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

###############
# NEW AMBITIONS
###############

# Council ambition

obj_become_council_member = {
	type = character

	is_job_ambition = yes
	expectation_of_liege = yes

	potential = {
		always = no # Disabled in CK2Plus
		has_dlc = "Conclave"
		is_landed = yes
		is_adult = yes
		independent = no
		is_councillor = no
		prisoner = no
		is_incapable = no
		is_inaccessible_trigger = no
		NOT = { is_married = liege }

		OR = {
			can_hold_title = job_chancellor
			can_hold_title = job_marshal
			can_hold_title = job_treasurer
			can_hold_title = job_spymaster
			can_hold_title = job_spiritual
		}
	}

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

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

	success = {
		is_councillor = yes
	}

	effect = {
		opinion = {
			name = opinion_ambition_fulfilled
			who = liege
			years = 5
		}

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

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

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

			NOR = {
				can_hold_title = job_chancellor
				can_hold_title = job_marshal
				can_hold_title = job_treasurer
				can_hold_title = job_spymaster
				can_hold_title = job_spiritual
			}
		}
	}

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

	chance = {
		factor = 100

		mult_modifier = {
			factor = 0.5
			trait = content
		}

		mult_modifier = {
			factor = 3.0
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.5
			trait = shy
		}

		mult_modifier = {
			factor = 1.5
			trait = gregarious
		}

		mult_modifier = {
			factor = 1.5
			trait = proud
		}

		mult_modifier = {
			factor = 0.5
			trait = humble
		}

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

		mult_modifier = {
			factor = 1.25

			OR = {
				diplomacy >= 10
				stewardship >= 10
				intrigue >= 10
				martial >= 10
				learning >= 10
			}
		}

		mult_modifier = {
			factor = 1.5

			OR = {
				diplomacy >= 16
				stewardship >= 16
				intrigue >= 16
				martial >= 16
				learning >= 16
			}
		}

		mult_modifier = {
			factor = 10
			among_most_powerful_vassals = 5
		}

		mult_modifier = {
			factor = 5
			relative_income_to_liege >= 0.50
		}
	}
}

obj_land_for_son = {
	type = character

	potential = {
		always = no # Disabled in CK2Plus
		higher_real_tier_than = BARON
		has_dlc = "Conclave"
		prisoner = no
		is_adult = yes
		independent = no
		is_nomadic = no
		is_incapable = no
		NOT = { has_character_flag = land_for_son_successful }

		OR = {
			has_law = true_cognatic_succession
			has_law = agnatic_succession
			has_law = cognatic_succession
		}

		liege = {
			is_nomadic = no

			OR = {
				has_law = true_cognatic_succession
				has_law = agnatic_succession
				has_law = cognatic_succession
			}
		}

		any_child = {
			vassal_of = ROOT
			is_female = no
			is_landed = no
			is_adult = yes
			is_heir = no
			prisoner = no
			is_incapable = no
			has_inheritance_blocker = no
			practical_age < 50
			is_ascetic_trigger = no

			NOR = {
				trait = bastard
				any_heir_title = { always = yes }
			}
		}
	}

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

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

	success = {
		custom_tooltip = {
			text = obj_land_for_son_success_tooltip

			has_character_flag = land_for_son_successful
		}
	}

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

	abort = {
		OR = {
			is_nomadic = yes
			independent = yes
			is_incapable = yes
			prisoner = yes
			lower_real_tier_than = COUNT
			has_law = enatic_succession
			has_law = enatic_cognatic_succession

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

			liege = {
				OR = {
					is_nomadic = yes
					has_law = enatic_succession
					has_law = enatic_cognatic_succession
				}
			}

			NOT = {
				any_child = {
					vassal_of = ROOT
					is_female = no
					is_landed = no
					is_adult = yes
					is_heir = no
					prisoner = no
					is_incapable = no
					has_inheritance_blocker = no
					practical_age < 50
					is_ascetic_trigger = no

					NOR = {
						trait = bastard
						any_heir_title = { always = yes }
					}
				}
			}
		}
	}

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

	chance = {
		factor = 100

		mult_modifier = {
			factor = 0.5
			trait = content
		}

		mult_modifier = {
			factor = 3.0
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.5
			trait = shy
		}

		mult_modifier = {
			factor = 1.5
			trait = gregarious
		}

		mult_modifier = {
			factor = 2
			trait = proud
		}

		mult_modifier = {
			factor = 0.5
			trait = humble
		}

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

		mult_modifier = {
			factor = 1.5
			diplomacy >= 16
		}

		mult_modifier = {
			factor = 10
			is_councillor = yes
		}

		mult_modifier = {
			factor = 5
			relative_income_to_liege >= 0.50
		}
	}
}

obj_land_for_daughter = {
	type = character

	potential = {
		has_dlc = "Conclave"
		prisoner = no
		is_adult = yes
		independent = no
		is_nomadic = no
		is_incapable = no
		NOT = { has_character_flag = land_for_daughter_successful }

		OR = {
			has_law = true_cognatic_succession
			has_law = enatic_succession
			has_law = enatic_cognatic_succession
		}

		liege = {
			is_nomadic = no

			OR = {
				has_law = true_cognatic_succession
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
			}
		}

		any_child = {
			vassal_of = ROOT
			is_female = yes
			is_landed = no
			is_adult = yes
			is_heir = no
			prisoner = no
			is_incapable = no
			has_inheritance_blocker = no
			practical_age < 50
			is_ascetic_trigger = no

			NOR = {
				trait = bastard
				any_heir_title = { always = yes }
			}
		}
	}

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

	success = {
		custom_tooltip = {
			text = obj_land_for_daughter_success_tooltip

			has_character_flag = land_for_daughter_successful
		}
	}

	abort = {
		OR = {
			is_nomadic = yes
			independent = yes
			is_incapable = yes
			prisoner = yes
			has_law = agnatic_succession
			has_law = cognatic_succession

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

			liege = {
				OR = {
					is_nomadic = yes
					has_law = agnatic_succession
					has_law = cognatic_succession
				}
			}

			NOT = {
				any_child = {
					vassal_of = ROOT
					is_female = yes
					is_landed = no
					is_adult = yes
					is_heir = no
					prisoner = no
					is_incapable = no
					has_inheritance_blocker = no
					practical_age < 50
					is_ascetic_trigger = no
				}
			}
		}
	}

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

	chance = {
		factor = 100

		mult_modifier = {
			factor = 0.5
			trait = content
		}

		mult_modifier = {
			factor = 3.0
			trait = ambitious
		}

		mult_modifier = {
			factor = 0.5
			trait = shy
		}

		mult_modifier = {
			factor = 1.5
			trait = gregarious
		}

		mult_modifier = {
			factor = 2
			trait = proud
		}

		mult_modifier = {
			factor = 0.5
			trait = humble
		}

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

		mult_modifier = {
			factor = 1.5
			diplomacy >= 16
		}

		mult_modifier = {
			factor = 10
			is_councillor = yes
		}

		mult_modifier = {
			factor = 5
			relative_income_to_liege >= 0.50
		}
	}
}

obj_build_a_war_chest = {
	type = character

	potential = {
		has_dlc = "Conclave"
		is_landed = yes
		higher_real_tier_than = BARON
		is_adult = yes
		is_nomadic = no
		war = no
		is_incapable = no
		prisoner = no
		is_inaccessible_trigger = no
		NOT = { has_character_modifier = war_chest_timer }

		trigger_if = {
			limit = { real_tier = COUNT }
			wealth < 300
		}
		trigger_else_if = {
			limit = { real_tier = DUKE }
			wealth < 500
		}
		trigger_else_if = {
			limit = { real_tier = KING }
			wealth < 700
		}
		trigger_else = {
			wealth < 1000
		}
	}

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

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

	success = {
		custom_tooltip = {
			text = obj_build_a_war_chest_success_custom_tooltip

			trigger_if = {
				limit = { real_tier = COUNT }
				wealth >= 300
			}
			trigger_else_if = {
				limit = { real_tier = DUKE }
				wealth >= 500
			}
			trigger_else_if = {
				limit = { real_tier = KING }
				wealth >= 700
			}
			trigger_else = {
				wealth >= 1000
			}
		}
	}

	effect = {
		add_character_modifier = {
			name = war_taxes
			years = 5
		}

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

	abort = {
		OR = {
			is_incapable = yes
			is_landed = no
			lower_real_tier_than = COUNT
			is_nomadic = yes
			prisoner = 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

		trigger = {
			num_of_vassals >= 3
		}

		mult_modifier = {
			factor = 10
			wealth < 0
		}

		mult_modifier = {
			factor = 2
			trait = greedy
		}

		mult_modifier = {
			factor = 2
			trait = diligent
		}

		mult_modifier = {
			factor = 2
			martial >= 10
		}

		mult_modifier = {
			factor = 0.5
			martial < 10
		}

		mult_modifier = {
			factor = 0.5
			independent = no
		}

		mult_modifier = {
			factor = 0.5
			trait = charitable
		}

		mult_modifier = {
			factor = 0.5
			trait = content
		}

		mult_modifier = {
			factor = 0.5
			trait = slothful
		}

		mult_modifier = {
			factor = 0.5

			trigger_if = {
				limit = { real_tier = COUNT }
				wealth >= 200
			}
			trigger_else_if = {
				limit = { real_tier = DUKE }
				wealth >= 350
			}
			trigger_else_if = {
				limit = { real_tier = KING }
				wealth >= 550
			}
			trigger_else_if = {
				limit = { real_tier = EMPEROR }
				wealth >= 850
			}
		}

		mult_modifier = {
			factor = 0.5
			government = theocracy_government
		}

		mult_modifier = {
			factor = 0.5

			real_tier = DUKE
			independent = no
		}

		# CK2Plus
		mult_modifier = {
			factor = 0.25

			real_tier = COUNT
			independent = no
		}
	}
}

obj_groom_an_heir = {
	type = character

	fertility = 0.20

	potential = {
		has_dlc = "Conclave"
		is_playable = yes
		is_adult = yes
		is_incapable = no
		is_inaccessible_trigger = no
		holy_order = no
		mercenary = no
		has_regent = no

		trigger_if = {
			limit = { trait = eunuch }
			has_living_children = yes
		}

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

			# No use in having grooming heirs if they aren't of my dynasty
			is_married_matrilineally = yes
		}
		trigger_else = {
			practical_age < 75
		}

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

		player_heir = {
			is_child_of = ROOT
			age < 12
			has_inheritance_blocker = no
			is_incapable = no

			NOR = {
				trait = eunuch
				trait = celibate
			}
		}
	}

	success = {
		player_heir = {
			is_child_of = ROOT
			age >= 12
			has_inheritance_blocker = no
			is_incapable = no

			NOR = {
				trait = eunuch
				trait = celibate
			}
		}
	}

	effect = {
		custom_tooltip = {
			text = opinion_boost_child

			player_heir = {
				opinion = {
					name = opinion_family_love
					who = ROOT
					years = 20
				}
			}
		}
	}

	abort = {
		OR = {
			is_playable = no
			is_incapable = yes
			holy_order = yes
			mercenary = yes

			trigger_if = {
				limit = { trait = eunuch }
				has_living_children = no
			}

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

			AND = {
				is_feudal = no
				is_tribal = no
				is_nomadic = no
				is_patrician = no
			}

			NOT = {
				player_heir = {
					is_child_of = ROOT
					age < 12
					has_inheritance_blocker = no
					is_incapable = no

					NOR = {
						trait = eunuch
						trait = celibate
					}
				}
			}
		}
	}

	chance = {
		factor = 100

		trigger = {
			is_theocracy = no
		}

		mult_modifier = {
			factor = 10
			has_focus = focus_family
		}

		mult_modifier = {
			factor = 5
			trait = bastard
		}

		mult_modifier = {
			factor = 5
			practical_age >= 30
		}

		mult_modifier = {
			factor = 5
			practical_age >= 45
		}

		mult_modifier = {
			factor = 5
			is_nomadic = yes
		}

		mult_modifier = {
			factor = 2
			is_smart_trigger = yes
		}

		mult_modifier = {
			factor = 0.5
			trait = shy
		}

		mult_modifier = {
			factor = 0.5
			trait = chaste
		}
	}
}