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

###############
# NEW AMBITIONS
###############

# Council ambition

obj_become_council_member = {
	type = character

	expectation_of_liege = yes
	
	potential = {
		independent = no
	}

	allow = {
		#liege = { independent = yes }
		NOT = {
			liege = { spouse = { character = ROOT } }
		}
		has_dlc = "Zeus"
		prisoner = no
		is_adult = yes
		is_councillor = no
		is_landed = yes
		OR = {
			can_hold_title = job_chancellor
			can_hold_title = job_marshal
			can_hold_title = job_treasurer
			can_hold_title = job_spymaster
			can_hold_title = job_spiritual
		}
		NOR = { trait = incapable is_inaccessible_trigger = yes }
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 3.0
			trait = ambitious
		}
		modifier = {
			factor = 0.5
			trait = shy
		}
		modifier = {
			factor = 1.5
			trait = gregarious
		}
		modifier = {
			factor = 1.5
			trait = proud
		}
		modifier = {
			factor = 0.5
			trait = humble
		}
		modifier = {
			factor = 1.25
			from_ruler_dynasty = yes
		}
		modifier = {
			factor = 1.25
			OR = {
				diplomacy = 10
				stewardship = 10
				intrigue = 10
				martial = 10
				learning = 10
			}
		}
		modifier = {
			factor = 1.5
			OR = {
				diplomacy = 16
				stewardship = 16
				intrigue = 16
				martial = 16
				learning = 16
			}
		}
		modifier = { 
			factor = 10
			among_most_powerful_vassals = 5 
		}
		modifier = { 
			factor = 5
			relative_income_to_liege = 0.5
		}
	}
	success = {
		is_councillor = yes
	}
	abort = {
		OR = {
			independent = yes
			trait = incapable
			NOR = {
				can_hold_title = job_chancellor
				can_hold_title = job_marshal
				can_hold_title = job_treasurer
				can_hold_title = job_spymaster
				can_hold_title = job_spiritual
			}
			is_landed = no
		}
	}
	abort_effect = {
	}
	effect = {
		opinion = {
			who = liege
			modifier = opinion_ambition_fulfilled
			years = 5
		}
	}
	
	is_job_ambition=yes
}


# Gain land for son

obj_land_for_son = {
	type = character
	
	potential = {
		independent = no
		is_nomadic = no
		NOR = { 			# MOD
			has_religion_feature = religion_matriarchal
			AND = {
				has_game_rule = {
					name = flavor_events
					value = enatic
				}
				OR = {
					religion = norse_pagan
					religion = norse_pagan_reformed
				}
			}
		}
		liege = {
			is_nomadic = no
			NOR = { 			# MOD
				has_religion_feature = religion_matriarchal
				AND = {
					has_game_rule = {
						name = flavor_events
						value = enatic
					}
					OR = {
						religion = norse_pagan
						religion = norse_pagan_reformed
					}
				}
			}
		}
	}

	allow = {
		#liege = { independent = yes }
		has_dlc = "Zeus"
		prisoner = no
		is_adult = yes
		NOR = { 
			trait = incapable 
			has_character_flag = land_for_son_successful
		}
		any_child = {
			is_female = no
			is_landed = no
			is_adult = yes
			is_heir = no
			prisoner = no
			NOR = {
				trait = incapable
				is_ascetic_trigger = yes
				trait = eunuch
			}
			liege = {
				character = ROOT
			}
		}
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 3.0
			trait = ambitious
		}
		modifier = {
			factor = 0.5
			trait = shy
		}
		modifier = {
			factor = 1.5
			trait = gregarious
		}
		modifier = {
			factor = 2
			trait = proud
		}
		modifier = {
			factor = 0.5
			trait = humble
		}
		modifier = {
			factor = 1.25
			from_ruler_dynasty = yes
		}
		modifier = {
			factor = 1.5
			diplomacy = 16
		}
		modifier = { 
			factor = 10
			is_councillor = yes
		}
		modifier = { 
			factor = 5
			relative_income_to_liege = 0.5
		}
	}
	success = {
		custom_tooltip = {
			text = obj_land_for_son_success_tooltip
			hidden_tooltip = {
				has_character_flag = land_for_son_successful
			}
		}
	}
	abort = {
		is_nomadic = yes
		liege = {
			is_nomadic = yes
		}
		OR = {
			NOT = {
				any_child = {
					is_female = no
					is_adult = yes
					is_landed = no
					is_heir = no
				}
			}
			independent = yes
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
	}
}

# Gain land for daughter

obj_land_for_daughter = {
	type = character
	
	potential = {
		independent = no
		is_nomadic = no
		OR = { 
			has_religion_feature = religion_matriarchal
			AND = {	# MOD
				has_game_rule = {
					name = flavor_events
					value = enatic
				}
				OR = {
					religion = norse_pagan
					religion = norse_pagan_reformed
				}
			}
			has_religion_feature = religion_equal
			AND = {	# MOD
				has_game_rule = {
					name = flavor_events
					value = equal
				}
				OR = {
					religion = norse_pagan
					religion = norse_pagan_reformed
				}
			}
			has_religion_feature = religion_feature_bon
		}
		liege = {
			is_nomadic = no
			OR = { 
				has_religion_feature = religion_matriarchal
				AND = { # MOD
					has_game_rule = {
						name = flavor_events
						value = enatic
					}
					OR = {
						religion = norse_pagan
						religion = norse_pagan_reformed
					}
				}
				has_religion_feature = religion_equal
				AND = {	# MOD
					has_game_rule = {
						name = flavor_events
						value = equal
					}
					OR = {
						religion = norse_pagan
						religion = norse_pagan_reformed
					}
				}
				has_religion_feature = religion_feature_bon
			}
		}
	}

	allow = {
		#liege = { independent = yes }
		has_dlc = "Zeus"
		prisoner = no
		is_adult = yes
		NOR = { 
			trait = incapable 
			has_character_flag = land_for_daughter_successful
		}
		any_child = {
			is_female = yes
			is_landed = no
			is_adult = yes
			is_heir = no
			prisoner = no
			NOR = {
				trait = incapable
				is_ascetic_trigger = yes
			}
			liege = {
				character = ROOT
			}
		}
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 3.0
			trait = ambitious
		}
		modifier = {
			factor = 0.5
			trait = shy
		}
		modifier = {
			factor = 1.5
			trait = gregarious
		}
		modifier = {
			factor = 2
			trait = proud
		}
		modifier = {
			factor = 0.5
			trait = humble
		}
		modifier = {
			factor = 1.25
			from_ruler_dynasty = yes
		}
		modifier = {
			factor = 1.5
			diplomacy = 16
		}
		modifier = { 
			factor = 10
			is_councillor = yes
		}
		modifier = { 
			factor = 5
			relative_income_to_liege = 0.5
		}
	}
	success = {
		custom_tooltip = {
			text = obj_land_for_daughter_success_tooltip
			hidden_tooltip = {
				has_character_flag = land_for_daughter_successful
			}
		}
	}
	abort = {
		is_nomadic = yes
		liege = {
			is_nomadic = yes
		}
		OR = {
			NOT = {
				any_child = {
					is_female = yes
					is_adult = yes
					is_landed = no
					is_heir = no
				}
			}
			independent = yes
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
	}
}

obj_build_a_war_chest = {
	type = character
	
	potential = {
		has_dlc = "Zeus"
		NOT = { has_character_modifier = war_chest_timer }
		is_nomadic = no
		higher_tier_than = BARON
		is_landed = yes
	}
	
	allow = {
		is_adult = yes
		is_ruler = yes
		war = no
		OR = {
			AND = {
				tier = count
				NOT = { wealth = 300 }
			}
			AND = {
				tier = duke
				NOT = { wealth = 500 }
			}
			AND = {
				tier = king
				NOT = { wealth = 700 }
			}
			AND = {
				tier = emperor
				NOT = { wealth = 1000 }
			}
		}
		NOR = { 
			trait = incapable
			is_inaccessible_trigger = yes
		}
		
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 10
			NOT = { wealth = 0 }
		}
		modifier = {
			factor = 2
			trait = greedy
		}
		modifier = {
			factor = 2
			trait = diligent
		}
		modifier = {
			factor = 2
			martial = 10
		}
		modifier = {
			factor = 0.5
			NOT = { martial = 10 }
		}
		modifier = {
			factor = 0.5
			independent = no
		}
		modifier = {
			factor = 0.5
			trait = charitable
		}
		modifier = {
			factor = 0.5
			trait = content
		}
		modifier = {
			factor = 0.5
			trait = slothful
		}
		modifier = {
			factor = 0.5
			tier = count
			wealth = 200
		}	
		modifier = {
			factor = 0.5
			tier = duke
			wealth = 350
		}
		modifier = {
			factor = 0.5
			tier = king
			wealth = 550
		}
		modifier = {
			factor = 0.5
			tier = emperor
			wealth = 850
		}
		modifier = {
			factor = 0.5
			government = theocracy_government
		}
		modifier = {
			factor = 0.5
			tier = count
			independent = no
		}
		modifier = {
			factor = 0.5
			tier = duke
			independent = no
		}
	}
	success = {
		custom_tooltip = {
				text = obj_build_a_war_chest_success_custom_tooltip
				hidden_tooltip = {
					OR = {
						AND = {
							tier = count
							wealth = 300
						}
						AND = {
							tier = duke
							wealth = 500
						}
						AND = {
							tier = king
							wealth = 700
						}
						AND = {
							tier = emperor
							wealth = 1000
						}
					}
				}
			}
	}
	abort = {
		trait = incapable
	}
	abort_effect = {
	}
	effect = {
		add_character_modifier = {
			modifier = war_taxes
			months = 60
		}
		add_character_modifier = {
		   modifier = war_chest_timer
		   years = 25
		   hidden = yes
		}
	}
}

obj_groom_an_heir = {
	type = character
	
	fertility = 0.20
	
	potential = {
		has_dlc = "Conclave"
		higher_tier_than = BARON
		holy_order = no
		mercenary = no
	}
	
	allow = {
		is_adult = yes
		is_ruler = yes
		OR = {
			NOT = { trait = eunuch }
			any_child = {
				is_alive = yes
			}
		}
		NOR = {
			trait = incapable
			is_inaccessible_trigger = yes
			any_child = {
				is_adult = yes 
				NOR = {
					custom_tooltip = {
						text = bastard_eunuch_celibate_or_incapable_tt
						OR = {
							trait = bastard
							trait = eunuch
							trait = celibate
							trait = incapable
						}
					}
					is_ascetic_trigger = yes
				}
				OR = {
					custom_tooltip = { #it's a boy, and you have Agnatic
						text = boy_agnatic_tt
						is_female = no
						ROOT = { has_law = agnatic_succession }
					}
					custom_tooltip = { #it's a girl and you have Enatic
						text = girl_enatic_tt
						is_female = yes	
						ROOT = { has_law = enatic_succession }
					}
					custom_tooltip = {
						text = not_enatic_or_agnatic_tt
						NOR = {
							ROOT = { has_law = enatic_succession }	
							ROOT = { has_law = agnatic_succession }
						}
					}
				}
			}
			AND = {
				age = 45
				is_female = yes
			}
			age = 75
		}
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 0
			trait = celibate
		}
		modifier = {
			factor = 0
			is_theocracy = yes
		}
		modifier = {
			factor = 10
			has_focus = focus_family
		}
		modifier = {
			factor = 5
			trait = bastard
		}
		modifier = {
			factor = 5
			age = 30
		}
		modifier = {
			factor = 5
			age = 45
		}
		modifier = {
			factor = 5
			government = nomadic_government
		}
		modifier = {
			factor = 2
			is_smart_trigger = yes
		}
		modifier = {
			factor = 0.5
			trait = shy
		}
		modifier = {
			factor = 0.5
			trait = chaste
		}
	}
	success = {
		any_child = {
			is_adult = yes 
			NOR = {
				custom_tooltip = {
					text = bastard_eunuch_celibate_or_incapable_tt
					OR = {
						trait = bastard
						trait = eunuch
						trait = celibate
						trait = incapable
					}
				}
				is_ascetic_trigger = yes
			}
			OR = {
				custom_tooltip = { #it's a boy, and you have Agnatic
					text = boy_agnatic_tt
					is_female = no
					ROOT = { has_law = agnatic_succession }
				}
				custom_tooltip = { #it's a girl and you have Enatic
					text = girl_enatic_tt
					is_female = yes	
					ROOT = { has_law = enatic_succession }
				}
				custom_tooltip = {
					text = not_enatic_or_agnatic_tt
					NOR = {
						ROOT = { has_law = enatic_succession }	
						ROOT = { has_law = agnatic_succession }
					}
				}
#				is_female = no
#				AND = {
#					is_female = yes
#					ROOT = { has_law = true_cognatic_succession }
#				}
#				AND = {
#					is_female = yes
#					ROOT = { has_law = enatic_succession }
#				}
#				AND = {
#					is_female = yes
#					ROOT = { has_law = enatic_cognatic_succession }
#				}
			}
		}
	}
	abort = {
		trait = incapable
	}
	abort_effect = {
	}
	effect = {
	custom_tooltip = {
	text = opinion_boost_child
		hidden_tooltip = {
			any_child = {
					limit = {
						is_adult = yes 
						NOR = {
							trait = bastard
							trait = eunuch
							trait = celibate
							trait = incapable
							is_ascetic_trigger = yes
						}
						OR = {
							is_female = no
							AND = {
								is_female = yes
								ROOT = { has_law = true_cognatic_succession }
							}
							AND = {
								is_female = yes
								ROOT = { has_law = enatic_succession }
							}
							AND = {
								is_female = yes
								ROOT = { has_law = enatic_cognatic_succession }
							}
						}
					}
					opinion = {
						who = ROOT
						modifier = opinion_family_love
						months = 240
					}
				}
			}
		}
	}
}