###################################
#
# Religious Flavor Events
#
# ID# VIETnam.156 - VIETnam.163 Holy Wars/Crusades/Jihads
# ID# VIETnam.224 - VIETnam.227 Zoroastrian Events
# ID# VIETnam.289 - VIETnam.293 Jewish Events
# ID# VIETnam.315 - VIETnam.322 Buddhist Events
#
# Fired from on actions
#
###################################

##########################################################################
# Holy War Events
##########################################################################

# Character meets lost infidel warrior
character_event = {
	id = VIETnam.156
	desc = "EVTDESC1000109329"
	picture = GFX_evt_travel
	
	is_triggered_only = yes
	
	only_rulers = yes
	min_age = 16
	capable_only = yes
	prisoner = no
	#only_men = yes
	war = yes
	
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		OR = {
			religion_group = christian
			religion_group = muslim
		}
		OR = {
			OR = {
				any_war = {
					holy_war_trigger = yes
				}
				any_liege = {
					any_war = {
						holy_war_trigger = yes
					}
				}
			}
			OR = {
				any_war = {
					crusade_trigger = yes
				}
				any_liege = {
					any_war = {
						crusade_trigger = yes
					}
				}
			}
		}
		NOT = { has_character_flag = infidel_joins_court }
	}
	
	weight_multiplier = {
		days = 1

		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 = charitable
		}
		modifier = {
			factor = 0.4
			in_command = no
		}
	}
	
	option = { #Show kindness
		name = "EVTOPTA1000109329"
		trigger = {
			NOT = { trait = wroth }
			NOT = { trait = cruel }
			NOT = { trait = impaler }
		}
		wealth = -1
		piety = 5
		if = {
			limit = {
				NOT = { trait = charitable }
			}
			random_list = {
				70 = { }
				30 = { add_trait = charitable }
			}
		}
		if = {
			limit = {
				NOT = { trait = just }
				NOT = { trait = arbitrary }
			}
			random_list = {
				70 = { }
				30 = { add_trait = just }
			}
		}
		if = {
			limit = {
				trait = paranoid
			}
			random_list = {
				70 = { }
				30 = { remove_trait = paranoid }
			}
		}
		character_event = { id = VIETnam.157 tooltip = "EVTTOOLTIP1000109330" }
	}
	
	option = { #KILL
		name = "EVTOPTB1000109329"
		trigger = {
			NOT = { trait = kind }
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = paranoid
			}
			modifier = {
				factor = 1.2
				trait = cruel
			}
			modifier = {
				factor = 0.8
				trait = charitable
			}
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 1.5
				trait = zealous
			}
		}
		piety = 5
		if = {
			limit = {
				NOT = { trait = cruel }
			}
			random_list = {
				70 = { }
				30 = { add_trait = cruel }
			}
		}
		if = {
			limit = {
				trait = patient
			}
			random_list = {
				70 = { }
				30 = { remove_trait = patient }
			}
		}
	}

		
	option = { #Leave him
		name = "EVTOPTC1000109329"
		ai_chance = {
			factor = 1
		}
		prestige = 5
	}
}

# Infidel warrior wishes to serve character
character_event = {
	id = VIETnam.157
	desc = "EVTDESC1000109330"
	picture = GFX_evt_tuscan_country
	
	is_triggered_only = yes
	
	option = { #Very well
		name = "EVTOPTA1000109330"
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.3
				trait = paranoid
			}
			modifier = {
				factor = 1.3
				trait = kind
			}
			modifier = {
				factor = 1.3
				trait = charitable
			}
			modifier = {
				factor = 1.2
				trait = trusting
			}
			modifier = {
				factor = 0.3
				trait = zealous
			}
		}
		wealth = -5
		set_character_flag = infidel_joins_court
		if = {
			limit = {
				religion_group = christian
			}
			random_list = {
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = sunni
						culture = levantine_arabic
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = sunni
						culture = bedouin_arabic
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = sunni
						culture = egyptian_arabic
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = sunni
						culture = kurdish
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = sunni
						culture = persian
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = sunni
						culture = andalusian_arabic
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = sunni
						culture = cuman
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = shiite
						culture = levantine_arabic
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = shiite
						culture = bedouin_arabic
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = shiite
						culture = egyptian_arabic
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = shiite
						culture = kurdish
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = shiite
						culture = cuman
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = shiite
						culture = persian
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = shiite
						culture = andalusian_arabic
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
			}
		}
		if = {
			limit = {
				religion_group = muslim
			}
			random_list = {
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = orthodox
						culture = greek
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = orthodox
						culture = georgian
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = orthodox
						culture = russian
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = orthodox
						culture = bulgarian
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = miaphysite
						culture = armenian
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = catholic
						culture = frankish
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = catholic
						culture = norman
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = catholic
						culture = catalan
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = catholic
						culture = german
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = catholic
						culture = italian
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
				10 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						religion = catholic
						culture = breton
						female = no
					}
					new_character = {				
						set_character_flag = ai_flag_refuse_concubinage
						set_character_flag = ai_flag_refuse_marriage
						set_character_flag = no_court_invites
						#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
						}
						random = {
							VIET_give_generic_weapon_effect = yes
							chance = 20
						}
					}
				}
			}
		}
	}
		
	option = { #Let him go his way
		name = "EVTOPTB1000109330"
		ai_chance = {
			factor = 2
		}
		prestige = 5
	}
}

# Muslim character comes across Christian pilgrims
character_event = {
	id = VIETnam.158
	desc = "EVTDESC1000109331"
	picture = GFX_evt_pilgrims_epic_journey
	
	is_triggered_only = yes
	
	religion_group = muslim
	only_rulers = yes
	min_age = 16
	capable_only = yes
	prisoner = no
	only_men = yes
	war = yes
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		OR = {
			OR = {
				any_war = {
					holy_war_trigger = yes
				}
				any_liege = {
					any_war = {
						holy_war_trigger = yes
					}
				}
			}
			OR = {
				any_war = {
					crusade_trigger = yes
				}
				any_liege = {
					any_war = {
						crusade_trigger = yes
					}
				}
			}
		}
	}
	
	weight_multiplier = {
		days = 1

		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 = charitable
		}
		modifier = {
			factor = 0.4
			in_command = no
		}
	}
	
	option = { #Let them go
		name = "EVTOPTA1000109331"
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.8
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
			modifier = {
				factor = 0.8
				trait = cruel
			}
			modifier = {
				factor = 1.2
				trait = kind
			}
			modifier = {
				factor = 1.2
				trait = charitable
			}
			modifier = {
				factor = 1.2
				trait = trusting
			}
			modifier = {
				factor = 1.2
				trait = just
			}
		}
		piety = 5
		if = {
			limit = {
				trait = paranoid
			}
			random_list = {
				70 = { }
				30 = { remove_trait = paranoid }
			}
		}
		if = {
			limit = {
				trait = wroth
			}
			random_list = {
				70 = { }
				30 = { remove_trait = wroth }
			}
		}
	}
	
	option = { #Give stuff
		name = "EVTOPTB1000109331"
		trigger = {
			OR = {
				trait = kind
				trait = charitable
				trait = just
			}
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.8
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
			modifier = {
				factor = 0.8
				trait = cruel
			}
			modifier = {
				factor = 0.2
				trait = greedy
			}
			modifier = {
				factor = 0.8
				trait = envious
			}
			modifier = {
				factor = 4
				trait = kind
			}
			modifier = {
				factor = 4
				trait = charitable
			}
			modifier = {
				factor = 1.2
				trait = trusting
			}
			modifier = {
				factor = 1.2
				trait = just
			}
		}
		piety = 5
		prestige = 5
		random_list = {
			40 = { }
			20 = { add_trait = kind }
			20 = { add_trait = charitable }
			10 = { add_trait = humble }
			10 = { add_trait = just }
		}
		if = {
			limit = {
				trait = cruel
			}
			random_list = {
				70 = { }
				30 = { remove_trait = cruel }
			}
		}
		random = {
			decadence = -1
			chance = 25
		}
	}

		
	option = { #KILL
		name = "EVTOPTC1000109331"
		trigger = {
			NOT = { trait = kind }
			NOT = { trait = just }
			NOT = { trait = patient }
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = paranoid
			}
			modifier = {
				factor = 4
				trait = cruel
			}
			modifier = {
				factor = 0.8
				trait = charitable
			}
			modifier = {
				factor = 1.2
				trait = wroth
			}
		}
		piety = 5
		if = {
			limit = {
				NOT = { trait = cruel }
			}
			random_list = {
				50 = { }
				50 = { add_trait = cruel }
			}
		}
		if = {
			limit = {
				trait = kind
			}
			remove_trait = kind
		}
		random = {
			decadence = 1
			chance = 25
		}
	}
}

# Christian character comes across Saint's tomb
character_event = {
	id = VIETnam.159
	desc = "EVTDESC1000109332"
	picture = GFX_evt_knight_kneeling
	
	is_triggered_only = yes
	
	religion_group = christian
	only_rulers = yes
	min_age = 16
	capable_only = yes
	prisoner = no
	only_men = yes
	war = yes
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		OR = {
			OR = {
				any_war = {
					holy_war_trigger = yes
				}
				any_liege = {
					any_war = {
						holy_war_trigger = yes
					}
				}
			}
			OR = {
				any_war = {
					crusade_trigger = yes
				}
				any_liege = {
					any_war = {
						crusade_trigger = yes
					}
				}
			}
		}
	}
	
	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 = slothful
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.1
			in_command = no
		}
	}
	
	option = { #Courage in battle
		name = "EVTOPTA1000109332"
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.8
				trait = temperate
			}
			modifier = {
				factor = 0.8
				trait = patient
			}
			modifier = {
				factor = 1.2
				trait = brave
			}
			modifier = {
				factor = 1.2
				trait = wroth
			}
		}
		prestige = 10
		if = {
			limit = {
				trait = brave
			}
			random = {
				change_martial = 1
				chance = 33
			}
		}
		if = {
			limit = {
				NOT = { trait = brave }
			}
			random = {
				add_trait = brave
				chance = 33
			}
		}
	}
	
	option = { #Justice served
		name = "EVTOPTB1000109332"
		trigger = {
			NOT = { trait = arbitrary }
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.8
				trait = cruel
			}
			modifier = {
				factor = 0.8
				trait = envious
			}
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 1.2
				trait = diligent
			}
		}
		piety = 5
		prestige = 5
		if = {
			limit = {
				NOT = { trait = just }
			}
			random_list = {
				70 = { }
				30 = { add_trait = just }
			}
		}
		if = {
			limit = {
				trait = cruel
			}
			random_list = {
				70 = { }
				30 = { remove_trait = cruel }
			}
		}
	}

		
	option = { #Compassion of God
		name = "EVTOPTC1000109332"
		tooltip_info = kind
		trigger = {
			trait = kind
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
			modifier = {
				factor = 0.8
				trait = wroth
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 1.2
				trait = trusting
			}
		}
		piety = 10
		if = {
			limit = {
				trait = arbitrary
			}
			random_list = {
				70 = { }
				30 = { remove_trait = arbitrary }
			}
		}
		if = {
			limit = {
				trait = cynical
			}
			random_list = {
				70 = { }
				30 = { remove_trait = cynical }
			}
		}
	}
	
	option = { #TREMBLE
		name = "EVTOPTD1000109332"
		tooltip_info = zealous
		trigger = {
			trait = zealous
			NOT = { trait = craven }
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
			modifier = {
				factor = 0.8
				trait = wroth
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 1.2
				trait = trusting
			}
		}
		piety = 5
		prestige = 5
		if = {
			limit = {
				NOT = { trait = brave }
				NOT = { trait = craven }
			}
			random_list = {
				70 = { }
				30 = { add_trait = brave }
			}
		}
		if = {
			limit = {
				trait = craven
			}
			random_list = {
				70 = { }
				30 = { remove_trait = craven }
			}
		}
	}
}

# Crusader/Mujahid worries about having vices
character_event = {
	id = VIETnam.160
	desc = "EVTDESC1000109333"
	picture = GFX_evt_brothel
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	only_men = yes
	
	trigger = {
		has_crusade_trait_trigger = yes
		has_vice_trigger = yes
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
	}
	
	weight_multiplier = {
		days = 1

		modifier = {
			factor = 3
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
	}
	
	option = { #All have flaws
		name = "EVTOPTA1000109333"
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.8
				trait = deceitful
			}
			modifier = {
				factor = 0.8
				trait = ambitious
			}
			modifier = {
				factor = 1.2
				trait = content
			}
			modifier = {
				factor = 1.2
				trait = patient
			}
		}
		prestige = 5
		piety = 5
		if = {
			limit = {
				trait = ambitious
			}
			random_list = {
				70 = { }
				30 = { remove_trait = ambitious }
			}
		}
		if = {
			limit = {
				NOT = { trait = content }
			}
			random_list = {
				70 = { }
				30 = { add_trait = content }
			}
		}
	}
	
	option = { #Pray for guidance
		name = "EVTOPTB1000109333"
		trigger = {
			NOT = { trait = cynical }
			NOT = { trait = slothful }
			NOT = { trait = imbecile }
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.8
				trait = proud
			}
			modifier = {
				factor = 0.8
				trait = content
			}
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 1.2
				trait = trusting
			}
		}
		piety = 5
		if = {
			limit = {
				NOT = { trait = just }
			}
			random_list = {
				70 = { }
				30 = { add_trait = just }
			}
		}
		if = {
			limit = {
				trait = content
			}
			random_list = {
				70 = { }
				30 = { remove_trait = content }
			}
		}
		character_event = { id = VIETnam.161 tooltip = "EVTTOOLTIP1000109334" }
	}

		
	option = { #Seek advice
		name = "EVTOPTC1000109333"
		tooltip_info = diplomacy
		trigger = {
			diplomacy = 11
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.8
				trait = shy
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 1.2
				trait = gregarious
			}
		}
		prestige = 10
		if = {
			limit = {
				trait = content
			}
			random_list = {
				70 = { }
				30 = { remove_trait = content }
			}
		}
		if = {
			limit = {
				NOT = { trait = gregarious }
			}
			random_list = {
				70 = { }
				30 = { add_trait = gregarious }
			}
		}
		character_event = { id = VIETnam.162 tooltip = "EVTTOOLTIP1000109335" }
	}
}

# Crusader/Mujahid receives vision
character_event = {
	id = VIETnam.161
	desc = "EVTDESC1000109334"
	picture = GFX_evt_holy_light
	
	is_triggered_only = yes
	
	option = { #Praise be God
		name = "EVTOPTA1000109334"
		piety = 5
		if = {
			limit = {
				trait = proud
			}
			random_list = {
				70 = { }
				30 = { remove_trait = proud }
			}
		}
		if = {
			limit = {
				trait = envious
			}
			random_list = {
				70 = { }
				30 = { remove_trait = envious }
			}
		}
		if = {
			limit = {
				trait = wroth
			}
			random_list = {
				70 = { }
				30 = { remove_trait = wroth }
			}
		}
		if = {
			limit = {
				trait = slothful
			}
			random_list = {
				70 = { }
				30 = { remove_trait = slothful }
			}
		}
		if = {
			limit = {
				trait = gluttonous
			}
			random_list = {
				70 = { }
				30 = { remove_trait = gluttonous }
			}
		}
		if = {
			limit = {
				trait = lustful
			}
			random_list = {
				70 = { }
				30 = { remove_trait = lustful }
			}
		}
		if = {
			limit = {
				trait = greedy
			}
			random_list = {
				70 = { }
				30 = { remove_trait = greedy }
			}
		}
	}
}

# Crusader/Mujahid asks old knight
character_event = {
	id = VIETnam.162
	desc = "EVTDESC1000109335"
	picture = GFX_evt_courtiers_talking
	
	is_triggered_only = yes
	
	option = { #Thanks for advice
		name = "EVTOPTA1000109335"
		prestige = 5
		if = {
			limit = {
				trait = proud
			}
			random_list = {
				70 = { }
				30 = { remove_trait = proud }
			}
		}
		if = {
			limit = {
				trait = envious
			}
			random_list = {
				70 = { }
				30 = { remove_trait = envious }
			}
		}
		if = {
			limit = {
				trait = wroth
			}
			random_list = {
				70 = { }
				30 = { remove_trait = wroth }
			}
		}
		if = {
			limit = {
				trait = slothful
			}
			random_list = {
				70 = { }
				30 = { remove_trait = slothful }
			}
		}
		if = {
			limit = {
				trait = gluttonous
			}
			random_list = {
				70 = { }
				30 = { remove_trait = gluttonous }
			}
		}
		if = {
			limit = {
				trait = lustful
			}
			random_list = {
				70 = { }
				30 = { remove_trait = lustful }
			}
		}
		if = {
			limit = {
				trait = greedy
			}
			random_list = {
				70 = { }
				30 = { remove_trait = greedy }
			}
		}
	}
}

# Is Holy War justified?
character_event = {
	id = VIETnam.163
	desc = "EVTDESC1000109336"
	picture = GFX_evt_bishop
	
	is_triggered_only = yes
	
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	only_men = yes
	war = yes
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		OR = {
			religion_group = christian
			religion_group = muslim
			religion_group = jewish_group
		}
		OR = {
			OR = {
				any_war = {
					holy_war_trigger = yes
				}
				any_liege = {
					any_war = {
						holy_war_trigger = yes
					}
				}
			}
			OR = {
				any_war = {
					crusade_trigger = yes
				}
				any_liege = {
					any_war = {
						crusade_trigger = yes
					}
				}
			}
		}
	}
	
	weight_multiplier = {
		days = 1

		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		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 = { #Death to infidels
		name = "EVTOPTA1000109336"
		trigger = {
			NOT = { trait = kind }
			NOT = { trait = cynical }
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.8
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
			modifier = {
				factor = 3
				trait = cruel
			}
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 1.2
				trait = impaler
			}
		}
		wealth = -1
		piety = 5
		if = {
			limit = {
				NOT = { trait = zealous }
			}
			random_list = {
				70 = { }
				30 = { add_trait = zealous }
			}
		}
		if = {
			limit = {
				trait = patient
			}
			random_list = {
				70 = { }
				30 = { remove_trait = patient }
			}
		}
	}
	
	option = { #Protecting our faith
		name = "EVTOPTB1000109336"
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 1.2
				trait = brave
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
			modifier = {
				factor = 1.2
				trait = charitable
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
		}
		piety = 5
		if = {
			limit = {
				NOT = { trait = just }
			}
			random_list = {
				70 = { }
				30 = { add_trait = just }
			}
		}
		if = {
			limit = {
				trait = proud
			}
			random_list = {
				70 = { }
				30 = { remove_trait = proud }
			}
		}
	}

		
	option = { #Cynical
		name = "EVTOPTC1000109336"
		tooltip_info = cynical
		trigger = {
			trait = cynical
		}
		ai_chance = {
			factor = 1.20
		}
		piety = -1
		prestige = 5
	}
}


##########################################################################
# Zoroastrian Events
##########################################################################

# Honesty is the best policy
character_event = {
	id = VIETnam.224
	desc = "EVTDESC1000109397"
	picture = GFX_evt_zoroastrian_fire
	
	is_triggered_only = yes
	
	religion_group = zoroastrian_group
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#in_command = no
	}
	
	weight_multiplier = {
		days = 1
		
		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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 3
			has_ambition = obj_follow_truth
		}
	}
	
	option = {
		trigger = {
			NOT = { trait = honest }
		}
		name = "EVTOPTA1000109397" #ok
		piety = 2
		random = {
			add_trait = honest
			chance = 33
		}
	}
	option = {
		tooltip_info = honest
		trigger = {
			trait = honest
		}
		name = "EVTOPTB1000109397" #ok
		piety = 5
	}
}

# The Baklava Thief
character_event = {
	id = VIETnam.225
	desc = "EVTDESC1000109398"
	picture = GFX_evt_baklava
	
	is_triggered_only = yes
	
	religion_group = zoroastrian_group
	only_rulers = yes
	min_age = 16
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		in_command = no
		any_courtier = {
			is_adult = yes
			is_ruler = no
			religion_group = zoroastrian_group
			NOT = { trait = incapable }
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = arbitrary
		}
		modifier = {
			factor = 0.8
			trait = just
		}
		modifier = {
			factor = 4
			trait = gluttonous
		}
		modifier = {
			factor = 0.25
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
		modifier = {
			factor = 3
			has_ambition = obj_follow_truth
		}
	}
	
	option = {
		name = "EVTOPTA1000109398" #Honesty
		ai_chance = {
			factor = 1.2
			modifier = {
				factor = 10
				trait = honest
			}
			modifier = {
				factor = 0.1
				trait = deceitful
			}
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
			modifier = {
				factor = 1.2
				trait = kind
			}
			modifier = {
				factor = 0.8
				trait = envious
			}
		}
		piety = 2
		random_courtier = {
			limit = {
				is_adult = yes
				is_ruler = no
				religion_group = zoroastrian_group
				NOT = { trait = incapable }
			}
			opinion = {
				modifier = opinion_impressed
				who = ROOT
				years = 2
			}
		}
		if = {
			limit = {
				NOT = { trait = honest }
			}
			random_list = {
				70 = { }
				30 = { add_trait = honest }
			}
		}
	}
	option = {
		name = "EVTOPTB1000109398" #Prideful honesty
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = honest
			}
			modifier = {
				factor = 0.8
				trait = deceitful
			}
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
			modifier = {
				factor = 4
				trait = proud
			}
			modifier = {
				factor = 0.25
				trait = humble
			}
		}
		piety = 2
		prestige = 2
		random_courtier = {
			limit = {
				is_adult = yes
				is_ruler = no
				religion_group = zoroastrian_group
				NOT = { trait = incapable }
			}
			opinion = {
				modifier = opinion_impressed
				who = ROOT
				years = 1
			}
		}
		if = {
			limit = {
				NOT = { trait = proud }
			}
			random_list = {
				70 = { }
				30 = { add_trait = proud }
			}
		}
		if = {
			limit = {
				NOT = { trait = honest }
			}
			random_list = {
				90 = { }
				10 = { add_trait = honest }
			}
		}
	}
	option = {
		name = "EVTOPTC1000109398" #LIES AND DRUJ
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.2
				trait = honest
			}
			modifier = {
				factor = 10
				trait = deceitful
			}
			modifier = {
				factor = 0.8
				trait = just
			}
			modifier = {
				factor = 1.2
				trait = arbitrary
			}
			modifier = {
				factor = 1.2
				trait = greedy
			}
			modifier = {
				factor = 0.8
				trait = charitable
			}
		}
		piety = -5
		if = {
			limit = {
				NOT = { trait = deceitful }
			}
			random_list = {
				60 = { }
				40 = { add_trait = deceitful }
			}
		}
		add_character_modifier = {
			name = best_meal_in_ages
			duration = 30
		}
	}
}

# Defiling the Pure Holy Fire
character_event = {
	id = VIETnam.226
	desc = "EVTDESC1000109399"
	picture = GFX_evt_zoroastrian_fire
	
	is_triggered_only = yes
	
	religion_group = zoroastrian_group
	only_rulers = yes
	min_age = 16
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#in_command = no
	}
	
	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 = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 4
			trait = ill
		}
		modifier = {
			factor = 0.8
			trait = strong
		}
		modifier = {
			factor = 3
			has_ambition = obj_follow_truth
		}
	}
	
	option = {
		name = "EVTOPTA1000109399" #Honesty
		ai_chance = {
			factor = 1
			modifier = {
				factor = 10
				trait = honest
			}
			modifier = {
				factor = 0.1
				trait = deceitful
			}
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
		}
		piety = 5
		prestige = -5
		if = {
			limit = {
				NOT = { trait = honest }
			}
			random_list = {
				60 = { }
				40 = { add_trait = honest }
			}
		}
	}
	option = {
		name = "EVTOPTB1000109399" #LIES AND DRUJ
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0.2
				trait = honest
			}
			modifier = {
				factor = 10
				trait = deceitful
			}
			modifier = {
				factor = 0.8
				trait = just
			}
			modifier = {
				factor = 1.2
				trait = arbitrary
			}
			modifier = {
				factor = 1.2
				trait = proud
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
		}
		prestige = -8
		if = {
			limit = {
				NOT = { trait = deceitful }
			}
			random_list = {
				60 = { }
				40 = { add_trait = deceitful }
			}
		}
	}
}

# Toenail clippings
character_event = {
	id = VIETnam.227
	desc = "EVTDESC1000109400"
	picture = GFX_evt_zoroastrian_fire
	
	is_triggered_only = yes
	
	religion_group = zoroastrian_group
	only_rulers = yes
	min_age = 16
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#in_command = no
	}
	
	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 = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
	}
	
	option = {
		name = "EVTOPTA1000109400" #Get rid of it!
		random_list = {
			50 = { piety = 1 }
			50 = { prestige = 1 }
		}
	}
}

################################
# Jewish Events
################################


# Dream (based on Jewish story of Rabbis winning an argument with God)
character_event = {
	id = VIETnam.289
	desc = "EVTDESC1000109462"
	picture = GFX_evt_holy_light
	
	is_triggered_only = yes
	
	religion_group = jewish_group
	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#OR = {
		#	religion_group = jewish_group
		#	religion = ebionites
		#}
		learning = 8
		OR = {
			learning = 13
			trait = scholar
			trait = genius
			trait = quick
			trait = theologian
			trait = shrewd
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = scholar
		}
		modifier = {
			factor = 0.8
			trait = hedonist
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
	}
	
	option = {
		name = "EVTOPTA1000109462" #ok
		piety = 10
	}
}

# Courtier argues with scholar
character_event = {
	id = VIETnam.290
	desc = "EVTDESC1000109463"
	picture = GFX_evt_the_torah
	
	is_triggered_only = yes
	
	religion_group = jewish_group
	only_rulers = yes
	min_age = 16
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#in_command = no
		#OR = {
		#	religion_group = jewish_group
		#	religion = ebionites
		#}
		any_courtier = {
			is_adult = yes
			NOT = { trait = incapable }
			#OR = {
				religion_group = jewish_group
			#	religion = ebionites
			#}
			is_female = no
			OR = {
				learning = 10
				trait = scholar
				trait = theologian
			}
		}
	}
	
	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 = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				is_adult = yes
				NOT = { trait = incapable }
				#OR = {
					religion_group = jewish_group
				#	religion = ebionites
				#}
				is_female = no
				OR = {
					learning = 10
					trait = scholar
					trait = theologian
				}
			}
			save_event_target_as = target_VIET_jewish_argument_courtier
		}		
	}
	
	option = {
		name = "EVTOPTA1000109463" #Stop arguing
		prestige = 5
		event_target:target_VIET_jewish_argument_courtier = {
			opinion = {
				modifier = opinion_shamed_me
				who = ROOT
				years = 1
			}
		}
	}
	option = {
		name = "EVTOPTB1000109463" #Do nothing
		random_list = {
			70 = { }
			10 = { add_trait = content }
			10 = { add_trait = patient }
			10 = { add_trait = humble }
		}
	}
	option = {
		name = "EVTOPTC1000109463" #Argue
		trigger = {
			OR = {
				learning = 10
				trait = scholar
				trait = genius
				trait = quick
			}
		}
		piety = 5
		event_target:target_VIET_jewish_argument_courtier = {
			opinion = {
				modifier = opinion_impressed
				who = ROOT
				years = 1
			}
		}
		custom_tooltip = { text = EVTOPTC1000109463text }
	}
}

# Kosher food
character_event = {
	id = VIETnam.291
	desc = "EVTDESC1000109464"
	picture = GFX_evt_VIET_food
	
	is_triggered_only = yes
	
	religion_group = jewish_group
	only_rulers = yes
	min_age = 16
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
	#	OR = {
	#		religion_group = jewish_group
	#		religion = ebionites
	#	}
	}
	
	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 = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		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 = "EVTOPTA1000109464" #Punish
		piety = 5
		any_courtier = {
			limit = {
				religion = ROOT
				culture = ROOT
				NOT = { trait = cynical }
				NOT = { trait = patient }
				NOT = { trait = kind }
				NOT = { trait = slothful }
				NOT = { trait = content }
			}
			opinion = {
				modifier = opinion_respected_kosher_laws
				who = ROOT
				years = 1
			}
		}
	}
	option = {
		name = "EVTOPTB1000109464" #Whatever
		piety = -5
		random_list = {
			70 = { }
			30 = { add_trait = arbitrary }
		}
		any_courtier = {
			limit = {
				religion = ROOT
				culture = ROOT
				NOT = { trait = cynical }
				NOT = { trait = slothful }
			}
			opinion = {
				modifier = opinion_ignored_kosher_laws
				who = ROOT
				years = 1
			}
		}
	}
}

# Kabbalist reincarnation
character_event = {
	id = VIETnam.292
	desc = "EVTDESC1000109465"
	picture = GFX_evt_feast
	
	is_triggered_only = yes
	
	religion_group = jewish_group
	only_rulers = yes
	min_age = 16
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#is_ruler = yes
		#in_command = no
		#OR = {
		#	religion_group = jewish_group
		#	religion = ebionites
		#	religion = melchisedechianism
		#}
	}
	
	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 = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		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 = "EVTOPTA1000109465"
		if = {
			limit = {
				NOT = { learning = 12 }
			}
			piety = 4
			random_list = {
				60 = { }
				40 = { change_learning = 1 }
			}
		}
		if = {
			limit = {
				learning = 12
			}
			piety = 4
		}
	}
}

# Morning prayers
character_event = {
	id = VIETnam.293
	desc = "EVTDESC1000109466"
	picture = GFX_evt_the_torah
	
	is_triggered_only = yes
	
	religion_group = jewish_group
	only_rulers = yes
	min_age = 16
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#is_ruler = yes
		#in_command = no
		#OR = {
		#	religion_group = jewish_group
		#	religion = ebionites
		#}
	}
	
	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 = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = cynical
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = {
		name = "EVTOPTA1000109466"
		piety = -4
	}
}

################################
# Buddhist Events
################################

# TO hunt or not?
character_event = {
	id = VIETnam.315
	desc = "EVTDESC1000109493"
	picture = GFX_evt_hunt
	
	is_triggered_only = yes
	
	religion = buddhist
	only_rulers = yes
	min_age = 16
	capable_only = yes
	prisoner = no
	only_men = yes
	#war = no
	
	trigger = {
		#is_ruler = yes
		#in_command = no
		OR = {
			trait = hunter
			trait = falconer
		}
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
	}
	
	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 = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = hedonist
		}
		modifier = {
			factor = 0.8
			trait = celibate
		}
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
	}
	
	option = {
		name = "EVTOPTA1000109493" #Bah who cares
		ai_chance = {
			factor = 1
			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 = -2
		prestige = 4
	}
	option = {
		name = "EVTOPTB1000109493" #Hmm...
		trigger = {
			NOR = {
				trait = cruel
				trait = cannibal_trait
				trait = gluttonous
			}
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = kind
			}
			modifier = {
				factor = 0.8
				trait = cruel
			}
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = cynical
			}
		}
		piety = 10
		if = {
			limit = {
				trait = hunter
			}
			remove_trait = hunter
		}
		if = {
			limit = {
				trait = falconer
			}
			remove_trait = falconer
		}
	}
}

# A Buddhist master
character_event = {
	id = VIETnam.316
	desc = "EVTDESC1000109494"
	picture = GFX_evt_monk_eastern_group
	
	is_triggered_only = yes
	
	only_rulers = yes
	religion = buddhist
	min_age = 16
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
	#	is_ruler = yes
	#	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 = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = humble
		}
	}
	
	option = {
		name = "EVTOPTA1000109494" #Me angry
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = arbitrary
			}
			modifier = {
				factor = 0.8
				trait = just
			}
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = patient
			}
		}
		custom_tooltip = {
			text = where_did_he_go
		}
		prestige = 5
		if = {
			limit = {
				NOT = { trait = wroth }
			}
			random_list = {
				75 = { }
				25 = { add_trait = wroth }
			}
		}
	}
	option = {
		name = "EVTOPTB1000109494" #Ok
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = kind
			}
			modifier = {
				factor = 0.8
				trait = cruel
			}
			modifier = {
				factor = 1.2
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = wroth
			}
		}
		piety = 5
		if = {
			limit = {
				trait = wroth
			}
			random_list = {
				75 = { }
				25 = { remove_trait = wroth }
			}
		}
	}
}

# Meditation
character_event = {
	id = VIETnam.317
	desc = "EVTDESC1000109495"
	picture = GFX_evt_monk_eastern_group
	
	is_triggered_only = yes
	
	only_rulers = yes
	religion = buddhist
	min_age = 16
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#is_ruler = yes
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#OR = {
		#	trait = retreat_veteran
		#	trait = retreat_master
		#}
	}
	
	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 = temperate
		}
		modifier = {
			factor = 0.8
			trait = gluttonous
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		#modifier = {
		#	factor = 3
		#	trait = retreat_master
		#}
	}
	
	option = {
		name = "EVTOPTA1000109495" #ok
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
		}
		piety = 5
	}
}

# Death of a bodyguard
character_event = {
	id = VIETnam.318
	desc = "EVTDESC1000109496"
	picture = GFX_evt_death_eastern_group
	
	is_triggered_only = yes
	
	only_rulers = yes
	religion = buddhist
	min_age = 16
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
	#	is_ruler = yes
	#	in_command = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = craven
		}
		modifier = {
			factor = 0.8
			trait = brave
		}
		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 = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = {
		name = "EVTOPTA1000109496" #Sad
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = gregarious
			}
			modifier = {
				factor = 0.8
				trait = shy
			}
		}
		prestige = 2
		if = {
			limit = {
				NOT = { trait = depressed }
			}
			random_list = {
				90 = { }
				10 = { add_trait = depressed }
			}
		}
	}
	option = {
		name = "EVTOPTB1000109496" #Ok
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = zealous
			}
			modifier = {
				factor = 0.8
				trait = gregarious
			}
			modifier = {
				factor = 1.2
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = wroth
			}
		}
		piety = 2
	}
}

# Bodhidharma
character_event = {
	id = VIETnam.319
	desc = "EVTDESC1000109497"
	picture = GFX_evt_buddhist_pagoda
	
	is_triggered_only = yes
	
	only_rulers = yes
	religion = buddhist
	min_age = 16
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
	#	is_ruler = yes
		NOT = { has_alternate_start_parameter = { key = religion_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 = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
		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 = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
	}
	
	option = {
		name = "EVTOPTA1000109497" #lolwut
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = proud
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
		}
		prestige = 5
	}
	option = {
		name = "EVTOPTB1000109497" #Oh!
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = humble
			}
			modifier = {
				factor = 0.8
				trait = proud
			}
		}
		piety = 5
	}
}

# Nature is to save
character_event = {
	id = VIETnam.320
	desc = "EVTDESC1000109498"
	picture = GFX_evt_monk_eastern_group
	
	is_triggered_only = yes
	
	only_rulers = yes
	religion = buddhist
	min_age = 16
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#is_ruler = yes
		NOT = { has_alternate_start_parameter = { key = religion_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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = {
		name = "EVTOPTA1000109498" #lolwut
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = proud
			}
			modifier = {
				factor = 0.8
				trait = humble
			}
		}
		piety = 5
		if = {
			limit = {
				NOT = { trait = kind }
			}
			random = {
				add_trait = kind
				chance = 25
			}
		}
	}
}

# Begging monks
character_event = {
	id = VIETnam.321
	desc = "EVTDESC1000109499"
	picture = GFX_evt_buddhist_pagoda
	
	is_triggered_only = yes
	
	only_rulers = yes
	religion = buddhist
	min_age = 16
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		#is_ruler = yes
		in_command = no
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
	}
	
	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 = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		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 = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = {
		name = "EVTOPTA1000109499" #away vile beggars
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = greedy
			}
			modifier = {
				factor = 0.8
				trait = charitable
			}
			modifier = {
				factor = 1.2
				trait = arbitrary
			}
			modifier = {
				factor = 0.8
				trait = kind
			}
		}
		piety = -5
		add_character_modifier = {
			name = the_greedy
			duration = 365
		}
		if = {
			limit = {
				NOT = { trait = greedy }
			}
			random_list = {
				66 = { }
				34 = { add_trait = greedy }
			}
		}
	}
	option = {
		name = "EVTOPTB1000109499" #Leftovers
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = patient
			}
			modifier = {
				factor = 0.8
				trait = greedy
			}
		}
		piety = 3
		wealth = -1
		if = {
			limit = {
				trait = greedy
			}
			random_list = {
				85 = { }
				15 = { remove_trait = greedy }
			}
		}
	}
	option = {
		name = "EVTOPTC1000109499" #Food
		ai_chance = {
			factor = 1
			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 = zealous
			}
			modifier = {
				factor = 0.8
				trait = arbitrary
			}
		}
		piety = 7
		wealth = -10
		if = {
			limit = {
				trait = greedy
			}
			random_list = {
				60 = { }
				40 = { remove_trait = greedy }
			}
		}
		if = {
			limit = {
				NOT = { trait = charitable }
			}
			random_list = {
				60 = { }
				40 = { add_trait = charitable }
			}
		}
	}
}

# Stop with the incense!
character_event = {
	id = VIETnam.322
	desc = "EVTDESC1000109500"
	picture = GFX_evt_death_eastern_group
	
	is_triggered_only = yes
	
	religion = buddhist
	min_age = 16
	capable_only = yes
	prisoner = no
	only_men = yes
	#war = no
	is_married = yes
	only_rulers = yes
	
	trigger = {
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		in_command = no
		prisoner = no
		spouse = {
			religion = buddhist
			prisoner = no
			is_alive = yes
			OR = {
				trait = zealous
				trait = mystic
				trait = temperate
				trait = diligent
			}
			NOT = { trait = incapable }
			NOT = { trait = cynical }
			NOT = { trait = slothful }
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.2
			trait = hedonist
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = zealous
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = {
		name = "EVTOPTA1000109500" #stop it
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = wroth
			}
			modifier = {
				factor = 0.8
				trait = patient
			}
			modifier = {
				factor = 1.2
				trait = arbitrary
			}
			modifier = {
				factor = 0.8
				trait = just
			}
		}
		prestige = 4
		spouse = {
			opinion = {
				modifier = opinion_unhappy
				who = ROOT
				years = 1
			}
		}

	}
	option = {
		name = "EVTOPTB1000109500" #it hurts people
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = kind
			}
			modifier = {
				factor = 0.8
				trait = envious
			}
			modifier = {
				factor = 1.2
				trait = just
			}
			modifier = {
				factor = 0.8
				trait = zealous
			}
		}
		piety = 2
		prestige = 2
		if = {
			limit = {
				spouse = {
					NOT = { trait = kind }
					NOT = { trait = zealous }
				}
			}
			spouse = {
				opinion = {
					modifier = opinion_furious
					who = ROOT
					years = 1
				}
			}
		}
		if = {
			limit = {
				spouse = {
					OR = {
						trait = kind
						trait = zealous
					}
				}
			}
			spouse = {
				opinion = {
					modifier = opinion_corrected_me
					who = ROOT
					years = 1
				}
			}
		}
	}
	option = {
		name = "EVTOPTC1000109500" #Don't care
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = slothful
			}
			modifier = {
				factor = 0.8
				trait = diligent
			}
			modifier = {
				factor = 1.2
				trait = content
			}
			modifier = {
				factor = 0.8
				trait = just
			}
		}
		prestige = -2
		if = {
			limit = {
				NOT = { trait = arbitrary }
			}
			random_list = {
				85 = { }
				15 = { add_trait = arbitrary }
			}
		}
	}
}
