namespace = dyn_isolation

character_event = { # Запрос смены династии
	id = dyn_isolation.1
	desc = "EVTDESCdyn_isolation.1"
	
	is_triggered_only = yes
	
	option = {
		
		trigger {
			NOT {
				has_character_flag = mother_dynasty
			}
		}
		
		name = "EVTOPTAdyn_isolation.1"
		ai_chance = {
			modifier = {
				factor = 16
				father {
					culture = ROOT
					religion = ROOT
					is_landed = no
				}
			}
			modifier = {
				factor = 32
				father {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 49
				father {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 66
				father {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 84
				father {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 100
				father {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = EMPEROR
				}
			}
			modifier = {
				factor = 4
				father {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = no
				}
			}
			modifier = {
				factor = 8
				father {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 12
				father {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 16
				father {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 21
				father {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 25
				father {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = EMPEROR
				}
			}
			modifier = {
				factor = 8
				father {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = no
				}
			}
			modifier = {
				factor = 16
				father {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 25
				father {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 33
				father {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 42
				father {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 50
				father {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = EMPEROR
				}
			}
		}
		father {
			ROOT {
				dynasty = PREV
				any_dynasty_member {
					character_event = {
						id = dyn_isolation.7
						days = 2
					}
				}
				any_child {
					if = {
						limit = {
							NOT {
								has_character_flag = owner_dynasty
							}
							OR {
								AND {
									ROOT {
										is_female = no
									}
									OR {
										has_character_flag = father_dynasty
										NOT {
											has_character_flag = mother_dynasty
										}
										trait = bastard
										trait = legit_bastard
									}
								}
								AND {
									ROOT {
										is_female = yes
									}
									has_character_flag = mother_dynasty
								}
							}
						}
						character_event = {
							id = dyn_isolation.1
							days = 1
						}
					}
				}
			}
		}
	}
	option = {
		name = "EVTOPTBdyn_isolation.1"
		trigger = {
			NOT {
				has_character_flag = mother_dynasty
			}
			dynasty_head {
				OR {
					current_heir {
						is_older_than = ROOT
					}
					NOT {
						num_of_children = 1
					}
				}
			}
			age = 12
		}
		ai_chance = {
			modifier = {
				factor = 16
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = no
				}
			}
			modifier = {
				factor = 32
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 49
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 66
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 84
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 100
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = EMPEROR
				}
			}
			modifier = {
				factor = 4
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = no
				}
			}
			modifier = {
				factor = 8
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 12
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 16
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 21
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 25
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = EMPEROR
				}
			}
			modifier = {
				factor = 8
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = no
				}
			}
			modifier = {
				factor = 16
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 25
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 33
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 42
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 50
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = EMPEROR
				}
			}
		}
		dynasty_head {
			character_event = {
				id = dyn_isolation.13
				days = 1
			}
		}
	}
	option = {
		name = "EVTOPTCdyn_isolation.1"
		
		trigger {
			NOT {
				has_character_flag = mother_dynasty
			}
			is_adult = yes
		}
		
		ai_chance = {
			modifier = {
				factor = 92
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = no
				}
				father {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = no
				}
			}
			modifier = {
				factor = 84
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = BARON
				}
				father {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 76
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = COUNT
				}
				father {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 68
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = DUKE
				}
				father {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 58
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = KING
				}
				father {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 50
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = EMPEROR
				}
				father {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = EMPEROR
				}
			}
			modifier = {
				factor = 84
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = no
				}
				father {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = no
				}
			}
			modifier = {
				factor = 68
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = BARON
				}
				father {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 50
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = COUNT
				}
				father {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 34
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = DUKE
				}
				father {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 16
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = KING
				}
				father {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 68
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = no
				}
				father {
					culture = ROOT
					religion = ROOT
					is_landed = no
				}
			}
			modifier = {
				factor = 36
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = BARON
				}
				father {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 2
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = COUNT
				}
				father {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = COUNT
				}
			}
		}
		custom_tooltip = {
			text = isolation_dyn_result_tooltip
			hidden_tooltip = {
				character_event = {
					id = dyn_isolation.2
					days = 2
				}
				character_event = {
					id = dyn_isolation.5
					days = 1
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTAdyn_isolation.1"
		
		trigger {
			has_character_flag = mother_dynasty
		}
		
		ai_chance = {
			modifier = {
				factor = 16
				mother {
					culture = ROOT
					religion = ROOT
					is_landed = no
				}
			}
			modifier = {
				factor = 32
				mother {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 49
				mother {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 66
				mother {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 84
				mother {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 100
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = EMPEROR
				}
			}
			modifier = {
				factor = 4
				mother {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = no
				}
			}
			modifier = {
				factor = 8
				mother {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 12
				mother {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 16
				mother {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 21
				mother {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 25
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = EMPEROR
				}
			}
			modifier = {
				factor = 8
				mother {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = no
				}
			}
			modifier = {
				factor = 16
				mother {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 25
				mother {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 33
				mother {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 42
				mother {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 50
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = EMPEROR
				}
			}
		}
		mother {
			ROOT {
				dynasty = PREV
				any_dynasty_member {
					character_event = {
						id = dyn_isolation.7
						days = 2
					}
				}
				any_child {
					if = {
						limit = {
							NOT {
								has_character_flag = owner_dynasty
							}
							OR {
								AND {
									ROOT {
										is_female = no
									}
									OR {
										has_character_flag = mother_dynasty
										NOT {
											has_character_flag = mother_dynasty
										}
										trait = bastard
										trait = legit_bastard
									}
								}
								AND {
									ROOT {
										is_female = yes
									}
									has_character_flag = mother_dynasty
								}
							}
						}
						character_event = {
							id = dyn_isolation.1
							days = 1
						}
					}
				}
			}
		}
	}
	option = {
		name = "EVTOPTBdyn_isolation.1"
		
		trigger = {
			dynasty_head {
				OR {
					current_heir {
						is_older_than = ROOT
					}
					NOT {
						num_of_children = 1
					}
				}
			}
			has_character_flag = mother_dynasty
			age = 12
		}
		
		ai_chance = {
			modifier = {
				factor = 16
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = no
				}
			}
			modifier = {
				factor = 32
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 49
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 66
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 84
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 100
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = EMPEROR
				}
			}
			modifier = {
				factor = 4
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = no
				}
			}
			modifier = {
				factor = 8
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 12
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 16
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 21
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 25
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = EMPEROR
				}
			}
			modifier = {
				factor = 8
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = no
				}
			}
			modifier = {
				factor = 16
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 25
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 33
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 42
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 50
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = EMPEROR
				}
			}
		}
		dynasty_head {
			character_event = {
				id = dyn_isolation.13
				days = 1
			}
		}
	}
	option = {
		name = "EVTOPTCdyn_isolation.1"
		
		trigger {
			has_character_flag = mother_dynasty
			is_adult = yes
		}
		
		ai_chance = {
			modifier = {
				factor = 92
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = no
				}
				mother {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = no
				}
			}
			modifier = {
				factor = 84
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = BARON
				}
				mother {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 76
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = COUNT
				}
				mother {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 68
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = DUKE
				}
				mother {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 58
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = KING
				}
				mother {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 50
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = EMPEROR
				}
				mother {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = EMPEROR
				}
			}
			modifier = {
				factor = 84
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = no
				}
				mother {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = no
				}
			}
			modifier = {
				factor = 68
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = BARON
				}
				mother {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 50
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = COUNT
				}
				mother {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 34
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = DUKE
				}
				mother {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 16
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = KING
				}
				mother {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 68
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = no
				}
				mother {
					culture = ROOT
					religion = ROOT
					is_landed = no
				}
			}
			modifier = {
				factor = 36
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = BARON
				}
				mother {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 2
				dynasty_head {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = COUNT
				}
				mother {
					culture = ROOT
					religion = ROOT
					is_landed = yes
					tier = COUNT
				}
			}
		}
		custom_tooltip = {
			text = isolation_dyn_result_tooltip
			hidden_tooltip = {
				character_event = {
					id = dyn_isolation.2
					days = 2
				}
				character_event = {
					id = dyn_isolation.5
					days = 1
				}
			}
		}
	}
}

character_event = { # Создание новой династии
	id = dyn_isolation.2
	
	is_triggered_only = yes
	hide_window = yes
	
	 immediate = {
		create_character = {
			random_traits = yes
			dynasty = random
			religion = ROOT
			culture = ROOT
			female = yes
			age = 0
			health = 1
			fertility = 0
		}
		new_character = {
			death = {
				death_reason = death_natural
			}
			ROOT = {
				dynasty = PREV
				set_character_flag = owner_dynasty
				if = {
					limit = {
						has_character_flag = mother_dynasty
					}
					clr_character_flag = mother_dynasty
				}
				if = {
					limit = {
						has_character_flag = father_dynasty
					}
					clr_character_flag = father_dynasty
				}
				any_dynasty_member {
					character_event = {
						id = dyn_isolation.7
						days = 2
					}
				}
				if = {
					limit = {
						NOT {
							has_character_flag = dinasty_renounced_child
						}
					}
					any_child {
						if = {
							limit = {
								NOT {
									has_character_flag = owner_dynasty
								}
								OR {
									AND {
										ROOT {
											is_female = no
										}
										OR {
											has_character_flag = father_dynasty
											NOT {
												has_character_flag = mother_dynasty
											}
											trait = bastard
											trait = legit_bastard
										}
									}
									AND {
										ROOT {
											is_female = yes
										}
										has_character_flag = mother_dynasty
									}
								}
							}
							character_event = {
								id = dyn_isolation.1
								days = 1
							}
						}
					}
				}
				if = {
					limit = {
						has_character_flag = dinasty_renounced_child
					}
					clr_character_flag = dinasty_renounced_child
					any_child {
						if = {
							limit = {
								NOT {
									has_character_flag = owner_dynasty
								}
								OR {
									AND {
										ROOT {
											is_female = no
										}
										OR {
											has_character_flag = father_dynasty
											NOT {
												has_character_flag = mother_dynasty
											}
											trait = bastard
											trait = legit_bastard
										}
									}
									AND {
										ROOT {
											is_female = yes
										}
										has_character_flag = mother_dynasty
									}
								}
							}
							character_event = {
								id = dyn_isolation.3
								days = 1
							}
						}
					}		
				}
			}
			set_father  = ROOT
		}
	 }
}

character_event = { # Принудительная смена династии, для потомков изгнанного персонажа.
	id = dyn_isolation.3
	
	is_triggered_only = yes
	hide_window = yes
	
	 immediate = {
		father {
			ROOT {
				dynasty = PREV
				any_dynasty_member {
					character_event = {
						id = dyn_isolation.7
						days = 2
					}
				}
				any_child {
					if = {
						limit = {
							NOT {
								has_character_flag = owner_dynasty
							}
							OR {
								AND {
									ROOT {
										is_female = no
									}
									OR {
										has_character_flag = father_dynasty
										NOT {
											has_character_flag = mother_dynasty
										}
										trait = bastard
										trait = legit_bastard
									}
								}
								AND {
									ROOT {
										is_female = yes
									}
									has_character_flag = mother_dynasty
								}
							}
						}
						character_event = {
							id = dyn_isolation.3
							days = 1
						}
					}
				}
			}
		}
	 }
}

character_event = { # Флаг принадлежности к династии
	id = dyn_isolation.4
	
	is_triggered_only = yes
	hide_window = yes
	
	 immediate = {
		father {
			ROOT {
				if = {
					limit = {
						dynasty = PREV
					}
					set_character_flag = father_dynasty
				}
			}
		}
		mother {
			ROOT {
				if = {
					limit = {
						dynasty = PREV
					}
					set_character_flag = mother_dynasty
				}
			}
		}
	 }
}

character_event = { # Модификатор "враг династии".
	id = dyn_isolation.5
	
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		any_dynasty_member {
			opinion = {
				modifier = enemy_dynasty_opinion
				who = ROOT
			}
			character_event = {
				id = dyn_isolation.6
				days = 1
			}
		}
	}						
}

character_event = { # Объявление: Персонаж больше не член династии.
	id = dyn_isolation.6
	title = "EVTTITLEdyn_isolation.6"
    desc = "EVTDESCdyn_isolation.6"
	
	is_triggered_only = yes
	notification = yes
}

character_event = { # Объявление: Персонаж теперь член вашей династии.
	id = dyn_isolation.7
	title = "EVTTITLEdyn_isolation.7"
    desc = "EVTDESCdyn_isolation.7"
	
	is_triggered_only = yes
	notification = yes
}

character_event = { # Выделение династии.
	id = dyn_isolation.8
	title = "EVTTITLEdyn_isolation.8"
    desc = "EVTDESCdyn_isolation.8"
	
	trigger = {
		OR {
			AND {
				OR {
					AND {
						was_conceived_a_bastard = yes
						is_father = 0
						OR {
							mother {
								is_landed = no
							}
							mother {
								is_alive = no
							}
						}
					}
					AND {
						trait = legit_bastard
						is_landed = no
					}
				}
				NOT {
					dynasty_head {
						character = ROOT
					}
				}
				NOT {
					has_character_flag = loyalty_dynasty
				}
			}
			AND {
				is_landed = yes
				OR {
					independent = yes
					NOT {
						any_liege  {
							dynasty = ROOT
						}
					}
				}
				father {
					is_alive = no
				}
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
				}
			}
		}
		NOT {
			has_character_flag = owner_dynasty
		}
		any_child {
			is_adult = yes
			is_alive = yes
		}
		OR {
			any_child {
				has_character_flag = mother_dynasty
			}
			is_female = no
		}
		is_adult = yes
		prisoner = no
		NOT = {
			trait = incapable
		}
	}

	mean_time_to_happen = {
		months = 1
	}
	
	option = {
		
		name = "EVTOPTAdyn_isolation.8"
		ai_chance = {
			modifier = {
				factor = 16
				is_landed = no
			}
			modifier = {
				factor = 32
				is_landed = yes
				tier = BARON
			}
			modifier = {
				factor = 49
				is_landed = yes
				tier = COUNT
			}
			modifier = {
				factor = 66
				is_landed = yes
				tier = DUKE
			}
			modifier = {
				factor = 84
				is_landed = yes
				tier = KING
			}
			modifier = {
				factor = 100
				is_landed = yes
				tier = EMPEROR
			}
			modifier = {
				factor = 0
				dynasty_head {
					is_friend = ROOT
				}
			}
		}
		
		custom_tooltip = {
			text = isolation_dyn_result_tooltip
			hidden_tooltip = {
				character_event = {
					id = dyn_isolation.2
					days = 2
				}
				character_event = {
					id = dyn_isolation.5
					days = 1
				}
			}
		}
	}
	
	option = {
		
		name = "EVTOPTBdyn_isolation.8"
		ai_chance = {
			modifier = {
				factor = 4
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = no
				}
			}
			modifier = {
				factor = 8
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 12
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 16
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 21
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 25
				dynasty_head {
					NOT {
						culture = ROOT
					}
					NOT {
						religion = ROOT
					}
					is_landed = yes
					tier = EMPEROR
				}
			}
			modifier = {
				factor = 8
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = no
				}
			}
			modifier = {
				factor = 16
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = BARON
				}
			}
			modifier = {
				factor = 25
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = COUNT
				}
			}
			modifier = {
				factor = 33
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = DUKE
				}
			}
			modifier = {
				factor = 42
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = KING
				}
			}
			modifier = {
				factor = 50
				dynasty_head {
					OR {
						NOT {
							culture = ROOT
						}
						NOT {
							religion = ROOT
						}
					}
					is_landed = yes
					tier = EMPEROR
				}
			}
			modifier = {
				factor = 50
				dynasty_head {
					ROOT {
						opinion = {
							who = PREV
							value = 50
						} 
					}
				}
			}
			modifier = {
				factor = 75
				dynasty_head {
					ROOT {
						opinion = {
							who = PREV
							value = 75
						} 
					}
				}
			}
			modifier = {
				factor = 100
				dynasty_head {
					ROOT {
						opinion = {
							who = PREV
							value = 100
						} 
					}
				}
			}
			modifier = {
				factor = 0
				dynasty_head {
					OR {
						is_foe = ROOT
						is_rival = ROOT
						ROOT {
							any_friend {
								OR {
									is_foe = PREVPREV
									is_rival = PREVPREV
								}
							}
						}
						any_friend {
							OR {
								is_foe = ROOT
								is_rival = ROOT
							}
						}
					}
				}
			}
		}
		
		any_dynasty_member {
			if = {
				limit = {
					NOT {
						has_opinion_modifier = {
							who = ROOT
							modifier = loyalty_dynasty_opinion
						}
					}
				}
				opinion = {
					modifier = loyalty_dynasty_opinion
					who = ROOT
				}
			}
		}
		dynasty_head {
			ROOT {
				religion = PREV
				culture = PREV
				set_character_flag = loyalty_dynasty
			}
		}
	}
}

character_event = { # Запрос об усыновлении
	id = dyn_isolation.13
	desc = "EVTDESCdyn_isolation.13"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAdyn_isolation.13"
		
		ai_chance = {
			factor = 100
		}
		if = {
			limit = {
				is_female = no
			}
			FROM {
				set_father = ROOT
				set_mother = 0
			}
		}
		if = {
			limit = {
				is_female = yes
			}
			FROM {
				set_mother = ROOT
				set_father = 0
			}
		}
		recalc_succession = yes
		FROM {
			any_dynasty_member {
				character_event = {
					id = dyn_isolation.7
					days = 2
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTBdyn_isolation.13"
		
		trigger {
			ai = no
		}
		
		FROM {
			character_event = {
				id = dyn_isolation.2
				days = 2
			}
			any_dynasty_member {
				character_event = {
					id = dyn_isolation.6
					days = 2
				}
			}
		}
	}
}
