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

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

# Job Ambitions

obj_become_chancellor = {
	type = character

	expectation_of_liege = yes
	is_job_ambition = yes

	potential = {
		can_hold_title = job_chancellor
		diplomacy >= 8
		religion_group = liege
		is_voter = no

		NOR = {
			is_married = liege
			has_character_modifier = planning_claimant_adventure
		}

		liege = {
			is_playable = yes
			is_landed = yes
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		has_job_title = job_chancellor
	}

	effect = {
		if = {
			limit = {
				NOT = { has_character_flag = obj_become_councillor }
			}

			change_diplomacy = 1
			set_character_flag = obj_become_councillor
		}

		opinion = {
			name = opinion_ambition_fulfilled
			who = liege
			years = 10
		}

		hidden_effect = {
			change_variable = {
				which = lifestyle_diplomacy
				value = 1
			}

			if = {
				limit = { ai = yes }
				remove_character_modifier = ai_objective_timer
			}
		}
	}

	abort = {
		OR = {
			trigger_if = {
				limit = { is_voter = yes }
				NOT = { has_job_title = job_chancellor }
			}
			trigger_else = {
				NOT = { can_hold_title = job_chancellor }
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}

			is_married = liege
			NOT = { religion_group = liege }
			has_character_modifier = planning_claimant_adventure

			liege = {
				NAND = {
					is_landed = yes
					is_playable = yes
				}
			}
		}
	}

	abort_effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 10

		trigger = {
			trigger_if = {
				limit = { has_dlc = "Conclave" }

				OR = {
					trait = ambitious
					powerful_vassal_wants_council_trigger = yes
					relative_income_to_liege >= 0.5

					liege = {
						trigger_if = {
							limit = {
								job_chancellor = {
									always = yes
								}
							}

							job_chancellor = {
								attribute_diff = {
									attribute = diplomacy
									character = ROOT
									value >= 3
								}
							}
						}
					}
				}
			}

			liege = {
				trigger_if = {
					limit = { has_law = council_privileges_1 }

					NOT = {
						job_chancellor = {
							always = yes
						}
					}
				}
			}
		}

		mult_modifier = {
			factor = 0.01
			trait = content
		}

		mult_modifier = {
			factor = 0.1
			trait = shy
		}

		mult_modifier = {
			factor = 0.25
			trait = slothful
		}

		mult_modifier = {
			factor = 1.25
			liege = { dynasty = PREV }
		}

		mult_modifier = {
			factor = 1.5
			trait = poet
		}

		mult_modifier = {
			factor = 1.5
			trait = falconer
		}

		mult_modifier = {
			factor = 1.5
			trait = gregarious
		}

		mult_modifier = {
			factor = 2.0
			trait = ambitious
		}

		mult_modifier = {
			factor = 10.0

			OR = {
				trait = socializer
				trait = grey_eminence
			}
		}

		mult_modifier = {
			factor = 1.25
			diplomacy >= 12
		}

		mult_modifier = {
			factor = 1.25
			diplomacy >= 14
		}

		mult_modifier = {
			factor = 1.25
			diplomacy >= 16
		}

		# CK2Plus
		mult_modifier = {
			factor = 1.5
			diplomacy >= 18
		}

		mult_modifier = {
			factor = 1.5
			diplomacy >= 20
		}

		mult_modifier = {
			factor = 20

			liege = {
				job_chancellor = {
					diplomacy < ROOT
				}
			}
		}

		mult_modifier = {
			factor = 10

			powerful_vassal_wants_council_trigger = yes
			relative_power_to_liege >= 0.25
			is_ruler = yes
			has_dlc = "Conclave"
		}

		mult_modifier = {
			factor = 5

			relative_income_to_liege >= 0.5
			is_ruler = yes
			has_dlc = "Conclave"
		}

		mult_modifier = {
			factor = 0.5

			NOR = {
				trait = naive_appeaser
				trait = underhanded_rogue
				trait = charismatic_negotiator
				trait = grey_eminence
			}
		}
	}
}

obj_become_marshal = {
	type = character

	expectation_of_liege = yes
	is_job_ambition = yes

	potential = {
		can_hold_title = job_marshal
		martial >= 8
		religion_group = liege
		is_voter = no

		NOR = {
			is_married = liege
			has_character_modifier = planning_claimant_adventure
		}

		liege = {
			is_playable = yes
			is_landed = yes
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		has_job_title = job_marshal
	}

	effect = {
		if = {
			limit = {
				NOT = { has_character_flag = obj_become_councillor }
			}

			change_martial = 1
			set_character_flag = obj_become_councillor
		}

		opinion = {
			name = opinion_ambition_fulfilled
			who = liege
			years = 10
		}

		hidden_effect = {
			change_variable = {
				which = lifestyle_martial
				value = 1
			}

			if = {
				limit = { ai = yes }
				remove_character_modifier = ai_objective_timer
			}
		}
	}

	abort = {
		OR = {
			trigger_if = {
				limit = { is_voter = yes }
				NOT = { has_job_title = job_marshal }
			}
			trigger_else = {
				NOT = { can_hold_title = job_marshal }
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}

			is_married = liege
			NOT = { religion_group = liege }
			has_character_modifier = planning_claimant_adventure

			liege = {
				NAND = {
					is_landed = yes
					is_playable = yes
				}
			}
		}
	}

	abort_effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 10

		trigger = {
			trigger_if = {
				limit = { has_dlc = "Conclave" }

				OR = {
					trait = ambitious
					powerful_vassal_wants_council_trigger = yes
					relative_income_to_liege >= 0.5

					liege = {
						trigger_if = {
							limit = {
								job_marshal = {
									always = yes
								}
							}

							job_marshal = {
								attribute_diff = {
									attribute = martial
									character = ROOT
									value >= 3
								}
							}
						}
					}
				}
			}

			liege = {
				trigger_if = {
					limit = { has_law = council_privileges_1 }

					NOT = {
						job_marshal = {
							always = yes
						}
					}
				}
			}
		}

		mult_modifier = {
			factor = 0.01
			trait = content
		}

		mult_modifier = {
			factor = 0.1
			trait = craven
		}

		mult_modifier = {
			factor = 0.25
			trait = slothful
		}

		mult_modifier = {
			factor = 1.25
			liege = { dynasty = PREV }
		}

		mult_modifier = {
			factor = 1.5
			trait = duelist
		}

		mult_modifier = {
			factor = 1.5
			trait = hunter
		}

		mult_modifier = {
			factor = 1.5
			trait = brave
		}

		mult_modifier = {
			factor = 2.0
			trait = ambitious
		}

		mult_modifier = {
			factor = 10.0

			OR = {
				trait = strategist
				trait = brilliant_strategist
			}
		}

		mult_modifier = {
			factor = 1.25
			martial >= 12
		}

		mult_modifier = {
			factor = 1.25
			martial >= 14
		}

		mult_modifier = {
			factor = 1.25
			martial >= 16
		}

		# CK2Plus
		mult_modifier = {
			factor = 1.5
			martial >= 18
		}

		mult_modifier = {
			factor = 1.5
			martial >= 20
		}

		mult_modifier = {
			factor = 20

			liege = {
				job_marshal = {
					martial < ROOT
				}
			}
		}

		mult_modifier = {
			factor = 10

			powerful_vassal_wants_council_trigger = yes
			relative_power_to_liege >= 0.25
			is_ruler = yes
			has_dlc = "Conclave"
		}

		mult_modifier = {
			factor = 5

			relative_income_to_liege >= 0.5
			is_ruler = yes
			has_dlc = "Conclave"
		}

		mult_modifier = {
			factor = 0.5

			NOR = {
				trait = misguided_warrior
				trait = tough_soldier
				trait = skilled_tactician
				trait = brilliant_strategist
			}
		}
	}
}

obj_become_treasurer = {
	type = character

	expectation_of_liege = yes
	is_job_ambition = yes

	potential = {
		can_hold_title = job_treasurer
		stewardship >= 8
		religion_group = liege
		is_voter = no

		NOR = {
			is_married = liege
			has_character_modifier = planning_claimant_adventure
		}

		liege = {
			is_playable = yes
			is_landed = yes
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		has_job_title = job_treasurer
	}

	effect = {
		if = {
			limit = {
				NOT = { has_character_flag = obj_become_councillor }
			}

			change_stewardship = 1
			set_character_flag = obj_become_councillor
		}

		opinion = {
			name = opinion_ambition_fulfilled
			who = liege
			years = 10
		}

		hidden_effect = {
			change_variable = {
				which = lifestyle_stewardship
				value = 1
			}

			if = {
				limit = { ai = yes }
				remove_character_modifier = ai_objective_timer
			}
		}
	}

	abort = {
		OR = {
			trigger_if = {
				limit = { is_voter = yes }
				NOT = { has_job_title = job_treasurer }
			}
			trigger_else = {
				NOT = { can_hold_title = job_treasurer }
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}

			is_married = liege
			NOT = { religion_group = liege }
			has_character_modifier = planning_claimant_adventure

			liege = {
				NAND = {
					is_landed = yes
					is_playable = yes
				}
			}
		}
	}

	abort_effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 10

		trigger = {
			trigger_if = {
				limit = { has_dlc = "Conclave" }

				OR = {
					trait = ambitious
					powerful_vassal_wants_council_trigger = yes
					relative_income_to_liege >= 0.5

					liege = {
						trigger_if = {
							limit = {
								job_treasurer = {
									always = yes
								}
							}

							job_treasurer = {
								attribute_diff = {
									attribute = stewardship
									character = ROOT
									value >= 3
								}
							}
						}
					}
				}
			}

			liege = {
				trigger_if = {
					limit = { has_law = council_privileges_1 }

					NOT = {
						job_treasurer = {
							always = yes
						}
					}
				}
			}
		}

		mult_modifier = {
			factor = 0.01
			trait = content
		}

		mult_modifier = {
			factor = 0.1
			trait = charitable
		}

		mult_modifier = {
			factor = 0.25
			trait = slothful
		}

		mult_modifier = {
			factor = 1.25
			liege = { dynasty = PREV }
		}

		mult_modifier = {
			factor = 1.5
			trait = scholar
		}

		mult_modifier = {
			factor = 1.5
			trait = gardener
		}

		mult_modifier = {
			factor = 1.5
			trait = gluttonous
		}

		mult_modifier = {
			factor = 1.5
			trait = temperate
		}

		mult_modifier = {
			factor = 1.5
			trait = greedy
		}

		mult_modifier = {
			factor = 2.0
			trait = ambitious
		}

		mult_modifier = {
			factor = 10.0

			OR = {
				trait = administrator
				trait = midas_touched
			}
		}

		mult_modifier = {
			factor = 1.25
			stewardship >= 12
		}

		mult_modifier = {
			factor = 1.25
			stewardship >= 14
		}

		mult_modifier = {
			factor = 1.5
			stewardship >= 16
		}

		# CK2Plus
		mult_modifier = {
			factor = 1.5
			stewardship >= 18
		}

		mult_modifier = {
			factor = 1.5
			stewardship >= 20
		}

		mult_modifier = {
			factor = 20

			liege = {
				job_treasurer = {
					stewardship < ROOT
				}
			}
		}

		mult_modifier = {
			factor = 10

			powerful_vassal_wants_council_trigger = yes
			relative_power_to_liege >= 0.25
			is_ruler = yes
			has_dlc = "Conclave"
		}

		mult_modifier = {
			factor = 5

			relative_income_to_liege >= 0.5
			is_ruler = yes
			has_dlc = "Conclave"
		}

		mult_modifier = {
			factor = 0.5

			NOR = {
				trait = indulgent_wastrel
				trait = thrifty_clerk
				trait = fortune_builder
				trait = midas_touched
			}
		}
	}
}

obj_become_spymaster = {
	type = character

	expectation_of_liege = yes
	is_job_ambition = yes

	potential = {
		can_hold_title = job_spymaster
		intrigue >= 8
		religion_group = liege
		is_voter = no

		NOR = {
			is_married = liege
			has_character_modifier = planning_claimant_adventure
		}

		liege = {
			is_playable = yes
			is_landed = yes
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		has_job_title = job_spymaster
	}

	effect = {
		if = {
			limit = {
				NOT = { has_character_flag = obj_become_councillor }
			}

			change_intrigue = 1
			set_character_flag = obj_become_councillor
		}

		opinion = {
			name = opinion_ambition_fulfilled
			who = liege
			years = 10
		}

		hidden_effect = {
			change_variable = {
				which = lifestyle_intrigue
				value = 1
			}

			if = {
				limit = { ai = yes }
				remove_character_modifier = ai_objective_timer
			}
		}
	}

	abort = {
		OR = {
			trigger_if = {
				limit = { is_voter = yes }
				NOT = { has_job_title = job_spymaster }
			}
			trigger_else = {
				NOT = { can_hold_title = job_spymaster }
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}

			is_married = liege
			NOT = { religion_group = liege }
			has_character_modifier = planning_claimant_adventure

			liege = {
				NAND = {
					is_landed = yes
					is_playable = yes
				}
			}
		}
	}

	abort_effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 10

		trigger = {
			trigger_if = {
				limit = { has_dlc = "Conclave" }

				OR = {
					trait = ambitious
					powerful_vassal_wants_council_trigger = yes
					relative_income_to_liege >= 0.5

					liege = {
						trigger_if = {
							limit = {
								job_spymaster = {
									always = yes
								}
							}

							job_spymaster = {
								attribute_diff = {
									attribute = intrigue
									character = ROOT
									value >= 3
								}
							}
						}
					}
				}
			}

			liege = {
				trigger_if = {
					limit = { has_law = council_privileges_1 }

					NOT = {
						job_spymaster = {
							always = yes
						}
					}
				}
			}
		}

		mult_modifier = {
			factor = 0.01
			trait = content
		}

		mult_modifier = {
			factor = 0.1
			trait = kind
		}

		mult_modifier = {
			factor = 0.1
			trait = honest
		}

		mult_modifier = {
			factor = 0.25
			trait = slothful
		}

		mult_modifier = {
			factor = 1.25
			liege = { dynasty = PREV }
		}

		mult_modifier = {
			factor = 1.5
			trait = envious
		}

		mult_modifier = {
			factor = 1.5
			trait = mystic
		}

		mult_modifier = {
			factor = 1.5
			trait = impaler
		}

		mult_modifier = {
			factor = 2.0
			trait = deceitful
		}

		mult_modifier = {
			factor = 2.0
			trait = ambitious
		}

		mult_modifier = {
			factor = 10.0

			OR = {
				trait = master_schemer
				trait = elusive_shadow
			}
		}

		mult_modifier = {
			factor = 1.25
			intrigue >= 12
		}

		mult_modifier = {
			factor = 1.25
			intrigue >= 14
		}

		mult_modifier = {
			factor = 1.25
			intrigue >= 16
		}

		# CK2Plus
		mult_modifier = {
			factor = 1.5
			intrigue >= 18
		}

		mult_modifier = {
			factor = 1.5
			intrigue >= 20
		}

		mult_modifier = {
			factor = 20

			liege = {
				job_spymaster = {
					intrigue < ROOT
				}
			}
		}

		mult_modifier = {
			factor = 10

			powerful_vassal_wants_council_trigger = yes
			relative_power_to_liege >= 0.25
			is_ruler = yes
			has_dlc = "Conclave"
		}

		mult_modifier = {
			factor = 5

			relative_income_to_liege >= 0.5
			is_ruler = yes
			has_dlc = "Conclave"
		}

		mult_modifier = {
			factor = 0.5

			NOR = {
				trait = amateurish_plotter
				trait = flamboyant_schemer
				trait = intricate_webweaver
				trait = elusive_shadow
			}
		}
	}
}

obj_become_spiritual = {
	type = character

	expectation_of_liege = yes
	is_job_ambition = yes

	potential = {
		can_hold_title = job_spiritual
		learning >= 8
		is_voter = no

		NOR = {
			is_married = liege
			has_character_modifier = planning_claimant_adventure
		}

		liege = {
			is_playable = yes
			is_landed = yes
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		has_job_title = job_spiritual
	}

	effect = {
		if = {
			limit = {
				NOT = { has_character_flag = obj_become_councillor }
			}

			change_learning = 1
			set_character_flag = obj_become_councillor
		}

		opinion = {
			name = opinion_ambition_fulfilled
			who = liege
			years = 10
		}

		hidden_effect = {
			change_variable = {
				which = lifestyle_learning
				value = 1
			}

			if = {
				limit = { ai = yes }
				remove_character_modifier = ai_objective_timer
			}
		}
	}

	abort = {
		OR = {
			trigger_if = {
				limit = { is_voter = yes }
				NOT = { has_job_title = job_spiritual }
			}
			trigger_else = {
				NOT = { can_hold_title = job_spiritual }
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}

			is_married = liege
			NOT = { religion_group = liege }
			has_character_modifier = planning_claimant_adventure

			liege = {
				NAND = {
					is_landed = yes
					is_playable = yes
				}
			}
		}
	}

	abort_effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 10

		trigger = {
			trigger_if = {
				limit = { has_dlc = "Conclave" }

				OR = {
					trait = ambitious
					powerful_vassal_wants_council_trigger = yes
					relative_income_to_liege >= 0.5

					liege = {
						trigger_if = {
							limit = {
								job_spiritual = {
									always = yes
								}
							}

							job_spiritual = {
								attribute_diff = {
									attribute = learning
									character = ROOT
									value >= 3
								}
							}
						}
					}
				}
			}

			liege = {
				trigger_if = {
					limit = { has_law = council_privileges_1 }

					NOT = {
						job_spiritual = {
							always = yes
						}
					}
				}
			}
		}

		mult_modifier = {
			factor = 0.01
			trait = content
		}

		mult_modifier = {
			factor = 0.1
			trait = cynical
		}

		mult_modifier = {
			factor = 0.25
			trait = slothful
		}

		mult_modifier = {
			factor = 1.25
			from_ruler_dynasty = yes
		}

		mult_modifier = {
			factor = 1.5
			trait = zealous
		}

		mult_modifier = {
			factor = 2.0
			trait = ambitious
		}

		mult_modifier = {
			factor = 10.0

			OR = {
				trait = theologian
				trait = mastermind_theologian
				is_theocracy = yes
			}
		}

		mult_modifier = {
			factor = 1.25
			learning >= 10
		}

		mult_modifier = {
			factor = 1.25
			learning >= 12
		}

		mult_modifier = {
			factor = 1.25
			learning >= 14
		}

		mult_modifier = {
			factor = 1.25
			learning >= 16
		}

		# CK2Plus
		mult_modifier = {
			factor = 1.5
			learning >= 18
		}

		mult_modifier = {
			factor = 1.5
			learning >= 20
		}

		mult_modifier = {
			factor = 20

			liege = {
				job_spiritual = {
					learning < ROOT
				}
			}
		}

		mult_modifier = {
			factor = 10

			powerful_vassal_wants_council_trigger = yes
			relative_power_to_liege >= 0.25
			is_ruler = yes
			has_dlc = "Conclave"
		}

		mult_modifier = {
			factor = 5

			relative_income_to_liege >= 0.5
			is_ruler = yes
			has_dlc = "Conclave"
		}

		mult_modifier = {
			factor = 0.5
			has_education_learning_trigger = no
		}
	}
}

# Misc Ambitions

obj_amass_wealth = {
	type = character

	potential = {
		is_playable = yes
		is_landed = yes
		is_adult = yes
		is_incapable = no

		trigger_if = {
			limit = {
				lower_real_tier_than = DUKE
				num_of_count_titles < 4
			}
			wealth < 250
		}
		trigger_else_if = {
			limit = {
				OR = {
					real_tier = DUKE
					num_of_count_titles >= 4
				}

				lower_real_tier_than = KING
				num_of_duke_titles < 4
			}
			wealth < 500
		}
		trigger_else_if = {
			limit = {
				OR = {
					real_tier = KING
					num_of_duke_titles >= 4
				}

				lower_real_tier_than = EMPEROR
				num_of_king_titles < 4
			}
			wealth < 750
		}
		trigger_else = {
			wealth < 1000
		}

		NOR = {
			trait = charitable
			has_character_flag = obj_amass_wealth
			has_character_flag = loan_taken
			has_character_modifier = loan_timer
		}
	}

	success = {
		trigger_if = {
			limit = {
				lower_real_tier_than = DUKE
				num_of_count_titles < 4
			}
			wealth >= 250
		}
		trigger_else_if = {
			limit = {
				OR = {
					real_tier = DUKE
					num_of_count_titles >= 4
				}

				lower_real_tier_than = KING
				num_of_duke_titles < 4
			}
			wealth >= 500
		}
		trigger_else_if = {
			limit = {
				OR = {
					real_tier = KING
					num_of_duke_titles >= 4
				}

				lower_real_tier_than = EMPEROR
				num_of_king_titles < 4
			}
			wealth >= 750
		}
		trigger_else = {
			wealth >= 1000
		}

		NOR = {
			has_character_modifier = loan_timer
			has_character_flag = loan_taken
		}
	}

	effect = {
		change_stewardship = 1
		set_character_flag = obj_amass_wealth

		hidden_effect = {
			if = {
				limit = { ai = yes }
				remove_character_modifier = ai_objective_timer
			}

			change_variable = {
				which = lifestyle_stewardship
				value = 1
			}
		}

		pf_prosperity_plus2_effect = yes
	}

	abort = {
		OR = {
			is_playable = no
			is_landed = no
			is_incapable = yes
			trait = charitable
			has_character_modifier = loan_timer
			has_character_flag = loan_taken

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 100

		trigger = {
			NOT = { trait = content }
		}

		mult_modifier = {
			factor = 1.25
			trait = patient
		}

		mult_modifier = {
			factor = 1.25
			trait = fortune_builder
		}

		mult_modifier = {
			factor = 1.25
			trait = midas_touched
		}

		mult_modifier = {
			factor = 10.0
			trait = greedy
		}
	}
}

obj_become_paragon_of_virtue = {
	type = character

	potential = {
		is_playable = yes
		is_landed = yes
		is_adult = yes

		OR = {
			has_education_learning_trigger = yes
			has_pious_trait_trigger = yes
		}

		NOR = {
			religion_group = indian_group
			trait = paragon
			trait = decadent
		}

		piety >= 500
		piety < 1000
		is_incapable = no
		has_impious_trait_trigger = no
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		piety >= 1000
	}

	effect = {
		add_trait = paragon
		change_learning = 1
		piety = 100

		if = {
			limit = { has_nickname = no }
			give_nickname = nick_the_holy
		}

		religion_authority = {
			name = paragon_of_virtue
			years = 20
		}

		# Achievement
		if = {
			limit = {
				ai = no
				is_ironman = yes
			}

			set_character_flag = achievement_become_paragon_of_virtue
		}

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}

		pf_tradition_plus4_effect = yes
	}

	abort = {
		OR = {
			is_playable = no
			is_landed = no
			religion_group = indian_group
			is_incapable = yes
			has_impious_trait_trigger = yes
			piety < 0
			trait = decadent

			AND = {
				has_pious_trait_trigger = no
				has_education_learning_trigger = no
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 50

		mult_modifier = {
			factor = 1.25
			trait = patient
		}

		mult_modifier = {
			factor = 0.01
			lower_real_tier_than = KING
		}

		mult_modifier = {
			factor = 10.0
			has_education_learning_trigger = yes
		}

		mult_modifier = {
			factor = 10.0
			trait = zealous
		}

		# CK2Plus
		mult_modifier = {
			factor = 0.01
			trait = cynical
		}
	}
}

obj_become_exalted = {
	type = character

	potential = {
		is_playable = yes
		is_landed = yes
		is_incapable = no
		is_adult = yes
		prestige > 0

		trigger_if = {
			limit = {
				lower_real_tier_than = DUKE
				num_of_count_titles < 4
			}

			prestige < 1000

			NOR = {
				trait = exalted1
				trait = exalted2
				trait = exalted3
				trait = exalted4
			}
		}
		trigger_else_if = {
			limit = {
				OR = {
					real_tier = DUKE
					num_of_count_titles >= 4
				}

				lower_real_tier_than = KING
				num_of_duke_titles < 4
			}

			prestige < 2000

			NOR = {
				trait = exalted2
				trait = exalted3
				trait = exalted4
			}
		}
		trigger_else_if = {
			limit = {
				OR = {
					real_tier = KING
					num_of_duke_titles >= 4
				}

				lower_real_tier_than = EMPEROR
				num_of_king_titles < 4
			}

			prestige < 3000

			NOR = {
				trait = exalted3
				trait = exalted4
			}
		}
		trigger_else = {
			prestige < 4000
			NOT = { trait = exalted4 }
		}

		NOR = {
			trait = content
			trait = humble
			trait = shy
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		trigger_if = {
			limit = {
				lower_real_tier_than = DUKE
				num_of_count_titles < 4
			}
			prestige >= 1000
		}
		trigger_else_if = {
			limit = {
				OR = {
					real_tier = DUKE
					num_of_count_titles >= 4
				}

				lower_real_tier_than = KING
				num_of_duke_titles < 4
			}
			prestige >= 2000
		}
		trigger_else_if = {
			limit = {
				OR = {
					real_tier = KING
					num_of_duke_titles >= 4
				}

				lower_real_tier_than = EMPEROR
				num_of_king_titles < 4
			}
			prestige >= 3000
		}
		trigger_else = {
			prestige >= 4000
		}
	}

	effect = {
		change_diplomacy = 1
		prestige = 100

		if = {
			limit = {
				lower_real_tier_than = DUKE
				num_of_count_titles < 4
			}
			add_trait = exalted1
		}
		else_if = {
			limit = {
				OR = {
					real_tier = DUKE
					num_of_count_titles >= 4
				}

				lower_real_tier_than = KING
				num_of_duke_titles < 4
			}
			add_trait = exalted2
		}
		else_if = {
			limit = {
				OR = {
					real_tier = KING
					num_of_duke_titles >= 4
				}

				lower_real_tier_than = EMPEROR
				num_of_king_titles < 4
			}
			add_trait = exalted3
		}
		else = {
			add_trait = exalted4
		}

		pf_court_plus2_effect = yes
		pf_glory_plus4_effect = yes

		# Achievement
		if = {
			limit = {
				ai = no
				is_ironman = yes
			}

			set_character_flag = achievement_become_exalted
		}
	}

	abort = {
		OR = {
			is_incapable = yes
			is_playable = no
			is_landed = no
			trait = content
			trait = humble
			trait = shy
			prestige < 0

			trigger_if = {
				limit = {
					lower_real_tier_than = DUKE
					num_of_count_titles < 4
				}

				OR = {
					trait = exalted1
					trait = exalted2
					trait = exalted3
					trait = exalted4
				}
			}
			trigger_else_if = {
				limit = {
					OR = {
						real_tier = DUKE
						num_of_count_titles >= 4
					}

					lower_real_tier_than = KING
					num_of_duke_titles < 4
				}

				OR = {
					trait = exalted2
					trait = exalted3
					trait = exalted4
				}
			}
			trigger_else_if = {
				limit = {
					OR = {
						real_tier = KING
						num_of_duke_titles >= 4
					}

					lower_real_tier_than = EMPEROR
					num_of_king_titles < 4
				}

				OR = {
					trait = exalted3
					trait = exalted4
				}
			}
			trigger_else = {
				trait = exalted4
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 50

		trigger = {
			prestige >= 250

			OR = {
                trait = ambitious
                trait = proud
			}
		}

		mult_modifier = {
			factor = 1.25
			trait = patient
		}

		mult_modifier = {
			factor = 5.0
			trait = ambitious
		}

		mult_modifier = {
			factor = 10.0
			trait = proud
		}
	}
}

obj_get_married = {
	type = character

	potential = {
		trigger_if = {
			limit = { is_female = yes }
			practical_age < 40
		}

		trigger_if = {
			limit = { is_ruler = yes }
			is_theocracy = no
		}

		trigger_if = {
			limit = { ai = yes }
			NOT = { has_character_flag = obj_get_married }
		}

		is_marriage_adult = yes
		can_marry = yes
		is_consort = no
		prisoner = no
		is_incapable = no
		NOT = { trait = celibate }
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}

		if = {
			limit = {
				religion_group = christian
				is_ruler = no
			}

			character_event = {
				id = 37050
				months = 21
				random = 180
			}
		}
	}

	success = {
		OR = {
			is_married = yes
			has_character_flag = awaiting_imperial_wedding
		}
	}

	effect = {
		if = {
			limit = { has_character_flag = obj_get_married }
			piety = 10
		}
		else = {
			piety = 25
			set_character_flag = obj_get_married
		}

		if = {
			limit = { is_ruler = no }

			opinion = {
				name = opinion_fulfilled_marriage_wish
				who = liege
				years = 2
			}
		}

		clr_character_flag = flag_promised_marriage
		clr_character_flag = flag_denied_marriage

		hidden_effect = {
			remove_character_modifier = promised_a_marriage

			if = {
				limit = { ai = yes }
				remove_character_modifier = ai_objective_timer
			}
		}

		pf_court_plus1_effect = yes
	}

	abort = {
		OR = {
			trigger_if = {
				limit = { is_female = yes }
				practical_age >= 40
			}

			trigger_if = {
				limit = { is_ruler = yes }
				is_theocracy = yes
			}

			can_marry = no
			is_consort = yes
			is_incapable = yes
			prisoner = yes
			trait = celibate

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = flag_promised_marriage
		clr_character_flag = flag_denied_marriage
		remove_character_modifier = promised_a_marriage

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 100

		mult_modifier = {
			factor = 0.1
			trait = homosexual
		}

		mult_modifier = {
			factor = 0.2

			is_female = yes
			has_religion_feature = religion_matriarchal
		}

		mult_modifier = {
			factor = 0.2

			is_female = no
			has_religion_feature = religion_patriarchal
		}

		mult_modifier = {
			factor = 0.5
			trait = shy
		}

		mult_modifier = {
			factor = 2.0
			trait = lustful
		}

		mult_modifier = {
			factor = 2.0
			trait = ambitious
		}

		mult_modifier = {
			factor = 2.0
			practical_age >= 25
		}

		mult_modifier = {
			factor = 5.0
			practical_age >= 35
		}

		mult_modifier = {
			factor = 10.0
			practical_age >= 40
		}

		# CK2Plus
		mult_modifier = {
			factor = 0.1
			trait = chaste
		}

		mult_modifier = {
			factor = 0.01
			mercenary = yes
		}
	}
}

obj_marry_ruler = {
	type = character

	potential = {
		trigger_if = {
			limit = { is_female = yes }
			NOT = { has_religion_feature = religion_matriarchal }
		}
		trigger_else = {
			has_religion_feature = religion_matriarchal
		}

		practical_age < 45
		is_marriage_adult = yes
		can_marry = yes
		is_consort = no
		prisoner = no
		is_incapable = no
		NOT = { trait = celibate }

		trigger_if = {
			limit = { has_religion_feature = religion_matriarchal }
			mother = { higher_real_tier_than = COUNT }
		}
		trigger_else = {
			father = { higher_real_tier_than = COUNT }
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		is_married = yes

		spouse = {
			is_ruler = yes
		}
	}

	effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}

		if = {
			limit = { has_character_flag = obj_get_married }
			prestige = 25
		}
		else = {
			prestige = 50
			set_character_flag = obj_get_married
		}
	}

	abort = {
		OR = {
			trigger_if = {
				limit = { is_ruler = yes }
				is_married = yes
			}
			trigger_else = {
				practical_age >= 45
			}

			trigger_if = {
				limit = { is_female = yes }
				has_religion_feature = religion_matriarchal
			}
			trigger_else = {
				NOT = { has_religion_feature = religion_matriarchal }
			}

			can_marry = no
			trait = celibate
			is_incapable = yes
			is_consort = yes

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 100

		mult_modifier = {
			factor = 1.5
			trait = midas_touched
		}

		mult_modifier = {
			factor = 1.5
			trait = elusive_shadow
		}

		mult_modifier = {
			factor = 2.0
			trait = greedy
		}

		mult_modifier = {
			factor = 5.0
			trait = ambitious
		}

		# CK2Plus
		mult_modifier = {
			factor = 0.1
			trait = chaste
		}
	}
}

obj_have_a_daughter = {
	type = character

	fertility = 0.1

	potential = {
		OR = {
			is_married = yes
			is_consort = yes
		}

		is_marriage_adult = yes

		trigger_if = {
			limit = { is_female = yes }
			practical_age < 45
		}
		trigger_else = {
			practical_age < 75
		}

		trigger_if = {
			limit = { ai = yes }

			OR = {
				is_female = yes
				num_of_children >= 2
				has_religion_feature = religion_matriarchal
			}

			NOT = { has_character_flag = obj_have_child_1 }
		}

		is_incapable = no
		prisoner = no

		NOR = {
			trait = celibate
			trait = eunuch

			any_child = {
				is_female = yes
				is_alive = yes
			}
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		any_child = {
			is_female = yes
			is_alive = yes
		}
	}

	effect = {
		if = {
			limit = { has_character_flag = obj_have_child_1 }
			piety = 10
		}
		else = {
			piety = 25
			set_character_flag = obj_have_child_1
		}

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}

		pf_court_plus1_effect = yes
	}

	abort = {
		OR = {
			trigger_if = {
				limit = { is_female = yes }
				practical_age >= 45
			}
			trigger_else = {
				practical_age >= 75
			}

			trait = celibate
			trait = eunuch
			is_incapable = yes
			prisoner = yes

			AND = {
				is_married = no
				is_consort = no
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 50

		mult_modifier = {
			factor = 0.1
			has_religion_feature = religion_patriarchal
		}

		mult_modifier = {
			factor = 10.0
			has_religion_feature = religion_matriarchal
		}

		mult_modifier = {
			factor = 1.5
			num_of_children >= 3
		}

		mult_modifier = {
			factor = 3.0
			num_of_children >= 4
		}

		mult_modifier = {
			factor = 10.0
			num_of_children >= 5
		}

		# CK2Plus
		mult_modifier = {
			factor = 0.1

			is_female = no

			NOT = {
				any_child = {
					is_female = no
					is_alive = yes
				}
			}
		}

		mult_modifier = {
			factor = 2.0
			is_female = yes
		}

		mult_modifier = {
			factor = 5.0

			is_playable = yes

			# No use in having daughters if they won't be of my dynasty
			trigger_if = {
				limit = { is_female = yes }
				is_married_matrilineally = yes
			}

			# Has dynastic inheritance
			OR = {
				is_feudal = yes
				is_tribal = yes
				is_nomadic = yes
				is_patrician = yes
			}

			OR = {
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
			}

			player_heir = {
				NAND = {
					is_child_of = ROOT
					dynasty = ROOT
				}
			}
		}
	}
}

obj_have_a_son = {
	type = character

	fertility = 0.1

	potential = {
		OR = {
			is_married = yes
			is_consort = yes
		}

		is_marriage_adult = yes

		trigger_if = {
			limit = { is_female = yes }
			practical_age < 45
		}
		trigger_else = {
			practical_age < 75
		}

		trigger_if = {
			limit = { ai = yes }

			OR = {
				is_female = no
				has_religion_feature = religion_patriarchal
			}

			NOT = { has_character_flag = obj_have_child_2 }
		}

		is_incapable = no
		prisoner = no

		NOR = {
			trait = celibate
			trait = eunuch

			any_child = {
				is_female = no
				is_alive = yes
			}
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		any_child = {
			is_female = no
			is_alive = yes
		}
	}

	effect = {
		if = {
			limit = { has_character_flag = obj_have_child_2 }
			prestige = 25
		}
		else = {
			prestige = 50
			set_character_flag = obj_have_child_2
		}

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}

		pf_court_plus1_effect = yes
	}

	abort = {
		OR = {
			trigger_if = {
				limit = { is_female = yes }
				practical_age >= 45
			}
			trigger_else = {
				practical_age >= 75
			}

			trait = celibate
			trait = eunuch
			is_incapable = yes
			prisoner = yes

			AND = {
				is_married = no
				is_consort = no
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 50

		mult_modifier = {
			factor = 0.1
			has_religion_feature = religion_matriarchal
		}

		mult_modifier = {
			factor = 10.0
			has_religion_feature = religion_patriarchal
		}

		mult_modifier = {
			factor = 1.5
			num_of_children >= 3
		}

		mult_modifier = {
			factor = 3.0
			num_of_children >= 4
		}

		mult_modifier = {
			factor = 10.0
			num_of_children >= 5
		}

		# CK2Plus
		mult_modifier = {
			factor = 5.0

			is_playable = yes

			# No use in having daughters if they won't be of my dynasty
			trigger_if = {
				limit = { is_female = yes }
				is_married_matrilineally = yes
			}

			# Has dynastic inheritance
			OR = {
				is_feudal = yes
				is_tribal = yes
				is_nomadic = yes
				is_patrician = yes
			}

			NOR = {
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
			}

			player_heir = {
				NAND = {
					is_child_of = ROOT
					dynasty = ROOT
				}
			}
		}

		mult_modifier = {
			factor = 5

			is_ruler = yes

			OR = {
				religion_group = muslim
				is_nomadic = yes
			}
		}

		mult_modifier = {
			factor = 10
			has_focus = focus_family
		}

		mult_modifier = {
			factor = 5
			practical_age >= 30
		}

		mult_modifier = {
			factor = 5
			practical_age >= 45
		}

		mult_modifier = {
			factor = 2
			is_smart_trigger = yes
		}
	}
}

obj_wants_landed_title = {
	type = character

	potential = {
		is_ruler = no
		is_close_relative = liege
		is_adult = yes

		trigger_if = {
			limit = { is_female = yes }

			practical_age < 45

			OR = {
				has_law = enatic_succession
				has_law = enatic_cognatic_succession
				has_law = true_cognatic_succession
			}
		}
		trigger_else = {
			OR = {
				has_law = agnatic_succession
				has_law = cognatic_succession
				has_law = true_cognatic_succession
			}
		}

		liege = {
			OR = {
				is_feudal = yes
				is_tribal = yes
			}

			num_of_extra_landed_titles >= 1

			NAND = {
				is_parent_of = ROOT
				has_law = succ_gavelkind

				current_heir = {
					character = ROOT
				}
			}
		}

		prisoner = no
		is_incapable = no
		has_inheritance_blocker = no

		NOR = {
			has_minor_title = title_guru
			is_married = liege
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		is_ruler = yes
	}

	effect = {
		prestige = 100

		opinion = {
			name = opinion_generous_relative
			who = liege
			years = 10
		}

		clr_character_flag = flag_denied_title
		clr_character_flag = flag_promised_title
		clr_character_flag = flag_later_title

		hidden_effect = {
			remove_character_modifier = promised_a_title

			remove_opinion = {
				name = opinion_promised_title
				who = liege
			}

			if = {
				limit = { ai = yes }
				remove_character_modifier = ai_objective_timer
			}
		}
	}

	abort = {
		OR = {
			is_ruler = yes
			NOT = { is_close_relative = liege }
			is_married = liege
			is_incapable = yes
			prisoner = yes
			has_inheritance_blocker = yes
			has_minor_title = title_guru

			AND = {
				is_child_of = liege
				has_law = succ_gavelkind
				is_primary_heir = liege
			}

			liege = {
				num_of_extra_landed_titles < 1
			}

			NOR = {
				trigger_if = {
					limit = { is_female = yes }

					practical_age < 45
					has_religion_feature = religion_matriarchal
				}
				trigger_else = {
					NOT = { has_religion_feature = religion_matriarchal }
				}

				# TODO: What's the reasoning behind this?
				liege = {
					OR = {
						has_law = true_cognatic_succession
						has_law = enatic_cognatic_succession
						has_law = enatic_succession
					}
				}
			}
		}
	}

	abort_effect = {
		clr_character_flag = flag_denied_title
		clr_character_flag = flag_promised_title
		clr_character_flag = flag_later_title
		remove_character_modifier = promised_a_title
	}

	chance = {
		factor = 200

		trigger = {
			NOT = { trait = content }
		}

		mult_modifier = {
			factor = 0.25
			trait = patient
		}

		mult_modifier = {
			factor = 0.5
			trait = humble
		}

		mult_modifier = {
			factor = 1.25
			trait = proud
		}

		mult_modifier = {
			factor = 1.5
			trait = greedy
		}

		mult_modifier = {
			factor = 2.0
			trait = envious
		}

		mult_modifier = {
			factor = 3.0
			trait = ambitious
		}

		mult_modifier = {
			factor = 2.0

			religion_group = muslim
			liege = { dynasty = PREV }
		}

		# CK2Plus

		mult_modifier = {
			factor = 0.1
			liege = { has_law = succ_gavelkind }
		}

		mult_modifier = {
			factor = 0.5
			NOT = { is_child_of = liege }
		}

		mult_modifier = {
			factor = 10
			has_character_modifier = planning_claimant_adventure
		}

		mult_modifier = {
			factor = 0.85
			has_character_modifier = estates_1
		}

		mult_modifier = {
			factor = 0.5
			is_primary_heir = no
		}

		mult_modifier = {
			factor = 0.1

			liege = {
				independent = no

				liege = {
					NOR = {
						sibling = ROOT
						is_parent_of = ROOT
					}
				}
			}
		}

		mult_modifier = {
			factor = 5.0
			trait = decadent
		}
	}
}

obj_become_heir = {
	type = character

	potential = {
		is_child_of = liege
		is_adult = yes
		prisoner = no
		is_incapable = no

		NOR = {
			is_primary_heir = liege
			trait = bastard
			has_character_flag = obj_become_heir
		}

		trigger_if = {
			limit = { is_female = yes }

			liege = {
				NOT = { has_law = agnatic_succession }
			}
		}
		trigger_else = {
			liege = {
				NOT = { has_law = enatic_succession }
			}
		}

		liege = {
			current_heir = {
				is_child_of = PREV

				OR = {
					has_epidemic = yes
					is_incapable = yes
					is_ill = yes
					trait = lunatic
					trait = possessed
					trait = infirm
				}
			}
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		is_primary_heir = liege
	}

	effect = {
		change_intrigue = 1
		set_character_flag = obj_become_heir

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			is_incapable = yes
			independent = yes
			prisoner = yes
			NOT = { is_child_of = liege }
			trait = bastard

			trigger_if = {
				limit = { is_female = yes }

				liege = {
					has_law = agnatic_succession
				}
			}
			trigger_else = {
				liege = {
					has_law = enatic_succession
				}
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 50

		trigger = {
			NOT = { trait = content }
		}

		mult_modifier = {
			factor = 4.0
			trait = ambitious
		}

		mult_modifier = {
			factor = 1.5
			trait = greedy
		}

		mult_modifier = {
			factor = 1.5
			trait = envious
		}

		mult_modifier = {
			factor = 1.5
			trait = proud
		}

		mult_modifier = {
			factor = 0.5
			trait = patient
		}
	}
}

### Ambitions to improve abilitites

# Martial
obj_improve_martial = {
	type = character

	potential = {
		is_ruler = yes
		is_adult = yes
		martial < 8
		prisoner = no
		is_incapable = no

		NOR = {
			has_dlc = "Way of Life"
			trait = infirm
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		martial >= 8
	}

	effect = {
		if = {
			limit = { has_character_flag = obj_improve_attribute }
			prestige = 25
		}
		else = {
			prestige = 100
			set_character_flag = obj_improve_attribute
		}

		clr_character_flag = improve_martial_success
		clr_character_flag = toy_army_prepare
		clr_character_flag = toy_army
		clr_character_flag = street_ruffians

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			is_incapable = yes
			prisoner = yes
			trait = infirm

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = improve_martial_success
		clr_character_flag = toy_army_prepare
		clr_character_flag = toy_army
		clr_character_flag = street_ruffians

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 20

		mult_modifier = {
			factor = 1.25
			trait = diligent
		}

		mult_modifier = {
			factor = 1.25
			trait = misguided_warrior
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = content
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

# Stewardship
obj_improve_stewardship = {
	type = character

	potential = {
		is_ruler = yes
		is_adult = yes
		stewardship < 8
		prisoner = no
		is_incapable = no

		NOR = {
			has_dlc = "Way of Life"
			trait = infirm
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		stewardship >= 8
	}

	effect = {
		if = {
			limit = { has_character_flag = obj_improve_attribute }
			prestige = 25
		}
		else = {
			prestige = 100
			set_character_flag = obj_improve_attribute
		}

		clr_character_flag = improve_stewardship_success
		clr_character_flag = the_inn
		clr_character_flag = the_garden
		clr_character_flag = the_survey

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			is_incapable = yes
			prisoner = yes
			trait = infirm

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = 10_salt
		clr_character_flag = 20_salt
		clr_character_flag = 30_salt
		clr_character_flag = all_salt
		clr_character_flag = the_inn
		clr_character_flag = the_garden
		clr_character_flag = the_survey

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 20

		mult_modifier = {
			factor = 1.25
			trait = diligent
		}

		mult_modifier = {
			factor = 1.25
			trait = indulgent_wastrel
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = content
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

# Learning
obj_improve_learning = {
	type = character

	potential = {
		is_ruler = yes
		is_adult = yes
		learning < 8
		prisoner = no
		is_incapable = no

		NOR = {
			has_dlc = "Way of Life"
			trait = infirm
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		learning >= 8
	}

	effect = {
		if = {
			limit = { has_character_flag = obj_improve_attribute }
			prestige = 25
		}
		else = {
			prestige = 100
			set_character_flag = obj_improve_attribute
		}

		clr_character_flag = improve_learning_success
		clr_character_flag = flying_machine
		clr_character_flag = ancient_tome
		clr_character_flag = hermit_visit

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			is_incapable = yes
			prisoner = yes
			trait = infirm

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = flying_machine
		clr_character_flag = ancient_tome
		clr_character_flag = hermit_visit

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 20

		mult_modifier = {
			factor = 1.25
			trait = diligent
		}

		mult_modifier = {
			factor = 1.25
			trait = detached_priest
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = content
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

# Diplomacy
obj_improve_diplomacy = {
	type = character

	potential = {
		is_ruler = yes
		is_adult = yes
		diplomacy < 8
		prisoner = no
		is_incapable = no

		NOR = {
			has_dlc = "Way of Life"
			trait = infirm
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		diplomacy >= 8
	}

	effect = {
		if = {
			limit = { has_character_flag = obj_improve_attribute }
			prestige = 25
		}
		else = {
			prestige = 100
			set_character_flag = obj_improve_attribute
		}

		clr_character_flag = improve_diplomacy_success
		clr_character_flag = the_feud
		clr_character_flag = the_mirror
		clr_character_flag = the_suicide

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			is_incapable = yes
			prisoner = yes
			trait = infirm

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = the_feud
		clr_character_flag = the_mirror
		clr_character_flag = the_suicide

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 20

		mult_modifier = {
			factor = 1.25
			trait = diligent
		}

		mult_modifier = {
			factor = 1.25
			trait = naive_appeaser
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = content
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

# Intrigue
obj_improve_intrigue = {
	type = character

	potential = {
		is_ruler = yes
		is_adult = yes
		intrigue < 8
		prisoner = no
		is_incapable = no

		NOR = {
			has_dlc = "Way of Life"
			trait = infirm
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		intrigue >= 8
	}

	effect = {
		if = {
			limit = { has_character_flag = obj_improve_attribute }
			prestige = 25
		}
		else = {
			prestige = 100
			set_character_flag = obj_improve_attribute
		}

		clr_character_flag = improve_intrigue_success
		clr_character_flag = the_necklace
		clr_character_flag = gossip
		clr_character_flag = old_spymaster

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			is_incapable = yes
			prisoner = yes
			trait = infirm

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = the_necklace
		clr_character_flag = gossip
		clr_character_flag = old_spymaster

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 20

		mult_modifier = {
			factor = 1.25
			trait = diligent
		}

		mult_modifier = {
			factor = 1.25
			trait = naive_appeaser
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = content
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

# Decadence
obj_lower_decadence = {
	type = character

	potential = {
		always = no # Decadence functions differently in CK2Plus
		is_ruler = yes
		uses_decadence = yes
		decadence >= 60
		is_adult = yes
		is_incapable = no
	}

	success = {
		decadence < 60
	}

	effect = {
		prestige = 100
		clr_character_flag = lower_decadence_success
		clr_character_flag = berber_life
		clr_character_flag = bandit_camp
		clr_character_flag = dromedary_hunt
	}

	abort = {
		OR = {
			is_incapable = yes
			uses_decadence = no
		}
	}

	abort_effect = {
		clr_character_flag = berber_life
		clr_character_flag = bandit_camp
		clr_character_flag = dromedary_hunt
	}

	chance = {
		factor = 100

		mult_modifier = {
			factor = 1.25
			trait = diligent
		}

		mult_modifier = {
			factor = 1.25
			trait = naive_appeaser
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = content
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

# Become King
obj_become_king = {
	type = character

	ai_capital_kingdom_focus = yes # AI characters with this ambition will actually focus on taking the kingdom
	can_cancel = no

	potential = {
		is_playable = yes
		is_landed = yes
		is_adult = yes
		lower_real_tier_than = KING
		is_incapable = no

		OR = {
			independent = yes
			liege = { independent = yes }
		}

		NOT = {
			any_heir_title = {
				higher_real_tier_than = DUKE
				temporary = no
			}
		}

		trigger_if = {
			limit = { ai = yes }

			primary_title = {
				is_primary_type_title = no
			}
		}
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		custom_tooltip = {
			text = obj_become_king_tip

			OR = {
				capital_scope = {
					kingdom = {
						holder = ROOT
					}
				}

				primary_title = {
					higher_real_tier_than = DUKE
					temporary = no
				}
			}
		}
	}

	effect = {
		prestige = 250
		clr_character_flag = kingdom_claimed_with_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			is_incapable = yes
			is_playable = no
			is_landed = no

			AND = {
				independent = no
				liege = { independent = no }
			}

			any_heir_title = {
				higher_real_tier_than = DUKE
				temporary = no
			}

			trigger_if = {
				limit = { ai = yes }

				OR = {
					primary_title = {
						is_primary_type_title = yes
					}

					NOT = { has_character_modifier = ai_objective_timer }
				}
			}
		}
	}

	abort_effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 100

		mult_modifier = {
			factor = 3.0

			capital_scope = {
				kingdom = {
					has_holder = no
				}
			}
		}

		mult_modifier = {
			factor = 3.0
			trait = ambitious
		}

		mult_modifier = {
			factor = 2.0
			trait = brave
		}

		mult_modifier = {
			factor = 3.0

			OR = {
				independent = yes
				is_unreformed_pagan_trigger = yes
			}
		}

		mult_modifier = {
			factor = 0.1
			trait = craven
		}

		mult_modifier = {
			factor = 0.01
			trait = content
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}

		mult_modifier = {
			factor = 0.1
			real_tier = COUNT
		}

		mult_modifier = {
			factor = 0.01

			OR = {
				religion = finnish_pagan
				religion = west_african_pagan
			}
		}

		# CK2Plus
		mult_modifier = {
			factor = 0.05
			NOT = { trait = ambitious }
		}

		mult_modifier = {
			factor = 0.3

			capital_scope = {
				kingdom = {
					holder_scope = {
						is_liege_of = ROOT
					}
				}
			}
		}

		mult_modifier = {
			factor = 3.0
			num_of_duke_titles >= 2
		}
	}
}

### Buddhist ambitions ###

obj_buddhist_stop_drinking = {
	type = character

	potential = {
		trait = drunkard

		OR = {
			religion = buddhist
			religion_openly_bon_or_reformed_trigger = yes
		}

		is_adult = yes
		is_incapable = no
		NOT = { trait = infirm }
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		NOT = { trait = drunkard }
	}

	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			NOR = {
				religion = buddhist
				religion_openly_bon_or_reformed_trigger = yes
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 100

		mult_modifier = {
			factor = 2
			trait = zealous
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

obj_buddhist_reject_empty_pleasures = {
	type = character

	potential = {
		trait = hedonist

		OR = {
			religion = buddhist
			religion_openly_bon_or_reformed_trigger = yes
		}

		is_adult = yes
		is_incapable = no
		NOT = { trait = infirm }
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		NOT = { trait = hedonist }
	}

	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			NOR = {
				religion = buddhist
				religion_openly_bon_or_reformed_trigger = yes
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 100

		mult_modifier = {
			factor = 2
			trait = zealous
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

obj_buddhist_abstain_sexual_excess = {
	type = character

	potential = {
		trait = lustful

		OR = {
			religion = buddhist
			religion_openly_bon_or_reformed_trigger = yes
		}

		is_adult = yes
		is_incapable = no
		NOT = { trait = infirm }
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		NOT = { trait = lustful }
	}

	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			NOR = {
				religion = buddhist
				religion_openly_bon_or_reformed_trigger = yes
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 100

		mult_modifier = {
			factor = 2
			trait = zealous
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

obj_buddhist_reject_cruelty = {
	type = character

	potential = {
		OR = {
			trait = impaler
			trait = cruel
		}

		OR = {
			religion = buddhist
			religion_openly_bon_or_reformed_trigger = yes
		}

		is_adult = yes
		is_incapable = no
		NOT = { trait = infirm }
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		NOR = {
			trait = impaler
			trait = cruel
		}
	}

	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			NOR = {
				religion = buddhist
				religion_openly_bon_or_reformed_trigger = yes
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 100

		mult_modifier = {
			factor = 2
			trait = zealous
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

obj_buddhist_temperance_food = {
	type = character

	potential = {
		trait = gluttonous

		OR = {
			religion = buddhist
			religion_openly_bon_or_reformed_trigger = yes
		}

		is_adult = yes
		is_incapable = no
		NOT = { trait = infirm }
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		NOT = { trait = gluttonous }
	}

	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			NOR = {
				religion = buddhist
				religion_openly_bon_or_reformed_trigger = yes
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 100

		mult_modifier = {
			factor = 2
			trait = zealous
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

obj_buddhist_reject_greed = {
	type = character

	potential = {
		trait = greedy

		OR = {
			religion = buddhist
			religion_openly_bon_or_reformed_trigger = yes
		}

		is_adult = yes
		is_incapable = no
		NOT = { trait = infirm }
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		NOT = { trait = greedy }
	}

	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			NOR = {
				religion = buddhist
				religion_openly_bon_or_reformed_trigger = yes
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 100

		mult_modifier = {
			factor = 2
			trait = zealous
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

obj_buddhist_reject_envy = {
	type = character

	potential = {
		trait = envious

		OR = {
			religion = buddhist
			religion_openly_bon_or_reformed_trigger = yes
		}

		is_adult = yes
		is_incapable = no
		NOT = { trait = infirm }
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		NOT = { trait = envious }
	}

	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			NOR = {
				religion = buddhist
				religion_openly_bon_or_reformed_trigger = yes
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 100

		mult_modifier = {
			factor = 2
			trait = zealous
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

obj_buddhist_reject_hate = {
	type = character

	potential = {
		trait = wroth

		OR = {
			religion = buddhist
			religion_openly_bon_or_reformed_trigger = yes
		}

		is_adult = yes
		is_incapable = no
		NOT = { trait = infirm }
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		NOT = { trait = wroth }
	}

	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			NOR = {
				religion = buddhist
				religion_openly_bon_or_reformed_trigger = yes
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 100

		mult_modifier = {
			factor = 2
			trait = zealous
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

obj_buddhist_reject_pride = {
	type = character

	potential = {
		trait = proud

		OR = {
			religion = buddhist
			religion_openly_bon_or_reformed_trigger = yes
		}

		is_adult = yes
		is_incapable = no
		NOT = { trait = infirm }
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		NOT = { trait = proud }
	}

	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			NOR = {
				religion = buddhist
				religion_openly_bon_or_reformed_trigger = yes
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 100

		mult_modifier = {
			factor = 2
			trait = zealous
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

obj_buddhist_defeat_fear = {
	type = character

	potential = {
		OR = {
			trait = paranoid
			trait = craven
		}

		OR = {
			religion = buddhist
			religion_openly_bon_or_reformed_trigger = yes
		}

		is_adult = yes
		is_incapable = no
		NOT = { trait = infirm }
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		NOR = {
			trait = paranoid
			trait = craven
		}
	}

	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			NOR = {
				religion = buddhist
				religion_openly_bon_or_reformed_trigger = yes
			}

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		clr_character_flag = guru_helped_ambition

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 100

		mult_modifier = {
			factor = 2
			trait = zealous
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.01
			trait = slothful
		}
	}
}

obj_become_paragon_of_enlightenment = {
	type = character

	potential = {
		is_ruler = yes
		religion_group = indian_group
		is_landed = yes
		is_adult = yes
		piety < 500

		OR = {
			has_education_learning_trigger = yes
			has_pious_trait_trigger = yes
		}

		has_impious_trait_trigger = no
		is_incapable = no
	}

	creation_effect = {
		if = {
			limit = { ai = yes }

			add_character_modifier = {
				name = ai_objective_timer
				years = 5
				hidden = yes
			}
		}
	}

	success = {
		piety >= 500
	}

	effect = {
		change_learning = 1
		piety = 100

		if = {
			limit = { has_nickname = no }
			give_nickname = nick_the_wise
		}

		religion_authority = {
			name = paragon_of_enlightenment
			years = 20
		}

		any_vassal = {
			show_scope_change = no

			limit = {
				is_theocracy = yes
				religion = ROOT
			}

			opinion = {
				name = opinion_enlightened
				who = ROOT
				years = 100
			}
		}

		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	abort = {
		OR = {
			is_ruler = no
			has_impious_trait_trigger = yes
			is_incapable = yes
			trait = lunatic
			NOT = { religion_group = indian_group }

			trigger_if = {
				limit = { ai = yes }
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}

	abort_effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}

	chance = {
		factor = 50

		mult_modifier = {
			factor = 1.25
			trait = patient
		}

		mult_modifier = {
			factor = 0.01
			lower_real_tier_than = KING
		}

		mult_modifier = {
			factor = 10.0
			has_education_learning_trigger = yes
		}

		mult_modifier = {
			factor = 10.0
			trait = zealous
		}

		# CK2Plus
		mult_modifier = {
			factor = 0.01
			trait = cynical
		}
	}
}

# Gain any title from liege
obj_gain_any_title = {
	type = character

	potential = {
		always = no # Disabled in CK2Plus
		is_playable = yes
		has_dlc = "Conclave"
		is_landed = yes
		independent = no
		is_adult = yes
		is_incapable = no
		is_nomadic = no
		liege = { is_nomadic = no }
		NOR = { has_character_flag = gain_any_title_ambition_success }
	}

	success = {
		custom_tooltip = {
			text = tooltip_obj_gain_any_title_success

			has_character_flag = gain_any_title_ambition_success
		}
	}

	effect = {
		prestige = 200
	}

	abort = {
		OR = {
			is_playable = no
			is_landed = no
			independent = yes
			is_incapable = yes
		}
	}

	abort_effect = {
	}

	chance = {
		factor = 100

		trigger = {
			NOT = { trait = content }
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 3.0
			trait = greedy
		}

		mult_modifier = {
			factor = 0.1
			trait = craven
		}

		mult_modifier = {
			factor = 0.1
			trait = slothful
		}

		mult_modifier = {
			factor = 0.1
			is_theocracy = yes
		}
	}
}

# See the realm prosper
obj_see_the_realm_prosper = {
	type = character

	aggression = 0.25

	global_revolt_risk = -0.01

	potential = {
		has_dlc = "Reapers"
		is_playable = yes
		is_landed = yes
		independent = yes
		is_adult = yes
		higher_real_tier_than = BARON
		is_nomadic = no
		war = no
		is_incapable = no
		is_inaccessible_trigger = no
		NOT = { has_character_modifier = prosper_ambition_timer }

		liege = { is_nomadic = no }

		any_realm_province = {
			OR = {
				has_castle = yes
				has_tribal = yes
				has_city = yes
			}

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

			held_under_PREV = yes
		}
	}

	creation_effect = {
		add_character_modifier = {
			name = prosperity_5_year
			years = 5
		}
	}

	success = {
		custom_tooltip = {
			text = tooltip_obj_see_the_realm_prosper

			NOT = { has_character_modifier = prosperity_5_year }
		}
	}

	effect = {
		change_stewardship = 1

		custom_tooltip = {
			text = realm_prospers_custom_tooltip

			any_realm_province = {
				limit = {
					OR = {
						has_castle = yes
						has_tribal = yes
						has_city = yes
					}

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

					held_under_PREV = yes
				}

				change_variable = {
					which = prosperity_value
					value = 35
				}
			}

			if = {
				limit = {
					has_nickname = no
					is_adult = yes
					is_incapable = no
				}

				random_list = {
					5 = { give_nickname = nick_the_gentle }
					5 = { give_nickname = nick_the_affable }
					5 = { give_nickname = nick_the_shrewd }
					5 = { give_nickname = nick_the_gracious }
					100 = { }
				}
			}
		}

		add_character_modifier = {
			name = prosper_ambition_timer
			years = 25
			hidden = yes
		}

		if = {
			limit = {
				has_game_rule = {
					name = defensive_pacts
					value = on
				}
			}

			if = {
				limit = { infamy >= 50 }

				random_list = {
					1 = { change_infamy = { value = -20 localisation = PEACEFULL_RULERSHIP } }
					5 = { change_infamy = { value = -15 localisation = PEACEFULL_RULERSHIP } }
					9 = { change_infamy = { value = -10 localisation = PEACEFULL_RULERSHIP } }
				}
			}
			else_if = {
				limit = { infamy >= 10 }

				random_list = {
					1 = { change_infamy = { value = -10 localisation = PEACEFULL_RULERSHIP } }
					5 = { change_infamy = { value = -5 localisation = PEACEFULL_RULERSHIP } }
				}
			}
			else_if = {
				limit = { infamy > 2 }

				change_infamy = {
					value = -2
					localisation = PEACEFULL_RULERSHIP
				}
			}
			else = {
				prestige = 250
			}
		}
	}

	abort = {
		OR = {
			is_incapable = yes
			is_playable = no
			is_landed = no

			any_war = {
				NOR = {
					using_cb = peasant_revolt
					using_cb = heretic_revolt
					using_cb = religious_revolt
					using_cb = liberation_revolt
				}
			}
		}
	}

	abort_effect = {
		remove_character_modifier = prosperity_5_year

		add_character_modifier = {
			name = prosper_ambition_timer
			years = 5
			hidden = yes
		}
	}

	chance = {
		factor = 100

		mult_modifier = {
			factor = 0.1

			OR = {
				trait = wroth
				trait = cruel
				trait = impaler
				trait = arbitrary
				trait = slothful
			}
		}

		mult_modifier = {
			factor = 0.2

			NOR = {
				trait = architect
				trait = administrator
				trait = gardener
				trait = charitable
				trait = diligent
				trait = patient
				trait = content
				trait = just
				has_focus = focus_rulership
			}
		}

		mult_modifier = {
			factor = 1.5
			trait = charitable
		}

		mult_modifier = {
			factor = 1.5
			has_focus = focus_rulership
		}

		mult_modifier = {
			factor = 3.0
			has_education_stewardship_trigger = yes
		}
	}
}