#####################################################################
#
# Flavor Events Coded by Cybrxkhan for VIET Events Reborn
#
# VIETmisc.8000-8999 reserved
#
# 8000-8052: First batch of reborn events
# 8053-8064: Oblivion Soundtrack inspired events
# 8065-8081: Prophecy and Future
# 8082-8089: Sun
# 8090-8099: Shadow
# 8100-8115: Night
# 8116-8127: Clutter Artifacts
# 8128-8143: Ancient Cultures
# 8144-8156: Skyrim Conversations
# 8157-8191: Spices and Herbs (A-L mostly)
# 8192-8205: Roses
# 8205-8208: Deer Musk
# 8209-8213: Virginity
# 8214-8216: Broccoli
# 8216-8239: Strange Dreams
# 8240-8248: Three Kingdoms
# 8249-8251: Constantinople
# 8252-8265: Fantastical Stories
# 8266-8276: Daily Work
# 8277-8315: Generic (inspired by vanilla event pics I've never or rarely used)
# 8316-8325: Rain
# 8326-8332: Reading Stories
# 8333-8352: Oblivion Inspired Events
# 8353-8404: Death
# 8405-8413: Medicine
# 8414-8433: Spices and Herbs (K-P mostly)
# 8434-8442: Stuck Inside
# 8443-8452: Generic (and the true final swansong!)
# 
#####################################################################

namespace = VIETmisc

###########################################################
# REBORN!!! 8000-8052
###########################################################

# Remember childhood love
character_event = {
	id = VIETmisc.8000
	desc = VIETmisc.8000.desc
	picture = GFX_evt_her_smile
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#in_command = no
		NOT = { trait = celibate }
		NOT = { trait = homosexual }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}		
		modifier = {
			factor = 1.2
			trait = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}		
		modifier = {
			factor = 1.2
			trait = depressed
		}
		modifier = {
			factor = 0.8
			trait = hedonist
		}		
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}		
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = { # Love
		name = VIETmisc.8000.a
		add_character_modifier = {
			name = VIET_remembering_childhood_love
			duration = 365
		}
	}
}

# Servant has crush on maid
character_event = {
	id = VIETmisc.8001
	desc = VIETmisc.8001.desc
	picture = GFX_evt_her_smile
	
	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 = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}		
		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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = { # Things will work out
		name = VIETmisc.8001.a
		piety = 1
	}	
	option = { # I am a grouchy cynical old person
		name = VIETmisc.8001.b
		random = {
			add_trait = cynical
			chance = 20
		}
		custom_tooltip = { text = VIETmisc.8001.b.tooltip } #nah I'm actually a tsundere lol lol lol
	}
	option = { # youth!
		name = VIETmisc.8001.c
		prestige = 1
	}
	option = { # People are scary!
		name = VIETmisc.8001.d
		trigger = {
			trait = shy
		}
		tooltip_info = shy
		random = {
			add_trait = paranoid
			chance = 5
		}
	}
}

# Character feels inspired
character_event = {
	id = VIETmisc.8002
	desc = VIETmisc.8002.desc
	picture = GFX_evt_hyouka
	
	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 = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}		
		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 = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}			
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = depressed
		}			
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = stressed
		}
	}
	
	option = { # Things will work out
		name = VIETmisc.8002.a
		piety = 1
		if = {
			limit = {
				trait = depressed
			}
			random = {
				remove_trait = depressed
				chance = 20
			}
		}
	}
}

# Saw a mudcrab the other day
character_event = {
	id = VIETmisc.8003
	desc = VIETmisc.8003.desc
	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
		has_game_rule = {
			name = VIET_events_rules
			value = silly
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}		
		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 = temperate
		}
		modifier = {
			factor = 0.8
			trait = gluttonous
		}
	}
	
	option = { # I've heard others say the same
		name = VIETmisc.8003.a
		prestige = -1
	}
}

# STOP YOU VIOLATED THE LAW
character_event = {
	id = VIETmisc.8004
	desc = VIETmisc.8004.desc
	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
		NOT = {
			has_game_rule = {
				name = VIET_events_rules
				value = serious
			}
		}
	}
	
	weight_multiplier = {
		days = 1
					
		modifier = {
			factor = 0.05
			has_character_flag = VIET_recruited_oblivion_guard
		}
		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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = { # Good
		name = VIETmisc.8004.a
		prestige = 1
	}
	option = { # Reward the guard
		name = VIETmisc.8004.b
		wealth = -5
		add_character_modifier = {
			name = VIET_rewarded_oblivion_guard
			duration = 1000
		}
	}
	option = { # Recruit the guard!
		name = VIETmisc.8004.c
		trigger = {
			NOT = { has_character_flag = VIET_recruited_oblivion_guard }
			NOT = { trait = greedy }
			NOT = { trait = cruel }
			NOT = { trait = arbitrary }
			NOT = { trait = paranoid }
			NOT = { trait = proud }
		}
		set_character_flag = VIET_recruited_oblivion_guard 
		wealth = -10
		add_character_modifier = {
			name = VIET_rewarded_oblivion_guard
			duration = 1000
		}
		create_random_soldier = {
			random_traits = no
			dynasty = random
			religion = ROOT
			culture = ROOT
			female = no
			attributes = {
				martial = 10
			}
			health = 6
			trait = brave
			trait = zealous
			trait = just
			trait = kind
		}
		new_character = {
			add_character_modifier = {
				name = VIET_was_oblivion_guard
				duration = -1
			}
			prestige = 50
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}
			random = {
				VIET_give_generic_weapon_effect = yes
				chance = 20
			}
		}
	}
}

# Courtier said something inappropriate
character_event = {
	id = VIETmisc.8005
	desc = VIETmisc.8005.desc
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		any_courtier = {
			NOT = { trait = incapable }
			is_adult = yes
			in_command = no
			is_abroad = no
		}
	}
	
	weight_multiplier = {
		days = 1

		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 = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	
	immediate = {
		random_courtier = {
			limit = {
				NOT = { trait = incapable }
				is_adult = yes
				in_command = no
				is_abroad = no
			}
			save_event_target_as = target_VIET_inappropriate_courtier
		}
	}
	
	option = { # Chastise
		name = VIETmisc.8005.a
		event_target:target_VIET_inappropriate_courtier = {
			prestige = -5
			opinion = {
				modifier = VIET_opinion_publically_chastised_me
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_opinion_inappropriate_speech
				who = ROOT
				years = 1
			}
		}
	}
	option = { # Hinted subtly
		name = VIETmisc.8005.b
		event_target:target_VIET_inappropriate_courtier = {
			prestige = -2
			reverse_opinion = {
				modifier = VIET_opinion_inappropriate_speech
				who = ROOT
				years = 1
			}
		}
	}
	option = { # Did not say anything
		name = VIETmisc.8005.c
		piety = -2
		random = {
			add_trait = content
			chance = 20
		}
		event_target:target_VIET_inappropriate_courtier = {
			prestige = -2
		}
	}
}

# Bridge in province collapsed
province_event = {
	id = VIETmisc.8006
	desc = VIETmisc.8006.desc
	picture = GFX_evt_tuscan_country
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_bridge_collapse }
		owner = {
			is_nomadic = no
		}
	}
	
	mean_time_to_happen = {
		months = 10000
		modifier = {
			factor = 1.5
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 3 }
		}
	}
	

	option = { # Send in emergency resources
		name = VIETmisc.8006.a
		trigger = {
			owner = {
				stewardship = 8
			}
		}
		owner = {
			wealth = -40
			add_character_modifier = {
				name = VIET_helped_emergency_quickly
				duration = 1000
			}
			random_list = {
				70 = {}
				10 = { add_trait = charitable }
				10 = { add_trait = kind }
				10 = { add_trait = just }
			}
		}
		custom_tooltip = { text = VIET_bridge_fix_sooner }
		hidden_tooltip = {			
			random_list = {
				20 = {
					add_province_modifier = {
						name = VIET_province_bridge_collapse
						duration = 200
					}
				}
				30 = {
					add_province_modifier = {
						name = VIET_province_bridge_collapse
						duration = 400
					}
				}
				30 = {
					add_province_modifier = {
						name = VIET_province_bridge_collapse
						duration = 600
					}
				}
				20 = {
					add_province_modifier = {
						name = VIET_province_bridge_collapse
						duration = 800
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = decrease_prosperity_custom_tooltip
				hidden_tooltip = {
					change_variable = { which = prosperity_value value = -2 }
				}
			}
		}
	}
	option = { # Send in some help
		name = VIETmisc.8006.b
		owner = {
			wealth = -15
		}
		custom_tooltip = { text = VIET_bridge_fix_okay }
		hidden_tooltip = {			
			random_list = {
				20 = {
					add_province_modifier = {
						name = VIET_province_bridge_collapse
						duration = 300
					}
				}
				30 = {
					add_province_modifier = {
						name = VIET_province_bridge_collapse
						duration = 600
					}
				}
				30 = {
					add_province_modifier = {
						name = VIET_province_bridge_collapse
						duration = 900
					}
				}
				20 = {
					add_province_modifier = {
						name = VIET_province_bridge_collapse
						duration = 1200
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = decrease_prosperity_custom_tooltip
				hidden_tooltip = {
					change_variable = { which = prosperity_value value = -3 }
				}
			}
		}
	}
	option = { # Do nothing
		name = VIETmisc.8006.c
		owner = {
			add_character_modifier = {
				name = VIET_ignored_emergency
				duration = 1500
			}
		}
		custom_tooltip = { text = VIET_bridge_fix_bad }
		hidden_tooltip = {			
			random_list = {
				20 = {
					add_province_modifier = {
						name = VIET_province_bridge_collapse
						duration = 400
					}
				}
				30 = {
					add_province_modifier = {
						name = VIET_province_bridge_collapse
						duration = 800
					}
				}
				30 = {
					add_province_modifier = {
						name = VIET_province_bridge_collapse
						duration = 1200
					}
				}
				20 = {
					add_province_modifier = {
						name = VIET_province_bridge_collapse
						duration = 1600
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = decrease_prosperity_custom_tooltip
				hidden_tooltip = {
					change_variable = { which = prosperity_value value = -7 }
				}
			}
		}
	}
}

# Mysterious Colors in the Sky
province_event = {
	id = VIETmisc.8007
	desc = VIETmisc.8007.desc
	picture = GFX_evt_hyouka
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_mysterious_colors }
	}
	
	mean_time_to_happen = {
		months = 10000
	}
	

	option = { # Send in emergency resources
		name = VIETmisc.8007.a
		add_province_modifier = {
			name = VIET_province_mysterious_colors
			duration = 1234
		}
	}
}

# Famous Bard refuses to play for the rich
province_event = {
	id = VIETmisc.8008
	desc = VIETmisc.8008.desc
	picture = GFX_evt_brothel
	
	trigger = {
		NOT = { has_province_modifier = VIET_famous_bard_province }
	}
	
	mean_time_to_happen = {
		months = 12000
		modifier = {
			factor = 1.5
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 3 }
		}
		modifier = {
			factor = 3
			owner = {
				is_nomadic = yes
			}
		}
	}
	

	option = { # Arrest him
		name = VIETmisc.8008.a
		owner = {
			random_list = {
				70 = {}
				10 = { add_trait = wroth }
				10 = { add_trait = cruel }
				10 = { add_trait = arbitrary }
			}
			add_character_modifier = {
				name = VIET_leader_angered_peasants
				duration = 888
			}
		}
	}
	option = { # OK
		name = VIETmisc.8008.b
		custom_tooltip = { text = VIET_famous_bard_settles }
		hidden_tooltip = {
			random_list = { #randomize how long the bard lives
				20 = {
					add_province_modifier = {
						name = VIET_famous_bard_province
						duration = 3650
					}
				}
				20 = {
					add_province_modifier = {
						name = VIET_famous_bard_province
						duration = 5475
					}
				}
				20 = {
					add_province_modifier = {
						name = VIET_famous_bard_province
						duration = 7300
					}
				}
				20 = {
					add_province_modifier = {
						name = VIET_famous_bard_province
						duration = 9125
					}
				}
				20 = {
					add_province_modifier = {
						name = VIET_famous_bard_province
						duration = 10950
					}
				}
			}
		}
	}
	option = { # OK
		name = VIETmisc.8008.c
		owner = {
			random_list = {
				70 = {}
				10 = { add_trait = humble }
				10 = { add_trait = cynical }
				10 = { add_trait = content }
			}
		}
		custom_tooltip = { text = VIET_famous_bard_settles }
		hidden_tooltip = {
			random_list = { #randomize how long the bard lives
				20 = {
					add_province_modifier = {
						name = VIET_famous_bard_province
						duration = 3650
					}
				}
				20 = {
					add_province_modifier = {
						name = VIET_famous_bard_province
						duration = 5475
					}
				}
				20 = {
					add_province_modifier = {
						name = VIET_famous_bard_province
						duration = 7300
					}
				}
				20 = {
					add_province_modifier = {
						name = VIET_famous_bard_province
						duration = 9125
					}
				}
				20 = {
					add_province_modifier = {
						name = VIET_famous_bard_province
						duration = 10950
					}
				}
			}
		}
	}
}

# Spoopy ship in the skies
province_event = {
	id = VIETmisc.8009
	desc = VIETmisc.8009.desc
	picture = GFX_evt_coast_night
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_haunted_ship }
		port = yes
	}
	
	mean_time_to_happen = {
		months = 12000
		modifier = {
			factor = 1.5
			OR = {
				terrain = steppe
				terrain = arctic
			}
		}
		modifier = {
			factor = 0.9
			owner = {
				OR = {
					is_patrician = yes
					is_merchant_republic = yes
				}
			}
		}
		modifier = {
			factor = 1.5
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 3 }
		}
		modifier = {
			factor = 1.5
			owner = {
				OR = {
					is_nomadic = yes
					is_tribal = yes
				}
			}
		}
	}
	

	option = { # Spoop
		name = VIETmisc.8009.a
		add_province_modifier = {
			name = VIET_province_haunted_ship
			duration = 1095
		}
	}
	option = { # Spoop
		name = VIETmisc.8009.b
		owner = {
			random = {
				add_trait = cynical
				chance = 10
			}		
		}
		add_province_modifier = {
			name = VIET_province_haunted_ship
			duration = 1095
		}
	}
}

# Neolithic stone found
province_event = {
	id = VIETmisc.8010
	desc = VIETmisc.8010.desc
	picture = GFX_evt_ancient_cairn
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_flat_stone }
	}
	
	mean_time_to_happen = {
		months = 8000
		modifier = {
			factor = 1.2
			terrain = arctic
		}
	}
	

	option = { # Cool
		name = VIETmisc.8010.a
		add_province_modifier = {
			name = VIET_province_flat_stone
			duration = 18250
		}
	}
	option = { # Heathen
		name = VIETmisc.8010.b
		trigger = {
			owner = {
				NOT = { religion_group = pagan_group }
				NOT = { religion_group = indian_group }
			}
		}
		owner = {
			random = {
				add_trait = zealous
				chance = 33
			}	
		}
		add_province_modifier = {
			name = VIET_province_flat_stone
			duration = 18250
		}
	}
	option = { # Build small altar
		name = VIETmisc.8010.c
		owner = {
			wealth = -5
			piety = 20
		}
		add_province_modifier = {
			name = VIET_province_flat_stone
			duration = 18250
		}
	}
	option = { # Send in people to investigate
		name = VIETmisc.8010.d
		owner = {
			wealth = -5
			culture_techpoints = 50
		}		
		add_province_modifier = {
			name = VIET_province_flat_stone
			duration = 18250
		}
	}
}

# Sandstorm
province_event = {
	id = VIETmisc.8011
	desc = VIETmisc.8011.desc
	picture = GFX_evt_sand_desert
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_recent_sandstorm }
		terrain = desert
	}
	
	mean_time_to_happen = {
		months = 8000
	}
	

	option = { # oh no
		name = VIETmisc.8011.a
		add_province_modifier = {
			name = VIET_province_recent_sandstorm
			duration = 365
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = decrease_prosperity_custom_tooltip
				hidden_tooltip = {
					change_variable = { which = prosperity_value value = -8 }
				}
			}
		}
	}
}


## Courtier gone missing and mysterious vanishes... or dies?
#character_event = {
#	id = VIETmisc.8012
#	desc = VIETmisc.8012.desc
#	picture = GFX_evt_group_hf
#	
#	hide_from = yes
#	
#	is_triggered_only = yes
#	
#	min_age = 16
#	only_rulers = yes
#	capable_only = yes
#	prisoner = no
#	war = no
#	
#	trigger = {
#		in_command = no
#		any_courtier = {
#			NOT = { trait = incapable }
#			is_adult = yes
#			in_command = no
#			is_abroad = no
#			ai = yes
#			#prevent important relatives and spouses from dying
#			NOT = { is_consort = ROOT }
#			NOT = { is_main_spouse = ROOT }
#			NOT = { is_close_relative = ROOT }
#		}
#	}
#	
#	weight_multiplier = {
#		days = 1
#
#		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 = 1.2
#			trait = content
#		}
#		modifier = {
#			factor = 0.8
#			trait = ambitious
#		}			
#		modifier = {
#			factor = 1.2
#			trait = wroth
#		}
#		modifier = {
#			factor = 0.8
#			trait = patient
#		}			
#		modifier = {
#			factor = 1.2
#			trait = just
#		}
#		modifier = {
#			factor = 0.8
#			trait = arbitrary
#		}
#	}
#	
#	
#	immediate = {
#		random_courtier = {
#			limit = {
#				NOT = { trait = incapable }
#				is_adult = yes
#				in_command = no
#				is_abroad = no
#				ai = yes
#				#prevent important relatives and spouses from dying
#				NOT = { is_consort = ROOT }
#				NOT = { is_main_spouse = ROOT }
#				NOT = { is_close_relative = ROOT }		
#			}
#			save_event_target_as = target_VIET_vanished_death_courtier
#		}	
#	}
#	
#	option = { # Where is the courtier
#		name = VIETmisc.8012.a			
#		event_target:target_VIET_vanished_death_courtier = {
#			show_portrait = yes
#		}
#		character_event = { id = VIETmisc.8013 tooltip = VIETmisc.8013.tooltip days = 3 random = 3 }
#	}	
#}
#
## Courtier gone missing and mysterious vanishes... or dies?
#character_event = {
#	id = VIETmisc.8013
#	desc = VIETmisc.8013.desc
#	picture = GFX_evt_group_hf
#	
#	is_triggered_only = yes
#	
#	option = { # What happened?
#		name = VIETmisc.8012.a			
#		event_target:target_VIET_vanished_death_courtier = {
#			death = { death_reason = death_vanished }
#		}
#	}	
#}

# Suspicious conversation
character_event = {
	id = VIETmisc.8012
	desc = VIETmisc.8012.desc
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		any_courtier = {
			NOT = { trait = incapable }
			is_adult = yes
			in_command = no
			is_abroad = no
			OR = {
				trait = ambitious
				trait = proud
			}
			NOT = { trait = diligent }
			NOT = { trait = cynical }
		}
		any_courtier = {
			NOT = { trait = incapable }
			is_adult = yes
			in_command = no
			is_abroad = no
			OR = {
				trait = diligent
				trait = cynical
			}
			NOT = { trait = ambitious }
			NOT = { trait = proud }
		}
	}
	
	weight_multiplier = {
		days = 1

		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}	
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}			
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}			
		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
			intrigue = 13
		}
		modifier = {
			factor = 0.8
			NOT = { intrigue = 8 }
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				NOT = { trait = incapable }
				is_adult = yes
				in_command = no
				is_abroad = no
				OR = {
					trait = ambitious
					trait = proud
				}
				NOT = { trait = diligent }
				NOT = { trait = cynical }				
			}
			save_event_target_as = target_VIET_suspicious_courtier_first
		}
		random_courtier = {
			limit = {
				NOT = { trait = incapable }
				is_adult = yes
				in_command = no
				is_abroad = no
				OR = {
					trait = diligent
					trait = cynical
				}
				NOT = { trait = ambitious }
				NOT = { trait = proud }			
			}
			save_event_target_as = target_VIET_suspicious_courtier_second
		}		
	}
	
	option = { # suspicious
		name = VIETmisc.8012.a
		event_target:target_VIET_suspicious_courtier_first = {
			opinion = { 
				who = ROOT
				modifier = VIET_opinion_interrupted_secret_conversation
				years = 2
			}		
			reverse_opinion = { 
				who = ROOT
				modifier = VIET_opinion_suspicious_conversation
				years = 2
			}		
		}
		event_target:target_VIET_suspicious_courtier_second = {
			opinion = { 
				who = ROOT
				modifier = VIET_opinion_interrupted_secret_conversation
				years = 2
			}		
			reverse_opinion = { 
				who = ROOT
				modifier = VIET_opinion_suspicious_conversation
				years = 2
			}		
		}		
		random = {
			add_trait = paranoid
			chance = 15
		}		
		random = {
			change_intrigue = 1
			chance = 15
		}
	}
	
	option = { # awkward
		name = VIETmisc.8012.b
		event_target:target_VIET_suspicious_courtier_first = {
			opinion = { 
				who = ROOT
				modifier = VIET_opinion_interrupted_secret_conversation
				years = 1
			}	
		}
		event_target:target_VIET_suspicious_courtier_second = {
			opinion = { 
				who = ROOT
				modifier = VIET_opinion_interrupted_secret_conversation
				years = 1
			}	
		}
		prestige = -5
	}	
	
	option = { # trust
		name = VIETmisc.8012.c
		event_target:target_VIET_suspicious_courtier_first = {
			opinion = { 
				who = ROOT
				modifier = VIET_opinion_interrupted_secret_conversation
				years = 1
			}	
		}
		event_target:target_VIET_suspicious_courtier_second = {
			opinion = { 
				who = ROOT
				modifier = VIET_opinion_interrupted_secret_conversation
				years = 1
			}	
		}
		random = {
			add_trait = trusting
			chance = 20
		}
	}	
	
	option = { # apologize
		name = VIETmisc.8012.d
		random = {
			add_trait = trusting
			chance = 20
		}
	}
}

# Recommend a book
character_event = {
	id = VIETmisc.8013
	desc = VIETmisc.8013.desc
	picture = GFX_evt_pleasing_letter
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		OR = {
			learning = 10
			trait = scholar
			trait = erudite
		}
	}
	
	weight_multiplier = {
		days = 1

		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}	
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			is_dumb_trigger = yes
		}			
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
	}

	
	option = { # romance
		name = VIETmisc.8013.a
		add_character_modifier = {
			name = VIET_read_book_romance
			duration = 1066
		}
	}	
	option = { # gritty
		name = VIETmisc.8013.b
		add_character_modifier = {
			name = VIET_read_book_gritty
			duration = 1066
		}
	}	
	option = { # fantasy
		name = VIETmisc.8013.c
		add_character_modifier = {
			name = VIET_read_book_fantasy
			duration = 1066
		}
	}
	option = { # slice of life
		name = VIETmisc.8013.d
		add_character_modifier = {
			name = VIET_read_book_slice_of_life
			duration = 1066
		}
	}
}

# Young man is feeling sad about a girl
character_event = {
	id = VIETmisc.8014
	desc = VIETmisc.8014.desc
	picture = GFX_evt_rainstorm
	
	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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}	
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}			
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}			
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = { # Chastise
		name = VIETmisc.8014.a
		piety = 1
		prestige = 1
		character_event = { id = VIETmisc.8015 tooltip = VIETmisc.8015.tooltip }
	}	
	option = { # Reason
		name = VIETmisc.8014.b
		piety = 2
		character_event = { id = VIETmisc.8015 tooltip = VIETmisc.8015.tooltip }
	}	
	option = { # What woe
		name = VIETmisc.8014.c
		piety = 1
		prestige = 1
		character_event = { id = VIETmisc.8015 tooltip = VIETmisc.8015.tooltip }
	}	
	option = { # Women are trouble
		name = VIETmisc.8014.d
		trigger = {
			is_female = no
		}
		prestige = 2
		character_event = { id = VIETmisc.8015 tooltip = VIETmisc.8015.tooltip }
	}		
	option = { # Offer female perspective
		name = VIETmisc.8014.e
		trigger = {
			is_female = yes
		}
		prestige = 2
		character_event = { id = VIETmisc.8015 tooltip = VIETmisc.8015.tooltip }
	}	
}

# Give heartbroken young man some advice
character_event = {
	id = VIETmisc.8015
	desc = VIETmisc.8015.desc
	picture = GFX_evt_her_smile
	
	is_triggered_only = yes
	
	option = { # More fish in the sea
		name = VIETmisc.8015.a
		piety = 1
		random = {
			add_trait = diligent
			chance = 10
		}
	}		
	option = { # get laid
		name = VIETmisc.8015.b
		prestige = 1
		random = {
			add_trait = lustful
			chance = 10
		}
	}		
	option = { # love can inspire
		name = VIETmisc.8015.c
		piety = 1
		random = {
			add_trait = chaste
			chance = 10
		}
	}		
	option = { # stupid kid back in my day
		name = VIETmisc.8015.d
		prestige = 1
		random = {
			add_trait = proud
			chance = 10
		}
	}	
}

# Dropped work in poop
character_event = {
	id = VIETmisc.8016
	desc = VIETmisc.8016.desc
	picture = GFX_evt_bad_news
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		OR = {
			trait = diligent
			trait = ambitious
		}
		NOT = { trait = slothful }
		NOT = { trait = content }
	}
	
	weight_multiplier = {
		days = 1

		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}	
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}			
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}			
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
	}
	
	option = { # Touch poop
		name = VIETmisc.8016.a
		add_character_modifier = {
			name = VIET_touched_poop
			duration = 365
		}
		random = {
			add_trait = stressed
			chance = 33
		}
	}	
	option = { # Being Type A is bad, don't be Type A!
		name = VIETmisc.8016.b
		piety = 5
		if = {
			limit = {
				trait = ambitious
			}
			random = {
				remove_trait = ambitious
				chance = 30
			}
		}
		if = {
			limit = {
				trait = diligent
			}
			random = {
				remove_trait = diligent
				chance = 30
			}
		}
	}		
	option = { # Scribe made copies
		name = VIETmisc.8016.c
		tooltip_info = learning
		trigger = {
			learning = 13
			NOT = { trait = genius }
			NOT = { trait = quick }
			NOT = { trait = shrewd }
		}
	}			
	option = { # Scribe made copies
		name = VIETmisc.8016.c
		tooltip_info = genius
		trigger = {
			trait = genius
		}
	}			
	option = { # Scribe made copies
		name = VIETmisc.8016.c
		tooltip_info = quick
		trigger = {
			trait = quick
		}
	}				
	option = { # Scribe made copies
		name = VIETmisc.8016.c
		tooltip_info = shrewd
		trigger = {
			trait = shrewd
		}
	}	
}

# Rumors of a powerful empress
character_event = {
	id = VIETmisc.8017
	desc = VIETmisc.8017.desc
	picture = GFX_evt_chinese_princess
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#in_command = no
		NOT = { has_character_flag = VIET_powerful_chinese_empress_tales }
		offmap_china = {
			offmap_ruler = {
				is_female = 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 = { #will not be as common for realms far from China
			factor = 0.3
			NOR = {
				is_sinosphere_large_trigger = yes
				capital_scope = {
					OR = {
						region = custom_eastern_edge_of_map
						region = world_himalayas
						region = world_steppe_tarim					
					}
				}	
			}
		}
		modifier = { #will not be as common for realms far from China
			factor = 0.3
			capital_scope = {
				OR = {
					region = world_europe_west				
					region = world_europe_east				
					region = world_europe_north				
					region = world_africa_west				
					region = world_africa_central				
					region = world_europe_south_italy				
				}
			}		
		}
		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 = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}			
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
	}
	
	immediate = {
		set_character_flag = VIET_powerful_chinese_empress_tales
	}
	
	option = { # Haha!
		name = VIETmisc.8017.a
		add_character_modifier = {
			name = highly_amused_ruler
			duration = 365
		}
	}	
	option = { # Thoughtful
		name = VIETmisc.8017.b
		add_character_modifier = {
			name = VIET_thinking_about_foreign_lands
			duration = 365
		}
	}	
	option = { # Girl Power
		name = VIETmisc.8017.c
		add_character_modifier = {
			name = VIET_girl_power
			duration = 365
		}
	}		
	option = { # Stories from China
		name = VIETmisc.8017.d
		add_character_modifier = {
			name = VIET_chinese_rumors
			duration = 365
		}
	}	
}

# Rumors of a Chinese women playing polo
character_event = {
	id = VIETmisc.8018
	desc = VIETmisc.8018.desc
	picture = GFX_evt_chinese_princess
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		#Where people play polo
		OR = {
			culture_group = serindian # exists in WtWSMS
			culture_group = altaic
			culture_group = iranian
			culture_group = arabic
			culture_group = byzantine
			culture_group = indo_aryan_group
			culture_group = dravidian_group
			any_demesne_province = {
				OR = {
					region = custom_eastern_edge_of_map
					region = world_himalayas
					region = world_steppe
					region = world_india
					region = world_persia
					region = world_middle_east
					region = world_asia_minor				
				}
			}		
		}
		NOT = { culture_group = chinese_group } #doesn't make sense for Chinese to think about Chinese culture from a foreigner's perspective
		#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 = { #collapse of Tang
			factor = 0.05
			year = 900
		}
		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 = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}			
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
	}
	
	option = { # Wondering
		name = VIETmisc.8018.a
		add_character_modifier = {
			name = VIET_thinking_about_foreign_lands
			duration = 365
		}
	}	
	option = { # Lol yeah right
		name = VIETmisc.8018.b
		trigger = {
			is_female = no
		}
		add_character_modifier = {
			name = VIET_sexist_against_women
			duration = 365
		}
	}	
	option = { # Our women are good too!
		name = VIETmisc.8018.c
		add_character_modifier = {
			name = VIET_girl_power
			duration = 365
		}
	}		
	option = { # Nerd
		name = VIETmisc.8018.d
		add_character_modifier = {
			name = VIET_nerd_hates_sports
			duration = 365
		}
	}	
}

# Ocean nightmare
character_event = {
	id = VIETmisc.8019
	desc = VIETmisc.8019.desc
	picture = GFX_evt_kraken
	
	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 = 2.5
			OR = {
				is_merchant_republic = yes
				is_patrician = yes
				capital_scope = {
					port = yes
				}
			}
		}
		modifier = {
			factor = 0.1
			is_nomadic = yes
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}	
		modifier = {
			factor = 1.2
			trait = depressed
		}
		modifier = {
			factor = 0.8
			trait = hedonist
		}			
		modifier = {
			factor = 1.2
			trait = stressed
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}			
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}			
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}			
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
	}
	
	option = { # will overcome!
		name = VIETmisc.8019.a
		prestige = 1
		random = {
			add_trait = brave
			chance = 25
		}
	}		
	option = { # philosophical answer
		name = VIETmisc.8019.b
		piety = 1
		random_list = {
			10 = { add_trait = patient }
			10 = { add_trait = content }
			10 = { add_trait = cynical }
			70 = {}
		}
	}		
	option = { # coward
		name = VIETmisc.8019.c
		random_list = {
			50 = { piety = -1 }
			50 = { prestige = -1 }
		}
		random = {
			add_trait = craven
			chance = 25
		}
	}		
}

# Meet an amazing singer
character_event = {
	id = VIETmisc.8020
	desc = VIETmisc.8020.desc
	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
		is_nomadic = no
		NOT = { has_character_flag = VIET_amazing_singer_invite }
	}
	
	weight_multiplier = {
		days = 1
		modifier = { #more likely for republics
			factor = 2
			OR = {
				is_patrician = yes
				is_merchant_republic = yes
			}
		}
		modifier = { #less likely for tribals
			factor = 0.5
			is_tribal = yes
		}
		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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}			
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}			
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = { # nice
		name = VIETmisc.8020.a
		add_character_modifier = {
			name = VIET_good_music
			duration = 777
		}
	}	
	option = { # leave tip
		name = VIETmisc.8020.b
		wealth = -2
		prestige = 2
		random = {
			add_trait = charitable
			chance = 25
		}
		add_character_modifier = {
			name = VIET_good_music
			duration = 777
		}
	}
	option = { # invite to court
		name = VIETmisc.8020.c
		add_character_modifier = {
			name = VIET_good_music
			duration = 777
		}
		character_event = { id = VIETmisc.8021 tooltip = VIETmisc.8021.tooltip }
	}
	option = { # invite to court because horny
		name = VIETmisc.8020.d
		trigger = {
			NOT = { trait = chaste }
			NOT = { trait = celibate }
			NOT = { trait = eunuch }
			NAND = {
				is_female = no
				trait = homosexual
			}
		}
		add_character_modifier = {
			name = lustful_ruler
			duration = 777
		}
		add_character_modifier = {
			name = VIET_good_music
			duration = 777
		}
		character_event = { id = VIETmisc.8021 tooltip = VIETmisc.8021.tooltip }
	}		
}

# Meet an amazing singer - will she join us?
character_event = {
	id = VIETmisc.8021
	desc = VIETmisc.8021.desc
	picture = GFX_evt_maiden
	
	is_triggered_only = yes
	
	option = { # she won't join us - okay
		name = VIETmisc.8021.a
	}	
	option = { # she won't join us - her loss
		name = VIETmisc.8021.b
		piety = -5
		random_list = {
			10 = { add_trait = wroth }
			20 = { add_trait = proud }
			70 = {}
		}
	}		
	option = { # she will join us... for a price
		name = VIETmisc.8021.c
		set_character_flag = VIET_amazing_singer_invite
		wealth = -20
		custom_tooltip = { text = VIET_offer_money_to_singer }
		hidden_tooltip = {			
			create_character = {
				age = 18
				dynasty = random
				religion = ROOT
				culture = ROOT
				female = yes
				health = 5
				random_traits = no
				historical = yes
				attributes = {
					diplomacy = 8
					martial = 5
					stewardship = 5
					intrigue = 5
					learning = 6
				}
			}
			new_character = {
				#Education & other basic stuff
				save_event_target_as = VIET_amazing_singer
				add_character_modifier = {
					name = VIET_amazing_singer_modifier
					duration = -1
				}
				set_character_flag = ai_flag_refuse_concubinage
				set_character_flag = ai_flag_refuse_marriage
				set_character_flag = VIET_amazing_singer
				reverse_opinion = { 
					who = ROOT
					modifier = VIET_opinion_amazing_court_singer
					years = 100
				}
				set_character_flag = no_court_invites
				random_list = {
					50 = { add_trait = charismatic_negotiator }
					25 = { add_trait = grey_eminence }
					15 = { add_trait = scholarly_theologian }
					10 = { add_trait = mastermind_theologian }
				}	
				#Guaranteed Traits
				add_trait = poet
				add_trait = fair
				#add_trait = melodious_voice
				add_trait = kind
				add_trait = chaste
				#Clutter Artifact					
				random = {
					VIET_give_clutter_artifact_effect = yes
					chance = 10
				}
				#Flavor
				random_list = {
					70 = { } #Nothing
					25 = { add_scarred_tiered_effect = yes }
					5 = { 
						trigger = { has_dlc = Reapers }
						add_trait = one_eyed
					}
				}
				opinion = {
					modifier = opinion_loyal_servant
					who = ROOT
					years = 100
				}			
				if = {
					limit = { has_dlc = "Way of Life" }
					random_list = {
						60 = { add_trait = socializer }
						10 = { add_trait = scholar }
						10 = { add_trait = seductress }
						20 = {}
					}
				}
				#Personality Archetypes
				random_list = {
					20 = { # Sassy girl
						set_character_flag = VIET_singer_sassy
						add_trait = cynical
						add_trait = erudite
						add_trait = stubborn
					}
					20 = { # Social climber
						set_character_flag = VIET_singer_ambitions
						add_trait = proud
						add_trait = diligent
						add_trait = ambitious
					}
					20 = { # Wallflower
						set_character_flag = VIET_singer_wallflower
						add_trait = shy
						add_trait = humble
						add_trait = slothful
					}
					20 = { # tomboy
						set_character_flag = VIET_singer_tomboy
						add_trait = brave
						add_trait = gregarious
						add_trait = wroth
					}
					20 = { # religious
						set_character_flag = VIET_singer_pious
						add_trait = zealous
						add_trait = temperate
						add_trait = charitable
					}
				}
			}
			#Make husbando
			create_character = {
				age = 21
				dynasty = actually_culture
				religion = ROOT
				culture = ROOT
				female = no
				health = 5
				random_traits = no
				historical= yes
				attributes = {
					diplomacy = 6
					martial = 5
					stewardship = 6
					intrigue = 5
					learning = 6
				}
			}
			new_character = {
				add_spouse = event_target:VIET_amazing_singer
				add_lover = event_target:VIET_amazing_singer
				add_friend = event_target:VIET_amazing_singer
				set_character_flag = ai_flag_refuse_concubinage
				set_character_flag = ai_flag_refuse_marriage
				set_character_flag = VIET_amazing_singer_husband
				set_character_flag = no_court_invites
				add_character_modifier = {
					name = VIET_amazing_singer_husbando_modifier
					duration = -1
				}
				#Guaranteed Traits
				add_trait = fair
				#add_trait = tall
				add_trait = kind
				add_trait = chaste					
				random = {
					VIET_give_clutter_artifact_effect = yes
					chance = 10
				}
				#Flavor
				random_list = {
					70 = { } #Nothing
					25 = { add_scarred_tiered_effect = yes }
					5 = { 
						trigger = { has_dlc = Reapers }
						add_trait = one_eyed
						change_martial = 1
					}
				}
				opinion = {
					modifier = opinion_loyal_servant
					who = ROOT
					years = 100
				}
				#Personality Archetypes
				random_list = {
					20 = { # Good soldier
						set_character_flag = VIET_singer_husband_soldier
						add_trait = brave
						add_trait = honest
						add_trait = temperate
						random_list = {
							40 = { add_trait = tough_soldier }
							40 = { add_trait = skilled_tactician }
							20 = { add_trait = brilliant_strategist }
						}
						random_list = {
							20 = { add_trait = strong }
							30 = { add_trait = robust }
							30 = { add_trait = sturdy }
							20 = {}
						}
						if = {
							limit = { has_dlc = "Way of Life" }
							random_list = {
								25 = { add_trait = hunter }
								25 = { add_trait = duelist }
								25 = { add_trait = strategist }
								25 = {}
							}
						}
					}
					20 = { # Bureaucrat
						set_character_flag = VIET_singer_husband_paperpusher
						add_trait = erudite
						add_trait = cynical
						add_trait = just
						random_list = {
							40 = { add_trait = thrifty_clerk }
							40 = { add_trait = fortune_builder }
							20 = { add_trait = midas_touched }
						}	
						random_list = {
							10 = { add_trait = genius }
							30 = { add_trait = quick }
							30 = { add_trait = shrewd }
							30 = {}
						}
						if = {
							limit = { has_dlc = "Way of Life" }
							random_list = {
								30 = { add_trait = administrator }
								30 = { add_trait = architect }
								40 = { }
							}
						}
					}
					20 = { # Socialable fella
						set_character_flag = VIET_singer_husband_social
						add_trait = gregarious
						add_trait = humble
						add_trait = content
						random_list = {
							40 = { add_trait = underhanded_rogue }
							40 = { add_trait = charismatic_negotiator }
							20 = { add_trait = grey_eminence }
						}	
						random_list = {
							10 = { add_trait = genius }
							10 = { add_trait = quick }
							10 = { add_trait = shrewd }
							10 = { add_trait = strong }
							10 = { add_trait = robust }
							10 = { add_trait = sturdy }
							40 = {}
						}
						if = {
							limit = { has_dlc = "Way of Life" }
							random_list = {
								30 = { add_trait = socializer }
								30 = { add_trait = gamer }
								40 = { }
							}
						}
					}
					20 = { # Criminal contacts
						set_character_flag = VIET_singer_husband_criminal
						add_trait = cynical
						add_trait = greedy
						add_trait = deceitful
						random_list = {
							40 = { add_trait = flamboyant_schemer }
							40 = { add_trait = intricate_webweaver }
							20 = { add_trait = elusive_shadow }
						}	
						random_list = {
							10 = { add_trait = genius }
							10 = { add_trait = quick }
							10 = { add_trait = shrewd }
							10 = { add_trait = strong }
							10 = { add_trait = robust }
							10 = { add_trait = sturdy }
							40 = {}
						}
						if = {
							limit = { has_dlc = "Way of Life" }
							random_list = {
								25 = { add_trait = socializer }
								25 = { add_trait = schemer }
								25 = { add_trait = duelist }
								25 = { }
							}
						}
					}
					20 = { # Nerd
						set_character_flag = VIET_singer_husband_nerd
						add_trait = erudite
						add_trait = shy
						add_trait = proud
						random_list = {
							40 = { add_trait = flamboyant_schemer }
							40 = { add_trait = intricate_webweaver }
							20 = { add_trait = elusive_shadow }
						}	
						random_list = {
							10 = { add_trait = genius }
							30 = { add_trait = quick }
							30 = { add_trait = shrewd }
							30 = {}
						}
						add_trait = scholar
					}
				}
			}
		}
	}		
}



# Thoughts about vegetarianism?
character_event = {
	id = VIETmisc.8022
	desc = VIETmisc.8022.desc
	picture = GFX_evt_vegetarian
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#in_command = no
		NOT = { religion_group = indian_group }
		NOT = { culture_group = indo_aryan_group }
		NOT = { culture_group = dravidian_group }
		capital_scope = {
			NOR = {
				region = custom_eastern_edge_of_map
				region = world_himalayas
				region = world_steppe_tarim				
			}
		}
		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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}			
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = kind
		}			
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
	}

	
	option = { # admirable
		name = VIETmisc.8022.a
		piety = 1
	}	
	option = { # circle of life
		name = VIETmisc.8022.b
		prestige = 1
	}	
	option = { # only peasants
		name = VIETmisc.8022.c
		random = {
			add_trait = proud
			chance = 10
		}
	}	
	option = { # only peasants
		name = VIETmisc.8022.d
		trigger = {
			OR = {
				religion_group = jewish_group
				religion_group = muslim
			}
		}
		piety = 1
		custom_tooltip = { text = VIET_vegetarian_similarity_to_kosher_halal }
	}	
	option = { # whatever
		name = VIETmisc.8022.e
		prestige = 1
	}
}


# Rumors of the blessed isles
character_event = {
	id = VIETmisc.8023
	desc = VIETmisc.8023.desc
	picture = GFX_evt_tropicana
	
	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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}	
		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 = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}			
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}

	
	option = { # fanciful tales
		name = VIETmisc.8023.a
		prestige = 2
		random = {
			add_trait = cynical
			chance = 20
		}
		add_character_modifier = {
			name = VIET_thinking_about_foreign_lands
			duration = 444
		}
	}	
	option = { # cool story bro!
		name = VIETmisc.8023.b
		piety = 2
		random = {
			add_trait = trusting
			chance = 20
		}
		add_character_modifier = {
			name = VIET_thinking_about_foreign_lands
			duration = 444
		}
	}	
	option = { # scholarly
		name = VIETmisc.8023.c
		prestige = 1
		piety = 1
		random = {
			add_trait = erudite
			chance = 20
		}
		add_character_modifier = {
			name = VIET_thinking_about_foreign_lands
			duration = 444
		}
	}
}

# Mint before toothbrushing?
character_event = {
	id = VIETmisc.8024
	desc = VIETmisc.8024.desc
	picture = GFX_evt_toothbrush
	
	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 = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}			
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}			
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
	}

	
	option = { # minty fresh breath
		name = VIETmisc.8024.a
		add_character_modifier = {
			name = VIET_minty_fresh_breath
			duration = 180
		}
	}	
	option = { # just teeth cleaning
		name = VIETmisc.8024.b
		random = {
			add_trait = temperate
			chance = 15
		}
	}	
	option = { # waste of time
		name = VIETmisc.8024.c
		piety = 2
		if = {
			limit = {
				trait = proud
			}
			random = {
				remove_trait = proud
				chance = 30
			}
		}
	}	
	option = { # use other herbs
		name = VIETmisc.8024.d
		tooltip_info = learning
		trigger = {
			learning = 13
		}
		add_character_modifier = {
			name = VIET_herbal_mouth_cleaning_other
			duration = 180
		}
	}
}

# Nice dream
character_event = {
	id = VIETmisc.8025
	desc = VIETmisc.8025.desc
	picture = GFX_evt_scarborough_fair
	
	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 = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}		
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}			
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}		
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
	}

	
	option = { # Scarborough Fair
		name = VIETmisc.8025.a
		piety = 1
		if = {
			limit = {
				trait = depressed
			}
			random = {
				remove_trait = depressed
				chance = 40
			}
		}
		if = {
			limit = {
				trait = stressed
			}
			random = {
				remove_trait = stressed
				chance = 40
			}
		}
	}
}

# Female leader surrounded by hunky bodyguards
character_event = {
	id = VIETmisc.8026
	desc = VIETmisc.8026.desc
	picture = GFX_evt_group_hf
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	only_women = yes
	#war = no
	
	#trigger = {
	#	in_command = no	
	#}
	
	weight_multiplier = {
		days = 1

		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}		
		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 = content
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}	
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
	}

	
	option = { # Lies
		name = VIETmisc.8026.a
		piety = 5
		if = {
			limit = {
				trait = lustful
			}
			random = {
				remove_trait = lustful
				chance = 25
			}
		}
	}	
	option = { # Admiring Eye Candy
		name = VIETmisc.8026.b
		if = {
			limit = {
				trait = chaste
			}
			random = {
				remove_trait = chaste
				chance = 25
			}
		}
		add_character_modifier = {
			name = VIET_admiring_eye_candy
			duration = 528
		}
	}	
	option = { # Can't blame them
		name = VIETmisc.8026.c
		add_character_modifier = {
			name = lustful_ruler
			duration = 528
		}
	}	
	option = { # Jealous of my power
		name = VIETmisc.8026.d
		prestige = 5
		if = {
			limit = {
				trait = humble
			}
			random = {
				remove_trait = humble
				chance = 25
			}
		}
	}
}

# Female leader is asked about preferences in men
character_event = {
	id = VIETmisc.8027
	desc = VIETmisc.8027.desc
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	only_women = yes
	war = no
	
	trigger = {
		in_command = no	
	}
	
	weight_multiplier = {
		days = 1

		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}		
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}			
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}		
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}	
	}

	
	option = { # Slimmer
		name = VIETmisc.8027.a
		piety = 1
	}	
	option = { # average
		name = VIETmisc.8027.b
		random_list = {
			50 = { prestige = 1 }
			50 = { piety = 1 }
		}
	}
	option = { # bulky
		name = VIETmisc.8027.c
		prestige = 1
	}
}

# Friendly beach ghost
province_event = {
	id = VIETmisc.8028
	desc = VIETmisc.8028.desc
	picture = GFX_evt_coast_night
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_friendly_beach_ghost }
		port = yes
		NOT = {
			has_game_rule = {
				name = supernatural_events
				value = off
			}
		}
	}
	
	mean_time_to_happen = {
		months = 12000
		modifier = {
			factor = 1.5
			OR = {
				terrain = steppe
				terrain = arctic
			}
		}
	}
	

	option = { # Spoop
		name = VIETmisc.8028.a
		add_province_modifier = {
			name = VIET_province_friendly_beach_ghost
			duration = 9125
		}
	}
}

# Flying contraptions
character_event = {
	id = VIETmisc.8029
	desc = VIETmisc.8029.desc
	picture = GFX_evt_machines_of_war
	
	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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}		
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}	
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			is_dumb_trigger = yes
		}	
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}	
	}

	
	option = { # Dreams are possible
		name = VIETmisc.8029.a
		add_character_modifier = {
			name = VIET_interesting_idealistic_ideas
			duration = 365
		}
	}	
	option = { # Let's be realistic
		name = VIETmisc.8029.b
		prestige = 3
	}	
	option = { # Affront to the heavens
		name = VIETmisc.8029.c
		piety = 3
	}		
	option = { # Theoretically possible
		name = VIETmisc.8029.d
		tooltip_info = learning
		trigger = {
			learning = 13
			NOT = { trait = genius }
			NOT = { trait = quick }
			NOT = { trait = shrewd }
		}
		add_character_modifier = {
			name = VIET_interesting_idealistic_ideas
			duration = 730
		}
	}			
	option = { # Theoretically possible
		name = VIETmisc.8029.d
		tooltip_info = genius
		trigger = {
			trait = genius
		}
		add_character_modifier = {
			name = VIET_interesting_idealistic_ideas
			duration = 730
		}
	}			
	option = { # Theoretically possible
		name = VIETmisc.8029.d
		tooltip_info = quick
		trigger = {
			trait = quick
		}
		add_character_modifier = {
			name = VIET_interesting_idealistic_ideas
			duration = 730
		}
	}				
	option = { # Theoretically possible
		name = VIETmisc.8029.d
		tooltip_info = shrewd
		trigger = {
			trait = shrewd
		}
		add_character_modifier = {
			name = VIET_interesting_idealistic_ideas
			duration = 730
		}
	}
}

# Feeling sleepy
character_event = {
	id = VIETmisc.8030
	desc = VIETmisc.8030.desc
	picture = GFX_evt_moorish_decor
	
	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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}	
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}	
		modifier = {
			factor = 1.2
			trait = stressed
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}	
		modifier = {
			factor = 1.2
			trait = depressed
		}
		modifier = {
			factor = 0.8
			trait = humble
		}	
		modifier = { #food coma lol
			factor = 2
			trait = gluttonous
		}
		modifier = {
			factor = 0.5
			trait = temperate
		}	
	}

	
	option = { # Will bear through it
		name = VIETmisc.8030.a
		add_character_modifier = {
			name = VIET_lack_of_good_sleep
			duration = 365
		}
	}	
	option = { # nap
		name = VIETmisc.8030.b
		random = {
			add_trait = slothful
			chance = 33
		}
		add_character_modifier = {
			name = VIET_quick_nap
			duration = 365
		}
	}	
}

# Sore muscles
character_event = {
	id = VIETmisc.8031
	desc = VIETmisc.8031.desc
	picture = GFX_evt_castle_construction
	
	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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}	
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}	
		modifier = {
			factor = 1.2
			trait = stressed
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}	
		modifier = {
			factor = 1.2
			trait = depressed
		}
		modifier = {
			factor = 0.8
			trait = humble
		}	
		modifier = {
			factor = 1.2
			is_weak_trigger = yes
		}
		modifier = {
			factor = 0.8
			is_strong_trigger = yes
		}	
		modifier = {
			factor = 1.2
			age = 45
		}
		modifier = {
			factor = 0.8
			NOT = { age = 30 }
		}	
	}

	
	option = { # Ouch
		name = VIETmisc.8031.a
		add_character_modifier = {
			name = VIET_sore_muscles
			duration = 421
		}
	}	
}

# Foot cramp at an awkward time
character_event = {
	id = VIETmisc.8032
	desc = VIETmisc.8032.desc
	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	
	}
	
	weight_multiplier = {
		days = 1
			
		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 = stressed
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}	
		modifier = {
			factor = 1.2
			trait = depressed
		}
		modifier = {
			factor = 0.8
			trait = humble
		}	
		modifier = {
			factor = 1.2
			is_weak_trigger = yes
		}
		modifier = {
			factor = 0.8
			is_strong_trigger = yes
		}	
	}

	
	option = { # Ouch
		name = VIETmisc.8032.a
		prestige = -5
	}	
}

# Hourglass?
character_event = {
	id = VIETmisc.8033
	desc = VIETmisc.8033.desc
	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	
		NOT = { has_artifact = VIET_hourglass }
	}
	
	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 = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}		
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 0.5
			capital_scope = {
				port = no
			}
		}
		modifier = {
			factor = 0.3
			OR = {
				is_tribal = yes
				is_nomadic = yes
			}
		}
	}

	
	option = { # Buy it
		name = VIETmisc.8033.a
		wealth = -5
		add_artifact = VIET_hourglass
        #new_artifact = {
		#	set_creation_date = 1.1.1
		#}
	}	
	option = { # No need
		name = VIETmisc.8033.b
	}	
}


# Ancient pot found
character_event = {
	id = VIETmisc.8034
	desc = VIETmisc.8034.desc
	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 = { has_artifact = VIET_ancient_pottery }
	}
	
	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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			learning = 13
		}
		modifier = {
			factor = 0.8
			NOT = { learning = 8 }
		}
		modifier = {
			factor = 0.1
			OR = {
				is_tribal = yes
				is_nomadic = yes
			}
		}
	}
	

	option = { # Take it woohoo
		name = VIETmisc.8034.a
		add_artifact = VIET_ancient_pottery
		new_artifact = {
			set_creation_date = 1.1.1
		}		
	}
	option = { # Reward peasant
		name = VIETmisc.8034.b
		wealth = -5
		piety = 5
		random_list = {
			10 = { add_trait = kind }
			10 = { add_trait = charitable }
			10 = { add_trait = just }
			70 = { }
		}
		add_artifact = VIET_ancient_pottery
		new_artifact = {
			set_creation_date = 1.1.1
		}		
	}
	option = { # Let peasant keep it
		name = VIETmisc.8034.c
		piety = 10
		random_list = {
			20 = { add_trait = kind }
			20 = { add_trait = charitable }
			20 = { add_trait = just }
			40 = { }
		}	
	}
}

# Magnifying glass?
character_event = {
	id = VIETmisc.8035
	desc = VIETmisc.8035.desc
	picture = GFX_evt_busy_trading_dock_republic
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no	
		NOT = { has_artifact = VIET_magnifying_glass }
	}
	
	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 = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}		
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			is_dumb_trigger = yes
		}
		modifier = {
			factor = 0.5
			capital_scope = {
				port = no
			}
		}
		modifier = {
			factor = 0.3
			OR = {
				is_tribal = yes
				is_nomadic = yes
			}
		}
	}

	
	option = { # Buy it
		name = VIETmisc.8035.a
		wealth = -5
		add_artifact = VIET_magnifying_glass
	}	
	option = { # No need
		name = VIETmisc.8035.b
	}	
}

# Calipers
character_event = {
	id = VIETmisc.8036
	desc = VIETmisc.8036.desc
	picture = GFX_evt_castle_construction
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_calipers }
		NOT = {
			has_game_rule = {
				name = VIET_events_rules
				value = serious
			}		
		}
	}
	
	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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}		
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}

	
	option = { # take it
		name = VIETmisc.8036.a
		prestige = -5
		add_artifact = VIET_calipers
	}	
	option = { # No need
		name = VIETmisc.8036.b
	}	
}

# Spirited Chinese lady visits court
character_event = {
	id = VIETmisc.8037
	desc = VIETmisc.8037.desc
	picture = GFX_evt_chinese_princess
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no	
		NOT = { has_character_flag = VIET_spirited_chinese_lady_visits }		
		capital_scope = {
			OR = {
				region = custom_eastern_edge_of_map
				region = world_himalayas
				region = world_steppe_tarim
				is_sinosphere_large_trigger = 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 = 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 = paranoid
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	immediate = {
		set_character_flag = VIET_spirited_chinese_lady_visits 
	}
	
	option = { # I likey
		name = VIETmisc.8037.a
		prestige = -10
		add_character_modifier = {
			name = VIET_girl_power
			duration = 555
		}
		character_event = { id = VIETmisc.8038 tooltip = VIETmisc.8038.tooltip days = 2 random = 3 }
	}		
	option = { # Oblige
		name = VIETmisc.8037.b
		prestige = -5
		character_event = { id = VIETmisc.8038 tooltip = VIETmisc.8038.tooltip days = 2 random = 3 }
	}			
	option = { # Nein sexist version
		name = VIETmisc.8037.c
		trigger = {
			NOR = { 
				primary_title = { has_law = status_of_women_4 }
				has_game_rule = {
					name = gender
					value = all
				}
				has_religion_feature = religion_matriarchal 
				has_religion_feature = religion_equal 
				has_religion_feature = religion_feature_bon 
			}		
		}
		add_character_modifier = {
			name = VIET_sexist_against_women
			duration = 365
		}
	}			
	option = { # Nein
		name = VIETmisc.8037.d
		prestige = 5
	}	
}

# Spirited Chinese lady visits court
character_event = {
	id = VIETmisc.8038
	desc = VIETmisc.8038.desc
	picture = GFX_evt_chinese_princess
	
	is_triggered_only = yes
	

	option = { # Awesome
		name = VIETmisc.8038.a
		prestige = 60
		add_character_modifier = {
			name = VIET_written_in_chinese_records
			duration = -1
		}
	}	
}

# Sad character cries
character_event = {
	id = VIETmisc.8039
	desc = VIETmisc.8039.desc
	picture = GFX_evt_bad_news
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
#	war = no
	
	trigger = {
		#in_command = no		
		OR = {
			trait = depressed
			trait = stressed
		}
		NOT = { trait = content }
	}
	
	weight_multiplier = {
		days = 1
			
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}		
		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 = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
	}
	
	option = { # feeling better
		name = VIETmisc.8039.a
		prestige = -2
		piety = 2
	}	
}

# Horehound herbal tea - found in most places in CKII's map, interestingly
character_event = {
	id = VIETmisc.8040
	desc = VIETmisc.8040.desc
	picture = GFX_evt_drinking_tea
	
	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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			is_smart_trigger = yes
		}
		modifier = {
			factor = 0.8
			is_dumb_trigger = yes
		}
	}
	
	option = { # feeling better
		name = VIETmisc.8040.a
		add_character_modifier = {
			name = VIET_horehound_tea
			duration = 365
		}
	}	
}

# Mountain tea from the Balkans
character_event = {
	id = VIETmisc.8041
	desc = VIETmisc.8041.desc
	picture = GFX_evt_drinking_tea
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
#	war = no
	
	trigger = {
		#in_command = no
		OR = {
			capital_scope = {
				OR = {
					region = world_asia_minor
					region = world_europe_south_east					
				}
			}
			culture_group = south_slavic
			culture_group = byzantine
		}
		#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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}		
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
	}
	
	option = { # feeling better
		name = VIETmisc.8041.a
		add_character_modifier = {
			name = VIET_mountain_tea
			duration = 365
		}
	}	
}


# Gift of Black Tea from China
character_event = {
	id = VIETmisc.8042
	desc = VIETmisc.8042.desc
	picture = GFX_evt_drinking_tea
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		OR = {
			capital_scope = {
				OR = {
					region = world_steppe_east
					region = world_himalayas
					region = world_steppe_tarim
					region = world_persia
					region = world_india
					is_sinosphere_large_trigger = yes
				}
			}	
			is_sinosphere_large_trigger = 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 = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}		
		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 = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = { # feeling better
		name = VIETmisc.8042.a
		add_character_modifier = {
			name = VIET_chinese_black_tea_gift
			duration = 999
		}
	}	
}


# Too much salt
character_event = {
	id = VIETmisc.8043
	desc = VIETmisc.8043.desc
	picture = GFX_evt_wafrica_salt
	
	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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = { # crap
		name = VIETmisc.8043.a
		prestige = -1
	}		
	option = { # you're not smart
		name = VIETmisc.8043.b
		random_list = {
			10 = { add_trait = ambitious }
			20 = { add_trait = stubborn }
			70 = { }
		}
		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 } }
		}
	}	
}



# How to cook eggs
character_event = {
	id = VIETmisc.8044
	desc = VIETmisc.8044.desc
	picture = GFX_evt_VIET_food
	
	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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}		
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}

	
	option = { # soft
		name = VIETmisc.8044.a
		piety = 1
	}		
	option = { # hard
		name = VIETmisc.8044.b
		prestige = 1
	}		
	option = { # either is fine
		name = VIETmisc.8044.c
		random_list = {
			50 = { piety = 1 }
			50 = { prestige = 1 }
		}
	}		
	option = { # abstain from eggs for a while
		name = VIETmisc.8044.d
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = -1
		}
		if = {
			limit = {
				trait = gluttonous
			}
			random = {
				remove_trait = gluttonous
				chance = 40
			}
		}
		else = {
			random = {
				add_trait = temperate
				chance = 15
			}
		}
	}	
}


# S'shani. The old sea captain and rover... now a shipowner and fatcat.
character_event = {
	id = VIETmisc.8045
	desc = VIETmisc.8045.desc
	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
		OR = {
			is_patrician = yes
			is_merchant_republic = yes
			AND = {
				capital_scope = {
					port = yes
				}
				is_tribal = no
				is_nomadic = no
			}
		}
	}
	
	weight_multiplier = {
		days = 1
			
		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 = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
	}

	
	option = { # Interesting
		name = VIETmisc.8045.a
		add_character_modifier = {
			name = VIET_interesting_talk_with_stranger
			duration = 456
		}	
	}	
}


# Indian superstition about sneezing
character_event = {
	id = VIETmisc.8046
	desc = VIETmisc.8046.desc
	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
		OR = {
			culture_group = indo_aryan_group
			culture_group = dravidian_group
			culture_group = iranian
			culture_group = serindian # exists in WtWSMS
		}
		#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 = patient
		}		
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 2
			NOT = { health = 4.5 }
		}
		modifier = {
			factor = 0.5
			health = 6
		}
	}

	
	option = { # Silly superstition
		name = VIETmisc.8046.a
		random = {
			add_trait = cynical
			chance = 20
		}	
	}	
	
	option = { # just to be safe
		name = VIETmisc.8046.b
		random = {
			add_trait = paranoid
			chance = 20
		}	
	}		
	
	option = { # aah!
		name = VIETmisc.8046.c
		random = {
			add_trait = craven
			chance = 20
		}	
	}	
}


# Asian superstition about the number of sneezes
character_event = {
	id = VIETmisc.8047
	desc = VIETmisc.8047.desc
	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
		is_sinosphere_small_trigger = 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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}		
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}

	
	option = { # One time
		name = VIETmisc.8047.a
		prestige = 3
	}		
	option = { # Two times
		name = VIETmisc.8047.b
		piety = 3
	}		
	option = { # Three times
		name = VIETmisc.8047.c
		random_list = {
			50 = { piety = 3 } 
			50 = { prestige = 3 } 
		}
	}	
}


# Eating baklava
character_event = {
	id = VIETmisc.8048
	desc = VIETmisc.8048.desc
	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
		OR = {
			is_baklava_culture_trigger = yes
			capital_scope = {
				is_baklava_culture_trigger = yes
			}
		}
	}
	
	weight_multiplier = {
		days = 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
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
	}

	
	option = { # One time
		name = VIETmisc.8048.a
		prestige = -5
		add_character_modifier = {
			name = VIET_eating_baklava
			duration = 365
		}
	}	
}




# Pistachios
province_event = {
	id = VIETmisc.8049
	desc = VIETmisc.8049.desc
	picture = GFX_evt_moorish_decor
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_pistachios }
		owner = {
			is_nomadic = no
			is_tribal = no
		}
		OR = {
			region = world_middle_east
			region = world_persia
			region = world_europe_south
			region = world_europe_west_iberia
			region = world_africa_north
			region = world_asia_minor
		}
	}
	
	mean_time_to_happen = {
		months = 10000
		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
				region = world_asia_minor
			}
		}
	}
	

	option = { # Ok
		name = VIETmisc.8049.a
		random_list = {
			20 = {
				add_province_modifier = {
					name = VIET_province_pistachios
					duration = 3650
				}				
			}
			30 = {
				add_province_modifier = {
					name = VIET_province_pistachios
					duration = 7300
				}				
			}
			30 = {
				add_province_modifier = {
					name = VIET_province_pistachios
					duration = 10950
				}				
			}
			20 = {
				add_province_modifier = {
					name = VIET_province_pistachios
					duration = 14600
				}				
			}
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {					
					change_variable = { which = prosperity_value value = 8 }
				}
			}
		}
	}	
}


# Incest argument
character_event = {
	id = VIETmisc.8050
	desc = VIETmisc.8050.desc
	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
		OR = {
			religion_group = zoroastrian_group
			religion = messalian
			has_religion_feature = religion_holy_family 
			has_religion_feature = religion_feature_zun
		}
		NOT = { religion = manichean }
		NOT = {
			has_game_rule = {
				name = VIET_events_rules
				value = serious
			}		
		}
		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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}		
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			is_dumb_trigger = yes
		}
	}

	
	option = { # Bro-Sis
		name = VIETmisc.8050.a
		piety = 3
		custom_tooltip = { text = VIET_incest_debate_choice_bs }
	}		
	option = { # Twincest
		name = VIETmisc.8050.b
		piety = 3
		custom_tooltip = { text = VIET_incest_debate_choice_tw }
	}		
	option = { # Parent child
		name = VIETmisc.8050.c
		piety = 3
		custom_tooltip = { text = VIET_incest_debate_choice_pc }
	}		
	option = { # All incest!
		name = VIETmisc.8050.d
		piety = 3
		custom_tooltip = { text = VIET_incest_debate_choice_all }
	}	
}



# Stars
character_event = {
	id = VIETmisc.8051
	desc = VIETmisc.8051.desc
	picture = GFX_evt_artemis_moon
	
	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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}		
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
	}

	
	option = { # ok
		name = VIETmisc.8051.a
		add_character_modifier = {
			name = VIET_nightgazer
			duration = 825
		}
	}	
}


# Good dream
character_event = {
	id = VIETmisc.8052
	desc = VIETmisc.8052.desc
	picture = GFX_evt_scarborough_fair
	
	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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}		
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
	}

	
	option = { # ok
		name = VIETmisc.8052.a
		piety = 1
	}	
}

###########################################################
# INSPIRED BY OBLIVION'S SOUNDTRACK 8053-8064
###########################################################

# Through the Valleys - Dream of Lake Rumare
character_event = {
	id = VIETmisc.8053
	title = VIETmisc.8053.title
	desc = VIETmisc.8053.desc
	picture = GFX_evt_oblivion_pastoral_dream
	
	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 = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}		
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
	}

	
	option = { # Go to the lake
		name = VIETmisc.8053.a
		random = {
			add_trait = patient
			chance = 20
		}
		add_character_modifier = {
			name = VIET_lake_rumare_dream_lake
			duration = 365
		}
	}	
	option = { # Go to the shrine
		name = VIETmisc.8053.b
		random = {
			add_trait = zealous
			chance = 20
		}
		add_character_modifier = {
			name = VIET_lake_rumare_dream_shrine
			duration = 365
		}
	}	
	option = { # Go to the forest
		name = VIETmisc.8053.c
		random = {
			add_trait = brave
			chance = 20
		}
		add_character_modifier = {
			name = VIET_lake_rumare_dream_forest
			duration = 365
		}
	}	
	option = { # Go to the cottage
		name = VIETmisc.8053.d
		random = {
			add_trait = content
			chance = 20
		}
		add_character_modifier = {
			name = VIET_lake_rumare_dream_cottage
			duration = 365
		}
	}	
}

# Harvest Dawn - Passing by peasants doing farm work
character_event = {
	id = VIETmisc.8054
	title = VIETmisc.8054.title
	desc = VIETmisc.8054.desc
	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
		is_nomadic = no
	}
	
	weight_multiplier = {
		days = 1
			
		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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			is_strong_trigger = yes
		}
		modifier = {
			factor = 0.8
			is_weak_trigger = yes
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}

	
	option = { # Carry on
		name = VIETmisc.8054.a
		prestige = 5
	}	
	option = { # Working class scum!
		name = VIETmisc.8054.b
		if = {
			limit = {
				trait = humble
			}
			random = {
				remove_trait = humble
				chance = 60
			}
		}
		else = {
			random = {
				add_trait = proud
				chance = 25
			}
		}
		if = {
			limit = {
				trait = trusting
			}
			random = {
				remove_trait = trusting
				chance = 40
			}
		}
		else = {
			random = {
				add_trait = paranoid
				chance = 25
			}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = 1
		}
	}		
	option = { # Talk to the commoners
		name = VIETmisc.8054.c
		trigger = {
			NOT = { trait = shy }
		}
		prestige = -5
		random_list = {
			15 = { add_trait = gregarious }
			10 = { add_trait = just }
			10 = { add_trait = humble }
			65 = {}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = -1
		}
	}	
}


# King and Country - Existential crisis
character_event = {
	id = VIETmisc.8055
	title = VIETmisc.8055.title
	desc = VIETmisc.8055.desc
	picture = GFX_evt_hyouka
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#in_command = no
		NOT = { personality_traits = 5 }
	}
	
	weight_multiplier = {
		days = 1
			
		modifier = {
			factor = 3
			trait = depressed
		}			
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}		
		modifier = {
			factor = 1.2
			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 = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}

	
	option = { # Need to do what's important
		name = VIETmisc.8055.a
		random_list = {
			20 = { add_trait = diligent }
			20 = { add_trait = just }
			20 = { add_trait = content }
			40 = { }
		}
	}		
	option = { # Do great deeds to ensure immortality
		name = VIETmisc.8055.b
		random_list = {
			20 = { add_trait = proud }
			20 = { add_trait = ambitious }
			20 = { add_trait = stubborn }
			40 = { }
		}
	}			
	option = { # Happiness is all that matters
		name = VIETmisc.8055.c
		random_list = {
			20 = { add_trait = humble }
			20 = { add_trait = content }
			20 = { add_trait = slothful }
			40 = { }
		}
	}			
	option = { # Why even try?
		name = VIETmisc.8055.d
		random_list = {
			20 = { add_trait = cynical }
			20 = { add_trait = slothful }
			20 = { add_trait = honest }
			40 = { }
		}
	}		
}


# Wings of Kynareth - Dreaming of Cyrodiil and deciding where to go
character_event = {
	id = VIETmisc.8056
	title = VIETmisc.8056.title
	desc = VIETmisc.8056.desc
	picture = GFX_evt_oblivion_pastoral_dream
	
	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 = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}		
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
	}

	
	option = { # Cloud Ruler Temple
		name = VIETmisc.8056.a
		random = {
			add_trait = diligent
			chance = 20
		}
		add_character_modifier = {
			name = VIET_oblivion_dream_bruma
			duration = 365
		}
	}		
	option = { # Anvil port
		name = VIETmisc.8056.b
		random = {
			add_trait = gregarious
			chance = 20
		}
		add_character_modifier = {
			name = VIET_oblivion_dream_anvil
			duration = 365
		}
	}		
	option = { # Blackwood swamps
		name = VIETmisc.8056.c
		random = {
			add_trait = deceitful
			chance = 20
		}
		add_character_modifier = {
			name = VIET_oblivion_dream_leyawiin
			duration = 365
		}
	}		
	option = { # Eastern Lake Rumare
		name = VIETmisc.8056.d
		random = {
			add_trait = kind
			chance = 20
		}
		add_character_modifier = {
			name = VIET_oblivion_dream_lake_rumare
			duration = 365
		}
	}		
}

# All's Well - Today nothing exciting happened at court
character_event = {
	id = VIETmisc.8057
	title = VIETmisc.8057.title
	desc = VIETmisc.8057.desc
	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
	}
	
	weight_multiplier = {
		days = 1
			
		modifier = {
			factor = 1.2
			trait = arbitrary
		}
		modifier = {
			factor = 0.8
			trait = just
		}		
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}

	
	option = { # Type B personality
		name = VIETmisc.8057.a
		piety = 5
		custom_tooltip = { text = VIET_alls_well_type_b }
	}		
	option = { # Type A personality
		name = VIETmisc.8057.b
		piety = -5
		if = {
			limit = {
				trait = content
			}
			random = {
				remove_trait = content
				chance = 60
			}
		}
		else = {
			random = {
				add_trait = ambitious
				chance = 15
			}
		}
		custom_tooltip = { text = VIET_alls_well_type_a }
	}		
}

# Watchman's ease - Talking with guard
character_event = {
	id = VIETmisc.8058
	title = VIETmisc.8058.title
	desc = VIETmisc.8058.desc
	picture = GFX_evt_courtiers_talking
	
	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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}		
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}

	
	option = { # Continue
		name = VIETmisc.8058.a
		prestige = 5
	}		
	option = { # Stand up straight!
		name = VIETmisc.8058.b
		random_list = {
			20 = { add_trait = proud }
			10 = { add_trait = wroth }
			70 = { }
		}
	}		
	option = { # Be more vigilant!
		name = VIETmisc.8058.c
		if = {
			limit = {
				trait = content
			}
			random = {
				remove_trait = content
				chance = 60
			}
		}
		random = {
			add_trait = proud
			chance = 25
		}
	}	
}

# Glory of Cyrodiil - What is my purpose as a ruler?
character_event = {
	id = VIETmisc.8059
	title = VIETmisc.8059.title
	desc = VIETmisc.8059.desc
	picture = GFX_evt_garden
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
	#	in_command = no
		NOT = { personality_traits = 5 }
	}
	
	weight_multiplier = {
		days = 1
			
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}		
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
	}

	
	option = { # Unsure
		name = VIETmisc.8059.a
		random_list = {
			15 = { add_trait = content }
			15 = { add_trait = cynical }
			15 = { add_trait = humble }
			15 = { add_trait = slothful }
			40 = {}
		}
	}	
	option = { # Evil
		name = VIETmisc.8059.b
		random_list = {
			15 = { add_trait = cruel }
			15 = { add_trait = proud }
			15 = { add_trait = greedy }
			15 = { add_trait = arbitrary }
			40 = {}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = 1
				chance = 25
			}
		}
	}
	option = { # Protect and help subjects
		name = VIETmisc.8059.c
		random_list = {
			15 = { add_trait = kind }
			15 = { add_trait = charitable }
			15 = { add_trait = just }
			15 = { add_trait = brave }
			40 = {}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = -1
				chance = 25
			}
		}
	}
	option = { # Glory
		name = VIETmisc.8059.d
		random_list = {
			15 = { add_trait = ambitious }
			15 = { add_trait = diligent }
			15 = { add_trait = stubborn }
			15 = { add_trait = gregarious }
			40 = {}
		}
	}	
}


# Minstrel's Lament - Musician sings sad song
character_event = {
	id = VIETmisc.8060
	title = VIETmisc.8060.title
	desc = VIETmisc.8060.desc
	picture = GFX_evt_rainstorm
	
	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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}		
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
	}

	
	option = { # I cry too
		name = VIETmisc.8060.a
		add_character_modifier = {
			name = VIET_moved_to_tears
			duration = 543
		}
		any_courtier = {
			limit = {
				age = 10
				NOT = { trait = incapable }
				NOT = { trait = cynical }
				NOT = { trait = brooding }
			}
			add_character_modifier = {
				name = VIET_moved_to_tears
				duration = 543
			}
		}
		any_courtier = {
			limit = {
				age = 10
				OR = {
					trait = brooding
					trait = cynical
				}
			}
			add_character_modifier = {
				name = VIET_emotionless_to_art
				duration = 543
			}
		}
	}	
	option = { # I don't cry
		name = VIETmisc.8060.b
		add_character_modifier = {
			name = VIET_emotionless_to_art
			duration = 543
		}
		any_courtier = {
			limit = {
				age = 10
				NOT = { trait = incapable }
				NOT = { trait = cynical }
				NOT = { trait = brooding }
			}
			add_character_modifier = {
				name = VIET_moved_to_tears
				duration = 543
			}
		}
		any_courtier = {
			limit = {
				age = 10
				OR = {
					trait = brooding
					trait = cynical
				}
			}
			add_character_modifier = {
				name = VIET_emotionless_to_art
				duration = 543
			}
		}
	}	
}


# Auriel's Ascension - deity manifests themselves
province_event = {
	id = VIETmisc.8061
	title = VIETmisc.8061.title
	desc = VIETmisc.8061.desc
	picture = GFX_evt_holy_light
	
	trigger = {
		NOT = { has_province_modifier = VIET_auriels_ascension }
		owner = {
			is_nomadic = no
			religion = ROOT
		}
	}
	
	mean_time_to_happen = {
		months = 12000
	}

	
	option = { # Nice
		name = VIETmisc.8061.a
		owner = {
			piety = 5
			if = {
				limit = {
					trait = cynical
				}
				random = {
					remove_trait = cynical
					chance = 80
				}
			}
			else = {
				random = {
					add_trait = zealous
					chance = 30
				}
			}		
		}
		add_province_modifier = {
			name = VIET_auriels_ascension
			duration = 12580
		}
	}	
	option = { # It's a cult!
		name = VIETmisc.8061.b
		owner = {
			prestige = 10
			random = {
				add_trait = zealous
				chance = 75
			}		
		}
		add_province_modifier = {
			name = VIET_repressing_cult
			duration = 4000
		}
		add_province_modifier = {
			name = VIET_auriels_ascension
			duration = 4000
		}
	}	
	option = { # No opinion
		name = VIETmisc.8061.c
		add_province_modifier = {
			name = VIET_auriels_ascension
			duration = 8250
		}
	}	
}



# Dusk at the Market - Merchant runs out of product
character_event = {
	id = VIETmisc.8062
	title = VIETmisc.8062.title
	desc = VIETmisc.8062.desc
	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
	}
	
	weight_multiplier = {
		days = 1
			
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}		
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
	}

	
	option = { # Will wait
		name = VIETmisc.8062.a
		if = {
			limit = {
				trait = wroth
			}
			random = {
				remove_trait = wroth
				chance = 40
			}
		}
		else = {
			random = {
				add_trait = patient
				chance = 50
			}
		}
	}	
	option = { # How dare he!
		name = VIETmisc.8062.b
		if = {
			limit = {
				trait = patient
			}
			random = {
				remove_trait = patient
				chance = 65
			}
		}
		random_list = {
			25 = { add_trait = wroth }
			25 = { add_trait = cynical }
			15 = { add_trait = paranoid }
			35 = { }
		}
	}	
	option = { # Can't do much about it
		name = VIETmisc.8062.c
		random_list = {
			20 = { add_trait = content }
			20 = { add_trait = humble }
			20 = { add_trait = patient }
			40 = { }
		}
	}	
}


# Sunrise of Flutes - Meet a shepherd playing the flute
character_event = {
	id = VIETmisc.8063
	title = VIETmisc.8063.title
	desc = VIETmisc.8063.desc
	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
	}
	
	weight_multiplier = {
		days = 1
			
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}		
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		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 = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}

	
	option = { # Play some more music
		name = VIETmisc.8063.a
		add_character_modifier = {
			name = VIET_good_music
			duration = 300
		}
	}	
	option = { # lol peasant
		name = VIETmisc.8063.b
		prestige = -5
		if = {
			limit = {
				trait = humble
			}
			random = {
				remove_trait = humble
				chance = 40
			}
		}
	}	
}



# Peace of Akatosh - Is peace a worthwhile ideal?
character_event = {
	id = VIETmisc.8064
	title = VIETmisc.8064.title
	desc = VIETmisc.8064.desc
	picture = GFX_evt_oblivion_pastoral_dream
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
	#	in_command = no
		NOT = { trait = cynical }
	}
	
	weight_multiplier = {
		days = 1
			
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}		
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}

	
	option = { # SMITE INFIDELS
		name = VIETmisc.8064.a
		piety = 1
		random = {
			add_trait = zealous
			chance = 40
		}
	}	
	option = { # Love and Peace
		name = VIETmisc.8064.b
		piety = 1
		if = {
			limit = {
				trait = cruel
			}
			random = {
				remove_trait = cruel
				chance = 75
			}
		}
		else = {
			random = {
				add_trait = kind
				chance = 60
			}
		}
	}
	option = { # Silly rabbit, idealism is for kids!
		name = VIETmisc.8064.c
		prestige = 1
		random_list = {
			15 = { add_trait = cynical }
			15 = { add_trait = paranoid }
			15 = { add_trait = deceitful }
			55 = { }
		}
	}	
}


####################################################################
#
# PROPHECY AND FUTURE 8065-8081
#
# Events about the future - whether the prophecies are true or not
#
####################################################################


# Enter the WW1 / World War 1 dream
character_event = {
	id = VIETmisc.8065
	desc = VIETmisc.8065.desc
	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
		NOT = { # A fairly serious event, but dreaming of WW1 might be immersion breaking for some
			has_game_rule = {
				name = VIET_events_rules
				value = serious
			}
		}
		NOT = { has_character_flag = VIET_great_war_dream }
	}
	
	weight_multiplier = {
		days = 1
			
		modifier = {
			factor = 2
			war = yes
		}			
		modifier = {
			factor = 0.5
			war = no
		}			
		modifier = {
			factor = 1.5
			trait = depressed
		}			
		modifier = {
			factor = 1.5
			trait = stressed
		}			
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}		
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
	}
	
	immediate = {
		set_character_flag = VIET_great_war_dream
	}
	
	option = { # Okay
		name = VIETmisc.8065.a
		narrative_event = { id = VIETmisc.8066 tooltip = VIETmisc.8066.tooltip }
	}	
}

# Over the trench
narrative_event = {
	id = VIETmisc.8066
	title = VIETmisc.8066.title
	desc = VIETmisc.8066.desc
	picture = GFX_evt_battlefield_1_infantry
	
	is_triggered_only = yes
	
	option = { # Okay
		name = VIETmisc.8066.a
		narrative_event = { id = VIETmisc.8067 tooltip = VIETmisc.8067.tooltip }
	}	
}

# The Great War
narrative_event = {
	id = VIETmisc.8067
	title = VIETmisc.8067.title
	desc = VIETmisc.8067.desc
	picture = GFX_evt_battlefield_1_landship
	
	is_triggered_only = yes
	
	option = { # Okay
		name = VIETmisc.8067.a
		if = {
			limit = {
				trait = wroth
			}
			remove_trait = wroth
		}
		if = {
			limit = {
				trait = zealous
			}
			remove_trait = zealous
		}
		random_list = {
			15 = { add_trait = cynical }
			15 = { add_trait = depressed }
			15 = { add_trait = shy }
			15 = { add_trait = stressed }
			40 = { }
		}
		add_character_modifier = {
			name = VIET_world_war_1_dream
			duration = 1918
		}
	}	
}


# Seer predicts the coming of Genghis Khan
character_event = {
	id = VIETmisc.8068
	desc = VIETmisc.8068.desc
	picture = GFX_evt_khitan
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		NOT = { has_character_flag = VIET_genghis_khan_prophecy }
		NOR = {
			has_global_flag = il_khanate_arrival
			has_global_flag = golden_horde_arrival
			has_global_flag = mongol_empire_arrival
		}
		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 = 2
			war = yes
		}			
		modifier = {
			factor = 0.5
			war = no
		}			
		modifier = {
			factor = 1.5
			trait = depressed
		}			
		modifier = {
			factor = 1.5
			trait = stressed
		}			
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}		
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
	}
	
	immediate = {
		set_character_flag = VIET_genghis_khan_prophecy
	}
	
	option = { # Okay
		name = VIETmisc.8068.a
		narrative_event = { id = VIETmisc.8069 tooltip = VIETmisc.8069.tooltip }
	}	
}


# React to the seer's prediction
narrative_event = {
	id = VIETmisc.8069
	title = VIETmisc.8069.title
	desc = VIETmisc.8069.desc
	picture = GFX_evt_khitan
	
	is_triggered_only = yes
	
	option = { # Okay
		name = VIETmisc.8069.a
		prestige = 5
	}	
	option = { # Okay
		name = VIETmisc.8069.b
		prestige = 5
	}	
	option = { # Okay
		name = VIETmisc.8069.c
		piety = 5
	}	
	option = { # Okay
		name = VIETmisc.8069.d
		piety = 5
	}	
}


# Dreaming of your realm's future
character_event = {
	id = VIETmisc.8070
	desc = VIETmisc.8070.desc
	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
		NOT = { has_character_flag = VIET_future_dream_cool }
	}
	
	weight_multiplier = {
		days = 1
			
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}		
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		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
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
	}
	
	immediate = {
		set_character_flag = VIET_future_dream_cool
	}
	
	# Actual choice of direction doesn't matter, only thing that matters is if character has enough good vs bad traits
	# Also practicing the application of calc_true_if
	
	option = { # Go right
		name = VIETmisc.8070.a
		if = { #if you're a dick
			limit = {
				calc_true_if = {
					amount = 3
					trait = envious
					trait = greedy
					trait = lustful
					trait = proud
					trait = slothful
					trait = wroth
					trait = gluttonous
					trait = arbitrary
					trait = ambitious
					trait = craven
					trait = cruel
					trait = impaler
					trait = hedonist
				}
			}
			hidden_tooltip = {
				random_list = {
					75 = { character_event = { id = VIETmisc.8071 } }
					25 = { character_event = { id = VIETmisc.8072 } }
				}			
			}
			break = yes # Skip tombola, you're done!
		}
		if = {
			limit = {
				calc_true_if = {
					amount = 3
					trait = kind
					trait = charitable
					trait = chaste
					trait = humble
					trait = diligent
					trait = patient
					trait = temperate
					trait = just
					trait = content
					trait = brave
				}
			}
			hidden_tooltip = {
				random_list = {
					25 = { character_event = { id = VIETmisc.8071 } }
					75 = { character_event = { id = VIETmisc.8072 } }
				}			
			}
			break = yes # Skip tombola, you're done!
		}
		hidden_tooltip = {
			random_list = {
				50 = { character_event = { id = VIETmisc.8071 } }
				50 = { character_event = { id = VIETmisc.8072 } }
			}		
		}
	}	
	option = { # Go left
		name = VIETmisc.8070.b
		if = { #if you're a dick
			limit = {
				calc_true_if = {
					amount = 3
					trait = envious
					trait = greedy
					trait = lustful
					trait = proud
					trait = slothful
					trait = wroth
					trait = gluttonous
					trait = arbitrary
					trait = ambitious
					trait = craven
					trait = cruel
					trait = impaler
					trait = hedonist
				}
			}
			hidden_tooltip = {
				random_list = {
					75 = { character_event = { id = VIETmisc.8071 } }
					25 = { character_event = { id = VIETmisc.8072 } }
				}			
			}
			break = yes # Skip tombola, you're done!
		}
		if = {
			limit = {
				calc_true_if = {
					amount = 3
					trait = kind
					trait = charitable
					trait = chaste
					trait = humble
					trait = diligent
					trait = patient
					trait = temperate
					trait = just
					trait = content
					trait = brave
				}
			}
			hidden_tooltip = {
				random_list = {
					25 = { character_event = { id = VIETmisc.8071 } }
					75 = { character_event = { id = VIETmisc.8072 } }
				}			
			}
			break = yes # Skip tombola, you're done!
		}
		hidden_tooltip = {
			random_list = {
				50 = { character_event = { id = VIETmisc.8071 } }
				50 = { character_event = { id = VIETmisc.8072 } }
			}		
		}
	}	
}


# Bad future
character_event = {
	id = VIETmisc.8071
	desc = VIETmisc.8071.desc
	picture = GFX_evt_apocalypto
	
	is_triggered_only = yes

	option = { # No!
		name = VIETmisc.8071.a
		piety = -3
		random = {
			add_trait = depressed
			chance = 20
		}
	}
	option = { # Reform self
		name = VIETmisc.8071.b
		piety = 3
		if = {
			limit = {
				trait = envious
			}
			random = {
				remove_trait = envious
				chance = 33
			}
		}
		if = {
			limit = {
				trait = greedy
			}
			random = {
				remove_trait = greedy
				chance = 33
			}
		}
		if = {
			limit = {
				trait = lustful
			}
			random = {
				remove_trait = lustful
				chance = 33
			}
		}
		if = {
			limit = {
				trait = proud
			}
			random = {
				remove_trait = proud
				chance = 33
			}
		}
		if = {
			limit = {
				trait = slothful
			}
			random = {
				remove_trait = slothful
				chance = 33
			}
		}
		if = {
			limit = {
				trait = wroth
			}
			random = {
				remove_trait = wroth
				chance = 33
			}
		}
		if = {
			limit = {
				trait = gluttonous
			}
			random = {
				remove_trait = gluttonous
				chance = 33
			}
		}
		if = {
			limit = {
				trait = arbitrary
			}
			random = {
				remove_trait = arbitrary
				chance = 33
			}
		}
		if = {
			limit = {
				trait = ambitious
			}
			random = {
				remove_trait = ambitious
				chance = 33
			}
		}
		if = {
			limit = {
				trait = craven
			}
			random = {
				remove_trait = craven
				chance = 33
			}
		}
		if = {
			limit = {
				trait = cruel
			}
			random = {
				remove_trait = cruel
				chance = 33
			}
		}
	}	
}

# Good future
character_event = {
	id = VIETmisc.8072
	desc = VIETmisc.8072.desc
	picture = GFX_evt_oblivion_pastoral_dream
	
	is_triggered_only = yes

	option = { # Good if came true
		name = VIETmisc.8072.a
		piety = 3
	}
	option = { # Must be cautious!
		name = VIETmisc.8072.b
		prestige = 3
	}	
}




# Pagan seer prophesizes the decline of polytheism
character_event = {
	id = VIETmisc.8073
	desc = VIETmisc.8073.desc
	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
		religion_group = pagan_group
		is_reformed_religion = no
		NOT = { has_character_flag = VIET_pagan_future }
		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 = { # Bon are far away from the Abrahamics so this would make less sense for them
			factor = 0.05
			religion = bon
		}			
		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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = stubborn
		}
		modifier = {
			factor = 0.8
			trait = erudite
		}
	}
	
	immediate = {
		set_character_flag = VIET_pagan_future
	}
	
	option = { # Go on
		name = VIETmisc.8073.a
		character_event = { id = VIETmisc.8074 tooltip = VIETmisc.8074.tooltip }
	}	
}

# Pagan seer prophesizes the decline of polytheism
character_event = {
	id = VIETmisc.8074
	desc = VIETmisc.8074.desc
	picture = GFX_evt_irminsul_burning
	
	is_triggered_only = yes

	
	option = { # Old Gods are strong!
		name = VIETmisc.8074.a
		piety = 5
	}		
	option = { # Protect ourselves from Holy Fury
		name = VIETmisc.8074.b
		piety = 5
	}			
	option = { # Sons of Abraham are too mighty
		name = VIETmisc.8074.c
		random_list = {
			15 = { add_trait = cynical }
			15 = { add_trait = depressed }
			15 = { add_trait = humble }
			55 = { }
		}
	}	
}



# Monk claiming to be Maitreya, the Buddha at end times, starts a cult
province_event = {
	id = VIETmisc.8075
	desc = VIETmisc.8075.desc
	picture = GFX_evt_monk_eastern_group
	
	trigger = {
		NOT = { has_province_modifier = VIET_maitreya_cult }
		owner = {
			is_nomadic = no
			OR = {
				religion = buddhist
				religion = taoist
				is_sinosphere_small_trigger = yes
			}
		}
		religion = buddhist
	}
	
	mean_time_to_happen = {
		months = 10000
		modifier = {
			factor = 1.15
			owner = {
				NOT = { trait = mahayana_buddhist }
			}
		}
		modifier = { #less likely when China's stable if in non-Indian territory
			factor = 2
			NOT = {
				region = world_india
			}
			offmap_china = {
				NOR = {
					has_status = china_civil_war
					has_status = china_plague
					has_status = china_mongol_invasion
					has_status = china_jurchen_invasion
					has_status = china_unrest
				}			
			}
		}
		#modifier = {
		#	factor = 1.5
		#	NOT = { num_of_max_settlements = 5 }
		#}
		#modifier = {
		#	factor = 1.2
		#	NOT = { num_of_max_settlements = 3 }
		#}
	}
	

	option = { # Imprison and oppress cult
		name = VIETmisc.8075.a
		custom_tooltip = { text = VIET_maitreya_cult_imprison }
		owner = {
			prestige = 10
			piety = 10
		}
		add_province_modifier = {
			name = VIET_repressing_cult
			duration = 4000
		}
	}
	option = { # Execute and oppress cult
		name = VIETmisc.8075.b
		custom_tooltip = { text = VIET_maitreya_cult_execute }
		owner = {
			prestige = 20
		}
		add_province_modifier = {
			name = VIET_repressing_cult
			duration = 3000
		}
	}
	option = { # Let him go
		name = VIETmisc.8075.c
		custom_tooltip = { text = VIET_maitreya_cult_release }
		owner = {
			prestige = -20
			piety = -10
			random_list = {
				15 = { add_trait = slothful }
				15 = { add_trait = content }
				15 = { add_trait = cynical }
				15 = { add_trait = arbitrary }
				40 = { }
			}
		}
		add_province_modifier = {
			name = VIET_maitreya_cult
			duration = 5555
		}
	}
	option = { # Public debate
		name = VIETmisc.8075.d
		custom_tooltip = { text = VIET_maitreya_cult_debate }
		owner = {
			wealth = -20
			prestige = 15
			piety = 15
		}
		add_province_modifier = {
			name = VIET_maitreya_cult
			duration = 2085
		}
	}
}

# Come across a beggar proclaiming the end is nigh
character_event = {
	id = VIETmisc.8076
	desc = VIETmisc.8076.desc
	picture = GFX_evt_village_at_night
	
	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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		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 = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
	}
	
	option = { # Ok
		name = VIETmisc.8076.a
	}	
	option = { # NOOOO
		name = VIETmisc.8076.b
		if = {
			limit = {
				trait = cynical
			}
			remove_trait = cynical
		}
		else = {
			random = {
				add_trait = zealous
				chance = 33
			}
		}
		random = {
			add_trait = stressed
			chance = 20
		}
		random = {
			add_trait = depressed
			chance = 20
		}
	}	
}

# Meet the whore of Babylon
character_event = {
	id = VIETmisc.8077
	desc = VIETmisc.8077.desc
	picture = GFX_evt_succubus
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	religion_group = christian
		
	trigger = {
		in_command = no
		OR = {
			has_vice_trigger = yes
			has_evil_trait_trigger = yes
			has_unpleasant_trait_trigger = 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 = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}		
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
	}
	
	option = { # Ok
		name = VIETmisc.8077.a
		add_character_modifier = {
			name = VIET_ominous_dream
			duration = 456
		}
	}	
}




# Courtier eats food too fast and is warned about it
character_event = {
	id = VIETmisc.8078
	desc = VIETmisc.8078.desc
	picture = GFX_evt_feast_hf
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		in_command = no
		NOT = { has_character_flag = VIET_dont_choke_lol }
		any_courtier = {
			ai = yes
			is_adult = yes
			NOT = { trait = incapable }
			OR = {
				trait = gluttonous
				trait = slothful
				trait = wroth
				trait = paranoid
				is_dumb_trigger = yes
			}
			in_command = no
			is_abroad = no
			NOT = { trait = temperate }
			NOT = { trait = patient }
			#prevent important relatives and spouses from dying
			NOT = { is_consort = ROOT }
			NOT = { is_close_relative = ROOT }
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}		
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
	}
	
	immediate = {
		set_character_flag = VIET_dont_choke_lol 
		random_courtier = {
			limit = {
				ai = yes
				is_adult = yes
				NOT = { trait = incapable }
				OR = {
					trait = gluttonous
					trait = slothful
					trait = wroth
					trait = paranoid
					is_dumb_trigger = yes
				}
				in_command = no
				is_abroad = no
				NOT = { trait = temperate }
				NOT = { trait = patient }
				#prevent important relatives and spouses from dying
				NOT = { is_consort = ROOT }
				NOT = { is_close_relative = ROOT }			
			}
			save_event_target_as = target_VIET_choking_warning_courtier
		}	
	}
	
	option = { # Ignore their problem
		name = VIETmisc.8078.a
		if = {
			limit = {
				trait = kind
			}
			random = {
				remove_trait = kind
				chance = 45
			}
		}
		hidden_tooltip = {
			random = {
				event_target:target_VIET_choking_warning_courtier = {
					set_character_flag = VIET_marked_for_choking_death
				}
				chance = 50
			}
			character_event = { id = VIETmisc.8079 days = 30 random = 60 }
		}
	}	
	
	option = { # Tell them to be careful - will decrease chances of death!
		name = VIETmisc.8078.b
		if = {
			limit = {
				trait = envious
			}
			random = {
				remove_trait = envious
				chance = 40
			}
		}
		else = {
			random = {
				add_trait = kind
				chance = 25
			}
		}
		hidden_tooltip = {
			random = {
				event_target:target_VIET_choking_warning_courtier = {
					set_character_flag = VIET_marked_for_choking_death
				}
				chance = 25
			}
			character_event = { id = VIETmisc.8079 days = 30 random = 60 }
		}
	}
	
	option = { # Use diplomacy to tell them - will prevent them from dying
		name = VIETmisc.8078.c
		tooltip_info = diplomacy
		trigger = {
			diplomacy = 10
		}
		if = {
			limit = {
				trait = envious
			}
			random = {
				remove_trait = envious
				chance = 40
			}
		}
		else = {
			random = {
				add_trait = kind
				chance = 25
			}
		}
		event_target:target_VIET_choking_warning_courtier = {
			opinion = {
				modifier = VIET_opinion_reasonable_advice
				who = ROOT
				years = 4
			}				
		}
	}	
}


# Courtier chokes - possibly to death
character_event = {
	id = VIETmisc.8079
	desc = VIETmisc.8079.desc
	picture = GFX_evt_feast_hf
	
	is_triggered_only = yes
	
	option = { # Uh oh!
		name = VIETmisc.8079.a
		if = {
			limit = {
				event_target:target_VIET_choking_warning_courtier = {
					has_character_flag = VIET_marked_for_choking_death
				}
			}
			event_target:target_VIET_choking_warning_courtier = {
				death = {
					death_reason = death_VIET_choking_food
				}
			}
		}
		else = {
			event_target:target_VIET_choking_warning_courtier = {
				prestige = -5
			}
		}
	}	
}


# Are people the same all over?
character_event = {
	id = VIETmisc.8080
	desc = VIETmisc.8080.desc
	picture = GFX_evt_shaman_social_advice
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		#in_command = no
		is_dumb_trigger = 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
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = { # Just like us!
		name = VIETmisc.8080.a
		piety = 1
		add_character_modifier = {
			name = VIET_navel_gazing
			duration = 123
		}
	}	
	option = { # Not like us!
		name = VIETmisc.8080.b
		prestige = 1
		add_character_modifier = {
			name = VIET_navel_gazing
			duration = 123
		}
	}	
}

# What to do when I'm a grown up?
character_event = {
	id = VIETmisc.8081
	desc = VIETmisc.8081.desc
	picture = GFX_evt_garden
	
	is_triggered_only = yes
	
	min_age = 4
	max_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		#in_command = no
		NOT = { has_character_flag = VIET_what_do_when_grown_up }
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2
			age = 9
		}
	}
	
	immediate = {
		set_character_flag = VIET_what_do_when_grown_up
	}
	
	option = { # Adventure
		name = VIETmisc.8081.a
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				10 = { add_trait = curious }
				10 = { add_trait = playful }
				10 = { add_trait = willful }
			}
		}
		else = {
			random_list = {
				10 = { add_trait = brave }
				10 = { add_trait = gregarious }
				10 = { add_trait = greedy }
			}	
		}
		random_list = {
			10 = { change_martial = 1 }
			10 = { change_learning = 1 }
			10 = { change_diplomacy = 1 }
		}
	}		
	option = { # Do forbidden things
		name = VIETmisc.8081.b
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				10 = { add_trait = haughty }
				10 = { add_trait = rowdy }
				10 = { add_trait = fussy }
			}
		}
		else = {
			random_list = {
				10 = { add_trait = lustful }
				10 = { add_trait = cynical }
				10 = { add_trait = gluttonous }
			}	
		}
		random_list = {
			10 = { change_martial = 1 }
			10 = { change_learning = 1 }
			10 = { change_intrigue = 1 }
		}
	}		
	option = { # Not make trouble
		name = VIETmisc.8081.c
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				10 = { add_trait = timid }
				10 = { add_trait = indolent	}
				10 = { add_trait = affectionate }
			}
		}
		else = {
			random_list = {
				10 = { add_trait = shy }
				10 = { add_trait = kind }
				10 = { add_trait = humble }
			}	
		}
		random_list = {
			10 = { change_stewardship = 1 }
			10 = { change_learning = 1 }
			10 = { change_diplomacy = 1 }
		}
	}			
	option = { # Become a good ruler
		name = VIETmisc.8081.d
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				10 = { add_trait = idolizer }
				10 = { add_trait = conscientious }
				10 = { add_trait = brooding }
			}
		}
		else = {
			random_list = {
				10 = { add_trait = just }
				10 = { add_trait = diligent }
				10 = { add_trait = honest }
			}	
		}
		random_list = {
			10 = { change_martial = 1 }
			10 = { change_stewardship = 1 }
			10 = { change_diplomacy = 1 }
		}
	}	
}



########################################################
# SUN 8082-8089
########################################################


# Wake up early
character_event = {
	id = VIETmisc.8082
	desc = VIETmisc.8082.desc
	picture = GFX_evt_stone_church
	
	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 = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}		
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = { # Take a walk
		name = VIETmisc.8082.a
		piety = 2
	}	
	option = { # Eat breakfast early
		name = VIETmisc.8082.b
		prestige = 2
	}		
	option = { # Lie in bed
		name = VIETmisc.8082.c
		random = {
			add_trait = slothful
			chance = 35
		}
	}			
	option = { # Read a book
		name = VIETmisc.8082.d
		piety = 1
		prestige = 1
	}	
}


# Traveling under hot sun
character_event = {
	id = VIETmisc.8083
	desc = VIETmisc.8083.desc
	picture = GFX_evt_travel
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		NOT = {
			location = {
				terrain = arctic
			}
		}
	}
	
	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
			is_weak_trigger = yes
		}
		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 = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
	}
	
	option = { # Rest
		name = VIETmisc.8082.a
		prestige = -5
		if  = {
			limit = {
				trait = diligent
			}
			random = {
				remove_trait = diligent
				chance = 45
			}
		}
		if  = {
			limit = {
				trait = ambitious
			}
			random = {
				remove_trait = ambitious
				chance = 25
			}
		}
	}		
	option = { # Continue on!
		name = VIETmisc.8083.a
		random = {
			add_trait = stressed
			chance = 25
		}
		add_character_modifier = {
			name = VIET_tiring_travel
			duration = 642
		}
	}	
}

# Sun Wu Kong theatrical performance - yes this is a meta pun on "Sun"
character_event = {
	id = VIETmisc.8084
	desc = VIETmisc.8084.desc
	picture = GFX_evt_buddhist_pagoda
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		OR = {
			is_sinosphere_large_trigger = yes
			capital_scope = {
				is_sinosphere_small_trigger = 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 = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}		
		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 = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
	}
	
	option = { # Cool
		name = VIETmisc.8084.a
		add_character_modifier = {
			name = VIET_thinking_about_foreign_lands
			duration = 365
		}
	}	
}

# Relaxing under the bright sun
character_event = {
	id = VIETmisc.8085
	desc = VIETmisc.8085.desc
	picture = GFX_evt_apollo_sun
	
	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 = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}		
		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 = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = { # Cool
		name = VIETmisc.8085.a
		piety = 1
	}	
}

# Courtier stepped on a Scorpion
character_event = {
	id = VIETmisc.8086
	desc = VIETmisc.8086.desc
	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
		capital_scope = {
			location = { terrain = desert }
		}
		any_courtier = {
			ai = yes
			is_adult = yes
			NOT = { trait = incapable }
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}		
		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 = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				ai = yes
				is_adult = yes
				NOT = { trait = incapable }		
			}
			save_event_target_as = target_VIET_scorpion_victim
		}
	}
	
	option = { # Uh oh
		name = VIETmisc.8086.a
		event_target:target_VIET_scorpion_victim = {
			random_list = {
				40 = { }
				50 = {
					add_character_modifier = {
						name = VIET_scorpion_sting
						duration = 365
					}
				}
				10 = {
					death = {
						death_reason = death_VIET_scorpion_sting
					}
				}
			}		
		}
	}	
}

# Zoroastrians and Manicheans view the planets, including the sun and moon, with suspicion: http://www.iranicaonline.org/articles/planets
character_event = {
	id = VIETmisc.8087
	desc = VIETmisc.8087.desc
	picture = GFX_evt_sun_and_moon
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		religion_group = zoroastrian_group
		NOT = { religion = mazdaki } # Mazdakites don't for whatever reason
		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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = scholar
		}
		modifier = {
			factor = 0.8
			trait = hedonist
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = { # Discourage foreign learning
		name = VIETmisc.8087.a
		piety = 20
		culture_techpoints = -50
	}	
	option = { # Remain neutral
		name = VIETmisc.8087.b
	}		
	option = { # Encourage foreign learning
		name = VIETmisc.8087.c
		piety = -20
		culture_techpoints = 50
	}	
}

# Egyptian sunscreen
character_event = {
	id = VIETmisc.8088
	desc = VIETmisc.8088.desc
	picture = GFX_evt_apollo_sun
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	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 = { #More likely in regions near Egypt
			factor = 0.1
			NOR = {
				capital_scope = {
					region = world_africa_north
					region = world_africa_east
					region = world_middle_east
					region = world_europe_south
					region = world_persia
					region = world_asia_minor
					region = world_europe_west_iberia
					region = world_europe_west_francia
				}
			}
		}		
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}		
		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 = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = { # Buy them
		name = VIETmisc.8088.a
		wealth = -20
		prestige = 15
		add_character_modifier = {
			name = VIET_egyptian_sunscreen
			duration = 730
		}
		any_courtier = {
			limit = {
				NOT = { trait = incapable }
			}
			add_character_modifier = {
				name = VIET_egyptian_sunscreen
				duration = 730
			}
		}
	}
	option = { # Haggle
		name = VIETmisc.8088.b
		tooltip_info = stewardship
		trigger = {
			stewardship = 10
		}
		wealth = -12
		prestige = 15
		add_character_modifier = {
			name = VIET_egyptian_sunscreen
			duration = 730
		}
		any_courtier = {
			limit = {
				NOT = { trait = incapable }
			}
			add_character_modifier = {
				name = VIET_egyptian_sunscreen
				duration = 730
			}
		}
	}
	option = { # No need
		name = VIETmisc.8088.c
	}	
}




# Courtier stared at sun for too long
character_event = {
	id = VIETmisc.8089
	desc = VIETmisc.8089.desc
	picture = GFX_evt_apollo_sun
	
	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
			NOT = { trait = incapable }
			in_command = no
			is_abroad = no
			OR = {
				is_dumb_trigger = yes
				trait = stubborn
				trait = ambitious
				trait = slothful
				trait = wroth
				#trait = absentminded
			}
			NOR = {
				trait = content
				trait = patient
				is_smart_trigger = yes
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = { #don't want it to happen too often
			factor = 0.05
			any_courtier = {
				has_character_modifier = VIET_permanent_sun_damage
			}
		}		
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = kind
		}		
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
	}
	
	option = { # Stupid
		name = VIETmisc.8089.a
		random_courtier = {
			limit = {
				ai = yes
				is_adult = yes
				NOT = { trait = incapable }
				in_command = no
				is_abroad = no
				OR = {
					is_dumb_trigger = yes
					trait = stubborn
					trait = ambitious
					trait = slothful
					trait = wroth
					#trait = absentminded
				}
				NOR = {
					trait = content
					trait = patient
					is_smart_trigger = yes
				}			
			}
			random_list = {
				45 = {
					add_character_modifier = {
						name = VIET_stared_at_sun
						duration = 450
					}
				}
				30 = {
					add_character_modifier = {
						name = VIET_stared_at_sun
						duration = 900
					}
				}
				25 = {
					add_character_modifier = {
						name = VIET_permanent_sun_damage
						duration = -1
					}
				}
			}
		}
	}	
}


####################################################################
# SHADOW / SHADE 8090-8099
####################################################################


# Did my shadow move?
character_event = {
	id = VIETmisc.8090
	desc = VIETmisc.8090.desc
	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 = 2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}		
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
		modifier = {
			factor = 1.2
			is_dumb_trigger = yes
		}
		modifier = {
			factor = 0.8
			is_smart_trigger = yes
		}
	}
	
	option = { # ok
		name = VIETmisc.8090.a
		prestige = -1
		if = {
			limit = {
				trait = paranoid
			}
			random = {
				remove_trait = paranoid
				chance = 15
			}
		}
	}	
	option = { # No! It's there!
		name = VIETmisc.8090.b
		prestige = -1
		random_list = {
			70 = {}
			20 = { add_trait = stressed }
			10 = { add_trait = paranoid }
		}
	}	
}


# Bored ruler watching people's shadows
character_event = {
	id = VIETmisc.8091
	desc = VIETmisc.8091.desc
	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
		#NOT = { trait = diligent }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
		modifier = {
			factor = 1.2
			trait = arbitrary
		}
		modifier = {
			factor = 0.8
			trait = just
		}
	}
	
	option = { # ok
		name = VIETmisc.8091.a
		prestige = -5
		add_character_modifier = {
			name = VIET_bored_of_duties
			duration = 365
		}
	}	
	option = { # Focus!
		name = VIETmisc.8091.b
		tooltip_info = diligent
		trigger = {
			trait = diligent
		}
		prestige = 5
	}	
}


# Inspecting troops under the hot sun - rest under shade or not?
character_event = {
	id = VIETmisc.8092
	desc = VIETmisc.8092.desc
	picture = GFX_evt_apollo_sun #GFX_evt_large_army
	
	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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.5
			is_weak_trigger = yes
		}
		modifier = {
			factor = 0.2
			is_strong_trigger = yes
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
	}
	
	option = { # rest in the shade
		name = VIETmisc.8092.a
		prestige = -5
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = 1
		}
	}	
	option = { # endure!
		name = VIETmisc.8092.b
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = -1
		}
		
		prestige = 10
		
		random = {
			health = -0.2
			chance = 50
		}

		if = {
			limit = {
				is_ill = no
				NOT = {
					has_dlc = "Reapers"
				}
			}
			random_list = {
				67 = { }
				33 = { add_trait = ill }
			}
		}
		if = {
			limit = {
				is_ill = no
				has_dlc = "Reapers"
			}
			
			random_list = {
				67 = { }
				33 = { 
					set_character_flag = disease_not_serious
					add_trait = fatigue
				}
			}
			hidden_tooltip = { character_event = { id = RIP.11011 days = 50 random = 200 } }
		}		
	}	
}


# A village tree provides shade
province_event = {
	id = VIETmisc.8093
	desc = VIETmisc.8093.desc
	picture = GFX_evt_garden
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_giant_shade_tree }
		owner = {
			is_nomadic = no
		}
		NOT = { terrain = desert }
		NOT = { terrain = arctic }
	}
	
	mean_time_to_happen = {
		months = 8000
	}
	

	option = { # Spend funds to help
		name = VIETmisc.8093.a
		owner = {
			wealth = -20
			piety = 10
			prestige = 10
		}
		add_province_modifier = {
			name = VIET_province_giant_shade_tree
			duration = 10950
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {					
					change_variable = { which = prosperity_value value = 10 }
				}
			}
		}
	}	
	option = { # Don't help
		name = VIETmisc.8093.b
		add_province_modifier = {
			name = VIET_province_giant_shade_tree
			duration = 3650
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {					
					change_variable = { which = prosperity_value value = 2 }
				}
			}
		}
	}	
}


# Shadows attack villagers - implied to be hysteria from several cases of sleep paralysis
province_event = {
	id = VIETmisc.8094
	desc = VIETmisc.8094.desc
	picture = GFX_evt_village_at_night
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_shadow_hysteria }
		owner = {
			is_nomadic = no
		}
	}
	
	mean_time_to_happen = {
		months = 8000
	}
	

	option = { # Troubling!
		name = VIETmisc.8094.a
		add_province_modifier = {
			name = VIET_province_shadow_hysteria
			duration = 730
		}
	}
	option = { # Send in clergy to pray
		name = VIETmisc.8094.b
		owner = {
			wealth = -5
			piety = 5
		}
		random_list = {
			50 = {
				add_province_modifier = {
					name = VIET_province_shadow_hysteria
					duration = 365
				}			
			}
			25 = {
				add_province_modifier = {
					name = VIET_province_shadow_hysteria
					duration = 730
				}			
			}
			25 = {
				add_province_modifier = {
					name = VIET_province_shadow_hysteria
					duration = 1095
				}			
			}
		}
	}	
	option = { # Commoners are making things up
		name = VIETmisc.8094.c
		owner = {
			random = {
				add_trait = cynical
				chance = 25
			}
		}
		add_province_modifier = {
			name = VIET_province_shadow_hysteria
			duration = 730
		}
	}		
	option = { # Scholars know this is night terror
		name = VIETmisc.8094.d
		tooltip_info = learning
		trigger = {
			owner = {
				learning = 11
				NOT = { trait = scholar }
			}
		}
		random_list = {
			75 = {
				add_province_modifier = {
					name = VIET_province_shadow_hysteria
					duration = 365
				}			
			}
			25 = {
				add_province_modifier = {
					name = VIET_province_shadow_hysteria
					duration = 730
				}			
			}
		}		
	}		
	option = { # Scholars know this is night terror
		name = VIETmisc.8094.d
		tooltip_info = scholar
		trigger = {
			owner = {
				trait = scholar
			}
		}
		random_list = {
			75 = {
				add_province_modifier = {
					name = VIET_province_shadow_hysteria
					duration = 365
				}			
			}
			25 = {
				add_province_modifier = {
					name = VIET_province_shadow_hysteria
					duration = 730
				}			
			}
		}		
	}	
}




# Someone at the market wears a black hoodie
character_event = {
	id = VIETmisc.8095
	desc = VIETmisc.8095.desc
	picture = GFX_evt_market_hf
	
	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 = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
	}
	
	option = { # false alarm
		name = VIETmisc.8095.a
		random_list = {
			50 = { prestige = -1 }
			50 = { piety = -1 }
		}
	}	
	option = { # suspicious...
		name = VIETmisc.8095.b
		random_list = {
			50 = { prestige = -1 }
			50 = { piety = -1 }
		}
		if = {
			limit = {
				trait = trusting
			}
			random = {
				remove_trait = trusting
				chance = 70
			}
		}
		else = {
			random = {
				add_trait = paranoid
				chance = 55
			}
		}		
	}	
}


# Shadow of the Colossus
character_event = {
	id = VIETmisc.8096
	title = VIETmisc.8096.title
	desc = VIETmisc.8096.desc
	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 = 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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = { # false alarm
		name = VIETmisc.8096.a
		add_character_modifier = {
			name = VIET_learning_local_lore
			duration = 1227
		}		
	}	
}



# Another sleep paralysis event
character_event = {
	id = VIETmisc.8097
	desc = VIETmisc.8097.desc
	picture = GFX_evt_bad_news_female
	
	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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 2
			OR = {
				trait = stressed
				trait = depressed
			}
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
	}
	
	option = { # a bad dream
		name = VIETmisc.8097.a
		prestige = -1
		piety = -1
		add_character_modifier = {
			name = VIET_ominous_dream
			duration = 365
		}		
	}	
	option = { # say a prayer
		name = VIETmisc.8097.b
		piety = 3
		prestige = -3
		add_character_modifier = {
			name = VIET_ominous_dream
			duration = 365
		}		
	}	
	option = { # Oh no!
		name = VIETmisc.8097.c
		prestige = -1
		piety = -1
		add_character_modifier = {
			name = VIET_ominous_dream
			duration = 365
		}
		random_list = {
			60 = { }
			15 = { add_trait = paranoid }
			15 = { add_trait = stressed }
			10 = { add_trait = craven }
		}
	}	
}



# Found a nice secret hiding spot
character_event = {
	id = VIETmisc.8098
	desc = VIETmisc.8098.desc
	picture = GFX_evt_garden
	
	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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
	}
	
	option = { # visit by myself
		name = VIETmisc.8098.a
		if = {
			limit = {
				trait = gregarious
			}
			random = {
				remove_trait = gregarious
				chance = 80
			}
		}
		health = 0.5
		piety = 10
		add_character_modifier = {
			name = VIET_secret_relax_spot
			duration = 1825
		}
	}	
	option = { # go with people
		name = VIETmisc.8098.b
		prestige = 10
		if = {
			limit = {
				trait = shy
			}
			random = {
				remove_trait = shy
				chance = 75
			}
		}
		else = {
			random = {
				add_trait = gregarious
				chance = 75
			}
		}
		any_courtier = {
			limit = {
				NOT = { trait = incapable }
			}
			opinion = {
				modifier = VIET_opinion_showed_secret_relax_spot
				who = ROOT
				years = 10
			}			
		}
	}
	option = { # go with lover
		name = VIETmisc.8098.b
		trigger = {
			has_lover = yes
			any_lover = {
				is_pregnant = no
				is_female = yes
				NOR = {
					trait = incapable
					age = 45
				}
				is_abroad = no
				in_command = no	
			}
		}
		add_character_modifier = {
			name = VIET_secret_relax_spot_sexy
			duration = 1095
		}
		random_lover = {
			limit = {
				is_pregnant = no
				is_female = yes
				NOR = {
					trait = incapable
					age = 45
				}
				is_abroad = no
				in_command = no	
			}
			opinion = {
				modifier = VIET_opinion_showed_secret_relax_spot_lover
				who = ROOT
				years = 10
			}
			add_character_modifier = {
				name = VIET_secret_relax_spot_sexy
				duration = 1095
			}
			random = {
				chance = 30
				impregnate = ROOT
			}			
		}
	}	
}



# Fun in the sun
character_event = {
	id = VIETmisc.8099
	desc = VIETmisc.8099.desc
	picture = GFX_evt_tropicana
	
	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
			#Warm tropical region
			OR = {
				region = world_africa
				region = world_india
				region = world_middle_east
				region = world_persia
				region = world_asia_minor
				region = world_europe_south
				region = world_europe_west_iberia
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = { # visit by myself
		name = VIETmisc.8099.a
		add_character_modifier = {
			name = VIET_fun_in_the_sun
			duration = 365
		}
	}	
	option = { # go with family
		name = VIETmisc.8099.b
		trigger = {
			any_courtier = {
				is_close_relative = ROOT
				NOT = { trait = incapable }
				is_abroad = no
				in_command = no
			}
		}
		any_courtier = {
			limit = {
				is_close_relative = ROOT
				NOT = { trait = incapable }
				is_abroad = no
				in_command = no			
			}
			opinion = {
				modifier = VIET_opinion_beach_trip
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_opinion_beach_trip
				who = ROOT
				years = 1
			}
			add_character_modifier = {
				name = VIET_fun_in_the_sun
				duration = 365
			}			
		}
		add_character_modifier = {
			name = VIET_fun_in_the_sun
			duration = 365
		}
	}
	option = { # get to know courtier
		name = VIETmisc.8099.c
		trigger = {
			any_courtier = {
				NOT = { trait = incapable }
				opinion = { who = ROOT value = 0 }
				is_abroad = no
				in_command = no
			}
		}
		random_courtier = {
			limit = {
				NOT = { trait = incapable }
				opinion = { who = ROOT value = 0 }
				is_abroad = no
				in_command = no	
			}
			opinion = {
				modifier = VIET_opinion_beach_trip
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_opinion_beach_trip
				who = ROOT
				years = 1
			}
			add_character_modifier = {
				name = VIET_fun_in_the_sun
				duration = 365
			}
			random = {
				add_friend = ROOT
				chance = 40
			}
		}
		add_character_modifier = {
			name = VIET_fun_in_the_sun
			duration = 365
		}
	}
	option = { # go with lover
		name = VIETmisc.8099.d
		trigger = {
			has_lover = yes
			any_lover = {
				is_pregnant = no
				is_female = yes
				NOR = {
					trait = incapable
					age = 45
				}
				is_abroad = no
				in_command = no	
			}
		}
		random_lover = {
			limit = {
				is_pregnant = no
				is_female = yes
				NOR = {
					trait = incapable
					age = 45
				}
				is_abroad = no
				in_command = no	
			}
			opinion = {
				modifier = VIET_opinion_beach_trip
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_opinion_beach_trip
				who = ROOT
				years = 1
			}
			add_character_modifier = {
				name = VIET_fun_in_the_sun
				duration = 365
			}
			random = {
				chance = 30
				impregnate = ROOT
			}
		}
		add_character_modifier = {
			name = VIET_fun_in_the_sun
			duration = 365
		}
	}	
}


##################################################################
# NIGHT 8100-8115
##################################################################

# Tripping and falling on the stairs at night
character_event = {
	id = VIETmisc.8100
	desc = VIETmisc.8100.desc
	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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
	}
	
	option = { # ok
		name = VIETmisc.8100.a
		prestige = -3
		random = {
			add_trait = wounded
			chance = 30
		}
	}	
}



# Youths prank a village, pretending to be shadow demons
province_event = {
	id = VIETmisc.8101
	desc = VIETmisc.8101.desc
	picture = GFX_evt_judged_by_ruler
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_youth_prank }
		owner = {
			is_nomadic = no
		}
	}
	
	mean_time_to_happen = {
		months = 10000
		modifier = {
			factor = 1.5
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 3 }
		}
	}
	

	option = { # Who cares
		name = VIETmisc.8101.a
		owner = {
			random = {
				add_trait = arbitrary
				chance = 30
			}
			if = {
				limit = {
					trait = wroth
				}
				random = {
					remove_trait = wroth
					chance = 75
				}
			}
			add_character_modifier = {
				name = the_merciful
				duration = 730
			}
		}
		add_province_modifier = {
			name = VIET_province_youth_prank
			duration = 365
		}
	}

	option = { # Public Humiliation
		name = VIETmisc.8101.b
		owner = {
			prestige = 10
			random = {
				add_trait = just
				chance = 20
			}
		}
		add_province_modifier = {
			name = VIET_province_youth_prank
			duration = 365
		}
	}

	option = { # Imprison!
		name = VIETmisc.8101.c
		owner = {
			prestige = 5
			random_list = {
				30 = { add_trait = just }
				20 = { add_trait = wroth }
				50 = { }
			}
		}
		add_province_modifier = {
			name = VIET_province_youth_prank
			duration = 365
		}
	}

	option = { # Execute!
		name = VIETmisc.8101.d
		owner = {
			random_list = {
				50 = { add_trait = cruel }
				35 = { add_trait = wroth }
				15 = { add_trait = arbitrary }
			}
			if = {
				limit = {
					trait = kind
				}
				remove_trait = kind
			}
			if = {
				limit = {
					trait = just
				}
				random = {
					remove_trait = just
					chance = 60
				}
			}
			if = {
				limit = {
					trait = patient
				}
				random = {
					remove_trait = patient
					chance = 30
				}
			}
		}
		add_province_modifier = {
			name = VIET_province_youth_prank
			duration = 365
		}
	}
}


# Astronomer presents a star chart
character_event = {
	id = VIETmisc.8102
	desc = VIETmisc.8102.desc
	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
		NOT = { has_artifact = VIET_star_chart }
	}
	
	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 = erudite
		}
		modifier = {
			factor = 0.8
			is_dumb_trigger = yes
		}		
		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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			learning = 13
		}
		modifier = {
			factor = 0.8
			NOT = { learning = 7}
		}
	}
	
	option = { # ok
		name = VIETmisc.8102.a
		add_artifact = VIET_star_chart
	}
	option = { # don't want
		name = VIETmisc.8102.b
	}	
}



# Child hears loud wind at night
character_event = {
	id = VIETmisc.8103
	desc = VIETmisc.8103.desc
	picture = GFX_evt_nightmare
	
	is_triggered_only = yes
	
	min_age = 4
	max_age = 14

	#trigger = {
	#	has_guardian = yes
	#}
	
	weight_multiplier = {
		days = 1

		modifier = {
			factor = 1.2
			trait = timid
		}
		modifier = {
			factor = 0.8
			trait = curious
		}
		modifier = {
			factor = 1.2
			trait = fussy
		}
		modifier = {
			factor = 0.8
			trait = affectionate
		}
		modifier = {
			factor = 1.2
			trait = playful
		}
		modifier = {
			factor = 0.8
			trait = indolent
		}
	}
	
	option = { # hide behind covers
		name = VIETmisc.8103.a
		random = {
			add_trait = timid
			chance = 20
		}
	}		
	option = { # it's just noise
		name = VIETmisc.8103.b
		random = {
			add_trait = indolent
			chance = 20
		}
	}		
	option = { # pray!
		name = VIETmisc.8103.c
		random = {
			add_trait = idolizer
			chance = 20
		}
	}		
	option = { # pray!
		name = VIETmisc.8103.d
		random = {
			add_trait = curious
			chance = 20
		}
	}	
}


# Child wants a midnight snack
character_event = {
	id = VIETmisc.8104
	desc = VIETmisc.8104.desc
	picture = GFX_evt_artemis_moon
	
	is_triggered_only = yes
	
	min_age = 4
	max_age = 14

	#trigger = {
	#	has_guardian = yes
	#}
	
	weight_multiplier = {
		days = 1

		modifier = {
			factor = 1.2
			trait = playful
		}
		modifier = {
			factor = 0.8
			trait = indolent
		}
		modifier = {
			factor = 1.2
			trait = fussy
		}
		modifier = {
			factor = 0.8
			trait = timid
		}
		modifier = {
			factor = 1.2
			trait = rowdy
		}
		modifier = {
			factor = 0.8
			trait = conscientious
		}
	}
	
	option = { # go get food
		name = VIETmisc.8104.a
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				25 = { add_trait = playful }
				25 = { add_trait = willful }
				25 = { add_trait = conscientious }
				25 = { }
			}
		}
		else = {
			random_list = {
				25 = { add_trait = humble }
				25 = { add_trait = brave }
				25 = { add_trait = gregarious }
				25 = { }
			}	
		}
	}
	
	option = { # Call a servant
		name = VIETmisc.8104.b
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				25 = { add_trait = fussy }
				25 = { add_trait = haughty }
				25 = { add_trait = rowdy }
				25 = { }
			}
		}
		else = {
			random_list = {
				25 = { add_trait = slothful }
				25 = { add_trait = proud }
				25 = { add_trait = gluttonous }
				25 = { }
			}	
		}
	}	
	
	option = { # no
		name = VIETmisc.8104.c
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				25 = { add_trait = indolent }
				25 = { add_trait = timid }
				25 = { add_trait = brooding }
				25 = { }
			}
		}
		else = {
			random_list = {
				25 = { add_trait = patient }
				25 = { add_trait = craven }
				25 = { add_trait = temperate }
				25 = { }
			}	
		}
	}	
	
	option = { # watch the night sky
		name = VIETmisc.8104.d
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				25 = { add_trait = idolizer }
				25 = { add_trait = curious }
				25 = { add_trait = affectionate }
				25 = { }
			}
		}
		else = {
			random_list = {
				25 = { add_trait = erudite }
				25 = { add_trait = kind }
				25 = { add_trait = zealous }
				25 = { }
			}	
		}
	}	
}


# Knock some things over at night
character_event = {
	id = VIETmisc.8105
	desc = VIETmisc.8105.desc
	picture = GFX_evt_bad_news_female
	
	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
			is_dumb_trigger = yes
		}
		modifier = {
			factor = 0.8
			is_smart_trigger = yes
		}		
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = { # ok
		name = VIETmisc.8105.a
		add_character_modifier = {
			name = VIET_awkward_encounter_public
			duration = 135
		}
	}
}




# Ghostly apparitions no longer appear after sunset
province_event = {
	id = VIETmisc.8106
	desc = VIETmisc.8106.desc
	picture = GFX_evt_artemis_moon
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_night_ghosts_disappear }
	}
	
	mean_time_to_happen = {
		months = 10000
		#modifier = {
		#	factor = 1.5
		#	NOT = { num_of_max_settlements = 5 }
		#}
		#modifier = {
		#	factor = 1.2
		#	NOT = { num_of_max_settlements = 3 }
		#}
	}
	

	option = { # ok
		name = VIETmisc.8106.a
		add_province_modifier = {
			name = VIET_province_night_ghosts_disappear
			duration = 666
		}
	}	

	option = { # doubt
		name = VIETmisc.8106.b
		owner = {
			random_list = {
				20 = { add_trait = brave }
				20 = { add_trait = cynical }
				10 = { add_trait = proud }
				50 = { }
			}
			if = {
				limit = {
					trait = craven
				}
				random = {
					remove_trait = craven
					chance = 40
				}
			}
		}
		add_province_modifier = {
			name = VIET_province_night_ghosts_disappear
			duration = 666
		}
	}	

	option = { # celebrate
		name = VIETmisc.8106.c
		owner = {
			random_list = {
				20 = { add_trait = content }
				10 = { add_trait = trusting }
				10 = { add_trait = patient }
				50 = { }
			}
			if = {
				limit = {
					trait = craven
				}
				random = {
					remove_trait = craven
					chance = 30
				}
			}
		}
		add_province_modifier = {
			name = VIET_province_night_ghosts_disappear
			duration = 666
		}
	}
}



# Yet another sleep paralysis event (darn, I have a lot of these, don't I?)
province_event = {
	id = VIETmisc.8107
	desc = VIETmisc.8107.desc
	picture = GFX_evt_succubus
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_succubus_night_paralysis }
	}
	
	mean_time_to_happen = {
		months = 12000
		#modifier = {
		#	factor = 1.5
		#	NOT = { num_of_max_settlements = 5 }
		#}
		#modifier = {
		#	factor = 1.2
		#	NOT = { num_of_max_settlements = 3 }
		#}
	}
	

	option = { # uh oh
		name = VIETmisc.8107.a
		add_province_modifier = {
			name = VIET_province_succubus_night_paralysis
			duration = 999
		}
	}	
	option = { # send in holy people to take care of it
		name = VIETmisc.8107.b
		owner = {
			piety = -20
			prestige = 10
			if = {
				limit = {
					trait = cynical
				}
				remove_trait = cynical
			}
		}
		add_province_modifier = {
			name = VIET_province_succubus_night_paralysis
			duration = 365
		}
	}		
	option = { # horny
		name = VIETmisc.8107.c
		trigger = {
			owner = {
				NOR = {
					trait = chaste
					trait = celibate
					trait = eunuch
				}
			}
		}
		owner = {
			random = {
				add_trait = lustful
				chance = 15
			}
			add_character_modifier = {
				name = lustful_ruler
				duration = 365
			}
		}
		add_province_modifier = {
			name = VIET_province_succubus_night_paralysis
			duration = 999
		}
	}		
	option = { # Scholars know this is night terror
		name = VIETmisc.8107.d
		tooltip_info = learning
		trigger = {
			owner = {
				learning = 11
				NOT = { trait = scholar }
			}
		}
		owner = {
			prestige = 10
		}
		add_province_modifier = {
			name = VIET_province_succubus_night_paralysis
			duration = 666
		}					
	}		
	option = { # Scholars know this is night terror
		name = VIETmisc.8107.d
		tooltip_info = scholar
		trigger = {
			owner = {
				trait = scholar
			}
		}
		owner = {
			prestige = 10
		}
		add_province_modifier = {
			name = VIET_province_succubus_night_paralysis
			duration = 666
		}			
	}	
}



# Does the blanket go over or under one's chin?
character_event = {
	id = VIETmisc.8108
	desc = VIETmisc.8108.desc
	picture = GFX_evt_bad_news_female
	
	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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}
	
	option = { # over
		name = VIETmisc.8108.a
		prestige = 1
	}	
	option = { # under
		name = VIETmisc.8108.b
		piety = 1
	}
}


# Choking on food at night
character_event = {
	id = VIETmisc.8109
	desc = VIETmisc.8109.desc
	picture = GFX_evt_artemis_moon
	
	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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			is_dumb_trigger = yes
		}
		modifier = {
			factor = 0.8
			is_smart_trigger = yes
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}
	
	option = { # uh oh
		name = VIETmisc.8109.a
		prestige = -3
		random = {
			death = {
				death_reason = death_VIET_choking_food
			}	
			chance = 10
		}
	}
}


# big dipper at night
character_event = {
	id = VIETmisc.8110
	desc = VIETmisc.8110.desc
	picture = GFX_evt_artemis_moon
	
	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 = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		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 = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
		modifier = {
			factor = 1.2
			learning = 11
		}
		modifier = {
			factor = 0.8
			NOT = { learning = 7 }
		}
	}
	
	option = { # ok
		name = VIETmisc.8110.a
		add_character_modifier = {
			name = VIET_nightgazer
			duration = 365
		}
	}
}



# Using Valerian to cure insomnia
character_event = {
	id = VIETmisc.8111
	desc = VIETmisc.8111.desc
	picture = GFX_evt_drinking_tea
	
	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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = temperate
		}
		modifier = {
			factor = 0.8
			trait = gluttonous
		}
	}
	
	option = { # purchase some
		name = VIETmisc.8111.a
		wealth = -5
		add_character_modifier = {
			name = VIET_valerian_herb
			duration = 730
		}
		add_character_modifier = {
			name = VIET_lack_of_good_sleep
			duration = 730
		}
	}	
	option = { # don't purchase
		name = VIETmisc.8111.b
		add_character_modifier = {
			name = VIET_lack_of_good_sleep
			duration = 730
		}
	}
}



# Grave robbers reported
character_event = {
	id = VIETmisc.8112
	desc = VIETmisc.8112.desc
	picture = GFX_evt_village_at_night
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_ancient_pottery }
	}
	
	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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		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 = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
	}
	
	option = { # hunt them down
		name = VIETmisc.8112.a
		wealth = -10
		prestige = -5
		piety = 5
		random_list = {
			25 = { add_trait = just }
			15 = { add_trait = diligent }
			10 = { add_trait = zealous }
			50 = { }
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = -1
		}
		narrative_event = { id = VIETmisc.8113 tooltip = VIETmisc.8113.tooltip days = 2 random = 10 }
	}	
	option = { # don't care
		name = VIETmisc.8112.b
		piety = -5
		prestige = -5
		if = {
			limit = {
				trait = just
			}
			random = {
				remove_trait = just
				chance = 66
			}
		}
		else = {
			random = {
				add_trait = slothful
				chance = 25
			}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = 1
		}
	}
}

# Grave robbers reported - captured!
narrative_event = {
	id = VIETmisc.8113
	title = VIETmisc.8113.title
	desc = VIETmisc.8113.desc
	picture = GFX_evt_gravedigger_hf
	
	is_triggered_only = yes
	
	option = { # Got a pot!
		name = VIETmisc.8113.a
		add_artifact = VIET_ancient_pottery
		new_artifact = {
			set_creation_date = 1.1.1
		}	
	}	
}



# Don't be a dumbass and try to prove your masculinity by swimming around dangerous waters
character_event = {
	id = VIETmisc.8114
	desc = VIETmisc.8114.desc
	picture = GFX_evt_coast_night
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		NOT = { has_character_flag = VIET_servant_drowned_because_of_ambition }
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = arbitrary
		}
		modifier = {
			factor = 0.8
			trait = just
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
	}	
	
	immediate = {
		set_character_flag = VIET_servant_drowned_because_of_ambition
	}
	
	option = { #sad, sad
		name = VIETmisc.8114.a

		add_character_modifier = {
			name = VIET_sobering_lesson
			duration = 365
		}
		
		any_courtier = {
			limit = {
				age = 10
				NOT = { trait = ambitious }
				NOT = { trait = cruel }
				NOT = { trait = cynical }
				NOT = { trait = proud }
				NOT = { trait = haughty }
			}
			add_character_modifier = {
				name = VIET_sobering_lesson
				duration = 365
			}		
		}
		
	}	
	
	option = { # weakling!
		name = VIETmisc.8114.b

		add_character_modifier = {
			name = VIET_no_empathy
			duration = 365
		}
		
		any_courtier = {
			limit = {
				age = 10
				NOT = { trait = ambitious }
				NOT = { trait = cruel }
				NOT = { trait = cynical }
				NOT = { trait = proud }
				NOT = { trait = haughty }
			}
			add_character_modifier = {
				name = VIET_sobering_lesson
				duration = 365
			}		
		}
		
	}
	
	option = { # Imprison the friend!
		name = VIETmisc.8114.c
		
		prestige = 10
		
		random_list = {
			20 = { add_trait = arbitrary }
			20 = { add_trait = wroth }
			20 = { add_trait = just }
			40 = { }
		}

		add_character_modifier = {
			name = VIET_sobering_lesson
			duration = 365
		}
		
		any_courtier = {
			limit = {
				age = 10
				NOT = { trait = ambitious }
				NOT = { trait = cruel }
				NOT = { trait = cynical }
				NOT = { trait = proud }
				NOT = { trait = haughty }
			}
			add_character_modifier = {
				name = VIET_sobering_lesson
				duration = 365
			}		
		}
		
	}
	
}


# Go see the ocean at night
character_event = {
	id = VIETmisc.8115
	desc = VIETmisc.8115.desc
	picture = GFX_evt_coast_night
	
	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 = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
	}
	
	option = { #sad, sad
		name = VIETmisc.8115.a
		piety = 2		
	}
}

#################################################################
#
# CLUTTER ARTIFACTS - 8116-8127
# Useless items like in an RPG
#
#################################################################


# Hunted a wolf and find a nice wolf pelt
character_event = {
	id = VIETmisc.8116
	desc = VIETmisc.8116.desc
	picture = GFX_evt_wolf
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		NAND = {
			OR = {
				religion = buddhist
				religion = jain
			}
			OR = {
				trait = zealous
				trait = kind
				trait = just
			}
			NOT = { trait = cynical }
		}
		health = 4
		#Wolves aren't found everywhere (based on Wikipedia's page on wolves)
		capital_scope = {
			NOR = {
				region = world_africa
				#region = region_iceland
				#region = region_crete
				#region = region_sardinia_corsica
				#region = region_cyprus
				#region = region_baleares
				#region = region_canarias
				duchy = { title = d_lanka }
				duchy = { title = d_sinhala }
				duchy = { title = d_nefoud }
				duchy = { title = d_iceland }
				duchy = { title = d_krete }
				duchy = { title = d_sardinia }
				duchy = { title = d_corsica }
				duchy = { title = d_cyprus }
				duchy = { title = d_mallorca }
				county = { title = c_canarias }
			}
		}
		NOT = { has_artifact = VIET_wolf_pelt }
	}
	
	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 = 2
			trait = hunter
		}		
		modifier = {
			factor = 1.2
			capital_scope = {
				OR = {
					region = world_europe_north
					region = world_steppe
				}
			}
		}	
		modifier = {
			factor = 1.2
			is_strong_trigger = yes
		}
		modifier = {
			factor = 0.8
			is_weak_trigger = yes
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		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 = { #ok
		name = VIETmisc.8116.a
		add_artifact = VIET_wolf_pelt		
	}	
	option = { #don't need it
		name = VIETmisc.8116.b
		if = {
			limit = {
				trait = proud
			}
			random = {
				remove_trait = proud
				chance = 45
			}
		}
		random_list = {
			80 = { }
			10 = { add_trait = content }
			10 = { add_trait = humble }
		}		
	}
}



# Buy a silverware set?
character_event = {
	id = VIETmisc.8117
	desc = VIETmisc.8117.desc
	picture = GFX_evt_weaponsmith
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_silverware_set }
	}
	
	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 = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = { #ok
		name = VIETmisc.8117.a
		wealth = -20
		random = {
			add_trait = proud
			chance = 15
		}
		add_artifact = VIET_silverware_set		
	}	
	option = { #don't need it
		name = VIETmisc.8117.b
		if = {
			limit = {
				trait = greedy
			}
			random = {
				remove_trait = greedy
				chance = 70
			}
		}
		random_list = {
			70 = { }
			10 = { add_trait = just }
			10 = { add_trait = humble }
			10 = { add_trait = content }
		}		
	}
}


# Colorful quill from an exotic land
character_event = {
	id = VIETmisc.8118
	desc = VIETmisc.8118.desc
	picture = GFX_evt_skyrim_forest_mesoamerican
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_exotic_quill_pen }
	}
	
	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 = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			is_dumb_trigger = yes
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = { #ok
		name = VIETmisc.8118.a
		wealth = -30
		prestige = 20
		add_artifact = VIET_exotic_quill_pen		
	}	
	option = { #don't need it
		name = VIETmisc.8118.b	
	}
}


# Character grows fond of a goblet
character_event = {
	id = VIETmisc.8119
	desc = VIETmisc.8119.desc
	picture = GFX_evt_feast
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_goblet }
	}
	
	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 = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
	}
	
	option = { #ok
		name = VIETmisc.8119.a
		random = {
			add_trait = paranoid
			chance = 10
		}
		add_artifact = VIET_goblet		
	}	
	option = { #don't need it
		name = VIETmisc.8119.b	
		random = {
			add_trait = trusting
			chance = 10
		}
	}
}



# Character is presented with a special pitcher
character_event = {
	id = VIETmisc.8120
	desc = VIETmisc.8120.desc
	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
		NOT = { has_artifact = VIET_beautiful_pitcher }
	}
	
	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 = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		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 = { #ok
		name = VIETmisc.8120.a
		add_artifact = VIET_beautiful_pitcher		
	}	
	option = { #don't need it
		name = VIETmisc.8120.b	
	}
}


# Bard offers you his spare lute
character_event = {
	id = VIETmisc.8121
	desc = VIETmisc.8121.desc
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_decorative_lute }
	}
	
	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 = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		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 = { #ok
		name = VIETmisc.8121.a
		wealth = -15
		add_artifact = VIET_decorative_lute		
	}	
	option = { #ok
		name = VIETmisc.8121.b
		tooltip_info = diplomacy
		trigger = {
			diplomacy = 13
		}
		wealth = -10
		add_artifact = VIET_decorative_lute		
	}	
	option = { #ok
		name = VIETmisc.8121.c
		tooltip_info = stewardship
		trigger = {
			stewardship = 13
		}
		wealth = -10
		add_artifact = VIET_decorative_lute		
	}	
	option = { #don't need it
		name = VIETmisc.8121.d	
	}
}

# Local locksmith has legendary abilities
character_event = {
	id = VIETmisc.8122
	desc = VIETmisc.8122.desc
	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 = { has_artifact = VIET_secure_chest }
	}
	
	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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		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 = { #ok
		name = VIETmisc.8122.a
		wealth = -30
		add_artifact = VIET_secure_chest		
	}	
	option = { #no
		name = VIETmisc.8122.b
	}
}


# Should I buy a mirror?
character_event = {
	id = VIETmisc.8123
	desc = VIETmisc.8123.desc
	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 = { has_artifact = VIET_hand_mirror }
	}
	
	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 = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		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 = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = { #ok
		name = VIETmisc.8123.a
		wealth = -10
		add_artifact = VIET_hand_mirror		
	}	
	option = { #no
		name = VIETmisc.8123.b
		random_list = {
			60 = { }
			20 = { add_trait = content }
			10 = { add_trait = humble }
			5 = { add_trait = shy }
			5 = { add_trait = slothful }
		}
	}
}


# Should I buy a chess set?
character_event = {
	id = VIETmisc.8124
	desc = VIETmisc.8124.desc
	picture = GFX_evt_war_planning
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_chess_set }
	}
	
	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 = 3
			trait = gamer
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = socializer
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		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 = erudite
		}
		modifier = {
			factor = 0.8
			trait = hedonist
		}
		modifier = {
			factor = 1.2
			is_smart_trigger = yes
		}
		modifier = {
			factor = 0.8
			is_dumb_trigger = yes
		}
	}
	
	option = { #ok
		name = VIETmisc.8124.a
		wealth = -10
		add_artifact = VIET_chess_set		
	}	
	option = { #no
		name = VIETmisc.8124.b
	}
}


# Scholar offers Chinese chopsticks
character_event = {
	id = VIETmisc.8125
	desc = VIETmisc.8125.desc
	picture = GFX_evt_market_chinese_group
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_porcelain_chopsticks }
		capital_scope = {
			OR = {
				region = world_steppe_east
				region = world_steppe_tarim
				region = world_himalayas
				region = world_india
				region = world_middle_east			
				region = world_persia			
				region = world_africa_east			
				region = world_asia_minor			
			}
		}
		#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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
	}
	
	option = { #ok
		name = VIETmisc.8125.a
		trigger = {
			is_sinosphere_small_trigger = yes
		}
		add_artifact = VIET_porcelain_chopsticks		
	}
	
	option = { #ok
		name = VIETmisc.8125.b
		trigger = {
			is_sinosphere_small_trigger = no
		}
		add_artifact = VIET_porcelain_chopsticks		
	}	
	option = { #no
		name = VIETmisc.8125.c
	}
}


# Gambling buddy offers some dice
character_event = {
	id = VIETmisc.8126
	desc = VIETmisc.8126.desc
	picture = GFX_evt_brothel
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_dice }
	}
	
	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 = 3
			trait = gamer
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = socializer
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		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 = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
	}
	
	option = { #ok
		name = VIETmisc.8126.a
		add_artifact = VIET_dice		
	}	
	option = { #no
		name = VIETmisc.8126.b
	}
}

# Silk slippers?
character_event = {
	id = VIETmisc.8127
	desc = VIETmisc.8127.desc
	picture = GFX_evt_castle_construction
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_silk_slippers }
	}
	
	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 = 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 = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
	}
	
	option = { #ok
		name = VIETmisc.8127.a
		wealth = -15
		prestige = 10
		random_list = {
			10 = { add_trait = slothful }
			10 = { add_trait = proud }
			80 = { }
		}
		add_artifact = VIET_silk_slippers		
	}	
	option = { #no
		name = VIETmisc.8127.b
	}
}

#####################################################
#
# ANCIENT CULTURES EVENTS
#
# 8128-8143
#
#####################################################


# Find an ostracon outside
character_event = {
	id = VIETmisc.8128
	desc = VIETmisc.8128.desc
	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
		NOT = { has_artifact = VIET_ostracon }
	}
	
	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 = 0.3
			location = {
				NOR = {
					region = world_africa_central
					region = world_africa_west
					region = world_steppe_east
					region = world_steppe_west
					region = world_himalayas
				}
			}
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		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 = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
	}
	
	option = { #keep it
		name = VIETmisc.8128.a
		add_artifact = VIET_ostracon
		new_artifact = {
			set_creation_date = 1.1.1
		}		
	}	
	option = { #give it to scholars
		name = VIETmisc.8128.b
		prestige = 5
		random = {
			culture_techpoints = 100
			chance = 50
		}
	}	
	option = { #destroy it
		name = VIETmisc.8128.c
		piety = 5
		if = {
			limit = {
				trait = cynical
			}
			random = {
				remove_trait = cynical
				chance = 70
			}
		}
		if = {
			limit = {
				NOT = { trait = zealous }
			}
			random = {
				add_trait = zealous
				chance = 25
			}
		}
		if = {
			limit = {
				NOT = { trait = paranoid }
			}
			random = {
				add_trait = paranoid
				chance = 45
			}
		}
	}
}


# Farmer uses Nok terracotta statue as a scarecrow - loosely based on how the Nok culture was discovered in the first place
character_event = {
	id = VIETmisc.8129
	desc = VIETmisc.8129.desc
	picture = GFX_evt_dogon_village
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_nok_terracotta_figure }
		capital_scope = {
			OR = {
				region = world_africa_central
				region = world_africa_west
			}
		}
		#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 = 0.2
			higher_real_tier_than = DUKE
		}
		modifier = {
			factor = 0.5
			is_tribal = yes
		}
		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 = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = { #looks nice
		name = VIETmisc.8129.a
		random_list = {
			10 = { add_trait = trusting }
			10 = { add_trait = content }
			10 = { add_trait = humble }
			70 = { }
		}		
	}	
	option = { #buy it from the farmer
		name = VIETmisc.8129.b
		wealth = -3
		add_artifact = VIET_nok_terracotta_figure
		new_artifact = {
			set_creation_date = 1.1.1
		}
	}	
	option = { #force farmer to give it
		name = VIETmisc.8129.c
		trigger = {
			NOR = {
				trait = kind
				trait = just
				trait = charitable
			}
		}
		piety = -4
		random_list = {
			25 = { add_trait = cruel }
			25 = { add_trait = greedy }
			25 = { add_trait = arbitrary }
			25 = { }
		}
		add_artifact = VIET_nok_terracotta_figure
		new_artifact = {
			set_creation_date = 1.1.1
		}
	}
	option = { #persuade farmer
		name = VIETmisc.8129.d
		tooltip_info = diplomacy
		trigger = {
			diplomacy = 10
		}
		add_artifact = VIET_nok_terracotta_figure
		new_artifact = {
			set_creation_date = 1.1.1
		}
	}
}


# Servant finds a cuneiform tablet
character_event = {
	id = VIETmisc.8130
	desc = VIETmisc.8130.desc
	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 = { has_artifact = VIET_cuneiform_tablet }
		capital_scope = {
			OR = {
				region = world_middle_east
				region = world_asia_minor
				region = world_persia
			}
		}
		#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 = 0.5
			OR = {
				is_nomadic = yes
				is_tribal = yes
			}
		}
		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 = erudite
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = { #keep tablet
		name = VIETmisc.8130.a
		add_artifact = VIET_cuneiform_tablet
		new_artifact = {
			set_creation_date = 1.1.1
		}
	}	
	option = { #give it to a scholar
		name = VIETmisc.8130.b
		prestige = 5
		random = {
			culture_techpoints = 100
			chance = 50
		}
	}	
	option = { #throw it away
		name = VIETmisc.8130.c
		trigger = {
			NOR = {
				trait = erudite
				trait = scholar
				trait = mystic
				learning = 10
			}
		}
		random_list = {
			20 = { add_trait = arbitrary }
			20 = { add_trait = slothful }
			60 = { }
		}
	}	
	option = { #give it to servant who found it
		name = VIETmisc.8130.d
		random_list = {
			15 = { add_trait = kind }
			15 = { add_trait = just }
			15 = { add_trait = trusting }
			15 = { add_trait = humble }
			40 = { }
		}
	}
}


# Are we barbarians?
character_event = {
	id = VIETmisc.8131
	desc = VIETmisc.8131.desc
	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
		capital_scope = {
			NOR = {
				culture_group = latin
				culture_group = byzantine
			}
			OR = {
				region = world_europe_west
				region = world_europe_north
				region = world_europe_east
				region = world_africa_north
			}
		}
		OR = {
			culture_group = north_germanic
			culture_group = west_germanic
			culture_group = central_germanic
			culture_group = iberian
			culture_group = magyar
			AND = {
				culture_group = south_slavic
				NOR = {
					culture = pannonian #exists in WtWSMS
					culture = romanian
				}
			}
			culture_group = east_slavic
			culture_group = west_slavic
			culture_group = baltic
			culture_group = finno_ugric
			culture_group = altaic
			culture_group = arabic
			culture_group = north_african
			culture_group = celtic
		}
		NOR = {
			is_nomadic = yes
			is_tribal = 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 = 2
		#	OR = {
		#		is_nomadic = yes
		#		is_tribal = yes
		#	}
		#}
		modifier = {
			factor = 1.2
			learning = 12
		}
		modifier = {
			factor = 0.8
			NOT = { learning = 8 }
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
	}
	
	option = { #no longer savages
		name = VIETmisc.8131.a
		piety = 3
		random = {
			add_trait = humble
			chance = 30
		}
	}	
	option = { #we aren't barbarians!
		name = VIETmisc.8131.b
		prestige = 3
		random = {
			add_trait = proud
			chance = 30
		}
	}
	option = { #our roots lie elsewhere
		name = VIETmisc.8131.c
		piety = 3
		random = {
			add_trait = deceitful
			chance = 30
		}
	}
	option = { #Romans and Greeks were bad
		name = VIETmisc.8131.d
		prestige = 3
		random = {
			add_trait = cynical
			chance = 30
		}
	}
}


# Stumble on mummy - most likely in Egypt, but other regions are possible
character_event = {
	id = VIETmisc.8132
	desc = VIETmisc.8132.desc
	picture = GFX_evt_dark_tunnel
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		capital_scope = {
			OR = {
				duchy = { title = d_alexandria }
				duchy = { title = d_damietta }
				duchy = { title = d_cairo }
				duchy = { title = d_aswan }
				#WTWSMS region, not in vanilla
				#region = custom_egypt
				#Other regions with traditions of mummy burials
				region = world_steppe
				region = world_africa_north
				#region = region_canarias
				region = world_europe_north
			}
		}
		#Following event can be interpreted as just a dream for your character, so I'm not classifying as supernatural
		#OR = {
		#	has_game_rule = {
		#		name = supernatural_events
		#		value = unrestricted
		#	}
		#	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 = 0.1
			capital_scope = {
				NOR = {
					duchy = { title = d_alexandria }
					duchy = { title = d_damietta }
					duchy = { title = d_cairo }
					duchy = { title = d_aswan }
				}			
			}
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
	}
	
	option = { #Sorry for disturbing
		name = VIETmisc.8132.a
		piety = 1
		random_list = {
			15 = { add_trait = humble }
			15 = { add_trait = kind }
			15 = { add_trait = brave }
			55 = { }
		}
		if = {
			limit = {
				trait = craven
			}
			remove_trait = craven
		}
		hidden_tooltip = {
			long_character_event = { id = VIETmisc.8134 }
		}
	}
	
	option = { #Quietly gtfo
		name = VIETmisc.8132.b
		random_list = {
			50 = { piety = 1 }
			50 = { prestige = 1 }
		}
	}
	
	option = { #Not scared
		name = VIETmisc.8132.c
		prestige = 1
		add_trait = brave
		add_trait = proud
		hidden_tooltip = {
			long_character_event = { id = VIETmisc.8133 }
		}
	}
}


# Mummy's curse
long_character_event = {
	id = VIETmisc.8133
	desc = VIETmisc.8133.desc
	picture = GFX_evt_succubus
	
	is_triggered_only = yes
	
	option = { # lol sucker
		name = VIETmisc.8133.a
		remove_trait = brave
		piety = -5
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = 1
		}
		add_character_modifier = {
			name = VIET_mummys_curse
			duration = -1
		}
	}
}


# Mummy's blessing
long_character_event = {
	id = VIETmisc.8134
	desc = VIETmisc.8134.desc
	picture = GFX_evt_maiden
	
	is_triggered_only = yes
	
	option = { # you chose well
		name = VIETmisc.8134.a
		if = {
			limit = {
				trait = cynical
			}
			remove_trait = cynical
		}
		piety = 5
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = -1
		}
		add_character_modifier = {
			name = VIET_mummys_blessing
			duration = -1
		}
	}
}

# Meet with a group of scholars at some ruins
character_event = {
	id = VIETmisc.8135
	desc = VIETmisc.8135.desc
	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
		NOR = {
			is_tribal = yes
			is_nomadic = yes
		}
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.2
			learning = 13
		}
		modifier = {
			factor = 0.8
			NOT = { learning = 7 }
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		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
			OR = {
				trait = erudite
				trait = scholar
			}
		}
		modifier = {
			factor = 0.8
			is_dumb_trigger = yes
		}
	}
	
	option = { #fall asleep
		name = VIETmisc.8135.a
		prestige = -3
	}	
	option = { #pretend to listen
		name = VIETmisc.8135.b
		piety = -3
		random = {
			add_trait = deceitful
			chance = 10
		}
	}		
	option = { # Impress with learning
		name = VIETmisc.8135.c
		tooltip_info = scholar
		trigger = {
			trait = scholar
		}
		prestige = 5
		custom_tooltip = { text = VIET_scholar_lecture_correction }
	}		
	option = { # Impress with learning
		name = VIETmisc.8135.c
		tooltip_info = learning
		trigger = {
			learning = 11
			NOT = { trait = scholar }
		}
		prestige = 5	
		custom_tooltip = { text = VIET_scholar_lecture_correction }	
	}
}






# 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 = VIETmisc.8136
	desc = VIETmisc.8136.desc
	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_male }
		#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 = VIETmisc.8136.a #Bedchamber
		#tooltip_info = lustful
		trigger = {
			NOR = {
				trait = celibate
				trait = eunuch
				trait = chaste
				AND = {
					is_female = yes
					trait = homosexual
				}
				AND = {
					is_female = no
					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_male
		new_artifact = {
			set_creation_date = 1.1.1
		}
	}
	option = {
		name = VIETmisc.8136.b #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_male
	}
	option = {
		name = VIETmisc.8136.c # 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_male
		new_artifact = {
			set_creation_date = 1.1.1
		}
	}
	option = {
		name = VIETmisc.8136.d # 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_male
		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 = VIETmisc.8136.d # 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_male
		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 = VIETmisc.8136.d # 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_male
		new_artifact = {
			set_creation_date = 1.1.1
		}
		random_list = {
			40 = { }
			30 = { change_learning = 1 }
			15 = { change_stewardship = 1 }
			15 = { change_intrigue = 1 }
		}
	}
}




# Elders tell stories - Indian
character_event = {
	id = VIETmisc.8137
	desc = VIETmisc.8137.desc
	picture = GFX_evt_castle_construction_indo_aryan_group
	
	is_triggered_only = yes
	
	min_age = 4
	max_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		#in_command = no
		#NOT = { has_character_flag = VIET_what_do_when_grown_up }
		OR = {
			culture_group = indo_aryan_group
			culture_group = dravidian_group
			capital_scope = {
				OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
					region = world_india
				}
			}
		}
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = { # Greeks
		name = VIETmisc.8137.a
		random_list = {
			50 = { change_learning = 1 }
			30 = { change_intrigue = 1 }
			20 = { prestige = 5 }
		}
	}	
	option = { # Hunas
		name = VIETmisc.8137.b
		random_list = {
			50 = { change_martial = 1 }
			30 = { change_intrigue = 1 }
			20 = { prestige = 5 }
		}
	}	
	option = { # Kambojas
		name = VIETmisc.8137.c
		random_list = {
			50 = { change_diplomacy = 1 }
			30 = { change_martial = 1 }
			20 = { piety = 5 }
		}
	}	
	option = { # Kushans
		name = VIETmisc.8137.d
		random_list = {
			50 = { change_stewardship = 1 }
			30 = { change_learning = 1 }
			20 = { piety = 5 }
		}
	}	
}


# Elders tell stories - Greco-Roman
character_event = {
	id = VIETmisc.8138
	desc = VIETmisc.8138.desc
	picture = GFX_evt_busy_trading_dock_republic_hellenic_pagan
	
	is_triggered_only = yes
	
	min_age = 4
	max_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		#in_command = no
		OR = {
			culture_group = latin
			culture_group = byzantine
			culture_group = iberian
			culture_group = north_african
			culture = maghreb_arabic
			culture = andalusian_arabic
			culture = egyptian_arabic
			culture = levantine_arabic
			capital_scope = {
				OR = {
					culture_group = latin
					culture_group = byzantine
					culture_group = iberian
					culture_group = north_african
					culture = maghreb_arabic
					culture = andalusian_arabic
					culture = egyptian_arabic
					culture = levantine_arabic
					region = world_europe_south
					region = world_europe_west_iberia
					region = world_europe_west_francia
					region = world_africa_north
					region = world_asia_minor
					region = world_middle_east_jerusalem
				}
			}
		}
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = { # Gauls
		name = VIETmisc.8138.a
		random_list = {
			50 = { change_diplomacy = 1 }
			30 = { change_martial = 1 }
			20 = { prestige = 5 }
		}
	}	
	option = { # Goths
		name = VIETmisc.8138.b
		random_list = {
			50 = { change_martial = 1 }
			30 = { change_stewardship = 1 }
			20 = { prestige = 5 }
		}
	}	
	option = { # Ethiopians
		name = VIETmisc.8138.c
		random_list = {
			50 = { change_stewardship = 1 }
			30 = { change_intrigue = 1 }
			20 = { piety = 5 }
		}
	}	
	option = { # Persians
		name = VIETmisc.8138.d
		random_list = {
			50 = { change_diplomacy = 1 }
			30 = { change_intrigue = 1 }
			20 = { piety = 5 }
		}
	}	
}


# Elders tell stories - Persian
character_event = {
	id = VIETmisc.8139
	desc = VIETmisc.8139.desc
	picture = GFX_evt_emissary_zoroastrian_group
	
	is_triggered_only = yes
	
	min_age = 4
	max_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		#in_command = no
		OR = {
			culture_group = iranian
			culture_group = serindian # exists in WtWSMS
			capital_scope = {
				OR = {
					culture_group = iranian
					culture_group = serindian # exists in WtWSMS
					region = world_persia
					region = world_middle_east_arabia
				}
			}
		}
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = { # Romans
		name = VIETmisc.8139.a
		random_list = {
			50 = { change_diplomacy = 1 }
			30 = { change_martial = 1 }
			20 = { prestige = 5 }
		}
	}	
	option = { # Sakas
		name = VIETmisc.8139.b
		random_list = {
			50 = { change_martial = 1 }
			30 = { change_intrigue = 1 }
			20 = { prestige = 5 }
		}
	}	
	option = { # Greeks
		name = VIETmisc.8139.c
		random_list = {
			50 = { change_intrigue = 1 }
			30 = { change_learning = 1 }
			20 = { piety = 5 }
		}
	}	
	option = { # Chinese
		name = VIETmisc.8139.d
		random_list = {
			50 = { change_stewardship = 1 }
			30 = { change_diplomacy = 1 }
			20 = { piety = 5 }
		}
	}	
}


# Convert mountainous ancient ruins into something?
province_event = {
	id = VIETmisc.8140
	desc = VIETmisc.8140.desc
	picture = GFX_evt_ancient_cairn_swiss
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_converted_mountain_ruins_temple }
		NOT = { has_province_modifier = VIET_province_converted_mountain_ruins_inn }
		NOT = { has_province_modifier = VIET_province_converted_mountain_ruins_outpost }
		terrain = mountain
	}
	
	mean_time_to_happen = {
		months = 10000
		modifier = {
			factor = 1.5
			owner = {
				OR = {
					is_tribal = yes
					is_nomadic = yes
				}
			}
		}
		modifier = {
			factor = 1.5
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 3 }
		}
	}
	

	option = { # no
		name = VIETmisc.8140.a
	}
	option = { # build shrine with inn
		name = VIETmisc.8140.b
		trigger = {
			owner = {
				OR = {
					wealth = 50
					ai = no				
				}
			}
		}
		owner = {
			wealth = -50
		}
		add_province_modifier = {
			name = VIET_province_converted_mountain_ruins_temple
			duration = 5475
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {					
					change_variable = { which = prosperity_value value = 4 }
				}
			}
		}
	}	
	option = { # build large inn
		name = VIETmisc.8140.c
		trigger = {
			owner = {
				OR = {
					wealth = 50
					ai = no				
				}
			}
		}
		owner = {
			wealth = -50
		}
		add_province_modifier = {
			name = VIET_province_converted_mountain_ruins_inn
			duration = 5475
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {					
					change_variable = { which = prosperity_value value = 4 }
				}
			}
		}
	}	
	option = { # build outpost with inn
		name = VIETmisc.8140.d
		trigger = {
			owner = {
				OR = {
					wealth = 50
					ai = no				
				}
			}
		}
		owner = {
			wealth = -50
		}
		add_province_modifier = {
			name = VIET_province_converted_mountain_ruins_outpost
			duration = 5475
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {					
					change_variable = { which = prosperity_value value = 4 }
				}
			}
		}
	}	
}




# Soldiers find an ancient cache of treasure
character_event = {
	id = VIETmisc.8141
	desc = VIETmisc.8141.desc
	picture = GFX_evt_ancient_cairn_swiss
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		any_demesne_province = {
			terrain = mountain
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
	}
	
	option = {
		name = VIETmisc.8141.a #Take it
		wealth = 20
	}	
	option = {
		name = VIETmisc.8141.b #Split it with soldiers
		wealth = 10
		if = {
			limit = {
				trait = greedy
			}
			random = {
				remove_trait = greedy
				chance = 45
			}
		}
		else = {
			random = {
				add_trait = charitable
				chance = 30
			}
		}
	}
	option = {
		name = VIETmisc.8141.c #Give all to soldiers
		trigger = {
			NOT = { trait = greedy }
		}
		prestige = 10
		piety = 10
		random = {
			add_trait = charitable
			chance = 60
		}
		add_character_modifier = {
			name = generous_ruler
			duration = 852
		}
	}
}


# Take a nap at an ancient ruin, get a Thanos reference
character_event = {
	id = VIETmisc.8142
	desc = VIETmisc.8142.desc
	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
	}
	
	weight_multiplier = {
		days = 1	
		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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
	}
	
	option = {
		name = VIETmisc.8142.a #ok
		hidden_tooltip = {
			narrative_event = { id = VIETmisc.8143 }
		}
	}
}


# Take a nap at an ancient ruin, get a Thanos reference
narrative_event = {
	id = VIETmisc.8143
	title = VIETmisc.8143.title
	desc = VIETmisc.8143.desc
	picture = GFX_evt_oblivion_pastoral_dream
	
	is_triggered_only = yes
	
	option = {
		name = VIETmisc.8143.a #ok
		piety = 5
	}
}


######################################################################################################################
#
# SKYRIM CONVERSATIONS - inspired by Skyrim dialogue (many will be disabled by Serious or Balanced game rule)
# VIETmisc.8144-8156
#
######################################################################################################################



# Narri - barmaid flirts with character
character_event = {
	id = VIETmisc.8144
	desc = VIETmisc.8144.desc
	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
		has_unattractive_trait_trigger = no
		has_game_rule = {
			name = VIET_events_rules
			value = silly
		}
		#NOT = {
		#	has_game_rule = {
		#		name = VIET_events_rules
		#		value = serious
		#	}
		#}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 2			
			has_attractive_trait_trigger = yes
		}		
		modifier = {
			factor = 0.5			
			has_attractive_trait_trigger = no
		}	
		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 = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = {
		name = VIETmisc.8144.a # Ignore
		if = {
			limit = {
				trait = trusting
			}
			random = {
				remove_trait = trusting
				chance = 40
			}
		}
		random_list = {
			75 = { }
			15 = { add_trait = cynical }
			5 = { add_trait = paranoid }
			5 = { add_trait = shy }
		}
	}	
	option = {
		name = VIETmisc.8144.b # Friendly chat
		if = {
			limit = {
				trait = shy
			}
			random = {
				remove_trait = shy
				chance = 30
			}
		}
		else = {
			random = {
				add_trait = gregarious
				chance = 30
			}
		}
		add_character_modifier = {
			name = VIET_interesting_talk_with_stranger
			duration = 210
		}
	}	
	option = {
		name = VIETmisc.8144.c # Flirt
		trigger = {
			NOR = {
				trait = celibate
				trait = eunuch
				trait = homosexual
			}
		}
		if = {
			limit = {
				trait = chaste
			}
			random = {
				remove_trait = chaste
				chance = 25
			}
		}
		if = {
			limit = {
				trait = shy
			}
			random = {
				remove_trait = shy
				chance = 70
			}
		}
		add_character_modifier = {
			name = lustful_ruler
			duration = 210
		}
	}	
	option = {
		name = VIETmisc.8144.d # Bang
		trigger = {
			NOR = {
				trait = celibate
				trait = eunuch
				trait = homosexual
			}
		}
		if = {
			limit = {
				trait = chaste
			}
			remove_trait = chaste
		}
		else = {
			random = {
				add_trait = lustful
				chance = 75
			}
		}
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
	}	
	option = {
		name = VIETmisc.8144.e # Not into women
		trigger = {
			OR = {
				trait = celibate
				trait = eunuch
				trait = homosexual
			}
		}
		piety = 5
	}
}

# It's a fine day with you around - character meets young noble
character_event = {
	id = VIETmisc.8145
	desc = VIETmisc.8145.desc
	picture = GFX_evt_dancing
	
	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
		}
		#NOT = {
		#	has_game_rule = {
		#		name = VIET_events_rules
		#		value = serious
		#	}
		#}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = {
		name = VIETmisc.8145.a # Advice and kind words
		if = {
			limit = {
				trait = envious
			}
			random = {
				remove_trait = envious
				chance = 30
			}
		}
		else = {
			random = {
				add_trait = kind
				chance = 30
			}
		}
		add_character_modifier = {
			name = advice_giver
			duration = 456
		}
	}	
	option = {
		name = VIETmisc.8145.b # Talk to someone else
		if = {
			limit = {
				trait = patient
			}
			random = {
				remove_trait = patient
				chance = 30
			}
		}
		else = {
			random = {
				add_trait = proud
				chance = 30
			}
		}
	}	
	option = {
		name = VIETmisc.8145.c # Bring to court
		trigger = {
			NOT = { has_character_flag = VIET_fine_day_with_you_around }
		}
		set_character_flag = VIET_fine_day_with_you_around
		random_list = {
			70 = { }
			10 = { add_trait = charitable }
			10 = { add_trait = kind }
			10 = { add_trait = humble }
		}
		if = {
			limit = {
				is_female = yes
			}
			create_character = {
				age = 18
				dynasty = actually_culture
				religion = ROOT
				culture = ROOT
				female = no
				random_traits = no
				historical = yes
			}
			new_character = {
				#Education & other basic stuff
				#set_character_flag = ai_flag_refuse_concubinage
				#set_character_flag = ai_flag_refuse_marriage
				set_character_flag = no_court_invites
				random_list = {
					70 = { add_trait = charismatic_negotiator }
					30 = { add_trait = grey_eminence }
				}					
				random = {
					VIET_give_clutter_artifact_effect = yes
					chance = 10
				}	
				#Guaranteed Traits
				add_trait = kind
				add_trait = humble
				add_trait = shy
				add_trait = trusting
				add_trait = fair
				opinion = {
					modifier = opinion_loyal_servant
					who = ROOT
					years = 100
				}
			}
		}
		if = {
			limit = {
				is_female = no
			}
			create_character = {
				age = 18
				dynasty = actually_culture
				religion = ROOT
				culture = ROOT
				female = yes
				random_traits = no
				historical = yes
			}
			new_character = {
				#Education & other basic stuff
				#set_character_flag = ai_flag_refuse_concubinage
				#set_character_flag = ai_flag_refuse_marriage
				set_character_flag = no_court_invites
				random_list = {
					70 = { add_trait = charismatic_negotiator }
					30 = { add_trait = grey_eminence }
				}					
				random = {
					VIET_give_clutter_artifact_effect = yes
					chance = 10
				}	
				#Guaranteed Traits
				add_trait = kind
				add_trait = humble
				add_trait = shy
				add_trait = trusting
				add_trait = fair
				opinion = {
					modifier = opinion_loyal_servant
					who = ROOT
					years = 100
				}
			}
		}
		custom_tooltip = { text = VIET_nice_day_with_you_around_tooltip }
	}
}


# Jenassa - strange female mercenary comes to court
character_event = {
	id = VIETmisc.8146
	desc = VIETmisc.8146.desc
	picture = GFX_evt_campfire_hf
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		NOT = { has_character_flag = VIET_jenassa_event }
		#has_game_rule = {
		#	name = VIET_events_rules
		#	value = silly
		#}
		NOT = {
			has_game_rule = {
				name = VIET_events_rules
				value = serious
			}
		}
		prestige = 200
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			prestige = 1000
		}
		modifier = {
			factor = 0.8
			NOT = { prestige = 500 }
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = stubborn
		}
		modifier = {
			factor = 0.8
			trait = erudite
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	immediate = {
		set_character_flag = VIET_jenassa_event
	}
	
	option = {
		name = VIETmisc.8146.a # Hire her
		trigger = {
			OR = {
				ai = no
				wealth = 30
			}
		}
		wealth = -30
		prestige = -30
		create_random_soldier = {
			age = 30
			dynasty = actually_culture
			religion = ROOT
			culture = random
			female = yes
			random_traits = no
			historical = yes
			attributes = {
				diplomacy = 4
				martial = 7
				stewardship = 3
				intrigue = 6
				learning = 4
			}
		}
		new_character = {
			#Education & other basic stuff
			set_character_flag = ai_flag_refuse_concubinage
			set_character_flag = ai_flag_refuse_marriage
			set_character_flag = no_court_invites
			set_character_flag = special_marshal
			#Guaranteed Traits
			add_trait = brave
			add_trait = cynical
			add_trait = patient
			add_trait = deceitful
			add_trait = erudite
			add_trait = adventurer
			add_trait = schemer
			add_artifact = bow_tier_2_new
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}
			add_character_modifier = {
				name = VIET_jenassa_mercenary
				duration = -1
			}
			#Flavor
			random_list = {
				90 = { add_scarred_tiered_effect = yes }
				10 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_eyed
				}
			}
			random = {
				add_trait = fair
				chance = 25
			}
		}
	}
	
	option = {
		name = VIETmisc.8146.b # Don't hire
	}
	
	option = {
		name = VIETmisc.8146.c # Be sexist
		trigger = {
			is_female = no
		}
		add_character_modifier = {
			name = VIET_sexist_against_women
			duration = 900
		}
	}
}

# Bad nip in the air
character_event = {
	id = VIETmisc.8147
	desc = VIETmisc.8147.desc
	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
		#has_game_rule = {
		#	name = VIET_events_rules
		#	value = silly
		#}
		NOT = {
			has_game_rule = {
				name = VIET_events_rules
				value = serious
			}
		}
	}
	
	weight_multiplier = {
		days = 1	

		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = {
		name = VIETmisc.8147.a # Not my problem
		trigger = {
			NOR = {
				trait = just
				trait = kind
				trait = charitable
			}
		}
		prestige = 3
		random_list = {
			10 = { add_trait = proud }
			10 = { add_trait = slothful }
			10 = { add_trait = cynical }
			70 = { }
		}
	}	
	option = {
		name = VIETmisc.8147.b # It'll be fine
		trigger = {
			NOR = {
				trait = cynical
				trait = cruel
				trait = proud
			}
		}
		piety = 3
		random_list = {
			10 = { add_trait = kind }
			10 = { add_trait = trusting }
			10 = { add_trait = content }
			70 = { }
		}
	}	
	option = {
		name = VIETmisc.8147.c # Pray nothing bad happens!
		trigger = {
			NOT = {
				trait = cynical
			}
		}
		piety = 3
	}	
	option = {
		name = VIETmisc.8147.d # Generic answer
		prestige = 3
	}
}

# Mila Valentina - Chat with a kid helping her mother sell fruits and vegetables
character_event = {
	id = VIETmisc.8148
	desc = VIETmisc.8148.desc
	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
		#}
		NOT = {
			has_game_rule = {
				name = VIET_events_rules
				value = serious
			}
		}
	}
	
	weight_multiplier = {
		days = 1	

		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = {
		name = VIETmisc.8148.a # Get used to it
		random = {
			add_trait = cynical
			chance = 25
		}
	}	
	option = {
		name = VIETmisc.8148.b # Gotta relax
		trigger = {
			NOR = {
				trait = diligent
				trait = ambitious
			}
		}
		piety = 2
		random = {
			add_trait = content
			chance = 15
		}
	}	
	option = {
		name = VIETmisc.8148.c # Pray
		trigger = {
			NOT = { trait = cynical }
		}
		piety = 3
	}	
	option = {
		name = VIETmisc.8148.d # Hope for the future
		trigger = {
			NOR = {
				trait = cruel
				trait = envious
			}
		}
		prestige = 2
	}
}


# Jon Battle-Born - Getting to know a friendly, poetic guardsman
character_event = {
	id = VIETmisc.8149
	desc = VIETmisc.8149.desc
	picture = GFX_evt_castle_construction
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		NOT = { has_character_flag = VIET_jon_battle_born_event }
		has_game_rule = {
			name = VIET_events_rules
			value = silly
		}
		#NOT = {
		#	has_game_rule = {
		#		name = VIET_events_rules
		#		value = serious
		#	}
		#}
	}
	
	weight_multiplier = {
		days = 1	

		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	immediate = {
		set_character_flag = VIET_jon_battle_born_event
	}
	
	option = {
		name = VIETmisc.8149.a # Can't get distracted
		prestige = 1
		random_list = {
			80 = { }
			5 = { add_trait = diligent }
			5 = { add_trait = cynical }
			5 = { add_trait = zealous }
			5 = { add_trait = paranoid }
		}
	}	
	option = {
		name = VIETmisc.8149.b # You're lazy
		prestige = 1
		random_list = {
			80 = { }
			10 = { add_trait = cynical }
			5 = { add_trait = proud }
			5 = { add_trait = envious }
		}
	}	
	option = {
		name = VIETmisc.8149.c # True words
		piety = 1
		random = {
			add_trait = content
			chance = 15
		}
	}	
	option = {
		name = VIETmisc.8149.d # Promote
		prestige = -10
		create_random_soldier = {
			age = 25
			dynasty = actually_culture
			religion = ROOT
			culture = ROOT
			female = no
			random_traits = no
			historical = yes
			attributes = {
				diplomacy = 7
				martial = 8
				stewardship = 5
				intrigue = 4
				learning = 6
			}
		}
		new_character = {
			#Education & other basic stuff
			set_character_flag = ai_flag_refuse_concubinage
			set_character_flag = ai_flag_refuse_marriage
			set_character_flag = no_court_invites
			#Guaranteed Traits
			add_trait = poet
			add_trait = kind
			add_trait = humble
			add_trait = gregarious
			add_trait = chaste
			add_trait = just					
			random = {
				VIET_give_generic_weapon_effect = yes
				chance = 20
			}	
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}
			add_character_modifier = {
				name = VIET_jon_battle_born_soldier
				duration = -1
			}
			#Flavor
			random_list = {
				20 = { add_scarred_tiered_effect = yes }
				80 = { 	}
			}
			random = {
				add_trait = fair
				chance = 20
			}
			random = {
				add_trait = strong
				chance = 35
			}
		}		
	}
}


# Beitild and Leigelf - Husband and wife own two mines in a town, yet compete against each other
character_event = {
	id = VIETmisc.8150
	desc = VIETmisc.8150.desc
	picture = GFX_evt_medieval_mining
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		capital_scope = {
			OR = {
				terrain = hills
				terrain = mountain
			}
		}
		has_game_rule = {
			name = VIET_events_rules
			value = silly
		}
		#NOT = {
		#	has_game_rule = {
		#		name = VIET_events_rules
		#		value = serious
		#	}
		#}
	}
	
	weight_multiplier = {
		days = 1	

		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = {
		name = VIETmisc.8150.a # Huh
		long_character_event = { id = VIETmisc.8151 tooltip = VIETmisc.8151.tooltip }
	}
}


# Beitild and Leigelf - Husband and wife own two mines in a town, yet compete against each other - part 2
long_character_event = {
	id = VIETmisc.8151
	desc = VIETmisc.8151.desc
	picture = GFX_evt_quarrel
	
	is_triggered_only = yes
	
	option = {
		name = VIETmisc.8151.a # Support Husband
		piety = -10
		prestige = 10
		add_character_modifier = {
			name = VIET_mining_deal
			duration = 1825
		}
	}	
	option = {
		name = VIETmisc.8151.b # Support Wife
		prestige = -10
		piety = 10
		add_character_modifier = {
			name = VIET_mining_deal
			duration = 1825
		}
	}	
	option = {
		name = VIETmisc.8151.c # Resolve marital troubles
		trigger = {
			diplomacy = 10
		}
		tooltip_info = diplomacy
		piety = 10
		prestige = 10
		add_character_modifier = {
			name = VIET_mining_deal_big
			duration = 1825
		}
	}	
	option = {
		name = VIETmisc.8151.d # Negotiate deal where everyone wins
		trigger = {
			stewardship = 10
		}
		tooltip_info = stewardship
		piety = 10
		prestige = 10
		add_character_modifier = {
			name = VIET_mining_deal_big
			duration = 1825
		}
	}	
	option = {
		name = VIETmisc.8151.e # Don't get involved
		random_list = {
			80 = { }
			10 = { add_trait = slothful }
			5 = { add_trait = humble }
			5 = { add_trait = patient }
		}
	}
}


# Lydia - A maid is sworn to carry your burdens
character_event = {
	id = VIETmisc.8152
	desc = VIETmisc.8152.desc
	picture = GFX_evt_castle_construction
	
	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
		}
		#NOT = {
		#	has_game_rule = {
		#		name = VIET_events_rules
		#		value = serious
		#	}
		#}
		NOT = { has_character_flag = VIET_lydia_maid }
	}
	
	weight_multiplier = {
		days = 1	

		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		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 = 1.2
			lower_tier_than = DUKE
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
	}
	
	immediate = {
		set_character_flag = VIET_lydia_maid
	}
	
	option = {
		name = VIETmisc.8152.a # Bad
		prestige = 1
		random_list = {
			70 = { }
			10 = { add_trait = wroth }
			10 = { add_trait = proud }
			10 = { add_trait = stubborn }
		}
	}
	
	option = {
		name = VIETmisc.8152.b # Good
		piety = 1
		add_character_modifier = {
			name = highly_amused_ruler
			duration = 365
		}
	}
	
	option = {
		name = VIETmisc.8152.c # Bring to court
		prestige = -10
		create_character = {
			age = 22
			dynasty = none
			religion = ROOT
			culture = ROOT
			female = yes
			health = 5.5
			random_traits = no
			historical = yes
			attributes = {
				diplomacy = 4
				martial = 6
				stewardship = 4
				intrigue = 4
				learning = 4
			}
		}
		new_character = {
			#Education & other basic stuff
			add_character_modifier = {
				name = VIET_lydia_modifier
				duration = -1
			}
			set_character_flag = ai_flag_refuse_concubinage
			set_character_flag = ai_flag_refuse_marriage
			set_character_flag = VIET_lydia_character
			reverse_opinion = { 
				who = ROOT
				modifier = VIET_opinion_sarcastic_lydia
				years = 100
			}
			set_character_flag = no_court_invites
			random_list = {
				10 = { add_random_education_trait = intrigue }
				10 = { add_random_education_trait = martial }
				10 = { add_random_education_trait = stewardship }
			}					
			random = {
				VIET_give_clutter_artifact_effect = yes
				chance = 10
			}		
			#Guaranteed Traits
			add_trait = robust
			add_trait = cynical
			add_trait = honest
			add_trait = diligent
			add_trait = brave
			add_trait = humble
			random = {
				add_trait = fair
				chance = 20
			}
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}
		}
		custom_tooltip = { text = VIET_why_hire_lydia }
	}
}


# Mithorpa Nasyal (unused NPC) - come across a peasant who initially lashes out but apologises
character_event = {
	id = VIETmisc.8153
	desc = VIETmisc.8153.desc
	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
		#has_game_rule = {
		#	name = VIET_events_rules
		#	value = silly
		#}
		#NOT = {
		#	has_game_rule = {
		#		name = VIET_events_rules
		#		value = serious
		#	}
		#}
	}
	
	weight_multiplier = {
		days = 1	

		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		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 = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = {
		name = VIETmisc.8153.a # Forgive him
		trigger = {
			NOT = { trait = cruel }
		}
		if = {
			limit = {
				trait = wroth
			}
			random = {
				remove_trait = wroth
				chance = 55
			}
		}
		if = {
			limit = {
				trait = proud
			}
			random = {
				remove_trait = proud
				chance = 30
			}
		}
		random_list = {
			70 = { }
			15 = { add_trait = patient }
			15 = { add_trait = humble }
		}
		prestige = -4
		piety = 2
	}
	option = {
		name = VIETmisc.8153.b # I was trying to be friendly!
		if = {
			limit = {
				trait = patient
			}
			random = {
				remove_trait = patient
				chance = 55
			}
		}
		prestige = -2
	}
	option = {
		name = VIETmisc.8153.c # Tell guards to teach him a lesson
		if = {
			limit = {
				trait = kind
			}
			random = {
				remove_trait = kind
				chance = 55
			}
		}
		random_list = {
			70 = { }
			20 = { add_trait = wroth }
			10 = { add_trait = proud }
		}
		piety = -2
	}
	option = {
		name = VIETmisc.8153.d # Tell guards to imprison him
		trigger = {
			NOR = {
				trait = kind
				trait = just
				trait = patient
			}
		}
		random_list = {
			60 = { }
			20 = { add_trait = wroth }
			10 = { add_trait = cruel }
			10 = { add_trait = arbitrary }
		}
		piety = -4
	}
}


# Sinmir - Elderly townsman criticizes your security
character_event = {
	id = VIETmisc.8154
	desc = VIETmisc.8154.desc
	picture = GFX_evt_village_at_night
	
	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
		#}
		NOT = {
			has_game_rule = {
				name = VIET_events_rules
				value = serious
			}
		}
	}
	
	weight_multiplier = {
		days = 1	

		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		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 = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
	}
	
	option = {
		name = VIETmisc.8154.a # Ignore
		prestige = -2
	}	
	option = {
		name = VIETmisc.8154.b # Apologize
		trigger = {
			NOR = {
				trait = proud
				trait = wroth
			}
		}
		prestige = -4
		random_list = {
			70 = { }
			10 = { add_trait = humble }
			20 = { add_trait = trusting }
		}
	}
	option = {
		name = VIETmisc.8154.c # Discuss
		if = {
			limit = {
				trait = wroth
			}
			random = {
				remove_trait = wroth
				chance = 40
			}
		}
		else = {
			random = {
				add_trait = patient
				chance = 25			
			}
		}
		prestige = -4
	}
	option = {
		name = VIETmisc.8154.d # Tell him to mind his business
		if = {
			limit = {
				trait = patient
			}
			random = {
				remove_trait = patient
				chance = 25
			}
		}
		random_list = {
			20 = { add_trait = proud }
			10 = { add_trait = cynical }
			70 = { }
		}
		piety = -3
	}
}


# Telrav - encounter a robbed "merchant" on the road
character_event = {
	id = VIETmisc.8155
	desc = VIETmisc.8155.desc
	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
		#has_game_rule = {
		#	name = VIET_events_rules
		#	value = silly
		#}
		#NOT = {
		#	has_game_rule = {
		#		name = VIET_events_rules
		#		value = serious
		#	}
		#}
	}
	
	weight_multiplier = {
		days = 1	

		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		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
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
	}
	
	option = {
		name = VIETmisc.8155.a # Help
		random_list = {
			70 = { }
			10 = { add_trait = kind }
			10 = { add_trait = charitable }
			10 = { add_trait = just }
		}
		piety = 5
		character_event = { id = VIETmisc.8156 tooltip = VIETmisc.8156.tooltip }
		#set_character_flag = VIET_telrav_stupid
	}	
	option = {
		name = VIETmisc.8155.b # Ignore
		if = {
			limit = {
				trait = kind
			}
			random = {
				remove_trait = kind
				chance = 30
			}
		}
	}	
	option = {
		name = VIETmisc.8155.c # Fishy
		tooltip_info = intrigue
		trigger = {
			intrigue = 13
			NOT = { trait = genius }
			NOT = { trait = quick }
			NOT = { trait = shrewd }
		}
	}	
	option = {
		name = VIETmisc.8155.d # Fishy, but help
		tooltip_info = intrigue
		trigger = {
			intrigue = 13
			NOT = { trait = genius }
			NOT = { trait = quick }
			NOT = { trait = shrewd }
		}
		set_character_flag = VIET_telrav_smart
		character_event = { id = VIETmisc.8156 tooltip = VIETmisc.8156.tooltip }
	}	
	option = {
		name = VIETmisc.8155.c # Fishy
		tooltip_info = genius
		trigger = {
			trait = genius
			NOT = { trait = quick }
			NOT = { trait = shrewd }
		}
	}	
	option = {
		name = VIETmisc.8155.d # Fishy, but help
		tooltip_info = genius
		trigger = {
			trait = genius
			NOT = { trait = quick }
			NOT = { trait = shrewd }
		}
		set_character_flag = VIET_telrav_smart
		character_event = { id = VIETmisc.8156 tooltip = VIETmisc.8156.tooltip }
	}	
	option = {
		name = VIETmisc.8155.c # Fishy
		tooltip_info = quick
		trigger = {
			trait = quick
			NOT = { trait = genius }
			NOT = { trait = shrewd }
		}
	}	
	option = {
		name = VIETmisc.8155.d # Fishy, but help
		tooltip_info = quick
		trigger = {
			trait = quick
			NOT = { trait = genius }
			NOT = { trait = shrewd }
		}
		set_character_flag = VIET_telrav_smart
		character_event = { id = VIETmisc.8156 tooltip = VIETmisc.8156.tooltip }
	}	
	option = {
		name = VIETmisc.8155.c # Fishy
		tooltip_info = shrewd
		trigger = {
			trait = shrewd
			NOT = { trait = genius }
			NOT = { trait = quick }
		}
	}	
	option = {
		name = VIETmisc.8155.d # Fishy, but help
		tooltip_info = shrewd
		trigger = {
			trait = shrewd
			NOT = { trait = genius }
			NOT = { trait = quick }
		}
		set_character_flag = VIET_telrav_smart
		character_event = { id = VIETmisc.8156 tooltip = VIETmisc.8156.tooltip }
	}
}



# Telrav - encounter a robbed "merchant" on the road - part 2
character_event = {
	id = VIETmisc.8156
	desc = VIETmisc.8156.desc
	picture = GFX_evt_skyrim_forest
	
	is_triggered_only = yes

	option = {
		name = VIETmisc.8156.a # Escape
		trigger = {
			NOT = { has_character_flag = VIET_telrav_smart }
			NOR = {
				martial = 12
				combat_rating = 15
			}
		}
		random_list = {
			60 = { }
			35 = {
				add_trait = wounded
			}
			5 = {
				modifier = {
					factor = 0
					can_be_maimed_trigger = no
				}
				add_maimed_trait_effect = yes
			}
		}
		prestige = -10
		custom_tooltip = { text = VIET_telrav_fight_a }
	}
	option = {
		name = VIETmisc.8156.b # Fight back
		trigger = {
			NOT = { has_character_flag = VIET_telrav_smart }
			OR = {
				martial = 12
				combat_rating = 15
			}
		}
		random_list = {
			75 = { }
			20 = {
				add_trait = wounded
			}
			5 = {
				modifier = {
					factor = 0
					can_be_maimed_trigger = no
				}
				add_maimed_trait_effect = yes
			}
		}
		random_list = {
			40 = { wealth = 10 }
			30 = { wealth = 15 }
			20 = { wealth = 20 }
			10 = { wealth = 25 }
		}
		prestige = 10
		custom_tooltip = { text = VIET_telrav_fight_b }
	}
	option = {
		name = VIETmisc.8156.c # Prepared
		trigger = {
			has_character_flag = VIET_telrav_smart
		}
		random_list = {
			95 = { }
			4 = {
				add_trait = wounded
			}
			1 = {
				modifier = {
					factor = 0
					can_be_maimed_trigger = no
				}
				add_maimed_trait_effect = yes
			}
		}
		random_list = {
			40 = { wealth = 10 }
			30 = { wealth = 15 }
			20 = { wealth = 20 }
			10 = { wealth = 25 }
		}
		prestige = 20
		clr_character_flag = VIET_telrav_smart
		custom_tooltip = { text = VIET_telrav_fight_c }
	}
}

######################################################################
#
# SPICES and HERBS (A-L Mostly) 8157-8191
#
######################################################################


# Merchant sells you a 21 spice blend (btw, Trader Joe's 21 Seasoning Salute is awesome)
character_event = {
	id = VIETmisc.8157
	desc = VIETmisc.8157.desc
	picture = GFX_evt_herbs_and_spices
	
	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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
	}
	
	option = {
		name = VIETmisc.8157.a # Buy some
		trigger = {
			OR = {
				ai = no
				wealth = 10
			}
		}
		wealth = -10
		add_character_modifier = {
			name = VIET_trader_joes_21_seasoning_salute
			duration = 730
		}
	}	
	option = {
		name = VIETmisc.8157.b # Buy a lot
		trigger = {
			OR = {
				ai = no
				wealth = 25
			}
		}
		wealth = -25
		add_character_modifier = {
			name = VIET_trader_joes_21_seasoning_salute
			duration = 1825
		}
	}	
	option = {
		name = VIETmisc.8157.c # No need
		if = {
			limit = {
				trait = gluttonous
			}
			random = {
				remove_trait = gluttonous
				chance = 30
			}
		}
	}
}

# Pasta tastes bland - what to add to it?
character_event = {
	id = VIETmisc.8158
	desc = VIETmisc.8158.desc
	picture = GFX_evt_VIET_food_italian
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	culture_group = latin
	
	trigger = {
		#in_command = no
		capital_scope = {
			region = world_europe_south_italy
		}
		#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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
	}
	
	option = {
		name = VIETmisc.8158.a # Basil
		piety = 1
		add_character_modifier = {
			name = eating_good_food
			duration = 180
		}
	}	
	option = {
		name = VIETmisc.8158.b # Oregano
		piety = 1
		add_character_modifier = {
			name = eating_good_food
			duration = 180
		}
	}	
	option = {
		name = VIETmisc.8158.c # Cheese
		prestige = 1
		add_character_modifier = {
			name = eating_good_food
			duration = 180
		}
	}	
	option = {
		name = VIETmisc.8158.d # Salt
		prestige = 1
		add_character_modifier = {
			name = eating_good_food
			duration = 180
		}
	}
}

# In eastern religions, garlic and onion makes you horny - cut down on it?
character_event = {
	id = VIETmisc.8159
	desc = VIETmisc.8159.desc
	picture = GFX_evt_VIET_food
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	religion_group = indian_group
	
	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 = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		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 = VIETmisc.8159.a # Won't give up on food
		piety = -3
		prestige = 3
	}	
	option = {
		name = VIETmisc.8159.b # Eat less
		piety = 3
		prestige = -3
		if = {
			limit = {
				trait = gluttonous
			}
			random = {
				remove_trait = gluttonous
				chance = 15
			}
		}
		else = {
			random = {
				add_trait = temperate
				chance = 15
			}
		}
	}	
	option = {
		name = VIETmisc.8159.c # Want to stimulate self?
		trigger = {
			NOR = {
				trait = chaste
				trait = celibate
				trait = eunuch
			}
		}
		piety = -3
		random_list = {
			80 = {
				add_character_modifier = {
					name = lustful_ruler
					duration = 365
				}			
			}
			20 = {
				add_trait = lustful
			}
		}
	}
	option = {
		name = VIETmisc.8159.d # Silly fear of a plant!
		trigger = {
			NOT = { trait = zealous }
		}
		piety = -3
		if = {
			limit = {
				trait = trusting
			}
			random = {
				remove_trait = trusting
				chance = 20
			}
		}
		else = {
			random = {
				add_trait = cynical
				chance = 25
			}
		}
	}
}

# Courtier comes to a mosque after eating garlic
character_event = {
	id = VIETmisc.8160
	desc = VIETmisc.8160.desc
	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
		any_courtier = {
			is_adult = yes
			NOT = { trait = incapable }
			ai = yes
			OR = {
				trait = gluttonous
				trait = cynical
				trait = slothful
				trait = proud
				trait = stubborn
				trait = deceitful
			}
			NOT = { trait = zealous }
			NOT = { trait = temperate }
		}
		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 = temperate
		}
		modifier = {
			factor = 0.8
			trait = gluttonous
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				is_adult = yes
				NOT = { trait = incapable }
				ai = yes
				OR = {
					trait = gluttonous
					trait = cynical
					trait = slothful
					trait = proud
					trait = stubborn
					trait = deceitful
				}
				NOT = { trait = zealous }
				NOT = { trait = temperate }
			}
			save_event_target_as = target_VIET_muslim_garlic_courtier
		}
	}
	
	option = {
		name = VIETmisc.8160.a # Don't do anything
		piety = -5
		random_list = {
			80 = { }
			10 = { add_trait = slothful }
			10 = { add_trait = content }
		}
		random = {
			decadence = 1
			chance = 50
		}
		event_target:target_VIET_muslim_garlic_courtier = {
			piety = -5
		}
	}
	
	option = {
		name = VIETmisc.8160.b # Tell courtier it isn't acceptable
		piety = 5
		random = {
			decadence = -1
			chance = 25
		}
		event_target:target_VIET_muslim_garlic_courtier = {
			piety = -5
			opinion = {
				modifier = VIET_opinion_calmly_corrected_error
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_opinion_garlic_breath
				who = ROOT
				years = 1
			}
		}
	}
	
	option = {
		name = VIETmisc.8160.c # Tell courtier to leave
		piety = 5
		random = {
			decadence = -1
			chance = 25
		}
		event_target:target_VIET_muslim_garlic_courtier = {
			piety = -5
			opinion = {
				modifier = opinion_sad
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_opinion_garlic_breath
				who = ROOT
				years = 1
			}
		}
	}
	
	option = {
		name = VIETmisc.8160.d # Publically shame courtier
		prestige = 5
		random = {
			decadence = -1
			chance = 50
		}
		random = {
			add_trait = zealous
			chance = 25
		}
		event_target:target_VIET_muslim_garlic_courtier = {
			piety = -5
			prestige = -5
			opinion = {
				modifier = opinion_angry
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_opinion_garlic_breath
				who = ROOT
				years = 1
			}
		}
	}
}

# What kind of onion to eat?
character_event = {
	id = VIETmisc.8161
	desc = VIETmisc.8161.desc
	picture = GFX_evt_VIET_food
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		NAND = {
			religion_group = indian_group
			trait = zealous
		}
		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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}
	
	option = {
		name = VIETmisc.8161.a #Red onion
		add_character_modifier = {
			name = eating_good_food
			duration = 100
		}
	}
	
	option = {
		name = VIETmisc.8161.b #White onion
		add_character_modifier = {
			name = eating_good_food
			duration = 100
		}
	}
	
	option = {
		name = VIETmisc.8161.c #Green onion
		add_character_modifier = {
			name = eating_good_food
			duration = 100
		}
	}
	
	option = {
		name = VIETmisc.8161.d #Any onion
		if = {
			limit = {
				trait = paranoid
			}
			random = {
				remove_trait = paranoid
				chance = 30
			}
		}
		random_list = {
			60 = { }
			10 = { add_trait = trusting }
			10 = { add_trait = slothful }
			10 = { add_trait = content }
			10 = { add_trait = patient }
		}
		add_character_modifier = {
			name = eating_good_food
			duration = 100
		}
	}
}

# Where does cinnamon come from?
character_event = {
	id = VIETmisc.8162
	desc = VIETmisc.8162.desc
	picture = GFX_evt_tropicana
	
	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 = zoroastrian_group }
		capital_scope = {
			region = world_europe
		}
		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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		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 = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = {
		name = VIETmisc.8162.a # Birds collect it
		prestige = 2
		custom_tooltip = { text = VIET_cinnamon_question_a }
	}	
	option = {
		name = VIETmisc.8162.b # Fishers cast nets
		piety = 2
		custom_tooltip = { text = VIET_cinnamon_question_b }
	}	
	option = {
		name = VIETmisc.8162.c # Eastern sorcerers grow it
		piety = 2
		custom_tooltip = { text = VIET_cinnamon_question_c }
	}	
	option = {
		name = VIETmisc.8162.d # Just another plant
		prestige = 2
		random = {
			add_trait = cynical
			chance = 20
		}
		custom_tooltip = { text = VIET_cinnamon_question_d }
	}
}

# Given Dhana Jiru
character_event = {
	id = VIETmisc.8163
	desc = VIETmisc.8163.desc
	picture = GFX_evt_herbs_and_spices
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		OR = {
			culture_group = indo_aryan_group
			culture_group = dravidian_group
			capital_scope = {
				OR = {
					region = world_india
					region = world_persia
					region = world_himalayas
					region = world_middle_east_arabia
					region = world_africa_east				
				}
			}
		}
		#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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 2
			capital_scope = {
				region = world_india_rajastan
			}
		}
		modifier = {
			factor = 0.5			
			capital_scope = {
				OR = {
					region = world_persia
					region = world_himalayas
					region = world_middle_east_arabia
					region = world_africa_east				
				}
			}
		}
	}
	
	option = {
		name = VIETmisc.8163.a # Thanks
		add_character_modifier = {
			name = VIET_dhana_jiru
			duration = 365
		}
	}	
	option = {
		name = VIETmisc.8163.b # 2spicy4me
		prestige = -5
		if = {
			limit = {
				trait = gluttonous
			}
			random = {
				remove_trait = gluttonous
				chance = 25
			}
		}
		else = {
			random = {
				add_trait = gluttonous
				chance = 25
			}
		}
	}
}

# Drinking Jira Water, a traditional South Indian drink
character_event = {
	id = VIETmisc.8164
	desc = VIETmisc.8164.desc
	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
		OR = {
			culture_group = indo_aryan_group
			culture_group = dravidian_group
			capital_scope = {
				region = world_india
			}
		}
		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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 0.5
			NOT = { culture_group = dravidian_group }
			capital_scope = {
				OR = {
					region = world_india_rajastan				
					region = world_india_bengal				
				}
			}
		}
	}
	
	option = {
		name = VIETmisc.8164.a # Thanks
		add_character_modifier = {
			name = VIET_refreshing_drink
			duration = 222
		}
	}
}

# Bathe in saffron to cure depression/stress?
character_event = {
	id = VIETmisc.8165
	desc = VIETmisc.8165.desc
	picture = GFX_evt_bad_news
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		OR = {
			culture_group = iranian
			culture_group = serindian # exists in WtWSMS
			culture_group = arabic
			culture_group = byzantine
			culture_group = indo_aryan_group
			culture_group = dravidian_group
			capital_scope = {
				region = world_steppe_tarim
				region = world_persia
				region = world_middle_east
				region = world_india
				region = world_africa_north
				region = world_europe_south
				region = world_asia_minor
			}
		}
		OR = {
			trait = depressed
			trait = stressed
		}
		wealth = 20
		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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
	}
	
	option = {
		name = VIETmisc.8165.a # Use
		wealth = -20
		piety = 5
		if = {
			limit = {
				trait = depressed
			}
			random = {
				remove_trait = depressed
				chance = 50
			}
		}
		if = {
			limit = {
				trait = stressed
			}
			random = {
				remove_trait = stressed
				chance = 50
			}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = 1
				chance = 25
			}
		}
	}
	
	option = {
		name = VIETmisc.8165.b # Don't use		
	}
	
	option = {
		name = VIETmisc.8165.c # Doesn't work
		if = {
			limit = { 
				trait = trusting
			}
			random = {
				remove_trait = trusting
				chance = 33
			}
		}
		else = {
			random = {
				add_trait = cynical
				chance = 25
			}		
		}
	}
}

# Bathe in saffron as an aphrodasiac?
character_event = {
	id = VIETmisc.8166
	desc = VIETmisc.8166.desc
	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
		OR = {
			culture_group = iranian
			culture_group = serindian # exists in WtWSMS
			culture_group = arabic
			culture_group = byzantine
			culture_group = indo_aryan_group
			culture_group = dravidian_group
			capital_scope = {
				OR = {
					region = world_steppe_tarim
					region = world_persia
					region = world_middle_east
					region = world_india
					region = world_africa_north
					region = world_europe_south
					region = world_asia_minor				
				}
			}
		}
		NOT = { trait = eunuch }
		NOT = { trait = celibate }
		wealth = 20
		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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			has_lover = yes
		}
		modifier = {
			factor = 0.8
			is_married = yes
			trait = chaste
		}
	}
	
	option = {
		name = VIETmisc.8166.a # Use with spouse
		trigger = {
			is_married = yes
			any_spouse = {
				NOT = { trait = celibate }
				NOT = { trait = eunuch }
				NOT = { trait = incapable }
			}
		}
		wealth = -20
		random_spouse = {
			limit = {
				NOT = { trait = celibate }
				NOT = { trait = eunuch }
				NOT = { trait = incapable }			
			}
			opinion = {
				modifier = VIET_romantic_saffron_bath
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_romantic_saffron_bath
				who = ROOT
				years = 1
			}
			add_character_modifier = {
				name = VIET_saffron_bath
				duration = 365
			}
			random = {
				add_lover = ROOT
				chance = 25
			}
		}
		add_character_modifier = {
			name = VIET_saffron_bath
			duration = 365
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = 1
		}
	}
	
	option = {
		name = VIETmisc.8166.b # Use with lover
		trigger = {
			has_lover = yes
			any_lover = {
				NOT = { trait = celibate }
				NOT = { trait = eunuch }
				NOT = { trait = incapable }
			}
		}
		wealth = -20
		random_lover = {
			limit = {
				NOT = { trait = celibate }
				NOT = { trait = eunuch }
				NOT = { trait = incapable }			
			}
			opinion = {
				modifier = VIET_romantic_saffron_bath
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_romantic_saffron_bath
				who = ROOT
				years = 1
			}
			add_character_modifier = {
				name = VIET_saffron_bath
				duration = 365
			}
		}
		add_character_modifier = {
			name = VIET_saffron_bath
			duration = 365
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = 1
		}
	}
	
	option = {
		name = VIETmisc.8166.c # Use with courtesan
		trigger = {
			OR = {
				is_female = no
				AND = {
					is_female = yes
					trait = homosexual
				}
			}
		}
		wealth = -20
		piety = -10
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
		add_character_modifier = {
			name = VIET_saffron_bath
			duration = 365
		}
		if = {
			limit = {
				trait = chaste
			}
			remove_trait = chaste
		}
		else = {
			random = {
				add_trait = lustful
				chance = 66
			}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = 1
		}
	}
	
	option = {
		name = VIETmisc.8166.d # Use with page
		trigger = {
			OR = {
				is_female = yes
				AND = {
					is_female = no
					trait = homosexual
				}
			}
		}
		wealth = -20
		piety = -10
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
		add_character_modifier = {
			name = VIET_saffron_bath
			duration = 365
		}
		if = {
			limit = {
				trait = chaste
			}
			remove_trait = chaste
		}
		else = {
			random = {
				add_trait = lustful
				chance = 66
			}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = 1
		}
	}
	
	option = {
		name = VIETmisc.8166.e # No
		if = {
			limit = {
				trait = lustful
			}
			random = {
				remove_trait = lustful
				chance = 66
			}
		}
		else = {
			random = {
				add_trait = chaste
				chance = 33
			}
		}		
	}	
}


# Who to give asafoetida to?
character_event = {
	id = VIETmisc.8167
	desc = VIETmisc.8167.desc
	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
		#Typical used in India and Eastern Iranian regions for food
		NOR = {
			culture_group = indo_aryan_group
			culture_group = dravidian_group
			culture_group = iranian
			capital_scope = {
				region = world_india
			}
		}
		#Rarely found in Europe
		OR = {
			culture_group = arabic
			culture_group = byzantine
			culture_group = east_african
			culture_group = north_african
			culture_group = altaic
			is_sinosphere_large_trigger = yes
			capital_scope = {
				OR = {
					region = world_persia
					region = world_middle_east
					region = world_asia_minor
					region = world_steppe_tarim
					region = world_himalayas
					region = world_africa_east
					region = world_africa_north
				}
			}
		}
		#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 = temperate
		}
		modifier = {
			factor = 0.8
			trait = gluttonous
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = {
		name = VIETmisc.8167.a # Help maid with flatulence
		piety = 3
		add_character_modifier = {
			name = VIET_helped_acquaintance
			duration = 365
		}
	}	
	option = {
		name = VIETmisc.8167.b # Help merchant with sex
		prestige = 3
		add_character_modifier = {
			name = VIET_helped_acquaintance
			duration = 365
		}
		if = {
			limit = {
				trait = chaste
			}
			random = {
				remove_trait = chaste
				chance = 20
			}
		}
	}
	option = {
		name = VIETmisc.8167.c # Help scribe kill a tree
		prestige = 3
		add_character_modifier = {
			name = VIET_helped_acquaintance
			duration = 365
		}
	}
	option = {
		name = VIETmisc.8167.d # Help midwife with respiratory problems
		piety = 3
		add_character_modifier = {
			name = VIET_helped_acquaintance
			duration = 365
		}
	}	
}


# Wood evans growing at home
character_event = {
	id = VIETmisc.8168
	#desc = VIETmisc.8168.desc
	picture = GFX_evt_small_town
	
	is_triggered_only = yes
	
	desc = {
		text = VIETmisc.8168.desc.a
		picture = GFX_evt_skyrim_forest
		trigger = { religion_group = christian } 
	}	
	desc = {
		text = VIETmisc.8168.desc.b
		picture = GFX_evt_skyrim_forest
		trigger = { NOT = { religion_group = christian } } 
	}

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		#Found in Europe and parts of the Middle East
		capital_scope = {
			OR = {
				region = world_europe
				region = world_middle_east
				region = world_asia_minor
				region = world_africa_north
			}
		}
		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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = {
		name = VIETmisc.8168.a # Ok
		piety = 5
	}	
	option = {
		name = VIETmisc.8168.b # Have servants protect it
		prestige = -5
		wealth = -5
		piety = 15
	}	
	option = {
		name = VIETmisc.8168.c # Remove it
		piety = -5
		wealth = -5
		prestige = 10
	}	
}


# Child uses alkanet to make fake blood in a prank
character_event = {
	id = VIETmisc.8169
	desc = VIETmisc.8169.desc
	picture = GFX_evt_child_play
	
	is_triggered_only = yes
	
	min_age = 6
	max_age = 16

	#trigger = {
	#	has_guardian = yes
	#}
	
	weight_multiplier = {
		days = 1	

		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 = rowdy
		}
		modifier = {
			factor = 0.8
			trait = timid
		}
		modifier = {
			factor = 1.2
			trait = playful
		}
		modifier = {
			factor = 0.8
			trait = indolent
		}
	}
	
	option = {
		name = VIETmisc.8169.a # Pretend to a kid
		prestige = -3
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				10 = { add_trait = rowdy }
				10 = { add_trait = playful }
				10 = { add_trait = curious }
				10 = { }
			}
		}
		else = {
			random_list = {
				10 = { add_trait = brave }
				10 = { add_trait = gregarious }
				10 = { add_trait = proud }
				10 = { }
			}	
		}		
	}
	
	option = {
		name = VIETmisc.8169.b # Pretend to a servant
		prestige = -3
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				10 = { add_trait = willful }
				10 = { add_trait = playful }
				10 = { add_trait = haughty }
				10 = { }
			}
		}
		else = {
			random_list = {
				10 = { add_trait = brave }
				10 = { add_trait = gregarious }
				10 = { add_trait = proud }
				10 = { }
			}	
		}		
	}	
	
	option = {
		name = VIETmisc.8169.c # Be a good kid
		piety = 3
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				10 = { add_trait = affectionate }
				10 = { add_trait = indolent }
				10 = { add_trait = timid }
				10 = { }
			}
		}
		else = {
			random_list = {
				10 = { add_trait = humble }
				10 = { add_trait = shy }
				10 = { add_trait = slothful }
				10 = { }
			}	
		}		
	}	
	
	option = {
		name = VIETmisc.8169.d # Look at it instead
		piety = 3
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				10 = { add_trait = curious }
				10 = { change_learning = 1 }
				10 = { }
			}
		}
		else = {
			random_list = {
				10 = { add_trait = erudite }
				10 = { change_learning = 1 }
				10 = { }
			}	
		}		
	}	
}

# Scandinavians love using cardamom
character_event = {
	id = VIETmisc.8170
	desc = VIETmisc.8170.desc
	picture = GFX_evt_busy_trading_dock_republic
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	culture_group = north_germanic
	
	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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		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 = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = {
		name = VIETmisc.8170.a # Ok
		if = {
			limit = {
				trait = temperate
			}
			random = {
				remove_trait = temperate
				chance = 25
			}
		}
		else = {
			random = {
				add_trait = gluttonous
				chance = 25
			}
		}
		wealth = -10
		prestige = 5
		add_character_modifier = {
			name = eating_good_food
			duration = 200
		}
	}
	
	option = {
		name = VIETmisc.8170.b # No
		if = {
			limit = {
				trait = gluttonous
			}
			random = {
				remove_trait = gluttonous
				chance = 25
			}
		}
		else = {
			random = {
				add_trait = temperate
				chance = 25
			}
		}
	}	
}

# Drinking drink made from the carob plant
character_event = {
	id = VIETmisc.8171
	desc = VIETmisc.8171.desc
	picture = GFX_evt_garden
	
	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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
	}
	
	option = {
		name = VIETmisc.8171.a # Ok
		add_character_modifier = {
			name = VIET_refreshing_drink
			duration = 300
		}
	}	
}


# Courtier offers caraway breath freshener for everyone
character_event = {
	id = VIETmisc.8172
	desc = VIETmisc.8172.desc
	picture = GFX_evt_feast
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		any_courtier = {
			#count = 3
			is_adult = yes
			NOT = { trait = incapable }
		}
	}
	
	weight_multiplier = {
		days = 1	

		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		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 = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				is_adult = yes
				NOT = { trait = incapable }			
			}
			save_event_target_as = target_VIET_caraway_courtier
		}
	}
	
	option = {
		name = VIETmisc.8172.a # Ok
		add_character_modifier = {
			name = VIET_caraway_breath_freshener
			duration = 145
		}
		event_target:target_VIET_caraway_courtier = {
			opinion = {
				modifier = opinion_happy
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = opinion_happy
				who = ROOT
				years = 1
			}
			add_character_modifier = {
				name = VIET_caraway_breath_freshener
				duration = 145
			}		
		}
	}	
	
	option = {
		name = VIETmisc.8172.b # Ok
		event_target:target_VIET_caraway_courtier = {
			add_character_modifier = {
				name = VIET_caraway_breath_freshener
				duration = 145
			}		
		}
	}	
	
	option = {
		name = VIETmisc.8172.c # Ok
		if = {
			limit = {
				trait = trusting
			}
			random = {
				remove_trait = trusting
				chance = 55
			}
		}
		else = {
			random = {
				add_trait = paranoid
				chance = 40
			}
		}
		event_target:target_VIET_caraway_courtier = {
			opinion = {
				modifier = VIET_opinion_suspicious
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_opinion_lack_of_trust
				who = ROOT
				years = 1
			}
			add_character_modifier = {
				name = VIET_caraway_breath_freshener
				duration = 145
			}		
		}
	}	
}


# Snack of quark cheese and chives
character_event = {
	id = VIETmisc.8173
	desc = VIETmisc.8173.desc
	picture = GFX_evt_VIET_food
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#in_command = no
		OR = {
			culture_group = central_germanic
			culture_group = west_slavic
			culture_group = east_slavic
			culture_group = baltic
		}
		#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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = {
		name = VIETmisc.8173.a # Ok
		if = {
			limit = {
				trait = temperate
			}
			random = {
				remove_trait = temperate
				chance = 15
			}
		}
		random = {
			add_trait = gluttonous
			chance = 10
		}
	}
	
	option = {
		name = VIETmisc.8173.b # Ok
		random = {
			add_trait = temperate
			chance = 15
		}
	}	
}


# Visiting someone hanging chives from their doorways
character_event = {
	id = VIETmisc.8174
	desc = VIETmisc.8174.desc
	picture = GFX_evt_stone_church
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		capital_scope = {
			NOR = {
				region = world_africa
				region = world_india
				region = world_middle_east_arabia
			}
		}
	}
	
	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 = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
	}
	
	option = {
		name = VIETmisc.8174.a # Hang them as well!
		piety = 5
	}	
	option = {
		name = VIETmisc.8174.b # It's superstition
		random = {
			add_trait = cynical
			chance = 30
		}
	}	
}


# More cilantro in food?
character_event = {
	id = VIETmisc.8175
	desc = VIETmisc.8175.desc
	picture = GFX_evt_VIET_food
	
	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 = arbitrary
		}
		modifier = {
			factor = 0.8
			trait = just
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
	}
	
	option = {
		name = VIETmisc.8175.a # None
		piety = 1
	}	
	option = {
		name = VIETmisc.8175.b # Some
		random_list = {
			10 = { piety = 1 }
			10 = { prestige = 1 }
		}
	}	
	option = {
		name = VIETmisc.8175.c # Lots
		prestige = 1
	}
}



# Adding more cumin to food
character_event = {
	id = VIETmisc.8176
	desc = VIETmisc.8176.desc
	picture = GFX_evt_herbs_and_spices
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		OR = {
			culture_group = iberian
			culture_group = latin
			culture_group = byzantine
			culture_group = north_african
			culture_group = arabic
			culture_group = iranian
			culture_group = indo_aryan_group
			culture_group = dravidian_group
			culture_group = serindian # exists in WtWSMS
			culture = turkish
		}
		#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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
	}
	
	option = {
		name = VIETmisc.8176.a # Good
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 164
		}
	}
}



# Clove oil to help with headaches
character_event = {
	id = VIETmisc.8177
	desc = VIETmisc.8177.desc
	picture = GFX_evt_bad_news
	
	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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 2.5
			OR = {
				trait = stressed
				trait = depressed
			}
		}
	}
	
	option = {
		name = VIETmisc.8177.a # Ok
		wealth = -3
		random = {
			add_character_modifier = {
				name = VIET_mild_headaches
				duration = 60
			}
			chance = 25
		}
	}	
	option = {
		name = VIETmisc.8177.b # No		
		add_character_modifier = {
			name = VIET_mild_headaches
			duration = 365
		}
	}
}


# Farmer gives you Leyden cheese
character_event = {
	id = VIETmisc.8178
	desc = VIETmisc.8178.desc
	picture = GFX_evt_VIET_food
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		OR = {
			culture = frisian
			culture = dutch
		}
		#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 = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		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 = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = {
		name = VIETmisc.8178.a # Eat it all
		add_character_modifier = {
			name = eating_good_food
			duration = 365
		}
		any_courtier = {
			limit = {
				NOT = { trait = incapable }
			}
			add_character_modifier = {
				name = eating_good_food
				duration = 365
			}
		}
	}
	
	option = {
		name = VIETmisc.8178.b # Pay the farmer
		wealth = -7
		random = {
			add_trait = charitable
			chance = 30
		}
		add_character_modifier = {
			name = eating_good_food
			duration = 365
		}
		any_courtier = {
			limit = {
				NOT = { trait = incapable }
			}
			add_character_modifier = {
				name = eating_good_food
				duration = 365
			}
		}
	}
	
	option = {
		name = VIETmisc.8178.c # Give it to the poor
		wealth = -7
		piety = 10
		random = {
			add_trait = charitable
			chance = 60
		}
	}
	
	option = {
		name = VIETmisc.8178.d # Don't like this!
		random_list = {
			60 = { }
			10 = { add_trait = paranoid }
			10 = { add_trait = temperate }
			10 = { add_trait = proud }
			10 = { add_trait = cynical }
		}
	}
}


# Chewing on fennel seeds to freshen breath
character_event = {
	id = VIETmisc.8179
	desc = VIETmisc.8179.desc
	picture = GFX_evt_VIET_food
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		OR = {
			culture_group = indo_aryan_group
			culture_group = dravidian_group
			culture_group = iranian
			culture_group = serindian # exists in WtWSMS
		}
		#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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
	}
	
	option = {
		name = VIETmisc.8179.a # Yay
		piety = 2
	}
}



# Drink ginger tea for stomachache
character_event = {
	id = VIETmisc.8180
	desc = VIETmisc.8180.desc
	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
	}
	
	weight_multiplier = {
		days = 1	

		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		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 = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 2.5
			OR = {
				trait = stressed
				trait = depressed
			}
		}
	}
	
	option = {
		name = VIETmisc.8180.a # Ok
		wealth = -5
		random = {
			add_trait = temperate
			chance = 25
		}
		add_character_modifier = {
			name = VIET_mild_stomachaches
			duration = 365
		}
		add_character_modifier = {
			name = VIET_ginger_tea
			duration = 365
		}
	}	
	option = {
		name = VIETmisc.8180.b # Don't like it but will put up with it
		wealth = -5
		add_character_modifier = {
			name = VIET_mild_stomachaches
			duration = 365
		}
		add_character_modifier = {
			name = VIET_ginger_tea
			duration = 365
		}
	}
	option = {
		name = VIETmisc.8180.c # Won't drink it
		add_character_modifier = {
			name = VIET_mild_stomachaches
			duration = 365
		}
	}
}



# Stupid courtier thinks the grains of paradise actually came from heaven
character_event = {
	id = VIETmisc.8181
	desc = VIETmisc.8181.desc
	picture = GFX_evt_feast_hf
	
	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 = {
				is_dumb_trigger = yes
				trait = trusting
			}
		}
		OR = {
			culture_group = iberian
			culture_group = latin
			culture_group = west_germanic
			culture_group = central_germanic
			culture_group = north_germanic
			culture_group = byzantine
			culture_group = south_slavic
			culture_group = east_slavic
			culture_group = west_slavic
			culture_group = baltic
			culture_group = finno_ugric
		}
		capital_scope = {
			region = world_europe
		}
		#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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		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 = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
	}
	
	immediate = {

		random_courtier = {
			limit = {
				is_adult = yes
				NOT = { trait = incapable }
				OR = {
					is_dumb_trigger = yes
					trait = trusting
				}
			}
			save_event_target_as = target_VIET_grains_of_paradise_dumb
		}
		
	}
	
	option = {
		name = VIETmisc.8181.a # Ok
		event_target:target_VIET_grains_of_paradise_dumb = {
			prestige = -5
		}		
	}	
	option = {
		name = VIETmisc.8181.b # Ok
		event_target:target_VIET_grains_of_paradise_dumb = {
			prestige = -5
			opinion = {
				modifier = opinion_comforted_me
				who = ROOT
				years = 1
			}
		}
		prestige = -5
		random_list = {
			70 = { }
			10 = { add_trait = kind }
			10 = { add_trait = humble }
			10 = { add_trait = patient }
		}
	}		
	option = { # Name drop Pliny
		name = VIETmisc.8181.c
		tooltip_info = scholar
		trigger = {
			trait = scholar
		}
		prestige = 5
		event_target:target_VIET_grains_of_paradise_dumb = {
			prestige = -5
			opinion = {
				modifier = opinion_comforted_me
				who = ROOT
				years = 1
			}
		}
	}		
	option = { # Name drop Pliny
		name = VIETmisc.8181.c
		tooltip_info = learning
		trigger = {
			learning = 11
			NOT = { trait = scholar }
		}
		prestige = 5	
		event_target:target_VIET_grains_of_paradise_dumb = {
			prestige = -5
			opinion = {
				modifier = opinion_comforted_me
				who = ROOT
				years = 1
			}
		}
	}
}



# Meet a maiden picking juniper berries
character_event = {
	id = VIETmisc.8182
	desc = VIETmisc.8182.desc
	picture = GFX_evt_viet_forest_girl
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		OR = {
			culture_group = north_germanic
			culture_group = central_germanic
			culture_group = magyar
			culture_group = baltic
			culture_group = west_slavic
			culture_group = east_slavic
			culture_group = finno_ugric
		}
		capital_scope = {
			region = world_europe
		}
		#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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		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 = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
	}
	
	option = {
		name = VIETmisc.8182.a # Ok
		trigger = {
			NOT = { trait = paranoid }
		}
		prestige = 4
	}	
	option = {
		name = VIETmisc.8182.b # No thank you
		trigger = {
			NOT = { trait = paranoid }
		}
		random = {
			add_trait = temperate
			chance = 25
		}
	}	
	option = {
		name = VIETmisc.8182.c # GTFO
		trigger = {
			NOR = {
				trait = kind
				trait = humble
				trait = patient
			}
		}
		random_list = {
			30 = { add_trait = proud }
			10 = { add_trait = wroth }
			10 = { add_trait = cruel }
			50 = { }
		}
	}	
	option = {
		name = VIETmisc.8182.d # Trying to poison me eh?
		trigger = {
			trait = paranoid
		}
		tooltip_info = paranoid
	}	
	option = {
		name = VIETmisc.8182.e # Bang her
		trigger = {
			trait = seducer
			is_female = no
			NOT = { trait = homosexual }				
		}
		tooltip_info = seducer
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
	}
	option = {
		name = VIETmisc.8182.e # Bang her
		trigger = {
			trait = seductress
			is_female = yes
			trait = homosexual				
		}
		tooltip_info = seductress
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
	}	
	option = {
		name = VIETmisc.8182.e # Bang her
		trigger = {
			trait = lustful
			is_female = no
			NOT = { trait = homosexual }				
		}
		tooltip_info = lustful
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
	}
	option = {
		name = VIETmisc.8182.e # Bang her
		trigger = {
			trait = lustful
			is_female = yes
			trait = homosexual				
		}
		tooltip_info = lustful
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
	}
}



# Meet a handsome young man picking juniper berries
character_event = {
	id = VIETmisc.8183
	desc = VIETmisc.8183.desc
	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
		OR = {
			culture_group = north_germanic
			culture_group = central_germanic
			culture_group = magyar
			culture_group = baltic
			culture_group = west_slavic
			culture_group = east_slavic
			culture_group = finno_ugric
		}
		capital_scope = {
			region = world_europe
		}
		#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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		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 = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
	}
	
	option = {
		name = VIETmisc.8183.a # Ok
		trigger = {
			NOT = { trait = paranoid }
		}
		prestige = 4
	}	
	option = {
		name = VIETmisc.8183.b # No thank you
		trigger = {
			NOT = { trait = paranoid }
		}
		random = {
			add_trait = temperate
			chance = 25
		}
	}	
	option = {
		name = VIETmisc.8183.c # GTFO
		trigger = {
			NOR = {
				trait = kind
				trait = humble
				trait = patient
			}
		}
		random_list = {
			30 = { add_trait = proud }
			10 = { add_trait = wroth }
			10 = { add_trait = cruel }
			50 = { }
		}
	}	
	option = {
		name = VIETmisc.8183.d # Trying to poison me eh?
		trigger = {
			trait = paranoid
		}
		tooltip_info = paranoid
	}	
	option = {
		name = VIETmisc.8183.e # Bang him
		trigger = {
			trait = seducer
			is_female = no
			trait = homosexual			
		}
		tooltip_info = seducer
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
	}
	option = {
		name = VIETmisc.8183.e # Bang him
		trigger = {
			trait = seductress
			is_female = yes
			NOT = { trait = homosexual }			
		}
		tooltip_info = seductress
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
	}	
	option = {
		name = VIETmisc.8183.e # Bang him
		trigger = {
			trait = lustful
			is_female = no
			trait = homosexual			
		}
		tooltip_info = lustful
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
	}
	option = {
		name = VIETmisc.8183.e # Bang him
		trigger = {
			trait = lustful
			is_female = yes
			NOT = { trait = homosexual }					
		}
		tooltip_info = lustful
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
	}
}



# Iberian marquetry from bay leaf hardwood
character_event = {
	id = VIETmisc.8184
	desc = VIETmisc.8184.desc
	picture = GFX_evt_moorish_decor
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		OR = {
			culture_group = iberian
			capital_scope = {
				region = world_europe_west_iberia
			}		
		}
		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 = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
	}
	
	option = {
		name = VIETmisc.8184.a # Ok
		prestige = 10
	}
}



# Heartbroken servant can't afford herbal concoction to heal wounded heart (gender not specified)
character_event = {
	id = VIETmisc.8185
	desc = VIETmisc.8185.desc
	picture = GFX_evt_courtiers_talking
	
	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 = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = {
		name = VIETmisc.8185.a # Help them
		wealth = -10
		piety = 4
		if = {
			limit = {
				trait = cruel
			}
			random = {
				remove_trait = cruel
				chance = 40
			}
		}
		if = {
			limit = {
				trait = greedy
			}
			random = {
				remove_trait = greedy
				chance = 30
			}
		}
		if = {
			limit = {
				trait = cynical
			}
			random = {
				remove_trait = cynical
				chance = 20
			}
		}
		random_list = {
			60 = { }
			15 = { add_trait = kind }
			15 = { add_trait = charitable }
			10 = { add_trait = humble }
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = -1
				chance = 33
			}
		}
	}	
	option = {
		name = VIETmisc.8185.b # Don't help them
	}	
	option = {
		name = VIETmisc.8185.c # Inspire them
		trigger = {
			diplomacy = 11
		}
		tooltip_info = diplomacy
		prestige = 4
		if = {
			limit = {
				trait = cruel
			}
			random = {
				remove_trait = cruel
				chance = 30
			}
		}
		else = {
			random = {
				add_trait = kind
				chance = 40
			}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = -1
				chance = 66
			}
		}		
	}
}




# Use koseret, an Ethiopian herb, as insecticide
character_event = {
	id = VIETmisc.8186
	desc = VIETmisc.8186.desc
	picture = GFX_evt_garden
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	culture_group = east_african
	
	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 = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
	}
	
	option = {
		name = VIETmisc.8186.a # Buy some
		wealth = -5
		random = {
			add_character_modifier = {
				name = VIET_effective_pest_control
				duration = 365
			}
			chance = 50
		}
	}
	
	option = {
		name = VIETmisc.8186.b # Don't use it
	}
}


# Eating lavender flavored cake with lavender flavored tea
character_event = {
	id = VIETmisc.8187
	desc = VIETmisc.8187.desc
	picture = GFX_evt_castle_construction
	
	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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
	}
	
	option = {
		name = VIETmisc.8187.a # Delicious
		prestige = -2
		add_character_modifier = {
			name = eating_good_food
			duration = 60
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = 1
				chance = 15
			}
		}	
	}
	
	option = {
		name = VIETmisc.8187.b # Wasn't eating it
	}
}



# Using tulsi/holy basil for pest control
character_event = {
	id = VIETmisc.8188
	desc = VIETmisc.8188.desc
	picture = GFX_evt_moorish_decor_indo_aryan_group
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		OR = {
			culture_group = indo_aryan_group
			culture_group = dravidian_group
			capital_scope = {
				region = world_india
			}
		}
		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 = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		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 = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
	}
	
	option = {
		name = VIETmisc.8188.a # ok
		wealth = -10
		add_character_modifier = {
			name = VIET_effective_pest_control
			duration = 1661
		}
	}
	
	option = {
		name = VIETmisc.8188.b # No
	}
}


# Plant more tulsi/holy basil to worship Vishnu?
character_event = {
	id = VIETmisc.8189
	desc = VIETmisc.8189.desc
	picture = GFX_evt_bishop_hindu
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	religion = hindu
	
	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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		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 = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
	}
	
	option = {
		name = VIETmisc.8189.a # ok
		wealth = -10
		piety = 10
	}
	
	option = {
		name = VIETmisc.8189.b # No
		if = {
			limit = {
				trait = proud
			}
			random = {
				remove_trait = proud
				chance = 55
			}
		}
		random_list = {
			50 = { }
			30 = { add_trait = humble }
			20 = { add_trait = content }
		}
	}
}


# Someone places basil on dead peron before funeral
character_event = {
	id = VIETmisc.8190
	desc = VIETmisc.8190.desc
	picture = GFX_evt_death
	
	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 = 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
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = {
		name = VIETmisc.8190.a # Do the same
		trigger = {
			NOT = { trait = cynical }
		}
		piety = 5
	}	
	option = {
		name = VIETmisc.8190.b # Don't believe it
		trigger = {
			trait = cynical
		}
		tooltip_info = cynical
	}
}


# Herbalists become famous
province_event = {
	id = VIETmisc.8191
	desc = VIETmisc.8191.desc
	picture = GFX_evt_court_physician
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_famous_herbalists }
		owner = {
			is_nomadic = no
		}
	}
	
	mean_time_to_happen = {
		months = 10000
	}
	

	option = { # Ok
		name = VIETmisc.8191.a
		add_province_modifier = {
			name = VIET_province_famous_herbalists
			duration = 10950
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {					
					change_variable = { which = prosperity_value value = 4 }
				}
			}
		}
	}	
}


##################################################
# ROSES themed events 8192-8205
##################################################


# Rose water cookies
character_event = {
	id = VIETmisc.8192
	desc = VIETmisc.8192.desc
	picture = GFX_evt_garden
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		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 = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
	}
	
	option = {
		name = VIETmisc.8192.a # ok
		prestige = 1
	}
	
	option = {
		name = VIETmisc.8192.b # No thanks
		piety = 1
	}
}


# Using rose water to wash hands in medieval Europe
character_event = {
	id = VIETmisc.8193
	desc = VIETmisc.8193.desc
	picture = GFX_evt_feast
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	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 } }
		OR = {
			culture_group = iberian
			culture_group = west_germanic
			culture_group = central_germanic
			culture_group = west_slavic
			culture_group = east_slavic
			culture_group = south_slavic
			culture_group = latin
			culture_group = celtic
			culture_group = north_germanic
			culture_group = byzantine
			culture_group = baltic
			culture_group = magyar
			culture_group = arabic
			culture_group = north_african
			culture_group = iranian
			culture_group = israelite
			religion_group = christian
			religion_group = muslim
			religion_group = zoroastrian_group
			religion_group = jewish_group
		}
	}
	
	weight_multiplier = {
		days = 1	

		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		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 = groomed
		}
		modifier = {
			factor = 0.8
			trait = uncouth
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
	}
	
	option = {
		name = VIETmisc.8193.a # wash hands
		add_character_modifier = {
			name = VIET_washed_hands
			duration = 100
		}
		random = {
			add_trait = humble
			chance = 25
		}
	}
	
	option = {
		name = VIETmisc.8193.b # wash hands a lot
		add_character_modifier = {
			name = VIET_washed_hands
			duration = 365
		}
		random = {
			add_trait = proud
			chance = 25
		}
	}
	
	option = {
		name = VIETmisc.8193.c # don't wash hands
		add_character_modifier = {
			name = VIET_didnt_wash_hands
			duration = 365
		}
	}
}

# Skin ointment made from rose water
character_event = {
	id = VIETmisc.8194
	desc = VIETmisc.8194.desc
	picture = GFX_evt_homage_hf
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	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 = 0.7
			NOR = {
				is_sinosphere_large_trigger = yes
				culture_group = arabic
				culture_group = iranian
				culture_group = indo_aryan_group
				culture_group = dravidian_group
				culture_group = byzantine
				culture_group = north_african
				religion_group = muslim
				religion_group = zoroastrian_group
				religion_group = indian_group
			}
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = groomed
		}
		modifier = {
			factor = 0.8
			trait = uncouth
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
	}
	
	option = {
		name = VIETmisc.8194.a # buy for self
		wealth = -10
		add_character_modifier = {
			name = VIET_rosewater_ointment
			duration = 730
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = 1
				chance = 33
			}
		}
	}	
	option = {
		name = VIETmisc.8194.b # buy for self and spouse
		trigger = {
			is_married = yes
		}
		wealth = -20
		add_character_modifier = {
			name = VIET_rosewater_ointment
			duration = 730
		}
		random_spouse = {
			add_character_modifier = {
				name = VIET_rosewater_ointment
				duration = 730
			}
			opinion = {
				modifier = VIET_opinion_rosewater_ointment_gift
				who = ROOT
				years = 1
			}		
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = 1
				chance = 66
			}
		}
	}	
	option = {
		name = VIETmisc.8194.c # buy for self and lover
		trigger = {
			has_lover = yes
		}
		wealth = -20
		add_character_modifier = {
			name = VIET_rosewater_ointment
			duration = 730
		}
		random_lover = {
			add_character_modifier = {
				name = VIET_rosewater_ointment
				duration = 730
			}
			opinion = {
				modifier = VIET_opinion_rosewater_ointment_gift
				who = ROOT
				years = 1
			}		
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = 1
				chance = 66
			}
		}
	}
	option = {
		name = VIETmisc.8194.d # No
		piety = 5
		random_list = {
			60 = { }
			20 = { add_trait = humble }
			10 = { add_trait = content }
			10 = { add_trait = temperate }
		}
		if = {
			limit = {
				trait = proud
			}
			random = {
				remove_trait = proud
				chance = 45
			}
		}
	}
}


# Sprinkle rose water for funeral of a nobleman
character_event = {
	id = VIETmisc.8195
	desc = VIETmisc.8195.desc
	picture = GFX_evt_death
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		NOT = { personality_traits = 5 }
		#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 = 0.7
			NOR = {
				is_sinosphere_large_trigger = yes
				culture_group = arabic
				culture_group = iranian
				culture_group = indo_aryan_group
				culture_group = dravidian_group
				culture_group = byzantine
				culture_group = north_african
				religion_group = muslim
				religion_group = zoroastrian_group
				religion_group = indian_group
			}
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = groomed
		}
		modifier = {
			factor = 0.8
			trait = uncouth
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
	}
	
	option = {
		name = VIETmisc.8195.a # Sad day
		piety = 5
	}	
	option = {
		name = VIETmisc.8195.b # Bored
		piety = -5
		random_list = {
			60 = { }
			20 = { add_trait = proud }
			20 = { add_trait = arbitrary }
		}
	}		
	option = {
		name = VIETmisc.8195.c # Politics
		prestige = 5
		random_list = {
			50 = { }
			30 = { add_trait = deceitful }
			20 = { add_trait = diligent }
		}
	}		
	option = {
		name = VIETmisc.8195.d # Personally knew
		random_list = {
			60 = { }
			20 = { add_trait = humble }
			20 = { add_trait = kind }
		}
	}	
}


# Courtier is growing an impressive rose garden
character_event = {
	id = VIETmisc.8196
	desc = VIETmisc.8196.desc
	picture = GFX_evt_garden
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	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 } }
		NOR = {
			is_tribal = yes
			is_nomadic = yes
		}
		capital_scope = {
			NOR = {
				region = world_africa_west
				region = world_africa_east
				region = world_africa_central
				region = world_steppe
				terrain = desert
				terrain = arctic
			}
		}
		any_courtier = {
			is_adult = yes
			ai = yes
			NOT = { trait = incapable }
			NOT = { is_consort = ROOT }
			NOT = { is_close_relative = ROOT }
			OR = {
				trait = gardener
				trait = diligent
				trait = patient
				trait = shy
				trait = content
				trait = deceitful
				stewardship = 8
				intrigue = 8
			}
			NOT = { trait = wroth }
			NOT = { trait = slothful }
			NOT = { trait = ambitious }
		}
	}
	
	weight_multiplier = {
		days = 1	
		
		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 = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				is_adult = yes
				ai = yes
				NOT = { trait = incapable }
				NOT = { is_consort = ROOT }
				NOT = { is_close_relative = ROOT }
				OR = {
					trait = gardener
					trait = diligent
					trait = patient
					trait = shy
					trait = content
					trait = deceitful
					stewardship = 8
					intrigue = 8
				}
				NOT = { trait = wroth }
				NOT = { trait = slothful }
				NOT = { trait = ambitious }			
			}
			save_event_target_as = target_VIET_rose_garden_courtier
		}
	}
	
	option = {
		name = VIETmisc.8196.a # Help me with gardening
		add_character_modifier = {
			name = VIET_garden_improvements
			duration = 1000
		}
		event_target:target_VIET_rose_garden_courtier = {
			add_trait = gardener
			add_character_modifier = {
				name = VIET_rose_garden
				duration = -1
			}
			opinion = {
				modifier = VIET_opinion_asked_me_for_garden_advice
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_opinion_garden_advice
				who = ROOT
				years = 1
			}		
		}
	}
	
	option = {
		name = VIETmisc.8196.b # Praise
		event_target:target_VIET_rose_garden_courtier = {
			add_trait = gardener
			add_character_modifier = {
				name = VIET_rose_garden
				duration = -1
			}
			reverse_opinion = {
				modifier = VIET_opinion_praised_me
				who = ROOT
				years = 1
			}		
		}
	}	
	
	option = {
		name = VIETmisc.8196.c # Anyone could've done that
		random = {
			add_trait = cynical
			chance = 50
		}
		event_target:target_VIET_rose_garden_courtier = {
			add_trait = gardener
			add_character_modifier = {
				name = VIET_rose_garden
				duration = -1
			}
			opinion = {
				modifier = VIET_opinion_gardening_discussions
				who = ROOT
				years = 1
			}	
			reverse_opinion = {
				modifier = VIET_opinion_gardening_discussions
				who = ROOT
				years = 1
			}		
		}
	}		
	
	option = {
		name = VIETmisc.8196.d # Discuss gardening
		trigger = {
			trait = gardener
		}
		tooltip_info = gardener
		event_target:target_VIET_rose_garden_courtier = {
			add_trait = gardener
			add_character_modifier = {
				name = VIET_rose_garden
				duration = -1
			}
			opinion = {
				modifier = VIET_opinion_gardening_discussions
				who = ROOT
				years = 1
			}	
			reverse_opinion = {
				modifier = VIET_opinion_gardening_discussions
				who = ROOT
				years = 1
			}	
			random = {
				add_friend = ROOT
				chance = 50
			}
		}
	}	
}

# Admirer gives a letter with a rose - Part 1
character_event = {
	id = VIETmisc.8197
	
	hide_window = yes
	
	is_triggered_only = yes

	ai = no	
	min_age = 16
	capable_only = yes
	prisoner = no
	only_playable = yes
	
	#trigger = {
	#	NOT = {
	#		has_game_rule = {
	#			name = VIET_events_rules
	#			value = serious
	#		}
	#	}	
	#}
	
	weight_multiplier = {
		days = 1	
		
		modifier = {
			factor = 1.2
			is_attractive_trigger = yes
		}
		modifier = {
			factor = 0.8
			is_unattractive_trigger = yes
		}
	}
	
	#mean_time_to_happen = {
	#	months = 50000
	#	modifier = {
	#		factor = 1.5
	#		is_attractive_trigger = no
	#	}
	#	modifier = {
	#		factor = 0.85
	#		trait = fair
	#	}
	#}
	
	immediate = {
		letter_event = { id = VIETmisc.8198 }
	}
}

# Admirer gives a letter with a rose - Part 2
letter_event = {
	id = VIETmisc.8198
	desc = VIETmisc.8198.desc
	
	is_triggered_only = yes
	
	option = {
		name = VIETmisc.8198.a
		random = {
			add_trait = trusting
			chance = 50
		}
	}	
	option = {
		name = VIETmisc.8198.b
		random = {
			add_trait = paranoid
			chance = 50
		}
	}
}


# Female ruler considers using rosehip oil to look youthful
character_event = {
	id = VIETmisc.8199
	desc = VIETmisc.8199.desc
	picture = GFX_evt_homage_hf
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	only_women = yes
	
	trigger = {
		in_command = no
		wealth = 10
		#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 = groomed
		}
		modifier = {
			factor = 0.8
			trait = uncouth
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
	}

	option = {
		name = VIETmisc.8199.a # Buy some
		wealth = -10
		add_character_modifier = {
			name = VIET_rosehip_oil
			duration = 1717
		}
	}
	option = {
		name = VIETmisc.8199.b # No need
		if = {
			limit = {
				trait = proud
			}
			random = {
				remove_trait = proud
				chance = 60
			}
		}
		else = {
			random = {
				add_trait = humble
				chance = 40
			}		
		}
	}
}


# Stumble on two servants in love
character_event = {
	id = VIETmisc.8200
	desc = VIETmisc.8200.desc
	picture = GFX_evt_maiden
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
	}
	
	immediate = {
	
		if = {
			limit = {
				trait = cruel
				any_courtier = {
					is_female = no
					is_adult = yes
					ai = yes
					NOT = { trait = incapable }
					NOT = { is_close_relative = ROOT }
					is_married = no
					has_lover = no
					OR = {
						has_evil_trait_trigger = yes
						has_unpleasant_trait_trigger = yes
						has_unattractive_trait_trigger = yes
					}
					has_attractive_trait_trigger = no				
				}
			}
			set_character_flag = VIET_ugly_jerk_exists
			random_courtier = {
				limit = {
					is_female = no
					is_adult = yes
					ai = yes
					NOT = { trait = incapable }
					NOT = { is_close_relative = ROOT }
					is_married = no
					has_lover = no
					OR = {
						has_evil_trait_trigger = yes
						has_unpleasant_trait_trigger = yes
						has_unattractive_trait_trigger = yes
					}
					has_attractive_trait_trigger = no				
				}
				save_event_target_as = target_VIET_ugly_jerk
			}		
		}
	}

	option = {
		name = VIETmisc.8200.a # Youthful folly
		piety = 5
	}
	
	option = {
		name = VIETmisc.8200.b # Cynical comment about women
		trigger = {
			trait = cynical
		}
		tooltip_info = cynical
		add_character_modifier = {
			name = VIET_feeling_jaded_about_life
			duration = 365
		}
	}
	
	option = {
		name = VIETmisc.8200.c # Cynical comment about men
		trigger = {
			trait = cynical
		}
		tooltip_info = cynical
		add_character_modifier = {
			name = VIET_feeling_jaded_about_life
			duration = 365
		}
	}
	
	option = {
		name = VIETmisc.8200.d # Pay for wedding - charitable option
		trigger = {
			trait = charitable
			NOT = { trait = kind }
		}
		tooltip_info = charitable
		wealth = -10
		piety = 10
		random = {
			add_trait = kind
			chance = 25
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = -1
				chance = 66
			}
		}
	}
	
	option = {
		name = VIETmisc.8200.e # Pay for wedding - kind option
		trigger = {
			trait = kind
		}
		tooltip_info = kind
		wealth = -10
		piety = 10
		if = {
			limit = {
				religion_group = muslim
			}
			random = {
				decadence = -1
				chance = 66
			}
		}
	}
	
	option = {
		name = VIETmisc.8200.f # Marry girl off to ugly fart - asshole option
		trigger = {
			trait = cruel
			NOT = { has_character_flag = VIET_ugly_jerk_exists_already_done }
		}
		tooltip_info = cruel
		piety = -10
		add_character_modifier = {
			name = VIET_heartless_villain
			duration = 1000
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = 1
		}
		if = {
			limit = {
				has_character_flag = VIET_ugly_jerk_exists
			}
			set_character_flag = VIET_ugly_jerk_exists_already_done
			create_character = {
				age = 17
				dynasty = none
				religion = ROOT
				culture = ROOT
				female = yes
				health = 5
				random_traits = yes
				historical = yes
			}
			new_character = {
				add_spouse = event_target:target_VIET_ugly_jerk
				add_rival = ROOT
				set_character_flag = ai_flag_refuse_concubinage
				add_character_modifier = {
					name = VIET_maidservant_forced_marriage
					duration = -1
				}
				#Guaranteed Traits
				add_trait = fair
				#Flavor
				random_list = {
					80 = { } #Nothing
					20 = { add_scarred_tiered_effect = yes }
				}					
				random = {
					VIET_give_clutter_artifact_effect = yes
					chance = 10
				}	
			}
		}
		#if = {
		#	limit = {
		#		any_courtier = {
		#			is_female = no
		#			is_adult = yes
		#			ai = yes
		#			NOT = { trait = incapable }
		#			NOT = { is_close_relative = liege }
		#			is_married = no
		#			has_lover = no
		#			OR = {
		#				has_evil_trait_trigger = yes
		#				has_unpleasant_trait_trigger = yes
		#				has_unattractive_trait_trigger = yes
		#			}
		#			has_attractive_trait_trigger = no
		#		}
		#	}
		#	random_courtier = {
		#		limit = {
		#			is_female = no
		#			is_adult = yes
		#			ai = yes
		#			NOT = { trait = incapable }
		#			NOT = { is_close_relative = liege }
		#			is_married = no
		#			has_lover = no
		#			OR = {
		#				has_evil_trait_trigger = yes
		#				has_unpleasant_trait_trigger = yes
		#				has_unattractive_trait_trigger = yes
		#			}
		#			has_attractive_trait_trigger = no				
		#		}
		#		custom_tooltip = { text = VIET_ugly_guy_new_wife_event_text }
		#		hidden_tooltip = {
		#			character_event = { id = VIETmisc.8201 }
		#		}
		#	}
		#}
		else = {
			custom_tooltip = { text = VIET_ugly_guy_new_wife_event_no_courtier_text }
		}
	}
}

# Stumble on two servants in love
#character_event = {
#	id = VIETmisc.8201
#		
#	hide_window = yes
#	
#	is_triggered_only = yes
#	
#	immediate = {
#		#Make waifu
#		create_character = {
#			age = 17
#			dynasty = none
#			religion = liege
#			culture = liege
#			female = yes
#			health = 5
#			random_traits = yes
#			historical = yes
#		}
#		new_character = {
#			add_spouse = ROOT
#			add_rival = liege
#			set_character_flag = ai_flag_refuse_concubinage
#			add_character_modifier = {
#				name = VIET_maidservant_forced_marriage
#				duration = -1
#			}
#			#Guaranteed Traits
#			add_trait = fair
#			#Flavor
#			random_list = {
#				80 = { } #Nothing
#				20 = { add_scarred_tiered_effect = yes }
#			}
#		}		
#	}
#}

# Rose tea
character_event = {
	id = VIETmisc.8202
	desc = VIETmisc.8202.desc
	picture = GFX_evt_drinking_tea
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		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 = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
	}

	option = {
		name = VIETmisc.8202.a # ok
		add_character_modifier = {
			name = VIET_rose_tea
			duration = 365
		}
	}
}

# Monk explains rose's significance as a symbol of the Virgin Mary
character_event = {
	id = VIETmisc.8203
	desc = VIETmisc.8203.desc
	picture = GFX_evt_monastery_monks
	
	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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}

	option = {
		name = VIETmisc.8203.a # ok
		piety = 3
	}
	option = {
		name = VIETmisc.8203.b # Be polite
		prestige = 3
		random = {
			add_trait = deceitful
			chance = 10
		}
	}
	option = {
		name = VIETmisc.8203.c # ask about other theological matters
		random = {
			change_learning = 1
			chance = 10
		}
	}
	option = {
		name = VIETmisc.8203.d # Ask for gardening tips
		trigger = {
			trait = gardener
		}
		tooltip_info = gardener
		random = {
			change_stewardship = 1
			chance = 50
		}
		random = {
			change_learning = 1
			chance = 50
		}
	}
}


# Meet an old villager admiring a flower
character_event = {
	id = VIETmisc.8204
	desc = VIETmisc.8204.desc
	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 = { 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 = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}

	option = {
		name = VIETmisc.8204.a # admire the flower
		piety = 3
		random_list = {
			70 = { }
			10 = { add_trait = patient }
			10 = { add_trait = humble }
			10 = { add_trait = content }
		}
		hidden_tooltip = {
			narrative_event = { id = VIETmisc.8205 }
		}
	}
	option = {
		name = VIETmisc.8204.b # walk away
		prestige = 3
		random_list = {
			70 = { }
			10 = { add_trait = proud }
			10 = { add_trait = shy }
			5 = { add_trait = ambitious }
			5 = { add_trait = diligent }
		}
	}
}


# Meet an old villager admiring a flower
narrative_event = {
	id = VIETmisc.8205
	title = VIETmisc.8205.title
	desc = VIETmisc.8205.desc
	picture = GFX_evt_tuscan_country
	
	is_triggered_only = yes

	option = {
		name = VIETmisc.8205.a # lesson learned
		add_character_modifier = {
			name = VIET_uplifting_lesson
			duration = 365
		}
	}
}

##########################################
# DEER MUSK 8206-8208
##########################################


# Buy some musk deer products?
character_event = {
	id = VIETmisc.8206
	desc = VIETmisc.8206.desc
	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
		wealth = 20
		#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 = 0.4
			capital_scope = {
				NOR = {
					region = world_india
					region = world_steppe
					region = world_himalayas
					region = world_persia
					region = world_middle_east
					region = world_africa_east
					region = world_africa_north
					region = world_asia_minor
					region = world_europe_south_east
				}			
			}
		}		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = groomed
		}
		modifier = {
			factor = 0.8
			trait = uncouth
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
	}

	option = {
		name = VIETmisc.8206.a # Buy perfumes
		wealth = -30
		add_character_modifier = {
			name = VIET_musk_deer_perfume
			duration = 730
		}
	}
	option = {
		name = VIETmisc.8206.b # Buy soaps
		wealth = -30
		add_character_modifier = {
			name = VIET_musk_deer_soap
			duration = 730
		}
	}
	option = {
		name = VIETmisc.8206.c # Buy medicines
		wealth = -30
		add_character_modifier = {
			name = VIET_musk_deer_medicine
			duration = 730
		}
	}
	option = {
		name = VIETmisc.8206.d # Don't buy any
		piety = 5
		if = {
			limit = {
				trait = proud
			}
			random = {
				remove_trait = proud
				chance = 50
			}
		}
		if = {
			limit = {
				NOT = { trait = content }
			}
			random = {
				add_trait = content
				chance = 30
			}
		}
	}
}



# Musk Deer population increases
province_event = {
	id = VIETmisc.8207
	desc = VIETmisc.8207.desc
	picture = GFX_evt_skyrim_forest
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_musk_deer }
		OR = {
			region = world_india_bengal
			region = world_india_rajastan
			region = world_steppe_east
			region = world_steppe_tarim
			region = world_himalayas
		}
		OR = {
			terrain = hills
			terrain = mountain
			terrain = steppe
		}
	}
	
	mean_time_to_happen = {
		months = 8000
	}
	

	option = { # Ok
		name = VIETmisc.8207.a
		add_province_modifier = {
			name = VIET_province_musk_deer
			duration = 1111
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {
					change_variable = { which = prosperity_value value = 5 }
				}
			}
		}
	}
}


# Hunters illegally hunting musk deer caught
character_event = {
	id = VIETmisc.8208
	desc = VIETmisc.8208.desc
	picture = GFX_evt_hunting_scene
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#in_command = no
		capital_scope = {
			OR = {
				region = world_india_bengal
				region = world_india_rajastan
				region = world_steppe_east
				region = world_steppe_tarim
				region = world_himalayas
			}
			OR = {
				terrain = hills
				terrain = mountain
				terrain = steppe
			}		
		}
		#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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
	}

	option = {
		name = VIETmisc.8208.a # Let them go
		trigger = {
			NOT = { trait = just }
		}
		if = {
			limit = {
				NOT = { trait = arbitrary }
			}
			random = {
				add_trait = arbitrary
				chance = 30
			}
		}
		prestige = -10
	}
	option = {
		name = VIETmisc.8208.b # Rid their goods
		prestige = 5
	}
	option = {
		name = VIETmisc.8208.c # Take their goods
		random_list = {
			20 = { add_trait = arbitrary }
			20 = { add_trait = greedy }
			60 = { }
		}
		prestige = -10
		piety = -10
		wealth = 25
	}
}


##########################################
# VIRGINITY (based on is_virgin_trigger in vanilla - pretty cool they figured out a way to do that) 8209-8213
##########################################


# Man worries about not having enough experience
character_event = {
	id = VIETmisc.8209
	desc = VIETmisc.8209.desc
	picture = GFX_evt_bad_news
	
	is_triggered_only = yes

	min_age = 13
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	only_men = yes
	
	trigger = {
		in_command = no
		is_virgin_trigger = yes
		NOT = { trait = homosexual }
		#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 = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = stubborn
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
	}

	option = { #Visit a brothel
		name = VIETmisc.8209.a
		wealth = -5
		piety = -10
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
		if = {
			limit = {
				trait = chaste
			}
			random = {
				remove_trait = chaste
				chance = 75
			}
		}
		if = {
			limit = {
				trait = shy
			}
			random = {
				remove_trait = shy
				chance = 40
			}
		}
		random_list = {
			70 = { }
			20 = { add_trait = lustful }
			20 = { add_trait = gregarious }
		}
	}
	option = { #Boink a maid
		name = VIETmisc.8209.b
		if = {
			limit = {
				trait = chaste
			}
			random = {
				remove_trait = chaste
				chance = 50
			}
		}
		add_character_modifier = {
			name = VIET_one_time_lovemaking
			duration = 365
		}
	}
	option = { #Don't care
		name = VIETmisc.8209.c
		add_character_modifier = {
			name = VIET_not_enough_sex_rumors
			duration = 365
		}
		random_list = {
			50 = { }
			10 = { add_trait = content }
			10 = { add_trait = slothful }
			30 = { add_trait = chaste }
		}
	}
	option = { #Doesn't like women
		name = VIETmisc.8209.d
		add_character_modifier = {
			name = VIET_sexist_against_women
			duration = 365
		}
		add_character_modifier = {
			name = VIET_not_enough_sex_rumors
			duration = 365
		}
	}
}

# Young noblewoman loses virtue to rakish scoundrel
character_event = {
	id = VIETmisc.8210
	desc = VIETmisc.8210.desc
	picture = GFX_evt_maiden
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#is_virgin_trigger = yes
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		NOT = { has_character_flag = VIET_dishonored_maiden_event_already }
	}
	
	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 = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
	}
	
	immediate = {
		set_character_flag = VIET_dishonored_maiden_event_already 
	}

	option = { #Don't get involved
		name = VIETmisc.8210.a
		custom_tooltip = { text = VIET_dishonored_maiden_ignore }
	}
	option = { #Look down on girl
		name = VIETmisc.8210.b
		prestige = 5
		add_character_modifier = {
			name = VIET_sexist_against_women
			duration = 365
		}
		custom_tooltip = { text = VIET_dishonored_maiden_scorn }
	}
	option = { #Force man to pay fine
		name = VIETmisc.8210.c
		if = {
			limit = {
				trait = arbitrary
			}
			random = {
				remove_trait = arbitrary
				chance = 55
			}
		}
		else = {
			random = {
				add_trait = just
				chance = 35
			}
		}
		custom_tooltip = { text = VIET_dishonored_maiden_compromise }
	}
	option = { #Give her a place at my court
		name = VIETmisc.8210.d
		trigger = {
			OR = {
				trait = kind
				trait = charitable
				trait = trusting
				trait = lustful
			}
			NOT = { trait = paranoid }
			NOT = { trait = proud }
			NOT = { trait = cruel }
		}
		prestige = -20
		if = {
			limit = {
				trait = cruel
			}
			remove_trait = cruel
		}
		else = {
			random = {
				add_trait = kind
				chance = 45
			}
		}
		random = {
			add_trait = charitable
			chance = 35
		}
			
		create_character = {
			age = 16
			dynasty = random
			religion = ROOT
			culture = ROOT
			female = yes
			health = 5
			random_traits = no
			historical = yes
		}
		new_character = {
			#Education & other basic stuff
			add_character_modifier = {
				name = VIET_dishonored_deflowered_maiden
				duration = -1
			}
			#set_character_flag = ai_flag_refuse_concubinage
			#set_character_flag = ai_flag_refuse_marriage
			set_character_flag = no_court_invites
			add_trait = trusting					
			random = {
				VIET_give_clutter_artifact_effect = yes
				chance = 10
			}	
			#Flavor
			random_list = {
				85 = { } #Nothing
				15 = { add_scarred_tiered_effect = yes }
			}
			random_list = {
				40 = { } 
				30 = { add_trait = groomed }
				30 = { add_trait = fair }
			}
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}			
			if = {
				limit = { has_dlc = "Way of Life" }
				random_list = {
					60 = { add_trait = socializer }
					10 = { add_trait = scholar }
					10 = { add_trait = seductress }
					20 = {}
				}
			}
			#Personality Archetypes
			random_list = {
				20 = { # Innocent
					set_character_flag = VIET_dishonored_innocent
					add_trait = naive_appeaser
					add_trait = kind
					add_trait = patient
					add_trait = humble
				}
				20 = { # Nerd
					set_character_flag = VIET_dishonored_nerd
					add_trait = scholarly_theologian
					add_trait = erudite
					add_trait = diligent
					add_trait = slothful
					if = {
						limit = { has_dlc = "Way of Life" }
						random_list = {
							60 = { add_trait = scholar }
							10 = { add_trait = gamer }
							10 = { add_trait = mystic }
							10 = { add_trait = theologian }
							10 = {}
						}
					}
				}
				20 = { # Arrogant snob
					set_character_flag = VIET_dishonored_snob
					add_trait = thrifty_clerk
					add_trait = proud
					add_trait = stubborn
					add_trait = slothful
					if = {
						limit = { has_dlc = "Way of Life" }
						random_list = {
							60 = { add_trait = socializer }
							20 = { add_trait = schemer }
							20 = {}
						}
					}
				}
			}
		}
		
		
		custom_tooltip = { text = VIET_dishonored_maiden_help }
	}
}


# Vasha from Skyrim - capture notorious bandit wanted for murder, theft, and rape
character_event = {
	id = VIETmisc.8211
	desc = VIETmisc.8211.desc
	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
		#is_virgin_trigger = yes
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		NOT = { has_character_flag = VIET_vasha_was_here }
	}
	
	weight_multiplier = {
		days = 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
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
	}
	
	immediate = {
		set_character_flag = VIET_vasha_was_here 
	}

	option = { #Execute!
		name = VIETmisc.8211.a
		prestige = 20
		
		if = {
			limit = {
				trait = arbitrary
			}
			remove_trait = arbitrary
		}
		else = {
			random = {
				add_trait = just
				chance = 50
			}
		}
		
		add_character_modifier = {
			name = VIET_captured_notorious_bandit
			duration = 1666
		}
	}
	option = { #Recruit him
		name = VIETmisc.8211.b
		prestige = -50
		wealth = -50
		
		if = {
			limit = {
				trait = just
			}
			remove_trait = just
		}
		
		add_character_modifier = {
			name = VIET_hired_notorious_bandit
			duration = 1666
		}
		
		create_random_soldier = {
			#age = 16
			dynasty = random
			religion = ROOT
			culture = ROOT
			female = no
			health = 5
			random_traits = no
			historical = yes
		}
		new_character = {
			#Education & other basic stuff
			add_character_modifier = {
				name = VIET_notorious_bandit
				duration = -1
			}
			#set_character_flag = ai_flag_refuse_concubinage
			#set_character_flag = ai_flag_refuse_marriage
			#set_character_flag = no_court_invites					
			random = {
				VIET_give_generic_weapon_effect = yes
				chance = 20
			}	
			#Flavor
			random_list = {
				250 = { } #Nothing
				100 = { add_scarred_tiered_effect = yes }
				20 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_eyed
				}
				20 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_handed
				}
				20 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_legged
				}
				5 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_legged
					add_trait = one_handed
				}
				5 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_legged
					add_trait = one_eyed
				}
				5 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_eyed
					add_trait = one_handed
				}
			}
			random_list = {
				40 = { } 
				20 = { add_trait = robust }
				20 = { add_trait = sturdy }
				20 = { add_trait = strong }
			}
			random_list = {
				60 = { add_trait = shrewd }
				20 = { add_trait = quick }
				20 = { add_trait = genius }
			}
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}			
			#if = {
			#	limit = { has_dlc = "Way of Life" }
			#	random_list = {
			#		10 = { add_trait = seducer }
			#		10 = { add_trait = duelist }
			#		10 = { add_trait = impaler }
			#		10 = { add_trait = schemer }
			#		10 = { add_trait = strategist }
			#		20 = {}
			#	}
			#}
			#Personality Archetypes
			add_trait = cruel
			add_trait = lustful
			add_trait = brave
			random_list = {
				20 = { # Suave and cunning gentleman
					set_character_flag = VIET_vasha_suave
					change_diplomacy = 3
					change_intrigue = 2
					add_trait = gregarious
					add_trait = erudite
					add_trait = proud
					add_trait = fair
					add_trait = scholar
				}
				20 = { # Rowdy fun-lover
					set_character_flag = VIET_vasha_partier
					add_trait = arbitrary
					add_trait = gluttonous
					add_trait = envious
					add_trait = hedonist
				}
				20 = { # Inhumane and immoral
					set_character_flag = VIET_vasha_asshole
					change_diplomacy = -5
					change_martial = 3
					add_trait = impaler
					add_trait = greedy
					add_trait = arbitrary
					add_trait = wroth
				}
				20 = { # All business
					set_character_flag = VIET_vasha_smuggler
					change_stewardship = 3
					add_trait = administrator
					add_trait = greedy
					add_trait = cynical
					add_trait = patient
				}
			}
		}
		
		custom_tooltip = { text = VIET_hire_vasha_choice }
	}
}


# Courtier boasts about supposed conquests of virgins
character_event = {
	id = VIETmisc.8212
	desc = VIETmisc.8212.desc
	picture = GFX_evt_maiden
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		#is_virgin_trigger = yes
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_courtier = {
			is_adult = yes
			is_female = no
			is_virgin_trigger = no
			NOT = { trait = incapable }
			OR = {
				trait = lustful
				trait = proud
				trait = hedonist
				trait = seducer
				trait = gregarious
			}			
			is_married = no
			has_lover = no
		}
	}
	
	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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				is_adult = yes
				is_female = no
				is_virgin_trigger = no
				NOT = { trait = incapable }
				OR = {
					trait = lustful
					trait = proud
					trait = hedonist
					trait = seducer
					trait = gregarious
				}			
				is_married = no
				has_lover = no
			}
			save_event_target_as = target_VIET_claiming_to_be_womanizer
		}
	}

	option = { #Punished in the afterlife!
		name = VIETmisc.8212.a
		trigger = {
			trait = zealous
		}
		tooltip_info = zealous
		piety = 5
		event_target:target_VIET_claiming_to_be_womanizer = {
			add_character_modifier = {
				name = VIET_defiler_of_maidens
				duration = 1519
			}
			opinion = {
				modifier = VIET_opinion_publically_chastised_me
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_opinion_shameless_rake
				who = ROOT
				years = 3
			}
		}		
	}

	option = { #Amateur
		name = VIETmisc.8212.b
		trigger = {
			trait = seducer
			is_female = no
			NOT = { trait = homosexual }
		}
		tooltip_info = seducer
		prestige = 5
		event_target:target_VIET_claiming_to_be_womanizer = {
			add_character_modifier = {
				name = VIET_defiler_of_maidens
				duration = 1519
			}
			opinion = {
				modifier = VIET_opinion_condenscending_attitude
				who = ROOT
				years = 1
			}
			#reverse_opinion = {
			#	modifier = VIET_opinion_shameless_rake
			#	who = ROOT
			#	years = 3
			#}
		}		
	}

	option = { #Agree
		name = VIETmisc.8212.c
		trigger = {
			OR = {
				AND = {
					is_female = no
					NOT = { trait = homosexual }				
				}
				AND = {
					is_female = yes
					trait = homosexual
				}
			}
			is_virgin_trigger = no
		}
		#tooltip_info = seducer
		event_target:target_VIET_claiming_to_be_womanizer = {
			add_character_modifier = {
				name = VIET_defiler_of_maidens
				duration = 1519
			}
			opinion = {
				modifier = agrees_with_me
				who = ROOT
				years = 1
			}
			#reverse_opinion = {
			#	modifier = VIET_opinion_shameless_rake
			#	who = ROOT
			#	years = 3
			#}
		}		
	}

	option = { #Don't believe him
		name = VIETmisc.8212.d
		#trigger = {
		#	OR = {
		#		AND = {
		#			is_female = no
		#			NOT = { trait = homosexual }				
		#		}
		#		AND = {
		#			is_female = yes
		#			trait = homosexual
		#		}
		#	}
		#	is_virgin_trigger = no
		#}
		#tooltip_info = seducer
		add_character_modifier = {
			name = highly_amused_ruler
			duration = 365
		}
		event_target:target_VIET_claiming_to_be_womanizer = {
			add_character_modifier = {
				name = VIET_defiler_of_maidens
				duration = 1519
			}
			opinion = {
				modifier = VIET_opinion_condenscending_attitude
				who = ROOT
				years = 1
			}
			#reverse_opinion = {
			#	modifier = VIET_opinion_shameless_rake
			#	who = ROOT
			#	years = 3
			#}
		}		
	}

	option = { #Despicable attitude
		name = VIETmisc.8212.e
		#trigger = {
		#	OR = {
		#		AND = {
		#			is_female = no
		#			NOT = { trait = homosexual }				
		#		}
		#		AND = {
		#			is_female = yes
		#			trait = homosexual
		#		}
		#	}
		#	is_virgin_trigger = no
		#}
		#tooltip_info = seducer
		add_character_modifier = {
			name = VIET_respects_women
			duration = 365
		}
		event_target:target_VIET_claiming_to_be_womanizer = {
			add_character_modifier = {
				name = VIET_defiler_of_maidens
				duration = 1519
			}
			opinion = {
				modifier = VIET_opinion_publically_chastised_me
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_opinion_shameless_rake
				who = ROOT
				years = 3
			}
		}		
	}
}


# Courtier is lacking in sexual experience
character_event = {
	id = VIETmisc.8213
	desc = VIETmisc.8213.desc
	picture = GFX_evt_brothel
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		in_command = no
		#is_virgin_trigger = yes
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_courtier = {
			is_adult = yes
			is_female = no
			is_virgin_trigger = yes
			NOT = { trait = incapable }
			NOT = { trait = celibate }
			NOT = { trait = eunuch }
			NOT = { trait = homosexual }
			#No close relatives unless incest is okay
			#NOT = { is_consort = ROOT }
			#NOT = { is_close_relative = ROOT }
		}
	}
	
	weight_multiplier = {
		days = 1	
				
		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 = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				is_adult = yes
				is_female = no
				is_virgin_trigger = yes
				NOT = { trait = incapable }
				NOT = { trait = celibate }
				NOT = { trait = eunuch }
				NOT = { trait = homosexual }
				#No close relatives unless incest is okay
				#NOT = { is_consort = ROOT }
				#NOT = { is_close_relative = ROOT }
			}
			save_event_target_as = target_VIET_inexperienced_man
		}
	}

	option = { #What a loser
		name = VIETmisc.8213.a
		if = {
			limit = {
				trait = kind
			}
			random = {
				remove_trait = kind
				chance = 50
			}
		}
		if = {
			limit = {
				trait = chaste
			}
			random = {
				remove_trait = chaste
				chance = 25
			}
		}
		prestige = 5
		event_target:target_VIET_inexperienced_man = {
			add_character_modifier = {
				name = VIET_not_enough_sex_rumors
				duration = 730
			}
			random = {
				add_trait = depressed
				chance = 50
			}
			opinion = {
				modifier = opinion_shamed_me
				who = ROOT
				years = 1
			}
		}		
	}

	option = { #Go to the whorehouse
		name = VIETmisc.8213.b
		if = {
			limit = {
				trait = chaste
			}
			random = {
				remove_trait = chaste
				chance = 50
			}
		}
		add_character_modifier = {
			name = advice_giver
			duration = 365
		}
		random_list = {
			50 = { #Accepts advice
				event_target:target_VIET_inexperienced_man = {
					add_trait = lustful
					wealth = -10
					prestige = 10
					opinion = {
						modifier = VIET_opinion_reasonable_advice
						who = ROOT
						years = 1
					}
				}
				custom_tooltip = { text = VIET_virgin_accepts_advice }
			}
			50 = { #Doesn't accept advice
				event_target:target_VIET_inexperienced_man = {
					add_character_modifier = {
						name = VIET_not_enough_sex_rumors
						duration = 730
					}
					random = {
						add_trait = depressed
						chance = 50
					}
					opinion = {
						modifier = opinion_shamed_me
						who = ROOT
						years = 1
					}
				}
				custom_tooltip = { text = VIET_virgin_rejects_advice }			
			}
		}		
	}

	option = { #Don't worry about others
		name = VIETmisc.8213.c
		random_list = {
			60 = {}
			20 = { add_trait = kind }
			10 = { add_trait = patient }
			10 = { add_trait = humble }
		}
		add_character_modifier = {
			name = advice_giver
			duration = 365
		}
		event_target:target_VIET_inexperienced_man = {
			add_character_modifier = {
				name = VIET_not_enough_sex_rumors
				duration = 730
			}
			opinion = {
				modifier = opinion_comforted_me
				who = ROOT
				years = 1
			}
			random = {
				add_friend = ROOT
				chance = 33
			}
		}		
	}

	option = { # Teach a thing or two - male option
		name = VIETmisc.8213.d
		trigger = {
			is_female = no
			is_virgin_trigger = no
			NOT = { trait = eunuch }
		}
		add_character_modifier = {
			name = advice_giver
			duration = 365
		}
		event_target:target_VIET_inexperienced_man = {
			opinion = {
				modifier = opinion_helped_me
				who = ROOT
				years = 1
			}
			random = {
				add_friend = ROOT
				chance = 33
			}
			random = {
				add_trait = lustful
				chance = 20
			}
		}	
	}

	option = { # Teach a thing or two - female option
		name = VIETmisc.8213.e
		trigger = {
			is_female = yes
			NOT = { trait = homosexual }
			is_virgin_trigger = no
			is_unattractive_trigger = no
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0
				trait = zealous
			}
			modifier = {
				factor = 0.05
				has_lover = yes
			}
			modifier = {
				factor = 0.05
				is_married = yes
			}
			modifier = {
				factor = 0.1
				event_target:target_VIET_inexperienced_man = {
					is_unattractive_trigger = yes
				}
			}
		}
		event_target:target_VIET_inexperienced_man = {
			add_lover = ROOT
			random = {
				add_trait = lustful
				chance = 20
			}
		}		
	}
}

####################################################################
# BROCCOLI 8214-8216
####################################################################


# Exotic broccoli introduced to character
character_event = {
	id = VIETmisc.8214
	desc = VIETmisc.8214.desc
	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
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		capital_scope = {
			NOR = {
				region = world_europe_south
				region = world_europe_south_east
				region = world_africa_north
				region = world_asia_minor
			}
			NOR = {
				culture_group = latin
				culture_group = iberian
				culture_group = byzantine
			}
		}
		NOR = {
			culture_group = latin
			culture_group = iberian
			culture_group = byzantine
		}
	}
	
	weight_multiplier = {
		days = 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
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
	}

	option = { # Sample a bit
		name = VIETmisc.8214.a
		add_character_modifier = {
			name = VIET_tried_something_new
			duration = 180
		}
	}

	option = { # Keep some around
		name = VIETmisc.8214.b
		wealth = -5
		add_character_modifier = {
			name = eating_good_food
			duration = 365
		}
	}
}

# Someone doesn't like broccoli
character_event = {
	id = VIETmisc.8215
	desc = VIETmisc.8215.desc
	picture = GFX_evt_feast_hf
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		OR = {
			culture_group = latin
			culture_group = iberian
			culture_group = byzantine
			capital_scope = {
				OR = {
					region = world_europe_south
					region = world_europe_south_east
					region = world_africa_north
					region = world_asia_minor
					culture_group = latin
					culture_group = iberian
					culture_group = byzantine
				}
			}
		}
	}
	
	weight_multiplier = {
		days = 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
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
	}

	option = { # I like it
		name = VIETmisc.8215.a
		prestige = 3
	}
	option = { # Who am I to judge?
		name = VIETmisc.8215.b
		random = {
			add_trait = humble
			chance = 20
		}
	}
	option = { # Broccoli is terrible
		name = VIETmisc.8215.c
		random = {
			add_trait = proud
			chance = 20
		}
	}
}

# Broccoli vs cauliflower
character_event = {
	id = VIETmisc.8216
	desc = VIETmisc.8216.desc
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		OR = {
			culture_group = latin
			culture_group = iberian
			culture_group = byzantine
			capital_scope = {
				OR = {
					region = world_europe_south
					region = world_europe_south_east
					region = world_africa_north
					region = world_asia_minor
					culture_group = latin
					culture_group = iberian
					culture_group = byzantine
				}
			}
		}
	}
	
	weight_multiplier = {
		days = 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
		}
		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
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}

	option = { # Broccoli
		name = VIETmisc.8216.a
		add_character_modifier = {
			name = eating_good_food
			duration = 180
		}
	}
	option = { # Cauliflower
		name = VIETmisc.8216.b
		add_character_modifier = {
			name = eating_good_food
			duration = 180
		}
	}
	option = { # Ignore and move on
		name = VIETmisc.8216.c
		random_list = {
			70 = { }
			10 = { add_trait = humble }
			10 = { add_trait = shy }
			10 = { add_trait = slothful }
		}
		add_character_modifier = {
			name = eating_good_food
			duration = 180
		}
	}
	option = { # Both!
		name = VIETmisc.8216.d
		random = {
			add_trait = gluttonous
			chance = 25
		}
		add_character_modifier = {
			name = eating_good_food
			duration = 180
		}
	}
}

#################################################################
# STRANGE DREAMS 8217-8239
#################################################################

# Dream of a great ship in a harbor
long_character_event = {
	id = VIETmisc.8217
	desc = VIETmisc.8217.desc
	picture = GFX_evt_columbus
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
		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 = { # Ok
		name = VIETmisc.8217.a
		prestige = 1
		if = {
			limit = {
				trait = craven
			}
			random = {
				remove_trait = craven
				chance = 40
			}
		}
		else = {
			random = {
				add_trait = brave
				chance = 30
			}
		}
		if = {
			limit = {
				trait = shy
			}
			random = {
				remove_trait = shy
				chance = 30
			}
		}
		else = {
			random = {
				add_trait = gregarious
				chance = 20
			}
		}
	}
}

# Meet someone you know irl in a dream
character_event = {
	id = VIETmisc.8218
	desc = VIETmisc.8218.desc
	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 = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		# 
		#NOT = {
		#	has_game_rule = {
		#		name = VIET_events_rules
		#		value = serious
		#	}
		#}
		any_courtier = {
			NOT = { trait = incapable }
			is_adult = yes
			in_command = no
			is_abroad = no
			ai = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
				
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
		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 = { # A friend
		name = VIETmisc.8218.a
		random_courtier = {
			limit = {
				NOT = { trait = incapable }
				is_adult = yes
				in_command = no
				is_abroad = no
				ai = yes
			}
			hidden_tooltip = {
				character_event = { id = VIETmisc.8219 } #ping
			}
		}
	}
}

# Meet someone you know irl in a dream
character_event = {
	id = VIETmisc.8219
	desc = VIETmisc.8219.desc
	picture = GFX_evt_small_town
	
	is_triggered_only = yes

	option = { # A friend
		name = VIETmisc.8219.a
		FROM = {
			character_event = { id = VIETmisc.8220 } #ping
		}
	}
}

# Meet someone you know irl in a dream
character_event = {
	id = VIETmisc.8220
	desc = VIETmisc.8220.desc
	picture = GFX_evt_small_town
	
	is_triggered_only = yes

	option = { # What a coincidence! Good reaction
		name = VIETmisc.8220.a
		FROM = {
			random = {
				add_friend = ROOT
				chance = 30
			}
			opinion = {
				modifier = VIET_shared_dream_good
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_shared_dream_good
				who = ROOT
				years = 1
			}
		}
	}

	option = { # What a coincidence! Bad reaction
		name = VIETmisc.8220.b
		FROM = {
			random = {
				add_rival = ROOT
				chance = 15
			}
			opinion = {
				modifier = VIET_shared_dream_bad
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_shared_dream_bad
				who = ROOT
				years = 1
			}
		}
	}
}


# Dream of a Korean Drama (probably should've been considered an event chain but oh well)
character_event = {
	id = VIETmisc.8221
	desc = VIETmisc.8221.desc
	picture = GFX_evt_modern_slice_of_life
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		#Might be immersion breaking for some 
		NOT = {
			has_game_rule = {
				name = VIET_events_rules
				value = serious
			}
		}
		NOT = { has_character_flag = VIET_generic_kdrama_happened_to_me }
	}
	
	weight_multiplier = {
		days = 1	
				
		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 = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
	}

	option = { # Who am I?
		name = VIETmisc.8221.a
		set_character_flag = VIET_generic_kdrama_happened_to_me
		custom_tooltip = { text = VIET_kdrama_who_am_i }
		hidden_tooltip = {
			random_list = {
				50 = {
					modifier = {
						factor = 1.3
						is_female = yes
						NOT = { trait = homosexual }
					}
					modifier = {
						factor = 1.3
						is_female = no
						trait = homosexual
					}
					#set_character_flag = VIET_kdrama_girls_pov
					character_event = { id = VIETmisc.8222 } # girl's POV
				}
				50 = {
					modifier = {
						factor = 1.3
						is_female = no
						NOT = { trait = homosexual }
					}
					modifier = {
						factor = 1.3
						is_female = yes
						trait = homosexual
					}
					#set_character_flag = VIET_kdrama_boys_pov
					character_event = { id = VIETmisc.8225 } # boy's POV
				}
			}		
		}
	}
}



# Enter the hot brooding jerk with a heart of gold who takes hot brooding showers
character_event = {
	id = VIETmisc.8222
	desc = VIETmisc.8222.desc
	picture = GFX_evt_modern_slice_of_life
	
	is_triggered_only = yes

	option = { # talk
		name = VIETmisc.8222.a
		hidden_tooltip = {
			character_event = { id = VIETmisc.8223 }
		}
		custom_tooltip = { text = VIET_kdrama_girl_talk }
	}
}



# Walking along the river (girl's POV)
character_event = {
	id = VIETmisc.8223
	desc = VIETmisc.8223.desc
	picture = GFX_evt_oblivion_pastoral_dream
	
	is_triggered_only = yes

	option = { # Initiate lewd handholding
		name = VIETmisc.8223.a
		hidden_tooltip = {
			narrative_event = { id = VIETmisc.8224 }
		}
		custom_tooltip = { text = VIET_kdrama_lewd_handholding }
	}
	option = { # Dramatic confession
		name = VIETmisc.8223.b
		hidden_tooltip = {
			narrative_event = { id = VIETmisc.8224 }
		}
		custom_tooltip = { text = VIET_kdrama_dramatic_confession }
	}
	option = { # Tsundere
		name = VIETmisc.8223.c
		hidden_tooltip = {
			narrative_event = { id = VIETmisc.8224 }
		}
		custom_tooltip = { text = VIET_kdrama_tsundere }
	}
	option = { # Receive lewd handholding
		name = VIETmisc.8223.d
		hidden_tooltip = {
			narrative_event = { id = VIETmisc.8224 }
		}
		custom_tooltip = { text = VIET_kdrama_be_handheld }
	}
}

# Wake up (girl's POV)
narrative_event = {
	id = VIETmisc.8224
	title = VIETmisc.8224.title
	desc = VIETmisc.8224.desc
	picture = GFX_evt_hyouka
	
	is_triggered_only = yes

	option = { # boohoo
		name = VIETmisc.8224.a
		if = {
			limit = {
				trait = wroth
			}
			remove_trait = wroth
		}
		if = {
			limit = {
				trait = cruel
			}
			remove_trait = cruel
		}
		random = {
			add_trait = chaste
			chance = 30
		}
		add_character_modifier = {
			name = VIET_kdrama_dream_girls_pov
			duration = 1453
		}
	}
}

# Enter the plucky determined naive generic female lead
character_event = {
	id = VIETmisc.8225
	desc = VIETmisc.8225.desc
	picture = GFX_evt_modern_slice_of_life
	
	is_triggered_only = yes

	option = { # talk
		name = VIETmisc.8225.a
		hidden_tooltip = {
			character_event = { id = VIETmisc.8226 }
		}
		custom_tooltip = { text = VIET_kdrama_boy_talk }
	}
}



# Walking along the river (boy's POV)
character_event = {
	id = VIETmisc.8226
	desc = VIETmisc.8226.desc
	picture = GFX_evt_oblivion_pastoral_dream
	
	is_triggered_only = yes

	option = { # Initiate lewd handholding
		name = VIETmisc.8226.a
		hidden_tooltip = {
			narrative_event = { id = VIETmisc.8227 }
		}
		custom_tooltip = { text = VIET_kdrama_lewd_handholding }
	}
	option = { # Dramatic confession
		name = VIETmisc.8226.b
		hidden_tooltip = {
			narrative_event = { id = VIETmisc.8227 }
		}
		custom_tooltip = { text = VIET_kdrama_dramatic_confession }
	}
	option = { # Tsundere
		name = VIETmisc.8226.c
		hidden_tooltip = {
			narrative_event = { id = VIETmisc.8227 }
		}
		custom_tooltip = { text = VIET_kdrama_tsundere }
	}
	option = { # Receive lewd handholding
		name = VIETmisc.8226.d
		hidden_tooltip = {
			narrative_event = { id = VIETmisc.8227 }
		}
		custom_tooltip = { text = VIET_kdrama_be_handheld }
	}
}

# Wake up (girl's POV)
narrative_event = {
	id = VIETmisc.8227
	title = VIETmisc.8227.title
	desc = VIETmisc.8227.desc
	picture = GFX_evt_hyouka
	
	is_triggered_only = yes

	option = { # boohoo
		name = VIETmisc.8227.a
		if = {
			limit = {
				trait = envious
			}
			remove_trait = envious
		}
		if = {
			limit = {
				trait = arbitrary
			}
			remove_trait = arbitrary
		}
		random = {
			add_trait = chaste
			chance = 30
		}
		add_character_modifier = {
			name = VIET_kdrama_dream_boys_pov
			duration = 1453
		}
	}
}


# Exploring the dreamworld at the beginning of time
long_character_event = {
	id = VIETmisc.8228
	desc = VIETmisc.8228.desc
	picture = GFX_evt_hyouka
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		#Might be immersion breaking for some 
		#NOT = {
		#	has_game_rule = {
		#		name = VIET_events_rules
		#		value = serious
		#	}
		#}
	#}
	
	weight_multiplier = {
		days = 1	
				
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}

	option = { # Who am I?
		name = VIETmisc.8228.a
		hidden_tooltip = {
			character_event = { id = VIETmisc.8229 }
		}
	}
}

# Exploring the dreamworld at the beginning of time - waking up 
character_event = {
	id = VIETmisc.8229
	desc = VIETmisc.8229.desc
	picture = GFX_evt_apollo_sun
	
	is_triggered_only = yes

	option = { # Who am I?
		name = VIETmisc.8229.a
		if = {
			limit = {
				trait = cruel
			}
			remove_trait = cruel
		}
		if = {
			limit = {
				trait = depressed
			}
			remove_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
			}
			remove_trait = stressed
		}
		add_character_modifier = {
			name = VIET_dreamscape_dream
			duration = 888
		}
	}
}


# Dream of the desert campfire that's symbolic for something
long_character_event = {
	id = VIETmisc.8230
	desc = VIETmisc.8230.desc
	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
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		#Might be immersion breaking for some 
		#NOT = {
		#	has_game_rule = {
		#		name = VIET_events_rules
		#		value = serious
		#	}
		#}
	#}
	
	weight_multiplier = {
		days = 1	
				
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
	}

	option = { # Destination unknown
		name = VIETmisc.8230.a
		hidden_tooltip = {
			character_event = { id = VIETmisc.8231 }
		}
	}
}

# What is reality and what is dream?
character_event = {
	id = VIETmisc.8231
	desc = VIETmisc.8231.desc
	picture = GFX_evt_recovery
	
	is_triggered_only = yes

	option = { # Reality
		name = VIETmisc.8231.a
		random = {
			add_trait = proud
			chance = 5
		}
		add_character_modifier = {
			name = VIET_campfire_dream
			duration = 777
		}
	}
	option = { # Dream
		name = VIETmisc.8231.b
		random = {
			add_trait = lunatic
			chance = 5
		}
		add_character_modifier = {
			name = VIET_campfire_dream
			duration = 777
		}
	}
	option = { # Cannot distinguish between the two
		name = VIETmisc.8231.c
		trigger = {
			OR = {
				learning = 11
				trait = erudite
				trait = scholar
				trait = theologian
				trait = lunatic
				religion = taoist #Zhuangzi
			}
		}
		add_character_modifier = {
			name = VIET_navel_gazing
			duration = 777
		}
		add_character_modifier = {
			name = VIET_campfire_dream
			duration = 777
		}
	}
	option = { # Dream within a dream
		name = VIETmisc.8231.d
		trigger = {
			OR = {
				learning = 11
				trait = erudite
				trait = scholar
				trait = theologian
				trait = lunatic
				religion = taoist #Zhuangzi
			}
		}
		add_character_modifier = {
			name = VIET_navel_gazing
			duration = 777
		}
		add_character_modifier = {
			name = VIET_campfire_dream
			duration = 777
		}
	}
}

# Sunset dream with a companion
character_event = {
	id = VIETmisc.8232
	desc = VIETmisc.8232.desc
	picture = GFX_evt_hyouka
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		#Might be immersion breaking for some 
		#NOT = {
		#	has_game_rule = {
		#		name = VIET_events_rules
		#		value = serious
		#	}
		#}
	#}
	
	weight_multiplier = {
		days = 1	
				
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}

	option = { # ok
		name = VIETmisc.8232.a
		if = {
			limit = {
				trait = shy
			}
			random = {
				remove_trait = shy
				chance = 25
			}
		}
		else = {
			random = {
				add_trait = gregarious
				chance = 25
			}
		}
		piety = 2
	}
}

# Dream of the primordial river
character_event = {
	id = VIETmisc.8233
	desc = VIETmisc.8233.desc
	picture = GFX_evt_oblivion_pastoral_dream
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		#Might be immersion breaking for some 
		#NOT = {
		#	has_game_rule = {
		#		name = VIET_events_rules
		#		value = serious
		#	}
		#}
	#}
	
	weight_multiplier = {
		days = 1	
				
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = temperate
		}
		modifier = {
			factor = 0.8
			trait = gluttonous
		}
	}

	option = { # ok
		name = VIETmisc.8233.a
		if = {
			limit = {
				trait = wroth
			}
			random = {
				remove_trait = wroth
				chance = 25
			}
		}
		if = {
			limit = {
				trait = content
			}
			random = {
				remove_trait = content
				chance = 25
			}
		}
		add_character_modifier = {
			name = VIET_primordial_river_dream
			duration = 852
		}
	}
}

# Dream of a generic music-themed Kdrama titled "Music of Love"
character_event = {
	id = VIETmisc.8234
	desc = VIETmisc.8234.desc
	picture = GFX_evt_holy_light_basic
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	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 } }
		#Might be immersion breaking for some 
		NOT = {
			has_game_rule = {
				name = VIET_events_rules
				value = serious
			}
		}
		NOT = { has_character_flag = VIET_music_of_love_kdrama }
	}
	
	weight_multiplier = {
		days = 1	
				
		modifier = {
			factor = 2
			trait = poet
		}				
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
		modifier = {
			factor = 1.2
			trait = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
	}

	option = { # ok
		name = VIETmisc.8234.a
		set_character_flag = VIET_music_of_love_kdrama
		custom_tooltip = { text = VIET_music_of_love_kdrama_text }
		hidden_tooltip = {
			narrative_event = { id = VIETmisc.8235 }
		}
	}
}

# Dream of a generic music-themed Kdrama titled "Music of Love" - part two
narrative_event = {
	id = VIETmisc.8235
	title = VIETmisc.8235.title
	desc = VIETmisc.8235.desc
	picture = GFX_evt_sun_and_moon
	
	is_triggered_only = yes

	option = { # ok
		name = VIETmisc.8235.a
		add_character_modifier = {
			name = VIET_kdrama_music_dream
			duration = 1453
		}
	}
}



# Lost in an abandoned RPG dungeon dream
character_event = {
	id = VIETmisc.8236
	desc = VIETmisc.8236.desc
	picture = GFX_evt_dark_tunnel
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		#Might be immersion breaking for some 
		#NOT = {
		#	has_game_rule = {
		#		name = VIET_events_rules
		#		value = serious
		#	}
		#}
	#}
	
	weight_multiplier = {
		days = 1	
				
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
	}

	option = { # ok
		name = VIETmisc.8236.a
		random_list = {
			80 = { }
			10 = { add_trait = craven }
			10 = { add_trait = paranoid }
		}
		add_character_modifier = {
			name = VIET_lost_tunnel_dream
			duration = 1227
		}
	}
}


# Meeting the (female) Dreamer - part of VIET lore about the Dreamers
long_character_event = {
	id = VIETmisc.8237
	desc = VIETmisc.8237.desc
	picture = GFX_evt_chinese_princess
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		#Might be immersion breaking for some 
		#NOT = {
		#	has_game_rule = {
		#		name = VIET_events_rules
		#		value = serious
		#	}
		#}
	#}
	
	weight_multiplier = {
		days = 1	
				
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}

	option = { # ok
		name = VIETmisc.8237.a
		hidden_tooltip = {
			character_event = { id = VIETmisc.8238 }
		}
	}
}


# Meeting the (female) Dreamer - part 2
character_event = {
	id = VIETmisc.8238
	desc = VIETmisc.8238.desc
	picture = GFX_evt_small_town
	
	is_triggered_only = yes

	option = { # ok
		name = VIETmisc.8238.a
		add_character_modifier = {
			name = VIET_vague_dream_of_dreamer_female
			duration = 1368
		}
	}
}


# Meeting the (male) Dreamer - part of VIET lore about the Dreamers
character_event = {
	id = VIETmisc.8239
	desc = VIETmisc.8239.desc
	picture = GFX_evt_chinese_prince
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		#Might be immersion breaking for some 
		#NOT = {
		#	has_game_rule = {
		#		name = VIET_events_rules
		#		value = serious
		#	}
		#}
	#}
	
	weight_multiplier = {
		days = 1	
				
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}

	option = { # ok
		name = VIETmisc.8239.a		
		add_character_modifier = {
			name = VIET_vague_dream_of_dreamer_male
			duration = 1368
		}
	}
}


########################################################
# THREE KINGDOMS
########################################################


# Chinese shoemakers want to build a small shrine to Liu Bei
character_event = {
	id = VIETmisc.8240
	desc = VIETmisc.8240.desc
	picture = GFX_evt_small_town_chinese_group
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no	
		NOT = { has_character_flag = VIET_liu_bei_shoemakers }		
		capital_scope = {
			OR = {
				region = custom_eastern_edge_of_map
				region = world_himalayas
				region = world_steppe_tarim
				is_sinosphere_large_trigger = 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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}
	
	immediate = {
		set_character_flag = VIET_liu_bei_shoemakers
	}

	option = { # Don't help
		name = VIETmisc.8240.a		
	}
	option = { # Provide a bit of aid
		name = VIETmisc.8240.b
		wealth = -10
		prestige = 20
		capital_scope = {
			add_province_modifier = {
				name = VIET_liu_bei_shoemaker_shrine_small
				duration = 3650
			}
		}
	}
	option = { # Provide lots of aid
		name = VIETmisc.8240.c
		wealth = -25
		prestige = 50
		if = {
			limit = {
				trait = arbitrary
			}
			remove_trait = arbitrary
		}
		else = {
			random = {
				add_trait = just
				chance = 40
			}
		}
		capital_scope = {
			add_province_modifier = {
				name = VIET_liu_bei_shoemaker_shrine_large
				duration = 3650
			}
		}
	}
}


# Chinese travelers offer a statue of Guan Yu
character_event = {
	id = VIETmisc.8241
	desc = VIETmisc.8241.desc
	picture = GFX_evt_travel_chinese_group
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no	
		NOT = { has_character_flag = VIET_guan_yu_statue_event }		
		capital_scope = {
			OR = {
				region = custom_eastern_edge_of_map
				region = world_himalayas
				region = world_steppe_tarim
				region = world_steppe_east
				region = world_persia
				region = world_india
				#is_sinosphere_large_trigger = yes
			}
		}	
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }	
		NOT = { has_artifact = VIET_guan_yu_statue }
	}
	
	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 = 0.2
			location = {
				NOR = {
					region = custom_eastern_edge_of_map
					region = world_himalayas
					region = world_steppe_tarim
				}
			}
		}
				
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		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 = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
	}
	
	immediate = {
		set_character_flag = VIET_guan_yu_statue_event
	}

	option = { # Heathen statue!
		name = VIETmisc.8241.a	
		trigger = {
			NOR = {
				religion_group = indian_group
				religion = bon
				religion = bon_reformed
				religion_group = zoroastrian_group
				trait = sympathy_indian
				trait = cynical
			}
		}
		piety = 10
		prestige = -10
		random = {
			add_trait = zealous
			chance = 40
		}
		if = {
			limit = {
				trait = patient
			}
			random = {
				remove_trait = patient
				chance = 50
			}
		}
		if = {
			limit = {
				trait = humble
			}
			random = {
				remove_trait = humble
				chance = 50
			}
		}
	}
	option = { # Thank but reject
		name = VIETmisc.8241.b	
		piety = 5
	}
	option = { # Accept
		name = VIETmisc.8241.c	
		add_artifact = VIET_guan_yu_statue
		new_artifact = {
			set_creation_date = 1.1.1
		}	
	}
}


# Chinese poet recites poetry inspired by the Three Caos
character_event = {
	id = VIETmisc.8242
	desc = VIETmisc.8242.desc
	picture = GFX_evt_asian_calligraphy
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no			
		capital_scope = {
			OR = {
				region = custom_eastern_edge_of_map
				region = world_himalayas
				region = world_steppe_tarim
				is_sinosphere_large_trigger = 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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = poet
		}
		modifier = {
			factor = 0.8
			trait = hedonist
		}
		modifier = {
			factor = 1.2
			trait = scholar
		}
		modifier = {
			factor = 0.8
			trait = hunter
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
	}

	option = { # Don't like poetry
		name = VIETmisc.8242.a
		add_character_modifier = {
			name = VIET_dislikes_hipsters
			duration = 365
		}
	}
	option = { # Like poetry
		name = VIETmisc.8242.b
		add_character_modifier = {
			name = VIET_appreciates_fine_art
			duration = 365
		}
	}
	option = { # Recruit poet
		name = VIETmisc.8242.c
		trigger = {
			NOT = { has_character_flag = VIET_cao_cao_poetry_option }
			NOT = {
				any_courtier = {
					has_character_flag = VIET_cao_cao_poet
				}
			}
		}
		wealth = -20	
		prestige = -20
		create_character = {
			dynasty = random
			religion = ROOT
			culture = han
			female = no
			health = 5
			random_traits = no
			historical = yes
			attributes = {
				diplomacy = 7
				learning = 8
			}
		}
		new_character = {
			#Education & other basic stuff
			set_character_flag = VIET_cao_cao_poet
			set_character_flag = no_court_invites
			random_list = {
				25 = { add_trait = charismatic_negotiator }
				25 = { add_trait = grey_eminence }
				25 = { add_trait = scholarly_theologian }
				25 = { add_trait = mastermind_theologian }
			}	
			#Guaranteed Traits
			add_trait = poet
			#Clutter Artifact					
			random = {
				VIET_give_clutter_artifact_effect = yes
				chance = 10
			}
			#Randomize appearance
			random_list = {
				20 = { set_graphical_culture = bodpa }
				35 = { set_graphical_culture = mongol }
				50 = { }
			}
			#Flavor
			random_list = {
				800 = { } #Nothing
				100 = { add_scarred_tiered_effect = yes }
				20 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_eyed
				}
				20 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_handed
				}
				20 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_legged
				}
				5 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_legged
					add_trait = one_handed
				}
				5 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_legged
					add_trait = one_eyed
				}
				5 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_eyed
					add_trait = one_handed
				}
			}
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}			
			if = {
				limit = { has_dlc = "Way of Life" }
				random_list = {
					50 = { add_trait = scholar }
					25 = { add_trait = socializer }
					10 = { add_trait = administrator }
					10 = { add_trait = hunter }
					10 = { add_trait = duelist }
					10 = { add_trait = gardener }
					300 = {}
				}
			}
			#Personality Archetypes
			random_list = {
				20 = { # Noble and virtuous
					set_character_flag = VIET_cao_cao_poet_nobleman
					add_trait = humble
					add_trait = kind
					add_trait = chaste
					add_trait = just
					add_trait = charitable
				}
				20 = { # Cunning and realistic
					set_character_flag = VIET_cao_cao_poet_pragmatist
					add_trait = cynical
					add_trait = patient
					add_trait = erudite
					add_trait = deceitful
					add_trait = paranoid
				}
				20 = { # Brave and ambitious
					set_character_flag = VIET_cao_cao_poet_risktaker
					add_trait = ambitious
					add_trait = brave
					add_trait = proud
					add_trait = stubborn
					add_trait = diligent
				}
				20 = { # Taoist hermit
					set_character_flag = VIET_cao_cao_poet_hermit
					religion = taoist
					add_trait = celibate
					add_trait = mystic
					add_trait = patient
					add_trait = temperate
					add_trait = content
					add_trait = honest
					add_trait = brave
				}
				20 = { # Cultured and roguish
					set_character_flag = VIET_cao_cao_poet_suave
					add_trait = erudite
					add_trait = lustful
					add_trait = slothful
					add_trait = patient
					add_trait = gregarious
				}
				20 = { # Drunken fool
					set_character_flag = VIET_cao_cao_poet_li_bai
					add_trait = drunkard
					add_trait = erudite
					add_trait = lustful
					add_trait = slothful
					add_trait = patient
					add_trait = gregarious
				}
			}
		}
	}
}


# Hear a Chinese proverb about siblings
character_event = {
	id = VIETmisc.8243
	desc = VIETmisc.8243.desc
	picture = GFX_evt_maiden_chinese_group
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no			
		capital_scope = {
			OR = {
				region = custom_eastern_edge_of_map
				region = world_himalayas
				region = world_steppe_tarim
				is_sinosphere_large_trigger = yes
			}
		}	
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }	
		NOT = { culture_group = chinese_group }
	}
	
	weight_multiplier = {
		days = 1				
		modifier = {
			factor = 0.5
			NOR = {
				capital_scope = {
					OR = {
						region = custom_eastern_edge_of_map
						region = world_himalayas
						region = world_steppe_tarim
						is_sinosphere_large_trigger = yes
					}
				}			
			}
		}				
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}

	option = { # Siblings are most important
		name = VIETmisc.8243.a
		any_sibling = {
			opinion = {
				modifier = VIET_opinion_values_our_relationship
				who = ROOT
				years = 3
			}			
		}
		any_spouse = {
			opinion = {
				modifier = VIET_opinion_doesnt_value_relationship
				who = ROOT
				years = 3
			}			
		}
		any_child = {
			opinion = {
				modifier = VIET_opinion_doesnt_value_relationship
				who = ROOT
				years = 3
			}			
		}
		add_character_modifier = {
			name = VIET_sexist_against_women
			duration = 365
		}
	}

	option = { # Children are our future
		name = VIETmisc.8243.b
		any_sibling = {
			opinion = {
				modifier = VIET_opinion_doesnt_value_relationship
				who = ROOT
				years = 3
			}			
		}
		any_child = {
			opinion = {
				modifier = VIET_opinion_values_our_relationship
				who = ROOT
				years = 3
			}			
		}
	}

	option = { # Wives are important
		name = VIETmisc.8243.c
		any_sibling = {
			opinion = {
				modifier = VIET_opinion_doesnt_value_relationship
				who = ROOT
				years = 3
			}			
		}
		any_spouse = {
			opinion = {
				modifier = VIET_opinion_values_our_relationship
				who = ROOT
				years = 3
			}			
		}
		add_character_modifier = {
			name = VIET_respects_women
			duration = 365
		}
	}
}




# Who is your favorite Three Kingdoms character?
character_event = {
	id = VIETmisc.8244
	desc = VIETmisc.8244.desc
	picture = GFX_evt_siege_chinese_group
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#in_command = no			
		capital_scope = {
			OR = {
				region = custom_eastern_edge_of_map
				region = world_himalayas
				region = world_steppe_tarim
				region = world_steppe_east
				is_sinosphere_large_trigger = yes
			}
		}	
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }	
		NOT = { has_character_flag = VIET_three_kingdoms_inspiration }
	}
	
	weight_multiplier = {
		days = 1				
		modifier = {
			factor = 0.5
			NOT = {
				is_sinosphere_small_trigger = yes			
			}
		}				
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = poet
		}
		modifier = {
			factor = 0.8
			trait = hedonist
		}
		modifier = {
			factor = 1.2
			trait = scholar
		}
		modifier = {
			factor = 0.8
			trait = theologian
		}
	}
	
	immediate = {
		set_character_flag = VIET_three_kingdoms_inspiration
	}

	option = { # Warlord
		name = VIETmisc.8244.a
		hidden_tooltip = {
			character_event = { id = VIETmisc.8245 }
		}
	}

	option = { # General
		name = VIETmisc.8244.b
		hidden_tooltip = {
			character_event = { id = VIETmisc.8246 }
		}
	}

	option = { # Strategist
		name = VIETmisc.8244.c
		hidden_tooltip = {
			character_event = { id = VIETmisc.8247 }
		}
	}

	option = { # Women
		name = VIETmisc.8244.d
		hidden_tooltip = {
			character_event = { id = VIETmisc.8248 }
		}
	}
}



# Three Kingdoms - warlord
character_event = {
	id = VIETmisc.8245
	desc = VIETmisc.8245.desc
	picture = GFX_evt_chinese_prince
	
	is_triggered_only = yes

	option = { # Warlord
		name = VIETmisc.8245.a
		add_character_modifier = {
			name = VIET_three_kingdoms_cao_cao
			duration = -1
		}
	}
	option = { # Warlord
		name = VIETmisc.8245.b
		add_character_modifier = {
			name = VIET_three_kingdoms_liu_bei
			duration = -1
		}
	}
	option = { # Warlord
		name = VIETmisc.8245.c
		add_character_modifier = {
			name = VIET_three_kingdoms_sun_quan
			duration = -1
		}
	}
	option = { # Warlord
		name = VIETmisc.8245.d
		add_character_modifier = {
			name = VIET_three_kingdoms_dong_zhuo
			duration = -1
		}
	}
}

# Three Kingdoms - general
character_event = {
	id = VIETmisc.8246
	desc = VIETmisc.8246.desc
	picture = GFX_evt_battle_chinese_group
	
	is_triggered_only = yes

	option = { # General
		name = VIETmisc.8246.a
		add_character_modifier = {
			name = VIET_three_kingdoms_guan_yu
		}
	}
	option = { # General
		name = VIETmisc.8246.b
		add_character_modifier = {
			name = VIET_three_kingdoms_zhang_fei
			duration = -1
		}
	}
	option = { # General
		name = VIETmisc.8246.c
		add_character_modifier = {
			name = VIET_three_kingdoms_xiahou_dun
			duration = -1
		}
	}
	option = { # General
		name = VIETmisc.8246.d
		add_character_modifier = {
			name = VIET_three_kingdoms_lu_bu
			duration = -1
		}
	}
}

# Three Kingdoms - strategist
character_event = {
	id = VIETmisc.8247
	desc = VIETmisc.8247.desc
	picture = GFX_evt_council_chinese_group
	
	is_triggered_only = yes

	option = { # Strategist
		name = VIETmisc.8247.a
		add_character_modifier = {
			name = VIET_three_kingdoms_zhuge_liang
		}
	}
	option = { # Strategist
		name = VIETmisc.8247.b
		add_character_modifier = {
			name = VIET_three_kingdoms_sima_yi
		}
	}
	option = { # Strategist
		name = VIETmisc.8247.c
		add_character_modifier = {
			name = VIET_three_kingdoms_zhou_yu
		}
	}
	option = { # Strategist
		name = VIETmisc.8247.d
		add_character_modifier = {
			name = VIET_three_kingdoms_chen_gong
		}
	}
}

# Three Kingdoms - Ladies
character_event = {
	id = VIETmisc.8248
	desc = VIETmisc.8248.desc
	picture = GFX_evt_chinese_princess
	
	is_triggered_only = yes

	option = { # Ladies
		name = VIETmisc.8248.a
		add_character_modifier = {
			name = VIET_three_kingdoms_diaochan
		}
	}
	option = { # Ladies
		name = VIETmisc.8248.b
		add_character_modifier = {
			name = VIET_three_kingdoms_sun_shangxiang
		}
	}
	option = { # Ladies
		name = VIETmisc.8248.c
		add_character_modifier = {
			name = VIET_three_kingdoms_qiao_sisters
		}
	}
	option = { # Ladies
		name = VIETmisc.8248.d
		add_character_modifier = {
			name = VIET_three_kingdoms_huang_yueying
		}
	}
}

###############################################################
# CONSTANTINOPLE
###############################################################



# Will Constantinople ever be taken by a Muslim lord?
character_event = {
	id = VIETmisc.8249
	desc = VIETmisc.8249.desc
	picture = GFX_evt_hagia_sofia
	
	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 } }
		NOT = {
			496 = {
				OR = {
					owner = {
						religion_group = muslim
					}
					owner = {
						any_liege = {
							religion_group = muslim
						}
					}				
				}
			}
		}
	}
	
	weight_multiplier = {
		days = 1				
		
		modifier = {
			factor = 0.6
			capital_scope = {
				NOR = {
					region = world_asia_minor
					region = world_europe_south
					region = world_steppe_west
					region = world_middle_east
					region = world_persia
					region = world_africa_north
				}
			}
		}		
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = stubborn
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}

	option = { # Perhaps one day
		name = VIETmisc.8249.a
	}
	option = { # Constantinople is too mighty
		name = VIETmisc.8249.b
		prestige = -2
		random_list = {
			10 = { add_trait = craven }
			10 = { add_trait = slothful }
			10 = { add_trait = cynical }
			10 = { add_trait = patient }
			60 = { }
		}
	}
	option = { # More important things to worry about
		name = VIETmisc.8249.c
		piety = -2
		random_list = {
			15 = { add_trait = just }
			15 = { add_trait = diligent }
			15 = { add_trait = cynical }
			55 = { }
		}
	}
	option = { # I could conquer it!
		name = VIETmisc.8249.d
		random_list = {
			10 = { add_trait = brave }
			20 = { add_trait = proud }
			70 = { }
		}
	}
}


# Dispute between Italian merchants and Byzantine administrators
character_event = {
	id = VIETmisc.8250
	desc = VIETmisc.8250.desc
	picture = GFX_evt_busy_trading_dock_republic
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	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 } }
		OR = {
			top_liege = {
				has_landed_title = e_byzantium
			}
			AND = {
				culture_group = byzantine
				capital_scope = {
					OR = {
						region = world_asia_minor
						region = world_europe_south_east
					}
				}			
			}
		}
	}
	
	weight_multiplier = {
		days = 1				
		
		modifier = {
			factor = 0.5
			NOT = {
				has_landed_title = c_byzantion
			}
		}		
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = stubborn
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}

	option = { # Support Italians
		name = VIETmisc.8250.a
		prestige = -10
		add_character_modifier = {
			name = VIET_italian_merchant_support
			duration = 730
		}
	}
	option = { # Support Byzantine nobles
		name = VIETmisc.8250.b
		prestige = -10
		add_character_modifier = {
			name = VIET_byzantine_noble_support
			duration = 730
		}
	}
	option = { # Neither
		name = VIETmisc.8250.c
		prestige = -5
		random_list = {
			15 = { add_trait = slothful }
			15 = { add_trait = trusting }
			15 = { add_trait = craven }
			55 = { }
		}
	}
	option = { # Invite Italian merchant to act as representative
		name = VIETmisc.8250.d
		trigger = {
			diplomacy = 11
			NOT = { has_character_flag = VIET_italian_merchant_representative_option }
		}
		tooltip_info = diplomacy
		custom_tooltip = { text = VIET_italian_merchant_negotiation_cool }
		set_character_flag = VIET_italian_merchant_representative_option
		prestige = 10
		capital_scope = {
			add_province_modifier = {
				name = VIET_negotiated_italian_deals
				duration = 1825
			}
		}
		create_random_steward = {
			dynasty = actually_culture
			religion = catholic
			culture = italian
			female = no
			random_traits = yes
			historical = yes
		}
		new_character = {
			#Education & other basic stuff
			set_character_flag = ai_flag_refuse_concubinage
			set_character_flag = ai_flag_refuse_marriage
			set_character_flag = no_court_invites
			#Guaranteed Traits
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}
			#Clutter Artifact					
			random = {
				VIET_give_clutter_artifact_effect = yes
				chance = 10
			}
			#Flavor
			random_list = {
				90 = { add_scarred_tiered_effect = yes }
				10 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_eyed
				}
			}
			add_character_modifier = {
				name = VIET_italian_merchant_negotiator
				duration = -1
			}
			#Randomize appearance
			random_list = {
				5 = { set_graphical_culture = german }
				5 = { set_graphical_culture = frankish }
				5 = { set_graphical_culture = dalmatian }
				5 = { set_graphical_culture = levantine_arabic }
				5 = { set_graphical_culture = castillan }
				5 = { set_graphical_culture = greek }
				5 = { set_graphical_culture = outremer }
				5 = { set_graphical_culture = serbian }
				5 = { set_graphical_culture = polish }
				55 = { }
			}	
		}
	}
}

# Hearing stories about Constantinople
character_event = {
	id = VIETmisc.8251
	desc = VIETmisc.8251.desc
	picture = GFX_evt_market_byzantine
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	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 } }
		NOR = {
			top_liege = {
				OR = {
					has_landed_title = e_byzantium
					has_landed_title = e_roman_empire
					has_landed_title = c_byzantion
				}
			}
			AND = {
				culture_group = byzantine
				capital_scope = {
					OR = {
						region = world_asia_minor
						region = world_europe_south_east
					}
				}			
			}
			has_landed_title = c_byzantion
		}
		capital_scope = {
			NOR = {
				region = world_steppe_east
				#region = world_steppe_tarim
				region = world_africa_central
				region = world_himalayas
				#region = world_india
			}
		}
	}
	
	weight_multiplier = {
		days = 1				
		
		modifier = {
			factor = 0.1
			capital_scope = {
				OR = {
					region = world_steppe_tarim
					region = world_india
					region = world_africa_east
				}
			}
		}		
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}

	option = { # Politics
		name = VIETmisc.8251.a
		add_character_modifier = {
			name = VIET_thinking_about_foreign_lands
			duration = 365
		}
		random = {
			change_intrigue = 1
			chance = 20
		}
		random = {
			change_stewardship = 1
			chance = 20
		}
	}
	option = { # Pleasure
		name = VIETmisc.8251.b
		add_character_modifier = {
			name = VIET_thinking_about_foreign_lands
			duration = 365
		}
		random = {
			change_intrigue = 1
			chance = 20
		}
		random = {
			change_diplomacy = 1
			chance = 20
		}
	}
	option = { # Trade
		name = VIETmisc.8251.c
		add_character_modifier = {
			name = VIET_thinking_about_foreign_lands
			duration = 365
		}
		random = {
			change_stewardship = 1
			chance = 20
		}
		random = {
			change_diplomacy = 1
			chance = 20
		}
	}
	option = { # Daily lives
		name = VIETmisc.8251.d
		add_character_modifier = {
			name = VIET_thinking_about_foreign_lands
			duration = 365
		}
		random = {
			change_stewardship = 1
			chance = 20
		}
		random = {
			change_learning = 1
			chance = 20
		}
	}
}

#################################################################################
# FANTASTICAL STORIES
#################################################################################

# Rumors about incestuous marriage in faraway lands
character_event = {
	id = VIETmisc.8252
	desc = VIETmisc.8252.desc
	picture = GFX_evt_scarborough_fair
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}

	option = { # Barbaric
		name = VIETmisc.8252.a
		trigger = {
			NOR = {
				AND = {
					religion_group = zoroastrian_group
					NOT = { religion = manichean }	
				}
				religion = messalian
				has_religion_feature = religion_holy_family 
				has_religion_feature = religion_feature_zun
			}	
		}
		piety = 3
	}
	option = { # Open minded
		name = VIETmisc.8252.b
		trigger = {
			NOR = {
				AND = {
					religion_group = zoroastrian_group
					NOT = { religion = manichean }	
				}
				religion = messalian
				has_religion_feature = religion_holy_family 
				has_religion_feature = religion_feature_zun
			}	
		}
		piety = -3
		prestige = -3
		add_character_modifier = {
			name = VIET_religiously_tolerant_ruler
			duration = 365
		}
	}
	option = { # Horny
		name = VIETmisc.8252.c
		if = {
			limit = {
				OR = {
					religion_group = zoroastrian_group
					religion = messalian
					has_religion_feature = religion_holy_family 
					has_religion_feature = religion_feature_zun
				}
				NOT = { religion = manichean }
			}
			piety = -5
			prestige = -5
			add_character_modifier = {
				name = VIET_deviant_opinion
				duration = 365
			}
			random = {
				add_trait = lustful
				chance = 30
			}
		}
		else = {
			piety = 3
			prestige = 3
			random = {
				add_trait = lustful
				chance = 20
			}
		}
	}
	option = { # Skeptical
		name = VIETmisc.8252.d
		add_character_modifier = {
			name = VIET_skeptical_ruler
			duration = 365
		}
		random = {
			add_trait = cynical
			chance = 20
		}
	}
	option = { # Faithful followers
		name = VIETmisc.8252.e
		trigger = {
			OR = {
				religion_group = zoroastrian_group
				religion = messalian
				has_religion_feature = religion_holy_family 
				has_religion_feature = religion_feature_zun
			}
			NOT = { religion = manichean }
		}
		piety = 5
	}
}



# Servant hears about the flying rabbits of the north
character_event = {
	id = VIETmisc.8253
	desc = VIETmisc.8253.desc
	picture = GFX_evt_snow_in_winter
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}

	option = { # Rabbits don't fly
		name = VIETmisc.8253.a
		add_character_modifier = {
			name = VIET_skeptical_ruler
			duration = 180
		}
	}
	option = { # Cool story
		name = VIETmisc.8253.b
		random = {
			add_trait = trusting
			chance = 25
		}
	}
	option = { # Actually
		name = VIETmisc.8253.c
		trigger = {
			trait = erudite	
			NOT = { learning = 13 }
		}
		tooltip_info = erudite
		prestige = 4
	}
	option = { # Actually
		name = VIETmisc.8253.d
		trigger = {
			learning = 13
		}
		tooltip_info = learning
		prestige = 4
	}
}


# Traveler tells of the lost village in the deserts of Egypt
long_character_event = {
	id = VIETmisc.8254
	desc = VIETmisc.8254.desc
	picture = GFX_evt_ancient_egypt
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	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 } }
		#NOR = {
		#	culture = egyptian_arabic
		#}
	}
	
	weight_multiplier = {
		days = 1				
	
		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 = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
	}

	option = { # Amazing
		name = VIETmisc.8254.a
		prestige = 5
		add_character_modifier = {
			name = VIET_interesting_talk_with_stranger
			duration = 365
		}
	}
	option = { # Bah!
		name = VIETmisc.8254.b
		random_list = {
			65 = { }
			25 = { add_trait = proud }
			10 = { add_trait = cynical }
		}
		add_character_modifier = {
			name = VIET_interesting_talk_with_stranger
			duration = 365
		}
	}
	option = { # Still around?
		name = VIETmisc.8254.c
		piety = 5
		add_character_modifier = {
			name = VIET_interesting_talk_with_stranger
			duration = 365
		}
	}
}



# Traveler tells of a golden island beyond Japan
long_character_event = {
	id = VIETmisc.8255
	desc = VIETmisc.8255.desc
	picture = GFX_evt_chinese_prince
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	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 = 0.4
			NOR = {
				is_sinosphere_large_trigger = yes
				capital_scope = {
					OR = {
						region = world_steppe_east
						region = world_steppe_tarim
						region = world_india
						region = world_persia
						region = world_middle_east
						region = world_africa_east
					}
				}
			}
		}
	
		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 = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
	}

	option = { # Amazing
		name = VIETmisc.8255.a
		add_character_modifier = {
			name = VIET_thinking_about_foreign_lands
			duration = 365
		}
	}
	option = { # Bah!
		name = VIETmisc.8255.b
		add_character_modifier = {
			name = VIET_skeptical_ruler
			duration = 365
		}
	}
}


# Hearing about opposite land underground
long_character_event = {
	id = VIETmisc.8256
	desc = VIETmisc.8256.desc
	picture = GFX_evt_shaman_personal_advice
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}

	option = { # Amazing
		name = VIETmisc.8256.a
		add_character_modifier = {
			name = VIET_open_minded_ruler
			duration = 365
		}
	}
	option = { # Bah!
		name = VIETmisc.8256.b
		add_character_modifier = {
			name = VIET_skeptical_ruler
			duration = 365
		}
	}
	option = { # Fascinating
		name = VIETmisc.8256.c
		add_character_modifier = {
			name = VIET_thinking_about_foreign_lands
			duration = 365
		}
	}
}


# Story of the labyrinth a la the Minotaur
character_event = {
	id = VIETmisc.8257
	desc = VIETmisc.8257.desc
	picture = GFX_evt_dark_tunnel
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
	}

	option = { # Deserves freedom
		name = VIETmisc.8257.a
		random_list = {
			70 = { }
			10 = { add_trait = arbitrary }
			10 = { add_trait = kind }
			10 = { add_trait = charitable }
		}
	}
	option = { # Unnecessary
		name = VIETmisc.8257.b
		random_list = {
			70 = { }
			10 = { add_trait = temperate }
			10 = { add_trait = slothful }
			10 = { add_trait = just }
		}
	}
	option = { # Monsters and death traps
		name = VIETmisc.8257.c
		random_list = {
			70 = { }
			10 = { add_trait = cruel }
			10 = { add_trait = deceitful }
			10 = { add_trait = cynical }
		}
	}
}



# Gate to another world
character_event = {
	id = VIETmisc.8258
	desc = VIETmisc.8258.desc
	picture = GFX_evt_oblivion_pastoral_dream
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}

	option = { # Wish I could go there
		name = VIETmisc.8258.a
		random_list = {
			70 = { }
			15 = { add_trait = trusting }
			15 = { add_trait = envious }
		}
	}
	option = { # I'll best the guardian in combat
		name = VIETmisc.8258.b
		random_list = {
			70 = { }
			15 = { add_trait = proud }
			15 = { add_trait = brave }
		}
	}
	option = { # Happy with what I have
		name = VIETmisc.8258.c
		random_list = {
			70 = { }
			10 = { add_trait = content }
			10 = { add_trait = patient }
			10 = { add_trait = humble }
		}
	}
}




# Old man recounts meeting the Dreamer
character_event = {
	id = VIETmisc.8259
	desc = VIETmisc.8259.desc
	picture = GFX_evt_finnish_mystique
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		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 = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}

	option = { # Type A is bad
		name = VIETmisc.8259.a
		piety = 5
		random_list = {
			50 = { }
			25 = { add_trait = patient }
			25 = { add_trait = humble }
		}
		if = {
			limit = {
				trait = ambitious
			}
			random = {
				remove_trait = ambitious
				chance = 50
			}
		}
	}

	option = { # Type A is good
		name = VIETmisc.8259.b
		piety = 5
		random_list = {
			50 = { }
			25 = { add_trait = brave }
			25 = { add_trait = arbitrary }
		}
		if = {
			limit = {
				trait = patient
			}
			random = {
				remove_trait = patient
				chance = 40
			}
		}
		if = {
			limit = {
				trait = temperate
			}
			random = {
				remove_trait = temperate
				chance = 40
			}
		}
		if = {
			limit = {
				trait = humble
			}
			random = {
				remove_trait = humble
				chance = 40
			}
		}
	}

	option = { # You met the Dreamer?
		name = VIETmisc.8259.c
		trigger = { # Dreamer - will have to change later, will not trigger atm
			has_character_flag = VIET_met_the_dreamer
		}
	}
}



# Stories of the immortal horse
character_event = {
	id = VIETmisc.8260
	desc = VIETmisc.8260.desc
	picture = GFX_evt_journey_to_spirit_world_tengri_pagan
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		capital_scope = {
			NOR = {
				region = world_africa
				region = world_europe_west
				region = world_india_deccan
			}
		}
	}
	
	weight_multiplier = {
		days = 1				
	
		modifier = {
			factor = 0.5
			NOR = {
				is_nomadic = yes
				culture_group = altaic
				culture_group = magyar
				culture_group = finno_ugric
				culture_group = chinese_group
				culture_group = tibetan_group
				culture_group = iranian
				culture_group = east_slavic
				#culture_group = south_slavic
				#culture_group = west_slavic
				#culture_group = byzantine
			}
		}	
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = stubborn
		}
		modifier = {
			factor = 0.8
			trait = erudite
		}
	}

	option = { # Cool!
		name = VIETmisc.8260.a
		add_character_modifier = {
			name = VIET_im_curious
			duration = 365
		}
	}
	option = { # Not real!
		name = VIETmisc.8260.b
		add_character_modifier = {
			name = VIET_skeptical_ruler
			duration = 365
		}
	}
}

# Meeting the woman in white
character_event = {
	id = VIETmisc.8261
	desc = VIETmisc.8261.desc
	picture = GFX_evt_viet_forest_girl
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}

	option = { # Coward
		name = VIETmisc.8261.a
		prestige = 2
		add_character_modifier = {
			name = highly_amused_ruler
			duration = 365
		}
	}
	option = { # Scary
		name = VIETmisc.8261.b
		piety = 2
		add_character_modifier = {
			name = VIET_eerie_story
			duration = 365
		}
	}
}

# Maid recounts meeting the Dreamer
character_event = {
	id = VIETmisc.8262
	desc = VIETmisc.8262.desc
	picture = GFX_evt_hades_forest
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}

	option = { # Scary
		name = VIETmisc.8262.a
		add_character_modifier = {
			name = VIET_eerie_story
			duration = 365
		}
	}
	option = { # You met the dreamer?
		name = VIETmisc.8262.b
		trigger = { # Dreamer - will have to change later, will not trigger atm
			has_character_flag = VIET_met_the_dreamer
		}
	}
}


# Scholar tells of an island on a lake - part 1
character_event = {
	id = VIETmisc.8263
	desc = VIETmisc.8263.desc
	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 = { 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 = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}

	option = { # Scary
		name = VIETmisc.8263.a
		narrative_event = { id = VIETmisc.8264 tooltip = VIETmisc.8264.tooltip }
	}
}


# Scholar tells of an island on a lake - part 2
narrative_event = {
	id = VIETmisc.8264
	title = VIETmisc.8264.title
	desc = VIETmisc.8264.desc
	picture = GFX_evt_stone_church_hellenic_pagan
	
	is_triggered_only = yes

	option = { # Scary
		name = VIETmisc.8264.a
		add_character_modifier = {
			name = VIET_eerie_story
			duration = 365
		}
	}
	option = { # Dream?
		name = VIETmisc.8264.b
		add_character_modifier = {
			name = VIET_navel_gazing
			duration = 365
		}
	}
	option = { # Curious
		name = VIETmisc.8264.c
		add_character_modifier = {
			name = VIET_im_curious
			duration = 365
		}
	}
}

# Courtiers debate the skin color of the people living on the fantastical Isle of Color (with rhyming)
character_event = {
	id = VIETmisc.8265
	desc = VIETmisc.8265.desc
	picture = GFX_evt_tropicana
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
	}

	option = { # Doesn't exist
		name = VIETmisc.8265.a
		random_list = {
			50 = { piety = 3 }
			50 = { prestige = 3 }
		}
	}
	option = { # Pink skin
		name = VIETmisc.8265.b
		prestige = 3
	}
	option = { # Dark blue skin
		name = VIETmisc.8265.c
		piety = 3
	}
	option = { # Green skin
		name = VIETmisc.8265.d
		random_list = {
			50 = { piety = 3 }
			50 = { prestige = 3 }
		}
	}
}

#######################################################################################
# DAILY WORK 8266-8276
#######################################################################################


# Ink smudges document
character_event = {
	id = VIETmisc.8266
	desc = VIETmisc.8266.desc
	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
		#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 = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
	}

	option = { # Rewrite
		name = VIETmisc.8266.a
		prestige = -5
		wealth = -5
		random = {
			add_trait = stressed
			chance = 20
		}
	}
	option = { # Leave as is
		name = VIETmisc.8266.b
		prestige = -10
		if = {
			limit = {
				trait = ambitious
			}
			random = {
				remove_trait = ambitious
				chance = 40
			}
		}
		else = {
			random = {
				add_trait = content
				chance = 40
			}
		}
	}
}


# Lost an important document
character_event = {
	id = VIETmisc.8267
	desc = VIETmisc.8267.desc
	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
		#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 = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
	}

	option = { # Rewrite
		name = VIETmisc.8267.a
		prestige = -5
	}
}



# Official seduced into corruption
character_event = {
	id = VIETmisc.8268
	desc = VIETmisc.8268.desc
	picture = GFX_evt_eavesdropping
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = arbitrary
		}
		modifier = {
			factor = 0.8
			trait = just
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
	}

	option = { # Bless their marriage
		name = VIETmisc.8268.a
		prestige = -15
		piety = 5
		random_list = {
			60 = { }
			10 = { add_trait = arbitrary }
			10 = { add_trait = kind }
			10 = { add_trait = content }
			10 = { add_trait = patient }
		}
	}
	option = { # Fine official
		name = VIETmisc.8268.b
		prestige = -10
		wealth = 5
	}
	option = { # Imprison official
		name = VIETmisc.8268.c
		prestige = -5
		random = {
			add_trait = just
			chance = 25
		}
	}
	option = { # Execute official
		name = VIETmisc.8268.d
		prestige = -5
		random_list = {
			75 = { }
			10 = { add_trait = arbitrary }
			10 = { add_trait = wroth }
			5 = { add_trait = proud }
		}
	}
}



# Testing an upright official incognito
character_event = {
	id = VIETmisc.8269
	desc = VIETmisc.8269.desc
	picture = GFX_evt_gathering_of_minds
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	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 = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}

	option = { # It's an act
		name = VIETmisc.8269.a
		trigger = {
			trait = proud
		}
		tooltip_info = proud
		random = {
			add_trait = cynical
			chance = 30
		}
	}
	option = { # Good!
		name = VIETmisc.8269.b
		prestige = 5
	}
	option = { # Reward him
		name = VIETmisc.8269.c
		prestige = 5
		wealth = -10
		random = {
			add_trait = charitable
			chance = 30
		}
	}
	option = { # Invite him to court
		name = VIETmisc.8269.d
		trigger = {
			NOT = { has_character_flag = VIET_invited_upright_official_to_court }
		}
		set_character_flag = VIET_invited_upright_official_to_court
		prestige = -25
		create_random_steward = {
			dynasty = actually_culture
			religion = ROOT
			culture = ROOT
			female = no
			random_traits = no
			historical = yes
			attributes = {
				diplomacy = 8
				martial = 4
				stewardship = 9
				intrigue = 6
				learning = 7
			}
		}
		new_character = {
			#Education & other basic stuff
			set_character_flag = ai_flag_refuse_concubinage
			set_character_flag = ai_flag_refuse_marriage
			#set_character_flag = no_court_invites
			#Guaranteed Traits
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}
			#Clutter Artifact					
			random = {
				VIET_give_clutter_artifact_effect = yes
				chance = 10
			}
			add_trait = just
			add_trait = humble
			add_trait = honest
			add_trait = patient
			add_trait = kind
			add_trait = administrator
			#Flavor
			random_list = {
				100 = { }
				23 = { add_scarred_tiered_effect = yes }
				2 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_eyed
				}
			}
			random_list = {
				5 = { add_trait = genius }
				10 = { add_trait = quick }
				25 = { add_trait = shrewd }
				60 = {}
			}
			add_character_modifier = {
				name = VIET_upright_official
				duration = -1
			}
		}
	}
}

# Misplaced documents before an important meeting
character_event = {
	id = VIETmisc.8270
	desc = VIETmisc.8270.desc
	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
		#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 = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			is_dumb_trigger = yes
		}
		modifier = {
			factor = 0.8
			is_smart_trigger = yes
		}
	}

	option = { # They won't reprimand me
		name = VIETmisc.8270.a
		prestige = -5
		if = {
			limit = {
				trait = humble
			}
			random = {
				remove_trait = humble
				chance = 33
			}
		}
		else = {
			random = {
				add_trait = proud
				chance = 33
			}			
		}
	}
	option = { # Admit mistake
		name = VIETmisc.8270.b
		prestige = -5
		if = {
			limit = {
				trait = proud
			}
			random = {
				remove_trait = proud
				chance = 33
			}
		}
		else = {
			random = {
				add_trait = humble
				chance = 33
			}			
		}
	}
	option = { # Make an excuse
		name = VIETmisc.8270.c
		prestige = -5
		piety = -5
	}
	option = { # Pretend to be sick
		name = VIETmisc.8270.d
		random_list = {
			60 = { }
			20 = { add_trait = shy }
			20 = { add_trait = craven }
		}
	}
}



# Stain on a scroll that you're reading
character_event = {
	id = VIETmisc.8271
	desc = VIETmisc.8271.desc
	picture = GFX_evt_recieve_letter
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
	}

	option = { # Gross!
		name = VIETmisc.8271.a
		prestige = -5
		random = {
			add_trait = paranoid
			chance = 10
		}
	}
	option = { # Whatever
		name = VIETmisc.8271.b
		random_list = {
			85 = { }
			10 = { add_trait = content }
			5 = { health = -0.1 }
		}
	}
}




# Standing in the wrong place while meeting an envoy
character_event = {
	id = VIETmisc.8272
	desc = VIETmisc.8272.desc
	picture = GFX_evt_throne_room
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = stubborn
		}
		modifier = {
			factor = 0.8
			trait = content
		}
	}

	option = { # Ok!
		name = VIETmisc.8272.a
		prestige = 5
	}
}


# Sneezing during council meeting
character_event = {
	id = VIETmisc.8273
	desc = VIETmisc.8273.desc
	picture = GFX_evt_council
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		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 = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
	}

	option = { # It's ok!
		name = VIETmisc.8273.a
		prestige = -4
	}
	option = { # No one cares
		name = VIETmisc.8273.b
		random_list = {
			70 = { }
			10 = { add_trait = shy }
			10 = { add_trait = envious }
			10 = { add_trait = cynical }
		}
	}
	option = { # Angry!
		name = VIETmisc.8273.c
		random = {
			add_trait = wroth
			chance = 25
		}
	}
}



# Officials discuss whether it's better to follow policy or do what's right
character_event = {
	id = VIETmisc.8274
	desc = VIETmisc.8274.desc
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}

	option = { # Ignore
		name = VIETmisc.8274.a
		random = {
			add_trait = shy
			chance = 10
		}
	}
	option = { # Follow policy
		name = VIETmisc.8274.b
		prestige = 5
		piety = -5
	}
	option = { # Follow what's right
		name = VIETmisc.8274.c
		prestige = -5
		piety = 5
	}
}




# Minor official overlooked because of humble origin
character_event = {
	id = VIETmisc.8275
	desc = VIETmisc.8275.desc
	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 = { 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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}

	option = { # Lineage is most important
		name = VIETmisc.8275.a
		prestige = 5
		piety = -5
		random = {
			add_trait = proud
			chance = 30
		}
	}
	option = { # Promote the minor official
		name = VIETmisc.8275.b
		prestige = -5
		add_character_modifier = {
			name = VIET_promoted_minor_official
			duration = 1000
		}
	}
	option = { # Let them sort it out
		name = VIETmisc.8275.c
	}
	option = { # Invite to court
		name = VIETmisc.8275.d
		trigger = {
			NOT = { has_character_flag = VIET_invited_talented_humble_official }
		}
		set_character_flag = VIET_invited_talented_humble_official
		prestige = -20
		wealth = -5
		add_character_modifier = {
			name = VIET_promoted_minor_official
			duration = 1000
		}
		create_character = {
			dynasty = actually_culture
			religion = ROOT
			culture = ROOT
			female = no
			random_traits = yes
			historical = yes
		}
		new_character = {
			#Education & other basic stuff
			set_character_flag = ai_flag_refuse_concubinage
			set_character_flag = ai_flag_refuse_marriage
			#set_character_flag = no_court_invites
			#Guaranteed Traits
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}
			#Clutter Artifact					
			random = {
				VIET_give_clutter_artifact_effect = yes
				chance = 10
			}
			#Flavor
			random_list = {
				100 = { }
				23 = { add_scarred_tiered_effect = yes }
				2 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_eyed
				}
			}
			random_list = {
				50 = { add_trait = genius }
				50 = { add_trait = quick }
			}
			random = {
				add_trait = strong
				chance = 30
			}
			random = {
				add_trait = fair
				chance = 30
			}
			add_character_modifier = {
				name = VIET_talented_humble_official
				duration = -1
			}
		}
	}
}




# Remembering something shameful that happened while holding court
character_event = {
	id = VIETmisc.8276
	desc = VIETmisc.8276.desc
	picture = GFX_evt_throne_room
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = stubborn
		}
		modifier = {
			factor = 0.8
			trait = content
		}
	}

	option = { # Ugh!
		name = VIETmisc.8276.a
		prestige = -1
		random = {
			add_trait = stressed
			chance = 25
		}
	}
	option = { # Ignore it
		name = VIETmisc.8276.b
		piety = -1
		random = {
			add_trait = stressed
			chance = 25
		}
	}
	option = { # Pretty funny
		name = VIETmisc.8276.c
		prestige = -5
		piety = 5
		random = {
			add_trait = content
			chance = 25
		}
	}
}




############################################################################
# GENERIC 8277-8315: (inspired by vanilla event pics I've never or rarely used)
############################################################################



# Almost struck by lightning
character_event = {
	id = VIETmisc.8277
	desc = VIETmisc.8277.desc
	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
		#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 = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
	}

	option = { # Whew
		name = VIETmisc.8277.a
		piety = 4
	}
}



# Visiting an herbalist lady
character_event = {
	id = VIETmisc.8278
	desc = VIETmisc.8278.desc
	picture = GFX_evt_wise_woman
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	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 = 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 = erudite
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}

	option = { # buy some
		name = VIETmisc.8278.a
		wealth = -10
		random_list = {
			40 = { health = 0.15 }
			30 = { health = 0.3 }
			20 = { health = 0.45 }
			10 = { health = 0.6 }
		}
	}

	option = { # just looking
		name = VIETmisc.8278.b
	}
	
	option = { # quack medicine
		name = VIETmisc.8278.c
		if = {
			limit = {
				trait = trusting
			}
			random = {
				remove_trait = trusting
				chance = 30
			}
		}
		random_list = {
			70 = { }
			15 = { add_trait = cynical }
			15 = { add_trait = proud }
		}
	}
}



# Wolf hanging around house
character_event = {
	id = VIETmisc.8279
	desc = VIETmisc.8279.desc
	picture = GFX_evt_wolf
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		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 = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}

	option = { # chase it away
		name = VIETmisc.8279.a
		random_list = {
			70 = { }
			10 = { add_trait = paranoid }
			10 = { add_trait = proud }
			10 = { add_trait = wroth }
		}
	}
	option = { # allow it to stick around
		name = VIETmisc.8279.b
		add_character_modifier = {
			name = VIET_wolf_protector
			duration = 1825
		}
	}
}


# Bloody knife found on bed - implied to maybe be a prank
character_event = {
	id = VIETmisc.8280
	desc = VIETmisc.8280.desc
	picture = GFX_evt_bloody_knife_hf
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
	}

	option = { # Increase security
		name = VIETmisc.8280.a
		add_character_modifier = {
			name = the_paranoid
			duration = 365
		}
	}
	option = { # Prank?
		name = VIETmisc.8280.b
		if = {
			limit = {
				trait = paranoid
			}
			random = {
				remove_trait = paranoid
				chance = 50
			}
		}
		else = {
			random = {
				add_trait = trusting
				chance = 50
			}
		}
	}
	option = { # Laugh in the face of danger
		name = VIETmisc.8280.c
		trigger = {
			NOT = { trait = craven }
		}
		random = {
			add_trait = brave
			chance = 25
		}
	}
	option = { # colored water
		name = VIETmisc.8280.d
		trigger = {
			learning = 11
			NOT = { intrigue = 11 }
		}
		tooltip_info = learning
		prestige = 5
	}
	option = { # colored water
		name = VIETmisc.8280.d
		trigger = {
			intrigue = 11
		}
		tooltip_info = intrigue
		prestige = 5
	}
}


# Smiths in army camp doing work
character_event = {
	id = VIETmisc.8281
	desc = VIETmisc.8281.desc
	picture = GFX_evt_weaponsmith
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = 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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}

	option = { # Not in vain
		name = VIETmisc.8281.a
		prestige = 5
	}
	option = { # Work harder!
		name = VIETmisc.8281.b
		random = {
			add_trait = proud
			chance = 25
		}
	}
}



# Blacksmiths renowned in province
province_event = {
	id = VIETmisc.8282
	desc = VIETmisc.8282.desc
	picture = GFX_evt_weaponsmith
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_blacksmiths_renowned }
	}
	
	mean_time_to_happen = {
		months = 8000
		modifier = {
			factor = 1.5
			OR = {
				terrain = steppe
				terrain = arctic
			}
		}
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 3 }
		}
		modifier = {
			factor = 1.5
			owner = {
				OR = {
					is_nomadic = yes
					is_tribal = yes
				}
			}
		}
	}

	option = { # Cool
		name = VIETmisc.8282.a
		add_province_modifier = {
			name = VIET_province_blacksmiths_renowned
			duration = 5475
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {
					change_variable = { which = prosperity_value value = 8 }
				}
			}
		}
	}
}



# Met someone interesting at a ball
character_event = {
	id = VIETmisc.8283
	desc = VIETmisc.8283.desc
	picture = GFX_evt_dancing
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	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 = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}

	option = { # who was it
		name = VIETmisc.8283.a
		if = {
			limit = {
				trait = shy
			}
			random = {
				remove_trait = shy
				chance = 33
			}
		}
		add_character_modifier = {
			name = VIET_interesting_talk_with_stranger
			duration = 365
		}
	}
}



# Dream of a big castle
character_event = {
	id = VIETmisc.8284
	desc = VIETmisc.8284.desc
	picture = GFX_evt_magnificent_castle
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}

	option = { # wot was that
		name = VIETmisc.8284.a
		add_character_modifier = {
			name = VIET_magnificent_castle_dream
			duration = 365
		}
	}
}


# Is China the greatest?
character_event = {
	id = VIETmisc.8285
	desc = VIETmisc.8285.desc
	picture = GFX_evt_china_stable
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		NOT = {
			culture_group = chinese_group
		}
		#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 = 2
			OR = {
				religion_group = muslim #historically the Muslims thought China was super cool, which is why they didn't mind the Khitan so much
				culture_group = altaic
				culture_group = tibetan_group
			}
		}
		modifier = {
			factor = 0.5
			capital_scope = {
				OR = {
					region = world_africa_west
					region = world_africa_north
					region = world_europe_east
					region = world_europe_north
					region = world_europe_west
				}
			}
		}	
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}

	option = { # We should be proud of ourselves
		name = VIETmisc.8285.a
		prestige = 5
		random = {
			add_trait = proud
			chance = 20
		}
	}
	option = { # We have much to learn from them
		name = VIETmisc.8285.b
		piety = 5
		random = {
			add_trait = humble
			chance = 20
		}
	}
	option = { # No better than anyone else
		name = VIETmisc.8285.c
		random = {
			add_trait = cynical
			chance = 40
		}
	}
}


# Did a physician botch a surgery of a nobleman?
character_event = {
	id = VIETmisc.8286
	desc = VIETmisc.8286.desc
	picture = GFX_evt_bloody_tools
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		is_tribal = 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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}

	option = { # Imprison the physician
		name = VIETmisc.8286.a
		prestige = 10
		if = {
			limit = {
				trait = patient
			}
			remove_trait = patient
		}
		else = {
			random = {
				add_trait = wroth
				chance = 25
			}
		}
	}
	option = { # Physician made a mistake but is innocent
		name = VIETmisc.8286.b
		prestige = 10
		if = {
			limit = {
				trait = wroth
			}
			remove_trait = wroth
		}
		else = {
			random = {
				add_trait = just
				chance = 25
			}
		}
	}
	option = { # Physician did his best, give him credit
		name = VIETmisc.8286.c
		prestige = 10
		if = {
			limit = {
				trait = wroth
			}
			remove_trait = wroth
		}
		else = {
			random = {
				add_trait = trusting
				chance = 25
			}
		}
	}
	option = { # Ackshually...
		name = VIETmisc.8286.d
		trigger = {
			trait = physician
		}
		tooltip_info = physician
		prestige = 20
	}
	option = { # Ackshually...
		name = VIETmisc.8286.d
		trigger = {
			NOT = { trait = physician }
			trait = scholar
		}
		tooltip_info = scholar
		prestige = 20
	}
	option = { # Ackshually...
		name = VIETmisc.8286.d
		trigger = {
			learning = 12
			NOT = { trait = physician }
			NOT = { trait = scholar }
		}
		tooltip_info = learning
		prestige = 20
	}
}


# Notorious criminal breaks out of jail
character_event = {
	id = VIETmisc.8287
	desc = VIETmisc.8287.desc
	picture = GFX_evt_jailbreak
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}

	option = { # oh no
		name = VIETmisc.8287.a
		prestige = -25
		add_character_modifier = {
			name = VIET_notorious_jailbreak
			duration = 1776
		}
	}
}



# Protective spirit resides in forest
province_event = {
	id = VIETmisc.8288
	desc = VIETmisc.8288.desc
	picture = GFX_evt_mysterious_forest
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_forest_spirit_guardian }
		NOR = {
			terrain = desert
			terrain = arctic
			terrain = steppe
			#terrain = mountain
		}
	}
	
	mean_time_to_happen = {
		months = 12000
		modifier = {
			factor = 1.5
			NOT = {
				terrain = forest
			}
		}
	}
	

	option = { # cool
		name = VIETmisc.8288.a
		add_province_modifier = {
			name = VIET_province_forest_spirit_guardian
			duration = 10950
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {
					change_variable = { which = prosperity_value value = 3 }
				}
			}
		}
	}
}


# Witness a happy peasant family
character_event = {
	id = VIETmisc.8289
	desc = VIETmisc.8289.desc
	picture = GFX_evt_family
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
	}

	option = { # Good
		name = VIETmisc.8289.a
		piety = 5
		if = {
			limit = {
				trait = cruel
			}
			random = {
				remove_trait = cruel
				chance = 33
			}
		}
		if = {
			limit = {
				trait = envious
			}
			random = {
				remove_trait = envious
				chance = 33
			}
		}
		if = {
			limit = {
				trait = wroth
			}
			random = {
				remove_trait = wroth
				chance = 33
			}
		}
	}

	option = { # Boo
		name = VIETmisc.8289.b
		random_list = {
			50 = { }
			35 = { add_trait = wroth }
			15 = { add_trait = cynical }
		}
	}
}




# Maid reports your courtier wrote her a creepy love letter
character_event = {
	id = VIETmisc.8290
	desc = VIETmisc.8290.desc
	picture = GFX_evt_gift
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
	
	trigger = {
		any_courtier = {
			is_adult = yes
			useless_character_trigger = no
			NOT = { trait = celibate }
			NOT = { trait = chaste }
			NOT = { trait = kind }
			OR = {
				trait = shy
				trait = lustful
				trait = hedonist
				trait = proud
				trait = stubborn
			}
			has_lover = no
			OR = {
				is_female = no
				AND = {
					is_female = yes
					trait = homosexual
				}
			}
		}
		#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 = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}

	option = { # her problem
		name = VIETmisc.8290.a
		piety = -5
		if = {
			limit = {
				trait = just
			}
			random = {
				remove_trait = just
				chance = 50
			}
		}
	}
	option = { # talk to courtier
		name = VIETmisc.8290.b
		random_courtier = {
			limit = {
				is_adult = yes
				useless_character_trigger = no
				NOT = { trait = celibate }
				NOT = { trait = chaste }
				NOT = { trait = kind }
				OR = {
					trait = shy
					trait = lustful
					trait = hedonist
					trait = proud
					trait = stubborn
				}
				has_lover = no
				OR = {
					is_female = no
					AND = {
						is_female = yes
						trait = homosexual
					}
				}
			}
			prestige = -5
			piety = -5
			add_character_modifier = {
				name = VIET_loves_cute_maids
				duration = 365
			}
			opinion = {
				modifier = opinion_angry
				who = ROOT
				years = 3
			}	
			reverse_opinion = {
				modifier = opinion_angry
				who = ROOT
				years = 3
			}		
		}
	}
}


# Nobleman complains about loud construction noise
character_event = {
	id = VIETmisc.8291
	desc = VIETmisc.8291.desc
	picture = GFX_evt_construction_site
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = temperate
		}
		modifier = {
			factor = 0.8
			trait = gluttonous
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}

	option = { # Respect the nobles
		name = VIETmisc.8291.a
		prestige = 10
		add_character_modifier = {
			name = VIET_leader_angered_peasants
			duration = 567
		}
	}
	option = { # Locals aren't breaking laws
		name = VIETmisc.8291.b
		prestige = -10
	}
	option = { # Figure out a compromise
		name = VIETmisc.8291.c
		trigger = {
			diplomacy = 10
			NOT = { stewardship = 10 }
		}
		tooltip_info = diplomacy
		prestige = 5
	}
	option = { # Figure out a compromise
		name = VIETmisc.8291.c
		trigger = {
			stewardship = 10
		}
		tooltip_info = stewardship
		prestige = 5
	}
}



# Rumors of a mad scientist
province_event = {
	id = VIETmisc.8292
	desc = VIETmisc.8292.desc
	picture = GFX_evt_performing_experiments
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_mad_scientist_rumors }
	}
	
	mean_time_to_happen = {
		months = 12000
		modifier = {
			factor = 1.5
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 3 }
		}
		modifier = {
			factor = 1.5
			owner = {
				OR = {
					is_nomadic = yes
					is_tribal = yes
				}
			}
		}
	}
	

	option = { # Spoop
		name = VIETmisc.8292.a
		add_province_modifier = {
			name = VIET_province_mad_scientist_rumors
			duration = 1825
		}
	}
	option = { # Spoop
		name = VIETmisc.8292.b
		owner = {
			random = {
				add_trait = cynical
				chance = 25
			}		
		}
		add_province_modifier = {
			name = VIET_province_mad_scientist_rumors
			duration = 1825
		}
	}
}

# Guards making an arrest accidentally burst into the wrong person's house
character_event = {
	id = VIETmisc.8293
	desc = VIETmisc.8293.desc
	picture = GFX_evt_group_hf
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
	}

	option = { # Oh well
		name = VIETmisc.8293.a		
	}

	option = { # Compensate
		name = VIETmisc.8293.b
		wealth = -5
		piety = 5
		random = {
			add_trait = just
			chance = 10
		}
	}
}


# Hearing about the barbarian invasions of Rome
character_event = {
	id = VIETmisc.8294
	desc = VIETmisc.8294.desc
	picture = GFX_evt_rome_falls
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		OR = {
			capital_scope = {
				OR = {
					region = world_europe
					region = world_asia_minor
					region = world_middle_east
					region = world_africa_north
					#region = world_persia
					#region = world_steppe_west
				}
			}
			culture_group = byzantine
			culture_group = latin
			culture_group = iberian
			culture_group = north_african
			culture_group = arabic
			culture_group = celtic
			culture_group = west_germanic
			culture_group = central_germanic
			culture_group = south_slavic
		}
	}
	
	weight_multiplier = {
		days = 1				
	
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		modifier = {
			factor = 1.2
			trait = scholar
		}
		modifier = {
			factor = 0.8
			trait = hedonist
		}
		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 = cruel
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
	}

	option = { # Attila
		name = VIETmisc.8294.a		
		random = {
			change_martial = 1
			chance = 20
		}
	}
	option = { # Alaric
		name = VIETmisc.8294.b		
		random = {
			change_stewardship = 1
			chance = 20
		}
	}
	option = { # Genseric
		name = VIETmisc.8294.c
		random = {
			change_diplomacy = 1
			chance = 20
		}
	}
	option = { # Odoacer
		name = VIETmisc.8294.d
		random = {
			change_intrigue = 1
			chance = 20
		}
	}
}


# Could there be even wealthier kingdoms south of West Africa?
character_event = {
	id = VIETmisc.8295
	desc = VIETmisc.8295.desc
	picture = GFX_evt_west_african_ruler
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		OR = {
			capital_scope = {
				OR = {
					region = world_africa
					region = world_asia_minor
					region = world_middle_east
					region = world_africa_north
					region = world_africa_central
					region = world_persia
					region = world_europe_south
					region = world_europe_south_east
				}
			}
			culture_group = byzantine
			culture_group = latin
			culture_group = iberian
			culture_group = north_african
			culture_group = east_african
			culture_group = west_african
			culture_group = central_african
			culture_group = arabic
			culture_group = iranian
		}
	}
	
	weight_multiplier = {
		days = 1				
	
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		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 = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
	}

	option = { # Nope
		name = VIETmisc.8295.a		
		random = {
			add_trait = cynical
			chance = 10
		}
	}
	option = { # Yes
		name = VIETmisc.8295.b
		random = {
			add_trait = trusting
			chance = 10
		}
	}
	option = { # Who could be wealther than us?
		name = VIETmisc.8295.c
		trigger = {
			OR = {
				culture_group = west_african
				culture_group = central_african
			}
		}
		prestige = 5
		random = {
			add_trait = proud
			chance = 10
		}
	}
}


# Scholar owns an indecipherable scroll - is it evil?
character_event = {
	id = VIETmisc.8296
	desc = VIETmisc.8296.desc
	picture = GFX_evt_ritual_scroll
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		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 = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}

	option = { # Destroy it
		name = VIETmisc.8296.a		
		piety = 5
		prestige = -5
	}
	option = { # Take a look
		name = VIETmisc.8296.b		
		piety = -5
		random = {
			change_learning = 1
			chance = 33
		}
	}
	option = { # Doesn't matter to me
		name = VIETmisc.8296.c		
		random_list = {
			80 = { }
			10 = { add_trait = content }
			10 = { add_trait = humble }
		}
	}
	option = { # Show to other scholars
		name = VIETmisc.8296.d
		piety = -5
		random = {
			culture_techpoints = 50
			chance = 25
		}
	}
}




# Tavern owner gives present of wooden bowl
character_event = {
	id = VIETmisc.8297
	desc = VIETmisc.8297.desc
	picture = GFX_evt_outside_tavern_hf
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_wooden_bowl }
	}
	
	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 = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = { #ok
		name = VIETmisc.8297.a
		prestige = -10
		random = {
			add_trait = humble
			chance = 15
		}
		add_artifact = VIET_wooden_bowl		
	}
	
	option = { #ok
		name = VIETmisc.8297.b
		if = {
			limit = {
				trait = humble
			}
			random = {
				remove_trait = humble
				chance = 50
			}	
		}
		else = {
			random = {
				add_trait = proud
				chance = 50
			}	
		}
	}	
}



# Keep a pewter spoon around?
character_event = {
	id = VIETmisc.8298
	desc = VIETmisc.8298.desc
	picture = GFX_evt_feast_hf
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_pewter_spoon }
	}
	
	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 = temperate
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}
	
	option = { #ok
		name = VIETmisc.8298.a
		prestige = -5
		add_artifact = VIET_pewter_spoon		
	}
	
	option = { #ok
		name = VIETmisc.8298.b
	}	
}


# Measuring rod
character_event = {
	id = VIETmisc.8299
	desc = VIETmisc.8299.desc
	picture = GFX_evt_construction_site
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_measuring_rod }
	}
	
	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 = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = temperate
		}
		modifier = {
			factor = 0.8
			trait = gluttonous
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}
	
	option = { #ok
		name = VIETmisc.8299.a
		add_artifact = VIET_measuring_rod		
	}
	
	option = { #ok
		name = VIETmisc.8299.b
		prestige = 5
	}	
}


# Flower vase
character_event = {
	id = VIETmisc.8300
	desc = VIETmisc.8300.desc
	picture = GFX_evt_gift
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_flower_vase }
	}
	
	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 = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		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 = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
	}
	
	option = { #ok
		name = VIETmisc.8300.a
		wealth = -20
		add_artifact = VIET_flower_vase		
	}
	
	option = { #ok
		name = VIETmisc.8300.b
		if = {
			limit = {
				trait = proud
			}
			random = {
				remove_trait = proud
				chance = 20
			}
		}
	}	
}


# Leather knapsack
character_event = {
	id = VIETmisc.8301
	desc = VIETmisc.8301.desc
	picture = GFX_evt_merchant_caravan
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_leather_knapsack }
	}
	
	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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			health = 5.5
		}
		modifier = {
			factor = 0.8
			NOT = { health = 3.5 }
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = { #ok
		name = VIETmisc.8301.a
		add_artifact = VIET_leather_knapsack		
	}
	
	option = { #ok
		name = VIETmisc.8301.b
		random = {
			add_trait = proud
			chance = 15
		}
	}	
}


# Ancient Desert Statue - guard finds it while lost
character_event = {
	id = VIETmisc.8302
	desc = VIETmisc.8302.desc
	picture = GFX_evt_sand_desert
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_ancient_statue_desert }
		capital_scope = {
			OR = {
				terrain = desert
				region = world_middle_east
				region = world_persia
				region = world_africa
				region = world_india_rajastan
				region = world_steppe_tarim
			}
			NOT = { terrain = mountain }
		}
	}
	
	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
			capital_scope = {
				OR = {
					region = world_africa_north
					region = world_middle_east
				}
			}
		}
		modifier = {
			factor = 0.8
			NOT = { learning = 7 }
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		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 = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
	}
	
	option = { #ok
		name = VIETmisc.8302.a
		add_artifact = VIET_ancient_statue_desert	
		new_artifact = {
			set_creation_date = 1.1.1
		}			
	}
	
	option = { #ok
		name = VIETmisc.8302.b
		random = {
			add_trait = charitable
			chance = 25
		}
	}	
}


# Ancient European (Celtic) stone head - peasant finds a mustached statue
character_event = {
	id = VIETmisc.8303
	desc = VIETmisc.8303.desc
	picture = GFX_evt_prospering_province
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_celtic_stone_head }
		capital_scope = {
			OR = {
				region = world_europe
				region = world_asia_minor
				region = world_steppe_west
			}
		}
	}
	
	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
			capital_scope = {
				region = world_europe_west
			}
		}
		modifier = {
			factor = 0.8
			NOR = {
				is_tribal = yes
				is_nomadic = yes
				capital_scope = {
					OR = {
						region = world_europe_west_brittania
						region = world_europe_west_francia
					}
				}
			}
		}
		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 = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		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 = { #keep it
		name = VIETmisc.8303.a
		add_artifact = VIET_celtic_stone_head
		new_artifact = {
			set_creation_date = 1.1.1
		}				
	}	
	
	option = { #keep it but compensate peasant
		name = VIETmisc.8303.b
		wealth = -10
		piety = 5
		add_artifact = VIET_celtic_stone_head
		if = {
			limit = {
				trait = greedy
			}
			random = {
				remove_trait = greedy
				chance = 40
			}
		}
		else_if = {
			limit = {
				NOT = { trait = charitable }
			}
			random = {
				add_trait = charitable
				chance = 25
			}
			random = {
				add_trait = humble
				chance = 15
			}
		}
		else = {
			random = {
				add_trait = humble
				chance = 30
			}		
		}
	}
	
	option = { #Let peasant lady keep it
		name = VIETmisc.8303.c
		random_list = {
			65 = { }
			10 = { add_trait = humble }
			10 = { add_trait = kind }
			15 = { add_trait = charitable }
		}
	}	
	
	option = { #Throw it away!
		name = VIETmisc.8303.d
		piety = 5
		if = {
			limit = {
				trait = cynical
			}
			random = {
				remove_trait = cynical
				chance = 40
			}
		}
		else_if = {
			limit = {
				NOT = { trait = zealous }
			}
			random = {
				add_trait = zealous
				chance = 25
			}
			random = {
				add_trait = paranoid
				chance = 15
			}
		}
		else = {
			random = {
				add_trait = paranoid
				chance = 30
			}		
		}
	}	
}


# Weighing scale - merchants offer
character_event = {
	id = VIETmisc.8304
	desc = VIETmisc.8304.desc
	picture = GFX_evt_merchant_caravan
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_weighing_scales }
	}
	
	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
			is_patrician = yes
		}
		modifier = {
			factor = 0.8
			OR = {
				is_tribal = yes
				is_nomadic = yes
			}
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		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 = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
	}
	
	option = { #keep it
		name = VIETmisc.8304.a
		add_artifact = VIET_weighing_scales			
	}	
	
	option = { #Dont want it
		name = VIETmisc.8304.b
	}	
}


# Hammer - keep it?
character_event = {
	id = VIETmisc.8305
	desc = VIETmisc.8305.desc
	picture = GFX_evt_pagan_artifacts
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_hammer }
	}
	
	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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = temperate
		}
		modifier = {
			factor = 0.8
			trait = gluttonous
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
	}
	
	option = { #keep it
		name = VIETmisc.8305.a
		add_artifact = VIET_hammer	
		prestige = -10
	}	
	
	option = { #Dont want it
		name = VIETmisc.8305.b
	}	
}


# Trusty shovel - fascinated by laborer's nice shovel
character_event = {
	id = VIETmisc.8306
	desc = VIETmisc.8306.desc
	picture = GFX_evt_construction_site
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_trusty_shovel }
	}
	
	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 = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
	}
	
	option = { #keep it
		name = VIETmisc.8306.a
		add_artifact = VIET_trusty_shovel	
		prestige = -10
	}	
	
	option = { #Dont want it
		name = VIETmisc.8306.b
	}	
}


# Painting of a lake for sale
character_event = {
	id = VIETmisc.8307
	desc = VIETmisc.8307.desc
	picture = GFX_evt_market_hf
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_landscape_painting_lake }
		OR = {
			wealth = 40
			ai = no
		}
	}
	
	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 = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		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 = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
	}
	
	option = { #buy it
		name = VIETmisc.8307.a
		wealth = -40
		prestige = 10
		add_artifact = VIET_landscape_painting_lake	
	}	
	
	option = { #Dont want it
		name = VIETmisc.8307.b
	}	
}


# Painting of a ruin for sale
character_event = {
	id = VIETmisc.8308
	desc = VIETmisc.8308.desc
	picture = GFX_evt_market_hf
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_landscape_painting_ruin }
	}
	
	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 = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		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 = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
	}
	
	option = { #buy it
		name = VIETmisc.8308.a
		wealth = -40
		prestige = 10
		add_artifact = VIET_landscape_painting_ruin	
	}	
	
	option = { #Dont want it
		name = VIETmisc.8308.b
	}	
}


# Painting of a forest for sale
character_event = {
	id = VIETmisc.8309
	desc = VIETmisc.8309.desc
	picture = GFX_evt_market_hf
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_landscape_painting_forest }
	}
	
	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 = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		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 = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
	}
	
	option = { #buy it
		name = VIETmisc.8309.a
		wealth = -40
		prestige = 10
		add_artifact = VIET_landscape_painting_forest	
	}	
	
	option = { #Dont want it
		name = VIETmisc.8309.b
	}	
}


# Prehistoric ancient bone flute - hunter finds it buried
character_event = {
	id = VIETmisc.8310
	desc = VIETmisc.8310.desc
	picture = GFX_evt_fishing
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
		
	trigger = {
		in_command = no
		NOT = { has_artifact = VIET_prehistoric_bone_flute }
	}
	
	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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = hunter
		}
		modifier = {
			factor = 0.8
			trait = hedonist
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		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 = { #ok
		name = VIETmisc.8310.a
		add_artifact = VIET_prehistoric_bone_flute	
		new_artifact = {
			set_creation_date = 1.1.1
		}			
	}
	
	option = { #ok
		name = VIETmisc.8310.b
		random = {
			add_trait = paranoid
			chance = 10
		}
	}	
}




# Beautiful view of mountains
character_event = {
	id = VIETmisc.8311
	desc = VIETmisc.8311.desc
	picture = GFX_evt_moonlit_mountains_hf
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		capital_scope = {
			OR = {
				terrain = mountain
				terrain = hills
				any_neighbor_province = {
					terrain = mountain
				}
			}
		}
		#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 = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
	}

	option = { # cool
		name = VIETmisc.8311.a
		random_list = {
			50 = { piety = 2 }
			50 = { prestige = 2 }
		}
	}
}


# Dreamt of being ambushed at night
character_event = {
	id = VIETmisc.8312
	desc = VIETmisc.8312.desc
	picture = GFX_evt_riders_night_hf
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
	}

	option = { # darn
		name = VIETmisc.8312.a
		random = {
			add_trait = stressed
			chance = 25
		}
	}
}


# Nobleman runs away from criminals trying to kill him
character_event = {
	id = VIETmisc.8313
	desc = VIETmisc.8313.desc
	picture = GFX_evt_hiding_from_pursuers
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
	}

	option = { # send guards
		name = VIETmisc.8313.a
		wealth = -10
		add_character_modifier = {
			name = VIET_leader_who_cares
			duration = 1000
		}
	}
	option = { # ignore
		name = VIETmisc.8313.b
		prestige = -30
		random = {
			add_trait = arbitrary
			chance = 40
		}
	}
	option = { # invite nobleman
		name = VIETmisc.8313.c
		add_character_modifier = {
			name = VIET_leader_who_cares
			duration = 1000
		}
		create_character = {
			age = 22
			dynasty = actually_culture
			religion = ROOT
			culture = ROOT
			random_traits = yes
			historical = yes
		}
		new_character = {
			#Education & other basic stuff
			add_character_modifier = {
				name = VIET_nobleman_with_criminal_problems
				duration = -1
			}
			set_character_flag = ai_flag_refuse_concubinage
			set_character_flag = ai_flag_refuse_marriage
			set_character_flag = VIET_lydia_character
			set_character_flag = no_court_invites
			random = {
				VIET_give_clutter_artifact_effect = yes
				chance = 10
			}		
			#Guaranteed Traits
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}
		}
	}
}



# Population of a village mysteriously disappears
province_event = {
	id = VIETmisc.8314
	desc = VIETmisc.8314.desc
	picture = GFX_evt_depopulated_town
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_abandoned_village }
		owner = {
			is_nomadic = no
			is_tribal = no
		}
	}
	
	mean_time_to_happen = {
		months = 12000
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.1
			NOT = { num_of_max_settlements = 3 }
		}
	}
	

	option = { # Alarming
		name = VIETmisc.8314.a
		add_province_modifier = {
			name = VIET_province_abandoned_village
			duration = 4444
		}
	}
}


# Perfect wedding
province_event = {
	id = VIETmisc.8315
	desc = VIETmisc.8315.desc
	picture = GFX_evt_marriage
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_perfect_marriage }
	}
	
	mean_time_to_happen = {
		months = 8888
	}
	

	option = { # Interesting
		name = VIETmisc.8315.a
		add_province_modifier = {
			name = VIET_province_perfect_marriage
			duration = 888
		}
	}
}


###########################################################
# RAIN 8316-8325
###########################################################



# Playing in the rain with another child/childhood crush
character_event = {
	id = VIETmisc.8316
	desc = VIETmisc.8316.desc
	picture = GFX_evt_skyrim_forest
	
	is_triggered_only = yes
	
	min_age = 4
	max_age = 14
	
	trigger = {
		capital_scope = {
			NOT = { terrain = desert }
			NOT = { terrain = arctic }
		}
	}

#	min_age = 16
#	only_rulers = yes
#	capable_only = yes
#	prisoner = no
#	#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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = affectionate
		}
		modifier = {
			factor = 0.8
			trait = indolent
		}
		modifier = {
			factor = 1.2
			trait = playful
		}
		modifier = {
			factor = 0.8
			trait = rowdy
		}
		modifier = {
			factor = 1.2
			trait = curious
		}
		modifier = {
			factor = 0.8
			trait = timid
		}
	}

	option = { # Rain?
		name = VIETmisc.8316.a
		character_event = { id = VIETmisc.8317 tooltip = VIETmisc.8317.tooltip }
	}
}

# Playing in the rain with another child/childhood crush
character_event = {
	id = VIETmisc.8317
	desc = VIETmisc.8317.desc
	picture = GFX_evt_rainstorm
	
	is_triggered_only = yes

	option = { # Hide from the rain
		name = VIETmisc.8317.a
		character_event = { id = VIETmisc.8318 tooltip = VIETmisc.8318.tooltip }
	}
}

# Friend falls asleep on shoulder
character_event = {
	id = VIETmisc.8318
	desc = VIETmisc.8318.desc
	picture = GFX_evt_apollo_sun
	
	is_triggered_only = yes

	option = { # Let them sleep
		name = VIETmisc.8318.a
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				10 = { add_trait = conscientious }
				10 = { add_trait = affectionate }
				10 = { add_trait = indolent }
				10 = { add_trait = timid }
				20 = { }
			}
		}
		else = {
			random_list = {
				10 = { add_trait = kind }
				10 = { add_trait = patient }
				10 = { add_trait = shy }
				10 = { add_trait = slothful }
				20 = { }
			}	
		}
	}
	option = { # Gently wake them up
		name = VIETmisc.8318.b
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				10 = { add_trait = conscientious }
				10 = { add_trait = affectionate }
				10 = { add_trait = brooding }
				10 = { add_trait = fussy }
				20 = { }
			}
		}
		else = {
			random_list = {
				10 = { add_trait = kind }
				10 = { add_trait = patient }
				10 = { add_trait = humble }
				10 = { add_trait = trusting }
				20 = { }
			}	
		}
	}
	option = { # Prank them
		name = VIETmisc.8318.c
		if = {
			limit = {
				has_dlc = "Zeus"
			}
			random_list = {
				10 = { add_trait = curious }
				10 = { add_trait = haughty }
				10 = { add_trait = playful }
				10 = { add_trait = affectionate }
				20 = { }
			}
		}
		else = {
			random_list = {
				10 = { add_trait = arbitrary }
				10 = { add_trait = gregarious }
				10 = { add_trait = proud }
				10 = { add_trait = deceitful }
				20 = { }
			}	
		}
	}
}


# Courtier plays in rain puddles
character_event = {
	id = VIETmisc.8319
	desc = VIETmisc.8319.desc
	picture = GFX_evt_garden
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no		
		capital_scope = {
			NOT = { terrain = desert }
			NOT = { terrain = arctic }
		}
		any_courtier = {
			NOT = { trait = incapable }
			is_adult = yes
			in_command = no
			is_abroad = no
			NOR = {
				trait = diligent
				trait = depressed
				trait = cynical
				trait = paranoid
				trait = shy
			}
		}
		#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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				NOT = { trait = incapable }
				is_adult = yes
				in_command = no
				is_abroad = no
				NOR = {
					trait = diligent
					trait = depressed
					trait = cynical
					trait = paranoid
					trait = shy
				}
			}
			save_event_target_as = target_VIET_rain_puddle_dancer
		}	
	}

	option = { # Immature!
		name = VIETmisc.8319.a
		event_target:target_VIET_rain_puddle_dancer = {
			opinion = {
				modifier = VIET_opinion_publically_chastised_me
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_opinion_disappointed
				who = ROOT
				years = 1
			}
		}
	}

	option = { # Whatever
		name = VIETmisc.8319.b
	}

	option = { # Join in!
		name = VIETmisc.8319.c
		prestige = -5
		event_target:target_VIET_rain_puddle_dancer = {
			opinion = {
				modifier = VIET_opinion_likes_to_be_silly_with_me
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_opinion_likes_to_be_silly_with_me
				who = ROOT
				years = 1
			}
		}
		if = {
			limit = {
				trait = shy
			}
			random = {
				remove_trait = shy
				chance = 33
			}
		}
	}
}


# Staring outside a rainy window
character_event = {
	id = VIETmisc.8320
	desc = VIETmisc.8320.desc
	picture = GFX_evt_rainstorm
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no		
		capital_scope = {
			NOT = { terrain = desert }
			NOT = { terrain = arctic }
		}
		#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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
	}

	option = { # Depressing
		name = VIETmisc.8320.a
		if = {
			limit = {
				trait = content
			}
			random = {
				remove_trait = content
				chance = 33
			}
		}
		else = {
			random = {
				add_trait = cynical
				chance = 33
			}
		}
	}
	option = { # Healing
		name = VIETmisc.8320.b
		piety = 3
		random_list = {
			15 = { add_trait = humble }
			15 = { add_trait = content }
			70 = { }
		}
	}
}



# Ancient cistern found
province_event = {
	id = VIETmisc.8321
	desc = VIETmisc.8321.desc
	picture = GFX_evt_skyrim_forest
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_ancient_cistern_restored }
		NOR = {
			region = world_steppe_east
			region = world_steppe_west
			region = world_europe_north
			region = world_europe_east
			region = world_himalayas
		}
	}
	
	mean_time_to_happen = {
		months = 8000
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.1
			NOT = { num_of_max_settlements = 3 }
		}
		modifier = {
			factor = 2
			OR = {
				region = world_europe_west_brittania
				region = world_europe_west_germania
			}
		}
	}
	

	option = { # Lend financial support
		name = VIETmisc.8321.a
		trigger = {
			owner = {
				wealth = 30
			}
		}
		add_province_modifier = {
			name = VIET_province_ancient_cistern_restored
			duration = 3650
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {					
					change_variable = { which = prosperity_value value = 2 }
				}
			}
		}
		owner = {
			wealth = -30
			add_character_modifier = {
				name = VIET_leader_who_cares
				duration = 730
			}
			random = {
				add_trait = charitable
				chance = 20
			}
		}
	}
	option = { # Lend lots of financial support
		name = VIETmisc.8321.b
		trigger = {
			owner = {
				wealth = 60
			}
		}
		add_province_modifier = {
			name = VIET_province_ancient_cistern_restored
			duration = 7300
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {					
					change_variable = { which = prosperity_value value = 4 }
				}
			}
		}
		owner = {
			wealth = -60
			add_character_modifier = {
				name = VIET_leader_who_cares
				duration = 1460
			}
			random = {
				add_trait = charitable
				chance = 40
			}
		}
	}
	option = { # Don't do anything
		name = VIETmisc.8321.c
	}
}

# It is raining despite being also sunny
character_event = {
	id = VIETmisc.8322
	desc = VIETmisc.8322.desc
	picture = GFX_evt_apollo_sun
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#in_command = no		
		capital_scope = {
			NOT = { terrain = desert }
			NOT = { terrain = arctic }
		}
		#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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		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 = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}

	option = { # Cool
		name = VIETmisc.8322.a
		piety = 1
	}
}

# Part of residence collapses from rain
character_event = {
	id = VIETmisc.8323
	desc = VIETmisc.8323.desc
	picture = GFX_evt_castle_construction
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#in_command = no		
		capital_scope = {
			NOT = { terrain = desert }
			NOT = { terrain = arctic }
		}
		#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 = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}

	option = { # Boo
		name = VIETmisc.8323.a
		wealth = -10
	}
}



# Colorful rain is good omen
province_event = {
	id = VIETmisc.8324
	desc = VIETmisc.8324.desc
	picture = GFX_evt_rainstorm
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_colorful_rain_good }
		NOT = { has_province_modifier = VIET_province_colorful_rain_bad }
		NOR = {
			terrain = desert
			terrain = arctic
		}
	}
	
	mean_time_to_happen = {
		months = 8000
	}
	

	option = { # Ok
		name = VIETmisc.8324.a
		add_province_modifier = {
			name = VIET_province_colorful_rain_good
			duration = 730
		}
	}
}


# Colorful rain is bad omen
province_event = {
	id = VIETmisc.8325
	desc = VIETmisc.8325.desc
	picture = GFX_evt_rainstorm
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_colorful_rain_good }
		NOT = { has_province_modifier = VIET_province_colorful_rain_bad }
		NOR = {
			terrain = desert
			terrain = arctic
		}
	}
	
	mean_time_to_happen = {
		months = 8000
	}
	

	option = { # Ok
		name = VIETmisc.8325.a
		add_province_modifier = {
			name = VIET_province_colorful_rain_bad
			duration = 730
		}
	}
}

###########################################################
# READING STORIES 8326-8332
###########################################################


# Read Hotel Del Luna - i.e., what happens when cybrxkhan watches a K-Drama on a whim and finds it's actually great
character_event = {
	id = VIETmisc.8326
	desc = VIETmisc.8326.desc
	picture = GFX_evt_artemis_moon
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
	}

	option = { # Good story!
		name = VIETmisc.8326.a
		add_character_modifier = {
			name = VIET_read_book_hotel_del_luna
			duration = 365
		}
	}
}


# Watched entertaining slice of life play about love
character_event = {
	id = VIETmisc.8327
	desc = VIETmisc.8327.desc
	picture = GFX_evt_jugglers
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
	}

	option = { # Bad story!
		name = VIETmisc.8327.a
		prestige = 3
		if = {
			limit = {
				NOT = { trait = cynical }
			}
			random = {
				add_trait = cynical
				chance = 33
			}
		}
	}
	option = { # Good story!
		name = VIETmisc.8327.b
		piety = 3
		if = {
			limit = {
				NOT = { trait = humble }
			}
			random = {
				add_trait = humble
				chance = 33
			}
		}
	}
}


# Poet tells historical story with inaccuracy
character_event = {
	id = VIETmisc.8328
	desc = VIETmisc.8328.desc
	picture = GFX_evt_feast
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			learning = 14
		}
		modifier = {
			factor = 0.8
			NOT = { learning = 9 }
		}
	}

	option = { # Don't say anything
		name = VIETmisc.8328.a
		prestige = 5
		random_list = {
			60 = { }
			10 = { add_trait = content }
			10 = { add_trait = humble }
			10 = { add_trait = slothful }
			10 = { add_trait = shy }
		}
	}

	option = { # Correct him - history should not be lies
		name = VIETmisc.8328.b
		prestige = -5
		random_list = {
			70 = { }
			10 = { add_trait = proud }
			10 = { add_trait = diligent }
			10 = { add_trait = honest }
		}
	}

	option = { # Correct him - true history is more interesting
		name = VIETmisc.8328.c
		prestige = -5
		random_list = {
			70 = { }
			10 = { add_trait = lustful }
			10 = { add_trait = gregarious }
			10 = { add_trait = honest }
		}
	}

	option = { # Correct him - show off knowledge
		name = VIETmisc.8328.d
		piety = -5
		random_list = {
			60 = { }
			10 = { add_trait = envious }
			30 = { add_trait = proud }
		}
	}
}


# Read a book that is 3deep5me
character_event = {
	id = VIETmisc.8329
	desc = VIETmisc.8329.desc
	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
		#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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			NOT = { learning = 9 }
		}
		modifier = {
			factor = 0.8
			learning = 14
		}
	}

	option = { # Read it
		name = VIETmisc.8329.a
		random_list = {
			50 = { }
			10 = { change_diplomacy = 1 }
			10 = { change_martial = 1 }
			10 = { change_stewardship = 1 }
			10 = { change_intrigue = 1 }
			10 = { change_learning = 1 }
		}
		random_list = {
			20 = { }
			40 = {
				add_character_modifier = {
					name = stressed_life
					duration = 365
				}
			}
			30 = { add_trait = stressed }
			10 = { add_trait = depressed }
		}
	}

	option = { # Give up on it
		name = VIETmisc.8329.b
		random_list = {
			50 = { }
			30 = { add_trait = content }
			10 = { add_trait = slothful }
			10 = { add_trait = humble }
		}
	}
}


# Saw a vision of the past while reading a book
character_event = {
	id = VIETmisc.8330
	desc = VIETmisc.8330.desc
	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 = { 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 = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}

	option = { # Whoa
		name = VIETmisc.8330.a
		add_character_modifier = {
			name = VIET_mysterious_vision_past
			duration = 888
		}
		random = {
			add_trait = lunatic
			chance = 5
		}
	}
}


# Reading about ancient warriors
character_event = {
	id = VIETmisc.8331
	desc = VIETmisc.8331.desc
	picture = GFX_evt_battle_hellenic_pagan
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
	}

	option = { # Tactics and strategies
		name = VIETmisc.8331.a
		random = {
			change_martial = 1
			chance = 25
		}
	}

	option = { # Becoming brave
		name = VIETmisc.8331.b
		random_list = {
			70 = { }
			20 = { add_trait = brave }
			10 = { add_trait = stubborn }
		}
	}

	option = { # Being just
		name = VIETmisc.8331.c
		random_list = {
			70 = { }
			20 = { add_trait = just }
			10 = { add_trait = proud }
		}
	}
}



# Read a cute love story
character_event = {
	id = VIETmisc.8332
	desc = VIETmisc.8332.desc
	picture = GFX_evt_maiden
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
	}

	option = { # Hate love stories
		name = VIETmisc.8332.a
		random = {
			add_trait = cynical
			chance = 40
		}
		add_character_modifier = {
			name = VIET_read_book_cute_love_story
			duration = 365
		}
	}
	option = { # Love love stories
		name = VIETmisc.8332.b
		if = {
			limit = {
				trait = cynical
			}
			random = {
				remove_trait = cynical
				chance = 60
			}
		}
		random_list = {
			50 = { }
			20 = { add_trait = trusting }
			10 = { add_trait = humble }
			10 = { add_trait = kind }
		}
		add_character_modifier = {
			name = VIET_read_book_cute_love_story
			duration = 365
		}
	}
}

############################################################################
# OBLIVION INSPIRED 8333-8352
############################################################################


# Two servants exchange awkward small talk
character_event = {
	id = VIETmisc.8333
	desc = VIETmisc.8333.desc
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		NOT = {
			has_game_rule = {
				name = VIET_events_rules
				value = serious
			}
		}
	}
	
	weight_multiplier = {
		days = 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 = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}

	option = { # Ok
		name = VIETmisc.8333.a
		character_event = { id = VIETmisc.8334 }
	}
}

# Two servants exchange awkward small talk - part 2
character_event = {
	id = VIETmisc.8334
	desc = VIETmisc.8334.desc
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes

	option = { # Ok
		name = VIETmisc.8334.a
		add_character_modifier = {
			name = VIET_second_hand_embarassment
			duration = 180
		}
	}
	option = { # Ok
		name = VIETmisc.8334.b
		trigger = {
			intrigue = 10
		}
		tooltip_info = intrigue
		prestige = 2
		custom_tooltip = { text = VIETmisc.8334.b.text }
	}
}

# Pass by a wayshrine - pray to the Nine Divines!
character_event = {
	id = VIETmisc.8335
	desc = VIETmisc.8335.desc
	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 = { 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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
	}

	option = { # Ok
		name = VIETmisc.8335.a
		piety = 5
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = -1
		}
	}

	option = { # Business to attend to
		name = VIETmisc.8335.b
		random = {
			add_trait = diligent
			chance = 10
		}
		if = {
			limit = {
				trait = zealous
			}
			random = {
				remove_trait = zealous
				chance = 33
			}
		}
	}
}




# Wayshrine in province becomes popular place of pilgrimage
province_event = {
	id = VIETmisc.8336
	desc = VIETmisc.8336.desc
	picture = GFX_evt_ancient_cairn
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_popular_oblivion_wayshrine }
		#NOR = {
		#	region = world_steppe_east
		#	region = world_steppe_west
		#	region = world_europe_north
		#	region = world_europe_east
		#	region = world_himalayas
		#}
	}
	
	mean_time_to_happen = {
		months = 10000
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.1
			NOT = { num_of_max_settlements = 3 }
		}
	}
	

	option = { # ok
		name = VIETmisc.8336.a
		add_province_modifier = {
			name = VIET_province_popular_oblivion_wayshrine
			duration = 5475
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {					
					change_variable = { which = prosperity_value value = 2 }
				}
			}
		}
	}
}

# Edgar Vautrine sells cheap spells
character_event = {
	id = VIETmisc.8337
	desc = VIETmisc.8337.desc
	picture = GFX_evt_experiment
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
	}

	option = { # Ok
		name = VIETmisc.8337.a
		wealth = -5
		add_character_modifier = {
			name = VIET_bought_discount_merchandise
			duration = 730
		}
	}
	option = { # Boo
		name = VIETmisc.8337.b
		if = {
			limit = {
				trait = humble
			}
			random = {
				remove_trait = humble
				chance = 33
			}
		}
		else = {
			random = {
				add_trait = proud
				chance = 33
			}
		}
	}
	option = { # Just browsing
		name = VIETmisc.8337.c
	}
}

# Innkeeper offers Shadowbanish wine
long_character_event = {
	id = VIETmisc.8338
	desc = VIETmisc.8338.desc
	picture = GFX_evt_village_at_night
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		NOT = { has_character_flag = VIET_shadowbanish_wine_event_happened }
		#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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	immediate = {
		set_character_flag = VIET_shadowbanish_wine_event_happened
	}

	option = { # Ok
		name = VIETmisc.8338.a
		random_list = {
			60 = { }
			25 = { health = -0.25 }
			15 = { health = -0.5 }
		}
		add_character_modifier = {
			name = VIET_shadowbanish_wine
			duration = 1095
		}
		custom_tooltip = { text = VIETmisc.8338.a.tooltip }
	}
	option = { # No!
		name = VIETmisc.8338.b
		trigger = {
			NOT = { trait = drunkard }
		}
		piety = 5
	}		
	option = { # Reverse engineer recipe
		name = VIETmisc.8338.c
		tooltip_info = learning
		trigger = {
			learning = 13
			NOT = { trait = genius }
			NOT = { trait = quick }
			NOT = { trait = shrewd }
		}
		add_artifact = VIET_shadowbanish_wine_recipe
		custom_tooltip = { text = VIETmisc.8338.c.tooltip }
	}			
	option = { # Reverse engineer recipe
		name = VIETmisc.8338.c
		tooltip_info = genius
		trigger = {
			trait = genius
		}
		add_artifact = VIET_shadowbanish_wine_recipe
		custom_tooltip = { text = VIETmisc.8338.c.tooltip }
	}			
	option = { # Reverse engineer recipe
		name = VIETmisc.8338.c
		tooltip_info = quick
		trigger = {
			trait = quick
		}
		add_artifact = VIET_shadowbanish_wine_recipe
		custom_tooltip = { text = VIETmisc.8338.c.tooltip }
	}				
	option = { # Reverse engineer recipe
		name = VIETmisc.8338.c
		tooltip_info = shrewd
		trigger = {
			trait = shrewd
		}
		add_artifact = VIET_shadowbanish_wine_recipe
		custom_tooltip = { text = VIETmisc.8338.c.tooltip }
	}
}


# Come across a circle of burnt trees with a treasure on top - based on an unmarked location in Oblivion
character_event = {
	id = VIETmisc.8339
	desc = VIETmisc.8339.desc
	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 = { 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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
	}

	option = { # leave!
		name = VIETmisc.8339.a
		#piety = 5
	}
	option = { # take the loot!
		name = VIETmisc.8339.b
		piety = -5
		random_list = {
			40 = { wealth = 20 }
			30 = { wealth = 40 }
			20 = { wealth = 60 }
			10 = { wealth = 80 }
		}
		random = {
			add_trait = brave
			chance = 33
		}
		if = {
			limit = {
				trait = paranoid
			}
			random = {
				remove_trait = paranoid
				chance = 50
			}
		}
		random = {
			add_character_modifier = {
				name = VIET_minor_curse
				duration = 3650
			}
			chance = 50
		}
	}
}



# Misanthropic dog trainer Ganredhel
character_event = {
	id = VIETmisc.8340
	desc = VIETmisc.8340.desc
	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 = { 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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
	}

	option = { # don't disagree
		name = VIETmisc.8340.a
		prestige = 2
		if = {
			limit = {
				NOT = { trait = cynical }
			}
			random = {
				add_trait = cynical
				chance = 25
			}
		}
	}
	option = { # interesting
		name = VIETmisc.8340.b
		piety = 1
		prestige = 1
	}
	option = { # people can be good!
		name = VIETmisc.8340.c
		piety = 2
		if = {
			limit = {
				NOT = { trait = trusting }
			}
			random = {
				add_trait = trusting
				chance = 25
			}
		}
	}
}


# Guard comes to relieve another one
character_event = {
	id = VIETmisc.8341
	desc = VIETmisc.8341.desc
	picture = GFX_evt_castle_construction
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}

	option = { # appreciate them
		name = VIETmisc.8341.a
		piety = 1
	}
	option = { # ignore them
		name = VIETmisc.8341.b
		prestige = 1
	}
	option = { # wait, isn't this your day off?
		name = VIETmisc.8341.c
		trigger = {
			intrigue = 10
		}
		tooltip_info = intrigue
		prestige = 3
	}
}



# If you've got to travel, by the nine divines, stay on the road.
character_event = {
	id = VIETmisc.8342
	desc = VIETmisc.8342.desc
	picture = GFX_evt_travel
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		NOT = {
			has_game_rule = {
				name = VIET_events_rules
				value = serious
			}
		}
	}
	
	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 = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}

	option = { # demons are no match for you
		name = VIETmisc.8342.a
		piety = 1
		prestige = 1
	}
	option = { # paranoia!
		name = VIETmisc.8342.b
		prestige = 2
	}
	option = { # i'll be careful
		name = VIETmisc.8342.c
		piety = 2
	}
	option = { # heard any news from the other provinces?
		name = VIETmisc.8342.d
		random_list = {
			33 = { piety = 2 }
			33 = { prestige = 2 }
			33 = { piety = 1 prestige = 1 }
		}
	}
}



# Mazoga the orc knight comes to your court
character_event = {
	id = VIETmisc.8343
	desc = VIETmisc.8343.desc
	picture = GFX_evt_throne_room
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		NOT = { has_character_flag = VIET_mazoga_appeared }
		#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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	immediate = {
		set_character_flag = VIET_mazoga_appeared
	}

	option = { # tell her to fight bandits
		name = VIETmisc.8343.a
		prestige = -10
		character_event = { id = VIETmisc.8344 tooltip = VIETmisc.8344.tooltip }
	}
	option = { # be sexist
		name = VIETmisc.8343.b
		add_character_modifier = {
			name = VIET_sexist_against_women
			duration = 365
		}
	}
	option = { # send her off
		name = VIETmisc.8343.c
	}
}

# Mazoga the orc knight returns victorious
character_event = {
	id = VIETmisc.8344
	desc = VIETmisc.8344.desc
	picture = GFX_evt_castle_construction
	
	is_triggered_only = yes
	
	option = { # thank her but no reward
		name = VIETmisc.8344.a
		piety = -10
		if = {
			limit = {
				trait = just
			}
			random = {
				remove_trait = just
				chance = 40
			}
		}
		random = {
			add_trait = paranoid
			chance = 25
		}
	}	
	option = { # thank her with reward but tell her to go
		name = VIETmisc.8344.b
		prestige = 10
		wealth = -10
	}
	option = { # thank her with reward and praise her
		name = VIETmisc.8344.c
		random = {
			add_trait = just
			chance = 25
		}
		long_character_event = { id = VIETmisc.8345 }
	}
}

# Mazoga the orc knight joins your court
long_character_event = {
	id = VIETmisc.8345
	desc = VIETmisc.8345.desc
	picture = GFX_evt_castle_construction
	
	is_triggered_only = yes
	
	option = { # thank her but send her off
		name = VIETmisc.8345.a
		prestige = 10
		wealth = -10
	}
	option = { # thank her and accept her in your court
		name = VIETmisc.8345.b
		prestige = -20
		create_random_soldier = {
			#age = 30
			dynasty = actually_culture
			religion = ROOT
			culture = random
			female = yes
			random_traits = no
			historical = yes
			attributes = {
				diplomacy = 2
				martial = 7
			}
		}
		new_character = {
			#Education & other basic stuff
			set_character_flag = ai_flag_refuse_concubinage
			set_character_flag = ai_flag_refuse_marriage
			set_character_flag = no_court_invites
			set_character_flag = special_marshal
			#Guaranteed Traits
			add_trait = strong
			add_trait = brave
			add_trait = wroth
			add_trait = just
			add_trait = stubborn
			add_trait = diligent
			add_trait = adventurer
			add_artifact = bow_tier_2_new
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}
			add_character_modifier = {
				name = VIET_mazoga_the_orc
				duration = -1
			}
			#Flavor
			random_list = {
				50 = { }
				45 = { add_scarred_tiered_effect = yes }
				5 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_eyed
				}
			}
			#random = {
			#	add_trait = ugly
			#	chance = 25
			#}
		}
	}
}



# Ontus Vanin - scholar who's retired, stays behind and reads trashy books
character_event = {
	id = VIETmisc.8346
	desc = VIETmisc.8346.desc
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		NOT = { has_character_flag = VIET_ontus_vanin_appeared }
		#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 = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	immediate = {
		set_character_flag = VIET_ontus_vanin_appeared
	}
	
	option = { # a waste!
		name = VIETmisc.8346.a
		prestige = 4
	}
	option = { # don't comment on lifestyle
		name = VIETmisc.8346.b
		piety = 4
	}
	option = { # invite to court
		name = VIETmisc.8346.c
		trigger = {
			diplomacy = 9
			NOT = { learning = 9 }
		}
		tooltip_info = diplomacy
		create_random_priest = {
			age = 60
			dynasty = actually_culture
			religion = ROOT
			culture = ROOT
			female = no
			random_traits = no
			historical = yes
			attributes = {
				learning = 10
			}
		}
		new_character = {
			#Education & other basic stuff
			set_character_flag = ai_flag_refuse_concubinage
			set_character_flag = ai_flag_refuse_marriage
			set_character_flag = no_court_invites
			set_character_flag = special_marshal
			#Guaranteed Traits
			random_list = {
				75 = { add_trait = scholar }
				25 = { add_trait = theologian }
			}
			add_trait = slothful
			add_trait = erudite
			add_trait = content
			add_trait = honest
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}
			add_character_modifier = {
				name = VIET_ontus_vanin_character
				duration = -1
			}
			#Flavor
			random_list = {
				70 = { }
				29 = { add_scarred_tiered_effect = yes }
				1 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_eyed
				}
			}
			#random = {
			#	add_trait = ugly
			#	chance = 25
			#}
		}
	}
	option = { # invite to court
		name = VIETmisc.8346.c
		trigger = {
			learning = 9
		}
		tooltip_info = learning
		create_random_priest = {
			age = 60
			dynasty = actually_culture
			religion = ROOT
			culture = ROOT
			female = no
			random_traits = no
			historical = yes
			attributes = {
				learning = 10
			}
		}
		new_character = {
			#Education & other basic stuff
			set_character_flag = ai_flag_refuse_concubinage
			set_character_flag = ai_flag_refuse_marriage
			set_character_flag = no_court_invites
			set_character_flag = special_marshal
			#Guaranteed Traits
			random_list = {
				75 = { add_trait = scholar }
				25 = { add_trait = theologian }
			}
			add_trait = slothful
			add_trait = erudite
			add_trait = content
			add_trait = honest
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}
			add_character_modifier = {
				name = VIET_ontus_vanin_character
				duration = -1
			}					
			random = {
				VIET_give_clutter_artifact_effect = yes
				chance = 10
			}
			#Flavor
			random_list = {
				70 = { }
				29 = { add_scarred_tiered_effect = yes }
				1 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_eyed
				}
			}
			#random = {
			#	add_trait = ugly
			#	chance = 25
			#}
		}
	}
}

# Character meets Else God-Hater
character_event = {
	id = VIETmisc.8347
	desc = VIETmisc.8347.desc
	picture = GFX_evt_outside_tavern_hf
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		NOT = {
			has_game_rule = {
				name = VIET_events_rules
				value = serious
			}
		}
	}
	
	weight_multiplier = {
		days = 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
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = { # she must be punished
		name = VIETmisc.8347.a
		piety = 5
	}	
	option = { # don't care about her
		name = VIETmisc.8347.b
		random = {
			add_trait = content
			chance = 33
		}
	}	
	option = { # kindred spirit
		name = VIETmisc.8347.c
		trigger = {
			trait = cynical
		}
		tooltip_info = cynical
		piety = -5
		add_character_modifier = {
			name = VIET_interesting_talk_with_stranger
			duration = 365
		}
	}
}

# Meet a crazy madwoman - Runs-In-Circles
character_event = {
	id = VIETmisc.8348
	desc = VIETmisc.8348.desc
	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 = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		has_game_rule = {
			name = VIET_events_rules
			value = silly
		}
	}
	
	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 = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = { # ignore her
		name = VIETmisc.8348.a
		prestige = 5
	}	
	option = { # hope she'll be fine!
		name = VIETmisc.8348.b
		piety = 5
	}	
	option = { # hope she'll be fine!
		name = VIETmisc.8348.c
		create_character = {
			age = 28
			dynasty = actually_culture
			religion = ROOT
			culture = ROOT
			female = yes
			random_traits = no
			historical = yes
		}
		new_character = {
			#Education & other basic stuff
			set_character_flag = ai_flag_refuse_concubinage
			set_character_flag = ai_flag_refuse_marriage
			set_character_flag = no_court_invites
			#Guaranteed Traits
			random_list = {
				10 = { add_random_education_trait = intrigue }
				10 = { add_random_education_trait = diplomacy }
				10 = { add_random_education_trait = stewardship }
			}
			add_trait = lunatic
			add_trait = gregarious
			add_trait = kind
			add_trait = humble
			add_trait = trusting
			add_nickname = VIET_runs_in_circles_nickname
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}
			add_character_modifier = {
				name = VIET_runs_in_circles
				duration = -1
			}
			add_artifact = VIET_calipers
			#random = {
			#	VIET_give_clutter_artifact_effect = yes
			#	chance = 10
			#}	
			#Flavor
			random_list = {
				70 = { }
				25 = { add_scarred_tiered_effect = yes }
				5 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_eyed
				}
			}
			#random = {
			#	add_trait = ugly
			#	chance = 25
			#}
		}
	}
}

# Come across ruined structure with treasure (based on ruined fortress on western Lake Rumare)
character_event = {
	id = VIETmisc.8349
	desc = VIETmisc.8349.desc
	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 = { 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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = { # take it
		name = VIETmisc.8349.a
		random_list = {
			40 = { wealth = 20 }
			30 = { wealth = 40 }
			20 = { wealth = 60 }
			10 = { wealth = 80 }
		}
		random_list = {
			80 = { }
			15 = { add_trait = brave }
			5 = { add_trait = greedy }
		}
		random = {
			add_character_modifier = {
				name = VIET_minor_curse
				duration = 3650
			}
			chance = 25
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = 1
		}	
	}
	
	option = { # let it be
		name = VIETmisc.8349.b
		piety = 5
		if = {
			limit = {
				trait = greedy
			}
			random = {
				remove_trait = greedy
				chance = 50
			}
		}
	}
}

# Dream of Aleswell, the village with invisible people
character_event = {
	id = VIETmisc.8350
	desc = VIETmisc.8350.desc
	picture = GFX_evt_oblivion_pastoral_dream
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
	}
	
	option = { # Be truthful
		name = VIETmisc.8350.a
		piety = 1
		if = {
			limit = {
				trait = deceitful
			}
			random = {
				remove_trait = deceitful
				chance = 30
			}
		}
		else = {
			random = {
				add_trait = honest
				chance = 30
			}
		}
	}
	
	option = { # Seek out threats
		name = VIETmisc.8350.b
		prestige = 1
		if = {
			limit = {
				trait = trusting
			}
			random = {
				remove_trait = trusting
				chance = 30
			}
		}
		else = {
			random = {
				add_trait = paranoid
				chance = 30
			}
		}
	}
	
	option = { # Relax
		name = VIETmisc.8350.c
		piety = 1
		random_list = {
			60 = { }
			20 = { add_trait = content }
			10 = { add_trait = humble }
			10 = { add_trait = patient }
		}
	}
	
	option = { # Meaningless
		name = VIETmisc.8350.d
		prestige = 1
		random_list = {
			70 = { }
			10 = { add_trait = stubborn }
			10 = { add_trait = cynical }
			10 = { add_trait = proud }
		}
	}
}


# Giant mudcrab spotted
province_event = {
	id = VIETmisc.8351
	desc = VIETmisc.8351.desc
	picture = GFX_evt_coast_night
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_elder_scrolls_mudcrab }
		port = yes
		#NOR = {
		#	region = world_steppe_east
		#	region = world_steppe_west
		#	region = world_europe_north
		#	region = world_europe_east
		#	region = world_himalayas
		#}
	}
	
	mean_time_to_happen = {
		months = 15000
		#modifier = {
		#	factor = 1.2
		#	NOT = { num_of_max_settlements = 5 }
		#}
		#modifier = {
		#	factor = 1.1
		#	NOT = { num_of_max_settlements = 3 }
		#}
	}
	

	option = { # ok
		name = VIETmisc.8351.a
		add_province_modifier = {
			name = VIET_province_elder_scrolls_mudcrab
			duration = 1825
		}
	}
	option = { # ok
		name = VIETmisc.8351.b
		trigger = {
			owner = {
				trait = zodiac_cancer
			}
		}
		tooltip_info = zodiac_cancer
		owner = {
			piety = 10
			prestige = 10
		}
		add_province_modifier = {
			name = VIET_province_elder_scrolls_mudcrab
			duration = 1825
		}
	}
}

# Dream of visiting Anvil
character_event = {
	id = VIETmisc.8352
	desc = VIETmisc.8352.desc
	picture = GFX_evt_skyrim_forest_greek
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = { # Gold Coast
		name = VIETmisc.8352.a
		random = {
			add_trait = brave
			chance = 20
		}
		add_character_modifier = {
			name = VIET_anvil_dream_gold_coast
			duration = 365
		}
	}	
	option = { # Lady's Stone
		name = VIETmisc.8352.b
		random = {
			add_trait = zealous
			chance = 20
		}
		add_character_modifier = {
			name = VIET_anvil_dream_ladys_stone
			duration = 365
		}
	}	
	option = { # Anvil docks
		name = VIETmisc.8352.c
		random = {
			add_trait = lustful
			chance = 20
		}
		add_character_modifier = {
			name = VIET_anvil_dream_anvil_docks
			duration = 365
		}
	}	
	option = { # Walk the streets
		name = VIETmisc.8352.d
		random = {
			add_trait = humble
			chance = 20
		}
		add_character_modifier = {
			name = VIET_anvil_dream_anvil_streets
			duration = 365
		}
	}
}


############################################################################
# DEATH 8353-8388
############################################################################


# Is death like a dream?
character_event = {
	id = VIETmisc.8353
	desc = VIETmisc.8353.desc
	picture = GFX_evt_oblivion_pastoral_dream
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
	}
	
	option = { # unhelpful thinking about this
		name = VIETmisc.8353.a
		prestige = 1
	}
	
	option = { # life is a dream, yes?
		name = VIETmisc.8353.b
		random_list = {
			10 = { piety = 1 }
			10 = { prestige = 1 }
		}
	}
	
	option = { # who knows
		name = VIETmisc.8353.c
		piety = 1
	}
	
	option = { # religious answer
		name = VIETmisc.8353.d
		trigger = {
			learning = 10
		}
		tooltip_info = learning
		piety = 3
	}
}



# Cherished old maid passes away
character_event = {
	id = VIETmisc.8354
	desc = VIETmisc.8354.desc
	picture = GFX_evt_died_old_age
	
	is_triggered_only = yes

	min_age = 16
	max_age = 50 # Makes more sense if character isn't that old
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = { # what?
		name = VIETmisc.8354.a
		hidden_tooltip = {
			character_event = { id = VIETmisc.8355 }
		}
	}
}

# Old maid passes away
character_event = {
	id = VIETmisc.8355
	desc = VIETmisc.8355.desc
	picture = GFX_evt_holy_light_basic
	
	is_triggered_only = yes
	
	option = { # what?
		name = VIETmisc.8355.a
		add_character_modifier = {
			name = VIET_comforting_dream_deceased
			duration = 365
		}
		if = {
			limit = {
				trait = depressed
			}
			remove_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
			}
			remove_trait = stressed
		}
	}
}


# Cherished old servant passes away (Tolkien quote)
character_event = {
	id = VIETmisc.8356
	desc = VIETmisc.8356.desc
	picture = GFX_evt_died_old_age
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = { # what?
		name = VIETmisc.8356.a
		hidden_tooltip = {
			character_event = { id = VIETmisc.8357 }
		}
	}
}


# Cherished old servant passes away (Tolkien quote)
character_event = {
	id = VIETmisc.8357
	desc = VIETmisc.8357.desc
	picture = GFX_evt_rider_adventure
	
	is_triggered_only = yes
	
	option = { # what?
		name = VIETmisc.8357.a
		add_character_modifier = {
			name = VIET_deathbed_wisdom
			duration = 365
		}
		random_list = {
			20 = { change_learning = 1 }
			10 = { change_stewardship = 1 }
		}
	}
}



# Meet the deceased - it is not your time yet
long_character_event = {
	id = VIETmisc.8358
	desc = VIETmisc.8358.desc
	picture = GFX_evt_oblivion_pastoral_dream
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
	}
	
	option = { # ok
		name = VIETmisc.8358.a
		piety = 2
	}
}


# Witnessing the death of a rat
character_event = {
	id = VIETmisc.8359
	desc = VIETmisc.8359.desc
	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 = { 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 = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = temperate
		}
		modifier = {
			factor = 0.8
			trait = gluttonous
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
	}
	
	option = { # strange
		name = VIETmisc.8359.a
		random_list = {
			10 = { piety = 1 }
			10 = { prestige = 1 }
		}
	}	
	option = { # strange
		name = VIETmisc.8359.b
		prestige = 1
	}	
	option = { # give it respect
		name = VIETmisc.8359.c
		piety = 1
		hidden_tooltip = {
			character_event = { id = VIETmisc.8360 }
		}
	}
}

# Witnessing the death of a rat - its spirit gives you a blessing in a dream, maybe?
character_event = {
	id = VIETmisc.8360
	desc = VIETmisc.8360.desc
	picture = GFX_evt_hyouka
	
	is_triggered_only = yes
	
	option = { # strange
		name = VIETmisc.8359.a
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = -1
		}
		add_character_modifier = {
			name = VIET_rat_spirit_blessings
			duration = 3650
		}
	}
}

# Terminal lucidity in dying acquaintance
character_event = {
	id = VIETmisc.8361
	desc = VIETmisc.8361.desc
	picture = GFX_evt_recovery
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = { # he gives advice from the spirits
		name = VIETmisc.8361.a
		character_event = { id = VIETmisc.8362 tooltip = VIETmisc.8362.tooltip }
	}
}

# Terminal lucidity in dying acquaintance - the advice actually works
character_event = {
	id = VIETmisc.8362
	desc = VIETmisc.8362.desc
	picture = GFX_evt_prospering_province
	
	is_triggered_only = yes
	
	option = { # strange
		name = VIETmisc.8362.a
		add_character_modifier = {
			name = VIET_dying_acquaintance_advice
			duration = 1444
		}
	}
}

# Visit from a ghostly little girl
character_event = {
	id = VIETmisc.8363
	desc = VIETmisc.8363.desc
	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
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		NOT = { trait = cruel }
		NOT = { trait = impaler }
	}
	
	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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}
	
	option = { # the little girl eats the food
		name = VIETmisc.8363.a
		random = {
			add_trait = charitable
			chance = 10
		}
		hidden_tooltip = { long_character_event = { id = VIETmisc.8364 } }
	}
}

# Visit from a ghostly little girl
long_character_event = {
	id = VIETmisc.8364
	desc = VIETmisc.8364.desc
	picture = GFX_evt_castle_construction #GFX_evt_prospering_province
	
	is_triggered_only = yes
	
	option = { # she's a good kid
		name = VIETmisc.8364.a
		piety = 5
	}	
	option = { # if it makes you happy
		name = VIETmisc.8364.b
		random = {
			add_trait = cynical
			chance = 30
		}
	}
}

# Guardsman sees grandparents before dying (common phenomonon at end of life)
character_event = {
	id = VIETmisc.8365
	desc = VIETmisc.8365.desc
	picture = GFX_evt_recovery
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = { # doubt
		name = VIETmisc.8365.a
		random = {
			add_trait = cynical
			chance = 15
		}
		hidden_tooltip = { character_event = { id = VIETmisc.8366 days = 5 random = 5 } }
	}	
	option = { # hopefully they meant well
		name = VIETmisc.8365.b
		random = {
			add_trait = trusting
			chance = 15
		}
		hidden_tooltip = { character_event = { id = VIETmisc.8366 days = 5 random = 5 } }
	}	
	option = { # universe is full of mysteries
		name = VIETmisc.8365.c
		random = {
			add_trait = humble
			chance = 15
		}
		hidden_tooltip = { character_event = { id = VIETmisc.8366 days = 5 random = 5 } }
	}
}

# Guardsman gets an end of life dream - a sign of coming death
character_event = {
	id = VIETmisc.8366
	desc = VIETmisc.8366.desc
	picture = GFX_evt_died_illness #GFX_evt_prospering_province
	
	is_triggered_only = yes
	
	option = { # strange
		name = VIETmisc.8366.a
		piety = 5
	}
}

# Find a beggar's corpse on the side of the road
character_event = {
	id = VIETmisc.8367
	desc = VIETmisc.8367.desc
	picture = GFX_evt_dead_body_hf
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		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 = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}
	
	option = { # ok
		name = VIETmisc.8367.a
		prestige = 4
	}
	
	option = { # dispose of it!
		name = VIETmisc.8367.b
		prestige = 2
		piety = 2
	}
	
	option = { # bury it properly
		name = VIETmisc.8367.c
		trigger = {
			wealth = 5
		}
		wealth = -5
		piety = 10
		if = {
			limit = {
				trait = cruel
			}
			random = {
				remove_trait = cruel
				chance = 50
			}
		}
		if = {
			limit = {
				trait = proud
			}
			random = {
				remove_trait = proud
				chance = 50
			}
		}
		random_list = {
			60 = { }
			10 = { add_trait = humble }
			10 = { add_trait = kind }
			10 = { add_trait = charitable }
			10 = { add_trait = just }
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = -1
		}
		custom_tooltip = { text = VIET_beggars_deserve_dignified_burials_too }
	}
}


# A quick death or a gradual death?
character_event = {
	id = VIETmisc.8368
	desc = VIETmisc.8368.desc
	picture = GFX_evt_skulls_hf
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = 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 = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
	}
	
	option = { # quick death
		name = VIETmisc.8368.a
		prestige = 1
		random_list = {
			80 = { }
			10 = { add_trait = craven }
			10 = { add_trait = diligent }
		}
	}
	
	option = { # gradual death
		name = VIETmisc.8368.b
		piety = 1
		random_list = {
			80 = { }
			10 = { add_trait = humble }
			10 = { add_trait = content }
		}
	}
}


# Grave robbers caught nearby
character_event = {
	id = VIETmisc.8369
	desc = VIETmisc.8369.desc
	picture = GFX_evt_gravedigger_hf
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = 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
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}
	
	option = { # let them go
		name = VIETmisc.8369.a
		random_list = {
			10 = { piety = -5 }
			10 = { prestige = -5 }
			10 = { }
		}
		random_list = {
			55 = { }
			15 = { add_trait = arbitrary }
			15 = { add_trait = trusting }
			15 = { add_trait = patient }
		}
	}
	
	option = { # imprison them
		name = VIETmisc.8369.b
		prestige = 5
		random = {
			add_trait = just
			chance = 25
		}
	}
}



# Ghosts keep visiting a province
province_event = {
	id = VIETmisc.8370
	desc = VIETmisc.8370.desc
	picture = GFX_evt_village_at_night
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_ghostly_visitors_blessing }
		NOT = { has_province_modifier = VIET_province_ghostly_visitors_curse }
		#NOR = {
		#	region = world_steppe_east
		#	region = world_steppe_west
		#	region = world_europe_north
		#	region = world_europe_east
		#	region = world_himalayas
		#}
	}
	
	mean_time_to_happen = {
		months = 10000
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.1
			NOT = { num_of_max_settlements = 3 }
		}
	}
	

	option = { # ok
		name = VIETmisc.8370.a
		random_list = {
			10 = {
				add_province_modifier = {
					name = VIET_province_ghostly_visitors_blessing
					duration = 1825
				}			
			}
			10 = {
				add_province_modifier = {
					name = VIET_province_ghostly_visitors_curse
					duration = 1825
				}			
			}
		}
	}
}


# Respected elder passes away
province_event = {
	id = VIETmisc.8371
	desc = VIETmisc.8371.desc
	picture = GFX_evt_died_funeral
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_respected_elder_death_blessings }
		#NOR = {
		#	region = world_steppe_east
		#	region = world_steppe_west
		#	region = world_europe_north
		#	region = world_europe_east
		#	region = world_himalayas
		#}
	}
	
	mean_time_to_happen = {
		months = 8000
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.1
			NOT = { num_of_max_settlements = 3 }
		}
	}
	

	option = { # ok
		name = VIETmisc.8371.a
		add_province_modifier = {
			name = VIET_province_respected_elder_death_blessings
			duration = 7300
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {					
					change_variable = { which = prosperity_value value = 2 }
				}
			}
		}
	}
}


# Visit from an otherworldly being, or just a dream?
long_character_event = {
	id = VIETmisc.8372
	desc = VIETmisc.8372.desc
	picture = GFX_evt_meeting_hf
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = 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
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
	}
	
	option = { # let them go
		name = VIETmisc.8372.a
		piety = 2
	}
}


# Meeting the Lithuanian goddess of death
character_event = {
	id = VIETmisc.8373
	desc = VIETmisc.8373.desc
	picture = GFX_evt_viet_forest_girl
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		OR = {
			religion = baltic_pagan
			religion = baltic_pagan_reformed
		}
	}
	
	weight_multiplier = {
		days = 1				
	
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
	}
	
	option = { # leave
		name = VIETmisc.8373.a
	}	
	option = { # do it
		name = VIETmisc.8373.b
		trigger = {
			OR = {
				AND = {
					is_female = no
					NOT = { trait = homosexual }
				}
				AND = {
					is_female = yes
					trait = homosexual
				}
			}
			NOR = {
				trait = chaste
				trait = celibate
				trait = eunuch
			}
		}
		add_trait = lustful
		prestige = 5
		hidden_tooltip = { character_event = { id = VIETmisc.8374 } }
	}
}


# Meeting the Lithuanian goddess of death
character_event = {
	id = VIETmisc.8374
	desc = VIETmisc.8374.desc
	picture = GFX_evt_whispers
	
	is_triggered_only = yes
	
	option = { # leave
		name = VIETmisc.8374.a
		prestige = -5
		piety = -5
		add_character_modifier = {
			name = VIET_curse_of_giltine
			duration = 1444
		}
	}
}


# Are banshees good?
character_event = {
	id = VIETmisc.8375
	desc = VIETmisc.8375.desc
	picture = GFX_evt_died_old_age
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		OR = {
			culture = irish
			culture = scottish
			culture = welsh
			culture = cumbrian
			culture = cornish
			culture = breton
			culture = english
			culture = saxon
		}
	}
	
	weight_multiplier = {
		days = 1				
	
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = { # leave
		name = VIETmisc.8375.a
		piety = 1
	}	
	option = { # stupid superstition
		name = VIETmisc.8375.b
		trigger = {
			trait = cynical
		}
		tooltip_info = cynical
	}
}


# Coming across a Myling (Nordic mythology)
character_event = {
	id = VIETmisc.8376
	#desc = VIETmisc.8376.desc
	picture = GFX_evt_artemis_moon
	
	# Religious based
	desc = {
		text = VIETmisc.8376.desc.a
		trigger = {
			OR = {
				religion = norse_pagan
				religion = norse_pagan_reformed		
			}		
		}
	}
	#Cultural based if not pagan
	desc = {
		text = VIETmisc.8376.desc.b
		trigger = {
			NOR = {
				religion = norse_pagan
				religion = norse_pagan_reformed		
			}		
		}
	}
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		OR = {
			culture_group = north_germanic
			culture = finnish
			culture = lappish
			culture = ugricbaltic
			religion = norse_pagan
			religion = norse_pagan_reformed
		}
		any_courtier = {
			is_adult = yes
			NOT = { trait = incapable }
			ai = yes
			OR = {
				religion = ROOT
				culture = ROOT
			}
			OR = {
				trait = zealous
				trait = brave
				trait = kind
				trait = lunatic
				trait = possessed
				trait = charitable
			}
			NOT = { trait = cynical }
			NOT = { trait = craven }
		}
	}
	
	weight_multiplier = {
		days = 1				
	
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				is_adult = yes
				NOT = { trait = incapable }
				ai = yes
				OR = {
					religion = ROOT
					culture = ROOT
				}
				OR = {
					trait = zealous
					trait = brave
					trait = kind
					trait = lunatic
					trait = possessed
					trait = charitable
				}
				NOT = { trait = cynical }
				NOT = { trait = craven }
			}
			save_event_target_as = target_VIET_myling_courtier
		}
	}
	
	option = { # haha funny
		name = VIETmisc.8376.a
		add_character_modifier = {
			name = highly_amused_ruler
			duration = 365
		}
		event_target:target_VIET_myling_courtier = {
			opinion = {
				modifier = VIET_opinion_didnt_believe_me
				who = ROOT
				years = 1
			}
		}
	}
	
	option = { # it's a lie
		name = VIETmisc.8376.b
		prestige = 5
		event_target:target_VIET_myling_courtier = {
			opinion = {
				modifier = VIET_opinion_didnt_believe_me
				who = ROOT
				years = 1
			}
		}
	}
	
	option = { # just a strange dream
		name = VIETmisc.8376.c
		piety = 5
		event_target:target_VIET_myling_courtier = {
			opinion = {
				modifier = VIET_opinion_believes_me
				who = ROOT
				years = 1
			}
		}
	}
}


# Holy man praying for a deceased woman with no family
long_character_event = {
	id = VIETmisc.8377
	desc = VIETmisc.8377.desc
	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
		#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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = { # waste of time
		name = VIETmisc.8377.a
		trigger = {
			NOT = { trait = humble }
			NOT = { trait = kind }
			NOT = { trait = charitable }
		}
		random = {
			add_trait = proud
			chance = 40
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = 1
		}
	}
	
	option = { # carry on
		name = VIETmisc.8377.b
		prestige = 4
	}
	
	option = { # can I join in?
		name = VIETmisc.8377.c
		trigger = {
			NOT = { trait = zealous }
		}
		piety = 4
		random_list = {
			80 = { }
			10 = { add_trait = zealous }
			10 = { add_trait = humble }
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = -1
		}
	}
}


# Woman annoys death so much he takes her back to the land of the living
long_character_event = {
	id = VIETmisc.8378
	desc = VIETmisc.8378.desc
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = arbitrary
		}
		modifier = {
			factor = 0.8
			trait = just
		}
		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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = { # hah
		name = VIETmisc.8378.a
		piety = 2
		add_character_modifier = {
			name = highly_amused_ruler
			duration = 365
		}
	}	
	option = { # hah
		name = VIETmisc.8378.b
		prestige = 2
		add_character_modifier = {
			name = highly_amused_ruler
			duration = 365
		}
	}
}


# The Grim Reaper is an absentminded girl and she stops by after getting lost
character_event = {
	id = VIETmisc.8379
	desc = VIETmisc.8379.desc
	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
		#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 = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = { # uh oh
		name = VIETmisc.8379.a
		narrative_event = { id = VIETmisc.8380 tooltip = VIETmisc.8380.tooltip }
	}
}


# The Grim Reaper is an absentminded girl and she stops by after getting lost - part 2
narrative_event = {
	id = VIETmisc.8380
	title = VIETmisc.8380.title
	desc = VIETmisc.8380.desc
	picture = GFX_evt_artemis_moon
	
	is_triggered_only = yes
	
	option = { # Grim Reaper needs directions
		name = VIETmisc.8380.a
		narrative_event = { id = VIETmisc.8381 tooltip = VIETmisc.8381.tooltip }
	}
}


# The Grim Reaper is an absentminded girl and she stops by after getting lost - part 3
narrative_event = {
	id = VIETmisc.8381
	title = VIETmisc.8381.title
	desc = VIETmisc.8381.desc
	picture = GFX_evt_small_town
	
	is_triggered_only = yes
	
	option = { # Odd
		name = VIETmisc.8381.a
		piety = 5
		add_character_modifier = {
			name = VIET_deaths_blessing
			duration = -1
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = -1
		}
	}	
	option = { # Must be a dream
		name = VIETmisc.8381.b
		prestige = 5
		add_character_modifier = {
			name = VIET_deaths_blessing
			duration = -1
		}
		if = {
			limit = {
				religion_group = muslim
			}
			decadence = -1
		}
	}
}





# Holy man tells of dealing with polteregists
character_event = {
	id = VIETmisc.8382
	desc = VIETmisc.8382.desc
	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
		#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 = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = { # i believe you
		name = VIETmisc.8382.a
		piety = 5
		random = {
			add_trait = trusting
			chance = 15
		}
	}	
	option = { # i don't believe you
		name = VIETmisc.8382.b
		prestige = 5
		random = {
			add_trait = cynical
			chance = 15
		}
	}
}


# Stories about zombies
character_event = {
	id = VIETmisc.8383
	desc = VIETmisc.8383.desc
	picture = GFX_evt_plague_spreading
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
	}
	
	option = { # i believe you
		name = VIETmisc.8383.a
		piety = 5
		capital_scope = {
			add_province_modifier = {
				name = VIET_zombie_outbreak_stories
				duration = 666
			}
		}
	}	
	option = { # i don't believe you
		name = VIETmisc.8383.b
		random = {
			add_trait = paranoid
			chance = 25
		}
		capital_scope = {
			add_province_modifier = {
				name = VIET_zombie_outbreak_stories
				duration = 666
			}
		}
	}
}

# Thinking about people who have come before us
character_event = {
	id = VIETmisc.8384
	desc = VIETmisc.8384.desc
	picture = GFX_evt_hyouka
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}
	
	option = { # ok
		name = VIETmisc.8384.a
		add_character_modifier = {
			name = VIET_navel_gazing
			duration = 246
		}
	}
}



# Will people remember me after I die?
character_event = {
	id = VIETmisc.8385
	desc = VIETmisc.8385.desc
	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 = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		NOT = { trait = immortal }
	}
	
	weight_multiplier = {
		days = 1				
	
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
	}
	
	option = { # proud
		name = VIETmisc.8385.a
		prestige = 2
		if = {
			limit = {
				trait = humble
			}
			remove_trait = humble
		}
		random = {
			add_trait = proud
			chance = 30
		}
	}
	
	option = { # yes - normal
		name = VIETmisc.8385.b
		piety = 2
	}
	
	option = { # no - normal
		name = VIETmisc.8385.c
		prestige = 2
	}
	
	option = { # no - humble
		name = VIETmisc.8385.d
		prestige = 2
		if = {
			limit = {
				trait = proud
			}
			remove_trait = proud
		}
		random = {
			add_trait = humble
			chance = 30
		}
	}
}


# Acquaintance recalls near death experience (female)
character_event = {
	id = VIETmisc.8386
	desc = VIETmisc.8386.desc
	picture = GFX_evt_garden
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}
	
	option = { # ok
		name = VIETmisc.8386.a
		piety = 3
	}
}


# Acquaintance recalls near death experience (male)
character_event = {
	id = VIETmisc.8387
	desc = VIETmisc.8387.desc
	picture = GFX_evt_tropicana
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}
	
	option = { # ok
		name = VIETmisc.8387.a
		piety = 3
	}
}


# Recall happy memory about late parents
character_event = {
	id = VIETmisc.8388
	desc = VIETmisc.8388.desc
	picture = GFX_evt_family
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		father = { is_alive = no }
		mother = { is_alive = no }
	}
	
	weight_multiplier = {
		days = 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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = { # ok
		name = VIETmisc.8388.a
		add_character_modifier = {
			name = VIET_happy_memory_of_parents
			duration = 365
		}
	}
}
	
# Procession of the dead
province_event = {
	id = VIETmisc.8389
	desc = VIETmisc.8389.desc
	picture = GFX_evt_died_funeral
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_procession_of_the_dead }
		is_nomadic = no
	}
	
	mean_time_to_happen = {
		months = 12000
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.1
			NOT = { num_of_max_settlements = 3 }
		}
	}
	

	option = { # ok
		name = VIETmisc.8389.a
		add_province_modifier = {
			name = VIET_province_procession_of_the_dead
			duration = 1460
		}
	}
}
	
# Serial killer
province_event = {
	id = VIETmisc.8390
	desc = VIETmisc.8390.desc
	picture = GFX_evt_bloody_tools
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_serial_killer_found }
	}
	
	mean_time_to_happen = {
		months = 10000
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.1
			NOT = { num_of_max_settlements = 3 }
		}
	}
	

	option = { # ok
		name = VIETmisc.8390.a
		owner = {
			prestige = 5
		}
		add_province_modifier = {
			name = VIET_province_serial_killer_found
			duration = 1460
		}
	}
	option = { # ok
		name = VIETmisc.8390.b
		trigger = {
			owner = {
				ai = no
				wealth = 20
			}
		}
		owner = {
			wealth = -20
			prestige = 15
			random_list = {
				15 = { add_trait = just }
				15 = { add_trait = charitable }
				70 = { }
			}
		}
		add_province_modifier = {
			name = VIET_province_serial_killer_found
			duration = 1460
		}
	}
}
	
# Locals witness literal ghost towns - ghosts doing daily business
province_event = {
	id = VIETmisc.8391
	desc = VIETmisc.8391.desc
	picture = GFX_evt_village_at_night
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_literal_ghost_town }		
	}
	
	mean_time_to_happen = {
		months = 12000
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.1
			NOT = { num_of_max_settlements = 3 }
		}
	}
	

	option = { # ok
		name = VIETmisc.8391.a
		trigger = {
			owner = {
				NOT = { trait = cynical }
			}
		}
		owner = {
			piety = 5
		}
		add_province_modifier = {
			name = VIET_province_literal_ghost_town
			duration = 2190
		}
	}
	option = { # ok
		name = VIETmisc.8391.b
		owner = {
			prestige = 5
		}
		add_province_modifier = {
			name = VIET_province_literal_ghost_town
			duration = 2190
		}
	}
}

	
# Several local officials coincidentally die around the same time
province_event = {
	id = VIETmisc.8392
	desc = VIETmisc.8392.desc
	picture = GFX_evt_council
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_death_of_several_officials }
	}
	
	mean_time_to_happen = {
		months = 8000
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.1
			NOT = { num_of_max_settlements = 3 }
		}
	}
	

	option = { # ok
		name = VIETmisc.8392.a
		add_province_modifier = {
			name = VIET_province_death_of_several_officials
			duration = 1825
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = decrease_prosperity_custom_tooltip
				hidden_tooltip = {
					change_variable = { which = prosperity_value value = -4 }
				}
			}
		}
	}
	option = { # ok
		name = VIETmisc.8392.b
		trigger = {
			owner = {
				trait = administrator
			}
		}
		tooltip_info = administrator
		add_province_modifier = {
			name = VIET_province_death_of_several_officials
			duration = 1095
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = decrease_prosperity_custom_tooltip
				hidden_tooltip = {
					change_variable = { which = prosperity_value value = -2 }
				}
			}
		}
	}
	option = { # ok
		name = VIETmisc.8392.b
		trigger = {
			owner = {
				stewardship = 11
				NOT = { trait = administrator }
			}
		}
		tooltip_info = stewardship
		add_province_modifier = {
			name = VIET_province_death_of_several_officials
			duration = 1095
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = decrease_prosperity_custom_tooltip
				hidden_tooltip = {
					change_variable = { which = prosperity_value value = -2 }
				}
			}
		}
	}
}

	
# Secretly corrupt official passes away
province_event = {
	id = VIETmisc.8393
	desc = VIETmisc.8393.desc
	picture = GFX_evt_secret_ceremony
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_secretly_corrupt_official_dies }
	}
	
	mean_time_to_happen = {
		months = 10000
		modifier = {
			factor = 1.2
			NOT = { num_of_max_settlements = 5 }
		}
		modifier = {
			factor = 1.1
			NOT = { num_of_max_settlements = 3 }
		}
	}
	

	option = { # ok
		name = VIETmisc.8393.a
		add_province_modifier = {
			name = VIET_province_secretly_corrupt_official_dies
			duration = 1825
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {					
					change_variable = { which = prosperity_value value = 2 }
				}
			}
		}
	}
}
	
# Hermit passes away, yet body does not decay
province_event = {
	id = VIETmisc.8394
	desc = VIETmisc.8394.desc
	picture = GFX_evt_monk_eastern_group
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_holy_hermit_passes_away }
	}
	
	mean_time_to_happen = {
		months = 12000
		#modifier = {
		#	factor = 1.2
		#	NOT = { num_of_max_settlements = 5 }
		#}
		#modifier = {
		#	factor = 1.1
		#	NOT = { num_of_max_settlements = 3 }
		#}
	}
	

	option = { # ok
		name = VIETmisc.8394.a
		add_province_modifier = {
			name = VIET_province_holy_hermit_passes_away
			duration = 7300
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {					
					change_variable = { which = prosperity_value value = 3 }
				}
			}
		}
	}
}
	
# Runestone discovered
province_event = {
	id = VIETmisc.8395
	desc = VIETmisc.8395.desc
	picture = GFX_evt_runestone_raising_oldgods
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_old_runestone_found }
		OR = {
			region = world_europe_north
			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 } }
	}
	
	mean_time_to_happen = {
		months = 10000
		modifier = {
			factor = 1.3
			region = world_europe_west_brittania
		}
		modifier = {
			factor = 1.3
			NOR = {
				culture_group = north_germanic
				religion = norse_pagan
				religion = norse_pagan_reformed
			}
		}
		#modifier = {
		#	factor = 1.2
		#	NOT = { num_of_max_settlements = 5 }
		#}
		#modifier = {
		#	factor = 1.1
		#	NOT = { num_of_max_settlements = 3 }
		#}
	}
	

	option = { # ok
		name = VIETmisc.8395.a
		add_province_modifier = {
			name = VIET_province_old_runestone_found
			duration = 1460
		}
	}
}
	
# Beloved grandmother passes away
province_event = {
	id = VIETmisc.8396
	desc = VIETmisc.8396.desc
	picture = GFX_evt_died_illness
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_grandmother_passes_away }
	}
	
	mean_time_to_happen = {
		months = 10000
		#modifier = {
		#	factor = 1.2
		#	NOT = { num_of_max_settlements = 5 }
		#}
		#modifier = {
		#	factor = 1.1
		#	NOT = { num_of_max_settlements = 3 }
		#}
	}
	

	option = { # ok
		name = VIETmisc.8396.a
		add_province_modifier = {
			name = VIET_province_grandmother_passes_away
			duration = 7300
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {					
					change_variable = { which = prosperity_value value = 2 }
				}
			}
		}
	}
}



# Come across a black cat
character_event = {
	id = VIETmisc.8397
	desc = VIETmisc.8397.desc
	picture = GFX_evt_cat
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		# Cultures where black cats are seen as good, or cats are revered in general
		NOR = {
			culture_group = celtic
			culture_group = west_germanic
			culture = norman
			culture_group = arabic
			culture = coptic
			culture_group = chinese_group
		}
	}
	
	weight_multiplier = {
		days = 1				
	
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = cruel
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = arbitrary
		}
		modifier = {
			factor = 0.8
			trait = just
		}
	}
	
	option = { # ok
		name = VIETmisc.8397.a
		random_list = {
			10 = { piety = -2 }
			10 = { prestige = -2 }
		}
	}
	
	option = { # no fear!
		name = VIETmisc.8397.b
		random_list = {
			75 = { }
			20 = { add_trait = brave }
			5 = { add_trait = trusting }
		}
		custom_tooltip = { text = VIET_silly_rationality_about_black_cat }
		hidden_tooltip = {
			random_list = {
				40 = { }
				30 = { health = 0.3 }
				20 = { health = 0.6 }
				10 = { health = 1 }
				30 = { health = -0.3 }
				20 = { health = -0.6 }
				10 = { health = -1 }
			}
		}
	}
}


# Our culture sees black cats as good, why do others not see the same?
character_event = {
	id = VIETmisc.8398
	desc = VIETmisc.8398.desc
	picture = GFX_evt_cat
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		# Cultures where black cats are seen as good, or cats are revered in general
		OR = {
			culture_group = celtic
			culture_group = west_germanic
			culture = norman
			culture_group = arabic
			culture = coptic
			culture_group = chinese_group
		}
	}
	
	weight_multiplier = {
		days = 1				
	
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		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 = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
	}
	
	option = { # ok
		name = VIETmisc.8398.a
		add_character_modifier = {
			name = VIET_thinking_about_foreign_lands
			duration = 365
		}
	}
}

# Character comes across scene of bandit battle
character_event = {
	id = VIETmisc.8399
	desc = VIETmisc.8399.desc
	picture = GFX_evt_died_battle
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
	}
	
	option = { # ok
		name = VIETmisc.8399.a
		trigger = {
			NOT = { trait = humble }
		}
		prestige = 4
		random_list = {
			60 = { }
			20 = { add_trait = cruel }
			20 = { add_trait = proud }
		}
	}	
	option = { # ok
		name = VIETmisc.8399.b
		piety = 2
		prestige = 2
	}	
	option = { # ok
		name = VIETmisc.8399.c
		trigger = {
			NOT = { trait = cruel }
		}
		piety = 4
		random_list = {
			60 = { }
			20 = { add_trait = kind }
			20 = { add_trait = humble }
		}
	}
}

# Character may be stalked by a harmless, gentle ghost
long_character_event = {
	id = VIETmisc.8400
	desc = VIETmisc.8400.desc
	picture = GFX_evt_uncomfortable
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = { # ok
		name = VIETmisc.8400.a
		add_character_modifier = {
			name = VIET_friendly_ghost_stalker
			duration = 365
		}
	}
}

# Local townsman accused of having sex with ghosts
character_event = {
	id = VIETmisc.8401
	desc = VIETmisc.8401.desc
	picture = GFX_evt_dark_love
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		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 = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = { # ok
		name = VIETmisc.8401.a
		random = {
			add_trait = cynical
			chance = 25
		}
		prestige = 5
		add_character_modifier = {
			name = VIET_leader_angered_peasants
			duration = 666
		}
	}
	
	option = { # execute the necrophiliac!
		name = VIETmisc.8401.b
		random = {
			add_trait = arbitrary
			chance = 25
		}
		piety = 5
		add_character_modifier = {
			name = VIET_leader_who_cares
			duration = 666
		}
	}
	
	option = { # imprison him
		name = VIETmisc.8401.c
		piety = 5
		add_character_modifier = {
			name = VIET_leader_who_cares
			duration = 666
		}
	}
}

# Servant's pet dog passed away
character_event = {
	id = VIETmisc.8402
	desc = VIETmisc.8402.desc
	picture = GFX_evt_hunting_scene
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = stubborn
		}
		modifier = {
			factor = 0.8
			trait = erudite
		}
	}
	
	option = { # stupid dog
		name = VIETmisc.8402.a
		if = {
			limit = {
				trait = kind
			}
			random = {
				remove_trait = kind
				chance = 40
			}
		}
		else = {
			random = {
				add_trait = cruel
				chance = 30
			}
		}
	}
	
	option = { # shape up or i'll punish you
		name = VIETmisc.8402.b
		trigger = {
			NOT = { trait = kind }
		}
		if = {
			limit = {
				trait = patient
			}
			random = {
				remove_trait = patient
				chance = 40
			}
		}
		else = {
			random = {
				add_trait = wroth
				chance = 30
			}
		}
	}
	
	option = { # find you a new dog
		name = VIETmisc.8402.c
		if = {
			limit = {
				trait = wroth
			}
			random = {
				remove_trait = wroth
				chance = 40
			}
		}
		else = {
			random = {
				add_trait = patient
				chance = 30
			}
		}
	}
	
	option = { # take your time
		name = VIETmisc.8402.d
		if = {
			limit = {
				trait = cruel
			}
			random = {
				remove_trait = cruel
				chance = 30
			}
		}
		random_list = {
			70 = { }
			20 = { add_trait = kind }
			10 = { add_trait = patient }
		}
	}
}

# Pass by a tombstone with a meaningful, profound warning
long_character_event = {
	id = VIETmisc.8403
	desc = VIETmisc.8403.desc
	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 = { 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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = { # alas!
		name = VIETmisc.8403.a
		piety = 2
	}
}

# Character dreams of ancestors coming to visit
character_event = {
	id = VIETmisc.8404
	desc = VIETmisc.8404.desc
	picture = GFX_evt_holy_light_basic
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = { # blessing
		name = VIETmisc.8404.a
		piety = 2
	}
}


####################################################################
# MEDICINE 8405-8413
####################################################################



# Drinking an herbal tonic
character_event = {
	id = VIETmisc.8405
	desc = VIETmisc.8405.desc
	picture = GFX_evt_experiment #GFX_evt_court_physician
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		wealth = 4
		#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 = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = temperate
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
	}
	
	option = { # ok
		name = VIETmisc.8405.a
		wealth = -4
		random_list = {
			40 = { }
			30 = { health = 0.1 }
			20 = { health = 0.2 }
			10 = { health = 0.3 }
		}
		add_character_modifier = {
			name = VIET_drinking_basic_tonic
			duration = 365
		}
	}
}



# Quack doctor arrested
character_event = {
	id = VIETmisc.8406
	desc = VIETmisc.8406.desc
	picture = GFX_evt_performing_experiments
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = physician
		}
		modifier = {
			factor = 1.2
			trait = scholar
		}
		modifier = {
			factor = 0.8
			trait = hedonist
		}
	}
	
	option = { # imprison him
		name = VIETmisc.8406.a
		prestige = 5
		random = {
			add_trait = just
			chance = 25
		}
	}	
	option = { # force him to drink poison
		name = VIETmisc.8406.b
		prestige = 5
		random = {
			add_trait = cruel
			chance = 25
		}
	}	
	option = { # who cares
		name = VIETmisc.8406.c
		random_list = {
			70 = { }
			10 = { add_trait = slothful }
			10 = { add_trait = trusting }
			10 = { add_trait = cynical }
		}
		add_character_modifier = {
			name = VIET_leader_angered_peasants
			duration = 555
		}
	}
}


# Two physicians debate treatments
character_event = {
	id = VIETmisc.8407
	desc = VIETmisc.8407.desc
	picture = GFX_evt_gathering_of_minds
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = physician
		}
		modifier = {
			factor = 1.2
			trait = scholar
		}
		modifier = {
			factor = 0.8
			trait = hedonist
		}
	}
	
	option = { # ok
		name = VIETmisc.8407.a
		trigger = {
			NOR = {
				trait = scholar
				trait = physician
			}
		}
		add_character_modifier = {
			name = VIET_intellectual_conversation
			duration = 730
		}
		random = {
			change_learning = 1
			chance = 30
		}
	}	
	option = { # ok
		name = VIETmisc.8407.b
		trigger = {
			trait = scholar
			NOT = { trait = physician }
		}
		tooltip_info = scholar
		add_character_modifier = {
			name = VIET_intellectual_conversation
			duration = 730
		}
		change_learning = 1
	}
	option = { # ok
		name = VIETmisc.8407.b
		trigger = {
			trait = physician
		}
		tooltip_info = scholar
		add_character_modifier = {
			name = VIET_intellectual_conversation
			duration = 730
		}
		change_learning = 1
	}
}





# Observing a skilled physician demonstrate surgery
character_event = {
	id = VIETmisc.8408
	desc = VIETmisc.8408.desc
	picture = GFX_evt_doctor_crazy_treatment
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	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 } }
		is_nomadic = no
		is_tribal = no
	}
	
	weight_multiplier = {
		days = 1				
	
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			learning = 12
		}
		modifier = {
			factor = 0.8
			NOT = { learning = 7 }
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = { # ok
		name = VIETmisc.8408.a
		if = {
			limit = {
				trait = craven
			}
			random = {
				remove_trait = craven
				chance = 25
			}
		}
		random = {
			add_trait = gregarious
			chance = 40
		}
		random = {
			change_learning = 1
			chance = 20
		}
	}	
	option = { # ok
		name = VIETmisc.8408.b
		random_list = {
			60 = { }
			10 = { add_trait = craven }
			10 = { add_trait = proud }
			10 = { add_trait = paranoid }
			10 = { add_trait = diligent }
		}
	}
	option = { # ok
		name = VIETmisc.8408.c
		trigger = {
			learning = 11
			NOT = { trait = physician }
			NOT = { trait = scholar }
		}
		tooltip_info = learning
		prestige = 5
		random = {
			change_learning = 1
			chance = 50
		}		
	}
	option = { # ok
		name = VIETmisc.8408.c
		trigger = {
			trait = scholar
			NOT = { trait = physician }
		}
		tooltip_info = scholar
		prestige = 5
		random = {
			change_learning = 1
			chance = 50
		}		
	}
	option = { # ok
		name = VIETmisc.8408.c
		trigger = {
			trait = physician
		}
		tooltip_info = physician
		prestige = 5
		random = {
			change_learning = 1
			chance = 50
		}		
	}
}

# Servant forgets how many spoons of medicine to take
character_event = {
	id = VIETmisc.8409
	desc = VIETmisc.8409.desc
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = { # ok
		name = VIETmisc.8409.a
		random_list = {
			80 = { }
			10 = { add_trait = kind }
			10 = { add_trait = humble }
		}
	}	
	option = { # ok
		name = VIETmisc.8409.b
		random_list = {
			80 = { }
			10 = { add_trait = cynical }
			10 = { add_trait = cruel }
		}
	}
	option = { # ok
		name = VIETmisc.8409.c
		trigger = {
			learning = 11
			NOT = { trait = physician }
			NOT = { trait = scholar }
		}
		tooltip_info = learning
		prestige = 5
		random = {
			add_trait = kind
			chance = 25
		}
	}
	option = { # ok
		name = VIETmisc.8409.c
		trigger = {
			trait = scholar
			NOT = { trait = physician }
		}
		tooltip_info = scholar
		prestige = 5
		random = {
			add_trait = kind
			chance = 25
		}
	}
	option = { # ok
		name = VIETmisc.8409.c
		trigger = {
			trait = physician
		}
		tooltip_info = physician
		prestige = 5
		random = {
			add_trait = kind
			chance = 25
		}
	}
}

# Courtier takes wrong type and dosage of medicine by accident
character_event = {
	id = VIETmisc.8410
	desc = VIETmisc.8410.desc
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		any_courtier = {
			NOT = { trait = incapable }
			is_adult = yes
			in_command = no
			is_abroad = no
			ai = yes
			OR = {
				is_dumb_trigger = yes
				has_mental_disorder_trigger = yes
				trait = slothful
				trait = trusting
				trait = wroth
				trait = stubborn
			}
		}
	}
	
	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 = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
	}
	
	option = { # ok
		name = VIETmisc.8410.a
		random_courtier = {
			limit = {
				NOT = { trait = incapable }
				is_adult = yes
				in_command = no
				is_abroad = no
				ai = yes
				OR = {
					is_dumb_trigger = yes
					has_mental_disorder_trigger = yes
					trait = slothful
					trait = trusting
					trait = wroth
					trait = stubborn
				}
			}
			random_list = {
				60 = { }
				20 = { health = -0.1 }
				10 = { health = -0.3 }
				10 = { health = -0.5 }
			}
		}
	}
}

# Drinking herbal tea and burning your tongue
character_event = {
	id = VIETmisc.8411
	desc = VIETmisc.8411.desc
	picture = GFX_evt_drinking_tea
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = stubborn
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
	}
	
	option = { # ok
		name = VIETmisc.8411.a
		prestige = -5
		random = {
			health = 0.1
			chance = 25
		}
	}
}

# Scholar and merchant debate merits of quarantining
character_event = {
	id = VIETmisc.8412
	desc = VIETmisc.8412.desc
	picture = GFX_evt_bring_out_your_dead
	
	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 = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = stubborn
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
	}
	
	option = { # ok
		name = VIETmisc.8412.a
		prestige = 2
		random = {
			add_trait = brave
			chance = 5
		}
	}	
	option = { # ok
		name = VIETmisc.8412.b
		piety = 2
		random = {
			add_trait = patient
			chance = 5
		}
	}	
	option = { # ok
		name = VIETmisc.8412.c
		random_list = {
			70 = { }
			10 = { add_trait = cynical }
			10 = { add_trait = content }
			10 = { add_trait = slothful }
		}
	}
}

# Took medicine for sore throat
character_event = {
	id = VIETmisc.8413
	desc = VIETmisc.8413.desc
	picture = GFX_evt_bad_news_female
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		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 = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
	}
	
	option = { # ok
		name = VIETmisc.8413.a
		add_character_modifier = {
			name = VIET_had_disgusting_medicine
			duration = 245
		}
	}
}

######################################################################################
# SPICES (K-P) 8414-8433
######################################################################################


# Panch Poron - traditional east Indian and Nepali spice mix
character_event = {
	id = VIETmisc.8414
	desc = VIETmisc.8414.desc
	picture = GFX_evt_herbs_and_spices
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		OR = {
			culture_group = indo_aryan_group
			culture_group = dravidian_group
		}
	}
	
	weight_multiplier = {
		days = 1				
	
		modifier = {
			factor = 0.5
			# Mainly used in eastern India and Nepal
			NOR = {
				culture = bengali
				culture = oriya
				culture = assamese
				culture = nepali
			}
		}
		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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = { # ok
		name = VIETmisc.8414.a
		random = {
			add_trait = content
			chance = 10
		}
	}
	option = { # ok
		name = VIETmisc.8414.b
		if = {
			limit = {
				trait = content
			}
			random = {
				remove_trait = content
				chance = 25
			}
		}
		random = {
			add_trait = wroth
			chance = 10
		}
	}
}

# Traditional Armenian string cheese with caraway seeds
character_event = {
	id = VIETmisc.8415
	desc = VIETmisc.8415.desc
	picture = GFX_evt_VIET_food
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		OR = {
			culture_group = byzantine
			culture_group = iranian
			culture = levantine_arabic
			culture = khazar
			culture = cuman
			culture = turkish
		}
	}
	
	weight_multiplier = {
		days = 1				
	
		modifier = {
			factor = 0.5
			# Caucasus
			NOR = {
				culture = armenian
				culture = georgian
				culture = circassian
				culture = alan
				culture = azeri
				culture = gilaki
				culture = mazandarani
				culture = udi # Caucasian Albanians
			}
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = { # ok
		name = VIETmisc.8415.a
		add_character_modifier = {
			name = eating_good_food
			duration = 123
		}
	}
}


# Quick thinking servant saves another servant by using caraway seeds
long_character_event = {
	id = VIETmisc.8416
	desc = VIETmisc.8416.desc
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		NOT = { has_character_flag = VIET_servant_caraway_savior }
	}
	
	weight_multiplier = {
		days = 1				
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		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
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
	}
	
	immediate = {
		set_character_flag = VIET_servant_caraway_savior
	}
	
	option = { # who cares
		name = VIETmisc.8416.a
		piety = -5
		random = {
			add_trait = proud
			chance = 20
		}
	}	
	option = { # reward him
		name = VIETmisc.8416.b
		prestige = -5
		wealth = -10
		piety = 5
		random = {
			add_trait = charitable
			chance = 40
		}
	}	
	option = { # make him a courtier
		name = VIETmisc.8416.c
		trigger = {
			OR = {
				ai = no
				wealth = 10
			}
			OR = {
				trait = charitable
				trait = kind
				trait = humble
				trait = trusting
				trait = arbitrary
			}
			NOR = {
				trait = proud
				trait = cruel
				trait = envious
			}
		}
		wealth = -10
		prestige = -20
		random_list = {
			10 = { #Young female servant
				create_character = {
					age = 20
					dynasty = none
					religion = ROOT
					culture = ROOT
					female = yes
					health = 5.5
					random_traits = no
					historical = yes
				}
				new_character = {
					#Education & other basic stuff
					add_character_modifier = {
						name = VIET_quick_witted_savior
						duration = -1
					}
					set_character_flag = ai_flag_refuse_concubinage
					set_character_flag = ai_flag_refuse_marriage
					set_character_flag = VIET_quick_witted_savior_character
					set_character_flag = no_court_invites
					random_list = {
						10 = { add_random_education_trait = intrigue }
						10 = { add_random_education_trait = stewardship }
						10 = { add_random_education_trait = learning }
					}					
					random = {
						VIET_give_clutter_artifact_effect = yes
						chance = 10
					}		
					#Guaranteed Traits
					random_list = {
						10 = { add_trait = genius }
						40 = { add_trait = quick }
						50 = { add_trait = shrewd }
					}
					add_trait = diligent
					add_trait = brave
					add_trait = kind
					add_trait = patient
					random_list = {
						10 = { add_trait = fair }
						20 = { add_trait = groomed }
						70 = { }
					}
					opinion = {
						modifier = opinion_loyal_servant
						who = ROOT
						years = 100
					}
				}			
			}
			10 = { #Middle aged female servant
				create_character = {
					age = 35
					dynasty = none
					religion = ROOT
					culture = ROOT
					female = yes
					health = 5.5
					random_traits = no
					historical = yes
				}
				new_character = {
					#Education & other basic stuff
					add_character_modifier = {
						name = VIET_quick_witted_savior
						duration = -1
					}
					set_character_flag = ai_flag_refuse_concubinage
					set_character_flag = ai_flag_refuse_marriage
					set_character_flag = VIET_quick_witted_savior_character
					set_character_flag = no_court_invites
					random_list = {
						10 = { add_random_education_trait = intrigue }
						10 = { add_random_education_trait = stewardship }
						10 = { add_random_education_trait = learning }
					}					
					random = {
						VIET_give_clutter_artifact_effect = yes
						chance = 10
					}		
					#Guaranteed Traits
					random_list = {
						10 = { add_trait = genius }
						40 = { add_trait = quick }
						50 = { add_trait = shrewd }
					}
					add_trait = diligent
					add_trait = brave
					add_trait = kind
					add_trait = patient
					random_list = {
						10 = { add_trait = fair }
						20 = { add_trait = groomed }
						70 = { }
					}
					opinion = {
						modifier = opinion_loyal_servant
						who = ROOT
						years = 100
					}
				}			
			}
			10 = { #Old female servant
				create_character = {
					age = 50
					dynasty = none
					religion = ROOT
					culture = ROOT
					female = yes
					health = 5.5
					random_traits = no
					historical = yes
				}
				new_character = {
					#Education & other basic stuff
					add_character_modifier = {
						name = VIET_quick_witted_savior
						duration = -1
					}
					set_character_flag = ai_flag_refuse_concubinage
					set_character_flag = ai_flag_refuse_marriage
					set_character_flag = VIET_quick_witted_savior_character
					set_character_flag = no_court_invites
					random_list = {
						10 = { add_random_education_trait = intrigue }
						10 = { add_random_education_trait = stewardship }
						10 = { add_random_education_trait = learning }
					}					
					random = {
						VIET_give_clutter_artifact_effect = yes
						chance = 10
					}		
					#Guaranteed Traits
					random_list = {
						10 = { add_trait = genius }
						40 = { add_trait = quick }
						50 = { add_trait = shrewd }
					}
					add_trait = diligent
					add_trait = brave
					add_trait = kind
					add_trait = patient
					random_list = {
						10 = { add_trait = fair }
						20 = { add_trait = groomed }
						70 = { }
					}
					opinion = {
						modifier = opinion_loyal_servant
						who = ROOT
						years = 100
					}
				}			
			}
			10 = { #Young male servant
				create_character = {
					age = 20
					dynasty = none
					religion = ROOT
					culture = ROOT
					health = 5.5
					random_traits = no
					historical = yes
				}
				new_character = {
					#Education & other basic stuff
					add_character_modifier = {
						name = VIET_quick_witted_savior
						duration = -1
					}
					set_character_flag = ai_flag_refuse_concubinage
					set_character_flag = ai_flag_refuse_marriage
					set_character_flag = VIET_quick_witted_savior_character
					set_character_flag = no_court_invites
					random_list = {
						10 = { add_random_education_trait = intrigue }
						10 = { add_random_education_trait = stewardship }
						10 = { add_random_education_trait = learning }
					}					
					random = {
						VIET_give_clutter_artifact_effect = yes
						chance = 10
					}		
					#Guaranteed Traits
					random_list = {
						10 = { add_trait = genius }
						40 = { add_trait = quick }
						50 = { add_trait = shrewd }
					}
					add_trait = diligent
					add_trait = brave
					add_trait = kind
					add_trait = patient
					random_list = {
						10 = { add_trait = fair }
						20 = { add_trait = groomed }
						70 = { }
					}
					opinion = {
						modifier = opinion_loyal_servant
						who = ROOT
						years = 100
					}
				}			
			}
			10 = { #Middle aged male servant
				create_character = {
					age = 35
					dynasty = none
					religion = ROOT
					culture = ROOT
					health = 5.5
					random_traits = no
					historical = yes
				}
				new_character = {
					#Education & other basic stuff
					add_character_modifier = {
						name = VIET_quick_witted_savior
						duration = -1
					}
					set_character_flag = ai_flag_refuse_concubinage
					set_character_flag = ai_flag_refuse_marriage
					set_character_flag = VIET_quick_witted_savior_character
					set_character_flag = no_court_invites
					random_list = {
						10 = { add_random_education_trait = intrigue }
						10 = { add_random_education_trait = stewardship }
						10 = { add_random_education_trait = learning }
					}					
					random = {
						VIET_give_clutter_artifact_effect = yes
						chance = 10
					}		
					#Guaranteed Traits
					random_list = {
						10 = { add_trait = genius }
						40 = { add_trait = quick }
						50 = { add_trait = shrewd }
					}
					add_trait = diligent
					add_trait = brave
					add_trait = kind
					add_trait = patient
					random_list = {
						10 = { add_trait = fair }
						20 = { add_trait = groomed }
						70 = { }
					}
					opinion = {
						modifier = opinion_loyal_servant
						who = ROOT
						years = 100
					}
				}			
			}
			10 = { #Old male servant
				create_character = {
					age = 50
					dynasty = none
					religion = ROOT
					culture = ROOT
					health = 5.5
					random_traits = no
					historical = yes
				}
				new_character = {
					#Education & other basic stuff
					add_character_modifier = {
						name = VIET_quick_witted_savior
						duration = -1
					}
					set_character_flag = ai_flag_refuse_concubinage
					set_character_flag = ai_flag_refuse_marriage
					set_character_flag = VIET_quick_witted_savior_character
					set_character_flag = no_court_invites
					random_list = {
						10 = { add_random_education_trait = intrigue }
						10 = { add_random_education_trait = stewardship }
						10 = { add_random_education_trait = learning }
					}					
					random = {
						VIET_give_clutter_artifact_effect = yes
						chance = 10
					}		
					#Guaranteed Traits
					random_list = {
						10 = { add_trait = genius }
						40 = { add_trait = quick }
						50 = { add_trait = shrewd }
					}
					add_trait = diligent
					add_trait = brave
					add_trait = kind
					add_trait = patient
					random_list = {
						10 = { add_trait = fair }
						20 = { add_trait = groomed }
						70 = { }
					}
					opinion = {
						modifier = opinion_loyal_servant
						who = ROOT
						years = 100
					}
				}			
			}
		}
	}
}



# Gifted shampoo made from kaffir lime
character_event = {
	id = VIETmisc.8417
	desc = VIETmisc.8417.desc
	picture = GFX_evt_throne_room
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
	}
	
	option = { # Nice
		name = VIETmisc.8417.a
		add_character_modifier = {
			name = VIET_kaffir_lime_shampoo
			duration = 525
		}
	}	
	option = { # Give to spouse
		name = VIETmisc.8417.b
		trigger = {
			any_spouse = {
				is_adult = yes
				ai = yes
				NOT = { trait = incapable }
			}		
		}
		random_spouse = {
			limit = {
				is_adult = yes
				ai = yes
				NOT = { trait = incapable }
			}
			opinion = {
				modifier = VIET_opinion_kaffir_lime_shampoo_gift
				who = ROOT
				years = 1
			}
			add_character_modifier = {
				name = VIET_kaffir_lime_shampoo
				duration = 525
			}
		}
	}	
	option = { # Give to courtier
		name = VIETmisc.8417.c
		trigger = {
			any_courtier = {
				is_adult = yes
				ai = yes
				NOT = { trait = incapable }
			}		
		}
		random_courtier = {
			limit = {
				is_adult = yes
				ai = yes
				NOT = { trait = incapable }
			}
			opinion = {
				modifier = VIET_opinion_kaffir_lime_shampoo_gift
				who = ROOT
				years = 3
			}
			add_character_modifier = {
				name = VIET_kaffir_lime_shampoo
				duration = 525
			}
		}
	}
}


# Lovage plant used to season dishes in the Balkans
character_event = {
	id = VIETmisc.8418
	desc = VIETmisc.8418.desc
	picture = GFX_evt_VIET_food
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		OR = {
			culture_group = byzantine
			culture_group = south_slavic
			culture = dalmatian
			culture = pannonian
			capital_scope = {
				OR = {
					culture_group = byzantine
					culture_group = south_slavic
					culture = dalmatian
					culture = pannonian
				}			
			}
		}
	}
	
	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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
	}
	
	option = { # Nice
		name = VIETmisc.8418.a
		add_character_modifier = {
			name = eating_good_food
			duration = 222
		}
	}	
	option = { # Peasant food!
		name = VIETmisc.8418.b
		if = {
			limit = {
				trait = humble
			}
			random = {
				remove_trait = humble
				chance = 75
			}
		}
		else = {
			random = {
				add_trait = proud
				chance = 40
			}
		}
	}
}



# Take home some Mahleb cherry for cooks to use?
character_event = {
	id = VIETmisc.8419
	desc = VIETmisc.8419.desc
	picture = GFX_evt_garden
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		OR = {
			culture_group = byzantine
			culture_group = south_slavic
			culture_group = latin
			culture_group = iberian
			culture_group = north_african
			culture_group = arabic
			culture_group = iranian
			culture = turkish
		}
		capital_scope = {
			OR = {
				region = world_africa_north
				region = world_asia_minor
				region = world_middle_east
				region = world_persia
				region = world_europe_south
				region = world_europe_west_iberia
			}			
		}
	}
	
	weight_multiplier = {
		days = 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 = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
	}
	
	option = { # Nice
		name = VIETmisc.8419.a
		random_list = {
			70 = { }
			10 = { add_trait = gluttonous }
			10 = { add_trait = gregarious }
			10 = { add_trait = humble }
		}
	}
	
	option = { # No
		name = VIETmisc.8419.b
		random_list = {
			70 = { }
			10 = { add_trait = proud }
			10 = { add_trait = content }
			10 = { add_trait = shy }
		}
	}
}


# Drinking Majoram tea
character_event = {
	id = VIETmisc.8420
	desc = VIETmisc.8420.desc
	picture = GFX_evt_drinking_tea
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		capital_scope = {
			OR = {
				region = world_africa_north
				region = world_asia_minor
				region = world_middle_east
				region = world_persia
				region = world_europe_south
				region = world_europe_west_iberia
				region = world_europe_west_francia
			}			
		}
	}
	
	weight_multiplier = {
		days = 1				
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = temperate
		}
		modifier = {
			factor = 0.8
			trait = gluttonous
		}
	}
	
	option = { # Nice
		name = VIETmisc.8420.a
		add_character_modifier = {
			name = VIET_majoram_tea
			duration = 365
		}
		if = {
			limit = {
				trait = stressed
			}
			random = {
				remove_trait = stressed
				chance = 30
			}
		}
		if = {
			limit = {
				trait = depressed
			}
			random = {
				remove_trait = depressed
				chance = 30
			}
		}
	}
}



# Mastic Chewing Gum
character_event = {
	id = VIETmisc.8421
	desc = VIETmisc.8421.desc
	picture = GFX_evt_toothbrush
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		capital_scope = {
			OR = {
				region = world_africa_north
				region = world_asia_minor
				region = world_middle_east
				region = world_persia
				region = world_europe_south
				region = world_europe_west_iberia
				region = world_europe_west_francia
				region = world_africa_east
			}			
		}
	}
	
	weight_multiplier = {
		days = 1				
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
		modifier = {
			factor = 1.2
			trait = temperate
		}
		modifier = {
			factor = 0.8
			trait = gluttonous
		}
	}
	
	option = { # Nice
		name = VIETmisc.8421.a
		add_character_modifier = {
			name = VIET_mastic_gum
			duration = 365
		}
	}
}


# Perfumer demonstrates musk mallow perfume that's almost like the real deer musk
character_event = {
	id = VIETmisc.8422
	desc = VIETmisc.8422.desc
	picture = GFX_evt_experiment
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = envious
		}
		modifier = {
			factor = 0.8
			trait = kind
		}
	}
	
	option = { # Nice
		name = VIETmisc.8422.a
		trigger = {
			OR = {
				ai = no
				wealth = 10
			}
		}
		wealth = -10
		add_character_modifier = {
			name = VIET_musk_mallow
			duration = 1825
		}
	}	
	option = { # Buy for spouse
		name = VIETmisc.8422.b
		trigger = {
			OR = {
				ai = no
				wealth = 10
			}
			is_married = yes
			any_spouse = {
				ai = yes
				NOT = { trait = incapable }
			}
		}
		wealth = -10
		random_spouse = {
			limit = {
				ai = yes
				NOT = { trait = incapable }			
			}
			opinion = {
				modifier = VIET_opinion_musk_mallow_gift
				who = ROOT
				years = 3
			}
			add_character_modifier = {
				name = VIET_musk_mallow
				duration = 1825
			}		
		}
	}
	option = { # Not interested
		name = VIETmisc.8422.c
		piety = 5
		random_list = {
			80 = { }
			10 = { add_trait = humble }
			10 = { add_trait = content }
		}
	}
}

# Mustard spices with your meal?
character_event = {
	id = VIETmisc.8423
	desc = VIETmisc.8423.desc
	picture = GFX_evt_feast
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		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 = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
	}
	
	option = { # ok
		name = VIETmisc.8423.a
		piety = 1
	}	
	option = { # ok
		name = VIETmisc.8423.b
		prestige = 1
	}
}



# Meet a peddler selling nutmeg
character_event = {
	id = VIETmisc.8424
	desc = VIETmisc.8424.desc
	picture = GFX_evt_market_hf #GFX_evt_herbs_and_spices
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
	}
	
	option = { # ok
		name = VIETmisc.8424.a
		trigger = {
			OR = {
				ai = no
				wealth = 10
			}
		}
		wealth = -10
		add_character_modifier = {
			name = VIET_cooks_using_nutmeg
			duration = 600
		}
		random = {
			add_trait = gluttonous
			chance = 20
		}
	}	
	option = { # no
		name = VIETmisc.8424.b
		random = {
			add_trait = temperate
			chance = 20
		}
	}
}



# Eating too much nutmeg causes adverse effects
character_event = {
	id = VIETmisc.8425
	desc = VIETmisc.8425.desc
	picture = GFX_evt_VIET_food
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		NOT = { trait = temperate }
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 3
			trait = gluttonous
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
	}
	
	option = { # ok
		name = VIETmisc.8425.a
		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 = {
				75 = { }
				25 = { 
					set_character_flag = disease_not_serious
					add_trait = vomiting
				}
			}
			hidden_tooltip = { character_event = { id = RIP.11005 days = 5 random = 5 } }
		}		
	}
}


# Large gift of oregano
character_event = {
	id = VIETmisc.8426
	desc = VIETmisc.8426.desc
	picture = GFX_evt_VIET_food
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = { # ok
		name = VIETmisc.8426.a
		add_character_modifier = {
			name = VIET_cooks_using_oregano
			duration = 800
		}		
	}
}



# Gift of orris oil - what to use it for?
character_event = {
	id = VIETmisc.8427
	desc = VIETmisc.8427.desc
	picture = GFX_evt_castle_construction
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = { # ok
		name = VIETmisc.8427.a
		prestige = 5
	}	
	option = { # ok
		name = VIETmisc.8427.b
		piety = 5
	}	
	option = { # ok
		name = VIETmisc.8427.c
		random = {
			health = 0.5
			chance = 15
		}
	}
}



# Kewra - fragrance made from pandan palm
character_event = {
	id = VIETmisc.8428
	desc = VIETmisc.8428.desc
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		OR = {
			culture_group = indo_aryan_group
			culture_group = dravidian_group
			capital_scope = {
				region = world_india
			}
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = groomed
		}
		modifier = {
			factor = 0.8
			trait = uncouth
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
	}
	
	option = { # ok
		name = VIETmisc.8428.a
		prestige = 5
		#add_character_modifier = {
		#	name = VIET_kewra_fragrance
		#	duration = 314
		#}
	}
}

# Cooks receive a shipment of parsley to use for food
character_event = {
	id = VIETmisc.8429
	desc = VIETmisc.8429.desc
	picture = GFX_evt_castle_construction
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		any_demesne_province = {
			OR = {
				region = world_africa_north
				region = world_europe
				region = world_asia_minor
				region = world_middle_east
				region = world_persia
				region = world_steppe_east
			}
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = { # ok
		name = VIETmisc.8429.a
		add_character_modifier = {
			name = VIET_cooks_using_parsley
			duration = 480
		}
	}
}


# Thinking about Greek legends about parsley
character_event = {
	id = VIETmisc.8430
	desc = VIETmisc.8430.desc
	picture = GFX_evt_stone_church_hellenic_pagan
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		any_demesne_province = {
			OR = {
				region = world_africa_north
				region = world_europe
				region = world_asia_minor
				region = world_middle_east
				region = world_persia
				region = world_steppe_east
			}
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
	}
	
	option = { # ok
		name = VIETmisc.8430.a
		random = {
			add_trait = cynical
			chance = 20
		}
	}	
	option = { # ok
		name = VIETmisc.8430.b
		random = {
			add_trait = trusting
			chance = 20
		}
	}
}



# Eating too much parsley curses you?
character_event = {
	id = VIETmisc.8431
	desc = VIETmisc.8431.desc
	picture = GFX_evt_feast_hf
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		any_demesne_province = {
			OR = {
				region = world_africa_north
				region = world_europe
				region = world_asia_minor
				region = world_middle_east
				region = world_persia
				region = world_steppe_east
			}
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = { # ok
		name = VIETmisc.8431.a
		random = {
			add_trait = cynical
			chance = 20
		}
	}	
	option = { # ok
		name = VIETmisc.8431.b
		random = {
			add_trait = trusting
			chance = 20
		}
	}
}


# Farmer avoids growing food near parsley due to superstition
character_event = {
	id = VIETmisc.8432
	desc = VIETmisc.8432.desc
	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
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			OR = {
				region = world_africa_north
				region = world_europe
				region = world_asia_minor
				region = world_middle_east
				region = world_persia
				region = world_steppe_east
			}
		}
	}
	
	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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = { # ok
		name = VIETmisc.8432.a
		random = {
			add_trait = trusting
			chance = 20
		}
	}	
	option = { # ok
		name = VIETmisc.8432.b
		random = {
			add_trait = cynical
			chance = 20
		}
	}
}


# Too much pepper in food
character_event = {
	id = VIETmisc.8433
	desc = VIETmisc.8433.desc
	picture = GFX_evt_feast
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		any_demesne_province = {
			OR = {
				region = world_africa_north
				region = world_europe
				region = world_asia_minor
				region = world_middle_east
				region = world_persia
				region = world_steppe_east
			}
		}
	}
	
	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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = { # ok
		name = VIETmisc.8433.a
		prestige = -1
	}	
	option = { # ok
		name = VIETmisc.8433.b
		piety = -1
	}
}

######################################################################################
# STUCK INSIDE 8434-8442
######################################################################################

# Observing something outside
character_event = {
	id = VIETmisc.8434
	desc = VIETmisc.8434.desc
	picture = GFX_evt_modern_slice_of_life
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = { # nature
		name = VIETmisc.8434.a
		random = {
			add_trait = humble
			chance = 15
		}
	}	
	option = { # peasant children
		name = VIETmisc.8434.b
		random = {
			add_trait = trusting
			chance = 15
		}
	}	
	option = { # guards on patrol
		name = VIETmisc.8434.c
		random = {
			add_trait = proud
			chance = 15
		}
	}	
	option = { # attractive person (straight)
		name = VIETmisc.8434.d
		trigger = {
			NOT = { trait = homosexual }
		}
		random = {
			add_trait = lustful
			chance = 15
		}
	}	
	option = { # attractive person (homosexual)
		name = VIETmisc.8434.e
		trigger = {
			trait = homosexual
		}
		random = {
			add_trait = lustful
			chance = 15
		}
	}
}



# Trapped inside a lovely mansion in a dream
character_event = {
	id = VIETmisc.8435
	desc = VIETmisc.8435.desc
	picture = GFX_evt_magnificent_castle
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		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 = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
	}
	
	option = { # must be free!
		name = VIETmisc.8435.a
		random_list = {
			70 = { }
			15 = { add_trait = proud }
			15 = { add_trait = stubborn }
		}
	}	
	option = { # enjoy the dream
		name = VIETmisc.8435.b
		random_list = {
			70 = { }
			15 = { add_trait = patient }
			15 = { add_trait = slothful }
		}
	}	
	option = { # fools would ignore
		name = VIETmisc.8435.c
		random_list = {
			70 = { }
			15 = { add_trait = content }
			15 = { add_trait = humble }
		}
	}
}



# Learning about local folklore about ancient ruin of man who stayed inside a house during plague
character_event = {
	id = VIETmisc.8436
	desc = VIETmisc.8436.desc
	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 = { 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 = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
	}
	
	option = { # ok
		name = VIETmisc.8436.a
		add_character_modifier = {
			name = VIET_learning_local_lore
			duration = 365
		}
	}
}



# Courtier picks up board games as a hobby
character_event = {
	id = VIETmisc.8437
	desc = VIETmisc.8437.desc
	picture = GFX_evt_war_planning
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 } }
		any_courtier = {
			NOT = { trait = incapable }
			NOT = { trait = gamer }
			is_adult = yes
			in_command = no
			is_abroad = no
			NOT = { is_close_relative = ROOT }
			ai = yes
		}
	}
	
	weight_multiplier = {
		days = 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 = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
	}
	
	
	immediate = {
		random_courtier = {
			limit = {
				NOT = { trait = incapable }
				NOT = { trait = gamer }
				is_adult = yes
				in_command = no
				is_abroad = no
				NOT = { is_close_relative = ROOT }
				ai = yes
			}
			save_event_target_as = target_VIET_new_gamer_courtier
		}
	}
	
	option = { # cool
		name = VIETmisc.8437.a
		prestige = 2
		event_target:target_VIET_new_gamer_courtier = {
			add_trait = gamer
			opinion = {
				modifier = VIET_opinion_played_game
				who = ROOT
				years = 1
			}
			reverse_opinion = {
				modifier = VIET_opinion_played_game
				who = ROOT
				years = 1
			}		
		}
	}	
	option = { # not cool
		name = VIETmisc.8437.b
		piety = 2
		event_target:target_VIET_new_gamer_courtier = {
			add_trait = gamer
			opinion = {
				modifier = VIET_opinion_doesnt_approve_games
				who = ROOT
				years = 3
			}
			reverse_opinion = {
				modifier = VIET_opinion_gamer_loser
				who = ROOT
				years = 3
			}		
		}
	}
	option = { # teach some tricks
		name = VIETmisc.8437.c
		trigger = {
			trait = gamer
		}
		tooltip_info = gamer
		prestige = 4
		event_target:target_VIET_new_gamer_courtier = {
			add_trait = gamer
			opinion = {
				modifier = VIET_opinion_taught_me_game_tricks
				who = ROOT
				years = 2
			}
			#reverse_opinion = {
			#	modifier = VIET_opinion_learning_game_tricks
			#	who = ROOT
			#	years = 2
			#}		
		}
	}
}


# Accidentally bumped into some furniture
character_event = {
	id = VIETmisc.8438
	desc = VIETmisc.8438.desc
	picture = GFX_evt_castle_construction
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = stubborn
		}
		modifier = {
			factor = 0.8
			trait = erudite
		}
	}
	
	
	option = { # ouch
		name = VIETmisc.8438.a
		prestige = -1
		random = {
			add_trait = wounded
			chance = 10
		}
	}
}


# Maidservants encounter mice and are afraid
character_event = {
	id = VIETmisc.8439
	desc = VIETmisc.8439.desc
	picture = GFX_evt_castle_construction
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}
	
	
	option = { # no worries
		name = VIETmisc.8439.a
		piety = 3
		random = {
			add_trait = humble
			chance = 15
		}
	}	
	option = { # be brave!
		name = VIETmisc.8439.b
		prestige = 3
		random = {
			add_trait = wroth
			chance = 15
		}
	}	
	option = { # learn to respect mice
		name = VIETmisc.8439.c
		piety = 3
		random = {
			add_trait = kind
			chance = 15
		}
	}	
	option = { # must be vigilant
		name = VIETmisc.8439.d
		prestige = 3
		random = {
			add_trait = paranoid
			chance = 15
		}
	}
}


# Catch two servants having sex
character_event = {
	id = VIETmisc.8440
	desc = VIETmisc.8440.desc
	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
		#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 = shy
		}
		modifier = {
			factor = 0.8
			trait = gregarious
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
	}
	
	
	option = { # tell them to stop
		name = VIETmisc.8440.a
		random = {
			add_trait = wroth
			chance = 25
		}
	}	
	option = { # watch eagerly
		name = VIETmisc.8440.b
		trigger = {
			NOT = { trait = chaste }
		}
		add_character_modifier = {
			name = lustful_ruler
			duration = 365
		}
		random = {
			add_trait = lustful
			chance = 25
		}
	}	
	option = { # forget it
		name = VIETmisc.8440.c
		random = {
			add_trait = content
			chance = 25
		}
	}
	option = { # give them blessing
		name = VIETmisc.8440.d
		if = {
			limit = {
				trait = cruel
			}
			random = {
				remove_trait = cruel
				chance = 40
			}
		}
		else = {
			random = {
				add_trait = kind
				chance = 40
			}
		}
	}
}


# Heard a loud noise outside - what could it be?
character_event = {
	id = VIETmisc.8441
	desc = VIETmisc.8441.desc
	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
		#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 = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
	}
	
	
	option = { # tell them to stop
		name = VIETmisc.8441.a
		random = {
			add_trait = paranoid
			chance = 10
		}
	}
}


# Staying up late at night a lot
character_event = {
	id = VIETmisc.8442
	desc = VIETmisc.8442.desc
	picture = GFX_evt_village_at_night
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			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 = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
	}
	
	
	option = { # oh well
		name = VIETmisc.8442.a
		add_character_modifier = {
			name = VIET_stays_up_late_night
			duration = 1111
		}
	}	
	option = { # try to make the most of it
		name = VIETmisc.8442.b
		add_character_modifier = {
			name = VIET_stays_up_late_night
			duration = 1111
		}
		random = {
			add_trait = diligent
			chance = 33
		}
		random_list = {
			40 = { }
			30 = { add_trait = stressed }
			20 = { health = -0.3 }
			10 = { health = -0.6 }
		}
	}
}


######################################################################################
# SWANSONG 2 8443-8452
######################################################################################


# Friend gives you a lockpick
character_event = {
	id = VIETmisc.8443
	desc = VIETmisc.8443.desc
	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
		NOT = { has_artifact = VIET_reliable_lockpick }
	}
	
	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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		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 = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
	}
	
	option = { #take it
		name = VIETmisc.8443.a
		prestige = -5
		add_artifact = VIET_reliable_lockpick	
	}	
	
	option = { #Dont want it
		name = VIETmisc.8443.b
		prestige = 5
	}	
}


# Given a ceramic tankard as a gift
character_event = {
	id = VIETmisc.8444
	desc = VIETmisc.8444.desc
	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 = { has_artifact = VIET_ceramic_tankard }
	}
	
	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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		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 = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
	}
	
	option = { #take it
		name = VIETmisc.8444.a
		prestige = -5
		add_artifact = VIET_ceramic_tankard	
	}	
	
	option = { #Dont want it
		name = VIETmisc.8444.b
		prestige = 5
	}	
}




# Traveler helps guards take down gang of female thieves who use seduction (Oblivion/Anvil reference)
long_character_event = {
	id = VIETmisc.8445
	desc = VIETmisc.8445.desc
	picture = GFX_evt_maiden
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		NOT = { has_character_flag = VIET_anvil_sirens_event }
		#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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
	}
	
	immediate = {
		set_character_flag = VIET_anvil_sirens_event
	}
		
	option = { # no reward
		name = VIETmisc.8445.a
		prestige = -15
		piety = -10
		if = {
			limit = {
				trait = charitable
			}
			random = {
				remove_trait = charitable
				chance = 66
			}
		}
		else = {
			random = {
				add_trait = greedy
				chance = 33
			}
		}
	}	
	option = { # standard gold reward
		name = VIETmisc.8445.b
		wealth = -15
	}	
	option = { # ask them to provide guards some tips
		name = VIETmisc.8445.c
		trigger = {
			OR = {
				ai = no
				wealth = 30
			}
		}
		wealth = -30
		prestige = -10
		add_character_modifier = {
			name = VIET_personal_guards_get_adventurer_tips
			duration = 4745
		}
	}	
	option = { # hire them
		name = VIETmisc.8445.d
		custom_tooltip = { text = VIET_siren_anvil_adventurer_hire }
		hidden_tooltip = {
			random_list = {
				# Female version
				50 = {
					create_random_intriguer = {
						age = 28
						dynasty = actually_culture
						religion = ROOT
						culture = ROOT
						female = yes
						random_traits = yes
						historical = yes
						attributes = {
							diplomacy = 6
							intrigue = 7
						}
					}
					new_character = {
						#Education & other basic stuff
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						set_character_flag = special_spymaster #special_marshal
						#Guaranteed Traits
						add_trait = adventurer				
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}						
						opinion = {
							modifier = opinion_loyal_servant
							who = ROOT
							years = 100
						}
						add_character_modifier = {
							name = VIET_anvil_siren_helper_female
							duration = -1
						}
						#Flavor
						random_list = {
							60 = { }
							30 = { add_scarred_tiered_effect = yes }
							10 = { 
								trigger = { has_dlc = Reapers }
								add_trait = one_eyed
							}
						}
					}			
				}
				# Male version
				50 = {
					create_random_soldier = {
						age = 28
						dynasty = actually_culture
						religion = ROOT
						culture = ROOT
						female = no
						random_traits = yes
						historical = yes
						attributes = {
							martial = 7
							intrigue = 6
						}
					}
					new_character = {
						#Education & other basic stuff
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#Guaranteed Traits
						add_trait = adventurer				
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}						
						opinion = {
							modifier = opinion_loyal_servant
							who = ROOT
							years = 100
						}
						add_character_modifier = {
							name = VIET_anvil_siren_helper_male
							duration = -1
						}
						#Flavor
						random_list = {
							60 = { }
							30 = { add_scarred_tiered_effect = yes }
							10 = { 
								trigger = { has_dlc = Reapers }
								add_trait = one_eyed
							}
						}
					}			
				}			
			}
		}
	}
}



# Dream of a cozy cottage
character_event = {
	id = VIETmisc.8446
	desc = VIETmisc.8446.desc
	picture = GFX_evt_moorish_decor
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}
		
	option = { # ok
		name = VIETmisc.8446.a
		piety = 1
		if = {
			limit = {
				trait = depressed
			}
			random = {
				remove_trait = depressed
				chance = 40
			}
		}
		if = {
			limit = {
				trait = stressed
			}
			random = {
				remove_trait = stressed
				chance = 40
			}
		}
	}
}




# Witness a spectacular sunset
character_event = {
	id = VIETmisc.8447
	desc = VIETmisc.8447.desc
	picture = GFX_evt_hyouka
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}
		
	option = { # ok
		name = VIETmisc.8447.a
		piety = 1
		if = {
			limit = {
				trait = depressed
			}
			random = {
				remove_trait = depressed
				chance = 25
			}
		}
		if = {
			limit = {
				trait = stressed
			}
			random = {
				remove_trait = stressed
				chance = 25
			}
		}
	}
}





# Stories about a tropical paradise
character_event = {
	id = VIETmisc.8448
	desc = VIETmisc.8448.desc
	picture = GFX_evt_tropicana
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
		
	option = { # doubt
		name = VIETmisc.8448.a
		random = {
			add_trait = cynical
			chance = 20
		}
	}		
	option = { # believe
		name = VIETmisc.8448.b
		random = {
			add_trait = trusting
			chance = 20
		}
	}		
	option = { # convert
		name = VIETmisc.8448.c
		trigger = {
			trait = zealous
		}
		tooltip_info = zealous
		piety = 2
	}
}



# Come across another monument
character_event = {
	id = VIETmisc.8449
	desc = VIETmisc.8449.desc
	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 = { 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 = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
		
	option = { # ok
		name = VIETmisc.8449.a
		random_list = {
			50 = { piety = 2 }
			50 = { prestige = 2 }
		}
	}
}



# Province becomes well-known for its baklava
province_event = {
	id = VIETmisc.8450
	desc = VIETmisc.8450.desc
	picture = GFX_evt_baklava
	
	trigger = {
		NOT = { has_province_modifier = VIET_province_famous_baklava }
		owner = {
			is_nomadic = no
		}
		is_baklava_culture_trigger = yes
	}
	
	mean_time_to_happen = {
		months = 12000
	}
	

	option = { # Spend funds to help
		name = VIETmisc.8450.a
		add_province_modifier = {
			name = VIET_province_famous_baklava
			duration = 3650
		}
		if = {
			limit = {
				has_dlc = "Reapers"
			}
			custom_tooltip = {
				text = increase_prosperity_custom_tooltip
				hidden_tooltip = {					
					change_variable = { which = prosperity_value value = 4 }
				}
			}
		}
	}	
}



# Song of Scarborough Fair
character_event = {
	id = VIETmisc.8451
	desc = VIETmisc.8451.desc
	picture = GFX_evt_oblivion_pastoral_dream
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#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 = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
	}
		
	option = { # ok
		name = VIETmisc.8451.a
		hidden_tooltip = {
			narrative_event = { id = VIETmisc.8452 }
		}
	}
}


# Lesson of Scarborough Fair
narrative_event = {
	id = VIETmisc.8452
	title = VIETmisc.8452.title
	desc = VIETmisc.8452.desc
	picture = GFX_evt_scarborough_fair
	
	is_triggered_only = yes
		
	option = { # ok
		name = VIETmisc.8452.a
		custom_tooltip = { text = VIET_swansong_scarborough_fair }
		piety = 88
		add_character_modifier = {
			name = VIET_scarborough_fair_lesson
			duration = -1
		}
	}
}


######################################################################################################################
# 
# Farewell/Swansong Letter
# 
# For anyone reading this, first of all, I wish to say thank you for all your support -
# whether you recently discovered my mods, or have been with me from the very beginning
# when I created my first CK2 mod in August of 2012, back when I was still in college.
# It's been a long journey of on and off modding of CK2, and modding this game was one
# part of some of the most interesting and life-changing periods of my life, both good
# and bad. As someone who enjoys creative writing, modding CK2 was one of my many outlets
# to express myself as a writer during this time. While I'll miss CK2 modding, I intend to
# continue modding in CK3 - who knows what life will be like years from now, if I still mod CK3?
# With that, once more, thanks for all the support over the years, and wish all the best.
# 
# - Cybrxkhan
# 
######################################################################################################################