# Do not change tags in here without changing every other reference to them.
# If adding new dieties, make sure they are uniquely named.


#Suomenusko
ukko =
{
	land_morale = 0.1
	discipline = 0.025
	
	allow = { religion = suomenusko }
	sprite = 13
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_militarist
		}	
		modifier = {
			factor = 0.5
			personality = ai_diplomat
		}		
	}
}

tapio = 
{
	hostile_attrition = 1.0
	defensiveness = 0.2
	
	allow = { religion = suomenusko }
	sprite = 14
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_militarist
		}	
		modifier = {
			factor = 0.5
			personality = ai_diplomat
		}			
	}	
}

ahti =
{
	naval_morale = 0.20
	navy_tradition = 1
	
	allow = { religion = suomenusko }
	sprite = 15
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			personality = ai_diplomat
		}	
		modifier = {
			factor = 2
			personality = ai_colonialist
		}		
	}	
}

mielikki = 
{
	leader_land_fire = 1
	global_trade_goods_size_modifier = 0.1
	
	allow = { religion = suomenusko }
	sprite = 16
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			personality = ai_militarist
		}	
		modifier = {
			factor = 2
			personality = ai_capitalist
		}		
	}	
}

akras = 
{
	production_efficiency = 0.1
	manpower_recovery_speed = 0.20
	
	allow = { religion = suomenusko }
	sprite = 17
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_capitalist
		}
		modifier = {
			factor = 2
			personality = ai_militarist
		}		
	}	
}

tuoni =
{
	global_unrest = -1
	global_tax_modifier = 0.1
	
	allow = { religion = suomenusko }
	sprite = 18
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			personality = ai_capitalist
		}			
	}		
}

#Slavic
perun = 
{
	hostile_attrition = 1.0
	defensiveness = 0.2
	
	allow = { religion = slavic }
	sprite = 19
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_militarist
		}	
		modifier = {
			factor = 0.5
			personality = ai_diplomat
		}			
	}	
}

jarilo =
{
	land_morale = 0.1
	discipline = 0.05
	
	allow = { religion = slavic }
	sprite = 20
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_militarist
		}	
		modifier = {
			factor = 0.5
			personality = ai_diplomat
		}		
	}
}

lada =
{
	naval_morale = 0.15
	navy_tradition = 1
	
	allow = { religion = slavic }
	sprite = 21
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			personality = ai_diplomat
		}	
		modifier = {
			factor = 2
			personality = ai_colonialist
		}		
	}	
}

veles = 
{
	leader_land_fire = 1
	global_trade_goods_size_modifier = 0.1
	
	allow = { religion = slavic }
	sprite = 22
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			personality = ai_militarist
		}	
		modifier = {
			factor = 2
			personality = ai_capitalist
		}		
	}	
}

svarog = 
{
	production_efficiency = 0.1
	manpower_recovery_speed = 0.20
	
	allow = { religion = slavic }
	sprite = 23
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_capitalist
		}
		modifier = {
			factor = 2
			personality = ai_militarist
		}		
	}	
}

svetovid =
{
	global_unrest = -1
	global_tax_modifier = 0.1
	
	allow = { religion = slavic }
	sprite = 24
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			personality = ai_capitalist
		}			
	}		
}

dievas =
{
	land_morale = 0.1
	core_creation = -0.10
	
	allow = { religion = romuva }
	sprite = 25
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_militarist
		}	
		modifier = {
			factor = 0.5
			personality = ai_diplomat
		}		
	}		
}

#Romuva
perkunas =
{
	discipline = 0.05
	leader_land_shock = 1
	
	allow = { religion = romuva }
	sprite = 26
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_militarist
		}	
		modifier = {
			factor = 0.5
			personality = ai_diplomat
		}			
	}		
}

ausrine =
{
	diplomatic_upkeep = 1
	improve_relation_modifier = 0.10
	
	allow = { religion = romuva }
	sprite = 27
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_diplomat
		}			
	}		
}

saule =
{
	production_efficiency = 0.1
	global_trade_goods_size_modifier = 0.1
	
	allow = { religion = romuva }
	sprite = 28
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_capitalist
		}			
	}		
}

laima =
{
	global_unrest = -1
	global_tax_modifier = 0.1
	
	allow = { religion = romuva }
	sprite = 29
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			personality = ai_capitalist
		}			
	}		
}

gabija =
{
	hostile_attrition = 1.0
	defensiveness = 0.2
	
	allow = { religion = romuva }
	sprite = 30
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			personality = ai_capitalist
		}
		modifier = {
			factor = 2
			personality = ai_militarist
		}		
	}		
}

tiwaz = 
{
	discipline = 0.05
	infantry_power = 0.10
	
	allow = { religion = germanic }
	sprite = 31
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_militarist
		}	
		modifier = {
			factor = 0.5
			personality = ai_diplomat
		}			
	}	
}

#Germanic
wodan =
{
	land_morale = 0.1
	core_creation = -0.10
	
	allow = { religion = germanic }
	sprite = 32
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_militarist
		}	
		modifier = {
			factor = 0.5
			personality = ai_diplomat
		}		
	}		
}

dunar = 
{
	defensiveness = 0.2
	leader_land_shock = 1
	
	allow = { religion = germanic }
	sprite = 33
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_militarist
		}	
		modifier = {
			factor = 0.5
			personality = ai_diplomat
		}			
	}	
}

frijjo = 
{
	diplomatic_upkeep = 1
	improve_relation_modifier = 0.10
	
	allow = { religion = germanic }
	sprite = 34
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_diplomat
		}			
	}	
}

austro = 
{
	production_efficiency = 0.1
	manpower_recovery_speed = 0.20
	
	allow = { religion = germanic }
	sprite = 35
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_capitalist
		}
		modifier = {
			factor = 2
			personality = ai_militarist
		}		
	}	
}

fraujaz = 
{
	global_trade_goods_size_modifier = 0.1
	land_attrition = -0.10
	
	allow = { religion = germanic }
	sprite = 36
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			personality = ai_capitalist
		}		
	}	
}

#Druidism
toutatis = 
{
	land_morale = 0.1
	defensiveness = 0.2
	
	allow = { religion = druidism }
	sprite = 37
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_militarist
		}	
		modifier = {
			factor = 0.5
			personality = ai_diplomat
		}		
	}	
}

taranis = 
{
	discipline = 0.05
	leader_land_shock = 1
	
	allow = { religion = druidism }
	sprite = 38
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_militarist
		}	
		modifier = {
			factor = 0.5
			personality = ai_diplomat
		}			
	}	
}

lugus = 
{
	global_tax_modifier = 0.15
	global_trade_goods_size_modifier = 0.1
	
	allow = { religion = druidism }
	sprite = 39
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_capitalist
		}			
	}	
}

dagda = 
{
	infantry_power = 0.10
	leader_land_manuever = 1
	
	allow = { religion = druidism }
	sprite = 40
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 3
			personality = ai_militarist
		}	
		modifier = {
			factor = 0.5
			personality = ai_diplomat
		}			
	}	
}

sulis = 
{
	naval_morale = 0.15
	diplomatic_upkeep = 1
	
	allow = { religion = druidism }
	sprite = 41
	
	ai_will_do = {
		factor = 1	
		modifier = {
			factor = 2
			personality = ai_diplomat
		}			
	}	
}

brigid = 
{
	manpower_recovery_speed = 0.20
	improve_relation_modifier = 0.20
	
	allow = { religion = druidism }
	sprite = 42
	
	ai_will_do = {
		factor = 1	
		modifier = {
			factor = 2
			personality = ai_diplomat
		}			
	}	
}

#Hellenism
jupiter =
{
        land_morale = 0.1
        global_unrest = -1

        allow = { religion = hellenism }
        sprite = 43

        ai_will_do = {
                factor = 1
                modifier = {
                        factor = 2
                        personality = ai_militarist
                }
                modifier = {
                        factor = 0.5
                        personality = ai_capitalist
                }
        }
}

juno =
{
        defensiveness = 0.2
        core_creation = -0.10

        allow = { religion = hellenism }
        sprite = 44

        ai_will_do = {
                factor = 1
                modifier = {
                        factor = 2
                        personality = ai_capitalist
                }
                modifier = {
                        factor = 2
                        personality = ai_militarist
                }
                modifier = {
                        factor = 2
                        personality = ai_diplomat
                }
        }
}

neptune =
{
        naval_morale = 0.15
        global_trade_goods_size_modifier = 0.15

        allow = { religion = hellenism }
        sprite = 45

        ai_will_do = {
                factor = 1
                modifier = {
                        factor = 2
                        personality = ai_militarist
                }
                modifier = {
                        factor = 0.5
                        personality = ai_diplomat
                }
        }
}

apollo =
{
        production_efficiency = 0.1
        global_tax_modifier = 0.1

        allow = { religion = hellenism }
        sprite = 46

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_capitalist
                  }
        }
}

mars =
{
        land_morale = 0.1
        discipline = 0.025

        allow = { religion = hellenism }
        sprite = 47

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_militarist
                  }
                  modifier = {
                          factor = 0.5
                          personality = ai_capitalist
                  }
        }
}

venus =
{
        heir_chance = 0.50
        manpower_recovery_speed = 0.25

        allow = { religion = hellenism }
        sprite = 48

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_diplomat
                  }
                  modifier = {
                          factor = 0.5
                          personality = ai_militarist
                  }
        }
}
#Ashurism
asshur =
{
        land_morale = 0.1
        tolerance_heretic = 2

        allow = { religion = ashurism }
        sprite = 49

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_capitalist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_militarist
                  }
        }
}

anu =
{
        diplomatic_upkeep = 1
        improve_relation_modifier = 0.10

        allow = { religion = ashurism }
        sprite = 50

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_diplomat
                 
                  }
        }
}

bel =
{
        global_tax_modifier = 0.1
        stability_cost_modifier = -0.10

        allow = { religion = ashurism }
        sprite = 51

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_capitalist
                  }
        }
}

ea =
{
        core_creation = -0.10
        land_attrition = -0.10
        
        allow = { religion = ashurism }
        sprite = 52

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 2
                          personality = ai_militarist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_capitalist
                  }
        }
}

shamash =
{
        improve_relation_modifier = 0.20
        global_unrest = -1

        allow = { religion = ashurism }
        sprite = 53

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_capitalist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_diplomat
                  }
        }
}

ramman =
{
        hostile_attrition = 1.0
        siege_ability = 0.1

        allow = { religion = ashurism }
        sprite = 54

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_militarist
                  }
        }
}
#Nabataean
dushares =
{
        global_unrest = -1
        core_creation = -0.10

        allow = { religion = nabataean }
        sprite = 55

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_capitalist
                  }
        }
}

al_qaum =
{
         global_tax_modifier = 0.1
         global_trade_goods_size_modifier = 0.20

         allow = { religion = nabataean }
         sprite = 56

         ai_will_do = {
                   factor = 1
                   modifier = {
                           factor = 3
                           personality = ai_capitalist
                   }
                   modifier = {
                           factor = 2
                           personality = ai_diplomat
                   }
        }
}

al_kutbay =
{
        production_efficiency = 0.1
        leader_land_fire = 1

        allow = { religion = nabataean }
        sprite = 57

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 2
                          personality = ai_capitalist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_militarist
                  }
        }
}

allat =
{
        land_morale = 0.1
        discipline = 0.025

        allow = { religion = nabataean }
        sprite = 58

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_militarist
                  }
                  modifier = {
                          factor = 0.5
                          personality = ai_capitalist
                  }
        }
}

manawat =
{
        heir_chance = 0.50
        manpower_recovery_speed = 0.25

        allow = { religion = nabataean }
        sprite = 59

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_diplomat
                  }
        }
}

al_uzza =
{
        discipline = 0.05
        leader_land_shock = 1

        allow = { religion = nabataean }
        sprite = 60

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_militarist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_capitalist
                  }
        }
}
#South_Arabian

#Amm, Ta'lab, Shams, Almaqah, Athtar, Wadd
amm =
{
         discipline = 0.04
         army_tradition = 1

         allow = { religion = south_arabian }
         sprite = 61

         ai_will_do = {
                   factor = 1
                   modifier = {
                           factor = 3
                           personality = ai_militarist
                   }
                   modifier = {
                           factor = 2
                           personality = ai_capitalist
                   }
        }
}

shams =
{
        hostile_attrition = 1.0
        manpower_recovery_speed = 0.20

        allow = { religion = south_arabian }
        sprite = 62

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 2
                          personality = ai_capitalist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_militarist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_diplomat
                  }
        }
}

athtar = 
{
        infantry_power = 0.10
        global_unrest = -1

        allow = { religion = south_arabian }
        sprite = 63

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 2
                          personality = ai_militarist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_capitalist
                  }
        }
}

almaqah =
{
        legitimacy = 0.5
        leader_land_shock = 1

        allow = { religion = south_arabian }
        sprite = 64

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 2
                          personality = ai_militarist
                  }
        }
}

talab =
{
        leader_land_shock = 1
        production_efficiency = 0.1

        allow = { religion = south_arabian }
        sprite = 65

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 2
                          personality = ai_diplomat
                  }
                  modifier = {
                          factor = 2
                          personality = ai_capitalist
                  }
        }
}

wadd =
{
        diplomatic_upkeep = 1
        diplomats = 1

        allow = { religion = south_arabian }
        sprite = 66

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_diplomat
                  }
        }
}
#Egyptian
amun =
{
         global_tax_modifier = 0.1
         navy_tradition = 1

         allow = { religion = egyptian }
         sprite = 67

         ai_will_do = {
                   factor = 1
                   modifier = {
                           factor = 2
                           personality = ai_capitalist
                   }
                   modifier = {
                           factor = 2
                           personality = ai_militarist
                   }
        }
}

maat =
{
        stability_cost_modifier = -0.10
        global_unrest = -1

        allow = { religion = egyptian }
        sprite = 68

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_capitalist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_diplomat
                  }
        }
}

ra =
{
        hostile_attrition = 1.0
        recover_army_morale_speed = 0.05

        allow = { religion = egyptian }
        sprite = 69

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 2
                          personality = ai_militarist
                  }
                  modifier = {
                          factor = 0.5
                          personality = ai_capitalist
                  }
        }
}

seth =
{
         infantry_power = 0.1
         global_manpower_modifier = 0.1

         allow = { religion = egyptian }
         sprite = 70

         ai_will_do = {
                   factor = 1
                   modifier = {
                           factor = 3
                           personality = ai_militarist
                   }
                   modifier = {
                          factor = 0.5
                          personality = ai_capitalist
                   }
        }
}    

isis =
{
        heir_chance = 0.50
        manpower_recovery_speed = 0.25

        allow = { religion = egyptian }
        sprite = 71

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_diplomat
                  }
                  modifier = {
                          factor = 0.5
                          personality = ai_militarist
                  }
        }
}

anubis =
{
        global_unrest = -1
        discipline = 0.05

        allow = { religion = egyptian }
        sprite = 72

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 2
                          personality = ai_militarist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_capitalist
                  }
        }
}
#Mesoamerican
huitzilopochtli =
{
        prestige = 1
        global_unrest = -1

        allow = { religion = mesoamerican }
        sprite = 73

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_diplomat
                  }
                  modifier = {
                          factor = 2
                          personality = ai_capitalist
                  }
        }
}

tlaloc =
{
        manpower_recovery_speed = 0.20
        production_efficiency = 0.1

        allow = { religion = mesoamerican }
        sprite = 74

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 2
                          personality = ai_capitalist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_militarist
                  }
        }
}

tonatiuh =
{
        defensiveness = 0.2
        core_creation = -0.10

        allow = { religion = mesoamerican }
        sprite = 75

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 2
                          personality = ai_capitalist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_militarist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_diplomat
                  }
         }
}

tezcatlipoca =
{
        ae_impact = -0.15
        legitimacy = 1

        allow = { religion = mesoamerican }
        sprite = 76

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_militarist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_diplomat
                  }
                  modifier = {
                          factor = 0.5
                          personality = ai_diplomat
                  }
        }
}

chalchiuhtlicue =
{
        naval_attrition = -0.10
        naval_morale = 0.20

        allow = { religion = mesoamerican }
        sprite = 77

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_colonialist
                  }
                  modifier = {
                          factor = 0.5
                          personality = ai_militarist
                  }
       }
}

quetzalcoatl =
{
        range = 0.20
        technology_cost = -0.10

        allow = { religion = mesoamerican }
        sprite = 78

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_capitalist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_diplomat
                  }
        }
}
#South_American
viracocha =
{
        global_unrest = -1
        recover_army_morale_speed = 0.05

        allow = { religion = south_american }
        sprite = 79

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_capitalist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_militarist
                  }
       }
}

illapa =
{
        defensiveness = 0.2
        hostile_attrition = 1.0

        allow = { religion = south_american }
        sprite = 80

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_militarist
                  }
                  modifier = {
                          factor = 0.5
                          personality = ai_capitalist
                  }
       }
}

inti =
{
        prestige = 1
        ae_impact = -0.15

        allow = { religion = south_american }
        sprite = 81
        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_militarist
                  }
                  modifier = {
                          factor = 2
                          personality = ai_diplomat
                  }
        }
}

mama_cocha =
{
        manpower_recovery_speed = 0.20
        naval_forcelimit_modifier = 0.20

        allow = { religion = south_american }
        sprite = 82

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_colonialist
                  }
                  modifier = {
                          factor = 0.5
                          personality = ai_militarist
                  }
        }
}

mama_quilla =
{
        diplomatic_upkeep = 3
        stability_cost_modifier = -0.10

        allow = { religion = south_american }
        sprite = 83

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 2
                          personality = ai_diplomat
                  }
                  modifier = {
                          factor = 2
                          personality = ai_capitalist
                  }
        }
}

urcaguary =
{
        trade_steering = 0.4
        global_tax_modifier = 0.1

        allow = { religion = south_american }
        sprite = 84

        ai_will_do = {
                  factor = 1
                  modifier = {
                          factor = 3
                          personality = ai_diplomat
                  }
                  modifier = {
                          factor = 2
                          personality = ai_capitalist
                  }
      }
}    