# On-action combat event: Killed in action
# character_event = {
# 	id = 242
# 	desc = EVTDESC242
# 	picture = GFX_evt_death
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	trigger = {
# 		always = no # THIS is how you disable an event, Paradox
# 		NOT = { trait = berserker }
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = brave
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = craven
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = clubfooted
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = hunchback
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = lisp
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = stutter
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = dwarf
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			trait = genius
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
#
# 			OR = {
# 				trait = quick
# 				trait = shrewd
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
#
# 			OR = {
# 				trait = slow
# 				trait = dull
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 3.0
# 			trait = imbecile
# 		}
#
# 		mult_modifier = {
# 			factor = 3.0
# 			trait = inbred
# 		}
#
# 		mult_modifier = {
# 			factor = 0.7
# 			is_strong_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 2.5
# 			is_weak_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = stressed
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = depressed
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = lunatic
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = possessed
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			is_ill = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 1.15
# 			trait = pneumonic
# 		}
#
# 		mult_modifier = {
# 			factor = 1.15
# 			trait = great_pox
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
# 			trait = leper
# 		}
#
# 		mult_modifier = {
# 			factor = 1.15
# 			trait = wounded
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			is_maimed_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
# 			trait = infirm
# 		}
#
# 		mult_modifier = {
# 			factor = 3.0
# 			is_incapable = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = drunkard
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = consumption
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = slow_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = camp_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = bubonic_plague
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = measles
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = smallpox
# 		}
# 	}
#
# 	immediate = {
# 		if = {
# 			limit = { independent = no }
#
# 			liege = {
# 				character_event = { id = 253 }
# 			}
# 		}
#
# 		FROMFROM = {
# 			if = {
# 				limit = {
# 					NOR = {
# 						character = ROOT
# 						is_liege_or_above_of = ROOT
# 					}
# 				}
#
# 				set_character_flag = temp_battle_kill_242
# 				character_event = { id = 249 }
# 			}
# 		}
#
# 		FROM = {
# 			if = {
# 				limit = {
# 					NOR = {
# 						has_character_flag = temp_battle_kill_242
# 						is_liege_or_above_of = ROOT
# 						character = ROOT
# 					}
# 				}
# 				character_event = { id = 249 }
# 			}
# 		}
#
# 		FROMFROM = {
# 			clr_character_flag = temp_battle_kill_242
# 		}
#
# 		if = {
# 			limit = {
# 				OR = {
# 					is_vassal_or_below_of = FROM
# 					character = FROM
# 					NOT = { FROM = { always = yes } }
# 				}
# 			}
#
# 			death = {
# 				death_reason = death_battle
# 			}
# 		}
# 		else = {
# 			death = {
# 				death_reason = death_battle
# 				killer = FROM
# 			}
# 		}
# 	}
#
# 	option = {
# 		name = ALAS
# 	}
# }

# On-action combat event: Wounded in action
# character_event = {
# 	id = 243
# 	desc = EVTDESC243
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	trigger = {
# 		always = no # THIS is how you disable an event, Paradox
# 		can_be_maimed_trigger = yes
#
# 		NOR = {
# 			trait = wounded
# 			trait = berserker
# 		}
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
#
# 		mult_modifier = {
# 			factor = 5
# 			has_character_modifier = proving_bravery
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = brave
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = craven
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = clubfooted
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = hunchback
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = lisp
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = stutter
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = dwarf
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			trait = genius
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
#
# 			OR = {
# 				trait = quick
# 				trait = shrewd
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
#
# 			OR = {
# 				trait = slow
# 				trait = dull
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 3.0
# 			trait = imbecile
# 		}
#
# 		mult_modifier = {
# 			factor = 3.0
# 			trait = inbred
# 		}
#
# 		mult_modifier = {
# 			factor = 0.7
# 			is_strong_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 2.5
# 			is_weak_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = stressed
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = depressed
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = lunatic
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = possessed
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			is_ill = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 1.15
# 			trait = pneumonic
# 		}
#
# 		mult_modifier = {
# 			factor = 1.15
# 			trait = great_pox
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
# 			trait = leper
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			is_maimed_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
# 			trait = infirm
# 		}
#
# 		mult_modifier = {
# 			factor = 3.0
# 			is_incapable = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = drunkard
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = consumption
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = slow_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = camp_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = bubonic_plague
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = measles
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = smallpox
# 		}
# 	}
#
# 	option = {
# 		name = CURSES
#
# 		add_trait = wounded
# 	}
# }

# On-action combat event: Maimed in action
# character_event = {
# 	id = 244
# 	desc = EVTDESC244
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	trigger = {
# 		always = no # THIS is how you disable an event, Paradox
#
# 		NOR = {
# 			trait = maimed
# 			trait = mangled
# 			trait = berserker
# 		}
#
# 		NAND = {
# 			trait = one_eyed
# 			trait = one_handed
# 			trait = one_legged
# 			trait = disfigured
# 		}
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
#
# 		mult_modifier = {
# 			factor = 5
# 			has_character_modifier = proving_bravery
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = brave
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = craven
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = clubfooted
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = hunchback
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = lisp
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = stutter
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = dwarf
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			trait = genius
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
#
# 			OR = {
# 				trait = quick
# 				trait = shrewd
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
#
# 			OR = {
# 				trait = slow
# 				trait = dull
# 			}
# 		}
#
# 		mult_modifier = {
# 			trait = imbecile
# 			factor = 3.0
# 		}
#
# 		mult_modifier = {
# 			trait = inbred
# 			factor = 3.0
# 		}
#
# 		mult_modifier = {
# 			is_strong_trigger = yes
# 			factor = 0.7
# 		}
#
# 		mult_modifier = {
# 			is_weak_trigger = yes
# 			factor = 2.5
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = stressed
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = depressed
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = lunatic
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = possessed
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			is_ill = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 1.15
# 			trait = pneumonic
# 		}
#
# 		mult_modifier = {
# 			factor = 1.15
# 			trait = great_pox
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
# 			trait = leper
# 		}
#
# 		mult_modifier = {
# 			factor = 1.15
# 			trait = wounded
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
# 			trait = infirm
# 		}
#
# 		mult_modifier = {
# 			factor = 3.0
# 			is_incapable = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = drunkard
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = consumption
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = slow_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = camp_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = bubonic_plague
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = measles
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = smallpox
# 		}
# 	}
#
# 	option = {
# 		name = CURSES
#
# 		add_maimed_trait_effect = yes
# 	}
# }

# On-action combat event: Serious head injury in action
# haracter_event = {
# 	id = 245
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	desc = {
# 		text = EVTDESC245
# 		trigger = { has_character_flag = wounded_incapable }
# 	}
# 	desc = {
# 		text = 245.d2
# 		trigger = { has_character_flag = wounded_disfigured }
# 	}
#
# 	is_triggered_only = yes
#
# 	only_capable = yes
#
# 	trigger = {
# 		always = no # THIS is how you disable an event, Paradox
# 		immortal = no
# 	}
#
# 	immediate = {
# 		if = {
# 			limit = { has_dlc = "Reapers" }
#
# 			random_list = {
# 				60 = {
# 					trigger = {
# 						NOT = { trait = disfigured }
# 					}
#
# 					set_character_flag = wounded_disfigured
# 				}
#
# 				40 = {
# 					set_character_flag = wounded_incapable
# 				}
# 			}
# 		}
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
#
# 		mult_modifier = {
# 			factor = 5
# 			has_character_modifier = proving_bravery
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = brave
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = craven
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = clubfooted
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = hunchback
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = lisp
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = stutter
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = dwarf
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			trait = genius
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
#
# 			OR = {
# 				trait = quick
# 				trait = shrewd
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
#
# 			OR = {
# 				trait = slow
# 				trait = dull
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 3.0
# 			trait = imbecile
# 		}
#
# 		mult_modifier = {
# 			factor = 3.0
# 			trait = inbred
# 		}
#
# 		mult_modifier = {
# 			factor = 0.7
# 			is_strong_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 2.5
# 			is_weak_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = stressed
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = depressed
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = lunatic
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = possessed
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			is_ill = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 1.15
# 			trait = pneumonic
# 		}
#
# 		mult_modifier = {
# 			factor = 1.15
# 			trait = great_pox
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
# 			trait = leper
# 		}
#
# 		mult_modifier = {
# 			factor = 1.15
# 			trait = wounded
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			is_maimed_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
# 			trait = infirm
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = drunkard
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = consumption
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = slow_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = camp_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = bubonic_plague
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = measles
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = smallpox
# 		}
# 	}
#
# 	option = {
# 		name = CURSES
#
# 		if = {
# 			limit = {
# 				NOT = { has_dlc = "Reapers" }
# 			}
# 			add_trait = incapable
# 		}
# 		else_if = {
# 			limit = { has_character_flag = wounded_disfigured }
#
# 			add_trait = disfigured
# 			add_trait = severely_injured
# 			resolve_severely_injured_effect = yes
# 			clr_character_flag = wounded_disfigured
# 		}
# 		else_if = {
# 			limit = { has_character_flag = wounded_incapable }
#
# 			add_trait = incapable
# 			clr_character_flag = wounded_incapable
# 		}
# 	}
# }

# On-action combat event: Character skill improves
# character_event = {
# 	id = 246
# 	desc = EVTDESC246
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	trigger = {
# 		always = no # THIS is how you disable an event, Paradox
#
# 		OR = {
# 			trait = misguided_warrior
# 			trait = tough_soldier
# 			trait = skilled_tactician
# 		}
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = brave
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = craven
# 		}
#
# 		mult_modifier = {
# 			factor = 1.2
# 			trait = genius
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
#
# 			OR = {
# 				trait = quick
# 				trait = shrewd
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
#
# 			OR = {
# 				trait = slow
# 				trait = dull
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.2
# 			trait = imbecile
# 		}
#
# 		mult_modifier = {
# 			factor = 0.2
# 			trait = inbred
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			is_strong_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			is_weak_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = stressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = depressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			trait = lunatic
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			trait = possessed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			is_ill = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = pneumonic
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = great_pox
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = leper
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			trait = wounded
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			is_maimed_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = infirm
# 		}
#
# 		mult_modifier = {
# 			factor = 0.4
# 			is_incapable = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = drunkard
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = consumption
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = slow_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = camp_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = bubonic_plague
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = measles
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = smallpox
# 		}
# 	}
#
# 	option = {
# 		name = EXCELLENT
#
# 		if = {
# 			limit = { trait = skilled_tactician }
#
# 			remove_trait = skilled_tactician
# 			add_trait = brilliant_strategist
# 		}
# 		else_if = {
# 			limit = { trait = tough_soldier }
#
# 			remove_trait = tough_soldier
# 			add_trait = skilled_tactician
# 		}
# 		else_if = {
# 			limit = { trait = misguided_warrior }
#
# 			remove_trait = misguided_warrior
# 			add_trait = tough_soldier
# 		}
# 	}
# }

# On-action combat event: Flat improvement to martial skill
# character_event = {
# 	id = 247
# 	desc = evt_CK2_247_desc_a
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
# 	notification = yes
#
# 	trigger = {
# 		always = no # THIS is how you disable an event, Paradox
# 		martial < 10
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = brave
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = craven
# 		}
#
# 		mult_modifier = {
# 			factor = 1.2
# 			trait = genius
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
#
# 			OR = {
# 				trait = quick
# 				trait = shrewd
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
#
# 			OR = {
# 				trait = slow
# 				trait = dull
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.2
# 			trait = imbecile
# 		}
#
# 		mult_modifier = {
# 			factor = 0.2
# 			trait = inbred
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			is_strong_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			is_weak_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = stressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = depressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			trait = lunatic
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			trait = possessed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			is_ill = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = pneumonic
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = great_pox
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = leper
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			trait = wounded
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			is_maimed_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = infirm
# 		}
#
# 		mult_modifier = {
# 			factor = 0.4
# 			is_incapable = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = drunkard
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = consumption
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = slow_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = camp_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = bubonic_plague
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = measles
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = smallpox
# 		}
# 	}
#
# 	immediate = {
# 		change_martial = 1
# 	}
#
# 	option = {
# 		name = EXCELLENT
# 	}
# }

# On-action combat event: Tech Increase in Capital
# character_event = {
# 	id = 248
# 	desc = EVTDESC248
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	trigger = {
# 		always = no # THIS is how you disable an event, Paradox
# 		is_landed = yes
#
# 		OR = {
# 			trait = brilliant_strategist
# 			trait = skilled_tactician
# 		}
#
# 		NOT = { trait = imbecile }
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
#
# 		mult_modifier = {
# 			factor = 3
# 			has_focus = focus_scholarship
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = brave
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = craven
# 		}
#
# 		mult_modifier = {
# 			factor = 3.0
# 			trait = genius
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
#
# 			OR = {
# 				trait = quick
# 				trait = shrewd
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.1
#
# 			OR = {
# 				trait = slow
# 				trait = dull
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.2
# 			trait = inbred
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = stressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = depressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			trait = lunatic
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			trait = possessed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			is_ill = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = pneumonic
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = great_pox
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = leper
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			trait = wounded
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			is_maimed_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = infirm
# 		}
#
# 		mult_modifier = {
# 			factor = 0.4
# 			is_incapable = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = drunkard
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = consumption
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = slow_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = camp_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = bubonic_plague
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = measles
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = smallpox
# 		}
# 	}
#
# 	option = {
# 		name = EXCELLENT
#
# 		capital_scope = {
# 			show_scope_change = no
#
# 			add_province_modifier = {
# 				name = war_knowledge
# 				years = 1
# 			}
# 		}
# 	}
# }

# Opponent is informed that enemy commander has been killed
# character_event = {
# 	id = 249
# 	desc = EVTDESC249
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	ai = no
#
# 	option = {
# 		name = EVTOPTA249
# 	}
# }

# Opponent is informed that enemy commander has been killed
# character_event = {
# 	id = 253
# 	desc = EVTDESC253
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	ai = no
#
# 	option = {
# 		name = ALAS
# 	}
# }

# On-action combat event: Becoming Brave
# character_event = {
# 	id = 270
# 	desc = EVTDESC270
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	trigger = {
# 		always = no # THIS is how you disable an event, Paradox
#
# 		NOR = {
# 			trait = brave
# 			trait = craven
# 		}
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
#
# 		mult_modifier = {
# 			factor = 5
# 			has_character_modifier = proving_bravery
# 		}
#
# 		mult_modifier = {
# 			factor = 1.2
# 			trait = genius
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
#
# 			OR = {
# 				trait = quick
# 				trait = shrewd
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
#
# 			OR = {
# 				trait = slow
# 				trait = dull
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.2
# 			trait = imbecile
# 		}
#
# 		mult_modifier = {
# 			factor = 0.2
# 			trait = inbred
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			is_strong_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			is_weak_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = stressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = depressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			trait = lunatic
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			trait = possessed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			is_ill = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = pneumonic
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = great_pox
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = leper
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			trait = wounded
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			is_maimed_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = infirm
# 		}
#
# 		mult_modifier = {
# 			factor = 0.4
# 			is_incapable = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = drunkard
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = consumption
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = slow_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = camp_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = bubonic_plague
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = measles
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = smallpox
# 		}
# 	}
#
# 	option = {
# 		name = EXCELLENT
#
# 		add_trait = brave
# 		add_blood_splatter_effect = yes
# 	}
# }

# On-action combat event: Becoming Craven
# character_event = {
# 	id = 271
# 	desc = EVTDESC271
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	trigger = {
# 		always = no # THIS is how you disable an event, Paradox
#
# 		NOR = {
# 			trait = brave
# 			trait = craven
# 			trait = berserker
# 		}
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = clubfooted
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = hunchback
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = lisp
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = stutter
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = dwarf
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			trait = genius
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
#
# 			OR = {
# 				trait = quick
# 				trait = shrewd
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
#
# 			OR = {
# 				trait = slow
# 				trait = dull
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 3.0
# 			trait = imbecile
# 		}
#
# 		mult_modifier = {
# 			factor = 3.0
# 			trait = inbred
# 		}
#
# 		mult_modifier = {
# 			factor = 0.7
# 			is_strong_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 2.5
# 			is_weak_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = stressed
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = depressed
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = lunatic
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = possessed
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			is_ill = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = pneumonic
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			trait = great_pox
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
# 			trait = leper
# 		}
#
# 		mult_modifier = {
# 			factor = 1.15
# 			trait = wounded
# 		}
#
# 		mult_modifier = {
# 			factor = 1.25
# 			is_maimed_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 2.0
# 			trait = infirm
# 		}
#
# 		mult_modifier = {
# 			factor = 3.0
# 			is_incapable = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = drunkard
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = consumption
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = slow_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = camp_fever
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = bubonic_plague
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = measles
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			trait = smallpox
# 		}
# 	}
#
# 	option = {
# 		name = CURSES
#
# 		add_trait = craven
# 	}
# }

# On-action combat event: Becoming Wroth
# character_event = {
# 	id = 272
# 	desc = EVTDESC272
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	trigger = {
# 		always = no # THIS is how you disable an event, Paradox
#
# 		NOR = {
# 			trait = wroth
# 			trait = patient
# 		}
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
# 	}
#
# 	option = {
# 		name = CURSES
#
# 		add_trait = wroth
# 		add_blood_splatter_effect = yes
# 	}
# }

# On-action combat event: Becoming Patient
# character_event = {
# 	id = 273
# 	desc = EVTDESC273
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	trigger = {
# 		always = no # THIS is how you disable an event, Paradox
#
# 		NOR = {
# 			trait = wroth
# 			trait = patient
# 		}
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
# 	}
#
# 	option = {
# 		name = EXCELLENT
#
# 		add_trait = patient
# 	}
# }

# On-action battle_won: Heroism shown
character_event = {
	id = 260
	desc = EVTDESC262
	desc = EVTDESC263
	desc = EVTDESC264
	desc = EVTDESC265
	desc = EVTDESC266
	desc = EVTDESC267
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # on_battle_won, random_events

	weight_multiplier = {
		factor = 1

		mult_modifier = {
			factor = 1.5
			trait = brave
		}

		mult_modifier = {
			factor = 1.5
			martial >= 10
		}

		mult_modifier = {
			factor = 1.2
			trait = genius
		}

		mult_modifier = {
			factor = 1.1

			OR = {
				trait = quick
				trait = shrewd
			}
		}

		mult_modifier = {
			factor = 0.9

			OR = {
				trait = slow
				trait = dull
			}
		}

		mult_modifier = {
			factor = 0.2
			trait = imbecile
		}

		mult_modifier = {
			factor = 0.2
			trait = inbred
		}

		mult_modifier = {
			factor = 1.5
			is_strong_trigger = yes
		}

		mult_modifier = {
			factor = 0.8
			is_weak_trigger = yes
		}

		mult_modifier = {
			factor = 0.8
			trait = stressed
		}

		mult_modifier = {
			factor = 0.8
			trait = depressed
		}

		mult_modifier = {
			factor = 0.75
			trait = lunatic
		}

		mult_modifier = {
			factor = 0.75
			trait = possessed
		}

		mult_modifier = {
			factor = 0.9
			is_ill = yes
		}

		mult_modifier = {
			factor = 0.8
			trait = pneumonic
		}

		mult_modifier = {
			factor = 0.8
			trait = great_pox
		}

		mult_modifier = {
			factor = 0.5
			trait = leper
		}

		mult_modifier = {
			factor = 0.9
			trait = wounded
		}

		mult_modifier = {
			factor = 0.8
			is_maimed_trigger = yes
		}

		mult_modifier = {
			factor = 0.5
			trait = infirm
		}

		mult_modifier = {
			factor = 0.4
			is_incapable = yes
		}

		mult_modifier = {
			factor = 0.5
			trait = drunkard
		}

		mult_modifier = {
			factor = 0.5
			trait = consumption
		}

		mult_modifier = {
			factor = 0.5
			trait = slow_fever
		}

		mult_modifier = {
			factor = 0.5
			trait = camp_fever
		}

		mult_modifier = {
			factor = 0.5
			trait = bubonic_plague
		}

		mult_modifier = {
			factor = 0.5
			trait = measles
		}

		mult_modifier = {
			factor = 0.5
			trait = smallpox
		}
	}

	option = {
		name = EVTOPTA262

		prestige = 100
	}
}

# On-action battle_won: Soldier Distinguishes himself
character_event = {
	id = 261
	picture = GFX_evt_battle
	border = GFX_event_normal_frame_war

	desc = {
		text = evt_261_desc_a
		trigger = {
			NOR = {
				has_character_modifier = good_battle_omen
				has_character_modifier = bad_battle_omen
			}
		}
	}
	desc = {
		text = evt_CK2_261_desc_b
		trigger = {
			has_dlc = "Mystics"
			has_character_modifier = good_battle_omen
		}
	}
	desc = {
		text = evt_CK2_261_desc_c
		trigger = {
			has_dlc = "Mystics"
			has_character_modifier = bad_battle_omen
		}
	}

	hide_from = yes
	is_triggered_only = yes # on_battle_won, random_events

	ai = no

	immediate = {
		create_random_soldier = {
			random_traits = yes
			dynasty = random
			female = no
			religion = ROOT
			culture = ROOT

			attributes = {
				martial = 8
				stewardship = 3
				diplomacy = 3
				learning = 3
				intrigue = 3
			}
		}

		new_character = {
			add_blood_splatter_effect = yes
			remove_trait = craven
			save_event_target_as = soldier_target
		}
	}

	weight_multiplier = {
		factor = 1

		mult_modifier = {
			factor = 1.5
			trait = patient
		}

		mult_modifier = {
			factor = 1.5
			trait = just
		}

		mult_modifier = {
			factor = 1.5
			trait = diligent
		}

		mult_modifier = {
			factor = 0.2
			trait = deceitful
		}

		mult_modifier = {
			factor = 0.2
			trait = arbitrary
		}

		mult_modifier = {
			factor = 2
			has_character_modifier = good_battle_omen
		}

		mult_modifier = {
			factor = 0.9
			has_character_modifier = bad_battle_omen
		}
	}

	option = {
		name = EXCELLENT

		trigger = {
			NOR = {
				has_character_modifier = good_battle_omen
				has_character_modifier = bad_battle_omen
			}
		}

		event_target:soldier_target = {
			show_scope_change = no

			prestige = 50
		}
	}

	option = {
		name = 261_OPTA

		trigger = {
			has_dlc = "Mystics"
			has_character_modifier = good_battle_omen
		}

		event_target:soldier_target = {
			show_scope_change = no

			prestige = 50
		}

		upgrade_seer_modifier_effect = yes
	}

	option = {
		name = 261_OPTB

		trigger = {
			has_dlc = "Mystics"
			has_character_modifier = bad_battle_omen
		}

		event_target:soldier_target = {
			show_scope_change = no

			prestige = 50
		}

		downgrade_seer_modifier_effect = yes
	}

	after = {
		remove_scrying_omen_modifiers_effect = yes
	}
}

# On-action battle_lost: Imprisoned by the enemy
character_event = {
	id = 250
	title = captured_in_battle
	desc = evt_CK2_250_desc_a
	picture = GFX_evt_into_the_dungeon
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # on_battle_lost, random_events

	prisoner = no

	trigger = {
		NOT = { character = FROM }
	}

	weight_multiplier = {
		factor = 1

		bad_soldier_outcome_score = yes
		title_tier_reduction_score = yes

		mult_modifier = {
			factor = 1.5
			FROM = { trait = norse_leader }
		}

		mult_modifier = {
			factor = 2

			FROM = {
				any_owned_bloodline = {
					has_bloodline_flag = bloodline_fearsome
					bloodline_is_active_for = PREV
				}
			}
		}

		mult_modifier = {
			factor = 3

			FROM = {
				is_member_of_any_warrior_lodge_trigger = yes
				society_rank > 1
			}
		}

		mult_modifier = {
			factor = 0.5

			any_realm_wonder_upgrade = {
				### COW ###
				OR = { 
					has_wonder_upgrade = upgrade_hidden_passageways
					has_wonder_upgrade = upgrade_cow_hidden_passageways
				}
				is_active = yes
			}
		}
	}

	immediate = {
		save_event_target_as = captured_commander
		location = { save_event_target_as = battlefield_location }
		FROM = { save_event_target_as = enemy_liege }

		# You are captured...
		imprison = event_target:enemy_liege # ROOT is imprisoned *by* enemy_liege
	}

	option = {
		name = CURSES

		FROM = {
			# Enemy_liege is notified about your capture...
			character_event = { id = 50020 }
		}
	}
}

# Leading attacker dies, will never trigger from code
letter_event = {
	id = 251
	desc = EVTDESC251
	border = GFX_event_letter_frame_war

	is_triggered_only = yes

	ai = no

	option = {
		name = OK
	}
}

# Leading defender dies, will never trigger from code
letter_event = {
	id = 252
	desc = EVTDESC251
	border = GFX_event_letter_frame_war

	is_triggered_only = yes

	ai = no

	option = {
		name = OK
	}
}

# Marshal: Unnecessary violence
# character_event = {
# 	id = 255
# 	desc = EVTDESC255
# 	picture = GFX_evt_torture
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	only_capable = yes
# 	war = yes
# 	in_command = yes
#
# 	trigger = {
# 		always = no # Disabled event properly
# 		has_job_title = job_marshal
# 		trait = cruel
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
# 	}
#
# 	option = {
# 		name = EVTOPTA255
#
# 		prestige = -20
# 		piety = -20
#
# 		liege = {
# 			character_event = { id = 256 }
# 		}
# 	}
# }

# Liege: Marshal used unnecessary violence
# character_event = {
# 	id = 256
# 	desc = EVTDESC256
# 	picture = GFX_evt_torture
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	option = {
# 		name = EVTOPTA256 # That's the cruelty of war
#
# 		prestige = -5
# 	}
#
# 	option = {
# 		name = EVTOPTB256 # Disapprove of his conduct
#
# 		opinion = {
# 			name = opinion_disapprove
# 			who = FROM
# 			years = 5
# 		}
# 	}
#
# 	option = {
# 		name = EVTOPTC256 # He's right, we should terrorise our enemy
#
# 		opinion = {
# 			name = opinion_approves
# 			who = FROM
# 			years = 5
# 		}
#
# 		prestige = -10
#
# 		random = {
# 			chance = 25
# 			add_trait_cruel_effect = yes
# 		}
# 	}
# }

### Combat Trait Events

# Event 1
# character_event = {
# 	id = 96500
# 	desc = EVTDESC96500
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	trigger = {
# 		always = no # Disabled Properly
# 		can_have_more_leadership_traits = yes
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
#
# 		mult_modifier = {
# 			factor = 1.5
# 			martial >= 10
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			martial >= 14
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = brave
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = craven
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = genius
# 		}
#
# 		mult_modifier = {
# 			factor = 1.2
#
# 			OR = {
# 				trait = quick
# 				trait = shrewd
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
#
# 			OR = {
# 				trait = slow
# 				trait = dull
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.1
# 			trait = imbecile
# 		}
#
# 		mult_modifier = {
# 			factor = 0.7
# 			trait = inbred
# 		}
#
# 		mult_modifier = {
# 			factor = 1.2
# 			is_strong_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			is_weak_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.85
# 			trait = stressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.85
# 			trait = depressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = lunatic
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = possessed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			is_ill = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.6
# 			trait = infirm
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			trait = drunkard
# 		}
# 	}
#
# 	option = {
# 		name = EVTOPTK96500 # Jungle Terrain Specialization
#
# 		trigger = {
# 			location = { terrain = jungle }
# 			NOT = { trait = jungle_expert }
# 		}
#
# 		add_trait = jungle_expert
# 	}
#
# 	option = {
# 		name = EVTOPTL96500 # War elephants
#
# 		trigger = {
# 			has_dharmic_religion_trigger = yes
# 			NOT = { trait = war_elephant_leader }
# 		}
#
# 		add_trait = war_elephant_leader
# 	}
#
# 	option = {
# 		name = EVTOPTM96500 # WINTER Terrain Specialization
#
# 		trigger = {
# 			location = { is_winter = yes }
# 			NOT = { trait = winter_soldier }
# 		}
#
# 		add_trait = winter_soldier
# 	}
#
# 	option = {
# 		name = EVTOPTA96500 # Rough Terrain Specialization
#
# 		trigger = {
# 			location = {
# 				OR = {
# 					terrain = forest
# 					terrain = hills
# 				}
# 			}
#
# 			NOR = {
# 				trait = rough_terrain_expert
# 				trait = flat_terrain_expert
# 				trait = mountain_expert
# 				trait = desert_expert
# 			}
# 		}
#
# 		add_trait = rough_terrain_expert
# 	}
#
# 	option = {
# 		name = EVTOPTB96500 # Flat Terrain Specialization
#
# 		trigger = {
# 			location = {
# 				OR = {
# 					terrain = plains
# 					terrain = farmlands
# 					terrain = steppe
# 				}
# 			}
#
# 			NOR = {
# 				trait = rough_terrain_expert
# 				trait = flat_terrain_expert
# 				trait = mountain_expert
# 				trait = desert_expert
# 			}
# 		}
#
# 		add_trait = flat_terrain_expert
# 	}
#
# 	option = {
# 		name = EVTOPTC96500 # Mountain Terrain Specialization
#
# 		trigger = {
# 			location = { terrain = mountain }
#
# 			NOR = {
# 				trait = rough_terrain_expert
# 				trait = flat_terrain_expert
# 				trait = mountain_expert
# 				trait = desert_expert
# 			}
# 		}
#
# 		add_trait = mountain_expert
# 	}
#
# 	option = {
# 		name = EVTOPTD96500 # Desert Terrain Leader
#
# 		trigger = {
# 			location = { terrain = desert }
#
# 			NOR = {
# 				trait = rough_terrain_expert
# 				trait = flat_terrain_expert
# 				trait = mountain_expert
# 				trait = desert_expert
# 			}
# 		}
#
# 		add_trait = desert_expert
# 	}
#
# 	option = {
# 		name = EVTOPTE96500 # Cavalry
#
# 		trigger = {
# 			NOR = {
# 				trait = cavalry_leader
# 				trait = heavy_infantry_leader
# 				trait = light_foot_leader
# 			}
# 		}
#
# 		add_trait = cavalry_leader
# 	}
#
# 	option = {
# 		name = EVTOPTF96500 # Light Infantry
#
# 		trigger = {
# 			NOR = {
# 				trait = cavalry_leader
# 				trait = heavy_infantry_leader
# 				trait = light_foot_leader
# 			}
# 		}
#
# 		add_trait = light_foot_leader
# 	}
#
# 	option = {
# 		name = EVTOPTG96500 # Heavy Infantry
#
# 		trigger = {
# 			NOR = {
# 				trait = cavalry_leader
# 				trait = heavy_infantry_leader
# 				trait = light_foot_leader
# 			}
# 		}
#
# 		add_trait = heavy_infantry_leader
# 	}
# }

# Event 2
# character_event = {
# 	id = 96501
# 	desc = EVTDESC96500
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	trigger = {
# 		always = no # Disabled Properly
# 		can_have_more_leadership_traits = yes
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = brave
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = craven
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = genius
# 		}
#
# 		mult_modifier = {
# 			factor = 1.2
#
# 			OR = {
# 				trait = quick
# 				trait = shrewd
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
#
# 			OR = {
# 				trait = slow
# 				trait = dull
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.1
# 			trait = imbecile
# 		}
#
# 		mult_modifier = {
# 			factor = 0.7
# 			trait = inbred
# 		}
#
# 		mult_modifier = {
# 			factor = 1.2
# 			is_strong_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			is_weak_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.85
# 			trait = stressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.85
# 			trait = depressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = lunatic
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = possessed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			is_ill = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.6
# 			trait = infirm
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			trait = drunkard
# 		}
# 	}
#
# 	option = { # Organizer
# 		name = EVTOPTA96502
#
# 		trigger = {
# 			NOT = { trait = organizer }
# 		}
#
# 		add_trait = organizer
# 	}
#
# 	option = { # Experimenter
# 		name = EVTOPTB96502
#
# 		trigger = {
# 			NOT = { trait = direct_leader }
# 		}
#
# 		add_trait = direct_leader
# 	}
#
# 	option = { # Holy Warrior
# 		name = EVTOPTC96502
#
# 		trigger = {
# 			trait = zealous
#
# 			NOR = {
# 				trait = holy_warrior
# 				trait = cynical
# 			}
# 		}
#
# 		add_trait = holy_warrior
# 	}
#
# 	option = { # Unyielding
# 		name = EVTOPTD96502
#
# 		trigger = {
# 			NOT = { trait = unyielding_leader }
# 		}
#
# 		add_trait = unyielding_leader
# 	}
# }

# Event 3
# character_event = {
# 	id = 96502
# 	desc = EVTDESC96500
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	trigger = {
# 		always = no # Disabled Properly
# 		can_have_more_leadership_traits = yes
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = brave
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = craven
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = genius
# 		}
#
# 		mult_modifier = {
# 			factor = 1.2
#
# 			OR = {
# 				trait = quick
# 				trait = shrewd
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
#
# 			OR = {
# 				trait = slow
# 				trait = dull
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.1
# 			trait = imbecile
# 		}
#
# 		mult_modifier = {
# 			factor = 0.7
# 			trait = inbred
# 		}
#
# 		mult_modifier = {
# 			factor = 1.2
# 			is_strong_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			is_weak_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.85
# 			trait = stressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.85
# 			trait = depressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = lunatic
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = possessed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			is_ill = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.6
# 			trait = infirm
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			trait = drunkard
# 		}
# 	}
#
# 	option = {
# 		name = EVTOPTH96500 # Aggressive
#
# 		trigger = {
# 			NOR = {
# 				trait = defensive_leader
# 				trait = aggressive_leader
# 			}
# 		}
#
# 		add_trait = aggressive_leader
# 	}
#
# 	option = {
# 		name = EVTOPTI96500 # Defensive
#
# 		trigger = {
# 			NOR = {
# 				trait = defensive_leader
# 				trait = aggressive_leader
# 			}
# 		}
#
# 		add_trait = defensive_leader
# 	}
#
# 	option = {
# 		name = EVTOPTJ96500 # Inspiring
#
# 		trigger = {
# 			NOT = { trait = inspiring_leader }
# 		}
#
# 		add_trait = inspiring_leader
# 	}
#
# 	option = { # Trickster
# 		name = EVTOPTH96501
#
# 		trigger = {
# 			NOT = { trait = trickster }
# 		}
#
# 		add_trait = trickster
# 	}
# }

# Event 4
# character_event = {
# 	id = 96503
# 	desc = EVTDESC96500
# 	picture = GFX_evt_battle
# 	border = GFX_event_normal_frame_war
#
# 	is_triggered_only = yes
#
# 	trigger = {
# 		always = no # Disabled Properly
# 		can_have_more_leadership_traits = yes
# 	}
#
# 	weight_multiplier = {
# 		factor = 1
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = brave
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = craven
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			trait = genius
# 		}
#
# 		mult_modifier = {
# 			factor = 1.2
#
# 			OR = {
# 				trait = quick
# 				trait = shrewd
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
#
# 			OR = {
# 				trait = slow
# 				trait = dull
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.1
# 			trait = imbecile
# 		}
#
# 		mult_modifier = {
# 			factor = 0.7
# 			trait = inbred
# 		}
#
# 		mult_modifier = {
# 			factor = 1.2
# 			is_strong_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			is_weak_trigger = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.85
# 			trait = stressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.85
# 			trait = depressed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = lunatic
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = possessed
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			is_ill = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.6
# 			trait = infirm
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			trait = drunkard
# 		}
# 	}
#
# 	option = {
# 		name = EVTOPTA96500 # Rough Terrain Specialization
#
# 		trigger = {
# 			location = {
# 				OR = {
# 					terrain = forest
# 					terrain = hills
# 				}
# 			}
#
# 			NOR = {
# 				trait = rough_terrain_expert
# 				trait = flat_terrain_expert
# 				trait = mountain_expert
# 				trait = desert_expert
# 			}
# 		}
#
# 		add_trait = rough_terrain_expert
# 	}
#
# 	option = {
# 		name = EVTOPTB96500 # Flat Terrain Specialization
#
# 		trigger = {
# 			location = {
# 				OR = {
# 					terrain = plains
# 					terrain = farmlands
# 					terrain = steppe
# 				}
# 			}
#
# 			NOR = {
# 				trait = rough_terrain_expert
# 				trait = flat_terrain_expert
# 				trait = mountain_expert
# 				trait = desert_expert
# 			}
# 		}
#
# 		add_trait = flat_terrain_expert
# 	}
#
# 	option = {
# 		name = EVTOPTC96500 # Mountain Terrain Specialization
#
# 		trigger = {
# 			location = { terrain = mountain }
#
# 			NOR = {
# 				trait = rough_terrain_expert
# 				trait = flat_terrain_expert
# 				trait = mountain_expert
# 				trait = desert_expert
# 			}
# 		}
#
# 		add_trait = mountain_expert
# 	}
#
# 	option = {
# 		name = EVTOPTD96500 # Desert Terrain Leader
#
# 		trigger = {
# 			location = { terrain = desert }
#
# 			NOR = {
# 				trait = rough_terrain_expert
# 				trait = flat_terrain_expert
# 				trait = mountain_expert
# 				trait = desert_expert
# 			}
# 		}
#
# 		add_trait = desert_expert
# 	}
#
# 	option = { # Flanker
# 		name = EVTOPTI96501
#
# 		trigger = {
# 			NOT = { trait = flanker }
# 		}
#
# 		add_trait = flanker
# 	}
#
# 	option = { # Narrow flank leader
# 		name = EVTOPTJ96501
#
# 		trigger = {
# 			location = {
# 				OR = {
# 					terrain = mountain
# 					terrain = hills
# 					terrain = forest
# 				}
# 			}
#
# 			NOT = { trait = battlefield_terrain_master }
# 		}
#
# 		add_trait = battlefield_terrain_master
# 	}
#
# 	option = { # Siege leader
# 		name = EVTOPTK96501
#
# 		trigger = {
# 			siege = {
# 				is_attacker = yes
# 			}
#
# 			NOT = { trait = siege_leader }
# 		}
#
# 		add_trait = siege_leader
# 	}
# }