#first test, stand ground
narrative_event = {
	title = EVTTITLAmzCul.301
	id = AmzCul.301
	desc = EVTDESCAmzCul.301
	picture = GFX_evt_mysterious_forest
	border = GFX_event_narrative_frame_intrigue
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAAmzCul.301
		ai_chance = { factor = 500 }
		narrative_event = { id = AmzCul.302 }
		tooltip_info = gregarious
		trigger = {
			trait = gregarious
		}
	}
	option = {
		name = EVTOPTBAmzCul.301
		ai_chance = { factor = 90 }
		narrative_event = { id = AmzCul.302 } 
	}
	option = {
		name = EVTOPTCAmzCul.301
		ai_chance = { factor = 10 }
		character_event = { id = AmzCul.3011 } 
	}
}

#fail first test
character_event = {
	title = EVTTITLAmzCul.3011
	id = AmzCul.3011
	desc = EVTDESCAmzCul.3011
	picture = GFX_evt_bad_news
	border = GFX_event_normal_frame_intrigue
	
	is_triggered_only = yes
			
	option = {
		name = EVTOPTAAmzCul.3011
		custom_tooltip = { text = fail_amazon_hunt_tt }
		ai_chance = { factor = 10 }
		random = {
			chance = 42
			add_trait = shy 
		}
	}
}

#second test, carry beast
narrative_event = {
	title = EVTTITLAmzCul.302
	id = AmzCul.302
	desc = EVTDESCAmzCul.302
	picture = GFX_evt_hunt
	border = GFX_event_narrative_frame_intrigue

	is_triggered_only = yes
			
	option = {
		name = EVTOPTAAmzCul.302
		ai_chance = { factor = 500 }
		narrative_event = { id = AmzCul.303 }
		tooltip_info = humble	
		trigger = {
			trait = humble
		}
	}
	option = {
		name = EVTOPTBAmzCul.302
		ai_chance = { factor = 90 }
		narrative_event = { id = AmzCul.303 } 
	}
	option = {
		name = EVTOPTCAmzCul.302
		ai_chance = { factor = 10 }
		character_event = { id = AmzCul.3022 } 
	}
}

#fail second test
character_event = {
	title = EVTTITLAmzCul.3011
	id = AmzCul.3022
	desc = EVTDESCAmzCul.3022
	picture = GFX_evt_bad_news
	border = GFX_event_normal_frame_intrigue
	
	is_triggered_only = yes
			
	option = {
		name = EVTOPTAAmzCul.3022
		custom_tooltip = { text = fail_amazon_hunt_tt }
		ai_chance = { factor = 10 }
		random = {
			chance = 42
			add_trait = proud 
		}
	}
}

#third test, blindfold
narrative_event = {
	title = EVTTITLAmzCul.302
	id = AmzCul.303
	desc = EVTDESCAmzCul.303
	picture = GFX_evt_hunt
	border = GFX_event_narrative_frame_intrigue

	is_triggered_only = yes
			
	option = {
		name = EVTOPTAAmzCul.303
		ai_chance = { factor = 500 }
		narrative_event = { id = AmzCul.304 }
		tooltip_info = brave
		trigger = {
			trait = brave
		}
	}
	option = {
		name = EVTOPTBAmzCul.303
		ai_chance = { factor = 90 }
		narrative_event = { id = AmzCul.304 } 
	}
	option = {
		name = EVTOPTCAmzCul.303
		ai_chance = { factor = 10 }
		character_event = { id = AmzCul.3033 } 
	}
}

#fail third test
character_event = {
	title = EVTTITLAmzCul.3011
	id = AmzCul.3033
	desc = EVTDESCAmzCul.3033
	picture = GFX_evt_bad_news
	border = GFX_event_normal_frame_intrigue
	
	is_triggered_only = yes
			
	option = {
		name = EVTOPTAAmzCul.3033
		custom_tooltip = { text = fail_amazon_hunt_tt }
		ai_chance = { factor = 10 }
		random = {
			chance = 42
			add_trait = craven 
		}
	}
}

#fourth test, drink
narrative_event = {
	title = EVTTITLAmzCul.302
	id = AmzCul.304
	desc = EVTDESCAmzCul.304
	picture = GFX_evt_whispers
	border = GFX_event_narrative_frame_intrigue
	
	is_triggered_only = yes
			
	option = {
		name = EVTOPTAAmzCul.304
		ai_chance = { factor = 500 }
		narrative_event = { id = AmzCul.305 }
		tooltip_info = trusting	
		trigger = {
			trait = trusting
		}
	}
	option = {
		name = EVTOPTBAmzCul.304
		ai_chance = { factor = 90 }
		narrative_event = { id = AmzCul.305 } 
	}
	option = {
		name = EVTOPTCAmzCul.304
		ai_chance = { factor = 10 }
		character_event = { id = AmzCul.3044 } 
	}
}

#fail fourth test
character_event = {
	title = EVTTITLAmzCul.3011
	id = AmzCul.3044
	desc = EVTDESCAmzCul.3044
	picture = GFX_evt_bad_news
	border = GFX_event_normal_frame_intrigue
	
	is_triggered_only = yes
			
	option = {
		name = EVTOPTAAmzCul.3044
		custom_tooltip = { text = fail_amazon_hunt_tt }
		ai_chance = { factor = 10 }
		random = {
			chance = 42
			add_trait = paranoid 
		}
	}
}

#fifth test, enter forest
narrative_event = {
	title = EVTTITLAmzCul.302
	id = AmzCul.305
	desc = EVTDESCAmzCul.305
	picture = GFX_evt_whispers
	border = GFX_event_narrative_frame_intrigue
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAAmzCul.305
		ai_chance = { factor = 500 }
		narrative_event = { id = AmzCul.306 }
		tooltip_info = ambitious	
		trigger = {
			trait = ambitious
		}
	}		
	option = {
		name = EVTOPTBAmzCul.305
		ai_chance = { factor = 90 }
		narrative_event = { id = AmzCul.306 } 
	}
	option = {
		name = EVTOPTCAmzCul.305
		ai_chance = { factor = 10 }
		character_event = { id = AmzCul.3055 } 
	}
}

#fail fifth test
character_event = {
	title = EVTTITLAmzCul.3011
	id = AmzCul.3055
	desc = EVTDESCAmzCul.3055
	picture = GFX_evt_bad_news
	border = GFX_event_normal_frame_intrigue
	
	is_triggered_only = yes
			
	option = {
		name = EVTOPTAAmzCul.3055
		custom_tooltip = { text = fail_amazon_hunt_tt }
		ai_chance = { factor = 10 }
		random = {
			chance = 42
			add_trait = content 
		}
	}
}

#sixth test, silence or bark
narrative_event = {
	title = EVTTITLAmzCul.302
	id = AmzCul.306
	desc = EVTDESCAmzCul.306
	picture = GFX_evt_hunt
	border = GFX_event_narrative_frame_intrigue
	
	is_triggered_only = yes
			
	option = {	# silent
		name = EVTOPTAAmzCul.306
		ai_chance = { 
			factor = 10 
			modifier = {
				factor = 1.5
				trait = timid
			}
			modifier = {
				factor = 1.5
				trait = shy
			}
			modifier = {
				factor = 1.5
				trait = hunter
			}
			modifier = {
				factor = 1.5
				trait = patient
			}
		}
		narrative_event = { id = AmzCul.307 } 
		set_character_flag = silent_amazonian_flag
	}
	option = {	# growl
		name = EVTOPTBAmzCul.306
		ai_chance = { 
			factor = 10 
			modifier = {
				factor = 1.5
				trait = rowdy
			}
			modifier = {
				factor = 1.5
				trait = gregarious
			}
			modifier = {
				factor = 1.5
				trait = duelist
			}
			modifier = {
				factor = 1.5
				trait = wroth
			}
		}
		character_event = { id = AmzCul.307 } 
		set_character_flag = growling_amazonian_flag
	}
}

#seventh test, fight or flight, human only
narrative_event = {
	title = EVTTITLAmzCul.302
	id = AmzCul.307
	desc = EVTDESCAmzCul.307
	picture = GFX_evt_wolf
	border = GFX_event_narrative_frame_intrigue
	
	is_triggered_only = yes
			
	option = {
		name = EVTOPTAAmzCul.307
		ai_chance = { factor = 10 }
		narrative_event = { id = AmzCul.308 } 
	}
	option = {
		name = EVTOPTBAmzCul.307
		ai_chance = { factor = 0 }
		character_event = { id = AmzCul.3077 } 
	}
}

#fail seventh test, human only
narrative_event = {
	title = EVTTITLAmzCul.3011
	id = AmzCul.3077
	desc = EVTDESCAmzCul.3077
	picture = GFX_evt_wolf
	border = GFX_event_narrative_frame_intrigue
	portrait = FROM
	
	is_triggered_only = yes
			
	option = {
		name = EVTOPTAAmzCul.3077
		custom_tooltip = { text = fail_amazon_hunt_tt }
		ai_chance = { factor = 10 }
		random = {
			chance = 42
			add_trait = severely_injured 
		}
		add_blood_splatter_effect = yes
		random = {
			chance = 42
			add_trait = stutter 
		}
		clr_character_flag = silent_amazonian_flag
		clr_character_flag = growling_amazonian_flag
	}
}

#eighth test, final showdown, shoot or stab
narrative_event = {
	title = EVTTITLAmzCul.302
	id = AmzCul.308
	desc = EVTDESCAmzCul.308
	picture = GFX_evt_wolf
	border = GFX_event_narrative_frame_intrigue
	
	is_triggered_only = yes
			
	option = {	# shoot
		name = EVTOPTAAmzCul.308
		ai_chance = { 
			factor = 10 
			modifier = {
				factor = 1.5
				trait = haughty
			}
			modifier = {
				factor = 1.5
				trait = honest
			}
			modifier = {
				factor = 1.5
				trait = hunter
			}
			modifier = {
				factor = 1.5
				learning = 8
			}
		}
		narrative_event = { id = AmzCul.309 days = 1 } 
		set_character_flag = ranged_amazonian_flag
	}
	option = {	# stab
		name = EVTOPTBAmzCul.308
		ai_chance = { 
			factor = 10 
			modifier = {
				factor = 1.5
				trait = brooding
			}
			modifier = {
				factor = 1.5
				trait = deceitful
			}
			modifier = {
				factor = 1.5
				trait = schemer
			}
			modifier = {
				factor = 1.5
				intrigue = 8
			}
		}
		narrative_event = { id = AmzCul.309 days = 1 } 
		set_character_flag = melee_amazonian_flag
	}
}

#ninth test, conclusion
narrative_event = {
	title = EVTTITLAmzCul.309
	id = AmzCul.309
	desc = EVTDESCAmzCul.309
	picture = GFX_evt_garden
	border = GFX_event_narrative_frame_intrigue
	portrait = FROM
	
	is_triggered_only = yes
			
	option = {
		name = EVTOPTAAmzCul.309
		custom_tooltip = { text = pass_amazon_hunt_tt }
		add_trait = is_amazonian
		hidden_tooltip = { 
			add_artifact = VIET_wolf_pelt		# if you have the mod, adds a wolf pelt for immersion
			if = {
				limit = { 
					mother = { 
						OR = { 
							trait = is_amazonian
							trait = is_amazonian_immortal
						}	
					}
				}
				mother = {
					character_event = { id = AmzCul.3095 }
				}
			}
			if = {
				limit = {
					guardian = { 
						NOT = { is_mother = ROOT } 	# doesn't double up 
						OR = { 
							trait = is_amazonian
							trait = is_amazonian_immortal
						}
					}
				}
				guardian = {
					character_event = { id = AmzCul.3096 }
				}						
			}
			random_list = {
				75 = { } # nothin		
				20 = { remove_random_negative_congenital_effect = yes }		
				5 = { remove_all_negative_congenital_traits_effect = yes }	
			}
			random_list = {
				1 = { add_trait = strong }		
				1 = { add_trait = fair }		
				98 = { } # nothin	
			}
			random_list = {		# flagged for legendary 
				999 = { }	
				1 = { set_character_flag = legendary_amazonian_lottery_flag }
			}
		}
		if = {
			limit = { trait = shy }
			remove_trait = shy 
		}
		if = {
			limit = { trait = proud }
			remove_trait = proud 
		}
		if = {
			limit = { trait = craven }
			remove_trait = craven 
		}
		if = {
			limit = { trait = paranoid }
			remove_trait = paranoid 
		}
		if = {
			limit = { trait = content }
			remove_trait = content 
		}
		if = {
			limit = {
				AND = {
					has_character_flag = silent_amazonian_flag
					has_character_flag = melee_amazonian_flag
				}
			}
			add_character_modifier = {
				name = amazonian_melee_modifier   
				duration = -1
			}
		}
		if = {
			limit = {
				AND = {
					has_character_flag = silent_amazonian_flag
					has_character_flag = ranged_amazonian_flag
				}
			}
			add_character_modifier = {
				name = amazonian_pursue_modifier   
				duration = -1
			}
		}
		if = {
			limit = {
				AND = {
					has_character_flag = growling_amazonian_flag
					has_character_flag = melee_amazonian_flag
				}
			}
			add_character_modifier = {
				name = amazonian_centre_modifier   
				duration = -1
			}
		}
		if = {
			limit = {
				AND = {
					has_character_flag = growling_amazonian_flag
					has_character_flag = ranged_amazonian_flag
				}
			}
			add_character_modifier = {
				name = amazonian_skirmish_modifier   
				duration = -1
			}
		}
		clr_character_flag = amazonian_trial_flag
		clr_character_flag = silent_amazonian_flag
		clr_character_flag = growling_amazonian_flag
		clr_character_flag = melee_amazonian_flag
		clr_character_flag = ranged_amazonian_flag
		if = {
			limit = {
				NOR = {
					trait = scarred
					trait = scarred_mid
					trait = scarred_high
				}
			}
			random = {
				chance = 15
				add_trait = scarred 
			}
		}
	}
}

character_event = {		# mother notified
	id = AmzCul.3095
	desc = EVTDESCAmzCul.3095
	picture = GFX_evt_daughter_asking_mother
	border = GFX_event_normal_frame_intrigue
	portrait = FROMFROM
	
	is_triggered_only = yes
			
	option = {	# Hunt only begins
		name = EVTOPTAAmzCul.3095
		ai_chance = { factor = 10 }
		prestige = 100
	}
}

character_event = {		# guardian notified
	id = AmzCul.3096
	desc = EVTDESCAmzCul.3096
	picture = GFX_evt_daughter_asking_mother
	border = GFX_event_normal_frame_intrigue
	portrait = FROMFROM
	
	is_triggered_only = yes
			
	option = {	# Hunt only begins
		name = EVTOPTAAmzCul.3095
		ai_chance = { factor = 10 }
		prestige = 50
	}
}


character_event = {		# on_action on_major_battle_won_leader, refers to immortality event
	id = AmzCul.3101
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		NOR = {					# no negative traits
			trait = is_amazonian_immortal
			has_injury_trigger = yes
			is_maimed_trigger  = yes
			has_disability_trigger = yes
			has_mental_disorder_trigger = yes
			has_disease_trigger = yes
			has_symptom_trigger = yes
			has_negative_congenital_trigger = yes
			trait = is_fat
			trait = is_malnourished
			trait = feeble
			trait = dull
			trait = blinded
			trait = content
		}
		AND = {		# still young
			age >= 16
			age <= 29
		}
		is_female = yes
		OR = {
			trait = is_amazonian
			AND = {
				religion = anunnaki 
				OR = {
					any_liege = { trait = giant_king }
					independent = yes 
				}
			}
		}
		martial = 16
		has_game_rule = {
			name = supernatural_events
			value = unrestricted
		}
	}
			
	option = {	# calc chances
		random_list = {
			199 = {
				# nothing happens
			}
			1 = {
				mult_modifier = {			# slightly more likely for players
					factor = 1.1
					ai = no				
				}
				mult_modifier = {			# more likely for genetically gifted
					factor = 1.5		
					trait = strong
				}
				mult_modifier = {			# more likely for genetically gifted
					factor = 1.5		
					trait = fair
				}
				mult_modifier = {			# more likely for genetically gifted
					factor = 1.5		
					trait = genius
				}
				mult_modifier = {			# slightly more likely for genetically gifted
					factor = 1.2		
					trait = quick
				}
				mult_modifier = {			# significantly more likely for daughters of
					factor = 5.0		
					mother_even_if_dead = {
						trait = is_amazonian_immortal
					}
				}
				mult_modifier = {			# more likely for grandaughters of
					factor = 3.0		
					mother_even_if_dead = {
						mother_even_if_dead = {
							trait = is_amazonian_immortal
						}
					}
				}
				mult_modifier = {			# more likely for titled
					factor = 1.1
					is_landed = yes	
				}
				mult_modifier = {			# less likely for untitled
					factor = 0.5
					is_landed = no	
				}
				mult_modifier = {			# top education
					factor = 1.1
					OR = {				
						trait = grey_eminence
						trait = brilliant_strategist
						trait = midas_touched
						trait = elusive_shadow
						trait = mastermind_theologian
					}
				}
				mult_modifier = {			# significantly more likely for children of destiny, demigoddess in the making	
					factor = 2.0
					has_character_flag = is_child_of_destiny	
				}
				mult_modifier = {			# significantly more likely if in possession of a giant's heart
					factor = 2.0
					has_artifact = beating_anunnaki_heart	
				}
				mult_modifier = {			# more likely for go-getters	
					factor = 1.1
					trait = ambitious		
				}
				mult_modifier = {			# much more likely once immortals appear
					factor = 3.0
					has_global_flag = amz_culture_immortals_flag		
				}
				mult_modifier = {			# more likely if cheat to make frequent
					factor = 10
					has_global_flag = amz_culture_immortals_everywhere_flag		
				}
				mult_modifier = {			# won the lottery
					factor = 100
					has_character_flag = legendary_amazonian_lottery_flag		
				}
				mult_modifier = {			# playing the Ishtar run
					factor = 100
					OR = {
						has_character_flag = make_me_ishtar_flag
						AND = {
							has_game_rule = {
								name = ishtarian_freq_amz
								value = easy_isht_player_amz
							}
							ai = no 
						}
					}
				}
				mult_modifier = {			# will not trigger on gallu warriors 
					factor = 0
					has_character_modifier = gallu_warrior_modifier		
				}
				mult_modifier = {			# higher chance if already Ishtarian before Ishtar appears
					factor = 10
					NOT = { has_global_flag = ishtar_discovered_flag }
					religion = ishtarian
				}
				narrative_event = { id = AmzCul.310 }
			}
		}
	}
}


narrative_event = {		# legendary amazonian
	title = EVTTITLAmzCul.310
	id = AmzCul.310
	desc = EVTDESCAmzCul.310
	picture = GFX_evt_mounted_combat_day_hf
	border = GFX_event_narrative_frame_intrigue
	
	is_triggered_only = yes
	
	immediate = { sound_effect = win_battle }
		
	option = {
		name = EVTOPTAAmzCul.310
		ai_chance = { factor = 10 }
		if = {	# adds vicious modifier for anunnaki who gain immortality 
			limit = {
				NOT = { trait = is_amazonian }
			}
			add_character_modifier = {
				name = amazonian_melee_modifier   
				duration = -1
			}
		}
		add_trait = is_amazonian_immortal
		if = {
			limit = { has_dlc = "Legacy of Rome" }
			custom_tooltip = { text = legendary_amz_retinue_tt }
		}
		hidden_tooltip = { 
			remove_trait = is_amazonian
			set_global_flag = amz_culture_immortals_flag
		}
	#	give_nickname = nick_the_legendary_amazonian
		prestige = 500
	}
}

character_event = {		# all amazonians heal from wounds quicker, original event under health_events
	id = AmzCul.311
	desc = EVTDESCAmzCul.311
	hide_window = yes 
	
	trigger = {			# same trigger applies to normal 
		base_health = 4
		trait = wounded
		NOT = { trait = infection }
		OR = {
			trait = is_amazonian
			trait = is_amazonian_immortal
		}
	}
	
	mean_time_to_happen = {		# sped up, 24 down to 6
		months = 6
		modifier = {
			factor = 1.5
			base_health < 4
		}
		modifier = {
			factor = 2
			base_health < 3
		}
	}
			
	option = {	# heal scarred event
		name = EVTOPTAAmzCul.311
		ai_chance = { factor = 10 }
		character_event = { id = 6081 } 
	}
}

character_event = {		# amazonians heal from illness quicker, original event under health_events
	id = AmzCul.312
	desc = EVTDESCAmzCul.312
	hide_window = yes 
	
	trigger = {			# same trigger applies to normal 
		base_health = 3
		trait = ill
		trait = is_amazonian
	}
	
	mean_time_to_happen = {		# sped up, 24 down to 6
		months = 6
		modifier = {
			factor = 1.5
			base_health < 4
		}
		modifier = {
			factor = 2
			base_health < 3
		}
	}
			
	option = {	# remove illness event
		name = EVTOPTAAmzCul.312
		ai_chance = { factor = 10 }
		character_event = { id = 6061 } 
	}
}

character_event = {		# amazonian immortals recover from most things quickly
	id = AmzCul.313
	desc = EVTDESCAmzCul.313
	picture = GFX_evt_mysterious_forest
	border = GFX_event_normal_frame_intrigue
	
	trigger = {	
		OR = {
			has_disease_trigger = yes
			has_symptom_trigger = yes 
			trait = lunatic
			trait = possessed
		#	trait = wounded			# wounds become scars, which disappear if no other wounds 
			trait = maimed
			trait = severely_injured
			trait = incapable
			trait = infirm
			trait = scarred
			trait = scarred_mid
			trait = scarred_high
		}
		trait = is_amazonian_immortal
		NOT = { trait = travelling } 
	}
	
	mean_time_to_happen = {		
		years = 3
		modifier = {		# ishtar heals quickly
			factor = 0.5
			has_character_modifier = the_ishtar_modifier
		}
		modifier = {
			factor = 0.8
			age > 25
		}
		modifier = {
			factor = 0.9
			age > 30
		}
		modifier = {
			factor = 1
			age > 35
		}
		modifier = {
			factor = 1.5
			NOT = { has_character_modifier = the_ishtar_modifier }
			age > 40
		}
		modifier = {
			factor = 2
			NOT = { has_character_modifier = the_ishtar_modifier }
			age > 45
		}
		modifier = {
			factor = 2.5
			NOT = { has_character_modifier = the_ishtar_modifier }
			age > 50
		}
		modifier = {
			factor = 3
			NOT = { has_character_modifier = the_ishtar_modifier }
			age > 55
		}
		modifier = {
			factor = 1.5
			NOT = { has_character_modifier = the_ishtar_modifier }
			trait = maimed 
		}
		modifier = {
			factor = 3
			prisoner = yes 
		}
	}
			
	option = {	# remove illness event, feeling better than ever 
		name = EVTOPTAAmzCul.313
		ai_chance = { factor = 10 }
		trigger = { 
			OR = {
				trait = depressed 
				trait = lunatic
				trait = possessed 
				trait = severely_injured
				trait = maimed
				trait = incapable
				trait = infirm
			}
		}
		if = {
			limit = { trait = depressed }
			remove_trait = depressed
		}
		if = {
			limit = { trait = lunatic }
			remove_trait = lunatic
		}
		if = {
			limit = { trait = possessed }
			remove_trait = possessed
		}
		if = {
			limit = { trait = severely_injured }
			remove_trait = severely_injured
		}
		if = {
			limit = { trait = maimed }
			remove_trait = maimed
		}
		if = {
			limit = { trait = incapable }
			remove_trait = incapable
		}
		if = {
			limit = { trait = infirm }
			remove_trait = infirm
		}
	}
	option = {	# remove illness event, feeling better than ever 
		name = EVTOPTAAmzCul.313
		ai_chance = { factor = 10 }
		trigger = { 
			NOR = {				# can only remove scars/illnesses if no other issues 
				trait = depressed 
				trait = lunatic
				trait = possessed 
				trait = severely_injured
				trait = maimed
				trait = incapable
				trait = infirm
			}
		}
		remove_disease_trait_effect = yes 		# removes disease if has disease 
		remove_symptoms_effect = yes			# removes symptoms if has symptoms
		if = {
			limit = { trait = scarred }
			remove_trait = scarred
		}
		if = {
			limit = { trait = scarred_mid }
			remove_trait = scarred_mid
			add_trait = scarred
		}
		if = {
			limit = { trait = scarred_high }
			remove_trait = scarred_high
			add_trait = scarred_mid
		}
	}
}

character_event = {		# amazonians less shy, medium prio
	id = AmzCul.314
	desc = EVTDESCAmzCul.314
	picture = GFX_evt_garden
	border = GFX_event_normal_frame_intrigue
	
	trigger = {			
		trait = shy
		OR = {
			trait = is_amazonian
			trait = is_amazonian_immortal
		}
	}
	
	mean_time_to_happen = { years = 15 }
			
	option = {	# remove trait event
		name = EVTOPTAAmzCul.314
		ai_chance = { factor = 10 }
		remove_trait = shy
	}
}

character_event = {		# amazonians less proud, low prio
	id = AmzCul.315
	desc = EVTDESCAmzCul.315
	picture = GFX_evt_garden
	border = GFX_event_normal_frame_intrigue
	
	trigger = {			
		trait = proud
		OR = {
			trait = is_amazonian
			trait = is_amazonian_immortal
		}
	}
	
	mean_time_to_happen = { years = 25 }
			
	option = {	# remove trait event
		name = EVTOPTAAmzCul.314
		ai_chance = { factor = 10 }
		remove_trait = proud
	}
}

character_event = {		# amazonians less craven, high prio
	id = AmzCul.316
	desc = EVTDESCAmzCul.316
	picture = GFX_evt_garden
	border = GFX_event_normal_frame_intrigue
	
	trigger = {			
		trait = craven
		OR = {
			trait = is_amazonian
			trait = is_amazonian_immortal
		}
	}
	
	mean_time_to_happen = { years = 5 }
			
	option = {	# remove trait event
		name = EVTOPTAAmzCul.314
		ai_chance = { factor = 10 }
		remove_trait = craven
	}
}

character_event = {		# amazonians less paranoid, low prio
	id = AmzCul.317
	desc = EVTDESCAmzCul.317
	picture = GFX_evt_garden
	border = GFX_event_normal_frame_intrigue
	
	trigger = {			
		trait = paranoid
		OR = {
			trait = is_amazonian
			trait = is_amazonian_immortal
		}
	}
	
	mean_time_to_happen = { years = 25 }
			
	option = {	# remove trait event
		name = EVTOPTAAmzCul.314
		ai_chance = { factor = 10 }
		remove_trait = paranoid
	}
}

character_event = {		# amazonians less content, medium prio
	id = AmzCul.318
	desc = EVTDESCAmzCul.318
	picture = GFX_evt_garden
	border = GFX_event_normal_frame_intrigue
	
	trigger = {			
		trait = content
		OR = {
			trait = is_amazonian
			trait = is_amazonian_immortal
		}
	}
	
	mean_time_to_happen = { years = 15 }
			
	option = {	# remove trait event
		name = EVTOPTAAmzCul.314
		ai_chance = { factor = 10 }
		remove_trait = content
	}
}

character_event = {		# on_birth action, chance applies genetic traits based on parent's conventional traits 
	id = AmzCul.319
	hide_window = yes 
	
	is_triggered_only = yes 
			
	option = {	# addski the traitski 
		name = EVTOPTAAmzCul.319
		if = {				# attractive
			limit = {
				mother_even_if_dead = {
					is_attractive_trigger = yes
					NOT = { trait = fair }
				}
			}
			random = {
				chance = 5
				add_trait = fair 
			}
		}
		if = {
			limit = {
				true_father_even_if_dead = {
					is_attractive_trigger = yes
					NOT = { trait = fair }
				}
			}
			random = {
				chance = 5
				add_trait = fair 
			}
		}
		if = {				# strong
			limit = {
				mother_even_if_dead = {
					trait = robust
					is_weak_trigger = no
				}
			}
			random = {
				chance = 10
				add_trait = strong 
			}
		}
		if = {
			limit = {
				true_father_even_if_dead = {
					trait = robust
					is_weak_trigger = no
				}
			}
			random = {
				chance = 10
				add_trait = strong  
			}
		}
		if = {				# quick
			limit = {
				NOT = { trait = genius }
				mother_even_if_dead = {
					trait = shrewd
					is_dumb_trigger = no
				}
			}
			random = {
				chance = 10
				add_trait = quick 
			}
		}
		if = {
			limit = {
				NOT = { trait = genius }
				true_father_even_if_dead = {
					trait = shrewd
					is_dumb_trigger = no
				}
			}
			random = {
				chance = 10
				add_trait = quick  
			}
		}
		if = {				# genius 
			limit = {
				mother_even_if_dead = {
					trait = shrewd
					is_dumb_trigger = no
				}
			}
			random = {
				chance = 10
				add_trait = genius 
			}
		}
		if = {
			limit = {
				true_father_even_if_dead = {
					trait = shrewd
					is_dumb_trigger = no
				}
			}
			random = {
				chance = 10
				add_trait = genius  
			}
		}
	}
}

character_event = {		# apply hidden modifiers for amazons 
	id = AmzCul.3199
	hide_window = yes 
	
	trigger = {
		OR = {
			AND = {
				trait = is_amazonian
				NOT = { has_character_modifier = is_amazonian_hidden_modifier }
			}
			AND = {
				trait = is_amazonian_immortal
				NOT = { has_character_modifier = is_amazonian_immortal_hidden_modifier }
			}
			AND = {
				NOR = {
					trait = is_amazonian
					trait = is_amazonian_immortal
				}
				OR = {
					has_character_modifier = amazonian_centre_modifier
					has_character_modifier = amazonian_melee_modifier
					has_character_modifier = amazonian_pursue_modifier
					has_character_modifier = amazonian_skirmish_modifier
				}
			}
		}
	}
			
	option = {	# addski the hidden modski 
		name = EVTOPTAAmzCul.3199
		if = {				# normal 
			limit = { trait = is_amazonian }
			add_character_modifier = {
				name = is_amazonian_hidden_modifier
				duration = -1
				hidden = yes
			}
		}
		if = {				# immortal  
			limit = { trait = is_amazonian_immortal }
			add_character_modifier = {
				name = is_amazonian_immortal_hidden_modifier
				duration = -1
				hidden = yes
			}
			remove_character_modifier = is_amazonian_hidden_modifier
		}
		if = {				# removes all the stuff for whatever reason
			limit = { 
				NOR = { 
					trait = is_amazonian_immortal 
					trait = is_amazonian
				}
			}
			remove_character_modifier = amazonian_centre_modifier
			remove_character_modifier = amazonian_melee_modifier
			remove_character_modifier = amazonian_pursue_modifier
			remove_character_modifier = amazonian_skirmish_modifier
		}
	}
}

