# Become court magician
obj_become_mage = {
	type = character
	
	expectation_of_liege = yes
	
	potential = {
		NOT = { culture = wilderness }
	}
	
	allow = {
		trait = sorcerer
		NOT = { has_landed_title = d_thanedd }
		NOT = { has_landed_title = d_nilfgaard_academy }
		NOT = { has_landed_title = d_ban_ard_academy }
		NOT = { liege = { has_landed_title = d_thanedd } }
		NOT = { liege = { has_landed_title = d_nilfgaard_academy } }
		NOT = { liege = { has_landed_title = d_ban_ard_academy } }
		prisoner = no
		is_adult = yes
		is_councillor = no
		liege = {
			NOT = { character = ROOT }
		}
		NOT = { trait = incapable }
	}
	 
	chance = {
		factor = 100
		modifier = { 
			factor = 0.01 
			trait = content
		}
		modifier = { 
			factor = 0.1 
			trait = shy
		}
		modifier = { 
			factor = 0.25 
			trait = slothful
		}
		modifier = { 
			factor = 1.25 
			from_ruler_dynasty = yes
		}
		modifier = { 
			factor = 1.5 
			trait = scholar
		}
		modifier = { 
			factor = 1.5 
			trait = alchemist
		}
		modifier = { 
			factor = 1.5 
			trait = cynical
		}
		modifier = { 
			factor = 1.5 
			trait = diligent
		}
		modifier = { 
			factor = 2.0 
			trait = ambitious
		}
		modifier = {
			factor = 1.25
			learning = 10
		}
		modifier = {
			factor = 1.25
			learning = 12
		}
		modifier = {
			factor = 1.25
			learning = 14
		}
		modifier = {
			factor = 1.5
			learning = 16
		}
	}
	 
	success = {
		has_job_title = job_mage
	}
	 
	abort = {
		OR = {
			independent = yes
			AND = {
				is_councillor = yes
				NOT = { has_job_title = job_mage }
			}
		}
	}
	 
	effect = {
		if = {
			limit = {
				NOT = { has_character_flag = successful_council_ambition }
			}
			change_learning = 1
		}
		opinion = { who = liege modifier = opinion_ambition_fulfilled months = 24 }
		set_character_flag = successful_council_ambition
	}
	is_job_ambition = yes
}
# Gain tower
obj_gain_tower = {
	type = character
	
	potential = {
		NOT = { culture = wilderness }
	}
	
	allow = {
		is_landed = no
		prisoner = no
		is_adult = yes
		trait = sorcerer
		NOT = { trait = incapable }
	}
	 
	chance = {
		factor = 200
		modifier = { factor = 2 trait = ambitious }
		modifier = { factor = 0.01 trait = content }
		modifier = { factor = 5 trait = scholar }
		modifier = { factor = 5 trait = mystic }
		modifier = { factor = 3 trait = shy }
		modifier = { factor = 0.01 trait = gregarious }
		modifier = { factor = 0.01 trait = socializer }
		modifier = { factor = 2 trait = thrifty_clerk }
		modifier = {
			factor = 5
			OR = {
				trait = fortune_builder
				trait = midas_touched
			}
		}
		modifier = { factor = 10 trait = administrator }
		modifier = { factor = 10 trait = architect }
		modifier = { factor = 2 wealth = 100 }
		modifier = { factor = 5 wealth = 500 }
	}
	 
	success = {
		any_demesne_province = {
			terrain = magic_tower
		}
	}
	 
	abort = {
		OR = {
			trait = incapable
			any_demesne_province = {
				NOT = { terrain = magic_tower }
			}
			higher_tier_than = COUNT
		}
	}
	 
	effect = {
		prestige = 100
	}
}
# Cure infertility
obj_cure_infertility = {
	type = character
	
	potential = {
		NOT = { culture = wilderness }
	}
	
	allow = {
		prisoner = no
		is_adult = yes
		trait = sorcerer
		NOT = { trait = incapable }
		NOT = { trait = fertile_sorcerer }
	}
	 
	chance = {
		factor = 10
		modifier = { factor = 5 trait = ambitious }
		modifier = { factor = 2 trait = mystic }
		modifier = { factor = 2 trait = scholar }
		modifier = { factor = 2 trait = erudite }
		modifier = { factor = 0.01 trait = content }
		modifier = { factor = 0.01 trait = homosexual }
		modifier = { factor = 0.01 trait = celibate }
		modifier = { factor = 0.01 trait = chaste }
	}
	 
	success = {
		trait = fertile_sorcerer
	}
	 
	abort = {
		OR = {
			has_character_modifier = old_age
			trait = incapable
		}
	}
	 
	effect = { }
}
# Improve combat trait (no trait to poor warrior)
obj_cta_0 = {
	type = character
	
	potential = {
		NOT = { culture = wilderness }
	}
	
	allow = {
		OR = {
			is_ruler = yes
			liege = { job_marshal = { character = ROOT } }
		}
		# Anyone who can command armies is eligible
		can_be_marshal_trigger = yes
		
		NOT = {
			has_character_modifier = old_age
		}

		NOT = {
			trait = poor_warrior
			trait = trained_warrior
			trait = skilled_warrior
			trait = master_warrior
		}
		
		NOT = { has_character_flag = cta_done }# weird things happen (cta_done is not normally set for the 0->1 tier transition)
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 0
			NOT = { martial = 8 }
		}
		modifier = {
			factor = 10
			liege = { job_marshal = { character = ROOT } }
		}
		modifier = {
			factor = 1.25
			trait = patient
		}
		modifier = {
			factor = 2
			trait = diligent
		}
		modifier = {
			factor = 2
			trait = diligent
			martial = 12
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = ambitious
			martial = 12
		}
		modifier = {
			factor = 2.5
			trait = brave
		}
		modifier = {
			factor = 2.5
			trait = veteran
		}
		modifier = {
			factor = 2.5
			trait = military_officer
		}
		modifier = {
			factor = 1.75
			trait = scarred # already has proven battle experience, likely candidate to be in future battles
		}
		modifier = {
			factor = 1.75
			trait = agile
		}
		modifier = {
			factor = 2
			is_strong_trigger = yes
		}
		modifier = {
			factor = 6
			trait = duelist
		}
		modifier = {
			factor = 2.5
			trait = hunter
		}
		modifier = {
			factor = 0.25
			trait = hedonist
		}
		modifier = {
			factor = 0.333
			is_weak_trigger = yes
		}
		modifier = {
			factor = 0.333
			trait = clubfooted
		}
		modifier = {
			factor = 0.75
			trait = content
		}
		modifier = {
			factor = 0.25
			trait = craven
		}
		modifier = {
			factor = 0.1
			trait = slothful
		}
		modifier = {
			factor = 0.667
			OR = {
				trait = elusive_shadow
				trait = intricate_webweaver
			}
		}
		modifier = {
			factor = 0.333
			OR = {
				trait = flamboyant_schemer
				trait = amateurish_plotter
			}
		}
		modifier = {
			factor = 8
			trait = brilliant_strategist
		}
		modifier = {
			factor = 5
			trait = skilled_tactician
		}
		modifier = {
			factor = 3
			trait = tough_soldier
		}
		modifier = {
			factor = 2
			trait = misguided_warrior
		}
		modifier = {
			factor = 0.75
			NOT = { martial = 10 }# implies martial = 8 or 9 (martial < 8 is disabled for AI)
		}
		# TODO: martial scaling should be less coarse-grained
		modifier = {
			factor = 1.5
			martial = 12
		}
		modifier = {
			factor = 1.5
			martial = 15
		}
		modifier = {
			factor = 1.5
			martial = 18
		}
		modifier = {
			factor = 1.5
			martial = 21
		}
		modifier = {
			factor = 1.5
			martial = 24
		}
	}
	
	success = {
		OR = { # CTA only advances 1 level, but external code or console might jump the trait higher
			trait = poor_warrior
			trait = trained_warrior
			trait = skilled_warrior
			trait = master_warrior
		}
	}
	
	abort = {
		OR = {
			NOT = {
				is_ruler = yes
				liege = { job_marshal = { character = ROOT } }
			}
			has_character_modifier = old_age			
			can_be_marshal_trigger = no
		}
	}
	
	effect = {
		prestige = 25
	}
}
# Improve combat trait (poor warrior to trained warrior)
obj_cta_1 = {
	type = character
	
	potential = {
		NOT = { culture = wilderness }
	}
	
	allow = {
		OR = {
			is_ruler = yes
			liege = { job_marshal = { character = ROOT } }
		}
		# Anyone who can command armies is eligible
		can_be_marshal_trigger = yes
		
		NOT = {
			has_character_modifier = old_age
		}

		trait = poor_warrior
		NOT = {
			trait = trained_warrior
			trait = skilled_warrior
			trait = master_warrior
		}
		
		NOT = { has_character_flag = cta_done }
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 0
			NOT = { martial = 8 }
		}
		modifier = {
			factor = 10
			liege = { job_marshal = { character = ROOT } }
		}
		modifier = {
			factor = 1.25
			trait = patient
		}
		modifier = {
			factor = 2
			trait = diligent
		}
		modifier = {
			factor = 2
			trait = diligent
			martial = 12
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = ambitious
			martial = 12
		}
		modifier = {
			factor = 2.5
			trait = brave
		}
		modifier = {
			factor = 2.5
			trait = veteran
		}
		modifier = {
			factor = 2.5
			trait = military_officer
		}
		modifier = {
			factor = 1.75
			trait = scarred # already has proven battle experience, likely candidate to be in future battles
		}
		modifier = {
			factor = 1.75
			trait = agile
		}
		modifier = {
			factor = 2
			is_strong_trigger = yes
		}
		modifier = {
			factor = 6
			trait = duelist
		}
		modifier = {
			factor = 2.5
			trait = hunter
		}
		modifier = {
			factor = 0.25
			trait = hedonist
		}
		modifier = {
			factor = 0.333
			is_weak_trigger = yes
		}
		modifier = {
			factor = 0.333
			trait = clubfooted
		}
		modifier = {
			factor = 0.75
			trait = content
		}
		modifier = {
			factor = 0.25
			trait = craven
		}
		modifier = {
			factor = 0.1
			trait = slothful
		}
		modifier = {
			factor = 0.667
			OR = {
				trait = elusive_shadow
				trait = intricate_webweaver
			}
		}
		modifier = {
			factor = 0.333
			OR = {
				trait = flamboyant_schemer
				trait = amateurish_plotter
			}
		}
		modifier = {
			factor = 8
			trait = brilliant_strategist
		}
		modifier = {
			factor = 5
			trait = skilled_tactician
		}
		modifier = {
			factor = 3
			trait = tough_soldier
		}
		modifier = {
			factor = 2
			trait = misguided_warrior
		}
		modifier = {
			factor = 0.75
			NOT = { martial = 10 }# implies martial = 8 or 9 (martial < 8 is disabled for AI)
		}
		# TODO: martial scaling should be less coarse-grained
		modifier = {
			factor = 1.5
			martial = 12
		}
		modifier = {
			factor = 1.5
			martial = 15
		}
		modifier = {
			factor = 1.5
			martial = 18
		}
		modifier = {
			factor = 1.5
			martial = 21
		}
		modifier = {
			factor = 1.5
			martial = 24
		}
	}
	
	success = {
		OR = {
			trait = trained_warrior
			trait = skilled_warrior
			trait = master_warrior
		}
	}
	
	abort = {
		OR = {
			NOT = {
				is_ruler = yes
				liege = { job_marshal = { character = ROOT } }
			}
			has_character_modifier = old_age
			can_be_marshal_trigger = no
			
			NOT = { # external code might demote a character
				trait = poor_warrior
				trait = trained_warrior
				trait = skilled_warrior
				trait = master_warrior
			}
		}
	}
	
	effect = {
		prestige = 50
	}
}
# Improve combat trait (trained warrior to skilled warrior)
obj_cta_2 = {
	type = character
	
	potential = {
		NOT = { culture = wilderness }
	}
	
	allow = {
		OR = {
			is_ruler = yes
			liege = { job_marshal = { character = ROOT } }
		}
		
		# Anyone who can command armies is eligible
		can_be_marshal_trigger = yes

		NOT = {
			has_character_modifier = old_age
		}

		trait = trained_warrior
		NOT = {
			trait = poor_warrior
			trait = skilled_warrior
			trait = master_warrior
		}
		
		NOT = { has_character_flag = cta_done }
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 0
			NOT = { martial = 8 }
		}
		modifier = {
			factor = 10
			liege = { job_marshal = { character = ROOT } }
		}
		modifier = {
			factor = 0.75
			age = 40
		}
		modifier = {
			factor = 0.333
			age = 45
		}
		modifier = {
			factor = 1.25
			trait = patient
		}
		modifier = {
			factor = 2
			trait = diligent
		}
		modifier = {
			factor = 2
			trait = diligent
			martial = 12
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = ambitious
			martial = 12
		}
		modifier = {
			factor = 2.5
			trait = brave
		}
		modifier = {
			factor = 2.5
			trait = veteran
		}
		modifier = {
			factor = 2.5
			trait = military_officer
		}
		modifier = {
			factor = 1.75
			trait = scarred # already has proven battle experience, likely candidate to be in future battles
		}
		modifier = {
			factor = 1.75
			trait = agile
		}
		modifier = {
			factor = 2
			is_strong_trigger = yes
		}
		modifier = {
			factor = 6
			trait = duelist
		}
		modifier = {
			factor = 2.5
			trait = hunter
		}
		modifier = {
			factor = 0.25
			trait = hedonist
		}
		modifier = {
			factor = 0.333
			is_weak_trigger = yes
		}
		modifier = {
			factor = 0.333
			trait = clubfooted
		}
		modifier = {
			factor = 0.75
			trait = content
		}
		modifier = {
			factor = 0.25
			trait = craven
		}
		modifier = {
			factor = 0.1
			trait = slothful
		}
		modifier = {
			factor = 0.667
			OR = {
				trait = elusive_shadow
				trait = intricate_webweaver
			}
		}
		modifier = {
			factor = 0.333
			OR = {
				trait = flamboyant_schemer
				trait = amateurish_plotter
			}
		}
		modifier = {
			factor = 8
			trait = brilliant_strategist
		}
		modifier = {
			factor = 5
			trait = skilled_tactician
		}
		modifier = {
			factor = 3
			trait = tough_soldier
		}
		modifier = {
			factor = 2
			trait = misguided_warrior
		}
		modifier = {
			factor = 0.75
			NOT = { martial = 10 }# implies martial = 8 or 9 (martial < 8 is disabled for AI)
		}
		# TODO: martial scaling should be less coarse-grained
		modifier = {
			factor = 1.5
			martial = 12
		}
		modifier = {
			factor = 1.5
			martial = 15
		}
		modifier = {
			factor = 1.5
			martial = 18
		}
		modifier = {
			factor = 1.5
			martial = 21
		}
		modifier = {
			factor = 1.5
			martial = 24
		}
	}
	
	success = {
		OR = {
			trait = skilled_warrior
			trait = master_warrior
		}
	}
	
	abort = {
		OR = {
			NOT = {
				is_ruler = yes
				liege = { job_marshal = { character = ROOT } }
			}
			has_character_modifier = old_age
			can_be_marshal_trigger = no
			
			# external code might demote a character
			trait = poor_warrior
			NOT = {
				trait = poor_warrior
				trait = trained_warrior
				trait = skilled_warrior
				trait = master_warrior
			}
		}
	}
	
	effect = {
		prestige = 75
	}
}
# Improve combat trait (skilled warrior to master warrior)
obj_cta_3 = {
	type = character
	
	potential = {
		NOT = { culture = wilderness }
	}
	
	allow = {
		OR = {
			is_ruler = yes
			liege = { job_marshal = { character = ROOT } }
		}
		# Anyone who can command armies is eligible
		can_be_marshal_trigger = yes
		
		NOT = {
			has_character_modifier = old_age
		}

		trait = skilled_warrior
		NOT = {
			trait = poor_warrior
			trait = trained_warrior
			trait = master_warrior
		}
		
		NOT = { has_character_flag = cta_done }
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 0
			NOT = { martial = 8 }
		}
		modifier = {
			factor = 10
			liege = { job_marshal = { character = ROOT } }
		}
		modifier = {
			factor = 0.75
			age = 40
		}
		modifier = {
			factor = 0.333
			age = 45
		}
		modifier = {
			factor = 1.25
			trait = patient
		}
		modifier = {
			factor = 2
			trait = diligent
		}
		modifier = {
			factor = 2
			trait = diligent
			martial = 12
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = ambitious
			martial = 12
		}
		modifier = {
			factor = 2.5
			trait = brave
		}
		modifier = {
			factor = 2.5
			trait = veteran
		}
		modifier = {
			factor = 2.5
			trait = military_officer
		}
		modifier = {
			factor = 1.75
			trait = scarred # already has proven battle experience, likely candidate to be in future battles
		}
		modifier = {
			factor = 1.75
			trait = agile
		}
		modifier = {
			factor = 2
			is_strong_trigger = yes
		}
		modifier = {
			factor = 6
			trait = duelist
		}
		modifier = {
			factor = 2.5
			trait = hunter
		}
		modifier = {
			factor = 0.25
			trait = hedonist
		}
		modifier = {
			factor = 0.333
			is_weak_trigger = yes
		}
		modifier = {
			factor = 0.333
			trait = clubfooted
		}
		modifier = {
			factor = 0.75
			trait = content
		}
		modifier = {
			factor = 0.25
			trait = craven
		}
		modifier = {
			factor = 0.1
			trait = slothful
		}
		modifier = {
			factor = 0.667
			OR = {
				trait = elusive_shadow
				trait = intricate_webweaver
			}
		}
		modifier = {
			factor = 0.333
			OR = {
				trait = flamboyant_schemer
				trait = amateurish_plotter
			}
		}
		modifier = {
			factor = 8
			trait = brilliant_strategist
		}
		modifier = {
			factor = 5
			trait = skilled_tactician
		}
		modifier = {
			factor = 3
			trait = tough_soldier
		}
		modifier = {
			factor = 2
			trait = misguided_warrior
		}
		modifier = {
			factor = 0.75
			NOT = { martial = 10 }# implies martial = 8 or 9 (martial < 8 is disabled for AI)
		}
		# TODO: martial scaling should be less coarse-grained
		modifier = {
			factor = 1.5
			martial = 12
		}
		modifier = {
			factor = 1.5
			martial = 15
		}
		modifier = {
			factor = 1.5
			martial = 18
		}
		modifier = {
			factor = 1.5
			martial = 21
		}
		modifier = {
			factor = 1.5
			martial = 24
		}
	}
	
	success = {
		trait = master_warrior
	}
	
	abort = {
		OR = {
			NOT = {
				is_ruler = yes
				liege = { job_marshal = { character = ROOT } }
			}
			has_character_modifier = old_age
			can_be_marshal_trigger = no
			
			# external code might demote a character
			trait = poor_warrior
			trait = trained_warrior
			NOT = {
				trait = poor_warrior
				trait = trained_warrior
				trait = skilled_warrior
				trait = master_warrior
			}
		}
	}
	
	effect = {
		prestige = 100
	}
}
# Amass fortune
obj_amass_fortune = { # Wealth 2
	type = character
	
	potential = {
		NOT = { culture = wilderness }
		NOT = { has_character_flag = amassed_fortune }
		NOT = { has_character_flag = amassed_hoard }
	}
	
	allow = {
		is_adult = yes
		is_ruler = yes
		OR = {
			AND = {
				wealth = 200
				NOT = { wealth = 500 }
			}
			AND = {
				NOT = { wealth = 700 }
				has_character_flag = amassed_wealth
			}
		}
		NOT = { trait = charitable }
		NOT = { trait = incapable }
	}
	
	chance = {
		factor = 100
		modifier = { factor = 1.25 trait = patient }
		modifier = { factor = 1.25 trait = fortune_builder }
		modifier = { factor = 1.25 trait = midas_touched }
		modifier = { factor = 10.0 trait = greedy }
		modifier = { factor = 0.01 trait = content }
	}
	
	success = {
		wealth = 1000
	}
	
	abort = {
		OR = {
			trait = charitable
			trait = incapable
		}
	}
	
	effect = {
		if = {
			limit = { NOT = { has_character_flag = amassed_wealth } }
			change_stewardship = 1
			set_character_flag = amassed_wealth
		}
		change_stewardship = 1
		set_character_flag = amassed_fortune
	}
}
# Amass hoard
obj_amass_hoard = { # Wealth 3
	type = character
	
	potential = {
		NOT = { culture = wilderness }
		NOT = { has_character_flag = amassed_hoard }
	}
	
	allow = {
		is_adult = yes
		is_ruler = yes
		OR = {
			AND = {
				wealth = 500
				NOT = { wealth = 1000 }
				NOT = { has_character_flag = amassed_wealth }
			}
			AND = {
				NOT = { wealth = 1500 }
				wealth = 700
				has_character_flag = amassed_wealth
			}
			AND = {
				NOT = { wealth = 1500 }
				has_character_flag = amassed_fortune
			}
		}
		NOT = { trait = charitable }
		NOT = { trait = incapable }
	}
	
	chance = {
		factor = 100
		modifier = { factor = 1.25 trait = patient }
		modifier = { factor = 1.25 trait = fortune_builder }
		modifier = { factor = 1.25 trait = midas_touched }
		modifier = { factor = 10.0 trait = greedy }
		modifier = { factor = 0.01 trait = content }
	}
	
	success = {
		wealth = 2500
	}
	
	abort = {
		OR = {
			trait = charitable
			trait = incapable
		}
	}
	
	effect = {
		if = {
			limit = { NOT = { has_character_flag = amassed_wealth } }
			change_stewardship = 1
			set_character_flag = amassed_wealth
		}
		if = {
			limit = { NOT = { has_character_flag = amassed_fortune } }
			change_stewardship = 1
			set_character_flag = amassed_fortune
		}
		change_stewardship = 1
		set_character_flag = amassed_hoard
	}
}
# Publicly pious
obj_publicly_pious = { # Piety 1
	type = character
	
	potential = {
		NOT = { culture = wilderness }
		NOT = { has_character_flag = publicly_pious }
		NOT = { has_character_flag = known_for_virtue }
		NOT = { has_character_flag = paragon_of_virtue }
	}
	
	allow = {
		is_adult = yes
		is_ruler = yes
		NOT = { piety = 200 }
		NOT = { trait = cruel }
		NOT = { trait = impaler }
		NOT = { trait = incapable }
	}
	
	chance = {
		factor = 50
		modifier = { factor = 1.25 trait = patient }
		modifier = {
			factor = 0.01
			NOT = { tier = king }
			NOT = { tier = emperor }
		}
		modifier = {
			factor = 10.0
			OR = {
				trait = detached_priest
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
			}
		}
		modifier = { factor = 10.0 trait = zealous }
		modifier = { factor = 0.01 trait = cynical }
	}
	
	success = {
		piety = 500
	}
	abort = {
		OR = {
			trait = cruel
			trait = impaler
			trait = incapable
		}
	}
	
	effect = {
		change_learning = 1
		set_character_flag = publicly_pious
	}
}
# Known for virtue
obj_known_for_virtue = { # Piety 2
	type = character
	
	potential = {
		NOT = { culture = wilderness }
		NOT = { has_character_flag = known_for_virtue }
		NOT = { has_character_flag = paragon_of_virtue }
	}
	
	allow = {
		is_adult = yes
		is_ruler = yes
		OR = {
			AND = {
				piety = 200
				NOT = { piety = 500 }
			}
			AND = {
				NOT = { piety = 700 }
				has_character_flag = publicly_pious
			}
		}
		NOT = { trait = cruel }
		NOT = { trait = impaler }
		NOT = { trait = incapable }
	}
	
	chance = {
		factor = 50
		modifier = { factor = 1.25 trait = patient }
		modifier = {
			factor = 0.01
			NOT = { tier = king }
			NOT = { tier = emperor }
		}
		modifier = {
			factor = 10.0
			OR = {
				trait = detached_priest
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
			}
		}
		modifier = { factor = 10.0 trait = zealous }
		modifier = { factor = 0.01 trait = cynical }
	}
	
	success = {
		piety = 1000
	}
	
	abort = {
		OR = {
			trait = cruel
			trait = impaler
			trait = incapable
		}
	}
	
	effect = {
		if = {
			limit = { NOT = { has_character_flag = publicly_pious } }
			change_learning = 1
			set_character_flag = publicly_pious
		}
		change_learning = 1
		set_character_flag = known_for_virtue
	}
}
# Become distinguished
obj_become_distinguished = { # Prestige 1
	type = character
	
	potential = {
		NOT = { culture = wilderness }
		NOT = { has_character_flag = distinguished }
		NOT = { has_character_flag = fame_glory }
		NOT = { has_character_flag = exalted }
	}
	
	allow = {
		is_adult = yes
		is_ruler = yes
		NOT = { prestige = 200 }
		NOT = { trait = content }
		NOT = { trait = humble }
		NOT = { trait = incapable }
	}
	
	chance = {
		factor = 50
		modifier = { factor = 1.25 trait = patient }
		modifier = {
			factor = 0.01
			NOT = { tier = king }
			NOT = { tier = emperor }
		}
		modifier = { factor = 5.0 trait = ambitious }
		modifier = { factor = 10.0 trait = proud }
	}
	
	success = {
		prestige = 500
	}
	
	abort = {
		OR = {
			trait = content
			trait = humble
			trait = incapable
		}
	}
	
	effect = {
		change_diplomacy = 1
		set_character_flag = distinguished
	}
}
# Seek fame and glory
obj_seek_fame_glory = { # Prestige 2
	type = character
	
	potential = {
		NOT = { culture = wilderness }
		NOT = { has_character_flag = fame_glory }
		NOT = { has_character_flag = exalted }
	}
	
	allow = {
		is_adult = yes
		is_ruler = yes
		OR = {
			AND = {
				NOT = { prestige = 500 }
				prestige = 200
			}
			AND = {
				NOT = { prestige = 700 }
				has_character_flag = distinguished
			}
		}
		NOT = { trait = content }
		NOT = { trait = humble }
		NOT = { trait = incapable }
	}
	
	chance = {
		factor = 50
		modifier = { factor = 1.25 trait = patient }
		modifier = {
			factor = 0.01
			NOT = { tier = king }
			NOT = { tier = emperor }
		}
		modifier = { factor = 5.0 trait = ambitious }
		modifier = { factor = 10.0 trait = proud }
	}
	
	success = {
		prestige = 1000
	}
	
	abort = {
		OR = {
			trait = content
			trait = humble
			trait = incapable
		}
	}
	
	effect = {
		if = {
			limit = { NOT = { has_character_flag = distinguished } }
			change_diplomacy = 1
			set_character_flag = distinguished
		}
		change_diplomacy = 1
		set_character_flag = fame_glory
	}
}
# Expand by conquest
# Temporary flags: obj_expand_by_conquest_taken / obj_expand_by_conquest_succeeded
# Permanent flags: obj_expand_by_conquest_cb_used
obj_expand_by_conquest = {
	type = character
	
	can_cancel = no
	
	potential = {
		NOT = { culture = wilderness }
	}
	
	allow = {
		is_adult = yes
		is_playable = yes
		is_landed = yes
		any_demesne_province = { 
			NOT = { terrain = magic_tower } # Can't expand from mage towers
		}
		higher_tier_than = baron
		NOT = { has_character_flag = obj_expand_by_conquest_taken }
		NOT = { has_character_flag = obj_expand_by_conquest_cb_used } # Only once !
		NOT = { trait = incapable }
		trait = ambitious
	}
	
	chance = {
		factor = 100
		modifier = { factor = 1.25 higher_tier_than = count }
		modifier = { factor = 1.25 higher_tier_than = duke }
	}
	
	creation_effect = {
		set_character_flag = obj_expand_by_conquest_taken
	}
	
	success = {
		custom_tooltip = {
			text = obj_expand_by_conquest_succeeded
			has_character_flag = obj_expand_by_conquest_succeeded
		}
	}
	
	effect = {
		prestige = 200
		clr_character_flag = obj_expand_by_conquest_succeeded
		clr_character_flag = obj_expand_by_conquest_taken
	}
	
	abort = {
		OR = {
			trait = incapable
			is_ruler = no
		}
	}
	
	abort_effect = {
		clr_character_flag = obj_expand_by_conquest_taken
	}
}
# Make a friend
obj_make_a_friend = {
	type = character
	
	potential = {
		NOT = { culture = wilderness }
	}
	
	allow = {
		prisoner = no
		age = 15
		NOT = { trait = incapable }
		NOT = { num_of_friends = 1 }
		NOT = { has_dlc = "Holy Fury" } # Use obj_make_friends instead
	}
	
	chance = {
		factor = 10
		modifier = { factor = 2.0 trait = gregarious }
		modifier = { factor = 2.0 trait = kind }
		modifier = { factor = 1.5 trait = just }
		modifier = { factor = 0.1 trait = shy }
		modifier = { factor = 0.75 trait = envious }
		modifier = { factor = 0.5 trait = cruel }
		modifier = { factor = 0.5 trait = ambitious }
		modifier = { factor = 0.5 trait = deceitful }
		modifier = { factor = 0.1 is_married = no }
		modifier = { factor = 0.5 has_character_modifier = old_age }
		modifier = { factor = 0.5 is_female = yes }
		modifier = { factor = 0.5 is_ruler = no }
	}
	
	success = {
		num_of_friends = 1
	}
	
	abort = {
		trait = incapable
	}
	
	effect = {
		prestige = 10
	}
}
# Find a lover
obj_find_a_lover = {
	type = character
	
	potential = {
		NOT = { culture = wilderness }
	}
	
	allow = {
		prisoner = no
		is_adult = yes
		is_priest = no
		is_ruler = yes
		has_lover = no
		NOT = { has_landed_title = k_eternal_fire }
		NOT = { trait = celibate }
		NOT = { trait = incapable }
		NOT = { trait = eunuch }
		OR = {
			is_female = no
			NOT = { has_character_modifier = old_age }
		}
	}
	
	chance = {
		factor = 100
		modifier = { factor = 0.1 trait = chaste }
		modifier = { factor = 0.5 trait = shy }
		modifier = { factor = 2 trait = lustful }
		modifier = { factor = 2 trait = hedonist }
	}
	
	success = {
		has_lover = yes
	}
	
	abort = {
		OR = {
			is_priest = yes
			AND = {
				is_female = yes
				is_ruler = no
				has_character_modifier = old_age
			}
			trait = celibate
			trait = incapable
			has_landed_title = k_eternal_fire
			trait = eunuch
		}
	}
	
	effect = {
		prestige = 10
	}
}
