activity_playdate = {
	is_shown = {
		highest_held_title_tier > tier_barony
		trigger_if = {
			limit = {
				highest_held_title_tier = tier_county
			}
			top_liege != this
		}
		OR = {
			is_landed_or_landless_administrative = yes
			has_government = landless_minority_government
		}
		trigger_if = {
			limit = {
				is_ai = yes
			}
			is_at_war = no
			NOT = { has_variable = conqueror }
			trigger_if = { # Throttle Counts
				limit = {
					highest_held_title_tier = tier_county
				}
				ai_sociability >= 100
			}
		}
		is_adult = no
		age < less_than_two_years_to_adulthood_value #Consistency!
		#Every other activity must be blocked until an uncrowned AI crowns themselves
		trigger_if = {
			limit = {
				is_ai = yes
				age >= 12
			}
			NOT = {
				has_realm_law = uncrowned
			}
		}
	}

	can_start_showing_failures_only = {
		NOT = { is_activity_type_on_cooldown = activity_playdate }
		is_available = yes
		age >= 4
	}

	is_valid = {
		scope:host = {
			is_imprisoned = no
			OR = {
				is_landed_or_landless_administrative = yes
				has_government = landless_minority_government
			}
			NOT = { is_incapable = yes }
		}
		# If no one shows up
		trigger_if = {
			limit = {
				is_current_phase_active = yes
			}
			has_attending_activity_guests = yes
		}
	}

	on_invalidated = {

		if = { # host is imprisoned
			limit = {
				scope:host = { is_imprisoned = yes }
			}
			#Host has been imprisoned
			every_attending_character = {
				limit = {
					this != scope:host
				}
				trigger_event = playdate.0022
			}
			scope:host = {
				trigger_event = playdate.0021
			}
		}
		# Host becomes unlanded
		if = {
			limit = {
				scope:host = {
					is_landed_or_landless_administrative = no
				}
			}
			scope:activity = {
				activity_type = { save_scope_as = activity_type }
			}
			every_attending_character = {
				trigger_event = activity_system.0320
			}
		}
		if = {
			limit = {
				scope:host = { is_incapable = yes }
			}
			scope:activity = {
				activity_type = { save_scope_as = activity_type }
			}
			scope:host = {
				trigger_event = activity_system.0330
			}
			every_attending_character = {
				limit = { this != scope:host }
				trigger_event = activity_system.0331
			}
		}
		if = { # No one shows up
			limit = {
				has_attending_activity_guests = no
			}
			scope:host = {
				trigger_event = playdate.2003
			}
		}
	}

	is_location_valid = {
		exists = province_owner
		province_owner.top_liege = scope:host.top_liege
	}


	on_host_death = {
		every_attending_character = {
			trigger_event = playdate.0020
		}
	}

	province_filter = capital
	ai_province_filter = capital

	max_province_icons = 5

	cost = {
		gold = {
			add = {
				value = standard_playdate_activity_cost
				desc = hunt_base_cost
			}
			# Free playdate credit from various events.
			if = {
				limit = { has_variable = free_meet_peers_credit }
				multiply = 0
			}
		}
	}

	ui_predicted_cost = {
		gold = {
			# Base Cost
			value = standard_playdate_activity_cost
			# Make it a multiple of 5 (rounded up)
			divide = 5 
			ceiling = yes 
			multiply = 5
		}
	}

	cooldown = { days = standard_playdate_cooldown_time }

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

	phases = {
		playdate_phase = {
			is_predefined = yes

			on_phase_active = {
				if = {
					limit = { this = scope:host }
					scope:activity = { progress_activity_phase_after = { months = 3 } }
					trigger_event = playdate.2001
				}
				else = {
					trigger_event = playdate.2501
				}
			}

			on_monthly_pulse = {
				# Fires for every attendee
				trigger_event = {
					on_action = playdate_event_selection
					days = { 1 3 }
				}
				random = {
					chance = {
						value = 10
						if = {
							limit = {
								has_bp2_dlc_trigger = yes
								this = scope:activity.activity_host
							}
							add = 40
						}
					}
					trigger_event = {
						on_action = playdate_event_selection
						days = { 15 20 }
					}
				}
			}

			on_end = {
				# Send each character back home
				#set_location_to_default = yes
				# Send the parents an interface notification that their child has returned from the playdate
				if = {
					limit = {
						this != scope:host
						is_ai = yes
						is_playable_character = no
						save_temporary_scope_as = child_scope_check
						any_parent = {
							is_ai = no
							any_courtier = {
								this = scope:child_scope_check
							}
						}
					}
					save_scope_as = child_scope
					random_parent = {
						limit = {
							is_ai = no
							any_courtier = {
								this = scope:child_scope
							}
						}
						send_interface_message = {
							type = event_childhood_neutral_text
							title = child_return_from_playdate_title
							desc = child_return_from_playdate_desc

							left_icon = scope:child_scope
							right_icon = scope:host
						}
					}
				}

				# Fire conclusion events
				if = {
					limit = { this = scope:host }
					scope:activity = {
						add_activity_log_entry = {
							key = playdate_conc_reward
							score = 100 
							show_in_conclusion = yes
							character = root 
							root = { add_prestige = medium_prestige_gain }
							every_attending_character = {
								limit = { this != root }
								custom = every_guest_scope_tt
								add_opinion = {
									target = root
									modifier = hosted_successful_playdate_opinion
								}
							}
						}
					}
					trigger_event = playdate.9001
				}
				else = {
					trigger_event = playdate.9002
				}
			}
		}
	}

	wait_time_before_start = { days = 7 }
	max_guest_arrival_delay_time = { months = 8 }
	
	
	###################
	# ACTIVITY-SPECIFIC PULSES
	###################
	
	pulse_actions = {
		entries = {
			apa_won_at_dice apa_good_manners apa_visited_friends_chapel apa_mentor_taught_me apa_read_a_book apa_joked_together apa_rescued_kid apa_shared_food apa_broke_toy apa_found_gold_stash apa_learned_from_kid apa_sang_nice_song apa_practiced_with_swords apa_studied_ledger apa_had_charming_convo
		}
		chance_of_no_event = 10
	}


	###################
	# AI VALUES
	###################

	# desc is only shown in debug AI watch window
	ai_will_do = {
		value = 50
		
		if = {
			limit = {
				OR = {
					has_trait = shy
					has_trait = reclusive
					has_trait = depressed_1
					has_trait = depressed_genetic
				}
			}
			add = -30
		}
		
		if = {
			limit = {
				has_trait = lazy
			}
			add = -10
		}
		
		if = {
			limit = {
				has_trait = gregarious
			}
			add = 50
		}
		
		#Can you actually afford this?
		if = {
			limit = {
				NOT = { can_make_expensive_purchase_trigger = { PRICE = activity_minor_gold_value } }
			}
			add = -75
		}
		# Plague
		if = {
        	limit = {
        	    any_held_title = {
					title_tier = county
        	        has_province_with_epidemic = { intensity < apocalyptic }
        	    }
        	    would_follow_social_distancing_value >= -1
        	}
        	add = {
        	    value = -60
        	    desc = "Plague in Domain"
        	}
    	}
    	else_if = {
    	    limit = {
    	        any_realm_county = {
    	            has_province_with_epidemic = { intensity < apocalyptic }
    	        }
    	        would_follow_social_distancing_value >= -1
    	    }
    	    add = {
    	        value = -20
    	        desc = "Plague in Top Realm"
    	    }
    	}
    	if = {
    	    limit = {
    	        any_held_title = {
					title_tier = county
    	            has_province_with_epidemic = { intensity = apocalyptic }
    	        }
    	    }
    	    add = {
    	        value = -200
    	        desc = "Apocalyptic Plague in Domain"
    	    }
    	}
    	else_if = {
    	    limit = {
    	        any_held_title = {
					title_tier = county
    	            has_province_with_epidemic = { intensity = apocalyptic }
    	        }
    	    }
    	    add = {
    	        value = -40
    	        desc = "Apocalyptic Plague in Top Realm"
    	    }
    	}
	}

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

	ai_will_select_province = {
		value = 10
		if = {
			limit = {
				this = scope:host.capital_province
			}
			add = {
				value = 30
				desc = "Capital Province preferred"
			}
		}
	}

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

	max_guests = 30

	guest_invite_rules = {
		defaults = {
			2 = activity_invite_rule_liege
			2 = activity_invite_rule_siblings
			2 = activity_invite_rule_vassals
			1 = activity_invite_rule_confederates
			1 = activity_invite_rule_friends
			1 = activity_invite_rule_crushes
			1 = activity_invite_rule_personal_scheme_targets
			2 = activity_invite_rule_powerful_vassals_children
			2 = activity_invite_rule_fellow_vassals
			3 = activity_invite_rule_fellow_vassals_children
			
		}
		rules = {
			# MP 
			6 = activity_invite_mp
			3 = activity_invite_rule_vassals_children
		}
	}

	can_be_activity_guest = {
		is_available_for_child_activity_trigger = yes
		in_diplomatic_range = scope:host
	}

	host_intents = {
		default = reduce_stress_intent
		intents = { reduce_stress_intent }
	}

	guest_intents = {
		default = reduce_stress_intent
		intents = { reduce_stress_intent }
	}

	guest_join_chance = {
		base = 10
		base_activity_modifier = yes

		# Scripted Modifiers
		activity_guest_shared_ai_accept_modifier = yes

		modifier = {
			add = 25
			desc = ACTIVITY_GUEST_PLAYDATE_CREDIT_REASON
			scope:host = { has_variable = free_meet_peers_credit }
		}
	}

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

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

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

	background = { #Farmlands - East Asia
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				terrain = farmlands
				culture = { has_graphical_east_asia_culture_group_trigger = yes }
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/tgp_farm_asia.dds"
		environment = "environment_tgp_farm_asia"
		ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_farm_asia"
	}
	
	background = { # Farmland, settled
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				terrain = farmlands
				exists = province_owner
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/ep2_travel_farm.dds"
		environment = "environment_travel_farmlands"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}
	background = { # Farmland, unsettled
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				terrain = farmlands
				NOT = { exists = province_owner }
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/farms.dds"
		environment = "environment_event_farms"
		ambience = "event:/SFX/Events/Backgrounds/fields_farms_day"
	}

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

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

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

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

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

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

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

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

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

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

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

	background = { #sea
		trigger = {
			scope:host.location != scope:activity.activity_location
			scope:host.location = {
				is_sea_province = yes
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
		environment = "environment_event_fp1_ocean"
		ambience = "event:/DLC/FP1/SFX/Events/event_ocean_longship"
	}
	# End Travel
	background = { #Nomads
		trigger = {
			OR = {
				activity_host = { government_has_flag = government_is_nomadic }
				AND = {
					activity_host = { government_has_flag = government_is_tribal }
					activity_location.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
				}
				AND = {
					activity_host = {  is_landless_adventurer = yes }
					activity_host.culture ?= { has_graphical_steppe_culture_group_trigger = yes }
				}
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/mpo_hunt_steppe.dds"
		environment = "environment_mpo_hunt_steppe"
		ambience = "event:/DLC/CE2/Events/Event_Images/mpo_hunt_steppe"
	}
	background = {
		trigger = {
			activity_location = {
				OR = {
					geographical_region = world_europe_west_iberia
					culture = { has_building_gfx = iberian_building_gfx }
				}
			}
		}
		texture = "gfx/interface/illustrations/activity_backgrounds/fp2_garden.dds"
		environment = "environment_event_fp2_garden" 
		ambience = "event:/DLC/FP2/SFX/Events/garden"
	}
	background = {
		trigger = {
			activity_location = {
				OR = {
					culture ?= {
						has_graphical_mena_culture_group_trigger = yes
					}
					steppe_building_gfx_use_mena_trigger = yes
				}
			}
		}
		texture = "gfx/interface/illustrations/activity_backgrounds/bp1_garden_mena_day.dds"
		environment = "environment_event_fp2_garden" 
		ambience = "event:/DLC/FP2/SFX/Events/garden"
	}
	background = { #Indian
		trigger = {
			activity_location = {
				OR = {
					steppe_building_gfx_use_indian_trigger = yes
					culture ?= { has_graphical_india_culture_group_trigger = yes }
				}
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/bp2_indian_garden.dds"
		environment = "environment_bp2_garden_india_day"
		ambience = "event:/SFX/Events/Backgrounds/castle_garden_day"
	}
	background = { #Asia Garden
		trigger = {
			activity_location ?= {
				OR = {
					culture ?= { has_graphical_east_asia_culture_group_trigger = yes }
					steppe_building_gfx_use_east_asian_trigger = yes
				}
			}
		}
		texture = "gfx/interface/illustrations/event_scenes/tgp_garden_asia.dds"
		environment = "environment_tgp_garden_asia"
		ambience = "event:/DLC/EP4/SFX/Events/Event_Backgrounds/tgp_garden_asia"
	}
	background = {
		texture = "gfx/interface/illustrations/activity_backgrounds/garden.dds"
		environment = "environment_event_garden" 
		ambience = "event:/DLC/FP2/SFX/Events/garden"
	}

	window_characters = {

		guest = {
			camera = camera_event_center
			
			effect = {
				if = {
					limit = {
						scope:host.location = scope:activity.activity_location
						scope:player ?= {
							this != scope:host
						}
					}
					scope:player ?= { add_to_list = characters }
				}
				else = {
					if = {
						limit = {
							scope:host.location = scope:activity.activity_location
						}
						every_attending_character = {
							limit = {
								location = scope:activity.activity_location
								this != scope:host
							}
							add_to_list = characters
						}
					}
				}
			}
			
			scripted_animation = {
				triggered_animation = {
					trigger = {
						always = yes
					}
					animation = { idle throne_room_cheer_2 child_hobby_horse }
				}
			}
		}

		guest = {
			camera = camera_event_center
			
			effect = {
				if = {
					limit = {
						scope:host.location = scope:activity.activity_location
					}
					every_attending_character = {
						limit = {
							location = scope:activity.activity_location
							this != scope:host
						}
						add_to_list = characters
					}
				}
			}

			scripted_animation = {
				triggered_animation = {
					trigger = {
						always = yes
					}
					animation = { idle laugh clutching_ball }
				}
			}
		}
		
		host = {
			camera = camera_event_center
			
			effect = {
				if = {
					limit = {
						OR = {
							scope:host.location = scope:activity.activity_location
							scope:host.location = { is_sea_province = yes }
						}
					}
					scope:host = {
						add_to_list = characters
					}
				}
			}

			scripted_animation = {
				triggered_animation = {
					trigger = {
						scope:character.location = { is_sea_province = yes }
					}
					animation = { survey }
				}
				animation = idle
			}
		}
		
		travel_host = {
			camera = camera_event_horse_left
			
			effect = {
				if = {
					limit = {
						NOR = {
							scope:host.location = scope:activity.activity_location
							scope:host.location = { is_sea_province = yes }
						}
					}
					scope:host = {
						add_to_list = characters
					}
				}
			}

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

		guest = {
			camera = camera_event_center
			
			effect = {
				if = {
					limit = {
						scope:host.location = scope:activity.activity_location
					}
					every_attending_character = {
						limit = {
							location = scope:activity.activity_location
							this != scope:host
						}
						add_to_list = characters
					}
				}
			}

			scripted_animation = {
				triggered_animation = {
					trigger = {
						always = yes
					}
					animation = { idle thinking throne_room_cheer_1 clutching_doll }
				}
			}
		}

		guest = {
			camera = camera_event_center
			
			effect = {
				if = {
					limit = {
						scope:host.location = scope:activity.activity_location
					}
					every_attending_character = {
						limit = {
							location = scope:activity.activity_location
							this != scope:host
						}
						add_to_list = characters
					}
				}
			}

			scripted_animation = {
				triggered_animation = {
					trigger = {
						always = yes
					}
					animation = { idle happiness eccentric chess_cocky chess_certain_win reading }
				}
			}
		}
	}

	on_enter_active_state = {
		surveyor_no_stone_unturned_perk_effect = yes
	}

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

	on_start = {
		# Remove free credit.
		scope:host = { remove_variable = free_meet_peers_credit }
	}
}
