namespace = conversion

# Try to convert friend
character_event = {
	id = conversion.5000
	desc = "EVTDESCCONVERSION5000"
	picture = GFX_evt_quarrel
	
	min_age = 16
	only_capable = yes
	prisoner = no
	
	trigger = {
		any_friend = {
			at_location = ROOT
			NOT = { religion = ROOT }
			age = 16
			NOT = { trait = incapable }
			prisoner = no
			NOT = {
				any_war = {
					attacker = { character = ROOT }
					OR = {
						using_cb = democratic_rebellion
						using_cb = autocratic_rebellion
						using_cb = theocratic_rebellion
					}
				}
			}
		}
		NOT = { religion = space_pirate }
	}
	
	mean_time_to_happen = {
		months = 120
	}
	
	option = {
		name = "EVTOPTACONVERSION5000"
		random_friend = {
			limit = {
				at_location = ROOT
				NOT = { religion = ROOT }
				age = 16
				NOT = { trait = incapable }
				prisoner = no
				NOT = {
					any_war = {
						attacker = { character = ROOT }
						OR = {
							using_cb = democratic_rebellion
							using_cb = autocratic_rebellion
							using_cb = theocratic_rebellion
						}
					}
				}
			}
			character_event = { id = conversion.5001 tooltip = "EVTTOOLTIPCONVERSION5001" }
		}
		piety = 100
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				trait = radical
			}
			modifier = {
				factor = 0.5
				trait = pragmatic
			}
			modifier = {
				factor = 2
				trait = extraverted
			}
			modifier = {
				factor = 0.5
				trait = introverted
			}
			modifier = {
				factor = 2
				trait = cold
			}
			modifier = {
				factor = 0.5
				trait = friendly
			}
		}
	}
	
	option = {
		name = "EVTOPTBCONVERSION5000"
		ai_chance = { factor = 50 }
	}
}

# A friend engages you in an ideological dispute
character_event = {
	id = conversion.5001
	desc = "EVTDESCCONVERSION5001"
	picture = GFX_evt_quarrel
	is_triggered_only = yes
	
	option = {
		# They're right
		trigger = {
			OR = {
				NOT = { trait = radical }
				NOT = { trait = close_minded }
			}
		}
		name = "EVTOPTACONVERSION5001"
		religion = FROM
		reverse_opinion = { who = ROOT modifier = opinion_converted_by_me }
		hidden_tooltip = { FROM = { character_event = { id = conversion.5002 } } }
		ai_chance = {
			factor = 10
			# Moral authority
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.1 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.2 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.3 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.4 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.5 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.6 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.7 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.8 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.9 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 1 }
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.1
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.2
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.3
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.4
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.5
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.6
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.7
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.8
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.9
			}
			modifier = {
				factor = 0.5
				religion_authority = 1
			}
			
			# Personality
			modifier = {
				factor = 4
				trait = pragmatic
			}
			modifier = {
				factor = 0.25
				trait = radical
			}
			modifier = {
				factor = 4
				trait = open_minded
			}
			modifier = {
				factor = 0.25
				trait = close_minded
			}
			
			# FROM's diplomacy
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 1 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 2 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 3 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 4 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 5 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 6 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 7 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 8 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 9 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 10 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 11 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 12 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 13 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 14 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 15 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 16 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 17 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 18 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 19 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 20 }
			}
		}
	}
	
	option = {
		# They're wrong
		name = "EVTOPTBCONVERSION5001"
		FROM = { character_event = { id = conversion.5003 tooltip = "EVTTOOLTIPCONVERSION5003" } }
		piety = 50
		ai_chance = { factor = 100 }
	}
}

# You successfully converted your friend!
character_event = {
	id = conversion.5002
	desc = "EVTDESCCONVERSION5002"
	picture = GFX_evt_scholar
	is_triggered_only = yes
	
	option = { name = "EVTOPTACONVERSION5002" }
}

# You failed to convert your friend!
character_event = {
	id = conversion.5003
	desc = "EVTDESCCONVERSION5003"
	picture = GFX_evt_quarrel
	is_triggered_only = yes
	
	option = {
		# We'll agree to disagree
		name = "EVTOPTACONVERSION5003"
		piety = -50
		
		ai_chance = {
			factor = 50
			modifier = {
				factor = 5
				trait = friendly
			}
			modifier = {
				factor = 0.5
				trait = cold
			}
			modifier = {
				factor = 4
				trait = open_minded
			}
			modifier = {
				factor = 0.5
				trait = close_minded
			}
			modifier = {
				factor = 4
				trait = pragmatic
			}
			modifier = {
				factor = 0.25
				trait = radical
			}
		}
	}
	
	option = {
		# Then we are no longer friends
		name = "EVTOPTBCONVERSION5003"
		remove_friend = FROM
		hidden_tooltip = { FROM = { character_event = { id = conversion.5004 } } }
		ai_chance = { factor = 50 }
	}
}

# Your friend is infuriated by your refusal to see things their way
character_event = {
	id = conversion.5004
	desc = "EVTDESCCONVERSION5004"
	picture = GFX_evt_quarrel
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTACONVERSION5004"
		remove_friend = FROM
	}
}

# Try to convert lover
character_event = {
	id = conversion.5100
	desc = "EVTDESCCONVERSION5100"
	picture = GFX_evt_quarrel
	
	min_age = 16
	only_capable = yes
	prisoner = no
	
	trigger = {
		any_lover = {
			at_location = ROOT
			NOT = { religion = ROOT }
			age = 16
			NOT = { trait = incapable }
			prisoner = no
			NOT = {
				any_war = {
					attacker = { character = ROOT }
					OR = {
						using_cb = democratic_rebellion
						using_cb = autocratic_rebellion
						using_cb = theocratic_rebellion
					}
				}
			}
		}
		NOT = { religion = space_pirate }
	}
	
	mean_time_to_happen = {
		months = 120
	}
	
	option = {
		name = "EVTOPTACONVERSION5100"
		random_lover = {
			limit = {
				at_location = ROOT
				NOT = { religion = ROOT }
				age = 16
				NOT = { trait = incapable }
				prisoner = no
				NOT = {
					any_war = {
						attacker = { character = ROOT }
						OR = {
							using_cb = democratic_rebellion
							using_cb = autocratic_rebellion
							using_cb = theocratic_rebellion
						}
					}
				}
			}
			character_event = { id = conversion.5101 tooltip = "EVTTOOLTIPCONVERSION5101" }
		}
		piety = 100
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				trait = radical
			}
			modifier = {
				factor = 0.5
				trait = pragmatic
			}
			modifier = {
				factor = 2
				trait = extraverted
			}
			modifier = {
				factor = 0.5
				trait = introverted
			}
			modifier = {
				factor = 2
				trait = cold
			}
			modifier = {
				factor = 0.5
				trait = friendly
			}
		}
	}
	
	option = {
		name = "EVTOPTBCONVERSION5100"
		ai_chance = { factor = 50 }
	}
}

# A lover engages you in an ideological dispute
character_event = {
	id = conversion.5101
	desc = "EVTDESCCONVERSION5101"
	picture = GFX_evt_quarrel
	is_triggered_only = yes
	
	option = {
		# They're right
		trigger = {
			OR = {
				NOT = { trait = radical }
				NOT = { trait = close_minded }
			}
		}
		name = "EVTOPTACONVERSION5001"
		religion = FROM
		reverse_opinion = { who = ROOT modifier = opinion_converted_by_me }
		hidden_tooltip = { FROM = { character_event = { id = conversion.5102 } } }
		ai_chance = {
			factor = 10
			# Moral authority
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.1 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.2 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.3 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.4 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.5 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.6 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.7 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.8 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.9 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 1 }
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.1
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.2
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.3
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.4
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.5
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.6
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.7
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.8
			}
			modifier = {
				factor = 0.5
				religion_authority = 0.9
			}
			modifier = {
				factor = 0.5
				religion_authority = 1
			}
			
			# Personality
			modifier = {
				factor = 4
				trait = pragmatic
			}
			modifier = {
				factor = 0.25
				trait = radical
			}
			modifier = {
				factor = 4
				trait = open_minded
			}
			modifier = {
				factor = 0.25
				trait = close_minded
			}
			
			# FROM's diplomacy
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 1 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 2 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 3 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 4 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 5 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 6 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 7 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 8 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 9 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 10 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 11 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 12 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 13 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 14 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 15 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 16 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 17 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 18 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 19 }
			}
			modifier = {
				factor = 1.25
				FROM = { diplomacy = 20 }
			}
		}
	}
	
	option = {
		# They're wrong
		name = "EVTOPTBCONVERSION5001"
		FROM = { character_event = { id = conversion.5103 tooltip = "EVTTOOLTIPCONVERSION5103" } }
		piety = 50
		ai_chance = { factor = 100 }
	}
}

# You successfully converted your lover!
character_event = {
	id = conversion.5102
	desc = "EVTDESCCONVERSION5102"
	picture = GFX_evt_lovers
	is_triggered_only = yes
	
	option = { name = "EVTOPTACONVERSION5102" }
}

# You failed to convert your lover!
character_event = {
	id = conversion.5103
	desc = "EVTDESCCONVERSION5103"
	picture = GFX_evt_quarrel
	is_triggered_only = yes
	
	option = {
		# We'll agree to disagree
		name = "EVTOPTACONVERSION5003"
		piety = -50
		
		ai_chance = {
			factor = 50
			modifier = {
				factor = 5
				trait = friendly
			}
			modifier = {
				factor = 0.5
				trait = cold
			}
			modifier = {
				factor = 4
				trait = open_minded
			}
			modifier = {
				factor = 0.5
				trait = close_minded
			}
			modifier = {
				factor = 4
				trait = pragmatic
			}
			modifier = {
				factor = 0.25
				trait = radical
			}
		}
	}
	
	option = {
		# Then I can no longer love them
		name = "EVTOPTBCONVERSION5103"
		remove_lover = FROM
		hidden_tooltip = { FROM = { character_event = { id = conversion.5104 } } }
		ai_chance = { factor = 50 }
	}
}

# Your lover is infuriated by your refusal to see things their way
character_event = {
	id = conversion.5104
	desc = "EVTDESCCONVERSION5104"
	picture = GFX_evt_quarrel
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTACONVERSION5104"
		remove_lover = FROM
	}
}

# Special Conversion: Space Pirate
character_event = {
	id = conversion.10000
	desc = "EVTDESCCONVERSION10000"
	picture = GFX_evt_space_pirate
	
	min_age = 20
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		is_ruler = no
		is_councillor = no
		NOT = { any_heir_title = { always = yes } }
		NOT = { has_minor_title = title_regent }
		NOT = { has_minor_title = title_prime_minister }
		NOT = { has_minor_title = title_expected_successor }
		NOT = { any_lover = { at_location = ROOT } }
		not = { religion = space_pirate }
		NOT = { trait = radical }
		NOT = { trait = craven }
		NOT = { trait = content }
		OR = {
			NOT = {  religion_authority = 0.5 }
			trait = pragmatic
			trait = cold
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 1200
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 2
			religion_authority = 0.5
		}
		modifier = {
			factor = 2
			religion_authority = 0.6
		}
		modifier = {
			factor = 2
			religion_authority = 0.7
		}
		modifier = {
			factor = 2
			religion_authority = 0.8
		}
		modifier = {
			factor = 2
			religion_authority = 0.9
		}
		modifier = {
			factor = 2
			religion_authority = 1
		}
		
		# Personality
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 0.5
			trait = open_minded
		}
		modifier = {
			factor = 4
			trait = close_minded
		}
		modifier = {
			factor = 0.5
			trait = carefree
		}
		modifier = {
			factor = 2
			trait = disciplined
		}
		modifier = {
			factor = 0.25
			trait = cold
		}
		modifier = {
			factor = 4
			trait = friendly
		}
		modifier = {
			factor = 0.5
			trait = brave
		}
		modifier = {
			factor = 0.25
			trait = ambitious
		}
		
		# Self-interest
		modifier = {
			factor = 5
			any_pretender_title = { always = yes }
		}
		modifier = {
			factor = 2
			trait = ambitious
			any_pretender_title = { always = yes }
		}
		
		# Opinion of current liege
		modifier = {
			factor = 1.25
			opinion = { who = liege value = 100 }
		}
		modifier = {
			factor = 1.25
			opinion = { who = liege value = 90 }
		}
		modifier = {
			factor = 1.25
			opinion = { who = liege value = 80 }
		}
		modifier = {
			factor = 1.25
			opinion = { who = liege value = 70 }
		}
		modifier = {
			factor = 1.25
			opinion = { who = liege value = 60 }
		}
		modifier = {
			factor = 1.25
			opinion = { who = liege value = 50 }
		}
		modifier = {
			factor = 1.25
			opinion = { who = liege value = 40 }
		}
		modifier = {
			factor = 1.25
			opinion = { who = liege value = 30 }
		}
		modifier = {
			factor = 1.25
			opinion = { who = liege value = 20 }
		}
		modifier = {
			factor = 1.25
			opinion = { who = liege value = 10 }
		}
		modifier = {
			factor = 0.8
			NOT = { opinion = { who = liege value = -9 } }
		}
		modifier = {
			factor = 0.8
			NOT = { opinion = { who = liege value = -19 } }
		}
		modifier = {
			factor = 0.8
			NOT = { opinion = { who = liege value = -29 } }
		}
		modifier = {
			factor = 0.8
			NOT = { opinion = { who = liege value = -39 } }
		}
		modifier = {
			factor = 0.8
			NOT = { opinion = { who = liege value = -49 } }
		}
		modifier = {
			factor = 0.8
			NOT = { opinion = { who = liege value = -59 } }
		}
		modifier = {
			factor = 0.8
			NOT = { opinion = { who = liege value = -69 } }
		}
		modifier = {
			factor = 0.8
			NOT = { opinion = { who = liege value = -79 } }
		}
		modifier = {
			factor = 0.8
			NOT = { opinion = { who = liege value = -89 } }
		}
		modifier = {
			factor = 0.8
			NOT = { opinion = { who = liege value = -99 } }
		}
	}
	
	option = {
		# trigger = {
			# OR = {
				# liege = { religion = space_pirate }
				# any_independent_ruler = { religion = space_pirate }
				# NOT = { has_dlc = "The Old Gods" }
			# }
		# }
		name = "EVTOPTACONVERSION10000"
		religion = space_pirate
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		if = {
			limit = { liege = { NOT = { religion = space_pirate } } }
			liege = { character_event = { id = conversion.10001 } }
			random_independent_ruler = {
				limit = { religion = space_pirate }
				reverse_banish = ROOT
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				trait = content
			}
			modifier = {
				factor = 0.5
				trait = ambitious
			}
			modifier = {
				factor = 2
				trait = craven
			}
			modifier = {
				factor = 0.5
				trait = brave
			}
			modifier = {
				factor = 2
				trait = humble
			}
			modifier = {
				factor = 0.5
				trait = proud
			}
			modifier = {
				factor = 2
				trait = neurotic
			}
			modifier = {
				factor = 0.5
				trait = confident
			}
		}
	}
	
	# Carve out my own pirate kingdom
	option = {
		trigger = {
			#has_dlc = "The Old Gods" # Sorry, Paradox, but TOG is incompatible with the rest of the mod
			OR = {
				AND = {
					NOT = { liege = { religion = space_pirate } }
					NOT = { any_independent_ruler = { religion = space_pirate } }
				}
				martial = 20
			}
		}
		name = "EVTOPTBCONVERSION10000"
		religion = space_pirate
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		liege = {
			character_event = { id = conversion.10003 }
			capital_scope = {
				random_independent_ruler = {
					limit = {
						# Prefer not to attack other space pirates
						OR = {
							NOT = { religion = space_pirate }
							NOT = {
								any_independent_ruler = {
									NOT = { religion = space_pirate }
									any_realm_province = {
										OR = {
											terrain = nebula
											terrain = protostar
											any_neighbor_province = { owner = { same_realm = ROOT } }
										}
									}
								}
							}
						}
						any_realm_province = {
							OR = {
								terrain = nebula
								terrain = protostar
								any_neighbor_province = { owner = { same_realm = ROOT } }
							}
						}
					}
					random_realm_province = {
						limit = {
							OR = {
								terrain = nebula
								terrain = protostar
								any_neighbor_province = { owner = { same_realm = ROOT } }
							}
						}
						ROOT = {
							set_defacto_liege = ROOT
							create_title = {
								tier = DUKE
								landless = yes
								temporary = yes
								culture = ROOT
								name = "PIRATE_ADVENTURE"
								holder = ROOT
							}
							set_character_flag = flag_duchy_adventurer
							
							# Any landless friends may be invited to come along
							any_friend = {
								limit = { is_landed = no }
								character_event = { id = conversion.10002 }
							}
							
							# Also spawn three random mercs
							random_list = {
								50 = {
									create_random_soldier = {
										age = 30
										random_traits = yes
										culture = ROOT
										dynasty = culture
										religion = space_pirate
										female = yes
										trait = warship_captain
									}
								}
								50 = {
									create_random_soldier = {
										age = 30
										random_traits = yes
										culture = ROOT
										dynasty = culture
										religion = space_pirate
										female = no
										trait = warship_captain
									}
								}
							}
							random_list = {
								50 = {
									create_random_soldier = {
										age = 30
										random_traits = yes
										culture = ROOT
										dynasty = culture
										religion = space_pirate
										female = yes
										trait = fighter_pilot
									}
								}
								50 = {
									create_random_soldier = {
										age = 30
										random_traits = yes
										culture = ROOT
										dynasty = culture
										religion = space_pirate
										female = no
										trait = fighter_pilot
									}
								}
							}
							random_list = {
								50 = {
									create_random_soldier = {
										age = 30
										random_traits = yes
										culture = ROOT
										dynasty = culture
										religion = space_pirate
										female = yes
										trait = marine_colonel
									}
								}
								50 = {
									create_random_soldier = {
										age = 30
										random_traits = yes
										culture = ROOT
										dynasty = culture
										religion = space_pirate
										female = no
										trait = marine_colonel
									}
								}
							}
							
							# Spawn a fleet: 1 DN, 5 BCs, 10 TTs, 500 Fighters, 500 Bombers, 25 Galleys
							spawn_fleet = {
								province = closest # closest sea zone
								owner = ROOT
								disband_on_peace = yes
								troops = { galleys = { 25 25 } }
							}
							spawn_unit = {
								province = PREVPREVPREV
								home = PREVPREVPREV
								owner = THIS
								leader = THIS
								troops = { dreadnoughts = { 1 1 } }
								attrition = 0.0
								disband_on_peace = no
							}
							spawn_unit = {
								province = PREVPREVPREV
								home = PREVPREVPREV
								owner = THIS
								troops = { knights = { 5 5 } }
								attrition = 0.0
								disband_on_peace = no
							}
							spawn_unit = {
								province = PREVPREVPREV
								home = PREVPREVPREV
								owner = THIS
								troops = { archers = { 10 10 } }
								attrition = 0.0
								disband_on_peace = no
							}
							spawn_unit = {
								province = PREVPREVPREV
								home = PREVPREVPREV
								owner = THIS
								troops = { light_infantry = { 500 500 } }
								attrition = 0.0
								disband_on_peace = no
							}
							spawn_unit = {
								province = PREVPREVPREV
								home = PREVPREVPREV
								owner = THIS
								troops = { heavy_infantry = { 500 500 } }
								attrition = 0.0
								disband_on_peace = no
							}
							
							# Declare War
							war = {
								target = PREVPREV
								casus_belli = duchy_adventure
								thirdparty_title = PREV
								tier = DUKE
							}
						}
					}
				}
			}
		}
		ai_chance = { factor = 50 }
	}
}

character_event = {
	id = conversion.10001
	desc = "EVTDESCCONVERSION10001"
	picture = GFX_evt_pirate
	is_triggered_only = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Your friend asks you to join their pirate adventure
character_event = {
	id = conversion.10002
	desc = "EVTDESCCONVERSION10002"
	picture = GFX_evt_pirate
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTACONVERSION10002"
		religion = space_pirate
		liege = { character_event = { id = conversion.10004 } }
		FROM = { reverse_banish = ROOT }
		
		# Military characters spawn an appropriate new unit under FROM's command
		if = {
			limit = { trait = warship_captain }
			FROM = {
				location = {
					FROM = {
						spawn_unit = {
							province = PREV
							home = PREV
							owner = FROM
							leader = ROOT
							troops = { dreadnoughts = { 1 1 } }
							attrition = 0.0
							disband_on_peace = no
						}
					}
				}
			}
		}
		if = {
			limit = { trait = fighter_pilot }
			FROM = {
				location = {
					FROM = {
						spawn_unit = {
							province = PREV
							home = PREV
							owner = FROM
							leader = ROOT
							troops = { light_infantry = { 50 50 } }
							attrition = 0.0
							disband_on_peace = no
						}
					}
				}
			}
		}
		if = {
			limit = { trait = marine_colonel }
			FROM = {
				location = {
					FROM = {
						spawn_unit = {
							province = PREV
							home = PREV
							owner = FROM
							leader = ROOT
							troops = { archers = { 5 5 } }
							attrition = 0.0
							disband_on_peace = no
						}
					}
				}
			}
		}
		
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.5
				NOT = { religion = space_pirate }
				religion_authority = 0.1
			}
			modifier = {
				factor = 0.5
				NOT = { religion = space_pirate }
				religion_authority = 0.2
			}
			modifier = {
				factor = 0.5
				NOT = { religion = space_pirate }
				religion_authority = 0.3
			}
			modifier = {
				factor = 0.5
				NOT = { religion = space_pirate }
				religion_authority = 0.4
			}
			modifier = {
				factor = 0.5
				NOT = { religion = space_pirate }
				religion_authority = 0.5
			}
			modifier = {
				factor = 0.5
				NOT = { religion = space_pirate }
				religion_authority = 0.6
			}
			modifier = {
				factor = 0.5
				NOT = { religion = space_pirate }
				religion_authority = 0.7
			}
			modifier = {
				factor = 0.5
				NOT = { religion = space_pirate }
				religion_authority = 0.8
			}
			modifier = {
				factor = 0.5
				NOT = { religion = space_pirate }
				religion_authority = 0.9
			}
			modifier = {
				factor = 0.5
				NOT = { religion = space_pirate }
				religion_authority = 1
			}
			modifier = {
				factor = 0.5
				NOT = { religion = space_pirate }
				NOT = { trait = pragmatic }
			}
			modifier = {
				factor = 0.5
				NOT = { religion = space_pirate }
				trait = radical
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.1 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.2 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.3 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.4 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.5 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.6 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.7 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.8 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 0.9 }
			}
			modifier = {
				factor = 2
				FROM = { religion_authority = 1 }
			}
			modifier = {
				factor = 5
				religion = space_pirate
			}
			modifier = {
				factor = 1.25
				opinion = { who = FROM value = 100 }
			}
			modifier = {
				factor = 1.25
				opinion = { who = FROM value = 90 }
			}
			modifier = {
				factor = 1.25
				opinion = { who = FROM value = 80 }
			}
			modifier = {
				factor = 1.25
				opinion = { who = FROM value = 70 }
			}
			modifier = {
				factor = 1.25
				opinion = { who = FROM value = 60 }
			}
			modifier = {
				factor = 1.25
				opinion = { who = FROM value = 50 }
			}
			modifier = {
				factor = 1.25
				opinion = { who = FROM value = 40 }
			}
			modifier = {
				factor = 1.25
				opinion = { who = FROM value = 30 }
			}
			modifier = {
				factor = 1.25
				opinion = { who = FROM value = 20 }
			}
			modifier = {
				factor = 1.25
				opinion = { who = FROM value = 10 }
			}
			modifier = {
				factor = 0.8
				NOT = { opinion = { who = FROM value = -9 } }
			}
			modifier = {
				factor = 0.8
				NOT = { opinion = { who = FROM value = -19 } }
			}
			modifier = {
				factor = 0.8
				NOT = { opinion = { who = FROM value = -29 } }
			}
			modifier = {
				factor = 0.8
				NOT = { opinion = { who = FROM value = -39 } }
			}
			modifier = {
				factor = 0.8
				NOT = { opinion = { who = FROM value = -49 } }
			}
			modifier = {
				factor = 0.8
				NOT = { opinion = { who = FROM value = -59 } }
			}
			modifier = {
				factor = 0.8
				NOT = { opinion = { who = FROM value = -69 } }
			}
			modifier = {
				factor = 0.8
				NOT = { opinion = { who = FROM value = -79 } }
			}
			modifier = {
				factor = 0.8
				NOT = { opinion = { who = FROM value = -89 } }
			}
			modifier = {
				factor = 0.8
				NOT = { opinion = { who = FROM value = -99 } }
			}
			modifier = {
				factor = 4
				trait = ambitious
				NOT = { any_heir_title = { always = yes } }
				NOT = { has_minor_title = title_expected_successor }
			}
			modifier = {
				factor = 4
				trait = ambitious
				NOT = { any_heir_title = { always = yes } }
				NOT = { has_minor_title = title_expected_successor }
				NOT = { any_pretender_title = { always = yes } }
			}
			modifier = {
				factor = 0.1
				any_heir_title = { always = yes }
			}
			modifier = {
				factor = 0.1
				has_minor_title = title_expected_successor
			}
			modifier = {
				factor = 0.25
				any_pretender_title = { always = yes }
			}
			modifier = {
				factor = 0.5
				is_councillor = yes
			}
		}
	}
	option = {
		name = "EVTOPTBCONVERSION10003"
		ai_chance = { factor = 50 }
	}
}

character_event = {
	id = conversion.10003
	desc = "EVTDESCCONVERSION10003"
	picture = GFX_evt_pirate
	is_triggered_only = yes
	
	option = { name = "EVTOPTCONFIRM" }
}
character_event = {
	id = conversion.10004
	desc = "EVTDESCCONVERSION10004"
	picture = GFX_evt_pirate
	is_triggered_only = yes
	
	option = { name = "EVTOPTCONFIRM" }
}


# Special Conversion: Devolved naval commander turns space pirate
character_event = {
	id = conversion.10010
	desc = "EVTDESCCONVERSION10010"
	picture = GFX_evt_space_pirate
	
	min_age = 20
	only_capable = yes
	prisoner = no
	only_rulers = yes
	
	trigger = {
		primary_title = { is_tribal_type_title = yes }
		independent = yes
		war = no
		not = { religion = space_pirate }
		NOT = { trait = radical }
		OR = {
			NOT = {  religion_authority = 0.5 }
			trait = pragmatic
			trait = cold
		}
	}
	
	mean_time_to_happen = {
		months = 1200
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 2
			religion_authority = 0.5
		}
		modifier = {
			factor = 2
			religion_authority = 0.6
		}
		modifier = {
			factor = 2
			religion_authority = 0.7
		}
		modifier = {
			factor = 2
			religion_authority = 0.8
		}
		modifier = {
			factor = 2
			religion_authority = 0.9
		}
		modifier = {
			factor = 2
			religion_authority = 1
		}
		
		# Personality
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 0.25
			trait = open_minded
		}
		modifier = {
			factor = 4
			trait = close_minded
		}
		modifier = {
			factor = 0.5
			trait = carefree
		}
		modifier = {
			factor = 2
			trait = disciplined
		}
		modifier = {
			factor = 0.25
			trait = cold
		}
		modifier = {
			factor = 4
			trait = friendly
		}
		modifier = {
			factor = 0.5
			trait = brave
		}
		modifier = {
			factor = 10
			trait = craven
		}
		modifier = {
			factor = 0.1
			trait = ambitious
		}
		modifier = {	
			factor = 10
			trait = content
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10010"
		religion = space_pirate
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = { any_vassal = { character_event = { id = conversion.10011 } } }
	}
}

character_event = {
	id = conversion.10011
	desc = "EVTDESCCONVERSION10011"
	picture = GFX_evt_space_pirate
	is_triggered_only = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Terran Federalist
character_event = {
	id = conversion.10100
	desc = "EVTDESCCONVERSION10100"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = political_group
			location = { religion = terran_federalist }
			liege = { religion = terran_federalist }
		}
		NOT = { religion = terran_federalist }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 1200
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 4
			trait = spiritual
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		modifier = {
			factor = 0.5
			trait = skeptical
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_federalist
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = terran_federalist
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_federalist
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = terran_federalist
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_federalist
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = terran_federalist
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_federalist
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = terran_federalist
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_federalist
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = terran_federalist
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_federalist
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = terran_federalist
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_federalist
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = terran_federalist
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_federalist
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = terran_federalist
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_federalist
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = terran_federalist
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_federalist
					religion_authority = 1
				}
				any_realm_province = {
					religion = terran_federalist
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion = colonial_separatist }
			NOT = { religion = terran_republican }
		}
		modifier = {
			factor = 5
			NOT = { religion_group = political_group }
		}
		
		# Self interest
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			NOT = { religion = terran_republican }
			NOT = { trait = content }
			culture_group = terran_group
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			NOT = { religion = terran_republican }
			trait = ambitious
			culture_group = terran_group
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_imperial
				religion = terran_republican
			}
			NOT = { trait = content }
			culture_group = terran_group
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_imperial
				religion = terran_republican
			}
			trait = ambitious
			culture_group = terran_group
		}
		modifier = {
			factor = 0.25
			NOT = { trait = content }
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 0.25
			trait = ambitious
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			NOT = { religion = terran_republican }
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			NOT = { religion = terran_republican }
			NOT = { trait = content }
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			NOT = { religion = terran_republican }
			trait = ambitious
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			NOT = { trait = content }
			OR = {
				religion = terran_imperial
				religion = terran_republican
			}
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 0.25
			OR = {
				religion = terran_imperial
				religion = terran_republican
			}
			trait = ambitious
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 4
			NOT = { religion = terran_imperial }
			NOT = { religion = terran_republican }
			NOT = { trait = content }
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 4
			NOT = { religion = terran_imperial }
			NOT = { religion = terran_republican }
			trait = ambitious
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_imperial
				religion = astrist
				religion = neo_feudal
			}
			is_military_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_imperial
				religion = astrist
				religion = neo_feudal
			}
			is_military_trigger = yes
			trait = ambitious
		}
		modifier = {
			factor = 4
			religion = neo_socialist
			is_administrative_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			religion = neo_socialist
			is_administrative_trigger = yes
			trait = ambitious
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_republican }
			NOT = { religion = colonial_separatist }
			is_corporate_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_republican }
			NOT = { religion = colonial_separatist }
			is_corporate_trigger = yes
			trait = ambitious
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = terran_federalist }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = terran_federalist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = terran_federalist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = terran_federalist
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = terran_federalist
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = terran_federalist
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = terran_federalist
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = terran_federalist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = terran_federalist }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = terran_federalist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = terran_federalist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = terran_federalist }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = terran_federalist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = terran_federalist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = terran_federalist
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.10101 } }
			any_vassal = { character_event = { id = conversion.10101 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.10101
	desc = "EVTDESCCONVERSION10101"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Terran Republican
character_event = {
	id = conversion.10200
	desc = "EVTDESCCONVERSION10200"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = political_group
			location = { religion = terran_republican }
			liege = { religion = terran_republican }
		}
		NOT = { religion = terran_republican }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 1200
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 4
			trait = spiritual
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		modifier = {
			factor = 0.5
			trait = skeptical
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_republican
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = terran_republican
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_republican
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = terran_republican
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_republican
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = terran_republican
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_republican
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = terran_republican
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_republican
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = terran_republican
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_republican
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = terran_republican
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_republican
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = terran_republican
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_republican
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = terran_republican
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_republican
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = terran_republican
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_republican
					religion_authority = 1
				}
				any_realm_province = {
					religion = terran_republican
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion = terran_imperial }
			NOT = { religion = terran_federalist }
			NOT = { religion = astrist }
		}
		modifier = {
			factor = 5
			NOT = { religion_group = political_group }
		}
		
		# Self interest
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			NOT = { religion = terran_federalist }
			NOT = { trait = content }
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			NOT = { religion = terran_federalist }
			trait = ambitious
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			NOT = { religion = terran_imperial }
			religion = terran_federalist
			NOT = { trait = content }
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			NOT = { religion = terran_imperial }
			religion = terran_federalist
			trait = ambitious
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			NOT = { trait = content }
			culture_group = terran_group
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			trait = ambitious
			culture_group = terran_group
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			NOT = { religion = terran_federalist }
			culture_group = terran_group
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			NOT = { religion = terran_federalist }
			NOT = { trait = content }
			culture_group = terran_group
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			NOT = { religion = terran_federalist }
			trait = ambitious
			culture_group = terran_group
		}
		modifier = {
			factor = 8
			NOT = { religion = terran_imperial }
			NOT = { trait = content }
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 8
			NOT = { religion = terran_imperial }
			trait = ambitious
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 8
			OR = {
				religion = terran_imperial
				religion = astrist
				religion = neo_feudal
			}
			is_military_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_imperial
				religion = astrist
				religion = neo_feudal
			}
			is_military_trigger = yes
			trait = ambitious
		}
		modifier = {
			factor = 4
			religion = neo_socialist
			is_administrative_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			religion = neo_socialist
			is_administrative_trigger = yes
			trait = ambitious
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_federalist }
			NOT = { religion = colonial_separatist }
			is_corporate_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_federalist }
			NOT = { religion = colonial_separatist }
			is_corporate_trigger = yes
			trait = ambitious
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = terran_republican }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = terran_republican
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = terran_republican
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = terran_republican
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = terran_republican
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = terran_republican
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = terran_republican
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = terran_republican
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = terran_republican }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = terran_republican
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = terran_republican
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = terran_republican }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = terran_republican
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = terran_republican
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = terran_republican
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.10201 } }
			any_vassal = { character_event = { id = conversion.10201 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.10201
	desc = "EVTDESCCONVERSION10201"
	picture = GFX_evt_conversion
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Terran Imperial
character_event = {
	id = conversion.10300
	desc = "EVTDESCCONVERSION10300"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = political_group
			location = { religion = terran_imperial }
			liege = { religion = terran_imperial }
		}
		NOT = { religion = terran_imperial }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 1200
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 4
			trait = spiritual
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		modifier = {
			factor = 0.5
			trait = skeptical
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_imperial
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = terran_imperial
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_imperial
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = terran_imperial
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_imperial
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = terran_imperial
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_imperial
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = terran_imperial
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_imperial
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = terran_imperial
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_imperial
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = terran_imperial
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_imperial
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = terran_imperial
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_imperial
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = terran_imperial
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_imperial
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = terran_imperial
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = terran_imperial
					religion_authority = 1
				}
				any_realm_province = {
					religion = terran_imperial
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion = terran_republican }
			NOT = { religion = astrist }
			NOT = { religion = neo_feudal }
		}
		modifier = {
			factor = 5
			NOT = { religion_group = political_group }
		}
		
		# Self interest
		modifier = {
			factor = 0.25
			has_landed_title = e_terran_confederation
			NOT = { trait = content }
		}
		modifier = {
			factor = 0.25
			has_landed_title = e_terran_confederation
			trait = ambitious
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_republican }
			NOT = { religion = terran_federalist }
			NOT = { trait = content }
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_republican }
			NOT = { religion = terran_federalist }
			trait = ambitious
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			NOT = { religion = terran_republican }
			religion = terran_federalist
			NOT = { trait = content }
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			NOT = { religion = terran_republican }
			religion = terran_federalist
			trait = ambitious
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_republican }
			NOT = { trait = content }
			culture_group = terran_group
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_republican }
			trait = ambitious
			culture_group = terran_group
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_republican }
			NOT = { religion = terran_federalist }
			culture_group = terran_group
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_republican }
			NOT = { religion = terran_federalist }
			NOT = { trait = content }
			culture_group = terran_group
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_republican }
			NOT = { religion = terran_federalist }
			trait = ambitious
			culture_group = terran_group
		}
		modifier = {
			factor = 8
			NOT = { religion = terran_republican }
			NOT = { trait = content }
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 8
			NOT = { religion = terran_republican }
			trait = ambitious
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 0.25
			NOT = { religion = astrist }
			NOT = { religion = neo_feudal }
			is_military_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 0.25
			NOT = { religion = astrist }
			NOT = { religion = neo_feudal }
			is_military_trigger = yes
			trait = ambitious
		}
		modifier = {
			factor = 4
			religion = neo_socialist
			is_administrative_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			religion = neo_socialist
			is_administrative_trigger = yes
			trait = ambitious
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_federalist
				religion = terran_republican
				religion = colonial_separatist
			}
			is_corporate_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_federalist
				religion = terran_republican
				religion = colonial_separatist
			}
			is_corporate_trigger = yes
			trait = ambitious
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = terran_imperial }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = terran_imperial
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = terran_imperial
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = terran_imperial
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = terran_imperial
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = terran_imperial
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = terran_imperial
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = terran_imperial
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = terran_imperial }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = terran_imperial
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = terran_imperial
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = terran_imperial }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = terran_imperial
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = terran_imperial
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = terran_imperial
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.10301 } }
			any_vassal = { character_event = { id = conversion.10301 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.10301
	desc = "EVTDESCCONVERSION10301"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Colonial Separatist
character_event = {
	id = conversion.10400
	desc = "EVTDESCCONVERSION10400"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = political_group
			location = { religion = colonial_separatist }
			liege = { religion = colonial_separatist }
		}
		NOT = { culture_group = terran_group }
		NOT = { location = { kingdom = { title = k_terran_commonwealth } } }
		NOT = { religion = colonial_separatist }
		NOT = { religion_authority = 0.5 }
		NOT = { religion = astrist }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 1200
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 4
			trait = spiritual
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		modifier = {
			factor = 0.5
			trait = skeptical
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = colonial_separatist
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = colonial_separatist
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = colonial_separatist
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = colonial_separatist
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = colonial_separatist
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = colonial_separatist
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = colonial_separatist
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = colonial_separatist
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = colonial_separatist
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = colonial_separatist
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = colonial_separatist
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = colonial_separatist
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = colonial_separatist
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = colonial_separatist
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = colonial_separatist
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = colonial_separatist
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = colonial_separatist
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = colonial_separatist
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = colonial_separatist
					religion_authority = 1
				}
				any_realm_province = {
					religion = colonial_separatist
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion = terran_federalist }
			NOT = { religion = neo_feudal }
		}
		modifier = {
			factor = 5
			NOT = { religion_group = political_group }
		}
		
		# Self interest
		modifier = {
			factor = 4
			has_landed_title = e_terran_confederation
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			has_landed_title = e_terran_confederation
			trait = ambitious
		}
		modifier = {
			factor = 8
			NOT = { religion = neo_feudal }
			NOT = { religion = astrist }
			NOT = { trait = content }
			culture_group = terran_group
		}
		modifier = {
			factor = 8
			NOT = { religion = neo_feudal }
			NOT = { religion = astrist }
			trait = ambitious
			culture_group = terran_group
		}
		modifier = {
			factor = 4
			NOT = { religion = neo_feudal }
			NOT = { religion = astrist }
			NOT = { trait = content }
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			NOT = { religion = neo_feudal }
			NOT = { religion = astrist }
			trait = ambitious
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			religion = terran_federalist
			NOT = { trait = content }
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			religion = terran_federalist
			trait = ambitious
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_republican
				religion = terran_federalist
			}
			NOT = { trait = content }
			culture_group = terran_group
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_republican
				religion = terran_federalist
			}
			trait = ambitious
			culture_group = terran_group
		}
		modifier = {
			factor = 0.25
			NOT = { trait = content }
			OR = {
				religion = terran_imperial
				religion = terran_republican
			}
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 0.25
			OR = {
				religion = terran_imperial
				religion = terran_republican
			}
			trait = ambitious
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 0.25
			NOT = { trait = content }
			OR = {
				religion = terran_imperial
				religion = terran_republican
				religion = terran_federalist
			}
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 0.25
			OR = {
				religion = terran_imperial
				religion = terran_republican
				religion = terran_federalist
			}
			trait = ambitious
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_imperial
				religion = astrist
				religion = neo_feudal
			}
			is_military_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_imperial
				religion = astrist
				religion = neo_feudal
			}
			is_military_trigger = yes
			trait = ambitious
		}
		modifier = {
			factor = 4
			religion = neo_socialist
			is_administrative_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			religion = neo_socialist
			is_administrative_trigger = yes
			trait = ambitious
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_republican }
			NOT = { religion = colonial_separatist }
			is_corporate_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_republican }
			NOT = { religion = colonial_separatist }
			is_corporate_trigger = yes
			trait = ambitious
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = colonial_separatist }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = colonial_separatist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = colonial_separatist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = colonial_separatist
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = colonial_separatist
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = colonial_separatist
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = colonial_separatist
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = colonial_separatist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = colonial_separatist }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = colonial_separatist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = colonial_separatist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = colonial_separatist }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = colonial_separatist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = colonial_separatist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = colonial_separatist
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.10401 } }
			any_vassal = { character_event = { id = conversion.10401 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.10401
	desc = "EVTDESCCONVERSION10401"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Astrist
character_event = {
	id = conversion.10500
	desc = "EVTDESCCONVERSION10500"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = political_group
			location = { religion = astrist }
			liege = { religion = astrist }
		}
		NOT = { religion = astrist }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 1200
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 4
			trait = spiritual
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		modifier = {
			factor = 0.5
			trait = skeptical
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = astrist
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = astrist
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = astrist
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = astrist
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = astrist
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = astrist
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = astrist
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = astrist
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = astrist
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = astrist
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = astrist
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = astrist
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = astrist
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = astrist
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = astrist
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = astrist
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = astrist
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = astrist
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = astrist
					religion_authority = 1
				}
				any_realm_province = {
					religion = astrist
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion = terran_republican }
			NOT = { religion = terran_imperial }
		}
		modifier = {
			factor = 5
			NOT = { religion_group = political_group }
		}
		
		# Self interest
		modifier = {
			factor = 4
			has_landed_title = e_terran_confederation
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			has_landed_title = e_terran_confederation
			trait = ambitious
		}
		modifier = {
			factor = 8
			NOT = { religion = colonial_separatist }
			NOT = { trait = content }
			culture_group = terran_group
		}
		modifier = {
			factor = 8
			NOT = { religion = colonial_separatist }
			trait = ambitious
			culture_group = terran_group
		}
		modifier = {
			factor = 4
			NOT = { religion = colonial_separatist }
			NOT = { trait = content }
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			NOT = { religion = colonial_separatist }
			trait = ambitious
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			religion = terran_federalist
			NOT = { trait = content }
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			religion = terran_federalist
			trait = ambitious
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_republican
				religion = terran_federalist
			}
			NOT = { trait = content }
			culture_group = terran_group
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_republican
				religion = terran_federalist
			}
			trait = ambitious
			culture_group = terran_group
		}
		modifier = {
			factor = 0.25
			NOT = { trait = content }
			OR = {
				religion = terran_imperial
				religion = terran_republican
			}
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 0.25
			OR = {
				religion = terran_imperial
				religion = terran_republican
			}
			trait = ambitious
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 0.25
			NOT = { trait = content }
			OR = {
				religion = terran_imperial
				religion = terran_republican
				religion = terran_federalist
			}
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 0.25
			OR = {
				religion = terran_imperial
				religion = terran_republican
				religion = terran_federalist
			}
			trait = ambitious
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			NOT = { religion = neo_feudal }
			is_military_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			NOT = { religion = neo_feudal }
			is_military_trigger = yes
			trait = ambitious
		}
		modifier = {
			factor = 4
			religion = neo_socialist
			is_administrative_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			religion = neo_socialist
			is_administrative_trigger = yes
			trait = ambitious
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_federalist
				religion = terran_republican
				religion = colonial_separatist
			}
			is_corporate_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_federalist
				religion = terran_republican
				religion = colonial_separatist
			}
			is_corporate_trigger = yes
			trait = ambitious
		}
		modifier = {
			factor = 10
			culture_group = terran_group
			OR = {
				religion = terran_federalist
				religion = terran_republican
				religion = terran_imperial
				religion = pilgrim
				religion = orthodox
				religion = solarian
				religion = solar_cultist
			}
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = astrist }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = astrist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = astrist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = astrist
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = astrist
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = astrist
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = astrist
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = astrist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = astrist }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = astrist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = astrist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = astrist }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = astrist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = astrist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = astrist
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.10501 } }
			any_vassal = { character_event = { id = conversion.10501 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.10501
	desc = "EVTDESCCONVERSION10501"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Neo-Feudal
character_event = {
	id = conversion.10600
	desc = "EVTDESCCONVERSION10600"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = political_group
			location = { religion = neo_feudal }
			liege = { religion = neo_feudal }
		}
		NOT = { religion = neo_feudal }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 1200
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 0.25
			trait = spiritual
		}
		modifier = {
			factor = 4
			trait = skeptical
		}
		modifier = {
			factor = 4
			trait = spiritual
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		modifier = {
			factor = 0.5
			trait = skeptical
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_feudal
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = neo_feudal
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_feudal
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = neo_feudal
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_feudal
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = neo_feudal
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_feudal
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = neo_feudal
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_feudal
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = neo_feudal
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_feudal
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = neo_feudal
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_feudal
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = neo_feudal
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_feudal
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = neo_feudal
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_feudal
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = neo_feudal
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_feudal
					religion_authority = 1
				}
				any_realm_province = {
					religion = neo_feudal
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion = colonial_separatist }
			NOT = { religion = terran_imperial }
		}
		modifier = {
			factor = 5
			NOT = { religion_group = political_group }
		}
		
		# Self interest
		modifier = {
			factor = 4
			has_landed_title = e_terran_confederation
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			has_landed_title = e_terran_confederation
			trait = ambitious
		}
		modifier = {
			factor = 8
			NOT = { religion = colonial_separatist }
			NOT = { religion = colonial_separatist }
			NOT = { trait = content }
			culture_group = terran_group
		}
		modifier = {
			factor = 8
			NOT = { religion = colonial_separatist }
			NOT = { religion = colonial_separatist }
			trait = ambitious
			culture_group = terran_group
		}
		modifier = {
			factor = 4
			NOT = { religion = colonial_separatist }
			NOT = { religion = colonial_separatist }
			NOT = { trait = content }
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			NOT = { religion = colonial_separatist }
			NOT = { religion = colonial_separatist }
			trait = ambitious
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			religion = terran_federalist
			NOT = { trait = content }
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			religion = terran_federalist
			trait = ambitious
			OR = {
				culture_group = xingjie_group
				culture_group = celestean_group
				culture_group = sexto_solar_group
				culture_group = samawati_group
				culture_group = angani_group
				culture_group = frontiersman_group
				culture_group = centauri_group
			}
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_republican
				religion = terran_federalist
			}
			NOT = { trait = content }
			culture_group = terran_group
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_republican
				religion = terran_federalist
			}
			trait = ambitious
			culture_group = terran_group
		}
		modifier = {
			factor = 0.25
			NOT = { trait = content }
			OR = {
				religion = terran_imperial
				religion = terran_republican
			}
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 0.25
			OR = {
				religion = terran_imperial
				religion = terran_republican
			}
			trait = ambitious
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 0.25
			NOT = { trait = content }
			OR = {
				religion = terran_imperial
				religion = terran_republican
				religion = terran_federalist
			}
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 0.25
			OR = {
				religion = terran_imperial
				religion = terran_republican
				religion = terran_federalist
			}
			trait = ambitious
			OR = {
				culture_group = bianjiangese_group
				culture_group = orion_group
				culture_group = mukta_group
				culture_group = tarkan_group
				culture_group = avalonian_group
				culture_group = tengoku_group
				culture_group = strugatskite_group
				culture_group = edemite_group
			}
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			NOT = { religion = astrist }
			is_military_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 0.25
			NOT = { religion = terran_imperial }
			NOT = { religion = astrist }
			is_military_trigger = yes
			trait = ambitious
		}
		modifier = {
			factor = 4
			religion = neo_socialist
			is_administrative_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			religion = neo_socialist
			is_administrative_trigger = yes
			trait = ambitious
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_federalist
				religion = terran_republican
				religion = colonial_separatist
			}
			is_corporate_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_federalist
				religion = terran_republican
				religion = colonial_separatist
			}
			is_corporate_trigger = yes
			trait = ambitious
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = neo_feudal }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = neo_feudal
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = neo_feudal
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = neo_feudal
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = neo_feudal
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = neo_feudal
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = neo_feudal
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = neo_feudal
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = neo_feudal }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = neo_feudal
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = neo_feudal
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = neo_feudal }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = neo_feudal
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = neo_feudal
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
	}
	
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = neo_feudal
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.10601 } }
			any_vassal = { character_event = { id = conversion.10601 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.10601
	desc = "EVTDESCCONVERSION10601"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Neo-Socialist
character_event = {
	id = conversion.10700
	desc = "EVTDESCCONVERSION10700"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		religion_group = political_group
		OR = {
			religion_group = political_group
			location = { religion = neo_socialist }
			liege = { religion = neo_socialist }
		}
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 1200
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 4
			trait = spiritual
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		modifier = {
			factor = 0.5
			trait = skeptical
			OR = {
				religion_group = religious_group
				religion = machine_cultist
			}
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_socialist
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = neo_socialist
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_socialist
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = neo_socialist
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_socialist
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = neo_socialist
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_socialist
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = neo_socialist
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_socialist
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = neo_socialist
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_socialist
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = neo_socialist
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_socialist
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = neo_socialist
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_socialist
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = neo_socialist
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_socialist
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = neo_socialist
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = neo_socialist
					religion_authority = 1
				}
				any_realm_province = {
					religion = neo_socialist
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological similarities
		modifier = {
			factor = 5
			NOT = { religion = terran_federalist }
			NOT = { religion = terran_republican }
			NOT = { religion = colonial_separatist }
		}
		modifier = {
			factor = 5
			NOT = { religion_group = political_group }
		}
		
		# Self interest
		modifier = {
			factor = 5
			is_patrician = yes
		}
		modifier = {
			factor = 5
			OR = {
				is_patrician = yes
				any_dynasty_member = { is_patrician = yes }
			}
			NOT = { trait = content }
		}
		modifier = {
			factor = 5
			OR = {
				is_patrician = yes
				any_dynasty_member = { is_patrician = yes }
			}
			trait = ambitious
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_imperial
				religion = astrist
				religion = neo_feudal
			}
			is_military_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_imperial
				religion = astrist
				religion = neo_feudal
			}
			is_military_trigger = yes
			trait = ambitious
		}
		modifier = {
			factor = 0.25
			is_administrative_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 0.25
			is_administrative_trigger = yes
			trait = ambitious
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_federalist
				religion = terran_republican
				religion = colonial_separatist
			}
			is_corporate_trigger = yes
			NOT = { trait = content }
		}
		modifier = {
			factor = 4
			OR = {
				religion = terran_federalist
				religion = terran_republican
				religion = colonial_separatist
			}
			is_corporate_trigger = yes
			trait = ambitious
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = neo_socialist }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = neo_socialist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = neo_socialist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = neo_socialist
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = neo_socialist
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = neo_socialist
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = neo_socialist
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = neo_socialist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = neo_socialist }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = neo_socialist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = neo_socialist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = neo_socialist }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = neo_socialist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = neo_socialist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = neo_socialist
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.10701 } }
			any_vassal = { character_event = { id = conversion.10701 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.10701
	desc = "EVTDESCCONVERSION10701"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Pilgrim
character_event = {
	id = conversion.10800
	desc = "EVTDESCCONVERSION10800"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = religious_group
			location = { religion = pilgrim }
			liege = { religion = pilgrim }
		}
		NOT = { has_global_flag = flag_orthodoxy_founded }
		NOT = { religion = pilgrim }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 1200
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 0.1
			trait = spiritual
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		modifier = {
			factor = 5
			trait = skeptical
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = pilgrim
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = pilgrim
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = pilgrim
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = pilgrim
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = pilgrim
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = pilgrim
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = pilgrim
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = pilgrim
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = pilgrim
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = pilgrim
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = pilgrim
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = pilgrim
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = pilgrim
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = pilgrim
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = pilgrim
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = pilgrim
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = pilgrim
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = pilgrim
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = pilgrim
					religion_authority = 1
				}
				any_realm_province = {
					religion = pilgrim
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion = solarian }
			NOT = { religion = solar_cultist }
			NOT = { religion = adoptionist }
			NOT = { religion = adoptionist_cultist }
		}
		modifier = {
			factor = 5
			NOT = { religion_group = religious_group }
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = pilgrim }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = pilgrim
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = pilgrim
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = pilgrim
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = pilgrim
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = pilgrim
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = pilgrim
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = pilgrim
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = pilgrim }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = pilgrim
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = pilgrim
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = pilgrim }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = pilgrim
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = pilgrim
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
		
		# Bio-conservative bonus
		modifier = {
			factor = 0.1
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = full_cybernetic_conversion }
			NOT = { trait = open_minded }
			OR = {
				any_current_enemy = {
					OR = {
						trait = hiver_implant
						trait = full_cybernetic_conversion
					}
				}
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = full_cybernetic_conversion }
					NOT = { trait = hiver_implant }
					any_current_enemy = {
						OR = {
							trait = hiver_implant
							trait = full_cybernetic_conversion
						}
					}
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = dni }
			OR = {
				any_current_enemy = { trait = dni }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = dni }
					any_current_enemy = { trait = dni }
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = clone }
			OR = {
				any_current_enemy = { trait = clone }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = clone }
					any_current_enemy = { trait = clone }
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = pilgrim
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.10801 } }
			any_vassal = { character_event = { id = conversion.10801 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.10801
	desc = "EVTDESCCONVERSION10801"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Orthodox
character_event = {
	id = conversion.10900
	desc = "EVTDESCCONVERSION10900"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = religious_group
			location = { religion = orthodox }
			liege = { religion = orthodox }
		}
		has_global_flag = flag_orthodoxy_founded
		NOT = { religion = orthodox }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 600 # Orthodoxy is a more powerful religion than the Pilgrimage
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 0.1
			trait = spiritual
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		modifier = {
			factor = 5
			trait = skeptical
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = orthodox
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = orthodox
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = orthodox
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = orthodox
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = orthodox
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = orthodox
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = orthodox
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = orthodox
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = orthodox
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = orthodox
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = orthodox
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = orthodox
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = orthodox
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = orthodox
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = orthodox
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = orthodox
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = orthodox
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = orthodox
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = orthodox
					religion_authority = 1
				}
				any_realm_province = {
					religion = orthodox
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion = solarian }
			NOT = { religion = solar_cultist }
			NOT = { religion = adoptionist }
			NOT = { religion = adoptionist_cultist }
		}
		modifier = {
			factor = 5
			NOT = { religion_group = religious_group }
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = orthodox }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = orthodox
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = orthodox
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = orthodox
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = orthodox
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = orthodox
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = orthodox
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = orthodox
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = orthodox }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = orthodox
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = orthodox
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = orthodox }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = orthodox
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = orthodox
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
		
		# Bio-conservative bonus
		modifier = {
			factor = 0.1
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = full_cybernetic_conversion }
			NOT = { trait = open_minded }
			OR = {
				any_current_enemy = {
					OR = {
						trait = hiver_implant
						trait = full_cybernetic_conversion
					}
				}
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = full_cybernetic_conversion }
					NOT = { trait = hiver_implant }
					any_current_enemy = {
						OR = {
							trait = hiver_implant
							trait = full_cybernetic_conversion
						}
					}
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = dni }
			OR = {
				any_current_enemy = { trait = dni }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = dni }
					any_current_enemy = { trait = dni }
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = clone }
			OR = {
				any_current_enemy = { trait = clone }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = clone }
					any_current_enemy = { trait = clone }
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = orthodox
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.10901 } }
			any_vassal = { character_event = { id = conversion.10901 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.10901
	desc = "EVTDESCCONVERSION10901"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Solar Cultist
character_event = {
	id = conversion.11000
	desc = "EVTDESCCONVERSION11000"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = religious_group
			location = { religion = solar_cultist }
			liege = { religion = solar_cultist }
		}
		NOT = { has_global_flag = flag_phaethonate_founded }
		NOT = { religion = solar_cultist }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 1200
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 0.1
			trait = spiritual
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		modifier = {
			factor = 5
			trait = skeptical
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solar_cultist
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = solar_cultist
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solar_cultist
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = solar_cultist
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solar_cultist
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = solar_cultist
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solar_cultist
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = solar_cultist
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solar_cultist
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = solar_cultist
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solar_cultist
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = solar_cultist
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solar_cultist
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = solar_cultist
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solar_cultist
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = solar_cultist
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solar_cultist
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = solar_cultist
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solar_cultist
					religion_authority = 1
				}
				any_realm_province = {
					religion = solar_cultist
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion = orthodox }
			NOT = { religion = pilgrim }
			NOT = { religion = adoptionist }
			NOT = { religion = adoptionist_cultist }
		}
		modifier = {
			factor = 5
			NOT = { religion_group = religious_group }
		}
		
		# Popular with the military
		modifier = {
			factor = 0.25
			is_military_trigger = yes
			religion_group = religious_group
		}
		modifier = {
			factor = 0.25
			OR = {
				trait = misguided_warrior
				trait = tough_soldier
				trait = skilled_tactician
				trait = brilliant_strategist
			}
			religion_group = religious_group
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = solar_cultist }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = solar_cultist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = solar_cultist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = solar_cultist
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = solar_cultist
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = solar_cultist
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = solar_cultist
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = solar_cultist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = solar_cultist }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = solar_cultist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = solar_cultist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = solar_cultist }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = solar_cultist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = solar_cultist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
		
		# Bio-conservative bonus
		modifier = {
			factor = 0.1
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = full_cybernetic_conversion }
			NOT = { trait = open_minded }
			OR = {
				any_current_enemy = {
					OR = {
						trait = hiver_implant
						trait = full_cybernetic_conversion
					}
				}
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = full_cybernetic_conversion }
					NOT = { trait = hiver_implant }
					any_current_enemy = {
						OR = {
							trait = hiver_implant
							trait = full_cybernetic_conversion
						}
					}
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = dni }
			OR = {
				any_current_enemy = { trait = dni }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = dni }
					any_current_enemy = { trait = dni }
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = clone }
			OR = {
				any_current_enemy = { trait = clone }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = clone }
					any_current_enemy = { trait = clone }
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = solar_cultist
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.11001 } }
			any_vassal = { character_event = { id = conversion.11001 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.11001
	desc = "EVTDESCCONVERSION11001"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Solarian
character_event = {
	id = conversion.11100
	desc = "EVTDESCCONVERSION11100"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = religious_group
			location = { religion = solarian }
			liege = { religion = solarian }
		}
		has_global_flag = flag_phaethonate_founded
		NOT = { religion = solarian }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 600 # Solarianism is a more powerful religion than the Solar Cult
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 0.1
			trait = spiritual
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		modifier = {
			factor = 5
			trait = skeptical
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solarian
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = solarian
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solarian
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = solarian
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solarian
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = solarian
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solarian
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = solarian
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solarian
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = solarian
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solarian
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = solarian
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solarian
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = solarian
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solarian
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = solarian
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solarian
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = solarian
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = solarian
					religion_authority = 1
				}
				any_realm_province = {
					religion = solarian
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion = orthodox }
			NOT = { religion = pilgrim }
			NOT = { religion = adoptionist }
			NOT = { religion = adoptionist_cultist }
		}
		modifier = {
			factor = 5
			NOT = { religion_group = religious_group }
		}
		
		# Popular with the military
		modifier = {
			factor = 0.25
			is_military_trigger = yes
			religion_group = religious_group
		}
		modifier = {
			factor = 0.25
			OR = {
				trait = misguided_warrior
				trait = tough_soldier
				trait = skilled_tactician
				trait = brilliant_strategist
			}
			religion_group = religious_group
		}
		
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = solarian }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = solarian
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = solarian
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = solarian
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = solarian
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = solarian
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = solarian
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = solarian
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = solarian }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = solarian
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = solarian
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = solarian }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = solarian
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = solarian
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
		
		# Bio-conservative bonus
		modifier = {
			factor = 0.1
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = full_cybernetic_conversion }
			NOT = { trait = open_minded }
			OR = {
				any_current_enemy = {
					OR = {
						trait = hiver_implant
						trait = full_cybernetic_conversion
					}
				}
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = full_cybernetic_conversion }
					NOT = { trait = hiver_implant }
					any_current_enemy = {
						OR = {
							trait = hiver_implant
							trait = full_cybernetic_conversion
						}
					}
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = dni }
			OR = {
				any_current_enemy = { trait = dni }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = dni }
					any_current_enemy = { trait = dni }
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = clone }
			OR = {
				any_current_enemy = { trait = clone }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = clone }
					any_current_enemy = { trait = clone }
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = solarian
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.11101 } }
			any_vassal = { character_event = { id = conversion.11101 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.11101
	desc = "EVTDESCCONVERSION11101"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Sect Adoptionist
character_event = {
	id = conversion.11200
	desc = "EVTDESCCONVERSION11200"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = religious_group
			location = { religion = adoptionist_cultist }
			liege = { religion = adoptionist_cultist }
		}
		NOT = { has_global_flag = flag_communion_founded }
		NOT = { religion = adoptionist_cultist }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 1200
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 0.1
			trait = spiritual
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		modifier = {
			factor = 5
			trait = skeptical
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		modifier = {
			factor = 5
			trait = cold
		}
		modifier = {
			factor = 0.5
			trait = friendly
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist_cultist
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = adoptionist_cultist
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist_cultist
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = adoptionist_cultist
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist_cultist
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = adoptionist_cultist
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist_cultist
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = adoptionist_cultist
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist_cultist
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = adoptionist_cultist
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist_cultist
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = adoptionist_cultist
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist_cultist
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = adoptionist_cultist
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist_cultist
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = adoptionist_cultist
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist_cultist
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = adoptionist_cultist
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist_cultist
					religion_authority = 1
				}
				any_realm_province = {
					religion = adoptionist_cultist
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion_group = religious_group }
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = adoptionist_cultist }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = adoptionist_cultist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = adoptionist_cultist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = adoptionist_cultist
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = adoptionist_cultist
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = adoptionist_cultist
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = adoptionist_cultist
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = adoptionist_cultist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = adoptionist_cultist }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = adoptionist_cultist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = adoptionist_cultist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = adoptionist_cultist }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = adoptionist_cultist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = adoptionist_cultist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
		
		# Bio-conservative bonus
		modifier = {
			factor = 0.1
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = full_cybernetic_conversion }
			NOT = { trait = open_minded }
			OR = {
				any_current_enemy = {
					OR = {
						trait = hiver_implant
						trait = full_cybernetic_conversion
					}
				}
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = full_cybernetic_conversion }
					NOT = { trait = hiver_implant }
					any_current_enemy = {
						OR = {
							trait = hiver_implant
							trait = full_cybernetic_conversion
						}
					}
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = dni }
			OR = {
				any_current_enemy = { trait = dni }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = dni }
					any_current_enemy = { trait = dni }
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = clone }
			OR = {
				any_current_enemy = { trait = clone }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = clone }
					any_current_enemy = { trait = clone }
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = adoptionist_cultist
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.11201 } }
			any_vassal = { character_event = { id = conversion.11201 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.11201
	desc = "EVTDESCCONVERSION11201"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Adoptionist
character_event = {
	id = conversion.11300
	desc = "EVTDESCCONVERSION11100"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = religious_group
			location = { religion = adoptionist }
			liege = { religion = adoptionist }
		}
		has_global_flag = flag_communion_founded
		NOT = { religion = adoptionist }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 600 # Adoptionism a more powerful religion than Sect Adoptionism
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 0.1
			trait = spiritual
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		modifier = {
			factor = 5
			trait = skeptical
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		modifier = {
			factor = 5
			trait = cold
		}
		modifier = {
			factor = 0.5
			trait = friendly
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = adoptionist
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = adoptionist
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = adoptionist
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = adoptionist
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = adoptionist
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = adoptionist
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = adoptionist
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = adoptionist
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = adoptionist
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = adoptionist
					religion_authority = 1
				}
				any_realm_province = {
					religion = adoptionist
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion_group = religious_group }
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = adoptionist }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = adoptionist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = adoptionist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = adoptionist
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = adoptionist
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = adoptionist
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = adoptionist
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = adoptionist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = adoptionist }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = adoptionist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = adoptionist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = adoptionist }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = adoptionist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = adoptionist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
		
		# Bio-conservative bonus
		modifier = {
			factor = 0.1
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = full_cybernetic_conversion }
			NOT = { trait = open_minded }
			OR = {
				any_current_enemy = {
					OR = {
						trait = hiver_implant
						trait = full_cybernetic_conversion
					}
				}
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = full_cybernetic_conversion }
					NOT = { trait = hiver_implant }
					any_current_enemy = {
						OR = {
							trait = hiver_implant
							trait = full_cybernetic_conversion
						}
					}
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = dni }
			OR = {
				any_current_enemy = { trait = dni }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = dni }
					any_current_enemy = { trait = dni }
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = clone }
			OR = {
				any_current_enemy = { trait = clone }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = clone }
					any_current_enemy = { trait = clone }
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = adoptionist
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.11301 } }
			any_vassal = { character_event = { id = conversion.11301 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.11301
	desc = "EVTDESCCONVERSION11301"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Xenoterran
character_event = {
	id = conversion.11400
	desc = "EVTDESCCONVERSION11400"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = religious_group
			location = { religion = xenoterran }
			liege = { religion = xenoterran }
		}
		NOT = { culture_group = terran_group }
		NOT = { location = { kingdom = { title = k_terran_commonwealth } } }
		NOT = { religion = xenoterran }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 1200
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 0.1
			trait = spiritual
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		modifier = {
			factor = 5
			trait = skeptical
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = xenoterran
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = xenoterran
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = xenoterran
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = xenoterran
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = xenoterran
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = xenoterran
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = xenoterran
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = xenoterran
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = xenoterran
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = xenoterran
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = xenoterran
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = xenoterran
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = xenoterran
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = xenoterran
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = xenoterran
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = xenoterran
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = xenoterran
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = xenoterran
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = xenoterran
					religion_authority = 1
				}
				any_realm_province = {
					religion = xenoterran
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion = adoptionist }
			NOT = { religion = adoptionist_cultist }
		}
		modifier = {
			factor = 5
			NOT = { religion_group = religious_group }
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = xenoterran }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = xenoterran
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = xenoterran
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = xenoterran
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = xenoterran
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = xenoterran
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = xenoterran
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = xenoterran
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = xenoterran }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = xenoterran
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = xenoterran
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = xenoterran }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = xenoterran
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = xenoterran
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
		
		# Bio-conservative bonus
		modifier = {
			factor = 0.1
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = full_cybernetic_conversion }
			NOT = { trait = open_minded }
			OR = {
				any_current_enemy = {
					OR = {
						trait = hiver_implant
						trait = full_cybernetic_conversion
					}
				}
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = full_cybernetic_conversion }
					NOT = { trait = hiver_implant }
					any_current_enemy = {
						OR = {
							trait = hiver_implant
							trait = full_cybernetic_conversion
						}
					}
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = dni }
			OR = {
				any_current_enemy = { trait = dni }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = dni }
					any_current_enemy = { trait = dni }
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = clone }
			OR = {
				any_current_enemy = { trait = clone }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = clone }
					any_current_enemy = { trait = clone }
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = xenoterran
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.11401 } }
			any_vassal = { character_event = { id = conversion.11401 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.11401
	desc = "EVTDESCCONVERSION11401"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Cyberneticist
character_event = {
	id = conversion.11500
	desc = "EVTDESCCONVERSION11500"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = transhumanist_group
			location = { religion = cyberneticist }
			liege = { religion = cyberneticist }
		}
		NOT = { religion = cyberneticist }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 1200
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 10
			trait = spiritual
		}
		modifier = {
			factor = 0.2
			trait = skeptical
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = cyberneticist
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = cyberneticist
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = cyberneticist
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = cyberneticist
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = cyberneticist
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = cyberneticist
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = cyberneticist
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = cyberneticist
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = cyberneticist
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = cyberneticist
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = cyberneticist
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = cyberneticist
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = cyberneticist
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = cyberneticist
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = cyberneticist
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = cyberneticist
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = cyberneticist
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = cyberneticist
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = cyberneticist
					religion_authority = 1
				}
				any_realm_province = {
					religion = cyberneticist
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion = machine_cultist }
		}
		modifier = {
			factor = 5
			NOT = { religion_group = transhumanist_group }
		}
		
		# Self-Interest
		modifier = {
			factor = 0.25
			trait = dni
			NOT = { religion = machine_cultist }
			NOT = { trait = neurotic }
		}
		modifier = {
			factor = 0.25
			trait = cybernetic_limb
			NOT = { religion = machine_cultist }
			NOT = { trait = neurotic }
		}
		modifier = {
			factor = 0.1
			trait = full_cybernetic_conversion
			NOT = { religion = machine_cultist }
			NOT = { trait = neurotic }
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = cyberneticist }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = cyberneticist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = cyberneticist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = cyberneticist
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = cyberneticist
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = cyberneticist
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = cyberneticist
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = cyberneticist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = cyberneticist }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = cyberneticist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = cyberneticist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = cyberneticist }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = cyberneticist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = cyberneticist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = cyberneticist
		hidden_tooltip = {
			liege = { character_event = { id = conversion.11501 } }
			any_vassal = { character_event = { id = conversion.11501 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.11501
	desc = "EVTDESCCONVERSION11501"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Machine Cultist
character_event = {
	id = conversion.11600
	desc = "EVTDESCCONVERSION11600"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = transhumanist_group
			location = { religion = machine_cultist }
			liege = { religion = machine_cultist }
		}
		NOT = { religion = machine_cultist }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 1200
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 0.2
			trait = spiritual
			NOT = { religion_group = religious_group }
		}
		modifier = {
			factor = 5
			trait = skeptical
			NOT = { religion_group = religious_group }
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = machine_cultist
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = machine_cultist
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = machine_cultist
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = machine_cultist
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = machine_cultist
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = machine_cultist
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = machine_cultist
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = machine_cultist
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = machine_cultist
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = machine_cultist
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = machine_cultist
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = machine_cultist
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = machine_cultist
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = machine_cultist
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = machine_cultist
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = machine_cultist
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = machine_cultist
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = machine_cultist
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = machine_cultist
					religion_authority = 1
				}
				any_realm_province = {
					religion = machine_cultist
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion = cyberneticist }
		}
		modifier = {
			factor = 5
			NOT = { religion_group = transhumanist_group }
		}
		
		# Self-Interest
		modifier = {
			factor = 0.25
			trait = dni
			NOT = { religion = cyberneticist }
			NOT = { trait = neurotic }
		}
		modifier = {
			factor = 0.25
			trait = cybernetic_limb
			NOT = { religion = cyberneticist }
			NOT = { trait = neurotic }
		}
		modifier = {
			factor = 0.1
			trait = full_cybernetic_conversion
			NOT = { religion = cyberneticist }
			NOT = { trait = neurotic }
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = machine_cultist }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = machine_cultist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = machine_cultist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = machine_cultist
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = machine_cultist
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = machine_cultist
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = machine_cultist
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = machine_cultist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = machine_cultist }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = machine_cultist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = machine_cultist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = machine_cultist }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = machine_cultist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = machine_cultist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = machine_cultist
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.11601 } }
			any_vassal = { character_event = { id = conversion.11601 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.11601
	desc = "EVTDESCCONVERSION11601"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Bio-Directionist
character_event = {
	id = conversion.11700
	desc = "EVTDESCCONVERSION11700"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = transhumanist_group
			location = { religion = bio_directionist }
			liege = { religion = bio_directionist }
		}
		NOT = { religion = bio_directionist }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
	}
	
	mean_time_to_happen = {
		months = 6000 # This is a weird outlying ideology
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 10
			trait = spiritual
		}
		modifier = {
			factor = 0.2
			trait = skeptical
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = bio_directionist
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = bio_directionist
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = bio_directionist
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = bio_directionist
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = bio_directionist
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = bio_directionist
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = bio_directionist
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = bio_directionist
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = bio_directionist
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = bio_directionist
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = bio_directionist
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = bio_directionist
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = bio_directionist
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = bio_directionist
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = bio_directionist
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = bio_directionist
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = bio_directionist
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = bio_directionist
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = bio_directionist
					religion_authority = 1
				}
				any_realm_province = {
					religion = bio_directionist
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion_group = transhumanist_group }
		}
		
		# Self-Interest
		modifier = {
			factor = 0.1
			trait = clone
			NOT = { trait = neurotic }
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = bio_directionist }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = bio_directionist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = bio_directionist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = bio_directionist
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = bio_directionist
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = bio_directionist
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = bio_directionist
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = bio_directionist
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = bio_directionist }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = bio_directionist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = bio_directionist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = bio_directionist }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = bio_directionist
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = bio_directionist
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = bio_directionist
		add_trait = bio_directionist_trait
		hidden_tooltip = {
			liege = { character_event = { id = conversion.11701 } }
			any_vassal = { character_event = { id = conversion.11701 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.11701
	desc = "EVTDESCCONVERSION11701"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Special Conversion: Imperial Cult
character_event = {
	id = conversion.11800
	desc = "EVTDESCCONVERSION11800"
	picture = GFX_evt_conversion
	
	min_age = 18
	max_age = 60
	only_capable = yes
	prisoner = no
	
	trigger = {
		OR = {
			religion_group = religious_group
			religion = terran_imperial
			religion = neo_feudal
			location = { religion = imperial_cult }
			liege = { religion = imperial_cult }
		}
		NOT = { religion = imperial_cult }
		NOT = { religion_authority = 0.5 }
		NOT = {
			any_war = {
				attacker = { character = ROOT }
				OR = {
					using_cb = democratic_rebellion
					using_cb = autocratic_rebellion
					using_cb = theocratic_rebellion
				}
			}
		}
		NOT = { trait = hiver_implant }
		top_liege = { reverse_opinion = { who = ROOT value = 0 } }
	}
	
	mean_time_to_happen = {
		months = 1200
		
		# Personality
		modifier = {
			factor = 5
			trait = close_minded
		}
		modifier = {
			factor = 0.2
			trait = open_minded
		}
		modifier = {
			factor = 10
			trait = radical
		}
		modifier = {
			factor = 0.25
			trait = pragmatic
		}
		modifier = {
			factor = 4
			trait = spiritual
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		modifier = {
			factor = 0.5
			trait = skeptical
			NOT = { religion_group = religious_group }
			NOT = { religion = machine_cultist }
		}
		
		# Moral Authority
		modifier = {
			factor = 2
			religion_authority = 0.1
		}
		modifier = {
			factor = 2
			religion_authority = 0.2
		}
		modifier = {
			factor = 2
			religion_authority = 0.3
		}
		modifier = {
			factor = 2
			religion_authority = 0.4
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = imperial_cult
					religion_authority = 0.1
				}
				any_realm_province = {
					religion = imperial_cult
					religion_authority = 0.1
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = imperial_cult
					religion_authority = 0.2
				}
				any_realm_province = {
					religion = imperial_cult
					religion_authority = 0.2
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = imperial_cult
					religion_authority = 0.3
				}
				any_realm_province = {
					religion = imperial_cult
					religion_authority = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = imperial_cult
					religion_authority = 0.4
				}
				any_realm_province = {
					religion = imperial_cult
					religion_authority = 0.4
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = imperial_cult
					religion_authority = 0.5
				}
				any_realm_province = {
					religion = imperial_cult
					religion_authority = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = imperial_cult
					religion_authority = 0.6
				}
				any_realm_province = {
					religion = imperial_cult
					religion_authority = 0.6
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = imperial_cult
					religion_authority = 0.7
				}
				any_realm_province = {
					religion = imperial_cult
					religion_authority = 0.7
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = imperial_cult
					religion_authority = 0.8
				}
				any_realm_province = {
					religion = imperial_cult
					religion_authority = 0.8
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = imperial_cult
					religion_authority = 0.9
				}
				any_realm_province = {
					religion = imperial_cult
					religion_authority = 0.9
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				any_realm_character = {
					religion = imperial_cult
					religion_authority = 1
				}
				any_realm_province = {
					religion = imperial_cult
					religion_authority = 1
				}
			}
		}
		
		# Existing ideological differences
		modifier = {
			factor = 5
			NOT = { religion_group = religious_group }
			NOT = { religion = terran_imperial }
		}
		
		# Self interest
		modifier = {
			factor = 0.5
			top_liege = { character = ROOT }
			NOT = { trait = humble }
		}
		modifier = {
			factor = 0.2
			top_liege = { character = ROOT }
			trait = proud
		}
		modifier = {
			factor = 0.5
			top_liege = { current_heir = { character = ROOT } }
			NOT = { trait = humble }
		}
		modifier = {
			factor = 0.2
			top_liege = { current_heir = { character = ROOT } }
			NOT = { trait = proud }
		}
		
		# Harder to take these people seriously as gods
		modifier = {
			factor = 20
			top_liege = { is_elective_trigger = yes }
		}
		
		# Influences
		modifier = {
			factor = 0.5
			location = { religion = imperial_cult }
		}
		modifier = {
			factor = 2
			location = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			liege = {
				religion = imperial_cult
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			liege = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = imperial_cult
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = imperial_cult
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = imperial_cult
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = imperial_cult
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 4
			}
		}
		modifier = {
			factor = 0.5
			any_vassal = {
				religion = imperial_cult
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 2
			any_vassal = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
				count = 5
			}
		}
		modifier = {
			factor = 0.5
			spouse = {
				religion = imperial_cult
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 2
			spouse = {
				religion = ROOT
				reverse_opinion = { who = ROOT value = 25 }
			}
		}
		modifier = {
			factor = 0.5
			any_lover = { religion = imperial_cult }
		}
		modifier = {
			factor = 2
			any_lover = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = imperial_cult
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_lover = {
				religion = imperial_cult
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_lover = {
				religion = ROOT
				count = 3
			}
		}
		modifier = {
			factor = 0.5
			any_friend = { religion = imperial_cult }
		}
		modifier = {
			factor = 2
			any_friend = { religion = ROOT }
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = imperial_cult
				count = 2
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 2
			}
		}
		modifier = {
			factor = 0.5
			any_friend = {
				religion = imperial_cult
				count = 3
			}
		}
		modifier = {
			factor = 2
			any_friend = {
				religion = ROOT
				count = 3
			}
		}
		
		# Opinion of liege
		modifier = {
			factor = 0.8
			top_liege = { reverse_opinion = { who = ROOT value = 10 } }
		}
		modifier = {
			factor = 0.8
			top_liege = { reverse_opinion = { who = ROOT value = 20 } }
		}
		modifier = {
			factor = 0.8
			top_liege = { reverse_opinion = { who = ROOT value = 30 } }
		}
		modifier = {
			factor = 0.8
			top_liege = { reverse_opinion = { who = ROOT value = 40 } }
		}
		modifier = {
			factor = 0.8
			top_liege = { reverse_opinion = { who = ROOT value = 50 } }
		}
		modifier = {
			factor = 0.8
			top_liege = { reverse_opinion = { who = ROOT value = 60 } }
		}
		modifier = {
			factor = 0.8
			top_liege = { reverse_opinion = { who = ROOT value = 70 } }
		}
		modifier = {
			factor = 0.8
			top_liege = { reverse_opinion = { who = ROOT value = 80 } }
		}
		modifier = {
			factor = 0.8
			top_liege = { reverse_opinion = { who = ROOT value = 90 } }
		}
		modifier = {
			factor = 0.8
			top_liege = { reverse_opinion = { who = ROOT value = 100 } }
		}
		
		# Bio-conservative bonus
		modifier = {
			factor = 0.1
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = full_cybernetic_conversion }
			NOT = { trait = open_minded }
			OR = {
				any_current_enemy = {
					OR = {
						trait = hiver_implant
						trait = full_cybernetic_conversion
					}
				}
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = full_cybernetic_conversion }
					NOT = { trait = hiver_implant }
					any_current_enemy = {
						OR = {
							trait = hiver_implant
							trait = full_cybernetic_conversion
						}
					}
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = dni }
			OR = {
				any_current_enemy = { trait = dni }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = dni }
					any_current_enemy = { trait = dni }
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = { religion_group = religious_group }
			NOT = { religion_group = transhumanist_group }
			NOT = { trait = clone }
			OR = {
				any_current_enemy = { trait = clone }
				top_liege = {
					NOT = { religion_group = religious_group }
					NOT = { religion_group = transhumanist_group }
					NOT = { trait = clone }
					any_current_enemy = { trait = clone }
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTACONVERSION10000"
		religion = imperial_cult
		if = {
			limit = { trait = bio_directionist_trait }
			remove_trait = bio_directionist_trait
		}
		hidden_tooltip = {
			liege = { character_event = { id = conversion.11801 } }
			any_vassal = { character_event = { id = conversion.11801 } }
		}
		ai_chance = { factor = 60 }
	}
	option = {
		trigger = { NOT = { trait = pragmatic } }
		name = "EVTOPTBCONVERSION10000"
		piety = -50
		if = {
			limit = { NOT = { trait = radical } }
			add_trait = pragmatic
		}
		if = {
			limit = { trait = radical }
			remove_trait = radical
		}
		ai_chance = { factor = 30 }
	}
	option = {
		trigger = {
			OR = {
				trait = radical
				trait = close_minded
				trait = neurotic
				trait = proud
			}
		}
		name = "EVTOPTCCONVERSION10000"
		piety = 50
		if = {
			limit = {
				NOT = { trait = open_minded }
				NOT = { trait = close_minded }
			}
			add_trait = close_minded
		}
		if = {
			limit = { trait = open_minded }
			remove_trait = open_minded
		}
		if = {	
			limit = {
				trait = stressed
				trait = neurotic
			}
			add_trait = depressed
		}
		if = {
			limit = {
				trait = stressed
				NOT = { trait = neurotic }
				NOT = { trait = confident }
			}
			add_trait = neurotic
		}
		if = {
			limit = {
				trait = stressed
				trait = confident
			}
			remove_trait = confident
		}
		if = {	
			limit = { NOT = { trait = stressed } }
			add_trait = stressed
		}
		ai_chance = { factor = 15 }
	}
}

character_event = {
	id = conversion.11801
	desc = "EVTDESCCONVERSION11801"
	is_triggered_only = yes
	notification = yes
	
	option = { name = "EVTOPTCONFIRM" }
}