#namespace = cybernetics
#
## Cybernetics flavor events
#
## Sex with the implants on - good idea, or terrible idea?
#character_event = {  
#	id = cybernetics.10005
#	desc = "EVTDESCYBERNETICS10005"
#	picture = GFX_evt_lovers
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = {
#		trait = dni
#		has_lover = yes
#		any_lover = {
#			trait = dni
#			at_location = ROOT
#			prisoner = no
#			NOT = { trait = incapable }
#		}
#	}
#	
#	mean_time_to_happen = {
#		months = 240
#		modifier = {
#			factor = 0.5
#			trait = hedonist
#		}
#		modifier = {
#			factor = 0.5
#			trait = seducer
#		}
#		modifier = {
#			factor = 0.5
#			trait = seductress
#		}
#		modifier = {
#			factor = 2
#			trait = celibate
#		}
#		modifier = {
#			factor = 0.5
#			trait = brave
#		}
#		modifier = {
#			factor = 2
#			trait = craven
#		}
#		modifier = {
#			factor = 0.5
#			any_lover = { trait = hedonist }
#		}
#		modifier = {
#			factor = 2
#			any_lover = { trait = celibate }
#		}
#		modifier = {
#			factor = 0.5
#			any_lover = { trait = seducer }
#		}
#		modifier = {
#			factor = 0.5
#			any_lover = { trait = seductress }
#		}
#		modifier = {
#			factor = 2
#			any_lover = { trait = craven }
#		}
#		modifier = {
#			factor = 0.5
#			any_lover = { trait = brave }
#		}
#	}
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10005"
#		random_list = {
#			50 = {
#				add_character_modifier = { name = feedback_bliss duration = 365 }
#				any_lover = {
#					limit = {
#						trait = dni
#						at_location = ROOT
#						prisoner = no
#						NOT = { trait = incapable }
#					}
#					add_character_modifier = { name = feedback_bliss duration = 365 }
#					hidden_tooltip = { character_event = { id = cybernetics.10006 } }
#				}
#			}
#			50 = {
#				add_character_modifier = { name = feedback_overload duration = 365 }
#				any_lover = {
#					limit = {
#						trait = dni
#						at_location = ROOT
#						prisoner = no
#						NOT = { trait = incapable }
#					}
#					add_character_modifier = { name = feedback_overload duration = 365 }
#					hidden_tooltip = { character_event = { id = cybernetics.10007 } }
#				}
#			}
#		}
#	}
#}
#
#character_event = {
#	id = cybernetics.10006
#	desc = "EVTDESCCYBERNETICS10006"
#	picture = GFX_evt_lovers
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10006"
#		add_character_modifier = { name = feedback_overload duration = 365 }
#	}
#}
#character_event = {
#	id = cybernetics.10007
#	desc = "EVTDESCCYBERNETICS10007"
#	picture = GFX_evt_lovers
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10007"
#		add_character_modifier = { name = feedback_overload duration = 365 }
#	}
#}
#
## Plot discovered via DNI hacking
#character_event = {
#	id = cybernetics.10010
#	hide_window = yes
#	
#	min_age = 16
#	only_capable = yes
#	prisoner = no
#	
#	trigger = {
#		trait = dni
#		plot_target_char = {
#			job_spymaster = {
#				trait = dni
#				NOT = { trait = incapable }
#				prisoner = no
#				NOT = { character = ROOT }
#				NOT = { any_backed_character = { character = ROOT } }
#				NOT = { reverse_has_opinion_modifier = { who = ROOT modifier = opinion_favor_ongoing_blackmail } }
#			}
#		}
#	}
#	
#	mean_time_to_happen = {
#		months = 120
#		modifier = {
#			factor = 0.8
#			plot_target_char = { job_spymaster = { attribute_diff = { character = ROOT value = 20 attribute = intrigue } } }
#		}
#		modifier = {
#			factor = 0.8
#			plot_target_char = { job_spymaster = { attribute_diff = { character = ROOT value = 18 attribute = intrigue } } }
#		}
#		modifier = {
#			factor = 0.8
#			plot_target_char = { job_spymaster = { attribute_diff = { character = ROOT value = 16 attribute = intrigue } } }
#		}
#		modifier = {
#			factor = 0.8
#			plot_target_char = { job_spymaster = { attribute_diff = { character = ROOT value = 14 attribute = intrigue } } }
#		}
#		modifier = {
#			factor = 0.8
#			plot_target_char = { job_spymaster = { attribute_diff = { character = ROOT value = 12 attribute = intrigue } } }
#		}
#		modifier = {
#			factor = 0.8
#			plot_target_char = { job_spymaster = { attribute_diff = { character = ROOT value = 10 attribute = intrigue } } }
#		}
#		modifier = {
#			factor = 0.8
#			plot_target_char = { job_spymaster = { attribute_diff = { character = ROOT value = 8 attribute = intrigue } } }
#		}
#		modifier = {
#			factor = 0.8
#			plot_target_char = { job_spymaster = { attribute_diff = { character = ROOT value = 6 attribute = intrigue } } }
#		}
#		modifier = {
#			factor = 0.8
#			plot_target_char = { job_spymaster = { attribute_diff = { character = ROOT value = 4 attribute = intrigue } } }
#		}
#		modifier = {
#			factor = 0.8
#			plot_target_char = { job_spymaster = { attribute_diff = { character = ROOT value = 2 attribute = intrigue } } }
#		}
#		modifier = {
#			factor = 1.25
#			plot_target_char = { job_spymaster = { ROOT = { attribute_diff = { character = PREV value = 2 attribute = intrigue } } } }
#		}
#		modifier = {
#			factor = 1.25
#			plot_target_char = { job_spymaster = { ROOT = { attribute_diff = { character = PREV value = 4 attribute = intrigue } } } }
#		}
#		modifier = {
#			factor = 1.25
#			plot_target_char = { job_spymaster = { ROOT = { attribute_diff = { character = PREV value = 6 attribute = intrigue } } } }
#		}
#		modifier = {
#			factor = 1.25
#			plot_target_char = { job_spymaster = { ROOT = { attribute_diff = { character = PREV value = 8 attribute = intrigue } } } }
#		}
#		modifier = {
#			factor = 1.25
#			plot_target_char = { job_spymaster = { ROOT = { attribute_diff = { character = PREV value = 10 attribute = intrigue } } } }
#		}
#		modifier = {
#			factor = 1.25
#			plot_target_char = { job_spymaster = { ROOT = { attribute_diff = { character = PREV value = 12 attribute = intrigue } } } }
#		}
#		modifier = {
#			factor = 1.25
#			plot_target_char = { job_spymaster = { ROOT = { attribute_diff = { character = PREV value = 14 attribute = intrigue } } } }
#		}
#		modifier = {
#			factor = 1.25
#			plot_target_char = { job_spymaster = { ROOT = { attribute_diff = { character = PREV value = 16 attribute = intrigue } } } }
#		}
#		modifier = {
#			factor = 1.25
#			plot_target_char = { job_spymaster = { ROOT = { attribute_diff = { character = PREV value = 18 attribute = intrigue } } } }
#		}
#		modifier = {
#			factor = 1.25
#			plot_target_char = { job_spymaster = { ROOT = { attribute_diff = { character = PREV value = 20 attribute = intrigue } } } }
#		}
#	}
#	
#	immediate = { plot_target_char = { job_spymaster = { character_event = { id = cybernetics.10011 } } } }
#}
#
#character_event = {
#	id = cybernetics.10011
#	desc = "EVTDESCCYBERNETICS10011"
#	picture = GFX_evt_cybernetics
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10011"
#		character_event = { id = spymaster.0 tooltip = "EVTTOOLTIPSPYMASTER0" } # Send this one to the new plot interface
#	}
#}
#
## Cybernetic limb is cutting into flesh
#character_event = {
#	id = cybernetics.10015
#	desc = "EVTDESCCYBERNETICS10015"
#	picture = GFX_evt_wounded
#	
#	min_age = 16
#	capable_only = yes
#	
#	trigger = {
#		trait = cybernetic_limb
#		NOT = { trait = wounded }
#		NOT = { trait = full_cybernetic_conversion }
#	}
#	
#	mean_time_to_happen = {
#		months = 120
#		modifier = {
#			factor = 2
#			trait = diligent
#		}
#		modifier = {
#			factor = 0.5
#			trait = arbitrary
#		}
#		modifier = {
#			factor = 0.5
#			prisoner = yes
#		}
#	}
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10015"
#		inflict_minor_injury_effect = yes
#	}
#}
#
## # Young cyborg is uncomfortable with their augmentations
## character_event = {
#	# id = cybernetics.10020
#	# desc = "EVTDESCCYBERNETICS10020"
#	# picture = GFX_evt_child_cyborg
#	
#	# min_age = 6
#	# max_age = 16
#	# capable_only = yes
#	# prisoner = no
#	
#	# trigger = {
#		# OR = {
#			# trait = cybernetic_limb
#			# trait = dni
#		# }
#		# NOT = { has_character_flag = flag_cybernetic_adjustment_event }
#	# }
#	
#	# mean_time_to_happen = {
#		# months = 60
#		# modifier = {
#			# factor = 2
#			# trait = skeptical
#		# }
#		# modifier = {
#			# factor = 0.5
#			# trait = zealous
#		# }
#		# modifier = {
#			# factor = 2
#			# trait = gregarious
#		# }
#		# modifier = {
#			# factor = 0.5
#			# trait = lunatic
#		# }
#		# modifier = {
#			# factor = 2
#			# religion_group = indian_group
#			# NOT = { religion = catholic }
#		# }
#		# modifier = {
#			# factor = 0.5
#			# religion_group = christian
#			# NOT = { trait = patient }
#		# }
#	# }
#	
#	# option = {
#		# # Talk to father
#		# name = "EVTOPTACYBERNETICS10020"
#		# trigger = {
#			# father = {
#				# is_alive = yes
#				# at_location = ROOT
#				# NOT = { trait = incapable }
#				# prisoner = no
#			# }
#		# }
#		# father = { character_event = { id = cybernetics.10021 tooltip = "EVTTOOLTIPCYBERNETICS10021" } }
#		# set_character_flag = flag_cybernetic_adjustment_event
#		# ai_chance = {
#			# factor = 10
#			# modifier = {
#				# factor = 10
#				# father = {
#					# OR = {
#						# trait = dni
#						# trait = cybernetic_limb
#						# trait = full_cybernetic_conversion
#					# }
#				# }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# father = { reverse_opinion = { who = ROOT value = 100 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# father = { reverse_opinion = { who = ROOT value = 90 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# father = { reverse_opinion = { who = ROOT value = 80 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# father = { reverse_opinion = { who = ROOT value = 70 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# father = { reverse_opinion = { who = ROOT value = 60 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# father = { reverse_opinion = { who = ROOT value = 50 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# father = { reverse_opinion = { who = ROOT value = 40 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# father = { reverse_opinion = { who = ROOT value = 30 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# father = { reverse_opinion = { who = ROOT value = 20 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# father = { reverse_opinion = { who = ROOT value = 10 } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# father = { NOT = { reverse_opinion = { who = ROOT value = -9 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# father = { NOT = { reverse_opinion = { who = ROOT value = -19 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# father = { NOT = { reverse_opinion = { who = ROOT value = -29 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# father = { NOT = { reverse_opinion = { who = ROOT value = -39 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# father = { NOT = { reverse_opinion = { who = ROOT value = -49 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# father = { NOT = { reverse_opinion = { who = ROOT value = -59 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# father = { NOT = { reverse_opinion = { who = ROOT value = -69 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# father = { NOT = { reverse_opinion = { who = ROOT value = -79 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# father = { NOT = { reverse_opinion = { who = ROOT value = -89 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# father = { NOT = { reverse_opinion = { who = ROOT value = -99 } } }
#			# }
#		# }
#	# }
#	# option = {
#		# # Talk to mother
#		# name = "EVTOPTBCYBERNETICS10020"
#		# trigger = {
#			# mother = {
#				# is_alive = yes
#				# at_location = ROOT
#				# NOT = { trait = incapable }
#				# prisoner = no
#			# }
#		# }
#		# mother = { character_event = { id = cybernetics.10021 tooltip = "EVTTOOLTIPCYBERNETICS10021" } }
#		# set_character_flag = flag_cybernetic_adjustment_event
#		# ai_chance = {
#			# factor = 10
#			# modifier = {
#				# factor = 10
#				# mother = {
#					# OR = {
#						# trait = dni
#						# trait = cybernetic_limb
#						# trait = full_cybernetic_conversion
#					# }
#				# }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# mother = { reverse_opinion = { who = ROOT value = 100 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# mother = { reverse_opinion = { who = ROOT value = 90 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# mother = { reverse_opinion = { who = ROOT value = 80 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# mother = { reverse_opinion = { who = ROOT value = 70 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# mother = { reverse_opinion = { who = ROOT value = 60 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# mother = { reverse_opinion = { who = ROOT value = 50 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# mother = { reverse_opinion = { who = ROOT value = 40 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# mother = { reverse_opinion = { who = ROOT value = 30 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# mother = { reverse_opinion = { who = ROOT value = 20 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# mother = { reverse_opinion = { who = ROOT value = 10 } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# mother = { NOT = { reverse_opinion = { who = ROOT value = -9 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# mother = { NOT = { reverse_opinion = { who = ROOT value = -19 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# mother = { NOT = { reverse_opinion = { who = ROOT value = -29 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# mother = { NOT = { reverse_opinion = { who = ROOT value = -39 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# mother = { NOT = { reverse_opinion = { who = ROOT value = -49 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# mother = { NOT = { reverse_opinion = { who = ROOT value = -59 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# mother = { NOT = { reverse_opinion = { who = ROOT value = -69 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# mother = { NOT = { reverse_opinion = { who = ROOT value = -79 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# mother = { NOT = { reverse_opinion = { who = ROOT value = -89 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# mother = { NOT = { reverse_opinion = { who = ROOT value = -99 } } }
#			# }
#		# }
#	# }
#	# option = {
#		# # Talk to guardian
#		# name = "EVTOPTCCYBERNETICS10020"
#		# trigger = {
#			# has_guardian = yes
#			# guardian = { NOT = { any_child = { character = ROOT } } }
#		# }
#		# guardian = { character_event = { id = cybernetics.10021 tooltip = "EVTTOOLTIPCYBERNETICS10021" } }
#		# set_character_flag = flag_cybernetic_adjustment_event
#		# ai_chance = {
#			# factor = 10
#			# modifier = {
#				# factor = 10
#				# guardian = {
#					# OR = {
#						# trait = dni
#						# trait = cybernetic_limb
#						# trait = full_cybernetic_conversion
#					# }
#				# }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# guardian = { reverse_opinion = { who = ROOT value = 100 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# guardian = { reverse_opinion = { who = ROOT value = 90 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# guardian = { reverse_opinion = { who = ROOT value = 80 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# guardian = { reverse_opinion = { who = ROOT value = 70 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# guardian = { reverse_opinion = { who = ROOT value = 60 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# guardian = { reverse_opinion = { who = ROOT value = 50 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# guardian = { reverse_opinion = { who = ROOT value = 40 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# guardian = { reverse_opinion = { who = ROOT value = 30 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# guardian = { reverse_opinion = { who = ROOT value = 20 } }
#			# }
#			# modifier = {
#				# factor = 1.25
#				# guardian = { reverse_opinion = { who = ROOT value = 10 } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# guardian = { NOT = { reverse_opinion = { who = ROOT value = -9 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# guardian = { NOT = { reverse_opinion = { who = ROOT value = -19 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# guardian = { NOT = { reverse_opinion = { who = ROOT value = -29 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# guardian = { NOT = { reverse_opinion = { who = ROOT value = -39 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# guardian = { NOT = { reverse_opinion = { who = ROOT value = -49 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# guardian = { NOT = { reverse_opinion = { who = ROOT value = -59 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# guardian = { NOT = { reverse_opinion = { who = ROOT value = -69 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# guardian = { NOT = { reverse_opinion = { who = ROOT value = -79 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# guardian = { NOT = { reverse_opinion = { who = ROOT value = -89 } } }
#			# }
#			# modifier = {
#				# factor = 0.8
#				# guardian = { NOT = { reverse_opinion = { who = ROOT value = -99 } } }
#			# }
#		# }
#	# }
#	# option = {
#		# # I don't want to talk to anybody about it
#		# name = "EVTOPTDCYBERNETICS10020"
#		# set_character_flag = flag_cybernetic_adjustment_event
#		# degrade_mood_effect = yes
#		# random = {
#			# chance = 25
#			# add_trait = lunatic
#		# }
#	# }
## }
#
## # Guardian or parent deals with child's uncomfortability
## character_event = {
#	# id = cybernetics.10021
#	# desc = "EVTDESCCYBERNETICS10021"
#	# picture = GFX_evt_child_cyborg
#	# is_triggered_only = yes
#	
#	# option = {
#		# # Ignore them
#		# name = "EVTOPTACYBERNETICS10021"
#		# FROM = {
#			# degrade_mood_effect = yes
#			# opinion = { who = ROOT modifier = opinion_mad_at_guardian months = 60 }
#		# }
#		# hidden_tooltip = { FROM = { character_event = { id = cybernetics.10022 } } }
#		# ai_chance = {
#			# factor = 25
#			# modifier = {
#				# factor = 0.5
#				# trait = diligent
#			# }
#			# modifier = {
#				# factor = 2
#				# trait = brave
#			# }
#			# modifier = {
#				# factor = 0.5
#				# trait = extraverted
#			# }
#			# modifier = {
#				# factor = 2
#				# trait = introverted
#			# }
#			# modifier = {
#				# factor = 0.5
#				# trait = friendly
#			# }
#			# modifier = {
#				# factor = 2
#				# trait = cold
#			# }
#		# }
#	# }
#	# option = {
#		# trigger = {
#			# NOT = { trait = dni }
#			# NOT = { trait = cybernetic_limb }
#			# NOT = { trait = full_cybernetic_conversion }
#			# NOT = { diplomacy = 14 }
#		# }
#		# # Try to talk them through it (no experience, poor diplomacy)
#		# name = "EVTOPTBCYBERNETICS10021"
#		# FROM = {
#			# random_list = {
#				# 30 = {
#					# degrade_mood_effect = yes
#					# if = {
#						# limit = { NOT = { trait = gregarious } }
#						# add_trait = lunatic
#					# }
#					# hidden_tooltip = { character_event = { id = cybernetics.10023 } }
#				# }
#				# 25 = {
#					# opinion = { who = ROOT modifier = opinion_happy_with_guardian }
#					# hidden_tooltip = { character_event = { id = cybernetics.10024 } }
#				# }
#				# 5 = {
#					# opinion = { who = ROOT modifier = opinion_happy_with_guardian }
#					# remove_trait = lunatic
#					# add_trait = gregarious
#					# hidden_tooltip = { character_event = { id = cybernetics.10025 } }
#				# }
#			# }
#		# }
#		# ai_chance = { factor = 40 }
#	# }
#	# option = {
#		# trigger = {
#			# OR = {
#				# trait = dni
#				# trait = cybernetic_limb
#				# trait = full_cybernetic_conversion
#			# }
#			# NOT = { diplomacy = 14 }
#		# }
#		# # Try to talk them through it (speaks from experience, poor diplomacy)
#		# name = "EVTOPTCCYBERNETICS10021"
#		# FROM = {
#			# random_list = {
#				# 25 = {
#					# degrade_mood_effect = yes
#					# if = {
#						# limit = { NOT = { trait = gregarious } }
#						# add_trait = lunatic
#					# }
#					# hidden_tooltip = { character_event = { id = cybernetics.10023 } }
#				# }
#				# 40 = {
#					# opinion = { who = ROOT modifier = opinion_happy_with_guardian }
#					# hidden_tooltip = { character_event = { id = cybernetics.10024 } }
#				# }
#				# 10 = {
#					# opinion = { who = ROOT modifier = opinion_happy_with_guardian }
#					# remove_trait = lunatic
#					# add_trait = gregarious
#					# hidden_tooltip = { character_event = { id = cybernetics.10025 } }
#				# }
#			# }
#		# }
#		# ai_chance = { factor = 40 }
#	# }
#	# option = {
#		# trigger = {
#			# NOT = { trait = dni }
#			# NOT = { trait = cybernetic_limb }
#			# NOT = { trait = full_cybernetic_conversion }
#			# diplomacy = 14
#		# }
#		# # Try to talk them through it (no experience, good diplomacy)
#		# name = "EVTOPTBCYBERNETICS10021"
#		# FROM = {
#			# random_list = {
#				# 25 = {
#					# degrade_mood_effect = yes
#					# if = {
#						# limit = { NOT = { trait = gregarious } }
#						# add_trait = lunatic
#					# }
#					# hidden_tooltip = { character_event = { id = cybernetics.10023 } }
#				# }
#				# 40 = {
#					# opinion = { who = ROOT modifier = opinion_happy_with_guardian }
#					# hidden_tooltip = { character_event = { id = cybernetics.10024 } }
#				# }
#				# 10 = {
#					# opinion = { who = ROOT modifier = opinion_happy_with_guardian }
#					# remove_trait = lunatic
#					# add_trait = gregarious
#					# hidden_tooltip = { character_event = { id = cybernetics.10025 } }
#				# }
#			# }
#		# }
#		# ai_chance = { factor = 40 }
#	# }
#	# option = {
#		# trigger = {
#			# OR = {
#				# trait = dni
#				# trait = cybernetic_limb
#				# trait = full_cybernetic_conversion
#			# }
#			# diplomacy = 14
#		# }
#		# # Try to talk them through it (experience, good diplomacy)
#		# name = "EVTOPTCCYBERNETICS10021"
#		# FROM = {
#			# random_list = {
#				# 5 = {
#					# degrade_mood_effect = yes
#					# if = {
#						# limit = { NOT = { trait = gregarious } }
#						# add_trait = lunatic
#					# }
#					# hidden_tooltip = { character_event = { id = cybernetics.10023 } }
#				# }
#				# 30 = {
#					# opinion = { who = ROOT modifier = opinion_happy_with_guardian }
#					# hidden_tooltip = { character_event = { id = cybernetics.10024 } }
#				# }
#				# 25 = {
#					# opinion = { who = ROOT modifier = opinion_happy_with_guardian }
#					# remove_trait = lunatic
#					# add_trait = gregarious
#					# hidden_tooltip = { character_event = { id = cybernetics.10025 } }
#				# }
#			# }
#		# }
#		# ai_chance = {
#			# factor = 60
#		# }
#	# }
#	# option = {
#		# trigger = { religion_group = christian }
#		# # You are an abomination
#		# name = "EVTOPTDCYBERNETICS10021"
#		# piety = 100
#		# remove_trait = friendly
#		# add_trait = cold
#		# remove_trait = skeptical
#		# add_trait = zealous
#		# FROM = {
#			# add_trait = depressed
#			# opinion = { who = ROOT modifier = opinion_hate months = 2400 }
#			# hidden_tooltip = { character_event = { id = cybernetics.10026 } }
#		# }
#		# ai_chance = {
#			# factor = 25
#			# modifier = {
#				# factor = 0.5
#				# trait = patient
#			# }
#			# modifier = {
#				# factor = 2
#				# trait = radical
#			# }
#			# modifier = {
#				# factor = 0.5
#				# trait = friendly
#			# }
#			# modifier = {
#				# factor = 2
#				# trait = cold
#			# }
#			# modifier = {
#				# factor = 0.5
#				# trait = skeptical
#			# }
#			# modifier = {
#				# factor = 2
#				# trait = zealous
#			# }
#		# }
#	# }
## }
#
## # Guardian ignored me!
## character_event = {
#	# id = cybernetics.10022
#	# desc = "EVTDESCCYBERNETICS10022"
#	# picture = GFX_evt_child_cyborg
#	# is_triggered_only = yes
#	
#	# immediate = { improve_mood_effect = yes }
#	
#	# option = {
#		# name = "EVTOPTACYBERNETICS10022"
#		# degrade_mood_effect = yes
#	# }
## }
## # Guardian tried to console me, it didn't work
## character_event = {
#	# id = cybernetics.10023
#	# desc = "EVTDESCCYBERNETICS10023"
#	# picture = GFX_evt_child_cyborg
#	# is_triggered_only = yes
#	
#	# option = {
#		# name = "EVTOPTACYBERNETICS10023"
#		# degrade_mood_effect = yes
#		# if = {
#			# limit = { NOT = { trait = gregarious } }
#			# add_trait = lunatic
#		# }
#		# hidden_tooltip = { FROM = { character_event = { id = cybernetics.10027 } } }
#	# }
## }
## # Guardian tried to console me, it worked
## character_event = {
#	# id = cybernetics.10024
#	# desc = "EVTDESCCYBERNETICS10024"
#	# picture = GFX_evt_child_cyborg
#	# is_triggered_only = yes
#	# option = {
#		# name = "EVTOPTACYBERNETICS10024"
#		# hidden_tooltip = { FROM = { character_event = { id = cybernetics.10028 } } }
#	# }
## }
## # Guardian tried to console me, it worked really well
## character_event = {
#	# id = cybernetics.10025
#	# desc = "EVTDESCCYBERNETICS10025"
#	# picture = GFX_evt_child_cyborg
#	# is_triggered_only = yes
#	
#	# immediate = { remove_trait = gregarious }
#	
#	# option = {
#		# name = "EVTOPTACYBERNETICS10025"
#		# remove_trait = lunatic
#		# add_trait = gregarious
#		# hidden_tooltip = { FROM = { character_event = { id = cybernetics.10029 } } }
#	# }
## }
## # Guardian called me an abomination
## character_event = {
#	# id = cybernetics.10026
#	# desc = "EVTDESCCYBERNETICS10026"
#	# picture = GFX_evt_child_cyborg
#	# is_triggered_only = yes
#	
#	# immediate = { remove_trait = depressed }
#	
#	# option = {
#		# name = "EVTOPTACYBERNETICS10026"
#		# add_trait = depressed
#	# }
## }
#
## # Consoling didn't work
## character_event = {
#	# id = cybernetics.10027
#	# desc = "EVTDESCCYBERNETICS10027"
#	# picture = GFX_evt_child_cyborg
#	# is_triggered_only = yes
#	
#	# option = { name = "EVTOPTCONFIRM" }
## }
## # Consoling worked
## character_event = {
#	# id = cybernetics.10028
#	# desc = "EVTDESCCYBERNETICS10028"
#	# picture = GFX_evt_child_cyborg
#	# is_triggered_only = yes
#	
#	# option = { name = "EVTOPTCONFIRM" }
## }
## # Consoling worked really well
## character_event = {
#	# id = cybernetics.10029
#	# desc = "EVTDESCCYBERNETICS10029"
#	# picture = GFX_evt_child_cyborg
#	# is_triggered_only = yes
#	
#	# option = { name = "EVTOPTCONFIRM" }
## }
#
## cold of augmented councillors
#character_event = {
#	id = cybernetics.10030
#	desc = "EVTDESCYBERNETICS10030"
#	picture = GFX_evt_cybernetics
#	border = GFX_event_normal_frame_diplomacy
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = {
#		NOT = { trait = dni }
#		has_ambition = obj_become_chancellor
#		liege = {
#			job_chancellor = {
#				NOT = { is_rival = ROOT }
#				NOT = { is_friend = ROOT }
#				OR = {
#					trait = iaei_mk_i
#					trait = iaei_mk_ii
#					trait = iaei_mk_iii
#					trait = iaei_mk_iv
#					trait = iaei_mk_v
#				}
#			}
#		}
#		
#		
#		NOT = { religion = taoist }
#	}
#	
#	mean_time_to_happen = {
#		months = 120
#		modifier = {
#			factor = 0.25
#			trait = ambitious
#		}
#		modifier = {
#			factor = 4
#			trait = content
#		}
#	}
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10030"
#		liege = {
#			job_chancellor = {
#				ROOT = { add_rival = PREV }
#				hidden_tooltip = { character_event = { id = cybernetics.10035 } }
#			}
#		}
#		ai_chance = {
#			factor = 50
#			modifier = {
#				factor = 2
#				trait = proud
#			}
#			modifier = {
#				factor = 0.5
#				trait = humble
#			}
#			modifier = {
#				factor = 2
#				trait = brave
#			}
#			modifier = {
#				factor = 0.5
#				trait = diligent
#			}
#			modifier = {
#				factor = 2
#				trait = zealous
#			}
#			modifier = {
#				factor = 0.5
#				trait = cynical
#			}
#			modifier = {
#				factor = 2
#				trait = lunatic
#			}
#			modifier = {
#				factor = 0.5
#				trait = gregarious
#			}
#		}
#	}
#	
#	option = {
#		name = "EVTOPTBCYBERNETICS10030"
#		random_list = {
#			70 = { }
#			20 = { change_diplomacy = 1 }
#			10 = { degrade_mood_effect = yes }
#		}
#	}
#}
#character_event = {
#	id = cybernetics.10031
#	desc = "EVTDESCYBERNETICS10030"
#	picture = GFX_evt_cybernetics
#	border = GFX_evt_normal_frame_war
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = {
#		NOT = { trait = dni }
#		has_ambition = obj_become_marshal
#		liege = {
#			job_marshal = {
#				NOT = { is_rival = ROOT }
#				NOT = { is_friend = ROOT }
#				OR = {
#					trait = odin_mk_i
#					trait = odin_mk_ii
#					trait = odin_mk_iii
#					trait = odin_mk_iv
#					trait = odin_mk_v
#				}
#			}
#		}
#		
#		
#		NOT = { religion = taoist }
#	}
#	
#	mean_time_to_happen = {
#		months = 120
#		modifier = {
#			factor = 0.25
#			trait = ambitious
#		}
#		modifier = {
#			factor = 4
#			trait = content
#		}
#	}
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10030"
#		liege = {
#			job_marshal = {
#				ROOT = { add_rival = PREV }
#				hidden_tooltip = { character_event = { id = cybernetics.10035 } }
#			}
#		}
#		ai_chance = {
#			factor = 50
#			modifier = {
#				factor = 2
#				trait = proud
#			}
#			modifier = {
#				factor = 0.5
#				trait = humble
#			}
#			modifier = {
#				factor = 2
#				trait = brave
#			}
#			modifier = {
#				factor = 0.5
#				trait = diligent
#			}
#			modifier = {
#				factor = 2
#				trait = zealous
#			}
#			modifier = {
#				factor = 0.5
#				trait = cynical
#			}
#			modifier = {
#				factor = 2
#				trait = lunatic
#			}
#			modifier = {
#				factor = 0.5
#				trait = gregarious
#			}
#		}
#	}
#	
#	option = {
#		name = "EVTOPTBCYBERNETICS10030"
#		random_list = {
#			70 = { }
#			20 = { change_martial = 1 }
#			10 = { degrade_mood_effect = yes }
#		}
#	}
#}
#character_event = {
#	id = cybernetics.10032
#	desc = "EVTDESCYBERNETICS10030"
#	picture = GFX_evt_cybernetics
#	border = GFX_event_normal_frame_economy
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = {
#		NOT = { trait = dni }
#		has_ambition = obj_become_treasurer
#		liege = {
#			job_treasurer = {
#				NOT = { is_rival = ROOT }
#				NOT = { is_friend = ROOT }
#				OR = {
#					trait = pci_mk_i
#					trait = pci_mk_ii
#					trait = pci_mk_iii
#					trait = pci_mk_iv
#					trait = pci_mk_v
#				}
#			}
#		}
#		
#		
#		NOT = { religion = taoist }
#	}
#	
#	mean_time_to_happen = {
#		months = 120
#		modifier = {
#			factor = 0.25
#			trait = ambitious
#		}
#		modifier = {
#			factor = 4
#			trait = content
#		}
#	}
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10030"
#		liege = {
#			job_treasurer = {
#				ROOT = { add_rival = PREV }
#				hidden_tooltip = { character_event = { id = cybernetics.10035 } }
#			}
#		}
#		ai_chance = {
#			factor = 50
#			modifier = {
#				factor = 2
#				trait = proud
#			}
#			modifier = {
#				factor = 0.5
#				trait = humble
#			}
#			modifier = {
#				factor = 2
#				trait = brave
#			}
#			modifier = {
#				factor = 0.5
#				trait = diligent
#			}
#			modifier = {
#				factor = 2
#				trait = zealous
#			}
#			modifier = {
#				factor = 0.5
#				trait = cynical
#			}
#			modifier = {
#				factor = 2
#				trait = lunatic
#			}
#			modifier = {
#				factor = 0.5
#				trait = gregarious
#			}
#		}
#	}
#	
#	option = {
#		name = "EVTOPTBCYBERNETICS10030"
#		random_list = {
#			70 = { }
#			20 = { change_stewardship = 1 }
#			10 = { degrade_mood_effect = yes }
#		}
#	}
#}
#character_event = {
#	id = cybernetics.10033
#	desc = "EVTDESCYBERNETICS10030"
#	picture = GFX_evt_cybernetics
#	border = GFX_event_normal_frame_intrigue
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = {
#		NOT = { trait = dni }
#		has_ambition = obj_become_spymaster
#		liege = {
#			job_spymaster = {
#				NOT = { is_rival = ROOT }
#				NOT = { is_friend = ROOT }
#				OR = {
#					trait = pluto_mk_i
#					trait = pluto_mk_ii
#					trait = pluto_mk_iii
#					trait = pluto_mk_iv
#					trait = pluto_mk_v
#				}
#			}
#		}
#		
#		
#		NOT = { religion = taoist }
#	}
#	
#	mean_time_to_happen = {
#		months = 120
#		modifier = {
#			factor = 0.25
#			trait = ambitious
#		}
#		modifier = {
#			factor = 4
#			trait = content
#		}
#	}
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10030"
#		liege = {
#			job_spymaster = {
#				ROOT = { add_rival = PREV }
#				hidden_tooltip = { character_event = { id = cybernetics.10035 } }
#			}
#		}
#		ai_chance = {
#			factor = 50
#			modifier = {
#				factor = 2
#				trait = proud
#			}
#			modifier = {
#				factor = 0.5
#				trait = humble
#			}
#			modifier = {
#				factor = 2
#				trait = brave
#			}
#			modifier = {
#				factor = 0.5
#				trait = diligent
#			}
#			modifier = {
#				factor = 2
#				trait = zealous
#			}
#			modifier = {
#				factor = 0.5
#				trait = cynical
#			}
#			modifier = {
#				factor = 2
#				trait = lunatic
#			}
#			modifier = {
#				factor = 0.5
#				trait = gregarious
#			}
#		}
#	}
#	
#	option = {
#		name = "EVTOPTBCYBERNETICS10030"
#		random_list = {
#			70 = { }
#			20 = { change_intrigue = 1 }
#			10 = { degrade_mood_effect = yes }
#		}
#	}
#}
#character_event = {
#	id = cybernetics.10034
#	desc = "EVTDESCYBERNETICS10030"
#	picture = GFX_evt_cybernetics
#	border = GFX_event_normal_frame_religion
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = {
#		NOT = { trait = dni }
#		has_ambition = obj_become_spiritual
#		liege = {
#			job_spiritual = {
#				NOT = { is_rival = ROOT }
#				NOT = { is_friend = ROOT }
#				OR = {
#					trait = thoth_mk_i
#					trait = thoth_mk_ii
#					trait = thoth_mk_iii
#					trait = thoth_mk_iv
#					trait = thoth_mk_v
#				}
#			}
#		}
#		
#		
#		NOT = { religion = taoist }
#	}
#	
#	mean_time_to_happen = {
#		months = 120
#		modifier = {
#			factor = 0.25
#			trait = ambitious
#		}
#		modifier = {
#			factor = 4
#			trait = content
#		}
#	}
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10030"
#		liege = {
#			job_spiritual = {
#				ROOT = { add_rival = PREV }
#				hidden_tooltip = { character_event = { id = cybernetics.10035 } }
#			}
#		}
#		ai_chance = {
#			factor = 50
#			modifier = {
#				factor = 2
#				trait = proud
#			}
#			modifier = {
#				factor = 0.5
#				trait = humble
#			}
#			modifier = {
#				factor = 2
#				trait = brave
#			}
#			modifier = {
#				factor = 0.5
#				trait = diligent
#			}
#			modifier = {
#				factor = 2
#				trait = zealous
#			}
#			modifier = {
#				factor = 0.5
#				trait = cynical
#			}
#			modifier = {
#				factor = 2
#				trait = lunatic
#			}
#			modifier = {
#				factor = 0.5
#				trait = gregarious
#			}
#		}
#	}
#	
#	option = {
#		name = "EVTOPTBCYBERNETICS10030"
#		random_list = {
#			70 = { }
#			20 = { change_learning = 1 }
#			10 = { degrade_mood_effect = yes }
#		}
#	}
#}
#character_event = {
#	id = cybernetics.10035
#	desc = "EVTDESCCYBERNETICS10035"
#	picture = GFX_evt_quarrel
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10035"
#		add_rival = FROM
#	}
#}
#
## Another child is a cyborg and is always outcompeting you at everything!
#character_event = {
#	id = cybernetics.10040
#	hide_window = yes
#	
#	min_age = 4
#	max_age = 14
#	capable_only = yes
#	prisoner = no
#	
#	trigger = {
#		OR = {
#			trait = dni
#			trait = cybernetic_limb
#			trait = full_cybernetic_conversion
#		}
#		host = {
#			any_courtier = {
#				age = 4
#				NOT = { age = 14 }
#				NOT = { trait = dni }
#				NOT = { trait = cybernetic_limb }
#				NOT = { trait = full_cybernetic_conversion }
#				NOT = { trait = incapable }
#				prisoner = no
#				NOT = { sibling = ROOT }
#				NOT = { is_friend = ROOT }
#				NOT = { is_rival = ROOT }
#			}
#		}
#	}
#	
#	mean_time_to_happen = {
#		months = 120
#		modifier = {
#			factor = 0.5
#			trait = ambitious
#		}
#		modifier = {
#			factor = 2
#			trait = content
#		}
#	}
#	
#	immediate = {
#		host = {
#			random_courtier = {
#				limit = {
#					age = 4
#					NOT = { age = 14 }
#					NOT = { trait = dni }
#					NOT = { trait = cybernetic_limb }
#					NOT = { trait = full_cybernetic_conversion }
#					NOT = { trait = incapable }
#					prisoner = no
#					NOT = { sibling = ROOT }
#					NOT = { is_friend = ROOT }
#					NOT = { is_rival = ROOT }
#				}
#				character_event = { id = cybernetics.10041 }
#			}
#		}
#	}
#}
#
#character_event = {
#	id = cybernetics.10041
#	desc = "EVTDESCCYBERNETICS10041"
#	picture = GFX_evt_child_cyborg
#	is_triggered_only = yes
#	
#	option = {
#		# Refuse to play with them
#		name = "EVTOPTACYBERNETICS10041"
#		FROM = { character_event = { id = cybernetics.10042 tooltip = "EVTTOOLTIPCYBERNETICS10042" } }
#		ai_chance = {
#			factor = 25
#			modifier = {
#				factor = 5
#				trait = zealous
#			}
#			modifier = {
#				factor = 0.2
#				trait = skeptical
#			}
#			modifier = {
#				factor = 5
#				trait = cold
#			}
#			modifier = {
#				factor = 0.2
#				trait = friendly
#			}
#			modifier = {
#				factor = 2
#				trait = lunatic
#			}
#			modifier = {
#				factor = 0.5
#				trait = gregarious
#			}
#		}
#	}
#	
#	option = {
#		# Try to persuade them to stop
#		name = "EVTOPTBCYBERNETICS10041"
#		add_trait = friendly
#		FROM = { character_event = { id = cybernetics.10044 tooltip = "EVTTOOLTIPCYBERNETICS10044" } }
#		ai_chance = {
#			factor = 25
#			modifier = {
#				factor = 2
#				trait = friendly
#			}
#			modifier = {
#				factor = 0.5
#				trait = cold
#			}
#			modifier = {
#				factor = 2
#				trait = extraverted
#			}
#			modifier = {
#				factor = 0.5
#				trait = introverted
#			}
#		}
#	}
#	
#	option = {
#		# Ask my guardian to make ME a cyborg!
#		trigger = { has_guardian = yes }
#		name = "EVTOPTCCYBERNETICS10041"
#		guardian = { character_event = { id = cybernetics.10047 tooltip = "EVTTOOLTIPCYBERNETICS10047" } }
#		ai_chance = {
#			factor = 25
#			modifier = {
#				factor = 2
#				trait = ambitious
#			}
#			modifier = {
#				factor = 0.5
#				trait = content
#			}
#			modifier = {
#				factor = 5
#				religion_group = indian_group
#				NOT = { religion = catholic }
#			}
#			modifier = {
#				factor = 0.2
#				religion_group = christian
#				NOT = { trait = patient }
#			}
#		}
#	}
#	
#	option = {
#		# I'll just have to try harder!
#		name = "EVTOPTDCYBERNETICS10041"
#		degrade_mood_effect = yes
#		random = {
#			chance = 20
#			change_diplomacy = 1
#		}
#		random = {
#			chance = 20
#			change_martial = 1
#		}
#		random = {
#			chance = 20
#			change_stewardship = 1
#		}
#		random = {
#			chance = 20
#			change_intrigue = 1
#		}
#		random = {
#			chance = 20
#			change_learning = 1
#		}
#		ai_chance = {
#			factor = 25
#			modifier = {
#				factor = 2
#				trait = diligent
#			}
#			modifier = {
#				factor = 0.5
#				trait = brave
#			}
#			modifier = {
#				factor = 0.5
#				trait = humble
#			}
#			modifier = {
#				factor = 2
#				trait = proud
#			}
#			modifier = {
#				factor = 0.5
#				trait = ambitious
#			}
#			modifier = {
#				factor = 2
#				trait = content
#			}
#		}
#	}
#}
#
## Another child is refusing to play with you
#character_event = {
#	id = cybernetics.10042
#	desc = "EVTDESCCYBERNETICS10042"
#	picture = GFX_evt_child_bully
#	is_triggered_only = yes
#	
#	option = {
#		# Beat them up!
#		name = "EVTOPTACYBERNETICS10042"
#		add_rival = FROM
#		FROM = {
#			if = {
#				limit = { NOT = { trait = full_cybernetic_conversion } }
#				inflict_minor_injury_effect = yes
#			}
#			character_event = { id = cybernetics.10043 tooltip = "EVTTOOLTIPCYBERNETICS10043" }
#		}
#		ai_chance = {
#			factor = 50
#			modifier = {
#				factor = 0.5
#				trait = affectionate
#			}
#			modifier = {
#				factor = 2
#				trait = indolent
#			}
#			modifier = {
#				factor = 0.5
#				trait = rowdy
#			}
#			modifier = {
#				factor = 2
#				trait = timid
#			}
#			modifier = {
#				factor = 0.5
#				trait = craven
#			}
#			modifier = {
#				factor = 2
#				trait = brave
#			}
#		}
#	}
#	
#	option = {
#		# I can deal with it
#		name = "EVTOPTBCYBERNETICS10042"
#		add_trait = introverted
#		ai_chance = {
#			factor = 50
#		}
#	}
#}
#
## The cyborg beat you up!
#character_event = {
#	id = cybernetics.10043
#	desc = "EVTDESCCYBERNETICS10043"
#	picture = GFX_evt_child_bully
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10043"
#		inflict_minor_injury_effect = yes
#		add_rival = FROM
#	}
#}
#
## Another child has asked you to stop using your implants in games
#character_event = {
#	id = cybernetics.10044
#	desc = "EVTDESCCYBERNETICS10044"
#	picture = GFX_evt_child_talking
#	is_triggered_only = yes
#	
#	option = {
#		# Okay!
#		name = "EVTOPTACYBERNETICS10044"
#		add_friend = FROM
#		prestige = -100
#		FROM = { character_event = { id = cybernetics.10045 tooltip = "EVTTOOLTIPCYBERNETICS10045" } }
#		ai_chance = {
#			factor = 50
#			modifier = {
#				factor = 5
#				trait = friendly
#			}
#			modifier = {
#				factor = 0.2
#				trait = brooding
#			}
#			modifier = {
#				factor = 2
#				trait = humble
#			}
#			modifier = {
#				factor = 0.5
#				trait = proud
#			}
#			modifier = {
#				factor = 2
#				trait = content
#			}
#			modifier = {
#				factor = 0.5
#				trait = ambitious
#			}
#		}
#	}
#	option = {
#		# No way!
#		name = "EVTOPTBCYBERNETICS10044"
#		remove_trait = friendly
#		add_rival = FROM
#		prestige = 100
#		FROM = { character_event = { id = cybernetics.10046 tooltip = "EVTTOOLTIPCYBERNETICS10046" } }
#		ai_chance = { factor = 50 }
#	}
#}
#character_event = {
#	id = cybernetics.10045
#	desc = "EVTDESCCYBERNETICS10045"
#	picture = GFX_evt_child_cyborg
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10045"
#		add_friend = FROM
#	}
#}
#character_event = {
#	id = cybernetics.10046
#	desc = "EVTDESCCYBERNETICS10046"
#	picture = GFX_evt_child_bully
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10046"
#		add_rival = FROM
#	}
#}
## Your ward has asked you to buy them a DNI!
#character_event = {
#	id = cybernetics.10047
#	desc = "EVTDESCCYBERNETICS10047"
#	picture = GFX_evt_child
#	is_triggered_only = yes
#	
#	option = {
#		# Sure thing!
#		trigger = {
#			wealth = 100
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		name = "EVTOPTACYBERNETICS100"
#		wealth = -100
#		FROM = {
#			add_trait = dni
#			opinion = { who = ROOT modifier = opinion_happy_with_guardian }
#			hidden_tooltip = { character_event = { id = cybernetics.10048 } }
#			if = {
#				limit = { father = { religion_group = christian } }
#				father = {
#					opinion = { who = ROOT modifier = opinion_massacred_my_child }
#					hidden_tooltip = { character_event = { id = cybernetics.10049 } }
#				}
#			}
#			if = {
#				limit = { mother = { religion_group = christian } }
#				mother = {
#					opinion = { who = ROOT modifier = opinion_massacred_my_child }
#					hidden_tooltip = { character_event = { id = cybernetics.10049 } }
#				}
#			}
#		}
#		if = {
#			limit = {
#				religion_group = indian_group
#				NOT = { religion = catholic }
#			}
#			piety = 100
#		}
#		if = {
#			limit = { religion_group = christian }
#			piety = -100
#		}
#		ai_chance = {
#			factor = 50
#			modifier = {
#				factor = 2
#				trait = friendly
#			}
#			modifier = {
#				factor = 0.5
#				trait = brooding
#			}
#			modifier = {
#				factor = 2
#				trait = cynical
#			}
#			modifier = {
#				factor = 0.5
#				trait = zealous
#			}
#			modifier = {
#				factor = 5
#				religion_group = indian_group
#			}
#			modifier = {
#				factor = 0.2
#				religion_group = christian
#				NOT = { trait = patient }
#			}
#			modifier = {
#				factor = 0.1
#				FROM = {
#					father = {
#						is_alive = yes
#						religion_group = christian
#					}
#				}
#				NOT = { trait = brave }
#			}
#			modifier = {
#				factor = 0.1
#				FROM = {
#					mother = {
#						is_alive = yes
#						religion_group = christian
#					}
#				}
#				NOT = { trait = brave }
#			}
#		}
#	}
#	option = {
#		# Not a chance
#		name = "EVTOPTBCYBERNETICS10047"
#		FROM = {
#			opinion = { who = ROOT modifier = opinion_unhappy_with_guardian }
#			hidden_tooltip = { character_event = { id = cybernetics.10050 } }
#		}
#		ai_chance = { factor = 50 }
#	}
#}
#
#character_event = {
#	id = cybernetics.10048
#	desc = "EVTDESCCYBERNETICS10048"
#	picture = GFX_evt_child_cyborg
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10048"
#		add_trait = dni
#	}
#}
#character_event = {
#	id = cybernetics.10049
#	desc = "EVTDESCCYBERNETICS10049"
#	picture = GFX_evt_child_cyborg
#	is_triggered_only = yes
#	
#	option = { name = "EVTOPTACYBERNETICS10049" }
#}
#character_event = {
#	id = cybernetics.10050
#	desc = "EVTDESCCYBERNETICS10050"
#	picture = GFX_evt_child
#	is_triggered_only = yes
#	
#	option = { name = "EVTOPTACYBERNETICS10050" }
#}
#
## Cybernetics damaged
#character_event = {
#	id = cybernetics.10060
#	desc = "EVTDESCCYBERNETICS10060"
#	picture = GFX_evt_wounded
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10060"
#	}
#}
## Cybernetics repaired
#character_event = {
#	id = cybernetics.10061
#	desc = "EVTDESCCYBERNETICS10061"
#	picture = GFX_evt_cybernetics
#	
#	prisoner = no
#	
#	trigger = { trait = damaged_cybernetics }
#	
#	mean_time_to_happen = { months = 6 }
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10061"
#		remove_trait = damaged_cybernetics
#	}
#}
## Cybernetic Arm Destroyed
#character_event = {
#	id = cybernetics.10062
#	desc = "EVTDESCCYBERNETICS10062"
#	picture = GFX_evt_wounded
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10062"
#		remove_trait = cybernetic_limb
#		if = {
#			limit = { has_dlc = "Reapers" }
#			add_trait = one_handed
#		}
#		if = {
#			limit = { NOT = { has_dlc = "Reapers" } }
#			add_trait = maimed
#		}
#		# Well, there is some good news...
#		if = {
#			limit = {
#				trait = damaged_cybernetics
#				NOT = { trait = cybernetic_leg }
#				NOT = { trait = cybernetic_skeleton }
#			}
#			remove_trait = damaged_cybernetics
#		}
#	}
#}
## Cybernetic Leg Destroyed
#character_event = {
#	id = cybernetics.10063
#	desc = "EVTDESCCYBERNETICS10063"
#	picture = GFX_evt_wounded
#	is_triggered_only = yes
#	
#	trigger = { has_dlc = "Reapers" }
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10063"
#		remove_trait = cybernetic_leg
#		add_trait = one_legged
#		# Well, there is some good news...
#		if = {
#			limit = {
#				trait = damaged_cybernetics
#				NOT = { trait = cybernetic_limb }
#				NOT = { trait = cybernetic_skeleton }
#			}
#			remove_trait = damaged_cybernetics
#		}
#	}
#}
## Cybernetic Skeleton Destroyed
#character_event = {
#	id = cybernetics.10064
#	desc = "EVTDESCCYBERNETICS10064"
#	picture = GFX_evt_wounded
#	is_triggered_only = yes
#	
#	trigger = { has_dlc = "Reapers" }
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10064"
#		remove_trait = cybernetic_skeleton
#		add_trait = mangled
#		# Well, there is some good news...
#		if = {
#			limit = {
#				trait = damaged_cybernetics
#				NOT = { trait = cybernetic_leg }
#				NOT = { trait = cybernetic_limb }
#			}
#			remove_trait = damaged_cybernetics
#		}
#	}
#}
## You have a full cybernetic conversion but not the other cybernetic traits!
#character_event = {
#	id = cybernetics.10070
#	desc = "EVTDESCCYBERNETIC10070"
#	picture = GFX_evt_cybernetics
#	
#	trigger = {
#		trait = full_cybernetic_conversion
#		OR = {
#			AND = {
#				NOT = { trait = cybernetic_limb }
#				NOT = { trait = maimed }
#				NOT = { has_dlc = "Reapers" }
#			}
#			AND = {
#				NOT = { trait = cybernetic_limb }
#				NOT = { trait = one_handed }
#				has_dlc = "Reapers"
#			}
#			AND = {
#				NOT = { trait = cybernetic_leg }
#				NOT = { trait = one_legged }
#				has_dlc = "Reapers"
#			}
#			AND = {
#				NOT = { trait = cybernetic_skeleton }
#				NOT = { trait = mangled }
#				has_dlc = "Reapers"
#			}
#		}
#	}
#	option = {
#		name = "EVTOPTOKAY"
#		if = {
#			limit = {
#				NOT = { trait = cybernetic_limb }
#				NOT = { trait = maimed }
#				NOT = { has_dlc = "Reapers" }
#			}
#			add_trait = cybernetic_limb
#		}
#		if = {
#			limit = {
#				NOT = { trait = cybernetic_limb }
#				NOT = { trait = one_handed }
#				has_dlc = "Reapers"
#			}
#			add_trait = cybernetic_limb
#		}
#		if = {
#			limit = {
#				NOT = { trait = cybernetic_leg }
#				NOT = { trait = one_legged }
#				has_dlc = "Reapers"
#			}
#			add_trait = cybernetic_leg
#		}
#		if = {
#			limit = {
#				NOT = { trait = cybernetic_skeleton }
#				NOT = { trait = mangled }
#				has_dlc = "Reapers"
#			}
#			add_trait = cybernetic_skeleton
#		}
#	}
#}
#
## Implant software upgrade beta tests
## IAEI
#character_event = {
#	id = cybernetics.10100
#	desc = "EVTDESCCYBERNETICS10100"
#	picture = GFX_evt_cybernetics
#	is_triggered_only = yes
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = {
#		OR = {
#			trait = iaei_mk_i
#			trait = iaei_mk_ii
#			trait = iaei_mk_iii
#			trait = iaei_mk_iv
#			trait = iaei_mk_v
#		}
#		NOT = { has_character_modifier = iaei_beta_test }
#		# No betas for obsolete implants
#		NOT = {
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 2 }
#				trait = iaei_mk_i
#			}
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 4 }
#				trait = iaei_mk_ii
#			}
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				trait = iaei_mk_iii
#			}
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				trait = iaei_mk_iv
#			}
#		}
#	}
#	
#	weight_multiplier = {
#		factor = 1
#	}
#	
#	option = {
#		name = "EVTOPTACCEPT"
#		add_character_modifier = { name = iaei_beta_test duration = 365 }
#		hidden_tooltip = { character_event = { id = cybernetics.10101 days = 365 } }
#		ai_chance = {
#			factor = 50
#			modifier = {
#				factor = 0.25
#				is_landed = yes
#				NOT = { trait = lunatic }
#			}
#			modifier = {
#				factor = 0.5
#				is_councillor = yes
#				NOT = { trait = lunatic }
#			}
#			modifier = {
#				factor = 2
#				trait = skeptical
#			}
#			modifier = {
#				factor = 0.5
#				trait = zealous
#			}
#			modifier = {
#				factor = 2
#				trait = brave
#			}
#			modifier = {
#				factor = 0.5
#				trait = craven
#			}
#			modifier = {
#				factor = 2
#				trait = ambitious
#			}
#			modifier = {
#				factor = 0.5
#				trait = content
#			}
#		}
#	}
#	option = {
#		name = "EVTOPTDECLINE"
#		ai_chance = { factor = 50 }
#	}
#}
#
## Beta test ends
#character_event = {
#	id = cybernetics.10101
#	desc = "EVTDESCCYBERNETICS10101"
#	picture = GFX_evt_cybernetics
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10101"
#		remove_character_modifier = iaei_beta_test
#		change_diplomacy = 2
#	}
#}
#
## Beta test has practical applications
#character_event = {
#	id = cybernetics.10102
#	desc = "EVTDESCCYBERNETICS10102"
#	picture = GFX_evt_cybernetics
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = { has_character_modifier = iaei_beta_test }
#	mean_time_to_happen = {
#		months = 60
#		modifier = {
#			factor = 0.8
#			learning = 2
#		}
#		modifier = {
#			factor = 0.8
#			learning = 4
#		}
#		modifier = {
#			factor = 0.8
#			learning = 6
#		}
#		modifier = {
#			factor = 0.8
#			learning = 8
#		}
#		modifier = {
#			factor = 0.8
#			learning = 10
#		}
#		modifier = {
#			factor = 0.8
#			learning = 12
#		}
#		modifier = {
#			factor = 0.8
#			learning = 14
#		}
#		modifier = {
#			factor = 0.8
#			learning = 16
#		}
#		modifier = {
#			factor = 0.8
#			learning = 18
#		}
#		modifier = {
#			factor = 0.8
#			learning = 20
#		}
#	}
#	option = {
#		name = "EVTOPTACYBERNETICS10102"
#		change_diplomacy = 1
#	}
#}
## Accidentally insult a vassal
#character_event = {
#	id = cybernetics.10103
#	desc = "EVTDESCCYBERNETICS10103"
#	picture = GFX_evt_argument
#	
#	min_age = 16
#	only_capable = yes
#	prisoner = no
#	
#	trigger = {
#		liege = {
#			has_regent = no
#			has_character_modifier = iaei_beta_test
#		}
#	}
#	mean_time_to_happen = {
#		months = 120
#		modifier = {
#			factor = 0.5
#			trait = lunatic
#		}
#		modifier = {
#			factor = 2
#			trait = gregarious
#		}
#		modifier = {
#			factor = 0.5
#			trait = proud
#		}
#		modifier = {
#			factor = 2
#			trait = humble
#		}
#		modifier = {
#			factor = 0.25
#			NOT = { culture_group = liege }
#		}
#		# Scale to number of vassals
#		modifier = {
#			factor = 2
#			liege = { num_of_vassals = 2 }
#		}
#		modifier = {
#			factor = 2
#			liege = { num_of_vassals = 4 }
#		}
#		modifier = {
#			factor = 2
#			liege = { num_of_vassals = 8 }
#		}
#		modifier = {
#			factor = 2
#			liege = { num_of_vassals = 16 }
#		}
#		modifier = {
#			factor = 2
#			liege = { num_of_vassals = 32 }
#		}
#	}
#	option = {
#		name = "EVTOPTACYBERNETICS10103"
#		hidden_tooltip = { liege = { character_event = { id = cybernetics.10104 tooltip = "EVTTOOLTIPCYBERNETICS10104" } } }
#	}
#}
## Oops
#character_event = {
#	id = cybernetics.10104
#	desc = "EVTDESCCYBERNETICS10104"
#	picture = GFX_evt_argument
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10104"
#		FROM = { opinion = { modifier = insulted who = ROOT } }
#	}
#}
## Accidentally insult liege
#character_event = {
#	id = cybernetics.10105
#	desc = "EVTDESCCYBERNETICS10105"
#	picture = GFX_evt_argument
#	
#	min_age = 16
#	only_capable = yes
#	prisoner = no
#	
#	trigger = {
#		has_character_modifier = iaei_beta_test
#		liege = {
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#		}
#	}
#	
#	mean_time_to_happen = {
#		months = 30
#		modifier = {
#			factor = 0.5
#			liege = { trait = lunatic }
#		}
#		modifier = {
#			factor = 2
#			liege = { trait = gregarious }
#		}
#		modifier = {
#			factor = 0.5
#			liege = { trait = proud }
#		}
#		modifier = {
#			factor = 2
#			liege = { trait = humble }
#		}
#		modifier = {
#			factor = 0.25
#			NOT = { culture_group = liege }
#		}
#	}
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10105"
#		liege = {
#			opinion = { modifier = insulted who = ROOT }
#			hidden_tooltip = { character_event = { id = cybernetics.10106 } }
#		}
#	}
#}
#character_event = {
#	id = cybernetics.10106
#	desc = "EVTDESCCYBERNETICS10106"
#	picture = GFX_evt_argument
#	is_triggered_only = yes
#	
#	option = { name = "EVTOPTACYBERNETICS10106" }
#}
## Odin
#character_event = {
#	id = cybernetics.10200
#	desc = "EVTDESCCYBERNETICS10200"
#	picture = GFX_evt_cybernetics
#	is_triggered_only = yes
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = {
#		OR = {
#			trait = odin_mk_i
#			trait = odin_mk_ii
#			trait = odin_mk_iii
#			trait = odin_mk_iv
#			trait = odin_mk_v
#		}
#		NOT = { has_character_modifier = odin_beta_test }
#		# No betas for obsolete implants
#		NOT = {
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 2 }
#				trait = odin_mk_i
#			}
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 4 }
#				trait = odin_mk_ii
#			}
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				trait = odin_mk_iii
#			}
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				trait = odin_mk_iv
#			}
#		}
#	}
#	
#	weight_multiplier = {
#		factor = 1
#	}
#	
#	option = {
#		name = "EVTOPTACCEPT"
#		add_character_modifier = { name = odin_beta_test duration = 365 }
#		hidden_tooltip = { character_event = { id = cybernetics.10201 days = 365 } }
#		ai_chance = {
#			factor = 50
#			modifier = {
#				factor = 0
#				war = yes
#				NOT = { trait = lunatic }
#				NOT = { trait = brave }
#			}
#			modifier = {
#				factor = 0.25
#				is_landed = yes
#				NOT = { trait = lunatic }
#			}
#			modifier = {
#				factor = 0.5
#				is_councillor = yes
#				NOT = { trait = lunatic }
#			}
#			modifier = {
#				factor = 2
#				trait = skeptical
#			}
#			modifier = {
#				factor = 0.5
#				trait = zealous
#			}
#			modifier = {
#				factor = 2
#				trait = brave
#			}
#			modifier = {
#				factor = 0.5
#				trait = craven
#			}
#			modifier = {
#				factor = 2
#				trait = ambitious
#			}
#			modifier = {
#				factor = 0.5
#				trait = content
#			}
#		}
#	}
#	option = {
#		name = "EVTOPTDECLINE"
#		ai_chance = { factor = 50 }
#	}
#}
## Beta test ends
#character_event = {
#	id = cybernetics.10201
#	desc = "EVTDESCCYBERNETICS10201"
#	picture = GFX_evt_cybernetics
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10101"
#		remove_character_modifier = odin_beta_test
#		change_martial = 2
#	}
#}
#
## Beta test has practical applications
#character_event = {
#	id = cybernetics.10202
#	desc = "EVTDESCCYBERNETICS10202"
#	picture = GFX_evt_cybernetics
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = { has_character_modifier = odin_beta_test }
#	mean_time_to_happen = {
#		months = 60
#		modifier = {
#			factor = 0.8
#			learning = 2
#		}
#		modifier = {
#			factor = 0.8
#			learning = 4
#		}
#		modifier = {
#			factor = 0.8
#			learning = 6
#		}
#		modifier = {
#			factor = 0.8
#			learning = 8
#		}
#		modifier = {
#			factor = 0.8
#			learning = 10
#		}
#		modifier = {
#			factor = 0.8
#			learning = 12
#		}
#		modifier = {
#			factor = 0.8
#			learning = 14
#		}
#		modifier = {
#			factor = 0.8
#			learning = 16
#		}
#		modifier = {
#			factor = 0.8
#			learning = 18
#		}
#		modifier = {
#			factor = 0.8
#			learning = 20
#		}
#	}
#	option = {
#		name = "EVTOPTACYBERNETICS10102"
#		change_martial = 1
#	}
#}
#
## Odin beta-related combat pulse events
## This was a really bad time for a glitch
#character_event = {
#	id = cybernetics.10203
#	desc = "EVTDESCCYBERNETICS10203"
#	picture = GFX_evt_space_battle
#	is_triggered_only = yes
#	
#	min_age = 16
#	only_capable = yes
#	prisoner = no
#	
#	trigger = {
#		in_command = yes
#		has_character_modifier = odin_beta_test
#	}
#	
#	weight_multiplier = {
#		factor = 1
#		modifier = {
#			factor = 0
#			NOT = { has_character_modifier = odin_beta_test }
#		}
#	}
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10203"
#		troops = -0.1
#		random_list = {
#			65 = { inflict_minor_injury_effect = yes }
#			20 = { inflict_moderate_injury_effect = yes }
#			10 = { inflict_major_injury_effect = yes }
#			5 = { death = { death_reason = death_battle killer = FROM } }
#		}
#	}
#}
#
## This was a really, REALLY bad time for a glitch
#character_event = {
#	id = cybernetics.10204
#	desc = "ETDESCCYBERNETICS10204"
#	picture = GFX_evt_space_battle
#	is_triggered_only = yes
#	
#	min_age = 16
#	only_capable = yes
#	prisoner = no
#	
#	trigger = {
#		in_command = yes
#		has_character_modifier = odin_beta_test
#		any_realm_character = {
#			NOT = { character = ROOT }
#			in_command = yes
#			at_location = ROOT
#			NOT = { war_with = ROOT }
#		}
#	}
#	
#	weight_multiplier = {
#		factor = 1
#		modifier = {
#			factor = 0
#			NOT = { has_character_modifier = odin_beta_test }
#		}
#	}
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10204"
#		random_realm_character = {
#			limit = {
#				NOT = { character = ROOT }
#				in_command = yes
#				at_location = ROOT
#				NOT = { war_with = ROOT }
#			}
#			opinion = { who = ROOT modifier = opinion_friendly_fire }
#			hidden_tooltip = { character_event = { id = cybernetics.10205 } }
#		}
#	}
#}
#
#character_event = {
#	id = cybernetics.10205
#	desc = "EVTDESCCYBERNETICS10205"
#	picture = GFX_evt_space_battle
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10205"
#		troops = -0.1
#		random_list = {
#			65 = { inflict_minor_injury_effect = yes }
#			20 = { inflict_moderate_injury_effect = yes }
#			10 = { inflict_major_injury_effect = yes }
#			5 = { death = { death_reason = death_battle killer = FROM } }
#		}
#		FROM = { custom_tooltip = { text = "EVTTOOLTIPCYBERNETICS10204" } }
#	}
#}
#
## This was an AWESOME time for a glitch!
#character_event = {
#	id = cybernetics.10206
#	desc = "EVTDESCCYBERNETICS10206"
#	picture = GFX_evt_space_battle
#	is_triggered_only = yes
#	
#	trigger = {
#		has_character_modifier = odin_beta_test
#	}
#	
#	weight_multiplier = {
#		factor = 1
#		modifier = {
#			factor = 0
#			NOT = { has_character_modifier = odin_beta_test }
#		}
#	}
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10206"
#		prestige = 100
#		FROM = { character_event = { id = cybernetics.10207 tooltip = "EVTTOOLTIPCYBERNETICS10207" } }
#	}
#}
#
#character_event = {
#	id = cybernetics.10207
#	desc = "EVTDESCYBERNETICS10207"
#	picture = GFX_evt_space_battle
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTCONFIRM"
#		troops = -0.1
#		random_list = {
#			65 = { inflict_minor_injury_effect = yes }
#			20 = { inflict_moderate_injury_effect = yes }
#			10 = { inflict_major_injury_effect = yes }
#			5 = { death = { death_reason = death_battle killer = FROM } }
#		}
#	}
#}
## PCI
#character_event = {
#	id = cybernetics.10300
#	desc = "EVTDESCCYBERNETICS10300"
#	picture = GFX_evt_cybernetics
#	is_triggered_only = yes
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = {
#		OR = {
#			trait = pci_mk_i
#			trait = pci_mk_ii
#			trait = pci_mk_iii
#			trait = pci_mk_iv
#			trait = pci_mk_v
#		}
#		NOT = { has_character_modifier = pci_beta_test }
#		# No betas for obsolete implants
#		NOT = {
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 2 }
#				trait = pci_mk_i
#			}
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 4 }
#				trait = pci_mk_ii
#			}
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				trait = pci_mk_iii
#			}
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				trait = pci_mk_iv
#			}
#		}
#	}
#	
#	weight_multiplier = {
#		factor = 1
#	}
#	
#	option = {
#		name = "EVTOPTACCEPT"
#		add_character_modifier = { name = pci_beta_test duration = 365 }
#		hidden_tooltip = { character_event = { id = cybernetics.10301 days = 365 } }
#		ai_chance = {
#			factor = 50
#			modifier = {
#				factor = 0.25
#				is_landed = yes
#				NOT = { trait = lunatic }
#			}
#			modifier = {
#				factor = 0.5
#				is_councillor = yes
#				NOT = { trait = lunatic }
#			}
#			modifier = {
#				factor = 2
#				trait = skeptical
#			}
#			modifier = {
#				factor = 0.5
#				trait = zealous
#			}
#			modifier = {
#				factor = 2
#				trait = brave
#			}
#			modifier = {
#				factor = 0.5
#				trait = craven
#			}
#			modifier = {
#				factor = 2
#				trait = ambitious
#			}
#			modifier = {
#				factor = 0.5
#				trait = content
#			}
#		}
#	}
#	option = {
#		name = "EVTOPTDECLINE"
#		ai_chance = { factor = 50 }
#	}
#}
## Beta test ends
#character_event = {
#	id = cybernetics.10301
#	desc = "EVTDESCCYBERNETICS10301"
#	picture = GFX_evt_cybernetics
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10101"
#		remove_character_modifier = pci_beta_test
#		change_stewardship = 2
#	}
#}
#
## Beta test has practical applications
#character_event = {
#	id = cybernetics.10302
#	desc = "EVTDESCCYBERNETICS10302"
#	picture = GFX_evt_cybernetics
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = { has_character_modifier = pci_beta_test }
#	mean_time_to_happen = {
#		months = 60
#		modifier = {
#			factor = 0.8
#			learning = 2
#		}
#		modifier = {
#			factor = 0.8
#			learning = 4
#		}
#		modifier = {
#			factor = 0.8
#			learning = 6
#		}
#		modifier = {
#			factor = 0.8
#			learning = 8
#		}
#		modifier = {
#			factor = 0.8
#			learning = 10
#		}
#		modifier = {
#			factor = 0.8
#			learning = 12
#		}
#		modifier = {
#			factor = 0.8
#			learning = 14
#		}
#		modifier = {
#			factor = 0.8
#			learning = 16
#		}
#		modifier = {
#			factor = 0.8
#			learning = 18
#		}
#		modifier = {
#			factor = 0.8
#			learning = 20
#		}
#	}
#	option = {
#		name = "EVTOPTACYBERNETICS10102"
#		change_stewardship = 1
#	}
#}
#
## Accidentally donated money to charity
#character_event = {
#	id = cybernetics.10303
#	desc = "EVTDESCCYBERNETICS10303"
#	picture = GFX_evt_cybernetics
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = { has_character_modifier = pci_beta_test }
#	
#	mean_time_to_happen = { months = 30 }
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10303"
#		wealth = -100
#		piety = 50
#	}
#}
#
## No, wait, I forgot to carry the two
#character_event = {
#	id = cybernetics.10304
#	desc = "EVTDESCCYBERNETICS10304"
#	picture = GFX_evt_council
#	
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = {
#		has_character_modifier = pci_beta_test
#		has_job_title = job_treasurer
#	}
#	
#	mean_time_to_happen = { months = 30 }
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10304"
#		liege = {
#			opinion = { who = ROOT modifier = opinion_incompetent_treasurer }
#			hidden_tooltip = { character_event = { id = cybernetics.10305 } }
#		}
#	}
#}
#character_event = {
#	id = cybernetics.10305
#	desc = "EVTDESCCYBERNETICS10305"
#	picture = GFX_evt_council
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10305"
#		scaled_wealth = -0.1
#	}
#}
#
## Made a bad investment
#character_event = {
#	id = cybernetics.10306
#	desc = "EVTDESCCYBERNETICS10306"
#	picture = GFX_evt_cybernetics
#	
#	trigger = { has_character_modifier = pci_beta_test }
#	mean_time_to_happen = { months = 30 }
#	option = {
#		name = "EVTOPTACYBERNETICS10305"
#		scaled_wealth = -0.1
#	}
#}
#
## Made a surprisingly good investment
#character_event = {
#	id = cybernetics.10307
#	desc = "EVTDESCCYBERNETICS10307"
#	picture = GFX_evt_cybernetics
#	
#	trigger = { has_character_modifier = pci_beta_test }
#	mean_time_to_happen = { months = 30 }
#	option = {
#		name = "EVTOPTBCYBERNETICS10306"
#		scaled_wealth = 0.1
#	}
#}
#
## PLUTO
#character_event = {
#	id = cybernetics.10400
#	desc = "EVTDESCCYBERNETICS10400"
#	picture = GFX_evt_cybernetics
#	is_triggered_only = yes
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = {
#		OR = {
#			trait = pluto_mk_i
#			trait = pluto_mk_ii
#			trait = pluto_mk_iii
#			trait = pluto_mk_iv
#			trait = pluto_mk_v
#		}
#		NOT = { has_character_modifier = pluto_beta_test }
#		# No betas for obsolete implants
#		NOT = {
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 2 }
#				trait = pluto_mk_i
#			}
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 4 }
#				trait = pluto_mk_ii
#			}
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				trait = pluto_mk_iii
#			}
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				trait = pluto_mk_iv
#			}
#		}
#	}
#	
#	weight_multiplier = {
#		factor = 1
#	}
#	
#	option = {
#		name = "EVTOPTACCEPT"
#		add_character_modifier = { name = pluto_beta_test duration = 365 }
#		hidden_tooltip = { character_event = { id = cybernetics.10401 days = 365 } }
#		ai_chance = {
#			factor = 50
#			modifier = {
#				factor = 0.25
#				is_landed = yes
#				NOT = { trait = lunatic }
#			}
#			modifier = {
#				factor = 0.5
#				is_councillor = yes
#				NOT = { trait = lunatic }
#			}
#			modifier = {
#				factor = 2
#				trait = skeptical
#			}
#			modifier = {
#				factor = 0.5
#				trait = zealous
#			}
#			modifier = {
#				factor = 2
#				trait = brave
#			}
#			modifier = {
#				factor = 0.5
#				trait = craven
#			}
#			modifier = {
#				factor = 2
#				trait = ambitious
#			}
#			modifier = {
#				factor = 0.5
#				trait = content
#			}
#		}
#	}
#	option = {
#		name = "EVTOPTDECLINE"
#		ai_chance = { factor = 50 }
#	}
#}
## Beta test ends
#character_event = {
#	id = cybernetics.10401
#	desc = "EVTDESCCYBERNETICS10401"
#	picture = GFX_evt_cybernetics
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10101"
#		remove_character_modifier = pluto_beta_test
#		change_intrigue = 2
#	}
#}
#
## Beta test has practical applications
#character_event = {
#	id = cybernetics.10402
#	desc = "EVTDESCCYBERNETICS10402"
#	picture = GFX_evt_cybernetics
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = { has_character_modifier = pluto_beta_test }
#	mean_time_to_happen = {
#		months = 60
#		modifier = {
#			factor = 0.8
#			learning = 2
#		}
#		modifier = {
#			factor = 0.8
#			learning = 4
#		}
#		modifier = {
#			factor = 0.8
#			learning = 6
#		}
#		modifier = {
#			factor = 0.8
#			learning = 8
#		}
#		modifier = {
#			factor = 0.8
#			learning = 10
#		}
#		modifier = {
#			factor = 0.8
#			learning = 12
#		}
#		modifier = {
#			factor = 0.8
#			learning = 14
#		}
#		modifier = {
#			factor = 0.8
#			learning = 16
#		}
#		modifier = {
#			factor = 0.8
#			learning = 18
#		}
#		modifier = {
#			factor = 0.8
#			learning = 20
#		}
#	}
#	option = {
#		name = "EVTOPTACYBERNETICS10102"
#		change_intrigue = 1
#	}
#}
#
## Okay, so blabbing about my plot is a BAD idea
#character_event = {
#	id = cybernetics.10403
#	desc = "EVTDESCCYBERNETICS10403"
#	picture = GFX_evt_scandal
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = {
#		has_character_modifier = pluto_beta_test
#		OR = {
#			has_plot = plot_kill_character
#			has_plot = plot_kill_spouse
#			has_plot = plot_blackmail
#		}
#	}
#	
#	mean_time_to_happen = { months = 30 }
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10403"
#		reveal_plot = yes
#		plot_target_char = {
#			opinion = { who = ROOT modifier = scheming_bastard }
#			hidden_tooltip = { character_event = { id = cybernetics.10404 } }
#		}
#	}
#}
#character_event = {
#	id = cybernetics.10404
#	desc = "EVTDESCCYBERNETICS10404"
#	picture = GFX_evt_scandal
#	is_triggered_only = yes
#	
#	option = { name = "EVTOPTACYBERNETICS10404" }
#}
## THOTH
#character_event = {
#	id = cybernetics.10500
#	desc = "EVTDESCCYBERNETICS10500"
#	picture = GFX_evt_cybernetics
#	is_triggered_only = yes
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = {
#		OR = {
#			trait = thoth_mk_i
#			trait = thoth_mk_ii
#			trait = thoth_mk_iii
#			trait = thoth_mk_iv
#			trait = thoth_mk_v
#		}
#		NOT = { has_character_modifier = thoth_beta_test }
#		# No betas for obsolete implants
#		NOT = {
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 2 }
#				trait = thoth_mk_i
#			}
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 4 }
#				trait = thoth_mk_ii
#			}
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				trait = thoth_mk_iii
#			}
#			AND = {
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				trait = thoth_mk_iv
#			}
#		}
#	}
#	
#	weight_multiplier = {
#		factor = 1
#	}
#	
#	option = {
#		name = "EVTOPTACCEPT"
#		add_character_modifier = { name = thoth_beta_test duration = 365 }
#		hidden_tooltip = { character_event = { id = cybernetics.10501 days = 365 } }
#		ai_chance = {
#			factor = 50
#			modifier = {
#				factor = 0.25
#				is_landed = yes
#				NOT = { trait = lunatic }
#			}
#			modifier = {
#				factor = 0.5
#				is_councillor = yes
#				NOT = { trait = lunatic }
#			}
#			modifier = {
#				factor = 2
#				trait = skeptical
#			}
#			modifier = {
#				factor = 0.5
#				trait = zealous
#			}
#			modifier = {
#				factor = 2
#				trait = brave
#			}
#			modifier = {
#				factor = 0.5
#				trait = craven
#			}
#			modifier = {
#				factor = 2
#				trait = ambitious
#			}
#			modifier = {
#				factor = 0.5
#				trait = content
#			}
#		}
#	}
#	option = {
#		name = "EVTOPTDECLINE"
#		ai_chance = { factor = 50 }
#	}
#}
## Beta test ends
#character_event = {
#	id = cybernetics.10501
#	desc = "EVTDESCCYBERNETICS10501"
#	picture = GFX_evt_cybernetics
#	is_triggered_only = yes
#	
#	option = {
#		name = "EVTOPTACYBERNETICS10501"
#		remove_character_modifier = thoth_beta_test
#		change_learning = 2
#	}
#}
#
## Beta test has practical applications
#character_event = {
#	id = cybernetics.10502
#	desc = "EVTDESCCYBERNETICS10502"
#	picture = GFX_evt_cybernetics
#	
#	min_age = 16
#	capable_only = yes
#	prisoner = no
#	
#	trigger = { has_character_modifier = pluto_beta_test }
#	mean_time_to_happen = {
#		months = 60
#		modifier = {
#			factor = 0.8
#			learning = 2
#		}
#		modifier = {
#			factor = 0.8
#			learning = 4
#		}
#		modifier = {
#			factor = 0.8
#			learning = 6
#		}
#		modifier = {
#			factor = 0.8
#			learning = 8
#		}
#		modifier = {
#			factor = 0.8
#			learning = 10
#		}
#		modifier = {
#			factor = 0.8
#			learning = 12
#		}
#		modifier = {
#			factor = 0.8
#			learning = 14
#		}
#		modifier = {
#			factor = 0.8
#			learning = 16
#		}
#		modifier = {
#			factor = 0.8
#			learning = 18
#		}
#		modifier = {
#			factor = 0.8
#			learning = 20
#		}
#	}
#	option = {
#		name = "EVTOPTACYBERNETICS10102"
#		change_intrigue = 1
#	}
#}