# Supported types: character
#
# Note: if 'chance' evaluates to 0, an AI character will also abandon the focus
#


###############
# FOCUSES
###############

focus_rulership = {
	type = character
	
	modifier_name = "RULERSHIP_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		prisoner = no
	}
	
    # AI Pick chance - based on personality, not needs!
    chance = {
    	factor = 100
    	
        modifier = {
        	factor = 3.0
        	OR = {
        		trait = indulgent_wastrel
                trait = thrifty_clerk
                trait = fortune_builder
                trait = midas_touched
			}
		}
		modifier = {
        	factor = 0.9
        	NOR = {
                	trait = indulgent_wastrel
                	trait = thrifty_clerk
                	trait = fortune_builder
                	trait = midas_touched
            	}
        }
        modifier = {
        	factor = 0.7
        	trait = stressed
        }
        modifier = {
        	factor = 0.2
       		trait = depressed
        }
        modifier = {
        	factor = 0.5
        	OR = {
				is_republic = yes
                is_patrician = yes
        		is_theocracy = yes
            }
        }
        modifier = {
        	factor = 0.2
        	is_nomadic = yes
        }
        modifier = {
            factor = 0.3
	    	is_tribal = yes
        }
        modifier = {
            factor = 0.7
            trait = envious
        }
		modifier = {
            factor = 1.2
            trait = honest
        }
        modifier = {
            factor = 1.3
            trait = patient
        }
        modifier = {
            factor = 3.0
            trait = content
        }
		modifier = {
            factor = 1.5
            trait = kind
        }
		modifier = {
            factor = 1.25
            is_feudal = yes
        }
        modifier = {
            factor = 2.0
            trait = just
        }
        modifier = {
            factor = 1.4
            trait = charitable
        }
        modifier = {
            factor = 1.3
            trait = proud
        }
        modifier = {
            factor = 0.7
            trait = ambitious
        }
        modifier = {
            factor = 4.0
            trait = diligent
        }
        modifier = {
            factor = 1.3
            trait = humble
        }
        modifier = {
            factor = 2.0
            trait = craven
        }
        modifier = {
            factor = 1.2
            trait = stubborn
        }
        modifier = {
            factor = 1.2
            trait = zealous
        }
        modifier = {
            factor = 1.7
            trait = shy
        }
        modifier = {
            factor = 0.6
            trait = drunkard
        }
        modifier = {
            factor = 0.7
            trait = arbitrary
        }
        modifier = {
            factor = 0.3
            trait = slothful
        }
        modifier = {
            factor = 0.1
            OR = {
                trait = pirate
                trait = viking
                trait = ravager
                trait = seaking
                trait = sea_queen
            }
        }
        modifier = {
            factor = 0.5
            trait = decadent
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
			had_character_flag = { flag = bio_check_focus days = 1826 }
		}
	}
	
	abort_effect = {
		clr_character_flag = bio_check_focus
	}
	
	# MODIFIERS
	stewardship = 3
	global_revolt_risk = -0.01
	build_time_modifier = -0.1
	build_cost_modifier = -0.05
	castle_vassal_tax_modifier = 0.05
	city_vassal_tax_modifier = 0.05
	temple_vassal_tax_modifier = 0.05
	tribal_vassal_tax_modifier = 0.05
	global_tax_modifier = 0.05
}

focus_business = {
	type = character
	
	modifier_name = "BUSINESS_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		prisoner = no
	}
	
    # AI Pick chance
    chance = {
        factor = 100

        modifier = {
            factor = 3.0
            OR = {
                trait = indulgent_wastrel
                trait = thrifty_clerk
                trait = fortune_builder
                trait = midas_touched
            }
        }
	modifier = {
            factor = 0.75
            NOR = {
                trait = indulgent_wastrel
                trait = thrifty_clerk
                trait = fortune_builder
                trait = midas_touched
            }
        }
        modifier = {
            factor = 0.5
            trait = stressed
        }
        modifier = {
            factor = 0.2
            trait = depressed
        }
        modifier = {
            factor = 1.5
            trait = charitable
        }
        modifier = {
            factor = 3.0
            trait = envious
        }
        modifier = {
            factor = 1.5
            trait = diligent
        }
        modifier = {
            factor = 4.0
            trait = greedy
        }
        modifier = {
            factor = 4.0
            OR = {
                is_republic = yes
                is_patrician = yes
            }
        }
        modifier = {
            factor = 0.3
            OR = {
                is_theocracy = yes
                is_tribal = yes
            }
        }
        modifier = {
            factor = 0.1
            is_nomadic = yes
        }
        modifier = {
            factor = 1.2
            trait = arbitrary
        }
        modifier = {
            factor = 1.1
            trait = gregarious
        }
        modifier = {
            factor = 1.2
            trait = patient
        }
        modifier = {
            factor = 1.3
            trait = gluttonous
        }
        modifier = {
            factor = 1.2
            trait = deceitful
        }
        modifier = {
            factor = 0.5
            trait = slothful
        }
        modifier = {
            factor = 0.3
            trait = content
        }
        modifier = {
            factor = 0.8
            trait = honest
        }
        modifier = {
            factor = 0.5
            trait = shy
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
			had_character_flag = { flag = bio_check_focus days = 1826 }
		}
	}
	
	abort_effect = {
		clr_character_flag = bio_check_focus
	}
	
	# MODIFIERS
	stewardship = 2
	town_opinion = 6
	global_tax_modifier = 0.15
	multiplicative_trade_post_income_modifier = 0.1
	
}

focus_seduction = {
	type = character
	
	modifier_name = "SEDUCTION_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = celibate }
        NOT = { trait = monk }
        NOT = { trait = nun }
		NOT = { is_ascetic_trigger = yes }
        NOT = { trait = chaste }
        NOT = { trait = eunuch }
        NAND = {
            trait = honest
		    OR = {
		        is_married = yes
		        is_consort = yes
		    }
		}
	}
	
    # AI Pick chance
	chance = {
    	factor = 60
     	
     	modifier = {
			factor = 0
			has_game_rule = {
				name = ai_seduction
				value = off
			}
		}
		modifier = {
			factor = 0.5 # Faithful spouse/consort
			OR = {
				AND = {
					is_married = yes
					any_spouse = {
						is_lover = ROOT
					}
				}
				AND = {
					is_consort = yes
					consort = {
						is_lover = ROOT
					}
				}
			}
		}
        modifier = {
            factor = 0.3
            OR = {
                is_republic = yes
                is_patrician = yes
                is_theocracy = yes
                is_nomadic = yes
            }
        }
        modifier = {
            factor = 1.15
            is_feudal = yes
        }
		modifier = {
            factor = 7.0
            trait = homosexual
        }
        modifier = {
            factor = 0.6
            trait = content
        }
        modifier = {
            factor = 0.3
            trait = just
        }
        modifier = {
            factor = 0.5
            trait = temperate
        }
        modifier = {
            factor = 0.3
            trait = shy
        }
        modifier = {
            factor = 0.4
            trait = honest
        }
        modifier = {
            factor = 0.3
            trait = depressed
        }
        modifier = {
            factor = 2.0
            trait = gregarious
        }
        modifier = {
            factor = 1.3
            trait = deceitful
        }
        modifier = {
            factor = 2.0
            trait = envious
        }
        modifier = {
            factor = 4.0
            trait = lustful
        }
        modifier = {
            factor = 2.5
            trait = decadent
        }
        modifier = {
            factor = 1.5
            trait = arbitrary
        }
        modifier = {
            factor = 2.5
            trait = gluttonous
        }
        modifier = {
			factor = 5.0
			AND = {
				AND = {
					has_polygamy = no
					has_concubinage = no
				}
				any_spouse = {
					trait = homosexual
				}
				NOT = { trait = homosexual }
			}
		}
	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			trait = incapable
	        trait = chaste
	        trait = eunuch
	        trait = celibate
	    	trait = monk
	    	trait = nun
			is_ascetic_trigger = yes
			is_playable = no
			AND = {
			    trait = honest
				OR = {
					is_married = yes
					is_consort = yes
				}
			}
			had_character_flag = { flag = bio_check_focus days = 1826 }
		}
	}
	
	abort_effect = {
		clr_character_flag = bio_check_focus
	}
	
	# MODIFIERS
	intrigue = 1
	fertility = 0.25
	sex_appeal_opinion = 9
	health = 0.2
}

focus_intrigue = {
	type = character
	
	modifier_name = "INTRIGUE_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		prisoner = no
	}
	
    # AI Pick chance
    chance = {
        factor = 100
        
        modifier = {
			factor = 0
			has_game_rule = {
				name = ai_intrigue
				value = off
			}
		}
        modifier = {
            factor = 0.7
            NOR = {
                trait = amateurish_plotter
                trait = flamboyant_schemer
                trait = intricate_webweaver
                trait = elusive_shadow
            }
        }
        modifier = {
            factor = 4.0
            OR = {
                trait = amateurish_plotter
                trait = flamboyant_schemer
                trait = intricate_webweaver
                trait = elusive_shadow
            }
        }
        modifier = {
            factor = 0.7
            trait = stressed
        }
        modifier = {
            factor = 0.1
            trait = depressed
        }
        modifier = {
            factor = 0.2
            trait = honest
        }
        modifier = {
            factor = 0.4
            trait = kind
        }
        modifier = {
            factor = 0.5
            trait = trusting
        }
        modifier = {
            factor = 0.7
            trait = content
        }
        modifier = {
            factor = 3.0
            trait = envious
        }
        modifier = {
            factor = 1.8
            trait = ambitious
        }
        modifier = {
            factor = 1.6
            trait = cruel
        }
        modifier = {
            factor = 2.5
            trait = arbitrary
        }
        modifier = {
            factor = 1.3
            trait = wroth
        }
        modifier = {
            factor = 4.0
            trait = paranoid
        }
        modifier = {
            factor = 3.0
            trait = deceitful
        }
        modifier = {
            factor = 0.6
            trait = charitable
        }
        modifier = {
            factor = 0.5
            trait = craven
        }
        modifier = {
            factor = 0.3
            trait = just
        }
        modifier = {
            factor = 0.15
            OR = {
		        is_nomadic = yes
		        is_tribal = yes
            }
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
			had_character_flag = { flag = bio_check_focus days = 1826 }
		}
	}
	
	abort_effect = {
		clr_character_flag = bio_check_focus
	}
	
	# MODIFIERS
	intrigue = 3
	plot_power_modifier = 0.07
	defensive_plot_power_modifier = 0.07
	arrest_chance_modifier = 0.07
	plot_discovery_chance = 0.07
}

focus_hunting = {
	type = character
	
	modifier_name = "HUNTING_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = infirm }
		NOT = { pacifist = yes }
		prisoner = no
	}
	
    # AI Pick chance
    chance = {
        factor = 100

        modifier = {
            factor = 3.0
            OR = {
                trait = misguided_warrior
                trait = tough_soldier
                trait = skilled_tactician
                trait = brilliant_strategist
            }
        }
        modifier = {
            factor = 0.1
            OR = {
                is_republic = yes
                is_patrician = yes
                is_theocracy = yes
            }
        }
		modifier = {
			factor = 4.0
			is_nomadic = yes
		}
	    modifier = {
            factor = 3.0
            is_tribal = yes
        }
		modifier = {
            factor = 1.5
            is_feudal = yes
        }
        modifier = {
            factor = 0.3
            trait = craven
        }
        modifier = {
            factor = 2.0
            trait = brave
        }
        modifier = {
            factor = 2.0
            trait = falconer
        }
        modifier = {
            factor = 2.5
            trait = stressed
        }
        modifier = {
            factor = 1.2
            trait = gluttonous
        }
        modifier = {
            factor = 1.8
            trait = proud
        }
        modifier = {
            factor = 1.3
            trait = wroth
        }
        modifier = {
            factor = 2.0
            trait = gregarious
        }
        modifier = {
            factor = 1.2
            trait = cruel
        }
        modifier = {
            factor = 1.15
            trait = stubborn
        }
        modifier = {
            factor = 0.6
            trait = kind
        }
        modifier = {
            factor = 0.4
            trait = shy
        }
        modifier = {
            factor = 1.2
            trait = content
        }
        modifier = {
            factor = 0.5
            trait = ambitious
        }
        modifier = {
            factor = 2.5
            trait = slothful
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
			trait = infirm
			pacifist = yes
			had_character_flag = { flag = bio_check_focus days = 1826 }
		}
	}
	
	abort_effect = {
		clr_character_flag = bio_check_focus
	}
	
	# MODIFIERS
	martial = 2
	health = 1
	castle_opinion = 6
	tribal_opinion = 6
	combat_rating = 5
}

focus_war = {
	type = character
	
	modifier_name = "WAR_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		prisoner = no
		is_adult = yes
		NOT = { trait = incapable }
	}
	
    # AI Pick chance
    chance = {
        factor = 100
     
        modifier = {
            factor = 0.8
            NOT = {
                OR = {
                    trait = misguided_warrior
                    trait = tough_soldier
                    trait = skilled_tactician
                    trait = brilliant_strategist
                }
            }
        }
        modifier = {
            factor = 3.0
            OR = {
                trait = misguided_warrior
                trait = tough_soldier
                trait = skilled_tactician
                trait = brilliant_strategist
            }
        }
        modifier = {
            factor = 0.2
            trait = craven
        }
        modifier = {
            factor = 0.4
            trait = kind
        }
        modifier = {
            factor = 3.0
            OR = {
                trait = pirate
                trait = viking
                trait = ravager
                trait = seaking
                trait = sea_queen
            }
        }
        modifier = {
            factor = 2.5
            trait = brave
        }
        modifier = {
            factor = 1.3
            trait = cruel
        }
        modifier = {
            factor = 1.5
            is_feudal = yes
        }
        modifier = {
            factor = 3.5
            is_tribal = yes
        }
		modifier = {
			factor = 4.0
			is_nomadic = yes
		}
        modifier = {
            factor = 2.0
            trait = wroth
        }
        modifier = {
            factor = 1.2
            trait = patient
        }
        modifier = {
            factor = 1.5
            trait = diligent
        }
        modifier = {
            factor = 1.7
            trait = proud
        }
        modifier = {
            factor = 2.5
            trait = ambitious
        }
        modifier = {
            factor = 0.6
            trait = charitable
        }
        modifier = {
            factor = 0.3
            trait = slothful
        }
        modifier = {
            factor = 0.5
            trait = content
        }
        modifier = {
            factor = 0.2
            trait = erudite
        }
        modifier = {
            factor = 4.0
            war = yes
        }
        modifier = {
            factor = 0.05
        	OR = {
		        is_republic = yes
		        is_patrician = yes
		        is_theocracy = yes
		    }
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
			had_character_flag = { flag = bio_check_focus days = 1826 }
		}
	}
	
	abort_effect = {
		clr_character_flag = bio_check_focus
	}
	
	# MODIFIERS
	martial = 3
	combat_rating = 10
	global_levy_size = 0.15
	monthly_character_prestige = 0.5
}

focus_carousing = {
	type = character
	
	modifier_name = "CAROUSING_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		prisoner = no
		OR = {
			NOT = { religion_group = muslim }
			trait = decadent
			trait = hedonist
			trait = drunkard
			trait = gluttonous
		}
		custom_tooltip = {
			text = is_not_ascetic
			hidden_tooltip = {
				NOT = { has_character_modifier = hindu_ascetic }
				NOT = { has_character_modifier = buddhist_ascetic }
				NOT = { has_character_modifier = jain_naked_ascetic }
			}
		}
	}
	
    # AI Pick chance
    chance = {
        factor = 100
        
        modifier = {
            factor = 3.0
            OR = {
                trait = naive_appeaser
                trait = underhanded_rogue
                trait = charismatic_negotiator
                trait = grey_eminence
            }
        }
		modifier = {
            factor = 0.9
            NOR = {
                trait = naive_appeaser
                trait = underhanded_rogue
                trait = charismatic_negotiator
                trait = grey_eminence
            }
        }
        modifier = {
            factor = 0.05
            OR = {
                is_republic = yes
                is_patrician = yes
                is_theocracy = yes
            }
        }
        modifier = {
            factor = 0.1
            trait = shy
        }
        modifier = {
            factor = 0.4
            trait = temperate
        }
        modifier = {
            factor = 0.8
            trait = diligent
        }
        modifier = {
            factor = 0.7
            trait = ambitious
        }
        modifier = {
            factor = 1.3
            trait = slothful
        }
        modifier = {
            factor = 3.0
            trait = gluttonous
        }
        modifier = {
            factor = 2.5
            trait = gregarious
        }
        modifier = {
            factor = 4.0
            trait = drunkard
        }
        modifier = {
            factor = 3.0
            trait = decadent
        }
        modifier = {
            factor = 2.5
            trait = stressed
        }
        modifier = {
            factor = 1.5
            trait = is_fat
        }
        modifier = {
            factor = 1.5
            trait = lustful
        }
        modifier = {
            factor = 1.2
            trait = trusting
        }
        modifier = {
            factor = 1.5
            OR = {
		        is_feudal = yes
		        is_tribal = yes
		    }
        }
        modifier = {
            factor = 0.6
            trait = is_malnourished 
        }
        modifier = {
            factor = 0.4
            trait = greedy 
        }
        modifier = {
            factor = 0.25
            trait = paranoid 
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
			AND = {
				religion_group = muslim
				NOR = { 
					trait = decadent 
					trait = hedonist
					trait = drunkard
					trait = gluttonous
				}
    		}
    		had_character_flag = { flag = bio_check_focus days = 1826 }
		}
	}
	
	abort_effect = {
		clr_character_flag = bio_check_focus
	}
	
	# MODIFIERS
	diplomacy = 3
	health = 0.2
	land_morale = 0.1
	general_opinion = 3
}

focus_family = {
	type = character
	
	modifier_name = "FAMILY_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		prisoner = no
		is_theocracy = no
	}
	
    # AI Pick chance
    chance = {
        factor = 100
        
        modifier = {
            factor = 0.05
            OR = {
		        NOT = {
		            any_sibling = {
		                always = yes
		            }
		        }
		        NOT = {
		            any_child = {
		                always = yes
		            }
		        }
		    }
        }
        modifier = {
            factor = 2.0
            OR = {
                trait = naive_appeaser
                trait = underhanded_rogue
                trait = charismatic_negotiator
                trait = grey_eminence
            }
        }
		modifier = {
            factor = 0.95
            NOR = {
                trait = naive_appeaser
                trait = underhanded_rogue
                trait = charismatic_negotiator
                trait = grey_eminence
            }
        }
        modifier = {
            factor = 0.3
            trait = ambitious
        }
        modifier = {
            factor = 1.7
            trait = craven
        }
        modifier = {
            factor = 2.0
            trait = shy
        }
        modifier = {
            factor = 2.5
            trait = content
        }
        modifier = {
            factor = 4.0
            health <= 3.5
        }
        modifier = {
            factor = 1.2
            trait = kind
        }
        modifier = {
            factor = 1.5
            is_female = yes
        }
        modifier = {
            factor = 2.0
            trait = depressed
        }
        modifier = {
            factor = 1.3
            trait = stressed
        }
        modifier = {
            factor = 2.0
            trait = celibate
        }
        modifier = {
            factor = 2.0
            trait = chaste
        }
        modifier = {
            factor = 1.3
            trait = temperate
        }
        modifier = {
            factor = 1.8
            trait = honest
        }
        modifier = {
            factor = 2.0
            trait = trusting
        }
        modifier = {
            factor = 0.6
            trait = wroth
        }
        modifier = {
            factor = 0.4
            trait = envious
        }
        modifier = {
            factor = 0.5
            trait = lustful
        }
        modifier = {
            factor = 0.5
            OR = {
            	is_republic = yes
           		is_patrician = yes
           	}
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
			is_theocracy = yes
			had_character_flag = { flag = bio_check_focus days = 1826 }
		}
	}
	
	abort_effect = {
		clr_character_flag = bio_check_focus
	}
	
	# MODIFIERS
	diplomacy = 1
	intrigue = 1
	health = 1
	fertility = 0.20
}

focus_scholarship = {
	type = character
	
	modifier_name = "SCHOLARSHIP_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		is_nomadic = no
		NOR = {
			trait = slow
			trait = imbecile
			trait = inbred
			trait = dull
		}
	}
	
    # AI Pick chance
    chance = {
        factor = 100
        
        modifier = {
            factor = 3.0
         	OR = {
            	trait = detached_priest
            	trait = martial_cleric
            	trait = scholarly_theologian
            	trait = mastermind_theologian
        	}
        }
		 modifier = {
            factor = 0.3
            NOR = {
                trait = detached_priest
                trait = martial_cleric
                trait = scholarly_theologian
                trait = mastermind_theologian
            }
        }
        modifier = {
            factor = 0.7
            OR = {
                is_republic = yes
                is_patrician = yes
            }
        }
        modifier = {
            factor = 0.3
            is_tribal = yes
        }
        modifier = {
            factor = 2.0
            is_theocracy = yes
        }
        modifier = {
            factor = 0.5
            trait = wroth
        }
        modifier = {
            factor = 0.7
            trait = ambitious
        }
        modifier = {
            factor = 1.15
            trait = craven
        }
        modifier = {
            factor = 1.5
            trait = content
        }
        modifier = {
            factor = 2.0
            trait = patient
        }
        modifier = {
            factor = 1.3
            trait = poet
        }
        modifier = {
            factor = 1.2
            trait = diligent
        }
        modifier = {
            factor = 2.0
            trait = humble
        }
        modifier = {
            factor = 1.65
            trait = cynical
        }
        modifier = {
            factor = 4.0
            trait = erudite
        }
        modifier = {
            factor = 1.6
            trait = shy
        }
        modifier = {
            factor = 2.5
            trait = mutazilite
        }
        modifier = {
            factor = 0.6
            trait = slothful
        }
        modifier = {
            factor = 0.5
            trait = proud
        }
        modifier = {
            factor = 0.5
            trait = gregarious
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			trait = incapable
			is_playable = no
			trait = slow
			trait = dull
			trait = imbecile
			trait = inbred
			is_nomadic = yes
			had_character_flag = { flag = bio_check_focus days = 1826 }
		}
	}
	
	abort_effect = {
		clr_character_flag = bio_check_focus
	}
	
	# MODIFIERS
	learning = 3
	health = 0.5
	build_time_modifier = -0.075
	build_cost_modifier = -0.025
	tech_growth_modifier = 0.4
}

focus_theology = {
	type = character
	
	modifier_name = "THEOLOGY_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = cynical }
	}
	
    # AI Pick chance
    chance = {
        factor = 100
     
        modifier = {
            factor = 3.0
	        OR = {
	            trait = detached_priest
	            trait = martial_cleric
	            trait = scholarly_theologian
	            trait = mastermind_theologian
	        }
        }
		modifier = {
            factor = 0.5
            NOR = {
                trait = detached_priest
                trait = martial_cleric
                trait = scholarly_theologian
                trait = mastermind_theologian
            }
        }
        modifier = {
            factor = 0.6
            OR = {
                is_republic = yes
                is_patrician = yes
                is_nomadic = yes
                is_tribal = yes
            }
        }
        modifier = {
            factor = 4.0
            is_theocracy = yes
        }
        modifier = {
            factor = 0.6
            trait = wroth
        }
        modifier = {
            factor = 0.3
            trait = ambitious
        }
        modifier = {
            factor = 1.5
            trait = craven
        }
        modifier = {
            factor = 1.5
            trait = content
        }
        modifier = {
            factor = 1.2
            trait = patient
        }
        modifier = {
            factor = 3.5
            trait = zealous
        }
        modifier = {
            factor = 1.2
            trait = stressed
        }
        modifier = {
            factor = 2.0
            trait = depressed
        }
        modifier = {
            factor = 2.0
            trait = celibate
        }
        modifier = {
            factor = 3.0
            trait = erudite
        }
        modifier = {
            factor = 1.2
            trait = stubborn
        }
        modifier = {
            factor = 2.5
            trait = humble
        }
        modifier = {
            factor = 1.5
            trait = shy
        }
        modifier = {
            factor = 1.3
            trait = trusting
        }
        modifier = {
            factor = 2.5
            trait = ashari
        }
        modifier = {
            factor = 0.4
            trait = lustful
        }
        modifier = {
            factor = 0.6
            trait = gregarious
        }
        modifier = {
            factor = 0.8
            trait = gluttonous
        }
        modifier = {
            factor = 0.2
            trait = proud
        }
        modifier = {
            factor = 0.5
            trait = decadent
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	creation_effect = {
		if = {
			limit = { has_quest = quest_monastic_order_theology_focus }
			character_event = { id = MNM.4016 }
		}
	}
	
	abort = {
		OR = {
			trait = incapable
            trait = cynical
			is_playable = no
			had_character_flag = { flag = bio_check_focus days = 1826 }
		}
	}
	
	abort_effect = {
		clr_character_flag = bio_check_focus
	}
	
	# MODIFIERS
	learning = 2
	church_opinion = 9
	same_religion_opinion = 3
	health = 0.5
	monthly_character_piety = 0.3
}
