tutorial_society = { #society code name
	primary_attribute = martial #Its main attribute
	society_ranks_gfx = generic_ranks #which rank icon it will use, this is the generic one, replace it with the 
	opinion_to_other_members = -10 #opinion from/of other member, see wiki for all the options
	opinion_per_rank_above = +10
	# 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
	society_rank_up_decision = request_to_rank_up_within_society #this is the default decision, triggered by the rank-up button
	#society_rank_up_decision = request_to_rank_up_within_tutorial_society ####make a new decision like this if you want your own requirements
	sound = hermetic_society_interface #sound effect, see the sound.sfx in the game folder if you want to change the sound
	is_secret = no #can be joined openly or not, hide clothing from other members
	criminal = no #is it considered a "bad" society
	is_religious = no #affect opinion values
	devil_worshipper = no #if it will trigger devil society stuff
	society_influence = yes #show the society influence, use "no" if you do not plan on using it
	non_interference = { #AI will avoid messing with each others
		always = no 
	}
	
	active = { #if its on by default or not
		#default to always active, will start empty unless "indestructible = yes" and "startup_populate" are filled.
	}
	
	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 = tutorial_society
					rank = 1
				}
			}
		}
		NOT = { trait = incapable }
		age = 16
	}

	show_society = { #society will appear in the list if these are met
		age = 16
	}
	
	potential = { #will kick from society if these are no longer met
		NOT = { trait = incapable }
	}
	
	society_rank = { #society ranks
		level = 1 #lowest rank
		limit = 150 #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
			church_opinion = -5
		}
		decisions = { #rank based decisions power
			tutorial_society_power_1 #this one has a decision
			
			passive_power_tooltip #this one is just a tooltip
			#Passive powers are not real decision powers. They are to mark if X events have special interactions with people of that society and rank.
		}
	}
	
	society_rank = {
		level = 2
		limit = 100
		startup_limit = 15
		modifier = { 
			church_opinion = -10
		}
		decisions = {
		}
	}
	
	society_rank = {
		level = 3
		limit = 50
		startup_limit = 5
		modifier = {
			church_opinion = -15
		}
		decisions = {
		}
	}

	society_rank = {
		level = 4
		limit = 1 #there can be more than max rank member
		startup_limit = 1
		modifier = { 
			church_opinion = -20
		}
		decisions = {
		}
	}
	
	plots = {
	}
	
	monthly_currency_gain = { #how much society currency they gain
		name = tutorial_society_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 = weak
		}
		
		society_rank = { #based on the rank
			rank = 4
			value = 10
		}
		
		triggered_gain = { #based on any trigger you can think about
			desc = "society_gain_tier_duke_tooltip" #what will appear on the tooltip, you have to write the number itself, see the localization file
			trigger = {
				tier = duke
			}
			value = 3
		}
		
		triggered_gain = { #I've added an extra one to show the negative income localization
			desc = "society_gain_tier_catholic_tooltip" 
			trigger = {
				religion = catholic
			}
			value = -3
		}
	}

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

	member_score = {
		value = 10

		modifier = {
			factor = 3
			trait = strong
		}
		modifier = {
			factor = -3
			trait = weak
		}
	}
	
	startup_populate = { #trigger for who can be  the start-up population
	    trigger = {
			ai = yes
	    	controls_religion = no
			age = 16
			is_in_society = no
		}
	}
}