﻿### Character interior background
character_view_bg = {

	######################################

	# Dead
	texture = {
		reference = "event_scenes/shinto.dds"
		trigger = {
			is_alive = no
		}
	}

	environment = {
		reference = "environment_event_temple"

		trigger = {
			is_alive = no
		}
	}

	##########################################
	# DUNGEON

	####
	# tribal
	####
	texture = {
		reference = "event_scenes/fp1_tribal_prison.dds"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = dungeon }
				imprisoner = {
					OR = {
						government_has_flag = government_is_tribal
						government_has_flag = government_is_nomadic
						government_has_flag = government_is_herder
					}
				}
			}
			trigger_else = {
				is_in_prison_type = house_arrest
				imprisoner = { is_landless_adventurer = yes }
			}
		}
	}

	environment = {
		reference = "environment_event_fp1_tribal_prison"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = dungeon }
				imprisoner = {
					OR = {
						government_has_flag = government_is_tribal
						government_has_flag = government_is_nomadic
						government_has_flag = government_is_herder
					}
				}
			}
			trigger_else = {
				is_in_prison_type = house_arrest
				imprisoner = { is_landless_adventurer = yes }
			}
		}
	}

	environment = {
		reference = "environment_event_fp1_tribal_prison"

		trigger = {
			OR = {
				primary_spouse ?= {
					trigger_if = {
						limit = { is_in_prison_type = dungeon }
						imprisoner = {
							OR = {
								government_has_flag = government_is_tribal
								government_has_flag = government_is_nomadic
								government_has_flag = government_is_herder
							}
						}
					}
					trigger_else = {
						is_in_prison_type = house_arrest
						imprisoner = { is_landless_adventurer = yes }
					}
				}
				betrothed ?= {
					trigger_if = {
						limit = { is_in_prison_type = dungeon }
						imprisoner = {
							OR = {
								government_has_flag = government_is_tribal
								government_has_flag = government_is_nomadic
								government_has_flag = government_is_herder
							}
						}
					}
					trigger_else = {
						is_in_prison_type = house_arrest
						imprisoner = { is_landless_adventurer = yes }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						trigger_if = {
							limit = { is_in_prison_type = dungeon }
							imprisoner = {
								OR = {
									government_has_flag = government_is_tribal
									government_has_flag = government_is_nomadic
									government_has_flag = government_is_herder
								}
							}
						}
						trigger_else = {
							is_in_prison_type = house_arrest
							imprisoner = { is_landless_adventurer = yes }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# MENA
	####
	texture = {
		reference = "event_scenes/fp2_prison.dds"

		trigger = {
			is_in_prison_type = dungeon
			imprisoner.culture = {
				OR = {
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_event_fp2_prison"

		trigger = {
			is_in_prison_type = dungeon
			imprisoner.culture = {
				OR = {
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_event_fp2_prison"

		trigger = {
			OR = {
				primary_spouse ?= {
					is_in_prison_type = dungeon
					imprisoner.culture = {
						OR = {
							has_graphical_mena_culture_group_trigger = yes
							has_graphical_african_culture_group_trigger = yes
							has_graphical_steppe_culture_group_trigger = yes
							has_graphical_india_culture_group_trigger = yes
							has_graphical_iberian_culture_group_trigger = yes
						}
					}
				}
				betrothed ?= {
					is_in_prison_type = dungeon
					imprisoner.culture = {
						OR = {
							has_graphical_mena_culture_group_trigger = yes
							has_graphical_african_culture_group_trigger = yes
							has_graphical_steppe_culture_group_trigger = yes
							has_graphical_india_culture_group_trigger = yes
							has_graphical_iberian_culture_group_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						is_in_prison_type = dungeon
						imprisoner.culture = {
							OR = {
								has_graphical_mena_culture_group_trigger = yes
								has_graphical_african_culture_group_trigger = yes
								has_graphical_steppe_culture_group_trigger = yes
								has_graphical_india_culture_group_trigger = yes
								has_graphical_iberian_culture_group_trigger = yes
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# western
	####
	texture = {
		reference = "event_scenes/dungeon.dds"

		trigger = {
			is_in_prison_type = dungeon
			imprisoner = {
				NOR = {
					government_has_flag = government_is_tribal
					government_has_flag = government_is_nomadic
					government_has_flag = government_is_herder
					culture = {
						OR = {
							has_graphical_mena_culture_group_trigger = yes
							has_graphical_african_culture_group_trigger = yes
							has_graphical_steppe_culture_group_trigger = yes
							has_graphical_india_culture_group_trigger = yes
						}
					}
				}
			}
		}
	}

	environment = {
		reference = "environment_event_dungeon"

		trigger = {
			is_in_prison_type = dungeon
			imprisoner = {
				NOR = {
					government_has_flag = government_is_tribal
					government_has_flag = government_is_nomadic
					government_has_flag = government_is_herder
					culture = {
						OR = {
							has_graphical_mena_culture_group_trigger = yes
							has_graphical_african_culture_group_trigger = yes
							has_graphical_steppe_culture_group_trigger = yes
							has_graphical_india_culture_group_trigger = yes
						}
					}
				}
			}
		}
	}

	environment = {
		reference = "environment_event_dungeon"

		trigger = {
			OR = {
				primary_spouse ?= {
					is_in_prison_type = dungeon
					imprisoner = {
						NOR = {
							government_has_flag = government_is_tribal
							government_has_flag = government_is_nomadic
							government_has_flag = government_is_herder
							culture = {
								OR = {
									has_graphical_mena_culture_group_trigger = yes
									has_graphical_african_culture_group_trigger = yes
									has_graphical_steppe_culture_group_trigger = yes
									has_graphical_india_culture_group_trigger = yes
								}
							}
						}
					}
				}
				betrothed ?= {
					is_in_prison_type = dungeon
					imprisoner = {
						NOR = {
							government_has_flag = government_is_tribal
							government_has_flag = government_is_nomadic
							government_has_flag = government_is_herder
							culture = {
								OR = {
									has_graphical_mena_culture_group_trigger = yes
									has_graphical_african_culture_group_trigger = yes
									has_graphical_steppe_culture_group_trigger = yes
									has_graphical_india_culture_group_trigger = yes
								}
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						is_in_prison_type = dungeon
						imprisoner = {
							NOR = {
								government_has_flag = government_is_tribal
								government_has_flag = government_is_nomadic
								government_has_flag = government_is_herder
								culture = {
									OR = {
										has_graphical_mena_culture_group_trigger = yes
										has_graphical_african_culture_group_trigger = yes
										has_graphical_steppe_culture_group_trigger = yes
										has_graphical_india_culture_group_trigger = yes
									}
								}
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################
	# ACTIVITIES
	
	####
	# tournament, eastern
	####
	texture = {
		reference = "event_scenes/ep2_tournament_mena.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_location = { geographical_region = graphical_india }
		}
	}

	environment = {
		reference = "environment_mecca"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_location = { geographical_region = graphical_india }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_mecca"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = { geographical_region = graphical_india }
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = { geographical_region = graphical_india }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = { geographical_region = graphical_india }
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# tournament, mena
	####
	texture = {
		reference = "event_scenes/ep2_tournament_mena.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_location = {
				OR = {
					geographical_region = graphical_mena
					AND = {
			 			geographical_region = world_europe_west_iberia
			 			root = { faith = { religion = religion:islam_religion } }
			 		}
				}
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_location = {
				OR = {
					geographical_region = graphical_mena
					AND = {
			 			geographical_region = world_europe_west_iberia
			 			root = { faith = { religion = religion:islam_religion } }
			 		}
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = {
							OR = {
								geographical_region = graphical_mena
								AND = {
						 			geographical_region = world_europe_west_iberia
						 			root = { faith = { religion = religion:islam_religion } }
						 		}
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = {
							OR = {
								geographical_region = graphical_mena
								AND = {
						 			geographical_region = world_europe_west_iberia
						 			root = { faith = { religion = religion:islam_religion } }
						 		}
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_location = {
							OR = {
								geographical_region = graphical_mena
								AND = {
						 			geographical_region = world_europe_west_iberia
						 			root = { faith = { religion = religion:islam_religion } }
						 		}
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# tournament, tribal
	####
	texture = {
		reference = "event_scenes/ep2_tournament_tribal.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_host = {
				OR = {
					government_has_flag = government_is_clan
					government_has_flag = government_is_tribal
					government_has_flag = government_is_nomadic
					government_has_flag = government_is_herder
				}
				capital_province = {
					NOT = { geographical_region = graphical_mena }
				}
			}
		}
	}

	environment = {
		reference = "environment_village_festival"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			involved_activity.activity_host = {
				OR = {
					government_has_flag = government_is_clan
					government_has_flag = government_is_tribal
					government_has_flag = government_is_nomadic
					government_has_flag = government_is_herder
				}
				capital_province = {
					NOT = { geographical_region = graphical_mena }
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_village_festival"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_host = {
							OR = {
								government_has_flag = government_is_clan
								government_has_flag = government_is_tribal
								government_has_flag = government_is_nomadic
								government_has_flag = government_is_herder
							}
							capital_province = {
								NOT = { geographical_region = graphical_mena }
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_host = {
							OR = {
								government_has_flag = government_is_clan
								government_has_flag = government_is_tribal
								government_has_flag = government_is_nomadic
								government_has_flag = government_is_herder
							}
							capital_province = {
								NOT = { geographical_region = graphical_mena }
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
						involved_activity.activity_host = {
							OR = {
								government_has_flag = government_is_clan
								government_has_flag = government_is_tribal
								government_has_flag = government_is_nomadic
								government_has_flag = government_is_herder
							}
							capital_province = {
								NOT = { geographical_region = graphical_mena }
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# tournament, western
	####
	texture = {
		reference = "event_scenes/ep2_tournament_western.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_village_festival"

		trigger = {
			involved_activity ?= { has_activity_type = activity_tournament }
			location ?= involved_activity.activity_location
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_village_festival"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_tournament }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# university, western
	####
	texture = {
		reference = "event_scenes/bp2_university.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_adult_education }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_bp2_university"

		trigger = {
			involved_activity ?= { has_activity_type = activity_adult_education }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_bp2_university"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = {
							OR = {
								has_graphical_western_culture_group_trigger = yes
								has_graphical_norse_culture_group_trigger = yes
								has_graphical_iberian_culture_group_trigger = yes
								has_graphical_mediterranean_culture_group_trigger = yes
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = {
							OR = {
								has_graphical_western_culture_group_trigger = yes
								has_graphical_norse_culture_group_trigger = yes
								has_graphical_iberian_culture_group_trigger = yes
								has_graphical_mediterranean_culture_group_trigger = yes
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = {
							OR = {
								has_graphical_western_culture_group_trigger = yes
								has_graphical_norse_culture_group_trigger = yes
								has_graphical_iberian_culture_group_trigger = yes
								has_graphical_mediterranean_culture_group_trigger = yes
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# university, indian
	####
	texture = {
		reference = "event_scenes/bp2_indian_garden.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_adult_education }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_bp2_garden_india_day"

		trigger = {
			involved_activity ?= { has_activity_type = activity_adult_education }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = {
				has_graphical_india_culture_group_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_bp2_garden_india_day"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = {
							has_graphical_india_culture_group_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = {
							has_graphical_india_culture_group_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = {
							has_graphical_india_culture_group_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# university, mena
	####
	texture = {
		reference = "event_scenes/bp2_university_mena.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_adult_education }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_bp2_university_mena"

		trigger = {
			involved_activity ?= { has_activity_type = activity_adult_education }
			location ?= involved_activity.activity_location
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_bp2_university_mena"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_adult_education }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# feast, byzantine
	texture = {
		reference = "event_scenes/ep3_feast_byzantine.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = byzantine_building_gfx }
		}
	}

	environment = {
		reference = "environment_ep3_byzantine_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = mediterranean_building_gfx }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_ep3_byzantine_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = mediterranean_building_gfx }
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = mediterranean_building_gfx }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = mediterranean_building_gfx }
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# feast, norse
	####
	texture = {
		reference = "event_scenes/fp1_viking_feast.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			OR = {
				involved_activity.activity_location.culture = { has_building_gfx = norse_building_gfx }
				involved_activity.activity_location.province_owner ?= {
					should_use_tribal_realm_palace_graphics_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_event_fp1_viking_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			OR = {
				involved_activity.activity_location.culture = { has_building_gfx = norse_building_gfx }
				involved_activity.activity_location.province_owner ?= {
					should_use_tribal_realm_palace_graphics_trigger = yes
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_fp1_viking_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = norse_building_gfx }
							involved_activity.activity_location.province_owner ?= {
								should_use_tribal_realm_palace_graphics_trigger = yes
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = norse_building_gfx }
							involved_activity.activity_location.province_owner ?= {
								should_use_tribal_realm_palace_graphics_trigger = yes
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = norse_building_gfx }
							involved_activity.activity_location.province_owner ?= {
								should_use_tribal_realm_palace_graphics_trigger = yes
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# feast, indian
	####
	texture = {
		reference = "event_scenes/ep2_feast_indian.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
		}
	}

	environment = {
		reference = "environment_indian_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_indian_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = indian_building_gfx }
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# feast, mena
	####
	texture = {
		reference = "event_scenes/ep2_feast_mena.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			OR = {
				involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
				involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
				involved_activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
			}
		}
	}

	environment = {
		reference = "environment_mena_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			OR = {
				involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
				involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
				involved_activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_mena_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						OR = {
							involved_activity.activity_location.culture = { has_building_gfx = arabic_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = berber_group_building_gfx }
							involved_activity.activity_location.culture = { has_building_gfx = iberian_building_gfx }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# feast, steppe
	####
	texture = {
		reference = "event_scenes/ep2_feast_steppe.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
		}
	}

	environment = {
		reference = "environment_steppe_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_steppe_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = steppe_building_gfx }
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# feast, sub-saharan
	####
	texture = {
		reference = "event_scenes/ep2_feast_sub_saharan.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = african_building_gfx }
		}
	}

	environment = {
		reference = "environment_sub-saharan_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			involved_activity.activity_location.culture = { has_building_gfx = african_building_gfx }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_sub-saharan_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = african_building_gfx }
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = african_building_gfx }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
						involved_activity.activity_location.culture = { has_building_gfx = african_building_gfx }
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# feast, western
	####
	texture = {
		reference = "event_scenes/feast.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_event_feast"

		trigger = {
			involved_activity ?= { has_activity_type = activity_feast }
			location ?= involved_activity.activity_location
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_feast }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# hunt
	####
	texture = {
		reference = "event_scenes/ep2_hunt_poachers_camp.dds"

		trigger = {
			involved_activity ?= { 
				has_activity_type = activity_hunt 
				hunt_is_nerge_type = no
			}
			location ?= involved_activity.activity_location
		}
	}

	texture = {
		reference = "event_scenes/mpo_hunt_steppe.dds"

		trigger = {
			involved_activity ?= { 
				has_activity_type = activity_hunt 
				hunt_is_nerge_type = yes
			}
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_mpo_hunt_steppe"

		trigger = {
			involved_activity ?= { has_activity_type = activity_hunt }
			location ?= involved_activity.activity_location
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_mpo_hunt_steppe"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_hunt }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_hunt }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_hunt }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# Generic hunt
	####
	texture = {
		reference = "event_scenes/ep2_events_generic_hunt.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_hunt }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_generic_hunt"

		trigger = {
			involved_activity ?= { has_activity_type = activity_hunt }
			location ?= involved_activity.activity_location
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_hunt }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_hunt }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# pilgrimage, jerusalem
	####
	texture = {
		reference = "event_scenes/ep2_holysite_jerusalem.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.county = title:c_jerusalem
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_jerusalem"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.county = title:c_jerusalem
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_jerusalem"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_jerusalem
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_jerusalem
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_jerusalem
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# pilgrimage, Mecca
	####
	texture = {
		reference = "event_scenes/ep2_holysite_mecca.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.county = title:c_mecca
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_mecca"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.county = title:c_mecca
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_mecca"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_mecca
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_jerusalem
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.county = title:c_jerusalem
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# pilgrimage, tribal generic holy site
	####
	texture = {
		reference = "event_scenes/ep2_holysite_tribal.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.province_owner ?= {
				OR = {
					government_has_flag = government_is_tribal
					government_has_flag = government_is_nomadic
					government_has_flag = government_is_herder
				}
			}
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_event_garden"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.province_owner ?= { 
				OR = {
					government_has_flag = government_is_tribal
					government_has_flag = government_is_nomadic
					government_has_flag = government_is_herder
				}
			}
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_event_garden"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.province_owner ?= { 
							OR = {
								government_has_flag = government_is_tribal
								government_has_flag = government_is_nomadic
								government_has_flag = government_is_herder
							}
						}
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.province_owner ?= { 
							OR = {
								government_has_flag = government_is_tribal
								government_has_flag = government_is_nomadic
								government_has_flag = government_is_herder
							}
						}
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.province_owner ?= { 
							OR = {
								government_has_flag = government_is_tribal
								government_has_flag = government_is_nomadic
								government_has_flag = government_is_herder
							}
						}
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# pilgrimage, MENA generic holy site
	####
	texture = {
		reference = "event_scenes/ep2_holysite_mena.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_generic_holy_site_mena"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_generic_holy_site_mena"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_mena_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# pilgrimage, Indian generic holy site
	####
	texture = {
		reference = "event_scenes/ep2_holysite_indian.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_india_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_indian_holy_site"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_india_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_indian_holy_site"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_india_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_india_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_india_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# pilgrimage, Tengri generic holy site
	####
	texture = {
		reference = "event_scenes/mpo_temple_steppe.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			OR = {
				involved_activity.activity_location.religion = religion:tengrism_religion
				involved_activity.activity_location.religion = religion:magyar_religion
				involved_activity.activity_location.religion = religion:siberian_religion
			}
			location ?= involved_activity.activity_location
		}
	}

	####
	# pilgrimage, Orthodox generic holy site
	####
	texture = {
		reference = "event_scenes/ep3_holysite_orthodox.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.faith ?= faith:orthodox
			location ?= involved_activity.activity_location
		}
	}
	
	####
	# pilgrimage, Western generic holy site
	####
	texture = {
		reference = "event_scenes/ep2_holysite_western.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_western_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_western_holy_site"

		trigger = {
			involved_activity ?= { has_activity_type = activity_pilgrimage }
			involved_activity.activity_location.culture ?= { has_graphical_western_culture_group_trigger = yes }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_western_holy_site"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_western_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_western_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_pilgrimage }
						involved_activity.activity_location.culture ?= { has_graphical_western_culture_group_trigger = yes }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# chariot race 
	####
	# tournament, eastern
	####
	texture = {
		reference = "event_scenes/ep3_hippodrome_chariot_race.dds"

		trigger = {
			involved_activity ?= { has_activity_type = activity_chariot_race }
			location ?= involved_activity.activity_location
		}
	}

	environment = {
		reference = "environment_ep3_chariot_race"

		trigger = {
			involved_activity ?= { has_activity_type = activity_chariot_race }
			location ?= involved_activity.activity_location
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_ep3_chariot_race"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						involved_activity ?= { has_activity_type = activity_chariot_race }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						involved_activity ?= { has_activity_type = activity_chariot_race }
						location ?= involved_activity.activity_location
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						involved_activity ?= { has_activity_type = activity_chariot_race }
						location ?= involved_activity.activity_location
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	##########################################

	####
	# Herder background
	####
	texture = { 
		reference = "event_scenes/bp3_steppe_winter.dds"
		trigger = {
			location = { has_winter_trigger = yes }
			government_has_flag = government_is_herder
		}
	}

	environment = { 
		reference = "environment_bp3_steppe_winter"
		trigger = {
			location = { has_winter_trigger = yes }
			government_has_flag = government_is_herder
		}
	}
	
	texture = { 
		reference = "event_scenes/ep2_travel_steppe.dds"
		trigger = {
			government_has_flag = government_is_herder
		}
	}

	environment = { 
		reference = "environment_travel_steppe_settlement"
		trigger = {
			government_has_flag = government_is_herder
		}
	}
	
	##########################################

	####
	# chrysotriklinios
	####
	texture = { # Chrysotriklinios
		reference = "event_scenes/ep3_byzantine_throne_room.dds"
		trigger = {
			OR = {
				primary_title ?= title:e_byzantium								# Shogunate: bug fix
				AND = {
					primary_spouse.primary_title ?= title:e_byzantium			# Shogunate: bug fix
					is_landed = no
				}
			}
		}
	}

	environment = { 
		reference = "environment_ep3_byzantine_throne_room"
		trigger = {
			AND = {
				exists = primary_title
				primary_title = title:e_byzantium
				is_character_window_main_character = yes
				# AND = {
				# 	primary_spouse.primary_title = title:e_byzantium
				# 	is_landed = no
				# }
			}
		}
	}

	# environment = { 
	# 	reference = "environment_ep3_cw_byzantine_spouse"
	# 	trigger = {
	# 		OR = {
	# 			AND = {
	# 				exists = primary_spouse
	# 				primary_spouse = {
	# 					primary_title = title:e_byzantium
	# 				}
	# 			}
	# 			AND = {
	# 				exists = betrothed
	# 				betrothed = {
	# 					primary_title = title:e_byzantium
	# 				}
	# 			}
	# 			AND = {
	# 				liege.diarch ?= this
	# 				liege ?= {
	# 					primary_title = title:e_byzantium
	# 				}
	# 			}
	# 			AND = {
	# 				exists = primary_title
	# 				primary_title = title:e_byzantium
	# 			}
	# 		}
	# 		is_character_window_main_character = no
	# 	}
	# }

	# environment = {
	# 	reference = "environment_cw_west"

	# 	trigger = {
	# 		exists = primary_title
	# 		primary_title.tier >= tier_empire
	# 		has_graphical_western_region_trigger = yes
	# 		is_character_window_main_character = yes

	# 	}
	# }

	# environment = {
	# 	reference = "environment_cw_west_spouse"
	# 	trigger = {
	# 		OR = {
	# 			AND = {
	# 				exists = primary_spouse
	# 				primary_spouse = {
	# 					exists = primary_title
	# 					primary_title.tier >= tier_empire
	# 					has_graphical_western_region_trigger = yes
	# 				}
	# 			}
	# 			AND = {
	# 				exists = betrothed
	# 				betrothed = {
	# 					exists = primary_title
	# 					primary_title.tier >= tier_empire
	# 					has_graphical_western_region_trigger = yes
	# 				}
	# 			}
	# 			AND = {
	# 				liege.diarch ?= this
	# 				liege ?= {
	# 					exists = primary_title
	# 					primary_title.tier >= tier_empire
	# 					has_graphical_western_region_trigger = yes
	# 				}
	# 			}
	# 		}
	# 		is_character_window_main_character = no
	# 	}
	# }
	
	environment = {
		reference = "environment_ep3_byzantine_throne_room_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					OR = {
						primary_title ?= title:e_byzantium						# Shogunate: bug fix
						AND = {
							primary_spouse.primary_title ?= title:e_byzantium	# Shogunate: bug fix
							is_landed = no
						}
					}
				}
				AND = {
					exists = betrothed
					OR = {
						primary_title ?= title:e_byzantium						# Shogunate: bug fix
						AND = {
							primary_spouse.primary_title ?= title:e_byzantium	# Shogunate: bug fix
							is_landed = no
						}
					}
				}
				AND = {
					liege.diarch ?= this
					OR = {
						primary_title ?= title:e_byzantium						# Shogunate: bug fix
						AND = {
							primary_spouse.primary_title ?= title:e_byzantium	# Shogunate: bug fix
							is_landed = no
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	####
	# hagia sophia
	####
	texture = { # Hagia Sophia
		reference = "event_scenes/ep3_hagia_sophia.dds"
		trigger = {
			location.county ?= title:c_byzantion
			OR = {
				has_council_position = councillor_court_chaplain
				primary_title ?= title:k_orthodox
			}
		}
	}

	environment = { # Hagia Sophia 
		reference = "environment_ep3_hagia_sophia"
		trigger = {
			location.county ?= title:c_byzantion
			OR = {
				has_council_position = councillor_court_chaplain
				primary_title ?= title:k_orthodox
			}
		}
	}

	####
	# constantinople
	####
	texture = {
		reference = "event_scenes/ep3_constantinople.dds"

		trigger = {
			exists = location
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location.county ?= title:c_byzantion
			NOT = { primary_title = title:e_byzantium }
			is_imprisoned = no
		}
	}

	environment = { 
		reference = "environment_ep3_constantinople"

		trigger = {
			exists = location
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location.county ?= title:c_byzantion
			NOT = { primary_title = title:e_byzantium }
			is_imprisoned = no
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_ep3_constantinople_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = location
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location.county ?= title:c_byzantion
						NOT = { primary_title = title:e_byzantium }
						is_imprisoned = no
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = location
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location.county ?= title:c_byzantion
						NOT = { primary_title = title:e_byzantium }
						is_imprisoned = no
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = location
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location.county ?= title:c_byzantion
						NOT = { primary_title = title:e_byzantium }
						is_imprisoned = no
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	###
	# byzantine unlanded house head	
	#
	texture = {
		reference = "event_scenes/ep3_medi_estate.dds"

		trigger = {
			OR = {
				AND = {
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					has_graphical_mediterranean_region_trigger = yes
				}
				primary_spouse ?= { # Primary Spouse
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					has_graphical_mediterranean_region_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_ep3_family_estate"

		trigger = {
			OR = {
				AND = {
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					has_graphical_mediterranean_region_trigger = yes
				}
				primary_spouse ?= { # Primary Spouse
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					has_graphical_mediterranean_region_trigger = yes
				}
			}
		}
	}
	###
	# other unlanded house head	
	#
	
	texture = {
		reference = "event_scenes/bp2_indian_garden.dds"

		trigger = {
			OR = {
				AND = {
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					has_graphical_india_region_trigger = yes
				}
				primary_spouse ?= { # Primary Spouse
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					has_graphical_india_region_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_bp2_garden_india_day"

		trigger = {
			OR = {
				AND = {
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					has_graphical_india_region_trigger = yes
				}
				primary_spouse ?= { # Primary Spouse
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					has_graphical_india_region_trigger = yes
				}
			}
		}
	}
	
	texture = {
		reference = "event_scenes/bp2_courtyard.dds"

		trigger = {
			OR = {
				AND = {
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					OR = {
						has_graphical_western_region_trigger = yes
						has_graphical_scandinavia_region_trigger = yes
					}
				}
				primary_spouse ?= { # Primary Spouse
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					OR = {
						has_graphical_western_region_trigger = yes
						has_graphical_scandinavia_region_trigger = yes
					}
				}
			}
		}
	}

	environment = {
		reference = "environment_bp2_courtyard"

		trigger = {
			OR = {
				AND = {
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					OR = {
						has_graphical_western_region_trigger = yes
						has_graphical_scandinavia_region_trigger = yes
					}
				}
				primary_spouse ?= { # Primary Spouse
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					OR = {
						has_graphical_western_region_trigger = yes
						has_graphical_scandinavia_region_trigger = yes
					}
				}
			}
		}
	}
	
	texture = {
		reference = "event_scenes/bp1_garden_mena_day.dds"

		trigger = {
			OR = {
				AND = {
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					OR = {
						has_graphical_mena_region_trigger = yes
						has_graphical_african_culture_group_trigger = yes
						has_graphical_steppe_culture_group_trigger = yes
					}
				}
				primary_spouse ?= { # Primary Spouse
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					OR = {
						has_graphical_mena_region_trigger = yes
						has_graphical_african_culture_group_trigger = yes
						has_graphical_steppe_culture_group_trigger = yes
					}
				}
			}
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			OR = {
				AND = {
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					OR = {
						has_graphical_mena_region_trigger = yes
						has_graphical_african_culture_group_trigger = yes
						has_graphical_steppe_culture_group_trigger = yes
					}
				}
				primary_spouse ?= { # Primary Spouse
					is_landed = no
					domicile ?= { is_domicile_type = estate }
					OR = {
						has_graphical_mena_region_trigger = yes
						has_graphical_african_culture_group_trigger = yes
						has_graphical_steppe_culture_group_trigger = yes
					}
				}
			}
		}
	}

	# environment = {
	# 	reference = "environment_western_holy_site"

	# 	trigger = {
	# 		OR = {
	# 			exists = primary_spouse
	# 			exists = betrothed
	# 		}
	# 		is_character_window_main_character = no
	# 	}
	# }


	####
	# sea, norse
	####
	texture = {
		reference = "event_scenes/fp1_ocean_norse.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			culture = {
				has_clothing_gfx = fp1_norse_clothing_gfx
			}
			location ?= {
				is_sea_province = yes
			}
		}
	}

	environment = {
		reference = "environment_event_fp1_ocean"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			culture = {
				has_clothing_gfx = fp1_norse_clothing_gfx
			}
			location ?= {
				is_sea_province = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_fp1_ocean"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						culture = {
							has_clothing_gfx = fp1_norse_clothing_gfx
						}
						location = {
							is_sea_province = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						culture = {
							has_clothing_gfx = fp1_norse_clothing_gfx
						}
						location ?= {
							is_sea_province = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						culture = {
							has_clothing_gfx = fp1_norse_clothing_gfx
						}
						location ?= {
							is_sea_province = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# sea
	####
	texture = {
		reference = "event_scenes/fp1_ocean.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location ?= {
				is_sea_province = yes
			}
		}
	}

	environment = {
		reference = "environment_event_fp1_ocean"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location ?= {
				is_sea_province = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_fp1_ocean"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							is_sea_province = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location ?= {
							is_sea_province = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location ?= {
							is_sea_province = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	####
	# ep2_hunt_snowy_forest
	####
	texture = {
		reference = "event_scenes/ep2_hunt_snowy_forest.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location ?= {
				OR = {
					has_province_modifier = winter_normal_modifier
					has_province_modifier = winter_harsh_modifier
				}
				OR = {
					graphical_wilderness_forest_trigger = yes
					graphical_wilderness_forest_pine_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location ?= {
				OR = {
					has_province_modifier = winter_normal_modifier
					has_province_modifier = winter_harsh_modifier
				}
				OR = {
					graphical_wilderness_forest_trigger = yes
					graphical_wilderness_forest_pine_trigger = yes
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							OR = {
								has_province_modifier = winter_normal_modifier
								has_province_modifier = winter_harsh_modifier
							}
							OR = {
								graphical_wilderness_forest_trigger = yes
								graphical_wilderness_forest_pine_trigger = yes
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location ?= {
							OR = {
								has_province_modifier = winter_normal_modifier
								has_province_modifier = winter_harsh_modifier
							}
							OR = {
								graphical_wilderness_forest_trigger = yes
								graphical_wilderness_forest_pine_trigger = yes
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location ?= {
							OR = {
								has_province_modifier = winter_normal_modifier
								has_province_modifier = winter_harsh_modifier
							}
							OR = {
								graphical_wilderness_forest_trigger = yes
								graphical_wilderness_forest_pine_trigger = yes
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#forest_pine
	#####
	texture = {
		reference = "event_scenes/forest_pine.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_forest_pine_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_forest_pine_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_pine_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_pine_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_pine_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#forest
	#####
	texture = {
		reference = "event_scenes/forest.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_forest_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_forest"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_forest_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_forest"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_forest_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#ep2_travel_bridge
	#####
	texture = {
		reference = "event_scenes/ep2_travel_bridge.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				is_riverside_province = yes
				geographical_region = world_europe
				OR = {
					terrain = farmlands
					terrain = plains
					terrain = mountains
					terrain = hills
				}
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				is_riverside_province = yes
				OR = {
					terrain = farmlands
					terrain = plains
					terrain = mountains
					terrain = hills
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							is_riverside_province = yes
							OR = {
								terrain = farmlands
								terrain = plains
								terrain = mountains
								terrain = hills
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							is_riverside_province = yes
							OR = {
								terrain = farmlands
								terrain = plains
								terrain = mountains
								terrain = hills
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							is_riverside_province = yes
							OR = {
								terrain = farmlands
								terrain = plains
								terrain = mountains
								terrain = hills
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#jungle
	#####
	texture = {
		reference = "event_scenes/bp1_jungle.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_jungle_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_jungle"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_jungle_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_jungle"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_jungle_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_jungle_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_jungle_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#wetlands
	#####
	texture = {
		reference = "event_scenes/bp1_wetlands.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_wetlands_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_wetlands"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_wetlands_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_wetlands"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_wetlands_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_wetlands_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_wetlands_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#drylands
	#####
	texture = {
		reference = "event_scenes/drylands.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_drylands_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_desert"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_drylands_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_desert"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_drylands_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_drylands_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_drylands_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#hills, unsettled
	#####
	texture = {
		reference = "event_scenes/bp1_hills.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_hills_trigger = yes
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_hills_trigger = yes
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#hills, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_hills.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_hills_trigger = yes
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_hills_trigger = yes
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_hills"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_hills_trigger = yes
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#plains, unsettled
	#####
	texture = {
		reference = "event_scenes/bp1_plains.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_plains_trigger = yes
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_plains"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_plains_trigger = yes
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_plains"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#plains, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_hills.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_plains_trigger = yes
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_plains"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_plains_trigger = yes
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_plains"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_plains_trigger = yes
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#steppe, unsettled
	#####
	texture = {
		reference = "event_scenes/steppe.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_steppe_trigger = yes
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_steppe"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_steppe_trigger = yes
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_steppe"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#steppe, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_steppe.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_steppe_trigger = yes
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_steppe"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_steppe_trigger = yes
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_steppe"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_steppe_trigger = yes
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#mountains, unsettled
	#####
	texture = {
		reference = "event_scenes/mountains.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_mountains_trigger = yes
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_mountains_trigger = yes
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#mountains, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_mountains.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_mountains_trigger = yes
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_mountains_trigger = yes
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_mountains"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_mountains_trigger = yes
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#Desert, unsettled
	#####
	texture = {
		reference = "event_scenes/desert.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_desert_trigger = yes
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_desert_trigger = yes
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#Desert, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_desert.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_desert_trigger = yes
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				graphical_wilderness_desert_trigger = yes
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_desert"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							graphical_wilderness_desert_trigger = yes
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#Farmland, unsettled
	#####
	texture = {
		reference = "event_scenes/farms.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				terrain = farmlands
				NOT = { exists = province_owner }
			}
		}
	}

	environment = {
		reference = "environment_event_farms"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				terrain = farmlands
				NOT = { exists = province_owner }
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_farms"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							NOT = { exists = province_owner }
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							NOT = { exists = province_owner }
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	#####
	#Farmland, settled
	#####
	texture = {
		reference = "event_scenes/ep2_travel_farm.dds"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				terrain = farmlands
				exists = province_owner
			}
		}
	}

	environment = {
		reference = "environment_event_farms"

		trigger = {
			exists = location
			OR = {
				is_travelling = yes
				is_in_army = yes
			}
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = { location = involved_activity.activity_location }
			}
			location = {
				terrain = farmlands
				exists = province_owner
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_farms"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							exists = province_owner
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							exists = province_owner
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							is_travelling = yes
							is_in_army = yes
						}
						trigger_if = {
							limit = {
								exists = involved_activity
							}
							NOT = { location = involved_activity.activity_location }
						}
						location = {
							terrain = farmlands
							exists = province_owner
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	#Landless Adventurers from the steppe
	texture = {
		reference = "event_scenes/mpo_camp_steppe.dds"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			culture = { has_graphical_steppe_culture_group_trigger = yes }
			OR = {
				has_realm_law = camp_purpose_scholars
				liege ?= { has_realm_law = camp_purpose_scholars }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_genericcamp"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			culture = { has_graphical_steppe_culture_group_trigger = yes }
			OR = {
				has_realm_law = camp_purpose_scholars
				liege ?= { has_realm_law = camp_purpose_scholars }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_genericcamp"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_landless_adventurer
						culture = { has_graphical_steppe_culture_group_trigger = yes }
						has_realm_law = camp_purpose_scholars
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_landless_adventurer
						culture = { has_graphical_steppe_culture_group_trigger = yes }
						has_realm_law = camp_purpose_scholars
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_landless_adventurer
						culture = { has_graphical_steppe_culture_group_trigger = yes }
						has_realm_law = camp_purpose_scholars
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	texture = {
		reference = "event_scenes/mpo_tent_interior_mongol.dds"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			culture = { has_graphical_steppe_culture_group_trigger = yes }
			OR = {
				has_realm_law = camp_purpose_legitimists
				liege ?= { has_realm_law = camp_purpose_legitimists }
			}
			NOR = {
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_mpo_tent_interior_mongol"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			culture = { has_graphical_steppe_culture_group_trigger = yes }
			OR = {
				has_realm_law = camp_purpose_legitimists
				liege ?= { has_realm_law = camp_purpose_legitimists }
			}
			NOR = {
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_mpo_tent_interior_mongol"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_landless_adventurer
						culture = { has_graphical_steppe_culture_group_trigger = yes }
						has_realm_law = camp_purpose_legitimists
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_landless_adventurer
						culture = { has_graphical_steppe_culture_group_trigger = yes }
						has_realm_law = camp_purpose_legitimists
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_landless_adventurer
						culture = { has_graphical_steppe_culture_group_trigger = yes }
						has_realm_law = camp_purpose_legitimists
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	texture = {
		reference = "event_scenes/mpo_camp_steppe.dds"

		trigger = {
			culture = { has_graphical_steppe_culture_group_trigger = yes }
			OR = {
				AND = {
					government_has_flag = government_is_landless_adventurer
					OR = {
						has_realm_law = camp_purpose_mercenaries
						liege ?= { has_realm_law = camp_purpose_mercenaries }
					}
				}
				primary_title ?= { is_mercenary_company = yes }
				employer.primary_title ?= { is_mercenary_company = yes }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_genericcamp"

		trigger = {
			culture = { has_graphical_steppe_culture_group_trigger = yes }
			OR = {
				AND = {
					government_has_flag = government_is_landless_adventurer
					OR = {
						has_realm_law = camp_purpose_mercenaries
						liege ?= { has_realm_law = camp_purpose_mercenaries }
					}
				}
				primary_title ?= { is_mercenary_company = yes }
				employer.primary_title ?= { is_mercenary_company = yes }
			}
			NOR = {
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_genericcamp"
		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						culture = { has_graphical_steppe_culture_group_trigger = yes }
						OR = {
							AND = {
								government_has_flag = government_is_landless_adventurer
								OR = {
									has_realm_law = camp_purpose_mercenaries
									liege ?= { has_realm_law = camp_purpose_mercenaries }
								}
							}
							primary_title ?= { is_mercenary_company = yes }
							employer.primary_title ?= { is_mercenary_company = yes }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						culture = { has_graphical_steppe_culture_group_trigger = yes }
						OR = {
							AND = {
								government_has_flag = government_is_landless_adventurer
								OR = {
									has_realm_law = camp_purpose_mercenaries
									liege ?= { has_realm_law = camp_purpose_mercenaries }
								}
							}
							primary_title ?= { is_mercenary_company = yes }
							employer.primary_title ?= { is_mercenary_company = yes }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						culture = { has_graphical_steppe_culture_group_trigger = yes }
						OR = {
							AND = {
								government_has_flag = government_is_landless_adventurer
								OR = {
									has_realm_law = camp_purpose_mercenaries
									liege ?= { has_realm_law = camp_purpose_mercenaries }
								}
							}
							primary_title ?= { is_mercenary_company = yes }
							employer.primary_title ?= { is_mercenary_company = yes }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	texture = {
		reference = "event_scenes/mpo_campfire_steppe.dds"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			culture = { has_graphical_steppe_culture_group_trigger = yes }
			OR = {
				has_realm_law = camp_purpose_brigands
				liege ?= { has_realm_law = camp_purpose_brigands }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_bonfire"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			culture = { has_graphical_steppe_culture_group_trigger = yes }
			OR = {
				has_realm_law = camp_purpose_brigands
				liege ?= { has_realm_law = camp_purpose_brigands }
			}
			NOR = {
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_bonfire"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						culture = { has_graphical_steppe_culture_group_trigger = yes }
						OR = {
							has_realm_law = camp_purpose_brigands
							liege ?= { has_realm_law = camp_purpose_brigands }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						culture = { has_graphical_steppe_culture_group_trigger = yes }
						OR = {
							has_realm_law = camp_purpose_brigands
							liege ?= { has_realm_law = camp_purpose_brigands }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						culture = { has_graphical_steppe_culture_group_trigger = yes }
						OR = {
							has_realm_law = camp_purpose_brigands
							liege ?= { has_realm_law = camp_purpose_brigands }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	texture = {
		reference = "event_scenes/mpo_hunt_steppe.dds"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			culture = { has_graphical_steppe_culture_group_trigger = yes }
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_farms"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			culture = { has_graphical_steppe_culture_group_trigger = yes }
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_farms"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_landless_adventurer
						culture = { has_graphical_steppe_culture_group_trigger = yes }
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_landless_adventurer
						culture = { has_graphical_steppe_culture_group_trigger = yes }
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_landless_adventurer
						culture = { has_graphical_steppe_culture_group_trigger = yes }
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	#####
	# Landless Adventurer Camp
	#####

	### SHOGUNATE

	# Scholars

	texture = {
		reference = "council/bg_council_shinto.dds"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_scholars
				liege ?= { has_realm_law = camp_purpose_scholars }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_council"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_scholars
				liege ?= { has_realm_law = camp_purpose_scholars }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_council"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_landless_adventurer
						has_realm_law = camp_purpose_scholars
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_landless_adventurer
						has_realm_law = camp_purpose_scholars
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_landless_adventurer
						has_realm_law = camp_purpose_scholars
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
			is_character_window_main_character = no
		}
	}

	# Legitimists

	texture = {
		reference = "council/bg_council_spouse.dds"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_legitimists
				liege ?= { has_realm_law = camp_purpose_legitimists }
			}
			NOR = {
				is_travelling = yes
				exists = involved_activity
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_council"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_legitimists
				liege ?= { has_realm_law = camp_purpose_legitimists }
			}
			NOR = {
				is_travelling = yes
				exists = involved_activity
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_council"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_landless_adventurer
						has_realm_law = camp_purpose_legitimists
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_landless_adventurer
						has_realm_law = camp_purpose_legitimists
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_landless_adventurer
						has_realm_law = camp_purpose_legitimists
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
			is_character_window_main_character = no
		}
	}

	# Mercenaries

	texture = {
		reference = "event_scenes/ep2_hunt_poachers_camp.dds"

		trigger = {
			OR = {
				AND = {
					government_has_flag = government_is_landless_adventurer
					OR = {
						has_realm_law = camp_purpose_mercenaries
						liege ?= { has_realm_law = camp_purpose_mercenaries }
					}
				}
				primary_title ?= { is_mercenary_company = yes }
				employer.primary_title ?= { is_mercenary_company = yes }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			OR = {
				AND = {
					government_has_flag = government_is_landless_adventurer
					OR = {
						has_realm_law = camp_purpose_mercenaries
						liege ?= { has_realm_law = camp_purpose_mercenaries }
					}
				}
				primary_title ?= { is_mercenary_company = yes }
				employer.primary_title ?= { is_mercenary_company = yes }
			}
			NOR = {
				is_travelling = yes
				exists = involved_activity
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							AND = {
								government_has_flag = government_is_landless_adventurer
								OR = {
									has_realm_law = camp_purpose_mercenaries
									liege ?= { has_realm_law = camp_purpose_mercenaries }
								}
							}
							primary_title ?= { is_mercenary_company = yes }
							employer.primary_title ?= { is_mercenary_company = yes }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							AND = {
								government_has_flag = government_is_landless_adventurer
								OR = {
									has_realm_law = camp_purpose_mercenaries
									liege ?= { has_realm_law = camp_purpose_mercenaries }
								}
							}
							primary_title ?= { is_mercenary_company = yes }
							employer.primary_title ?= { is_mercenary_company = yes }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							AND = {
								government_has_flag = government_is_landless_adventurer
								OR = {
									has_realm_law = camp_purpose_mercenaries
									liege ?= { has_realm_law = camp_purpose_mercenaries }
								}
							}
							primary_title ?= { is_mercenary_company = yes }
							employer.primary_title ?= { is_mercenary_company = yes }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
			is_character_window_main_character = no
		}
	}

	# Brigands

	texture = {
		reference = "council/bg_council_spymaster.dds"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_brigands
				liege ?= { has_realm_law = camp_purpose_brigands }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_council"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_brigands
				liege ?= { has_realm_law = camp_purpose_brigands }
			}
			NOR = {
				is_travelling = yes
				exists = involved_activity
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_council"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							has_realm_law = camp_purpose_brigands
							liege ?= { has_realm_law = camp_purpose_brigands }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							has_realm_law = camp_purpose_brigands
							liege ?= { has_realm_law = camp_purpose_brigands }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							has_realm_law = camp_purpose_brigands
							liege ?= { has_realm_law = camp_purpose_brigands }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
			is_character_window_main_character = no
		}
	}

	# Explorers

	texture = {
		reference = "event_scenes/forest_pine.dds"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_explorers
				liege ?= { has_realm_law = camp_purpose_explorers }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_explorers
				liege ?= { has_realm_law = camp_purpose_explorers }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_forest_pine"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_landless_adventurer
						OR = {
							has_realm_law = camp_purpose_explorers
							liege ?= { has_realm_law = camp_purpose_explorers }
						}
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_landless_adventurer
						OR = {
							has_realm_law = camp_purpose_explorers
							liege ?= { has_realm_law = camp_purpose_explorers }
						}
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_landless_adventurer
						OR = {
							has_realm_law = camp_purpose_explorers
							liege ?= { has_realm_law = camp_purpose_explorers }
						}
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
			is_character_window_main_character = no
		}
	}

	# Wanderers

	texture = {
		reference = "council/bg_council_steward.dds"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
		}
	}

	environment = {
		reference = "environment_council"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_council"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_landless_adventurer
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_landless_adventurer
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_landless_adventurer
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			OR = {
				portrait_yamato_clothing_spouse_trigger = yes
				portrait_ryukyu_clothing_spouse_trigger = yes
			}
			is_character_window_main_character = no
		}
	}

	# Missionaries

	texture = {
		reference = "event_scenes/church.dds"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_scholars
				liege ?= { has_realm_law = camp_purpose_scholars }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
			religion = religion:christianity_religion
			portrait_japanese_clothing_spouse_trigger = no
		}
	}

	environment = {
		reference = "environment_event_church"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_scholars
				liege ?= { has_realm_law = camp_purpose_scholars }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
			religion = religion:christianity_religion
			portrait_japanese_clothing_spouse_trigger = no
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_church"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_landless_adventurer
						has_realm_law = camp_purpose_scholars
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_landless_adventurer
						has_realm_law = camp_purpose_scholars
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_landless_adventurer
						has_realm_law = camp_purpose_scholars
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			religion = religion:christianity_religion
			portrait_japanese_clothing_spouse_trigger = no
			is_character_window_main_character = no
		}
	}

	### SHOGUNATE END

	texture = {
		reference = "event_scenes/ep3_adventurer_background.dds"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_scholars
				liege ?= { has_realm_law = camp_purpose_scholars }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_indian_feast"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_scholars
				liege ?= { has_realm_law = camp_purpose_scholars }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_indian_feast"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_landless_adventurer
						has_realm_law = camp_purpose_scholars
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_landless_adventurer
						has_realm_law = camp_purpose_scholars
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_landless_adventurer
						has_realm_law = camp_purpose_scholars
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	texture = {
		reference = "event_scenes/ep3_relaxing_tent.dds"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_legitimists
				liege ?= { has_realm_law = camp_purpose_legitimists }
			}
			NOR = {
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_courtyard"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_legitimists
				liege ?= { has_realm_law = camp_purpose_legitimists }
			}
			NOR = {
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_courtyard"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_landless_adventurer
						has_realm_law = camp_purpose_legitimists
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_landless_adventurer
						has_realm_law = camp_purpose_legitimists
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_landless_adventurer
						has_realm_law = camp_purpose_legitimists
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	texture = {
		reference = "event_scenes/genericcamp.dds"

		trigger = {
			OR = {
				AND = {
					government_has_flag = government_is_landless_adventurer
					OR = {
						has_realm_law = camp_purpose_mercenaries
						liege ?= { has_realm_law = camp_purpose_mercenaries }
					}
				}
				primary_title ?= { is_mercenary_company = yes }
				employer.primary_title ?= { is_mercenary_company = yes }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_genericcamp"

		trigger = {
			OR = {
				AND = {
					government_has_flag = government_is_landless_adventurer
					OR = {
						has_realm_law = camp_purpose_mercenaries
						liege ?= { has_realm_law = camp_purpose_mercenaries }
					}
				}
				primary_title ?= { is_mercenary_company = yes }
				employer.primary_title ?= { is_mercenary_company = yes }
			}
			NOR = {
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_genericcamp"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							AND = {
								government_has_flag = government_is_landless_adventurer
								OR = {
									has_realm_law = camp_purpose_mercenaries
									liege ?= { has_realm_law = camp_purpose_mercenaries }
								}
							}
							primary_title ?= { is_mercenary_company = yes }
							employer.primary_title ?= { is_mercenary_company = yes }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							AND = {
								government_has_flag = government_is_landless_adventurer
								OR = {
									has_realm_law = camp_purpose_mercenaries
									liege ?= { has_realm_law = camp_purpose_mercenaries }
								}
							}
							primary_title ?= { is_mercenary_company = yes }
							employer.primary_title ?= { is_mercenary_company = yes }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							AND = {
								government_has_flag = government_is_landless_adventurer
								OR = {
									has_realm_law = camp_purpose_mercenaries
									liege ?= { has_realm_law = camp_purpose_mercenaries }
								}
							}
							primary_title ?= { is_mercenary_company = yes }
							employer.primary_title ?= { is_mercenary_company = yes }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	texture = {
		reference = "event_scenes/ep3_campfire.dds"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_brigands
				liege ?= { has_realm_law = camp_purpose_brigands }
			}
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_bonfire"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			OR = {
				has_realm_law = camp_purpose_brigands
				liege ?= { has_realm_law = camp_purpose_brigands }
			}
			NOR = {
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_bonfire"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							has_realm_law = camp_purpose_brigands
							liege ?= { has_realm_law = camp_purpose_brigands }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							has_realm_law = camp_purpose_brigands
							liege ?= { has_realm_law = camp_purpose_brigands }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							has_realm_law = camp_purpose_brigands
							liege ?= { has_realm_law = camp_purpose_brigands }
						}
						NOR = {
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	texture = {
		reference = "event_scenes/ep3_camp_arid_terrain.dds"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_genericcamp"

		trigger = {
			government_has_flag = government_is_landless_adventurer
			NOR = {
				is_imprisoned = yes
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_genericcamp"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_landless_adventurer
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_landless_adventurer
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_landless_adventurer
						NOR = {
							is_imprisoned = yes
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	# Wandering drunk/reveler
	texture = {
		reference = "character_view/tavern.dds"

		trigger = {
			OR = {
				has_trait = drunkard
				has_trait = lifestyle_reveler
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_cw_tavern"

		trigger = {
			OR = {
				has_trait = drunkard
				has_trait = lifestyle_reveler
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_tavern_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							has_trait = drunkard
							has_trait = lifestyle_reveler
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						NOR = {
							OR = {
								has_trait = drunkard
								has_trait = lifestyle_reveler
							}
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						NOR = {
							OR = {
								has_trait = drunkard
								has_trait = lifestyle_reveler
							}
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	# Wandering coastal
	texture = {
		reference = "character_view/docks.dds"

		trigger = {
			exists = location
			location = {
				is_coastal = yes
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_docks"

		trigger = {
			exists = location
			location = {
				is_coastal = yes
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_docks"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = location
						location = {
							is_coastal = yes
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = location
						location = {
							is_coastal = yes
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = location
						location = {
							is_coastal = yes
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	# Wandering, mediterranean 
	texture = {
		reference = "event_scenes/ep3_medi_market.dds"

		trigger = {
			exists = location
			#location.province_owner. = {
			#	geographical_region = mediteranean_coast
			#}
			has_graphical_mediterranean_region_trigger = yes
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_ep3_medi_market"

		trigger = {
			exists = location
			location = {
				geographical_region = mediteranean_coast
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_ep3_medi_market"

		trigger = {
			exists = location
			location = {
				geographical_region = mediteranean_coast
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = no
		}
	}
	
	# Wandering europe
	texture = {
		reference = "character_view/crossroads_inn.dds"

		trigger = {
			exists = location
			location = {
				geographical_region = world_europe
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_crossroads_inn"

		trigger = {
			exists = location
			location = {
				geographical_region = world_europe
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_crossroads_inn"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = location
						location = {
							geographical_region = world_europe
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = location
						location = {
							geographical_region = world_europe
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = location
						location = {
							geographical_region = world_europe
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	# Wandering mena
	texture = {
		reference = "character_view/courtyard_mena.dds"

		trigger = {
			exists = location
			location = {
				OR = {
					geographical_region = world_middle_east
					geographical_region = world_middle_east_persia
				}
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_courtyard_mena"

		trigger = {
			exists = location
			location = {
				OR = {
					geographical_region = world_middle_east
					geographical_region = world_middle_east_persia
				}
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_courtyard_mena"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = location
						location = {
							OR = {
								geographical_region = world_middle_east
								geographical_region = world_middle_east_persia
							}
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = location
						location = {
							OR = {
								geographical_region = world_middle_east
								geographical_region = world_middle_east_persia
							}
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = location
						location = {
							OR = {
								geographical_region = world_middle_east
								geographical_region = world_middle_east_persia
							}
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	# Wandering india
	texture = {
		reference = "character_view/courtyard_indian.dds"

		trigger = {
			exists = location
			location = {
				geographical_region = world_india
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_courtyard_indian"

		trigger = {
			exists = location
			location = {
				geographical_region = world_india
			}
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_courtyard_indian"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = location
						location = {
							geographical_region = world_india
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = location
						location = {
							geographical_region = world_india
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = location
						location = {
							geographical_region = world_india
						}
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	# Wandering fallback
	texture = {
		reference = "character_view/bonfire.dds"

		trigger = {
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
		}
	}

	environment = {
		reference = "environment_event_bp1_bonfire"

		trigger = {
			NOR = {
				exists = liege
				exists = host
				is_travelling = yes
				exists = involved_activity
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_bp1_bonfire"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						NOR = {
							exists = liege
							exists = host
							is_travelling = yes
							exists = involved_activity
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	# SHOGUNATE (need to place before temples)
	texture = {
		reference = "character_view/yamato.dds"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = {
					OR = {
						has_graphical_yamato_region_trigger = yes
						has_graphical_ryukyu_region_trigger = yes
					}
				}
			}
			trigger_else = {
				OR = {
					has_graphical_yamato_region_trigger = yes
					has_graphical_ryukyu_region_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_frontend_yamato_main"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = {
					OR = {
						has_graphical_yamato_region_trigger = yes
						has_graphical_ryukyu_region_trigger = yes
					}
				}
			}
			trigger_else = {
				OR = {
					has_graphical_yamato_region_trigger = yes
					has_graphical_ryukyu_region_trigger = yes
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_frontend_yamato_main"
		trigger = {
			OR = {
				primary_spouse ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = {
							OR = {
								has_graphical_yamato_region_trigger = yes
								has_graphical_ryukyu_region_trigger = yes
							}
						}
					}
					trigger_else = {
						OR = {
							has_graphical_yamato_region_trigger = yes
							has_graphical_ryukyu_region_trigger = yes
						}
					}
				}
				betrothed ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = {
							OR = {
								has_graphical_yamato_region_trigger = yes
								has_graphical_ryukyu_region_trigger = yes
							}
						}
					}
					trigger_else = {
						OR = {
							has_graphical_yamato_region_trigger = yes
							has_graphical_ryukyu_region_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						trigger_if = {
							limit = { is_in_prison_type = house_arrest }
							imprisoner = {
								OR = {
									has_graphical_yamato_region_trigger = yes
									has_graphical_ryukyu_region_trigger = yes
								}
							}
						}
						trigger_else = {
							OR = {
								has_graphical_yamato_region_trigger = yes
								has_graphical_ryukyu_region_trigger = yes
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	texture = {
		reference = "character_view/throneroom_tribal.dds"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = { has_graphical_northern_region_trigger = yes }
			}
			trigger_else = { has_graphical_northern_region_trigger = yes }
		}
	}

	environment = {
		reference = "environment_cw_west"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = { has_graphical_northern_region_trigger = yes }
			}
			trigger_else = { has_graphical_northern_region_trigger = yes }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_west_spouse"
		trigger = {
			OR = {
				primary_spouse ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = { has_graphical_northern_region_trigger = yes }
					}
					trigger_else = { has_graphical_northern_region_trigger = yes }
				}
				betrothed ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = { has_graphical_northern_region_trigger = yes }
					}
					trigger_else = { has_graphical_northern_region_trigger = yes }
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						trigger_if = {
							limit = { is_in_prison_type = house_arrest }
							imprisoner = { has_graphical_northern_region_trigger = yes }
						}
						trigger_else = { has_graphical_northern_region_trigger = yes }
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################
	# TEMPLES
	
	texture = { # Zoroastrian
		reference = "event_scenes/fp3_temple.dds"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:zoroastrianism_religion
		}
	}

	environment = {
		reference = "environment_event_fp3_temple"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:zoroastrianism_religion
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_fp3_temple"

		trigger = {
			OR = {
				primary_spouse ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:zoroastrianism_religion
				}
				betrothed ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:zoroastrianism_religion
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						should_use_temple_character_background_trigger = yes
						religion = religion:zoroastrianism_religion
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # Iberian
		reference = "event_scenes/fp2_temple.dds"

		trigger = {
			should_use_temple_character_background_trigger = yes
			OR = {
				religion = religion:christianity_religion
				religion = religion:islam_religion
			}
			trigger_if = {
				limit = { exists = liege }
				liege.culture = { has_building_gfx = iberian_building_gfx }
			}
			trigger_else = {
				culture = { has_building_gfx = iberian_building_gfx }
			}
		}
	}

	environment = {
		reference = "environment_event_fp2_temple"

		trigger = {
			should_use_temple_character_background_trigger = yes
			OR = {
				religion = religion:christianity_religion
				religion = religion:islam_religion
			}
			trigger_if = {
				limit = { exists = liege }
				liege.culture = { has_building_gfx = iberian_building_gfx }
			}
			trigger_else = {
				culture = { has_building_gfx = iberian_building_gfx }
			}
		}
	}

	environment = {
		reference = "environment_event_fp2_temple"

		trigger = {
			OR = {
				primary_spouse ?= {
					should_use_temple_character_background_trigger = yes
					OR = {
						religion = religion:christianity_religion
						religion = religion:islam_religion
					}
					trigger_if = {
						limit = { exists = liege }
						liege.culture = { has_building_gfx = iberian_building_gfx }
					}
					trigger_else = {
						culture = { has_building_gfx = iberian_building_gfx }
					}
				}
				betrothed ?= {
					should_use_temple_character_background_trigger = yes
					OR = {
						religion = religion:christianity_religion
						religion = religion:islam_religion
					}
					trigger_if = {
						limit = { exists = liege }
						liege.culture = { has_building_gfx = iberian_building_gfx }
					}
					trigger_else = {
						culture = { has_building_gfx = iberian_building_gfx }
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						should_use_temple_character_background_trigger = yes
						OR = {
							religion = religion:christianity_religion
							religion = religion:islam_religion
						}
						trigger_if = {
							limit = { exists = liege }
							liege.culture = { has_building_gfx = iberian_building_gfx }
						}
						trigger_else = {
							culture = { has_building_gfx = iberian_building_gfx }
						}
						religion = religion:zoroastrianism_religion
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # Christian
		reference = "event_scenes/church.dds"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:christianity_religion
		}
	}

	environment = {
		reference = "environment_event_church"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:christianity_religion
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_church"

		trigger = {
			OR = {
				primary_spouse ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:christianity_religion
					is_character_window_main_character = yes
				}
				betrothed ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:christianity_religion
					is_character_window_main_character = yes
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						should_use_temple_character_background_trigger = yes
						religion = religion:christianity_religion
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # Islam
		reference = "event_scenes/mosque.dds"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:islam_religion
		}
	}

	environment = {
		reference = "environment_event_mosque"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:islam_religion
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_mosque"

		trigger = {
			OR = {
				primary_spouse ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:islam_religion
				}
				betrothed ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:islam_religion
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						should_use_temple_character_background_trigger = yes
						religion = religion:islam_religion
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # FP1
		reference = "event_scenes/fp1_tribal_temple.dds"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:germanic_religion
		}
	}

	environment = {
		reference = "environment_event_fp1_tribal_temple"

		trigger = {
			should_use_temple_character_background_trigger = yes
			religion = religion:germanic_religion
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_fp1_tribal_temple"

		trigger = {
			OR = {
				primary_spouse ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:germanic_religion
				}
				betrothed ?= {
					should_use_temple_character_background_trigger = yes
					religion = religion:germanic_religion
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						should_use_temple_character_background_trigger = yes
						religion = religion:germanic_religion
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # Fallback
		reference = "event_scenes/temple.dds"

		trigger = { should_use_temple_character_background_trigger = yes }
	}

	environment = {
		reference = "environment_event_temple"

		trigger = {
			OR = { should_use_temple_character_background_trigger = yes }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_temple"

		trigger = {
			OR = {
				primary_spouse ?= { should_use_temple_character_background_trigger = yes }
				betrothed ?= { should_use_temple_character_background_trigger = yes }
				AND = {
					liege.diarch ?= this
					liege ?= { should_use_temple_character_background_trigger = yes }
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################
	# PHYSICIANS
	
	texture = { # Tribal
		reference = "event_scenes/fp4_physician_tribal.dds"

		trigger = {
			has_court_position = court_physician_court_position
			employer ?= { government_has_flag = government_is_tribal }
		}
	}

	environment = {
		reference = "environment_ce1_physician_tribal"

		trigger = {
			has_court_position = court_physician_court_position
			employer ?= { government_has_flag = government_is_tribal }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_ce1_physician_tribal"

		trigger = {
			OR = {
				primary_spouse ?= {
					has_court_position = court_physician_court_position
					employer ?= { government_has_flag = government_is_tribal }
					is_character_window_main_character = yes
				}
				betrothed ?= {
					has_court_position = court_physician_court_position
					employer ?= { government_has_flag = government_is_tribal }
					is_character_window_main_character = yes
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # MENA
		reference = "event_scenes/fp4_study_physician_mena.dds"

		trigger = {
			has_court_position = court_physician_court_position
			employer.culture ?= {
				OR = {
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
				}
			}
		}
	}

	environment = {
		reference = "environment_ce1_study_physician_mena"

		trigger = {
			has_court_position = court_physician_court_position
			employer.culture ?= {
				OR = {
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_ce1_study_physician_mena"

		trigger = {
			OR = {
				primary_spouse ?= {
					has_court_position = court_physician_court_position
					employer.culture ?= {
						OR = {
							has_graphical_mena_culture_group_trigger = yes
							has_graphical_african_culture_group_trigger = yes
							has_graphical_steppe_culture_group_trigger = yes
						}
					}
					is_character_window_main_character = yes
				}
				betrothed ?= {
					has_court_position = court_physician_court_position
					employer.culture ?= {
						OR = {
							has_graphical_mena_culture_group_trigger = yes
							has_graphical_african_culture_group_trigger = yes
							has_graphical_steppe_culture_group_trigger = yes
						}
					}
					is_character_window_main_character = yes
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # Indian
		reference = "event_scenes/fp4_study_physician_indian.dds"

		trigger = {
			has_court_position = court_physician_court_position
			employer.culture ?= { has_graphical_india_culture_group_trigger = yes }
		}
	}

	environment = {
		reference = "environment_ce1_study_physician_indian"

		trigger = {
			has_court_position = court_physician_court_position
			employer.culture ?= { has_graphical_india_culture_group_trigger = yes }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_ce1_study_physician_indian"

		trigger = {
			OR = {
				primary_spouse ?= {
					has_court_position = court_physician_court_position
					employer.culture ?= { has_graphical_india_culture_group_trigger = yes }
					is_character_window_main_character = yes
				}
				betrothed ?= {
					has_court_position = court_physician_court_position
					employer.culture ?= { has_graphical_india_culture_group_trigger = yes }
					is_character_window_main_character = yes
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	texture = { # Western/fallback
		reference = "event_scenes/study_physician.dds"

		trigger = { has_court_position = court_physician_court_position }
	}

	environment = {
		reference = "environment_event_study_physician"

		trigger = {
			has_court_position = court_physician_court_position
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_event_study_physician"
		trigger = {
			OR = {
				primary_spouse ?= {
					has_court_position = court_physician_court_position
					is_character_window_main_character = yes
				}
				betrothed ?= {
					has_court_position = court_physician_court_position
					is_character_window_main_character = yes
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################
	# THRONE ROOMS

	# Byzantium
	texture = { # Emperor 
		reference = "event_scenes/ep3_byzantine_throne_room.dds"

		trigger = {
			OR = {
				AND = { # Emperor
					primary_title = title:e_byzantium
					primary_title = title:e_roman_empire 
					AND = {
						culture = {
							OR = {
								has_cultural_pillar = heritage_byzantine
								has_cultural_pillar = heritage_caucasian
							}
						}
						primary_title.tier >= tier_empire
					}
				}
				AND = { # Primary Spouse
					primary_spouse ?= {
						is_landed = yes
						exists = top_liege
						primary_title = title:e_byzantium
						primary_title = title:e_roman_empire 
						AND = {
							culture = {
								OR = {
									has_cultural_pillar = heritage_byzantine
									has_cultural_pillar = heritage_caucasian
								}
							}
							primary_title.tier >= tier_empire
						}
					}
				}
				AND = { # Close family in the same location
					any_close_family_member = {
						location = prev.location
						is_landed = yes
						exists = top_liege
						primary_title = title:e_byzantium
						primary_title = title:e_roman_empire 
						AND = {
							culture = {
								OR = {
									has_cultural_pillar = heritage_byzantine
									has_cultural_pillar = heritage_caucasian
								}
							}
							primary_title.tier >= tier_empire
						}
					}
				}
			}
		}
	}

	environment = {
		reference = "environment_ep3_byzantine_throne_room"

		trigger = {
			OR = {
				primary_title = title:e_byzantium
				primary_title = title:e_roman_empire 
				AND = {
					culture = {
						OR = {
							has_cultural_pillar = heritage_byzantine
							has_cultural_pillar = heritage_caucasian
						}
					}
					primary_title.tier >= tier_empire
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_ep3_byzantine_throne_room_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						OR = {
							primary_title = title:e_byzantium
							primary_title = title:e_roman_empire 
							AND = {
								culture = {
									OR = {
										has_cultural_pillar = heritage_byzantine
										has_cultural_pillar = heritage_caucasian
									}
								}
								primary_title.tier >= tier_empire
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						OR = {
							primary_title = title:e_byzantium
							primary_title = title:e_roman_empire 
							AND = {
								culture = {
									OR = {
										has_cultural_pillar = heritage_byzantine
										has_cultural_pillar = heritage_caucasian
									}
								}
								primary_title.tier >= tier_empire
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						OR = {
							primary_title = title:e_byzantium
							primary_title = title:e_roman_empire 
							AND = {
								culture = {
									OR = {
										has_cultural_pillar = heritage_byzantine
										has_cultural_pillar = heritage_caucasian
									}
								}
								primary_title.tier >= tier_empire
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	texture = { # Governors 
		reference = "event_scenes/ep3_relaxing_room.dds"

		trigger = {
			OR = {
				AND = { # Governor
					is_landed = yes
					government_has_flag = government_is_administrative
					exists = liege
					liege = {
						OR = {
							primary_title = title:e_byzantium
							primary_title = title:e_roman_empire 
							AND = {
								culture = {
									OR = {
										has_cultural_pillar = heritage_byzantine
										has_cultural_pillar = heritage_caucasian
									}
								}
								primary_title.tier >= tier_empire
							}
						}
					}
				}
				AND = { # Spouse
					primary_spouse ?= {
						is_landed = yes
						government_has_flag = government_is_administrative
						exists = liege
						liege = {
							OR = {
								primary_title = title:e_byzantium
								primary_title = title:e_roman_empire 
								AND = {
									culture = {
										OR = {
											has_cultural_pillar = heritage_byzantine
											has_cultural_pillar = heritage_caucasian
										}
									}
									primary_title.tier >= tier_empire
								}
							}
						}
					}
				}
				AND = { # Close family in the same location
					any_close_family_member = {
						location = prev.location
						is_landed = yes
						government_has_flag = government_is_administrative
						exists = top_liege
						top_liege = {
							OR = {
								primary_title = title:e_byzantium
								primary_title = title:e_roman_empire 
								AND = {
									culture = {
										OR = {
											has_cultural_pillar = heritage_byzantine
											has_cultural_pillar = heritage_caucasian
										}
									}
									primary_title.tier >= tier_empire
								}
							}
						}
					}
				}
			}
		}
	}

	environment = {
		reference = "environment_ep3_relaxing_room"

		trigger = {
			OR = {
				AND = {
					is_landed = yes
					government_has_flag = government_is_administrative
					exists = liege
					liege = {
						OR = {
							primary_title = title:e_byzantium
							primary_title = title:e_roman_empire 
							AND = {
								culture = {
									OR = {
										has_cultural_pillar = heritage_byzantine
										has_cultural_pillar = heritage_caucasian
									}
								}
								primary_title.tier >= tier_empire
							}
						}
					}
				}
				AND = { # Spouse
					primary_spouse ?= {
						is_landed = yes
						government_has_flag = government_is_administrative
						exists = liege
						liege = {
							OR = {
								primary_title = title:e_byzantium
								primary_title = title:e_roman_empire 
								AND = {
									culture = {
										OR = {
											has_cultural_pillar = heritage_byzantine
											has_cultural_pillar = heritage_caucasian
										}
									}
									primary_title.tier >= tier_empire
								}
							}
						}
					}
				}
				AND = { # Close family in the same location
					any_close_family_member = {
						location = prev.location
						is_landed = yes
						government_has_flag = government_is_administrative
						exists = top_liege
						top_liege = {
							OR = {
								primary_title = title:e_byzantium
								primary_title = title:e_roman_empire 
								AND = {
									culture = {
										OR = {
											has_cultural_pillar = heritage_byzantine
											has_cultural_pillar = heritage_caucasian
										}
									}
									primary_title.tier >= tier_empire
								}
							}
						}
					}
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_ep3_relaxing_room_spouse"

		trigger = {
			OR = {
				AND = {
					is_landed = yes
					government_has_flag = government_is_administrative
					exists = liege
					liege = {
						OR = {
							primary_title = title:e_byzantium
							primary_title = title:e_roman_empire 
							AND = {
								culture = {
									OR = {
										has_cultural_pillar = heritage_byzantine
										has_cultural_pillar = heritage_caucasian
									}
								}
								primary_title.tier >= tier_empire
							}
						}
					}
				}
				AND = {
					exists = primary_spouse
					primary_spouse = {
						is_landed = yes
						government_has_flag = government_is_administrative
						exists = liege
						liege = {
							OR = {
								primary_title = title:e_byzantium
								primary_title = title:e_roman_empire 
								AND = {
									culture = {
										OR = {
											has_cultural_pillar = heritage_byzantine
											has_cultural_pillar = heritage_caucasian
										}
									}
									primary_title.tier >= tier_empire
								}
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						is_landed = yes
						government_has_flag = government_is_administrative
						exists = liege
						liege = {
							OR = {
								primary_title = title:e_byzantium
								primary_title = title:e_roman_empire 
								AND = {
									culture = {
										OR = {
											has_cultural_pillar = heritage_byzantine
											has_cultural_pillar = heritage_caucasian
										}
									}
									primary_title.tier >= tier_empire
								}
							}
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege = {
						is_landed = yes
						government_has_flag = government_is_administrative
						OR = {
							primary_title = title:e_byzantium
							primary_title = title:e_roman_empire 
							AND = {
								culture = {
									OR = {
										has_cultural_pillar = heritage_byzantine
										has_cultural_pillar = heritage_caucasian
									}
								}
								primary_title.tier >= tier_empire
							}
						}
					}
				}
				AND = { # Close family in the same location
					any_close_family_member = {
						location = prev.location
						is_landed = yes
						government_has_flag = government_is_administrative
						exists = top_liege
						top_liege = {
							OR = {
								primary_title = title:e_byzantium
								primary_title = title:e_roman_empire 
								AND = {
									culture = {
										OR = {
											has_cultural_pillar = heritage_byzantine
											has_cultural_pillar = heritage_caucasian
										}
									}
									primary_title.tier >= tier_empire
								}
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	texture = { # Lower nobles 
		reference = "event_scenes/ep3_medi_study.dds"

		trigger = {
			OR = {
				AND = { # Lower Noble
					is_landed = yes
					government_has_flag = government_is_administrative
					exists = top_liege
					top_liege = {
						OR = {
							primary_title = title:e_byzantium
							primary_title = title:e_roman_empire 
							AND = {
								culture = {
									OR = {
										has_cultural_pillar = heritage_byzantine
										has_cultural_pillar = heritage_caucasian
									}
								}
								primary_title.tier >= tier_empire
							}
						}
					}
				}
				AND = { # Primary Spouse
					primary_spouse ?= {
						is_landed = yes
						government_has_flag = government_is_administrative
						exists = top_liege
						top_liege = {
							OR = {
								primary_title = title:e_byzantium
								primary_title = title:e_roman_empire 
								AND = {
									culture = {
										OR = {
											has_cultural_pillar = heritage_byzantine
											has_cultural_pillar = heritage_caucasian
										}
									}
									primary_title.tier >= tier_empire
								}
							}
						}
					}
				}
				AND = { # Close family in the same location
					any_close_family_member = {
						location = prev.location
						is_landed = yes
						government_has_flag = government_is_administrative
						exists = top_liege
						top_liege = {
							OR = {
								primary_title = title:e_byzantium
								primary_title = title:e_roman_empire 
								AND = {
									culture = {
										OR = {
											has_cultural_pillar = heritage_byzantine
											has_cultural_pillar = heritage_caucasian
										}
									}
									primary_title.tier >= tier_empire
								}
							}
						}
					}
				}
			}
		}
	}

	environment = {
		reference = "environment_ep3_byzantine_study"

		trigger = {
			is_landed = yes
			government_has_flag = government_is_administrative
			exists = liege
			top_liege = {
				OR = {
					primary_title = title:e_byzantium
					primary_title = title:e_roman_empire 
					AND = {
						culture = {
							OR = {
								has_cultural_pillar = heritage_byzantine
								has_cultural_pillar = heritage_caucasian
							}
						}
						primary_title.tier >= tier_empire
					}
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_ep3_byzantine_study_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						is_landed = yes
						government_has_flag = government_is_administrative
						exists = top_liege
						top_liege = {
							OR = {
								primary_title = title:e_byzantium
								primary_title = title:e_roman_empire 
								AND = {
									culture = {
										OR = {
											has_cultural_pillar = heritage_byzantine
											has_cultural_pillar = heritage_caucasian
										}
									}
									primary_title.tier >= tier_empire
								}
							}
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						is_landed = yes
						exists = top_liege
						top_liege = {
							OR = {
								primary_title = title:e_byzantium
								primary_title = title:e_roman_empire 
								AND = {
									culture = {
										OR = {
											has_cultural_pillar = heritage_byzantine
											has_cultural_pillar = heritage_caucasian
										}
									}
									primary_title.tier >= tier_empire
								}
							}
						}
					}
				}
				AND = {
					is_landed = yes
					liege.diarch ?= this
					top_liege = {
						OR = {
							primary_title = title:e_byzantium
							primary_title = title:e_roman_empire 
							AND = {
								culture = {
									OR = {
										has_cultural_pillar = heritage_byzantine
										has_cultural_pillar = heritage_caucasian
									}
								}
								primary_title.tier >= tier_empire
							}
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################
	
	# 'Feudal'/High-tier Norse, or non-Tribals in Scandinavia
	texture = { # FP1 Norse
		reference = "character_view/fp1_throneroom_nontribal.dds"

		trigger = {
			has_fp1_dlc_trigger = yes
			OR = {
				AND = {
					is_ruler = no
					OR = {
						AND = {
							exists = liege
							liege = {
								OR = {
									NOT = {
										government_has_flag = government_is_tribal
									}
									primary_title.tier >= tier_kingdom
								}
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
						AND = {
							exists = host
							host = {
								OR = {
									NOT = {
										government_has_flag = government_is_tribal
									}
									primary_title.tier >= tier_kingdom
								}
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
					}
				}
				AND = {
					is_ruler = yes
					OR = {
						NOT = {
							government_has_flag = government_is_tribal
						}
						primary_title.tier >= tier_kingdom
					}
					OR = {
						culture = culture:norse
						religion = religion:germanic_religion
						has_graphical_scandinavia_region_trigger = yes
					}
				}
			}
		}
	}

	environment = {
		reference = "environment_fp1_cw_nontribal_main"

		trigger = {
			has_fp1_dlc_trigger = yes
			OR = {
				AND = {
					is_ruler = no
					OR = {
						AND = {
							exists = liege
							liege = {
								OR = {
									NOT = {
										government_has_flag = government_is_tribal
									}
									primary_title.tier >= tier_kingdom
								}
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
						AND = {
							exists = host
							host = {
								OR = {
									NOT = {
										government_has_flag = government_is_tribal
									}
									primary_title.tier >= tier_kingdom
								}
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
					}
				}
				AND = {
					is_ruler = yes
					OR = {
						NOT = {
							government_has_flag = government_is_tribal
						}
						primary_title.tier >= tier_kingdom
					}
					OR = {
						culture = culture:norse
						religion = religion:germanic_religion
						has_graphical_scandinavia_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_fp1_cw_nontribal_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						has_fp1_dlc_trigger = yes
						OR = {
							NOT = {
								government_has_flag = government_is_tribal
							}
							primary_title.tier >= tier_kingdom
						}
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
							has_graphical_scandinavia_region_trigger = yes
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						has_fp1_dlc_trigger = yes
						OR = {
							NOT = {
								government_has_flag = government_is_tribal
							}
							primary_title.tier >= tier_kingdom
						}
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
							has_graphical_scandinavia_region_trigger = yes
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						has_fp1_dlc_trigger = yes
						OR = {
							NOT = {
								government_has_flag = government_is_tribal
							}
							primary_title.tier >= tier_kingdom
						}
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
							has_graphical_scandinavia_region_trigger = yes
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}
	
	##########################################
	
	# Nomad - Greatest of Khans
	texture = {
		reference = "main_menu/mpo_frontend_nomad.dds"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = {
					government_has_flag = government_is_nomadic
					OR = {
						has_realm_law = nomadic_authority_3
						has_realm_law = nomadic_authority_4
						has_realm_law = nomadic_authority_5
						has_trait = greatest_of_khans
					}
				}
			}
			trigger_else = {
				government_has_flag = government_is_nomadic
				OR = {
					has_realm_law = nomadic_authority_3
					has_realm_law = nomadic_authority_4
					has_realm_law = nomadic_authority_5
					has_trait = greatest_of_khans
				}
			}
		}
	}

	environment = { # Primary character
		reference = "environment_mpo_frontend_nomad_main"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = {
					government_has_flag = government_is_nomadic
					OR = {
						has_realm_law = nomadic_authority_3
						has_realm_law = nomadic_authority_4
						has_realm_law = nomadic_authority_5
						has_trait = greatest_of_khans
					}
				}
			}
			trigger_else = {
				government_has_flag = government_is_nomadic
				OR = {
					has_realm_law = nomadic_authority_3
					has_realm_law = nomadic_authority_4
					has_realm_law = nomadic_authority_5
					has_trait = greatest_of_khans
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = { # Spouse character
		reference = "environment_mpo_frontend_nomad_secondary"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = {
					government_has_flag = government_is_nomadic
					OR = {
						has_realm_law = nomadic_authority_3
						has_realm_law = nomadic_authority_4
						has_realm_law = nomadic_authority_5
						has_trait = greatest_of_khans
					}
				}
			}
			trigger_else = {
				government_has_flag = government_is_nomadic
				OR = {
					has_realm_law = nomadic_authority_3
					has_realm_law = nomadic_authority_4
					has_realm_law = nomadic_authority_5
					has_trait = greatest_of_khans
				}
			}
			is_character_window_main_character = no
		}
	}
	
	# Nomad
	texture = {
		reference = "event_scenes/mpo_tent_interior_mongol.dds"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = {
					government_has_flag = government_is_nomadic
					NOR = {
						has_realm_law = nomadic_authority_3
						has_realm_law = nomadic_authority_4
						has_realm_law = nomadic_authority_5
						has_trait = greatest_of_khans
					}
				}
			}
			trigger_else = {
				government_has_flag = government_is_nomadic
				NOR = {
					has_realm_law = nomadic_authority_3
					has_realm_law = nomadic_authority_4
					has_realm_law = nomadic_authority_5
					has_trait = greatest_of_khans
				}
			}
		}
	}

	environment = { # Primary character
		reference = "environment_mpo_tent_interior_mongol"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = {
					government_has_flag = government_is_nomadic
					NOR = {
						has_realm_law = nomadic_authority_3
						has_realm_law = nomadic_authority_4
						has_realm_law = nomadic_authority_5
						has_trait = greatest_of_khans
					}
				}
			}
			trigger_else = {
				government_has_flag = government_is_nomadic
				NOR = {
					has_realm_law = nomadic_authority_3
					has_realm_law = nomadic_authority_4
					has_realm_law = nomadic_authority_5
					has_trait = greatest_of_khans
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = { # Spouse character
		reference = "environment_mpo_tent_interior_mongol_spouse"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = {
					government_has_flag = government_is_nomadic
					NOR = {
						has_realm_law = nomadic_authority_3
						has_realm_law = nomadic_authority_4
						has_realm_law = nomadic_authority_5
						has_trait = greatest_of_khans
					}
				}
			}
			trigger_else = {
				government_has_flag = government_is_nomadic
				NOR = {
					has_realm_law = nomadic_authority_3
					has_realm_law = nomadic_authority_4
					has_realm_law = nomadic_authority_5
					has_trait = greatest_of_khans
				}
			}
			is_character_window_main_character = no
		}
	}
	
	# Tribal Norse
	texture = { # FP1 Norse
		reference = "character_view/fp1_throneroom_tribal.dds"

		trigger = {
			has_fp1_dlc_trigger = yes
			OR = {
				AND = {
					is_ruler = no
					OR = {
						AND = {
							exists = liege
							liege = {
								government_has_flag = government_is_tribal
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
						AND = {
							exists = host
							host = {
								government_has_flag = government_is_tribal
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
					}
				}
				AND = {
					is_ruler = yes
					government_has_flag = government_is_tribal
					OR = {
						culture = culture:norse
						religion = religion:germanic_religion
					}
				}
			}
		}
	}

	environment = {
		reference = "environment_fp1_cw_tribal_main"

		trigger = {
			has_fp1_dlc_trigger = yes
			OR = {
				AND = {
					is_ruler = no
					OR = {
						AND = {
							exists = liege
							liege = {
								government_has_flag = government_is_tribal
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
						AND = {
							exists = host
							host = {
								government_has_flag = government_is_tribal
								OR = {
									culture = culture:norse
									religion = religion:germanic_religion
									has_graphical_scandinavia_region_trigger = yes
								}
							}
						}
					}
				}
				AND = {
					is_ruler = yes
					government_has_flag = government_is_tribal
					OR = {
						culture = culture:norse
						religion = religion:germanic_religion
					}
				}
			}
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_fp1_cw_tribal_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						government_has_flag = government_is_tribal
						has_fp1_dlc_trigger = yes
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
						}
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						government_has_flag = government_is_tribal
						has_fp1_dlc_trigger = yes
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
						}
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						government_has_flag = government_is_tribal
						has_fp1_dlc_trigger = yes
						OR = {
							culture = culture:norse
							religion = religion:germanic_religion
						}
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Tribal
	texture = {
		reference = "character_view/throneroom_tribal.dds"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = { government_has_flag = government_is_tribal }
			}
			trigger_else = { government_has_flag = government_is_tribal }
		}
	}

	environment = {
		reference = "environment_cw_tribal_main"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = { government_has_flag = government_is_tribal }
			}
			trigger_else = { government_has_flag = government_is_tribal }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_tribal_spouse"

		trigger = {
			OR = {
				primary_spouse ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = { government_has_flag = government_is_tribal }
					}
					trigger_else = { government_has_flag = government_is_tribal }
				}
				betrothed ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = { government_has_flag = government_is_tribal }
					}
					trigger_else = { government_has_flag = government_is_tribal }
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						trigger_if = {
							limit = { is_in_prison_type = house_arrest }
							imprisoner = { government_has_flag = government_is_tribal }
						}
						trigger_else = { government_has_flag = government_is_tribal }
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	# FP3
	texture = {
		reference = "event_scenes/fp3_throneroom.dds"

		trigger = {
			has_fp3_dlc_trigger = yes
			exists = primary_title
			primary_title.tier >= tier_kingdom
			has_graphical_iran_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_fp2_iberian_throneroom_main"

		trigger = {
			has_fp3_dlc_trigger = yes
			exists = primary_title
			primary_title.tier >= tier_kingdom
			has_graphical_iran_region_trigger = yes
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_fp2_iberian_throneroom_main"

		trigger = {
			OR = {
				primary_spouse ?= {
					has_fp3_dlc_trigger = yes
					exists = primary_title
					primary_title.tier >= tier_kingdom
					has_graphical_iran_region_trigger = yes
				}
				betrothed ?= {
					has_fp3_dlc_trigger = yes
					exists = primary_title
					primary_title.tier >= tier_kingdom
					has_graphical_iran_region_trigger = yes
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_iberia_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Iberian, high rank
	texture = {
		reference = "character_view/fp2_throneroom_iberian.dds"

		trigger = {
			has_fp2_dlc_trigger = yes
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_iberia_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_fp2_iberian_throneroom_main"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_iberia_region_trigger = yes
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_fp2_iberian_throneroom_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_iberia_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_iberia_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_iberia_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################
	# Iberian, regular
	texture = {
		reference = "character_view/fp2_iberian.dds"

		trigger = {
			has_fp2_dlc_trigger = yes
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = { has_graphical_iberia_region_trigger = yes }
			}
			trigger_else = { has_graphical_iberia_region_trigger = yes }
		}
	}

	environment = {
		reference = "environment_cw_fp2_iberian"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = { has_graphical_iberia_region_trigger = yes }
			}
			trigger_else = { has_graphical_iberia_region_trigger = yes }
			is_character_window_main_character = yes		
		}
	}

	environment = {
		reference = "environment_cw_fp2_iberian_spouse"

		trigger = {
			OR = {
				primary_spouse ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = { has_graphical_iberia_region_trigger = yes }
					}
					trigger_else = { has_graphical_iberia_region_trigger = yes }
				}
				betrothed ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = { has_graphical_iberia_region_trigger = yes }
					}
					trigger_else = { has_graphical_iberia_region_trigger = yes }
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						trigger_if = {
							limit = { is_in_prison_type = house_arrest }
							imprisoner = { has_graphical_iberia_region_trigger = yes }
						}
						trigger_else = { has_graphical_iberia_region_trigger = yes }
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	############################################

	# Mediterranean, high rank
	texture = {
		reference = "character_view/throneroom_mediterranean.dds"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_mediterranean_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_mediterranean_throneroom_main"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_mediterranean_region_trigger = yes
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_mediterranean_throneroom_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mediterranean_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mediterranean_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mediterranean_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################
	# Mediterranean, regular
	texture = {
		reference = "character_view/mediterranean.dds"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = { has_graphical_mediterranean_region_trigger = yes }
			}
			trigger_else = { has_graphical_mediterranean_region_trigger = yes }
		}
	}

	environment = {
		reference = "environment_cw_mediterranean_main"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = { has_graphical_mediterranean_region_trigger = yes }
			}
			trigger_else = { has_graphical_mediterranean_region_trigger = yes }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_mediterranean_spouse"

		trigger = {
			OR = {
				primary_spouse ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = { has_graphical_mediterranean_region_trigger = yes }
					}
					trigger_else = { has_graphical_mediterranean_region_trigger = yes }
				}
				betrothed ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = { has_graphical_mediterranean_region_trigger = yes }
					}
					trigger_else = { has_graphical_mediterranean_region_trigger = yes }
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						trigger_if = {
							limit = { is_in_prison_type = house_arrest }
							imprisoner = { has_graphical_mediterranean_region_trigger = yes }
						}
						trigger_else = { has_graphical_mediterranean_region_trigger = yes }
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Eastern, high rank
	texture = {
		reference = "character_view/throneroom_east.dds"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_mena_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_east_throneroom_main"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			is_character_window_main_character = yes
			has_graphical_mena_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_east_throneroom_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mena_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mena_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_mena_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Eastern, regular
	texture = {
		reference = "character_view/mena.dds"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = { has_graphical_mena_region_trigger = yes }
			}
			trigger_else = { has_graphical_mena_region_trigger = yes }
		}
	}

	environment = {
		reference = "environment_cw_east_main"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = { has_graphical_mena_region_trigger = yes }
			}
			trigger_else = { has_graphical_mena_region_trigger = yes }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_east_spouse"

		trigger = {
			OR = {
				primary_spouse ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = { has_graphical_mena_region_trigger = yes }
					}
					trigger_else = { has_graphical_mena_region_trigger = yes }
				}
				betrothed ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = { has_graphical_mena_region_trigger = yes }
					}
					trigger_else = { has_graphical_mena_region_trigger = yes }
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						trigger_if = {
							limit = { is_in_prison_type = house_arrest }
							imprisoner = { has_graphical_mena_region_trigger = yes }
						}
						trigger_else = { has_graphical_mena_region_trigger = yes }
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# India, high rank
	texture = {
		reference = "character_view/throneroom_india.dds"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_india_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_india_throneroom_main"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_india_region_trigger = yes
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_india_throneroom_spouse"

		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_india_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_india_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_india_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# India, regular
	texture = {
		reference = "character_view/india.dds"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = { has_graphical_india_region_trigger = yes }
			}
			trigger_else = { has_graphical_india_region_trigger = yes }
		}
	}

	environment = {
		reference = "environment_cw_india_main"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = { has_graphical_india_region_trigger = yes }
			}
			trigger_else = { has_graphical_india_region_trigger = yes }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_india_spouse"

		trigger = {
			OR = {
				primary_spouse ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = { has_graphical_india_region_trigger = yes }
					}
					trigger_else = { has_graphical_india_region_trigger = yes }
				}
				betrothed ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = { has_graphical_india_region_trigger = yes }
					}
					trigger_else = { has_graphical_india_region_trigger = yes }
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						trigger_if = {
							limit = { is_in_prison_type = house_arrest }
							imprisoner = { has_graphical_india_region_trigger = yes }
						}
						trigger_else = { has_graphical_india_region_trigger = yes }
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Western, high rank
	texture = {
		reference = "character_view/throneroom_west.dds"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_western_region_trigger = yes
		}
	}

	environment = {
		reference = "environment_cw_west"

		trigger = {
			exists = primary_title
			primary_title.tier >= tier_empire
			has_graphical_western_region_trigger = yes
			is_character_window_main_character = yes

		}
	}

	environment = {
		reference = "environment_cw_west_spouse"
		trigger = {
			OR = {
				AND = {
					exists = primary_spouse
					primary_spouse = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_western_region_trigger = yes
					}
				}
				AND = {
					exists = betrothed
					betrothed = {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_western_region_trigger = yes
					}
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						exists = primary_title
						primary_title.tier >= tier_empire
						has_graphical_western_region_trigger = yes
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Western, regular
	texture = {
		reference = "character_view/west.dds"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = { has_graphical_western_region_trigger = yes }
			}
			trigger_else = { has_graphical_western_region_trigger = yes }
		}
	}

	texture = {
		reference = "character_view/west.dds"
	}

	environment = {
		reference = "environment_cw_west"

		trigger = {
			trigger_if = {
				limit = { is_in_prison_type = house_arrest }
				imprisoner = { has_graphical_western_region_trigger = yes }
			}
			trigger_else = { has_graphical_western_region_trigger = yes }
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "environment_cw_west_spouse"
		trigger = {
			OR = {
				primary_spouse ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = { has_graphical_western_region_trigger = yes }
					}
					trigger_else = { has_graphical_western_region_trigger = yes }
				}
				betrothed ?= {
					trigger_if = {
						limit = { is_in_prison_type = house_arrest }
						imprisoner = { has_graphical_western_region_trigger = yes }
					}
					trigger_else = { has_graphical_western_region_trigger = yes }
				}
				AND = {
					liege.diarch ?= this
					liege ?= {
						trigger_if = {
							limit = { is_in_prison_type = house_arrest }
							imprisoner = { has_graphical_western_region_trigger = yes }
						}
						trigger_else = { has_graphical_western_region_trigger = yes }
					}
				}
			}
			is_character_window_main_character = no
		}
	}

	##########################################

	# Fallback Environment
	environment = {
		reference = "environment_event_temple"
	}
}

character_location_exterior = {

	texture = {
		reference = "event_scenes/bp1_plains.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = plains
			}
		}
	}

	texture = {
		reference = "terrain_types/hills.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = hills
			}
		}
	}

	texture = {
		reference = "terrain_types/desert_mountains.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = desert_mountains
			}
		}
	}

	texture = {
		reference = "terrain_types/oasis.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = oasis
			}
		}
	}

	texture = {
		reference = "terrain_types/jungle.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = jungle
			}
		}
	}

	texture = {
		reference = "terrain_types/floodplains.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = floodplains
			}
		}
	}

	texture = {
		reference = "terrain_types/drylands.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = drylands
			}
		}
	}

	texture = {
		reference = "terrain_types/wetlands.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = wetlands
			}
		}
	}

	texture = {
		reference = "event_scenes/farms.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = farmlands
			}
		}
	}

	texture = {
		reference = "event_scenes/bp1_desert.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = desert
			}
		}
	}

	texture = {
		reference = "event_scenes/steppe.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = steppe
			}
		}
	}

	texture = {
		reference = "event_scenes/forest.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = forest
			}
		}
	}

	texture = {
		reference = "event_scenes/forest_pine.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = taiga
			}
		}
	}

	texture = {
		reference = "terrain_types/mountains.dds"

		trigger = {
			NOT = {
				exists = liege
			}
			exists = location
			location = {
				terrain = mountains
			}
		}
	}

	texture = {
		reference = "holding_types/tribe_arid.dds"

		trigger = {
			government_has_flag = government_is_tribal
			exists = capital_province
			capital_province = {
				geographical_region = world_africa
			}
		}
	}

	texture = {
		reference = "event_scenes/steppe.dds"

		trigger = {
			government_has_flag = government_is_tribal
			exists = capital_province
			capital_province = {
				geographical_region = world_steppe
			}
		}
	}

	texture = {
		reference = "event_scenes/desert.dds"

		trigger = {
			government_has_flag = government_is_tribal
			exists = capital_province
			capital_province = {
				geographical_region = world_middle_east_arabia
			}
		}
	}

	texture = {
		reference = "event_scenes/ep3_constantinople.dds"

		trigger = {
			default_location.county ?= title:c_byzantion
			primary_title ?= title:k_orthodox
		}
	}

	texture = {
		reference = "event_scenes/market_east.dds"

		trigger = {
			government_has_flag = government_is_tribal
			exists = capital_province
			capital_province = {
				geographical_region = world_tibet
			}
		}
	}

	texture = {
		reference = "event_scenes/market_east.dds"

		trigger = {
			exists = capital_province
			capital_province = {
				geographical_region = world_steppe
			}
		}
	}

	texture = {
		reference = "event_scenes/market_tribal.dds"

		trigger = {
			government_has_flag = government_is_tribal
		}
	}

	texture = {
		reference = "event_scenes/ep3_medi_market.dds"

		trigger = {
			has_graphical_mediterranean_region_trigger = yes
		}
	}

	texture = {
		reference = "event_scenes/market_west.dds"

		trigger = {
			has_graphical_western_region_trigger = yes
		}
	}

	texture = {
		reference = "event_scenes/market_east.dds"

		trigger = {
			OR = {
				has_graphical_india_region_trigger = yes
				has_graphical_mena_region_trigger = yes
				has_graphical_mediterranean_region_trigger = yes
			}
		}
	}
}

### Religious interior - Character Scope
character_religion_interior = { 

	# Shogunate

	texture = {
		reference = "council/bg_council_shinto.dds"
		trigger = {
			religion = religion:shinto_religion
		}
	}

	environment = {
		reference = "environment_event_temple"
		trigger = {
			religion = religion:shinto_religion
		}
	}

	####
	# hagia sophia
	####
	texture = { # Hagia Sophia
		reference = "event_scenes/ep3_hagia_sophia.dds"
		trigger = {
			exists = liege
			liege = {
				completely_controls = title:c_byzantion
			}
			OR = {
				has_council_position = councillor_court_chaplain
				primary_title ?= title:k_orthodox
			}
		}
	}

	environment = { # Hagia Sophia
		reference = "environment_ep3_hagia_sophia"
		trigger = {
			exists = liege
			liege = {
				completely_controls = title:c_byzantion
			}
			OR = {
				has_council_position = councillor_court_chaplain
				primary_title ?= title:k_orthodox
			}
			is_character_window_main_character = yes
		}
	}

	# FP3

	texture = { 
		trigger = { religion = religion:zoroastrianism_religion }
		reference = "event_scenes/fp3_temple.dds"
	}

	environment = {
		trigger = { religion = religion:zoroastrianism_religion }
		reference = "environment_event_fp3_temple"
	}

	# Christianity

	texture = {
		trigger = {
			liege.culture ?= { has_building_gfx = iberian_building_gfx }
		}
		reference = "event_scenes/fp2_temple.dds"
	}

	environment = {
		trigger = {
			liege.culture ?= { has_building_gfx = iberian_building_gfx }
		}
		reference = "environment_event_fp2_temple"
	}

	# Christianity

	texture = {
		trigger = { religion = religion:christianity_religion }
		reference = "event_scenes/church.dds"
	}

	environment = {
		trigger = { religion = religion:christianity_religion }
		reference = "environment_event_church"
	}

	# Islam

	texture = {
		trigger = { religion = religion:islam_religion }
		reference = "event_scenes/mosque.dds"
	}

	environment = {
		trigger = {	religion = religion:islam_religion }
		reference = "environment_event_mosque"
	}

	# FP1

	texture = { # FP1
		trigger = { religion = religion:germanic_religion }
		reference = "event_scenes/fp1_tribal_temple.dds"
	}

	environment = { # FP1
		trigger = { religion = religion:germanic_religion }
		reference = "environment_event_fp1_tribal_temple"
	}

	# Fallback

	texture = { reference = "event_scenes/temple.dds" }

	environment = { reference = "environment_event_temple" }

	texture = {
		reference = "blank.dds"
	}

	# texture = {
	# 	reference = "gfx/interface/skins/norse/illustrations/council/bg_council_chaplain.dds"
		
	# 	trigger = {
	# 		AND = {
	# 			religion = religion:pagan
	# 			has_dlc_feature = the_northern_lords
	# 		}
	# 	}
	# }

	environment = {
		reference = "character_view_main"

		trigger = {
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "character_view_spouse"
	}
}

### Religious interior - Faith Scope
religion_interior = { 

	# Shogunate

	texture = {
		reference = "council/bg_council_shinto.dds"
		trigger = {
			religion = religion:shinto_religion
		}
	}

	environment = {
		reference = "environment_event_temple"
		trigger = {
			religion = religion:shinto_religion
		}
	}

	# FP3

	texture = { 
		trigger = { religion = religion:zoroastrianism_religion }
		reference = "event_scenes/fp3_temple.dds"
	}

	environment = {
		trigger = { religion = religion:zoroastrianism_religion }
		reference = "environment_event_fp3_temple"
	}

	# Christianity

	texture = {
		trigger = {
			OR = {
				this = faith:mozarabic_church
				this = faith:muwalladi
			}
		}
		reference = "event_scenes/fp2_temple.dds"
	}

	environment = {
		trigger = {
			OR = {
				this = faith:mozarabic_church
				this = faith:muwalladi
			}
		}
		reference = "environment_event_fp2_temple"
	}

	# Christianity

	texture = {
		trigger = { religion = religion:christianity_religion }
		reference = "event_scenes/church.dds"
	}

	environment = {
		trigger = { religion = religion:christianity_religion }
		reference = "environment_event_church"
	}

	# Islam

	texture = {
		trigger = { religion = religion:islam_religion }
		reference = "event_scenes/mosque.dds"
	}

	environment = {
		trigger = {	religion = religion:islam_religion }
		reference = "environment_event_mosque"
	}

	# FP1

	texture = { # FP1
		trigger = { religion = religion:germanic_religion }
		reference = "event_scenes/fp1_tribal_temple.dds"
	}

	environment = { # FP1
		trigger = { religion = religion:germanic_religion }
		reference = "environment_event_fp1_tribal_temple"
	}

	# Fallback

	texture = { reference = "event_scenes/temple.dds" }

	environment = { reference = "environment_event_temple" }

	texture = {
		reference = "blank.dds"
	}

	# texture = {
	# 	reference = "gfx/interface/skins/norse/illustrations/council/bg_council_chaplain.dds"
		
	# 	trigger = {
	# 		AND = {
	# 			religion = religion:pagan
	# 			has_dlc_feature = the_northern_lords
	# 		}
	# 	}
	# }

	environment = {
		reference = "character_view_main"

		trigger = {
			is_character_window_main_character = yes
		}
	}

	environment = {
		reference = "character_view_spouse"
	}
}

### Religious holding image
religion_holding = {
	texture = {
		trigger = {
			religion = religion:christianity_religion
			NOT = {
				faith = faith:nestorian
			}
		}
		reference = "holding_types/temple_christian.dds"
	}

	texture = {
		trigger = {
			religion = religion:islam_religion
		}
		reference = "holding_types/temple_islamic.dds"
	}

	texture = {
		reference = "holding_types/temple_generic_grass.dds"
	}

	texture = {
		reference = "blank.dds"
	}
}

### Holding image based on title
title_holding = {
	texture = {
		trigger = {
			OR = {
				is_holy_order = yes
				is_mercenary_company = yes
			}
		}
		reference = "holding_types/castle_western.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			NOT = { exists = scope:province }
		}
		reference = "interior/temple.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = castle_holding
				exists = culture
				culture = {
					has_graphical_india_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/castle_india.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = castle_holding
				exists = culture
				culture = {
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/castle_mediterranean.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = castle_holding
				exists = culture
				culture = {
					has_graphical_mena_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/castle_mena.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = castle_holding
				exists = culture
				culture = {
					has_graphical_western_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/castle_western.dds"
	}
	texture = { # Fallback
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = castle_holding
			}
		}
		reference = "holding_types/castle_western.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = tribal_holding
				OR = {
					terrain = desert
					terrain = desert_mountains
					terrain = oasis
					terrain = steppe
					terrain = drylands
					geographical_region = world_steppe
					geographical_region = world_middle_east_persia
					geographical_region = world_middle_east_jerusalem
					geographical_region = world_steppe
					geographical_region = world_middle_east_persia
					geographical_region = world_middle_east_jerusalem
					geographical_region = world_africa
					geographical_region = world_middle_east_arabia
				}
			}
		}
		reference = "holding_types/tribe_arid.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = tribal_holding
			}
		}
		reference = "holding_types/tribe_grass.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = city_holding
				exists = culture
				culture = {
					has_graphical_india_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/city_india.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = city_holding
				exists = culture
				culture = {
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/city_mediterranean.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = city_holding
				exists = culture
				culture = {
					has_graphical_mena_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/city_mena.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = city_holding
				exists = culture
				culture = {
					has_graphical_western_culture_group_trigger = yes
				}
			}
		}
		reference = "holding_types/city_western.dds"
	}
	texture = { # Fallback
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = city_holding
			}
		}
		reference = "holding_types/city_western.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = church_holding
				faith.religion = religion:christianity_religion
			}
		}
		reference = "holding_types/temple_christian.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = church_holding
				faith.religion = { is_in_family = rf_pagan }
				OR = {
					faith.religion = religion:baltic_religion
					faith.religion = religion:finno_ugric_religion
					faith.religion = religion:germanic_religion
					faith.religion = religion:paganism_religion
					faith.religion = religion:slavic_religion
				}
			}
		}
		reference = "holding_types/temple_northern_pagan.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = church_holding
				faith.religion = { is_in_family = rf_eastern }
			}
		}
		reference = "holding_types/temple_india.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = church_holding
				faith.religion = religion:islam_religion
			}
		}
		reference = "holding_types/temple_islamic.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = church_holding
				OR = {
					terrain = desert
					terrain = desert_mountains
					terrain = oasis
					terrain = steppe
					terrain = drylands
					geographical_region = world_steppe
					geographical_region = world_middle_east_persia
					geographical_region = world_middle_east_jerusalem
					geographical_region = world_steppe
					geographical_region = world_middle_east_persia
					geographical_region = world_middle_east_jerusalem
					geographical_region = world_africa
					geographical_region = world_middle_east_arabia
				}
			}
		}
		reference = "holding_types/temple_generic_arid.dds"
	}
	texture = { # Fallback
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				has_holding_type = church_holding
			}
		}
		reference = "holding_types/temple_generic_grass.dds"
	}

	### Baronies without holdings show their terrain type
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = desert
			}
		}
		reference = "terrain_types/desert.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = desert_mountains
			}
		}
		reference = "terrain_types/desert_mountains.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = drylands
			}
		}
		reference = "terrain_types/drylands.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = farmlands
			}
		}
		reference = "terrain_types/farmlands.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = floodplains
			}
		}
		reference = "terrain_types/floodplains.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = forest
			}
		}
		reference = "terrain_types/forest.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = hills
			}
		}
		reference = "terrain_types/hills.dds"
	}
	texture = {
	   trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = jungle
			}
		}
		reference = "terrain_types/jungle.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = mountains
			}
		}
		reference = "terrain_types/mountains.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = oasis
			}
		}
		reference = "terrain_types/oasis.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = plains
			}
		}
		reference = "terrain_types/plains.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = steppe
			}
		}
		reference = "terrain_types/steppe.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = taiga
			}
		}
		reference = "terrain_types/taiga.dds"
	}
	texture = {
		trigger = {
			title_illustration_save_province_temporary = yes
			scope:province = {
				terrain = wetlands
			}
		}
		reference = "terrain_types/wetlands.dds"
	}
	# Ultimate fallback
	texture = {
		reference = "terrain_types/plains.dds"
	}
}

artifact_regional_pattern = {

	# India
	texture = {
		reference = "regional_patterns/mask_pattern_indian.dds"
		trigger = {
			has_graphical_india_culture_group_trigger = yes
		}
	}

	# Mena
	texture = {
		reference = "regional_patterns/mask_pattern_mena.dds"
		trigger = {
			has_graphical_mena_culture_group_trigger = yes
		}
	}

	# Mediterranean
	texture = {
		reference = "regional_patterns/mask_pattern_medi.dds"
		trigger = {
			has_graphical_mediterranean_culture_group_trigger = yes
		}
	}

	# Western
	texture = {
		reference = "regional_patterns/mask_pattern_western.dds"
		trigger = {
			has_graphical_western_culture_group_trigger = yes
		}
	}

	# Fallback
	texture = {
		reference = "regional_patterns/mask_pattern_western.dds"
	}
}

### Private location background for a character (mostly interior, but sometimes exterior for flavour)
# This intentionally tries to be different from the 'character_view_bg' because you might see them at the same time
# Used in character memory window
character_private = {
	######################################
	# Dead
	texture = {
		reference = "event_scenes/temple.dds"
		trigger = {
			is_alive = no
		}
	}

	##########################################

	# Norse ruler
	texture = {
		# Just hangin' at the runestone & thinking of things
		reference = "event_scenes/fp1_runestone.dds"

		trigger = {
			exists = primary_title
			OR = {
				culture = culture:norse
				religion = religion:germanic_religion
				has_graphical_scandinavia_region_trigger = yes
			}
		}
	}

	# Norse
	texture = {
		reference = "event_scenes/fp1_tribal_temple.dds"

		trigger = {
			OR = {
				culture = culture:norse
				religion = religion:germanic_religion
				has_graphical_scandinavia_region_trigger = yes
			}
		}
	}

	##########################################

	# Tribal, landed
	texture = {
		# Todo [DB]: No real nice picture for a tribal landed character
		reference = "event_scenes/fp1_tribal_temple.dds"

		trigger = {
			exists = primary_title
			government_has_flag = government_is_tribal
		}
	}

	# Tribal
	texture = {
		reference = "event_scenes/fp1_steward_study.dds"

		trigger = {
			OR = {
				AND = {
					exists = host
					host = {
						government_has_flag = government_is_tribal
					}
				}
				AND = {
					exists = liege
					liege = {
						government_has_flag = government_is_tribal
					}
				}
			}
		}
	}


	##########################################

	# Iberian, landed
	texture = {
		reference = "event_scenes/bp1_relaxing_room_mena.dds"

		trigger = {
			OR = {
				is_landed = yes
				domicile ?= { is_domicile_type = estate }
			}
			has_graphical_iberia_region_trigger = yes
		}
	}

	# Iberian, regular
	texture = {
		reference = "event_scenes/sittingroom.dds"

		trigger = {
			has_graphical_iberia_region_trigger = yes
		}
	}

	############################################

	# Mediterranean, landed
	texture = {
		reference = "event_scenes/ep3_relaxing_room.dds"

		trigger = {
			is_landed = yes
			has_graphical_mediterranean_region_trigger = yes
		}
	}

	# Mediterranean, estate
	texture = {
		reference = "event_scenes/ep3_medi_estate.dds"

		trigger = {
			is_landed = no
			domicile ?= { is_domicile_type = estate }
			has_graphical_mediterranean_region_trigger = yes
		}
	}

	##########################################

	# Eastern, landed
	texture = {
		reference = "event_scenes/fp2_corridor_day.dds"

		trigger = {
			OR = {
				is_landed = yes
				domicile ?= { is_domicile_type = estate }
			}
			has_graphical_mena_region_trigger = yes
		}
	}

	##########################################

	# Eastern, regular
	texture = {
		reference = "event_scenes/bp1_courtyard_mena.dds"

		trigger = {
			has_graphical_mena_region_trigger = yes
		}
	}

	##########################################

	# India, high rank
	texture = {
		reference = "event_scenes/bp1_corridor_indian_day.dds"

		trigger = {
			OR = {
				is_landed = yes
				domicile ?= { is_domicile_type = estate }
			}
			has_graphical_india_region_trigger = yes
		}
	}

	##########################################

	# India, regular
	texture = {
		reference = "event_scenes/bp1_courtyard_indian.dds"

		trigger = {
			has_graphical_india_region_trigger = yes
		}
	}

	##########################################

	# Western, high rank
	texture = {
		reference = "event_scenes/bp1_relaxing_room_western.dds"

		trigger = {
			OR = {
				is_landed = yes
				domicile ?= { is_domicile_type = estate }
			}
			has_graphical_western_region_trigger = yes
		}
	}

	##########################################

	# Western, regular
	texture = {
		reference = "event_scenes/study.dds"

		trigger = {
			has_graphical_western_region_trigger = yes
		}
	}

	##########################################

	# Adventurer, leader
	texture = {
		reference = "event_scenes/ep3_relaxing_tent.dds"

		trigger = {
			domicile ?= { is_domicile_type = camp }
		}
	}

	# Adventurer, regular
	texture = {
		reference = "event_scenes/ep3_camp_arid_terrain.dds"

		trigger = {
			employer.domicile ?= { is_domicile_type = camp }
		}
	}

	##########################################

	# Fallbacks
	texture = {
		reference = "interior/temple.dds"
	}
	environment = {
		reference = "environment_frontend_yamato_main"
	}

}
