# Can be utilized in ai_chance, ai_will_do, random list weighting and anything that utilizes the triggered modifiers to calculate a value

# good_soldier_outcome_score
# bad_soldier_outcome_score
# bad_soldier_outcome_enemy_commander_score

# title_tier_reduction_score
# title_tier_increase_score

# dishonorable_ai_chance_increase_score

# artisan_craftsmen_bloodline_increase_score

# beloved_target_selection_score
# disliked_target_selection_score
# likes_other_combatant_score

# potential_rival_score
# matching_soldier_score

# is_good_intrigue_character_score
# is_bad_intrigue_character_score

# testing_fate_variable_character_score

# post_reformation_ruler_conversion_score

# interesting_courtier_selection_score

# prev_dislikes_this_score
# prev_likes_this_score

# Will make something score higher if current scope is good soldier material...!
good_soldier_outcome_score = {
	# value = 1
	#### Positive!
	mult_modifier = {
		factor = 1.1
		has_focus = focus_war
	}
	mult_modifier = {
		factor = 1.1
		has_focus = focus_hunting
	}
	mult_modifier = {
		factor = 1.05
		trait = brave
	}
	mult_modifier = {
		factor = 1.05
		martial >= 10
	}
	mult_modifier = {
		factor = 1.05
		martial >= 14
	}
	mult_modifier = {
		factor = 1.05
		has_lifestyle_martial_trigger = yes
	}
	mult_modifier = {
		factor = 1.05
		has_education_martial_trigger = yes
	}
	mult_modifier = {
		has_top_tier_education_trait_trigger = yes
		factor = 1.05
	}
	mult_modifier = {
		factor = 1.05
		OR = {
			trait = quick
			trait = shrewd
		}
	}
	mult_modifier = {
		factor = 1.05
		trait = wroth
	}
	mult_modifier = {
		factor = 1.05
		OR = {
			trait = tough_soldier
			trait = skilled_tactician
		}
	}
	mult_modifier = {
		factor = 1.05
		trait = brilliant_strategist
	}
	mult_modifier = {
		factor = 1.05
		is_the_best_duelist_trigger = yes
	}
	mult_modifier = {
		factor = 1.05
		is_fantastic_duelist_trigger = yes
	}
	mult_modifier = {
		factor = 1.05
		duelist_skill_is_high_group_trigger = yes
	}
	mult_modifier = {
		factor = 1.05
		trait = genius
	}
	mult_modifier = {
		factor = 1.1
		has_character_modifier = proving_bravery
	}

	### Negative
	mult_modifier = {
		factor = 0.5
		trait = imbecile
	}
	mult_modifier = {
		factor = 0.5
		duelist_skill_is_low_group_trigger = yes
	}
	mult_modifier = {
		factor = 0.5
		is_senior_age_trigger = yes
	}
	mult_modifier = {
		factor = 0.5
		trait = inbred
	}
	mult_modifier = {
		factor = 0.5
		martial < 10
	}
	mult_modifier = {
		factor = 0.5
		martial < 8
	}
	mult_modifier = {
		factor = 0.5
		martial < 6
	}
	mult_modifier = {
		factor = 0.5
		martial < 4
	}
	mult_modifier = {
		factor = 0.5
		trait = craven
	}

	### Diseases and stuff
	mult_modifier = {
		factor = 0.5
		trait = lunatic
	}
	mult_modifier = {
		factor = 0.5
		trait = possessed
	}
	mult_modifier = {
		factor = 0.5
		is_ill = yes
	}
	mult_modifier = {
		factor = 0.5
		trait = wounded
	}
	mult_modifier = {
		factor = 0.5
		is_maimed_trigger = yes
	}
	mult_modifier = {
		factor = 0.5
		trait = infirm
	}
	mult_modifier = {
		factor = 0.5
		trait = drunkard
	}
	mult_modifier = {
		factor = 0.5
		has_epidemic_disease_trigger = yes
	}
	mult_modifier = {
		factor = 0.5
		has_minor_disease_trigger = yes
	}
}

# Will make something score higher if current scope isn't exactly soldier material...
bad_soldier_outcome_score = {
	# value = 1
	#### Positive!
	mult_modifier = {
		factor = 1.5
		trait = craven
	}
	mult_modifier = {
		factor = 1.5
		martial < 5
	}
	mult_modifier = {
		factor = 1.5
		martial < 10
	}
	mult_modifier = {
		factor = 1.2
		OR = {
			has_lifestyle_stewardship_trigger = yes
			has_lifestyle_learning_trigger = yes
		}
	}
	mult_modifier = {
		factor = 1.5
		trait = imbecile
	}
	mult_modifier = {
		factor = 1.1
		has_education_martial_trigger = no
	}
	mult_modifier = {
		factor = 1.1
		has_bottom_tier_education_trait_trigger = yes
	}
	mult_modifier = {
		factor = 1.1
		duelist_skill_is_low_group_trigger = yes
	}
	mult_modifier = {
		factor = 1.5
		is_terrible_duelist_trigger = yes
	}
	mult_modifier = {
		factor = 2
		is_the_worst_duelist_trigger = yes
	}
	mult_modifier = {
		factor = 1.5
		OR = {
			trait = dull
			trait = slow
		}
	}
	mult_modifier = {
		factor = 1.5
		is_senior_age_trigger = yes
	}
	mult_modifier = {
		factor = 1.5
		trait = inbred
	}

	#### Negative!
	mult_modifier = {
		factor = 0.5
		trait = brave
	}
	mult_modifier = {
		factor = 0.9
		trait = wroth
	}
	mult_modifier = {
		factor = 0.9
		OR = {
			trait = tough_soldier
			trait = skilled_tactician
		}
	}
	mult_modifier = {
		factor = 0.9
		trait = brilliant_strategist
	}
	mult_modifier = {
		factor = 0.9
		martial >= 10
	}
	mult_modifier = {
		factor = 0.9
		martial >= 8
	}
	mult_modifier = {
		factor = 0.9
		martial >= 6
	}
	mult_modifier = {
		factor = 0.9
		martial >= 4
	}
	mult_modifier = {
		factor = 0.1
		is_the_best_duelist_trigger = yes
	}
	mult_modifier = {
		factor = 0.2
		is_fantastic_duelist_trigger = yes
	}
	mult_modifier = {
		factor = 0.3
		duelist_skill_is_high_group_trigger = yes
	}
	mult_modifier = {
		factor = 0.5
		trait = genius
	}
	mult_modifier = {
		factor = 0.75
		has_character_modifier = proving_bravery
	}

	### Diseases and stuff
	mult_modifier = {
		factor = 1.1
		trait = lunatic
	}
	mult_modifier = {
		factor = 1.1
		trait = possessed
	}
	mult_modifier = {
		factor = 1.1
		is_ill = yes
	}
	mult_modifier = {
		factor = 1.1
		trait = wounded
	}
	mult_modifier = {
		factor = 1.1
		is_maimed_trigger = yes
	}
	mult_modifier = {
		factor = 1.1
		trait = infirm
	}
	mult_modifier = {
		factor = 1.5
		trait = drunkard
	}
	mult_modifier = {
		factor = 1.1
		has_epidemic_disease_trigger = yes
	}
	mult_modifier = {
		factor = 1.1
		has_minor_disease_trigger = yes
	}
}

# Will make something score higher if current scope isn't exactly soldier material...
# NOTE: depends on the event-target enemy_commander, so not really usable outside of battle events
bad_soldier_outcome_enemy_commander_score = {
	# value = 1
	#### Positive!
	mult_modifier = {
		factor = 1.1
		event_target:enemy_commander = { NOT = { has_focus = focus_war } }
	}
	mult_modifier = {
		factor = 1.1
		event_target:enemy_commander = { NOT = { has_focus = focus_hunting } }
	}
	mult_modifier = {
		factor = 1.5
		event_target:enemy_commander = { trait = craven }
	}
	mult_modifier = {
		factor = 1.5
		event_target:enemy_commander = { martial < 5 }
	}
	mult_modifier = {
		factor = 1.5
		event_target:enemy_commander = { martial < 10 }
	}
	mult_modifier = {
		factor = 1.5
		event_target:enemy_commander = {
			OR = {
				has_lifestyle_stewardship_trigger = yes
				has_lifestyle_learning_trigger = yes
			}
		}
	}
	mult_modifier = {
		factor = 1.5
		event_target:enemy_commander = { trait = imbecile }
	}
	mult_modifier = {
		factor = 1.1
		event_target:enemy_commander = { has_education_martial_trigger = no }
	}
	mult_modifier = {
		factor = 1.1
		event_target:enemy_commander = { has_bottom_tier_education_trait_trigger = yes }
	}
	mult_modifier = {
		factor = 1.1
		event_target:enemy_commander = { duelist_skill_is_low_group_trigger = yes }
	}
	mult_modifier = {
		factor = 1.5
		event_target:enemy_commander = { is_terrible_duelist_trigger = yes }
	}
	mult_modifier = {
		factor = 2
		event_target:enemy_commander = { is_the_worst_duelist_trigger = yes }
	}
	mult_modifier = {
		factor = 1.5
		event_target:enemy_commander = {
			OR = {
				trait = dull
				trait = slow
			}
		}
	}
	mult_modifier = {
		factor = 1.5
		event_target:enemy_commander = { is_senior_age_trigger = yes }
	}
	mult_modifier = {
		factor = 1.5
		event_target:enemy_commander = { trait = inbred }
	}
	mult_modifier = {
		factor = 1.5
		event_target:enemy_commander = { has_character_modifier = proving_bravery }
	}

	#### Negative!
	mult_modifier = {
		factor = 0.5
		event_target:enemy_commander = { trait = brave }
	}
	mult_modifier = {
		factor = 0.9
		event_target:enemy_commander = { trait = wroth }
	}
	mult_modifier = {
		factor = 0.9
		event_target:enemy_commander = {
			OR = {
				trait = tough_soldier
				trait = skilled_tactician
			}
		}
	}
	mult_modifier = {
		factor = 0.9
		event_target:enemy_commander = { trait = brilliant_strategist }
	}
	mult_modifier = {
		factor = 0.9
		event_target:enemy_commander = { martial >= 10 }
	}
	mult_modifier = {
		factor = 0.9
		event_target:enemy_commander = { martial >= 8 }
	}
	mult_modifier = {
		factor = 0.9
		event_target:enemy_commander = { martial >= 6 }
	}
	mult_modifier = {
		factor = 0.9
		event_target:enemy_commander = { martial >= 4 }
	}
	mult_modifier = {
		factor = 0.1
		event_target:enemy_commander = { is_the_best_duelist_trigger = yes }
	}
	mult_modifier = {
		factor = 0.2
		event_target:enemy_commander = { is_fantastic_duelist_trigger = yes }
	}
	mult_modifier = {
		factor = 0.3
		event_target:enemy_commander = { duelist_skill_is_high_group_trigger = yes }
	}
	mult_modifier = {
		factor = 0.5
		event_target:enemy_commander = { trait = genius }
	}

	### Diseases and stuff
	mult_modifier = {
		factor = 1.1
		event_target:enemy_commander = { trait = lunatic }
	}
	mult_modifier = {
		factor = 1.1
		event_target:enemy_commander = { trait = possessed }
	}
	mult_modifier = {
		factor = 1.1
		event_target:enemy_commander = { is_ill = yes }
	}
	mult_modifier = {
		factor = 1.1
		event_target:enemy_commander = { trait = wounded }
	}
	mult_modifier = {
		factor = 1.1
		event_target:enemy_commander = { is_maimed_trigger = yes }
	}
	mult_modifier = {
		factor = 1.1
		event_target:enemy_commander = { trait = infirm }
	}
	mult_modifier = {
		factor = 1.5
		event_target:enemy_commander = { trait = drunkard }
	}
	mult_modifier = {
		factor = 1.1
		event_target:enemy_commander = { has_epidemic_disease_trigger = yes }
	}
	mult_modifier = {
		factor = 1.1
		event_target:enemy_commander = { has_minor_disease_trigger = yes }
	}
}

# Used in calculating likelihood of being captured in battle
title_tier_reduction_score = {
	mult_modifier = {
		factor = 0.5
		real_tier = DUKE
	}
	mult_modifier = {
		factor = 0.25
		real_tier = KING
	}
	mult_modifier = {
		factor = 0.125
		real_tier = EMPEROR
	}
}

# Used in calculating legendary adventure target
title_tier_increase_score = {
	mult_modifier = {
		factor = 1.5
		real_tier = DUKE
	}
	mult_modifier = {
		factor = 5
		real_tier = KING
	}
	mult_modifier = {
		factor = 10
		real_tier = EMPEROR
	}
}

# Used in ai_chance of options
# Increases chance the sneakier they are
# Decreases chance the more honorable they are
dishonorable_ai_chance_increase_score = {
	mult_modifier = {
		factor = 1.5
		ai_honor <= -50
	}
	mult_modifier = {
		factor = 0.5
		ai_honor >= 50
	}
	mult_modifier = {
		factor = 1.2
		has_education_intrigue_trigger = yes
	}
	mult_modifier = {
		factor = 0.2
		has_education_martial_trigger = yes
	}
	mult_modifier = {
		factor = 1.5
		trait = cruel
		NOR = {
			trait = honest
			trait = just
		}
	}
	mult_modifier = {
		factor = 1.5
		OR = {
			trait = impaler
			trait = master_schemer
		}
	}
	mult_modifier = {
		factor = 2
		OR = {
			society_member_of = the_assassins
			is_devil_worshiper_trigger = yes
		}
	}
	mult_modifier = {
		factor = 0.5
		is_member_of_any_warrior_lodge_trigger = yes
	}
	mult_modifier = {
		factor = 1.5
		OR = {
			trait = ambitious
			ai_ambition >= 50
		}
	}
	mult_modifier = {
		factor = 1.5
		is_evil_trigger = yes
	}
	mult_modifier = {
		factor = 1.5
		FROM = { duelist_skill_compared_to_prev_high_group_trigger = yes }
	}
	mult_modifier = {
		factor = 0.5
		FROM = { duelist_skill_compared_to_prev_low_group_trigger = yes }
	}
	mult_modifier = {
		factor = 0.5
		vassal_of = FROM
		NOT = { trait = envious }
	}
	mult_modifier = {
		factor = 0.9
		trait = kind
	}
	mult_modifier = {
		factor = 0.5
		OR = {
			trait = honest
			trait = just
		}
	}
	mult_modifier = {
		factor = 0.5
		trait = duelist
	}
	mult_modifier = {
		factor = 1.5
		is_rival = FROM
	}
	mult_modifier = {
		factor = 0.1
		is_friend = FROM
	}
	mult_modifier = {
		factor = 0.5
		is_pious_trigger = yes
	}
	mult_modifier = {
		factor = 0.5
		is_benevolent_trigger = yes
	}
}

artisan_craftsmen_bloodline_increase_score = {
	mult_modifier = {
		factor = 10
		any_owned_bloodline = {
			has_bloodline_flag = bloodline_artisan_craftsmen # A Legendary Bloodline
			bloodline_is_active_for = PREV
		}
	}
}

beloved_target_selection_score = {
	additive_modifier = {
		value = 3000
		is_married = yes

		any_spouse = {
			ROOT_possibly_romantically_interested_trigger = yes
			root_has_terrible_opinion_modifier_of_this_trigger = no
		}
	}
	additive_modifier = {
		value = 1000
		is_friend = ROOT
		ROOT_possibly_romantically_interested_trigger = yes
	}
	additive_modifier = {
		value = 1000
		PREV = { is_married = no }
		is_lover = PREV
		root_has_terrible_opinion_modifier_of_this_trigger = no
	}
	additive_modifier = {
		value = 500
		is_friend = PREV
		ROOT_possibly_romantically_interested_trigger = no
	}
	additive_modifier = {
		value = 200
		is_child_of = PREV
	}
	additive_modifier = {
		value = 100
		is_parent_of = PREV
	}
	additive_modifier = {
		value = 200
		reverse_opinion = {
			who = PREV
			value >= 45
		}
	}
	additive_modifier = {
		root_has_friendly_opinion_modifier_of_this_trigger = yes
		value = 50
	}
	additive_modifier = {
		value = 500
		reverse_has_opinion_modifier = {
			name = opinion_marital_love
			who = PREV
		}
	}
	additive_modifier = {
		value = 500
		reverse_has_opinion_modifier = {
			name = opinion_family_love
			who = PREV
		}
	}
	additive_modifier = {
		value = 500
		is_lover = PREV
	}
	additive_modifier = {
		value = 500
		is_married = PREV
	}
	additive_modifier = {
		value = 10
		trait = depressed
	}
	additive_modifier = {
		value = 10
		trait = stressed
	}

	# Dealing with worst cases...
	additive_modifier = {
		value = 5
		reverse_opinion = {
			who = ROOT
			value >= 25
		}
	}
	additive_modifier = {
		value = 5
		reverse_opinion = {
			who = ROOT
			value >= 15
		}
	}
	additive_modifier = { # Worst case: pick someone that you don't *hate*
		value = 5
		reverse_opinion = {
			who = ROOT
			value > 0
		}
	}
}

disliked_target_selection_score = {
	# CD NOTE: Fill this up with mean things.
	# If you have a past...
	additive_modifier = {
		value = 500
		character = persistent_event_target:maimed_me_in_battle_target # If current scope is the jerk who maimed you
	}
	additive_modifier = {
		value = 500
		is_rival = PREV
	}
}

# Increases the more PREV likes target
likes_other_combatant_score = {
	mult_modifier = {
		factor = 2
		is_friend = event_target:other_combatant
	}
	mult_modifier = {
		factor = 2
		is_lover = event_target:other_combatant
	}
	mult_modifier = {
		factor = 2
		is_close_relative = event_target:other_combatant
	}
	mult_modifier = {
		factor = 1.1
		opinion = {
			who = event_target:other_combatant
			value >= 10
		}
	}
	mult_modifier = {
		factor = 1.1
		opinion = {
			who = event_target:other_combatant
			value >= 15
		}
	}
	mult_modifier = {
		factor = 1.1
		opinion = {
			who = event_target:other_combatant
			value >= 20
		}
	}
	mult_modifier = {
		factor = 1.1
		opinion = {
			who = event_target:other_combatant
			value >= 25
		}
	}
	mult_modifier = {
		factor = 1.1
		opinion = {
			who = event_target:other_combatant
			value >= 30
		}
	}
	mult_modifier = {
		factor = 1.1
		opinion = {
			who = event_target:other_combatant
			value >= 35
		}
	}
	mult_modifier = {
		factor = 1.1
		opinion = {
			who = event_target:other_combatant
			value >= 40
		}
	}
	mult_modifier = {
		factor = 1.1
		opinion = {
			who = event_target:other_combatant
			value >= 45
		}
	}
	mult_modifier = {
		factor = 1.1
		opinion = {
			who = event_target:other_combatant
			value >= 50
		}
	}
	mult_modifier = {
		factor = 1.1
		opinion = {
			who = event_target:other_combatant
			value >= 55
		}
	}
	mult_modifier = {
		factor = 1.2
		opinion = {
			who = event_target:other_combatant
			value >= 60
		}
	}
	mult_modifier = {
		factor = 1.2
		opinion = {
			who = event_target:other_combatant
			value >= 65
		}
	}
	mult_modifier = {
		factor = 1.2
		opinion = {
			who = event_target:other_combatant
			value >= 70
		}
	}
	mult_modifier = {
		factor = 1.2
		opinion = {
			who = event_target:other_combatant
			value >= 75
		}
	}
	mult_modifier = {
		factor = 1.2
		opinion = {
			who = event_target:other_combatant
			value >= 80
		}
	}
	mult_modifier = {
		factor = 1.2
		opinion = {
			who = event_target:other_combatant
			value >= 85
		}
	}
	mult_modifier = {
		factor = 1.2
		opinion = {
			who = event_target:other_combatant
			value >= 90
		}
	}
	mult_modifier = {
		factor = 1.2
		opinion = {
			who = event_target:other_combatant
			value >= 95
		}
	}
}

# Choses "wisely" depending on your skill level/personality
potential_rival_score = {
	# value = 10
	#### Positive!
	mult_modifier = {
		factor = 1.1
		is_benevolent_trigger = yes
		PREV = { is_evil_trigger = yes }
	}
	mult_modifier = {
		factor = 1.1
		is_evil_trigger = yes
		PREV = { is_benevolent_trigger = yes }
	}
	mult_modifier = {
		factor = 1.1
		has_pleasant_personality_trigger = yes
		PREV = { has_unpleasant_personality_trigger = yes }
	}
	mult_modifier = {
		factor = 1.1
		has_unpleasant_personality_trigger = yes
		PREV = { has_pleasant_personality_trigger = yes }
	}
	mult_modifier = {
		factor = 1.1
		is_pious_trigger = yes
		PREV = { is_impious_trigger = yes }
	}
	mult_modifier = {
		factor = 1.1
		is_impious_trigger = yes
		PREV = { is_pious_trigger = yes }
	}
	mult_modifier = {
		factor = 1.1
		has_at_least_3_traits_opposite_prev_trigger = yes
	}
	mult_modifier = {
		factor = 1.1
		martial == PREV
	}
	mult_modifier = {
		factor = 1.1
		martial < 8
		PREV = { martial < 8 }
	}
	mult_modifier = {
		factor = 1.1
		is_teenager_age_trigger = yes
		PREV = { is_teenager_age_trigger = yes }
	}
	mult_modifier = { # Close in age is preferred...
		factor = 1.1
		age_diff = {
			who = FROM
			years < 5
		}
	}
	mult_modifier = { # Big age difference not preferred...
		factor = 0.9
		age_diff = {
			who = FROM
			years >= 35
		}
	}
	mult_modifier = { # Big age difference not preferred...
		factor = 0.9
		age_diff = {
			who = FROM
			years >= 25
		}
	}
	mult_modifier = { # ROOT hates this somehow...
		factor = 1.1
		root_has_terrible_opinion_modifier_of_this_extended_trigger = yes
	}
	mult_modifier = { # ROOT has been tortured or imprisoned by this...
		factor = 1.2
		root_has_terrible_opinion_modifier_of_this_trigger = yes
	}
	mult_modifier = {
		factor = 1.1 # They could be way worse...
		duelist_skill_compared_to_prev_low_group_trigger = yes
	}
	mult_modifier = {
		factor = 1.1 # For dueling reasons, could be a little worse...
		is_bad_dueler_compared_to_prev_trigger = yes
	}
	mult_modifier = {
		factor = 1.2 # For dueling reasons, could be a little worse...
		is_ok_dueler_compared_to_prev_trigger = yes
	}
	mult_modifier = {
		factor = 1.2 # For dueling reasons, could be evenly matched...
		is_decent_dueler_compared_to_prev_trigger = yes
	}
	mult_modifier = {
		factor = 0.5 # They should not be way better
		duelist_skill_compared_to_prev_high_group_trigger = yes
	}
	mult_modifier = {
		factor = 0.1 # They should definitely not be the BEST (stacks with the previous one)
		is_the_best_dueler_compared_to_prev_trigger = yes
	}
	mult_modifier = {
		factor = 0.1 # They should definitely not be the WORST (stacks with the previous one)
		is_terrible_dueler_compared_to_prev_trigger = yes
	}
	mult_modifier = {
		factor = 0.1 # They should definitely not be the WORST (stacks with the previous one)
		is_the_worst_dueler_compared_to_prev_trigger = yes
	}
	mult_modifier = {
		factor = 1.1
		same_society_rank_as_prev_trigger = yes
	}
	mult_modifier = {
		factor = 0.5 # Should not be hero level, if PREV is not...
		society_rank == 4
		PREV = { society_rank < 4 }
	}
	mult_modifier = {
		factor = 1.5
		interesting_duel_target_for_prev_trigger = yes
	}
	mult_modifier = {
		factor = 1.1
		has_nickname = yes
	}
	mult_modifier = {
		factor = 1.1
		any_artifact = {
			is_dueling_weapon_artifact_and_equipped = yes
		}
	}
	mult_modifier = {
		factor = 0.9
		is_ill = yes
	}
	mult_modifier = {
		factor = 0.9
		trait = wounded
	}
	mult_modifier = {
		factor = 0.8
		is_maimed_trigger = yes
	}
	mult_modifier = {
		factor = 0.5
		trait = infirm
	}
	mult_modifier = {
		factor = 0.4
		is_incapable = yes
	}
	mult_modifier = {
		factor = 0.9
		trait = drunkard
		PREV = { NOT = { trait = drunkard } }
	}
	mult_modifier = {
		factor = 0.5
		has_epidemic_disease_trigger = yes
	}
	mult_modifier = {
		factor = 0.5
		has_minor_disease_trigger = yes
	}
	mult_modifier = {
		factor = 0.5
		character_disease_trigger = yes
	}
	mult_modifier = {
		factor = 0.1
		has_severe_disability_trigger = yes
	}
	mult_modifier = {
		factor = 0.1
		is_maimed_trigger = yes
	}
	mult_modifier = {
		factor = 0.1
		has_medium_disability_trigger = yes
	}
	mult_modifier = {
		factor = 0.1
		practical_age >= 60
	}
}

# Chooses "wisely", someone close to your skill level/personality
matching_soldier_score = {
	# value = 10
	#### Positive!
	mult_modifier = {
		factor = 1.1
		trait = brave
		PREV = { trait = brave }
	}
	mult_modifier = {
		factor = 1.1
		trait = craven
		PREV = { trait = craven }
	}
	mult_modifier = {
		factor = 1.1
		trait = wroth
		PREV = { trait = wroth }
	}
	mult_modifier = {
		factor = 1.1
		is_benevolent_trigger = yes
		PREV = { is_benevolent_trigger = yes }
	}
	mult_modifier = {
		factor = 1.1
		is_evil_trigger = yes
		PREV = { is_evil_trigger = yes }
	}
	mult_modifier = {
		factor = 1.1
		has_any_warrior_lodge_training_trait_trigger = yes
		PREV = { has_any_warrior_lodge_training_trait_trigger = yes }
	}
	mult_modifier = {
		factor = 1.5
		has_at_least_3_traits_in_common_with_prev_trigger = yes
	}
	mult_modifier = {
		factor = 1.1
		martial == PREV
	}
	mult_modifier = {
		factor = 1.1
		martial < 8
		PREV = { martial < 8 }
	}
	mult_modifier = {
		factor = 1.1
		is_teenager_age_trigger = yes
		PREV = { is_teenager_age_trigger = yes }
	}
	mult_modifier = { # Close in age is preferred...
		factor = 1.1
		age_diff = {
			who = FROM
			years < 5
		}
	}
	mult_modifier = { # Big age difference not preferred...
		factor = 0.9
		age_diff = {
			who = FROM
			years >= 35
		}
	}
	mult_modifier = {
		factor = 2 # For dueling reasons, should be evenly matched...
		is_decent_dueler_compared_to_prev_trigger = yes
	}
	mult_modifier = {
		factor = 0.5 # They should not be way better
		duelist_skill_compared_to_prev_high_group_trigger = yes
	}
	mult_modifier = {
		factor = 0.1 # They should definitely not be the BEST (stacks with the previous one)
		is_the_best_dueler_compared_to_prev_trigger = yes
	}
	mult_modifier = {
		factor = 0.5 # They should not be way worse
		duelist_skill_compared_to_prev_low_group_trigger = yes
	}
	mult_modifier = {
		factor = 0.1 # They should definitely not be the WORST (stacks with the previous one)
		is_the_worst_dueler_compared_to_prev_trigger = yes
	}
	mult_modifier = {
		factor = 1.1
		same_society_rank_as_prev_trigger = yes
	}
	mult_modifier = {
		factor = 0.5 # Should not be hero level, if PREV is not...
		society_rank == 4
		PREV = { society_rank < 4 }
	}
	mult_modifier = {
		factor = 1.5
		interesting_duel_target_for_prev_trigger = yes
	}
	mult_modifier = {
		factor = 1.1
		has_nickname = yes
	}
	mult_modifier = {
		factor = 1.1
		any_artifact = {
			is_dueling_weapon_artifact_and_equipped = yes
		}
	}
	mult_modifier = {
		factor = 0.9
		is_ill = yes
	}
	mult_modifier = {
		factor = 0.9
		trait = wounded
	}
	mult_modifier = {
		factor = 0.8
		is_maimed_trigger = yes
	}
	mult_modifier = {
		factor = 0.5
		trait = infirm
	}
	mult_modifier = {
		factor = 0.4
		is_incapable = yes
	}
	mult_modifier = {
		factor = 0.9
		trait = drunkard
		PREV = { NOT = { trait = drunkard } }
	}
	mult_modifier = {
		factor = 0.5
		has_epidemic_disease_trigger = yes
	}
	mult_modifier = {
		factor = 0.5
		has_minor_disease_trigger = yes
	}
}

is_good_intrigue_character_score = {
	# value = 10
	#### Positive!
	mult_modifier = {
		factor = 1.5
		has_focus = focus_intrigue
	}
	mult_modifier = {
		factor = 1.25
		has_focus = focus_seduction
	}
	mult_modifier = {
		factor = 1.15
		trait = charismatic_negotiator
	}
	mult_modifier = {
		factor = 1.25
		trait = grey_eminence
	}
	mult_modifier = {
		factor = 1.15
		trait = skilled_tactician
	}
	mult_modifier = {
		factor = 1.25
		trait = brilliant_strategist
	}
	mult_modifier = {
		factor = 1.25
		trait = amateurish_plotter
	}
	mult_modifier = {
		factor = 1.35
		trait = flamboyant_schemer
	}
	mult_modifier = {
		factor = 1.45
		trait = intricate_webweaver
	}
	mult_modifier = {
		factor = 1.5
		trait = elusive_shadow
	}
	mult_modifier = {
		factor = 1.5
		trait = genius
	}
	mult_modifier = {
		factor = 1.25
		trait = quick
	}
	mult_modifier = {
		factor = 1.35
		trait = shrewd
	}
	mult_modifier = {
		factor = 1.15
		trait = impaler
	}
	mult_modifier = {
		factor = 1.35
		trait = master_schemer
	}
	mult_modifier = {
		factor = 1.25
		trait = master_seducer
	}
	mult_modifier = {
		factor = 1.25
		trait = master_seductress
	}
	mult_modifier = {
		factor = 1.5
		trait = deceitful
	}
	mult_modifier = {
		factor = 1.25
		trait = paranoid
	}
	mult_modifier = {
		factor = 1.05
		trait = patient
	}
	mult_modifier = {
		factor = 1.05
		trait = diligent
	}
	mult_modifier = {
		factor = 1.05
		trait = lustful
	}
	mult_modifier = {
		factor = 1.05
		trait = envious
	}
	mult_modifier = {
		factor = 1.05
		trait = ambitious
	}
	mult_modifier = {
		factor = 1.15
		trait = cynical
	}
	mult_modifier = {
		factor = 1.05
		trait = cruel
	}
	mult_modifier = {
		factor = 1.15
		intrigue >= 10
	}
	mult_modifier = {
		factor = 1.15
		intrigue >= 12
	}
	mult_modifier = {
		factor = 1.25
		intrigue >= 14
	}
	mult_modifier = {
		factor = 1.25
		intrigue >= 16
	}
	mult_modifier = {
		factor = 1.25
		intrigue >= 18
	}
	mult_modifier = {
		factor = 1.5
		intrigue >= 20
	}
	mult_modifier = {
		factor = 1.5
		intrigue >= 24
	}
	mult_modifier = {
		factor = 1.75
		intrigue >= 30
	}
}

is_bad_intrigue_character_score = {
	# value = 10
	#### Positive!
	mult_modifier = {
		factor = 1.5
		has_focus = focus_carousing
	}
	mult_modifier = {
		factor = 1.25
		has_focus = focus_war
	}
	mult_modifier = {
		factor = 1.15
		has_education_learning_trigger = yes
	}
	mult_modifier = {
		factor = 1.15
		trait = depressed
	}
	mult_modifier = {
		factor = 2.5
		is_incapable = yes
	}
	mult_modifier = {
		factor = 1.75
		trait = infirm
	}
	mult_modifier = {
		factor = 1.1
		trait = stressed
	}
	mult_modifier = {
		factor = 1.5
		is_ill = yes
	}
	mult_modifier = {
		factor = 2.5
		trait = imbecile
	}
	mult_modifier = {
		factor = 2
		trait = inbred
	}
	mult_modifier = {
		factor = 1.75
		trait = slow
	}
	mult_modifier = {
		factor = 1.5
		trait = dull
	}
	mult_modifier = {
		factor = 1.5
		trait = honest
	}
	mult_modifier = {
		factor = 1.25
		trait = trusting
	}
	mult_modifier = {
		factor = 1.75
		trait = blinded
	}
	mult_modifier = {
		factor = 1.15
		trait = kind
	}
	mult_modifier = {
		factor = 1.05
		trait = slothful
	}
	mult_modifier = {
		factor = 1.15
		trait = wroth
	}
	mult_modifier = {
		factor = 1.15
		intrigue < 10
	}
	mult_modifier = {
		factor = 1.15
		intrigue < 8
	}
	mult_modifier = {
		factor = 1.25
		intrigue < 6
	}
	mult_modifier = {
		factor = 1.5
		intrigue < 4
	}
	mult_modifier = {
		factor = 1.85
		intrigue < 2
	}
}

testing_fate_variable_character_score = {
	# value = 10
	#### Positive!
	mult_modifier = {
		factor = 1.25
		check_variable = { which = haruspicy_testing_fate value >= 1 }
	}
	mult_modifier = {
		factor = 1.25
		check_variable = { which = haruspicy_testing_fate value >= 3 }
	}
	mult_modifier = {
		factor = 1.25
		check_variable = { which = haruspicy_testing_fate value >= 5 }
	}
	mult_modifier = {
		factor = 1.25
		check_variable = { which = haruspicy_testing_fate value >= 10 }
	}
	mult_modifier = {
		factor = 1.5
		check_variable = { which = haruspicy_testing_fate value >= 15 }
	}
	mult_modifier = {
		factor = 1.75
		check_variable = { which = haruspicy_testing_fate value >= 20 }
	}
	mult_modifier = {
		factor = 1.75
		check_variable = { which = haruspicy_testing_fate value >= 25 }
	}
	mult_modifier = {
		factor = 1.75
		check_variable = { which = haruspicy_testing_fate value >= 30 }
	}
	mult_modifier = {
		factor = 1.75
		check_variable = { which = haruspicy_testing_fate value >= 35 }
	}
	mult_modifier = {
		factor = 1.75
		check_variable = { which = haruspicy_testing_fate value >= 40 }
	}
	mult_modifier = {
		factor = 1.75
		check_variable = { which = haruspicy_testing_fate value >= 45 }
	}
	mult_modifier = {
		factor = 2
		check_variable = { which = haruspicy_testing_fate value >= 50 }
	}
	mult_modifier = {
		factor = 5
		check_variable = { which = haruspicy_testing_fate value >= 100 }
	}
}

post_reformation_ruler_conversion_score = {
	# Base factor is 50
	# Higher score increases chance of Old-Pagan rulers NOT converting with the Reformer
	mult_modifier = {
		factor = 0.5
		vassal_of = ROOT
	}

	# Natures
	mult_modifier = {
		factor = 1.5
		ROOT = { has_religion_feature = religion_peaceful }
		OR = {
			religion = norse_pagan
			religion = tengri_pagan
			religion = aztec_pagan
		}
	}
	mult_modifier = {
		factor = 0.5
		ROOT = { has_religion_feature = religion_peaceful }
		religion = bon_pagan
	}
	mult_modifier = {
		factor = 1.5
		ROOT = { has_religion_feature = religion_warlike }
		religion = bon_pagan
	}
	mult_modifier = {
		factor = 0.5
		ROOT = { has_religion_feature = religion_warlike }
		OR = {
			religion = norse_pagan
			religion = tengri_pagan
			religion = aztec_pagan
		}
	}
	mult_modifier = {
		factor = 1.5
		ROOT = { has_religion_feature = religion_defensive }
		OR = {
			religion = norse_pagan
			religion = tengri_pagan
			religion = aztec_pagan
			religion = hellenic_pagan
		}
	}
	mult_modifier = {
		factor = 0.5
		ROOT = { has_religion_feature = religion_defensive }
		OR = {
			religion = slavic_pagan
			religion = baltic_pagan
			religion = finnish_pagan
		}
	}
	mult_modifier = {
		factor = 1.5
		ROOT = { has_religion_feature = religion_proselytizing }
		OR = {
			religion = norse_pagan
			religion = slavic_pagan
			religion = baltic_pagan
			religion = finnish_pagan
		}
	}
	mult_modifier = {
		factor = 0.5
		ROOT = { has_religion_feature = religion_proselytizing }
		OR = {
			religion = hellenic_pagan
			religion = west_african_pagan
			religion = bon_pagan
		}
	}
	mult_modifier = {
		factor = 1.5
		ROOT = { has_religion_feature = religion_dogmatic }
		OR = {
			religion = hellenic_pagan
			religion = bon_pagan
			religion = west_african_pagan
		}
	}
	mult_modifier = {
		factor = 0.5
		ROOT = { has_religion_feature = religion_dogmatic }
		OR = {
			religion = aztec_pagan
			religion = zun_pagan
		}
	}
	mult_modifier = {
		factor = 1.5
		ROOT = { has_religion_feature = religion_cosmopolitan }
		OR = {
			religion = aztec_pagan
			religion = zun_pagan
		}
	}
	mult_modifier = {
		factor = 0.5
		ROOT = { has_religion_feature = religion_cosmopolitan }
		OR = {
			religion = hellenic_pagan
			religion = bon_pagan
			religion = west_african_pagan
		}
	}

	# Leadership
	mult_modifier = {
		factor = 0.5
		ROOT = { has_religion_feature = religion_temporal_head }
		OR = {
			religion = aztec_pagan
			religion = norse_pagan
		}
	}
	mult_modifier = {
		factor = 0.5
		ROOT = { has_religion_feature = religion_theocratic_head }
		OR = {
			religion = zun_pagan
			religion = tengri_pagan
		}
	}
	mult_modifier = {
		factor = 0.5
		ROOT = { has_religion_feature = religion_autocephaly }
		OR = {
			religion = finnish_pagan
			religion = slavic_pagan
			religion = baltic_pagan
			religion = hellenic_pagan
		}
	}
	mult_modifier = {
		factor = 0.5
		ROOT = { has_religion_feature = religion_no_leader }
		OR = {
			religion = bon_pagan
			religion = west_african_pagan
		}
	}

	# Doctrines
	mult_modifier = { # Always less likely to refuse conversion when picking special Doctrine
		factor = 0.45
		ROOT = {
			OR = {
				has_religion_feature = religion_feature_norse
				has_religion_feature = religion_feature_tengri
				has_religion_feature = religion_feature_slavic
				has_religion_feature = religion_feature_baltic
				has_religion_feature = religion_feature_finnish
				has_religion_feature = religion_feature_west_african
				has_religion_feature = religion_feature_zun
				has_religion_feature = religion_feature_bon
				has_religion_feature = religion_feature_aztec
				has_religion_feature = religion_feature_hellenic
			}
		}
	}
	mult_modifier = {
		factor = 1.5
		ROOT = { has_religion_feature = religion_holy_family }
		NOT = {
			religion = zun_pagan
		}
	}
	mult_modifier = {
		factor = 1.5
		ROOT = { has_religion_feature = religion_harems }
		NOR = {
			religion = zun_pagan
			religion = tengri_pagan
		}
	}
	mult_modifier = {
		factor = 1.5
		ROOT = { has_religion_feature = religion_jizya }
		NOR = {
			religion = west_african_pagan
			religion = zun_pagan
			religion = tengri_pagan
		}
	}
	mult_modifier = {
		factor = 1.5
		ROOT = { has_religion_feature = religion_syncretic }
		OR = {
			religion = aztec_pagan
			religion = baltic_pagan
			religion = finnish_pagan
		}
	}
	mult_modifier = {
		factor = 1.75
		ROOT = { has_religion_feature = religion_patriarchal }
		is_female = yes
	}
	mult_modifier = {
		factor = 1.75
		ROOT = { has_religion_feature = religion_matriarchal }
		is_female = no
	}
	mult_modifier = {
		factor = 1.75
		ROOT = { has_religion_feature = religion_ritual_sacrifice }
		NOR = {
			religion = aztec_pagan
			religion = norse_pagan
			religion = zun_pagan
		}
	}
	mult_modifier = {
		factor = 1.75
		ROOT = { has_religion_feature = religion_adventuring }
		OR = {
			religion = finnish_pagan
			religion = bon_pagan
		}
	}
	mult_modifier = {
		factor = 1.75
		ROOT = { has_religion_feature = religion_seafaring }
		OR = {
			religion = finnish_pagan
			religion = tengri_pagan
			religion = bon_pagan
		}
	}
}

### NOTE: Probably expects ROOT (your character) to be PREV
interesting_courtier_selection_score = {
	# Weak: Traits
	additive_modifier = {
		value = 5
		has_top_tier_education_trait_trigger = yes
	}
	additive_modifier = {
		value = 5
		has_bottom_tier_education_trait_trigger = yes
	}
	additive_modifier = {
		value = 5
		has_scarred_trait_trigger = yes
	}
	additive_modifier = {
		value = 5
		this_is_sea_raider_trigger = yes
	}
	additive_modifier = {
		value = 5
		has_negative_congenital_trigger = yes
	}
	additive_modifier = {
		value = 5
		is_ill = yes
	}
	additive_modifier = {
		value = 5
		is_any_kinslayer_trigger = yes
	}
	additive_modifier = {
		value = 5
		trait = depressed
	}
	additive_modifier = {
		value = 5
		trait = stressed
	}
	additive_modifier = {
		value = 5
		has_any_leadership_trait_trigger = yes
	}

	# Strong: Traits
	additive_modifier = {
		value = 10
		has_positive_congenital_trigger = yes
	}
	additive_modifier = {
		value = 10
		has_any_lifestyle_trait = yes
	}
	additive_modifier = {
		value = 10
		is_evil_trigger = yes
	}
	additive_modifier = {
		value = 10
		is_benevolent_trigger = yes
	}
	additive_modifier = {
		value = 10
		is_pious_trigger = yes
	}

	# Weak: Relationships
	additive_modifier = {
		value = 5
		dynasty = PREV
		NOT = { is_close_relative = PREV }
	}
	additive_modifier = {
		value = 5
		ROOT_possibly_romantically_interested_trigger = yes
	}
	additive_modifier = {
		value = 5
		possibly_romantically_interested_in_ROOT_trigger = yes
	}
	additive_modifier = {
		value = 5
		possibly_romantically_interested_in_each_other_trigger = yes
	}
	additive_modifier = {
		value = 5
		same_society_as = PREV
		higher_society_rank_than_prev_trigger = no
	}
	additive_modifier = {
		value = 5
		is_in_society = yes
		NOT = { same_society_as = PREV }
	}
	additive_modifier = {
		value = 5
		has_minor_title = yes
	}
	additive_modifier = {
		value = 5
		is_married = yes
	}
	additive_modifier = {
		value = 5
		is_close_relative = PREV
	}
	additive_modifier = {
		value = 5
		root_has_friendly_opinion_modifier_of_this_trigger = yes
	}
	additive_modifier = {
		value = 5
		this_has_friendly_opinion_modifier_of_root_trigger = yes
	}
	additive_modifier = {
		value = 5
		reverse_has_opinion_modifier = {
			name = opinion_marital_love
			who = PREV
		}
	}
	additive_modifier = {
		value = 5
		reverse_has_opinion_modifier = {
			name = opinion_family_love
			who = PREV
		}
	}
	additive_modifier = {
		value = 5
		shares_any_bloodline_with = PREV
	}
	additive_modifier = {
		value = 5
		reverse_opinion = {
			who = PREV
			value >= 45
		}
	}

	# Strong: Relationships
	additive_modifier = {
		value = 10
		is_child_of = PREV
	}
	additive_modifier = {
		value = 10
		is_parent_of = PREV
	}
	additive_modifier = {
		value = 10
		is_married = PREV
	}
	additive_modifier = {
		value = 10
		is_lover = PREV
	}
	additive_modifier = {
		value = 10
		is_friend = PREV
	}
	additive_modifier = {
		value = 10
		same_society_as = PREV
		higher_society_rank_than_prev_trigger = yes
	}

	# Weak: Other
	additive_modifier = {
		value = 5
		has_character_modifier = resigned_in_anger
	}
	additive_modifier = {
		value = 5
		has_character_flag = special_chancellor
	}
	additive_modifier = {
		value = 5
		reverse_has_opinion_modifier = {
			name = opinion_resigned_from_council
			who = ROOT
		}
	}
	additive_modifier = {
		value = 5
		this_has_lame_nickname_trigger = yes
	}
	additive_modifier = {
		value = 5
		secret_religion = PREV
	}
	additive_modifier = {
		value = 5
		well_treated_for_disease_trigger = yes
	}

	# Strong: Other
	additive_modifier = {
		value = 10
		any_owned_bloodline = {
			bloodline_is_active_for = PREV
		}
	}
	additive_modifier = {
		value = 10
		OR = {
			this_has_cool_nickname_trigger = yes
			this_has_average_nickname_trigger = yes
			this_has_super_cool_nickname_trigger = yes
		}
	}
	additive_modifier = {
		value = 10
		OR = {
			has_minor_title = title_regent
			has_minor_title = title_appointed_regent
		}
	}
}

### NOTE: Probably expects ROOT (your character) to be PREV
### NOTE: used *factors* instead of additive math
interesting_courtier_outcome_score = {
	# Weak: Traits
	mult_modifier = {
		factor = 1.25
		has_top_tier_education_trait_trigger = yes
	}
	mult_modifier = {
		factor = 1.25
		has_bottom_tier_education_trait_trigger = yes
	}
	mult_modifier = {
		factor = 1.25
		has_scarred_trait_trigger = yes
	}
	mult_modifier = {
		factor = 1.25
		this_is_sea_raider_trigger = yes
	}
	mult_modifier = {
		factor = 1.25
		has_negative_congenital_trigger = yes
	}
	mult_modifier = {
		factor = 1.25
		is_ill = yes
	}
	mult_modifier = {
		factor = 1.25
		is_any_kinslayer_trigger = yes
	}
	mult_modifier = {
		factor = 1.25
		trait = depressed
	}
	mult_modifier = {
		factor = 1.25
		trait = stressed
	}
	mult_modifier = {
		factor = 1.25
		has_any_leadership_trait_trigger = yes
	}
	mult_modifier = {
		factor = 1.25
		has_positive_congenital_trigger = yes
	}
	mult_modifier = {
		factor = 1.25
		has_any_lifestyle_trait = yes
	}

	# Strong: Traits
	mult_modifier = {
		factor = 1.5
		is_evil_trigger = yes
	}
	mult_modifier = {
		factor = 1.5
		is_benevolent_trigger = yes
	}
	mult_modifier = {
		factor = 1.5
		is_pious_trigger = yes
	}

	# Weak: Relationships
	mult_modifier = {
		factor = 1.25
		dynasty = PREV
		NOT = { is_close_relative = PREV }
	}
	mult_modifier = {
		factor = 1.25
		ROOT_possibly_romantically_interested_trigger = yes
	}
	mult_modifier = {
		factor = 1.25
		possibly_romantically_interested_in_ROOT_trigger = yes
	}
	mult_modifier = {
		factor = 1.25
		possibly_romantically_interested_in_each_other_trigger = yes
	}
	mult_modifier = {
		factor = 1.25
		same_society_as = PREV
		higher_society_rank_than_prev_trigger = no
	}
	mult_modifier = {
		factor = 1.25
		is_in_society = yes
		NOT = { same_society_as = PREV }
	}
	mult_modifier = {
		factor = 1.25
		has_minor_title = yes
	}
	mult_modifier = {
		factor = 1.25
		is_married = yes
	}
	mult_modifier = {
		factor = 1.25
		is_close_relative = PREV
	}
	mult_modifier = {
		factor = 1.25
		root_has_friendly_opinion_modifier_of_this_trigger = yes
	}
	mult_modifier = {
		factor = 1.25
		this_has_friendly_opinion_modifier_of_root_trigger = yes
	}
	mult_modifier = {
		factor = 1.25
		reverse_has_opinion_modifier = {
			name = opinion_marital_love
			who = PREV
		}
	}
	mult_modifier = {
		factor = 1.25
		reverse_has_opinion_modifier = {
			name = opinion_family_love
			who = PREV
		}
	}
	mult_modifier = {
		factor = 1.25
		shares_any_bloodline_with = PREV
	}
	mult_modifier = {
		factor = 1.25
		reverse_opinion = {
			who = PREV
			value >= 45
		}
	}

	# Strong: Relationships
	mult_modifier = {
		factor = 1.5
		is_child_of = PREV
	}
	mult_modifier = {
		factor = 1.5
		is_parent_of = PREV
	}
	mult_modifier = {
		factor = 1.5
		is_married = PREV
	}
	mult_modifier = {
		factor = 1.5
		is_lover = PREV
	}
	mult_modifier = {
		factor = 1.5
		is_friend = PREV
	}
	mult_modifier = {
		factor = 1.5
		same_society_as = PREV
		higher_society_rank_than_prev_trigger = yes
	}

	# Weak: Other
	mult_modifier = {
		factor = 1.25
		has_character_modifier = resigned_in_anger
	}
	mult_modifier = {
		factor = 1.25
		has_character_flag = special_chancellor
	}
	mult_modifier = {
		factor = 1.25
		reverse_has_opinion_modifier = {
			name = opinion_resigned_from_council
			who = ROOT
		}
	}
	mult_modifier = {
		factor = 1.25
		this_has_lame_nickname_trigger = yes
	}
	mult_modifier = {
		factor = 1.25
		secret_religion = PREV
	}
	mult_modifier = {
		factor = 1.25
		well_treated_for_disease_trigger = yes
	}

	# Strong: Other
	mult_modifier = {
		factor = 1.5
		any_owned_bloodline = {
			bloodline_is_active_for = PREV
		}
	}
	mult_modifier = {
		factor = 1.5
		OR = {
			this_has_cool_nickname_trigger = yes
			this_has_average_nickname_trigger = yes
			this_has_super_cool_nickname_trigger = yes
		}
	}
	mult_modifier = {
		factor = 1.5
		OR = {
			has_minor_title = title_regent
			has_minor_title = title_appointed_regent
		}
	}
}

prev_dislikes_this_score = {
	additive_modifier = {
		value = 10
		is_rival = PREV
	}
	additive_modifier = {
		value = 5
		character = persistent_event_target:maimed_me_in_battle_target
	}
	additive_modifier = {
		value = 5
		prev_has_terrible_opinion_modifier_of_this_extended_trigger = yes
	}
	additive_modifier = {
		value = 5
		is_rival = PREV
	}
	additive_modifier = {
		value = 5
		has_at_least_3_traits_opposite_prev_trigger = yes
	}
	additive_modifier = {
		value = 5
		has_ugly_trait_trigger = yes
	}

	# Opinion...
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value <= -100 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -95 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -90 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -85 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -80 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -75 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -70 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -65 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -60 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -55 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -50 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -45 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -40 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -35 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -30 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -25 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -20 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -15 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -10 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < -5 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value < 0 }
	}
}

# Increases the more PREV likes target
prev_likes_this_score = {
	additive_modifier = {
		value = 5
		prev_has_friendly_opinion_modifier_of_this_trigger = yes
	}
	additive_modifier = {
		value = 5
		has_at_least_3_traits_in_common_with_prev_trigger = yes
	}
	additive_modifier = {
		value = 5
		has_fair_trait_trigger = yes
	}
	additive_modifier = {
		value = 5
		is_friend = PREV
	}
	additive_modifier = {
		value = 5
		is_lover = PREV
	}
	additive_modifier = {
		value = 5
		is_close_relative = PREV
	}

	# Opinion...
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 100 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 95 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 90 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 85 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 80 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 75 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 70 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 65 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 60 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 55 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 50 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 45 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 40 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 35 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 30 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 25 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 20 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 15 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 10 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 5 }
	}
	additive_modifier = {
		value = 5
		reverse_opinion = { who = PREV value >= 0 }
	}
}

# For Good events
job_event_mtth_modifier_diplomacy_score = {
	mult_modifier = { factor = 1.05 diplomacy < 1 }
	mult_modifier = { factor = 1.05 diplomacy < 2 }
	mult_modifier = { factor = 1.05 diplomacy < 3 }
	mult_modifier = { factor = 1.05 diplomacy < 4 }
	mult_modifier = { factor = 1.05 diplomacy < 5 }
	mult_modifier = { factor = 1.05 diplomacy < 6 }
	mult_modifier = { factor = 1.05 diplomacy < 7 }
	mult_modifier = { factor = 1.05 diplomacy < 8 }
	mult_modifier = { factor = 0.95 diplomacy < 9 }
	mult_modifier = { factor = 0.95 diplomacy >= 11 }
	mult_modifier = { factor = 0.95 diplomacy >= 12 }
	mult_modifier = { factor = 0.95 diplomacy >= 13 }
	mult_modifier = { factor = 0.95 diplomacy >= 14 }
	mult_modifier = { factor = 0.95 diplomacy >= 15 }
	mult_modifier = { factor = 0.95 diplomacy >= 16 }
	mult_modifier = { factor = 0.95 diplomacy >= 17 }
	mult_modifier = { factor = 0.95 diplomacy >= 18 }
	mult_modifier = { factor = 0.95 diplomacy >= 19 }
	mult_modifier = { factor = 0.95 diplomacy >= 20 }
	mult_modifier = { factor = 0.95 diplomacy >= 21 }
	mult_modifier = { factor = 0.95 diplomacy >= 22 }
	mult_modifier = { factor = 0.95 diplomacy >= 23 }
	mult_modifier = { factor = 0.95 diplomacy >= 24 }
	mult_modifier = { factor = 0.95 diplomacy >= 25 }
}

# For bad avents
job_event_mtth_modifier_inverted_diplomacy_score = {
	mult_modifier = { factor = 0.95 diplomacy < 1 }
	mult_modifier = { factor = 0.95 diplomacy < 2 }
	mult_modifier = { factor = 0.95 diplomacy < 3 }
	mult_modifier = { factor = 0.95 diplomacy < 4 }
	mult_modifier = { factor = 0.95 diplomacy < 5 }
	mult_modifier = { factor = 0.95 diplomacy < 6 }
	mult_modifier = { factor = 0.95 diplomacy < 7 }
	mult_modifier = { factor = 0.95 diplomacy < 8 }
	mult_modifier = { factor = 0.95 diplomacy < 9 }
	mult_modifier = { factor = 1.05 diplomacy >= 11 }
	mult_modifier = { factor = 1.05 diplomacy >= 12 }
	mult_modifier = { factor = 1.05 diplomacy >= 13 }
	mult_modifier = { factor = 1.05 diplomacy >= 14 }
	mult_modifier = { factor = 1.05 diplomacy >= 15 }
	mult_modifier = { factor = 1.05 diplomacy >= 16 }
	mult_modifier = { factor = 1.05 diplomacy >= 17 }
	mult_modifier = { factor = 1.05 diplomacy >= 18 }
	mult_modifier = { factor = 1.05 diplomacy >= 19 }
	mult_modifier = { factor = 1.05 diplomacy >= 20 }
	mult_modifier = { factor = 1.05 diplomacy >= 21 }
	mult_modifier = { factor = 1.05 diplomacy >= 22 }
	mult_modifier = { factor = 1.05 diplomacy >= 23 }
	mult_modifier = { factor = 1.05 diplomacy >= 24 }
}

# For Good events
job_event_mtth_modifier_martial_score = {
	mult_modifier = { factor = 1.05 martial < 1 }
	mult_modifier = { factor = 1.05 martial < 2 }
	mult_modifier = { factor = 1.05 martial < 3 }
	mult_modifier = { factor = 1.05 martial < 4 }
	mult_modifier = { factor = 1.05 martial < 5 }
	mult_modifier = { factor = 1.05 martial < 6 }
	mult_modifier = { factor = 1.05 martial < 7 }
	mult_modifier = { factor = 1.05 martial < 8 }
	mult_modifier = { factor = 0.95 martial < 9 }
	mult_modifier = { factor = 0.95 martial >= 11 }
	mult_modifier = { factor = 0.95 martial >= 12 }
	mult_modifier = { factor = 0.95 martial >= 13 }
	mult_modifier = { factor = 0.95 martial >= 14 }
	mult_modifier = { factor = 0.95 martial >= 15 }
	mult_modifier = { factor = 0.95 martial >= 16 }
	mult_modifier = { factor = 0.95 martial >= 17 }
	mult_modifier = { factor = 0.95 martial >= 18 }
	mult_modifier = { factor = 0.95 martial >= 19 }
	mult_modifier = { factor = 0.95 martial >= 20 }
	mult_modifier = { factor = 0.95 martial >= 21 }
	mult_modifier = { factor = 0.95 martial >= 22 }
	mult_modifier = { factor = 0.95 martial >= 23 }
	mult_modifier = { factor = 0.95 martial >= 24 }
	mult_modifier = { factor = 0.95 martial >= 25 }
}

# For bad avents
job_event_mtth_modifier_inverted_martial_score = {
	mult_modifier = { factor = 0.95 martial < 1 }
	mult_modifier = { factor = 0.95 martial < 2 }
	mult_modifier = { factor = 0.95 martial < 3 }
	mult_modifier = { factor = 0.95 martial < 4 }
	mult_modifier = { factor = 0.95 martial < 5 }
	mult_modifier = { factor = 0.95 martial < 6 }
	mult_modifier = { factor = 0.95 martial < 7 }
	mult_modifier = { factor = 0.95 martial < 8 }
	mult_modifier = { factor = 0.95 martial < 9 }
	mult_modifier = { factor = 1.05 martial >= 11 }
	mult_modifier = { factor = 1.05 martial >= 12 }
	mult_modifier = { factor = 1.05 martial >= 13 }
	mult_modifier = { factor = 1.05 martial >= 14 }
	mult_modifier = { factor = 1.05 martial >= 15 }
	mult_modifier = { factor = 1.05 martial >= 16 }
	mult_modifier = { factor = 1.05 martial >= 17 }
	mult_modifier = { factor = 1.05 martial >= 18 }
	mult_modifier = { factor = 1.05 martial >= 19 }
	mult_modifier = { factor = 1.05 martial >= 20 }
	mult_modifier = { factor = 1.05 martial >= 21 }
	mult_modifier = { factor = 1.05 martial >= 22 }
	mult_modifier = { factor = 1.05 martial >= 23 }
	mult_modifier = { factor = 1.05 martial >= 24 }
	mult_modifier = { factor = 1.05 martial >= 25 }
}

# For Good events
job_event_mtth_modifier_stewardship_score = {
	mult_modifier = { factor = 1.05 stewardship < 1 }
	mult_modifier = { factor = 1.05 stewardship < 2 }
	mult_modifier = { factor = 1.05 stewardship < 3 }
	mult_modifier = { factor = 1.05 stewardship < 4 }
	mult_modifier = { factor = 1.05 stewardship < 5 }
	mult_modifier = { factor = 1.05 stewardship < 6 }
	mult_modifier = { factor = 1.05 stewardship < 7 }
	mult_modifier = { factor = 1.05 stewardship < 8 }
	mult_modifier = { factor = 0.95 stewardship < 9 }
	mult_modifier = { factor = 0.95 stewardship >= 11 }
	mult_modifier = { factor = 0.95 stewardship >= 12 }
	mult_modifier = { factor = 0.95 stewardship >= 13 }
	mult_modifier = { factor = 0.95 stewardship >= 14 }
	mult_modifier = { factor = 0.95 stewardship >= 15 }
	mult_modifier = { factor = 0.95 stewardship >= 16 }
	mult_modifier = { factor = 0.95 stewardship >= 17 }
	mult_modifier = { factor = 0.95 stewardship >= 18 }
	mult_modifier = { factor = 0.95 stewardship >= 19 }
	mult_modifier = { factor = 0.95 stewardship >= 20 }
	mult_modifier = { factor = 0.95 stewardship >= 21 }
	mult_modifier = { factor = 0.95 stewardship >= 22 }
	mult_modifier = { factor = 0.95 stewardship >= 23 }
	mult_modifier = { factor = 0.95 stewardship >= 24 }
	mult_modifier = { factor = 0.95 stewardship >= 25 }
}

# For bad avents
job_event_mtth_modifier_inverted_stewardship_score = {
	mult_modifier = { factor = 0.95 stewardship < 1 }
	mult_modifier = { factor = 0.95 stewardship < 2 }
	mult_modifier = { factor = 0.95 stewardship < 3 }
	mult_modifier = { factor = 0.95 stewardship < 4 }
	mult_modifier = { factor = 0.95 stewardship < 5 }
	mult_modifier = { factor = 0.95 stewardship < 6 }
	mult_modifier = { factor = 0.95 stewardship < 7 }
	mult_modifier = { factor = 0.95 stewardship < 8 }
	mult_modifier = { factor = 0.95 stewardship < 9 }
	mult_modifier = { factor = 1.05 stewardship >= 11 }
	mult_modifier = { factor = 1.05 stewardship >= 12 }
	mult_modifier = { factor = 1.05 stewardship >= 13 }
	mult_modifier = { factor = 1.05 stewardship >= 14 }
	mult_modifier = { factor = 1.05 stewardship >= 15 }
	mult_modifier = { factor = 1.05 stewardship >= 16 }
	mult_modifier = { factor = 1.05 stewardship >= 17 }
	mult_modifier = { factor = 1.05 stewardship >= 18 }
	mult_modifier = { factor = 1.05 stewardship >= 19 }
	mult_modifier = { factor = 1.05 stewardship >= 20 }
	mult_modifier = { factor = 1.05 stewardship >= 21 }
	mult_modifier = { factor = 1.05 stewardship >= 22 }
	mult_modifier = { factor = 1.05 stewardship >= 23 }
	mult_modifier = { factor = 1.05 stewardship >= 24 }
	mult_modifier = { factor = 1.05 stewardship >= 25 }
}

# For Good events
job_event_mtth_modifier_intrigue_score = {
	mult_modifier = { factor = 1.05 intrigue < 1 }
	mult_modifier = { factor = 1.05 intrigue < 2 }
	mult_modifier = { factor = 1.05 intrigue < 3 }
	mult_modifier = { factor = 1.05 intrigue < 4 }
	mult_modifier = { factor = 1.05 intrigue < 5 }
	mult_modifier = { factor = 1.05 intrigue < 6 }
	mult_modifier = { factor = 1.05 intrigue < 7 }
	mult_modifier = { factor = 1.05 intrigue < 8 }
	mult_modifier = { factor = 0.95 intrigue < 9 }
	mult_modifier = { factor = 0.95 intrigue >= 11 }
	mult_modifier = { factor = 0.95 intrigue >= 12 }
	mult_modifier = { factor = 0.95 intrigue >= 13 }
	mult_modifier = { factor = 0.95 intrigue >= 14 }
	mult_modifier = { factor = 0.95 intrigue >= 15 }
	mult_modifier = { factor = 0.95 intrigue >= 16 }
	mult_modifier = { factor = 0.95 intrigue >= 17 }
	mult_modifier = { factor = 0.95 intrigue >= 18 }
	mult_modifier = { factor = 0.95 intrigue >= 19 }
	mult_modifier = { factor = 0.95 intrigue >= 20 }
	mult_modifier = { factor = 0.95 intrigue >= 21 }
	mult_modifier = { factor = 0.95 intrigue >= 22 }
	mult_modifier = { factor = 0.95 intrigue >= 23 }
	mult_modifier = { factor = 0.95 intrigue >= 24 }
	mult_modifier = { factor = 0.95 intrigue >= 25 }
}

# For bad avents
job_event_mtth_modifier_inverted_intrigue_score = {
	mult_modifier = { factor = 0.95 intrigue < 1 }
	mult_modifier = { factor = 0.95 intrigue < 2 }
	mult_modifier = { factor = 0.95 intrigue < 3 }
	mult_modifier = { factor = 0.95 intrigue < 4 }
	mult_modifier = { factor = 0.95 intrigue < 5 }
	mult_modifier = { factor = 0.95 intrigue < 6 }
	mult_modifier = { factor = 0.95 intrigue < 7 }
	mult_modifier = { factor = 0.95 intrigue < 8 }
	mult_modifier = { factor = 0.95 intrigue < 9 }
	mult_modifier = { factor = 1.05 intrigue >= 11 }
	mult_modifier = { factor = 1.05 intrigue >= 12 }
	mult_modifier = { factor = 1.05 intrigue >= 13 }
	mult_modifier = { factor = 1.05 intrigue >= 14 }
	mult_modifier = { factor = 1.05 intrigue >= 15 }
	mult_modifier = { factor = 1.05 intrigue >= 16 }
	mult_modifier = { factor = 1.05 intrigue >= 17 }
	mult_modifier = { factor = 1.05 intrigue >= 18 }
	mult_modifier = { factor = 1.05 intrigue >= 19 }
	mult_modifier = { factor = 1.05 intrigue >= 20 }
	mult_modifier = { factor = 1.05 intrigue >= 21 }
	mult_modifier = { factor = 1.05 intrigue >= 22 }
	mult_modifier = { factor = 1.05 intrigue >= 23 }
	mult_modifier = { factor = 1.05 intrigue >= 24 }
	mult_modifier = { factor = 1.05 intrigue >= 25 }
}

# For Good events
job_event_mtth_modifier_learning_score = {
	mult_modifier = { factor = 1.05 learning < 1 }
	mult_modifier = { factor = 1.05 learning < 2 }
	mult_modifier = { factor = 1.05 learning < 3 }
	mult_modifier = { factor = 1.05 learning < 4 }
	mult_modifier = { factor = 1.05 learning < 5 }
	mult_modifier = { factor = 1.05 learning < 6 }
	mult_modifier = { factor = 1.05 learning < 7 }
	mult_modifier = { factor = 1.05 learning < 8 }
	mult_modifier = { factor = 0.95 learning < 9 }
	mult_modifier = { factor = 0.95 learning >= 11 }
	mult_modifier = { factor = 0.95 learning >= 12 }
	mult_modifier = { factor = 0.95 learning >= 13 }
	mult_modifier = { factor = 0.95 learning >= 14 }
	mult_modifier = { factor = 0.95 learning >= 15 }
	mult_modifier = { factor = 0.95 learning >= 16 }
	mult_modifier = { factor = 0.95 learning >= 17 }
	mult_modifier = { factor = 0.95 learning >= 18 }
	mult_modifier = { factor = 0.95 learning >= 19 }
	mult_modifier = { factor = 0.95 learning >= 20 }
	mult_modifier = { factor = 0.95 learning >= 21 }
	mult_modifier = { factor = 0.95 learning >= 22 }
	mult_modifier = { factor = 0.95 learning >= 23 }
	mult_modifier = { factor = 0.95 learning >= 24 }
	mult_modifier = { factor = 0.95 learning >= 25 }
}

# For bad avents
job_event_mtth_modifier_inverted_learning_score = {
	mult_modifier = { factor = 0.95 learning < 1 }
	mult_modifier = { factor = 0.95 learning < 2 }
	mult_modifier = { factor = 0.95 learning < 3 }
	mult_modifier = { factor = 0.95 learning < 4 }
	mult_modifier = { factor = 0.95 learning < 5 }
	mult_modifier = { factor = 0.95 learning < 6 }
	mult_modifier = { factor = 0.95 learning < 7 }
	mult_modifier = { factor = 0.95 learning < 8 }
	mult_modifier = { factor = 0.95 learning < 9 }
	mult_modifier = { factor = 1.05 learning >= 11 }
	mult_modifier = { factor = 1.05 learning >= 12 }
	mult_modifier = { factor = 1.05 learning >= 13 }
	mult_modifier = { factor = 1.05 learning >= 14 }
	mult_modifier = { factor = 1.05 learning >= 15 }
	mult_modifier = { factor = 1.05 learning >= 16 }
	mult_modifier = { factor = 1.05 learning >= 17 }
	mult_modifier = { factor = 1.05 learning >= 18 }
	mult_modifier = { factor = 1.05 learning >= 19 }
	mult_modifier = { factor = 1.05 learning >= 20 }
	mult_modifier = { factor = 1.05 learning >= 21 }
	mult_modifier = { factor = 1.05 learning >= 22 }
	mult_modifier = { factor = 1.05 learning >= 23 }
	mult_modifier = { factor = 1.05 learning >= 24 }
	mult_modifier = { factor = 1.05 learning >= 25 }
}

chinese_trade_prestige_score = {
	additive_exported_value_modifier = {
		value = prestige
		who = THIS
	}
}