########################################
###Written by Ogaburan aka Ran Miller###
########################################

########################################
###Edit for HIP/vanilla HL by coot33 ###
########################################

###################################
###########Re-Education############
namespace = reeducation
###################################

#reeducation.1 - Time for child to recieve some propper education.
#reeducation.2 - Chooses Education. (Generic)
#reeducation.3 - Child Notification. (Courtier Edcucation)
#reeducation.4 - Child Notification. (Steward Education)
#reeducation.5 - Child Notification. (Martial Education)
#reeducation.6 - Child Notification. (No Education)
#reeducation.7 - Getting Educated as a Courtier.
#reeducation.8 - Getting Educated as a Steward.
#reeducation.9 - Getting a Martial Education.
#reeducation.10 - Getting no education.
###Bonding
#reeducation.11 - Grew up together.
#reeducation.12 - Grew up together. (Notitification)
##
#reeducation.113 - Theocracy

#########

#reeducation.1 - Time for child to recieve some propper education.
character_event = {
	id = reeducation.1
	desc = "EVTDESCreeducation.1" #Time for me to recieve some propper education.
	picture = "GFX_oil_rik"
	
	min_age = 5
	max_age = 12

	is_triggered_only = yes
	
	trigger = {
		NOT = { has_character_modifier = court_education }
		NOT = { has_character_modifier = martial_education }
		NOT = { has_character_modifier = steward_education }
		#NOT = { has_character_modifier = maester_education }
		NOT = { has_character_modifier = no_education }
		#NOT = { trait = dragon }		
		#NOT = { trait = white_walker }
	}
	
	immediate = {
		#if = {
		#	limit = { 
		#		liege = {
		#		any_child = {
		#				OR = {
		#					character = ROOT
		#					any_child = { character = ROOT }
		#				}
		#			}
		#		}	
		#	}
		#	random = {
		#		chance = 5
		#		add_character_modifier = {
		#			name = challenged_child
		#			duration = 4380
		#			hidden = yes
		#		}
		#	}
		#}
		
		###If at the start of the game, sometimes pick random education straight away
		#if = {
		#	limit = { 
		#		age = 9
		#		NOT = { had_global_flag = { flag = scenario_initialised days = 400 } }
		#	}
		#	random_list = {
		#		10 = { 
		#			modifier = {
		#				factor = 2
		#				diplomacy = 5
		#			}
		#			modifier = {
		#				factor = 2
		#				diplomacy = 8
		#			}
		#			modifier = {
		#				factor = 2
		#				intrigue = 5
		#			}
		#			modifier = {
		#				factor = 2
		#				intrigue = 8
		#			}
		#			modifier = {
		#				factor = 3.5
		#				is_female = yes
		#			}		
		#			modifier = {
		#				factor = 0.5
		#				is_female = yes
		#				OR = {
		#					religion = cathar
		#					religion = messalian
		#					AND = {
		#						is_ruler = yes
		#						culture = basque
		#					}
		#				}
		#			}					
		#			add_character_modifier = { name = court_education duration = -1 } 
		#		}
		#		10 = { 	
		#			modifier = {
		#				factor = 2
		#				trait = squire
		#			}
		#			modifier = {
		#				factor = 1.5
		#				trait = poor_warrior
		#			}
		#			modifier = {
		#				factor = 2
		#				trait = trained_warrior
		#			}
		#			modifier = {
		#				factor = 4
		#				OR = {
		#					trait = skilled_warrior
		#					trait = master_warrior
		#				}	
		#			}
		#			modifier = {
		#				factor = 2
		#				martial = 5
		#			}
		#			modifier = {
		#				factor = 2
		#				martial = 8
		#			}
		#			modifier = {
		#				factor = 0.3
		#				is_female = yes
		#			}
		#			modifier = {
		#				factor = 2
		#				is_female = yes
		#				OR = {
		#					religion = cathar
		#					religion = messalian
		#					AND = {
		#						tier = count
		#						culture = basque
		#					}
		#				}
		#			}					
	#				add_character_modifier = { name = martial_education duration = -1 } 
	#			}
	#			10 = { 
	#				modifier = {
	#					factor = 2
	#					stewardship = 5
	#				}
	#				modifier = {
	#					factor = 2
	#					stewardship = 8
	#				}					
	#				add_character_modifier = { name = steward_education duration = -1 }
	#			}
	#			10 = { 					
					###Child###
					###Pro###
	#				modifier = {
	#					factor = 10
	#					NOT = { demesne_size = 1 }
	#					liege = {
	#						NOT = { dynasty = ROOT }
	#						NOT = { is_close_relative = ROOT }
	#					}	
	#				}
	#				modifier = {
	#					factor = 2
	#					trait = bastard
	#				}
					###Con###
	#				modifier = {
	#					factor = 0.25
	#					is_primary_heir = yes
	#				}
	#				add_character_modifier = { name = no_education duration = -1 } 
	#			}
	#		}
	#		break = yes
	#	}
		
		###If slave, owner chooses
		#if = {
			#limit = { trait = slave }
			#slave_owner = {
			#	limit = { has_opinion_modifier = { who = ROOT modifier = opinion_my_slave } }
			#	save_event_target_as = educator
			#}
			#break = yes
		#}
		
		#Parents Unlanded
		if = {
			limit = {
				father = { is_ruler = no }	
				mother = { is_ruler = no }
			}
			#Grandparents, if liege
			if = {
				limit = { father_even_if_dead = { father = { is_alive = yes is_ruler = yes is_liege_of = ROOT NOT = { trait = incapable } } } }
				father_even_if_dead = {
					father = {
						save_event_target_as = educator
					}
				}
				break = yes
			}
			if = {
				limit = { mother_even_if_dead = { father = { is_alive = yes is_ruler = yes is_liege_of = ROOT NOT = { trait = incapable } } } }
				mother_even_if_dead = {
					father = {
						save_event_target_as = educator
					}
				}
				break = yes
			}	
			if = {
				limit = { father_even_if_dead = { mother = { is_alive = yes is_ruler = yes is_liege_of = ROOT NOT = { trait = incapable } } } }
				father_even_if_dead = {
					mother = {
						save_event_target_as = educator
					}
				}
				break = yes
			}
			if = {
				limit = { mother_even_if_dead = { mother = { is_alive = yes is_ruler = yes is_liege_of = ROOT NOT = { trait = incapable } } } }
				mother_even_if_dead = {
					mother = {
						save_event_target_as = educator
					}
				}
				break = yes
			}
			#Regent
			if = {
				limit = {
					demesne_size = 1
					has_regent = yes
				}
				regent = { save_event_target_as = educator }
				break = yes
			}
		}
		
		#Parents
		if = {
			limit = {
				father = {
					is_alive = yes
					NOT = { trait = incapable }
					NOT = { #Mother has priority if higher rank
						ROOT = {
							mother = {
								is_alive = yes
								NOT = { trait = incapable }
								OR = {
									higher_tier_than = PREVPREV
									AND = {
										tier = PREVPREV
										at_location = ROOT
									}
								}	
							}
						}	
					}
				}	
			}
			father = { save_event_target_as = educator }
			break = yes
		}	
		#Mother
		if = {
			limit = {
				mother = {
					is_alive = yes
					NOT = { trait = incapable }
				}	
			}
			mother = { save_event_target_as = educator }
			break = yes
		}
		#Regent
		if = {
			limit = {
				demesne_size = 1
				has_regent = yes	
			}
			regent = { save_event_target_as = educator }
			break = yes
		}
		#Random Relative
		if = {
			limit = {
				any_dynasty_member = {
					is_close_relative = ROOT
					is_female = no
					age = 16
					is_alive = yes
					NOT = { trait = incapable }
					NOT = { trait = bastard }		
				}	
			}
			random_dynasty_member = {
				limit = {
					is_close_relative = ROOT
					is_female = no
					age = 16
					is_alive = yes
					NOT = { trait = incapable }
					NOT = { trait = bastard }	
				}	
				save_event_target_as = educator
			}
			break = yes
		}
		#Liege
		if = {
			limit = {
				NOT = { tier = BARON }
				liege = {
					age = 16
					is_alive = yes
					NOT = { trait = incapable }
				}	
			}
			liege = { save_event_target_as = educator }
			break = yes
		}
		#Self
		save_event_target_as = educator
	}
	
	option = {
		name = "OK"
		event_target:educator = {
			character_event = {
				id = reeducation.2
				tooltip = EVTTOOLTIPreeducation.2
			}
		}
		clear_event_target = educator
	}
}

#reeducation.2 - Chooses Education. (Generic) <--- AKA Mother of all events!
character_event = {
	id = reeducation.2
	desc = "EVTDESCreeducation.2" #Chooses Education. (Generic) <--- AKA Mother of all events!
	picture = "GFX_tutors"
	
	is_triggered_only = yes

	option = {
		name = "EVTOPTAreeducation.2" #Choose the Courtier Edcucation
		trigger = { NOT = { government = nomadic_government } NOT = { government = tribal_government } }
		if = { #If child is landed and not your child (or you are unlanded), they pay
			limit = {
				FROM = { 
					demesne_size = 1 
					#NOT = { trait = slave }
				}
				OR = {
					is_ruler = no
					NOT = { 
						OR = {
							any_child = { character = FROM }
							any_child = { any_child = { character = FROM } }
						}	
					}
				}	
			}
			FROM = { 
				if = {
					limit = { yearly_income = 250 }
					wealth = -250
				}
				if = {
					limit = { NOT = { yearly_income = 250 } }
					scaled_wealth = -1
				}
			}
		}
		if = { #Else you pay
			limit = {
				#FROM = { NOT = { trait = slave } }
				OR = {
					NOT = { FROM = { demesne_size = 1 } }
					NOT = {
						OR = {
							is_ruler = no
							NOT = { 
								OR = {
									any_child = { character = FROM }
									any_child = { any_child = { character = FROM } }
								}	
							}
						}
					}	
				}	
			}
			if = {
				limit = { yearly_income = 250 }
				wealth = -250
			}
			if = {
				limit = { NOT = { yearly_income = 250 } }
				scaled_wealth = -1
			}
		}
		#if = { #Slaves are cheaper
		#	limit = {
		#		FROM = { trait = slave } 
		#	}
		#	if = {
		#		limit = { yearly_income = 250 }
		#		wealth = -75
		#	}
		#	if = {
		#		limit = { NOT = { yearly_income = 250 } }
		#		scaled_wealth = -0.3
		#	}
		#}
		ai_chance = {
			factor = 1
			
			###Educator###
			###Pro###
			modifier = {
				factor = 2
				OR = {
					trait = flamboyant_schemer
					trait = intricate_webweaver
					trait = elusive_shadow
					trait = underhanded_rogue
					trait = charismatic_negotiator
					trait = grey_eminence
				}
			}
			modifier = {
				factor = 1.5
				trait = poet
			}
			modifier = {
				factor = 1.5
				trait = scholar
			}
			modifier = {
				factor = 2
				is_patrician = yes
			}
			
			###Con###
			modifier = {
				factor = 0.5
				OR = {
					trait = impaler
					trait = duelist
					trait = hunter
				}
			}
			
			###Child###
			###Pro###
			modifier = {
				factor = 2
				FROM = { diplomacy = 4 }
			}
			modifier = {
				factor = 2
				FROM = { diplomacy = 6 }
			}
			modifier = {
				factor = 2
				FROM = { intrigue = 4 }
			}
			modifier = {
				factor = 2
				FROM = { intrigue = 6 }
			}
			#Sexism
			modifier = {
				factor = 3.5
				FROM = { is_female = yes }
			}		
			modifier = {
				factor = 0.5
				FROM = { is_female = yes }
				OR = {					
					religion = cathar
					religion = messalian
					AND = {
						is_ruler = yes
						culture = basque
					}
				}
			}			

			###Con###
			modifier = {
				factor = 0.6
				FROM = { NOT = { diplomacy = 2 } }
			}
			modifier = {
				factor = 0.6
				FROM = { NOT = { intrigue = 2 } }
			}
		}
		
		FROM = {
			hidden_tooltip = {
				add_character_modifier = {
					name = court_education
					duration = -1
				}
			}
			character_event = {
				id = reeducation.3
				tooltip = EVTTOOLTIPreeducation.3 
			}
		}
	
	}
	
	option = {
		name = "EVTOPTBreeducation.2" #Choose the Steward Education
		trigger = { NOT = { government = nomadic_government } NOT = { government = tribal_government } }
		if = { #If child is landed and not your child (or you are unlanded), they pay
			limit = {
				FROM = { demesne_size = 1 }
				#FROM = { NOT = { trait = slave } }
				OR = {
					is_ruler = no
					NOT = { 
						OR = {
							any_child = { character = FROM }
							any_child = { any_child = { character = FROM } }
						}	
					}
				}	
			}
			FROM = { 
				if = {
					limit = { yearly_income = 250 }
					wealth = -250
				}
				if = {
					limit = { NOT = { yearly_income = 250 } }
					scaled_wealth = -1
				}
			}
		}
		if = { #Else you pay
			limit = {
				#FROM = { NOT = { trait = slave } }
				OR = {
					NOT = { FROM = { demesne_size = 1 } }
					NOT = {
						OR = {
							is_ruler = no
							NOT = { 
								OR = {
									any_child = { character = FROM }
									any_child = { any_child = { character = FROM } }
								}	
							}
						}
					}	
				}	
			}
			if = {
				limit = { yearly_income = 250 }
				wealth = -250
			}
			if = {
				limit = { NOT = { yearly_income = 250 } }
				scaled_wealth = -1
			}
		}
		#if = { #Slaves are cheaper
		#	limit = {
		#		FROM = { trait = slave } 
		#	}
		#	if = {
		#		limit = { yearly_income = 250 }
		#		wealth = -75
		#	}
		#	if = {
		#		limit = { NOT = { yearly_income = 250 } }
		#		scaled_wealth = -0.3
		#	}
		#}
		ai_chance = {
			factor = 1
			###Educator###
			###Pro###
			modifier = {
				factor = 1.5
				trait = gardener
			}
			modifier = {
				factor = 2
				OR = {
					trait = indulgent_wastrel
					trait = thrifty_clerk
					trait = fortune_builder
					trait = midas_touched
					trait = greedy
				}
			}
			modifier = {
				factor = 3
				is_patrician = yes
			}
			
			###Child###
			###Pro###
			modifier = {
				factor = 2
				FROM = { stewardship = 4 }
			}
			modifier = {
				factor = 2
				FROM = { stewardship = 6 }
			}
			
			###Con###
			modifier = {
				factor = 0.6
				FROM = { NOT = { stewardship = 2 } }
			}
		}
		
		FROM = {
			hidden_tooltip = {
				add_character_modifier = {
					name = steward_education
					duration = -1
				}
			}
			character_event = {
				id = reeducation.4
				tooltip = EVTTOOLTIPreeducation.4
			}
		}
	}
	
	option = {
		name = "EVTOPTCreeducation.2" #Choose the Martial Education
		trigger = { NOT = { government = nomadic_government } NOT = { government = tribal_government } }
		if = { #If child is landed and not your child (or you are unlanded), they pay
			limit = {
				FROM = { demesne_size = 1 }
				#FROM = { NOT = { trait = slave } }
				OR = {
					is_ruler = no
					NOT = { 
						OR = {
							any_child = { character = FROM }
							any_child = { any_child = { character = FROM } }
						}	
					}
				}	
			}
			FROM = { 
				if = {
					limit = { yearly_income = 250 }
					wealth = -400
				}
				if = {
					limit = { NOT = { yearly_income = 250 } }
					scaled_wealth = -1.6
				}
			}
		}
		if = { #Else you pay
			limit = {
				#FROM = { NOT = { trait = slave } }
				OR = {
					NOT = { FROM = { demesne_size = 1 } }
					NOT = {
						OR = {
							is_ruler = no
							NOT = { 
								OR = {
									any_child = { character = FROM }
									any_child = { any_child = { character = FROM } }
								}	
							}
						}
					}	
				}	
			}
			if = {
				limit = { yearly_income = 250 }
				wealth = -400
			}
			if = {
				limit = { NOT = { yearly_income = 250 } }
				scaled_wealth = -1.6
			}
		}
		#if = { #Slaves are cheaper
		#	limit = {
		#		FROM = { trait = slave } 
		#	}
		#	if = {
		#		limit = { yearly_income = 250 }
		#		wealth = -125
		#	}
		#	if = {
		#		limit = { NOT = { yearly_income = 250 } }
		#		scaled_wealth = -0.5
		#	}
		#}
		ai_chance = {
			factor = 1
			###Educator###
			###Pro###
			modifier = {
				factor = 1.5
				OR = {
					trait = cruel
					trait = impaler
					trait = duelist
					trait = hunter
					trait = proud
				}
			}
			modifier = {
				factor = 2
				OR = {				
					trait = tough_soldier
					trait = skilled_tactician
					trait = brilliant_strategist
					trait = trained_warrior
					trait = skilled_warrior
					trait = master_warrior
				}
			}

			###Con###
			modifier = {
				factor = 0.8
				trait = poet
			}
			
			###Child###
			###Pro###
			modifier = {
				factor = 1.5
				OR = {
					FROM = {trait = strong}
					FROM = {trait = brave}
				}
			}
			modifier = {
				factor = 2
				FROM = { martial = 4 }
			}
			modifier = {
				factor = 2
				FROM = { martial = 6 }
			}

			###Con###
			modifier = {
				factor = 0.5
				OR = {
					FROM = {trait = clubfooted}
					FROM = {trait = hunchback}
					FROM = {trait = dwarf}
					FROM = {trait = weak}
					FROM = {trait = crippled}
				}
			}
			modifier = {
				factor = 0.6
				FROM = { NOT = { martial = 2 } }
			}
			#Sexism
			modifier = {
				factor = 0.3
				FROM = { is_female = yes }
			}
			modifier = {
				factor = 2
				FROM = { is_female = yes }
				OR = {
					religion = cathar					
					religion = messalian
					AND = {
						tier = count
						culture = basque
					}
				}
			}			
		}
		
		FROM = {
			hidden_tooltip = {
				add_character_modifier = {
					name = martial_education
					duration = -1
				}
			}
			character_event = {
				id = reeducation.5
				tooltip = EVTTOOLTIPreeducation.5
			}
		}
	}
	###Dothraki Options
	option = {
		name = "EVTOPTEreeducation.2" #Choose the Courtier Edcucation
		trigger = { 
			OR = {
				government = tribal_government
				government = nomadic_government 
			}	
		} 
		ai_chance = {
			factor = 1		
			###Educator###
			###Pro###
			modifier = {
				factor = 2
				OR = {
					trait = flamboyant_schemer
					trait = intricate_webweaver
					trait = elusive_shadow
					trait = underhanded_rogue
					trait = charismatic_negotiator
					trait = grey_eminence
				}
			}
			modifier = {
				factor = 1.5
				trait = poet
			}
			modifier = {
				factor = 1.5
				trait = scholar
			}		
			###Con###
			modifier = {
				factor = 0.5
				OR = {
					trait = impaler
					trait = duelist
					trait = hunter
				}
			}		
			###Child###
			###Pro###
			modifier = {
				factor = 2
				FROM = { diplomacy = 4 }
			}
			modifier = {
				factor = 2
				FROM = { diplomacy = 6 }
			}
			modifier = {
				factor = 2
				FROM = { intrigue = 4 }
			}
			modifier = {
				factor = 2
				FROM = { intrigue = 6 }
			}
			#Sexism
			modifier = {
				factor = 8
				FROM = { is_female = yes }
			}
			###Con###
			modifier = {
				factor = 0.6
				FROM = { NOT = { diplomacy = 2 } }
			}
			modifier = {
				factor = 0.6
				FROM = { NOT = { intrigue = 2 } }
			}
		}		
		FROM = {
			hidden_tooltip = {
				add_character_modifier = {
					name = court_education
					duration = -1
				}
			}
			character_event = {
				id = reeducation.3
				tooltip = EVTTOOLTIPreeducation.3DOTH
			}
		}	
	}
	
	option = {
		name = "EVTOPTFreeducation.2" #Choose the Steward Education
		trigger = { 
			OR = {
				government = tribal_government
				government = nomadic_government 
			}	
		} 
		if = { #If child is landed and not your child (or you are unlanded), they pay
			limit = {
				FROM = { demesne_size = 1 }
				OR = {
					is_ruler = no
					NOT = { 
						OR = {
							any_child = { character = FROM }
							any_child = { any_child = { character = FROM } }
						}	
					}
				}	
			}
			FROM = { 
				if = {
					limit = { yearly_income = 200 }
					wealth = -100
				}
				if = {
					limit = { NOT = { yearly_income = 200 } }
					scaled_wealth = -0.5
				}
			}
		}
		if = { #Else you pay
			limit = {
				OR = {
					NOT = { FROM = { demesne_size = 1 } }
					NOT = {
						OR = {
							is_ruler = no
							NOT = { 
								OR = {
									any_child = { character = FROM }
									any_child = { any_child = { character = FROM } }
								}	
							}
						}
					}	
				}	
			}
			if = {
				limit = { yearly_income = 200 }
				wealth = -100
			}
			if = {
				limit = { NOT = { yearly_income = 200 } }
				scaled_wealth = -0.5
			}
		}
		
		ai_chance = {
			factor = 0.1
			###Educator###
			###Pro###
			modifier = {
				factor = 1.5
				trait = gardener
			}
			modifier = {
				factor = 2
				OR = {
					trait = indulgent_wastrel
					trait = thrifty_clerk
					trait = fortune_builder
					trait = midas_touched
					trait = greedy
				}
			}
			modifier = {
				factor = 3
				is_patrician = yes
			}

			###Con###
			modifier = {
				factor = 0.1
				FROM = { 
					is_ruler = no
					NOT = { is_close_relative = ROOT } 
				}	
			}
			
			###Child###
			###Pro###
			modifier = {
				factor = 2
				FROM = { stewardship = 4 }
			}
			modifier = {
				factor = 2
				FROM = { stewardship = 6 }
			}
			
			###Con###
			modifier = {
				factor = 0.6
				FROM = { NOT = { stewardship = 2 } }
			}
		}
		
		FROM = {
			hidden_tooltip = {
				add_character_modifier = {
					name = steward_education
					duration = -1
				}
			}
			character_event = {
				id = reeducation.4
				tooltip = EVTTOOLTIPreeducation.4DOTH
			}
		}
	}
	
	option = {
		name = "EVTOPTGreeducation.2" #Choose the Martial Education
		trigger = { 
			OR = {
				government = tribal_government
				government = nomadic_government 
			}	
		}  
		ai_chance = {
			factor = 1
			###Educator###
			###Pro###
			modifier = {
				factor = 1.5
				OR = {
					trait = cruel
					trait = impaler
					trait = duelist
					trait = hunter
					trait = proud
				}
			}
			modifier = {
				factor = 2
				OR = {				
					trait = tough_soldier
					trait = skilled_tactician
					trait = brilliant_strategist
					trait = trained_warrior
					trait = skilled_warrior
					trait = master_warrior
				}
			}

			###Con###
			modifier = {
				factor = 0.8
				trait = poet
			}
			
			###Child###
			###Pro###
			modifier = {
				factor = 1.5
				OR = {
					FROM = {trait = strong}
					FROM = {trait = brave}
				}
			}
			modifier = {
				factor = 2
				FROM = { martial = 4 }
			}
			modifier = {
				factor = 2
				FROM = { martial = 6 }
			}

			###Con###
			modifier = {
				factor = 0.5
				OR = {
					FROM = {trait = clubfooted}
					FROM = {trait = hunchback}
					FROM = {trait = dwarf}
					FROM = {trait = weak}
					FROM = {trait = crippled}
				}
			}
			modifier = {
				factor = 0.6
				FROM = { NOT = { martial = 2 } }
			}
			#Sexism
			modifier = {
				factor = 16
				FROM = { is_female = no }
			}
		}	
		FROM = {
			hidden_tooltip = {
				add_character_modifier = {
					name = martial_education
					duration = -1
				}
			}
			character_event = {
				id = reeducation.5
				tooltip = EVTTOOLTIPreeducation.5DOTH
			}
		}
	}
	option = {
		name = "EVTOPTDreeducation.2" #Choose the No Education
		trigger = { NOT = { government = nomadic_government } NOT = { government = tribal_government }	}
		ai_chance = {
			factor = 0.2
			
			###Educator###
			###Pro###
			modifier = {
				factor = 2
				OR = {
					trait = slow
					trait = imbecile
					trait = greedy
					trait = slothful
				}
			}
			modifier = {
				factor = 1.5
				NOT = { wealth = 0 }
			}
			
			###Con###
			modifier = {
				factor = 0.25
				FROM = { is_close_relative = ROOT }
				trait = familyperson		
			}
			
			###Child###
			###Pro###
			modifier = {
				factor = 10
				FROM = { 
					NOT = { demesne_size = 1 }
				}
				NOT = { dynasty = ROOT }
				NOT = { is_close_relative = ROOT }
			}
			modifier = {
				factor = 10
				FROM = { trait = imbecile }
			}
			modifier = {
				factor = 2
				FROM = { trait = bastard }
				NOT = { dynasty = FROM }
			}
			###Con###
			modifier = {
				factor = 0.5
				current_heir = { character = FROM }
			}
		}
		
		FROM = {
			hidden_tooltip = {
				add_character_modifier = {
					name = no_education
					duration = -1
				}
			}
			character_event = {
				id = reeducation.6
				tooltip = EVTTOOLTIPreeducation.6
			}
		}
	}
}

#reeducation.3 - Child Notification. (Courtier Edcucation)
character_event = {
	id = reeducation.3
	desc = "EVTDESCreeducation.3" #Child Notification. (Courtier Edcucation)
	picture = "GFX_sansa"
	
	is_triggered_only = yes
	
	option = {name = "OK"}
}

#reeducation.4 - Child Notification. (Steward Education)
character_event = {
	id = reeducation.4
	desc = "EVTDESCreeducation.4" #Child Notification. (Steward Education)
	picture = "GFX_crassen"
	
	is_triggered_only = yes
	
	option = {name = "OK"}
}

#reeducation.5 - Child Notification. (Martial Education)
character_event = {
	id = reeducation.5
	desc = "EVTDESCreeducation.5" #Child Notification. (Martial Education)
	picture = "GFX_smith"
	
	is_triggered_only = yes
	
	option = {name = "OK"}
}

#reeducation.6 - Child Notification. (No Education)
character_event = {
	id = reeducation.6
	desc = "EVTDESCreeducation.6" #Child Notification. (No Education)
	picture = "GFX_ass"
	
	is_triggered_only = yes
	
	option = {name = "OK"}
}

#reeducation.7 - Getting Educated as a Courtier.
character_event = {
	id = reeducation.7
	desc = "EVTDESCreeducation.7" #Getting Educated as a Courtier.
	picture = "GFX_sansa"
	
	is_triggered_only = yes
	min_age = 15
	max_age = 17

	trigger = {
		has_character_modifier = court_education
	}
	
	option = {
		name = "Ok"
		hidden_tooltip = {
			remove_trait = amateurish_plotter
			remove_trait = flamboyant_schemer
			remove_trait = intricate_webweaver
			remove_trait = elusive_shadow
			remove_trait = naive_appeaser
			remove_trait = underhanded_rogue
			remove_trait = charismatic_negotiator
			remove_trait = grey_eminence
			remove_trait = indulgent_wastrel
			remove_trait = thrifty_clerk
			remove_trait = fortune_builder
			remove_trait = midas_touched
			remove_trait = misguided_warrior
			remove_trait = tough_soldier
			remove_trait = skilled_tactician
			remove_trait = brilliant_strategist
			remove_trait = detached_priest
			remove_trait = martial_cleric
			remove_trait = scholarly_theologian
			remove_trait = mastermind_theologian
			remove_character_modifier = court_education
		}
		clr_character_flag = made_new_friends

		if = {
			limit = { #too dumb 
				NOT = { learning = 1 }
			}
			random_list = {
				100 = {add_trait="amateurish_plotter"}
				0 = {add_trait="flamboyant_schemer"}
				0 = {add_trait="intricate_webweaver"}
				0 = {add_trait="elusive_shadow"}
				100 = {add_trait="naive_appeaser"}
				0 = {add_trait="underhanded_rogue"}
				0 = {add_trait="charismatic_negotiator"}
				0 = {add_trait="grey_eminence"}
			}
			break = yes
		}
		if = {
			limit = {
				AND = {
					learning = 1
					NOT = { learning = 3 }
				}
			}
			random_list = {
				80 = {add_trait="amateurish_plotter"}
				20 = {add_trait="flamboyant_schemer"}
				0 = {add_trait="intricate_webweaver"}
				0 = {add_trait="elusive_shadow"}
				80 = {add_trait="naive_appeaser"}
				20 = {add_trait="underhanded_rogue"}
				0 = {add_trait="charismatic_negotiator"}
				0 = {add_trait="grey_eminence"}
			}
			break = yes
		}
		if = {
			limit = {
				AND = {
					learning = 3
					NOT = { learning = 5 }
				}
			}
			random_list = {
				60 = {add_trait="amateurish_plotter"}
				30 = {add_trait="flamboyant_schemer"}
				10 = {add_trait="intricate_webweaver"}
				0 = {add_trait="elusive_shadow"}
				60 = {add_trait="naive_appeaser"}
				30 = {add_trait="underhanded_rogue"}
				10 = {add_trait="charismatic_negotiator"}
				0 = {add_trait="grey_eminence"}
			}
			break = yes
		}
		if = {
			limit = {
				AND = {
					learning = 5	
					NOT = { learning = 7 }
				}
			}
			random_list = {
				35 = {add_trait="amateurish_plotter"}
				35 = {add_trait="flamboyant_schemer"}
				20 = {add_trait="intricate_webweaver"}
				10 = {add_trait="elusive_shadow"}
				35 = {add_trait="naive_appeaser"}
				35 = {add_trait="underhanded_rogue"}
				20 = {add_trait="charismatic_negotiator"}
				10 = {add_trait="grey_eminence"}
			}
			break = yes
		}
		if = {
			limit = {
				AND = {
					learning = 7
					NOT = { learning = 9 }
				}
			}
			random_list = {
				25 = {add_trait="amateurish_plotter"}
				25 = {add_trait="flamboyant_schemer"}
				25 = {add_trait="intricate_webweaver"}
				25 = {add_trait="elusive_shadow"}
				25 = {add_trait="naive_appeaser"}
				25 = {add_trait="underhanded_rogue"}
				25 = {add_trait="charismatic_negotiator"}
				25 = {add_trait="grey_eminence"}
			}
			break = yes
		}
		if = {
			limit = {
				AND = {
					learning = 9
					NOT = { learning = 11 }
				}
			}
			random_list = {
				15 = {add_trait="amateurish_plotter"}
				40 = {add_trait="flamboyant_schemer"}
				60 = {add_trait="intricate_webweaver"}
				35 = {add_trait="elusive_shadow"}
				15 = {add_trait="naive_appeaser"}
				40 = {add_trait="underhanded_rogue"}
				60 = {add_trait="charismatic_negotiator"}
				35 = {add_trait="grey_eminence"}
			}
			break = yes
		}
		if = {
			limit = {
				AND = {
					learning = 11
					NOT = { learning = 13 }
				}
			}
			random_list = {
				0 = {add_trait="amateurish_plotter"}
				10 = {add_trait="flamboyant_schemer"}
				30 = {add_trait="intricate_webweaver"}
				60 = {add_trait="elusive_shadow"}
				0 = {add_trait="naive_appeaser"}
				10 = {add_trait="underhanded_rogue"}
				30 = {add_trait="charismatic_negotiator"}
				60 = {add_trait="grey_eminence"}
			}
			break = yes
		}
		if = {
			limit = {
				AND = {
					learning = 13
					NOT = { learning = 15 }
				}
			}
			random_list = {
				0 = {add_trait="amateurish_plotter"}
				0 = {add_trait="flamboyant_schemer"}
				20 = {add_trait="intricate_webweaver"}
				80 = {add_trait="elusive_shadow"}
				0 = {add_trait="naive_appeaser"}
				0 = {add_trait="underhanded_rogue"}
				20 = {add_trait="charismatic_negotiator"}
				80 = {add_trait="grey_eminence"}
			}
			break = yes
		}
		if = {
			limit = { learning = 15 }
			random_list = {
				0 = {add_trait="amateurish_plotter"}
				0 = {add_trait="flamboyant_schemer"}
				0 = {add_trait="intricate_webweaver"}
				100 = {add_trait="elusive_shadow"}
				0 = {add_trait="naive_appeaser"}
				0 = {add_trait="underhanded_rogue"}
				0 = {add_trait="charismatic_negotiator"}
				100 = {add_trait="grey_eminence"}
			}
		}
		
	}
}

#reeducation.8 - Getting Educated as a Steward.
character_event = {
	id = reeducation.8
	desc = "EVTDESCreeducation.8" #Getting Educated as a Steward.
	picture = "GFX_crassen"
	
	is_triggered_only = yes
	min_age = 15
	max_age = 17
	
	trigger = {
		has_character_modifier = steward_education
	}

	option = {
		name = "Ok"
		hidden_tooltip = {
			remove_trait = amateurish_plotter
			remove_trait = flamboyant_schemer
			remove_trait = intricate_webweaver
			remove_trait = elusive_shadow
			remove_trait = naive_appeaser
			remove_trait = underhanded_rogue
			remove_trait = charismatic_negotiator
			remove_trait = grey_eminence
			remove_trait = indulgent_wastrel
			remove_trait = thrifty_clerk
			remove_trait = fortune_builder
			remove_trait = midas_touched
			remove_trait = misguided_warrior
			remove_trait = tough_soldier
			remove_trait = skilled_tactician
			remove_trait = brilliant_strategist
			remove_trait = detached_priest
			remove_trait = martial_cleric
			remove_trait = scholarly_theologian
			remove_trait = mastermind_theologian
			remove_character_modifier = steward_education
		}
		clr_character_flag = made_new_friends_1
		clr_character_flag = made_new_friends_2
		clr_character_flag = made_new_friends_3
		if = {
			limit = { #too dumb 
				NOT = { learning = 1 }
			}
			random_list = {
				100 = {add_trait="indulgent_wastrel"}
				0 = {add_trait="thrifty_clerk"}
				0 = {add_trait="fortune_builder"}
				0 = {add_trait="midas_touched"}
			}
			break = yes
		}
		if = {
			limit = {
				AND = {
					learning = 1
					NOT = { learning = 3 }
				}
			}
			random_list = {
				80 = {add_trait="indulgent_wastrel"}
				20 = {add_trait="thrifty_clerk"}
				0 = {add_trait="fortune_builder"}
				0 = {add_trait="midas_touched"}
			}
			break = yes
		}
		if = {
			limit = {
				AND = {
					learning = 3
					NOT = { learning = 5 }
				}
			}
			random_list = {
				60 = {add_trait="indulgent_wastrel"}
				30 = {add_trait="thrifty_clerk"}
				10 = {add_trait="fortune_builder"}
				0 = {add_trait="midas_touched"}
			}
			break = yes
		}
		if = {
			limit = {
				AND = {
					learning = 5	
					NOT = { learning = 7 }
				}
			}
			random_list = {
				35 = {add_trait="indulgent_wastrel"}
				35 = {add_trait="thrifty_clerk"}
				20 = {add_trait="fortune_builder"}
				10 = {add_trait="midas_touched"}
			}
			break = yes
		}
		if = {
			limit = {
				AND = {
					learning = 7
					NOT = { learning = 9 }
				}
			}
			random_list = {
				25 = {add_trait="indulgent_wastrel"}
				25 = {add_trait="thrifty_clerk"}
				25 = {add_trait="fortune_builder"}
				25 = {add_trait="midas_touched"}
			}
			break = yes
		}
		if = {
			limit = {
				AND = {
					learning = 9
					NOT = { learning = 11 }
				}
			}
			random_list = {
				15 = {add_trait="indulgent_wastrel"}
				40 = {add_trait="thrifty_clerk"}
				60 = {add_trait="fortune_builder"}
				35 = {add_trait="midas_touched"}
			}
			break = yes
		}
		if = {
			limit = {
				AND = {
					learning = 11
					NOT = { learning = 13 }
				}
			}
			random_list = {
				0 = {add_trait="indulgent_wastrel"}
				10 = {add_trait="thrifty_clerk"}
				30 = {add_trait="fortune_builder"}
				60 = {add_trait="midas_touched"}
			}
			break = yes
		}
		if = {
			limit = {
				AND = {
					learning = 13
					NOT = { learning = 15 }
				}
			}
			random_list = {
				0 = {add_trait="indulgent_wastrel"}
				0 = {add_trait="thrifty_clerk"}
				20 = {add_trait="fortune_builder"}
				80 = {add_trait="midas_touched"}
			}
			break = yes
		}
		if = {
			limit = { learning = 15 }
			random_list = {
				0 = {add_trait="indulgent_wastrel"}
				0 = {add_trait="thrifty_clerk"}
				0 = {add_trait="fortune_builder"}
				100 = {add_trait="midas_touched"}
			}			
		}
		
	}
}

#reeducation.9 - Getting a Martial Education.
character_event = {
	id = reeducation.9
	desc = "EVTDESCreeducation.9" #Getting a Martial Education.
	picture = "GFX_smith"
	
	is_triggered_only = yes
	min_age = 15
	max_age = 17
	
	trigger = {
		has_character_modifier = martial_education
	}
	
	option = {
		name = "Ok"
		hidden_tooltip = {
			remove_trait = amateurish_plotter
			remove_trait = flamboyant_schemer
			remove_trait = intricate_webweaver
			remove_trait = elusive_shadow
			remove_trait = naive_appeaser
			remove_trait = underhanded_rogue
			remove_trait = charismatic_negotiator
			remove_trait = grey_eminence
			remove_trait = indulgent_wastrel
			remove_trait = thrifty_clerk
			remove_trait = fortune_builder
			remove_trait = midas_touched
			remove_trait = misguided_warrior
			remove_trait = tough_soldier
			remove_trait = skilled_tactician
			remove_trait = brilliant_strategist
			remove_trait = detached_priest
			remove_trait = martial_cleric
			remove_trait = scholarly_theologian
			remove_trait = mastermind_theologian
			remove_character_modifier = martial_education
		}
		if = {
			limit = { #too dumb 
				NOT = { learning = 1 }
			}
			random_list = {
				100 = {add_trait="misguided_warrior"}
				0 = {add_trait="tough_soldier"}
				0 = {add_trait="skilled_tactician"}
				0 = {add_trait="brilliant_strategist"}
			}
		}
		if = {
			limit = {
				AND = {
					learning = 1
					NOT = { learning = 3 }
				}
			}
			random_list = {
				80 = {add_trait="misguided_warrior"}
				20 = {add_trait="tough_soldier"}
				0 = {add_trait="skilled_tactician"}
				0 = {add_trait="brilliant_strategist"}
			}
		}
		if = {
			limit = {
				AND = {
					learning = 3
					NOT = { learning = 5 }
				}
			}
			random_list = {
				60 = {add_trait="misguided_warrior"}
				30 = {add_trait="tough_soldier"}
				10 = {add_trait="skilled_tactician"}
				0 = {add_trait="brilliant_strategist"}
			}
		}
		if = {
			limit = {
				AND = {
					learning = 5	
					NOT = { learning = 7 }
				}
			}
			random_list = {
				35 = {add_trait="misguided_warrior"}
				35 = {add_trait="tough_soldier"}
				20 = {add_trait="skilled_tactician"}
				10 = {add_trait="brilliant_strategist"}
			}
		}
		if = {
			limit = {
				AND = {
					learning = 7
					NOT = { learning = 9 }
				}
			}
			random_list = {
				25 = {add_trait="misguided_warrior"}
				25 = {add_trait="tough_soldier"}
				25 = {add_trait="skilled_tactician"}
				25 = {add_trait="brilliant_strategist"}
			}
		}
		if = {
			limit = {
				AND = {
					learning = 9
					NOT = { learning = 11 }
				}
			}
			random_list = {
				15 = {add_trait="misguided_warrior"}
				40 = {add_trait="tough_soldier"}
				60 = {add_trait="skilled_tactician"}
				35 = {add_trait="brilliant_strategist"}
			}
		}
		if = {
			limit = {
				AND = {
					learning = 11
					NOT = { learning = 13 }
				}
			}
			random_list = {
				0 = {add_trait="misguided_warrior"}
				10 = {add_trait="tough_soldier"}
				30 = {add_trait="skilled_tactician"}
				60 = {add_trait="brilliant_strategist"}
			}
		}
		if = {
			limit = {
				AND = {
					learning = 13
					NOT = { learning = 15 }
				}
			}
			random_list = {
				0 = {add_trait="misguided_warrior"}
				0 = {add_trait="tough_soldier"}
				20 = {add_trait="skilled_tactician"}
				80 = {add_trait="brilliant_strategist"}
			}
		}
		if = {
			limit = { learning = 15 }
			random_list = {
				0 = {add_trait="misguided_warrior"}
				0 = {add_trait="tough_soldier"}
				0 = {add_trait="skilled_tactician"}
				100 = {add_trait="brilliant_strategist"}
			}
		}

		
		###Swordfights###
		if = {
			limit = { trait = skilled_warrior }
			random = {
				chance = 2
				add_trait = master_warrior
				hidden_tooltip = { remove_trait = skilled_warrior }
			}	
		}
		if = {
			limit = { trait = trained_warrior }
			random = {
				chance = 10
				add_trait = skilled_warrior
				hidden_tooltip = { remove_trait = trained_warrior }
			}	
		}
		if = {
			limit = { trait = poor_warrior }
			random = {
				chance = 20
				add_trait = trained_warrior
				hidden_tooltip = { remove_trait = poor_warrior }
			}	
		}
		if = {
			limit = {
				NOT = { trait = poor_warrior }
				NOT = { trait = trained_warrior }
				NOT = { trait = skilled_warrior }
				NOT = { trait = master_warrior }
			}
			random = {
				chance = 40
				add_trait=poor_warrior
			}	
		}
		##Buff for AI due to incompetence
		if = {
			limit = {
				ai = yes
				OR = {
					is_ruler = yes
					liege = { ai = yes }
				}	
				NOT = { father = { ai = no } }
				NOT = { mother= { ai = no } }
				father_even_if_dead = { NOT = { father = { ai = no } } }
				mother_even_if_dead = { NOT = { mother = { ai = no } } }
			}
			if = {
				limit = { trait = skilled_warrior }
				random = {
					chance = 10
					add_trait = master_warrior
					hidden_tooltip = { remove_trait = skilled_warrior }
				}
			}
			if = {
				limit = { trait = trained_warrior }
				hidden_tooltip = { remove_trait = trained_warrior }
				random = {
					chance = 75
					add_trait = skilled_warrior
					hidden_tooltip = { remove_trait = trained_warrior }
				}	
			}
			if = {
				limit = { trait = poor_warrior }
				hidden_tooltip = { remove_trait = poor_warrior }
				add_trait = trained_warrior
			}
			if = {
				limit = {
					NOT = {
						OR = {
							trait = poor_warrior
							trait = trained_warrior
							trait = skilled_warrior
							trait = master_warrior
						}	
					}
				}
				add_trait = poor_warrior
			}
		}		
		###Leadership traits###
		hidden_tooltip = {
			if = {
				limit = {
					OR = {
						trait = tough_soldier
						trait = skilled_tactician
						trait = brilliant_strategist
					}
				}
				random_list = {
					10 = { add_trait = "light_foot_leader" }
					10 = { add_trait = "heavy_infantry_leader" }
					10 = { add_trait = "cavalry_leader" }
					10 = { add_trait = "inspiring_leader" }
					10 = { add_trait = "trickster" }
					10 = { add_trait = "organizer" }
					10 = { add_trait = "defensive_leader" }
					10 = { add_trait = "experimenter" }
					10 = { add_trait = "flanker" }
					10 = { add_trait = "aggressive_leader" }
					10 = { add_trait = "back_seat_leader" }
				}
			}
			
			if = {
				limit = {
					OR = {
						trait = skilled_tactician
						trait = brilliant_strategist
					}
				}
				random_list = {
					10 = {
						if = {
							limit =  { trait = light_foot_leader }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = light_foot_leader } }
							add_trait = "light_foot_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = heavy_infantry_leader }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = heavy_infantry_leader } }
							add_trait = "heavy_infantry_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = cavalry_leader }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = cavalry_leader } }
							add_trait = "cavalry_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = inspiring_leader }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = inspiring_leader } }
							add_trait = "inspiring_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = trickster }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = trickster } }
							add_trait = "trickster"
						}
					}
					10 = {
						if = {
							limit =  { trait = organizer }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = organizer } }
							add_trait = "organizer"
						}
					}
					10 = {
						if = {
							limit =  { trait = defensive_leader }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = defensive_leader } }
							add_trait = "defensive_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = experimenter }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = experimenter } }
							add_trait = "experimenter"
						}
					}
					10 = {
						if = {
							limit =  { trait = flanker }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = flanker } }
							add_trait = "flanker"
						}
					}
					10 = {
						if = {
							limit =  { trait = aggressive_leader }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = aggressive_leader } }
							add_trait = "aggressive_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = back_seat_leader }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = back_seat_leader } }
							add_trait = "back_seat_leader"
						}
					}
				}
				
				if = {
					limit = {
						has_character_flag = leadership1_not_given
					}
						
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = back_seat_leader } }
								add_trait = "back_seat_leader"
								clr_character_flag = leadership1_not_given
							}
						}
					}
				}
							
				if = {
					limit = {
						has_character_flag = leadership1_not_given
					}
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = back_seat_leader } }
								add_trait = "back_seat_leader"
								clr_character_flag = leadership1_not_given
							}
						}
					}
				}
				
				if = {
					limit = {
						has_character_flag = leadership1_not_given
					}
						
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = back_seat_leader } }
								add_trait = "back_seat_leader"
								clr_character_flag = leadership1_not_given
							}
						}
					}
				}
			}
			
			
			if = {
				limit = {
					trait = brilliant_strategist
				}
					
				random_list = {
					10 = {
						if = {
							limit =  { trait = light_foot_leader }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = light_foot_leader } }
							add_trait = "light_foot_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = heavy_infantry_leader }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = heavy_infantry_leader } }
							add_trait = "heavy_infantry_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = cavalry_leader }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = cavalry_leader } }
							add_trait = "cavalry_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = inspiring_leader }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = inspiring_leader } }
							add_trait = "inspiring_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = trickster }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = trickster } }
							add_trait = "trickster"
						}
					}
					10 = {
						if = {
							limit =  { trait = organizer }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = organizer } }
							add_trait = "organizer"
						}
					}
					10 = {
						if = {
							limit =  { trait = defensive_leader }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = defensive_leader } }
							add_trait = "defensive_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = experimenter }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = experimenter } }
							add_trait = "experimenter"
						}
					}
					10 = {
						if = {
							limit =  { trait = flanker }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = flanker } }
							add_trait = "flanker"
						}
					}
					10 = {
						if = {
							limit =  { trait = aggressive_leader }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = aggressive_leader } }
							add_trait = "aggressive_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = back_seat_leader }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = back_seat_leader } }
							add_trait = "back_seat_leader"
						}
					}
				}
				
				if = {
					limit = {
						has_character_flag = leadership2_not_given
					}
						
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = back_seat_leader } }
								add_trait = "back_seat_leader"
								clr_character_flag = leadership2_not_given
							}
						}
					}
				}
							
				if = {
					limit = {
						has_character_flag = leadership2_not_given
					}
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = back_seat_leader } }
								add_trait = "back_seat_leader"
								clr_character_flag = leadership2_not_given
							}
						}
					}
				}
				
				if = {
					limit = {
						has_character_flag = leadership2_not_given
					}
						
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = back_seat_leader } }
								add_trait = "back_seat_leader"
								clr_character_flag = leadership2_not_given
							}
						}
					}
				}
				
				if = {
					limit = {
						has_character_flag = leadership2_not_given
					}
						
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = back_seat_leader } }
								add_trait = "back_seat_leader"
								clr_character_flag = leadership2_not_given
							}
						}
					}
				}
							
				if = {
					limit = {
						has_character_flag = leadership2_not_given
					}
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = back_seat_leader } }
								add_trait = "back_seat_leader"
								clr_character_flag = leadership2_not_given
							}
						}
					}
				}
				
				if = {
					limit = {
						has_character_flag = leadership2_not_given
					}
						
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = back_seat_leader } }
								add_trait = "back_seat_leader"
								clr_character_flag = leadership2_not_given
							}
						}
					}
				}
			}
		}
		clr_character_flag = made_new_friends_1
		clr_character_flag = made_new_friends_2
		clr_character_flag = made_new_friends_3
	}
}

#reeducation.10 - Getting no education.
character_event = {
	id = reeducation.10
	desc = "EVTDESCreeducation.10" #Getting no education.
	picture = "GFX_ass"

	is_triggered_only = yes
	min_age = 15
	max_age = 17
	
	trigger = {
		has_character_modifier = no_education
	}

	option = {
		name = "Ok"
		hidden_tooltip = {
			remove_trait = amateurish_plotter
			remove_trait = flamboyant_schemer
			remove_trait = intricate_webweaver
			remove_trait = elusive_shadow
			remove_trait = naive_appeaser
			remove_trait = underhanded_rogue
			remove_trait = charismatic_negotiator
			remove_trait = grey_eminence
			remove_trait = indulgent_wastrel
			remove_trait = thrifty_clerk
			remove_trait = fortune_builder
			remove_trait = midas_touched
			remove_trait = misguided_warrior
			remove_trait = tough_soldier
			remove_trait = skilled_tactician
			remove_trait = brilliant_strategist
			remove_trait = detached_priest
			remove_trait = martial_cleric
			remove_trait = scholarly_theologian
			remove_trait = mastermind_theologian
			remove_character_modifier = no_education
		}
		
		if = {
			limit = { #too dumb 
				NOT = { learning = 3 }
			}
			random_list = {
				25 = {add_trait="misguided_warrior"}
				25 = {add_trait="indulgent_wastrel"}
				25 = {add_trait="amateurish_plotter"}
				25 = {add_trait="naive_appeaser"}
			}
		}
		if = {
			limit = {
				AND = {
					learning = 3
					NOT = { learning = 5 }
				}
			}
			random_list = {
				20 = {add_trait="misguided_warrior"}
				5 = {add_trait="tough_soldier"}
				20 = {add_trait="indulgent_wastrel"}
				5 = {add_trait="thrifty_clerk"}
				20 = {add_trait="amateurish_plotter"}
				5 = {add_trait="flamboyant_schemer"}
				20 = {add_trait="naive_appeaser"}
				5 = {add_trait="underhanded_rogue"}
			}
		}
		if = {
			limit = {
				AND = {
					learning = 5	
					NOT = { learning = 7 }
				}
			}
			random_list = {
				15 = {add_trait="misguided_warrior"}
				8 = {add_trait="tough_soldier"}
				3 = {add_trait="skilled_tactician"}
				15 = {add_trait="indulgent_wastrel"}
				8 = {add_trait="thrifty_clerk"}
				3 = {add_trait="fortune_builder"}
				15 = {add_trait="amateurish_plotter"}
				8 = {add_trait="flamboyant_schemer"}
				3 = {add_trait="intricate_webweaver"}
				15 = {add_trait="naive_appeaser"}
				8 = {add_trait="underhanded_rogue"}
				3 = {add_trait="charismatic_negotiator"}
			}
		}
		if = {
			limit = {
				AND = {
					learning = 7
					NOT = { learning = 9 }
				}
			}
			random_list = {
				9 = {add_trait="misguided_warrior"}
				9 = {add_trait="tough_soldier"}
				5 = {add_trait="skilled_tactician"}
				2 = {add_trait="brilliant_strategist"}
				9 = {add_trait="indulgent_wastrel"}
				9 = {add_trait="thrifty_clerk"}
				5 = {add_trait="fortune_builder"}
				2 = {add_trait="midas_touched"}
				9 = {add_trait="amateurish_plotter"}
				9 = {add_trait="flamboyant_schemer"}
				5 = {add_trait="intricate_webweaver"}
				2 = {add_trait="elusive_shadow"}
				9 = {add_trait="naive_appeaser"}
				9 = {add_trait="underhanded_rogue"}
				5 = {add_trait="charismatic_negotiator"}
				2 = {add_trait="grey_eminence"}
			}
		}
		if = {
			limit = {
				AND = {
					learning = 9
					NOT = { learning = 11 }
				}
			}
			random_list = {
				6 = {add_trait="misguided_warrior"}
				6 = {add_trait="tough_soldier"}
				6 = {add_trait="skilled_tactician"}
				6 = {add_trait="brilliant_strategist"}
				6 = {add_trait="indulgent_wastrel"}
				6 = {add_trait="thrifty_clerk"}
				6 = {add_trait="fortune_builder"}
				6 = {add_trait="midas_touched"}
				6 = {add_trait="amateurish_plotter"}
				6 = {add_trait="flamboyant_schemer"}
				6 = {add_trait="intricate_webweaver"}
				6 = {add_trait="elusive_shadow"}
				6 = {add_trait="naive_appeaser"}
				6 = {add_trait="underhanded_rogue"}
				6 = {add_trait="charismatic_negotiator"}
				6 = {add_trait="grey_eminence"}
			}
		}
		if = {
			limit = {
				AND = {
					learning = 11
					NOT = { learning = 13 }
				}
			}
			random_list = {
				4 = {add_trait="misguided_warrior"}
				10 = {add_trait="tough_soldier"}
				15 = {add_trait="skilled_tactician"}
				9 = {add_trait="brilliant_strategist"}
				4 = {add_trait="indulgent_wastrel"}
				10 = {add_trait="thrifty_clerk"}
				15 = {add_trait="fortune_builder"}
				9 = {add_trait="midas_touched"}
				4 = {add_trait="amateurish_plotter"}
				10 = {add_trait="flamboyant_schemer"}
				15 = {add_trait="intricate_webweaver"}
				9 = {add_trait="elusive_shadow"}
				4 = {add_trait="naive_appeaser"}
				10 = {add_trait="underhanded_rogue"}
				15 = {add_trait="charismatic_negotiator"}
				9 = {add_trait="grey_eminence"}
			}
		}
		if = {
			limit = {
				learning = 13
			}
			random_list = {
				3 = {add_trait="tough_soldier"}
				8 = {add_trait="skilled_tactician"}
				15 = {add_trait="brilliant_strategist"}
				3 = {add_trait="thrifty_clerk"}
				8 = {add_trait="fortune_builder"}
				15 = {add_trait="midas_touched"}
				3 = {add_trait="flamboyant_schemer"}
				8 = {add_trait="intricate_webweaver"}
				15 = {add_trait="elusive_shadow"}
				3 = {add_trait="underhanded_rogue"}
				8 = {add_trait="charismatic_negotiator"}
				15 = {add_trait="grey_eminence"}
			}
		}
		
		
		###Leadership traits###
		hidden_tooltip = {
			if = {
				limit = {
					OR = {
						trait = tough_soldier
						trait = skilled_tactician
						trait = brilliant_strategist
					}
				}
				random_list = {
					10 = { add_trait = "light_foot_leader" }
					10 = { add_trait = "heavy_infantry_leader" }
					10 = { add_trait = "cavalry_leader" }
					10 = { add_trait = "inspiring_leader" }
					10 = { add_trait = "trickster" }
					10 = { add_trait = "organizer" }
					10 = { add_trait = "defensive_leader" }
					10 = { add_trait = "experimenter" }
					10 = { add_trait = "flanker" }
					10 = { add_trait = "aggressive_leader" }
				}
			}
			
			if = {
				limit = {
					OR = {
						trait = skilled_tactician
						trait = brilliant_strategist
					}
				}
				random_list = {
					10 = {
						if = {
							limit =  { trait = light_foot_leader }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = light_foot_leader } }
							add_trait = "light_foot_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = heavy_infantry_leader }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = heavy_infantry_leader } }
							add_trait = "heavy_infantry_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = cavalry_leader }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = cavalry_leader } }
							add_trait = "cavalry_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = inspiring_leader }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = inspiring_leader } }
							add_trait = "inspiring_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = trickster }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = trickster } }
							add_trait = "trickster"
						}
					}
					10 = {
						if = {
							limit =  { trait = organizer }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = organizer } }
							add_trait = "organizer"
						}
					}
					10 = {
						if = {
							limit =  { trait = defensive_leader }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = defensive_leader } }
							add_trait = "defensive_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = experimenter }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = experimenter } }
							add_trait = "experimenter"
						}
					}
					10 = {
						if = {
							limit =  { trait = flanker }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = flanker } }
							add_trait = "flanker"
						}
					}
					10 = {
						if = {
							limit =  { trait = aggressive_leader }
							set_character_flag = leadership1_not_given
						}
						if = {
							limit =  { NOT = { trait = aggressive_leader } }
							add_trait = "aggressive_leader"
						}
					}
				}
				
				if = {
					limit = {
						has_character_flag = leadership1_not_given
					}
						
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership1_not_given
							}
						}
					}
				}
							
				if = {
					limit = {
						has_character_flag = leadership1_not_given
					}
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership1_not_given
							}
						}
					}
				}
				
				if = {
					limit = {
						has_character_flag = leadership1_not_given
					}
						
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership1_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership1_not_given
							}
						}
					}
				}
			}
			
			
			if = {
				limit = {
					trait = brilliant_strategist
				}
					
				random_list = {
					10 = {
						if = {
							limit =  { trait = light_foot_leader }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = light_foot_leader } }
							add_trait = "light_foot_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = heavy_infantry_leader }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = heavy_infantry_leader } }
							add_trait = "heavy_infantry_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = cavalry_leader }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = cavalry_leader } }
							add_trait = "cavalry_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = inspiring_leader }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = inspiring_leader } }
							add_trait = "inspiring_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = trickster }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = trickster } }
							add_trait = "trickster"
						}
					}
					10 = {
						if = {
							limit =  { trait = organizer }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = organizer } }
							add_trait = "organizer"
						}
					}
					10 = {
						if = {
							limit =  { trait = defensive_leader }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = defensive_leader } }
							add_trait = "defensive_leader"
						}
					}
					10 = {
						if = {
							limit =  { trait = experimenter }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = experimenter } }
							add_trait = "experimenter"
						}
					}
					10 = {
						if = {
							limit =  { trait = flanker }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = flanker } }
							add_trait = "flanker"
						}
					}
					10 = {
						if = {
							limit =  { trait = aggressive_leader }
							set_character_flag = leadership2_not_given
						}
						if = {
							limit =  { NOT = { trait = aggressive_leader } }
							add_trait = "aggressive_leader"
						}
					}
				}
				
				if = {
					limit = {
						has_character_flag = leadership2_not_given
					}
						
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
					}
				}
							
				if = {
					limit = {
						has_character_flag = leadership2_not_given
					}
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
					}
				}
				
				if = {
					limit = {
						has_character_flag = leadership2_not_given
					}
						
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
					}
				}
				
				if = {
					limit = {
						has_character_flag = leadership2_not_given
					}
						
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
					}
				}
							
				if = {
					limit = {
						has_character_flag = leadership2_not_given
					}
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
					}
				}
				
				if = {
					limit = {
						has_character_flag = leadership2_not_given
					}
						
					random_list = {
						10 = {
							if = {
								limit =  { NOT = { trait = light_foot_leader } }
								add_trait = "light_foot_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = heavy_infantry_leader } }
								add_trait = "heavy_infantry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = cavalry_leader } }
								add_trait = "cavalry_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = inspiring_leader } }
								add_trait = "inspiring_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = trickster } }
								add_trait = "trickster"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = organizer } }
								add_trait = "organizer"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = defensive_leader } }
								add_trait = "defensive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = experimenter } }
								add_trait = "experimenter"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = flanker } }
								add_trait = "flanker"
								clr_character_flag = leadership2_not_given
							}
						}
						10 = {
							if = {
								limit =  { NOT = { trait = aggressive_leader } }
								add_trait = "aggressive_leader"
								clr_character_flag = leadership2_not_given
							}
						}
					}
				}
			}
		}
		clr_character_flag = made_new_friends_1
		clr_character_flag = made_new_friends_2
		clr_character_flag = made_new_friends_3
	}
}

#reeducation.11 - Grew up together.
character_event = {
	id = reeducation.11
	desc = "EVTDESCreeducation.11" 
	picture = "GFX_oil_rik"
	
	min_age = 9
	max_age = 15
	capable_only = yes
	
	trigger = {
		NOT = { has_character_flag = made_new_friends }
		NOT = { trait = selfish }
		NOT = { trait = dragon }
		NOT = { trait = white_walker }
		NOT = { trait = winter_wasteland }
	}
	
	mean_time_to_happen = {
		months = 30
	}
	
	immediate = {
		set_character_flag = made_new_friends
	}
	
	option = {
		name = "Ok" #I grew up with them!
		location = {
			any_province_character = {
				limit = {
					NOT = {character = ROOT}
					prisoner = no
					at_location = ROOT
					age = 6
					NOT = { age = 18 }
					NOT = { age_diff = { who = ROOT years = 5 } }
					is_married = no
					#NOT = { trait = dragon }
					#NOT = { trait = white_walker }
					#NOT = { trait = winter_wasteland }
					NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_grew_up_together } }
					NOT = { reverse_has_opinion_modifier = { who = ROOT modifier = opinion_grew_up_together } }
					NOT = { is_rival = ROOT }
				}
				opinion = {
					modifier = opinion_grew_up_together
					who = ROOT
					years = 100
				}				
				hidden_tooltip = {
					#character_event = { id = reeducation.12 } #Notitification.
					reverse_opinion = {
						modifier = opinion_grew_up_together
						who = ROOT
						years = 100
					}
				}
			}
		}
	}
}

#reeducation.12 - Grew up together. (Notitification)
# character_event = {
	# id = reeducation.12
	# desc = "EVTDESCreeducation.12"  
	# picture = "GFX_oil_rik"
	
	# is_triggered_only = yes
	
	# option = { 
		# name = "Ok"
		# reverse_opinion = {
			# modifier = opinion_grew_up_together
			# who = FROM
			# years = 100
		# }
	# }
# }

character_event = {
	id = reeducation.113
	desc = "EVTDESCreeducation.113"
	picture = GFX_evt_library
	
	
	is_triggered_only = yes
	min_age = 33	

	trigger = {
		government = theocracy_government
		NOT = { trait = detached_priest }
		NOT = { trait = martial_cleric }
		NOT = { trait = scholarly_theologian }
		NOT = { trait = mastermind_theologian }
		OR = {
			trait = amateurish_plotter
			trait = flamboyant_schemer
			trait = intricate_webweaver
			trait = elusive_shadow
			trait = naive_appeaser
			trait = underhanded_rogue
			trait = charismatic_negotiator
			trait = grey_eminence
			trait = indulgent_wastrel
			trait = thrifty_clerk
			trait = fortune_builder
			trait = midas_touched
			trait = misguided_warrior
			trait = tough_soldier
			trait = skilled_tactician
			trait = brilliant_strategist		
		} 
	}



	option = {
		name = "EVTOPTreeducation.113" #Yes
		prestige = 20
		if = { 	limit = { 	OR = { 	trait = skilled_tactician
									trait = brilliant_strategist
							}		
				}
				change_martial = 4
		}
		if = { 	limit = { 	OR = { 	trait = intricate_webweaver
									trait = elusive_shadow
							}		
				}
				change_intrigue = 4
		}
		if = { 	limit = { 	OR = { 	trait = fortune_builder
									trait = midas_touched
							}		
				}
				change_stewardship = 4
		}
		if = { 	limit = { 	OR = { 	trait = charismatic_negotiator
									trait = grey_eminence
							}		
				}
				change_diplomacy = 4
		}
		
		if = {
			limit = { #too dumb 
				OR = {  
					trait = misguided_warrior
					trait = indulgent_wastrel
					trait = amateurish_plotter
					trait = naive_appeaser
				}
			}			
			add_trait = detached_priest
		}
		if = {
			limit = {
				OR = {
					trait = tough_soldier				
					trait = thrifty_clerk				
					trait = flamboyant_schemer				
					trait = underhanded_rogue
				}
			}			
			add_trait = martial_cleric
		}
		if = {
			limit = {
				OR = {	
					trait = skilled_tactician				
					trait = fortune_builder			
					trait = intricate_webweaver				
					trait = charismatic_negotiator
				}
			}				
			add_trait = scholarly_theologian			
		}
		if = {
			limit = {
				OR = {	
					trait = brilliant_strategist
					trait = midas_touched
					trait = elusive_shadow
					trait = grey_eminence
				}
			}
			
			add_trait = mastermind_theologian			
		}
		
		hidden_tooltip = {
			remove_trait = amateurish_plotter
			remove_trait = flamboyant_schemer
			remove_trait = intricate_webweaver
			remove_trait = elusive_shadow
			remove_trait = naive_appeaser
			remove_trait = underhanded_rogue
			remove_trait = charismatic_negotiator
			remove_trait = grey_eminence
			remove_trait = indulgent_wastrel
			remove_trait = thrifty_clerk
			remove_trait = fortune_builder
			remove_trait = midas_touched
			remove_trait = misguided_warrior
			remove_trait = tough_soldier
			remove_trait = skilled_tactician
			remove_trait = brilliant_strategist		
		}				
	}
}