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


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

focus_rulership = {
	type = character
	
	modifier_name = "RULERSHIP_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		prisoner = no
		NOT = { trait = arbitrary }
        NOT = { trait = decadent }
	}
	
    # AI Pick chance - based on personality, not needs!
    chance = {
        factor = 100
        modifier = {
            factor = 4.0
            OR = {
                trait = indulgent_wastrel
                trait = thrifty_clerk
                trait = fortune_builder
                trait = midas_touched
            }
        }
		modifier = {
            factor = 0.75
            NOR = {
                trait = indulgent_wastrel
                trait = thrifty_clerk
                trait = fortune_builder
                trait = midas_touched
            }
        }
        modifier = {
            factor = 0.2
            trait = stressed
        }
        modifier = {
            factor = 0.2
            trait = depressed
        }
        modifier = {
            factor = 0.1
            OR = {
                is_republic = yes
                is_patrician = yes
            }
        }
        modifier = {
            factor = 0.25
            trait = wroth
        }
        modifier = {
            factor = 0.25
            trait = deceitful
        }
        modifier = {
            factor = 0.5
            trait = trusting
        }
        modifier = {
            factor = 0.5
            trait = envious
        }
		modifier = {
            factor = 1.5
            trait = honest
        }
        modifier = {
            factor = 1.5
            trait = patient
        }
        modifier = {
            factor = 1.5
            trait = content
        }
		modifier = {
            factor = 1.5
            trait = kind
        }
		modifier = {
            factor = 1.5
            is_feudal = yes
        }
		 modifier = {
            factor = 1.5
			AND = {
				religion_group = christian
				is_feudal = yes
			}
        }
		modifier = {
            factor = 2.0
            religion = taoist
        }
        modifier = {
            factor = 2.0
            trait = just
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
			trait = arbitrary
			trait = decadent
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	stewardship = 3
	liege_opinion = 10
	vassal_opinion = 10
}

focus_business = {
	type = character
	
	modifier_name = "BUSINESS_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		prisoner = no
		NOT = { trait = decadent }
	}
	
    # AI Pick chance
    chance = {
        factor = 100

        modifier = {
            factor = 4.0
            OR = {
                trait = indulgent_wastrel
                trait = thrifty_clerk
                trait = fortune_builder
                trait = midas_touched
            }
        }
		modifier = {
            factor = 0.75
            NOR = {
                trait = indulgent_wastrel
                trait = thrifty_clerk
                trait = fortune_builder
                trait = midas_touched
            }
        }
        modifier = {
            factor = 3.0
            religion_group = jewish
        }
        modifier = {
            factor = 0.5
            trait = stressed
        }
        modifier = {
            factor = 0.5
            trait = depressed
        }
        modifier = {
            factor = 0.5
            trait = charitable
        }
        modifier = {
            factor = 3.0
            trait = envious
        }
        modifier = {
            factor = 2.0
            trait = diligent
        }
        modifier = {
            factor = 6.0
            trait = greedy
        }
        modifier = {
            factor = 3.0
            OR = {
                is_republic = yes
                is_patrician = yes
            }
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
			trait = decadent
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	stewardship = 2
	town_opinion = 20
}

focus_seduction = {
	type = character
	
	modifier_name = "SEDUCTION_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = celibate }
        NOT = { trait = monk }
        NOT = { trait = nun }
		NOT = { is_ascetic_trigger = yes }
        NOT = { trait = chaste }
        NOT = { trait = content }
        NOT = { trait = blinded }
        NOT = { trait = maimed }
        NOT = { trait = eunuch }
        NOT = { trait = drunkard }
        NOT = { trait = leper }
        NOT = { trait = depressed }
            OR = {
                    AND = {
                        Not = { age = 40
                        is_female = no }
                    }

                    AND = {
                        NOT = { age = 50
                        is_female = yes }
                    }
                }
		
		custom_tooltip = {
			text = is_not_ascetic
			hidden_tooltip = {
				NOT = { has_character_modifier = hindu_ascetic }
				NOT = { has_character_modifier = buddhist_ascetic }
				NOT = { has_character_modifier = jain_naked_ascetic }
			}
		}
	}
	
    # AI Pick chance
    chance = {
        factor = 100
     
        modifier = {
            factor = 0
            trait = chaste
        }

        modifier = {
            factor = 0.01 # Faithful spouse/consort
            is_married = yes
            any_spouse = {
                is_lover = ROOT
            }
        } 
        modifier = {
            factor = 0.75
            OR = {
                is_republic = yes
                is_patrician = yes
            }
        }
		modifier = {
            factor = 1.5
            is_female = yes
        }
		modifier = {
            factor = 1.5
            trait = homosexual
        }
        modifier = {
            factor = 0.2
            trait = content
        }
        modifier = {
            factor = 0.2
            trait = humble
        }
        modifier = {
            factor = 0.2
            trait = just
        }
        modifier = {
            factor = 0.2
            trait = temperate
        }
        modifier = {
            factor = 0.2
            trait = kind
        }
        modifier = {
            factor = 0.1
            trait = ugly
        }
        modifier = {
            factor = 0.1
            trait = stutter
        }
        modifier = {
            factor = 0.1
            trait = lisp
        }
        modifier = {
            factor = 0.2
            trait = trusting
        }
        modifier = {
            factor = 0.1
            trait = shy
        }
        modifier = {
            factor = 0.1
            trait = honest
        }
        modifier = {
            factor = 2.0
            trait = gregarious
        }
        modifier = {
            factor = 2.0
            trait = deceitful
        }
		 modifier = {
            factor = 1.5
            trait = proud
        }
        modifier = {
            factor = 2.0
            trait = hedonist
        }
        modifier = {
            factor = 2.0
            trait = envious
        }
        modifier = {
            factor = 2.0
            trait = fair
        }
        modifier = {
            factor = 3.0
            trait = lustful
        }
        modifier = {
            factor = 4.0
            trait = decadent
        }
        modifier = {
            factor = 3.0
            OR = {
                AND = {
                    OR = {
                        is_female = yes
                        AND = {
                            has_polygamy = no
                            has_concubinage = no
                        }
                    }
                    any_spouse = {
                        trait = homosexual
                    }
                }
                AND = {
                    OR = {
                        is_married = yes
                        is_consort = yes
                    }
                    trait = homosexual
                }
            }
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {		
			trait = incapable
            trait = chaste
            trait = content
            trait = blinded
            trait = maimed
            trait = eunuch
            trait = drunkard
            trait = leper
            trait = depressed
         
            AND = { age = 50
            is_female = no }
                 
            AND = { age = 40
            is_female = yes }
			
			is_playable = no
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	intrigue = 2
	fertility = 0.25
	sex_appeal_opinion = 10
	health = 1
}

focus_intrigue = {
	type = character
	
	modifier_name = "INTRIGUE_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = trusting }
		prisoner = no
	}
	
    # AI Pick chance
    chance = {
        factor = 100
        modifier = {
            factor = 0
            trait = honest
        }
        modifier = {
            factor = 0.1
            NOR = {
                trait = amateurish_plotter
                trait = flamboyant_schemer
                trait = intricate_webweaver
                trait = elusive_shadow
            }
        }
        modifier = {
            factor = 4.0
            OR = {
                trait = amateurish_plotter
                trait = flamboyant_schemer
                trait = intricate_webweaver
                trait = elusive_shadow
            }
        }
        modifier = {
            factor = 0.2
            trait = kind
        }
        modifier = {
            factor = 0.2
            trait = trusting
        }
        modifier = {
            factor = 0.2
            trait = content
        }
        modifier = {
            factor = 0.5
            trait = wroth
        }
		modifier = {
            factor = 1.5
            is_female = yes
        }
        modifier = {
            factor = 1.5
            trait = envious
        }
        modifier = {
            factor = 1.5
            trait = patient
        }
        modifier = {
            factor = 1.5
            trait = ambitious
        }
        modifier = {
            factor = 2.0
            trait = cruel
        }
        modifier = {
            factor = 2.0
            trait = arbitrary
        }
        modifier = {
            factor = 4.0
            trait = paranoid
        }
        modifier = {
            factor = 3.0
            trait = deceitful
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			trait = trusting
			is_playable = no
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	intrigue = 3
	sex_appeal_opinion = 5
}

focus_hunting = {
	type = character
	
	modifier_name = "HUNTING_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { religion = jain }
		prisoner = no
		NOT = { trait = decadent }
	}
	
    # AI Pick chance
    chance = {
        factor = 100

        modifier = {
            factor = 5.0
            OR = {
                trait = misguided_warrior
                trait = tough_soldier
                trait = skilled_tactician
                trait = brilliant_strategist
            }
        }
     
        modifier = {
            factor = 0
            trait = infirm
        }
        modifier = {
            factor = 0.1
            OR = {
                is_republic = yes
                is_patrician = yes
            }
        }
			modifier = {
			factor = 2.0
			is_nomadic = yes
		}
	        modifier = {
            factor = 1.5
            is_tribal = yes
        }
		modifier = {
            factor = 1.5
            is_feudal = yes
        }
        modifier = {
            factor = 0.2
            is_female = yes
        }
        modifier = {
            factor = 0.5
            trait = craven
        }
        modifier = {
            factor = 2.0
            trait = brave
        }
        modifier = {
            factor = 5.0
            trait = hunter
        }
        modifier = {
            factor = 3.0
            trait = falconer
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
			trait = decadent
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	martial = 2
	health = 1
	sex_appeal_opinion = 5
}

focus_war = {
	type = character
	
	modifier_name = "WAR_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		prisoner = no
		is_adult = yes
		NOT = { trait = craven }
        NOT = { trait = decadent }
		NOT = { trait = incapable }
	}
	
    # AI Pick chance
    chance = {
        factor = 100
     
        modifier = {
            factor = 0.1
            is_female = yes
        }
     
        modifier = {
            factor = 0.1
            trait = craven
        }
     
        modifier = {
            factor = 0.5
            NOT = {
                OR = {
                    trait = misguided_warrior
                    trait = tough_soldier
                    trait = skilled_tactician
                    trait = brilliant_strategist
                }
            }
        }
        modifier = {
            factor = 4.0
            OR = {
                trait = misguided_warrior
                trait = tough_soldier
                trait = skilled_tactician
                trait = brilliant_strategist
            }
        }
        modifier = {
            factor = 0.5
            trait = kind
        }
        modifier = {
            factor = 2.0
            trait = viking
        }
        modifier = {
            factor = 2.0
            trait = brave
        }
        modifier = {
            factor = 2.0
            trait = cruel
        }
        modifier = {
            factor = 1.5
            is_feudal = yes
        }
        modifier = {
            factor = 2.0
            is_tribal = yes
        }
        modifier = {
            factor = 2.0
            religion_group = pagan
        } 
		modifier = {
		factor = 2.0
		is_nomadic = yes
	}
        modifier = {
            factor = 2.0
            trait = wroth
        }
        modifier = {
            factor = 3.0
            trait = duelist
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			trait = craven
            trait = decadent
			is_playable = no
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	martial = 3
	sex_appeal_opinion = 5
}

focus_carousing = {
	type = character
	
	modifier_name = "CAROUSING_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		prisoner = no
		OR = {
			NOT = { religion_group = muslim }
			trait = decadent
			trait = hedonist
			trait = drunkard
		}
		custom_tooltip = {
			text = is_not_ascetic
			hidden_tooltip = {
				NOT = { has_character_modifier = hindu_ascetic }
				NOT = { has_character_modifier = buddhist_ascetic }
				NOT = { has_character_modifier = jain_naked_ascetic }
			}
		}
	}
	
    # AI Pick chance
    chance = {
        factor = 100
        modifier = {
            factor = 4.0
            OR = {
                trait = naive_appeaser
                trait = underhanded_rogue
                trait = charismatic_negotiator
                trait = grey_eminence
            }
        }
		modifier = {
            factor = 0.75
            NOR = {
                trait = naive_appeaser
                trait = underhanded_rogue
                trait = charismatic_negotiator
                trait = grey_eminence
            }
        }
        modifier = {
            factor = 0.1
            OR = {
                is_republic = yes
                is_patrician = yes
            }
        }
        modifier = {
            factor = 0.2
            trait = shy
        }
        modifier = {
            factor = 0.2
            trait = temperate
        }
        modifier = {
            factor = 0.5
            trait = diligent
        }
        modifier = {
            factor = 0.2
            trait = ambitious
        }
        modifier = {
            factor = 2.0
            trait = slothful
        }
        modifier = {
            factor = 2.0
            trait = gluttonous
        }
        modifier = {
            factor = 2.0
            trait = hedonist
        }
        modifier = {
            factor = 3.0
            trait = gregarious
        }
        modifier = {
            factor = 4.0
            trait = drunkard
        }
        modifier = {
            factor = 2.0
            trait = decadent
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			is_playable = no
		AND = {
			religion_group = muslim
			NOT = { trait = decadent }
    }
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	diplomacy = 3
}

focus_family = {
	type = character
	
	modifier_name = "FAMILY_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = cruel }
        NOT = { trait = decadent }
		prisoner = no
	}
	
    # AI Pick chance
    chance = {
        factor = 100
        modifier = {
            factor = 0.1
            NOT = {
                any_sibling = {
                    always = yes
                }
            }
            NOT = {
                any_child = {
                    always = yes
                }
            }
        }
        modifier = {
            factor = 2.0
            OR = {
                trait = naive_appeaser
                trait = underhanded_rogue
                trait = charismatic_negotiator
                trait = grey_eminence
            }
        }
        modifier = {
            factor = 0.1
            trait = ambitious
        }
        modifier = {
            factor = 0.75
            NOT = { age = 25 }
        }
        modifier = {
            factor = 0.5
            is_female = no
        }
        modifier = {
            factor = 0.75
            trait = gregarious
        }
        modifier = {
            factor = 0.75
            trait = proud
        }
        modifier = {
            factor = 1.25
            trait = humble
        }
        modifier = {
            factor = 1.5
            trait = gardener
        }
        modifier = {
            factor = 1.5
            trait = craven
        }
        modifier = {
            factor = 1.5
            trait = shy
        }
        modifier = {
            factor = 3.0
            trait = content
        }
        modifier = {
            factor = 3.0
            trait = infirm
        }
        modifier = {
            factor = 1.2
            trait = kind
        }
        modifier = {
            factor = 3.0
            is_female = yes
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			prisoner = yes
			trait = incapable
			trait = cruel
            trait = decadent
			is_playable = no
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	diplomacy = 2
	health = 1
	same_dynasty_opinion = 5
	fertility = 0.25
}

focus_scholarship = {
	type = character
	
	modifier_name = "SCHOLARSHIP_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = decadent }
		NOT = { is_tribal = yes }
		NOT = { is_nomadic = yes }
	}
	
    # AI Pick chance
    chance = {
        factor = 100
        modifier = {
            factor = 0
            trait = imbecile
        }
        modifier = {
            factor = 0.1
            OR = {
                is_republic = yes
                is_patrician = yes
            }
        }
        modifier = {
            factor = 0
            trait = inbred
        }
        modifier = {
            factor = 0.25
            trait = wroth
        }
        modifier = {
            factor = 0.5
            trait = ambitious
        }
        modifier = {
            factor = 0.5
            trait = brave
        }
        modifier = {
            factor = 0.25
            is_tribal = yes
        }
        modifier = {
            factor = 1.5
            trait = craven
        }
        modifier = {
            factor = 1.5
            trait = content
        }
        modifier = {
            factor = 2.0
            trait = patient
        }
        modifier = {
            factor = 3.0
            trait = genius
        }
        modifier = {
            factor = 2.0
            trait = quick
        } 
        modifier = {
            factor = 4.0
            trait = cynical
            OR = {
                trait = detached_priest
                trait = martial_cleric
                trait = scholarly_theologian
                trait = mastermind_theologian
            }
        }
		 modifier = {
            factor = 0.75
            NOR = {
                trait = detached_priest
                trait = martial_cleric
                trait = scholarly_theologian
                trait = mastermind_theologian
            }
        }
        modifier = {
            factor = 3.0
            trait = scholar
        }
        modifier = {
            factor = 2.0
            is_theocracy = yes
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	
	abort = {
		OR = {
			trait = incapable
			is_playable = no
			trait = decadent
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	learning = 3
}

focus_theology = {
	type = character
	
	modifier_name = "THEOLOGY_FOCUS"
	
	potential = {
		is_playable = yes
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = cynical }
        NOT = { trait = decadent }
	}
	
    # AI Pick chance
    chance = {
        factor = 100
     
        modifier = {
            factor = 0
            trait = imbecile
        }
        modifier = {
            factor = 0
            trait = inbred
        }
        modifier = {
            factor = 0
            trait = cynical
        }
        modifier = {
            factor = 0.1
            OR = {
                is_republic = yes
                is_patrician = yes
            }
        }
        modifier = {
            factor = 0.25
            trait = wroth
        }
        modifier = {
            factor = 0.25
            trait = ambitious
        }
        modifier = {
            factor = 0.5
            trait = brave
        }
        modifier = {
            factor = 1.5
            trait = craven
        }
        modifier = {
            factor = 1.5
            trait = content
        }
        modifier = {
            factor = 1.5
            trait = patient
        }
        modifier = {
            factor = 5.0
            OR = {
                trait = detached_priest
                trait = martial_cleric
                trait = scholarly_theologian
                trait = mastermind_theologian
            }
        }
		modifier = {
            factor = 0.75
            NOR = {
                trait = detached_priest
                trait = martial_cleric
                trait = scholarly_theologian
                trait = mastermind_theologian
            }
        }
        modifier = {
            factor = 2.0
            trait = mystic
        }
        modifier = {
            factor = 3.0
            trait = zealous
        }
        modifier = {
            factor = 3.0
            is_theocracy = yes
        }
    }
	
	# Focuses have no success conditions
	success = {
		always = no
	}
	creation_effect = {
		if = {
			limit = { has_quest = quest_monastic_order_theology_focus }
			character_event = { id = MNM.4016 }
		}
	}
	
	abort = {
		OR = {
			trait = incapable
			trait = decadent
            trait = cynical
			is_playable = no
		}
	}
	
	abort_effect = {
	}
	
	# MODIFIERS
	learning = 2
	church_opinion = 20
	same_religion_opinion = 5
	health = 1.0
}
