obj_obtain_artifact = {
	type = character
	
	potential = {
		is_adult = yes
		num_of_artifacts < 1
		NOT = { trait = content }
		NOT = { has_character_flag = artifact_ambition }
	}
	allow = {
		NOT = { trait = incapable }
	}
	chance = {
		factor = 90
		
		modifier = {
			factor = 3
			trait = envious
		}
		modifier = {
			factor = 3
			trait = greedy
		}
		modifier = {
			factor = 2
			trait = vain
		}
		modifier = {
			factor = 2
			trait = adventurer
		}
		modifier = {
			factor = 2
			trait = ambitious
		}
		modifier = {
			factor = 0.5
			trait = humble
		}
		modifier = {
			factor = 0.75
			trait = temperate
		}
		modifier = {
			factor = 1.25
			trait = ruthless
		}
		modifier = {
			factor = 0.75
			trait = blind
		}
		modifier = {
			factor = 1.5
			is_magistrate = yes
		}
		modifier = {
			factor = 0.25
			tier = EMPEROR
		}
		modifier = {
			factor = 0.5
			tier = KING
		}
	}
	
	success = {
		custom_tooltip = {
			text = plot_artifact_tt
			num_of_artifacts > 1
		}
	}
	
	abort = {
		OR = {
			trait = incapable
			trait = content
		}
	}
	
	abort_effect = {
	}
	
	effect = {
		prestige = 100
		set_character_flag = artifact_ambition
	}
}
obj_obtain_amulet = {
	type = character
	
	potential = {
		ai = no
		is_adult = yes
		NOT = { has_artifact = amulet_of_kings }
		NOT = { has_global_flag = amulet_of_kings_active }
		OR = {
			tier = EMPEROR
			has_landed_title = k_cyrodiil
			has_landed_title = k_skyrim
			has_landed_title = k_valenwood
			has_landed_title = k_highrock
			has_landed_title = k_elsweyr
			has_landed_title = k_morrowind
			has_landed_title = k_summerset
			has_landed_title = k_argonia
			has_landed_title = k_hammerfell
		}
		NOT = { e_tamriel = { has_holder = yes } }
		OR = {
			religion = eight_divines
			religion = nine_divines
			religion = alikr
		}
	}
	allow = {
		higher_real_tier_than = COUNT
		NOT = { trait = infirm }
		NOT = { trait = incapable }
		NOT = { trait = slothful }
		OR = {
			is_dragonblood = yes
			trait = ambitious
			trait = envious
			trait = ruthless
		}
		prestige = 500
	}
	chance = {
		factor = 90
		
		modifier = {
			factor = 3
			trait = ambitious
		}
		modifier = {
			factor = 2
			trait = ruthless
		}
		modifier = {
			factor = 3
			trait = envious
		}
		modifier = {
			factor = 2
			trait = brave
		}
		modifier = {
			factor = 2
			trait = vain
		}
		modifier = {
			factor = 3
			trait = dragonborn
		}
		modifier = {
			factor = 3
			trait = hero
		}
		modifier = {
			factor = 2
			is_dragonblood = yes
			NOT = { trait = dragonborn }
		}
		modifier = {
			factor = 0.01
			trait = lich
		}
		modifier = {
			factor = 3
			trait = zealous
		}
		modifier = {
			factor = 0.5
			trait = blinded
		}
		modifier = {
			factor = 0.5
			trait = blind
		}
		modifier = {
			factor = 0.5
			trait = blind_moth
		}
		modifier = {
			factor = 0.1
			trait = depressed
		}
		modifier = {
			factor = 0.25
			trait = stressed
		}
		modifier = {
			factor = 0.5
			trait = drunkard
		}
		modifier = {
			factor = 2
			trait = patient
		}
		modifier = {
			factor = 0.75
			trait = sickly
		}
		modifier = {
			factor = 1.25
			trait = strong
		}
		modifier = {
			factor = 0.5
			trait = imbecile
		}
		modifier = {
			factor = 0.75
			trait = slow
		}
		modifier = {
			factor = 0.9
			trait = clubfooted
		}
		modifier = {
			factor = 0.5
			trait = inbred
		}
		modifier = {
			factor = 2
			trait = proud
		}
		modifier = {
			factor = 0.75
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = slovenly
		}
		modifier = {
			factor = 0.5
			trait = wounded
		}
		modifier = {
			factor = 0.1
			trait = absent_minded
		}
		modifier = {
			factor = 1.5
			tier = KING
		}
		modifier = {
			factor = 2
			tier = EMPEROR
		}
		modifier = {
			factor = 2
			has_landed_title = c_imperialisle
		}
	}
	
	success = {
		has_artifact = amulet_of_kings
	}
	
	abort = {
		OR = {
			trait = incapable
			trait = slothful
		}
		NOT = { religion = eight_divines }
		NOT = { religion = nine_divines }
		NOT = { religion = alikr }
		NOT = { trait = ambitious }
		NOT = { trait = envious }
		NOT = { trait = ruthless }
	}
	
	abort_effect = {
		prestige = -250
	}
	
	effect = {
		prestige = 500
		e_tamriel = { add_claim = ROOT }
		any_vassal = {
			limit = {
				NOT = { trait = envious }
			}
			opinion = {
				who = ROOT
				modifier = opinion_amulet_found
				months = 72
			}
		}
		hidden_tooltip = {
			any_vassal = {
				limit = {
					trait = envious
				}
				opinion = {
					who = ROOT
					modifier = opinion_envy
					months = 72
				}
			}
		}
	}
}
obj_warlord = {
	type = character

	can_cancel = no

	potential = {
		is_adult = yes
		is_playable = yes
		is_landed = yes
		independent = yes
		higher_tier_than = COUNT
		OR = {
			lower_tier_than = EMPEROR
			has_landed_title = e_tamriel
			# Heroes and Dragonborns should still be able to use it
			trait = hero
			trait = dragonborn
		}
		#NOT = {
		#	any_heir_title = {
		#		higher_tier_than = KING
		#	}
		#}
		NOT = { trait = warlord }
		NOT = { trait = mane }
	}
	
	allow = {
		#Traits that prohibit you from becoming a Warlord
		NOT = { trait = incapable }
		NOT = { trait = greybeard }
		
		NOT = { trait = content }
		NOT = { trait = craven }
		NOT = { trait = humble }
		NOT = { trait = kind }
		NOT = { trait = slothful }
		
		#Age Restriction for Warlords, Depending on Culture  (Essentially Race)
		OR = {
			NOT = { age = 70 }			
			AND = {
				NOT = { age = 200 }
				is_immortal = no
				is_long_lived = yes
			}
			AND = {
				NOT = { age = 500 }
				is_immortal = yes
			}
		}
		#Undead may never become Warlords
		NOT = { culture_group = undead }
		
		prestige = 500
	}
	
	chance = {
		factor = 90
		
		modifier = {
			factor = 5
			has_character_flag = demon_child_non_pagan
		}
		modifier = {
			factor = 4
			trait = ambitious
		}
		modifier = {
			factor = 2.5
			OR = {
				culture = kamal
				culture = orsimer
			}
		}
		modifier = {
			factor = 2
			culture_group = nedic
		}
		modifier = {
			factor = 1.5
			culture_group = yokudan_group
		}
		modifier = {
			factor = 3
			trait = ruthless
		}
		modifier = {
			factor = 1.5
			trait = wroth
		}
		modifier = {
			factor = 2
			trait = envious
		}
		modifier = {
			factor = 1.5
			trait = greedy
		}
		modifier = {
			factor = 2
			trait = brave
		}
		modifier = {
			factor = 0.5
			trait = quey
		}
		modifier = {
			factor = 5
			trait = dragonborn
		}
		modifier = {
			factor = 3
			trait = hero
		}
		modifier = {
			factor = 3
			is_dragonblood = yes
			NOT = { trait = dragonborn }
		}
		modifier = {
			factor = 2
			trait = lich
		}
		modifier = {
			factor = 2
			trait = zealous
		}
		modifier = {
			factor = 0.0
			trait = blinded
		}
		modifier = {
			factor = 0.1
			trait = blind
		}
		modifier = {
			factor = 0.1
			trait = blind_moth
		}
		modifier = {
			factor = 0.1
			trait = mute
		}
		modifier = {
			factor = 0.1
			trait = deaf
		}
		modifier = {
			factor = 0.1
			trait = depressed
		}
		modifier = {
			factor = 0.25
			trait = stressed
		}
		modifier = {
			factor = 0.5
			trait = drunkard
		}
		modifier = {
			factor = 0.5
			trait = patient
		}
		modifier = {
			factor = 0.5
			trait = weak
		}
		modifier = {
			factor = 0.25
			trait = sickly
		}
		modifier = {
			factor = 1.25
			trait = strong
		}
		modifier = {
			factor = 0.5
			trait = imbecile
		}
		modifier = {
			factor = 0.75
			trait = slow
		}
		modifier = {
			factor = 1.25
			trait = powerful_voice
		}
		modifier = {
			factor = 0.8
			trait = clubfooted
		}
		modifier = {
			factor = 0.7
			trait = harelip
		}
		modifier = {
			factor = 0.9
			trait = stutter
		}
		modifier = {
			factor = 0.9
			trait = lisp
		}
		modifier = {
			factor = 0.5
			trait = hunchback
		}
		modifier = {
			factor = 0.5
			trait = dwarf
		}
		modifier = {
			factor = 0.5
			trait = inbred
		}
		modifier = {
			factor = 0.75
			trait = cynical
		}
		modifier = {
			factor = 0.75
			trait = charitable
		}
		modifier = {
			factor = 2
			trait = proud
		}
		modifier = {
			factor = 0.8
			trait = just
		}
		modifier = {
			factor = 0.75
			trait = shy
		}
		modifier = {
			factor = 0.8
			trait = temperate
		}
		modifier = {
			factor = 0.8
			trait = chaste
		}
		modifier = {
			factor = 0.75
			trait = kind
		}
		modifier = {
			factor = 0.8
			trait = slovenly
		}
		modifier = {
			factor = 0.5
			trait = humble
		}
		modifier = {
			factor = 0.5
			trait = wounded
		}
		modifier = {
			factor = 0.1
			trait = absent_minded
		}
		modifier = {
			factor = 0.5
			tier = KING
		}
		modifier = {
			factor = 1.25
			NOT = { year = 3800 }
		}
		modifier = {
			factor = 0.5
			year = 3830
		}
		modifier = {
			factor = 0.75
			e_tamriel = { has_holder = yes }
		}
		modifier = {
			factor = 2
			e_tamriel = {
				holder_scope = {
					OR = {
						NOT = { age = 17 }
						trait = incapable
						trait = infirm
						trait = inbred
					}
				}
			}
		}
		modifier = {
			factor = 0.5
			top_liege = {
				tier = emperor
				NOT = { has_landed_title = e_tamriel }
			}
		}
	}
	
	abort = {
		OR = {
			trait = incapable
			trait = greybeard
			is_playable = no
			independent = no
			AND = {
				higher_tier_than = KING
				NOT = { has_landed_title = e_tamriel }
			}
			#any_heir_title = {
			#	higher_tier_than = KING
			#}
		}
	}
	
	success = {
		custom_tooltip = {
			text = OBJ_WARLORD_SUCCESS_CT
			
			hidden_tooltip = {
				has_character_flag = warlord_flg
			}
		}
	}
	
	effect = {
		add_trait = warlord
	}
}

#Additional Objectives ESM Adaptation
#obj_make_a_friend
#obj_spouse_councillor
#obj_become_regent
#obj_lead_troops
#plot_seduce_for_men
#plot_seduce_liege

obj_make_a_friend = {
	type = character
	
	allow = {
		prisoner = no
		age = 5
		NOT = { trait = undead }
		OR = {
			AND = {
				NOT = { age = 75 }
				is_mer = no
			}
			AND = {
				NOT = { age = 200 }
				is_mer = yes
			}
			is_immortal = yes
		}
		NOT = { num_of_friends = 1 }
	}
	
	chance = {
		factor = 25
		
		modifier = {
			factor = 4
			trait = gregarious
		}
		modifier = {
			factor = 3
			trait = kind
		}
		modifier = {
			factor = 2
			trait = lustful
		}
		modifier = {
			factor = 2
			trait = hedonist
		}
		modifier = {
			factor = 3.5
			trait = trusting
		}
		modifier = {
			factor = 1.5
			trait = diligent
		}
		modifier = {
			factor = 0.75
			trait = humble
		}
		modifier = {
			factor = 1.25
			trait = proud
		}
		modifier = {
			factor = 2
			trait = charitable
		}
		modifier = {
			factor = 2
			trait = drunkard
		}
		modifier = {
			factor = 1.25
			trait = patient
		}
		modifier = {
			factor = 1.25
			trait = brave
		}
		modifier = {
			factor = 0.25
			trait = craven
		}
		modifier = {
			factor = 0.5
			trait = cynical
		}
		modifier = {
			factor = 0.5
			trait = absent_minded
		}
		modifier = {
			factor = 0.25
			trait = ruthless
		}
		modifier = {
			factor = 0.25
			trait = wroth
		}
		modifier = {
			factor = 0.1
			trait = cruel
		}
		modifier = {
			factor = 0.75
			OR = {
				AND = {
					age = 50
					is_mer = no
				}
				AND = {
					age = 125
					is_mer = yes
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				AND = {
					age = 65
					is_mer = no
				}
				AND = {
					age = 150
					is_mer = yes
				}
			}
		}
		modifier = {
			factor = 0.25
			OR = {
				AND = {
					age = 80
					is_mer = no
				}
				AND = {
					age = 200
					is_mer = yes
				}
			}
		}
		modifier = {
			factor = 1.5
			age = 16
			NOT = { age = 25 }
		}
		modifier = {
			factor = 2
			age = 12
			NOT = { age = 16 }
		}
		modifier = {
			factor = 3
			NOT = { age = 12 }
		}
	}
	
	success = {
		OR = {
			num_of_friends = 1
			any_courtier = {
				is_friend = ROOT
			}
			liege = {
				is_friend = ROOT
			}
			liege = {
				any_courtier = {
					is_friend = ROOT
				}
			}
		}
	}
	
	abort = {
		OR = {
			trait = incapable
			trait = undead
			AND = {
				age = 200
				is_mer = yes
				is_immortal = no
			}
			AND = {
				age = 85
				is_mer = no
				is_immortal = no
			}				
		}
	}
	
	abort_effect = {
	}
	
	effect = {
		piety = 10
		if = {
			limit = { NOT = { has_character_flag = made_a_friend } }
			change_diplomacy = 1
		}
		if = {
			limit = { NOT = { trait = gregarious } }
			random = {
				chance = 10
				add_trait = gregarious
			}
		}
		set_character_flag = made_a_friend
	}
}

obj_spouse_councillor = {
	type = character
	
	allow = {
		prisoner = no
		age = 16
		is_married = yes
		independent = no
		NOT = { trait = incapable }
		spouse = { 
			prisoner = no
			age = 16
			is_councillor = no
			independent = no
			NOT = { trait = incapable }
			liege = {
				NOT = { character = ROOT }
			}
		}
	}
	chance = {
		factor = 25
		
		modifier = {
			factor = 2.0
			trait = ambitious
		}
		
		modifier = {
			factor = 1.5
			trait = envious
		}
		
		modifier = {
			factor = 0.5
			trait = content
		}
		
		modifier = {
			factor = 1.25
			spouse = {
				OR = {
					trait = warrior_4
					trait = mage_4
					trait = diplomat_4
					trait = magistrate_4
					trait = agent_4
				}
			}
		}
		
		modifier = {
			factor = 0.01
			spouse = {
				OR = {
				trait = imbecile
				trait = slow
				}
			}
		}
	}
	
	success = {
		spouse = {
			is_councillor = yes
		}
	}
	
	abort = {
		OR = {
			is_married = no
			independent = yes
			trait = incapable
			spouse = {
				independent = yes
				trait = incapable
			}
		}
	}
	
	abort_effect = {
	}
	
	effect = {
		prestige = 20
		change_intrigue = 1
	}
}
obj_become_regent = {
	type = character
	
	allow = {
		age = 21
		prisoner = no
		independent = no
		NOT = { trait = incapable }
		host = { character = liege }
		NOT = { has_minor_title = title_regent }
		liege = {
			OR = {
				NOT = { age = 15 }
				prisoner = yes
			    trait = incapable
			}
		}
	}
	chance = {
		factor = 50
		
		modifier = {
			factor = 2.0
			trait = ambitious
		}
		
		modifier = {
			factor = 2.0
			liege = {
				dynasty = ROOT
			}
		}
		modifier = {
			factor = 3.0
			OR = {
				has_minor_title = title_ruler_consort
				has_minor_title = title_queen_mother
			}
		}		
		modifier = {
			factor = 1.5
			trait = diligent
		}
		
		modifier = {
			factor = 1.25
			trait = greedy
		}
		
		modifier = {
			factor = 1.5
			trait = envious
		}
		
		modifier = {
			factor = 0.25
			trait = slothful
		}
		
		modifier = {
			factor = 0.25
			trait = craven
		}
		
		modifier = {
			factor = 0.5
			trait = shy
		}
		
		modifier = {
			factor = 0.01
			trait = content
		}
		
	}
	success = {
		has_minor_title = title_regent 
	}
	
	abort = {
		liege = {
				age = 15
				prisoner = no
			    NOT = { trait = incapable }
			}
		}
		
	abort_effect = {
	}
	
	effect = {
		change_intrigue = 1
		prestige = 25
	}
}
obj_lead_troops = {
	type = character
	
	allow = {
		age = 16
		NOT = { trait = craven }
		NOT = { trait = incapable }
		NOT = { trait = veteran_leader_1 }
		NOT = { trait = veteran_leader_2 }
		NOT = { trait = veteran_leader_3 }
		NOT = { trait = veteran_leader_4 }
		NOT = { trait = veteran_leader_5 }
		NOT = { trait = maimed }
		NOT = { trait = blinded }
		NOT = { trait = infirm }
		OR = {
			trait = warrior_4
			martial = 12
		}
	}
	chance = {
		factor = 25
		
		modifier = {
			factor = 2.0
			trait = zealous
		}
		modifier = {
			factor = 3.0
			trait = brave
		}
		modifier = {
			factor = 4.0
			trait = reckless
		}
		modifier = {
			factor = 1.5
			trait = just
		}
		modifier = {
			factor = 2.0
			trait = lunatic
		}
		modifier = {
			factor = 0.5
			war = no
		}
		modifier = {
			factor = 0.25
			trait = slothful
		}
		modifier = {
			factor = 0.01
			is_councillor = yes
		}
		modifier = {
			factor = 1.5
			trait = warrior_1
		}
		modifier = {
			factor = 2.0
			trait = warrior_2
		}
		modifier = {
			factor = 3.0
			trait = warrior_3
		}
		modifier = {
			factor = 5.0
			trait = warrior_4
		}
		modifier = {
			factor = 10.0
			mercenary = yes
		}
		
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		
		modifier = {
			factor = 0.75
			trait = deceitful
		}
		
		modifier = {
			factor = 0.75
			trait = envious
		}
	}
	
	success = {
		in_command = yes
		OR = {
			trait = veteran_leader_1
			trait = veteran_leader_2
			trait = veteran_leader_3
			trait = veteran_leader_4
			trait = veteran_leader_5
		}
	}
	
	abort = {
		OR = {
			trait = incapable
			trait = craven 
			trait = maimed
			trait = blinded
			trait = infirm
		}
	}
	
	abort_effect = {
	}
	
	effect = {
		prestige = 25
		change_martial = 1
	}
}
obj_become_great_general = {
	type = character
	
	allow = {
		age = 16
		NOT = { trait = veteran_leader_5 }
		OR = {
			trait = veteran_leader_1
			trait = veteran_leader_2
			trait = veteran_leader_3
			trait = veteran_leader_4
		}
		NOT = { trait = craven }
		NOT = { trait = incapable }
		NOT = { trait = maimed }
		NOT = { trait = blinded }
		NOT = { trait = infirm }
		OR = {
			trait = warrior_4
			martial = 12
		}
	}
	chance = {
		factor = 25
		
		modifier = {
			factor = 2.0
			trait = zealous
		}
		modifier = {
			factor = 3.0
			trait = brave
		}
		modifier = {
			factor = 4.0
			trait = reckless
		}
		modifier = {
			factor = 1.5
			trait = just
		}
		modifier = {
			factor = 2.0
			trait = lunatic
		}
		modifier = {
			factor = 0.5
			war = no
		}
		modifier = {
			factor = 0.25
			trait = slothful
		}
		modifier = {
			factor = 0.01
			is_councillor = yes
		}
		modifier = {
			factor = 1.5
			trait = warrior_1
		}
		modifier = {
			factor = 2.0
			trait = warrior_2
		}
		modifier = {
			factor = 3.0
			trait = warrior_3
		}
		modifier = {
			factor = 5.0
			trait = warrior_4
		}
		modifier = {
			factor = 10.0
			mercenary = yes
		}
		
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		
		modifier = {
			factor = 0.75
			trait = deceitful
		}
		
		modifier = {
			factor = 0.75
			trait = envious
		}
	}
	
	success = {
		trait = veteran_leader_5
	}
	
	abort = {
		OR = {
			trait = incapable
			trait = craven 
			trait = maimed
			trait = blinded
			trait = infirm
		}
	}
	
	abort_effect = {
	}
	
	effect = {
		prestige = 50
		change_martial = 1
		change_diplomacy = 1
		change_intrigue = -1
	}
}
