viking_society = { #society code name
	primary_attribute = martial
	society_ranks_gfx = viking_ranks
	opinion_to_other_members = +15 #opinion from/of other member, see wiki for all the options
	opinion_per_rank_above = +5
	is_secret = no
	criminal = no
	is_religious = no
	devil_worshipper = no
	non_interference = { #AI will avoid messing with each others
		always = no 
	}
	
	active = { 
		has_dlc = "Mystics"
	}
	
	indestructible = yes #if it can be destroyed and if not will add members up to the start-up limit
	
	can_join_society = { #add restriction for joining
		hidden_trigger = {
			NAND = { #AI cannot join if the society first rank is full
				ai = yes
				is_society_rank_full = { 
					society = viking_society
					rank = 1
				}
			}
		}
		NOT = { trait = incapable }
		age = 16
		NOT = { age = 60 }

		
		OR = {
			religion = norse_pagan
			religion = norse_pagan_reformed
			culture = norse
		}
		OR = {
			OR = {
				trait = misguided_warrior
				trait = tough_soldier
				trait = skilled_tactician
				trait = brilliant_strategist
			}
			martial = 10
		}
		custom_tooltip = {
			text = did_not_betray_society
			NOT = { has_character_flag = betrayed_vikings }
		}
		hidden_trigger = {
			NOT = { has_character_flag = society_join_block }
		}
		OR = {
			AND = {
				tier = EMPEROR
				prestige = 0
			}	
			AND = {
				tier = KING
				prestige = 25
			}
			AND = {
				tier = DUKE
				prestige = 50
			}
			AND = {
				tier = COUNT
				prestige = 100
			}
			AND = {
				tier = BARON
				prestige = 200
			}	
			AND = {
				lower_tier_than = BARON
				prestige = 400
			}			
		}
	}

	show_society = { #society will appear in the list if these are met
		age = 16
		OR = {
			religion = norse_pagan
			religion = norse_pagan_reformed
			culture = norse
		}
	}
	
	potential = { #will kick from society if these are no longer met
		NOT = { trait = incapable }
		NAND = {
			religion = norse_pagan
			religion = norse_pagan_reformed
			culture = norse
		}
	}
	
	society_rank = { #society ranks
		level = 1 #lowest rank
		limit = 50 #max member of that rank
		startup_limit = 25 #amount of member at the start if enabled
		modifier = { #modifiers of that rank, like opinion or cheaper holding construction
			monthly_character_prestige = 0.15
			diplomacy = -1
			martial = 1
		}
		decisions = {
		}
	}
	
	society_rank = {
		level = 2
		limit = 25
		startup_limit = 15
		modifier = { 
			monthly_character_prestige = 0.2
			martial = 2
			diplomacy = -1
		}
		decisions = {
			viking_rid_cowardice
		}
	}
	
	society_rank = {
		level = 3
		limit = 10
		startup_limit = 5
		modifier = {
			monthly_character_prestige = 0.25
			martial = 3
			diplomacy = -2
		}
		decisions = {
			viking_build_courage
		}
	}

	society_rank = {
		level = 4
		limit = 5 #there can be more than max rank member
		startup_limit = 1
		modifier = { 
			monthly_character_prestige = 0.4
			martial = 4
			diplomacy = -2
		}
		decisions = {
			viking_invite_warrior
		}
	}
	
	plots = {
	
	
	}
	
	monthly_currency_gain = { #how much society currency they gain
		name = viking_society_currency #localization name of the society currency, also see custom_localization
		
		per_attribute = { #based on attribute
    		name = martial
    		value = 0.5
    	}
		

		##maimed
		has_trait = {
			trait = one_eyed
			value = 1
		}
		has_trait = {
			trait = one_handed
			value = 1
		}		
		has_trait = {
			trait = one_legged
			value = 1
		}
		has_trait = {
			trait = scarred
			value = 1
		}
		##genetic
		has_trait = {
			trait = strong
			value = 5
		}
		has_trait = {
			trait = genius
			value = 3
		}
		has_trait = {
			trait = quick
			value = 2
		}
		has_trait = {
			trait = fair
			value = 1
		}
		##non-inheritable
		has_trait = {
			trait = robust
			value = 5
		}
		has_trait = {
			trait = shrewd
			value = 3
		}
		##lifestyle
		#martial
		has_trait = {
			trait = strategist
			value = 5
		}
		has_trait = {
			trait = duelist
			value = 3
		}
		has_trait = {
			trait = hunter
			value = 2
		}
		#intrigue
		has_trait = {
			trait = impaler
			value = 2
		}		
		##other
		has_trait = {
			trait = ambitious
			value = 3
		}
		has_trait = {
			trait = brave
			value = 3
		}
		has_trait = {
			trait = experimenter
			value = 2
		}
		has_trait = {
			trait = inspiring_leader
			value = 2
		}
		has_trait = {
			trait = light_foot_leader
			value = 2
		}
		##germanic pagan
		has_trait = {
			trait = viking
			value = 3
		}
		has_trait = {
			trait = ravager
			value = 4
		}
		has_trait = {
			trait = seaking
			value = 5
		}
		has_trait = {
			trait = sea_queen
			value = 5
		}
		has_trait = {
			trait = valhalla_bound
			value = 10
		}		
		has_trait = {
			trait = varangian
			value = 5
		}
	}
	member_score_per_attribute = 5	 #scores, mostly about who will be the next leader
	member_score_per_rank = 50

	member_score = {
		value = 20
		###positive modifiers
		##education
		#martial
		modifier = {
			factor = 1.25
			trait = misguided_warrior
		}
		modifier = {
			factor = 1.33
			trait = tough_soldier
		}
		modifier = {
			factor = 1.5
			trait = skilled_tactician
		}
		modifier = {
			factor = 1.66
			trait = brilliant_strategist
		}
		#stewardship
		modifier = {
			factor = 1.25
			trait = fortune_builder
		}
		modifier = {
			factor = 1.33
			trait = midas_touched
		}
		##health
		modifier = {
			factor = 1.1
			trait = scarred
		}
		modifier = {
			factor = 1.1
			trait = one_eyed
		}
		##genetic
		modifier = {
			factor = 3
			trait = strong
		}
		modifier = {
			factor = 1.5
			trait = genius
		}
		modifier = {
			factor = 1.25
			trait = quick
		}		
		modifier = {
			factor = 1.1
			trait = fair
		}
		##non-inheritable (non-genetic)
		modifier = {
			factor = 3
			trait = robust
		}
		modifier = {
			factor = 1.5
			trait = shrewd
		}
		##lifestyle
		#martial
		modifier = {
			factor = 3
			trait = strategist
		}			
		modifier = {
			factor = 2
			trait = duelist
		}
		modifier = {
			factor = 1.5
			trait = hunter
		}
		#intrigue
		modifier = {
			factor = 1.75
			trait = impaler
		}			
		modifier = {
			factor = -3
			trait = weak
		}
		#other
		modifier = {
			factor = 1.1
			trait = falconer
		}
		##Personality
		modifier = {
			factor = 1.1
			trait = diligent
		}
		modifier = {
			factor = 1.1
			trait = wroth
		}
		modifier = {
			factor = 1.1
			trait = proud
		}
		modifier = {
			factor = 1.05
			trait = greedy	
		}			
		##Other
		modifier = {
			factor = 2
			trait = ambitious
		}
		modifier = {
			factor = 2
			trait = brave
		}
		##Leadership
		modifier = {
			factor = 1.5
			trait = experimenter
		}
		modifier = {
			factor = 1.5
			trait = inspiring_leader
		}	
		modifier = {
			factor = 1.5
			trait = light_foot_leader
		}
		modifier = {
			factor = 1.5
			trait = organizer
		}
		modifier = {
			factor = 1.5
			trait = unyielding_leader
		}
		##Germanic Pagan
		#Male
		modifier = {
			factor = 3
			trait = viking
		}
		modifier = {
			factor = 4
			trait = ravager
		}
		modifier = {
			factor = 5
			trait = seaking
		}
		#Female
		modifier = {
			factor = 4
			trait = sea_queen
		}
		modifier = {
			factor = 3
			trait = shieldmaiden
		}
		##Crusader Traits
		modifier = {
			factor = 4
			trait = valhalla_bound
		}
		##Special
		modifier = {
			factor = 3
			trait = adventurer
		}
		modifier = {
			factor = 3
			trait = berserker
		}
		modifier = {
			factor = 2
			trait = varangian
		}			
		
		##Tier
		modifier = {
			factor = 10
			tier = EMPEROR
		}
		modifier = {
			factor = 8
			tier = KING
		}
		modifier = {
			factor = 6
			tier = DUKE
		}
		modifier = {
			factor = 4
			tier = COUNT
		}
		modifier = {
			factor = 2
			tier = BARON
		}		
		
	}
	
	startup_populate = { #trigger for who can be  the start-up population
	    trigger = {
			ai = yes
	    	controls_religion = no
			age = 16
			NOT = { age = 60 }
			is_in_society = no
			OR = {
				OR = {
					trait = misguided_warrior
					trait = tough_soldier
					trait = skilled_tactician
					trait = brilliant_strategist
				}
				martial = 10
			}
			OR = {
				religion = norse_pagan
				religion = norse_pagan_reformed
				culture = norse
			}
			NOR = {
				trait = craven
				trait = shy
				trait = slothful
				trait = weak
				trait = feeble
				trait = dull
				trait = dwarf
				trait = clubfooted	
			}
		}
	}
}