namespace = MNT

character_event = {
	id = MNT.100
	desc = MNT100 #Manage a horse breeding program
	picture = GFX_evt_hippodrome_byzantine
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	option = { # Breed with a quick Mare
		ai_chance = {
			factor = 10
		}
		random_list = {
			30 = { #Quick offspring
				modifier = {
					factor = 1.2
					stewardship = 10
				}
				modifier = {
					factor = 1.2
					stewardship = 15
				}
				modifier = {
					factor = 1.2
					stewardship = 20
				}
				modifier = {
					factor = 1.2
					stewardship = 25
				}
				modifier = {
					factor = 1.2
					stewardship = 30
				}
				modifier = {
					factor = 1.2
					stewardship = 35
				}
				character_event = {id = MNT.900 days = 1 tooltip = quick_horses}
			}
			10 = { #Aggressive offspring
				modifier = {
					factor = 2
					trait = wroth
				}
				character_event = {id = MNT.901 days = 1 tooltip = agg_horses}
			}
			10 = { #Obedient offspring
				modifier = {
					factor = 2
					trait = patient
				}
				character_event = {id = MNT.902 days = 1 tooltip = gentle_horses}
			}
			50 = { # Fail to reproduce enough foals
				modifier = {
					factor = 2
					is_winter = yes
				}
				modifier = {
					factor = 0.75
					culture = mongol
				}
				character_event = {id = MNT.903 days = 1 tooltip = fail_horses}
			}
		}
		name = MNT100A
	}
	option = { #Breed with an aggressive Mare
		ai_chance = {
			factor = 10
			modifier = {
				factor = 2
				trait = wroth
			}
		}
		random_list = {
			10 = { #Quick offspring
				character_event = {id = MNT.900 days = 1 tooltip = quick_horses}
			}
			30 = { #Aggressive offspring
				modifier = {
					factor = 2
					trait = wroth
				}
				modifier = {
					factor = 1.2
					stewardship = 10
				}
				modifier = {
					factor = 1.2
					stewardship = 15
				}
				modifier = {
					factor = 1.2
					stewardship = 20
				}
				modifier = {
					factor = 1.2
					stewardship = 25
				}
				modifier = {
					factor = 1.2
					stewardship = 30
				}
				modifier = {
					factor = 1.2
					stewardship = 35
				}
				character_event = {id = MNT.901 days = 1 tooltip = agg_horses}
			}
			10 = { #Obedient offspring
				modifier = {
					factor = 2
					trait = patient
				}
				character_event = {id = MNT.902 days = 1 tooltip = gentle_horses}
			}
			50 = { # Fail to reproduce enough foals
				modifier = {
					factor = 2
					is_winter = yes
				}
				modifier = {
					factor = 0.75
					culture = mongol
				}
				character_event = {id = MNT.903 days = 1 tooltip = fail_horses}
			}
		}
		name = MNT100B
	}
	option = { #Breed with an obedient Mare
		ai_chance = {
			factor = 10
			modifier = {
				factor = 2
				trait = trusting
			}
		}
		random_list = {
			10 = { #Quick offspring
				character_event = {id = MNT.900 days = 1 tooltip = quick_horses}
			}
			10 = { #Aggressive offspring
				modifier = {
					factor = 2
					trait = wroth
				}
				character_event = {id = MNT.901 days = 1 tooltip = agg_horses}
			}
			30 = { #Obedient offspring
				modifier = {
					factor = 2
					trait = patient
				}
				modifier = {
					factor = 1.2
					stewardship = 10
				}
				modifier = {
					factor = 1.2
					stewardship = 15
				}
				modifier = {
					factor = 1.2
					stewardship = 20
				}
				modifier = {
					factor = 1.2
					stewardship = 25
				}
				modifier = {
					factor = 1.2
					stewardship = 30
				}
				modifier = {
					factor = 1.2
					stewardship = 35
				}
				character_event = {id = MNT.902 days = 1 tooltip = gentle_horses}
			}
			50 = { # Fail to reproduce enough foals
				modifier = {
					factor = 2
					is_winter = yes
				}
				modifier = {
					factor = 0.75
					culture = mongol
				}
				character_event = {id = MNT.903 days = 1 tooltip = fail_horses}
			}
		}
		name = MNT100C
	}
}


character_event = {
	id = MNT.101
	desc = MNT101 #Manage a horse breeding program
	picture = GFX_evt_courier
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	option = { #Focus on feeding the right food: Foals with shining coat +5 General Opinion
		ai_chance = {
			factor = 10
			modifier = {
				factor = 2
				trait = kind
			}
		}
		add_character_modifier = {
			name = hsc
			duration = -1
		}
		
		name = MNT101A
	}
	
	option = { #Focus on their training schedule: +3 Martial
		ai_chance = {
			factor = 10
			modifier = {
				factor = 2
				trait = proud
			}
		}
		add_character_modifier = {
			name = hds
			duration = -1
		}
		name = MNT101B
	}
	
	option = { #Focus on breeding more of them: 10% national tax modifier
		ai_chance = {
			factor = 10
			modifier = {
				factor = 2
				trait = greedy
			}
		}
		add_character_modifier = {
			name = hbm
			duration = -1
		}
		name = MNT101C
	}
}


character_event = {
	id = MNT.102
	desc = MNT102
	picture = GFX_evt_pale_rider
	border = GFX_event_normal_frame_economy
	
	only_rulers = yes
	
	trigger = {
		has_character_modifier = hsc
	}
	
	mean_time_to_happen = {
		months = 24
		modifier = {
			factor = 1.5
			war = yes
			stewardship = 10
		}
		modifier = {
			factor = 1.5
			war = yes
			stewardship = 15
		}
		modifier = {
			factor = 1.5
			war = yes
			stewardship = 20
		}
		modifier = {
			factor = 1.5
			war = yes
			stewardship = 25
		}
		modifier = {
			factor = 1.5
			war = yes
			stewardship = 30
		}
		modifier = {
			factor = 1.5
			war = yes
			stewardship = 35
		}
	}
	option = {
		hidden_tooltip = {
			remove_character_modifier = bdcd
		}
		remove_character_modifier = hsc
		name = MNT102A
	}
}


character_event = {
	id = MNT.103
	desc = MNT103
	picture = GFX_evt_pale_rider
	border = GFX_event_normal_frame_economy
	
	only_rulers = yes
	
	trigger = {
		has_character_modifier = hds
	}
	
	mean_time_to_happen = {
		months = 24
	}
	option = {
		hidden_tooltip = {
			remove_character_modifier = bdcd
		}
		remove_character_modifier = hds
		name = MNT103A
	}
}



character_event = {
	id = MNT.104
	desc = MNT104
	picture = GFX_evt_pale_rider
	border = GFX_event_normal_frame_economy
	
	only_rulers = yes
	
	trigger = {
		has_character_modifier = hbm
	}
	
	mean_time_to_happen = {
		months = 60
	}
	option = {
		trigger = {

			OR = {
				trait = mount_morale1
				trait = mount_morale2
				trait = mount_morale3
				trait = mount_morale4
				trait = mount_morale5
				trait = mount_om1
				trait = mount_om2
				trait = mount_om3
				trait = mount_om4
				trait = mount_om5
				trait = mount_oc1
				trait = mount_oc2
				trait = mount_oc3
				trait = mount_oc4
				trait = mount_oc5
			}
		}
		if = {
			limit = {NOT = {monthly_income = 150}}
			scaled_wealth = 1.0
		}
		if = {
			limit = {monthly_income = 150}
			wealth = 150
		}
		remove_character_modifier = hbm
		hidden_tooltip = {
			remove_character_modifier = bdcd
		}
		name = MNT104A
	}
	option = {
		trigger = {
			NOT = {
				trait = mount_morale1
				trait = mount_morale2
				trait = mount_morale3
				trait = mount_morale4
				trait = mount_morale5
				trait = mount_om1
				trait = mount_om2
				trait = mount_om3
				trait = mount_om4
				trait = mount_om5
				trait = mount_oc1
				trait = mount_oc2
				trait = mount_oc3
				trait = mount_oc4
				trait = mount_oc5
			}
		}
		remove_character_modifier = hbm
		hidden_tooltip = {
			remove_character_modifier = bdcd
		}
		scaled_wealth = 0.5
		name = MNT104B
	}
}


character_event = {
	id = MNT.900
	desc = MNT900 #Manage a horse breeding program
	picture = GFX_evt_hippodrome_byzantine
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	option = { # Breed with a quick Mare
		add_trait = snappy_foals
		set_character_flag = hgh
		name = MNT900A
	}
}

character_event = {
	id = MNT.901
	desc = MNT901
	picture = GFX_evt_hippodrome_byzantine
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes

	option = { #Breed with an aggressive Mare
		add_trait = trouble_foals
		set_character_flag = hgh
		name = MNT901A
	}

}

character_event = {
	id = MNT.902
	desc = MNT902 #Manage a horse breeding program
	picture = GFX_evt_hippodrome_byzantine
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	option = { #Breed with an obedient Mare
		add_trait = gentle_foals
		set_character_flag = hgh
		name = MNT902A
	}
}


character_event = {
	id = MNT.903
	desc = MNT903 #Manage a horse breeding program
	picture = GFX_evt_pale_rider
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	option = { #Breed Fail
		add_character_modifier = {
			name = hfab
			duration = 365
		}
		name = MNT903A
	}
}

character_event = { #Your Foal breed dies out
	id = MNT.105
	desc = MNT105
	picture = GFX_evt_pale_rider
	border = GFX_event_normal_frame_economy
	
	only_rulers = yes
	
	trigger = {
		OR = {
			trait = trouble_foals
			trait = gentle_foals
			trait = snappy_foals
		}
	}
	
	mean_time_to_happen = {
		months = 120
		modifier = {
			factor = 0.7
			war = yes
		}
		modifier = {
			factor = 1.5
			stewardship = 10
		}
		modifier = {
			factor = 1.5
			stewardship = 15
		}
		modifier = {
			factor = 1.5
			stewardship = 20
		}
		modifier = {
			factor = 1.5
			stewardship = 25
		}
		modifier = {
			factor = 1.5
			stewardship = 30
		}
		modifier = {
			factor = 1.5
			stewardship = 35
		}
		modifier = {
			factor = 1.5
			has_character_modifier = hbm
		}
		modifier = {
			factor = 1.5
			has_character_modifier = hsc
		}
	}
	option = {
		if = {
			limit = {trait = trouble_foals}
			remove_trait = trouble_foals
		}
		if = {
			limit = {trait = gentle_foals}
			remove_trait = gentle_foals
		}
		if = {
			limit = {trait = snappy_foals}
			remove_trait = snappy_foals
		}
		hidden_tooltip = {
			remove_character_modifier = hsc
			remove_character_modifier = hds
			remove_character_modifier = hbm
			clr_character_flag = hgh
		}
		name = MNT105A
	}
}



character_event = { #Foals become cavalry
	id = MNT.106
	desc = MNT106
	picture = GFX_evt_victory_arch_byzantine
	border = GFX_event_normal_frame_economy
	
	only_rulers = yes
	
	trigger = {
		OR = {
			trait = trouble_foals
			trait = gentle_foals
			trait = snappy_foals
		}
	}
	
	mean_time_to_happen = {
		months = 105
		modifier = {
			factor = 0.9
			stewardship = 10
		}
		modifier = {
			factor = 1.5
			war = yes
		}
		modifier = {
			factor = 0.9
			stewardship = 15
		}
		modifier = {
			factor = 0.9
			stewardship = 20
		}
		modifier = {
			factor = 0.9
			stewardship = 25
		}
		modifier = {
			factor = 0.9
			stewardship = 30
		}
		modifier = {
			factor = 0.9
			stewardship = 35
		}
		
	}
	
	option = {
		if = {
			limit = {trait = gentle_foals}
			remove_trait = gentle_foals
			add_trait = mount_morale1
		}
		if = {
			limit = {trait = snappy_foals}
			remove_trait = snappy_foals
			add_trait = mount1
		}
		if = {
			limit = {trait = trouble_foals}
			remove_trait = trouble_foals
			add_trait = mount_cav1
		}
		hidden_tooltip = {
			remove_character_modifier = bdcd
		}
		name = MNT106A
	}
}


character_event = { #Horses level up
	id = MNT.107
	desc = MNT107
	picture = GFX_evt_victory_arch_byzantine
	border = GFX_event_normal_frame_economy
	
	only_rulers = yes
	
	trigger = {
		has_character_flag = hgh
		OR = {
			has_character_modifier = hsc
			has_character_modifier = hds
			has_character_modifier = hbm
		}
		NOT = {
			trait = trouble_foals
			trait = snappy_foals
			trait = gentle_foals
			trait = mount_morale5
			trait = mount5
			trait = mount_cav5
		}
	}
	
	mean_time_to_happen = {
		months = 3600

		modifier = {
			factor = 0.3
			has_character_modifier = hds
		}
		
		modifier = {
			factor = 0.6
			stewardship = 8
		}
		modifier = {
			factor = 0.6
			stewardship = 12
		}
		modifier = {
			factor = 0.6
			stewardship = 15
		}
		modifier = {
			factor = 0.6
			stewardship = 18
		}
		modifier = {
			factor = 0.6
			stewardship = 20
		}
		modifier = {
			factor = 0.6
			stewardship = 22
		}
		modifier = {
			factor = 0.6
			stewardship = 24
		}
	}
	
	option = {
		if = {
			limit = {
				trait = mount_cav4
			}
			remove_trait = mount_cav4
			add_trait = mount_cav5
			if = {
				limit = {
					has_nickname = no
				}
				give_nickname = nick_the_beastmaster
			}
			break = yes
		}
		if = {
			limit = {
				trait = mount_cav3
			}
			remove_trait = mount_cav3
			add_trait = mount_cav4
			break = yes
		}
		if = {
			limit = {
				trait = mount_cav2
			}
			remove_trait = mount_cav2
			add_trait = mount_cav3
			break = yes
		}
		if = {
			limit = {
				trait = mount_cav1
			}
			remove_trait = mount_cav1
			add_trait = mount_cav2
			break = yes
		}
	
	
		if = {
			limit = {
				trait = mount4
			}
			remove_trait = mount4
			add_trait = mount5
			if = {
				limit = {
					has_nickname = no
				}
				give_nickname = nick_the_fury
			}
			break = yes
		}
		if = {
			limit = {
				trait = mount3
			}
			remove_trait = mount3
			add_trait = mount4
			break = yes
		}
		if = {
			limit = {
				trait = mount2
			}
			remove_trait = mount2
			add_trait = mount3
			break = yes
		}
		if = {
			limit = {
				trait = mount1
			}
			remove_trait = mount1
			add_trait = mount2
			break = yes
		}
	
	
		if = {
			limit = {
				trait = mount_morale4
			}
			remove_trait = mount_morale4
			add_trait = mount_morale5
			break = yes
		}
		if = {
			limit = {
				trait = mount_morale3
			}
			remove_trait = mount_morale3
			add_trait = mount_morale4
			break = yes
		}
		if = {
			limit = {
				trait = mount_morale2
			}
			remove_trait = mount_morale2
			add_trait = mount_morale3
			break = yes
		}
		if = {
			limit = {
				trait = mount_morale1
			}
			remove_trait = mount_morale1
			add_trait = mount_morale2
			break = yes
		}
		
		
		if = {
			limit = {
				trait = mount_n4
			}
			remove_trait = mount_n4
			add_trait = mount_n5
			break = yes
		}
		if = {
			limit = {
				trait = mount_n3
			}
			remove_trait = mount_n3
			add_trait = mount_n4
			break = yes
		}
		if = {
			limit = {
				trait = mount_n2
			}
			remove_trait = mount_n2
			add_trait = mount_n3
			break = yes
		}
		if = {
			limit = {
				trait = mount_n1
			}
			remove_trait = mount_n1
			add_trait = mount_n2
			break = yes
		}
		
		if = {
			limit = {
				trait = mount_om4
			}
			remove_trait = mount_om4
			add_trait = mount_om5
			break = yes
		}
		if = {
			limit = {
				trait = mount_om3
			}
			remove_trait = mount_om3
			add_trait = mount_om4
			break = yes
		}
		if = {
			limit = {
				trait = mount_om2
			}
			remove_trait = mount_om2
			add_trait = mount_om3
			break = yes
		}
		if = {
			limit = {
				trait = mount_om1
			}
			remove_trait = mount_om1
			add_trait = mount_om2
			break = yes
		}
		
		if = {
			limit = {
				trait = mount_mc4
			}
			remove_trait = mount_mc4
			add_trait = mount_mc5
			break = yes
		}
		if = {
			limit = {
				trait = mount_mc3
			}
			remove_trait = mount_mc3
			add_trait = mount_mc4
			break = yes
		}
		if = {
			limit = {
				trait = mount_mc2
			}
			remove_trait = mount_mc2
			add_trait = mount_mc3
			break = yes
		}
		if = {
			limit = {
				trait = mount_mc1
			}
			remove_trait = mount_mc1
			add_trait = mount_mc2
			break = yes
		}
		
		if = {
			limit = {
				trait = mount_oc4
			}
			remove_trait = mount_oc4
			add_trait = mount_oc5
			break = yes
		}
		if = {
			limit = {
				trait = mount_oc3
			}
			remove_trait = mount_oc3
			add_trait = mount_oc4
			break = yes
		}
		if = {
			limit = {
				trait = mount_oc2
			}
			remove_trait = mount_oc2
			add_trait = mount_oc3
			break = yes
		}
		if = {
			limit = {
				trait = mount_oc1
			}
			remove_trait = mount_oc1
			add_trait = mount_oc2
			break = yes
		}
		name = MNT107A
	}
}


character_event = { #Horses level down
	id = MNT.108
	desc = MNT108
	picture = GFX_evt_pale_rider
	border = GFX_event_normal_frame_economy
	
	only_rulers = yes
	
	trigger = {
		has_character_flag = hgh
		NOT = {
			has_character_modifier = hds
		}
		NOT = {
			trait = trouble_foals
			trait = snappy_foals
			trait = gentle_foals
			trait = mount_morale1
			trait = mount1
			trait = mount_cav1
			trait = mount_n1
			trait = mount_om1
			trait = mount_oc1
			trait = mount_mc1
		}
	}
	
	mean_time_to_happen = {
		months = 4000
		
		modifier = {
			factor = 4.0
			religion = tengri_pagan
		}
		
		modifier = {
			factor = 4
			OR = {
				has_character_modifier = hsc
				has_character_modifier = hbm
			}
		}
		
		modifier = {
			factor = 0.5
			war = yes
		}
		
		modifier = {
			factor = 1.5
			stewardship = 10
		}
		modifier = {
			factor = 1.5
			stewardship = 15
		}
		modifier = {
			factor = 1.5
			stewardship = 20
		}
		modifier = {
			factor = 1.5
			stewardship = 25
		}
		modifier = {
			factor = 1.5
			stewardship = 30
		}
		modifier = {
			factor = 1.5
			stewardship = 35
		}
	}
	
	option = {
		if = {
			limit = {
				trait = mount_morale2
			}
			remove_trait = mount_morale2
			add_trait = mount_morale1
			break = yes
		}
		if = {
			limit = {
				trait = mount_morale3
			}
			remove_trait = mount_morale3
			add_trait = mount_morale2
			break = yes
		}
		if = {
			limit = {
				trait = mount_morale4
			}
			remove_trait = mount_morale4
			add_trait = mount_morale3
			break = yes
		}
		if = {
			limit = {
				trait = mount_morale5
			}
			remove_trait = mount_morale5
			add_trait = mount_morale4
			break = yes
		}
		
		
		if = {
			limit = {
				trait = mount2
			}
			remove_trait = mount2
			add_trait = mount1
			break = yes
		}
		if = {
			limit = {
				trait = mount3
			}
			remove_trait = mount3
			add_trait = mount2
			break = yes
		}
		if = {
			limit = {
				trait = mount4
			}
			remove_trait = mount4
			add_trait = mount3
			break = yes
		}
		if = {
			limit = {
				trait = mount5
			}
			remove_trait = mount5
			add_trait = mount4
			break = yes
		}
		
		if = {
			limit = {
				trait = mount_cav2
			}
			remove_trait = mount_cav2
			add_trait = mount_cav1
			break = yes
		}
		if = {
			limit = {
				trait = mount_cav3
			}
			remove_trait = mount_cav3
			add_trait = mount_cav2
			break = yes
		}
		if = {
			limit = {
				trait = mount_cav4
			}
			remove_trait = mount_cav4
			add_trait = mount_cav3
			break = yes
		}
		if = {
			limit = {
				trait = mount_cav5
			}
			remove_trait = mount_cav5
			add_trait = mount_cav4
			break = yes
		}
		
		
		
		if = {
			limit = {
				trait = mount_n2
			}
			remove_trait = mount_n2
			add_trait = mount_n1
			break = yes
		}
		if = {
			limit = {
				trait = mount_n3
			}
			remove_trait = mount_n3
			add_trait = mount_n2
			break = yes
		}
		if = {
			limit = {
				trait = mount_n4
			}
			remove_trait = mount_n4
			add_trait = mount_n3
			break = yes
		}
		if = {
			limit = {
				trait = mount_n5
			}
			remove_trait = mount_n5
			add_trait = mount_n4
			break = yes
		}
		
		
		if = {
			limit = {
				trait = mount_oc2
			}
			remove_trait = mount_oc2
			add_trait = mount_oc1
			break = yes
		}
		if = {
			limit = {
				trait = mount_oc3
			}
			remove_trait = mount_oc3
			add_trait = mount_oc2
			break = yes
		}
		if = {
			limit = {
				trait = mount_oc4
			}
			remove_trait = mount_oc4
			add_trait = mount_oc3
			break = yes
		}
		if = {
			limit = {
				trait = mount_oc5
			}
			remove_trait = mount_oc5
			add_trait = mount_oc4
			break = yes
		}
		
		
		if = {
			limit = {
				trait = mount_mc2
			}
			remove_trait = mount_mc2
			add_trait = mount_mc1
			break = yes
		}
		if = {
			limit = {
				trait = mount_mc3
			}
			remove_trait = mount_mc3
			add_trait = mount_mc2
			break = yes
		}
		if = {
			limit = {
				trait = mount_mc4
			}
			remove_trait = mount_mc4
			add_trait = mount_mc3
			break = yes
		}
		if = {
			limit = {
				trait = mount_mc5
			}
			remove_trait = mount_mc5
			add_trait = mount_mc4
			break = yes
		}
		
		if = {
			limit = {
				trait = mount_om2
			}
			remove_trait = mount_om2
			add_trait = mount_om1
			break = yes
		}
		if = {
			limit = {
				trait = mount_om3
			}
			remove_trait = mount_om3
			add_trait = mount_om2
			break = yes
		}
		if = {
			limit = {
				trait = mount_om4
			}
			remove_trait = mount_om4
			add_trait = mount_om3
			break = yes
		}
		if = {
			limit = {
				trait = mount_om5
			}
			remove_trait = mount_om5
			add_trait = mount_om4
			break = yes
		}
		
		name = MNT108A
	}
}



character_event = { #Horses breed dies out
	id = MNT.109
	desc = MNT109
	picture = GFX_evt_pale_rider
	border = GFX_event_normal_frame_economy
	
	only_rulers = yes
	
	trigger = {
		has_character_flag = hgh
		NOT = {
			trait = trouble_foals
			trait = gentle_foals
			trait = snappy_foals
		}
		NOT = {
			has_character_modifier = hsc
			has_character_modifier = hbm
		}
	}
	
	mean_time_to_happen = {
		months = 720
		modifier = {
			factor = 0.5
			war = yes
		}
		modifier = {
			factor = 4.0
			religion = tengri_pagan
		}
		modifier = {
			factor = 1.5
			stewardship = 10
		}
		modifier = {
			factor = 1.5
			stewardship = 15
		}
		modifier = {
			factor = 1.5
			stewardship = 20
		}
		modifier = {
			factor = 1.5
			stewardship = 25
		}
		modifier = {
			factor = 1.5
			stewardship = 30
		}
		modifier = {
			factor = 1.5
			stewardship = 35
		}
	}
	
	option = {
		hidden_tooltip = {
			remove_character_modifier = hsc
			remove_character_modifier = hds
			remove_character_modifier = hbm
			clr_character_flag = hgh
		}
		if = {
			limit = {
				trait = mount_morale1
			}
			remove_trait = mount_morale1
			break = yes
		}
		if = {
			limit = {
				trait = mount_morale2
			}
			remove_trait = mount_morale2
			break = yes
		}
		if = {
			limit = {
				trait = mount_morale3
			}
			remove_trait = mount_morale3
			break = yes
		}
		if = {
			limit = {
				trait = mount_morale4
			}
			remove_trait = mount_morale4
			break = yes
		}
		if = {
			limit = {
				trait = mount_morale5
			}
			remove_trait = mount_morale5
			break = yes
		}
		if = {
			limit = {
				trait = mount_cav1
			}
			remove_trait = mount_cav1
			break = yes
		}
		if = {
			limit = {
				trait = mount_cav2
			}
			remove_trait = mount_cav2
			break = yes
		}
		if = {
			limit = {
				trait = mount_cav3
			}
			remove_trait = mount_cav3
			break = yes
		}
		if = {
			limit = {
				trait = mount_cav4
			}
			remove_trait = mount_cav4
			break = yes
		}
		if = {
			limit = {
				trait = mount_cav5
			}
			remove_trait = mount_cav5
			break = yes
		}
		
		if = {
			limit = {
				trait = mount1
			}
			remove_trait = mount1
			break = yes
		}
		if = {
			limit = {
				trait = mount2
			}
			remove_trait = mount2
			break = yes
		}
		if = {
			limit = {
				trait = mount3
			}
			remove_trait = mount3
			break = yes
		}
		if = {
			limit = {
				trait = mount4
			}
			remove_trait = mount4
			break = yes
		}
		if = {
			limit = {
				trait = mount5
			}
			remove_trait = mount5
			break = yes
		}
		
		if = {
			limit = {
				trait = mount_n1
			}
			remove_trait = mount_n1
			break = yes
		}
		if = {
			limit = {
				trait = mount_n2
			}
			remove_trait = mount_n2
			break = yes
		}
		if = {
			limit = {
				trait = mount_n3
			}
			remove_trait = mount_n3
			break = yes
		}
		if = {
			limit = {
				trait = mount_n4
			}
			remove_trait = mount_n4
			break = yes
		}
		if = {
			limit = {
				trait = mount_n5
			}
			remove_trait = mount_n5
			break = yes
		}
		
		if = {
			limit = {
				trait = mount_om1
			}
			remove_trait = mount_om1
			break = yes
		}
		if = {
			limit = {
				trait = mount_om2
			}
			remove_trait = mount_om2
			break = yes
		}
		if = {
			limit = {
				trait = mount_om3
			}
			remove_trait = mount_om3
			break = yes
		}
		if = {
			limit = {
				trait = mount_om4
			}
			remove_trait = mount_om4
			break = yes
		}
		if = {
			limit = {
				trait = mount_om5
			}
			remove_trait = mount_om5
			break = yes
		}
		
		
		if = {
			limit = {
				trait = mount_mc1
			}
			remove_trait = mount_mc1
			break = yes
		}
		if = {
			limit = {
				trait = mount_mc2
			}
			remove_trait = mount_mc2
			break = yes
		}
		if = {
			limit = {
				trait = mount_mc3
			}
			remove_trait = mount_mc3
			break = yes
		}
		if = {
			limit = {
				trait = mount_mc4
			}
			remove_trait = mount_mc4
			break = yes
		}
		if = {
			limit = {
				trait = mount_mc5
			}
			remove_trait = mount_mc5
			break = yes
		}
		
		if = {
			limit = {
				trait = mount_oc1
			}
			remove_trait = mount_oc1
			break = yes
		}
		
		if = {
			limit = {
				trait = mount_oc2
			}
			remove_trait = mount_oc2
			break = yes
		}
		
		if = {
			limit = {
				trait = mount_oc3
			}
			remove_trait = mount_oc3
			break = yes
		}
		
		if = {
			limit = {
				trait = mount_oc4
			}
			remove_trait = mount_oc4
			break = yes
		}
		
		if = {
			limit = {
				trait = mount_oc5
			}
			remove_trait = mount_oc5
			break = yes
		}
		
		
		
		name = MNT109A
	}
}



character_event = { #Inherit
	id = MNT.200
	
	only_rulers = yes
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		has_character_flag = hgh
		current_heir = {
			NOT = {has_character_flag = hgh}
		}
	}
	
	immediate = {
		
		current_heir = {
			if = {
				limit = {
					ROOT = {trait = snappy_foals}
				}
				add_trait = snappy_foals
			}
			if = {
				limit = {
					ROOT = {trait = gentle_foals}
				}
				add_trait = gentle_foals
			}
			if = {
				limit = {
					ROOT = {trait = trouble_foals}
				}
				add_trait = trouble_foals
			}
			if = {
				limit = {
					ROOT = {trait = mount_morale1}
				}
				add_trait = mount_morale1
			}
			if = {
				limit = {
					ROOT = {trait = mount_morale2}
				}
				add_trait = mount_morale2
			}
			if = {
				limit = {
					ROOT = {trait = mount_morale3}
				}
				add_trait = mount_morale3
			}
			if = {
				limit = {
					ROOT = {trait = mount_morale4}
				}
				add_trait = mount_morale4
			}
			if = {
				limit = {
					ROOT = {trait = mount_morale5}
				}
				add_trait = mount_morale5
			}
			
			
			if = {
				limit = {
					ROOT = {trait = mount_cav1}
				}
				add_trait = mount_cav1
			}
			if = {
				limit = {
					ROOT = {trait = mount_cav2}
				}
				add_trait = mount_cav2
			}
			if = {
				limit = {
					ROOT = {trait = mount_cav3}
				}
				add_trait = mount_cav3
			}
			if = {
				limit = {
					ROOT = {trait = mount_cav4}
				}
				add_trait = mount_cav4
			}
			if = {
				limit = {
					ROOT = {trait = mount_cav5}
				}
				add_trait = mount_cav5
			}
			
			if = {
				limit = {
					ROOT = {trait = mount1}
				}
				add_trait = mount1
			}
			if = {
				limit = {
					ROOT = {trait = mount2}
				}
				add_trait = mount2
			}
			if = {
				limit = {
					ROOT = {trait = mount3}
				}
				add_trait = mount3
			}
			if = {
				limit = {
					ROOT = {trait = mount4}
				}
				add_trait = mount4
			}
			if = {
				limit = {
					ROOT = {trait = mount5}
				}
				add_trait = mount5
			}
			
			
			if = {
				limit = {
					ROOT = {trait = mount_n1}
				}
				add_trait = mount_n1
			}
			if = {
				limit = {
					ROOT = {trait = mount_n2}
				}
				add_trait = mount_n2
			}
			if = {
				limit = {
					ROOT = {trait = mount_n3}
				}
				add_trait = mount_n3
			}
			if = {
				limit = {
					ROOT = {trait = mount_n4}
				}
				add_trait = mount_n4
			}
			if = {
				limit = {
					ROOT = {trait = mount_n5}
				}
				add_trait = mount_n5
			}
			
			
			if = {
				limit = {
					ROOT = {trait = mount_oc1}
				}
				add_trait = mount_oc1
			}
			if = {
				limit = {
					ROOT = {trait = mount_oc2}
				}
				add_trait = mount_oc2
			}
			if = {
				limit = {
					ROOT = {trait = mount_oc3}
				}
				add_trait = mount_oc3
			}
			if = {
				limit = {
					ROOT = {trait = mount_oc4}
				}
				add_trait = mount_oc4
			}
			if = {
				limit = {
					ROOT = {trait = mount_oc5}
				}
				add_trait = mount_oc5
			}
			
			if = {
				limit = {
					ROOT = {trait = mount_mc1}
				}
				add_trait = mount_mc1
			}
			if = {
				limit = {
					ROOT = {trait = mount_mc2}
				}
				add_trait = mount_mc2
			}
			if = {
				limit = {
					ROOT = {trait = mount_mc3}
				}
				add_trait = mount_mc3
			}
			if = {
				limit = {
					ROOT = {trait = mount_mc4}
				}
				add_trait = mount_mc4
			}
			if = {
				limit = {
					ROOT = {trait = mount_mc5}
				}
				add_trait = mount_mc5
			}
			
			if = {
				limit = {
					ROOT = {trait = mount_om1}
				}
				add_trait = mount_om1
			}
			if = {
				limit = {
					ROOT = {trait = mount_om2}
				}
				add_trait = mount_om2
			}
			if = {
				limit = {
					ROOT = {trait = mount_om3}
				}
				add_trait = mount_om3
			}
			if = {
				limit = {
					ROOT = {trait = mount_om4}
				}
				add_trait = mount_om4
			}
			if = {
				limit = {
					ROOT = {trait = mount_om5}
				}
				add_trait = mount_om5
			}
			
			if = {
				limit = {ai = no}
				character_event = {id = MNT.300}
			}

			
			remove_character_modifier = bdcd
			set_character_flag = hgh


			
		} #current_heir scope
	}
	
}

character_event = { #Inherit
	id = MNT.300
	desc = MNT300
	picture = GFX_evt_carriage
	border = GFX_event_normal_frame_economy
	
	only_rulers = yes
	is_triggered_only = yes
	
	option = { #can't have any real functions here because CK2 may block any events from dead characters
		tooltip = {
			if = {
				limit = {
					trait = snappy_foals
				}
				add_trait = snappy_foals
			}
			if = {
				limit = {
					trait = gentle_foals
				}
				add_trait = gentle_foals
			}
			if = {
				limit = {
					trait = trouble_foals
				}
				add_trait = trouble_foals
			}
			if = {
				limit = {
					trait = mount_morale1
				}
				add_trait = mount_morale1
			}
			if = {
				limit = {
					trait = mount_morale2
				}
				add_trait = mount_morale2
			}
			if = {
				limit = {
					trait = mount_morale3
				}
				add_trait = mount_morale3
			}
			if = {
				limit = {
					trait = mount_morale4
				}
				add_trait = mount_morale4
			}
			if = {
				limit = {
					trait = mount_morale5
				}
				add_trait = mount_morale5
			}
			
			
			if = {
				limit = {
					trait = mount_cav1
				}
				add_trait = mount_cav1
			}
			if = {
				limit = {
					trait = mount_cav2
				}
				add_trait = mount_cav2
			}
			if = {
				limit = {
					trait = mount_cav3
				}
				add_trait = mount_cav3
			}
			if = {
				limit = {
					trait = mount_cav4
				}
				add_trait = mount_cav4
			}
			if = {
				limit = {
					trait = mount_cav5
				}
				add_trait = mount_cav5
			}
			
			if = {
				limit = {
					trait = mount1
				}
				add_trait = mount1
			}
			if = {
				limit = {
					trait = mount2
				}
				add_trait = mount2
			}
			if = {
				limit = {
					trait = mount3
				}
				add_trait = mount3
			}
			if = {
				limit = {
					trait = mount4
				}
				add_trait = mount4
			}
			if = {
				limit = {
					trait = mount5
				}
				add_trait = mount5
			}
			
			
			if = {
				limit = {
					trait = mount_n1
				}
				add_trait = mount_n1
			}
			if = {
				limit = {
					trait = mount_n2
				}
				add_trait = mount_n2
			}
			if = {
				limit = {
					trait = mount_n3
				}
				add_trait = mount_n3
			}
			if = {
				limit = {
					trait = mount_n4
				}
				add_trait = mount_n4
			}
			if = {
				limit = {
					trait = mount_n5
				}
				add_trait = mount_n5
			}
			
			
			if = {
				limit = {
					trait = mount_oc1
				}
				add_trait = mount_oc1
			}
			if = {
				limit = {
					trait = mount_oc2
				}
				add_trait = mount_oc2
			}
			if = {
				limit = {
					trait = mount_oc3
				}
				add_trait = mount_oc3
			}
			if = {
				limit = {
					trait = mount_oc4
				}
				add_trait = mount_oc4
			}
			if = {
				limit = {
					trait = mount_oc5
				}
				add_trait = mount_oc5
			}
			
			if = {
				limit = {
					trait = mount_mc1
				}
				add_trait = mount_mc1
			}
			if = {
				limit = {
					trait = mount_mc2
				}
				add_trait = mount_mc2
			}
			if = {
				limit = {
					trait = mount_mc3
				}
				add_trait = mount_mc3
			}
			if = {
				limit = {
					trait = mount_mc4
				}
				add_trait = mount_mc4
			}
			if = {
				limit = {
					trait = mount_mc5
				}
				add_trait = mount_mc5
			}
			
			if = {
				limit = {
					trait = mount_om1
				}
				add_trait = mount_om1
			}
			if = {
				limit = {
					trait = mount_om2
				}
				add_trait = mount_om2
			}
			if = {
				limit = {
					trait = mount_om3
				}
				add_trait = mount_om3
			}
			if = {
				limit = {
					trait = mount_om4
				}
				add_trait = mount_om4
			}
			if = {
				limit = {
					trait = mount_om5
				}
				add_trait = mount_om5
			}
		}
	
		name = MNT300A
	}

}


character_event = { #Determine mix
	id = MNT.201
	desc = MNT201
	picture = GFX_evt_pale_rider
	border = GFX_event_normal_frame_economy
	
	only_rulers = yes
	hide_window = yes
	is_triggered_only = yes
	
	trigger = {
		has_character_flag = hgh
		current_heir = {
			has_character_flag = hgh
		}
	}
	
	immediate = {
		horse_clean_dna = yes
		if = {
			limit = {
				trait = gentle_foals
			}
			set_character_flag = m_m
			set_character_flag = m_1
		}
		if = {
			limit = {
				trait = snappy_foals
			}
			set_character_flag = m_o
			set_character_flag = m_1
		}
		if = {
			limit = {
				trait = trouble_foals
			}
			set_character_flag = m_c
			set_character_flag = m_1
		}
		
		if = {
			limit = {
				trait = mount_morale1
			}
			set_character_flag = m_m
			set_character_flag = m_1
		}
		if = {
			limit = {
				trait = mount_morale2
			}
			set_character_flag = m_m
			set_character_flag = m_2
			
		}
		if = {
			limit = {
				trait = mount_morale3
			}
			set_character_flag = m_m
			set_character_flag = m_3
		}
		if = {
			limit = {
				trait = mount_morale4
			}
			set_character_flag = m_m
			set_character_flag = m_4
		}
		if = {
			limit = {
				trait = mount_morale5
			}
			set_character_flag = m_m
			set_character_flag = m_5
		}
		if = {
			limit = {
				trait = mount_cav1
			}
			set_character_flag = m_c
			set_character_flag = m_1
		}
		if = {
			limit = {
				trait = mount_cav2
			}
			set_character_flag = m_c
			set_character_flag = m_2
		}
		if = {
			limit = {
				trait = mount_cav3
			}
			set_character_flag = m_c
			set_character_flag = m_3
		}
		if = {
			limit = {
				trait = mount_cav4
			}
			set_character_flag = m_c
			set_character_flag = m_4
		}
		if = {
			limit = {
				trait = mount_cav5
			}
			set_character_flag = m_c
			set_character_flag = m_5
		}
		
		if = {
			limit = {
				trait = mount1
			}
			set_character_flag = m_o
			set_character_flag = m_1
		}
		if = {
			limit = {
				trait = mount2
			}
			set_character_flag = m_o
			set_character_flag = m_2
		}
		if = {
			limit = {
				trait = mount3
			}
			set_character_flag = m_o
			set_character_flag = m_3
		}
		if = {
			limit = {
				trait = mount4
			}
			set_character_flag = m_o
			set_character_flag = m_4
		}
		if = {
			limit = {
				trait = mount5
			}
			set_character_flag = m_o
			set_character_flag = m_5
		}
		
		if = {
			limit = {
				trait = mount_n1
			}
			set_character_flag = m_n
			set_character_flag = m_1
		}
		if = {
			limit = {
				trait = mount_n2
			}
			set_character_flag = m_n
			set_character_flag = m_2
		}
		if = {
			limit = {
				trait = mount_n3
			}
			set_character_flag = m_n
			set_character_flag = m_3
		}
		if = {
			limit = {
				trait = mount_n4
			}
			set_character_flag = m_n
			set_character_flag = m_4
		}
		if = {
			limit = {
				trait = mount_n5
			}
			set_character_flag = m_n
			set_character_flag = m_5
		}
		
		if = {
			limit = {
				trait = mount_om1
			}
			set_character_flag = m_om
			set_character_flag = m_1
		}
		if = {
			limit = {
				trait = mount_om2
			}
			set_character_flag = m_om
			set_character_flag = m_2
		}
		if = {
			limit = {
				trait = mount_om3
			}
			set_character_flag = m_om
			set_character_flag = m_3
		}
		if = {
			limit = {
				trait = mount_om4
			}
			set_character_flag = m_om
			set_character_flag = m_4
		}
		if = {
			limit = {
				trait = mount_om5
			}
			set_character_flag = m_om
			set_character_flag = m_5
		}
		
		
		if = {
			limit = {
				trait = mount_mc1
			}
			set_character_flag = m_mc
			set_character_flag = m_1
		}
		if = {
			limit = {
				trait = mount_mc2
			}
			set_character_flag = m_mc
			set_character_flag = m_2
		}
		if = {
			limit = {
				trait = mount_mc3
			}
			set_character_flag = m_mc
			set_character_flag = m_3
		}
		if = {
			limit = {
				trait = mount_mc4
			}
			set_character_flag = m_mc
			set_character_flag = m_4
		}
		if = {
			limit = {
				trait = mount_mc5
			}
			set_character_flag = m_mc
			set_character_flag = m_5
		}
		
		if = {
			limit = {
				trait = mount_oc1
			}
			set_character_flag = m_oc
			set_character_flag = m_1
		}
		
		if = {
			limit = {
				trait = mount_oc2
			}
			set_character_flag = m_oc
			set_character_flag = m_2
		}
		
		if = {
			limit = {
				trait = mount_oc3
			}
			set_character_flag = m_oc
			set_character_flag = m_3
		}
		
		if = {
			limit = {
				trait = mount_oc4
			}
			set_character_flag = m_oc
			set_character_flag = m_4
		}
		
		if = {
			limit = {
				trait = mount_oc5
			}
			set_character_flag = m_oc
			set_character_flag = m_5
		}
		
		
		current_heir = {
			if = {
				limit = {
					trait = gentle_foals
				}
				set_character_flag = m_m
				set_character_flag = m_1
			}
			if = {
				limit = {
					trait = snappy_foals
				}
				set_character_flag = m_o
				set_character_flag = m_1
			}
			if = {
				limit = {
					trait = trouble_foals
				}
				set_character_flag = m_c
				set_character_flag = m_1
			}
			if = {
				limit = {
					trait = mount_morale1
				}
				set_character_flag = m_m
				set_character_flag = m_1
			}
			if = {
				limit = {
					trait = mount_morale2
				}
				set_character_flag = m_m
				set_character_flag = m_2
				
			}
			if = {
				limit = {
					trait = mount_morale3
				}
				set_character_flag = m_m
				set_character_flag = m_3
			}
			if = {
				limit = {
					trait = mount_morale4
				}
				set_character_flag = m_m
				set_character_flag = m_4
			}
			if = {
				limit = {
					trait = mount_morale5
				}
				set_character_flag = m_m
				set_character_flag = m_5
			}
			if = {
				limit = {
					trait = mount_cav1
				}
				set_character_flag = m_c
				set_character_flag = m_1
			}
			if = {
				limit = {
					trait = mount_cav2
				}
				set_character_flag = m_c
				set_character_flag = m_2
			}
			if = {
				limit = {
					trait = mount_cav3
				}
				set_character_flag = m_c
				set_character_flag = m_3
			}
			if = {
				limit = {
					trait = mount_cav4
				}
				set_character_flag = m_c
				set_character_flag = m_4
			}
			if = {
				limit = {
					trait = mount_cav5
				}
				set_character_flag = m_c
				set_character_flag = m_5
			}
			
			if = {
				limit = {
					trait = mount1
				}
				set_character_flag = m_o
				set_character_flag = m_1
			}
			if = {
				limit = {
					trait = mount2
				}
				set_character_flag = m_o
				set_character_flag = m_2
			}
			if = {
				limit = {
					trait = mount3
				}
				set_character_flag = m_o
				set_character_flag = m_3
			}
			if = {
				limit = {
					trait = mount4
				}
				set_character_flag = m_o
				set_character_flag = m_4
			}
			if = {
				limit = {
					trait = mount5
				}
				set_character_flag = m_o
				set_character_flag = m_5
			}
			
			if = {
				limit = {
					trait = mount_n1
				}
				set_character_flag = m_n
				set_character_flag = m_1
			}
			if = {
				limit = {
					trait = mount_n2
				}
				set_character_flag = m_n
				set_character_flag = m_2
			}
			if = {
				limit = {
					trait = mount_n3
				}
				set_character_flag = m_n
				set_character_flag = m_3
			}
			if = {
				limit = {
					trait = mount_n4
				}
				set_character_flag = m_n
				set_character_flag = m_4
			}
			if = {
				limit = {
					trait = mount_n5
				}
				set_character_flag = m_n
				set_character_flag = m_5
			}
			
			if = {
				limit = {
					trait = mount_om1
				}
				set_character_flag = m_om
				set_character_flag = m_1
			}
			if = {
				limit = {
					trait = mount_om2
				}
				set_character_flag = m_om
				set_character_flag = m_2
			}
			if = {
				limit = {
					trait = mount_om3
				}
				set_character_flag = m_om
				set_character_flag = m_3
			}
			if = {
				limit = {
					trait = mount_om4
				}
				set_character_flag = m_om
				set_character_flag = m_4
			}
			if = {
				limit = {
					trait = mount_om5
				}
				set_character_flag = m_om
				set_character_flag = m_5
			}
			
			
			if = {
				limit = {
					trait = mount_mc1
				}
				set_character_flag = m_mc
				set_character_flag = m_1
			}
			if = {
				limit = {
					trait = mount_mc2
				}
				set_character_flag = m_mc
				set_character_flag = m_2
			}
			if = {
				limit = {
					trait = mount_mc3
				}
				set_character_flag = m_mc
				set_character_flag = m_3
			}
			if = {
				limit = {
					trait = mount_mc4
				}
				set_character_flag = m_mc
				set_character_flag = m_4
			}
			if = {
				limit = {
					trait = mount_mc5
				}
				set_character_flag = m_mc
				set_character_flag = m_5
			}
			
			if = {
				limit = {
					trait = mount_oc1
				}
				set_character_flag = m_oc
				set_character_flag = m_1
			}
			
			if = {
				limit = {
					trait = mount_oc2
				}
				set_character_flag = m_oc
				set_character_flag = m_2
			}
			
			if = {
				limit = {
					trait = mount_oc3
				}
				set_character_flag = m_oc
				set_character_flag = m_3
			}
			
			if = {
				limit = {
					trait = mount_oc4
				}
				set_character_flag = m_oc
				set_character_flag = m_4
			}
			
			if = {
				limit = {
					trait = mount_oc5
				}
				set_character_flag = m_oc
				set_character_flag = m_5
			}
			
			#Determine Breed
			random_list = {
				10 = { #o
					modifier = {
						factor = 10
						ROOT = {
							has_character_flag = m_o
						}
					}
					modifier = {
						factor = 0
						NOT = {
							has_character_flag = m_o
							has_character_flag = m_oc
							has_character_flag = m_om
						}
					}
					set_character_flag = f_o
				}
				10 = { #c
					modifier = {
						factor = 10
						ROOT = {
							has_character_flag = m_c
						}
					}
					modifier = {
						factor = 0
						NOT = {
							has_character_flag = m_c
							has_character_flag = m_oc
							has_character_flag = m_mc
						}
					}
					set_character_flag = f_c
				}
				10 = { #m
					modifier = {
						factor = 10
						ROOT = {
							has_character_flag = m_m
						}
					}
					modifier = {
						factor = 0
						NOT = {
							has_character_flag = m_m
							has_character_flag = m_oc
							has_character_flag = m_mc
						}
					}
					set_character_flag = f_m
				}
				10 = { #n BAD!
					modifier = {
						factor = 10
						ROOT = {
							has_character_flag = m_n
						}
					}
					set_character_flag = f_n
				}
				10 = { #mc
					modifier = {
						factor = 5
						ROOT = {
							has_character_flag = m_mc
						}
					}
					modifier = {
						factor = 2
						ROOT = {
							has_character_flag = m_o
						}
					}
					modifier = {
						factor = 2
						ROOT = {
							has_character_flag = m_c
						}
					}
					modifier = {
						factor = 0
						NOT = {
							has_character_flag = m_m
							has_character_flag = m_c
							has_character_flag = m_mc
						}
					}
					set_character_flag = f_mc
				}
				10 = { #oc
					modifier = {
						factor = 5
						ROOT = {
							has_character_flag = m_oc
						}
					}
					modifier = {
						factor = 2
						ROOT = {
							has_character_flag = m_o
						}
					}
					modifier = {
						factor = 2
						ROOT = {
							has_character_flag = m_c
						}
					}
					modifier = {
						factor = 0
						NOT = {
							has_character_flag = m_o
							has_character_flag = m_c
							has_character_flag = m_oc
						}
					}
					set_character_flag = f_oc
				}
				10 = {	#om
					modifier = {
						factor = 5
						ROOT = {
							has_character_flag = m_om
						}
					}
					modifier = {
						factor = 2
						ROOT = {
							has_character_flag = m_o
						}
					}
					modifier = {
						factor = 2
						ROOT = {
							has_character_flag = m_m
						}
					}
					modifier = {
						factor = 0
						NOT = {
							has_character_flag = m_m
							has_character_flag = m_o
							has_character_flag = m_om
						}
					}
					set_character_flag = f_om
				}
			}
			
			#Determine Level
			if = {
				limit = {
					ROOT = {has_character_flag = m_5}
					NOT = {
						has_character_flag = m_5
					}
				}
				clr_character_flag = m_1
				clr_character_flag = m_2
				clr_character_flag = m_3
				clr_character_flag = m_4
				set_character_flag = m_5
			}
			
			if = {
				limit = {
					ROOT = {has_character_flag = m_4}
					NOT = {
						has_character_flag = m_5
						has_character_flag = m_4
					}
				}
				clr_character_flag = m_1
				clr_character_flag = m_2
				clr_character_flag = m_3
				set_character_flag = m_4
			}
			
			if = {
				limit = {
					ROOT = {has_character_flag = m_3}
					NOT = {
						has_character_flag = m_5
						has_character_flag = m_4
						has_character_flag = m_3
					}
				}
				clr_character_flag = m_1
				clr_character_flag = m_2
				set_character_flag = m_3
			}
			
			if = {
				limit = {
					ROOT = {has_character_flag = m_2}
					NOT = {
						has_character_flag = m_5
						has_character_flag = m_4
						has_character_flag = m_3
						has_character_flag = m_2
					}
				}
				clr_character_flag = m_1
				set_character_flag = m_2
			}
		} #current_heir scope
		

		current_heir = {
			character_event = {id = MNT.500}
		}
		
	}

}


character_event = { #Inherit
	id = MNT.400
	desc = MNT400
	picture = GFX_evt_hippodrome_byzantine
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	option = { #can't have any real functions here because CK2 may block any events ROOT dead characters
		name = MNT400A
		tooltip = {
			if = {
				limit = {
					ROOT = {trait = mount_morale1}
				}
				add_trait = mount_morale1
			}
			if = {
				limit = {
					ROOT = {trait = mount_morale2}
				}
				add_trait = mount_morale2
			}
			if = {
				limit = {
					ROOT = {trait = mount_morale3}
				}
				add_trait = mount_morale3
			}
			if = {
				limit = {
					ROOT = {trait = mount_morale4}
				}
				add_trait = mount_morale4
			}
			if = {
				limit = {
					ROOT = {trait = mount_morale5}
				}
				add_trait = mount_morale5
			}
			
			
			if = {
				limit = {
					ROOT = {trait = mount_cav1}
				}
				add_trait = mount_cav1
			}
			if = {
				limit = {
					ROOT = {trait = mount_cav2}
				}
				add_trait = mount_cav2
			}
			if = {
				limit = {
					ROOT = {trait = mount_cav3}
				}
				add_trait = mount_cav3
			}
			if = {
				limit = {
					ROOT = {trait = mount_cav4}
				}
				add_trait = mount_cav4
			}
			if = {
				limit = {
					ROOT = {trait = mount_cav5}
				}
				add_trait = mount_cav5
			}
			
			if = {
				limit = {
					ROOT = {trait = mount1}
				}
				add_trait = mount1
			}
			if = {
				limit = {
					ROOT = {trait = mount2}
				}
				add_trait = mount2
			}
			if = {
				limit = {
					ROOT = {trait = mount3}
				}
				add_trait = mount3
			}
			if = {
				limit = {
					ROOT = {trait = mount4}
				}
				add_trait = mount4
			}
			if = {
				limit = {
					ROOT = {trait = mount5}
				}
				add_trait = mount5
			}
			
			
			if = {
				limit = {
					ROOT = {trait = mount_n1}
				}
				add_trait = mount_n1
			}
			if = {
				limit = {
					ROOT = {trait = mount_n2}
				}
				add_trait = mount_n2
			}
			if = {
				limit = {
					ROOT = {trait = mount_n3}
				}
				add_trait = mount_n3
			}
			if = {
				limit = {
					ROOT = {trait = mount_n4}
				}
				add_trait = mount_n4
			}
			if = {
				limit = {
					ROOT = {trait = mount_n5}
				}
				add_trait = mount_n5
			}
			
			
			if = {
				limit = {
					ROOT = {trait = mount_oc1}
				}
				add_trait = mount_oc1
			}
			if = {
				limit = {
					ROOT = {trait = mount_oc2}
				}
				add_trait = mount_oc2
			}
			if = {
				limit = {
					ROOT = {trait = mount_oc3}
				}
				add_trait = mount_oc3
			}
			if = {
				limit = {
					ROOT = {trait = mount_oc4}
				}
				add_trait = mount_oc4
			}
			if = {
				limit = {
					ROOT = {trait = mount_oc5}
				}
				add_trait = mount_oc5
			}
			
			if = {
				limit = {
					ROOT = {trait = mount_mc1}
				}
				add_trait = mount_mc1
			}
			if = {
				limit = {
					ROOT = {trait = mount_mc2}
				}
				add_trait = mount_mc2
			}
			if = {
				limit = {
					ROOT = {trait = mount_mc3}
				}
				add_trait = mount_mc3
			}
			if = {
				limit = {
					ROOT = {trait = mount_mc4}
				}
				add_trait = mount_mc4
			}
			if = {
				limit = {
					ROOT = {trait = mount_mc5}
				}
				add_trait = mount_mc5
			}
			
			if = {
				limit = {
					ROOT = {trait = mount_om1}
				}
				add_trait = mount_om1
			}
			if = {
				limit = {
					ROOT = {trait = mount_om2}
				}
				add_trait = mount_om2
			}
			if = {
				limit = {
					ROOT = {trait = mount_om3}
				}
				add_trait = mount_om3
			}
			if = {
				limit = {
					ROOT = {trait = mount_om4}
				}
				add_trait = mount_om4
			}
			if = {
				limit = {
					ROOT = {trait = mount_om5}
				}
				add_trait = mount_om5
			}
		}
	
	
		if = {
			limit = {
				has_nickname = no
				OR = {
					trait = mount_oc1
					trait = mount_oc2
					trait = mount_oc3
					trait = mount_oc4
					trait = mount_oc5
				}
				OR = {
					trait = cavalry_leader
					religion = tengri_pagan
				}
			}
			give_nickname = nick_the_fourlegged
		}

		if = {
			limit = {
				has_nickname = no
				OR = {
					trait = mount_n1
					trait = mount_n2
					trait = mount_n3
					trait = mount_n4
					trait = mount_n5
				}
				mother = {
					NOT = {culture_group = ROOT}
				}
			}
			give_nickname = nick_the_mutt
		}
	}

}



character_event = { #Want to Inherit?
	id = MNT.500
	desc = MNT500
	picture = GFX_evt_carriage
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes
	
	option = {
		prestige = 25
		name = MNT500A
		hidden_tooltip = {
			remove_horse = yes
			if = {
				limit = {
					has_character_flag = f_o
					has_character_flag = m_1
				}
				add_trait = mount1
			}
			if = {
				limit = {
					has_character_flag = f_o
					has_character_flag = m_2
				}
				add_trait = mount2
			}
			if = {
				limit = {
					has_character_flag = f_o
					has_character_flag = m_3
				}
				add_trait = mount3
			}
			if = {
				limit = {
					has_character_flag = f_o
					has_character_flag = m_4
				}
				add_trait = mount4
			}
			if = {
				limit = {
					has_character_flag = f_o
					has_character_flag = m_5
				}
				add_trait = mount5
			}
			
			if = {
				limit = {
					has_character_flag = f_m
					has_character_flag = m_1
				}
				add_trait = mount_morale1
			}
			if = {
				limit = {
					has_character_flag = f_m
					has_character_flag = m_2
				}
				add_trait = mount_morale2
			}
			if = {
				limit = {
					has_character_flag = f_m
					has_character_flag = m_3
				}
				add_trait = mount_morale3
			}
			if = {
				limit = {
					has_character_flag = f_m
					has_character_flag = m_4
				}
				add_trait = mount_morale4
			}
			if = {
				limit = {
					has_character_flag = f_m
					has_character_flag = m_5
				}
				add_trait = mount_morale5
			}
			
			
			
			if = {
				limit = {
					has_character_flag = f_c
					has_character_flag = m_1
				}
				add_trait = mount_cav1
			}
			if = {
				limit = {
					has_character_flag = f_c
					has_character_flag = m_2
				}
				add_trait = mount_cav2
			}
			if = {
				limit = {
					has_character_flag = f_c
					has_character_flag = m_3
				}
				add_trait = mount_cav3
			}
			if = {
				limit = {
					has_character_flag = f_c
					has_character_flag = m_4
				}
				add_trait = mount_cav4
			}
			if = {
				limit = {
					has_character_flag = f_c
					has_character_flag = m_5
				}
				add_trait = mount_cav5
			}
			
			if = {
				limit = {
					has_character_flag = f_n
					has_character_flag = m_1
				}
				add_trait = mount_n1
			}
			if = {
				limit = {
					has_character_flag = f_n
					has_character_flag = m_2
				}
				add_trait = mount_n2
			}
			if = {
				limit = {
					has_character_flag = f_n
					has_character_flag = m_3
				}
				add_trait = mount_n3
			}
			if = {
				limit = {
					has_character_flag = f_n
					has_character_flag = m_4
				}
				add_trait = mount_n4
			}
			if = {
				limit = {
					has_character_flag = f_n
					has_character_flag = m_5
				}
				add_trait = mount_n5
			}
			
			
			
			
			if = {
				limit = {
					has_character_flag = f_oc
					has_character_flag = m_1
				}
				add_trait = mount_oc1
			}
			if = {
				limit = {
					has_character_flag = f_oc
					has_character_flag = m_2
				}
				add_trait = mount_oc2
			}
			if = {
				limit = {
					has_character_flag = f_oc
					has_character_flag = m_3
				}
				add_trait = mount_oc3
			}
			if = {
				limit = {
					has_character_flag = f_oc
					has_character_flag = m_4
				}
				add_trait = mount_oc4
			}
			if = {
				limit = {
					has_character_flag = f_oc
					has_character_flag = m_5
				}
				add_trait = mount_oc5
			}
			
			
			
			if = {
				limit = {
					has_character_flag = f_om
					has_character_flag = m_1
				}
				add_trait = mount_om1
			}
			if = {
				limit = {
					has_character_flag = f_om
					has_character_flag = m_2
				}
				add_trait = mount_om2
			}
			if = {
				limit = {
					has_character_flag = f_om
					has_character_flag = m_3
				}
				add_trait = mount_om3
			}
			if = {
				limit = {
					has_character_flag = f_om
					has_character_flag = m_4
				}
				add_trait = mount_om4
			}
			if = {
				limit = {
					has_character_flag = f_om
					has_character_flag = m_5
				}
				add_trait = mount_om5
			}
			
			
			if = {
				limit = {
					has_character_flag = f_mc
					has_character_flag = m_1
				}
				add_trait = mount_mc1
			}
			if = {
				limit = {
					has_character_flag = f_mc
					has_character_flag = m_2
				}
				add_trait = mount_mc2
			}
			if = {
				limit = {
					has_character_flag = f_mc
					has_character_flag = m_3
				}
				add_trait = mount_mc3
			}
			if = {
				limit = {
					has_character_flag = f_mc
					has_character_flag = m_4
				}
				add_trait = mount_mc4
			}
			if = {
				limit = {
					has_character_flag = f_mc
					has_character_flag = m_5
				}
				add_trait = mount_mc5
			}
			
			
			horse_clean_dna = yes
			character_event = {id = MNT.400}
		}
	
		
	}
	
	option = {
		prestige = -25
		name = MNT500B
		horse_clean_dna = yes
	}

}