# Written by Markus Olsn
# ZE.3000 - ZE.3001 Steward borrows money
# ZE.3002 - ZE.3003 Steward collects money but wants land
# ZE.3004 - ZE.3010 Steward builds statue for liege
# ZE.3011 - ZE.3014 Steward wants to educate liege in stewardship

namespace = ZE

# Steward has low stewardship and is proud, borrows money from jews
character_event = {
	id = ZE.3000
	desc = EVTDESC_ZE_3000
	picture = GFX_evt_courtiers_talking
	border = GFX_event_normal_frame_economy
	portrait = job_treasurer

	is_triggered_only = yes # on_yearly_pulse, random_events

	min_age = 16
	only_playable = yes
	has_dlc = "Sons of Abraham"
	has_dlc = "Conclave"
	only_capable = yes
	prisoner = no

	trigger = {
		job_treasurer = {
			trait = proud
			stewardship < 8
			is_inaccessible_or_incapable_trigger = no
		}

		OR = {
			religion_group = christian
			religion_group = muslim
			religion_group = zoroastrian_group
		}

		is_nomadic = no
		is_inaccessible_trigger = no

		NOR = {
			has_character_modifier = borrowed_from_jews
			has_character_modifier = expelled_jewish
			has_character_flag = ZE.3000_flag
			has_character_flag = offended_moneylenders
			has_character_flag = pogrom
		}

		top_liege = {
			NOR = {
				has_character_modifier = expelled_jewish
				religion_group = jewish_group
			}

			any_realm_title = {
				real_tier = BARON

				OR = {
					has_building = ct_jewish_community_1
					has_building = ct_jewish_community_2
					has_building = ct_jewish_community_3
					location = { religion_group = jewish_group }
				}
			}
		}
	}

	immediate = {
		set_character_flag = ZE.3000_flag

		add_character_modifier = {
			name = borrowed_from_jews
			duration = -1
			inherit = yes
			hidden = yes
		}

		add_character_modifier = {
			name = loan_timer
			years = 2
			inherit = yes
		}

		change_variable = {
			which = loan_amount
			value = 300
		}

		job_treasurer = {
			save_event_target_as = target_treasurer
		}
	}

	option = {
		name = EVTOPTA_ZE_3000

		wealth = 300

		character_event = {
			id = ZE.3001
			days = 14
		}
	}
}


# Jewish merchants approach court to talk payment plan, player finds out steward lent money
character_event = {
	id = ZE.3001
	desc = EVTDESC_ZE_3001
	picture = GFX_evt_jewish_market
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes

	only_playable = yes

	trigger = {
		has_character_modifier = borrowed_from_jews

		NOR = {
			has_character_modifier = expelled_jewish
			top_liege = { has_character_modifier = expelled_jewish }
		}
	}

	# Fire the steward
	option = {
		name = EVTOPTA_ZE_3001

		trigger = {
			event_target:target_treasurer = {
				has_job_title = job_treasurer
			}
		}

		add_trait_partially_silently_just_effect = yes

		opinion = {
			name = opinion_very_disappointed
			who = event_target:target_treasurer
			years = 5
		}

		event_target:target_treasurer = {
			show_scope_change = no

			remove_title = job_treasurer
		}
	}

	# Punish steward
	option = {
		name = EVTOPTB_ZE_3001
		tooltip_info = wroth

		trigger = { trait = wroth }

		add_trait_partially_silently_cruel_effect = yes

		event_target:target_treasurer = {
			show_scope_change = no

			add_rival = ROOT

			if = {
				limit = { has_job_title = job_treasurer }
				remove_title = job_treasurer
			}

			if = {
				limit = { is_maimed_trigger = yes }

				death = {
					death_reason = death_execution
					killer = ROOT
				}
			}
			else_if = {
				limit = { trait = wounded }
				add_maimed_trait_effect = yes
			}
			else = {
				add_trait_wounded_effect = yes
			}
		}
	}

	# Do nothing
	option = {
		name = EVTOPTC_ZE_3001

		add_trait_partially_silently_patient_effect = yes

		reverse_opinion = {
			name = opinion_grateful
			who = event_target:target_treasurer
			years = 5
		}
	}
}

# Steward has high stewardship, makes extra money
character_event = {
	id = ZE.3002
	desc = EVTDESC_ZE_3000
	picture = GFX_evt_courtiers_talking
	border = GFX_event_normal_frame_economy
	portrait = job_treasurer

	is_triggered_only = yes # on_yearly_pulse, random_events

	min_age = 16
	only_playable = yes
	has_dlc = "Conclave"
	prisoner = no
	only_capable = yes
	war = no

	trigger = {
		higher_real_tier_than = COUNT
		is_nomadic = no
		has_regent = no
		is_inaccessible_trigger = no
		NOT = { has_character_flag = ZE.3002_flag }

		job_treasurer = {
			OR = {
				trait = ambitious
				trait = greedy
			}

			stewardship >= 15
			is_ruler = no
			is_inaccessible_or_incapable_trigger = no

			NOR = {
				trait = content
				trait = slothful
			}
		}
	}

	immediate = {
		set_character_flag = ZE.3002_flag
		job_treasurer = { save_event_target_as = target_treasurer }
	}

	option = {
		name = EVTOPTA_ZE_3000

		scaled_wealth = 1

		character_event = {
			id = ZE.3003
			days = 14
		}
	}
}

# Steward is ambitious and wants land for work done
character_event = {
	id = ZE.3003
	desc = EVTDESC_ZE_3003
	picture = GFX_evt_relaxed_ruler
	border = GFX_event_normal_frame_economy
	portrait = event_target:target_treasurer

	is_triggered_only = yes

	only_playable = yes

	trigger = {
		any_demesne_title = {
			real_tier = COUNT
			can_be_given_away = yes
			num_of_settlements >= 1

			location = {
				is_capital = no
			}
		}
	}

	immediate = {
		random_demesne_title = {
			limit = {
				real_tier = COUNT
				can_be_given_away = yes
				num_of_settlements >= 1

				location = {
					is_capital = no
				}
			}

			save_event_target_as = requested_province
		}
	}

	# Approve request, granting province title
	option = {
		name = EVTOPTA_ZE_3003

		add_trait_partially_silently_just_effect = yes
		wealth = 200

		event_target:target_treasurer = {
			show_scope_change = no

			grant_title = event_target:requested_province
		}
	}

	# Deny request but owe favor to steward
	option = {
		name = EVTOPTB_ZE_3003

		trigger = {
			NOT = { owes_favor_to = event_target:target_treasurer }
		}

		reverse_add_favor = event_target:target_treasurer
	}

	# Deny request
	option = {
		name = EVTOPTC_ZE_3003

		add_trait_partially_silently_greedy_effect = yes
		add_rival = event_target:target_treasurer
	}
}

# Steward wants to build a statue in the capital
# Depending on traits, statue outcome will change
character_event = {
	id = ZE.3004
	desc = EVTDESC_ZE_3004
	picture = GFX_evt_relaxed_ruler
	border = GFX_event_normal_frame_economy
	portrait = job_treasurer

	is_triggered_only = yes

	min_age = 16
	only_playable = yes
	has_dlc = "Conclave"
	only_capable = yes
	prisoner = no
	war = no

	trigger = {
		higher_real_tier_than = DUKE
		scaled_wealth = 2
		is_inaccessible_trigger = no

		NOR = {
			has_character_flag = ZE.3004_flag
			trait = blinded
			has_character_flag = loan_taken
		}

		check_variable = {
			which = loan_amount
			value < 50
		}

		job_treasurer = {
			is_inaccessible_or_incapable_trigger = no
		}
	}

	immediate = {
		job_treasurer = { save_event_target_as = target_treasurer }
		set_character_flag = ZE.3004_flag
	}

	# Approve request, pay the gold and wait
	option = {
		name = EVTOPTA_ZE_3004

		scaled_wealth = -1

		event_target:target_treasurer = {
			show_scope_change = no

			opinion = {
				name = opinion_grateful
				who = ROOT
				years = 1
			}

			hidden_effect = {
				if = {  #lunatic = a giant ear
					limit = { trait = lunatic }
					ROOT = { character_event = { id = ZE.3006 years = 1 } }
				}
				else_if = { # possessed = demon on a throne
					limit = { trait = possessed }
					ROOT = { character_event = { id = ZE.3009 years = 1 } }
				}
				else_if = { # zealous = head of religion +piety
					limit = {
						trait = zealous
						religion_head = { always = yes }
						NOT = { rightful_religious_head = ROOT }
					}

					rightful_religious_head_scope = { save_event_target_as = religious_head }
					ROOT = { character_event = { id = ZE.3005 years = 1 } }
				}
				else_if = { # proud = him/her self +nothing happens
					limit = {  trait = proud }
					ROOT = { character_event = { id = ZE.3007 years = 1 } }
				}
				else_if = { # lustful = something vulgar -piety
					limit = { trait = lustful }
					ROOT = { character_event = { id = ZE.3008 years = 1 } }
				}
				else = {
					ROOT = { character_event = { id = ZE.3010 years = 1 } }
				}
			}
		}
	}

	# Ddeny request
	option = {
		name = EVTOPTB_ZE_3004

		reverse_opinion = {
			name = opinion_disappointed
			who = event_target:target_treasurer
			years = 2
		}
	}
}

# Statue completed and revealed, zealous type
character_event = {
	id = ZE.3005
	desc = EVTDESC_ZE_3005
	picture = GFX_evt_relaxed_ruler
	border = GFX_event_normal_frame_economy
	portrait = event_target:target_treasurer

	is_triggered_only = yes

	only_playable = yes

	# Statue revealed
	option = {
		name = EVTOPTA_ZE_3005

		piety = 100
	}
}

# Statue completed and revealed, lunatic type
character_event = {
	id = ZE.3006
	desc = EVTDESC_ZE_3006
	picture = GFX_evt_relaxed_ruler
	border = GFX_event_normal_frame_economy
	portrait = event_target:target_treasurer

	is_triggered_only = yes

	only_playable = yes

	# Statue revealed
	option = {
		name = EVTOPTA_ZE_3006

		trigger = {
			NOT = { trait = lunatic }
		}

		prestige = 100
	}

	option = {
		name = EVTOPTB_ZE_3006
		tooltip_info = lunatic

		trigger = { trait = lunatic }

		add_trait_partially_silently_brave_effect = yes
		prestige = 200
	}
}

# Statue completed and revealed, proud type
character_event = {
	id = ZE.3007
	desc = EVTDESC_ZE_3007
	picture = GFX_evt_relaxed_ruler
	border = GFX_event_normal_frame_economy
	portrait = event_target:target_treasurer

	is_triggered_only = yes

	only_playable = yes

	# Be disappointed
	option = {
		name = EVTOPTA_ZE_3007

		opinion = {
			name = opinion_very_disappointed
			who = event_target:target_treasurer
			years = 5
		}

		event_target:target_treasurer = {
			show_scope_change = no

			prestige = 200
		}
	}

	# Become rival, tear statue down
	option = {
		name = EVTOPTB_ZE_3007

		add_rival = event_target:target_treasurer
	}
}

# Statue completed and revealed, lustful type
character_event = {
	id = ZE.3008
	desc = EVTDESC_ZE_3008
	picture = GFX_evt_relaxed_ruler
	border = GFX_event_normal_frame_economy
	portrait = event_target:target_treasurer

	is_triggered_only = yes

	only_playable = yes

	# Accept statue
	option = {
		name = EVTOPTA_ZE_3008

		piety = -100
		add_trait_partially_silently_lustful_effect = yes
	}

	# Tear it down
	option = {
		name = EVTOPTB_ZE_3008

		opinion = {
			name = opinion_very_disappointed
			who = event_target:target_treasurer
			years = 2
		}

		add_trait_partially_silently_chaste_effect = yes
	}
}

# Statue completed and revealed, possessed type
character_event = {
	id = ZE.3009
	desc = EVTDESC_ZE_3009
	picture = GFX_evt_relaxed_ruler
	border = GFX_event_normal_frame_economy
	portrait = event_target:target_treasurer

	is_triggered_only = yes

	only_playable = yes

	# Statue revealed
	option = {
		name = EVTOPTA_ZE_3009

		piety = -200
	}
}

# Statue completed and revealed, none of above type
character_event = {
	id = ZE.3010
	desc = EVTDESC_ZE_3010
	picture = GFX_evt_relaxed_ruler
	border = GFX_event_normal_frame_economy
	portrait = event_target:target_treasurer

	is_triggered_only = yes

	only_playable = yes

	# Statue revealed
	option = {
		name = EVTOPTA_ZE_3010

		prestige = 200

		opinion = {
			name = opinion_grateful
			who = event_target:target_treasurer
			years = 2
		}
	}

	# Statue revealed, take it down
	option = {
		name = EVTOPTB_ZE_3010

		add_trait_partially_silently_humble_effect = yes

		reverse_opinion = {
			name = opinion_disappointed
			who = event_target:target_treasurer
			years = 2
		}
	}
}

# Steward offers to teach liege some stewardship
character_event = {
	id = ZE.3011
	desc = EVTDESC_ZE_3011
	picture = GFX_evt_relaxed_ruler
	border = GFX_event_normal_frame_economy
	portrait = job_treasurer

	is_triggered_only = yes

	min_age = 16
	only_playable = yes
	has_dlc = "Conclave"
	only_capable = yes
	prisoner = no
	war = no

	trigger = {
		job_treasurer = {
			stewardship >= 15

			OR = {
				trait = kind
				trait = ambitious
				trait = proud
			}

			is_inaccessible_or_incapable_trigger = no
		}

		stewardship < 10
		is_inaccessible_trigger = no

		NOR = {
			trait = imbecile
			has_character_flag = ZE.3011_flag
		}
	}

	immediate = {
		job_treasurer = { save_event_target_as = steward }
		set_character_flag = ZE.3011_flag
	}

	# Accept
	option = {
		name = EVTOPTA_ZE_3011

		character_event = {
			id = ZE.3012
			days = 2
		}
	}

	# Decline
	option = {
		name = EVTOPTB_ZE_3011

		reverse_opinion = {
			name = opinion_disappointed
			who = event_target:steward
			years = 2
		}
	}
}

# Steward takes liege tax collecting
character_event = {
	id = ZE.3012
	desc = EVTDESC_ZE_3012
	picture = GFX_evt_relaxed_ruler
	border = GFX_event_normal_frame_economy
	portrait = event_target:target_treasurer

	is_triggered_only = yes

	only_playable = yes

	# Earn respect to earn money
	option = {
		name = EVTOPTA_ZE_3012

		add_trait_partially_silently_honest_effect = yes
	}

	# Demand more money
	option = {
		name = EVTOPTB_ZE_3012

		scaled_wealth = 0.2
		add_trait_partially_silently_greedy_effect = yes
		set_character_flag = ZE.3011_failed_flag
	}

	after = {
		character_event = {
			id = ZE.3013
			days = 1
		}
	}
}

# Steward takes liege to construction site
character_event = {
	id = ZE.3013
	desc = EVTDESC_ZE_3013
	picture = GFX_evt_relaxed_ruler
	border = GFX_event_normal_frame_economy
	portrait = event_target:target_treasurer

	is_triggered_only = yes

	only_playable = yes

	# Be stern, but fair
	option = {
		name = EVTOPTA_ZE_3013

		add_trait_partially_silently_gregarious_effect = yes
	}

	# Give builders money
	option = {
		name = EVTOPTB_ZE_3013

		scaled_wealth = -0.2

		add_trait_partially_silently_trusting_effect = yes
		set_character_flag = ZE.3011_failed_flag
	}

	# Make sure their reputation is ruined
	option = {
		name = EVTOPTC_ZE_3013

		add_trait_partially_silently_wroth_effect = yes
		set_character_flag = ZE.3011_failed_flag

		reverse_opinion = {
			name = opinion_disappointed
			who = event_target:steward
			years = 2
		}
	}

	after = {
		character_event = {
			id = ZE.3014
			days = 1
		}
	}
}

# Steward gets visit from friend asking about your experiences doing steward work
character_event = {
	id = ZE.3014
	desc = EVTDESC_ZE_3014
	picture = GFX_evt_relaxed_ruler
	border = GFX_event_normal_frame_economy
	portrait = event_target:target_treasurer

	is_triggered_only = yes
	only_playable = yes

	# It was interesting
	# Remove any level 1 educations, add thrifty_clerk instead
	option = {
		name = EVTOPTA_ZE_3014

		trigger = {
			NOT = { has_character_flag = ZE.3011_failed_flag }
		}

		if = {
			limit = { has_bottom_tier_education_trait_trigger = yes }

			trigger_switch = {
				on_trigger = trait

				detached_priest    = { remove_trait = detached_priest }
				misguided_warrior  = { remove_trait = misguided_warrior }
				indulgent_wastrel  = { remove_trait = indulgent_wastrel }
				naive_appeaser     = { remove_trait = naive_appeaser }
				amateurish_plotter = { remove_trait = amateurish_plotter }
			}

			add_trait = thrifty_clerk
		}
		else_if = {
			limit = { trait = arbitrary }
			remove_trait = arbitrary
		}
		else_if = {
			limit = {
				NOT = { trait = just }
			}

			add_trait = just
			change_stewardship = 1
		}
		else = {
			change_stewardship = 3
		}
	}

	# Wasn't for me
	option = {
		name = EVTOPTB_ZE_3014

		add_trait_partially_silently_charitable_effect = yes
		add_trait_partially_silently_shy_effect = yes

		reverse_opinion = {
			name = opinion_disappointed
			who = event_target:steward
			years = 2
		}
	}

	# It was horrible we should take their money by force!
	option = {
		name = EVTOPTC_ZE_3014

		add_trait_partially_silently_slothful_effect = yes

		reverse_opinion = {
			name = opinion_very_disappointed
			who = event_target:steward
			years = 2
		}
	}
}