###DIPLOMACY EVENTS FOR CHINA OFF-MAP POWER###

#Written by:
#Milla Isaksson
#Joel Hansson
#Mathilda Bjarnehed
#Drikus Kuiper
#Daniel Moore
#Alexander Oltner

namespace = JD

###Chinese guests (the Governor's councilor comes to visit)
character_event = {
	id = JD.20000
	hide_window = yes

	is_triggered_only = yes

	only_capable = yes
	has_dlc = "Jade Dragon"
	prisoner = no
	war = no
	min_age = 16

	trigger = { 
		NOT = { has_character_flag = chinese_governor_councilor_guest }
		NOT = { offmap_china = { governor = { character = ROOT } } } #makes sure it doesn't fire for the governor themselves
		is_inaccessible_trigger = no
		china_diplo_interaction_trigger = yes
		offmap_china = {
			NOR = {
				has_status = china_civil_war
				has_status = brasil_religious_civil_war_candomble
				has_status = brasil_religious_civil_war_charismatic
				has_status = china_plague
			}
			governor = {
				is_landed = yes #(to make sure there is a councilor to send)
			}
		}
	}

	weight_multiplier = {
		days = 1
		modifier = {
			offmap_china = { has_status = china_unrest }
			factor = 0.6
		}
		modifier = {
			offmap_china = { has_status = china_mongol_invasion }
			factor = 0.3
		}
		modifier = {
			offmap_china = { has_status = china_jurchen_invasion }
			factor = 0.3
		}
		modifier = {
			offmap_china = { has_status = china_famine }
			factor = 0.3
		}
		modifier = {
			offmap_china = { has_status = china_golden_age }
			factor = 1.5
		}
		modifier = {
			offmap_china = { has_policy = china_expansionist }
			factor = 1.5
		}
		modifier = {
			has_grace_medium_trigger = yes
			factor = 1.5
		}
		modifier = {
			has_grace_major_trigger = yes
			factor = 1.5
		}
		modifier = {
			has_grace_trivial_trigger = no
			factor = 0.1
		}
		modifier = {
			is_tributary = { type = offmap suzerain = e_china_west_governor }
			factor = 1.5
		}
	}

	immediate = {
		offmap_china = {
			governor = {
				save_event_target_as = target_governor
				#Selects a diplomat
				random_list = {
					20 = {
						trigger = {
							job_chancellor = {
								OR = {
									culture_group = portuguese
									culture_group = portunhol
								}
								NOT = { character = ROOT }
							}
						}

						job_chancellor = {
							#Picks a reason for visiting
							set_character_flag = cg_diplomatic_visit
	
							character_event = { id = JD.20001 }
						}
					}
					20 = {
						trigger = {
							job_marshal = {
								OR = {
									culture_group = portuguese
									culture_group = portunhol
								}
								NOT = { character = ROOT }
							} 
						}

						job_marshal = {
							#Picks a reason for visiting
							random_list = {
								10 = { 
									trigger = { ROOT = { is_tributary = { type = offmap suzerain = event_target:target_governor } } }
									set_character_flag = cg_oversee_troops
								}
								10 = { 
									trigger = { NOT = { ROOT = { is_tributary = { type = offmap suzerain = event_target:target_governor } } } }
									set_character_flag = cg_study_military
								}
							}
							character_event = { id = JD.20001 }
						}
					}
					20 = {
						trigger = {
							job_treasurer = {
								OR = {
									culture_group = portuguese
									culture_group = portunhol
								}
								NOT = { character = ROOT }
							}
						}

						job_treasurer = {
							#Picks a reason for visiting
							random_list = {
								10 = { 
								trigger = { ROOT = { is_tributary = { type = offmap suzerain = event_target:target_governor } } }
									set_character_flag = cg_oversee_tax_collection
								}
								10 = { 
									trigger = { NOT = { ROOT = { is_tributary = { type = offmap suzerain = event_target:target_governor } } } }
									set_character_flag = cg_trade
								}
							}
							character_event = { id = JD.20001 }
						}
					}
					20 = {
						trigger = {
							job_spiritual = {
								OR = {
									culture_group = portuguese
									culture_group = portunhol
								}
								NOT = { character = ROOT }
							}
						}

						job_spiritual = {
							#Picks a reason for visiting
							random_list = {
								10 = { 
									trigger = { ROOT = { is_tributary = { type = offmap suzerain = event_target:target_governor } } }
									set_character_flag = cg_preaching
								}
								10 = { 
									trigger = { NOT = { ROOT = { is_tributary = { type = offmap suzerain = event_target:target_governor } } } }
									set_character_flag = cg_study_theology
								}
							}
							character_event = { id = JD.20001 }
						}
					}
				}
			}
		}	
	}
}

#Ping event
character_event = {
	id = JD.20001
	has_dlc = "Jade Dragon"
	hide_window = yes
	is_triggered_only = yes
	immediate = { 
		save_event_target_as = chinese_guest
		save_persistent_event_target = {
			name = host_of_chinese_diplomat
			scope = FROM
		} 
		FROM = { letter_event = { id = JD.20002 } } 
	}
}


character_event = { #Fired from on_death to the character receiving the chinese diplomat
	id = JD.10022
	hide_window = yes
	is_triggered_only = yes

	trigger = {
		persistent_event_target:host_of_chinese_diplomat = { always = yes }
	}

	immediate = {
		persistent_event_target:host_of_chinese_diplomat = {
			character_event = { id = JD.10023 } #visible event for player
		}
	}
}

character_event = { # Fallback (in case the visitor died/imprisoned)
	id = JD.10023
	has_dlc = "Jade Dragon"
	picture = GFX_evt_chinese_bureaucrat
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes

	desc = {
		text = EVTDESC_JD_10023_death
		trigger = {
			NOT = { FROM = { is_alive = yes } }
			death_no_trace_trigger = no
		}
	}
	desc = {
		text = EVTDESC_JD_10023_prison
		trigger = { FROM = { prisoner = yes } }
	}
	desc = {
		text = EVTDESC_JD_10023_missing
		trigger = {
			FROM = { death_no_trace_trigger = yes }
		}
	}

	trigger = {
		FROM = { death_in_china_trigger = no }
	}

	option = {	
		name = EVTOPTA_JD_10023
		prestige = -50
		wealth = -15
		add_offmap_currency = {
			offmap = offmap_china
			value = 15
		}

		offmap_china = {
			governor = {
				show_portrait = yes
			}
		}
	}
	option = {	
		name = EVTOPTB_JD_10023
	}

	after = {
		#Clean-up event
		character_event = { id = JD.20020 days = 1 }
		FROM = { clear_persistent_event_target = host_of_chinese_diplomat }
	}
}

#Chinese guests announces their intention to visit
letter_event = {
	id = JD.20002
	has_dlc = "Jade Dragon"
	border = GFX_event_letter_frame_diplomacy

	desc = {
		text = EVTDESC_JD_20002_A
		trigger = { is_tributary = { type = offmap suzerain = event_target:target_governor } }
	}
	desc = {
		text = EVTDESC_JD_20002_B
		trigger = { is_tributary = { type = offmap suzerain = event_target:target_governor } }
	}
	
	is_triggered_only = yes

	#Welcome!
	option = { 
		name = EVTOPTA_JD_20002
		sound_effect = china_grace_gain
		custom_tooltip = { text = EVTOPTA_JD_20002_TT }

		add_grace_trivial_effect = yes

		hidden_effect = {
			event_target:chinese_guest = { character_event = { id = JD.20003 days = 50 random = 20 } } 
			set_character_flag = chinese_governor_councilor_guest
		}
	}

	#Go away
	option = {
		name = EVTOPTB_JD_20002
		custom_tooltip = { text = EVTOPTB_JD_20002_TT }
		detract_grace_major_effect = yes

		event_target:chinese_guest = {
			show_scope_change = no
			opinion = {
				who = ROOT
				modifier = opinion_offended
				years = 15
			}
		}
		event_target:chinese_guest = { 
			show_scope_change = no
			liege = {
				show_scope_change = no
				opinion = {
					who = ROOT
					modifier = opinion_offended
					years = 15
				}
			}
		}
	}
}

#Tombola for outcomes
character_event = {
	id = JD.20003
	has_dlc = "Jade Dragon"
	hide_window = yes
	is_triggered_only = yes
	trigger = { 
		is_alive = yes
		prisoner = no
		offmap_china = { governor = { is_liege_of = ROOT } }
	}
	immediate = { 
		FROM = {
			#Save corresponding councilor
			if = {
				limit = { ROOT = { has_job_title = job_chancellor } }
				job_chancellor = { save_event_target_as = corresponding_councilor }
			}
			if = {
				limit = { ROOT = { has_job_title = job_marshal } }
				job_marshal = { save_event_target_as = corresponding_councilor }
			}
			if = {
				limit = { ROOT = { has_job_title = job_treasurer } }
				job_treasurer = { save_event_target_as = corresponding_councilor }
			}
			if = {
				limit = { ROOT = { has_job_title = job_spiritual } }
				job_spiritual = { save_event_target_as = corresponding_councilor }
			}

			#Tombola
			random_list = { #All is well
				30 = { 
					modifier = {
						OR = {
							event_target:corresponding_councilor = {
								has_job_title = job_chancellor
								NOT = { diplomacy = 8 }
							}
							event_target:corresponding_councilor = {
								has_job_title = job_marshal
								NOT = { martial = 8 }
							} 
							event_target:corresponding_councilor = {
								has_job_title = job_treasurer
								NOT = { stewardship = 8 }
							} 
							event_target:corresponding_councilor = {
								has_job_title = job_spiritual
								NOT = { learning = 8 }
							} 
						}
						factor = 0.5
					}
					trigger = { event_target:corresponding_councilor = { always = yes } }
					character_event = { id = JD.20004 } 
				} 
				10 = { #Falling stars
					character_event = { id = JD.20005 } 
				}
				10 = { #Greet in portuguese? 
					modifier = { is_learned_trigger = yes factor = 1.3 }
					trigger = { event_target:chinese_guest = { NOT = { culture = FROMFROM } } }
					character_event = { id = JD.20006 } 
				}
				10 = { #Wearing the clothes wrong
					modifier = { is_dumb_trigger = yes factor = 1.3 }
					modifier = { trait = greedy factor = 1.3 }
					trigger = { event_target:chinese_guest = { NOT = { culture = FROMFROM } } }
					character_event = { id = JD.20011 }
				}
				10 = { #What you said (apparently) had a deep hidden meaning
					modifier = { is_smart_trigger = yes factor = 1.3 }
					modifier = { trait = gregarious factor = 1.3 }
					modifier = { trait = poet factor = 1.5 }
					modifier = { trait = musician factor = 1.5 }
					modifier = { trait = socializer factor = 1.3 }
					character_event = { id = JD.20012 }
				}
			}
 
			#Clear-up event
			character_event = { id = JD.20020 days = 90 }
		}
	}
}

#The visit went well
character_event = {
	id = JD.20004
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_20004
	picture = GFX_evt_brazil_diplomatic_success
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes
	
	option = { 
		name = EVTOPTA_JD_20004
		add_grace_minor_effect = yes
		sound_effect = china_grace_gain
		
		event_target:chinese_guest = {
			show_portrait = yes
			clear_persistent_event_target = host_of_chinese_diplomat
		}

		hidden_effect = {
			random = {
				chance = 20
				modifier = {
					factor = 0.1
					any_artifact = { has_artifact_flag = brazilian }
				}
				character_event = { id = JD.60004 days = 1 }
			}
		}
	}
}

#Falling stars
character_event = {
	id = JD.20005
	has_dlc = "Jade Dragon"
	desc = { 
		trigger = { 
			offmap_china = { offmap_ruler = { NOT = { culture = ROOT } } }
		} 
		text =EVTDESC_JD_20005 
	}
	desc = { 
		trigger = { 
			offmap_china = { offmap_ruler = { culture = ROOT } }
		} 
		text =EVTDESC_JD_20005_B
	}
	picture = GFX_evt_comet
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	option = { 
		name = EVTOPTA_JD_20005
		custom_tooltip = { text = EVTOPTA_JD_20005_tt }
		detract_grace_minor_effect = yes
		event_target:chinese_guest = {
			show_portrait = yes
			clear_persistent_event_target = host_of_chinese_diplomat
		}
	}
}

#Greeting guest in Chinese
character_event = {
	id = JD.20006
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_20006
	picture = GFX_evt_daughter_asking_father
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes
	
	#Study hard
	option = {
		trigger = { NOT = { has_character_modifier = multilingual } }
		name = EVTOPTA_JD_20006

		random_list = {
			35 = { #Succeed
				modifier = { learning = 12 factor = 1.15 }
				modifier = { learning = 14 factor = 1.15 }
				modifier = { learning = 16 factor = 1.15 }
				modifier = { learning = 18 factor = 1.2 }
				modifier = { learning = 20 factor = 1.2 }
				modifier = { is_smart_trigger = yes factor = 1.5 }
				modifier = { is_learned_trigger = yes factor = 1.5 }
				modifier = { has_character_modifier = student_of_language factor = 1.5 }


				custom_tooltip = { text = EVTOPTA_JD_20006_SUCCESS_TT }

				#Showing tooltip for language modifiers
				if = {
					limit = {
						NOR = {
							has_character_modifier = student_of_language
							has_character_modifier = multilingual
						}
					}
					custom_tooltip = { text = student_of_language_tt }
					tooltip = { add_grace_major_effect = yes }
				}
				if = {
					limit = {
						has_character_modifier = student_of_language
					}
					custom_tooltip = { text = multilingual_tt }
					tooltip = { add_grace_major_effect = yes }
				}
	
				hidden_effect = { character_event = { id = JD.20007 days = 3 } }
			}
			65 = { #Fail and fall asleep
				modifier = { is_dumb_trigger = yes factor = 2 }
				modifier = { NOT = { learning = 6 } factor = 1.5 }
				custom_tooltip = { text = EVTOPTA_JD_20006_FAILURE_TT }
				tooltip = { detract_grace_major_effect = yes }
				hidden_effect = { character_event = { id = JD.20008 days = 3 } }
			}
		} 
	}

	#Wing it
	option = {
		trigger = { NOT = { has_character_modifier = multilingual } }
		name = EVTOPTB_JD_20006

		random_list = {
			65 = { #You do okay
				modifier = { learning = 12 factor = 1.15 }
				modifier = { learning = 14 factor = 1.15 }
				modifier = { learning = 16 factor = 1.15 }
				modifier = { learning = 18 factor = 1.2 }
				modifier = { learning = 20 factor = 1.2 }
				modifier = { is_smart_trigger = yes factor = 1.5 }
				modifier = { is_learned_trigger = yes factor = 1.5 }
				modifier = { has_character_modifier = student_of_language factor = 1.5 }

				custom_tooltip = { text = EVTOPTB_JD_20006_SUCCESS_TT }
				tooltip = { add_grace_medium_effect = yes }
				hidden_effect = { character_event = { id = JD.20009 days = 3 } }
			}
			35 = { #You mess up the words
				modifier = { is_dumb_trigger = yes factor = 2 }
				modifier = { NOT = { learning = 6 } factor = 1.5 }
				custom_tooltip = { text = EVTOPTB_JD_20006_FAILURE_TT }
				tooltip = { detract_grace_minor_effect = yes }
				hidden_effect = { character_event = { id = JD.20010 days = 3 } }
			}
		}
	}

	#You're multilingual already! - END
	option = {
		trigger = { has_character_modifier = multilingual }
		sound_effect = china_grace_gain
		tooltip_info = yes
		custom_tooltip = { text = multilingual_option_available_tt }

		name = EVTOPTC_JD_20006
		custom_tooltip = { text = EVTOPTC_JD_20006_TT }
		add_grace_medium_effect = yes
		hidden_effect = {
			event_target:chinese_guest = {
				clear_persistent_event_target = host_of_chinese_diplomat
			}
		}
	}
	
	#Let your translator do the hard work. - END
	option = {
		name = EVTOPTD_JD_20006
		sound_effect = china_grace_gain
		custom_tooltip = { text = EVTOPTD_JD_20006_TT }

		add_grace_minor_effect = yes

		hidden_effect = {
			event_target:chinese_guest = {
				clear_persistent_event_target = host_of_chinese_diplomat
			}
		}
	}
}

#You learn about languages!
character_event = {
	id = JD.20007
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_20007
	picture = GFX_evt_brazilian_diplomat
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	trigger = {
		event_target:chinese_guest = {
			is_alive = yes
			prisoner = no
		}
	}
	
	option = { 
		name = EVTOPTA_JD_20007
		sound_effect = china_grace_gain
		custom_tooltip = { text = EVTOPTA_JD_20007_TT }

		if = {
			limit = {
				has_character_modifier = student_of_language
			}
			add_character_modifier = {
				name = multilingual
				duration = -1
			}
			hidden_effect = {
				remove_character_modifier = student_of_language
			}
		}
		if = {
			limit = {
				NOR = {
					has_character_modifier = student_of_language
					has_character_modifier = multilingual
				}
			}

			add_character_modifier = {
				name = student_of_language
				duration = -1
			}
		}
		
		add_grace_major_effect = yes

		hidden_effect = {
			random = {
				chance = 30
				modifier = {
					factor = 0.1
					any_artifact = { has_artifact_flag = brazilian }
				}
				character_event = { id = JD.60004 days = 1 }
			}
			event_target:chinese_guest = {
				clear_persistent_event_target = host_of_chinese_diplomat
			}
		}
	}
}

#You fell asleep!
character_event = {
	id = JD.20008
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_20008
	picture = GFX_evt_bad_news
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	trigger = {
		event_target:chinese_guest = {
			is_alive = yes
			prisoner = no
		}
	}

	hide_from = yes
	
	option = { 
		name = EVTOPTA_JD_20008
		custom_tooltip = { text = EVTOPTA_JD_20008_TT }
		
		detract_grace_major_effect = yes

		hidden_effect = {
			event_target:chinese_guest = {
				clear_persistent_event_target = host_of_chinese_diplomat
			}
		}
	}
}

#You great them nicely
character_event = {
	id = JD.20009
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_20009
	picture = GFX_evt_chinese_bureaucrat
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	trigger = {
		event_target:chinese_guest = {
			is_alive = yes
			prisoner = no
		}
	}
	
	option = { 
		name = EVTOPTA_JD_20009
		custom_tooltip = { text = EVTOPTA_JD_20009_TT }
		sound_effect = china_grace_gain
		
		add_grace_medium_effect = yes

		hidden_effect = {
			random = {
				chance = 20
				modifier = {
					factor = 0.1
					any_artifact = { has_artifact_flag = brazilian }
				}
				character_event = { id = JD.60004 days = 1 }
			}
			event_target:chinese_guest = {
				clear_persistent_event_target = host_of_chinese_diplomat
			}
		}
	}
}

#You great them awkwardly
character_event = {
	id = JD.20010
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_20010
	picture = GFX_evt_brazil_diplomatic_failure
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	trigger = {
		event_target:chinese_guest = {
			is_alive = yes
			prisoner = no
		}
	}
	
	option = { 
		name = EVTOPTA_JD_20010
		custom_tooltip = { text = EVTOPTA_JD_20010_TT }
		
		detract_grace_minor_effect = yes
		hidden_effect = {
			event_target:chinese_guest = {
				clear_persistent_event_target = host_of_chinese_diplomat
			}
		}
	}
}



#Closet malfunction
character_event = {
	id = JD.20011
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_20011
	picture = GFX_evt_brazil_diplomatic_failure
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes

	trigger = {
		event_target:chinese_guest = {
			is_alive = yes
			prisoner = no
		}
	}
	
	option = { 
		name = EVTOPTA_JD_20011
		custom_tooltip = { text = EVTOPTA_JD_20011_tt }
		detract_grace_minor_effect = yes
		hidden_effect = {
			event_target:chinese_guest = {
				clear_persistent_event_target = host_of_chinese_diplomat
			}
		}
	}
}

#Deep meaningful insight
character_event = {
	id = JD.20012
	has_dlc = "Jade Dragon"
	desc = { 
		trigger = { 
			offmap_china = { offmap_ruler = { NOT = { culture = ROOT } } }
		} 
		text = EVTDESC_JD_20012 
	}
	desc = { 
		trigger = { 
			offmap_china = { offmap_ruler = { culture = ROOT } }
		} 
		text = EVTDESC_JD_20012_B
	}
	picture = GFX_evt_garden
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes

	trigger = {
		event_target:chinese_guest = {
			is_alive = yes
			prisoner = no
		}
	}
	
	option = { 
		name = EVTOPTA_JD_20012
		sound_effect = china_grace_gain
		custom_tooltip = { text = EVTOPTA_JD_20012_tt }
		add_grace_medium_effect = yes

		hidden_effect = {
			random = {
				chance = 30
				modifier = {
					factor = 0.1
					any_artifact = { has_artifact_flag = brazilian }
				}
				character_event = { id = JD.60004 days = 1 }
			}
			event_target:chinese_guest = {
				clear_persistent_event_target = host_of_chinese_diplomat
			}
		}
	}
}

#Cleanup
character_event = {
	id = JD.20020
	has_dlc = "Jade Dragon"
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		clr_character_flag = chinese_governor_councilor_guest
		event_target:chinese_guest = {
			clr_character_flag = cg_diplomatic_visit
			clr_character_flag = cg_oversee_troops
			clr_character_flag = cg_study_military
			clr_character_flag = cg_oversee_tax_collection
			clr_character_flag = cg_trade
			clr_character_flag = cg_preaching
			clr_character_flag = cg_study_theology
			if = {
				limit = {
					persistent_event_target:host_of_chinese_diplomat = { always = yes }
				}
				clear_persistent_event_target = host_of_chinese_diplomat
			}
		}
		FROMFROM = { #for the fallback if death/prison
			clr_character_flag = cg_diplomatic_visit
			clr_character_flag = cg_oversee_troops
			clr_character_flag = cg_study_military
			clr_character_flag = cg_oversee_tax_collection
			clr_character_flag = cg_trade
			clr_character_flag = cg_preaching
			clr_character_flag = cg_study_theology
			if = {
				limit = {
					persistent_event_target:host_of_chinese_diplomat = { always = yes }
				}
				clear_persistent_event_target = host_of_chinese_diplomat
			}
		}
	}
}


### Hidden start for Mini-Expedition to China #### (random event, fired from yearly pulse)
character_event = {
	id = JD.10009
	hide_window = yes
	is_triggered_only = yes
	only_playable = yes

	only_capable = yes
	has_dlc = "Jade Dragon"
	prisoner = no
	war = no
	min_age = 13

	trigger = {
		NOT = { mercenary = yes }
		NOT = { offmap_china = { governor = { character = ROOT } } } #makes sure it doesn't fire for the governor themselves
		NOT = { has_character_flag = chinese_governor_councilor_guest }
		NOT = { has_character_flag = is_sending_someone_to_china }
		is_inaccessible_trigger = no
		china_diplo_interaction_trigger = yes
		offmap_china = {
			NOR = {
				has_status = china_civil_war
				has_status = brasil_religious_civil_war_candomble
				has_status = brasil_religious_civil_war_charismatic
				has_status = china_plague
			}
		}
		any_courtier = {
			count = 2
			ai = yes
			NOR = {
				culture_group = portuguese
				culture_group = portunhol
			}
			is_landed = no
			is_heir = no
			block_general_event_trigger = no
			NOT = {
				has_minor_title = title_commander
			}
		}
	}

	weight_multiplier = {
		factor = 1
		modifier = { # more likely if China is doing great
			factor = 1.5
			china_is_fine_trigger = yes
		}
		modifier = { # less likely if China is NOT doing great
			factor = 0.5
			china_is_suffering_trigger = yes
		}
		modifier = { # less likely if China is isolationist
			factor = 0.5
			offmap_china = { has_policy = china_isolationist }
		}
	}

	immediate = {
		random_courtier = {
			limit = {
				ai = yes
				NOR = {
					culture_group = portuguese
					culture_group = portunhol
				}
				is_landed = no
				is_heir = no
				block_general_event_trigger = no
				NOT = {
					has_minor_title = title_commander
				}
				NOT = { has_character_flag = wants_to_travel_0 }
				NOT = { has_character_flag = wants_to_travel_1 }
				NOT = { has_character_flag = wants_to_travel_2 }
				NOT = { has_character_flag = originated_from_chinese_court }
			}
			save_event_target_as = adventurous_spirit
			set_character_flag = wants_to_travel_0
		}
		random_courtier = {
			limit = {
				ai = yes
				NOR = {
					culture_group = portuguese
					culture_group = portunhol
				}
				is_landed = no
				is_heir = no
				block_general_event_trigger = no
				NOT = {
					has_minor_title = title_commander
				}
				NOT = { has_character_flag = wants_to_travel_0 }
				NOT = { has_character_flag = wants_to_travel_1 }
				NOT = { has_character_flag = wants_to_travel_2 }
				NOT = { has_character_flag = originated_from_chinese_court }
				is_liked_by_China_trigger = yes
			}
			save_event_target_as = adventurous_spirit
			set_character_flag = wants_to_travel_0
		}
	
		event_target:adventurous_spirit = { character_event = { id = JD.10010 } }
	}
}


character_event = { #ping event
	id = JD.10010
	has_dlc = "Jade Dragon"
	hide_window = yes
	is_triggered_only = yes
	immediate = { FROM = { character_event = { id = JD.10011 } } }
}

#Your courtier wants to travel to China!
character_event = {
	id = JD.10011
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_10011
	picture = GFX_evt_brazil_stable
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes

	immediate = {
		offmap_china = {
			governor = {
				save_event_target_as = the_protector_general
			}
		}

		#Saves home court in case of death of ROOT...
		capital_scope = {
			save_event_target_as = original_court_province_target
		}

		#Find a suitable back-up for the journey... (preferably a spouse, then a lover, then a friend, and in worst case, some random person at court)
		any_courtier = {
			limit = {
				ai = yes
				NOR = {
					culture_group = portuguese
					culture_group = portunhol
				}
				is_landed = no
				block_general_event_trigger = no
				NOT = {
					has_minor_title = title_commander
				}
				NOT = { has_character_flag = wants_to_travel_0 }
				NOT = { has_character_flag = wants_to_travel_1 }
				NOT = { has_character_flag = wants_to_travel_2 }
				NOT = { has_character_flag = originated_from_chinese_court }
			}
			score_value = { #Prioritizes selecting an interesting courtier...
				value = 10
				interesting_courtier_selection_score = yes
			}
			save_event_target_as = back_up_target_1
			set_character_flag = wants_to_travel_1
		}
		any_courtier = {
			limit = {
				ai = yes
				NOR = {
					culture_group = portuguese
					culture_group = portunhol
				}
				is_landed = no
				is_friend = ROOT
				block_general_event_trigger = no
				NOT = {
					has_minor_title = title_commander
				}
				NOT = { has_character_flag = wants_to_travel_0 }
				NOT = { has_character_flag = wants_to_travel_1 }
				NOT = { has_character_flag = wants_to_travel_2 }
				NOT = { has_character_flag = originated_from_chinese_court }
			}
			save_event_target_as = back_up_target_1
			set_character_flag = wants_to_travel_1
		}
		any_courtier = {
			limit = {
				ai = yes
				NOR = {
					culture_group = portuguese
					culture_group = portunhol
				}
				is_landed = no
				any_lover = { character = ROOT }
				block_general_event_trigger = no
				NOT = {
					has_minor_title = title_commander
				}
				NOT = { has_character_flag = wants_to_travel_0 }
				NOT = { has_character_flag = wants_to_travel_1 }
				NOT = { has_character_flag = wants_to_travel_2 }
				NOT = { has_character_flag = originated_from_chinese_court }
			}
			score_value = { #Prioritizes selecting an interesting courtier...
				value = 10
				interesting_courtier_selection_score = yes
			}
			save_event_target_as = back_up_target_1
			set_character_flag = wants_to_travel_1
		}
		any_courtier = {
			limit = {
				ai = yes
				NOR = {
					culture_group = portuguese
					culture_group = portunhol
				}
				is_landed = no
				any_spouse = { character = ROOT }
				block_general_event_trigger = no
				NOT = {
					has_minor_title = title_commander
				}
				NOT = { has_character_flag = wants_to_travel_0 }
				NOT = { has_character_flag = wants_to_travel_1 }
				NOT = { has_character_flag = wants_to_travel_2 }
				NOT = { has_character_flag = originated_from_chinese_court }
			}
			score_value = { #Prioritizes selecting an interesting courtier...
				value = 10
				interesting_courtier_selection_score = yes
			}
			save_event_target_as = back_up_target_1
			set_character_flag = wants_to_travel_1
		}

		#Find a suitable second back-up for the journey... (preferably a child who's not an heir, otherwise a grown-up un-landed child, and in worst case, some random person at court)
		any_courtier = {
			limit = {
				ai = yes
				NOR = {
					culture_group = portuguese
					culture_group = portunhol
				}
				is_landed = no
				block_general_event_trigger = no
				NOT = {
					has_minor_title = title_commander
				}
				NOT = { has_character_flag = wants_to_travel_0 }
				NOT = { has_character_flag = wants_to_travel_1 }
				NOT = { has_character_flag = wants_to_travel_2 }
				NOT = { has_character_flag = originated_from_chinese_court }
			}
			score_value = { #Prioritizes selecting an interesting courtier...
				value = 10
				interesting_courtier_selection_score = yes
			}
			save_event_target_as = back_up_target_2
			set_character_flag = wants_to_travel_2
		}
		any_courtier = {
			limit = {
				ai = yes
				NOR = {
					culture_group = portuguese
					culture_group = portunhol
				}
				is_landed = no
				is_child_of = ROOT
				block_general_event_trigger = no
				NOT = {
					has_minor_title = title_commander
				}
				NOT = { has_character_flag = wants_to_travel_0 }
				NOT = { has_character_flag = wants_to_travel_1 }
				NOT = { has_character_flag = wants_to_travel_2 }
				NOT = { has_character_flag = originated_from_chinese_court }
			}
			score_value = { #Prioritizes selecting an interesting courtier...
				value = 10
				interesting_courtier_selection_score = yes
			}
			save_event_target_as = back_up_target_2
			set_character_flag = wants_to_travel_2
		}
		any_courtier = {
			limit = {
				ai = yes
				NOR = {
					culture_group = portuguese
					culture_group = portunhol
				}
				is_landed = no
				is_child_of = ROOT
				NOT = { is_heir = ROOT }
				block_general_event_trigger = no
				NOT = {
					has_minor_title = title_commander
				}
				NOT = { has_character_flag = wants_to_travel_0 }
				NOT = { has_character_flag = wants_to_travel_1 }
				NOT = { has_character_flag = wants_to_travel_2 }
				NOT = { has_character_flag = originated_from_chinese_court }
			}
			score_value = { #Prioritizes selecting an interesting courtier...
				value = 10
				interesting_courtier_selection_score = yes
			}
			save_event_target_as = back_up_target_2
			set_character_flag = wants_to_travel_2
		}
		set_character_flag = is_sending_someone_to_china
	}

	option = {
		name = EVTOPTA_JD_10011
		custom_tooltip = { text = EVTOPTA_JD_10011_TT }


		event_target:adventurous_spirit = {
			#show_scope_change = no
			check_likes_or_dislikes_THIS_effect = yes
			add_character_modifier = {
				name = out_traveling
				duration = 365
			}
			hidden_effect = { character_event = { id = JD.10012 days = 200 random = 160 } }
		}
	}

	option = {
		name = EVTOPTB_JD_10011
		custom_tooltip = { text = EVTOPTB_JD_10011_TT }


		event_target:back_up_target_1 = {
			#show_scope_change = no
			check_likes_or_dislikes_THIS_effect = yes
			add_character_modifier = {
				name = out_traveling
				duration = 365
			}
			save_event_target_as = adventurous_spirit
			hidden_effect = { character_event = { id = JD.10012 days = 200 random = 160 } }
		}
		trigger = {
			event_target:back_up_target_1 = { always = yes }
		}
	}

	option = {
		name = EVTOPTC_JD_10011
		custom_tooltip = { text = EVTOPTC_JD_10011_TT }


		event_target:back_up_target_2 = {
			#show_scope_change = no
			check_likes_or_dislikes_THIS_effect = yes
			add_character_modifier = {
				name = out_traveling
				duration = 365
			}
			save_event_target_as = adventurous_spirit
			hidden_effect = { character_event = { id = JD.10012 days = 200 random = 160 } }
		}
		
		trigger = {
			event_target:back_up_target_2 = { always = yes }
		}
	}

	option = {	
		name = EVTOPTD_JD_10011
		custom_tooltip = { text = EVTOPTD_JD_10011_TT }
		clr_character_flag = is_sending_someone_to_china
	}

	after = {
		hidden_effect = {
			any_courtier = {
				clr_character_flag = wants_to_travel_0
				clr_character_flag = wants_to_travel_1
				clr_character_flag = wants_to_travel_2
			}
			if = {
				limit = { has_character_flag = is_sending_someone_to_china }
				event_target:adventurous_spirit = {
					force_host = event_target:the_protector_general
				}
				character_event = { id = JD.10020 days = 370 } #Fallback event (in case the traveler has died)
			}
		}
	}
}

#Delayed ping event and tombola for figuring out how the journey went... (fires for the traveler)
character_event = {
	id = JD.10012
	has_dlc = "Jade Dragon"
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		offmap_china = {
			governor = {
				save_event_target_as = the_protector_general #in case the old one has died, resave
			}
		}

		#In case the liege who sent them away has died, send them back from where they came anyway...
		if = {
			limit = { NOT = { FROM = { is_alive = yes } } }
			event_target:original_court_province_target = {
				owner = {
					save_event_target_as = new_story_owner
					ROOT = { #moves ROOT to the new host
						force_host = PREV
						move_character = PREV
					}
				}
			}
		}
		# If the old liege is still alive... (most often the case, we assume)!
		if = {
			limit = { FROM = { is_alive = yes } }
			force_host = FROM
		}

		random_list = { #random outcomes for the traveler...
			5 = {
				modifier = {
					factor = 1.1
					china_is_fine_trigger = yes
				}
				modifier = {
					factor = 0.5
					china_is_suffering_trigger = yes
				}
				modifier = {
					factor = 1.1
					has_pleasant_trait_trigger = yes
				}
				modifier = {
					factor = 1.1
					has_pleasant_personality_trigger = yes
				}
				modifier = {
					factor = 1.1
					diplomacy = 10
				}
				modifier = {
					factor = 1.1
					diplomacy = 13
				}
				modifier = {
					factor = 1.1
					diplomacy = 15
				}
				modifier = {
					factor = 1.1
					diplomacy = 17
				}
				modifier = {
					factor = 1.1
					diplomacy = 20
				}
				modifier = {
					factor = 1.1
					stewardship = 10
				}
				modifier = {
					factor = 1.1
					stewardship = 15
				}
				modifier = {
					factor = 1.1
					stewardship = 20
				}
				modifier = {
					factor = 1.2
					is_liked_by_China_trigger = yes
				}
				modifier = {
					factor = 1.2
					is_disliked_by_China_trigger = no
				}
	
				if = {
					limit = { NOT = { FROM = { is_alive = yes } } }
					event_target:new_story_owner = { character_event = { id = JD.10013 } } #great
				}
				if = {
					limit = { FROM = { is_alive = yes } }
					FROM = { character_event = { id = JD.10013 } } #great
				}

				trigger = {
					is_alive = yes
					offmap_china = {
						NOR = {
							has_status = china_civil_war
							has_status = brasil_religious_civil_war_candomble
							has_status = brasil_religious_civil_war_charismatic
							has_status = china_plague
						}
					}
				}
			}
			10 = {
				modifier = {
					factor = 1.5
					china_is_fine_trigger = yes
				}
				modifier = {
					factor = 0.5
					china_is_suffering_trigger = yes
				}
				modifier = {
					factor = 1.1
					diplomacy = 10
				}
				modifier = {
					factor = 1.1
					diplomacy = 15
				}
				modifier = {
					factor = 1.1
					diplomacy = 20
				}
				modifier = {
					factor = 1.1
					stewardship = 10
				}
				modifier = {
					factor = 1.1
					is_liked_by_China_trigger = yes
				}
				modifier = {
					factor = 1.1
					is_disliked_by_China_trigger = no
				}
				trigger = {
					is_alive = yes
					offmap_china = {
						NOR = {
							has_status = china_civil_war
							has_status = brasil_religious_civil_war_candomble
							has_status = brasil_religious_civil_war_charismatic
							has_status = china_plague
						}
					}
				}

				if = {
					limit = { NOT = { FROM = { is_alive = yes } } }
					event_target:new_story_owner = { character_event = { id = JD.10014 } } #good
				}
				if = {
					limit = { FROM = { is_alive = yes } }
					FROM = { character_event = { id = JD.10014 } } #good
				}

			}
			10 = {
				trigger = {
					is_alive = yes
				}
				if = {
					limit = { NOT = { FROM = { is_alive = yes } } }
					event_target:new_story_owner = { character_event = { id = JD.10015 } } #decent
				}
				if = {
					limit = { FROM = { is_alive = yes } }
					FROM = { character_event = { id = JD.10015 } } #decent
				}

			}
			10 = {
				modifier = {
					factor = 1.5
					china_is_suffering_trigger = yes
				}
				modifier = {
					factor = 0.5
					china_is_fine_trigger = yes
				}
				modifier = {
					factor = 0.7
					has_top_tier_education_trait_trigger = yes
				}
				modifier = {
					factor = 1.1
					is_liked_by_China_trigger = no
				}
				modifier = {
					factor = 1.1
					is_disliked_by_China_trigger = yes
				}
				trigger = {
					is_alive = yes
				}

				if = {
					limit = { NOT = { FROM = { is_alive = yes } } }
					event_target:new_story_owner = { character_event = { id = JD.10016 } } #bad
				}
				if = {
					limit = { FROM = { is_alive = yes } }
					FROM = { character_event = { id = JD.10016 } } #bad
				}
			}
			5 = {
				modifier = {
					factor = 1.5
					china_is_suffering_trigger = yes
				}
				modifier = {
					factor = 0.5
					is_smart_trigger = yes
				}
				modifier = {
					factor = 0.7
					has_top_tier_education_trait_trigger = yes
				}
				modifier = {
					factor = 1.1
					is_dumb_trigger = yes
				}
				modifier = {
					factor = 1.1
					NOT = { diplomacy = 10 }
				}
				modifier = {
					factor = 1.1
					NOT = { diplomacy = 8 }
				}
				modifier = {
					factor = 1.1
					NOT = { diplomacy = 5 }
				}
				modifier = {
					factor = 1.1
					NOT = { diplomacy = 3 }
				}
				modifier = {
					factor = 1.1
					has_unattractive_trait_trigger = yes
				}
				modifier = {
					factor = 1.1
					is_unattractive_trigger = yes
				}
				modifier = {
					factor = 1.1
					is_liked_by_China_trigger = no
				}
				modifier = {
					factor = 1.5
					is_disliked_by_China_trigger = yes
				}
				trigger = {
					is_alive = yes
				}
				if = {
					limit = { NOT = { FROM = { is_alive = yes } } }
					event_target:new_story_owner = { character_event = { id = JD.10017 } } #terrible
				}
				if = {
					limit = { FROM = { is_alive = yes } }
					FROM = { character_event = { id = JD.10017 } } #terrible
				}
			}
			10 = { # They return with a new lover/spouse
				character_event = { id = JD.10021 } #Special case 1: ping event for creating new char

				modifier = {
					factor = 1.1
					is_attractive_trigger = yes
				}
				modifier = {
					factor = 1.1
					has_attractive_trait_trigger = yes
				}
				modifier = {
					factor = 1.1
					is_liked_by_China_trigger = yes
				}
				modifier = {
					factor = 0.9
					is_liked_by_China_trigger = no
				}
				modifier = {
					factor = 0.5
					is_disliked_by_China_trigger = yes
				}

				trigger = {
					is_alive = yes
					is_married = no
					NOT = { is_consort = FROM }
					has_lover = no
				}
			}
			10 = { #They return but want to go back
				modifier = {
					factor = 1.1
					has_disease_trigger = no
				}
				modifier = {
					factor = 1.2
					is_liked_by_China_trigger = yes
				}
				modifier = {
					factor = 0.9
					is_liked_by_China_trigger = no
				}
				modifier = {
					factor = 0.1
					is_disliked_by_China_trigger = yes
				}

				trigger = {
					is_alive = yes
					is_landed = no
					NOT = {
						any_spouse = {
							character = FROM
						}
					}
				}

				if = {
					limit = { NOT = { FROM = { is_alive = yes } } }
					event_target:new_story_owner = { character_event = { id = JD.10019 } } #Special case 2
				}
				if = {
					limit = { FROM = { is_alive = yes } }
					FROM = { character_event = { id = JD.10019 } } #Special case 2
				}
			}
		}
	}
}

character_event = { # Things went great
	id = JD.10013
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_10013
	picture = GFX_evt_whispers
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes

	immediate = {
		#Chance of returning with artifact
		random = {
			chance = 100
			modifier = {
				factor = 0
				any_artifact = { has_artifact_flag = brazilian }
			}
			set_character_flag = chinese_traveler_artifact
			offmap_china = {
				governor = {
					random_list = {
						5 = { 
							add_artifact = cristo_redentor
							new_artifact = {
								transfer_artifact = {
									from = PREV
									to = ROOT
								}
								save_event_target_as = chinese_artifact
							}
						}
						15 = { 
							add_artifact = tourmaline_amulet
							new_artifact = {
								transfer_artifact = {
									from = PREV
									to = ROOT
								}
								save_event_target_as = chinese_artifact
							}
						}
						40 = {
							add_artifact = soccer_ball
							new_artifact = {
								#set_name="chinese_artwork_name"
								transfer_artifact = {
									from = PREV
									to = ROOT
								}
								save_event_target_as = chinese_artifact
							}
						}
						40 = { 
							add_artifact = oriental_rug
							new_artifact = {
								#set_name="chinese_calligraphy_name"
								transfer_artifact = {
									from = PREV
									to = ROOT
								}
								save_event_target_as = chinese_artifact
							}
						}
						40 = { 
							add_artifact = carranca
							new_artifact = {
								#set_name="chinese_sculpture_name"
								transfer_artifact = {
									from = PREV
									to = ROOT
								}
								save_event_target_as = chinese_artifact
							}
						}
						20 = { 
							add_artifact = paubrasilia_dyed_robes
							new_artifact = {
								transfer_artifact = {
									from = PREV
									to = ROOT
								}
								save_event_target_as = chinese_artifact
							}
						}
						20 = { 
							trigger = { 
							ROOT = { has_education_martial_trigger = yes }
							}
							modifier = {
								factor = 2
								ROOT = { martial = 14 }
							}
							modifier = {
								factor = 2
								ROOT = { martial = 18 }
							}
							modifier = {
								factor = 2
								ROOT = { martial = 22 }
							}
							modifier = {
								factor = 2
								ROOT = { martial = 24 }
							}
							add_artifact = guerilla_warfare
							new_artifact = {
								transfer_artifact = {
									from = PREV
									to = ROOT
								}
								save_event_target_as = chinese_artifact
							}
						}
						20 = { 
							add_artifact = silk_shroud
							new_artifact = {
								transfer_artifact = {
									from = PREV
									to = ROOT
								}
								save_event_target_as = chinese_artifact
							}
						}
						15 = { 
							add_artifact = brazilian_reliquary
							new_artifact = {
								transfer_artifact = {
									from = PREV
									to = ROOT
								}
								save_event_target_as = chinese_artifact
							}
						}
						15 = { 
							add_artifact = jungle_knife
							new_artifact = {
								transfer_artifact = {
									from = PREV
									to = ROOT
								}
								save_event_target_as = chinese_artifact
							}
						}
						10 = { 
							add_artifact = the_guarani
							new_artifact = {
								transfer_artifact = {
									from = PREV
									to = ROOT
								}
								save_event_target_as = chinese_artifact
							}
						}
					}
				}
			}
		}
	}

	option = {
		name = EVTOPTA_JD_10013
		sound_effect = china_grace_gain
		custom_tooltip = { text = EVTOPTA_JD_10013_TT }
		FROM = {
			add_trait_silently_proud_effect = yes
			remove_trait_silently_humble_effect = yes
			random = { chance = 50 add_trait_brave_effect = yes }
		}
		wealth = 25
		if = {
			limit = { has_character_flag = chinese_traveler_artifact }
			tooltip = {
				event_target:chinese_artifact = {
					show_scope_change = no
					transfer_artifact = {
						to = ROOT
						from = FROM
					}
				}
			}
			clr_character_flag = chinese_traveler_artifact
		}
		add_grace_medium_effect = yes
		hidden_effect = { FROM = { remove_character_modifier = out_traveling } }
		clr_character_flag = is_sending_someone_to_china
	}
}
character_event = { # Things went good
	id = JD.10014
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_10014
	picture = GFX_evt_feast
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes

	option = {	
		name = EVTOPTA_JD_10014
		sound_effect = china_grace_gain
		add_grace_minor_effect = yes
		FROM = {
			random = { chance = 50 add_trait_patient_effect = yes }
		}
		hidden_effect = { FROM = { remove_character_modifier = out_traveling } }
		clr_character_flag = is_sending_someone_to_china
	}
}
character_event = { # Things went decently
	id = JD.10015
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_10015
	picture = GFX_evt_recieve_letter
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes

	option = {	
		name = EVTOPTA_JD_10015
		sound_effect = china_grace_gain
		add_grace_trivial_effect = yes
		hidden_effect = { FROM = { remove_character_modifier = out_traveling } }
		clr_character_flag = is_sending_someone_to_china
	}
}
character_event = { # Things went bad
	id = JD.10016
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_10016
	picture = GFX_evt_quarrel
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes
	
	option = {	
		name = EVTOPTA_JD_10016
		detract_grace_trivial_effect = yes
		FROM = {
			random = { chance = 50 add_trait = stressed }
		}
		hidden_effect = { FROM = { remove_character_modifier = out_traveling } }
		clr_character_flag = is_sending_someone_to_china
	}
}
character_event = { # Things went terribly
	id = JD.10017
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_10017
	picture = GFX_evt_quarrel
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes
	
	option = {	
		name = EVTOPTA_JD_10017
		custom_tooltip = { text = EVTOPTA_JD_10017_TT }
		detract_grace_minor_effect = yes
		FROM = {
			add_trait_silently_shy_effect = yes
			remove_trait_silently_gregarious_effect = yes
			random = { chance = 25 add_trait = depressed }
		}
		hidden_effect = { FROM = { remove_character_modifier = out_traveling } }
		clr_character_flag = is_sending_someone_to_china
	}
}

#Ping event for Special case 1
character_event = {
	id = JD.10021
	has_dlc = "Jade Dragon"
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		if = {
			limit = { is_female = yes }
			create_character = {
				age = 25
				dynasty = actually_culture
				religion = event_target:the_protector_general
				culture = event_target:the_protector_general
				female = no
				health = 6
				random_traits = yes
				historical = yes
			}
		}
		if = {
			limit = { is_female = no }
			create_character = {
				age = 25
				dynasty = actually_culture
				religion = event_target:the_protector_general
				culture = event_target:the_protector_general
				female = yes
				health = 6
				random_traits = yes
				historical = yes
			}
		}
		new_character = {
			character_event = { id = misc.3 } # Diversity
			character_event = { id = misc.4 } # Physique
			save_event_target_as = new_found_lover
			add_lover = ROOT
		}
		add_ambition = obj_get_married

		if = {
			limit = { NOT = { FROMFROM = { is_alive = yes } } }
			event_target:new_story_owner = { character_event = { id = JD.10018 } } #Special case 2
		}
		if = {
			limit = { FROMFROM = { is_alive = yes } }
			FROMFROM = { character_event = { id = JD.10018 } } #Special case 2
		}
	}
}

character_event = { # Special case 1 - The courtier you sent away to China has returned with a lover/spouse
	id = JD.10018
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_10018
	picture = GFX_evt_scandal
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes
	hide_new = yes

	option = { #They bring someone home
		name = EVTOPTA_JD_10018
		sound_effect = china_grace_gain
		custom_tooltip = { text = EVTOPTA_JD_10018_TT }
		
		#moves the lover to your court (and leaves a flag for later marriage hook-in)...
		event_target:new_found_lover = {
			move_character = ROOT
			set_character_flag = gets_to_stay
		}

		hidden_effect = { FROM = { remove_character_modifier = out_traveling } }
		add_grace_medium_effect = yes
	}
	option = { #We don't have room for strangers
		name = EVTOPTB_JD_10018
		sound_effect = china_grace_gain
		hidden_effect = { FROM = { remove_character_modifier = out_traveling } }
		
		reverse_opinion = {
			who = FROM
			modifier = opinion_sent_my_lover_away
			years = 20
		}

		if = { limit = { FROM = { trait = stressed } } FROM = { add_trait = depressed } } #if they are already stressed, this depressed them

		event_target:new_found_lover = {
			set_character_flag = has_to_leave
			hidden_effect = { leave_court_for_china_effect = yes }
		}
		add_grace_medium_effect = yes
	}

	after = {
		clr_character_flag = is_sending_someone_to_china
	}
}
character_event = { # Special case 2 - The courtier you sent away to China has returned but wants to go back
	id = JD.10019
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_10019
	picture = GFX_evt_son_asking_father
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes

	option = { #They go back to China, forever
		name = {
			text = EVTOPTA_JD_10019
			trigger = {
				NOR = {
					trait = lunatic
					is_dumb_trigger = yes
					trait = poet
					trait = musician
					trait = kind
				}
			}
		}
		name = {
			text = EVTOPTA_JD_10019_lunatic
			trigger = { trait = lunatic }
		}
		name = {
			text = EVTOPTA_JD_10019_imbecile
			trigger = { is_dumb_trigger = yes }
		}
		name = {
			text = EVTOPTA_JD_10019_poet
			trigger = { OR = { trait = poet trait = musician trait = kind } }
		}
		sound_effect = china_grace_gain

		if = { #Do they have family?
			limit = {
				FROM = {
					OR = {
						is_married = yes
						any_child = {
							is_child_of = FROM
							NOT = { is_child_of = ROOT }
							is_adult = no
						}
					}
				}
			}
			custom_tooltip = { text = EVTOPTA_JD_10019_TT_family } #Explains that they will take their family with them
		}
		if = { #Are they single and without children?
			limit = {
				FROM = {
					NOR = {
						is_married = yes
						any_child = {
							is_child_of = FROM
							is_adult = no
						}
					}
				}
			}
			custom_tooltip = { text = EVTOPTA_JD_10019_TT_solo } # Explains that they'll just go on their own
		}

		
		FROM = {
			hidden_effect = {
				remove_character_modifier = out_traveling

				leave_court_for_china_effect = yes
	
				if = { # They take their spouse with them
					limit = { is_married = yes }
					any_spouse = {
						leave_court_for_china_effect = yes
					}
				}

				if = { #They take any children with them
					limit = {
						any_child = {
							is_child_of = FROM
							NOT = { is_child_of = ROOT }
							is_adult = no
						}
					}
					any_child = {
						limit = {
							is_child_of = FROM
							NOT = { is_child_of = ROOT }
							is_adult = no
						}
						leave_court_for_china_effect = yes
					}
				}
			}
		}
		add_grace_major_effect = yes
		if = {
			limit = { FROM = { is_child_of = ROOT } }
			set_character_flag = let_child_go_to_china #Potential hook-in for future events? 
		}
	}

	option = { #They are angry
		name = EVTOPTB_JD_10019
		sound_effect = china_grace_gain
		add_grace_medium_effect = yes
		hidden_effect = { FROM = { remove_character_modifier = out_traveling } }
		reverse_opinion = {
			who = FROM
			modifier = opinion_angry
			years = 15
		}
	}

	option = { #They will get over it
		name = EVTOPTC_JD_10019
		add_grace_medium_effect = yes
		hidden_effect = { FROM = { remove_character_modifier = out_traveling } }

		reverse_opinion = {
			who = FROM
			modifier = opinion_disgruntled
			years = 15
		}
		
		tooltip_info = diplomacy
		trigger = { diplomacy = 15 }
	}

	option = { #Plead to them from the bottom of your heart
		name = EVTOPTD_JD_10019
		custom_tooltip = { text = EVTOPTD_JD_10019_TT }
		sound_effect = china_grace_gain
		
		add_grace_medium_effect = yes
		hidden_effect = { FROM = { remove_character_modifier = out_traveling } }
		
		reverse_opinion = {
			who = FROM
			modifier = opinion_feels_appreciated
			years = 10
		}

		tooltip_info = yes
		trigger = {
			reverse_opinion = {
				who = FROM
				value = 60
			}
		}
	}
	after = {
		clr_character_flag = is_sending_someone_to_china
	}
}

character_event = { # Fallback (in case the traveler died)
	id = JD.10020
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_10020
	picture = GFX_evt_recieve_letter
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes

	trigger = {
		has_character_flag = is_sending_someone_to_china
		event_target:adventurous_spirit = {
			NOT = { is_alive = yes }
			NOR = {
				death_in_china_trigger = yes
				death_no_trace_trigger = yes
			}
		}
	}

	option = {	
		name = EVTOPTA_JD_10020
		custom_tooltip = { text = EVTOPTA_JD_10020_TT }
		clr_character_flag = is_sending_someone_to_china
	}
}


###
# Dishonest traders event
###
character_event = { # Hidden event
	id = JD.30000
	
	hide_window = yes

	has_dlc = "Jade Dragon"
	
	is_triggered_only = yes
	
	only_playable = yes
	
	trigger = {
		NOT = { offmap_china = { governor = { character = ROOT } } } #makes sure it doesn't fire for the governor themselves
		china_diplo_interaction_trigger = yes
		any_demesne_province = {
			has_trade_post = yes
			trade_route = coffee_current
		}
		any_vassal = {
			any_realm_province = {
				NOT = { has_province_modifier = reprimanded_merchants }
				any_province_holding = {
					holding_type = city
				}
			}
		}
	}
	
	immediate = {
		offmap_china = {
			governor = {
				character_event = { id = JD.30001 }
			}
		}
	}
}

character_event = {
	id = JD.30001
	has_dlc = "Jade Dragon"
	
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		FROM = {
			letter_event = { id = JD.30002 }
		}
	}
}

# A letter arrives from the governor stating that the Emperor is upset about dishonest traders
letter_event = {
	id = JD.30002
	has_dlc = "Jade Dragon"
	
	desc = EVTDESC_JD_30002
	border = GFX_event_letter_frame_diplomacy
	
	is_triggered_only = yes
	
	immediate = {
		job_marshal = {
			save_event_target_as = target_marshal
		}
		random_vassal = {
			limit = {
				NOT = { tier = BARON }
				any_realm_province = {
					NOT = { has_province_modifier = reprimanded_merchants }
					any_province_holding = {
						holding_type = city
					}
				}
			}
			save_event_target_as = target_vassal_1
		}
		random_vassal = {
			limit = {
				NOT = { tier = BARON }
				any_realm_province = {
					NOT = { has_province_modifier = reprimanded_merchants }
					any_province_holding = {
						holding_type = city
					}
				}
				NOT = { event_target:target_vassal_1 = { character = PREV } }
			}
			save_event_target_as = target_vassal_2
		}
		random_vassal = {
			limit = {
				NOT = { tier = BARON }
				any_realm_province = {
					NOT = { has_province_modifier = reprimanded_merchants }
					any_province_holding = {
						holding_type = city
					}
				}
				NOT = { event_target:target_vassal_1 = { character = PREV } }
				NOT = { event_target:target_vassal_2 = { character = PREV } }
			}
			save_event_target_as = target_vassal_3
		}
	}
	
	# Punish all traders in realm
	option = {
		name = EVTOPTA_JD_30002
		
		trigger = {
			event_target:target_vassal_1 = { always = yes }
			event_target:target_vassal_2 = { always = yes }
			#event_target:target_vassal_3 = { always = yes } #intentionally left out
		}
		
		add_offmap_currency = {
			offmap = offmap_china
			value = 150
		}
		
		capital_scope = {
			add_province_modifier = {
				modifier = reprimanded_merchants
				duration = 3650
			}
		}
		event_target:target_vassal_1 = {
			random_realm_province = {
				limit = {
					NOT = { has_province_modifier = reprimanded_merchants }
					any_province_holding = {
						holding_type = city
					}
				}
				add_province_modifier = {
					modifier = reprimanded_merchants
					duration = 3650
				}
			}
			character_event = { id = JD.30003 days = 14 random = 30 }
		}
		event_target:target_vassal_2 = {
			random_realm_province = {
				limit = {
					NOT = { has_province_modifier = reprimanded_merchants }
					any_province_holding = {
						holding_type = city
					}
				}
				add_province_modifier = {
					modifier = reprimanded_merchants
					duration = 3650
				}
			}
			character_event = { id = JD.30003 days = 14 random = 30 }
		}
		if = {
			limit = {
				event_target:target_vassal_3 = { always = yes }
			}
		}
		event_target:target_vassal_3 = {
			random_realm_province = {
				limit = {
					NOT = { has_province_modifier = reprimanded_merchants }
					any_province_holding = {
						holding_type = city
					}
				}
				add_province_modifier = {
					modifier = reprimanded_merchants
					duration = 3650
				}
			}
			character_event = { id = JD.30003 days = 14 random = 30 }
		}
	}
	
	# Task your marshal to find the worst troublemakers
	option = {
		name = EVTOPTB_JD_30002
		add_offmap_currency = {
			offmap = offmap_china
			value = 50
		}
		capital_scope = {
			add_province_modifier = {
				modifier = reprimanded_merchants
				duration = 3650
			}
		}
		event_target:target_marshal = {
			trigger_switch = {
				on_trigger = intrigue
				10 = { }
				5 = {
					add_character_modifier = {
						modifier = dealing_with_dishonest_traders
						duration = 365
					}
				}
				0 = {
					add_character_modifier = {
						modifier = dealing_with_dishonest_traders
						duration = 1460
					}
				}
			}
		}
	}
	
	# Don't do anything
	option = {
		name = EVTOPTC_JD_30002
		add_offmap_currency = {
			offmap = offmap_china
			value = -150
		}
	}
}

# Your liege has limited your merchants privileges 
character_event = {
	id = JD.30003
	has_dlc = "Jade Dragon"
	
	desc = EVTDESC_JD_30003
	picture = GFX_evt_monk
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	# Publicly condemn the action
	option = {
		name = EVTOPTA_JD_30003
		
		ai_chance = {
			factor = 10
			modifier = {
				factor = 3
				trait = ambitious
			}
			modifier = {
				factor = 3
				trait = just
			}
			modifier = {
				factor = 3
				is_rival = FROM
			}
		}
		
		add_character_modifier = {
			modifier = defending_vassal_rights
			days = 3650
		}
		reverse_opinion = {
			who = ROOT
			multiplier = 2
			modifier = opinion_annoyed
			years = 5
		}
		FROM = {
			character_event = { id = JD.30004 days = 14 }
		}
	}
	
	# Don't bother
	option = {
		name = EVTOPTB_JD_30003
		
		ai_chance = {
			factor = 40
			modifier = {
				factor = 2
				trait = craven
			}
		}
		
		prestige = -25
	}
	
	after = {
		tooltip = {
			any_demesne_province = {	
				limit = {
					has_province_modifier = reprimanded_merchants
				}
				add_province_modifier = {
					modifier = reprimanded_merchants
					days = 3650
				}
			}
		}
	}
}

# Your vassals are upset about legislating rules on their subjects
character_event = {
	id = JD.30004
	has_dlc = "Jade Dragon"
	
	desc = EVTDESC_JD_30004
	picture = GFX_evt_emissary
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes

	# Too bad
	option = {
		name = EVTOPTA_JD_30004
		reverse_opinion = {
			who = FROM
			multiplier = 2
			modifier = opinion_annoyed
			years = 5
		}
		prestige = -20
	}
}

###
# Courtier from Chinese court compliments/berates you after a stay in your court.
###

character_event = {
	id = JD.30010
	
	hide_window = yes

	has_dlc = "Jade Dragon"
	
	is_triggered_only = yes
	
	only_playable = yes
	
	trigger = {
		is_adult = yes
		NOT = { offmap_china = { governor = { character = ROOT } } } #makes sure it doesn't fire for the governor themselves
		NOT = {
			offmap_china = {
				has_policy = china_isolationist
			}
		}
		any_courtier = {
			block_general_event_trigger = no
			prisoner = no
			has_character_flag = originated_from_chinese_court
			NOT = { has_character_flag = is_escaped_chinese_noble }
			NOT = { has_character_flag = is_chinese_refugee }
			NOT = { has_character_flag = had_opinions_about_host_court }
			NOT = { has_character_flag = ignore_refund }
			has_character_flag = chinese_courtier_original_court_@ROOT
		}
	}
	
	weight_multiplier = {
		factor = 1
	}
	
	immediate = {
		random_courtier = {
			limit = {
				block_general_event_trigger = no
				prisoner = no
				has_character_flag = originated_from_chinese_court
				NOT = { has_character_flag = is_escaped_chinese_noble }
				NOT = { has_character_flag = is_chinese_refugee }
				NOT = { has_character_flag = ignore_refund }
				NOT = { has_character_flag = had_opinions_about_host_court }
			}

			set_character_flag = had_opinions_about_host_court
			save_event_target_as = chinese_courtier
			random_list = {
				10 = { # Compliment
					trigger = {
						opinion = {
							who = ROOT
							value = -30
						}
					}
					modifier = {
						factor = 2
						liege = {
							calc_true_if = {
								amount = 2
								trait = honest
								trait = gregarious
								trait = trusting
								trait = affectionate
								trait = playful
								trait = socializer
								trait = charitable
								trait = patient
								trait = kind
							}
						}
					}
					modifier = {
						factor = 5
						OR = {
							AND = {
								is_benevolent_trigger = yes
								liege = { is_benevolent_trigger = yes }
							}
							AND = {
								is_evil_trigger = yes
								liege = { is_evil_trigger = yes }
							}
							AND = {
								is_pious_trigger = yes
								liege = { is_pious_trigger = yes }
							}
							AND = {
								is_impious_trigger = yes
								liege = { is_impious_trigger = yes }
							}
							AND = {
								has_pleasant_personality_trigger = yes
								liege = { has_pleasant_personality_trigger = yes }
							}
							AND = {
								has_unpleasant_personality_trigger = yes
								liege = { has_unpleasant_personality_trigger = yes }
							}
							AND = {
								is_attractive_trigger = yes
								liege = { is_attractive_trigger = yes }
							}
							AND = {
								is_unattractive_trigger = yes
								liege = { is_unattractive_trigger = yes }
							}
							AND = {
								is_smart_trigger = yes
								liege = { is_smart_trigger = yes }
							}
							AND = {
								is_dumb_trigger = yes
								liege = { is_dumb_trigger = yes }
							}
							AND = {
								is_strong_trigger = yes
								liege = { is_strong_trigger = yes }
							}
							AND = {
								is_weak_trigger = yes
								liege = { is_weak_trigger = yes }
							}
							AND = {
								has_symptom_trigger = yes
								liege = { has_symptom_trigger = yes }
							}
							AND = {
								has_disease_trigger = yes
								liege = { has_disease_trigger = yes }
							}
							AND = {
								has_injury_trigger = yes
								liege = { has_injury_trigger = yes }
							}
							AND = {
								has_medium_disability_trigger = yes
								liege = { has_medium_disability_trigger = yes }
							}
							AND = {
								OR = {
									trait = stressed
									trait = depressed
								}
								liege = {
									OR = {
										trait = stressed
										trait = depressed
									}
								}
							}
							AND = {
								has_top_tier_education_trait_trigger = yes
								liege = { has_top_tier_education_trait_trigger = yes }
							}
							AND = {
								trait = gardener
								liege = { trait = gardener }
							}
							AND = {
								trait = hunter
								liege = { trait = hunter }
							}
							AND = {
								trait = poet
								liege = { trait = poet }
							}
							AND = {
								trait = musician
								liege = { trait = musician }
							}
							AND = {
								trait = falconer
								liege = { trait = falconer }
							}
							AND = {
								trait = mystic
								liege = { trait = mystic }
							}
							AND = {
								is_learned_trigger = yes
								liege = { is_learned_trigger = yes }
							}
						}
					}

					liege = {
						character_event = { id = JD.30011 }
					}
				}
				5 = { # Berate
	
	
					liege = {
						character_event = { id = JD.30012 }
					}
				}
				1 = { # Don't comment on stay
				}
			}
		}
		
	}
}

character_event = {
	id = JD.30011
	has_dlc = "Jade Dragon"
	
	desc = EVTDESC_JD_30011
	picture = GFX_evt_chinese_bureaucrat
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_JD_30011
		sound_effect = china_grace_gain
		
		add_offmap_currency = {
			offmap = offmap_china
			value = 150
		}
	}
	
	option = {
		name = EVTOPTB_JD_30011
		prestige = 50
		random = {
			chance = 35
			add_trait_proud_effect = yes
		}
		add_offmap_currency = {
			offmap = offmap_china
			value = 100
		}
	}
}

character_event = {
	id = JD.30012
	has_dlc = "Jade Dragon"
	
	desc = EVTDESC_JD_30012
	picture = GFX_evt_brazil_diplomatic_failure
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	immediate = {
		hidden_effect = {
			offmap_china = {
				governor = {
					save_event_target_as = target_governor
				}
			}
		}
	}
	
	option = {
		name = EVTOPTA_JD_30012
		add_offmap_currency = {
			offmap = offmap_china
			value = -100
		}
	}
	
	option = {
		name = EVTOPTB_JD_30012
		event_target:chinese_courtier = {
			hidden_tooltip = {
				imprison = ROOT
				add_character_modifier = { 
					name = house_arrest
					duration = -1
				}
				remove_character_modifier = the_dungeon
			}
			tooltip = {
				add_character_modifier = { 
					name = house_arrest
					duration = -1
				}
			}
		}
		random_list = {
			60 = {
				add_trait = arbitrary
				hidden_tooltip = { character_event = { id = 38266 } }
			}
			40 = {
				add_trait = cruel
				hidden_tooltip = { character_event = { id = 38259 } }
			}
		}
	}
}

###Chinese Trade Competition###

# Hidden Governor set-up event
character_event = {
	id = JD.40000
	
	hide_window = yes

	has_dlc = "Jade Dragon"
	
	is_triggered_only = yes
	
	only_playable = yes
	
	trigger = {
		NOT = { has_character_modifier = trade_competition_in_progress } # No new trade competition should fire while one is in progress
		offmap_china = {
			NOT = { has_policy = china_isolationist }
			NOT = { has_status = china_famine }
			NOT = { has_status = china_plague }
		}
	}
	
	immediate = {
		random_list = {
			95 = {}
			5 = {
				add_character_modifier = { # Setting timer
					name = trade_competition_in_progress # Should last 5 years
					hidden = yes
					duration = 1830
				}
				random_list = {
					25 = {
						modifier = { # No trade competition of the same type should fire within 20 years of one another
							factor = 0
							has_character_modifier = trade_competition_count
						}
						set_character_flag = trade_competition_count
						add_character_modifier = { # Setting timer
							name = trade_competition_count
							hidden = yes
							duration = 5475
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = BARON
								NOR = { 
									higher_tier_than = COUNT
									is_nomadic = yes
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_1
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = BARON
								NOR = { 
									higher_tier_than = COUNT
									is_nomadic = yes
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_2
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = BARON
								NOR = { 
									higher_tier_than = COUNT
									is_nomadic = yes
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_3
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = BARON
								NOR = { 
									higher_tier_than = COUNT
									is_nomadic = yes
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_4
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = BARON
								NOR = { 
									higher_tier_than = COUNT
									is_nomadic = yes
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_5
						}
					}
					25 = {
						modifier = { # No trade competition of the same type should fire within 20 years of one another
							factor = 0
							has_character_modifier = trade_competition_duke
						}
						add_character_modifier = { # Setting timer
							name = trade_competition_duke
							hidden = yes
							duration = 5475
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = COUNT
								NOR = { 
									higher_tier_than = DUKE
									is_nomadic = yes
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_1
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = COUNT
								NOR = { 
									higher_tier_than = DUKE
									is_nomadic = yes
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_2
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = COUNT
								NOR = { 
									higher_tier_than = DUKE
									is_nomadic = yes
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_3
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = COUNT
								NOR = { 
									higher_tier_than = DUKE
									is_nomadic = yes
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_4
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = COUNT
								NOR = { 
									higher_tier_than = DUKE
									is_nomadic = yes
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_5
						}
					}
					25 = {
						modifier = { # No trade competition of the same type should fire within 20 years of one another
							factor = 0
							has_character_modifier = trade_competition_king
						}
						add_character_modifier = { # Setting timer
							name = trade_competition_king
							hidden = yes
							duration = 5475
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = DUKE
								NOR = { 
									higher_tier_than = KING
									is_nomadic = yes
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_1
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = DUKE
								NOR = { 
									higher_tier_than = KING
									is_nomadic = yes
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_2
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = DUKE
								NOR = { 
									higher_tier_than = KING
									is_nomadic = yes
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_3
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = DUKE
								NOR = { 
									higher_tier_than = KING
									is_nomadic = yes
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_4
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = DUKE
								NOR = { 
									higher_tier_than = KING
									is_nomadic = yes
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_5
						}
					}
					25 = {
						modifier = { # No trade competition of the same type should fire within 15 years of one another
							factor = 0
							has_character_modifier = trade_competition_emperor
						}
						modifier = { # No point in having this competition if there is only one emperor in range
							factor = 0
							NOT = {
								any_independent_ruler = {
									count = 2
									tier = EMPEROR
								}
							}
						}
						add_character_modifier = { # Setting timer
							name = trade_competition_emperor
							hidden = yes
							duration = 5475
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = KING
								NOR = {
									is_nomadic = yes
									is_offmap_governor = yes #makes sure it doesn't fire for the governor themselves
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_1
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = KING
								NOR = {
									is_nomadic = yes
									is_offmap_governor = yes #makes sure it doesn't fire for the governor themselves
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_2
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = KING
								NOR = {
									is_nomadic = yes
									is_offmap_governor = yes #makes sure it doesn't fire for the governor themselves
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_3
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = KING
								NOR = {
									is_nomadic = yes
									is_offmap_governor = yes #makes sure it doesn't fire for the governor themselves
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_4
						}
						random_playable_ruler = {
							limit = {
								china_diplo_interaction_trigger = yes
								any_demesne_province = {
									trade_route = coffee_current
								}
								higher_tier_than = KING
								NOR = {
									is_nomadic = yes
									is_offmap_governor = yes #makes sure it doesn't fire for the governor themselves
									has_character_modifier = china_raid_active
									has_character_modifier = china_raid_grace_cd
								}
								NOT = { has_character_flag = trade_competition_participant }
							}
							set_character_flag = trade_competition_participant
							save_event_target_as = trade_competitor_5
						}
					}
				}
				random_list = {
					10 = { # Build a city on the Silk Road
						modifier = {
							factor = 0
							NOT = {
								any_trade_route_province = {
									trade_route = coffee_current
									has_empty_holding = yes
								}
							}
						}
						modifier = {
							factor = 0
							has_character_flag = trade_competition_count # Should not fire for counts who would likely have trouble getting enough gold to build a city anyway
						}
						event_target:trade_competitor_1 = {
							set_character_flag = trade_competition_build_city
							letter_event = { id = JD.40001 }
						}
						event_target:trade_competitor_2 = {
							set_character_flag = trade_competition_build_city
							letter_event = { id = JD.40001 }
						}
						event_target:trade_competitor_3 = {
							set_character_flag = trade_competition_build_city
							letter_event = { id = JD.40001 }
						}
						event_target:trade_competitor_4 = {
							set_character_flag = trade_competition_build_city
							letter_event = { id = JD.40001 }
						}
						event_target:trade_competitor_5 = {
							set_character_flag = trade_competition_build_city
							letter_event = { id = JD.40001 }
						}
						clr_character_flag = trade_competition_count
						offmap_china = {
							governor = {
								character_event = { id = JD.40006 days = 1825 } # Failure event in case nobody built a city
							}
						}
					}
					10 = { # Accumulate Prestige
						event_target:trade_competitor_1 = {
							set_character_flag = trade_competition_accumulate_prestige
							letter_event = { id = JD.40001 }
						}
						event_target:trade_competitor_2 = {
							set_character_flag = trade_competition_accumulate_prestige
							letter_event = { id = JD.40001 }
						}
						event_target:trade_competitor_3 = {
							set_character_flag = trade_competition_accumulate_prestige
							letter_event = { id = JD.40001 }
						}
						event_target:trade_competitor_4 = {
							set_character_flag = trade_competition_accumulate_prestige
							letter_event = { id = JD.40001 }
						}
						event_target:trade_competitor_5 = {
							set_character_flag = trade_competition_accumulate_prestige
							letter_event = { id = JD.40001 }
						}
						clr_character_flag = trade_competition_count
						offmap_china = {
							governor = {
								character_event = { id = JD.40008 days = 913 }
							}
						}
					}
				}
			}
		}
	}
}

# A letter arrives from the governor stating that the Emperor is looking for 'the best trade partner'
letter_event = {
	id = JD.40001
	has_dlc = "Jade Dragon"
	
	desc = {
		text = EVTDESC_JD_40001_A
		trigger = { has_character_flag = trade_competition_build_city }
	}
	desc = {
		text = EVTDESC_JD_40001_C
		trigger = { has_character_flag = trade_competition_accumulate_prestige } 
	}
	border = GFX_event_letter_frame_diplomacy
	
	is_triggered_only = yes
	
	# Accept the challenge - City
	option = {
		name = EVTOPTA_JD_40001
		if = {
			limit = {
				has_character_flag = trade_competition_build_city
			}
			custom_tooltip = { text = trade_competition_build_city_TT }
		}
		if = {
			limit = {
				has_character_flag = trade_competition_accumulate_prestige
			}
			custom_tooltip = { text = trade_competition_prestige_TT }
		}
		any_playable_ruler = {
			limit = {
				has_character_flag = trade_competition_participant
			}
			show_portrait = yes
		}
	}
}

# On-action start event for city construction
character_event = {
	id = JD.40002
	has_dlc = "Jade Dragon"
	
	hide_window = yes
	is_triggered_only = yes

	trigger = {
		has_character_flag = trade_competition_build_city
	}
	
	immediate = {
		set_character_flag = started_building_holding
	}
}


# On-action completion event for city construction
character_event = {
	id = JD.40003
	has_dlc = "Jade Dragon"
	
	hide_window = yes
	is_triggered_only = yes
	
	trigger = {
		has_character_flag = trade_competition_build_city
		has_character_flag = started_building_holding
		FROM = {
			holding_type = city
		}
	}

	immediate = {
		FROM = {
			save_event_target_as = trade_competition_new_city
		}
		set_character_flag = trade_competition_city_winner
		save_event_target_as = trade_competition_city_winner
		clr_character_flag = started_building_holding
		offmap_china = {
			governor = {
				character_event = { id = JD.40004 } # Result ping event
			}
		}
	}
}

# Governor Ping event for City Construction
character_event = {
	id = JD.40004
	has_dlc = "Jade Dragon"
	
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		any_playable_ruler = {
			limit = {
				has_character_flag = trade_competition_build_city
			}
			letter_event = { id = JD.40005 } # Result event
		}
	}
}

# A letter arrives from the governor naming the winner
letter_event = {
	id = JD.40005
	has_dlc = "Jade Dragon"
	
	desc = {
		text = EVTDESC_JD_40005_A # winner
		trigger = { has_character_flag = trade_competition_city_winner }
	}
	desc = {
		text = EVTDESC_JD_40005_B # loser
		trigger = { NOT = { has_character_flag = trade_competition_city_winner } }
	}
	border = GFX_event_letter_frame_diplomacy
	
	is_triggered_only = yes

	# Hurray I won!
	option = {
		name = EVTOPTA_JD_40005
		trigger = {
			has_character_flag = trade_competition_city_winner
		}
		sound_effect = china_grace_gain
		
		clr_character_flag = trade_competition_build_city
		clr_character_flag = trade_competition_participant
		clr_character_flag = trade_competition_city_winner
		add_offmap_currency = {
			offmap = offmap_china
			value = 1000
		}
		if = {
			limit = {
				NOT = {
					has_character_modifier = chinese_imperial_trade_contract
				}
			}
			add_character_modifier = {
				modifier = chinese_imperial_trade_contract
				years = 15
			}
		}
	}

	# Boo I lost :(
	option = {
		name = EVTOPTB_JD_40005
		trigger = {
			NOT = { has_character_flag = trade_competition_city_winner }
		}
		event_target:trade_competition_city_winner = {
			show_portrait = yes
		}
		add_offmap_currency = {
			offmap = offmap_china
			value = -100
		}
		clr_character_flag = trade_competition_build_city
		clr_character_flag = trade_competition_participant
	}
}

# Governor Ping failure event for City Construction
character_event = {
	id = JD.40006
	has_dlc = "Jade Dragon"
	
	hide_window = yes
	is_triggered_only = yes

	trigger = {
		AND = {
			event_target:trade_competitor_1 = {
				has_character_flag = trade_competition_build_city
			}
			event_target:trade_competitor_2 = {
				has_character_flag = trade_competition_build_city
			}
			event_target:trade_competitor_3 = {
				has_character_flag = trade_competition_build_city
			}
			event_target:trade_competitor_4 = {
				has_character_flag = trade_competition_build_city
			}
			event_target:trade_competitor_5 = {
				has_character_flag = trade_competition_build_city
			}
		}
	}
	
	immediate = {
		event_target:trade_competitor_1 = { 
			letter_event = { id = JD.40007 }
		}
		event_target:trade_competitor_2 = { 
			letter_event = { id = JD.40007 }
		}
		event_target:trade_competitor_3 = { 
			letter_event = { id = JD.40007 }
		}
		event_target:trade_competitor_4 = { 
			letter_event = { id = JD.40007 }
		}
		event_target:trade_competitor_5 = { 
			letter_event = { id = JD.40007 }
		}
	}
}

# Nobody built a city failure event
letter_event = {
	id = JD.40007
	has_dlc = "Jade Dragon"
	
	desc = EVTDESC_JD_40007
	border = GFX_event_letter_frame_diplomacy
	
	is_triggered_only = yes

	# Damnit
	option = {
		name = EVTOPTA_JD_40007
		add_offmap_currency = {
			offmap = offmap_china
			value = -250
		}
		any_playable_ruler = {
			limit = {
				has_character_flag = trade_competition_participant
			}
			show_portrait = yes
		}
		clr_character_flag = trade_competition_participant
		clr_character_flag = started_building_holding
		clr_character_flag = trade_competition_build_city
	}
}

# Governor Ping event for half-time status update
character_event = {
	id = JD.40008
	has_dlc = "Jade Dragon"
	
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		event_target:trade_competitor_1 = { 
			set_variable = { which = trade_competitor_prestige value = 0 }
			export_to_variable = { which = trade_competitor_prestige value = prestige }
		}
		event_target:trade_competitor_2 = { 
			set_variable = { which = trade_competitor_prestige value = 0 }
			export_to_variable = { which = trade_competitor_prestige value = prestige }
		}
		event_target:trade_competitor_3 = { 
			set_variable = { which = trade_competitor_prestige value = 0 }
			export_to_variable = { which = trade_competitor_prestige value = prestige }
		}
		event_target:trade_competitor_4 = { 
			set_variable = { which = trade_competitor_prestige value = 0 }
			export_to_variable = { which = trade_competitor_prestige value = prestige }
		}
		event_target:trade_competitor_5 = { 
			set_variable = { which = trade_competitor_prestige value = 0 }
			export_to_variable = { which = trade_competitor_prestige value = prestige }
		}
		if = {
			limit = {
				NOT = {
					event_target:trade_competitor_2 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_1
						}
					}
					event_target:trade_competitor_3 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_1
						}
					}
					event_target:trade_competitor_4 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_1
						}
					}
					event_target:trade_competitor_5 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_1
						}
					}
				}
			}
			event_target:trade_competitor_1 = {
				set_character_flag = trade_competition_halftime_winner
				save_event_target_as = trade_competition_halftime_winner
			}
		}
		if = {
			limit = {
				NOT = {
					event_target:trade_competitor_1 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_2
						}
					}
					event_target:trade_competitor_3 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_2
						}
					}
					event_target:trade_competitor_4 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_2
						}
					}
					event_target:trade_competitor_5 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_2
						}
					}
				}
			}
			event_target:trade_competitor_2 = {
				set_character_flag = trade_competition_halftime_winner
				save_event_target_as = trade_competition_halftime_winner
			}
		}
		if = {
			limit = {
				NOT = {
					event_target:trade_competitor_1 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_3
						}
					}
					event_target:trade_competitor_2 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_3
						}
					}
					event_target:trade_competitor_4 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_3
						}
					}
					event_target:trade_competitor_5 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_3
						}
					}
				}
			}
			event_target:trade_competitor_3 = {
				set_character_flag = trade_competition_halftime_winner
				save_event_target_as = trade_competition_halftime_winner
			}
		}
		if = {
			limit = {
				NOT = {
					event_target:trade_competitor_1 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_4
						}
					}
					event_target:trade_competitor_2 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_4
						}
					}
					event_target:trade_competitor_3 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_4
						}
					}
					event_target:trade_competitor_5 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_4
						}
					}
				}
			}
			event_target:trade_competitor_4 = {
				set_character_flag = trade_competition_halftime_winner
				save_event_target_as = trade_competition_halftime_winner
			}
		}
		if = {
			limit = {
				NOT = {
					event_target:trade_competitor_1 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_5
						}
					}
					event_target:trade_competitor_2 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_5
						}
					}
					event_target:trade_competitor_3 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_5
						}
					}
					event_target:trade_competitor_4 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_5
						}
					}
				}
			}
			event_target:trade_competitor_5 = {
				set_character_flag = trade_competition_halftime_winner
				save_event_target_as = trade_competition_halftime_winner
			}
		}
	}
	after = {
		event_target:trade_competitor_1 = { 
			letter_event = { id = JD.40009 }
		}
		event_target:trade_competitor_2 = { 
			letter_event = { id = JD.40009 }
		}
		event_target:trade_competitor_3 = { 
			letter_event = { id = JD.40009 }
		}
		event_target:trade_competitor_4 = { 
			letter_event = { id = JD.40009 }
		}
		event_target:trade_competitor_5 = { 
			letter_event = { id = JD.40009 }
		}
		character_event = { id = JD.40010 days = 912 }
	}
}

# Half-time status update event
character_event = {
	id = JD.40009
	has_dlc = "Jade Dragon"
	
	desc = {
		text = EVTDESC_JD_40009_A # ahead
		trigger = { has_character_flag = trade_competition_halftime_winner }
	}
	desc = {
		text = EVTDESC_JD_40009_B # not ahead
		trigger = { NOT = { has_character_flag = trade_competition_halftime_winner } }
	}
	picture = GFX_evt_brazil_stable
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	# I'm da bestest!
	option = {
		name = EVTOPTA_JD_40009
		trigger = {
			has_character_flag = trade_competition_halftime_winner
		}
		custom_tooltip = { text = trade_competition_prestige_halftime_winner_TT }
		clr_character_flag = trade_competition_halftime_winner
		any_playable_ruler = {
			limit = {
				has_character_flag = trade_competition_participant
			}
			show_portrait = yes
		}
	}

	# Got to work harder
	option = {
		name = EVTOPTB_JD_40009
		trigger = {
			NOT = { has_character_flag = trade_competition_halftime_winner }
		}
		custom_tooltip = { text = trade_competition_prestige_halftime_loser_TT }
		event_target:trade_competition_halftime_winner = {
			show_portrait = yes
		}
		any_playable_ruler = {
			limit = {
				has_character_flag = trade_competition_participant
			}
			show_portrait = yes
		}
	}
}

# Governor Ping event for end result
character_event = {
	id = JD.40010
	has_dlc = "Jade Dragon"
	
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		event_target:trade_competitor_1 = {
			set_variable = { which = trade_competitor_prestige value = 0 }
			export_to_variable = { which = trade_competitor_prestige value = prestige }
		}
		event_target:trade_competitor_2 = {
			set_variable = { which = trade_competitor_prestige value = 0 }
			export_to_variable = { which = trade_competitor_prestige value = prestige }
		}
		event_target:trade_competitor_3 = {
			set_variable = { which = trade_competitor_prestige value = 0 }
			export_to_variable = { which = trade_competitor_prestige value = prestige }
		}
		event_target:trade_competitor_4 = {
			set_variable = { which = trade_competitor_prestige value = 0 }
			export_to_variable = { which = trade_competitor_prestige value = prestige }
		}
		event_target:trade_competitor_5 = {
			set_variable = { which = trade_competitor_prestige value = 0 }
			export_to_variable = { which = trade_competitor_prestige value = prestige }
		}
		if = {
			limit = {
				NOT = {
					event_target:trade_competitor_2 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_1
						}
					}
					event_target:trade_competitor_3 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_1
						}
					}
					event_target:trade_competitor_4 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_1
						}
					}
					event_target:trade_competitor_5 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_1
						}
					}
				}
			}
			event_target:trade_competitor_1 = {
				set_character_flag = trade_competition_winner
				save_event_target_as = trade_competition_winner
			}
		}
		if = {
			limit = {
				NOT = {
					event_target:trade_competitor_1 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_2
						}
					}
					event_target:trade_competitor_3 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_2
						}
					}
					event_target:trade_competitor_4 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_2
						}
					}
					event_target:trade_competitor_5 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_2
						}
					}
				}
			}
			event_target:trade_competitor_2 = {
				set_character_flag = trade_competition_winner
				save_event_target_as = trade_competition_winner
			}
		}
		if = {
			limit = {
				NOT = {
					event_target:trade_competitor_1 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_3
						}
					}
					event_target:trade_competitor_2 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_3
						}
					}
					event_target:trade_competitor_4 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_3
						}
					}
					event_target:trade_competitor_5 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_3
						}
					}
				}
			}
			event_target:trade_competitor_3 = {
				set_character_flag = trade_competition_winner
				save_event_target_as = trade_competition_winner
			}
		}
		if = {
			limit = {
				NOT = {
					event_target:trade_competitor_1 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_4
						}
					}
					event_target:trade_competitor_2 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_4
						}
					}
					event_target:trade_competitor_3 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_4
						}
					}
					event_target:trade_competitor_5 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_4
						}
					}
				}
			}
			event_target:trade_competitor_4 = {
				set_character_flag = trade_competition_winner
				save_event_target_as = trade_competition_winner
			}
		}
		if = {
			limit = {
				NOT = {
					event_target:trade_competitor_1 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_5
						}
					}
					event_target:trade_competitor_2 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_5
						}
					}
					event_target:trade_competitor_3 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_5
						}
					}
					event_target:trade_competitor_4 = {
						check_variable = {
							which = trade_competitor_prestige
							which = event_target:trade_competitor_5
						}
					}
				}
			}
			event_target:trade_competitor_5 = {
				set_character_flag = trade_competition_winner
				save_event_target_as = trade_competition_winner
			}
		}
	}
	after = {
		event_target:trade_competitor_1 = { 
			letter_event = { id = JD.40011 }
		}
		event_target:trade_competitor_2 = { 
			letter_event = { id = JD.40011 }
		}
		event_target:trade_competitor_3 = { 
			letter_event = { id = JD.40011 }
		}
		event_target:trade_competitor_4 = { 
			letter_event = { id = JD.40011 }
		}
		event_target:trade_competitor_5 = { 
			letter_event = { id = JD.40011 }
		}
	}
}

# Ending notification event
letter_event = {
	id = JD.40011
	has_dlc = "Jade Dragon"
	
	desc = {
		text = EVTDESC_JD_40011_A # winner trade modifier
		trigger = { has_character_flag = trade_competition_winner_modifier }
	}
	desc = {
		text = EVTDESC_JD_40011_B # loser
		trigger = { NOT = { has_character_flag = trade_competition_winner } }
	}
	desc = {
		text = EVTDESC_JD_40011_C # winner artifact
		trigger = { has_character_flag = trade_competition_winner_artifact }
	}
	desc = {
		text = EVTDESC_JD_40011_D # winner grae
		trigger = { has_character_flag = trade_competition_winner_grace }
	}
	border = GFX_event_letter_frame_diplomacy
	
	is_triggered_only = yes

	immediate = {
		if = {
			limit = { has_character_flag = trade_competition_winner }
			if = {
				limit = {
					NOT = {
						has_character_modifier = chinese_imperial_trade_contract
					}
				}
				set_character_flag = trade_competition_winner_modifier
			}
			else_if = {
				limit = { 
					NOT = { any_artifact = { has_artifact_flag = brazilian } }
				}
				offmap_china = {
					governor = {
						random_list = {
							5 = { 
								add_artifact = cristo_redentor
								new_artifact = {
									transfer_artifact = {
										from = PREV
										to = ROOT
									}
									save_event_target_as = chinese_artifact
								}
							}
							15 = { 
								add_artifact = tourmaline_amulet
								new_artifact = {
									transfer_artifact = {
										from = PREV
										to = ROOT
									}
									save_event_target_as = chinese_artifact
								}
							}
							40 = {
								add_artifact = soccer_ball
								new_artifact = {
									transfer_artifact = {
										from = PREV
										to = ROOT
									}
									save_event_target_as = chinese_artifact
								}
							}
							40 = { 
								add_artifact = oriental_rug
								new_artifact = {
									transfer_artifact = {
										from = PREV
										to = ROOT
									}
									save_event_target_as = chinese_artifact
								}
							}
							40 = { 
								add_artifact = carranca
								new_artifact = {
									transfer_artifact = {
										from = PREV
										to = ROOT
									}
									save_event_target_as = chinese_artifact
								}
							}
							20 = { 
								add_artifact = paubrasilia_dyed_robes
								new_artifact = {
									transfer_artifact = {
										from = PREV
										to = ROOT
									}
									save_event_target_as = chinese_artifact
								}
							}
							20 = { 
								trigger = { 
									ROOT = { has_education_martial_trigger = yes }
								}
								modifier = {
									factor = 0.1
									ROOT = { has_artifact = guerilla_warfare }
								}
								modifier = {
									factor = 2
									ROOT = { martial = 14 }
								}
								modifier = {
									factor = 2
									ROOT = { martial = 18 }
								}
								modifier = {
									factor = 2
									ROOT = { martial = 22 }
								}
								modifier = {
									factor = 2
									ROOT = { martial = 24 }
								}
								add_artifact = guerilla_warfare
								new_artifact = {
									transfer_artifact = {
										from = PREV
										to = ROOT
									}
									save_event_target_as = chinese_artifact
								}
							}
							20 = { 
								add_artifact = silk_shroud
								new_artifact = {
									transfer_artifact = {
										from = PREV
										to = ROOT
									}
									save_event_target_as = chinese_artifact
								}
							}
							15 = { 
								add_artifact = brazilian_reliquary
								new_artifact = {
									transfer_artifact = {
										from = PREV
										to = ROOT
									}
									save_event_target_as = chinese_artifact
								}
							}
							15 = { 
								add_artifact = jungle_knife
								new_artifact = {
									transfer_artifact = {
										from = PREV
										to = ROOT
									}
									save_event_target_as = chinese_artifact
								}
							}
							10 = { 
								add_artifact = the_guarani
								new_artifact = {
									transfer_artifact = {
										from = PREV
										to = ROOT
									}
									save_event_target_as = chinese_artifact
								}
							}
						}
					}
				}
				set_character_flag = trade_competition_winner_artifact
			}
			else = {
				set_character_flag = trade_competition_winner_grace
			}
		}
	}
	
	# Hurray
	option = {
		name = EVTOPTA_JD_40005
		trigger = {
			has_character_flag = trade_competition_winner
		}
		
		sound_effect = china_grace_gain
		
		clr_character_flag = trade_competition_winner
		clr_character_flag = trade_competition_participant
		clr_character_flag = trade_competition_accumulate_prestige
		if = {
			limit = { has_character_flag = trade_competition_winner_modifier }
			add_character_modifier = {
				modifier = chinese_imperial_trade_contract
				years = 15
			}
			add_offmap_currency = {
				offmap = offmap_china
				value = 750
			}
			clr_character_flag = trade_competition_winner_modifier
		}
		if = {
			limit = { has_character_flag = trade_competition_winner_artifact }
			tooltip = {
				event_target:chinese_artifact = { 
					show_scope_change = no
					transfer_artifact = {
						from = FROM
						to = ROOT
					}
				}
			}
			add_offmap_currency = {
				offmap = offmap_china
				value = 750
			}
			clr_character_flag = trade_competition_winner_artifact
		}
		if = {
			limit = { has_character_flag = trade_competition_winner_grace }
			add_offmap_currency = {
				offmap = offmap_china
				value = 1500
			}
			clr_character_flag = trade_competition_winner_grace
		}
	}

	# Boo
	option = {
		name = EVTOPTB_JD_40005
		trigger = {
			NOT = { has_character_flag = trade_competition_winner }
		}
		
		event_target:trade_competition_winner = {
			show_portrait = yes
		}
		clr_character_flag = trade_competition_participant
		clr_character_flag = trade_competition_accumulate_prestige
		add_offmap_currency = {
			offmap = offmap_china
			value = -100
		}
	}
}

### Chinese Noble escapes to your court ###
character_event = {
	id = JD.70000
	hide_window = yes
	is_triggered_only = yes

    only_capable = yes
    has_dlc = "Jade Dragon"
    prisoner = no
    min_age = 16
	only_playable = yes
	
	trigger = { 
        NOT = { offmap_china = { governor = { character = ROOT } } } #makes sure it doesn't fire for the governor themselves
		NOT = { has_character_flag = escaped_chinese_noble }
        is_inaccessible_trigger = no
        china_diplo_interaction_trigger = yes
        offmap_china = {
            NOR = {
                has_status = china_civil_war
                has_status = china_plague
            }
        }
    }

	immediate = {
        if = { #Quick fix to reduce the amount of time the AI gets the events
            limit = {
                ai = yes
            }
            random = {
                chance = 95
                break = yes
            }
        }    

    	offmap_china = {
			offmap_ruler = {
				save_event_target_as = chinese_emperor
			}
    	}
	
    	set_character_flag = escaped_chinese_noble
	
		create_character = {
			random_traits = yes
			trait = full_cybernetic_conversion
			age = 2666
			dynasty = actually_culture
			religion = ROOT
			secret_religion = apostolic
			culture = brazilian
            historical = yes
			attributes = {
				diplomacy = 5
				learning = 5
				stewardship = 5
				intrigue = 5
				martial = 5
			}
		}

		new_character = {
			character_event = { id = misc.3 } # Diversity
			character_event = { id = misc.4 } # Physique
			set_character_flag = originated_from_chinese_court
			set_character_flag = no_court_invites
			set_character_flag = ignore_refund
			set_character_flag = is_escaped_chinese_noble
			save_event_target_as = escaped_chinese_noble
			character_event = { id = JD.70001 days = 1 }
		}
	
		new_character = {
				random_list = {
					95 = { }
					5 = { add_trait = hiver_implant }
				}
				random_list = {
					75 = { }
					25 = { add_trait = lunatic }
				}
				random_list = {
					64 = { }
					33 = { add_trait = heavy_worlder }
				}
				random_list = {
					25 = { }
					75 = { add_trait = damaged_cybernetics }
				}
				random_list = {
					25 = { }
					20 = { add_trait = clone }
					15 = { add_trait = vat_born }
					20 = { add_trait = gmo }
					20 = { 
						add_trait = clone 
						add_trait = cloning_defects
					}
				}
				random_list = {
					20 = { }
					15 = { add_trait = odin_mk_i }
					20 = { add_trait = pluto_mk_i }
					10 = { add_trait = thoth_mk_i }
					20 = { add_trait = iaei_mk_i }
					15 = { add_trait = pci_mk_i }
				}
				random_list = {
					40 = { }
					15 = { add_trait = odin_mk_ii }
					15 = { add_trait = pluto_mk_ii }
					15 = { add_trait = thoth_mk_ii }
					15 = { add_trait = iaei_mk_ii }
					15 = { add_trait = pci_mk_ii }
				}
				random_list = {
					80 = { }
					4 = { add_trait = odin_mk_iii }
					4 = { add_trait = pluto_mk_iii }
					4 = { add_trait = thoth_mk_iii }
					4 = { add_trait = iaei_mk_iii }
					4 = { add_trait = pci_mk_iii }
				}
			character_event = { id = misc.3 } # Diversity
			character_event = { id = misc.4 } # Physique
			set_character_flag = originated_from_chinese_court
            set_character_flag = no_court_invites
			set_character_flag = ignore_refund
            set_character_flag = is_escaped_chinese_noble
			save_event_target_as = escaped_chinese_noble
			character_event = { id = JD.70001 days = 1 }
		}
	}
}

### Chinese Noble escapes to your court ###
character_event = {
	id = JD.70000
	hide_window = yes
	is_triggered_only = yes

	only_capable = yes
	has_dlc = "Jade Dragon"
	prisoner = no
	min_age = 16
	only_playable = yes
	
	trigger = { 
		NOT = { offmap_china = { governor = { character = ROOT } } } #makes sure it doesn't fire for the governor themselves
		NOT = { has_character_flag = escaped_chinese_noble }
		is_inaccessible_trigger = no
		china_diplo_interaction_trigger = yes
		offmap_china = {
			NOR = {
				has_status = china_civil_war
				has_status = brasil_religious_civil_war_candomble
				has_status = brasil_religious_civil_war_charismatic
				has_status = china_plague
			}
		}
	}

	immediate = {
		if = { #Quick fix to reduce the amount of time the AI gets the events
			limit = {
				ai = yes
			}
			random = {
				chance = 95
				break = yes
			}
		}	

		offmap_china = {
			offmap_ruler = {
				save_event_target_as = chinese_emperor
			}
		}
	
		set_character_flag = escaped_chinese_noble
	
		create_character = {
			random_traits = yes
			dynasty = actually_culture
			religion = apostolic
			culture = brazilian
			historical = yes
		}
	
		new_character = {
			character_event = { id = misc.3 } # Diversity
			character_event = { id = misc.4 } # Physique
			set_character_flag = originated_from_chinese_court
			set_character_flag = no_court_invites
			set_character_flag = ignore_refund
			set_character_flag = is_escaped_chinese_noble
			save_event_target_as = escaped_chinese_noble
			character_event = { id = JD.70001 days = 1 }
		}
	}
}

character_event = {
	id = JD.70001
	has_dlc = "Jade Dragon"
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		FROM = {
			character_event = { id = JD.70002 days = 1 }
		}
	}
}

character_event = {		#Escaped Chinese Noble appears
	id = JD.70002
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_70002
	picture = GFX_evt_chinese_bureaucrat
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes

	option = {
		name = EVTOPTA_JD_70002
		
		custom_tooltip = { text = EVTOPTA_JD_70002_TT }
		
		event_target:escaped_chinese_noble = {
			opinion = {
				modifier = opinion_very_grateful
				who = ROOT
				years = 5
			}
		}
		
		hidden_effect = {
			random_list = {
				50 = {
					offmap_china = { 
						governor = { character_event = { id = JD.70007 days = 30 } } 
					}
				}
				50 = {
					character_event = { id = JD.70004 days = 100 }
				}
			}
		}
	}
		
	option = {
		name = EVTOPTC_JD_70002
		
		custom_tooltip = { text = EVTOPTC_JD_70002_TT }
		
		event_target:escaped_chinese_noble = {
			opinion = {
				modifier = opinion_very_grateful
				who = ROOT
				years = 5
			}
		}

		hidden_effect = {
			random_list = {
				50 = { character_event = { id = JD.70005 days = 60 } }
				50 = { character_event = { id = JD.70008 days = 60 } }
			}
		}	
	}
	
	option = {
		name = EVTOPTB_JD_70002
		
		event_target:escaped_chinese_noble = {
			hidden_effect = {
				leave_court_and_die_effect = yes
			}
		}
		
		custom_tooltip = { text = EVTOPTB_JD_70002_TT }
		
		#event_target:escaped_chinese_noble = {
		#	opinion = {
		#		modifier = opinion_disappointed
		#		who = ROOT
		#		years = 5
		#	}
		#}
	}
}
	
character_event = {
	id = JD.70007
	has_dlc = "Jade Dragon"
	hide_window = yes
	is_triggered_only = yes
	
	
	immediate = {
		FROM = {
			letter_event = { id = JD.70003 days = 1 }
		}
	}
}

letter_event = {			#China finds out
	id = JD.70003
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_70003
	border = GFX_event_letter_frame_diplomacy
	
	is_triggered_only = yes
	
	trigger = {
		event_target:escaped_chinese_noble = {
			is_alive = yes
			is_landed = no
		}
	}
	
	option = {
		name = EVTOPTA_JD_70003
		
		custom_tooltip = { text = EVTOPTA_JD_70003_TT }
		
		character_event = { id = JD.70005 days = 60 }
	}
	
	option = {
		name = EVTOPTB_JD_70003
		
		custom_tooltip = { text = EVTOPTB_JD_70003_TT }
		
		detract_grace_major_effect = yes
		
		hidden_effect = {
			random_list = {
				50 = { character_event = { id = JD.70009 days = 60 } }
				50 = { character_event = { id = JD.70004 days = 100 } }
			}
		}
	}
}

character_event = {			#China does not find out
	id = JD.70004
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_70004
	picture = GFX_evt_chinese_bureaucrat
	border = GFX_event_normal_frame_diplomacy
	
	hide_from = yes

	is_triggered_only = yes
	
	trigger = {
		event_target:escaped_chinese_noble = {
			is_alive = yes
			prisoner = no # This will effectively break the chain if the courtier is imprisoned... leaving no trace of the end of the chain.
			is_incapable = no
			is_landed = no
		}
	}
	
	option = {
		name = EVTOPTA_JD_70004
		
		if = {
			limit = {
				NOT = {
					has_artifact = tourmaline_amulet
				}
			}
			add_artifact = tourmaline_amulet
		}
		else_if = {
			limit = {
				NOT = {
					has_artifact = silk_shroud
				}
			}
			add_artifact = silk_shroud
		}
		else = {
			add_artifact = brazilian_prev_emperor_sculpture
			new_artifact = {
				#set_name="chinese_figurine_name"
			}
		}
		
		event_target:escaped_chinese_noble = {
			show_portrait = yes
		}
		
		custom_tooltip = {
			text = EVTOPTA_JD_70004_TT
			hidden_effect = {
				event_target:escaped_chinese_noble = {
					leave_court_and_die_effect = yes
				}
			}
		}
	}	
}


character_event = {			#You let China know
	id = JD.70005
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_70005
	picture = GFX_evt_brazil_diplomatic_success
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes
	
	trigger = {
		event_target:escaped_chinese_noble = {
			is_alive = yes
			is_landed = no
		}
	}
	
	option = {
		name = EVTOPTA_JD_70005
		
		sound_effect = china_grace_gain
		add_grace_medium_effect = yes
	
		event_target:escaped_chinese_noble = {
			death = {
				death_reason = death_executed_by_chinese_emperor
			}
		}
	}
}

character_event = {			#You let China know but the noble escapes
	id = JD.70008
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_70008
	picture = GFX_evt_chinese_bureaucrat
	border = GFX_event_normal_frame_diplomacy
 
	is_triggered_only = yes
	
	trigger = {
		event_target:escaped_chinese_noble = {
			is_alive = yes
			is_landed = no
		}
	}
	
	immediate = {
		detract_grace_minor_effect = yes
	
		event_target:escaped_chinese_noble = {
			leave_court_and_die_effect = yes
		}
	}
	
	option = {
		name = EVTOPTA_JD_70008
		tooltip = {
			detract_grace_minor_effect = yes
		}
	}
}

character_event = {			#China Assassinates the noble
	id = JD.70009
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_70009
	picture = GFX_evt_shadow
	border = GFX_event_normal_frame_diplomacy
	
	hide_from = yes

	is_triggered_only = yes
	
	trigger = {
		event_target:escaped_chinese_noble = {
			is_alive = yes
			is_landed = no
		}
	}
	
	immediate = {
		event_target:escaped_chinese_noble = {
			death = {
				death_reason = death_murder_unknown_strangle
				killer = event_target:chinese_emperor
			}
		}
	}
	
	option = {
		name = EVTOPTA_JD_70009
		tooltip = {
			event_target:escaped_chinese_noble = {
				death = {
					death_reason = death_murder_unknown_strangle
					killer = event_target:chinese_emperor
				}
			}
		}
	}
}

#Inform of China's response to you breaking free via decision, first ping to get Governor's portrait
character_event = {
	id = JD.60010
	has_dlc = "Jade Dragon"
	hide_window = yes
	is_triggered_only = yes
	immediate = { FROM = { letter_event = { id = JD.60011 } } }
}
letter_event = {
	id = JD.60011
	has_dlc = "Jade Dragon"
	desc = EVT_DESC_JD_60011

	is_triggered_only = yes

	option = {
		name = EVT_OPTA_JD_60011
	}
}


### Chinese Refugees appear at your court (Hidden start) ###
character_event = {
	id = JD.10030
	hide_window = yes
	is_triggered_only = yes

	only_capable = yes
	has_dlc = "Jade Dragon"
	prisoner = no
	min_age = 10
	only_playable = yes
	
	trigger = {
		NOT = { offmap_china = { governor = { character = ROOT } } } #makes sure it doesn't fire for the governor themselves
		NOT = { has_character_flag = received_chinese_refugee }
		is_inaccessible_trigger = no
		china_diplo_interaction_trigger = yes
		OR = {
			NOT = { any_courtier = { has_minor_title = title_administrator } }
			NOT = { any_courtier = { has_minor_title = title_master_engineer } }
			AND = {
				has_dlc = Reapers
				NOT = { any_courtier = { has_minor_title = title_court_physician } }
			}
		}

		offmap_china = {
			OR = {
				has_status = china_mongol_invasion
				has_status = china_jurchen_invasion
				has_status = china_civil_war
				has_status = brasil_religious_civil_war_candomble
				has_status = brasil_religious_civil_war_charismatic
				has_status = china_famine
				has_status = china_plague
			}
		}
	}
	weight_multiplier = {
		factor = 1
		
		modifier = {
			offmap_china = { has_policy = china_isolationist }
			factor = 0.8
		}		
		modifier = {
			offmap_china = { has_status = china_civil_war }
			factor = 0.5
		}
		modifier = {
			offmap_china = { has_status = brasil_religious_civil_war_candomble }
			factor = 0.5
		}
		modifier = {
			offmap_china = { has_status = brasil_religious_civil_war_charismatic }
			factor = 0.5
		}
		modifier = {
			offmap_china = { has_status = china_famine }
			factor = 0.25
		}
		modifier = {
			offmap_china = { has_status = china_plague }
			factor = 0.25
		}

		modifier = {	
			any_demesne_province = {
				trade_route = coffee_current
			}
			factor = 1.5
		}

	}

	immediate = {
		offmap_china = {
			offmap_ruler = {
				save_event_target_as = chinese_emperor
			}
		}

		random_list = {
			10 = {
				trigger = { NOT = { any_courtier = { has_minor_title = title_administrator } } }
				set_character_flag = received_administrator
			}
			10 = {
				trigger = { NOT = { any_courtier = { has_minor_title = title_master_engineer } } }
				set_character_flag = received_engineer
			}
			10 = {
				set_character_flag = received_strategist
			}
			10 = {
				trigger = { NOT = { any_courtier = { has_minor_title = title_court_physician } } has_dlc = Reapers }
				set_character_flag = received_physician
			}
		}
	
		set_character_flag = received_chinese_refugee
	
		####

		trigger_switch = {
			on_trigger = has_character_flag
			received_administrator = {
				random_list = {
					50 = { #Female
						modifier = {
							NOT = {
								has_game_rule = {
									name = gender
									value = all
								}
							}
							factor = 0.05
						}
						create_character = {
							age = 30
							religion = apostolic
							culture = brazilian
							dynasty = actually_culture
							female = yes
							health = 6
							random_traits = no
							attributes = {
								martial = 2
								diplomacy = 4
								stewardship = 6
								intrigue = 2
								learning = 5
							}
						}
					}
					50 = { #Male
						create_character = {
							age = 30
							religion = apostolic
							culture = brazilian
							dynasty = actually_culture
							female = no
							health = 6
							random_traits = no
							attributes = {
								martial = 2
								diplomacy = 4
								stewardship = 6
								intrigue = 2
								learning = 5
							}
						}
					}
				}
				new_character = {
					character_event = { id = misc.3 } # Diversity
					character_event = { id = misc.4 } # Physique
					#Education & other basic stuff
					save_event_target_as = chinese_administrator
					save_event_target_as = chinese_refugee

					add_character_modifier = {
						name = jd_administrator
						duration = -1
					}
					set_character_flag = is_chinese_administrator
					set_character_flag = originated_from_chinese_court
					set_character_flag = chinese_courtier_original_court_@PREV
					set_character_flag = no_court_invites
					set_character_flag = ignore_refund
					random_list = {
						30 = { add_trait = thrifty_clerk }
						15 = { add_trait = fortune_builder }
						5 = { add_trait = midas_touched }
						30 = { add_trait = martial_cleric }
						15 = { add_trait = scholarly_theologian }
						5 = { add_trait = mastermind_theologian }
					}
					random_list = {
						20 = { } #Nothing
						30 = { add_trait = erudite }
						25 = { add_trait = shrewd }
						15 = { add_trait = quick }
						5 = { add_trait = genius }
						5 = { add_trait = fair }
					}
					random_list = {
						85 = { } #Nothing
						1 = { add_trait = clubfooted }
						2 = { add_trait = harelip }
						2 = { add_trait = hunchback }
						3 = { add_trait = lisp }
						3 = { add_trait = stutter }
						2 = { 
							add_trait = ugly 
							remove_trait = fair 
						}
						1 = { add_trait = dwarf }
						1 = { add_trait = weak }
					}
					random = {
						chance = 10
						add_trait = homosexual
					}
					opinion = {
						who = PREV
						modifier = opinion_servant
						months = 1200
					}

					#Add archetype 
					random_list = {
						#Conservative 
						25 = {
							set_character_flag = archetype_conservative
							if = {
								limit = { has_dlc = "Way of Life" }
								random_list = {
									50 = { add_trait = scholar }
									50 = { add_trait = administrator }
								}
							}
							random = {
								chance = 50
								add_trait = zealous
							}
							add_trait = stubborn
							add_trait = temperate
							random_list = {
								20 = { add_trait = greedy }
								20 = { add_trait = wroth }
								20 = { add_trait = deceitful }
								20 = { add_trait = shy }
								20 = { add_trait = cruel }
							}
							random_list = {
								20 = { add_trait = poet }
								20 = { add_trait = musician }
								20 = { add_trait = chaste }
								20 = { 
									add_trait = patient
									remove_trait = wroth
								}
								20 = { add_trait = just }
							}
						}
						#Supportive
						25 = {
							set_character_flag = archetype_supportive
							if = {
								limit = { has_dlc = "Way of Life" }	
								random_list = {
									50 = { add_trait = administrator }
									25 = { add_trait = scholar }
									25 = { add_trait = gardener }
								}
							}
							add_trait = humble
							add_trait = patient
							random_list = {
								33 = { add_trait = slothful }
								33 = { add_trait = craven }
								33 = { add_trait = shy }
							}
							random_list = {
								25 = { add_trait = content }
								25 = { add_trait = charitable }
								25 = { add_trait = kind }
								25 = { add_trait = trusting }
							}	
						}
						#Decisive
						25 = {
							set_character_flag = archetype_decisive
							if = {
								limit = { has_dlc = "Way of Life" }
								random_list = {
									75 = { add_trait = administrator }
									25 = { add_trait = architect }
								}
							}
							add_trait = ambitious
							add_trait = cynical
							random_list = {
								20 = { add_trait = cruel }
								20 = { add_trait = stubborn }
								20 = { add_trait = greedy }
								20 = { add_trait = wroth }
								20 = { add_trait = proud }
							}
							random_list = {
								20 = { add_trait = falconer }
								20 = { add_trait = diligent }
								20 = { add_trait = brave }
								20 = { add_trait = honest }
								20 = { add_trait = gregarious }
							}	
						}
						#Sociable
						25 = {
							set_character_flag = archetype_sociable
							if = {
								limit = { has_dlc = "Way of Life" }
								random_list = {
									25 = { add_trait = administrator }
									30 = { add_trait = socializer }
									25 = { add_trait = hedonist}
									20 = {
										trigger = { is_female = yes }
										add_trait = seductress
										add_trait = lustful
									}
									20 = {
										trigger = { is_female = no }
										add_trait = seducer
										add_trait = lustful
									}
								}
							}
							add_trait = gregarious
							add_trait = charitable
							random_list = {
								25 = { add_trait = craven }
								25 = { add_trait = envious }
								25 = { add_trait = gluttonous }
								25 = { add_trait = proud }
							}
							random_list = {
								20 = { add_trait = poet }
								20 = { add_trait = musician }
								20 = { add_trait = kind }
								20 = { add_trait = honest }
								20 = { add_trait = lustful }
							} 
						}
					} 
				}
				###
			}
			received_engineer = {
				random_list = {
					50 = { #Female
						modifier = {
							NOT = {
								has_game_rule = {
									name = gender
									value = all
								}
							}
							factor = 0.05
						}
						create_character = {
							age = 30
							religion = apostolic
							culture = brazilian
							dynasty = actually_culture
							female = yes
							health = 6
							random_traits = no
							attributes = {
								martial = 5
								diplomacy = 2
								stewardship = 6
								intrigue = 3
								learning = 3
							}
						}
					}
					50 = { #Male
						create_character = {
							age = 30
							religion = apostolic
							culture = brazilian
							dynasty = actually_culture
							female = no
							health = 6
							random_traits = no
							attributes = {
								martial = 5
								diplomacy = 2
								stewardship = 6
								intrigue = 3
								learning = 3
							}
						}
					}
				}
				new_character = {
					character_event = { id = misc.3 } # Diversity
					character_event = { id = misc.4 } # Physique
					#Education & other basic stuff
					save_event_target_as = chinese_master_engineer
					save_event_target_as = chinese_refugee

					add_character_modifier = {
						name = jd_master_engineer
						duration = -1
					}
					set_character_flag = is_chinese_master_engineer
					set_character_flag = originated_from_chinese_court
					set_character_flag = chinese_courtier_original_court_@PREV
					set_character_flag = no_court_invites
					set_character_flag = ignore_refund
					random_list = {
						30 = { add_trait = thrifty_clerk }
						15 = { add_trait = fortune_builder }
						5 = { add_trait = midas_touched }
						30 = { add_trait = tough_soldier }
						15 = { add_trait = skilled_tactician }
						5 = { add_trait = brilliant_strategist }
					}
					random_list = {
						20 = { } #Nothing
						20 = { add_trait = erudite }
						20 = { add_trait = shrewd }
						15 = { add_trait = quick }
						5 = { add_trait = genius }
						10 = { add_trait = robust }
						5 = { add_trait = strong }
						5 = { add_trait = fair }
					}
					random_list = {
						85 = { } #Nothing
						1 = { add_trait = clubfooted }
						2 = { add_trait = harelip }
						2 = { add_trait = hunchback }
						3 = { add_trait = lisp }
						3 = { add_trait = stutter }
						2 = { 
							add_trait = ugly 
							remove_trait = fair 
						}
						1 = { add_trait = dwarf }
						1 = { 
							add_trait = weak 
							remove_trait = strong 
							remove_trait = robust
						}
					}
					random = {
						chance = 10
						add_trait = homosexual
					}
					opinion = {
						who = PREV
						modifier = opinion_servant
						months = 1200
					}

					#Add archetype 
					random_list = {
						#Conservative
						25 = {
							set_character_flag = archetype_conservative
							if = {
								limit = { has_dlc = "Way of Life" }
								random_list = {
									75 = { add_trait = architect }
									25 = { add_trait = theologian }
								}
							}
							random = {
								chance = 50
								add_trait = zealous
							}
							add_trait = stubborn
							add_trait = temperate
							random_list = {
								20 = { add_trait = greedy }
								20 = { add_trait = wroth }
								20 = { add_trait = deceitful }
								20 = { add_trait = shy }
								20 = { add_trait = cruel }
							}
							random_list = {
								20 = { add_trait = poet }
								20 = { add_trait = musician }
								20 = { add_trait = chaste }
								20 = { 
									add_trait = patient
									remove_trait = wroth
								}
								20 = { add_trait = just }
							}
						}
						#Supportive
						25 = {
							set_character_flag = archetype_supportive
							if = {
								limit = { has_dlc = "Way of Life" }	
								random_list = {
									50 = { add_trait = architect }
									25 = { add_trait = socializer }
									25 = { add_trait = gardener }
								}
							}
							add_trait = humble
							add_trait = patient
							random_list = {
								33 = { add_trait = slothful }
								33 = { add_trait = craven }
								33 = { add_trait = shy }
							}
							random_list = {
								25 = { add_trait = content }
								25 = { add_trait = charitable }
								25 = { add_trait = kind }
								25 = { add_trait = trusting }
							}	
						}
						#Decisive
						25 = {
							set_character_flag = archetype_decisive
							if = {
								limit = { has_dlc = "Way of Life" }
								random_list = {
									50 = { add_trait = architect }
									50 = { add_trait = strategist }
								}
							}
							add_trait = ambitious
							add_trait = cynical
							random_list = {
								20 = { add_trait = cruel }
								20 = { add_trait = stubborn }
								20 = { add_trait = greedy }
								20 = { add_trait = wroth }
								20 = { add_trait = proud }
							}
							random_list = {
								20 = { add_trait = falconer }
								20 = { add_trait = diligent }
								20 = { add_trait = brave }
								20 = { add_trait = honest }
								20 = { add_trait = gregarious }
							}	
						}
						#Sociable
						25 = {
							set_character_flag = archetype_sociable
							if = {
								limit = { has_dlc = "Way of Life" }
								random_list = {
									25 = { add_trait = architect }
									30 = { add_trait = socializer }
									25 = { add_trait = hedonist}
									20 = {
										trigger = { is_female = yes }
										add_trait = seductress
										add_trait = lustful
									}
									20 = {
										trigger = { is_female = no }
										add_trait = seducer
										add_trait = lustful
									}
								}
							}
							add_trait = gregarious
							add_trait = charitable
							random_list = {
								25 = { add_trait = craven }
								25 = { add_trait = envious }
								25 = { add_trait = gluttonous }
								25 = { add_trait = proud }
							}
							random_list = {
								20 = { add_trait = poet }
								20 = { add_trait = musician }
								20 = { add_trait = kind }
								20 = { add_trait = honest }
								20 = { add_trait = lustful }
							} 
						}
					} 
				}
			}
			received_strategist = {
				random_list = {
					50 = { #Female
						trigger = { has_game_rule = { name = gender value = all } }

						create_character = {
							age = 30
							religion = apostolic
							culture = brazilian
							dynasty = actually_culture
							female = yes
							health = 7
							random_traits = no
							attributes = {
								martial = 6
								diplomacy = 2
								stewardship = 3
								intrigue = 4
								learning = 2
							}
						}
					}
					50 = { #Male
						create_character = {
							age = 30
							religion = apostolic
							culture = brazilian
							dynasty = actually_culture
							female = no
							health = 7
							random_traits = no
							attributes = {
								martial = 6
								diplomacy = 2
								stewardship = 3
								intrigue = 4
								learning = 2
							}
						}
					}
				}
				new_character = {
					character_event = { id = misc.3 } # Diversity
					character_event = { id = misc.4 } # Physique
					#Education & other basic stuff
					save_event_target_as = chinese_strategist
					save_event_target_as = chinese_refugee

					add_character_modifier = {
						name = jd_strategist
						duration = -1
					}
					set_character_flag = is_chinese_strategist
					set_character_flag = originated_from_chinese_court
					set_character_flag = chinese_courtier_original_court_@PREV
					set_character_flag = no_court_invites
					set_character_flag = ignore_refund
					random_list = {
						80 = { add_trait = skilled_tactician }
						20 = { add_trait = brilliant_strategist }
					}
					random_list = {
						20 = { add_trait = brave } 
						20 = { add_trait = strong }
						20 = { add_trait = shrewd }
						40 = { add_trait = robust }
					}
					random_list = {
						71 = { } #Nothing
						20 = { add_scarred_tiered_effect = yes }
						5 = { 
							trigger = { has_dlc = Reapers }
							add_trait = one_eyed 
							change_martial = 1
						}
						2 = { 
							trigger = { has_dlc = Reapers }
							add_trait = one_handed
							change_martial = 1
						}
						2 = { add_trait = ugly }
					}
					random = {
						chance = 10
						add_trait = homosexual
					}
					opinion = {
						who = PREV
						modifier = opinion_servant
						months = 1200
					}

					#Add archetype 
					random_list = {
						#Conservative 
						25 = {
							set_character_flag = archetype_conservative
							if = {
								limit = { has_dlc = "Way of Life" }
								add_trait = strategist
							}
							add_trait = logistics_expert
							if = {
								limit = {
									offmap_china = {
										has_status = china_golden_age
									}
								}
								random_list = {
									33 = { add_trait = master_of_flame }
									33 = { add_trait = sapper } 
									33 = { add_trait = levy_coordinator }
								}
							}
							random = {
								chance = 50
								add_trait = zealous
							}
							add_trait = stubborn
							add_trait = temperate
							random_list = {
								20 = { add_trait = greedy }
								20 = { add_trait = wroth }
								20 = { add_trait = deceitful }
								20 = { add_trait = shy }
								20 = { add_trait = cruel }
							}
							random_list = {
								20 = { add_trait = poet }
								20 = { add_trait = musician }
								20 = { add_trait = chaste }
								20 = { 
									add_trait = patient
									remove_trait = wroth
								}
								20 = { add_trait = just }
							}
						}
						#Supportive
						25 = {
							set_character_flag = archetype_supportive
							if = {
								limit = { has_dlc = "Way of Life" }	
								random_list = {
									50 = { add_trait = hunter }
									50 = { add_trait = strategist }
								}
							}
							add_trait = sapper 
							if = {
								limit = {
									offmap_china = {
										has_status = china_golden_age
									}
								}
								random_list = {
									33 = { add_trait = master_of_flame }
									33 = { add_trait = logistics_expert } 
									33 = { add_trait = levy_coordinator }
								}
							}
							add_trait = humble
							add_trait = patient
							random_list = {
								30 = { add_trait = slothful }
								70 = { add_trait = shy }
							}
							random_list = {
								25 = { add_trait = content }
								25 = { add_trait = charitable }
								25 = { add_trait = kind }
								25 = { add_trait = trusting }
							}	
						}
						#Decisive
						25 = {
							set_character_flag = archetype_decisive
							if = {
								limit = { has_dlc = "Way of Life" }
								random_list = {
									50 = { add_trait = strategist }
									50 = { add_trait = duelist }
								}
							}
							add_trait = master_of_flame 
							if = {
								limit = {
									offmap_china = {
										has_status = china_golden_age
									}
								}
								random_list = {
									33 = { add_trait = logistics_expert }
									33 = { add_trait = levy_coordinator }
									33 = { add_trait = sapper }
								}
							}
							add_trait = ambitious
							add_trait = cynical
							random_list = {
								20 = { add_trait = cruel }
								20 = { add_trait = stubborn }
								20 = { add_trait = greedy }
								20 = { add_trait = wroth }
								20 = { add_trait = proud }
							}
							random_list = {
								20 = { add_trait = falconer }
								20 = { add_trait = diligent }
								20 = { add_trait = brave }
								20 = { add_trait = honest }
								20 = { add_trait = gregarious }
							}	
						}
						#Sociable
						25 = {
							set_character_flag = archetype_sociable
							if = {
								limit = { has_dlc = "Way of Life" }
								random_list = {
									20 = { add_trait = duelist }
									40 = { add_trait = hunter }
									40 = { add_trait = gamer }
								}
							}
							add_trait = levy_coordinator 
							if = {
								limit = {
									offmap_china = {
										has_status = china_golden_age
									}
								}
								random_list = {
									33 = { add_trait = master_of_flame }
									33 = { add_trait = logistics_expert } 
									33 = { add_trait = sapper }
								}
							}
							add_trait = gregarious
							add_trait = charitable
							random_list = {
								33 = { add_trait = envious }
								33 = { add_trait = gluttonous }
								33 = { add_trait = proud }
							}
							random_list = {
								25 = { add_trait = falconer }
								25 = { add_trait = kind }
								25 = { add_trait = honest }
								25 = { add_trait = lustful }
							} 
						}
					}

					#Add second commander trait
					if = {
						limit = { offmap_china = { has_status = china_golden_age } }
						random_list = {
							25 = {
								trigger = { NOT = {trait = master_of_flame } }
								add_trait = master_of_flame
							}
							25 = {
								trigger = { NOT = {trait = logistics_expert } }
								add_trait = logistics_expert
							}
							25 = {
								trigger = { NOT = {trait = levy_coordinator } }
								add_trait = levy_coordinator
							}
							25 = {
								trigger = { NOT = {trait = sapper } }
								add_trait = sapper
							}
						} 
					}
				}
			}
			received_physician = {
				random_list = {
					50 = { #Female
						modifier = {
							NOT = {
								has_game_rule = {
									name = gender
									value = all
								}
							}
							factor = 0.05
						}
						create_character = {
							age = 35
							dynasty = actually_culture
							religion = apostolic
							culture = brazilian
							female = yes
							health = 6
							random_traits = no
							attributes = {
								martial = 2
								diplomacy = 5
								stewardship = 3
								intrigue = 3
								learning = 6
							}
						}
					}
					50 = { #Male
						create_character = {
							age = 35
							dynasty = actually_culture
							religion = apostolic
							culture = brazilian
							female = no
							health = 6
							random_traits = no
							attributes = {
								martial = 2
								diplomacy = 5
								stewardship = 3
								intrigue = 3
								learning = 6
							}
						}
					}
				}
				new_character = {
					character_event = { id = misc.3 } # Diversity
					character_event = { id = misc.4 } # Physique
					#Education & other basic stuff
					save_event_target_as = chinese_doctor
					save_event_target_as = chinese_refugee

					set_character_flag = is_chinese_doctor
					set_character_flag = originated_from_chinese_court
					set_character_flag = chinese_courtier_original_court_@PREV
					set_character_flag = no_court_invites
					set_character_flag = ignore_refund
					random_list = {
						50 = { add_trait = scholarly_theologian }
						25 = { add_trait = mastermind_theologian }
					}
					add_trait = physician
					random_list = {
						20 = { } #Nothing
						30 = { add_trait = erudite }
						30 = { add_trait = shrewd }
						15 = { add_trait = quick }
						5 = { add_trait = genius }
					}
					random_list = {
						80 = { } #Nothing
						2 = { add_trait = clubfooted }
						2 = { add_trait = harelip }
						2 = { add_trait = hunchback }
						4 = { add_trait = lisp }
						4 = { add_trait = stutter }
						2 = { add_trait = ugly }
						2 = { add_trait = dwarf }
						2 = { add_trait = weak }
					}
					random_list = {
						50 = { } #Nothing
						25 = { add_trait = patient }
						25 = { add_trait = diligent }
					}
					random = {
						chance = 10
						add_trait = homosexual
					}
					opinion = {
						who = PREV
						modifier = opinion_servant
						months = 1200
					}

					#Add archetype 
					random_list = {
						20 = { #Combat medic
							set_character_flag = archetype_decisive
							random_list = {
								50 = { add_trait = duelist }
								50 = { add_trait = scholar }
							}
							add_scarred_tiered_effect = yes
							add_trait = robust
							random_list = {
								60 = { } #Nothing
								20 = { 
									trigger = { has_dlc = Reapers }
									add_trait = one_legged 
								}
								20 = { 
									trigger = { has_dlc = Reapers }
									add_trait = one_eyed 
								}
							}
							add_trait = brave
							random_list = {
								30 = { } #Nothing
								50 = { add_trait = cynical }
								10 = {
									add_trait = cynical
									add_trait = depressed
								}
								10 = {
									add_trait = cynical
									add_trait = depressed
									add_trait = drunkard
								}
							}
							random_list = {
								50 = { } #Nothing
								20 = { add_trait = kind }
								30 = { add_trait = honest }
							}
							remove_trait = dwarf
							remove_trait = weak
						}
						#Dr Jerk
						15 = { 
							set_character_flag = archetype_decisive
							add_trait = scholar
							add_trait = wroth
							remove_trait = patient
							random_list = {
								30 = { add_trait = proud }
								30 = { add_trait = envious }
								40 = { } #Nothing
							}
							add_trait = honest
							add_trait = cynical
							random = {
								chance = 30
								add_trait = drunkard
							}
							random_list = {
								60 = { }
								20 = { 
									add_trait = clubfooted
									set_name = Wu #House
								}
								20 = {
									trigger = { has_dlc = Reapers }
									add_trait = one_legged
									set_name = Wu #House
								}
							}
						}
						10 = { #Mad genius 
							set_character_flag = archetype_sociable
							random_list = {
								50 = { add_trait = impaler }
								50 = { add_trait = mystic }
							}
							random_list = {
								33 = { add_trait = drunkard } 
								33 = { add_trait = lunatic }
								33 = { add_trait = possessed }
							}
							add_trait = genius
							remove_trait = quick
							remove_trait = shrewd
							add_trait = paranoid
							random_list = {
								25 = { add_trait = gluttonous } 
								25 = { add_trait = wroth }
								25 = { add_trait = proud }
								25 = { add_trait = greedy }
							} 
						}
						20 = { #Herbalist
							set_character_flag = archetype_supportive
							add_trait = gardener
							add_trait = diligent
							add_trait = humble
							random_list = {
								25 = { add_trait = content } 
								25 = { add_trait = shy }
								25 = { add_trait = poet }
								25 = { add_trait = musician }
							}
							random = {
								chance = 50
								add_trait = robust
							}
							remove_trait = weak
						}
						20 = { #Health nut
							set_character_flag = archetype_conservative
							add_trait = mystic
							add_trait = celibate
							add_trait = chaste
							add_trait = temperate
							random_list = {
								50 = { add_trait = craven } 
								25 = { add_trait = shy }
								25 = { add_trait = content }
							}
							set_focus = focus_scholarship
						}
						20 = { #Compassionate doctor
							set_character_flag = archetype_supportive
							random_list = {
								50 = { add_trait = socializer }
								50 = { add_trait = scholar }
							}
							add_trait = kind
							add_trait = patient
							random_list = {
								25 = { add_trait = content } 
								25 = { add_trait = humble }
								25 = { add_trait = trusting }
								25 = { add_trait = charitable }
							}
							set_focus = focus_family
						}
						15 = { #McDreamy
							set_character_flag = archetype_sociable
							if = {
								limit = { is_female = yes }
								add_trait = seductress
							}
							if = {
								limit = { is_female = no }
								add_trait = seducer
							}
							random_list = {
								25 = { } #Nothing
								25 = { add_trait = poet }
								25 = { add_trait = musician }
								25 = { add_trait = falconer }
							}
							random_list = {
								30 = { add_trait = fair }
								50 = { add_trait = strong }
							}
							add_trait = lustful
							random_list = {
								35 = { add_trait = ambitious }
								35 = { add_trait = gregarious }
								30 = { } #Nothing
							}
							set_focus = focus_seduction
							remove_trait = clubfooted
							remove_trait = harelip
							remove_trait = hunchback 
							remove_trait = lisp
							remove_trait = stutter
							remove_trait = ugly
							remove_trait = dwarf
							remove_trait = giant
							remove_trait = weak
						}
					}
					if = {
						limit = {
							offmap_china = {
								has_status = china_golden_age
							}
						}
						change_learning = 5
					}
				}

			}
		}
		#### send ping...
		event_target:chinese_refugee = { character_event = { id = JD.10031 days = 1 } }
	}
}

#Hidden ping event
character_event = {
	id = JD.10031
	has_dlc = "Jade Dragon"
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		set_character_flag = is_chinese_refugee
		FROM = { character_event = { id = JD.10032 } }
	}
}

#Visible event for player - gifted refugee appears... 
character_event = {
	id = JD.10032
	has_dlc = "Jade Dragon"
	picture = GFX_evt_chinese_bureaucrat
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes
	
	desc = {
		text = EVTDESC_JD_10032_A #chinese_administrator
		trigger = { has_character_flag = received_administrator }
	}
	desc = {
		text = EVTDESC_JD_10032_B #chinese_master_engineer
		trigger = { has_character_flag = received_engineer }
	}
	desc = {
		text = EVTDESC_JD_10032_C #chinese_strategist
		trigger = { has_character_flag = received_strategist }
	}
	desc = {
		text = EVTDESC_JD_10032_D #chinese_doctor
		trigger = { has_character_flag = received_physician }
	}


	option = { #Welcome to stay, Administrator
		name = EVTOPTA_JD_10032
		custom_tooltip = { text = EVTOPTA_JD_10032_TT }

		event_target:chinese_administrator = {
			show_scope_change = no
			if = {
				limit = {
					offmap_china = {
						has_status = china_golden_age
					}
				}
				set_character_flag = jd_administrator_golden_age #so you can't reappoint during golden age to get better modifier
			}
			give_minor_title = title_administrator #effects in minor title definition
		}
		tooltip = {
			if = {
				limit = {
					offmap_china = {
						has_status = china_golden_age
					}
				}
				add_character_modifier = {
					name = employing_jd_administrator_golden_age
					duration = -1
				}
			}
			else = {
				add_character_modifier = {
					name = employing_jd_administrator
					duration = -1
				}
			}
		}

		reverse_opinion = {
			who = event_target:chinese_refugee
			modifier = opinion_grateful
			months = 1200
		}

		trigger = {
			has_character_flag = received_administrator
		}
	}

	option = { #Welcome to stay, Engineer
		name = EVTOPTB_JD_10032
		custom_tooltip = { text = EVTOPTA_JD_10032_TT }

		event_target:chinese_master_engineer = { 
			show_scope_change = no
			if = {
				limit = {
					offmap_china = {
						has_status = china_golden_age
					}
				}
				set_character_flag = china_master_engineer_golden_age #so you can't reappoint in golden age to get better effects
			}
			set_character_flag = master_engineer_just_spawned
			give_minor_title = title_master_engineer #effects in minor title definition
		}

		reverse_opinion = {
			who = event_target:chinese_refugee
			modifier = opinion_grateful
			months = 1200
		}

		trigger = {
			has_character_flag = received_engineer
		}
	}

	option = { #Welcome to stay, Strategist	
		name = EVTOPTC_JD_10032
		custom_tooltip = { text = EVTOPTA_JD_10032_TT } #(yes, the same as opt A)
		
		event_target:chinese_strategist = {
			show_scope_change = no
			if = {
				limit = { 
					can_hold_title = title_commander 
					ROOT = { can_grant_title = title_commander }
				}
				give_minor_title = title_commander
			}
		}

		reverse_opinion = {
			who = event_target:chinese_refugee
			modifier = opinion_grateful
			months = 1200
		}

		trigger = {
			has_character_flag = received_strategist
		}
	}

	option = { #Welcome to stay, Doctor
		name = EVTOPTD_JD_10032
		custom_tooltip = { text = EVTOPTA_JD_10032_TT }
		
		event_target:chinese_doctor = {
			show_scope_change = no
			give_minor_title = title_court_physician
		}

		reverse_opinion = {
			who = event_target:chinese_refugee
			modifier = opinion_grateful
			months = 1200
		}

		trigger = {
			has_character_flag = received_physician
		}
	}
	
	option = { #Opt out (they leave court and die)...
		name = {
			text = EVTOPTE_JD_10032_1 #"Surely this [chinese_refugee.GetManWoman] can find shelter elsewhere."
			trigger = {
				has_character_flag = received_administrator
			}
		}
		if = {
			limit = { has_character_flag = received_administrator }
			custom_tooltip = { text = EVTOPTE_JD_10032_1_TT } #"You send the [chinese_refugee.GetManWoman] away.\n"
		}

		name = {
			text = EVTOPTE_JD_10032_2 #"This is a waste of my time."
			trigger = {
				has_character_flag = received_engineer
			}
		}
		if = {
			limit = { has_character_flag = received_engineer }
			custom_tooltip = { text = EVTOPTE_JD_10032_1_TT }
		}

		name = {
			text = EVTOPTE_JD_10032_3 #"I'm sorry, but we can hardly afford to feed our own..."
			trigger = {
				has_character_flag = received_strategist
			}
		}
		if = {
			limit = { has_character_flag = received_strategist }
			custom_tooltip = { text = EVTOPTE_JD_10032_1_TT }
		}

		name = {
			text = EVTOPTE_JD_10032_4 #"I'm sure [chinese_refugee.GetSheHe] wants to be left alone"
			trigger = {
				has_character_flag = received_physician
			}
		}
		if = {
			limit = { has_character_flag = received_physician }
			custom_tooltip = { text = EVTOPTE_JD_10032_4_TT } #"You let the refugee be.\n"
		}
		
		hidden_effect = {
			event_target:chinese_refugee = {
				leave_court_and_die_effect = yes
			}
		}
	}
	

	after = { #clear (almost) all flags...
		clr_character_flag = received_administrator
		clr_character_flag = received_engineer
		clr_character_flag = received_strategist
		clr_character_flag = received_physician

		character_event = { id = JD.10035 days = 7300 } #clears final flag... (20 years delay)
	}
}


#clean up event
character_event = {
	id = JD.10035
	has_dlc = "Jade Dragon"
	hide_window = yes
	is_triggered_only = yes
	immediate = { clr_character_flag = received_chinese_refugee } #Now you can get the event again!
}

################
# Suzerain dies, inform tributary relationship ends
character_event = {
	id = JD.60015
	is_triggered_only = yes
	hide_window = yes
	only_rulers = yes

	trigger = {
		any_tributary = {
			ai = no
			is_tributary = { type = default }
		}
	}

	immediate = {
		any_tributary = {
			limit = {
				ai = no
				is_tributary = { type = default }
			}
			character_event = { id = JD.60016 }
		}
	}
}
character_event = {
	id = JD.60016
	desc = EVT_DESC_JD_60016
	picture = GFX_evt_bandits
	is_triggered_only = yes
	notification = yes
	option = { }
}

######
# Chinese Mini-Flavor Events
######

character_event = { # Traveling Teacher
	id = JD.7000
	desc = EVTDESC_JD_7000
	picture = GFX_evt_brazil_stable
	
	only_playable = yes
	only_capable = yes
	has_dlc = "Jade Dragon"
	prisoner = no
	war = no
	min_age = 16

	is_triggered_only = yes
	
	trigger = {
		any_realm_province = {
			trade_route = coffee_current
		}
		NOR = {
			has_character_flag = traveling_teacher_visit
			is_inaccessible_trigger = yes
		}
		any_child = {
			ai = yes
			age = 6
			prisoner = no
			is_adult = no
			is_alive = yes
			host = { character = ROOT }
			NOR = {
				has_character_flag = taught_by_traveling_teacher
				is_incapable = yes
				trait = inbred
				is_inaccessible_trigger = yes
			}
		}
		offmap_china = {
			NOR = {
				has_status = china_plague
				has_status = china_famine
			}
		}
	}
	
	immediate = {
		create_random_priest = {
			random_traits = yes
			dynasty = actually_culture
			female = no
			age = 42
			culture = brazilian
			religion = apostolic
			attributes = {
				diplomacy = 2
				learning = 14
				stewardship = 2
				intrigue = 2
				martial = 2
			}
		}
		new_character = {
			character_event = { id = misc.3 } # Diversity
			character_event = { id = misc.4 } # Physique
			remove_trait = slow
			remove_trait = imbecile
			remove_trait = distractible
			remove_trait = dull

			remove_trait = mystic
			remove_trait = socializer
			remove_trait = gamer
			remove_trait = hedonist
			remove_trait = duelist
			remove_trait = hunter
			remove_trait = strategist
			remove_trait = administrator
			remove_trait = architect
			remove_trait = gardener
			remove_trait = schemer
			remove_trait = impaler
			remove_trait = seducer
			remove_trait = seductress
			remove_trait = theologian

			add_trait = poet
			add_trait = scholar
			add_trait = erudite

			set_character_flag = originated_from_chinese_court
			set_character_flag = ignore_refund

			save_event_target_as = traveling_teacher
		}
		random_realm_province = {
			limit = {
				trade_route = coffee_current
			}
			save_event_target_as = tavern_location
		}
		hidden_tooltip = {
			random_child = {
				limit = {
					ai = yes
					age = 6
					prisoner = no
					is_adult = no
					is_alive = yes
					host = { character = ROOT }
					NOR = {
						has_character_flag = taught_by_traveling_teacher
						is_incapable = yes
						trait = inbred
						is_inaccessible_trigger = yes
					}
				}
				save_event_target_as = child_to_be_taught
			}
			random_child = {
				limit = {
					is_primary_heir = ROOT
					ai = yes
					age = 6
					prisoner = no
					is_adult = no
					is_alive = yes
					host = { character = ROOT }
					NOR = {
						has_character_flag = taught_by_traveling_teacher
						is_incapable = yes
						trait = inbred
						is_inaccessible_trigger = yes
					}
				}
				save_event_target_as = child_to_be_taught
			}
		}
		set_character_flag = traveling_teacher_visit
	}
	
	option = { # Bring him to court
		name = EVTOPTA_JD_7000
		custom_tooltip = {
			text = EVTOPTA_JD_7000_TT
			hidden_effect = {
				character_event = { id = JD.7001 }
			}
		}
		event_target:traveling_teacher = {
			show_portrait = yes
		}
		event_target:child_to_be_taught = {
			show_portrait = yes
		}
	}
	
	option = { # Bring him over for... dinner
		name = EVTOPTC_JD_7000
		tooltip_info = cannibal_trait
		trigger = {
			trait = cannibal_trait
		}
		custom_tooltip = {
			text = EVTOPTC_JD_7000_TT
		}
		event_target:traveling_teacher = {
			death = {
				death_reason = death_execution_eaten
				killer = ROOT
			}
		}
		if = {
			limit = {
				trait = stressed
			}
			remove_trait = stressed
		}
		if = {
			limit = {
				trait = depressed
			}
			remove_trait = depressed
		}
	}

	option = { # Leave it be
		name = EVTOPTB_JD_7000
		custom_tooltip = {
			text = EVTOPTB_JD_7000_TT
			hidden_effect = {
				event_target:traveling_teacher = {
					leave_court_and_die_effect = yes
				}
			}
		}
	}

}

character_event = { # Accept Teacher into Court
	id = JD.7001
	has_dlc = "Jade Dragon"
	desc = EVTDESC_JD_7001
	picture = GFX_evt_child_reading

	is_triggered_only = yes
	
	trigger = {
		event_target:traveling_teacher = {
			is_alive = yes
		}
		event_target:child_to_be_taught = {
			is_alive = yes
		}
	}
	
	option = { 
		name = EVTOPTA_JD_7001 # Basic teaching
		transfer_scaled_wealth = {
			to = event_target:traveling_teacher
			value = 0.25
			min = 50
		}
		event_target:child_to_be_taught = {
			change_learning = 2
		}
		ai_chance = { 
			factor = 10
			modifier = {
				factor = 0
				NOT = {
					wealth = 100
				}
			}
		}
	}

	option = {
		name = EVTOPTB_JD_7001 # Read Confucian and Taoist Classics to the child
		trigger = {
			event_target:child_to_be_taught = {
				NOT = {
					trait = erudite
				}
			}
		}
		transfer_scaled_wealth = {
			to = event_target:traveling_teacher
			value = 0.5
			min = 100
		}
		event_target:child_to_be_taught = {
			change_learning = 1
			add_trait = erudite
			hidden_effect = {
				if = {
					limit = {
						NOT = {
							religion = apostolic
						}
					}
					random = {
						chance = 2
						set_secret_religion = apostolic
					}
				}
			}
		}
		ai_chance = { 
			factor = 10
			modifier = {
				factor = 0
				NOT = {
					wealth = 200
				}
			}
		}
	}
	
	option = { # Teach child surgery and poetry
		name = EVTOPTC_JD_7001
		trigger = {
			event_target:child_to_be_taught = {
				NOR = {
					trait = dull
					trait = poet
				}
			}
		}
		transfer_scaled_wealth = {
			to = event_target:traveling_teacher
			value = 0.5
			min = 100
		}
		event_target:child_to_be_taught = {
			change_learning = 1
			add_trait = poet
		}
		ai_chance = { 
			factor = 10
			modifier = {
				factor = 0
				NOT = {
					wealth = 200
				}
			}
		}
	}
	
	option = { # Read Confucian Classics to the child
		name = EVTOPTD_JD_7001
		trigger = {
			event_target:child_to_be_taught = {
				trait = dull
			}
		}
		transfer_scaled_wealth = {
			to = event_target:traveling_teacher
			value = 2
			min = 200
		}
		event_target:child_to_be_taught = {
			change_learning = 1
			remove_trait = dull
		}
		ai_chance = { 
			factor = 10
			modifier = {
				factor = 0
				NOT = {
					wealth = 200
				}
			}
		}
	}
	
	option = { # This is outrageously expensive, send the teacher away!
		name = EVTOPTE_JD_7001
		custom_tooltip = {
			text = EVTOPTB_JD_7000_TT
			hidden_effect = {
				event_target:traveling_teacher = {
					leave_court_and_die_effect = yes
				}
			}
			prestige = -5
		}
		ai_chance = { 
			factor = 10
		}
	}

}

character_event = { # Sokher Merchant
	id = JD.7010
	desc = EVTDESC_JD_7010
	picture = GFX_evt_jewish_market
	
	only_playable = yes
	only_capable = yes
	has_dlc = "Jade Dragon"
	prisoner = no
	war = no
	min_age = 16

	is_triggered_only = yes
	
	trigger = {
		NOR = {
			has_character_flag = radhanite_visit
			has_character_modifier = expelled_jewish
			has_alternate_start_parameter = {
				key = religion_names
				value = random
			}
		}
		any_realm_province = {
			OR = {
				trade_route = atlantic_trade
				trade_route = coffee_current
				trade_route = interstate_trade
				trade_route = great_pacific_trade
			}
			NOR = {
				has_province_modifier = radhanite_favor
				has_province_modifier = radhanite_favor_big
			}
			any_province_holding = {
				holding_type = city
				holder_scope = {
					tier = BARON
				}
			}
		}
	}

	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2
			any_owned_bloodline = {
				has_bloodline_flag = jewish_saintly_bloodline
			}
		}
	}
	
	immediate = {
		hidden_effect = {
			create_random_steward = {
				random_traits = yes
				dynasty = actually_culture
				female = no
				age = 33
				culture = yiddish
				religion = jewish
				flag = ai_flag_refuse_conversion
				attributes = {
					diplomacy = 2
					learning = 2
					stewardship = 14
					intrigue = 2
					martial = 2
				}
			}
			new_character = {
				character_event = { id = misc.3 } # Diversity
				character_event = { id = misc.4 } # Physique
				remove_trait = slow
				remove_trait = imbecile
				remove_trait = dull
	
				wealth = 50
	
				add_trait = shrewd
	
				save_event_target_as = sokherim_merchant
			}
			random_realm_province = {
				limit = {
					OR = {
						trade_route = atlantic_trade
						trade_route = coffee_current
						trade_route = interstate_trade
						trade_route = great_pacific_trade
					}
					NOR = {
						has_province_modifier = radhanite_favor
						has_province_modifier = radhanite_favor_big
					}
					any_province_holding = {
						holding_type = city
						holder_scope = {
							tier = BARON
						}
					}
				}
				save_event_target_as = sokherim_location
			}
			event_target:sokherim_location = {
				random_province_holding = {
					limit = {
						holding_type = city
						holder_scope = {
							tier = BARON
						}
					}
					save_event_target_as = sokherim_location_barony
				}
			}
			event_target:sokherim_location_barony = {
				holder_scope = {
					save_event_target_as = sokherim_location_barony_holder
				}
			}
		}
		
		set_character_flag = radhanite_visit
	}
	
	option = { # Accept offer
		name = EVTOPTA_JD_7010
		custom_tooltip = {
			text = EVTOPTA_JD_7010_TT
		}
		event_target:sokherim_merchant = {
			show_portrait = yes
		}
		transfer_scaled_wealth = {
			to = event_target:sokherim_merchant
			value = 0.5
			min = 100
		}
		event_target:sokherim_location = {
			add_province_modifier = {
				name = radhanite_favor
				years = 50
			}
		}
		ai_chance = { 
			factor = 10
			modifier = {
				factor = 0
				NOT = {
					wealth = 200
				}
			}
		}
	}
	
	option = { # Bring him over for... dinner
		name = EVTOPTB_JD_7010
		tooltip_info = cannibal_trait
		trigger = {
			trait = cannibal_trait
		}
		event_target:sokherim_merchant = {
			death = {
				death_reason = death_execution_eaten
				killer = ROOT
			}
		}
		wealth = 50
		if = {
			limit = {
				trait = stressed
			}
			remove_trait = stressed
		}
		if = {
			limit = {
				trait = depressed
			}
			remove_trait = depressed
		}
		ai_chance = { 
			factor = 100
		}
	}

	option = { # One-up the radhanite
		name = EVTOPTC_JD_7010
		trigger = {
			event_target:sokherim_location = {
				always = yes
			}
			event_target:sokherim_location_barony = {
				always = yes
			}
			event_target:sokherim_location_barony_holder = {
				is_alive = yes
			}
		}
		custom_tooltip = {
			text = EVTOPTC_JD_7010_TT
		}
		prestige = -100
		transfer_scaled_wealth = {
			to = event_target:sokherim_merchant
			value = 0.5
			min = 100
		}
		event_target:sokherim_merchant = {
			usurp_title = event_target:sokherim_location_barony
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				years = 100
			}
		}
		event_target:sokherim_location = {
			add_province_modifier = {
				name = radhanite_favor_big
				years = 100
			}
		}
		event_target:sokherim_location_barony_holder = {
			opinion = {
				who = ROOT
				years = 100
				modifier = opinion_outraged
			}
		}
		ai_chance = { 
			factor = 5
			modifier = {
				factor = 0
				NOT = {
					wealth = 200
				}
			}
		}
	}
	
	option = { # Politely decline
		name = EVTOPTD_JD_7010
		custom_tooltip = {
			text = EVTOPTD_JD_7010_TT
			hidden_effect = {
				event_target:sokherim_merchant = {
					leave_court_and_die_effect = yes
				}
			}
		}
		ai_chance = { 
			factor = 100
		}
	}

}