#Amazonian memes

character_event = { # steppe sis
	id = AmzCul.6901
	desc = EVTDESCAmzCul.6901
	picture = GFX_evt_eavesdropping
	border = GFX_event_normal_frame_intrigue
	
	hide_from = yes
	
	mean_time_to_happen = {
		years = 300
	}
	
	trigger = {
		is_alive = yes
		is_female = yes
		is_adult = yes
		ai = no
		culture = scythian_amz
		trait = lustful
		NOT = { is_inaccessible_trigger = yes }
	}
	
	option = {	# oh my
		name = EVTOPTAAmzCul.6901
	}
}

character_event = { # apply woad 
	id = AmzCul.6902
	desc = EVTDESCAmzCul.6902
	
	hide_window = yes
	
	mean_time_to_happen = {
		days = 3
	}
	
	trigger = {
		is_alive = yes
		is_adult = yes
		OR = {
			culture = pritani_amz	# males and females 
			AND = {
				OR = {		# female only modifiers 
					has_character_modifier = amazonian_skirmish_modifier
					has_character_modifier = amazonian_pursue_modifier
					has_character_modifier = amazonian_melee_modifier
					has_character_modifier = amazonian_centre_modifier 
				}
				OR = {
					trait = robust
					trait = cruel
					trait = wroth
					trait = ambitious
					trait = brave
					trait = zealous
					trait = berserker
					trait = pagan_branch_3
					has_crusade_trait_trigger = yes
				}
			}
		}
		war = yes
		in_command = yes
		NOR = {
			trait = african_tattoo_1
			trait = african_tattoo_2
			trait = african_tattoo_3
			trait = african_tattoo_4
			trait = african_tattoo_5
			trait = african_tattoo_6
			trait = african_tattoo_7
			trait = african_tattoo_8
			trait = african_tattoo_9
			trait = african_tattoo_10
			trait = african_tattoo_11
			trait = african_tattoo_12
			trait = norse_tattoo_1
			trait = norse_tattoo_2
			trait = norse_tattoo_3
			trait = norse_tattoo_4
			trait = norse_tattoo_5
			trait = norse_tattoo_6
			trait = norse_tattoo_7
			trait = norse_tattoo_8
			trait = slavic_tattoo_1
			trait = slavic_tattoo_2
			trait = slavic_tattoo_3
			trait = slavic_tattoo_4
			trait = slavic_tattoo_5
			trait = slavic_tattoo_6
			trait = slavic_tattoo_7
			trait = slavic_tattoo_8
		}	
	}
	
	option = {	
		name = EVTOPTAAmzCul.6902
		if = {
			limit = { has_character_modifier = amazonian_skirmish_modifier }
			add_trait = norse_tattoo_1
		}
		if = {
			limit = { has_character_modifier = amazonian_pursue_modifier }
			add_trait = norse_tattoo_2
		}
		if = {
			limit = { has_character_modifier = amazonian_melee_modifier }
			add_trait = norse_tattoo_5
		}
		if = {
			limit = { has_character_modifier = amazonian_centre_modifier }
			add_trait = norse_tattoo_6
		}
		if = {
			limit = { 
				NOR = { 
					has_character_modifier = amazonian_skirmish_modifier
					has_character_modifier = amazonian_pursue_modifier
					has_character_modifier = amazonian_melee_modifier
					has_character_modifier = amazonian_centre_modifier 
				}
			}
			random_list = {
				25 = { add_trait = norse_tattoo_1 }
				25 = { add_trait = norse_tattoo_2 }
				25 = { add_trait = norse_tattoo_5 }
				25 = { add_trait = norse_tattoo_6 }
			}
		}
		add_character_modifier = {
			name = amazonian_warpaint_modifier   
			duration = -1
		}
	}
}

character_event = { # remove woad 
	id = AmzCul.6903
	desc = EVTDESCAmzCul.6903
	
	hide_window = yes
	
	mean_time_to_happen = {
		days = 15
	}
	
	trigger = {
		OR = { 
			culture = pritani_amz
			has_character_modifier = amazonian_warpaint_modifier
		}
		OR = {
			war = no
			in_command = no
		}
		OR = {
			trait = norse_tattoo_1
			trait = norse_tattoo_2
			trait = norse_tattoo_5
			trait = norse_tattoo_6
		}	
	}
	
	option = {	
		name = EVTOPTAAmzCul.6903
		remove_trait = norse_tattoo_1 
		remove_trait = norse_tattoo_2
		remove_trait = norse_tattoo_5 
		remove_trait = norse_tattoo_6 
		remove_character_modifier = amazonian_warpaint_modifier
	}
}

character_event = { # gain concealed dagger
	id = AmzCul.6904
	desc = EVTDESCAmzCul.6904
	picture = GFX_evt_slit_throat_hf
	border = GFX_event_normal_frame_intrigue

	mean_time_to_happen = {
		years = 20
		modifier = {			
			factor = 0.1		
			AND = { 
				trait = in_hiding
				trait = paranoid
			}
		}
	}
	
	trigger = {
		is_alive = yes
		is_female = yes
		age = 8
		wealth = 10
		NOT = { useless_character_trigger = yes }
		NOT = { trait = trusting }
		OR = {
			trait = in_hiding
			trait = paranoid
		}
		NOT = { any_artifact = { has_artifact_flag = dagger } }
	}
	
	option = {	# can never be too safe
		name = EVTOPTAAmzCul.6904
		ai_chance = { factor = 10 }
		trigger = {
			OR = {
				trait = in_hiding
				trait = paranoid
			}
		}
		wealth = -25
		add_artifact = concealed_dagger
	}
	option = {	# i'll be fine
		name = EVTOPTBAmzCul.6904
		ai_chance = { factor = 1 }
	}
}

character_event = { # Amazons lose negative genetic traits, re-rolls for positive traits, on_birth action
	id = AmzCul.6905
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		OR = {
			mother_even_if_dead = {
				OR = {
					trait = is_amazonian
					trait = is_amazonian_immortal
				}
			}
			mother_even_if_dead = {
				mother_even_if_dead = {
					OR = {
						trait = is_amazonian
						trait = is_amazonian_immortal
					}
				}
			}
		}
		is_female = yes
	}
	
	option = {	# removes negative trait
		name = EVTOPTAAmzCul.6905
		if = {
			limit = { 
				OR = {
					true_father_even_if_dead = {
						NOR = {
							trait = imbecile
							trait = slow
						}
					}
					mother_even_if_dead = {
						NOR = {
							trait = imbecile
							trait = slow
						}
					}
				}
			}
			remove_trait = imbecile
			remove_trait = slow
		}
		if = {
			limit = { 
				OR = {
					true_father_even_if_dead = {
						NOT = { trait = ugly }
					}
					mother_even_if_dead = {
						NOT = { trait = ugly }
					}
				}
			}
			remove_trait = ugly
		}
		if = {
			limit = { 
				OR = {
					true_father_even_if_dead = {
						NOT = { trait = clubfooted }
					}
					mother_even_if_dead = {
						NOT = { trait = clubfooted }
					}
				}
			}
			remove_trait = clubfooted
		}
		if = {
			limit = { 
				OR = {
					true_father_even_if_dead = {
						NOT = { trait = harelip }
					}
					mother_even_if_dead = {
						NOT = { trait = harelip }
					}
				}
			}
			remove_trait = harelip
		}
		if = {
			limit = { 
				OR = {
					true_father_even_if_dead = {
						NOT = { trait = hunchback }
					}
					mother_even_if_dead = {
						NOT = { trait = hunchback }
					}
				}
			}
			remove_trait = hunchback
		}
		if = {
			limit = { 
				OR = {
					true_father_even_if_dead = {
						NOT = { trait = lisp }
					}
					mother_even_if_dead = {
						NOT = { trait = lisp }
					}
				}
			}
			remove_trait = lisp
		}
		if = {
			limit = { 
				OR = {
					true_father_even_if_dead = {
						NOT = { trait = stutter }
					}
					mother_even_if_dead = {
						NOT = { trait = stutter }
					}
				}
			}
			remove_trait = stutter
		}
		if = {
			limit = { 
				OR = {
					true_father_even_if_dead = {
						NOT = { trait = weak }
					}
					mother_even_if_dead = {
						NOT = { trait = weak }
					}
				}
			}
			remove_trait = weak
		}
		if = {
			limit = { 
				OR = {
					true_father_even_if_dead = {
						NOT = { trait = hunchback }
					}
					mother_even_if_dead = {
						NOT = { trait = hunchback }
					}
				}
			}
			remove_trait = hunchback
		}
		if = {
			limit = { 
				OR = {
					true_father_even_if_dead = {
						NOT = { trait = inbred }
					}
					mother_even_if_dead = {
						NOT = { trait = inbred }
					}
				}
			}
			remove_trait = inbred
		}
		if = {									# positive trait more likely to be inherited
			limit = { 
				OR = {
					true_father_even_if_dead = {
						trait = fair
					}
					mother_even_if_dead = {
						trait = fair 
					}
					mother_even_if_dead = {
						mother_even_if_dead = {
							trait = fair 
						}
					}
				}
			}
			random = {
				chance = 15
				add_trait = fair
			}
		}
		if = {	
			limit = { 
				OR = {
					true_father_even_if_dead = {
						trait = quick
					}
					mother_even_if_dead = {
						trait = quick 
					}
					mother_even_if_dead = {
						mother_even_if_dead = {
							trait = quick 
						}
					}
				}
				NOT = { trait = genius }	# so it won't replace natural genius
			}
			random = {
				chance = 15
				add_trait = quick
			}
		}
		if = {	
			limit = { 
				OR = {
					true_father_even_if_dead = {
						trait = genius
					}
					mother_even_if_dead = {
						trait = genius 
					}
					mother_even_if_dead = {
						mother_even_if_dead = {
							trait = genius 
						}
					}
				}
			}
			random = {			# can replace quick because it is calculated after 
				chance = 15
				add_trait = genius
			}
		}
		if = {	
			limit = { 
				OR = {
					true_father_even_if_dead = {
						trait = strong
					}
					mother_even_if_dead = {
						trait = strong 
					}
					mother_even_if_dead = {
						mother_even_if_dead = {
							trait = strong 
						}
					}
				}
			}
			random = {
				chance = 15
				add_trait = strong
			}
		}
	}
}

character_event = { # Amazonian cultures don't spawn neg genetic trait women
	id = AmzCul.6906
	hide_window = yes
	
	is_triggered_only = yes			# on_action, employer change
	
	trigger = {
		OR = {
			is_amazonian_culture_trigger = yes
		}
		is_female = yes
		FROM = { character = no }	# will only affect newly created characters. FROM is previous employer, which doesn't exist.
		age > 1						# won't affect newborns.
	}
	
	option = {	# removes negative trait
		name = EVTOPTAAmzCul.6906
		remove_trait = imbecile
		remove_trait = slow
		remove_trait = ugly
		remove_trait = clubfooted
		remove_trait = harelip
		remove_trait = hunchback
		remove_trait = lisp
		remove_trait = inbred
		remove_trait = stutter
		remove_trait = weak
		remove_trait = hunchback
	}
}

character_event = { # find the olisbos box. olisbox, if you will 
	id = AmzCul.6907
	desc = EVTDESCAmzCul.6907
	picture = GFX_evt_gift
	border = GFX_event_normal_frame_intrigue
	
	mean_time_to_happen = {
		years = 300
		modifier = {			
			factor = 0.9		
			trait = hedonist
		}
		modifier = {			
			factor = 0.9		
			trait = celibate	# opposite of the other two
		}
		modifier = {			
			factor = 0.9		
			trait = seductress
		}
		modifier = {			
			factor = 2		
			ai = yes
		}
		modifier = {			
			factor = 0.5		
			is_landed = no
		}
	}
	
	trigger = {
		is_female = yes
		is_adult = yes
		trait = lustful
		age < 50
		NOT = { is_inaccessible_trigger = yes }	
		in_battle = no 
		NOR = {
			has_artifact = olisbos_medium
			has_artifact = olisbos_large
		}
	}
	
	option = {	# what's in the box?
		name = EVTOPTAAmzCul.6907
		ai_chance = { factor = 10 }
		character_event = { id = AmzCul.6908 }
	}
}

character_event = { # get one or the other olisbos, or leave it alone 
	id = AmzCul.6908
	desc = EVTDESCAmzCul.6908
	picture = GFX_evt_gift
	border = GFX_event_normal_frame_intrigue
	
	is_triggered_only = yes
	
	option = {	# take the olisbos
		name = EVTOPTAAmzCul.6908
		ai_chance = { factor = 10 }
		trigger = {
			NOR = {
				trait = hedonist
				trait = seductress
			}
		}
		add_artifact = olisbos_medium
	}
	option = {	# take the large olisbos
		name = EVTOPTBAmzCul.6908
		ai_chance = { factor = 10 }
		trigger = {
			OR = {
				trait = hedonist
				trait = seductress
			}
		}
		add_artifact = olisbos_large
	}
	option = {	# leave it alone
		name = EVTOPTCAmzCul.6908
		ai_chance = { factor = 1 }
	}
}

character_event = { # find a quiet moment, relieve stress
	id = AmzCul.6909
	desc = EVTDESCAmzCul.6909
	picture = GFX_evt_sleeping_town_hf
	border = GFX_event_normal_frame_intrigue
	
	mean_time_to_happen = {
		months = 6
		modifier = {			
			factor = 0.9		
			trait = hedonist
		}
		modifier = {			
			factor = 0.9		
			trait = celibate	
		}
		modifier = {			
			factor = 0.9		
			trait = seductress
		}
		modifier = {			
			factor = 0.9		
			trait = lustful
		}
		modifier = {			
			factor = 6		
			has_character_flag = recent_olisbos_flag
		}
	}
	
	trigger = {
		is_adult = yes
		OR = {
			is_female = yes 
			AND = {
				is_female = no
				trait = homosexual
			}
		}
		trait = stressed
		NOT = { is_inaccessible_trigger = yes }	
		in_battle = no
		OR = {
			has_artifact = olisbos_medium
			has_artifact = olisbos_large
		}
	}
	
	option = {	# relieve stress
		name = EVTOPTAAmzCul.6909
		ai_chance = { factor = 10 }
		remove_trait = stressed 
		clr_character_flag = recent_olisbos_flag
	}
	option = {	# I mustn't 
		name = EVTOPTBAmzCul.6909
		ai_chance = { factor = 1 }
		set_character_flag = recent_olisbos_flag
	}
}

character_event = { # lesbian lover helps to relieve stress
	id = AmzCul.6910
	desc = EVTDESCAmzCul.6910
	picture = GFX_evt_lovers
	border = GFX_event_normal_frame_intrigue
	
	mean_time_to_happen = {
		months = 6
		modifier = {			
			factor = 0.9		
			trait = hedonist
		}
		modifier = {			
			factor = 0.9		
			trait = celibate	
		}
		modifier = {			
			factor = 0.9		
			trait = seductress
		}
		modifier = {			
			factor = 0.9		
			trait = lustful
		}
	}
	
	immediate = {
		any_lover = {
			limit = {
				is_female = yes 
				trait = homosexual
				has_artifact = olisbos_large
			}
			save_event_target_as = olisbos_lover_target
		}
	}
	
	trigger = {
		is_adult = yes
		is_female = yes 
		trait = homosexual
		trait = stressed
		NOT = { is_inaccessible_trigger = yes }	
		in_battle = no
		any_lover = {
			limit = {
				is_female = yes 
				trait = homosexual
				has_artifact = olisbos_large
			}
		}
		OR = {
			had_character_flag = { flag = recent_olisbos_flag years = 1 }
			NOT = { has_character_flag = recent_olisbos_flag }
		}
	}
	
	option = {	# relieve stress
		name = EVTOPTAAmzCul.6910
		ai_chance = { factor = 10 }
		remove_trait = stressed 
		scaled_piety = -0.3
	}
	option = {	# we mustn't 
		name = EVTOPTBAmzCul.6910
		ai_chance = { factor = 10 }
		scaled_piety = 0.15
		set_character_flag = recent_olisbos_flag
	}
}

character_event = { # males will destroy olisboi. 
	id = AmzCul.6911
	desc = EVTDESCAmzCul.6911
	picture = GFX_evt_bad_news
	border = GFX_event_normal_frame_intrigue
	
	mean_time_to_happen = {
		years = 3
		modifier = {			
			factor = 0.9		
			trait = dull
		}
		modifier = {			
			factor = 0.9		
			trait = chaste	
		}
		modifier = {			
			factor = 0.9		
			trait = envious
		}
		modifier = {			
			factor = 0.9		
			trait = zealous
		}
		modifier = {			
			factor = 0.9		
			trait = paranoid
		}
		modifier = {			
			factor = 0.6		
			AND = {
				has_artifact = olisbos_medium
				has_artifact = olisbos_large
			}
		}
	}
	
	trigger = {
		is_adult = yes
		is_female = no
		NOT = { trait = homosexual }
		NOT = { is_inaccessible_trigger = yes }	
		in_battle = no
		war = no 
		OR = {
			has_artifact = olisbos_medium
			has_artifact = olisbos_large
		}
	}
	
	option = {	# destroyed
		name = EVTOPTAAmzCul.6911
		ai_chance = { factor = 10 }
		scaled_piety = 0.05
		if = {
			limit = { has_artifact = olisbos_medium }
			destroy_artifact = olisbos_medium
		}
		if = {
			limit = { has_artifact = olisbos_large }
			destroy_artifact = olisbos_large
		}
	}
}
		
character_event = { # amazonian trait rulers do not suffer from F###ING nomad agitation modifier!
	id = AmzCul.6912
	desc = EVTDESCAmzCul.6912
	hide_window = yes 
	
	trigger = {
		OR = {
			any_liege = {	
				trait = is_amazonian
			}
			suzerain = { 
				trait = is_amazonian
			}
			trait = is_amazonian
			any_liege = {	
				trait = is_amazonian_immortal
			}
			suzerain = { 
				trait = is_amazonian_immortal
			}
			trait = is_amazonian_immortal
		}
		any_demesne_province = {	
			has_province_modifier = nomad_agitation 
		}
	}
	
	option = {	# removes agitation. conquer freely.
		name = EVTOPTAAmzCul.6912
		ai_chance = { factor = 10 }
		any_demesne_province = {	
			limit = { has_province_modifier = nomad_agitation }
			remove_province_modifier = nomad_agitation
		}
	}
}		

character_event = { # 1+1=2 !!
	id = AmzCul.6913
	desc = EVTDESCAmzCul.6913
	picture = GFX_evt_gift
	border = GFX_event_normal_frame_intrigue
	
	mean_time_to_happen = { years = 1 }
	
	trigger = {
		is_adult = yes
		is_female = yes 
		NOT = { is_inaccessible_trigger = yes }	
		in_battle = no
		war = no 
		any_artifact = {
			artifact_type = olisbos_medium
			count = 2
		}
		NOT = { has_artifact = olisbos_large }
		NOT = { is_dumb_trigger = yes } # can math good 
	}
	
	option = {	# Pwoar! 
		name = EVTOPTAAmzCul.6913
		ai_chance = { factor = 10 }
		add_artifact = olisbos_large
		hidden_tooltip = {
			any_artifact = {
				limit = { artifact_type = olisbos_medium }
				destroy_artifact = yes
			}
		}
	}
}

character_event = { # pagan branch follows mother instead of father, on_childhood_pulse
	id = AmzCul.6914
	hide_window = yes
	
	is_triggered_only = yes 
	
	trigger = {
		ai = yes 
		age < 8		# 6 years six months, NOT at 8 years six months and 10 years six months
		has_religion_feature = religion_no_leader
		religion_group = pagan_group
		OR = {
			has_religion_feature = religion_matriarchal
			has_game_rule = { 
				name = succession_law_amz
				value = enatic_cognatic_amz
			}
			has_game_rule = { 
				name = succession_law_amz
				value = enatic_amz
			}
			OR = {
				is_amazonian_culture_trigger = yes
			}
		}
	}
	
	option = {	# give mother's trait
		name = EVTOPTAAmzCul.6914
		ai_chance = { factor = 10 }
		if = {
			limit = { mother_even_if_dead = { trait = pagan_branch_1 } }
			remove_trait = pagan_branch_2
			remove_trait = pagan_branch_3
			remove_trait = pagan_branch_4
			add_trait = pagan_branch_1
		}
		if = {
			limit = { mother_even_if_dead = { trait = pagan_branch_2 } }
			remove_trait = pagan_branch_1
			remove_trait = pagan_branch_3
			remove_trait = pagan_branch_4
			add_trait = pagan_branch_2
		}
		if = {
			limit = { mother_even_if_dead = { trait = pagan_branch_3 } }
			remove_trait = pagan_branch_2
			remove_trait = pagan_branch_1
			remove_trait = pagan_branch_4
			add_trait = pagan_branch_3
		}
		if = {
			limit = { mother_even_if_dead = { trait = pagan_branch_4 } }
			remove_trait = pagan_branch_2
			remove_trait = pagan_branch_3
			remove_trait = pagan_branch_1
			add_trait = pagan_branch_4
		}
		if = {
			limit = {
				mother_even_if_dead = {
					NOR = {
						trait = pagan_branch_1
						trait = pagan_branch_2
						trait = pagan_branch_3
						trait = pagan_branch_4
					}
				}
			}
			random_list = {  
				5 = {
					add_trait = pagan_branch_1
				}
				25 = {
					add_trait = pagan_branch_2
				}
				25 = {
					add_trait = pagan_branch_3
				}
				25 = {
					add_trait = pagan_branch_4
				}
			}
		}
	}
}

character_event = {		# stay young for whatever reason 
	id = AmzCul.6915
	hide_window = yes 
	
	mean_time_to_happen = { months = 6 }
	
	trigger = {
		has_character_flag = keep_me_young_amz_flag
		age = 22	# age is greater than 22
		#immortal = no	# checks traits with immortal modifier 
	}
			
	option = {	# reduce age
		name = EVTOPTAAmzCul.6915
		random_list = {
			1 = { 
				add_age = -1
			}
			1 = { 
				add_age = -2
			}
			1 = { 
				add_age = -3
			}
			1 = { 
				add_age = -4
			}
		}
		if = {
			limit = { health < 6 }
			health = 2
		}
	}
}

character_event = {		# stay even younger for whatever reason 
	id = AmzCul.69155
	hide_window = yes 
	
	mean_time_to_happen = { months = 3 }
	
	trigger = {
		has_character_flag = keep_me_very_young_amz_flag
		age = 15	# age is greater than 15
		#immortal = no	# checks traits with immortal modifier 
	}
			
	option = {	# reduce age
		name = EVTOPTAAmzCul.6915
		random_list = {
			1 = { 
				add_age = -1
			}
			1 = { 
				add_age = -2
			}
		}
		if = {
			limit = { health < 6 }
			health = 2
		}
	}
}

character_event = {		# valascan blinds a dude, eyeball destroyed.
	id = AmzCul.6916
	desc = EVTDESCAmzCul.6916
	picture = GFX_evt_torture
	border = GFX_event_normal_frame_intrigue
	
	is_triggered_only = yes
			
	option = {	# glorious
		name = EVTOPTAAmzCul.6916
		prestige = 100
		if = {
			limit = {
				NOR = {
					is_tribal = yes
					religion_group = pagan_group 
				}
			}		
			add_character_modifier = {
				name = valascan_eye_feudal_modifier    
				years = 3
			}
		}
		if = {
			limit = {
				OR = {
					is_tribal = yes
					religion_group = pagan_group 
				}
			}		
			add_character_modifier = {
				name = valascan_eye_tribal_modifier    
				years = 3
			}
		}
		hidden_tooltip = {
			FROM = {
				destroy_artifact = valascan_gouged_eye
			}
		}
	}
}

character_event = {		# valascan blinds a dude, eyeball preserved.
	id = AmzCul.6917
	desc = EVTDESCAmzCul.6917
	picture = GFX_evt_torture
	border = GFX_event_normal_frame_intrigue
	
	is_triggered_only = yes
			
	option = {	# perfect, gain eyeball and modifier 
		name = EVTOPTAAmzCul.6917
		prestige = 100
		hidden_tooltip = {
			FROM = {
				any_artifact = {
					limit = { has_artifact_flag = gouged_eye }
					transfer_artifact = {
						to = ROOT
						from = PREV
					}
				}
			}
		}
		if = {
			limit = {
				NOR = {
					is_tribal = yes
					religion_group = pagan_group 
				}
			}		
			add_character_modifier = {
				name = valascan_eye_feudal_modifier    
				years = 3
			}
		}
		if = {
			limit = {
				OR = {
					is_tribal = yes
					religion_group = pagan_group 
				}
			}		
			add_character_modifier = {
				name = valascan_eye_tribal_modifier    
				years = 3
			}
		}
	}
}

character_event = {		# lose valascan eye trophy
	id = AmzCul.69175
	desc = EVTDESCAmzCul.69175
	picture = GFX_evt_relic_box
	border = GFX_event_normal_frame_intrigue
	
	mean_time_to_happen = { months = 6 }
	
	trigger = {
		has_artifact = valascan_gouged_eye
		NOT = { culture = valascan_amz }
	}
			
	option = {	# lose stolen eye 
		name = EVTOPTAAmzCul.69175
		destroy_artifact = valascan_gouged_eye
	}
}

character_event = {		# amazonian castrates dude, keeps the trophy, builds more trophies
	id = AmzCul.6918
	desc = EVTDESCAmzCul.6918
	picture = GFX_evt_torture
	border = GFX_event_normal_frame_intrigue
	
	is_triggered_only = yes
			
	option = {	# perfect
		name = EVTOPTAAmzCul.6918
		ai_chance = { factor = 10 }
		if = {
			limit = {
				any_artifact = {
					artifact_type = amazonian_enemy_stones_collection_big
					count = 2	# appears when have 2 impressive boxes already
				}
				any_artifact = {
					artifact_type = amazonian_enemy_stones_collection
					count = 2	# appears when have 2 boxes already
				}
				any_artifact = {
					artifact_type = amazonian_enemy_stones
					count = 2	# appears when have 2 already
				}
			}
			prestige = 300
			hidden_tooltip = {
				FROM = {
					any_artifact = {
						limit = { has_artifact_flag = castration }
						unsafe_destroy_artifact = yes
					}
				}
				any_artifact = {
					limit = { has_artifact_flag = castration_collection_big }
					unsafe_destroy_artifact = yes
				}
				any_artifact = {
					limit = { has_artifact_flag = castration_collection }
					unsafe_destroy_artifact = yes
				}
				any_artifact = {
					limit = { has_artifact_flag = castration }
					unsafe_destroy_artifact = yes
				}
				remove_character_modifier = amazonian_enemy_stones_modifier
			}
			add_artifact = amazonian_enemy_stones_collection_necklace
			if = {
				limit = { 
					NOT = { any_owned_bloodline = { has_bloodline_flag = bloodline_emasculatrix } }
				}
				create_bloodline = {
					type = emasculatrix_bloodline					# Emasculatrix
				}
				sound_effect = bloodline_added
			}
			add_character_modifier = {
				name = amazonian_enemy_stones_modifier    
				years = 2
			}
		}
		else_if = {
			limit = {
				any_artifact = {
					artifact_type = amazonian_enemy_stones_collection
					count = 2	# appears when have 2 boxes already
				}
				any_artifact = {
					artifact_type = amazonian_enemy_stones
					count = 2	# appears when have 2 already
				}
			}
			prestige = 300
			hidden_tooltip = {
				FROM = {
					any_artifact = {
						limit = { has_artifact_flag = castration }
						unsafe_destroy_artifact = yes
					}
				}
				any_artifact = {
					limit = { has_artifact_flag = castration_collection }
					unsafe_destroy_artifact = yes
				}
				any_artifact = {
					limit = { has_artifact_flag = castration }
					unsafe_destroy_artifact = yes
				}
				remove_character_modifier = amazonian_enemy_stones_modifier
			}
			add_artifact = amazonian_enemy_stones_collection_big
			add_character_modifier = {
				name = amazonian_enemy_stones_modifier    
				years = 2
			}
		}
		else_if = {
			limit = { 
				any_artifact = {
					artifact_type = amazonian_enemy_stones
					count = 2	# appears when have 2 already
				}
			}
			prestige = 200
			hidden_tooltip = {
				FROM = {
					any_artifact = {
						limit = { has_artifact_flag = castration }
						unsafe_destroy_artifact = yes
					}
				}
				any_artifact = {
					limit = { has_artifact_flag = castration }
					unsafe_destroy_artifact = yes
				}
				remove_character_modifier = amazonian_enemy_stones_modifier
			}
			add_artifact = amazonian_enemy_stones_collection
			add_character_modifier = {
				name = amazonian_enemy_stones_modifier    
				years = 2
			}
		}
		else_if = {
			limit = {
				any_artifact = {
					artifact_type = amazonian_enemy_stones
					count < 2	# appears for 1st and 2nd	
				}
			}
			prestige = 100
			hidden_tooltip = {
				FROM = {
					any_artifact = {
						limit = { has_artifact_flag = castration }
						transfer_artifact = {
							to = ROOT
							from = PREV
						}
					}
				}
				remove_character_modifier = amazonian_enemy_stones_modifier
			}
			add_character_modifier = {
				name = amazonian_enemy_stones_modifier    
				years = 2
			}
		}
	}
}

character_event = {		# lose stones trophy
	id = AmzCul.69185
	desc = EVTDESCAmzCul.69185
	picture = GFX_evt_relic_box
	border = GFX_event_normal_frame_intrigue
	
	mean_time_to_happen = { years = 3 }
	
	trigger = {
		age = 20 
		has_artifact = amazonian_enemy_stones
		NOR = {
			trait = is_amazonian
			trait = is_amazonian_immortal
			any_owned_bloodline = { has_bloodline_flag = bloodline_emasculatrix }
		}
	}
			
	option = {	# lose stolen stones
		ai_chance = { factor = 10 }
		name = EVTOPTAAmzCul.69185
		destroy_artifact = amazonian_enemy_stones
	}
	option = {	# keep them for now, just in case
		name = EVTOPTBAmzCul.69185
		ai_chance = { factor = 0 }
	}
}

character_event = {		# gain battleborn or military brat, depending. on_action event
	id = AmzCul.6919
	desc = EVTDESCAmzCul.6919
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		mother = {
			in_command = yes
			OR = {
				liege = { war = yes }
				AND = {
					war = yes
					independent = yes
				}
			}
		}
	}
		
	option = {	# gain battleborn
		trigger = {
			mother = {
				in_command = yes
				in_battle = yes
			}
		}
		add_character_modifier = {
			name = battleborn_amz_modifier
			duration = -1
		}
	}
	option = {	# gain military brat
		trigger = {
			mother = {
				in_command = yes
				in_battle = no
			}
		}
		add_character_modifier = {
			name = military_brat_amz_modifier
			duration = -1
		}
	}
}

character_event = {		# courtier in love asks lady/lord for permission to marry
	id = AmzCul.6920
	desc = EVTDESCAmzCul.6920
	hide_window = yes
	
	mean_time_to_happen = { 
		months = 18 
		modifier = {			
			factor = 0.8	
			is_female = yes
			liege = {
				primary_title = {
					OR = {
						has_law = enatic_cognatic_succession 
						has_law = enatic_succession
					}
				}
			}
		}
		modifier = {			
			factor = 1.5	
			is_female = no
			liege = {
				primary_title = {
					OR = {
						has_law = enatic_cognatic_succession 
						has_law = enatic_succession
					}
				}
			}
		}
		modifier = {			
			factor = 0.8	
			is_female = no
			liege = {
				primary_title = {
					NOR = {
						has_law = enatic_cognatic_succession 
						has_law = enatic_succession
					}
				}
			}
		}
		modifier = {			
			factor = 1.5	
			is_female = yes
			liege = {
				primary_title = {
					NOR = {
						has_law = enatic_cognatic_succession 
						has_law = enatic_succession
					}
				}
			}
		}
		modifier = {			
			factor = 0.1
			is_female = yes
			OR = {
				trait = pregnant
				trait = hard_pregnancy
				trait = troubled_pregnancy
				trait = pregnancy_finishing
			}
		}
		modifier = {			
			factor = 0.8
			OR = {
				TECH_NOBLE_CUSTOMS = 2
				TECH_CULTURE_FLEX = 2
				TECH_LEGALISM = 2
			}
		}
		modifier = {			
			factor = 0.8
			OR = {
				TECH_NOBLE_CUSTOMS = 3
				TECH_CULTURE_FLEX = 3
				TECH_LEGALISM = 3
			}
		}
		modifier = {			
			factor = 0.8
			OR = {
				TECH_NOBLE_CUSTOMS = 4
				TECH_CULTURE_FLEX = 4
				TECH_LEGALISM = 4
			}
		}
		modifier = {			
			factor = 10
			liege = {
				war = yes
			}
		}
	}
	
	trigger = {
		NOT = { is_inaccessible_or_incapable_trigger = yes }
		NOT = {
			has_opinion_modifier = {
				who = liege
				name = opinion_denied_marriage
			}
		}
		OR = {
			is_ruler = no
			is_playable = no 	# republics, barons, priests, etc
		}
		ai = yes
		can_marry = yes
		num_of_lovers == 1		# only one scope
		liege = {
			NOT = { is_inaccessible_or_incapable_trigger = yes }
			prestige > 100 
		}
		OR = {
			any_courtier = { 	# same court 
				is_lover = ROOT 
				can_marry = ROOT 
				is_ruler = no
				NOT = { is_inaccessible_or_incapable_trigger = yes }
			}
			any_liege = { # can ask for liege's courtier
				any_courtier = {  
					is_lover = ROOT 
					can_marry = ROOT
					is_ruler = no 
					NOT = { is_inaccessible_or_incapable_trigger = yes }
				}
			}
		}
	}
		
	option = {	# send letter to liege requesting permission
		liege = { letter_event = { id = AmzCul.6921 } }
	}
}

letter_event = {		# liege gives permission to marry or not, matrilineal 
	id = AmzCul.6921
	desc = EVTDESCAmzCul.6921
	picture = GFX_evt_daughter_asking_mother
	border = GFX_event_letter_frame_intrigue
	portrait = FROM
	
	is_triggered_only = yes
		
	option = { # allow it
		name = EVTOPTAAmzCul.6921
		ai_chance = { factor = 10 }
		if = {
			limit = {
				FROM = { is_female = no }
				NOT = { primary_title = { has_law = enatic_succession } }
			}
			FROM = {
				prestige = 25
				opinion = {
					modifier = opinion_fulfilled_marriage_wish  
					who = ROOT
				}
				any_lover = {
					add_spouse = FROM 
				}
			}
		}
		if = {
			limit = {
				FROM = { is_female = no }
				primary_title = { has_law = enatic_succession }
			}
			FROM = {
				prestige = 25
				opinion = {
					modifier = opinion_fulfilled_marriage_wish  
					who = ROOT
				}
				any_lover = {
					add_spouse_matrilineal = FROM 
				}
			}
		}
		if = {
			limit = {
				FROM = { is_female = yes }
				NOT = { primary_title = { has_law = agnatic_succession } }
			}
			FROM = {
				prestige = 25
				opinion = {
					modifier = opinion_fulfilled_marriage_wish  
					who = ROOT
				}
				any_lover = {
					add_spouse_matrilineal = FROM 
				}
			}
		}
		if = {
			limit = {
				FROM = { is_female = yes }
				primary_title = { has_law = agnatic_succession } 
			}
			FROM = {
				prestige = 25
				opinion = {
					modifier = opinion_fulfilled_marriage_wish  
					who = ROOT
				}
				any_lover = {
					add_spouse = FROM 
				}
			}
		}
		# full cognatic equality, the one making the request gets dynastic privilege.
	}
	
	option = { # don't allow it
		name = EVTOPTCAmzCul.6921
		ai_chance = { factor = 1 }
		FROM = {
			prestige = -50
			opinion = {
				modifier = opinion_denied_marriage 
				who = ROOT
			}
		}
	}
}

character_event = {		# courtier in love asks lady/lord for permission to marry
	id = AmzCul.6922
	desc = EVTDESCAmzCul.6922
	hide_window = yes
	
	mean_time_to_happen = { 
		months = 27 
		modifier = {			
			factor = 0.1
			OR = {
				trait = pregnant
				trait = hard_pregnancy
				trait = troubled_pregnancy
				trait = pregnancy_finishing
				lover = {
					OR = {
						trait = pregnant
						trait = hard_pregnancy
						trait = troubled_pregnancy
						trait = pregnancy_finishing
					}
				}
			}
		}
		modifier = {			
			factor = 0.8
			OR = {
				TECH_NOBLE_CUSTOMS = 3
				TECH_CULTURE_FLEX = 3
				TECH_LEGALISM = 3
			}
		}
		modifier = {			
			factor = 0.8
			OR = {
				TECH_NOBLE_CUSTOMS = 4
				TECH_CULTURE_FLEX = 4
				TECH_LEGALISM = 4
			}
		}
		modifier = {			
			factor = 10
			war = yes
		}
		modifier = {			
			factor = 20
			is_playable = yes 	
		}
	}
	
	trigger = {
		NOT = { is_inaccessible_or_incapable_trigger = yes }
		is_playable = no 	# republics, barons, priests, etc
		ai = yes
		can_marry = yes
		num_of_lovers == 1		# only one scope
		any_courtier_or_vassal = { 	 
			is_lover = ROOT 
			can_marry = ROOT 
			NOT = { is_inaccessible_or_incapable_trigger = yes }
		}
		any_lover = { ai = yes }
	}
		
	option = {	# marries courtier/vassal
		if = {
			limit = {	dynastic male marries patril
				is_female = no
				is_lowborn = no
			}
			any_lover = {
				add_spouse = ROOT 
			}
		}
		if = {
			limit = {	lowborn male marries patril if female also lowborn
				is_female = no
				is_lowborn = yes
				any_lover = {
					is_lowborn = yes
				}
			}
			any_lover = {
				add_spouse = ROOT 
			}
		}
		if = {
			limit = {	lowborn male marries matril if female dynastic
				is_female = no
				is_lowborn = yes
				any_lover = {
					is_lowborn = no
				}
			}
			any_lover = {
				add_spouse_matrilineal = ROOT 
			}
		}
		if = {
			limit = {	dynastic female marries matril
				is_female = yes
				is_lowborn = no
			}
			any_lover = {
				add_spouse_matrilineal = ROOT 
			}
		}
		if = {
			limit = {	lowborn female marries matril if male also lowborn
				is_female = yes
				is_lowborn = yes
				any_lover = {
					is_lowborn = yes
				}
			}
			any_lover = {
				add_spouse_matrilineal = ROOT 
			}
		}
		if = {
			limit = {	lowborn female marries patril if male dynastic
				is_female = yes
				is_lowborn = yes
				any_lover = {
					is_lowborn = no
				}
			}
			any_lover = {
				add_spouse = ROOT 
			}
		}
	}
}


character_event = {		# ai revert to amz culture if converting away, on_action event
	id = AmzCul.6923
	desc = EVTDESCAmzCul.6923
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		independent = yes
		ai = yes
		NOR = { 
			trait = giant_king 
			religion = anunnaki
		}
		ROOT = {	# new culture after change
			NOR = {
				is_amazonian_culture_trigger = yes
			}
		}
		FROM = {	# old culture before change
			OR = {
				is_amazonian_culture_trigger = yes
			}
		}
	}
		
	option = {	# turn back
		culture = FROM	# old culture
	}
	after = {	
		capital_scope = { culture = ROOT }	# new root culture should be amz 
	}
}

character_event = {		# ping from vassal requesting liege's permission to remarry, corrects FROM scope
	id = AmzCul.69244
	hide_window = yes
	
	is_triggered_only = yes
		
	option = {	# send it to liege with FROM as the decision taker 
		liege = { letter_event = { id = AmzCul.6924 days = 10 } } 
	}
}

letter_event = {		# ask liege to annul marriage and remarry matrilineally
	id = AmzCul.6924
	desc = EVTDESCAmzCul.6924
	
	is_triggered_only = yes
		
	option = { # allow it 
		name = EVTOPTAAmzCul.6924
		custom_tooltip = { text = grant_matri_marriage_tt }
		ai_chance = { 
			factor = 1 
			modifier = {
				factor = 1.1
				opinion = {
					who = FROM
					value = 10
				}
			}
			modifier = {
				factor = 2
				opinion = {
					who = FROM
					value = 50
				}
			}
			modifier = {
				factor = 5
				FROM = {
					dynasty = ROOT
				}
			}
			modifier = {
				factor = 2
				is_married_matrilineally = yes
				is_female = yes
			}
		}
		FROM = {
			letter_event = { id = AmzCul.69241 } 
		}
		if = {
			limit = {
				NOT = { religion_allows_female_temple_holders = yes }
			}
			job_spiritual = {
				opinion = {
					modifier = not_feeling_apreciated	# -5 feelies
					who = ROOT
					years = 5
				}
			}
		}
	}
	option = { # don't allow it
		name = EVTOPTBAmzCul.6924
		custom_tooltip = { text = deny_matri_marriage_tt }
		ai_chance = { 
			factor = 1 
			modifier = {
				factor = 1.1
				opinion = {
					who = FROM
					value < 10
				}
			}
			modifier = {
				factor = 2
				opinion = {
					who = FROM
					value < -10
				}
			}
			modifier = {
				factor = 500
				FROM = {
					spouse = { dynasty = ROOT }
				}
			}
			modifier = {
				factor = 10
				primary_title = {
					OR = {
						has_law = agnatic_succession
						has_law = cognatic_succession 
					}
				}
			}
			modifier = {
				factor = 0
				OR = {
					trait = is_amazonian
					trait = is_amazonian_immortal
				}
			}
			modifier = {
				factor = 0.5
				FROM = {
					NOT = { trait = humble }
				}
			}
			modifier = {
				factor = 0.5
				FROM = {
					trait = proud
				}
			}
		}
		FROM = {
			letter_event = { id = AmzCul.69242 } 
		}
	}
}

letter_event = {		# liege grants request, remarry husbando
	id = AmzCul.69241
	desc = EVTDESCAmzCul.69241
	
	is_triggered_only = yes
		
	option = { # excellent
		name = EVTOPTAAmzCul.69241
		ai_chance = { factor = 1 }
		spouse = { 
			add_spouse_matrilineal = ROOT 
			if = {
				limit = { 
					NOT = { dynasty = ROOT }
				}
				opinion = {
					modifier = opinion_denied_marriage
					who = liege
				}
			}
		}
		opinion = {
			modifier = opinion_fulfilled_marriage_wish  
			who = liege
		}
		if = {
			limit = {
				NOT = { religion_allows_female_temple_holders = yes }
			}
			job_spiritual = {
				opinion = {
					modifier = not_feeling_apreciated	# -5 feelies
					who = ROOT
					years = 5
				}
			}
		}
		clr_character_flag = requesting_matrilineal_remarry_flag
	}
}

letter_event = {		# liege denies request, no remarry husbando
	id = AmzCul.69242
	desc = EVTDESCAmzCul.69242
	
	is_triggered_only = yes
		
	option = { # damn
		name = EVTOPTAAmzCul.69242
		ai_chance = { factor = 1 }
		opinion = {
			modifier = opinion_denied_marriage
			who = liege
		}
		clr_character_flag = requesting_matrilineal_remarry_flag
	}
}

character_event = {		# independent amz considers to remarry matrilineally
	id = AmzCul.6925
	desc = EVTDESCAmzCul.6925
	picture = GFX_evt_princess_byzantine
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
		
	option = { # do it
		name = EVTOPTAAmzCul.6925
		ai_chance = { factor = 9 }
		if = {
			limit = {
				NOT = { religion_allows_female_temple_holders = yes }
			}
			job_spiritual = {
				opinion = {
					modifier = not_feeling_apreciated	# -5 feelies
					who = ROOT
					years = 5
				}
			}
		}
		clr_character_flag = requesting_matrilineal_remarry_flag
		spouse = { 
			add_spouse_matrilineal = ROOT 
			if = {
				limit = { 
					NOT = { dynasty = ROOT }
				}
				opinion = {
					modifier = opinion_denied_marriage
					who = liege
				}
			}
		}
	}
	option = { # don't do it
		name = EVTOPTBAmzCul.6925
		ai_chance = { factor = 1 }
		clr_character_flag = requesting_matrilineal_remarry_flag
	}
}



# spawns a fleet of 69 ships (6900 capacity)
	character_event = { 
		id = AmzCul.8008135
		hide_window = yes
		
		is_triggered_only = yes
		
		option = {	
			spawn_fleet = {
				province = closest
				owner = ROOT
				earmark = sixty_ninth_fleet

				troops = {
					galleys = { 69 69 }
				}
			}
		}		
	}

# women can hold temples, console only
	character_event = { 
		id = AmzCul.80008135
		hide_window = yes
		
		is_triggered_only = yes
		
		option = {	
			set_female_temple_holders = yes
			set_global_flag = 80008135_flag	# allow invite priestess
		}		
	}
	
# spawn a nice big army of light troops
	character_event = { 
		id = AmzCul.800008135
		hide_window = yes
		
		is_triggered_only = yes
		
		option = {	
			capital_scope = {
				ROOT = {
					spawn_unit = {
						owner = THIS
						province = PREV
						home = capital_scope
						troops = {
							light_infantry = { 1000 1000 }
							horse_archers = { 200 200 }
							archers = { 1000 1000 }
							light_cavalry = { 500 500 }
						}
						reinforces = yes
						attrition = 0.5
						cannot_inherit = no
						disband_on_peace = no
						merge = no
						maintenance_multiplier = 0.0
					}
					spawn_unit = {
						owner = THIS
						province = PREV
						home = capital_scope
						troops = {
							light_infantry = { 1000 1000 }
							horse_archers = { 200 200 }
							archers = { 1000 1000 }
							light_cavalry = { 500 500 }
						}
						reinforces = yes
						attrition = 0.5
						cannot_inherit = no
						disband_on_peace = no
						merge = no
						maintenance_multiplier = 0.0
					}
					spawn_unit = {
						owner = THIS
						province = PREV
						home = capital_scope
						troops = {
							light_infantry = { 1000 1000 }
							horse_archers = { 200 200 }
							archers = { 1000 1000 }
							light_cavalry = { 500 500 }
						}
						reinforces = yes
						attrition = 0.5
						cannot_inherit = no
						disband_on_peace = no
						merge = no
						maintenance_multiplier = 0.0
					}
				}
			}
		}		
	}
	
# spawn a nice army of heavy troops
	character_event = { 
		id = AmzCul.800008136
		hide_window = yes
		
		is_triggered_only = yes
		
		option = {	
			capital_scope = {
				ROOT = {
					spawn_unit = {
						owner = THIS
						province = PREV
						home = capital_scope
						troops = {
							heavy_infantry = { 300 300 }
							pikemen = { 200 200 }
							knights = { 200 200 }
						}
						reinforces = yes
						attrition = 0.5
						cannot_inherit = no
						disband_on_peace = no
						merge = no
						maintenance_multiplier = 0.0
					}
					spawn_unit = {
						owner = THIS
						province = PREV
						home = capital_scope
						troops = {
							heavy_infantry = { 300 300 }
							pikemen = { 200 200 }
							knights = { 200 200 }
						}
						reinforces = yes
						attrition = 0.5
						cannot_inherit = no
						disband_on_peace = no
						merge = no
						maintenance_multiplier = 0.0
					}
					spawn_unit = {
						owner = THIS
						province = PREV
						home = capital_scope
						troops = {
							heavy_infantry = { 300 300 }
							pikemen = { 200 200 }
							knights = { 200 200 }
						}
						reinforces = yes
						attrition = 0.5
						cannot_inherit = no
						disband_on_peace = no
						merge = no
						maintenance_multiplier = 0.0
					}
				}
			}
		}		
	}
	
# gain enatic-cognatic bloodline on command (can also gain this bl through natural events)
	character_event = { 
		id = AmzCul.8000008135
		hide_window = yes
		
		is_triggered_only = yes
		
		option = {	
			create_bloodline = {
				type = enatic_amazonian_bloodline
				inheritance = matrilineal
			}
		}		
	}
	
# basic stats of a good character 
	character_event = { 
		id = AmzCul.80085
		hide_window = yes
		
		is_triggered_only = yes
		
		option = {	
			remove_education_effect = yes
			remove_all_negative_congenital_traits_effect = yes
			add_trait = midas_touched
			add_trait = fair
			add_trait = ambitious
			add_trait = homosexual
			add_trait = organizer
			health = 2
			set_character_flag = keep_me_young_amz_flag
			set_character_flag = listening_for_ishtar
			add_character_modifier = {
				name = battleborn_amz_modifier    
				duration = -1
			}
			remove_trait = content
			remove_trait = craven
			remove_trait = gluttonous
			remove_trait = shy
			remove_trait = slothful
			remove_trait = trusting
			remove_trait = envious 
			remove_trait = arbitrary
			remove_trait = cynical
			remove_trait = paranoid
			remove_trait = stubborn
		}		
	}
