######################################################################
#
# Generic Mundane Events
#
# ID# VIETnam.72 - VIETnam.96 Trait Events
# ID# VIETnam.175 - VIETnam.183 MUSLIM Events
# ID# VIETnam.184 - VIETnam.190 Drink and Alcohol Events
# ID# VIETnam.196 - VIETnam.199 Elder Scrolls Reference Events
# ID# VIETnam.200 - VIETnam.204 Dirty Events
# ID# VIETnam.205 - VIETnam.207 Nature Events
# ID# VIETnam.217 - VIETnam.223 Dream Events
# ID# VIETnam.259 - VIETnam.265 Ancient Culture Events
# ID# VIETnam.266 - VIETnam.274 Sound Events
# ID# VIETnam.284 - VIETnam.288 Prayer Events
# ID# VIETnam.293 - VIETnam.301 Memories Events (switcheroo!!!)
# ID# 1000109475 - VIETnam.306 Shady Events
# ID# VIETnam.307 - VIETnam.314 COMETS AAAAAAAAAAAHHHHHHHHHHH ITS THE END OF THE WORLD
#
# Fired from on actions
#
######################################################################

namespace = VIETnam

# Slothful - Don't Like Working
character_event = {
	id = VIETnam.72
	desc = "EVTDESC1000109101"
	picture = GFX_evt_upsetting_letter
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		trait = slothful
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
	}
	
	option = { #Go Sleep
		name = "EVTOPTA1000109101"
		prestige = -5
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = 1
				chance = 25
			}
		}
	}
	
	option = { #EAT!
		name = "EVTOPTB1000109101"
		prestige = -5
		random_list = {
			75 = { }
			25 = { add_trait = gluttonous }
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = 1
				chance = 25
			}
		}
	}
	
	option = { #Good enough
		name = "EVTOPTC1000109101"
		tooltip_info = content
		trigger = {
			trait = content
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = 1
				chance = 25
			}
		}
	}
	
	option = { #Don't want to deal with people
		name = "EVTOPTD1000109101"
		prestige = -5
		random_list = {
			75 = { }
			25 = { add_trait = shy }
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = 1
				chance = 25
			}
		}
	}
}


# Diligent - feel asleep working last night
character_event = {
	id = VIETnam.73
	desc = "EVTDESC1000109102"
	picture = GFX_evt_stressed_ruler
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		trait = diligent
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 4
			trait = stressed
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			NOT = { health = 4 }
		}
		modifier = {
			factor = 0.8
			OR = {
				trait = robust
				trait = sturdy
			}
		}
		modifier = {
			factor = 1.2
			trait = feeble
		}
		modifier = {
			factor = 0.8
			trait = strong
		}
		modifier = {
			factor = 1.2
			trait = weak
		}
		modifier = {
			factor = 1.2
			trait = stubborn
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}
	
	option = { #Maybe take a break
		name = "EVTOPTA1000109102"
		add_character_modifier = {
			name = taking_a_break
			duration = 365
		}
		random_list = {
			80 = { }
			20 = { remove_trait = diligent }
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = 1
				chance = 33
			}
		}
	}
	
	option = { #WORK HARDER
		name = "EVTOPTB1000109102"
		prestige = 5
		if = {
			limit = {
				is_ill = no
				NOT = {
					has_dlc = "Reapers"
				}
			}
			random_list = {
				50 = { }
				25 = { add_trait = ill }
				25 = { add_trait = stressed }
			}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = -1
				chance = 25
			}
		}
		if = {
			limit = {
				is_ill = no
				has_dlc = "Reapers"
			}
			
			random_list = {
				50 = { }
				25 = { 
					set_character_flag = disease_not_serious
					add_trait = fatigue
				}
				25 = { add_trait = stressed }
			}
			random_list = {
				100 = {
					character_event = { id = RIP.11011 days = 10 random = 30 }
				}
				100 = {
					character_event = { id = RIP.11011 days = 90 random = 45 }
				}
				100 = {
					character_event = { id = RIP.11011 days = 180 random = 60 }
				}
			}
		}
	}
	
	option = { #Pray for strength
		name = "EVTOPTC1000109102"
		tooltip_info = zealous
		trigger = {
			trait = zealous
		}
		piety = 5
		if = {
			limit = {
				is_ill = no
				NOT = {
					has_dlc = "Reapers"
				}
			}
			random_list = {
				70 = { }
				15 = { add_trait = ill }
				15 = { add_trait = stressed }
			}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = -1
				chance = 50
			}
		}
		if = {
			limit = {
				is_ill = no
				has_dlc = "Reapers"
			}
			
			random_list = {
				70 = { }
				15 = { 
					set_character_flag = disease_not_serious
					add_trait = fatigue
				}
				15 = { add_trait = stressed }
			}
			set_character_flag = disease_not_serious
			add_trait = fatigue
		}
	}
	
	option = { #This is nothing
		name = "EVTOPTD1000109102"
		tooltip_info = strong
		trigger = {
			trait = strong
			base_health = 4
			is_ill = no
		}
		prestige = 10
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = -1
				chance = 50
			}
		}
	}
}


# Greedy - coin purse on the ground during Summer Fair
character_event = {
	id = VIETnam.74
	desc = "EVTDESC1000109103"
	picture = GFX_evt_market
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		#has_character_modifier = holding_summer_fair
		trait = greedy
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
	}
	
	option = { #All mine
		name = "EVTOPTA1000109103"
		add_character_modifier = {
			name = the_greedy
			duration = 365
		}
		wealth = 2
	}
	
	option = { #Give back to owner
		name = "EVTOPTB1000109103"
		trigger = {
			OR = {
				trait = kind
				trait = zealous
				trait = charitable
				trait = humble
				trait = honest
				trait = just
			}
		}
		piety = 5
		random_list = {
			75 = { }
			25 = { remove_trait = greedy }
		}
	}
	
	option = { #Too lazy
		name = "EVTOPTC1000109103"
		tooltip_info = slothful
		trigger = {
			trait = slothful
		}
		random_list = {
			80 = { }
			20 = { remove_trait = greedy }
		}
	}
	
	option = { #Justice does not allow this
		name = "EVTOPTD1000109103"
		tooltip_info = just
		trigger = {
			trait = just
		}
		prestige = 5
		random_list = {
			70 = { }
			30 = { remove_trait = greedy }
		}
	}
}


# Charitable - Beggar Girl
character_event = {
	id = VIETnam.75
	desc = "EVTDESC1000109104"
	picture = GFX_evt_market
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		trait = charitable
	}
	
	weight_multiplier = {
		days = 1		
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
	}
	
	option = { #Have my coin purse
		name = "EVTOPTA1000109104"
		add_character_modifier = {
			name = the_kind
			duration = 365
		}
		wealth = -3
		piety = 2
	}
	
	option = { #Bring them into monastery
		name = "EVTOPTB1000109104"
		tooltip_info = kind
		trigger = {
			trait = kind
		}
		piety = 5
		random_list = {
			80 = { }
			20 = { add_trait = zealous }
		}
	}
	
	option = { #Share tasty food
		name = "EVTOPTC1000109104"
		tooltip_info = gluttonous
		trigger = {
			trait = gluttonous
		}
		add_character_modifier = {
			name = the_kind
			duration = 365
		}
		piety = 2
	}
	
	option = { #Bring them into court as servants
		name = "EVTOPTD1000109104"
		ai_chance = {
			factor = 1.20
		}
		trigger = {
			OR = {
				trait = kind
				trait = charitable
				trait = gregarious
				trait = just
				trait = humble
			}
		}
		wealth = -10
		piety = 5
		add_character_modifier = {
			name = the_kind
			duration = 730
		}
	}
}


# Content - Fine with illness or disability
character_event = {
	id = VIETnam.76
	desc = "EVTDESC1000109105"
	picture = GFX_evt_tuscan_country
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		trait = content
		is_ill = yes
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}
	
	option = { #Happy with situation
		name = "EVTOPTA1000109105"
		piety = 1
	}
	
	option = { #Will of God!
		name = "EVTOPTB1000109105"
		tooltip_info = zealous
		trigger = {
			trait = zealous
		}
		piety = 3
	}
	
	option = { #Strong
		name = "EVTOPTC1000109105"
		ai_chance = {
			factor = 1000
		}
		tooltip_info = strong
		trigger = {
			trait = strong
			base_health = 4
		}
		prestige = 2
	}
	
	option = { #Esoteric philosophical nonsense
		name = "EVTOPTD1000109105"
		tooltip_info = scholar
		trigger = {
			trait = scholar
		}
		add_character_modifier = {
			name = deep_contemplation
			duration = 120
		}
	}
}


# Ambitious - Ruler wants to improve image
character_event = {
	id = VIETnam.77
	desc = "EVTDESC1000109106"
	picture = GFX_evt_holy_emperor
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	
	trigger = {
		trait = ambitious
		NOT = { personality_traits = 5 }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
	}
	
	option = { #Glory and honor
		name = "EVTOPTA1000109106"
		random_list = {
			50 = { }
			35 = { add_trait = brave }
			15 = { add_trait = gregarious }
		}
	}
	
	option = { #Good rule
		name = "EVTOPTB1000109106"
		random_list = {
			50 = { }
			25 = { add_trait = just }
			25 = { add_trait = charitable }
		}
	}
	
	option = { #Pious leader
		name = "EVTOPTC1000109106"
		random_list = {
			50 = { }
			25 = { add_trait = zealous }
			25 = { add_trait = chaste }
		}
	}
	
	option = { #Feared
		name = "EVTOPTD1000109106"
		ai_chance = {
			factor = 1
			
			modifier = {
				factor = 0.1
				trait = kind
			}
			modifier = {
				factor = 0.1
				trait = trusting
			}
			modifier = {
				factor = 0.1
				trait = just
			}
		}
		random_list = {
			50 = { }
			25 = { add_trait = cruel }
			25 = { add_trait = cynical }
		}
	}
}

# Arbitrary - Silence after arbitrary sentencing
character_event = {
	id = VIETnam.78
	desc = "EVTDESC1000109107"
	picture = GFX_evt_judged_by_ruler
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		trait = arbitrary
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 3
			trait = impaler
		}
		modifier = {
			factor = 0.8
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
	}
	
	option = { #What?
		name = "EVTOPTA1000109107"
		prestige = -5
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = 1
		}
	}
	
	option = { #Remains silent with everybody
		name = "EVTOPTB1000109107"
		tooltip_info = shy
		trigger = {
			trait = shy
		}
		ai_chance = {
			factor = 5
		}
		add_character_modifier = {
			name = VIET_awkward_encounter_public
			duration = 365
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = 1
		}
	}
}

# Just - Peasants love it
character_event = {
	id = VIETnam.79
	desc = "EVTDESC1000109108"
	picture = GFX_evt_tuscan_country
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		trait = just
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = { #Justice prevails!
		name = "EVTOPTA1000109108"
		prestige = 10
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = -3
		}
	}
		
	option = { #Justice is blind (thanks richvh)
		name = "EVTOPTB1000109108"
		ai_chance = {
			factor = 50
		}
		tooltip_info = blinded
		trigger = {
			trait = blinded
		}
		prestige = 10
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = -3
		}
		add_character_modifier = {
			name = VIET_justice_is_blind
			duration = 365
		}
	}
}

# Wroth - anger means none dare cross
character_event = {
	id = VIETnam.80
	desc = "EVTDESC1000109109"
	picture = GFX_evt_scandal
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	
	trigger = {
		trait = wroth
		NOT = { personality_traits = 5 }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = stubborn
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
	}
	
	option = { #I RULE!
		name = "EVTOPTA1000109109"
		random_list = {
			20 = { }
			20 = { add_trait = cruel }
			20 = { add_trait = greedy }
			20 = { add_trait = ambitious }
			20 = { add_trait = arbitrary }
		}
	}
	
	option = { #Must be a good ruler
		name = "EVTOPTB1000109109"
		random_list = {
			60 = { piety = 5 }
			20 = { add_trait = patient }
			20 = { add_trait = just }
		}
	}
	
	option = { #Want people to trust me :(
		name = "EVTOPTC1000109109"
		ai_chance = {
			factor = 10
		}
		tooltip_info = kind
		trigger = {
			trait = kind
		}
		random_list = {
			50 = { prestige = 5 }
			20 = { add_trait = patient }
			30 = { change_diplomacy = 1 }
		}
	}
	
	option = { #Enemies fear me
		name = "EVTOPTD1000109109"
		ai_chance = {
			factor = 5
		}
		tooltip_info = brave
		trigger = {
			trait = brave
		}
		random_list = {
			70 = { prestige = 5 }
			30 = { change_martial = 1 }
		}
	}
}

# Patient - Listening to the opinions of others
character_event = {
	id = VIETnam.81
	desc = "EVTDESC1000109110"
	picture = GFX_evt_emissary
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	
	trigger = {
		trait = patient
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
	}
	
	option = { #Every opinion is flawed
		name = "EVTOPTA1000109110"
		random_list = {
			40 = { }
			20 = { add_trait = cynical }
			20 = { add_trait = humble }
			20 = { add_trait = arbitrary }
		}
	}
	
	option = { #Everyone deserves to be heard
		name = "EVTOPTB1000109110"
		random_list = {
			40 = { }
			20 = { add_trait = kind }
			20 = { add_trait = just }
			20 = { add_trait = humble }
		}
	}
	
	option = { #I want to be a great ruler
		name = "EVTOPTC1000109110"
		random_list = {
			40 = { }
			20 = { add_trait = proud }
			20 = { add_trait = stubborn }
			20 = { add_trait = trusting }
		}
	}
}

# Envious - Why is everyone better than me?
character_event = {
	id = VIETnam.82
	desc = "EVTDESC1000109111"
	picture = GFX_evt_scandal
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	
	trigger = {
		trait = envious
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 0.9
			trait = slothful
		}
	}
	
	option = { #I am worthless
		name = "EVTOPTA1000109111"
		random_list = {
			40 = { }
			15 = { add_trait = depressed }
			15 = { add_trait = humble }
			15 = { add_trait = craven }
			15 = { add_trait = shy }
		}
	}
	
	option = { #I don't try hard enough
		name = "EVTOPTB1000109111"
		random_list = {
			40 = { }
			30 = { add_trait = stressed }
			15 = { add_trait = ambitious }
			15 = { add_trait = diligent }
		}
	}
	
	option = { #No one looks at my achievements
		name = "EVTOPTC1000109111"
		random_list = {
			50 = { }
			10 = { add_trait = arbitrary }
			10 = { add_trait = proud }
			30 = { add_trait = shy }
		}
	}
		
	option = { #Maybe shouldn't worry
		name = "EVTOPTD1000109111"
		random_list = {
			40 = { add_trait = content }
			30 = { remove_trait = envious }
			30 = { add_trait = kind }
		}
	}
}


# Kind - Help a recently deceased impoverished noble's orphaned child
character_event = {
	id = VIETnam.83
	desc = "EVTDESC1000109112"
	picture = GFX_evt_children_talking
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	
	trigger = {
		in_command = no
		trait = kind
		NOT = { has_character_flag = VIET_orphaned_knight_child }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.5
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	immediate = {
		set_character_flag = VIET_orphaned_knight_child 
	}
	
	option = { #Squire of a knight
		name = "EVTOPTA1000109112"
		prestige = 5
	}
	
	option = { #Monastery
		name = "EVTOPTB1000109112"
		tooltip_info = zealous
		trigger = {
			trait = zealous
		}
		piety = 5
	}
	
	option = { #Raise at court
		name = "EVTOPTC1000109112"
		trigger = {
			OR = {
				prestige = 100
				wealth = 100
			}
		}
		wealth = -20
		create_character = {
			age = 6
			dynasty = actually_culture
			random_traits = yes
			female = 50
			religion = ROOT
			culture = ROOT
			historical = yes
		}
	}
}


# Craven - foolish while sparring
character_event = {
	id = VIETnam.84
	desc = "EVTDESC1000109113"
	picture = GFX_evt_duel_scene
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	only_men = yes
	
	trigger = {
		in_command = no
		trait = craven
		is_ill = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = strong
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			NOT = { combat_rating = 10 }
		}
		modifier = {
			factor = 0.8
			combat_rating = 30
		}
	}
	
	option = { #Don't hurt me!
		name = "EVTOPTA1000109113"
		prestige = -5
	}
	
	option = { #No, I must look good in front of the others
		name = "EVTOPTB1000109113"
		trigger = {
			OR = {
				trait = proud
				trait = diligent
				trait = stubborn
				trait = ambitious
			}
		}
		random_list = {
			40 = { remove_trait = craven }
			30 = { add_trait = brave }
			30 = { }
		}
		prestige = 5
	}
	
	option = { #Haha! Tricked you!
		name = "EVTOPTC1000109113"
		trigger = {
			trait = deceitful
		}
		tooltip_info = deceitful
		prestige = 5
		random_list = {
			50 = { remove_trait = craven }
			50 = { }
		}
	}
}


# Brave - defeated bandit
character_event = {
	id = VIETnam.85
	desc = "EVTDESC1000109114"
	picture = GFX_evt_judged_by_ruler
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	only_men = yes
	
	trigger = {
		in_command = no
		#is_ruler = no
		trait = brave
		has_severe_disability_trigger = no
		is_maimed_trigger = no
		has_injury_trigger = no
		is_ill = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = strong
		}
		modifier = {
			factor = 1.2
			trait = lunatic
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = weak
		}
	}
	
	option = { #Ah nothing
		name = "EVTOPTA1000109114"
		prestige = 5
		random_list = {
			60 = { }
			40 = { add_trait = humble }
		}
	}
	
	option = { #None fear me!
		name = "EVTOPTB1000109114"
		random_list = {
			40 = { remove_trait = proud }
			10 = { add_trait = cruel }
			50 = { }
		}
		prestige = 5
	}
	
	option = { #Spare the man
		name = "EVTOPTC1000109114"
		trigger = {
			trait = kind
		}
		tooltip_info = kind
		prestige = -5
		piety = 5
		add_character_modifier = {
			name = the_merciful
			duration = 365
		}
	}
	
	option = { #Torture him personally
		name = "EVTOPTD1000109114"
		trigger = {
			trait = impaler
		}
		tooltip_info = impaler
		prestige = 5
		piety = -5
		add_character_modifier = {
			name = the_cruel
			duration = 365
		}
	}
	
	option = { #Torture him personally
		name = "EVTOPTD1000109114"
		trigger = {
			trait = cruel
			NOT = { trait = impaler }
		}
		tooltip_info = cruel
		prestige = 5
		piety = -5
		add_character_modifier = {
			name = the_cruel
			duration = 365
		}
	}
}


# Proud - Muslim fasting outside Ramadan (problem)
character_event = {
	id = VIETnam.86
	desc = "EVTDESC1000109115"
	picture = GFX_evt_VIET_food
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	religion_group = muslim
	
	trigger = {
		in_command = no
		trait = proud
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = lunatic
		}
		modifier = {
			factor = 2
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = temperate
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
	}
	
	option = { #Devotion!
		name = "EVTOPTA1000109115"
		piety = 10
		add_character_modifier = {
			name = VIET_constant_muslim_fasting
			duration = 2012
		}
		decadence = -2
	}
	
	option = { #Maybe not
		name = "EVTOPTB1000109115"
		random_list = {
			10 = { remove_trait = proud }
			20 = { add_trait = humble }
			70 = { }
		}
	}
	
	option = { #I'm already devout enough
		name = "EVTOPTC1000109115"
		piety = 5
	}
}

#Humble - character learns from a peasant
character_event = {
	id = VIETnam.87
	desc = "EVTDESC1000109116"
	picture = GFX_evt_small_town
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		trait = humble
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 1.2
			trait = scholar
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = { #Learn something from everybody
		name = "EVTOPTA1000109116"
		random_list = {
			50 = { }
			10 = { change_diplomacy = 1	}
			10 = { change_martial = 1	}
			10 = { change_stewardship = 1	}
			10 = { change_intrigue = 1	}
			10 = { change_learning = 1	}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = -1
				chance = 25
			}
		}
	}
}

# Lustful - Ugly Wench
character_event = {
	id = VIETnam.88
	desc = "EVTDESC1000109117"
	picture = GFX_evt_brothel
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	only_men = yes
	
	trigger = {
		trait = lustful
		in_command = no
		NOT = { trait = eunuch }
		NOT = { trait = celibate }
		NOT = { trait = homosexual }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = hedonist
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 0.8
			has_lover = yes
		}
	}
	
	option = { #I'll sleep with anything
		name = "EVTOPTA1000109117"
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
		piety = -3
	}
	
	option = { #Maybe should have standards
		name = "EVTOPTB1000109117"
		random_list = {
			75 = { }
			25 = { remove_trait = lustful }
		}
	}
	
	option = { #Can't see her anyways
		name = "EVTOPTC1000109117"
		ai_chance = {
			factor = 50
		}
		tooltip_info = blinded
		trigger = {
			trait = blinded
		}
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
		piety = -3
	}
	
	option = { #When the lights are blown out...
		name = "EVTOPTD1000109117"
		ai_chance = {
			factor = 5
		}
		tooltip_info = scholar
		trigger = {
			trait = scholar
		}
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
		add_character_modifier = {
			name = deep_contemplation
			duration = 60
		}
		piety = -3
	}
	
	option = { #When the lights are blown out...
		name = "EVTOPTD1000109117"
		ai_chance = {
			factor = 5
		}
		tooltip_info = erudite
		trigger = {
			trait = erudite
			NOT = { trait = scholar }
		}
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
		add_character_modifier = {
			name = deep_contemplation
			duration = 60
		}
		piety = -3
	}
}


# Chaste - Pretty young maiden
character_event = {
	id = VIETnam.89
	desc = "EVTDESC1000109118"
	picture = GFX_evt_maiden
	
	is_triggered_only = yes
	
	min_age = 16
	max_age = 32
	only_rulers = yes
	capable_only = yes
	prisoner = no
	only_men = yes
	
	trigger = {
		trait = chaste
		in_command = no
		NOT = { trait = celibate }
		#NOT = { trait = homosexual }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2
			has_lover = no
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 2
			trait = hedonist
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 0.8
			has_lover = yes
		}
	}
	
	option = { #Stay clean
		name = "EVTOPTA1000109118"
		random_list = {
			50 = { prestige = 3 }
			50 = { piety = 3 }
		}
	}
	
	option = { #God will give strength!
		name = "EVTOPTB1000109118"
		piety = 3
	}
	
	option = { #Can't see her anyways
		name = "EVTOPTC1000109118"
		tooltip_info = blinded
		trigger = {
			trait = blinded
		}
		random_list = {
			50 = { prestige = 3 }
			50 = { piety = 3 }
		}
	}
	
	option = { #Homosexual
		name = "EVTOPTD1000109118"
		ai_chance = {
			factor = 500
		}
		tooltip_info = homosexual
		trigger = {
			trait = homosexual
		}
		prestige = 5
	}
}



# Gluttonous - tasty food to eat!
character_event = {
	id = VIETnam.90
	desc = "EVTDESC1000109119"
	picture = GFX_evt_VIET_food
	
	is_triggered_only = yes
	
	min_age = 16
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		trait = gluttonous
		in_command = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2
			trait = gregarious
		}
		modifier = {
			factor = 1.5
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 0.7
			trait = diligent
		}
	}
	
	option = { #Eat and eat
		name = "EVTOPTA1000109119"
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
	
	option = { #Fermented mare's milk
		name = "EVTOPTB1000109119"
		trigger = {
			culture_group = altaic
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
	
	option = { #Hummus and pita bread
		name = "EVTOPTC1000109119"
		trigger = {
			is_hummus_culture_trigger = yes
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
	
	option = { #Fish and chips
		name = "EVTOPTD1000109119"
		trigger = {
			culture_group = west_germanic
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
		
	option = { #Olive oil
		name = "EVTOPTE1000109119"
		trigger = {
			OR = {
				culture_group = latin
				culture_group = iberian
			}
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
		
	option = { #Baklava
		name = "EVTOPTF1000109119"
		trigger = {
			is_baklava_culture_trigger = yes
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
		
	option = { #Pretzels
		name = "EVTOPTG1000109119"
		trigger = {
			culture_group = central_germanic
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
		
	option = { #Momo dumplinps
		name = "EVTOPTH1000109119"
		trigger = {
			culture_group = tibetan_group
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
		
	option = { # Rice and tofu
		name = "EVTOPTI1000109119"
		trigger = {
			culture_group = chinese_group
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
		
	option = { # Inerja Bread
		name = "EVTOPTJ1000109119"
		trigger = {
			culture_group = east_african
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
		
	option = { # Okra gumbo
		name = "EVTOPTK1000109119"
		trigger = {
			OR = {
				culture_group = west_african
				culture_group = central_african
			}
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
		
	option = { # Kouign-amann
		name = "EVTOPTL1000109119"
		trigger = {
			culture = breton
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
		
	option = { # Bacon and cabbage
		name = "EVTOPTM1000109119"
		trigger = {
			culture = irish
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
		
	option = { # Haggis
		name = "EVTOPTN1000109119"
		trigger = {
			OR = {
				culture = pictish
				culture = scottish
			}
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
		
	option = { # Cawl soup
		name = "EVTOPTO1000109119"
		trigger = {
			culture = welsh
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
		
	option = { # Ghormeh sabzi
		name = "EVTOPTP1000109119"
		trigger = {
			culture_group = iranian
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
}

# Temperate - some people say character doesn't enjoy life enough
character_event = {
	id = VIETnam.91
	desc = "EVTDESC1000109120"
	picture = GFX_evt_feast
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	
	trigger = {
		in_command = no
		trait = temperate
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = depressed
		}
		modifier = {
			factor = 1.2
			trait = stressed
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = chaste
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 0.8
			NOT = { lifestyle_traits = 1 }
		}
	}
	
	option = { #I'm a prude
		name = "EVTOPTA1000109120"
		add_character_modifier = {
			name = the_prude
			duration = 365
		}
	}
	
	option = { #Lighten up?
		name = "EVTOPTB1000109120"
		random_list = {
			50 = { }
			15 = { add_trait = gregarious }
			35 = { remove_trait = temperate }
		}
	}
	
	option = { #I am enjoying life
		name = "EVTOPTC1000109120"
		ai_chance = {
			factor = 1.2
		}
		tooltip_info = gregarious
		trigger = {
			trait = gregarious
			NOT = { trait = depressed }
			NOT = { trait = stressed }
		}
		prestige = 1
	}
}


# Paranoid - character thinks he/she just saw an assassin
character_event = {
	id = VIETnam.92
	desc = "EVTDESC1000109121"
	picture = GFX_evt_nightmare
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	
	trigger = {
		trait = paranoid
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2
			trait = lunatic
		}
		modifier = {
			factor = 2
			trait = possessed
		}
		modifier = {
			factor = 1.2
			trait = stressed
		}
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 1.3
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 0.7
			trait = brave
		}
		modifier = {
			factor = 0.7
			trait = slothful
		}
		modifier = {
			factor = 0.7
			trait = slow
		}
	}
	
	option = { #Seeing... things?
		name = "EVTOPTA1000109121"
		add_character_modifier = {
			name = the_paranoid
			duration = 365
		}
	}
	
	option = { #Uses knowledge
		name = "EVTOPTB1000109121"
		ai_chance = {
			factor = 10
		}
		tooltip_info = learning
		trigger = {
			learning = 13
		}
	}
	
	option = { #Run away!
		name = "EVTOPTC1000109121"
		ai_chance = {
			factor = 5
		}
		tooltip_info = craven
		trigger = {
			trait = craven
		}
		add_character_modifier = {
			name = paranoid_coward
			duration = 365
		}
	}
}


# Trusting - character got pranked by a courtier
character_event = {
	id = VIETnam.93
	desc = "EVTDESC1000109122"
	picture = GFX_evt_scandal
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		trait = trusting
		any_courtier = {
			is_adult = yes
			NOT = { trait = incapable }
			is_ill = no
			NOR = {
				trait = craven
				trait = kind
				trait = trusting
				trait = shy
			}
			OR = {
				trait = gregarious
				trait = cruel
				trait = socializer
				trait = hedonist
				trait = gamer
				trait = arbitrary
				trait = brave
				trait = proud
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 4
			is_dumb_trigger = yes
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
		modifier = {
			factor = 0.8
			is_smart_trigger = yes
		}		
		modifier = {
			factor = 0.5
			trait = wroth
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				is_adult = yes
				NOT = { trait = incapable }
				is_ill = no
				NOR = {
					trait = craven
					trait = kind
					trait = trusting
					trait = shy
				}
				OR = {
					trait = gregarious
					trait = cruel
					trait = socializer
					trait = hedonist
					trait = gamer
					trait = arbitrary
					trait = brave
					trait = proud
				}			
			}
			save_event_target_as = target_VIET_pranker_courtier
		}	
	}

	
	option = { #Must stop being gullible
		name = "EVTOPTA1000109122"
		random_list = {
			20 = { }
			20 = { remove_trait = trusting }
			20 = { add_trait = deceitful }
			20 = { add_trait = diligent }
			20 = { add_trait = depressed }
		}
		event_target:target_VIET_pranker_courtier = {
			reverse_opinion = {
				modifier = opinion_afraid
				who = ROOT
				years = 1
			}
		}
	}
	
	option = { #Fine with that
		name = "EVTOPTB1000109122"
		tooltip_info = content
		trigger = { trait = content }
		piety = 5
		event_target:target_VIET_pranker_courtier = {
			opinion = {
				modifier = opinion_confused
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = opinion_cautious
				who = ROOT
				years = 1
			}
		}
	}
	
	option = { #Punish
		name = "EVTOPTC1000109122"
		ai_chance = {
			factor = 15
		}
		tooltip_info = cruel
		trigger = {
			trait = cruel
		}
		event_target:target_VIET_pranker_courtier = {
			opinion = {
				modifier = opinion_afraid
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = opinion_angry
				who = ROOT
				years = 1
			}
		}
	}
}


# Deceitful - Never show true self
character_event = {
	id = VIETnam.94
	desc = "EVTDESC1000109123"
	picture = GFX_evt_sun_and_moon
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	
	trigger = {
		trait = deceitful
		NOT = { personality_traits = 5 }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
	}
	
	option = { #Risky
		name = "EVTOPTA1000109123"
		random_list = {
			25 = { }
			25 = { add_trait = envious }
			25 = { add_trait = shy }
			25 = { add_trait = paranoid }
		}
	}
	
	option = { #Nobody understands
		name = "EVTOPTB1000109123"
		random_list = {
			20 = { }
			30 = { add_trait = shy }
			20 = { add_trait = envious }
			20 = { add_trait = craven }
			10 = { add_trait = depressed }
		}
	}
	
	option = { #Crazy
		name = "EVTOPTC1000109123"
		ai_chance = {
			factor = 50
		}
		tooltip_info = lunatic
		trigger = {
			trait = lunatic
		}
		random_list = {
			50 = { }
			35 = { add_trait = shy }
			15 = { add_trait = paranoid }
		}
	}
	
	option = { #Possessed
		name = "EVTOPTD1000109101"
		ai_chance = {
			factor = 50
		}
		tooltip_info = possessed
		trigger = {
			trait = possessed
			NOT = { trait = lunatic }
		}
		random_list = {
			50 = { }
			35 = { add_trait = shy }
			15 = { add_trait = paranoid }
		}
	}
}


# Honest - character meets an incompetent merchant
character_event = {
	id = VIETnam.95
	desc = "EVTDESC1000109124"
	picture = GFX_evt_market
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		trait = honest
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = { #Harsh words
		name = "EVTOPTA1000109124"
		prestige = 3
	}
	
	option = { #Buy merchandise anyways
		name = "EVTOPTB1000109124"
		ai_chance = {
			factor = 1.25
		}
		trigger = {
			OR = {
				trait = kind
				trait = charitable
				trait = trusting
			}
			NOT = { trait = greedy }
		}
		add_character_modifier = {
			name = the_kind
			duration = 90
		}
	}
	
	option = { #Give advice
		name = "EVTOPTC1000109124"
		ai_chance = {
			factor = 1.200
		}
		tooltip_info = stewardship
		trigger = {
			stewardship = 13
		}
		random_list = {
			70 = { }
			30 = { add_trait = kind }
		}
		add_character_modifier = {
			name = the_kind
			duration = 365
		}
	}
}


# Cruel - subjects fear character
character_event = {
	id = VIETnam.96
	desc = "EVTDESC1000109100"
	picture = GFX_evt_lunatic
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	
	trigger = {
		trait = cruel
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
	}
	
	option = { #Blood
		name = "EVTOPTA1000109100"
		prestige = 1
	}
	
	option = { #To be feared, not loved
		name = "EVTOPTB1000109100"
		ai_chance = {
			factor = 1.25
		}
		trigger = {
			OR = {
				trait = cynical
				trait = scholar
				trait = ambitious
				trait = diligent
				trait = erudite
				learning = 13
			}
			NOR = {
				trait = kind
				trait = trusting
			}
		}
		piety = -2
		prestige = 2
	}
	
	option = { #Just
		name = "EVTOPTC1000109100"
		ai_chance = {
			factor = 1.25
		}
		tooltip_info = just
		trigger = {
			trait = just
		}
		prestige = 2
	}
}


##########################################################################
# Generic Muslim Events
##########################################################################

# Wash face - Wudu
character_event = {
	id = VIETnam.175
	desc = "EVTDESC1000109348"
	picture = GFX_evt_moorish_decor
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	religion_group = muslim
	#war = no
	
	trigger = {
		#is_ruler = yes
		#in_command = no
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.5
			trait = depressed
		}
		modifier = {
			factor = 1.5
			trait = stressed
		}
		#modifier = {
		#	factor = 3
		#	has_ambition = obj_have_no_worries
		#}
	}
	
	option = {
		name = "EVTOPTA1000109348" #healing
		ai_chance = {
			factor = 1
		}
		piety = 5
		if = {
			limit = {
				trait = stressed
			}
			remove_trait = stressed
		}
		if = {
			limit = {
				trait = depressed
			}
			remove_trait = depressed
		}
	}
	option = {
		name = "EVTOPTB1000109348" #Hygene
		tooltip_info = learning
		trigger = {
			learning = 11
		}
		ai_chance = {
			factor = 100
		}
		piety = 5
		prestige = 5
		if = {
			limit = {
				trait = stressed
			}
			remove_trait = stressed
		}
		if = {
			limit = {
				trait = depressed
			}
			remove_trait = depressed
		}
	}
}



# Critical Sufi Master
character_event = {
	id = VIETnam.176
	desc = "EVTDESC1000109349"
	picture = GFX_evt_emissary
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	religion_group = muslim
	war = no
	
	trigger = {
		in_command = no
		decadence = 50
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.25
			decadence = 60
		}
		modifier = {
			factor = 1.5
			decadence = 70
		}
		modifier = {
			factor = 1.75
			decadence = 80
		}
		modifier = {
			factor = 2
			decadence = 90
		}
	}
	
	option = {
		name = "EVTOPTA1000109349" #Get out!
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.8
				trait = trusting
			}
			modifier = {
				factor = 1.2
				trait = paranoid
			}
			modifier = {
				factor = 0.8
				trait = wroth
			}
			modifier = {
				factor = 1.2
				trait = patient
			}
			modifier = {
				factor = 1.2
				trait = proud
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
			modifier = {
				factor = 1.2
				trait = arbitrary
			}
			modifier = {
				factor = 0.8
				trait = just
			}
		}
		if = {
			limit = {
				trait = patient
			}
			random = {
				remove_trait = patient
				chance = 60
			}
		}
		else = {
			random = {
				add_trait = wroth
				chance = 40
			}
		}
	}
	option = {
		name = "EVTOPTB1000109349" #Heed warnings
		ai_chance = {
			factor = 1.2
			modifier = {
				factor = 1.2
				trait = trusting
			}
			modifier = {
				factor = 0.8
				trait = paranoid
			}
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
			modifier = {
				factor = 1.2
				trait = zealous
			}
		}
		decadence = -3
		piety = 10
		if = {
			limit = {
				trait = proud
			}
			random = {
				remove_trait = proud
				chance = 30
			}
		}
		if = {
			limit = {
				NOT = { trait = charitable }
			}
			random = {
				add_trait = charitable
				chance = 30
			}
		}
	}
	option = {
		name = "EVTOPTC1000109349" #Live a bit frugally
		ai_chance = {
			factor = 3
			modifier = {
				factor = 1.2
				trait = trusting
			}
			modifier = {
				factor = 0.8
				trait = paranoid
			}
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
			modifier = {
				factor = 1.2
				trait = zealous
			}
		}
		decadence = -1
		piety = 5
		prestige = 5
		if = {
			limit = {
				trait = greedy
			}
			random = {
				remove_trait = greedy
				chance = 50
			}
		}
		if = {
			limit = {
				NOT = { trait = temperate }
			}
			random = {
				add_trait = temperate
				chance = 50
			}
		}
	}
}



# Scholar from the House of Wisdom
character_event = {
	id = VIETnam.177
	desc = "EVTDESC1000109350"
	picture = GFX_evt_moorish_decor
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	religion_group = muslim
	war = no
	
	trigger = {
		in_command = no
		NOT = { has_character_flag = house_of_wisdom_scholar }
		any_courtier = {
			is_female = no
			is_adult = yes
			is_ruler = no
			OR = {
				learning = 13
				trait = erudite
				trait = detached_priest
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
				trait = scholar
				trait = mystic
			}
		}
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 3
			learning = 16
		}
	}
	
	option = {
		name = "EVTOPTA1000109350" #ok
		ai_chance = {
			factor = 1
		}
		random_courtier = {
			limit = {
				is_female = no
				is_adult = yes
				is_ruler = no
				OR = {
					learning = 13
					trait = erudite
					trait = detached_priest
					trait = martial_cleric
					trait = scholarly_theologian
					trait = mastermind_theologian
					trait = scholar
					trait = mystic
				}
			}
			change_learning = 1
		}
		culture_techpoints = 50
		economy_techpoints = 50
		military_techpoints = 50
		set_character_flag = house_of_wisdom_scholar
		decadence = -1
	}
}


# High Quality and Quantity Paper Makers - was character event in old VIET, now turned into province event; remember to remove from on_actions if adapting from old VIET!
province_event = {
	id = VIETnam.178
	desc = "EVTDESC1000109351"
	picture = GFX_evt_moorish_decor
	
	trigger = {
		religion_group = muslim
		NOT = { has_province_modifier = muslim_paper_makers }
		owner = {
			any_realm_province = {
				has_province_modifier = muslim_paper_makers
			}
		}
	}
	
	mean_time_to_happen = {
		months = 12500
		modifier = {
			factor = 1.5
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 3 }
		}
		modifier = {
			factor = 1.3
			NOR = {
				region = world_middle_east
				region = world_persia
			}
		}
	}
	
	option = {
		name = "EVTOPTA1000109351" #ok
		add_province_modifier = {
			name = muslim_paper_makers
			duration = 18250
		}
		#set_character_flag = muslim_paper_makers		
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {
					change_variable = { which = prosperity_value value = 12 }
				}
			}
		}
	}
}


# Character defeated by courtier in Persian chess
character_event = {
	id = VIETnam.179
	desc = "EVTDESC1000109352"
	picture = GFX_evt_council
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	religion_group = muslim
	#war = no
	
	trigger = {
		in_command = no
		any_courtier = {
			is_adult = yes
			NOT = { trait = incapable }
			OR = {
				trait = genius
				trait = quick
				trait = brilliant_strategist
				trait = skilled_tactician
				trait = gamer
				trait = strategist
				martial = 11
				intrigue = 11
				learning = 11
			}
		}
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = scholar
		}
		modifier = {
			factor = 0.8
			trait = imbecile
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = poet
		}
		modifier = {
			factor = 0.8
			trait = slow
		}
		modifier = {
			factor = 1.2
			trait = hedonist
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
	}
	
	
	immediate = {
		random_courtier = {
			limit = {
				is_adult = yes
				NOT = { trait = incapable }
				OR = {
					trait = genius
					trait = quick
					trait = brilliant_strategist
					trait = skilled_tactician
					martial = 11
					intrigue = 11
					learning = 11
					trait = gamer
					trait = strategist
				}
			}
			save_event_target_as = target_VIET_persian_chess_courtier
		}
	}
	
	option = {
		name = "EVTOPTA1000109352" #ok
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = trusting
			}
			modifier = {
				factor = 0.8
				trait = paranoid
			}
			modifier = {
				factor = 0.1
				trait = wroth
			}
			modifier = {
				factor = 10
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 0.1
				trait = ambitious
			}
			modifier = {
				factor = 10
				trait = content
			}
		}
		random_list = {
			25 = { decadence = -1 }
			50 = { prestige = -1 }
			25 = { prestige = 1 }
		}
		if = {
			limit = {
				trait = wroth
			}
			random_list = {
				70 = { }
				30 = { remove_trait = wroth }
			}
		}
		if = {
			limit = {
				NOT = { trait = content }
			}
			random_list = {
				70 = { }
				30 = { add_trait = content }
			}
		}
		decadence = -1
		event_target:target_VIET_persian_chess_courtier = {
			opinion = {
				modifier = opinion_happy
				who = ROOT
				years = 1
			}
		}
	}
	
	option = {
		name = "EVTOPTB1000109352" #Angry!
		tooltip_info = wroth
		trigger = {
			trait = wroth
		}
		ai_chance = {
			factor = 5
			modifier = {
				factor = 1.2
				trait = proud
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
			modifier = {
				factor = 1.2
				trait = ambitious
			}
			modifier = {
				factor = 0.8
				trait = content
			}
			modifier = {
				factor = 1.2
				trait = envious
			}
			modifier = {
				factor = 0.8
				trait = kind
			}
		}
		if = {
			limit = {
				trait = content
			}
			random_list = {
				70 = { }
				30 = { remove_trait = content }
			}
		}
		event_target:target_VIET_persian_chess_courtier = {
			opinion = {
				modifier = opinion_confused
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = opinion_cautious
				who = ROOT
				years = 1
			}
		}
	}
	
	option = {
		name = "EVTOPTC1000109352" #Educational experience
		trigger = {
			OR = {
				trait = genius
				trait = quick
				trait = diligent
				trait = ambitious
				learning = 13
				martial = 13
			}
		}
		ai_chance = {
			factor = 5
			modifier = {
				factor = 1.2
				trait = diligent
			}
			modifier = {
				factor = 0.8
				trait = slothful
			}
			modifier = {
				factor = 1.2
				trait = ambitious
			}
			modifier = {
				factor = 0.8
				trait = content
			}
			modifier = {
				factor = 1.2
				trait = scholar
			}
			modifier = {
				factor = 0.8
				trait = hedonist
			}
		}
		if = {
			limit = {
				trait = slothful
			}
			random_list = {
				70 = { }
				30 = { remove_trait = slothful }
			}
		}
		decadence = -1
		event_target:target_VIET_persian_chess_courtier = {
			opinion = {
				modifier = opinion_happy
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = opinion_pleased
				who = ROOT
				years = 1
			}
		}
	}
	
	option = {
		name = "EVTOPTD1000109352" #Let them win for the fun of it
		trigger = {
			OR = {
				trait = genius
				learning = 15
				martial = 15
			}
		}
		ai_chance = {
			factor = 10
			modifier = {
				factor = 1.2
				trait = diligent
			}
			modifier = {
				factor = 0.8
				trait = slothful
			}
			modifier = {
				factor = 1.2
				trait = kind
			}
			modifier = {
				factor = 0.8
				trait = cruel
			}
			modifier = {
				factor = 1.2
				trait = deceitful
			}
			modifier = {
				factor = 0.8
				trait = honest
			}
		}
		if = {
			limit = {
				trait = cruel
			}
			random_list = {
				70 = { }
				30 = { remove_trait = cruel }
			}
		}
		decadence = -1
		event_target:target_VIET_persian_chess_courtier = {
			opinion = {
				modifier = opinion_happy
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = opinion_pleased
				who = ROOT
				years = 1
			}
		}
	}
}


# Fame Throughout Muslim World
character_event = {
	id = VIETnam.180
	desc = "EVTDESC1000109353"
	picture = GFX_evt_hagia_sofia
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	religion_group = muslim
	#war = no
	
	trigger = {
		#in_command = no
		prestige = 2000
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = poet
		}
		modifier = {
			factor = 0.8
			trait = slow
		}
	}
	
	option = {
		name = "EVTOPTA1000109353" #ok
		decadence = -3
	}
}




# Piety Throughout Muslim World
character_event = {
	id = VIETnam.181
	desc = "EVTDESC1000109354"
	picture = GFX_evt_hagia_sofia
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	religion_group = muslim
	#war = no
	
	trigger = {
		#in_command = no
		piety = 2000
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = {
		name = "EVTOPTA1000109354" #ok
		decadence = -3
	}
}


# Hafiz Forgets Lines
character_event = {
	id = VIETnam.182
	desc = "EVTDESC1000109355"
	picture = GFX_evt_monk
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	religion_group = muslim
	war = no
	
	trigger = {
		in_command = no
		trait = hafiz
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		#modifier = {
		#	factor = 3
		#	trait = absentminded
		#}
		modifier = {
			factor = 3
			is_dumb_trigger = yes
		}
		modifier = {
			factor = 0.8
			is_smart_trigger = yes
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
	}
	
	option = {
		name = "EVTOPTA1000109355" #Everyone makes mistakes
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = slothful
			}
			modifier = {
				factor = 0.8
				trait = diligent
			}
			modifier = {
				factor = 1.2
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
		}
		piety = 5
		prestige = -5
		if = {
			limit = {
				trait = diligent
			}
			random = {
				remove_trait = diligent
				chance = 50
			}
		}
	}
	
	option = {
		name = "EVTOPTB1000109355" #Re-memorize
		tooltip_info = diligent
		trigger = {
			trait = diligent
		}
		ai_chance = {
			factor = 1.2
			modifier = {
				factor = 1.2
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
			modifier = {
				factor = 1.2
				trait = proud
			}
			modifier = {
				factor = 0.8
				trait = content
			}
			modifier = {
				factor = 1.2
				trait = ambitious
			}
		}
		random_list = {
			50 = { prestige = 10 }
			50 = { piety = 5 }
		}
		decadence = -3
		if = {
			limit = {
				trait = content
			}
			random = {
				remove_trait = content
				chance = 50
			}
		}
	}
}



# Annoying Beggar
character_event = {
	id = VIETnam.183
	desc = "EVTDESC1000109356"
	picture = GFX_evt_small_town
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	religion_group = muslim
	war = no
	
	trigger = {
		in_command = no
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = {
		name = "EVTOPTA1000109356" #Give coin and then run away
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = slothful
			}
			modifier = {
				factor = 0.8
				trait = diligent
			}
			modifier = {
				factor = 1.2
				trait = greedy
			}
			modifier = {
				factor = 0.8
				trait = charitable
			}
		}
		wealth = -1
		random_list = {
			50 = { }
			50 = { decadence = -1 }
		}
	}
	
	option = {
		name = "EVTOPTB1000109356" #Have everything I'm carrying
		tooltip_info = charitable
		trigger = {
			trait = charitable
		}
		ai_chance = {
			factor = 5
			modifier = {
				factor = 1.2
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = cruel
			}
			modifier = {
				factor = 1.2
				trait = kind
			}
			modifier = {
				factor = 0.8
				trait = gluttonous
			}
			modifier = {
				factor = 1.2
				trait = temperate
			}
		}
		wealth = -10
		piety = 5
		decadence = -3
		if = {
			limit = {
				NOT = { trait = charitable }
			}
			random = {
				add_trait = charitable
				chance = 50
			}
		}
	}
		
	option = {
		name = "EVTOPTC1000109356" #GET OUT
		trigger = {
			NOT = { trait = patient }
			NOT = { trait = kind }
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = content
			}
			modifier = {
				factor = 1.2
				trait = cruel
			}
			modifier = {
				factor = 0.1
				trait = charitable
			}
		}
		if = {
			limit = {
				trait = charitable
			}
			remove_trait = charitable
		}
		if = {
			limit = {
				trait = humble
			}
			remove_trait = humble
		}
		if = {
			limit = {
				NOT = { trait = wroth }
			}
			random = {
				add_trait = wroth
				chance = 25
			}
		}
		if = {
			limit = {
				NOT = { trait = proud }
			}
			random = {
				add_trait = proud
				chance = 25
			}
		}
	}

	option = {
		name = "EVTOPTD1000109356" #Give me something in return
		tooltip_info = lustful
		trigger = {
			trait = lustful
			OR = {
				is_female = no
				AND = {
					is_female = yes
					trait = homosexual
				}
			}
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = cruel
			}
			modifier = {
				factor = 0.8
				trait = kind
			}
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
			modifier = {
				factor = 1.2
				trait = arbitrary
			}
			modifier = {
				factor = 0.8
				trait = just
			}
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0
				trait = celibate
			}
		}
		decadence = 1
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 888
		}
	}
}




##########################################################################
# Alcohol Events
##########################################################################

# Drinking contest
character_event = {
	id = VIETnam.184
	desc = "EVTDESC1000109357"
	picture = GFX_evt_feast_hf
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	only_men = yes
	war = no
	
	trigger = {
		NOT = { religion_group = muslim }
		in_command = no
		any_courtier = {
			ai = yes
			is_adult = yes
			is_female = no
			OR = {
				trait = gregarious
				trait = hedonist
				trait = drunkard
				trait = gluttonous
				trait = poet
				trait = slothful
			}
			NAND = {
				trait = zealous
				NOT = { religion_group = pagan_group }
			}
			NOT = { trait = incapable }
			NOT = { trait = temperate }
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 3
			trait = drunkard
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.5
			religion_group = pagan_group
		}
	}
	
	immediate = {
	
		random_courtier = {
			limit = {
				ai = yes
				is_adult = yes
				is_female = no
				OR = {
					trait = gregarious
					trait = hedonist
					trait = drunkard
					trait = gluttonous
					trait = poet
					trait = slothful
				}
				NAND = {
					trait = zealous
					NOT = { religion_group = pagan_group }
				}
				NOT = { trait = incapable }
				NOT = { trait = temperate }			
			}
			save_event_target_as = target_VIET_drinking_contest_courtier
		}
	
	}
	
	option = {
		name = "EVTOPTA1000109357" #Sure!
		ai_chance = {
			factor = 1
			modifier = {
				factor = 10
				trait = drunkard
			}
			modifier = {
				factor = 0.8
				trait = zealous
				NOT = { religion_group = pagan_group }
			}
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
			modifier = {
				factor = 1.2
				trait = slothful
			}
			modifier = {
				factor = 0.8
				trait = diligent
			}
			modifier = {
				factor = 1.2
				trait = gluttonous
			}
			modifier = {
				factor = 0.8
				trait = temperate
			}
		}
		random_list = {
			50 = {
				character_event = { #lose
					id = VIETnam.186
					tooltip = "EVTTOOLTIP1000109359"
				}
			}
			50 = {
				character_event = { #win
					id = VIETnam.185
					tooltip = "EVTTOOLTIP1000109358"
				}
			}
		}
	}

	option = {
		name = "EVTOPTB1000109357" #No
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0
				trait = drunkard
			}
			modifier = {
				factor = 1.2
				trait = zealous
				NOT = { religion_group = pagan_group }
			}
			modifier = {
				factor = 0.8
				trait = gregarious
			}
			modifier = {
				factor = 1.2
				trait = shy
			}
			modifier = {
				factor = 0.8
				trait = slothful
			}
			modifier = {
				factor = 1.2
				trait = diligent
			}
			modifier = {
				factor = 0.8
				trait = gluttonous
			}
			modifier = {
				factor = 1.2
				trait = temperate
			}
		}
		if = {
			limit = {
				NOT = { religion_group = pagan_group }
			}
			piety = 5
		}
		add_character_modifier = {
			name = the_prude
			duration = 365
		}
	}
}

#Character wins drinking contest
character_event = {
	id = VIETnam.185
	desc = "EVTDESC1000109358"
	picture = GFX_evt_feast_hf

	is_triggered_only = yes

	option = { #Great
		name = "EVTOPTA1000109358"
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
			modifier = {
				factor = 1.2
				trait = gluttonous
			}
			modifier = {
				factor = 0.8
				trait = temperate
			}
		}
		event_target:target_VIET_drinking_contest_courtier = {
			opinion = {
				modifier = VIET_opinion_won_drinking_contest
				who = FROM
				years = 5
			}
		}
		prestige = 5
		random_list = {
			5 = { add_trait = drunkard }
			15 = { add_trait = gregarious }
			80 = { }
		}
	}
	option = { #Never again
		name = "EVTOPTB1000109358"
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.8
				trait = gregarious
			}
			modifier = {
				factor = 1.2
				trait = shy
			}
			modifier = {
				factor = 0.1
				trait = drunkard
			}
			modifier = {
				factor = 0.1
				trait = hedonist
			}
		}
		event_target:target_VIET_drinking_contest_courtier = {
			opinion = {
				modifier = VIET_opinion_won_drinking_contest
				who = FROM
				years = 5
			}
		}
		prestige = 5
		if = {
			limit = {
				trait = drunkard
			}
			random_list = {
				75 = { }
				25 = { remove_trait = drunkard }
			}
		}
		if = {
			limit = {
				trait = gregarious
			}
			random_list = {
				75 = { }
				25 = { remove_trait = gregarious }
			}
		}
	}
}


#Character loses drinking contest
character_event = {
	id = VIETnam.186
	desc = "EVTDESC1000109359"
	picture = GFX_evt_feast

	is_triggered_only = yes

	option = { #Great
		name = "EVTOPTA1000109359"
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
			modifier = {
				factor = 1.2
				trait = gluttonous
			}
			modifier = {
				factor = 0.8
				trait = temperate
			}
		}
		event_target:target_VIET_drinking_contest_courtier = {
			opinion = {
				modifier = VIET_opinion_lost_drinking_contest
				who = FROM
				years = 5
			}
		}
		prestige = -2
	}
}

#Child drinks alcohol by accident
character_event = {
	id = VIETnam.187
	desc = "EVTDESC1000109360"
	picture = "GFX_evt_child_play"
	
	is_triggered_only = yes
	
	min_age = 6
	max_age = 13

	trigger = {
		has_guardian = yes
		NOT = { religion_group = muslim }
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			trait = diligent
			factor = 0.8
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			trait = paranoid
			factor = 0.8
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			trait = temperate
			factor = 0.8
		}
		modifier = {
			factor = 5
			trait = imbecile
		}
		modifier = {
			trait = genius
			factor = 0.1
		}
		modifier = {
			factor = 1.2
			trait = curious
		}
		modifier = {
			trait = timid
			factor = 0.8
		}
		modifier = {
			factor = 1.2
			trait = playful
		}
		modifier = {
			trait = indolent
			factor = 0.8
		}
		modifier = {
			factor = 1.2
			trait = rowdy
		}
		modifier = {
			trait = fussy
			factor = 0.8
		}
	}
		
	option = {
		name = "EVTOPTA1000109360"
		hidden_tooltip = {
			guardian = {
				character_event = {
					id = VIETnam.188
					#days = 1
				}
			}
		}
	}
}

# Guardian reacts
character_event = {
	id = VIETnam.188
	desc = EVTDESC1000109361
	picture = GFX_evt_child_play
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA1000109361 # Punish child
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = temperate
			}
			modifier = {
				factor = 0.8
				trait = gluttonous
			}
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = hedonist
			}
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = patient
			}
			modifier = {
				factor = 0.01
				trait = drunkard
			}
		}
		FROM = {
			opinion = {
				who = ROOT
				modifier = opinion_upset
				years = 1
			}
		}
	}
	
	option = {
		name = EVTOPTB1000109361 # Funny
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = temperate
			}
			modifier = {
				factor = 1.2
				trait = hedonist
			}
			modifier = {
				factor = 0.8
				trait = patient
			}
			modifier = {
				factor = 1.2
				trait = drunkard
			}
			modifier = {
				factor = 1.2
				trait = content
			}
		}
		FROM = {
			opinion = {
				who = ROOT
				modifier = opinion_confused
				years = 1
			}
		}
	}
}


# Shipment of wines arrive
character_event = {
	id = VIETnam.189
	desc = "EVTDESC1000109362"
	picture = GFX_evt_busy_trading_dock_republic
	
	is_triggered_only = yes
	
	min_age = 16
	capable_only = yes
	prisoner = no
	is_patrician = yes
	war = no
	
	trigger = {
		in_command = no
		NOT = { religion_group = muslim }
		capital_scope = {
			NOR = {
				region = world_africa_west
				region = world_africa_east
				region = world_steppe
				region = world_india
				region = world_himalayas
			}
		}
	}
	
	weight_multiplier = {
		days = 1

		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			culture_group = latin
		}
		modifier = {
			factor = 0.8
			NOT = { culture_group = latin }
		}
	}
	
	option = { #Good
		name = "EVTOPTA1000109362"
		ai_chance = {
			factor = 1
		}
		random_list = {
			40 = { wealth = 40 }
			40 = { wealth = 80 }
			15 = { wealth = 120 }
			5 = { wealth = 160 }
		}
	}
}



# Drunk courtier interrupts court
character_event = {
	id = VIETnam.190
	desc = "EVTDESC1000109363"
	picture = GFX_evt_emissary
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		any_courtier = {
			ai = yes
			is_adult = yes
			trait = drunkard
			NOT = {	trait = incapable }
		}
	}
	
	weight_multiplier = {
		days = 1

		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				ai = yes
				is_adult = yes
				trait = drunkard
				NOT = {	trait = incapable }			
			}
			save_event_target_as = target_VIET_drunk_courtier_interruptor
		}
	}
	
	option = {
		name = "EVTOPTA1000109363" #Punish
		ai_chance = {
			factor = 10
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
			modifier = {
				factor = 1.2
				trait = diligent
			}
			modifier = {
				factor = 0.8
				trait = slothful
			}
			modifier = {
				factor = 1.2
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = wroth
			}
		}
		prestige = 5
		wealth = 2
		event_target:target_VIET_drunk_courtier_interruptor = {
			opinion = {
				modifier = opinion_angry
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = opinion_angry
				who = ROOT
				years = 1
			}
		}
	}

	option = {
		name = "EVTOPTB1000109363" #Funny
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = zealous
			}
			modifier = {
				factor = 1.2
				trait = gluttonous
			}
			modifier = {
				factor = 0.8
				trait = temperate
			}
			modifier = {
				factor = 1.2
				trait = charitable
			}
			modifier = {
				factor = 0.8
				trait = just
			}
			modifier = {
				factor = 1.2
				trait = arbitrary
			}
			modifier = {
				factor = 0.8
				trait = cruel
			}
			modifier = {
				factor = 1.2
				trait = kind
			}
			modifier = {
				factor = 0.8
				trait = envious
			}
		}
		prestige = -5
		any_courtier = {
			limit = {
				NOT = { trait = drunkard }
				NOT = { trait = zealous }
				OR = {
					trait = gregarious
					trait = hedonist
				}
			}
			opinion = {
				modifier = opinion_amused
				who = ROOT
				years = 1
			}
		}
		event_target:target_VIET_drunk_courtier_interruptor = {
			opinion = {
				modifier = opinion_confused
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = opinion_disapprove
				who = ROOT
				years = 1
			}
		}
	}
}


##########################################################################
# Elder Scrolls References Events
##########################################################################

# STOP RIGHT THERE CRIMINAL SCUM
character_event = {
	id = VIETnam.196
	desc = "EVTDESC1000109369"
	picture = GFX_evt_market
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		has_game_rule = {
			name = VIET_events_rules
			value = silly
		}	
		is_nomadic = no
	}
	
	weight_multiplier = {
		days = 1

		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = lunatic
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			is_patrician = no
		}

	}
	
	option = {
		name = "EVTOPTA1000109369" #Better safe than sorry
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
			modifier = {
				factor = 1.2
				trait = paranoid
			}
			modifier = {
				factor = 0.8
				trait = trusting
			}
			modifier = {
				factor = 10
				trait = kind
			}
			modifier = {
				factor = 0.1
				trait = cruel
			}
		}
		piety = 4
	}
	
	option = {
		name = "EVTOPTB1000109369" #Hahaha
		ai_chance = {
			factor = 1
			modifier = {
				factor = 5
				trait = gregarious
			}
			modifier = {
				factor = 0.2
				trait = shy
			}
			modifier = {
				factor = 1.2
				trait = content
			}
			modifier = {
				factor = 0.8
				trait = ambitious
			}
		}
		prestige = 4
	}
	
	
	option = {
		name = "EVTOPTC1000109369" #Imprison for a day
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = cruel
			}
			modifier = {
				factor = 0.8
				trait = kind
			}
			modifier = {
				factor = 1.2
				trait = arbitrary
			}
			modifier = {
				factor = 0.8
				trait = just
			}
			modifier = {
				factor = 1.2
				trait = diligent
			}
			modifier = {
				factor = 0.8
				trait = slothful
			}
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = patient
			}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = 1
		}
		if = {
			limit = {
				trait = just
			}
			random = {
				remove_trait = just
				chance = 65
			}
		}
		else = {
			random = {
				add_trait = arbitrary
				chance = 45
			}
		}
	}
}


# Curved Swords
character_event = {
	id = VIETnam.197
	desc = "EVTDESC1000109370"
	picture = GFX_evt_busy_trading_dock_republic
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	is_patrician = yes
	
	trigger = {
		in_command = no
		#Middle Eastern cultures and religions
		NOR = {
			religion_group = muslim
			religion_group = zoroastrian_group
			culture_group = arabic
			culture_group = iranian
			culture_group = serindian # exists in WtWSMS
			culture_group = north_african
			culture = andalusian_arabic
		}
		has_game_rule = {
			name = VIET_events_rules
			value = silly
		}
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }		
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 2
			religion_group = christian
		}
		modifier = {
			factor = 0.5
			OR = {
				religion = zun_pagan
				religion = zun_pagan_reformed
				religion = west_african_pagan
				religion = west_african_pagan_reformed
				religion = tengri_pagan
				religion = tengri_pagan_reformed
				religion_group = indian_group
				religion_group = zoroastrian_group
			}
		}
	}
	
	option = {
		name = "EVTOPTA1000109370" #Obviously
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = wroth
			}
		}
		prestige = 1
	}
	
	option = {
		name = "EVTOPTB1000109370" #Did you know...
		ai_chance = {
			factor = 1.2
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
			modifier = {
				factor = 1.2
				trait = proud
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
		}
		tooltip_info = scholar
		trigger = {
			trait = scholar
		}
		prestige = 1
	}
}



# Lucien Lachance Intro Dialogue
character_event = {
	id = VIETnam.198
	desc = "EVTDESC1000109371"
	picture = GFX_evt_shadow
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#in_command = no
		OR = {
			trait = kinslayer
			trait = familial_kinslayer
		}
		#Was thinking of disabling with serious game rule, but I think it's serious enough to not be immersion breaking, YMMV.
		#NOT = { has_global_flag = VIET_blatant_TES }
		#has_game_rule = {
		#	name = VIET_events
		#	value = on
		#}
	}
	
	weight_multiplier = {
		days = 1

		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = possessed
		}
		modifier = {
			factor = 0.8
			trait = imbecile
		}
	}
	
	option = {
		name = "EVTOPTA1000109371" #GET AWAY FROM ME!
		random_list = {
			40 = { }
			30 = { prestige = -3 }
			30 = { piety = -3 }
		}
	}
}




# Rumors
character_event = {
	id = VIETnam.199
	desc = "EVTDESC1000109372"
	picture = GFX_evt_courier
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		any_courtier = {
			is_adult = yes
			NOT = {
				trait = incapable
			}
		}
		has_game_rule = {
			name = VIET_events_rules
			value = silly
		}
	}
	
	weight_multiplier = {
		days = 1

		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				is_adult = yes
				NOT = {
					trait = incapable
				}
			}
			save_event_target_as = target_VIET_random_oblivion_dialogue_courtier
		}
	}
	
	option = {
		name = "EVTOPTA1000109372" #I've heard others say the same
		piety = 1
	}
	option = {
		name = "EVTOPTB1000109372" #Muddied Crab
		prestige = 1
	}
	option = {
		name = "EVTOPTC1000109372" #You're an idiot
		trigger = {
			OR = {
				trait = cynical
				trait = envious
				trait = cruel
				trait = honest
				trait = wroth
				trait = proud
			}
			NOT = { trait = kind }
			NOT = { trait = humble }
		}
		prestige = 2
		event_target:target_VIET_random_oblivion_dialogue_courtier = {
			reverse_opinion = {
				modifier = opinion_angry
				who = ROOT
				years = 1
			}
		}
	}
	option = {
		name = "EVTOPTD1000109372" #I spread rumors
		tooltip_info = intrigue
		trigger = {
			intrigue = 10
		}
		event_target:target_VIET_random_oblivion_dialogue_courtier = {
			reverse_opinion = {
				modifier = opinion_afraid
				who = ROOT
				years = 1
			}
		}
		prestige = 10
	}
}

##########################################################################
# Dirty Events
##########################################################################

# Slip in the mud
character_event = {
	id = VIETnam.200
	desc = "EVTDESC1000109373"
	picture = GFX_evt_skyrim_forest
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		NOT = { location = { terrain = desert } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 2
			trait = ill
		}
		modifier = {
			factor = 1.2
			trait = weak
		}
		modifier = {
			factor = 1.2
			trait = wounded
		}
		modifier = {
			factor = 2
			trait = maimed
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		#modifier = {
		#	factor = 2
		#	trait = absentminded
		#}
		modifier = {
			factor = 1.2
			trait = imbecile
		}
		modifier = {
			factor = 0.8
			trait = genius
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}
	
	option = {
		name = "EVTOPTA1000109373" #argghghghgh!!!!!11111!1!!!!!!!111!!
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = wroth
			}
		}
		prestige = -1
	}
	option = {
		name = "EVTOPTB1000109373" #Humble
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.8
				trait = patient
			}
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
			modifier = {
				factor = 1.2
				trait = zealous
			}
		}
		random_list = {
			50 = { prestige = -3 }
			50 = { }
		}
		if = {
			limit = {
				trait = proud
			}
			random = {
				remove_trait = proud
				chance = 60
			}
		}
		if = {
			limit = {
				NOT = { trait = proud }
				NOT = { trait = humble }
			}
			random = {
				add_trait = humble
				chance = 45
			}
		}
		if = {
			limit = {
				trait = humble
			}
			piety = 3
		}
	}
}



# Coin in the ground
character_event = {
	id = VIETnam.201
	desc = "EVTDESC1000109374"
	picture = GFX_evt_skyrim_forest
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
	}
	
	weight_multiplier = {
		days = 1
		
		#modifier = {
		#	factor = 1.2
		#	trait = perceptive
		#}
		#modifier = {
		#	factor = 0.8
		#	trait = absentminded
		#}
		modifier = {
			factor = 0.8
			trait = imbecile
		}
		modifier = {
			factor = 1.2
			trait = genius
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
	}
	
	option = {
		name = "EVTOPTA1000109374" #Cool
		random_list = {
			25 = { wealth = 1 }
			25 = { wealth = 2 }
			25 = { wealth = 3 }
			25 = { wealth = 4 }
		}
	}
}


# Fertilizer
character_event = {
	id = VIETnam.202
	desc = "EVTDESC1000109375"
	picture = GFX_evt_noble_haughty_talking_to_peasants
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		NOT = { location = { terrain = desert } }
		is_nomadic = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
	}
	
	option = {
		name = "EVTOPTA1000109375" #argghghghgh!!!!!11111!1!!!!!!!111!!
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 1.2
				trait = cruel
			}
			modifier = {
				factor = 1.2
				trait = proud
			}
		}
		if = {
			limit = {
				trait = humble
			}
			random = {
				remove_trait = humble
				chance = 60
			}
		}
		else = {
			random = {
				add_trait = proud
				chance = 25
			}
		}
	}
	option = {
		name = "EVTOPTB1000109375" #Urine
		prestige = 1
		if = {
			limit = {
				OR = {
					trait = scholar
					trait = gardener
					trait = genius
					stewardship = 16
				}
			}
			random_list = {
				25 = { prestige = 2 }
				25 = { prestige = 3 }
				25 = { prestige = 4 }
				25 = { prestige = 5 }
			}
		}
	}
	option = {
		name = "EVTOPTC1000109375" #Feces
		prestige = 1
		if = {
			limit = {
				OR = {
					trait = scholar
					trait = gardener
					trait = genius
					stewardship = 16
				}
			}
			random_list = {
				25 = { prestige = 2 }
				25 = { prestige = 3 }
				25 = { prestige = 4 }
				25 = { prestige = 5 }
			}
		}
	}
	option = {
		name = "EVTOPTD1000109375" #Dead plants
		prestige = 1
		if = {
			limit = {
				OR = {
					trait = scholar
					trait = gardener
					trait = genius
					stewardship = 16
				}
			}
			random_list = {
				25 = { prestige = 2 }
				25 = { prestige = 3 }
				25 = { prestige = 4 }
				25 = { prestige = 5 }
			}
		}
	}
}



# Parchment Coloring
character_event = {
	id = VIETnam.203
	desc = "EVTDESC1000109376"
	picture = GFX_evt_open_book_hf
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		is_nomadic = no
		OR = {
			trait = scholar
			trait = diligent
			trait = poet
			trait = genius
			trait = quick
			trait = erudite
			learning = 14
			stewardship = 14
			diplomacy = 14
			intrigue = 14
		}
		is_dumb_trigger = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.5
			trait = erudite
		}		
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			learning = 20
		}
		modifier = {
			factor = 0.8
			NOT = { learning = 7 }
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
	}
	
	option = {
		name = "EVTOPTA1000109376" #Earwax
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = zealous
			}
		}
		piety = 1
	}
	option = {
		name = "EVTOPTB1000109376" #Urine
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = gregarious
			}
		}
		prestige = 1
	}
	option = {
		name = "EVTOPTC1000109376" #Colorful stones
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = greedy
			}
		}
		random_list = {
			50 = { prestige = 1 }
			50 = { piety = 1 }
		}
	}
}




# Courtier's stool - or, as a VIETeran once said, fruit loop poops
character_event = {
	id = VIETnam.204
	desc = "EVTDESC1000109377"
	picture = GFX_evt_baklava
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		any_courtier = {
			is_adult = yes
			NOT = { trait = incapable }
			trait = gluttonous
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = temperate
		}
		modifier = {
			factor = 0.8
			trait = gluttonous
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				is_adult = yes
				NOT = { trait = incapable }
				trait = gluttonous
			}
			save_event_target_as = target_VIET_fruit_loop_poops_courtier
		}		
	}
	
	option = {
		name = "EVTOPTA1000109377" #Punishment
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = zealous
			}
		}
		event_target:target_VIET_fruit_loop_poops_courtier = {
			reverse_opinion = {
				modifier = opinion_shamed_me
				who = ROOT
				years = 1
			}
			add_character_modifier = {
				name = VIET_fruit_loops_poops
				duration = 365
			}
		}
		piety = 5
	}
	option = {
		name = "EVTOPTB1000109377" #Too much bile
		tooltip_info = physician
		trigger = {
			trait = physician
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 4
				trait = kind
			}
		}
		event_target:target_VIET_fruit_loop_poops_courtier = {
			reverse_opinion = {
				modifier = VIET_opinion_fruit_loop_poops_advice
				who = ROOT
				years = 1
			}
			add_character_modifier = {
				name = VIET_fruit_loops_poops
				duration = 100
			}
		}
		prestige = 3
	}
	option = {
		name = "EVTOPTB1000109377" #Too much bile
		tooltip_info = scholar
		trigger = {
			trait = scholar
			NOT = { trait = physician }
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 4
				trait = kind
			}
		}
		event_target:target_VIET_fruit_loop_poops_courtier = {
			reverse_opinion = {
				modifier = VIET_opinion_fruit_loop_poops_advice
				who = ROOT
				years = 1
			}
			add_character_modifier = {
				name = VIET_fruit_loops_poops
				duration = 100
			}
		}
		prestige = 3
	}
	option = {
		name = "EVTOPTB1000109377" #Too much bile
		tooltip_info = learning
		trigger = {
			NOT = { trait = scholar }
			NOT = { trait = physician }
			learning = 13
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 4
				trait = kind
			}
		}
		event_target:target_VIET_fruit_loop_poops_courtier = {
			reverse_opinion = {
				modifier = VIET_opinion_fruit_loop_poops_advice
				who = ROOT
				years = 1
			}
			add_character_modifier = {
				name = VIET_fruit_loops_poops
				duration = 100
			}
		}
		prestige = 3
	}
}


##########################################################################
# Nature Events
##########################################################################



# Sky admiring
character_event = {
	id = VIETnam.205
	desc = "EVTDESC1000109378"
	picture = GFX_evt_comet
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = {
		name = "EVTOPTA1000109378" #Amazing
		piety = 2
	}
}



# The Butterfly
character_event = {
	id = VIETnam.206
	desc = "EVTDESC1000109379"
	picture = GFX_evt_skyrim_forest
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	#trigger = {
	#	in_command = no
	#}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
	}
	
	option = {
		name = "EVTOPTA1000109379" #Wait
		ai_chance = {
			factor = 1
			modifier = {
				factor = 5
				trait = kind
			}
			modifier = {
				factor = 0.1
				trait = cruel
			}
			modifier = {
				factor = 5
				trait = patient
			}
			modifier = {
				factor = 0.1
				trait = wroth
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
		}
		piety = 2
		if = {
			limit = {
				trait = wroth
			}
			random = {
				remove_trait = wroth
				chance = 55
			}
		}
		else = {
			random = {
				add_trait = patient
				chance = 30
			}
		}
	}
	
	option = {
		name = "EVTOPTB1000109379" #Off
		ai_chance = {
			factor = 1
			modifier = {
				factor = 5
				trait = wroth
			}
			modifier = {
				factor = 0.1
				trait = patient
			}
			modifier = {
				factor = 1.2
				trait = proud
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
		}
		prestige = 1
		if = {
			limit = {
				trait = patient
			}
			random = {
				remove_trait = patient
				chance = 55
			}
		}
		else = {
			random = {
				add_trait = wroth
				chance = 30
			}
		}
	}

	
	option = {
		name = "EVTOPTC1000109379" #KILL
		trigger = {
			NOT = { trait = patient }
			NOT = { trait = kind }
			NOT = { trait = humble }
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = cruel
			}
			modifier = {
				factor = 0.8
				trait = envious
			}
			modifier = {
				factor = 1.2
				trait = arbitrary
			}
			modifier = {
				factor = 0.8
				trait = just
			}
		}
		prestige = 1
		random = {
			add_trait = cruel
			chance = 50
		}
	}
}



# The Scorpion
character_event = {
	id = VIETnam.207
	desc = "EVTDESC1000109380"
	picture = GFX_evt_desert
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#in_command = no
		location = { terrain = desert }
	}
	
	weight_multiplier = {
		days = 1
		
		#modifier = {
		#	factor = 1.2
		#	trait = absentminded
		#}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		#modifier = {
		#	factor = 0.8
		#	trait = perceptive
		#}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
	}
	
	option = {
		name = "EVTOPTA1000109380" #ow
		trigger = {
			NOT = { trait = strong }
		}
		prestige = -1
		random_list = {
			50 = { }
			49 = {
				add_character_modifier = {
					name = VIET_scorpion_sting
					duration = 365
				}
			}
			1 = {
				death = {
					death_reason = death_VIET_scorpion_sting
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTB1000109380" #nvm
		tooltip_info = strong
		trigger = {
			trait = strong
		}
		prestige = 1
	}
}


##########################################################################
# Dream Events
##########################################################################

# Good Dream
character_event = {
	id = VIETnam.217
	desc = "EVTDESC1000109390"
	picture = GFX_evt_holy_light
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	#trigger = {
	#	in_command = no
	#}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = celibate
		}
		modifier = {
			factor = 0.8
			trait = depressed
		}
		modifier = {
			factor = 1.2
			trait = mystic
		}
		modifier = {
			factor = 0.8
			trait = stressed
		}
		modifier = {
			factor = 1.2
			war = no
		}
		modifier = {
			factor = 0.8
			war = yes
		}
	}
	
	option = {
		name = "EVTOPTA1000109390" #ok
		piety = 1
	}
}

# Battle Dream
character_event = {
	id = VIETnam.218
	desc = "EVTDESC1000109391"
	picture = GFX_evt_battle
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	#only_men = yes
	
	trigger = {
		can_be_marshal_trigger = yes
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = stressed
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = erudite
		}
		modifier = {
			factor = 1.2
			trait = duelist
		}
		modifier = {
			factor = 0.8
			trait = scholar
		}
		modifier = {
			factor = 1.2
			war = yes
		}
		modifier = {
			factor = 0.8
			war = no
		}
		modifier = {
			factor = 1.2
			martial = 13
		}
		modifier = {
			factor = 0.8
			NOT = { martial = 13 }
		}
	}
	
	option = {
		name = "EVTOPTA1000109391" #ok
		random = {
			add_trait = stressed
			chance = 20
		}
	}
}

# Dagoth Ur Dream
character_event = {
	id = VIETnam.219
	desc = "EVTDESC1000109392"
	picture = GFX_evt_nightmare
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = lunatic
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
		modifier = {
			factor = 2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
	}
	
	option = {
		name = "EVTOPTA1000109392" #ok
		add_character_modifier = {
			name = VIET_dream_dagoth_ur
			duration = 666 #sixth house, get it?
		}
		random_list = {
			60 = { piety = 1 }
			40 = { prestige = -1 }
		}
	}
}

# ROME!!!
character_event = {
	id = VIETnam.220
	desc = "EVTDESC1000109393"
	picture = GFX_evt_rome_restored_byzantine
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#in_command = no
		NOT = { has_global_flag = rome_restored }		
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		OR = {
			has_landed_title = e_byzantium
			top_liege = {
				has_landed_title = e_byzantium
			}
			culture_group = byzantine
			culture = roman
			religion = hellenic_pagan 
			religion = hellenic_pagan_reformed
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			has_landed_title = e_byzantium
		}
		modifier = {
			factor = 0.8
			NOT = { has_landed_title = e_byzantium }
		}
		modifier = {
			factor = 1.2
			culture = greek
		}
		modifier = {
			factor = 0.8
			NOT = { culture = greek }
		}
		modifier = {
			factor = 1.2
			culture = roman
		}
		modifier = {
			factor = 0.8
			NOT = { culture = roman }
		}
		modifier = {
			factor = 1.2
			religion = orthodox
		}
		modifier = {
			factor = 0.8
			NOT = { religion = orthodox }
		}
	}
	
	option = {
		name = "EVTOPTA1000109393" #ok
		prestige = 5
	}
}

# Temptation dream
character_event = {
	id = VIETnam.221
	desc = "EVTDESC1000109394"
	picture = GFX_evt_brothel
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	only_men = yes
	
	trigger = {
		#in_command = no
		OR = {
			religion_group = christian
			religion_group = muslim
			religion_group = jewish_group
			religion_group = indian_group
		}
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = hedonist
		}
		modifier = {
			factor = 0.8
			trait = celibate
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = {
		name = "EVTOPTA1000109394" #No
		ai_chance = {
			factor = 1
			modifier = {
				factor = 5
				trait = celibate
			}
			modifier = {
				factor = 0.1
				trait = hedonist
			}
			modifier = {
				factor = 5
				trait = chaste
			}
			modifier = {
				factor = 0.1
				trait = lustful
			}
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
			modifier = {
				factor = 1.2
				trait = paranoid
			}
			modifier = {
				factor = 0.8
				trait = trusting
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
		}
		piety = 2
		character_event = {
			id = VIETnam.222
			tooltip = "EVTTOOLTIP1000109395"
		}
	}
	option = {
		name = "EVTOPTB1000109394" #Yes
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.1
				trait = celibate
			}
			modifier = {
				factor = 1.25
				trait = hedonist
			}
			modifier = {
				factor = 0.1
				trait = chaste
			}
			modifier = {
				factor = 5
				trait = lustful
			}
			modifier = {
				factor = 0.8
				trait = zealous
			}
			modifier = {
				factor = 1.2
				trait = cynical
			}
			modifier = {
				factor = 0.8
				trait = paranoid
			}
			modifier = {
				factor = 1.2
				trait = trusting
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
			modifier = {
				factor = 1.2
				trait = proud
			}
		}
		prestige = 2
		character_event = {
			id = VIETnam.223
			tooltip = "EVTTOOLTIP1000109396"
		}
	}
}


# Temptation resisted
character_event = {
	id = VIETnam.222
	desc = "EVTDESC1000109395"
	picture = GFX_evt_holy_light
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA1000109395" #ok
		piety = 5
	}
}

# Temptation caved in
character_event = {
	id = VIETnam.223
	desc = "EVTDESC1000109396"
	picture = GFX_evt_succubus
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA1000109396" #ok
		piety = -5
	}
}


##########################################################################
# Ancient Culture Events
##########################################################################


# Stargate reference (credits to thestormweaver, and thanks for gifting me TOG)
character_event = {
	id = VIETnam.259
	desc = "EVTDESC1000109432"
	picture = GFX_evt_comet
	
	is_triggered_only = yes
	
	only_rulers = yes
	min_age = 16
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		OR = {
			has_landed_title = c_gizeh
			AND = {
				liege = { has_landed_title = c_gizeh }
				culture = egyptian_arabic
			}
			AND = {
				top_liege = { has_landed_title = c_gizeh }
				culture = egyptian_arabic
			}
		}
		NOT = { has_character_flag = thestormweaver_stargate_reference }
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = {
		name = "EVTOPTA1000109432" #Destroy
		ai_chance = {
			factor = 1
			modifier = {
				factor = 3
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
			modifier = {
				factor = 1.2
				piety = 200
			}
			modifier = {
				factor = 0.8
				trait = scholar
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
		}
		piety = 10
		set_character_flag = thestormweaver_stargate_reference
		if = {
			limit = {
				NOT = { trait = zealous }
			}
			random = {
				add_trait = zealous
				chance = 45
			}
		}
	}
	option = {
		name = "EVTOPTB1000109432" #Put in palace
		ai_chance = {
			factor = 1.2
			modifier = {
				factor = 1.2
				trait = proud
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
			modifier = {
				factor = 1.2
				trait = ambitious
			}
			modifier = {
				factor = 0.8
				trait = content
			}
			modifier = {
				factor = 1.2
				trait = envious
			}
			modifier = {
				factor = 0.8
				trait = kind
			}
			modifier = {
				factor = 1.2
				trait = greedy
			}
			modifier = {
				factor = 0.8
				trait = charitable
			}
		}
		prestige = 10
		set_character_flag = thestormweaver_stargate_reference
		if = {
			limit = {
				NOT = { trait = proud }
			}
			random = {
				add_trait = proud
				chance = 25
			}
		}
	}
	option = {
		name = "EVTOPTC1000109432" # Make it a fountain
		ai_chance = {
			factor = 1
			modifier = {
				factor = 3
				trait = charitable
			}
			modifier = {
				factor = 0.25
				trait = greedy
			}
			modifier = {
				factor = 1.2
				trait = kind
			}
			modifier = {
				factor = 0.8
				trait = envious
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
		}
		add_character_modifier = {
			name = generous_ruler
			duration = 500
		}
		set_character_flag = thestormweaver_stargate_reference
		if = {
			limit = {
				trait = envious
			}
			random = {
				remove_trait = envious
				chance = 45
			}
		}
		if = {
			limit = {
				trait = greedy
			}
			random = {
				remove_trait = greedy
				chance = 45
			}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = -1
				chance = 50
			}
		}
	}
}



# Hellenic Female Statue - originally ancient Roman in old VIET, made generic so it could happen in other regions of the Hellenic and Roman worlds, or influenced by them
character_event = {
	id = VIETnam.260
	desc = "EVTDESC1000109433"
	picture = GFX_evt_ancient_cairn
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { religion_group = pagan_group }
		capital_scope = {
			OR = {
				region = world_europe_west
				region = world_europe_south
				region = world_asia_minor
				region = world_persia
				region = world_africa_north
				region = world_middle_east
				region = world_india_rajastan
			}
		}
		NOT = { has_artifact = VIET_hellenic_statue_female }
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 0.3
			viet_artifact_loss_three_flags = yes
		}				
		modifier = {
			factor = 0.3
			any_artifact = {
				has_artifact_flag = VIET_clutter_flag
			}
		}		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = scholar
		}
		modifier = {
			factor = 0.8
			is_dumb_trigger = yes
		}
	}
	
	option = {
		name = "EVTOPTA1000109433" #Bedchamber
		#tooltip_info = lustful
		trigger = {
			NOR = {
				trait = celibate
				trait = eunuch
				trait = chaste
				AND = {
					is_female = no
					trait = homosexual
				}
				AND = {
					is_female = yes
					NOT = { trait = homosexual }
				}
			}
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = hedonist
			}
			modifier = {
				factor = 0.8
				trait = zealous
			}
			modifier = {
				factor = 1.2
				trait = arbitrary
			}
			modifier = {
				factor = 0.8
				trait = just
			}
			modifier = {
				factor = 1.2
				trait = cruel
			}
			modifier = {
				factor = 0.8
				trait = kind
			}
		}
		piety = -5
		add_character_modifier = {
			name = lustful_ruler
			duration = 365
		}
		if = {
			limit = {
				NOT = { trait = lustful }
			}
			random = {
				add_trait = lustful
				chance = 50
			}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = 1
		}
		add_artifact = VIET_hellenic_statue_female
		new_artifact = {
			set_creation_date = 1.1.1
		}
	}
	option = {
		name = "EVTOPTB1000109433" #DESTROY
		trigger = {
			OR = {
				religion_group = christian
				religion_group = muslim
				religion_group = jewish_group
			}
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
		}
		piety = 5
		if = {
			limit = {
				trait = cynical
			}
			remove_trait = cynical
		}
		random = {
			add_trait = zealous
			chance = 33
		}
		#add_artifact = VIET_hellenic_statue_female
	}
	option = {
		name = "EVTOPTC1000109433" # Decorate
		ai_chance = {
			factor = 1.2
			modifier = {
				factor = 1.2
				trait = proud
			}
			modifier = {
				factor = 0.25
				trait = humble
			}
			modifier = {
				factor = 1.2
				trait = greedy
			}
			modifier = {
				factor = 0.8
				trait = content
			}
			modifier = {
				factor = 1.2
				trait = envious
			}
			modifier = {
				factor = 0.8
				trait = kind
			}
		}
		prestige = 5
		if = {
			limit = {
				trait = humble
			}
			random = {
				remove_trait = humble
				chance = 30
			}
		}
		else = {
			random = {
				add_trait = proud
				chance = 30
			}
		}
		add_artifact = VIET_hellenic_statue_female
		new_artifact = {
			set_creation_date = 1.1.1
		}
	}
	option = {
		name = "EVTOPTD1000109433" # Study
		tooltip_info = scholar
		trigger = {
			trait = scholar
			NOT = { trait = erudite }
		}
		ai_chance = {
			factor = 3
			modifier = {
				factor = 1.2
				trait = ambitious
			}
			modifier = {
				factor = 0.25
				trait = content
			}
			modifier = {
				factor = 1.2
				trait = diligent
			}
			modifier = {
				factor = 0.8
				trait = slothful
			}
			modifier = {
				factor = 1.2
				trait = cynical
			}
			modifier = {
				factor = 0.8
				trait = zealous
			}
		}
		add_artifact = VIET_hellenic_statue_female
		new_artifact = {
			set_creation_date = 1.1.1
		}
		random_list = {
			40 = { }
			30 = { change_learning = 1 }
			15 = { change_stewardship = 1 }
			15 = { change_intrigue = 1 }
		}
	}
	option = {
		name = "EVTOPTD1000109433" # Study
		tooltip_info = erudite
		trigger = {
			trait = erudite
			NOT = { trait = scholar }
		}
		ai_chance = {
			factor = 3
			modifier = {
				factor = 1.2
				trait = ambitious
			}
			modifier = {
				factor = 0.25
				trait = content
			}
			modifier = {
				factor = 1.2
				trait = diligent
			}
			modifier = {
				factor = 0.8
				trait = slothful
			}
			modifier = {
				factor = 1.2
				trait = cynical
			}
			modifier = {
				factor = 0.8
				trait = zealous
			}
		}
		add_artifact = VIET_hellenic_statue_female
		new_artifact = {
			set_creation_date = 1.1.1
		}
		random_list = {
			40 = { }
			30 = { change_learning = 1 }
			15 = { change_stewardship = 1 }
			15 = { change_intrigue = 1 }
		}
	}
	option = {
		name = "EVTOPTD1000109433" # Study
		tooltip_info = learning
		trigger = {
			learning = 10
			NOR = {
				trait = erudite
				trait = scholar
			}
		}
		ai_chance = {
			factor = 3
			modifier = {
				factor = 1.2
				trait = ambitious
			}
			modifier = {
				factor = 0.25
				trait = content
			}
			modifier = {
				factor = 1.2
				trait = diligent
			}
			modifier = {
				factor = 0.8
				trait = slothful
			}
			modifier = {
				factor = 1.2
				trait = cynical
			}
			modifier = {
				factor = 0.8
				trait = zealous
			}
		}
		add_artifact = VIET_hellenic_statue_female
		new_artifact = {
			set_creation_date = 1.1.1
		}
		random_list = {
			40 = { }
			30 = { change_learning = 1 }
			15 = { change_stewardship = 1 }
			15 = { change_intrigue = 1 }
		}
	}
}



# Achaemenid Monument
character_event = {
	id = VIETnam.261
	desc = "EVTDESC1000109434"
	picture = GFX_persepolis_ruin
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		any_demesne_province = {
			OR = {
				region = world_persia
				region = world_middle_east_jerusalem
				region = world_asia_minor
				duchy = { title = d_damascus }
				duchy = { title = d_palmyra }
				duchy = { title = d_mudar }
				duchy = { title = d_kermanshah }
				duchy = { title = d_tigris }
				duchy = { title = d_basra }
				duchy = { title = d_baghdad }
				duchy = { title = d_mosul }
				duchy = { title = d_samarra }
				duchy = { title = d_jazira }
			}
		}
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = strong
		}
		modifier = {
			factor = 0.8
			trait = weak
		}
	}
	
	option = {
		name = "EVTOPTA1000109434" #Sassanid forebears
		trigger = {
			OR = {
				culture_group = iranian
				religion_group = zoroastrian_group
			}
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = proud
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
		}
		random_list = {
			50 = { piety = 2 }
			50 = { prestige = 2 }
		}
		add_character_modifier = {
			name = VIET_learning_about_history
			duration = 1095
		}
	}
	option = {
		name = "EVTOPTB1000109434" #Not Persian
		trigger = {
			NOR = {
				culture_group = iranian
				religion_group = zoroastrian_group
			}
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = proud
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
		}
		add_character_modifier = {
			name = VIET_learning_about_history
			duration = 1095
		}
		#add_character_modifier = {
		#	name = enlightening_conversation
		#	duration = 365
		#}
	}
}


# Scythian Gold
character_event = {
	id = VIETnam.262
	desc = "EVTDESC1000109435"
	picture = GFX_evt_wafrica_gold
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		any_demesne_province = {
			OR = {
				region = world_steppe_west
				region = world_steppe_east
			}
		}
		#OR = {
		#	AND = {
		#		culture_group = altaic
		#		NOT = { culture = turkish }
		#	}
		#	religion = tengri_pagan
		#	religion = tengri_pagan_reformed
		#}
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = hunter
		}
		modifier = {
			factor = 0.8
			trait = scholar
		}
		modifier = {
			factor = 1.2
			trait = falconer
		}
		modifier = {
			factor = 0.8
			trait = poet
		}
		modifier = {
			factor = 1.2
			trait = strong
		}
		modifier = {
			factor = 0.8
			trait = weak
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = {
		name = "EVTOPTA1000109435" #ok
		ai_chance = {
			factor = 1.2
			modifier = {
				factor = 1.2
				trait = greedy
			}
			modifier = {
				factor = 0.8
				trait = charitable
			}
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
		}
		random_list = {
			30 = { wealth = 1 }
			25 = { wealth = 2 }
			20 = { wealth = 4 }
			15 = { wealth = 8 }
			10 = { wealth = 16 }
		}
	}
}


# Bamiyan Buddhas
character_event = {
	id = VIETnam.263
	desc = "EVTDESC1000109436"
	picture = GFX_evt_icon_zoroastrian_group
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		any_demesne_province = {
			OR = {
				region = world_steppe_tarim 
				duchy = { title = d_khorasan }
				duchy = { title = d_baluchistan }
				duchy = { title = d_kabul }
				duchy = { title = d_zabulistan }
				duchy = { title = d_khiva }
				duchy = { title = d_samarkand }
				duchy = { title = d_herat }
				duchy = { title = d_balkh }
				duchy = { title = d_khuttal }
				duchy = { title = d_ferghana }
				duchy = { title = d_kashmir }
				duchy = { title = d_pamir }
				duchy = { title = d_gandhara }
			}
		}
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = {
		name = "EVTOPTA1000109436" #Impressive sight
		trigger = {
			NOT = { religion = buddhist }
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = wroth
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
		}
		prestige = 3
	}
	option = {
		name = "EVTOPTB1000109436" #HEATHENS
		trigger = {
			NOT = { religion = buddhist }
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = patient
			}
		}
		piety = 3
	}
	option = {
		name = "EVTOPTC1000109436" #Buddhist awesome
		trigger = {
			religion = buddhist
		}
		random_list = {
			50 = { prestige = 3 }
			50 = { piety = 3 }
		}
	}
}



# Henges
character_event = {
	id = VIETnam.264
	desc = "EVTDESC1000109437"
	picture = GFX_evt_pagan
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		any_demesne_province = {
			region = world_europe_west_brittania
		}
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = scholar
		}
		modifier = {
			factor = 0.8
			trait = hedonist
		}
		modifier = {
			factor = 1.2
			trait = poet
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = {
		name = "EVTOPTA1000109437" #Interesting
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = wroth
			}
		}
		random = {
			change_learning = 1
			chance = 30
		}
	}
	option = {
		name = "EVTOPTB1000109437" #I notice
		tooltip_info = learning
		trigger = {
			learning = 11
			NOT = { trait = scholar }
		}
		ai_chance = {
			factor = 5
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
		}
		prestige = 5
		random = {
			change_learning = 1
			chance = 30
		}
	}
	option = {
		name = "EVTOPTB1000109437" #I notice
		tooltip_info = scholar
		trigger = {
			trait = scholar
		}
		ai_chance = {
			factor = 5
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
		}
		prestige = 5
		random = {
			change_learning = 1
			chance = 30
		}
	}
}



# Axumite Stelae
character_event = {
	id = VIETnam.265
	desc = "EVTDESC1000109438"
	picture = GFX_evt_small_town
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#in_command = no
		any_demesne_province = {
			OR = {
				duchy = { title = d_axum }
				duchy = { title = d_semien }
				duchy = { title = d_gondar }
				duchy = { title = d_wag }
				duchy = { title = d_gojjam }
				duchy = { title = d_damot }
				duchy = { title = d_shewa }
				duchy = { title = d_afar }
				duchy = { title = d_harer }
			}
		}
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = arbitrary
		}
		modifier = {
			factor = 0.8
			trait = just
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
	}
	
	option = {
		name = "EVTOPTA1000109438" #ok
		ai_chance = {
			factor = 3
			modifier = {
				factor = 1.2
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = wroth
			}
		}
		prestige = -5
	}
	option = {
		name = "EVTOPTB1000109438" #boo
		trigger = {
			NOT = { religion_group = christian }
		}
		ai_chance = {
			factor = 1.2
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
		}
		piety = 5
		prestige = -5
	}
}




##########################################################################
# Sound Events
##########################################################################


# Muslim Call to Prayer
character_event = {
	id = VIETnam.266
	desc = "EVTDESC1000109439"
	picture = GFX_evt_moorish_decor
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	religion_group = muslim
	
	trigger = {
		in_command = no
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
	}
	
	option = {
		name = "EVTOPTA1000109439" #Must pray
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
			modifier = {
				factor = 1.2
				trait = slothful
			}
			modifier = {
				factor = 0.8
				trait = diligent
			}
		}
		piety = 5
		prestige = -5
		add_character_modifier = {
			name = VIET_unfinished_work
			duration = 365
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = -1
				chance = 50
			}
		}
	}
	option = {
		name = "EVTOPTB1000109439" #Must work
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = diligent
			}
			modifier = {
				factor = 0.8
				trait = slothful
			}
			modifier = {
				factor = 1.2
				trait = cynical
			}
			modifier = {
				factor = 0.8
				trait = zealous
			}
		}
		prestige = 5
		piety = -5
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = 1
				chance = 50
			}
		}
	}
}

# Can't Fall Asleep Quickly
character_event = {
	id = VIETnam.267
	desc = "EVTDESC1000109440"
	picture = GFX_evt_nightmare
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 3
			trait = depressed
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 3
			trait = stressed
		}
		modifier = {
			factor = 0.8
			is_strong_trigger = yes
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}
	
	option = {
		name = "EVTOPTA1000109440" #Gargh
		ai_chance = {
			factor = 10
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = patient
			}
		}
		random_list = {
			85 = {
				add_character_modifier = {
					name = stressed_life
					duration = 180
				}
			}
			15 = {
				add_trait = stressed
			}
		}
	}
	option = {
		name = "EVTOPTB1000109440" #Earplugs!
		tooltip_info = learning
		trigger = {
			learning = 11
		}
		ai_chance = {
			factor = 75
		}
		if = {
			limit = {
				trait = stressed
			}
			random = {
				remove_trait = stressed
				chance = 25
			}
		}
	}
}


# Rock and Roll Event Chain
character_event = {
	id = VIETnam.268
	desc = "EVTDESC1000109441"
	picture = "GFX_evt_child_play"
	
	is_triggered_only = yes
	
	min_age = 6
	max_age = 16
	capable_only = yes

	trigger = {
		NOT = { personality_traits = 5 }
		has_guardian = yes
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
	}
		
	option = {
		name = "EVTOPTA1000109441"
		hidden_tooltip = {
			guardian = {
				character_event = {
					id = VIETnam.269
					days = 3
				}
			}
		}
	}
}

# Guardian chooses whether to be okay or not
character_event = {
	id = VIETnam.269
	desc = EVTDESC1000109442
	picture = GFX_evt_child_play
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA1000109442 # Encourage Rock and Roll
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
			modifier = {
				factor = 1.2
				trait = slothful
			}
			modifier = {
				factor = 0.8
				trait = diligent
			}
			modifier = {
				factor = 1.2
				trait = kind
			}
			modifier = {
				factor = 0.8
				trait = cruel
			}
		}
		
		prestige = -5

		reverse_opinion = {
			who = FROM
			modifier = opinion_happy
			years = 2
		}
		
		FROM = {
			hidden_tooltip = {
				character_event = {
					id = VIETnam.270
				}
			}
		}
	}
	
	option = {
		name = EVTOPTB1000109442 # NO
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = patient
			}
			modifier = {
				factor = 1.2
				trait = envious
			}
			modifier = {
				factor = 0.8
				trait = kind
			}
			modifier = {
				factor = 1.2
				trait = diligent
			}
			modifier = {
				factor = 0.8
				trait = slothful
			}
		}
		
		reverse_opinion = {
			who = FROM
			modifier = opinion_sad
			years = 2
		}
		FROM = {
			hidden_tooltip = {
				character_event = {
					id = VIETnam.271
				}
			}
		}
	}

}

# Guardian encourages rock and roll
character_event = {
	id = VIETnam.270
	desc = "EVTDESC1000109443"
	picture = "GFX_evt_guardian"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA1000109443"
		if = {
			limit = {
				NOT = { trait = gregarious }
				NOT = { trait = shy }
			}
			random_list = {
				75 = { }
				25 = { add_trait = gregarious }
			}
		}
		if = {
			limit = {
				trait = shy
			}
			random_list = {
				75 = { }
				25 = { remove_trait = shy }
			}
		}
		add_character_modifier = {
			name = having_a_good_time
			duration = 365
		}
	}
}

# Guardian discourages rock and roll
character_event = {
	id = VIETnam.271
	desc = "EVTDESC1000109444"
	picture = "GFX_evt_guardian"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA1000109444" #never again
		if = {
			limit = {
				NOT = { trait = shy }
				NOT = { trait = gregarious }
			}
			random_list = {
				75 = { }
				25 = { add_trait = shy }
			}
		}
		if = {
			limit = {
				trait = gregarious
			}
			random_list = {
				75 = { }
				25 = { remove_trait = gregarious }
			}
		}
	}
	option = {
		name = "EVTOPTB1000109444" #sneak off
		if = {
			limit = {
				NOT = { trait = deceitful }
				NOT = { trait = honest }
			}
			random_list = {
				75 = { }
				25 = { add_trait = deceitful }
			}
		}
		if = {
			limit = {
				trait = honest
			}
			random_list = {
				75 = { }
				25 = { remove_trait = honest }
			}
		}
		add_character_modifier = {
			name = having_a_good_time
			duration = 365
		}
	}
}




# Ocean peace
character_event = {
	id = VIETnam.272
	desc = "EVTDESC1000109445"
	picture = GFX_evt_ocean_blue
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		capital_scope = {
			port = yes
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = depressed
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
		modifier = {
			factor = 1.2
			trait = stressed
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		#modifier = {
		#	factor = 3
		#	has_ambition = obj_have_no_worries
		#}
	}
	
	option = {
		name = "EVTOPTA1000109445" #Uh-huh
		#ai_chance = {
		#	factor = 10
		#	modifier = {
		#		factor = 1.2
		#		trait = wroth
		#	}
		#	modifier = {
		#		factor = 0.8
		#		trait = patient
		#	}
		#}
		if = {
			limit = {
				trait = stressed
			}
			random = {
				remove_trait = stressed
				chance = 50
			}
		}
		if = {
			limit = {
				trait = depressed
			}
			random = {
				remove_trait = depressed
				chance = 50
			}
		}
		piety = 2
	}
}

# Hammers and Anvils
character_event = {
	id = VIETnam.273
	desc = "EVTDESC1000109446"
	picture = GFX_evt_busy_trading_dock_republic
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	is_patrician = yes
	
	trigger = {
		in_command = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = {
		name = "EVTOPTA1000109446" #Uh-huh
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = kind
			}
			modifier = {
				factor = 0.8
				trait = cruel
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
			modifier = {
				factor = 1.2
				trait = charitable
			}
			modifier = {
				factor = 0.8
				trait = greedy
			}
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
		}
		piety = 1
		if = {
			limit = {
				trait = envious
			}
			random = {
				remove_trait = envious
				chance = 60
			}
		}
		else = {
			random = {
				add_trait = kind
				chance = 25
			}
		}
	}
	
	option = {
		name = "EVTOPTB1000109446" #Uh-huh
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = proud
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
			modifier = {
				factor = 1.2
				trait = arbitrary
			}
			modifier = {
				factor = 0.8
				trait = just
			}
			modifier = {
				factor = 1.2
				trait = greedy
			}
			modifier = {
				factor = 0.8
				trait = charitable
			}
		}
		if = {
			limit = {
				trait = humble
			}
			random = {
				remove_trait = humble
				chance = 75
			}
		}
		else = {
			random = {
				add_trait = proud
				chance = 40
			}
		}
	}
}


# Character learning baby talk
character_event = {
	id = VIETnam.274
	desc = "EVTDESC1000109447"
	picture = GFX_evt_child_play
	
	is_triggered_only = yes

	min_age = 1
	max_age = 6
	capable_only = yes
	
	trigger = {
		NOT = { personality_traits = 5 }
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.2
			is_smart_trigger = yes
		}
		modifier = {
			factor = 0.8
			is_dumb_trigger = yes
		}
	}
	
	option = {
		name = "EVTOPTA1000109447" # Bow wow
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				33 = { add_trait = affectionate }
				33 = { add_trait = playful }
				33 = { add_trait = rowdy }
			}
		}
		else = {
			random_list = {
				33 = { add_trait = trusting }
				33 = { add_trait = patient }
				33 = { add_trait = gregarious }
			}		
		}
	}
	
	option = {
		name = "EVTOPTB1000109447" # Stop that
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				33 = { add_trait = timid }
				33 = { add_trait = fussy }
				33 = { add_trait = conscientious }
			}
		}
		else = {
			random_list = {
				33 = { add_trait = wroth }
				33 = { add_trait = proud }
				33 = { add_trait = envious }
			}		
		}
	}
	
	option = {
		name = "EVTOPTC1000109447" # I already know what that is
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				33 = { add_trait = haughty }
				33 = { add_trait = indolent }
				33 = { add_trait = brooding }
			}
		}
		else = {
			random_list = {
				33 = { add_trait = gregarious }
				33 = { add_trait = content }
				33 = { add_trait = diligent }
			}	
		}
	}	
}


##########################################################################
# Prayer Events
##########################################################################

# Character learning prayers
character_event = {
	id = VIETnam.284
	desc = "EVTDESC1000109457"
	picture = GFX_evt_child_play
	
	is_triggered_only = yes

	min_age = 4
	max_age = 10
	capable_only = yes
	
	trigger = {
		NOT = { personality_traits = 5 }
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.2
			is_smart_trigger = yes
		}
		modifier = {
			factor = 0.8
			is_dumb_trigger = yes
		}
	}
	
	option = {
		name = "EVTOPTA1000109457" # BOOOOO
		if = {
			limit = {
				NOT = { trait = cynical }
				NOT = { has_dlc = "Zeus" }
			}
			random_list = {
				50 = { add_trait = cynical }
				20 = { add_trait = slothful }
				30 = { }
			}
		}
		if = {
			limit = {
				trait = cynical
				NOT = { has_dlc = "Zeus" }
			}
			random_list = {
				10 = { add_trait = wroth }
				20 = { add_trait = slothful }
				70 = { }
			}
		}
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				10 = { add_trait = brooding }
				10 = { add_trait = indolent }
				10 = { add_trait = haughty }
				10 = { add_trait = rowdy }
				60 = { }
			}
		}
	}
	
	option = {
		name = "EVTOPTB1000109457" # Yay
		if = {
			limit = {
				NOT = { trait = zealous }
				NOT = { has_dlc = "Zeus" }
			}
			random_list = {
				50 = { add_trait = zealous }
				20 = { add_trait = trusting }
				30 = { }
			}
		}
		if = {
			limit = {
				trait = zealous
				NOT = { has_dlc = "Zeus" }
			}
			random_list = {
				10 = { add_trait = gregarious }
				20 = { add_trait = trusting }
				70 = { }
			}
		}
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				10 = { add_trait = curious }
				10 = { add_trait = idolizer }
				10 = { add_trait = conscientious }
				10 = { add_trait = timid }
				60 = { }
			}
		}
	}
	
}


# Church Prayer
character_event = {
	id = VIETnam.285
	desc = "EVTDESC1000109458"
	picture = GFX_evt_bishop
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	religion_group = christian
	
	trigger = {
		in_command = no
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.5
			trait = depressed
		}
		modifier = {
			factor = 1.5
			trait = stressed
		}
		#modifier = {
		#	factor = 3
		#	has_ambition = obj_have_no_worries
		#}
	}
	
	option = {
		name = "EVTOPTA1000109458" #healing
		ai_chance = {
			factor = 1
		}
		piety = 3
		if = {
			limit = {
				trait = stressed
			}
			remove_trait = stressed
		}
		if = {
			limit = {
				trait = depressed
			}
			remove_trait = depressed
		}
	}
}

# Mosque Prayer
character_event = {
	id = VIETnam.286
	desc = "EVTDESC1000109459"
	picture = GFX_evt_bishop_muslim
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	religion_group = muslim
	
	trigger = {
		in_command = no
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.5
			trait = depressed
		}
		modifier = {
			factor = 1.5
			trait = stressed
		}
		#modifier = {
		#	factor = 3
		#	has_ambition = obj_have_no_worries
		#}
	}
	
	option = {
		name = "EVTOPTA1000109459" #healing
		ai_chance = {
			factor = 1
		}
		piety = 3
		if = {
			limit = {
				trait = stressed
			}
			remove_trait = stressed
		}
		if = {
			limit = {
				trait = depressed
			}
			remove_trait = depressed
		}
	}
}


#Praying in the middle of battle
#VIETnam.287 - removed for now

#Praying for a dying soldier
#Vietnam.288 - removed for now


##########################################################################
# Memories Events
##########################################################################

# First love
character_event = {
	id = VIETnam.301
	desc = "EVTDESC1000109474"
	picture = GFX_evt_maiden
	
	is_triggered_only = yes
	
	min_age = 25
	capable_only = yes
	only_rulers = yes
	prisoner = no
	#war = no
	#is_patrician = no
	
	trigger = {
		in_command = no
		#is_merchant_republic = no
		#is_republic = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.2
			trait = celibate
		}
		modifier = {
			factor = 1.2
			trait = chaste
		}
		modifier = {
			factor = 0.2
			has_lover = yes
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = fair
		}
		modifier = {
			factor = 0.8
			trait = ugly
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}
	
	option = {
		name = "EVTOPTA1000109474" #guardian discovered
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = trusting
			}
			modifier = {
				factor = 0.8
				trait = paranoid
			}
		}
		custom_tooltip = {
			text = 1000109467_choice_a
			hidden_tooltip = {
				character_event = {
					id = VIETnam.294
				}
			}
		}
	}
	option = {
		name = "EVTOPTB1000109474" #sense of duty
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
		}
		custom_tooltip = {
			text = 1000109467_choice_b
			hidden_tooltip = {
				character_event = {
					id = VIETnam.294
				}
			}
		}
	}
	option = {
		name = "EVTOPTC1000109474" #unfortunate accident
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = patient
			}
		}
		custom_tooltip = {
			text = 1000109467_choice_c
			hidden_tooltip = {
				character_event = {
					id = VIETnam.294
				}
			}
		}
	}
}

# First love part 2
character_event = {
	id = VIETnam.294
	desc = "EVTDESC1000109467"
	picture = GFX_evt_comet
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA1000109467" # everyone has a place in society
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
		}
		prestige = 5
		add_character_modifier = {
			name = remembering_lost_love
			duration = 365
		}
	}
	option = {
		name = "EVTOPTB1000109467" # life sucks
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = depressed
			}
			modifier = {
				factor = 0.8
				trait = patient
			}
			modifier = {
				factor = 1.2
				trait = cynical
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
		}
		random = {
			add_trait = depressed
			chance = 30
		}
		add_character_modifier = {
			name = VIET_sobering_lesson
			duration = 365
		}
		add_character_modifier = {
			name = remembering_lost_love
			duration = 730
		}
	}
	option = {
		name = "EVTOPTC1000109467" # see you in heaven
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
			modifier = {
				factor = 1.2
				trait = kind
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
		}
		piety = 5
		if = {
			limit = {
				trait = cynical
			}
			random = {
				remove_trait = cynical
				chance = 70
			}
		}
		else = {
			random = {
				add_trait = zealous
				chance = 30
			}
		}
		add_character_modifier = {
			name = remembering_lost_love
			duration = 365
		}
	}
	option = {
		name = "EVTOPTD1000109467" # true love is a stupid idea
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = cynical
			}
			modifier = {
				factor = 0.8
				trait = trusting
			}
			modifier = {
				factor = 1.2
				trait = envious
			}
			modifier = {
				factor = 0.8
				trait = kind
			}
		}
		prestige = 5
		add_trait = cynical
		add_character_modifier = {
			name = remembering_lost_love
			duration = 180
		}
	}
}



# Old Hunting grounds
character_event = {
	id = VIETnam.295
	desc = "EVTDESC1000109468"
	picture = GFX_evt_hunt
	
	is_triggered_only = yes
	
	min_age = 30
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	only_men = yes
	
	trigger = {
		in_command = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 3
			OR = {
				trait = hunter
				trait = falconer
			}
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
	}
	
	option = {
		name = "EVTOPTA1000109468" #oh darn
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = trusting
			}
			modifier = {
				factor = 0.8
				trait = paranoid
			}
		}
		add_character_modifier = {
			name = reminiscing
			duration = 180
		}
	}
}

# Old childhood friend - merchant
character_event = {
	id = VIETnam.296
	desc = "EVTDESC1000109469"
	picture = GFX_evt_busy_trading_dock_republic
	
	is_triggered_only = yes
	
	min_age = 25
	max_age = 45
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	only_men = yes
	is_patrician = yes
	
	trigger = {
		in_command = no
		NOT = { has_character_flag = VIET_merchant_childhood_friend }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
	}
	
	option = {
		name = "EVTOPTA1000109469" #a girl once loved
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = lustful
			}
			modifier = {
				factor = 0.8
				trait = chaste
			}
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
		}
		set_character_flag = VIET_merchant_childhood_friend
		set_character_flag = VIET_merchant_childhood_friend_girl
		custom_tooltip = {
			text = old_childhood_friend_merchant
			hidden_tooltip = {
				random_list = {
					34 = { narrative_event = { id = VIETnam.297 days = 2 random = 2 } } #Stays
					66 = { narrative_event = { id = VIETnam.298 days = 2 random = 2 } } #Gives advice
				}
			}
		}
	}
	option = {
		name = "EVTOPTB1000109469" #apprentice merchants
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = diligent
			}
			modifier = {
				factor = 0.8
				trait = slothful
			}
			modifier = {
				factor = 1.2
				trait = kind
			}
			modifier = {
				factor = 0.8
				trait = envious
			}
		}
		set_character_flag = VIET_merchant_childhood_friend
		set_character_flag = VIET_merchant_childhood_friend_apprentice
		custom_tooltip = {
			text = old_childhood_friend_merchant
			hidden_tooltip = {
				random_list = {
					34 = { narrative_event = { id = VIETnam.297 days = 2 random = 2 } } #Stays
					66 = { narrative_event = { id = VIETnam.298 days = 2 random = 2 } } #Gives advice
				}
			}
		}
	}
	option = {
		name = "EVTOPTC1000109469" #hardships of life
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = ambitious
			}
			modifier = {
				factor = 0.8
				trait = content
			}
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
		}
		set_character_flag = VIET_merchant_childhood_friend
		set_character_flag = VIET_merchant_childhood_friend_hardships
		custom_tooltip = {
			text = old_childhood_friend_merchant
			hidden_tooltip = {
				random_list = {
					34 = { narrative_event = { id = VIETnam.297 days = 2 random = 2 } } #Stays
					66 = { narrative_event = { id = VIETnam.298 days = 2 random = 2 } } #Gives advice
				}
			}
		}
	}
	option = {
		name = "EVTOPTD1000109469" #adventures around the world
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = brave
			}
			modifier = {
				factor = 0.8
				trait = craven
			}
			modifier = {
				factor = 1.2
				trait = proud
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
		}
		set_character_flag = VIET_merchant_childhood_friend
		set_character_flag = VIET_merchant_childhood_friend_adventures
		custom_tooltip = {
			text = old_childhood_friend_merchant
			hidden_tooltip = {
				random_list = {
					34 = { narrative_event = { id = VIETnam.297 days = 2 random = 2 } } #Stays
					66 = { narrative_event = { id = VIETnam.298 days = 2 random = 2 } } #Gives advice
				}
			}
		}
	}
}

# Old childhood friend - merchant - stays and joins you
narrative_event = {
	id = VIETnam.297
	title = EVTNAME1000109470
	desc = "EVTDESC1000109470"
	picture = GFX_evt_busy_trading_dock_republic
	
	is_triggered_only = yes
	
	
	option = {
		trigger = {
			has_character_flag = VIET_merchant_childhood_friend_girl
		}
		name = "EVTOPTA1000109470" #ok
		clr_character_flag = VIET_merchant_childhood_friend_girl
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = lustful
			}
			modifier = {
				factor = 0.8
				trait = chaste
			}
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
		}
		create_random_steward = {
			dynasty = actually_culture
			religion = ROOT
			culture = ROOT
			female = no
			min_age = 25
			attributes = {
				stewardship = 9
			}
		}
		new_character = {
			add_friend = ROOT
			# His traits aren't that random (based on choice player made)
			add_trait = fair
			add_trait = poet
			add_trait = kind
			add_trait = chaste
			add_trait = patient
			add_trait = humble					
			random = {
				VIET_give_clutter_artifact_effect = yes
				chance = 10
			}	
			create_character = {
				female = yes
				min_age = 25
				dynasty = random
				religion = ROOT
				culture = ROOT
			}
			new_character = {
				add_random_education_trait = yes
				add_spouse = PREV
				add_lover = PREV
				# Her traits aren't that random (based on choice player made)
				add_trait = fair
				add_trait = kind
				add_trait = chaste
				add_trait = patient
				add_trait = humble					
				random = {
					VIET_give_clutter_artifact_effect = yes
					chance = 10
				}	
			}
		}
	}
	
	option = {
		trigger = {
			has_character_flag = VIET_merchant_childhood_friend_apprentice
		}
		name = "EVTOPTA1000109470" #ok
		clr_character_flag = VIET_merchant_childhood_friend_apprentice
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = lustful
			}
			modifier = {
				factor = 0.8
				trait = chaste
			}
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
		}
		create_random_steward = {
			dynasty = actually_culture
			religion = ROOT
			culture = ROOT
			female = no
			min_age = 25
			attributes = {
				stewardship = 11
			}
		}
		new_character = {
			add_friend = ROOT
			# His traits aren't that random (based on choice player made)
			add_trait = greedy
			add_trait = diligent
			add_trait = ambitious
			add_trait = temperate					
			random = {
				VIET_give_clutter_artifact_effect = yes
				chance = 10
			}	
		}
	}
	
	option = {
		trigger = {
			has_character_flag = VIET_merchant_childhood_friend_hardships
		}
		name = "EVTOPTA1000109470" #ok
		clr_character_flag = VIET_merchant_childhood_friend_hardships
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = lustful
			}
			modifier = {
				factor = 0.8
				trait = chaste
			}
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
		}
		create_random_steward = {
			dynasty = actually_culture
			religion = ROOT
			culture = ROOT
			female = no
			min_age = 25
			attributes = {
				stewardship = 7
			}
		}
		new_character = {
			add_friend = ROOT
			# His traits aren't that random (based on choice player made)
			random = {
				chance = 45
				add_trait = scarred
			}
			add_trait = cynical
			add_trait = stubborn
			add_trait = diligent
			add_trait = just				
			random = {
				VIET_give_clutter_artifact_effect = yes
				chance = 10
			}	
		}
	}
	
	option = {
		trigger = {
			has_character_flag = VIET_merchant_childhood_friend_adventures
		}
		name = "EVTOPTA1000109470" #ok
		clr_character_flag = VIET_merchant_childhood_friend_adventures
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = lustful
			}
			modifier = {
				factor = 0.8
				trait = chaste
			}
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
		}
		create_random_steward = {
			dynasty = actually_culture
			religion = ROOT
			culture = ROOT
			female = no
			min_age = 25
			attributes = {
				stewardship = 6
			}
		}
		new_character = {
			add_friend = ROOT
			# His traits aren't that random (based on choice player made)
			random = {
				chance = 45
				add_trait = scarred
			}
			add_trait = robust
			add_trait = brave
			add_trait = proud
			add_trait = diligent
			add_trait = gregarious					
			random = {
				VIET_give_clutter_artifact_effect = yes
				chance = 10
			}	
		}
	}
}

# Old childhood friend - merchant - gives advice
narrative_event = {
	id = VIETnam.298
	title = EVTNAME1000109471
	desc = "EVTDESC1000109471"
	picture = GFX_evt_busy_trading_dock_republic
	
	is_triggered_only = yes
	
	
	option = {
		name = "EVTOPTA1000109471" #ok
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = lustful
			}
			modifier = {
				factor = 0.8
				trait = chaste
			}
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
		}
		clr_character_flag = VIET_merchant_childhood_friend_girl
		clr_character_flag = VIET_merchant_childhood_friend_apprentice
		clr_character_flag = VIET_merchant_childhood_friend_hardships
		clr_character_flag = VIET_merchant_childhood_friend_adventures
		add_character_modifier = {
			name = financial_advice_from_friend
			duration = 900
		}
	}
}


# Remembering great time with lover
character_event = {
	id = VIETnam.299
	desc = "EVTDESC1000109472"
	picture = GFX_evt_lovers
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		has_lover = yes
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 4
			trait = lustful
		}
		modifier = {
			factor = 0.25
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = hedonist
		}
		modifier = {
			factor = 0
			trait = celibate
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = poet
		}
		modifier = {
			factor = 0.8
			trait = depressed
		}
	}
	
	option = {
		name = "EVTOPTA1000109472" #ok
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = lustful
			}
			modifier = {
				factor = 0.8
				trait = chaste
			}
		}
		add_character_modifier = {
			name = lustful_ruler
			duration = 365
		}
		random_lover = {
			opinion = {
				modifier = opinion_happy
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = opinion_happy
				who = ROOT
				years = 1
			}
		}
	}
}

# Old age is sad
character_event = {
	id = VIETnam.300
	desc = "EVTDESC1000109473"
	picture = GFX_evt_shaman_realm_advice
	
	is_triggered_only = yes
	
	min_age = 50
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	#trigger = {
	#	in_command = no
	#}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = depressed
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			age = 60
		}
		modifier = {
			factor = 1.5
			age = 65
		}
		modifier = {
			factor = 2
			age = 70
		}
		modifier = {
			factor = 2.5
			age = 75
		}
		modifier = {
			factor = 3
			age = 80
		}
	}
	
	option = {
		name = "EVTOPTA1000109473" #will join the rest in heaven
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
			modifier = {
				factor = 1.2
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = wroth
			}
		}
		piety = 4
	}
	option = {
		name = "EVTOPTB1000109473" #enjoy life while I can
		trigger = {
			NOR = {
				trait = depressed
				trait = stressed
			}
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
			modifier = {
				factor = 1.2
				trait = gluttonous
			}
			modifier = {
				factor = 0.8
				trait = temperate
			}
		}
		prestige = 4
	}
	option = {
		name = "EVTOPTC1000109473" #no longer fear death
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = brave
			}
			modifier = {
				factor = 0.8
				trait = craven
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
		}
		prestige = 2
		piety = 2
	}
}


##########################################################################
# Shady Events
##########################################################################


# Nigerian Scam 1000109475 - 1000109479 (Temporarily Removed) <-- original was buggy, perhaps can remake it?


# Bad Baklava
character_event = {
	id = VIETnam.302
	desc = "EVTDESC1000109480"
	picture = GFX_evt_baklava
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 2
			is_baklava_culture_trigger = yes
		}
		modifier = {
			factor = 0.5
			is_baklava_culture_trigger = no
		}
	}
	
	option = {
		name = "EVTOPTA1000109480" #lolwut
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
		}
		if = {
			limit = {
				is_ill = no
				NOT = {
					has_dlc = "Reapers"
				}
			}
			random_list = {
				75 = { }
				25 = { add_trait = ill }
			}
		}
		if = {
			limit = {
				is_ill = no
				has_dlc = "Reapers"
			}
			
			random_list = {
				50 = { }
				50 = { 
					set_character_flag = disease_not_serious
					add_trait = vomiting
				}
			}
			hidden_tooltip = { character_event = { id = RIP.11005 days = 15 random = 10 } }
		}
	}
}

# Servant Scam - bought a pig but got a cat
character_event = {
	id = VIETnam.303
	desc = "EVTDESC1000109481"
	picture = GFX_evt_small_town
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		NOT = { religion_group = muslim }
		NOT = { religion_group = jewish_group }
		#NOT = { religion = ebionites }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = {
		name = "EVTOPTA1000109481" #wot a scam
		ai_chance = {
			factor = 3
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
		}
		prestige = 1
	}
	option = {
		name = "EVTOPTB1000109481" # PUNISH
		ai_chance = {
			factor = 1
			modifier = {
				factor = 4
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = patient
			}
		}
		wealth = -1
		prestige = 3
	}
	option = {
		name = "EVTOPTC1000109481" # Got conned by that myself
		tooltip_info = trusting
		trigger = {
			trait = trusting
		}
		ai_chance = {
			factor = 5
			modifier = {
				factor = 1.2
				trait = greedy
			}
			modifier = {
				factor = 0.8
				trait = charitable
			}
		}
		piety = 2
	}
}

# Servant smuggler
character_event = {
	id = VIETnam.304
	desc = "EVTDESC1000109482"
	picture = GFX_evt_shadowy_cabal
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			intrigue = 14
		}
		modifier = {
			factor = 0.8
			NOT = { intrigue = 8 }
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
	}
	
	option = {
		name = "EVTOPTA1000109482" # I don't care
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = slothful
			}
			modifier = {
				factor = 0.8
				trait = diligent
			}
			modifier = {
				factor = 1.2
				trait = kind
			}
			modifier = {
				factor = 0.8
				trait = envious
			}
		}
		prestige = -5
		random_list = {
			60 = { }
			20 = { add_trait = kind }
			20 = { add_trait = arbitrary }
		}
	}
	option = {
		name = "EVTOPTB1000109482" # Expel
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
			modifier = {
				factor = 1.2
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = wroth
			}
		}
		prestige = 3
		if = {
			limit = {
				trait = arbitrary
			}
			random = {
				remove_trait = arbitrary
				chance = 55
			}
		}
		else = {
			random = {
				add_trait = just
				chance = 25
			}
		}
	}
	option = {
		name = "EVTOPTC1000109482" # Imprison
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = patient
			}
			modifier = {
				factor = 1.2
				trait = cruel
			}
			modifier = {
				factor = 0.8
				trait = kind
			}
		}
		prestige = 3
		random = {
			change_intrigue = 1
			chance = 15
		}
	}
}

# Saint's "Bones"
character_event = {
	id = VIETnam.305
	desc = "EVTDESC1000109483"
	picture = GFX_evt_market
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	religion_group = christian
	
	trigger = {
		in_command = no
		NOR = {
			is_tribal = yes
			is_nomadic = yes
		}
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
	}
	
	option = {
		name = "EVTOPTA1000109483" # Buy it!
		ai_chance = {
			factor = 1.2
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
			modifier = {
				factor = 5
				trait = trusting
			}
			modifier = {
				factor = 0.8
				trait = paranoid
			}
		}
		wealth = -8
		piety = 10
		character_event = { id = VIETnam.306 days = 1 tooltip = "EVTTOOLTIP1000109484" }
	}
	option = {
		name = "EVTOPTB1000109483" # No
		ai_chance = {
			factor = 1.2
			modifier = {
				factor = 1.2
				trait = cynical
			}
			modifier = {
				factor = 0.8
				trait = zealous
			}
			modifier = {
				factor = 1.2
				trait = paranoid
			}
			modifier = {
				factor = 0.2
				trait = trusting
			}
		}
	}
	option = {
		name = "EVTOPTC1000109483" # Obviously a pig's bone!
		tooltip_info = learning
		trigger = {
			learning = 11
			NOT = { trait = scholar }
			NOT = { intrigue = 11 }
		}
		ai_chance = {
			factor = 4
			modifier = {
				factor = 1.2
				trait = cynical
			}
			modifier = {
				factor = 0.8
				trait = zealous
			}
			modifier = {
				factor = 1.2
				trait = paranoid
			}
			modifier = {
				factor = 0.8
				trait = trusting
			}
		}
		prestige = 3
	}
	option = {
		name = "EVTOPTC1000109483" # Obviously a pig's bone!
		tooltip_info = scholar
		trigger = {
			trait = scholar
		}
		ai_chance = {
			factor = 4
			modifier = {
				factor = 1.2
				trait = cynical
			}
			modifier = {
				factor = 0.8
				trait = zealous
			}
			modifier = {
				factor = 1.2
				trait = paranoid
			}
			modifier = {
				factor = 0.8
				trait = trusting
			}
		}
		prestige = 3
	}
	option = {
		name = "EVTOPTC1000109483" # Obviously a pig's bone!
		tooltip_info = intrigue
		trigger = {
			intrigue = 11
		}
		ai_chance = {
			factor = 4
			modifier = {
				factor = 1.2
				trait = cynical
			}
			modifier = {
				factor = 0.8
				trait = zealous
			}
			modifier = {
				factor = 1.2
				trait = paranoid
			}
			modifier = {
				factor = 0.8
				trait = trusting
			}
		}
		prestige = 3
	}
}

# Saint's "Bones" Part 2
character_event = {
	id = VIETnam.306
	desc = "EVTDESC1000109484"
	picture = GFX_evt_scandal
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA1000109484" # ok
		ai_chance = {
			factor = 1.2
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
		}
		add_character_modifier = {
			name = scammed_ruler
			duration = 730
		}
	}
}

##########################################################################
# COMETS - AAAAAAAAAAAAAAHHHHHHHHH END OF THE WORLD
##########################################################################

# Basic Comet Event
character_event = {
	id = VIETnam.307
	desc = "EVTDESC1000109485"
	picture = GFX_evt_comet
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = imbecile
		}
		modifier = {
			factor = 0.8
			trait = genius
		}
		modifier = {
			factor = 1.2
			trait = arbitrary
		}
		modifier = {
			factor = 0.8
			trait = just
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = mystic
		}
		modifier = {
			factor = 0.8
			trait = scholar
		}
	}
	
	option = {
		name = "EVTOPTA1000109485" #AAAAAAAAAHHHHHHHHHHHHH
		random_list = {
			40 = {
				add_character_modifier = {
					name = aaaaah_comet
					duration = 90
				}
			}
			30 = {
				add_character_modifier = {
					name = aaaaah_comet
					duration = 180
				}
			}
			30 = {
				add_character_modifier = {
					name = aaaaah_comet
					duration = 365
				}
			}
		}
	}
	option = {
		name = "EVTOPTB1000109485" #AAAAAAAAAHHHHHHHHHHHHH
		random_list = {
			40 = {
				add_character_modifier = {
					name = aaaaah_comet
					duration = 90
				}
			}
			30 = {
				add_character_modifier = {
					name = aaaaah_comet
					duration = 180
				}
			}
			30 = {
				add_character_modifier = {
					name = aaaaah_comet
					duration = 365
				}
			}
		}
	}
}


# No comets
character_event = {
	id = VIETnam.308
	desc = "EVTDESC1000109486"
	picture = GFX_evt_comet
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = imbecile
		}
		modifier = {
			factor = 1.2
			trait = genius
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = mystic
		}
		modifier = {
			factor = 1.2
			trait = scholar
		}
	}
	
	option = {
		name = "EVTOPTA1000109486" #AAAAAAAAAHHHHHHHHHHHHH
		piety = 5
	}
	option = {
		name = "EVTOPTB1000109486" #AAAAAAAAAHHHHHHHHHHHHH
		prestige = 5
	}
}


# A good comet?
character_event = {
	id = VIETnam.309
	desc = "EVTDESC1000109487"
	picture = GFX_evt_comet
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = imbecile
		}
		modifier = {
			factor = 1.2
			trait = genius
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = mystic
		}
		modifier = {
			factor = 1.2
			trait = scholar
		}
	}
	
	option = {
		name = "EVTOPTA1000109487" #AAAAAAAAAHHHHHHHHHHHHH
		random_list = {
			40 = {
				add_character_modifier = {
					name = good_omen_sighted
					duration = 90
				}
			}
			30 = {
				add_character_modifier = {
					name = good_omen_sighted
					duration = 180
				}
			}
			30 = {
				add_character_modifier = {
					name = good_omen_sighted
					duration = 365
				}
			}
		}
	}
	option = {
		name = "EVTOPTB1000109487" #AAAAAAAAAHHHHHHHHHHHHH
		random_list = {
			40 = {
				add_character_modifier = {
					name = good_omen_sighted
					duration = 90
				}
			}
			30 = {
				add_character_modifier = {
					name = good_omen_sighted
					duration = 180
				}
			}
			30 = {
				add_character_modifier = {
					name = good_omen_sighted
					duration = 365
				}
			}
		}
	}
}




# Courtier sees comet
character_event = {
	id = VIETnam.310
	desc = "EVTDESC1000109488"
	picture = GFX_evt_comet
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		any_courtier = {
			is_adult = yes
			NOT = { trait = incapable }
			OR = {
				trait = zealous
				trait = gregarious
				trait = trusting
				trait = lunatic
				trait = diligent
				trait = paranoid
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				is_adult = yes
				NOT = { trait = incapable }
				OR = {
					trait = zealous
					trait = gregarious
					trait = trusting
					trait = lunatic
					trait = diligent
					trait = paranoid
				}			
			}
			save_event_target_as = target_VIET_comet_courtier
		}
	}
	
	option = {
		name = "EVTOPTA1000109488" #AAAAAAAAAHHHHHHHHHHHHH
		event_target:target_VIET_comet_courtier = {
			opinion = {
				modifier = disagrees_with_me
				who = ROOT
				years = 1
			}
		}
		prestige = 5
	}
	option = {
		name = "EVTOPTB1000109488" #AAAAAAAAAHHHHHHHHHHHHH
		event_target:target_VIET_comet_courtier = {
			opinion = {
				modifier = agrees_with_me
				who = ROOT
				years = 1
			}
		}
		piety = 5
	}
}


# Child comet
character_event = {
	id = VIETnam.311
	desc = "EVTDESC1000109489"
	picture = GFX_evt_comet
	
	is_triggered_only = yes
	
	min_age = 4
	max_age = 12
	capable_only = yes
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}
	
	option = {
		name = "EVTOPTA1000109489" #AAAAAAAAAHHHHHHHHHHHHH
		piety = 2
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				33 = { }
				33 = { add_trait = timid }
				33 = { add_trait = idolizer }
			}
		}
		else = {
			random_list = {
				25 = { }
				25 = { add_trait = paranoid }
				25 = { add_trait = zealous }
				25 = { add_trait = trusting }
			}	
		}
	}
	option = {
		name = "EVTOPTB1000109489" #Adults are stupid
		prestige = 2
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				20 = { }
				20 = { add_trait = brooding }
				20 = { add_trait = curious }
				20 = { add_trait = willful }
				20 = { add_trait = conscientious }
			}
		}
		else = {
			random_list = {
				40 = { }
				15 = { add_trait = cynical }
				15 = { add_trait = proud }
				15 = { add_trait = humble }
				15 = { add_trait = patient }
			}	
		}
	}
	option = {
		name = "EVTOPTC1000109489" #Boring
		prestige = 2
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				33 = { }
				33 = { add_trait = indolent }
				33 = { add_trait = haughty }
			}
		}
		else = {
			random_list = {
				40 = { }
				15 = { add_trait = cynical }
				15 = { add_trait = proud }
				15 = { add_trait = slothful }
				15 = { add_trait = content }
			}
		}
	}
	option = {
		name = "EVTOPTD1000109489" #Get back to work!
		prestige = 2
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				25 = { }
				25 = { add_trait = fussy }
				25 = { add_trait = conscientious }
				25 = { add_trait = willful }
			}
		}
		else = {
			random_list = {
				40 = { }
				20 = { add_trait = cruel }
				20 = { add_trait = arbitrary }
				20 = { add_trait = wroth }
			}
		}
	}
}



# Cuckoo for comets
character_event = {
	id = VIETnam.312
	desc = "EVTDESC1000109490"
	picture = GFX_evt_religious_exultation
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		OR = {
			trait = lunatic
			trait = possessed
		}
		NOT = { has_character_flag = cuckoo_for_comets }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = {
		name = "EVTOPTA1000109490" #AAAAAAAAAHHHHHHHHHHHHH
		set_character_flag = cuckoo_for_comets
		custom_tooltip = {
			text = asking_god_to_stop_comets
			hidden_tooltip = {
				random_list = {
					50 = { character_event = { id = VIETnam.313 days = 3 random = 3 } } #Good result
					50 = { character_event = { id = VIETnam.314 days = 3 random = 3 } } #Bad result
				}
			}
		}
	}
}


# Cuckoo for comets Yay
character_event = {
	id = VIETnam.313
	desc = "EVTDESC1000109491"
	picture = GFX_evt_comet
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA1000109491" #AAAAAAAAAHHHHHHHHHHHHH
		prestige = 10
	}
}

# Cuckoo for comets Yay
character_event = {
	id = VIETnam.314
	desc = "EVTDESC1000109492"
	picture = GFX_evt_comet
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA1000109492" #AAAAAAAAAHHHHHHHHHHHHH
		piety = -10
	}
}
