####ID Ranges####
#Market 0-99
#Decision Events 100-199
#Character flavor 200-299
#Province flavor 300-399


namespace = csm


#####################Market Window#####################
##choose type
character_event = {
	id = csm.010
	title = EVTTITLEcsm.010
	desc = EVTDESAcsm.010
	picture = GFX_evt_market

	is_triggered_only = yes
	
	#Mounts
	option = {
		name = EVTOPTAcsm.010
		hidden_tooltip = { character_event = { id = csm.020 } }
	}
	
	#Armor
	option = {
		name = EVTOPTBcsm.010
		hidden_tooltip = { character_event = { id = csm.050 } }
	}
	
	#Addons
	option = {
		name = EVTOPTCcsm.010
		hidden_tooltip = { character_event = { id = csm.060 } }
	}
	
	#exit
	option = {
		name = EVTOPTEXIT
		hidden_tooltip = { clr_character_flag = visiting_mount_market }
	}
}



##choose mount type
character_event = {
	id = csm.020
	title = EVTTITLEcsm.020
	desc = EVTDESAcsm.020
	picture = GFX_evt_market

	is_triggered_only = yes

	
	#horse
	option = {
		name = EVTOPTAcsm.020
		hidden_tooltip = { character_event = { id = csm.021 } }
	}
	
	#camels and elephants
	option = {
		trigger = {
			OR = {
				can_buy_arabian_items_trigger = yes
				can_buy_bactrian_items_trigger = yes
				can_buy_indian_items_trigger = yes
				can_buy_african_items_trigger = yes
			}
		}
		name = EVTOPTBcsm.020
		hidden_tooltip = { character_event = { id = csm.030 } }
	}
	
	#exotic
	option = {
		trigger = { 
			OR = {
				AND = {
					NOT = { has_game_rule = { name = extra_mounts value = none } }
					can_buy_tibetan_items_trigger = yes
				}
				AND = {
					has_game_rule = { name = extra_mounts value = all }
					OR = {
						can_buy_indian_items_trigger = yes
						can_buy_scandinavian_items_trigger = yes
						can_buy_russian_items_trigger = yes
						can_buy_samian_items_trigger = yes
					}
				}
			}
		}
		name = EVTOPTCcsm.020
		hidden_tooltip = { character_event = { id = csm.040 } }
	}
	
	#back to artifact type
	option = {
		name = EVTOPTBACK
		hidden_tooltip = { character_event = { id = csm.010 } }
	}
}

######Horses######
character_event = {
	id = csm.021
	title = EVTTITLEcsm.021
	desc = EVTDESAcsm.021
	picture = GFX_evt_market

	is_triggered_only = yes

	
	#tier 1+2
	option = {
		name = EVTOPTAcsm.021
		hidden_tooltip = { character_event = { id = csm.022 } }
	}
	
	#tier 3
	option = {
		name = EVTOPTBcsm.021
		hidden_tooltip = { character_event = { id = csm.024 } }
	}
	
	#tier 4+5
	option = {
		name = EVTOPTCcsm.021
		hidden_tooltip = { character_event = { id = csm.025 } }
	}
	
	#back to mount types
	option = {
		name = EVTOPTBACK
		hidden_tooltip = { character_event = { id = csm.020 } }
	}
}

###tier 1+2 page 1
character_event = {
	id = csm.022
	title = EVTTITLEcsm.022
	desc = EVTDESAcsm.022
	picture = GFX_evt_market

	is_triggered_only = yes

	
	#dray horse
	option = {
		name = EVTOPTAcsm.022
		wealth = -25
		add_artifact = dray_horse
		custom_tooltip = {
			text = EVTTOOLTIPAcsm.022
			new_mount_setup_effect = yes
			set_variable = { which = csm_wealth_spent value = 25 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market
		}
	}
	
	#rouncey
	option = {
		name = EVTOPTBcsm.022
		wealth = -25
		add_artifact = rouncey
		custom_tooltip = {
			text = EVTTOOLTIPBcsm.022
			new_mount_setup_effect = yes
			set_variable = { which = csm_wealth_spent value = 25 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market
		}
	}
	
	#next to p2
	option = {
		name = EVTOPTNEXT
		hidden_tooltip = { character_event = { id = csm.023 } }
	}
	
	#back to horse quality
	option = {
		name = EVTOPTBACK
		hidden_tooltip = { character_event = { id = csm.021 } }
	}
}

##tier 1+2, page 2
character_event = {
	id = csm.023
	title = EVTTITLEcsm.023
	desc = EVTDESAcsm.023
	picture = GFX_evt_market
	
	is_triggered_only = yes
	
	#hobby
	option = {
		trigger = { can_buy_irish_items_trigger = yes }
		name = EVTOPTAcsm.023
		wealth = -75
		add_artifact = hobby
		custom_tooltip = {
			text = EVTTOOLTIPAcsm.023
			new_mount_setup_effect = yes
			event_target:ireland_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}
	
	#jennet
	option = {
		trigger = { can_buy_spanish_items_trigger = yes }
		name = EVTOPTBcsm.023
		wealth = -75
		add_artifact = jennet
		custom_tooltip = {
			text = EVTTOOLTIPBcsm.023
			new_mount_setup_effect = yes
			event_target:spain_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}
	
	#palfry
	option = {
		name = EVTOPTCcsm.023
		wealth = -75
		add_artifact = palfry
		custom_tooltip = {
			text = EVTTOOLTIPCcsm.023
			new_mount_setup_effect = yes
			set_variable = { which = csm_wealth_spent value = 75 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market
		}
	}
	
	#loop back to page 1
	option = {
		name = EVTOPTNEXT
		hidden_tooltip = { character_event = { id = csm.022 } }
	}
}

##tier 3 page 1
character_event = {
	id = csm.024
	title = EVTTITLEcsm.024
	desc = EVTDESAcsm.024
	picture = GFX_evt_market
	
	is_triggered_only = yes

	#courser
	option = {
		name = EVTOPTAcsm.024
		wealth = -150
		add_artifact = courser
		custom_tooltip = {
			text = EVTTOOLTIPAcsm.024
			new_mount_setup_effect = yes
			set_variable = { which = csm_wealth_spent value = 150 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market
		}
	}

	#destrier
	option = {
		name = EVTOPTBcsm.024
		wealth = -200
		add_artifact = destrier
		custom_tooltip = {
			text = EVTTOOLTIPBcsm.024
			new_mount_setup_effect = yes
			set_variable = { which = csm_wealth_spent value = 200 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market
		}
	}
	
	#galician horse
	option = {
		trigger = { can_buy_spanish_items_trigger = yes }
		name = EVTOPTCcsm.024
		if = {
			limit = { spanish_discount_trigger = yes }
			wealth = -200
		}
		else = { wealth = -250 }
		add_artifact = galician_mountain_horse
		custom_tooltip = {
			text = EVTTOOLTIPCcsm.024
			new_mount_setup_effect = yes
			event_target:spain_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}
	
	#back to horse quality
	option = {
		name = EVTOPTBACK
		hidden_tooltip = { character_event = { id = csm.021 } }
	}
}

##tier 4+5 page 1 
character_event = {
	id = csm.025
	title = EVTTITLEcsm.025
	desc = EVTDESAcsm.025
	picture = GFX_evt_market
	
	is_triggered_only = yes

	#charger
	option = {
		name = EVTOPTAcsm.025
		wealth = -300
		add_artifact = charger
		custom_tooltip = {
			text = EVTTOOLTIPAcsm.025
			new_mount_setup_effect = yes
			set_variable = { which = csm_wealth_spent value = 300 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market
		}
	}
	
	#steppe courser
	option = {
		trigger = { can_buy_steppes_items_trigger = yes }
		name = EVTOPTBcsm.025
		wealth = -300
		add_artifact = steppe_courser
		custom_tooltip = {
			text = EVTTOOLTIPBcsm.025
			new_mount_setup_effect = yes
			event_target:steppes_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}
	
	#next to p2
	option = {
		name = EVTOPTNEXT
		trigger = {
			OR = {
				can_buy_moorish_items_trigger = yes
				can_buy_steppes_items_trigger = yes
				can_buy_arabian_items_trigger = yes
				can_buy_frankish_items_trigger = yes
				can_buy_bactrian_items_trigger = yes
			}
		}
		hidden_tooltip = {
			#check for p2
			if = {
				limit = {
					OR = {
						can_buy_moorish_items_trigger = yes
						can_buy_arabian_items_trigger = yes
					}
				}
				character_event = { id = csm.026 }
			}
			#check for p3
			else = { character_event = { id = csm.027 } }
		}
	}
	
	#back to horse quality
	option = {
		name = EVTOPTBACK
		hidden_tooltip = { character_event = { id = csm.021 } }
	}
}

#tier 4+5 page 2
character_event = {
	id = csm.026
	title = EVTTITLEcsm.026
	desc = EVTDESAcsm.026
	picture = GFX_evt_market

	is_triggered_only = yes
	
	#moorish courser
	option = {
		trigger = { can_buy_moorish_items_trigger = yes }
		name = EVTOPTAcsm.026
		if = {
			limit = { moorish_discount_trigger = yes }
			wealth = -350
		}
		else = { wealth = -450 }
		add_artifact = moorish_courser
		custom_tooltip = {
			text = EVTTOOLTIPAcsm.026
			new_mount_setup_effect = yes
			event_target:andalus_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}
	
	#arabian courser
	option = {
		trigger = { can_buy_arabian_items_trigger = yes }
		name = EVTOPTBcsm.026
		if = {
			limit = { arabian_discount_trigger = yes }
			wealth = -350
		}
		else = { wealth = -450 }
		add_artifact = arabian_courser
		custom_tooltip = {
			text = EVTTOOLTIPBcsm.026
			new_mount_setup_effect = yes
			event_target:arabia_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}
	
	#arabian charger
	option = {
		trigger = { can_buy_arabian_items_trigger = yes }
		name = EVTOPTCcsm.026
		if = {
			limit = { arabian_discount_trigger = yes }
			wealth = -450
		}
		else = { wealth = -650 }
		add_artifact = arabian_charger
		custom_tooltip = {
			text = EVTTOOLTIPCcsm.026
			new_mount_setup_effect = yes
			event_target:arabia_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}
	
	#next or loop back to p1
	option = {
		name = EVTOPTNEXT
		
		hidden_tooltip = { 
			#check for p3
			if = {
				limit = { 
					OR = {
						can_buy_steppes_items_trigger = yes 
						can_buy_frankish_items_trigger = yes
						can_buy_bactrian_items_trigger = yes
					}
				}
				character_event = { id = csm.027 }
			}
			#back to p1
			else = { character_event = { id = csm.025 } }
		}
	}
}

#tier 4+5 p3
character_event = {
	id = csm.027
	title = EVTTITLEcsm.027
	desc = EVTDESAcsm.027
	picture = GFX_evt_market

	is_triggered_only = yes


	#jurchen steppe horse
	option = {
		trigger = { can_buy_steppes_items_trigger = yes }
		name = EVTOPTAcsm.027
		if = {
			limit = { offmap_china = { has_status = china_jurchen_invasion } }
			wealth = -800
		}
		else_if = {
			limit = { is_within_diplo_range = offmap_china }
			wealth = -400
		}
		else = { wealth = -600 }
		add_artifact = jurchen_steppe_horse
		custom_tooltip = {
			text = EVTTOOLTIPAcsm.027
			new_mount_setup_effect = yes
			event_target:steppes_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}
	
	#frankish charger
	option = {
		trigger = { can_buy_frankish_items_trigger = yes }
		name = EVTOPTBcsm.027
		if = {
			limit = { frankish_discount_trigger = yes }
			wealth = -400
		}
		else = { wealth = -600 }
		add_artifact = frankish_charger
		custom_tooltip = {
			text = EVTTOOLTIPBcsm.027
			new_mount_setup_effect = yes
			event_target:france_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}

	#nisean horse
	option = {
		trigger = { can_buy_bactrian_items_trigger = yes }
		name = EVTOPTCcsm.027
		if = {
			limit = { bactrian_discount_trigger = yes }
			wealth = -350
		}
		else = { wealth = -450 }
		add_artifact = nisean_horse
		custom_tooltip = {
			text = EVTTOOLTIPCcsm.027
			new_mount_setup_effect = yes
			event_target:bactria_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}
	
	#loop back to p1
	option = {
		name = EVTOPTNEXT
		hidden_tooltip = { character_event = { id = csm.025 } }
	}


}



######Camels and Elephants######
character_event = {
	id = csm.030
	title = EVTTITLEcsm.030
	desc = EVTDESAcsm.030
	picture = GFX_evt_market

	is_triggered_only = yes

	#camels
	option = {
		trigger = {
			OR = {
				can_buy_arabian_items_trigger = yes
				can_buy_bactrian_items_trigger = yes
			}
		}
		name = EVTOPTAcsm.030
		hidden_tooltip = { character_event = { id = csm.031 } }
	}
	
	#Elephants
	option = {
		trigger = {
			OR = {
				can_buy_indian_items_trigger = yes
				can_buy_african_items_trigger = yes
			}
		}
		name = EVTOPTBcsm.030
		hidden_tooltip = { character_event = { id = csm.032 } }
	}
	
	#back to mount types
	option = {
		name = EVTOPTBACK
		hidden_tooltip = { character_event = { id = csm.020 } }
	}
}

####Camels
character_event = {
	id = csm.031
	title = EVTTITLEcsm.031
	desc = EVTDESAcsm.031
	picture = GFX_evt_market
	
	is_triggered_only = yes

	#arabian camel
	option = {
		trigger = { can_buy_arabian_items_trigger = yes }
		name = EVTOPTAcsm.031
		if = {
			limit = { arabian_discount_trigger = yes }
			wealth = -250
		}
		else = { wealth = -300 }
		add_artifact = arabian_camel
		custom_tooltip = {
			text = EVTTOOLTIPAcsm.031
			new_mount_setup_effect = yes
			event_target:arabia_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}

	#bactrian camel
	option = {
		trigger = { can_buy_bactrian_items_trigger = yes }
		name = EVTOPTBcsm.031
		wealth = -200
		add_artifact = bactrian_camel
		custom_tooltip = {
			text = EVTTOOLTIPBcsm.031
			new_mount_setup_effect = yes
			event_target:bactria_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}
	
	#back to camels and elephants
	option = {
		name = EVTOPTBACK
		hidden_tooltip = { character_event = { id = csm.030 } }
	}
}

###Elephants
character_event = {
	id = csm.032
	title = EVTTITLEcsm.032
	desc = EVTDESAcsm.032
	picture = GFX_evt_market
	
	is_triggered_only = yes

	#indian elephant
	option = {
		trigger = { can_buy_indian_items_trigger = yes }
		name = EVTOPTAcsm.032
		if = {
			limit = { indian_discount_trigger = yes }
			wealth = -500
		}
		else = { wealth = -650 }
		add_artifact = indian_elephant
		custom_tooltip = {
			text = EVTTOOLTIPAcsm.032
			new_mount_setup_effect = yes
			event_target:india_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}

	#african elephant
	option = {
		trigger = { can_buy_african_items_trigger = yes }
		name = EVTOPTBcsm.032
		if = {
			limit = { african_discount_trigger = yes }
			wealth = -500
		}
		else = { wealth = -650 }
		add_artifact = african_elephant
		custom_tooltip = {
			text = EVTTOOLTIPBcsm.032
			new_mount_setup_effect = yes
			event_target:africa_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}
	
	#back to camels and elephants
	option = {
		name = EVTOPTBACK
		hidden_tooltip = { character_event = { id = csm.030 } }
	}
}

######Exotic Mounts######

#page1
character_event = {
	id = csm.040
	title = EVTTITLEcsm.040
	desc = EVTDESAcsm.040
	picture = GFX_evt_market
	
	is_triggered_only = yes

	#tibetan yak
	option = {
		trigger = { can_buy_tibetan_items_trigger = yes }
		name = EVTOPTAcsm.040
		if = {
			limit = { tibetan_discount_trigger = yes }
			wealth = -200
		}
		else = { wealth = -300 }
		add_artifact = tibetan_yak
		custom_tooltip = {
			text = EVTTOOLTIPAcsm.040
			new_mount_setup_effect = yes
			event_target:tibet_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}
	
	#indian tiger
	option = {
		trigger = {
			has_game_rule = { name = extra_mounts value = all }
			can_buy_indian_items_trigger = yes
		}
		name = EVTOPTBcsm.040
		if = {
			limit = { indian_discount_trigger = yes }
			wealth = -200
		}
		else = { wealth = -300 }
		add_artifact = indian_tiger
		custom_tooltip = {
			text = EVTTOOLTIPBcsm.040
			new_mount_setup_effect = yes
			event_target:india_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}

	#next to p2
	option = {
		trigger = { 
			has_game_rule = { name = extra_mounts value = all }
			OR = {
				can_buy_scandinavian_items_trigger = yes
				can_buy_russian_items_trigger = yes
				can_buy_samian_items_trigger = yes
			}
		}
		name = EVTOPTNEXT
		hidden_tooltip = { character_event = { id = csm.041 } }
	}
	
	#back to mount types
	option = {
		name = EVTOPTBACK
		hidden_tooltip = { character_event = { id = csm.020 } }
	}
}

#page2
character_event = {
	id = csm.041
	title = EVTTITLEcsm.041
	desc = EVTDESAcsm.041
	picture = GFX_evt_market
	
	is_triggered_only = yes

	#scandinavian wolf
	option = {
		trigger = { can_buy_scandinavian_items_trigger = yes }
		name = EVTOPTAcsm.041
		if = {
			limit = { scandinavian_discount_trigger = yes }
			wealth = -200
		}
		else = { wealth = -300 }
		add_artifact = scandinavian_wolf
		custom_tooltip = {
			text = EVTTOOLTIPAcsm.041
			new_mount_setup_effect = yes
			event_target:scandinavia_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}
	
	#russian bear
	option = {
		trigger = { can_buy_russian_items_trigger = yes }
		name = EVTOPTBcsm.041
		if = {
			limit = { russian_discount_trigger = yes }
			wealth = -200
		}
		else = { wealth = -300 }
		add_artifact = russian_bear
		custom_tooltip = {
			text = EVTTOOLTIPBcsm.041
			new_mount_setup_effect = yes
			event_target:russia_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}
	
	#samian reindeer
	option = {
		trigger = { can_buy_samian_items_trigger = yes }
		name = EVTOPTCcsm.041
		if = {
			limit = { samian_discount_trigger = yes }
			wealth = -200
		}
		else = { wealth = -300 }
		add_artifact = samian_reindeer
		custom_tooltip = {
			text = EVTTOOLTIPCcsm.041
			new_mount_setup_effect = yes
			event_target:sami_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market
		}
	}
	
	#loop back to p1
	option = {
		name = EVTOPTNEXT
		hidden_tooltip = { character_event = { id = csm.040 } }
	}
}


#######Armors######
###type of armor
character_event = {
	id = csm.050
	title = EVTTITLEcsm.050
	desc = EVTDESAcsm.050
	picture = GFX_evt_market

	is_triggered_only = yes
	
	#horse
	option = {
		name = EVTOPTAcsm.050
		hidden_tooltip = { character_event = { id = csm.051 } }
	}
	
	
	#exotic
	option = {
		name = EVTOPTBcsm.050
		hidden_tooltip = { character_event = { id = csm.052 } }
	}
	
	#unique
	option = {
		trigger = { 
			OR = {
				can_buy_greek_items_trigger = yes 
				can_buy_frankish_items_trigger = yes
			}
		}
		name = EVTOPTCcsm.050
		hidden_tooltip = { character_event = { id = csm.053 } }
	}
	
	
	#back to artifact type
	option = {
		name = EVTOPTBACK
		hidden_tooltip = { character_event = { id = csm.010 } }
	}
}

###horse armor
character_event = {
	id = csm.051
	title = EVTTITLEcsm.051
	desc = EVTDESAcsm.051
	picture = GFX_evt_market

	is_triggered_only = yes
	
	#1
	option = {
		trigger = { NOT = { has_artifact = horse_armor_1 } }
		name = EVTOPTAcsm.051
		wealth = -75
		add_artifact = horse_armor_1
		hidden_tooltip = { 
			set_variable = { which = csm_wealth_spent value = 75 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market 
		}
	}
	
	#2
	option = {
		trigger = { NOT = { has_artifact = horse_armor_2 } }
		name = EVTOPTBcsm.051
		wealth = -150
		add_artifact = horse_armor_2
		hidden_tooltip = { 
			set_variable = { which = csm_wealth_spent value = 150 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market 
		}
	}
	
	#3
	option = {
		trigger = { NOT = { has_artifact = horse_armor_3 } }
		name = EVTOPTCcsm.051
		wealth = -300
		add_artifact = horse_armor_3
		hidden_tooltip = { 
			set_variable = { which = csm_wealth_spent value = 300 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market 
		}
	}
	
	#back to armor type
	option = {
		name = EVTOPTBACK
		hidden_tooltip = { character_event = { id = csm.050 } }
	}
}

###exotic armor
character_event = {
	id = csm.052
	title = EVTTITLEcsm.052
	desc = EVTDESAcsm.052
	picture = GFX_evt_market

	is_triggered_only = yes

	#1
	option = {
		trigger = { NOT = { has_artifact = exotic_armor_1 } }
		name = EVTOPTAcsm.052
		wealth = -75
		add_artifact = exotic_armor_1
		hidden_tooltip = { 
			set_variable = { which = csm_wealth_spent value = 75 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market 
		}
	}
	
	#2
	option = {
		trigger = { NOT = { has_artifact = exotic_armor_2 } }
		name = EVTOPTBcsm.052
		wealth = -150
		add_artifact = exotic_armor_2
		hidden_tooltip = { 
			set_variable = { which = csm_wealth_spent value = 150 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market 
		}
	}
	
	#3
	option = {
		trigger = { NOT = { has_artifact = exotic_armor_3 } }
		name = EVTOPTCcsm.052
		wealth = -300
		add_artifact = exotic_armor_3
		hidden_tooltip = {
			set_variable = { which = csm_wealth_spent value = 300 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market 
		}
	}
	
	#back to armor type
	option = {
		name = EVTOPTBACK
		hidden_tooltip = { character_event = { id = csm.050 } }
	}
}

###unique armor
character_event = {
	id = csm.053
	title = EVTTITLEcsm.053
	desc = EVTDESAcsm.053
	picture = GFX_evt_market

	is_triggered_only = yes
	
	#greek cataphract
	option = {
		trigger = { 
			can_buy_greek_items_trigger = yes
			NOT = { has_artifact = greek_cataphract_armor } 
		}
		name = EVTOPTAcsm.053
		wealth = -400
		add_artifact = greek_cataphract_armor
		custom_tooltip = {
			text = EVTTOOLTIPAcsm.053
			event_target:greece_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market 
		}
	}
	
	#frankish horse armor
	option = {
		trigger = {
			can_buy_frankish_items_trigger = yes
			NOT = { has_artifact = frankish_horse_armor }
		}
		name = EVTOPTBcsm.053
		wealth = -400
		add_artifact = frankish_horse_armor
		custom_tooltip = {
			text = EVTTOOLTIPBcsm.053
			event_target:france_mount_province = { change_variable = { which = available_mounts value = -1 } }
			clr_character_flag = visiting_mount_market 
		}
	}

	
	#back to armor type
	option = {
		name = EVTOPTBACK
		hidden_tooltip = { character_event = { id = csm.050 } }
	}
}


#######Addons######
###page 1
character_event = {
	id = csm.060
	title = EVTTITLEcsm.060
	desc = EVTDESAcsm.060
	picture = GFX_evt_market

	is_triggered_only = yes

	#saddle
	option = {
		trigger = { NOT = { has_artifact = mount_saddle } }
		name = EVTOPTAcsm.060
		wealth = -50
		add_artifact = mount_saddle
		custom_tooltip = {
			text = EVTTOOLTIPAcsm.060
			set_variable = { which = csm_wealth_spent value = 50 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market
		}
	}
	
	#horseshoe
	option = {
		trigger = { NOT = { has_artifact = mount_horseshoes } }
		name = EVTOPTBcsm.060
		wealth = -50
		add_artifact = mount_horseshoes
		custom_tooltip = {
			text = EVTTOOLTIPBcsm.060
			set_variable = { which = csm_wealth_spent value = 50 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market
		}
	}
	
	#next to p2
	option = {
		name = EVTOPTNEXT
		hidden_tooltip = { character_event = { id = csm.061 } }
	}
	
	#back to artifact type
	option = {
		name = EVTOPTBACK
		hidden_tooltip = { character_event = { id = csm.010 } }
	}
}

###p2
character_event = {
	id = csm.061
	title = EVTTITLEcsm.061
	desc = EVTDESAcsm.061
	picture = GFX_evt_market

	is_triggered_only = yes

	#lance
	option = {
		trigger = { NOT = { has_artifact = mount_lance } }
		name = EVTOPTAcsm.061
		wealth = -75
		add_artifact = mount_lance
		custom_tooltip = {
			text = EVTTOOLTIPAcsm.061
			set_variable = { which = csm_wealth_spent value = 75 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market
		}
	}
	
	#bow
	option = {
		trigger = { 
			NOT = { has_artifact = mount_bow } 
			can_use_horse_archery_trigger = yes
		}
		name = EVTOPTBcsm.061
		wealth = -75
		add_artifact = mount_bow
		custom_tooltip = {
			text = EVTTOOLTIPBcsm.061
			set_variable = { which = csm_wealth_spent value = 75 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market
		}
	}
	
	#shield
	option = {
		trigger = { NOT = { has_artifact = mount_shield } }
		name = EVTOPTCcsm.061
		wealth = -75
		add_artifact = mount_shield
		custom_tooltip = {
			text = EVTTOOLTIPCcsm.061
			set_variable = { which = csm_wealth_spent value = 75 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market
		}
	}
	
	
	#next page
	option = {
		name = EVTOPTNEXT
		hidden_tooltip = { character_event = { id = csm.062 } }
	}
}

###p3
character_event = {
	id = csm.062
	title = EVTTITLEcsm.062
	desc = EVTDESAcsm.062
	picture = GFX_evt_market

	is_triggered_only = yes
	
	#banner
	option = {
		trigger = { NOT = { has_artifact = mount_banner } }
		name = EVTOPTAcsm.062
		wealth = -75
		add_artifact = mount_banner
		custom_tooltip = {
			text = EVTTOOLTIPAcsm.062
			set_variable = { which = csm_wealth_spent value = 75 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market
		}
	}
	
	#caparison
	option = {
		trigger = { NOT = { has_artifact = mount_caparison } }
		name = EVTOPTBcsm.062
		wealth = -75
		add_artifact = mount_caparison
		custom_tooltip = {
			text = EVTTOOLTIPBcsm.062
			set_variable = { which = csm_wealth_spent value = 75 }
			new_artifact = { save_event_target_as = csm_bought_item }
			decrease_nearest_mount_province_effect = yes
			clr_character_flag = visiting_mount_market
		}
	}
	
	#loop back to p1
	option = {
		name = EVTOPTNEXT
		hidden_tooltip = { character_event = { id = csm.060 } }
	}
}



###############Decision related###############

#stable master hiring
character_event = {
	id = csm.100
	desc = EVTDESAcsm.100
	picture = GFX_evt_council_speaker
	
	is_triggered_only = yes
	
	#cheap guy
	option = {
		name = EVTOPTAcsm.100
		wealth = -50
		set_character_flag = cheap_stable_master
		hidden_tooltip = { character_event = { id = csm.101 days = 1 } }
		ai_chance = {
			factor = 33
			modifier = {
				factor = 5
				tier = count
			}
		}
	}
	
	#moderate guy
	option = {
		name = EVTOPTBcsm.100
		wealth = -150
		set_character_flag = moderate_stable_master
		hidden_tooltip = { character_event = { id = csm.101 days = 1 } }
		ai_chance = {
			factor = 33
			modifier = {
				factor = 0
				tier = count
			}
			modifier = {
				factor = 2
				wealth = 150
				tier = duke
			}
		}
	}

	#great guy
	option = {
		name = EVTOPTCcsm.100
		wealth = -300
		set_character_flag = great_stable_master
		hidden_tooltip = { character_event = { id = csm.101 days = 1 } }
		ai_chance = {
			factor = 33
			modifier = {
				factor = 0
				tier = count			
			}
			modifier = {
				factor = 3
				higher_tier_than = count
				wealth = 200
			}
		}
	}

	#nvm
	option = {
		name = EVTOPTDcsm.100
		clr_character_flag = employing_stable_master
		ai_chance = { factor = 0 }
	}
}

character_event = {
	id = csm.101
	desc = EVTDESAcsm.101
	picture = GFX_evt_council_speaker
	
	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = { has_character_flag = cheap_stable_master }
			create_character = {
				age = 30
				dynasty = none
				religion = ROOT
				culture = ROOT
				female = no
				health = 6
				random_traits = no
				attributes = {
					diplomacy = 4
					martial = 2
					stewardship = 5
					intrigue = 2
					learning = 2
				}
			}
			new_character = {
				#education
				random_list = {
					#diplomacy
					20 = {
						random_list = {
							25 = { add_trait = naive_appeaser }
							25 = { add_trait = underhanded_rogue }
							25 = { add_trait = charismatic_negotiator }
						}
					}
					#martial
					20 = {
						random_list = {
							25 = { add_trait = misguided_warrior }
							25 = { add_trait = tough_soldier }
							25 = { add_trait = skilled_tactician }
						}
					}
					#stewardship
					20 = {
						random_list = {
							25 = { add_trait = indulgent_wastrel }
							25 = { add_trait = thrifty_clerk }
							25 = { add_trait = fortune_builder }
						}
					}
					#intrigue
					20 = {
						random_list = {
							25 = { add_trait = amateurish_plotter }
							25 = { add_trait = flamboyant_schemer }
							25 = { add_trait = intricate_webweaver }
						}
					}
					#learning
					20 = {
						random_list = {
							25 = { add_trait = detached_priest }
							25 = { add_trait = martial_cleric }
							25 = { add_trait = scholarly_theologian }
						}
					}
				}
				
				add_trait = stable_master_1
				set_character_flag = ai_flag_refuse_concubinage
				set_character_flag = ai_flag_refuse_marriage
				set_character_flag = no_court_invites
				set_character_flag = is_stablemaster
				
				random_list = {
					10 = {}
					20 = { add_trait = stubborn }
					20 = { add_trait = greedy }
					20 = { add_trait = wroth }
					20 = { add_trait = shy }
					20 = { add_trait = erudite }
					20 = { add_trait = charitable }
					20 = { add_trait = patient }
					20 = { add_trait = gregarious }
				}
                random_list = {
					10 = {}
					20 = { add_trait = lustful }
					20 = { add_trait = gluttonous }
					20 = { add_trait = slothful }
					20 = { add_trait = proud }
					20 = { add_trait = chaste }
					20 = { add_trait = temperate }
					20 = { add_trait = diligent }
					20 = { add_trait = humble }
				}
				random_list = {
					90 = {}
					3 = { add_trait = ugly }
					3 = { add_trait = fair }
					2 = { add_trait = quick }
					2 = { add_trait = slow }
				}
				save_event_target_as = hired_stable_master
			}
		}
		else_if = {
			limit = { has_character_flag = moderate_stable_master }
			create_character = {
				age = 30
				dynasty = none
				religion = ROOT
				culture = ROOT
				female = no
				health = 6
				random_traits = no
				attributes = {
					diplomacy = 4
					martial = 2
					stewardship = 5
					intrigue = 2
					learning = 2
				}
			}
			new_character = {
				#education
				random_list = {
					#diplomacy
					20 = {
						random_list = {
							25 = { add_trait = naive_appeaser }
							25 = { add_trait = underhanded_rogue }
							25 = { add_trait = charismatic_negotiator }
							25 = { add_trait = grey_eminence }
						}
					}
					#martial
					20 = {
						random_list = {
							25 = { add_trait = misguided_warrior }
							25 = { add_trait = tough_soldier }
							25 = { add_trait = skilled_tactician }
							25 = { add_trait = brilliant_strategist }
						}
					}
					#stewardship
					20 = {
						random_list = {
							25 = { add_trait = indulgent_wastrel }
							25 = { add_trait = thrifty_clerk }
							25 = { add_trait = fortune_builder }
							25 = { add_trait = midas_touched }
						}
					}
					#intrigue
					20 = {
						random_list = {
							25 = { add_trait = amateurish_plotter }
							25 = { add_trait = flamboyant_schemer }
							25 = { add_trait = intricate_webweaver }
							25 = { add_trait = elusive_shadow }
						}
					}
					#learning
					20 = {
						random_list = {
							25 = { add_trait = detached_priest }
							25 = { add_trait = martial_cleric }
							25 = { add_trait = scholarly_theologian }
							25 = { add_trait = mastermind_theologian }
						}
					}
				}
				
				add_trait = stable_master_2
				set_character_flag = ai_flag_refuse_concubinage
				set_character_flag = ai_flag_refuse_marriage
				set_character_flag = no_court_invites
				set_character_flag = is_stablemaster
				
				random_list = {
					10 = {}
					20 = { add_trait = stubborn }
					20 = { add_trait = greedy }
					20 = { add_trait = wroth }
					20 = { add_trait = shy }
					20 = { add_trait = erudite }
					20 = { add_trait = charitable }
					20 = { add_trait = patient }
					20 = { add_trait = gregarious }
				}
                random_list = {
					10 = {}
					20 = { add_trait = lustful }
					20 = { add_trait = gluttonous }
					20 = { add_trait = slothful }
					20 = { add_trait = proud }
					20 = { add_trait = chaste }
					20 = { add_trait = temperate }
					20 = { add_trait = diligent }
					20 = { add_trait = humble }
				}
				random_list = {
					90 = {}
					3 = { add_trait = ugly }
					3 = { add_trait = fair }
					2 = { add_trait = quick }
					2 = { add_trait = slow }
				}
				save_event_target_as = hired_stable_master
			}
		}
		else_if = {
			limit = { has_character_flag = great_stable_master }
			create_character = {
				age = 30
				dynasty = none
				religion = ROOT
				culture = ROOT
				female = no
				health = 6
				random_traits = no
				attributes = {
					diplomacy = 4
					martial = 2
					stewardship = 5
					intrigue = 2
					learning = 2
				}
			}
			new_character = {
				#education
				random_list = {
					#diplomacy
					20 = {
						random_list = {
							25 = { add_trait = underhanded_rogue }
							25 = { add_trait = charismatic_negotiator }
							25 = { add_trait = grey_eminence }
						}
					}
					#martial
					20 = {
						random_list = {
							25 = { add_trait = tough_soldier }
							25 = { add_trait = skilled_tactician }
							25 = { add_trait = brilliant_strategist }
						}
					}
					#stewardship
					20 = {
						random_list = {
							25 = { add_trait = thrifty_clerk }
							25 = { add_trait = fortune_builder }
							25 = { add_trait = midas_touched }
						}
					}
					#intrigue
					20 = {
						random_list = {
							25 = { add_trait = flamboyant_schemer }
							25 = { add_trait = intricate_webweaver }
							25 = { add_trait = elusive_shadow }
						}
					}
					#learning
					20 = {
						random_list = {
							25 = { add_trait = martial_cleric }
							25 = { add_trait = scholarly_theologian }
							25 = { add_trait = mastermind_theologian }
						}
					}
				}
				
				
				random_list = {
					50 = { add_trait = stable_master_3 }
					50 = { add_trait = stable_master_4 }
				}	
				set_character_flag = ai_flag_refuse_concubinage
				set_character_flag = ai_flag_refuse_marriage
				set_character_flag = no_court_invites
				set_character_flag = is_stablemaster
				
				#random flavor
				random_list = {
					10 = {}
					20 = { add_trait = stubborn }
					20 = { add_trait = greedy }
					20 = { add_trait = wroth }
					20 = { add_trait = shy }
					20 = { add_trait = erudite }
					20 = { add_trait = charitable }
					20 = { add_trait = patient }
					20 = { add_trait = gregarious }
				}
                random_list = {
					10 = {}
					20 = { add_trait = lustful }
					20 = { add_trait = gluttonous }
					20 = { add_trait = slothful }
					20 = { add_trait = proud }
					20 = { add_trait = chaste }
					20 = { add_trait = temperate }
					20 = { add_trait = diligent }
					20 = { add_trait = humble }
				}
				random_list = {
					90 = {}
					3 = { add_trait = ugly }
					3 = { add_trait = fair }
					2 = { add_trait = quick }
					2 = { add_trait = slow }
				}
				save_event_target_as = hired_stable_master
			}
		}
	}
	
	option = {
		name = EVTOPTAcsm.101
		event_target:hired_stable_master = {
			show_scope_change = no
			give_minor_title = title_stable_master
		}
	}
	
	after = {
		clr_character_flag = cheap_stable_master
		clr_character_flag = moderate_stable_master
		clr_character_flag = great_stable_master
		clr_character_flag = employing_stable_master
	}
}


#chinese horse decision governor ping
character_event = {
    id = csm.102
	
    hide_window = yes
    is_triggered_only = yes
	
	immediate = { FROMFROM = { letter_event = { id = csm.103 days = 1 } } }
}

#give chinese horse
letter_event = {
    id = csm.103
	
    desc = EVTDESAcsm.103
    border = GFX_event_letter_frame_diplomacy

    is_triggered_only = yes

    option = {
        name = EVTOPTAcsm.103
		random_list = {
			65 = { add_artifact = chinese_ceromonial_horse }
			
			34 = { add_artifact = chinese_war_horse }
			
			1 = { 
				trigger = { 
					NOR = { 
						has_global_flag = red_hare_alive 
						offmap_china = {
							OR = {
								has_status = china_famine
								has_status = china_plague
							}
						}
					}
				}
				modifier = {
					factor = 5
					offmap_china = { has_status = china_golden_age }
				}
				add_artifact = red_hare
				set_global_flag = red_hare_alive
			}
		}
		new_mount_setup_effect = yes
		if = {
			limit = {
				offmap_china = {
					OR = {
						has_status = china_famine
						has_status = china_plague
					}
				}
			}
			custom_tooltip = {
				text = EVTTOOLTIPAcsm.103
				new_artifact = { decrease_mount_health_effect = yes }
			}
		}
    }
}

##glitterhoof
character_event = {
	id = csm.104
	desc = EVTDESAcsm.104
	picture = GFX_evt_horse_friend

	is_triggered_only = yes
	
	immediate = {
		set_global_flag = glitterhoof_alive
		random_realm_character = {
			limit = { trait = horse }
			save_event_target_as = glitterhoof
			any_artifact = {
				limit = { has_artifact_flag = horse_armor }
				destroy_artifact = yes
			}
		}
	}
	
	option = {
		name = EVTOPTAcsm.104
		if = {
			limit = { event_target:glitterhoof = { trait = immortal } }
			add_artifact = glitterhoof_immortal
			new_mount_setup_effect = yes
		}
		else = {
			add_artifact = glitterhoof
			new_mount_setup_effect = yes
		}
		hidden_tooltip = { event_target:glitterhoof = { death = { death_reason = death_natural } } }
	}
}


###grant commander mount checks
character_event = {
	id = csm.105
	
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		decrease_nearest_mount_province_effect = yes
		if = {
			limit = { has_character_flag = grant_commander_mount_no_mounts }
			character_event = { id = csm.106 }
		}
		else = { character_event = { id = csm.107 } }
	}
}

###no mounts available for commander
character_event = {
	id = csm.106
	desc = EVTDESAcsm.106
	picture = GFX_evt_emissary_byzantine
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAcsm.106
		hidden_tooltip = {
			clr_character_flag = grant_commander_mount_no_mounts
			clr_character_flag = grant_commander_mount_block
		}
	}
}

###give unlanded commander mount
character_event = {
	id = csm.107
	desc = EVTDESAcsm.107
	picture = GFX_evt_emissary_byzantine

	is_triggered_only = yes
	
	#courser
	option = {
		name = EVTOPTAcsm.107
		wealth = -150
		FROMFROM = {
			if = {
				limit = { can_use_horse_archery_trigger = yes }
				add_artifact = mount_bow
			}
			else = { add_artifact = mount_lance }
			hidden_tooltip = { new_artifact = { set_artifact_flag = commander_addon } }
			
			add_artifact = courser
			hidden_tooltip = {
				new_artifact = {
					randomize_mount_traits_effect = yes 
					set_artifact_flag = commander_mount
					decrease_mount_health_effect = yes
				}
				check_fair_mount_modifiers_effect = yes
				set_character_flag = has_mount_commander
			}
			opinion = { modifier = opinion_loyal_servant who = ROOT }
		}
		ai_chance = { 
			factor = 25 
			modifier = {
				factor = 1.5
				FROMFROM = { can_use_horse_archery_trigger = yes }
			}
			modifier = {
				factor = 3
				FROMFROM = { is_skilled_horse_archer_trigger = yes}
			}
		}
	}
	
	#destrier
	option = {
		name = EVTOPTBcsm.107
		wealth = -150
		FROMFROM = {
			add_artifact = mount_lance
			hidden_tooltip = { new_artifact = { set_artifact_flag = commander_addon } }
			
			add_artifact = destrier
			hidden_tooltip = {
				new_artifact = { 
					randomize_mount_traits_effect = yes 
					set_artifact_flag = commander_mount
					decrease_mount_health_effect = yes
				}
				check_fair_mount_modifiers_effect = yes
				set_character_flag = has_mount_commander
			}
			opinion = { modifier = opinion_loyal_servant who = ROOT }
		}
		ai_chance = { factor = 25 }
	}
	
	#charger
	option = {
		name = EVTOPTCcsm.107
		wealth = -200
		FROMFROM = {
			add_artifact = mount_lance
			hidden_tooltip = { new_artifact = { set_artifact_flag = commander_addon } }
			
			add_artifact = charger
			hidden_tooltip = {
				new_artifact = { 
					randomize_mount_traits_effect = yes 
					set_artifact_flag = commander_mount
					decrease_mount_health_effect = yes
				}
				check_fair_mount_modifiers_effect = yes
				set_character_flag = has_mount_commander
			}
			opinion = { modifier = opinion_loyal_servant who = ROOT }
		}
		ai_chance = { 
			factor = 25 
			modifier = {
				factor = 1.5
				FROMFROM = { dynasty = ROOT }
			}
		}
	}
	
	#nvm
	option = {
		name = EVTOPTDcsm.107
		event_target:decreased_mount_province = { change_variable = { which = available_mounts value = 1 } }
		
		ai_chance = { factor = 0 }
	}
	
	after = { clr_character_flag = grant_commander_mount_block }
}




###############Character flavor###############

###find red hare from raiding china
character_event = {
	id = csm.200
	desc = EVTDESAcsm.200
	picture = GFX_evt_china_civil_war
	
	has_dlc = "Jade Dragon"
	only_playable = yes
	only_independent = yes
	only_capable = yes
	min_age = 16
	prisoner = no
	war = no

	trigger = {
		NOT = { has_global_flag = red_hare_alive }
		has_character_modifier = china_raid_active
		offmap_china = {
			NOT = {
				governor = {
					war_with = ROOT
				}
			}
		}
	}
	
	mean_time_to_happen = {
		years = 40
		modifier = {
			factor = 3
			ai = yes
		}
		modifier = {
			factor = 0.9
			government = nomadic_government
		}
	}
	
	option = {
		name = EVTOPTAcsm.200
		add_artifact = red_hare
		set_global_flag = red_hare_alive
		new_mount_setup_effect = yes
	}
}

###bucephalus spawning
character_event = {
	id = csm.201
	title = EVTTITLEcsm.201
	desc = {
		trigger = { character = ROOT }
		text = EVTDESAcsm.201
	}
	desc = {
		trigger = { NOT = { character = ROOT } }
		text = EVTDESBcsm.201
	}
	picture = GFX_evt_victory_arch_byzantine
	major = yes
	
	only_playable = yes
	only_independent = yes
	only_capable = yes
	min_age = 16
	prisoner = no
	war = no

	trigger = {
		NOR = {
			has_global_flag = bucephalus_alive
			has_global_flag = bucephalus_ready
		}
		OR = {
			has_landed_title = e_byzantium
			has_landed_title = e_roman_empire
			AND = {
				e_byzantium = { has_holder = no }
				e_roman_empire = { has_holder = no }
				culture_group = byzantine
				realm_size >= 30
			}
		}
	}
	major_trigger = { same_realm = ROOT }
	
	mean_time_to_happen = {
		years = 60
		
		modifier = {
			factor = 1.75
			ai = yes
		}
		modifier = {
			factor = 0.9
			stewardship = 8
		}
		modifier = {
			factor = 0.9
			stewardship = 12
		}
		modifier = {
			factor = 0.9
			stewardship = 16
		}
		modifier = {
			factor = 0.9
			stewardship = 20
		}
		modifier = {
			factor = 0.9
			realm_size = 50
		}
		modifier = {
			factor = 0.9
			realm_size = 100
		}
		modifier = {
			factor = 0.9
			realm_size = 150
		}
		modifier = {
			factor = 0.9
			realm_size = 200
		}
	}
	
	immediate = { 
		set_global_flag = bucephalus_ready 
		set_global_flag = bucephalus_alive
		set_character_flag = bucephalus_spawner
	}
	
	option = {
		trigger = { character = ROOT }
		name = EVTOPTAcsm.201
	}
	option = {
		trigger = { NOT = { character = ROOT } }
		name = EVTOPTBcsm.201
	}
}

###bucephalus taming attempt
character_event = {
	id = csm.202
	title = EVTTITLEcsm.202
	desc = EVTDESAcsm.202
	picture = GFX_evt_victory_arch_byzantine

	is_triggered_only = yes
	
	#default
	option = {
		name = EVTOPTAcsm.202
		random_list = {
			#success
			30 = {
				modifier = {
					factor = 1.1
					OR = {
						diplomacy = 8
						martial = 8
						stewardship = 8
						intrigue = 8
						learning = 8
					}
				}
				modifier = {
					factor = 1.1
					OR = {
						diplomacy = 12
						martial = 12
						stewardship = 12
						intrigue = 12
						learning = 12
					}
				}
				modifier = {
					factor = 1.1
					OR = {
						diplomacy = 16
						martial = 16
						stewardship = 16
						intrigue = 16
						learning = 16
					}
				}
				modifier = {
					factor = 1.1
					OR = {
						diplomacy = 20
						martial = 20
						stewardship = 20
						intrigue = 20
						learning = 20
					}
				}
				modifier = {
					factor = 1.5
					trait = quick
				}
				modifier = {
					factor = 2
					trait = genius
				}
				modifier = {
					factor = 1.5
					trait = strong
				}
				modifier = {
					factor = 1.2
					trait = shrewd
				}
				modifier = {
					factor = 1.2
					trait = brave
				}
				modifier = {
					factor = 1.2
					trait = cavalry_leader
				}
				
				custom_tooltip = {
					text = EVTTOOLTIPSUCCESS
					character_event = { id = csm.203 days = 3 }
				}
			}
			#failure
			70 = {
				custom_tooltip = {
					text = EVTTOOLTIPFAILURE
					character_event = { id = csm.204 days = 3 }
				}
			}
		}
		ai_chance = { factor = 25 }
	}

	#high learning, copy alexander
	option = {
		trigger = { learning = 15 }
		tooltip_info = learning
		name = EVTOPTBcsm.202
		random_list = {
			#success
			90 = {
				modifier = {
					factor = 0.4
					ai = yes
				}
				custom_tooltip = {
					text = EVTTOOLTIPSUCCESS
					character_event = { id = csm.203 days = 3 }
				}
			}
			#failure
			10 = {
				custom_tooltip = {
					text = EVTTOOLTIPFAILURE
					character_event = { id = csm.204 days = 3 }
				}
			}
		}
		ai_chance = { factor = 100 }
	}
}

##tame success
character_event = {
	id = csm.203
	desc = {
		trigger = { character = ROOT }
		text = EVTDESAcsm.203
	}
	desc = {
		trigger = { NOT = { character = ROOT } }
		text = EVTDESBcsm.203
	}
	picture = GFX_evt_victory_arch_byzantine
	major = yes
	
	is_triggered_only = yes
	
	major_trigger = { same_realm = ROOT }
	
	immediate = {
		clr_global_flag = bucephalus_ready
		clr_global_flag = bucephalus_busy
	}
	
	option = {
		trigger = { character = ROOT }
		name = EVTOPTAcsm.203
		add_trait = proud
		add_artifact = bucephalus
		new_mount_setup_effect = yes
	}
	option = {
		trigger = { NOT = { character = ROOT } }
		name = EVTOPTBcsm.203
	}
}

##tame failure
character_event = {
	id = csm.204
	title = EVTTITLEcsm.204
	desc = EVTDESAcsm.204
	picture = GFX_evt_victory_arch_byzantine
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAcsm.204
		random = {
			chance = 40
			add_trait = depressed
		}
		clr_global_flag = bucephalus_busy
	}
}

###bucephalus spawner died failsafe
character_event = {
	id = csm.205
	
	hide_window = yes
	is_triggered_only = yes
	
	has_global_flag = bucephalus_ready
	
	trigger = { has_character_flag = bucephalus_spawner }
	immediate = {
		current_heir = { set_character_flag = bucephalus_spawner }
	}
}


###child wants to see mounts trigger
character_event = {
	id = csm.206
	desc = EVTDESAcsm.206
	picture = GFX_evt_child_play
	
	is_triggered_only = yes
	
	has_dlc = "Conclave"
	min_age = 4
	max_age = 12
	prisoner = no
	
	trigger = {
		NOT = { has_character_flag = csm_child_stables_event }
		OR = {
			guardian = { has_character_flag = has_mount }
			host = { has_character_flag = has_mount }
		}
		OR = {
			child_personality_diplomacy_trigger = yes
			child_personality_martial_trigger = yes
			child_personality_stewardship_trigger = yes
			child_personality_intrigue_trigger = yes
			child_personality_learning_trigger = yes
		}
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 0.5
			NOR = {
				guardian = { dynasty = ROOT }
				host = { dynasty = ROOT }
			}
		}
		modifier = {
			factor = 1.5
			guardian = { dynasty = ROOT }
		}
	}

	immediate = {
		set_character_flag = csm_child_stables_event
		if = {
			limit = {
				guardian = { has_character_flag = has_mount }
			}
			guardian = { save_event_target_as = current_guardian }
		}
		else = { host = { save_event_target_as = current_guardian } }
	}
	
	#ask to go
	option = {
		name = EVTOPTAcsm.206
		if = {
			limit = { NOT = { trait = curious } }
			random = { chance = 40 add_trait = curious }
		}
		else = { random = { chance = 40 add_trait = idolizer } }
		hidden_tooltip = { event_target:current_guardian = { character_event = { id = csm.207 days = 3 } } }
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				event_target:current_guardian = { dynasty = ROOT }
			}
			modifier = {
				factor = 2
				event_target:current_guardian = { is_parent_of = ROOT }
			}
			modifier = {
				factor = 2
				trait = curious
			}
			modifier = {
				factor = 2
				trait = affectionate
			}
		}
	}
	
	#too shy
	option = {
		name = EVTOPTBcsm.206
		if = {
			limit = { NOT = { trait = timid } }
			random = { chance = 40 add_trait = timid }
		}
		else = { 
			random = { 
				chance = 40 
				add_trait = shy 
				remove_trait = timid
			} 
		}
		ai_chance = {
			factor = 50
			modifier = {
				factor = 3
				trait = timid
			}
			modifier = {
				factor = 3
				trait = indolent
			}
		}
	}
}

###event for guardian/host
character_event = {
	id = csm.207
	desc = EVTDESAcsm.207
	picture = GFX_evt_child_play
	
	is_triggered_only = yes
	
	#yes
	option = {
		name = EVTOPTAcsm.207
		custom_tooltip = {
			text = EVTTOOLTIPAcsm.207
			FROM = { set_character_flag = go_see_mounts }
			get_random_mount_effect = yes
		}
		reverse_opinion = { modifier = opinion_happy who = FROM years = 5 }
		if = {
			limit = { trait = depressed }
			remove_trait = depressed
		}
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2 
				dynasty = FROM
			}
			modifier = {
				factor = 2 
				is_parent_of = FROM
			}
			modifier = {
				factor = 2 
				trait = depressed
			}
			modifier = {
				factor = 2 
				trait = kind
			}
			modifier = {
				factor = 2 
				trait = charitable
			}
			modifier = {
				factor = 2 
				OR = {
					trait = humble
					trait = proud
				}
			}
			modifier = {
				factor = 2 
				trait = just
			}
		}
	}

	#no
	option = {
		name = EVTOPTBcsm.207
		custom_tooltip = {
			text = EVTTOOLTIPBcsm.207
			FROM = { set_character_flag = no_see_mounts }
		}
		reverse_opinion = { modifier = opinion_dislike who = FROM years = 5 }
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2 
				trait = drunkard
			}
			modifier = {
				factor = 2 
				trait = dull
			}
			modifier = {
				factor = 2 
				trait = greedy
			}
			modifier = {
				factor = 2 
				trait = slothful
			}
			modifier = {
				factor = 2 
				trait = wroth
			}
			modifier = {
				factor = 2 
				trait = arbitrary
			}
			modifier = {
				factor = 2 
				trait = cruel
			}
			modifier = {
				factor = 2 
				trait = cynical
			}
		}
	}
	
	after = { FROM = { character_event = { id = csm.208 days = 3 } } }
}

###child gets finale
character_event = {
	id = csm.208
	desc = {
		trigger = { has_character_flag = go_see_mounts }
		text = EVTDESAcsm.208
	}
	desc = {
		trigger = { has_character_flag = no_see_mounts }
		text = EVTDESBcsm.208
	}
	picture = GFX_evt_child_play
	
	is_triggered_only = yes
	
	option = {
		trigger = { has_character_flag = go_see_mounts }
		name = EVTOPTAcsm.208
		if = {
			limit = { trait = affectionate }
			remove_trait = affectionate
			add_trait = kind
		}
		else_if = {
			limit = { trait = playful }
			remove_trait = playful
			add_trait = gregarious
		}
		else_if = {
			limit = { trait = rowdy }
			remove_trait = rowdy
			add_trait = honest
		}
		else_if = {
			limit = { trait = haughty }
			remove_trait = haughty
			add_trait = proud
		}
		else_if = {
			limit = { trait = conscientious }
			remove_trait = conscientious
			add_trait = diligent
		}
		else_if = {
			limit = { trait = willful }
			remove_trait = willful
			add_trait = ambitious
		}
		else_if = {
			limit = { trait = curious }
			remove_trait = curious
			add_trait = shrewd
		}
		else_if = {
			limit = { trait = timid }
			remove_trait = timid
			add_trait = humble
		}
		else = { add_trait = kind }
		prestige = 25
	}
	
	option = {
		trigger = { has_character_flag = no_see_mounts }
		name = EVTOPTBcsm.208
		if = {
			limit = { trait = affectionate }
			remove_trait = affectionate
			add_trait = trusting
		}
		else_if = {
			limit = { trait = playful }
			remove_trait = playful
			add_trait = deceitful
		}
		else_if = {
			limit = { trait = haughty }
			remove_trait = haughty
			add_trait = proud
		}
		else_if = {
			limit = { trait = fussy }
			remove_trait = fussy
			add_trait = greedy
		}
		else_if = {
			limit = { trait = brooding }
			remove_trait = brooding
			add_trait = envious
		}
		else_if = {
			limit = { trait = indolent }
			remove_trait = indolent
			add_trait = slothful
		}
		else_if = {
			limit = { trait = willful }
			remove_trait = willful
			add_trait = stubborn
		}
		else_if = {
			limit = { trait = curious }
			remove_trait = curious
			add_trait = cynical
		}
		else_if = {
			limit = { trait = timid }
			remove_trait = timid
			add_trait = shy
		}
		else = { add_trait = shy }
		prestige = -10
	}

	after = {
		clr_character_flag = go_see_mounts
		clr_character_flag = no_see_mounts
	}
}

####location sieged, hurt mounts at location
character_event = {
	id = csm.209

	hide_window = yes
	is_triggered_only = yes
	
	
	trigger = {
		FROM = {
			owner = {
				NOR = {
					is_liege_or_above = ROOT
					employer = { character = ROOT }
					is_friend = ROOT
				}
				OR = {
					has_character_flag = has_mount
					any_courtier = { has_character_flag = has_mount }
				}
				OR = {
					in_command = no
					AND = {
						in_command = yes
						any_artifact = {
							is_mount_trigger = yes
							is_artifact_equipped = no
						}
					}
				}
				capital_holding = { title = PREVPREV }
			}
		}
	}
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 2
			OR = {
				trait = wroth
				trait = arbitrary
				trait = cruel
			}
		}
		modifier = {
			factor = 3
			religion_group = pagan_group
		}
	}
	
	immediate = {
		FROM = {
			owner = {
				if = { 
					limit = { has_character_flag = has_mount }
					character_event = { id = csm.210 }
				}
				if = {
					limit = { 
						any_courtier = { 
							has_character_flag = has_mount
							NOT = { character = PREV }
						}
					}
					any_courtier = {
						limit = { 
							has_character_flag = has_mount 
							NOT = { character = PREV }
						}
						character_event = { id = csm.210 }
					}
				}
			}
		}
	}
}

##mounts hurt by siege
character_event = {
	id = csm.210
	desc = EVTDESAcsm.210
	picture = GFX_evt_siege
	
	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				in_command = no
				any_artifact = {
					is_mount_trigger = yes
					is_artifact_equipped = yes
					NOT = { has_artifact_flag = immortal }
				}
			}
			random_artifact = {
				limit = {
					is_mount_trigger = yes
					is_artifact_equipped = yes
					NOT = { has_artifact_flag = immortal }
				}
				save_event_target_as = hurt_mount
			}
		}
		else = {
			random_artifact = {
				limit = { 
					is_mount_trigger = yes
					NOT = { has_artifact_flag = immortal } 
				}
				save_event_target_as = hurt_mount
			}
		}
	}
	
	option = {
		name = EVTOPTAcsm.210
		event_target:hurt_mount = { decrease_mount_health_effect = yes }
	}
}



##mounts gets hit by arrow in combat
character_event = {
	id = csm.211
	desc = EVTDESAcsm.211
	picture = GFX_evt_horsemanship
	
	is_triggered_only = yes
	
	only_playable = yes
	has_character_flag = has_mount
	min_age = 16
	
	trigger = {
		NOT = { has_character_modifier = mounted_combat_timer }
		any_artifact = {
			has_artifact_flag = mount
			NOT = { has_artifact_flag = immortal }
			is_artifact_equipped = yes
		}
	}
	
	weight_multiplier = {
		days = 1 
		
		modifier = {
			factor = 2
			has_active_mount_armor_trigger = no
			ai = no
		}
		modifier = {
			factor = 0.9
			has_active_tier1_mount_armor_trigger = yes
		}
		modifier = {
			factor = 0.75
			has_active_tier2_mount_armor_trigger = yes
		}
		modifier = {
			factor = 0.5
			has_active_tier3_mount_armor_trigger = yes
		}
		modifier = {
			factor = 0.25
			has_active_tier3_mount_armor_trigger = yes
		}
		modifier = {
			factor = 1.25
			trait = aggressive_leader
		}
		modifier = {
			factor = 1.25
			trait = arbitrary
		}
		modifier = {
			factor = 2
			trait = one_eyed
		}
	}
	
	immediate = { get_current_mount_effect = yes }
	
	option = {
		name = EVTOPTAcsm.211
		event_target:current_mount = { decrease_mount_health_effect = yes }
	}
}

###in seclusion, mounts suffer unless brought inside
character_event = {
	id = csm.212
	desc = EVTDESAcsm.212
	picture = GFX_evt_bring_out_your_dead
	
	only_playable = yes
	has_character_flag = has_mount
	
	trigger = {
		has_character_modifier = in_seclusion
		capital_scope = { has_disease = yes }
	}
	
	mean_time_to_happen = {
		months = 9
		modifier = {
			factor = 3.0
			ai = no
			war = yes
		}
		modifier = {
			factor = 3.0
			ai = no
			multiplayer = yes
		}
	}
	
	immediate = {
		get_random_mount_no_immortal_effect = yes
		get_random_mount_no_immortal_2_effect = yes
	}
	
	#let them into the castle
	option = {
		name = EVTOPTAcsm.212
		if = {
			limit = {
				any_courtier = {
					NOR = {
						character = ROOT
						prisoner = yes
						is_ill = yes
						num_of_symptoms = 1
						has_character_flag = developing_illness
					}
					has_character_modifier = in_seclusion
				}
			}
			random_courtier = {
				limit = { 
					NOR = { 
						character = ROOT
						prisoner = yes
						is_ill = yes
						num_of_symptoms = 1
						has_character_flag = developing_illness
					}
					has_character_modifier = in_seclusion
				}
				custom_tooltip = {
					text = EVTTOOLTIPAcsm.212
					give_epidemic_disease_effect = yes
				}
			}
		}
		else = {
			custom_tooltip = {
				text = EVTTOOLTIPAcsm.212
				give_epidemic_disease_effect = yes
			}
		}
		
		ai_chance = {
			factor = 30
			modifier = {
				factor = 3
				trait = kind
			}
		}
	}
	
	#leave them outside
	option = {
		name = EVTOPTBcsm.212
		event_target:random_mount = {
			show_scope_change = no
			random = {
				chance = 75
				decrease_mount_health_effect = yes
			}
		}
		event_target:random_mount_2 = {
			show_scope_change = no
			random = {
				chance = 75
				decrease_mount_health_effect = yes
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				trait = cruel
			}
			modifier = {
				factor = 2
				trait = paranoid
			}
			modifier = {
				factor = 2
				trait = craven
			}
		}
	}
}

###temujin and vassal nomads get mongolian horses
character_event = {
	id = csm.213
	
	hide_window = yes
	is_triggered_only = yes
	
	has_global_flag = mongol_empire_arrival
	culture = mongol
	only_playable = yes
	only_independent = yes
	only_men = yes
	min_age = 16
	
	trigger = {
		NOT = { has_global_flag = csm_mongol_horde_horses }
		has_landed_title = e_mongol_empire
		demesne_size = 3
	}
	
	immediate = {
		set_global_flag = csm_mongol_horde_horses
		
		add_artifact = mongolian_war_horse
		new_artifact = {
			set_artifact_flag = swift
			set_mount_trait_limit_effect = yes
			set_artifact_flag = powerful
			set_mount_trait_limit_effect = yes
		}
		check_mount_flags_effect = yes
		
		if = {
			limit = { has_dlc = "Horse Lords" }
			any_vassal = {
				limit = {
					government = nomadic_government
					culture = mongol
				}
				add_artifact = mongolian_war_horse
				set_character_flag = has_mount
			}
		}
		else = {
			any_vassal = {
				limit = { culture = mongol }
				add_artifact = mongolian_war_horse
				set_character_flag = has_mount
			}
		}
	}
}

###al buraq spawn
narrative_event = {
	id = csm.214
	title = EVTTITLEcsm.214
	desc = EVTDESAcsm.214
	picture = GFX_evt_religious_exultation
	
	only_playable = yes
	only_capable = yes
	only_men = yes
	min_age = 16
	
	trigger = {
		OR = {
			AND = {
				ai = no
				has_game_rule = { name = supernatural_events value = on }
			}
			AND = {
				ai = yes
				has_game_rule = { name = supernatural_events value = unrestricted }
			}
		}
		
		NOT = { has_global_flag = al_buraq_alive }
		higher_tier_than = count
		religion_group = muslim
		NOR = {
			trait = cynical
			trait = sympathy_christendom
			trait = sympathy_pagans
			trait = sympathy_zoroastrianism
			trait = sympathy_judaism
			trait = sympathy_indian
		}
		OR = {
			trait = zealous
			trait = holy_warrior
			trait = scholarly_theologian
			trait = mastermind_theologian
			any_demesne_title = { is_holy_site = ROOT }
		}
	}
	
	mean_time_to_happen = {
		years = 50
		modifier = {
			factor = 2
			ai = yes
		}
		modifier = {
			factor = 0.9
			piety > 250
		}
		modifier = {
			factor = 0.9
			piety > 750
		}
		modifier = {
			factor = 0.9
			piety > 1500
		}
		modifier = {
			factor = 0.9
			trait = sayyid
		}
		modifier = {
			factor = 0.9
			trait = hajjaj
		}
		modifier = {
			factor = 0.8
			OR = {
				trait = faqih
				trait = hafiz
			}
		}
	}
	
	immediate = { set_global_flag = al_buraq_alive }
	
	option = {
		name = EVTOPTAcsm.214
		add_artifact = al_buraq
		new_mount_setup_effect = yes
	}
}









###############Province Flavor###############

province_event = {
	id = csm.300
	
	hide_window = yes
	
	trigger = {
		has_province_flag = mount_province
		NOT = { has_province_modifier = province_flavor_timer }
		holder_scope = { 
			is_adult = yes
			war = no 
		}
	}

	mean_time_to_happen = {
		years = 30
		modifier = {
			factor = 0.9
			has_province_flag = crown_focus_province
		}
		modifier = {
			factor = 0.9
			holder_scope = { has_ambition = obj_see_the_realm_prosper }
		}
		modifier = {
			factor = 0.9
			holder_scope = { has_education_stewardship_trigger = yes }
		}
		modifier = {
			factor = 0.9
			holder_scope = { 
				OR = {
					has_focus = focus_business
					has_focus = focus_rulership
				}
			}
		}
		modifier = {
			factor = 0.9
			holder_scope = { stewardship = 12 }
		}
		modifier = {
			factor = 0.9
			holder_scope = { stewardship = 16 }
		}
		modifier = {
			factor = 0.9
			holder_scope = { stewardship = 18 }
		}
		modifier = {
			factor = 0.8
			holder_scope = { has_lifestyle_stewardship_trigger = yes }
		}
	}
	
	immediate = {
		add_province_modifier = { modifier = province_flavor_timer years = 8 hidden = yes }
		
		random_list = {
			
			#fallback
			1 = { remove_province_modifier = province_flavor_timer }
			
			###business brings prosperity
			50 = {
				trigger = {
					has_trade_post = no
					holder_scope = {
						OR = {
							stewardship >= 14
							has_focus = focus_business
							has_focus = focus_rulership
						}
					}
				}
				province_event = { id = csm.301 }
			}
		
			###trade post brings prosperity
			100 = {
				trigger = {
					NOT = { has_province_modifier = csm_increased_trade }
					has_trade_post = yes
					holder_scope = {
						OR = {
							stewardship >= 8
							is_patrician = yes
						}
					}
				}
				province_event = { id = csm.302 }
			}
			
			###craftsmen looking for sponser
			50 = {
				trigger = {
					NOT = { has_province_modifier = csm_craftsmen }
				}
				province_event = { id = csm.303 }
			}
			
			###hospital improves general sanitation, less mounts die
			100 = {
				trigger = {
					NOT = { has_province_modifier = csm_doctors }
					has_hospital = yes
				}
				province_event = { id = csm.304 }
			}
			
			###lend land for grazing
			50 = {
				trigger = { NOT = { has_province_modifier = csm_lend_grazing_land } }
				province_event = { id = csm.305 }
			}
			
			###organize horse races
			50 = {
				trigger = { NOT = { has_province_modifier = csm_horse_races } }
				province_event = { id = csm.307 }
			}
			
		}
	
	}
}





###business brings prosperity
province_event = {
	id = csm.301
	desc = EVTDESAcsm.301
	picture = GFX_evt_market
	
	is_triggered_only = yes

	option = {
		name = EVTOPTAcsm.301
		if = {
			limit = { has_dlc = "Reapers" }
			holder_scope = { show_scope_change = no scaled_wealth = 0.2 }
		}
		else = { holder_scope = { show_scope_change = no scaled_wealth = 0.4 } }
		csm_increase_prosperity_effect = yes
	}
}

###trade post brings prosperity
province_event = {
	id = csm.302
	desc = EVTDESAcsm.302
	picture = GFX_evt_trade_post_republic
	
	is_triggered_only = yes

	option = {
		name = EVTOPTAcsm.302
		if = {
			limit = { has_dlc = "Reapers" }
			holder_scope = { show_scope_change = no scaled_wealth = 0.2 }
		}
		else = { holder_scope = { show_scope_change = no scaled_wealth = 0.4 } }
		add_province_modifier = { modifier = csm_increased_trade years = 10 }
		csm_increase_prosperity_effect = yes
	}
}

###craftsmen looking for sponser
province_event = {
	id = csm.303
	desc = EVTDESAcsm.303
	picture = GFX_evt_construction_site
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAcsm.303
		holder_scope = { scaled_wealth = { value = -0.4 min = -30 max = -500 } }
		add_province_modifier = { modifier = csm_craftsmen years = 5 }
		random_list = {
			33 = { change_variable = { which = available_mounts value = 5 } }
			33 = { change_variable = { which = available_mounts value = 15 } }
			33 = { change_variable = { which = available_mounts value = 30 } }
		}
		ai_chance = {
			factor = 75
		}
	}
	
	option = {
		name = EVTOPTBcsm.303
		ai_chance = {
			factor = 25
			modifier = {
				factor = 2
				holder_scope = { trait = greedy }
			}
			modifier = {
				factor = 3
				holder_scope = { wealth < 50 }
			}
		}
	}
}

###hospital improves general sanitation, less mounts die
province_event = {
	id = csm.304
	desc = EVTDESAcsm.304
	picture = GFX_evt_court_physician
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAcsm.304
		add_province_modifier = { modifier = csm_doctors years = 7 }
		holder_scope = { prestige = 50 }
		random_list = {
			33 = { change_variable = { which = available_mounts value = 5 } }
			33 = { change_variable = { which = available_mounts value = 10 } }
			33 = { change_variable = { which = available_mounts value = 20 } }
		}
	}
}

###lend land for grazing
province_event = {
	id = csm.305
	desc = EVTDESAcsm.305
	picture = GFX_evt_merchant_caravan

	is_triggered_only = yes
	
	#yes
	option = {
		name = EVTOPTAcsm.305
		holder_scope = {
			random_list = {
				25 = { scaled_wealth = 0.2 }
				25 = { scaled_wealth = 0.3 }
				25 = { scaled_wealth = 0.4 }
				25 = { scaled_wealth = 0.5 }
			}
		}
		add_province_modifier = { modifier = csm_lend_grazing_land years = 10 }
		csm_slightly_increase_prosperity_effect = yes
		hidden_tooltip = { province_event = { id = csm.306 days = 360 random = 100 } }
		ai_chance = {
			factor = 75 
			modifier = {
				factor = 2
				holder_scope = { trait = charitable }
			}
			modifier = {
				factor = 2
				holder_scope = { trait = kind }
			}
		}
	}

	#no
	option = {
		name = EVTOPTBcsm.305
		ai_chance = {
			factor = 25 
			modifier = {
				factor = 2
				holder_scope = { trait = greedy }
			}
			modifier = {
				factor = 2
				holder_scope = { monthly_income < 5 }
			}
		}
	}
}

###give small boost
province_event = {
	id = csm.306
	
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		random_list = {
			33 = { change_variable = { which = available_mounts value = 5 } }
			33 = { change_variable = { which = available_mounts value = 10 } }
			33 = { change_variable = { which = available_mounts value = 20 } }
		}
	}
}

###organize horse races
province_event = {
	id = csm.307
	desc = EVTDESAcsm.307
	picture = GFX_evt_hippodrome_byzantine
	
	is_triggered_only = yes
	
	#yes
	option = {
		name = EVTOPTAcsm.307
		holder_scope = {
			scaled_wealth = { value = -1.5 min = -100 max = -750 }
		}
		add_province_modifier = { modifier = csm_horse_races years = 10 }
		csm_increase_prosperity_effect = yes
		ai_chance = {
			factor = 75
		}
	}
	
	#no
	option = {
		name = EVTOPTBcsm.307
		ai_chance = {
			factor = 25
			modifier = {
				factor = 3
				holder_scope = { trait = dull }
			}
			modifier = {
				factor = 3
				holder_scope = { trait = greedy }
			}
			modifier = {
				factor = 3
				holder_scope = { trait = slothful }
			}
			modifier = {
				factor = 2
				holder_scope = { wealth < 50 }
			}
			modifier = {
				factor = 3
				holder_scope = { tier = count }
			}
		}
	}
}

##############Character Flavor Tombola Events################

character_event = {
	id = csm.400
	
	is_triggered_only = yes
	hide_window = yes
	
	only_playable = yes
	only_capable = yes
	has_character_flag = has_mount

	trigger = {
		NOT = { has_character_modifier = character_flavor_timer }
		csm_is_inaccessible_or_incapable_trigger = no
	}
	
	weight_multiplier = {
		days = 1
		
		modifier = {
			factor = 1.5
			has_stable_master_trigger = yes
		}
		
		#more likely to spend time on other stuff
		modifier = {
			factor = 2
			OR = {
				trait = stressed
				trait = depressed
			}
		}
		#nothing else to do
		modifier = {
			factor = 2
			trait = content
		}
		#relevant lifestyles
		modifier = {
			factor = 3
			OR = {
				trait = administrator
				trait = gamer
				trait = gardener
				trait = hunter
				trait = falconer
			}
		}
		#cares more about possessions/animals
		modifier = {
			factor = 1.5
			OR = {
				trait = diligent
				trait = kind
			}
		}
		#wants to show off
		modifier = {
			factor = 1.5
			trait = proud
		}
	}
	
	
	immediate = {
		add_character_modifier = { modifier = character_flavor_timer years = 4 hidden = yes }
		check_mount_flags_effect = yes
		
		if = {
			limit = { NOT = { has_character_flag = has_mount } }
			break = yes
		}
		
		random_list = {
			
			###buying new feed
			100 = {
				character_event = { id = csm.401 }
			}
		
			###stablemaster gives mount trait
			75 = {
				trigger = {
					has_stable_master_trigger = yes
					any_artifact = {
						is_mount_trigger = yes
						is_healthy_mount_trigger = yes
						can_have_more_mount_traits_trigger = yes
					}
				}
				random_list = {
					#random trait
					75 = { character_event = { id = csm.402 } }
					
					#selected trait+health
					25 = {
						modifier = {
							factor = 0.9
							has_weak_stable_master_trigger = yes
						}
						modifier = {
							factor = 1.25
							has_normal_stable_master_trigger = yes
						}
						modifier = {
							factor = 1.5
							has_great_stable_master_trigger = yes
						}
						character_event = { id = csm.409 } 
					}
				}
			}
			
			###nomad's horse becomes swift from running too much
			100 = {
				trigger = {
					government = nomadic_government
					any_artifact = {
						is_mount_trigger = yes
						is_healthy_mount_trigger = yes
						can_have_more_mount_traits_trigger = yes
						has_artifact_flag = horse
						NOT = { has_artifact_flag = swift }
					}
				}
				character_event = { id = csm.403 }
			}
			
			###go on a ride
			100 = {
				trigger = {
					any_artifact = {
						is_mount_trigger = yes
						NOT = { has_artifact_flag = elephant }
					}
				}
				character_event = { id = csm.404 }
			}
		
			###stablemaster improves all mounts' health
			50 = {
				trigger = { has_stable_master_trigger = yes }
				modifier = {
					factor = 0.9
					has_weak_stable_master_trigger = yes
				}
				modifier = {
					factor = 1.25
					has_normal_stable_master_trigger = yes
				}
				modifier = {
					factor = 1.5
					has_great_stable_master_trigger = yes
				}
				character_event = { id = csm.405 }
			}
			
			###stablemaster gets into arguement
			100 = {
				trigger = { has_stable_master_trigger = yes }
				character_event = { id = csm.406 }
			}
		
			###armor needs repairs
			100 = {
				trigger = { any_artifact = { has_artifact_flag = mount_armor } }
				character_event = { id = csm.407 }
			}
			
			###stables on fire
			50 = {
				modifier = {
					factor = 0.9
					has_weak_stable_master_trigger = yes
				}
				modifier = {
					factor = 0.8
					has_normal_stable_master_trigger = yes
				}
				modifier = {
					factor = 0.7
					has_great_stable_master_trigger = yes
				}
				
				modifier = {
					factor = 0.9
					capital_holding = {
						OR = {
							has_building = ca_stable_3
							has_building = ca_stable_4
							has_building = ca_steppe_stable_3
							has_building = ca_steppe_stable_4
							has_building = ca_desert_stable_3
							has_building = ca_desert_stable_4
						}
					}
				}
				modifier = {
					factor = 0.8
					capital_holding = {
						OR = {
							has_building = ca_stable_5
							has_building = ca_stable_6
							has_building = ca_steppe_stable_5
							has_building = ca_steppe_stable_6
							has_building = ca_desert_stable_5
							has_building = ca_desert_stable_6
						}
					}
				}
				character_event = { id = csm.408 }
			}
		}
	}
	
	

}


###buying new feed
character_event = {
	id = csm.401
	desc = EVTDESAcsm.401
	picture = GFX_evt_charity
	
	is_triggered_only = yes
	
	
	immediate = { get_random_mount_no_immortal_effect = yes }
	
	option = {
		name = EVTOPTAcsm.401
		scaled_wealth = { value = -0.3 max = -400 }
		event_target:random_mount = { 
			random = {
				chance = 70
				increase_mount_health_effect = yes 
			}
		}
	}
	
	option = {
		name = EVTOPTBcsm.401
		scaled_wealth = { value = -0.2 max = -200 }
		event_target:random_mount = {
			random = {
				chance = 30
				increase_mount_health_effect = yes 
			}
		}
	}
	
	option = {
		name = EVTOPTCcsm.401
		scaled_wealth = { value = -0.05 max = -50 }
		event_target:random_mount = {
			random = {
				chance = 40
				decrease_mount_health_effect = yes 
			}
		}
	}
}

###stablemaster gives mount trait
character_event = {
	id = csm.402
	desc = EVTDESAcsm.402
	picture = GFX_evt_horse_friend
	
	is_triggered_only = yes
	
	immediate = { get_stable_master_effect = yes }
	
	option = {
		name = EVTOPTAcsm.402
		random_artifact = {
			limit = {
				is_mount_trigger = yes
				is_healthy_mount_trigger = yes
				can_have_more_mount_traits_trigger = yes
			}
			custom_tooltip = {
				text = EVTTOOLTIPAcsm.402
				random_list = {
					20 = {
						trigger = { NOT = { has_artifact_flag = fair } }
						set_artifact_flag = fair
						add_mount_trait_limit_effect = yes
						ROOT = { check_fair_mount_modifiers_effect = yes }
					}
					20 = {
						trigger = { NOT = { has_artifact_flag = robust } }
						set_artifact_flag = robust
						add_mount_trait_limit_effect = yes
					}
					20 = {
						trigger = { NOT = { has_artifact_flag = powerful } }
						set_artifact_flag = powerful
						add_mount_trait_limit_effect = yes
					}
					20 = {
						trigger = { NOT = { has_artifact_flag = swift } }
						set_artifact_flag = swift
						add_mount_trait_limit_effect = yes
					}
				}
			}
		}
	}
}

###nomad's horse becomes swift from running too much
character_event = {
	id = csm.403
	desc = EVTDESAcsm.403
	picture = GFX_evt_mongols

	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				any_artifact = {
					is_mount_trigger = yes
					is_healthy_mount_trigger = yes
					can_have_more_mount_traits_trigger = yes
					has_artifact_flag = horse
					NOT = { has_artifact_flag = swift }
					is_artifact_equipped = yes
				}
			}
			random_artifact = {
				limit = {
					is_mount_trigger = yes
					is_healthy_mount_trigger = yes
					can_have_more_mount_traits_trigger = yes
					has_artifact_flag = horse
					NOT = { has_artifact_flag = swift }
					is_artifact_equipped = yes
				}
				save_event_target_as = improved_horse
			}
		}
		else = {
			random_artifact = {
				limit = {
					is_mount_trigger = yes
					is_healthy_mount_trigger = yes
					can_have_more_mount_traits_trigger = yes
					has_artifact_flag = horse
					NOT = { has_artifact_flag = swift }
				}
				save_event_target_as = improved_horse
			}
		}
	}
	
	option = {
		name = EVTOPTAcsm.403
		event_target:improved_horse = {
			custom_tooltip = { 
				text = EVTTOOLTIPAcsm.403
				set_artifact_flag = swift
				add_mount_trait_limit_effect = yes
			}
		}
	}
}


###go on a ride
character_event = {
	id = csm.404
	desc = EVTDESAcsm.404
	picture = GFX_evt_hunt

	is_triggered_only = yes
	
	immediate = {
		random_artifact = {
			limit = {
				is_mount_trigger = yes
				NOT = { has_artifact_flag = elephant }
			}
			save_event_target_as = random_mount
		}
	}
	
	#ride around demesne
	option = {
		name = EVTOPTAcsm.404
		if = {
			limit = { trait = stressed }
			remove_trait = stressed
		}
		random_list = {
			65 = { prestige = 50 }
			20 = {
				trigger = { NOT = { trait = proud } }
				add_trait = proud
			}
			10 = {
				trigger = { NOT = { trait = gregarious } }
				add_trait = gregarious
			}
			5 = {
				trigger = {
					NOR = {
						trait = wounded
						trait = severely_injured
					}
				}
				add_trait_wounded_effect = yes
			}
		}
		ai_chance = {
			factor = 40
			modifier = {
				factor = 2
				has_education_diplomacy_trigger = yes
			}
			modifier = {
				factor = 2
				has_lifestyle_diplomacy_trigger = yes
			}
		}
	}
	
	#go hunting
	option = {
		name = EVTOPTBcsm.404
		if = {
			limit = { trait = depressed }
			remove_trait = depressed
		}
		random_list = {
			50 = { 
				if = {
					limit = { society_member_of = hermetics }
					hermetic_add_animal_ingredient_effect = yes
				}
				else = { scaled_wealth = { value = 0.15 max = 100 } }
			}
			20 = {
				trigger = { has_any_lifestyle_trait = no }
				add_trait = hunter
			}
			10 = {
				trigger = { NOT = { trait = diligent } }
				add_trait = diligent
			}
			20 = {
				trigger = {
					NOR = {
						trait = wounded
						trait = severely_injured
					}
				}
				add_trait_wounded_effect = yes
			}
		}
		ai_chance = {
			factor = 40
			modifier = {
				factor = 2
				has_education_martial_trigger = yes
			}
			modifier = {
				factor = 2
				OR = {
					trait = wroth
					trait = proud
				}
			}
		}
	}
	
	#no
	option = {
		name = EVTOPTCcsm.404
		if = {
			limit = { NOT = { trait = arbitrary } }
			random = {
				chance = 15
				add_trait = arbitrary
			}
		}
		else = { prestige = -25 }
		ai_chance = {
			factor = 20
			modifier = {
				factor = 3
				trait = dull
			}
			modifier = {
				factor = 3
				trait = slothful
			}
			modifier = {
				factor = 3
				trait = stubborn
			}
		}
	}
}


###stablemaster improves all mounts' health
character_event = {
	id = csm.405
	desc = EVTDESAcsm.405
	picture = GFX_evt_stone_church

	is_triggered_only = yes
	
	immediate = { get_stable_master_effect = yes }
	
	option = {
		name = EVTOPTAcsm.405
		any_artifact = {
			limit = {
				is_mount_trigger = yes
				NOT = { has_artifact_flag = immortal }
			}
			increase_mount_health_effect = yes
		}
		event_target:stable_master = {
			transfer_scaled_wealth = { from = ROOT value = 0.2 max = 100 }
			opinion = { modifier = opinion_grateful who = ROOT years = 5 }
		}
	}
}

###stablemaster gets into arguement
character_event = {
	id = csm.406
	desc = EVTDESAcsm.406
	picture = GFX_evt_son_asking_father
	
	is_triggered_only = yes
	
	immediate = {
		get_stable_master_effect = yes
		random_courtier = {
			limit = {
				is_adult = yes
				prisoner = no
				NOR = {
					character = ROOT
					character = event_target:stable_master
				}
			}
			save_event_target_as = stable_master_arguement_courtier
		}
	}
	
	#break em up
	option = {
		name = EVTOPTAcsm.406
		trigger_switch = {
			on_trigger = tier
			
			emperor = { piety = 75 }
			king = { piety = 50 }
			duke = { piety = 25 }
			count = { piety = 10 }
		}
		if = {
			limit = { NOT = { trait = humble } }
			random = {
				chance = 25
				add_trait = humble
			}
		}
		reverse_opinion = { modifier = opinion_grateful who = event_target:stable_master years = 5 }
		reverse_opinion = { modifier = opinion_grateful who = event_target:stable_master_arguement_courtier years = 5 }
		ai_chance = {
			factor = 40
			modifier = {
				factor = 2
				has_education_diplomacy_trigger = yes
			}
			modifier = {
				factor = 2
				has_lifestyle_diplomacy_trigger = yes
			}
			modifier = {
				factor = 2
				OR = {
					trait = charitable
					trait = kind
				}
			}
		}
	}
	
	#use authority
	option = {
		name = EVTOPTBcsm.406
		trigger_switch = {
			on_trigger = tier
			
			emperor = { prestige = 100 }
			king = { prestige = 75 }
			duke = { prestige = 50 }
			count = { prestige = 25 }
		}
		if = {
			limit = { NOT = { trait = proud } }
			random = {
				chance = 25
				add_trait = proud
			}
		}
		reverse_opinion = { modifier = strengthened_loyalty who = event_target:stable_master years = 5 }
		reverse_opinion = { modifier = strengthened_loyalty who = event_target:stable_master_arguement_courtier years = 5 }
		ai_chance = {
			factor = 40
			modifier = {
				factor = 2
				has_education_martial_trigger = yes
			}
			modifier = {
				factor = 2
				trait = wroth
			}
			modifier = {
				factor = 2
				trait = cruel
			}
		}
	}
	
	
	#dont care
	option = {
		name = EVTOPTCcsm.406
		event_target:stable_master = { show_scope_change = no add_rival = event_target:stable_master_arguement_courtier }
		ai_chance = {
			factor = 20
			modifier = {
				factor = 3
				trait = envious
			}
			modifier = {
				factor = 3
				trait = proud
			}
			modifier = {
				factor = 3
				trait = slothful
			}
			modifier = {
				factor = 3
				trait = stubborn
			}
		}
	}
}


###armor needs repairs
character_event = {
	id = csm.407
	desc = EVTDESAcsm.407
	picture = GFX_evt_weaponsmith
	
	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				any_artifact = {
					has_artifact_flag = mount_armor
					is_artifact_equipped = yes
				}
			}
			random_artifact = {
				limit = {
					has_artifact_flag = mount_armor
					is_artifact_equipped = yes
				}
				save_event_target_as = armor_to_repair
			}
		}
		else = {
			random_artifact = {
				limit = { has_artifact_flag = mount_armor }
				save_event_target_as = armor_to_repair
			}
		}
	}
	
	
	option = {
		name = EVTOPTAcsm.407
		if = {
			limit = { 
				event_target:armor_to_repair = {
					OR = {
						artifact_type = horse_armor_1
						artifact_type = exotic_armor_1
					}
				}
			}
			wealth = -35
		}
		else_if = {
			limit = { 
				event_target:armor_to_repair = {
					OR = {
						artifact_type = horse_armor_2
						artifact_type = exotic_armor_2
					}
				}
			}
			wealth = -75
		}
		else_if = {
			limit = { 
				event_target:armor_to_repair = {
					OR = {
						artifact_type = horse_armor_3
						artifact_type = exotic_armor_3
					}
				}
			}
			wealth = -150
		}
		else_if = {
			limit = { event_target:armor_to_repair = { quality == 4 } }
			wealth = -200
		}
		ai_chance = {
			factor = 90
			modifier = {
				factor = 0
				OR = {
					AND = {
						wealth < 30
						event_target:armor_to_repair = {
							OR = {
								artifact_type = horse_armor_1
								artifact_type = exotic_armor_1
							}
						}
					}
					AND = {
						wealth < 65
						event_target:armor_to_repair = {
							OR = {
								artifact_type = horse_armor_2
								artifact_type = exotic_armor_2
							}
						}
					}
					AND = {
						wealth < 130
						event_target:armor_to_repair = {
							OR = {
								artifact_type = horse_armor_3
								artifact_type = exotic_armor_3
							}
						}
					}
					AND = {
						wealth < 160
						event_target:armor_to_repair = { quality == 4 }
					}
				}
			}
		}
	}
	
	#dont repair
	option = {
		name = EVTOPTBcsm.407
		event_target:armor_to_repair = { show_scope_change = no destroy_artifact = yes }
		ai_chance = {
			factor = 10
		}
	}

}


###stables on fire
character_event = {
	id = csm.408
	desc = EVTDESAcsm.408
	picture = GFX_evt_burning_house

	is_triggered_only = yes
	
	immediate = {
		get_random_mount_no_immortal_effect = yes
		get_random_mount_no_immortal_2_effect = yes
	}
	
	option = {
		name = EVTOPTAcsm.408
		event_target:random_mount = { decrease_mount_health_effect = yes }
		event_target:random_mount_2 = { decrease_mount_health_effect = yes }
	}
}

###stablemaster improves health+trait
character_event = {
	id = csm.409
	desc = EVTDESAcsm.409
	picture = GFX_evt_courier

	is_triggered_only = yes
	
	immediate = {
		get_stable_master_effect = yes
		if = {
			limit = { 
				any_artifact = { 
					is_mount_trigger = yes
					is_healthy_mount_trigger = yes
					can_have_more_mount_traits_trigger = yes
					is_artifact_equipped = yes
				}
			}
			random_artifact = {
				limit = {
					is_mount_trigger = yes
					is_healthy_mount_trigger = yes
					can_have_more_mount_traits_trigger = yes
					is_artifact_equipped = yes
				}
				save_event_target_as = improved_mount
			}
		}
		else = {
			random_artifact = {
				limit = {
					is_mount_trigger = yes
					is_healthy_mount_trigger = yes
					can_have_more_mount_traits_trigger = yes
				}
				save_event_target_as = improved_mount
			}
		}
	}
	
	#fair
	option = {
		trigger = { event_target:improved_mount = { NOT = { has_artifact_flag = fair } } }
		name = EVTOPTAcsm.409
		event_target:improved_mount = {
			show_scope_change = no
			increase_mount_health_effect = yes
			custom_tooltip = {
				text = EVTTOOLTIPAcsm.409
				set_artifact_flag = fair
				add_mount_trait_limit_effect = yes
			}
		}
		opinion = { modifier = opinion_grateful who = event_target:stable_master years = 5 }
		ai_chance = { factor = 25 }
	}
	
	#robust
	option = {
		trigger = { event_target:improved_mount = { NOT = { has_artifact_flag = robust } } }
		name = EVTOPTBcsm.409
		event_target:improved_mount = {
			show_scope_change = no
			increase_mount_health_effect = yes
			custom_tooltip = {
				text = EVTTOOLTIPBcsm.409
				set_artifact_flag = robust
				add_mount_trait_limit_effect = yes
			}
		}
		opinion = { modifier = opinion_grateful who = event_target:stable_master years = 5 }
		ai_chance = { factor = 25 }
	}
	
	#powerful
	option = {
		trigger = { event_target:improved_mount = { NOT = { has_artifact_flag = powerful } } }
		name = EVTOPTCcsm.409
		event_target:improved_mount = {
			show_scope_change = no
			increase_mount_health_effect = yes
			custom_tooltip = {
				text = EVTTOOLTIPCcsm.409
				set_artifact_flag = powerful
				add_mount_trait_limit_effect = yes
			}
		}
		opinion = { modifier = opinion_grateful who = event_target:stable_master years = 5 }
		ai_chance = { factor = 25 }
	}
	
	#swift
	option = {
		trigger = { event_target:improved_mount = { NOT = { has_artifact_flag = swift } } }
		name = EVTOPTDcsm.409
		event_target:improved_mount = {
			show_scope_change = no
			increase_mount_health_effect = yes
			custom_tooltip = {
				text = EVTTOOLTIPDcsm.409
				set_artifact_flag = swift
				add_mount_trait_limit_effect = yes
			}
		}
		opinion = { modifier = opinion_grateful who = event_target:stable_master years = 5 }
		ai_chance = { factor = 25 }
	}
}






























