namespace = BCK
character_event = {
	id = BCK.4113
	
	is_triggered_only = yes
	hide_window = yes
	only_rulers = yes
	
	trigger = {
		has_landed_title = d_varangian_guard
		OR = {
			independent = yes
			liege = {
				independent = no
				NOT = {
					has_landed_title = e_byzantium
					has_landed_title = e_roman_empire
				}
				ai = yes
				top_liege = {
					OR = {
						has_landed_title = e_byzantium
						has_landed_title = e_roman_empire
					}
					ai = yes
				}
			}
		}
		any_independent_ruler = {
			OR = {
				has_landed_title = e_byzantium
				has_landed_title = e_roman_empire
			}
			ai = yes
		}
	}

	immediate = {
		random_independent_ruler = {
			limit = {
				OR = {
					has_landed_title = e_byzantium
					has_landed_title = e_roman_empire
				}
				ai = yes
			}
			ROOT = {
				set_defacto_liege = PREV
			}
		}
		
		
	}
}




character_event = {
	id = BCK.100
	
	is_triggered_only = yes
	hide_window = yes
	trigger = {
		capital_scope = {
			any_province_holding = {
				holding_type = city
			}
		}
	}
	immediate = {
		
		# capital_scope = {
			# any_province_holding = {
				# limit = {holding_type = city}
				# grant_title = ROOT
			# }
			
		# }
		
		# capital_scope = {
			# random_province_holding = {
				# limit = {holding_type = city}
				# make_capital_holding = yes
				# #make_primary_title = yes
			# }
		# }
		# create_character = {
			# religion = ROOT
			# culture = ROOT
			# trait = tough_soldier
			# trait = peasant_leader
			# random_traits = yes
		# }
		# new_character = {
			# ROOT = {
				# capital_scope = {
					# any_province_holding = {
						# limit = {NOT = {holding_type = city}}
						# grant_title = PREVPREVPREV
						# #make_primary_title = yes
					# }
				# }
			# }
		# }
		
		capital_scope = {
			ROOT = {
				create_title = {
					tier = DUKE
					landless = no
					temporary = no
					custom_created = yes
					culture = ROOT
					holder = ROOT
					base_title = PREV
				}
			}
			
		}
		
		create_character = {
			female = yes
			religion = ROOT
			dynasty = none
			culture = ROOT
			fertility = 0.75
			random_traits = yes
			age = 19
		}
		
		new_character = {
			add_spouse = ROOT
			add_trait = born_lowborn
			save_event_target_as = merchant_baby
		}
		culture = cadet
		dynasty = father_bastard
		culture = event_target:merchant_baby
		create_family_palace = yes
		
		any_courtier = { # gives random courtiers a family palace
			count = 4
			limit = {
				is_female = no
				prisoner = no
				is_ruler = no
				NOT = { trait = incapable }
				is_adult = yes
				dynasty = none
				trait = peasant_leader
			}
			
			create_character = {
				female = yes
				religion = ROOT
				dynasty = none
				culture = THIS
				fertility = 0.75
				random_traits = yes
				age = 20
			}
			
			new_character = {
				add_spouse = PREV
				add_trait = born_lowborn
				save_event_target_as = merchant_baby
			}
			culture = cadet
			dynasty = father_bastard
			culture = event_target:merchant_baby
			
			
			set_government_type = merchant_republic_government
			set_defacto_liege = ROOT
			create_family_palace = yes
		}
		
		
		#set_government_type = merchant_republic_government
	}
}


character_event = {
	id = BCK.1000
	
	is_triggered_only = yes
	hide_window = yes
	trigger = {
		trait = found_true_love
		any_lover = {
			trait = found_true_love
		}
	}
	immediate = {
		any_lover = {
			limit = {trait = found_true_love}
			add_trait = heart_broken
		}
	}
}

character_event = {
	id = BCK.2000
	
	only_independent = yes
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		has_regent = yes
		higher_tier_than = DUKE
		OR = {
			NOT = {age = 16}
			trait = incapable
			prisoner = yes
		}
		regent = {NOT = {trait = former_regent}}
	}
	immediate = {
		regent = {
			add_trait = former_regent
		}
	}
}

character_event = {
	id = BCK.3000
	
	is_triggered_only = yes
	prisoner = yes
	hide_window = yes
	
	trigger = {
		NOT = { lifestyle_traits = 1 }
		is_landed = no
	}
	
	immediate = {
		add_trait = prison_life
	}
}


character_event = {
	id = BCK.5000
	desc = "BCK5000"
	picture = GFX_evt_lovers
	border = GFX_event_normal_frame_intrigue
	
	min_age = 30
	max_age = 40
	is_triggered_only = yes
	
	trigger = {
		war = no
		is_theocracy = no
		
		NOT = {trait = monk}
		AND = {
			trait = shy
			trait = craven
		}
		NOT = {
			any_spouse_even_if_dead = {
				always = yes
			}
		}
		NOT = {intrigue = 8}
		NOT = {
			trait = heart_broken
		}
		NOT = {lifestyle_traits = 1 }
		NOT = {num_of_lovers = 1}
	}
	
	option = {
		name = BCK5000A
		add_trait = bad_kisser
	}
	
}

character_event = {
	id = BCK.4000
	
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		OR = {
			dynasty = none
			father_even_if_dead = {dynasty = none}
		}
	}

	immediate = {
		add_trait = born_lowborn
		if = {
			limit = {
				father_even_if_dead =  {
					dynasty = none
					NOT = {trait = born_lowborn}
				}
			}
			father_even_if_dead = {add_trait = born_lowborn}
		}
	}
}

character_event = {
	id = BCK.4010
	
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		dynasty = none
	}

	immediate = {
		add_trait = born_lowborn
		
	}
}



character_event = {
	id = BCK.4001
	
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		liege = {
			is_republic = yes
		}
	}

	immediate = {
		add_trait = born_in_town
	}
}






character_event = {
	id = BCK.4002
	
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		liege = {
			is_theocracy = yes
		}
	}

	immediate = {
		add_trait = born_in_temple
	}
}



character_event = {
	id = BCK.4003
	
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		liege = {
			mercenary = yes
		}
	}

	immediate = {
		add_trait = mercenary_born
	}
}





character_event = {
	id = BCK.6000
	
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		is_female = no
		OR = {
			father = {
				higher_tier_than = DUKE
				is_feudal = yes
				NOT = {num_of_children = 2}
			}
			mother = {
				higher_tier_than = DUKE
				is_feudal = yes
				NOT = {num_of_children = 2}
			}
		}
		
	}

	immediate = {
		add_trait = king_prince
	}
}


character_event  = {
	id = BCK.8000
	
	is_triggered_only = yes
	
	only_rulers = yes
	
	hide_window = yes

	trigger = {
		mercenary = yes
		NOT = {has_character_flag = is_mercenary_leader}
	}
	
	immediate = {
		#MERC DYNASTY
		if = {
			limit = {
				NOT = {
					dynasty = none
				}
				
				any_courtier = {
					dynasty = ROOT
					is_female = no
					age = 16
					NOT = {character = ROOT}
				}
			}
			
			any_courtier = {
				limit = {
					dynasty = ROOT
					is_female = no
					age = 16
					NOT = {character = ROOT}
				}
				if = {
					limit = {
						ROOT = {has_landed_title = d_varangian_guard}
					}
					add_trait = varangian
					add_character_modifier = { 
						name = launched_prepared_invasion
						hidden = yes
						days = -1 
					}
					add_trait = combat_exp
				}
				ROOT = {
					abdicate_to = PREV
					move_character = PREV
				}
				add_trait = mercenary_leader
				weapon_level_effect = yes
				break = yes
				
			}
		}
		
		if = {
			limit = {
				any_courtier = {
					has_job_title = job_marshal
					is_landed = no
					OR = {
						dynasty = none
						dynasty = 678
					}
				}
			}
			any_courtier = {
				limit = {
					has_job_title = job_marshal
				}
				if = {
					limit = {
						ROOT = {has_landed_title = d_varangian_guard}
					}
					add_trait = varangian
					add_character_modifier = { 
						name = launched_prepared_invasion
						hidden = yes
						days = -1 
					}
					add_trait = combat_exp
				}
				ROOT = {
					abdicate_to = PREV
					move_character = PREV
				}
				add_trait = mercenary_leader
				weapon_level_effect = yes
				break = yes
			}
		}
		if = {
			limit = {
				any_courtier = {
					martial = 12
					is_landed = no
					is_female = no
					OR = {
						dynasty = none
						dynasty = 678
					}
					NOT = {character = ROOT}
				}
			}
			any_courtier = {
				limit = {
					martial = 12
					is_landed = no
					is_female = no
					dynasty = none
					NOT = {character = ROOT}
				}
				if = {
					limit = {
						ROOT = {has_landed_title = d_varangian_guard}
					}
					add_trait = varangian
					add_character_modifier = { 
						name = launched_prepared_invasion
						hidden = yes
						days = -1 
					}
					add_trait = combat_exp
				}
				ROOT = {
					abdicate_to = PREV
					move_character = PREV
				}
				add_trait = mercenary_leader
				weapon_level_effect = yes
				break = yes
			}
		}
		any_courtier = {
			limit = {
				is_landed = no
				is_female = no
				OR = {
					dynasty = none
					dynasty = 678
				}
				NOT = {character = ROOT}
			}
			if = {
				limit = {
					ROOT = {has_landed_title = d_varangian_guard}
				}
				add_trait = varangian
				add_character_modifier = { 
					name = launched_prepared_invasion
					hidden = yes
					days = -1 
				}
				add_trait = combat_exp
			}
			ROOT = {
				abdicate_to = PREV
				move_character = PREV
			}
			add_trait = mercenary_leader
			weapon_level_effect = yes
			break = yes
		}
		create_character = {
			random_traits = yes
			female = no
			dynasty = none
			religion = ROOT
			culture = ROOT
		}
		new_character = {
			add_trait = axe2
			set_character_flag = wpn
			if = {
				limit = {
					ROOT = {has_landed_title = d_varangian_guard}
				}
				add_trait = varangian
				add_character_modifier = { 
					name = launched_prepared_invasion
					hidden = yes
					days = -1 
				}
				add_trait = combat_exp
			}
			ROOT = {
				abdicate_to = PREV
				move_character = PREV
			}
			add_trait = mercenary_leader
			weapon_level_effect = yes
			break = yes
		}
		
		
	}
	
}

character_event  = {
	id = BCK.9000
	
	is_triggered_only = yes
	
	only_rulers = yes
	
	hide_window = yes

	trigger = {
		holy_order = yes
	}
	
	immediate = {
		
		if = {
			limit = {
				any_courtier = {
					has_job_title = job_marshal
					is_landed = no
				}
			}
			random_courtier = {
				limit = {
					has_job_title = job_marshal
					is_landed = no
				}
				religion = ROOT
				ROOT = {
					abdicate_to = PREV
					move_character = PREV
				}
				add_trait = holy_order_leader
				
				weapon_level_effect = yes
				break = yes
			}
		}
		if = {
			limit = {
				any_courtier = {
					martial = 12
					is_landed = no
					NOT = {character = ROOT}
				}
			}
			random_courtier = {
				limit = {
					martial = 12
					is_landed = no
					is_female = no
					NOT = {character = ROOT}
				}
				religion = ROOT
				ROOT = {
					abdicate_to = PREV
					move_character = PREV
				}
				add_trait = holy_order_leader
				weapon_level_effect = yes
				break = yes
			}
		}
		any_courtier = {
			limit = {
				NOT = {character = ROOT}
				is_female = no
			}
			ROOT = {
				abdicate_to = PREV
				move_character = PREV
			}
			religion = ROOT
			add_trait = holy_order_leader
			weapon_level_effect = yes
			break = yes
		}
		create_character = {
			random_traits = yes
			female = no
			religion = ROOT
			culture = ROOT
		}
		new_character = {
			add_trait = spear2
			set_character_flag = wpn
			ROOT = {
				abdicate_to = PREV
				move_character = PREV
			}
			add_trait = holy_order_leader
			weapon_level_effect = yes
			break = yes
		}
	}
	
}

character_event = { #Mayor Marriage
	id = BCK.11000
	only_men = yes
	only_rulers = yes
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		#always = no
		is_married = no
		can_marry = yes
		AND = {
			is_republic = yes
			is_merchant_republic = no
		}
	}
	immediate = {
		any_courtier = {
			limit = {
				is_female = yes
				is_married = no
				age = 16
				NOT = {age = 35}
				can_marry = yes
			}
			add_spouse = ROOT
			
			break = yes
		}
		top_liege = {
			any_realm_character = {
				limit = {
					liege = {
						ai = yes
					}
					is_ruler = no
					is_female = yes
					is_married = no
					is_betrothed = no
					age = 16
					NOT = {age = 35}
					can_marry = yes
					prisoner = no
					OR = {
						culture_group = ROOT
						religion_group = ROOT
					}
					NOT = {is_close_relative = ROOT}
					liege = {
						NOT = {is_close_relative = PREV}
					}
					dynasty = none
				}
				add_trait = born_lowborn
				add_spouse = ROOT
				break = yes
			}
		}
		capital_scope = {
			ROOT = {
				create_character = {
					random_traits = yes
					religion = PREV
					culture = PREV
					dynasty = none
					female = yes
					age = 19
				}
				new_character = {
					add_trait = born_lowborn
					add_spouse = ROOT
				}
			}
		}
	}
}


character_event = { #Baron Son Marriage
	id = BCK.11001
	only_men = yes
	
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		liege = {
			tier = BARON
			is_feudal = yes
			current_heir = {
				character = ROOT
			}
		}
		
		is_married = no
		can_marry = yes
		NOT = {dynasty = none}
	}
	immediate = {
		
		top_liege = {
			any_realm_character = {
				limit = {
					liege = {
						ai = yes
					}
					is_ruler = no
					is_female = yes
					is_married = no
					is_betrothed = no
					age = 16
					NOT = {age = 35}
					can_marry = yes
					fertility = 0
					OR = {
						culture_group = ROOT
						religion_group = ROOT
					}
					NOT = {is_close_relative = ROOT}
					NOT = {
						liege = {
							is_close_relative = PREV
						}
					}
					NOT = {dynasty = none}
				}
				if = {
					limit = {prisoner = yes}
					prisoner = no
				}
				add_spouse = PREVPREV
				break = yes
			}
		}
		top_liege = {
			any_realm_character = {
				limit = {
					liege = {
						ai = yes
					}
					is_ruler = no
					is_female = yes
					is_married = no
					is_betrothed = no
					age = 16
					NOT = {age = 35}
					can_marry = yes
					fertility = 0
					OR = {
						culture_group = ROOT
						religion_group = ROOT
					}
					NOT = {is_close_relative = ROOT}
					NOT = {
						liege = {
							is_close_relative = PREV
						}
					}
					dynasty = none
				}
				if = {
					limit = {prisoner = yes}
					prisoner = no
				}
				add_trait = born_lowborn
				add_spouse = ROOT
				break = yes
			}
		}
		ROOT = {
			capital_scope = {
				ROOT = {
					create_character = {
						random_traits = yes
						religion = PREV
						culture = PREV
						dynasty = none
						female = yes
						age = 19
					}
					new_character = {
						add_trait = born_lowborn
						add_spouse = ROOT
					}
				}
			}
		}
		
		
	}
}

character_event = {
	id = BCK.12000 #Important Warrior Marriage
	
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		#always = no
		is_married = no
		is_ruler = no
		is_female = no
		can_marry = yes
		fertility = 0
		liege = {
			mercenary = no
			holy_order = no
		}
		liege = {
			ai = yes
		}
	}
	
	immediate = {
		
		if = {
			limit = {NOT = {dynasty = none}}
			top_liege = {
				any_realm_character = {
					limit = {
						liege = {
							ai = yes
						}
						is_ruler = no
						is_female = yes
						is_married = no
						is_betrothed = no
						age = 16
						NOT = {age = 35}
						can_marry = yes
						fertility = 0
						OR = {
							culture_group = ROOT
							religion_group = ROOT
						}
						NOT = {is_close_relative = ROOT}
						NOT = {
							liege = {
								is_close_relative = PREV
							}
						}
						NOT = {dynasty = none}
					}
					if = {
						limit = {prisoner = yes}
						prisoner = no
					}
					add_spouse = ROOT
					break = yes
				}
			}
		}
		
		liege = {
			any_courtier = {
				limit = {
					is_female = yes
					is_ruler = no
					is_married = no
					dynasty = none
					age = 16
					NOT = {age = 35}
					can_marry = yes
					
					fertility = 0
					NOT = {is_close_relative = ROOT}
					NOT = {is_close_relative = PREV}
				}
				if = {
					limit = {prisoner = yes}
					prisoner = no
				}
				add_trait = born_lowborn
				add_spouse = ROOT
				break = yes
			}
		}
		
		top_liege = {
			any_realm_character = {
				limit = {
					liege = {
						ai = yes
					}
					is_ruler = no
					is_female = yes
					is_married = no
					is_betrothed = no
					age = 16
					NOT = {age = 35}
					can_marry = yes
					fertility = 0
					OR = {
						culture_group = ROOT
						religion_group = ROOT
					}
					NOT = {is_close_relative = ROOT}
					NOT = {
						liege = {
							is_close_relative = PREV
						}
					}
					dynasty = none
				}
				if = {
					limit = {prisoner = yes}
					prisoner = no
				}
				add_trait = born_lowborn
				add_spouse = ROOT
				break = yes
			}
		}
	
		liege = {
			create_character = {
				random_traits = yes
				religion = PREV
				culture = PREV
				dynasty = none
				female = yes
				age = 19
			}
			new_character = {
				add_trait = born_lowborn
				add_spouse = ROOT
			}
		}
		
	}
}

character_event = {
	id = BCK.10001
	
	is_triggered_only = yes
	hide_window = yes
	trigger = {
		controls_religion = yes
		current_heir = {
			dynasty = none
		}
	}
	immediate = {
		current_heir = {dynasty = father_bastard}
	}
}

character_event = {
	id = BCK.10000
	
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		is_ruler = no
		liege = {
			ai = yes
		}
		NOT = {
			liege = {
				current_heir = {
					character = ROOT
				}
			}
		}
		OR = {
			liege = {
				OR = {
					is_theocracy = yes
					AND = {
						tier = BARON
						is_feudal = yes
					}
					AND = {
						is_republic = yes
						NOT = {government = merchant_republic_government}
					}
					AND = {
						mercenary = yes
						OR = {
							ROOT = {dynasty = none}
							NOT = {dynasty = ROOT}
							ROOT = {is_female = yes}
						}
						NOT = {is_close_relative = ROOT}
					}
				}
			}
			AND = {
				OR = {
					dynasty = none
					AND = {
						NOT = {
							liege = {dynasty = ROOT}
						}
						any_sibling = {
							is_older_than = ROOT
							at_location = ROOT
							dynasty = ROOT
						}
					}
					AND = {
						dynasty = 101731
						father_even_if_dead = {
							OR = {
								is_ruler = no
								is_alive = no
							}
						}
						any_sibling = {
							is_female = no
							is_older_than = ROOT
						}
						OR = {
							diplomacy = 12
							martial = 12
							stewardship = 12
							intrigue = 12
							NOT = {trait = content}
						}
					}
				}
				NOT = {trait = bastard}
				is_heir = no
				liege = { #Court is full Check abroad and prisoner
					any_courtier = {
						count = 25
						vassal_of = PREV
						is_ruler = no
						prisoner = no
					}
				}
			}
		}
	}
	immediate = {
		remove_character_modifier = in_seclusion
		random_playable_ruler = {
			limit = {
				culture = ROOT
				religion = ROOT
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				higher_tier_than = COUNT
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				mercenary = no
				holy_order = no
				ai = yes
			}
			ROOT = {move_character = PREV}
			break = yes
		}
		random_playable_ruler = {
			limit = {
				culture = ROOT
				religion = ROOT
				is_theocracy = no
				mercenary = no
				holy_order = no
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {move_character = PREV}
			break = yes
		}
		random_playable_ruler = {
			limit = {
				culture_group = ROOT
				religion = ROOT
				mercenary = no
				holy_order = no
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {move_character = PREV}
			break = yes
		}
		random_playable_ruler = {
			limit = {
				religion = ROOT
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				mercenary = no
				holy_order = no
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {move_character = PREV}
			break = yes
		}
		random_playable_ruler = {
			limit = {
				culture = ROOT
				religion_group = ROOT
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				mercenary = no
				holy_order = no
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {move_character = PREV}
			break = yes
		}
		random_playable_ruler = {
			limit = {
				culture_group = ROOT
				religion_group = ROOT
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				mercenary = no
				holy_order = no
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {move_character = PREV}
			break = yes
		}
		random_playable_ruler = {
			limit = {
				religion_group = ROOT
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				mercenary = no
				holy_order = no
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			move_character = PREV
			break = yes
		}
		random_playable_ruler = {
			ROOT = {move_character = PREV}
			break = yes
		}
	}
}




character_event = {
	id = BCK.10002
	only_men = yes
	prisoner = no
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
	
		liege = {
			mercenary = yes
			tier = DUKE
			ai = yes
		}
		age = 45
		is_ruler = no
		
		dynasty = none
		
	}
	immediate = {
		add_trait = mercenary_training

		random_playable_ruler = {
			limit = {
				culture = ROOT
				religion = ROOT
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				higher_tier_than = COUNT
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				mercenary = no
				holy_order = no
				ai = yes
			}
			ROOT = {
				move_character = PREV
				weapon_level_effect = yes
			}
			
			
			break = yes
		}
		random_playable_ruler = {
			limit = {
				culture = ROOT
				religion = ROOT
				is_theocracy = no
				mercenary = no
				holy_order = no
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {
				move_character = PREV
				weapon_level_effect = yes
			}
			break = yes
		}
		random_playable_ruler = {
			limit = {
				culture_group = ROOT
				religion = ROOT
				mercenary = no
				holy_order = no
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {
				move_character = PREV
				weapon_level_effect = yes
			}
			break = yes
		}
		random_playable_ruler = {
			limit = {
				religion = ROOT
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				mercenary = no
				holy_order = no
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {
				move_character = PREV
				weapon_level_effect = yes
			}
			break = yes
		}
		random_playable_ruler = {
			limit = {
				culture = ROOT
				religion_group = ROOT
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				mercenary = no
				holy_order = no
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {
				move_character = PREV
				weapon_level_effect = yes
			}
			break = yes
		}
		random_playable_ruler = {
			limit = {
				culture_group = ROOT
				religion_group = ROOT
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				mercenary = no
				holy_order = no
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {
				move_character = PREV
				weapon_level_effect = yes
			}
			break = yes
		}
		random_playable_ruler = {
			limit = {
				religion_group = ROOT
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				mercenary = no
				holy_order = no
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {
				move_character = PREV
				weapon_level_effect = yes
			}
			break = yes
		}
		random_playable_ruler = {
			ROOT = {
				move_character = PREV
				weapon_level_effect = yes
			}
			break = yes
		}
	}
}




character_event = {
	id = BCK.10003
	prisoner = no
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		mercenary = yes
		tier = DUKE
		ai = yes
		age = 50
		dynasty = none
	}
	immediate = {
		add_trait = mercenary_training
		if = {
			limit = {
				any_courtier = {
					has_job_title = job_marshal
					is_landed = no
					OR = {
						dynasty = none
						dynasty = 678
					}
				}
			}
			any_courtier = {
				limit = {
					has_job_title = job_marshal
				}
				if = {
					limit = {
						ROOT = {has_landed_title = d_varangian_guard}
					}
					add_trait = varangian
					add_character_modifier = { 
						name = launched_prepared_invasion
						hidden = yes
						days = -1 
					}
				}
				ROOT = {
					abdicate_to = PREV
				}
				add_trait = mercenary_leader
			}
			set_character_flag = merc_retirement
		}
		if = {
			limit = {
				NOT = {has_character_flag = merc_retirement}
				any_courtier = {
					martial = 12
					is_landed = no
					is_female = no
					OR = {
						dynasty = none
						dynasty = 678
					}
					NOT = {character = ROOT}
				}
			}
			any_courtier = {
				limit = {
					martial = 12
					is_landed = no
					is_female = no
					dynasty = none
					NOT = {character = ROOT}
				}
				if = {
					limit = {
						ROOT = {has_landed_title = d_varangian_guard}
					}
					add_trait = varangian
					add_character_modifier = { 
						name = launched_prepared_invasion
						hidden = yes
						days = -1 
					}
				}
				ROOT = {
					abdicate_to = PREV
				}
				add_trait = mercenary_leader
			}
			set_character_flag = merc_retirement
		}
		
		
		if = {
			limit = {NOT = {has_character_flag = merc_retirement}}
			random_courtier = {
				limit = {
					is_landed = no
					is_female = no
					OR = {
						dynasty = none
						dynasty = 678
					}
					NOT = {character = ROOT}
				}
				if = {
					limit = {
						ROOT = {has_landed_title = d_varangian_guard}
					}
					add_trait = varangian
					add_character_modifier = { 
						name = launched_prepared_invasion
						hidden = yes
						days = -1 
					}
				}
				ROOT = {
					abdicate_to = PREV
				}
				add_trait = mercenary_leader
				ROOT = {set_character_flag = merc_retirement}
			}
			
		}
		if = {
			limit = {NOT = {has_character_flag = merc_retirement}}
			create_character = {
				random_traits = yes
				female = no
				dynasty = none
				religion = ROOT
				culture = ROOT
			}
			new_character = {
				add_trait = axe2
				set_character_flag = wpn
				if = {
					limit = {
						ROOT = {has_landed_title = d_varangian_guard}
					}
					add_trait = varangian
					add_character_modifier = { 
						name = launched_prepared_invasion
						hidden = yes
						days = -1 
					}
				}
				ROOT = {
					abdicate_to = PREV
				}
				add_trait = mercenary_leader
			}
			set_character_flag = merc_retirement
		}
		
		any_claim = {
			limit = {is_primary_type_title = yes}
			remove_claim = ROOT
		}
		
		random_playable_ruler = {
			limit = {
				culture = ROOT
				religion = ROOT
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				higher_tier_than = COUNT
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				mercenary = no
				holy_order = no
				ai = yes
			}
			ROOT = {move_character = PREV}
			weapon_level_effect = yes
			break = yes
		}
		
		random_playable_ruler = {
			limit = {
				culture = ROOT
				religion = ROOT
				is_theocracy = no
				mercenary = no
				holy_order = no
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {move_character = PREV}
			weapon_level_effect = yes
			break = yes
		}
		random_playable_ruler = {
			limit = {
				culture_group = ROOT
				religion = ROOT
				mercenary = no
				holy_order = no
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {
				move_character = PREV
				weapon_level_effect = yes
			}
			break = yes
		}
		random_playable_ruler = {
			limit = {
				religion = ROOT
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				mercenary = no
				holy_order = no
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {
				move_character = PREV
				weapon_level_effect = yes
			}
			break = yes
		}
		random_playable_ruler = {
			limit = {
				culture = ROOT
				religion_group = ROOT
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				mercenary = no
				holy_order = no
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {
				move_character = PREV
				weapon_level_effect = yes
			}
			break = yes
		}
		random_playable_ruler = {
			limit = {
				culture_group = ROOT
				religion_group = ROOT
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				mercenary = no
				holy_order = no
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {
				move_character = PREV
				weapon_level_effect = yes
			}
			break = yes
		}
		random_playable_ruler = {
			limit = {
				religion_group = ROOT
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				mercenary = no
				holy_order = no
				higher_tier_than = BARON
				NOT = {
					any_courtier = {
						count = 25
						prisoner = no
					}
				}
				ai = yes
			}
			ROOT = {
				move_character = PREV
				weapon_level_effect = yes
			}
			break = yes
		}
		random_playable_ruler = {
			ROOT = {
				move_character = PREV
				weapon_level_effect = yes
			}
			break = yes
		}
	}
}