namespace =mee
#learning education with theology or scholarship focus
character_event = {
	id = mee.0001
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_MEE_1
	
	capable_only = yes
	prisoner = no

	trigger = {
		OR = {
		has_focus = focus_theology
		has_focus = focus_scholarship
		}
		OR = {
			trait = detached_priest
			trait = martial_cleric
			trait = scholarly_theologian
		}
	}
	
	weight_multiplier = {
	    factor = 2.0
		modifier = {
			factor = 0.1
			NOT = { learning = 5 }
		}
		modifier = {
			factor = 2.0
			learning = 8
		}
		modifier = {
			factor = 2.0
			learning = 12
		}
	}
	
	option = {
		name = EVTOPTA_MEE_1
	
		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
		}
	}
}
# martial education with hunting focus
character_event = {
	id = mee.0002
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_MEE_2
	
	capable_only = yes
	prisoner = no

	trigger = {
		has_focus = focus_hunting
		OR = {
			trait = misguided_warrior
			trait = tough_soldier
			trait = skilled_tactician
		}
	}
	
	weight_multiplier = {
		factor = 1.0
		modifier = {
			factor = 0.1
			NOT = { martial = 5 }
		}
		modifier = {
			factor = 2.0
			martial = 8
		}
		modifier = {
			factor = 2.0
			martial = 12
		}
		modifier = {
			factor = 2.0
			has_character_modifier = adept_of_strategy
		}
		modifier = {
			factor = 3.0
			trait = strategist
		}
	}
	
	option = {
		name = EVTOPTA_MEE_2
	
		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
		}
	}
}
# intrigue from suduction focus
character_event = {
	id = mee.0003
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_MEE_3
	
	capable_only = yes
	prisoner = no

	trigger = {
	    has_focus = focus_seduction
	    OR = {
			trait = amateurish_plotter
			trait = flamboyant_schemer
			trait = intricate_webweaver
		}
    }		
		
	weight_multiplier = {
		factor = 2.0
		modifier = {
			factor = 0.1
			NOT = { intrigue = 5 }
		}
		modifier = {
			factor = 2.0
			intrigue = 8
		}
		modifier = {
			factor = 2.0
			intrigue = 12
		}
	}
	
	option = {
		name = EVTOPTA_MEE_3
	
		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
		}
	}
}

# diplomacy from Carousing focus
character_event = {
	id = mee.0004
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_MEE_4
	
	capable_only = yes
	prisoner = no

	trigger = {
		has_focus = focus_carousing
		OR = {
			trait = naive_appeaser
			trait = underhanded_rogue
			trait = charismatic_negotiator
		}
	}
	
	weight_multiplier = {
		factor = 2.0
		modifier = {
			factor = 0.1
			NOT = { diplomacy = 5 }
		}
		modifier = {
			factor = 2.0
	        diplomacy = 8
		}
		modifier = {
			factor = 2.0
			diplomacy = 12
		}
	}
	
	option = {
		name = EVTOPTA_MEE_4
	
		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
		}
	}
}