# Supported types:
# character, spouse, rivals, friends, liege_titles, vassal_titles, realm_titles, realm_characters, realm_characters_plus, independent_rulers

###############
# AMBITIONS
###############

obj_win_a_war = {
	type = character
	
	allow = {
		prisoner = no
		age = 14
		is_ruler = yes
		NOT = { is_incapable = yes }
		war = no
		OR = {
			ai = no
			NOT = { has_character_flag = obj_win_a_war }
		}
		NOT = { has_character_modifier = victory_timer }
	}
	
	chance = {
		factor = 100
		modifier = {
			factor = 0
			independent = no
		}
		modifier = {
			factor = 10.0
			war = yes
		}		
		modifier = {
			factor = 0.25
			is_female = yes
		}
		modifier = {
			factor = 0
			trait = craven
		}		
		modifier = {
			factor = 2.0
			trait = brave
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = strong
		}
		modifier = {
			factor = 1.5
			martial = 10
		}
		modifier = {
			factor = 1.5
			martial = 15
		}
		modifier = {
			factor = 1.5
			martial = 20
		}
		modifier = {
			factor = 0.5
			NOT = { martial = 5 }
		}
		modifier = {
			factor = 0.5
			NOT = { martial = 3 }
		}	
	}
	
	success = {
		has_character_modifier = victory_timer
	}
	abort = {
		OR = {
			prisoner = yes
			is_incapable = yes
		}
	}
	abort_effect = {
		set_character_flag = obj_aborted
		clr_character_flag = obj_check
	}
	effect = {
		if = {
			limit = { NOT = { has_character_flag = obj_win_a_war } }
			change_martial = 1
			prestige = 50
		}
		if = {
			limit = { has_character_flag = obj_win_a_war }
			prestige = 25
		}	
		set_character_flag = obj_win_a_war
	}
}

obj_increase_demesne_1 = {
	type = character
	
	allow = {
		age = 14
		is_ruler = yes
		is_landed = yes
		NOT = { is_incapable = yes }
		demesne_efficiency = 1.01
		NOT = { demesne_size = 2 }		
		OR = {
			ai = no
			NOT = { has_character_flag = obj_demesne }
		}
	}
	chance = {
		factor = 50

		modifier = {
			factor = 1.5
			prestige = 100
		}
		modifier = {
			factor = 1.5
			prestige = 250
		}
		modifier = {
			factor = 1.5
			prestige = 400
		}		
		modifier = {
			factor = 1.5
			trait = envious
		}
		modifier = {
			factor = 0.1
			trait = humble
		}
		modifier = {
			factor = 10.0
			trait = ambitious
		}
		modifier = {
			factor = 0
			trait = content
		}
	}
	success = {
		demesne_size = 2
	}
	abort = {
		OR = {
			has_character_flag = abort_obj
			is_incapable = yes
			is_ruler = no
		}
	}
	abort_effect = {
		clr_character_flag = abort_obj
		clr_character_flag = obj_check
	}
	effect = {
		if = {
			limit = { NOT = { has_character_flag = obj_demesne } }
			change_stewardship = 1
			if = {
				limit = { independent = no }
				opinion = {
					who = liege
					modifier = opinion_happy
					months = 120
				}
			}			
		}
		if = {
			limit = { has_character_flag = obj_demesne }
			prestige = 25
		}			
		set_character_flag = obj_demesne
	}
}

obj_increase_demesne_2 = {
	type = character
	
	allow = {
		age = 14
		is_ruler = yes
		is_landed = yes
		NOT = { is_incapable = yes }
		demesne_efficiency = 1.01
		demesne_size = 2
		NOT = { demesne_size = 3 }		
		OR = {
			ai = no
			NOT = { has_character_flag = obj_demesne }
		}
	}
	chance = {
		factor = 50

		modifier = {
			factor = 1.5
			prestige = 100
		}
		modifier = {
			factor = 1.5
			prestige = 250
		}
		modifier = {
			factor = 1.5
			prestige = 400
		}		
		modifier = {
			factor = 1.5
			trait = envious
		}
		modifier = {
			factor = 0.1
			trait = humble
		}
		modifier = {
			factor = 10.0
			trait = ambitious
		}
		modifier = {
			factor = 0
			trait = content
		}
	}
	success = {
		demesne_size = 3
	}
	abort = {
		OR = {
			has_character_flag = abort_obj
			is_incapable = yes
			is_ruler = no
		}
	}
	abort_effect = {
		clr_character_flag = abort_obj
		clr_character_flag = obj_check
	}
	effect = {
		if = {
			limit = { NOT = { has_character_flag = obj_demesne } }
			change_stewardship = 1
			if = {
				limit = { independent = no }
				opinion = {
					who = liege
					modifier = opinion_happy
					months = 120
				}
			}
		}
		if = {
			limit = { has_character_flag = obj_demesne }
			prestige = 25
		}		
		set_character_flag = obj_demesne
	}
}

obj_increase_demesne_3 = {
	type = character
	
	allow = {
		age = 14
		is_ruler = yes
		is_landed = yes
		NOT = { is_incapable = yes }
		demesne_efficiency = 1.01
		demesne_size = 3
		NOT = { demesne_size = 4 }		
		OR = {
			ai = no
			NOT = { has_character_flag = obj_demesne }
		}
	}
	chance = {
		factor = 50

		modifier = {
			factor = 1.5
			prestige = 100
		}
		modifier = {
			factor = 1.5
			prestige = 250
		}
		modifier = {
			factor = 1.5
			prestige = 400
		}		
		modifier = {
			factor = 1.5
			trait = envious
		}
		modifier = {
			factor = 0.1
			trait = humble
		}
		modifier = {
			factor = 10.0
			trait = ambitious
		}
		modifier = {
			factor = 0
			trait = content
		}
	}
	success = {
		demesne_size = 4
	}
	abort = {
		OR = {
			has_character_flag = abort_obj
			is_incapable = yes
			is_ruler = no
		}
	}
	abort_effect = {
		clr_character_flag = abort_obj
		clr_character_flag = obj_check
	}
	effect = {
		if = {
			limit = { NOT = { has_character_flag = obj_demesne } }
			change_stewardship = 1
			if = {
				limit = { independent = no }
				opinion = {
					who = liege
					modifier = opinion_happy
					months = 120
				}
			}
		}
		if = {
			limit = { has_character_flag = obj_demesne }
			prestige = 25
		}		
		set_character_flag = obj_demesne
	}
}

obj_increase_demesne_4 = {
	type = character
	
	allow = {
		age = 14
		is_ruler = yes
		is_landed = yes
		NOT = { is_incapable = yes }
		demesne_efficiency = 1.01
		demesne_size = 4
		NOT = { demesne_size = 5 }		
		OR = {
			ai = no
			NOT = { has_character_flag = obj_demesne }
		}
	}
	chance = {
		factor = 50

		modifier = {
			factor = 1.5
			prestige = 100
		}
		modifier = {
			factor = 1.5
			prestige = 250
		}
		modifier = {
			factor = 1.5
			prestige = 400
		}		
		modifier = {
			factor = 1.5
			trait = envious
		}
		modifier = {
			factor = 0.1
			trait = humble
		}
		modifier = {
			factor = 10.0
			trait = ambitious
		}
		modifier = {
			factor = 0
			trait = content
		}
	}
	success = {
		demesne_size = 5
	}
	abort = {
		OR = {
			has_character_flag = abort_obj
			is_incapable = yes
			is_ruler = no
		}
	}
	abort_effect = {
		clr_character_flag = abort_obj
		clr_character_flag = obj_check
	}
	effect = {
		if = {
			limit = { NOT = { has_character_flag = obj_demesne } }
			change_stewardship = 1
			if = {
				limit = { independent = no }
				opinion = {
					who = liege
					modifier = opinion_happy
					months = 120
				}
			}
		}
		if = {
			limit = { has_character_flag = obj_demesne }
			prestige = 25
		}		
		set_character_flag = obj_demesne
	}
}

obj_increase_demesne_5 = {
	type = character
	
	allow = {
		age = 14
		is_ruler = yes
		is_landed = yes
		NOT = { is_incapable = yes }
		demesne_efficiency = 1.01
		demesne_size = 5
		NOT = { demesne_size = 6 }		
		OR = {
			ai = no
			NOT = { has_character_flag = obj_demesne }
		}
	}
	chance = {
		factor = 50

		modifier = {
			factor = 1.5
			prestige = 100
		}
		modifier = {
			factor = 1.5
			prestige = 250
		}
		modifier = {
			factor = 1.5
			prestige = 400
		}		
		modifier = {
			factor = 1.5
			trait = envious
		}
		modifier = {
			factor = 0.1
			trait = humble
		}
		modifier = {
			factor = 10.0
			trait = ambitious
		}
		modifier = {
			factor = 0
			trait = content
		}
	}
	success = {
		demesne_size = 6
	}
	abort = {
		OR = {
			has_character_flag = abort_obj
			is_incapable = yes
			is_ruler = no
		}
	}
	abort_effect = {
		clr_character_flag = abort_obj
		clr_character_flag = obj_check
	}
	effect = {
		if = {
			limit = { NOT = { has_character_flag = obj_demesne } }
			change_stewardship = 1
			if = {
				limit = { independent = no }
				opinion = {
					who = liege
					modifier = opinion_happy
					months = 120
				}
			}
		}
		if = {
			limit = { has_character_flag = obj_demesne }
			prestige = 25
		}		
		set_character_flag = obj_demesne
	}
}

obj_increase_demesne_6 = {
	type = character
	
	allow = {
		age = 14
		is_ruler = yes
		is_landed = yes
		NOT = { is_incapable = yes }
		demesne_efficiency = 1.01
		demesne_size = 6
		NOT = { demesne_size = 7 }		
		OR = {
			ai = no
			NOT = { has_character_flag = obj_demesne }
		}
	}
	chance = {
		factor = 50

		modifier = {
			factor = 1.5
			prestige = 100
		}
		modifier = {
			factor = 1.5
			prestige = 250
		}
		modifier = {
			factor = 1.5
			prestige = 400
		}		
		modifier = {
			factor = 1.5
			trait = envious
		}
		modifier = {
			factor = 0.1
			trait = humble
		}
		modifier = {
			factor = 10.0
			trait = ambitious
		}
		modifier = {
			factor = 0
			trait = content
		}
	}
	success = {
		demesne_size = 7
	}
	abort = {
		OR = {
			has_character_flag = abort_obj
			is_incapable = yes
			is_ruler = no
		}
	}
	abort_effect = {
		clr_character_flag = abort_obj
		clr_character_flag = obj_check
	}
	effect = {
		if = {
			limit = { NOT = { has_character_flag = obj_demesne } }
			change_stewardship = 1
			if = {
				limit = { independent = no }
				opinion = {
					who = liege
					modifier = opinion_happy
					months = 120
				}
			}
		}
		if = {
			limit = { has_character_flag = obj_demesne }
			prestige = 25
		}		
		set_character_flag = obj_demesne
	}
}

obj_increase_demesne_7 = {
	type = character
	
	allow = {
		age = 14
		is_ruler = yes
		is_landed = yes
		NOT = { is_incapable = yes }
		demesne_efficiency = 1.01
		demesne_size = 7
		NOT = { demesne_size = 8 }		
		OR = {
			ai = no
			NOT = { has_character_flag = obj_demesne }
		}
	}
	chance = {
		factor = 50

		modifier = {
			factor = 1.5
			prestige = 100
		}
		modifier = {
			factor = 1.5
			prestige = 250
		}
		modifier = {
			factor = 1.5
			prestige = 400
		}		
		modifier = {
			factor = 1.5
			trait = envious
		}
		modifier = {
			factor = 0.1
			trait = humble
		}
		modifier = {
			factor = 10.0
			trait = ambitious
		}
		modifier = {
			factor = 0
			trait = content
		}
	}
	success = {
		demesne_size = 8
	}
	abort = {
		OR = {
			has_character_flag = abort_obj
			is_incapable = yes
			is_ruler = no
		}
	}
	abort_effect = {
		clr_character_flag = abort_obj
		clr_character_flag = obj_check
	}
	effect = {
		if = {
			limit = { NOT = { has_character_flag = obj_demesne } }
			change_stewardship = 1
			if = {
				limit = { independent = no }
				opinion = {
					who = liege
					modifier = opinion_happy
					months = 120
				}
			}
		}
		if = {
			limit = { has_character_flag = obj_demesne }
			prestige = 25
		}		
		set_character_flag = obj_demesne
	}
}

obj_increase_demesne_8 = {
	type = character
	
	allow = {
		age = 14
		is_ruler = yes
		is_landed = yes
		NOT = { is_incapable = yes }
		demesne_efficiency = 1.01
		demesne_size = 8
		NOT = { demesne_size = 9 }		
		OR = {
			ai = no
			NOT = { has_character_flag = obj_demesne }
		}
	}
	chance = {
		factor = 50

		modifier = {
			factor = 1.5
			prestige = 100
		}
		modifier = {
			factor = 1.5
			prestige = 250
		}
		modifier = {
			factor = 1.5
			prestige = 400
		}		
		modifier = {
			factor = 1.5
			trait = envious
		}
		modifier = {
			factor = 0.1
			trait = humble
		}
		modifier = {
			factor = 10.0
			trait = ambitious
		}
		modifier = {
			factor = 0
			trait = content
		}
	}
	success = {
		demesne_size = 9
	}
	abort = {
		OR = {
			has_character_flag = abort_obj
			is_incapable = yes
			is_ruler = no
		}
	}
	abort_effect = {
		clr_character_flag = abort_obj
		clr_character_flag = obj_check
	}
	effect = {
		if = {
			limit = { NOT = { has_character_flag = obj_demesne } }
			change_stewardship = 1
			if = {
				limit = { independent = no }
				opinion = {
					who = liege
					modifier = opinion_happy
					months = 120
				}
			}
		}
		if = {
			limit = { has_character_flag = obj_demesne }
			prestige = 25
		}		
		set_character_flag = obj_demesne
	}
}

obj_increase_demesne_9 = {
	type = character
	
	allow = {
		age = 14
		is_ruler = yes
		is_landed = yes
		NOT = { is_incapable = yes }
		demesne_efficiency = 1.01
		demesne_size = 9
		NOT = { demesne_size = 10 }	
		OR = {
			ai = no
			NOT = { has_character_flag = obj_demesne }
		}
	}
	chance = {
		factor = 50

		modifier = {
			factor = 1.5
			prestige = 100
		}
		modifier = {
			factor = 1.5
			prestige = 250
		}
		modifier = {
			factor = 1.5
			prestige = 400
		}		
		modifier = {
			factor = 1.5
			trait = envious
		}
		modifier = {
			factor = 0.1
			trait = humble
		}
		modifier = {
			factor = 10.0
			trait = ambitious
		}
		modifier = {
			factor = 0
			trait = content
		}
	}
	success = {
		demesne_size = 10
	}
	abort = {
		OR = {
			has_character_flag = abort_obj
			is_incapable = yes
			is_ruler = no
		}
	}
	abort_effect = {
		clr_character_flag = abort_obj
		clr_character_flag = obj_check
	}
	effect = {
		if = {
			limit = { NOT = { has_character_flag = obj_demesne } }
			change_stewardship = 1
			if = {
				limit = { independent = no }
				opinion = {
					who = liege
					modifier = opinion_happy
					months = 120
				}
			}
		}
		if = {
			limit = { has_character_flag = obj_demesne }
			prestige = 25
		}		
		set_character_flag = obj_demesne
	}
}

obj_bloodline_byzantine = {
	type = character
	
	allow = {
		age = 14
		is_ruler = yes
		primary_title = { higher_tier_than = COUNT }
		NOT = { is_incapable = yes }
		NOT = {
			e_byzantium = {
				holder_scope = { 
					OR = {
						dynasty = ROOT
						current_heir = { dynasty = ROOT }
					}
				}
			}
		}
	}

	chance = {
		factor = 4
		
	}

	success = {
		e_byzantium = {	holder_scope = { dynasty = ROOT	} }
	}
	
	abort = {
		OR = {
			is_incapable = yes
			NOT = { primary_title = { higher_tier_than = count } }
		}
	}
	
	effect = {
		change_diplomacy = 1
		change_intrigue = 1
		prestige = 200
		e_byzantium = { 
			holder_scope = {
				opinion = {
					modifier = opinion_happy
					who = ROOT
					years = 20
				}
			}
		}
	}
}	


obj_bloodline_hre = {
	type = character
	
	allow = {
		age = 14
		is_ruler = yes
		primary_title = { higher_tier_than = COUNT }
		NOT = { is_incapable = yes }
		NOT = {
			e_hre = {
				holder_scope = { 
					OR = {
						dynasty = ROOT
						current_heir = { dynasty = ROOT }
					}
				}
			}
		}
	}

	chance = {
		factor = 5
	}

	success = {
		e_hre = {	holder_scope = { dynasty = ROOT	} }
	}
	
	abort = {
		OR = {
			is_incapable = yes
			NOT = { primary_title = { higher_tier_than = count } }
		}
	}
	
	effect = {
		change_diplomacy = 1
		change_intrigue = 1
		prestige = 200
		e_hre = { 
			holder_scope = {
				opinion = {
					modifier = opinion_happy
					who = ROOT
					years = 20
				}
			}
		}
	}
}

obj_marital_bliss = {
	type = character
	
	allow = {
		age = 14
		is_ruler = yes
		is_married = yes
		spouse = {
                        NOT = { has_character_flag = marital_bliss }
			opinion = { who = ROOT value = -10 } 
			reverse_opinion = { who = ROOT value = -10 }		
			OR = {
				NOT = { opinion = { who = ROOT value = 50 } }
				NOT = { reverse_opinion = { who = ROOT value = 50 } }
			}
		}
		NOT = { is_incapable = yes }
                NOT = { has_character_flag = marital_bliss }
	}

	chance = {
		factor = 4
	}

	success = {
		spouse = { 
			opinion = { who = ROOT value = 85 } 
			reverse_opinion = { who = ROOT value = 85 }
		}
	}
	
	abort = {
		OR = {
			is_incapable = yes
			NOT = { spouse = { opinion = { who = ROOT value = -10 } } }
			NOT = { spouse = { reverse_opinion = { who = ROOT value = -10 } } }
		}
	}
	
	effect = {
		change_diplomacy = 1
		piety = 50
		health = 1
		fertility = 0.2
                set_character_flag = marital_bliss
		remove_trait = depressed
		remove_trait = stressed
		spouse = {
			change_diplomacy = 1
			piety = 50
			health = 1
			fertility = 0.2
			remove_trait = depressed
			remove_trait = stressed
                        set_character_flag = marital_bliss
		}
	}
}	

obj_ten_children = {
	type = character
	
	allow = {
		prisoner = no
		age = 14
		is_married = yes
		num_of_children = 5
		NOT = { num_of_children = 10 }
		OR = {
			NOT = { age = 45 }
			is_female = no
		}
		NOT = { trait = celibate }
		NOT = { is_incapable = yes }
		NOT = { has_character_flag = obj_have_child_4 }
	}
	chance = {
		factor = 50

		modifier = {
			factor = 0.5
			is_female = no
		}
		modifier = {
			factor = 2.0
			trait = lustful
		}
		modifier = {
			factor = 1.5
			num_of_children = 6
		}		
		modifier = {
			factor = 1.5
			num_of_children = 7
		}
		modifier = {
			factor = 1.5
			num_of_children = 8
		}
	}
	success = {
		num_of_children = 10
	}
	abort = {
		OR = {
			AND = {
				age = 45
				is_female = yes
			}
			trait = celibate
			is_incapable = yes
		}
	}
	abort_effect = {
        prestige = -25
	}
	effect = {
		piety = 50
		set_character_flag = obj_have_child_4
	}
}

obj_become_duke = {
	type = character
	
	allow = {
		prisoner = no
		age = 14
		is_ruler = yes
		is_landed = yes
		NOT = { is_incapable = yes }
		NOT = { trait = imbecile }
		primary_title = { tier = COUNT }	
		NOT = { has_character_flag = obj_increase_title }
	}
	chance = {
		factor = 50

		modifier = {
			factor = 0.1
			NOT = { demesne_size = 2 }
		}
		modifier = {
			factor = 1.5
			prestige = 100
		}
		modifier = {
			factor = 1.5
			prestige = 250
		}
		modifier = {
			factor = 1.5
			prestige = 400
		}		
		modifier = {
			factor = 1.5
			trait = envious
		}
		modifier = {
			factor = 0.1
			trait = humble
		}
		modifier = {
			factor = 10.0
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = content
		}
	}
	success = {
		primary_title = { higher_tier_than = COUNT }
	}
	abort = {
		OR = {
			trait = imbecile
			is_incapable = yes
			is_ruler = no
		}
	}
	abort_effect = {
        prestige = -50
	}
	effect = {
		change_diplomacy = 1	
                prestige = 75	
		set_character_flag = obj_increase_title
	}
}

obj_go_crusade = {
	type = character
	
	allow = {
		age = 14
		is_ruler = yes
		religion_head = {
			has_called_crusade = yes
		}
		NOT = { is_incapable = yes }
		NOT = { trait = imbecile }		
		NOT = { has_character_flag = obj_go_crusade }
		NOT = { trait = crusader }
	}
	chance = {
		factor = 50
		
		modifier = {
			factor = 0
			NOT = { piety = 50 }
		}
		modifier = {
			factor = 3.0
			trait = crusader
		}
		modifier = {
			factor = 0.5
			independent = no
		}
		modifier = {
			factor = 5.0
			OR = {
				trait = detached_priest
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
			}
		}
		modifier = {
			factor = 10.0
			trait = zealous
		}
		modifier = {
			factor = 0.01
			trait = cynical
		}
		modifier = {
			factor = 10.0
			trait = brave
		}
		modifier = {
			factor = 0.01
			trait = craven
		}		
	}
	success = {
		trait = crusader
	}
	abort = {
		OR = {
			NOT = { piety = 0 }
			is_ruler = no
			is_incapable = yes
			trait = imbecile
			NOT = {
				religion_head = {
					has_called_crusade = yes
				}
			}
		}
	}
	abort_effect = {
        piety = -25
	}
	effect = {
		change_martial = 1
                piety = 50
		set_character_flag = obj_go_crusade
	}
}

obj_become_legitimized = {
	type = character
	allow = {
		prisoner = no
		age = 14
		not = { age = 40 }
		trait = bastard
		not = { trait = content }
		father = {
			is_alive = yes
			is_ruler = yes
			is_liege_of = ROOT
			opinion = { who = ROOT value = 0 }
			prisoner = no
		}
	}
	chance = {
		factor = 25
		
		modifier = {
			factor = 0.25
			trait = slothful
		}
		modifier = {
			factor = 1.25
			trait = envious
		}
		modifier = {
			factor = 10.0
			trait = ambitious
		}
		modifier = {
			factor = 2.0
			OR = {
				trait = intricate_webweaver
				trait = elusive_shadow
			}
		}
	}
	success = {
		not = { trait = bastard }
		trait = legit_bastard
	}
	abort = {
		or = {
			age = 40
			trait = content
			not = {	trait = bastard }
			father = { is_alive = no }
			father = { is_ruler = no }
			father = { not = { is_liege_of = ROOT } }
			father = { not = { opinion = { who = ROOT value = 0 } } }
			father = { prisoner = yes }
		}
	}
	abort_effect = {
                prestige = -50
                change_intrigue = -1
	}
	effect = {
		prestige = 75
                change_intrigue = 1
	}
}

obj_become_old_60 = {
	type = character
	
	allow = {
		age = 50
		not = { age = 60 }
		NOT = { is_incapable = yes }
		NOT = { trait = pneumonic }
		NOT = { trait = syphilitic }
		NOT = { trait = leper }
	}
	chance = {
		factor = 50

		modifier = {
			factor = 1.25
			trait = infirm
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 1.25
			trait = ambitious
		}
	}
	success = {
		age = 60
	}
	abort = {
		or = {
			is_alive = no
			is_incapable = yes
		}
	}
	abort_effect = {
        prestige = -10
	}
	effect = {
		piety = 15
		prestige = 15
	}
}

obj_become_old_70 = {
	type = character
	
	allow = {
		age = 60
		not = { age = 70 }
		NOT = { is_incapable = yes }
		NOT = { trait = pneumonic }
		NOT = { trait = syphilitic }
		NOT = { trait = leper }
	}
	chance = {
		factor = 50

		modifier = {
			factor = 1.25
			trait = infirm
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 1.25
			trait = ambitious
		}
	}
	success = {
		age = 70
	}
	abort = {
		or = {
			is_alive = no
			is_incapable = yes
		}
	}
	abort_effect = {
        prestige = -10
	}
	effect = {
		piety = 20
		prestige = 20
	}
}

obj_become_old_80 = {
	type = character
	
	allow = {
		age = 70
		not = { age = 80 }
		NOT = { is_incapable = yes }
		NOT = { trait = pneumonic }
		NOT = { trait = syphilitic }
		NOT = { trait = leper }
	}
	chance = {
		factor = 50

		modifier = {
			factor = 1.25
			trait = infirm
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 1.25
			trait = ambitious
		}
	}
	success = {
		age = 80
	}
	abort = {
		or = {
			is_alive = no
			is_incapable = yes
		}
	}
	abort_effect = {
        prestige = -25
	}
	effect = {
		piety = 50
		prestige = 50
	}
}

obj_become_old_90 = {
	type = character
	
	allow = {
		age = 80
		not = { age = 90 }
		NOT = { is_incapable = yes }
		NOT = { trait = pneumonic }
		NOT = { trait = syphilitic }
		NOT = { trait = leper }
	}
	chance = {
		factor = 50

		modifier = {
			factor = 1.25
			trait = infirm
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 1.25
			trait = ambitious
		}
	}
	success = {
		age = 90
	}
	abort = {
		or = {
			is_alive = no
			is_incapable = yes
		}
	}
	abort_effect = {
        prestige = -15
	}
	effect = {
		piety = 100
		prestige = 100
	}
}

obj_become_old_100 = {
	type = character
	
	allow = {
		age = 90
		not = { age = 100 }
		NOT = { is_incapable = yes }
		NOT = { trait = pneumonic }
		NOT = { trait = syphilitic }
		NOT = { trait = leper }
	}
	chance = {
		factor = 50

		modifier = {
			factor = 1.25
			trait = infirm
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 1.25
			trait = ambitious
		}
	}
	success = {
		age = 100
	}
	abort = {
		or = {
			is_alive = no
			is_incapable = yes
		}
	}
	abort_effect = {
        prestige = -15
	}
	effect = {
		piety = 200
		prestige = 200
	}
}

# Survive illness!
obj_survive_illness = {
	type = character
	
	allow = {
		NOT = { has_character_flag = obj_survived_illness }
		NOT = { is_incapable = yes }
		or = {
			trait = has_tuberculosis
			trait = has_typhoid_fever
			trait = has_typhus
			trait = has_bubonic_plague
			trait = has_measles
			trait = has_small_pox
		}
	}
	
	chance = {
		factor = 300

		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 2.0
			trait = ambitious
		}
	}
	
	success = {
		NOT = { trait = has_tuberculosis }
		NOT = { trait = has_typhoid_fever }
		NOT = { trait = has_typhus }
		NOT = { trait = has_bubonic_plague }
		NOT = { trait = has_measles }
		NOT = { trait = has_small_pox }
	}
	abort = {
		is_alive = no
	}
	abort_effect = {
	}
	effect = {
		health = 0.25
		
		hidden_tooltip = {
			set_character_flag = obj_survived_illness
		}
	}
}
                                                 
obj_go_jihad = {
	type = character
	
	allow = {
		age = 14
		is_ruler = yes
		is_female = no
		OR = {
			religion = sunni
			religion = shiite
		}
		religion_head = {
			has_called_crusade = yes
		}
		NOT = { is_incapable = yes }
		NOT = { trait = imbecile }		
		NOT = { has_character_flag = obj_go_crusade }
		NOT = { trait = crusader }
	}
	chance = {
		factor = 50
		
		modifier = {
			factor = 0
			NOT = { piety = 50 }
		}
		modifier = {
			factor = 3.0
			trait = crusader
		}
		modifier = {
			factor = 0.5
			independent = no
		}
		modifier = {
			factor = 5.0
			OR = {
				trait = detached_priest
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
			}
		}
		modifier = {
			factor = 10.0
			trait = zealous
		}
		modifier = {
			factor = 0.01
			trait = cynical
		}
		modifier = {
			factor = 10.0
			trait = brave
		}
		modifier = {
			factor = 0.01
			trait = craven
		}		
	}
	success = {
		trait = mujahid
	}
	abort = {
		OR = {
			is_ruler = no
			is_incapable = yes
			trait = imbecile
			NOT = {
				religion_head = {
					has_called_crusade = yes
				}
			}
		}
	}
	abort_effect = {
        piety = -25
	}
	effect = {
                piety = 50
		change_martial = 1
		set_character_flag = obj_go_crusade
	}
}

obj_break_out_of_prison = {
	type = character
	
	allow = {
		prisoner = yes
		not = { is_incapable = yes }
		NOT = { has_character_flag = obj_break_out_of_prison }
	}
	
	chance = {
		factor = 25

		modifier = {
			factor = 2.0
			trait = deceitful
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = diligent
		}
		modifier = {
			factor = 1.5
			intrigue = 10
		}
		modifier = {
			factor = 1.5
			intrigue = 15
		}
		modifier = {
			factor = 1.5
			intrigue = 20
		}
		modifier = {
			factor = 0.5
			NOT = { intrigue = 12 }
		}
		modifier = {
			factor = 0.5
			NOT = { intrigue = 8 }
		}
	}
	
	success = {
		prisoner = no
	}
	abort = {
		is_incapable = yes
	}
	abort_effect = { }
	effect = {
		change_intrigue = 1
                prestige = 25
		set_character_flag = obj_break_out_of_prison
	}
}

obj_fifteen_children = {
	type = character
	
	allow = {
		prisoner = no
		age = 14
		is_married = yes
		num_of_children = 10
		NOT = { num_of_children = 15 }
		OR = {
			NOT = { age = 45 }
			is_female = no
		}
		OR = {
			is_ruler = yes
			spouse = { is_ruler = yes }
		}
		NOT = { trait = celibate }
		NOT = { is_incapable = yes }
		NOT = { has_character_flag = obj_have_child_5 }
	}
	chance = {
		factor = 50

		modifier = {
			factor = 0.5
			is_female = no
		}
		modifier = {
			factor = 2.0
			trait = lustful
		}
		modifier = {
			factor = 1.5
			num_of_children = 6
		}		
		modifier = {
			factor = 1.5
			num_of_children = 7
		}
		modifier = {
			factor = 1.5
			num_of_children = 8
		}
	}
	success = {
		num_of_children = 15
	}
	abort = {
		OR = {
			AND = {
				age = 45
				is_female = yes
			}
			trait = celibate
			is_incapable = yes
		}
	}
	abort_effect = {
        fertility = -0.05
	}
	effect = {
		piety = 50
                fertility = 0.05
		set_character_flag = obj_have_child_5
	}
}

obj_twenty_children = {
	type = character
	
	allow = {
		prisoner = no
		age = 14
		is_married = yes
		num_of_children = 15
		NOT = { num_of_children = 20 }
		OR = {
			NOT = { age = 45 }
			is_female = no
		}
		OR = {
			is_ruler = yes
			spouse = { is_ruler = yes }
		}
		NOT = { trait = celibate }
		NOT = { is_incapable = yes }
		NOT = { has_character_flag = obj_have_child_6 }
	}
	chance = {
		factor = 50

		modifier = {
			factor = 0.5
			is_female = no
		}
		modifier = {
			factor = 2.0
			trait = lustful
		}
		modifier = {
			factor = 1.5
			num_of_children = 6
		}		
		modifier = {
			factor = 1.5
			num_of_children = 7
		}
		modifier = {
			factor = 1.5
			num_of_children = 8
		}
	}
	success = {
		num_of_children = 20
	}
	abort = {
		OR = {
			AND = {
				age = 45
				is_female = yes
			}
			trait = celibate
			is_incapable = yes
		}
	}
	abort_effect = {
        prestige = -25
        fertility = -0.05
	}
	effect = {
		piety = 50
                fertility = 0.15
		set_character_flag = obj_have_child_6
	}
}

obj_become_king = {
	type = character
	
	allow = {
		ai = no
		prisoner = no
		age = 14
		is_ruler = yes
		is_landed = yes
		NOT = { is_incapable = yes }
		primary_title = { lower_tier_than = KING }
		OR = {
			primary_title = { tier = DUKE }
			any_claim = { tier = KING }
			liege = { primary_title = { tier = KING has_law = succ_feudal_elective } }
		}
		NOT = { has_character_flag = obj_increase_title_2 }
	}
	chance = {
		factor = 10
	}
	success = {
		primary_title = { tier = KING }
	}
	abort = {
		OR = {
			has_character_flag = abort_obj
			is_incapable = yes
			is_ruler = no
		}
	}
	abort_effect = {
		clr_character_flag = abort_obj
		clr_character_flag = obj_check
	}
	effect = {
		prestige = 200	
		set_character_flag = obj_increase_title_2
	}
}

obj_become_emperor = {
	type = character
	
	allow = {
		ai = no
		prisoner = no
		age = 14
		is_ruler = yes
		is_landed = yes
		NOT = { is_incapable = yes }
		primary_title = { lower_tier_than = EMPEROR }
		OR = {
			primary_title = { tier = KING }
			any_claim = { tier = EMPEROR }
			liege = { primary_title = { tier = EMPEROR has_law = succ_feudal_elective } }
		}	
		NOT = { has_character_flag = obj_increase_title_3 }
	}
	chance = {
		factor = 15
	}
	success = {
		primary_title = { tier = EMPEROR }
	}
	abort = {
		OR = {
			has_character_flag = abort_obj
			is_incapable = yes
			is_ruler = no
		}
	}
	abort_effect = {
                prestige = -75
		clr_character_flag = abort_obj
		clr_character_flag = obj_check
	}
	effect = {
		prestige = 400	
		set_character_flag = obj_increase_title_3
	}
}

obj_gain_iron_crown = {
	type = character
	
	allow = {
		age = 14
                is_ruler = yes
                culture = italian
                NOT = { higher_tier_than = DUKE } 
                NOT = { has_landed_title = k_italy } 
		NOT = { is_incapable = yes }
		NOT = { has_character_flag = obj_gain_iron_crown }
	}
	
	chance = {
		factor = 10

		modifier = {
			factor = 2.0
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			tier = DUKE
		}
                modifier = {
			factor = 0.5
			tier = COUNT
		}
		modifier = {
			factor = 1.5
			trait = diligent
		}
		modifier = {
			factor = 1.5
			martial = 10
		}
		modifier = {
			factor = 1.5
			diplomacy = 15
		}
		modifier = {
			factor = 1.5
			intrigue = 10
		}
		modifier = {
			factor = 0.25
			NOT = { intrigue = 7 }
		}
		modifier = {
			factor = 0.25
			NOT = { martial = 7 }
		}
                modifier = {
			factor = 0.25
			NOT = { diplomacy = 7 }
		}
	}
	
	success = {
		has_landed_title = k_italy
	}
	abort = {
		is_incapable = yes
	}
	abort_effect = { 
        prestige = -50 }
	effect = {
		change_intrigue = 1
                change_diplomacy = 1
                prestige = 250
                piety = 150
                give_nickname = nick_the_restorer
		set_character_flag = obj_gain_iron_crown
	}
}

obj_mr_guelph_government = {
	type = character
	
	allow = {
		is_adult = yes
		trait = guelph
		OR = {
			is_patrician = yes
			is_merchant_republic = yes
		}
		OR = {
			liege = {
				NOT = { higher_tier_than = KING }
				is_merchant_republic = yes
			}
			AND = {
				NOT = { higher_tier_than = KING }
				independent = yes
				is_merchant_republic = yes
			}
		}
		culture = italian 
		NOT = { has_landed_title = k_italy } 
		NOT = { is_incapable = yes }
		NOT = { realm = { has_law = guelph_government } }
	}
	
	chance = {
		factor = 25

		modifier = {
			factor = 4
			trait = ambitious
		}
		modifier = {
			factor = 2
			trait = proud
		}
		modifier = {
			factor = 1.5
			trait = diligent
		}
		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 0.75
			trait = humble
		}
		modifier = {
			factor = 0.5
			trait = slothful
		}
		modifier = {
			factor = 1.5
			martial >= 10
		}
		modifier = {
			factor = 1.5
			diplomacy >= 15
		}
		modifier = {
			factor = 1.5
			intrigue >= 10
		}
		modifier = {
			factor = 0.25
			intrigue <= 7
		}
		modifier = {
			factor = 0.25
			martial <= 7
		}
        modifier = {
			factor = 0.25
			diplomacy <= 7 
		}
	}
	
	success = { realm = { has_law = guelph_government } }
	abort = {
		is_incapable = yes
	}
	abort_effect = { 
		prestige = -50
	}
	effect = {
		change_intrigue = 1
		prestige = 300
		custom_tooltip = {
			text = "will rejoice about the political victory with his allies"
			liege = {
				any_realm_character = {
					limit = { has_character_flag = guelph_cb }
					opinion = {	
						modifier = opinion_happy
						who = ROOT
					}
				}	
			}
		}
	}
}

obj_mr_ghibelline_government = {
	type = character
	
	allow = {
		trait = ghibelline
		is_adult = yes
		OR = {
			is_patrician = yes
			is_merchant_republic = yes
		}
		OR = {
			liege = {
				NOT = { higher_tier_than = KING }
				is_merchant_republic = yes
			}
			AND = {
				NOT = { higher_tier_than = KING }
				independent = yes
				is_merchant_republic = yes
			}
		}
		culture = italian 
		NOT = { has_landed_title = k_italy } 
		NOT = { is_incapable = yes }
		NOT = { realm = { has_law = ghibelline_government } }
	}
	
	chance = {
		factor = 25

		modifier = {
			factor = 4
			trait = ambitious
		}
		modifier = {
			factor = 2
			trait = proud
		}
		modifier = {
			factor = 1.5
			trait = diligent
		}
		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 0.75
			trait = humble
		}
		modifier = {
			factor = 0.5
			trait = slothful
		}
		modifier = {
			factor = 1.5
			martial >= 10
		}
		modifier = {
			factor = 1.5
			diplomacy >= 15
		}
		modifier = {
			factor = 1.5
			intrigue >= 10
		}
		modifier = {
			factor = 0.25
			intrigue <= 7
		}
		modifier = {
			factor = 0.25
			martial <= 7
		}
        modifier = {
			factor = 0.25
			diplomacy <= 7 
		}
	}
	
	success = { realm = { has_law = ghibelline_government } }
	abort = {
		is_incapable = yes
	}
	abort_effect = { 
		prestige = -50
	}
	effect = {
		change_intrigue = 1
		prestige = 300
		custom_tooltip = {
			text = "will rejoice about the political victory with his allies"
			liege = {
				any_realm_character = {
					limit = { has_character_flag = ghibelline_cb }
					opinion = {	
						modifier = opinion_happy
						who = ROOT
					}
				}
			}
		}
	}
}

obj_mr_s_guelph_government = {
	type = character
	
	allow = {
		is_adult = yes
		trait = guelph
		OR = {
			is_patrician = yes
			is_merchant_republic = yes
		}
		OR = {
			liege = {
				NOT = { higher_tier_than = KING }
				is_merchant_republic = yes
			}
			AND = {
				NOT = { higher_tier_than = KING }
				independent = yes
				is_merchant_republic = yes
			}
		}
		culture = italian 
		NOT = { has_landed_title = k_italy } 
		NOT = { is_incapable = yes }
		realm = {
			NOR = {
				has_law = slightly_guelph_government
				has_law = guelph_government
			}
		}
	}
	
	chance = {
		factor = 35

		modifier = {
			factor = 2
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = proud
		}
		modifier = {
			factor = 1.25
			trait = diligent
		}
		modifier = {
			factor = 0.75
			trait = content
		}
		modifier = {
			factor = 0.9
			trait = humble
		}
		modifier = {
			factor = 0.75
			trait = slothful
		}
		modifier = {
			factor = 1.5
			martial >= 10
		}
		modifier = {
			factor = 1.5
			diplomacy >= 15
		}
		modifier = {
			factor = 1.5
			intrigue >= 10
		}
		modifier = {
			factor = 0.25
			intrigue <= 7
		}
		modifier = {
			factor = 0.25
			martial <= 7
		}
        modifier = {
			factor = 0.25
			diplomacy <= 7 
		}
	}
	
	success = { realm = { has_law = slightly_guelph_government } }
	abort = {
		is_incapable = yes
	}
	abort_effect = { 
		prestige = -50
	}
	effect = {
		prestige = 300
		custom_tooltip = {
			text = "will rejoice about the political victory with his allies"
			liege = {
				any_realm_character = {
					limit = { has_character_flag = guelph_cb }
					opinion = {	
						modifier = opinion_happy
						who = ROOT
					}
				}
			}
		}
	}
}

obj_mr_s_ghibelline_government = {
	type = character
	
	allow = {
		trait = ghibelline
		is_adult = yes
		OR = {
			is_patrician = yes
			is_merchant_republic = yes
		}
		OR = {
			liege = {
				NOT = { higher_tier_than = KING }
				is_merchant_republic = yes
			}
			AND = {
				NOT = { higher_tier_than = KING }
				independent = yes
				is_merchant_republic = yes
			}
		}
		culture = italian 
		NOT = { has_landed_title = k_italy } 
		NOT = { is_incapable = yes }
		
		realm = {
			NOR = {
				has_law = slightly_ghibelline_government
				has_law = ghibelline_government
			}
		}
	}
	
	chance = {
		factor = 35

		modifier = {
			factor = 2
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = proud
		}
		modifier = {
			factor = 1.25
			trait = diligent
		}
		modifier = {
			factor = 0.75
			trait = content
		}
		modifier = {
			factor = 0.9
			trait = humble
		}
		modifier = {
			factor = 0.75
			trait = slothful
		}
		modifier = {
			factor = 1.5
			martial >= 10
		}
		modifier = {
			factor = 1.5
			diplomacy >= 15
		}
		modifier = {
			factor = 1.5
			intrigue >= 10
		}
		modifier = {
			factor = 0.25
			intrigue <= 7
		}
		modifier = {
			factor = 0.25
			martial <= 7
		}
        modifier = {
			factor = 0.25
			diplomacy <= 7 
		}
	}
	
	success = { realm = { has_law = slightly_ghibelline_government } }
	abort = {
		is_incapable = yes
	}
	abort_effect = { 
		prestige = -50
	}
	effect = {
		prestige = 300
		custom_tooltip = {
			text = "will rejoice about the political victory with his allies"
			liege = {
				any_realm_character = {
					limit = { has_character_flag = ghibelline_cb }
					opinion = {	
						modifier = opinion_happy
						who = ROOT
					}
				}
			}
		}
	}
}

obj_become_consul = {
	type = character
	
	allow = {
		is_patrician = yes
		lower_tier_than = KING
		is_adult = yes
		culture = italian 
		NOR = {
			has_character_modifier = mandate_ended
			has_landed_title = k_genoa
			has_landed_title = k_pisa
			has_landed_title = k_venice
		}
	}
	
	chance = {
		factor = 50

		modifier = {
			factor = 3
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = proud
		}
		modifier = {
			factor = 1.25
			trait = diligent
		}
		modifier = {
			factor = 0.75
			trait = content
		}
		modifier = {
			factor = 0.9
			trait = humble
		}
		modifier = {
			factor = 0.75
			trait = slothful
		}
		modifier = {
			factor = 0.3
			trait = content
		}
		modifier = {
			factor = 1.5
			martial >= 10
		}
		modifier = {
			factor = 1.5
			diplomacy >= 15
		}
		modifier = {
			factor = 1.5
			intrigue >= 10
		}
		modifier = {
			factor = 0.25
			intrigue <= 7
		}
		modifier = {
			factor = 0.25
			martial <= 7
		}
        modifier = {
			factor = 0.25
			diplomacy <= 7 
		}
	}
	
	success = { realm = { has_holder = ROOT } }
	abort = {
	}
	abort_effect = {
	}
	effect = {
		prestige = 300
	}
}

obj_become_mecenate = {
	type = character

	allow = {
		OR = {
			is_ruler = yes
			is_patrician = yes
			is_adult = yes
		}
		NOT = { trait = mecenate }
	}
	chance = {
		factor = 0
		modifier = {
			factor = 1.1
			trait = ambitious
		}
		modifier = {
			factor = 0.9
			trait = content
		}
		modifier = {
			factor = 2
			trait = charitable
		}
		modifier = {
			factor = 0.5
			trait = greedy
		}
		modifier = {
			factor = 1.3
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
	}
	success = {
		custom_tooltip = {
			text = obj_become_mecenate_tooltip
		}
		ROOT = { has_character_flag = mecenate }
	}
	abort = {

	}
	abort_effect = {

	}
	effect = {
		prestige = 300
		add_trait = mecenate
	}
}