# establishing Ishtarian religion 
# OR flagging a non-Ishtarian Legendary Amazonian as Ishtar, leads religion to glory

namespace = AmzIshtar	

character_event = { # learn that I am worshipped, flagged as Ishtar 
	id = AmzIshtar.101
	desc = EVTDESCAmzIshtar.101
	picture = GFX_evt_eavesdropping
	border = GFX_event_normal_frame_religion

	mean_time_to_happen = {
		years = 500
		modifier = {			
			factor = 0.01		# five years
			has_character_flag = make_me_ishtar_flag
		}
		modifier = {			
			factor = 0.1		# fifty years
			has_game_rule = {
				name = ishtarian_freq_amz
				value = easy_isht_amz
			}
		}
		modifier = {			
			factor = 0.02		# ten years, for player rule
			has_game_rule = {
				name = ishtarian_freq_amz
				value = easy_isht_player_amz
			}
			ai = no
		}				
		modifier = {			
			factor = 0.1		# fifty years
			OR = {
				has_global_flag = giant_king_returns_flag
				has_global_flag = ishtar_reborn_flag
			}
		}
		modifier = {			
			factor = 0.5		# twentyfive years
			any_liege = {
				trait = giant_king
			}
		}
		modifier = {			# more likely in the vicinity of main holy sites
			factor = 0.8
			OR = {
				capital_scope = { region = world_middle_east }		# arabia, levant, sinai 
				capital_scope = { region = world_persia }			# persian empire
			}
		}
		modifier = {			# slightly likely in the vicinity of lesser holy sites
			factor = 0.9
			OR = {
				capital_scope = { region = world_europe_south }		# italia & west byzantine
				capital_scope = { region = world_asia_minor }		# east byzantine 
			}
		}
		modifier = {			
			factor = 2		# 1000 years
			ai = yes		# much less likely to occur on AI
		}
		modifier = {			
			factor = 0.75		# more likely for attractive women (you're literally a love goddess)
			OR = {
				is_attractive_trigger = yes
				trait = seductress
			}
		}
		modifier = {			
			factor = 0.75		# more likely if already Ishtarian/Anunnaki, for whatever reason 
			religion_group = ishtarian_group
		}
		modifier = {			
			factor = 0.9		# slightly more likely if descended from a god-king
			any_owned_bloodline = { has_bloodline_flag = bloodline_anunnaki }
		}
		modifier = {			
			factor = 0		# children of destiny won't get it
			has_character_flag = is_child_of_destiny
		}
	}
	
	trigger = {
		is_playable = yes
		trait = is_amazonian_immortal
		OR = {	
			is_attractive_trigger = yes		# goddess of love
			trait = brilliant_strategist	# and war
		}
		war = no
		has_dlc = "Holy Fury"
		OR = {
			has_game_rule = {	# anyone
				name = supernatural_events
				value = unrestricted
			}
			AND = {				# player only
				has_game_rule = {
					name = supernatural_events
					value = on
				}
				ai = no
			}
		}
		NOT = { has_global_flag = ishtar_discovered_flag }
		higher_tier_than = COUNT
		OR = {
			realm_size = 36
			higher_tier_than = DUKE
		}
		NOT = { is_inaccessible_or_incapable_trigger = yes }
		NOT = { has_character_flag = not_ishtar_flag }
		controls_religion = no
		holy_order = no
		is_republic = no
		NOT = {		# will not fire if
			any_character = {	# anyone
				NOT = { character = ROOT }	# who isn't me
				has_character_flag = make_me_ishtar_flag	# is flagged shotgun baggsies
			}
		}
		OR = {
			AND = {	# has player-only rule and is a player 
				has_game_rule = {
					name = ishtarian_freq_amz
					value = default_isht_player_amz
				}
				ai = no 
			}
			NOT = {	# doesn't have a player-only rule 
				has_game_rule = {
					name = ishtarian_freq_amz
					value = default_isht_player_amz
				}
			}
		}
		NOT = {
			has_game_rule = {
				name = ishtarian_freq_amz
				value = never_isht_amz
			}
		}
	}
	
	immediate = {
		sound_effect = secret_cults_conduct_ceremony
	}
	
	option = {	# cool
		name = EVTOPTAAmzIshtar.101
		ai_chance = {
			factor = 5
		}
		trigger = { NOT = { religion_group = ishtarian_group } }
	}
	
	option = {	# worrying
		name = EVTOPTBAmzIshtar.101
		ai_chance = {
			factor = 0
		}
		trigger = { NOT = { religion_group = ishtarian_group } }
	}
	
	option = {	# am I Ishtar?
		name = EVTOPTCAmzIshtar.101
		ai_chance = {
			factor = 0
		}
		trigger = { religion = ishtarian }
	}
	
	option = {	# heresy!
		name = EVTOPTDAmzIshtar.101
		ai_chance = {
			factor = 0
		}
		trigger = { religion = anunnaki }
	}
	
	after = {
		add_character_modifier = {		# marked as the Ishtar 
			name = the_ishtar_modifier	# -> 10% chance to convert provs to Ishtarian through major battle victory
			duration = -1				
			hidden = yes
		}
		set_global_flag = ishtar_discovered_flag	# event occurs once per ishtar
		set_global_flag = ishtar_reborn_flag	# quicker ishtar next time around 
	}
}

narrative_event = { # choose to convert to Ishtarian or not, to self-deify or resist
	id = AmzIshtar.102
	title = EVTTITLAmzIshtar.102
	desc = EVTDESCAmzIshtar.102
	picture = GFX_evt_heretic
	border = GFX_event_narrative_frame_religion

	mean_time_to_happen = {
		days = 3
	}
	
	trigger = {
		is_playable = yes
		war = no
		higher_tier_than = COUNT
		OR = {
			realm_size = 36
			higher_tier_than = DUKE
		}
		NOT = { is_inaccessible_or_incapable_trigger = yes }
		NOT = { religion = ishtarian }
		controls_religion = no
		holy_order = no
		is_republic = no
		has_character_modifier = the_ishtar_modifier				# designated ishtar
		has_global_flag = ishtar_discovered_flag
		NOT = { has_global_flag = ishtar_chosen_flag }
		any_realm_province = {
			religion = ishtarian
		}
	}
	
	immediate = {
		sound_effect = secret_cults_prepare_ground
	}
	
	option = {	# embrace the religion
		name = EVTOPTAAmzIshtar.102
		ai_chance = {
			factor = 5
		}
		religion = ishtarian 
		add_character_modifier = {		# marked as the Ishtar 
			name = embracing_ishtar_modifier	# -> 20% chance to convert random realm province to Ishtarian
			duration = -1				
			stacking = yes
		}
		if = {
			limit = { ai = yes }
			set_character_flag = ai_flag_refuse_conversion		# so won't unconvert from Ishtarian
		}
		hidden_tooltip = {
			any_player = {
				limit = {
					NOT = { character = ROOT }
					NOT = { trait = giant_king }
				}
				narrative_event = { id = AmzIshtar.1025 days = 30 }	# new heresy arisen
			}
			any_character = {
				limit = {
					trait = giant_king 
				}
				narrative_event = { id = AmzIshtar.1025 days = 30 }	# new heresy arisen
			}
		}
		any_realm_lord = {
			limit = {
				is_theocracy = yes
				NOT = { religion = ishtarian }
				liege = { character = ROOT } 
			}
			opinion = {
				modifier = opinion_dislike
				who = ROOT
				years = 2
			}
		}
	}
	
	option = {	# defy the heresy
		name = EVTOPTBAmzIshtar.102
		ai_chance = {
			factor = 0
		}
		add_character_modifier = {		# marked as the Ishtar 
			name = resisting_ishtar_modifier	# -> 5% chance to convert random realm province to Ishtarian
			duration = -1				
			stacking = yes
		}
	}
	
	after = {
		set_global_flag = ishtar_chosen_flag	# event occurs once, giant kings now more likely 
	}
}

narrative_event = { # alternative path to self-deify, early ishtarians or late converters 
	id = AmzIshtar.1021
	title = EVTTITLAmzIshtar.102
	desc = EVTDESCAmzIshtar.1021
	picture = GFX_evt_homage_hf
	border = GFX_event_narrative_frame_religion

	mean_time_to_happen = {
		days = 3
	}
	
	trigger = {
		is_playable = yes
		war = no
		higher_tier_than = COUNT
		OR = {
			realm_size = 36
			higher_tier_than = DUKE
		}
		NOT = { is_inaccessible_or_incapable_trigger = yes }
		controls_religion = no
		holy_order = no
		is_republic = no
		has_character_modifier = the_ishtar_modifier				# designated ishtar
		religion = ishtarian
		piety = 250
		has_global_flag = ishtar_discovered_flag
		NOT = { has_global_flag = ishtar_chosen_flag }
		religion_authority = 0.5		# religious authority is at 50%
	}
	
	immediate = {
		sound_effect = secret_cults_prepare_ground
	}
	
	option = {	# embrace the prophecy
		name = EVTOPTAAmzIshtar.102
		ai_chance = {
			factor = 5
		}
		if = {
			limit = { can_have_more_leadership_traits = yes }
			add_trait = holy_warrior
		}
		add_character_modifier = {		# marked as the Ishtar 
			name = embracing_ishtar_modifier	# -> 20% chance to convert random realm province to Ishtarian
			duration = -1				
			stacking = yes
		}
		if = {
			limit = { ai = yes }
			set_character_flag = ai_flag_refuse_conversion		# so won't unconvert from Ishtarian
		}
		hidden_tooltip = {
			any_player = {
				limit = {
					NOT = { character = ROOT }
					NOT = { trait = giant_king }
				}
				narrative_event = { id = AmzIshtar.1026 days = 30 }	# ishtar chosen
			}
			any_character = {
				limit = {
					trait = giant_king 
				}
				narrative_event = { id = AmzIshtar.1026 days = 30 }	# ishtar chosen
			}
		}
		any_realm_lord = {
			limit = {
				is_theocracy = yes
				NOT = { religion = ishtarian }
				liege = { character = ROOT } 
			}
			opinion = {
				modifier = opinion_dislike
				who = ROOT
				years = 2
			}
		}
	}
	
	after = {
		set_global_flag = ishtar_chosen_flag	# event occurs once, giant kings now more likely 
	}
}

narrative_event = { # player notified that an Ishtar has risen 
	title = EVTTITLAmzIshtar.102
	id = AmzIshtar.1025
	desc = EVTDESCAmzIshtar.1025
	picture = GFX_evt_scandal
	border = GFX_event_narrative_frame_religion

	is_triggered_only = yes
	
	immediate = {
		sound_effect = secret_cults_induct_ruler
	}
	
	option = {	# interesting
		name = EVTOPTAAmzIshtar.1025
		trigger = {
			OR = {
				religion = ishtarian
				trait = is_amazonian
				trait = is_amazonian_immortal
			}
			
		}
	}
	
	option = {	# a new religion? in this day and age?
		name = EVTOPTBAmzIshtar.1025
		trigger = {
			NOR = {
				religion = ishtarian
				trait = is_amazonian
				trait = is_amazonian_immortal
				religion = anunnaki
				trait = giant_lord
				trait = giant_king
			}
		}
	}
	
	option = {	# she will be marked for death
		name = EVTOPTCAmzIshtar.1025
		trigger = {
			OR = {
				religion = anunnaki
				trait = giant_lord
				trait = giant_king
			}
		}
		if = { 
			limit = {
				trait = giant_king
			}
			add_rival = FROM
		}
	}
}

narrative_event = { # player notified that ishtarians have found the second coming  
	title = EVTTITLAmzIshtar.102
	id = AmzIshtar.1026
	desc = EVTDESCAmzIshtar.1026
	picture = GFX_evt_scandal
	border = GFX_event_narrative_frame_religion

	is_triggered_only = yes
	
	immediate = {
		sound_effect = secret_cults_induct_ruler
	}
	
	option = {	# interesting
		name = EVTOPTAAmzIshtar.1025
		trigger = {
			OR = {
				religion = ishtarian
				trait = is_amazonian
				trait = is_amazonian_immortal
			}
		}
	}
	
	option = {	# a new religion? in this day and age?
		name = EVTOPTBAmzIshtar.1025
		trigger = {
			NOR = {
				religion = ishtarian
				trait = is_amazonian
				trait = is_amazonian_immortal
				religion = anunnaki
				trait = giant_lord
				trait = giant_king
			}
		}
	}
	
	option = {	# she will be marked for death
		name = EVTOPTCAmzIshtar.1025
		trigger = {
			OR = {
				religion = anunnaki
				trait = giant_lord
				trait = giant_king
			}
		}
		if = { 
			limit = {
				trait = giant_king
			}
			add_rival = FROM
		}
	}
}

narrative_event = { # choose to go full enatic, or stay enatic-cognatic
	id = AmzIshtar.103
	title = EVTTITLAmzIshtar.102
	desc = EVTDESCAmzIshtar.103
	picture = GFX_evt_group_hf
	border = GFX_event_narrative_frame_religion

	mean_time_to_happen = {
		months = 3
	}
	
	trigger = {
		is_playable = yes
		war = no
		higher_tier_than = COUNT
		realm_size = 36
		NOT = { is_inaccessible_or_incapable_trigger = yes }
		controls_religion = no
		holy_order = no
		is_republic = no
		has_character_modifier = the_ishtar_modifier			# designated Ishtar
		num_of_holy_sites = 1
		religion = ishtarian
		has_global_flag = ishtar_chosen_flag					# must occur after Ishtar has been notified
		NOT = { has_global_flag = ishtar_enatic_choice_flag }
		any_realm_province = {
			religion = ishtarian
		}
		religion_authority = 0.75		# religious authority is at 75%
	}
	
	option = {	# go full enatic 
		name = EVTOPTAAmzIshtar.103
		custom_tooltip = { text = heresy_full_enatic_tt }
		ai_chance = {
			factor = 5
		}
		add_character_modifier = {					# doubles it, because extra misandrist 
			name = embracing_ishtar_modifier		
			duration = -1				
			stacking = yes
		}
		hidden_tooltip = {
			any_player = {
				limit = {
					religion = ishtarian
					NOT = { character = ROOT }
				}
				narrative_event = { id = AmzIshtar.1035 days = 5 }	# succession laws changed
			}
			set_global_flag = ishtarian_full_enatic_flag
		}
	}
	
	option = {	# no change to succession 
		name = EVTOPTBAmzIshtar.103
		custom_tooltip = { text = heresy_enatic_cognatic_tt }		
		ai_chance = {
			factor = 0
		}
	}
	
	after = {
		set_global_flag = ishtar_enatic_choice_flag	# event occurs once
		sound_effect = pagan_reformation
		hidden_tooltip = {
			ishtarian = {
				set_ai_aggression = 1.0		# up from 0.8
			}
		}
	}
}

character_event = { # player notified that Ishtarian now fully enatic
	id = AmzIshtar.1035
	title = EVTTITLAmzIshtar.102
	desc = EVTDESCAmzIshtar.1035
	picture = GFX_evt_matriarchy_throne_room
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes
	
	immediate = {
		sound_effect = pagan_reformation
	}
	
	option = {	# the ishtar may do as she pleases
		name = EVTOPTAAmzIshtar.1035
		trigger = {
			is_female = yes
		}
	}
	option = {	# unfortunate
		name = EVTOPTBAmzIshtar.1035
		trigger = {
			is_female = no
		}
	}
}

narrative_event = { # gain invasion bloodline at 100% religious authority 
	id = AmzIshtar.104
	title = EVTTITLAmzIshtar.102
	desc = EVTDESCAmzIshtar.104
	picture = GFX_evt_comet
	border = GFX_event_narrative_frame_religion

	mean_time_to_happen = {
		months = 3
	}
	
	immediate = {
		sound_effect = bloodline_added
	}
	
	trigger = {
		is_playable = yes
		war = no
		higher_tier_than = COUNT
		realm_size = 36
		NOT = { is_inaccessible_or_incapable_trigger = yes }
		controls_religion = no
		holy_order = no
		is_republic = no
		has_character_modifier = the_ishtar_modifier				# designated ishtar
		num_of_holy_sites = 1
		religion = ishtarian
		has_global_flag = ishtar_enatic_choice_flag					# must occur after the succession choice 
		NOT = { has_global_flag = ishtar_bloodline_flag }
		any_realm_province = {
			religion = ishtarian
		}
		religion_authority = 1.0		# religious authority is at max
	}
	
	option = {	# gain bloodline
		name = EVTOPTAAmzIshtar.104
		custom_tooltip = {
			text = invasions_limited_lifetime_tt
		}
		if = {
			limit = {
				NOR = {
					this_has_average_nickname_trigger = yes
					this_has_cool_nickname_trigger = yes
					this_has_super_cool_nickname_trigger = yes
				}
			}
			give_nickname = nick_the_legendary_amazonian	# Ishtar
		}
		create_bloodline = {
			type = ishtar_reborn_bloodline
		}
	}
	
	after = {
		set_global_flag = ishtar_bloodline_flag		# event occurs once
	}
}

character_event = { # resisting modifier removed if later convert to ishtarian
	id = AmzIshtar.201
	desc = EVTDESCAmzIshtar.201
	hide_window = yes

	trigger = {
		religion = ishtarian
		has_character_modifier = resisting_ishtar_modifier
	}
	
	option = {	
		remove_character_modifier = resisting_ishtar_modifier
		add_character_modifier = {					# doubles it, because extra misandrist 
			name = embracing_ishtar_modifier		
			duration = -1				
			stacking = yes
		}
	}
}

character_event = { # the Ishtar wins a major battle, base 10% chance for province conversion, on_action
	id = AmzIshtar.202
	desc = EVTDESCAmzIshtar.202
	hide_window = yes
	
	is_triggered_only = yes

	trigger = {
		OR = {
			AND = {
				has_character_modifier = the_ishtar_modifier
				any_realm_province = {
					NOT = { religion = ishtarian }
				}
			}
			AND = {
				trait = giant_king
				religion = anunnaki
				any_realm_province = {
					NOT = { religion = anunnaki }
				}
			}
		}
	}
	
	option = {	
		trigger = { has_character_modifier = the_ishtar_modifier }
		random = {
			chance = 10
			mult_modifier = {
				factor = 2
				has_character_modifier = embracing_ishtar_modifier	# 20%
			}
			mult_modifier = {		# quicker the first time 
				factor = 5
				has_global_flag = ishtar_discovered_flag
				NOT = { has_global_flag = ishtar_chosen_flag }
			}
			mult_modifier = {
				factor = 2
				religion_authority = 0.8		# faster if high moral authority 
			}
			mult_modifier = {
				factor = 200	# certainty if defeating an Anunnaki in battle 
				FROM = { trait = giant_king }
			}
			mult_modifier = {
				factor = 0.5
				has_character_modifier = resisting_ishtar_modifier	# 5%
			}
			if = {		# prioritise demesne provinces over realm provinces if ishtarian 
				limit = {
					religion = ishtarian 
					any_demesne_province = {
						NOT = { religion = ishtarian }
					}
				}
				random_demesne_province = {
					limit = { NOT = { religion = ishtarian } }
					religion = ishtarian
					remove_province_modifier = religious_unrest
				}
			}
			else = {
				random_realm_province = {
					limit = { 
						NOT = { religion = ishtarian }
					}
					religion = ishtarian
					remove_province_modifier = religious_unrest
				}
			}
			any_player = {
				limit = { has_character_flag = listening_for_ishtar }
				sound_effect = pagan_warhorn
			}
		}
		random_realm_character = {
			limit = { 
				NOR = { 
					religion = ishtarian 
					trait = cynical
					trait = zealous
					has_character_flag = ai_flag_refuse_conversion
					ai = no 
					prisoner = yes 
				}
				is_adult = yes
			}
			religion = ishtarian
		}
	}
	option = {	
		trigger = { trait = giant_king }
		random = {
			chance = 10
			random_realm_province = {
				limit = { 
					NOT = { religion = anunnaki }
				}
				religion = anunnaki
			}
		}
	}
}

character_event = { # the Ishtar wins a major battle, base 5% chance for province conversion SPREAD, on_action
	id = AmzIshtar.203
	desc = EVTDESCAmzIshtar.203
	hide_window = yes
	
	is_triggered_only = yes

	trigger = {
		has_character_modifier = embracing_ishtar_modifier		# need to be embracing for spread
		any_realm_province = {
			NOT = { religion = ishtarian }
			any_neighbor_province = {
				religion = ishtarian 
			}
		}
	}
	
	option = {	
		random = {
			chance = 5
			mult_modifier = {
				factor = 10	# 50% chance if defeating an Anunnaki in battle 
				FROM = { trait = giant_king }
			}
			mult_modifier = {
				factor = 2
				religion_authority = 0.8		# faster if high moral authority 
			}
			random_realm_province = {
				limit = { 
					NOT = { religion = ishtarian }
					any_neighbor_province = {
						religion = ishtarian 
					}
				}
				religion = ishtarian
				remove_province_modifier = religious_unrest
			}
		}
	}
}


# the Ishtar loses major battle, 50% chance for Ishtarian province go heretic, on_action
# Giant King/Lord loses major battle, 100% chance for Anunnaki province go heretic or Ishtarian, on_action
character_event = { 
	id = AmzIshtar.204
	desc = EVTDESCAmzIshtar.204
	hide_window = yes
	
	is_triggered_only = yes

	trigger = {
		OR = {
			AND = {
				has_character_modifier = the_ishtar_modifier
				religion = ishtarian
			}
			OR = {
				trait = giant_king
				trait = giant_lord
			}
		}
	}
	
	option = {	
		trigger = { has_character_modifier = the_ishtar_modifier }
		random = {
			chance = 50
			random_realm_province = {
				limit = { 
					religion = ishtarian 
					NOT = { has_province_modifier = religious_unrest }
				}
				add_province_modifier = {
					name = religious_unrest
					duration = 730
				}
			}
		}
	}
	option = {	
		trigger = { 
			OR = {
				trait = giant_king
				trait = giant_lord
			}
		}
		random_realm_province = {
			limit = { 
				OR = { 
					has_province_modifier = religious_unrest 
					religion = anunnaki
				}
			}
			if = {			# if there is unrest, convert to Ishtarian if Ishtar chosen
				limit = { 
					has_province_modifier = religious_unrest 
					has_global_flag = ishtar_chosen_flag
				}
				religion = ishtarian
				remove_province_modifier = religious_unrest 
			}
			if = {			# otherwise add unrest 
				limit = { 
					NOT = { has_province_modifier = religious_unrest }
					NOT = { religion = ishtarian }
				}
				add_province_modifier = {
					name = religious_unrest
					duration = 730
				}
			}
		}
	}
}


character_event = { # ishtarians should negate the chance of giant lords appearing
	id = AmzIshtar.205
	desc = EVTDESCAmzIshtar.205
	hide_window = yes
	
	mean_time_to_happen = { months = 3 }

	trigger = {
		trait = giant_lord
		religion = ishtarian
		ai = yes
		NOR = { 		# can still occur if close to player 
			any_close_relative = { ai = no } 
			host = { ai = no }
		}
		age < 16
	}
	
	option = {	
		remove_trait = giant_lord
		remove_character_modifier = giant_lord_hidden_modifier
		clr_character_flag = demon_child_non_pagan
	}
}


# amazonian or ishtarian men lose their claims on titles, quicker under full ishtarian enatic, game rules 
# factions less likely to install male claimants to rule under enatic successions
character_event = { 	
	id = AmzIshtar.206
	desc = EVTDESCAmzIshtar.206
	hide_window = yes
	
	mean_time_to_happen = { 
		years = 10 
		modifier = {			
			factor = 0.1		# one year
			has_global_flag = ishtarian_full_enatic_flag
			religion = ishtarian 
		}
		modifier = {			
			factor = 0.1		# one year
			has_game_rule = { 
				name = succession_law_amz
				value = enatic_amz
			} 
		}
		modifier = {			
			factor = 0.5		# five years
			has_game_rule = { 
				name = succession_law_amz
				value = enatic_cognatic_amz
			} 
		}
		modifier = {			
			factor = 0.25		# two and half years 
			any_claim = {
				OR = { 
					has_law = enatic_cognatic_succession
					has_law = enatic_succession
				}
				holder_scope = {
					is_female = yes
					OR = {
					#	is_amazonian_culture_trigger = yes
						is_amazonian_traited_trigger = yes
						religion = ishtarian
					}
					same_realm = ROOT
				}
			} 
		}
		modifier = {			
			factor = 0.5		# five years if amz culture
			is_amazonian_culture_trigger = yes 
		}
		modifier = {			
			factor = 0.5		# halved again if liege is true amazonian, suppressed by the matriarchy
			liege = { is_amazonian_traited_trigger = yes }
		}
		modifier = {			
			factor = 0.5		# halved again for not young 
			age = 30
		}
		modifier = {			# certain traits make it shorter
			factor = 0.5		
			trait = dull
		}
		modifier = {			
			factor = 0.5		
			trait = weak
		}
		modifier = {			
			factor = 0.5		
			trait = charitable
		}
		modifier = {			
			factor = 0.5		
			trait = kind
		}
		modifier = {			
			factor = 0.5		
			trait = humble
		}
		modifier = {			
			factor = 0.5		
			trait = slothful
		}
		modifier = {			
			factor = 0.5		
			trait = content
		}
		modifier = {			
			factor = 0.5		
			trait = shy
		}
		modifier = {			# certain traits make it longer
			factor = 3		
			trait = stubborn
		}
		modifier = {			
			factor = 2		
			trait = strong
		}
		modifier = {			
			factor = 1.5	
			trait = shrewd
		}
		modifier = {			
			factor = 1.5		
			trait = greedy
		}
		modifier = {			
			factor = 1.5	
			trait = proud
		}
		modifier = {			
			factor = 1.5		
			trait = envious
		}
		modifier = {			
			factor = 1.5		
			trait = ambitious
		}
		modifier = {			
			factor = 10		# takes longer if closely related to the player
			OR = {
				any_player = { dynasty = ROOT }
				any_player = { is_close_relative = ROOT }
			}
		}
		modifier = {			
			factor = 5		# takes longer if young, good for marriages
			age < 30
		}
	}

	trigger = {
		OR = {
			AND = {			# men won't take power under female-oriented game rules
				OR = {
					has_game_rule = { 
						name = succession_law_amz
						value = enatic_amz
					} 
					has_game_rule = { 
						name = succession_law_amz
						value = enatic_cognatic_amz
					}
				}
				is_female = no
				is_ruler = no 
				ai = yes
				any_claim = {
					OR = { 
						has_law = enatic_cognatic_succession
						has_law = enatic_succession
					}
				}			
			}
			AND = {			# standard game, amazonian culture / ishtarian 
				OR = {
					religion = ishtarian
					is_amazonian_culture_trigger = yes
				}
				liege = {
					OR = {
						is_amazonian_culture_trigger = yes
						is_amazonian_traited_trigger = yes
						religion = ishtarian
					}
				}
				is_female = no
				is_ruler = no 
				ai = yes
				any_claim = {
					OR = { 
						has_law = enatic_cognatic_succession
						has_law = enatic_succession
					}
					holder_scope = {
						is_female = yes
						OR = {
							is_amazonian_culture_trigger = yes
							is_amazonian_traited_trigger = yes
							religion = ishtarian
						}
						war = no
						same_realm = ROOT
					}
				}
			}
		}
	}
	
	option = {	
		trigger = { 
			NOR = {
				has_game_rule = { 
					name = succession_law_amz
					value = enatic_amz
				} 
				has_game_rule = { 
					name = succession_law_amz
					value = enatic_cognatic_amz
				}
			}
		}
		any_claim = {
			limit = {
				OR = { 
					has_law = enatic_cognatic_succession
					has_law = enatic_succession
				}
				holder_scope = {
					OR = {
						is_amazonian_culture_trigger = yes
						is_amazonian_traited_trigger = yes
						religion = ishtarian
					}
					is_female = yes
					war = no 
					same_realm = ROOT
				}
			}
			remove_claim = ROOT					# goodbye patriarchy
		}
	}
	option = {	
		trigger = { 
			OR = {
				has_game_rule = { 
					name = succession_law_amz
					value = enatic_amz
				} 
				has_game_rule = { 
					name = succession_law_amz
					value = enatic_cognatic_amz
				}
			}
		}
		any_claim = {
			limit = {
				OR = { 
					has_law = enatic_cognatic_succession
					has_law = enatic_succession
				}
				holder_scope = {
					is_female = yes
					war = no 
				}
			}
			remove_claim = ROOT					# goodbye patriarchy
		}
	}
}

character_event = { 	# remove bastard from self
	id = AmzIshtar.207
	desc = EVTDESCAmzIshtar.207
	hide_window = yes
	
	mean_time_to_happen = { months = 6 }

	trigger = {
		religion = ishtarian
		is_landed = yes
		ai = yes
		trait = bastard
		prestige = 0
	}
	
	option = {	
		remove_trait = bastard
		add_trait = legit_bastard
	}
}

character_event = { 	# remove bastard from child at court
	id = AmzIshtar.208
	desc = EVTDESCAmzIshtar.208
	hide_window = yes
	
	mean_time_to_happen = { years = 1 }

	trigger = {
		religion = ishtarian
		is_landed = yes
		ai = yes
		OR = {
			any_courtier = {
				prisoner = no
				age < 16
				trait = bastard
				religion = ishtarian
				is_female = yes
			}
			any_child = {
				prisoner = no
				age < 16
				host = { character = ROOT }
				trait = bastard
				religion = ishtarian
				is_female = yes
			}
		}
		prestige = 0
	}
	
	option = {	
		any_courtier = {
			limit = {
				prisoner = no
				age < 16
				trait = bastard
				religion = ishtarian
				is_female = yes
			}
			prestige = 25
			remove_trait = bastard
			add_trait = legit_bastard
		}
		any_child = {
			limit = {
				prisoner = no
				age < 16
				host = { character = ROOT }
				trait = bastard
				religion = ishtarian
				is_female = yes
			}
			prestige = 25
			remove_trait = bastard
			add_trait = legit_bastard
		}
	}
}

character_event = { 	# establish rivalry between Legendary Amazonians and Anunnaki 
	id = AmzIshtar.209
	desc = EVTDESCAmzIshtar.209
	hide_window = yes
	
	mean_time_to_happen = { years = 50 }

	trigger = {
		ai = yes
		trait = is_amazonian_immortal
		num_of_rivals < 2		# can already have a cheeky rival, as a treat 
	}
	
	option = {	
		random_character = {
			limit = { 
				trait = giant_king 
				ai = yes 
				NOT = { same_realm = ROOT }	# won't target their liege 
			}
			add_rival = ROOT 
		}
	}
}


narrative_event = { # the Ha-Mazan scrolls are discovered in Babylon
	id = AmzIshtar.301
	title = EVTTITLAmzIshtar.102
	desc = EVTDESCAmzIshtar.301
	picture = GFX_evt_ritual_scroll
	border = GFX_event_narrative_frame_religion
	
	mean_time_to_happen = { 
		years = 5 
		modifier = {			
			factor = 0.5		
			c_baghdad = {
				religion_scope = { religion = ishtarian }
			}
		}
		modifier = {			
			factor = 3		
			c_baghdad = {
				OR = { 
					any_province_holding = { has_siege = yes }  
					has_province_modifier = heretic_stronghold
					has_province_modifier = thieves_guild 
					has_province_modifier = smugglers_ring  
					has_province_modifier = highway_robber_band
				}
			}
		}
		modifier = {			
			factor = 2		
			c_baghdad = {
				religion_scope = { NOT = { religion = ishtarian } }
			}
		}
	}

	trigger = {
		independent = yes 
		religion = ishtarian
		war = no 
		OR = {
			any_realm_character = { 
				has_landed_title = c_baghdad 
			}
			has_landed_title = c_baghdad 
		}
		NOT = { has_global_flag = ha_mazan_scrolls_discovered_flag }
	}
	
	option = {	
		name = EVTOPTAAmzIshtar.301
		add_artifact = ishtarian_scrolls
		ishtarian = { 
			set_allow_rivermovement = yes 
		}
		hidden_tooltip = {
			ishtarian = { add_intermarry = messalian }
			messalian = { add_intermarry = ishtarian }
		}
		hidden_tooltip = { set_global_flag = ha_mazan_scrolls_discovered_flag } 
	}
}

narrative_event = { # skull of nirgal discovered in byzantine tomb
	id = AmzIshtar.302
	title = EVTTITLAmzIshtar.102
	desc = EVTDESCAmzIshtar.302
	picture = GFX_evt_skulls_hf
	border = GFX_event_narrative_frame_religion
	
	mean_time_to_happen = { 
		years = 5 
		modifier = {			
			factor = 0.5		
			c_byzantion = {
				religion_scope = { religion = ishtarian }
			}
		}
		modifier = {			
			factor = 3		
			c_byzantion = {
				OR = { 
					any_province_holding = { has_siege = yes }  
					has_province_modifier = heretic_stronghold
					has_province_modifier = thieves_guild 
					has_province_modifier = smugglers_ring  
					has_province_modifier = highway_robber_band
				}
			}
		}
		modifier = {			
			factor = 2		
			c_byzantion = {
				religion_scope = { NOT = { religion = ishtarian } }
			}
		}
	}

	trigger = {
		independent = yes 
		religion = ishtarian
		war = no 
		OR = {
			any_realm_character = { 
				has_landed_title = c_byzantion 
			}
			has_landed_title = c_byzantion 
		}
		NOT = { has_global_flag = nirgal_skull_discovered_flag }
	}
	
	option = {	
		name = EVTOPTAAmzIshtar.302
		add_artifact = ishtarian_skull
		ishtarian = {
			set_raised_vassal_opinion_loss = no
		}
		hidden_tooltip = {
			ishtarian = { 
				add_intermarry = hellenic_pagan
				add_intermarry = hellenic_pagan_reformed
			}
			hellenic_pagan = { add_intermarry = ishtarian }
			hellenic_pagan_reformed = { add_intermarry = ishtarian }
		}
		hidden_tooltip = { set_global_flag = nirgal_skull_discovered_flag } 
	}
}

narrative_event = { # arrowhead discovered off the coast of jaffa
	id = AmzIshtar.303
	title = EVTTITLAmzIshtar.102
	desc = EVTDESCAmzIshtar.303
	picture = GFX_evt_ship_voyage_hf
	border = GFX_event_narrative_frame_religion
	
	mean_time_to_happen = { 
		years = 5 
		modifier = {			
			factor = 0.5		
			c_jaffa = {
				religion_scope = { religion = ishtarian }
			}
		}
		modifier = {			
			factor = 3		
			c_jaffa = {
				OR = { 
					any_province_holding = { has_siege = yes }  
					has_province_modifier = heretic_stronghold
					has_province_modifier = thieves_guild 
					has_province_modifier = smugglers_ring  
					has_province_modifier = highway_robber_band
				}
			}
		}
		modifier = {			
			factor = 2		
			c_jaffa = {
				religion_scope = { NOT = { religion = ishtarian } }
			}
		}
	}

	trigger = {
		independent = yes 
		religion = ishtarian
		war = no 
		OR = {
			any_realm_character = { 
				has_landed_title = c_jaffa 
			}
			has_landed_title = c_jaffa 
		}
		NOT = { has_global_flag = ishkur_arrow_discovered_flag }
	}
	
	option = {	
		name = EVTOPTAAmzIshtar.303
		add_artifact = ishtarian_arrow
		ishtarian = { 
			set_women_can_take_consorts = yes
			set_max_consorts = 3
		}
		hidden_tooltip = {
			ishtarian = { 
				add_intermarry = cathar 
				set_convert_same_group = 2
				set_convert_other_groups = 2
			}
			cathar = { add_intermarry = ishtarian }
		}
		hidden_tooltip = { set_global_flag = ishkur_arrow_discovered_flag } 
	}
}

narrative_event = { # poisoned chalice found beneath the landing stone at the Pantheon
	id = AmzIshtar.304
	title = EVTTITLAmzIshtar.102
	desc = EVTDESCAmzIshtar.304
	picture = GFX_evt_hellenic_temple
	border = GFX_event_narrative_frame_religion
	
	mean_time_to_happen = { 
		years = 5 
		modifier = {			
			factor = 0.5		
			c_roma = {
				religion_scope = { religion = ishtarian }
			}
		}
		modifier = {			
			factor = 3		
			c_roma = {
				OR = { 
					any_province_holding = { has_siege = yes }  
					has_province_modifier = heretic_stronghold
					has_province_modifier = thieves_guild 
					has_province_modifier = smugglers_ring  
					has_province_modifier = highway_robber_band
				}
			}
		}
		modifier = {			
			factor = 2		
			c_roma = {
				religion_scope = { NOT = { religion = ishtarian } }
			}
		}
	}

	trigger = {
		independent = yes 
		religion = ishtarian
		war = no 
		OR = {
			any_realm_character = { 
				has_landed_title = c_roma 
			}
			has_landed_title = c_roma 
		}
		NOT = { has_global_flag = poisoned_chalice_discovered_flag }
	}
	
	option = {	
		name = EVTOPTAAmzIshtar.304
		add_artifact = ishtarian_goblet
		ishtarian = {
			set_defensive_attrition = yes
		}
		hidden_tooltip = {
			ishtarian = { add_intermarry = bogomilist }
			bogomilist = { add_intermarry = ishtarian }
		}
		hidden_tooltip = { set_global_flag = poisoned_chalice_discovered_flag } 
	}
}

narrative_event = { # ishkur's razor found by a farmer in a field 
	id = AmzIshtar.305
	title = EVTTITLAmzIshtar.102
	desc = EVTDESCAmzIshtar.305
	picture = "GFX_evt_garden"
	border = GFX_event_narrative_frame_religion
	
	mean_time_to_happen = { 
		years = 5 
		modifier = {			
			factor = 0.5		
			c_hormuz = {
				religion_scope = { religion = ishtarian }
			}
		}
		modifier = {			
			factor = 3		
			c_hormuz = {
				OR = { 
					any_province_holding = { has_siege = yes }  
					has_province_modifier = heretic_stronghold
					has_province_modifier = thieves_guild 
					has_province_modifier = smugglers_ring  
					has_province_modifier = highway_robber_band
				}
			}
		}
		modifier = {			
			factor = 2		
			c_hormuz = {
				religion_scope = { NOT = { religion = ishtarian } }
			}
		}
	}

	trigger = {
		independent = yes 
		religion = ishtarian
		war = no 
		OR = {
			any_realm_character = { 
				has_landed_title = c_hormuz 
			}
			has_landed_title = c_hormuz 
		}
		NOT = { has_global_flag = ishkur_razor_discovered_flag }
	}
	
	option = {	
		name = EVTOPTAAmzIshtar.305
		add_artifact = ishtarian_dagger
		ishtarian = {
			set_seafaring = yes
		}
		hidden_tooltip = {
			ishtarian = { 
				add_intermarry = mazdaki 
				add_intermarry = buddhist
			}
			mazdaki = { 
				add_intermarry = ishtarian 
			}
			buddhist = { 
				add_intermarry = ishtarian 
			}
		}
		hidden_tooltip = { set_global_flag = ishkur_razor_discovered_flag } 
	}
}

narrative_event = { # anunnaki gain a holy site, invasion ability expands 
	id = AmzIshtar.306
	hide_window = yes 
	
	mean_time_to_happen = { 
		years = 3 
	}

	trigger = {
		independent = yes 
		trait = giant_king			# personally anunnaki 
		religion = anunnaki
		war = no 
		OR = {
			any_realm_character = { 
				OR = {
					has_landed_title = c_baghdad 
					has_landed_title = c_esfahan 
					has_landed_title = c_gizeh 
					has_landed_title = c_ascalon 
					has_landed_title = c_thessalonike
				}
			}
			has_landed_title = c_baghdad 
			has_landed_title = c_esfahan 
			has_landed_title = c_gizeh 
			has_landed_title = c_ascalon 
			has_landed_title = c_thessalonike
		}
		NOT = { has_global_flag = anunnaki_prepared_invasion_flag }
		NOT = {
			has_game_rule = {
				name = ishtarian_freq_amz
				value = never_isht_amz
			}
		}
	}
	
	option = {	
		name = EVTOPTAAmzIshtar.306
		any_player = { narrative_event = { id = AmzIshtar.307 } }
		enable_prepared_invasion = anunnaki
		hidden_tooltip = { 		# anunnaki invasions become the threat rather than the anunnaki themselves 
			set_global_flag = anunnaki_prepared_invasion_flag 
		} 
		anunnaki = {
			add_intermarry = norse_pagan	# jotnar, unreformed
			add_intermarry = pagan 			# generic
		}
		norse_pagan = {
			add_intermarry = anunnaki
		}
		pagan = {
			add_intermarry = anunnaki
		}
	}
}

narrative_event = { # anunnaki gained a holy site, world told of the threat
	id = AmzIshtar.307
	title = EVTTITLAmzIshtar.307
	desc = EVTDESCAmzIshtar.307
	picture = "GFX_evt_battle_mesoamerican"
	border = GFX_event_narrative_frame_war
	
	is_triggered_only = yes
	
	option = {		# uh oh
		name = EVTOPTAAmzIshtar.306
		trigger = { NOT = { religion = anunnaki } }
	}
	option = {		# may the world tremble 
		name = EVTOPTBAmzIshtar.306
		trigger = { religion = anunnaki }
	}
}

character_event = { 	# anunnaki leader gains martial education, major battle victory on_action 
	id = AmzIshtar.308
	desc = EVTDESCAmzIshtar.308
	hide_window = yes
	
	is_triggered_only = yes 

	trigger = {
		religion = anunnaki 
		is_landed = yes
		num_of_holy_sites = 1
		NOT = { trait = brilliant_strategist }
	}
	
	option = {	
		random = {
			chance = 10
			mult_modifier = {
				factor = 1.2
				num_of_holy_sites = 2
			}
			mult_modifier = {
				factor = 1.2
				num_of_holy_sites = 3
			}
			mult_modifier = {
				factor = 1.2
				num_of_holy_sites = 4
			}
			mult_modifier = {
				factor = 1.2
				num_of_holy_sites = 5	# 20% chance 
			}
			mult_modifier = {
				factor = 0.2
				trait = cynical 
			}
			character_event = { id = AmzIshtar.309 }	# improves martial education
		}
	}
}

character_event = { 	# anunnaki leader gains martial education, major battle victory on_action 
	id = AmzIshtar.309
	desc = EVTDESCAmzIshtar.309
	picture = GFX_evt_battle_mesoamerican
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes 
	
	option = {	# praise be to rando 
		name = EVTOPTAAmzIshtar.309
		trigger = { 
			NOT = { trait = giant_king }
			NOT = { top_liege = { trait = giant_king } }
		}
	}
	option = {	# i'm great 
		name = EVTOPTBAmzIshtar.309
		trigger = { 
			trait = giant_king 
		}
	}
	option = {	# praise be to liege 
		name = EVTOPTCAmzIshtar.309
		trigger = { 
			independent = no 
			NOT = { trait = giant_king }
			top_liege = { trait = giant_king } 
		}
	}
	
	after = {
		if = {
			limit = { trait = skilled_tactician }
			add_trait = brilliant_strategist		# opens path to become ishtar 
			remove_trait = skilled_tactician
		}
		if = {
			limit = { trait = tough_soldier }
			add_trait = skilled_tactician
			remove_trait = tough_soldier
		}
		if = {
			limit = { trait = misguided_warrior }
			add_trait = tough_soldier
			remove_trait = misguided_warrior
		}
		if = {
			limit = { 
				NOR = { 
					trait = misguided_warrior
					trait = tough_soldier
					trait = skilled_tactician
					trait = brilliant_strategist
				}
			}
			add_trait = misguided_warrior
			change_learning = 1 
		}
	}
}

character_event = { 	# targetted decision, non-ishtarian Ishtar can convert
	id = AmzIshtar.500
	desc = EVTDESCAmzIshtar.500
	picture = GFX_evt_comet
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	option = {	# it's time to embrace my destiny
		name = EVTOPTAAmzIshtar.500
		religion = ishtarian
		if = {
			limit = { has_character_modifier = resisting_ishtar_modifier }
			remove_character_modifier = resisting_ishtar_modifier
		}
		add_character_modifier = {		
			name = embracing_ishtar_modifier	
			duration = -1				
			stacking = yes
		}
		if = {
			limit = { ai = yes }
			set_character_flag = ai_flag_refuse_conversion		# so won't unconvert from Ishtarian
		}
		hidden_tooltip = {
			any_player = {
				limit = {
					NOT = { character = ROOT }
					NOT = { trait = giant_king }
				}
				narrative_event = { id = AmzIshtar.1025 days = 30 }	# new heresy arisen
			}
			any_character = {
				limit = {
					trait = giant_king 
				}
				narrative_event = { id = AmzIshtar.1025 days = 30 }	# new heresy arisen
			}
			clr_character_flag = ishtar_converting_ishtarian_flag
		}
		any_realm_lord = {
			limit = {
				is_theocracy = yes
				NOT = { religion = ishtarian }
				any_liege = { character = ROOT } 
			}
			opinion = {
				modifier = opinion_dislike
				who = ROOT
				years = 2
			}
		}
	}
	
	option = {	# I'll never abandon my true faith
		name = EVTOPTBAmzIshtar.500
		trigger = { ai = no }
		clr_character_flag = ishtar_converting_ishtarian_flag
	}
}

character_event = { 	# the Ishtar dies, sends message to player, on_death
	id = AmzIshtar.900
	desc = EVTDESCAmzIshtar.900
	hide_window = yes
	
	is_triggered_only = yes

	trigger = {
		has_character_modifier = the_ishtar_modifier
	}
	
	option = {	
		trigger = {		# ishtar was significant
			has_global_flag = ishtar_chosen_flag	# second stage, world already notified 
			religion = ishtarian
		}
		any_player = {
			narrative_event = { id = AmzIshtar.901 days = 5 }	# the ishtar has died
		}
	}
	option = {	
		trigger = {		# ishtar was insignificant
			NAND = {
				has_global_flag = ishtar_chosen_flag	# second stage, world already notified 
				religion = ishtarian
			}
		}
		# nothing happens
	}
	
	after = {
		clr_global_flag = ishtar_discovered_flag	# allows another ishtar to appear
		clr_global_flag = ishtar_chosen_flag		# gives new ishtar chance to convert 
		# new ishtar will not get to decide succession if already decided
		# new ishtar will not get the conqueror's bloodline if already achieved by another 
	}
}

narrative_event = { # ishtar has died, relayed from on_death
	id = AmzIshtar.901
	title = EVTTITLAmzIshtar.102
	desc = EVTDESCAmzIshtar.901
	picture = GFX_evt_comet
	border = GFX_event_narrative_frame_religion
	portrait = FROM		# ishtar
	
	is_triggered_only = yes
	
	option = {	# may she rest in peace
		name = EVTOPTAAmzIshtar.901
		trigger = { 
			religion = ishtarian
		}
	}
	option = {	# so much for immortal 
		name = EVTOPTBAmzIshtar.901
		trigger = { 
			NOT = { religion_group = ishtarian_group }
		}
	}
	option = {	# a day to celebrate
		name = EVTOPTCAmzIshtar.901
		trigger = { 
			religion = anunnaki
		}
	}
}


