

# donate to the orphanage
	character_event = { 
		id = AmzCul.910
		desc = EVTDESCAmzCul.910
		picture = GFX_evt_child_play
		border = GFX_event_normal_frame_diplomacy
		
		is_triggered_only = yes
		
		option = {
			name = EVTOPTAAmzCul.910
			ai_chance = { factor = 10 }
			wealth = -50
			piety = 25
			if = {
				limit = { NOT = { trait = kind } }
				random = {
					chance = 10
					add_trait = kind
				}
			}
			if = {
				limit = { NOT = { trait = charitable } }
				random = {
					chance = 10
					add_trait = charitable
				}
			}
			if = {
				limit = { religion_group = muslim }
				random = {
					chance = 10
					decadence = -5
				}
			}
		}
		option = {
			name = EVTOPTBAmzCul.910
			ai_chance = { factor = 10 }
			trigger = { wealth = 100 }
			wealth = -100
			piety = 50
			if = {
				limit = { NOT = { trait = kind } }
				random = {
					chance = 20
					add_trait = kind
				}
			}
			if = {
				limit = { NOT = { trait = charitable } }
				random = {
					chance = 20
					add_trait = charitable
				}
			}
			if = {
				limit = { religion_group = muslim }
				random = {
					chance = 20
					decadence = -10
				}
			}
		}
		option = {
			name = EVTOPTCAmzCul.910
			ai_chance = { factor = 10 }
			trigger = { wealth = 200 }
			wealth = -200
			piety = 100
			if = {
				limit = { NOT = { trait = kind } }
				random = {
					chance = 50
					add_trait = kind
				}
			}
			if = {
				limit = { NOT = { trait = charitable } }
				random = {
					chance = 50
					add_trait = charitable
				}
			}
			if = {
				limit = { religion_group = muslim }
				random = {
					chance = 50
					decadence = -25
				}
			}
		}
		option = {
			name = EVTOPTDAmzCul.910
			ai_chance = { factor = 10 }
			trigger = { wealth = 500 }
			wealth = -500
			piety = 250
			if = {
				limit = { NOT = { trait = kind } }
				random = {
					chance = 80
					add_trait = kind
				}
			}
			if = {
				limit = { NOT = { trait = charitable } }
				random = {
					chance = 80
					add_trait = charitable
				}
			}
			if = {
				limit = { religion_group = muslim }
				random = {
					chance = 80
					decadence = -40
				}
			}
		}	
	}


# start poetry
	character_event = { 
		id = AmzCul.911
		desc = EVTDESCAmzCul.911
		picture = GFX_evt_princess_byzantine
		border = GFX_event_normal_frame_diplomacy
		
		is_triggered_only = yes
		
		option = {
			name = EVTOPTAAmzCul.911
			ai_chance = { factor = 10 }
			set_character_flag = writing_poetry_flag
		}
		option = {
			name = EVTOPTDAmzCul.911
			ai_chance = { factor = 0 }	
			clr_character_flag = recent_poetry_flag
		}	
	}

# poetry examples, can add more
	long_character_event = { 
		id = AmzCul.912
		picture = GFX_evt_pleasing_letter
		border = GFX_event_long_frame_diplomacy
		
		desc = EVTDESCAmzCul.912.1
		desc = EVTDESCAmzCul.912.2
		desc = EVTDESCAmzCul.912.3
		desc = EVTDESCAmzCul.912.4
		desc = EVTDESCAmzCul.912.5
		
		mean_time_to_happen = { days = 60 }
		
		trigger = {
			NOT = { is_inaccessible_trigger = yes }
			has_character_flag = writing_poetry_flag
			war = no
		}
		
		option = {
			name = EVTOPTAAmzCul.912
			ai_chance = { factor = 10 }
			clr_character_flag = writing_poetry_flag
			set_character_flag = written_poetry_flag
		}
		option = {
			name = EVTOPTBAmzCul.912
			ai_chance = { factor = 10 }			
		}	
	}

# poetry reading
	character_event = { 
		id = AmzCul.913
		desc = EVTDESCAmzCul.913
		picture = GFX_evt_pleasing_letter
		border = GFX_event_normal_frame_diplomacy
		
		mean_time_to_happen = { days = 60 }
		
		trigger = {
			NOT = { is_inaccessible_trigger = yes }
			has_character_flag = written_poetry_flag
		}
		
		option = {
			name = EVTOPTAAmzCul.913
			ai_chance = { factor = 10 }
			clr_character_flag = written_poetry_flag
			hidden_tooltip = {
				if = {
					limit = { learning <= 10 }
					random_list = {
						30 = { character_event = { id = AmzCul.914 } }
						70 = { character_event = { id = AmzCul.915 } }
					}
				}
				if = {
					limit = { 
						AND = { 
							learning >= 11 
							learning <= 13
						} 
					}
					random_list = {
						40 = { character_event = { id = AmzCul.914 } }
						60 = { character_event = { id = AmzCul.915 } }
					}
				}
				if = {
					limit = { learning >= 14 } 
					random_list = {
						50 = { character_event = { id = AmzCul.914 } }
						50 = { character_event = { id = AmzCul.915 } }
					}
				}
			}
		}
	}
	
# poetry goes well
	character_event = { 
		id = AmzCul.914
		desc = EVTDESCAmzCul.914
		picture = GFX_evt_pleasing_letter
		border = GFX_event_normal_frame_diplomacy
		
		is_triggered_only = yes
		
		option = {
			name = EVTOPTAAmzCul.914
			ai_chance = { factor = 10 }
			add_trait = poet
			prestige = 25
			clr_character_flag = recent_poetry_flag
		}
	}

# poetry goes badly
	character_event = { 
		id = AmzCul.915
		desc = EVTDESCAmzCul.915
		picture = GFX_evt_bad_news
		border = GFX_event_normal_frame_diplomacy
		
		is_triggered_only = yes
		
		option = {
			name = EVTOPTAAmzCul.915
			ai_chance = { factor = 10 }
			prestige = -50
		}
	}
	
# paint a painting
	character_event = { 
		id = AmzCul.917
		desc = EVTDESCAmzCul.917
		picture = GFX_evt_fishing
		border = GFX_event_normal_frame_diplomacy
		
		is_triggered_only = yes
		
		option = {	# let's get started
			name = EVTOPTAAmzCul.917
			ai_chance = { factor = 10 }	
			set_character_flag = painting_picture_flag
			
			hidden_tooltip = {
				random_list = {
					50 = {			# success
						multi_modifier = {			
							factor = 1.1		
							trait = genius
						}
						multi_modifier = {			
							factor = 1.1
							has_mental_disorder_trigger = yes
						}
						multi_modifier = {			
							factor = 1.1		
							trait = diligent
						}
						multi_modifier = {			
							factor = 1.1		
							trait = poet
						}
						multi_modifier = {			
							factor = 0.5		
							OR = {
								trait = arbitrary
								has_disease_trigger = yes
							}
						}
						multi_modifier = {			
							factor = 0.4		
							OR = {
								trait = slothful
								has_symptom_trigger = yes
							}
						}
						multi_modifier = {			
							factor = 0.3		
							OR = {
								is_dumb_trigger = yes
								has_injury_trigger = yes
								is_maimed_trigger = yes
							}
						}
						set_character_flag = successful_painting_flag
					}
					50 = {		# failure
						multi_modifier = {			
							factor = 0.2		
							trait = genius
						}
						multi_modifier = {			
							factor = 0.9		
							has_mental_disorder_trigger = yes
						}
						multi_modifier = {			
							factor = 0.5		
							trait = diligent
						}
						multi_modifier = {			
							factor = 0.2		
							trait = poet
						}
						multi_modifier = {			
							factor = 1.1		
							OR = {
								trait = arbitrary
								has_disease_trigger = yes
							}
						}
						multi_modifier = {			
							factor = 1.1		
							OR = {
								trait = slothful
								has_symptom_trigger = yes
							}
						}
						multi_modifier = {			
							factor = 2		
							OR = {
								is_dumb_trigger = yes
								has_injury_trigger = yes
								is_maimed_trigger = yes
							}
						}
						set_character_flag = failed_painting_flag
					}
				}
			}
		}
	}

# painting is good
	character_event = { 
		id = AmzCul.918
		desc = EVTDESCAmzCul.918
		picture = GFX_evt_fishing
		border = GFX_event_normal_frame_diplomacy
		
		mean_time_to_happen = { days = 150 }
		
		trigger = { 
			has_character_flag = painting_picture_flag 
			has_character_flag = successful_painting_flag
			war = no
			NOT = { is_inaccessible_trigger = yes }	
			NOT = { has_artifact = magnificent_painting }
		}
		
		option = {	
			name = EVTOPTAAmzCul.918
			ai_chance = { factor = 10 }	
			clr_character_flag = painting_picture_flag
			clr_character_flag = successful_painting_flag
			clr_character_flag = recent_painting_flag
			add_artifact = magnificent_painting
			prestige = 50
			if = {
				limit = { trait = stressed }
				random = {
					chance = 30
					remove_trait = stressed 
				}
			}
			if = {
				limit = { trait = depressed }
				random = {
					chance = 15
					remove_trait = depressed 
				}
			}
			if = {
				limit = { has_artifact = avant_garde_painting }
				destroy_artifact = avant_garde_painting
			}
		}
	}
	
# painting is terrible
	character_event = { 
		id = AmzCul.919
		desc = EVTDESCAmzCul.919
		picture = GFX_evt_moonlit_mountains_hf
		border = GFX_event_normal_frame_diplomacy
		
		mean_time_to_happen = { days = 150 }
		
		trigger = { 
			has_character_flag = painting_picture_flag 
			has_character_flag = failed_painting_flag
			war = no
			NOT = { is_inaccessible_trigger = yes }	
			NOT = { has_artifact = magnificent_painting }			
		}
		
		option = {	
			name = EVTOPTAAmzCul.919
			ai_chance = { factor = 10 }	
			clr_character_flag = painting_picture_flag
			clr_character_flag = failed_painting_flag
			prestige = -50
			if = {
				limit = { NOT = { trait = stressed } }
				random = {
					chance = 30
					add_trait = stressed 
				}
			}
			if = {
				limit = { NOT = { trait = depressed } }
				random = {
					chance = 15
					add_trait = depressed 
				}
			}
			random = {
				chance = 50
				add_artifact = avant_garde_painting 
			}
		}
	}

# midwife needed notification
	character_event = { 
		id = AmzCul.9201
		picture = GFX_evt_birth
		border = GFX_event_normal_frame_intrigue
		
		desc = {
			trigger = {
				NOT = { trait = pregnant }
			}
			text = EVTDESCAmzCul.9201a	# courtier is preggers
		}
		desc = {
			trigger = {
				trait = pregnant		# i am preggers 
			}
			text = EVTDESCAmzCul.9201b
		}
		
		mean_time_to_happen = { days = 30 } 
		
		immediate = {
			set_character_flag = hired_midwife_flag  # decision blocker, so it won't double up
			random_courtier = {
				limit = {
					OR = {
						NOT = { dynasty = NONE }	# preggers must have a dynasty
						NOT = { 					# preggers' husband must have dynasty
							any_spouse = { dynasty = NONE }
						}
					}
					OR = {
						trait = pregnant
						trait = hard_pregnancy
						trait = troubled_pregnancy
						trait = pregnancy_finishing
					}
					is_ruler = no		
				}
				save_event_target_as = preggers_courtier_target
			}
		}
		
		portrait = event_target:preggers_courtier_target
		
		trigger = {
			ai = no
			prisoner = no
			is_ruler = yes
			OR = {
				TECH_CITY_CONSTRUCTION = 4
				any_liege = { TECH_CITY_CONSTRUCTION = 4 }
				suzerain = { TECH_CITY_CONSTRUCTION = 4 }
				any_liege = {
					suzerain = { TECH_CITY_CONSTRUCTION = 4 }
				}
			}
			OR = {		# pregnancy trait lasts for roughyly seven months
				had_character_flag = { flag = ignoring_midwife_flag months = 7 }
				NOT = { has_character_flag = ignoring_midwife_flag }
			}
			OR = {
				AND = {				# strong (potentially independent) woman
					is_female = yes
					OR = {
						trait = pregnant
						trait = hard_pregnancy
						trait = troubled_pregnancy
						trait = pregnancy_finishing
					}
				}
				AND = {				# man has a preggers lady friend  
					is_female = no
					OR = {
						any_consort = {
							OR = {
								trait = pregnant
								trait = hard_pregnancy
								trait = troubled_pregnancy
								trait = pregnancy_finishing
							}
						}
						any_spouse = {
							OR = {
								trait = pregnant
								trait = hard_pregnancy
								trait = troubled_pregnancy
								trait = pregnancy_finishing
							}
							is_ruler = no		# wife who doesn't own title. if she did, she do ^^that^^
						}
						any_lover = {
							OR = {
								trait = pregnant
								trait = hard_pregnancy
								trait = troubled_pregnancy
								trait = pregnancy_finishing
							}
							is_ruler = no		# wife who doesn't own title. if she did, she do ^^that^^
						}
					}
				}
				any_courtier = {
					OR = {
						NOT = { dynasty = NONE }	# preggers must have a dynasty
						NOT = { 					# preggers' husband must have dynasty
							any_spouse = { dynasty = NONE }
						}
					}
					OR = {
						trait = pregnant
						trait = hard_pregnancy
						trait = troubled_pregnancy
						trait = pregnancy_finishing
					}
					is_ruler = no		
				}
			}
			NOT = { has_character_modifier = hired_midwife_modifier }
			NOT = { has_character_flag = hired_midwife_flag }
		}

		option = {	# call the midwife
			name = EVTOPTAAmzCul.9201
			ai_chance = { factor = 10 }	
			scaled_wealth = -0.05
			add_character_modifier = {
				name = hired_midwife_modifier   
				duration = -1
			}
			clr_character_flag = hired_midwife_flag
			clr_character_flag = ignoring_midwife_flag
		}
		
		option = {	# I'm sure she can handle it 
			name = EVTOPTBAmzCul.9201
			ai_chance = { factor = 0 }
			trigger = { NOT = { trait = pregnant } }
			clr_character_flag = hired_midwife_flag	
			set_character_flag = ignoring_midwife_flag			
		}
		
		option = {	# I'll manage
			name = EVTOPTCAmzCul.9201
			ai_chance = { factor = 0 }
			trigger = { trait = pregnant } 
			clr_character_flag = hired_midwife_flag	
			set_character_flag = ignoring_midwife_flag			
		}
	}

# midwife appears
	character_event = { 
		id = AmzCul.920
		desc = EVTDESCAmzCul.920
		picture = GFX_evt_wise_woman
		border = GFX_event_normal_frame_intrigue
		
		is_triggered_only = yes
		
		immediate = {
			random_courtier = {
				limit = {
					OR = {
						NOT = { dynasty = NONE }	# preggers must have a dynasty
						NOT = { 					# preggers' husband must have dynasty
							spouse = { dynasty = NONE }
						}
					}
					OR = {
						trait = pregnant
						trait = hard_pregnancy
						trait = troubled_pregnancy
						trait = pregnancy_finishing
					}
					is_ruler = no		
				}
				save_event_target_as = preggers_courtier_target
			}
		}
		
		portrait = event_target:preggers_courtier_target

		option = {	# thanks
			name = EVTOPTAAmzCul.920
			ai_chance = { factor = 10 }	
			add_character_modifier = {
				name = hired_midwife_modifier   
				duration = -1
			}
			clr_character_flag = hired_midwife_flag
		}
	}

# midwife removes stressed or depressed, personal
	character_event = { 
		id = AmzCul.921
		desc = EVTDESCAmzCul.921
		picture = GFX_evt_wise_woman
		border = GFX_event_normal_frame_intrigue
		
		mean_time_to_happen = { 
			days = 150 
			modifier = {			
				factor = 0.5		
				stewardship = 16
			}
			modifier = {			
				factor = 0.75
				AND = {
					stewardship <= 15
					stewardship >= 12
				}
			}
			modifier = {			
				factor = 1
				AND = {
					stewardship <= 11
					stewardship >= 8
				}
			}
			modifier = {			
				factor = 1.5
				stewardship <= 7
			}
		}
		
		trigger = {
			is_ruler = yes
			prisoner = no
			has_character_modifier = hired_midwife_modifier
			OR = {
				trait = pregnant
				trait = hard_pregnancy
				trait = troubled_pregnancy
				trait = pregnancy_finishing
				has_character_modifier = breastfeeding_infant 
			}
			OR = {
				trait = stressed
				trait = depressed
			}
		}

		option = {	# we laugh
			name = EVTOPTAAmzCul.921
			ai_chance = { factor = 10 }	
			if = {
				limit = { trait = stressed }
				remove_trait = stressed
			}
			if = {
				limit = { trait = depressed }
				remove_trait = depressed
			}
		}
	}

# midwife removes frail (feeble) and malnourished, personal
	character_event = { 
		id = AmzCul.922
		desc = EVTDESCAmzCul.922
		picture = GFX_evt_wise_woman
		border = GFX_event_normal_frame_intrigue
		
		mean_time_to_happen = { 
			days = 150 
			modifier = {			
				factor = 0.5		
				stewardship = 16
			}
			modifier = {			
				factor = 0.75
				AND = {
					stewardship <= 15
					stewardship >= 12
				}
			}
			modifier = {			
				factor = 1
				AND = {
					stewardship <= 11
					stewardship >= 8
				}
			}
			modifier = {			
				factor = 1.5
				stewardship <= 7
			}
		}
		
		trigger = {
			is_ruler = yes
			prisoner = no
			has_character_modifier = hired_midwife_modifier
			OR = {
				trait = pregnant
				trait = hard_pregnancy
				trait = troubled_pregnancy
				trait = pregnancy_finishing
				has_character_modifier = breastfeeding_infant 
			}
			OR = {
				trait = feeble
				trait = is_malnourished
			}
		}

		option = {	# blurgh
			name = EVTOPTAAmzCul.922
			ai_chance = { factor = 10 }	
			if = {
				limit = { trait = feeble }
				remove_trait = feeble
			}
			if = {
				limit = { trait = is_malnourished }
				remove_trait = is_malnourished
			}
		}
	}

# midwife removes difficult pregnancy
	character_event = { 
		id = AmzCul.923
		desc = EVTDESCAmzCul.923
		picture = GFX_evt_wise_woman
		border = GFX_event_normal_frame_intrigue
		
		mean_time_to_happen = { 
			days = 80 
			modifier = {			
				factor = 0.5		
				stewardship = 16
			}
			modifier = {			
				factor = 0.75
				AND = {
					stewardship <= 15
					stewardship >= 12
				}
			}
			modifier = {			
				factor = 1
				AND = {
					stewardship <= 11
					stewardship >= 8
				}
			}
			modifier = {			
				factor = 1.5
				stewardship <= 7
			}
		}
		
		trigger = {
			is_ruler = yes
			prisoner = no
			has_character_modifier = hired_midwife_modifier
			trait = hard_pregnancy
		}

		option = {	# better
			name = EVTOPTAAmzCul.923
			ai_chance = { factor = 10 }	
			remove_trait = hard_pregnancy
		}
	}

# midwife removes troubled pregnancy
	character_event = { 
		id = AmzCul.924
		desc = EVTDESCAmzCul.924
		picture = GFX_evt_wise_woman
		border = GFX_event_normal_frame_intrigue
		
		mean_time_to_happen = { 
			days = 40 
			modifier = {			
				factor = 0.5		
				stewardship = 16
			}
			modifier = {			
				factor = 0.75
				AND = {
					stewardship <= 15
					stewardship >= 12
				}
			}
			modifier = {			
				factor = 1
				AND = {
					stewardship <= 11
					stewardship >= 8
				}
			}
			modifier = {			
				factor = 1.5
				stewardship <= 7
			}
		}
		
		trigger = {
			is_ruler = yes
			prisoner = no
			has_character_modifier = hired_midwife_modifier
			trait = troubled_pregnancy
		}

		option = {	# helpful
			name = EVTOPTAAmzCul.924
			ai_chance = { factor = 10 }	
			remove_trait = troubled_pregnancy
			add_trait = hard_pregnancy
		}
	}

# midwife removes stressed or depressed or frail (feeble), courtiers and prisoners
	character_event = { 
		id = AmzCul.925
		desc = EVTDESCAmzCul.925
		picture = GFX_evt_wise_woman
		border = GFX_event_normal_frame_intrigue
		
		mean_time_to_happen = { 
			days = 150 
			modifier = {			
				factor = 0.5		
				host = { stewardship = 16 }
			}
			modifier = {			
				factor = 0.75
				host = { 
					AND = {
						stewardship <= 15
						stewardship >= 12
					}
				}
			}
			modifier = {			
				factor = 1
				host = { 
					AND = {
						stewardship <= 11
						stewardship >= 8
					}
				}
			}
			modifier = {			
				factor = 1.5
				host = { stewardship <= 7 }
			}
		}
		
		trigger = {
			OR = {
				is_ruler = no
				prisoner = yes
			}
			host = { has_character_modifier = hired_midwife_modifier }
			OR = {
				trait = pregnant
				trait = hard_pregnancy
				trait = troubled_pregnancy
				trait = pregnancy_finishing
				has_character_modifier = breastfeeding_infant 
			}
			OR = {
				trait = stressed
				trait = depressed
				trait = feeble
				trait = is_malnourished
			}
		}

		option = {	
			name = EVTOPTAAmzCul.925
			ai_chance = { factor = 10 }	
			if = {
				limit = { trait = stressed }
				remove_trait = stressed
			}
			if = {
				limit = { trait = depressed }
				remove_trait = depressed
			}
			if = {
				limit = { trait = feeble }
				remove_trait = feeble
			}
			if = {
				limit = { trait = is_malnourished }
				remove_trait = is_malnourished
			}
		}
	}

# midwife removes difficult and troubled pregnancy, courtiers and prisoners
	character_event = { 
		id = AmzCul.926
		desc = EVTDESCAmzCul.925
		picture = GFX_evt_wise_woman
		border = GFX_event_normal_frame_intrigue
		
		mean_time_to_happen = { 
			days = 60 
			modifier = {			
				factor = 0.5		
				host = { stewardship = 16 }
			}
			modifier = {			
				factor = 0.75
				host = { 
					AND = {
						stewardship <= 15
						stewardship >= 12
					}
				}
			}
			modifier = {			
				factor = 1
				host = { 
					AND = {
						stewardship <= 11
						stewardship >= 8
					}
				}
			}
			modifier = {			
				factor = 1.5
				host = { stewardship <= 7 }
			}
		}
		
		trigger = {
			OR = {
				is_ruler = no
				prisoner = yes
			}
			host = { has_character_modifier = hired_midwife_modifier }
			OR = {
				trait = hard_pregnancy
				trait = troubled_pregnancy
			}
		}

		option = {	
			name = EVTOPTAAmzCul.925
			ai_chance = { factor = 10 }	
			if = {
				limit = { trait = hard_pregnancy }
				remove_trait = hard_pregnancy
			}
			if = {
				limit = { trait = troubled_pregnancy }
				remove_trait = troubled_pregnancy
				add_trait = hard_pregnancy
			}
		}
	}
	
# midwife removes frail (feeble) or sickly from child courtier
	character_event = { 
		id = AmzCul.927
		desc = EVTDESCAmzCul.927
		picture = GFX_evt_wise_woman
		border = GFX_event_normal_frame_intrigue
		
		mean_time_to_happen = { 
			days = 60 
			modifier = {			
				factor = 0.5		
				host = { stewardship = 16 }
			}
			modifier = {			
				factor = 0.75
				host = { 
					AND = {
						stewardship <= 15
						stewardship >= 12
					}
				}
			}
			modifier = {			
				factor = 1
				host = { 
					AND = {
						stewardship <= 11
						stewardship >= 8
					}
				}
			}
			modifier = {			
				factor = 1.5
				host = { stewardship <= 7 }
			}
		}
		
		trigger = {
			OR = {
				AND = {
					OR = {
						father = { has_character_modifier = hired_midwife_modifier }
						mother = { has_character_modifier = hired_midwife_modifier }
						host = { has_character_modifier = hired_midwife_modifier }
					}
					prisoner = no
				}
				AND = {
					prisoner = yes
					host = { has_character_modifier = hired_midwife_modifier }
				}
			}
			age <= 3
			OR = {
				trait = sickly
				trait = feeble
				trait = is_malnourished
			}
		}

		option = {	
			name = EVTOPTAAmzCul.927
			ai_chance = { factor = 10 }	
			if = {
				limit = { trait = sickly }
				remove_trait = sickly
			}
			if = {
				limit = { trait = feeble }
				remove_trait = feeble
			}
			if = {
				limit = { trait = is_malnourished }
				remove_trait = is_malnourished
			}
		}
	}
	
# midwife leaves after job done
	character_event = { 
		id = AmzCul.928
		desc = EVTDESCAmzCul.928
		picture = GFX_evt_wise_woman
		border = GFX_event_normal_frame_intrigue
		
		mean_time_to_happen = { 
			days = 300 
			modifier = {			
				factor = 0.75		
				tier = BARON
			}
			modifier = {			
				factor = 1.5		
				tier = COUNT
			}
			modifier = {			
				factor = 2		
				tier = DUKE
			}
			modifier = {			
				factor = 2.5		
				tier = KING
			}
			modifier = {			
				factor = 3		
				tier = EMPEROR
			}
		}
		
		trigger = {
			has_character_modifier = hired_midwife_modifier
			prisoner = no
			NOR = {
				OR = {
					trait = pregnant
					trait = hard_pregnancy
					trait = troubled_pregnancy
					trait = pregnancy_finishing
					has_character_modifier = breastfeeding_infant 
				}
				any_courtier = {
					OR = {
						trait = pregnant
						trait = hard_pregnancy
						trait = troubled_pregnancy
						trait = pregnancy_finishing
						trait = sickly
						age < 1
						has_character_modifier = breastfeeding_infant 
					}
				}
			}			
		}

		option = {	
			name = EVTOPTAAmzCul.928
			ai_chance = { factor = 10 }	
			remove_character_modifier = hired_midwife_modifier
			clr_character_flag = hired_midwife_flag
			scaled_prestige = 0.1
		}
	}
	
# midwife leaves if imprisoned
	character_event = { 
		id = AmzCul.929
		desc = EVTDESCAmzCul.929
		
		hide_window = yes
		
		mean_time_to_happen = { days = 5 }
		
		trigger = {
			has_character_modifier = hired_midwife_modifier
			OR = {
				prisoner = yes
				is_ruler = no
			}
		}

		option = {	
			name = EVTOPTAAmzCul.929
			ai_chance = { factor = 10 }	
			remove_character_modifier = hired_midwife_modifier
		}
	}

	
# sponsor the guilds
	character_event = { 
		id = AmzCul.916
		desc = EVTDESCAmzCul.916
		picture = GFX_evt_construction_site
		border = GFX_event_normal_frame_economy
		
		is_triggered_only = yes
		
		option = {			# fund production and manufacturing  
			name = EVTOPTAAmzCul.916
			ai_chance = { factor = 10 }
			scaled_wealth = -1
			if = {
				limit = { trait = indulgent_wastrel }
				add_character_modifier = { 
					name = diligent_on_cost 
					years = 2
				}
			}
			if = {
				limit = { trait = thrifty_clerk }
				add_character_modifier = { 
					name = diligent_on_cost 
					years = 3
				}
			}
			if = {
				limit = { trait = fortune_builder }
				add_character_modifier = { 
					name = diligent_on_cost 
					years = 4
				}
			}
			if = {
				limit = { trait = midas_touched }
				add_character_modifier = { 
					name = diligent_on_cost 
					years = 5
				}
			}
		}
		option = {			# fund new apprenticeships
			name = EVTOPTBAmzCul.916
			ai_chance = { factor = 10 }
			scaled_wealth = -1
			if = {
				limit = { trait = indulgent_wastrel }
				add_character_modifier = { 
					name = diligent_on_time 
					years = 2
				}
			}
			if = {
				limit = { trait = thrifty_clerk }
				add_character_modifier = { 
					name = diligent_on_time 
					years = 3
				}
			}
			if = {
				limit = { trait = fortune_builder }
				add_character_modifier = { 
					name = diligent_on_time 
					years = 4
				}
			}
			if = {
				limit = { trait = midas_touched }
				add_character_modifier = { 
					name = diligent_on_time 
					years = 5
				}
			}
		}
		option = {			# do nothin
			name = EVTOPTCAmzCul.916
			ai_chance = { factor = 1 }
			clr_character_flag = recent_sponsorship_flag
		}
	}	

# begin training recruits
	character_event = { 
		id = AmzCul.930
		desc = EVTDESCAmzCul.930
		picture = GFX_evt_teaching_moment
		border = GFX_event_normal_frame_war
		
		is_triggered_only = yes

		option = {	# maggots
			name = EVTOPTAAmzCul.930
			ai_chance = { factor = 10 }			
			set_character_flag = training_recruits_flag_1
		}
	}

# second stage of training, archery
	character_event = { 
		id = AmzCul.931
		desc = EVTDESCAmzCul.931
		picture = GFX_evt_longbowman
		border = GFX_event_normal_frame_war
		
		mean_time_to_happen = { days = 60 }
		
		trigger = { 
			has_character_flag = training_recruits_flag_1 
			NOT = { is_inaccessible_trigger = yes } 
			in_command = no
		}

		option = {	# your enemy won't stand still
			name = EVTOPTAAmzCul.931
			ai_chance = { factor = 10 }	
			clr_character_flag = training_recruits_flag_1
			set_character_flag = training_recruits_flag_2
		}
	}

# third stage of training, siege
	character_event = { 
		id = AmzCul.932
		desc = EVTDESCAmzCul.932
		picture = GFX_evt_machines_of_war
		border = GFX_event_normal_frame_war
		
		mean_time_to_happen = { days = 30 }
		
		trigger = { 
			has_character_flag = training_recruits_flag_2 
			NOT = { is_inaccessible_trigger = yes } 
			in_command = no
		}

		option = {	# trebuchet meme
			name = EVTOPTAAmzCul.932
			ai_chance = { factor = 10 }	
			clr_character_flag = training_recruits_flag_2
			set_character_flag = training_recruits_flag_3
		}
	}

# calculate success based on martial education
	character_event = { 
		id = AmzCul.933
		desc = EVTDESCAmzCul.933
		hide_window = yes
		
		mean_time_to_happen = { days = 30 }
		
		trigger = { 
			has_character_flag = training_recruits_flag_3 
			NOT = { is_inaccessible_trigger = yes } 
			in_command = no
		}

		option = {	# calc
			name = EVTOPTAAmzCul.933
			ai_chance = { factor = 10 }
			clr_character_flag = training_recruits_flag_3			
			if = {
				limit = { trait = misguided_warrior }
				random_list = {
					50 = { character_event = { id = AmzCul.934 } }	# succ
					50 = { character_event = { id = AmzCul.935 } }	# fail
				}
			}
			if = {
				limit = { trait = tough_soldier }
				random_list = {
					67 = { character_event = { id = AmzCul.934 } }	# succ
					33 = { character_event = { id = AmzCul.935 } }	# fail
				}
			}
			if = {
				limit = { trait = skilled_tactician }
				random_list = {
					80 = { character_event = { id = AmzCul.934 } }	# succ
					20 = { character_event = { id = AmzCul.935 } }	# fail
				}
			}
			if = {
				limit = { trait = brilliant_strategist }
				random_list = {
					95 = { character_event = { id = AmzCul.934 } }	# succ
					5 = { character_event = { id = AmzCul.935 } }	# fail
				}
			}
		}
	}

# training successful
	character_event = { 
		id = AmzCul.934
		desc = EVTDESCAmzCul.934
		picture = GFX_evt_large_army
		border = GFX_event_normal_frame_war
		
		is_triggered_only = yes

		option = {	# trained them well
			name = EVTOPTAAmzCul.934
			ai_chance = { factor = 10 }	
			scaled_prestige = 1.5
			add_character_modifier = { 
				name = diligent_liege_morale   
				years = 5
			}
			add_character_modifier = { 
				name = levy_reinforcements   
				years = 5
			}
		}
	}
	
# training unsuccessful, village idiot convention
	character_event = { 
		id = AmzCul.935
		desc = EVTDESCAmzCul.935
		picture = GFX_evt_large_army
		border = GFX_event_normal_frame_war
		
		is_triggered_only = yes

		option = {	# useless peasants
			name = EVTOPTAAmzCul.935
			ai_chance = { factor = 10 }	
			scaled_prestige = -1.5
			add_character_modifier = { 
				name = stressed_commander    
				years = 3
			}
		}
	}
	
# training cancelled, other commitments
	character_event = { 
		id = AmzCul.936
		desc = EVTDESCAmzCul.936
		picture = GFX_evt_teaching_moment
		border = GFX_event_normal_frame_war
		
		trigger = {
			has_character_flag = recent_training_flag
			OR = {
				has_character_flag = training_recruits_flag_1
				has_character_flag = training_recruits_flag_2
				has_character_flag = training_recruits_flag_3
			}
			OR = {
				is_inaccessible_trigger = yes
				in_command = yes
			}	
		}

		option = {	# another time
			name = EVTOPTAAmzCul.936
			ai_chance = { factor = 10 }	
			clr_character_flag = recent_training_flag
			clr_character_flag = training_recruits_flag_1
			clr_character_flag = training_recruits_flag_2
			clr_character_flag = training_recruits_flag_3
		}
	}
	
# extort locals
	character_event = { 
		id = AmzCul.937
		desc = EVTDESCAmzCul.937
		picture = GFX_evt_drunk
		border = GFX_event_normal_frame_intrigue
		
		is_triggered_only = yes
		
		option = {			# hire thugs
			name = EVTOPTAAmzCul.937
			ai_chance = { factor = 10 }
			scaled_wealth = -0.3
			hidden_tooltip = {
				if = {
					limit = { trait = amateurish_plotter }
					random_list = {
						50 = { set_character_flag = succ_extortion_flag }	# succ
						50 = { set_character_flag = fail_extortion_flag }	# fail
					}
				}
				if = {
					limit = { trait = flamboyant_schemer }
					random_list = {
						67 = { set_character_flag = succ_extortion_flag }	# succ
						33 = { set_character_flag = fail_extortion_flag }	# fail
					}
				}
				if = {
					limit = { trait = intricate_webweaver }
					random_list = {
						80 = { set_character_flag = succ_extortion_flag }	# succ
						20 = { set_character_flag = fail_extortion_flag }	# fail
					}
				}
				if = {
					limit = { trait = elusive_shadow }
					random_list = {
						95 = { set_character_flag = succ_extortion_flag }	# succ
						5 = { set_character_flag = fail_extortion_flag }	# fail
					}
				}
			}
		}
		option = {			# do nothin
			name = EVTOPTBAmzCul.937
			ai_chance = { factor = 1 }
			clr_character_flag = recent_extortion_flag
		}
	}	
	
# thugs successful
	character_event = { 
		id = AmzCul.938
		desc = EVTDESCAmzCul.938
		picture = GFX_evt_drunk
		border = GFX_event_normal_frame_intrigue
		
		mean_time_to_happen = { days = 50 }
		trigger = { 
			has_character_flag = succ_extortion_flag 
			NOT = { is_inaccessible_trigger = yes } 
			war = no
		}

		option = {	# no man rich more for less
			name = EVTOPTAAmzCul.938
			ai_chance = { factor = 10 }	
			scaled_wealth = 0.3
			add_character_modifier = {
				name = extorting_locals_modifier
				years = 3
			}		
			clr_character_flag = succ_extortion_flag
		}
	}	
	
# thugs betray
	character_event = { 
		id = AmzCul.939
		desc = EVTDESCAmzCul.939
		picture = GFX_evt_drunk
		border = GFX_event_normal_frame_intrigue
		
		mean_time_to_happen = { days = 50 }
		trigger = { 
			has_character_flag = fail_extortion_flag 
			NOT = { is_inaccessible_trigger = yes } 
			war = no
		}

		option = {	# damn thugs
			name = EVTOPTAAmzCul.939
			ai_chance = { factor = 10 }	
			scaled_prestige = -1
			add_character_modifier = { 
				name = publicly_humiliated   
				years = 5
			}
			clr_character_flag = fail_extortion_flag
		}
	}	
	
# host academic forum
	character_event = { 
		id = AmzCul.940
		desc = EVTDESCAmzCul.940
		picture = GFX_evt_open_book_hf
		border = GFX_event_normal_frame_religion
		
		is_triggered_only = yes
		
		option = {			# invite foreign academics
			name = EVTOPTAAmzCul.940
			ai_chance = { factor = 10 }
			scaled_wealth = -0.5
			if = {
				limit = { trait = detached_priest }
				capital_scope = {
					add_province_modifier = { 
						name = host_academics_modifier 
						years = 1
					}
				}
			}
			if = {
				limit = { trait = martial_cleric }
				capital_scope = {
					add_province_modifier = { 
						name = host_academics_modifier 
						years = 2
					}
				}
			}
			if = {
				limit = { trait = scholarly_theologian }
				capital_scope = {
					add_province_modifier = { 
						name = host_academics_modifier 
						years = 3
					}
				}
			}
			if = {
				limit = { trait = mastermind_theologian }
				capital_scope = {
					add_province_modifier = { 
						name = host_academics_modifier 
						years = 4
					}
				}
			}
		}
		option = {			# do nothin
			name = EVTOPTBAmzCul.940
			ai_chance = { factor = 1 }
			clr_character_flag = recent_academics_flag
		}
	}	
	
# host public games
	character_event = { 
		id = AmzCul.941
		desc = EVTDESCAmzCul.941
		picture = GFX_evt_jugglers
		border = GFX_event_normal_frame_diplomacy
		
		is_triggered_only = yes
		
		option = {			# let the games begin
			name = EVTOPTAAmzCul.941
			ai_chance = { factor = 10 }
			scaled_wealth = -0.1
			add_character_modifier = { 
				name = host_games_modifier   
				years = 3
				stacking = yes
			}
		}
		option = {			# do nothing
			name = EVTOPTBAmzCul.941
			ai_chance = { factor = 1 }
			clr_character_flag = recent_games_flag
		}
	}	
	
# public games cancelled
	character_event = { 
		id = AmzCul.942
		desc = EVTDESCAmzCul.942
		picture = GFX_evt_jugglers
		border = GFX_event_normal_frame_diplomacy
		
		is_triggered_only = yes
		trigger = {
			has_character_modifier = host_games_modifier
			OR = {
				capital = { is_occupied = yes }
				wealth < 1
			}
		}
		
		option = {			# let the games end
			name = EVTOPTAAmzCul.942
			ai_chance = { factor = 10 }
			remove_character_modifier = host_games_modifier
		}
	}	

# public games cancelled
	character_event = { 
		id = AmzCul.943
		desc = EVTDESCAmzCul.943
		picture = GFX_evt_jugglers
		border = GFX_event_normal_frame_diplomacy
		
		is_triggered_only = yes
		
		option = {			# let the games end
			name = EVTOPTAAmzCul.943
			ai_chance = { factor = 10 }
			clr_character_flag = recent_games_continue_flag
			remove_character_modifier = host_games_modifier
		}
		
		option = {			# let the games continue
			name = EVTOPTBAmzCul.943
			ai_chance = { factor = 10 }
			clr_character_flag = recent_games_continue_flag
		}
	}		
	
# extortion cancelled
	character_event = { 
		id = AmzCul.944
		desc = EVTDESCAmzCul.944
		picture = GFX_evt_drunk
		border = GFX_event_normal_frame_intrigue
		
		is_triggered_only = yes
		
		option = {			# let the villainy end
			name = EVTOPTAAmzCul.944
			ai_chance = { factor = 10 }
			clr_character_flag = recent_extortion_continue_flag
			remove_character_modifier = extorting_locals_modifier	
		}
		
		option = {			# let the villainy continue
			name = EVTOPTBAmzCul.944
			ai_chance = { factor = 10 }
			clr_character_flag = recent_extortion_continue_flag
		}
	}	
	
# extortion cancelled through loss of province
#	character_event = { 
#		id = AmzCul.945
#		hide_window = yes
#		
#		is_triggered_only = yes
#		trigger = {
#			any_demesne_province = {
#				has_province_modifier = extorting_locals_modifier
#			}
#			NOR = {
#				had_character_flag = { flag = recent_extortion_flag years = 3 }
#			}
#		}
#		
#		option = {			# let the villainy end
#			name = EVTOPTAAmzCul.944
#			ai_chance = { factor = 10 }
#			any_demesne_province = {
#				remove_province_modifier = extorting_locals_modifier
#			}	
#		}
#	}
	
# academic forum cancelled through loss of province
#	character_event = { 
#		id = AmzCul.946
#		hide_window = yes
#		
#		is_triggered_only = yes
#		trigger = {
#			any_demesne_province = {
#				has_province_modifier = host_academics_modifier
#			}
#			NOR = {
#				had_character_flag = { flag = recent_academics_flag years = 4 }
#			}
#		}
#		
#		option = {			# cancel event
#			name = EVTOPTAAmzCul.945
#			ai_chance = { factor = 10 }
#				remove_province_modifier = host_academics_modifier
#			}	
#		}
#	}	
	
# extortion notif
	character_event = { 
		id = AmzCul.946
		desc = EVTDESCAmzCul.946
		portrait = ROOT
		notification = yes
		
		mean_time_to_happen = { 
			days = 150 
			
			modifier = {			
				factor = 1		
				trait = amateurish_plotter
			}
			modifier = {			
				factor = 0.9		
				trait = flamboyant_schemer
			}
			modifier = {			
				factor = 0.8		
				trait = intricate_webweaver
			}
			modifier = {			
				factor = 0.7	
				trait = elusive_shadow
			}
		}
		
		trigger = {
			has_character_modifier = extorting_locals_modifier
		}

		immediate = {
			random_list = {
				30 = { scaled_wealth = 0.05 }
				20 = { scaled_wealth = 0.10 }
				10 = { scaled_wealth = 0.15 }
			}
		}
	}
	
# abortion options
	character_event = { 
		id = AmzCul.947
		desc = EVTDESCAmzCul.947
		picture = GFX_evt_fishing
		border = GFX_event_normal_frame_religion
		
		is_triggered_only = yes

		option = {	# yes abortion
			name = EVTOPTAAmzCul.947
			ai_chance = { factor = 10 }	
		# penalty based on religious views
			if = {
				limit = {
					OR = {					# strictest rules
						religion_group = christian
						religion_group = zoroastrian_group
						religion_group = indian_group
					}
					NOR = { 				# permitted by feminist heresies only
						religion = cathar 
						religion = bogomilist
						religion = messalian
						religion = mazdaki
					}
				}
				scaled_piety = -1.5
			}
			if = {
				limit = {
					religion_group = muslim
					NOR = {					# permitted if mother at risk 
						trait = hard_pregnancy
						trait = troubled_pregnancy
					}
				}
				decadence = 20		# less severe than piety but it's shared across dynasty
			}
			if = {
				limit = {
					religion_group = jewish_group
					NOR = {					# permitted if mother at risk 
						trait = hard_pregnancy
						trait = troubled_pregnancy
					}
				}
				scaled_piety = -0.75
				scaled_wealth = -0.75
			}
			if = {
				limit = {
					religion_group = pagan_group
					NOR = {					# permitted if feminist or misandrist
						has_religion_feature = religion_equal
						has_religion_feature = religion_matriarchal 
					}
				}
				scaled_piety = -0.5
			}
			if = {
				limit = {
					religion = ishtarian
				}
				# no piety loss
			}
		# tolerance (status of women) determines additional piety loss, none beyond full status	
			if = {
				limit = {
					TECH_CULTURE_FLEX < 3
					NOT = { religion = ishtarian }
				}
				scaled_piety = {
					value = -1.0
					min = 20
				}
			}
			if = {
				limit = {
					TECH_CULTURE_FLEX == 3
					NOT = { religion = ishtarian }
				}
				scaled_piety = {
					value = -0.75
					min = 15
				}
			}
			if = {
				limit = {
					TECH_CULTURE_FLEX == 4
					NOT = { religion = ishtarian }
				}
				scaled_piety = {
					value = -0.5
					min = 10
				}
			}
			if = {
				limit = {
					TECH_CULTURE_FLEX == 5
					NOT = { religion = ishtarian }
				}
				scaled_piety = {
					value = -0.25
					min = 05
				}
			}	
		# modifiers based on health
			if = {
				limit = { health <= 3 }
				random_list = {
					30 = { 
						add_character_modifier = {
							name = negative_abortion_modifier   
							years = 1
						}
					}
					70 = { 
						add_character_modifier = {
							name = recent_abortion_modifier   
							years = 3
						}
					}
				}
			}
			if = {
				limit = { 
					health > 3 
					health <= 4 
				}
				random_list = {
					20 = { 
						add_character_modifier = {
							name = negative_abortion_modifier   
							years = 1
						}
					}
					80 = { 
						add_character_modifier = {
							name = recent_abortion_modifier   
							years = 3
						}
					}
				}
			}
			if = {
				limit = { 
					health > 4 
					health <= 5 
				}
				random_list = {
					5 = { 
						add_character_modifier = {
							name = negative_abortion_modifier   
							years = 1
						}
					}
					95 = { 
						add_character_modifier = {
							name = recent_abortion_modifier   
							years = 3
						}
					}
				}
			}
			if = {
				limit = { health > 5 }
				add_character_modifier = {
					name = recent_abortion_modifier   
					years = 3
				}
			}
		# removes pregnancy
			hidden_tooltip = { cancel_pregnancy = yes } 
			if = {
				limit = { trait = pregnant }
				remove_trait = pregnant
			}
			if = {
				limit = { trait = hard_pregnancy }
				remove_trait = hard_pregnancy
			}
			if = {
				limit = { trait = troubled_pregnancy }
				remove_trait = troubled_pregnancy
			}
			if = {
				limit = { trait = pregnancy_finishing }
				remove_trait = pregnancy_finishing
			}
			clr_character_flag = seeking_abortion_flag
			spouse = {
				character_event = { id = AmzCul.948 days = 5 }
			}
		# removal or flags and modifiers 
			hidden_tooltip = {
				remove_trait = in_hiding
				remove_trait = travelling
				remove_character_modifier = mother_praying_health
				remove_character_modifier = mother_resting_health
				remove_character_modifier = mother_partying_health
				remove_character_modifier = mother_bad_omen
				remove_character_modifier = mother_vow_chastity
				remove_character_modifier = mother_vow_humility
				remove_character_modifier = mother_vow_charity
				remove_character_modifier = mother_vow_temperance
				remove_character_modifier = mother_dark_rest
				remove_character_modifier = mother_chatting
				remove_character_modifier = mother_minor_rest
				remove_character_modifier = mother_exposed_to_elements
				remove_character_modifier = mother_comforted
				remove_character_modifier = mother_popular
				remove_character_modifier = mother_fertility_festival_1
				remove_character_modifier = mother_fertility_festival_2
				remove_character_modifier = mother_festival_blessing
				clr_character_flag = mother_asked_retirement 
				clr_character_flag = flag_mother_dark_rest
				clr_character_flag = mother_gossip_listening 
				clr_character_flag = mother_gossip_talking
				clr_character_flag = mother_gossip_trusting
				clr_character_flag = mother_gossip_plotting
				clr_character_flag = mother_gossip_envious
				clr_character_flag = mother_gossip_shy
				clr_character_flag = mother_gossip_learning
				clr_character_flag = mother_gossip_content
				clr_character_flag = mother_gossip_gluttonous
				clr_character_flag = flag_vatican_prince
				clr_character_flag = mother_craved_quail
				clr_character_flag = mother_craved_hare
				clr_character_flag = mother_craved_trout
				clr_character_flag = mom_hopes_child_warrior
				clr_character_flag = mom_hopes_child_strong
				clr_character_flag = mom_hopes_child_pretty
				clr_character_flag = mom_hopes_child_smart
				clr_character_flag = mom_hopes_child_boy 
				clr_character_flag = mom_hopes_child_girl 
				clr_character_flag = drunk_pregnant 
				clr_character_flag = drunkard_pregnant
				clr_character_flag = gluttonous_pregnant
				clr_character_flag = wroth_pregnant 
				clr_character_flag = depressed_pregnant 
				clr_character_flag = pregnancy_healer_help
				clr_character_flag = pregnancy_priest_comfort
				clr_character_flag = pregnancy_shaman_comfort
				clr_character_flag = pregnancy_spouse_comfort
				clr_character_flag = gabriel_baby
				clr_character_flag = lucifer_baby
				clr_character_flag = iblis_baby
				clr_character_flag = thor_baby
				clr_character_flag = loki_baby
				clr_character_flag = tengri_baby
				clr_character_flag = erlik_baby
				clr_character_flag = troubled_pregnancy_relapse
				clr_character_flag = flag_mother_festival_gregarious
				clr_character_flag = flag_mother_festival_kind
				clr_character_flag = flag_mother_festival_piety
				clr_character_flag = flag_mother_festival_proud
				clr_character_flag = flag_mother_festival_ambitious
				clr_character_flag = flag_mother_festival_prestige
				clr_character_flag = flag_mother_festival_peasants
				clr_character_flag = flag_mother_festival_vassals
				clr_character_flag = flag_mother_festival_gluttonous
				clr_character_flag = flag_mother_festival_drunkard
				clr_character_flag = flag_mother_festival_chaste
				clr_character_flag = flag_mother_festival_lustful
				clr_character_flag = flag_mother_festival_excited
				clr_character_flag = flag_mother_festival_humbled
				clr_character_flag = flag_gossiping_relatives 
				clr_character_flag = flag_churching_wealth
				clr_character_flag = flag_churching_prestige
				clr_character_flag = flag_churching_piety
				clr_character_flag = flag_churching_nothing
				clr_character_flag = flag_churching_vision
				clr_character_flag = flag_churching_positive
				clr_character_flag = flag_churching_negative
				clr_character_flag = flag_churching_sinner
			}
		}
		option = {	# no abortion
			name = EVTOPTBAmzCul.947
			ai_chance = { factor = 1 }	
			clr_character_flag = seeking_abortion_flag
		}
	}	
	
# husband notified of abortion
	character_event = { 
		id = AmzCul.948
		desc = EVTDESCAmzCul.948
		picture = GFX_evt_fishing
		border = GFX_event_normal_frame_religion
		portrait = FROM
		
		is_triggered_only = yes

		option = {	# good response
			name = EVTOPTAAmzCul.948
			FROM = {
				show_scope_change = no 
				opinion = { 
					who = ROOT
					modifier = opinion_forgiven
					years = 5
				} 
			}
			ai_chance = { 
				factor = 10 
				modifier = { 
					factor = 1.25
					trait = humble
				}
				modifier = { 
					factor = 1.5
					trait = kind
				}
				modifier = { 
					factor = 1.5
					trait = trusting
				}
				modifier = { 
					factor = 1.5
					trait = patient
				}
				modifier = { 
					factor = 2
					OR = { 				
						religion = cathar 
						religion = bogomilist
						religion = messalian
						religion = mazdaki
						has_religion_feature = religion_equal
						has_religion_feature = religion_matriarchal 
					}
				}
				modifier = { 
					factor = 100
					religion = ishtarian
				}
				modifier = { 
					factor = 2
					OR = { 				
						is_amazonian_culture_trigger = yes
					}
				}
			}
		}
	#	option = {	# moderate response
	#		name = EVTOPTBAmzCul.948
	#		ai_chance = { factor = 1 }	
	#	}
		option = {	# bad response
			name = EVTOPTCAmzCul.948
			opinion = { 
				who = ROOT
				modifier = opinion_executed_child
				years = 5
			} 
			ai_chance = { 
				factor = 10 
				modifier = { 
					factor = 1.25
					trait = proud
				}
				modifier = { 
					factor = 1.5
					OR = {					
						religion_group = christian
						religion_group = zoroastrian_group
						religion_group = indian_group
					}
					NOR = { 				
						religion = cathar 
						religion = bogomilist
						religion = messalian
						religion = mazdaki
					}
					trait = zealous
				}
				modifier = { 
					factor = 1.5
					trait = envious
				}
				modifier = { 
					factor = 1.25
					trait = cruel
				}
				modifier = { 
					factor = 1.25
					has_children = no
				}
			}
		}
		option = {	# adulterer response
			name = EVTOPTDAmzCul.948
			ai_chance = { factor = 50 }	
			trigger = {
				FROM = {
					OR = {
						has_character_modifier = incestuous_adulteress 
						has_character_modifier = adulteress 
						has_character_modifier = adulterous_priest	
					}
				}
			}
			scaled_piety = 0.25
		}
	}
	
# traited amazonian gains an enatic-cognatic bloodline
	character_event = { 
		id = AmzCul.950
		desc = EVTDESCAmzCul.950
		picture = GFX_evt_bloodlines
		border = GFX_event_normal_frame_war
		
		mean_time_to_happen = { years = 2 }

		trigger = {
			war = no
			independent = yes
			NOT = { is_inaccessible_or_incapable_trigger = yes }
			NOT = { has_character_flag = ignored_enatic_bloodline_flag }
			check_variable = { which = bloodline_won_wars value = 10 }	# won 10 wars
			OR = {
				trait = is_amazonian
				trait = is_amazonian_immortal
			}
			NOR = {
				is_amazonian_culture_trigger = yes
			}
			has_game_rule = { 
				name = succession_law_amz
				value = default_succession_amz
			}
			NOT = { any_owned_bloodline = { has_bloodline_flag = bloodline_enatic_cognatic } }
			NOT = {
				any_demesne_title = { 
					OR = { 
						has_law = enatic_cognatic_succession 
						has_law = enatic_succession
					}
				}
			}			
		}

		option = {	# yay me
			name = EVTOPTAAmzCul.950
			create_bloodline = {
				type = enatic_amazonian_bloodline
				inheritance = matrilineal
			}
		}
		option = {	# don't need it
			name = EVTOPTBAmzCul.950
			custom_tooltip = { text = ignore_enatic_bloodline_tt }
			set_character_flag = ignored_enatic_bloodline_flag
		}
	}

