2
						war_elephants_offensive = 0.2
						war_elephants_defensive = 0.2
						key = "OFF_RELIGION"
					}
				}
				else_if = {
					limit = { has_selected_religion_feature = RR_religion_feature_infantry }
					set_unit_modifier = {
						land_morale = 0.2
						light_infantry_offensive = 0.2 
						light_infantry_defensive = 0.2 
						archers_offensive = 0.2
						archers_defensive = 0.2
						pikemen_offensive = 0.2
						pikemen_defensive = 0.2
						key = "OFF_RELIGION"
					}
				}
				else = {
					set_unit_modifier = {
						land_morale = 0.2
						key = "OFF_RELIGION"
					}
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				has_game_started = yes
				FROM = { 
					character = yes 
					OR = { 
						religion = norse_pagan
						religion = zun_pagan
					}
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					religion = aztec
				}
			}
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					religion = slavic_pagan
				}
			}
		}
	}
	RR_religion_feature_cavalry = {
		picture = GFX_RR_religion_feature_cavalry
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			#religion = tengri_pagan_reformed
			NOR = { 
				religion = tengri_pagan
				religion = tengri_pagan_reformed
			}
		}
		effect = {
			custom_tooltip = { text = RR_tooltip_religion_feature_cavalry_bonus }
			hidden_tooltip = {
				if = {
					limit = { has_selected_religion_feature = religion_warlike }
					if = {
						limit = { has_selected_religion_feature = religion_relentless }
						if = {
							limit = { has_selected_religion_feature = RR_religion_feature_elite }
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								land_morale = 0.2
								light_cavalry_offensive = 0.2 
								light_cavalry_defensive = 0.2 
								horse_archers_offensive = 0.2
								horse_archers_defensive = 0.2
								camel_cavalry_offensive = 0.2 
								camel_cavalry_defensive = 0.2
								heavy_infantry_offensive = 0.2 
								heavy_infantry_defensive = 0.2 
								knights_offensive = 0.2
								knights_defensive = 0.2
								war_elephants_offensive = 0.2
								war_elephants_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = RR_religion_feature_infantry }
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								land_morale = 0.20
								light_cavalry_offensive = 0.2 
								light_cavalry_defensive = 0.2 
								horse_archers_offensive = 0.2
								horse_archers_defensive = 0.2
								camel_cavalry_offensive = 0.2 
								camel_cavalry_defensive = 0.2
								light_infantry_offensive = 0.2 
								light_infantry_defensive = 0.2 
								archers_offensive = 0.2
								archers_defensive = 0.2
								pikemen_offensive = 0.2
								pikemen_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
						else = {
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								land_morale = 0.2
								light_cavalry_offensive = 0.2 
								light_cavalry_defensive = 0.2 
								horse_archers_offensive = 0.2
								horse_archers_defensive = 0.2
								camel_cavalry_offensive = 0.2 
								camel_cavalry_defensive = 0.2 
								key = "OFF_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_feature_elite }
						set_unit_modifier = {
							levy_size = 0.2
							retinuesize_perc = 0.2
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2
							heavy_infantry_offensive = 0.2 
							heavy_infantry_defensive = 0.2 
							knights_offensive = 0.2
							knights_defensive = 0.2
							war_elephants_offensive = 0.2
							war_elephants_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_feature_infantry }
						set_unit_modifier = {
							levy_size = 0.2
							retinuesize_perc = 0.2
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2
							light_infantry_offensive = 0.2 
							light_infantry_defensive = 0.2 
							archers_offensive = 0.2
							archers_defensive = 0.2
							pikemen_offensive = 0.2
							pikemen_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else = {
						set_unit_modifier = {
							levy_size = 0.2
							retinuesize_perc = 0.2
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2 
							key = "OFF_RELIGION"
						}
					}
				}
				else_if = {
					limit = { has_selected_religion_feature = religion_relentless }
					if = {
						limit = { has_selected_religion_feature = RR_religion_feature_elite }
						set_unit_modifier = {
							land_morale = 0.2
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2
							heavy_infantry_offensive = 0.2 
							heavy_infantry_defensive = 0.2 
							knights_offensive = 0.2
							knights_defensive = 0.2
							war_elephants_offensive = 0.2
							war_elephants_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_feature_infantry }
						set_unit_modifier = {
							land_morale = 0.2
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2
							light_infantry_offensive = 0.2 
							light_infantry_defensive = 0.2 
							archers_offensive = 0.2
							archers_defensive = 0.2
							pikemen_offensive = 0.2
							pikemen_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else = {
						set_unit_modifier = {
							land_morale = 0.2
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2 
							key = "OFF_RELIGION"
						}
					}
				}
				else = {
					set_unit_modifier = {
						light_cavalry_offensive = 0.2 
						light_cavalry_defensive = 0.2 
						horse_archers_offensive = 0.2
						horse_archers_defensive = 0.2
						camel_cavalry_offensive = 0.2 
						camel_cavalry_defensive = 0.2 
						war_elephants_defensive = 0.2
						key = "OFF_RELIGION"
					}
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					is_nomadic = yes
				}
			}
		}
	}
	RR_religion_feature_elite = {
		picture = GFX_RR_religion_feature_elite
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			#religion = norse_pagan_reformed
			NOT = { 
				has_selected_religion_feature = RR_religion_feature_infantry
			}
		}
		effect = {
			custom_tooltip = { text = RR_tooltip_religion_feature_elite_bonus }
			hidden_tooltip = {
				if = {
					limit = { has_selected_religion_feature = religion_warlike }
					if = {
						limit = { has_selected_religion_feature = religion_relentless }
						if = {
							limit = { has_selected_religion_feature = RR_religion_feature_cavalry }
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								land_morale = 0.2
								light_cavalry_offensive = 0.2 
								light_cavalry_defensive = 0.2 
								horse_archers_offensive = 0.2
								horse_archers_defensive = 0.2
								camel_cavalry_offensive = 0.2 
								camel_cavalry_defensive = 0.2
								heavy_infantry_offensive = 0.2 
								heavy_infantry_defensive = 0.2 
								knights_offensive = 0.2
								knights_defensive = 0.2
								war_elephants_offensive = 0.2
								war_elephants_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
						else = {
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								land_morale = 0.2
								heavy_infantry_offensive = 0.2 
								heavy_infantry_defensive = 0.2 
								knights_offensive = 0.2
								knights_defensive = 0.2
								war_elephants_offensive = 0.2
								war_elephants_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
					}
					else = {
						if = {
							limit = { has_selected_religion_feature = RR_religion_feature_cavalry }
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								light_cavalry_offensive = 0.2 
								light_cavalry_defensive = 0.2 
								horse_archers_offensive = 0.2
								horse_archers_defensive = 0.2
								camel_cavalry_offensive = 0.2 
								camel_cavalry_defensive = 0.2
								heavy_infantry_offensive = 0.2 
								heavy_infantry_defensive = 0.2 
								knights_offensive = 0.2
								knights_defensive = 0.2
								war_elephants_offensive = 0.2
								war_elephants_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
						else = {
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								heavy_infantry_offensive = 0.2 
								heavy_infantry_defensive = 0.2 
								knights_offensive = 0.2
								knights_defensive = 0.2
								war_elephants_offensive = 0.2
								war_elephants_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
					}
				}
				else_if = {
					limit = { has_selected_religion_feature = religion_relentless }
					if = {
						limit = { has_selected_religion_feature = RR_religion_feature_cavalry }
						set_unit_modifier = {
							land_morale = 0.2
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2
							heavy_infantry_offensive = 0.2 
							heavy_infantry_defensive = 0.2 
							knights_offensive = 0.2
							knights_defensive = 0.2
							war_elephants_offensive = 0.2
							war_elephants_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else = {
						set_unit_modifier = {
							land_morale = 0.2
							heavy_infantry_offensive = 0.2 
							heavy_infantry_defensive = 0.2 
							knights_offensive = 0.2
							knights_defensive = 0.2
							war_elephants_offensive = 0.2
							war_elephants_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
				}
				else = {
					if = {
						limit = { has_selected_religion_feature = RR_religion_feature_cavalry }
						set_unit_modifier = {
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2
							heavy_infantry_offensive = 0.2 
							heavy_infantry_defensive = 0.2 
							knights_offensive = 0.2
							knights_defensive = 0.2
							war_elephants_offensive = 0.2
							war_elephants_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else = {
						set_unit_modifier = {
							heavy_infantry_offensive = 0.2 
							heavy_infantry_defensive = 0.2 
							knights_offensive = 0.2
							knights_defensive = 0.2
							war_elephants_offensive = 0.2
							war_elephants_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				has_game_started = yes
				FROM = {
					character = yes 
					religion = zun_pagan
				}
			}
			modifier = { 	
				factor = 0
				FROM = { 
					character = yes 
					is_nomadic = yes
				}
			}
			modifier = { 	
				factor = 0.1
				FROM = { 
					character = yes 
					is_feudal = no
					is_theocracy = no
				}
			}
		}
	}
	RR_religion_feature_infantry = {
		picture = GFX_RR_religion_feature_infantry
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
		}
		trigger = {
			NOR = { 
				has_selected_religion_feature = RR_religion_feature_elite
				has_selected_religion_feature = RR_religion_godking
			}
		}
		effect = {
			custom_tooltip = { text = RR_tooltip_religion_feature_infantry_bonus }
			hidden_tooltip = {
				if = {
					limit = { has_selected_religion_feature = religion_warlike }
					if = {
						limit = { has_selected_religion_feature = religion_relentless }
						if = {
							limit = { has_selected_religion_feature = RR_religion_feature_cavalry }
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								land_morale = 0.2
								light_cavalry_offensive = 0.2 
								light_cavalry_defensive = 0.2 
								horse_archers_offensive = 0.2
								horse_archers_defensive = 0.2
								camel_cavalry_offensive = 0.2 
								camel_cavalry_defensive = 0.2
								light_infantry_offensive = 0.2 
								light_infantry_defensive = 0.2 
								archers_offensive = 0.2
								archers_defensive = 0.2
								pikemen_offensive = 0.2
								pikemen_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
						else = {
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								land_morale = 0.2
								light_infantry_offensive = 0.2 
								light_infantry_defensive = 0.2 
								archers_offensive = 0.2
								archers_defensive = 0.2
								pikemen_offensive = 0.2
								pikemen_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
					}
					else = {
						if = {
							limit = { has_selected_religion_feature = RR_religion_feature_cavalry }
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								light_cavalry_offensive = 0.2 
								light_cavalry_defensive = 0.2 
								horse_archers_offensive = 0.2
								horse_archers_defensive = 0.2
								camel_cavalry_offensive = 0.2 
								camel_cavalry_defensive = 0.2
								light_infantry_offensive = 0.2 
								light_infantry_defensive = 0.2 
								archers_offensive = 0.2
								archers_defensive = 0.2
								pikemen_offensive = 0.2
								pikemen_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
						else = {
							set_unit_modifier = {
								levy_size = 0.2
								retinuesize_perc = 0.2
								light_infantry_offensive = 0.2 
								light_infantry_defensive = 0.2 
								archers_offensive = 0.2
								archers_defensive = 0.2
								pikemen_offensive = 0.2
								pikemen_defensive = 0.2
								key = "OFF_RELIGION"
							}
						}
					}
				}
				else_if = {
					limit = { has_selected_religion_feature = religion_relentless }
					if = {
						limit = { has_selected_religion_feature = RR_religion_feature_cavalry }
						set_unit_modifier = {
							land_morale = 0.2
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2
							light_infantry_offensive = 0.2 
							light_infantry_defensive = 0.2 
							archers_offensive = 0.2
							archers_defensive = 0.2
							pikemen_offensive = 0.2
							pikemen_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else = {
						set_unit_modifier = {
							land_morale = 0.2
							light_infantry_offensive = 0.2 
							light_infantry_defensive = 0.2 
							archers_offensive = 0.2
							archers_defensive = 0.2
							pikemen_offensive = 0.2
							pikemen_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
				}
				else = {
					if = {
						limit = { has_selected_religion_feature = RR_religion_feature_cavalry }
						set_unit_modifier = {
							light_cavalry_offensive = 0.2 
							light_cavalry_defensive = 0.2 
							horse_archers_offensive = 0.2
							horse_archers_defensive = 0.2
							camel_cavalry_offensive = 0.2 
							camel_cavalry_defensive = 0.2
							light_infantry_offensive = 0.2 
							light_infantry_defensive = 0.2 
							archers_offensive = 0.2
							archers_defensive = 0.2
							pikemen_offensive = 0.2
							pikemen_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
					else = {
						set_unit_modifier = {
							light_infantry_offensive = 0.2 
							light_infantry_defensive = 0.2 
							archers_offensive = 0.2
							archers_defensive = 0.2
							pikemen_offensive = 0.2
							pikemen_defensive = 0.2
							key = "OFF_RELIGION"
						}
					}
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					OR = {
						is_tribal = yes
						is_republic = yes
					}
				}
			}
		}
	}
	RR_religion_feature_retinues = {
		picture = GFX_RR_religion_feature_retinues
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
			has_dlc = "Legacy of Rome"
		}
		trigger = {
			#religion = baltic_pagan_reformed
		}
		effect = {
			custom_tooltip = { text = RR_tooltip_religion_feature_retinue }
			if = {
				limit = { has_selected_religion_feature = religion_matriarchal }
				custom_tooltip = { text = RR_tooltip_religion_feature_retinue_amazon }
			}
		}
		ai_will_do = {
			factor = 1
			modifier = { 	
				factor = 10
				FROM = { 
					character = yes 
					is_tribal = yes
					capital_scope = {
						OR = {
							terrain = desert
							terrain = coastal_desert
						}
					}
				}
			}
		}
	}

	religion_feature_norse = {
		picture = GFX_religion_feature_norse
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
			always = no
			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_tengri = {
		picture = GFX_religion_feature_tengri
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
			always = no
			has_game_started = yes
			religion = tengri_pagan_reformed
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = tengri_pagan_reformed
			NOR = { 
				has_selected_religion_feature = religion_relentless
				has_selected_religion_feature = religion_harems
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_anti_attrition }
			custom_tooltip = { text = tooltip_religion_feature_offensive }
			custom_tooltip = { text = tooltip_religion_feature_harems }
			hidden_tooltip = {
				set_max_consorts = 0
				set_max_wives = 4
				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 = "TENGRI_RELENTLESS_RELIGION"
				}
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	religion_feature_baltic = {
		picture = GFX_religion_feature_baltic
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
			always = no
			has_game_started = yes
			religion = baltic_pagan_reformed
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = baltic_pagan_reformed
			NOR = { 
				has_selected_religion_feature = religion_meritocratic
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_hard_conversion }
			custom_tooltip = { text = tooltip_religion_feature_eldership }
			hidden_tooltip = { 
				set_hard_to_convert = yes
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	religion_feature_a_tag_roog = {
        picture = GFX_religion_feature_west_african
        potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
			
            has_game_started = yes
            religion = a_tag_roog_reformed
            NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
        }
        trigger = {
            religion = a_tag_roog_reformed
            NOR = {
                has_selected_religion_feature = religion_haruspicy
                has_selected_religion_feature = religion_relentless
                has_selected_religion_feature = religion_peaceful
                has_selected_religion_feature = religion_defensive
                has_selected_religion_feature = religion_harems
            }
        }
        effect = {
            custom_tooltip = { text = tooltip_religion_feature_eldership }
            custom_tooltip = { text = tooltip_religion_feature_haruspicy }
            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"
				}
			}
            custom_tooltip = { text = tooltip_religion_feature_harems }
			hidden_tooltip = { 
				set_max_consorts = 0
				set_max_wives = 4
			}
        }
        ai_will_do = {
            factor = 50
        }
    }
	    religion_feature_amazigh = {
        picture = GFX_religion_feature_amazigh
        potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
			
            has_game_started = yes
            religion = amazigh_reformed
            NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
        }
        trigger = {
            religion = amazigh_reformed
            NOR = {
                has_selected_religion_feature = religion_adventuring
                has_selected_religion_feature = religion_seafaring
                has_selected_religion_feature = religion_ritual_sacrifice
                has_selected_religion_feature = religion_peaceful
            }
        }
        effect = {
            custom_tooltip = { text = tooltip_religion_feature_adventuring }
			custom_tooltip = { text = tooltip_religion_feature_pirating }
			hidden_tooltip = { enable_prepared_invasion = ROOT }
            custom_tooltip = { text = tooltip_religion_feature_rivermovement }
			custom_tooltip = { text = tooltip_religion_feature_ship_maintenance }
			custom_tooltip = { text = tooltip_religion_feature_seafaring }
			hidden_tooltip = {
				set_seafaring = yes
				set_allow_rivermovement = yes
			}
            custom_tooltip = { text = tooltip_religion_feature_aztec_sacrifices }
			custom_tooltip = { text = tooltip_religion_feature_bloodthirsty_mechanics }
        }
        ai_will_do = {
            factor = 50
        }
    }
	religion_feature_slavic = {
		picture = GFX_religion_feature_slavic
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
			always = no
			has_game_started = yes
			religion = slavic_pagan_reformed
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = slavic_pagan_reformed
			NOR = { 
				has_selected_religion_feature = religion_stable
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_rivermovement }
			custom_tooltip = { text = tooltip_religion_feature_stable }
			custom_tooltip = { text = tooltip_religion_feature_meliorism } 
			hidden_tooltip = {
				set_short_reign_opinion_year_mult = 0
				set_allow_rivermovement = yes
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	religion_feature_finnish = {
		picture = GFX_religion_feature_finnish
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
			always = no
			has_game_started = yes
			religion = finnish_pagan_reformed
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = finnish_pagan_reformed
			NOR = { 
				has_selected_religion_feature = religion_stable
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_hard_conversion }
			custom_tooltip = { text = tooltip_religion_feature_stable }
			custom_tooltip = { text = tooltip_religion_feature_meliorism } 
			hidden_tooltip = { 
				set_hard_to_convert = yes
				set_short_reign_opinion_year_mult = 0
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	religion_feature_west_african = {
		picture = GFX_religion_feature_west_african
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
			always = no
			has_game_started = yes
			religion = west_african_pagan_reformed
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = west_african_pagan_reformed
			NOR = { 
				has_selected_religion_feature = religion_monastic
				has_selected_religion_feature = religion_jizya
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_monastic }
			custom_tooltip = { text = tooltip_religion_feature_jizya }
			custom_tooltip = { text = tooltip_religion_feature_eldership }
			hidden_tooltip = { 
				set_priests_can_marry = no
				set_priests_can_inherit = no
				set_jizya_tax = yes
				set_can_retire_to_monastery = yes
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	religion_feature_zun = {
		picture = GFX_religion_feature_zun
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
			always = no
			has_game_started = yes
			religion = zun_pagan_reformed
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = zun_pagan_reformed
			NOR = { 
				has_selected_religion_feature = religion_harems
				has_selected_religion_feature = religion_holy_family
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_harems }
			custom_tooltip = { text = tooltip_religion_feature_incest }
			custom_tooltip = { text = tooltip_religion_feature_holy_family }
			hidden_tooltip = { 
				set_max_consorts = 0
				set_max_wives = 4
				set_pc_marriage = yes
				set_bs_marriage = yes
				set_psc_marriage = yes
				set_cousin_marriage = yes
				set_divine_blood = yes
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	religion_feature_bon = {
		picture = GFX_religion_feature_bon
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
			always = no
			has_game_started = yes
			religion = bon_reformed
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = bon_reformed
			NOR = { 
				has_selected_religion_feature = religion_holy_family
				has_selected_religion_feature = religion_meritocratic
				has_selected_religion_feature = religion_equal
				has_selected_religion_feature = religion_matriarchal
				has_selected_religion_feature = religion_patriarchal
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_no_incest }
			custom_tooltip = { text = tooltip_religion_feature_meritocratic }
			custom_tooltip = { text = tooltip_religion_feature_feminist }
			custom_tooltip = { text = tooltip_religion_feature_cognatic }
			hidden_tooltip = { 
				set_allows_matrilineal_marriage = yes
				set_heir_designation = yes
				set_feminist = yes
				set_pc_marriage = no
				set_bs_marriage = no
				set_psc_marriage = no
				set_cousin_marriage = no
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	religion_feature_aztec = {
		picture = GFX_religion_feature_aztec
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
			always = no
			has_game_started = yes
			religion = aztec_reformed
			NOR = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = aztec_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 = "AZTEC_RELENTLESS_RELIGION"
				}
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	religion_feature_hellenic = {
		picture = GFX_religion_feature_hellenic
		potential = {
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
			always = no
			has_game_started = yes
			religion = hellenic_pagan_reformed
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = hellenic_pagan_reformed
			NOR = { 
				has_selected_religion_feature = religion_syncretic
				has_selected_religion_feature = religion_dogmatic
				has_selected_religion_feature = religion_meritocratic
			}
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_syncretic }
			custom_tooltip = { text = tooltip_religion_feature_meritocratic }
			custom_tooltip = { text = tooltip_religion_feature_war_levies }
			hidden_tooltip = { 
				set_heir_designation = yes
				set_raised_vassal_opinion_loss = no
			}
		}
		ai_will_do = {
			factor = 50
		}
	}	
	
	religion_feature_pyramids = {
		picture = GFX_religion_feature_pyramids
		potential = {
			NOT = {
				calc_true_if = {
				amount = 3
					has_selected_religion_feature = RR_religion_unity
					has_selected_religion_feature = RR_religion_family
					has_selected_religion_feature = RR_religion_sexual
					has_selected_religion_feature = RR_religion_feature_templebuilders
				}
			} 
			OR = {
				has_3_doctrines_selected_trigger = no
				has_selected_religion_feature = RR_religion_4th_slot_dummy
				has_selected_religion_feature = religion_no_leader
				has_selected_religion_feature = religion_leader_unchanged
				has_game_rule = { name = RR_doctrine_slots value = RR_4_doctrines_always }
			}
			has_game_started = yes
			NOT = { religion = aztec }
		}
		effect = {
			custom_tooltip = { text = tooltip_religion_feature_pyramids }
			hidde_tooltip = {
				if = {
					limit = {
						has_selected_religion_feature = religion_autocephaly
					}
					if = {
						limit = { has_selected_religion_feature = RR_religion_unity }
						if = {
							limit = { has_selected_religion_feature = RR_religion_family }
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								dynasty_opinion = 10
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = RR_religion_sexual }
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								fertility = 0.1
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
							set_character_modifier = {
								church_opinion = 30
								same_religion_opinion = 10
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_monastic }
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								#learning = 2
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 20
								same_religion_opinion = 10
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_family }
						if = {
							limit = { has_selected_religion_feature = RR_religion_sexual }
							set_character_modifier = {
								church_opinion = 20
								dynasty_opinion = 10
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								fertility = 0.1
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
							set_character_modifier = {
								church_opinion = 30
								dynasty_opinion = 10
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_monastic }
							set_character_modifier = {
								church_opinion = 20
								dynasty_opinion = 10
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								#learning = 2
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 20
								dynasty_opinion = 10
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_sexual }
						if = {
							limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
							set_character_modifier = {
								church_opinion = 30
								fertility = 0.1
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								build_cost_temple_modifier = -0.25
								key = "RR_KEY_RELIGION"
							}
						}
						else_if = {
							limit = { has_selected_religion_feature = religion_monastic }
							set_character_modifier = {
								church_opinion = 20
								fertility = 0.1
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								#learning = 2
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 20
								fertility = 0.1
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = RR_religion_feature_templebuilders }
						if = {
							limit = { has_selected_religion_feature = religion_monastic }
							set_character_modifier = {
								church_opinion = 30
								build_cost_temple_modifier = -0.25
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								#learning = 2
								key = "RR_KEY_RELIGION"
							}
						}
						else = {
							set_character_modifier = {
								church_opinion = 30
								build_cost_temple_modifier = -0.25
								wonder_build_cost_modifier = -0.10
								wonder_build_time_modifier = -0.10
								key = "RR_KEY_RELIGION"
							}
						}
					}
					else_if = {
						limit = { has_selected_religion_feature = religion_monastic }
						set_character_modifier = {
							church_opinion = 20
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							church_opinion = 20
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							key = "RR_KEY_RELIGION"
						}
					}
				} # end of if Autocephaly
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_feature_unity
					}
					if = {
						limit = {
							has_selected_religion_feature = RR_religion_family
						}
						set_character_modifier = {
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							same_religion_opinion = 10
							dynasty_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
					if = {
						limit = {
							has_selected_religion_feature = RR_religion_sexual
						}
						set_character_modifier = {
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							same_religion_opinion = 10
							fertility = 0.1
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_monastic
						}
						set_character_modifier = {
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							same_religion_opinion = 10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = RR_religion_feature_templebuilders
						}
						set_character_modifier = {
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							same_religion_opinion = 10
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							same_religion_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_family
					}
					if = {
						limit = {
							has_selected_religion_feature = RR_religion_sexual
						}
						set_character_modifier = {
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							dynasty_opinion = 10
							fertility = 0.1
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = religion_monastic
						}
						set_character_modifier = {
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							dynasty_opinion = 10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = RR_religion_feature_templebuilders
						}
						set_character_modifier = {
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							dynasty_opinion = 10
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							dynasty_opinion = 10
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_sexual
					}
					if = {
						limit = {
							has_selected_religion_feature = religion_monastic
						}
						set_character_modifier = {
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							fertility = 0.1
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else_if = {
						limit = {
							has_selected_religion_feature = RR_religion_feature_templebuilders
						}
						set_character_modifier = {
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							fertility = 0.1
							church_opinion = 10
							build_cost_temple_modifier = -0.25
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							fertility = 0.1
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = religion_monastic
					}
					if = {
						limit = {
							has_selected_religion_feature = RR_religion_feature_templebuilders
						}
						set_character_modifier = {
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							build_cost_temple_modifier = -0.25
							church_opinion = 10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
					else = {
						set_character_modifier = {
							wonder_build_cost_modifier = -0.10
							wonder_build_time_modifier = -0.10
							#learning = 2
							key = "RR_KEY_RELIGION"
						}
					}
				}
				else_if = {
					limit = {
						has_selected_religion_feature = RR_religion_feature_templebuilders
					}
					set_character_modifier = {
						wonder_build_cost_modifier = -0.10
						wonder_build_time_modifier = -0.10
						build_cost_temple_modifier = -0.25
						church_opinion = 10
						key = "RR_KEY_RELIGION"
					}
				}
				else = {
					set_character_modifier = {
						wonder_build_cost_modifier = -0.10
						wonder_build_time_modifier = -0.10
						key = "RR_KEY_RELIGION"
					}
				}
			}
		}
		ai_will_do = {
			factor = 1
		}
	}	
}
