# Empty scope
on_game_start = {
	events = {
	#	fp1_scandinavian_adventurers.0004	# FP1 - Organise Norse adventurers.
	#	fp1_scandinavian_adventurers.0011	# FP1 - Corral famous Norse adventurers that haven't done much yet.
	#	fp1_scandinavian_adventurers.0021	# FP1 - Mark game-start prioritised adventurers.
		#Guaranteed historical artifacts fixed spawning
		debug_portraits.1 					# Debug portraits for animation testing
	#	easteregg_event.0001				# Charna and Jakub duel.
	}

	effect = {
		##NEOW
		
		if = {
			limit = {
				government_allows = administrative
				is_house_head = yes
				trigger_if = {
					# This trigger is intentionally different from the similar effecy in on_title_gain up above. We want all direct vassals of the top liege to have a family title if they can
					limit = { government_has_flag = government_has_county_tier_noble_families }
					highest_held_title_tier >= tier_county
				}
				trigger_else = { highest_held_title_tier >= tier_duchy }
				NOR = {
					any_held_title = { is_noble_family_title = yes }
					house = {
						any_house_member = {
							any_held_title = { is_noble_family_title = yes }
						}
					}
				}
			}
			create_noble_family_effect = { GOVERNMENT_GIVER = this }
			domicile ?= { set_up_domicile_estate_effect = yes }
		}
		every_religion_global = {
			every_faith = {

				limit = {
					has_doctrine_parameter = holy_order_head_of_faith
				}

				save_scope_as = holy_order_faith

				ordered_holy_site = {
					limit = {
						title_province.faith = {
							has_doctrine_parameter = holy_order_head_of_faith
						}
						title_province.faith = scope:holy_order_faith
					}
					#position = 1
					title_province.county = {
						if = {
							limit = {
								#any_county_province = { has_holding = no }
								holder.faith = scope:holy_order_faith #{ has_doctrine_parameter = holy_order_head_of_faith }
							}
#							holder = {
#								trigger_event = { id = N3OW_holy_order.0001 }
#							}
						}
					}
				}
			}
		}		
		#Dynamic Titles
		character:benelux_oranje_nassau_weilburg_guillem = {
			if = {
				limit = {
					is_alive = yes
				}
				trigger_event = NEOW_dynamic_titles.0005
				trigger_event = NEOW_dynamic_titles.0009
				title:e_benelux = { set_coa = e_lotharingia }
			}
		}
		#title:d_piedmonte.holder = { 
		#	create_confederation = {
		#		name = holy_lombard_league
		#	}
		#	scope:new_confederation = {
		#		add_confederation_member = title:c_lombardia.holder 
		#		add_confederation_member = title:c_cuneo.holder 
		#		add_confederation_member = title:c_monferrato.holder   
		#	}
		#}
		title:d_york.holder = { 
			create_confederation = {
				name = anglian_league
			}
			scope:new_confederation = {
				add_confederation_member = title:d_norfolk.holder 
				add_confederation_member = title:d_lincoln.holder 
				add_confederation_member = title:d_lothian.holder 
				add_confederation_member = title:d_northumberland.holder 				
			}
		}
		#title:k_ireland.holder = { 
		#	create_confederation = {
		#		name = sinn_fein
		#	}
		#	scope:new_confederation = {
		#		add_confederation_member = title:k_ireland.holder 
		#		add_confederation_member = title:d_patriarch_dublin.holder			
		#	}
		#}		
		title:c_frankfurt.holder = { 
			create_confederation = {
				name = rhine_confederacy
			}
			scope:new_confederation = {
				add_confederation_member = title:d_palatinate.holder 
				add_confederation_member = title:d_trier.holder 
			}
		}		
		set_global_variable = { name = is_game_start_date days = 1 }
		# Chinese Song-fashion
		if = {
			limit = {
				current_date >= 960.1.1
			}
			set_global_variable = {
				name = chinese_fashion_change
				value = 1
			}
		}
		#Epidemics 10 years grace
		set_global_variable = {
			name = start_epidemic_grace
			value = yes
			years = 10
		}
		#Rabbene Gershom outlaws polygamy
		if = {
			limit = {
				current_date >= 1000.1.1
			}
			religion:judaism_religion = {
				every_faith = {
					limit = {
						has_doctrine = temple_authority_rabbinic_doctrine
					}
					remove_doctrine = doctrine_polygamy
					add_doctrine = doctrine_monogamy
				}
			}
		}

		### Britania SETUP ###
		title:d_normandy.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
			set_subject_contract_modification_blocked = no
		}
		title:d_ile_de_france.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
			set_subject_contract_modification_blocked = no
		}
		title:d_channel_islands.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 5 }
			set_subject_contract_modification_blocked = no
		}
		title:d_galloway.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
			set_subject_contract_modification_blocked = no
		}
		title:d_strathclyde.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
			set_subject_contract_modification_blocked = no
		}
		title:d_cumbria.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
			set_subject_contract_modification_blocked = no
		}
		title:d_deheubarth.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
			set_subject_contract_modification_blocked = no
		}
		title:d_nottingham.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
			set_subject_contract_modification_blocked = no
		}
		title:d_canterbury.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 5 }
			set_subject_contract_modification_blocked = no
		}
		title:d_buckingham.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 4 }
			set_subject_contract_modification_blocked = no
		}
		title:d_somerset.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 2 }
			set_subject_contract_modification_blocked = no
		}
		title:d_leicester.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 2 }
			set_subject_contract_modification_blocked = no
		}		
		title:d_cornwall.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
			set_subject_contract_modification_blocked = no
		}
		title:d_solent.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 5 }
			set_subject_contract_modification_blocked = no
		}
		title:d_hereford.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
			set_subject_contract_modification_blocked = no
		}
		title:d_bedford.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
			set_subject_contract_modification_blocked = no
		}
		title:d_black_country.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
			set_subject_contract_modification_blocked = no
		}
		title:d_gwent.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
			set_subject_contract_modification_blocked = no
		}
		title:d_gwynedd.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
			set_subject_contract_modification_blocked = no
		}
		title:d_lancaster.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
			set_subject_contract_modification_blocked = no
		}
		title:d_southern_corsica.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
			set_subject_contract_modification_blocked = no
		}
		title:d_north_corsica.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 5 }
			set_subject_contract_modification_blocked = no
		}
		title:d_palermo.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
			set_subject_contract_modification_blocked = no
		}
		title:d_siracusa.holder ?= {
			vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
			set_subject_contract_modification_blocked = no
		}
		#title:e_arabia.holder ?= {
		#	every_vassal = {
		#		limit = {
		#			government_has_flag = government_is_feudal
		#			vassal_contract_has_modifiable_obligations = yes
		#			faith = faith:armenian_apostolic
		#		}
		#		vassal_contract_set_obligation_level = { type = feudal_government_taxes level = 3 }
		#		vassal_contract_set_obligation_level = { type = feudal_government_levies level = 2 }
		#		vassal_contract_set_obligation_level = { type = jizya_special_rights level = 1 }
		#		set_subject_contract_modification_blocked = no
		#	}
		#}

		### CORONATION LOCATION SETUP ###
		if = {
			limit = {
				current_date >= 1066.1.1
				has_dlc_feature = coronations
			}
			# London (England)
			province:1527 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Aachen (Germany)
			province:2092 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Reims (France)
			province:2390 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Rome (Italy)
			province:2575 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Milan (Italy)
			province:2482 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Gniezno (Poland)
			province:4905 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Szekesfehervar (Hungary)
			province:3805 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Scone Abbey, Gowrie (Scotland)
			province:1741 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Byzantium (Byzantines)
			province:496 = {
				add_province_modifier = coronation_long_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 10
				}
			}
			# Mahdiya (Africa)
			province:4578 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Cairo (Egypt)
			province:6042 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Damascus (Syria)
			province:5924 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Baghdad (Mesopotamia)
			province:4828 = {
				add_province_modifier = coronation_long_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 10
				}
			}
			# Rayy (Persia)
			province:4319 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Ghazna (Kabulistan)
			province:4500 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Lahur (Punjab)
			province:1362 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Samarkand (Transoxiana)
			province:4404 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Bukhara (Transoxiana)
			province:4394 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Medina (Arabia)
			province:6212 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Kutaisi (Georgia)
			province:601 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
		}
		if = {
			limit = {
				current_date >= 1178.1.1
				has_dlc_feature = coronations
			}
			# Marrakesh (Maghreb)
			province:4718 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
			# Karakorum (Mongolia)
			province:1457 = {
				add_province_modifier = coronation_tradition_modifier
				set_variable = {
					name = coronation_tradition_location
					value = 5
				}
			}
		}

		### Every nomad and herder in the Steppe Region becomes tribal if DLC not enabled, pre-lobby history setup ###
		if = {
			limit = {
				has_mpo_dlc_trigger = no
			}
			# Change Nomad and Herder Holdings to Tribal Holdings for Tribals
			every_province = {
				limit = {
					OR = {
						has_holding_type = nomad_holding
						has_holding_type = herder_holding
					}
				}
				set_holding_type = tribal_holding
				if = {
					limit = {
						county.holder.capital_province ?= this
					}
					county.holder ?= {
						if = {
							limit = {
								NOT = {
									has_government = tribal_government
								}
							}
							change_government = tribal_government
						}
					}
				}
			}
		}
		every_religion_global = {
			every_faith = {

				limit = {
					has_doctrine_parameter = holy_order_head_of_faith
				}

				save_scope_as = holy_order_faith

				ordered_holy_site = {
					limit = {
						title_province.faith = {
							has_doctrine_parameter = holy_order_head_of_faith
						}
						title_province.faith = scope:holy_order_faith
					}
					#position = 1
					title_province.county = {
						if = {
							limit = {
								#any_county_province = { has_holding = no }
								holder.faith = scope:holy_order_faith #{ has_doctrine_parameter = holy_order_head_of_faith }
							}
#							holder = {
#								trigger_event = { id = N3OW_holy_order.0001 }
#							}
						}
					}
				}
			}
		}


		# To prevent the Season Changes event from triggering on game start
		situation:the_great_steppe ?= {
			every_participant_group = {
				every_situation_group_participant = {
					set_variable = {
						name = steppe_game_start_var
						years = 1
					}
				}
			}
		}

		#CP3 Special Buildings - Goes Before Holy Sites
		if = {
			limit = {
				has_cp3_dlc_trigger = yes
			}
	        title:b_barcelona.title_province = { add_special_building_slot = drassanes_01 } #1892
	        title:b_merv.title_province = { add_special_building = kyz_kala_01 } #4238
	        if = { limit = { game_start_date >= 1178.10.1 } title:b_cluny.title_province = { add_special_building = cluny_abbey_02 } } #2304
	        else_if = { limit = { game_start_date >= 1066.9.15 } title:b_cluny.title_province = { add_special_building = cluny_abbey_01 } }
	        else = { title:b_cluny.title_province = { add_special_building_slot = cluny_abbey_01 } }
	        title:b_york.title_province = { add_special_building = york_walls_01 } #1595
	        title:b_damascus.title_province = { add_special_building = damascus_mosque_01 } #5924
	        title:b_lhasa.title_province = { add_special_building = jokhang_01 } #9237
	        if = { limit = { game_start_date >= 1178.10.1 } title:b_schmalkalden.title_province = { add_special_building = wartburg_01 } } #3010
	        else = { title:b_schmalkalden.title_province = { add_special_building_slot = wartburg_01 } }
	        title:b_lalibela.title_province = { add_special_building_slot = beta_giyorgis_01 } #8301
	        if = { limit = { game_start_date >= 1066.9.15 } title:b_novgorod.title_province = { add_special_building = holy_wisdom_01 } } #5137
	        else = { title:b_novgorod.title_province = { add_special_building_slot = holy_wisdom_01 } }
	        title:b_kano.title_province = { add_special_building_slot = kano_walls_01 } #6519
	        title:b_somapur.title_province = { add_special_building = somapura_university_01 } #848
	        if = { limit = { game_start_date >= 1178.10.1 } title:b_firenze.title_province = { add_special_building = duomo_florence_02 } } #2543
	        else = { title:b_firenze.title_province = { add_special_building = duomo_florence_01 } }
	        title:b_konarak.title_province = { add_special_building_slot = konark_temple_01 } #928
	        title:b_fes.title_province = { add_special_building = al_qarawiyyin_university_01 } #4694
	        title:b_kairouan.title_province = { add_special_building = kairouan_basins_01 } #4594
	        title:b_al-ghaba.title_province = { add_special_building = ghana_palace_01 } #6628 #NOTE: likely existed since the 8th, but earliest (only) source on palace is from 1068
	        title:b_visegrad_hun.title_province = { add_special_building_slot = visegrad_castle_01 } #3803
	        if = { limit = { game_start_date >= 1161.9.15 } title:b_leczyca.title_province = { add_special_building = wawel_cathedral_01 } } #4924 #Date of consecreation of Archcollegiate Church of St. Mary and St. Alexius in Tum
	        else = { title:b_leczyca.title_province = { add_special_building_slot = wawel_cathedral_01 } }
	        title:b_vatapi.title_province = { add_special_building = vatapi_caves_01 } #1198
	        if = { limit = { game_start_date >= 1178.10.1 } title:b_jaisalmer.title_province = { add_special_building = jaisalmer_fort_01 } } #3387
	        else = { title:b_jaisalmer.title_province = { add_special_building_slot = jaisalmer_fort_01 } } #3387
		}

		### RELIGIOUS THINGS ###
		# Set up Holy Site Buildings to be buildable in Holy Sites
		religion:islam_religion = {
			every_faith = {
				every_holy_site = {
					limit = {
						title_province = {
							has_special_building_slot = no
						}
					}
					title_province = {
						add_special_building_slot = holy_site_mosque_01
					}
				}
			}
			
		}
		religion:eastern_orthodox_religion = {
			every_faith = {
				every_holy_site = {
					limit = {
						title_province = {
							has_special_building_slot = no
						}
					}
					title_province = {
						add_special_building_slot = holy_site_cathedral_01
					}
				}
			}
		}
		religion:catholic_religion = {
			every_faith = {
				every_holy_site = {
					limit = {
						title_province = {
							has_special_building_slot = no
						}
					}
					title_province = {
						add_special_building_slot = holy_site_cathedral_01
					}
				}
			}
		}
		religion:protestant_religion = {
			every_faith = {
				every_holy_site = {
					limit = {
						title_province = {
							has_special_building_slot = no
						}
					}
					title_province = {
						add_special_building_slot = holy_site_cathedral_01
					}
				}
			}
		}
		religion:zoroastrianism_religion = {
			every_faith = {
				every_holy_site = {
					limit = {
						title_province = {
							has_special_building_slot = no
						}
					}
					title_province = {
						add_special_building_slot = holy_site_fire_temple_01
					}
				}
			}
		}
		religion:buddhism_religion = {
			every_faith = {
				every_holy_site = {
					limit = {
						title_province = {
							has_special_building_slot = no
						}
					}
					title_province = {
						add_special_building_slot = holy_site_buddhist_grand_temple_01
					}
				}
			}
		}
#		religion:shintoism_religion = {
#			every_faith = {
#				every_holy_site = {
#					limit = {
#						title_province = {
#							has_special_building_slot = no
#						}
#					}
#					title_province = {
#						add_special_building_slot = holy_site_japanese_temple_01
#					}
#				}
#			}
#		}
#		religion:taoism_religion = {
#			every_faith = {
#				every_holy_site = {
#					limit = {
#						title_province = {
#							has_special_building_slot = no
#						}
#					}
#					title_province = {
#						add_special_building_slot = holy_site_chinese_temple_01
#					}
#				}
#			}
#		}
#		religion:confucianism_religion = {
#			every_faith = {
#				every_holy_site = {
#					limit = {
#						title_province = {
#							has_special_building_slot = no
#						}
#					}
#					title_province = {
#						add_special_building_slot = holy_site_chinese_temple_01
#					}
#				}
#			}
#		}
#		every_religion_global = {
#			limit = {
#				OR = {
#					this = religion:hinduism_religion
#					this = religion:jainism_religion
#					this = religion:tani_religion
#					this = religion:bon_religion
#				}
#			}
#			every_faith = {
#				every_holy_site = {
#					limit = {
#						title_province = {
#							has_special_building_slot = no
#						}
#					}
#					title_province = {
#						add_special_building_slot = holy_site_indian_grand_temple_01
#					}
#				}
#			}
#		}
#		every_religion_global = {
#			limit = {
#				OR = {
#					this = religion:satsana_phi_religion
#					this = religion:dayawism_religion
#					this = religion:hantuism_religion
#					this = religion:satsana_phi_religion
#					this = religion:kaharingan_religion
#					this = religion:tolotang_religion
#					this = religion:aluk_religion
#					this = religion:dab_qhuas_religion
#					this = religion:biliku_religion
#				}
#			}
#			every_faith = {
#				every_holy_site = {
#					limit = {
#						title_province = {
#							has_special_building_slot = no
#						}
#					}
#					title_province = {
#						add_special_building_slot = holy_site_se_asia_pagan_temple_01
#					}
#				}
#			}
#		}
		every_religion_global = {
			limit = {
				is_in_family = rf_pagan
			}
			every_faith = {
				every_holy_site = {
					limit = {
						title_province = {
							has_special_building_slot = no
						}
					}
					title_province = {
						add_special_building_slot = holy_site_pagan_grand_temple_01
					}
				}
			}
		}
		every_religion_global = {
			every_faith = {
				every_holy_site = {
					limit = {
						title_province = {
							has_special_building_slot = no
						}
					}
					title_province = {
						add_special_building_slot = holy_site_other_grand_temple_01
					}
				}
			}
		}

#		# If your capital on game start is Mecca, you get the Hajjaj trait (since you can't Hajj to your capital)
#		title:b_makka.county.holder = {
#			if = {
#				limit = {
#					faith = { has_doctrine_parameter = mandatory_hajj }
#					NOT = { has_trait = hajjaj }
#				}
#				# Have some Hajjaj
#				add_trait = hajjaj
#			}
#		}

#		# Pagans that start pre-reformed
#		## Bon has already been reformed into new bon.
#		faith:old_bon = {
#			set_variable = { name = has_been_reformed }
#		}
#
#		# Mark some faiths to block conversion till specific decisions are taken.
#		faith:basque_pagan = {
#			set_variable = { name = block_conversion_till_decision_taken }
#		}
#		faith:adoptionist = {
#			set_variable = { name = block_conversion_till_nebulous_circumstances }
#		}
#		# Kuzarite cannot be reformed under normal circumstances
#		faith:kabarism = {
#			set_variable = { name = block_reformation_var }
#		}
#
#		### GAME RULE: EXTRA ADMINS
#		apply_historic_administrative_game_rule_effect = yes
#
#		### 1178 CRUSADE SETUP ###
#		if = {
#			limit = {
#				game_start_date >= 1178.10.1
#			}
#			religion:islam_religion = {
#				set_variable = {
#					name = variable_ghw_unlocked
#					value = yes
#				}
#			}
#			religion:christianity_religion = {
#				set_variable = {
#					name = variable_ghw_unlocked
#					value = yes
#				}
#			}
#			set_global_variable = {
#				name = had_first_catholic_crusade
#				value = yes
#			}
#		}
#		if = {
#			limit = {
#				game_start_date >= 1178.10.1
#			}
#			character:st_amand_1 = {
#				save_scope_as = leader
#			}
#			character:223523 = {
#				save_scope_as = founder
#			}
#			title:b_saida = {
#				save_scope_as = barony
#			}
#			create_holy_order_neutral_effect = {
#				LEADER = scope:leader
#				CAPITAL = scope:barony
#				NEW_HO_SCOPE = new_holy_order
#				FOUNDER = scope:founder
#			}
#		}
#		if = {
#			limit = {
#				game_start_date >= 1178.10.1
#			}
#			character:231000 = {
#				save_scope_as = leader_1
#			}
#			character:223523 = {
#				save_scope_as = founder_1
#			}
#			title:b_hebron = {
#				save_scope_as = barony_1
#			}
#			create_holy_order_neutral_effect = {
#				LEADER = scope:leader_1
#				CAPITAL = scope:barony_1
#				NEW_HO_SCOPE = new_holy_order
#				FOUNDER = scope:founder_1
#			}
#		}
#
		### UNIVERSITIES ###
		title:b_fes.title_province = {
			if = {
				limit = {
					has_special_building_slot = no #Depends on DLC
				}
				add_special_building_slot = generic_university
			}
		}
		title:b_somapur.title_province = {
			if = {
				limit = {
					has_special_building_slot = no #Depends on DLC
				}
				add_special_building_slot = generic_university
			}
		}
		#title:b_bologna.title_province = { add_special_building_slot = generic_university } # Added in province history
		title:b_salamanca.title_province = { add_special_building_slot = generic_university }
		title:b_madrid.title_province = { add_special_building_slot = generic_university }
		#title:b_oxford.title_province = { add_special_building_slot = generic_university } # Added in province history
		title:b_cambridge.title_province = { add_special_building_slot = generic_university }
		title:b_padua.title_province = { add_special_building_slot = generic_university }
		title:b_coimbra.title_province = { add_special_building_slot = generic_university }
		title:b_napoli.title_province = { add_special_building_slot = generic_university }
		title:b_milano.title_province = { add_special_building_slot = generic_university }
		title:b_vienna.title_province = { add_special_building_slot = generic_university }
		title:b_praha.title_province = { add_special_building_slot = generic_university }
		title:b_perugia.title_province = { add_special_building_slot = generic_university }
		title:b_malappuram.title_province = { add_special_building_slot = generic_university }
		title:b_janakpur.title_province = { add_special_building_slot = generic_university }
		title:b_uppsala.title_province = { add_special_building_slot = generic_university }
		title:b_montlhery.title_province = { add_special_building_slot = generic_university } # Technically should be Paris, but that's occupied by Notre Dame
		title:b_qartajana.title_province = { add_special_building_slot = generic_university } # Technically should be Tunis, but that's occupied by a cathedral
		title:b_wazwan.title_province = { add_special_building_slot = generic_university } # Technically should be Isfahan, but that's occupied by the Friday Mosque
		title:b_sarsar.title_province = { add_special_building_slot = generic_university } # Technically should be Baghdad, but that's occupied by the House of Wisdom
		title:b_speyer.title_province = { add_special_building_slot = generic_university } # 1350ish, should be in Heidelberg but that's a church
		title:b_krakow.title_province = { add_special_building_slot = generic_university } # 1364
		title:b_pisa.title_province = { add_special_building_slot = generic_university } # 1350ish
		title:b_rostock.title_province = { add_special_building_slot = generic_university } # 1400ish
		title:b_turin.title_province = { add_special_building_slot = generic_university } # 1400ish
		title:b_ferrara.title_province = { add_special_building_slot = generic_university } # 1400ish
		title:b_leipzig.title_province = { add_special_building_slot = generic_university } # 1400ish, a city holding
		title:b_messina.title_province = { add_special_building_slot = generic_university }  # 1400ish, should be in Catania but that's a church
		if = {
			limit = {
				has_cp3_dlc_trigger = yes
			}
			title:b_sitges.title_province = { add_special_building_slot = generic_university } # Should be Barcelona but that location has another building now
		}
		else = {
			title:b_barcelona.title_province = { add_special_building_slot = generic_university } # 1450ish, but still fun to build
		}
		title:b_dumbarton.title_province = { add_special_building_slot = generic_university } # 1450ish, but still fun to build
		title:b_bidar.title_province = { add_special_building_slot = generic_university } # 1450ish, but still fun to build
		title:b_changsha.title_province = {
			add_special_building_slot = generic_university
		}

		### GREAT WALL OF CHINA ###

#		title:b_wulan.title_province = { add_great_building = the_great_wall_01 }
#		title:b_fengan.title_province = { add_great_building = the_great_wall_01 }
#		title:b_mingsha.title_province = { add_great_building = the_great_wall_01 }
#		title:b_yaode.title_province = { add_great_building = the_great_wall_01 }
#		title:b_huile.title_province = { add_great_building = the_great_wall_01 }
#		title:b_baojing.title_province = { add_great_building = the_great_wall_01 }
#		title:b_huaiyuan.title_province = { add_great_building = the_great_wall_01 }
#		title:b_shengwei.title_province = { add_great_building = the_great_wall_01 }
#		title:b_hequ.title_province = { add_great_building = the_great_wall_01 }
#		title:b_helan.title_province = { add_great_building = the_great_wall_01 }
#		title:b_dengkou.title_province = { add_great_building = the_great_wall_01 }
#		title:b_wuluhai.title_province = { add_great_building = the_great_wall_01 }
#		title:b_yongfeng.title_province = { add_great_building = the_great_wall_01 }
#		title:b_jiuyuan.title_province = { add_great_building = the_great_wall_01 }
#		title:b_tiande.title_province = { add_great_building = the_great_wall_01 }
#
#		title:b_jincheng.title_province = { add_great_building = the_great_wall_02 }
#		title:b_huichuan.title_province = { add_great_building = the_great_wall_02 }
#		title:b_huairong_2.title_province = { add_great_building = the_great_wall_02 }
#		title:b_pinggao.title_province = { add_great_building = the_great_wall_02 }
#		title:b_huaide.title_province = { add_great_building = the_great_wall_02 }
#		title:b_fangqu.title_province = { add_great_building = the_great_wall_02 }
#		title:b_huaian_2.title_province = { add_great_building = the_great_wall_02 }
#		title:b_luoyuan.title_province = { add_great_building = the_great_wall_02 }
#		title:b_hengshan_3.title_province = { add_great_building = the_great_wall_02 }
#		title:b_wuyan.title_province = { add_great_building = the_great_wall_02 }
#		title:b_ningshuo.title_province = { add_great_building = the_great_wall_02 }
#		title:b_longquan.title_province = { add_great_building = the_great_wall_02 }
#		title:b_rulin.title_province = { add_great_building = the_great_wall_02 }
#		title:b_kaiguang.title_province = { add_great_building = the_great_wall_02 }
#		title:b_linzhou_yincheng.title_province = { add_great_building = the_great_wall_02 }
#		title:b_xiazhou_dejing_east.title_province = { add_great_building = the_great_wall_02 }
#
#		title:b_xuande.title_province = { add_great_building = the_great_wall_03 }
#		title:b_baishui.title_province = { add_great_building = the_great_wall_03 }
#		title:b_rouxuan.title_province = { add_great_building = the_great_wall_03 }
#		title:b_cirlxj_yangcheng.title_province = { add_great_building = the_great_wall_03 }
#
#		### COA ###
#		if = {
#			limit = {
#				game_start_date <= 1000.1.1
#			}
#			title:e_scandinavia = { set_coa = e_scandinavia_norse }
#			title:k_sweden = { set_coa = k_sweden_norse }
#			title:d_svealand = { set_coa = d_svealand_norse }
#			title:c_upland = { set_coa = c_upland_norse }
#			title:c_gastrikland = { set_coa = c_gastrikland_norse }
#			title:c_sodermannaland = { set_coa = c_sodermannaland_norse }
#			title:c_aland = { set_coa = c_aland_norse }
#			title:d_bergslagen = { set_coa = d_bergslagen_norse }
#			title:c_vastmanland = { set_coa = c_vastmanland_norse  }
#			title:c_varmland = { set_coa = c_varmland_norse }
#			title:c_dalarna = { set_coa = c_dalarna_norse }
#			title:c_dalabergslagen = { set_coa = c_dalabergslagen_norse }
#			title:d_vastergotland = { set_coa = d_vastergotland_norse }
#			title:c_vastergotland = { set_coa = c_vastergotland_norse }
#			title:c_skara = { set_coa = c_skara_norse }
#			title:c_dal = { set_coa = c_dal_norse }
#			title:c_nordmark = { set_coa = c_nordmark_norse }
#			title:d_ostergotland = { set_coa = d_ostergotland_norse }
#			title:c_ostergotland = { set_coa = c_ostergotland_norse }
#			title:c_kinda = { set_coa = c_kinda_norse }
#			title:c_narke = { set_coa = c_narke_norse }
#			title:d_smaland = { set_coa = d_smaland_norse }
#			title:c_more = { set_coa = c_more_norse }
#			title:c_sevede = { set_coa = c_sevede_norse }
#			title:c_varend = { set_coa = c_varend_norse }
#			title:c_njudung = { set_coa = c_njudung_norse }
#			title:c_finnveden = { set_coa = c_finnveden_norse }
#			title:c_oland = { set_coa = c_oland_norse }
#			title:d_norrland = { set_coa = d_norrland_norse }
#			title:c_halsingland = { set_coa = c_halsingland_norse }
#			title:c_medelpad = { set_coa = c_medelpad_norse }
#			title:c_angermanland = { set_coa = c_angermanland_norse }
#			title:d_gotland = { set_coa = d_gotland_norse }
#			title:c_gutland = { set_coa = c_gutland_norse }
#			title:k_norway = { set_coa = k_norway_norse }
#			title:d_viken = { set_coa = d_viken_norse }
#			title:c_vingulmork = { set_coa = c_vingulmork_norse }
#			title:c_raniriki = { set_coa = c_raniriki_norse }
#			title:c_vestfold = { set_coa = c_vestfold_norse }
#			title:c_telemark = { set_coa = c_telemark_norse }
#			title:d_agder = { set_coa = d_agder_norse }
#			title:c_nedenes = { set_coa = c_nedenes_norse }
#			title:c_agdeside = { set_coa = c_agdeside_norse }
#			title:d_vestlandi = { set_coa = d_vestlandi_norse }
#			title:c_rogalandi = { set_coa = c_rogalandi_norse }
#			title:c_hordalandi = { set_coa = c_hordalandi_norse }
#			title:c_sogn = { set_coa = c_sogn_norse }
#			title:d_trandalog = { set_coa = d_trandalog_norse }
#			title:c_trandheim = { set_coa = c_trandheim_norse }
#			title:c_norwegian_more = { set_coa = c_norwegian_more_norse }
#			title:c_firdafylki = { set_coa = c_firdafylki_norse }
#			title:d_dalir = { set_coa = d_dalir_norse }
#			title:c_hedmork = { set_coa = c_hedmork_norse }
#			title:c_gudbrandsdalir = { set_coa = c_gudbrandsdalir_norse }
#			title:c_eystridalir = { set_coa = c_eystridalir_norse }
#			title:c_gauldala = { set_coa = c_gauldala_norse }
#			title:d_halogaland = { set_coa = d_halogaland_norse }
#			title:c_vastvag = { set_coa = c_vastvag_norse }
#			title:c_bothin = { set_coa = c_bothin_norse }
#			title:c_namdalfylki = { set_coa = c_namdalfylki_norse }
#			title:d_iceland = { set_coa = d_iceland_norse }
#			title:c_vestisland = { set_coa = c_vestisland_norse }
#			title:c_nordrland = { set_coa = c_nordrland_norse }
#			title:c_austisland = { set_coa = c_austisland_norse }
#			title:c_sudurland = { set_coa = c_sudurland_norse }
#			title:d_northern_isles = { set_coa = d_northern_isles_norse }
#			title:c_orkney = { set_coa = c_orkney_norse }
#			title:c_faereyar = { set_coa = c_faereyar_norse }
#			title:c_shetland = { set_coa = c_shetland_norse }
#			title:d_jamtland = { set_coa = d_jamtland_norse }
#			title:c_jamtfir = { set_coa = c_jamtfir_norse }
#			title:c_morarna = { set_coa = c_morarna_norse }
#			title:c_helgum = { set_coa = c_helgum_norse }
#			title:c_harjadalen = { set_coa = c_harjadalen_norse }
#			title:k_denmark = { set_coa = k_denmark_norse }
#			title:d_sjaelland = { set_coa = d_sjaelland_norse }
#			title:c_sjaelland = { set_coa = c_sjaelland_norse }
#			title:c_fyn = { set_coa = c_fyn_norse }
#			title:c_lolland_falster = { set_coa = c_lolland_falster_norse }
#			title:d_skane = { set_coa = d_skane_norse }
#			title:c_skane = { set_coa = c_skane_norse }
#			title:c_halland = { set_coa = c_halland_norse }
#			title:c_bornholm = { set_coa = c_bornholm_norse }
#			title:c_blekinge = { set_coa = c_blekinge_norse }
#			title:d_jylland = { set_coa = d_jylland_norse }
#			title:c_aarhus = { set_coa = c_aarhus_norse }
#			title:c_viborg = { set_coa = c_viborg_norse }
#			title:c_ringkobing = { set_coa = c_ringkobing_norse }
#			title:c_aalborg = { set_coa = c_aalborg_norse }
#			title:d_slesvig = { set_coa = d_slesvig_norse }
#			title:c_slesvig = { set_coa = c_slesvig_norse }
#			title:c_vorbasse = { set_coa = c_vorbasse_norse }
#			title:c_ribe = { set_coa = c_ribe_norse }
#			title:d_york = { set_coa = d_york_norse }
#			title:c_east_riding = { set_coa = c_east_riding_norse }
#			title:d_western_isles = { set_coa = d_western_isles_norse }
#			title:c_inner_hebrides = { set_coa = c_inner_hebrides_norse  }
#			title:c_dublin = { set_coa = c_dublin_norse }
#			title:c_argyll = { set_coa = c_argyll_norse }
#		}
#		if = {
#			limit = {
#				game_start_date >= 1067.12.25
#			}
#			title:k_england = { set_coa = k_england_norman }
#		}
#		if = {
#			limit = {
#				game_start_date >= 938.1.1
#			}
#			title:k_viet = { set_coa = k_dai_viet }
#		}

		### GRANDEUR ###
		#Royal Court: Set starting Grandeur to be the same as Expected
		if = {
			limit = {
				has_dlc_feature = royal_court
			}
			every_character_with_royal_court = {
				set_current_court_grandeur = court_grandeur_minimum_expected
				apply_hold_court_grace_effect = yes
				# Stops Hold Court reminders at game start
				set_variable = {
					name = last_hold_court_date
					value = current_year
				}
			}
		}
		if = {
			limit = { has_tgp_dlc_trigger = no }
			title:k_yongson_throne ?= {
				holder ?= {
					destroy_title = prev
				}
			}
		}
		every_ruler = { # PUT EVERY_RULER TYPE STUFF HERE FOR PERFORMANCE REASONS
			# Set up anyone who should be in a regency at start whether we have sources or not.
			## If you start as a child, incapable, or imprisoned, you get a regency.
			if = {
				limit = {
					OR = {
						is_adult = no
						is_incapable = yes
						is_imprisoned = yes
					}
				}
				# We don't want to check over so many characters *twice*, so we check again inside the block to determine what type of regency to put 'em in.
				## Temporary Regencies.
				if = {
					limit = { is_imprisoned = yes }
					trigger_event = {
						id = diarchy.0001
						delayed = yes
					}
				}
				## Entrenched Regencies.
				else = {
					trigger_event = {
						id = diarchy.0011
						delayed = yes
					}
				}
			}
			if = {
				limit = {
					has_mpo_dlc_trigger = no
				}
				if = {
					limit = {
						has_government = nomad_government
					}
					change_government = tribal_government
				}
				else_if = {
					limit = {
						has_government = herder_government
					}
					change_government = tribal_government
				}
			}

			# Set Coronation laws for everyone
			if = {
				limit = {
					coronation_trigger = yes
				}
				if = {
					limit = {
						highest_held_title_tier = tier_kingdom
					}
					add_realm_law_skip_effects = crowned_king
					set_variable = crowned_king_var
				}
				else_if = {
					limit = {
						highest_held_title_tier > tier_kingdom
					}
					add_realm_law_skip_effects = crowned_emperor
					set_variable = crowned_emperor_var
				}
			}

			# Admin - Let's give existing governors the Governor trait on game start
			if = {
				limit = {
					is_governor = yes
					NOT = { has_trait = governor }
					OR = {
						government_allows = administrative
						government_is_japanese_trigger = yes
					}
				}
				add_trait = governor
				add_trait_xp = {
					trait = governor
					value = {
						add = primary_title.title_held_years
						multiply = 2
						if = {
							limit = {
								age >= 50
								has_government = japan_administrative_government
							}
							add = {
								value = age
								divide = 4
							}
						}
					}
				}
			}
			# Clean up TGP governments is the Expansion is not enabled
			if = {
				limit = { has_tgp_dlc_trigger = no }
				# TGP: Clean up maritime tribal govs and revert them to non-dlc tribals
				if = {
					limit = {
						government_has_flag = government_is_wanua
					}
					empty_treasury_when_abandoning_landed_life_effect = yes
					change_government = tribal_government
				}
				# TGP: Clean up mandala govs and revert them to non-dlc feudals
				else_if = {
					limit = {
						government_has_flag = government_is_mandala
					}
					empty_treasury_when_abandoning_landed_life_effect = yes
					change_government = feudal_government
				}
				### Every Celestial/Meritocratic/Japanese Government becomes feudal if DLC not enabled, pre-lobby history setup ###
				else_if = {
					limit = {
						OR = {
							has_government = celestial_government
							has_government = meritocratic_government
							has_government = steppe_admin_government
							has_government = japan_administrative_government
							has_government = japan_feudal_government
						}
					}
					empty_treasury_when_abandoning_landed_life_effect = yes
					change_government = feudal_government
				}
				if = {
					limit = {
						any_held_title = {
							is_noble_family_title = yes
						}
					}
					every_held_title = {
						limit = {
							is_noble_family_title = yes
							title_domicile ?= {
								OR = {
									is_domicile_type = japanese_manor
									is_domicile_type = east_asian_estate
								}
							}
						}
						save_temporary_scope_as = family_title
						prev = { destroy_title = scope:family_title }
					}
				}
			}
			# TGP: Adjust China's starting laws
			else_if = {
				limit = {
					realm_law_use_celestial_bureaucracy = yes
				}
				if = {
					limit = {
						game_start_date >= 1066.9.15
					}
					add_realm_law_skip_effects = celestial_bureaucracy_2
					if = {
						limit = {
							top_liege != this
						}
						add_realm_law_skip_effects = celestial_army_vassal_law_2
					}
					else = {
						add_realm_law_skip_effects = celestial_army_liege_law_2 # Let's give them the matching army level as well
					}
				}
			}
			if = {
				limit = {
					has_domicile = yes
					any_held_title = {
						is_noble_family_title = yes
					}
				}
				if = {
					limit = {
						is_landed = yes
						domicile.domicile_location != this.capital_province
					}
					random_held_title = {
						limit = {
							is_noble_family_title = yes
						}
						set_capital_county = prev.capital_county
					}
					domicile ?= {
						move_domicile = prev.capital_province
					}
				}
				if = {
					limit = {
						tgp_is_any_minister = yes
					}
					random_held_title = {
						limit = {
							tier = tier_empire
						}
						set_capital_county = prev.top_liege.capital_county
					}
					random_held_title = {
						limit = {
							is_noble_family_title = yes
						}
						set_capital_county = prev.top_liege.capital_county
					}
					domicile ?= {
						move_domicile = prev.top_liege.capital_province
					}
				}
			}
		}
		# DYNASTIC CYCLE SETUP
#		situation:dynastic_cycle ?= {
#			title:h_china = {
#				set_variable = {
#					name = years_since_imperial_examination
#					value = 0
#				}
#			}
#			if = {
#				limit = { game_start_date < 868.1.1 }
#				tgp_set_wuking_element_effect = { ELEMENT = earth } # Tang
#				every_situation_sub_region = {
#					add_takeover_phase_points = {
#					   phase = situation_dynastic_cycle_phase_chaos
#					   points = 800
#					}
#				}
#			}
#			else = {
#				tgp_set_wuking_element_effect = { ELEMENT = fire } # Song
#			}
#		}
		setup_tributaries_effect = yes # defined in 00_tributary_setup_effect.txt

#		### FERTILE LANDS ###
#		# For deserts that are supposed to be very fertile
#		title:c_taizz = { add_county_modifier = fertile_desert_mountains_modifier }
#		title:c_mandab = { add_county_modifier = fertile_desert_mountains_modifier }
#		title:c_zabid = { add_county_modifier = fertile_desert_mountains_modifier }
#		title:c_sanaa = { add_county_modifier = fertile_desert_mountains_modifier }
#		title:c_dathina = { add_county_modifier = fertile_desert_mountains_modifier }
#
#		### HENDEKAPOLIS ###
#		title:c_ionia = { add_county_modifier = dodekapolis_modifier }
#		title:c_chios = { add_county_modifier = dodekapolis_modifier }
#		title:c_aeolis = { add_county_modifier = dodekapolis_modifier }
#		title:c_lesbos = { add_county_modifier = dodekapolis_modifier }
#
#		### GREECE BACKWATER COUNTIES ###
#		if = {
#			limit = { has_ep3_dlc_trigger = yes }
#			title:c_laconia = { add_county_modifier = backwater_county_modifier }
#			title:c_messenia = { add_county_modifier = backwater_county_modifier }
#			title:c_korinthos = { add_county_modifier = backwater_county_modifier }
#			title:c_achaia = { add_county_modifier = backwater_county_modifier }
#			title:c_cephalonia = { add_county_modifier = backwater_county_modifier }
#			title:c_attica = { add_county_modifier = backwater_county_modifier }
#			title:c_boeotia = { add_county_modifier = backwater_county_modifier }
#			title:c_aetolia = { add_county_modifier = backwater_county_modifier }
#			title:c_naxos = { add_county_modifier = backwater_county_modifier }
#			title:c_euboea = { add_county_modifier = backwater_county_modifier }
#			title:c_neopatras = { add_county_modifier = backwater_county_modifier }
#			title:c_demetrias = { add_county_modifier = backwater_county_modifier }
#			title:c_thessaliotis = { add_county_modifier = backwater_county_modifier }
#			title:c_thessalia = { add_county_modifier = backwater_county_modifier }
#			title:c_epeiros = { add_county_modifier = backwater_county_modifier }
#			title:c_buthrotum = { add_county_modifier = backwater_county_modifier }
#			title:c_veria = { add_county_modifier = backwater_county_modifier }
#			title:c_metzovo = { add_county_modifier = backwater_county_modifier }
#			title:c_chalkidike = { add_county_modifier = backwater_county_modifier }
#			title:c_thessalonika = { add_county_modifier = backwater_county_modifier }
#			title:c_serres = { add_county_modifier = backwater_county_modifier }
#			title:c_mosynopolis = { add_county_modifier = backwater_county_modifier }
#			title:c_ohrid = { add_county_modifier = backwater_county_modifier }
#			title:c_antipatreia = { add_county_modifier = backwater_county_modifier }
#			title:c_dyrrachion = { add_county_modifier = backwater_county_modifier }
#			title:c_avlonas = { add_county_modifier = backwater_county_modifier }
#		}
#
#		### Pandidakterion IN CONSTANTINOPLE ###
#		if = {
#			limit = {
#				has_ep3_dlc_trigger = yes
#				current_date >= 1046.1.1
#			}
#			title:c_byzantion = { add_county_modifier = pandidakterion_university_modifier }
#		}
#
#		if = {
#			limit = {
#				has_dlc_feature = hybridize_culture
#				NOT = {
#					has_dlc_feature = khans_of_the_steppe
#				}
#			}
#			culture:mongol = {
#				add_culture_tradition = tradition_malleable_invaders
#			}
#			culture:khitan = {
#				add_culture_tradition = tradition_malleable_invaders
#			}
#			culture:jurchen = {
#				add_culture_tradition = tradition_malleable_invaders
#			}
#			culture:cuman = {
#				add_culture_tradition = tradition_malleable_invaders
#			}
#			culture:bolghar = {
#				add_culture_tradition = tradition_malleable_invaders
#			}
#			culture:bashkir = {
#				add_culture_tradition = tradition_malleable_invaders
#			}
#			culture:karluk = {
#				add_culture_tradition = tradition_malleable_invaders
#			}
#			culture:shatuo = {
#				add_culture_tradition = tradition_malleable_invaders
#			}
#		}
#
#		if = {
#			limit = {
#				NOT = {
#					has_dlc_feature = khans_of_the_steppe
#				}
#			}
#			culture:hunnic = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
#			culture:saka = { add_culture_tradition = tradition_horse_lords }
#			culture:alan = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
#			culture:mongol = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
#			culture:buryat = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
#			culture:oirat = { add_culture_tradition = tradition_horse_lords }
#			culture:naiman = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
#			culture:kerait = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
#			culture:khitan = { add_culture_tradition = tradition_horse_lords }
#			culture:tuyuhun = { add_culture_tradition = tradition_horse_lords }
#			culture:jurchen = { add_culture_tradition = tradition_horse_lords }
#			culture:cuman = { add_culture_tradition = tradition_horse_lords }
#			culture:khazar = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
#			culture:bolghar = { add_culture_tradition = tradition_horse_lords }
#			culture:bashkir = { add_culture_tradition = tradition_horse_lords }
#			culture:avar = { add_culture_tradition = tradition_horse_lords }
#			culture:karluk = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
#			culture:kimek = { add_culture_tradition = tradition_horse_lords }
#			culture:kipchak = { add_culture_tradition = tradition_horse_lords }
#			culture:laktan = { add_culture_tradition = tradition_horse_lords }
#			culture:kirghiz = { add_culture_tradition = tradition_horse_lords }
#			culture:yughur = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
#			culture:uriankhai = { add_culture_tradition = tradition_horse_lords }
#			culture:chuvash = { add_culture_tradition = tradition_horse_lords }
#			culture:ongud = { add_culture_tradition = tradition_horse_lords }
#			culture:turkmen = { add_culture_tradition = tradition_horse_lords }
#			culture:mogyer = { add_culture_tradition = tradition_horse_lords }
#			culture:pecheneg = { add_culture_tradition = tradition_horse_lords }
#			culture:ongud = { add_culture_tradition = tradition_steppe_tolerance }
#			culture:uyghur = { add_culture_tradition = tradition_steppe_tolerance }
#			#culture:turkish = { add_culture_tradition = tradition_horse_lords }
#		}

#		### DEBUG GLOBAL VARIABLES ###
#		# We set these here so that they present nicely and you can see when some variables register zero.
#
#		# FP3 Struggle.
#		if = {
#			limit = { gather_debug_variables_for_persian_struggle_trigger = yes }
#			# ENDING
#			set_global_variable = {
#				name = sp_end_date
#				value = 0
#			}
#			# There's also fp3_struggle_ending; we don't track that here because it has functional usage that depends on it existing or not, so it's not a debug variable.
#
#			# PHASES
#			set_global_variable = {
#				name = sp_phase_unrest
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_phase_stabil
#				value = 0
#			}
#
#			# UNREST
#			set_global_variable = {
#				name = sp_unrest_catalyst_yearly_influential_house_is_antagonistic_major
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_yearly_influential_house_is_antagonistic_medium
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_yearly_influential_house_is_antagonistic_minor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_yearly_influential_house_is_antagonistic_minimal
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_becomes_rival_supporter_detractor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_gain_claim_on_title_fp3
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_usurp_title_fp3
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_cadet_branch_created
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_supporter_forced_conversion
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_execute_supporter
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_imprison_supporter
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_unnatural_death_supporter
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_reveal_secret_supporter
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_turn_supporter_into_detractor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_forming_alliance_between_detractor_uninvolved_rulers
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_detractor_win_unfair_war_within_the_region
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_detractor_win_fair_war_within_the_region
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_detractor_declare_unfair_war_within_the_region
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_detractor_declare_fair_war_within_the_region
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_unrest_catalyst_became_detractor_fp3
#				value = 0
#			}
#			# STABILISATION
#			set_global_variable = {
#				name = sp_stabil_catalyst_yearly_influential_house_is_harmonious_major
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_yearly_influential_house_is_harmonious_medium
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_yearly_influential_house_is_harmonious_minor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_yearly_influential_house_is_harmonious_minimal
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_learned_new_language_important
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_vassalize_independent_ruler
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_invite_involved_as_honorary_guests_to_feast_hunt
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_supporter_win_unfair_war_within_the_region
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_supporter_win_fair_war_within_the_region
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_supporter_declare_unfair_war_within_the_region
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_supporter_declare_fair_war_within_the_region
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_install_loyalist_cb
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_imprison_detractor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_execute_detractor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_unnatural_death_detractor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_reveal_secret_detractor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_detractor_forced_conversion
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_turn_detractor_into_supporter
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_gain_struggle_titles_from_interlopers_uninvolved
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_stabil_catalyst_became_supporter_fp3
#				value = 0
#			}
#			# CONCESSION
#			set_global_variable = {
#				name = sp_concession_catalyst_missing_caliphate_or_arabian_empire
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_caliph_or_emperor_loses_revolt_war
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_caliph_or_emperor_accepts_faction_demands
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_caliph_died_violently
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_caliph_died_naturally
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_war_ends_in_white_peace_between_supporter_detractor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_became_best_friend_soulmate_supporter_detractor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_became_friend_lover_supporter_detractor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_forming_alliance_between_supporter_detractor_rulers
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_abandon_hook_on_supporter_detractor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_grants_pardon_supporter_detractor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_release_supporter_detractor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_ransom_supporter_detractor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_grants_vassal_to_de_jure_liege_supporter_detractor
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_gift_supporter_detractor_ruler
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_interloper_uninvolved_gain_struggle_titles
#				value = 0
#			}
#			set_global_variable = {
#				name = sp_concession_catalyst_raided_involved
#				value = 0
#			}
#		}
#
#		# UNITY CONFIG
#		## 867.
#		if = {
#			limit = { game_start_date = 867.1.1 }
#			# Twiddle some starting unities.
#			## The Abassids are in the middle of a self-killing frenzy, so we lower theirs substantially.
#			house:house_abbasid ?= {
#				add_unity_value = {
#					value = -100
#					# This is from historical circumstances, so we just do use the house head.
#					character = house_head
#					desc = clan_unity_historical_circumstances.desc
#				}
#			}
#			## The Samanids are juuuuust about to get started on killing each other over who gets to lead Transoxiana.
#			house:house_samanid ?= {
#				add_unity_value = {
#					value = -40
#					# This is from historical circumstances, so we just do use the house head.
#					character = house_head
#					desc = clan_unity_historical_circumstances.desc
#				}
#			}
#			## The Afrighids (both of them) are having fairly few arguments because only one of them can speak and it's very easy to manage relations with a baby.
#			dynasty:1042112.dynast.house ?= {
#				add_unity_value = {
#					value = 50
#					# This is from historical circumstances, so we just do use the house head.
#					character = house_head
#					desc = clan_unity_historical_circumstances.desc
#				}
#			}
#			## The Tahirids are scattered but actually get along quite well and support each other politically (mostly).
#			dynasty:811.dynast.house ?= {
#				add_unity_value = {
#					value = 100
#					# This is from historical circumstances, so we just do use the house head.
#					character = house_head
#					desc = clan_unity_historical_circumstances.desc
#				}
#			}
#			## The Umayyads are having something of a renaissance.
#			dynasty:597.dynast.house ?= {
#				add_unity_value = {
#					value = 100
#					# This is from historical circumstances, so we just do use the house head.
#					character = house_head
#					desc = clan_unity_historical_circumstances.desc
#				}
#			}
#		}
#		# LEGITIMACY CONFIG
#		## 867.
#		if = {
#			limit = { game_start_date = 867.1.1 }
#			## Basileus Basileios was actually elected, so he's technically legitimate, but starts at level 2. With this he should be level 3.
#			character:1700 = {
#				add_legitimacy = major_legitimacy_gain
#			}
#		}
#
#		# Cultural setup
#		if = {
#			limit = {
#				game_start_date = 1178.10.1
#			}
#			culture:norman = {
#				set_name_list = name_list_late_norman
#			}
#		}
#
#		### EP3 BYZANTIUM IMPORTANT COUNTIES ###
#		if = {
#			limit = { has_ep3_dlc_trigger = yes }
#			title:c_antiocheia = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_jerusalem = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_alexandria = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_abbadan = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_edessa = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_bari = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_siracusa = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_roma = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_ravenna = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_tunis = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_tangiers = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_murcia = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_lombardia = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_trier = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_cumberland = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_northumberland = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_chandax = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_tourraine = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = ep3_emperor_yearly.2000
#				}
#			}
#			title:c_byzantion = {
#				set_important_location = {
#					title = title:e_byzantium
#					enter_realm_event = roman_restoration.1200
#				}
#				set_important_location = {
#					title = title:h_roman_empire
#					enter_realm_event = roman_restoration.1200
#				}
#				set_important_location = {
#					title = title:h_eastern_roman_empire
#					enter_realm_event = roman_restoration.1200
#				}
#			}
#		}

		# MPO Tribes of the North cultrad mechanic
		if = {
			limit = {
				has_dlc_feature = khans_of_the_steppe
			}
			every_county_in_region = {
				region = mpo_region_permafrost
				if = {
					limit = {
						holder.culture ?= culture
						culture = {
							has_cultural_parameter = permafrost_modifier_mechanic
						}
					}
					add_county_modifier = mpo_siberian_permafrost_modifier
				}
				else = {
					add_county_modifier = mpo_siberian_permafrost_modifier_bad
				}

			}
		}

		# Byzantine name game rule
#		title:e_byzantium = {
#			if = {
#				limit = {
#					has_game_rule = eastern_rome_name_of_byzantium
#				}
#				set_title_name = e_eastern_roman_empire
#			}
#			else_if = {
#				limit = {
#					has_game_rule = roman_empire_name_of_byzantium
#				}
#				set_title_name = h_roman_empire
#			}
#			else_if = {
#				limit = {
#					has_game_rule = romania_name_of_byzantium
#				}
#				set_title_name = e_romania_empire
#			}
#			else_if = {
#				limit = {
#					has_game_rule = empire_of_the_greeks_name_of_byzantium
#				}
#				set_title_name = e_empire_of_the_greeks
#			}
#			else_if = {
#				limit = {
#					has_game_rule = rhomaion_name_of_byzantium
#				}
#				set_title_name = e_rhomaion
#			}
#			else_if = {
#				limit = {
#					has_game_rule = unholy_roman_empire_name_of_byzantium
#				}
#				set_title_name = e_unholy_roman_empire
#			}
#		}

		# Remove Coronation Doctrine if you don't have the DLC
		if = {
			limit = {
				has_ach_dlc_trigger = no
			}
			every_religion_global = {
				every_faith = {
					switch = {
						trigger = has_doctrine
						doctrine_no_anointment = { remove_doctrine = doctrine_no_anointment }
						doctrine_anointment_permitted = { remove_doctrine = doctrine_anointment_permitted }
						doctrine_imperial_anointment = { remove_doctrine = doctrine_imperial_anointment }
					}
				}
			}
		}

		# Set Coronation laws for everyone
		if = {
			limit = {
				has_ach_dlc_trigger = yes
			}
			every_ruler = {
				limit = {
					coronation_trigger = yes
					age >= 12
#					NOT = { this = character:1316 } # Heinrich IV was coronated in 1084
				}
				save_temporary_scope_as = ruler
				if = {
					limit = {
						highest_held_title_tier > tier_kingdom
						NOT = {
							has_any_shunned_or_criminal_trait_in_faith_trigger = {
								CHARACTER = scope:ruler
								FAITH = scope:ruler.faith
							}
							faith = { has_doctrine = doctrine_no_anointment }
						}
					}
					if = {
						limit = {
							NOT = {
								has_game_rule = coronation_laws_off
								has_realm_law = crowned_emperor
							}
						}
						add_realm_law_skip_effects = crowned_emperor
					}
					set_variable = crowned_emperor_var
				}
				else = {
					if = {
						limit = {
							NOT = {
								has_game_rule = coronation_laws_off
								has_realm_law = crowned_king
							}
						}
						add_realm_law_skip_effects = crowned_king
					}
					set_variable = crowned_king_var
				}
			}
		}

#		# TGP: extra legitimacy for the Hegemon, so you don't fold over immediately
#		if = {
#			limit = { has_tgp_dlc_trigger = yes }
#			title:h_china.holder = {
#				# and even more for the Song, as they were in a pretty good shape on our start dates
#				if = {
#					limit = {
#						situation:dynastic_cycle ?= {
#							OR = {
#								situation_current_phase = situation_dynastic_cycle_phase_stability_expansion
#								situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
#							}
#						}
#					}
#					add_legitimacy = 4500
#				}
#				else = {
#					add_legitimacy = 3000
#				}
#			}
#		}
		### TGP SILK ROAD INNOVATIONS
		tgp_silk_road_innovation_setup_effect = yes

		set_global_variable = {
			name = natural_disaster_initial_grace_period
			years = natural_disaster_initial_grace_period_years
		}

		### TGP Earthquake Regions
		# background regions
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe_south }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_china }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_pacific_earthquake_region } # Basically Japan, whole region as risky
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_north_east_and_korea }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_southeast_mainland } # no Burma since it's already fully covered by sichuan_myanmar_earthquake_region
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_southeast_islands }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_minor }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_middle_east }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_india }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_steppe }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_siberia }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_tibet }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa_north_east }
		# strips
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:himalaya_earthquake_region }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:sichuan_myanmar_earthquake_region }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:south_china_coastaline_earthquake_region }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_china_earthquake_region }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:mongolia_baikal_earthquake_region }
		add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:central_asian_earthquake_region }

		### TGP Flood Regions
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:amur_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:danube_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:daugava_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:dnieper_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:dniester_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:don_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:elbe_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:ganges_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:garonne_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:godavari_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:guadalquivir_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:guadiana_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:indus_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:irrawaddy_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:kaveri_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:loire_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:lovat_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:mahanadi_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:mekong_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:niger_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:nile_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:pearl_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:po_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:rhine_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:rhone_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:seine_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:tapti_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:tigris_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:vistula_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:volga_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:yangtze_river_region }
		add_to_global_variable_list = { name = flood_region_list target = geographical_region:yellow_river_region }
		##### HISTORICAL HOUSE RELATIONS - deliberately placed above blocs
		tgp_setup_historical_house_relation_effect = yes
		#####  TGP JAPAN #####
		if = {
			limit = { has_tgp_dlc_trigger = yes }
			### DYNASTIES
			tgp_dynasty_house_name_setup_effect = yes
			### BLOCS — AuH defers to after noble_family_title_realm_setup (see TGP SETUP); else house heads lack NF titles and create_confederation asserts.
			if = {
				limit = {
					NOT = { has_dlc_feature = all_under_heaven }
				}
				tgp_setup_historical_house_bloc_effect = yes
			}
		}
		#
#		if = {
#			limit = {
#				title:k_magyar = {
#					exists = holder
#				}
#			}
#			title:k_magyar = {
#				add_title_law = confederation_elective_succession_law
#			}
#		}
		####3UR0P4 T0l3R4NC3######
		title:e_europa.holder ?= {
			every_vassal = {
				limit = {
					OR = {
						government_has_flag = government_is_feudal
						government_has_flag = government_is_tribal
					}	
					vassal_contract_has_modifiable_obligations = yes
					OR = {
						faith = faith:genevan
						faith = faith:anglican_england
						faith = faith:lutheran
						faith = faith:illuminated
						faith = faith:carolingian
						faith = faith:atlantean
						faith = faith:volksmarchen
					}	
				}
				vassal_contract_set_obligation_level = { type = religious_rights level = 1 }
				set_subject_contract_modification_blocked = no
			}
		}		
	}
}

# Like on_game_start, except it is called once the host (or player, in single player) exits the lobby. Good for anything where you need to know who the players are, or what the game rules are
on_game_start_after_lobby = {
	effect = {
		disable_succession_calculation = yes
	
		# To prevent the Season Changes event from triggering on game start
		situation:the_great_steppe ?= {
			every_participant_group = {
				every_situation_group_participant = {
					set_variable = {
						name = steppe_game_start_var
						years = 1
					}
				}
			}
		}
		if = {
			limit = {
				government_has_flag = government_is_prepublic
				is_landed = yes
			}
			save_scope_as = scoped_farmer
			create_nomad_title = {
				name = domicile_farmstead
				holder = scope:scoped_farmer
				government = peasantrepublic_government
				save_scope_as = new_title
			}
			scope:new_title ?= {
				add_title_law = noble_family_succession_law
			}
		}
		if = {
			limit = {
				government_has_flag = government_is_prepublic
				primary_title = {
					NOT = {
						has_title_law = saxon_elective_succession_law
					}
				}
			}
			every_held_title = {
				limit = {
					tier >= tier_county
					NOT = {
						has_title_law = saxon_elective_succession_law
					}
				}
				add_title_law = saxon_elective_succession_law
			}
		}
		if = {
			limit = {
				government_has_flag = government_is_urepublic
				NOT = {
					exists = domicile
				}
			}
			save_scope_as = scoped_merchant
			create_nomad_title = {
				name = domicile_palace
				holder = scope:scoped_merchant
				government = urbanrepublic_government
				save_scope_as = new_title
			}
			scope:new_title ?= {
				add_title_law = noble_family_succession_law
			}
		}
		if = {
			limit = {
				government_has_flag = government_is_urepublic
				primary_title = {
					NOT = {
						has_title_law = urban_elective_succession_law
					}
				}
			}
			every_held_title = {
				limit = {
					tier >= tier_county
					NOT = {
						has_title_law = urban_elective_succession_law
					}
				}
				add_title_law = urban_elective_succession_law
			}
		}

		# Extra Nomad Regions
		#Tibet
		if = {
		    limit = {
				has_mpo_dlc_trigger = yes
				has_game_rule = tibet_nomad_region_on
			}
			start_situation = {
				type = game_rule_extra_nomads_tibet
				start_phase = situation_steppe_abundant_grazing_season
				save_scope_as = my_situation
			}
			scope:my_situation = {
				every_situation_county = {
					limit = {
						holder = {
							government_has_flag = government_is_tribal
						}
					}
					holder = {
						set_variable = {
							name = steppe_game_start_var
							years = 1
						}
						every_held_title = {
							if = {
								limit = {
									title_province = {
										has_holding_type = tribal_holding
									}
								}
								title_province = {
									set_holding_type = nomad_holding
								}
							}
						}
						change_government = nomad_government
						if = {
							limit = {
								OR = {
									domicile.domicile_culture != capital_county.culture
									domicile.domicile_faith != capital_county.faith
								}
							}
							domicile = {
								set_domicile_culture = prev.capital_county.culture
								set_domicile_faith = prev.capital_county.faith
							}
						}
					}
				}
			}
		}
		#Sami
		if = {
		    limit = {
				has_mpo_dlc_trigger = yes
				has_game_rule = sami_nomad_region_on
			}
			start_situation = {
				type = game_rule_extra_nomads_sami
				start_phase = situation_steppe_abundant_grazing_season
				save_scope_as = my_situation
			}
			scope:my_situation = {
				every_situation_county = {
					limit = {
						holder = {
							OR = {
								culture = culture:sami
								culture = culture:karelian
#								culture = culture:samoyed
								is_ai = no
							}
						}
					}
					holder = {
						set_variable = {
							name = steppe_game_start_var
							years = 1
						}
						every_held_title = {
							if = {
								limit = {
									title_province = {
										has_holding_type = tribal_holding
									}
								}
								title_province = {
									set_holding_type = nomad_holding
								}
							}
						}
						change_government = nomad_government
					}
				}
			}
		}
		#Arabia
		if = {
		    limit = {
				has_mpo_dlc_trigger = yes
				has_game_rule = arabia_nomad_region_on
			}
			start_situation = {
				type = game_rule_extra_nomads_arabs
				start_phase = situation_steppe_severe_drought_season
				save_scope_as = my_situation
				sub_region = {
					key = arabia_nomads
					start_phase = situation_steppe_severe_drought_season
					map_color = { 34 255 76 }
					geographical_regions = { arab_nomad_area }
				}
				sub_region = {
					key = egypt_nomads
					start_phase = situation_steppe_abundant_grazing_season
					map_color = { 24 155 76 }
					geographical_regions = { egypt_nomad_area }
				}
			}
			scope:my_situation = {
				every_situation_county = {
					limit = {
						holder = {
							government_has_flag = government_is_tribal
						}
					}
					holder = {
						set_variable = {
							name = steppe_game_start_var
							years = 1
						}
						every_held_title = {
							if = {
								limit = {
									title_province = {
										has_holding_type = tribal_holding
									}
								}
								title_province = {
									set_holding_type = nomad_holding
								}
							}
						}
						change_government = nomad_government
					}
				}
			}
		}
		#Sahel
		if = {
		    limit = {
				has_mpo_dlc_trigger = yes
				has_game_rule = sahel_nomad_region_on
			}
		    start_situation = {
				type = game_rule_extra_nomads_sahel
				start_phase = situation_steppe_severe_drought_season
				save_scope_as = my_situation
				sub_region = {
					key = north_africa_nomads
					start_phase = situation_steppe_abundant_grazing_season
					map_color = { 155 62 0 }
					geographical_regions = { sahel_north_africa_nomad_area }
				}
				sub_region = {
					key = sahara_nomads
					start_phase = situation_steppe_severe_drought_season
					map_color = { 255 232 100 }
					geographical_regions = { sahel_desert_nomad_area }
				}
				sub_region = {
					key = sahel_nomads
					start_phase = situation_steppe_abundant_grazing_season
					map_color = { 100 46 92 }
					geographical_regions = { sahel_sub_saharan_africa_nomad_area }
				}
			}
			scope:my_situation = {
				every_situation_county = {
					limit = {
						holder = {
							government_has_flag = government_is_tribal
							OR = {
								culture = { has_cultural_pillar = heritage_berber }
								culture = culture:bedouin
								is_ai = no
							}
							NOR = {
								culture = culture:welayta
								culture = culture:ethiopian
								culture = culture:nubian
								culture = culture:daju
							}
						}
					}
					holder = {
						set_variable = {
							name = steppe_game_start_var
							years = 1
						}
						every_held_title = {
							if = {
								limit = {
									title_province = {
										has_holding_type = tribal_holding
									}
								}
								title_province = {
									set_holding_type = nomad_holding
								}
							}
						}
						change_government = nomad_government
					}
				}
			}
		}
		#Horn of Africa
		if = {
		    limit = {
				has_mpo_dlc_trigger = yes
				has_game_rule = horn_of_africa_nomad_region_on
			}
		    start_situation = {
				type = game_rule_extra_nomads_horn
				start_phase = situation_steppe_severe_drought_season
				save_scope_as = my_situation
			}
			scope:my_situation = {
				every_situation_county = {
					limit = {
						holder = {
							government_has_flag = government_is_tribal
							OR = {
								culture = culture:somali
								culture = culture:beja
								culture = culture:afar
								culture = culture:bedouin
								AND = {
									is_ai = no
									NOR = {
										culture = culture:welayta
										culture = culture:ethiopian
										culture = culture:nubian
										culture = culture:daju
									}
								}
							}
						}
					}
					holder = {
						set_variable = {
							name = steppe_game_start_var
							years = 1
						}
						every_held_title = {
							if = {
								limit = {
									title_province = {
										has_holding_type = tribal_holding
									}
								}
								title_province = {
									set_holding_type = nomad_holding
								}
							}
						}
						change_government = nomad_government
					}
				}
			}
		}
#		### INITIAL BUDGET CALC, ONE MORE AFTER THE EVERY_RULER ASSIGNS PROVINCE TYPES ###
#		if = {
#			limit = {
#				exists = title:h_china.holder
#				has_tgp_dlc_trigger = yes
#			}
#			title:h_china.holder ?= {
#				enact_treasury_budgets_init = yes
#			}
#		}
		
		
		
		every_ruler = { # PUT EVERY_RULER TYPE STUFF HERE FOR PERFORMANCE REASONS
			### Every nomad in the Steppe Region gets their yurt domicile goodies ###
			if = {
				limit = {
					government_has_flag = government_is_nomadic
					is_landed = yes
				}
				save_scope_as = holder
				if = {
					limit = {
						NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
						NOT = {
							any_held_title = {
								is_nomad_title = yes
							}
						}
					}
					create_nomad_title = {
						name = nomad_title_name
						holder = scope:holder
						government = nomad_government
						save_scope_as = new_nomad_title
					}
				}
				if = {
					limit = {
						exists = situation:the_great_steppe
						any_character_situation = {
							this = situation:the_great_steppe
						}
					}
					add_trait = nomadic_philosophy
					dynasty ?= {
						every_dynasty_member = {
							limit = {
								top_liege ?= {
									government_has_flag = government_is_nomadic
								}
							}
							add_trait = nomadic_philosophy
						}
					}
				}
				if = {
					limit = {
						has_mpo_dlc_trigger = yes
						has_tgp_dlc_trigger = yes
					}
					dynasty:1045082 ?= { # Khitan Yelu
						every_dynasty_member = {
							add_trait = nomadic_philosophy
						}
					}
					dynasty:nn_dyn_shulu ?= { # Khitan Xiao
						every_dynasty_member = {
							add_trait = nomadic_philosophy
						}
					}
				}
				switch = {
					trigger = primary_title.tier
					tier_county = {
						add_gold = {
							value = {
								value = 0
								add = { 25 40 }
								multiply = gold_value_scale_by_era
							}
						}
					}
					tier_duchy = {
						add_gold = {
							value = {
								value = 0
								add = { 50 80 }
								multiply = gold_value_scale_by_era
							}
						}
						add_realm_law_skip_effects = nomadic_authority_2
						domicile ?= {
							add_domicile_building = yurt_main_02
							add_random_yurt_external_building_effect = yes
							upgrade_random_yurt_external_building_effect = yes
						}
					}
					tier_kingdom = {
						add_gold = {
							value = {
								value = 0
								add = { 100 125 }
								multiply = gold_value_scale_by_era
							}
						}
						add_realm_law_skip_effects = nomadic_authority_3
						domicile ?= {
							add_domicile_building = yurt_main_02
							add_domicile_building = yurt_main_03
							add_random_yurt_external_building_effect = yes
							add_random_yurt_external_building_effect = yes
							upgrade_random_yurt_external_building_effect = yes
							upgrade_random_yurt_external_building_effect = yes
						}
					}
					tier_empire = {
						add_gold = {
							value = {
								value = 0
								add = { 150 200 }
								multiply = gold_value_scale_by_era
							}
						}
						add_realm_law_skip_effects = nomadic_authority_3
						domicile ?= {
							add_domicile_building = yurt_main_02
							add_domicile_building = yurt_main_03
							add_domicile_building = yurt_main_04
							add_random_yurt_external_building_effect = yes
							add_random_yurt_external_building_effect = yes
							add_random_yurt_external_building_effect = yes
							upgrade_random_yurt_external_building_effect = yes
							upgrade_random_yurt_external_building_effect = yes
							upgrade_random_yurt_external_building_effect = yes
							upgrade_random_yurt_external_building_effect = yes
							upgrade_random_yurt_external_building_effect = yes
							upgrade_random_yurt_external_building_effect = yes
							upgrade_random_yurt_external_building_effect = yes
							upgrade_random_yurt_external_building_effect = yes
						}
					}
				}
				if = {
					limit = {
						has_royal_court = yes
						NOT = { has_court_type = court_nomadic }
					}
					set_court_type = court_nomadic
				}
				every_councillor = {
					limit = {
						NOR = {
							has_council_position = councillor_spymaster
							has_council_position = councillor_court_chaplain
							has_council_position = councillor_spouse
						}
					}
					prev = { fire_councillor_skip_effects = prev }
					remove_opinion = {
						modifier = fired_from_council_opinion
						target = prev
					}
				}
				random_courtier = {
					limit = {
						is_adult = yes
					}
					save_scope_as = astrologer_character
					prev = {
						appoint_court_position = {
							recipient = scope:astrologer_character
							court_position = court_astrologer_court_position
						}
					}
				}
				if = {
					limit = {
						OR = {
							NOT = { exists = cp:councillor_kurultai_1 }
							NOT = { exists = cp:councillor_kurultai_2 }
							NOT = { exists = cp:councillor_kurultai_3 }
							NOT = { exists = cp:councillor_kurultai_4 }
						}
					}
					ordered_vassal = {
						order_by = current_military_strength
						limit = {
							is_councillor = no
						}
						make_councillor_start_up_effect = yes
					}
				}
				if = {
					limit = {
						OR = {
							NOT = { exists = cp:councillor_kurultai_1 }
							NOT = { exists = cp:councillor_kurultai_2 }
							NOT = { exists = cp:councillor_kurultai_3 }
							NOT = { exists = cp:councillor_kurultai_4 }
						}
					}
					every_knight = {
						limit = {
							is_councillor = no
						}
						make_councillor_start_up_effect = yes
					}
				}
				ordered_councillor = {
					order_by = stewardship
					position = 0
					limit = {
						NOR = {
							has_council_position = councillor_spymaster
							has_council_position = councillor_court_chaplain
							has_council_position = councillor_spouse
						}
					}
					switch = {
						trigger = this
						liege_or_court_owner.cp:councillor_kurultai_1 = {
							set_council_task = {
								task_type = task_kurultai_fertility_1
								target = liege_or_court_owner.capital_province
							}
						}
						liege_or_court_owner.cp:councillor_kurultai_2 = {
							set_council_task = {
								task_type = task_kurultai_fertility_2
								target = liege_or_court_owner.capital_province
							}
						}
						liege_or_court_owner.cp:councillor_kurultai_3 = {
							set_council_task = {
								task_type = task_kurultai_fertility_3
								target = liege_or_court_owner.capital_province
							}
						}
						liege_or_court_owner.cp:councillor_kurultai_4 = {
							set_council_task = {
								task_type = task_kurultai_fertility_4
								target = liege_or_court_owner.capital_province
							}
						}
					}
				}
				ordered_councillor = {
					order_by = learning
					position = 0
					limit = {
						NOR = {
							has_council_position = councillor_spymaster
							has_council_position = councillor_court_chaplain
							has_council_position = councillor_spouse
							is_performing_council_task = task_kurultai_fertility_1
							is_performing_council_task = task_kurultai_fertility_2
							is_performing_council_task = task_kurultai_fertility_3
							is_performing_council_task = task_kurultai_fertility_4
						}
					}
					switch = {
						trigger = this
						liege_or_court_owner.cp:councillor_kurultai_1 = {
							set_council_task = {
								task_type = task_kurultai_court_astrologer_1
								target = liege_or_court_owner.capital_province
							}
						}
						liege_or_court_owner.cp:councillor_kurultai_2 = {
							set_council_task = {
								task_type = task_kurultai_court_astrologer_2
								target = liege_or_court_owner.capital_province
							}
						}
						liege_or_court_owner.cp:councillor_kurultai_3 = {
							set_council_task = {
								task_type = task_kurultai_court_astrologer_3
								target = liege_or_court_owner.capital_province
							}
						}
						liege_or_court_owner.cp:councillor_kurultai_4 = {
							set_council_task = {
								task_type = task_kurultai_court_astrologer_4
								target = liege_or_court_owner.capital_province
							}
						}
					}
				}
				#Nomadic Philosophy lobby added realms
				if = {
					limit = {
						exists = situation:the_great_steppe
						any_character_situation = {
							this = situation:the_great_steppe
						}
						NOT = {
							has_trait = nomadic_philosophy
						}
					}
					add_trait = nomadic_philosophy
					dynasty ?= {
						every_dynasty_member = {
							limit = {
								top_liege ?= {
									government_has_flag = government_is_nomadic
								}
							}
							add_trait = nomadic_philosophy
						}
					}
				}
			}
			else_if = {
				limit = {
					government_has_flag = government_is_herder
				}
				if = {
					limit = { gold >= 30 }
					remove_short_term_gold = 27
				}
				else_if = {
					limit = { gold >= 25 }
					remove_short_term_gold = 22
				}
				else_if = {
					limit = { gold >= 20 }
					remove_short_term_gold = 18
				}
				else_if = {
					limit = { gold >= 15 }
					remove_short_term_gold = 11
				}
				else_if = {
					limit = { gold >= 10 }
					remove_short_term_gold = 5
				}
				# We're fine with them having 10 gold max

				if = {
					limit = {
						is_ai = no
					}
					every_held_title = {
						limit = {
							tier = tier_county
							title_province = {
								has_holding_type = herder_holding
							}
						}
						title_province = {
							set_holding_type = nomad_holding
						}
					}
					change_government = nomad_government
				}
			}
			# Make sure that Realm Priests are landed theocrats where it makes sense
			else_if = {
				limit = {
					highest_held_title_tier >= tier_duchy
				}
				if = {
					limit = {
						exists = cp:councillor_court_chaplain
						cp:councillor_court_chaplain = {
							is_ruler = no
						}
						faith = { has_doctrine = doctrine_clerical_succession_spiritual_fixed_appointment }
						any_vassal = {
							is_physically_able_adult = yes
							is_councillor = no
							government_has_flag = government_is_theocracy
							can_be_court_chaplain_trigger = { COURT_OWNER = liege }
							faith = liege.faith
						}
					}
					random_vassal = {
						limit = {
							is_physically_able_adult = yes
							is_councillor = no
							government_has_flag = government_is_theocracy
							can_be_court_chaplain_trigger = { COURT_OWNER = liege }
							faith = liege.faith
						}
						weight = {
							base = 1
							modifier = {
								add = 1000
								faith.religious_head ?= this
							}
							modifier = {
								add = learning
							}
							modifier = {
								add = primary_title.tier
							}
						}
						liege = {
							assign_councillor_type = {
								type = councillor_court_chaplain
								remove_existing_councillor = yes
								target = prev
							}
						}
					}
				}
				if = {
					limit = {
						is_landless_adventurer = yes
					}
					if = { limit = { has_realm_law = crown_authority_0 } remove_realm_law = crown_authority_0 }
				}
			}
			#Autopopulate families.
			if = {
				limit = {
					trigger_if = {
						limit = {
							has_game_rule = on_generate_families_ai_only
						}
						is_ai = yes
					}
					trigger_else = {
						has_game_rule = on_generate_families
					}
				}
				trigger_event = game_rule.1001
			}

			### CE1 LEGITIMACY SETUP ###
			if = {
				limit = {
					exists = this
					has_legitimacy = yes
				}
				add_legitimacy = base_legitimacy_value
			}

			### MANDALA SETUP ###
			if = {
				limit = { government_has_flag = government_is_mandala }

				#Triple Mandala's Legitimacy to make them not start at a negative expectation at game start
				add_legitimacy = {
					value = legitimacy
					multiply = 2
					if = {
						limit = {
							highest_held_title_tier > tier_duchy
						}
						multiply = 3
					}
					else = { multiply = 2 }
				}

				#Yer starter kit
				change_to_mandala_government_decree_effect = yes
				#No Succession for this character pls
				set_variable = {
					name = not_subject_to_succession_trials
					value = flag:started_as_mandala
				}
				if = {
					limit = { var:not_subject_to_succession_trials ?= flag:started_as_mandala }
					#To prevent 'unused except in loc' errors :catto:
				}

				#Aspect modifiers?
				house = {
					#Start counting years of peace
					if = {
						limit = { has_house_head_parameter = peaceful_rule_5_year_modifier }
						house_head = {
							#Aspect modifier
							set_variable = {
								name = mandala_house_power_accumulated_increments_of_peace
								value = 1
							}
							add_character_modifier = { modifier = mandala_increments_of_peace_modifier }
							trigger_event = {
								id = tgp_east_asia_mandala_events.0200
								years = 5
							}
							#Aspect trigger
							set_variable = {
								name = serenity_mandala_years_of_non_aggression_war
								value = 0
							}
							trigger_event = {
								id = tgp_east_asia_mandala_events.0205
								years = 1
							}
						}
					}
					#Give the initial Creator modifier
			    	if = {
						limit = { has_house_head_parameter = creator_10_year_modifier }
						house_head = {
							set_variable = {
								name = mandala_house_power_accumulated_creator
								value = 1
								years = 10
							}
							hidden_effect = {
								mandala_apply_10_year_modifier = yes
							}
						}
					}
				}
			}

#			if = {
#				limit = {
#					title:h_china.holder ?= top_liege
#					this != top_liege
#				}
#				### TGP MERIT AND TREASURY HANDOUT ON GAME START ###
#				if = {
#					limit = {
#						culture = {
#							has_cultural_pillar = heritage_chinese
#						}
#						NOR = {
#							AND = {
#								has_council_position = councillor_court_chaplain
#								NOT = { has_title = title:e_minister_of_rites }
#							}
#							has_trait = devoted
#						}
#						government_has_flag = government_is_celestial
#						is_faith_dominant_gender = yes
#					}
#					save_temporary_scope_as = exam_contender
#					hidden_effect = {
#						assign_completed_exams_based_on_merit_effect = yes
#					}
#					if = {
#						limit = {
#							any_parent = {
#								OR = {
#									has_trait = ambitious
#									has_trait = scholar
#									has_trait = diligent
#									has_trait = confucian_education
#								}
#							}
#							NOR = {
#								has_trait = lazy
#								has_trait = dull
#								has_trait = intellect_bad
#								location.county ?= {
#									development_level <= bad_development_level
#								}
#							}
#						}
#						add_character_flag = passed_child_exam
#					}
#					if = { # We adjust Merit depending on the dynastic cycle phase
#						limit = {
#							situation:dynastic_cycle ?= {
#								situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
#							}
#						}
#						change_merit = {
#							value = merit
#							multiply = 0.1
#						}
#					}
#					if = {
#						limit = {
#							is_ai = no
#							is_governor_or_admin_count = yes
#						}
#						spawn_celestial_governance_contract_effect = yes
#					}
#					if = {
#						limit = {
#							game_start_date = 867.1.1
#						}
#						title:k_hebei.holder = {
#							hidden_effect = {
#								vassal_contract_set_obligation_level = {
#									type = celestial_provinces
#									level = 3 # Military
#								}
#								if = {
#									limit = {
#										NOT = {
#											has_realm_law = celestial_military_appointment_succession_law
#										}
#									}
#									add_realm_law_skip_effects = celestial_military_appointment_succession_law
#								}
#							}
#							every_vassal = {
#								limit = {
#									primary_title.tier >= tier_county
#								}
#								hidden_effect = {
#									vassal_contract_set_obligation_level = {
#										type = celestial_provinces
#										level = 3 # Military
#									}
#									if = {
#										limit = {
#											NOT = {
#												has_realm_law = celestial_military_appointment_succession_law
#											}
#										}
#										add_realm_law_skip_effects = celestial_military_appointment_succession_law
#									}
#								}
#								every_vassal = {
#									limit = {
#										primary_title.tier >= tier_county
#									}
#									hidden_effect = {
#										vassal_contract_set_obligation_level = {
#											type = celestial_provinces
#											level = 3 # Military
#										}
#										if = {
#											limit = {
#												NOT = {
#													has_realm_law = celestial_military_appointment_succession_law
#												}
#											}
#											add_realm_law_skip_effects = celestial_military_appointment_succession_law
#										}
#									}
#								}
#							}
#						}
#						title:k_youji.holder = {
#							hidden_effect = {
#								vassal_contract_set_obligation_level = {
#									type = celestial_provinces
#									level = 3 # Military
#								}
#								if = {
#									limit = {
#										NOT = {
#											has_realm_law = celestial_military_appointment_succession_law
#										}
#									}
#									add_realm_law_skip_effects = celestial_military_appointment_succession_law
#								}
#							}
#							every_vassal = {
#								limit = {
#									primary_title.tier >= tier_county
#								}
#								hidden_effect = {
#									vassal_contract_set_obligation_level = {
#										type = celestial_provinces
#										level = 3 # Military
#									}
#									if = {
#										limit = {
#											NOT = {
#												has_realm_law = celestial_military_appointment_succession_law
#											}
#										}
#										add_realm_law_skip_effects = celestial_military_appointment_succession_law
#									}
#								}
#								every_vassal = {
#									limit = {
#										primary_title.tier >= tier_county
#									}
#									hidden_effect = {
#										vassal_contract_set_obligation_level = {
#											type = celestial_provinces
#											level = 3 # Military
#										}
#										if = {
#											limit = {
#												NOT = {
#													has_realm_law = celestial_military_appointment_succession_law
#												}
#											}
#											add_realm_law_skip_effects = celestial_military_appointment_succession_law
#										}
#									}
#								}
#							}
#						}
#						title:k_daibei.holder = {
#							hidden_effect = {
#								vassal_contract_set_obligation_level = {
#									type = celestial_provinces
#									level = 3 # Military
#								}
#								if = {
#									limit = {
#										NOT = {
#											has_realm_law = celestial_military_appointment_succession_law
#										}
#									}
#									add_realm_law_skip_effects = celestial_military_appointment_succession_law
#								}
#							}
#							every_vassal = {
#								limit = {
#									primary_title.tier >= tier_county
#								}
#								hidden_effect = {
#									vassal_contract_set_obligation_level = {
#										type = celestial_provinces
#										level = 3 # Military
#									}
#									if = {
#										limit = {
#											NOT = {
#												has_realm_law = celestial_military_appointment_succession_law
#											}
#										}
#										add_realm_law_skip_effects = celestial_military_appointment_succession_law
#									}
#								}
#								every_vassal = {
#									limit = {
#										primary_title.tier >= tier_county
#									}
#									hidden_effect = {
#										vassal_contract_set_obligation_level = {
#											type = celestial_provinces
#											level = 3 # Military
#										}
#										if = {
#											limit = {
#												NOT = {
#													has_realm_law = celestial_military_appointment_succession_law
#												}
#											}
#											add_realm_law_skip_effects = celestial_military_appointment_succession_law
#										}
#									}
#								}
#							}
#						}
#						title:k_guannei.holder = {
#							hidden_effect = {
#								vassal_contract_set_obligation_level = {
#									type = celestial_provinces
#									level = 3 # Military
#								}
#								if = {
#									limit = {
#										NOT = {
#											has_realm_law = celestial_military_appointment_succession_law
#										}
#									}
#									add_realm_law_skip_effects = celestial_military_appointment_succession_law
#								}
#							}
#							every_vassal = {
#								limit = {
#									primary_title.tier >= tier_county
#								}
#								hidden_effect = {
#									vassal_contract_set_obligation_level = {
#										type = celestial_provinces
#										level = 3 # Military
#									}
#									if = {
#										limit = {
#											NOT = {
#												has_realm_law = celestial_military_appointment_succession_law
#											}
#										}
#										add_realm_law_skip_effects = celestial_military_appointment_succession_law
#									}
#								}
#								every_vassal = {
#									limit = {
#										primary_title.tier >= tier_county
#									}
#									hidden_effect = {
#										vassal_contract_set_obligation_level = {
#											type = celestial_provinces
#											level = 3 # Military
#										}
#										if = {
#											limit = {
#												NOT = {
#													has_realm_law = celestial_military_appointment_succession_law
#												}
#											}
#											add_realm_law_skip_effects = celestial_military_appointment_succession_law
#										}
#									}
#								}
#							}
#						}
#						title:k_viet.holder = {
#							hidden_effect = {
#								vassal_contract_set_obligation_level = {
#									type = celestial_provinces
#									level = 3 # Military
#								}
#								if = {
#									limit = {
#										NOT = {
#											has_realm_law = celestial_military_appointment_succession_law
#										}
#									}
#									add_realm_law_skip_effects = celestial_military_appointment_succession_law
#								}
#							}
#							every_vassal = {
#								limit = {
#									primary_title.tier >= tier_county
#								}
#								hidden_effect = {
#									vassal_contract_set_obligation_level = {
#										type = celestial_provinces
#										level = 3 # Military
#									}
#									if = {
#										limit = {
#											NOT = {
#												has_realm_law = celestial_military_appointment_succession_law
#											}
#										}
#										add_realm_law_skip_effects = celestial_military_appointment_succession_law
#									}
#								}
#								every_vassal = {
#									limit = {
#										primary_title.tier >= tier_county
#									}
#									hidden_effect = {
#										vassal_contract_set_obligation_level = {
#											type = celestial_provinces
#											level = 3 # Military
#										}
#										if = {
#											limit = {
#												NOT = {
#													has_realm_law = celestial_military_appointment_succession_law
#												}
#											}
#											add_realm_law_skip_effects = celestial_military_appointment_succession_law
#										}
#									}
#								}
#							}
#						}
#						title:k_lingxi.holder = {
#							hidden_effect = {
#								vassal_contract_set_obligation_level = {
#									type = celestial_provinces
#									level = 3 # Military
#								}
#								if = {
#									limit = {
#										NOT = {
#											has_realm_law = celestial_military_appointment_succession_law
#										}
#									}
#									add_realm_law_skip_effects = celestial_military_appointment_succession_law
#								}
#							}
#							every_vassal = {
#								limit = {
#									primary_title.tier >= tier_county
#								}
#								hidden_effect = {
#									vassal_contract_set_obligation_level = {
#										type = celestial_provinces
#										level = 3 # Military
#									}
#									if = {
#										limit = {
#											NOT = {
#												has_realm_law = celestial_military_appointment_succession_law
#											}
#										}
#										add_realm_law_skip_effects = celestial_military_appointment_succession_law
#									}
#								}
#								every_vassal = {
#									limit = {
#										primary_title.tier >= tier_county
#									}
#									hidden_effect = {
#										vassal_contract_set_obligation_level = {
#											type = celestial_provinces
#											level = 3 # Military
#										}
#										if = {
#											limit = {
#												NOT = {
#													has_realm_law = celestial_military_appointment_succession_law
#												}
#											}
#											add_realm_law_skip_effects = celestial_military_appointment_succession_law
#										}
#									}
#								}
#							}
#						}
#					}
#					else_if = {
#						limit = {
#							game_start_date = 1066.9.15
#						}
#						title:k_hebei.holder = {
#							hidden_effect = {
#								vassal_contract_set_obligation_level = {
#									type = celestial_provinces
#									level = 3 # Military
#								}
#								if = {
#									limit = {
#										NOT = {
#											has_realm_law = celestial_military_appointment_succession_law
#										}
#									}
#									add_realm_law_skip_effects = celestial_military_appointment_succession_law
#								}
#							}
#							every_vassal = {
#								limit = {
#									primary_title.tier >= tier_county
#								}
#								hidden_effect = {
#									vassal_contract_set_obligation_level = {
#										type = celestial_provinces
#										level = 3 # Military
#									}
#									if = {
#										limit = {
#											NOT = {
#												has_realm_law = celestial_military_appointment_succession_law
#											}
#										}
#										add_realm_law_skip_effects = celestial_military_appointment_succession_law
#									}
#								}
#								every_vassal = {
#									limit = {
#										primary_title.tier >= tier_county
#									}
#									hidden_effect = {
#										vassal_contract_set_obligation_level = {
#											type = celestial_provinces
#											level = 3 # Military
#										}
#										if = {
#											limit = {
#												NOT = {
#													has_realm_law = celestial_military_appointment_succession_law
#												}
#											}
#											add_realm_law_skip_effects = celestial_military_appointment_succession_law
#										}
#									}
#								}
#							}
#						}
#						title:k_hedong.holder = {
#							hidden_effect = {
#								vassal_contract_set_obligation_level = {
#									type = celestial_provinces
#									level = 3 # Military
#								}
#								if = {
#									limit = {
#										NOT = {
#											has_realm_law = celestial_military_appointment_succession_law
#										}
#									}
#									add_realm_law_skip_effects = celestial_military_appointment_succession_law
#								}
#							}
#							every_vassal = {
#								limit = {
#									primary_title.tier >= tier_county
#								}
#								hidden_effect = {
#									vassal_contract_set_obligation_level = {
#										type = celestial_provinces
#										level = 3 # Military
#									}
#									if = {
#										limit = {
#											NOT = {
#												has_realm_law = celestial_military_appointment_succession_law
#											}
#										}
#										add_realm_law_skip_effects = celestial_military_appointment_succession_law
#									}
#								}
#								every_vassal = {
#									limit = {
#										primary_title.tier >= tier_county
#									}
#									hidden_effect = {
#										vassal_contract_set_obligation_level = {
#											type = celestial_provinces
#											level = 3 # Military
#										}
#										if = {
#											limit = {
#												NOT = {
#													has_realm_law = celestial_military_appointment_succession_law
#												}
#											}
#											add_realm_law_skip_effects = celestial_military_appointment_succession_law
#										}
#									}
#								}
#							}
#						}
#						title:k_guannei.holder = {
#							hidden_effect = {
#								vassal_contract_set_obligation_level = {
#									type = celestial_provinces
#									level = 3 # Military
#								}
#								if = {
#									limit = {
#										NOT = {
#											has_realm_law = celestial_military_appointment_succession_law
#										}
#									}
#									add_realm_law_skip_effects = celestial_military_appointment_succession_law
#								}
#							}
#							every_vassal = {
#								limit = {
#									primary_title.tier >= tier_county
#								}
#								hidden_effect = {
#									vassal_contract_set_obligation_level = {
#										type = celestial_provinces
#										level = 3 # Military
#									}
#									if = {
#										limit = {
#											NOT = {
#												has_realm_law = celestial_military_appointment_succession_law
#											}
#										}
#										add_realm_law_skip_effects = celestial_military_appointment_succession_law
#									}
#								}
#								every_vassal = {
#									limit = {
#										primary_title.tier >= tier_county
#									}
#									hidden_effect = {
#										vassal_contract_set_obligation_level = {
#											type = celestial_provinces
#											level = 3 # Military
#										}
#										if = {
#											limit = {
#												NOT = {
#													has_realm_law = celestial_military_appointment_succession_law
#												}
#											}
#											add_realm_law_skip_effects = celestial_military_appointment_succession_law
#										}
#									}
#								}
#							}
#						}
#						title:k_lingxi.holder = {
#							hidden_effect = {
#								vassal_contract_set_obligation_level = {
#									type = celestial_provinces
#									level = 3 # Military
#								}
#								if = {
#									limit = {
#										NOT = {
#											has_realm_law = celestial_military_appointment_succession_law
#										}
#									}
#									add_realm_law_skip_effects = celestial_military_appointment_succession_law
#								}
#							}
#							every_vassal = {
#								limit = {
#									primary_title.tier >= tier_county
#								}
#								hidden_effect = {
#									vassal_contract_set_obligation_level = {
#										type = celestial_provinces
#										level = 3 # Military
#									}
#									if = {
#										limit = {
#											NOT = {
#												has_realm_law = celestial_military_appointment_succession_law
#											}
#										}
#										add_realm_law_skip_effects = celestial_military_appointment_succession_law
#									}
#								}
#								every_vassal = {
#									limit = {
#										primary_title.tier >= tier_county
#									}
#									hidden_effect = {
#										vassal_contract_set_obligation_level = {
#											type = celestial_provinces
#											level = 3 # Military
#										}
#										if = {
#											limit = {
#												NOT = {
#													has_realm_law = celestial_military_appointment_succession_law
#												}
#											}
#											add_realm_law_skip_effects = celestial_military_appointment_succession_law
#										}
#									}
#								}
#							}
#						}
#					}
#					else_if = {
#						limit = {
#							game_start_date = 1178.10.1
#						}
#						title:k_huainan.holder = {
#							hidden_effect = {
#								vassal_contract_set_obligation_level = {
#									type = celestial_provinces
#									level = 3 # Military
#								}
#								if = {
#									limit = {
#										NOT = {
#											has_realm_law = celestial_military_appointment_succession_law
#										}
#									}
#									add_realm_law_skip_effects = celestial_military_appointment_succession_law
#								}
#							}
#							every_vassal = {
#								limit = {
#									primary_title.tier >= tier_county
#								}
#								hidden_effect = {
#									vassal_contract_set_obligation_level = {
#										type = celestial_provinces
#										level = 3 # Military
#									}
#									if = {
#										limit = {
#											NOT = {
#												has_realm_law = celestial_military_appointment_succession_law
#											}
#										}
#										add_realm_law_skip_effects = celestial_military_appointment_succession_law
#									}
#								}
#								every_vassal = {
#									limit = {
#										primary_title.tier >= tier_county
#									}
#									hidden_effect = {
#										vassal_contract_set_obligation_level = {
#											type = celestial_provinces
#											level = 3 # Military
#										}
#										if = {
#											limit = {
#												NOT = {
#													has_realm_law = celestial_military_appointment_succession_law
#												}
#											}
#											add_realm_law_skip_effects = celestial_military_appointment_succession_law
#										}
#									}
#								}
#							}
#						}
#						title:k_shannan.holder = {
#							hidden_effect = {
#								vassal_contract_set_obligation_level = {
#									type = celestial_provinces
#									level = 3 # Military
#								}
#								if = {
#									limit = {
#										NOT = {
#											has_realm_law = celestial_military_appointment_succession_law
#										}
#									}
#									add_realm_law_skip_effects = celestial_military_appointment_succession_law
#								}
#							}
#							every_vassal = {
#								limit = {
#									primary_title.tier >= tier_county
#								}
#								hidden_effect = {
#									vassal_contract_set_obligation_level = {
#										type = celestial_provinces
#										level = 3 # Military
#									}
#									if = {
#										limit = {
#											NOT = {
#												has_realm_law = celestial_military_appointment_succession_law
#											}
#										}
#										add_realm_law_skip_effects = celestial_military_appointment_succession_law
#									}
#								}
#								every_vassal = {
#									limit = {
#										primary_title.tier >= tier_county
#									}
#									hidden_effect = {
#										vassal_contract_set_obligation_level = {
#											type = celestial_provinces
#											level = 3 # Military
#										}
#										if = {
#											limit = {
#												NOT = {
#													has_realm_law = celestial_military_appointment_succession_law
#												}
#											}
#											add_realm_law_skip_effects = celestial_military_appointment_succession_law
#										}
#									}
#								}
#							}
#						}
#						title:k_xingyuan.holder = {
#							hidden_effect = {
#								vassal_contract_set_obligation_level = {
#									type = celestial_provinces
#									level = 3 # Military
#								}
#								if = {
#									limit = {
#										NOT = {
#											has_realm_law = celestial_military_appointment_succession_law
#										}
#									}
#									add_realm_law_skip_effects = celestial_military_appointment_succession_law
#								}
#							}
#							every_vassal = {
#								limit = {
#									primary_title.tier >= tier_county
#								}
#								hidden_effect = {
#									vassal_contract_set_obligation_level = {
#										type = celestial_provinces
#										level = 3 # Military
#									}
#									if = {
#										limit = {
#											NOT = {
#												has_realm_law = celestial_military_appointment_succession_law
#											}
#										}
#										add_realm_law_skip_effects = celestial_military_appointment_succession_law
#									}
#								}
#								every_vassal = {
#									limit = {
#										primary_title.tier >= tier_county
#									}
#									hidden_effect = {
#										vassal_contract_set_obligation_level = {
#											type = celestial_provinces
#											level = 3 # Military
#										}
#										if = {
#											limit = {
#												NOT = {
#													has_realm_law = celestial_military_appointment_succession_law
#												}
#											}
#											add_realm_law_skip_effects = celestial_military_appointment_succession_law
#										}
#									}
#								}
#							}
#						}
#						title:k_lingxi.holder = {
#							hidden_effect = {
#								vassal_contract_set_obligation_level = {
#									type = celestial_provinces
#									level = 3 # Military
#								}
#								if = {
#									limit = {
#										NOT = {
#											has_realm_law = celestial_military_appointment_succession_law
#										}
#									}
#									add_realm_law_skip_effects = celestial_military_appointment_succession_law
#								}
#							}
#							every_vassal = {
#								limit = {
#									primary_title.tier >= tier_county
#								}
#								hidden_effect = {
#									vassal_contract_set_obligation_level = {
#										type = celestial_provinces
#										level = 3 # Military
#									}
#									if = {
#										limit = {
#											NOT = {
#												has_realm_law = celestial_military_appointment_succession_law
#											}
#										}
#										add_realm_law_skip_effects = celestial_military_appointment_succession_law
#									}
#								}
#								every_vassal = {
#									limit = {
#										primary_title.tier >= tier_county
#									}
#									hidden_effect = {
#										vassal_contract_set_obligation_level = {
#											type = celestial_provinces
#											level = 3 # Military
#										}
#										if = {
#											limit = {
#												NOT = {
#													has_realm_law = celestial_military_appointment_succession_law
#												}
#											}
#											add_realm_law_skip_effects = celestial_military_appointment_succession_law
#										}
#									}
#								}
#							}
#						}
#						title:k_xichuan.holder = {
#							hidden_effect = {
#								vassal_contract_set_obligation_level = {
#									type = celestial_provinces
#									level = 3 # Military
#								}
#								if = {
#									limit = {
#										NOT = {
#											has_realm_law = celestial_military_appointment_succession_law
#										}
#									}
#									add_realm_law_skip_effects = celestial_military_appointment_succession_law
#								}
#							}
#							every_vassal = {
#								limit = {
#									primary_title.tier >= tier_county
#								}
#								hidden_effect = {
#									vassal_contract_set_obligation_level = {
#										type = celestial_provinces
#										level = 3 # Military
#									}
#									if = {
#										limit = {
#											NOT = {
#												has_realm_law = celestial_military_appointment_succession_law
#											}
#										}
#										add_realm_law_skip_effects = celestial_military_appointment_succession_law
#									}
#								}
#								every_vassal = {
#									limit = {
#										primary_title.tier >= tier_county
#									}
#									hidden_effect = {
#										vassal_contract_set_obligation_level = {
#											type = celestial_provinces
#											level = 3 # Military
#										}
#										if = {
#											limit = {
#												NOT = {
#													has_realm_law = celestial_military_appointment_succession_law
#												}
#											}
#											add_realm_law_skip_effects = celestial_military_appointment_succession_law
#										}
#									}
#								}
#							}
#						}
#					}
#				}
#				### Examination pass status and initial wave of governor candidates done after game start, in order to include generated families ###
#				every_courtier = {
#					limit = {
#						is_lowborn = no
#						culture = { has_cultural_pillar = heritage_chinese }
#						NOR = {
#							has_council_position = councillor_court_chaplain
#							has_trait = devoted
#						}
#						government_has_flag = government_is_celestial # courtiers have governments, too!
#						is_faith_dominant_gender = yes
#						age >= 30
#						static_group_filter = {
#							group = ai_filter
#							match = 0.5
#						}
#					}
#					hidden_effect = {
#						add_character_flag = passed_provincial_exam
#						add_character_modifier = {
#							modifier = tgp_passed_provincial_exam_modifier
#						}
#						add_character_flag = passed_metropolitan_exam
#						add_character_modifier = {
#							modifier = tgp_passed_metropolitan_exam_modifier
#						}
#						change_merit = {
#							value = county_starting_merit_value
#							add = age
#							add = learning
#						}
#					}
#				}
#				save_scope_as = governor
#			}
#
#			if = {
#				limit = {
#					government_has_flag = government_has_merit
#					title:h_china.holder != top_liege
#				}
#				### TGP MERITOCRATIC/STEPPE ADMIN SETUP ON GAME START ###
#				if = {
#					limit = {
#						NOR = {
#							AND = {
#								has_council_position = councillor_court_chaplain
#								NOT = { has_title = title:e_minister_of_rites }
#							}
#							has_trait = devoted
#						}
#						government_has_flag = government_has_merit
#						is_faith_dominant_gender = yes
#					}
#					hidden_effect = {
#						meritocratic_assign_completed_exams_based_on_merit_effect = yes
#					}
#				}
#			}
#
#			#elder/disciple setup
#			if = {
#				limit = {
#					government_allows = merit
#					top_overlord != title:h_china.holder
#				}
#				if = {
#					limit = {
#						top_liege = this
#						merit_level >= merit_level_expected_kingdom_value
#					}
#					add_to_list = elders
#				}
#				else_if = {
#					limit = {
#						merit_level >= merit_level_expected_duchy_value
#					}
#					add_to_list = elders
#				}
#				else = {
#					add_to_list = disciple
#				}
#			}

			# Sexualities if game rules are default
			if = {
				limit = { has_game_rule = sexuality_distribution_default }
				if = {
					limit = {
						is_adult = no
						age >= 10
					}
					game_rule_sexuality_distribution_reroll_effect = yes
				}

				every_courtier_or_guest = {
					if = {
						limit = {
							is_adult = no
							age >= 10
						}
						game_rule_sexuality_distribution_reroll_effect = yes
					}
				}
			}
		}
		
		

		if = {
			limit = { has_game_rule = sexuality_distribution_default }
			every_duchy = {
				limit = {
					exists = title_capital_county.title_province
				}
				title_capital_county.title_province = { save_scope_as = pool_province }
				# Sexualities for Pool Characters if game rules are default
				every_pool_character = {
					limit = {
						NOT = { is_in_list = pool_characters }
					}
					province = scope:pool_province
					add_to_list = pool_characters
				}
			}
			every_in_list = {
				list = pool_characters
				if = {
					limit = {
						is_adult = no
						age >= 10
					}
					game_rule_sexuality_distribution_reroll_effect = yes
				}
			}
		}

		#elder/disciple setup (continued from above)
		every_in_list = {
			list = disciple
			save_scope_as = disciple
			random_in_list = {
				list = elders
				limit = {
					top_liege = scope:disciple.top_liege
					eligible_for_elder_trigger = {
						DISCIPLE = scope:disciple
					}
				}
				save_scope_as = elder
			}
			if = {
				limit = {
					exists = scope:elder
				}
				random = {
					chance = 65
					set_relation_elder = scope:elder
				}
			}
		}

#		if = {
#			limit = {
#				has_mpo_dlc_trigger = yes
#			}
#			#Fully Landlocked Nomad Cultures Setup
#			every_culture_global = {
#				limit = {
#					OR = {
#						has_cultural_pillar = heritage_mongolic
#						has_cultural_pillar = heritage_ugro_permian
#					}
#				}
#				add_to_global_variable_list = {
#					name = fully_landlocked_nomad_cultures
#					target = this
#				}
#			}
#			add_to_global_variable_list = {
#				name = fully_landlocked_nomad_cultures
#				target = culture:kipchak
#			}
#			add_to_global_variable_list = {
#				name = fully_landlocked_nomad_cultures
#				target = culture:uyghur
#			}
#			add_to_global_variable_list = {
#				name = fully_landlocked_nomad_cultures
#				target = culture:kirghiz
#			}
#			add_to_global_variable_list = {
#				name = fully_landlocked_nomad_cultures
#				target = culture:bashkir
#			}
#			add_to_global_variable_list = {
#				name = fully_landlocked_nomad_cultures
#				target = culture:laktan
#			}
#			recalculate_cultural_heads_of_type = herd
#		}

		### GAME RULE: VIEW ON SAME-SEX RELATIONS
		if = {
			limit = { has_game_rule = accepted_same_sex_relations }
			game_rule_accepted_same_sex_relations_effect = yes
		}

		### GAME RULE: RANDOM RULER PLACEMENT
		if = {
			limit = { NOT = { has_game_rule = random_ruler_placement_off } }
			game_rule_random_ruler_placement_effect = yes
		}

		### GAME RULE: RANDOMIZE FAITH
		if = {
			limit = { has_game_rule = randomized_faiths_on }
			game_rule_randomize_faith_effect = yes
		}

		### GAME RULE: FAITH ACCEPTANCE
		if = {
			limit = { has_game_rule = full_faith_acceptance }
			game_rule_faith_acceptance_effect = yes
		}

		### GAME RULE: GENDER EQUALITY ###
		if = {
			limit = { has_game_rule = full_gender_equality }
			game_rule_full_gender_equality_effect = yes
		}
		else_if = {
			limit = { has_game_rule = inversed_gender_equality }
			game_rule_inversed_gender_equality_effect = yes
		}
		else_if = {
			limit = { has_game_rule = lenient_gender_equality }
			game_rule_lenient_gender_equality_effect = yes
		}

		### GAME RULE: SEXUALITY DISTRIBUTION ###
		if = {
			limit = { NOT = { has_game_rule = sexuality_distribution_default } }
			game_rule_sexuality_distribution_effect = yes
		}

		### GAME RULE: SITUATION TOGGLES
#		struggle:iberian_struggle ?= {
#			if = {
#				limit = { has_game_rule = struggle_iberia_toggle_off }
#				end_struggle = yes
#			}
#		}
#		struggle:persian_struggle ?= {
#			if = {
#				limit = { has_game_rule = struggle_persia_toggle_off }
#				end_struggle = yes
#			}
#		}
		situation:the_great_steppe ?= {
			if = {
				limit = { has_game_rule = situation_the_great_steppe_toggle_off }
				end_situation = yes
			}
		}

		### GAME RULE: RULER OF MUNSTER
#		if = {
#			limit = {
#				game_start_date = 1066.9.15
#				has_game_rule = historicity_ruler_of_munster_historical_toirdelbach
#			}
#			create_title_and_vassal_change = {
#				type = conquest
#				save_scope_as = title_change
#			}
#			character:83355 = {
#				every_held_title = {
#					title_tier >= county
#					change_title_holder = {
#						holder = character:906
#						change = scope:title_change
#					}
#				}
#				pay_short_term_gold = {
#					target = character:83355
#					gold = gold
#				}
#			}
#			random_player = {
#				limit = { this = character:83355 }
#				set_player_character = character:906
#			}
#			resolve_title_and_vassal_change = scope:title_change
#			# Since Murchad is back to his historical self, he gets to suck.
#			character:83355 = {
#				add_diplomacy_skill = -10
#				remove_trait = gregarious
#				add_trait = craven
#				# Plus, usurpation rivalry — now Toidelbach has a perfectly good claim to the kingdom and will do a lot more with it than Murchad managed in his 5m in power, but by gameplay terms, this _is_ a usurpation.
#				set_relation_rival = {
#					target = character:906
#					reason = rival_usurper
#				}
#			}
#			# Alright, let's give Toirdelbach his alliance.
#			character:906 = {
#				add_opinion = {
#					modifier = perk_negotiated_alliance_opinion
#					target = character:922
#				}
#				reverse_add_opinion = {
#					modifier = event_negotiated_alliance_opinion
#					target = character:922
#				}
#				create_alliance = {
#					target = character:922
#					allied_through_owner = character:906
#					allied_through_target = character:922
#				}
#			}
#		}
#
#		### GAME RULE: DETERMINISTIC CONQUEST
#		if = {
#			limit = {
#				OR = {
#					NOT = { has_game_rule = historicity_norman_conquest_default_random }
#					game_rule_rig_norman_conquest_for_hereward_trigger = yes
#				}
#			}
#			set_global_variable = deterministic_conquest_of_england_1066
#			# See if we should just teleport our combatants' armies into place.
#			trigger_event = {
#				id = game_rule.1151
#				trigger_on_next_date = 1066.09.25
#			}
#			trigger_event = {
#				id = game_rule.1152
#				trigger_on_next_date = 1066.10.14
#			}
#		}

		### 867 - MISC ###
		# Basileios has just murdered Michael III.
#		character:1700 ?= { trigger_event = bookmark.0211 }

		### GAME RULE: EXTRA ADMINS
		## We'll be doing some excessive triggers below in a bid to lightly future-proof + error-spam mods less, don't worry about it.
		### We handle players after the lobby.
		# Historic chars.
		apply_historic_administrative_game_rule_effect = yes
		# Players.
		if = {
			limit = { has_dlc_feature = roads_to_power }
			if = {
				limit = {
					NOT = { has_game_rule = historicity_extra_admin_player_wherever_gameplay_not_administrative }
				}
				if = {
					limit = { has_game_rule = historicity_extra_admin_player_wherever_alt_historic_always }
					every_player = {
						limit = {
							highest_held_title_tier >= tier_kingdom
							NOR = {
								government_allows = administrative
								is_landed = no
							}
						}
						convert_to_administrative_from_feudalism_game_start_effect = yes
					}
				}
				else_if = {
					limit = { has_game_rule = historicity_extra_admin_player_wherever_alt_historic_with_august_trait }
					every_player = {
						limit = {
							highest_held_title_tier >= tier_kingdom
							NOR = {
								government_allows = administrative
								is_landed = no
							}
							has_trait = august
						}
						convert_to_administrative_from_feudalism_game_start_effect = yes
					}
				}
			}
		}

		# Give Ruler Designer characters regencies.
		every_in_global_list = {
			variable = rd_chars_needing_regencies
			trigger_event = diarchy.0011
			# Aaaand clean the list.
			save_temporary_scope_as = char_temp
			remove_list_global_variable = {
				name = rd_chars_needing_regencies
				target = scope:char_temp
			}
		}

		### ACHIEVEMENT: FROM RAGS TO RICHES
		every_player = {
			limit = { highest_held_title_tier = tier_county }
			add_achievement_global_variable_effect = {
				VARIABLE = achievement_rags_to_riches_valid
				VALUE = yes
			}
		}

		### ACHIEVEMENT (FP2): Holidaying in Iberia
		every_player = {
			limit = { fp2_character_involved_in_struggle_trigger = no }
			add_achievement_global_variable_effect = {
				VARIABLE = fp2_holiday_in_iberia_achievement_unlocked
				VALUE = no # Boolean in actual usage
			}
		}

#		### ACHIEVEMENT TRACKING FOR STARTING CHARACTERS
#		if = {
#			limit = { has_multiple_players = no }
#			every_player = {
#				# TGP
#				if = {
#					limit = {
#						government_has_flag = government_is_wanua
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_ep4_15_humble_beginnings_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						has_title = title:k_chrysanthemum_throne
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_ep4_03_sword_of_japan_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						is_landed = no
#						tgp_is_any_minister = no
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_ep4_05_grand_governor_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						NAND = {
#							tgp_passed_children_examination = yes
#							tgp_passed_provincial_examination = yes
#							tgp_passed_metropolitan_examination = yes
#							tgp_passed_palace_examination = yes
#						}
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_ep4_16_flying_colors_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						NOT = {
#							culture = {
#								any_known_innovation = {
#									has_innovation_parameter = silk_road_innovation_parameter
#								}
#							}
#						}
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_ep4_17_highway_of_ideas_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						NOR = {
#							tgp_passed_children_examination = yes
#							tgp_passed_provincial_examination = yes
#							tgp_passed_metropolitan_examination = yes
#							tgp_passed_palace_examination = yes
#						}
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_ep4_19_stamp_of_approval_achievement
#						VALUE = yes
#					}
#				}
#				# Base Title
#				if = {
#					limit = {
#						exists = character:7757
#						this = character:7757
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_give_a_dog_a_bone_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						exists = character:1128
#						this = character:1128
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_wily_as_the_fox_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						OR = {
#							AND = {
#								exists = character:108501
#								this = character:108501
#							}
#							AND = {
#								exists = character:107500
#								this = character:107500
#							}
#							AND = {
#								exists = character:107501
#								this = character:107501
#							}
#							AND = {
#								exists = character:108500
#								this = character:108500
#							}
#							AND = {
#								exists = character:109500
#								this = character:109500
#							}
#						}
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_sibling_rivalry_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						OR = {
#							AND = {
#								exists = character:163108
#								this = character:163108
#							}
#							AND = {
#								exists = character:163110
#								this = character:163110
#							}
#							AND = {
#								exists = character:163111
#								this = character:163111
#							}
#							AND = {
#								exists = character:163112
#								this = character:163112
#							}
#							AND = {
#								exists = character:163119
#								this = character:163119
#							}
#						}
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_blood_eagle_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						exists = character:6448
#						this = character:6448
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_kings_to_the_seventh_generation_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						exists = character:140
#						this = character:140
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_norman_yoke_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						exists = character:522
#						this = character:522
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_royal_dignity_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						exists = character:40605
#						this = character:40605
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_land_of_the_rus_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						exists = character:251187
#						this = character:251187
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_mother_of_us_all_achievement
#						VALUE = yes
#					}
#				}
#				if = { # Temüjin
#					limit = {
#						has_mpo_dlc_trigger = yes
#						exists = character:125501
#						this = character:125501
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_the_stallion_that_mounts_the_world_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						government_has_flag = government_is_nomadic
#						save_temporary_scope_as = nomad_ruler
#						situation:the_great_steppe ?= {
#							situation_sub_region:steppe_east = {
#								situation_sub_region_has_county = scope:nomad_ruler.capital_county
#							}
#						}
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_steppe_by_steppe_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						OR = {
#							culture = { has_cultural_pillar = heritage_iberian }
#							culture = culture:andalusian
#						}
#						OR = {
#							has_religion = religion:eastern_orthodox_religion 
#							has_religion = religion:catholic_religion 
#							has_religion = religion:protestant_religion 
#						}
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_reconquista_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						culture = culture:irish
#						capital_province = { geographical_region = custom_ireland }
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_the_emerald_isle_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						OR = {
#							culture = culture:castilian
#							culture = culture:basque
#							culture = culture:portuguese
#							culture = culture:catalan
#							culture = culture:andalusian
#							culture = culture:visigothic
#							culture = culture:suebi
#						}
#						has_religion = religion:islam_religion
#						capital_province = { geographical_region = world_europe_west_iberia }
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_al_andalus_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						exists = character:159137
#						this = character:159137
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_almost_there_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						exists = character:109607
#						this = character:109607
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_last_count_first_king_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						exists = character:6878
#						this = character:6878
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_going_places_achievement
#						VALUE = yes
#					}
#				}
#				# FP1
#				## far_from_home_achievement
#				if = {
#					limit = {
#						# Starting as a Norse pagan Norse-cultured character.
#						fp1_achievement_culture_plus_religion_norse_trigger = yes
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_far_from_home_achievement
#						VALUE = yes
#					}
#				}
#				## miklagardariki_achievement
#				if = {
#					limit = {
#						# Starting as a Norse pagan Norse-cultured character.
#						fp1_achievement_culture_plus_religion_norse_trigger = yes
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_miklagardariki_achievement
#						VALUE = yes
#					}
#				}
#				## canute_the_greater_achievement
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_canute_the_greater_achievement
#					VALUE = yes
#				}
#				## king_of_all_the_isles_achievement
#				if = {
#					limit = {
#						# Starting as a Norse pagan Norse-cultured character.
#						fp1_achievement_culture_plus_religion_norse_trigger = yes
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_king_of_all_the_isles_achievement
#						VALUE = yes
#					}
#				}
#				## faster_than_the_fox_achievement
#				if = {
#					limit = {
#						# Starting as a Norse pagan Norse-cultured character.
#						fp1_achievement_culture_plus_religion_norse_trigger = yes
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_faster_than_the_fox_achievement
#						VALUE = yes
#					}
#				}
#				## volva_achievement
#				if = {
#					limit = {
#						# Starting as a Norse pagan Norse-cultured character.
#						fp1_achievement_culture_plus_religion_norse_trigger = yes
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_volva_achievement
#						VALUE = yes
#					}
#				}
#				## saga_in_stone_achievement
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_saga_in_stone_achievement
#					VALUE = yes
#				}
#				## first_of_the_crusader_kings_achievement
#				if = {
#					limit = {
#						# Starting as a Norse-cultured character.
#						fp1_achievement_culture_norse_trigger = yes
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_first_of_the_crusader_kings_achievement
#						VALUE = yes
#					}
#				}
#				## vladimirs_second_choice_achievement
#				if = {
#					limit = {
#						# Starting as a Norse pagan Norse or Rus-cultured character.
#						fp1_achievement_culture_norse_or_rus_trigger = yes
#						fp1_achievement_religious_norse_trigger = yes
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_vladimirs_second_choice_achievement
#						VALUE = yes
#					}
#				}
#				## a_dangerous_business_achievement
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_a_dangerous_business_achievement
#					VALUE = yes
#				}
#				# EP1
#				##1 Patronage
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_patronage_achievement
#					VALUE = yes
#				}
#				##2 Converging Paths
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_converging_paths_achievement
#					VALUE = yes
#				}
#				##3 Changing course
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_changing_course_achievement
#					VALUE = yes
#				}
#				##4 Hoarder
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_hoarder_achievement
#					VALUE = yes
#				}
#				##5 creme de la creme
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_creme_de_la_creme_achievement
#					VALUE = yes
#				}
#				##6 Give it back!
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_polyglot_achievement
#					VALUE = yes
#				}
#				##7 Inspirational
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_inspirational_achievement
#					VALUE = yes
#				}
#				##8 One of a Kind
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_one_of_a_kind_achievement
#						VALUE = yes
#				}
#				##9 True Tolerance
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_true_tolerance_achievement
#					VALUE = yes
#				}
#				##10 Delusions of Grandeur
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_delusions_of_grandeur_achievement_achievement
#					VALUE = yes
#				}
#				##11 Bod Chen Po
#				if = {
#					limit = {
#						this.dynasty = dynasty:105800
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_bod_chen_po_achievement
#						VALUE = yes
#					}
#				}
#				##12 Turkish Eagle
#				if = {
#					limit = {
#						this != character:3040 # Not Alp Arslan
#						house = house:house_seljuk # Seljuk
#						game_start_date < 1067.1.1 # 1066 only, and no Seljuks in 867
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_turkish_eagle_achievement
#						VALUE = yes
#					}
#				}
#				##13 Rise of the Ghurids
#				if = {
#					limit = {
#						has_title = title:d_ghur
#						this.dynasty = dynasty:791 #Ghurid
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_rise_of_the_ghurids_achievement
#						VALUE = yes
#					}
#				}
#				##14 Brave and Bold
#				if = {
#					limit = {
#						game_start_date < 868.1.1
#						this.dynasty = dynasty:699 #Piast
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_brave_and_bold_achievement
#						VALUE = yes
#					}
#				}
#				##15 Lingua Franca
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_lingua_franca_achievement
#					VALUE = yes
#				}
#				##16 Beta Israel
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_beta_israel_achievement
#					VALUE = yes
#				}
#				## 17 They belong in a museum!
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_they_belong_in_a_museum_achievement
#					VALUE = yes
#				}
#				##18 I made this!
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_i_made_this_achievement
#					VALUE = yes
#				}
#				##19 Nobody Comes to Fika!
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_nobody_comes_to_fika_achievement
#					VALUE = yes
#				}
#				## 20 The True Royal Court
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_the_true_royal_court_achievement
#						VALUE = yes
#				}
#				# EP2
#				## 01. The Grandest Tour
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_the_grandest_tour_achievement
#					VALUE = yes
#				}
#				## 02. Your Eternal Reward
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_your_eternal_reward_achievement
#					VALUE = yes
#				}
#				## 03. Imperial March
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_imperial_march_achievement
#					VALUE = yes
#				}
#				## 04. Black Dinner
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_black_dinner_achievement
#					VALUE = yes
#				}
#				## 05. There and Back Again
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_there_and_back_again_achievement
#					VALUE = yes
#				}
#				## 06. The Very Best
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_the_very_best_achievement
#					VALUE = yes
#				}
#				## 07. Like No One Ever Was
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_like_no_one_ever_was_achievement
#					VALUE = yes
#				}
#				## 08. A Thousand and One Night
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_a_thousand_and_one_nights_achievement
#					VALUE = yes
#				}
#				## 09. A Knight's Tale
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_a_knights_tale_achievement
#					VALUE = yes
#				}
#				## 10. Hunting Accident
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_hunting_accident_achievement
#					VALUE = yes
#				}
#				## 11. Lions and Tigers and Bears, Oh My!
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_lions_and_tigers_and_bears_oh_my_achievement
#					VALUE = yes
#				}
#				## 12. Fly, my Pretty!
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_fly_my_pretty_achievement
#					VALUE = yes
#				}
#				## 13. Pathway to Heaven
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_pathway_to_heaven_achievement
#					VALUE = yes
#				}
#				## 14. Sir Lance-a-Lot
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_sir_lance_a_lot_achievement
#					VALUE = yes
#				}
#				## 15. I'm in my Element(s)
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_im_in_my_elements_achievement
#					VALUE = yes
#				}
#				## 16. Ahab
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_ahab_achievement
#					VALUE = yes
#				}
#				## 17. Little William Marshal
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_little_william_marshal_achievement
#					VALUE = 0
#				}
#				add_achievement_global_variable_effect = {
#					VARIABLE = little_william_marshal_achievement_tally
#					VALUE = 0
#				}
#				## 18. A True & Perfect Knight
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_a_true_and_perfect_knight_achievement
#					VALUE = yes
#				}
#				## 19. A.E.I.O.U & Me
#				if = {
#					limit = {
#						# Etichonen, of whom the Hapsburgs are a cadet - we check dynasty rather than house so that an accidental cadet doesn't screw you.
#						this.house ?= house:house_habsburg
#					}
#					add_achievement_global_variable_effect = {
#						VARIABLE = started_a_e_i_o_u_and_me_achievement
#						VALUE = yes
#					}
#				}
#				## 20. The Iron and Golden King
#				add_achievement_global_variable_effect = {
#					VARIABLE = started_the_iron_and_golden_king_achievement
#					VALUE = yes
#				}
#
#				### RULER DESIGNER ACHIEVEMENT BLOCKS ###
#				if = {
#					limit = {
#						num_virtuous_traits >= 3
#					}
#					add_achievement_flag_effect = { FLAG = rd_character_blocked_paragon_of_virtue_achievement_flag	}
#				}
#				if = {
#					limit = {
#						any_child = {
#							count >= 10
#							is_alive = yes
#						}
#					}
#					add_achievement_flag_effect = { FLAG = rd_character_blocked_the_succession_is_safe_achievement_flag }
#				}
#				if = {
#					limit = {
#						any_child = {
#							has_trait = inbred
#						}
#					}
#					add_achievement_flag_effect = { FLAG = rd_character_blocked_keeping_it_in_the_family_achievement_flag }
#				}
#				if = {
#					limit = {
#						highest_held_title_tier >= tier_empire
#						should_be_naked_trigger = yes
#					}
#					add_achievement_flag_effect = { FLAG = rd_character_blocked_the_emperors_new_clothes_achievement_flag }
#				}
#				if = {
#					limit = {
#						is_from_ruler_designer = yes
#						OR = {
#							fp1_achievement_culture_norse_trigger = yes
#							fp1_achievement_religious_norse_trigger = yes
#						}
#					}
#					add_to_global_unavailable_achievements_list_effect = { FLAG = flag:rd_character_blocked_far_from_home_achievement }
#					add_to_global_unavailable_achievements_list_effect = { FLAG = flag:rd_character_blocked_miklagardariki_achievement }
#					add_to_global_unavailable_achievements_list_effect = { FLAG = flag:rd_character_blocked_faster_than_the_fox_achievement }
#				}
#				if = {
#					limit = {
#						any_ruler = {
#							is_from_ruler_designer = yes
#						}
#					}
#					add_to_global_unavailable_achievements_list_effect = { FLAG = flag:rd_character_blocked_iberia_or_iberia_achievement }
#					add_to_global_unavailable_achievements_list_effect = { FLAG = flag:rd_character_blocked_el_cid_achievement }
#					add_achievement_global_variable_effect = {
#						VARIABLE = any_ruler_designed_character_achievement
#						VALUE = yes
#					}
#				}
#				if = {
#					limit = {
#						has_mpo_dlc_trigger = yes
#						exists = character:125501
#						character:125501 = {
#							is_alive = yes
#						}
#					}
#					character:125501 = {
#						create_story = story_temujin_flavor
#						trigger_event = {
#							days = { 12 30 }
#							id = mpo_temujin_flavor.0030 # Borte announces she's pregnant
#						}
#					}
#				}
#			}
#		}

		### ACHIEVEMENT (FP3): The Ummayad Strikes Back
#		every_player = {
#			if = {
#				limit = {
#					dynasty = character:73683.dynasty
#					location = { geographical_region = world_europe_west_iberia }
#				}
#				set_global_variable = fp3_the_umma_strikes_back_achievement_tracker # Is not removed (sad!)
#			}
#		}

		### ACHIEVEMENT: FROM RAGS TO RICHES TO RAGS TO RICHES
		every_player = {
			limit = { highest_held_title_tier = tier_county }
			add_achievement_global_variable_effect = {
				VARIABLE = achievement_rags_to_riches_to_rags_to_riches_valid
				VALUE = yes
			}
		}

		#Set starting cultural acceptance
		
		##### NEOW CULTURES #####
		
		
		##### BRITANNICS #####
		
		culture:soueyrneg = {
			change_cultural_acceptance = {
				target = culture:prytoneg
				value = 35
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:scouseg
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:strafclideg
				value = 10
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:welsh
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:cornish
				value = 10
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:easlander
				value = 35
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:norflander
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:souflander
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:weslander
				value = 25
				desc = cultural_acceptance_historical_relations
			}
		}

		culture:prytoneg = {
			change_cultural_acceptance = {
				target = culture:scouseg
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:strafclideg
				value = 10
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:welsh
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:cornish
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:easlander
				value = 25
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:norflander
				value = 25
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:souflander
				value = 35
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:weslander
				value = 45
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:scouseg = {
			change_cultural_acceptance = {
				target = culture:strafclideg
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:welsh
				value = 15
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:cornish
				value = 10
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:easlander
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:norflander
				value = 50
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:souflander
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:weslander
				value = 30
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:strafclideg = {
			change_cultural_acceptance = {
				target = culture:scottish
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:gaelic
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:welsh
				value = 5
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:easlander
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:norflander
				value = 40
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:souflander
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:weslander
				value = 10
				desc = cultural_acceptance_historical_relations
			}
		}
		
		##### ANGLICS #####
		
		culture:norflander = {
			change_cultural_acceptance = {
				target = culture:scottish
				value = 50
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:gaelic
				value = 15
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:welsh
				value = 25
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:cornish
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:easlander
				value = 35
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:souflander
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:weslander
				value = 10
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:easlander = {
			change_cultural_acceptance = {
				target = culture:scottish
				value = 40
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:gaelic
				value = 10
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:welsh
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:cornish
				value = 25
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:souflander
				value = 40
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:weslander
				value = 10
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:souflander = {
			change_cultural_acceptance = {
				target = culture:scottish
				value = 10
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:welsh
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:cornish
				value = 25
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:weslander
				value = 35
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:weslander = {
			change_cultural_acceptance = {
				target = culture:scottish
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:welsh
				value = 40
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:cornish
				value = 30
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:gaelic = {
			change_cultural_acceptance = {
				target = culture:scottish
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:norner
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:irish
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:high_irish
				value = 30
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:scottish = {
			change_cultural_acceptance = {
				target = culture:norner
				value = 50
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:irish
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:high_irish
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:norner = {
			change_cultural_acceptance = {
				target = culture:irish
				value = 25
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:high_irish
				value = 10
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:irish = {
			change_cultural_acceptance = {
				target = culture:high_irish
				value = 60
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:manx = {
			change_cultural_acceptance = {
				target = culture:high_irish
				value = 10
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:irish
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:strafclideg
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:scouseg
				value = 15
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:doggerlander = {
			change_cultural_acceptance = {
				target = culture:norflander
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:easlander
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:angler
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:dutch
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:frisian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:danish
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:dansk
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:ostsk
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:icelander
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:vestsk
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:scottish
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		#### FRENCHIES ####
		
		culture:metropolitain = {
			change_cultural_acceptance = {
				target = culture:galo
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:picard
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:bourguignon
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:axiton
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:breton
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:gascon
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:normaund
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:occitan
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:patoues
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:poitevin
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:provencal
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:pelonais
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:belge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:elsasse
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:letzebuerge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:lorin
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_sephardi
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:galo = {
			change_cultural_acceptance = {
				target = culture:picard
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:bourguignon
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:axiton
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:breton
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:gascon
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:normaund
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:occitan
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:patoues
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:poitevin
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:provencal
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:pelonais
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:belge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:elsasse
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:letzebuerge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:lorin
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_sephardi
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:picard = {
			change_cultural_acceptance = {
				target = culture:bourguignon
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:axiton
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:breton
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:gascon
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:normaund
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:occitan
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:patoues
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:poitevin
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:provencal
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:pelonais
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:belge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:elsasse
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:letzebuerge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:lorin
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_sephardi
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:bourguignon = {
			change_cultural_acceptance = {
				target = culture:axiton
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:breton
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:gascon
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:normaund
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:occitan
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:patoues
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:poitevin
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:provencal
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:pelonais
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:belge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:elsasse
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:letzebuerge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:lorin
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_sephardi
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:axiton = {
			change_cultural_acceptance = {
				target = culture:breton
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:gascon
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:normaund
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:occitan
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:patoues
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:poitevin
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:provencal
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:pelonais
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:belge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:elsasse
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:letzebuerge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:lorin
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_sephardi
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:breton = {
			change_cultural_acceptance = {
				target = culture:gascon
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:normaund
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:occitan
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:patoues
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:poitevin
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:provencal
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:pelonais
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:belge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:elsasse
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:letzebuerge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:lorin
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_sephardi
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:gascon = {
			change_cultural_acceptance = {
				target = culture:normaund
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:occitan
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:patoues
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:poitevin
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:provencal
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:pelonais
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:belge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:elsasse
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:letzebuerge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:lorin
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_sephardi
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:normaund = {
			change_cultural_acceptance = {
				target = culture:occitan
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:patoues
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:poitevin
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:provencal
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:pelonais
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:belge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:elsasse
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:letzebuerge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:lorin
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_sephardi
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:occitan = {
			change_cultural_acceptance = {
				target = culture:patoues
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:poitevin
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:provencal
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:pelonais
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:belge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:elsasse
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:letzebuerge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:lorin
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_sephardi
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:patoues = {
			change_cultural_acceptance = {
				target = culture:poitevin
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:provencal
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:pelonais
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:belge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:elsasse
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:letzebuerge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:lorin
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_sephardi
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:poitevin = {
			change_cultural_acceptance = {
				target = culture:provencal
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:pelonais
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:belge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:elsasse
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:letzebuerge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:lorin
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_sephardi
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:provencal = {
			change_cultural_acceptance = {
				target = culture:pelonais
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:belge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:elsasse
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:letzebuerge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:lorin
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_sephardi
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:rottisch = {
			change_cultural_acceptance = {
				target = culture:metropolitain
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:galo
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:picard
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:bourguignon
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:axiton
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:breton
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:gascon
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:normaund
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:occitan
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:patoues
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:poitevin
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:provencal
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:pelonais
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:belge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:elsasse
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:letzebuerge
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:lorin
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_sephardi
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		##### IBERIANS #####
		
		culture:andorra = {
			change_cultural_acceptance = {
				target = culture:aragonese
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:asturleonese
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:balearic
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:basque
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:castilian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:catalan
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:extremeno
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:galician
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:llanito
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_andalusian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:portuguese
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:valencian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
		}

		culture:aragonese = {
			change_cultural_acceptance = {
				target = culture:asturleonese
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:balearic
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:basque
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:castilian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:catalan
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:extremeno
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:galician
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:llanito
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_andalusian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:portuguese
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:valencian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:asturleonese = {
			change_cultural_acceptance = {
				target = culture:balearic
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:basque
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:castilian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:catalan
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:extremeno
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:galician
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:llanito
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_andalusian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:portuguese
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:valencian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:balearic = {
			change_cultural_acceptance = {
				target = culture:basque
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:castilian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:catalan
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:extremeno
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:galician
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:llanito
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_andalusian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:portuguese
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:valencian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:basque = {
			change_cultural_acceptance = {
				target = culture:castilian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:catalan
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:extremeno
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:galician
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:llanito
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_andalusian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:portuguese
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:valencian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:castilian = {
			change_cultural_acceptance = {
				target = culture:catalan
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:extremeno
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:galician
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:llanito
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_andalusian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:portuguese
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:valencian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:extremeno = {
			change_cultural_acceptance = {
				target = culture:extremeno
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:galician
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:llanito
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_andalusian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:portuguese
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:valencian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:galician = {
			change_cultural_acceptance = {
				target = culture:galician
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:llanito
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_andalusian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:portuguese
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:valencian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:llanito = {
			change_cultural_acceptance = {
				target = culture:llanito
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:NEOW_andalusian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:portuguese
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:valencian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:NEOW_andalusian = {
			change_cultural_acceptance = {
				target = culture:portuguese
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:valencian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:portuguese = {
			change_cultural_acceptance = {
				target = culture:valencian
				value = 30
				desc = cultural_acceptance_historical_relations
			}
		}
		
		#### MOSELLIC ####
		
		culture:belge = {
			change_cultural_acceptance = {
				target = culture:elsasse
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:letzebuerge
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:lorin
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:dutch
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:frisian
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:kleverlandish
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:limburgisch
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:elsasse = {
			change_cultural_acceptance = {
				target = culture:letzebuerge
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:lorin
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:dutch
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:frisian
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:kleverlandish
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:limburgisch
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:letzebuerge = {
			change_cultural_acceptance = {
				target = culture:lorin
				value = 30
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:dutch
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:frisian
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:kleverlandish
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:limburgisch
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		culture:lorin = {
			change_cultural_acceptance = {
				target = culture:dutch
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:frisian
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:kleverlandish
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:limburgisch
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		
		##### VANILLA CULTURES #####
		
		culture:vlach = {
			change_cultural_acceptance = {
				target = culture:serbian
				value = 40
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:croatian
				value = 40
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:bosnian
				value = 40
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:bulgarian
				value = 40
				desc = cultural_acceptance_historical_relations
			}
		}
		culture:norse = {
			change_cultural_acceptance = {
				target = culture:sami
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:finnish
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		culture:swedish = {
			change_cultural_acceptance = {
				target = culture:sami
				value = 20
				desc = cultural_acceptance_historical_relations
			}
			change_cultural_acceptance = {
				target = culture:finnish
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		culture:norwegian = {
			change_cultural_acceptance = {
				target = culture:sami
				value = 20
				desc = cultural_acceptance_historical_relations
			}
		}
		#set up cultural acceptance between China and East Asian Empires to aid in the learning of Chinese effect for on_birthday_adulthood

#		if = {
#			limit = { game_start_date = 867.1.1 }
#			culture:japanese = {
#				change_cultural_acceptance = {
#					target = culture:han
#					value = 80
#					desc = cultural_acceptance_historical_relations
#				}
#			}
#			culture:goguryeo = {
#				change_cultural_acceptance = {
#					target = culture:han
#					value = 80
#					desc = cultural_acceptance_historical_relations
#				}
#			}
#			culture:silla = {
#				change_cultural_acceptance = {
#					target = culture:han
#					value = 80
#					desc = cultural_acceptance_historical_relations
#				}
#			}
#			culture:baekje = {
#				change_cultural_acceptance = {
#					target = culture:han
#					value = 80
#					desc = cultural_acceptance_historical_relations
#				}
#			}
#			culture:balhae = {
#				change_cultural_acceptance = {
#					target = culture:han
#					value = 80
#					desc = cultural_acceptance_historical_relations
#				}
#			}
#		}
#		if = {
#			limit = { game_start_date = 1066.9.15 }
#			culture:japanese = {
#				change_cultural_acceptance = {
#					target = culture:han
#					value = 70
#					desc = cultural_acceptance_historical_relations
#				}
#			}
#			culture:goryeo = {
#				change_cultural_acceptance = {
#					target = culture:han
#					value = 70
#					desc = cultural_acceptance_historical_relations
#				}
#			}
#		}
#		if = {
#			limit = { game_start_date = 1178.10.1 }
#			culture:japanese = {
#				change_cultural_acceptance = {
#					target = culture:han
#					value = 60
#					desc = cultural_acceptance_historical_relations
#				}
#			}
#			culture:goryeo = {
#				change_cultural_acceptance = {
#					target = culture:han
#					value = 60
#					desc = cultural_acceptance_historical_relations
#				}
#			}
#		}

		# Specific innovation unlock
		if = {
			limit = {
				game_start_date >= 1066.1.1
			}
			every_culture_global = {
				limit = {
					OR = {
						has_cultural_pillar = heritage_arabic
						this = culture:yemeni
					}
				}
				add_innovation = innovation_ghilman
			}
		}

		### EP3 SETUP ###
		if = {
			limit = { has_ep3_dlc_trigger = yes }
			### EP3 LAAMP SETUP ###
			# Resources.
			every_independent_ruler = {
				limit = { has_government = landless_adventurer_government }
				# Cash.
				add_gold = {
					value = {
						value = 0
						add = prestige
						add = piety
						divide = 10
					}
				}
				save_temporary_scope_as = adventurer_scope
				# Set CoA
				primary_title = { set_coa = scope:adventurer_scope.house }
				# Cleanup characters
				every_councillor = {
					if = {
						limit = {
							NOR = {
								has_council_position = councillor_court_chaplain
								has_council_position = councillor_spouse
							}
						}
						scope:adventurer_scope = {
							fire_councillor = prev
						}
						remove_opinion = {
							modifier = fired_from_council_opinion
							target = scope:adventurer_scope
						}
					}
					else_if = {
						limit = {
							NOR = {
								is_close_or_extended_family_of = prev
								has_relation_lover = prev
								has_relation_friend = prev
								is_consort_of = prev
								has_council_position = councillor_spouse
							}
						}
						death = {
							death_reason = death_vanished
						}
					}
				}
				# Evict everyone who isn't your family from your camp.
				every_courtier = {
					limit = {
						prev = { save_temporary_scope_as = char_temp }
						NOR = {
							dynasty ?= scope:char_temp.dynasty
							is_imprisoned_by = scope:char_temp
							# Plus any relations, who are presumably meant to be here.
							has_important_relationship_with_character_trigger = { CHARACTER = scope:char_temp }
							# Catch bastards and such that may be left over.
							is_close_or_extended_family_of = scope:char_temp
						}
					}
					move_to_pool = yes
				}
				# Courtiers.
				trigger_event = ep3_laamps.1001
			}
#			# Starting camp purposes.
#			## Hereweard the Wake
#			character:90028 ?= {
#				if = {
#					limit = { is_alive = yes }
#					add_realm_law_skip_effects = camp_purpose_brigands
#					if = {
#						limit = {
#							character:90160 = {
#								NOT = { is_courtier_of = character:90028 }
#							}
#						}
#						add_courtier = character:90160
#					}
#				}
#				# Setup event for his story
#				trigger_event = {
#					id = ep3_laamps.5999
#					days = { 1 2 }
#				}
#			}
#			## El Cid
#			character:107590 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_mercenaries
#					if = {
#						limit = {
#							character:71391 = {
#								NOT = { is_courtier_of = character:107590 }
#							}
#						}
#						add_courtier = character:71391
#					}
#					if = {
#						limit = {
#							character:castilian0248 = {
#								NOT = { is_courtier_of = character:107590 }
#							}
#						}
#						add_courtier = character:castilian0248
#					}
#					if = {
#						limit = {
#							character:castilian0249 = {
#								NOT = { is_courtier_of = character:107590 }
#							}
#						}
#						add_courtier = character:castilian0249
#					}
#				}
#			}
#			## Robert Crispin
#			character:norman_crispin_06 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_mercenaries
#				}
#			}
#			## Hassan Sabbah
#			character:41702 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_scholars
#				}
#			}
#			## Suleyman Qutalmishog
#			character:3046 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_mercenaries
#					trigger_event = bookmark.1073 # Suleyman's beef with Alp Arslan
#				}
#			}
#			## Wallada bint al-Mustakfi
#			character:andalusian_0003 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_scholars
#					add_realm_law_skip_effects = equal_law
#					trigger_event = ep3_story_cycle_violet_poet.0001
#				}
#			}
#			## Roger Raoul
#			character:232504 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_mercenaries
#				}
#			}
#			## Taylu Danişmend
#			character:danishmendid_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_mercenaries
#				}
#			}
#			## Prince Takaoka (Shinnyo)
#			character:japanese_yamato_181 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_scholars
#					# and because history in character file does not work...
#					character:japanese_lowborn_1 = { set_employer = character:japanese_yamato_181 } # Anten
#					character:japanese_lowborn_2 = { set_employer = character:japanese_yamato_181 } # Enkaku
#					character:japanese_lowborn_3 = { set_employer = character:japanese_yamato_181 } # Akimaru
#				}
#			}
#			## Ding Hui
#			character:ding_hui_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_mercenaries
#				}
#			}
#			## Zhu Quanzhong
#			character:zhu_quanzhong_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_mercenaries
#				}
#			}
#			## Miyoshi Kiyotsura
#			character:japanese_miyoshi_4 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_scholars
#				}
#			}
#			## Ki Hwon
#			character:ki_hwon_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_brigands
#				}
#			}
#			## Yŏn'gi Tosŏn
#			character:toson_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_scholars
#				}
#			}
#			## Lý Do Độc
#			character:ly_do_doc_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_mercenaries
#				}
#			}
#			## Song Jiang
#			character:song_jiang_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_mercenaries
#				}
#			}
#			## Yang Zongbao
#			character:yang_zongbao_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_mercenaries
#				}
#			}
#			character:furong_daokai_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_scholars
#				}
#			}
#			character:jojin_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_scholars
#				}
#			}
#			character:isawa_no_saburo_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_mercenaries
#				}
#			}
#			character:tsukushi_no_koretaka_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_brigands
#				}
#			}
#			character:kim_mu_che_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_scholars
#				}
#			}
#			character:baekho_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_brigands
#				}
#			}
#			character:khong_lo_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_scholars
#				}
#			}
#			character:nga_yamankan_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_mercenaries
#				}
#			}
#			character:mpu_bharada_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_scholars
#				}
#			}
#			character:wang_chuyi_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_scholars
#				}
#			}
#			character:jiang_kui_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_scholars
#				}
#			}
#			character:lembong_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_brigands
#				}
#			}
#			character:zhu_zhongba_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_explorers
#				}
#			}
#			character:quach_boc_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_mercenaries
#				}
#			}
#			character:il_eom_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_scholars
#				}
#			}
#			character:gochi_in_no_tajima_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_mercenaries
#				}
#			}
#			character:shin_capata_1 ?= {
#				if = {
#					limit = {
#						is_alive = yes
#						has_government = landless_adventurer_government
#					}
#					add_realm_law_skip_effects = camp_purpose_scholars
#				}
#			}
			every_independent_ruler = {
				if = {
					limit = { is_landless_adventurer = yes }
					# C... food.
					domicile = { change_provisions = starting_provisions_value }
					# Contracts
					if = {
						limit = { is_ai = no }
						# Set up additional firing contracts.
						player_adventurer_contract_generation_on_wait_in_place_effect = yes
						#generate contracts if you are far away from your previous location
						player_adventurer_contract_generation_on_domicile_moved_effect = yes
					}
					else = {
						create_story = { type = story_adventurer_ai }
						trigger_event = {
							on_action = on_adventurer_ai_new_employer_arrival
							days = { 10 30 }
						}
					}
					# Sort our starting flavourisation.
					if = {
						limit = { has_realm_law = camp_purpose_mercenaries }
						set_variable = flavourise_camp_purpose_mercenaries
					}
					else_if = {
						limit = { has_realm_law = camp_purpose_wanderers }
						set_variable = flavourise_camp_purpose_wanderers
					}
					else_if = {
						limit = { has_realm_law = camp_purpose_scholars }
						set_variable = flavourise_camp_purpose_scholars
					}
					else_if = {
						limit = { has_realm_law = camp_purpose_explorers }
						set_variable = flavourise_camp_purpose_explorers
					}
					else_if = {
						limit = { has_realm_law = camp_purpose_brigands }
						set_variable = flavourise_camp_purpose_brigands
					}
					else_if = {
						limit = { has_realm_law = camp_purpose_legitimists }
						set_variable = flavourise_camp_purpose_legitimists
					}
					# And tally our numbers for performance purposes.
					add_to_global_variable_list = {
						name = laamps_tally
						target = this.primary_title
					}
				}
				### EP3 ADMIN SETUP ###
				if = {
					limit = { government_allows = administrative }
					save_scope_as = top_liege
					### EP3 NOBLE FAMILIES & DOMICILE SETUP ###
					random_held_title = { # May be removed once every_noble_family includes liege (TIT-51212)
						limit = { is_noble_family_title = yes }
						set_coa = scope:top_liege.house
					}
					every_noble_family = {
						# Ensure Noble Family CoA match House
						set_coa = holder.house
						# Ensure holders of historical noble family titles are the default house heads
						holder ?= {
							save_scope_as = nf_holder
							if = {
								limit = { is_landed = yes }
								capital_province = { save_scope_as = domicile_location }
							}
							house ?= {
								if = {
									limit = { house_head != scope:nf_holder }
									set_house_head = scope:nf_holder
								}
							}
						}
					}
				}
			}
		}
#		### TGP SETUP ###
#		if = {
#			limit = { has_tgp_dlc_trigger = yes }
#			### JAPAN
#
#			# History defaults e_japan to feudal + single heir so partial DLC / no AuH bookmarks load cleanly.
#			# Restore Ritsuryō Kampaku when All Under Heaven is active (must run before noble-family / bureaucracy setup).
#			if = {
#				limit = { has_dlc_feature = all_under_heaven }
#				title:e_japan.holder ?= {
#					# can_get_government for japan_administrative checks top_liege for japanese government OR this flag; independent Kampaku is neither until flagged.
#					if = {
#						limit = {
#							NOT = { government_has_flag = government_is_japan_administrative }
#							OR = {
#								has_government = feudal_government
#								has_government = japan_feudal_government
#							}
#						}
#						add_character_flag = tgp_japan_restore_japanese_government_flag
#						change_government = japan_administrative_government
#						remove_character_flag = tgp_japan_restore_japanese_government_flag
#					}
#					# Separate if (not else_if): first block can flip government same pass; law must still run for that case and for history Ritsuryō holders missing the law.
#					if = {
#						limit = {
#							government_has_flag = government_is_japan_administrative
#							NOT = { has_realm_law = japanese_regency_succession_law }
#						}
#						add_realm_law_skip_effects = japanese_regency_succession_law
#					}
#				}
#			}
#
#			# Special variable that UI uses to display correct title
#			title:e_japan = {
#				# More starting house relations
#				holder = {
#					every_noble_family = {
#						holder.house ?= {
#							save_temporary_scope_as = house_temp
#							every_house_member = {
#								limit = {
#									is_married = yes
#									exists = primary_spouse.house
#									NOT = {
#										primary_spouse.house = { has_house_relation_with = scope:house_temp }
#									}
#								}
#								save_temporary_scope_as = member_temp
#								primary_spouse = { save_temporary_scope_as = spouse_temp }
#								house = {
#									change_house_relation_effect = {
#										HOUSE = scope:member_temp.primary_spouse.house
#										VALUE = house_relation_improve_minor_value
#										REASON = preexisting_marriage
#										CHAR = scope:member_temp
#										TARGET_CHAR = scope:spouse_temp
#										TITLE = scope:dummy_gender
#									}
#								}
#							}
#						}
#					}
#				}
#			}
#
#			### IMPERIAL FAMILY
#			title:k_chrysanthemum_throne.holder ?= {
#				save_scope_as = japanese_emperor
#				# Give him some cash
#				add_gold = monumental_gold_value
#				house = {
#					# ENSURE MEMBERS REMAIN IN COURT OF EMPEROR
#					every_house_member = {
#						limit = {
#							is_ruler = no
#							is_married = no
#							NOT = { liege = scope:japanese_emperor }
#						}
#						save_scope_as = imperial_family_member
#						scope:japanese_emperor = { add_courtier = scope:imperial_family_member }
#					}
#				}
#				# GET THOSE ROOKIE NUMBERS UP
#				dynasty = {
#					while = {
#						limit = { dynasty_prestige_level < high_dynasty_prestige_level }
#						add_dynasty_prestige_level = 1
#					}
#				}
#			}
#
#			### DYNASTY TRACKING SETUP
#			japan_dynasty_tracker_setup_effect = yes
#
#
#			### TGP NOBLE FAMILIES & DOMICILE SETUP ###
#			# Required due to landless top liege
#			title:e_japan.holder ?= {
#				add_realm_law_skip_effects = japanese_bureaucracy_1
#				noble_family_title_realm_setup_effect = yes
#				every_vassal_or_below = { # Move Soryo domiciles to their own realm
#					limit = {
#						government_has_flag = government_is_japan_feudal
#					}
#					domicile ?= { move_domicile = owner.capital_province }
#				}
#				every_vassal_or_below = { # Move Ritsuryo domiciles to the capital
#					limit = {
#						government_has_flag = government_is_japan_administrative
#					}
#					domicile ?= { move_domicile = title:e_japan.holder.capital_province }
#				}
#			}
#
#			if = {
#				limit = {
#					has_dlc_feature = all_under_heaven
#					exists = title:e_japan.holder
#				}
#				tgp_setup_historical_house_bloc_effect = yes
#			}
#
#
#			### MANDALA
#
#			#Starting Mandala Temple Complexes
#			#Dvaravati
#			province:10822 = {
#				add_great_building = mandala_capital_01
#				if = {
#					limit = {
#						game_start_date >= 1066.1.1
#					}
#					ruin_great_building = yes
#				}
#				add_to_global_variable_list = { # Add to list so it can be found by the PoI
#					name = mandala_poi_list
#					target = this
#				}
#			}
#			#Haripunjaya
#			province:11441 = {
#				add_great_building = mandala_capital_01
#				add_to_global_variable_list = { # Add to list so it can be found by the PoI
#					name = mandala_poi_list
#					target = this
#				}
#			}
#			#Pagan
#			province:9550 = {
#				if = {
#					limit = {
#						game_start_date < 1066.1.1
#					}
#					add_great_building = mandala_capital_01
#				}
#				else_if = {
#					limit = { game_start_date >= 1066.1.1 }
#					add_great_building = mandala_capital_02
#				}
#				add_to_global_variable_list = { # Add to list so it can be found by the PoI
#					name = mandala_poi_list
#					target = this
#				}
#			}
#			#Angkor
#			province:10816 = {
#				if = {
#					limit = {
#						game_start_date < 1066.1.1
#					}
#					add_great_building = mandala_capital_01
#				}
#				else_if = {
#					limit = { game_start_date > 1066.09.15 }
#					add_great_building = mandala_capital_03
#				}
#				else = {
#					add_great_building = mandala_capital_02
#				}
#				add_to_global_variable_list = { # Add to list so it can be found by the PoI
#					name = mandala_poi_list
#					target = this
#				}
#			}
#			#Srivijaya/Palembang
#			province:11296 = {
#				add_great_building = mandala_capital_02
#				if = {
#					limit = {
#						game_start_date >= 1066.1.1
#					}
#					ruin_great_building = yes #Could also be completely destroyed - almost nothing left today
#				}
#				add_to_global_variable_list = { # Add to list so it can be found by the PoI
#					name = mandala_poi_list
#					target = this
#				}
#			}
#			#Mataram
#			#Prambanan
#			province:11343 = {
#				add_great_building = mandala_capital_01
#				if = {
#					limit = {
#						game_start_date >= 1066.1.1
#					}
#					ruin_great_building = yes
#				}
#				add_to_global_variable_list = { # Add to list so it can be found by the PoI
#					name = mandala_poi_list
#					target = this
#				}
#			}
#			#Champa
#			#Indrapura
#			province:10830 = {
#				if = {
#					limit = {
#						game_start_date < 1066.1.1
#					}
#					add_great_building = mandala_capital_01
#					add_to_global_variable_list = { # Add to list so it can be found by the PoI
#						name = mandala_poi_list
#						target = this
#					}
#				}
#			}
#			#Vijaya
#			province:10827 = {
#				if = {
#					limit = { game_start_date >= 1066.1.1 }
#					add_great_building = mandala_capital_01
#					add_to_global_variable_list = { # Add to list so it can be found by the PoI
#						name = mandala_poi_list
#						target = this
#					}
#				}
#			}
#			#Apply the Godking AI story to Maharajas with a temple
#			every_independent_ruler = {
#				limit = { government_has_flag = government_is_mandala }
#				if = {
#					limit = {
#						is_ai = yes
#						highest_held_title_tier >= tier_kingdom
#						has_mandala_capital_trigger = yes
#						trigger_if = {
#							limit = { has_ruined_mandala_capital_trigger = yes }
#							less_than_max_amount_of_mandala_capitals_trigger = yes
#						}
#					}
#					create_story = story_mandala
#				}
#			}
#			#Tai Migrations
#			every_county_in_region = { # save all migration counties to variable list
#				region = custom_tai_migration_target
#				add_to_global_variable_list = {
#					name = tai_migration_target_counties
#					target = this
#				}
#			}
#			every_in_global_list = { # give all saved migration county holders the story
#				variable = tai_migration_target_counties
#				holder = {
#					if = {
#						limit = {
#							NOT = {
#								any_owned_story = {
#									type = story_tai_migrations
#								}
#							}
#							has_tgp_dlc_trigger = yes
#							any_realm_province = {
#								culture = {
#									NOT = {
#										has_cultural_pillar = heritage_tai
#									}
#								}
#							}
#						}
#						create_story = story_tai_migrations
#					}
#				}
#			}
#		}
#		### TGP MERIT AND TREASURY HANDOUT ON GAME START ###
#		if = {
#			limit = {
#				has_tgp_dlc_trigger = yes
#			}
#			title:h_china.holder ?= {
#				# If the hegemon is from the ruler designer, let's ensure we got decent starting values
#				if = {
#					limit = {
#						is_from_ruler_designer = yes
#					}
#					if = {
#						limit = { # If we don't have enough legitimacy, let's increase it
#							legitimacy < legitimacy_level_3
#						}
#						add_legitimacy = {
#							value = legitimacy_level_3
#							add = 100 # To provide a margin and not drop down a level too quickly
#							subtract = legitimacy
#						}
#					}
#					if = {
#						limit = { # If the royal court is enabled, set it to a decent default
#							has_royal_court = yes
#						}
#						set_current_court_grandeur = court_grandeur_minimum_expected
#					}
#					# Let's add some starting currencies
#					add_prestige = 1000
#					add_piety = 500
#					change_influence = 1000
#					dynasty ?= { add_dynasty_prestige = 500 }
#				}
#				# Set Grand Chancellor as Chinese diarchy
#				try_start_diarchy = grand_secretariat
#			}
#		}
#		### TGP KOREA SETUP
#		if = {
#			# Special variable that UI uses to display correct title
#			limit = {
#				exists = title:e_goryeo.holder
#				has_tgp_dlc_trigger = yes
#				game_start_date >= 1066.1.1
#			}
#			# GORYEO GOVERNORSHIP SETUP
#			title:d_bukgye = { add_to_temporary_list = goryeo_military_provinces }
#			title:d_donggye = { add_to_temporary_list = goryeo_military_provinces }
#			title:d_yukju = { add_to_temporary_list = goryeo_military_provinces }
#			every_in_list = {
#				list = goryeo_military_provinces
#				limit = {
#					holder ?= { is_governor = yes }
#				}
#				holder = {
#					vassal_contract_set_obligation_level = {
#						type = meritocratic_provinces
#						level = meritocratic_province_military
#					}
#					add_realm_law_skip_effects = meritocratic_military_appointment_succession_law
#				}
#			}
#		}
#		else_if = {
#			limit = {
#				exists = title:k_silla.holder
#				has_tgp_dlc_trigger = yes
#				game_start_date = 867.1.1
#			}
#			# SILLA GOVERNORSHIP SETUP
#			title:d_bukgye = { add_to_temporary_list = silla_military_provinces }
#			title:d_donggye = { add_to_temporary_list = silla_military_provinces }
#			title:d_yukju = { add_to_temporary_list = silla_military_provinces }
#			every_in_list = {
#				list = silla_military_provinces
#				limit = {
#					holder ?= { is_governor = yes }
#				}
#				holder = {
#					vassal_contract_set_obligation_level = {
#						type = meritocratic_provinces
#						level = meritocratic_province_military
#					}
#					add_realm_law_skip_effects = meritocratic_military_appointment_succession_law
#				}
#			}
#		}
#		### TGP JAPAN SETUP
#		if = {
#			limit = {
#				exists = title:e_japan.holder
#				has_tgp_dlc_trigger = yes
#			}
#			title:c_chikuzen ?= { # Dazaifu
#				if = {
#					limit = {
#						holder ?= { is_governor = yes }
#					}
#					holder = {
#						vassal_contract_set_obligation_level = {
#							type = japan_administrative_provinces
#							level = japan_administrative_province_trade
#						}
#					}
#				}
#			}
#			title:d_hitakami ?= { add_to_temporary_list = japan_military_provinces } # Mutsu
#			title:d_nushiro ?= { add_to_temporary_list = japan_military_provinces } # Dewa
#			every_in_list = {
#				list = japan_military_provinces
#				limit = {
#					holder ?= { is_governor = yes }
#				}
#				holder = {
#					vassal_contract_set_obligation_level = {
#						type = japan_administrative_provinces
#						level = japan_administrative_province_military
#					}
#					add_realm_law_skip_effects = japanese_military_appointment_succession_law
#				}
#			}
#			if = {
#				limit = {
#					game_start_date >= 1066.1.1
#					game_start_date < 1178.10.1
#				}
#				title:e_japan.holder = {
#					trigger_event = tgp_japan_career.0001
#					every_vassal = {
#						trigger_event = tgp_japan_career.0001
#					}
#				}
#			}
#		}
#		##TEACH CHINESE TO RELEVENT NOBLES###
#		title:e_japan.holder ?= {
#			add_to_list = holder_to_learn_chinese
#		}
#		title:e_goryeo.holder ?= {
#			add_to_list = holder_to_learn_chinese
#		}
#		title:h_china.holder ?= {
#			every_tributary = {
#				add_to_list = holder_to_learn_chinese
#			}
#		}
		every_in_list = {
			list = holder_to_learn_chinese
			tgp_learn_chinese_effect_game_start = yes
			every_noble_family = {
				holder ?= {
					tgp_learn_chinese_effect_game_start = yes
					house = {
						every_house_member = {
							tgp_learn_chinese_effect_game_start = yes
						}
					}
				}
			}
		}
		# Saharan stuff.
		every_county_in_region = {
			region = custom_sahara_proper
			# Every county is in the region, not every province of every county, so we go to county to avoid iterating over every world province _then_ check which ones are in the region.
			every_county_province = { apply_saharan_provisions_debuff_effect = yes }
		}
		# 1066 Buildings
		if = {
			limit = {
				game_start_date >= 2555.1.1
				game_start_date < 2784.10.1
			}
			every_province = {
				limit = {
					has_holding = yes
				}
				generate_building = yes
				brewery_counter_start_effect = yes
			}
			every_domicile = {
				limit = { exists = owner }
				switch = {
					trigger = is_domicile_type
					estate = {
						if = {
							limit = {
								NOT = { has_domicile_building_or_higher = estate_main_02 }
								owner.culture ?= { has_innovation = innovation_city_planning }
							}
							add_domicile_building = estate_main_02
							add_random_internal_estate_building = yes
						}
						fill_external_estate_building_effect = yes
					}
					japanese_manor = {
						if = {
							limit = {
								NOT = { has_domicile_building_or_higher = japanese_manor_main_02 }
								owner.culture ?= { has_innovation = innovation_city_planning }
							}
							add_domicile_building = japanese_manor_main_02
							add_random_internal_japanese_manor_building = yes
						}
						fill_external_japanese_manor_building_effect = yes
					}
					east_asian_estate = {
						if = {
							limit = {
								NOT = { has_domicile_building_or_higher = east_asian_estate_main_02 }
								owner.culture ?= { has_innovation = innovation_city_planning }
							}
							add_domicile_building = east_asian_estate_main_02
							add_random_internal_east_asian_estate_building = yes
						}
						fill_external_east_asian_estate_building_effect = yes
					}
				}
			}
		}
		# 1178 Buildings
		else_if = {
			limit = {
				game_start_date >= 2784.10.1
			}
			every_province = {
				limit = {
					has_holding = yes
				}
				generate_building = yes
				generate_building = yes
				generate_building = yes
				generate_building = yes
				generate_building = yes
				generate_building = yes
				if = {
					limit = {
						county.development_level >= 8
					}
					generate_building = yes
					generate_building = yes
				}
				if = {
					limit = {
						county.development_level >= 10
					}
					generate_building = yes
				}
				if = {
					limit = {
						county.development_level >= 12
					}
					generate_building = yes
				}
				if = {
					limit = {
						county.development_level >= 14
					}
					generate_building = yes
					generate_building = yes
				}
				if = {
					limit = {
						county.development_level >= 16
					}
					generate_building = yes
				}
				if = {
					limit = {
						county.development_level >= 18
					}
					generate_building = yes
				}
				if = {
					limit = {
						county.development_level >= 20
					}
					generate_building = yes
				}
				if = {
					limit = {
						county.development_level >= 25
					}
					generate_building = yes
					generate_building = yes
					generate_building = yes
				}
				brewery_counter_start_effect = yes
			}
			every_domicile = {
				#if = { # Left in if we want adventurers to spawn with stuff
				#	limit = {
				#		is_domicile_type = camp
				#	}
				#	add_domicile_building = camp_main_02
				#	add_domicile_building = camp_main_03
				#	random_list = {
				#		10 = {
				#			add_domicile_building = supply_tent_01
				#			add_domicile_building = supply_tent_02
				#			random_list = {
				#				10 = {
				#					add_domicile_building = supply_tent_sutler
				#				}
				#				10 = {
				#					add_domicile_building = supply_tent_mender
				#				}
				#				10 = {
				#					add_domicile_building = supply_tent_smithy
				#				}
				#				10 = {
				#					add_domicile_building = supply_tent_arsenal
				#				}
				#			}
				#		}
				#		10 = {
				#			add_domicile_building = barber_tent_01
				#			add_domicile_building = barber_tent_02
				#			random_list = {
				#				10 = {
				#					add_domicile_building = barber_tent_surgeons_tools
				#				}
				#				10 = {
				#					add_domicile_building = barber_tent_dentists_tools
				#				}
				#				10 = {
				#					add_domicile_building = barber_tent_torturers_tools
				#				}
				#			}
				#		}
				#		10 = {
				#			add_domicile_building = baggage_train_01
				#			add_domicile_building = baggage_train_02
				#			random_list = {
				#				10 = {
				#					add_domicile_building = baggage_train_ample_steeds
				#				}
				#				10 = {
				#					add_domicile_building = baggage_train_porters
				#				}
				#				10 = {
				#					add_domicile_building = baggage_train_trackers
				#				}
				#				10 = {
				#					add_domicile_building = baggage_train_kennel
				#				}
				#			}
				#		}
				#	}
				#	random_list = {
				#		10 = {
				#			add_domicile_building = mess_tent_01
				#			add_domicile_building = mess_tent_02
				#			random_list = {
				#				10 = {
				#					add_domicile_building = mess_tent_herbalists
				#				}
				#				10 = {
				#					add_domicile_building = mess_tent_brewers
				#				}
				#				10 = {
				#					add_domicile_building = mess_tent_curers
				#				}
				#				10 = {
				#					add_domicile_building = mess_tent_bakers
				#				}
				#				10 = {
				#					add_domicile_building = mess_tent_cooks
				#				}
				#			}
				#		}
				#		10 = {
				#			add_domicile_building = camp_fire_01
				#			add_domicile_building = camp_fire_02
				#			random_list = {
				#				10 = {
				#					add_domicile_building = camp_fire_trailing_musicians
				#				}
				#				10 = {
				#					add_domicile_building = camp_fire_wandering_poets
				#				}
				#				10 = {
				#					add_domicile_building = camp_fire_capering_fools
				#				}
				#				10 = {
				#					add_domicile_building = camp_fire_libations_for_the_lost
				#				}
				#			}
				#		}
				#	}
				#	random_list = {
				#		10 = {
				#			add_domicile_building = camp_perimeter_01
				#			add_domicile_building = camp_perimeter_02
				#			random_list = {
				#				10 = {
				#					add_domicile_building = camp_perimeter_good_siting
				#				}
				#				10 = {
				#					add_domicile_building = camp_perimeter_fixed_layout
				#				}
				#			}
				#		}
				#		10 = {
				#			add_domicile_building = proving_grounds_01
				#			add_domicile_building = proving_grounds_02
				#		}
				#	}
				#}
				every_domicile = {
					limit = { exists = owner }
					switch = {
						trigger = is_domicile_type
						estate = {
							if = {
								limit = {
									NOT = { has_domicile_building_or_higher = estate_main_02 }
									owner.culture ?= { has_innovation = innovation_city_planning }
								}
								add_domicile_building = estate_main_02
								add_random_internal_estate_building = yes
							}
							if = {
								limit = {
									has_domicile_building = estate_main_02
									NOT = { has_domicile_building_or_higher = estate_main_03 }
									owner.culture ?= { has_innovation = innovation_manorialism }
								}
								add_domicile_building = estate_main_03
								while = {
									count = 2
									add_random_internal_estate_building = yes
								}
							}
							fill_external_estate_building_effect = yes
						}
						japanese_manor = {
							if = {
								limit = {
									NOT = { has_domicile_building_or_higher = japanese_manor_main_02 }
									owner.culture ?= { has_innovation = innovation_city_planning }
								}
								add_domicile_building = japanese_manor_main_02
								add_random_internal_japanese_manor_building = yes
							}
							if = {
								limit = {
									has_domicile_building = japanese_manor_main_02
									NOT = { has_domicile_building_or_higher = japanese_manor_main_03 }
									owner.culture ?= { has_innovation = innovation_manorialism }
								}
								add_domicile_building = japanese_manor_main_03
								while = {
									count = 2
									add_random_internal_japanese_manor_building = yes
								}
							}
							fill_external_japanese_manor_building_effect = yes
						}
						east_asian_estate = {
							if = {
								limit = {
									NOT = { has_domicile_building_or_higher = east_asian_estate_main_02 }
									owner.culture ?= { has_innovation = innovation_city_planning }
								}
								add_domicile_building = east_asian_estate_main_02
								add_random_internal_east_asian_estate_building = yes
							}
							if = {
								limit = {
									has_domicile_building = east_asian_estate_main_02
									NOT = { has_domicile_building_or_higher = east_asian_estate_main_03 }
									owner.culture ?= { has_innovation = innovation_manorialism }
								}
								add_domicile_building = east_asian_estate_main_03
								while = {
									count = 2
									add_random_internal_east_asian_estate_building = yes
								}
							}
							fill_external_east_asian_estate_building_effect = yes
						}
					}
				}
			}
		}
		# Purge family titles if Admin isn't enabled
		if = {
			limit = {
				NOT = { has_dlc_feature = roads_to_power }
			}
			every_ruler = {
				save_temporary_scope_as = this_ruler
				every_held_title = {
					limit = {
						is_noble_family_title = yes
						title_domicile ?= {
							is_domicile_type = estate
						}
					}
					scope:this_ruler = {
						destroy_title = prev
					}
				}
			}
		}
		every_county_in_region = {
			region = world_steppe
			limit = {
				uses_county_fertility = yes
			}

			if = {
				limit = {
					holder = {
						government_has_flag = government_is_nomadic
					}
					county_fertility > 20
					county_fertility <= 90
				}
				switch = {
					trigger = holder.primary_title.tier
					tier_empire = {
						change_county_fertility = { 16 32 }
					}
					tier_kingdom = {
						change_county_fertility = { 12 16 }
					}
					tier_duchy = {
						change_county_fertility = { 8 12 }
					}
					tier_county = {
						change_county_fertility = { 2 8 }
					}
				}
			}
			else_if = {
				limit = {
					holder = {
						government_has_flag = government_is_herder
					}
				}
				change_county_fertility = { 44 64 }
 			}
		}

		every_player = {
			limit = {
				is_landed = yes
			}
			while = {
				count = 7
				limit = {
					any_courtier = {
						count < 7
						is_adult = yes
					}
				}
				save_scope_as = player_scope
				random_list = {
					1 = {
						create_character = {
							employer = scope:player_scope
							age = { 20 30 }
							random_traits = yes
							gender_female_chance = scope:player_scope.marriage_gender_adjusted_female_chance
							culture = scope:player_scope.culture
							faith = scope:player_scope.faith
							after_creation = {
								random_list = {
									200 = {
										# Character is of average weight, nothing happens
									}
									25 = {
										change_current_weight = -25
									}
									25 = {
										change_current_weight = -75
									}
									25 = {
										change_current_weight = 25
									}
									25 = {
										change_current_weight = 75
									}
									5 = {
										change_current_weight = 150
									}
								}
							}
						}
					}
					4 = {
						create_character = {
							employer = scope:player_scope
							age = { 20 40 }
							random_traits = yes
							gender_female_chance = 15
							culture = scope:player_scope.culture
							faith = scope:player_scope.faith
							after_creation = {
								random_list = {
									200 = {
										# Character is of average weight, nothing happens
									}
									25 = {
										change_current_weight = -25
									}
									25 = {
										change_current_weight = -75
									}
									25 = {
										change_current_weight = 25
									}
									25 = {
										change_current_weight = 75
									}
									5 = {
										change_current_weight = 150
									}
								}
							}
						}
					}
				}
			}
		}

		# Sanity check the setup if in debug mode
		if = {
        	limit = {
        		debug_only = yes
        	}
	        run_setup_tests_effect = yes
    	}
		set_global_variable = game_has_started

		every_independent_ruler = {
			# Treasury setup for any government using treasury
			tgp_treasury_setup_effect = yes
		}

		# TGP China education track switch

		if = {
			limit = {
				exists = title:h_china.holder
			}
			title:h_china.holder = {
				add_to_list = realm_potential_education_flip_list
			}
		}
		if = {
			limit = {
				exists = title:e_goryeo.holder
			}
			title:e_goryeo.holder = {
				add_to_list = realm_potential_education_flip_list
			}
		}
		if = {
			limit = {
				exists = title:k_dali.holder
			}
			title:k_dali.holder = {
				add_to_list = realm_potential_education_flip_list
			}
		}
		if = {
			limit = {
				exists = title:k_viet.holder
			}
			title:k_viet.holder = {
				add_to_list = realm_potential_education_flip_list
			}
		}
		if = {
			limit = {
				exists = title:k_xia.holder
			}
			title:k_xia.holder = {
				add_to_list = realm_potential_education_flip_list
			}
		}
		if = {
			limit = {
				exists = title:e_andong.holder
			}
			title:e_andong.holder = {
				add_to_list = realm_potential_education_flip_list
			}
		}

		every_in_list = {
			list = realm_potential_education_flip_list
			every_vassal_or_below = {
				limit = {
					is_ai = yes
					OR = {
						is_governor = yes
						tgp_is_any_minister = yes
					}
					trigger_if = {
						limit = { has_trait_with_flag = civilian_province }
						OR = {
							vassal_contract_has_flag = celestial_military_appointment
							vassal_contract_has_flag = meritocratic_military_appointment
						}
					}
					trigger_else = {
						OR = {
							vassal_contract_has_flag = celestial_civil_appointment
							vassal_contract_has_flag = meritocratic_civil_appointment
						}
					}
				}
				if = {
					limit = { has_trait_with_flag = civilian_province }
					set_variable = {
						name = appointment_trait_override
						value = trait:education_martial_1
					}
				}
				else = {
					set_variable = {
						name = appointment_trait_override
						value = trait:education_stewardship_1
					}
				}
			}
		}
		if = {
			limit = {
				has_game_rule = no_easteregg_characters
			}
			# needed for error suppression as all characters are added to the list in the history
			if = {
				limit = {
					always = no
				}
				add_to_global_variable_list = {
					name = easteregg_characters_list
					target = this
				}
			}
			every_in_global_list = {
				variable = easteregg_characters_list
				limit = {
					is_ai = yes
				}
				death = {
					death_reason = death_vanished
				}
			}
			clear_global_variable_list = easteregg_characters_list
		}
		
		enable_and_run_succession_calculation = yes
	}

	events = {
		game_rule.1011	#Hungarian Migration management.
		historical_artifacts.0023			# Historical Artifacts Generator
		coronation_events.0302 # ACH crown giveaway
	}
}

#$CHARACTER$.house = {
#			save_scope_as = character_house
#
#			add_unity_value = {
#				value = {
#					value = $VALUE$
#					if = { # House heads have a larger impact on unity
#						limit = { house_head = $CHARACTER$ }
#						multiply = unity_house_head_multiplier_value
#					}
#				}
#				character = $CHARACTER$
#				desc = $DESC$
#			}
#		}

