# Supported types:
# character, spouse, rivals, friends, liege_titles, vassal_titles, realm_titles, realm_characters, realm_characters_plus, independent_rulers

# Master list of ambitions
# Job Ambitions
#	Become Chancellor
#	Become Marshal
#	Become Steward
#	Become Spymaster
#	Become Scientist

# Currency Ambitions
#	Amass Wealth
#	Become Famed Across the Stars
#	Become Paragon of Virtue

# Romance and Domestic Ambitions
#	Marry For Love (be in love with your spouse)
#	Marry For Power (marry a ruler who is of your own rank or higher)
#	Have a Child
#	Have Five Children

# Title Ambitions
#	Become Ruler
#	Become Heir
#	Become King
#	Become Emperor
#	Gain Independence

# Stat Ambitions
#	Improve Diplomacy
#	Improve Martial
#	Improve Stewardship
#	Improve Intrigue
#	Improve Learning

# Ideology-Specific
#	Secure Strong Succession (get an heir with Genius or Quick and no bad congenital traits)
#	Transcend Mortality (get a Full Cybernetic Conversion)
#	Fight For Freedom (your top-level liege is a republic)
#	Fight For Strength (your top-level liege is feudal)
#	Fight For Virtue (your top-level liege is a theocracy)
#	Reform the Faith

###############
# AMBITIONS
###############

# Job Ambitions

obj_become_chancellor = {
	type = character
	
	expectation_of_liege = yes

	allow = {
		prisoner = no
		is_adult = yes
		is_councillor = no
		independent = no
		NOT = { trait = incapable }
		OR = {
			trait = naive_appeaser
			trait = underhanded_rogue
			trait = charismatic_negotiator
			trait = grey_eminence
			trait = ambitious
			trait = lunatic
			liege = { job_chancellor = { NOT = { diplomacy = ROOT } } }
		}
	}
	chance = {
		factor = 10
		
		# Personality
		modifier = {
			factor = 10
			trait = ambitious
		}
		modifier = {
			factor = 0.1
			trait = content
		}
		modifier = {
			factor = 4
			trait = extraverted
		}
		modifier = {
			factor = 0.25
			trait = introverted
		}
		modifier = {
			factor = 2
			trait = disciplined
		}
		modifier = {
			factor = 0.5
			trait = carefree
		}
		modifier = {
			factor = 2
			trait = confident
		}
		modifier = {
			factor = 0.5
			trait = neurotic
		}
		modifier = {
			factor = 0.1
			trait = cold
		}
		
		# Diplomacy
		modifier = {
			factor = 0
			liege = { job_chancellor = { ROOT = { NOT = { diplomacy = PREV } } } }
			OR = {
				trait = humble
				trait = neurotic
			}
			NOT = { trait = proud }
		}
		modifier = {
			factor = 3
			liege = { job_chancellor = { NOT = { diplomacy = ROOT } } }
		}
		modifier = {
			factor = 2
			liege = { job_chancellor = { NOT = { diplomacy = ROOT } } }
			OR = {
				trait = confident
				trait = proud
			}
		}
		modifier = {
			factor = 2
			diplomacy = 10
		}
		modifier = {
			factor = 2
			diplomacy = 12
		}
		modifier = {
			factor = 2
			diplomacy = 14
		}
		modifier = {
			factor = 2
			diplomacy = 16
		}
		modifier = {
			factor = 2
			diplomacy = 18
		}
		modifier = {
			factor = 2
			diplomacy = 20
		}
		
		# Opinion of incumbent
		modifier = {
			factor = 0
			liege = { job_chancellor = { reverse_opinion = { who = ROOT value = 75 } } }
			NOT = { trait = cold }
		}
	}
	success = {
		has_job_title = job_chancellor
	}
	abort = {
		OR = {
			independent = yes
			AND = {
				is_councillor = yes
				NOT = { has_job_title = job_chancellor }
			}
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
		if = {
			limit = { NOT = { has_character_flag = successful_council_ambition } }
			change_diplomacy = 1
		}
		opinion = {
			who = liege
			modifier = opinion_ambition_fulfilled
			months = 24
		}
		set_character_flag = successful_council_ambition
	}
}


obj_become_marshal = {
	type = character
	
	allow = {
		prisoner = no
		is_adult = yes
		is_councillor = no
		independent = no
		NOT = { trait = incapable }
		OR = {
			trait = misguided_warrior
			trait = tough_soldier
			trait = skilled_tactician
			trait = brilliant_strategist
			trait = ambitious
			trait = lunatic
			liege = { job_marshal = { NOT = { martial = ROOT } } }
			AND = {
				is_military_trigger = yes
				liege = { job_marshal = { is_military_trigger = no } }
			}
		}
	}
	chance = {
		factor = 10
		
		# Personality
		modifier = {
			factor = 10
			trait = ambitious
		}
		modifier = {
			factor = 0.1
			trait = content
		}
		modifier = {
			factor = 4
			trait = brave
		}
		modifier = {
			factor = 0.25
			trait = craven
		}
		modifier = {
			factor = 2
			trait = disciplined
		}
		modifier = {
			factor = 0.5
			trait = carefree
		}
		modifier = {
			factor = 2
			trait = confident
		}
		modifier = {
			factor = 0.5
			trait = neurotic
		}
		
		# Martial
		modifier = {
			factor = 0
			liege = { job_marshal = { ROOT = { NOT = { martial = PREV } } } }
			OR = {
				trait = humble
				trait = neurotic
			}
			NOT = { trait = proud }
		}
		modifier = {
			factor = 3
			liege = { job_marshal = { NOT = { martial = ROOT } } }
		}
		modifier = {
			factor = 2
			liege = { job_marshal = { NOT = { martial = ROOT } } }
			OR = {
				trait = confident
				trait = proud
			}
		}
		modifier = {
			factor = 2
			martial = 10
		}
		modifier = {
			factor = 2
			martial = 12
		}
		modifier = {
			factor = 2
			martial = 14
		}
		modifier = {
			factor = 2
			martial = 16
		}
		modifier = {
			factor = 2
			martial = 18
		}
		modifier = {
			factor = 2
			martial = 20
		}
		
		# Opinion of incumbent
		modifier = {
			factor = 0
			liege = { job_marshal = { reverse_opinion = { who = ROOT value = 75 } } }
			NOT = { trait = cold }
		}
	}
	success = {
		has_job_title = job_marshal
	}
	abort = {
		OR = {
			independent = yes
			AND = {
				is_councillor = yes
				NOT = { has_job_title = job_marshal }
			}
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
		if = {
			limit = {
				NOT = { has_character_flag = successful_council_ambition }
			}
			change_martial = 1
		}
		opinion = {
			who = liege
			modifier = opinion_ambition_fulfilled
			months = 24
		}
		set_character_flag = successful_council_ambition
	}
}


obj_become_treasurer = {
	type = character
	
	allow = {
		prisoner = no
		is_adult = yes
		is_councillor = no
		independent = no
		NOT = { trait = incapable }
		OR = {
			trait = indulgent_wastrel
			trait = thrifty_clerk
			trait = fortune_builder
			trait = midas_touched
			trait = ambitious
			trait = lunatic
			liege = { job_treasurer = { NOT = { stewardship = ROOT } } }
		}
	}
	chance = {
		factor = 10
		
		# Personality
		modifier = {
			factor = 10
			trait = ambitious
		}
		modifier = {
			factor = 0.1
			trait = content
		}
		modifier = {
			factor = 5
			trait = disciplined
		}
		modifier = {
			factor = 0.25
			trait = carefree
		}
		modifier = {
			factor = 2
			trait = confident
		}
		modifier = {
			factor = 0.5
			trait = neurotic
		}
		
		# Martial
		modifier = {
			factor = 0
			liege = { job_treasurer = { ROOT = { NOT = { stewardship = PREV } } } }
			OR = {
				trait = humble
				trait = neurotic
			}
			NOT = { trait = proud }
		}
		modifier = {
			factor = 3
			liege = { job_treasurer = { NOT = { stewardship = ROOT } } }
		}
		modifier = {
			factor = 2
			liege = { job_treasurer = { NOT = { stewardship = ROOT } } }
			OR = {
				trait = confident
				trait = proud
			}
		}
		modifier = {
			factor = 2
			stewardship = 10
		}
		modifier = {
			factor = 2
			stewardship = 12
		}
		modifier = {
			factor = 2
			stewardship = 14
		}
		modifier = {
			factor = 2
			stewardship = 16
		}
		modifier = {
			factor = 2
			stewardship = 18
		}
		modifier = {
			factor = 2
			stewardship = 20
		}
		
		# Opinion of incumbent
		modifier = {
			factor = 0
			liege = { job_treasurer = { reverse_opinion = { who = ROOT value = 75 } } }
			NOT = { trait = cold }
		}
	}
	success = {
		has_job_title = job_treasurer
	}
	abort = {
		OR = {
			independent = yes
			AND = {
				is_councillor = yes
				NOT = { has_job_title = job_treasurer }
			}
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
		if = {
			limit = {
				NOT = { has_character_flag = successful_council_ambition }
			}
			change_stewardship = 1
		}
		opinion = {
			who = liege
			modifier = opinion_ambition_fulfilled
			months = 24
		}
		set_character_flag = successful_council_ambition
	}
}

obj_become_spymaster = {
	type = character
	allow = {
		prisoner = no
		is_adult = yes
		is_councillor = no
		independent = no
		NOT = { trait = incapable }
		OR = {
			trait = amateurish_plotter
			trait = flamboyant_schemer
			trait = intricate_webweaver
			trait = elusive_shadow
			trait = ambitious
			trait = lunatic
			liege = { job_spymaster = { NOT = { intrigue = ROOT } } }
		}
	}
	chance = {
		factor = 10
		
		# Personality
		modifier = {
			factor = 10
			trait = ambitious
		}
		modifier = {
			factor = 0.1
			trait = content
		}
		modifier = {
			factor = 4
			trait = cold
		}
		modifier = {
			factor = 0.25
			trait = friendly
		}
		modifier = {
			factor = 2
			trait = introverted
		}
		modifier = {
			factor = 0.5
			trait = extraverted
		}
		modifier = {
			factor = 2
			trait = disciplined
		}
		modifier = {
			factor = 0.5
			trait = carefree
		}
		modifier = {
			factor = 2
			trait = confident
		}
		modifier = {
			factor = 0.5
			trait = neurotic
		}
		
		# Martial
		modifier = {
			factor = 0
			liege = { job_spymaster = { ROOT = { NOT = { intrigue = PREV } } } }
			OR = {
				trait = humble
				trait = neurotic
			}
			NOT = { trait = proud }
		}
		modifier = {
			factor = 3
			liege = { job_spymaster = { NOT = { intrigue = ROOT } } }
		}
		modifier = {
			factor = 2
			liege = { job_spymaster = { NOT = { intrigue = ROOT } } }
			OR = {
				trait = confident
				trait = proud
			}
		}
		modifier = {
			factor = 2
			intrigue = 10
		}
		modifier = {
			factor = 2
			intrigue = 12
		}
		modifier = {
			factor = 2
			intrigue = 14
		}
		modifier = {
			factor = 2
			intrigue = 16
		}
		modifier = {
			factor = 2
			intrigue = 18
		}
		modifier = {
			factor = 2
			intrigue = 20
		}
		
		# Opinion of incumbent
		modifier = {
			factor = 0
			liege = { job_spymaster = { reverse_opinion = { who = ROOT value = 75 } } }
			NOT = { trait = cold }
		}
	}
	success = {
		has_job_title = job_spymaster
	}
	abort = {
		OR = {
			independent = yes
			AND = {
				is_councillor = yes
				NOT = { has_job_title = job_spymaster }
			}
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
		if = {
			limit = { NOT = { has_character_flag = successful_council_ambition } }
			change_intrigue = 1
		}
		opinion = {
			who = liege
			modifier = opinion_ambition_fulfilled
			months = 24
		}
		set_character_flag = successful_council_ambition
	}
}
obj_become_spiritual = {
	type = character
	
	allow = {
		prisoner = no
		is_adult = yes
		is_councillor = no
		independent = no
		NOT = { trait = incapable }
		OR = {
			trait = incompetent_scientist
			trait = dutiful_academic
			trait = expert_scientist
			trait = mastermind_scholar
			trait = ambitious
			trait = lunatic
			liege = { job_spiritual = { NOT = { stewardship = ROOT } } }
		}
	}
	chance = {
		factor = 10
		
		# Personality
		modifier = {
			factor = 10
			trait = ambitious
		}
		modifier = {
			factor = 0.1
			trait = content
		}
		modifier = {
			factor = 4
			trait = open_minded
		}
		modifier = {
			factor = 0.25
			trait = close_minded
		}
		modifier = {
			factor = 2
			trait = skeptical
		}
		modifier = {
			factor = 0.5
			trait = spiritual
		}
		modifier = {
			factor = 2
			trait = disciplined
		}
		modifier = {
			factor = 0.5
			trait = carefree
		}
		modifier = {
			factor = 2
			trait = confident
		}
		modifier = {
			factor = 0.5
			trait = neurotic
		}
		modifier = {
			factor = 4
			trait = intellectual
		}
		
		# Martial
		modifier = {
			factor = 0
			liege = { job_spiritual = { ROOT = { NOT = { learning = PREV } } } }
			OR = {
				trait = humble
				trait = neurotic
			}
			NOT = { trait = proud }
		}
		modifier = {
			factor = 3
			liege = { job_spiritual = { NOT = { learning = ROOT } } }
		}
		modifier = {
			factor = 2
			liege = { job_spiritual = { NOT = { learning = ROOT } } }
			OR = {
				trait = confident
				trait = proud
			}
		}
		modifier = {
			factor = 2
			learning = 10
		}
		modifier = {
			factor = 2
			learning = 12
		}
		modifier = {
			factor = 2
			learning = 14
		}
		modifier = {
			factor = 2
			learning = 16
		}
		modifier = {
			factor = 2
			learning = 18
		}
		modifier = {
			factor = 2
			learning = 20
		}
		
		# Opinion of incumbent
		modifier = {
			factor = 0
			liege = { job_spiritual = { reverse_opinion = { who = ROOT value = 75 } } }
			NOT = { trait = cold }
		}
	}
	success = {
		has_job_title = job_spiritual
	}
	abort = {
		OR = {
			independent = yes
			AND = {
				is_councillor = yes
				NOT = { has_job_title = job_spiritual }
			}
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
		if = {
			limit = {
				NOT = { has_character_flag = successful_council_ambition }
			}
			change_learning = 1
		}
		opinion = {
			who = liege
			modifier = opinion_ambition_fulfilled
			months = 24
		}
		set_character_flag = successful_council_ambition
	}
}

# Misc Ambitions
obj_amass_wealth = {
	type = character
	
	potential = { NOT = { has_character_flag = amassed_wealth } }
	
	allow = {
		is_adult = yes
		NOT = { wealth = 200 }
		is_ruler = yes
		NOT = { trait = incapable }
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 2
			trait = ambitious
		}
		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 2
			trait = friendly
		}
		modifier = {
			factor = 0.5
			trait = cold
		}
		modifier = {
			factor = 2
			trait = disciplined
		}
		modifier = {
			factor = 0.5
			trait = carefree
		}
		modifier = {
			factor = 0
			religion = neo_socialist
			NOT = { trait = pragmatic }
		}
	}
	success = {
		wealth = 500
	}
	abort = {
		OR = {
			trait = incapable
			is_ruler = no
		}
	}
	abort_effect = {
	}
	effect = {
		change_stewardship = 1
		set_character_flag = amassed_wealth
	}
}


obj_become_paragon_of_virtue = {
	type = character
	
	allow = {
		is_adult = yes
		NOT = { piety = 100 }
		is_ruler = yes
		NOT = { trait = pragmatic }
		NOT = { trait = incapable }
	}
	chance = {
		factor = 50
		# Personality
		modifier = {
			factor = 5
			trait = radical
		}
		modifier = {
			factor = 2
			trait = disciplined
		}
		modifier = {
			factor = 0.5
			trait = carefree
		}
		modifier = {
			factor = 2
			trait = skeptical
			religion_group = transhumanist_group
			NOT = { religion = machine_cultist }
		}
		modifier = {
			factor = 0.5
			trait = skeptical
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		modifier = {
			factor = 0.5
			trait = spiritual
			religion_group = transhumanist_group
			NOT = { religion = machine_cultist }
		}
		modifier = {
			factor = 2
			trait = spiritual
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		
		
		# Ideological Authority
		modifier = {
			factor = 1.25
			religion_authority = 0.1
		}
		modifier = {
			factor = 1.25
			religion_authority = 0.2
		}
		modifier = {
			factor = 1.25
			religion_authority = 0.3
		}
		modifier = {
			factor = 1.25
			religion_authority = 0.4
		}
		modifier = {
			factor = 1.25
			religion_authority = 0.5
		}
		modifier = {
			factor = 1.25
			religion_authority = 0.6
		}
		modifier = {
			factor = 1.25
			religion_authority = 0.7
		}
		modifier = {
			factor = 1.25
			religion_authority = 0.8
		}
		modifier = {
			factor = 1.25
			religion_authority = 0.9
		}
		modifier = {
			factor = 1.25
			religion_authority = 1
		}
	}
	success = {
		piety = 500
	}
	abort = {
		OR = {
			is_ruler = no
			trait = pragmatic
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
		change_learning = 1
		piety = 100
		if = {
			limit = {
				has_nickname = no
				OR = {
					religion_group = religious_group
					religion = machine_cultist
				}
			}
			give_nickname = nick_the_holy
		}
		religion_authority = {
			modifier = paragon_of_virtue
			years = 20
		}
		religion_head = {
			opinion = {
				who = ROOT
				modifier = opinion_paragon
				months = 1200
			}
		}
		any_vassal = {
			limit = {
				is_administrative = yes
				religion = ROOT
			}
			opinion = {
				who = ROOT
				modifier = opinion_paragon
				months = 1200
			}
		}
		# Achievement
		hidden_tooltip = {
			if = {
				limit = { ai = no }
				set_character_flag = achievement_become_paragon_of_virtue
			}
		}
	}
}

obj_become_exalted = {
	type = character
	
	allow = {
		is_adult = yes
		NOT = { prestige = 200 }
		is_ruler = yes
		NOT = { trait = content }
		NOT = { trait = humble }
		NOT = { trait = incapable }
	}
	chance = {
		factor = 50
		modifier = {
			factor = 4
			trait = ambitious
		}
		modifier = {
			factor = 4
			trait = proud
		}
	}
	success = {
		prestige = 1000
	}
	abort = {
		OR = {
			is_ruler = no
			trait = content
			trait = humble
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
		change_diplomacy = 1
		prestige = 100
		if = {
			limit = {
				has_nickname = no
				OR = {
					religion = terran_imperial
					religion = astrist
					religion = neo_feudal
					is_military_trigger = yes
				}
				NOT = { religion = terran_federalist }
				NOT = { religion = terran_republican }
				NOT = { religion = colonial_separatist }
				NOT = { religion = neo_socialist }
			}
			give_nickname = nick_the_great
		}
		any_vassal = {
			opinion = {
				who = ROOT
				modifier = opinion_exalted
				months = 1200
			}
		}
		# Achievement
		hidden_tooltip = {
			if = {
				limit = { ai = no }
				set_character_flag = achievement_become_exalted
			}
		}
	}
}

obj_marry_for_love = {
	type = character
	
	allow = {
		prisoner = no
		is_marriage_adult = yes
		NOT = { trait = celibate }
		NOT = { trait = incapable }
		NOT = { trait = eunuch }
		NOT = { trait = depressed }
		NOT = { spouse = { any_lover = { character = ROOT } } }
	}
	chance = {
		factor = 25
		
		# Opinion of current spouse
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 100 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 90 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 80 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 70 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 60 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 50 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 40 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 30 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 20 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 10 } }
		}
		modifier = {
			factor = 1.25
			NOT = { spouse = { reverse_opinion = { who = ROOT value = -9 } } }
		}
		modifier = {
			factor = 1.25
			NOT = { spouse = { reverse_opinion = { who = ROOT value = -19 } } }
		}
		modifier = {
			factor = 1.25
			NOT = { spouse = { reverse_opinion = { who = ROOT value = -29 } } }
		}
		modifier = {
			factor = 1.25
			NOT = { spouse = { reverse_opinion = { who = ROOT value = -39 } } }
		}
		modifier = {
			factor = 1.25
			NOT = { spouse = { reverse_opinion = { who = ROOT value = -49 } } }
		}
		modifier = {
			factor = 1.25
			NOT = { spouse = { reverse_opinion = { who = ROOT value = -59 } } }
		}
		modifier = {
			factor = 1.25
			NOT = { spouse = { reverse_opinion = { who = ROOT value = -69 } } }
		}
		modifier = {
			factor = 1.25
			NOT = { spouse = { reverse_opinion = { who = ROOT value = -79 } } }
		}
		modifier = {
			factor = 1.25
			NOT = { spouse = { reverse_opinion = { who = ROOT value = -89 } } }
		}
		modifier = {
			factor = 1.25
			NOT = { spouse = { reverse_opinion = { who = ROOT value = -99 } } }
		}
		
		modifier = {
			factor = 4
			trait = extraverted
		}
		modifier = {
			factor = 0.25
			trait = introverted
		}
		modifier = {
			factor = 2
			trait = disciplined
		}
		modifier = {
			factor = 0.25
			trait = carefree
		}
		modifier = {
			factor = 5
			has_lover = yes
		}
		modifier = {
			factor = 5
			age = 30
		}
		modifier = {
			factor = 5
			age = 50
		}
	}
	success = {
		is_married = yes
		spouse = { any_lover = { character = ROOT } }
	}
	abort = {
		OR = {
			prisoner = yes
			trait = celibate
			trait = incapable
			trait = eunuch
			trait = depressed
		}
	}
	abort_effect = {
		clr_character_flag = flag_promised_marriage
		clr_character_flag = flag_denied_marriage
		remove_character_modifier = promised_a_marriage
	}
	effect = {
		piety = 10
		if = {
			limit = { independent = no }
			opinion = {
				who = liege
				modifier = opinion_fulfilled_marriage_wish
				months = 24
			}
		}
		hidden_tooltip = {
			clr_character_flag = flag_promised_marriage
			clr_character_flag = flag_denied_marriage
			remove_character_modifier = promised_a_marriage
		}
	}
}

obj_marry_for_power = {
	type = character
	
	allow = {
		prisoner = no
		is_marriage_adult = yes
		OR = {
			is_married = no
			AND = {
				is_ruler = no
				spouse = { is_ruler = yes }
			}
			AND = {
				primary_title = { tier = count }
				spouse = { primary_title = { higher_tier_than = baron } }
			}
			AND = {
				primary_title = { tier = duke }
				spouse = { primary_title = { higher_tier_than = count } }
			}
			AND = {
				primary_title = { tier = king }
				spouse = { primary_title = { higher_tier_than = duke } }
			}
			AND = {
				primary_title = { tier = emperor }
				spouse = { primary_title = { tier = emperor } }
			}
		}
		OR = {
			NOT = { spouse = { reverse_opinion = { who = ROOT value = 75 } } }
			trait = cold
		}
		NOT = { trait = celibate }
		NOT = { trait = incapable }
		NOT = { trait = content }
	}
	chance = {
		factor = 10
		
		# Political marriage vs marriage for love
		modifier = {
			factor = 0.2
			trait = content
		}
		modifier = {
			factor = 5
			trait = ambitious
		}
		modifier = {
			factor = 0.25
			trait = friendly
		}
		modifier = {
			factor = 4
			trait = cold
		}
		modifier = {
			factor = 4
			OR = {
				religion = neo_feudal
				religion = terran_imperial
				trait = pragmatic
			}
		}
		modifier = {
			factor = 4
			primary_title = {
				OR = {
					has_law = succ_gavelkind
					has_law = succ_primogeniture
					has_law = succ_ultimogeniture
				}
			}
		}
		
		# Opinion of current spouse
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 70 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 60 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 50 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 40 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 30 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 20 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 10 } }
		}
		modifier = {
			factor = 0.8
			spouse = { reverse_opinion = { who = ROOT value = 0 } }
		}
		
		# General Marriage Stuff
		modifier = {
			factor = 4
			trait = extraverted
		}
		modifier = {
			factor = 0.25
			trait = introverted
		}
		modifier = {
			factor = 2
			trait = disciplined
		}
		modifier = {
			factor = 0.25
			trait = carefree
		}
		modifier = {
			factor = 5
			age = 30
		}
		modifier = {
			factor = 5
			age = 50
		}
	}
	success = {
		is_married = yes
		spouse = {
			is_ruler = yes
		}
	}
	abort = {
		OR = {
			AND = {
				is_priest = yes
				can_marry = no
			}
			AND = {
				is_female = yes
				is_ruler = no
				age = 45
			}
			trait = celibate
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
		prestige = 20
	}
}


obj_have_a_child = {
	type = character
	
	fertility = 0.25
	
	allow = {
		prisoner = no
		is_marriage_adult = yes
		OR = {
			wealth = 500 # Can afford cloning
			is_married = yes
			is_consort = yes
		}
		NOT = { num_of_children = 1 }
		NOT = { trait = incapable }
	}
	chance = {
		factor = 50
		# Political pressure
		modifier = {
			factor = 5
			primary_title = {
				OR = {
					has_law = succ_gavelkind
					has_law = succ_primogeniture
					has_law = succ_ultimogeniture
				}
			}
		}
		
		# Personality
		modifier = {
			factor = 4
			trait = friendly
		}
		modifier = {
			factor = 0.25
			trait = cold
		}
		modifier = {
			factor = 2
			trait = extraverted
		}
		modifier = {
			factor = 0.5
			trait = introverted
		}
		
		modifier = {
			factor = 5
			age = 20
			NOT = { age = 30 }
		}
	}
	success = { num_of_children = 1 }
	abort = { trait = incapable }
	abort_effect = {
	}
	effect = {
		piety = 10
	}
}

obj_become_ruler = {
	type = character
	
	allow = {
		prisoner = no
		is_adult = yes
		is_ruler = no
		NOT = { trait = incapable }
		NOT = { has_minor_title = title_expected_successor }
		NOT = { any_heir_title = { always = yes } }
		NOT = { trait = content }
		liege = {
			OR = {
				is_close_relative = ROOT
				any_friend = { character = ROOT }
			}
			num_of_extra_landed_titles = 1
		}
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 0.5
			trait = humble
		}
		modifier = {
			factor = 1.25
			trait = proud
		}
		modifier = {
			factor = 3.0
			trait = ambitious
		}
	}
	success = { is_ruler = yes }
	abort = {
		OR = {
			trait = content
			liege = {
				OR = {
					NOT = {
						OR = {
							is_close_relative = ROOT
							any_friend = { character = ROOT }
						}
					}
					NOT = { num_of_extra_landed_titles = 1 }
				}
			}
		}
	}
	abort_effect = {
		clr_character_flag = flag_denied_title
		clr_character_flag = flag_promised_title
		remove_character_modifier = promised_a_title
		clr_character_flag = flag_later_title
	}
	effect = {
		prestige = 50
		opinion = {
			who = liege
			modifier = opinion_generous_relative
			months = 60
		}
		hidden_tooltip = {
			clr_character_flag = flag_denied_title
			clr_character_flag = flag_promised_title
			remove_character_modifier = promised_a_title
			clr_character_flag = flag_later_title
			remove_opinion = { who = liege modifier = opinion_promised_title }
		}
	}
}
obj_become_heir = {
	type = character
	
	allow = {
		prisoner = no
		is_adult = yes
		is_primary_heir = no
		NOT = { trait = incapable }
		any_pretender_title = {
			current_heir = {
				is_primary_heir = yes
				OR = {
					has_epidemic = yes
					is_ill = yes
					trait = lunatic
					trait = possessed
					trait = incapable
					trait = infirm
					any_rival = { character = ROOT }
				}
			}
		}
	}
	chance = {
		factor = 50
		
		modifier = {
			factor = 2.0
			trait = ambitious
		}
		modifier = {
			factor = 2
			trait = disciplined
		}
		modifier = {
			factor = 0.5
			trait = carefree
		}
		modifier = {
			factor = 2
			trait = cold
		}
		modifier = {
			factor = 0.5
			trait = friendly
		}
		modifier = {
			factor = 1.5
			trait = proud
		}
		modifier = {
			factor = 0.01
			trait = content
		}
	}
	success = {
		is_primary_heir = yes
	}
	abort = {
		trait = incapable
	}
	abort_effect = {
	}
	effect = {
		change_intrigue = 1
	}
}

# Become King
obj_become_king = {
	type = character
	ai_capital_kingdom_focus = yes # AI characters with this ambition will actually focus on taking the kingdom
	
	potential = {
		is_adult = yes
		is_playable = yes
		higher_tier_than = BARON
		lower_tier_than = KING
		NOT = { any_heir_title = { higher_tier_than = DUKE } }
		capital_scope = {
			kingdom = {
				OR = {
					has_holder = no
					holder_scope = { is_vassal_or_below = ROOT }
				}
			}
		}
		# AI logic - don't try to replace a king you like!
		NOT = {
			AND = {
				ai = yes
				NOT = { trait = cold }
				capital_scope = {
					kingdom = {
						has_holder = yes
						holder_scope = { reverse_opinion = { who = ROOT value = 1 } }
					}
				}
			}
		}
	}
	
	allow = { NOT = { trait = incapable } }
	
	chance = {
		factor = 10
		
		# Situational
		modifier = {
			factor = 4
			tier = duke
		}
		modifier = {
			factor = 5
			capital_scope = { kingdom = { has_holder = no } }
		}
		
		# Opinion of current king
		modifier = {
			factor = 1.25
			capital_scope = {
				kingdom = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -99 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				kingdom = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -89 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				kingdom = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -79 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				kingdom = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -69 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				kingdom = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -59 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				kingdom = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -49 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				kingdom = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -39 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				kingdom = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -29 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				kingdom = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -19 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				kingdom = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -9 } } }
				}
			}
		}
		
		# Claims
		modifier = {
			factor = 2
			capital_scope = { kingdom = { ROOT = { has_weak_claim = PREV } } }
		}
		modifier = {
			factor = 5
			capital_scope = { kingdom = { ROOT = { has_strong_claim = PREV } } }
		}
		
		# Personality
		modifier = {
			factor = 0.1
			trait = content
		}
		modifier = {
			factor = 10
			trait = ambitious
		}
		modifier = {
			factor = 0.5
			trait = humble
		}
		modifier = {
			factor = 2
			trait = proud
		}
		modifier = {
			factor = 0.5
			trait = neurotic
		}
		modifier = {
			factor = 2
			trait = confident
		}
		modifier = {
			factor = 0.5
			trait = friendly
		}
		modifier = {
			factor = 2
			trait = cold
		}
	}
	
	success = {
		custom_tooltip = {
			text = obj_become_king_tip
			hidden_tooltip = { capital_scope = { kingdom = { holder_scope = { character = ROOT } } } }
		}
	}
	
	abort = {
		OR = {
			trait = incapable
			is_playable = no
			is_landed = no
			AND = {
				higher_tier_than = DUKE
				primary_title = {
					temporary = no
				}
			}
			any_heir_title = {
				higher_tier_than = DUKE
				temporary = no
			}
			capital_scope = {
				kingdom = {
					has_holder = yes
					holder_scope = { NOT = { is_vassal_or_below = ROOT } }
				}
			}
			AND = {
				ai = yes
				NOT = { trait = cold }
				capital_scope = {
					kingdom = {
						has_holder = yes
						holder_scope = { reverse_opinion = { who = ROOT value = 1 } }
					}
				}
			}
		}
	}
	
	abort_effect = {
	}
	
	effect = {
		prestige = 1000
	}
}
obj_become_emperor = {
	type = character
	
	potential = {
		is_adult = yes
		is_playable = yes
		higher_tier_than = COUNT
		lower_tier_than = EMPEROR
		NOT = { any_heir_title = { tier = EMPEROR } }
		capital_scope = {
			empire = {
				OR = {
					has_holder = no
					holder_scope = { is_vassal_or_below = ROOT }
				}
			}
		}
		# AI logic - don't try to replace a king you like!
		NOT = {
			AND = {
				ai = yes
				NOT = { trait = cold }
				capital_scope = {
					empire = {
						has_holder = yes
						holder_scope = { reverse_opinion = { who = ROOT value = 1 } }
					}
				}
			}
		}
	}
	
	allow = { NOT = { trait = incapable } }
	
	chance = {
		factor = 10
		
		# Situational
		modifier = {
			factor = 4
			tier = king
		}
		modifier = {
			factor = 5
			capital_scope = { empire = { has_holder = no } }
		}
		
		# Opinion of current emperor
		modifier = {
			factor = 1.25
			capital_scope = {
				empire = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -99 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				empire = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -89 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				empire = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -79 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				empire = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -69 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				empire = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -59 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				empire = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -49 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				empire = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -39 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				empire = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -29 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				empire = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -19 } } }
				}
			}
		}
		modifier = {
			factor = 1.25
			capital_scope = {
				empire = {
					has_holder = yes
					holder_scope = { NOT = { reverse_opinion = { who = ROOT value = -9 } } }
				}
			}
		}
		
		# Claims
		modifier = {
			factor = 2
			capital_scope = { empire = { ROOT = { has_weak_claim = PREV } } }
		}
		modifier = {
			factor = 5
			capital_scope = { empire = { ROOT = { has_strong_claim = PREV } } }
		}
		
		# Personality
		modifier = {
			factor = 0.1
			trait = content
		}
		modifier = {
			factor = 10
			trait = ambitious
		}
		modifier = {
			factor = 0.5
			trait = humble
		}
		modifier = {
			factor = 2
			trait = proud
		}
		modifier = {
			factor = 0.5
			trait = neurotic
		}
		modifier = {
			factor = 2
			trait = confident
		}
		modifier = {
			factor = 0.5
			trait = friendly
		}
		modifier = {
			factor = 2
			trait = cold
		}
		
		# There is no empire - ideological concerns
		modifier = {
			factor = 0
			capital_scope = { empire = { has_holder = no } }
			OR = {
				religion = colonial_separatist
				religion = neo_feudal
				religion = adoptionist
				religion = adoptionist_cultist
			}
			trait = radical
		}
		modifier = {
			factor = 0.2
			capital_scope = { empire = { has_holder = no } }
			OR = {
				religion = colonial_separatist
				religion = neo_feudal
				religion = adoptionist
				religion = adoptionist_cultist
			}
			NOT = { trait = pragmatic }
		}
		modifier = {
			factor = 0
			capital_scope = {
				empire = {
					has_holder = no
					title = e_terran_confederation
				}
			}
			OR = {
				religion = astrist
				religion = xenoterran
			}
			trait = radical
		}
		modifier = {
			factor = 0.2
			capital_scope = {
				empire = {
					has_holder = no
					title = e_terran_confederation
				}
			}
			OR = {
				religion = astrist
				religion = xenoterran
			}
			NOT = { trait = pragmatic }
		}
		modifier = {
			factor = 5
			capital_scope = {
				empire = {
					has_holder = no
					title = e_terran_confederation
				}
			}
			OR = {
				religion = terran_federalist
				religion = terran_republican
				religion = terran_imperial
				religion = pilgrim
				religion = orthodox
				religion = solarian
				religion = solar_cultist
			}
			trait = radical
		}
		modifier = {
			factor = 5
			capital_scope = {
				empire = {
					has_holder = no
					title = e_terran_confederation
				}
			}
			OR = {
				religion = terran_federalist
				religion = terran_republican
				religion = terran_imperial
				religion = pilgrim
				religion = orthodox
				religion = solarian
				religion = solar_cultist
			}
			NOT = { trait = pragmatic }
		}
	}
	
	success = {
		custom_tooltip = {
			text = obj_become_emperor_tip
			hidden_tooltip = { capital_scope = { empire = { holder_scope = { character = ROOT } } } }
		}
	}
	
	abort = {
		OR = {
			trait = incapable
			is_playable = no
			is_landed = no
			AND = {
				tier = emperor
				primary_title = {
					temporary = no
				}
			}
			any_heir_title = {
				tier = emperor
				temporary = no
			}
			capital_scope = {
				empire = {
					has_holder = yes
					holder_scope = { NOT = { is_vassal_or_below = ROOT } }
				}
			}
			AND = {
				ai = yes
				NOT = { trait = cold }
				capital_scope = {
					empire = {
						has_holder = yes
						holder_scope = { reverse_opinion = { who = ROOT value = 1 } }
					}
				}
			}
		}
	}
	
	abort_effect = {
	}
	
	effect = {
		prestige = 1000
	}
}

### Ambitions to improve abilitites

# Martial
obj_improve_martial = {
	type = character
	
	potential = {
		age = 16
		is_playable = yes
	}
	
	allow = {
		NOT = { martial = 8 }
		NOT = { trait = incapable }
		NOT = { trait = infirm }
		prisoner = no
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 1.25
			trait = disciplined
		}
		modifier = {
			factor = 1.25
			trait = misguided_warrior
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.01
			trait = carefree
		}
	}
	success = {
		martial = 8
	}
	abort = {
		OR = {
			trait = incapable
			trait = infirm
		}
	}
	abort_effect = {
		clr_character_flag = improve_martial_success
		clr_character_flag = toy_army_prepare
		clr_character_flag = toy_army
		clr_character_flag = street_ruffians
	}
	effect = {
		prestige = 100
		clr_character_flag = improve_martial_success
		clr_character_flag = toy_army_prepare
		clr_character_flag = toy_army
		clr_character_flag = street_ruffians
	}
}

# Stewardship
obj_improve_stewardship = {
	type = character
	
	potential = {
		age = 16
		is_playable = yes
	}
	
	allow = {
		NOT = { stewardship = 8 }
		NOT = { trait = incapable }
		NOT = { trait = infirm }
		prisoner = no
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 1.25
			trait = disciplined
		}
		modifier = {
			factor = 1.25
			trait = indulgent_wastrel
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.01
			trait = carefree
		}
	}
	success = {
		stewardship = 8
	}
	abort = {
		OR = {
			trait = incapable
			trait = infirm
		}
	}
	abort_effect = {
		clr_character_flag = 10_salt
		clr_character_flag = 20_salt
		clr_character_flag = 30_salt
		clr_character_flag = all_salt
		clr_character_flag = the_inn
		clr_character_flag = the_garden
		clr_character_flag = the_survey
	}
	effect = {
		prestige = 100
		clr_character_flag = improve_stewardship_success
		clr_character_flag = the_inn
		clr_character_flag = the_garden
		clr_character_flag = the_survey
	}
}

# Learning
obj_improve_learning = {
	type = character
	
	potential = {
		age = 16
		is_playable = yes
	}
	
	allow = {
		NOT = { learning = 8 }
		NOT = { trait = incapable }
		NOT = { trait = infirm }
		prisoner = no
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 1.25
			trait = disciplined
		}
		modifier = {
			factor = 1.25
			trait = incompetent_scientist
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.01
			trait = carefree
		}
	}
	success = {
		learning = 8
	}
	abort = {
		OR = {
			trait = incapable
			trait = infirm
		}
	}
	abort_effect = {
		clr_character_flag = flying_machine
		clr_character_flag = ancient_tome
		clr_character_flag = hermit_visit
	}
	effect = {
		prestige = 100
		clr_character_flag = improve_learning_success
		clr_character_flag = flying_machine
		clr_character_flag = ancient_tome
		clr_character_flag = hermit_visit
	}
}

# Diplomacy
obj_improve_diplomacy = {
	type = character
	
	potential = {
		age = 16
		is_playable = yes
	}
	
	allow = {
		NOT = { diplomacy = 8 }
		NOT = { trait = incapable }
		NOT = { trait = infirm }
		prisoner = no
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 1.25
			trait = disciplined
		}
		modifier = {
			factor = 1.25
			trait = naive_appeaser
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.01
			trait = carefree
		}
	}
	success = {
		diplomacy = 8
	}
	abort = {
		OR = {
			trait = incapable
			trait = infirm
		}
	}
	abort_effect = {
		clr_character_flag = the_feud
		clr_character_flag = the_mirror
		clr_character_flag = the_suicide
	}
	effect = {
		prestige = 100
		clr_character_flag = improve_diplomacy_success
		clr_character_flag = the_feud
		clr_character_flag = the_mirror
		clr_character_flag = the_suicide
	}
}

# Intrigue
obj_improve_intrigue = {
	type = character
	
	potential = {
		age = 16
		is_playable = yes
	}
	
	allow = {
		NOT = { intrigue = 8 }
		NOT = { trait = incapable }
		NOT = { trait = infirm }
		prisoner = no
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 1.25
			trait = disciplined
		}
		modifier = {
			factor = 1.25
			trait = naive_appeaser
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.01
			trait = carefree
		}
	}
	success = {
		intrigue = 8
	}
	abort = {
		OR = {
			trait = incapable
			trait = infirm
		}
	}
	abort_effect = {
		clr_character_flag = the_necklace
		clr_character_flag = gossip
		clr_character_flag = old_spymaster
	}
	effect = {
		prestige = 100
		clr_character_flag = improve_intrigue_success
		clr_character_flag = the_necklace
		clr_character_flag = gossip
		clr_character_flag = old_spymaster
	}
}