
# ward gains martial skill based on guardian major battle victory
	character_event = {
		id = AmzCul.270
		hide_window = yes
		
		is_triggered_only = yes
		
		trigger = { 
			in_command = yes
			OR = {
				martial = 8
				has_any_leadership_trait_trigger = yes 
				trait = brilliant_strategist
			}
			any_ward = {
				age = 6
				health = 4
				martial < 10
			}
		}
		
		immediate = {
			any_ward = {
				limit = {
					age = 6
					health = 4
					martial < 10
				}
				random = {
					chance = 5
					mult_modifier = {
						factor = 1.5
						guardian = { martial = 15 }
					}
					mult_modifier = {
						factor = 1.3
						guardian = { martial = 20 }
					}
					mult_modifier = {	# smart kids learn good
						factor = 2
						OR = {
							learning = 8
							is_smart_trigger = yes 
							is_dumb_trigger = no 
						}
					}
					mult_modifier = {	# testing
						factor = 10
						OR = {
							has_character_modifier = keep_me_very_young_amz_flag
							has_character_modifier = testing_guardians_amz_flag
						}
					}
					character_event = { id = AmzCul.271 }
				}
			}
		}
	}
	
	character_event = {		# for ward, watches the battle at a distance to see how its done
		id = AmzCul.271
		desc = EVTDESCAmzCul.271
		picture = GFX_evt_battle
		border = GFX_event_normal_frame_war
		
		is_triggered_only = yes
		
		option = {	# quite the spectacle 
			name = EVTOPTAAmzCul.271
			change_martial = 1
			hidden_tooltip = {
				guardian = {
					character_event = { id = AmzCul.2715 days = 3 }
				}
			}
			if = {
				limit = { can_have_more_leadership_traits = yes }
				random_list = {
					10 = {
						custom_tooltip = { text = learn_better_martial_tt }
						hidden_tooltip = { 
							random_list = {
								10 = {
									add_trait = narrow_flank_leader
								}
								10 = {
									add_trait = defensive_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 = trickster
								}
								10 = {
									add_trait = aggressive_leader
								}
							}
						} 
					}
					90 = {
						custom_tooltip = { text = not_learn_better_martial_tt }
					}
				}
			}
		}
	}
	
	character_event = {		# for guardian, ward learned from battle 
		id = AmzCul.2715
		desc = EVTDESCAmzCul.2715
		notification = yes 
		
		is_triggered_only = yes
		
	}


# ward gains diplomacy skill based on guardian major battle victory
	character_event = {
		id = AmzCul.272
		hide_window = yes
		
		is_triggered_only = yes
		
		trigger = { 
			in_command = yes
			OR = {
				diplomacy = 8
				has_any_leadership_trait_trigger = yes 
				trait = grey_eminence
			}
			any_ward = {
				age = 6
				health = 4
				diplomacy < 10
			}
		}
		
		immediate = {
			any_ward = {
				limit = {
					age = 6
					health = 4
					diplomacy < 10
				}
				random = {
					chance = 5
					mult_modifier = {
						factor = 1.5
						guardian = { diplomacy = 15 }
					}
					mult_modifier = {
						factor = 1.3
						guardian = { diplomacy = 20 }
					}
					mult_modifier = {	# smart kids learn good
						factor = 2
						OR = {
							learning = 8
							is_smart_trigger = yes 
							is_dumb_trigger = no 
						}
					}
					mult_modifier = {	# testing
						factor = 10
						OR = {
							has_character_modifier = keep_me_very_young_amz_flag
							has_character_modifier = testing_guardians_amz_flag
						}
					}
					character_event = { id = AmzCul.273 }
				}
			}
		}
	}
	
	character_event = {		# for ward, listened to pre-battle speech, inspired
		id = AmzCul.273
		desc = EVTDESCAmzCul.273
		picture = GFX_evt_battle
		border = GFX_event_normal_frame_diplomacy
		
		is_triggered_only = yes
		
		option = {	# it's no wonder we won!
			name = EVTOPTAAmzCul.273
			change_diplomacy = 1
			hidden_tooltip = {
				guardian = {
					character_event = { id = AmzCul.2735 days = 3 }
				}
			}
		}
	}
	
	character_event = {		# for guardian, ward learned from speech 
		id = AmzCul.2735
		desc = EVTDESCAmzCul.2735
		notification = yes 
		
		is_triggered_only = yes

	}


# ward gains combat skill based on guardian major battle victory
	character_event = {
		id = AmzCul.274
		hide_window = yes
		
		is_triggered_only = yes
		
		trigger = { 
			in_command = yes
			any_ward = {
				age = 13
				combat_rating = 10
				health = 4
			}
		}
		
		immediate = {
			any_ward = {
				limit = {
					age = 13
					combat_rating = 10
					health = 4
				}
				random = {
					chance = 5
					mult_modifier = {
						factor = 1.5
						guardian = { combat_rating = 15 }
					}
					mult_modifier = {
						factor = 1.3
						guardian = { combat_rating = 20 }
					}
					mult_modifier = {	# smart kids learn good
						factor = 2
						OR = {
							learning = 8
							is_smart_trigger = yes 
							is_dumb_trigger = no 
						}
					}
					mult_modifier = {	# strong kids fight good too
						factor = 2
						OR = {
							martial = 8
							is_strong_trigger = yes 
							is_weak_trigger = no 
						}
					}
					mult_modifier = {	# testing
						factor = 10
						OR = {
							has_character_modifier = keep_me_very_young_amz_flag
							has_character_modifier = testing_guardians_amz_flag
						}
					}
					character_event = { id = AmzCul.275 }
				}
			}
		}
	}
	
	character_event = {		# for ward, attacked by a flanking unit during the battle, defended self and others
		id = AmzCul.275
		desc = EVTDESCAmzCul.275
		picture = GFX_evt_battle
		border = GFX_event_normal_frame_war
		
		is_triggered_only = yes
		
		option = {	# good thing I was here
			name = EVTOPTAAmzCul.275

			hidden_tooltip = {
				guardian = {
					character_event = { id = AmzCul.2755 days = 3 }
				}
				random = {
					chance = 99
					add_character_modifier = {
						name = duel_exp_1       
						duration = -1
						stacking = yes
					}
				}
				random = {
					chance = 50
					add_character_modifier = {
						name = duel_exp_1       
						duration = -1
						stacking = yes
					}
				}
				random = {
					chance = 25
					add_character_modifier = {
						name = duel_exp_1       
						duration = -1
						stacking = yes
					}
				}
			}
		}
	}
	
	character_event = {		# for guardian, ward defended self, gained combat skill 
		id = AmzCul.2755
		desc = EVTDESCAmzCul.2755
		notification = yes 
		
		is_triggered_only = yes

	}


# ward gains intrigue based on guardian siege
	character_event = {
		id = AmzCul.276
		hide_window = yes
		
		is_triggered_only = yes
		
		trigger = { 
			in_command = yes
			FROM = { 	# the sieged barony
				owner = { 
					higher_tier_than = BARON 
					NOT = { same_realm = ROOT } 	# in case of retaking a siege 
				}
			}
			any_ward = {
				age = 13
				health = 4
				intrigue < 10
			}
		}
		
		immediate = {
			any_ward = {
				limit = {
					age = 13
					health = 4
					intrigue < 10
				}
				random = {
					chance = 5
					mult_modifier = {
						factor = 1.5
						guardian = { intrigue = 10 }
					}
					mult_modifier = {
						factor = 1.5
						guardian = { trait = elusive_shadow }
					}
					mult_modifier = {
						factor = 1.3
						guardian = { intrigue = 15 }
					}
					mult_modifier = {	# smart kids learn good
						factor = 2
						OR = {
							learning = 8
							is_smart_trigger = yes 
							is_dumb_trigger = no 
						}
					}
					mult_modifier = {	# testing
						factor = 10
						OR = {
							has_character_modifier = keep_me_very_young_amz_flag
							has_character_modifier = testing_guardians_amz_flag
						}
					}
					character_event = { id = AmzCul.277 }
				}
			}
		}
	}
	
	character_event = {		# for ward, breaches a locked door during a siege, opening the way forward
		id = AmzCul.277
		desc = EVTDESCAmzCul.277
		picture = GFX_evt_battle
		border = GFX_event_normal_frame_war
		
		is_triggered_only = yes
		
		option = {	# sneaky, sneaky
			name = EVTOPTAAmzCul.277
			change_intrigue = 1
			hidden_tooltip = {
				guardian = {
					character_event = { id = AmzCul.2775 days = 3 }
				}
			}
		}
	}
	
	character_event = {		# for guardian, ward proved useful during the recent siege 
		id = AmzCul.2775
		desc = EVTDESCAmzCul.2775
		notification = yes 
		
		is_triggered_only = yes

	}

# ward gains stewardship based on guardian peace-commander or steward
	character_event = {
		id = AmzCul.278
		hide_window = yes
		
		mean_time_to_happen = {
			years = 6
			modifier = {
				factor = 0.9
				stewardship = 10 
			}
			modifier = {
				factor = 0.75
				stewardship = 15 
			}
			modifier = {	# smart kids learn good
				factor = 0.5
				any_ward = {
					age = 6
					health = 4
					stewardship < 10
					OR = {
						learning = 8
						is_smart_trigger = yes 
						is_dumb_trigger = no 
					}
				}
			}
			modifier = {	# testing
				factor = 0.1
				any_ward = {
					OR = {
						has_character_modifier = keep_me_very_young_amz_flag
						has_character_modifier = testing_guardians_amz_flag
					}
				}
			}
		}
		
		trigger = { 
			OR = {
				AND = { 
					in_command = yes
					war = no 
				}
				AND = {
					has_job_title = job_treasurer 
				}
			}
			OR = {
				stewardship = 8
				trait = midas_touched
			}
			any_ward = {
				age = 6
				health = 4
				stewardship < 10
			}
		}
		
		immediate = {
			any_ward = {
				limit = {
					age = 6
					health = 4
					stewardship < 10
				}
				character_event = { id = AmzCul.279 }
			}
		}
	}
	
	character_event = {		# for ward, helps with payroll
		id = AmzCul.279
		desc = EVTDESCAmzCul.279
		picture = GFX_evt_guardian
		border = GFX_event_normal_frame_economy
		
		is_triggered_only = yes
		
		option = {	# I like the sound they make when I click them together
			name = EVTOPTAAmzCul.279
			change_stewardship = 1
			hidden_tooltip = {
				guardian = {
					character_event = { id = AmzCul.2795 days = 3 }
				}
			}
		}
	}
	
	character_event = {		# for guardian, ward getting better at organising payroll  
		id = AmzCul.2795
		desc = EVTDESCAmzCul.2795
		notification = yes 
		
		is_triggered_only = yes

	}

# ward gains diplo based on guardian diplo
	character_event = {
		id = AmzCul.280
		hide_window = yes
		
		mean_time_to_happen = {
			years = 6
			modifier = {
				factor = 0.9
				diplomacy = 10 
			}
			modifier = {
				factor = 0.75
				diplomacy = 15 
			}
			modifier = {	# smart kids learn good
				factor = 0.5
				any_ward = {
					age = 6
					health = 4
					diplomacy < 10
					OR = {
						learning = 8
						is_smart_trigger = yes 
						is_dumb_trigger = no 
					}
				}
			}
			modifier = {	# testing
				factor = 0.1
				any_ward = {
					OR = {
						has_character_modifier = keep_me_very_young_amz_flag
						has_character_modifier = testing_guardians_amz_flag
					}
				}
			}
		}
		
		trigger = { 
			has_job_title = job_chancellor
			OR = {
				martial = 8
				trait = grey_eminence
			}			
			any_ward = {
				age = 6
				health = 4
				diplomacy < 10
			}
		}
		
		immediate = {
			any_ward = {
				limit = {
					age = 6
					health = 4
					diplomacy < 10
				}
				character_event = { id = AmzCul.281 }
			}
		}
	}
	
	character_event = {		# for ward, greets foreign dignitaries
		id = AmzCul.281
		desc = EVTDESCAmzCul.281
		picture = GFX_evt_guardian
		border = GFX_event_normal_frame_diplomacy
		
		is_triggered_only = yes
		
		option = {	# so many different accents
			name = EVTOPTAAmzCul.281
			change_diplomacy = 1
			hidden_tooltip = {
				guardian = {
					character_event = { id = AmzCul.2815 days = 3 }
				}
			}
		}
	}
	
	character_event = {		# for guardian, ward gaining an understanding of politesse  
		id = AmzCul.2815
		desc = EVTDESCAmzCul.2815
		notification = yes 
		
		is_triggered_only = yes

	}

# ward gains marshal based on guardian marshal 
	character_event = {
		id = AmzCul.282
		hide_window = yes
		
		mean_time_to_happen = {
			years = 6
			modifier = {
				factor = 0.9
				martial = 10 
			}
			modifier = {
				factor = 0.75
				martial = 15 
			}
			modifier = {	# smart kids learn good
				factor = 0.5
				any_ward = {
					age = 6
					health = 4
					martial < 10
					OR = {
						learning = 8
						is_smart_trigger = yes 
						is_dumb_trigger = no 
					}
				}
			}
			modifier = {	# testing
				factor = 0.1
				any_ward = {
					OR = {
						has_character_modifier = keep_me_very_young_amz_flag
						has_character_modifier = testing_guardians_amz_flag
					}
				}
			}
		}
		
		trigger = { 
			has_job_title = job_marshal 
			OR = {
				martial = 8
				trait = brilliant_strategist
			}			
			any_ward = {
				age = 6
				health = 4
				martial < 10
			}
			war = no 
		}
		
		immediate = {
			any_ward = {
				limit = {
					age = 6
					health = 4
					martial < 10
				}
				character_event = { id = AmzCul.283 }
			}
		}
	}
	
	character_event = {		# for ward, training with the troops
		id = AmzCul.283
		desc = EVTDESCAmzCul.283
		picture = GFX_evt_guardian
		border = GFX_event_normal_frame_diplomacy
		
		is_triggered_only = yes
		
		option = {	# it's like playing with sticks, but riskier 
			name = EVTOPTAAmzCul.283
			change_martial = 1
			hidden_tooltip = {
				guardian = {
					character_event = { id = AmzCul.2835 days = 3 }
				}
			}
		}
	}
	
	character_event = {		# for guardian, ward shaping up to be a half-decent soldier  
		id = AmzCul.2835
		desc = EVTDESCAmzCul.2835
		notification = yes 
		
		is_triggered_only = yes

	}

# ward gains intrigue based on guardian intrigue 
	character_event = {
		id = AmzCul.284
		hide_window = yes
		
		mean_time_to_happen = {
			years = 6
			modifier = {
				factor = 0.9
				intrigue = 10 
			}
			modifier = {
				factor = 0.75
				intrigue = 15 
			}
			modifier = {	# smart kids learn good
				factor = 0.5
				any_ward = {
					age = 6
					health = 4
					intrigue < 10
					OR = {
						learning = 8
						is_smart_trigger = yes 
						is_dumb_trigger = no 
					}
				}
			}
			modifier = {	# testing
				factor = 0.1
				any_ward = {
					OR = {
						has_character_modifier = keep_me_very_young_amz_flag
						has_character_modifier = testing_guardians_amz_flag
					}
				}
			}
		}
		
		trigger = { 
			has_job_title = job_spymaster  
			OR = {
				intrigue = 8
				trait = elusive_shadow
			}			
			any_ward = {
				age = 6
				health = 4
				intrigue < 10
			}
		}
		
		immediate = {
			any_ward = {
				limit = {
					age = 6
					health = 4
					intrigue < 10
				}
				character_event = { id = AmzCul.285 }
			}
		}
	}
	
	character_event = {		# for ward, listens to whispers around court
		id = AmzCul.285
		desc = EVTDESCAmzCul.285
		picture = GFX_evt_guardian
		border = GFX_event_normal_frame_intrigue
		
		is_triggered_only = yes
		
		option = {	# anything could be something 
			name = EVTOPTAAmzCul.285
			change_intrigue = 1
			hidden_tooltip = {
				guardian = {
					character_event = { id = AmzCul.2855 days = 3 }
				}
			}
		}
	}
	
	character_event = {		# for guardian, ward getting good at hearing while unseen  
		id = AmzCul.2855
		desc = EVTDESCAmzCul.2855
		notification = yes 
		
		is_triggered_only = yes

	}

# ward gains learning based on guardian learning 
	character_event = {
		id = AmzCul.286
		hide_window = yes
		
		mean_time_to_happen = {
			years = 6
			modifier = {
				factor = 0.9
				learning = 10 
			}
			modifier = {
				factor = 0.75
				learning = 15 
			}
			modifier = {	# smart kids learn good
				factor = 0.5
				any_ward = {
					age = 6
					health = 4
					learning < 10
					OR = {
					#	learning = 8
					#	is_smart_trigger = yes 
						is_dumb_trigger = no 
					}
				}
			}
			modifier = {	# testing
				factor = 0.1
				any_ward = {
					OR = {
						has_character_modifier = keep_me_very_young_amz_flag
						has_character_modifier = testing_guardians_amz_flag
					}
				}
			}
		}
		
		trigger = { 
			has_job_title = job_spiritual   
			OR = {
				learning = 8
				trait = mastermind_theologian
			}			
			any_ward = {
				age = 6
				health = 4
				learning < 10
			}
		}
		
		immediate = {
			any_ward = {
				limit = {
					age = 6
					health = 4
					learning < 10
				}
				character_event = { id = AmzCul.287 }
			}
		}
	}
	
	character_event = {		# for ward, observes the rites
		id = AmzCul.287
		desc = EVTDESCAmzCul.287
		picture = GFX_evt_guardian
		border = GFX_event_normal_frame_religion
		
		is_triggered_only = yes
		
		option = {	# always a solemn occasion 
			name = EVTOPTAAmzCul.287
			change_learning = 1
			hidden_tooltip = {
				guardian = {
					character_event = { id = AmzCul.2875 days = 3 }
				}
			}
		}
	}
	
	character_event = {		# for guardian, ward understands the faith better each day
		id = AmzCul.2875
		desc = EVTDESCAmzCul.2875
		notification = yes 
		
		is_triggered_only = yes

	}


