##########################################################################
#
# PAMIR IMMERSION PACK: ROOF OF THE WORLD
#
# pamir.00-09	# Startup and introduction events
# pamir.10-19	# burusho courtier spawn
# pamir.20-29	# Various province decision events: Lapis lazuli mines, Wakhan watchposts, etc.
# pamir.30-49	# ????
# pamir.50-99	# Chinir Festival
# pamir.100-199	# Generic flavor events
# 
# The Pamir Immersion Pack will be my final CK2 mod project after 8 eventful years (some spent in retirement).
# Modding CK2 was an important part of my life for almost a decade, and a great source of joy (and frustration).
# A lot has happened in the modding world and my life since I made my first couple mods during the summer of 2012.
# So, to anyone who is reading this, thank you for all your support and kindness over these many years.
# Hopefully, I'll be able to mod some fun stuff in CK3 soon.
# 
# Cheers, and enjoy as always,
# cybrxkhan
# 
##########################################################################

namespace = pamir

#Set up Pamir/Kashmir area provinces, flags, etc - fires on the Pope
character_event =  {
	id = pamir.0
	
	hide_window = yes
	is_triggered_only = yes
	
	only_playable = yes
	religion = catholic

	trigger = {
		is_save_game = no
		has_landed_title = k_papal_state # Pope's always around
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	immediate = {
	
		set_global_flag = VIET_pamir_mod_on
		
		#############################################################################
		# 
		# DE JURE KINGDOM OF PAMIR CHANGE
		# 
		#############################################################################
		
		
		
		#############################################################################
		# 
		# HISTORICAL CHARACTERS/DYNASTIES
		# 
		#############################################################################
		

		# Patola Shahi Misc
		c_100016401 = {
			save_event_target_as = target_vikrama_father
		}
		c_247692 = {
			set_father = event_target:target_vikrama_father
		}
		c_100016410 = {
			save_event_target_as = target_vikrama_waifu
		}
		c_247693 = {
			set_mother = event_target:target_vikrama_waifu
		}
			
		#Give Skardu to Vikrama's cousin
		if = {
			limit = {
				NOT = { year = 800 }
			}
			c_100016411 = {
				hidden_tooltip = {
					wealth = 40
					prestige = 20
					piety = 10			
				}
				c_skardu = {
					grant_title_no_opinion = PREV
					set_defacto_liege = d_pamir
				}
			}
		}
		
			
		#Give Wakhan to fictitious named Wakhan Shahs at the 867 start date
		if = {
			limit = {
				year = 800
				NOT = { year = 900 }
			}
			c_100016413 = {
				hidden_tooltip = {
					wealth = 40
					prestige = 20
					piety = 10			
				}
				c_vakhan = {
					grant_title_no_opinion = PREV
				}
			}
		}
		
		# Azur Jamshid
		if = {
			limit = {
				has_dlc = "Holy Fury"
				year = 800
			}
			c_247698 = {
				father_even_if_dead = {
					create_bloodline = {
						type = azur_jamshid_bloodline
					}				
				}
			}
			c_247696 = {
				father_even_if_dead = {
					add_trait = cannibal_trait			
				}			
			}
		}
		
		#############################################################################
		# 
		# PROVINCE CULTURE CHANGES AND MODIFIERS
		# 
		#############################################################################		

		#Kashmiri
		1161 = { culture = kashmiri }
		1180 = { culture = kashmiri }
		1190 = { culture = kashmiri }
		1341 = { culture = kashmiri }
		1464 = { # Gilgit (where this part of the Karakoram mountains are)
			culture = kashmiri
			add_province_modifier = { 
				name = VIET_karakoram_watchposts_ruined # VIET_karakoram_watchposts_maintained
				duration = -1
			}
			add_province_modifier = { 
				name = VIET_gold_mines_gilgit # Gold mines of Gilgit
				duration = -1
			}			
		}
		1466 = { culture = kashmiri }
		
		#Pamiri/Wakhi
		1465 = { culture = pamiri }
		1511 = { culture = pamiri }
		1543 = { # Vakhan/Wakhan
			culture = pamiri
			add_province_modifier = {
				name = VIET_wakhan_watchposts_ruined # VIET_wakhan_watchposts_maintained
				duration = -1
			}
		}
		1547 = { # Badakhshan
			culture = pamiri			
			add_province_modifier = {
				name = VIET_mines_of_sar_i_sang
				duration = -1
			}
		}
		

		
		#############################################################################
		# 
		# CHARACTER CULTURE CHANGES
		# 
		#############################################################################
		

		#Kashmiri
		1161 = {
			any_province_character = {
				limit = {
					OR = {
						culture_group = indo_aryan_group
						culture_group = dravidian_group
						dynasty = 105848
					}
					#lower_tier_than = king
				}
				culture = kashmiri
				set_graphical_culture = kashmiri
			}
		}
		1180 = {
			any_province_character = {
				limit = {
					OR = {
						culture_group = indo_aryan_group
						culture_group = dravidian_group
						dynasty = 105848
					}
					#lower_tier_than = king
				}
				culture = kashmiri
				set_graphical_culture = kashmiri
			}
		}
		1341 = {
			any_province_character = {
				limit = {
					OR = {
						culture_group = indo_aryan_group
						culture_group = dravidian_group
						dynasty = 105848
					}
					#lower_tier_than = king
				}
				culture = kashmiri
				set_graphical_culture = kashmiri
			}
		}
		1464 = {
			any_province_character = {
				limit = {
					OR = {
						culture_group = indo_aryan_group
						culture_group = dravidian_group
						dynasty = 105848
					}
					#lower_tier_than = king
				}
				culture = kashmiri
				set_graphical_culture = kashmiri
			}
		}
		1466 = {
			any_province_character = {
				limit = {
					OR = {
						culture_group = indo_aryan_group
						culture_group = dravidian_group
						dynasty = 105848
					}
					#lower_tier_than = king
				}
				culture = kashmiri
				set_graphical_culture = kashmiri
			}
		}
		

		#pamiri
		any_independent_ruler = {
			any_realm_province = {
				limit = {
					culture = pamiri
				}
				any_province_character = {
					limit = {
						OR = {
							culture_group = iranian
							culture_group = serindian
						}
						NOT = { dynasty = 105848 }
					}
					culture = pamiri
					set_graphical_culture = pamiri
					any_dynasty_member = {
						limit = {
							OR = {
								culture_group = iranian
								culture_group = serindian
							}
							NOT = { dynasty = 105848 }
						}
						culture = pamiri
						set_graphical_culture = pamiri
					}
				}
			}
		}		
		1511 = {
			any_province_character = {
				limit = {
					OR = {
						culture_group = iranian
						culture = panjabi
						culture_group = serindian
						NOT = { dynasty = 105848 }
					}
				}
				culture = pamiri
				set_graphical_culture = pamiri
			}
		}
		

		
		#############################################################################
		# 
		# CHARACTER SPAWN AT GAME START
		# 
		#############################################################################	

		
		# burusho courtiers
		random_playable_ruler = {
			limit = {
				capital_scope = {
					OR = {
						province_id = 1465
						province_id = 1511
						province_id = 1543
						province_id = 1547
						province_id = 1466
					}
				}
			}
			create_character = {
				random_traits = yes
				dynasty = actually_culture
				religion = liege
				culture = burusho
				historical = yes
				#flag = ai_flag_refuse_conversion
			}
			new_character = {
				set_character_flag = VIET_spawned_courtier
				random_list = {
					60 = { }
					10 = { set_graphical_culture = panjabi }
					10 = { set_graphical_culture = polish }
					10 = { set_graphical_culture = croatian }
					10 = { set_graphical_culture = levantine_arabic }
					10 = { set_graphical_culture = armenian }
					10 = { set_graphical_culture = bodpa }
				}
				random = {
					character_event = { id = pamir.10 }
					chance = 50
				}
			}
		}
		random_playable_ruler = {
			limit = {
				capital_scope = {
					OR = {
						province_id = 1465
						province_id = 1511
						province_id = 1543
						province_id = 1547
						province_id = 1466
					}
				}
			}
			create_character = {
				random_traits = yes
				dynasty = actually_culture
				religion = liege
				culture = burusho
				historical = yes
				#flag = ai_flag_refuse_conversion
			}
			new_character = {
				set_character_flag = VIET_spawned_courtier
				random_list = {
					60 = { }
					10 = { set_graphical_culture = panjabi }
					10 = { set_graphical_culture = polish }
					10 = { set_graphical_culture = croatian }
					10 = { set_graphical_culture = levantine_arabic }
					10 = { set_graphical_culture = armenian }
					10 = { set_graphical_culture = bodpa }
				}
				random = {
					character_event = { id = pamir.10 }
					chance = 50
				}
			}
		}
		random_playable_ruler = {
			limit = {
				capital_scope = {
					OR = {
						province_id = 1465
						province_id = 1511
						province_id = 1543
						province_id = 1547
						province_id = 1466
					}
				}
			}
			create_character = {
				female = yes
				random_traits = yes
				dynasty = actually_culture
				religion = liege
				culture = burusho
				historical = yes
				#flag = ai_flag_refuse_conversion
			}
			new_character = {
				set_character_flag = VIET_spawned_courtier
				random_list = {
					60 = { }
					10 = { set_graphical_culture = panjabi }
					10 = { set_graphical_culture = polish }
					10 = { set_graphical_culture = croatian }
					10 = { set_graphical_culture = levantine_arabic }
					10 = { set_graphical_culture = armenian }
					10 = { set_graphical_culture = bodpa }
				}
			}
		}
	}
}


# Event to set up the Patola Shahi dynasty for 769 start date, as well as the local rulers of Pamir and Skardu.
# Vikrama is the name of the last known King of the Palola Shahi, attested in 749 CE.
# The ruler depicted in CK2 has a fictitious name, and is likely much younger than the actual Vikrama would've been.
# Oddly, they actually seem to have the real Vikrama in the game under the Chinese transliteration of his name.
# Therefore, I changed his name to Vikrama. I also give him a fictitious wife, and linked him to other historical Patola Shahi rulers.
narrative_event =  {
	id = pamir.1
	desc = pamir.1.desc
	title = pamir.1.title
	picture = GFX_evt_pamir_valley
	
	is_triggered_only = yes
	
	only_playable = yes

	trigger = {
		is_save_game = no
		year = 765
		NOT = { year = 770 }
		OR = {
			has_landed_title = d_pamir
			liege = {
				has_landed_title = d_pamir
			}
		}
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	immediate = {
		hidden_tooltip = { # To hide portraits in event options
			if = {
				limit = {
					has_landed_title = d_pamir
				}
				culture = kashmiri
				set_graphical_culture = kashmiri
				any_dynasty_member = {
					culture = kashmiri
					set_graphical_culture = kashmiri
				}
				add_age = 10
				set_name = "Vikrama"
			}
			c_100016411 = {
				save_event_target_as = target_VIET_skardu_chief
			}
			c_pamir = {
				holder_scope = {
					save_event_target_as = target_VIET_new_pamir_chief
				}				
			}			
		}
	}
	
	option = {
		name = "pamir.1.a"
		trigger = {
			NOT = { has_landed_title = d_pamir }
		}
	}		
	option = {
		name = "pamir.1.b"
		trigger = {
			has_landed_title = d_pamir
		}
	}	
	option = { # Play as the fictitious cousin of Vikrama in Skardu
		name = "pamir.1.c"
		trigger = {
			has_landed_title = d_pamir
		}
		set_player_character = event_target:target_VIET_skardu_chief
		event_target:target_VIET_skardu_chief = {
			narrative_event = { id = pamir.3 }		
		}	
	}	
	option = { # Play as the randomly generated local ruler in Pamir
		name = "pamir.1.d"
		trigger = {
			has_landed_title = d_pamir
		}
		set_player_character = event_target:target_VIET_new_pamir_chief
		event_target:target_VIET_new_pamir_chief = {
			narrative_event = { id = pamir.3 }		
		}	
	}
}


# Event to set up the Kings of Badakhshan, or Puteshan in Chinese transliteration, for the 769 and 867 start dates, as well as the Wahkan Shah remnants in 867.
# I couldn't find their names but they're referenced in various sources like the records of the Korean monk and pilgrim Hyecho.
# Thus, they're generated via a mini-CYOA
narrative_event =  {
	id = pamir.2
	#desc = pamir.2.desc
	title = pamir.2.title
	picture = GFX_evt_wakhan_corridor
	
	# 769 start date
	desc = {
		text = pamir.2.desc.a
		trigger = {
			NOT = { year = 800 }
		}
	}	
	# 867 start date
	desc = {
		text = pamir.2.desc.b
		trigger = {
			year = 800
			#NOT = { year = 900 }
		}
	}	
	# 936 start date
	#desc = {
	#	text = pamir.2.desc.c
	#	trigger = {
	#		year = 900
	#	}
	#}
	
	is_triggered_only = yes
	
	only_playable = yes

	trigger = {
		is_save_game = no
		year = 765
		NOT = { year = 900 }
		has_landed_title = c_badakhshan
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	immediate = {
		hidden_tooltip = {
			if = {
				limit = {
					NOT = { year = 800 }
				}
				c_100016418 = {
					save_event_target_as = target_VIET_wakhan_waifu_charlemagne
				}
			}
			if = {
				limit = {
					year = 800
					NOT = { year = 900 }
				}
				c_100016417 = {
					save_event_target_as = target_VIET_wakhan_waifu_old_gods
				}
			}
			create_character = {
				random_traits = yes
				dynasty = 1000088070
				religion = buddhist
				culture = pamiri
				historical = yes
			}
			new_character = {
				set_character_flag = VIET_puteshan_king
				#Appearance randomizer
				random_list = {
					70 = { }
					10 = { set_graphical_culture = panjabi }
					10 = { set_graphical_culture = polish }
					10 = { set_graphical_culture = croatian }
					10 = { set_graphical_culture = levantine_arabic }
					10 = { set_graphical_culture = armenian }
					10 = { set_graphical_culture = bodpa }
				}
				if = {
					limit = {
						NOT = { year = 800 }
					}				
					add_spouse = event_target:target_VIET_wakhan_waifu_charlemagne
				}
				if = {
					limit = {
						year = 800
						NOT = { year = 900 }
					}				
					add_spouse = event_target:target_VIET_wakhan_waifu_old_gods
				}
				#character_event = { id = pamir.10 }
				c_badakhshan = {
					grant_title_no_opinion = PREV
				}
			}
			# Holder of Rustaq
			create_character = {
				random_traits = yes
				dynasty = actually_culture
				religion = buddhist
				culture = pamiri
				historical = yes
			}
			new_character = {
				#Appearance randomizer
				random_list = {
					70 = { }
					10 = { set_graphical_culture = panjabi }
					10 = { set_graphical_culture = polish }
					10 = { set_graphical_culture = croatian }
					10 = { set_graphical_culture = levantine_arabic }
					10 = { set_graphical_culture = armenian }
					10 = { set_graphical_culture = bodpa }
				}
				b_rustaq = {
					grant_title_no_opinion = PREV
				}
			}
			# Holder of Ishkashim
			create_character = {
				random_traits = yes
				dynasty = actually_culture
				religion = buddhist
				culture = pamiri
				historical = yes
			}
			new_character = {
				#Appearance randomizer
				random_list = {
					70 = { }
					10 = { set_graphical_culture = panjabi }
					10 = { set_graphical_culture = polish }
					10 = { set_graphical_culture = croatian }
					10 = { set_graphical_culture = levantine_arabic }
					10 = { set_graphical_culture = armenian }
					10 = { set_graphical_culture = bodpa }
				}
				b_ishkashim = {
					grant_title_no_opinion = PREV
				}
			}
		}

	}
	
	option = {
		name = "pamir.2.a"
		trigger = {
			NOT = { year = 800 }
		}
	}		
	option = {
		name = "pamir.2.b"
		trigger = {
			year = 800
			NOT = { year = 900 }
		}
	}		
	option = {
		name = "pamir.2.c"
		trigger = {
			year = 900
		}
	}	
	option = { # Change leader to the Puteshan King
		name = "pamir.2.d"
		hidden_tooltip = {
			c_badakhshan = {
				holder_scope = {
					save_event_target_as = target_VIET_puteshan_king
				}				
			}		
		}
		set_player_character = event_target:target_VIET_puteshan_king
		event_target:target_VIET_puteshan_king = {
			hidden_tooltip = {
				wealth = 40
				prestige = 20
				piety = 10			
			}
			narrative_event = { id = pamir.3 }		
		}
	}	
	option = { # Change leader to the Wakhan Shah
		name = "pamir.2.e"
		trigger = {
			year = 800
			NOT = { year = 900 }
		}
		hidden_tooltip = {
			c_vakhan = {
				holder_scope = {
					save_event_target_as = target_VIET_wakhanshah_new
					#any_vassal = {
					#	religion = buddhist
					#}
				}				
			}		
		}
		set_player_character = event_target:target_VIET_wakhanshah_new
		event_target:target_VIET_wakhanshah_new = {
			hidden_tooltip = {
				wealth = 40
				prestige = 20
				piety = 10
			}
			narrative_event = { id = pamir.3 }		
		}
	}
}


# Intro event for the Chief of Pamir at the 769 start and the Puteshan Kings at the 769 and 867 start dates and the Wakhan Shahs at the 867 start dates
narrative_event =  {
	id = pamir.3
	#desc = pamir.3.desc
	title = pamir.3.title
	picture = GFX_evt_wakhan_corridor
	
	# Pamir Chieftain
	desc = {
		text = pamir.3.desc.a
		trigger = {
			has_landed_title = c_pamir
		}
	}	
	# Puteshan King
	desc = {
		text = pamir.3.desc.b
		trigger = {
			has_landed_title = c_badakhshan
		}
	}	
	# King of Skardu
	desc = {
		text = pamir.3.desc.c
		trigger = {
			has_landed_title = c_skardu
		}
	}	
	# New Wakhanshah
	desc = {
		text = pamir.3.desc.d
		trigger = {
			has_landed_title = c_vakhan
		}
	}
	
	is_triggered_only = yes
	
	immediate = {
		hidden_tooltip = {
			#b_rustaq = {
			#	holder_scope = {
			#		religion = buddhist
			#		culture = pamiri
			#	}
			#}
			b_jerm = {
				holder_scope = {
					religion = buddhist
					culture = pamiri
				}
			}
			#b_ishkashim = {
			#	holder_scope = {
			#		religion = buddhist
			#		culture = pamiri
			#	}
			#}
			b_daritubat = {
				holder_scope = {
					religion = buddhist
					culture = pamiri
				}
			}
			#any_realm_character = {
			#	culture = ROOT
			#	religion = buddhist
			#}
			# Generate a bunch of courtiers
			create_character = {
				#age = 18
				random_traits = yes
				dynasty = actually_culture
				religion = buddhist
				culture = pamiri
			}
			new_character = {
				#Appearance randomizer
				random_list = {
					70 = { }
					10 = { set_graphical_culture = panjabi }
					10 = { set_graphical_culture = polish }
					10 = { set_graphical_culture = croatian }
					10 = { set_graphical_culture = levantine_arabic }
					10 = { set_graphical_culture = armenian }
					10 = { set_graphical_culture = bodpa }
				}
			}
			create_character = {
				#age = 18
				random_traits = yes
				dynasty = none
				religion = buddhist
				culture = pamiri
			}
			new_character = {
				#Appearance randomizer
				random_list = {
					70 = { }
					10 = { set_graphical_culture = panjabi }
					10 = { set_graphical_culture = polish }
					10 = { set_graphical_culture = croatian }
					10 = { set_graphical_culture = levantine_arabic }
					10 = { set_graphical_culture = armenian }
					10 = { set_graphical_culture = bodpa }
				}
			}
			create_character = {
				#age = 18
				random_traits = yes
				dynasty = none
				religion = buddhist
				culture = pamiri
			}
			new_character = {
				#Appearance randomizer
				random_list = {
					70 = { }
					10 = { set_graphical_culture = panjabi }
					10 = { set_graphical_culture = polish }
					10 = { set_graphical_culture = croatian }
					10 = { set_graphical_culture = levantine_arabic }
					10 = { set_graphical_culture = armenian }
					10 = { set_graphical_culture = bodpa }
				}
			}	
			create_character = {
				#age = 18
				female=yes
				random_traits = yes
				dynasty = none
				religion = buddhist
				culture = pamiri
			}
			new_character = {
				#Appearance randomizer
				random_list = {
					70 = { }
					10 = { set_graphical_culture = panjabi }
					10 = { set_graphical_culture = polish }
					10 = { set_graphical_culture = croatian }
					10 = { set_graphical_culture = levantine_arabic }
					10 = { set_graphical_culture = armenian }
					10 = { set_graphical_culture = bodpa }
				}
			}	
			create_character = {
				#age = 18
				random_traits = yes
				dynasty = none
				religion = buddhist
				culture = kashmiri
			}
			new_character = {
				#Appearance randomizer
				random_list = {
					40 = { }
					40 = { set_graphical_culture = pamiri }
					10 = { set_graphical_culture = bodpa }
					10 = { set_graphical_culture = levantine_arabic }
				}
			}	
			create_character = {
				#age = 18
				female=yes
				random_traits = yes
				dynasty = none
				religion = buddhist
				culture = kashmiri
			}
			new_character = {
				#Appearance randomizer
				random_list = {
					40 = { }
					40 = { set_graphical_culture = pamiri }
					10 = { set_graphical_culture = bodpa }
					10 = { set_graphical_culture = levantine_arabic }
				}
			}	
			create_character = {
				#age = 18
				random_traits = yes
				dynasty = actually_culture
				religion = buddhist
				culture = kashmiri
			}
			new_character = {
				#Appearance randomizer
				random_list = {
					40 = { }
					40 = { set_graphical_culture = pamiri }
					10 = { set_graphical_culture = bodpa }
					10 = { set_graphical_culture = levantine_arabic }
				}
			}		
		}
	}
	
	option = {
		name = "pamir.3.a"
	}
}


#Set up fictional Pamir Chieftain
character_event =  {
	id = pamir.4
	
	hide_window = yes
	is_triggered_only = yes
	
	only_playable = yes

	trigger = {
		is_save_game = no
		year = 765
		NOT = { year = 770 }
		has_landed_title = d_pamir
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	immediate = {
		# New Pamiri Chieftain
		create_character = {
			#age = 18
			random_traits = yes
			dynasty = actually_culture
			religion = buddhist
			culture = pamiri
			historical = yes
		}
		new_character = {
			set_character_flag = VIET_new_potential_pamiri_chief
			#Appearance randomizer
			random_list = {
				70 = { }
				10 = { set_graphical_culture = panjabi }
				10 = { set_graphical_culture = polish }
				10 = { set_graphical_culture = croatian }
				10 = { set_graphical_culture = levantine_arabic }
				10 = { set_graphical_culture = armenian }
				10 = { set_graphical_culture = bodpa }
			}
			wealth = 40
			prestige = 20
			piety = 10
			character_event = { id = pamir.10 }
			character_event = { id = pamir.5 }
		}	
	}
}

#Set up fictional Pamir Chieftain cont'd
character_event =  {
	id = pamir.5
	
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		c_pamir = {
			grant_title_no_opinion = PREV
		}		
	}
}



###############################################################################
# 
# BURUSHO CHARACTER SPAWN
# pamir.10-pamir.19
# 
###############################################################################



# Give courtiers waifus and children
character_event =  {
	id = pamir.10
	
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
	
		random_list = {
			50 = { #young waifu no kids
				create_character = {
					age = 18
					random_traits = yes
					dynasty = none
					female = yes
					religion = ROOT
					culture = ROOT
					flag = ai_flag_refuse_conversion
					historical = yes
				}
				new_character = {
					set_character_flag = VIET_spawned_courtier	
					add_spouse = ROOT	
					random = {
						add_trait = fair
						chance = 10
					}	
					#Appearance randomizer
					random_list = {
						60 = { }
						10 = { set_graphical_culture = panjabi }
						10 = { set_graphical_culture = polish }
						10 = { set_graphical_culture = croatian }
						10 = { set_graphical_culture = levantine_arabic }
						10 = { set_graphical_culture = armenian }
						10 = { set_graphical_culture = bodpa }
					}	
				}			
			}

			25 = { #young waifu with kid
				create_character = {
					age = 25
					random_traits = yes
					dynasty = none
					female = yes
					religion = ROOT
					culture = ROOT
					flag = ai_flag_refuse_conversion
					historical = yes
				}
				new_character = {
					set_character_flag = VIET_spawned_courtier	
					add_spouse = ROOT	
					random = {
						add_trait = fair
						chance = 10
					}
					#Appearance randomizer
					random_list = {
						60 = { }
						10 = { set_graphical_culture = panjabi }
						10 = { set_graphical_culture = polish }
						10 = { set_graphical_culture = croatian }
						10 = { set_graphical_culture = levantine_arabic }
						10 = { set_graphical_culture = armenian }
						10 = { set_graphical_culture = bodpa }
					}
					save_event_target_as = target_VIET_new_mommy
				}	
				create_character = {
					age = 6
					dynasty = ROOT
					random_traits = yes
					female = 50
					religion = ROOT
					culture = ROOT
					genetic_father = ROOT
					genetic_mother = event_target:target_VIET_new_mommy
					historical = yes
				}
				new_character = {
					set_father = ROOT
					set_mother = event_target:target_VIET_new_mommy
					random_list = {
						10 = { set_graphical_culture = mother }
						10 = { set_graphical_culture = father }
					}
				}				
			}

			25 = { #middle aged waifu with no kid
				modifier = {
					NOT = { age = 30 }
					factor = 0.5
				}
				modifier = {
					NOT = { age = 35 }
					factor = 0.1
				}
				create_character = {
					age = 35
					random_traits = yes
					dynasty = none
					female = yes
					religion = ROOT
					culture = ROOT
					flag = ai_flag_refuse_conversion
					historical = yes
				}
				new_character = {
					set_character_flag = VIET_spawned_courtier	
					add_spouse = ROOT	
					random = {
						add_trait = fair
						chance = 10
					}	
					#Appearance randomizer
					random_list = {
						60 = { }
						10 = { set_graphical_culture = panjabi }
						10 = { set_graphical_culture = polish }
						10 = { set_graphical_culture = croatian }
						10 = { set_graphical_culture = levantine_arabic }
						10 = { set_graphical_culture = armenian }
						10 = { set_graphical_culture = bodpa }
					}	
				}			
			}

			25 = { #middle aged waifu with adult kid
				modifier = {
					NOT = { age = 40 }
					factor = 0
				}
				modifier = {
					age = 40
					factor = 3
				}
				create_character = {
					age = 44
					random_traits = yes
					dynasty = none
					female = yes
					religion = ROOT
					culture = ROOT
					flag = ai_flag_refuse_conversion
					historical = yes
				}
				new_character = {
					set_character_flag = VIET_spawned_courtier	
					add_spouse = ROOT
					random = {
						add_trait = fair
						chance = 10
					}
					#Appearance randomizer
					random_list = {
						60 = { }
						10 = { set_graphical_culture = panjabi }
						10 = { set_graphical_culture = polish }
						10 = { set_graphical_culture = croatian }
						10 = { set_graphical_culture = levantine_arabic }
						10 = { set_graphical_culture = armenian }
						10 = { set_graphical_culture = bodpa }
					}
					save_event_target_as = target_VIET_new_mommy					
				}
				create_character = {
					age = 20
					random_traits = yes
					dynasty = ROOT
					female = 50
					religion = ROOT
					culture = ROOT
					genetic_father = ROOT
					genetic_mother = event_target:target_VIET_new_mommy
					historical = yes
				}
				new_character = {
					set_father = ROOT
					set_mother = event_target:target_VIET_new_mommy
					random_list = {
						10 = { set_graphical_culture = mother }
						10 = { set_graphical_culture = father }
					}
				}				
			}

			50 = { # adult child only
				modifier = {
					NOT = { age = 40 }
					factor = 0
				}
				create_character = {
					age = 18
					random_traits = yes
					dynasty = ROOT
					female = 50
					religion = ROOT
					culture = ROOT
					flag = ai_flag_refuse_conversion
					genetic_father = ROOT
					historical = yes
				}
				new_character = {
					set_character_flag = VIET_spawned_courtier
					#Appearance randomizer
					random_list = {
						60 = { }
						10 = { set_graphical_culture = panjabi }
						10 = { set_graphical_culture = polish }
						10 = { set_graphical_culture = croatian }
						10 = { set_graphical_culture = levantine_arabic }
						10 = { set_graphical_culture = armenian }
						10 = { set_graphical_culture = bodpa }
					}	
				}				
			}
		}		
	}
}


#Spawn burusho warrior
character_event = {
	id = pamir.11
	desc = pamir.11.desc
	picture = GFX_evt_pamir_valley

	prisoner = no
	only_playable = yes
	capable_only = yes
	
	trigger = {
		NOT = { is_inaccessible_trigger = yes }
		NOT = { culture = burusho }
		NOT = {
			any_courtier = {
				has_character_flag = VIET_burusho_courtier
			}
		}
		any_demesne_province = {
			OR = {
				province_id = 1465
				province_id = 1511
				province_id = 1543
				province_id = 1547
				province_id = 1466
			}	
		}
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	mean_time_to_happen = {
		months = 8000
		
		modifier = {
			factor = 2
			any_courtier = {
				culture = burusho
			}
		}	
		
		modifier = {
			factor = 1.5
			NOR = {
				culture_group = iranian
				culture_group = altaic
				culture_group = indo_aryan_group
				culture_group = dravidian_group
				culture_group = serindian
				culture_group = tibetan_group
				culture_group = chinese_group
			}
		}

		modifier = {
			factor = 5
			any_courtier = {
				has_character_flag = VIET_spawned_courtier
			}
		}
		
	}
	
	option = { #Ok
		name = "pamir.11.a"
		custom_tooltip = { text = VIET_burusho_warrior_spawn_tooltip }
		
		hidden_tooltip = {

			random_list = {
				40 = { #random bloke
					create_random_soldier = {
						random_traits = yes
						dynasty = actually_culture
						female = no
						religion = ROOT
						culture = burusho
						historical = yes
						flag = ai_flag_refuse_conversion
					}
					new_character = {
						set_character_flag = VIET_spawned_courtier
						set_character_flag = VIET_burusho_courtier
						remove_trait = slow
						remove_trait = imbecile
						remove_trait = dull
						random_list = {
							20 = { add_trait = duelist }
							10 = { add_trait = strategist }
							70 = {}
						}
						random = {
							add_trait = strong
							chance = 15
						}
						random_list = {
							75 = {}
							15 = { add_trait = shrewd }
							7 = { add_trait = quick }
							3 = { add_trait = genius }
						}
						random = {
							character_event = { id = pamir.10 }
							chance = 33
						}
						#Appearance randomizer
						random_list = {
							60 = { }
							10 = { set_graphical_culture = panjabi }
							10 = { set_graphical_culture = polish }
							10 = { set_graphical_culture = croatian }
							10 = { set_graphical_culture = levantine_arabic }
							10 = { set_graphical_culture = armenian }
							10 = { set_graphical_culture = bodpa }
						}	
					}			
				}
				40 = { # decent soldier
					create_random_soldier = {
						random_traits = yes
						dynasty = actually_culture
						female = no
						religion = ROOT
						culture = burusho
						historical = yes
						flag = ai_flag_refuse_conversion
						attributes = {
							diplomacy = 5
							martial = 8
							stewardship = 4
							intrigue = 6
							learning = 4
						}
					}
					new_character = {
						set_character_flag = VIET_spawned_courtier
						set_character_flag = VIET_burusho_courtier
						remove_trait = slow
						remove_trait = imbecile
						remove_trait = dull
						random_list = {
							20 = { add_trait = duelist }
							10 = { add_trait = strategist }
							70 = {}
						}
						random = {
							add_trait = strong
							chance = 15
						}
						random_list = {
							75 = {}
							15 = { add_trait = shrewd }
							7 = { add_trait = quick }
							3 = { add_trait = genius }
						}
						random = {
							character_event = { id = pamir.10 }
							chance = 33
						}
						#Appearance randomizer
						random_list = {
							60 = { }
							10 = { set_graphical_culture = panjabi }
							10 = { set_graphical_culture = polish }
							10 = { set_graphical_culture = croatian }
							10 = { set_graphical_culture = levantine_arabic }
							10 = { set_graphical_culture = armenian }
							10 = { set_graphical_culture = bodpa }
						}	
					}			
				}
				20 = { # great soldier
					create_random_soldier = {
						random_traits = yes
						dynasty = actually_culture
						female = no
						religion = ROOT
						culture = burusho
						historical = yes
						flag = ai_flag_refuse_conversion
						attributes = {
							diplomacy = 8
							martial = 10
							stewardship = 7
							intrigue = 9
							learning = 7
						}
					}
					new_character = {
						set_character_flag = VIET_spawned_courtier
						set_character_flag = VIET_burusho_courtier
						remove_trait = slow
						remove_trait = imbecile
						remove_trait = dull
						random_list = {
							20 = { add_trait = duelist }
							10 = { add_trait = strategist }
							70 = {}
						}
						random = {
							add_trait = strong
							chance = 15
						}
						random_list = {
							75 = {}
							15 = { add_trait = shrewd }
							7 = { add_trait = quick }
							3 = { add_trait = genius }
						}
						random = {
							character_event = { id = pamir.10 }
							chance = 33
						}
						#Appearance randomizer
						random_list = {
							60 = { }
							10 = { set_graphical_culture = panjabi }
							10 = { set_graphical_culture = polish }
							10 = { set_graphical_culture = croatian }
							10 = { set_graphical_culture = levantine_arabic }
							10 = { set_graphical_culture = armenian }
							10 = { set_graphical_culture = bodpa }
						}		
					}			
				}
			}	
		}	
	}
	
	option = {
		name = "pamir.11.b"
	}

}


# Normal burusho spawn
character_event = {
	id = pamir.12
	desc = pamir.12.desc
	picture = GFX_evt_pamir_valley
	
	prisoner = no
	only_rulers = yes
	capable_only = yes
	
	trigger = {
		NOT = { is_inaccessible_trigger = yes }
		NOT = { culture = burusho }
		NOT = {
			any_courtier = {
				has_character_flag = VIET_burusho_courtier
			}
		}
		any_demesne_province = {
			OR = {
				province_id = 1465
				province_id = 1511
				province_id = 1543
				province_id = 1547
				province_id = 1466
			}	
		}
		NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
	}
	
	mean_time_to_happen = {
		months = 8000
		
		modifier = {
			factor = 2
			any_courtier = {
				culture = burusho
			}
		}	
		
		modifier = {
			factor = 1.5
			NOR = {
				culture_group = iranian
				culture_group = altaic
				culture_group = indo_aryan_group
				culture_group = dravidian_group
				culture_group = serindian
				culture_group = tibetan_group
				culture_group = chinese_group
			}
		}
		
		modifier = {
			factor = 2
			trait = cruel
		}

		modifier = {
			factor = 1.5
			trait = envious
		}
		
		modifier = {
			factor = 1.5
			trait = arbitrary
		}
		
		modifier = {
			factor = 0.9
			trait = cynical
		}
		
		modifier = {
			factor = 0.9
			trait = kind
		}
		
		modifier = {
			factor = 0.9
			trait = diligent
		}		
		
		modifier = {
			factor = 0.9
			trait = scholar
		}
		
		modifier = {
			factor = 0.9
			trait = ambitious
		}
		
		modifier = {
			factor = 0.9
			trait = charitable
		}
		
		modifier = {
			factor = 0.9
			trait = trusting
		}
		
		modifier = {
			factor = 0.9
			trait = greedy
		}
		
	}
	
	option = {
		name = "pamir.12.a"
		custom_tooltip = { text = VIET_burusho_spawn_tooltip }
		hidden_tooltip = {		
			create_character = {
				female = yes
				random_traits = yes
				dynasty = actually_culture
				religion = ROOT
				culture = burusho
				historical = yes
				flag = ai_flag_refuse_conversion
			}
			new_character = {
				set_character_flag = VIET_spawned_courtier
				opinion = {
					modifier = opinion_patron
					who = ROOT
					years = 20
				}
				reverse_opinion = {
					modifier = opinion_new_courtier
					who = ROOT
					years = 5
				}
				#Appearance randomizer
				random_list = {
					60 = { }
					10 = { set_graphical_culture = panjabi }
					10 = { set_graphical_culture = polish }
					10 = { set_graphical_culture = croatian }
					10 = { set_graphical_culture = levantine_arabic }
					10 = { set_graphical_culture = armenian }
					10 = { set_graphical_culture = bodpa }
				}				
			}
			create_character = {
				random_traits = yes
				dynasty = actually_culture
				religion = ROOT
				culture = burusho
				historical = yes
				attributes = {
					diplomacy = 5
					martial = 5
					stewardship = 5
					intrigue = 5
					learning = 5
				}
				flag = ai_flag_refuse_conversion
			}
			new_character = {
				set_character_flag = VIET_spawned_courtier
				opinion = {
					modifier = opinion_patron
					who = ROOT
					years = 20
				}
				reverse_opinion = {
					modifier = opinion_new_courtier
					who = ROOT
					years = 5
				}	
				#Appearance randomizer
				random_list = {
					60 = { }
					10 = { set_graphical_culture = panjabi }
					10 = { set_graphical_culture = polish }
					10 = { set_graphical_culture = croatian }
					10 = { set_graphical_culture = levantine_arabic }
					10 = { set_graphical_culture = armenian }
					10 = { set_graphical_culture = bodpa }
				}
				random = {
					character_event = { id = pamir.10 }
					chance = 33
				}
			}
			random_list = {
				50 = {}
				50 = {
					create_character = {
						random_traits = yes
						dynasty = actually_culture
						religion = ROOT
						culture = burusho
						historical = yes
						attributes = {
							diplomacy = 7
							martial = 7
							stewardship = 7
							intrigue = 7
							learning = 7
						}
						flag = ai_flag_refuse_conversion
					}
					new_character = {
						set_character_flag = VIET_spawned_courtier
						opinion = {
							modifier = opinion_patron
							who = ROOT
							years = 20
						}
						reverse_opinion = {
							modifier = opinion_new_courtier
							who = ROOT
							years = 5
						}	
						#Appearance randomizer
						random_list = {
							60 = { }
							10 = { set_graphical_culture = panjabi }
							10 = { set_graphical_culture = polish }
							10 = { set_graphical_culture = croatian }
							10 = { set_graphical_culture = levantine_arabic }
							10 = { set_graphical_culture = armenian }
							10 = { set_graphical_culture = bodpa }
						}
						random = {
							character_event = { id = pamir.10 }
							chance = 33
						}				
					}
				}
			}
			random_list = {
				70 = {}
				30 = {
					create_character = {
						random_traits = yes
						dynasty = actually_culture
						religion = ROOT
						culture = burusho
						historical = yes
						attributes = {
							diplomacy = 8
							martial = 8
							stewardship = 8
							intrigue = 8
							learning = 8
						}
						flag = ai_flag_refuse_conversion
					}
					new_character = {
						set_character_flag = VIET_spawned_courtier
						opinion = {
							modifier = opinion_patron
							who = ROOT
							years = 20
						}
						reverse_opinion = {
							modifier = opinion_new_courtier
							who = ROOT
							years = 5
						}	
						#Appearance randomizer
						random_list = {
							60 = { }
							10 = { set_graphical_culture = panjabi }
							10 = { set_graphical_culture = polish }
							10 = { set_graphical_culture = croatian }
							10 = { set_graphical_culture = levantine_arabic }
							10 = { set_graphical_culture = armenian }
							10 = { set_graphical_culture = bodpa }
						}
						random = {
							character_event = { id = pamir.10 }
							chance = 33
						}					
					}
				}
			}
			random_list = {
				90 = {}
				10 = {
					create_character = {
						random_traits = yes
						dynasty = actually_culture
						religion = ROOT
						culture = burusho
						historical = yes
						attributes = {
							diplomacy = 10
							martial = 10
							stewardship = 10
							intrigue = 10
							learning = 10
						}
						flag = ai_flag_refuse_conversion
					}
					new_character = {
						set_character_flag = VIET_spawned_courtier
						opinion = {
							modifier = opinion_patron
							who = ROOT
							years = 20
						}
						reverse_opinion = {
							modifier = opinion_new_courtier
							who = ROOT
							years = 5
						}		
						#Appearance randomizer
						random_list = {
							60 = { }
							10 = { set_graphical_culture = panjabi }
							10 = { set_graphical_culture = polish }
							10 = { set_graphical_culture = croatian }
							10 = { set_graphical_culture = levantine_arabic }
							10 = { set_graphical_culture = armenian }
							10 = { set_graphical_culture = bodpa }
						}
						random = {
							character_event = { id = pamir.10 }
							chance = 33
						}				
					}
				}
			}
		}
	}
	
	option = {
		name = "pamir.12.b"
	}	
	
}



###############################################################################
# 
# VARIOUS PROVINCE DECISION EVENTS
# pamir.20-pamir.29
# 
###############################################################################



# Investing in Lapis Lazuli mines
province_event = {
	id = pamir.20
	desc = pamir.20.desc
	picture = GFX_evt_lapis_lazuli

	is_triggered_only = yes
	
	option = {
		name = "pamir.20.a"
		owner = {
			wealth = -25
			clr_character_flag = VIET_investing_in_lapis_lazuli_mines_currently
		}
		add_province_modifier = {
			name = VIET_pamir_invest_lapis_lazuli_mines
			duration = 1460 # 4 Years
		}
		add_province_modifier = {
			name = VIET_pamir_lapis_lazuli_investment_timer
			duration = 3285 # 9 Years - 5 year cooldown
			hidden = yes
		}
	}
	
	option = {
		name = "pamir.20.b"
		trigger = {
			owner = {
				OR = {
					ai = no
					wealth = 50
				}			
			}
		}
		owner = {
			wealth = -50
			clr_character_flag = VIET_investing_in_lapis_lazuli_mines_currently
		}
		add_province_modifier = {
			name = VIET_pamir_invest_lapis_lazuli_mines
			duration = 3650 # 10 Years
		}
		add_province_modifier = {
			name = VIET_pamir_lapis_lazuli_investment_timer
			duration = 5475 # 15 Years - 5 year cooldown
			hidden = yes
		}
	}
	
	option = {
		name = "pamir.20.c"
		trigger = {
			owner = {
				OR = {
					ai = no
					wealth = 75
				}			
			}
		}
		owner = {
			wealth = -75
			clr_character_flag = VIET_investing_in_lapis_lazuli_mines_currently
		}
		add_province_modifier = {
			name = VIET_pamir_invest_lapis_lazuli_mines
			duration = 5840 # 16 Years
		}
		add_province_modifier = {
			name = VIET_pamir_lapis_lazuli_investment_timer
			duration = 7665 # 21 Years - 5 year cooldown
			hidden = yes
		}
	}
	#option = { #Test option
	#	name = "pamir.20.d"
	#	trigger = {
	#		ai = no
	#	}
	#	add_province_modifier = {
	#		name = VIET_pamir_invest_lapis_lazuli_mines
	#		duration = 10 # 10 days
	#	}
	#	add_province_modifier = {
	#		name = VIET_pamir_lapis_lazuli_investment_timer
	#		duration = 30 # 20 day cooldown
	#	}
	#}
	option = { # Never mind
		name = "pamir.20.d"
		owner = {
			clr_character_flag = VIET_investing_in_lapis_lazuli_mines_currently
		}
	}
}

# Wakhan Watchpost Network
province_event = {
	id = pamir.21
	desc = pamir.21.desc
	picture = GFX_evt_wakhan_corridor

	is_triggered_only = yes
	
	option = {
		name = "pamir.21.a"
		owner = {
			wealth = -30
			clr_character_flag = VIET_currently_repairing_wakhan_watchposts
		}
		remove_province_modifier = VIET_wakhan_watchposts_ruined
		add_province_modifier = {
			name = VIET_wakhan_watchposts_maintained
			duration = 1460 # 4 Years
		}
		hidden_tooltip = {
			province_event = { id = pamir.22 days = 1461 }
		}
	}	
	option = {
		name = "pamir.21.b"
		trigger = {
			owner = {
				OR = {
					ai = no
					wealth = 60
				}			
			}
		}
		owner = {
			wealth = -60
			clr_character_flag = VIET_currently_repairing_wakhan_watchposts
		}
		remove_province_modifier = VIET_wakhan_watchposts_ruined
		add_province_modifier = {
			name = VIET_wakhan_watchposts_maintained
			duration = 3650 # 10 Years
		}
		hidden_tooltip = {
			province_event = { id = pamir.22 days = 3651 }
		}
	}	
	option = {
		name = "pamir.21.c"
		trigger = {
			owner = {
				OR = {
					ai = no
					wealth = 80
				}			
			}
		}
		owner = {
			wealth = -80
			clr_character_flag = VIET_currently_repairing_wakhan_watchposts
		}
		remove_province_modifier = VIET_wakhan_watchposts_ruined
		add_province_modifier = {
			name = VIET_wakhan_watchposts_maintained
			duration = 7300 # 20 Years
		}
		hidden_tooltip = {
			province_event = { id = pamir.22 days = 7301 }
		}
	}
	#option = { #Test option
	#	name = "pamir.21.d"
	#	trigger = {
	#		owner = {
	#			ai = no			
	#		}
	#	}
	#	remove_province_modifier = VIET_wakhan_watchposts_ruined
	#	add_province_modifier = {
	#		name = VIET_wakhan_watchposts_maintained
	#		duration = 10 # 10 days
	#	}
	#	hidden_tooltip = {
	#		province_event = { id = pamir.22 days = 11 }
	#	}
	#}
	option = { # Never mind
		name = "pamir.21.d"
		owner = {
			clr_character_flag = VIET_currently_repairing_wakhan_watchposts
		}
	}
	
}

# Wakhan Watchpost Network - hidden event to make them ruined again
province_event = {
	id = pamir.22
	
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		add_province_modifier = {
			name = VIET_wakhan_watchposts_ruined
			duration = -1
		}
	}
}

# Karakoram Mountain Watchpost Network
province_event = {
	id = pamir.23
	desc = pamir.23.desc
	picture = GFX_evt_wakhan_corridor

	is_triggered_only = yes
	
	option = {
		name = "pamir.23.a"
		owner = {
			wealth = -30
			clr_character_flag = VIET_currently_repairing_karakoram_watchposts
		}
		remove_province_modifier = VIET_karakoram_watchposts_ruined
		add_province_modifier = {
			name = VIET_karakoram_watchposts_maintained
			duration = 1460 # 4 Years
		}
		hidden_tooltip = {
			province_event = { id = pamir.24 days = 1461 }
		}
	}	
	option = {
		name = "pamir.23.b"
		trigger = {
			owner = {
				OR = {
					ai = no
					wealth = 60
				}			
			}
		}
		owner = {
			wealth = -60
			clr_character_flag = VIET_currently_repairing_karakoram_watchposts
		}
		remove_province_modifier = VIET_karakoram_watchposts_ruined
		add_province_modifier = {
			name = VIET_karakoram_watchposts_maintained
			duration = 3650 # 10 Years
		}
		hidden_tooltip = {
			province_event = { id = pamir.24 days = 3651 }
		}
	}	
	option = {
		name = "pamir.23.c"
		trigger = {
			owner = {
				OR = {
					ai = no
					wealth = 80
				}			
			}
		}
		owner = {
			wealth = -80
			clr_character_flag = VIET_currently_repairing_karakoram_watchposts
		}
		remove_province_modifier = VIET_karakoram_watchposts_ruined
		add_province_modifier = {
			name = VIET_karakoram_watchposts_maintained
			duration = 7300 # 20 Years
		}
		hidden_tooltip = {
			province_event = { id = pamir.24 days = 7301 }
		}
	}
	#option = { #Test option
	#	name = "pamir.23.d"
	#	trigger = {
	#		owner = { ai = no }
	#	}
	#	remove_province_modifier = VIET_karakoram_watchposts_ruined
	#	add_province_modifier = {
	#		name = VIET_karakoram_watchposts_maintained
	#		duration = 10 # 10 days
	#	}
	#	hidden_tooltip = {
	#		province_event = { id = pamir.24 days = 11 }
	#	}
	#}
	option = { # Never mind
		name = "pamir.23.d"
		owner = {
			clr_character_flag = VIET_currently_repairing_karakoram_watchposts
		}
	}
	
}

# Karakoram Mountain Network - hidden event to make them ruined again
province_event = {
	id = pamir.24
	
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		add_province_modifier = {
			name = VIET_karakoram_watchposts_ruined
			duration = -1
		}
	}
}


#########################################################################################################
# 
# CHINIR FESTIVAL EVENTS
# pamir.50-99 reserved
# 
#########################################################################################################



# Chinir Festival Intro
character_event = {
	id = pamir.50
	desc = pamir.50.desc
	picture = GFX_evt_pamir_valley

	is_triggered_only = yes
	
	option = {
		name = "pamir.50.a"
		hidden_tooltip = {
			character_event = { id = pamir.51 days = 7 }
		}
	}	
}

# Chinir Festival Starts
character_event = {
	id = pamir.51
	desc = pamir.51.desc
	picture = GFX_evt_small_town_pamiri

	is_triggered_only = yes
	
	option = {
		name = "pamir.51.a"
		hidden_tooltip = {
			long_character_event = { id = pamir.52 days = 2 random = 2 }
		}
	}	
}

# Prayers and eating the yogurt from the Chinir bowl
# Traditionally this ceremoy is led by the senior male member of the household, but changed to the character for simplicity
long_character_event = {
	id = pamir.52
	desc = pamir.52.desc
	picture = GFX_evt_pamir_altar

	is_triggered_only = yes
	
	option = {
		name = "pamir.52.a"
		hidden_tooltip = {
			character_event = { id = pamir.53 days = 2 random = 2 }
		}
	}	
}

# Chinir Feast
# Traditionally, men participate in the feast and women meet informally
# However for simplicity the text describes two different feasts, one for men and one for women
character_event = {
	id = pamir.53
	desc = pamir.53.desc
	picture = GFX_evt_feast
	
	## Male
	#desc = {
	#	text = pamir.53.desc.a
	#	trigger = {
	#		is_female = no	
	#	}
	#}
	#
	## Female
	#desc = {
	#	text = pamir.53.desc.a
	#	trigger = {
	#		is_female = no	
	#	}
	#}

	is_triggered_only = yes
	
	option = {
		name = "pamir.53.a"
		hidden_tooltip = {
			#Feast events randomizer
			random = {
				character_event = { id = pamir.58 days = 2 random = 5 }
				chance = 20
			}
			random = {
				character_event = { id = pamir.59 days = 2 random = 5 }
				chance = 20
			}
			random = {
				character_event = { id = pamir.60 days = 2 random = 5 }
				chance = 20
			}
			random = {
				character_event = { id = pamir.61 days = 2 random = 5 }
				chance = 20
			}
			random = {
				character_event = { id = pamir.62 days = 2 random = 5 }
				chance = 20
			}
			random = {
				character_event = { id = pamir.63 days = 2 random = 5 }
				chance = 20
			}
			random = {
				character_event = { id = pamir.64 days = 2 random = 5 }
				chance = 20
			}
			random = {
				character_event = { id = pamir.65 days = 2 random = 5 }
				chance = 20
			}
			random = {
				character_event = { id = pamir.66 days = 2 random = 5 }
				chance = 20
			}
			random = {
				character_event = { id = pamir.73 days = 2 random = 5 }
				chance = 20
			}
			character_event = { id = pamir.54 days = 9 } # After feast
		}
	}	
}

# Visiting other households after the feast
character_event = {
	id = pamir.54
	desc = pamir.54.desc
	picture = GFX_evt_small_town_pamiri

	is_triggered_only = yes
	
	option = { # Visit peasant
		name = "pamir.54.a"
		piety = 10
		hidden_tooltip = {
			character_event = { id = pamir.55 days = 2 random = 2 }
		}
	}	
	option = { # Visit craftsman
		name = "pamir.54.b"
		random_list = {
			75 = { prestige = 10 }
			25 = { piety = 10 }
		}
		hidden_tooltip = {
			character_event = { id = pamir.55 days = 2 random = 2 }
		}
	}	
	option = { # Visit scholar
		name = "pamir.54.c"
		random_list = {
			75 = { piety = 10 }
			25 = { prestige = 10 }
		}
		hidden_tooltip = {
			character_event = { id = pamir.55 days = 2 random = 2 }
		}
	}	
	option = { # Visit noble
		name = "pamir.54.d"
		prestige = 10
		hidden_tooltip = {
			character_event = { id = pamir.55 days = 2 random = 2 }
		}
	}	
}

# Partake in the harvesting of the crops
character_event = {
	id = pamir.55
	desc = pamir.55.desc
	picture = GFX_evt_central_asian_herd

	is_triggered_only = yes
	
	option = { # NO!
		name = "pamir.55.a"
		trigger = {
			trait = proud
		}
		tooltip_info = proud
		piety = -5
		hidden_tooltip = {
			character_event = { id = pamir.57 days = 5 } # Skip to end
		}
	}	
	option = { # NO!
		name = "pamir.55.a"
		trigger = {
			trait = slothful
			NOT = { trait = proud }
		}
		tooltip_info = slothful
		piety = -5
		hidden_tooltip = {
			character_event = { id = pamir.57 days = 5 } # Skip to end
		}
	}
	option = { # A little
		name = "pamir.55.b"
		prestige = -10
		piety = 10
		hidden_tooltip = {
			character_event = { id = pamir.56 days = 2 }
		}
	}
	option = { # A lot
		name = "pamir.55.c"
		trigger = {
			NOT = { trait = proud }
		}
		prestige = -30
		piety = 20
		random = {
			add_trait = charitable
			chance = 15
		}
		hidden_tooltip = {
			character_event = { id = pamir.56 days = 2 }
		}
	}
}

# Helping harvest first batch of crops
character_event = {
	id = pamir.56
	desc = pamir.56.desc
	picture = GFX_evt_small_town_pamiri

	is_triggered_only = yes
	
	option = { # Male
		name = "pamir.56.a"
		trigger = {
			is_female = no
		}
		hidden_tooltip = {
			character_event = { id = pamir.57 days = 8 }
			#Fruit picking events randomizer
			random = {
				character_event = { id = pamir.67 days = 2 random = 4 }
				chance = 25
			}
			random = {
				character_event = { id = pamir.68 days = 2 random = 4 }
				chance = 25
			}
			random = {
				character_event = { id = pamir.69 days = 2 random = 4 }
				chance = 25
			}
			random = {
				character_event = { id = pamir.70 days = 2 random = 4 }
				chance = 25
			}
			random = {
				character_event = { id = pamir.71 days = 2 random = 4 }
				chance = 25
			}
			random = {
				character_event = { id = pamir.72 days = 2 random = 4 }
				chance = 25
			}
		}
	}	
	option = { # Female
		name = "pamir.56.b"
		trigger = {
			is_female = yes
		}
		hidden_tooltip = {
			character_event = { id = pamir.57 days = 8 }
			#Fruit picking events randomizer
			random = {
				character_event = { id = pamir.67 days = 2 random = 4 }
				chance = 25
			}
			random = {
				character_event = { id = pamir.68 days = 2 random = 4 }
				chance = 25
			}
			random = {
				character_event = { id = pamir.69 days = 2 random = 4 }
				chance = 25
			}
			random = {
				character_event = { id = pamir.70 days = 2 random = 4 }
				chance = 25
			}
			random = {
				character_event = { id = pamir.71 days = 2 random = 4 }
				chance = 25
			}
			random = {
				character_event = { id = pamir.72 days = 2 random = 4 }
				chance = 25
			}
		}
	}
}

# Chinir ends
character_event = {
	id = pamir.57
	desc = pamir.57.desc
	picture = GFX_evt_pamir_valley

	is_triggered_only = yes
	
	option = { # ok
		name = "pamir.57.a"
		clr_character_flag = VIET_holding_chinir_festival
		clr_character_flag = do_not_disturb
		add_character_modifier = {
			name = VIET_chinir_timer
			duration = 1825
			hidden = yes
		}
	}
}


# There is only one piece of meat left
character_event = {
	id = pamir.58
	desc = pamir.58.desc
	picture = GFX_evt_hunza_food

	is_triggered_only = yes
	
	option = { # Let them have it
		name = "pamir.58.a"
		piety = 5
		random = {
			add_trait = charitable
			chance = 25
		}
	}	
	option = { # Take it for yourself!
		name = "pamir.58.b"
		trigger = {
			NOT = { trait = charitable }
		}
		random = {
			add_trait = greedy
			chance = 25
		}
	}
}

# Show generosity by bringing sweet wheat porridge and other foods to the feast?
character_event = {
	id = pamir.59
	desc = pamir.59.desc
	picture = GFX_evt_hunza_food

	is_triggered_only = yes
	
	option = { # They should give *me* food!
		name = "pamir.59.a"
		trigger = {
			NOT = { trait = charitable }
		}
		prestige = -10
		random_list = {
			70 = { }
			20 = { add_trait = greedy }
			5 = { add_trait = gluttonous }
			5 = { add_trait = slothful }
		}
	}	
	option = { # Give a modest amount of food
		name = "pamir.59.b"
		wealth = -5
	}
	option = { # Give a lots of food
		name = "pamir.59.c"
		prestige = 10
		wealth = -10
		random = {
			add_trait = charitable
			chance = 25
		}
	}
	option = { # Give so much food it's crazy
		name = "pamir.59.d"
		trigger = {
			trait = charitable
		}
		tooltip_info = charitable
		prestige = 25
		wealth = -25
	}
}


# Saying prayers during the Chinir feast?
character_event = {
	id = pamir.60
	desc = pamir.60.desc
	picture = GFX_evt_pamir_altar

	is_triggered_only = yes
	
	option = { # say prayers
		name = "pamir.60.a"
		piety = 5
		prestige = -5
	}	
	option = { # balance
		name = "pamir.60.b"
	}	
	option = { # socialize!
		name = "pamir.60.c"
		prestige = 5
		piety = -5
	}
}



# People should remember about cooperation within a community
character_event = {
	id = pamir.61
	desc = pamir.61.desc
	picture = GFX_evt_small_town_pamiri

	is_triggered_only = yes
	
	option = { # ok
		name = "pamir.61.a"
		piety = 5
	}
}


# Kurut, the horny curd cheese
character_event = {
	id = pamir.62
	desc = pamir.62.desc
	picture = GFX_evt_hunza_food

	is_triggered_only = yes
	
	option = { # ok
		name = "pamir.62.a"
		trigger = {
			is_female = no
		}
		add_character_modifier = {
			name = VIET_ate_kurut_cheese
			duration = 365
		}
		random = {
			add_trait = lustful
			chance = 15
		}
	}	
	option = { # not in the mood
		name = "pamir.62.b"
		trigger = {
			is_female = no
		}
		piety = 5
		random_list = {
			80 = { }
			10 = { add_trait = patient }
			10 = { add_trait = chaste }
		}
	}	
	option = { # hope husband eats some
		name = "pamir.62.c"
		trigger = {
			is_female = yes
			is_married = yes
		}
		random = {
			add_trait = lustful
			chance = 15
		}
		any_spouse = {
			limit = {
				ai = yes
				NOT = { trait = incapable }				
			}
			add_character_modifier = {
				name = VIET_ate_kurut_cheese
				duration = 365
			}
		}
	}	
	option = { # hope husband doesn't eat any
		name = "pamir.62.d"
		trigger = {
			is_female = yes
			is_married = yes
		}
		piety = 5
	}	
	option = { # tease the men later
		name = "pamir.62.e"
		trigger = {
			is_female = yes
		}
		prestige = 5
		random = {
			add_trait = gregarious
			chance = 20
		}
	}
}

# Moch - soup made with cheese curds and vegetables, 
character_event = {
	id = pamir.63
	desc = pamir.63.desc
	picture = GFX_evt_hunza_food

	is_triggered_only = yes
	
	option = { # ok
		name = "pamir.63.a"
		random = {
			health = 0.2
			chance = 25
		}
	}
}


# Observing the house of the host you are in
character_event = {
	id = pamir.64
	desc = pamir.64.desc
	picture = GFX_evt_pamir_altar

	is_triggered_only = yes
	
	option = { # observe with wonder
		name = "pamir.64.a"
		piety = 5
	}	
	option = { # praise the host
		name = "pamir.64.b"
		prestige = 5
	}
}


# Learning about others' experiences
character_event = {
	id = pamir.65
	desc = pamir.65.desc
	picture = GFX_evt_feast

	is_triggered_only = yes
	
	option = { # ok
		name = "pamir.65.a"
		random_list = {
			60 = { }
			10 = { change_diplomacy = 1 }
			10 = { change_martial = 1 }
			10 = { change_stewardship = 1 }
			10 = { change_intrigue = 1 }
			10 = { change_learning = 1 }
		}
	}
}


# Help bring food to the elderly and ill
character_event = {
	id = pamir.66
	desc = pamir.66.desc
	picture = GFX_evt_feast

	is_triggered_only = yes
	
	option = { # nope
		name = "pamir.66.a"
		random_list = {
			70 = { }
			10 = { add_trait = slothful }
			10 = { add_trait = paranoid }
			10 = { add_trait = greedy }
		}
	}	
	option = { # yes
		name = "pamir.66.b"
		piety = 5
		prestige = 5
		random_list = {
			70 = { }
			10 = { health = -0.1 }
			10 = { health = -0.2 }
			10 = { health = -0.3 }
		}
		random_list = {
			70 = { }
			10 = { add_trait = charitable }
			10 = { add_trait = kind }
			10 = { add_trait = humble }
		}
	}
}



# Help pick some fruits?
character_event = {
	id = pamir.67
	desc = pamir.67.desc
	picture = GFX_evt_skyrim_forest_pamiri

	is_triggered_only = yes
	
	option = { # nope
		name = "pamir.67.a"
	}	
	option = { # help
		name = "pamir.67.b"
		trigger = {
			is_female = yes
		}
		prestige = -5
		piety = 5		
		random = {
			add_trait = humble
			chance = 20
		}		
	}	
	option = { # help as man
		name = "pamir.67.c"
		trigger = {
			is_female = no
		}
		prestige = -10
		piety = 5		
		random = {
			add_trait = humble
			chance = 33
		}		
	}
}



# Snacking on the fruits
character_event = {
	id = pamir.68
	desc = pamir.68.desc
	picture = GFX_evt_skyrim_forest_pamiri

	is_triggered_only = yes
	
	option = { # ok
		name = "pamir.68.a"
		prestige = 5
		random = {
			add_trait = gregarious
			chance = 10
		}
		random = {
			add_trait = gluttonous
			chance = 10
		}
	}	
	option = { # restrain self
		name = "pamir.68.b"
		piety = 5
		random = {
			add_trait = temperate
			chance = 10
		}
	}
}

# Sticky fruit sauce
character_event = {
	id = pamir.69
	desc = pamir.69.desc
	picture = GFX_evt_small_town_pamiri

	is_triggered_only = yes
	
	option = { # ok
		name = "pamir.69.a"
		piety = 5
	}
}


# Offering of goat or sheep meat
character_event = {
	id = pamir.70
	desc = pamir.70.desc
	picture = GFX_evt_small_town_pamiri

	is_triggered_only = yes
	
	option = { # ok
		name = "pamir.70.a"
		prestige = 5
	}
}

# Learning about village agricultural life
character_event = {
	id = pamir.71
	desc = pamir.71.desc
	picture = GFX_evt_small_town_pamiri

	is_triggered_only = yes
	
	option = { # ok
		name = "pamir.71.a"
		random_list = {
			70 = { }
			10 = { change_diplomacy = 1 }
			10 = { change_martial = 1 }
			10 = { change_stewardship = 1 }
			10 = { change_intrigue = 1 }
			10 = { change_learning = 1 }
		}
	}
}


# Gathering leaves to use as animal fodder in the winter
character_event = {
	id = pamir.72
	desc = pamir.72.desc
	picture = GFX_evt_central_asian_herd

	is_triggered_only = yes
	
	option = { # ok
		name = "pamir.72.a"
		prestige = -5
		random = {
			add_trait = diligent
			chance = 20
		}
	}	
	option = { # ok
		name = "pamir.72.b"
		piety = -5
		random = {
			add_trait = proud
			chance = 20
		}
	}
}



# Eating nigan and baat
character_event = {
	id = pamir.73
	desc = pamir.73.desc
	picture = GFX_evt_hunza_food

	is_triggered_only = yes
	
	option = { # Yes
		name = "pamir.73.a"
		random = {
			piety = 5
			chance = 50
		}
		random = {
			add_trait = humble
			chance = 25
		}
	}	
	option = { # No
		name = "pamir.73.b"
		random = {
			prestige = 5
			chance = 50
		}
		random = {
			add_trait = proud
			chance = 25
		}
	}
}




####################################################################################
# 
# GENERIC FLAVOR EVENTS
# pamir.100-199 reserved
# 
####################################################################################


# Come across juniper forest
character_event = {
	id = pamir.100
	desc = pamir.100.desc
	picture = GFX_evt_skyrim_forest_pamiri
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
	}
	
	option = { # ok
		name = pamir.100.a
		add_character_modifier = {
			name = VIET_pamir_juniper
			duration = 1095
		}
	}
}


# Hunters in the Pamirs argue and ask you to resolve argument
character_event = {
	id = pamir.101
	desc = pamir.101.desc
	picture = GFX_evt_wakhan_corridor
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = { # ok
		name = pamir.101.a
		random_list = {
			50 = { prestige = 10 }
			50 = { prestige = -10 }
		}
	}	
	option = { # ok
		name = pamir.101.b
		random_list = {
			50 = { prestige = 10 }
			50 = { prestige = -10 }
		}
	}	
	option = { # ok
		name = pamir.101.c
		random = {
			add_trait = paranoid
			chance = 25
		}
	}	
	option = { # ok
		name = pamir.101.d
		piety = -5
		random_list = {
			70 = { }
			10 = { add_trait = proud }
			10 = { add_trait = stubborn }
			10 = { add_trait = wroth }
		}
	}
}


# Gift of lapis lazuli from locals
character_event = {
	id = pamir.102
	desc = pamir.102.desc
	picture = GFX_evt_lapis_lazuli
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		has_landed_title = c_badakhshan
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = { # ok
		name = pamir.102.a
		wealth = 10
		prestige = 10
	}
}


# Lapis lazuli miners complain about harsh taskmasters
character_event = {
	id = pamir.103
	desc = pamir.103.desc
	picture = GFX_evt_lapis_lazuli
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		has_landed_title = c_badakhshan
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = cruel
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = { # ok
		name = pamir.103.a
		random_list = {
			70 = { }
			10 = { add_trait = kind }
			10 = { add_trait = trusting }
			10 = { add_trait = patient }
		}
	}
	
	option = { # ok
		name = pamir.103.b
		random_list = {
			70 = { }
			10 = { add_trait = paranoid }
			10 = { add_trait = greedy }
			10 = { add_trait = proud }
		}
	}
	
	option = { # ok
		name = pamir.103.c
		trigger = {
			diplomacy = 11
		}
		tooltip_info = diplomacy
		random = {
			add_trait = just
			chance = 33
		}
		prestige = 15
	}
}



# Found a beautiful lake in the Pamirs
character_event = {
	id = pamir.104
	desc = pamir.104.desc
	picture = GFX_evt_pamir_valley
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = { # ok
		name = pamir.104.a
		random_list = {
			50 = { prestige = 5 }
			50 = { piety = 5 }
		}
	}
}



# Find a petroglyph of hunters, animals, and nature
character_event = {
	id = pamir.105
	desc = pamir.105.desc
	picture = GFX_evt_pamir_valley
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = { # ok
		name = pamir.105.a
		piety = 5
	}
}




# Find a petroglyph of people and text
character_event = {
	id = pamir.106
	desc = pamir.106.desc
	picture = GFX_evt_wakhan_corridor
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = { # ok
		name = pamir.106.a
		prestige = 5
	}
}


# Pamir hot spring found
character_event = {
	id = pamir.107
	desc = pamir.107.desc
	picture = GFX_evt_skyrim_forest_pamiri
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
			NOT = {
				has_province_modifier = VIET_pamir_spring_found
			}
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
	}
	
	option = { # ok
		name = pamir.107.a
		random_demesne_province = {
			limit = {
				is_pamir_mountain_trigger = yes
			}
			add_province_modifier = {
				name = VIET_pamir_spring_found
				duration = 3650
			}
		}
	}
}


# Visiting a Pamir hot spring
character_event = {
	id = pamir.108
	desc = pamir.108.desc
	picture = GFX_evt_skyrim_forest_pamiri
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = slothful
		}
		modifier = {
			factor = 0.8
			trait = diligent
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = { # ok
		name = pamir.108.a
		add_character_modifier = {
			name = VIET_visited_pamir_spring
			duration = 730
		}
	}
}



# Passing through the Wakhan Corridor
character_event = {
	id = pamir.109
	desc = pamir.109.desc
	picture = GFX_evt_wakhan_corridor
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		has_landed_title = c_vakhan
		#any_demesne_province = {
		#	is_pamir_mountain_trigger = yes
		#}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = { # ok
		name = pamir.109.a
		piety = 5
	}
}


# A few families of nomads move into a Pamir province
character_event = {
	id = pamir.110
	desc = pamir.110.desc
	picture = GFX_evt_wakhan_corridor
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
			NOT = { has_province_modifier = VIET_pamir_nomad_clans_good }
			NOT = { has_province_modifier = VIET_pamir_nomad_clans_bad }
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = { # ok
		name = pamir.110.a
		random_demesne_province = {
			limit = {
				is_pamir_mountain_trigger = yes
			}
			random_list = {
				50 = {
					add_province_modifier = {
						name = VIET_pamir_nomad_clans_good
						duration = 1825
					}
				}
				50 = {
					add_province_modifier = {
						name = VIET_pamir_nomad_clans_bad
						duration = 1825
					}
				}
			}
		}
	}
}


# Pamir nomads offer military services
character_event = {
	id = pamir.111
	desc = pamir.111.desc
	picture = GFX_evt_wakhan_corridor
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = { # ok
		name = pamir.111.a
		trigger = {
			OR = {
				ai = no
				wealth = 30
			}
		}
		prestige = -20
		wealth = -30
		capital_scope = {
			PREV = {
				spawn_unit = {
					owner = ROOT
					province = PREV
					home = PREV
					troops = {
						archers = { 50 50 }
						light_infantry = { 100 100 }
						light_cavalry = { 125 125 }
						knights = { 25 25 }
						horse_archers = { 150 150 }
					}
					attrition = 1.0
					#disband_on_peace = yes
					maintenance_multiplier = 0.1
				}
			}
		}
	}
	
	option = { # ok
		name = pamir.111.b
		trigger = {
			OR = {
				ai = no
				wealth = 10
			}
		}
		prestige = -20
		wealth = -10
		add_province_modifier = {
			name = VIET_pamir_nomad_training
			duration = 1825
		}
	}
	
	option = { # ok
		name = pamir.111.c
	}
}



# Pamir herder gifts a bowl made from the horn of the Marco Polo sheep
character_event = {
	id = pamir.112
	desc = pamir.112.desc
	picture = GFX_evt_central_asian_herd
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = { # ok
		name = pamir.112.a
		random_list = {
			50 = { prestige = 5 }
			50 = { piety = 5 }
		}
	}
}


# Learning about Marco Polo sheep from a local herder
character_event = {
	id = pamir.113
	desc = pamir.113.desc
	picture = GFX_evt_central_asian_herd
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = { # ok
		name = pamir.113.a
		piety = 5
	}
}



# Feud between two Burusho clans
character_event = {
	id = pamir.114
	desc = pamir.114.desc
	picture = GFX_evt_small_town_pamiri
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = arbitrary
		}
		modifier = {
			factor = 0.8
			trait = just
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = { # ok
		name = pamir.114.a
		random_demesne_province = {
			limit = {
				is_pamir_mountain_trigger = yes
			}
			random = {
				add_province_modifier = {
					name = VIET_burusho_feud
					duration = 3650
				}
				chance = 70
			}
		}
	}	
	option = { # ok
		name = pamir.114.b
		trigger = {
			diplomacy = 10
		}
		tooltip_info = diplomacy
		prestige = -10
	}
	option = { # ok
		name = pamir.114.c
		trigger = {
			intrigue = 10
		}
		tooltip_info = intrigue
		prestige = -10
	}
	option = { # ok
		name = pamir.114.d
		trigger = {
			martial = 10
		}
		tooltip_info = martial
		prestige = -10
	}
}



# Burusho peasant offers humble gift
character_event = {
	id = pamir.115
	desc = pamir.115.desc
	picture = GFX_evt_pamir_valley
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = honest
		}
		modifier = {
			factor = 0.8
			trait = deceitful
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
	}
	
	option = { # ok
		name = pamir.115.a
		prestige = 5
	}	
	option = { # ok
		name = pamir.115.b
		piety = 5
		random = {
			add_trait = charitable
			chance = 20
		}
	}
	option = { # ok
		name = pamir.115.c
		trigger = {
			NOR = {
				trait = kind
				trait = humble
				trait = charitable
				trait = trusting
				trait = patient
			}
		}
		piety = -5
		random_list = {
			60 = { }
			10 = { add_trait = wroth }
			10 = { add_trait = cruel }
			10 = { add_trait = proud }
			10 = { add_trait = arbitrary }
		}
	}
	option = { # ok
		name = pamir.115.d
		trigger = {
			trait = charitable
		}
		tooltip_info = charitable
		wealth = -3
		piety = 10
	}
}





# Burusho headman offers food before a meeting
character_event = {
	id = pamir.116
	desc = pamir.116.desc
	picture = GFX_evt_hunza_food
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
	}
	
	option = { # ok
		name = pamir.116.a
		prestige = 5
		random = {
			add_trait = gregarious
			chance = 15
		}
	}	
	option = { # ok
		name = pamir.116.b
		piety = -5
		random = {
			add_trait = diligent
			chance = 15
		}
		random = {
			add_trait = shy
			chance = 15
		}
	}
}



# Craving of baht porridge
character_event = {
	id = pamir.117
	desc = pamir.117.desc
	picture = GFX_evt_hunza_food
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		OR = {
			culture = pamiri
			any_demesne_province = {
				is_pamir_mountain_trigger = yes
			}
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = wroth
		}
		modifier = {
			factor = 0.8
			trait = patient
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = { # ok
		name = pamir.117.a
	}	
	option = { # ok
		name = pamir.117.b
		trigger = {
			OR = {
				wealth = 5
				ai = no
			}
		}
		wealth = -5
		random = {
			health = 0.2
			chance = 25
		}
		add_character_modifier = {
			name = VIET_ate_baht_porridge
			duration = 365
		}
	}
}


# What to use mulberries for?
character_event = {
	id = pamir.118
	desc = pamir.118.desc
	picture = GFX_evt_small_town_pamiri
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		OR = {
			culture = pamiri
			any_demesne_province = {
				is_pamir_mountain_trigger = yes
			}
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = gluttonous
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 1.2
			trait = greedy
		}
		modifier = {
			factor = 0.8
			trait = charitable
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = lustful
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
	}
	
	option = { # ok
		name = pamir.118.a
		piety = 5
	}
	
	option = { # ok
		name = pamir.118.b
		piety = 5
	}
	
	option = { # ok
		name = pamir.118.c
		piety = 5
	}
}



# Planting a mulberry tree before beginning construction
character_event = {
	id = pamir.119
	desc = pamir.119.desc
	picture = GFX_evt_small_town_pamiri
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		OR = {
			culture = pamiri
			any_demesne_province = {
				OR = {
					is_pamir_mountain_trigger = yes
					culture = pamiri
				}
			}
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = deceitful
		}
		modifier = {
			factor = 0.8
			trait = honest
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = charitable
		}
		modifier = {
			factor = 0.8
			trait = greedy
		}
	}
	
	option = { # ok
		name = pamir.119.a
		prestige = 5
	}
}


# Pamiri villagers provide some humble food to you
character_event = {
	id = pamir.120
	desc = pamir.120.desc
	picture = GFX_evt_hunza_food
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		OR = {
			culture = pamiri
			any_demesne_province = {
				OR = {
					is_pamir_mountain_trigger = yes
					culture = pamiri
				}
			}
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = ambitious
		}
		modifier = {
			factor = 0.8
			trait = content
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
	}
	
	option = { # ok
		name = pamir.120.a
		piety = 5
		prestige = -5
	}	
	option = { # ok
		name = pamir.120.b
		trigger = {
			NOT = { trait = humble }
		}
		random = {
			add_trait = proud
			chance = 33
		}
	}
}




# Come across an Oston, a lone sacred tree
character_event = {
	id = pamir.121
	desc = pamir.121.desc
	picture = GFX_evt_skyrim_forest_pamiri
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		OR = {
			culture = pamiri
			any_demesne_province = {
				OR = {
					is_pamir_mountain_trigger = yes
					culture = pamiri
				}
			}
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
	}
	
	option = { # ok
		name = pamir.121.a
		trigger = {
			NOT = { trait = zealous }
		}
		piety = -5
	}	
	option = { # ok
		name = pamir.121.b
		wealth = -5
		piety = 5
	}	
	option = { # ok
		name = pamir.121.c
		trigger = {
			OR = {
				wealth = 10
				ai = no
			}
		}
		wealth = -10
		piety = 15
	}	
	option = { # ok
		name = pamir.121.d
		trigger = {
			OR = {
				wealth = 20
				ai = no
			}
		}
		wealth = -20
		piety = 30
	}
}



# Come across a qadamgoh, a special place where a saint visited
character_event = {
	id = pamir.122
	desc = pamir.122.desc
	picture = GFX_evt_pamir_valley
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		OR = {
			culture = pamiri
			any_demesne_province = {
				OR = {
					is_pamir_mountain_trigger = yes
					culture = pamiri
				}
			}
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
	}
	
	option = { # ok
		name = pamir.122.a
		trigger = {
			NOT = { trait = zealous }
		}
	}	
	option = { # ok
		name = pamir.122.b
		prestige = -5
		piety = 5
	}
}


# Come across an ancient rock carving depicting a Buddha
character_event = {
	id = pamir.123
	desc = pamir.123.desc
	picture = GFX_evt_wakhan_corridor
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = paranoid
		}
		modifier = {
			factor = 0.8
			trait = trusting
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
	}
	
	option = { # ok
		name = pamir.123.a
		trigger = {
			religion = buddhist
		}
		piety = 5
	}	
	option = { # ok
		name = pamir.123.b
		if = {
			limit = {
				religion = buddhist
			}
			piety = -5
		}
		else = {
			prestige = 5
		}
	}
	option = { # ok
		name = pamir.123.c
		trigger = {
			NOT = { religion = buddhist }
			NOT = { trait = sympathy_indian }
		}
		piety = 5
	}
	option = { # ok
		name = pamir.123.d
		prestige = 5
		if = {
			limit = {
				NOT = { religion = buddhist }
				NOT = { trait = sympathy_indian }				
			}
			random = {
				add_trait = sympathy_indian
				chance = 25
			}
		}
	}
}




# Meeting with a Burusho shaman
character_event = {
	id = pamir.124
	desc = pamir.124.desc
	picture = GFX_evt_pamir_altar
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
	}
	
	option = { # ok
		name = pamir.124.a
		trigger = {
			NOR = {
				religion_group = indian_group
				religion_group = pagan_group
			}
		}
		piety = 10
	}	
	option = { # ok
		name = pamir.124.b
		if = {
			limit = {
				NOR = {
					religion_group = indian_group
					religion_group = pagan_group
				}			
			}
			piety = -20
		}
		add_character_modifier = {
			name = VIET_burusho_fairy_advice
			duration = 1825
		}
	}
}


# Local woman accused of being a Belas spirit
character_event = {
	id = pamir.125
	desc = pamir.125.desc
	picture = GFX_evt_pamir_altar
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			OR = {
				is_pamir_mountain_trigger = yes
				culture = pamiri
				culture = burusho
			}
		}
		NOT = { has_character_flag = VIET_pamir_belas_event_recruited }
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = just
		}
		modifier = {
			factor = 0.8
			trait = arbitrary
		}
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = patient
		}
		modifier = {
			factor = 0.8
			trait = wroth
		}
	}
	
	option = { # ok
		name = pamir.125.a
		prestige = 5
		random_list = {
			70 = { }
			15 = { add_trait = cynical }
			15 = { add_trait = wroth }
		}
	}	
	option = { # ok
		name = pamir.125.b
		piety = 5
		random_list = {
			70 = { }
			10 = { add_trait = just }
			10 = { add_trait = trusting }
			10 = { add_trait = content }
		}
	}	
	option = { # ok
		name = pamir.125.c
		random_list = {
			50 = { prestige = 5 }
			50 = { piety = 5 }
		}
		random_list = {
			70 = { }
			10 = { add_trait = paranoid }
			10 = { add_trait = zealous }
			10 = { add_trait = cruel }
		}
	}
	option = { # ok
		name = pamir.125.d
		trigger = {
			trait = kind
			NOT = { trait = charitable }
			NOT = { trait = just }
		}
		prestige = -20
		piety = 10
		set_character_flag = VIET_pamir_belas_event_recruited
		create_character = {
			female = yes
			random_traits = no
			dynasty = none
			religion = ROOT
			culture = pamiri
			historical = yes
			#flag = ai_flag_refuse_conversion
		}
		new_character = {
			set_character_flag = VIET_spawned_courtier
			opinion = {
				modifier = opinion_saved_me_belas
				who = ROOT
				years = 20
			}
			reverse_opinion = {
				modifier = opinion_new_courtier
				who = ROOT
				years = 5
			}
			#Appearance randomizer
			random_list = {
				60 = { }
				10 = { set_graphical_culture = panjabi }
				10 = { set_graphical_culture = polish }
				10 = { set_graphical_culture = croatian }
				10 = { set_graphical_culture = levantine_arabic }
				10 = { set_graphical_culture = armenian }
				10 = { set_graphical_culture = bodpa }
			}		
			#Traits
			add_random_education_trait = yes
			add_trait = depressed
			random_list = {
				70 = { } #Nothing
				28 = { add_scarred_tiered_effect = yes }
				2 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_eyed
				}
			}
			add_character_modifier = {
				name = VIET_accused_belas
				duration = -1
			}
			random_list = {
				40 = { add_trait = fair }
				40 = { }
				20 = { add_trait = ugly }
			}
			#Personality archetypes
			random_list = {
				10 = { # Innocent and pure of heart
					add_trait = fair
					add_trait = kind
					add_trait = trusting
					add_trait = shy
					add_trait = chaste
					add_trait = humble
				}
				10 = { # Scared and timid
					add_trait = craven
					add_trait = paranoid
					add_trait = shy
					add_trait = temperate
					add_trait = humble
				}
				10 = { # an actual asshole
					add_trait = envious
					add_trait = cruel
					add_trait = wroth
					add_trait = stubborn
					add_trait = honest
				}
				10 = { # promiscuous
					add_trait = fair
					add_trait = lustful
					add_trait = gregarious
					add_trait = charitable
					add_trait = proud
					add_trait = hedonist
				}
				10 = { # tomboy
					add_trait = brave
					add_trait = proud
					add_trait = gregarious
					add_trait = diligent
					add_trait = stubborn
				}
				10 = { # articulate and refined
					add_trait = erudite
					add_trait = patient
					add_trait = diligent
					add_trait = proud
					add_trait = chaste
				}
				10 = { # antisocial weirdo
					add_trait = shy
					add_trait = content
					add_trait = slothful
					add_trait = gluttonous
					add_trait = chaste
				}
			}
		}
	}
	option = { # ok
		name = pamir.125.d
		trigger = {
			trait = charitable
			NOT = { trait = just }
		}
		prestige = -20
		piety = 10
		set_character_flag = VIET_pamir_belas_event_recruited
		create_character = {
			female = yes
			random_traits = no
			dynasty = none
			religion = ROOT
			culture = pamiri
			historical = yes
			#flag = ai_flag_refuse_conversion
		}
		new_character = {
			set_character_flag = VIET_spawned_courtier
			opinion = {
				modifier = opinion_saved_me_belas
				who = ROOT
				years = 20
			}
			reverse_opinion = {
				modifier = opinion_new_courtier
				who = ROOT
				years = 5
			}
			#Appearance randomizer
			random_list = {
				60 = { }
				10 = { set_graphical_culture = panjabi }
				10 = { set_graphical_culture = polish }
				10 = { set_graphical_culture = croatian }
				10 = { set_graphical_culture = levantine_arabic }
				10 = { set_graphical_culture = armenian }
				10 = { set_graphical_culture = bodpa }
			}		
			#Traits
			add_random_education_trait = yes
			add_trait = depressed
			random_list = {
				70 = { } #Nothing
				28 = { add_scarred_tiered_effect = yes }
				2 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_eyed
				}
			}
			add_character_modifier = {
				name = VIET_accused_belas
				duration = -1
			}
			random_list = {
				40 = { add_trait = fair }
				40 = { }
				20 = { add_trait = ugly }
			}
			#Personality archetypes
			random_list = {
				10 = { # Innocent and pure of heart
					add_trait = fair
					add_trait = kind
					add_trait = trusting
					add_trait = shy
					add_trait = chaste
					add_trait = humble
				}
				10 = { # Scared and timid
					add_trait = craven
					add_trait = paranoid
					add_trait = shy
					add_trait = temperate
					add_trait = humble
				}
				10 = { # an actual asshole
					add_trait = envious
					add_trait = cruel
					add_trait = wroth
					add_trait = stubborn
					add_trait = honest
				}
				10 = { # promiscuous
					add_trait = fair
					add_trait = lustful
					add_trait = gregarious
					add_trait = charitable
					add_trait = proud
					add_trait = hedonist
				}
				10 = { # tomboy
					add_trait = brave
					add_trait = proud
					add_trait = gregarious
					add_trait = diligent
					add_trait = stubborn
				}
				10 = { # articulate and refined
					add_trait = erudite
					add_trait = patient
					add_trait = diligent
					add_trait = proud
					add_trait = chaste
				}
				10 = { # antisocial weirdo
					add_trait = shy
					add_trait = content
					add_trait = slothful
					add_trait = gluttonous
					add_trait = chaste
				}
			}
		}
	}
	option = { # ok
		name = pamir.125.d
		trigger = {
			trait = just
		}
		prestige = -20
		piety = 10
		set_character_flag = VIET_pamir_belas_event_recruited
		create_character = {
			female = yes
			random_traits = no
			dynasty = none
			religion = ROOT
			culture = pamiri
			historical = yes
			#flag = ai_flag_refuse_conversion
		}
		new_character = {
			set_character_flag = VIET_spawned_courtier
			opinion = {
				modifier = opinion_saved_me_belas
				who = ROOT
				years = 20
			}
			reverse_opinion = {
				modifier = opinion_new_courtier
				who = ROOT
				years = 5
			}
			#Appearance randomizer
			random_list = {
				60 = { }
				10 = { set_graphical_culture = panjabi }
				10 = { set_graphical_culture = polish }
				10 = { set_graphical_culture = croatian }
				10 = { set_graphical_culture = levantine_arabic }
				10 = { set_graphical_culture = armenian }
				10 = { set_graphical_culture = bodpa }
			}		
			#Traits
			add_random_education_trait = yes
			add_trait = depressed
			random_list = {
				70 = { } #Nothing
				28 = { add_scarred_tiered_effect = yes }
				2 = { 
					trigger = { has_dlc = Reapers }
					add_trait = one_eyed
				}
			}
			add_character_modifier = {
				name = VIET_accused_belas
				duration = -1
			}
			random_list = {
				40 = { add_trait = fair }
				40 = { }
				20 = { add_trait = ugly }
			}
			#Personality archetypes
			random_list = {
				10 = { # Innocent and pure of heart
					add_trait = fair
					add_trait = kind
					add_trait = trusting
					add_trait = shy
					add_trait = chaste
					add_trait = humble
				}
				10 = { # Scared and timid
					add_trait = craven
					add_trait = paranoid
					add_trait = shy
					add_trait = temperate
					add_trait = humble
				}
				10 = { # an actual asshole
					add_trait = envious
					add_trait = cruel
					add_trait = wroth
					add_trait = stubborn
					add_trait = honest
				}
				10 = { # promiscuous
					add_trait = fair
					add_trait = lustful
					add_trait = gregarious
					add_trait = charitable
					add_trait = proud
					add_trait = hedonist
				}
				10 = { # tomboy
					add_trait = brave
					add_trait = proud
					add_trait = gregarious
					add_trait = diligent
					add_trait = stubborn
				}
				10 = { # articulate and refined
					add_trait = erudite
					add_trait = patient
					add_trait = diligent
					add_trait = proud
					add_trait = chaste
				}
				10 = { # antisocial weirdo
					add_trait = shy
					add_trait = content
					add_trait = slothful
					add_trait = gluttonous
					add_trait = chaste
				}
			}
		}
	}
}



# Village headsman tells family legend about being descended from local fairies
character_event = {
	id = pamir.126
	desc = pamir.126.desc
	picture = GFX_evt_skyrim_forest_pamiri
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = { # ok
		name = pamir.126.a
		random = {
			add_trait = gregarious
			chance = 20
		}
	}	
	option = { # ok
		name = pamir.126.b
		random = {
			add_trait = cynical
			chance = 20
		}
	}
}



# Hear about the ancient Hephthalites
character_event = {
	id = pamir.127
	desc = pamir.127.desc
	picture = GFX_evt_pamir_altar
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = erudite
		}
		modifier = {
			factor = 0.8
			trait = stubborn
		}
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = brave
		}
		modifier = {
			factor = 0.8
			trait = craven
		}
		modifier = {
			factor = 1.2
			trait = content
		}
		modifier = {
			factor = 0.8
			trait = ambitious
		}
	}
	
	option = { # ok
		name = pamir.127.a
		prestige = 5
	}	
	option = { # ok
		name = pamir.127.b
		piety = 5
	}
}


# Villager explains the Pamiri concept of "huk"
character_event = {
	id = pamir.128
	desc = pamir.128.desc
	picture = GFX_evt_pamir_valley
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = gregarious
		}
		modifier = {
			factor = 0.8
			trait = shy
		}
		modifier = {
			factor = 1.2
			trait = trusting
		}
		modifier = {
			factor = 0.8
			trait = paranoid
		}
		modifier = {
			factor = 1.2
			trait = zealous
		}
		modifier = {
			factor = 0.8
			trait = cynical
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = { # ok
		name = pamir.128.a
		random = {
			add_trait = trusting
			chance = 25
		}
	}	
	option = { # ok
		name = pamir.128.b
		random_list = {
			70 = { }
			10 = { add_trait = humble }
			10 = { add_trait = cynical }
			10 = { add_trait = kind }
		}
	}	
	option = { # ok
		name = pamir.128.c
		random_list = {
			70 = { }
			15 = { add_trait = cynical }
			15 = { add_trait = proud }
		}
	}	
	option = { # ok
		name = pamir.128.d
		random = {
			add_trait = trusting
			chance = 15
		}
	}
}


# Enter a gorgeous valley in the Pamirs
character_event = {
	id = pamir.129
	desc = pamir.129.desc
	picture = GFX_evt_pamir_valley
	
	is_triggered_only = yes

	min_age = 16
	only_rulers = yes
	capable_only = yes
	prisoner = no
	#war = no
	
	trigger = {
		in_command = no
		#NOT = { has_alternate_start_parameter = { key = religion_names value = random } }
		#NOT = { has_alternate_start_parameter = { key = culture_names value = random } }
		any_demesne_province = {
			is_pamir_mountain_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1	
		modifier = {
			factor = 1.2
			trait = diligent
		}
		modifier = {
			factor = 0.8
			trait = slothful
		}
		modifier = {
			factor = 1.2
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = envious
		}
		modifier = {
			factor = 1.2
			trait = chaste
		}
		modifier = {
			factor = 0.8
			trait = lustful
		}
		modifier = {
			factor = 1.2
			trait = humble
		}
		modifier = {
			factor = 0.8
			trait = proud
		}
	}
	
	option = { # ok
		name = pamir.129.a
		piety = 5
	}
}


