# Can be utilized in ai_chance, ai_will_do, random list weighting and anything that utilizes the triggered modifiers to calculate a value.

# good_soldier_outcome_score
# bad_soldier_outcome_score
# bad_soldier_outcome_enemy_commander_score
# title_tier_reduction_score
# title_tier_increase_score
# dishonorable_ai_chance_increase_score
# nomad_reduction_score
# at_war_reduction_score
# warrior_lodge_risk_reduction_score
# artifact_selection_score
# same_gender_preference_score
# artisan_craftsmen_bloodline_increase_score
# beloved_target_selection_score
# disliked_target_selection_score
# likes_other_combatant_score
# warrior_lodge_revival_selection_score
# warrior_recruit_score
# warrior_lodge_bloodline_reduction_score
# warrior_hero_score
# potential_rival_score
# matching_soldier_score
# is_good_intrigue_character_score
# is_bad_intrigue_character_score
# testing_fate_variable_character_score
# post_reformation_ruler_conversion_score
# interesting_courtier_selection_score
# prev_dislikes_this_score
# prev_likes_this_score



#will make something score higher if current scope is good soldier material...!
good_soldier_outcome_score = {
	#value = 1
	#### Positive!
	modifier = {
		factor = 1.1
		has_focus = focus_war
	}
	modifier = {
		factor = 1.1
		has_focus = focus_hunting
	}	
	modifier = {
		factor = 1.05
		trait = brave
	}
	modifier = {
		factor = 1.05
		martial = 10
	}
	modifier = {
		factor = 1.05
		martial = 14
	}
	modifier = {
		factor = 1.05
		has_lifestyle_martial_trigger = yes
	}
	modifier = {
		factor = 1.05
		has_education_martial_trigger = yes
	}
	modifier = {
		has_top_tier_education_trait_trigger = yes
		factor = 1.05
	}
	modifier = {
		OR = {
			trait = quick
			trait = shrewd
		}
		factor = 1.05
	}
	modifier = {
		factor = 1.05
		trait = wroth
	}
	modifier = {
		OR = {
			trait = tough_soldier
			trait = skilled_tactician
		}
		factor = 1.05
	}
	modifier = {
		trait = brilliant_strategist
		factor = 1.05
	}
	modifier = {
		is_the_best_duelist_trigger = yes
		factor = 1.05
	}
	modifier = {
		is_fantastic_duelist_trigger = yes
		factor = 1.05
	}
	modifier = {
		duelist_skill_is_high_group_trigger = yes
		factor = 1.05
	}
	modifier = {
		trait = genius
		factor = 1.05
	}
	### Negative
	modifier = {
		factor = 0.5
		trait = imbecile
	}
	modifier = {
		duelist_skill_is_low_group_trigger = yes
		factor = 0.5
	}
    modifier = {
		is_senior_age_trigger = yes
		factor = 0.5
	}
	modifier = {
		trait = inbred
		factor = 0.5
	}
	modifier = {
		factor = 0.5
		NOT = { martial = 10 }
	}
	modifier = {
		factor = 0.5
		NOT = { martial = 8 }
	}
	modifier = {
		factor = 0.5
		NOT = { martial = 6 }
	}
	modifier = {
		factor = 0.5
		NOT = { martial = 4 }
	}
	modifier = {
		factor = 0.5
		trait = craven
	}
	modifier = {
		factor = 1.1
		has_character_modifier = proving_bravery
	}

	### Diseases and stuff
	modifier = {
		factor = 0.5
		trait = lunatic
	}
	modifier = {
		factor = 0.5
		trait = possessed
	}
	modifier = {
		factor = 0.5
		is_ill = yes
	}
	modifier = {
		factor = 0.5
		trait = wounded
	}
	modifier = {
		factor = 0.5
		is_maimed_trigger = yes
	}
	modifier = {
		factor = 0.5
		trait = infirm
	}
	modifier = {
		factor = 0.5
		trait = drunkard
	}
	modifier = {
		factor = 0.5
		has_epidemic_disease_trigger = yes
	}
	modifier = {
		factor = 0.5
		has_minor_disease_trigger = yes
	}
}

bad_soldier_outcome_score = { #will make something score higher if current scope isn't exactly soldier material...
	#value = 1
	#### Positive!
#	modifier = {
#		factor = 1.1
#		NOT = { has_focus = focus_war }
#	}
#	modifier = {
#		factor = 1.1
#		NOT = { has_focus = focus_hunting }
#	}	
	modifier = {
		factor = 1.5
		trait = craven
	}	
	modifier = {
		factor = 1.5
		NOT = { martial = 5 }
	}
	modifier = {
		factor = 1.5
		NOT = { martial = 10 }
	}
	modifier = {
		factor = 1.2
		OR = {
			has_lifestyle_stewardship_trigger = yes
			has_lifestyle_learning_trigger = yes
		}
	}
	modifier = {
		factor = 1.5
		trait = imbecile
	}
	modifier = {
		factor = 1.1
		NOT = { has_education_martial_trigger = yes }
	}
	modifier = {
		has_bottom_tier_education_trait_trigger = yes
		factor = 1.1
	}
	modifier = {
		duelist_skill_is_low_group_trigger = yes
		factor = 1.1
	}
	modifier = {
		is_terrible_duelist_trigger = yes
		factor = 1.5
	}
	modifier = {
		is_the_worst_duelist_trigger = yes
		factor = 2
	}
	modifier = {
		OR = {
			trait = dull
			trait = slow
		}
		factor = 1.5
	}
    modifier = {
		is_senior_age_trigger = yes
		factor = 1.5
	}
	modifier = {
		trait = inbred
		factor = 1.5
	}
	modifier = {
		factor = 1.5
		has_character_modifier = proving_bravery
	}
	#### Negative!
	modifier = {
		factor = 0.5
		trait = brave
	}
	modifier = {
		factor = 0.9
		trait = wroth
	}
	modifier = {
		OR = {
			trait = tough_soldier
			trait = skilled_tactician
		}
		factor = 0.9
	}
	modifier = {
		trait = brilliant_strategist
		factor = 0.9
	}
	modifier = {
		factor = 0.9
		martial = 10
	}
	modifier = {
		factor = 0.9
		martial = 8
	}
	modifier = {
		factor = 0.9
		martial = 6
	}
	modifier = {
		factor = 0.9
		martial = 4
	}
	modifier = {
		is_the_best_duelist_trigger = yes
		factor = 0.1
	}
	modifier = {
		is_fantastic_duelist_trigger = yes
		factor = 0.2
	}
	modifier = {
		duelist_skill_is_high_group_trigger = yes
		factor = 0.3
	}
	modifier = {
		trait = genius
		factor = 0.5
	}

	#Diseases and stuff
	modifier = {
		factor = 1.1
		trait = lunatic
	}
	modifier = {
		factor = 1.1
		trait = possessed
	}
	modifier = {
		factor = 1.1
		is_ill = yes
	}
	modifier = {
		factor = 1.1
		trait = wounded
	}
	modifier = {
		factor = 1.1
		is_maimed_trigger = yes
	}
	modifier = {
		factor = 1.1
		trait = infirm
	}
	modifier = {
		factor = 1.5
		trait = drunkard
	}
	modifier = {
		factor = 1.1
		has_epidemic_disease_trigger = yes
	}
	modifier = {
		factor = 1.1
		has_minor_disease_trigger = yes
	}
}

bad_soldier_outcome_enemy_commander_score = { #will make something score higher if current scope isn't exactly soldier material... NOTE: depends on the event-target enemy_commander, so not really usable outside of battle events.
	#value = 1
	#### Positive!
	modifier = {
		factor = 1.1
		event_target:enemy_commander = { NOT = { has_focus = focus_war } }
	}
	modifier = {
		factor = 1.1
		event_target:enemy_commander = { NOT = { has_focus = focus_hunting } }
	}	
	modifier = {
		factor = 1.5
		event_target:enemy_commander = { trait = craven }
	}	
	modifier = {
		factor = 1.5
		event_target:enemy_commander = { NOT = { martial = 5 } }
	}
	modifier = {
		factor = 1.5
		event_target:enemy_commander = { NOT = { martial = 10 } }
	}
	modifier = {
		factor = 1.5
		event_target:enemy_commander = { 
			OR = {
				has_lifestyle_stewardship_trigger = yes
				has_lifestyle_learning_trigger = yes
			}
		}
	}
	modifier = {
		factor = 1.5
		event_target:enemy_commander = { trait = imbecile }
	}
	modifier = {
		factor = 1.1
		event_target:enemy_commander = { NOT = { has_education_martial_trigger = yes } }
	}
	modifier = {
		event_target:enemy_commander = { has_bottom_tier_education_trait_trigger = yes }
		factor = 1.1
	}
	modifier = {
		event_target:enemy_commander = { duelist_skill_is_low_group_trigger = yes }
		factor = 1.1
	}
	modifier = {
		event_target:enemy_commander = { is_terrible_duelist_trigger = yes }
		factor = 1.5
	}
	modifier = {
		event_target:enemy_commander = { is_the_worst_duelist_trigger = yes }
		factor = 2
	}
	modifier = {
		event_target:enemy_commander = { 
			OR = {
				trait = dull
				trait = slow
			}
		}
		factor = 1.5
	}
    modifier = {
		event_target:enemy_commander = { is_senior_age_trigger = yes }
		factor = 1.5
	}
	modifier = {
		event_target:enemy_commander = { trait = inbred }
		factor = 1.5
	}
	modifier = {
		factor = 1.5
		event_target:enemy_commander = { has_character_modifier = proving_bravery }
	}
	#### Negative!
	modifier = {
		factor = 0.5
		event_target:enemy_commander = { trait = brave }
	}
	modifier = {
		factor = 0.9
		event_target:enemy_commander = { trait = wroth }
	}
	modifier = {
		event_target:enemy_commander = { 
			OR = {
				trait = tough_soldier
				trait = skilled_tactician
			}
		}
		factor = 0.9
	}
	modifier = {
		event_target:enemy_commander = { trait = brilliant_strategist }
		factor = 0.9
	}
	modifier = {
		factor = 0.9
		event_target:enemy_commander = { martial = 10 }
	}
	modifier = {
		factor = 0.9
		event_target:enemy_commander = { martial = 8 }
	}
	modifier = {
		factor = 0.9
		event_target:enemy_commander = { martial = 6 }
	}
	modifier = {
		factor = 0.9
		event_target:enemy_commander = { martial = 4 }
	}
	modifier = {
		event_target:enemy_commander = { is_the_best_duelist_trigger = yes }
		factor = 0.1
	}
	modifier = {
		event_target:enemy_commander = { is_fantastic_duelist_trigger = yes }
		factor = 0.2
	}
	modifier = {
		event_target:enemy_commander = { duelist_skill_is_high_group_trigger = yes }
		factor = 0.3
	}
	modifier = {
		event_target:enemy_commander = { trait = genius }
		factor = 0.5
	}

	#Diseases and stuff
	modifier = {
		factor = 1.1
		event_target:enemy_commander = { trait = lunatic }
	}
	modifier = {
		factor = 1.1
		event_target:enemy_commander = { trait = possessed }
	}
	modifier = {
		factor = 1.1
		event_target:enemy_commander = { is_ill = yes }
	}
	modifier = {
		factor = 1.1
		event_target:enemy_commander = { trait = wounded }
	}
	modifier = {
		factor = 1.1
		event_target:enemy_commander = { is_maimed_trigger = yes }
	}
	modifier = {
		factor = 1.1
		event_target:enemy_commander = { trait = infirm }
	}
	modifier = {
		factor = 1.5
		event_target:enemy_commander = { trait = drunkard }
	}
	modifier = {
		factor = 1.1
		event_target:enemy_commander = { has_epidemic_disease_trigger = yes }
	}
	modifier = {
		factor = 1.1
		event_target:enemy_commander = { has_minor_disease_trigger = yes }
	}
}

title_tier_reduction_score = { #used in calculating likelihood of being captured in battle
	modifier = {
		factor = 0.5
		tier = duke
	}
	modifier = {
		factor = 0.25
		tier = king
	}
	modifier = {
		factor = 0.125
		tier = emperor
	}
}

title_tier_increase_score = { #used in calculating legendary adventure target
	modifier = {
		factor = 1.5
		tier = duke
	}
	modifier = {
		factor = 5
		tier = king
	}
	modifier = {
		factor = 10
		tier = emperor
	}
}

dishonorable_ai_chance_increase_score = {
	#Used in ai_chance of options.
	#Increases chance the sneakier they are.
	#Decreases chance the more honorable they are.
	modifier = {
        factor = 1.5
        ai_honor = -50
    }
    modifier = {
        factor = 0.5
        ai_honor = 50
    }
    modifier = {
        factor = 1.2
        has_education_intrigue_trigger = yes
    }
    modifier = {
        factor = 0.2
        has_education_martial_trigger = yes
    }
    modifier = {
        factor = 1.5
        trait = cruel
        NOT = { trait = honest }
        NOT = { trait = just }
    }
    modifier = {
        factor = 1.5
        OR = {
            trait = impaler
            trait = schemer
        }
    }
    modifier = {
        factor = 2
        OR = {
            society_member_of = the_assassins
            is_devil_worshiper_trigger = yes
        }
    }
    modifier = {
        factor = 0.5
        is_member_of_any_warrior_lodge_trigger = yes
    }
    modifier = {
        factor = 1.5
        OR = {
            trait = ambitious
            ai_ambition = 50
        }
    }
    modifier = {
        factor = 1.5
        is_evil_trigger = yes
    }
    modifier = {
        factor = 1.5
        FROM = { duelist_skill_compared_to_prev_high_group_trigger = yes }
    }
    modifier = {
        factor = 0.5
        FROM = { duelist_skill_compared_to_prev_low_group_trigger = yes }
    }
    modifier = {
        factor = 0.5
        liege = { character = FROM }
        NOT = { trait = envious }
    }
    modifier = {
        factor = 0.9
        trait = kind
    }
    modifier = {
        factor = 0.5
        OR = {
            trait = honest
            trait = just
        }
    }
    modifier = {
        factor = 0.5
        trait = duelist
    }
    modifier = {
        factor = 1.5
        is_rival = FROM
    }
    modifier = {
        factor = 0.1
        is_friend = FROM
    }
    modifier = {
        factor = 0.5
        is_pious_trigger = yes
    }
    modifier = {
        factor = 0.5
        is_benevolent_trigger = yes
    }
}

nomad_reduction_score = { #used in calculating legendary adventure target
	modifier = {
		factor = 0.01
		is_nomadic = yes
	}
}

at_war_reduction_score = { #used in calculating mission targets (for ease of access shoudn't be at war)
	modifier = {
		factor = 0.1
		war = yes
	}
}

warrior_lodge_risk_reduction_score = {
	#Rank 1 Power: Fledgling
	modifier = {
		factor = 0.9 #reduces risk of injury
		#Note: even being in a Warrior Lodge reduces risk, by default, as you have access to new battle events, effectively making the injury events less likely to fire from the same pool of events
		OR = {
			AND = {
				NOT = { society_rank == 4 }
				is_member_of_any_warrior_lodge_trigger = yes
			}
			any_owned_bloodline = {
				has_bloodline_flag = battle_survivor_bloodline
				bloodline_is_active_for = PREV
			}
		}	
	}
	#Rank 4 Power: Indomitable
	modifier = {
		factor = 0.5 # NO risk of random death in battle (only duels)
		is_indomitable_trigger = yes
	}	
}

artifact_selection_score = { # (used in legendary journey events)
	modifier = {
		factor = 1.1
		has_artifact_flag = created
	}
	modifier = {
		factor = 1.1
		event_target:original_hero = { is_society = warrior_lodge_norse }
		has_artifact_flag = axe
	}
	modifier = {
		factor = 1.1
		event_target:original_hero = { is_society = warrior_lodge_tengri }
		has_artifact_flag = bow
	}
}

same_gender_preference_score = {
	modifier = {
		factor = 1.5
		same_sex = PREV
	}
}

artisan_craftsmen_bloodline_increase_score = {
	modifier = {
		factor = 10
		any_owned_bloodline = {
			has_bloodline_flag = bloodline_artisan_craftsmen #A Legendary Bloodline
		}
	}
}

beloved_target_selection_score = {
	additive_modifier = {
        is_married = yes
		any_spouse = {
			ROOT_possibly_romantically_interested_trigger = yes
			root_has_terrible_opinion_modifier_of_this_trigger = no
		}
        value = 3000
    }
    additive_modifier = {
        is_friend = ROOT
        ROOT_possibly_romantically_interested_trigger = yes
        value = 1000
    }
    additive_modifier = {
    	PREV = { is_married = no }
        is_lover = PREV
        root_has_terrible_opinion_modifier_of_this_trigger = no
        value = 1000
    }
    additive_modifier = {
        is_friend = PREV
        ROOT_possibly_romantically_interested_trigger = no
        value = 500
    }
    additive_modifier = {
        is_child_of = PREV
        value = 200
    }
    additive_modifier = {
        OR = {
			is_mother = PREV
			is_father = PREV
		}
        value = 100
    }
    additive_modifier = {
        is_child_of = PREV
        value = 100
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 45 }
        value = 200
    }
    additive_modifier = {
        root_has_friendly_opinion_modifier_of_this_trigger = yes
        value = 50
    }
    additive_modifier = {
        reverse_has_opinion_modifier = { who = PREV modifier = opinion_marital_love }
        value = 500
    }
    additive_modifier = {
        reverse_has_opinion_modifier = { who = PREV modifier = opinion_family_love }
        value = 500
    }
    additive_modifier = {
        reverse_has_opinion_modifier = { who = PREV modifier = opinion_lover }
        value = 500
    }
    additive_modifier = {
       any_spouse = { character = PREV }
       value = 500
    }
    additive_modifier = {
        trait = depressed
        value = 10
    }
    additive_modifier = {
        trait = stressed
        value = 10
    }
    #Dealing with worst cases...
    additive_modifier = { 
        reverse_opinion = { who = ROOT value = 25 }
        value = 5
    }
    additive_modifier = { 
        reverse_opinion = { who = ROOT value = 15 }
        value = 5
    }
    additive_modifier = { #worst case: pick someone that you don't *hate*
        reverse_opinion = { who = ROOT value = 0 }
        value = 5
    }
}

disliked_target_selection_score = {
	#CD NOTE: Fill this up with mean things.
	#if you have a past...
	additive_modifier = {
		character = persistent_event_target:maimed_me_in_battle_target #if current scope is the jerk who maimed you
        value = 500
    }
    additive_modifier = {
		is_rival = PREV
        value = 500
    }
}

likes_other_combatant_score = { #increases the more PREV likes target
	modifier = {
		is_friend = event_target:other_combatant
		factor = 2
    }
    modifier = {
		is_lover = event_target:other_combatant
        factor = 2
    }
    modifier = {
		is_close_relative = event_target:other_combatant
        factor = 2
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 10
		}
        factor = 1.1
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 15
		}
        factor = 1.1
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 20
		}
        factor = 1.1
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 25
		}
        factor = 1.1
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 30
		}
        factor = 1.1
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 35
		}
        factor = 1.1
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 40
		}
        factor = 1.1
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 45
		}
        factor = 1.1
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 50
		}
        factor = 1.1
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 55
		}
        factor = 1.1
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 60
		}
        factor = 1.2
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 65
		}
        factor = 1.2
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 70
		}
        factor = 1.2
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 75
		}
        factor = 1.2
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 80
		}
        factor = 1.2
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 85
		}
        factor = 1.2
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 90
		}
        factor = 1.2
    }
    modifier = {
		opinion = {
			who = event_target:other_combatant
			value = 95
		}
        factor = 1.2
    }
}


warrior_lodge_revival_selection_score = {
	#value = 10
	modifier = {
		factor = 0.1
		trait = incapable
	}
	modifier = {
		factor = 0.1
		prisoner = yes
	}
	modifier = {
		factor = 0.1
		is_inaccessible_trigger = yes
	}
	modifier = {
		factor = 0.1
		NOT = { is_landed = yes }
	}
}

warrior_recruit_score = { #rename to... "new_warrior_lodge_recruit_eligibility_score"?
	#value = 10
	#### Positive!
	modifier = {
		factor = 1.5
		has_focus = focus_war
	}
	modifier = {
		factor = 1.1
		has_focus = focus_hunting
	}
	modifier = {
		factor = 1.1
		trait = brave
	}
	modifier = {
		factor = 0.5
		trait = craven
	}
	modifier = {
		factor = 1.1
		trait = wroth
	}
	modifier = {
		factor = 1.1
		martial = 12
	}
	modifier = {
		factor = 1.1
		martial = 16
	}
	modifier = {
		factor = 1.2
		has_lifestyle_martial_trigger = yes
	}
	modifier = {
		factor = 1.1
		has_lifestyle_diplomacy_trigger = yes
	}
	modifier = {
		factor = 1.1
		has_pleasant_personality_trigger = yes
	}
	modifier = {
		factor = 1.1
		has_pleasant_trait_trigger = yes
	}
	modifier = {
		factor = 1.1
		is_benevolent_trigger = yes
	}
	modifier = {
		factor = 1.1
		has_benevolent_trait_trigger = yes
	}
	modifier = {
		factor = 1.5
		has_religion_matching_warrior_lodge_in_need_of_members_trigger = yes
		trait = zealous
	}
	modifier = {
		factor = 1.2
		trait = duelist
	}
	modifier = {
		factor = 1.1
		trait = hunter
	}
	modifier = {
		factor = 1.1
		trait = strategist
	}
	modifier = {
		factor = 1.1
		trait = genius
	}
	modifier = {
		factor = 1.1
		has_education_martial_trigger = yes
	}
	modifier = {
		OR = {
			trait = tough_soldier
			trait = skilled_tactician
		}
		factor = 1.1
	}
	modifier = {
		trait = brilliant_strategist
		factor = 1.2
	}
	modifier = {
		has_top_tier_education_trait_trigger = yes
		factor = 1.1
	}
	modifier = {
		duelist_skill_is_medium_group_trigger = yes
		factor = 1.1
	}
	modifier = {
		duelist_skill_is_high_group_trigger = yes
		factor = 1.1
	}
	modifier = {
		OR = {
			is_decent_duelist_trigger = yes
			is_good_duelist_trigger = yes
			is_great_duelist_trigger = yes
		}
		factor = 1.5
	}
	modifier = {
		is_fantastic_duelist_trigger = yes
		factor = 2
	}
	modifier = {
		is_the_best_duelist_trigger = yes
		factor = 3
	}
	modifier = {
		OR = {
			trait = quick
			trait = shrewd
		}
		factor = 1.1
	}
	modifier = {
		has_nickname = yes
		factor = 1.1
	}
	modifier = {
		has_minor_title = title_commander
		factor = 1.1
	}
	modifier = {
		has_job_title = job_marshal
		factor = 1.1
	}
	modifier = {
		has_minor_title_relating_to_martial_trigger = yes
		factor = 1.1
	}
	modifier = {
		any_artifact = {
			is_dueling_weapon_artifact_and_equipped = yes
		}
		factor = 1.2
	}
	modifier = {
        factor = 1.1
        has_duel_exp_modifier_trigger = yes
    }
    modifier = {
        factor = 1.1
        any_owned_bloodline = {
			has_bloodline_flag = bloodline_legendary_warrior
		}
    }
	#### Negative!
	modifier = {
		factor = 0.9
		NOT = { martial = 10 }
	}
	modifier = {
		factor = 0.9
		NOT = { martial = 8 }
	}
	modifier = {
		factor = 0.9
		NOT = { martial = 6 }
	}
	modifier = {
		factor = 0.9
		NOT = { martial = 4 }
	}
	modifier = {
		is_senior_age_trigger = yes
		factor = 0.9
	}
	modifier = {
		is_the_worst_duelist_trigger = yes
		factor = 0.9
	}
	modifier = {
		is_terrible_duelist_trigger = yes
		factor = 0.9
	}
	modifier = {
		duelist_skill_is_low_group_trigger = yes
		factor = 0.9
	}
	modifier = {
		NOT = { higher_tier_than = BARON }
		factor = 0.75
	}
	modifier = {
		OR = {
	        mercenary = yes
	    	holy_order = yes
		}
		factor = 0.9
	}
	modifier = {
		controls_religion = yes
		factor = 0.9
	}
	modifier = {
		trait = imbecile
		factor = 0.1
	}
	modifier = {
		trait = inbred
		factor = 0.2
	}
	modifier = {
		factor = 0.5
		trait = lunatic
	}
	modifier = {
		factor = 0.5
		trait = possessed
	}
	modifier = {
		factor = 0.9
		is_ill = yes
	}
	modifier = {
		factor = 0.9
		trait = wounded
	}
	modifier = {
		factor = 0.8
		is_maimed_trigger = yes
	}
	modifier = {
		factor = 0.5
		trait = infirm
	}
	modifier = {
		factor = 0.4
		trait = incapable
	}
	modifier = {
		factor = 0.5
		trait = drunkard
	}
	modifier = {
		factor = 0.5
		has_epidemic_disease_trigger = yes
	}
	modifier = {
		factor = 0.5
		has_minor_disease_trigger = yes
	}
	modifier = {
		factor = 0.2
		is_lowborn = yes
	}

}

warrior_lodge_bloodline_reduction_score = {
	modifier = {
		factor = 0.5
		any_bloodline = {
			has_bloodline_flag = bloodline_legendary_warrior
		}
	}
}

warrior_hero_score = {
	#value = 10
	#### Positive!
	modifier = {
		factor = 1.5
		has_focus = focus_war
	}
	modifier = {
		factor = 1.1
		has_focus = focus_hunting
	}
	modifier = {
		factor = 1.1
		trait = brave
	}
	modifier = {
		factor = 0.5
		trait = craven
	}
	modifier = {
		factor = 1.5
		society_rank == 2
	}
	modifier = {
		factor = 2
		society_rank == 3
	}
	modifier = {
		factor = 10
		society_rank == 4
	}
	#Negative
	modifier = {
		factor = 0.5
		society_rank == 1
	}
	modifier = {
		factor = 0.01
		character = event_target:recruiting_parent
	}
}

potential_rival_score = { #choses "wisely" depending on your skill level/personality
	#value = 10
	#### Positive!
	modifier = {
		factor = 1.1
		is_benevolent_trigger = yes
		PREV = { is_evil_trigger = yes }
	}
	modifier = {
		factor = 1.1
		is_evil_trigger = yes
		PREV = { is_benevolent_trigger = yes }
	}
	modifier = {
		factor = 1.1
		has_pleasant_personality_trigger = yes
		PREV = { has_unpleasant_personality_trigger = yes }
	}
	modifier = {
		factor = 1.1
		has_unpleasant_personality_trigger = yes
		PREV = { has_pleasant_personality_trigger = yes }
	}
	modifier = {
		factor = 1.1
		is_pious_trigger = yes
		PREV = { is_impious_trigger = yes }
	}
	modifier = {
		factor = 1.1
		is_impious_trigger = yes
		PREV = { is_pious_trigger = yes }
	}
	modifier = {
		factor = 1.1
		has_at_least_3_traits_opposite_prev_trigger = yes
	}
	modifier = {
		factor = 1.1
		martial == PREV
	}
	modifier = {
		factor = 1.1
		NOT = { martial = 8 }
		PREV = { NOT = { martial = 8 } }
	}
	modifier = {
		factor = 1.1
		is_teenager_age_trigger = yes
		PREV = { is_teenager_age_trigger = yes }
	}
	modifier = { #close in age is preferred...
		factor = 1.1
		NOT = {
			age_diff = {
				who = FROM
				years = 5
			}
		}
	}
	modifier = { #big age difference not preferred...
		factor = 0.9
		age_diff = {
			who = FROM
			years = 35
		}
	}
	modifier = { #big age difference not preferred...
		factor = 0.9
		age_diff = {
			who = FROM
			years = 25
		}
	}
	modifier = { #Root hates this somehow...
		factor = 1.1
		root_has_terrible_opinion_modifier_of_this_extended_trigger = yes
	}
	modifier = { #Root has been tortured or imprisoned by this...
		factor = 1.2
		root_has_terrible_opinion_modifier_of_this_trigger = yes
	}
	modifier = {
		factor = 1.1 #They could be way worse...
		duelist_skill_compared_to_prev_low_group_trigger = yes
	}
	modifier = {
		factor = 1.1 #For dueling reasons, could be a little worse...
		is_bad_dueler_compared_to_prev_trigger = yes
	}
	modifier = {
		factor = 1.2 #For dueling reasons, could be a little worse...
		is_ok_dueler_compared_to_prev_trigger = yes
	}
	modifier = {
		factor = 1.2 #For dueling reasons, could be evenly matched...
		is_decent_dueler_compared_to_prev_trigger = yes
	}
	modifier = {
		factor = 0.5 #They should not be way better
		duelist_skill_compared_to_prev_high_group_trigger = yes
	}
	modifier = {
		factor = 0.1 #They should definitely not be the BEST (stacks with the previous one)
		is_the_best_dueler_compared_to_prev_trigger = yes
	}
	modifier = {
		factor = 0.1 #They should definitely not be the WORST (stacks with the previous one)
		is_terrible_dueler_compared_to_prev_trigger = yes
	}
	modifier = {
		factor = 0.1 #They should definitely not be the WORST (stacks with the previous one)
		is_the_worst_dueler_compared_to_prev_trigger = yes
	}
	modifier = {
		factor = 1.1
		same_society_rank_as_prev_trigger = yes
	}
	modifier = {
		factor = 0.5 # Should not be hero level, if PREV is not...
		society_rank == 4
		PREV = { NOT = { society_rank == 4 } }
	}
	modifier = {
		factor = 1.5
		interesting_duel_target_for_prev_trigger = yes
	}
	modifier = {
		has_nickname = yes
		factor = 1.1
	}
	modifier = {
		any_artifact = {
			is_dueling_weapon_artifact_and_equipped = yes
		}
		factor = 1.1
	}	
	modifier = {
		factor = 0.9
		is_ill = yes
	}
	modifier = {
		factor = 0.9
		trait = wounded
	}
	modifier = {
		factor = 0.8
		is_maimed_trigger = yes
	}
	modifier = {
		factor = 0.5
		trait = infirm
	}
	modifier = {
		factor = 0.4
		trait = incapable
	}
	modifier = {
		factor = 0.9
		trait = drunkard
		PREV = { NOT = { trait = drunkard } }
	}
	modifier = {
		factor = 0.5
		has_epidemic_disease_trigger = yes
	}
	modifier = {
		factor = 0.5
		has_minor_disease_trigger = yes
	}
	modifier = {
		factor = 0.5
		character_disease_trigger = yes
	}
	modifier = {
		factor = 0.1
		has_severe_disability_trigger = yes
	}
	modifier = {
		factor = 0.1
		is_maimed_trigger = yes #has a maimed trait
	}
	modifier = {
		factor = 0.1
		has_medium_disability_trigger = yes #limits the character to some extent
	}
	modifier = {
		factor = 0.1
		age = 60
	}
}

matching_soldier_score = { #choses "wisely", someone close to your skill level/personality
	#value = 10
	#### Positive!
	modifier = {
		factor = 1.1
		trait = brave
		PREV = { trait = brave }
	}
	modifier = {
		factor = 1.1
		trait = craven
		PREV = { trait = craven }
	}
	modifier = {
		factor = 1.1
		trait = wroth
		PREV = { trait = wroth }
	}
	modifier = {
		factor = 1.1
		is_benevolent_trigger = yes
		PREV = { is_benevolent_trigger = yes }
	}
	modifier = {
		factor = 1.1
		is_evil_trigger = yes
		PREV = { is_evil_trigger = yes }
	}
	modifier = {
		factor = 1.1
		has_any_warrior_lodge_training_trait_trigger = yes
		PREV = { has_any_warrior_lodge_training_trait_trigger = yes }
	}
	modifier = {
		factor = 1.5
		has_at_least_3_traits_in_common_with_prev_trigger = yes
	}
	modifier = {
		factor = 1.5
		has_at_least_3_traits_in_common_with_prev_trigger = yes
	}
	modifier = {
		factor = 1.1
		martial == PREV
	}
	modifier = {
		factor = 1.1
		NOT = { martial = 8 }
		PREV = { NOT = { martial = 8 } }
	}
	modifier = {
		factor = 1.1
		is_teenager_age_trigger = yes
		PREV = { is_teenager_age_trigger = yes }
	}
	modifier = { #close in age is preferred...
		factor = 1.1
		NOT = {
			age_diff = {
				who = FROM
				years = 5
			}
		}
	}
	modifier = { #big age difference not preferred...
		factor = 0.9
		age_diff = {
			who = FROM
			years = 35
		}
	}
	modifier = {
		factor = 2 #For dueling reasons, should be evenly matched...
		is_decent_dueler_compared_to_prev_trigger = yes
	}
	modifier = {
		factor = 0.5 #They should not be way better
		duelist_skill_compared_to_prev_high_group_trigger = yes
	}
	modifier = {
		factor = 0.1 #They should definitely not be the BEST (stacks with the previous one)
		is_the_best_dueler_compared_to_prev_trigger = yes
	}
	modifier = {
		factor = 0.5 #They should not be way worse
		duelist_skill_compared_to_prev_low_group_trigger = yes
	}
	modifier = {
		factor = 0.1 #They should definitely not be the WORST (stacks with the previous one)
		is_the_worst_dueler_compared_to_prev_trigger = yes
	}
	modifier = {
		factor = 1.1
		same_society_rank_as_prev_trigger = yes
	}
	modifier = {
		factor = 0.5 # Should not be hero level, if PREV is not...
		society_rank == 4
		PREV = { NOT = { society_rank == 4 } }
	}
	modifier = {
		factor = 1.5
		interesting_duel_target_for_prev_trigger = yes
	}
	modifier = {
		has_nickname = yes
		factor = 1.1
	}
	modifier = {
		any_artifact = {
			is_dueling_weapon_artifact_and_equipped = yes
		}
		factor = 1.1
	}	
	modifier = {
		factor = 0.9
		is_ill = yes
	}
	modifier = {
		factor = 0.9
		trait = wounded
	}
	modifier = {
		factor = 0.8
		is_maimed_trigger = yes
	}
	modifier = {
		factor = 0.5
		trait = infirm
	}
	modifier = {
		factor = 0.4
		trait = incapable
	}
	modifier = {
		factor = 0.9
		trait = drunkard
		PREV = { NOT = { trait = drunkard } }
	}
	modifier = {
		factor = 0.5
		has_epidemic_disease_trigger = yes
	}
	modifier = {
		factor = 0.5
		has_minor_disease_trigger = yes
	}
}

is_good_intrigue_character_score = {
	#value = 10
	#### Positive!
	modifier = {
		factor = 1.5
		has_focus = focus_intrigue
	}
	modifier = {
		factor = 1.25
		has_focus = focus_seduction
	}
	modifier = {
		factor = 1.15
		trait = charismatic_negotiator
	}
	modifier = {
		factor = 1.25
		trait = grey_eminence
	}
	modifier = {
		factor = 1.15
		trait = skilled_tactician
	}
	modifier = {
		factor = 1.25
		trait = brilliant_strategist
	}
	modifier = {
		factor = 1.25
		trait = amateurish_plotter
	}
	modifier = {
		factor = 1.35
		trait = flamboyant_schemer
	}
	modifier = {
		factor = 1.45
		trait = intricate_webweaver
	}
	modifier = {
		factor = 1.5
		trait = elusive_shadow
	}
	modifier = {
		factor = 1.5
		trait = genius
	}
	modifier = {
		factor = 1.25
		trait = quick
	}
	modifier = {
		factor = 1.35
		trait = shrewd
	}
	modifier = {
		factor = 1.35
		trait = perceptive
	}
	modifier = {
		factor = 1.15
		trait = impaler
	}
	modifier = {
		factor = 1.35
		trait = schemer
	}
	modifier = {
		factor = 1.25
		trait = seducer
	}
	modifier = {
		factor = 1.25
		trait = seductress
	}
	modifier = {
		factor = 1.5
		trait = deceitful
	}
	modifier = {
		factor = 1.25
		trait = paranoid
	}
	modifier = {
		factor = 1.05
		trait = patient
	}
	modifier = {
		factor = 1.05
		trait = diligent
	}
	modifier = {
		factor = 1.05
		trait = lustful
	}
	modifier = {
		factor = 1.05
		trait = envious
	}
	modifier = {
		factor = 1.05
		trait = ambitious
	}
	modifier = {
		factor = 1.15
		trait = cynical
	}
	modifier = {
		factor = 1.05
		trait = cruel
	}
	modifier = {
		factor = 1.15
		intrigue = 10
	}
	modifier = {
		factor = 1.15
		intrigue = 12
	}
	modifier = {
		factor = 1.25
		intrigue = 14
	}
	modifier = {
		factor = 1.25
		intrigue = 16
	}
	modifier = {
		factor = 1.25
		intrigue = 18
	}
	modifier = {
		factor = 1.5
		intrigue = 20
	}
	modifier = {
		factor = 1.5
		intrigue = 24
	}
	modifier = {
		factor = 1.75
		intrigue = 30
	}
}

is_bad_intrigue_character_score = {
	#value = 10
	#### Positive!
	modifier = {
		factor = 1.5
		has_focus = focus_carousing
	}
	modifier = {
		factor = 1.25
		has_focus = focus_war
	}
	modifier = {
		factor = 1.15
		OR = { 
			trait = detached_priest
			trait = martial_cleric
			trait = scholarly_theologian
			trait = mastermind_theologian
		}
	}
	modifier = {
		factor = 1.15
		trait = depressed
	}
	modifier = {
		factor = 2.5
		trait = incapable
	}
	modifier = {
		factor = 1.75
		trait = infirm
	}
	modifier = {
		factor = 1.75
		trait = deaf
	}
	modifier = {
		factor = 1.1
		trait = stressed
	}
	modifier = {
		factor = 1.5
		is_ill = yes
	}
	modifier = {
		factor = 2.5
		trait = imbecile
	}
	modifier = {
		factor = 2
		trait = inbred
	}
	modifier = {
		factor = 1.75
		trait = slow
	}
	modifier = {
		factor = 1.75
		trait = absentminded
	}
	modifier = {
		factor = 1.5
		trait = dull
	}
	modifier = {
		factor = 1.5
		trait = honest
	}
	modifier = {
		factor = 1.25
		trait = trusting
	}
	modifier = {
		factor = 1.75
		trait = blinded
	}
	modifier = {
		factor = 1.15
		trait = kind
	}
	modifier = {
		factor = 1.05
		trait = slothful
	}
	modifier = {
		factor = 1.15
		trait = wroth
	}
	modifier = {
		factor = 1.15
		NOT = { intrigue = 10 }
	}
	modifier = {
		factor = 1.15
		NOT = { intrigue = 8 }
	}
	modifier = {
		factor = 1.25
		NOT = { intrigue = 6 }
	}
	modifier = {
		factor = 1.5
		NOT = { intrigue = 4 }
	}
	modifier = {
		factor = 1.85
		NOT = { intrigue = 2 }
	}
}

testing_fate_variable_character_score = { 
	#value = 10
	#### Positive!
	modifier = { 
		factor = 1.25
		check_variable = { which = haruspicy_testing_fate value = 1 }
	} 
	modifier = { 
		factor = 1.25
		check_variable = { which = haruspicy_testing_fate value = 3 }
	} 
	modifier = { 
		factor = 1.25
		check_variable = { which = haruspicy_testing_fate value = 5 }
	} 
	modifier = { 
		factor = 1.25
		check_variable = { which = haruspicy_testing_fate value = 10 }
	} 
	modifier = { 
		factor = 1.5
		check_variable = { which = haruspicy_testing_fate value = 15 }
	} 
	modifier = { 
		factor = 1.75
		check_variable = { which = haruspicy_testing_fate value = 20 }
	} 
	modifier = { 
		factor = 1.75
		check_variable = { which = haruspicy_testing_fate value = 25 }
	} 
	modifier = { 
		factor = 1.75
		check_variable = { which = haruspicy_testing_fate value = 30 }
	} 
	modifier = { 
		factor = 1.75
		check_variable = { which = haruspicy_testing_fate value = 35 }
	} 
	modifier = { 
		factor = 1.75
		check_variable = { which = haruspicy_testing_fate value = 40 }
	} 
	modifier = { 
		factor = 1.75
		check_variable = { which = haruspicy_testing_fate value = 45 }
	} 
	modifier = { 
		factor = 2
		check_variable = { which = haruspicy_testing_fate value = 50 }
	} 
	modifier = { 
		factor = 5
		check_variable = { which = haruspicy_testing_fate value = 100 }
	} 
}

post_reformation_ruler_conversion_score = { 
	#Base factor is 50.
	#Increases chance of Old-Pagan rulers NOT converting with the Reformer.
	modifier = { 
		factor = 0.5
		vassal_of = ROOT
	} 
	#Natures
	modifier = { 
		factor = 1.5
		ROOT = { has_religion_feature = religion_peaceful }
		OR = { 
			religion = norse_pagan
			religion = tengri_pagan
			religion = aztec
		}
	}
	modifier = { 
		factor = 0.5
		ROOT = { has_religion_feature = religion_peaceful }
		religion = bon
	}
	modifier = { 
		factor = 1.5
		ROOT = { has_religion_feature = religion_warlike }
		religion = bon
	}
	modifier = { 
		factor = 0.5
		ROOT = { has_religion_feature = religion_warlike }
		OR = { 
			religion = norse_pagan
			religion = tengri_pagan
			religion = aztec
		}
	}
	modifier = { 
		factor = 1.5
		ROOT = { has_religion_feature = religion_defensive }
		OR = { 
			religion = norse_pagan
			religion = tengri_pagan
			religion = aztec
			religion = hellenic_pagan
		}
	}
	modifier = { 
		factor = 0.5
		ROOT = { has_religion_feature = religion_defensive }
		OR = { 
			religion = slavic_pagan
			religion = baltic_pagan
			religion = finnish_pagan
		}
	}
	modifier = { 
		factor = 1.5
		ROOT = { has_religion_feature = religion_proselytizing }
		OR = { 
			religion = norse_pagan
			religion = slavic_pagan
			religion = baltic_pagan
			religion = finnish_pagan
		}
	}
	modifier = { 
		factor = 0.5
		ROOT = { has_religion_feature = religion_proselytizing }
		OR = { 
			religion = hellenic_pagan
			religion = west_african_pagan
			religion = bon
		}
	}
	modifier = { 
		factor = 1.5
		ROOT = { has_religion_feature = religion_dogmatic }
		OR = { 
			religion = hellenic_pagan
			religion = bon
			religion = west_african_pagan
		}
	}
	modifier = { 
		factor = 0.5
		ROOT = { has_religion_feature = religion_dogmatic }
		OR = { 
			religion = aztec
			religion = zun_pagan
		}
	}
	modifier = { 
		factor = 1.5
		ROOT = { has_religion_feature = religion_cosmopolitan }
		OR = { 
			religion = aztec
			religion = zun_pagan
		}
	}
	modifier = { 
		factor = 0.5
		ROOT = { has_religion_feature = religion_cosmopolitan }
		OR = { 
			religion = hellenic_pagan
			religion = bon
			religion = west_african_pagan
		}
	}
	#Leadership
	modifier = { 
		factor = 0.5
		ROOT = { has_religion_feature = religion_temporal_head }
		OR = { 
			religion = aztec
			religion = norse_pagan
		}
	}
	modifier = { 
		factor = 0.5
		ROOT = { has_religion_feature = religion_theocratic_head }
		OR = { 
			religion = zun_pagan
			religion = tengri_pagan
		}
	}
	modifier = { 
		factor = 0.5
		ROOT = { has_religion_feature = religion_autocephaly }
		OR = { 
			religion = finnish_pagan
			religion = slavic_pagan
			religion = baltic_pagan
			religion = hellenic_pagan
		}
	}
	modifier = { 
		factor = 0.5
		ROOT = { has_religion_feature = religion_no_leader }
		OR = { 
			religion = bon
			religion = west_african_pagan
		}
	}
	#Doctrines
	modifier = { #Always less likely to refuse conversion when picking special Doctrine.
		factor = 0.45
		ROOT = { 
			OR = { 
				has_religion_feature = religion_feature_norse
				has_religion_feature = religion_feature_tengri
				has_religion_feature = religion_feature_slavic
				has_religion_feature = religion_feature_baltic
				has_religion_feature = religion_feature_finnish
				has_religion_feature = religion_feature_west_african
				has_religion_feature = religion_feature_zun
				has_religion_feature = religion_feature_bon
				has_religion_feature = religion_feature_aztec
				has_religion_feature = religion_feature_hellenic
			}
		}
	}
	modifier = { 
		factor = 1.5
		ROOT = { has_religion_feature = religion_holy_family }
		NOT = { 
			religion = zun_pagan
		}
	}
	modifier = { 
		factor = 1.5
		ROOT = { has_religion_feature = religion_harems }
		NOR = { 
			religion = zun_pagan
			religion = tengri_pagan
		}
	}
	modifier = { 
		factor = 1.5
		ROOT = { has_religion_feature = religion_jizya }
		NOR = { 
			religion = west_african_pagan
			religion = zun_pagan
			religion = tengri_pagan
		}
	}
	modifier = { 
		factor = 1.5
		ROOT = { has_religion_feature = religion_syncretic }
		OR = { 
			religion = aztec
			religion = baltic_pagan
			religion = finnish_pagan
		}
	}
	modifier = { 
		factor = 1.75
		ROOT = { has_religion_feature = religion_patriarchal }
		is_female = yes
	}
	modifier = { 
		factor = 1.75
		ROOT = { has_religion_feature = religion_matriarchal }
		is_female = no
	}
	modifier = { 
		factor = 1.75
		ROOT = { has_religion_feature = religion_ritual_sacrifice }
		NOR = { 
			religion = aztec
			religion = norse_pagan
			religion = zun_pagan
		}
	}
	modifier = { 
		factor = 1.75
		ROOT = { has_religion_feature = religion_adventuring }
		OR = { 
			religion = finnish_pagan
			religion = bon
		}
	}
	modifier = { 
		factor = 1.75
		ROOT = { has_religion_feature = religion_seafaring }
		OR = { 
			religion = finnish_pagan
			religion = tengri_pagan
			religion = bon
		}
	}
}

### NOTE: Probably expects ROOT (your character) to be PREV
interesting_courtier_selection_score = {
	# Weak: Traits
	additive_modifier = {
		has_top_tier_education_trait_trigger = yes
        value = 5
    }
    additive_modifier = {
		has_bottom_tier_education_trait_trigger = yes
        value = 5
    }
    additive_modifier = {
    	has_scarred_trait_trigger = yes
        value = 5
    }
    additive_modifier = {
    	this_is_sea_raider_trigger = yes
        value = 5
    }
    additive_modifier = {
    	has_negative_congenital_trigger = yes
        value = 5
    }
    additive_modifier = {
    	has_disease_trigger = yes
        value = 5
    }
    additive_modifier = {
    	is_any_kinslayer_trigger = yes
        value = 5
    }
    additive_modifier = {
        trait = depressed
        value = 5
    }
    additive_modifier = {
        trait = stressed
        value = 5
    }
    additive_modifier = {
    	has_any_leadership_trait_trigger = yes
        value = 5
    }
    # Strong: Traits
    additive_modifier = {
    	has_positive_congenital_trigger = yes
        value = 10
    }
    additive_modifier = {
    	has_any_lifestyle_trait = yes
        value = 10
    }
    additive_modifier = {
    	is_evil_trigger = yes
        value = 10
    }
    additive_modifier = {
    	is_benevolent_trigger = yes
        value = 10
    }
    additive_modifier = {
    	is_pious_trigger = yes
        value = 10
    }

    # Weak: Relationships
    additive_modifier = {
		NOR = {
			is_close_relative = PREV
			any_spouse = { character = PREV }
    	}
		dynasty = PREV
        value = 5
    }
	additive_modifier = {
		ROOT_possibly_romantically_interested_trigger = yes
		value = 5
    }
    additive_modifier = {
		possibly_romantically_interested_in_ROOT_trigger = yes
        value = 5
    }
    additive_modifier = {
		possibly_romantically_interested_in_each_other_trigger = yes
        value = 5
    }
    additive_modifier = {
    	same_society_as = PREV
		higher_society_rank_than_prev_trigger = no
        value = 5
    }
    additive_modifier = {
    	NOT = { same_society_as = PREV }
    	is_in_society = yes
        value = 5
    }
    additive_modifier = {
		has_minor_title = yes
        value = 5
    }
    additive_modifier = {
    	is_married = yes
        value = 5
    }
    additive_modifier = {
    	OR = {
			is_close_relative = PREV
			any_spouse = { character = PREV }
    	}
        value = 5
    }
    additive_modifier = {
        root_has_friendly_opinion_modifier_of_this_trigger = yes
        value = 5
    }
    additive_modifier = {
        this_has_friendly_opinion_modifier_of_root_trigger = yes
        value = 5
    }
    additive_modifier = {
        reverse_has_opinion_modifier = { who = PREV modifier = opinion_marital_love }
        value = 5
    }
    additive_modifier = {
        reverse_has_opinion_modifier = { who = PREV modifier = opinion_family_love }
        value = 5
    }
    additive_modifier = {
    	shares_any_bloodline_with = PREV
		value = 5
    }

    # Strong: Relationships
    additive_modifier = {
        is_child_of = PREV
        value = 10
    }
    additive_modifier = {
        OR = {
			is_mother = PREV
			is_father = PREV
		}
        value = 10
    }
    additive_modifier = {
       any_spouse = { character = PREV }
       value = 10
    }
    additive_modifier = {
		is_lover = PREV
        value = 10
    }
    additive_modifier = {
		is_friend = PREV
        value = 10
    }
    additive_modifier = {
    	same_society_as = PREV
		higher_society_rank_than_prev_trigger = yes
        value = 10
    }
    
    additive_modifier = {
        reverse_opinion = { who = PREV value = 45 }
        value = 5
    }

	# Weak: Other
	additive_modifier = {
		has_character_modifier = resigned_in_anger
		value = 5
    }
    additive_modifier = {
		has_character_flag = special_chancellor
		value = 5
    }
    additive_modifier = {
		reverse_has_opinion_modifier = {
			who = ROOT
			modifier = opinion_resigned_from_council
		} 
		value = 5
    }
    additive_modifier = {
		this_has_lame_nickname_trigger = yes
		value = 5
    }
    additive_modifier = {
    	secret_religion = PREV
        value = 5
    }
    additive_modifier = {
    	well_treated_for_disease_trigger = yes
        value = 5
    }

    # Strong: Other	
    additive_modifier = {
    	any_owned_bloodline = {
    		bloodline_is_active_for = PREV
    	}
		value = 10
    }    
    additive_modifier = {
    	OR = {
    		this_has_cool_nickname_trigger = yes
    		this_has_average_nickname_trigger = yes
			this_has_super_cool_nickname_trigger = yes
    	}
		value = 10
    }    
	additive_modifier = {
    	OR = {
			has_minor_title = title_regent
			has_minor_title = title_appointed_regent
    	}
        value = 10
    }
}

### NOTE: Probably expects ROOT (your character) to be PREV
### NOTE: used *factors* instead of additive math
interesting_courtier_outcome_score = {
	# Weak: Traits
	modifier = {
		has_top_tier_education_trait_trigger = yes
		factor = 1.25
    }
    modifier = {
		has_bottom_tier_education_trait_trigger = yes
        factor = 1.25
    }
    modifier = {
    	has_scarred_trait_trigger = yes
        factor = 1.25
    }
    modifier = {
    	this_is_sea_raider_trigger = yes
        factor = 1.25
    }
    modifier = {
    	has_negative_congenital_trigger = yes
        factor = 1.25
    }
    modifier = {
    	has_disease_trigger = yes
        factor = 1.25
    }
    modifier = {
    	is_any_kinslayer_trigger = yes
        factor = 1.25
    }
    modifier = {
        trait = depressed
        factor = 1.25
    }
    modifier = {
        trait = stressed
        factor = 1.25
    }
    modifier = {
    	has_any_leadership_trait_trigger = yes
        factor = 1.25
    }
    # Strong: Traits
    modifier = {
    	has_positive_congenital_trigger = yes
        factor = 1.5
    }
    modifier = {
    	has_any_lifestyle_trait = yes
        factor = 1.5
    }
    modifier = {
    	is_evil_trigger = yes
        factor = 1.5
    }
    modifier = {
    	is_benevolent_trigger = yes
        factor = 1.5
    }
    modifier = {
    	is_pious_trigger = yes
        factor = 1.5
    }

    # Weak: Relationships
    modifier = {
		NOR = {
			is_close_relative = PREV
			any_spouse = { character = PREV }
    	}
		dynasty = PREV
        factor = 1.25
    }
	modifier = {
		ROOT_possibly_romantically_interested_trigger = yes
		factor = 1.25
    }
    modifier = {
		possibly_romantically_interested_in_ROOT_trigger = yes
        factor = 1.25
    }
    modifier = {
		possibly_romantically_interested_in_each_other_trigger = yes
        factor = 1.25
    }
    modifier = {
    	same_society_as = PREV
		higher_society_rank_than_prev_trigger = no
        factor = 1.25
    }
    modifier = {
    	NOT = { same_society_as = PREV }
    	is_in_society = yes
        factor = 1.25
    }
    modifier = {
		has_minor_title = yes
        factor = 1.25
    }
    modifier = {
    	is_married = yes
        factor = 1.25
    }
    modifier = {
    	OR = {
			is_close_relative = PREV
			any_spouse = { character = PREV }
    	}
        factor = 1.25
    }
    modifier = {
        root_has_friendly_opinion_modifier_of_this_trigger = yes
        factor = 1.25
    }
    modifier = {
        this_has_friendly_opinion_modifier_of_root_trigger = yes
        factor = 1.25
    }
    modifier = {
        reverse_has_opinion_modifier = { who = PREV modifier = opinion_marital_love }
        factor = 1.25
    }
    modifier = {
        reverse_has_opinion_modifier = { who = PREV modifier = opinion_family_love }
        factor = 1.25
    }
    modifier = {
    	shares_any_bloodline_with = PREV
		factor = 1.25
    }

    # Strong: Relationships
    modifier = {
        is_child_of = PREV
        factor = 1.5
    }
    modifier = {
        OR = {
			is_mother = PREV
			is_father = PREV
		}
        factor = 1.5
    }
    modifier = {
       any_spouse = { character = PREV }
       factor = 1.5
    }
    modifier = {
		is_lover = PREV
        factor = 1.5
    }
    modifier = {
		is_friend = PREV
        factor = 1.5
    }
    modifier = {
    	same_society_as = PREV
		higher_society_rank_than_prev_trigger = yes
        factor = 1.5
    }
    
    modifier = {
        reverse_opinion = { who = PREV value = 45 }
        factor = 1.25
    }

	# Weak: Other
	modifier = {
		has_character_modifier = resigned_in_anger
		factor = 1.25
    }
    modifier = {
		has_character_flag = special_chancellor
		factor = 1.25
    }
    modifier = {
		reverse_has_opinion_modifier = {
			who = ROOT
			modifier = opinion_resigned_from_council
		} 
		factor = 1.25
    }
    modifier = {
		this_has_lame_nickname_trigger = yes
		factor = 1.25
    }
    modifier = {
    	secret_religion = PREV
        factor = 1.25
    }
    modifier = {
    	well_treated_for_disease_trigger = yes
        factor = 1.25
    }

    # Strong: Other	
    modifier = {
    	any_owned_bloodline = {
    		bloodline_is_active_for = PREV
    	}
		factor = 1.5
    }    
    modifier = {
    	OR = {
    		this_has_cool_nickname_trigger = yes
    		this_has_average_nickname_trigger = yes
			this_has_super_cool_nickname_trigger = yes
    	}
		factor = 1.5
    }    
	modifier = {
    	OR = {
			has_minor_title = title_regent
			has_minor_title = title_appointed_regent
    	}
        factor = 1.5
    }
}

prev_dislikes_this_score = {
    additive_modifier = {
		is_rival = PREV
        value = 10
    }
	additive_modifier = {
		character = persistent_event_target:maimed_me_in_battle_target
        value = 5
    }
    additive_modifier = {
    	prev_has_terrible_opinion_modifier_of_this_extended_trigger = yes
        value = 5
    }
    additive_modifier = {
		is_rival = PREV
		value = 5
    }
    additive_modifier = {
    	has_at_least_3_traits_opposite_prev_trigger = yes
		value = 5
    }
    additive_modifier = {
    	has_ugly_trait_trigger = yes
		value = 5
    }
    #Opinion...
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -100 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -95 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -90 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -85 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -80 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -75 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -70 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -65 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -60 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -55 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -50 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -45 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -40 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -35 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -30 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -25 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = -20 } }
        value = 5
    }
    additive_modifier = { 
        NOT = { reverse_opinion = { who = PREV value = -15 } }
        value = 5
    }
    additive_modifier = { 
        NOT = { reverse_opinion = { who = PREV value = -10 } }
        value = 5
    }
    additive_modifier = { 
        NOT = { reverse_opinion = { who = PREV value = -5 } }
        value = 5
    }
    additive_modifier = {
        NOT = { reverse_opinion = { who = PREV value = 0 } }
        value = 5
    }
}

prev_likes_this_score = { #increases the more PREV likes target
	additive_modifier = {
		prev_has_friendly_opinion_modifier_of_this_trigger = yes
        value = 5
    }
    additive_modifier = {
    	has_at_least_3_traits_in_common_with_prev_trigger = yes
		value = 5
    }
    additive_modifier = {
    	has_fair_trait_trigger = yes
		value = 5
    }
	additive_modifier = {
		is_friend = PREV
		value = 5
    }
    additive_modifier = {
		is_lover = PREV
        value = 5
    }
    additive_modifier = {
		is_close_relative = PREV
        value = 5
    }
    #Opinion...
    additive_modifier = {
        reverse_opinion = { who = PREV value = 100 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 95 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 90 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 85 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 80 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 75 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 70 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 65 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 60 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 55 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 50 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 45 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 40 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 35 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 30 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 25 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 20 }
        value = 5
    }
    additive_modifier = { 
        reverse_opinion = { who = PREV value = 15 }
        value = 5
    }
    additive_modifier = { 
        reverse_opinion = { who = PREV value = 10 }
        value = 5
    }
    additive_modifier = { 
        reverse_opinion = { who = PREV value = 5 }
        value = 5
    }
    additive_modifier = {
        reverse_opinion = { who = PREV value = 0 }
        value = 5
    }
}

#For Good events
job_event_mtth_modifier_diplomacy_score = {
	modifier = { factor = 1.25 NOT = { diplomacy = 2 } }
	modifier = { factor = 1.25 NOT = { diplomacy = 4 } }
	modifier = { factor = 1.25 NOT = { diplomacy = 6 } }
	modifier = { factor = 1.25 NOT = { diplomacy = 8 } }
	modifier = { factor = 0.85 diplomacy = 10 }
	modifier = { factor = 0.85 diplomacy = 11 }
	modifier = { factor = 0.85 diplomacy = 12 }
	modifier = { factor = 0.85 diplomacy = 13 }
	modifier = { factor = 0.85 diplomacy = 14 }
	modifier = { factor = 0.85 diplomacy = 15 }
	modifier = { factor = 0.85 diplomacy = 16 }
	modifier = { factor = 0.90 diplomacy = 17 }
	modifier = { factor = 0.90 diplomacy = 18 }
	modifier = { factor = 0.90 diplomacy = 19 }
	modifier = { factor = 0.95 diplomacy = 20 }
	modifier = { factor = 0.95 diplomacy = 21 }
	modifier = { factor = 0.95 diplomacy = 22 }
}

#For bad avents
job_event_mtth_modifier_inverted_diplomacy_score = {
	modifier = { factor = 0.75 NOT = { diplomacy = 2 } }
	modifier = { factor = 0.75 NOT = { diplomacy = 4 } }
	modifier = { factor = 0.75 NOT = { diplomacy = 6 } }
	modifier = { factor = 0.75 NOT = { diplomacy = 8 } }
	modifier = { factor = 1.15 diplomacy = 10 }
	modifier = { factor = 1.15 diplomacy = 11 }
	modifier = { factor = 1.15 diplomacy = 12 }
	modifier = { factor = 1.15 diplomacy = 13 }
	modifier = { factor = 1.10 diplomacy = 14 }
	modifier = { factor = 1.10 diplomacy = 15 }
	modifier = { factor = 1.10 diplomacy = 16 }
	modifier = { factor = 1.10 diplomacy = 17 }
	modifier = { factor = 1.10 diplomacy = 18 }
	modifier = { factor = 1.10 diplomacy = 19 }
	modifier = { factor = 1.05 diplomacy = 20 }
	modifier = { factor = 1.05 diplomacy = 21 }
	modifier = { factor = 1.05 diplomacy = 22 }
}


#For Good events
job_event_mtth_modifier_martial_score = {
	modifier = { factor = 1.25 NOT = { martial = 2 } }
	modifier = { factor = 1.25 NOT = { martial = 4 } }
	modifier = { factor = 1.25 NOT = { martial = 6 } }
	modifier = { factor = 1.25 NOT = { martial = 8 } }
	modifier = { factor = 0.85 martial = 10 }
	modifier = { factor = 0.85 martial = 11 }
	modifier = { factor = 0.85 martial = 12 }
	modifier = { factor = 0.85 martial = 13 }
	modifier = { factor = 0.85 martial = 14 }
	modifier = { factor = 0.85 martial = 15 }
	modifier = { factor = 0.85 martial = 16 }
	modifier = { factor = 0.90 martial = 17 }
	modifier = { factor = 0.90 martial = 18 }
	modifier = { factor = 0.90 martial = 19 }
	modifier = { factor = 0.95 martial = 20 }
	modifier = { factor = 0.95 martial = 21 }
	modifier = { factor = 0.95 martial = 22 }
}

#For bad avents
job_event_mtth_modifier_inverted_martial_score = {
	modifier = { factor = 0.75 NOT = { martial = 2 } }
	modifier = { factor = 0.75 NOT = { martial = 4 } }
	modifier = { factor = 0.75 NOT = { martial = 6 } }
	modifier = { factor = 0.75 NOT = { martial = 8 } }
	modifier = { factor = 1.15 martial = 10 }
	modifier = { factor = 1.15 martial = 11 }
	modifier = { factor = 1.15 martial = 12 }
	modifier = { factor = 1.15 martial = 13 }
	modifier = { factor = 1.10 martial = 14 }
	modifier = { factor = 1.10 martial = 15 }
	modifier = { factor = 1.10 martial = 16 }
	modifier = { factor = 1.10 martial = 17 }
	modifier = { factor = 1.10 martial = 18 }
	modifier = { factor = 1.10 martial = 19 }
	modifier = { factor = 1.05 martial = 20 }
	modifier = { factor = 1.05 martial = 21 }
	modifier = { factor = 1.05 martial = 22 }
}


#For Good events
job_event_mtth_modifier_stewardship_score = {
	modifier = { factor = 1.25 NOT = { stewardship = 2 } }
	modifier = { factor = 1.25 NOT = { stewardship = 4 } }
	modifier = { factor = 1.25 NOT = { stewardship = 6 } }
	modifier = { factor = 1.25 NOT = { stewardship = 8 } }
	modifier = { factor = 0.85 stewardship = 10 }
	modifier = { factor = 0.85 stewardship = 11 }
	modifier = { factor = 0.85 stewardship = 12 }
	modifier = { factor = 0.85 stewardship = 13 }
	modifier = { factor = 0.85 stewardship = 14 }
	modifier = { factor = 0.85 stewardship = 15 }
	modifier = { factor = 0.85 stewardship = 16 }
	modifier = { factor = 0.90 stewardship = 17 }
	modifier = { factor = 0.90 stewardship = 18 }
	modifier = { factor = 0.90 stewardship = 19 }
	modifier = { factor = 0.95 stewardship = 20 }
	modifier = { factor = 0.95 stewardship = 21 }
	modifier = { factor = 0.95 stewardship = 22 }
}

#For bad avents
job_event_mtth_modifier_inverted_stewardship_score = {
	modifier = { factor = 0.75 NOT = { stewardship = 2 } }
	modifier = { factor = 0.75 NOT = { stewardship = 4 } }
	modifier = { factor = 0.75 NOT = { stewardship = 6 } }
	modifier = { factor = 0.75 NOT = { stewardship = 8 } }
	modifier = { factor = 1.15 stewardship = 10 }
	modifier = { factor = 1.15 stewardship = 11 }
	modifier = { factor = 1.15 stewardship = 12 }
	modifier = { factor = 1.15 stewardship = 13 }
	modifier = { factor = 1.10 stewardship = 14 }
	modifier = { factor = 1.10 stewardship = 15 }
	modifier = { factor = 1.10 stewardship = 16 }
	modifier = { factor = 1.10 stewardship = 17 }
	modifier = { factor = 1.10 stewardship = 18 }
	modifier = { factor = 1.10 stewardship = 19 }
	modifier = { factor = 1.05 stewardship = 20 }
	modifier = { factor = 1.05 stewardship = 21 }
	modifier = { factor = 1.05 stewardship = 22 }
}


#For Good events
job_event_mtth_modifier_intrigue_score = {
	modifier = { factor = 1.25 NOT = { intrigue = 2 } }
	modifier = { factor = 1.25 NOT = { intrigue = 4 } }
	modifier = { factor = 1.25 NOT = { intrigue = 6 } }
	modifier = { factor = 1.25 NOT = { intrigue = 8 } }
	modifier = { factor = 0.85 intrigue = 10 }
	modifier = { factor = 0.85 intrigue = 11 }
	modifier = { factor = 0.85 intrigue = 12 }
	modifier = { factor = 0.85 intrigue = 13 }
	modifier = { factor = 0.85 intrigue = 14 }
	modifier = { factor = 0.85 intrigue = 15 }
	modifier = { factor = 0.85 intrigue = 16 }
	modifier = { factor = 0.90 intrigue = 17 }
	modifier = { factor = 0.90 intrigue = 18 }
	modifier = { factor = 0.90 intrigue = 19 }
	modifier = { factor = 0.95 intrigue = 20 }
	modifier = { factor = 0.95 intrigue = 21 }
	modifier = { factor = 0.95 intrigue = 22 }
}

#For bad avents
job_event_mtth_modifier_inverted_intrigue_score = {
	modifier = { factor = 0.75 NOT = { intrigue = 2 } }
	modifier = { factor = 0.75 NOT = { intrigue = 4 } }
	modifier = { factor = 0.75 NOT = { intrigue = 6 } }
	modifier = { factor = 0.75 NOT = { intrigue = 8 } }
	modifier = { factor = 1.15 intrigue = 10 }
	modifier = { factor = 1.15 intrigue = 11 }
	modifier = { factor = 1.15 intrigue = 12 }
	modifier = { factor = 1.15 intrigue = 13 }
	modifier = { factor = 1.10 intrigue = 14 }
	modifier = { factor = 1.10 intrigue = 15 }
	modifier = { factor = 1.10 intrigue = 16 }
	modifier = { factor = 1.10 intrigue = 17 }
	modifier = { factor = 1.10 intrigue = 18 }
	modifier = { factor = 1.10 intrigue = 19 }
	modifier = { factor = 1.05 intrigue = 20 }
	modifier = { factor = 1.05 intrigue = 21 }
	modifier = { factor = 1.05 intrigue = 22 }
}


#For Good events
job_event_mtth_modifier_learning_score = {
	modifier = { factor = 1.25 NOT = { learning = 2 } }
	modifier = { factor = 1.25 NOT = { learning = 4 } }
	modifier = { factor = 1.25 NOT = { learning = 6 } }
	modifier = { factor = 1.25 NOT = { learning = 8 } }
	modifier = { factor = 0.85 learning = 10 }
	modifier = { factor = 0.85 learning = 11 }
	modifier = { factor = 0.85 learning = 12 }
	modifier = { factor = 0.85 learning = 13 }
	modifier = { factor = 0.85 learning = 14 }
	modifier = { factor = 0.85 learning = 15 }
	modifier = { factor = 0.85 learning = 16 }
	modifier = { factor = 0.90 learning = 17 }
	modifier = { factor = 0.90 learning = 18 }
	modifier = { factor = 0.90 learning = 19 }
	modifier = { factor = 0.95 learning = 20 }
	modifier = { factor = 0.95 learning = 21 }
	modifier = { factor = 0.95 learning = 22 }
}

#For bad avents
job_event_mtth_modifier_inverted_learning_score = {
	modifier = { factor = 0.75 NOT = { learning = 2 } }
	modifier = { factor = 0.75 NOT = { learning = 4 } }
	modifier = { factor = 0.75 NOT = { learning = 6 } }
	modifier = { factor = 0.75 NOT = { learning = 8 } }
	modifier = { factor = 1.15 learning = 10 }
	modifier = { factor = 1.15 learning = 11 }
	modifier = { factor = 1.15 learning = 12 }
	modifier = { factor = 1.15 learning = 13 }
	modifier = { factor = 1.10 learning = 14 }
	modifier = { factor = 1.10 learning = 15 }
	modifier = { factor = 1.10 learning = 16 }
	modifier = { factor = 1.10 learning = 17 }
	modifier = { factor = 1.10 learning = 18 }
	modifier = { factor = 1.10 learning = 19 }
	modifier = { factor = 1.05 learning = 20 }
	modifier = { factor = 1.05 learning = 21 }
	modifier = { factor = 1.05 learning = 22 }
}



