namespace = ani_plus

###### horse update event
### event 170 - 197

## conversion quest
# event 170: event to launch quest by event rule
# event 171: removing quest cooldown
# event 172: finished the preparation
#       can lead to event 173: everything went well
#       can lead to event 174: unknown illness due to an hypnotic state
#       can lead to event 175: an accident occure
# event 173: everything went well
# event 174: remain unconcious for some days, need regent, lead to event 176
# event 175: become injured, lead to event 177
# event 176: woke up as an horse
# event 177: the injuries heal or worsen (in this case, event 178)
# event 178: heal from injuries while becoming horsesss

# event 170
province_event = {
    id = ani_plus.170

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    trigger = {
        has_game_rule = {
            name = animals_conversion_ways
            value = animal_events
        }
        Is_really_animal_trigger = no
        holder_scope = {
            Is_really_animal_trigger = no
            OR = {
                lifestyle_traits == 0
                trait = hunter
            }
            is_nomadic = no
            wealth = 35
        }
        terrain = steppe
        NOT = { has_province_flag = horse_conv_quest_CD }
        OR = {
            has_building = tb_steppe_barracks_1
            has_building = tb_steppe_stable_1
            has_building = ca_steppe_stable_1
            has_building = ca_steppe_barracks_1
            has_building = tb_default_horse_conv_quest
            has_building = ca_default_horse_conv_quest
        }
    }

    mean_time_to_happen = {
        years = 200

        modifier = {
            factor = 0.25  # 50 years for players
            holder_scope = { ai = no }
        }
    }

    desc = DESC_ani_170

    immediate = {
        set_province_flag = horse_conv_quest_CD
    }

    option = {
        name = OPTA_ani_170
        ruler = {
            wealth = -35
            piety = -100
        }

        province_event = { id = ani_plus.172 days = 7 random = 7 }
    }
    option = {
        name = OPTB_ani_170
    }
    
    after = {
        province_event = { id = ani_plus.171 years = 10 }
    }
}

# event 171
province_event = {
    id = ani_plus.171
    hide_window = yes
    is_triggered_only = yes

    immediate = {
        clr_province_flag = horse_conv_quest_CD
    }
}

# event 172
province_event = {
    id = ani_plus.172

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    is_triggered_only = yes

    desc = DESC_ani_172

    option = {
        name = OPT_ani_172

        random_list = {
            2 = {
                custom_tooltip = {
                    text = TT_ani_172_went_well

                    province_event = { id = ani_plus.173 days = 5 random = 2 }
                }
            }
            3 = {
                custom_tooltip = {
                    text = TT_ani_172_went_wrong

                    random_list = {
                        2 =  { 
                            province_event = { id = ani_plus.174 days = 1 random = 6 }
                        }
                        1 =  { 
                            province_event = { id = ani_plus.175 days = 1 random = 6 }
                        }
                    }
                }
            }
        }
    }
}

# event 173
province_event = {
    id = ani_plus.173

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    is_triggered_only = yes

    desc = DESC_ani_173

    option = {
        name = OPT_ani_173

        holder_scope = {
            prestige = 350
            piety = 75
        }
        change_random_civ_tech = 1
    }
}

# event 174
province_event = {
    id = ani_plus.174

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    is_triggered_only = yes

    desc = DESC_ani_174

    option = {
        name = OPT_ani_174

        holder_scope = {
            prestige = -150
            add_trait = trait_unconcious
            character_event = { id = ani_plus.176 days = 1 random = 60 }
        }
    }
}

# event 175
province_event = {
    id = ani_plus.175

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    is_triggered_only = yes

    desc = DESC_ani_175

    option = {
        name = OPT_ani_175

        holder_scope = {
            character_event = { id = ani_plus.177 days = 2 random = 3 }
            prestige = -20
            add_trait = wounded
        }
    }
}

# event 176
character_event = {
    id = ani_plus.176

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    is_triggered_only = yes

    desc = DESC_ani_176

    option = {
        name = OPT_ani_176

        remove_trait = trait_unconcious
        culture = horse
    }
}

# event 177
character_event = {
    id = ani_plus.177

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    is_triggered_only = yes

    desc = DESC_ani_177

    option = {
        name = OPT_ani_177

        random_list = {
            1 = {
                custom_tooltip = {
                    text = TT_ani_177_healed
                }
                remove_trait = wounded
            }
            1 = {
                custom_tooltip = {
                    text = TT_ani_177_injury_is_worst
                    character_event = { id = ani_plus.178 days = 3 }
                }
                remove_trait = wounded
                add_trait = severely_injured
            }
        }
    }
}

# event 178
character_event = {
    id = ani_plus.178

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    is_triggered_only = yes

    desc = DESC_ani_178

    option = {
        name = OPT_ani_178

        remove_trait = severely_injured
        culture = horse
    }
}

## caste and 1st rite events
# event 179: caste trait undignified on birth (on_action)
# event 180: first rite preparation ended
# event 181: first rite total success
# event 182: first rite organization problem

# event 179
character_event = {
    id = ani_plus.179

    hide_window = yes
    is_triggered_only = yes # on action

    trigger = {
        culture_group = horse_group
    }
    immediate = {
        add_trait = horse_caste_undignified
    }
}

# event 180
character_event = {
    id = ani_plus.180

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    is_triggered_only = yes

    desc = DESC_ani_180

    option = {
        name = OPT_ani_180

        hidden_tooltip = {
            #generate_tooltip = no

            any_child = {
                limit = {
                    age = 6
                    NOT = { age = 9 }
                    culture_group = horse_group
                    # has_landed_title = no
                }

                set_character_flag = horse_rite_1_success

            }
        }

        random_list = {
            95 = {
                custom_tooltip = {
                    text = TT_ani_180_went_well

                    character_event = { id = ani_plus.181 days = 1 }
                }
            }
            05 = {
                custom_tooltip = {
                    text = TT_ani_180_went_wrong

                    character_event = { id = ani_plus.182 days = 1 }
                }
            }

        }
    }

    after = {
        clr_character_flag = horse_organize_rite_1
    }
}

# event 181
character_event = {
    id = ani_plus.181

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    is_triggered_only = yes

    desc = DESC_ani_181

    option = {
        name = OPT_ani_181

        prestige = 25
    }

    after = {
        clr_character_flag = horse_organize_rite_1
    }
}

# event 182
character_event = {
    id = ani_plus.182

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    
    is_triggered_only = yes
    
    desc = DESC_ani_182

    option = {
        name = OPT_ani_182

        prestige = -430
        wealth = -50
    }

    after = {
        clr_character_flag = horse_organize_rite_1
    }
}


# event 183: hidden event to setup rite 2 by adolescence
# event 184: 2nd rite preparations
# event 185: 2nd rite on going
# event 186: 2nd rite conclusion

# event 183
character_event = {
    id = ani_plus.183

    hide_window = yes
    is_triggered_only = yes

    trigger = {
        culture_group = horse_group
        OR = {
            AND = {
                is_playable = yes
                OR = {
                    government = horse_feudal_gov
                    government = horse_merchant_gov
                }
            }
            father = {
                culture_group = horse_group
                OR = {
                    government = horse_feudal_gov
                    government = horse_merchant_gov
                }
                is_alive = yes
            }
            mother = {
                is_playable = yes
                culture_group = horse_group
                OR = {
                    government = horse_feudal_gov
                    government = horse_merchant_gov
                }
                is_alive = yes
            }
        }
    }

    immediate = {
        save_event_target_as = rite_target
        if = {
            limit = {
                ai = no
            }

            character_event = { id = ani_plus.184 }
        }
        else_if = {
            limit = {
                mother = {
                    ai = no
                }
                father = {
                    ai = yes
                }
            }
            mother = {
                character_event = { id = ani_plus.184 }
            }
        }
        else = {
            father = {
                character_event = { id = ani_plus.184 }
            }
        }
    }
}

# event 184
character_event = {
    id = ani_plus.184

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    is_triggered_only = yes

    desc = DESC_ani_184

    trigger = {
        event_target:rite_target = {
            is_alive = yes
        }
    }

    option = {
        name = OPT_ani_184

        character_event = { id = ani_plus.185 days = 3 random = 6 }
    }
}

# event 185
character_event = {
    id = ani_plus.185

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    is_triggered_only = yes

    trigger = {
        event_target:rite_target = {
            is_alive = yes
        }
    }

    desc = {
        trigger = {
            event_target:rite_target = {
                NOT = {
                    has_character_flag = horse_rite_1_success
                }
            }
        }
        text = DESCA_ani_185
    }
    desc = {
        trigger = {
            event_target:rite_target = {
                has_character_flag = horse_rite_1_success
            }
        }
        text = DESCB_ani_185
    }

    option = {
        name = OPTA_ani_185
        trigger = {
            event_target:rite_target = {
                NOT = {
                    has_character_flag = horse_rite_1_success
                }
            }
        }

        ai_chance = {
            factor = 1
        }
    }

    option = {
        name = OPTB_ani_185
        trigger = {
            event_target:rite_target = {
                has_character_flag = horse_rite_1_success
            }
        }

        event_target:rite_target = {
            set_character_flag = rite_feodality_speciality
        }

        ai_chance = {
            factor = 1

            modifier = {
                factor = 0

                government = horse_merchant_gov
            }
        }
    }
    option = {
        name = OPTC_ani_185
        trigger = {
            event_target:rite_target = {
                has_character_flag = horse_rite_1_success
            }
        }

        event_target:rite_target = {
            set_character_flag = rite_merchant_speciality
        }

        ai_chance = {
            factor = 1

            modifier = {
                factor = 0

                government = horse_feudal_gov
            }
        }
    }

    after = {
        character_event = { id = ani_plus.186 days = 1 }
    }
}

# event 186
character_event = {
    id = ani_plus.186

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    is_triggered_only = yes

    desc = DESC_ani_186

    trigger = {
        event_target:rite_target = {
            is_alive = yes
        }
    }

    immediate = {
        event_target:rite_target = {
            random = {
                chance = 50
                set_character_flag = horse_tmp_success
            }
        }
    }

    option = {
        name = OPT_ani_186

        event_target:rite_target = {
            set_character_flag = horse_rite_2_success
        
            if = {
                limit = {
                    has_character_flag = horse_tmp_success
                    has_character_flag = horse_rite_1_success
                }

                custom_tooltip = {
                    text = TT_ani_186_learned_speciality
                    set_character_flag = horse_speciality_studied
                    clr_character_flag = horse_tmp_success
                }
            
            }
        }
    }
}


# event 187: hidden event to setup 3rd rite
# event 188: 3rd rite preparation + specialization selection (if not chosen during 2nd rite)
# event 189: conclusion

# event 187
character_event = {
    id = ani_plus.187

    hide_window = yes
    is_triggered_only = yes

    trigger = {
        culture_group = horse_group # is an horse
        religion = Horse_religion   # religion
        
        c_boqtybay = {              # rite holy site required
            owner = {
                religion = Horse_religion
                culture_group = horse_group
            }
            location = {
                religion = Horse_religion
                culture_group = horse_group
            }
        }

        NOT = { has_character_flag = horse_rite_3_success } # can do the rite one time
        OR = {          # cannot do the second rite and the third the same year
            age = 14    # event launched at 12.5 and 14.5 years old
            NOT = { has_character_flag = horse_rite_2_success }
        }
    }

    immediate = {
        save_event_target_as = rite_target

        if = {
            limit = {
                ai = no
            }

            character_event = { id = ani_plus.188 }
        }
        else_if = {
            limit = {
                mother = {
                    ai = no
                }
                father = {
                    ai = yes
                }
            }
            mother = {
                character_event = { id = ani_plus.188 }
            }
        }
        else = {
            father = {
                character_event = { id = ani_plus.188 }
            }
        }
    }
}

# event 188
character_event = {
    id = ani_plus.188

    is_triggered_only = yes

    trigger = {
        event_target:rite_target = {
            is_alive = yes
        }
    }

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    desc = { # default desc without any rite done
        trigger = {
            event_target:rite_target = {
                horse_has_done_no_rite_trigger = yes
            }
        }

        text = DESCA_ani_188
    }
    desc = { # did only one rite
        trigger = {
            event_target:rite_target = {
                horse_has_exatly_done_1_rite_trigger = yes
            }
        }

        text = DESCB_ani_188
    }
    desc = { # default desc with all previous rite done
        trigger = {
            event_target:rite_target = {
                horse_has_exatly_done_2_rite_trigger = yes
            }
        }

        text = DESCC_ani_188
    }
    
    option = { # option if no specialization done
        trigger = {
            NOT = {
                event_target:rite_target = {
                    horse_has_exatly_done_1_rite_trigger = yes
                }
            }
        }

        name = {
            trigger = {
                event_target:rite_target = {
                    horse_has_done_no_rite_trigger = yes
                }
            }
            text = OPTA_ani_188
        }

        name = {
            trigger = {
                event_target:rite_target = {
                    horse_has_exatly_done_2_rite_trigger = yes
                }
            }
            text = OPTB_ani_188
        }

        ai_chance = {
            factor = 1
        }
    }

    option = { # merchant specialization
        trigger = {
            event_target:rite_target = {
                horse_has_exatly_done_1_rite_trigger = yes
            }
        }
        name = OPTC_ani_188
        event_target:rite_target = {
            set_character_flag = rite_merchant_speciality
        }

        ai_chance = {
            factor = 1

            modifier = {
                factor = 0

                government = horse_feudal_gov
            }
        }
    }
    option = { # feodal specialization
        trigger = {
            event_target:rite_target = {
                horse_has_exatly_done_1_rite_trigger = yes
            }
        }
        name = OPTD_ani_188

        event_target:rite_target = {
            set_character_flag = rite_feodality_speciality
        }

        ai_chance = {
            factor = 1

            modifier = {
                factor = 0

                government = horse_merchant_gov
            }
        }
    }

    after = {
        character_event = { id = ani_plus.189 days = 7 }
    }
}

# event 189
character_event = {
    id = ani_plus.189

    is_triggered_only = yes

    trigger = {
        event_target:rite_target = {
            is_alive = yes
        }
    }

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council

    desc = { # no rite done before
        trigger = {
            event_target:rite_target = {
                horse_has_done_no_rite_trigger = yes
            }
        }

        text = DESCA_ani_189
    }
    desc = { # only one rite done
        trigger = {
            horse_has_exatly_done_1_rite_trigger = yes
        }

        text = DESCB_ani_189
    }
    desc = { # all previous rite done
        trigger = {
            event_target:rite_target = {
                horse_has_exatly_done_2_rite_trigger = yes
            }
        }
        text = DESCC_ani_189
    }

    option = {
        name = OPT_ani_189

        event_target:rite_target = {
            set_character_flag = horse_rite_3_success
        }
    }
}

# event 190: hidden event to setup caste trait change (adulthood)
# event 191: notification and trait change
# event 192: event to add/remove undignified trait on culture change

# event 190
character_event = {
    id=ani_plus.190

    is_triggered_only = yes
    hide_window = yes

    trigger = {
        culture_group = horse_group
    }

    immediate = {
        if = {
            limit = {
                father = {
                    ai = no
                }
            }
            father = {
                character_event = {
                    id = ani_plus.191
                }
            }
        }
        else_if = {
            limit = {
                mother = {
                    ai = no
                }
            }
            mother = {
                character_event = {
                    id = ani_plus.191
                }
            }
        }
        else = {
            character_event = {
                id = ani_plus.191
            }
        }
    }
}

# event 191
character_event = {
    id=ani_plus.191

    is_triggered_only = yes

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ani_191

    option = {
        name = OPT_ani_191
        FROM = {
            random_list = {
                2 = { # keep its caste undignified trait
                    modifier = {
                        factor = 0

                        OR = {
                            horse_has_exatly_done_2_rite_trigger = yes
                            horse_has_exatly_done_all_rite_trigger = yes
                        }
                    }

                    add_trait = horse_caste_undignified
                }
                2 = { # loose undignified caste trait without any rulership trait
                    modifier = {
                        factor = 0

                        OR = {
                            horse_has_exatly_done_2_rite_trigger = yes
                            horse_has_exatly_done_all_rite_trigger = yes
                        }
                    }
                    remove_trait = horse_caste_undignified
                }
                2 = { # gain merchant caste trait
                    modifier = {
                        factor = 0

                        OR = {
                            horse_has_done_no_rite_trigger = yes
                            horse_has_exatly_done_1_rite_trigger = yes
                        }
                    }
                    modifier = {
                        factor = 0

                        OR = {
                            horse_has_exatly_done_2_rite_trigger = yes
                            horse_has_exatly_done_all_rite_trigger = yes
                        }
                        has_character_flag = rite_feodality_speciality
                    }
                    modifier = {
                        factor = 2

                        has_character_flag = horse_speciality_studied
                    }

                    add_trait = horse_caste_merchant
                }
                2 = { # gain feudal trait
                    modifier = {
                        factor = 0

                        OR = {
                            horse_has_done_no_rite_trigger = yes
                            horse_has_exatly_done_1_rite_trigger = yes
                        }
                    }
                    modifier = {
                        factor = 0

                        OR = {
                            horse_has_exatly_done_2_rite_trigger = yes
                            horse_has_exatly_done_all_rite_trigger = yes
                        }
                        has_character_flag = rite_merchant_speciality
                    }
                    modifier = {
                        factor = 2

                        has_character_flag = horse_speciality_studied
                    }

                    add_trait = horse_caste_warrior
                }
                2 = { # gain a random caste trait between merchant or feudal 
                    modifier = {
                        factor = 0

                        horse_has_done_no_rite_trigger = yes
                    }
                    modifier = {
                        factor = 0

                        horse_has_exatly_done_all_rite_trigger = yes
                        has_character_flag = horse_speciality_studied
                    }
                    modifier = {
                        factor = 2

                        horse_has_exatly_done_1_rite_trigger = yes
                    }
                    modifier = {
                        factor = 2

                        horse_has_exatly_done_2_rite_trigger = yes
                        NOT = {
                            has_character_flag = horse_speciality_studied
                        }
                    }
                    modifier = {
                        factor = 0.5

                        horse_has_exatly_done_all_rite_trigger = yes
                    }

                    custom_tooltip = {
                        text = TT_ani_191_random_trait
                        random_list = {
                            1 = {
                                add_trait = horse_caste_merchant
                            }
                            1 = {
                                add_trait = horse_caste_warrior
                            }
                        }
                    }
                }
            }
        }
    }
    after = {
        hidden_tooltip = {
            FROM = {
                clr_character_flag = horse_rite_1_success
                clr_character_flag = horse_rite_2_success
                clr_character_flag = horse_rite_3_success
            }
        }
    }
}

# event 192: updating caste trait on culture change
character_event = {
    id=ani_plus.192

    is_triggered_only = yes
    hide_window = yes

    trigger = {
        OR = {
            ROOT = { culture_group = horse_group }
            AND = {
                NOT = { culture_group = horse_group }
                OR = {
                    trait = horse_caste_merchant
                    trait = horse_caste_undignified
                    trait = horse_caste_warrior
                }
            }
        }
    }

    immediate = {
        if = {
            limit = {
                culture_group = horse_group
                NOT = { age = 16 }
            }

            add_trait = horse_caste_undignified
        }
        else = {
            remove_trait = horse_caste_merchant
            remove_trait = horse_caste_warrior
            remove_trait = horse_caste_undignified
        }
    }
}

# event 193: royal guard event - warior
# event 194: royal guard event - merchant
# event 195: royal guard event - knights
# event 196: royal guard event - paysants

# event 193
character_event = {
    id = ani_plus.193

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ani_193

    only_playable = yes
    religion = Horse_religion

    trigger = {
        higher_tier_than = DUKE
        culture_group = horse_group
        religion = Horse_religion
        NAND = {
            trait = horse_caste_warrior
            has_earmarked_regiments = horse_royal_guard
        }
        war = no
        
        any_vassal = {
            government = horse_feudal_gov
            higher_tier_than = BARON
        }

    }

    mean_time_to_happen = {
        years = 10

        modifier = {
            factor = 2.5

            has_earmarked_regiments = horse_royal_guard
        }
        modifier = {
            factor = 0.25

            NOT = { has_earmarked_regiments = horse_royal_guard }
            is_feudal = yes
        }

        modifier = {
            factor = 2

            prestige = 1000
        }

        modifier = {
            factor = 0.2

            NOT = { realm_martial = 2 }
        }

        modifier = {
            factor = 0.5

            NOT = { realm_martial = 7 }
        }

        modifier = {
            factor = 1.2

            NOT = { realm_martial = 12 }
        }

        modifier = {
            factor = 1.4

            NOT = { realm_martial = 17 }
        }
    }

    option = {
        name = OPTA_ani_193

        trigger = {
            has_earmarked_regiments = horse_royal_guard
            NOT = {
                had_character_flag = {
                    flag = horse_used_royal_guard
                    years < 3
                }
            }
        }

        clr_character_flag = horse_used_royal_guard
        set_character_flag = horse_used_royal_guard
    }

    option = {
        name = OPTB_ani_193

        tooltip_info = martial
        trigger = {
            OR = {
                trait = horse_caste_warrior
                martial = 15
            }
            OR = {
                AND = {
                    tier = KING
                    wealth = 250
                }
                AND = {
                    tier = EMPEROR
                    wealth = 550
                }
            }
        }

        if = {
            limit = { tier = KING }
            wealth = -250
        }
        else = {
            wealth = -550
        }
    }

    option = {
        name = OPTC_ani_193

        random_list = {
            1 = {
                add_character_modifier = {
                    name = horse_warrior_malus_1
                    years = 10

                    stacking = yes
                }
            }
            1 = {
                modifier = {
                    factor = 0
                    has_character_modifier = horse_warrior_malus_2
                }
                add_character_modifier = {
                    name = horse_warrior_malus_2
                    years = 10
                }
            }
        }
    }
}

# event 194
character_event = {
    id = ani_plus.194

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ani_194

    only_playable = yes
    religion = Horse_religion

    trigger = {
        higher_tier_than = DUKE
        culture_group = horse_group
        religion = Horse_religion
        NAND = {
            trait = horse_caste_merchant
            has_earmarked_regiments = horse_royal_guard
        }
        war = no
        
        any_vassal = {
            government = horse_merchant_gov
            higher_tier_than = BARON

        }

    }

    mean_time_to_happen = {
        years = 10

        modifier = {
            factor = 2.5

            has_earmarked_regiments = horse_royal_guard
        }
        modifier = {
            factor = 0.25

            NOT = { has_earmarked_regiments = horse_royal_guard }
            is_feudal = yes
        }

        modifier = {
            factor = 2

            wealth = 250
        }

        modifier = {
            factor = 0.2

            NOT = { realm_stewardship = 2 }
        }

        modifier = {
            factor = 0.5

            NOT = { realm_stewardship = 7 }
        }

        modifier = {
            factor = 1.2

            NOT = { realm_stewardship = 12 }
        }

        modifier = {
            factor = 1.4

            NOT = { realm_stewardship = 17 }
        }
    }

    option = {
        name = OPTA_ani_194

        trigger = {
            has_earmarked_regiments = horse_royal_guard
            NOT = {
                had_character_flag = {
                    flag = horse_used_royal_guard
                    years < 3
                }
            }
        }

        clr_character_flag = horse_used_royal_guard
        set_character_flag = horse_used_royal_guard
    }

    option = {
        name = OPTB_ani_194

        tooltip_info = stewardship
        trigger = {
            OR = {
                trait = horse_caste_merchant
                stewardship = 15
            }
            OR = {
                AND = {
                    tier = KING
                    wealth = 250
                }
                AND = {
                    tier = EMPEROR
                    wealth = 550
                }
            }
        }

        if = {
            limit = { tier = KING }
            wealth = -250
        }
        else = {
            wealth = -550
        }
    }

    option = {
        name = OPTC_ani_194

        random_list = {
            1 = {
                add_character_modifier = {
                    name = horse_warrior_malus_1
                    years = 10

                    stacking = yes
                }
            }
            1 = {
                modifier = {
                    factor = 0
                    has_character_modifier = horse_warrior_malus_3
                }
                add_character_modifier = {
                    name = horse_warrior_malus_3
                    years = 10
                }
            }
        }
    }
}

# event 195
character_event = {
    id = ani_plus.195

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ani_195

    only_playable = yes
    religion = Horse_religion

    trigger = {
        higher_tier_than = DUKE
        culture_group = horse_group
        religion = Horse_religion
        NAND = {
            government = horse_feudal_gov
            has_earmarked_regiments = horse_royal_guard
        }

        any_courtier_or_vassal = {
            liege = { character = ROOT }
            has_minor_title = title_commander
        }

    }

    mean_time_to_happen = {
        years = 10

        modifier = {
            factor = 2.5

            has_earmarked_regiments = horse_royal_guard
        }
        modifier = {
            factor = 0.25

            NOT = { has_earmarked_regiments = horse_royal_guard }
            is_feudal = yes
        }

        modifier = {
            factor = 2

            combat_rating = 25
        }


        modifier = {
            factor = 0.2

            NOT = { realm_diplomacy = 2 }
        }

        modifier = {
            factor = 0.5

            NOT = { realm_diplomacy = 7 }
        }

        modifier = {
            factor = 1.2

            NOT = { realm_diplomacy = 12 }
        }

        modifier = {
            factor = 1.4

            NOT = { realm_diplomacy = 17 }
        }
    }

    option = {
        name = OPTA_ani_195

        trigger = {
            has_earmarked_regiments = horse_royal_guard
            NOT = {
                had_character_flag = {
                    flag = horse_used_royal_guard
                    years < 3
                }
            }
        }

        clr_character_flag = horse_used_royal_guard
        set_character_flag = horse_used_royal_guard
    }

    option = {
        name = OPTB_ani_195

        tooltip_info = diplomacy 
        trigger = {
            diplomacy = 15

            OR = {
                AND = {
                    tier = KING
                    wealth = 250
                }
                AND = {
                    tier = EMPEROR
                    wealth = 550
                }
            }
        }

        if = {
            limit = { tier = KING }
            wealth = -250
        }
        else = {
            wealth = -550
        }
    }

    option = {
        name = OPTC_ani_195

        random_list = {
            1 = {
                add_character_modifier = {
                    name = horse_warrior_malus_1
                    years = 10

                    stacking = yes
                }
            }
            1 = {
                modifier = {
                    factor = 0
                    has_character_modifier = horse_warrior_malus_4
                }
                add_character_modifier = {
                    name = horse_warrior_malus_4
                    years = 10
                }
            }
        }
    }
}

# event 196
character_event = {
    id = ani_plus.196

    border = GFX_event_normal_frame_diplomacy
    picture = GFX_evt_council
    desc = DESC_ani_196

    only_playable = yes
    religion = Horse_religion

    trigger = {
        higher_tier_than = DUKE
        culture_group = horse_group
        religion = Horse_religion
        NAND = {
            is_tribal = no
            has_earmarked_regiments = horse_royal_guard
        }
        
        # game mecanics force any king or emperor to have at least 1 county
    }

    mean_time_to_happen = {
        years = 10

        modifier = {
            factor = 2.5

            has_earmarked_regiments = horse_royal_guard
        }
        modifier = {
            factor = 0.25

            NOT = { has_earmarked_regiments = horse_royal_guard }
            is_feudal = yes
        }

        modifier = {
            factor = 2

            piety = 500
        }

        modifier = {
            factor = 0.2

            NOT = { realm_learning = 2 }
        }

        modifier = {
            factor = 0.5

            NOT = { realm_learning = 7 }
        }

        modifier = {
            factor = 1.2

            NOT = { realm_learning = 12 }
        }

        modifier = {
            factor = 1.4

            NOT = { realm_learning = 17 }
        }
    }

    option = {
        name = OPTA_ani_196

        trigger = {
            has_earmarked_regiments = horse_royal_guard
            NOT = {
                had_character_flag = {
                    flag = horse_used_royal_guard
                    years < 3
                }
            }
        }

        clr_character_flag = horse_used_royal_guard
        set_character_flag = horse_used_royal_guard
    }

    option = {
        name = OPTB_ani_196

        tooltip_info = learning
        trigger = {
            learning = 15
            
            OR = {
                AND = {
                    tier = KING
                    wealth = 250
                }
                AND = {
                    tier = EMPEROR
                    wealth = 550
                }
            }
        }

        if = {
            limit = { tier = KING }
            wealth = -250
        }
        else = {
            wealth = -550
        }
    }

    option = {
        name = OPTC_ani_196

        random_list = {
            1 = {
                add_character_modifier = {
                    name = horse_warrior_malus_1
                    years = 10

                    stacking = yes
                }
            }
            1 = {
                modifier = {
                    factor = 0
                    has_character_modifier = horse_warrior_malus_5
                }
                add_character_modifier = {
                    name = horse_warrior_malus_5
                    years = 10
                }
            }
        }
    }
}

# event 197: setup caste trait on game start for horse rulers
character_event = {
    id = ani_plus.197

    hide_window = yes
    is_triggered_only = yes

    trigger = {
        ai = no
    }

    immediate = {
        any_character = {
            limit = {
                is_ruler = yes
                culture_group = horse_group
                NOR = {
                    trait = horse_caste_merchant
                    trait = horse_caste_warrior
                    trait = horse_caste_undignified
                }
            }

            if = {
                limit = {
                    is_adult = yes
                }
                random_list = {
                    1 = {
                        add_trait = horse_caste_merchant
                        if = {
                            limit = {
                                is_feudal = yes
                            }
                            set_government_type = horse_merchant_gov
                        }
                    }
                    1 = {
                        add_trait = horse_caste_warrior
                        if = {
                            limit = {
                                is_feudal = yes
                            }
                            set_government_type = horse_feudal_gov
                        }
                    }
                }
            }
            else = {
                add_trait = horse_caste_undignified
            }
        }
    }
}