namespace = AmzCul	

#	RULES FOR THE GIANTS
#	1	Giant KINGS will only appear on landed independent demonic giants -> gain gear and bloodline
#	2	Giant LORDS will appear from any
#			a) giant adventurers, not demonic
#			b) demonic giants, not adventurer
#			c) giant descended from either giant KING or LORD
#			d) rare event where a newborn giant becomes LORD
#	3	Giant KINGS and LORDS will never convert to an Amazonian culture, nor spawn from one unless born by chance
#	4	Giant KINGS will convert to Anunnaki religion, agnatic, when independent AI ruler
#	5	Giant LORDS born to Amazonian cultures will always become demonic
#	6	Giant KINGS can reappear if descended from another KING, but get no fanfare (removed, too OP)
#	7	Giant LORDS will occasionally become demonic, potential to become KING later
#	8	Giants of all types are more common after either the first Giant KING is declared or first Legendary Amazonian appears
#	9	Active Giant KINGS can keep their vassals suppressed, lose ability if inaccessible
#	10	Giant KINGS will spawn 7 Gallu shieldmaidens
#	11	Gallu shieldmaidens are made stronger when liege is KING, weaker for a time if KING inaccessible
#
#	MATHEMATICALLY SPEAKING
#	a)	Demonic + LORD + Independent = KING
#	b)	Giant + Adventurer - Demonic = LORD
#	c)	Giant + KING forefather - independent = LORD
#	d)	Giant + KING forefather + independent = KING
#	e) 	Giant + LORD forefather = LORD
#	e)	Giant + mtth rng = LORD
#	f)	Giant + Amz Culture + LORD rng = Demonic



# giant adventurer/demon becomes a giant lord
	character_event = { 
		id = AmzCul.320
		desc = EVTDESCAmzCul.320
		picture = GFX_evt_end_of_days
		border = GFX_event_normal_frame_war
		
		trigger = {
			is_female = no
			trait = giant
			has_dlc = "Holy Fury"
			NOR = { 
				trait = giant_lord
				trait = giant_king
			}
			OR = { 
				has_character_flag = demon_child_non_pagan 
				trait = adventurer
			}
			NOR = { 
				is_amazonian_culture_trigger = yes
				religion = ishtarian 
			}
			has_game_rule = {
				name = supernatural_events
				value = unrestricted
			}
			NOT = {
				has_game_rule = {
					name = ishtarian_freq_amz
					value = never_isht_amz
				}
			}
		}
		
		option = {	
			name = EVTOPTAAmzCul.320	# gain trait
			ai_chance = { factor = 10 }
			add_trait = giant_lord	
			add_character_modifier = {
				name = giant_lord_hidden_modifier
				duration = -1
				hidden = yes
			}
			random_list = {
				10 = { sound_effect = berserk_male_01 }
				10 = { sound_effect = berserk_male_02 }
				10 = { sound_effect = berserk_male_03 }
			}
		}		
	}

# demon becomes a giant king
	character_event = { 
		id = AmzCul.321
		desc = EVTDESCAmzCul.321
		picture = GFX_evt_end_of_days
		border = GFX_event_normal_frame_war
		
		trigger = {
			is_female = no
			war = no
			age = 16
			is_landed = yes
			independent = yes
			has_dlc = "Holy Fury"
			OR = {
				trait = giant
				trait = giant_lord
			}
			NOT = { trait = giant_king }
			NOT = { trait = inbred }
			has_character_flag = demon_child_non_pagan
			has_game_rule = {
				name = supernatural_events
				value = unrestricted
			}
			NOT = {
				has_game_rule = {
					name = ishtarian_freq_amz
					value = never_isht_amz
				}
			}
		}
		
		option = {	
			name = EVTOPTAAmzCul.321	# gain traits, cool weapon
			ai_chance = { factor = 10 }
			add_trait = giant_king	
			remove_character_modifier = giant_lord_hidden_modifier
			add_character_modifier = {
				name = giant_king_hidden_modifier
				duration = -1
				hidden = yes
			}
			remove_trait = giant_lord
			add_trait = heavy_infantry_leader
			random_list = {
				25 = { 
					add_trait = aggressive_leader 
					give_nickname = nick_the_destroyer
				}
				25 = { 
					add_trait = siege_leader 
					give_nickname = nick_the_hammer
				}
				25 = { 
					add_trait = trickster 
					give_nickname = nick_the_lion
				}
				25 = { 
					add_trait = unyielding_leader 
					give_nickname = nick_the_fearless
				}
			}
			random_list = {
				25 = { add_artifact = axe_tier_4_marauder }
				25 = { add_artifact = axe_tier_4_ravager }
				25 = { add_artifact = mace_tier_4_foe_hammer }
				25 = { add_artifact = mace_tier_4_bone_breaker }
			}
			create_bloodline = {
				type = god_king_giant			# Blood of the God-King
			}
			sound_effect = bloodline_added
			character_event = { id = AmzCul.324 days = 3 }
						
			capital_scope = {
				ROOT = {
					spawn_unit = {
						owner = THIS
						province = PREV
						home = PREV
						troops = {
							light_infantry = { 1000 1000 }	# max value, starting value
							heavy_infantry = { 1000 1000 }
						}
						reinforces = no
						attrition = 0.5
						cannot_inherit = yes
						disband_on_peace = no
						merge = yes
						maintenance_multiplier = 0.0
					}
					spawn_unit = {
						owner = THIS
						province = PREV
						home = PREV
						troops = {
							light_infantry = { 1000 1000 }	# max value, starting value
							heavy_infantry = { 1000 1000 }
						}
						reinforces = no
						attrition = 0.5
						cannot_inherit = yes
						disband_on_peace = no
						merge = yes
						maintenance_multiplier = 0.0
					}
					spawn_unit = {
						owner = THIS
						province = PREV
						home = PREV
						troops = {
							light_infantry = { 1000 1000 }	# max value, starting value
							heavy_infantry = { 1000 1000 }
						}
						reinforces = no
						attrition = 0.5
						cannot_inherit = yes
						disband_on_peace = no
						merge = yes
						maintenance_multiplier = 0.0
					}
				}
			}
						
			any_child = {						# children brought to court
				limit = { 
					is_landed = no
					ai = yes
					OR = {
						AND = {
							is_female = no
							is_married_matrilineally = no
						}
						AND = {
							is_female = yes
							OR = {
								is_married_matrilineally = yes
								is_married = no
							}
						}
					}
				}
				character_event = { id = AmzCul.324 days = 10 }	
			}
			
			hidden_tooltip = {					# amazonian player notified
				any_player = {						
					limit = {
						NOT = { character = ROOT }
						NOT = { has_global_flag = giant_king_returns_flag }
						OR = { 
							is_amazonian_culture_trigger = yes
							is_amazonian_traited_trigger = yes
							religion = ishtarian 
						}
					}
					narrative_event = { id = AmzCul.325 days = 5 }
				}
			}
		}		
	}

# giant lord becomes a giant king		# perhaps a bit too OP, removed for now 
	character_event = { 
		id = AmzCul.322
		desc = EVTDESCAmzCul.322
		picture = GFX_evt_end_of_days
		border = GFX_event_normal_frame_war
		
		trigger = {
			has_global_flag = super_OP_giants_flag
			is_female = no
			has_dlc = "Holy Fury"
			independent = yes
			age = 16
			trait = giant
			trait = giant_lord
			NOT = { trait = giant_king }						
			NOT = { trait = inbred }
			any_owned_bloodline = {		# must be descended from a giant king
				has_bloodline_flag = bloodline_anunnaki
			}
			NOR = { 
				is_amazonian_culture_trigger = yes
			}
			has_game_rule = {
				name = supernatural_events
				value = unrestricted
			}
			NOT = {
				has_game_rule = {
					name = ishtarian_freq_amz
					value = never_isht_amz
				}
			}
		}
		
		mean_time_to_happen = {
			years = 1			
			modifier = {			
				factor = 0.8		
				trait = strong
			}
			modifier = {			
				factor = 0.8		
				trait = genius
			}
			modifier = {			
				factor = 0.8		
				trait = adventurer
			}
			modifier = {			
				factor = 0.8		
				trait = cannibal_trait
			}
			modifier = {			
				factor = 0.8		
				trait = possessed
			}
			modifier = {			
				factor = 0.8		
				OR = {
					has_artifact = axe_tier_4_marauder 
					has_artifact = axe_tier_4_ravager 
					has_artifact = mace_tier_4_foe_hammer 
					has_artifact = mace_tier_4_bone_breaker 
				}
			}
			modifier = {			
				factor = 0.9		
				trait = robust
			}
			modifier = {			
				factor = 0.9		
				trait = cruel
			}
			modifier = {			
				factor = 0.9		
				trait = wroth
			}
		}
		
		option = {	
			name = EVTOPTAAmzCul.322	# gain trait
			ai_chance = { factor = 10 }
			add_trait = giant_king	
			remove_character_modifier = giant_lord_hidden_modifier
			add_character_modifier = {
				name = giant_king_hidden_modifier
				duration = -1
				hidden = yes
			}
			remove_trait = giant_lord
			random_list = {
				25 = { 
					add_trait = aggressive_leader 
					give_nickname = nick_the_destroyer
				}
				25 = { 
					add_trait = siege_leader 
					give_nickname = nick_the_hammer
				}
				25 = { 
					add_trait = trickster 
					give_nickname = nick_the_lion
				}
				25 = { 
					add_trait = unyielding_leader 
					give_nickname = nick_the_fearless
				}
			}
			add_character_modifier = {
				name = demon_horns    
				duration = -1
			}
			random_list = {
				10 = { sound_effect = berserk_male_01 }
				10 = { sound_effect = berserk_male_02 }
				10 = { sound_effect = berserk_male_03 }
			}
		}		
	}

# giant becomes giant lord specifically if father was king or lord
	character_event = { 
		id = AmzCul.323
		desc = EVTDESCAmzCul.323
		picture = GFX_evt_end_of_days
		border = GFX_event_normal_frame_war
		
		mean_time_to_happen = { years = 50 }
		
		trigger = {
			is_female = no
			trait = giant
			has_dlc = "Holy Fury"
			age < 6
			NOR = { 
				trait = giant_lord
				trait = giant_king	
				religion = ishtarian
			}
			OR = {							# must be descended from a giant king / lord within 3 gens
				true_father_even_if_dead = {
					OR = {
						trait = giant_lord
						trait = giant_king
					}
				}
				true_father_even_if_dead = {
					true_father_even_if_dead = {
						OR = {
							trait = giant_lord
							trait = giant_king
						}
					}
				}
				true_father_even_if_dead = {
					true_father_even_if_dead = {
						true_father_even_if_dead = {
							OR = {
								trait = giant_lord
								trait = giant_king
							}
						}
					}
				}
				mother_even_if_dead = {
					true_father_even_if_dead = {
						OR = {
							trait = giant_lord
							trait = giant_king
						}
					}
				}
				mother_even_if_dead = {
					true_father_even_if_dead = {
						true_father_even_if_dead = {
							OR = {
								trait = giant_lord
								trait = giant_king
							}
						}
					}
				}
				mother_even_if_dead = {
					mother_even_if_dead = {
						true_father_even_if_dead = {
							OR = {
								trait = giant_lord
								trait = giant_king
							}
						}
					}
				}
			}
			NOR = { 
				is_amazonian_culture_trigger = yes
			}
		}
		
		option = {	
			name = EVTOPTAAmzCul.323	# gain trait
			ai_chance = { factor = 10 }
			add_trait = giant_lord	
			add_character_modifier = {
				name = giant_lord_hidden_modifier
				duration = -1
				hidden = yes
			}
			random_list = {
				10 = { sound_effect = berserk_male_01 }
				10 = { sound_effect = berserk_male_02 }
				10 = { sound_effect = berserk_male_03 }
			}					
		}		
	}

# independent giant king goes anunnaki agnatic
	character_event = { 
		id = AmzCul.324
		desc = EVTDESCAmzCul.324
		picture = GFX_evt_end_of_days
		border = GFX_event_normal_frame_war
		
		hide_window = yes
		
		trigger = {
			is_female = no
			is_landed = yes
			has_dlc = "Holy Fury"
			war = no
			ai = yes
			age = 16
			independent = yes
			prisoner = no
			trait = giant
			trait = giant_king
			NOR = { 
				religion = anunnaki 
				religion = ishtarian
			}
		}
		
		option = {	
			name = EVTOPTAAmzCul.324	# purge the realm
			ai_chance = { factor = 10 }
			religion = anunnaki
			add_trait = zealous									# hopefully they don't ask someone for help converting
			set_character_flag = ai_flag_refuse_conversion		# ^
			if = {
				limit = { culture = themiskyran_amz }
				culture = greek
			}
			if = {
				limit = { culture = valkyrie_amz }
				culture = norse
			}
			if = {
				limit = { culture = scythian_amz }
				culture = alan
			}
			if = {
				limit = { culture = parthian_amz }
				culture = persian
			}
			if = {
				limit = { culture = kushite_amz }
				culture = egyptian_arabic
			}
			if = {
				limit = { culture = carthaginian_amz }
				culture = maghreb_arabic
			}
			if = {
				limit = { culture = etruscan_amz }
				culture = roman
			}	
			any_demesne_title = {
				add_law = { 
					law = agnatic_succession
					cooldown = no
					opinion_effect = no
				}
			}
			any_realm_province = {
				religion = ROOT
			}
			any_courtier_or_vassal = {
				limit = { ai = yes }
				religion = ROOT
				culture = ROOT
			}
			recalc_succession = yes
			remove_education_effect = yes 
			add_trait = brilliant_strategist
		}		
	}

# amazonian player is notified of giant king's conquest
	narrative_event = { 
		title = EVTTITLAmzCul.325
		id = AmzCul.325
		desc = EVTDESCAmzCul.325
		picture = GFX_evt_end_of_days
		border = GFX_event_narrative_frame_war
		portrait = FROM
		
		is_triggered_only = yes
		
		immediate = {
			sound_effect = assassins_occupy_infidel_holding
		}
		
		option = {	
			name = EVTOPTAAmzCul.325	
			ai_chance = { factor = 10 }
			set_global_flag = giant_king_returns_flag			# event won't fire again
		}
	}

# natural giant lord becomes demon spawn
	character_event = { 
		id = AmzCul.326
		desc = EVTDESCAmzCul.326
		picture = GFX_evt_end_of_days
		border = GFX_event_normal_frame_war
		
		hide_window = yes
		
		trigger = {
			is_female = no
			trait = giant
			trait = giant_lord 
			ai = yes
			is_ill = no
			has_dlc = "Holy Fury"
			NOR = { 
				trait = inbred 
				religion = ishtarian
			}
			age < 3
			is_heir = no
			NOR = {				# only one potential or real giant king per dynasty at a time
				any_dynasty_member_even_if_dead = {
					any_owned_bloodline = {
						has_bloodline_flag = bloodline_anunnaki
					}
				}
				any_close_relative = {
					has_character_flag = demon_child_non_pagan
				}
			}					
			NOT = { has_character_flag = demon_child_non_pagan }
			OR = {
				has_dlc = "Sons of Abraham"
				has_dlc = "Mystics"
			}
			has_game_rule = {
				name = supernatural_events
				value = unrestricted
			}
		}
		
		mean_time_to_happen = {
			years = 500						# also very rare	
			modifier = {			
				factor = 0.01		
				trait = baptized_by_satan
			}
			modifier = {			
				factor = 0.2		
				has_global_flag = giant_king_returns_flag
			}
			modifier = {			
				factor = 0.2		
				has_global_flag = ishtar_chosen_flag	# more common once the Ishtar has returned
			}
			modifier = {			
				factor = 0.8		
				trait = strong
			}
			modifier = {			
				factor = 0.9		
				trait = ugly
			}
			modifier = {			
				factor = 0.9		
				trait = bastard
			}
			modifier = {			
				factor = 0.00001			# practically certain	
				OR = { 
					is_amazonian_culture_trigger = yes
				}
				NOT = { religion = ishtarian }
			}
			modifier = {
				factor = 0.25
				OR = {
					mother_even_if_dead = {
						society_member_of = the_satanists
					}
					father_even_if_dead = {
						society_member_of = the_satanists
					}
				}
			}
			modifier = {
				factor = 0.01
				has_game_rule = { 
					name = succession_law_amz
					value = enatic_amz
				}
			}
			modifier = {			
				factor = 0.5		
				mother_even_if_dead = {
					OR = {
						trait = possessed
						trait = lunatic
						trait = lustful
						trait = sympathy_pagans
						trait = cannibal_trait
						trait = excommunicated
						trait = hedonist
						trait = seductress
					}
				}
			}
			modifier = {			
				factor = 0.5		
				father_even_if_dead = {
					OR = {
						trait = possessed
						trait = lunatic
						trait = lustful
						trait = sympathy_pagans
						trait = cannibal_trait
						trait = excommunicated
						trait = hedonist
						trait = seducer
					}
				}
			}
			modifier = {			
				factor = 2		
				mother_even_if_dead = {
					OR = {
						trait = dwarf
						trait = chaste
						trait = zealous
						trait = theologian
					}
				}
			}
			modifier = {			
				factor = 2		
				father_even_if_dead = {
					OR = {
						trait = dwarf
						trait = chaste
						trait = zealous
						trait = theologian
					}
				}
			}
			modifier = {						# more common once immortals appear	
				factor = 0.8		
				has_global_flag = amz_culture_immortals_flag
			}
			modifier = {		# less likely once anunnaki capture a holy site 		
				factor = 5	
				has_global_flag = anunnaki_prepared_invasion_flag
			}
		}

		option = {	
			name = EVTOPTAAmzCul.326
			ai_chance = { factor = 10 }
			character_event = { id = SoA.3001 }			# become demon child
			random_list = {
				50 = { mother = { narrative_event = { id = SoA.3002 } } }
				50 = { father = { narrative_event = { id = SoA.3002 } } }
			}
			hidden_tooltip = {
				set_global_flag = amz_culture_immortals_flag
			}
		}		
	}

# giant becomes a giant lord at random
	character_event = { 
		id = AmzCul.327
		desc = EVTDESCAmzCul.327
		picture = GFX_evt_end_of_days
		border = GFX_event_normal_frame_war
		
		hide_window = yes
		
		trigger = {
			is_female = no
			ai = yes
			trait = giant
			has_dlc = "Holy Fury"
			age < 3
			NOR = { 
				trait = giant_lord 
				trait = giant_king
				trait = inbred
				religion = ishtarian
			}
			has_game_rule = {
				name = supernatural_events
				value = unrestricted
			}
			NOT = {
				has_game_rule = {
					name = ishtarian_freq_amz
					value = never_isht_amz
				}
			}
		}
		
		mean_time_to_happen = {
			years = 200				# rare, but giants are rare anyway
			modifier = {			
				factor = 0.2		
				has_global_flag = giant_king_returns_flag
			}
			modifier = {			
				factor = 0.2		
				has_global_flag = ishtar_chosen_flag	# more common once the Ishtar has returned
			}
			modifier = {			
				factor = 0.6		
				trait = strong
			}
			modifier = {			
				factor = 0.7		
				trait = ugly
			}
			modifier = {			
				factor = 0.6		
				trait = robust
			}
			modifier = {						# covered in AmzCul.323
				factor = 0.1		
				true_father_even_if_dead = {
					trait = giant_lord
				}
			}
			modifier = {						# covered in AmzCul.323			
				factor = 0.1		
				true_father_even_if_dead = {
					true_father_even_if_dead = {
						trait = giant_lord
					}
				}
			}
			modifier = {						# covered in AmzCul.323			
				factor = 0.2		
				mother_even_if_dead = {
					true_father_even_if_dead = {
						trait = giant_lord
					}
				}
			}
			modifier = {						# more common once immortals appear, also AmzCul.326	
				factor = 0.8		
				has_global_flag = amz_culture_immortals_flag
			}
		}
		
		option = {	
			name = EVTOPTAAmzCul.327	# gain trait
			ai_chance = { factor = 10 }
			add_trait = giant_lord	
			add_character_modifier = {
				name = giant_lord_hidden_modifier
				duration = -1
				hidden = yes
			}
			random_list = {
				10 = { sound_effect = berserk_male_01 }
				10 = { sound_effect = berserk_male_02 }
				10 = { sound_effect = berserk_male_03 }
			}
		}		
	}
	
# non-giant son of giant king/lord becomes a giant too
	character_event = { 
		id = AmzCul.328
		desc = EVTDESCAmzCul.328
		picture = GFX_evt_end_of_days
		border = GFX_event_normal_frame_war
		
		hide_window = yes
		
		trigger = {
			is_female = no
			ai = yes
			age < 2 
			has_dlc = "Holy Fury"
			NOR = { 
				trait = giant
				trait = giant_lord 
				trait = giant_king
				trait = dwarf
				trait = inbred
				religion = ishtarian
			}
			OR = {
				true_father_even_if_dead = {
					OR = {
						trait = giant_lord
						trait = giant_king
					}
				}
				true_father_even_if_dead = {
					true_father_even_if_dead = {
						OR = {
							trait = giant_lord
							trait = giant_king
						}
					}
				}
				mother_even_if_dead = {
					true_father_even_if_dead = {
						OR = {
							trait = giant_lord
							trait = giant_king
						}
					}
				}
			}
		}
		
		mean_time_to_happen = {
			months = 4			# should be regular enough 
			modifier = {			
				factor = 0.2		
				trait = strong	
			}
			modifier = {			
				factor = 0.4		
				trait = ugly	
			}
			modifier = {			
				factor = 0.6		
				has_global_flag = giant_king_returns_flag
			}
			modifier = {			
				factor = 10		
				trait = inbred
			}
		}
		
		option = {	
			name = EVTOPTAAmzCul.328	# gain trait, might become a giant lord as well later 
			ai_chance = { factor = 10 }
			add_trait = giant
		}		
	}
	
# daughters of giant kings or anunnaki giant lords are not deformed in any way, on_action birth
	character_event = { 
		id = AmzCul.3285
		desc = EVTDESCAmzCul.3285
		picture = GFX_evt_end_of_days
		border = GFX_event_normal_frame_war
		
		hide_window = yes
		
		trigger = {
			has_dlc = "Holy Fury"
			is_female = yes
			ai = yes
			age < 1 
			true_father_even_if_dead = {	# daughter of giant
				OR = {
					AND = {
						trait = giant_lord
						religion = anunnaki
					}
					trait = giant_king
				}
			}
			OR = {							# deformed, not hot
				has_negative_congenital_trigger = yes
				NOR = {
					trait = fair
					trait = strong
				}
			}
		}
		
		option = {	
			name = EVTOPTAAmzCul.3285	# gain and lose traits
			ai_chance = { factor = 10 }
			remove_all_negative_congenital_traits_effect = yes
			random_list = {
				90 = { add_trait = fair }
				10 = { add_trait = strong }
			}
		}		
	}
	
# landed anunnaki giant lord/king spawns a concubine
	character_event = { 
		id = AmzCul.329
		desc = EVTDESCAmzCul.329
		picture = GFX_evt_end_of_days
		border = GFX_event_normal_frame_war
		
		hide_window = yes
		
		trigger = {								
			is_female = no
			has_dlc = "Holy Fury"
			ai = yes
			age = 16
			religion = anunnaki
			is_landed = yes
			prisoner = no
			num_of_consorts < 3
			has_concubinage = yes
			OR = {
				trait = giant_lord 
				trait = giant_king
			}
			NOR = {
				trait = homosexual
				trait = eunuch
				trait = celibate
			}
			has_game_rule = {
				name = supernatural_events
				value = unrestricted
			}
			liege = { ai = yes }
		}
		
		mean_time_to_happen = {
			years = 10				# not too regular, favours the most villainous giants 
			modifier = {			
				factor = 0.8		
				OR = { 
					trait = strong
					trait = robust
					trait = brave
				}
			}
			modifier = {			
				factor = 0.7		
				OR = {
					trait = hedonist
					trait = lustful
				}
			}
			modifier = {			
				factor = 0.9		
				trait = scarred
			}
			modifier = {			
				factor = 0.8		
				trait = scarred_mid
			}
			modifier = {			
				factor = 0.7		
				trait = scarred_high
			}
			modifier = {			
				factor = 0.9	
				OR = {
					trait = greedy
					trait = wroth
					trait = envious
					trait = proud
					trait = ambitious
					trait = cruel
					trait = zealous
				}
			}
			modifier = {			
				factor = 2	
				OR = {
					trait = charitable
					trait = patient
					trait = kind
					trait = humble
					trait = content
					trait = just
				}
			}
			modifier = {			
				factor = 5		
				trait = inbred
			}
			modifier = {			
				factor = 6	
				OR = {
					trait = weak
					trait = craven
					trait = is_malnourished
					trait = feeble
					trait = chaste
				}
			}
		}
		
		option = {	
			name = EVTOPTAAmzCul.329	# find concubine
			ai_chance = { factor = 10 }
			
			create_character = {			
				random_traits = yes
				dynasty = NONE
				female = yes
				min_age = 16
				max_age = 20
				religion = ROOT
				culture = ROOT
			}
			new_character = {
				save_event_target_as = giant_concubine_target
				remove_all_negative_congenital_traits_effect = yes
				add_trait = fair
				add_lover = ROOT
			}
			event_target:giant_concubine_target = {
				ROOT = {
					add_consort = PREV
				}
			}
			
			random = {
				chance = 33
				add_trait = hedonist
			}
		}		
	}
	
# landed anunnaki giant lord/king takes daughter as a concubine
	character_event = { 
		id = AmzCul.3295
		desc = EVTDESCAmzCul.3295
		picture = GFX_evt_end_of_days
		border = GFX_event_normal_frame_war
		
		hide_window = yes
		
		trigger = {								
			is_female = no
			has_dlc = "Holy Fury"
			ai = yes
			age = 16
			religion = anunnaki
			is_landed = yes
			prisoner = no
			num_of_consorts < 3
			has_concubinage = yes
			OR = {
				trait = giant_lord 
				trait = giant_king
			}
			NOR = {
				trait = homosexual
				trait = eunuch
				trait = celibate
			}
			has_game_rule = {
				name = supernatural_events
				value = unrestricted
			}
			liege = { ai = yes }
			
			any_courtier = {		# appropriate daughter
				is_landed = no
				is_child_of = ROOT
				is_female = yes
				is_married = no
				is_betrothed = no
				is_consort = no
				is_adult = yes
				age < 30
			}
		}
		
		mean_time_to_happen = {
			years = 3				# regular, ensures concubines more often are daughters
			modifier = {			
				factor = 0.8		
				OR = { 
					trait = strong
					trait = robust
					trait = brave
				}
			}
			modifier = {			
				factor = 0.7		
				OR = {
					trait = hedonist
					trait = lustful
				}
			}
			modifier = {			
				factor = 0.9		
				trait = scarred
			}
			modifier = {			
				factor = 0.8		
				trait = scarred_mid
			}
			modifier = {			
				factor = 0.7		
				trait = scarred_high
			}
			modifier = {			
				factor = 0.9	
				OR = {
					trait = greedy
					trait = wroth
					trait = envious
					trait = proud
					trait = ambitious
					trait = cruel
					trait = zealous
				}
			}
			modifier = {			
				factor = 2	
				OR = {
					trait = charitable
					trait = patient
					trait = kind
					trait = humble
					trait = content
					trait = just
				}
			}
			modifier = {			
				factor = 5		
				trait = inbred
			}
			modifier = {			
				factor = 6	
				OR = {
					trait = weak
					trait = craven
					trait = is_malnourished
					trait = feeble
					trait = chaste
				}
			}
		}
		
		option = {	
			name = EVTOPTAAmzCul.3295	# make daughter a concubine
			ai_chance = { factor = 10 }
			
			random_courtier = {		# appropriate daughter
				limit = {
					is_landed = no
					is_child_of = ROOT
					is_female = yes
					is_married = no
					is_betrothed = no
					is_consort = no
					is_adult = yes
					age < 30
				}
				save_event_target_as = giant_concubine_daughter_target
				add_lover = ROOT
			}
			event_target:giant_concubine_daughter_target = {
				ROOT = {
					add_consort = PREV
				}
			}
			
			random = {
				chance = 33
				add_trait = hedonist
			}
		}		
	}
	
# anunnaki giant king remains zealous, harder to convert, less likely to ask for conversion (presumably)
	character_event = { 
		id = AmzCul.330
		desc = EVTDESCAmzCul.330
		picture = GFX_evt_end_of_days
		border = GFX_event_normal_frame_war
		
		hide_window = yes
		
		trigger = {
			is_female = no
			has_dlc = "Holy Fury"
			is_landed = yes
			ai = yes
			prisoner = no
			trait = giant
			trait = giant_king
			NOT = { trait = zealous }
			
		}
		
		option = {	
			name = EVTOPTAAmzCul.330	# become zealous
			ai_chance = { factor = 10 }
			add_trait = zealous
			set_character_flag = ai_flag_refuse_conversion
		}		
	}
	
# giant king's children follow him to court if they can
	character_event = { 
		id = AmzCul.331
		desc = EVTDESCAmzCul.331
		picture = GFX_evt_end_of_days
		border = GFX_event_normal_frame_war
		
		hide_window = yes
		
		is_triggered_only = yes
		
		option = {	
			name = EVTOPTAAmzCul.331	# join father as villains
			ai_chance = { factor = 10 }
			FROM = { move_character = ROOT }	# maybe works??
			religion = anunnaki
			add_trait = zealous
			set_character_flag = ai_flag_refuse_conversion
			if = {
				limit = { culture = themiskyran_amz }
				culture = greek
			}
			if = {
				limit = { culture = valkyrie_amz }
				culture = norse
			}
			if = {
				limit = { culture = scythian_amz }
				culture = romanian
			}
			if = {
				limit = { culture = parthian_amz }
				culture = persian
			}
			if = {
				limit = { culture = kushite_amz }
				culture = egyptian
			}
			if = {
				limit = { culture = carthaginian_amz }
				culture = maghreb_arabic
			}
			if = {
				limit = { culture = etruscan_amz }
				culture = roman
			}
			if = {
				limit = { culture = pritani_amz }
				culture = welsh
			}
			if = {
				limit = { culture = illyrian_amz }
				culture = serbian
			}
			if = {
				limit = { culture = valascan_amz }
				culture = bohemian
			}
		}		
	}

# spawns shieldmaidens ( warriors) for the giant king, max 7
	character_event = { 
		id = AmzCul.332
		desc = EVTDESCAmzCul.332
		
		hide_window = yes
		
		mean_time_to_happen = { months = 6 }
		
		trigger = {
			trait = giant_king
			has_dlc = "Holy Fury"
			NOT = { is_inaccessible_or_incapable_trigger = yes }
			NOT = {
				any_courtier = {
					has_character_flag = gallu_warrior
					count >= 7
				}
			}
		}
		
		option = {	
			name = EVTOPTAAmzCul.332	# spawn super good shieldmaiden
			ai_chance = { factor = 10 }
			create_character = {
				random_traits = yes
				dynasty = none
				min_age = 17
				max_age = 23
				female = yes
				religion = ROOT
				genetic_father = ROOT 						# canonically daughters of concubines
				attributes = {
					diplomacy = 4
					learning = 4
					stewardship = 4
					intrigue = 4
					martial = 10
				}
			}
			new_character = {
				set_character_flag = gallu_warrior			# immune from silly wounded event
				set_character_flag = ai_flag_refuse_conversion	# removed after gallu effects wear off 
				set_immune_to_pruning = yes					# won't be randomly dismissed
				add_trait = shieldmaiden
				add_trait = zealous
				remove_all_negative_congenital_traits_effect = yes
				remove_education_effect = yes 
				remove_trait = craven
				remove_trait = feeble
				add_character_modifier = {
					name = gallu_warrior_modifier    		# can't join Hall
					duration = -1
				}
				random_list = {
					10 = { add_trait = tough_soldier }
					20 = { add_trait = skilled_tactician }
					70 = { add_trait = brilliant_strategist }
				}
				random_list = {				# some flavour
					20 = {
						add_trait = holy_warrior
						add_trait = scarred
						change_martial = 3
					}
					20 = {
						add_trait = brave
						add_trait = poet
						change_martial = 2
					}
					20 = {
						add_trait = robust
						remove_trait = temperate
						add_trait = wroth
						add_trait = falconer
						change_martial = 1
					}
					20 = {
						add_trait = unyielding_leader
						remove_trait = wroth
						add_trait = patient
						change_martial = 2
					}
					20 = {
						add_trait = aggressive_leader
						remove_trait = patient
						add_trait = wroth
						change_martial = 3
					}
					20 = {
						add_trait = shrewd
						add_trait = brave
						change_martial = 2
					}
					20 = {
						add_trait = robust
						add_trait = strategist
						change_martial = 1
					}
					20 = {
						add_trait = genius
						add_trait = socializer
						add_trait = poet
						change_martial = 4
					}
					20 = {
						add_trait = strategist
						add_trait = genius
						change_martial = 4
					}
					20 = {
						remove_trait = humble
						add_trait = proud
						add_trait = duelist
						change_martial = 2
					}
					20 = {
						add_trait = hunter
						add_trait = shrewd
						change_martial = 3
					}
					20 = {
						add_trait = trusting
						add_trait = quick
						change_martial = 4
					}
					20 = {
						add_trait = fair
						add_trait = strategist
						change_martial = 4
					}
					20 = {
						add_trait = brave
						add_trait = duelist
						change_martial = 3
					}
					20 = {
						add_trait = shrewd
						add_trait = hedonist
						change_martial = 4
					}
					20 = {
						add_trait = shrewd
						add_trait = cavalry_leader
						change_martial = 2
					}
				}
				if = {
					limit = { trait = brilliant_strategist }
					random_list = {
						10 = {
							add_trait = narrow_flank_leader
						}
						10 = {
							add_trait = experimenter
						}
						10 = {
							add_trait = flanker
						}
						10 = {
							add_trait = heavy_infantry_leader
						}
						10 = {
							add_trait = inspiring_leader
						}
						10 = {
							add_trait = organizer
						}
						10 = {
							add_trait = siege_leader
						}
						10 = {
							add_trait = trickster
						}
						10 = {
							add_trait = aggressive_leader
						}
					}
				}
			}	
		}
	}
	
# giant king can no longer enthrall subjects
	character_event = { 
		id = AmzCul.333
		desc = EVTDESCAmzCul.333
		
		hide_window = yes
		
		mean_time_to_happen = { days = 30 }
		
		trigger = {
			is_inaccessible_or_incapable_trigger = yes 
			has_character_modifier = giant_enthrall_modifier 
		}
		
		option = {	
			name = EVTOPTAAmzCul.333	# remove enthrall modifier
			ai_chance = { factor = 10 }
			remove_character_modifier = giant_enthrall_modifier  
		}		
	}

# giant king enthralls subjects on regular intervals
	character_event = { 
		id = AmzCul.334
		desc = EVTDESCAmzCul.334
		
		hide_window = yes
		
		mean_time_to_happen = {
			years = 1				# favours the most villainous giants
			modifier = {			
				factor = 0.9		
				OR = { 
					trait = strong
					trait = robust
					trait = brave
				}
			}
			modifier = {			
				factor = 0.8		
				OR = {
					trait = hedonist
					trait = lustful
				}
			}
			modifier = {			
				factor = 2	
				OR = {
					trait = charitable
					trait = patient
					trait = kind
					trait = humble
					trait = content
					trait = just
				}
			}
			modifier = {			
				factor = 5		
				trait = inbred
			}
			modifier = {			
				factor = 6	
				OR = {
					trait = weak
					trait = craven
					trait = is_malnourished
					trait = feeble
					trait = chaste
				}
			}
		}
		
		trigger = {
			trait = giant_king
			NOT = { is_inaccessible_or_incapable_trigger = yes }
		}
		
		option = {	
			name = EVTOPTAAmzCul.334	# add enthrall modifier
			ai_chance = { factor = 10 }
			add_character_modifier = { 
				name = giant_enthrall_modifier    
				duration = -1
			}
			random = {
				chance = 5
				random_courtier_or_vassal = {
					limit = { 
						is_female = yes 
						is_adult = yes
						age < 30
						NOT = { trait = is_amazonian_immortal }
						NOT = { has_character_flag = gallu_warrior }
					}
					add_lover = ROOT
				}
			}
			random = {
				chance = 5
				random_courtier_or_vassal = {
					limit = { 
						is_female = yes 
						is_adult = yes
						age < 30
						NOT = { trait = is_amazonian_immortal }
						NOT = { has_character_flag = gallu_warrior }
						is_priest = yes						# double chance for priestesses
					}
					add_lover = ROOT
				}
			}
			random = {
				chance = 75
				random_courtier = {
					limit = { 
						is_female = yes 
						is_adult = yes
						age < 30
						NOT = { trait = is_amazonian_immortal }
						NOT = { has_character_flag = gallu_warrior }
						is_consort = yes
					}
					add_lover = ROOT
				}
			}
		}		
	}

# giant king must be a giant, must have the horns & other modifiers, in case of people cheating it in
	character_event = { 
		id = AmzCul.335
		desc = EVTDESCAmzCul.335
		
		hide_window = yes
		
		mean_time_to_happen = { days = 3 }
		
		trigger = {
			OR = {
				AND = {
					trait = giant_king
					NOR = { 
						has_character_modifier = demon_horns
					}
				}
				AND = {
					trait = giant_king
					NOR = { 
						has_character_modifier = giant_king_hidden_modifier
					}
				}
				AND = {
					trait = giant_lord
					NOR = { 
						has_character_modifier = giant_lord_hidden_modifier
					}
				}
			}
		}
		
		option = {	
			name = EVTOPTAAmzCul.335	
			ai_chance = { factor = 10 }
			add_trait = giant 
			set_character_flag = ai_flag_refuse_conversion
			if = {
				limit = { trait = giant_king }
				add_character_modifier = {
					name = demon_horns    
					duration = -1
				}
				add_character_modifier = {
					name = giant_king_hidden_modifier    
					duration = -1
					hidden = yes
				}
				remove_character_modifier = giant_lord_hidden_modifier
			}
			if = {
				limit = { trait = giant_lord }
				add_character_modifier = {
					name = giant_lord_hidden_modifier    
					duration = -1
					hidden = yes
				}
			}
		}		
	}

# gallu warriors who don't serve a giant king/lord lose the gallu flag, suffer withdrawal
	character_event = { 
		id = AmzCul.336
		desc = EVTDESCAmzCul.336
		
		hide_window = yes
		
		mean_time_to_happen = { months = 3 }
		
		trigger = {
			has_character_flag = gallu_warrior
			OR = {
				NOT = { 
					liege = {
						trait = giant_king
					}
				}
				liege = {
					trait = giant_king
					is_inaccessible_or_incapable_trigger = yes
				}
				is_inaccessible_or_incapable_trigger = yes
				is_married = yes 				# if married for whatever reason, cease to be considered gallu 
			}
			NOT = { has_character_flag = gallu_warrior_withdrawn }
			NOT = { has_character_modifier = gallu_withdrawal_modifier }
		}
		
		option = {	
			name = EVTOPTAAmzCul.336	
			ai_chance = { factor = 10 }
			remove_character_modifier = gallu_warrior_modifier
			add_character_modifier = {
				name = gallu_withdrawal_modifier   		# severely weakened, allows joining hall on expiry
				months = 6
			}
			set_character_flag = gallu_warrior_withdrawn
			clr_character_flag = ai_flag_refuse_conversion
			if = {
				limit = { is_married = yes }
				clr_character_flag = gallu_warrior		# allows king to spawn a new gallu
			}
		}		
	}	
	
# gallu warriors are (re)sustained by an active giant king 
	character_event = { 
		id = AmzCul.337
		desc = EVTDESCAmzCul.337
		
		hide_window = yes
		
		mean_time_to_happen = { days = 5 }
		
		trigger = {
			has_character_flag = gallu_warrior
			is_married = no
			is_inaccessible_or_incapable_trigger = no
			OR = {
				has_character_modifier = gallu_withdrawal_modifier
				NOT = { has_character_modifier = gallu_warrior_modifier }
			}
			liege = {
				trait = giant_king
				NOT = { is_inaccessible_or_incapable_trigger = yes }
			}
		}
		
		option = {	
			name = EVTOPTAAmzCul.337	
			ai_chance = { factor = 10 }		
			remove_character_modifier = gallu_withdrawal_modifier
			clr_character_flag = gallu_warrior_withdrawn
			set_character_flag = ai_flag_refuse_conversion
			add_character_modifier = {
				name = gallu_warrior_modifier   		
				duration = -1
			}
		}		
	}
	
# event that spawns giant kings off characters
	character_event = { # replaces vanilla dude with giant 
		id = AmzCul.338
		hide_window = yes
		ai = yes
		
		mean_time_to_happen = { 
			years = 1500 
			modifier = {			
				factor = 0.5	# 750 years		
				trait = peasant_leader	
			}
			modifier = {			
				factor = 0.01	# 15 year		
				has_global_flag = testing_many_godkings_flag	
			}
			modifier = {			
				factor = 0.9	# 1350 years		
				has_global_flag = ishtar_chosen_flag	# ishtar has (re)appeared	
			}
			modifier = {			
				factor = 0.8	# faster if location is anunnaki
				capital_scope = {
					religion = anunnaki
				}
				NOT = { religion_group = ishtarian }
			}
			modifier = {			
				factor = 2		
				trait = wroth
			}
			modifier = {			
				factor = 2		
				trait = cruel 
			}
			modifier = {			
				factor = 2	
				is_tribal = yes 
			}
			modifier = {		# significantly less likely once anunnaki capture a holy site 		
				factor = 10	
				has_global_flag = anunnaki_prepared_invasion_flag
			}
			modifier = {		# less likely outside range of holy sites		
				factor = 2	
				capital_scope = {
					NOR = {
						region = world_middle_east_arabia
						region = world_asia_minor
						region = world_europe_south_east
						region = world_middle_east_jerusalem
						region = world_persia
					}
				}
			}
		}
		
		trigger = {
			has_dlc = "Holy Fury"
			has_game_rule = {
				name = supernatural_events
				value = unrestricted
			}
			NOT = {
				has_game_rule = {
					name = ishtarian_freq_amz
					value = never_isht_amz
				}
			}
			OR = {
				tier = COUNT				# boring counts
				AND = {						# dukes without counts 
					tier = DUKE
					NOT = { any_vassal = { tier = COUNT } }
				}
			}
			NOR = {		# will not appear within traited amazonian realms
				any_liege = {
					is_amazonian_traited_trigger = yes
				}
				suzerain = {
					is_amazonian_traited_trigger = yes
				}
			}
			NOT = {
				any_courtier_or_vassal = {
					trait = giant 
				}
			}
			NOT = {
				any_character = {
					limit = { 
						trait = giant_king 
						is_landed = yes
					}
					distance = {
						who = ROOT
						distance < 300		# roughly paris to florence
					}
				}
			}
			NOT = {
				any_player = {
					distance = {
						who = ROOT
						distance < 300		# roughly paris to florence
					}
				}
			}
			OR = {
				is_feudal = yes
				is_tribal = yes
			}
			can_change_religion = yes	# not holy order, religious head
			ai = yes
			war = no 
			is_landed = yes 
			independent = yes
			is_female = no 
		}
	
		option = {
			name = EVTOPTAAmzCul.6950
			ai_chance = { factor = 10 }
			
			create_random_soldier = {
				random_traits = yes
				dynasty = none
				female = no
				religion = anunnaki
				culture = ROOT
				age = 20
				attributes = {
					martial = 6
					intrigue = 6
					diplomacy = 6
					stewardship = 6
					learning = 6
				}
			}
			new_character = {		# make a super fantastic giant 
				save_event_target_as = giantking_replacement_target
				set_character_flag = fantastic_giant_flag
				set_immune_to_pruning = yes
				remove_trait = weak
				remove_trait = slow
				remove_trait = imbecile
				remove_trait = dull
				remove_trait = dwarf
				remove_trait = hunchback
				remove_trait = clubfooted
				remove_trait = craven
				remove_trait = paranoid
				remove_trait = mystic
				remove_trait = duelist
				remove_trait = hunter
				remove_trait = strategist
				add_trait = ambitious
				
				add_trait = giant
				add_trait = giant_lord
				add_character_modifier = {
					name = giant_lord_hidden_modifier
					duration = -1
					hidden = yes
				}
				set_character_flag = demon_child_non_pagan
				
				random_list = {
					10 = {
						add_trait = robust
					}
					10 = {
						add_trait = strong
					}
					10 = {
						health = 1
					}
				}
				random_list = {
					1 = {
						add_age = 0
					}
					1 = {
						add_age = 48
					}
					1 = {
						add_age = 287
					}
					1 = {
						add_age = 314
					}
					1 = {
						add_age = 369
					}
				}
				random_list = {
					1 = {
						add_age = 0
					}
					1 = {
						add_age = 48
					}
					1 = {
						add_age = 123
					}
					1 = {
						add_age = 147
					}
					1 = {
						add_age = 246
					}
				}
				
				random = {
					chance = 10
					add_trait = genius
				}
				random = {
					chance = 30
					add_trait = quick
				}
			}
			set_defacto_liege = THIS	# makes independent if not already
			remove_tributary = suzerain	# makes extra independent
			abdicate_to = event_target:giantking_replacement_target
			death = {
				death_reason = death_execution_eaten   
				killer = event_target:giantking_replacement_target
			}
		}
		
		after = {	# declare giant king, give army, etc
			event_target:giantking_replacement_target = {
				character_event = { id = AmzCul.321 }
			}
		}
	}