namespace = build_mech
#Attempt to bond with MS for first time
	character_event = {
		id = build_mech.1
		desc = "EVTDESCbuild_mech.1"
		picture = GFX_mech_defend
	
		is_triggered_only = yes
	
		option = { 
		name = "EVTOPTAbuild_mech.1"
		hidden_tooltip = { remove_character_modifier = attempt_tamed_suit }
	}
		option = { 
		name = "EVTOPTBbuild_mech.1" 
		custom_tooltip = { text = suitevt7 } 
		hidden_tooltip = {
		random_list = {
			4 = { 
			modifier = {
				factor = 2.25
				religion = taoist
				}
			modifier = {
				factor = 1.75
				religion_group = muslim
				}
			modifier = {
				factor = 3
				martial = 15
				}
			modifier = {
				factor = 1.25
				learning = 10 
				}
			modifier = {
				factor = 2
				culture_group = chinese_group
				}
			modifier = {
				factor = 3
				trait = heavy_worlder
				}
			modifier = {
				factor = 1.5
				trait = strong
				}
			modifier = {
				factor = 2
				trait = genius
				}
			modifier = {
				factor = 5
				trait = spacer_physiology
				}
			character_event = { id = build_mech.2 }
			}
			2 = { 
			modifier = {
				factor = 2
				religion_group = christian
				}
			modifier = {
				factor = 1.75
				NOT = { religion = taoist }
				}
			modifier = {
				factor = 1.5
				NOT = { culture_group = chinese_group }
				}
			modifier = {
				factor = 1.2
				NOT = { trait = spacer_physiology }
				}
			modifier = {
				factor = 2
				NOT = { martial = 7 }
				}
			modifier = {
				factor = 3
				NOT = { learning = 5 }
				}
			modifier = {
				factor = 8
				trait = inbred
				}
			modifier = {
				factor = 2
				trait = weak
				}
			modifier = {
				factor = 4
				religion_group = pagan_group
				}
			modifier = {
				factor = 2
				trait = wounded
				}
			modifier = {
				factor = 2
				trait = depressed
				}
			character_event = { id = build_mech.3 }
			}
			4 = { 
			modifier = {
				factor = 2
				NOT = { religion = taoist }
				}
			modifier = {
				factor = 1.25
				NOT = { trait = spacer_physiology }
				}
			modifier = {
				factor = 1.25
				NOT = { trait = heavy_worlder }
				}
			modifier = {
				factor = 2
				NOT = { martial = 10 }
				}
			modifier = {
				factor = 2
				NOT = { learning = 8 }
				}
			modifier = {
				factor = 2
				trait = stressed
				}
			modifier = {
				factor = 2
				trait = depressed
				}
			modifier = {
				factor = 1.25
				NOT = { trait = quick }
				}
			character_event = { id = build_mech.4 } 
				}
			}
		}
	}
}
#Successfully bind with suit
	character_event = {
		id = build_mech.2
		desc = "EVTDESCbuild_mech.2"
		picture = GFX_mech_fight
	
		is_triggered_only = yes
	
		option = { 
		name = "EVTOPTbuild_mech.2" 
			prestige = 300
			add_trait = mech_pilot
		}
}
#Fail to bind with suit
	character_event = {
		id = build_mech.3
		desc = "EVTDESCbuild_mech.3"
		picture = GFX_roy_aftermath
	
		is_triggered_only = yes
	
		option = { 
		name = "EVTOPTbuild_mech.3" 
			prestige = -250
		}
}
#Fail to bind with suit and get injured
	character_event = {
		id = build_mech.4
		desc = "EVTDESCbuild_mech.4"
		picture = GFX_roy_aftermath
	
		is_triggered_only = yes
	
		option = { 
		name = "EVTbuild_mech.4" 
			prestige = -250
			random = {
				chance = 15
				add_trait = hunchback
				}
		add_character_modifier = { modifier = mech_injured duration = 90 }
		add_trait = wounded
			random = {
				chance = 50
				character_event = { id = build_mech.5 } 
				}
		}
}
#Mech Suit falls apart
	character_event = {
		id = build_mech.5
		desc = "EVTDESCbuild_mech.5"
		picture = GFX_roy_aftermath
	
		is_triggered_only = yes
	
		option = { 
		name = "EVTOPTbuild_mech.5" 
			wealth = 200
			any_artifact = { 
				limit = { has_artifact_flag = mecha_suit }
				unsafe_destroy_artifact = yes }
		}
}