namespace = EaDAW

###ANCESTOR WORSHIP DECISION EVENTS###

#Make a request
character_event = {
	id = EaDAW.7000
	desc = EVTDESC_TOG_7000
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_tribal_shrine

	is_triggered_only = yes

	trigger = {
		OR = {
			religion = dwarven
			religion = cat_folk_religion
		}
	}

	#Health
	option = {
		name = EVTOPTA_TOG_7000
		
		ai_chance = {
			factor = 100
			
			modifier = {
				factor = 2
				NOT = { health = 3 }
			}
			modifier = {
				factor = 2
				trait = paranoid
			}
		}
		
		trigger = { 
			OR = {
				has_disease_trigger = yes
				trait = ill
				NOT = { health = 4 }
				has_character_flag = developing_illness
			}
		}
		set_character_flag = ancestors_health
		hidden_tooltip = { character_event = { id = EaDAW.7001 days = 3 } }
	}

	#Relationships - family, friends & love
	option = {
		name = EVTOPTB_TOG_7000
		
		ai_chance = {
			factor = 33
			
			modifier = {
				factor = 2
				trait = kind
			}
			modifier = {
				factor = 2
				trait = gregarious
			}
			modifier = {
				factor = 2
				trait = lustful
			}
			modifier = {
				factor = 2
				trait = socializer
			}
		}
		
		trigger = {	NOT = { trait = cruel } }
		set_character_flag = ancestors_relationships
		hidden_tooltip = { character_event = { id = EaDAW.7001 days = 3 } }
	}

	#War
	option = {
		name = EVTOPTC_TOG_7000
		
		ai_chance = {
			factor = 33
			
			modifier = {
				factor = 2
				trait = brave
			}
			modifier = {
				factor = 2
				is_strong_trigger = yes
			}
			modifier = {
				factor = 2
				trait = ambitious
			}
			modifier = {
				factor = 2
				trait = strategist
			}
		}
		
		trigger = {	NOT = { trait = craven } }
		set_character_flag = ancestors_war
		hidden_tooltip = { character_event = { id = EaDAW.7001 days = 3 } }
	}

	#Prosperity
	option = {
		name = EVTOPTD_TOG_7000
		
		ai_chance = {
			factor = 33
			
			modifier = {
				factor = 2
				trait = diligent
			}
			modifier = {
				factor = 2
				trait = patient
			}
			modifier = {
				factor = 2
				trait = content
			}
			modifier = {
				factor = 2
				trait = gardener
			}
		}
		
		trigger = {	is_nomadic = no }
		set_character_flag = ancestors_prosperity
		hidden_tooltip = { character_event = { id = EaDAW.7001 days = 3 } }
	}

	#Wisdom
	option = {
		name = EVTOPTE_TOG_7000
		
		ai_chance = {
			factor = 33
			
			modifier = {
				factor = 2
				trait = erudite
			}
			modifier = {
				factor = 2
				is_smart_trigger = yes
			}
			modifier = {
				factor = 2
				trait = humble
			}
			modifier = {
				factor = 2
				trait = scholar
			}
		}
		
		trigger = {	is_dumb_trigger = no }
		set_character_flag = ancestors_wisdom
		hidden_tooltip = { character_event = { id = EaDAW.7001 days = 3 } }
	}
}

#Make a Sacrifice
character_event = {
	id = EaDAW.7001
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_tribal_shrine

	hide_from = yes

	desc = {
		trigger = { has_character_flag = ancestors_health }
		text = EVTDESC_TOG_7001_health
	}
	desc = {
		trigger = { has_character_flag = ancestors_relationships }
		text = EVTDESC_TOG_7001_relationships
	}
	desc = {
		trigger = { has_character_flag = ancestors_war }
		text = EVTDESC_TOG_7001_war
	}
	desc = {
		trigger = { has_character_flag = ancestors_prosperity }
		text = EVTDESC_TOG_7001_prosperity
	}
	desc = {
		trigger = { has_character_flag = ancestors_wisdom }
		text = EVTDESC_TOG_7001_wisdom
	}

	is_triggered_only = yes


	#Sacrifice gold
	option = {
		name = EVTOPTE_EADAW_7001
		custom_tooltip = { text = EVTOPTE_EADAW_7001_TOOLTIP }

		piety = 60
		
		ai_chance = {
			factor = 80
			
			modifier = {
				factor = 2
				trait = charitable
			}
			
			modifier = {
			    factor = 2
				tarit = zealous
			}
		}

		treasury = -15

		set_character_flag = ancestors_gold

		hidden_tooltip = { character_event = { id = EaDAW.7002 days = 3 } }
	}

	#Great feast Sacrifice
	option = {
		name = EVTOPTC_TOG_7001
		custom_tooltip = { text = EVTOPTC_TOG_7001_TOOLTIP }

		piety = 40
		
		ai_chance = {
			factor = 10
			
			modifier = {
				factor = 0.5
				NOT = { trait = greedy }
			}
		}
		
		scaled_wealth = { value = -1 min = -25 }

		hidden_tooltip = { character_event = { id = EaDAW.7002 days = 3 } }

		set_character_flag = ancestors_feast
	}

	#Minor Sacrifice
	option = {
		name = EVTOPTD_TOG_7001
		custom_tooltip = { text = EVTOPTD_TOG_7001_TOOLTIP }

		piety = 10
		
		ai_chance = {
			factor = 10
			
			modifier = {
				factor = 2
				trait = greedy
			}
		}
		
		treasury = -5

		hidden_tooltip = { character_event = { id = EaDAW.7002 days = 3 } }

		set_character_flag = ancestors_carving
	}
}

#End of Sacrifice
character_event = {
	id = EaDAW.7002
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_tribal_shrine
	portrait = event_target:portrait_target

	desc = {
		trigger = { has_character_flag = ancestors_limb }
		text = EVTDESC_TOG_7002_limb
		picture = GFX_evt_torture
	}
	desc = {
		trigger = { has_character_flag = ancestors_gold }
		text = EVTOPTE_EADAW_7002_gold
	}
	desc = {
		trigger = { has_character_flag = ancestors_feast }
		text = EVTDESC_TOG_7002_feast
	}
	desc = {
		trigger = { has_character_flag = ancestors_carving }
		text = EVTDESC_TOG_7002_carving
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7002

		clr_character_flag = do_not_disturb

		#Health
		if = { 
			limit = { has_character_flag = ancestors_health }
			
			#Gold
			if = { 
				limit = { has_character_flag = ancestors_gold }

				hidden_tooltip = {
					random_list = { 
						10 = { character_event = { id = EaDAW.7010 days = 30 } } #Remove disease/blessing of health
						15 = {
							modifier = { factor = 0 is_strong_trigger = yes } #Robust
						 	character_event = { id = EaDAW.7011 days = 300 } 
						}
						30 = { character_event = { id = EaDAW.7012 days = 200 } } #Health bonus
						5 = { character_event = { id = EaDAW.7013 days = 150 } } #Illness
						30 = { } #Nothing
					}
				}
			}
			#Big gift
			if = { 
				limit = { has_character_flag = ancestors_feast }

				hidden_tooltip = {
					random_list = { 
						1 = { character_event = { id = EaDAW.7010 days = 30 } } #Remove disease/blessing of health
						1 = {
							modifier = { factor = 0 is_strong_trigger = yes } #Robust
						 	character_event = { id = EaDAW.7011 days = 300 } 
						}
						50 = { character_event = { id = EaDAW.7012 days = 200 } } #Health bonus
						10 = { character_event = { id = EaDAW.7013 days = 150 } } #Illness
						50 = { } #Nothing
					}
				}
			}
			#Small gift
			if = { 
				limit = { has_character_flag = ancestors_carving }

				hidden_tooltip = {
					random_list = { 
						1 = { character_event = { id = EaDAW.7010 days = 30 } } #Remove disease/blessing of health
						1 = {
							modifier = { factor = 0 is_strong_trigger = yes } #Robust
						 	character_event = { id = EaDAW.7011 days = 300 } 
						}
						15 = { character_event = { id = EaDAW.7012 days = 200 } } #Health bonus
						15 = { character_event = { id = EaDAW.7013 days = 150 } } #Illness
						20 = { } #Nothing
					}
				}
			}	
		}

		#Relationships
		if = { 
			limit = { has_character_flag = ancestors_relationships }
			clr_character_flag = ancestors_relationships

			#Gold
			if = { 
				limit = { has_character_flag = ancestors_gold }

				hidden_tooltip = {
					random_list = { 
						10 = { character_event = { id = EaDAW.7024 days = 350 } } #Good with people
						15 = { character_event = { id = EaDAW.7020 days = 100 } } #Lover
						15 = { character_event = { id = EaDAW.7021 days = 150 } } #Friend
						10 = { character_event = { id = EaDAW.7022 days = 300 } } #Diplomacy bonus
						10 = { character_event = { id = EaDAW.7025 days = 100 } } #Cat
						5 = { character_event = { id = EaDAW.7023 days = 150 } } #Rival
						35 = { } #Nothing
					}
				}
			}
			#Big gift
			if = { 
				limit = { has_character_flag = ancestors_feast }

				hidden_tooltip = {
					random_list = { 
						1 = { character_event = { id = EaDAW.7024 days = 350 } } #Good with people
						15 = { character_event = { id = EaDAW.7020 days = 100 } } #Lover
						15 = { character_event = { id = EaDAW.7021 days = 150 } } #Friend
						20 = { character_event = { id = EaDAW.7022 days = 300 } } #Diplomacy bonus
						15 = { character_event = { id = EaDAW.7025 days = 100 } } #Cat
						10 = { character_event = { id = EaDAW.7023 days = 150 } } #Rival
						35 = { } #Nothing
					}
				}
			}
			#Small gift
			if = { 
				limit = { has_character_flag = ancestors_carving }

				hidden_tooltip = {
					random_list = { 
						1 = { character_event = { id = EaDAW.7024 days = 300 } } #Good with people
						5 = { character_event = { id = EaDAW.7020 days = 100 } } #Lover
						5 = { character_event = { id = EaDAW.7021 days = 150 } } #Friend
						10 = { character_event = { id = EaDAW.7022 days = 300 } } #Diplomacy bonus
						20 = { character_event = { id = EaDAW.7025 days = 100 } } #Cat
						20 = { character_event = { id = EaDAW.7023 days = 150 } } #Rival
						35 = { } #Nothing
					}
				}
			}	
		}

		#War
		if = { 
			limit = { has_character_flag = ancestors_war }
			clr_character_flag = ancestors_war
			
			#Gold
			if = { 
				limit = { has_character_flag = ancestors_gold }

				hidden_tooltip = {
					random_list = { 
						15 = { character_event = { id = EaDAW.7035 days = 150 } } #Increased levy
						25 = { character_event = { id = EaDAW.7034 days = 100 } } #War tech
						25 = { character_event = { id = EaDAW.7030 days = 100 } } #Commander
						15 = { 				
							modifier = { factor = 0 is_strong_trigger = yes } #Robust
							character_event = { id = EaDAW.7011 days = 360 } 
						}
						10 = { 
							modifier = { factor = 0 can_have_more_leadership_traits = no } #Leadership trait
							character_event = { id = EaDAW.7032 days = 360 }
						}
						5 = { character_event = { id = EaDAW.7033 days = 100 } } #Maimed
						35 = { } #Nothing
					}
				}
			}
			#Big gift
			if = { 
				limit = { has_character_flag = ancestors_feast }

				hidden_tooltip = {
					random_list = { 
						5 = { character_event = { id = EaDAW.7035 days = 150 } } #Increased levy
						10 = { character_event = { id = EaDAW.7034 days = 100 } } #War tech
						10 = { character_event = { id = EaDAW.7030 days = 100 } } #Commander
						5 = { 				
							modifier = { factor = 0 is_strong_trigger = yes } #Robust
							character_event = { id = EaDAW.7011 days = 360 } 
						}
						20 = { 
							modifier = { factor = 0 can_have_more_leadership_traits = no } #Leadership trait
							character_event = { id = EaDAW.7032 days = 360 }
						}
						10 = { character_event = { id = EaDAW.7033 days = 100 } } #Maimed
						35 = { } #Nothing
					}
				}
			}
			#Small gift
			if = { 
				limit = { has_character_flag = ancestors_carving }

				hidden_tooltip = {
					random_list = { 
						1 = { character_event = { id = EaDAW.7035 days = 150 } } #Increased levy
						5 = { character_event = { id = EaDAW.7034 days = 100 } } #War tech
						5 = { character_event = { id = EaDAW.7030 days = 100 } } #Commander
						5 = { 				
							modifier = { factor = 0 is_strong_trigger = yes } #Robust
							character_event = { id = EaDAW.7011 days = 360 } 
						}
						15 = { 
							modifier = { factor = 0 can_have_more_leadership_traits = no } #Leadership trait
							character_event = { id = EaDAW.7032 days = 360 }
						}
						15 = { character_event = { id = EaDAW.7033 days = 100 } } #Maimed
						35 = { } #Nothing
					}
				}
			}	
		}

		#Prosperity
		if = { 
			limit = { has_character_flag = ancestors_prosperity }
			
			#Gold
			if = { 
				limit = { has_character_flag = ancestors_gold }

				hidden_tooltip = {
					random_list = { 
						5 = { 
							if = {
								limit = {
									capital_scope = {
										NOR = { 
											has_province_modifier = depopulated_1
											has_province_modifier = depopulated_2
											has_province_modifier = depopulated_3
										}
									}
								}
								character_event = { id = EaDAW.7040 days = 500 } #Increase prosperity level
							}
							if = {
								limit = {
									capital_scope = {
										OR = { 
											has_province_modifier = depopulated_1
											has_province_modifier = depopulated_2
											has_province_modifier = depopulated_3
										}
									}
								}
								character_event = { id = EaDAW.7044 days = 500 } #Decrease depopulation level
							}	 
						}
						15 = { character_event = { id = EaDAW.7041 days = 100 } } #Economy tech points
						15 = { character_event = { id = EaDAW.7042 days = 200 } } #Stewardship bonus
						5 = { character_event = { id = EaDAW.7043 days = 300 } } #Less tax
						35 = { } #Nothing
					}
				}
			}
			#Big gift
			if = { 
				limit = { has_character_flag = ancestors_feast }

				hidden_tooltip = {
					random_list = { 
						5 = { 
							if = {
								limit = {
									capital_scope = {
										NOR = { 
											has_province_modifier = depopulated_1
											has_province_modifier = depopulated_2
											has_province_modifier = depopulated_3
										}
									}
								}
								character_event = { id = EaDAW.7040 days = 500 } #Increase prosperity level
							}
							if = {
								limit = {
									capital_scope = {
										OR = { 
											has_province_modifier = depopulated_1
											has_province_modifier = depopulated_2
											has_province_modifier = depopulated_3
										}
									}
								}
								character_event = { id = EaDAW.7044 days = 500 } #Decrease depopulation level
							}	 
						}
						15 = { character_event = { id = EaDAW.7041 days = 100 } } #Economy tech points
						15 = { character_event = { id = EaDAW.7042 days = 200 } } #Stewardship bonus
						10 = { character_event = { id = EaDAW.7043 days = 300 } } #Less tax
						35 = { } #Nothing
					}
				}
			}
			#Small gift
			if = { 
				limit = { has_character_flag = ancestors_carving }

				hidden_tooltip = {
					random_list = { 
						1 = { 
							if = {
								limit = {
									capital_scope = {
										NOR = { 
											has_province_modifier = depopulated_1
											has_province_modifier = depopulated_2
											has_province_modifier = depopulated_3
										}
									}
								}
								character_event = { id = EaDAW.7040 days = 500 } #Increase prosperity level
							}
							if = {
								limit = {
									capital_scope = {
										OR = { 
											has_province_modifier = depopulated_1
											has_province_modifier = depopulated_2
											has_province_modifier = depopulated_3
										}
									}
								}
								character_event = { id = EaDAW.7044 days = 500 } #Decrease depopulation level
							}	 
						}
						5 = { character_event = { id = EaDAW.7041 days = 100 } } #Economy tech points
						10 = { character_event = { id = EaDAW.7042 days = 200 } } #Stewardship bonus
						10 = { character_event = { id = EaDAW.7043 days = 300 } } #Less tax
						20 = { } #Nothing
					}
				}
			}	
		}

		#Wisdom
		if = { 
			limit = { has_character_flag = ancestors_wisdom }
			
			#Gold
			if = { 
				limit = { has_character_flag = ancestors_gold }

				hidden_tooltip = {
					random_list = { 
						10 = { 
							modifier = { factor = 0 is_smart_trigger = yes } #Shrewd
							character_event = { id = EaDAW.7050 days = 400 }
						}
						15 = { character_event = { id = EaDAW.7051 days = 200 } } #Wise woman
						15 = { character_event = { id = EaDAW.7054 days = 300 } } #Owl
						10 = { character_event = { id = EaDAW.7052 days = 300 } } #Learning bonus
						5 = { 
							modifier = { factor = 0 is_dumb_trigger = yes } #Dull
							character_event = { id = EaDAW.7053 days = 200 } 
						}
						20 = { } #Nothing
					}
				}
			}
			#Big gift
			if = { 
				limit = { has_character_flag = ancestors_feast }

				hidden_tooltip = {
					random_list = { 
						1 = { 
							modifier = { factor = 0 is_smart_trigger = yes } #Shrewd
							character_event = { id = EaDAW.7050 days = 400 }
						}
						15 = { character_event = { id = EaDAW.7051 days = 200 } } #Wise woman
						15 = { character_event = { id = EaDAW.7054 days = 300 } } #Owl
						20 = { character_event = { id = EaDAW.7052 days = 300 } } #Learning bonus
						10 = { 
							modifier = { factor = 0 is_dumb_trigger = yes } #Dull
							character_event = { id = EaDAW.7053 days = 200 } 
						}
						35 = { } #Nothing
					}
				}
			}
			#Small gift
			if = { 
				limit = { has_character_flag = ancestors_carving }

				hidden_tooltip = {
					random_list = { 
						1 = { 
							modifier = { factor = 0 is_smart_trigger = yes } #Shrewd
							character_event = { id = EaDAW.7050 days = 400 }
						}
						5 = { character_event = { id = EaDAW.7051 days = 200 } } #Wise woman
						5 = { character_event = { id = EaDAW.7054 days = 300 } } #Owl
						10 = { character_event = { id = EaDAW.7052 days = 300 } } #Learning bonus
						10 = { 
							modifier = { factor = 0 is_dumb_trigger = yes } #Dull
							character_event = { id = EaDAW.7053 days = 200 } 
						}
						20 = { } #Nothing
					}
				}
			}
		}
		clr_character_flag = ancestors_health
		clr_character_flag = ancestors_relationships
		clr_character_flag = ancestors_war
		clr_character_flag = ancestors_prosperity
		clr_character_flag = ancestors_wisdom
		clr_character_flag = ancestors_limb
		clr_character_flag = ancestors_gold
		clr_character_flag = ancestors_feast
		clr_character_flag = ancestors_carving
	}
}

#HEALTH OUTCOMES

#Get healed or blessing of health?
character_event = {
	id = EaDAW.7010
	
	is_triggered_only = yes
	hide_window = yes

	option = {
		if = {
			limit = { 
				has_disease_trigger = no
			}
			character_event = { id = EaDAW.7014 }
		}
		if = {
			limit = { 
				has_disease_trigger = yes
			}
			character_event = { id = EaDAW.7016 }
		}
	}
}

#Blessing of health
character_event = {
	id = EaDAW.7014
	desc = EVTDESC_TOG_7014
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_tribal_shrine

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7014
		set_character_flag = old_gods_blessing
		add_character_modifier = {
			name = blessing_of_health
			duration = -1
		}
	}
}

#Blessing of health healing illness
character_event = {
	id = EaDAW.7015
	desc = EVTDESC_TOG_7015
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_tribal_shrine

	is_triggered_only = yes

	trigger = {
		has_disease_trigger = yes
	}

	option = {
		name = EVTOPTA_TOG_7015
		remove_disease_trait_effect = yes	
		remove_character_modifier = blessing_of_health

		if = {
			limit = { trait = cynical }
			remove_trait = cynical
		}
		if = {
			limit = { NOT = { trait = zealous } }
			add_trait = zealous
		}
		clr_character_flag = old_gods_blessing
	}
}

#Healing illness
character_event = {
	id = EaDAW.7016
	desc = EVTDESC_TOG_7016
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_tribal_shrine

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7016
		remove_disease_trait_effect = yes	
	}
}


#Robust
character_event = {
	id = EaDAW.7011
	desc = EVTDESC_TOG_7011
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_tribal_shrine

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7011

		add_trait = robust

		if = {
			limit = { trait = weak }
			remove_trait = weak
		}
		if = {
			limit = { trait = feeble }
			remove_trait = feeble
		}
	}
}

#Small health bonus
character_event = {
	id = EaDAW.7012
	desc = EVTDESC_TOG_7012
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_tribal_shrine

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7012
		add_character_modifier = {
			name = invigorated
			years = 10
		}
	}
}

#Illness
character_event = {
	id = EaDAW.7013
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_illness

	desc = {
		trigger = { has_dlc = "Reapers" }
		text = EVTDESC_TOG_7013
		picture = GFX_evt_doctor_tending_to_sick
	}
	desc = {
		trigger = { NOT = { has_dlc = "Reapers" } }
		text = EVTDESC_TOG_7013
		picture = GFX_evt_illness
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7013
		hidden_tooltip = { character_event = { id = 6063 days = 20 } }
	}
}


#RELATIONSHIPS

#Lover
character_event = {
	id = EaDAW.7020
	desc = EVTDESC_TOG_7020
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_lovers

	is_triggered_only = yes

	immediate = {
		#Targets male lover
		if = {
			limit = { prefers_men_trigger = yes }

			#Grabs random courtier
			if = {
				limit = {
					any_courtier = {
						is_adult = yes
						is_female = no
						NOT = { is_lover = ROOT }
						NOT = { is_close_relative = ROOT }
						ai = yes
						prisoner = no
						NOT = { trait = incapable }
						is_alive = yes
					}
				}

				random_courtier = {
					limit = { 
						is_adult = yes
						is_female = no
						NOT = { is_lover = ROOT }
						NOT = { is_close_relative = ROOT }
						ai = yes
						prisoner = no
						NOT = { trait = incapable }
						is_alive = yes
					}
					save_event_target_as = ancestors_lover
				}
			}

			#Or creates a new one
			else = {
				create_character = {
					female = no
					random_traits = yes
					dynasty = none
				}
				new_character = {
					save_event_target_as = ancestors_lover
				}
			}
		}

		#Targets female lover
		if = {
			limit = { prefers_men_trigger = no }

			#Grabs random courtier
			if = {
				limit = {
					any_courtier = {
						is_adult = yes
						is_female = yes
						NOT = { is_lover = ROOT }
						NOT = { is_close_relative = ROOT }
						ai = yes
						prisoner = no
						NOT = { trait = incapable }
						is_alive = yes
					}
				}

				random_courtier = {
					limit = { 
						is_adult = yes
						is_female = yes
						NOT = { is_lover = ROOT }
						NOT = { is_close_relative = ROOT }
						ai = yes
						prisoner = no
						NOT = { trait = incapable }
						is_alive = yes
					}
					save_event_target_as = ancestors_lover
				}
			}

			#Or creates a new one
			else = {
				create_character = {
					female = yes
					random_traits = yes
					dynasty = none
				}
				new_character = {
					save_event_target_as = ancestors_lover
				}
			}
		}
	}

	#Confess
	option = {
		name = EVTOPTA_TOG_7020

		add_lover = event_target:ancestors_lover

		#Makes lover homosexual if both are same sex
		hidden_tooltip = {
			if = {
				limit = { event_target:ancestors_lover = { same_sex = ROOT } }
				event_target:ancestors_lover = { add_trait = homosexual }
			}

			if = {
				limit = {
					ROOT = { is_female = no }
					event_target:ancestors_lover = { is_female = yes } 
				}
				random = {
					chance = 50 
					impregnate = event_target:ancestors_lover
				}
			}
			if = {
				limit = {
					ROOT = { is_female = yes }
					event_target:ancestors_lover = { is_female = no } 
				}
				random = {
					chance = 50 
					event_target:ancestors_lover = { impregnate = ROOT }
				}
			}
		}
	}

	#Or don't
	option = {
		name = EVTOPTB_TOG_7020
		
		ai_chance = {
			factor = 0
		}
	}
}

#Friend
character_event = {
	id = EaDAW.7021
	desc = EVTDESC_TOG_7021
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_feast

	is_triggered_only = yes

	immediate = {
		#Target a friend
		if = {
			limit = {
				any_courtier = {
					NOR = {
						is_friend = ROOT
						is_rival = ROOT
						is_lover = ROOT
						prisoner = yes
						trait = incapable
						is_inaccessible_trigger = yes
						is_alive = no
					}
				}
			}

			random_courtier = {
				limit = {
					NOR = {
						is_friend = ROOT
						is_rival = ROOT
						is_lover = ROOT
						prisoner = yes
						trait = incapable
						is_inaccessible_trigger = yes
						is_alive = no
					}
				} 
				save_event_target_as = ancestors_friend
			}
		}

		#Or create new one
		else = {
			create_character = {
				random_traits = yes
				dynasty = random
			}
			new_character = {
				save_event_target_as = ancestors_friend
			}
		}
	}

	#Make friend
	option = {
		name = EVTOPTA_TOG_7021
		add_friend = event_target:ancestors_friend
	}
	option = {
		name = EVTOPTB_TOG_7021
		ai_chance = {
			factor = 0
		}
	}
}

#Small diplomacy bonus
character_event = {
	id = EaDAW.7022
	desc = EVTDESC_TOG_7022
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_courtiers_talking

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7022

		add_character_modifier = {
			name = good_listener
			years = 10
		}
	}
}

#Rival
character_event = {
	id = EaDAW.7023
	desc = EVTDESC_TOG_7023
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_tribal_shrine

	is_triggered_only = yes

	immediate = {
		#Target a rival
		if = {
			limit = {
				any_courtier = {
					NOR = {
						is_friend = ROOT
						is_rival = ROOT
						is_lover = ROOT
						prisoner = yes
						trait = incapable
						is_inaccessible_trigger = yes
						is_alive = no
					}
				}
			}

			random_courtier = {
				limit = {
					NOR = {
						is_friend = ROOT
						is_rival = ROOT
						is_lover = ROOT
						prisoner = yes
						trait = incapable
						is_inaccessible_trigger = yes
						is_alive = no
					}
				} 
				save_event_target_as = ancestors_rival
			}
		}

		#Or create new one
		else = {
			create_character = {
				random_traits = yes
				dynasty = random
			}
			new_character = {
				save_event_target_as = ancestors_rival
			}
		}
	}

	option = {
		name = EVTOPTA_TOG_7023
		add_rival = event_target:ancestors_rival
	}
}

#Good with people
character_event = {
	id = EaDAW.7024
	desc = EVTDESC_TOG_7024
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_courtiers_talking

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7024
		add_character_modifier = {
			name = respected_by_the_people
			duration = -1
		}
	}
}

#Get a cat
character_event = {
	id = EaDAW.7025
	border = GFX_event_normal_frame_diplomacy
	picture = GFX_evt_recovery

	desc = {
		trigger = { has_dlc = "Reapers" }
		text = EVTDESC_TOG_7025
		picture = GFX_evt_cat
	}
	desc = {
		trigger = { NOT = { has_dlc = "Reapers" } } 
		text = EVTDESC_TOG_7025
		picture = GFX_evt_recovery
	}


	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7025
		add_cat_effect = yes
	}

	option = {
		name = EVTOPTB_TOG_7025
		
		ai_chance = {
			factor = 0
		}
		
		add_character_modifier = {
			name = bad_person
			years = 1
		}
	}
}


#WAR

#Brilliant commander appears
character_event = {
	id = EaDAW.7030
	desc = EVTDESC_TOG_7030
	border = GFX_event_normal_frame_war
	picture = GFX_evt_melee

	is_triggered_only = yes

	immediate = {
		if = { 
			limit = {
				OR = { 
					has_law = status_of_women_3
					has_law = status_of_women_4
					has_game_rule = {
						name = gender
						value = all
					}
					has_religion_feature = religion_matriarchal
				}
			}

			create_character = {
				female = yes
				age = 35
				random_traits = yes
				trait = strong
				trait = brave
				trait = brilliant_strategist
				trait = holy_warrior
			}
			new_character = {
				remove_trait = feeble
				remove_trait = weak
				remove_trait = craven
				remove_trait = imbecile
				remove_trait = slow
				remove_trait = dull
				save_event_target_as = ancestors_commander
			}
		}
		if = { 
			limit = {
				NOR = { 
					religion = cathar
					religion = messalian
					has_law = status_of_women_3
					has_law = status_of_women_4
					has_game_rule = {
						name = gender
						value = all
					}
				}
			}

			create_character = {
				female = no
				age = 35
				random_traits = yes
				trait = strong
				trait = brave
				trait = brilliant_strategist
				trait = holy_warrior
			}
			new_character = {
				remove_trait = feeble
				remove_trait = weak
				remove_trait = craven
				remove_trait = imbecile
				remove_trait = slow
				remove_trait = dull
				save_event_target_as = ancestors_commander
			}
		}
	}

	option = {
		name = EVTOPTA_TOG_7030

		event_target:ancestors_commander = {
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				months = 1200
			}
		}
	}
}

#Robust is EaDAW.7011

#Random leadership trait
character_event = {
	id = EaDAW.7032
	desc = EVTDESC_TOG_7032
	border = GFX_event_normal_frame_war
	picture = GFX_evt_battle

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7032

		random_list = {
			10 = {
				modifier = {
					factor = 0
					trait = light_foot_leader
				}
				add_trait = light_foot_leader
			}
			10 = {
				modifier = {
					factor = 0
					trait = heavy_infantry_leader
				}
				add_trait = heavy_infantry_leader
			}
			10 = {
				modifier = {
					factor = 0
					trait = cavalry_leader
				}
				add_trait = cavalry_leader
			}
			10 = {
				modifier = {
					factor = 0
					trait = inspiring_leader
				}
				add_trait = inspiring_leader
			}
			10 = {
				modifier = {
					factor = 0
					trait = defensive_leader
				}
				add_trait = defensive_leader
			}
			10 = {
				modifier = {
					factor = 0
					trait = flanker
				}
				add_trait = flanker
			}
			10 = {
				modifier = {
					factor = 0
					trait = siege_leader
				}
				add_trait = siege_leader
			}
		}
	}
}

#Maimed while practising swordfighting
character_event = {
	id = EaDAW.7033
	desc = EVTDESC_TOG_7033
	border = GFX_event_normal_frame_war
	picture = GFX_evt_bloody_man

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7033

		add_maimed_trait_effect = yes
	}
}

#War tech
character_event = {
	id = EaDAW.7034
	border = GFX_event_normal_frame_war
	picture = GFX_evt_large_army

	hide_from = yes

	portrait = event_target:ancestors_marshal

	desc = {
		trigger = { job_marshal = { always = yes } }
		text = EVTDESC_TOG_7034_A
	}
	desc = {
		trigger = { NOT = { job_marshal = { always = yes } } }
		text = EVTDESC_TOG_7034_B
	}

	immediate = { job_marshal = { save_event_target_as = ancestors_marshal } }

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7034

		military_techpoints = 100

		if = {
			limit = { job_marshal = { always = yes } }
			show_portrait = event_target:ancestors_marshal
		}
	}
}

#Levy reinforcement
character_event = {
	id = EaDAW.7035
	desc = EVTDESC_TOG_7035
	border = GFX_event_normal_frame_war
	picture = GFX_evt_large_army

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7035

		capital_scope = {
			add_province_modifier = {
				name = inspired_warriors
				years = 10
			}
		}
	}
}



#PROSPERITY

#Increase prosperity level of capital
character_event = {
	id = EaDAW.7040
	desc = EVTDESC_TOG_7040
	border = GFX_event_normal_frame_economy
	picture = GFX_evt_tribal_lands

	is_triggered_only = yes

	trigger = {
		capital_scope = {
			NOR = {
				has_province_modifier = depopulated_1
				has_province_modifier = depopulated_2
				has_province_modifier = depopulated_3
			}
		}
	}

	option = {
		name = EVTOPTA_TOG_7040

		if = {
			limit = { 
				has_dlc = "Reapers" 
				NOT = { capital_scope = { has_province_modifier = prosperity_modifier_3 } }
			}
			capital_scope = { increase_prosperity_effect = yes }
		}

		if = {
			limit = { 
				OR = {
					NOT = { has_dlc = "Reapers" } 
					capital_scope = { has_province_modifier = prosperity_modifier_3 }
				}
			}
			scaled_wealth = { value = 1 min = 50 }
		}
	}
}

#Give economy tech
character_event = {
	id = EaDAW.7041
	border = GFX_event_normal_frame_economy
	picture = GFX_evt_council

	desc = {
		trigger = { job_treasurer = { always = yes } }
		text = EVTDESC_TOG_7041_A
	}
	desc = {
		trigger = { NOT = { job_treasurer = { always = yes } } }
		text = EVTDESC_TOG_7041_B
	}
	
	hide_from = yes
	
	immediate = { job_treasurer = { save_event_target_as = ancestors_treasurer } }

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7041
		economy_techpoints = 100
	}
}


#Small stewardship bonus
character_event = {
	id = EaDAW.7042
	desc = EVTDESC_TOG_7042
	border = GFX_event_normal_frame_economy
	picture = GFX_evt_market

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7042

		add_character_modifier = {
			name = bargainer
			years = 10
		}
	}
}

#Bad tax modifier
character_event = {
	id = EaDAW.7043
	desc = EVTDESC_TOG_7043
	border = GFX_event_normal_frame_economy
	picture = GFX_evt_tribal_shrine

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7043

		add_character_modifier = {
			name = overtaxed_subjects
			years = 5
		}
	}
}

#Decrease depopulation
character_event = {
	id = EaDAW.7044
	desc = EVTDESC_TOG_7044
	border = GFX_event_normal_frame_economy
	picture = GFX_evt_tribal_lands

	is_triggered_only = yes

	trigger = {
		capital_scope = {
			OR = {
				has_province_modifier = depopulated_1
				has_province_modifier = depopulated_2
				has_province_modifier = depopulated_3
			}
		}
	}

	option = {
		name = EVTOPTA_TOG_7044

		capital_scope = {

			if = {
				limit = { has_province_modifier = depopulated_1 }

				remove_province_modifier = depopulated_1
				break = yes
			}
				
			if = {
				limit = { has_province_modifier = depopulated_2 }

				remove_province_modifier = depopulated_2
				add_province_modifier = { name = depopulated_1 duration = -1 }
				break = yes
			}

			if = {
				limit = { has_province_modifier = depopulated_3 }

				remove_province_modifier = depopulated_3
				add_province_modifier = { name = depopulated_2 duration = -1 }
				break = yes
			}
		}
	}
}

#WISDOM

#Shrewd
character_event = {
	id = EaDAW.7050
	desc = EVTDESC_TOG_7050
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_library

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7050
		add_trait = shrewd

		if = {
			limit = { trait = dull }
			remove_trait = dull 
		}
		if = {
			limit = { trait = imbecile }
			remove_trait = imbecile 
		}
		if = {
			limit = { trait = slow }
			remove_trait = slow 
		}
	}
}

#Wise woman joins court
character_event = {
	id = EaDAW.7051
	desc = EVTDESC_TOG_7051
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_tribal_shrine

	is_triggered_only = yes

	immediate = {
		create_character = {
			religion = ROOT
			age = 32
			female = yes
			random_traits = yes
			dynasty = none
			trait = mystic
			trait = genius
			trait = mastermind_theologian
		}
		new_character = {
			remove_trait = dull
			remove_trait = imbecile
			save_event_target_as = ancestors_wise_woman
		}
	}

	option = {
		name = EVTOPTA_TOG_7051

		event_target:ancestors_wise_woman = {
			opinion = {
				modifier = opinion_loyal_servant
				who = ROOT
				months = 1200
			}
		}
	}
}

#Small learning bonus
character_event = {
	id = EaDAW.7052
	desc = EVTDESC_TOG_7052
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_library

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7052
		add_character_modifier = {
			name = new_insights
			years = 10
		}
	}
}

#Dull
character_event = {
	id = EaDAW.7053
	desc = EVTDESC_TOG_7053
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_library

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7053

		if = {
			limit = { is_smart_trigger = no }
			add_trait = dull
		}
		if = {
			limit = { trait = genius }
			add_trait = dull
		}
		if = {
			limit = { trait = quick }
			add_trait = dull
		}
		if = {
			limit = { trait = shrewd }
			remove_trait = shrewd 
		}
	}
}

#Get an owl
character_event = {
	id = EaDAW.7054
	desc = EVTDESC_TOG_7054
	border = GFX_event_normal_frame_religion
	picture = GFX_evt_falconing

	is_triggered_only = yes

	option = {
		name = EVTOPTA_TOG_7054
		add_character_modifier = {
			name = pet_owl
			duration = -1
		}
		hidden_tooltip = { character_event = { id = 77800 days = 3500 random = 2000 } } # Owl dies
	}

	option = {
		name = EVTOPTB_TOG_7054
		
		ai_chance = {
			factor = 0
		}
	}
}