# Supported types: character
#
# Note: if 'chance' evaluates to 0, an AI character will also abandon the focus
#

###############
# FOCUSES
###############

focus_rulership = {
	type = character

	modifier_name = RULERSHIP_FOCUS

	# Modifiers
	stewardship = 3
	intrigue = -1

	potential = {
		is_playable = yes
	}

	allow = {
		is_adult = yes
		prisoner = no
		is_incapable = no
	}

	# Focuses have no success conditions
	success = {
		always = no
	}

	abort = {
		OR = {
			prisoner = yes
			is_incapable = yes
			is_playable = no
		}
	}

	# AI Pick chance - based on personality, not needs!
	chance = {
		factor = 100

		trigger = {
			NOT = { trait = stressed }
		}

		mult_modifier = {
			factor = 0.25
			trait = depressed
		}

		mult_modifier = {
			factor = 0.5
			is_republic = yes
		}

		mult_modifier = {
			factor = 0.5
			trait = arbitrary
		}

		mult_modifier = {
			factor = 0.5
			trait = slothful
		}

		mult_modifier = {
			factor = 2.0
			trait = diligent
		}

		mult_modifier = {
			factor = 3.0
			trait = just
		}

		# CK2Plus
		mult_modifier = {
			factor = 2.0

			OR = {
				has_job_title = job_treasurer
				has_ambition = obj_become_treasurer
			}
		}
	}
}

focus_business = {
	type = character

	modifier_name = BUSINESS_FOCUS

	# Modifiers
	stewardship = 2
	martial = -1
	town_opinion = 20

	potential = {
		is_playable = yes
	}

	allow = {
		is_adult = yes
		prisoner = no
		is_incapable = no
	}

	# Focuses have no success conditions
	success = {
		always = no
	}

	abort = {
		OR = {
			prisoner = yes
			is_playable = no
			is_incapable = yes
		}
	}

	# AI Pick chance - based on personality, not needs!
	chance = {
		factor = 100

		mult_modifier = {
			factor = 0.2
			trait = stressed
		}

		mult_modifier = {
			factor = 0.5
			trait = depressed
		}

		mult_modifier = {
			factor = 0.5
			trait = slothful
		}

		mult_modifier = {
			factor = 0.5
			trait = charitable
		}

		mult_modifier = {
			factor = 2.0
			trait = diligent
		}

		mult_modifier = {
			factor = 3.0
			trait = greedy
		}

		mult_modifier = {
			factor = 2.0
			is_republic = yes
		}

		# CK2Plus
		mult_modifier = {
			factor = 0.5

			NOR = {
				is_republic = yes
				has_job_title = job_treasurer
				has_ambition = obj_become_treasurer
			}
		}

		mult_modifier = {
			factor = 0.5

			wealth < 100

			NOR = {
				has_job_title = job_treasurer
				has_ambition = obj_become_treasurer
			}
		}

		mult_modifier = {
			factor = 2.0

			OR = {
				has_job_title = job_treasurer
				has_ambition = obj_become_treasurer
			}
		}
	}
}

focus_seduction = {
	type = character

	modifier_name = SEDUCTION_FOCUS

	# Modifiers
	intrigue = 2
	learning = -1
	fertility = 0.25
	sex_appeal_opinion = 10

	potential = {
		# is_playable = yes # TODO: See what to do about this
	}

	allow = {
		is_adult = yes
		prisoner = no
		is_incapable = no
		is_not_ascetic_trigger = yes

		NOR = {
			trait = celibate
			trait = eunuch
			trait = perfecti
			religion = cathar
			has_ambition = obj_become_saint
		}
	}

	# Focuses have no success conditions
	success = {
		always = no
	}

	abort = {
		OR = {
			is_incapable = yes
			# is_playable = no
			trait = eunuch
			trait = celibate
			trait = perfecti
			religion = cathar
			is_ascetic_trigger = yes
			has_character_modifier = messalian_prayer
		}
	}

	abort_effect = {
		clear_delayed_event = { id = WoL.110 }
	}

	# AI Pick chance - based on personality, not needs!
	chance = {
		factor = 75

		trigger = {
			NOR = {
				has_game_rule = {
					name = ai_seduction
					value = off
				}

				trait = chaste

				# Faithful spouse/consort
				any_lover = {
					OR = {
						is_married = ROOT
						is_consort = ROOT
					}
				}
			}

			trigger_if = {
				limit = {
					is_theocracy = yes
					religion_group = christian
				}

				trait = bad_priest_christian
			}
		}

		mult_modifier = {
			factor = 0.25
			trait = shy
		}

		mult_modifier = {
			factor = 0.1
			trait = content
		}

		mult_modifier = {
			factor = 0.5
			trait = ugly
		}

		mult_modifier = {
			factor = 0.5
			trait = uncouth
		}

		mult_modifier = {
			factor = 0.5
			trait = honest
		}

		mult_modifier = {
			factor = 1.5
			trait = gregarious
		}

		mult_modifier = {
			factor = 1.5
			trait = cruel
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 1.5
			trait = deceitful
		}

		mult_modifier = {
			factor = 2.0
			trait = hedonist
		}

		mult_modifier = {
			factor = 2.0
			trait = attractive
		}

		mult_modifier = {
			factor = 2.0
			trait = groomed
		}

		mult_modifier = {
			factor = 5.0
			trait = lustful
		}

		mult_modifier = {
			factor = 1.5
			has_character_modifier = african_adulthood_rites_3
		}

		mult_modifier = { # Loveless marriage
			factor = 4.0

			OR = {
				is_married = yes
				is_senior_consort_party = yes
			}

			trigger_if = {
				limit = { trait = homosexual }

				NOR = {
					any_spouse ={
						same_sex = ROOT
						trait = homosexual
					}

					any_consort ={
						same_sex = ROOT
						trait = homosexual
					}
				}
			}
			trigger_else = {
				NOR = {
					any_spouse ={
						is_opposite_sex = ROOT
						NOT = { trait = homosexual }
					}

					any_consort ={
						is_opposite_sex = ROOT
						NOT = { trait = homosexual }
					}
				}
			}
		}

		# CK2Plus
		mult_modifier = {
			factor = 0.1

			# Likes spouse/consort
			OR = {
				any_spouse = {
					reverse_opinion = {
						who = ROOT
						value >= 0
					}
				}

				any_consort = {
					reverse_opinion = {
						who = ROOT
						value >= 25
					}
				}
			}

			NOR = {
				trait = deceitful
				trait = lustful
				trait = hedonist
			}
		}

		mult_modifier = {
			factor = 0.1

			has_lover = yes

			NOR = {
				trait = master_seducer
				trait = master_seductress
				trait = lustful
				trait = hedonist
			}
		}

		mult_modifier = {
			factor = 0.75

			trigger_if = {
				limit = { is_female = yes }
				practical_age <= 30
			}
			trigger_else = {
				practical_age >= 40
			}
		}

		mult_modifier = {
			factor = 0.1
			trait = craven
		}

		mult_modifier = {
			factor = 0.1
			trait = paranoid
		}

		mult_modifier = {
			factor = 0.5
			trait = zealous
		}

		mult_modifier = {
			factor = 0.75
			trait = temperate
		}

		mult_modifier = {
			factor = 0.75
			trait = just
		}

		mult_modifier = {
			factor = 0.75
			trait = slothful
		}
	}
}

focus_intrigue = {
	type = character

	modifier_name = INTRIGUE_FOCUS

	# Modifiers
	intrigue = 3
	stewardship = -1
	plot_power_modifier = 0.05

	potential = {
		is_playable = yes
	}

	allow = {
		is_adult = yes
		prisoner = no
		is_incapable = no
		NOT = { has_ambition = obj_become_saint }
	}

	# Focuses have no success conditions
	success = {
		always = no
	}

	abort = {
		OR = {
			prisoner = yes
			is_playable = no
			is_incapable = yes
			has_ambition = obj_become_saint
		}
	}

	# AI Pick chance - based on personality, not needs!
	chance = {
		factor = 100

		trigger = {
			NOR = {
				has_game_rule = {
					name = ai_intrigue
					value = off
				}

				trait = honest
			}
		}

		mult_modifier = {
			factor = 0.25
			has_education_intrigue_trigger = no
		}

		mult_modifier = {
			factor = 0.25
			trait = kind
		}

		mult_modifier = {
			factor = 0.5
			trait = trusting
		}

		mult_modifier = {
			factor = 0.5
			trait = content
		}

		mult_modifier = {
			factor = 0.5
			trait = wroth
		}

		mult_modifier = {
			factor = 1.5
			trait = envious
		}

		mult_modifier = {
			factor = 1.5
			trait = patient
		}

		mult_modifier = {
			factor = 1.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 2.0
			trait = cruel
		}

		mult_modifier = {
			factor = 5.0
			trait = paranoid
		}

		mult_modifier = {
			factor = 4.0
			trait = deceitful
		}

		mult_modifier = {
			factor = 1.5
			has_character_modifier = african_adulthood_rites_3
		}

		# CK2Plus
		mult_modifier = {
			factor = 10

			any_close_relative = {
				prisoner = yes
				vassal_of = ROOT

				host = {
					NOT = { character = ROOT }
				}

				reverse_opinion = {
					who = ROOT
					value >= 75
				}
			}
		}

		mult_modifier = {
			factor = 10

			any_close_relative = {
				is_consort = yes
				is_female = yes
				prisoner = no

				consort = {
					NOT = { character = ROOT }

					reverse_has_opinion_modifier = {
						name = opinion_forced_consort
						who = PREV
					}
				}

				reverse_opinion = {
					who = ROOT
					value >= 75
				}
			}
		}

		mult_modifier = {
			factor = 0.75
			has_plot = no
		}

		mult_modifier = {
			factor = 5.0

			OR = {
				has_job_title = job_spymaster
				has_ambition = obj_become_spymaster
			}
		}
	}
}

focus_hunting = {
	type = character

	modifier_name = HUNTING_FOCUS

	# Modifiers
	martial = 2
	intrigue = -1
	health = 1

	potential = {
		is_playable = yes
	}

	allow = {
		is_adult = yes
		pacifist = no
		prisoner = no
		is_incapable = no

		NOR = {
			religion = jain
			religion = cathar
			trait = perfecti
			trait = infirm
		}
	}

	# Focuses have no success conditions
	success = {
		always = no
	}

	abort = {
		OR = {
			prisoner = yes
			is_playable = no
			is_incapable = yes
			pacifist = yes
			religion = jain
			religion = cathar
			trait = perfecti
			trait = infirm
		}
	}

	abort_effect = {
		clear_delayed_event = { id = WoL.5004 }
		clear_delayed_event = { id = WoL.5010 }
		clear_delayed_event = { id = WoL.5011 }
	}

	# AI Pick chance - based on personality, not needs!
	chance = {
		factor = 100

		mult_modifier = {
			factor = 0.1

			trigger_if = {
				limit = { is_female = yes }

				NOR = {
					has_religion_feature = religion_matriarchal
					has_law = status_of_women_4
					has_gender_equal_game_rule_trigger = yes
				}
			}
			trigger_else = {
				has_religion_feature = religion_matriarchal
			}
		}

		mult_modifier = {
			factor = 0.5
			trait = craven
		}

		mult_modifier = {
			factor = 1.5
			trait = brave
		}

		mult_modifier = {
			factor = 2.0
			trait = hunter
		}

		mult_modifier = {
			factor = 2.0
			trait = falconer
		}

		mult_modifier = {
			factor = 1.5
			has_character_modifier = african_adulthood_rites_2
		}

		# CK2Plus
		mult_modifier = {
			factor = 1.25
			has_education_martial_trigger = yes
		}

		mult_modifier = {
			factor = 2.0
			OR = {
				has_job_title = job_marshal
				has_ambition = obj_become_marshal
			}
		}
	}
}

focus_war = {
	type = character

	modifier_name = WAR_FOCUS

	# Modifiers
	martial = 3
	diplomacy = -1
	combat_rating = 10

	potential = {
		is_playable = yes
	}

	allow = {
		is_adult = yes
		prisoner = no
		is_incapable = no

		NOR = {
			trait = infirm
			has_ambition = obj_become_saint
		}
	}

	# Focuses have no success conditions
	success = {
		always = no
	}

	abort = {
		OR = {
			prisoner = yes
			is_playable = no
			is_incapable = yes
			trait = infirm
			has_ambition = obj_become_saint
		}
	}

	# AI Pick chance - based on personality, not needs!
	chance = {
		factor = 100

		trigger = {
			trigger_if = {
				limit = {
					OR = {
						pacifist = yes
						religion = cathar
						religion = jain
						trait = perfecti
					}
				}

				trait = cynical
			}
		}

		mult_modifier = {
			factor = 0.1

			trigger_if = {
				limit = { is_female = yes }

				NOR = {
					trait = shieldmaiden
					trait = martial_lady_pagan
					trait = martial_lady
					trait = martial_lady_tengri
				}
			}
			trigger_else = {
				has_religion_feature = religion_matriarchal
			}
		}

		mult_modifier = {
			factor = 0.2
			trait = craven
		}

		mult_modifier = {
			factor = 0.25
			has_education_martial_trigger = no
		}

		mult_modifier = {
			factor = 0.5
			trait = kind
		}

		mult_modifier = {
			factor = 1.5
			trait = brave
		}

		mult_modifier = {
			factor = 1.5
			is_feudal = yes
		}

		mult_modifier = {
			factor = 3.0
			is_tribal = yes
		}

		mult_modifier = {
			factor = 3.0
			is_nomadic = yes
		}

		mult_modifier = {
			factor = 2.0
			trait = wroth
		}

		mult_modifier = {
			factor = 2.0
			trait = duelist
		}

		mult_modifier = {
			factor = 1.5
			has_character_modifier = african_adulthood_rites_2
		}

		# CK2Plus
		mult_modifier = {
			factor = 1.25
			has_education_martial_trigger = yes
		}

		mult_modifier = {
			factor = 5.0

			OR = {
				has_job_title = job_marshal
				has_ambition = obj_become_marshal
				has_character_modifier = planning_claimant_adventure
				trait = adventurer
			}
		}
	}
}

focus_carousing = {
	type = character

	modifier_name = CAROUSING_FOCUS

	# Modifiers
	diplomacy = 3
	learning = -1

	potential = {
		is_playable = yes
	}

	allow = {
		is_adult = yes
		prisoner = no
		is_incapable = no
		is_not_ascetic_trigger = yes
		NOT = { has_ambition = obj_become_saint }

		trigger_if = {
			limit = { religion_group = muslim }

			OR = {
				trait = decadent
				trait = hedonist
				trait = drunkard
			}
		}
	}

	# Focuses have no success conditions
	success = {
		always = no
	}

	abort = {
		OR = {
			prisoner = yes
			is_playable = no
			is_incapable = yes
			is_ascetic_trigger = yes
			has_ambition = obj_become_saint
			has_character_modifier = messalian_prayer

			trigger_if = {
				limit = { religion_group = muslim }

				NOR = {
					trait = decadent
					trait = hedonist
					trait = drunkard
				}
			}
		}
	}

	# AI Pick chance - based on personality, not needs!
	chance = {
		factor = 100

		trigger = {
			trigger_if = {
				limit = {
					is_theocracy = yes
					religion_group = christian
				}

				trait = bad_priest_christian
			}
		}

		mult_modifier = {
			factor = 0.25
			trait = shy
		}

		mult_modifier = {
			factor = 0.25
			trait = temperate
		}

		mult_modifier = {
			factor = 0.5
			trait = diligent
		}

		mult_modifier = {
			factor = 2.0
			trait = slothful
		}

		mult_modifier = {
			factor = 2.0
			trait = gluttonous
		}

		mult_modifier = {
			factor = 3.0
			trait = hedonist
		}

		mult_modifier = {
			factor = 3.0
			trait = drunkard
		}

		mult_modifier = {
			factor = 1.5
			has_character_modifier = african_adulthood_rites_1
		}

		# CK2Plus
		mult_modifier = {
			factor = 2.0

			OR = {
				has_job_title = job_chancellor
				has_ambition = obj_become_chancellor
				has_character_modifier = planning_claimant_adventure
			}
		}
	}
}

focus_family = {
	type = character

	modifier_name = FAMILY_FOCUS

	# Modifiers
	diplomacy = 2
	martial = -1
	health = 1
	fertility = 0.25

	potential = {
		is_playable = yes
	}

	allow = {
		is_adult = yes
		prisoner = no
		is_incapable = no

		NOR = {
			religion = cathar
			trait = perfecti
			has_character_modifier = messalian_prayer
		}
	}

	# Focuses have no success conditions
	success = {
		always = no
	}

	abort = {
		OR = {
			prisoner = yes
			is_playable = no
			is_incapable = yes
			religion = cathar
			trait = perfecti
			has_character_modifier = messalian_prayer
		}
	}

	# AI Pick chance - based on personality, not needs!
	chance = {
		factor = 100

		mult_modifier = {
			factor = 0.01

			NOT = {
				any_sibling = {
					is_alive = yes
				}
			}

			has_living_children = no
		}

		mult_modifier = {
			factor = 0.25
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.5
			practical_age < 25
		}

		mult_modifier = {
			factor = 0.75
			is_female = no
		}

		mult_modifier = {
			factor = 0.75
			trait = gregarious
		}

		mult_modifier = {
			factor = 0.75
			trait = proud
		}

		mult_modifier = {
			factor = 1.25
			trait = humble
		}

		mult_modifier = {
			factor = 1.5
			trait = gardener
		}

		mult_modifier = {
			factor = 1.5
			trait = craven
		}

		mult_modifier = {
			factor = 1.5
			trait = shy
		}

		mult_modifier = {
			factor = 2.0
			trait = content
		}

		mult_modifier = {
			factor = 2.0
			trait = infirm
		}

		mult_modifier = {
			factor = 2.0
			trait = kind
		}

		mult_modifier = {
			factor = 1.5
			has_character_modifier = african_adulthood_rites_1
		}

		mult_modifier = {
			factor = 3.0

			is_female = yes

			NOR = {
				trait = shieldmaiden
				trait = martial_lady
				trait = martial_lady_pagan
				trait = martial_lady_tengri
			}
		}

		# CK2Plus
		mult_modifier = {
			factor = 1.5

			is_married = yes
			has_living_children = no
		}

		mult_modifier = {
			factor = 2.0

			OR = {
				has_job_title = job_chancellor
				has_ambition = obj_become_chancellor
				has_character_modifier = planning_claimant_adventure
			}
		}
	}
}

focus_scholarship = {
	type = character

	modifier_name = SCHOLARSHIP_FOCUS

	# Modifiers
	learning = 3
	diplomacy = -1

	potential = {
		is_playable = yes
	}

	allow = {
		is_adult = yes
		is_incapable = no
		prisoner = no
	}

	# Focuses have no success conditions
	success = {
		always = no
	}

	abort = {
		OR = {
			is_incapable = yes
			is_playable = no
			prisoner = yes
		}
	}

	# AI Pick chance - based on personality, not needs!
	chance = {
		factor = 100

		trigger = {
			NOR = {
				trait = inbred
				trait = imbecile
			}
		}

		mult_modifier = {
			factor = 0.25
			trait = wroth
		}

		mult_modifier = {
			factor = 0.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.5
			trait = brave
		}

		mult_modifier = {
			factor = 1.5
			trait = craven
		}

		mult_modifier = {
			factor = 1.5
			trait = content
		}

		mult_modifier = {
			factor = 2.0
			trait = patient
		}

		mult_modifier = {
			factor = 5.0

			has_education_learning_trigger = yes
			trait = cynical
		}

		mult_modifier = {
			factor = 5.0
			trait = scholar
		}

		mult_modifier = {
			factor = 3.0
			is_theocracy = yes
		}

		mult_modifier = {
			factor = 1.5
			has_character_modifier = african_adulthood_rites_4
		}

		# CK2Plus
		mult_modifier = {
			factor = 0.75
			has_education_learning_trigger = no
		}

		mult_modifier = {
			factor = 2.0

			has_education_learning_trigger = yes
			NOT = { trait = cynical }
		}

		mult_modifier = {
			factor = 2.0

			OR = {
				has_job_title = job_spiritual
				has_ambition = obj_become_spiritual
			}
		}

		mult_modifier = {
			factor = 3.0

			religion = hurufi
			NOT = { trait = cynical }
		}
	}
}

focus_theology = {
	type = character

	modifier_name = THEOLOGY_FOCUS

	# Modifiers
	learning = 2
	stewardship = -1
	health = 1.0
	church_opinion = 20

	potential = {
		is_playable = yes
	}

	allow = {
		is_adult = yes
		is_incapable = no
		prisoner = no
	}

	creation_effect = {
		if = {
			limit = { has_quest = quest_monastic_order_theology_focus }
			letter_event = { id = MNM.4016 } # complete quest
		}
	}

	# Focuses have no success conditions
	success = {
		always = no
	}

	abort = {
		OR = {
			is_incapable = yes
			is_playable = no
			prisoner = yes
		}
	}

	# AI Pick chance - based on personality, not needs!
	chance = {
		factor = 100

		trigger = { # TODO: What if they have quest_monastic_order_theology_focus?
			NOR = {
				trait = inbred
				trait = imbecile
				trait = cynical
			}
		}

		mult_modifier = {
			factor = 0.5
			trait = wroth
		}

		mult_modifier = {
			factor = 0.5
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.5
			trait = brave
		}

		mult_modifier = {
			factor = 1.5
			trait = craven
		}

		mult_modifier = {
			factor = 1.5
			trait = content
		}

		mult_modifier = {
			factor = 2.0
			trait = patient
		}

		mult_modifier = {
			factor = 2.0
			has_education_learning_trigger = yes
		}

		mult_modifier = {
			factor = 3.0
			trait = mystic
		}

		mult_modifier = {
			factor = 3.0
			trait = zealous
		}

		mult_modifier = {
			factor = 3.0
			is_theocracy = yes
		}

		mult_modifier = {
			factor = 1.5
			has_character_modifier = african_adulthood_rites_4
		}

		# CK2Plus
		mult_modifier = {
			factor = 1.5
			piety < 0
		}

		mult_modifier = {
			factor = 1.5
			piety < 100
		}

		mult_modifier = {
			factor = 0.75
			has_education_learning_trigger = no
		}

		mult_modifier = {
			factor = 5.0

			OR = {
				has_job_title = job_spiritual
				has_ambition = obj_become_spiritual
			}
		}

		mult_modifier = {
			factor = 10
			has_ambition = obj_become_saint
		}
	}
}