# Supported types:
# character, spouse, rivals, friends, liege_titles, vassal_titles, realm_titles, realm_characters, realm_characters_plus, independent_rulers

###############
# AMBITIONS
###############

obj_amazon_have_a_daughter = {
	type = character

	fertility = 0.1
	
	potential = {
		is_adult = yes
		trait = amazon
		is_female = yes
		is_married = no			# If married, use standard [obj_have_a_daughter]
		is_consort = no
		NOT = {
			any_child = {
				is_female = yes
			}
		}
		OR = {
			ai = no
			is_female = yes
			num_of_children = 2
		}
	}

	allow = {
		prisoner = no
		is_female = yes
		NOT = { age = 45 }
		#NOT = { trait = celibate }
		NOT = { trait = eunuch }
		NOT = { trait = incapable }
		OR = {
			ai = no
			NOT = { has_character_flag = obj_have_child_1 }
		}
	}
	chance = {
		factor = 50

		modifier = {
			factor = 0.1
			is_female = no
			NOT = {
				any_child = {
					is_female = no
				}
			}
		}
		modifier = {
			factor = 2.0
			is_female = yes
		}
		modifier = {
			factor = 5.0
			is_ruler = yes
			higher_tier_than = BARON
			OR = {
				is_vice_royalty = yes
				has_law = succ_gavelkind
				has_law = succ_primogeniture
				has_law = succ_feudal_elective
				has_law = succ_turkish_succession
				has_law = succ_nomad_succession
			}
			OR = {
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
			}
			NOT = {
				any_child = {
					dynasty = ROOT
					can_inherit_trigger = yes
					NOR = {
						trait = incapable
						trait = celibate
					}
					OR = {
						AND = {
							ROOT = {
								OR = {
									has_law = succ_gavelkind
									has_law = succ_primogeniture
									has_law = succ_turkish_succession
									has_law = succ_nomad_succession
								}
							}
							is_primary_heir = ROOT
						}
						AND = {
							ROOT = {
								OR = {
									is_vice_royalty = yes
									has_law = succ_feudal_elective
								}							
							}
							any_heir_title = {
								tier = COUNT
								holder = ROOT
								location = { is_capital = yes }
							}
						}
					}
				}
			}
		}
		modifier = {
			factor = 1.5
			num_of_children = 3
		}
		modifier = {
			factor = 3.0
			num_of_children = 4
		}
		modifier = {
			factor = 10.0
			num_of_children = 5
		}
	}
	creation_effect = {
		if = {
			limit = { ai = yes }
			add_character_modifier = {
				name = "ai_objective_timer"
				duration = 1825
				hidden = yes
			}
		}
	}
	success = {
		any_child = {
			is_female = yes
		}
	}
	abort = {
		OR = {
			#prisoner = yes
			AND = {
				age = 45
				is_female = yes
			}
			#AND = {
			#	is_married = no
			#	is_consort = no
			#}
			#trait = celibate
			trait = eunuch
			trait = incapable
			AND = {
				ai = yes
				NOT = { has_character_modifier = ai_objective_timer }
			}
		}
	}
	abort_effect = {
		if = {
			limit = { ai = yes }
			remove_character_modifier = ai_objective_timer
		}
	}
	effect = {
		hidden_tooltip = {
			if = {
				limit = { ai = yes }
				remove_character_modifier = ai_objective_timer
			}
		}
		if = {
			limit = { any_vassal = { leads_faction = faction_court } }
			custom_tooltip = { text = COURTFACTIONMOODPLUS }
			hidden_tooltip = {
				random_vassal = { limit = { leads_faction = faction_court } set_variable = { which = "faction_mood_increase" value = 1 } }
				character_event = { id = PlusFaction.200 days = 1 } #recalculate faction moods
			}
		}
		if = {
			limit = { NOT = { has_character_flag = obj_have_child_1 } }
			piety = 25
		}
		if = {
			limit = { has_character_flag = obj_have_child_1 }
			piety = 10
		}
		set_character_flag = obj_have_child_1
	}
}