namespace = djd
character_event = {
	id = djd.1015
	title = EVTT_djd.1010
	desc = EVTDESC_djd.1010
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	min_age = 16
	capable_only = yes
	prisoner = no
	has_job_title = yes
	culture = han
	
	trigger = {
		has_job_action = action_organize_army
		NOT = { has_character_modifier = in_seclusion }
		NOT = { has_character_modifier = bedridden_illness }
		NOT = { trait = incapable }
		liege = {
			any_courtier_or_vassal = {
					character = PREV	
					}
					NOR = {
							trait = logistics_expert 
							trait = master_of_flame 
							trait = sapper 
							trait = levy_coordinator 
					}
				NOT = {
					has_character_modifier = drill_cooldown_timer
				}
			}
	}
	
	immediate = {
		liege = {
			random_courtier_or_vassal = {
				limit = {
					character = PREV
					}
					NOR = {
							trait = logistics_expert
							trait = master_of_flame 
							trait = sapper 
							trait = levy_coordinator 
					}
					NOT = {
						has_character_modifier = drill_cooldown_timer
					}
				}
				save_event_target_as = commander_improved_china
			}
	}
	
	mean_time_to_happen = {
		months = 80
		
		modifier = {
			factor = 1.25
			NOT = { martial = 2 }
		}
		modifier = {
			factor = 1.25
			NOT = { martial = 3 }
		}
		modifier = {
			factor = 1.25
			NOT = { martial = 4 }
		}
		modifier = {
			factor = 1.25
			NOT = { martial = 5 }
		}
		modifier = {
			factor = 0.75
			martial = 10
		}
		modifier = {
			factor = 0.75
			martial = 11
		}
		modifier = {
			factor = 0.75
			martial = 12
		}
		modifier = {
			factor = 0.75
			martial = 13
		}
		modifier = {
			factor = 0.75
			martial = 15
		}
		modifier = {
			factor = 0.75
			martial = 18
		}
	}
	
	option = {
		name =  EVTOPT_djd.1010
		liege = { character_event = { id = djd.1016 } }
	}
}

character_event = {
	id = djd.1016
	title = EVTT_djd.1016
	desc = EVTDESC_djd.1016
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				event_target:commander_improved_china = {
					NOR = {
						trait = logistics_expert
						trait = master_of_flame 
						trait = sapper 
						trait = levy_coordinator 
					}
				}
			}
			event_target:commander_improved_china = {
				hidden_tooltip = {
					add_character_modifier = {
						name = drill_cooldown_timer
						hidden = yes
						years = 3
					}
				}
				set_character_flag = djd_choose_leadership_china
			}
		}
	}

	option = {
		name =  EVTOPTA_djd.1016
		prestige = 25
		if = {
			limit = {
				event_target:commander_improved_china = {
					has_character_flag = djd_choose_leadership_china
				}
			}
			event_target:commander_improved_china = {
				add_trait = logistics_expert
				clr_character_flag = djd_choose_leadership_china
			}		
		}
	}
		option = {
		name =  EVTOPTB_djd.1016
		prestige = 25
		if = {
			limit = {
				event_target:commander_improved_china = {
					has_character_flag = djd_choose_leadership_china
				}
			}
			event_target:commander_improved_china = {
				add_trait = master_of_flame
				clr_character_flag = djd_choose_leadership_china
			}		
		}
	}
		option = {
		name =  EVTOPTC_djd.1016
		prestige = 25
		if = {
			limit = {
				event_target:commander_improved_china = {
					has_character_flag = djd_choose_leadership_china
				}
			}
			event_target:commander_improved_china = {
				add_trait = sapper
				clr_character_flag = djd_choose_leadership_china
			}		
		}
	}
		option = {
		name =  EVTOPTD_djd.1016
		prestige = 25
		if = {
			limit = {
				event_target:commander_improved_china = {
					has_character_flag = djd_choose_leadership_china
				}
			}
			event_target:commander_improved_china = {
				add_trait = levy_coordinator 
				clr_character_flag = djd_choose_leadership_china
			}		
		}
	}
}