# Supported types: character
#
# Note: if 'chance' evaluates to 0, an AI character will also abandon the focus
#


###############
# FOCUSES
###############

focus_economics = {
	type = character
	
	modifier_name = "ECONOMICS_FOCUS"
	
	potential = {
		is_adult = yes
		is_playable = yes
		NOT = { trait = incapable }
	}
	
	allow = {
		prisoner = no
	}
	
	chance = {
		factor = 100
		modifier = {
			factor = 5
			OR = {
				has_ambition = obj_amass_wealth
				has_ambition = obj_become_treasurer
			}
		}
		modifier = {
			factor = 0.2
			trait = stressed
		}
		modifier = {
			factor = 0.5
			trait = depressed
		}
		modifier = {
			factor = 0
			is_ruler = no
			is_councillor = no
		}
		modifier = {
			factor = 0.5
			is_patrician = yes
		}
		modifier = {
			factor = 0.25
			is_patrician = yes
			is_merchant_republic = no
		}
		modifier = {
			factor = 0.25
			NOT = { trait = indulgent_wastrel }
			NOT = { trait = thrifty_clerk }
			NOT = { trait = fortune_builder }
			NOT = { trait = midas_touched }
		}
		modifier = {
			factor = 0.25
			trait = carefree
		}
		modifier = {
			factor = 4
			trait = disciplined
		}
		modifier = {
			factor = 3
			NOT = { wealth = 0 }
		}
		modifier = {
			factor = 3
			NOT = { monthly_income = 0 }
		}
		modifier = {
			factor = 2
			has_job_title = job_treasurer
			NOT = { trait = carefree }
		}
		modifier = {
			factor = 2
			has_job_title = job_treasurer
			trait = disciplined
		}
	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	stewardship = 3
}

focus_business = {
	type = character
	
	modifier_name = "BUSINESS_FOCUS"
	
	potential = {
		is_adult = yes
		is_playable = yes
		NOT = { trait = incapable }
	}
	
	allow = {
		prisoner = no
	}
	
	# AI Pick chance
	chance = {
		factor = 100
		modifier = {
			factor = 0
			is_patrician = no
		}
		modifier = {
			factor = 5
			has_ambition = obj_amass_wealth
		}
		modifier = {
			factor = 0.2
			trait = stressed
		}
		modifier = {
			factor = 0.5
			trait = depressed
		}
		modifier = {
			factor = 2
			trait = disciplined
		}
		modifier = {
			factor = 0.5
			trait = carefree
		}
	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	stewardship = 2
	tradevalue = 3
}

focus_seduction = {
	type = character
	
	modifier_name = "SEDUCTION_FOCUS"
	
	potential = {
		is_playable = yes
		is_adult = yes
		NOT = { trait = incapable }
	}
	
	allow = {
		#NOT = { trait = celibate }
		NOT = { trait = full_cybernetic_conversion }
	}
	
	# AI Pick chance
	chance = {
		factor = 100
		
		modifier = {
			factor = 0
			trait = disciplined
		}
		
		modifier = {
			factor = 0.01 # Faithful spouse/consort
			is_married = yes
			any_spouse = {
				is_lover = ROOT
			}
		}
		
		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 0.5
			trait = ugly
		}
		modifier = {
			factor = 0.5
			trait = introverted
		}
		modifier = {
			factor = 1.5
			trait = extraverted
		}
		modifier = {
			factor = 1.5
			trait = cold
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			trait = incapable
			is_playable = no
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	intrigue = 2
	fertility = 0.25
	sex_appeal_opinion = 10
}
focus_espionage = {
	type = character
	
	modifier_name = "ESPIONAGE_FOCUS"
	
	potential = {
		is_adult = yes
		is_playable = yes
		NOT = { trait = incapable }
	}
	
	allow = {
		prisoner = no
	}
	
	# AI Pick chance
	chance = {
		factor = 100
		
		modifier = {
			factor = 0
			trait = stressed
		}
		modifier = {
			factor = 0.25
			trait = depressed
		}
		modifier = {
			factor = 0.25
			NOR = {
				trait = amateurish_plotter
				trait = flamboyant_schemer
				trait = intricate_webweaver
				trait = elusive_shadow
			}
		}
		modifier = {
			factor = 0.25
			trait = friendly
		}
		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 4.0
			trait = cold
		}
		modifier = {
			factor = 2
			OR = {
				has_plot = plot_kill_character
				has_plot = plot_kill_spouse
				has_plot = plot_coup
				has_plot = plot_justified_coup
			}
		}
		modifier = {
			factor = 5
			has_ambition = obj_become_spymaster
		}
		modifier = {
			factor = 2
			has_job_title = job_spymaster
			NOT = { trait = carefree }
		}
		modifier = {
			factor = 2
			has_job_title = job_spymaster
			trait = disciplined
		}
	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	intrigue = 3
}
focus_tactics = {
	type = character
	
	modifier_name = "TACTICS_FOCUS"
	
	potential = {
		is_adult = yes
		is_playable = yes
		NOT = { trait = incapable }
	}
	
	allow = {
		prisoner = no
	}
	
	# AI Pick chance
	chance = {
		factor = 100
		modifier = {
			factor = 0.25
			in_command = no
			NOT = { trait = misguided_warrior }
			NOT = { trait = tough_soldier }
			NOT = { trait = skilled_commander }
			NOT = { trait = brilliant_strategist }
		}
		modifier = {
			factor = 5
			in_command = yes
		}
		modifier = {
			factor = 2
			trait = proud
		}
		modifier = {
			factor = 0.5
			trait = humble
		}
		modifier = {
			factor = 2
			trait = cold
		}
		modifier = {
			factor = 0.5
			trait = friendly
		}
		modifier = {
			factor = 2
			trait = brave
		}
		modifier = {
			factor = 0.5
			trait = craven
		}
	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	martial = 1
	health = 1
}
focus_strategy = {
	type = character
	
	modifier_name = "STRATEGY_FOCUS"
	
	potential = {
		is_adult = yes
		is_playable = yes
		NOT = { trait = incapable }
	}
	
	allow = {
		prisoner = no
	}
	
	# AI Pick chance
	chance = {
		factor = 100
		modifier = {
			factor = 0
			is_ruler = no
			is_councillor = no
		}
		modifier = {
			factor = 0.25
			trait = stressed
		}
		modifier = {
			factor = 0.5
			trait = depressed
		}
		modifier = {
			factor = 0.25
			NOT = { trait = misguided_warrior }
			NOT = { trait = tough_soldier }
			NOT = { trait = skilled_commander }
			NOT = { trait = brilliant_strategist }
		}
		modifier = {
			factor = 5
			OR = {
				is_primary_war_attacker = yes
				is_primary_war_defender = yes
				has_ambition = obj_become_marshal
			}
		}
		modifier = {
			factor = 0.2
			trait = craven
		}
		modifier = {
			factor = 2
			trait = brave
		}
		modifier = {
			factor = 0.5
			trait = friendly
		}
		modifier = {
			factor = 2
			trait = cold
		}
		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 2
			trait = ambitious
		}
		modifier = {
			factor = 2
			has_job_title = job_marshal
			NOT = { trait = carefree }
		}
		modifier = {
			factor = 2
			has_job_title = job_marshal
			trait = pragmatic
		}
	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	martial = 3
}
focus_statecraft = {
	type = character
	
	modifier_name = "STATECRAFT_FOCUS"
	
	potential = {
		is_adult = yes
		is_playable = yes
		NOT = { trait = incapable }
	}
	
	allow = {
		prisoner = no
	}
	
	# AI Pick chance
	chance = {
		factor = 100
		modifier = {
			factor = 5
			has_ambition = obj_become_chancellor
		}
		modifier = {
			factor = 0
			is_ruler = no
			is_councillor = no
		}
		modifier = {
			factor = 0.2
			trait = stressed
		}
		modifier = {
			factor = 0.5
			trait = depressed
		}
		modifier = {
			factor = 0.25
			NOT = { trait = naive_appeaser }
			NOT = { trait = underhanded_rogue }
			NOT = { trait = charismatic_negotiator }
			NOT = { trait = grey_eminence }
		}
		modifier = {
			factor = 0.5
			trait = introverted
		}
		modifier = {
			factor = 2
			trait = extraverted
		}
		modifier = {
			factor = 2
			has_job_title = job_chancellor
			NOT = { trait = carefree }
		}
		modifier = {
			factor = 2
			has_job_title = job_chancellor
			trait = disciplined
		}
	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	diplomacy = 3
}

focus_family = {
	type = character
	
	modifier_name = "FAMILY_FOCUS"
	
	potential = {
		is_adult = yes
		is_playable = yes
		NOT = { trait = incapable }
	}
	
	allow = {
		NOT = { trait = full_cybernetic_conversion }
		prisoner = no
	}
	
	# AI Pick chance
	chance = {
		factor = 100
		modifier = {
			factor = 5
			OR = {
				has_ambition = obj_have_a_child
				has_ambition = obj_marry_for_love
			}
		}
		modifier = {
			factor = 0.25
			trait = disciplined
		}
		modifier = {
			factor = 4
			trait = carefree
		}
		modifier = {
			factor = 0.25
			trait = cold
		}
		modifier = {
			factor = 2
			trait = friendly
		}
		modifier = {
			factor = 0.5
			trait = introverted
		}
		modifier = {
			factor = 2
			trait = extraverted
		}
		modifier = {
			factor = 0.25
			religion = bio_directionist
			NOT = { trait = pragmatic }
		}
		modifier = {
			factor = 0
			religion = bio_directionist
			trait = radical
		}
		modifier = {
			factor = 2
			any_demesne_title = {
				OR = {
					has_law = succ_gavelkind
					has_law = succ_primogeniture
					has_law = succ_ultimogeniture
				}
			}
			NOT = { num_of_children = 2 }
			NOT = { trait = carefree }
		}
		modifier = {
			factor = 2
			any_demesne_title = {
				OR = {
					has_law = succ_gavelkind
					has_law = succ_primogeniture
					has_law = succ_ultimogeniture
				}
			}
			NOT = { num_of_children = 2 }
			trait = disciplined
		}
		modifier = {
			factor = 2
			spouse = {
				any_demesne_title = {
					OR = {
						has_law = succ_gavelkind
						has_law = succ_primogeniture
						has_law = succ_ultimogeniture
					}
				}
				NOT = { num_of_children = 2 }
			}
			NOT = { num_of_children = 2 }
			NOT = { trait = carefree }
		}
		modifier = {
			factor = 2
			spouse = {
				any_demesne_title = {
					OR = {
						has_law = succ_gavelkind
						has_law = succ_primogeniture
						has_law = succ_ultimogeniture
					}
				}
				NOT = { num_of_children = 2 }
			}
			trait = disciplined
		}
		modifier = {
			factor = 0.5
			num_of_children = 1
		}
		modifier = {
			factor = 0.5
			num_of_children = 2
		}
		modifier = {
			factor = 0.5
			num_of_children = 3
		}
	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	diplomacy = 2
	health = 1
	fertility = 0.25
}

# LEARNING
focus_science = {
	type = character
	
	modifier_name = "SCIENCE_FOCUS"
	
	potential = {
		is_adult = yes
		is_playable = yes
		NOT = { trait = incapable }
	}
	
	allow = {
		always = yes
	}
	
	# AI Pick chance
	chance = {
		factor = 100
		modifier = {
			factor = 5
			has_ambition = obj_become_spiritual
		}
		modifier = {
			factor = 2
			trait = open_minded
		}
		modifier = {
			factor = 0.5
			trait = close_minded
		}
		modifier = {
			factor = 2
			trait = skeptical
		}
		modifier = {
			factor = 0.5
			trait = spiritual
		}
		modifier = {
			factor = 2
			religion_group = transhumanist_group
			NOT = { trait = pragmatic }
		}
		modifier = {
			factor = 2
			religion_group = transhumanist_group
			trait = radical
		}
		modifier = {
			factor = 2
			religion_group = transhumanist_group
			is_administrative = yes
		}
		modifier = {
			factor = 0.25
			NOT = { trait = incompetent_scientist }
			NOT = { trait = dutiful_academic }
			NOT = { trait = expert_scientist }
			NOT = { trait = mastermind_scholar }
		}
		modifier = {
			factor = 3.0
			trait = intellectual
		}
		modifier = {
			factor = 2
			has_job_title = job_spiritual
			NOT = { trait = carefree }
		}
		modifier = {
			factor = 2
			has_job_title = job_spiritual
			trait = disciplined
		}
	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			trait = incapable
			is_playable = no
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	learning = 3
}

focus_philosophy = {
	type = character
	
	modifier_name = "PHILOSOPHY_FOCUS"
	
	potential = {
		is_adult = yes
		is_playable = yes
		NOT = { trait = incapable }
	}
	
	allow = {
		always = yes
	}
	
	# AI Pick chance
	chance = {
		factor = 100
		modifier = {
			factor = 0
			trait = pragmatic
		}
		modifier = {
			factor = 0.2
			religion_group = outlaw_group
		}
		modifier = {
			factor = 5
			has_ambition = obj_become_paragon_of_virtue
		}
		modifier = {
			factor = 5
			trait = radical
		}
		modifier = {
			factor = 2
			NOT = { religion_group = transhumanist_group }
			is_administrative = yes
		}
		modifier = {
			factor = 2
			NOT = { religion_group = transhumanist_group }
			is_administrative = yes
			trait = radical
		}
	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			trait = incapable
			is_playable = no
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	learning = 2
	monthly_character_piety = 0.1
}