namespace = academy

################################################
# University of Oxenfurt and Nilfgaard Academy
################################################
# Child - Wants to study in academy
character_event = {
	id = academy.1
	
	hide_window = yes
	
	ai = yes
	min_age = 15
	max_age = 25
	capable_only = yes
	prisoner = no
	
	trigger = {
		is_landed = no
		in_command = no
		OR = {
			location = { region = world_the_north }
			top_liege = { primary_title = { title = e_nilfgaard } }
		}
		NOT = { 
			trait = academic 
			has_character_flag = wants_educ_academy
			has_character_flag = denied_educ_academy
			trait = military_officer 
			has_character_flag = wants_mil_academy
			has_character_flag = denied_mil_academy
			has_character_flag = studying_mil_academy
		}
		father = {
			is_alive = yes
			is_ruler = yes
			is_liege_of = ROOT
			prisoner = no
			NOT = { trait = incapable }
			ROOT = {
				host = { character = PREVPREV }
			}
		}
	}
	
	mean_time_to_happen = {
		months = 240
		modifier = { factor = 0.5 trait = ambitious }
		modifier = { factor = 2 trait = content }
		modifier = { factor = 0.75 OR = { trait = quick trait = shrewd } }
		modifier = { factor = 1.5 OR = { trait = slow trait = dull } }
		modifier = { factor = 0.5 trait = genius }
		modifier = { factor = 2 trait = imbecile }
		modifier = { factor = 0.75 trait = gregarious }
		modifier = { factor = 1.5 trait = shy }
		modifier = { factor = 0.75 trait = diligent }
		modifier = { factor = 1.5 trait = slothful }
		modifier = { factor = 0.75 trait = scholar }
		modifier = { factor = 1.5 is_primary_heir = yes }
		modifier = { factor = 1.5 is_female = yes }
		modifier = { factor = 1.8 NOT = { learning = 2 } }
		modifier = { factor = 1.6 NOT = { learning = 4 } }
		modifier = { factor = 1.4 NOT = { learning = 6 } }
		modifier = { factor = 1.2 NOT = { learning = 8 } }
		modifier = { factor = 0.8 learning = 12 }
		modifier = { factor = 0.8 learning = 14 }
		modifier = { factor = 0.8 learning = 16 }
		modifier = { factor = 0.8 learning = 18 }
		modifier = { factor = 2 culture = skellige }
	}
	
	option = { # Nilfgaard academy
		name = OK
		trigger =	{
			top_liege = { primary_title = { title = e_nilfgaard } }
		}
		father = { character_event = { id = academy.2 } }
		set_character_flag = wants_educ_academy
	}
	option = { # Oxenfurt univesity
		name = OK
		trigger =	{
			location = { region = world_the_north }
			NOT = { top_liege = { primary_title = { title = e_nilfgaard } } }
		}
		father = { character_event = { id = academy.3 } }
		set_character_flag = wants_educ_academy
	}
}
# Father - Child wants to study in Nilfgaard academy
character_event = {
	id = academy.2
	desc = EVTDESCacademy.2
	picture = GFX_evt_son_asking_father
	
	is_triggered_only = yes
	
	option = { # Allow
		name = EVTOPTAacademy.2
		b_nilfgaard = {
			holder_scope = {
				FROM = {
					move_character = PREV
				}
				character_event = { id = academy.4 }
			}
		}
		hidden_tooltip = {
			FROM = { 
				character_event = { id = academy.4 days = 1460 }
			}
		}
		prestige = 50
		scaled_wealth = -0.10
	}
	option = { # Deny
		name = EVTOPTBacademy.2
		FROM = {
			opinion = { modifier = opinion_very_disappointed years = 1 who = ROOT }
			clr_character_flag = wants_educ_academy
			set_character_flag = denied_educ_academy
		}
		prestige = -50
	}
}
# Father - Child wants to study in Oxenfurt academy
character_event = {
	id = academy.3
	desc = EVTDESCacademy.3
	picture = GFX_evt_son_asking_father
	
	is_triggered_only = yes
	
	option = { # Allow
		name = EVTOPTAacademy.3
		c_oxenfurt = {
			holder_scope = {
				FROM = {
					move_character = PREV
				}
			}
		}
		hidden_tooltip = {
			FROM = { 
				character_event = { id =academy.4 days = 1460 }
			}
		}
		prestige = 50
		scaled_wealth = -0.10
	}
	option = { # Deny
		name = EVTOPTBacademy.3
		FROM = {
			opinion = { modifier = opinion_very_disappointed years = 1 who = ROOT }
			clr_character_flag = wants_educ_academy
			set_character_flag = denied_educ_academy
		}
		prestige = -50
	}
}
# Child - Studied a few years
character_event = {
	id = academy.4
	
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		has_character_flag = wants_educ_academy
	}
	
	immediate = {
		set_character_flag = studying_educ_academy
		clr_character_flag = wants_educ_academy
	}
	
	option = {
		name = OK
	}
}
# Child - Child returns a drunkard
character_event = {
	id = academy.10
	
	hide_window = yes
	
	has_character_flag = studying_educ_academy
	
	trigger = {
		NOT = { trait = drunkard }
	}
	
	mean_time_to_happen = {
		months = 160
		modifier = { factor = 0.75 trait = gluttonous }
		modifier = { factor = 1.25 trait = temperate }
	}
	
	immediate = {
		father = { character_event = { id = academy.11 } }
		clr_character_flag = studying_educ_academy
	}
	
	option = {
		name = OK
	}
}
# Father - Child returns a drunkard
character_event = {
	id = academy.11
	desc = EVTDESCacademy.11
	picture = GFX_evt_feast
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAacademy.11
		FROM = {
			move_character = ROOT
			add_trait = drunkard
			add_trait = academic
		}
	}
}
# Child - Child returns better educated
character_event = {
	id = academy.12
	
	hide_window = yes
	
	has_character_flag = studying_educ_academy
	
	trigger = {
		NOR = { 
			trait = elusive_shadow 
			trait = grey_eminence
			trait = midas_touched
			trait = mastermind_theologian
			trait = wise_sage
		}
		OR = {
			trait = amateurish_plotter
			trait = flamboyant_schemer
			trait = intricate_webweaver
			trait = naive_appeaser
			trait = underhanded_rogue
			trait = charismatic_negotiator
			trait = indulgent_wastrel
			trait = thrifty_clerk
			trait = fortune_builder
			trait = detached_priest
			trait = martial_cleric
			trait = scholarly_theologian
			trait = uneducated_buffoon
			trait = jack_of_all_trades
			trait = well_versed_polymath
		}
	}
	
	mean_time_to_happen = {
		months = 160
		modifier = { factor = 0.75 trait = diligent }
		modifier = { factor = 1.25 trait = slothful }
	}
	
	immediate = {
		father = { character_event = { id = academy.13 } }
		clr_character_flag = studying_educ_academy
	}
	
	option = {
		name = OK
	}
}
# Father - Child returns better educated
character_event = {
	id = academy.13
	desc = EVTDESCacademy.13
	picture = GFX_evt_council
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAacademy.13
		FROM = {
			move_character = ROOT
			if = {
				limit = { trait = intricate_webweaver }
				remove_trait = intricate_webweaver
				add_trait = elusive_shadow
			}
			if = {
				limit = { trait = flamboyant_schemer }
				remove_trait = flamboyant_schemer
				add_trait = intricate_webweaver
			}
			if = {
				limit = { trait = amateurish_plotter }
				remove_trait = amateurish_plotter
				add_trait = flamboyant_schemer
			}
			if = {
				limit = { trait = charismatic_negotiator }
				remove_trait = charismatic_negotiator
				add_trait = grey_eminence
			}
			if = {
				limit = { trait = underhanded_rogue }
				remove_trait = underhanded_rogue
				add_trait = charismatic_negotiator
			}
			if = {
				limit = { trait = naive_appeaser }
				remove_trait = naive_appeaser
				add_trait = underhanded_rogue
			}
			if = {
				limit = { trait = fortune_builder }
				remove_trait = fortune_builder
				add_trait = midas_touched
			}
			if = {
				limit = { trait = thrifty_clerk }
				remove_trait = thrifty_clerk
				add_trait = fortune_builder
			}
			if = {
				limit = { trait = indulgent_wastrel }
				remove_trait = indulgent_wastrel
				add_trait = thrifty_clerk
			}
			if = {
				limit = { trait = scholarly_theologian }
				remove_trait = scholarly_theologian
				add_trait = mastermind_theologian
			}
			if = {
				limit = { trait = martial_cleric }
				remove_trait = martial_cleric
				add_trait = scholarly_theologian
			}
			if = {
				limit = { trait = detached_priest }
				remove_trait = detached_priest
				add_trait = martial_cleric
			}
			if = {
				limit = { trait = well_versed_polymath }
				remove_trait = well_versed_polymath
				add_trait = wise_sage
			}
			if = {
				limit = { trait = jack_of_all_trades }
				remove_trait = jack_of_all_trades
				add_trait = well_versed_polymath
			}
			if = {
				limit = { trait = uneducated_buffoon }
				remove_trait = uneducated_buffoon
				add_trait = jack_of_all_trades
			}
			add_trait = academic
		}
	}
}
# Child - Child returns depressed
character_event = {
	id = academy.14
	
	hide_window = yes
	
	has_character_flag = studying_educ_academy
	
	trigger = {
		NOT = { trait = depressed }
	}
	
	mean_time_to_happen = {
		months = 160
		modifier = { factor = 0.75 trait = kind }
		modifier = { factor = 1.25 trait = envious }
	}
	
	immediate = {
		father = { character_event = { id = academy.15 } }
		clr_character_flag = studying_educ_academy
	}
	
	option = {
		name = OK
	}
}
# Father - Child returns depressed
character_event = {
	id = academy.15
	desc = EVTDESCacademy.15
	picture = GFX_evt_shadow
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAacademy.15
		FROM = {
			move_character = ROOT
			add_trait = depressed
			add_trait = academic
		}
	}
}
# Child - Child returns married
character_event = {
	id = academy.16
	
	hide_window = yes
	
	is_married = no
	has_character_flag = studying_educ_academy
	
	trigger = {
		always = yes
	}
	
	mean_time_to_happen = {
		months = 160
		modifier = { factor = 0.75 trait = lustful }
		modifier = { factor = 1.25 trait = chaste }
	}
	
	immediate = {
		father = { character_event = { id = academy.17 } }
		clr_character_flag = studying_educ_academy
	}
	
	option = {
		name = OK
	}
}
# Father - Child returns married
character_event = {
	id = academy.17
	desc = EVTDESCacademy.17
	picture = GFX_evt_marriage
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAacademy.17
		trigger = { FROM = { is_female = no } }
		create_character = {
			random_traits = yes
			dynasty = NONE
			female = yes
			age = 18
		}
		new_character = {
			add_spouse = FROM
			if = {
				limit = { 
					top_liege = { primary_title = { title = e_nilfgaard } }
				}
				random_list = {
					80 = { religion = solar }
					20 = { religion = melitele }
				}
				random_list = {
					60 = { culture = nilfgaardian }
					10 = { culture = vicovarian }
					10 = { culture = gemmeran }
					10 = { culture = etolian }
					10 = { culture = maechts }
				}
			}
			if = {
				limit = { 
					location = { region = world_the_north }
					NOT = { top_liege = { primary_title = { title = e_nilfgaard } } }
				}
				random_list = {
					25 = { religion = kreve }
					25 = { religion = lebioda }
					25 = { religion = eternal_fire }
					25 = { religion = melitele }
				}
				random_list = {
					20 = { culture = temerian }
					20 = { culture = redanian }
					20 = { culture = kaedweni }
					20 = { culture = koviri }
					10 = { culture = aedirnian }
					10 = { culture = lyrian }
				}
			}
		}
		FROM = {
			move_character = ROOT
			add_trait = academic
		}
	}
	option = {
		name = EVTOPTBacademy.17
		trigger = { FROM = { is_female = yes } }
		create_character = {
			random_traits = yes
			dynasty = NONE
			female = no
			age = 18
		}
		new_character = {
			add_spouse_matrilineal = FROM
			if = {
				limit = { location = { county = { de_jure_liege_or_above = e_nilfgaard } } }
				random_list = {
					80 = { religion = solar }
					20 = { religion = melitele }
				}
				random_list = {
					60 = { culture = nilfgaardian }
					10 = { culture = vicovarian }
					10 = { culture = gemmeran }
					10 = { culture = etolian }
					10 = { culture = maechts }
				}
			}
			if = {
				limit = { location = { county = { de_jure_liege_or_above = e_the_north } } }
				random_list = {
					25 = { religion = kreve }
					25 = { religion = lebioda }
					25 = { religion = eternal_fire }
					25 = { religion = melitele }
				}
				random_list = {
					20 = { culture = temerian }
					20 = { culture = redanian }
					20 = { culture = kaedweni }
					20 = { culture = koviri }
					10 = { culture = aedirnian }
					10 = { culture = lyrian }
				}
			}
		}
		FROM = {
			move_character = ROOT
			add_trait = academic
		}
	}
}
# Child - Child returns ill
character_event = {
	id = academy.18
	
	hide_window = yes
	
	has_character_flag = studying_educ_academy
	
	trigger = {
		NOT = { is_ill = yes }
	}
	
	mean_time_to_happen = {
		months = 160
		modifier = { factor = 0.75 is_weak_trigger = yes }
		modifier = { factor = 1.25 is_strong_trigger = yes }
	}
	
	immediate = {
		father = { character_event = { id = academy.19 } }
		clr_character_flag = studying_educ_academy
	}
	
	option = {
		name = OK
	}
}
# Father - Child returns ill
character_event = {
	id = academy.19
	desc = EVTDESCacademy.19
	picture = GFX_evt_illness
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAacademy.19
		FROM = {
			move_character = ROOT
			if = {
				limit = { NOT = { has_dlc = "Reapers" } }
				add_trait = ill
			}
			if = { 
				limit = { has_dlc = "Reapers" }
				add_symptom_effect = yes
			}
		}
	}
}
# Child - Son returns scholar
character_event = {
	id = academy.20
	
	hide_window = yes
	
	has_character_flag = studying_educ_academy
	
	trigger = {
		NOT = { trait = scholar }
	}
	
	mean_time_to_happen = {
		months = 160
		modifier = { factor = 0.75 trait = shy }
		modifier = { factor = 1.25 trait = gregarious }
	}
	
	immediate = {
		father = { character_event = { id = academy.21 } }
		clr_character_flag = studying_educ_academy
	}
	
	option = {
		name = OK
	}
}
# Father - Child returns scholar
character_event = {
	id = academy.21
	desc = EVTDESCacademy.21
	picture = GFX_evt_library
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAacademy.21
		FROM = {
			move_character = ROOT
			add_trait = scholar
		}
	}
}
# Child - Child returns hedonist
character_event = {
	id = academy.22
	
	hide_window = yes
	
	has_character_flag = studying_educ_academy
	
	trigger = {
		NOT = { trait = hedonist }
	}
	
	mean_time_to_happen = {
		months = 160
		modifier = { factor = 0.75 trait = lustful }
		modifier = { factor = 1.25 trait = chaste }
	}
	
	immediate = {
		father = { character_event = { id = academy.23 } }
		clr_character_flag = studying_educ_academy
	}
	
	option = {
		name = OK
	}
}
# Father - Child returns hedonist
character_event = {
	id = academy.23
	desc = EVTDESCacademy.23
	picture = GFX_evt_brothel
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAacademy.23
		FROM = {
			move_character = ROOT
			add_trait = hedonist
		}
	}
}
# Child - Father dies and you are heir
character_event = {
	id = academy.30
	desc = EVTDESCacademy.30
	picture = GFX_evt_death
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		OR = {
			has_character_flag = wants_educ_academy
			has_character_flag = studying_educ_academy
		}
		father_even_if_dead = { is_alive = no }
	}
	
	mean_time_to_happen = {
		days = 20
	}
	
	immediate = {
		clr_character_flag = wants_educ_academy
		clr_character_flag = studying_educ_academy
	}
	
	option = {
		name = EVTOPTAacademy.30
		add_trait = academic
	}
}

################################################
# Military Academy
################################################
# Son - Wants to study in Military academy
character_event = {
	id = academy.100
	
	hide_window = yes
	
	ai = yes
	min_age = 15
	max_age = 25
	only_men = yes
	capable_only = yes
	prisoner = no
	
	trigger = {
		is_landed = no
		in_command = no
		location = { empire = { title = e_nilfgaard } }
		NOT = { 
			trait = military_officer 
			has_character_flag = wants_mil_academy
			has_character_flag = denied_mil_academy
			trait = academic 
			has_character_flag = wants_educ_academy
			has_character_flag = denied_educ_academy
			has_character_flag = studying_educ_academy
		}
		father = {
			is_alive = yes
			is_ruler = yes
			is_liege_of = ROOT
			prisoner = no
			NOT = { trait = incapable }
			ROOT = {
				host = { character = PREVPREV }
			}
		}
	}
	
	mean_time_to_happen = {
		months = 240
		modifier = { factor = 0.5 trait = ambitious }
		modifier = { factor = 2 trait = content }
		modifier = { factor = 0.75 OR = { trait = quick trait = shrewd } }
		modifier = { factor = 1.5 OR = { trait = slow trait = dull } }
		modifier = { factor = 0.5 trait = genius }
		modifier = { factor = 2 trait = imbecile }
		modifier = { factor = 0.5 trait = brave }
		modifier = { factor = 2 trait = craven }
		modifier = { factor = 0.75 trait = diligent }
		modifier = { factor = 1.5 trait = slothful }
		modifier = { factor = 0.75 is_strong_trigger = yes }
		modifier = { factor = 1.5 is_weak_trigger = yes }
		modifier = { factor = 1.5 is_primary_heir = yes }
	}
	
	option = {
		name = OK
		father = { character_event = { id = academy.101 } }
		set_character_flag = wants_academy
	}
}
# Father - Son wants to study in Military academy
character_event = {
	id = academy.101
	desc = EVTDESCacademy.101
	picture = GFX_evt_son_asking_father
	
	is_triggered_only = yes
	
	option = { # Allow
		name = EVTOPTAacademy.101
		b_graupian = {
			holder_scope = {
				FROM = {
					move_character = PREV
				}
			}
		}
		hidden_tooltip = {
			FROM = { 
				character_event = { id = academy.102 days = 1460 }
			}
		}
		prestige = 50
		scaled_wealth = -0.10
	}
	option = { # Deny
		name = EVTOPTBacademy.101
		FROM = {
			opinion = { modifier = opinion_very_disappointed years = 1 who = ROOT }
			clr_character_flag = wants_mil_academy
			set_character_flag = denied_mil_academy
		}
		prestige = -50
	}
}
# Son - Studied a few years
character_event = {
	id = academy.102
	
	is_triggered_only = yes
	hide_window = yes
	
	has_character_flag = wants_mil_academy
	
	trigger = {
		always = yes
	}
	
	immediate = {
		set_character_flag = studying_mil_academy
		clr_character_flag = wants_mil_academy
	}
	
	option = {
		name = OK
	}
}
# Son - Son returns with better education
character_event = {
	id = academy.110
	
	hide_window = yes
	
	has_character_flag = studying_mil_academy
	
	trigger = {
		NOT = { trait = brilliant_strategist }
		OR = {
			trait = misguided_warrior
			trait = tough_soldier
			trait = skilled_tactician
		}
	}
	
	mean_time_to_happen = {
		months = 160
		modifier = { factor = 0.75 trait = diligent }
		modifier = { factor = 1.25 trait = slothful }
	}
	
	immediate = {
		father = { character_event = { id = academy.111 } }
		clr_character_flag = studying_mil_academy
	}
	
	option = {
		name = OK
	}
}
# Father - Son returns with better education
character_event = {
	id = academy.111
	desc = EVTDESCacademy.111
	picture = GFX_evt_council
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAacademy.111
		FROM = {
			move_character = ROOT
			if = {
				limit = { trait = skilled_tactician }
				remove_trait = skilled_tactician
				add_trait = brilliant_strategist
			}
			if = {
				limit = { trait = tough_soldier }
				remove_trait = tough_soldier
				add_trait = skilled_tactician
			}
			if = {
				limit = { trait = misguided_warrior }
				remove_trait = misguided_warrior
				add_trait = tough_soldier
			}
			add_trait = military_officer
		}
	}
}
# Son - Son returns strategist
character_event = {
	id = academy.112
	
	hide_window = yes
	
	has_character_flag = studying_mil_academy
	
	trigger = {
		can_have_more_leadership_traits = yes
	}
	
	mean_time_to_happen = {
		months = 160
		modifier = { factor = 0.75 trait = diligent }
		modifier = { factor = 1.25 trait = slothful }
	}
	
	immediate = {
		father = { character_event = { id = academy.113 } }
		clr_character_flag = studying_mil_academy
	}
	
	option = {
		name = OK
	}
}
# Father - Son returns strategist
character_event = {
	id = academy.113
	desc = EVTDESCacademy.113
	picture = GFX_evt_council
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAacademy.113
		FROM = {
			move_character = ROOT
			if = {
				limit = {
					NOT = {
						trait = cavalry_leader
						trait = heavy_infantry_leader
						trait = light_foot_leader
					}
				}
				random_list = {
					33 = {add_trait = cavalry_leader }
					33 = {add_trait = heavy_infantry_leader }
					33 = {add_trait = light_foot_leader }
				}
			}
			if = {
				limit = {
					NOT = {
						trait = defensive_leader
						trait = aggressive_leader
						trait = inspiring_leader
						trait = unyielding_leader
						trait = siege_leader
					}
				}
				random_list = {
					20 = {add_trait = defensive_leader }
					20 = {add_trait = aggressive_leader }
					20 = {add_trait = inspiring_leader }
					20 = {add_trait = unyielding_leader }
					20 = {add_trait = siege_leader }
				}
			}
			if = {
				limit = {
					NOT = {
						trait = organizer
						trait = experimenter
						trait = trickster
						trait = flanker
						trait = narrow_flank_leader
					}
				}
				random_list = {
					20 = {add_trait = organizer }
					20 = {add_trait = experimenter }
					20 = {add_trait = trickster }
					20 = {add_trait = flanker }
					20 = {add_trait = narrow_flank_leader }
				}
			}
			add_trait = military_officer
		}
	}
}
# Son - Son returns depressed
character_event = {
	id = academy.114
	
	hide_window = yes
	
	has_character_flag = studying_mil_academy
	
	trigger = {
		NOT = {trait = depressed }
	}
	
	mean_time_to_happen = {
		months = 160
		modifier = { factor = 0.75 OR = { trait = quick trait = shrewd } }
		modifier = { factor = 0.75 trait = genius }
		modifier = { factor = 1.25 OR = { trait = slow trait = dull } }
		modifier = { factor = 1.25 trait = imbecile }
	}
	
	immediate = {
		father = { character_event = { id = academy.115 } }
		clr_character_flag = studying_mil_academy
	}
	
	option = {
		name = OK
	}
}
# Father - Son returns depressed
character_event = {
	id = academy.115
	desc = EVTDESCacademy.115
	picture = GFX_evt_shadow
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAacademy.115
		FROM = {
			move_character = ROOT
			add_trait = depressed
			add_trait = military_officer
		}
	}
}
# Son - Son returns injured
character_event = {
	id = academy.116
	
	hide_window = yes
	
	has_character_flag = studying_mil_academy
	
	trigger = {
		NOT = { trait = wounded }
		can_be_maimed_trigger = yes
	}
	
	mean_time_to_happen = {
		months = 160
		modifier = { factor = 0.75 is_weak_trigger = yes }
		modifier = { factor = 1.25 is_strong_trigger = yes }
	}
	
	immediate = {
		father = { character_event = { id = academy.117 } }
		clr_character_flag = studying_mil_academy
	}
	
	option = {
		name = OK
	}
}
# Father - Son returns injured
character_event = {
	id = academy.117
	desc = EVTDESCacademy.117
	picture = GFX_evt_illness
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAacademy.117
		FROM = {
			move_character = ROOT
			random_list = {
				50 = { add_trait = wounded }
				50 = { add_maimed_trait_effect = yes }
			}
			add_trait = military_officer
		}
	}
}
# Son - Son returns better fighter
character_event = {
	id = academy.118
	
	hide_window = yes
	
	has_character_flag = studying_mil_academy
	
	trigger = {
		NOT = { trait = master_warrior }
		OR = {
			trait = poor_warrior
			trait = trained_warrior
			trait = skilled_warrior
		}
	}
	
	mean_time_to_happen = {
		months = 160
		modifier = { factor = 0.75 trait = brave }
		modifier = { factor = 1.25 trait = craven }
	}
	
	immediate = {
		father = { character_event = { id = academy.119 } }
		clr_character_flag = studying_mil_academy
	}
	
	option = {
		name = OK
	}
}
# Father - Son returns better fighter
character_event = {
	id = academy.119
	desc = EVTDESCacademy.119
	picture = GFX_evt_melee
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAacademy.119
		FROM = {
			move_character = ROOT
			if = {
				limit = { trait = skilled_warrior }
				remove_trait = skilled_warrior
				add_trait = master_warrior
			}
			if = {
				limit = { trait = trained_warrior }
				remove_trait = trained_warrior
				add_trait = skilled_warrior
			}
			if = {
				limit = { trait = poor_warrior }
				remove_trait = poor_warrior
				add_trait = trained_warrior
			}
			add_trait = military_officer
		}
	}
}
# Son - Son returns scarred
character_event = {
	id = academy.120
	
	hide_window = yes
	
	has_character_flag = studying_mil_academy
	
	trigger = {
		NOT = { trait = scarred }
	}
	
	mean_time_to_happen = {
		months = 160
		modifier = { factor = 0.75 trait = brave }
		modifier = { factor = 1.25 trait = craven }
	}
	
	immediate = {
		father = { character_event = { id = academy.121 } }
		clr_character_flag = studying_mil_academy
	}
	
	option = {
		name = OK
	}
}
# Father - Son returns scarred
character_event = {
	id = academy.121
	desc = EVTDESCacademy.121
	picture = GFX_evt_knight_kneeling
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAacademy.121
		FROM = {
			move_character = ROOT
			add_trait = scarred
			add_trait = military_officer
		}
	}
}
# Son - Son returns craven
character_event = {
	id = academy.122
	
	hide_window = yes
	
	has_character_flag = studying_mil_academy
	
	trigger = {
		NOT = { trait = craven }
	}
	
	mean_time_to_happen = {
		months = 160
		modifier = { factor = 0.75 trait = humble }
		modifier = { factor = 1.25 trait = proud }
	}
	
	immediate = {
		father = { character_event = { id = academy.123 } }
		clr_character_flag = studying_mil_academy
	}
	
	option = {
		name = OK
	}
}
# Father - Son returns craven
character_event = {
	id = academy.123
	desc = EVTDESCacademy.123
	picture = GFX_evt_shadow
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAacademy.123
		FROM = {
			move_character = ROOT
			add_trait = craven
			add_trait = military_officer
		}
	}
}
# Child - Father dies and you are heir
character_event = {
	id = academy.130
	desc = EVTDESCacademy.130
	picture = GFX_evt_death
	
	min_age = 15
	capable_only = yes
	prisoner = no
	
	trigger = {
		OR = {
			has_character_flag = wants_mil_academy
			has_character_flag = studying_mil_academy
		}
		father_even_if_dead = { is_alive = no }
	}
	
	mean_time_to_happen = {
		days = 20
	}
	
	immediate = {
		clr_character_flag = wants_mil_academy
		clr_character_flag = studying_mil_academy
	}
	
	option = {
		name = EVTOPTAacademy.130
		add_trait = military_officer
	}
}
