# Do not change tags in here without changing every other reference to them.
# If adding new groups or cultures, make sure they are unique.

north_germanic = {
	norse = {
		modifier = Norse_culture_modifier
		character_modifier = {
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	levy_reinforce_rate = 0.05#
	levy_size = 0.1
	land_morale = 0.05#
	add_prestige_modifier = 0.1
		}
	}
	swedish = {
		modifier = Swedish_culture_modifier
		character_modifier = {
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	pikemen_offensive = 0.05#
	pikemen_defensive = 0.05#
	levy_reinforce_rate = 0.05#
	retinue_maintenence_cost = -0.1#
	tax_income = 1
	short_reign_length = -2
		}	
	}
	norwegian = {
		modifier = Norwegian_culture_modifier
		character_modifier = {
	galleys_perc = 0.2
	add_prestige_modifier = 0.1
	tax_income = 1
	trade_route_value = 2
	land_morale = 0.05##viking heritage
		}
	}
	danish = {
		modifier = Danish_culture_modifier
		character_modifier = {
	levy_reinforce_rate = 0.05#
	short_reign_length = -2
	local_tax_modifier = 0.1
	local_revolt_risk = -0.01
	galleys_perc = 0.2
	church_opinion = 6#
	add_piety_modifier = -0.1 #nerf
		}
	}
	icelandic = {
		modifier = Icelandic_culture_modifier
		character_modifier = {
	galleys_perc = 0.2
	local_revolt_risk = -0.01
	tax_income = 1
	add_piety_modifier = 0.05 #half
	trade_route_value = 1 #half
	land_morale = 0.05##viking heritage
		}
	}
	frisian = {
		modifier = Frisian_culture_modifier
		character_modifier = {
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	trade_route_value = 2
	tech_growth_modifier_economy = 0.05 #half
	global_tradevalue_mult = 0.075 #half
	global_supply_limit = 0.1
	galleys_perc = 0.2
		}
	}
	gothic = { #goatland
		modifier = Gaetish_culture_modifier
		character_modifier = {
	heavy_infantry_offensive = 0.05##half
	light_infantry_offensive = 0.05##half
	light_infantry_defensive = 0.05##half
	fertility = 0.1
	retinuesize_perc = 0.0125 #half
	global_tradevalue_mult = 0.075 #half
	fort_level = 0.5
	add_prestige_modifier = 0.05
	global_supply_limit = 0.1
	local_tax_modifier = -0.1 #negative
	culture_flex = -0.1
		}
	}
}

central_germanic = {
	german = {
		modifier = German_culture_modifier
		character_modifier = {
	heavy_infantry_offensive = 0.15#
	pikemen_offensive = 0.15#
	local_revolt_risk = -0.01
	add_prestige_modifier = 0.1
	tax_income = 1
	tech_growth_modifier = 0.05
	retinuesize_perc = 0.025
	religion_flex = 0.1 #Negative, League war & stuff
		}
	}
	low_german = {
		modifier = Low_German_culture_modifier
		character_modifier = {
	local_build_time_modifier = -0.1#
	general_opinion = 2 #half
	local_tax_modifier = 0.1
	tax_income = 1
	religion_flex = -0.1
	add_prestige_modifier = 0.05 #half
		}
	}
	dutch = {
		modifier = Dutch_culture_modifier
		character_modifier = {
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	pikemen_offensive = 0.05#
	pikemen_defensive = 0.05#
	local_build_time_modifier = -0.05##half
	tech_growth_modifier_economy = 0.1
	global_tradevalue_mult = 0.15
	global_supply_limit = 0.05 #half
	galleys_perc = 0.2
		}
	}
	lombard = {
		modifier = Lombard_culture_modifier
		character_modifier = {
	global_tradevalue_mult = 0.075 #half
	add_prestige_modifier = 0.1
	local_build_time_modifier = -0.05##half
	global_supply_limit = 0.1
	retinuesize_perc = 0.025
	disease_defence = 0.1
		}
	}
	visigothic = {
		modifier = Visigothic_culture_modifier
		character_modifier = {
	heavy_infantry_offensive = 0.05##half
	light_infantry_offensive = 0.05##half
	light_infantry_defensive = 0.05##half
	fertility = 0.1
	retinuesize_perc = 0.0125 #half
	global_tradevalue_mult = 0.075 #half
	fort_level = 0.5
	add_prestige_modifier = 0.05
	global_supply_limit = 0.1
	local_tax_modifier = -0.1 #negative
	culture_flex = -0.1
		}
	}
	old_frankish = {
		modifier = Frankish_culture_modifier
		character_modifier = {
	local_revolt_risk = -0.01
	short_reign_length = -1 #half
	add_prestige_modifier = 0.05 #half
	land_morale = 0.05#
	tech_growth_modifier = 0.05
	levy_reinforce_rate = 0.05#
#	local_build_cost_modifier = -0.1
		}
	}
	suebi = {
		modifier = Suebi_culture_modifier
		character_modifier = {
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	local_tax_modifier = -0.1 #negative
	tax_income = 1
	global_supply_limit = 0.1
	land_morale = 0.05#
	levy_size = 0.1
		}
	}
	low_saxon = {
		modifier = Low_Saxon_culture_modifier
		character_modifier = {
	local_build_time_modifier = -0.05##half
	general_opinion = 2 #half
	local_tax_modifier = 0.1
	global_supply_limit = 0.1
	global_revolt_risk = -0.005#freedom
	local_revolt_risk = -0.005#freedom
	land_morale = 0.05#
	religion_flex = -0.1 #negative
	add_prestige_modifier = 0.1
		}
	}
	thuringian = {
		modifier = Thuriangian_culture_modifier
		character_modifier = {
	local_build_time_modifier = -0.1#
	local_tax_modifier = 0.1
	tax_income = 1
	religion_flex = -0.1
	fort_level = 0.5
		}
	}
	franconian = {
		modifier = Franconian_culture_modifier
		character_modifier = {
	tech_growth_modifier = 0.05
	local_tax_modifier = 0.1
	tax_income = 0.5 #half
	add_prestige_modifier = 0.1
	add_piety_modifier = 0.05 #half
	general_opinion = 2 #half
	church_opinion = 3 #half
		}
	}
	swabian = {
		modifier = Swabian_culture_modifier
		character_modifier = {
	tech_growth_modifier_culture = 0.1
	local_tax_modifier = 0.1
	add_prestige_modifier = 0.1
	add_piety_modifier = 0.1
	short_reign_length = -2
	church_opinion = 3 #half
	levy_reinforce_rate = -0.05 #half negative
		}
	}
	bavarian = {
		modifier = bavarian_culture_modifier
		character_modifier = {
	local_revolt_risk = -0.005 #half
	land_morale = 0.05#
	local_tax_modifier = 0.1
	add_prestige_modifier = 0.05 #half
	tech_growth_modifier_culture = 0.1
	fertility = 0.1
	church_opinion = 3 #half
	short_reign_length = -1 #half negative
		}
	}
	low_frankish = {
		modifier = low_frankish_culture_modifier
		character_modifier = {
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	pikemen_offensive = 0.05#
	pikemen_defensive = 0.05#
	local_build_time_modifier = -0.05##half
	tech_growth_modifier_economy = 0.1
	global_tradevalue_mult = 0.15
	global_supply_limit = 0.05 #half
	galleys_perc = 0.2
		}
	}
}

west_germanic = {
	english = {
		modifier = English_culture_modifier
		character_modifier = {
	galleys_perc = 0.2
	land_morale = 0.05#
	local_tax_modifier = 0.05 #half
	global_tax_modifier = 0.025 #half
	global_tradevalue_mult = 0.15
	local_revolt_risk = -0.005 #half
	archers_offensive = 0.1##half
	archers_defensive = 0.05##half
		}
	}
	saxon = {
		modifier = Anglo-Saxon_culture_modifier
		character_modifier = {
	local_build_time_modifier = -0.1#
	galleys_perc = 0.1 #half
	local_tax_modifier = 0.1
	land_morale = 0.05#
	religion_flex = -0.1
	add_prestige_modifier = 0.05 #half
		}
	}
	old_saxon = {
		modifier = Saxon_culture_modifier
		character_modifier = {
	local_build_time_modifier = -0.05##half
	general_opinion = 2 #half
	local_tax_modifier = 0.1
	global_supply_limit = 0.1
	global_revolt_risk = -0.005#freedom
	local_revolt_risk = -0.005#freedom
	land_morale = 0.05#
	religion_flex = -0.1 #negative
	add_prestige_modifier = 0.1
		}
	}
	anglonorse = {  #Anglo-Norse
		modifier = Anglo-Norse_culture_modifier
		character_modifier = {
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	archers_offensive = 0.1# mix
	archers_defensive = 0.1# mix
	levy_reinforce_rate = 0.05#
	levy_size = 0.05 #half mix
	galleys_perc = 0.1 #half mix
	land_morale = 0.05#
	add_prestige_modifier = 0.1
		}
	}
}

latin = {
	frankish = {
		modifier = French_culture_modifier
		character_modifier = {
	land_morale = 0.05#
	levy_size = 0.1
	tech_growth_modifier = 0.05
	add_prestige_modifier = 0.1
	local_tax_modifier = 0.1
	castle_vassal_min_levy = -0.05 #negative
	castle_vassal_max_levy = -0.05 #negative
	demesne_size = 1
		}
	}
	norman = {
		modifier = Norman_culture_modifier
		character_modifier = {
	heavy_infantry_offensive = 0.1#
	heavy_infantry_defensive = 0.05#
	knights_offensive = 0.1#
	knights_defensive = 0.05#
	levy_size = 0.05 #half
	galleys_perc = 0.2
	add_prestige_modifier = 0.1
	culture_flex = -0.1
	tax_income = 0.5 #half
		}
	}
	arpitan = {
		modifier = Arpitan_culture_modifier
		character_modifier = {
	pikemen_offensive = 0.075
	pikemen_defensive = 0.075
	knights_offensive = 0.075
	knights_defensive = 0.075
	general_opinion = 4
	short_reign_length = -2
	retinue_maintenence_cost = -0.1
	local_tax_modifier = 0.1
	fort_level = 0.5
	levy_size = -0.1 #negative
		}
	}
	outremer = { #Latin
		modifier = Outremer_culture_modifier
		character_modifier = {
	pikemen_offensive = 0.025#
	pikemen_defensive = 0.025#
	light_cavalry_offensive = 0.025#
	light_cavalry_defensive = 0.025#
	knights_offensive = 0.025#
	knights_defensive = 0.025#
	heavy_infantry_offensive = 0.025#
	heavy_infantry_defensive = 0.025#
	light_infantry_offensive = 0.025#
	light_infantry_defensive = 0.025#
	archers_offensive = 0.025#
	archers_defensive = 0.025#
	local_tax_modifier = 0.1
	tax_income = 1
	general_opinion = 2 #half
	religion_flex = -0.05 #half
	land_organisation = 0.05#
		}
	}
}

iberian = {
	basque = {
		modifier = Basque_culture_modifier
		character_modifier = {
	retinuesize_perc = 0.025
	tax_income = 1
	tech_growth_modifier = 0.05
	trade_route_value = 1 #half
	fort_level = 0.5
	global_tradevalue_mult = 0.15
	disease_defence = 0.1
	church_opinion = -3##half negative
		}
	}
	andalusian_arabic = {
		modifier = Andalusian_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075##half
	light_cavalry_defensive = 0.075##half
	religion_flex = -0.05 #half
	local_tax_modifier = 0.05 #half 
	tech_growth_modifier = 0.05
	global_tradevalue_mult = 0.075 #half
	local_build_cost_modifier = -0.05#
	levy_reinforce_rate = 0.025##half
	add_prestige_modifier = 0.05 #half
		}
	}
	occitan = {
		modifier = Occitan_culture_modifier
		character_modifier = {
	culture_flex = -0.05 #half
	religion_flex = -0.05 #half
	tax_income = 1
	global_tradevalue_mult = 0.075 #half
	land_morale = 0.025##half
	fort_level = 0.5
	add_prestige_modifier = 0.075 #minus
	heavy_infantry_offensive = 0.05##bonus
	light_cavalry_defensive = 0.025##bonus
		}
	}
	castillan = {
		modifier = Castillan_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.1#
	light_cavalry_defensive = 0.1#
	light_infantry_defensive = 0.05#
	archers_defensive = 0.05#
	land_morale = 0.05#
	global_tradevalue_mult = 0.075 #half
	global_tax_modifier = 0.025 #half
	church_opinion = 6#
	add_prestige_modifier = 0.1
		}
	}
	aragonese = {
		modifier = Aragonese_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075##half
	light_cavalry_defensive = 0.075##half
	vassal_opinion = 6#
	land_morale = 0.05#
	levy_size = 0.1
	retinuesize_perc = 0.025
	religion_flex = -0.1
	tax_income = -0.5 #negative half
		}
	}
	catalan = {
		modifier = Catalan_culture_modifier
		character_modifier = {
	local_tax_modifier = 0.05 #half
	light_cavalry_offensive = 0.1##half
	light_infantry_defensive = 0.05##half
	galleys_perc = 0.2
	land_morale = 0.025##half
	culture_flex = -0.05 #half
	religion_flex = -0.05 #half
	fort_level = 0.5
	global_tradevalue_mult = 0.075 #half
		}
	}
    galician = {
		modifier = Galician_culture_modifier
		character_modifier = {
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	local_tax_modifier = 0.1
	fort_level = 0.5
	land_morale = 0.05#
	galleys_perc = 0.2
		}
	}
    leonese = {
		modifier = Leonese_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.1#
	light_cavalry_defensive = 0.1#
	light_infantry_defensive = 0.05#
	archers_defensive = 0.05#
	land_morale = 0.05#
	tax_income = 0.5 #half
	global_tax_modifier = 0.025 #half
	church_opinion = 6#
	add_prestige_modifier = 0.1
		}
	}
	portuguese = {
		modifier = Portuguese_culture_modifier
		character_modifier = {
	fort_level = 0.05
	land_morale = 0.05#
	add_prestige_modifier = 0.1 #half
	rel_head_opinion = 10
	pikemen_offensive = 0.10#
	pikemen_defensive = 0.20#
		}
	}
}

byzantine = {
	armenian = {
		modifier = Armenian_culture_modifier
		character_modifier = {
	land_organisation = 0.05#
	local_build_cost_modifier = -0.05#
	local_tax_modifier = 0.1
	tax_income = 1
	max_attrition = 0.05
		}
	}
	greek = {
		modifier = Greek_culture_modifier
		character_modifier = {
	church_opinion = 3##half
	retinuesize_perc = 0.025
	local_tax_modifier = 0.1
	add_prestige_modifier = 0.1
	global_tradevalue_mult = 0.075 #half
	levy_reinforce_rate = 0.05##half
		}
	}
	crimean_gothic = {
		modifier = Gothic_culture_modifier
		character_modifier = {
	heavy_infantry_offensive = 0.05##half
	light_infantry_offensive = 0.05##half
	light_infantry_defensive = 0.05##half
	fertility = 0.1
	retinuesize_perc = 0.0125 #half
	global_tradevalue_mult = 0.075 #half
	fort_level = 0.5
	add_prestige_modifier = 0.05
	global_supply_limit = 0.1
	local_tax_modifier = -0.1 #negative
	culture_flex = -0.1
		}
	}
	romanian = {
		modifier = Romanian_culture_modifier
		character_modifier = {
	pikemen_offensive = 0.025#
	pikemen_defensive = 0.025#
	light_cavalry_offensive = 0.025#
	light_cavalry_defensive = 0.025#
	knights_offensive = 0.025#
	knights_defensive = 0.025#
	heavy_infantry_offensive = 0.025#
	heavy_infantry_defensive = 0.025#
	light_infantry_offensive = 0.025#
	light_infantry_defensive = 0.025#
	archers_offensive = 0.025#
	archers_defensive = 0.025#
	retinue_maintenence_cost = -0.1#
	short_reign_length = -2
	levy_reinforce_rate = 0.05#
	church_opinion = 6# #EU4 Romania
		}
	}
	alan = {
		modifier = Alan_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.05#
	knights_offensive = 0.05#
	knights_defensive = 0.05#
	horse_archers_offensive = 0.05#
	horse_archers_defensive = 0.05#
	global_tradevalue_mult = 0.075 #half
	add_prestige_modifier = 0.05 #half
	global_supply_limit = 0.1
	religion_flex = -0.1
	land_morale = 0.05#
		}
	}
	udi = {
		modifier = Udi_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075##half
	light_cavalry_defensive = 0.075##half
	fort_level = 0.5
	retinuesize_perc = 0.025
	retinue_maintenence_cost = -0.05##half
	add_prestige_modifier = 0.1
	religion_flex = -0.1
		}
	}
	caucasian_avar = {
		modifier = Caucasian-Avar_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.05##half
	light_cavalry_defensive = 0.025##half
	horse_archers_offensive = 0.05##half
	horse_archers_defensive = 0.025#half
	culture_flex = -0.1
	retinuesize_perc = 0.0125 #half #feudal
	retinue_maintenence_cost = -0.05##half #feudal
	add_prestige_modifier = 0.05 #half
	short_reign_length = -2
	local_tax_modifier = 0.1 #feudal
		}
	}
	# sicilian_greek = {
		# modifier = Siculo-Greek_culture_modifier
		# character_modifier = {
	# plot_discovery_chance = 0.1
	# add_prestige_modifier = 0.05 #half
	# global_tradevalue_mult = 0.15
	# tech_growth_modifier = 0.05
	# land_organisation = 0.05#
	# #local_build_time_modifier = -0.1
	# short_reign_length = -1 #half
		# }
	# }
	arberian = {
		modifier = Albanian_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075##half
	light_cavalry_defensive = 0.075##half
	fort_level = 0.5
	levy_reinforce_rate = 0.05#
	levy_size = 0.1
	add_prestige_modifier = 0.05#half
	religion_flex = -0.1
		}
	}
	georgian = {
		modifier = Georgian_culture_modifier
		character_modifier = {
	local_build_cost_modifier = -0.05#
	general_opinion = 4
	castle_vassal_tax_modifier = 0.05
	levy_reinforce_rate = 0.05#
	retinue_maintenence_cost = -0.1
		}
	}
}

celtic = {
	irish = {
		modifier = Gaelic_culture_modifier
		character_modifier = {
	trade_route_value = 2
	max_attrition = 0.05
	local_revolt_risk = -0.005 #half
	global_supply_limit = 0.05 #half
	local_tax_modifier = 0.1
	church_opinion = 6#
		}
	}
	scottish = {
		modifier = Scottish_culture_modifier
		character_modifier = {
	levy_size = 0.1
	levy_reinforce_rate = 0.05#
	global_revolt_risk = -0.005#freedom
	local_revolt_risk = -0.005#freedom
	local_tax_modifier = 0.1
	short_reign_length = -2
		}
	}
	pictish = {
		modifier = Pictish_culture_modifier
		character_modifier = {
	levy_size = 0.1
	levy_reinforce_rate = 0.05#
	max_attrition = 0.05
	tax_income = 1
	short_reign_length = 2
	garrison_size = 0.1 #half
	culture_flex = 0.05 #half negative
		}
	}
	cumbric = {
		modifier = Cumbric_culture_modifier
		character_modifier = {
	land_morale = 0.05#
	max_attrition = 0.05
	light_infantry_offensive = 0.075##half
	light_infantry_defensive = 0.075##half
	garrison_size = 0.2
	tax_income = 0.5 #half
	retinuesize_perc = 0.025
	levy_size = 0.1
	church_opinion = -3##half negative
		}
	}
	welsh = {
		modifier = Welsh_culture_modifier
		character_modifier = {
	land_morale = 0.05#
	max_attrition = 0.05
	archers_offensive = 0.15
	archers_defensive = 0.15
	tax_income = 0.5 #half
	levy_size = 0.1
	fort_level = 0.5
	galleys_perc = -0.1 #half negative
	short_reign_length = 1 #negative
	add_prestige_modifier = 0.1
	church_opinion = -3##half negative
	local_build_time_modifier = -0.05##half
		}
	}
	breton = {

		modifier = Breton_culture_modifier
		character_modifier = {
	light_infantry_offensive = 0.15#
	light_infantry_defensive = 0.15#
	max_attrition = 0.05
	garrison_size = 0.2
	global_tradevalue_mult = 0.075 #half
	galleys_perc = 0.1 #half
	levy_size = 0.05 #half
	land_morale = 0.025##half
		}
	}
	cornish = {
		modifier = Cornish_culture_modifier
		character_modifier = {
	land_morale = 0.05#
	max_attrition = 0.05
	short_reign_length = -1 #half
	local_tax_modifier = 0.1
	galleys_perc = 0.1 #half
	retinuesize_perc = 0.025
	church_opinion = -3##half negative
	light_infantry_offensive = 0.075 #half
	light_infantry_defensive = 0.075 #half
	add_prestige_modifier = 0.1
		}
	}
	norsegaelic = { #gallawa
		modifier = NorseGaelic_culture_modifier
		character_modifier = {
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	levy_reinforce_rate = 0.05#
	trade_route_value = 2
	local_revolt_risk = -0.01
	local_tax_modifier = 0.1
		}
	}
}

finno_ugric = {
	finnish = {
		modifier = Finnish_culture_modifier
		character_modifier = {
	religion_flex = -0.1
	tax_income = 0.5 #half
	garrison_size = 0.2
	fort_level = 0.5
	max_attrition = 0.05
	land_morale = 0.05#
	levy_reinforce_rate = -0.025##half negative
		}
	}
	karelian = { #Ilmenian
		modifier = Karelian_culture_modifier
		character_modifier = {
	retinuesize_perc = 0.0125 #half
	add_prestige_modifier = 0.1
	global_tradevalue_mult = 0.075 #half
	galleys_perc = 0.2
	levy_reinforce_rate = 0.05#
	fort_level = 0.5
		}
	}
	vepsian = {
		modifier = Vepsian_culture_modifier
		character_modifier = {
	max_attrition = 0.05
	tax_income = 0.5 #half
	trade_route_value = 1 #half
	fort_level = 0.5
	culture_flex = -0.1
	local_revolt_risk = -0.01
		}
	}
	mari = {
		modifier = Mari_culture_modifier
		character_modifier = {
	land_organisation = 0.05#
	land_morale = 0.05#
	tax_income = 1
	local_revolt_risk = -0.01
	culture_flex = -0.1
		}
	}
	livonian = {
		modifier = Livonian_culture_modifier
		character_modifier = {
	trade_route_value = 2
	global_tradevalue_mult = 0.15
	galleys_perc = 0.2
	land_morale = 0.05#
	local_tax_modifier = 0.1
	tech_growth_modifier_economy = 0.075 #extra
	tech_growth_modifier_culture = 0.075 #extra
	religion_flex = 0.15 #negative extra
		}
	}        
	lappish	 = {
		modifier = Lappish_culture_modifier
		character_modifier = {
	levy_size = 0.1
	religion_flex = -0.1
	max_attrition = 0.05
	local_tax_modifier = 0.1
	church_opinion = 6#
		}
	}
	ugricbaltic = {
		modifier = Estonian_culture_modifier
		character_modifier = {
	land_organisation = 0.05#
	retinue_maintenence_cost = -0.05##half
	local_revolt_risk = -0.01
	retinuesize_perc = 0.0125 #half
	global_tradevalue_mult = 0.075 #half
	trade_route_value = 1 #half
	tax_income = 1
		}
	}
	komi = {
		modifier = Komi_culture_modifier
		character_modifier = {
	religion_flex = -0.1
	add_prestige_modifier = 0.1
	local_revolt_risk = -0.01
	fort_level = 0.5
	levy_size = 0.1
		}
	}
	khanty = {
		modifier = Mansi_culture_modifier
		character_modifier = {
	max_attrition = 0.05
	tax_income = 1
	fort_level = 0.5
	levy_size = 0.1
	levy_reinforce_rate = 0.05#
		}
	}
	samoyed = { # AKA Nenets
		modifier = Nenets_culture_modifier
		character_modifier = {
	max_attrition = 0.05
	tax_income = 1
	fort_level = 0.5
	levy_size = 0.1
	levy_reinforce_rate = 0.05#
		}
	}
	mordvin = {
		modifier = Mordvin_culture_modifier
		character_modifier = {
	local_build_cost_modifier = -0.05#
	fort_level = 0.5
	local_build_time_modifier = -0.1#
	local_tax_modifier = 0.1
	culture_flex = -0.1
		}
	}
	meshchera = {
		modifier = Meshchera_culture_modifier
		character_modifier = {
	max_attrition = 0.05
	fort_level = 0.5
	religion_flex = -0.1
	tax_income = 0.1
	culture_flex = -0.1
		}
	}
}

baltic = {
	lettigallish = {
		modifier = Lettigallish_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075##half
	light_cavalry_defensive = 0.075##half
	levy_reinforce_rate = 0.05 #half
	religion_flex = -0.1
	local_tax_modifier = 0.1
	tax_income = 0.5 #half
	local_revolt_risk = -0.01
	tech_growth_modifier = 0.025 #half
		}
	}
	lithuanian = {
		modifier = Lithuanian_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075##half
	light_cavalry_defensive = 0.075##half
	levy_reinforce_rate = 0.05 #half
	religion_flex = -0.1
	local_tax_modifier = 0.1
	tax_income = 0.5 #half
	local_revolt_risk = -0.01
	tech_growth_modifier = 0.025 #half
		}
	}
	prussian = {
		modifier = Prussian_culture_modifier
		character_modifier = {
	pikemen_offensive = 0.025#
	pikemen_defensive = 0.025#
	light_cavalry_offensive = 0.025#
	light_cavalry_defensive = 0.025#
	knights_offensive = 0.025#
	knights_defensive = 0.025#
	heavy_infantry_offensive = 0.075#
	heavy_infantry_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	local_tax_modifier = 0.1
	land_morale = 0.05#
	levy_reinforce_rate = 0.05#
		}
	}
}

altaic = {
	turkish = { # Representing the Anatolian Turkish		
		modifier = Turkish_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075##half
	light_cavalry_defensive = 0##half
	horse_archers_offensive = 0.075##half
	horse_archers_defensive = 0##half
	religion_flex = -0.1
	culture_flex = -0.1
	levy_reinforce_rate = 0.05##feudal
	levy_size = 0.1 #feudal
	local_tax_modifier = 0.05 #half #feudal
	manpower_growth = 0.05 #nomad
	population_growth  = 0.05 #nomad
	nomad_tax_modifier = 0.1 #nomad
		}
	}
	turkmen = { # Representing the iranized islamized Turks (the Seljuks)
		modifier = Turkmen_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	levy_size = 0.1 #feudal
	local_revolt_risk = -0.01
	tech_growth_modifier_culture = 0.1 #filler
	clan_sentiment = 4
		}
	}
	oghuz = { # original Oghuz Turkish
		modifier = Oghuz_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	levy_size = 0.1 #feudal
	local_revolt_risk = -0.01
	tech_growth_modifier_culture = 0.1 #filler
	clan_sentiment = 4
		}
	}
	
	khalaj = {
		modifier = Khalaj_culture_modifier
		character_modifier = {
	culture_flex = -0.1
	local_tax_modifier = 0.1 #feudal
	church_opinion = 6#
	land_morale = 0.05#
	levy_reinforce_rate = 0.05##feudal
	population_growth  = 0.05 #nomad
	nomad_tax_modifier = 0.1 #nomad
		}
	}
	
	mongol = {
		modifier = Mongol_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	levy_reinforce_rate = 0.05# #feudal
	levy_size = 0.1 #feudal
	local_revolt_risk = -0.01
	tech_growth_modifier_military = 0.1 #filler
	manpower_growth = 0.05 #nomad
	population_growth  = 0.05 #nomad
		}
	}
	cuman = { # Kipchak Turkish
		modifier = Kipchak_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	levy_size = 0.1 #feudal
	local_revolt_risk = -0.01
	tech_growth_modifier_culture = 0.1 #filler
	clan_sentiment = 4
	population_growth  = 0.05 #nomad
		}
	}
	pecheneg = { # Oghuz Turkish
		modifier = Pecheneg_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	levy_size = 0.1 #feudal
	local_revolt_risk = -0.01
	tech_growth_modifier_culture = 0.1 #filler
	clan_sentiment = 4
	population_growth  = 0.05 #nomad
		}
	}
	khazar = { # Oghur Turkish
		modifier = Khazar_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.05##half
	light_cavalry_defensive = 0.025##half
	horse_archers_offensive = 0.05##half
	horse_archers_defensive = 0.025#half
	culture_flex = -0.1
	retinuesize_perc = 0.0125 #half #feudal
	retinue_maintenence_cost = -0.05##half #feudal
	add_prestige_modifier = 0.05 #half
	short_reign_length = -2
	local_tax_modifier = 0.1 #feudal
	manpower_growth = 0.05 #nomad
	nomad_tax_modifier = 0.1 #nomad
		}
	}
	bolghar = { # Oghur Turkish
		modifier = Bolghar_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	religion_flex = -0.1
	levy_size = 0.1 #feudal
	land_morale = 0.05#
	fort_level = 0.5
	population_growth  = 0.05 #nomad
		}
	}
	avar = { # Oghur Turkish
		modifier = Avar_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.05##half
	light_cavalry_defensive = 0.025##half
	horse_archers_offensive = 0.05##half
	horse_archers_defensive = 0.025#half
	culture_flex = -0.1
	retinuesize_perc = 0.0125 #half #feudal
	retinue_maintenence_cost = -0.05##half #feudal
	add_prestige_modifier = 0.05 #half
	short_reign_length = -2
	local_tax_modifier = 0.1 #feudal
	manpower_growth = 0.05 #nomad
	nomad_tax_modifier = 0.1 #nomad
		}
	}
	karluk = {
		modifier = Karluk_culture_modifier
		character_modifier = {
	local_revolt_risk = -0.01
	local_tax_modifier = 0.1 #feudal
	church_opinion = 6#
	land_morale = 0.05#
	levy_reinforce_rate = 0.05##feudal
	population_growth  = 0.05 #nomad
	nomad_tax_modifier = 0.1 #nomad
		}
	}
	kasogi = {
		modifier = Circassian_culture_modifier
		character_modifier = {		
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.05#
	knights_offensive = 0.05#
	knights_defensive = 0.05#
	horse_archers_offensive = 0.05#
	horse_archers_defensive = 0.05#
	global_tradevalue_mult = 0.15
	add_prestige_modifier = 0.1
	religion_flex = -0.1
	land_morale = 0.05#
		}
	}
	kirghiz = {
		modifier = Kyrgyz_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	levy_reinforce_rate = 0.05# #feudal
	levy_size = 0.1 #feudal
	local_revolt_risk = -0.01
	tech_growth_modifier_military = 0.1 #filler
	manpower_growth = 0.05 #nomad
	population_growth  = 0.05 #nomad
		}
	}
	uyghur = {
		modifier = Uyghur_culture_modifier
		character_modifier = {
	local_revolt_risk = -0.01
	local_tax_modifier = 0.1 #feudal
	church_opinion = 6#
	land_morale = 0.05#
	levy_reinforce_rate = 0.05##feudal
	population_growth  = 0.05 #nomad
	nomad_tax_modifier = 0.1 #nomad
		}
	}
	bashkir = {
		modifier = Bashkir_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.1#
	horse_archers_offensive = 0.05#
	horse_archers_defensive = 0.1#
	culture_flex = -0.1
	religion_flex = -0.1
	tax_income = 1
	fertility = 0.1
		}
	}
	khitan = {
		modifier = Khitan_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	levy_reinforce_rate = 0.05# #feudal
	levy_size = 0.1 #feudal
	local_revolt_risk = -0.01
	tech_growth_modifier_military = 0.1 #filler
	manpower_growth = 0.05 #nomad
	population_growth  = 0.05 #nomad
		}
	}
	jurchen = {
		modifier = Jurchen_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	tax_income = 1
	levy_size = 0.1 #feudal
	local_revolt_risk = -0.01
	tech_growth_modifier_military = 0.1 #filler
	population_growth  = 0.05 #nomad
		}
	}
}


aramaic = {
	assyrian = {
		modifier = Assyrian_culture_modifier
		character_modifier = {
	fort_level = 0.5
	garrison_size = 0.2
	religion_flex = -0.05 #half
	max_attrition = 0.05
	land_morale = 0.05#
	church_opinion = 3##half
		}
	}
}


arabic = {
	bedouin_arabic = { 
		modifier = Bedouin_culture_modifier
		character_modifier = {
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.025#
	archers_offensive = 0.05#
	archers_defensive = 0.025#
	camel_cavalry_offensive = 0.075#
	camel_cavalry_defensive = 0.075#
	global_tradevalue_mult = 0.15
	max_attrition = 0.05
	church_opinion = 6#
	retinue_maintenence_cost = -0.1#
		}
	}
        yemeni = { 
		modifier = Yemeni_culture_modifier
		character_modifier = {
	global_tradevalue_mult = 0.15
	local_tax_modifier = 0.1
	tax_income = 1
	tech_growth_modifier = 0.05
	global_revolt_risk = -0.005#freedom
	local_revolt_risk = -0.005#freedom
		}
	}
        hijazi = { 
		modifier = Hijazi_culture_modifier
		character_modifier = {
	add_piety_modifier = 0.1
	religion_flex = -0.1
	culture_flex = -0.1
	tax_income = 1
	land_morale = 0.05#
		}
	}
	maghreb_arabic = { # Not Berber
		modifier = Maghrebi_culture_modifier
		character_modifier = {
	pikemen_offensive = 0.05#
	pikemen_defensive = 0.05#
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	galleys_perc = 0.2
	max_attrition = 0.05
	trade_route_value = 2
	global_tradevalue_mult = 0.15
		}
	}
	levantine_arabic = {
		modifier = Levantine_culture_modifier
		character_modifier = {
	max_attrition = 0.025 #half
	religion_flex = -0.05 #half
	levy_size = 0.05 #half
	land_organisation = -0.025##half negative
	levy_reinforce_rate = 0.05#
	trade_route_value = 0.05 #half
	global_tradevalue_mult = 0.075 #half
	tax_income = 1
	add_prestige_modifier = 0.1
		}
	}
	egyptian_arabic = {
		modifier = Egyptian_culture_modifier
		character_modifier = {
	camel_cavalry_offensive = 0.075##half
	camel_cavalry_defensive = 0.075##half
	tax_income = 1
	add_prestige_modifier = 0.1
	levy_reinforce_rate = 0.05#
	tax_income = 1
	global_tradevalue_mult = 0.075 #half
		}
	}
	sicilian_arabic = { 
		modifier = Siculo-Arabic_culture_modifier
		character_modifier = {
	plot_discovery_chance = 0.1
	add_prestige_modifier = 0.05 #half
	global_tradevalue_mult = 0.15
	tech_growth_modifier = 0.05
	land_organisation = 0.05#
#	local_build_time_modifier = -0.1
	short_reign_length = -1 #half
		}
	}
}

east_slavic = {
	russian = {
		modifier = Russian_culture_modifier
		character_modifier = {
	levy_size = 0.15 #extra
	levy_reinforce_rate = 0.075 #extra
	tax_income = 1
	tech_growth_modifier = 0.05
		}
	}
	ilmenian = {  ## VANILLA COMPATIBILITY ONLY (REQ'D)
		modifier = Ilmenian_culture_modifier
		character_modifier = {
	retinuesize_perc = 0.0125 #half
	add_prestige_modifier = 0.1
	global_tradevalue_mult = 0.075 #half
	galleys_perc = 0.2
	levy_reinforce_rate = 0.05#
	fort_level = 0.5
		}
	}
	severian = {  ## VANILLA COMPATIBILITY ONLY (REQ'D)
		modifier = Severian_culture_modifier
		character_modifier = {
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	max_attrition = 0.05
	short_reign_length = -2
	fort_level = 0.25 #half
	global_tradevalue_mult = 0.075 #half
	local_build_cost_modifier = -0.025 #half
	local_build_time_modifier = -0.05 #half
		}
	}
	volhynian = {  ## VANILLA COMPATIBILITY ONLY (REQ'D)
		modifier = Volhynian_culture_modifier
		character_modifier = {
	local_revolt_risk = -0.01
	add_prestige_modifier = 0.1
	fort_level = 0.5
	tax_income = 0.5 #half
	local_tax_modifier = 0.05 #half
	land_morale = 0.025 #half
	church_opinion = 3##half
		}
	}
}

west_slavic = {
	pommeranian = {
		modifier = Wendish_culture_modifier
		character_modifier = {
	galleys_perc = 0.2
	land_morale = 0.05#
	trade_route_value = 2
	religion_flex = -0.1
	retinue_maintenence_cost = -0.1#
		}
	}
	bohemian = {
		modifier = Czech_culture_modifier
		character_modifier = {
	pikemen_offensive = 0.025#
	pikemen_defensive = 0.075#
	light_cavalry_offensive = 0.025#
	light_cavalry_defensive = 0.075#
	heavy_infantry_offensive = 0.025#
	heavy_infantry_defensive = 0.075#
	culture_flex = -0.1
	short_reign_length = -2
	local_revolt_risk = -0.01
	tech_growth_modifier = 0.05
		}
	}
	polish = {
		modifier = Polish_culture_modifier
		character_modifier = {
	knights_defensive = 0.075##half
	knights_offensive = 0.075##half
	light_cavalry_offensive = 0.10#
	light_cavalry_defensive = 0.10#
	heavy_infantry_offensive = 0.05#
	heavy_infantry_defensive = 0.05#
	culture_flex = -0.05 #half
	tax_income = 0.5 #half
	retinuesize_perc = 0.025##half
	land_morale = 0.025##half
	religion_flex = -0.05 #half
	disease_defence = 0.1
		}
	}
	moravian = {
		modifier = Moravian_culture_modifier
		character_modifier = {
	pikemen_offensive = 0.05#
	pikemen_defensive = 0.05#
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.05#
	knights_offensive = 0.05#
	knights_defensive = 0.05#
	retinuesize_perc = 0.025
	tax_income = 1
	local_revolt_risk = -0.01
	fort_level = 0.5
		}
	}
}

south_slavic = {
	carantanian = {
		modifier = Carantanci_culture_modifier
		character_modifier = {
	light_cavalry_defensive = 0.05##half
	light_infantry_defensive = 0.05##half
	archers_defensive = 0.05##half
	church_opinion = 6
	short_reign_length = -2
	garrison_size = 0.2
	tax_income = -0.05 #half negative
	max_attrition = 0.05
	levy_size = 0.1
		}
	}
	croatian = {
		modifier = Croatian_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.025#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.025#
	archers_offensive = 0.075#
	archers_defensive = 0.025#
	galleys_perc = 0.2
	trade_route_value = 3 #extra
	global_tradevalue_mult = -0.075 #half negative
	local_tax_modifier = 0.1
	tech_growth_modifier_economy = 0.1
		}
	}
	serbian = {
		modifier = Serbian_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.10#
	light_cavalry_defensive = 0.10#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	levy_reinforce_rate = 0.05#
	global_revolt_risk = -0.005#freedom
	local_revolt_risk = -0.005#freedom
	tax_income = 1
	land_morale = 0.05#
		}
	}
	bosnian = {
		modifier = Bosnian_culture_modifier
		character_modifier = {
	religion_flex = 0.1 #negative
	max_attrition = 0.05
	add_piety_modifier = 0.1
	fort_level = 0.5
	land_organisation = 0.05#
	tax_income = 1
	local_tax_modifier = 0.1
		}
	}
	bulgarian = {
		modifier = Bulgarian_culture_modifier
		character_modifier = {
	pikemen_offensive = 0.075#
	pikemen_defensive = 0.075#
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	local_revolt_risk = -0.01
	add_prestige_modifier = 0.1
	land_morale = 0.05#
	short_reign_length = -1 #half
	global_supply_limit = 0.05 #half
		}
	}
}

magyar = {
	hungarian = {
		modifier = Hungarian_culture_modifier
		character_modifier = {
	knights_offensive = 0.025##half
	knights_defensive = 0.025##half
	horse_archers_offensive = 0.05##half
	horse_archers_defensive = 0.05#half
	land_organisation = 0.05#
	local_revolt_risk = -0.01
	levy_reinforce_rate = 0.025##half
	local_tax_modifier = 0.05 #half
	tax_income = 0.5 #half
	religion_flex = -0.1
		}
	}
	szekely = {
		modifier = Szekely_culture_modifier
		character_modifier = {
	light_infantry_offensive = 0.075##half
	horse_archers_offensive = 0.075##half
	land_organisation = 0.05#
	retinue_maintenence_cost = -0.1
	levy_reinforce_rate = 0.025##half
	local_tax_modifier = 0.05 #half
	tax_income = 0.5 #half
	siege_speed  = 0.2
		}
	}
}

iranian = {
	pahlavi = {
		modifier = Pahlavi_culture_modifier
		character_modifier = {
	land_morale = 0.05#
	short_reign_length = -1 #half
	tax_income = 1
	add_prestige_modifier = 0.1
	local_tax_modifier = 0.05 #half
	global_tradevalue_mult = 0.075 #half
	local_build_time_modifier = -0.05 #half
		}
	}
	persian = {
		modifier = Persian_culture_modifier
		character_modifier = {
	short_reign_length = 1 #negative
	levy_size = 0.1
	culture_flex = -0.05 #half
	religion_flex = -0.05 #half
	land_morale = 0.05#
	levy_reinforce_rate = 0.05#
	tax_income = 0.5 #half
	add_prestige_modifier = 0.05##half
	local_tax_modifier = 0.05 #half
	global_tradevalue_mult = 0.075 #half
		}
	}
	sogdian = {
		modifier = Soghdian_culture_modifier
		character_modifier = {
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	max_attrition = 0.025 #half
	trade_route_value = 2
	global_tradevalue_mult = 0.15
	fort_level = 0.5
	local_tax_modifier = -0.05 #half negative
	global_supply_limit = 0.1
		}
	}
	tocharian = { ## VANILLA COMPATIBILITY ONLY (REQ'D)
		modifier = Tocharian_culture_modifier
		character_modifier = {
	local_revolt_risk = -0.01
	local_tax_modifier = 0.1
	church_opinion = 6#
	land_morale = 0.05#
	max_attrition = 0.05 #Taklamakan Desert
		}
	}
	tajik = {
		modifier = Tajik_culture_modifier
		character_modifier = {
	tech_growth_modifier_culture = 0.1
	add_prestige_modifier = 0.1
	trade_route_value = 2
	global_tradevalue_mult = 0.075 #half
	levy_size = 0.05 #half
	levy_reinforce_rate = 0.05#
	short_reign_length = 1 #negative
	culture_flex = -0.1
		}
	}
	saka = {
		modifier = Saka_culture_modifier
		character_modifier = {
	trade_route_value = 2
	tech_growth_modifier_economy = 0.1
	global_tradevalue_mult = 0.15
	local_tax_modifier = 0.1
	monthly_grace = 1
		}
	}
	# khotanese = {
		# modifier = Khotanses_culture_modifier
		# character_modifier = {
	# local_revolt_risk = -0.01
	# local_tax_modifier = 0.1
	# church_opinion = 6#
	# land_morale = 0.05#
	# max_attrition = 0.05 #Taklamakan Desert
		# }
	# }
	daylamite = {
		modifier = Dailamite_culture_modifier
		character_modifier = {
	light_infantry_offensive = 0.10#
	light_infantry_defensive = 0.20#
	land_organisation = 0.05#
	trade_route_value = 2
	tax_income = 1
	siege_speed = 0.2
	fertility = -0.1 #negative
	culture_flex = -0.2
	religion_flex = 0.2 #negative
	retinue_maintenence_cost = -0.1
		}
	}
	adhari = {
		modifier = Azari_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075##half
	light_cavalry_defensive = 0.075##half
	fort_level = 0.5
	retinuesize_perc = 0.025
	retinue_maintenence_cost = -0.05##half
	add_piety_modifier = 0.1
	religion_flex = -0.1
		}
	}
	khwarezmi = {
		modifier = Khwarezmian_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	horse_archers_offensive = 0.075#
	horse_archers_defensive = 0.075#
	levy_reinforce_rate = 0.05#
	global_tradevalue_mult = 0.15
	retinuesize_perc = 0.025
	retinue_maintenence_cost = -0.1
		}
	}
	khorasani = {
		modifier = Khorasani_culture_modifier
		character_modifier = {
	religion_flex = -0.1
	tech_growth_modifier_culture = 0.1
	culture_flex = -0.1
	add_piety_modifier = 0.1
	add_prestige_modifier = 0.1
		}
	}
	kurdish = {
		modifier = Kurdish_culture_modifier
		character_modifier = {
	fort_level = 0.5
	max_attrition = 0.05
	religion_flex = -0.1
	levy_reinforce_rate = 0.025##half
	retinuesize_perc = 0.0125 #half
	levy_size = 0.05 #half
	short_reign_length = -1 #half
		}
	}
	afghan = { # a.k.a. Pashtun
		modifier = Pashtun_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.1#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.1#
	fort_level = 0.5
	levy_reinforce_rate = 0.05#
	short_reign_length = -2
	max_attrition = 0.05#
		}
	}
	baloch = {
		modifier = Baloch_culture_modifier
		character_modifier = {
	max_attrition = 0.05
	land_morale = 0.05#
	levy_reinforce_rate = 0.05#
	local_tax_modifier = 0.1
	levy_size = 0.1
		}
	}
	qufs = {
		modifier = Qufs_culture_modifier
		character_modifier = {
	max_attrition = 0.05
	land_morale = 0.05#
	levy_reinforce_rate = 0.05#
	culture_flex = -0.1
	levy_size = 0.1
		}
	}
}

east_african = {
	ethiopian = {
		modifier = Ethiopian_culture_modifier
		character_modifier = {
	pikemen_offensive = 0.025##half
	pikemen_defensive = 0.025##half
	light_infantry_offensive = 0.025##half
	light_infantry_defensive = 0.025##half
	archers_offensive = 0.025##half
	archers_defensive = 0.025##half
	levy_reinforce_rate = 0.05#
	add_prestige_modifier = 0.1
	fort_level = 0.5
	general_opinion = 2 #half
	short_reign_length = -2
	global_supply_limit = 0.05 #half
 	global_tradevalue_mult = -0.075 #half negative
		}
	}
  	falashim = { #Beta-Israel, originally compiled by Frostschaden, many more names added by cybrxkhan, some added and changed by elvain
        modifier = Beta-Israel_culture_modifier
		character_modifier = {
	short_reign_length = -2
	global_revolt_risk = -0.005#freedom
	local_revolt_risk = -0.005#freedom
	tax_income = 1
	add_piety_modifier = 0.1
	land_morale = 0.05#
		}
	}
	somali = {
		modifier = Somali_culture_modifier
		character_modifier = {
	archers_offensive = 0.10#
	archers_defensive = 0.05#
	light_infantry_offensive = 0.10#
	light_infantry_defensive = 0.05#
	galleys_perc = 0.2
	levy_reinforce_rate = 0.05#
	global_tradevalue_mult = 0.15
	levy_size = 0.1
		}
	}
  	afar = {
		modifier = Afar_culture_modifier
		character_modifier = {
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	light_infantry_offensive = 0.10#
	light_infantry_defensive = 0.05#
	tax_income = 1
	land_organisation = 0.05#
	levy_reinforce_rate = 0.05#
	levy_size = 0.1 #feudal
#	manpower_growth = 0.05 #nomad
		}
	}
	daju = {
		modifier = Daju_culture_modifier
		character_modifier = {
	levy_size = 0.1
	levy_reinforce_rate = 0.05#
	tax_income = 1
	local_build_time_modifier = -0.1
	garrison_size = 0.2
		}
	}
	beja = {
		modifier = Beja #custom_culture_modifier
		character_modifier = {
	camel_cavalry_offensive = 0.075##half
	camel_cavalry_defensive = 0.075##half
	local_tax_modifier = 0.1
	global_tradevalue_mult = 0.15
	max_attrition = 0.05
	religion_flex = -0.15#extra
		}
	}	
	coptic = {
		modifier = Coptic_culture_modifier #Sahidic_culture_modifier
		character_modifier = {
	trade_route_value = 1 #half
	global_tradevalue_mult = 0.15
	church_opinion = 6#
	general_opinion = 4
	land_morale = 0.25##half
	local_tax_modifier = 0.1
		}
	}
	nubian = {
		modifier = Nubian_culture_modifier
		character_modifier = {
	light_infantry_offensive = 0.025##half
	light_infantry_defensive = 0.075##half
	fort_level = 0.25 #half
	local_tax_modifier = 0.1
	general_opinion = 2 #half
	global_tradevalue_mult = 0.075 #half
	max_attrition = 0.05
	retinue_maintenence_cost = -0.1#
		}
	}
}

central_african = {
	kanuri = { #Kanem
		modifier = Kanuri_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.05#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	religion_flex = 0.1 #negative
	tax_income = 1
	local_tax_modifier = 0.1
	siege_speed  = 0.2
	levy_reinforce_rate = 0.05#
	add_piety_modifier = 0.05
	add_prestige_modifier = 0.05
		}
	}
	hausa = {
		modifier = Hausa_culture_modifier
		character_modifier = {
	archers_offensive = 0.05#
	archers_defensive = 0.025#
	light_infantry_offensive = 0.025#
	light_infantry_defensive = 0.05#
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	land_organisation = 0.05#
	local_build_cost_modifier = -0.1
	tax_income = 1
	local_tax_modifier = 0.1
		}
	}	
	zaghawa = {
		modifier = Zaghawa_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.05#
	camel_cavalry_offensive = 0.1#
	camel_cavalry_defensive = 0.1#
	culture_flex = -0.1
	religion_flex = -0.1
	local_tax_modifier = 0.1 #feudal
#	nomad_tax_modifier = 0.1 #nomad
	max_attrition = 0.05
		}
	}
}

west_african = {
	manden = {
		modifier = Manden_culture_modifier
		character_modifier = {
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	religion_flex = -0.1
	levy_reinforce_rate = 0.025##half
	tax_income = 1
	global_tradevalue_mult = 0.075 #half
	castle_vassal_tax_modifier = 0.025 #half
	global_supply_limit = 0.1
	land_organisation = -0.025 #half negative
		}
	}
	soninke = { #Bafour
		modifier = Soninke_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.25#
	light_cavalry_defensive = 0.25#
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	camel_cavalry_offensive = 0.025#
	camel_cavalry_defensive = 0.025#
	religion_flex = -0.1
	culture_flex = -0.05 #half
	tax_income = 1
	local_tax_modifier = 0.1
	levy_size = 0.1
	plot_discovery_chance = -0.05 #negative half
		}
	}
	wolof = { #Jolof
		modifier = Wolof_culture_modifier
		character_modifier = {
	levy_reinforce_rate = 0.05#
	tax_income = 1
	short_reign_length = -2
	culture_flex = -0.1
	global_tradevalue_mult = 0.15
		}
	}
	songhay = {
		modifier = Songhai_culture_modifier
		character_modifier = {
	global_tradevalue_mult = 0.15
	fort_level = 0.5
	land_morale = 0.05#
	tech_growth_modifier = 0.025 #half
	add_prestige_modifier = 0.1
	church_opinion = 3##half
		}
	}
}

north_african = { #berber
	berber = {
		modifier = Sanhaja_culture_modifier
		character_modifier = {
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	land_morale = 0.05#
	land_organisation = 0.05#
	fertility = 0.1
	max_attrition = 0.05
	culture_flex = 0.05 #half negative
	religion_flex = 0.05 #half negative
	levy_size = 0.1 #feudal
#	population_growth  = 0.05 #nomad
		}
	}
	sanhaja = {
		modifier = Sanhaja_culture_modifier
		character_modifier = {
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	land_morale = 0.05#
	land_organisation = 0.05#
	fertility = 0.1
	max_attrition = 0.05
	culture_flex = 0.05 #half negative
	religion_flex = 0.05 #half negative
	levy_size = 0.1 #feudal
#	population_growth  = 0.05 #nomad
		}
	}
  	tagelmust = {
		modifier = Tagelmust_culture_modifier
		character_modifier = {
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	land_morale = 0.05#
	land_organisation = 0.05#
	fertility = 0.1
	max_attrition = 0.05
	culture_flex = 0.05 #half negative
	religion_flex = 0.05 #half negative
	tech_growth_modifier_culture = 0.1
		}		
	}
	masmuda = {
		modifier = Masmuda_culture_modifier
		character_modifier = {
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	land_morale = 0.05#
	land_organisation = 0.05#
	fertility = 0.1
	max_attrition = 0.05
	culture_flex = 0.05 #half negative
	religion_flex = 0.05 #half negative
	tax_income = 1
		}
	}
	zanata = {
		modifier = Zanata_culture_modifier
		character_modifier = {
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	land_morale = 0.05#
	land_organisation = 0.05#
	fertility = 0.1
	max_attrition = 0.05
		}
	}
	tuareg = {
		modifier = Tuareg_culture_modifier
		character_modifier = {
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	land_morale = 0.05#
	land_organisation = 0.05#
	fertility = 0.1
	max_attrition = 0.05
	culture_flex = 0.05 #half negative
	religion_flex = 0.05 #half negative
	tech_growth_modifier_culture = 0.1
		}
	}
	canarian = {
		modifier = Guanche_culture_modifier
		character_modifier = {
	archers_offensive = 0.075#
	archers_defensive = 0.075#
	light_infantry_offensive = 0.075#
	light_infantry_defensive = 0.075#
	land_morale = 0.05#
	land_organisation = 0.05#
	fertility = 0.1
	max_attrition = 0.05
	culture_flex = 0.05 #half negative
	religion_flex = 0.05 #half negative
	galleys_perc = 0.2
		}
	}
}

israelite = {
	ashkenazi = {
		modifier = Ashkenazi_culture_modifier
		character_modifier = {
	short_reign_length = -2
	local_revolt_risk = -0.01
	tax_income = 2 #double
	trade_route_value = 2
		}
	}
	sephardi = {
		modifier = Sephardi_culture_modifier
		character_modifier = {
	short_reign_length = -2
	local_revolt_risk = -0.01
	tax_income = 2 #double
	trade_route_value = 2
		}
	}
}

italian_group = {
	sardinian = {
		modifier = Sardinian_culture_modifier
		character_modifier = {
	tax_income = 1
	global_tradevalue_mult = 0.15
	fort_level = 0.5
	culture_flex = -0.1
	local_revolt_risk = -0.01
		}
	}
	sicilian = {
		modifier = Sicilian_culture_modifier
		character_modifier = {
	plot_discovery_chance = 0.1
	add_prestige_modifier = 0.05 #half
	global_tradevalue_mult = 0.15
	tech_growth_modifier = 0.05
	land_organisation = 0.05#
#	local_build_time_modifier = -0.1
	short_reign_length = -1 #half
		}
	}
	# corsican = {
		# modifier = Corsican_culture_modifier
		# character_modifier = {
	# global_revolt_risk = -0.005#freedom
	# local_revolt_risk = -0.005#freedom
	# land_morale = 0.075##extra
	# land_organisation = 0.075##extra
	# garrison_size = 0.2
	# max_attrition = 0.05
	# culture_flex = 0.1 #negative
		# }
	# }
	# central_italian = {
		# modifier = Italian_culture_modifier
		# character_modifier = {
	# heavy_infantry_offensive = 0.075#
	# heavy_infantry_defensive = 0.075#
	# pikemen_offensive = 0.075#
	# pikemen_defensive = 0.075#
	# global_tradevalue_mult = 0.15
	# local_tax_modifier = 0.1
	# add_prestige_modifier = 0.1
	# levy_reinforce_rate = 0.05#
		# }
	# }
	# southern_italian = {
		# modifier = Italian_culture_modifier
		# character_modifier = {
	# heavy_infantry_offensive = 0.075#
	# heavy_infantry_defensive = 0.075#
	# pikemen_offensive = 0.075#
	# pikemen_defensive = 0.075#
	# global_tradevalue_mult = 0.15
	# local_tax_modifier = 0.1
	# add_prestige_modifier = 0.1
	# levy_reinforce_rate = 0.05#
		# }
	# }
	umbrian = {
		modifier = umbrian_culture_modifier
		character_modifier = {
	local_revolt_risk = -0.01
	global_tradevalue_mult = 0.15
	local_tax_modifier = 0.10
	levy_reinforce_rate = 0.1
	culture_flex = -0.1
		}
	}
	laziale = {
		modifier = laziale_culture_modifier
		character_modifier = {
	religion_flex = 0.10 #negative
	church_opinion = 6
	castle_opinion = -6 #negative
	tech_growth_modifier_culture = 0.1
	add_piety_modifier = 0.1
	add_prestige_modifier = 0.1
	fort_level = 0.5
	retinue_maintenence_cost = -0.1
	local_tax_modifier = 0.1
		}
	}
	neapolitan = {
		modifier = Neapolitan_culture_modifier
		character_modifier = {
	trade_route_value = 2
	global_tradevalue_mult = 0.15
	retinuesize_perc = 0.025
	garrison_size = 0.2
	general_opinion = 4
		}
	}
	tuscan = {
		modifier = Tuscan_culture_modifier
		character_modifier = {
	pikemen_offensive = 0.075##half
	pikemen_defensive = 0.075##half
	tech_growth_modifier_culture = 0.1
	tech_growth_modifier_economy = 0.1
	tax_income = 1
	local_tax_modifier = 0.1
	add_prestige_modifier = 0.1
	global_tradevalue_mult = 0.075 #half
	vassal_opinion = -4 #negative
	liege_opinion = -4 #negative
		}
	}
	ligurian = {
		modifier = Ligurian_culture_modifier
		character_modifier = {
	trade_route_value = 2
	global_tradevalue_mult = 0.15
	galleys_perc = 0.2
	global_tax_modifier = 0.025 #half
	culture_flex = -0.1
	garrison_size = 0.2
	levy_reinforce_rate = -0.025##half negative
		}
	}
	langobardisch = {
		modifier = Langobard_culture_modifier
		character_modifier = {
	global_tradevalue_mult = 0.15
	add_prestige_modifier = 0.1
	local_build_time_modifier = -0.1#
	tech_growth_modifier = 0.05
	retinuesize_perc = 0.025
	fort_level = 0.5
	culture_flex = 0.1 #negative
		}
	}
	italian = { #Lombard not italian
		modifier = Lombard_culture_modifier
		character_modifier = {
	global_tradevalue_mult = 0.075 #half
	add_prestige_modifier = 0.1
	local_build_time_modifier = -0.05##half
	global_supply_limit = 0.1
	retinuesize_perc = 0.025
	disease_defence = 0.1
		}
	}
	venetian = {
		modifier = Venetian_culture_modifier
		character_modifier = {
	trade_route_value = 2
	global_tradevalue_mult = 0.15
	retinuesize_perc = 0.025
	retinue_maintenence_cost = -0.1
	fort_level = 0.5
	galleys_perc = 0.2
	land_morale = -0.05 #negative
		}
	}
	dalmatian = {		
		modifier = Dalmatian_culture_modifier
		character_modifier = {
	trade_route_value = 2
	global_tradevalue_mult = 0.15
	fort_level = 0.5
	galleys_perc = 0.2
	culture_flex = -0.1
		}
	}
	roman = {
		modifier = Roman_culture_modifier
		character_modifier = {
#	light_cavalry_offensive = 0.1
#	light_cavalry_defensive = 0.1
#	heavy_infantry_offensive = 0.1
#	heavy_infantry_defensive = 0.1
#	archers_offensive = 0.1
#	archers_defensive = 0.1
	land_morale = 0.05#
	short_reign_length = -1
	disease_defence = 0.05 #half
	local_revolt_risk = -0.01
	retinuesize_perc = 0.025
	tax_income = 1
#	levy_reinforce_rate = 0.05#
#	local_tax_modifier = 0.1
		}
	}
}

mesoamerican = {
	nahuatl = {
		modifier = Nahuatl_culture_modifier
		character_modifier = {
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.1#
	archers_offensive = 0.1#
	archers_defensive = 0.05#
	tech_growth_modifier = 0.05
	disease_defence = -0.1 #negative
	tax_income = 1
	local_tax_modifier = 0.1
	land_morale = 0.05#
		}
	}
}

indo_aryan_group = {
	bengali = { # Indo-Aryan
		modifier = Bengali_culture_modifier
		character_modifier = {
	religion_flex = -0.1
	trade_route_value = 2
	levy_reinforce_rate = 0.05#
	tax_income = 1
	local_tax_modifier = 0.05 #half
	tech_growth_modifier = 0.025 #half
		}
	}
	oriya = { # Indo-Aryan
		modifier = Oriya_culture_modifier
		character_modifier = {
	light_infantry_offensive = 0.05#
	light_infantry_defensive = 0.05#
	archers_offensive = 0.05#
	archers_defensive = 0.05#
	war_elephants_offensive = 0.05#
	war_elephants_defensive = 0.05#
	garrison_size = 0.2
	local_tax_modifier = 0.05 #half
	tax_income = 1
	global_tradevalue_mult = 0.075 #half
	galleys_perc = 0.1 #half
	short_reign_length = -1 #half
		}
	}
	assamese = { # Indo-Aryan
		modifier = Assamese_culture_modifier
		character_modifier = {
	levy_reinforce_rate = 0.025##half
	local_revolt_risk = -0.01
	local_build_time_modifier = -0.05 #half
	fort_level = 0.25 #half
	max_attrition = 0.025 #half
	land_organisation = 0.05#
	local_tax_modifier = 0.05 #half
	general_opinion = 2 #half
	}
}
	hindustani = { # Indo-Aryan
		modifier = Hindustani_culture_modifier
		character_modifier = {
	levy_reinforce_rate = 0.025##half
	fort_level = 0.25 #half
	local_revolt_risk = -0.005 #half
	max_attrition = 0.05
	religion_flex = -0.1
	short_reign_length = -2
	local_tax_modifier = 0.05 #half
		}
	}
	gujurati = { # Indo-Aryan
		modifier = Gujurati_culture_modifier
		character_modifier = {
	religion_flex = -0.1
	trade_route_value = 2
	global_tradevalue_mult = 0.15
	galleys_perc = 0.2
	tech_growth_modifier_economy = 0.1 #filler
		}
	}
	panjabi = { # Indo-Aryan
		modifier = Panjabi_culture_modifier
		character_modifier = {
	religion_flex = -0.1
	tax_income = 1
	global_tradevalue_mult = 0.15
	levy_reinforce_rate = 0.05#
	land_morale = 0.05#
		}
	}
	rajput = { # Indo-Aryan
		modifier = Rajput_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075#
	light_cavalry_defensive = 0.075#
	knights_offensive = 0.075#
	knights_defensive = 0.075#
	levy_reinforce_rate = 0.05#
	fort_level = 0.5
	add_prestige_modifier = 0.1
	trade_route_value = 2
		}
	}
	sindhi = { # Indo-Aryan
		modifier = Sindhi_culture_modifier
		character_modifier = {
	religion_flex = -0.10
	local_revolt_risk = -0.01
	local_tax_modifier = 0.05 #half
	levy_reinforce_rate = 0.05#
	global_tradevalue_mult = 0.15
	add_prestige_modifier = 0.05 #half
		}
	}
	marathi = { # Indo-Aryan
		modifier = Marathi_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.05#
	knights_offensive = 0.05#
	knights_defensive = 0.05#
	war_elephants_offensive = 0.05#
	war_elephants_defensive = 0.05#
	levy_reinforce_rate = 0.05#
	fort_level = 0.5
	tax_income = 0.5 #half
	local_tax_modifier = 0.05 #half
	retinuesize_perc = 0.025
		}
	}
	sinhala = { # Indo-Aryans who arrived in Sri Lanka ca 600BC
		modifier = Sinhala_culture_modifier
		character_modifier = {
	fort_level = 0.25 #half
	global_tradevalue_mult = 0.15
	local_tax_modifier = 0.05 #half
	add_prestige_modifier = 0.1
	tax_income = 1
	max_attrition = 0.05
		}
	}
	nepali = {
		modifier = Nepali_culture_modifier
		character_modifier = {
	culture_flex = -0.1
	tech_growth_modifier_culture = 0.1
	add_piety_modifier = 0.1
	global_tradevalue_mult = 0.075 #half
	#local_revolt_risk = -0.005 #half
	short_reign_length = -2
		}
	}
}

dravidian_group = {
	tamil = { # Dravidian - Southern India except Sri Lanka
		modifier = Tamil_culture_modifier
		character_modifier = {
	tax_income = 0.5 #half
	religion_flex = -0.05 #half
	trade_route_value = 2
	local_tax_modifier = 0.05 #half
#	levy_reinforce_rate = 0.05#
	short_reign_length = -1 #half
	galleys_perc = 0.1 #half
	global_tradevalue_mult = 0.15
	retinuesize_perc = 0.0125 #half
		}
	}
	telugu = { # Dravidian
		modifier = Telugu_culture_modifier
		character_modifier = {
	fort_level = 0.5
	retinuesize_perc = 0.0125 #half
	add_prestige_modifier = 0.1
	local_tax_modifier = 0.1
#	short_reign_length = -2
	tax_income = 0.5 #half
	global_tradevalue_mult = 0.075 #half
	levy_reinforce_rate = 0.025##half
		}
	}
	brahui = { # Dravidian
		modifier = Brahui_culture_modifier
		character_modifier = {
	culture_flex = -0.1
	land_morale = 0.05#
	global_tradevalue_mult = 0.075 #half
	levy_reinforce_rate = 0.025##half
	local_tax_modifier = 0.1
	levy_size = 0.1
		}
	}
	kannada = { # Dravidian
		modifier = Kannada_culture_modifier
		character_modifier = {
	light_cavalry_offensive = 0.075##half
	light_cavalry_defensive = 0.075##half
	religion_flex = -0.15 #extra
	global_tradevalue_mult = 0.15
	add_prestige_modifier = 0.1
	retinuesize_perc = 0.025
		}
	}
}

tibetan_group = {
	bodpa = { # Tibetan
		modifier = Bodpa_culture_modifier
		character_modifier = {
	add_piety_modifier = 0.1
	# church_opinion = 3 #half
	tax_income = 0.5  #half
	local_build_cost_modifier = -0.1
	levy_reinforce_rate = 0.05#
	pikemen_offensive = 0.1
	pikemen_defensive = 0.15
	heavy_infantry_offensive = 0.1
	heavy_infantry_defensive = 0.15
	archers_offensive = -0.2
		}
	}
	tangut = {
		modifier = Tangut_culture_modifier
		character_modifier = {
	tech_growth_modifier_culture = 0.1
	#local_revolt_risk = -0.01
	land_morale = 0.05#
	culture_flex = -0.1
	religion_flex = -0.05 #half
	fertility = 0.05 #half
		}
	}
	zhangzhung = { # Zhangzhun
		modifier = Zhangzhung_culture_modifier
		character_modifier = {
	fort_level = 0.5
	local_build_time_modifier = -0.1
	light_cavalry_offensive = 0.05#
	light_cavalry_defensive = 0.05#
	knights_offensive = 0.05#
	knights_defensive = 0.05#
	horse_archers_offensive = 0.05#
	horse_archers_defensive = 0.05#
	max_attrition = 0.05
	global_tradevalue_mult = 0.15
		}
	}
	sumpa = { # Sumpa
		modifier = Sumpa_culture_modifier
		character_modifier = {
	levy_size = 0.1
	levy_reinforce_rate = 0.05#
	max_attrition = 0.05
	#local_revolt_risk = -0.01
	garrison_size = 0.2
		}
	}	
}

chinese_group = {
	han = {
		modifier = Han_culture_modifier
		character_modifier = {
	monthly_grace = 1
	add_prestige_modifier = 0.1
	culture_flex = -0.05 #half
	religion_flex = -0.05 #half
	tech_growth_modifier = 0.05
	land_morale = 0.05#
		}
	}
}

# sinic = {
	# khitan = {
		# modifier = Khitan_culture_modifier
		# character_modifier = {
	# light_cavalry_offensive = 0.075#
	# light_cavalry_defensive = 0.075#
	# horse_archers_offensive = 0.075#
	# horse_archers_defensive = 0.075#
	# levy_reinforce_rate = 0.05# #feudal
	# levy_size = 0.1 #feudal
	# local_revolt_risk = -0.01
	# tech_growth_modifier_military = 0.1 #filler
	# manpower_growth = 0.05 #nomad
	# population_growth  = 0.05 #nomad
		# }
	# }
# }

# horse_group = {
	# horse = {
		# modifier = Horse_culture_modifier
		# character_modifier = {
	# manpower_growth = 0.05
	# population_growth  = 0.05
	# nomad_tax_modifier = 0.1
	# local_tax_modifier = 0.1
	# levy_reinforce_rate = 0.1
	# light_cavalry_offensive = 0.2
	# light_cavalry_defensive = 0.2
	# knights_offensive = 0.2
	# knights_defensive = 0.2
	# horse_archers_offensive = 0.2
	# horse_archers_defensive = 0.2
	# camel_cavalry_offensive = 0.2
	# camel_cavalry_defensive = 0.2
		# }
	# }
# }
# cat_group = {
	# cat = {
		# modifier = Cat_culture_modifier
		# character_modifier = {
	# plot_power_modifier = 0.1
	# threat_decay_speed = 0.05
	# general_opinion = 4
	# land_morale = 0.05#
	# light_infantry_offensive = 0.3
	# light_infantry_defensive = 0.3
		# }
	# }
# }
# bear_group = {
	# bear = {
		# modifier = Bear_culture_modifier
		# character_modifier = {
	# combat_rating = 5
	# health = 1
	# heavy_infantry_offensive = 0.2
	# heavy_infantry_defensive = 0.2
	# light_infantry_offensive = 0.1
	# light_infantry_defensive = 0.1
	# global_supply_limit = 0.1
	# garrison_size = 0.2
		# }
	# }
# }
# hedgehog_group = {
	# hedgehog_culture = {
		# modifier = Hedgehog_culture_modifier
		# character_modifier = {
	# pikemen_offensive = 0.3
	# pikemen_defensive = 0.1
	# archers_offensive = 0.2
	# max_attrition = 0.05
	# land_organisation = 0.1
	# levy_reinforce_rate = 0.1
	# fort_level = 0.5
		# }
	# }
# }
# duck_group = {
	# duck_culture = {
		# modifier = Duck_culture_modifier
		# character_modifier = {
	# local_tax_modifier = 0.1
	# tax_income = 1
	# land_organisation = 0.1
	# levy_reinforce_rate = 0.1
	# siege_speed = 0.2
		# }
	# }
# }
# dog_group = {
	# dog_culture = {
		# modifier = Dog_culture_modifier
		# character_modifier = {
	# culture_flex = -0.1
	# religion_flex = -0.1
	# vassal_opinion = 6
	# land_morale = 0.05#
	# levy_size = 0.1
	# garrison_size = 0.2
	# defensive_plot_power_modifier = -0.05 #negative
		# }
	# }
# }
# elephant_group = {
	# elephant_culture = {
		# modifier = Elephant_culture_modifier
		# character_modifier = {
	# tax_income = 1
	# short_reign_length = -2
	# tech_growth_modifier = 0.05
	# local_build_time_modifier = -0.1
	# war_elephants_offensive = 0.10#
	# war_elephants_defensive = 0.10#
		# }
	# }
# }
# dragon_group = {
	# dragon_culture = {
		# modifier = Dragon_culture_modifier
		# character_modifier = {
	# culture_flex = 0.3 #double negative
	# religion_flex = 0.3 #double negative
	# health = 2 #double
	# combat_rating = 10 #double
	# siege_speed  = 0.2
	# global_tax_modifier = 0.1 #double
	# add_prestige_modifier = 0.1
	# levy_size = 0.1
		# }
	# }
# }