neurowie = { 								#Wilkołacze plemie
	primary_attribute = martial 
	society_ranks_gfx = warriors_ranks
	opinion_to_other_members = 0
	opinion_per_rank_above = +5
	opinion_to_perceived_members = -10
	society_rank_up_decision = request_to_rank_up_within_society 
	sound = warrior_lodge_ambient_01
	society_ranks_gfx = warriors_ranks
	is_secret = no
	criminal = no
	is_religious = no 
	devil_worshipper = no 
	non_interference = { #AI will avoid messing with each others
		always = yes
	}
	society_influence = no
	
	indestructible = yes 
	
	can_join_society = { 
		hidden_trigger = {
			NAND = { 
				ai = yes
				is_society_rank_full = { 
					society = neurowie
					rank = 1
				}
			}
		}
		is_female = no
		NOT = { 
			trait = incapable
			trait = weak 
			trait = inbred  
		}
		age = 16
		is_slav_religion = yes
		OR = {
			trait = on_neuri_dziecie
			military = 12
		}
	}

	show_society = { 
		age = 16
		OR = {
			is_slav_religion = yes
			society_member_of = neurowie
		}
	}
	
	potential = { 
		NOT = { trait = incapable }
		is_slav_religion = yes
	}
	
	society_rank = { #society ranks
		level = 1 #lowest rank
		limit = 100
		startup_limit = 10
		modifier = { #modifiers of that rank, like opinion or cheaper holding construction
			tribal_opinion = 10
			castle_opinion = 5
			health = 1
		}
		decisions = { #rank based decisions power
			skowyt_do_ksiezyca
		}
	}
	
	society_rank = {
		level = 2
		limit = 30
		startup_limit = 5
		modifier = { #modifiers of that rank, like opinion or cheaper holding construction
			tribal_opinion = 5
			castle_opinion = 5
			martial = 1
			health = 2
		}
		decisions = {
			zmysly_wilka
			lowy_glupiec
		}
	}
	
	society_rank = {
		level = 3
		limit = 10
		startup_limit = 3
		modifier = { #modifiers of that rank, like opinion or cheaper holding construction
			tribal_opinion = 15
			castle_opinion = 7
			martial = 1
			combat_rating = 5
			health = 2
		}
		decisions = {
			inicjacja_plemie
			znamie_wilka
			full_rage
		}
	}

	society_rank = {
		level = 4
		limit = 1 #there can be more than max rank member
		startup_limit = 1
		modifier = { #modifiers of that rank, like opinion or cheaper holding construction
			tribal_opinion = 30
			castle_opinion = 10
			martial = 2
			combat_rating = 10
			plot_discovery_chance = 0.05
			health = 3
		}
		decisions = {
			wilcza_armia
			toxic_bite
		}
	}
	
	plots = {
	}
	
	monthly_currency_gain = { #how much society currency they gain
		name = neurowie_currency #localization name of the society currency, also see custom_localization
		
		per_attribute = { #based on attribute
    		name = martial
    		value = 0.5
    	}
		
		has_trait = { #based on traits
			value = 1
			trait = strong
		}
		has_trait = {
			value = 1
			trait = adventurer
		}
		has_trait = {
			value = 2
			trait = duelist
		}
		has_trait = {
			value = 2
			trait = hunter
		}
		has_trait = {
			value = 1
			trait = martial_cleric
		}
		has_trait = {
			value = -1
			trait = depressed
		}
		has_trait = {
			value = -2
			trait = craven
		}
		has_trait = {
			value = 1
			trait = brave
		}
		has_trait = {
			value = 1
			trait = strategist
		}
		has_trait = {
			value = -2
			trait = slothful
		}
		has_trait = {
			value = 1
			trait = skilled_tactician
		}
		has_trait = {
			value = 2
			trait = brilliant_strategist
		}
		has_character_modifier = {
			value = -5
			character_modifier = neuri_obraza
		}
		has_character_modifier = {
			value = 2
			character_modifier = negative_money
		}
		has_character_modifier = {
			value = 2
			character_modifier = merciless
		}
		
	}

	member_score_per_attribute = 3 #scores, mostly about who will be the bext leader
	member_score_per_rank = 100

	member_score = {
		value = 10
		modifier = {
			trait = strong
			factor = 1.3
		}
		modifier = {
			trait = adventurer
			factor = 1.2
		}
		modifier = {
			trait = duelist
			factor = 1.2
		}
		modifier = {
			trait = hunter
			factor = 1.2
		}
		modifier = {
			trait = skilled_tactician
			factor = 1.1
		}
		modifier = {
			trait = martial_cleric
			factor = 1.1
		}
		modifier = {
			trait = brave
			factor = 1.1
		}
		modifier = {
			trait = strategist
			factor = 1.1
		}
		modifier = {
			trait = quick
			factor = 1.1
		}
		modifier = {
			trait = shrewd
			factor = 1.1
		}
		modifier = {
			trait = diligent
			factor = 1.1
		}
		modifier = {
			trait = brilliant_strategist
			factor = 1.3
		}
	}
	
	startup_populate = { #trigger for who can be  the start-up population
	    trigger = {
			is_female = no
			ai = yes
			martial = 10
			NOT = { 
				trait = incapable
				trait = weak 
				trait = inbred  
			}
			age = 16
			is_slav_religion = yes
			is_in_society = no
			NOT = { 
				higher_tier_than = DUKE 
				mercenary = yes
				holy_order = yes
			}
			has_secret_religion_trait_trigger = no
		}
	}
}

wampyring = { 								#wampirzy pierścień
	primary_attribute = intrigue
	is_secret = yes
	criminal = yes
	devil_worshipper = no
	opinion_to_other_members = +5
	opinion_to_pretenders = -40			#Pretenders is the opinion you have of people perceived/discovered to be in your society.
	opinion_to_perceived_members = -40	#Perceived is the opinion you have of people perceived/discovered to be of a society you're not part of
	opinion_per_rank_above = +10
	sound = devil_worshippers_interface
	society_influence = no
	society_ranks_gfx = devil_ranks

	non_interference = { #AI will avoid messing with each others
		always = yes
	}
	
	active = {
		any_playable_ruler = {
			is_slav_religion = yes
		}
	}
	indestructible = yes 
	
	can_join_society = { 
		hidden_trigger = {
			NAND = { 
				ai = yes
				is_society_rank_full = { 
					society = wampyring
					rank = 1
				}
			}
		}
		bspm_lubi_zycie = yes
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		NOT = { 
			trait = incapable
		}
		age = 16
		OR = {
			is_slav_religion = yes
			is_slav_religion_secret = yes
			AND = {
				OR = {
					culture_group = east_slavic
					culture_group = west_slavic
					culture_group = south_slavic
				}
				NOT = { trait = zealous }
			}
		}
		trigger_if = {
			limit = { prisoner = yes }
			prisoner = no
		}
	}

	show_society = { 
		age = 16
		OR = {
			is_slav_religion = yes
			is_slav_religion_secret = yes
			culture_group = east_slavic
			culture_group = west_slavic
			culture_group = south_slavic
			society_member_of = wampyring
		}
	}
	
	potential = { 
		NOT = { trait = incapable }
		OR = {
			is_slav_religion = yes
			is_slav_religion_secret = yes
			culture_group = east_slavic
			culture_group = west_slavic
			culture_group = south_slavic
			society_member_of = wampyring
		}
	}
	
	society_rank = { #society ranks
		level = 1 #lowest rank
		limit = 100
		startup_limit = 10
		modifier = { #modifiers of that rank, like opinion or cheaper holding construction
		}
		decisions = { #rank based decisions power
			byzsla_picie_wiezien		#do zdobywania mocy krwi
			byzsla_picie_kochanka		#do zdobywania mocy krwi
			byzsla_samoleczenie			#krew za tymczasowe health
		}
	}
	
	society_rank = {
		level = 2
		limit = 30
		startup_limit = 6
		modifier = { #modifiers of that rank, like opinion or cheaper holding construction
		}
		decisions = {
			byzsla_zmuszone_love		#krew za miłość
			byzsla_tchorzliwy_glupiec	#głupiec będzie cykorem
		}
	}
	
	society_rank = {
		level = 3
		limit = 10
		startup_limit = 3
		modifier = { #modifiers of that rank, like opinion or cheaper holding construction
		}
		decisions = {
			byzsla_hipnoza_wasal		#poprawa relacji z targetem
			byzsla_akceleracja			#krew za defensywny plot i szybkość armii
		}
	}

	society_rank = {
		level = 4
		limit = 1 #there can be more than max rank member
		startup_limit = 1
		modifier = { #modifiers of that rank, like opinion or cheaper holding construction
		}
		decisions = {
			byzsla_experyment_krew		#ostateczna próba nieśmiertelności
			byzsla_przysiega_krwi		#kradzież punktów krwi od młodszych (??)
			byzsla_las_pali				#negatywne morale dla wroga
		}
	}
	
	plots = {
	}
	
	monthly_currency_gain = { #how much society currency they gain
		name = wampyring_currency #localization name of the society currency, also see custom_localization
		
		per_attribute = {
			name = intrigue
			value = 0.25
		}
		per_attribute = {
			name = learning
			value = 0.25
		}
		has_trait = {
			trait = ambitious
			value = 2
		}
		has_trait = {
			trait = genius
			value = 2
		}
		has_trait = {
			trait = quick
			value = 1
		}
		has_trait = {
			trait = shrewd
			value = 1
		}
		has_trait = {
			trait = hedonist
			value = 1
		}
		has_trait = {
			trait = mystic
			value = 2
		}
		has_trait = {
			trait = seducer
			value = 1
		}
		has_trait = {
			trait = seductress
			value = 1
		}
		has_trait = {
			trait = schemer
			value = 1
		}
		has_trait = {
			trait = impaler
			value = 3
		}
		has_trait = {
			trait = proud
			value = 1
		}
		has_trait = {
			trait = arbitrary
			value = 1
		}
		has_trait = {
			trait = hunter
			value = 1
		}
		has_trait = {
			trait = poet
			value = 1
		}
		has_trait = {
			trait = falconer
			value = 1
		}
		society_rank = {
			rank = 2
			value = 2
		}
		society_rank = {
			rank = 3
			value = 2
		}
		society_rank = {
			rank = 4
			value = 2
		}
	}

	member_score_per_attribute = 3 #scores, mostly about who will be the bext leader
	member_score_per_rank = 100

	member_score = {
		value = 10
		
		modifier = {
			trait = ambitious
			factor = 10
		}
		modifier = {
			trait = genius
			factor = 4
		}
		modifier = {
			trait = quick
			factor = 3
		}
		modifier = {
			trait = shrewd
			factor = 1.3
		}
		modifier = {
			trait = hedonist
			factor = 1.3
		}
		modifier = {
			trait = mystic
			factor = 1.4
		}
		modifier = {
			trait = schemer
			factor = 1.1
		}
		modifier = {
			trait = impaler
			factor = 1.4
		}
		modifier = {
			trait = proud
			factor = 1.1
		}
		modifier = {
			trait = arbitrary
			factor = 1.2
		}
		modifier = {
			trait = hunter
			factor = 1.25
		}
		modifier = {
			trait = poet
			factor = 1.25
		}
		modifier = {
			trait = falconer
			factor = 1.25
		}
	}
	
	startup_populate = { #trigger for who can be  the start-up population
	    trigger = {
			ai = yes
			intrigue = 5
			NOT = { 
				trait = incapable
				trait = weak 
				trait = inbred  
			}
			age = 16
			NOT = { has_pious_trait_trigger = yes }
			OR = {
				is_slav_religion = yes
				AND = {
					year = 950
					OR = {
						culture_group = east_slavic
						culture_group = west_slavic
						culture_group = south_slavic
					}
				}
			}
			is_in_society = no
			NOT = { 
				higher_tier_than = DUKE 
				mercenary = yes
				holy_order = yes
			}
			has_secret_religion_trait_trigger = no
		}
	}
}

