namespace = HF

#####Delving into the Classics - Possibly starting an Hellenic cult#####
character_event = {
	id = HF.23026
	desc = EVTDESCAHF23026

	picture = GFX_evt_library
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	option = { #Interest in religion.
		name = EVTOPTAHF23026
		set_character_flag = flag_studying_classics_religion
		custom_tooltip = { text = tooltipt_HF23026_A }
		ai_chance = { factor = 100 } #Already unlikely to happen for the AI, so pick the one meaningful choice.
	}
	option = { #Interest in war.
		name = EVTOPTBHF23026
		set_character_flag = flag_studying_military_war
		custom_tooltip = { text = tooltipt_HF23026_B }
		ai_chance = { factor = 0 }
	}
	option = { #Interest in government.
		name = EVTOPTCHF23026
		set_character_flag = flag_studying_classics_government
		custom_tooltip = { text = tooltipt_HF23026_C }
		ai_chance = { factor = 0 }
	}
	option = { #Interest in orations.
		name = EVTOPTDHF23026
		set_character_flag = flag_studying_classics_orations
		custom_tooltip = { text = tooltipt_HF23026_D }
		ai_chance = { factor = 0 }
	}
	after = { #Determine outcome based on choice and learning.
		hidden_tooltip = { 
			random_list = { 	
				10 = { #Failure
					trigger = { NOT = { has_character_flag = flag_studying_classics_religion } } #Conversion never fails.
					modifier = {  
						factor = 1.5
						NOT = { learning = 2 }
					}
					modifier = {  
						factor = 1.5
						NOT = { learning = 4 }
					}
					modifier = {  
						factor = 1.5
						NOT = { learning = 6 }
					}
					modifier = {  
						factor = 1.25
						NOT = { learning = 8 }
					}
					modifier = {  
						factor = 0.85
						learning = 10
					}
					modifier = {  
						factor = 0.85
						learning = 12
					}
					modifier = {  
						factor = 0.75
						learning = 14
					}
					modifier = {  
						factor = 0.75
						learning = 16
					}
					modifier = {  
						factor = 0.75
						learning = 18
					}
					modifier = {  
						factor = 0.5
						learning = 20
					}
					modifier = {  
						factor = 0.5
						learning = 24
					}
					modifier = {  
						factor = 0.25
						learning = 26
					}
					modifier = {  
						factor = 2
						trait = slow
					}
					modifier = {  
						factor = 3
						trait = imbecile
					}
					modifier = {  
						factor = 3
						trait = inbred
					}
					modifier = {  
						factor = 2
						trait = dull
					}
					character_event = { id = HF.23027 days = 100 random = 100 }
				} 
				20 = { #Success studying religion.
					trigger = { has_character_flag = flag_studying_classics_religion } 
					character_event = { id = HF.23028 days = 100 random = 100 }
				} 
				20 = { #Success studying war.
					trigger = { has_character_flag = flag_studying_military_war } 
					character_event = { id = HF.23029 days = 100 random = 100 }
				} 
				20 = { #Success studying government.
					trigger = { has_character_flag = flag_studying_classics_government } 
					character_event = { id = HF.23030 days = 100 random = 100 }
				} 
				20 = { #Success studying orations.
					trigger = { has_character_flag = flag_studying_classics_orations } 
					character_event = { id = HF.23031 days = 100 random = 100 }
				} 
			}
			clr_character_flag = flag_studying_classics_religion
			clr_character_flag = flag_studying_military_war
			clr_character_flag = flag_studying_classics_government
			clr_character_flag = flag_studying_classics_orations
		}	
	}
}
character_event = { #Study ended in failure.
	id = HF.23027
	desc = EVTDESCAHF23027

	picture = GFX_evt_library
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	option = { 
		name = EVTOPTAHF23027
		ai_chance = { factor = 100 } 
	}
}
character_event = { #Chance to secretly become hellenic.
	id = HF.23028
	desc = EVTDESCAHF23028

	picture = GFX_evt_library
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	option = { 
		name = EVTOPTAHF23028
		trigger = { 
			NOR = { 
				religion = hellenic_pagan
				religion = hellenic_pagan_reformed
				secret_religion = hellenic_pagan
				secret_religion = hellenic_pagan_reformed
			}  
		} 
		if = { 
			limit = { trait = zealous } 
			remove_trait = zealous
		} 
		if = {
			limit = {
				has_game_rule = {
					name = secret_cults
					value = default
				}
			}
			set_secret_religion = hellenic_pagan
		}
		if = {
			limit = {
				has_game_rule = {
					name = secret_cults
					value = none
				}
			}
			religion = hellenic_pagan
		}
		ai_chance = { factor = 2 } 
	}
	option = { 
		name = EVTOPTCHF23028
		trigger = { 
			OR = { 
				religion = hellenic_pagan
				religion = hellenic_pagan_reformed
				secret_religion = hellenic_pagan
				secret_religion = hellenic_pagan_reformed
			}  
		} 
		tiered_piety_reward_effect = yes
		ai_chance = { factor = 0 } 
	}
	option = { 
		name = EVTOPTBHF23028
		ai_chance = { factor = 98 } 
	}
}
character_event = { #Studied military.
	id = HF.23029
	desc = EVTDESCAHF23029

	picture = GFX_evt_library
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	option = { 
		name = EVTOPTAHF23029
		add_character_modifier = { 
			name = caesars_insight 
			duration = -1 
		}
		ai_chance = { factor = 100 } 
	}
}
character_event = { #Studied statecraft.
	id = HF.23030
	desc = EVTDESCAHF23030

	picture = GFX_evt_library
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	option = { 
		name = EVTOPTAHF23030
		add_character_modifier = { 
			name = justinians_insight 
			duration = -1 
		}
		ai_chance = { factor = 100 } 
	}
}
character_event = { #Studied orations.
	id = HF.23031
	desc = EVTDESCAHF23031

	picture = GFX_evt_library
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	option = { 
		name = EVTOPTAHF23031
		add_character_modifier = { 
			name = ciceros_insight 
			duration = -1 
		}
		ai_chance = { factor = 100 } 
	}
}