activity_hunt = {
	is_shown = {
		highest_held_title_tier > tier_barony
		is_playable_character = yes
		trigger_if = {
			limit = {
				is_ai = yes
			}
			years_from_game_start >= 3
			is_at_war = no
			ai_should_focus_on_building_in_their_capital = no
			OR = {
				has_character_flag = hunts_a_lot
				short_term_gold >= hunt_activity_base_cost
				AND = {
					gold >= hunt_activity_base_cost
					ai_has_warlike_personality = yes
				}
				AND = {
					house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
					short_term_treasury >= hunt_activity_base_cost
				}
				government_has_flag = government_is_nomadic
			}
			trigger_if = { # Throttle Counts
				limit = {
					highest_held_title_tier = tier_county
					NOR = {
						has_government = japan_administrative_government
						has_government = japan_feudal_government
					}
				}
				ai_boldness >= 100
			}
		}
		#Every other activity must be blocked until an uncrowned AI crowns themselves
		trigger_if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				has_realm_law = uncrowned
			}
		}
	}

	can_start_showing_failures_only = {
		NOT = { is_activity_type_on_cooldown = activity_hunt }
		is_available_adult = yes
		can_hunt_trigger = yes
		trigger_if = {
			limit = {
				OR = { has_government = landless_adventurer_government has_government = landless_minority_government   }
			}
			custom_tooltip = {
				text = adventurer_3_courtiers
				any_courtier = {
					count >= 3
					is_available_adult = yes
					can_hunt_trigger = yes
				}
			}
		}
		trigger_if = {
			limit = {
				government_has_flag = government_is_nomadic
			}
			is_landed = yes
		}
	}

	is_valid = {
		scope:host = {
			is_alive = yes
			is_imprisoned = no
			is_playable_character = yes
			NOT = { is_incapable = yes }
			top_liege = {
				NOT = { has_variable = banned_falconry_hunts }
			}
		}
		NOT = { has_variable = hunt_invalidated }
		trigger_if = {
			limit = { exists = var:hunt_started }
			exists = var:animal_type
		}
		# If no one shows up
		trigger_if = {
			limit = {
				is_current_phase_active = yes
			}
			has_attending_activity_guests = yes
		}
	}

	on_invalidated = {
		# Save scopes for flavor events
		scope:activity = {
			var:hunt_invalidated_flavor ?= { save_scope_as = invalidated_flavor }
			var:hunt_invalidated_culprit ?= { save_scope_as = invalidated_culprit }
			every_attending_character = {
				limit = {
					is_ai = no
					is_alive = yes
					NOR = {
						scope:invalidated_culprit ?= this
						scope:activity.activity_host = this
					}
				}
				add_to_list = attendees
			}
			if = { # Wound
				limit = { var:hunt_invalidated ?= flag:wounded }
				save_scope_as = wounded_invalidation
				every_in_list = {
					list = attendees
					trigger_event = hunt.0086
				}
			}
			else_if = { # Death
				limit = { var:hunt_invalidated ?= flag:death }
				save_scope_as = death_invalidation
				every_in_list = {
					list = attendees
					trigger_event = hunt.0080
				}
			}
			else_if = { # Assassination Attempt
				limit = { var:hunt_invalidated ?= flag:assassination_attempt }
				save_scope_as = assassination_invalidation
				every_in_list = {
					list = attendees
					trigger_event = hunt.0083
				}
			}
			else_if = { # Abduction Attempt
				limit = { var:hunt_invalidated ?= flag:abduction_attempt }
				save_scope_as = abduction_attempt_invalidation
				every_in_list = {
					list = attendees
					trigger_event = hunt.0084
				}
			}
			else_if = { # Abduction
				limit = { var:hunt_invalidated ?= flag:abduction }
				save_scope_as = abduction_invalidation
				every_in_list = {
					list = attendees
					trigger_event = hunt.0085
				}
			}
			else_if = { # Host Imprisoned
				limit = {
					scope:host = { is_imprisoned = yes}
				}
				every_in_list = {
					list = attendees
					trigger_event = hunt.0082
				}
			}
			# Host becomes unlanded
			else_if = {
				limit = {
					scope:host = {
						is_playable_character = no
					}
				}
				scope:activity = {
					activity_type = { save_scope_as = activity_type }
				}
				every_in_list = {
					list = attendees
					limit = { this != scope:host }
					trigger_event = activity_system.0320
				}
			}
			else_if = {
				limit = {
					scope:host = { is_incapable = yes }
				}
				scope:activity = {
					activity_type = { save_scope_as = activity_type }
				}
				scope:host = {
					trigger_event = activity_system.0330
				}
				every_in_list = {
					list = attendees
					limit = { this != scope:host }
					trigger_event = activity_system.0331
				}
			}
			else_if = { # No one shows up
				limit = {
					has_attending_activity_guests = no
					NOT = {
						scope:host = { has_character_flag = no_claims_to_land }
					}
				}
				scope:activity = {
					activity_type = { save_scope_as = activity_type }
					activity_location = { save_scope_as = location }
				}
				scope:host = { trigger_event = activity_system.0100 }
			}
			else_if = { # You don't have hunting rights
				limit = { var:hunt_invalidated ?= flag:landless }
				save_scope_as = landless_invalidation
				every_in_list = {
					list = attendees
					trigger_event = hunt.0080
				}
			}
			else_if = {
				limit = {
					has_activity_option = { category = special_type option = hunt_type_falconry }
					scope:host.top_liege = {
						NOT = { has_variable = banned_falconry_hunts }
					}
				}
				every_in_list = {
					list = attendees
					limit = { this != scope:host }
					trigger_event = tgp_hunt.0003
				}
			}
			else_if = {
				limit = { scope:host = { is_alive = no } }
				every_in_list = {
					list = attendees
					trigger_event = hunt.0087
				}
			}

			hunt_remove_variables_effect = yes
		}
	}

	cooldown = { years = standard_hunting_cooldown_time } # 4 years

	cost = {
		herd = {
			if = {
				limit = {
					OR = {
						NOT = { government_has_flag = government_is_nomadic }
						has_character_flag = free_hunt
						AND = {
							has_character_flag = free_falconry
							involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
						}
					}
				}
				value = 0
			}
			else = {
				add = {
					value = domicile.minor_herd_value
					min = 50
					desc = hunt_base_cost
				}
				if = {
					limit = {
						any_character_situation = {
							any_situation_sub_region = {
								has_sub_region_phase_parameter = the_great_steppe_cheaper_hunts
								any_situation_sub_region_participant_group = {
									participant_group_type = nomad_rulers_capital
									participant_group_has_character = root
								}
							}
						}

					}
					multiply = {
						value = 0.5
						desc = steppe_season_hunt_discount_desc
					}
				}
				if = {
					limit = {
						confederation ?= { has_cohesion_level_parameter = any_member_activity_cost_reduced }
					}
					multiply = {
						value = 0.9
						desc = CB_COHESION_PARAMETER_DISCOUNT
					}
				}
			}
			if = {
				limit = {
					var:tgp_ceremonial_liege_events_0020_discount ?= flag:hunt
				}
				multiply = {
					value = 0.85
					desc = tgp_ceremonial_liege_events_0020_discount_desc
				}
			}
		}
		gold = {
			if = {
				limit = {
					OR = {
						government_has_flag = government_is_nomadic
						has_character_flag = free_hunt
						government_has_flag = government_is_mandala
						AND = {
							house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
							has_treasury = yes
						}
						AND = {
							has_character_flag = free_falconry
							involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
						}
					}
				}
				value = 0
			}
			else = {
				add = {
					add = {
						value = hunt_activity_base_cost #Base level
						desc = hunt_base_cost
					}
					add = {
						value = hunt_activity_base_cost
						multiply = activity_cost_scale_by_era
						subtract = hunt_activity_base_cost
						desc = activity_cost_scale_by_era_desc
					}
					if = {
						limit = {
							domicile ?= { has_domicile_parameter = estate_cheaper_hunt_cost }
						}
						subtract = {
							value = 0
							add = {
								value = hunt_activity_base_cost
								add = {
									value = hunt_activity_base_cost
									multiply = activity_cost_scale_by_era
									subtract = hunt_activity_base_cost
								}
							}
							multiply = estate_cheaper_hunt_cost_value
							desc = estate_cheaper_hunt_cost_desc
						}
					}
					if = {
						limit = {
							dynasty ?= {
								has_dynasty_perk = law_legacy_1
							}
						}
						subtract = {
							value = 0
							add = {
								value = hunt_activity_base_cost
								add = {
									value = hunt_activity_base_cost
									multiply = activity_cost_scale_by_era
									subtract = hunt_activity_base_cost
								}
							}
							multiply = law_legacy_cost_reduction_mult
							desc = law_legacy_1_name
						}
					}
					if = {
						limit = {
							has_character_modifier = mpo_bountiful_hunting_modifier
						}
						multiply = {
							value = 0.8
							desc = mpo_bountiful_hunting_modifier
						}
					}
					#court.8140
					if = {
						limit = {
							has_character_flag = court_event_discount_hunt
						}
						multiply = {
							value = 0.5
							desc = court_event_discount_desc
						}
					}
					if = {
						limit = {
							government_has_flag = government_is_japan_feudal
						}
						multiply = {
							value = 0.75
							desc = japan_feudal_government
						}
					}
					if = {
						limit = {
							confederation ?= { has_cohesion_level_parameter = any_member_activity_cost_reduced }
						}
						multiply = {
							value = 0.9
							desc = CB_COHESION_PARAMETER_DISCOUNT
						}
					}
					if = {
						limit = {
							var:tgp_ceremonial_liege_events_0020_discount ?= flag:hunt
						}
						multiply = {
							value = 0.85
							desc = tgp_ceremonial_liege_events_0020_discount_desc
						}
					}
				}
			}
#			if = {
#				limit = {
#					has_title = title:e_minister_of_revenue
#				}
#				multiply = 0.85
#			}
		}
		treasury = { # Make sure this matches the gold cost above
			if = {
				limit = {
					house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
					has_treasury = yes
				}
				add = {
					add = {
						value = hunt_activity_base_cost #Base level
						desc = hunt_base_cost
					}
					add = {
						value = hunt_activity_base_cost
						multiply = activity_cost_scale_by_era
						subtract = hunt_activity_base_cost
						desc = activity_cost_scale_by_era_desc
					}
					if = {
						limit = {
							domicile ?= { has_domicile_parameter = estate_cheaper_hunt_cost }
						}
						subtract = {
							value = 0
							add = {
								value = hunt_activity_base_cost
								add = {
									value = hunt_activity_base_cost
									multiply = activity_cost_scale_by_era
									subtract = hunt_activity_base_cost
								}
							}
							multiply = estate_cheaper_hunt_cost_value
							desc = estate_cheaper_hunt_cost_desc
						}
					}
					if = {
						limit = {
							dynasty ?= {
								has_dynasty_perk = law_legacy_1
							}
						}
						subtract = {
							value = 0
							add = {
								value = hunt_activity_base_cost
								add = {
									value = hunt_activity_base_cost
									multiply = activity_cost_scale_by_era
									subtract = hunt_activity_base_cost
								}
							}
							multiply = law_legacy_cost_reduction_mult
							desc = law_legacy_1_name
						}
					}
					if = {
						limit = {
							has_character_modifier = mpo_bountiful_hunting_modifier
						}
						multiply = {
							value = 0.8
							desc = mpo_bountiful_hunting_modifier
						}
					}
					#court.8140
					if = {
						limit = {
							has_character_flag = court_event_discount_hunt
						}
						multiply = {
							value = 0.5
							desc = court_event_discount_desc
						}
					}
					if = {
						limit = {
							government_has_flag = government_is_japan_feudal
						}
						multiply = {
							value = 0.75
							desc = japan_feudal_government
						}
					}
					if = {
						limit = {
							confederation ?= { has_cohesion_level_parameter = any_member_activity_cost_reduced }
						}
						multiply = {
							value = 0.9
							desc = CB_COHESION_PARAMETER_DISCOUNT
						}
					}
					if = {
						limit = {
							var:tgp_ceremonial_liege_events_0020_discount ?= flag:hunt
						}
						multiply = {
							value = 0.85
							desc = tgp_ceremonial_liege_events_0020_discount_desc
						}
					}
				}
			}
			else = {
				value = 0
			}
#			if = {
#				limit = {
#					has_title = title:e_minister_of_revenue
#				}
#				multiply = 0.85
#			}
		}
		piety = {
			if = {
				limit = {
					NOT = { government_has_flag = government_is_mandala }
				}
				value = 0
			}
			else = {
				add = {
					add = {
						value = hunt_activity_base_cost #Base level
						desc = hunt_base_cost
					}
					add = {
						value = hunt_activity_base_cost
						multiply = activity_cost_scale_by_era
						subtract = hunt_activity_base_cost
						desc = activity_cost_scale_by_era_desc
					}
					if = {
						limit = {
							domicile ?= { has_domicile_parameter = estate_cheaper_hunt_cost }
						}
						subtract = {
							value = 0
							add = {
								value = hunt_activity_base_cost
								add = {
									value = hunt_activity_base_cost
									multiply = activity_cost_scale_by_era
									subtract = hunt_activity_base_cost
								}
							}
							multiply = estate_cheaper_hunt_cost_value
							desc = estate_cheaper_hunt_cost_desc
						}
					}
					if = {
						limit = {
							dynasty ?= {
								has_dynasty_perk = law_legacy_1
							}
						}
						subtract = {
							value = 0
							add = {
								value = hunt_activity_base_cost
								add = {
									value = hunt_activity_base_cost
									multiply = activity_cost_scale_by_era
									subtract = hunt_activity_base_cost
								}
							}
							multiply = law_legacy_cost_reduction_mult
							desc = law_legacy_1_name
						}
					}
					if = {
						limit = {
							has_character_modifier = mpo_bountiful_hunting_modifier
						}
						multiply = {
							value = 0.8
							desc = mpo_bountiful_hunting_modifier
						}
					}
					#court.8140
					if = {
						limit = {
							has_character_flag = court_event_discount_hunt
						}
						multiply = {
							value = 0.5
							desc = court_event_discount_desc
						}
					}
				}
			}
		}
	}

	ui_predicted_cost = {
		# All costs are balanced on County/Early Era starting point
		herd = {
			if = {
				limit = {
					OR = {
						NOT = { government_has_flag = government_is_nomadic }
						has_character_flag = free_hunt
						AND = {
							has_character_flag = free_falconry
							involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
						}
					}
				}
				value = 0
			}
			else = {
				add = { # Base cost, scaled by era
					value = domicile.minor_herd_value
					min = 50
				}

				# Options
				add = { # Attendants
					value = 0 # Local Game Keepers Cost
					add = domicile.miniscule_herd_value # Search Parties Cost
					add = domicile.minor_herd_value # Flushing Gangs Cost
					# Divide by the number of option levels +2 to get an average option cost
					divide = 5
				}
				add = { # Party Size
					value = 0 # Intimate Party Cost
					add = domicile.miniscule_herd_value # Reasonable Party Cost
					add = domicile.minor_herd_value # Substantial Party Cost
					# Divide by the number of option levels +2 to get an average option cost
					divide = 5
				}

				if = {
					limit = {
						any_character_situation = {
							any_situation_sub_region = {
								has_sub_region_phase_parameter = the_great_steppe_cheaper_hunts
								any_situation_sub_region_participant_group = {
									participant_group_type = nomad_rulers_capital
									participant_group_has_character = root
								}
							}
						}

					}
					multiply = {
						value = 0.5
					}
				}

				# Make it a multiple of 5 (rounded up)
				divide = 5
				ceiling = yes
				multiply = 5
				
				if = {
					limit = {
						OR = {
							has_character_flag = free_hunt
							AND = {
								has_character_flag = free_falconry
								involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
							}
						}
					}
					multiply = 0
				}
				if = {
					limit = {
						var:tgp_ceremonial_liege_events_0020_discount ?= flag:hunt
					}
					multiply = {
						value = 0.85
						desc = tgp_ceremonial_liege_events_0020_discount_desc
					}
				}
			}
		}
		gold = {
			if = {
				limit = {
					OR = {
						government_has_flag = government_is_nomadic
						has_character_flag = free_hunt
						AND = {
							has_character_flag = free_falconry
							involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
						}
						government_has_flag = government_is_mandala
						AND = {
							house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
							has_treasury = yes
						}
					}
				}
				value = 0
			}
			else = {
				add = { # Base cost, scaled by era
					value = hunt_activity_base_cost
					multiply = activity_cost_scale_by_era
				}

				# Options
				add = { # Attendants
					value = 0 # Local Game Keepers Cost
					add = 10 # Search Parties Cost
					add = 35 # Flushing Gangs Cost
					# Scale option costs by tier and era
					multiply = activity_cost_scale_by_tier
					multiply = activity_cost_scale_by_era
					# Divide by the number of option levels to get an average option cost
					divide = 3
				}
				add = { # Party Size
					value = 0 # Intimate Party Cost
					add = 10 # Reasonable Party Cost
					add = 35 # Substantial Party Cost
					# Scale option costs by tier and era
					multiply = activity_cost_scale_by_tier
					multiply = activity_cost_scale_by_era
					# Divide by the number of option levels to get an average option cost
					divide = 3
				}
				if = {
					limit = {
						dynasty ?= {
							has_dynasty_perk = law_legacy_1
						}
					}
					subtract = {
						value = hunt_activity_base_cost
						multiply = law_legacy_cost_reduction_mult
					}
				}

				#court.8140
				if = {
					limit = {
						has_character_flag = court_event_discount_feast
					}
					multiply = {
						value = 0.5
					}
				}

				# Adventurer
				if = {
				limit = { OR = { has_government = landless_adventurer_government has_government = landless_minority_government   } }
					multiply = 0.25
				}

				if = {
					limit = {
						var:tgp_ceremonial_liege_events_0020_discount ?= flag:hunt
					}
					multiply = {
						value = 0.85
						desc = tgp_ceremonial_liege_events_0020_discount_desc
					}
				}

				# Make it a multiple of 5 (rounded up)
				divide = 5
				ceiling = yes
				multiply = 5
			}
#			if = {
#				limit = {
#					has_title = title:e_minister_of_revenue
#				}
#				multiply = 0.85
#			}
		}
		treasury = { # Make sure this matches the gold cost above
			if = {
				limit = {
					house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
					has_treasury = yes
				}
				add = { # Base cost, scaled by era
					value = hunt_activity_base_cost
					multiply = activity_cost_scale_by_era
				}

				# Options
				add = { # Attendants
					value = 0 # Local Game Keepers Cost
					add = 10 # Search Parties Cost
					add = 35 # Flushing Gangs Cost
					# Scale option costs by tier and era
					multiply = activity_cost_scale_by_tier
					multiply = activity_cost_scale_by_era
					# Divide by the number of option levels to get an average option cost
					divide = 3
				}
				add = { # Party Size
					value = 0 # Intimate Party Cost
					add = 10 # Reasonable Party Cost
					add = 35 # Substantial Party Cost
					# Scale option costs by tier and era
					multiply = activity_cost_scale_by_tier
					multiply = activity_cost_scale_by_era
					# Divide by the number of option levels to get an average option cost
					divide = 3
				}
				if = {
					limit = {
						dynasty ?= {
							has_dynasty_perk = law_legacy_1
						}
					}
					subtract = {
						value = hunt_activity_base_cost
						multiply = law_legacy_cost_reduction_mult
					}
				}

				#court.8140
				if = {
					limit = {
						has_character_flag = court_event_discount_feast
					}
					multiply = {
						value = 0.5
					}
				}

				# Adventurer
				if = {
				limit = { OR = { has_government = landless_adventurer_government has_government = landless_minority_government   } }
					multiply = 0.25
				}

				if = {
					limit = {
						var:tgp_ceremonial_liege_events_0020_discount ?= flag:hunt
					}
					multiply = {
						value = 0.85
						desc = tgp_ceremonial_liege_events_0020_discount_desc
					}
				}

				# Make it a multiple of 5 (rounded up)
				divide = 5
				ceiling = yes
				multiply = 5
			}
			else = {
				value = 0
			}
#			if = {
#				limit = {
#					has_title = title:e_minister_of_revenue
#				}
#				multiply = 0.85
#			}
		}
		piety = {
			if = {
				limit = {
					NOT = { government_has_flag = government_is_mandala }
				}
				value = 0
			}
			else = {
				add = { # Base cost, scaled by era
					value = hunt_activity_base_cost
					multiply = activity_cost_scale_by_era
				}

				# Options
				add = { # Attendants
					value = 0 # Local Game Keepers Cost
					add = 10 # Search Parties Cost
					add = 35 # Flushing Gangs Cost
					# Scale option costs by tier and era
					multiply = activity_cost_scale_by_tier
					multiply = activity_cost_scale_by_era
					# Divide by the number of option levels to get an average option cost
					divide = 3
				}
				add = { # Party Size
					value = 0 # Intimate Party Cost
					add = 10 # Reasonable Party Cost
					add = 35 # Substantial Party Cost
					# Scale option costs by tier and era
					multiply = activity_cost_scale_by_tier
					multiply = activity_cost_scale_by_era
					# Divide by the number of option levels to get an average option cost
					divide = 3
				}
				if = {
					limit = {
						dynasty ?= {
							has_dynasty_perk = law_legacy_1
						}
					}
					subtract = {
						value = hunt_activity_base_cost
						multiply = law_legacy_cost_reduction_mult
					}
				}

				#court.8140
				if = {
					limit = {
						has_character_flag = court_event_discount_feast
					}
					multiply = {
						value = 0.5
					}
				}

				# Make it a multiple of 5 (rounded up)
				divide = 5
				ceiling = yes
				multiply = 5
			}
		}
	}

	on_host_death = {
		scope:activity = {
			save_scope_as = death_invalidation
			if = {
				limit = {
					has_activity_option = { category = special_type option = hunt_type_legendary }
				}
				save_scope_as = legendary_invalidation
			}
		}
		scope:host = {
			save_scope_as = invalidated_flavor
			player_heir ?= {
				save_scope_as = heir
				add_character_flag = {
					flag = hunt_heir
					weeks = 1
				}
				trigger_event = { id = hunt.0080 days = 1 }
			}
		}
	}

	is_location_valid = {
		custom_tooltip = {
			text = activity_location_any_game_tt
			hunt_animal_small_available_trigger = yes
		}
		trigger_if = {
			limit = { scope:special_option ?= flag:hunt_type_legendary }
			custom_tooltip = {
				text = activity_hunt_location_legendary_sighting_tt
				county = {
					has_county_modifier = hunt_sighting_legendary_modifier
					var:sighting_owner ?= scope:host
				}
			}
		}
		trigger_if = {
			limit = { scope:special_option ?= flag:hunt_type_nerge }
			custom_tooltip = {
				text = activity_hunt_location_nerge_recently_visited_tt
				county = {
					scope:host = {
						NOT = {
							is_target_in_variable_list = {
								name = recent_nerges
								target = prev
							}
						}
					}
				}
			}
		}
	}

	ai_will_do = {
		value = 0

		# Base
		add = {
			value = -10
			desc = "base"
		}
		if = {
			limit = {
				highest_held_title_tier <= tier_county
			}
			add = -20
		}
		# ai_value
		add = {
			value = ai_greed
			multiply = -0.5
			desc = "ai_greed"
		}
		add = {
			value = ai_boldness
			desc = "ai_boldness"
		}
		add = {
			value = ai_sociability
			multiply = 0.5
			desc = "ai_sociability"
		}
		if = {
			limit = {
				ai_energy < 0
			}
			add = {
				add = ai_energy
				desc = "ai_energy"
			}
		}
		# Dharmic Pacificism
		if = {
			limit = {
				hunt_dharmic_pacificist_trigger = yes
				NOT = { has_trait = sadistic }
			}
			add = {
				value = -40
				desc = tenet_dharmic_pacifism_name
			}
		}
		# Personality
		if = { # Avoids responsibilities
			limit = { has_trait = lazy }
			add = {
				value = 20
				desc = lazy
			}
		}
		if = {
			limit = { has_trait = ambitious }
			add = {
				value = 20
				desc = ambitious
			}
		}
		else_if = { # Better things to do
			limit = { has_trait = diligent }
			add = {
				value = -10
				desc = diligent
			}
		}
		if = { # Likes hurting things
			limit = { has_trait = sadistic }
			add = {
				value = 20
				desc = sadistic
			}
		}
		else_if = { # Empathetic
			limit = { has_trait = compassionate }
			add = {
				value = -10
				desc = compassionate
			}
		}
		if = { # Likes to socialize
			limit = { has_trait = gregarious }
			add = {
				value = 20
				desc = gregarious
			}
		}
		else_if = {
			limit = { has_trait = shy }
			add = {
				value = -10
				desc = shy
			}
		}
		if = {
			limit = { has_trait = reclusive }
			add = {
				value = -25
				desc = reclusive
			}
		}
		# Prestige
		if = {
			limit = { prestige < 0 }
			add = {
				value = 30
				desc = "Very low prestige"
			}
		}
		if = {
			limit = { prestige_level <= 1 }
			add = {
				value = 5
				desc = "Low prestige level"
			}
		}
		if = {
			limit = {
				prestige_level <= 2
				can_use_conquest_cbs_trigger = yes
				ai_has_warlike_personality = yes
			}
			add = {
				value = 15
				desc = "Can use conquest but has low prestige_level"
			}
		}
		if = {
			limit = {
				prestige <= 500
				can_use_conquest_cbs_trigger = yes
				ai_has_warlike_personality = yes
			}
			add = {
				value = 25
				desc = "Can use conquest but has low prestige"
			}
		}
		# Court
		if = {
			limit = {
				has_royal_court = yes
				has_court_type = court_warlike
			}
			add = {
				value = 15
				desc = court_warlike
			}
		}
		# Education
		if = {
			limit = { has_trait = education_martial }
			add = {
				value = 20
				desc = education_martial
			}
		}
		# Culture
		if = { # Prolific Hunters
			limit = {
				culture = { has_cultural_parameter = hunting_traits_more_common }
			}
			add = {
				value = 20
				desc = "hunting_traits_more_common"
			}
		}
		if = { # Prolific Hunters
			limit = {
				culture = { has_cultural_parameter = hunting_traits_more_valued }
			}
			add = {
				value = 20
				desc = "hunting_traits_more_valued"
			}
		}
		if = { # Sacred Hunts
			limit = {
				culture = { has_cultural_parameter = hunting_traits_more_pious }
			}
			add = {
				value = 20
				desc = "hunting_traits_more_pious"
			}
		}
		if = { # Bellicose
			limit = {
				culture = { has_cultural_pillar = ethos_bellicose }
			}
			add = {
				value = 15
				desc = ethos_bellicose
			}
		}
		# Lifestyle
		if = {
			limit = { has_trait = lifestyle_hunter }
			add = {
				value = 25
				desc = lifestyle_hunter
			}
		}
		if = {
			limit = {
				has_trait = lifestyle_hunter
				OR = {
					has_trait_xp = {
						trait = lifestyle_hunter
						track = hunter
						value >= trait_second_level
					}
					has_trait_xp = {
						trait = lifestyle_hunter
						track = falconer
						value >= trait_second_level
					}
				}
			}
			add = {
				value = 25
				desc = "experienced hunter"
			}
		}
		# Stress
		if = { # Low Stress
			limit = { stress >= lower_than_baseline_stress }
			add = {
				value = 20
				desc = "lower_than_baseline_stress"
			}
		}
		if = { # High Stress
			limit = { stress >= higher_than_baseline_stress }
			add = {
				value = 20
				desc = "higher_than_baseline_stress"
			}
		}
		if = { # Very High Stress
			limit = { stress >= high_stress }
			add = {
				value = 20
				desc = "high_stress"
			}
		}
		# Economic Archetype
		if = { # Too busy booming the economy
			limit = {
				NOT = { government_has_flag = government_is_nomadic }
				OR = {
					ai_has_economical_boom_personality = yes
					has_character_flag = ai_boom
				}
			}
			add = {
				value = -200
				desc = "Builder"
			}
		}
		if = { # Prestige? Pffft.
			limit = { ai_has_pious_builder_personality = yes }
			add = {
				value = -100
				desc = "Pious Builder"
			}
		}
		if = {
			limit = {
				top_liege != this
				has_vassal_stance = glory_hound
			}
			add = {
				value = 10
				desc = glory_hound
			}
		}
		if = {
			limit = { ai_has_warlike_personality = yes }
			add = {
				value = 20
				desc = "Warlike"
			}
		}
		# Economy Sanity
		if = { # Work first, play later
			limit = {
				NOT = { government_has_flag = government_is_nomadic }
				exists = capital_county
				capital_county.title_province = { free_building_slots > 0 }
			}
			add = {
				value = -35
				desc = "Work first, play later"
			}
		}
		# Sightings
		if = {
			limit = {
				NOT = {
					any_sub_realm_county = {
						OR = {
							has_county_modifier = hunt_sighting_standard_modifier
							has_county_modifier = hunt_sighting_dangerous_modifier
							has_county_modifier = hunt_sighting_falconry_modifier
							has_county_modifier = hunt_sighting_legendary_modifier
						}
						var:sighting_owner ?= root
					}
				}
			}
			add = {
				value = -10
				desc = "No Sighting"
			}
		}
		if = {
			limit = {
				any_sub_realm_county = {
					OR = {
						has_county_modifier = hunt_sighting_standard_modifier
						has_county_modifier = hunt_sighting_dangerous_modifier
						has_county_modifier = hunt_sighting_falconry_modifier
					}
					var:sighting_owner ?= root
				}
			}
			add = {
				value = 25
				desc = "Sighting"
			}
		}
		if = {
			limit = {
				any_sub_realm_county = {
					has_county_modifier = hunt_sighting_legendary_modifier
					var:sighting_owner ?= root
				}
			}
			add = {
				value = 50
				desc = "Legendary Sighting"
			}
		}
		if = {
			limit = {
				short_term_gold >= hunt_activity_base_cost
				short_term_gold >= major_gold_value
			}
			add = {
				value = 30
				desc = "Got gold to burn"
			}
		}
		if = {
			limit = {
				house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
				has_treasury = yes
				short_term_treasury >= hunt_activity_base_cost
				short_term_treasury >= major_gold_value
			}
			add = {
				value = 30
				desc = "Got treasury to burn"
			}
		}
		if = {
			limit = { has_character_flag = hunts_a_lot }
			add = {
				value = 500
				desc = "hunts a lot"
			}
		}
		if = {
			limit = {
				government_has_flag = government_is_nomadic
			}
			add = {
				value = 1000
				desc = "nomads love hunting"
			}
		}
		if = {
			limit = {
				has_variable = conqueror
				OR = {
					AND = {
						prestige_level < 4
						can_use_conquest_cbs_trigger = yes
					}
					prestige < 1000
				}
			}
			add = {
				value = 1000
				desc = "conqueror looking for prestige"
			}
		}
		if = {
			limit = {
				has_variable = conqueror
				trigger_if = {
					limit = {
						prestige_level >= 4
						can_use_conquest_cbs_trigger = yes
					}
					prestige_level >= 4
				}
				prestige >= 1000
			}
			add = {
				value = -5000
				desc = "conqueror sated for prestige"
			}
		}
		# Legitimacy
		if = {
			limit = {
				is_valid_for_legitimacy_change = yes
			}
			if = { # Low Legitimacy
				limit = {
					OR = {
						legitimacy_level = 1
						legitimacy_level = 2
					}
				}
				add = {
					value = 10
					desc = "low_legitimacy"
				}
			}
			if = { # Very Low Legitimacy
				limit = {
					legitimacy_level = 0
				}
				add = {
					value = 20
					desc = "low_legitimacy"
				}
			}
		}
		# Plague
		if = {
			limit = {
				any_held_title = {
					title_tier = county
					has_province_with_epidemic = { intensity < apocalyptic }
				}
				would_follow_social_distancing_value >= -1
			}
			add = {
				value = -60
				desc = "Plague in Domain"
			}
		}
		else_if = {
			limit = {
				any_realm_county = {
					has_province_with_epidemic = { intensity < apocalyptic }
				}
				would_follow_social_distancing_value >= -1
			}
			add = {
				value = -20
				desc = "Plague in Top Realm"
			}
		}
		if = {
			limit = {
				any_held_title = {
					title_tier = county
					has_province_with_epidemic = { intensity = apocalyptic }
				}
			}
			add = {
				value = -200
				desc = "Apocalyptic Plague in Domain"
			}
		}
		else_if = {
			limit = {
				any_held_title = {
					title_tier = county
					has_province_with_epidemic = { intensity = apocalyptic }
				}
			}
			add = {
				value = -40
				desc = "Apocalyptic Plague in Top Realm"
			}
		}
		#Government type
		if = {
			limit = { government_has_flag = government_is_mandala }
			add = {
				value = -50
				desc = "Has Mandala Government"
			}
		}
		if = {
        	limit = {
        	    any_held_title = {
					tier = tier_county
        	        any_county_province_epidemic = {
        	            count >= 1
        	            outbreak_intensity < apocalyptic
        	        }
        	    }
        	    would_follow_social_distancing_value >= -1
        	}
        	add = {
        	    value = -60
        	    desc = "Plague in Domain"
        	}
    	}
    	else_if = {
    	    limit = {
    	        any_realm_county = {
    	            any_county_province_epidemic = {
    	                count >= 1
    	                outbreak_intensity < apocalyptic
    	            }
    	        }
    	        would_follow_social_distancing_value >= -1
    	    }
    	    add = {
    	        value = -20
    	        desc = "Plague in Top Realm"
    	    }
    	}
    	if = {
    	    limit = {
    	        any_held_title = {
					tier = tier_county
    	            any_county_province_epidemic = {
    	                count >= 1
    	                outbreak_intensity = apocalyptic
    	            }
    	        }
    	    }
    	    add = {
    	        value = -200
    	        desc = "Apocalyptic Plague in Domain"
    	    }
    	}
    	else_if = {
    	    limit = {
    	        any_held_title = {
					tier = tier_county
    	            any_county_province_epidemic = {
    	                count >= 1
    	                outbreak_intensity = apocalyptic
    	            }
    	        }
    	    }
    	    add = {
    	        value = -40
    	        desc = "Apocalyptic Plague in Top Realm"
    	    }
    	}
		#ACH Greatest Hunter Oath
		if = {
			limit = {
				has_character_modifier = oath_greatest_hunter
			}
			add = {
				value = 200
				desc = "Greatest Hunter Oath"
			}
		}
	}

	host_description = {
		desc = activity_hunt_host_desc
		triggered_desc = {
			trigger = {
				has_dlc_feature = legends
				NOT = { has_game_rule = historical_legends_only }
			}
			desc = activity_legend_seed_tt
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					culture = { has_cultural_parameter = sacred_hunts }
				}
				desc = activity_hunt_host_desc_piety
			}
			desc = activity_hunt_host_desc_prestige
		}
		first_valid = {
			triggered_desc = {
				trigger = { has_trait = lifestyle_hunter }
				desc = activity_hunt_host_desc_trait_xp
			}
			desc = activity_hunt_host_desc_trait
		}
		triggered_desc = {
			trigger = {
				has_dlc_feature = accolades
			}
			desc = activity_hunt_guest_desc_accolade
		}
		triggered_desc = {
			trigger = {
				is_landless_adventurer = no
				NOT = { employs_court_position = master_of_hunt_court_position }
			}
			desc = activity_hunt_host_desc_moh
		}
		triggered_desc = {
			trigger = {
				OR = { has_government = landless_adventurer_government has_government = landless_minority_government   }
				NOT = { employs_court_position = huntperson_camp_officer }
			}
			desc = activity_hunt_host_desc_huntsperson
		}
		triggered_desc = {
			trigger = {
				is_landed = yes
				NOT = {
					any_held_county = {
						any_county_province = {
							NOT = { exists = var:recent_hunt_held }
						}
					}
				}
			}
			desc = activity_hunt_host_desc_recent
		}
	}

	guest_description = {
		first_valid = {
			triggered_desc = {
				trigger = {
					culture = { has_cultural_parameter = sacred_hunts }
				}
				desc = activity_hunt_host_desc_piety
			}
			desc = activity_hunt_host_desc_prestige
		}
		first_valid = {
			triggered_desc = {
				trigger = { has_trait = lifestyle_hunter }
				desc = activity_hunt_host_desc_trait_xp
			}
			desc = activity_hunt_host_desc_trait
		}
		desc = activity_hunt_guest_desc_accolade
	}

	conclusion_description = {
		first_valid = {
			triggered_desc = {
				trigger = {
					activity_is_nerge_type = no
					scope:activity.var:hunt_success_chance >= 50
					scope:activity.var:hunt_success_chance_event >= hunt_activity_success_increase_medium_value
				}
				desc = hunt.9001.desc_good
			}
			triggered_desc = {
				trigger = {
					activity_is_nerge_type = no
					scope:activity.var:hunt_success_chance >= 50
					scope:activity.var:hunt_success_chance_event < hunt_activity_success_decrease_minor_value
				}
				desc = hunt.9001.desc_good_bad
			}
			triggered_desc = {
				trigger = {
					activity_is_nerge_type = no
					scope:activity.var:hunt_success_chance < 50
					scope:activity.var:hunt_success_chance_event < hunt_activity_success_decrease_minor_value
				}
				desc = hunt.9001.desc_bad
			}
			triggered_desc = {
				trigger = {
					activity_is_nerge_type = no
					scope:activity.var:hunt_success_chance < 50
					scope:activity.var:hunt_success_chance_event >= hunt_activity_success_increase_medium_value
				}
				desc = hunt.9001.desc_bad_good
			}
			triggered_desc = {
				trigger = {
					activity_is_nerge_type = no
				}
				desc = hunt.9001.desc_same
			}
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:activity = {
						has_activity_option = { category = special_type option = hunt_type_legendary }
					}
				}
				desc = activity_hunt_conclusion_desc_legendary_success
			}
			triggered_desc = {
				trigger = {
					scope:activity = {
						has_activity_option = { category = special_type option = hunt_type_legendary }
					}
				}
				desc = activity_hunt_conclusion_desc_legendary
			}
			triggered_desc = {
				trigger = {
					scope:activity = {
						has_activity_option = { category = special_type option = hunt_type_falconry }
					}
				}
				desc = activity_hunt_conclusion_desc_falconry_success
			}
			triggered_desc = {
				trigger = {
					scope:activity = {
						has_activity_option = { category = special_type option = hunt_type_falconry }
					}
				}
				desc = activity_hunt_conclusion_desc_falconry
			}
			triggered_desc = {
				trigger = {
					activity_is_nerge_type = no
					scope:activity.var:hunt_success ?= flag:yes
				}
				desc = activity_hunt_conclusion_desc_standard_success
			}
			triggered_desc = {
				trigger = {
					activity_is_nerge_type = no
				}
				desc = activity_hunt_conclusion_desc_standard
			}
		}
		first_valid = { # Nerge Text
			triggered_desc = {
				trigger = {
					activity_is_nerge_type = yes
					scope:activity.var:activity_special_type_progression < 25
				}
				desc = activity_hunt_conclusion_nerge_desc_failed
			}
			triggered_desc = {
				trigger = {
					activity_is_nerge_type = yes
					scope:activity.var:activity_special_type_progression <= 50
				}
				desc = activity_hunt_conclusion_nerge_desc_standard
			}
			triggered_desc = {
				trigger = {
					activity_is_nerge_type = yes
					scope:activity.var:activity_special_type_progression <= 100
				}
				desc = activity_hunt_conclusion_nerge_desc_excellent
			}
		}
	}

	###################
	# PARAMETERS
	###################

	is_single_location = yes

	###################
	# LOCATION
	###################

	province_filter = domicile_realm
	ai_province_filter = domicile_domain

	province_description = {
		desc = activity_hunt_province_desc
		# +++ / triple plus good
		triggered_desc = {
			trigger = {
				scope:special_option ?= flag:hunt_type_standard
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
				county ?= { has_county_modifier = hunt_sighting_standard_modifier }
			}
			desc = activity_hunt_province_desc_standard_sighting
		}
		triggered_desc = {
			trigger = {
				scope:special_option ?= flag:hunt_type_standard
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
				county ?= { has_county_modifier = hunt_sighting_dangerous_modifier }
			}
			desc = activity_hunt_province_desc_dangerous_sighting
		}
		triggered_desc = {
			trigger = {
				scope:special_option ?= flag:hunt_type_falconry
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
				county ?= { has_county_modifier = hunt_sighting_falconry_modifier }
			}
			desc = activity_hunt_province_desc_falconry_sighting
		}
		triggered_desc = {
			trigger = {
				has_building = royal_forest_03
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_royal_forest_major
		}
		triggered_desc = {
			trigger = {
				has_building_or_higher = hunting_grounds_06
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_hunting_grounds_major
		}
		triggered_desc = {
			trigger = {
				has_building_or_higher = rainbow_mountains_01
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_rainbow_mountains_major
		}
		triggered_desc = {
			trigger = {
				has_building_or_higher = chocolate_hills_01
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_chocolate_hills_major
		}
		triggered_desc = {
			trigger = {
				has_building_or_higher = visegrad_castle_01
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_visegrad_castle_01_major
		}
		triggered_desc = {
			trigger = {
				county = { 
					any_county_province = {
						has_building_or_higher = legendary_hunting_lodge 
					}
				}
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_legendary_hunting_lodge
		}
		triggered_desc = {
			trigger = {
				OR = {
					terrain = taiga
					terrain = forest
					terrain = mountains
					terrain = jungle
				}
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_terrain_great
		}
		triggered_desc = {
			trigger = {
				OR = {
					has_province_modifier = inspection_hidden_hinterlands_recruit_modifier
					has_province_modifier = inspection_hidden_hinterlands_hunters_modifier
				}
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_hidden_hinterlands
		}
		triggered_desc = {
			trigger = {
				exists = county
				county = { uses_county_fertility = yes }
				county.county_fertility >= great_county_fertility_level
			}
			desc = activity_hunt_province_desc_fertility_great
		}
		# --- / triple minus bad
		triggered_desc = {
			trigger = {
				OR = {
					terrain = farmlands
					terrain = floodplains
				}
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_terrain_terrible
		}
		triggered_desc = {
			trigger = {
				exists = county
				county.development_level >= medium_development_level
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_development_terrible
		}
		triggered_desc = {
			trigger = {
				has_building_or_higher = logging_camps_06
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_logging_camps_major
		}
		triggered_desc = {
			trigger = {
				exists = var:recent_hunt_held
				var:recent_hunt_held >= 5
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_recent_hunt_major
		}
		# ++ / double plus good
		triggered_desc = {
			trigger = {
				has_holding = no
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_no_holding
		}
		triggered_desc = {
			trigger = {
				has_building = royal_forest_02
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_royal_forest_medium
		}
		triggered_desc = {
			trigger = {
				has_building_or_higher = hunting_grounds_03
				NOT = { has_building_or_higher = hunting_grounds_06 }
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_hunting_grounds_medium
		}
		triggered_desc = {
			trigger = {
				exists = county
				county = { uses_county_fertility = yes }
				county.county_fertility < great_county_fertility_level
				county.county_fertility >= good_county_fertility_level
			}
			desc = activity_hunt_province_desc_fertility_good
		}
		# -- / double minus bad
		triggered_desc = {
			trigger = {
				OR = {
					terrain = desert
					terrain = desert_mountains
					terrain = oasis
				}
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_terrain_bad
		}
		triggered_desc = {
			trigger = {
				exists = county
				county.development_level < medium_development_level
				county.development_level >= bad_development_level
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_development_bad
		}
		triggered_desc = {
			trigger = {
				has_building_or_higher = logging_camps_03
				NOT = { has_building_or_higher = logging_camps_06 }
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_logging_camps_medium
		}
		triggered_desc = {
			trigger = {
				exists = var:recent_hunt_held
				var:recent_hunt_held >= 2
				var:recent_hunt_held <= 4
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_recent_hunt_medium
		}
		# + / plus good
		triggered_desc = {
			trigger = {
				has_building = royal_forest_01
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_royal_forest_minor
		}
		triggered_desc = {
			trigger = {
				has_building_or_higher = hunting_grounds_01
				NOT = { has_building_or_higher = hunting_grounds_03 }
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_hunting_grounds_minor
		}
		triggered_desc = {
			trigger = {
				county ?= { has_county_modifier = hunt_mismanaged_game_modifier }
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_punished_poachers
		}
		triggered_desc = {
			trigger = {
				county ?= { has_county_modifier = ep3_abundant_game_modifier }
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_abundant_game
		}
		triggered_desc = {
			trigger = {
				OR = {
					terrain = hills
					terrain = wetlands
				}
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_terrain_good
		}
		triggered_desc = {
			trigger = {
				scope:host.culture ?= {
					OR = {
						AND = { # Forests
							has_cultural_parameter = forest_hunt_success_chance
							root = {
								OR = {
									terrain = forest
									terrain = taiga
								}
							}
						}
						AND = { # Hills
							has_cultural_parameter = hills_hunt_success_chance
							root = { terrain = hills }
						}
						AND = { # Deserts
							has_cultural_parameter = desert_hunt_success_chance
							root = {
								OR = {
									terrain = desert
									terrain = oasis
								}
							}
						}
						AND = { # Steppes
							has_cultural_parameter = steppe_hunt_success_chance
							root = { terrain = steppe }
						}
						AND = { # Mountains
							has_cultural_parameter = mountains_hunt_success_chance
							root = {
								OR = {
									terrain = mountains
									terrain = desert_mountains
								}
							}
						}
						AND = { # Drylands
							has_cultural_parameter = drylands_hunt_success_chance
							root = {
								OR = {
									terrain = drylands
									terrain = desert
								}
							}
						}
						AND = { # Jungle
							has_cultural_parameter = jungle_hunt_success_chance
							root = { terrain = jungle }
						}
						AND = { # Wetlands
							has_cultural_parameter = wetlands_hunt_success_chance
							root = {
								OR = {
									terrain = wetlands
									terrain = floodplains
								}
							}
						}
					}
				}
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_culture
		}
		triggered_desc = {
			trigger = {
				exists = county
				county = { uses_county_fertility = yes }
				county.county_fertility < good_county_fertility_level
				county.county_fertility >= medium_county_fertility_level
			}
			desc = activity_hunt_province_desc_fertility
		}
		# - / minus bad
		triggered_desc = {
			trigger = {
				exists = county
				county.development_level < bad_development_level
				county.development_level >= terrible_development_level
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_development
		}
		triggered_desc = {
			trigger = {
				county ?= { has_county_modifier = hunt_mismanaged_game_modifier }
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_mismanaged_game
		}
		triggered_desc = {
			trigger = {
				county ?= { has_county_modifier = ep3_wild_predators_modifier }
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_wild_predators
		}
		triggered_desc = {
			trigger = {
				has_building_or_higher = logging_camps_01
				NOT = { has_building_or_higher = logging_camps_03 }
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_logging_camps_minor
		}
		triggered_desc = {
			trigger = {
				exists = var:recent_hunt_held
				var:recent_hunt_held <= 1
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			desc = activity_hunt_province_desc_recent_hunt_minor
		}
	}

	max_province_icons = 5

	province_score = {
		add = hunt_province_reference_value
		if = {
			limit = {
				NOT = { scope:special_option ?= flag:hunt_type_nerge }
			}
			# SIGHTINGS
			if = {
				limit = {
					OR = {
						# Standard
						AND = {
							OR = {
								county = { has_county_modifier = hunt_sighting_standard_modifier }
								county = { has_county_modifier = hunt_sighting_dangerous_modifier }
							}
							scope:special_option ?= flag:hunt_type_standard
						}
						# Falconry
						AND = {
							county = { has_county_modifier = hunt_sighting_falconry_modifier }
							scope:special_option ?= flag:hunt_type_falconry
						}
					}
				}
				add = 20
			}
			# LEGENDARY BUILDING
			if = {
				limit = {
					county = {
						any_county_province = {
							has_building_or_higher = legendary_hunting_lodge
						}
					}
				}
				add = 50
			}
			# Stop AI stealing sightings
			if = {
				limit = {
					scope:host = { is_ai = yes }
					exists = county.var:animal_type
					NOT = { var:sighting_owner ?= scope:host }
				}
				add = -1000
			}
		}
		else_if = {
			limit = {
				scope:special_option ?= flag:hunt_type_nerge
			}
			add = county.county_fertility
		}
	}

	###################
	# GRAPHICS
	###################

	map_entity = {
		trigger = {
			activity_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
				}
			}
		}
		reference = "building_mena_hunt_01_entity"
	}

	map_entity = {
		trigger = {
			activity_location.culture = {
				has_graphical_india_culture_group_trigger = yes
			}
		}
		reference = "building_indian_hunt_01_entity"
	}

	map_entity = "building_western_hunt_01_entity"

	# Travel
	background = { # Bridge
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				is_riverside_province = yes
				geographical_region = world_europe
				OR = {
					terrain = farmlands
					terrain = plains
					terrain = mountains
					terrain = hills
				}
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/ep2_travel_bridge.dds"
		environment = "environment_travel_bridge"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #Rice Fields - If we have Paddy fields AND/or terraced hills
	#This goes before other terrain since it can override in many different terrains if built
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				terrain = farmlands
				OR = {
					terrain = terraced_hills
					has_building_or_higher = paddy_fields_01
				}
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/tgp_rice_fields.dds"
		environment = "environment_tgp_rice_fields"
		ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_rice_fields"
	}

	background = { #Farmlands - East Asia
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				terrain = farmlands
				culture = { has_graphical_east_asia_culture_group_trigger = yes }
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/tgp_farm_asia.dds"
		environment = "environment_tgp_farm_asia"
		ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_farm_asia"
	}

	background = { # Farmland, settled
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				terrain = farmlands
				exists = province_owner
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/ep2_travel_farm.dds"
		environment = "environment_travel_farmlands"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
	background = { # Farmland, unsettled
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				terrain = farmlands
				NOT = { exists = province_owner }
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/farms.dds"
		environment = "environment_event_farms"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}

	background = { #Desert, settled
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				graphical_wilderness_desert_trigger = yes
				exists = province_owner
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/ep2_travel_desert.dds"
		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}
	background = { #Desert, unsettled
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				graphical_wilderness_desert_trigger = yes
				NOT = { exists = province_owner }
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/desert.dds"
		environment = "environment_event_bp1_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}

	background = { #forest snowy
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location ?= { hunt_snowy_forest_trigger = yes }
		}
		texture = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds"
		environment = "environment_hunt_snowy_forest"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #forest_pine
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				graphical_wilderness_forest_pine_trigger = yes
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/forest_pine.dds"
		environment = "environment_event_forest_pine"
		ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day"
	}

	background = { #forest
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				graphical_wilderness_forest_trigger = yes
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/forest.dds"
		environment = "environment_event_forest"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}

	background = { #mountains, settled
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				graphical_wilderness_mountains_trigger = yes
				exists = province_owner
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/ep2_travel_mountains.dds"
		environment = "environment_travel_mountain_settlement"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}
	background = { #mountains, unsettled
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				graphical_wilderness_mountains_trigger = yes
				NOT = { exists = province_owner }
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/mountains.dds"
		environment = "environment_event_mountains"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { #steppe, settled
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				graphical_wilderness_steppe_trigger = yes
				exists = province_owner
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/ep2_travel_steppe.dds"
		environment = "environment_travel_steppe_settlement"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}
	background = { #steppe, unsettled
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				graphical_wilderness_steppe_trigger = yes
				NOT = { exists = province_owner }
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/steppe.dds"
		environment = "environment_event_steppe"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}

	background = { #drylands (formerly desert)
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				graphical_drylands_trigger = yes
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/drylands.dds"
		environment = "environment_event_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}

	background = { #wetlands
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				graphical_wilderness_wetlands_trigger = yes
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/bp1_wetlands.dds"
		environment = "environment_event_bp1_wetlands"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}

	background = { #jungle
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				graphical_wilderness_jungle_trigger = yes
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/bp1_jungle.dds"
		environment = "environment_event_bp1_jungle"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}

	background = { #plains, settled
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				graphical_plains_trigger = yes
				exists = province_owner
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds"
		environment = "environment_travel_hills_settlement"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
	background = { #plains, unsettled
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				graphical_plains_trigger = yes
				NOT = { exists = province_owner }
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/bp1_plains.dds"
		environment = "environment_event_bp1_plains"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}

	background = { #hills, settled
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				graphical_hills_trigger = yes
				exists = province_owner
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/ep2_travel_hills.dds"
		environment = "environment_travel_hills_settlement"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
	background = { #hills, unsettled
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				graphical_hills_trigger = yes
				NOT = { exists = province_owner }
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/bp1_hills.dds"
		environment = "environment_event_bp1_hills"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}

	background = { #sea
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				is_sea_province = yes
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
		environment = "environment_event_fp1_ocean"
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}

	# End Travel

	background = { # Snowy Forest
		trigger = {
			activity_location = { hunt_snowy_forest_trigger = yes }
		}
		texture = "gfx/interface/illustrations/event_scenes/ep2_hunt_snowy_forest.dds"
		environment = "environment_hunt_snowy_forest"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = { # Mountains
		trigger = {
			activity_location = { graphical_wilderness_mountains_trigger = yes }
		}
		texture = "gfx/interface/illustrations/event_scenes/mountains.dds"
		environment = "environment_event_mountains"
		ambience = "event:/SFX/Events/Backgrounds/mountains_day"
	}

	background = {
		trigger = {
			scope:host = {
				government_has_flag = government_is_nomadic
			}
			NOT = { scope:activity = { has_variable = nerge_began } }
		}
		texture = "gfx/interface/illustrations/event_scenes/mpo_hunt_steppe.dds"
		environment = "environment_mpo_hunt_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_hunt_steppe"
	}

	background = { # Steppe
		trigger = {
			activity_location = { graphical_wilderness_steppe_trigger = yes }
		}
		texture = "gfx/interface/illustrations/event_scenes/steppe.dds"
		environment = "environment_event_steppe"
		ambience = "event:/SFX/Events/Backgrounds/steppe_day"
	}

	background = { #Desert
		trigger = {
			activity_location = { graphical_wilderness_desert_trigger = yes }
		}
		texture = "gfx/interface/illustrations/event_scenes/desert.dds"
		environment = "environment_event_bp1_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}

	background = { # Jungle
		trigger = {
			activity_location = { graphical_wilderness_jungle_trigger = yes }
		}
		texture = "gfx/interface/illustrations/event_scenes/bp1_jungle.dds"
		environment = "environment_event_bp1_jungle"
		ambience = "event:/SFX/Events/Backgrounds/deciduous_forest_day"
	}

	background = { # Drylands
		trigger = {
			activity_location = { graphical_drylands_trigger = yes }
		}
		texture = "gfx/interface/illustrations/event_scenes/drylands.dds"
		environment = "environment_event_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}
	background = { #Desert, settled, Tribal
		trigger = {
			activity_location ?= {
				OR = {
					graphical_wilderness_desert_trigger = yes
					terrain = drylands
				}
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/desert_nomad.dds"
		environment = "environment_travel_desert"
		ambience = "event:/SFX/Events/Backgrounds/desert_day"
	}
	background = { # Nomad Camp
		trigger = {
			activity_host = { government_has_flag = government_is_nomadic }
		}
		texture = "gfx/interface/illustrations/event_scenes/mpo_hunt_steppe.dds"
		environment = "environment_mpo_hunt_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_hunt_steppe"
	}
	background = { #SE Asia and India tribals
		trigger = {
			activity_location = {
				OR = {
					geographical_region = world_asia
					geographical_region = world_burma
					geographical_region = world_india
				}
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/tgp_hunt_generic_asia.dds"
		environment = "environment_tgp_hunt_generic_asia" 
		ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_hunt_generic_asia" 
	}
	background = { # Camp
		texture = "gfx/interface/illustrations/event_scenes/ep2_hunt_poachers_camp.dds"
		environment = "environment_event_forest_pine"
		ambience = "event:/SFX/Events/Backgrounds/coniferous_forest_day"
	}

	### Plug in widgets
	activity_window_widgets = {
		hunt_success_chance = "activity_plugin_widgets_summary"
		nerge_special_type_progression = "activity_plugin_widgets_summary"
		artifact_rewards = "activity_plugin_widgets_conclusion"
		trait_rewards = "activity_plugin_widgets_conclusion"
	}

	window_characters = {
		hunter = {
			camera = camera_event_center

			effect = {
				if = {
					limit = {
						activity_is_nerge_type = no
						scope:host.location = scope:activity.activity_location
					}
					if = {
						limit = {
							scope:player ?= {
								NOR = {
									this = scope:host
									AND = {
										exists = scope:host.court_position:master_of_hunt_court_position
										this = scope:host.court_position:master_of_hunt_court_position
									}
									AND = {
										exists = scope:host.court_position:huntperson_camp_officer
										this = scope:host.court_position:huntperson_camp_officer
									}
									AND = {
										exists = var:animal_slayer
										this = var:animal_slayer
									}
								}
							}
						}
						scope:player ?= { add_to_list = characters }
					}
					else_if = {
						limit = {
							exists = scope:host.intent_target
							any_attending_character = {
								location = scope:activity.activity_location
								this != scope:host
								this = scope:host.intent_target
							}
						}
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								this != scope:host
								this = scope:host.intent_target
							}
							add_to_list = characters
						}
					}
					else_if = {
						limit = {
							any_attending_character = {
								location = scope:activity.activity_location
								this != scope:host
								OR = {
									has_relation_lover = scope:host
									has_relation_friend = scope:host
								}
							}
						}
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								this != scope:host
								OR = {
									has_relation_lover = scope:host
									has_relation_friend = scope:host
								}
							}
							add_to_list = characters
						}
					}
					else_if = {
						limit = {
							any_attending_character = {
								location = scope:activity.activity_location
								this != scope:host
								is_councillor_of = scope:host
							}
						}
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								this != scope:host
								is_councillor_of = scope:host
							}
							add_to_list = characters
						}
					}
					else_if = {
						limit = {
							any_attending_character = {
								location = scope:activity.activity_location
								this != scope:host
								highest_held_title_tier >= tier_duchy
							}
						}
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								this != scope:host
								highest_held_title_tier >= tier_duchy
							}
							add_to_list = characters
						}
					}
					else_if = {
						limit = {
							any_attending_character = {
								location = scope:activity.activity_location
								this != scope:host
								highest_held_title_tier >= tier_county
							}
						}
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								this != scope:host
								highest_held_title_tier >= tier_county
							}
							add_to_list = characters
						}
					}
					else = {
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								NOR = {
									this = scope:host
									has_court_position = master_of_hunt_court_position
									has_court_position = huntperson_camp_officer
								}
							}
							add_to_list = characters
						}
					}
				}
			}
			scripted_animation = {
				triggered_animation = {
					trigger = {
						exists = scope:host.intent_target
						scope:host = {
							has_activity_intent = woo_attendee_intent
						}
						scope:character = scope:host.intent_target
					}
					animation = { love flirtation }
				}
				triggered_animation = {
					trigger = {
						exists = scope:host.intent_target
						scope:host = {
							has_activity_intent = murder_attendee_intent
						}
						scope:character = scope:host.intent_target
					}
					animation = { dismissal worry paranoia }
				}
				triggered_animation = {
					trigger = {
						exists = scope:host.intent_target
						scope:host = {
							has_activity_intent = impose_obedience_intent
						}
						scope:character = scope:host.intent_target
					}
					animation = { dismissal worry fear }
				}
				triggered_animation = {
					trigger = {
						scope:activity = {
							has_activity_option = { category = special_type option = hunt_type_falconry }
						}
						scope:character = {
							can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
						}
					}
					animation = { hunting_knife_start idle happiness laugh admiration worry }
				}
				triggered_animation = {
					trigger = {
						scope:activity = {
							NOT = {
								has_activity_option = { category = special_type option = hunt_type_falconry }
							}
							# Only show weapons in the active part
							exists = var:hunt_activity_story
							NOR = {
								var:hunt_activity_story = flag:ambush
								var:hunt_activity_story = flag:stealth
							}
							NOT = { exists = var:hunt_success }
						}
						scope:character = {
							can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
						}
					}
					animation = { hunting_knife_start throne_room_two_handed_passive_1 lantern marshal throne_room_one_handed_passive_1 }
				}
				triggered_animation = {
					trigger = {
						scope:activity = {
							NOT = {
								has_activity_option = { category = special_type option = hunt_type_falconry }
							}
							# Only show weapons in the active part
							exists = var:hunt_activity_story
							OR = {
								var:hunt_activity_story = flag:ambush
								var:hunt_activity_story = flag:stealth
							}
							NOT = { exists = var:hunt_success }
						}
						scope:character = {
							can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
						}
					}
					animation = { hunting_knife_start hunting_shortbow_rest_arrow_default lantern marshal }
				}
				triggered_animation = {
					trigger = {
						scope:activity = {
							has_activity_option = { category = special_type option = hunt_type_falconry }
						}
					}
					animation = { idle happiness laugh admiration worry }
				}
				triggered_animation = {
					trigger = {
						NOR = {
							scope:activity = {
								has_activity_option = { category = special_type option = hunt_type_falconry }
							}
							scope:character = {
								can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
							}
						}
					}
					animation = { lantern worry paranoia stress }
				}
				#Fallback
				animation = hunting_knife_start
			}
		}

		hunter = { # Nerge
			camera = camera_activity_horse

			effect = {
				if = {
					limit = {
						activity_is_nerge_type = yes
						scope:host.location = scope:activity.activity_location
					}
					every_attending_character = {
						limit = {
							location = scope:activity.activity_location
							NOR = {
								this = scope:host
								has_court_position = master_of_hunt_court_position
								has_court_position = huntperson_camp_officer
							}
						}
						add_to_list = characters
					}
				}
			}
			scripted_animation = {
				triggered_animation = {
					trigger = {
						scope:activity = { has_variable = nerge_began }
					}
					animation = jockey_gallop
				}
				animation = horse_conversing_right
			}
		}

		host = {
			camera = camera_event_center

			effect = {
				if = {
					limit = {
						OR = {
							scope:host.location = scope:activity.activity_location
							scope:host.location = { is_sea_province = yes }
						}
						scope:activity = {
							hunt_is_nerge_type = no
						}
					}
					scope:host = {
						add_to_list = characters
					}
				}
			}
			scripted_animation = {
				triggered_animation = {
					trigger = {
						scope:character.location = { is_sea_province = yes }
					}
					animation = survey
				}
				triggered_animation = {
					trigger = {
						scope:activity = {
							has_activity_option = { category = special_type option = hunt_type_falconry }
						}
					}
					animation = hunting_falcon
				}
				triggered_animation = {
					trigger = {
						scope:activity.var:animal_slayer ?= scope:character
						scope:activity.var:animal_type ?= flag:hare
					}
					animation = hunting_carcass_start
				}
				triggered_animation = {
					trigger = {
						scope:activity = {
							NOT = {
								has_activity_option = { category = special_type option = hunt_type_falconry }
							}
						}
						NOT = {
							scope:host = {
								OR = {
									employs_court_position = master_of_hunt_court_position
									employs_court_position = huntperson_camp_officer
								}
								can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
							}
						}
					}
					animation = hunting_horn
				}
				triggered_animation = {
					trigger = {
						scope:activity = {
							NOT = {
								has_activity_option = { category = special_type option = hunt_type_falconry }
							}
							# Only show weapons in the active part
							exists = var:hunt_activity_story
							NOR = {
								var:hunt_activity_story = flag:ambush
								var:hunt_activity_story = flag:stealth
							}
							NOT = { exists = var:hunt_success }
						}
						scope:host = {
							OR = {
								employs_court_position = master_of_hunt_court_position
								employs_court_position = huntperson_camp_officer
							}
							can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
						}
					}
					animation = { hunting_knife_start throne_room_two_handed_passive_1 throne_room_one_handed_passive_1 idle }
				}
				triggered_animation = {
					trigger = {
						scope:activity = {
							NOT = {
								has_activity_option = { category = special_type option = hunt_type_falconry }
							}
							# Only show weapons in the active part
							exists = var:hunt_activity_story
							OR = {
								var:hunt_activity_story = flag:ambush
								var:hunt_activity_story = flag:stealth
							}
							NOT = { exists = var:hunt_success }
						}
						scope:host = {
							OR = {
								employs_court_position = master_of_hunt_court_position
								employs_court_position = huntperson_camp_officer
							}
							can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
						}
					}
					animation = { hunting_knife_start hunting_longbow_rest_arrow_default idle }
				}
				#Fallback
				animation = idle
			}
		}

		travel_host = {
			camera = camera_event_horse_left

			effect = {
				if = {
					limit = {
						NOR = {
							scope:host.location = scope:activity.activity_location
							scope:host.location = { is_sea_province = yes }
						}
					}
					scope:host = {
						add_to_list = characters
					}
				}
			}

			scripted_animation = {
				triggered_animation = {
					trigger = { scope:character = { has_trait = impatient } }
					animation = { jockey_gallop }
				}
				animation = jockey_walk
			}
		}

		host = { # Nerge
			camera = camera_activity_horse

			effect = {
				if = {
					limit = {
						OR = {
							scope:host.location = scope:activity.activity_location
							scope:host.location = { is_sea_province = yes }
						}
						scope:activity = {
							hunt_is_nerge_type = yes
						}
					}
					scope:host = {
						add_to_list = characters
					}
				}
			}

			scripted_animation = {
				triggered_animation = {
					trigger = {
						scope:activity = { has_variable = nerge_began }
					}
					animation = horse_sword_shield
				}
				animation = horse_archer_idle
			}
		}

		master_of_hunt = {
			camera = camera_event_center

			effect = {
				if = {
					limit = {
						activity_is_nerge_type = no
						scope:host.location = scope:activity.activity_location
					}
					scope:host.court_position:master_of_hunt_court_position ?= {
						if = {
							limit = {
								is_participant_in_activity = scope:activity
								location = scope:activity.activity_location
							}
							add_to_list = characters
						}
					}
					scope:host.court_position:huntperson_camp_officer ?= {
						if = {
							limit = {
								is_participant_in_activity = scope:activity
								location = scope:activity.activity_location
							}
							add_to_list = characters
						}
					}
				}
			}
			scripted_animation = {
				animation = hunting_horn
			}
		}

		master_of_chase = { # Nerge
			camera = camera_activity_horse

			effect = {
				if = {
					limit = {
						activity_is_nerge_type = yes
						scope:host.location = scope:activity.activity_location
					}
					scope:host.court_position:master_of_hunt_court_position ?= {
						if = {
							limit = {
								is_participant_in_activity = scope:activity
								location = scope:activity.activity_location
							}
							add_to_list = characters
						}
					}
					scope:host.court_position:huntperson_camp_officer ?= {
						if = {
							limit = {
								is_participant_in_activity = scope:activity
								location = scope:activity.activity_location
							}
							add_to_list = characters
						}
					}
				}
			}
			scripted_animation = {
				triggered_animation = {
					trigger = {
						scope:activity = { has_variable = nerge_began }
					}
					animation = horse_sword_shield
				}
				animation = horse_conversing_left
			}
		}

		animal_slayer = {
			camera = camera_event_center

			effect = {
				if = {
					limit = {
						scope:host.location = scope:activity.activity_location
					}
					var:animal_slayer ?= { add_to_list = characters }
				}
			}
			scripted_animation = {
				triggered_animation = {
					trigger = { scope:activity.var:animal_type ?= flag:hare }
					animation = hunting_carcass_start
				}
				animation = marshal
			}
		}

		hunter = {
			camera = camera_event_center

			effect = {
				if = {
					limit = {
						NOT = { exists = var:animal_slayer }
						activity_is_nerge_type = no
						scope:host.location = scope:activity.activity_location
					}
					if = {
						limit = {
							any_attending_character = {
								count >= 2
								location = scope:activity.activity_location
								this != scope:host
								is_councillor_of = scope:host
							}
						}
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								this != scope:host
								is_councillor_of = scope:host
							}
							add_to_list = characters
						}
					}
					else_if = {
						limit = {
							any_attending_character = {
								count >= 2
								location = scope:activity.activity_location
								this != scope:host
								highest_held_title_tier >= tier_duchy
							}
						}
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								this != scope:host
								highest_held_title_tier >= tier_duchy
							}
							add_to_list = characters
						}
					}
					else_if = {
						limit = {
							any_attending_character = {
								count >= 2
								location = scope:activity.activity_location
								this != scope:host
								highest_held_title_tier >= tier_county
							}
						}
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								this != scope:host
								highest_held_title_tier >= tier_county
							}
							add_to_list = characters
						}
					}
					else = {
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								NOR = {
									this = scope:host
									has_court_position = master_of_hunt_court_position
									has_court_position = huntperson_camp_officer
								}
							}
							add_to_list = characters
						}
					}
				}
			}

			scripted_animation = {
				triggered_animation = {
					trigger = {
						scope:activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
						scope:character = {
							can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
						}
					}
					animation = { hunting_knife_start idle happiness laugh admiration worry }
				}
				triggered_animation = {
					trigger = {
						scope:activity = {
							NOT = {
								has_activity_option = { category = special_type option = hunt_type_falconry }
							}
							# Only show weapons in the active part
							exists = var:hunt_activity_story
							OR = {
								var:hunt_activity_story = flag:ambush
								var:hunt_activity_story = flag:stealth
							}
							NOT = { exists = var:hunt_success }
						}
						scope:character = {
							culture = { has_innovation = innovation_advanced_bowmaking }
							can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
						}
					}
					animation = { hunting_longbow_aim_arrow_default hunting_shortbow_aim_arrow_default crossbow }
				}
				triggered_animation = {
					trigger = {
						scope:activity = {
							NOT = {
								has_activity_option = { category = special_type option = hunt_type_falconry }
							}
							# Only show weapons in the active part
							exists = var:hunt_activity_story
							OR = {
								var:hunt_activity_story = flag:ambush
								var:hunt_activity_story = flag:stealth
							}
							NOT = { exists = var:hunt_success }
						}
						NOT = {
							scope:host.culture = { has_innovation = innovation_advanced_bowmaking }
						}
						scope:character = {
							can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
						}
					}
					animation = { hunting_longbow_aim_arrow_default hunting_shortbow_aim_arrow_default }
				}
				triggered_animation = {
					trigger = {
						scope:activity = {
							NOT = {
								has_activity_option = { category = special_type option = hunt_type_falconry }
							}
							# Only show weapons in the active part
							exists = var:hunt_activity_story
							NOR = {
								var:hunt_activity_story = flag:ambush
								var:hunt_activity_story = flag:stealth
							}
							NOT = { exists = var:hunt_success }
						}
						scope:character = {
							can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
						}
					}
					animation = { hunting_knife_start throne_room_two_handed_passive_1 throne_room_one_handed_passive_1 idle }
				}
				triggered_animation = {
					trigger = {
						scope:activity = {
							has_activity_option = { category = special_type option = hunt_type_falconry }
						}
						scope:character = {
							NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host } }
						}
					}
					animation = { idle happiness laugh admiration worry }
				}
				triggered_animation = {
					trigger = {
						scope:activity = { NOT = { has_activity_option = { category = special_type option = hunt_type_falconry } } }
						scope:character = {
							NOT = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host } }
						}
					}
					animation = { shock paranoia fear }
				}
				#Fallback
				animation = hunting_shortbow_rest_arrow_default
			}
		}

		hunter = {
			camera = camera_event_center

			effect = {
				if = {
					limit = {
						scope:host.location = scope:activity.activity_location
						activity_is_nerge_type = no
					}
					if = {
						limit = {
							any_attending_character = {
								count >= 3
								location = scope:activity.activity_location
								this != scope:host
								is_councillor_of = scope:host
							}
						}
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								this != scope:host
								is_councillor_of = scope:host
							}
							add_to_list = characters
						}
					}
					else_if = {
						limit = {
							any_attending_character = {
								count >= 3
								location = scope:activity.activity_location
								this != scope:host
								highest_held_title_tier >= tier_duchy
							}
						}
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								this != scope:host
								highest_held_title_tier >= tier_duchy
							}
							add_to_list = characters
						}
					}
					else_if = {
						limit = {
							any_attending_character = {
								count >= 3
								location = scope:activity.activity_location
								this != scope:host
								highest_held_title_tier >= tier_county
							}
						}
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								this != scope:host
								highest_held_title_tier >= tier_county
							}
							add_to_list = characters
						}
					}
					else = {
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								NOR = {
									this = scope:host
									has_court_position = master_of_hunt_court_position
									has_court_position = huntperson_camp_officer
								}
							}
							add_to_list = characters
						}
					}
				}
			}

			scripted_animation = {
				triggered_animation = {
					trigger = {
						scope:activity = {
							has_activity_option = { category = special_type option = hunt_type_falconry }
						}
						scope:character = {
							can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
						}
					}
					animation = { hunting_knife_start idle happiness laugh admiration worry }
				}
				triggered_animation = {
					trigger = {
						NOT = {
							scope:activity = {
								has_activity_option = { category = special_type option = hunt_type_falconry }
							}
						}
						scope:host.culture = { has_innovation = innovation_advanced_bowmaking }
						scope:character = {
							can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
						}
					}
					animation = { hunting_longbow_aim_arrow_default hunting_shortbow_aim_arrow_default crossbow }
				}
				triggered_animation = {
					trigger = {
						NOR = {
							scope:activity = {
								has_activity_option = { category = special_type option = hunt_type_falconry }
							}
							scope:host.culture = { has_innovation = innovation_advanced_bowmaking }
						}
						scope:character = {
							can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
						}
					}
					animation = { hunting_longbow_aim_arrow_default hunting_shortbow_aim_arrow_default }
				}
				triggered_animation = {
					trigger = {
						scope:activity = {
							has_activity_option = { category = special_type option = hunt_type_falconry }
						}
						NOT = {
							scope:character = {
								can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
							}
						}
					}
					animation = { idle happiness laugh admiration worry }
				}
				triggered_animation = {
					trigger = {
						NOR = {
							scope:activity = {
								has_activity_option = { category = special_type option = hunt_type_falconry }
							}
							scope:character = {
								can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
							}
						}
					}
					animation = { shock paranoia fear }
				}
				#Fallback
				animation = hunting_knife_start
			}
		}

		hunter = { # Nerge
			camera = camera_activity_horse

			effect = {
				if = {
					limit = {
						scope:host.location = scope:activity.activity_location
						activity_is_nerge_type = yes
					}
					if = {
						limit = {
							any_attending_character = {
								count >= 3
								location = scope:activity.activity_location
								NOT = {
									this = scope:host
								}
								is_councillor_of = scope:host
							}
						}
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								NOT = {
									this = scope:host
								}
								is_councillor_of = scope:host
							}
							add_to_list = characters
						}
					}
					else_if = {
						limit = {
							any_attending_character = {
								count >= 3
								location = scope:activity.activity_location
								NOT = {
									this = scope:host
								}
								highest_held_title_tier >= tier_duchy
							}
						}
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								NOT = {
									this = scope:host
								}
								highest_held_title_tier >= tier_duchy
							}
							add_to_list = characters
						}
					}
					else_if = {
						limit = {
							any_attending_character = {
								count >= 3
								location = scope:activity.activity_location
								NOT = {
									this = scope:host
								}
								highest_held_title_tier >= tier_county
							}
						}
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								NOT = {
									this = scope:host
								}
								highest_held_title_tier >= tier_county
							}
							add_to_list = characters
						}
					}
					else = {
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								NOR = {
									this = scope:host
									has_court_position = master_of_hunt_court_position
									has_court_position = huntperson_camp_officer
								}
							}
							add_to_list = characters
						}
					}
				}
			}

			scripted_animation = {
				triggered_animation = {
					trigger = {
						scope:activity = { has_variable = nerge_began }
					}
					animation = jockey_gallop
				}
				animation = horse_archer_aggressive
			}
		}
	}

	###################
	# OPTIONS
	###################

	special_option_category = special_type

	options = {
		# option example
		special_type = {
			hunt_type_standard = {
				default = yes
				blocked_intents = {
					successful_nerge_intent
					dreadful_nerge_intent
				}
				ai_will_do = {
					add = {
						value = 30
						desc = "base"
					}
					# Personality
					if = {
						limit = { has_trait = craven }
						add = {
							value = 10
							desc = "Cowardly"
						}
					}
					# Gender
					if = {
						limit = {
							save_temporary_scope_as = host_temp
							NOT = {
								can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host_temp }
							}
						}
						add = {
							value = -25
							desc = "martial gender"
						}
					}
					# Sighting
					if = {
						limit = {
							any_sub_realm_county = {
								has_county_modifier = hunt_sighting_standard_modifier
								var:sighting_owner ?= root
							}
						}
						add = {
							value = 15
							desc = hunt_sighting_standard_modifier
						}
					}
					# Trait
					if = {
						limit = {
							has_trait = lifestyle_hunter
							has_trait_xp = {
								trait = lifestyle_hunter
								track = hunter
								value >= 10
							}
						}
						add = {
							value = 10
							desc = hunter
						}
					}
				}
			}
			hunt_type_falconry = {
				is_shown = { has_dlc_feature = tours_and_tournaments }
				blocked_intents = {
					successful_nerge_intent
					dreadful_nerge_intent
				}
				cost = {
					herd = {
						if = {
							limit = {
								OR = {
									NOT = { government_has_flag = government_is_nomadic }
									has_character_flag = free_hunt
									AND = {
										has_character_flag = free_falconry
										involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
									}
								}
							}
							value = 0
						}
						else = {
							add = {
								value = domicile.miniscule_herd_value
								multiply = 0.5
								desc = hunt_type_falconry
								if = {
									limit = {
										any_character_situation = {
											any_situation_sub_region = {
												has_sub_region_phase_parameter = the_great_steppe_cheaper_hunts
												any_situation_sub_region_participant_group = {
													participant_group_type = nomad_rulers_capital
													participant_group_has_character = root
												}
											}
										}

									}
									multiply = {
										value = 0.5
										desc = steppe_season_hunt_discount_desc
									}
								}
								
								if = {
									limit = {
										OR = {
											has_character_flag = free_hunt
											AND = {
												has_character_flag = free_falconry
												involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
											}
										}
									}
									multiply = 0
								}
							}
						}
					}
					gold = {
						if = {
							limit = {
								OR = {
									government_has_flag = government_is_nomadic
									has_character_flag = free_hunt
									AND = {
										has_character_flag = free_falconry
										involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
									}
									government_has_flag = government_is_mandala
									AND = {
										house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
										has_treasury = yes
									}
								}
							}
							value = 0
						}
						else = {
							add = {
								add = {
									value = hunt_activity_base_cost #Base level
									desc = hunt_type_falconry
								}
								if = {
									limit = {
										dynasty ?= {
											has_dynasty_perk = law_legacy_1
										}
									}
									subtract = {
										value = 0
										add = {
											value = hunt_activity_base_cost
											add = {
												value = hunt_activity_base_cost
												multiply = activity_cost_scale_by_era
												subtract = hunt_activity_base_cost
											}
										}
										multiply = law_legacy_cost_reduction_mult
										desc = law_legacy_1_name
									}
								}
								
								if = {
									limit = {
										OR = {
											has_character_flag = free_hunt
											AND = {
												has_character_flag = free_falconry
												involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
											}
										}
									}
									multiply = 0
								}
							}
						}
					}
					treasury = { # Make sure this matches the gold cost above
						if = {
							limit = {
								house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
								has_treasury = yes
							}
							add = {
								add = {
									value = hunt_activity_base_cost #Base level
									desc = hunt_type_falconry
								}
								if = {
									limit = {
										dynasty ?= {
											has_dynasty_perk = law_legacy_1
										}
									}
									subtract = {
										value = 0
										add = {
											value = hunt_activity_base_cost
											add = {
												value = hunt_activity_base_cost
												multiply = activity_cost_scale_by_era
												subtract = hunt_activity_base_cost
											}
										}
										multiply = law_legacy_cost_reduction_mult
										desc = law_legacy_1_name
									}
								}
								
								if = {
									limit = {
										has_character_flag = free_hunt
									}
									multiply = 0
								}
								if = {
									limit = {
										has_character_flag = free_falconry
									}
									multiply = 0
								}
							}
						}
						else = {
							value = 0
						}
					}
				}
				ai_will_do = {
					value = 15
					add = {
						value = ai_greed
						multiply = -0.25
						desc = "ai_greed"
					}
					add = {
						value = ai_sociability
						multiply = 0.25
						desc = "ai_sociability"
					}
					add = {
						value = ai_boldness
						multiply = -0.25
						desc = "ai_boldness"
					}
					# Cowardice
					if = {
						limit = { has_trait = brave }
						add = {
							value = -25
							desc = "Brave"
						}
					}
					else_if = {
						limit = { has_trait = craven }
						add = {
							value = 25
							desc = "Cowardly"
						}
					}
					# Economic Archetype
					if = {
						limit = { ai_has_cautious_personality = yes }
						add = {
							value = -25
							desc = "cautious"
						}
					}
					if = {
						limit = { ai_has_economical_boom_personality = yes }
						add = {
							value = -25
							desc = "builder"
						}
					}
					# Gender
					if = {
						limit = {
							save_temporary_scope_as = host_temp
							NOT = {
								can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host_temp }
							}
						}
						add = {
							value = 50
							desc = "martial gender"
						}
					}
					# Sighting
					if = {
						limit = {
							any_sub_realm_county = {
								has_county_modifier = hunt_sighting_falconry_modifier
								var:sighting_owner ?= root
							}
						}
						add = {
							value = 15
							desc = hunt_sighting_falconry_modifier
						}
					}
					# Trait
					if = {
						limit = {
							has_trait = lifestyle_hunter
							has_trait_xp = {
								trait = lifestyle_hunter
								track = falconer
								value >= 10
							}
						}
						add = {
							value = 25
							desc = falconer
						}
					}
					# Court
					if = {
						limit = {
							has_royal_court = yes
							has_court_type = court_diplomatic
						}
						add = {
							value = 25
							desc = court_diplomatic
						}
					}
					# Culture
					if = {
						limit = {
							culture =  { has_cultural_pillar = ethos_courtly }
						}
						add = {
							value = 25
							desc = ethos_courtly
						}
					}
					# It's Free
					if = {
						limit = {
							has_character_flag = free_falconry
						}
						add = {
							value = 100
							desc = "free"
						}
					}
				}
			}
			hunt_type_nerge = {
				is_shown = {
					government_has_flag = government_is_nomadic
				}

				blocked_intents = {
					reduce_stress_intent
					slay_beast_intent
					woo_attendee_intent
					befriend_attendee_intent
				}
				ai_will_do = {
					add = {
						value = 10
						desc = "base"
					}
					if = {
						limit = { gold < 200 }
						add = {
							value = 90
							desc = nomad_seeking_gold
						}
					}
					if = {
						limit = {
							prestige >= 500
							prestige > gold
						}
						add = {
							value = 90
							desc = nomad_satiated_with_prestige
						}
					}
				}
			}
			hunt_type_legendary = {
				is_valid = {
					custom_tooltip = {
						text = hunt_any_county_legendary_sighting_tt
						OR = {
							root.domicile.domicile_location.county ?= {
								has_county_modifier = hunt_sighting_legendary_modifier
							}
							any_sub_realm_county = {
								has_county_modifier = hunt_sighting_legendary_modifier
								var:sighting_owner ?= root
							}
						}
					}
				}
				blocked_intents = {
					successful_nerge_intent
					dreadful_nerge_intent
				}
				ai_will_do = {
					add = {
						value = 50
						desc = "base"
					}
					add = {
						value = ai_boldness
						desc = ai_boldness
					}
					add = {
						value = ai_vengefulness
						min = 0
						desc = ai_vengefulness
					}
					# Personality
					if = {
						limit = { has_trait = stubborn }
						add = {
							value = 25
							desc = stubborn
						}
					}
					# Gender
					if = {
						limit = {
							save_temporary_scope_as = host_temp
							NOT = {
								can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host_temp }
							}
						}
						add = {
							value = -25
							desc = "martial gender"
						}
					}
					# Trait
					if = {
						limit = {
							has_trait = lifestyle_hunter
							has_trait_xp = {
								trait = lifestyle_hunter
								track = hunter
								value >= 10
							}
						}
						add = {
							value = 25
							desc = hunter
						}
					}
					# ACH Greatest Hunter Oath
					if = {
						limit = {
							has_variable = greatest_hunter_oath
						}
						add = {
							value = 200
							desc = "greatest hunter oath"
						}
					}
				}
			}
		}

		#########
		# ATTENDANTS NUMBER
		#########
		hunt_option_attendants = {
			hunt_attendants_few = {

				is_shown = {
					has_dlc_feature = advanced_activities
					NOT = { government_has_flag = government_is_nomadic }
				}

				# desc is only shown in debug AI watch window
				ai_will_do = {
					value = 25
					# Economic Archetype
					if = { # Cautious
						limit = { ai_has_cautious_personality = yes }
						add = {
							value = 25
							desc = "Cautious"
						}
					}
					if = { # Builder
						limit = {
							OR = {
								ai_has_economical_boom_personality = yes
								has_character_flag = ai_boom
							}
						}
						add = {
							value = 25
							desc = "Builder"
						}
					}
					if = { # There's probably a Pilgrimage somewhere I should attend
						limit = { ai_has_pious_builder_personality = yes }
						add = {
							value = -25
							desc = "Pious Builder"
						}
					}
					# Economy Sanity
					if = { # Work first, play later
						limit = {
							exists = capital_county
							capital_county.title_province = { free_building_slots > 0 }
						}
						add = {
							value = 25
							desc = "Work first, play later"
						}
					}
				}
			}
			hunt_attendants_normal = {
				default = yes

				is_shown = {
					NOT = { government_has_flag = government_is_nomadic }
				}

				is_valid = {
					can_make_expensive_purchase_trigger = {
						PRICE = root.hunt_normal_option_cost
					}
				}

				cost = {
					herd = {
						if = {
							limit = {
								OR = {
									NOT = { government_has_flag = government_is_nomadic }
									has_character_flag = free_hunt
									AND = {
										has_character_flag = free_falconry
										involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
									}
								}
							}
							value = 0
						}
						else = {
							add = {
								value = domicile.miniscule_herd_value
								desc = hunt_attendants_normal
								if = {
									limit = {
										any_character_situation = {
											any_situation_sub_region = {
												has_sub_region_phase_parameter = the_great_steppe_cheaper_hunts
												any_situation_sub_region_participant_group = {
													participant_group_type = nomad_rulers_capital
													participant_group_has_character = root
												}
											}
										}

									}
									multiply = {
										value = 0.5
										desc = steppe_season_hunt_discount_desc
									}
								}
								
								if = {
									limit = {
										OR = {
											has_character_flag = free_hunt
											AND = {
												has_character_flag = free_falconry
												involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
											}
										}
									}
									multiply = 0
								}
							}
						}
					}
					gold = {
						if = {
							limit = {
								OR = {
									government_has_flag = government_is_nomadic
									has_character_flag = free_hunt
									AND = {
										has_character_flag = free_falconry
										involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
									}
									government_has_flag = government_is_mandala
									AND = {
										house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
										has_treasury = yes
									}
								}
							}
							value = 0
						}
						else = {
							add = {
								desc = hunt_attendants_normal
								add = {
									value = hunt_normal_option_cost
									desc = hunt_attendants_normal
								}
								if = {
									limit = {
										dynasty ?= {
											has_dynasty_perk = law_legacy_1
										}
									}
									subtract = {
										value = hunt_normal_option_cost
										multiply = law_legacy_cost_reduction_mult
										desc = law_legacy_1_name
									}
								}
								if = {
									limit = {
										has_perk = journey_planner_perk
									}
									multiply = {
										value = voyager_journey_planner_value
										desc = journey_planner_perk_name
									}
								}
							}
						}
					}
					treasury = { # Make sure this matches the gold cost above
						if = {
							limit = {
								house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
								has_treasury = yes
							}
							add = {
								desc = hunt_attendants_normal
								add = {
									value = hunt_normal_option_cost
									desc = hunt_attendants_normal
								}
								if = {
									limit = {
										dynasty ?= {
											has_dynasty_perk = law_legacy_1
										}
									}
									subtract = {
										value = hunt_normal_option_cost
										multiply = law_legacy_cost_reduction_mult
										desc = law_legacy_1_name
									}
								}
								if = {
									limit = {
										has_perk = journey_planner_perk
									}
									multiply = {
										value = voyager_journey_planner_value
										desc = journey_planner_perk_name
									}
								}
							}
						}
						else = {
							value = 0
						}
					}
					piety = {
						if = {
							limit = {
								NOT = { government_has_flag = government_is_mandala }
							}
							value = 0
						}
						else = {
							add = {
								desc = hunt_attendants_normal
								add = {
									value = hunt_normal_option_cost
									desc = hunt_attendants_normal
								}
								if = {
									limit = {
										dynasty ?= {
											has_dynasty_perk = law_legacy_1
										}
									}
									subtract = {
										value = hunt_normal_option_cost
										multiply = law_legacy_cost_reduction_mult
										desc = law_legacy_1_name
									}
								}
								if = {
									limit = {
										has_perk = journey_planner_perk
									}
									multiply = {
										value = voyager_journey_planner_value
										desc = journey_planner_perk_name
									}
								}
							}
						}
					}
				}

				# desc is only shown in debug AI watch window
				ai_will_do = {
					add = {
						value = 25
						desc = hunt_attendants_normal
					}
					if = { # Cautious
						limit = { gold >= major_gold_value }
						add = {
							value = 25
							desc = "Rich"
						}
					}
					if = { # Ambitious
						limit = { has_trait = ambitious }
						add = {
							value = 10
							desc = "Ambitious"
						}
					}
					if = { # Ambitious
						limit = { has_trait = greedy }
						add = {
							value = -10
							desc = "Greedy"
						}
					}
					if = { # Warlike
						limit = { ai_has_warlike_personality = yes }
						add = {
							value = 25
							desc = "Warlike"
						}
					}
				}
			}
			hunt_attendants_many = {

				is_shown = {
					has_dlc_feature = advanced_activities
					NOT = { government_has_flag = government_is_nomadic }
				}

				is_valid = {
					can_make_expensive_purchase_trigger = {
						PRICE = root.hunt_good_option_cost
					}
				}

				cost = {
					herd = {
						if = {
							limit = {
								OR = {
									NOT = { government_has_flag = government_is_nomadic }
									has_character_flag = free_hunt
									AND = {
										has_character_flag = free_falconry
										involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
									}
								}
							}
							value = 0
						}
						else = {
							add = {
								value = domicile.minor_herd_value
								desc = hunt_attendants_many
								if = {
									limit = {
										any_character_situation = {
											any_situation_sub_region = {
												has_sub_region_phase_parameter = the_great_steppe_cheaper_hunts
												any_situation_sub_region_participant_group = {
													participant_group_type = nomad_rulers_capital
													participant_group_has_character = root
												}
											}
										}

									}
									multiply = {
										value = 0.5
										desc = steppe_season_hunt_discount_desc
									}
								}
								
								if = {
									limit = {
										OR = {
											has_character_flag = free_hunt
											AND = {
												has_character_flag = free_falconry
												involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
											}
										}
									}
									multiply = 0
								}
							}
						}
					}
					gold = {
						if = {
							limit = {
								OR = {
									government_has_flag = government_is_nomadic
									has_character_flag = free_hunt
									AND = {
										has_character_flag = free_falconry
										involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
									}
									government_has_flag = government_is_mandala
									AND = {
										house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
										has_treasury = yes
									}
								}
							}
							value = 0
						}
						else = {
							add = {
								desc = hunt_attendants_many
								add = {
									value = hunt_good_option_cost #Base level
									desc = hunt_attendants_many
								}
								if = {
									limit = {
										dynasty ?= {
											has_dynasty_perk = law_legacy_1
										}
									}
									subtract = {
										value = hunt_good_option_cost
										multiply = law_legacy_cost_reduction_mult
										desc = law_legacy_1_name
									}
								}
								if = {
									limit = {
										has_perk = journey_planner_perk
									}
									multiply = {
										value = voyager_journey_planner_value
										desc = journey_planner_perk_name
									}
								}
							}
						}
					}
					treasury = { # Make sure this matches the gold cost above
						if = {
							limit = {
								house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
								has_treasury = yes
							}
							add = {
								desc = hunt_attendants_many
								add = {
									value = hunt_good_option_cost #Base level
									desc = hunt_attendants_many
								}
								if = {
									limit = {
										dynasty ?= {
											has_dynasty_perk = law_legacy_1
										}
									}
									subtract = {
										value = hunt_good_option_cost
										multiply = law_legacy_cost_reduction_mult
										desc = law_legacy_1_name
									}
								}
								if = {
									limit = {
										has_perk = journey_planner_perk
									}
									multiply = {
										value = voyager_journey_planner_value
										desc = journey_planner_perk_name
									}
								}
							}
						}
						else = {
							value = 0
						}
					}
					piety = {
						if = {
							limit = {
								NOT = { government_has_flag = government_is_mandala }
							}
							value = 0
						}
						else = {
							add = {
								desc = hunt_attendants_many
								add = {
									value = hunt_good_option_cost #Base level
									desc = hunt_attendants_many
								}
								if = {
									limit = {
										dynasty ?= {
											has_dynasty_perk = law_legacy_1
										}
									}
									subtract = {
										value = hunt_good_option_cost
										multiply = law_legacy_cost_reduction_mult
										desc = law_legacy_1_name
									}
								}
								if = {
									limit = {
										has_perk = journey_planner_perk
									}
									multiply = {
										value = voyager_journey_planner_value
										desc = journey_planner_perk_name
									}
								}
							}
						}
					}
				}

				# desc is only shown in debug AI watch window
				ai_will_do = {
					add = {
						value = 10
						desc = hunt_attendants_many
					}
					if = { # Cautious
						limit = { gold >= major_gold_value }
						add = {
							value = 25
							desc = "Rich"
						}
					}
					if = { # Cautious
						limit = { gold >= monumental_gold_value }
						add = {
							value = 25
							desc = "Rich"
						}
					}
					if = { # Ambitious
						limit = { has_trait = ambitious }
						add = {
							value = 10
							desc = "Ambitious"
						}
					}
					if = { # Ambitious
						limit = { has_trait = greedy }
						add = {
							value = -10
							desc = "Greedy"
						}
					}
					if = { # Warlike
						limit = { ai_has_warlike_personality = yes }
						add = {
							value = 25
							desc = "Warlike"
						}
					}
				}
			}
		}

		#########
		# GUEST NUMBER
		#########
		hunt_option_party_size = {
			hunt_party_size_few = {
				default = yes
				is_shown = { has_dlc_feature = advanced_activities }

				# Entourage option grabbing suitable bodyguards & maybe someone from court who really likes you, + randos.
				travel_entourage_selection = {
					weight = hunt_entourage_base_set_weighting_value
					max = 5
   					invite_rule_order = 2
				}

				# desc is only shown in debug AI watch window
				ai_will_do = {
					value = 0
					# Economic Archetype
					if = { # Cautious
						limit = { ai_has_cautious_personality = yes }
						add = {
							value = 25
							desc = "Cautious"
						}
					}
					if = { # Builder
						limit = {
							OR = {
								ai_has_economical_boom_personality = yes
								has_character_flag = ai_boom
							}
						}
						add = {
							value = 25
							desc = "Builder"
						}
					}
					# Economy Sanity
					if = { # Work first, play later
						limit = {
							exists = capital_county
							capital_county.title_province = { free_building_slots > 0 }
						}
						add = {
							value = 25
							desc = "Work first, play later"
						}
					}
				}
			}
			hunt_party_size_normal = {
				is_valid = {
					trigger_if = {
						limit = {
							OR = { has_government = landless_adventurer_government has_government = landless_minority_government   }
						}
						custom_tooltip = {
							text = I_AM_LANDLESS_ADVENTURER_TRIGGER
							is_landless_adventurer = no
						}
					}
				}

				cost = {
					herd = {
						if = {
							limit = {
								OR = {
									NOT = { government_has_flag = government_is_nomadic }
									has_character_flag = free_hunt
									AND = {
										has_character_flag = free_falconry
										involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
									}
								}
							}
							value = 0
						}
						else = {
							add = {
								value = domicile.miniscule_herd_value
								min = 25
								desc = hunt_attendants_many
								if = {
									limit = {
										any_character_situation = {
											any_situation_sub_region = {
												has_sub_region_phase_parameter = the_great_steppe_cheaper_hunts
												any_situation_sub_region_participant_group = {
													participant_group_type = nomad_rulers_capital
													participant_group_has_character = root
												}
											}
										}

									}
									multiply = {
										value = 0.5
										desc = steppe_season_hunt_discount_desc
									}
								}
								if = {
									limit = {
										OR = {
											has_character_flag = free_hunt
											AND = {
												has_character_flag = free_falconry
												involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
											}
										}
									}
									multiply = 0
								}
							}
						}
					}
					gold = {
						if = {
							limit = {
								OR = {
									government_has_flag = government_is_nomadic
									has_character_flag = free_hunt
									AND = {
										has_character_flag = free_falconry
										involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
									}
									government_has_flag = government_is_mandala
									AND = {
										house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
										has_treasury = yes
									}
								}
							}
							value = 0
						}
						else = {
							add = {
								desc = hunt_party_size_normal
								add = {
									value = hunt_normal_option_cost
									desc = hunt_party_size_normal
								}
								if = {
									limit = {
										dynasty ?= {
											has_dynasty_perk = law_legacy_1
										}
									}
									subtract = {
										value = hunt_normal_option_cost
										multiply = law_legacy_cost_reduction_mult
										desc = law_legacy_1_name
									}
								}
								if = {
									limit = {
										has_perk = journey_planner_perk
									}
									multiply = {
										value = voyager_journey_planner_value
										desc = journey_planner_perk_name
									}
								}
							}
						}
					}
					treasury = { # Make sure this matches the gold cost above
						if = {
							limit = {
								house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
								has_treasury = yes
							}
							add = {
								desc = hunt_party_size_normal
								add = {
									value = hunt_normal_option_cost
									desc = hunt_party_size_normal
								}
								if = {
									limit = {
										dynasty ?= {
											has_dynasty_perk = law_legacy_1
										}
									}
									subtract = {
										value = hunt_normal_option_cost
										multiply = law_legacy_cost_reduction_mult
										desc = law_legacy_1_name
									}
								}
								if = {
									limit = {
										has_perk = journey_planner_perk
									}
									multiply = {
										value = voyager_journey_planner_value
										desc = journey_planner_perk_name
									}
								}
							}
						}
						else = {
							value = 0
						}
					}
					piety = {
						if = {
							limit = {
								NOT = { government_has_flag = government_is_mandala }
							}
							value = 0
						}
						else = {
							add = {
								desc = hunt_party_size_normal
								add = {
									value = hunt_normal_option_cost
									desc = hunt_party_size_normal
								}
								if = {
									limit = {
										dynasty ?= {
											has_dynasty_perk = law_legacy_1
										}
									}
									subtract = {
										value = hunt_normal_option_cost
										multiply = law_legacy_cost_reduction_mult
										desc = law_legacy_1_name
									}
								}
								if = {
									limit = {
										has_perk = journey_planner_perk
									}
									multiply = {
										value = voyager_journey_planner_value
										desc = journey_planner_perk_name
									}
								}
							}
						}
					}
				}

				#Entourage option grabbing most people suitable from court, + randos.
				travel_entourage_selection = {
					weight = {
						add = hunt_entourage_base_set_weighting_value
						add = hunt_entourage_extras_set_weighting_value
					}
					max = 8
   					invite_rule_order = 2
				}

				# desc is only shown in debug AI watch window
				ai_will_do = {
					add = {
						value = 25
						desc = hunt_party_size_normal
					}
				}
			}
			hunt_party_size_many = {
				is_shown = { has_dlc_feature = advanced_activities }

				is_valid = {
					trigger_if = {
						limit = {
							OR = { has_government = landless_adventurer_government has_government = landless_minority_government   }
						}
						custom_tooltip = {
							text = I_AM_LANDLESS_ADVENTURER_TRIGGER
							is_landless_adventurer = no
						}
					}
				}

				cost = {
					herd = {
						if = {
							limit = {
								OR = {
									NOT = { government_has_flag = government_is_nomadic }
									has_character_flag = free_hunt
									AND = {
										has_character_flag = free_falconry
										involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
									}
								}
							}
							value = 0
						}
						else = {
							add = {
								value = domicile.minor_herd_value
								min = 50
								desc = hunt_attendants_many
								if = {
									limit = {
										any_character_situation = {
											any_situation_sub_region = {
												has_sub_region_phase_parameter = the_great_steppe_cheaper_hunts
												any_situation_sub_region_participant_group = {
													participant_group_type = nomad_rulers_capital
													participant_group_has_character = root
												}
											}
										}

									}
									multiply = {
										value = 0.5
										desc = steppe_season_hunt_discount_desc
									}
								}
								
								if = {
									limit = {
										OR = {
											has_character_flag = free_hunt
											AND = {
												has_character_flag = free_falconry
												involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
											}
										}
									}
									multiply = 0
								}
							}
						}
					}
					gold = {
						if = {
							limit = {
								OR = {
									government_has_flag = government_is_nomadic
									has_character_flag = free_hunt
									AND = {
										has_character_flag = free_falconry
										involved_activity = { has_activity_option = { category = special_type option = hunt_type_falconry } }
									}
									government_has_flag = government_is_mandala
									AND = {
										house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
										has_treasury = yes
									}
								}
							}
							value = 0
						}
						else = {
							add = {
								desc = hunt_party_size_many
								add = {
									value = hunt_good_option_cost
									desc = hunt_party_size_many
								}
								if = {
									limit = {
										dynasty ?= {
											has_dynasty_perk = law_legacy_1
										}
									}
									subtract = {
										value = hunt_good_option_cost
										multiply = law_legacy_cost_reduction_mult
										desc = law_legacy_1_name
									}
								}
								if = {
									limit = {
										has_perk = journey_planner_perk
									}
									multiply = {
										value = voyager_journey_planner_value
										desc = journey_planner_perk_name
									}
								}
							}
						}
					}
					treasury = { # Make sure this matches the gold cost above
						if = {
							limit = {
								house ?= { has_house_aspiration_parameter = hunts_costs_treasury }
								has_treasury = yes
							}
							add = {
								desc = hunt_party_size_many
								add = {
									value = hunt_good_option_cost
									desc = hunt_party_size_many
								}
								if = {
									limit = {
										dynasty ?= {
											has_dynasty_perk = law_legacy_1
										}
									}
									subtract = {
										value = hunt_good_option_cost
										multiply = law_legacy_cost_reduction_mult
										desc = law_legacy_1_name
									}
								}
								if = {
									limit = {
										has_perk = journey_planner_perk
									}
									multiply = {
										value = voyager_journey_planner_value
										desc = journey_planner_perk_name
									}
								}
							}
						}
						else = {
							value = 0
						}
					}
					piety = {
						if = {
							limit = {
								NOT = { government_has_flag = government_is_mandala }
							}
							value = 0
						}
						else = {
							add = {
								desc = hunt_party_size_many
								add = {
									value = hunt_good_option_cost
									desc = hunt_party_size_many
								}
								if = {
									limit = {
										dynasty ?= {
											has_dynasty_perk = law_legacy_1
										}
									}
									subtract = {
										value = hunt_good_option_cost
										multiply = law_legacy_cost_reduction_mult
										desc = law_legacy_1_name
									}
								}
								if = {
									limit = {
										has_perk = journey_planner_perk
									}
									multiply = {
										value = voyager_journey_planner_value
										desc = journey_planner_perk_name
									}
								}
							}
						}
					}
				}

				#Entourage option grabbing sodding everyone suitable from court, + every grabbable rando in the duchy and maybe a few extra.
				travel_entourage_selection = {
					weight = {
						add = hunt_entourage_base_set_weighting_value
						add = hunt_entourage_extras_set_weighting_value
						add = hunt_entourage_sodding_everyone_set_weighting_value
					}

					max = 15
   					invite_rule_order = 2
				}

				# desc is only shown in debug AI watch window
				ai_will_do = {
					add = {
						value = 10
						desc = hunt_party_size_many
					}
					if = { # Cautious
						limit = { gold >= monumental_gold_value }
						add = {
							value = 25
							desc = "Rich"
						}
					}
					if = { # Ambitious
						limit = { has_trait = ambitious }
						add = {
							value = 10
							desc = "Ambitious"
						}
					}
					if = { # Ambitious
						limit = { has_trait = greedy }
						add = {
							value = -10
							desc = "Greedy"
						}
					}
					if = { # Warlike
						limit = { ai_has_warlike_personality = yes }
						add = {
							value = 25
							desc = "Warlike"
						}
					}
				}
			}
		}
	}

	###################
	# PHASES
	###################

	max_guest_arrival_delay_time = { months = 5 }

	phases = {
		hunt_phase = {
			is_predefined = yes

			is_shown = {}

			on_phase_active = { # Fires for every attendee
				if = {
					limit = {
						this = scope:host
						activity_is_nerge_type = no
					}
					scope:activity = { progress_activity_phase_after = { weeks = 6 } }

					trigger_event = { on_action = hunt_start_events }
					trigger_event = {
						on_action = hunt_outcome_start_events
						days = 21
					}
					trigger_event = {
						on_action = hunt_outcome_complication_events
						days = 28
					}
					trigger_event = {
						on_action = hunt_outcome_end_events
						days = 35
					}
					scope:activity = {
						every_attending_character = {
							limit = { is_ai = no }
							trigger_event = {
								on_action = hunt_random_pulse
								days = 7
							}
							trigger_event = {
								on_action = hunt_random_pulse
								days = 14
							}
						}
					}
				}
				else_if = {
					limit = {
						this = scope:host
						activity_is_nerge_type = yes
					}
					scope:activity = { progress_activity_phase_after = { weeks = 8 } }
					trigger_event = {
						id = mpo_nerge.0005
					}
					trigger_event = {
						id = mpo_nerge.0105
						days = 54
					}
					scope:activity = {
						every_attending_character = {
							limit = { is_ai = no }
							trigger_event = {
								on_action = nerge_flavor_events_on_action
								days = 10
							}
							trigger_event = {
								on_action = nerge_flavor_events_on_action
								days = 20
							}
							trigger_event = {
								on_action = nerge_flavor_events_on_action
								days = 30
							}
							trigger_event = {
								on_action = nerge_flavor_events_on_action
								days = 40
							}
						}
						every_attending_character = {
							limit = { is_ai = yes }
							trigger_event = {
								on_action = nerge_flavor_events_ai_attending_on_action
								days = 10
							}
							trigger_event = {
								on_action = nerge_flavor_events_ai_attending_on_action
								days = 20
							}
							trigger_event = {
								on_action = nerge_flavor_events_ai_attending_on_action
								days = 30
							}
							trigger_event = {
								on_action = nerge_flavor_events_ai_attending_on_action
								days = 40
							}
						}
					}
				}
			}

			on_weekly_pulse = { # Fires for every attendee
				trigger_event = hunt.0081 # Invalidation
			}

			on_end = { # Fires for every attendee
				if = {
					limit = {
						is_alive = yes
						trigger_if = {
							limit = {
								scope:activity = {
										NOR = {
											has_activity_option = { category = special_type option = hunt_type_falconry }
											has_activity_option = { category = special_type option = hunt_type_nerge }
										}
								}
							}
							can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:host }
						}
					}
					target_weight_modifier_effect = { VALUE = hunt_weight_modifier_value }
					
					# House aspiration - gain merit
					if = {
						limit = {
							house ?= { has_house_aspiration_parameter = hunts_provides_merit }
						}
						scope:activity = {
							add_activity_log_entry = {
								key = hunt_completed_merit_gain_log
								tags = { good }
								character = prev
								show_in_conclusion = yes
								# EFFECT
								prev = { change_merit = major_merit_gain }
							}
						}
					}
				}
				scope:activity.activity_location = { save_scope_as = activity_location }
				if = {
					limit = {
						this = scope:host
						activity_is_nerge_type = no
					}
					scope:activity = {
						random_list = {
							10 = { # Success
								trigger = {
									# Only fired for legendary if a proxy animal was hunted
									trigger_if = {
										limit = {
											has_activity_option = { category = special_type option = hunt_type_legendary }
										}
										exists = var:legendary_proxy
									}
									trigger_if = {
										limit = { exists = var:hunt_success }
										var:hunt_success = flag:yes
									}
								}
								if = {
									limit = { exists = var:hunt_credit_taker }
									var:hunt_credit_taker = { save_scope_as = credit_taker }
								}
								set_variable = {
									name = hunt_success
									value = flag:yes
								}
								# Create trophy artifact
								scope:host = {
									if = {
										limit = {
											NOT = { exists = scope:activity.var:animal_spared }
										}
										hunt_create_trophy_effect = yes
									}
								}
								# Prestige etc.
								if = {
									limit = { exists = scope:newly_created_artifact }
									add_activity_log_entry = {
										key = hunt_completed_success_log
										score = 80
										tags = { complete good }
										character = scope:host
										show_in_conclusion = yes
										artifact = scope:newly_created_artifact
										# EFFECT
										scope:host = { disburse_hunt_activity_rewards = yes }
									}
								}
								else = {
									add_activity_log_entry = {
										key = hunt_completed_success_log
										score = 80
										tags = { complete good }
										character = scope:host
										show_in_conclusion = yes
										# EFFECT
										scope:host = { disburse_hunt_activity_rewards = yes }
									}
								}
								scope:host = { 
									trigger_event = hunt.9001
									if = {
										limit = {
											has_variable = greatest_hunter_oath_r_counter
										}
										change_variable = {
											name = greatest_hunter_oath_r_counter
											add = 1
										}
									}
								}
							}
							3 = { # Great Success
								trigger = {
									has_activity_option = { category = special_type option = hunt_type_legendary }
									NOT = { exists = var:legendary_proxy }
									trigger_if = {
										limit = { exists = var:hunt_success }
										var:hunt_success = flag:yes
									}
								}
								if = {
									limit = { exists = var:hunt_credit_taker }
									var:hunt_credit_taker = { save_scope_as = credit_taker }
								}
								set_variable = {
									name = hunt_success
									value = flag:yes
								}
								# Create trophy artifact
								save_scope_as = impressive_trophy
								add_activity_log_entry = {
									key = hunt_completed_success_log
									score = 80
									tags = { complete good }
									character = scope:host
									show_in_conclusion = yes
									artifact = scope:newly_created_artifact

									# EFFECT
									scope:host = {
										end_hunt_mystical_animal_story_cycle_effect = yes
										disburse_hunt_activity_rewards = yes
									}
								}
								scope:host = {
									trigger_event = hunt.4004
									if = {
										limit = {
											has_variable = greatest_hunter_oath_l_counter
										}
										change_variable = {
											name = greatest_hunter_oath_l_counter
											add = 1
										}
									}
								}
							}
							10 = { # Failure
								trigger = {
									trigger_if = {
										limit = { exists = var:hunt_success }
										var:hunt_success = flag:no
									}
								}
								set_variable = {
									name = hunt_success
									value = flag:no
								}
								add_activity_log_entry = {
									key = hunt_completed_failure_log
									score = 80
									tags = { complete bad }
									character = scope:host
									show_in_conclusion = yes

									# EFFECT
									scope:host = { disburse_hunt_activity_rewards = yes }
								}
								scope:host = { trigger_event = hunt.9002 }
							}
						}
						# tgp_ceremonial_liege_events.0020
						if = {
							limit = {
								var:hunt_success ?= flag:yes
							}
							scope:host = {
								if = {
									limit = {
										var:tgp_ceremonial_liege_events_0020_discount ?= flag:hunt
									}
									tgp_one_up_activity_effect = yes
								}
							}
						}
						if = {
							limit = {
								scope:host = { var:tgp_ceremonial_liege_events_0020_discount ?= flag:hunt }
							}
							remove_variable = tgp_ceremonial_liege_events_0020_discount
						}
					}
				}
			}
		}
	}

	ai_check_interval_by_tier = {
		barony = 0
		county = 60
		duchy = 60
		kingdom = 60
		empire = 60
		hegemony = 60
	}

	ai_will_select_province = {
		value = 50
		add = {
			value = scope:score # Derived from province_score
			multiply = 10
		}
	}

	###################
	# GUEST HANDLING
	###################

	guest_invite_rules = {
		rules = {
			2 = activity_invite_rule_rivals
			3 = activity_invite_rule_extended_family
			4 = activity_invite_rule_guests

			# MP
			6 = activity_invite_mp
		}
		defaults = {
			3 = activity_invite_rule_liege
			3 = activity_invite_rule_suzerain
			3 = activity_invite_rule_tributaries
			3 = activity_invite_rule_vassals
			1 = activity_invite_rule_confederates
			3 = activity_invite_rule_close_family
			1 = activity_invite_rule_friends
			1 = activity_invite_rule_potential_friends
			2 = activity_invite_rule_lovers
			2 = activity_invite_rule_potential_lovers
			2 = activity_invite_rule_glory_hounds
			1 = activity_invite_rule_hunters
			3 = activity_invite_rule_knights
			4 = activity_invite_rule_courtiers
			4 = activity_invite_rule_fellow_vassals
			1 = activity_invite_rule_landless_adventurers_restricted_range
		}
	}

	max_guests = 20

	can_be_activity_guest = {
		OR = {
			is_adult = yes
			AND = {
				government_has_flag = government_is_nomadic
				is_child_of = scope:host
				age >= 8
			}
		}
		NOT = { has_trait = incapable }
		can_hunt_trigger = yes
		in_diplomatic_range = scope:host
	}

	host_intents = {
		intents = { reduce_stress_intent slay_beast_intent murder_attendee_intent woo_attendee_intent befriend_attendee_intent successful_nerge_intent dreadful_nerge_intent impose_obedience_intent }
		default = reduce_stress_intent
		player_defaults = { successful_nerge_intent reduce_stress_intent slay_beast_intent }
	}

	guest_intents = {
		intents = { reduce_stress_intent slay_beast_intent murder_attendee_intent woo_attendee_intent befriend_attendee_intent successful_nerge_intent dreadful_nerge_intent }
		default = reduce_stress_intent
		player_defaults = { successful_nerge_intent reduce_stress_intent slay_beast_intent }
	}

	guest_join_chance = {
		base = 10
		base_activity_modifier = yes

		# Scripted Modifiers
		activity_guest_shared_ai_accept_modifier = yes
		activity_guest_hunt_ai_accept_modifier = yes
	}

	###################
	# ACTIVITY-SPECIFIC PULSES
	###################

	pulse_actions = {
		entries = {
			# Regular
			guest_friendship guest_insulted hunt_tracks_character hunt_tracks_option hunt_tracks_dog hunt_tracks_building hunt_hunters_bond hunt_dog_bond hunt_knowledge_sharing hunt_small_game hunt_moh_positive hunt_moh_negative hunt_poetic_inspiration hunt_fervor_gain hunt_distinguished_ability hunt_annoyed_owner hunt_impressive_grounds hunt_eggs_found

			# Nerge
			hunt_successful_kill hunt_very_successful_kill hunt_worked_together hunt_failed_kill hunt_failed_several_kills hunt_successful_maneuver hunt_learned_maneuver hunt_prowess_mastery hunt_martial_mastery
		}
		chance_of_no_event = 3
	}

	on_start = {
		#if = {
		#	limit = {
		#		NOT = {
		#			exists = global_var:hunts_worldwide
		#		}
		#	}
		#	set_global_variable = {
		#		name = hunts_worldwide
		#		value = 1
		#	}
		#}
		#else = {
		#	change_global_variable = {
		#		name = hunts_worldwide
		#		add = 1
		#	}
		#}
		if = {
			limit = {
				has_activity_option = {
					category = special_type
					option = hunt_type_nerge
				}
			}
			set_variable = {
				name = nerge_activity
				value = 1
			}
			activity_setup_special_type_progression_effect = yes
		}
		else = {
			set_variable = {
				name = hunt_success_chance
				value = hunt_success_chance_value
			}
		}
		if = {
			limit = {
				exists = activity_location.county.var:animal_type
				OR = {
					AND = {
						has_activity_option = { category = special_type option = hunt_type_standard }
						activity_location.county = {
							OR = {
								has_county_modifier = hunt_sighting_standard_modifier
								has_county_modifier = hunt_sighting_dangerous_modifier
							}
						}
					}
					AND = {
						has_activity_option = { category = special_type option = hunt_type_legendary }
						activity_location.county = { has_county_modifier = hunt_sighting_legendary_modifier }
					}
					AND = {
						has_activity_option = { category = special_type option = hunt_type_falconry }
						activity_location.county = { has_county_modifier = hunt_sighting_falconry_modifier }
					}
				}
			}
			set_variable = {
				name = animal_type
				value = scope:activity.activity_location.county.var:animal_type
			}
		}
		scope:host = {
			if = {
				limit = {
					ai_sociability > 0
					is_ai = yes
				}
				random = {
					chance = {
						value = 0.5 # One in 200 hunts
						if = {
							limit = {
								has_trait = lifestyle_hunter
							}
							add = 1
						}
						if = {
							limit = {
								ai_rationality <= -25
								has_personality_dominant_trigger = yes
							}
							add = 0.5
						}
					}
					add_character_flag = hunts_a_lot
				}
			}
			if = {
				limit = {
					has_character_flag = free_hunt
				}
				remove_character_flag = free_hunt
			}
			if = {
				limit = {
					has_character_flag = free_falconry
				}
				remove_character_flag = free_falconry
			}
		}
	}
	allow_zero_guest_invites = yes

	on_enter_passive_state = {
		scope:activity = {
			if = {
				limit = {
					NOT = { has_variable = progressed_to_active }
					# Everyone who accepted is here
					any_attending_character = {
						count = all
						location = scope:activity.activity_location
					}
					# There are no open invitations
					any_invited_character = {
						count = 0
					}
				}
				set_variable = progressed_to_active
				scope:activity = { progress_activity_phase_after = { days = 1 } }
			}
		}
		trigger_event = hunt.0550
		if = {
			limit = {
				this = scope:host
				is_landless_adventurer = no
				NOT = { employs_court_position = master_of_hunt_court_position }
				involved_activity = {
					any_attending_character = {
						location = root.location
						save_temporary_scope_as = potential_moh

					}
				}
				can_appoint_char_to_court_position = { CHAR = scope:potential_moh COURT_POS = master_of_hunt_court_position }
			}
			trigger_event = {
				id = hunt.0540
				days = { 3 9 }
			}
		}
		if = {
			limit = {
				this = scope:host
				OR = { has_government = landless_adventurer_government has_government = landless_minority_government   }
				can_employ_court_position_type = huntperson_camp_officer
				NOT = { employs_court_position = huntperson_camp_officer }
			}
			trigger_event = {
				id = hunt.0540
				days = 1
			}
		}
		if = {
			limit = {
				this = scope:host
				OR = { has_government = landless_adventurer_government has_government = landless_minority_government   }
			}
			trigger_event = {
				id = hunt.1337
			}
		}
		if = {
			limit = {
				this = scope:host
				involved_activity = {
					has_activity_option = { category = special_type option = hunt_type_legendary }
				}
			}
			random = {
				chance = 5
				trigger_event = {
					id = hunt.8540
					days = { 10 12 }
				}
			}
		}
	}

	on_enter_active_state = {
		surveyor_no_stone_unturned_perk_effect = yes
		if = {
			limit = { this = scope:host }
			trigger_event = { id = hunt.0110 }
		}
		trigger_event = {
			id = hunt.7200 # Do you murder or not?
			days = 3
		}
		trigger_event = {
			id = hunt.7400 # Do you abduct or not?
			days = 3
		}
		scope:activity ?= {
			set_variable = {
				name = nerge_began
				value = 1
			}
		}
	}

	on_complete = {
		# Struggle Catalysts
#		fp3_struggle_catalysts_for_activities_effect = yes

		hunt_remove_variables_effect = yes
		scope:activity.activity_location = {
			if = {
				limit = { exists = var:recent_hunt_held }
				save_scope_value_as = {
					name = recent_hunt_held_count
					value = var:recent_hunt_held
				}
				set_variable = {
					name = recent_hunt_held
					value = {
						value = scope:recent_hunt_held_count
						add = 1
					}
					years = 4
				}
			}
			else = {
				set_variable = {
					name = recent_hunt_held
					value = 1
					years = 4
				}
			}
			if = {
				limit = {
					activity_is_nerge_type = yes
				}
				county = {
					scope:host = {
						add_to_variable_list = {
							name = recent_nerges
							target = prev
							years = 30
						}
					}
				}
			}
		}
		if = {
			limit = {
				this = scope:host
			}
			random_knight = {
				limit = {
					can_unlock_accolade_attribute_trigger = {
						ATTRIBUTE = huntsmaster
					}
				}
				weight = {
					base = 1
					modifier = {
						add = 50
						is_acclaimed = yes
					}
					modifier = {
						add = 50
						involved_activity ?= scope:activity
					}
				}
				save_scope_as = accolade_knight
				liege = {
					save_scope_as = accolade_liege
					set_variable = {
						name = accolade_progress
						value = 0
					}
					send_interface_message = {
						type = msg_accolade_eligibility
						title = accolade_huntsmaster_unlock.t
						left_icon = scope:accolade_knight
						right_icon = scope:accolade_liege
						custom_tooltip = accolade_huntsmaster_unlock.tt
						scope:accolade_knight = {
							set_variable = {
								name = huntsmaster_attribute_unlock
								value = yes
							}
						}
					}
				}
			}
		}
	}
}
