#########################
# Personal Artifacts	#
#########################

# Crowns
helmet = {
	slot = helmet
	required_features = { crown_decoration decoration_material_wire }
	optional_features = { decoration_material_gem }	
}

helmet_simple = {
	slot = helmet
}

# Regalia/Crown Jewels
regalia = {
	slot = regalia
	required_features = {
		# Core regalia components:
		regalia_scepter regalia_clothes regalia_accessory

		# Necessary regalia materials:	
		decoration_material_wire # Base material for the scepter and accessory
		decoration_material_gem # Gems decorating the scepter and accessory
		generic_material_cloth # Base textile for the robe/cape.
		decoration_material_embroidery # Thread for embroidering the robe/cape.
	}
}

regalia_simple = {
	slot = regalia
}

seal_of_investiture = {
	slot = regalia
	required_features = {
		decoration_material_slate # Base material for seal's foundation
		decoration_material_ink # Ink required for the calligraphy
	}
}

seal_of_investiture_court = {
	slot = pedestal
	required_features = {
		decoration_material_slate # Base material for seal's foundation
		decoration_material_ink # Ink required for the calligraphy
	}
}

# Armor
armor_mail = {
	slot = armor
	required_features = { armor_material armor_helmet }
	optional_features = {
		# Armor-specific
		armor_decoration generic_material_cloth 
		# General decorations
		decoration_pattern decoration_material_inlay decoration_material_wire armor_property
	}
}

armor_plate = {
	slot = armor
	required_features = { armor_material armor_helmet }
	optional_features = {
		# Armor-specific
		armor_decoration generic_material_cloth
		# General decorations
		decoration_pattern decoration_material_inlay decoration_material_wire armor_property
	}
}

armor_scale = {
	slot = armor
	required_features = { armor_material armor_helmet }
	optional_features = {
		# Armor-specific
		armor_decoration generic_material_cloth
		# General decorations
		decoration_pattern decoration_material_inlay decoration_material_wire armor_property
	}
}

armor_lamellar = {
	slot = armor
	required_features = { armor_material generic_material_cordage generic_material_cloth armor_helmet}
	optional_features = {
		# Armor-specific
		armor_decoration
		# General decorations
		decoration_pattern decoration_material_inlay decoration_material_wire armor_property
	}
}

armor_laminar = {
	slot = armor
	required_features = { armor_material generic_material_cordage generic_material_cloth armor_helmet }
	optional_features = {
		# Armor-specific
		armor_decoration
		# General decorations
		decoration_pattern decoration_material_inlay decoration_material_wire armor_property
	}
}

armor_brigandine = {
	slot = armor
	required_features = { armor_material generic_material_cloth armor_helmet } 
	optional_features = {
		# Armor-specific
		armor_decoration
		# General decorations
		decoration_pattern decoration_material_inlay decoration_material_wire armor_property
	}
}

# Weapons
axe = {
	slot = primary_armament
	required_features = { head_metal shaft_wood }
	optional_features = {
		# Axe-specific:
		head_decoration shaft_decoration
		# General decorations:
		decoration_pattern decoration_material_inlay decoration_material_inlay_HSB decoration_material_wire
	}
}

hammer = {
	slot = primary_armament
	required_features = { head_metal shaft_wood }
	optional_features = {
		# Hammer-specific:
		head_decoration shaft_decoration
		# General decorations:
		decoration_pattern decoration_material_inlay decoration_material_inlay_HSB decoration_material_wire
	}
}

mace = {
	slot = primary_armament
	required_features = { head_metal handle_metal }
	optional_features = {
		# Mace-specific:
		head_decoration metal_handle_decoration
		# General decorations:
		decoration_pattern decoration_material_inlay decoration_material_wire
	}
}

spear = {
	slot = primary_armament
	required_features = { head_metal shaft_wood }
	optional_features = {
		# Spear-specific:
		head_decoration shaft_decoration
		# General decorations:
		decoration_pattern decoration_material_inlay decoration_material_inlay_HSB decoration_material_wire
	}
}

sword = {
	slot = primary_armament
	required_features = { blade_metal }
	optional_features = {
		# Sword-specific:
		blade_decoration hilt_decoration
		# General decorations:
		decoration_pattern decoration_material_inlay decoration_material_wire
	}
}

dagger = {
	slot = primary_armament
	required_features = { blade_metal }
	optional_features = {
		# Dagger-specific:
		blade_decoration hilt_decoration
		# General decorations:
		decoration_pattern decoration_material_inlay decoration_material_wire
	}
}

# Trinkets
miscellaneous = {
	slot = miscellaneous
	optional_features = { book_subject book_cover_material book_topic book_title book_decoration decoration_pattern generic_material_wood decoration_material_gem decoration_material_inlay_HSB }
	can_reforge = no
}

# Journals
journal = {
	slot = journal
	optional_features = { book_subject book_cover_material book_topic book_title book_decoration decoration_pattern generic_material_wood decoration_material_gem decoration_material_inlay_HSB }
	can_reforge = no
}


# For artefacts that we *don't* want to start as court artefacts, because you might not have Royal Court, but which will generally be expected to convert into one at the earliest opportunity.
miscellaneous_when_not_court = {
	slot = miscellaneous
	# Just add to this list as new DLC court artefacts are designed.
	optional_features = { sculpture_material generic_material_wood decoration_material_inlay goblet_material }
}

brooch = {
	slot = miscellaneous
	required_features = { brooch_decoration decoration_material_wire } 
	optional_features = { brooch_centerpiece brooch_adornment decoration_material_gem }
	can_reforge = no
}

necklace = {
	slot = miscellaneous
	required_features = { decoration_material_wire decoration_material_gem } 
	can_reforge = no
}

ring = {
	slot = miscellaneous
	required_features = { ring_decoration generic_material_metal } 
	optional_features = { ring_centerpiece ring_adornment decoration_material_wire decoration_material_gem }
	can_reforge = no
}

animal_trinket = {
	slot = miscellaneous
	required_features = { animal_trinket_type } 
	can_reforge = no
}

bird_feather = {
	slot = miscellaneous
	required_features = { bird_feather_type } 
	can_reforge = no
}

#########################
# Court Artifacts 		#
#########################

# 'Sculptures', or large free-standing artifacts including statues, chests, cabinets, etc.
sculpture = {
	slot = sculpture
	default_visuals = statue
	required_features = { sculpture_material }
	optional_features = { generic_material_wood }
}

chest = {
	slot = sculpture
	required_features = { generic_material_wood wood_decoration }
	optional_features = { decoration_pattern decoration_material_inlay_HSB }
}

box = {
	slot = pedestal
	required_features = { box_material box_decoration }
	optional_features = { decoration_pattern decoration_material_inlay }
}

cabinet = {
	slot = sculpture
	required_features = { generic_material_wood wood_decoration }
	optional_features = { decoration_pattern decoration_material_inlay_HSB}
}

goblet = {
	slot = pedestal
	required_features = { goblet_material decoration_material_gem }
}

scientific_apparatus = {
	slot = sculpture
	default_visuals = statue
	required_features = { sculpture_material }
	optional_features = { generic_material_wood decoration_material_inlay }
}

jug = {
	slot = pedestal
	required_features = { goblet_material decoration_material_inlay }
}

brooch_pedestal = {
	slot = pedestal
	required_features = { brooch_decoration decoration_material_wire }
	optional_features = { brooch_centerpiece brooch_adornment decoration_material_gem }
}

necklace_pedestal = {
	slot = pedestal
	required_features = { decoration_material_wire decoration_material_gem }
}

bowl = {
	slot = pedestal
	required_features = { generic_material_metal decoration_pattern }
}

plate = {
	slot = pedestal
	required_features = { generic_material_metal decoration_pattern }
}

urn = {
	slot = pedestal
	required_features = { generic_material_earthware decoration_pattern }
}

tun_barrel = {
	slot = sculpture
	required_features = { generic_material_wood }
}

scepter_pedestal = {
	slot = pedestal
}

# Small artifacts which should be displayed on a pedestal including goblets, large gemstones, reliquaries, etc.
pedestal = {
	slot = pedestal
	default_visuals = rock
}

# Wall decorations, including tapestries, animal hides, weapon displays, etc.
tapestry = {
	slot = wall_big
	required_features = { generic_material_cloth tapestry_scene }
}

animal_skull = {
	slot = wall_small
	required_features = { animal_skull_type generic_material_wood }
}

animal_hide = {
	slot = wall_small
	required_features = { animal_hide_type }
}

animal_hide_big = {
	slot = wall_big
	required_features = { animal_hide_type }
}

wall_big = {
	slot = wall_big
	default_visuals = wall_shield
}

wall_small = {
	slot = wall_small
	default_visuals = animal_trophy
}

wall_shield = {
	slot = wall_small
	default_visuals = wall_shield
	required_features = { head_metal shaft_wood decoration_pattern decoration_material_inlay_HSB }
}

# kite shields are too big for wall_small
wall_shield_special = {
	slot = wall_big
	default_visuals = wall_shield
	required_features = { head_metal shaft_wood decoration_pattern decoration_material_inlay_HSB }
}

wall_icon_court_large = {
	slot = wall_big
	default_visuals = icon_court_large
	required_features = { icon_decoration }
}

wall_icon_court_small = {
	slot = wall_small
	default_visuals = icon_court_small
	required_features = { icon_decoration }
}

# Thrones
throne = { # Any throne created mid-game through Inspirations must have these:
	slot = throne
	required_features = { generic_material_wood generic_material_cloth }
}

throne_special = { # Special historical thrones, such as Solomon's or Charlemagne's, do not enforce the material requirements due to their unique construction.
	slot = throne
	optional_features = { generic_material_wood generic_material_cloth }
}

# Books
book = {
	slot = book
	required_features = { book_subject book_cover_material }
	optional_features = { book_topic book_title book_decoration decoration_pattern generic_material_wood decoration_material_gem decoration_material_inlay_HSB }
}

chronicle = {
	slot = book
	optional_features = { book_topic book_title book_decoration decoration_pattern generic_material_wood decoration_material_gem decoration_material_inlay_HSB }
}

# Alchemy
elixir = {
	slot = pedestal
	required_features = { decoration_pattern glass_decoration }
	optional_features = { elixir_type decoration_material_inlay decoration_material_wire }
}

panacea = {
	slot = pedestal
	required_features = { box_material box_decoration }
	optional_features = { decoration_pattern decoration_material_inlay }
}

philosophers_stone = {
	slot = pedestal
	required_features = { box_material box_decoration }
	optional_features = { decoration_pattern decoration_material_inlay }
}

# Tournaments
pas_darmes_token = {
	slot = miscellaneous
	required_features = { generic_material_cloth decoration_pattern }
}

pas_darmes_spurs = {
	slot = miscellaneous
	required_features = { generic_material_metal }
}

tournament_favor = {
	slot = miscellaneous
	required_features = { generic_material_cloth decoration_pattern }
}

# Bows
longbow = {
	slot = primary_armament
	required_features = { longbow_wood bow_string }
}

composite = {
	slot = primary_armament
	required_features = { composite_wood composite_horn bow_string }
}

bow = {
	slot = primary_armament
	required_features = { bow_wood bow_string }
}

crossbow = {
	slot = primary_armament
	required_features = { bow_wood bow_string }
}
