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junassa

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May 10, 2017
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https://steamcommunity.com/sharedfiles/filedetails/?id=1806034438

Sorry if I posted this already but this mod makes sainthood and veneration more likely.

I've made this mod awhile ago but thanks to this thread https://forum.paradoxplaza.com/forum/index.php?threads/ancestor-veneration.1238922/ I decided to add modifiers for several doctrines, including unique doctrines.

Here's the new file:
Code:
setting_up_saintly_burial_site_effect = {
    save_persistent_event_target = {
        name = province_saint
        scope = event_target:saint_person
    }
    province_event = { id = HF.40099 }
    province_event = { id = HF.40021 }
}

deciding_upon_saint_effect = {
    random = {
        chance = 1

        #Lower chance when there is more Saints around
        modifier = {
            factor = 0.4
            check_variable = { which = global_saint_number value = 15 }
        }
        modifier = {
            factor = 0.4
            check_variable = { which = global_saint_number value = 20 }
        }
        modifier = {
            factor = 0.4
            check_variable = { which = global_saint_number value = 25 }
        }
        modifier = {
            factor = 0.4
            check_variable = { which = global_saint_number value = 30 }
        }

        #Cynical people are less likely to be Canonized
        modifier = {
            factor = 0.8
            trait = cynical
        }
        # Reduced chance for Popes / Antipopes to become Saints
        modifier = {
            factor = 0.4
            OR = {
                has_landed_title = k_papal_state
                has_landed_title = d_fraticelli
                any_claim = { title = k_papal_state }
                any_claim = { title = d_fraticelli }
            }
        }

        #Have to be a Christian denomination with a potential Religious head, and have been singled out for Beatification
        modifier = {
            factor = 0
            NOR = {
                NAND = {
                    event_target:saint_person = {
                        religion = catholic
                    }
                    event_target:saint_person = {
                        religion = fraticelli
                    }
                    event_target:saint_person = {
                        religion = orthodox
                    }
                    event_target:saint_person = {
                        religion = iconoclast
                    }
                    event_target:saint_person = {
                        religion = nestorian
                    }
                    event_target:saint_person = {
                        religion = miaphysite
                    }
                    event_target:saint_person = {
                        religion = monophysite
                    }
                    event_target:saint_person = {
                        religion = monothelite
                    }
                    event_target:saint_person = {
                        religion = paulician
                    }
                    event_target:saint_person = {
                        has_religion_feature = religion_beatification
                    }
                }
                NOR = {
                    event_target:saint_person = {
                        has_character_flag = beatified
                    }
                    event_target:saint_person = {
                        has_religion_feature = religion_beatification
                    }
                }
            }
        }
        #Religions without a Religious Head cannot Canonize
        modifier = {
            factor = 0
            NOT = {
                rightful_religious_head_scope = {
                    always = yes
                }
            }
        }
        #Baptism sponsors have a higher chance of becoming a Saint
        modifier = {
            factor = 1.5
            has_any_opinion_modifier = opinion_baptism_sponsor_target
        }
        #Eastern Christians have a lower chance of becoming Saints
        modifier = {
            factor = 0.8
            OR = {
                event_target:saint_person = {
                    religion = iconoclast
                }
                event_target:saint_person = {
                    religion = nestorian
                }
                event_target:saint_person = {
                    religion = miaphysite
                }
                event_target:saint_person = {
                    religion = monophysite
                }
                event_target:saint_person = {
                    religion = monothelite
                }
                event_target:saint_person = {
                    religion = paulician
                }
                event_target:saint_person = {
                    religion = orthodox
                }
            }
        }
        #Players who don't have a saintly bloodline have a higher chance of becoming a Saint
        modifier = {
            factor = 3
            event_target:saint_person  = {
                ai = no
            }
            NOT = {
                event_target:saint_person = {
                    any_owned_bloodline = {
                        OR = {
                            has_bloodline_flag = defender_of_the_faith
                            has_bloodline_flag = monastic_saintly_bloodline
                            has_bloodline_flag = cultural_saintly_bloodline
                            has_bloodline_flag = inquisitional_saintly_bloodline
                            has_bloodline_flag = jewish_saintly_bloodline
                            has_bloodline_flag = theologian_saintly_bloodline
                        }
                    }
                }     
            }
        }
        #Positive traits increase your chances of becoming a Saint
        modifier = {
            factor = 1.5
            event_target:saint_person = {
                trait = patient
            }
        }
        modifier = {
            factor = 1.5
            event_target:saint_person = {
                trait = diligent
            }
        }
        modifier = {
            factor = 1.5
            event_target:saint_person = {
                trait = kind
            }
        }
        modifier = {
            factor = 1.5
            event_target:saint_person = {
                trait = chaste
            }
        }
        modifier = {
            factor = 1.5
            event_target:saint_person = {
                trait = charitable
            }
        }
        modifier = {
            factor = 1.5
            event_target:saint_person = {
                trait = temperate
            }
        }
        modifier = {
            factor = 1.5
            event_target:saint_person = {
                trait = humble
            }
        }
        modifier = {
            factor = 1.2
            event_target:saint_person = {
                trait = just
            }
        }
        modifier = {
            factor = 1.2
            event_target:saint_person = {
                has_crusade_trait_trigger = yes
            }
        }
        #Having the bloodline of a Saint severely decrease your chance of becoming a Saint
        modifier = {
            factor = 0.6
            event_target:saint_person = {
                any_owned_bloodline = {
                    OR = {
                        has_bloodline_flag = defender_of_the_faith
                        has_bloodline_flag = monastic_saintly_bloodline
                        has_bloodline_flag = cultural_saintly_bloodline
                        has_bloodline_flag = inquisitional_saintly_bloodline
                        has_bloodline_flag = jewish_saintly_bloodline
                        has_bloodline_flag = theologian_saintly_bloodline
                    }
                }
            }
        }
        #Extra high piety increases your chance of becoming a Saint
        modifier = {
            factor = 1.2
            piety = 1000
        }
        modifier = {
            factor = 1.2
            piety = 1500
        }
        modifier = {
            factor = 1.2
            piety = 2000
        }
        modifier = {
            factor = 1.2
            piety = 2500
        }
        modifier = {
            factor = 1.2
            piety = 3000
        }
        modifier = {
            factor = 1.2
            piety = 3500
        }
        modifier = {
            factor = 1.2
            piety = 4000
        }
        modifier = {
            factor = 1.2
            piety = 4500
        }
        modifier = {
            factor = 1.2
            piety = 5000
        }
        modifier = {
            factor = 1.2
            piety = 5500
        }
        modifier = {
            factor = 1.2
            piety = 6000
        }
        modifier = {
            factor = 1.2
            piety = 6500
        }
        modifier = {
            factor = 1.2
            piety = 7000
        }
        modifier = {
            factor = 1.2
            piety = 7500
        }
        modifier = {
            factor = 1.2
            piety = 8000
        }
        modifier = {
            factor = 1.2
            piety = 8500
        }
        modifier = {
            factor = 1.2
            piety = 9000
        }
        modifier = {
            factor = 1.2
            piety = 9500
        }
        modifier = {
            factor = 1.2
            piety = 10000
        }
        #First Saint of a Religion is easier
        modifier = {
            factor = 3
            OR = {
                AND = {
                    religion = catholic
                    NOT = {
                        has_global_flag = catholic_saint
                    }
                }
                AND = {
                    religion = fraticelli
                    NOT = {
                        has_global_flag = fraticelli_saint
                    }
                }
                AND = {
                    religion = orthodox
                    NOT = {
                        has_global_flag = orthodox_saint
                    }
                }
                AND = {
                    religion = iconoclast
                    NOT = {
                        has_global_flag = iconoclast_saint
                    }
                }
                AND = {
                    religion = paulician
                    NOT = {
                        has_global_flag = paulician_saint
                    }
                }
                AND = {
                    religion = monothelite
                    NOT = {
                        has_global_flag = monothelite_saint
                    }
                }
                AND = {
                    religion = nestorian
                    NOT = {
                        has_global_flag = nestorian_saint
                    }
                }
                AND = {
                    religion = miaphysite
                    NOT = {
                        has_global_flag = miaphysite_saint
                    }
                }
                AND = {
                    religion = monophysite
                    NOT = {
                        has_global_flag = monophysite_saint
                    }
                }
            }
        }
        random_realm_province = {
            province_event = { id = HF.40010 }
        }
        change_variable = { which = global_saint_number value = 1 }
        trigger_switch = {
            on_trigger = religion
            catholic = { set_global_flag = catholic_saint }
            fraticelli = { set_global_flag = fraticelli_saint }
            orthodox = { set_global_flag = orthodox_saint }
            iconoclast = { set_global_flag = iconoclast_saint }
            paulician = { set_global_flag = paulician_saint }
            monothelite = { set_global_flag = monothelite_saint }
            nestorian = { set_global_flag = nestorian_saint }
            miaphysite = { set_global_flag = miaphysite_saint }
            monophysite = { set_global_flag = monophysite_saint }
        }
    }
}
check_if_ancestor_worship_worthy_effect = {
    random = {
        chance = 3
         #Extra high piety increases your chance of becoming a Saint
          modifier = {
            factor = 1.2
            piety = 500
        }
        modifier = {
            factor = 1.2
            piety = 1000
        }
        modifier = {
            factor = 1.2
            piety = 1500
        }
        modifier = {
            factor = 1.2
            piety = 2000
        }
        modifier = {
            factor = 1.2
            piety = 2500
        }
        modifier = {
            factor = 1.2
            piety = 3000
        }
        modifier = {
            factor = 1.2
            piety = 3500
        }
        modifier = {
            factor = 1.2
            piety = 4000
        }
        modifier = {
            factor = 1.2
            piety = 4500
        }
        modifier = {
            factor = 1.2
            piety = 5000
        }
        modifier = {
            factor = 1.2
            piety = 5500
        }
        modifier = {
            factor = 1.2
            piety = 6000
        }
        modifier = {
            factor = 1.2
            piety = 6500
        }
        modifier = {
            factor = 1.2
            piety = 7000
        }
        modifier = {
            factor = 1.2
            piety = 7500
        }
        modifier = {
            factor = 1.2
            piety = 8000
        }
        modifier = {
            factor = 1.2
            piety = 8500
        }
        modifier = {
            factor = 1.2
            piety = 9000
        }
        modifier = {
            factor = 1.2
            piety = 9500
        }
        modifier = {
            factor = 1.2
            piety = 10000
        }

        ### Prestige based modifiers ###
        modifier = {
            factor = 1.2
            prestige = 1500
        }
        modifier = {
            factor = 1.2
            prestige = 2000
        }
        modifier = {
            factor = 1.2
            prestige = 2500
        }
        modifier = {
            factor = 1.2
            prestige = 3000
        }
        modifier = {
            factor = 1.2
            prestige = 3500
        }
        modifier = {
            factor = 1.2
            prestige = 4000
        }
        modifier = {
            factor = 1.2
            prestige = 4500
        }
        modifier = {
            factor = 1.2
            prestige = 5000
        }
        modifier = {
            factor = 1.2
            prestige = 6000
        }
        modifier = {
            factor = 1.2
            prestige = 7000
        }
        modifier = {
            factor = 1.2
            prestige = 8000
        }
        modifier = {
            factor = 1.2
            prestige = 9000
        }
        modifier = {
            factor = 1.2
            prestige = 10000
        }
        modifier = {
            factor = 1.2
            prestige = 15000
        }
        modifier = {
            factor = 1.2
            prestige = 20000
        }
         modifier = {
            factor = 1.2
            prestige = 25000
        }
         modifier = {
            factor = 1.2
            prestige = 30000
        } modifier = {
            factor = 1.2
            prestige = 35000
        }
        
         modifier = {
            factor = 1.2
            prestige = 40000
        }

        #### Religion based modifiers ####
        ### Religion Nature ###
        ## Peaceful Religion ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature = religion_peaceful
            trait = humble
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_peaceful
            trait = content
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_peaceful
            trait = temperate
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_peaceful
            trait = just
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_peaceful
            war = no
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_peaceful
            piety = 1000
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_peaceful
            piety = 2000
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_peaceful
            piety = 3000
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_peaceful
            piety = 4000
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_peaceful
            piety = 5000
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature = religion_peaceful
            has_education_martial_trigger = yes
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_peaceful
            OR = {
                trait = duelist
                trait = strategist
            }
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_peaceful
            trait = wroth
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_peaceful
            trait = zealous
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_peaceful
            has_any_leadership_trait_trigger = yes
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_peaceful
            war = yes
        }

        ## Warlike Religion ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature = religion_warlike
            trait = brilliant_strategist
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_warlike
            trait = strong
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_warlike
            trait = robust
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_warlike
            OR = {
                trait = duelist
                trait = strategist
            }
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_warlike
            trait = wroth
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_warlike
            trait = ambitious
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_warlike
            trait = brave
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_warlike
            trait = zealous
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_warlike
            has_any_leadership_trait_trigger = yes
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_warlike
            war = yes
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_warlike
            has_crusade_trait_trigger = yes
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature = religion_warlike
            trait = humble
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_warlike
            trait = content
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_warlike
            war = no
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_warlike
            NOT = {
                has_education_martial_trigger = yes
            }
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_warlike
            NOT = {
                has_any_leadership_trait_trigger = yes
            }
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_warlike
            NOT = {
                has_crusade_trait_trigger = yes
            }
            has_global_flag = pagan_ghws_unlocked
        }

        ## Defensive Religion ##
        # Positive
        
        modifier = {
            factor = 1.5
            has_religion_feature = religion_defensive
            trait = patient
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_defensive
            trait = cynical
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_defensive
            trait = defensive_leader
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_defensive
            trait = paranoid
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_defensive
            has_education_martial_trigger = yes
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature = religion_defensive
            trait = brave
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_defensive
            trait = wroth
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_defensive
            trait = zealous
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_defensive
            trait = holy_warrior
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_defensive
            trait = trusting
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_defensive
            NOT = {
                has_education_martial_trigger = yes
            }
        }

        ## Proselytizing Religion ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature = religion_proselytizing
            trait = zealous
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_proselytizing
            trait = gregarious
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_proselytizing
            OR = {
                trait = socializer
                trait = scholar
                trait = theologian
            }
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_proselytizing
            OR = {
                trait = grey_eminence
                trait = mastermind_theologian
            }
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_proselytizing
            OR = {
                trait = celibate
                trait = erudite
            }
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_proselytizing
            diplomacy = 15
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_proselytizing
            learning = 15
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature = religion_proselytizing
            trait = wroth
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_proselytizing
            trait = brave
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_proselytizing
            trait = cynical
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_proselytizing
            NOR = {
                trait = socializer
                trait = scholar
                trait = theologian
            }
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_proselytizing
            NOR = {
                has_education_diplomacy_trigger = yes
                has_education_learning_trigger = yes
            }
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_proselytizing
            NOT = {
                diplomacy = 10
            }
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_proselytizing
            NOT = {
                learning = 10
            }
        }

        ## Dogmatic Religion ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature = religion_dogmatic
        
            trait = paranoid
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_dogmatic
            
            trait = zealous
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_dogmatic
            trait = cruel
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_dogmatic
            OR = {
                trait = brilliant_strategist
                trait = mastermind_theologian
            }
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_dogmatic
            OR = {
                trait = theologian
                trait = scholar
                trait = strategist
            }
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_dogmatic
            martial = 15
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_dogmatic
            learning = 15
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_dogmatic
            has_crusade_trait_trigger = yes
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_dogmatic
            trait = pilgrim
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature = religion_dogmatic
            trait = trusting
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_dogmatic
            trait = cynical
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_dogmatic
            trait = kind
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_dogmatic
            NOR = {
                has_education_martial_trigger = yes
                has_education_learning_trigger = yes
            }
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_dogmatic
            NOT = {
                martial = 10
            }
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_dogmatic
            NOT = {
                learning = 10
            }
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_dogmatic
            NOT = {
                has_crusade_trait_trigger = yes
            }
            has_global_flag = pagan_ghws_unlocked
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_dogmatic
            NOT = {
                trait = pilgrim
            }
        }

        ## Cosmopolitan Religion ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature = religion_cosmopolitan
            trait = kind
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_cosmopolitan
            trait = gregarious
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_cosmopolitan
            trait = cynical
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_cosmopolitan
            OR = {
                trait = socializer
                trait = administrator
            }
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_cosmopolitan
            OR = {
                trait = grey_eminence
                trait = midas_touched
            }
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_cosmopolitan
            diplomacy = 15
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_cosmopolitan
            stewardship = 15
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature = religion_cosmopolitan
            OR = {
                trait = envious
                trait = cruel
            }
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_cosmopolitan
            trait = zealous
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_cosmopolitan
            NOR = {
                has_education_diplomacy_trigger = yes
                has_education_stewardship_trigger = yes
            }
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_cosmopolitan
            NOT = {
                diplomacy = 10
            }
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_cosmopolitan
            NOT = {
                stewardship = 10
            }
        }
        ### Religion Doctrines ###
        ## Holy Family ##
        # Positive
        modifier = {
            factor = 1.5
            OR = {
                has_religion_feature = religion_feature_zun
                has_religion_feature = religion_holy_family
            }
            NOT = {
                any_spouse_even_if_dead = {
                    NOT = {
                        dynasty = ROOT
                    }
                }
            }
        }
        modifier = {
            factor = 1.5
            OR = {
                has_religion_feature = religion_feature_zun
                has_religion_feature = religion_holy_family
            }
            NOT = {
                any_child_even_if_dead = {
                    trait = inbred
                }
            }
        }
        # Negative
        modifier = {
            factor = 0.65
            OR = {
                has_religion_feature = religion_feature_zun
                has_religion_feature = religion_holy_family
            }
            any_spouse_even_if_dead = {
                NOT = {
                    dynasty = ROOT
                }
            }
        }
        modifier = {
            factor = 0.65
            OR = {
                has_religion_feature = religion_feature_zun
                has_religion_feature = religion_holy_family
            }
            any_child_even_if_dead = {
                trait = inbred
            }
        }
        ## Harems ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature = religion_harems
            has_religion_feature = religion_feature_tengri
            any_spouse = {
                count = 2
            }
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature = religion_harems
            has_religion_feature = religion_feature_tengri
            NOT = {
                any_spouse = {
                    count = 2
                }
            }
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_harems
            has_religion_feature = religion_feature_tengri
            trait = chaste
        }
        ## Meritocratic ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature = religion_meritocratic
            has_religion_feature = religion_feature_hellenic
            has_religion_feature = religion_feature_bon
            NOT = {
                is_foe = current_heir
            }
        }
        #
        modifier = {
            factor = 0.65
            has_religion_feature = religion_meritocratic
            has_religion_feature = religion_feature_hellenic
            has_religion_feature = religion_feature_bon
            
            is_foe = current_heir
        }
        ## Stable ##
        # Positive
        modifier = {
            factor = 1.5
            OR = {
                has_religion_feature = religion_stable
                has_religion_feature = religion_feature_slavic
                has_religion_feature = religion_feature_finnish
            }
            trait = just
        }
        modifier = {
            factor = 1.5
            OR = {
                has_religion_feature = religion_stable
                has_religion_feature = religion_feature_slavic
                has_religion_feature = religion_feature_finnish
            }
            trait = administrator
        }
        modifier = {
            factor = 1.5
            OR = {
                has_religion_feature = religion_stable
                has_religion_feature = religion_feature_slavic
                has_religion_feature = religion_feature_finnish
            }
            trait = diligent
        }
        # Negative
        modifier = {
            factor = 0.65
            OR = {
                has_religion_feature = religion_stable
                has_religion_feature = religion_feature_slavic
                has_religion_feature = religion_feature_finnish
            }
            trait = arbitrary
        }
        modifier = {
            factor = 0.65
            OR = {
                has_religion_feature = religion_stable
                has_religion_feature = religion_feature_slavic
                has_religion_feature = religion_feature_finnish
            }
            OR = {
                trait = slothful
                trait = envious
            }
        }
        ## Jizya ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature = religion_jizya
            any_realm_lord = {
                NOT = {
                    religion = ROOT
                }
            }
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature = religion_jizya
            NOT = {
                any_realm_lord = {
                    religion = ROOT
                }
            }
        }
        ## Monastic ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature = religion_monastic
            learning = 20
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_monastic
            trait = celibate
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_monastic
            trait = erudite
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature = religion_monastic
            NOT = {
                learning = 15
            }
        }
        ## Jizya bonus for Totem Guardians ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature =     religion_feature_west_african
            any_realm_lord = {
                NOT = {
                    religion = ROOT
                }
            }
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature =     religion_feature_west_african
            NOT = {
                any_realm_lord = {
                    religion = ROOT
                }
            }
        }
        ## Monastic bonus for Totem Guardians ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature =     religion_feature_west_african
            learning = 20
        }
        modifier = {
            factor = 1.5
            has_religion_feature =     religion_feature_west_african
            trait = celibate
        }
        modifier = {
            factor = 1.5
            has_religion_feature =    religion_feature_west_african
            trait = erudite
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature =     religion_feature_west_african
            NOT = {
                learning = 15
            }
        }
        ## Syncretic ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature = religion_syncretic
            has_religion_feature = religion_feature_hellenic
            has_any_sympathy_trait_trigger = yes
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature = religion_syncretic
            has_religion_feature = religion_feature_hellenic
            NOT = {
                has_any_sympathy_trait_trigger = yes
            }
        }
        ## Haruspicy ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature = religion_haruspicy
            trait = zealous
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_haruspicy
            trait = holy_warrior
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_haruspicy
            martial = 15
            learning = 15
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature = religion_haruspicy
            trait = cynical
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_haruspicy
            NOR = {
                martial = 15
                learning = 15
            }
        }
        ## Astrology ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature = religion_astrology
            has_any_astrology_trait_trigger = yes
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature = religion_astrology
            NOT = {
                has_any_astrology_trait_trigger = yes
            }
        }
        
        ## Animism ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature = religion_animistic
            has_religion_feature = religion_feature_adulthood_rite
            has_any_animistic_trait_trigger = yes
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature = religion_animistic
            has_religion_feature = religion_feature_adulthood_rite
            NOT = {
                has_any_animistic_trait_trigger = yes
            }
        }
        ## Ritual Sacrifice ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature = religion_ritual_sacrifice
            has_religion_feature = religion_feature_aztec
            trait = impaler
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_ritual_sacrifice
            has_religion_feature = religion_feature_aztec
            trait = cruel
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_ritual_sacrifice
            has_religion_feature = religion_feature_aztec
            OR = {
                trait = bloodthirsty_gods_1
                trait = bloodthirsty_gods_2
                trait = bloodthirsty_gods_3
            }
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature = religion_ritual_sacrifice
            has_religion_feature = religion_feature_aztec
            NOR = {
                trait = impaler
                trait = cruel
            }
        }
        modifier = {
            factor = 0.2
            has_religion_feature = religion_ritual_sacrifice
            has_religion_feature = religion_feature_aztec
            NOR = {
                trait = bloodthirsty_gods_1
                trait = bloodthirsty_gods_2
                trait = bloodthirsty_gods_3
            }
        }
        ## Adventuring & Sea-faring ##
        # Positive
        modifier = {
            factor = 1.5
            OR = {
                has_religion_feature = religion_adventuring
                has_religion_feature = religion_seafaring
                religion_feature_norse
                has_religion_feature = religion_feature_aztec
            }
            OR = {
                trait = pirate
                trait = viking
                trait = ravager
                trait = sea_queen
                trait = seaking
            }
        }
        # Negative
        modifier = {
            factor = 0.65
            OR = {
                has_religion_feature = religion_adventuring
                has_religion_feature = religion_seafaring
                religion_feature_norse
                has_religion_feature = religion_feature_aztec
            }
            NOR = {
                trait = pirate
                trait = viking
                trait = ravager
                trait = sea_queen
                trait = seaking
            }
        }
        ## Unrelenting ##
        # Positive
        modifier = {
            factor = 1.5
            has_religion_feature = religion_relentless
            has_religion_feature = religion_feature_tengri
            has_religion_feature = religion_feature_aztec
            martial = 20
        }
        modifier = {
            factor = 1.5
            has_religion_feature = religion_relentless
            has_religion_feature = religion_feature_tengri
            has_religion_feature = religion_feature_aztec
            has_any_leadership_trait_trigger = yes
        }
        # Negative
        modifier = {
            factor = 0.65
            has_religion_feature = religion_relentless
            has_religion_feature = religion_feature_tengri
            has_religion_feature = religion_feature_aztec
            NOT = {
                martial = 15
            }
        }
        modifier = {
            factor = 0.65
            has_religion_feature = religion_relentless
            has_religion_feature = religion_feature_tengri
            has_religion_feature = religion_feature_aztec
            NOT = {
                has_any_leadership_trait_trigger = yes
            }
        }
        ## Equality ##
        modifier = {
            factor = 1.5
            has_religion_feature = religion_equal
            has_religion_feature = religion_feature_bon
            }
            
        ## Patriarchal ##
        modifier = {
            factor = 1.5
            has_religion_feature = religion_patriarchal
            }
            
        ## Matriarchal ##
        modifier = {
            factor = 1.5
            has_religion_feature = religion_matriarchal
            }
            
                ####Increase Chance if No Ancestor Worshipping Bloodlines ####
        modifier = {
            factor = 2
            any_owned_bloodline = {
                has_bloodline_flag = ancestor_worship_bloodline
                count = 0
            }
        }
        #### Reduce chance if already have other Ancestor Worshipping Bloodlines ####
        modifier = {
            factor = 0.8
            any_owned_bloodline = {
                has_bloodline_flag = ancestor_worship_bloodline
                count = 1
            }
        }
        modifier = {
            factor = 0.8
            any_owned_bloodline = {
                has_bloodline_flag = ancestor_worship_bloodline
                count = 2
            }
        }
        modifier = {
            factor = 0.8
            any_owned_bloodline = {
                has_bloodline_flag = ancestor_worship_bloodline
                count = 3
            }
        }
        modifier = {
            factor = 0.8
            any_owned_bloodline = {
                has_bloodline_flag = ancestor_worship_bloodline
                count = 4
            }
        }
        modifier = {
            factor = 0.8
            any_owned_bloodline = {
                has_bloodline_flag = ancestor_worship_bloodline
                count = 5
            }
        }

        set_character_flag = blessed_ancestor_prestige
        rightful_religious_head_scope = {
            character_event = { id = HF.40101 days = 0 }
        }
    }
}

I'm not sure what to do with Defenders though. AFAICT none of it's features correspond to any doctrines or natures. If anyone has suggestions let me know.

Also I'm sort of regretting adding piety modifiers for veneration. I think it's intended that Christians need piety, pagans need prestige and I should keep it that way, but the mod has already been around for months now so I'm reluctant to "nerf" anything.