# Supported types: character
#
# Note: if 'chance' evaluates to 0, an AI character will also abandon the focus
#


#################
# FOCUSES		#
#################

focus_ed_diplomacy = {
	type = character
	
	modifier_name = "EDUCATION_FOCUS_DIPLOMACY"
	
	potential = {
		age = 12
		is_adult = no
	}
	
	allow = {
	}
	
	# AI Pick chance
	chance = {
		factor = 100
		modifier = {
			factor = 0
			NOR = {
				trait = affectionate
				trait = curious
			}
		}
		modifier = {
			factor = 10
			trait = affectionate
		}
		modifier = {
			factor = 10
			trait = affectionate
		}
		modifier = {
			factor = 0.1
			trait = willful
		}
		modifier = {
			factor = 0.1
			trait = fussy
		}
	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		is_adult = yes
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	diplomacy = 1
	
	good_traits = {
		affectionate
		curious
	}
	
	bad_traits = {
		willful
		fussy
	}
}

focus_ed_martial = {
	type = character
	
	modifier_name = "EDUCATION_FOCUS_MARTIAL"
	
	potential = {
		age = 12
		is_adult = no
	}
	
	allow = {
	}
	
	# AI Pick chance
	chance = {
		factor = 100
		modifier = {
			factor = 0
			NOR = {
				liege = { is_nomadic = yes }
				liege = { is_tribal = yes }
				liege = { is_feudal = yes }
				trait = rowdy
				trait = willful
			}
		}
		modifier = {
			factor = 10
			trait = rowdy
		}
		modifier = {
			factor = 10
			trait = willful
		}
		modifier = {
			factor = 0.1
			trait = timid
		}
		modifier = {
			factor = 0.1
			trait = idolizer
		}
		modifier = { # If girls can't inherit, they probably have no use for a martial education.
			factor = 0.1
			is_female = yes
			liege = {
				primary_title = {
					OR = {
						has_law = agnatic_succession
						has_law = cognatic_succession
					}
				}
			}
		}
	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		is_adult = yes
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	martial = 1
	
	good_traits = {
		rowdy
		willful
	}
	
	bad_traits = {
		timid
		idolizer
	}
}

focus_ed_stewardship = {
	type = character
	
	modifier_name = "EDUCATION_FOCUS_STEWARDSHIP"
	
	potential = {
		age = 12
		is_adult = no
	}
	
	allow = {
	}
	
	# AI Pick chance
	chance = {
		factor = 100
		modifier = {
			factor = 0
			NOR = {
				liege = { is_republic = yes }
				trait = brooding
				trait = conscientious
			}
		}
		modifier = {
			factor = 10
			trait = brooding
		}
		modifier = {
			factor = 10
			trait = conscientious
		}
		modifier = {
			factor = 0.1
			trait = indolent
		}
		modifier = {
			factor = 0.1
			trait = haughty
		}

	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		is_adult = yes
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	stewardship = 1
	
	good_traits = {
		brooding
		conscientious
	}
	
	bad_traits = {
		indolent
		haughty
	}
}

focus_ed_intrigue = {
	type = character
	
	modifier_name = "EDUCATION_FOCUS_INTRIGUE"
	
	potential = {
		age = 12
		is_adult = no
	}
	
	allow = {
	}
	
	# AI Pick chance
	chance = {
		factor = 100
		modifier = {
			factor = 0
			NOR = {
				trait = playful
				trait = fussy
			}
		}
		modifier = {
			factor = 10
			trait = playful
		}
		modifier = {
			factor = 10
			trait = fussy
		}
		modifier = {
			factor = 0.1
			trait = rowdy
		}
		modifier = {
			factor = 0.1
			trait = affectionate
		}

	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		is_adult = yes
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	intrigue = 1
	
	good_traits = {
		playful
		fussy
	}
	
	bad_traits = {
		rowdy
		affectionate
	}
}

focus_ed_learning = {
	type = character
	
	modifier_name = "EDUCATION_FOCUS_LEARNING"
	
	potential = {
		age = 12
		is_adult = no
	}
	
	allow = {
	}
	
	# AI Pick chance
	chance = {
		factor = 100
		modifier = {
			factor = 0
			NOR = {
				liege = { is_theocracy = yes }
				trait = timid
				trait = idolizer
			}
		}
		modifier = {
			factor = 10
			trait = timid
		}
		modifier = {
			factor = 10
			trait = idolizer
		}
		modifier = {
			factor = 0.1
			trait = brooding
		}
		modifier = {
			factor = 0.1
			trait = playful
		}

	}
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		is_adult = yes
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	learning = 1
	
	good_traits = {
		timid
		idolizer
	}
	
	bad_traits = {
		brooding
		playful
	}
}
