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


####Success# put these under the success option
heist_generic_positive_score = {
	modifier = {
		factor = 1.1
		trait = diligent	
	}
	modifier = {
		factor = 1.2
		trait = shrewd	
	}
	modifier = {
		factor = 1.3
		trait = quick	
	}
	modifier = {
		factor = 1.5
		trait = genius
	}
	modifier = {
		factor = 1.05
		event_target:accomplice = { trait = diligent }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { trait = shrewd }
	}
	modifier = {
		factor = 1.2
		event_target:accomplice = { trait = quick }
	}
	modifier = {
		factor = 1.4
		event_target:accomplice = { trait = genius }
	}
}

heist_diplomacy_score = {
	modifier = {
		factor = 0.9
		trait = naive_appeaser	
	}
	modifier = {
		factor = 1.1
		trait = underhanded_rogue	
	}
	modifier = {
		factor = 1.3
		trait = charismatic_negotiator	
	}
	modifier = {
		factor = 1.6
		trait = grey_eminence	
	}
	modifier = {
		factor = 0.8
		NOT = { diplomacy = 4 }
	}
	modifier = {
		factor = 0.8
		NOT = { diplomacy = 6 }
	}
	modifier = {
		factor = 0.9
		NOT = { diplomacy = 8 }
	}
	modifier = {
		factor = 1.1
		diplomacy = 10	
	}
	modifier = {
		factor = 1.1 
		diplomacy = 16	
	}
	modifier = {
		factor = 1.1
		diplomacy = 20	
	}
	modifier = {
		factor = 1.5
		trait = socializer
	}
	modifier = {
		factor = 1.2
		trait = gregarious
	}
	
	modifier = {
		factor = 1.1
		OR = {
			society_member_of = monastic_order_benedictine
			society_member_of = monastic_order_dominican
			society_member_of = monastic_order_orthodox
			society_member_of = monastic_order_nestorian
			society_member_of = monastic_order_monophysite
			society_member_of = monastic_order_hindu
			society_member_of = monastic_order_buddhist
			society_member_of = monastic_order_jain
			society_member_of = monastic_order_stoics
		}
		society_rank == 1
	}
	modifier = {
		factor = 1.2
		OR = {
			society_member_of = monastic_order_benedictine
			society_member_of = monastic_order_dominican
			society_member_of = monastic_order_orthodox
			society_member_of = monastic_order_nestorian
			society_member_of = monastic_order_monophysite
			society_member_of = monastic_order_hindu
			society_member_of = monastic_order_buddhist
			society_member_of = monastic_order_jain
			society_member_of = monastic_order_stoics
		}
		society_rank == 2
	}
	modifier = {
		factor = 1.4
		OR = {
			society_member_of = monastic_order_benedictine
			society_member_of = monastic_order_dominican
			society_member_of = monastic_order_orthodox
			society_member_of = monastic_order_nestorian
			society_member_of = monastic_order_monophysite
			society_member_of = monastic_order_hindu
			society_member_of = monastic_order_buddhist
			society_member_of = monastic_order_jain
			society_member_of = monastic_order_stoics
		}
		society_rank == 3
	}
	modifier = {
		factor = 1.6
		OR = {
			society_member_of = monastic_order_benedictine
			society_member_of = monastic_order_dominican
			society_member_of = monastic_order_orthodox
			society_member_of = monastic_order_nestorian
			society_member_of = monastic_order_monophysite
			society_member_of = monastic_order_hindu
			society_member_of = monastic_order_buddhist
			society_member_of = monastic_order_jain
			society_member_of = monastic_order_stoics
		}
		society_rank == 4
	}
	
	#accomplice
	modifier = {
		factor = 0.7
		event_target:accomplice = { NOT = { diplomacy = 4 } }
	}
	modifier = {
		factor = 0.9
		event_target:accomplice = { NOT = { diplomacy = 8 } }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { diplomacy = 8 }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { diplomacy = 12 }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { diplomacy = 16 }
	}
	modifier = {
		factor = 1.2
		event_target:accomplice = { diplomacy = 20 }
	}
}


heist_martial_score = {
	modifier = {
		factor = 0.7
		trait = feeble	
	}
	modifier = {
		factor = 0.7
		trait = weak
	}					
	modifier = {
		factor = 0.9
		trait = misguided_warrior	
	}
	modifier = {
		factor = 1.1
		trait = tough_soldier	
	}
	modifier = {
		factor = 1.3
		trait = skilled_tactician	
	}
	modifier = {
		factor = 1.6
		trait = brilliant_strategist	
	}
	modifier = {
		factor = 0.8
		NOT = { martial = 4 }
	}
	modifier = {
		factor = 0.8
		NOT = { martial = 6 }
	}
	modifier = {
		factor = 0.9
		NOT = { martial = 8 }
	}
	modifier = {
		factor = 1.1
		martial = 10	
	}
	modifier = {
		factor = 1.1 
		martial = 16	
	}
	modifier = {
		factor = 1.1
		martial = 20	
	}
	modifier = {
		factor = 1.1
		combat_rating = 15	
	}
	modifier = {
		factor = 1.1
		combat_rating = 30	
	}
	modifier = {
		factor = 1.1
		combat_rating = 50	
	}
	modifier = {
		factor = 1.2
		combat_rating = 75	
	}
	modifier = {
		factor = 1.5
		combat_rating = 100
	}
	modifier = {
		factor = 1.3
		trait = strong
	}
	modifier = {
		factor = 1.2
		trait = robust	
	}
	modifier = {
		factor = 1.6
		trait = duelist	
	}
	modifier = {
		factor = 1.3
		OR = {
			trait = viking	
			trait = pirate
		}
	}
	modifier = {
		factor = 1.6
		trait = ravager	
	}
	modifier = {
		factor = 2.0
		OR= {
			trait = seaking
			trait = sea_queen
		}
	}
	modifier = {
		factor = 1.4
		trait = berserker
	}
	modifier = {
		factor = 1.4
		trait = varangian	
	}
	
	#accomplice
	modifier = {
		factor = 0.7
		event_target:accomplice = { NOT = { martial = 4 } }
	}
	modifier = {
		factor = 0.9
		event_target:accomplice = { NOT = { martial = 8 } }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { martial = 8 }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { martial = 12 }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { martial = 16 }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { combat_rating = 20 }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { combat_rating = 40 }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { combat_rating = 60 }
	}
}

heist_stewardship_score = {
	modifier = {
		factor = 0.9
		trait = indulgent_wastrel	
	}
	modifier = {
		factor = 1.1
		trait = thrifty_clerk	
	}
	modifier = {
		factor = 1.3
		trait = fortune_builder	
	}
	modifier = {
		factor = 1.6
		trait = midas_touched	
	}
	modifier = {
		factor = 0.8
		NOT = { stewardship = 4 }
	}
	modifier = {
		factor = 0.8
		NOT = { stewardship = 6 }
	}
	modifier = {
		factor = 0.9
		NOT = { stewardship = 8 }
	}
	modifier = {
		factor = 1.1
		stewardship = 10	
	}
	modifier = {
		factor = 1.1 
		stewardship = 16	
	}
	modifier = {
		factor = 1.1
		stewardship = 20	
	}
	modifier = {
		factor = 1.2
		trait = architect
	}
	modifier = {
		factor = 1.5
		trait = administrator
	}
	
	
	#accomplice
	modifier = {
		factor = 0.7
		event_target:accomplice = { NOT = { stewardship = 4 } }
	}
	modifier = {
		factor = 0.9
		event_target:accomplice = { NOT = { stewardship = 8 } }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { stewardship = 8 }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { stewardship = 12 }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { stewardship = 16 }
	}
	modifier = {
		factor = 1.2
		event_target:accomplice = { stewardship = 20 }
	}
}


heist_intrigue_score = {
	modifier = {
		factor = 0.9
		trait = amateurish_plotter	
	}
	modifier = {
		factor = 1.1
		trait = flamboyant_schemer	
	}
	modifier = {
		factor = 1.3
		trait = intricate_webweaver	
	}
	modifier = {
		factor = 1.6
		trait = elusive_shadow	
	}
	modifier = {
		factor = 0.8
		NOT = { intrigue = 4 }
	}
	modifier = {
		factor = 0.8
		NOT = { intrigue = 6 }
	}
	modifier = {
		factor = 0.9
		NOT = { intrigue = 8 }
	}
	modifier = {
		factor = 1.1
		intrigue = 10	
	}
	modifier = {
		factor = 1.1 
		intrigue = 16	
	}
	modifier = {
		factor = 1.1
		intrigue = 20	
	}
	modifier = {
		factor = 1.5
		trait = schemer	
	}
	
	modifier = {
		factor = 1.2
		society_rank = {
			society = the_assassins
			rank = 1
		}	
	}
	modifier = {
		factor = 1.4
		society_rank = {
			society = the_assassins
			rank = 2
		}	
	}
	modifier = {
		factor = 1.8
		society_rank = {
			society = the_assassins
			rank = 3
		}	
	}
	modifier = {
		factor = 2.0
		society_rank = {
			society = the_assassins
			rank = 4
		}	
	}
	
	#accomplice
	modifier = {
		factor = 0.7
		event_target:accomplice = { NOT = { intrigue = 4 } }
	}
	modifier = {
		factor = 0.9
		event_target:accomplice = { NOT = { intrigue = 8 } }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { intrigue = 8 }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { intrigue = 12 }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { intrigue = 16 }
	}
	modifier = {
		factor = 1.2
		event_target:accomplice = { intrigue = 20 }
	}
}

heist_learning_score = {
	modifier = {
		factor = 0.9
		trait = detached_priest	
	}
	modifier = {
		factor = 1.1
		trait = martial_cleric	
	}
	modifier = {
		factor = 1.3
		trait = scholarly_theologian	
	}
	modifier = {
		factor = 1.6
		trait = mastermind_theologian	
	}
	modifier = {
		factor = 0.8
		NOT = { learning = 4 }
	}
	modifier = {
		factor = 0.8
		NOT = { learning = 6 }
	}
	modifier = {
		factor = 0.9
		NOT = { learning = 8 }
	}
	modifier = {
		factor = 1.1
		learning = 10	
	}
	modifier = {
		factor = 1.1 
		learning = 16	
	}
	modifier = {
		factor = 1.1
		learning = 20	
	}
	modifier = {
		factor = 1.2
		trait = erudite
	}
	modifier = {
		factor = 1.2
		OR = {
			trait = faqih
			trait = scholar
		}
	}
	
	
	#accomplice
	modifier = {
		factor = 0.7
		event_target:accomplice = { NOT = { learning = 4 } }
	}
	modifier = {
		factor = 0.9
		event_target:accomplice = { NOT = { learning = 8 } }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { learning = 8 }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { learning = 12 }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { learning = 16 }
	}
	modifier = {
		factor = 1.2
		event_target:accomplice = { learning = 20 }
	}
}

#because it takes up too much space and is used twice in a row ¯\_(ツ)_/¯
heist_seduction_score = {
	modifier = {
		factor = 0.4
		OR = {
			AND = {
				is_female = yes
				trait = homosexual
			}
			event_target:accomplice = {
				is_female = yes
				trait = homosexual
			}
		}
	}
	modifier = {
		factor = 0.4
		OR = {
			AND = {
				is_female = yes
				trait = is_fat
			}
			event_target:accomplice = {
				is_female = yes
				trait = is_fat
			}
		}
	}
	modifier = {
		factor = 0.5
		OR = {
			AND = {
				is_female = yes
				trait = inbred
			}
			event_target:accomplice = {
				is_female = yes
				trait = inbred
			}
		}
	}
	modifier = {
		factor = 0.8
		OR = {
			AND = {
				is_female = yes
				trait = is_malnourished
			}
			event_target:accomplice = {
				is_female = yes
				trait = is_malnourished
			}
		}
	}
	modifier = {
		factor = 0.8
		OR = {
			AND = {
				is_female = yes
				age > 40
			}
			event_target:accomplice = {
				is_female = yes
				age > 40
			}
		}
	}
	modifier = {
		factor = 0.8
		OR = {
			AND = {
				is_female = yes
				trait = ugly
			}
			event_target:accomplice = {
				is_female = yes
				trait = ugly
			}
		}
	}
	modifier = {
		factor = 0.8
		OR = {
			AND = {
				is_female = yes
				trait = harelip
			}
			event_target:accomplice = {
				is_female = yes
				trait = harelip
			}
		}
	}
	modifier = {
		factor = 0.8
		OR = {
			AND = {
				is_female = yes
				trait = weak
			}
			event_target:accomplice = {
				is_female = yes
				trait = weak
			}
		}
	}
	modifier = {
		factor = 0.8
		OR = {
			AND = {
				is_female = yes
				trait = feeble
			}
			event_target:accomplice = {
				is_female = yes
				trait = feeble
			}
		}
	}
	modifier = {
		factor = 1.5
		OR = {
			AND = {
				is_female = yes
				age <= 24
			}
			event_target:accomplice = {
				is_female = yes
				age <= 24
			}
		}
	}
	modifier = {
		factor = 1.5
		OR = {
			AND = {
				is_female = yes
				trait = fair
			}
			event_target:accomplice = {
				is_female = yes
				trait = fair
			}
		}
	}
	modifier = {
		factor = 2.0
		OR = {
			AND = {
				is_female = yes
				trait = seductress
			}
			event_target:accomplice = {
				is_female = yes
				trait = seductress
			}
		}
	}
}



heist_ai_score = {
	modifier = {
		factor = 1.2
		has_2nd_tier_education_trait_trigger = yes
	}
	modifier = {
		factor = 1.4
		has_3rd_tier_education_trait_trigger = yes
	}
	modifier = {
		factor = 1.8
		has_top_tier_education_trait_trigger = yes
	}
	modifier = {
		factor = 0.8
		NOT = { diplomacy = 8 }
	}
	modifier = {
		factor = 0.8
		NOT = { martial = 8 }
	}
	modifier = {
		factor = 0.8
		NOT = { stewardship = 8 }
	}
	modifier = {
		factor = 0.8
		NOT = { intrigue = 8 }
	}
	modifier = {
		factor = 0.8
		NOT = { learning = 8 }
	}
	modifier = {
		factor = 1.2
		diplomacy = 12
	}
	modifier = {
		factor = 1.2
		martial = 12
	}
	modifier = {
		factor = 1.2
		stewardship = 12
	}
	modifier = {
		factor = 1.2
		intrigue = 12
	}
	modifier = {
		factor = 1.2
		learning = 12
	}
	modifier = {
		factor = 1.4
		diplomacy = 16
	}
	modifier = {
		factor = 1.4
		martial = 16
	}
	modifier = {
		factor = 1.4
		stewardship = 16
	}
	modifier = {
		factor = 1.4
		intrigue = 16
	}
	modifier = {
		factor = 1.4
		learning = 16
	}
	modifier = {
		factor = 1.8
		diplomacy = 20
	}
	modifier = {
		factor = 1.8
		martial = 20
	}
	modifier = {
		factor = 1.8
		stewardship = 20
	}
	modifier = {
		factor = 1.8
		intrigue = 20
	}
	modifier = {
		factor = 1.8
		learning = 20
	}
	
	#again because smart AI is rare
	modifier = {
		factor = 1.4
		trait = shrewd
	}
	modifier = {
		factor = 1.8
		trait = strong
	}
	modifier = {
		factor = 1.8
		trait = quick
	}
	modifier = {
		factor = 2.5
		trait = genius
	}
}


####Failure# put these under the fail option

heist_generic_negative_score = {
	modifier = {
		factor = 1.2
		trait = stressed
	}
	modifier = {
		factor = 1.2
		trait = drunkard
	}
	modifier = {
		factor = 1.2
		trait = arbitrary
	}
	modifier = {
		factor = 1.2
		trait = slothful
	}
	modifier = {
		factor = 1.4
		trait = slow	
	}
	modifier = {
		factor = 1.8
		trait = imbecile
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { trait = stressed }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { trait = drunkard }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { trait = arbitrary }
	}
	modifier = {
		factor = 1.1
		event_target:accomplice = { trait = slothful }
	}
	modifier = {
		factor = 1.3
		event_target:accomplice = { trait = slow }
	}
	modifier = {
		factor = 1.5
		event_target:accomplice = { trait = imbecile }
	}
	
	
	#artifact quality
	modifier = {
		factor = 0.8
		event_target:target_artifact = { quality = 1 }
	}
	modifier = {
		factor = 0.9
		event_target:target_artifact = { quality = 2 }
	}
	modifier = {
		factor = 1.1
		event_target:target_artifact = { quality = 4 }
	}
	modifier = {
		factor = 1.2
		event_target:target_artifact = { quality = 5 }
	}
}

heist_building_score = {
	modifier = {
		factor = 1.1
		event_target:target_character = {
			capital_holding = {
				OR = {
					has_building = ca_vault_1
					has_building = ct_vault_1
					has_building = tp_vault_1
					has_building = fp_avault_1
				}
				NOR = {
					has_building = ca_vault_2
					has_building = ct_vault_2
					has_building = tp_vault_2
					has_building = fp_avault_2
					has_building = ca_vault_3
					has_building = ct_vault_3
					has_building = tp_vault_3
					has_building = fp_avault_3
				}
			}
		}
	}
	modifier = {
		factor = 1.2
		event_target:target_character = {
			capital_holding = {
				OR = {
					has_building = ca_vault_2
					has_building = ct_vault_2
					has_building = tp_vault_2
					has_building = fp_avault_2
				}
				NOR = {
					has_building = ca_vault_3
					has_building = ct_vault_3
					has_building = tp_vault_3
					has_building = fp_avault_3
				}
			}
		}
	}
	modifier = {
		factor = 1.3
		event_target:target_character = {
			capital_holding = {
				OR = {
					has_building = ca_vault_3
					has_building = ct_vault_3
					has_building = tp_vault_3
					has_building = fp_avault_3
				}
			}
		}
	}
	#tribals and nomads
	modifier = {
		factor = 1.05
		event_target:target_character = {
			capital_holding = {
				OR = {
					has_building = tb_vault_1
					has_building = no_vault_1
				}
				NOR = {
					has_building = tb_vault_2
					has_building = no_vault_2
					has_building = tb_vault_3
					has_building = no_vault_3
				}
			}
		}
	}
	modifier = {
		factor = 1.1
		event_target:target_character = {
			capital_holding = {
				OR = {
					has_building = tb_vault_2
					has_building = no_vault_2
				}
				NOR = {
					has_building = tb_vault_3
					has_building = no_vault_3
				}
			}
		}
	}
	modifier = {
		factor = 1.15
		event_target:target_character = {
			capital_holding = {
				OR = {
					has_building = tb_vault_3
					has_building = no_vault_3
				}
			}
		}
	}
	#wonders
	modifier = {
		factor = 1.1
		event_target:target_character = {
			any_realm_wonder = {
				is_active = yes
				wonder_owner = PREV
				has_wonder_upgrade = upgrade_treasure_chamber ##lighthouse
			}
		}
	}
	modifier = {
		factor = 1.2
		event_target:target_character = {
			any_realm_wonder = {
				is_active = yes
				wonder_owner = PREV
				has_wonder_upgrade = upgrade_vault ##grand fortress
			}
		}
	}
	modifier = {
		factor = 1.15
		event_target:target_character = {
			any_realm_wonder = {
				is_active = yes
				wonder_owner = PREV
				has_wonder_upgrade = upgrade_hidden_room ##pyramid
			}
		}
	}
	modifier = {
		factor = 1.25
		event_target:target_character = {
			any_realm_wonder = {
				is_active = yes
				wonder_owner = PREV
				has_wonder_upgrade = upgrade_necropolis ##pyramid
			}
		}
	}
}

heist_guard_score = {
	modifier = {
		factor = 0.5
		event_target:target_guard = { trait = craven }
	}
	modifier = {
		factor = 0.5
		event_target:target_guard = { trait = drunkard }
	}
	modifier = {
		factor = 0.8
		event_target:target_guard = { trait = slothful }
	}
	modifier = {
		factor = 0.8
		event_target:target_guard = { trait = stubborn }
	}
	modifier = {
		factor = 0.8
		event_target:target_guard = { trait = trusting }
	}

	modifier = {
		factor = 1.1
		event_target:target_guard = { martial = 8 }
	}
	modifier = {
		factor = 1.1
		event_target:target_guard = { martial = 12 }
	}
	modifier = {
		factor = 1.1
		event_target:target_guard = { martial = 16 }
	}
	modifier = {
		factor = 1.2
		event_target:target_guard = { martial = 20 }
	}
	modifier = {
		factor = 1.2
		event_target:target_guard = { trait = diligent }
	}
	modifier = {
		factor = 1.3
		event_target:target_guard = { trait = strong }
	}
	modifier = {
		factor = 1.2
		event_target:target_guard = { trait = robust }
	}
	modifier = {
		factor = 1.2
		event_target:target_guard = { trait = paranoid }
	}
}