

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

	religion_feature_divine = {
		picture = GFX_religion_feature_norse
		potential = {
			has_game_started = yes
			religion = divine_pagan_reformed
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		trigger = {
			religion = divine_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_seafaring }
			custom_tooltip = { text = tooltip_religion_feature_beatification }
			#custom_tooltip = { text = tooltip_religion_feature_meritocratic }
			hidden_tooltip = { 
				enable_prepared_invasion = yes
				set_seafaring = yes
				#set_heir_designation = yes
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
}