namespace = CIML

character_event = {
	id = CIML.301
	title = EVTNAMECIML.301
	desc = EVTDESCCIML.301

	picture = GFX_evt_secluded_in_prayer
	
	is_triggered_only = yes

	option = {
		name = EVTOPTACIML.301
		trigger = {
			NOT = { trait = cynical }
			NOT = { has_secret_religion = yes }
			NOT = {society_is_devil_worshiper = yes }
		}
		piety = 30
		if = { 
			limit = { 
				NOT = { trait = is_fat }
				NOT = { trait = is_malnourished } 
			} 
			random = { 
				chance = 10  
				add_trait = is_malnourished
			}
		}
		if = { 
			limit = { 
				trait = is_fat
			} 
			random = { 
				chance = 30  
				remove_trait = is_fat
			}
		} 
	}

	option = {
		name = EVTOPTBCIML.301
		trigger = {
			NOT = { has_secret_religion = yes }
		}
		piety = 10
		if = { 
			limit = { 
				NOT = { trait = is_fat } 
				NOT = { trait = is_malnourished }
			} 
			random = { 
				chance = 2  
				add_trait = is_malnourished
			}
		}
		if = { 
			limit = { 
				trait = is_fat
			} 
			random = { 
				chance = 8  
				remove_trait = is_fat
			}
		}
	}

	option = {
		name = EVTOPTCCIML.301
		tooltip_info = intrigue
		trigger = {
			NOT = { has_secret_religion = yes }
			intrigue = 8
		}
		piety = -30
		prestige = 45
	}

	option = {
		name = EVTOPTDCIML.301
		trigger = {
			OR = {
				has_secret_religion = yes
				society_is_devil_worshiper = yes
			}
		}
		piety = -50
	}

	after = {
    character_event = { id = CIML.302 days = 20 }
	}
}

character_event = {
	id = CIML.302
	title = EVTNAMECIML.302
	desc = EVTDESCCIML.302

	picture = GFX_evt_pope
	
	is_triggered_only = yes

	option = {
		name = EVTOPTACIML.302
		piety = 30
		if = { 
			limit = { 
				trait = stressed
			} 
			random = { 
				chance = 10  
				remove_trait = stressed
			}
		}
		if = { 
			limit = { 
				society_is_devil_worshiper = yes
			} 
			leave_society = yes
		}
		if = { 
			limit = { 
				has_secret_religion = yes
			} 
			clear_secret_religion = yes
		}
		if = {  
				any_lover = {
					limit = {						
						NOT = {
							spouse = {
								character = ROOT
							}
						}
					}
					remove_lover = PREV
				}
		}
		random = { 
				chance = 2 
				change_learning = 1
		}
		if = { 
			limit = { 
				ROOT = { is_senior_consort_party = yes } 
			} 
			any_consort = { remove_consort = ROOT }
		}
	}

	option = {
		name = EVTOPTBCIML.302
		trigger = {
			NOT = { has_secret_religion = yes }
			NOT = { trait = honest }
			NOT = { trait = zealous }
		}
		piety = -200
		random = { 
				chance = 10  
				change_intrigue = 1
		}
		if = { 
			limit = { 
				NOT = { trait = stressed }
			} 
			random = { 
				chance = 10  
				add_trait = stressed
			}
		}
	}

	option = {
		name = EVTOPTCCIML.302
		tooltip_info = paranoid
		trigger = {
			trait = paranoid
		}
		piety = -10
	}

	option = {
		name = EVTOPTDCIML.302
		trigger = {
			NOT = { trait = zealous }
		}
		piety = -20
	}

	after = {
    narrative_event = { id = CIML.303 days = 20 }
	}
}

narrative_event = {
	id = CIML.303
	title = EVTNAMECIML.303
	desc = EVTDESCCIML.303

	picture = GFX_evt_beatification
	
	is_triggered_only = yes

	option = {
		name = EVTOPTACIML.303
		trigger = {
			NOT = { has_secret_religion = yes }
			NOT = { trait = cynical }
			NOT = { society_is_devil_worshiper = yes }
		}
		piety = 10
		if = { 
			limit = { 
				trait = depressed
			} 
			random = { 
				chance = 10  
				remove_trait = depressed
			}
		}
	}

	option = {
		name = EVTOPTBCIML.303
		trigger = {
			NOT = { has_secret_religion = yes }
			NOT = { society_is_devil_worshiper = yes }
		}
		piety = 10
		wealth = -20
		prestige = 15
		if = { 
			limit = { 
				trait = depressed
			} 
			random = { 
				chance = 5  
				remove_trait = depressed
			}
		}
		if = { 
			limit = { 
				trait = is_malnourished
			} 
			random = { 
				chance = 10  
				remove_trait = is_malnourished
			}
		}
		
	}

	option = {
		name = EVTOPTCCIML.303
		tooltip_info = cynical
		trigger = {
			trait = cynical
		}
		piety = -30
	}

	option = {
		name = EVTOPTDCIML.303
		trigger = {
			OR = {
				has_secret_religion = yes
				society_is_devil_worshiper = yes
			}
		}
		if = { 
			limit = { 
				NOT = { trait = stressed }
			} 
			random = { 
				chance = 10  
				add_trait = stressed
			}
		}
	}

	after = {
	}
}