#############################################
#
# Court Maintenance Events
#
# 61001-61999
#
#############################################
#Written by Linnéa Thimrén

namespace = LT

#Skill boost
character_event = {
    id = LT.61001
    hide_window = yes
    
    is_triggered_only = yes

    trigger = {
    	ai = no 
    	any_courtier = { #Mediocre!!
    		is_adult = yes
    		is_landed = no
        	prisoner = no
        	stewardship < 10
        	stewardship = 4
    		diplomacy < 10
    		diplomacy = 4
    		martial < 10
    		martial = 4
    		intrigue < 10
    		intrigue = 4
    		learning < 10
    		learning = 4
    	}
    }

    immediate = {
    	random = {
    		chance = 75
    		break = yes
    	}
    	random_courtier = {
			limit = {
				is_adult = yes
				is_landed = no
				prisoner = no
				stewardship < 10
	    		stewardship = 4
	    		diplomacy < 10
	    		diplomacy = 4
	    		martial < 10
	    		martial = 4
	    		intrigue < 10
	    		intrigue = 4
	    		learning < 10
	    		learning = 4
			}
			save_event_target_as = courtier
		}
		random_list = {
			75 = {
				modifier = { #I already have courtiers with cool skills
					factor = 0.5
					any_courtier = {
						is_adult = yes
						is_landed = no
						prisoner = no
						count = 2
			    		OR = {
			    			stewardship = 10
			    			diplomacy = 10
			    			martial = 10
			    			intrigue = 10
			    			learning = 10
			    		}
					}
				}
				event_target:courtier = {
					random_list = {
						10 = {
							trigger = {
								stewardship < 8
							}
							change_stewardship = 7
						}
						10 = {
							trigger = {
								diplomacy < 8
							}
							change_diplomacy = 7
						}
						10 = {
							trigger = {
								martial < 8
							}
							change_martial = 7
						}
						10 = {
							trigger = {
								intrigue < 8
							}
							change_intrigue = 7
						}
						10 = {
							trigger = {
								learning < 8
							}
							change_learning = 7
						}
					}
				}
			}
			25 = {
				modifier = { #I already have stupid courtiers
					factor = 0.5
					any_courtier = {
						is_landed = no
						prisoner = no
						count = 2
			    		OR = {
			    			stewardship < 2
			    			diplomacy < 2
			    			martial < 2
			    			intrigue < 2
			    			learning < 2
			    		}
					}
				}
				if = { #Try for higher stats first
					limit = {
						OR = {
			    			stewardship = 7
			    			diplomacy = 7
			    			martial = 7
			    			intrigue = 7
			    			learning = 7
			    		}
					}
					event_target:courtier = {
						random_list = {
							10 = {
								trigger = {
									stewardship = 7
								}
								change_stewardship = -6
							}
							10 = {
								trigger = {
									diplomacy = 7
								}
								change_diplomacy = -6
							}
							10 = {
								trigger = {
									martial = 7
								}
								change_martial = -6
							}
							10 = {
								trigger = {
									intrigue = 7
								}
								change_intrigue = -6
							}
							10 = {
								trigger = {
									learning = 7
								}
								change_learning = -6
							}
						}
					}
				}
				else = { #fallback
					event_target:courtier = {
						random_list = {
							10 = {
								trigger = {
									stewardship = 4
								}
								change_stewardship = -4
							}
							10 = {
								trigger = {
									diplomacy = 4
								}
								change_diplomacy = -4
							}
							10 = {
								trigger = {
									martial = 4
								}
								change_martial = -4
							}
							10 = {
								trigger = {
									intrigue = 4
								}
								change_intrigue = -4
							}
							10 = {
								trigger = {
									learning = 4
								}
								change_learning = -4
							}
						}
					}
				}
			}
		}
    }
}

#Relationships
character_event = {
    id = LT.61002
    hide_window = yes
    
    is_triggered_only = yes

    trigger = {
    	ai = no 
    	any_courtier = {
    		is_landed = no
    		prisoner = no
    		is_adult = yes
    		count = 2
    		AND = {
    			has_lover = no
    			NOT = {
    				any_rival = {
        				always = yes
        			}
    			}
    			NOT = {
    				any_friend = {
        				always = yes
        			}
    			}
    		}
    	}
    }

    immediate = {
    	random = {
    		chance = 75
    		modifier = {
				factor = 0.5
				any_courtier = {
		    		is_landed = no
		    		prisoner = no
		    		is_adult = yes
		    		count = 4 #More courtiers that are lonely
		    		AND = {
		    			has_lover = no
		    			NOT = {
		    				any_rival = {
		        				always = yes
		        			}
		    			}
		    			NOT = {
		    				any_friend = {
		        				always = yes
		        			}
		    			}
		    		}
		    	}
			}
    		break = yes
    	}
    	random_courtier = {
    		limit = {
    			is_landed = no
	    		prisoner = no
	    		is_adult = yes
	    		AND = {
        			has_lover = no
        			NOT = {
        				any_rival = {
	        				always = yes
	        			}
        			}
        			NOT = {
        				any_friend = {
	        				always = yes
	        			}
        			}
        		}
    		}
    		save_event_target_as = courtier_1
    	}
    	random_courtier = {
    		limit = {
    			NOT = { CHARACTER = event_target:courtier_1 }
    			is_landed = no
	    		prisoner = no
                is_adult = yes
	    		AND = {
        			has_lover = no
        			NOT = {
        				any_rival = {
	        				always = yes
	        			}
        			}
        			NOT = {
        				any_friend = {
	        				always = yes
	        			}
        			}
        		}
    		}
    		save_event_target_as = courtier_2
    	}
    	event_target:courtier_1 = {
    		random_list = {
	    		40 = {
	    			trigger = {
	    				NOT = { is_lover = event_target:courtier_2 }
						NOT = { is_friend = event_target:courtier_2 }
						NOT = { opinion = { who = event_target:courtier_2 value = 5 } }
	    			}
	    			add_lover = event_target:courtier_2
	    		}
	    		10 = {
	    			modifier = {
	    				factor = 2
	    				opinion = { who = event_target:courtier_2 value = 5 }
	    			}
	    			modifier = {
	    				factor = 2
	    				opinion = { who = event_target:courtier_2 value = 15 }
	    			}
	    			add_friend = event_target:courtier_2
	    		}
	    		10 = {
	    			modifier = {
	    				factor = 2
	    				NOT = { opinion = { who = event_target:courtier_2 value = 5 } }
	    			}
	    			modifier = {
	    				factor = 2
	    				NOT = { opinion = { who = event_target:courtier_2 value = -15 } }
	    			}
	    			add_rival = event_target:courtier_2
	    		}
	    	}
    	}
    }
}


#To add random modifiers
character_event = {
    id = LT.61003
    hide_window = yes
    
    is_triggered_only = yes

    trigger = {
    	ai = no 
    	any_courtier = {
    		is_landed = no
	    	prisoner = no
	    	is_adult = yes
    	}
    }

    weight_multiplier = {
        factor = 1
    }

    immediate = {
    	random = {
    		chance = 70
    		break = yes
    	}
    	random_courtier = {
    		limit = {
    			is_landed = no
	    		prisoner = no
	    		is_adult = yes
    		}
	    	give_random_character_modifier_effect = yes
	    }
    }
}

#Add random nickname
character_event = {
    id = LT.61004
    hide_window = yes
    
    is_triggered_only = yes

    trigger = {
    	ai = no
    	any_courtier = {
    		is_landed = no
	    	prisoner = no
	    	has_nickname = no
	    	is_adult = yes
    	}
    }

    immediate = {
    	random = {
    		chance = 90
    		break = yes
    	}
    	random_courtier = {
    		limit = {
    			is_landed = no
	    		prisoner = no
	    		has_nickname = no
	    		is_adult = yes
    		}
    		assign_random_nickname_effect = yes
    	}
    }
}


#Decide a nickname
character_event = {
    id = LT.61006
    title = EVT_TITLE_LT_61006
    desc = {
    	text = EVTDESC2_LT_61006
    	trigger = {
    		event_target:courtier = { learning = 10 }
    	}
    }
    desc = {
    	text = EVTDESC3_LT_61006
    	trigger = {
    		event_target:courtier = { martial = 10 }
    	}
    }
    desc = {
    	text = EVTDESC4_LT_61006
    	trigger = {
    		event_target:courtier = { diplomacy = 10 }
    	}
    }
    desc = {
    	text = EVTDESC5_LT_61006
    	trigger = {
    		event_target:courtier = { stewardship = 10 }
    	}
    }
    desc = {
    	text = EVTDESC6_LT_61006
    	trigger = {
    		event_target:courtier = { intrigue = 10 }
    	}
    }
    desc = EVTDESC1_LT_61006
    picture = GFX_evt_courtiers_talking
    border = GFX_event_normal_frame_diplomacy
    
    is_triggered_only = yes

    trigger = {
    	ai = no
    	any_courtier = {
    		is_landed = no
	    	prisoner = no
	    	has_nickname = no
	    	is_adult = yes
    	}
    }

    immediate = {
    	any_courtier = {
    		limit = {
    			is_landed = no
	    		prisoner = no
	    		has_nickname = no
	    		is_adult = yes
    		}
    		score_value = { 
            	value = 10
            	interesting_courtier_selection_score = yes
            }
            save_event_target_as = courtier
    	}
    	random_list = {
    		10 = {
    			set_character_flag = nick_1_1 #nick_the_loyal
    		}
    		10 = {
    			set_character_flag = nick_1_2 #nick_the_festive
    		}
    		10 = {
    			set_character_flag = nick_1_3 #nick_the_fairest_of_location
    		} #nick_the_strongest_of_location
    	}
    	random_list = {
    		10 = {
    			set_character_flag = nick_2_1 #nick_the_dove
    		}
    		10 = {
    			trigger = {
    				is_female = yes
    			}
    			set_character_flag = nick_2_2 #nick_the_fair
    		}
    		10 = {
    			trigger = {
    				is_female = no
    			}
    			set_character_flag = nick_2_3 #nick_the_handsome
    		} #nick_tiny
    	}
    	random_list = {
    		10 = {
    			set_character_flag = nick_3_1 #nick_the_mule
    		}
    		10 = {
    			set_character_flag = nick_3_2 #nick_the_pest
    		}
    		10 = {
    			set_character_flag = nick_3_3 #nick_the_burden
    		} #nick_the_snake
    	}
    }

    option = { #Fancy nickname
        name = EVTOPTA_LT_61006
    	if = {
        	limit = {
        		has_character_flag = nick_1_1
        	}
        	event_target:courtier = {
        		give_nickname = nick_the_loyal
        	}
        }
        else_if = {
        	limit = {
        		has_character_flag = nick_1_2
        	}
        	event_target:courtier = {
        		give_nickname = nick_the_festive
        	}
        }
        else_if = {
        	limit = {
        		has_character_flag = nick_1_3
        	}
        	event_target:courtier = {
        		give_nickname = nick_the_fairest_of_location
        	}
        }
        else = {
        	event_target:courtier = {
        		give_nickname = nick_the_strongest_of_location
        	}
        }
        event_target:courtier = {
        	show_scope_change = no
        	opinion = {
				modifier = opinion_happy_with_nickname
				who = ROOT
			}
        }
        prestige = -50
        ai_chance = {
            factor = 1
	            additive_opinion_modifier = { # Adds the opinion from 'ROOT' to 'who' multiplied by factor to the score.
				who = event_target:courtier
				factor = 0.5
				
				opinion = { who = event_target:courtier value = 0 }
				always = yes
			}
        }
    }

    option = { #Random nickname
        name = EVTOPTB_LT_61006
    	if = {
        	limit = {
        		has_character_flag = nick_2_1
        	}
        	event_target:courtier = {
        		give_nickname = nick_the_dove
        	}
        }
        else_if = {
        	limit = {
        		has_character_flag = nick_2_2
        	}
        	event_target:courtier = {
        		give_nickname = nick_the_fair
        	}
        }
        else_if = {
        	limit = {
        		has_character_flag = nick_2_3
        	}
        	event_target:courtier = {
        		give_nickname = nick_the_handsome
        	}
        }
        else = {
			event_target:courtier = {
        		give_nickname = nick_tiny
        	}
        }
        ai_chance = {
            factor = 1
            modifier = {
            	factor = 0.5
            	trait = arbitrary
            }
        }
    }

    option = { #Mean nickname
        name = EVTOPTC_LT_61006
    	if = {
        	limit = {
        		has_character_flag = nick_3_1
        	}
        	event_target:courtier = {
        		give_nickname = nick_the_mule
        	}
        }
        else_if = {
        	limit = {
        		has_character_flag = nick_3_2
        	}
        	event_target:courtier = {
        		give_nickname = nick_the_pest
        	}
        }
        else_if = {
        	limit = {
        		has_character_flag = nick_3_3
        	}
        	event_target:courtier = {
        		give_nickname = nick_the_burden
        	}
        }
        else = {
        	event_target:courtier = {
        		give_nickname = nick_the_snake
        	}
        }
        event_target:courtier = {
        	show_scope_change = no
        	opinion = {
				modifier = opinion_dislikes_nickname
				who = ROOT
			}
        }
        ai_chance = {
            factor = 1
	            additive_opinion_modifier = { # Adds the opinion from 'ROOT' to 'who' multiplied by factor to the score.
				who = event_target:courtier
				factor = -0.5
				
				opinion = { who = event_target:courtier value = 0 }
				always = yes
			}
        }
    }

    option = { #nah
    	name = EVTOPTD_LT_61006
    }

    after = {
    	clear_flags_with_prefix = nick_
    }
}


#Great exodus event (your court is BIG, let's shrink it a bit) (triggered from a decision)
character_event = {
    id = LT.61008
    title = EVT_TITLE_LT_61008
    desc = EVTDESC_LT_61008
    picture = GFX_evt_courtiers_talking
    border = GFX_event_normal_frame_diplomacy

    is_triggered_only = yes
	
	only_playable = yes

    trigger = {
        has_game_rule = {
            name = court_limit_rule
            value = on
        }
    }

    immediate = {
    	random_courtier = {
    		limit = {
	    		prisoner = no
	    		is_adult = yes
	    		is_landed = no
	    		important_character_to_root_trigger = no
	    		trigger_if = {
		    		limit = { is_married = yes }
	    			any_spouse = { is_landed = no }
		    	}
		    	trigger_if = {
		    		limit = { any_child = { always = yes } }
		    		any_child = { 
		    			NOR = {
		    				is_child_of = root
		    				important_character_to_root_trigger = yes
		    			}
		    		}
		    	}
    		}
    		preferred_limit = {
	    		has_nickname = no
	    		is_unimportant_trigger = yes
    		}
    		save_event_target_as = courtier_1
    	}
    	random_courtier = {
    		limit = {
	    		prisoner = no
	    		is_adult = yes
	    		is_landed = no
	    		important_character_to_root_trigger = no
	    		trigger_if = {
	    			limit = { is_married = yes }
	    			any_spouse = { is_landed = no }
		    	}
		    	trigger_if = {
		    		limit = { any_child = { always = yes } }
		    		any_child = { 
		    			NOR = {
		    				is_child_of = root
		    				important_character_to_root_trigger = yes
		    			}
		    		}
		    	}
	    		NOT = { event_target:courtier_1 = { CHARACTER = PREV } }
    		}
    		preferred_limit = {
	    		has_nickname = no
	    		is_unimportant_trigger = yes
    		}
    		save_event_target_as = courtier_2
    	}
    	random_courtier = {
    		limit = {
	    		prisoner = no
	    		is_adult = yes
	    		is_landed = no
	    		important_character_to_root_trigger = no
	    		trigger_if = {
	    			limit = { is_married = yes }
	    			any_spouse = { is_landed = no }
		    	}
		    	trigger_if = {
		    		limit = { any_child = { always = yes } }
		    		any_child = { 
		    			NOR = {
		    				is_child_of = root
		    				important_character_to_root_trigger = yes
		    			}
		    		}
		    	}
	    		NOR = {
	    			event_target:courtier_1 = { CHARACTER = PREV }
	    			event_target:courtier_2 = { CHARACTER = PREV }
	    		}
    		}
    		preferred_limit = {
	    		has_nickname = no
	    		is_unimportant_trigger = yes
    		}
    		save_event_target_as = courtier_3
    	}
    	#Do I have even more courtiers that I can get rid off? Two optional ones
    	if = { 
    		limit = {
    			free_court_slots < -1
    			any_courtier = {
		    		prisoner = no
			    	is_adult = yes
			    	is_landed = no
			    	important_character_to_root_trigger = no
			    	trigger_if = {
		    			limit = { is_married = yes }
		    			any_spouse = { is_landed = no }
			    	}
			    	trigger_if = {
			    		limit = { any_child = { always = yes } }
			    		any_child = { 
			    			NOR = {
			    				is_child_of = root
			    				important_character_to_root_trigger = yes
			    			}
			    		}
			    	}
			    	is_unimportant_trigger = yes
			    	NOR = {
			    		event_target:courtier_1 = { CHARACTER = PREV }
	    				event_target:courtier_2 = { CHARACTER = PREV }
	    				event_target:courtier_3 = { CHARACTER = PREV }
			    	}
		    	}
    		}
    		random_courtier = {
    			limit = {
	    			prisoner = no
		    		is_adult = yes
		    		is_landed = no
		    		important_character_to_root_trigger = no
		    		trigger_if = {
		    			limit = { is_married = yes }
		    			any_spouse = { is_landed = no }
			    	}
			    	trigger_if = {
			    		limit = { any_child = { always = yes } }
			    		any_child = { 
			    			NOR = {
			    				is_child_of = root
			    				important_character_to_root_trigger = yes
			    			}
			    		}
			    	}
		    		is_unimportant_trigger = yes
		    		NOR = {
		    			event_target:courtier_1 = { CHARACTER = PREV }
		    			event_target:courtier_2 = { CHARACTER = PREV }
		    			event_target:courtier_3 = { CHARACTER = PREV }
		    		}
	    		}
	    		save_event_target_as = courtier_4
    		}
    	}
    	if = {
    		limit = {
    			free_court_slots < -2
    			any_courtier = {
		    		prisoner = no
			    	is_adult = yes
			    	is_landed = no
			    	important_character_to_root_trigger = no
			    	trigger_if = {
		    			limit = { is_married = yes }
		    			any_spouse = { is_landed = no }
			    	}
			    	trigger_if = {
			    		limit = { any_child = { always = yes } }
			    		any_child = { 
			    			NOR = {
			    				is_child_of = root
			    				important_character_to_root_trigger = yes
			    			}
			    		}
			    	}
			    	is_unimportant_trigger = yes
			    	NOR = {
			    		event_target:courtier_1 = { CHARACTER = PREV }
	    				event_target:courtier_2 = { CHARACTER = PREV }
	    				event_target:courtier_3 = { CHARACTER = PREV }
	    				event_target:courtier_4 = { CHARACTER = PREV }
			    	}
		    	}
    		}
    		random_courtier = {
    			limit = {
	    			prisoner = no
		    		is_adult = yes
		    		is_landed = no
		    		important_character_to_root_trigger = no
		    		trigger_if = {
		    			limit = { is_married = yes }
		    			any_spouse = { is_landed = no }
			    	}
			    	trigger_if = {
			    		limit = { any_child = { always = yes } }
			    		any_child = { 
			    			NOR = {
			    				is_child_of = root
			    				important_character_to_root_trigger = yes
			    			}
			    		}
			    	}
		    		is_unimportant_trigger = yes
		    		NOR = {
		    			event_target:courtier_1 = { CHARACTER = PREV }
		    			event_target:courtier_2 = { CHARACTER = PREV }
		    			event_target:courtier_3 = { CHARACTER = PREV }
		    			event_target:courtier_4 = { CHARACTER = PREV }
		    		}
	    		}
	    		save_event_target_as = courtier_5
    		}
    	}
    }

    option = {
        name = EVTOPTA_LT_61008
        scaled_wealth = {
            value = -0.02
            min = -5
            max = -45
        }
        event_target:courtier_1 = {
        	courtiers_leaving_effect = yes
        	#Family?
    		if = {
    			limit = {
    				is_married = yes
    			}
    			random_spouse = {
    				limit = {
    					host = { character = ROOT }
    					is_landed = no
    				}
    				courtiers_leaving_effect = yes
    			}
    		}
    		if ={
    			limit = {
    				any_child = {
    					host = { character = ROOT }
    					is_landed = no
    				}
    			}
    			any_child = {
    				limit = {
    					host = { character = ROOT }
    					is_landed = no
    				}
    				courtiers_leaving_effect = yes
    			}
    		}
        }

		event_target:courtier_2 = {
			courtiers_leaving_effect = yes
			#Family?
    		if = {
    			limit = {
    				is_married = yes
    			}
    			random_spouse = {
    				limit = {
    					host = { character = ROOT }
    					is_landed = no
    				}
    				courtiers_leaving_effect = yes
    			}
    		}
    		if ={
    			limit = {
    				any_child = {
    					host = { character = ROOT }
    					is_landed = no
    				}
    			}
    			any_child = {
    				limit = {
    					host = { character = ROOT }
    					is_landed = no
    				}
    				courtiers_leaving_effect = yes
    			}
    		}
		}
        event_target:courtier_3 = {
        	courtiers_leaving_effect = yes
        	#Family?
    		if = {
    			limit = {
    				is_married = yes
    			}
    			random_spouse = {
    				limit = {
    					host = { character = ROOT }
    					is_landed = no
    				}
    				courtiers_leaving_effect = yes
    			}
    		}
    		if ={
    			limit = {
    				any_child = {
    					host = { character = ROOT }
    					is_landed = no
    				}
    			}
    			any_child = {
    				limit = {
    					host = { character = ROOT }
    					is_landed = no
    				}
    				courtiers_leaving_effect = yes
    			}
    		}
        }
        if = {
        	limit = {
        		event_target:courtier_4 = { always = yes }
        	}
        	event_target:courtier_4 = {
	        	courtiers_leaving_effect = yes
	        	#Family?
	    		if = {
	    			limit = {
	    				is_married = yes
	    			}
	    			random_spouse = {
	    				limit = {
	    					host = { character = ROOT }
	    					is_landed = no
	    				}
	    				courtiers_leaving_effect = yes
	    			}
	    		}
	    		if ={
	    			limit = {
	    				any_child = {
	    					host = { character = ROOT }
	    					is_landed = no
	    				}
	    			}
	    			any_child = {
	    				limit = {
	    					host = { character = ROOT }
	    					is_landed = no
	    				}
	    				courtiers_leaving_effect = yes
	    			}
	    		}
	        }
        }
        if = {
        	limit = {
        		event_target:courtier_5 = { always = yes }
        	}
        	event_target:courtier_5 = {
	        	courtiers_leaving_effect = yes
	        	#Family?
	    		if = {
	    			limit = {
	    				is_married = yes
	    			}
	    			random_spouse = {
	    				limit = {
	    					host = { character = ROOT }
	    					is_landed = no
	    				}
	    				courtiers_leaving_effect = yes
	    			}
	    		}
	    		if ={
	    			limit = {
	    				any_child = {
	    					host = { character = ROOT }
	    					is_landed = no
	    				}
	    			}
	    			any_child = {
	    				limit = {
	    					host = { character = ROOT }
	    					is_landed = no
	    				}
	    				courtiers_leaving_effect = yes
	    			}
	    		}
	        }
        }
        ai_chance = {
            factor = 1
        }
    }

    option = { #Nah, stay!
        name = EVTOPTB_LT_61008
    }
    after = {
        clr_character_flag = started_court_exodus
    }
}

### By Milla
### Courtiers praise your hospitality (Fired from yearly pulse random)
character_event = {
    id = LT.10103
    picture = GFX_evt_state_diplomacy
    border = GFX_event_normal_frame_diplomacy
    is_triggered_only = yes

    capable_only = yes
    only_rulers = yes
    prisoner = no
    min_age = 16

    desc = {
        text = EVTDESC_LT_10103_A
        trigger = { in_seclusion = no }
    }
    desc = {
        text = EVTDESC_LT_10103_B
        trigger = { in_seclusion = no }
    }
    desc = {
        text = EVTDESC_LT_10103_C
        trigger = { in_seclusion = yes }
    }

    trigger = {
        has_game_rule = {
            name = court_limit_rule
            value = on
        }
        court_is_max_crowded_trigger = yes
        OR = { #only independent rulers or players
            independent = yes
            ai = no
        }
        NOR = {
            has_character_modifier = naive_host
            has_character_modifier = generous_host
            has_character_modifier = calculating_host
        }
        any_courtier = {
            OR = {
                is_inaccessible_or_incapable_trigger = no
                AND = {
                    ROOT = { in_seclusion = yes }
                    prisoner = no
                    is_incapable = no
                }
            }
            is_adult = yes
        }
    }

    immediate = {
        any_courtier = {
            limit = {
                OR = {
                    is_inaccessible_or_incapable_trigger = no
                    AND = {
                        ROOT = { in_seclusion = yes }
                        prisoner = no
                        is_incapable = no
                    }
                }
                is_adult = yes
            }
            score_value = { 
                value = 10
                prev_likes_this_score = yes
            }
            score_value = { 
                value = 10
                interesting_courtier_selection_score = yes
            }
            save_event_target_as = upbeat_courtier
        }
    }

    ### Various ways to be seen as naive (only one of these 5 should be visible at any given time)...
    option = {      
        name = EVTOPTA_LT_10103
        add_character_modifier = {
            modifier = naive_host
            years = 15
        }
        tooltip_info = trusting
        trigger = { trait = trusting }
    }
    option = {      
        name = EVTOPTA_LT_10103
        add_character_modifier = {
            modifier = naive_host
            years = 15
        }
        tooltip_info = imbecile
        trigger = {
            trait = imbecile
            NOT = { trait = trusting }
        }
    }
    option = {      
        name = EVTOPTA_LT_10103
        add_character_modifier = {
            modifier = naive_host
            years = 15
        }
        tooltip_info = slow
        trigger = {
            trait = slow
            NOR = {
                trait = trusting
                trait = imbecile
            }
        }
    }
    option = {      
        name = EVTOPTA_LT_10103
        add_character_modifier = {
            modifier = naive_host
            years = 15
        }
        tooltip_info = dull
        trigger = {
            trait = dull
            NOR = {
                trait = trusting
                trait = imbecile
                trait = slow
            }
        }
    }
    option = {      
        name = EVTOPTA_LT_10103
        add_character_modifier = {
            modifier = naive_host
            years = 15
        }
        tooltip_info = lunatic
        trigger = {
            trait = lunatic
            NOR = {
                trait = dull
                trait = trusting
                trait = imbecile
                trait = slow
            }
        }
    }
    ### Intrigue option
    option = {      
        name = EVTOPTB_LT_10103
        add_character_modifier = {
            modifier = calculating_host
            years = 15
        }
        tooltip_info_custom = EVTOPTC_LT_20410_TT
        trigger = {
            intrigue = 15
            OR = {
                trait = deceitful
                trait = paranoid
                trait = elusive_shadow
                has_lifestyle_intrigue_trigger = yes
            }
        }
    }

    ### Regular "yes"s
    option = {      
        name = EVTOPTC_LT_10103 # I just enjoy your company!
        add_character_modifier = {
            modifier = generous_host
            years = 15
        }
        if = {
            limit = { trait = greedy }
            remove_trait = greedy
        }
        else_if = {
            limit = { NOT = { trait = charitable } }
            add_trait = charitable
        }
        trigger = {
            NOT = { trait = cruel }
        }
    }
    option = {      
        name = EVTOPTC_LT_10103_cruel # It means more resources
        add_character_modifier = {
            modifier = ruthless_host
            years = 15
        }
        
        tooltip_info = cruel

        trigger = {
            trait = cruel
        }
    }
    option = {      
        name = {
            text = EVTOPTD_LT_10103_A # You're all important to me
            trigger = { family_of_root_trigger = no }
        }
        name = {
            text = EVTOPTD_LT_10103_B # You're all important to me
            trigger = { family_of_root_trigger = yes }
        }

        prestige = 150
        piety = 15

        if = {
            limit = { trait = envious }
            remove_trait = envious
        }
        else_if = {
            limit = { trait = cruel }
            remove_trait = cruel
        }
        else_if = {
            limit = { NOT = { trait = kind } }
            add_trait = kind
        }
    }
}   
