#############################################
#############################################
#                                         	#
# ZE Adolescence Events					  	#
# ID ZE.13000-ZE.13999                    	#
#                                         	#
#############################################
#############################################

# Written by Tobias Bodlund and Joel Hansson

namespace = ZE


#############################################
#											#
# Trait maturing events						#
# ZE.13000-ZE.13599							#
#											#
#############################################

# These traits are checked on random adolescence pulse, and also non-randomly on day of adulthood

# Bi-yearly adolescence pulse - select which event chain to get
character_event = {
	id = ZE.13999

	is_triggered_only = yes # on_adolescence_pulse
	hide_window = yes

	only_capable = yes

	trigger = {
		OR = {
			trait = haughty
			trait = affectionate
			trait = timid
			trait = rowdy
			trait = willful
			trait = brooding
			trait = indolent
			trait = playful
			trait = conscientious
			trait = fussy
			trait = curious
			trait = idolizer
		}
	}

	immediate = {
		random_list = {
			10 = {
				trigger = { trait = haughty }

				mult_modifier = { # Monkey sees...
					factor = 1.45

					educator = {
						OR = {
							trait = proud
							trait = arbitrary
							trait = cruel
						}
					}
				}

				character_event = {
					id = ZE.13000
					days = 10
					random = 90
				}
			}

			10 = {
				trigger = { trait = affectionate }

				mult_modifier = { # Monkey sees...
					factor = 1.45

					educator = {
						OR = {
							trait = kind
							trait = content
							trait = trusting
						}
					}
				}

				character_event = {
					id = ZE.13010
					days = 10
					random = 90
				}
			}

			10 = {
				trigger = { trait = timid }

				mult_modifier = { # Monkey sees...
					factor = 1.45

					educator = {
						OR = {
							trait = shy
							trait = humble
							trait = craven
						}
					}
				}

				character_event = {
					id = ZE.13020
					days = 10
					random = 90
				}
			}

			10 = {
				trigger = { trait = rowdy }

				mult_modifier = { # Monkey sees...
					factor = 1.45

					educator = {
						OR = {
							trait = brawny
							trait = honest
							trait = dull
						}
					}
				}

				character_event = {
					id = ZE.13030
					days = 10
					random = 90
				}
			}

			10 = {
				trigger = { trait = willful }

				mult_modifier = { # Monkey sees...
					factor = 1.45

					educator = {
						OR = {
							trait = brave
							trait = ambitious
							trait = stubborn
						}
					}
				}

				character_event = {
					id = ZE.13040
					days = 10
					random = 90
				}
			}

			10 = {
				trigger = { trait = brooding }

				mult_modifier = { # Monkey sees...
					factor = 1.45

					educator = {
						OR = {
							trait = just
							trait = wroth
							trait = envious
						}
					}
				}

				character_event = {
					id = ZE.13050
					days = 10
					random = 90
				}
			}

			10 = {
				trigger = { trait = indolent }

				mult_modifier = { # Monkey sees...
					factor = 1.45

					educator = {
						OR = {
							trait = charitable
							trait = slothful
							trait = gluttonous
							trait = sturdy
							trait = fat
						}
					}
				}

				character_event = {
					id = ZE.13060
					days = 10
					random = 90
				}
			}

			10 = {
				trigger = { trait = playful }

				mult_modifier = { # Monkey sees...
					factor = 1.45

					educator = {
						OR = {
							trait = gregarious
							trait = deceitful
							trait = lunatic
						}
					}
				}

				character_event = {
					id = ZE.13070
					days = 10
					random = 90
				}
			}

			10 = {
				trigger = { trait = conscientious }

				mult_modifier = { # Monkey sees...
					factor = 1.45

					educator = {
						OR = {
							trait = diligent
							trait = temperate
							trait = frail
							trait = malnourished
						}
					}
				}

				character_event = {
					id = ZE.13080
					days = 10
					random = 90
				}
			}

			10 = {
				trigger = { trait = fussy }

				mult_modifier = { # Monkey sees...
					factor = 1.45

					educator = {
						OR = {
							trait = patient
							trait = paranoid
							trait = greedy
						}
					}
				}

				character_event = {
					id = ZE.13090
					days = 10
					random = 90
				}
			}

			10 = {
				trigger = { trait = curious }

				mult_modifier = { # Monkey sees...
					factor = 1.45

					educator = {
						OR = {
							trait = cynical
							trait = shrewd
						}
					}
				}

				character_event = {
					id = ZE.13100
					days = 10
					random = 90
				}
			}

			10 = {
				trigger = { trait = idolizer }

				mult_modifier = { # Monkey sees...
					factor = 1.45

					educator = {
						OR = {
							trait = zealous
							trait = erudite
							trait = frail
							trait = malnourished
						}
					}
				}

				character_event = {
					id = ZE.13110
					days = 10
					random = 90
				}
			}
		}
	}
}

#############################################
# Haughty									#
#############################################

# Haughty turns into Proud, Arbitrary, Cruel or Groomed.
character_event = {
	id = ZE.13000

	is_triggered_only = yes
	hide_window = yes

	only_capable = yes

	trigger = { trait = haughty }

	immediate = {
		set_character_flag = was_haughty

		# Select outcome
		random_list = {
			10 = {
				trigger = {
					NOR = {
						trait = humble
						trait = proud
					}
				}

				set_character_flag = haughty_to_proud
			}

			10 = {
				trigger = {
					NOR = {
						trait = just
						trait = arbitrary
					}
				}

				set_character_flag = haughty_to_arbitrary
			}

			10 = {
				trigger = {
					NOR = {
						trait = kind
						trait = cruel
					}
				}

				set_character_flag = haughty_to_cruel
			}

			10 = {
				set_character_flag = haughty_to_groomed

				trigger = {
					NOR = {
						trait = groomed
						trait = uncouth
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = proud }
				}

				mult_modifier = {
					factor = 1.5
					has_focus = focus_ch_pride
				}

				mult_modifier = {
					factor = 1.75
					has_focus = focus_ch_etiquette
				}

				mult_modifier = {
					factor = 1.75
					has_focus = focus_ed_diplomacy
				}

				mult_modifier = {
					factor = 1.5

					is_female = yes

					educator = {
						NOT = { has_religion_feature = religion_matriarchal }
					}
				}
			}

			fallback = {
				# Already has all possible outcomes
				change_martial = 2
				remove_trait = haughty
				break = yes
			}
		}

		if = {
			# Let educator decide on intervention
			limit = {
				educator = {
					trait = ambitious
				}

				NOT = { trait = ambitious }
				prisoner = no
			}

			educator = {
				character_event = { id = ZE.13002 }
			}
		}
		else = {
			# Go directly to trait change
			character_event = { id = ZE.13001 }
		}
	}
}

character_event = {
	id = ZE.13001
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13001
		trigger = { has_character_flag = haughty_to_proud }
	}
	desc = {
		text = EVTDESCB_ZE_13001
		trigger = { has_character_flag = haughty_to_arbitrary }
	}
	desc = {
		text = EVTDESCC_ZE_13001
		trigger = { has_character_flag = haughty_to_cruel }
	}
	desc = {
		text = EVTDESCDHFP20800_HAUGHTY_GROOMED
		trigger = { has_character_flag = haughty_to_groomed }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13001

		trigger = { has_character_flag = haughty_to_proud }

		remove_trait = haughty
		add_trait = proud
		clr_character_flag = haughty_to_proud
	}

	option = {
		name = EVTOPTB_ZE_13001

		trigger = { has_character_flag = haughty_to_arbitrary }

		remove_trait = haughty
		add_trait = arbitrary
		clr_character_flag = haughty_to_arbitrary
	}

	option = {
		name = EVTOPTC_ZE_13001

		trigger = { has_character_flag = haughty_to_cruel }

		remove_trait = haughty
		add_trait = cruel
		clr_character_flag = haughty_to_cruel
	}

	option = {
		name = EVTOPTAHFP20800_HAUGHTY_GROOMED

		trigger = { has_character_flag = haughty_to_groomed }

		remove_trait = haughty
		add_trait = groomed
		balance_weight_small_effect = yes
		clr_character_flag = haughty_to_groomed
	}
}

# Ambitious educator may make child Ambitious instead
character_event = {
	id = ZE.13002
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13002
		trigger = {
			FROM = { has_character_flag = haughty_to_proud }
		}
	}
	desc = {
		text = EVTDESCB_ZE_13002
		trigger = {
			FROM = { has_character_flag = haughty_to_arbitrary }
		}
	}
	desc = {
		text = EVTDESCC_ZE_13002
		trigger = {
			FROM = { has_character_flag = haughty_to_cruel }
		}
	}
	desc = {
		text = EVTDESCDHFP20800_HAUGHTY_GROOMED_ED
		trigger = {
			FROM = { has_character_flag = haughty_to_groomed }
		}
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13002 # The child will be like me

		FROM = {
			show_scope_change = no

			character_event = {
				id = ZE.13004
				tooltip = haughty_may_become_ambitious
			}
		}

		show_trait = ambitious
	}

	option = {
		name = EVTOPTB_ZE_13002  # Do not intervene

		FROM = {
			show_scope_change = no

			character_event = { id = ZE.13001 } # Go to normal trait change

			tooltip = {
				remove_trait = haughty

				trigger_switch = {
					on_trigger = has_character_flag

					haughty_to_proud = { add_trait = proud }
					haughty_to_arbitrary = { add_trait = arbitrary }
					haughty_to_cruel = { add_trait = cruel }
					haughty_to_groomed = { add_trait = groomed }
				}
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13004
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13004
		trigger = { has_character_flag = haughty_to_proud }
	}
	desc = {
		text = EVTDESCB_ZE_13004
		trigger = { has_character_flag = haughty_to_arbitrary }
	}
	desc = {
		text = EVTDESCC_ZE_13004
		trigger = { has_character_flag = haughty_to_cruel }
	}
	desc = {
		text = EVTDESCDHFP20800_HAUGHTY_GROOMED_RESP
		trigger = { has_character_flag = haughty_to_groomed }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13004

		remove_trait = haughty
		add_trait = ambitious
		clr_character_flag = haughty_to_proud
		clr_character_flag = haughty_to_arbitrary
		clr_character_flag = haughty_to_cruel
		clr_character_flag = haughty_to_groomed

		educator = {
			if = {
				limit = {
					ai = no
					is_ironman = yes
				}

				set_character_flag = achievement_follow_me
			}
		}
	}

	option = {
		name = EVTOPTB_ZE_13004

		trigger = { has_character_flag = haughty_to_proud }

		remove_trait = haughty
		add_trait = proud
		clr_character_flag = haughty_to_proud
	}

	option = {
		name = EVTOPTC_ZE_13004

		trigger = { has_character_flag = haughty_to_arbitrary }

		remove_trait = haughty
		add_trait = arbitrary
		clr_character_flag = haughty_to_arbitrary
	}

	option = {
		name = EVTOPTD_ZE_13004

		trigger = { has_character_flag = haughty_to_cruel }

		remove_trait = haughty
		add_trait = cruel
		clr_character_flag = haughty_to_cruel
	}

	option = {
		name = EVTOPTAHFP20800_HAUGHTY_GROOMED_RESP

		trigger = { has_character_flag = haughty_to_groomed }

		remove_trait = haughty
		add_trait = groomed
		balance_weight_small_effect = yes
		clr_character_flag = haughty_to_groomed
	}
}

#############################################
# Affectionate								#
#############################################

character_event = {
	id = ZE.13010

	hide_window = yes
	is_triggered_only = yes

	only_capable = yes

	trigger = { trait = affectionate }

	immediate = {
		set_character_flag = was_affectionate

		# Select outcome
		random_list = {
			10 = {
				set_character_flag = affectionate_to_kind

				trigger = {
					NOR = {
						trait = kind
						trait = cruel
						trait = envious
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = kind }
				}
			}

			10 = {
				set_character_flag = affectionate_to_content

				trigger = {
					NOR = {
						trait = content
						trait = ambitious
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = content }
				}
			}

			10 = {
				set_character_flag = affectionate_to_trusting

				trigger = {
					NOR = {
						trait = trusting
						trait = paranoid
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = trusting }
				}
			}

			fallback = {
				# Already has all possible outcomes
				change_diplomacy = 2
				remove_trait = affectionate
				break = yes
			}
		}

		if = {
			# Let educator decide on intervention
			limit = {
				educator = {
					trait = charitable
				}

				NOT = { trait = charitable }
				prisoner = no
			}

			educator = {
				character_event = { id = ZE.13012 }
			}
		}
		else = {
			# Go directly to trait change
			character_event = { id = ZE.13011 }
		}
	}
}

character_event = {
	id = ZE.13011
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13011
		trigger = { has_character_flag = affectionate_to_kind }
	}
	desc = {
		text = EVTDESCB_ZE_13011
		trigger = { has_character_flag = affectionate_to_content }
	}
	desc = {
		text = EVTDESCC_ZE_13011
		trigger = { has_character_flag = affectionate_to_trusting }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13011

		trigger = { has_character_flag = affectionate_to_kind }

		remove_trait = affectionate
		add_trait = kind
		clr_character_flag = affectionate_to_kind
	}

	option = {
		name = EVTOPTB_ZE_13011

		trigger = { has_character_flag = affectionate_to_content }

		remove_trait = affectionate
		add_trait = content
		clr_character_flag = affectionate_to_content
	}

	option = {
		name = EVTOPTC_ZE_13011

		trigger = { has_character_flag = affectionate_to_trusting }

		remove_trait = affectionate
		add_trait = trusting
		clr_character_flag = affectionate_to_trusting
	}
}

# Charitable educator may make child Charitable instead
character_event = {
	id = ZE.13012
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13012
		trigger = {
			FROM = { has_character_flag = affectionate_to_kind }
		}
	}
	desc = {
		text = EVTDESCB_ZE_13012
		trigger = {
			FROM = { has_character_flag = affectionate_to_content }
		}
	}
	desc = {
		text = EVTDESCC_ZE_13012
		trigger = {
			FROM = { has_character_flag = affectionate_to_trusting }
		}
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13012 # The child will be like me

		FROM = {
			show_scope_change = no

			character_event = {
				id = ZE.13014
				tooltip = affectionate_may_become_charitable
			}
		}

		show_trait = charitable
	}

	option = {
		name = EVTOPTB_ZE_13012  # Do not intervene

		FROM = {
			show_scope_change = no

			character_event = { id = ZE.13011 } # Go to normal trait change

			tooltip = {
				remove_trait = affectionate

				trigger_switch = {
					on_trigger = has_character_flag

					affectionate_to_kind = { add_trait = kind }
					affectionate_to_content = { add_trait = content }
					affectionate_to_trusting = { add_trait = trusting }
				}
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13014
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13014
		trigger = {
			FROM = { has_character_flag = affectionate_to_kind }
		}
	}
	desc = {
		text = EVTDESCB_ZE_13014
		trigger = {
			FROM = { has_character_flag = affectionate_to_content }
		}
	}
	desc = {
		text = EVTDESCC_ZE_13014
		trigger = {
			FROM = { has_character_flag = affectionate_to_trusting }
		}
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13014

		remove_trait = affectionate
		add_trait = charitable
		clr_character_flag = affectionate_to_kind
		clr_character_flag = affectionate_to_content
		clr_character_flag = affectionate_to_trusting

		educator = {
			if = {
				limit = {
					ai = no
					is_ironman = yes
				}
			}

			set_character_flag = achievement_follow_me
		}
	}

	option = {
		name = EVTOPTB_ZE_13014

		trigger = { has_character_flag = affectionate_to_kind }

		remove_trait = affectionate
		add_trait = kind
		clr_character_flag = affectionate_to_kind
	}

	option = {
		name = EVTOPTC_ZE_13014

		trigger = { has_character_flag = affectionate_to_content }

		remove_trait = affectionate
		add_trait = content
		clr_character_flag = affectionate_to_content
	}

	option = {
		name = EVTOPTD_ZE_13014

		trigger = { has_character_flag = affectionate_to_trusting }

		remove_trait = affectionate
		add_trait = trusting
		clr_character_flag = affectionate_to_trusting
	}
}

#############################################
# Timid										#
#############################################

character_event = {
	id = ZE.13020

	is_triggered_only = yes
	hide_window = yes

	only_capable = yes

	trigger = { trait = timid }

	immediate = {
		set_character_flag = was_timid

		# Select outcome
		random_list = {
			10 = {
				set_character_flag = timid_to_humble

				trigger = {
					NOR = {
						trait = humble
						trait = proud
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = humble }
				}
			}

			10 = {
				set_character_flag = timid_to_shy

				trigger = {
					NOR = {
						trait = shy
						trait = gregarious
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = shy }
				}
			}

			10 = {
				set_character_flag = timid_to_craven

				trigger = {
					NOR = {
						trait = craven
						trait = brave
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = craven }
				}
			}

			fallback = {
				# Already has all possible outcomes
				change_learning = 2
				remove_trait = timid
				break = yes
			}
		}

		if = {
			# Let educator decide on intervention
			limit = {
				educator = {
					trait = content
				}

				NOT = { trait = content }
				prisoner = no
			}

			educator = {
				character_event = { id = ZE.13022 }
			}
		}
		else = {
			# Go directly to trait change
			character_event = { id = ZE.13021 }
		}
	}
}

character_event = {
	id = ZE.13021
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13021
		trigger = { has_character_flag = timid_to_humble }
	}
	desc = {
		text = EVTDESCB_ZE_13021
		trigger = { has_character_flag = timid_to_shy }
	}
	desc = {
		text = EVTDESCC_ZE_13021
		trigger = { has_character_flag = timid_to_craven }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13021

		trigger = { has_character_flag = timid_to_humble }

		remove_trait = timid
		add_trait = humble
		clr_character_flag = timid_to_humble
	}

	option = {
		name = EVTOPTB_ZE_13021

		trigger = { has_character_flag = timid_to_shy }

		remove_trait = timid
		add_trait = shy
		clr_character_flag = timid_to_shy
	}

	option = {
		name = EVTOPTC_ZE_13021

		trigger = { has_character_flag = timid_to_craven }

		remove_trait = timid
		add_trait = craven
		clr_character_flag = timid_to_craven
	}
}

# Content educator may make child Content instead
character_event = {
	id = ZE.13022
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13022
		trigger = {
			FROM = { has_character_flag = timid_to_humble }
		}
	}
	desc = {
		text = EVTDESCB_ZE_13022
		trigger = {
			FROM = { has_character_flag = timid_to_shy }
		}
	}
	desc = {
		text = EVTDESCC_ZE_13022
		trigger = {
			FROM = { has_character_flag = timid_to_craven }
		}
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13022 # The child will be like me

		FROM = {
			show_scope_change = no

			character_event = {
				id = ZE.13024
				tooltip = timid_may_become_content
			}
		}

		show_trait = content
	}

	option = {
		name = EVTOPTB_ZE_13022 # Do not intervene

		FROM = {
			show_scope_change = no

			character_event = { id = ZE.13021 } # Go to normal trait change

			tooltip = {
				remove_trait = timid

				trigger_switch = {
					on_trigger = has_character_flag

					timid_to_humble = { add_trait = humble }
					timid_to_shy = { add_trait = shy }
					timid_to_craven = { add_trait = craven }
				}
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13024
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13024
		trigger = { has_character_flag = timid_to_humble }
	}
	desc = {
		text = EVTDESCB_ZE_13024
		trigger = { has_character_flag = timid_to_shy }
	}
	desc = {
		text = EVTDESCC_ZE_13024
		trigger = { has_character_flag = timid_to_craven }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13024

		remove_trait = timid
		add_trait = content
		clr_character_flag = timid_to_humble
		clr_character_flag = timid_to_shy
		clr_character_flag = timid_to_craven

		educator = {
			if = {
				limit = {
					ai = no
					is_ironman = yes
				}
			}

			set_character_flag = achievement_follow_me
		}
	}

	option = {
		name = EVTOPTB_ZE_13024

		trigger = { has_character_flag = timid_to_humble }

		remove_trait = timid
		add_trait = humble
		clr_character_flag = timid_to_humble
	}

	option = {
		name = EVTOPTC_ZE_13024

		trigger = { has_character_flag = timid_to_shy }

		remove_trait = timid
		add_trait = shy
		clr_character_flag = timid_to_shy
	}

	option = {
		name = EVTOPTD_ZE_13024

		trigger = { has_character_flag = timid_to_craven }

		remove_trait = timid
		add_trait = craven
		clr_character_flag = timid_to_craven
	}
}

#############################################
# Rowdy										#
#############################################

character_event = {
	id = ZE.13030

	is_triggered_only = yes
	hide_window = yes

	only_capable = yes

	trigger = { trait = rowdy }

	immediate = {
		set_character_flag = was_rowdy

		# Select outcome
		random_list = {
			10 = {
				set_character_flag = rowdy_to_strong

				trigger = {
					is_strong_trigger = no
					is_weak_trigger = no
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = brawny }
				}
			}

			10 = {
				set_character_flag = rowdy_to_honest

				trigger = {
					NOR = {
						trait = honest
						trait = deceitful
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = honest }
				}
			}

			10 = {
				trigger = {
					is_dumb_trigger = no
					NOT = { has_character_flag = child_became_smarter }
				}

				mult_modifier = {
					factor = 1.35
					educator = { trait = slow }
				}

				mult_modifier = {
					factor = 1.65
					educator = { trait = imbecile }
				}

				set_character_flag = rowdy_to_imbecile
				set_character_flag = child_became_less_smart
			}

			10 = {
				set_character_flag = rowdy_to_uncouth

				trigger = {
					NOR = {
						trait = groomed
						trait = uncouth
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = shy }
				}

				mult_modifier = {
					factor = 1.5
					has_focus = focus_ed_martial
				}
			}

			fallback = {
				# Already has all possible outcomes
				change_martial = 2
				remove_trait = rowdy
				break = yes
			}
		}

		if = {
			# Let educator decide on intervention
			limit = {
				educator = {
					trait = brave
				}

				NOT = { trait = brave }
				prisoner = no
			}

			educator = {
				character_event = { id = ZE.13032 }
			}
		}
		else = {
			# Go directly to trait change
			character_event = { id = ZE.13031 }
		}
	}
}

character_event = {
	id = ZE.13031
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13031
		trigger = { has_character_flag = rowdy_to_strong }
	}
	desc = {
		text = EVTDESCB_ZE_13031
		trigger = { has_character_flag = rowdy_to_honest }
	}
	desc = {
		text = EVTDESCC_ZE_13031
		trigger = { has_character_flag = rowdy_to_imbecile }
	}
	desc = {
		text = EVTDESCDHFP20800_ROWDY_UNCOUTH
		trigger = { has_character_flag = rowdy_to_uncouth }
	}

	is_triggered_only = yes

	only_capable = yes

	immediate = {
		if = {
			limit = { has_character_flag = rowdy_to_imbecile }

			trigger_switch = {
				on_trigger = trait

				genius = { set_character_flag = rowdy_genius_to_quick }
				quick = { set_character_flag = rowdy_quick_to_normal }
				slow = { set_character_flag = rowdy_slow_to_imbecile }
				fallback = { set_character_flag = rowdy_normal_to_slow }
			}
		}
	}

	option = {
		name = EVTOPTA_ZE_13031

		trigger = { has_character_flag = rowdy_to_strong }

		remove_trait = rowdy
		add_trait = brawny
		clr_character_flag = rowdy_to_strong
	}

	option = {
		name = EVTOPTB_ZE_13031

		trigger = { has_character_flag = rowdy_to_honest }

		remove_trait = rowdy
		add_trait = honest
		clr_character_flag = rowdy_to_honest
	}

	option = {
		name = EVTOPTC_ZE_13031

		trigger = { has_character_flag = rowdy_to_imbecile }

		clr_character_flag = rowdy_to_imbecile
		remove_trait = rowdy

		trigger_switch = {
			on_trigger = has_character_flag

			rowdy_genius_to_quick = {
				remove_trait = genius
				add_trait = quick
				clr_character_flag = rowdy_genius_to_quick
			}

			rowdy_quick_to_normal = {
				remove_trait = quick
				clr_character_flag = rowdy_quick_to_normal
			}

			rowdy_normal_to_slow = {
				add_trait = dull
				clr_character_flag = rowdy_normal_to_slow
			}

			rowdy_slow_to_imbecile = {
				add_trait = dull
				clr_character_flag = rowdy_slow_to_imbecile
			}
		}
	}

	option = {
		name = EVTOPTDHFP20800_ROWDY_UNCOUTH

		trigger = { has_character_flag = rowdy_to_uncouth }

		remove_trait = rowdy
		add_trait = uncouth
		clr_character_flag = rowdy_to_uncouth
	}
}


# Brave educator may make child Brave instead
character_event = {
	id = ZE.13032
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13032
		trigger = {
			FROM = { has_character_flag = rowdy_to_strong }
		}
	}
	desc = {
		text = EVTDESCB_ZE_13032
		trigger = {
			FROM = { has_character_flag = rowdy_to_honest }
		}
	}
	desc = {
		text = EVTDESCC_ZE_13032
		trigger = {
			FROM = { has_character_flag = rowdy_to_imbecile }
		}
	}
	desc = {
		text = EVTDESCEHFP20800_ROWDY_UNCOUTH_ED
		trigger = {
			FROM = { has_character_flag = rowdy_to_uncouth }
		}
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13032 # The child will be like me

		FROM = {
			show_scope_change = no

			character_event = {
				id = ZE.13034
				tooltip = rowdy_may_become_brave
			}
		}

		show_trait = brave
	}

	option = {
		name = EVTOPTB_ZE_13032  # Do not intervene

		FROM = {
			show_scope_change = no

			character_event = { id = ZE.13031 } # Go to normal trait change

			tooltip = {
				remove_trait = rowdy

				trigger_switch = {
					on_trigger = has_character_flag

					rowdy_to_strong = { add_trait = brawny }
					rowdy_to_honest = { add_trait = honest }
					rowdy_to_uncouth = { add_trait = uncouth }

					rowdy_to_imbecile = {
						trigger_switch = {
							on_trigger = trait

							genius = {
								remove_trait = genius
								add_trait = quick
							}

							quick = {
								remove_trait = quick
							}

							slow = {
								remove_trait = slow
								add_trait = imbecile
							}

							fallback = {
								add_trait = dull
							}
						}
					}
				}
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13034
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13034
		trigger = { has_character_flag = rowdy_to_strong }
	}
	desc = {
		text = EVTDESCB_ZE_13034
		trigger = { has_character_flag = rowdy_to_honest }
	}
	desc = {
		text = EVTDESCC_ZE_13034
		trigger = { has_character_flag = rowdy_to_imbecile }
	}
	desc = {
		text = EVTDESCDHFP20800_ROWDY_UNCOUTH_RESP
		trigger = { has_character_flag = rowdy_to_uncouth }
	}

	is_triggered_only = yes

	only_capable = yes

	immediate = {
		if = {
			limit = { has_character_flag = rowdy_to_imbecile }

			trigger_switch = {
				on_trigger = trait

				genius = { set_character_flag = rowdy_genius_to_quick }
				quick = { set_character_flag = rowdy_quick_to_normal }
				slow = { set_character_flag = rowdy_slow_to_imbecile }
				fallback = { set_character_flag = rowdy_normal_to_slow }
			}
		}
	}

	option = {
		name = EVTOPTA_ZE_13034

		remove_trait = rowdy
		add_trait = brave
		clr_character_flag = rowdy_to_strong
		clr_character_flag = rowdy_to_honest
		clr_character_flag = rowdy_to_imbecile
		clr_character_flag = rowdy_to_uncouth

		educator = {
			if = {
				limit = {
					ai = no
					is_ironman = yes
				}
			}

			set_character_flag = achievement_follow_me
		}
	}

	option = {
		name = EVTOPTB_ZE_13034

		trigger = { has_character_flag = rowdy_to_strong }

		remove_trait = rowdy
		add_trait = brawny
		clr_character_flag = rowdy_to_strong
	}

	option = {
		name = EVTOPTC_ZE_13034

		trigger = { has_character_flag = rowdy_to_honest }

		remove_trait = rowdy
		add_trait = honest
		clr_character_flag = rowdy_to_honest
	}

	option = {
		name = EVTOPTCHFP20800_ROWDY_UNCOUTH_RESP

		trigger = { has_character_flag = rowdy_to_uncouth }

		remove_trait = rowdy
		add_trait = uncouth
		clr_character_flag = rowdy_to_uncouth
	}

	option = {
		name = EVTOPTD_ZE_13034

		trigger = { has_character_flag = rowdy_to_imbecile }

		clr_character_flag = rowdy_to_imbecile
		remove_trait = rowdy

		trigger_switch = {
			on_trigger = has_character_flag

			rowdy_genius_to_quick = {
				remove_trait = genius
				add_trait = quick
				clr_character_flag = rowdy_genius_to_quick
			}

			rowdy_quick_to_normal = {
				remove_trait = quick
				clr_character_flag = rowdy_quick_to_normal
			}

			rowdy_normal_to_slow = {
				add_trait = dull
				clr_character_flag = rowdy_normal_to_slow
			}

			rowdy_slow_to_imbecile = {
				add_trait = dull
				clr_character_flag = rowdy_slow_to_imbecile
			}
		}
	}
}

#############################################
# Willful									#
#############################################

# willful turns into ambitious, brave or stubborn
character_event = {
	id = ZE.13040

	is_triggered_only = yes
	hide_window = yes

	only_capable = yes

	trigger = { trait = willful }

	immediate = {
		set_character_flag = was_willful

		# Select outcome
		random_list = {
			10 = {
				set_character_flag = willful_to_ambitious

				trigger = {
					NOR = {
						trait = content
						trait = ambitious
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = ambitious }
				}
			}

			10 = {
				set_character_flag = willful_to_brave

				trigger = {
					NOR = {
						trait = craven
						trait = brave
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = brave }
				}
			}

			10 = {
				set_character_flag = willful_to_stubborn

				trigger = {
					NOT = { trait = stubborn }
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = stubborn }
				}
			}

			fallback = {
				# Already has all possible outcomes
				change_intrigue = 2
				remove_trait = willful
				break = yes
			}
		}

		if = {
			# Let educator decide on intervention
			limit = {
				educator = {
					trait = proud
				}

				NOT = { trait = proud }
				prisoner = no
			}

			educator = {
				character_event = { id = ZE.13042 }
			}
		}
		else = {
			# Go directly to trait change
			character_event = { id = ZE.13041 }
		}
	}
}

character_event = {
	id = ZE.13041
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13041
		trigger = { has_character_flag = willful_to_ambitious }
	}
	desc = {
		text = EVTDESCB_ZE_13041
		trigger = { has_character_flag = willful_to_brave }
	}
	desc = {
		text = EVTDESCC_ZE_13041
		trigger = { has_character_flag = willful_to_stubborn }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13041

		trigger = { has_character_flag = willful_to_ambitious }

		remove_trait = willful
		add_trait = ambitious
		clr_character_flag = willful_to_ambitious
	}

	option = {
		name = EVTOPTB_ZE_13041

		trigger = { has_character_flag = willful_to_brave }

		remove_trait = willful
		add_trait = brave
		clr_character_flag = willful_to_brave
	}

	option = {
		name = EVTOPTC_ZE_13041

		trigger = { has_character_flag = willful_to_stubborn }

		remove_trait = willful
		add_trait = stubborn
		clr_character_flag = willful_to_stubborn
	}
}

# Proud educator may make child Proud instead
character_event = {
	id = ZE.13042
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13042
		trigger = {
			FROM = { has_character_flag = willful_to_ambitious }
		}
	}
	desc = {
		text = EVTDESCB_ZE_13042
		trigger = {
			FROM = { has_character_flag = willful_to_brave }
		}
	}
	desc = {
		text = EVTDESCC_ZE_13042
		trigger = {
			FROM = { has_character_flag = willful_to_stubborn }
		}
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13042 # The child will be like me

		FROM = {
			show_scope_change = no

			character_event = {
				id = ZE.13044
				tooltip = willful_may_become_proud
			}
		}

		show_trait = proud
	}

	option = {
		name = EVTOPTB_ZE_13042_B # Do not intervene

		FROM = {
			show_scope_change = no

			character_event = { id = ZE.13041 } # Go to normal trait change

			tooltip = {
				remove_trait = willful

				trigger_switch = {
					on_trigger = has_character_flag

					willful_to_ambitious = { add_trait = ambitious }
					willful_to_brave = { add_trait = brave }
					willful_to_stubborn = { add_trait = stubborn }
				}
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13044
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13044
		trigger = { has_character_flag = willful_to_ambitious }
	}
	desc = {
		text = EVTDESCB_ZE_13044
		trigger = { has_character_flag = willful_to_brave }
	}
	desc = {
		text = EVTDESCC_ZE_13044
		trigger = { has_character_flag = willful_to_stubborn }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13044

		remove_trait = willful
		add_trait = proud
		clr_character_flag = willful_to_ambitious
		clr_character_flag = willful_to_brave
		clr_character_flag = willful_to_stubborn

		educator = {
			if = {
				limit = {
					ai = no
					is_ironman = yes
				}
			}

			set_character_flag = achievement_follow_me
		}
	}

	option = {
		name = EVTOPTB_ZE_13044

		trigger = { has_character_flag = willful_to_ambitious }

		remove_trait = willful
		add_trait = ambitious
		clr_character_flag = willful_to_ambitious
	}

	option = {
		name = EVTOPTC_ZE_13044

		trigger = { has_character_flag = willful_to_brave }

		remove_trait = willful
		add_trait = brave
		clr_character_flag = willful_to_brave
	}

	option = {
		name = EVTOPTD_ZE_13044

		trigger = { has_character_flag = willful_to_stubborn }

		remove_trait = willful
		add_trait = stubborn
		clr_character_flag = willful_to_stubborn
	}
}

#############################################
# Brooding									#
#############################################

# brooding turns into just, wroth, envious or uncouth.
character_event = {
	id = ZE.13050

	is_triggered_only = yes
	hide_window = yes

	only_capable = yes

	trigger = { trait = brooding }

	immediate = {
		set_character_flag = was_brooding

		# Select outcome
		random_list = {
			10 = {
				set_character_flag = brooding_to_just

				trigger = {
					NOR = {
						trait = arbitrary
						trait = just
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = just }
				}
			}

			10 = {
				set_character_flag = brooding_to_wroth

				trigger = {
					NOR = {
						trait = patient
						trait = wroth
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = wroth }
				}
			}

			10 = {
				set_character_flag = brooding_to_envious

				trigger = {
					NOR = {
						trait = kind
						trait = envious
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = envious }
				}
			}

			10 = {
				set_character_flag = brooding_to_uncouth

				trigger = {
					NOR = {
						trait = groomed
						trait = uncouth
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = shy }
				}

				mult_modifier = {
					factor = 1.5
					has_focus = focus_ed_martial
				}
			}

			fallback = {
				# Already has all possible outcomes
				change_intrigue = 2
				remove_trait = brooding
				break = yes
			}
		}

		if = {
			# Let educator decide on intervention
			limit = {
				educator = {
					trait = temperate
				}

				NOT = { trait = temperate }
				prisoner = no
			}

			educator = {
				character_event = { id = ZE.13052 }
			}
		}
		else = {
			# Go directly to trait change
			character_event = { id = ZE.13051 }
		}
	}
}

character_event = {
	id = ZE.13051
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13051
		trigger = { has_character_flag = brooding_to_just }
	}
	desc = {
		text = EVTDESCB_ZE_13051
		trigger = { has_character_flag = brooding_to_wroth }
	}
	desc = {
		text = EVTDESCC_ZE_13051
		trigger = { has_character_flag = brooding_to_envious }
	}
	desc = {
		text = EVTDESCDHFP20800_BROOD_UNCOUTH
		trigger = { has_character_flag = brooding_to_uncouth }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13051

		trigger = { has_character_flag = brooding_to_just }

		remove_trait = brooding
		add_trait = just
		clr_character_flag = brooding_to_just
	}

	option = {
		name = EVTOPTB_ZE_13051

		trigger = { has_character_flag = brooding_to_wroth }

		remove_trait = brooding
		add_trait = wroth
		clr_character_flag = brooding_to_wroth
	}

	option = {
		name = EVTOPTC_ZE_13051

		trigger = { has_character_flag = brooding_to_envious }

		remove_trait = brooding
		add_trait = envious
		clr_character_flag = brooding_to_envious
	}

	option = {
		name = EVTOPTDHFP20800_BROOD_UNCOUTH

		trigger = { has_character_flag = brooding_to_uncouth }

		remove_trait = brooding
		add_trait = uncouth
		clr_character_flag = brooding_to_uncouth
	}
}


# Temperate educator may make child temperate instead
character_event = {
	id = ZE.13052
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13052
		trigger = {
			FROM = { has_character_flag = brooding_to_just }
		}
	}
	desc = {
		text = EVTDESCB_ZE_13052
		trigger = {
			FROM = { has_character_flag = brooding_to_wroth }
		}
	}
	desc = {
		text = EVTDESCC_ZE_13052
		trigger = {
			FROM = { has_character_flag = brooding_to_envious }
		}
	}
	desc = {
		text = EVTDESCDHFP20800_BROOD_UNCOUTH_ED
		trigger = {
			FROM = { has_character_flag = brooding_to_uncouth }
		}
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13052 # The child will be like me

		FROM = {
			show_scope_change = no

			character_event = {
				id = ZE.13054
				tooltip = brooding_may_become_temperate
			}
		}

		show_trait = temperate
	}

	option = {
		name = EVTOPTB_ZE_13052 # Do not intervene

		FROM = {
			show_scope_change = no

			character_event = { id = ZE.13051 } # Go to normal trait change

			tooltip = {
				remove_trait = brooding

				trigger_switch = {
					on_trigger = has_character_flag

					brooding_to_just = { add_trait = just }
					brooding_to_wroth = { add_trait = wroth }
					brooding_to_envious = { add_trait = envious }
					brooding_to_uncouth = { add_trait = uncouth }
				}
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13054
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13054
		trigger = { has_character_flag = brooding_to_just }
	}
	desc = {
		text = EVTDESCB_ZE_13054
		trigger = { has_character_flag = brooding_to_wroth }
	}
	desc = {
		text = EVTDESCC_ZE_13054
		trigger = { has_character_flag = brooding_to_envious }
	}
	desc = {
		text = EVTDESCDHFP20800_BROOD_UNCOUTH_RESP
		trigger = { has_character_flag = brooding_to_uncouth }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13054

		remove_trait = brooding
		add_trait_silently_temperate_effect = yes
		clr_character_flag = brooding_to_just
		clr_character_flag = brooding_to_wroth
		clr_character_flag = brooding_to_envious
		clr_character_flag = brooding_to_uncouth

		educator = {
			if = {
				limit = {
					ai = no
					is_ironman = yes
				}
			}

			set_character_flag = achievement_follow_me
		}
	}

	option = {
		name = EVTOPTB_ZE_13054

		trigger = { has_character_flag = brooding_to_just }

		remove_trait = brooding
		add_trait = just
		clr_character_flag = brooding_to_just
	}

	option = {
		name = EVTOPTC_ZE_13054

		trigger = { has_character_flag = brooding_to_wroth }

		remove_trait = brooding
		add_trait = wroth
		clr_character_flag = brooding_to_wroth
	}

	option = {
		name = EVTOPTD_ZE_13054

		trigger = { has_character_flag = brooding_to_envious }

		remove_trait = brooding
		add_trait = envious
		clr_character_flag = brooding_to_envious
	}

	option = {
		name = EVTOPTEHFP20800_BROOD_UNCOUTH

		trigger = { has_character_flag = brooding_to_uncouth }

		remove_trait = brooding
		add_trait = uncouth
		clr_character_flag = brooding_to_uncouth
	}
}

#############################################
# Indolent									#
#############################################

# Indolent turns into charitable, slothful, gluttonous, sturdy, or groomed.
character_event = {
	id = ZE.13060

	is_triggered_only = yes
	hide_window = yes

	only_capable = yes

	trigger = { trait = indolent }

	immediate = {
		set_character_flag = was_indolent

		# Select outcome
		random_list = {
			10 = {
				set_character_flag = indolent_to_charitable

				trigger = {
					NOR = {
						trait = greedy
						trait = charitable
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = charitable }
				}
			}

			10 = {
				set_character_flag = indolent_to_slothful

				trigger = {
					NOR = {
						trait = diligent
						trait = slothful
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = slothful }
				}
			}

			10 = {
				set_character_flag = indolent_to_gluttonous

				trigger = {
					NOR = {
						trait = temperate
						trait = gluttonous
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = gluttonous }
				}
			}

			10 = {
				set_character_flag = indolent_to_sturdy

				trigger = {
					NOR = {
						trait = sturdy
						trait = frail
						trait = brawny
					}
				}

				mult_modifier = {
					factor = 1.5

					educator = {
						OR = {
							trait = gluttonous
							trait = sturdy
							trait = fat
						}
					}
				}
			}

			10 = {
				set_character_flag = indolent_to_groomed

				trigger = {
					NOR = {
						trait = groomed
						trait = uncouth
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = proud }
				}

				mult_modifier = {
					factor = 1.5
					has_focus = focus_ch_pride
				}

				mult_modifier = {
					factor = 1.75
					has_focus = focus_ch_etiquette
				}

				mult_modifier = {
					factor = 1.75
					has_focus = focus_ed_diplomacy
				}

				mult_modifier = {
					factor = 1.5

					is_female = yes

					educator = {
						NOT = { has_religion_feature = religion_matriarchal }
					}
				}
			}

			fallback = {
				# Already has all possible outcomes
				change_intrigue = 2
				remove_trait = indolent
				break = yes
			}
		}

		if = {
			# Let educator decide on intervention
			limit = {
				educator = {
					trait = gregarious
				}

				NOT = { trait = gregarious }
				prisoner = no
			}

			educator = {
				character_event = { id = ZE.13062 }
			}
		}
		else = {
			# Go directly to trait change
			character_event = { id = ZE.13061 }
		}
	}
}

character_event = {
	id = ZE.13061
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13061
		trigger = { has_character_flag = indolent_to_charitable }
	}
	desc = {
		text = EVTDESCB_ZE_13061
		trigger = { has_character_flag = indolent_to_slothful }
	}
	desc = {
		text = EVTDESCC_ZE_13061
		trigger = { has_character_flag = indolent_to_gluttonous }
	}
	desc = {
		text = EVTDESCEHFP20669
		trigger = {
			has_character_flag = indolent_to_sturdy
			is_female = no
		}
	}
	desc = {
		text = EVTDESCFHFP20669
		trigger = {
			has_character_flag = indolent_to_sturdy
			is_female = yes
		}
	}
	desc = {
		text = EVTDESCGHFP20800_INDOLENT_GROOMED
		trigger = { has_character_flag = indolent_to_groomed }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13061

		trigger = { has_character_flag = indolent_to_charitable }

		remove_trait = indolent
		add_trait = charitable
		clr_character_flag = indolent_to_charitable
	}

	option = {
		name = EVTOPTB_ZE_13061

		trigger = { has_character_flag = indolent_to_slothful }

		remove_trait = indolent
		add_trait = slothful
		clr_character_flag = indolent_to_slothful
	}

	option = {
		name = EVTOPTC_ZE_13061

		trigger = { has_character_flag = indolent_to_gluttonous }

		remove_trait = indolent
		add_trait_silently_gluttonous_effect = yes
		clr_character_flag = indolent_to_gluttonous
	}

	option = {
		name = EVTOPTDHFP20669_ZE

		trigger = { has_character_flag = indolent_to_sturdy }

		remove_trait = indolent
		add_trait = sturdy

		hidden_effect = {
			random_list = {
				70 = {
					mult_modifier = {
						factor = 1.5
						trait = content
					}
				}

				30 = {
					character_event = {
						id = HFP.20669 # Change physical state event
						months = 30
						random = 400
					}
				}
			}
		}

		gain_weight_small_effect = yes
		weight_trait_check_effect = yes
		clr_character_flag = indolent_to_sturdy
	}

	option = {
		name = EVTOPTEHFP20800_INDOLENT_GROOMED

		trigger = { has_character_flag = indolent_to_groomed }

		remove_trait = indolent
		add_trait = groomed
		balance_weight_small_effect = yes
		weight_trait_check_effect = yes
		clr_character_flag = indolent_to_groomed
	}
}


# Gregarious educator may make child gregarious instead
character_event = {
	id = ZE.13062
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13062
		trigger = {
			FROM = { has_character_flag = indolent_to_charitable }
		}
	}
	desc = {
		text = EVTDESCB_ZE_13062
		trigger = {
			FROM = { has_character_flag = indolent_to_slothful }
		}
	}
	desc = {
		text = EVTDESCC_ZE_13062
		trigger = {
			FROM = { has_character_flag = indolent_to_gluttonous }
		}
	}
	desc = {
		text = EVTDESCGHFP20669
		trigger = {
			FROM = {
				has_character_flag = indolent_to_sturdy
				is_female = no
			}
		}
	}
	desc = {
		text = EVTDESCHHFP20669
		trigger = {
			FROM = {
				has_character_flag = indolent_to_sturdy
				is_female = yes
			}
		}
	}
	desc = {
		text = EVTDESCIHFP20800_INDOLENT_GROOMED_ED
		trigger = {
			FROM = { has_character_flag = indolent_to_groomed }
		}
	}


	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13062 # The child will be like me

		FROM = {
			show_scope_change = no

			character_event = {
				id = ZE.13064
				tooltip = indolent_may_become_gregarious
			}
		}

		show_trait = gregarious
	}

	option = {
		name = EVTOPTB_ZE_13062 # Do not intervene

		FROM = {
			show_scope_change = no

			character_event = { id = ZE.13061 } # Go to normal trait change

			tooltip = {
				remove_trait = indolent

				trigger_switch = {
					on_trigger = has_character_flag

					indolent_to_charitable = { add_trait = charitable }
					indolent_to_slothful = { add_trait = slothful }
					indolent_to_gluttonous = { add_trait_silently_gluttonous_effect = yes }

					indolent_to_sturdy = {
						add_trait = sturdy
						gain_weight_small_effect = yes
					}

					indolent_to_groomed = { add_trait = groomed }
				}
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13064
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13064
		trigger = { has_character_flag = indolent_to_charitable }
	}
	desc = {
		text = EVTDESCB_ZE_13064
		trigger = { has_character_flag = indolent_to_slothful }
	}
	desc = {
		text = EVTDESCC_ZE_13064
		trigger = { has_character_flag = indolent_to_gluttonous }
	}
	desc = {
		text = EVTDESCIHFP20669
		trigger = { has_character_flag = indolent_to_sturdy }
	}
	desc = {
		text = EVTDESCLHFP20800_INDOLENT_GROOMED_RESP
		trigger = { has_character_flag = indolent_to_groomed }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13064

		remove_trait = indolent
		add_trait = gregarious
		clr_character_flag = indolent_to_charitable
		clr_character_flag = indolent_to_slothful
		clr_character_flag = indolent_to_gluttonous
		clr_character_flag = indolent_to_sturdy
		clr_character_flag = indolent_to_groomed

		educator = {
			if = {
				limit = {
					ai = no
					is_ironman = yes
				}
			}

			set_character_flag = achievement_follow_me
		}
	}

	option = {
		name = EVTOPTB_ZE_13064

		trigger = { has_character_flag = indolent_to_charitable }

		remove_trait = indolent
		add_trait = charitable
		clr_character_flag = indolent_to_charitable
	}

	option = {
		name = EVTOPTC_ZE_13064

		trigger = { has_character_flag = indolent_to_slothful }

		remove_trait = indolent
		add_trait = slothful
		clr_character_flag = indolent_to_slothful
	}

	option = {
		name = EVTOPTD_ZE_13064

		trigger = { has_character_flag = indolent_to_gluttonous }

		remove_trait = indolent
		add_trait_silently_gluttonous_effect = yes
		clr_character_flag = indolent_to_gluttonous
	}

	option = {
		name = EVTOPTEHFP20669

		trigger = { has_character_flag = indolent_to_sturdy }

		remove_trait = indolent
		add_trait = sturdy

		hidden_effect = {
			random_list = {
				70 = {
					mult_modifier = {
						factor = 1.5
						trait = content
					}
				}

				30 = {
					character_event = {
						id = HFP.20669 # Change physical state event
						months = 30
						random = 400
					}
				}
			}
		}

		gain_weight_small_effect = yes
		clr_character_flag = indolent_to_sturdy
	}

	option = {
		name = EVTOPTFHFP20800_INDOLENT_GROOMED

		trigger = { has_character_flag = indolent_to_groomed }

		remove_trait = indolent
		add_trait = groomed
		balance_weight_small_effect = yes
		clr_character_flag = indolent_to_groomed
	}
}

#############################################
# Playful									#
#############################################

# playful turns into gregarious, deceitful or lunatic
character_event = {
	id = ZE.13070

	is_triggered_only = yes
	hide_window = yes

	only_capable = yes

	trigger = { trait = playful }

	immediate = {
		set_character_flag = was_playful

		# Select outcome
		random_list = {
			15 = {
				set_character_flag = playful_to_gregarious

				trigger = {
					NOT = { trait = gregarious }
				}

				mult_modifier = {
					factor = 0.1
					trait = shy
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = gregarious }
				}
			}

			15 = {
				set_character_flag = playful_to_deceitful

				trigger = {
					NOT = { trait = deceitful }
				}

				mult_modifier = {
					factor = 0.1
					trait = honest
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = deceitful }
				}
			}

			1 = {
				set_character_flag = playful_to_lunatic # This should be RARE but affected by modifiers/traumas

				trigger = {
					NOT = { trait = lunatic }
				}

				mult_modifier = {
					factor = 3
					trait = genius
				}

				mult_modifier = {
					factor = 1.5

					educator = {
						OR = {
							trait = possessed
							trait = lunatic
						}
					}
				}
			}

			fallback = {
				# Already has all possible outcomes
				# This combination should not be possible, but just to be sure...
				change_diplomacy = 2
				remove_trait = playful
				break = yes
			}
		}

		if = {
			# Let educator decide on intervention
			limit = {
				educator = {
					trait = cruel
				}

				NOT = { trait = cruel }
				prisoner = no
			}

			educator = {
				character_event = { id = ZE.13072 }
			}
		}
		else = {
			character_event = { id = ZE.13071 } # Go directly to trait change
		}
	}
}

character_event = {
	id = ZE.13071
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13071
		trigger = { has_character_flag = playful_to_gregarious }
	}
	desc = {
		text = EVTDESCB_ZE_13071
		trigger = { has_character_flag = playful_to_deceitful }
	}
	desc = {
		text = EVTDESCC_ZE_13071
		trigger = { has_character_flag = playful_to_lunatic }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13071

		trigger = { has_character_flag = playful_to_gregarious }

		remove_trait = playful
		add_trait = gregarious
		clr_character_flag = playful_to_gregarious
	}

	option = {
		name = EVTOPTB_ZE_13071

		trigger = { has_character_flag = playful_to_deceitful }

		remove_trait = playful
		add_trait = deceitful
		clr_character_flag = playful_to_deceitful
	}

	option = {
		name = EVTOPTC_ZE_13071

		trigger = { has_character_flag = playful_to_lunatic }

		remove_trait = playful
		add_trait = lunatic
		clr_character_flag = playful_to_lunatic
	}
}


# Cruel educator may make child cruel instead
character_event = {
	id = ZE.13072
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13072
		trigger = {
			FROM = { has_character_flag = playful_to_gregarious }
		}
	}
	desc = {
		text = EVTDESCB_ZE_13072
		trigger = {
			FROM = { has_character_flag = playful_to_deceitful }
		}
	}
	desc = {
		text = EVTDESCC_ZE_13072
		trigger = {
			FROM = { has_character_flag = playful_to_lunatic }
		}
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13072 # The child will be like me

		FROM = {
			show_scope_change = no

			character_event = {
				id = ZE.13074
				tooltip = playful_may_become_cruel
			}
		}

		show_trait = cruel
	}

	option = {
		name = EVTOPTB_ZE_13072 # Do not intervene

		FROM = {
			show_scope_change = no

			character_event = { id = ZE.13071 } # Go to normal trait change

			tooltip = {
				remove_trait = playful

				trigger_switch = {
					on_trigger = has_character_flag

					playful_to_gregarious = { add_trait = gregarious }
					playful_to_deceitful = { add_trait = deceitful  }
					playful_to_lunatic = { add_trait = lunatic }
				}
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13074
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13074
		trigger = { has_character_flag = playful_to_gregarious }
	}
	desc = {
		text = EVTDESCB_ZE_13074
		trigger = { has_character_flag = playful_to_deceitful }
	}
	desc = {
		text = EVTDESCC_ZE_13074
		trigger = { has_character_flag = playful_to_lunatic }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13074

		remove_trait = playful
		add_trait = cruel
		clr_character_flag = playful_to_gregarious
		clr_character_flag = playful_to_deceitful
		clr_character_flag = playful_to_lunatic

		educator = {
			if = {
				limit = {
					ai = no
					is_ironman = yes
				}
			}

			set_character_flag = achievement_follow_me
		}
	}

	option = {
		name = EVTOPTB_ZE_13074

		trigger = { has_character_flag = playful_to_gregarious }

		remove_trait = playful
		add_trait = gregarious
		clr_character_flag = playful_to_gregarious
	}

	option = {
		name = EVTOPTC_ZE_13074

		trigger = { has_character_flag = playful_to_deceitful }

		remove_trait = playful
		add_trait = deceitful
		clr_character_flag = playful_to_deceitful
	}

	option = {
		name = EVTOPTD_ZE_13074

		trigger = { has_character_flag = playful_to_lunatic }

		remove_trait = playful
		add_trait = lunatic
		clr_character_flag = playful_to_lunatic
	}
}

#############################################
# Conscientious								#
#############################################

# conscientious turns into diligent or temperate, chance of additionally getting Stressed
character_event = {
	id = ZE.13080

	is_triggered_only = yes
	hide_window = yes

	only_capable = yes

	trigger = { trait = conscientious }

	immediate = {
		set_character_flag = was_conscientious

		# Select outcome
		random_list = {
			10 = {
				set_character_flag = conscientious_to_diligent

				trigger = {
					NOR = {
						trait = slothful
						trait = diligent
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = diligent }
				}
			}

			10 = {
				set_character_flag = conscientious_to_temperate

				trigger = {
					NOR = {
						trait = gluttonous
						trait = temperate
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = temperate }
				}
			}

			fallback = {
				# Already has all possible outcomes
				change_stewardship = 2
				remove_trait = conscientious
				break = yes
			}
		}

		if = {
			# Let educator decide on intervention
			limit = {
				educator = {
					trait = just
				}

				NOT = { trait = just }
				prisoner = no
			}

			educator = {
				character_event = { id = ZE.13082 }
			}
		}
		else = {
			# Go directly to trait change
			character_event = { id = ZE.13081 }
		}
	}
}

character_event = {
	id = ZE.13081
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13081
		trigger = { has_character_flag = conscientious_to_diligent }
	}
	desc = {
		text = EVTDESCB_ZE_13081
		trigger = { has_character_flag = conscientious_to_temperate }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13081

		trigger = { has_character_flag = conscientious_to_diligent }

		remove_trait = conscientious
		add_trait = diligent
		clr_character_flag = conscientious_to_diligent
	}

	option = {
		name = EVTOPTB_ZE_13081

		trigger = { has_character_flag = conscientious_to_temperate }

		remove_trait = conscientious
		add_trait_silently_temperate_effect = yes
		clr_character_flag = conscientious_to_temperate
	}

	after = {
		random = {
			chance = 20
			add_trait_stressed_effect = yes
		}
	}
}

# Just educator may make child just instead
character_event = {
	id = ZE.13082
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13082
		trigger = {
			FROM = { has_character_flag = conscientious_to_diligent }
		}
	}
	desc = {
		text = EVTDESCB_ZE_13082
		trigger = {
			FROM = { has_character_flag = conscientious_to_temperate }
		}
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13082 # The child will be like me

		FROM = {
			show_scope_change = no

			character_event = {
				id = ZE.13084
				tooltip = conscientious_may_become_just
			}
		}

		show_trait = just
	}

	option = {
		name = EVTOPTB_ZE_13082 # Do not intervene

		FROM = {
			show_scope_change = no

			character_event = { id = ZE.13081 } # Go to normal trait change

			tooltip = {
				remove_trait = conscientious

				trigger_switch = {
					on_trigger = has_character_flag

					conscientious_to_diligent = { add_trait = diligent }
					conscientious_to_temperate = { add_trait = temperate }
				}
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13084
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13084
		trigger = { has_character_flag = conscientious_to_diligent }
	}
	desc = {
		text = EVTDESCB_ZE_13084
		trigger = { has_character_flag = conscientious_to_temperate }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13084

		remove_trait = conscientious
		add_trait = just
		clr_character_flag = conscientious_to_diligent
		clr_character_flag = conscientious_to_temperate

		educator = {
			if = {
				limit = {
					ai = no
					is_ironman = yes
				}
			}

			set_character_flag = achievement_follow_me
		}
	}

	option = {
		name = EVTOPTB_ZE_13084

		trigger = { has_character_flag = conscientious_to_diligent }

		remove_trait = conscientious
		add_trait = diligent
		clr_character_flag = conscientious_to_diligent
	}

	option = {
		name = EVTOPTC_ZE_13084

		trigger = { has_character_flag = conscientious_to_temperate }

		remove_trait = conscientious
		add_trait_silently_temperate_effect = yes
		clr_character_flag = conscientious_to_temperate
	}
}

#############################################
# Fussy										#
#############################################

# fussy turns into patient, greedy or paranoid
character_event = {
	id = ZE.13090

	is_triggered_only = yes
	hide_window = yes

	only_capable = yes

	trigger = { trait = fussy }

	immediate = {
		set_character_flag = was_fussy

		# Select outcome
		random_list = {
			10 = {
				set_character_flag = fussy_to_patient

				trigger = {
					NOR = {
						trait = wroth
						trait = patient
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = patient }
				}
			}

			10 = {
				set_character_flag = fussy_to_greedy

				trigger = {
					NOR = {
						trait = charitable
						trait = greedy
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = greedy }
				}
			}

			10 = {
				set_character_flag = fussy_to_paranoid

				trigger = {
					NOR = {
						trait = trusting
						trait = paranoid
					}
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = paranoid }
				}
			}

			fallback = {
				# Already has all possible outcomes
				change_stewardship = 2
				remove_trait = fussy
				break = yes
			}
		}

		if = {
			# Let educator decide on intervention
			limit = {
				educator = {
					trait = diligent
				}

				NOT = { trait = diligent }
				prisoner = no
			}

			educator = {
				character_event = { id = ZE.13092 }
			}
		}
		else = {
			# Go directly to trait change
			character_event = { id = ZE.13091 }
		}
	}
}

character_event = {
	id = ZE.13091
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13091
		trigger = { has_character_flag = fussy_to_patient }
	}
	desc = {
		text = EVTDESCB_ZE_13091
		trigger = { has_character_flag = fussy_to_greedy }
	}
	desc = {
		text = EVTDESCC_ZE_13091
		trigger = { has_character_flag = fussy_to_paranoid }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13091

		trigger = { has_character_flag = fussy_to_patient }

		remove_trait = fussy
		add_trait = patient
		clr_character_flag = fussy_to_patient
	}

	option = {
		name = EVTOPTB_ZE_13091

		trigger = { has_character_flag = fussy_to_greedy }

		remove_trait = fussy
		add_trait = greedy
		clr_character_flag = fussy_to_greedy
	}

	option = {
		name = EVTOPTC_ZE_13091

		trigger = { has_character_flag = fussy_to_paranoid }

		remove_trait = fussy
		add_trait = paranoid
		clr_character_flag = fussy_to_paranoid
	}
}

# Diligent educator may make child diligent instead
character_event = {
	id = ZE.13092
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13092
		trigger = {
			FROM = { has_character_flag = fussy_to_patient }
		}
	}
	desc = {
		text = EVTDESCB_ZE_13092
		trigger = {
			FROM = { has_character_flag = fussy_to_greedy }
		}
	}
	desc = {
		text = EVTDESCC_ZE_13092
		trigger = {
			FROM = { has_character_flag = fussy_to_paranoid }
		}
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13092 # The child will be like me

		FROM = {
			show_scope_change = no

			character_event = {
				id = ZE.13094
				tooltip = fussy_may_become_diligent
			}
		}

		show_trait = diligent
	}

	option = {
		name = EVTOPTB_ZE_13092 # Do not intervene

		FROM = {
			show_scope_change = no

			character_event = { id = ZE.13091 } # Go to normal trait change

			tooltip = {
				remove_trait = fussy

				trigger_switch = {
					on_trigger = has_character_flag

					fussy_to_patient = { add_trait = patient }
					fussy_to_greedy = { add_trait = greedy }
					fussy_to_paranoid = { add_trait = paranoid }
				}
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13094
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13094
		trigger = { has_character_flag = fussy_to_patient }
	}
	desc = {
		text = EVTDESCB_ZE_13094
		trigger = { has_character_flag = fussy_to_greedy }
	}
	desc = {
		text = EVTDESCC_ZE_13094
		trigger = { has_character_flag = fussy_to_paranoid }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13094

		remove_trait = fussy
		add_trait = diligent
		clr_character_flag = fussy_to_patient
		clr_character_flag = fussy_to_greedy
		clr_character_flag = fussy_to_paranoid

		educator = {
			if = {
				limit = {
					ai = no
					is_ironman = yes
				}
			}

			set_character_flag = achievement_follow_me
		}
	}

	option = {
		name = EVTOPTB_ZE_13094

		trigger = { has_character_flag = fussy_to_patient }

		remove_trait = fussy
		add_trait = patient
		clr_character_flag = fussy_to_patient
	}

	option = {
		name = EVTOPTC_ZE_13094

		trigger = { has_character_flag = fussy_to_greedy }

		remove_trait = fussy
		add_trait = greedy
		clr_character_flag = fussy_to_greedy
	}

	option = {
		name = EVTOPTD_ZE_13094

		trigger = { has_character_flag = fussy_to_paranoid }

		remove_trait = fussy
		add_trait = paranoid
		clr_character_flag = fussy_to_paranoid
	}
}

#############################################
# Curious									#
#############################################

character_event = {
	id = ZE.13100

	is_triggered_only = yes
	hide_window = yes

	only_capable = yes

	trigger = { trait = curious }

	immediate = {
		set_character_flag = was_curious

		# Select outcome
		random_list = {
			10 = {
				set_character_flag = curious_to_cynical

				trigger = {
					NOR = {
						trait = zealous
						trait = cynical
					}
				}
			}

			10 = {
				trigger = {
					OR = {
						educator = { NOT = { religion_group = ROOT } }
						location = { NOT = { religion_group = ROOT } }
						any_friend = { NOT = { religion_group = ROOT } }
						any_sibling = { NOT = { religion_group = ROOT } }
					}

					NOR = {
						trait = cynical
						trait = sympathy_christendom
						trait = sympathy_islam
						trait = sympathy_pagans
						trait = sympathy_zoroastrianism
						trait = sympathy_judaism
						trait = sympathy_indian
					}
				}

				set_character_flag = curious_sympathy_religion
			}

			10 = {
				trigger = {
					NOR = {
						trait = shrewd
						has_character_flag = child_became_less_smart
					}
				}

				set_character_flag = curious_to_genius
				set_character_flag = child_became_smarter

				trigger_switch = {
					on_trigger = trait

					imbecile = { set_character_flag = curious_imbecile_to_slow }
					slow = { set_character_flag = curious_slow_to_normal }
					fallback = { set_character_flag = curious_normal_to_shrewd }
				}
			}

			fallback = {
				# Already has all possible outcomes
				change_stewardship = 2
				remove_trait = curious
				break = yes
			}
		}

		# If sympathy for religion, choose which one...
		if = {
			limit = { has_character_flag = curious_sympathy_religion }

			random_list = {
				10 = {
					set_character_flag = add_sympathy_christendom

					trigger = {
						NOT = { religion_group = christian }

						OR = {
							educator = { religion_group = christian }
							location = { religion_group = christian }
							any_friend = { religion_group = christian }
							any_sibling = { religion_group = christian }
						}
					}
				}

				10 = {
					set_character_flag = add_sympathy_islam

					trigger = {
						NOT = { religion_group = muslim }

						OR = {
							educator = { religion_group = muslim }
							location = { religion_group = muslim }
							any_friend = { religion_group = muslim }
							any_sibling = { religion_group = muslim }
						}
					}
				}

				10 = {
					set_character_flag = add_sympathy_pagans

					trigger = {
						NOT = { religion_group = pagan_group }

						OR = {
							educator = { religion_group = pagan_group }
							location = { religion_group = pagan_group }
							any_friend = { religion_group = pagan_group }
							any_sibling = { religion_group = pagan_group }
						}
					}
				}

				10 = {
					set_character_flag = add_sympathy_zoroastrianism

					trigger = {
						NOT = { religion_group = zoroastrian_group }

						OR = {
							educator = { religion_group = zoroastrian_group }
							location = { religion_group = zoroastrian_group }
							any_friend = { religion_group = zoroastrian_group }
							any_sibling = { religion_group = zoroastrian_group }
						}
					}
				}

				10 = {
					set_character_flag = add_sympathy_judaism

					trigger = {
						NOT = { religion_group = jewish_group }

						OR = {
							educator = { religion_group = jewish_group }
							location = { religion_group = jewish_group }
							any_friend = { religion_group = jewish_group }
							any_sibling = { religion_group = jewish_group }
						}
					}
				}

				10 = {
					set_character_flag = add_sympathy_indian

					trigger = {
						NOT = { religion_group = indian_group }

						OR = {
							educator = { religion_group = indian_group }
							location = { religion_group = indian_group }
							any_friend = { religion_group = indian_group }
							any_sibling = { religion_group = indian_group }
						}
					}
				}
			}
		}

		if = {
			# Let educator decide on intervention
			limit = {
				educator = {
					trait = patient
				}

				NOT = { trait = patient }
				prisoner = no
			}

			educator = {
				character_event = { id = ZE.13102 }
			}
		}
		else = {
			# Go directly to trait change
			character_event = { id = ZE.13101 }
		}
	}
}

character_event = {
	id = ZE.13101
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13101
		trigger = { has_character_flag = curious_to_cynical }
	}
	desc = {
		text = EVTDESCB_ZE_13101
		trigger = { has_character_flag = curious_sympathy_religion }
	}
	desc = {
		text = EVTDESCC_ZE_13101
		trigger = { has_character_flag = curious_to_genius }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13101

		trigger = { has_character_flag = curious_to_cynical }

		remove_trait = curious
		add_trait = cynical
		clr_character_flag = curious_to_cynical
	}

	option = {
		name = EVTOPTB_ZE_13101

		trigger = { has_character_flag = curious_sympathy_religion }

		remove_trait = curious

		trigger_switch = {
			on_trigger = has_character_flag

			add_sympathy_christendom = {
				add_trait = sympathy_christendom
				clr_character_flag = add_sympathy_christendom
			}

			add_sympathy_islam = {
				add_trait = sympathy_islam
				clr_character_flag = add_sympathy_islam
			}

			add_sympathy_pagans = {
				add_trait = sympathy_pagans
				clr_character_flag = add_sympathy_pagans
			}

			add_sympathy_zoroastrianism = {
				add_trait = sympathy_zoroastrianism
				clr_character_flag = add_sympathy_zoroastrianism
			}

			add_sympathy_judaism = {
				add_trait = sympathy_judaism
				clr_character_flag = add_sympathy_judaism
			}

			add_sympathy_indian = {
				add_trait = sympathy_indian
				clr_character_flag = add_sympathy_indian
			}
		}

		clr_character_flag = curious_sympathy_religion
	}

	option = {
		name = EVTOPTC_ZE_13101

		trigger = { has_character_flag = curious_to_genius }

		clr_character_flag = curious_to_genius
		remove_trait = curious

		trigger_switch = {
			on_trigger = has_character_flag

			curious_imbecile_to_slow = {
				remove_trait = imbecile
				add_trait = slow
				clr_character_flag = curious_imbecile_to_slow
			}

			curious_slow_to_normal = {
				remove_trait = slow
				clr_character_flag = curious_slow_to_normal
			}

			fallback = {
				add_trait = shrewd
				clr_character_flag = curious_normal_to_shrewd
			}
		}
	}
}

# Patient educator may make child patient instead
character_event = {
	id = ZE.13102
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13102
		trigger = {
			FROM = { has_character_flag = curious_to_cynical }
		}
	}
	desc = {
		text = EVTDESCB_ZE_13102
		trigger = {
			FROM = { has_character_flag = curious_sympathy_religion }
		}
	}
	desc = {
		text = EVTDESCC_ZE_13102
		trigger = {
			FROM = { has_character_flag = curious_to_genius }
		}
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13102 # The child will be like me

		FROM = {
			show_scope_change = no

			character_event = {
				id = ZE.13104
				tooltip = curious_may_become_patient
			}
		}

		show_trait = patient
	}

	option = {
		name = {
			text = EVTOPTB_ZE_13102 # Do not intervene
			trigger = {
				FROM = { is_female = no }
			}
		}
		name = {
			text = EVTOPTC_ZE_13102 # Do not intervene
			trigger = {
				FROM = { is_female = yes }
			}
		}

		FROM = {
			show_scope_change = no

			character_event = { id = ZE.13101 } # Go to normal trait change

			tooltip = {
				remove_trait = curious

				trigger_switch = {
					on_trigger = has_character_flag

					curious_to_cynical = { add_trait = cynical }
					add_sympathy_christendom = { add_trait = sympathy_christendom }
					add_sympathy_islam = { add_trait = sympathy_islam }
					add_sympathy_pagans = { add_trait = sympathy_pagans }
					add_sympathy_zoroastrianism = { add_trait = sympathy_zoroastrianism }
					add_sympathy_judaism = { add_trait = sympathy_judaism }
					add_sympathy_indian = { add_trait = sympathy_indian }

					curious_imbecile_to_slow = {
						remove_trait = imbecile
						add_trait = slow
					}

					curious_slow_to_normal = { remove_trait = slow }
					curious_normal_to_shrewd = { add_trait = shrewd }
				}
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13104
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13104
		trigger = { has_character_flag = curious_to_cynical }
	}
	desc = {
		text = EVTDESCB_ZE_13104
		trigger = { has_character_flag = curious_sympathy_religion }
	}
	desc = {
		text = EVTDESCC_ZE_13104
		trigger = { has_character_flag = curious_to_genius }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13104

		remove_trait = curious
		add_trait = patient
		clr_character_flag = curious_to_cynical
		clr_character_flag = curious_sympathy_religion
		clr_character_flag = curious_to_genius

		educator = {
			if = {
				limit = {
					ai = no
					is_ironman = yes
				}
			}

			set_character_flag = achievement_follow_me
		}
	}

	option = {
		name = EVTOPTB_ZE_13104

		trigger = { has_character_flag = curious_to_cynical }

		remove_trait = curious
		add_trait = cynical
		clr_character_flag = curious_to_cynical
	}

	option = {
		name = EVTOPTC_ZE_13104

		trigger = { has_character_flag = curious_sympathy_religion }

		remove_trait = curious

		trigger_switch = {
			on_trigger = has_character_flag

			add_sympathy_christendom = {
				add_trait = sympathy_christendom
				clr_character_flag = add_sympathy_christendom
			}

			add_sympathy_islam = {
				add_trait = sympathy_islam
				clr_character_flag = add_sympathy_islam
			}

			add_sympathy_pagans = {
				add_trait = sympathy_pagans
				clr_character_flag = add_sympathy_pagans
			}

			add_sympathy_zoroastrianism = {
				add_trait = sympathy_zoroastrianism
				clr_character_flag = add_sympathy_zoroastrianism
			}

			add_sympathy_judaism = {
				add_trait = sympathy_judaism
				clr_character_flag = add_sympathy_judaism
			}

			add_sympathy_indian = {
				add_trait = sympathy_indian
				clr_character_flag = add_sympathy_indian
			}
		}

		clr_character_flag = curious_sympathy_religion
	}

	option = {
		name = EVTOPTD_ZE_13104

		trigger = { has_character_flag = curious_to_genius }

		clr_character_flag = curious_to_genius
		remove_trait = curious

		trigger_switch = {
			on_trigger = has_character_flag

			curious_imbecile_to_slow = {
				remove_trait = imbecile
				add_trait = slow
				clr_character_flag = curious_imbecile_to_slow
			}

			curious_slow_to_normal = {
				remove_trait = slow
				clr_character_flag = curious_slow_to_normal
			}

			curious_normal_to_shrewd = {
				add_trait = shrewd
				clr_character_flag = curious_normal_to_shrewd
			}
		}
	}
}

#############################################
# Idolizer									#
#############################################

# idolizer turns into zealous, erudite or weak
character_event = {
	id = ZE.13110

	is_triggered_only = yes
	hide_window = yes

	only_capable = yes

	trigger = { trait = idolizer }

	immediate = {
		set_character_flag = was_idolizer

		# Select outcome
		random_list = {
			10 = {
				set_character_flag = idolizer_to_zealous

				trigger = {
					NOR = {
						trait = cynical
						trait = zealous
						trait = sympathy_christendom
						trait = sympathy_islam
						trait = sympathy_pagans
						trait = sympathy_zoroastrianism
						trait = sympathy_judaism
						trait = sympathy_indian
					}
				}

				mult_modifier = {
					factor = 1.5

					educator = {
						religion = ROOT
						trait = zealous
					}
				}
			}

			10 = {
				set_character_flag = idolizer_to_erudite

				trigger = {
					NOT = { trait = erudite }
				}

				mult_modifier = {
					factor = 1.5
					educator = { trait = erudite }
				}
			}

			10 = {
				set_character_flag = idolizer_to_weak

				trigger = {
					is_strong_trigger = no
					is_weak_trigger = no
				}

				mult_modifier = {
					factor = 1.5
					educator = { is_weak_trigger = yes }
				}
			}

			fallback = {
				# Already has all possible outcomes
				change_learning = 2
				remove_trait = idolizer
				break = yes
			}
		}

		if = {
			# Let educator decide on intervention
			limit = {
				educator = {
					trait = kind
				}

				NOT = { trait = kind }
				prisoner = no
			}

			educator = {
				character_event = { id = ZE.13112 }
			}
		}
		else = {
			# Go directly to trait change
			character_event = { id = ZE.13111 }
		}
	}
}

character_event = {
	id = ZE.13111
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13111
		trigger = { has_character_flag = idolizer_to_zealous }
	}
	desc = {
		text = EVTDESCB_ZE_13111
		trigger = { has_character_flag = idolizer_to_erudite }
	}
	desc = {
		text = EVTDESCC_ZE_13111
		trigger = { has_character_flag = idolizer_to_weak }
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13111

		trigger = { has_character_flag = idolizer_to_zealous }

		remove_trait = idolizer
		add_trait = zealous
		clr_character_flag = idolizer_to_zealous
	}

	option = {
		name = EVTOPTB_ZE_13111

		trigger = { has_character_flag = idolizer_to_erudite }

		remove_trait = idolizer
		add_trait = erudite
		clr_character_flag = idolizer_to_erudite
	}

	option = {
		name = EVTOPTC_ZE_13111

		trigger = { has_character_flag = idolizer_to_weak }

		remove_trait = idolizer
		add_trait = frail

		hidden_effect = {
			random_list = {
				70 = {
					mult_modifier = {
						factor = 1.5
						trait = content
					}
				}

				30 = {
					character_event = {
						id = HFP.20669 # Change physical state event
						months = 30
						random = 400
					}
				}
			}
		}

		lose_weight_small_effect = yes
		clr_character_flag = idolizer_to_weak
	}
}


# Kind educator may make child kind instead
character_event = {
	id = ZE.13112
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13112
		trigger = {
			FROM = { has_character_flag = idolizer_to_zealous }
		}
	}
	desc = {
		text = EVTDESCB_ZE_13112
		trigger = {
			FROM = { has_character_flag = idolizer_to_erudite }
		}
	}
	desc = {
		text = EVTDESCC_ZE_13112
		trigger = {
			FROM = { has_character_flag = idolizer_to_weak }
		}
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13112 # The child will be like me

		FROM = {
			show_scope_change = no

			character_event = {
				id = ZE.13114
				tooltip = idolizer_may_become_kind
			}
		}

		show_trait = kind
	}

	option = {
		name = EVTOPTB_ZE_13112 # Do not intervene

		FROM = {
			show_scope_change = no

			character_event = { id = ZE.13111 } # Go to normal trait change

			tooltip = {
				remove_trait = idolizer

				trigger_switch = {
					on_trigger = has_character_flag

					idolizer_to_zealous = { add_trait = zealous }
					idolizer_to_erudite = { add_trait = erudite }

					idolizer_to_weak = {
						add_trait = frail
						lose_weight_small_effect = yes
					}
				}
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13114
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13114
		trigger = {
			FROM = { has_character_flag = idolizer_to_zealous }
		}
	}
	desc = {
		text = EVTDESCB_ZE_13114
		trigger = {
			FROM = { has_character_flag = idolizer_to_erudite }
		}
	}
	desc = {
		text = EVTDESCC_ZE_13114
		trigger = {
			FROM = { has_character_flag = idolizer_to_weak }
		}
	}

	is_triggered_only = yes

	only_capable = yes

	option = {
		name = EVTOPTA_ZE_13114

		remove_trait = idolizer
		add_trait = kind
		clr_character_flag = idolizer_to_zealous
		clr_character_flag = idolizer_to_erudite
		clr_character_flag = idolizer_to_weak

		educator = {
			if = {
				limit = {
					ai = no
					is_ironman = yes
				}
			}

			set_character_flag = achievement_follow_me
		}
	}

	option = {
		name = EVTOPTB_ZE_13004

		trigger = { has_character_flag = idolizer_to_zealous }

		remove_trait = idolizer
		add_trait = zealous
		clr_character_flag = idolizer_to_zealous
	}

	option = {
		name = EVTOPTC_ZE_13004

		trigger = { has_character_flag = idolizer_to_erudite }

		remove_trait = idolizer
		add_trait = erudite
		clr_character_flag = idolizer_to_erudite
	}

	option = {
		name = EVTOPTD_ZE_13004

		trigger = { has_character_flag = idolizer_to_weak }

		remove_trait = idolizer
		add_trait = frail

		hidden_effect = {
			random_list = {
				70 = {
					mult_modifier = {
						factor = 1.5
						trait = content
					}
				}

				30 = {
					character_event = {
						id = HFP.20669 # Change physical state event
						months = 30
						random = 400
					}
				}
			}
		}

		clr_character_flag = idolizer_to_weak
	}
}

#############################################
#											#
# Adolescent love events					#
# ZE.13600-ZE.13950							#
#											#
#############################################

# Start/event selection
character_event = {
	id = ZE.13997

	is_triggered_only = yes # on_adolescence_pulse
	hide_window = yes

	min_age = 14
	only_capable = yes
	prisoner = no

	trigger = {
		is_ill = no
		is_inaccessible_trigger = no
		NOT = { has_character_flag = is_child_of_destiny }
	}

	immediate = {
		random_list = {
			70 = { } # No events

			15 = {
				trigger = {
					NOT = { has_character_flag = youth_romantic_endeavor }
				}

				character_event = {
					id = ZE.13610 # Romance at court
					months = 1
					random = 120
				}
			}

			15 = {
				trigger = {
					NOT = { has_character_flag = youth_sex_dream }

					educator = {
						any_courtier = {
							is_opposite_sex = ROOT
							is_adult = yes
							practical_age < 35
							is_incapable = no

							NOR = {
								is_close_relative = ROOT
								trait = ugly
								trait = blinded
								trait = celibate
								trait = eunuch
								trait = clubfooted
								trait = harelip
								trait = hunchback
								trait = dwarf
								trait = inbred
								has_character_modifier = the_oubliette
								has_character_modifier = the_dungeon
							}
						}
					}
				}

				character_event = {
					id = ZE.13700 # Romantic dreams of older courtier...
					months = 1
					random = 120
				}
			}
		}
	}
}

# ID ZE.13700-ZE.13799

# Written by Markus Olsn
# Confused teenager events

# Waking up from a very interesting dream, what was it about?
character_event = {
	id = ZE.13700
	picture = GFX_evt_recovery
	desc = EVTDESCA_ZE_13700

	is_triggered_only = yes

	only_capable = yes
	has_dlc = "Conclave"

	trigger = {
		educator = {
			any_courtier = {
				is_opposite_sex = ROOT
				is_adult = yes
				practical_age < 35
				is_incapable = no

				NOR = {
					is_close_relative = ROOT
					trait = ugly
					trait = blinded
					trait = celibate
					trait = eunuch
					trait = clubfooted
					trait = harelip
					trait = hunchback
					trait = dwarf
					trait = inbred
					has_character_modifier = the_oubliette
					has_character_modifier = the_dungeon
				}
			}
		}
	}

	immediate = {
		set_character_flag = youth_sex_dream

		educator = {
			random_courtier = {
				limit = {
					is_opposite_sex = ROOT
					is_adult = yes
					is_incapable = no
					practical_age < 35

					NOR = {
						is_close_relative = ROOT
						trait = ugly
						trait = blinded
						trait = celibate
						trait = eunuch
						trait = clubfooted
						trait = harelip
						trait = hunchback
						trait = dwarf
						trait = inbred
						has_character_modifier = the_oubliette
						has_character_modifier = the_dungeon
					}
				}

				save_event_target_as = lustful_target
			}
		}
	}

	option = {
		name = EVTOPTA_ZE_13700 # Homosexual version

		character_event = { id = ZE.13701 }

		ai_chance = { factor = 10 }
	}

	option = {
		name = EVTOPTB_ZE_13700 # Lustful/Chaste version

		character_event = { id = ZE.13702 }

		ai_chance = { factor = 90 }
	}

	# option = {
	#	name = EVTOPTC_ZE_13700 # Celibate version
	#
	#	character_event = { id = ZE.13703 }
	#
	#	ai_chance = { factor = 2 }
	#
	# }

	option = {
		name = EVTOPTD_ZE_13700 # Don't know don't care

		ai_chance = { factor = 0 }
	}
}

character_event = {
	id = ZE.13701
	picture = GFX_evt_stone_church
	desc = EVTDESCA_ZE_13701

	is_triggered_only = yes

	option = {
		name = EVTOPTA_ZE_13701 # Homosexual

		if = {
			limit = {
				NOT = { trait = homosexual }
			}

			add_trait = homosexual
			set_character_flag = revealed_homosexual@ROOT
		}

		ai_chance = { factor = 50 }
	}

	option = {
		name = EVTOPTB_ZE_13701 # Homosexual + chaste

		if = {
			limit = {
				NOT = { trait = homosexual }
			}

			add_trait = homosexual
			set_character_flag = revealed_homosexual@ROOT
		}

		add_trait_fully_silently_chaste_effect = yes

		ai_chance = { factor = 30 }
	}

	option = {
		name = EVTOPTC_ZE_13701 # Homosexual + lustful

		if = {
			limit = {
				NOT = { trait = homosexual }
			}

			add_trait = homosexual
			set_character_flag = revealed_homosexual@ROOT
		}

		add_trait_fully_silently_lustful_effect = yes

		ai_chance = { factor = 10 }
	}

	option = {
		name = EVTOPTD_ZE_13701 # I'm corrupted

		prestige = -50

		ai_chance = { factor = 10 }
	}
}

character_event = {
	id = ZE.13702
	picture = GFX_evt_lovers
	desc = EVTDESCA_ZE_13702

	is_triggered_only = yes

	option = {
		name = EVTOPTA_ZE_13702 # Chaste

		opinion = {
			name = teenage_infatuation
			who = event_target:lustful_target
			years = 4
		}

		event_target:lustful_target = {
			character_event = {
				id = ZE.13704
				days = 2
			}
		}

		add_trait_fully_silently_chaste_effect = yes

		ai_chance = { factor = 60 }
	}

	option = {
		name = EVTOPTB_ZE_13702 # Lustful

		add_trait_fully_silently_lustful_effect = yes

		ai_chance = { factor = 40 }
	}
}

#character_event = {
#	id = ZE.13703
#	picture = GFX_evt_child_reading
#	desc = EVTDESCA_ZE_13703
#
#	is_triggered_only = yes
#
#	option = {
#		name = EVTOPTA_ZE_13703 # Celibate
#
#		piety = 30
#
#		add_trait_silently_celibate_effect = yes
#	}
#
#	option = {
#		name = EVTOPTB_ZE_13703 # Wait and see
#
#		ai_chance = { factor = 0 }
#	}
# }

# Courtier informed child has a crush on him/her
character_event = {
	id = ZE.13704
	picture = GFX_evt_courtiers_talking
	desc = EVTDESCA_ZE_13704

	is_triggered_only = yes

	option = {
		name = EVTOPTA_ZE_13704 # How sweet

		prestige = 30

		opinion = {
			name = opinion_flattered
			who = FROM
			years = 4
		}
	}
}


#############################################
# Flag clearing								#
#############################################

# Clear adolescence trait event chain flags on adulthood
character_event = {
	id = ZE.13998

	is_triggered_only = yes
	hide_window = yes

	immediate = {
		clr_character_flag = child_became_less_smart
		clr_character_flag = child_became_smarter
		clr_character_flag = youth_sex_dream
		clr_character_flag = youth_romantic_endeavor
	}
}

#############################################
#											#
# Romantic endeavors						#
# ZE.13600-ZE.13699							#
#											#
#############################################

character_event = {
	id = ZE.13610
	desc = EVTDESC_ZE_13610
	picture = GFX_evt_noble_in_castle
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes

	immediate = {
		set_character_flag = youth_romantic_endeavor
	}

	option = { # Farrier's apprentice
		name = EVTOPTA_ZE_13610

		trigger = { is_female = yes }

		set_character_flag = ZE_13610_farrier

		character_event = {
			id = ZE.13611
			months = 1
		}

		ai_chance = { factor = 60 }
	}

	option = { # Carpenter's daughter male
		name = EVTOPTA_ZE_13610_MALE

		trigger = { is_female = no }

		set_character_flag = ZE_13610_carpenter_male

		character_event = {
			id = ZE.13611
			months = 1
		}

		ai_chance = { factor = 60 }
	}

	option = { # Carpenter's daughter
		name = EVTOPTB_ZE_13610

		trigger = { is_female = yes }

		add_trait = homosexual
		set_character_flag = revealed_homosexual@ROOT
		set_character_flag = ZE_13610_carpenter

		character_event = {
			id = ZE.13611
			months = 1
		}

		ai_chance = { factor = 10 }
	}

	option = { # Farrier's apprentice Male
		name = EVTOPTB_ZE_13610_MALE

		trigger = { is_female = no }

		add_trait = homosexual
		set_character_flag = revealed_homosexual@ROOT
		set_character_flag = ZE_13610_farrier_male

		character_event = {
			id = ZE.13611
			months = 1
		}

		ai_chance = { factor = 10 }
	}

	option = { # I don't have time for this
		name = EVTOPTC_ZE_13610

		ai_chance = { factor = 30 }
	}
}

character_event = {
	id = ZE.13611
	picture = GFX_evt_lovers
	border = GFX_event_normal_frame_diplomacy

	desc = {
		text = EVTDESCA_ZE_13611
		trigger = {
			OR = {
				has_character_flag = ZE_13610_farrier
				has_character_flag = ZE_13610_farrier_male
			}
		}
	}
	desc = {
		text = EVTDESCB_ZE_13611
		trigger = {
			OR = {
				has_character_flag = ZE_13610_carpenter
				has_character_flag = ZE_13610_carpenter_male
			}
		}
	}

	is_triggered_only = yes

	option = { # Chaste
		name = {
			text = EVTOPTA_ZE_13611_CARP
			trigger = {
				OR = {
					has_character_flag = ZE_13610_carpenter
					has_character_flag = ZE_13610_carpenter_male
				}
			}
		}
		name = {
			text = EVTOPTA_ZE_13611_FERR
			trigger = {
				OR = {
					has_character_flag = ZE_13610_ferrier
					has_character_flag = ZE_13610_ferrier_male
				}
			}
		}

		add_trait_fully_silently_chaste_effect = yes
	}

	option = { # No special outcome
		name = {
			text = EVTOPTB_ZE_13611_CARP
			trigger = {
				OR = {
					has_character_flag = ZE_13610_carpenter
					has_character_flag = ZE_13610_carpenter_male
				}
			}
		}
		name = {
			text = EVTOPTB_ZE_13611_FERR
			trigger = {
				OR = {
					has_character_flag = ZE_13610_ferrier
					has_character_flag = ZE_13610_ferrier_male
				}
			}
		}
	}

	option = { # Lustful
		name = {
			text = EVTOPTC_ZE_13611_CARP
			trigger = {
				OR = {
					has_character_flag = ZE_13610_carpenter
					has_character_flag = ZE_13610_carpenter_male
				}
			}
		}
		name = {
			text = EVTOPTC_ZE_13611_FERR
			trigger = {
				OR = {
					has_character_flag = ZE_13610_ferrier
					has_character_flag = ZE_13610_ferrier_male
				}
			}
		}

		add_trait_fully_silently_lustful_effect = yes
	}

	after = {
		clr_character_flag = ZE_13610_carpenter
		clr_character_flag = ZE_13610_carpenter_male
		clr_character_flag = ZE_13610_ferrier
		clr_character_flag = ZE_13610_ferrier_male
	}
}

#####################################################################
# Influence events 													#
#####################################################################
character_event = {
	id = ZE.13615

	is_triggered_only = yes # on_adolescence_pulse
	hide_window = yes

	min_age = 14
	only_capable = yes

	trigger = {
		is_inaccessible_trigger = no

		educator = {
			OR = {
				diplomacy >= 12
				martial >= 12
				stewardship >= 12
				intrigue >= 12
				learning >= 12
			}
		}

		NOR = {
			has_character_modifier = the_dungeon
			has_character_modifier = the_oubliette
		}
	}

	immediate = {
		if = { # If we have more than 2 high skills
			limit = {
				educator = {
					calc_true_if = {
						amount >= 2

						diplomacy >= 12
						martial >= 12
						stewardship >= 12
						intrigue >= 12
						learning >= 12
					}
				}

				NAND = {
					trait = ambitious
					trait = diligent
					trait = patient
				}
			}

			educator = {
				character_event = {
					id = ZE.13625
					months = 1
					random = 20
				}
			}
		}
		else = {
			random_list = {
				20 = {
					trigger = {
						educator = { diplomacy >= 12 }

						NAND = {
							trait = honest
							trait = gregarious
						}
					}

					educator = {
						character_event = {
							id = ZE.13620
							months = 1
							random = 20
						}
					}
				}

				20 = {
					trigger = {
						educator = { martial >= 12 }

						NAND = {
							trait = brave
							trait = wroth
						}
					}

					educator = {
						character_event = {
							id = ZE.13621
							months = 1
							random = 20
						}
					}
				}

				20 = {
					trigger = {
						educator = { stewardship >= 12 }

						NAND = {
							trait = just
							trait = temperate
						}
					}

					educator = {
						character_event = {
							id = ZE.13622
							months = 1
							random = 20
						}
					}
				}

				20 = {
					trigger = {
						educator = { intrigue >= 12 }

						NAND = {
							trait = deceitful
							trait = cynical
						}
					}

					educator = {
						character_event = {
							id = ZE.13623
							months = 1
							random = 20
						}
					}
				}

				20 = {
					trigger = {
						educator = { learning >= 12 }

						NAND = {
							trait = erudite
							trait = chaste
						}
					}

					educator = {
						character_event = {
							id = ZE.13624
							months = 1
							random = 20
						}
					}
				}
			}
		}
	}
}


# Educator has high diplomacy
character_event = {
	id = ZE.13620
	desc = EVTDESC_ZE_13620
	picture = GFX_evt_monk
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes

	trigger = {
		diplomacy >= 12

		FROM = {
			is_alive = yes

			NAND = {
				trait = honest
				trait = gregarious
			}
		}
	}

	option = {
		name = EVTOPTA_ZE_13620
		tooltip_info = diplomacy

		trigger = {
			FROM = { NOT = { trait = honest } }
		}

		FROM = {
			show_scope_change = no

			if = {
				limit = { trait = deceitful }
				remove_trait = deceitful
			}
			else = {
				add_trait = honest
			}
		}

		reverse_opinion = {
			name = opinion_pushed_me
			who = FROM
			years = 20
		}

		if = {
			limit = { trait = honest }

			add_character_modifier = {
				name = too_honest
				years = 5
			}
		}
		else_if = {
			limit = { trait = deceitful }

			reverse_opinion = {
				name = opinion_hypocrite
				who = FROM
				years = 10
			}
		}

	#	ai_chance = {
	#		factor = 1
	#
	#		mult_modifier = {
	#			factor = 30
	#			player_heir = { character = FROM }
	#		}
	#
	#		mult_modifier = {
	#			factor = 15
	#
	#			is_parent_of = FROM
	#			NOT = { player_heir = { character = FROM } }
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#
	#			OR = {
	#				trait = kind
	#				trait = charitable
	#				trait = diligent
	#			}
	#
	#			NOR = {
	#				is_parent_of = FROM
	#				player_heir = { character = FROM }
	#			}
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#			trait = trusting
	#		}
	#	}
	}

	option = {
		name = EVTOPTB_ZE_13620
		tooltip_info = diplomacy

		trigger = {
			NOR = {
				has_character_modifier = chattermouth
				FROM = { trait = gregarious }
			}
		}

		FROM = {
			show_scope_change = no

			if = {
				limit = { trait = shy }
				remove_trait = shy
			}
			else = {
				add_trait = gregarious
			}
		}

		reverse_opinion = {
			name = opinion_pushed_me
			who = FROM
			years = 20
		}

		if = {
			limit = { trait = gregarious }

			add_character_modifier = {
				name = chattermouth
				years = 5
			}
		}
		else_if = {
			limit = { trait = shy }

			reverse_opinion = {
				name = opinion_hypocrite
				who = FROM
				years = 10
			}
		}

	#	ai_chance = {
	#		factor = 1
	#
	#		mult_modifier = {
	#			factor = 15
	#			player_heir = { character = FROM }
	#		}
	#
	#		mult_modifier = {
	#			factor = 30
	#
	#			is_parent_of = FROM
	#			NOT = { player_heir = { character = FROM } }
	#		}
	#
	#		mult_modifier = {
	#			factor = 10
	#
	#			OR = {
	#				trait = kind
	#				trait = charitable
	#				trait = diligent
	#			}
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#			trait = gregarious
	#		}
	#	}
	}

	option = {
		name = EVTOPTC_ZE_13620

		ai_chance = { factor = 10 }
	}
}

# Educator has high martial
character_event = {
	id = ZE.13621
	desc = EVTDESC_ZE_13621
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	trigger = {
		martial >= 12

		FROM = {
			is_alive = yes

			NAND = {
				trait = brave
				trait = wroth
			}
		}
	}

	option = {
		name = EVTOPTA_ZE_13621
		tooltip_info = martial

		trigger = {
			FROM = { NOT = { trait = brave } }
		}

		FROM = {
			show_scope_change = no

			if = {
				limit = { trait = craven }
				remove_trait = craven
			}
			else = {
				add_trait = brave
			}
		}

		reverse_opinion = {
			name = opinion_pushed_me
			who = FROM
			years = 20
		}

		add_trait = stressed

		if = {
			limit = { trait = craven }

			reverse_opinion = {
				name = opinion_hypocrite
				who = FROM
				years = 20
			}
		}

		if = {
			limit = { NOT = { trait = brave } }

			random = {
				chance = 25
				add_trait_stressed_effect = yes
			}
		}

	#	ai_chance = {
	#		factor = 1
	#
	#		mult_modifier = {
	#			factor = 30
	#			player_heir = { character = FROM }
	#		}
	#
	#		mult_modifier = {
	#			factor = 15
	#
	#			is_parent_of = FROM
	#			NOT = { player_heir = { character = FROM } }
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#
	#			OR = {
	#				trait = kind
	#				trait = charitable
	#				trait = diligent
	#			}
	#
	#			NOR = {
	#				is_parent_of = FROM
	#				player_heir = { character = FROM }
	#			}
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#			trait = brave
	#		}
	#	}
	}

	option = {
		name = EVTOPTB_ZE_13621
		tooltip_info = martial

		trigger = {
			FROM = { NOT = { trait = wroth } }
		}

		FROM = {
			show_scope_change = no

			remove_trait_silently_patient_effect = yes
			add_trait = wroth

			if = {
				limit = { trait = kind }
				remove_trait = kind
			}
			else = {
				random = {
					chance = 25
					add_trait_cruel_effect = yes
				}
			}
		}

		if = {
			limit = { trait = patient }

			reverse_opinion = {
				name = opinion_hypocrite
				who = FROM
				years = 20
			}
		}

		if = {
			limit = { trait = kind }
			remove_trait = kind
		}
		else = {
			random = {
				chance = 50
				add_trait_cruel_effect = yes
			}
		}

	#	ai_chance = {
	#		factor = 1
	#
	#		mult_modifier = {
	#			factor = 20
	#			trait = wroth
	#		}
	#	}
	}

	option = {
		name = EVTOPTC_ZE_13620

	#	ai_chance = { factor = 10 }
	}
}

# Educator has high stewardship
character_event = {
	id = ZE.13622
	desc = EVTDESC_ZE_13622
	picture = GFX_evt_relaxed_ruler
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes

	trigger = {
		stewardship >= 12

		FROM = {
			is_alive = yes

			NAND = {
				trait = just
				trait = temperate
			}
		}
	}

	option = {
		name = EVTOPTA_ZE_13622
		tooltip_info = stewardship

		trigger = {
			FROM = { NOT = { trait = just } }
		}

		FROM = {
			show_scope_change = no

			add_trait_partially_silently_just_effect = yes

			if = {
				limit = {
					ROOT = { trait = cynical }
					NOT = { trait = cynical }
				}

				random = {
					chance = 25
					add_trait = cynical
				}
			}
			else_if = {
				limit = {
					ROOT = { NOT = { trait = cynical } }
					NOT = { trait = zealous }
				}

				random = {
					chance = 25

					mult_modifier = {
						factor = 2
						ROOT = { trait = zealous }
					}

					add_trait = zealous
				}
			}
		}

		reverse_opinion = {
			name = opinion_pushed_me
			who = FROM
			years = 20
		}

		if = {
			limit = { trait = arbitrary }

			reverse_opinion = {
				name = opinion_hypocrite
				who = FROM
				years = 10
			}
		}

	#	ai_chance = {
	#		factor = 1
	#
	#		mult_modifier = {
	#			factor = 30
	#			player_heir = { character = FROM }
	#		}
	#
	#		mult_modifier = {
	#			factor = 15
	#
	#			is_parent_of = FROM
	#			NOT = { player_heir = { character = FROM } }
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#
	#			OR = {
	#				trait = kind
	#				trait = charitable
	#				trait = diligent
	#			}
	#
	#			NOR = {
	#				is_parent_of = FROM
	#				player_heir = { character = FROM }
	#			}
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#			trait = just
	#		}
	#	}
	}

	option = {
		name = EVTOPTB_ZE_13622
		tooltip_info = stewardship

		trigger = {
			FROM = { NOT = { trait = temperate } }
		}

		FROM = {
			show_scope_change = no

			if = {
				limit = { trait = gluttonous }

				remove_trait_silently_gluttonous_effect = yes

				opinion = {
					name = opinion_pushed_me
					who = ROOT
					years = 20
				}
			}
			else = {
				add_trait_silently_temperate_effect = yes
			}
		}

		if = {
			limit = { trait = gluttonous }

			reverse_opinion = {
				name = opinion_hypocrite
				who = FROM
				years = 20
			}
		}

		reverse_opinion = {
			name = opinion_boring
			who = FROM
			years = 20
		}

	#	ai_chance = {
	#		factor = 1
	#
	#		mult_modifier = {
	#			factor = 15
	#			player_heir = { character = FROM }
	#		}
	#
	#		mult_modifier = {
	#			factor = 30
	#
	#			is_parent_of = FROM
	#			NOT = { player_heir = { character = FROM } }
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#
	#			OR = {
	#				trait = kind
	#				trait = charitable
	#				trait = diligent
	#			}
	#
	#			NOR = {
	#				player_heir = { character = FROM }
	#				is_parent_of = FROM
	#			}
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#			trait = temperate
	#		}
	#	}
	}

	option = {
		name = EVTOPTC_ZE_13620

		ai_chance = { factor = 10 }
	}
}


# Educator has high intrigue
character_event = {
	id = ZE.13623
	desc = EVTDESC_ZE_13623
	picture = GFX_evt_whispers
	border = GFX_event_normal_frame_intrigue

	is_triggered_only = yes

	trigger = {
		intrigue >= 12

		FROM = {
			is_alive = yes

			NAND = {
				trait = deceitful
				trait = cynical
			}
		}
	}

	option = {
		name = EVTOPTA_ZE_13623
		tooltip_info = intrigue

		trigger = {
			FROM = { NOT = { trait = deceitful } }
		}

		FROM = {
			show_scope_change = no

			add_trait_partially_silently_deceitful_effect = yes

			if = {
				limit = { trait = trusting }
				remove_trait = trusting
			}
			else_if = {
				limit = { NOT = { trait = paranoid } }

				random = {
					chance = 25

					mult_modifier = {
						factor = 2
						ROOT = { trait = paranoid }
					}

					add_trait = paranoid
				}
			}
		}

		reverse_opinion = {
			name = opinion_pushed_me
			who = FROM
			years = 20
		}

		if = {
			limit = { trait = honest }

			reverse_opinion = {
				name = opinion_hypocrite
				who = FROM
				years = 20
			}

			random = {
				chance = 50
				remove_trait_honest_effect = yes
			}
		}

	#	ai_chance = {
	#		factor = 1
	#
	#		mult_modifier = {
	#			factor = 30
	#			player_heir = { character = FROM }
	#		}
	#
	#		mult_modifier = {
	#			factor = 15
	#
	#			is_parent_of = FROM
	#			NOT = { player_heir = { character = FROM } }
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#
	#			OR = {
	#				trait = kind
	#				trait = charitable
	#				trait = diligent
	#			}
	#
	#			NOR = {
	#				is_parent_of = FROM
	#				player_heir = { character = FROM }
	#			}
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#			trait = deceitful
	#		}
	#	}
	}

	option = {
		name = EVTOPTB_ZE_13623
		tooltip_info = intrigue

		trigger = {
			FROM = { NOT = { trait = cynical } }
		}

		FROM = {
			show_scope_change = no

			change_intrigue = 1
			change_learning = 1

			if = {
				limit = { trait = zealous }
				remove_trait = zealous
			}
			else = {
				add_trait = cynical
			}

			opinion = {
				name = opinion_pushed_me
				who = FROM
				years = 20
			}
		}

		if = {
			limit = { trait = zealous }

			reverse_opinion = {
				who = FROM
				name = opinion_hypocrite
				years = 10
			}

			random = {
				chance = 50
				remove_trait_zealous_effect = yes
			}
		}

		add_character_modifier = {
			name = impious_teachings
			years = 5
		}

	#	ai_chance = {
	#		factor = 1
	#
	#		mult_modifier = {
	#			factor = 15
	#			player_heir = { character = FROM }
	#		}
	#
	#		mult_modifier = {
	#			factor = 30
	#
	#			is_parent_of = FROM
	#			NOT = { player_heir = { character = FROM } }
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#
	#			OR = {
	#				trait = kind
	#				trait = charitable
	#				trait = diligent
	#			}
	#
	#			NOR = {
	#				is_parent_of = FROM
	#				player_heir = { character = FROM }
	#			}
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#			trait = cynical
	#		}
	#	}
	}

	option = {
		name = EVTOPTC_ZE_13620

	#	ai_chance = { factor = 10 }
	}
}

# Educator has high learning
character_event = {
	id = ZE.13624
	desc = EVTDESC_ZE_13624
	picture = GFX_evt_library
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	trigger = {
		learning >= 12

		FROM = {
			is_alive = yes

			NAND = {
				trait = erudite
				trait = chaste
			}
		}
	}

	option = {
		name = EVTOPTA_ZE_13624
		tooltip_info = learning

		trigger = {
			FROM = { NOT = { trait = erudite } }
		}

		FROM = {
			show_scope_change = no

			random_list = {
				50 = {
					add_trait = erudite
				}

				10 = {
					trigger = {
						NOT = { trait = stubborn }
					}

					add_trait = stubborn
				}

				10 = {
					trigger = {
						NOT = { trait = humble }
					}

					if = {
						limit = { trait = proud }
						remove_trait = proud
					}
					else = {
						add_trait = humble
					}
				}

				5 = {
					trigger = {
						NOT = { trait = stressed }
					}

					add_trait = stressed
				}
			}

			opinion = {
				name = opinion_pushed_me
				who = ROOT
				years = 20
			}
		}

	#	ai_chance = {
	#		factor = 1
	#
	#		mult_modifier = {
	#			factor = 30
	#			player_heir = { character = FROM }
	#		}
	#
	#		mult_modifier = {
	#			factor = 15
	#
	#			is_parent_of = FROM
	#			NOT = { player_heir = { character = FROM } }
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#
	#			OR = {
	#				trait = kind
	#				trait = charitable
	#				trait = diligent
	#			}
	#
	#			NOR = {
	#				is_parent_of = FROM
	#				player_heir = { character = FROM }
	#			}
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#			trait = erudite
	#		}
	#	}
	}

	option = {
		name = EVTOPTB_ZE_13624
		tooltip_info = learning

		trigger = {
			FROM = { NOT = { trait = chaste } }
		}

		FROM = {
			show_scope_change = no

			if = {
				limit = { trait = lustful }
				remove_trait = lustful
			}
			else = {
				random_list = {
					50 = { add_trait = chaste }

					10 = {
						trigger = {
							NOT = { trait = humble }
						}

						if = {
							limit = { trait = proud }
							remove_trait = proud
						}
						else = {
							add_trait = humble
						}
					}

					8 = {
						trigger = {
							NOT = { trait = stubborn }
						}

						add_trait = stubborn
					}

					5 = {
						trigger = {
							NOT = { trait = stressed }
						}

						add_trait = stressed
					}

					2 = { add_trait = celibate }
				}
			}
		}

		if = {
			limit = { trait = lustful }

			reverse_opinion = {
				name = opinion_hypocrite
				who = FROM
				years = 20
			}
		}

		reverse_opinion = {
			name = opinion_boring
			who = FROM
			years = 20
		}

	#	ai_chance = {
	#		factor = 1
	#
	#		mult_modifier = {
	#			factor = 15
	#			player_heir = { character = FROM }
	#		}
	#
	#		mult_modifier = {
	#			factor = 30
	#
	#			is_parent_of = FROM
	#			NOT = { player_heir = { character = FROM } }
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#
	#			OR = {
	#				trait = kind
	#				trait = charitable
	#				trait = diligent
	#			}
	#
	#			NOR = {
	#				is_parent_of = FROM
	#				player_heir = { character = FROM }
	#			}
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#			trait = chaste
	#		}
	#	}
	}

	option = {
		name = EVTOPTC_ZE_13620

	#	ai_chance = { factor = 10 }
	}
}

# Educator has more than one high skill
character_event = {
	id = ZE.13625
	desc = EVTDESC_ZE_13625
	picture = GFX_evt_noble_in_castle
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes

	trigger = {
		calc_true_if = {
			amount >= 2

			diplomacy >= 12
			martial >= 12
			stewardship >= 12
			intrigue >= 12
			learning >= 12
		}

		FROM = {
			is_alive = yes

			NAND = {
				trait = ambitious
				trait = diligent
				trait = patient
			}
		}
	}

	immediate = {
		FROM = { save_event_target_as = is_ward }
	}

	option = { # Give ambitious
		name = EVTOPTA_ZE_13625

		trigger = {
			FROM = { NOT = { trait = ambitious } }
		}

		FROM = {
			show_scope_change = no

			if = {
				limit = { trait = content }

				remove_trait = content

				random_list = {
					25 = { add_trait = ambitious }

					10 = {
						trigger = {
							NOT = { trait = envious }
						}

						if = {
							limit = { trait = kind }
							remove_trait = kind
						}
						else = {
							add_trait = envious
						}
					}

					10 = {
						trigger = {
							NOT = { trait = proud }
						}

						if = {
							limit = { trait = humble }
							remove_trait = humble
						}
						else = {
							add_trait = proud
						}
					}

					5 = {
						trigger = {
							NOT = { trait = depressed }
						}

						add_trait = depressed
					}

					5 = {
						trigger = {
							NOT = { trait = stressed }
						}

						add_trait = stressed
					}
				}
			}
			else = {
				random_list = {
					50 = { add_trait = ambitious }

					10 = {
						trigger = {
							NOT = { trait = envious }
						}

						if = {
							limit = { trait = kind }
							remove_trait = kind
						}
						else = {
							add_trait = envious
						}
					}

					10 = {
						trigger = {
							NOT = { trait = proud }
						}

						if = {
							limit = { trait = humble }
							remove_trait = humble
						}
						else = {
							add_trait = proud
						}
					}

					5 = {
						trigger = {
							NOT = { trait = stressed }
						}

						add_trait = stressed
					}
				}
			}

			random_landed_title = {
				show_scope_change = no

				limit = {
					current_heir = { character = event_target:is_ward }
					is_primary_holder_title = yes
				}

				holder_scope = {
					show_scope_change = no

					if = {
						limit = { NOT = { is_rival = PREVPREV } }

						random = {
							chance = 50

							mult_modifier = {
								factor = 0.5
								character = ROOT
							}

							add_rival = PREVPREV
						}
					}
				}
			}

			random_landed_title = {
				show_scope_change = no

				limit = {
					event_target:is_ward = { any_pretender_title = { title = PREVPREV } }
					is_primary_holder_title = yes
				}

				current_heir = {
					show_scope_change = no

					if = {
						limit = { NOT = { is_rival = PREVPREV } }

						random = {
							chance = 50

							mult_modifier = {
								factor = 0.5
								character = ROOT
							}

							add_rival = PREVPREV
						}
					}
				}
			}
		}

		if = {
			limit = { trait = content }

			reverse_opinion = {
				name = opinion_hypocrite
				who = FROM
				years = 10
			}
		}

		reverse_opinion = {
			name = opinion_pushed_me
			who = FROM
			years = 20
		}

	#	ai_chance = {
	#		factor = 1
	#
	#		mult_modifier = {
	#			factor = 30
	#			player_heir = { character = FROM }
	#		}
	#
	#		mult_modifier = {
	#			factor = 15
	#
	#			is_parent_of = FROM
	#			NOT = { player_heir = { character = FROM } }
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#
	#			OR = {
	#				trait = kind
	#				trait = charitable
	#				trait = diligent
	#			}
	#
	#			NOR = {
	#				player_heir = { character = FROM }
	#				is_parent_of = FROM
	#			}
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#			trait = ambitious
	#		}
	#	}
	}

	option = { # Give diligent
		name = EVTOPTB_ZE_13625

		trigger = {
			FROM = { NOT = { trait = diligent } }
		}

		FROM = {
			show_scope_change = no

			if = {
				limit = { trait = slothful }

				remove_trait = slothful

				random_list = {
					25 = { add_trait = diligent }

					10 = {
						trigger = {
							NOT = { trait = wroth }
						}

						add_trait = wroth
					}

					5 = {
						trigger = {
							NOT = { trait = depressed }
						}

						add_trait = depressed
					}

					5 = {
						trigger = {
							NOT = { trait = stressed }
						}

						add_trait = stressed
					}
				}
			}
			else = {
				random_list = {
					50 = { add_trait = diligent }

					10 = {
						trigger = {
							NOT = { trait = deceitful }
						}

						if = {
							limit = { trait = honest }
							remove_trait = honest
						}
						else = {
							add_trait = deceitful
						}
					}

					5 = {
						trigger = {
							NOT = { trait = stressed }
						}

						add_trait = stressed
					}
				}
			}
		}

		reverse_opinion = {
			name = opinion_pushed_me
			who = FROM
			years = 20
		}

		if = {
			limit = { trait = slothful }

			reverse_opinion = {
				name = opinion_hypocrite
				who = FROM
				years = 20
			}
		}

	#	ai_chance = {
	#		factor = 1
	#
	#		mult_modifier = {
	#			factor = 20
	#
	#			OR = {
	#				player_heir = { character = FROM }
	#				is_parent_of = FROM
	#			}
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#
	#			OR = {
	#				trait = kind
	#				trait = charitable
	#				trait = diligent
	#			}
	#
	#			NOR = {
	#				is_parent_of = FROM
	#				player_heir = { character = FROM }
	#			}
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#			trait = diligent
	#		}
	#	}
	}

	option = { # Give patient
		name = EVTOPTC_ZE_13625

		trigger = {
			FROM = { NOT = { trait = patient } }
		}

		FROM = {
			show_scope_change = no

			if = {
				limit = { trait = wroth }

				remove_trait = wroth

				random_list = {
					25 = { add_trait = patient }

					10 = {
						trigger = {
							NOR = {
								trait = content
								trait = ambitious
							}
						}

						add_trait = content
					}

					5 = {
						trigger = {
							NOT = { trait = depressed }
						}

						add_trait = depressed
					}

					5 = {
						trigger = {
							NOT = { trait = stressed }
						}

						add_trait = stressed
					}
				}
			}
			else = {
				random_list = {
					50 = { add_trait = patient }

					10 = {
						trigger = {
							NOR = {
								trait = content
								trait = ambitious
							}
						}

						add_trait = content
					}

					10 = {
						trigger = {
							NOT = { trait = deceitful }
						}

						if = {
							limit = { trait = honest }
							remove_trait = honest
						}
						else = {
							add_trait = deceitful
						}
					}

					5 = {
						trigger = {
							NOT = { trait = stressed }
						}

						add_trait = stressed
					}
				}
			}
		}

		if = {
			limit = { trait = patient }

			reverse_opinion = {
				name = opinion_pushed_me
				who = FROM
				years = 20
			}
		}

		if = {
			limit = {
				is_close_relative = FROM

				NOR = {
					trait = patient
					has_character_modifier = out_of_patience
				}
			}

			add_character_modifier = {
				name = out_of_patience
				years = 3
			}
		}

		if = {
			limit = { trait = wroth }

			reverse_opinion = {
				name = opinion_hypocrite
				who = FROM
				years = 10
			}
		}

	#	ai_chance = {
	#		factor = 1
	#
	#		mult_modifier = {
	#			factor = 15
	#			player_heir = { character = FROM }
	#		}
	#
	#		mult_modifier = {
	#			factor = 30
	#
	#			is_parent_of = FROM
	#			NOT = { player_heir = { character = FROM } }
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#
	#			OR = {
	#				trait = kind
	#				trait = charitable
	#				trait = diligent
	#			}
	#
	#			NOR = {
	#				player_heir = { character = FROM }
	#				is_parent_of = FROM
	#			}
	#		}
	#
	#		mult_modifier = {
	#			factor = 5
	#			trait = patient
	#		}
	#	}
	}

	option = {
		name = EVTOPTC_ZE_13620

	#	ai_chance = { factor = 10 }
	}
}


# Clean Up event
character_event = {
	id = ZE.40000

	is_triggered_only = yes # on_adulthood
	hide_window = yes

	immediate = {
		if = {
			limit = { trait = indolent }

		 	remove_trait = indolent

			random_list = {
				1 = { add_trait = charitable }
				1 = { add_trait = slothful }
				1 = { add_trait = gluttonous }
		 	}
		}

		if = {
			limit = { trait = playful }

			remove_trait = playful

			random_list = {
				1 = { add_trait = gregarious }
				1 = { add_trait = deceitful }
				1 = { add_trait = lunatic }
			}
		}

		if = {
			limit = { trait = affectionate}

			remove_trait = affectionate

			random_list = {
				1 = { add_trait = kind }
				1 = { add_trait = content }
				1 = { add_trait = trusting }
			}
		}

		if = {
			limit = { trait = timid }

			remove_trait = timid

			random_list = {
				1 = { add_trait = timid }
				1 = { add_trait = shy }
				1 = { add_trait = craven }
			}
		}

		if = {
			limit = { trait = brooding }

			remove_trait = brooding

			random_list = {
				1 = { add_trait = just }
				1 = { add_trait = wroth }
				1 = { add_trait = envious }
			}
		}

		if = {
			limit = { trait = haughty }

			remove_trait = haughty

			random_list = {
				1 = { add_trait = proud }
				1 = { add_trait = arbitrary }
				1 = { add_trait = cruel }
			}
		}

		if = {
			limit = { trait = rowdy }

			remove_trait = rowdy

			random_list = {
				1 = { add_trait = brawny }
				1 = { add_trait = honest }
				1 = { add_trait = dull }
			}
		}

		if = {
			limit = { trait = willful }

			remove_trait = willful

			random_list = {
				1 = { add_trait = ambitious }
				1 = { add_trait = brave }
				1 = { add_trait = stubborn }
			}
		}

		if = {
			limit = { trait = conscientious }

			remove_trait = conscientious

			random_list = {
				1 = { add_trait = diligent }
				1 = { add_trait = temperate }
			}
		}

		if = {
			limit = { trait = curious }

			remove_trait = curious

			random_list = {
				1 = { add_trait = cynical }
				1 = { add_trait = shrewd }
			}
		}

		if = {
			limit = { trait = fussy }

			remove_trait = fussy

			random_list = {
				1 = { add_trait = patient }
				1 = { add_trait = greedy }
				1 = { add_trait = paranoid }
			}
		}

		if = {
			limit = { trait = idolizer }

			remove_trait = idolizer

			random_list = {
				1 = { add_trait = zealous }
				1 = { add_trait = erudite }
				1 = { add_trait = frail }
			}
		}
	}
}