#############################################
#############################################
#                                         	#
# ZE Adolescence Events					  	#
# ID ZE.13000-ZE.13999                    	#
#                                         	#
#############################################
#############################################

# Written by Tobias Bodlund and Joel Hansson

namespace = ZE


#############################################
#											#
# Trait maturing events						#
# ZE.13000-ZE.13599							#
#											#
#############################################

# These traits are checked on random adolescence pulse, and also non-randomly on day of adulthood

# Bi-yearly adolescence pulse - select which event chain to get
character_event = {
	id = ZE.13999

	hide_window = yes
	
	is_triggered_only = yes
	
	only_capable = yes
	
	trigger = {
		is_adult = no
		age = 12
		OR = {
			trait = haughty
			trait = affectionate
			trait = timid
			trait = rowdy
			trait = willful
			trait = brooding
			trait = indolent
			trait = playful
			trait = conscientious
			trait = fussy
			trait = curious
			trait = idolizer
		}
	}

	immediate = {
		random_list = {
			10 = {
				modifier = {
					factor = 0
					NOT = { trait = haughty }
				}
				modifier = { #Monkey sees...
					factor = 1.45
					educator = { 
						OR = { 
							trait = proud 
							trait = arbitrary
							trait = cruel
						} 
					}
				}
				character_event = { id = ZE.13000 days = 10 random = 90 }
			}
			10 = {
				modifier = {
					factor = 0
					NOT = { trait = affectionate }
				}
				modifier = { #Monkey sees...
					factor = 1.45
					educator = { 
						OR = { 
							trait = kind 
							trait = content
							trait = trusting
						} 
					}
				}
				character_event = { id = ZE.13010 days = 10 random = 90 }
			}
			10 = {
				modifier = {
					factor = 0
					NOT = { trait = timid }
				}
				modifier = { #Monkey sees...
					factor = 1.45
					educator = { 
						OR = { 
							trait = shy 
							trait = humble
							trait = craven
						} 
					}
				}
				character_event = { id = ZE.13020 days = 10 random = 90 }
			}
			10 = {
				modifier = {
					factor = 0
					NOT = { trait = rowdy }
				}
				modifier = { #Monkey sees...
					factor = 1.45
					educator = { 
						OR = { 
							trait = robust 
							trait = honest
							trait = dull
						} 
					}
				}
				character_event = { id = ZE.13030 days = 10 random = 90 }
			}
			10 = {
				modifier = {
					factor = 0
					NOT = { trait = willful }
				}
				modifier = { #Monkey sees...
					factor = 1.45
					educator = { 
						OR = { 
							trait = brave 
							trait = ambitious
							trait = stubborn
						} 
					}
				}
				character_event = { id = ZE.13040 days = 10 random = 90 }
			}
			10 = {
				modifier = {
					factor = 0
					NOT = { trait = brooding }
				}
				modifier = { #Monkey sees...
					factor = 1.45
					educator = { 
						OR = { 
							trait = just 
							trait = wroth
							trait = envious
						} 
					}
				}
				character_event = { id = ZE.13050 days = 10 random = 90 }
			}
			10 = {
				modifier = {
					factor = 0
					NOT = { trait = indolent }
				}
				modifier = { #Monkey sees...
					factor = 1.45
					educator = { 
						OR = { 
							trait = charitable 
							trait = slothful
							trait = gluttonous
							trait = sturdy
							trait = is_fat
						} 
					}
				}
				character_event = { id = ZE.13060 days = 10 random = 90 }
			}
			10 = {
				modifier = {
					factor = 0
					NOT = { trait = playful }
				}
				modifier = { #Monkey sees...
					factor = 1.45
					educator = { 
						OR = { 
							trait = gregarious 
							trait = deceitful
							trait = lunatic
						} 
					}
				}
				character_event = { id = ZE.13070 days = 10 random = 90 }
			}
			10 = {
				modifier = {
					factor = 0
					NOT = { trait = conscientious }
				}
				modifier = { #Monkey sees...
					factor = 1.45
					educator = { 
						OR = { 
							trait = diligent 
							trait = temperate
							trait = feeble
							trait = is_malnourished
						} 
					}
				}
				character_event = { id = ZE.13080 days = 10 random = 90 }
			}
			10 = {
				modifier = {
					factor = 0
					NOT = { trait = fussy }
				}
				modifier = { #Monkey sees...
					factor = 1.45
					educator = { 
						OR = { 
							trait = patient 
							trait = paranoid
							trait = greedy
						} 
					}
				}
				character_event = { id = ZE.13090 days = 10 random = 90 }
			}
			10 = {
				modifier = {
					factor = 0
					NOT = { trait = curious }
				}
				modifier = { #Monkey sees...
					factor = 1.45
					educator = { 
						OR = { 
							trait = cynical 
							trait = shrewd
						} 
					}
				}
				character_event = { id = ZE.13100 days = 10 random = 90 }
			}
			10 = {
				modifier = {
					factor = 0
					NOT = { trait = idolizer }
				}
				modifier = { #Monkey sees...
					factor = 1.45
					educator = { 
						OR = { 
							trait = zealous 
							trait = erudite
							trait = feeble
							trait = is_malnourished
						} 
					}
				}
				character_event = { id = ZE.13110 days = 10 random = 90 }
			}
		}
	}
}


#############################################
# Haughty									#
#############################################

# Haughty turns into Proud, Arbitrary, Cruel or Groomed.
character_event = {
	id = ZE.13000

	hide_window = yes
	
	is_triggered_only = yes
	
	only_capable = yes
	
	trigger = {
		trait = haughty
	}
	
	immediate = {
		set_character_flag = was_haughty
		random_list = {  # Select outcome
			10 = {
				set_character_flag = haughty_to_proud
				modifier = {
					factor = 0
					OR = {
						trait = humble
						trait = proud
					}
				}
			}
			10 = {
				set_character_flag = haughty_to_arbitrary
				modifier = {
					factor = 0
					OR = {
						trait = just
						trait = arbitrary
					}
				}
			}
			10 = {
				set_character_flag = haughty_to_cruel
				modifier = {
					factor = 0
					OR = {
						trait = kind
						trait = cruel
					}
				}
			}
			10 = {
				set_character_flag = haughty_to_groomed
				modifier = {
					factor = 0
					OR = {
						trait = groomed
						trait = uncouth
					}
				}
				modifier = {
					factor = 1.5
					educator = { 
						trait = proud
					}
				}
				modifier = {
					factor = 1.5
					has_focus = focus_ch_pride
				}
				modifier = {
					factor = 1.75
					has_focus = focus_ch_etiquette
				}
				modifier = {
					factor = 1.75
					has_focus = focus_ed_diplomacy
				}
				modifier = {
					factor = 1.5
					is_female = yes
					NOT = { 
						educator = { 
							OR = {
								has_religion_feature = religion_matriarchal
								AND = {	# MOD
									has_game_rule = {
										name = flavor_events
										value = equal
									}
									OR = {
										religion = norse_pagan
										religion = norse_pagan_reformed
									}
								}
							}
						}
					}
				}
			}
		}
		if = {
			limit = {
				AND = {
					OR = {
						trait = humble
						trait = proud
					}
					OR = {
						trait = just
						trait = arbitrary
					}
					OR = {
						trait = kind
						trait = cruel
					}
					OR = {
						trait = groomed
						trait = uncouth
					}
				}
			}
			change_martial = 2
			remove_trait = haughty
			break = yes
		}
		if = {
			limit = {
				NOT = { trait = ambitious }
				educator = { trait = ambitious }
				prisoner = no
			}
			educator = { character_event = { id = ZE.13002 } }  # Let educator decide on intervention
			break = yes
		}
		character_event = { id = ZE.13001 } # Go direct to trait change
	}
}

character_event = {
	id = ZE.13001
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13001
		trigger = {
			FROM = { has_character_flag = haughty_to_proud }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13001
		trigger = {
			FROM = { has_character_flag = haughty_to_arbitrary }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13001
		trigger = {
			FROM = { has_character_flag = haughty_to_cruel }
		}
	}
	desc = {
		text = EVTDESCDHFP20800_HAUGHTY_GROOMED
		trigger = {
			FROM = { has_character_flag = haughty_to_groomed }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13001
		trigger = {
			has_character_flag = haughty_to_proud
		}
		remove_trait = haughty
		add_trait = proud
		clr_character_flag = haughty_to_proud
	}
	option = {
		name = EVTOPTB_ZE_13001
		trigger = {
			has_character_flag = haughty_to_arbitrary
		}
		remove_trait = haughty
		add_trait = arbitrary
		clr_character_flag = haughty_to_arbitrary
	}
	option = {
		name = EVTOPTC_ZE_13001
		trigger = {
			has_character_flag = haughty_to_cruel
		}
		remove_trait = haughty
		add_trait = cruel
		clr_character_flag = haughty_to_cruel
	}
	option = {
		name = EVTOPTAHFP20800_HAUGHTY_GROOMED
		trigger = {
			has_character_flag = haughty_to_groomed
		}
		remove_trait = haughty
		add_trait = groomed
		balance_weight_small_effect = yes
		clr_character_flag = haughty_to_groomed
	}
}


# Ambitious educator may make child Ambitious instead
character_event = {
	id = ZE.13002
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13002
		trigger = {
			FROM = { has_character_flag = haughty_to_proud }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13002
		trigger = {
			FROM = { has_character_flag = haughty_to_arbitrary }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13002
		trigger = {
			FROM = { has_character_flag = haughty_to_cruel }
		}
	}
	desc = {
		text = EVTDESCDHFP20800_HAUGHTY_GROOMED_ED
		trigger = {
			FROM = { has_character_flag = haughty_to_groomed }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13002 # The child will be like me
		FROM = {
			custom_tooltip = { text = haughty_may_become_ambitious }
		}
		hidden_tooltip = { FROM = { character_event = { id = ZE.13004 } } }
		show_trait = ambitious
	}
	option = {
		name = EVTOPTB_ZE_13002  # Do not intervene
		hidden_tooltip = { FROM = { character_event = { id = ZE.13001 } } } # Go to normal trait change
		if = {
			limit = { FROM = { has_character_flag = haughty_to_proud } }
			tooltip = { FROM = { remove_trait = haughty add_trait = proud } }
		}
		if = {
			limit = { FROM = { has_character_flag = haughty_to_arbitrary } }
			tooltip = { FROM = { remove_trait = haughty add_trait = arbitrary } }
		}
		if = {
			limit = { FROM = { has_character_flag = haughty_to_cruel } }
			tooltip = { FROM = { remove_trait = haughty add_trait = cruel } }
		}
		if = {
			limit = { FROM = { has_character_flag = haughty_to_groomed } }
			tooltip = { FROM = { remove_trait = haughty add_trait = groomed } }
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13004
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13004
		trigger = {
			FROM = { has_character_flag = haughty_to_proud }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13004
		trigger = {
			FROM = { has_character_flag = haughty_to_arbitrary }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13004
		trigger = {
			FROM = { has_character_flag = haughty_to_cruel }
		}
	}
	desc = {
		text = EVTDESCDHFP20800_HAUGHTY_GROOMED_RESP
		trigger = {
			FROM = { has_character_flag = haughty_to_groomed }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13004
		remove_trait = haughty
		add_trait = ambitious
		clr_character_flag = haughty_to_proud
		clr_character_flag = haughty_to_arbitrary
		clr_character_flag = haughty_to_cruel
		clr_character_flag = haughty_to_groomed
		if = {
			limit = {
				educator = { ai = no }
			}
			educator = { set_character_flag = achievement_follow_me }
		}
	}
	option = {
		name = EVTOPTB_ZE_13004
		trigger = {
			has_character_flag = haughty_to_proud
		}
		remove_trait = haughty
		add_trait = proud
		clr_character_flag = haughty_to_proud
	}
	option = {
		name = EVTOPTC_ZE_13004
		trigger = {
			has_character_flag = haughty_to_arbitrary
		}
		remove_trait = haughty
		add_trait = arbitrary
		clr_character_flag = haughty_to_arbitrary
	}
	option = {
		name = EVTOPTD_ZE_13004
		trigger = {
			has_character_flag = haughty_to_cruel
		}
		remove_trait = haughty
		add_trait = cruel
		clr_character_flag = haughty_to_cruel
	}
	option = {
		name = EVTOPTAHFP20800_HAUGHTY_GROOMED_RESP
		trigger = {
			has_character_flag = haughty_to_groomed
		}
		remove_trait = haughty
		add_trait = groomed
		balance_weight_small_effect = yes
		clr_character_flag = haughty_to_groomed
	}
}



#############################################
# Affectionate								#
#############################################

character_event = {
	id = ZE.13010

	hide_window = yes
	
	is_triggered_only = yes
	
	only_capable = yes
	
	trigger = {
		trait = affectionate
	}
	
	immediate = {
		set_character_flag = was_affectionate
		random_list = {  # Select outcome
			10 = {
				set_character_flag = affectionate_to_kind
				modifier = {
					factor = 0
					OR = {
						trait = kind
						trait = cruel
						trait = envious
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = kind
					}
				}
			}
			10 = {
				set_character_flag = affectionate_to_content
				modifier = {
					factor = 0
					OR = {
						trait = content
						trait = ambitious
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = content
					}
				}
			}
			10 = {
				set_character_flag = affectionate_to_trusting
				modifier = {
					factor = 0
					OR = {
						trait = trusting
						trait = paranoid
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = trusting
					}
				}
			}
		}
		if = {
			limit = {
				AND = {
					OR = {
						trait = kind
						trait = cruel
						trait = envious
					}
					OR = {
						trait = content
						trait = ambitious
					}
					OR = {
						trait = trusting
						trait = paranoid
					}
				}
			}
			change_diplomacy = 2
			remove_trait = affectionate
			break = yes
		}
		if = {
			limit = {
				NOT = { trait = charitable }
				educator = { trait = charitable }
				prisoner = no
			}
			educator = { character_event = { id = ZE.13012 } }  # Let educator decide on intervention
			break = yes
		}
		character_event = { id = ZE.13011 } # Go direct to trait change
	}
}

character_event = {
	id = ZE.13011
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13011
		trigger = {
			FROM = { has_character_flag = affectionate_to_kind }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13011
		trigger = {
			FROM = { has_character_flag = affectionate_to_content }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13011
		trigger = {
			FROM = { has_character_flag = affectionate_to_trusting }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13011
		trigger = {
			has_character_flag = affectionate_to_kind
		}
		remove_trait = affectionate
		add_trait = kind
		clr_character_flag = affectionate_to_kind
	}
	option = {
		name = EVTOPTB_ZE_13011
		trigger = {
			has_character_flag = affectionate_to_content
		}
		remove_trait = affectionate
		add_trait = content
		clr_character_flag = affectionate_to_content
	}
	option = {
		name = EVTOPTC_ZE_13011
		trigger = {
			has_character_flag = affectionate_to_trusting
		}
		remove_trait = affectionate
		add_trait = trusting
		clr_character_flag = affectionate_to_trusting
	}
}


# Charitable educator may make child Charitable instead
character_event = {
	id = ZE.13012
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13012
		trigger = {
			FROM = { has_character_flag = affectionate_to_kind }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13012
		trigger = {
			FROM = { has_character_flag = affectionate_to_content }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13012
		trigger = {
			FROM = { has_character_flag = affectionate_to_trusting }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13012 # The child will be like me
		FROM = {
			custom_tooltip = { text = affectionate_may_become_charitable }
		}
		hidden_tooltip = { FROM = { character_event = { id = ZE.13014 } } }
		show_trait = charitable
	}
	option = {
		name = EVTOPTB_ZE_13012  # Do not intervene
		hidden_tooltip = { FROM = { character_event = { id = ZE.13011 } } } # Go to normal trait change
		if = {
			limit = { FROM = { has_character_flag = affectionate_to_kind } }
			tooltip = { FROM = { remove_trait = affectionate add_trait = kind } }
		}
		if = {
			limit = { FROM = { has_character_flag = affectionate_to_content } }
			tooltip = { FROM = { remove_trait = affectionate add_trait = content } }
		}
		if = {
			limit = { FROM = { has_character_flag = affectionate_to_trusting } }
			tooltip = { FROM = { remove_trait = affectionate add_trait = trusting } }
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13014
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13014
		trigger = {
			FROM = { has_character_flag = affectionate_to_kind }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13014
		trigger = {
			FROM = { has_character_flag = affectionate_to_content }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13014
		trigger = {
			FROM = { has_character_flag = affectionate_to_trusting }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13014
		remove_trait = affectionate
		add_trait = charitable
		clr_character_flag = affectionate_to_kind
		clr_character_flag = affectionate_to_content
		clr_character_flag = affectionate_to_trusting
		if = {
			limit = {
				educator = { ai = no }
			}
			educator = { set_character_flag = achievement_follow_me }
		}
	}
	option = {
		name = EVTOPTB_ZE_13014
		trigger = {
			has_character_flag = affectionate_to_kind
		}
		remove_trait = affectionate
		add_trait = kind
		clr_character_flag = affectionate_to_kind
	}
	option = {
		name = EVTOPTC_ZE_13014
		trigger = {
			has_character_flag = affectionate_to_content
		}
		remove_trait = affectionate
		add_trait = content
		clr_character_flag = affectionate_to_content
	}
	option = {
		name = EVTOPTD_ZE_13014
		trigger = {
			has_character_flag = affectionate_to_trusting
		}
		remove_trait = affectionate
		add_trait = trusting
		clr_character_flag = affectionate_to_trusting
	}
}


#############################################
# Timid										#
#############################################

character_event = {
	id = ZE.13020

	hide_window = yes
	
	is_triggered_only = yes
	
	only_capable = yes
	
	trigger = {
		trait = timid
	}
	
	immediate = {
		set_character_flag = was_timid
		random_list = {  # Select outcome
			10 = {
				set_character_flag = timid_to_humble
				modifier = {
					factor = 0
					OR = {
						trait = humble
						trait = proud
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = humble
					}
				}
			}
			10 = {
				set_character_flag = timid_to_shy
				modifier = {
					factor = 0
					OR = {
						trait = shy
						trait = gregarious
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = shy
					}
				}
			}
			10 = {
				set_character_flag = timid_to_craven
				modifier = {
					factor = 0
					OR = {
						trait = craven
						trait = brave
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = craven
					}
				}
			}
		}
		if = {
			limit = {
				AND = {
					OR = {
						trait = humble
						trait = proud
					}
					OR = {
						trait = shy
						trait = gregarious
					}
					OR = {
						trait = craven
						trait = brave
					}
				}
			}
			change_learning = 2
			remove_trait = timid
			break = yes
		}
		if = {
			limit = {
				NOT = { trait = content }
				educator = { trait = content }
				prisoner = no
			}
			educator = { character_event = { id = ZE.13022 } }  # Let educator decide on intervention
			break = yes
		}
		character_event = { id = ZE.13021 } # Go direct to trait change
	}
}

character_event = {
	id = ZE.13021
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13021
		trigger = {
			FROM = { has_character_flag = timid_to_humble }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13021
		trigger = {
			FROM = { has_character_flag = timid_to_shy }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13021
		trigger = {
			FROM = { has_character_flag = timid_to_craven }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13021
		trigger = {
			has_character_flag = timid_to_humble
		}
		remove_trait = timid
		add_trait = humble
		clr_character_flag = timid_to_humble
	}
	option = {
		name = EVTOPTB_ZE_13021
		trigger = {
			has_character_flag = timid_to_shy
		}
		remove_trait = timid
		add_trait = shy
		clr_character_flag = timid_to_shy
	}
	option = {
		name = EVTOPTC_ZE_13021
		trigger = {
			has_character_flag = timid_to_craven
		}
		remove_trait = timid
		add_trait = craven
		clr_character_flag = timid_to_craven
	}
}


# Content educator may make child Content instead
character_event = {
	id = ZE.13022
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13022
		trigger = {
			FROM = { has_character_flag = timid_to_humble }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13022
		trigger = {
			FROM = { has_character_flag = timid_to_shy }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13022
		trigger = {
			FROM = { has_character_flag = timid_to_craven }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13022 # The child will be like me
		FROM = {
			custom_tooltip = { text = timid_may_become_content }
		}
		hidden_tooltip = { FROM = { character_event = { id = ZE.13024 } } }
		show_trait = content
	}
	option = {
		name = EVTOPTB_ZE_13022  # Do not intervene
		hidden_tooltip = { FROM = { character_event = { id = ZE.13021 } } } # Go to normal trait change
		if = {
			limit = { FROM = { has_character_flag = timid_to_humble } }
			tooltip = { FROM = { remove_trait = timid add_trait = humble } }
		}
		if = {
			limit = { FROM = { has_character_flag = timid_to_shy } }
			tooltip = { FROM = { remove_trait = timid add_trait = shy } }
		}
		if = {
			limit = { FROM = { has_character_flag = timid_to_craven } }
			tooltip = { FROM = { remove_trait = timid add_trait = craven } }
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13024
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13024
		trigger = {
			FROM = { has_character_flag = timid_to_humble }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13024
		trigger = {
			FROM = { has_character_flag = timid_to_shy }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13024
		trigger = {
			FROM = { has_character_flag = timid_to_craven }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13024
		remove_trait = timid
		add_trait = content
		clr_character_flag = timid_to_humble
		clr_character_flag = timid_to_shy
		clr_character_flag = timid_to_craven
		if = {
			limit = {
				educator = { ai = no }
			}
			educator = { set_character_flag = achievement_follow_me }
		}
	}
	option = {
		name = EVTOPTB_ZE_13024
		trigger = {
			has_character_flag = timid_to_humble
		}
		remove_trait = timid
		add_trait = humble
		clr_character_flag = timid_to_humble
	}
	option = {
		name = EVTOPTC_ZE_13024
		trigger = {
			has_character_flag = timid_to_shy
		}
		remove_trait = timid
		add_trait = shy
		clr_character_flag = timid_to_shy
	}
	option = {
		name = EVTOPTD_ZE_13024
		trigger = {
			has_character_flag = timid_to_craven
		}
		remove_trait = timid
		add_trait = craven
		clr_character_flag = timid_to_craven
	}
}



#############################################
# Rowdy										#
#############################################

character_event = {
	id = ZE.13030

	hide_window = yes
	
	is_triggered_only = yes
	
	only_capable = yes
	
	trigger = {
		trait = rowdy
	}
	
	immediate = {
		set_character_flag = was_rowdy
		random_list = {  # Select outcome
			10 = {
				set_character_flag = rowdy_to_strong
				modifier = {
					factor = 0
					OR = {
						is_strong_trigger = yes
						is_weak_trigger = yes
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = robust
					}
				}
			}
			10 = {
				set_character_flag = rowdy_to_honest
				modifier = {
					factor = 0
					OR = {
						trait = honest
						trait = deceitful
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = honest
					}
				}
			}
			10 = {
				modifier = {
					factor = 0
					OR = {
						is_dumb_trigger = yes
						has_character_flag = child_became_smarter
					}
				}
				modifier = {
					factor = 1.35
					educator = {
						trait = slow
					}
				}
				modifier = {
					factor = 1.65
					educator = {
						trait = imbecile
					}
				}
				set_character_flag = rowdy_to_imbecile
				set_character_flag = child_became_less_smart
			}
			10 = {
				set_character_flag = rowdy_to_uncouth
				modifier = {
					factor = 0
					OR = {
						trait = groomed
						trait = uncouth
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = shy
					}
				}
				modifier = {
					factor = 1.5
					has_focus = focus_ed_martial
				}
			}
		}
		if = {
			limit = {
				AND = {
					OR = {
						is_strong_trigger = yes
						is_weak_trigger = yes
					}
					OR = {
						trait = honest
						trait = deceitful
					}
					OR = {
						is_dumb_trigger = yes
						has_character_flag = child_became_smarter
					}
					OR = {
						trait = groomed
						trait = uncouth
					}
				}
			}
			change_martial = 2
			remove_trait = rowdy
			break = yes
		}
		if = {
			limit = {
				NOT = { trait = brave }
				educator = { trait = brave }
				prisoner = no
			}
			educator = { character_event = { id = ZE.13032 } }  # Let educator decide on intervention
			break = yes
		}
		character_event = { id = ZE.13031 } # Go direct to trait change
	}
}

character_event = {
	id = ZE.13031
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13031
		trigger = {
			FROM = { has_character_flag = rowdy_to_strong }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13031
		trigger = {
			FROM = { has_character_flag = rowdy_to_honest }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13031
		trigger = {
			FROM = { has_character_flag = rowdy_to_imbecile }
		}
	}
	desc = {
		text = EVTDESCDHFP20800_ROWDY_UNCOUTH
		trigger = {
			FROM = { has_character_flag = rowdy_to_uncouth }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	immediate = {
		if = {
			limit = {
				has_character_flag = rowdy_to_imbecile
				trait = genius
			}
			set_character_flag = rowdy_genius_to_quick
			break = yes
		}
		if = {
			limit = {
				has_character_flag = rowdy_to_imbecile
				trait = quick
			}
			set_character_flag = rowdy_quick_to_normal
			break = yes
		}
		if = {
			limit = {
				has_character_flag = rowdy_to_imbecile
				trait = slow
			}
			set_character_flag = rowdy_slow_to_imbecile
			break = yes
		}
		if = {
			limit = {
				has_character_flag = rowdy_to_imbecile
			}
			set_character_flag = rowdy_normal_to_slow
		}
	}
	
	option = {
		name = EVTOPTA_ZE_13031
		trigger = {
			has_character_flag = rowdy_to_strong
		}
		remove_trait = rowdy
		add_trait = robust
		clr_character_flag = rowdy_to_strong
	}
	option = {
		name = EVTOPTB_ZE_13031
		trigger = {
			has_character_flag = rowdy_to_honest
		}
		remove_trait = rowdy
		add_trait = honest
		clr_character_flag = rowdy_to_honest
	}
	option = {
		name = EVTOPTC_ZE_13031
		trigger = {
			has_character_flag = rowdy_to_imbecile
		}
		clr_character_flag = rowdy_to_imbecile
		if = {
			limit = { has_character_flag = rowdy_genius_to_quick }
			remove_trait = rowdy
			remove_trait = genius
			add_trait = quick
			clr_character_flag = rowdy_genius_to_quick
		}
		if = {
			limit = { has_character_flag = rowdy_quick_to_normal }
			remove_trait = rowdy
			remove_trait = quick
			clr_character_flag = rowdy_quick_to_normal
		}
		if = {
			limit = { has_character_flag = rowdy_normal_to_slow }
			remove_trait = rowdy
			add_trait = dull
			clr_character_flag = rowdy_normal_to_slow
		}
		if = {
			limit = { has_character_flag = rowdy_slow_to_imbecile }
			remove_trait = rowdy
			add_trait = dull
			clr_character_flag = rowdy_slow_to_imbecile
		}
	}
	option = {
		name = EVTOPTDHFP20800_ROWDY_UNCOUTH
		trigger = {
			has_character_flag = rowdy_to_uncouth
		}
		remove_trait = rowdy
		add_trait = uncouth
		clr_character_flag = rowdy_to_uncouth
	}
}


# Brave educator may make child Brave instead
character_event = {
	id = ZE.13032
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13032
		trigger = {
			FROM = { has_character_flag = rowdy_to_strong }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13032
		trigger = {
			FROM = { has_character_flag = rowdy_to_honest }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13032
		trigger = {
			FROM = { has_character_flag = rowdy_to_imbecile }
		}
	}
	desc = {
		text = EVTDESCEHFP20800_ROWDY_UNCOUTH_ED
		trigger = {
			FROM = { has_character_flag = rowdy_to_uncouth }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13032 # The child will be like me
		FROM = {
			custom_tooltip = { text = rowdy_may_become_brave }
		}
		hidden_tooltip = { FROM = { character_event = { id = ZE.13034 } } }
		show_trait = brave
	}
	option = {
		name = EVTOPTB_ZE_13032  # Do not intervene
		hidden_tooltip = { FROM = { character_event = { id = ZE.13031 } } } # Go to normal trait change
		if = {
			limit = { FROM = { has_character_flag = rowdy_to_strong } }
			tooltip = { FROM = { remove_trait = rowdy add_trait = robust } }
		}
		if = {
			limit = { FROM = { has_character_flag = rowdy_to_honest } }
			tooltip = { FROM = { remove_trait = rowdy add_trait = honest } }
		}
		if = {
			limit = { FROM = { has_character_flag = rowdy_to_uncouth } }
			tooltip = { FROM = { remove_trait = rowdy add_trait = uncouth } }
		}
		if = {
			limit = {
				FROM = {
					has_character_flag = rowdy_to_imbecile
					trait = genius
				}
			}
			tooltip = {
				FROM = {
					remove_trait = rowdy
					remove_trait = genius
					add_trait = quick
				}
			}
		}
		if = {
			limit = {
				FROM = {
					has_character_flag = rowdy_to_imbecile
					trait = quick
				}
			}
			tooltip = {
				FROM = {
					remove_trait = rowdy
					remove_trait = quick
				}
			}
		}
		if = {
			limit = {
				FROM = {
					has_character_flag = rowdy_to_imbecile
					trait = slow
				}
			}
			tooltip = {
				FROM = {
					remove_trait = rowdy
					remove_trait = slow
					add_trait = imbecile
				}
			}
		}
		if = {
			limit = {
				FROM = {
					has_character_flag = rowdy_to_imbecile
					NOT = { trait = genius }
					NOT = { trait = quick }
					NOT = { trait = slow }
				}
			}
			tooltip = {
				FROM = {
					remove_trait = rowdy
					add_trait = dull
				}
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13034
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13034
		trigger = {
			FROM = { has_character_flag = rowdy_to_strong }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13034
		trigger = {
			FROM = { has_character_flag = rowdy_to_honest }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13034
		trigger = {
			FROM = { has_character_flag = rowdy_to_imbecile }
		}
	}
	desc = {
		text = EVTDESCDHFP20800_ROWDY_UNCOUTH_RESP
		trigger = {
			FROM = { has_character_flag = rowdy_to_uncouth }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes

	immediate = {
		if = {
			limit = {
				has_character_flag = rowdy_to_imbecile
				trait = genius
			}
			set_character_flag = rowdy_genius_to_quick
			break = yes
		}
		if = {
			limit = {
				has_character_flag = rowdy_to_imbecile
				trait = quick
			}
			set_character_flag = rowdy_quick_to_normal
			break = yes
		}
		if = {
			limit = {
				has_character_flag = rowdy_to_imbecile
				trait = slow
			}
			set_character_flag = rowdy_slow_to_imbecile
			break = yes
		}
		if = {
			limit = {
				has_character_flag = rowdy_to_imbecile
			}
			set_character_flag = rowdy_normal_to_slow
		}
	}
	
	option = {
		name = EVTOPTA_ZE_13034
		remove_trait = rowdy
		add_trait = brave
		clr_character_flag = rowdy_to_strong
		clr_character_flag = rowdy_to_honest
		clr_character_flag = rowdy_to_imbecile
		clr_character_flag = rowdy_to_uncouth
		if = {
			limit = {
				educator = { ai = no }
			}
			educator = { set_character_flag = achievement_follow_me }
		}
	}
	option = {
		name = EVTOPTB_ZE_13034
		trigger = {
			has_character_flag = rowdy_to_strong
		}
		remove_trait = rowdy
		add_trait = robust
		clr_character_flag = rowdy_to_strong
	}
	option = {
		name = EVTOPTC_ZE_13034
		trigger = {
			has_character_flag = rowdy_to_honest
		}
		remove_trait = rowdy
		add_trait = honest
		clr_character_flag = rowdy_to_honest
	}
	option = {
		name = EVTOPTCHFP20800_ROWDY_UNCOUTH_RESP
		trigger = {
			has_character_flag = rowdy_to_uncouth
		}
		remove_trait = rowdy
		add_trait = uncouth
		clr_character_flag = rowdy_to_uncouth
	}
	option = {
		name = EVTOPTD_ZE_13034
		trigger = {
			has_character_flag = rowdy_to_imbecile
		}
		clr_character_flag = rowdy_to_imbecile
		if = {
			limit = { has_character_flag = rowdy_genius_to_quick }
			remove_trait = rowdy
			remove_trait = genius
			add_trait = quick
			clr_character_flag = rowdy_genius_to_quick
		}
		if = {
			limit = { has_character_flag = rowdy_quick_to_normal }
			remove_trait = rowdy
			remove_trait = quick
			clr_character_flag = rowdy_quick_to_normal
		}
		if = {
			limit = { has_character_flag = rowdy_normal_to_slow }
			remove_trait = rowdy
			add_trait = dull
			clr_character_flag = rowdy_normal_to_slow
		}
		if = {
			limit = { has_character_flag = rowdy_slow_to_imbecile }
			remove_trait = rowdy
			add_trait = dull
			clr_character_flag = rowdy_slow_to_imbecile
		}
	}
}

#############################################
# Willful									#
#############################################

# willful turns into ambitious, brave or stubborn
character_event = {
	id = ZE.13040

	hide_window = yes
	
	is_triggered_only = yes
	
	only_capable = yes
	
	trigger = {
		trait = willful
	}
	
	immediate = {
		set_character_flag = was_willful
		random_list = {  # Select outcome
			10 = {
				set_character_flag = willful_to_ambitious
				modifier = {
					factor = 0
					OR = {
						trait = content
						trait = ambitious
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = ambitious
					}
				}
			}
			10 = {
				set_character_flag = willful_to_brave
				modifier = {
					factor = 0
					OR = {
						trait = craven
						trait = brave
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = brave
					}
				}
			}
			10 = {
				set_character_flag = willful_to_stubborn
				modifier = {
					factor = 0
					trait = stubborn
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = stubborn
					}
				}
			}
		}
		if = {
			limit = {
				AND = {
					OR = {
						trait = content
						trait = ambitious
					}
					OR = {
						trait = craven
						trait = brave
					}
					trait = stubborn
				}
			}
			change_intrigue = 2
			remove_trait = willful
			break = yes
		}
		if = {
			limit = {
				NOT = { trait = proud }
				educator = { trait = proud }
				prisoner = no
			}
			educator = { character_event = { id = ZE.13042 } }  # Let educator decide on intervention
			break = yes
		}
		character_event = { id = ZE.13041 } # Go direct to trait change
	}
}

character_event = {
	id = ZE.13041
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13041
		trigger = {
			FROM = { has_character_flag = willful_to_ambitious }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13041
		trigger = {
			FROM = { has_character_flag = willful_to_brave }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13041
		trigger = {
			FROM = { has_character_flag = willful_to_stubborn }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13041
		trigger = {
			has_character_flag = willful_to_ambitious
		}
		remove_trait = willful
		add_trait = ambitious
		clr_character_flag = willful_to_ambitious
	}
	option = {
		name = EVTOPTB_ZE_13041
		trigger = {
			has_character_flag = willful_to_brave
		}
		remove_trait = willful
		add_trait = brave
		clr_character_flag = willful_to_brave
	}
	option = {
		name = EVTOPTC_ZE_13041
		trigger = {
			has_character_flag = willful_to_stubborn
		}
		remove_trait = willful
		add_trait = stubborn
		clr_character_flag = willful_to_stubborn
	}
}


# Proud educator may make child Proud instead
character_event = {
	id = ZE.13042
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13042
		trigger = {
			FROM = { has_character_flag = willful_to_ambitious }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13042
		trigger = {
			FROM = { has_character_flag = willful_to_brave }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13042
		trigger = {
			FROM = { has_character_flag = willful_to_stubborn }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13042 # The child will be like me
		FROM = {
			custom_tooltip = { text = willful_may_become_proud }
		}
		hidden_tooltip = { FROM = { character_event = { id = ZE.13044 } } }
		show_trait = proud
	}
	option = {
		name = EVTOPTB_ZE_13042_B  # Do not intervene
		hidden_tooltip = { FROM = { character_event = { id = ZE.13041 } } } # Go to normal trait change
		if = {
			limit = { FROM = { has_character_flag = willful_to_ambitious } }
			tooltip = { FROM = { remove_trait = willful add_trait = ambitious } }
		}
		if = {
			limit = { FROM = { has_character_flag = willful_to_brave } }
			tooltip = { FROM = { remove_trait = willful add_trait = brave } }
		}
		if = {
			limit = { FROM = { has_character_flag = willful_to_stubborn } }
			tooltip = { FROM = { remove_trait = willful add_trait = stubborn } }
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13044
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13044
		trigger = {
			FROM = { has_character_flag = willful_to_ambitious }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13044
		trigger = {
			FROM = { has_character_flag = willful_to_brave }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13044
		trigger = {
			FROM = { has_character_flag = willful_to_stubborn }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13044
		remove_trait = willful
		add_trait = proud
		clr_character_flag = willful_to_ambitious
		clr_character_flag = willful_to_brave
		clr_character_flag = willful_to_stubborn
		if = {
			limit = {
				educator = { ai = no }
			}
			educator = { set_character_flag = achievement_follow_me }
		}
	}
	option = {
		name = EVTOPTB_ZE_13044
		trigger = {
			has_character_flag = willful_to_ambitious
		}
		remove_trait = willful
		add_trait = ambitious
		clr_character_flag = willful_to_ambitious
	}
	option = {
		name = EVTOPTC_ZE_13044
		trigger = {
			has_character_flag = willful_to_brave
		}
		remove_trait = willful
		add_trait = brave
		clr_character_flag = willful_to_brave
	}
	option = {
		name = EVTOPTD_ZE_13044
		trigger = {
			has_character_flag = willful_to_stubborn
		}
		remove_trait = willful
		add_trait = stubborn
		clr_character_flag = willful_to_stubborn
	}
}


#############################################
# Brooding									#
#############################################

# brooding turns into just, wroth, envious or uncouth.
character_event = {
	id = ZE.13050

	hide_window = yes
	
	is_triggered_only = yes
	
	only_capable = yes
	
	trigger = {
		trait = brooding
	}
	
	immediate = {
		set_character_flag = was_brooding
		random_list = {  # Select outcome
			10 = {
				set_character_flag = brooding_to_just
				modifier = {
					factor = 0
					OR = {
						trait = arbitrary
						trait = just
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = just
					}
				}
			}
			10 = {
				set_character_flag = brooding_to_wroth
				modifier = {
					factor = 0
					OR = {
						trait = patient
						trait = wroth
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = wroth
					}
				}
			}
			10 = {
				set_character_flag = brooding_to_envious
				modifier = {
					factor = 0
					OR = {
						trait = kind
						trait = envious
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = envious
					}
				}
			}
			10 = {
				set_character_flag = brooding_to_uncouth
				modifier = {
					factor = 0
					OR = {
						trait = groomed
						trait = uncouth
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = shy
					}
				}
				modifier = {
					factor = 1.5
					has_focus = focus_ed_martial
				}
			}
		}
		if = {
			limit = {
				AND = {
					OR = {
						trait = arbitrary
						trait = just
					}
					OR = {
						trait = patient
						trait = wroth
					}
					OR = {
						trait = kind
						trait = envious
					}
					OR = {
						trait = groomed
						trait = uncouth
					}
				}
			}
			change_intrigue = 2
			remove_trait = brooding
			break = yes
		}
		if = {
			limit = {
				NOT = { trait = temperate }
				educator = { trait = temperate }
				prisoner = no
			}
			educator = { character_event = { id = ZE.13052 } }  # Let educator decide on intervention
			break = yes
		}
		character_event = { id = ZE.13051 } # Go direct to trait change
	}
}

character_event = {
	id = ZE.13051
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13051
		trigger = {
			FROM = { has_character_flag = brooding_to_just }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13051
		trigger = {
			FROM = { has_character_flag = brooding_to_wroth }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13051
		trigger = {
			FROM = { has_character_flag = brooding_to_envious }
		}
	}
	desc = {
		text = EVTDESCDHFP20800_BROOD_UNCOUTH
		trigger = {
			FROM = { has_character_flag = brooding_to_uncouth }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13051
		trigger = {
			has_character_flag = brooding_to_just
		}
		remove_trait = brooding
		add_trait = just
		clr_character_flag = brooding_to_just
	}
	option = {
		name = EVTOPTB_ZE_13051
		trigger = {
			has_character_flag = brooding_to_wroth
		}
		remove_trait = brooding
		add_trait = wroth
		clr_character_flag = brooding_to_wroth
	}
	option = {
		name = EVTOPTC_ZE_13051
		trigger = {
			has_character_flag = brooding_to_envious
		}
		remove_trait = brooding
		add_trait = envious
		clr_character_flag = brooding_to_envious
	}
	option = {
		name = EVTOPTDHFP20800_BROOD_UNCOUTH
		trigger = {
			has_character_flag = brooding_to_uncouth
		}
		remove_trait = brooding
		add_trait = uncouth
		clr_character_flag = brooding_to_uncouth
	}
}


# temperate educator may make child temperate instead
character_event = {
	id = ZE.13052
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13052
		trigger = {
			FROM = { has_character_flag = brooding_to_just }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13052
		trigger = {
			FROM = { has_character_flag = brooding_to_wroth }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13052
		trigger = {
			FROM = { has_character_flag = brooding_to_envious }
		}
	}
	desc = {
		text = EVTDESCDHFP20800_BROOD_UNCOUTH_ED
		trigger = {
			FROM = { has_character_flag = brooding_to_uncouth }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13052 # The child will be like me
		FROM = {
			custom_tooltip = { text = brooding_may_become_temperate }
		}
		hidden_tooltip = { FROM = { character_event = { id = ZE.13054 } } }
		show_trait = temperate
	}
	option = {
		name = EVTOPTB_ZE_13052  # Do not intervene
		hidden_tooltip = { FROM = { character_event = { id = ZE.13051 } } } # Go to normal trait change
		if = {
			limit = { FROM = { has_character_flag = brooding_to_just } }
			tooltip = { FROM = { remove_trait = brooding add_trait = just } }
		}
		if = {
			limit = { FROM = { has_character_flag = brooding_to_wroth } }
			tooltip = { FROM = { remove_trait = brooding add_trait = wroth } }
		}
		if = {
			limit = { FROM = { has_character_flag = brooding_to_envious } }
			tooltip = { FROM = { remove_trait = brooding add_trait = envious } }
		}
		if = {
			limit = { FROM = { has_character_flag = brooding_to_uncouth } }
			tooltip = { FROM = { remove_trait = brooding add_trait = uncouth } }
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13054
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13054
		trigger = {
			FROM = { has_character_flag = brooding_to_just }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13054
		trigger = {
			FROM = { has_character_flag = brooding_to_wroth }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13054
		trigger = {
			FROM = { has_character_flag = brooding_to_envious }
		}
	}
	desc = {
		text = EVTDESCDHFP20800_BROOD_UNCOUTH_RESP
		trigger = {
			FROM = { has_character_flag = brooding_to_uncouth }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13054
		remove_trait = brooding
		add_trait = temperate
			lose_weight_small_effect = yes
			weight_trait_check_effect = yes
		clr_character_flag = brooding_to_just
		clr_character_flag = brooding_to_wroth
		clr_character_flag = brooding_to_envious
		clr_character_flag = brooding_to_uncouth
		if = {
			limit = {
				educator = { ai = no }
			}
			educator = { set_character_flag = achievement_follow_me }
		}
	}
	option = {
		name = EVTOPTB_ZE_13054
		trigger = {
			has_character_flag = brooding_to_just
		}
		remove_trait = brooding
		add_trait = just
		clr_character_flag = brooding_to_just
	}
	option = {
		name = EVTOPTC_ZE_13054
		trigger = {
			has_character_flag = brooding_to_wroth
		}
		remove_trait = brooding
		add_trait = wroth
		clr_character_flag = brooding_to_wroth
	}
	option = {
		name = EVTOPTD_ZE_13054
		trigger = {
			has_character_flag = brooding_to_envious
		}
		remove_trait = brooding
		add_trait = envious
		clr_character_flag = brooding_to_envious
	}
	option = {
		name = EVTOPTEHFP20800_BROOD_UNCOUTH
		trigger = {
			has_character_flag = brooding_to_uncouth
		}
		remove_trait = brooding
		add_trait = uncouth
		clr_character_flag = brooding_to_uncouth
	}
}

#############################################
# Indolent									#
#############################################

# indolent turns into charitable, slothful, gluttonous, sturdy, or groomed.
character_event = {
	id = ZE.13060

	hide_window = yes
	
	is_triggered_only = yes
	
	only_capable = yes
	
	trigger = {
		trait = indolent
	}
	
	immediate = {
		set_character_flag = was_indolent
		random_list = {  # Select outcome
			10 = {
				set_character_flag = indolent_to_charitable
				modifier = {
					factor = 0
					OR = {
						trait = greedy
						trait = charitable
					}
				}
				modifier = {
					factor = 1.5
					educator = { 
						trait = charitable 
					}
				}
			}
			10 = {
				set_character_flag = indolent_to_slothful
				modifier = {
					factor = 0
					OR = {
						trait = diligent
						trait = slothful
					}
				}
				modifier = {
					factor = 1.5
					educator = { 
						trait = slothful 
					}
				}
			}
			10 = {
				set_character_flag = indolent_to_gluttonous
				modifier = {
					factor = 0
					OR = {
						trait = temperate
						trait = gluttonous
					}
				}
				modifier = {
					factor = 1.5
					educator = { 
						trait = gluttonous 
					}
				}
			}
			10 = {
				set_character_flag = indolent_to_sturdy
				modifier = {
					factor = 0
					OR = {
						trait = sturdy
						trait = feeble
						trait = robust
					}
				}
				modifier = {
					factor = 1.5
					educator = { 
						OR = { 
							trait = gluttonous
							trait = sturdy
							trait = is_fat  
						} 
					}
				}
			}
			10 = {
				set_character_flag = indolent_to_groomed
				modifier = {
					factor = 0
					OR = {
						trait = groomed
						trait = uncouth
					}
				}
				modifier = {
					factor = 1.5
					educator = { 
						trait = proud
					}
				}
				modifier = {
					factor = 1.5
					has_focus = focus_ch_pride
				}
				modifier = {
					factor = 1.75
					has_focus = focus_ch_etiquette
				}
				modifier = {
					factor = 1.75
					has_focus = focus_ed_diplomacy
				}
				modifier = {
					factor = 1.5
					is_female = yes
					NOT = {
						educator = { 
							OR = {
								has_religion_feature = religion_matriarchal
								AND = {	# MOD
									has_game_rule = {
										name = flavor_events
										value = equal
									}
									OR = {
										religion = norse_pagan
										religion = norse_pagan_reformed
									}
								}
							}
						}
					}
				}
			}
		}
		if = {
			limit = {
				AND = {
					OR = {
						trait = greedy
						trait = charitable
					}
					OR = {
						trait = diligent
						trait = slothful
					}
					OR = {
						trait = temperate
						trait = gluttonous
					}
					OR = {
						trait = sturdy
						trait = feeble
					}
					OR = {
						trait = groomed
						trait = uncouth
					}
				}
			}
			change_intrigue = 2
			remove_trait = indolent
			break = yes
		}
		if = {
			limit = {
				NOT = { trait = gregarious }
				educator = { trait = gregarious }
				prisoner = no
			}
			educator = { character_event = { id = ZE.13062 } }  # Let educator decide on intervention
			break = yes
		}
		character_event = { id = ZE.13061 } # Go direct to trait change
	}
}

character_event = {
	id = ZE.13061
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13061
		trigger = {
			FROM = { has_character_flag = indolent_to_charitable }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13061
		trigger = {
			FROM = { has_character_flag = indolent_to_slothful }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13061
		trigger = {
			FROM = { has_character_flag = indolent_to_gluttonous }
		}
	}
	desc = {
		text = EVTDESCEHFP20669
		trigger = {
			FROM = { has_character_flag = indolent_to_sturdy is_female = no }
		}
	}
	desc = {
		text = EVTDESCFHFP20669
		trigger = {
			FROM = { has_character_flag = indolent_to_sturdy is_female = yes }
		}
	}
	desc = {
		text = EVTDESCGHFP20800_INDOLENT_GROOMED
		trigger = {
			FROM = { has_character_flag = indolent_to_groomed }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13061
		trigger = {
			has_character_flag = indolent_to_charitable
		}
		remove_trait = indolent
		add_trait = charitable
		clr_character_flag = indolent_to_charitable
	}
	option = {
		name = EVTOPTB_ZE_13061
		trigger = {
			has_character_flag = indolent_to_slothful
		}
		remove_trait = indolent
		add_trait = slothful
		clr_character_flag = indolent_to_slothful
	}
	option = {
		name = EVTOPTC_ZE_13061
		trigger = {
			has_character_flag = indolent_to_gluttonous
		}
		remove_trait = indolent
		add_trait = gluttonous
		gain_weight_small_effect = yes
		weight_trait_check_effect = yes
		clr_character_flag = indolent_to_gluttonous
	}
	option = {
		name = EVTOPTDHFP20669_ZE
		trigger = {
			has_character_flag = indolent_to_sturdy
		}
		remove_trait = indolent
		add_trait = sturdy
		hidden_tooltip = { 
			random_list = {  
				70 = {
					modifier = { 
						factor = 1.5
						trait = content
					}
				}
				30 = { character_event = { id = HFP.20669 days = 900 random = 400 } } #Change physical state event
			} 
		} 
		gain_weight_small_effect = yes
		weight_trait_check_effect = yes
		clr_character_flag = indolent_to_sturdy
	}
	option = {
		name = EVTOPTEHFP20800_INDOLENT_GROOMED
		trigger = {
			has_character_flag = indolent_to_groomed
		}
		remove_trait = indolent
		add_trait = groomed
		balance_weight_small_effect = yes
		weight_trait_check_effect = yes
		clr_character_flag = indolent_to_groomed
	}
}


# gregarious educator may make child gregarious instead
character_event = {
	id = ZE.13062
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13062
		trigger = {
			FROM = { has_character_flag = indolent_to_charitable }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13062
		trigger = {
			FROM = { has_character_flag = indolent_to_slothful }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13062
		trigger = {
			FROM = { has_character_flag = indolent_to_gluttonous }
		}
	}
	desc = {
		text = EVTDESCGHFP20669
		trigger = {
			FROM = { has_character_flag = indolent_to_sturdy is_female = no }
		}
	}
	desc = {
		text = EVTDESCHHFP20669
		trigger = {
			FROM = { has_character_flag = indolent_to_sturdy is_female = yes }
		}
	}
	desc = {
		text = EVTDESCIHFP20800_INDOLENT_GROOMED_ED
		trigger = {
			FROM = { has_character_flag = indolent_to_groomed }
		}
	}


	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13062 # The child will be like me
		FROM = {
			custom_tooltip = { text = indolent_may_become_gregarious }
		}
		hidden_tooltip = { FROM = { character_event = { id = ZE.13064 } } }
		show_trait = gregarious
	}
	option = {
		name = EVTOPTB_ZE_13062  # Do not intervene
		hidden_tooltip = { FROM = { character_event = { id = ZE.13061 } } } # Go to normal trait change
		if = {
			limit = { FROM = { has_character_flag = indolent_to_charitable } }
			tooltip = { FROM = { remove_trait = indolent add_trait = charitable } }
		}
		if = {
			limit = { FROM = { has_character_flag = indolent_to_slothful } }
			tooltip = { FROM = { remove_trait = indolent add_trait = slothful } }
		}
		if = {
			limit = { FROM = { has_character_flag = indolent_to_gluttonous } }
			tooltip = { 
				FROM = { 
					remove_trait = indolent 
					add_trait = gluttonous 
					gain_weight_small_effect = yes
				} 
			}
		}
		if = {
			limit = { FROM = { has_character_flag = indolent_to_sturdy } }
			tooltip = { 
				FROM = { 
					remove_trait = indolent 
					add_trait = sturdy 
					gain_weight_small_effect = yes
				} 
			}
		}
		if = {
			limit = { FROM = { has_character_flag = indolent_to_groomed } }
			tooltip = { 
				FROM = { 
					remove_trait = indolent 
					add_trait = groomed
				} 
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13064
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13064
		trigger = {
			has_character_flag = indolent_to_charitable
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13064
		trigger = {
			has_character_flag = indolent_to_slothful
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13064
		trigger = {
			has_character_flag = indolent_to_gluttonous
		}
	}
	desc = {
		text = EVTDESCIHFP20669
		trigger = {
			has_character_flag = indolent_to_sturdy 
		}
	}
	desc = {
		text = EVTDESCLHFP20800_INDOLENT_GROOMED_RESP
		trigger = {
			has_character_flag = indolent_to_groomed
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13064
		remove_trait = indolent
		add_trait = gregarious
		clr_character_flag = indolent_to_charitable
		clr_character_flag = indolent_to_slothful
		clr_character_flag = indolent_to_gluttonous
		clr_character_flag = indolent_to_sturdy
		clr_character_flag = indolent_to_groomed
		if = {
			limit = {
				educator = { ai = no }
			}
			educator = { set_character_flag = achievement_follow_me }
		}
	}
	option = {
		name = EVTOPTB_ZE_13064
		trigger = {
			has_character_flag = indolent_to_charitable
		}
		remove_trait = indolent
		add_trait = charitable
		clr_character_flag = indolent_to_charitable
	}
	option = {
		name = EVTOPTC_ZE_13064
		trigger = {
			has_character_flag = indolent_to_slothful
		}
		remove_trait = indolent
		add_trait = slothful
		clr_character_flag = indolent_to_slothful
	}
	option = {
		name = EVTOPTD_ZE_13064
		trigger = {
			has_character_flag = indolent_to_gluttonous
		}
		remove_trait = indolent
		add_trait = gluttonous
		gain_weight_small_effect = yes
		clr_character_flag = indolent_to_gluttonous
	}
	option = {
		name = EVTOPTEHFP20669
		trigger = {
			has_character_flag = indolent_to_sturdy
		}
		remove_trait = indolent
		add_trait = sturdy
		hidden_tooltip = { 
			random_list = {  
				70 = {
					modifier = { 
						factor = 1.5
						trait = content
					}
				}
				30 = { character_event = { id = HFP.20669 days = 900 random = 400 } } #Change physical state event
			} 
		} 
		gain_weight_small_effect = yes
		clr_character_flag = indolent_to_sturdy
	}
	option = {
		name = EVTOPTFHFP20800_INDOLENT_GROOMED
		trigger = {
			has_character_flag = indolent_to_groomed
		}
		remove_trait = indolent
		add_trait = groomed
		balance_weight_small_effect = yes
		clr_character_flag = indolent_to_groomed
	}
}

#############################################
# Playful									#
#############################################


# playful turns into gregarious, deceitful or lunatic
character_event = {
	id = ZE.13070

	hide_window = yes
	
	is_triggered_only = yes
	
	only_capable = yes
	
	trigger = {
		trait = playful
	}
	
	immediate = {
		set_character_flag = was_playful
		random_list = {  # Select outcome
			15 = {
				set_character_flag = playful_to_gregarious
				modifier = {
					factor = 0
					trait = gregarious
				}
				modifier = {
					factor = 0.1
					trait = shy
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = gregarious
					}
				}
			}
			15 = {
				set_character_flag = playful_to_deceitful
				modifier = {
					factor = 0
					trait = deceitful
				}
				modifier = {
					factor = 0.1
					trait = honest
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = deceitful
					}
				}
			}
			1 = {
				set_character_flag = playful_to_lunatic  # This should be RARE but affected by modifiers/traumas
				modifier = {
					factor = 0
					trait = lunatic
				}
				modifier = {
					factor = 3
					trait = genius
				}
				modifier = {
					factor = 1.5
					educator = {
						OR = { 
							trait = possessed
							trait = lunatic
						}
					}
				}
			}
		}
		if = {
			# This combination should not be possible, but just to be sure...
			limit = {
				trait = gregarious
				trait = deceitful
				trait = lunatic
			}
			change_diplomacy = 2
			remove_trait = playful
			break = yes
		}
		if = {
			limit = {
				NOT = { trait = cruel }
				educator = { trait = cruel }
				prisoner = no
			}
			educator = { character_event = { id = ZE.13072 } }  # Let educator decide on intervention
			break = yes
		}
		character_event = { id = ZE.13071 } # Go direct to trait change
	}
}

character_event = {
	id = ZE.13071
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13071
		trigger = {
			FROM = { has_character_flag = playful_to_gregarious }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13071
		trigger = {
			FROM = { has_character_flag = playful_to_deceitful }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13071
		trigger = {
			FROM = { has_character_flag = playful_to_lunatic }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13071
		trigger = {
			has_character_flag = playful_to_gregarious
		}
		remove_trait = playful
		add_trait = gregarious
		clr_character_flag = playful_to_gregarious
	}
	option = {
		name = EVTOPTB_ZE_13071
		trigger = {
			has_character_flag = playful_to_deceitful
		}
		remove_trait = playful
		add_trait = deceitful
		clr_character_flag = playful_to_deceitful
	}
	option = {
		name = EVTOPTC_ZE_13071
		trigger = {
			has_character_flag = playful_to_lunatic
		}
		remove_trait = playful
		add_trait = lunatic
		clr_character_flag = playful_to_lunatic
	}
}


# cruel educator may make child cruel instead
character_event = {
	id = ZE.13072
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13072
		trigger = {
			FROM = { has_character_flag = playful_to_gregarious }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13072
		trigger = {
			FROM = { has_character_flag = playful_to_deceitful }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13072
		trigger = {
			FROM = { has_character_flag = playful_to_lunatic }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13072 # The child will be like me
		FROM = {
			custom_tooltip = { text = playful_may_become_cruel }
		}
		hidden_tooltip = { FROM = { character_event = { id = ZE.13074 } } }
		show_trait = cruel
	}
	option = {
		name = EVTOPTB_ZE_13072  # Do not intervene
		hidden_tooltip = { FROM = { character_event = { id = ZE.13071 } } } # Go to normal trait change
		if = {
			limit = { FROM = { has_character_flag = playful_to_gregarious } }
			tooltip = { FROM = { remove_trait = playful add_trait = gregarious } }
		}
		if = {
			limit = { FROM = { has_character_flag = playful_to_deceitful } }
			tooltip = { FROM = { remove_trait = playful add_trait = deceitful } }
		}
		if = {
			limit = { FROM = { has_character_flag = playful_to_lunatic } }
			tooltip = { FROM = { remove_trait = playful add_trait = lunatic } }
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13074
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13074
		trigger = {
			FROM = { has_character_flag = playful_to_gregarious }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13074
		trigger = {
			FROM = { has_character_flag = playful_to_deceitful }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13074
		trigger = {
			FROM = { has_character_flag = playful_to_lunatic }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13074
		remove_trait = playful
		add_trait = cruel
		clr_character_flag = playful_to_gregarious
		clr_character_flag = playful_to_deceitful
		clr_character_flag = playful_to_lunatic
		if = {
			limit = {
				educator = { ai = no }
			}
			educator = { set_character_flag = achievement_follow_me }
		}
	}
	option = {
		name = EVTOPTB_ZE_13074
		trigger = {
			has_character_flag = playful_to_gregarious
		}
		remove_trait = playful
		add_trait = gregarious
		clr_character_flag = playful_to_gregarious
	}
	option = {
		name = EVTOPTC_ZE_13074
		trigger = {
			has_character_flag = playful_to_deceitful
		}
		remove_trait = playful
		add_trait = deceitful
		clr_character_flag = playful_to_deceitful
	}
	option = {
		name = EVTOPTD_ZE_13074
		trigger = {
			has_character_flag = playful_to_lunatic
		}
		remove_trait = playful
		add_trait = lunatic
		clr_character_flag = playful_to_lunatic
	}
}


#############################################
# Conscientious								#
#############################################

# conscientious turns into diligent or temperate, chance of additionally getting Stressed
character_event = {
	id = ZE.13080

	hide_window = yes
	
	is_triggered_only = yes
	
	only_capable = yes
	
	trigger = {
		trait = conscientious
	}
	
	immediate = {
		set_character_flag = was_conscientious
		random_list = {  # Select outcome
			10 = {
				set_character_flag = conscientious_to_diligent
				modifier = {
					factor = 0
					OR = {
						trait = slothful
						trait = diligent
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = diligent
					}
				}
			}
			10 = {
				set_character_flag = conscientious_to_temperate
				modifier = {
					factor = 0
					OR = {
						trait = gluttonous
						trait = temperate
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = temperate
					}
				}
			}
		}
		if = {
			limit = {
				AND = {
					OR = {
						trait = slothful
						trait = diligent
					}
					OR = {
						trait = gluttonous
						trait = temperate
					}
				}
			}
			change_stewardship = 2
			remove_trait = conscientious
			break = yes
		}
		if = {
			limit = {
				NOT = { trait = just }
				educator = { trait = just }
				prisoner = no
			}
			educator = { character_event = { id = ZE.13082 } }  # Let educator decide on intervention
			break = yes
		}
		character_event = { id = ZE.13081 } # Go direct to trait change
	}
}

character_event = {
	id = ZE.13081
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13081
		trigger = {
			FROM = { has_character_flag = conscientious_to_diligent }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13081
		trigger = {
			FROM = { has_character_flag = conscientious_to_temperate }
		} 
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13081
		trigger = {
			has_character_flag = conscientious_to_diligent
		}
		remove_trait = conscientious
		add_trait = diligent
		if = {
			limit = {
				NOT = { trait = stressed }
			}
			random = {
				chance = 20
				add_trait = stressed
				hidden_tooltip = {
					character_event = {
						id = 38282 #Notify Stressed
					}
				}
			}
		}
		clr_character_flag = conscientious_to_diligent
	}
	option = {
		name = EVTOPTB_ZE_13081
		trigger = {
			has_character_flag = conscientious_to_temperate
		}
		remove_trait = conscientious
		add_trait = temperate
			lose_weight_small_effect = yes
			weight_trait_check_effect = yes
		if = {
			limit = {
				NOT = { trait = stressed }
			}
			random = {
				chance = 20
				add_trait = stressed
				hidden_tooltip = {
					character_event = {
						id = 38282 #Notify Stressed
					}
				}
			}
		}
		clr_character_flag = conscientious_to_temperate
	}
}


# just educator may make child just instead
character_event = {
	id = ZE.13082
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13082
		trigger = {
			FROM = { has_character_flag = conscientious_to_diligent }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13082
		trigger = {
			FROM = { has_character_flag = conscientious_to_temperate }
		} 
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13082 # The child will be like me
		FROM = {
			custom_tooltip = { text = conscientious_may_become_just }
		}
		hidden_tooltip = { FROM = { character_event = { id = ZE.13084 } } }
		show_trait = just
	}
	option = {
		name = EVTOPTB_ZE_13082  # Do not intervene
		hidden_tooltip = { FROM = { character_event = { id = ZE.13081 } } } # Go to normal trait change
		if = {
			limit = { FROM = { has_character_flag = conscientious_to_diligent } }
			tooltip = { FROM = { remove_trait = conscientious add_trait = diligent } }
		}
		if = {
			limit = { FROM = { has_character_flag = conscientious_to_temperate } }
			tooltip = { FROM = { remove_trait = conscientious add_trait = temperate } }
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13084
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13084
		trigger = {
			FROM = { has_character_flag = conscientious_to_diligent }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13084
		trigger = {
			FROM = { has_character_flag = conscientious_to_temperate }
		} 
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13084
		remove_trait = conscientious
		add_trait = just
		clr_character_flag = conscientious_to_diligent
		clr_character_flag = conscientious_to_temperate
		if = {
			limit = {
				educator = { ai = no }
			}
			educator = { set_character_flag = achievement_follow_me }
		}
	}
	option = {
		name = EVTOPTB_ZE_13084
		trigger = {
			has_character_flag = conscientious_to_diligent
		}
		remove_trait = conscientious
		add_trait = diligent
		clr_character_flag = conscientious_to_diligent
	}
	option = {
		name = EVTOPTC_ZE_13084
		trigger = {
			has_character_flag = conscientious_to_temperate
		}
		remove_trait = conscientious
		add_trait = temperate
			lose_weight_small_effect = yes
			weight_trait_check_effect = yes
		clr_character_flag = conscientious_to_temperate
	}
}



#############################################
# Fussy										#
#############################################

# fussy turns into patient, greedy or paranoid
character_event = {
	id = ZE.13090

	hide_window = yes
	
	is_triggered_only = yes
	
	only_capable = yes
	
	trigger = {
		trait = fussy
	}
	
	immediate = {
		set_character_flag = was_fussy
		random_list = {  # Select outcome
			10 = {
				set_character_flag = fussy_to_patient
				modifier = {
					factor = 0
					OR = {
						trait = wroth
						trait = patient
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = patient
					}
				}
			}
			10 = {
				set_character_flag = fussy_to_greedy
				modifier = {
					factor = 0
					OR = {
						trait = charitable
						trait = greedy
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = greedy
					}
				}
			}
			10 = {
				set_character_flag = fussy_to_paranoid
				modifier = {
					factor = 0
					OR = {
						trait = trusting
						trait = paranoid
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = paranoid
					}
				}
			}
		}
		if = {
			limit = {
				AND = {
					OR = {
						trait = wroth
						trait = patient
					}
					OR = {
						trait = charitable
						trait = greedy
					}
					OR = {
						trait = trusting
						trait = paranoid
					}
				}
			}
			change_stewardship = 2
			remove_trait = fussy
			break = yes
		}
		if = {
			limit = {
				NOT = { trait = diligent }
				educator = { trait = diligent }
				prisoner = no
			}
			educator = { character_event = { id = ZE.13092 } }  # Let educator decide on intervention
			break = yes
		}
		character_event = { id = ZE.13091 } # Go direct to trait change
	}
}

character_event = {
	id = ZE.13091
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13091
		trigger = {
			FROM = { has_character_flag = fussy_to_patient }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13091
		trigger = {
			FROM = { has_character_flag = fussy_to_greedy }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13091
		trigger = {
			FROM = { has_character_flag = fussy_to_paranoid }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13091
		trigger = {
			has_character_flag = fussy_to_patient
		}
		remove_trait = fussy
		add_trait = patient
		clr_character_flag = fussy_to_patient
	}
	option = {
		name = EVTOPTB_ZE_13091
		trigger = {
			has_character_flag = fussy_to_greedy
		}
		remove_trait = fussy
		add_trait = greedy
		clr_character_flag = fussy_to_greedy
	}
	option = {
		name = EVTOPTC_ZE_13091
		trigger = {
			has_character_flag = fussy_to_paranoid
		}
		remove_trait = fussy
		add_trait = paranoid
		clr_character_flag = fussy_to_paranoid
	}
}


# diligent educator may make child diligent instead
character_event = {
	id = ZE.13092
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13092
		trigger = {
			FROM = { has_character_flag = fussy_to_patient }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13092
		trigger = {
			FROM = { has_character_flag = fussy_to_greedy }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13092
		trigger = {
			FROM = { has_character_flag = fussy_to_paranoid }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13092 # The child will be like me
		FROM = {
			custom_tooltip = { text = fussy_may_become_diligent }
		}
		hidden_tooltip = { FROM = { character_event = { id = ZE.13094 } } }
		show_trait = diligent
	}
	option = {
		name = EVTOPTB_ZE_13092  # Do not intervene
		hidden_tooltip = { FROM = { character_event = { id = ZE.13091 } } } # Go to normal trait change
		if = {
			limit = { FROM = { has_character_flag = fussy_to_patient } }
			tooltip = {
				FROM = {
					remove_trait = fussy
					add_trait = patient
				}
			}
		}
		if = {
			limit = { FROM = { has_character_flag = fussy_to_greedy } }
			tooltip = { FROM = { remove_trait = fussy add_trait = greedy } }
		}
		if = {
			limit = { FROM = { has_character_flag = fussy_to_paranoid } }
			tooltip = { FROM = { remove_trait = fussy add_trait = paranoid } }
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13094
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13094
		trigger = {
			FROM = { has_character_flag = fussy_to_patient }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13094
		trigger = {
			FROM = { has_character_flag = fussy_to_greedy }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13094
		trigger = {
			FROM = { has_character_flag = fussy_to_paranoid }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13094
		remove_trait = fussy
		add_trait = diligent
		clr_character_flag = fussy_to_patient
		clr_character_flag = fussy_to_greedy
		clr_character_flag = fussy_to_paranoid
		if = {
			limit = {
				educator = { ai = no }
			}
			educator = { set_character_flag = achievement_follow_me }
		}
	}
	option = {
		name = EVTOPTB_ZE_13094
		trigger = {
			has_character_flag = fussy_to_patient
		}
		remove_trait = fussy
		add_trait = patient
		clr_character_flag = fussy_to_patient
	}
	option = {
		name = EVTOPTC_ZE_13094
		trigger = {
			has_character_flag = fussy_to_greedy
		}
		remove_trait = fussy
		add_trait = greedy
		clr_character_flag = fussy_to_greedy
	}
	option = {
		name = EVTOPTD_ZE_13094
		trigger = {
			has_character_flag = fussy_to_paranoid
		}
		remove_trait = fussy
		add_trait = paranoid
		clr_character_flag = fussy_to_paranoid
	}
}


#############################################
# Curious									#
#############################################

character_event = {
	id = ZE.13100

	hide_window = yes
	
	is_triggered_only = yes
	
	only_capable = yes
	
	trigger = {
		trait = curious
	}
	
	immediate = {
		set_character_flag = was_curious
		random_list = {  # Select outcome
			10 = {
				set_character_flag = curious_to_cynical
				modifier = {
					factor = 0
					OR = {
						trait = zealous
						trait = cynical
					}
				}
			}
			10 = {
				modifier = {
					factor = 0
					OR = {
						NOR = {
							educator = { NOT = { religion_group = ROOT } }
							location = { NOT = { religion_group = ROOT } }
							any_friend = { NOT = { religion_group = ROOT } }
							any_sibling = { NOT = { religion_group = ROOT } }
						}
						trait = cynical
						trait = sympathy_christendom
						trait = sympathy_islam
						trait = sympathy_pagans
						trait = sympathy_zoroastrianism
						trait = sympathy_judaism
						trait = sympathy_indian
					}
				}
				set_character_flag = curious_sympathy_religion
			}
			10 = {
				modifier = {
					factor = 0
					OR = {
						trait = shrewd
						has_character_flag = child_became_less_smart
					}
				}
				set_character_flag = curious_to_genius
				set_character_flag = child_became_smarter
			}
		}
		
		# If sympathy for religion, choose which one...
		if = {
			limit = { has_character_flag = curious_sympathy_religion }
			random_list = {
				10 = {
					set_character_flag = add_sympathy_christendom
					modifier = {
						factor = 0
						religion_group = christian
					}
					modifier = {
						factor = 0
						NOR = {
							educator = { religion_group = christian }
							location = { religion_group = christian } 
							any_friend = { religion_group = christian }
							any_sibling = { religion_group = christian } 
						}
					}
				}
				10 = {
					set_character_flag = add_sympathy_islam
					modifier = {
						factor = 0
						religion_group = muslim
					}
					modifier = {
						factor = 0
						NOR = {
							educator = { religion_group = muslim }
							location = { religion_group = muslim } 
							any_friend = { religion_group = muslim }
							any_sibling = { religion_group = muslim }
						}
					}
				}
				10 = {
					set_character_flag = add_sympathy_pagans
					modifier = {
						factor = 0
						religion_group = pagan_group
					}
					modifier = {
						factor = 0
						NOR = {
							educator = { religion_group = pagan_group }
							location = { religion_group = pagan_group } 
							any_friend = { religion_group = pagan_group } 
							any_sibling = { religion_group = pagan_group } 
						}
					}
				}
				10 = {
					set_character_flag = add_sympathy_zoroastrianism
					modifier = {
						factor = 0
						religion_group = zoroastrian_group
					}
					modifier = {
						factor = 0
						NOR = {
							educator = { religion_group = zoroastrian_group }
							location = { religion_group = zoroastrian_group }
							any_friend = { religion_group = zoroastrian_group }
							any_sibling = { religion_group = zoroastrian_group }
						}
					}
				}
				10 = {
					set_character_flag = add_sympathy_judaism
					modifier = {
						factor = 0
						religion_group = jewish_group
					}
					modifier = {
						factor = 0
						NOR = {
							educator = { religion_group = jewish_group }
							location = { religion_group = jewish_group }
							any_friend = { religion_group = jewish_group }
							any_sibling = { religion_group = jewish_group }
						}
					}
				}
				10 = {
					set_character_flag = add_sympathy_indian
					modifier = {
						factor = 0
						religion_group = indian_group
					}
					modifier = {
						factor = 0
						NOR = {
							educator = { religion_group = indian_group }
							location = { religion_group = indian_group }
							any_friend = { religion_group = indian_group }
							any_sibling = { religion_group = indian_group }
						}
					}
				}
			}
		}

		if = {
			limit = {
				AND = {
					OR = {
						trait = zealous
						trait = cynical
					}
					OR = {
						NOR = {
							educator = { NOT = { religion_group = ROOT } }
							location = { NOT = { religion_group = ROOT } }
							any_friend = { NOT = { religion_group = ROOT } }
							any_sibling = { NOT = { religion_group = ROOT } }
						}
						trait = cynical
						trait = sympathy_christendom
						trait = sympathy_islam
						trait = sympathy_pagans
						trait = sympathy_zoroastrianism
						trait = sympathy_judaism
						trait = sympathy_indian
					}
					OR = {
						trait = shrewd
						has_character_flag = child_became_less_smart
					}
				}
			}
			change_stewardship = 2
			remove_trait = curious
			break = yes
		}
		
		if = {
			limit = {
				NOT = { trait = patient }
				educator = { trait = patient }
				prisoner = no
			}
			educator = { character_event = { id = ZE.13102 } }  # Let educator decide on intervention
			break = yes
		}
		character_event = { id = ZE.13101 } # Go direct to trait change
	}
}

character_event = {
	id = ZE.13101
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13101
		trigger = {
			FROM = { has_character_flag = curious_to_cynical }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13101
		trigger = {
			FROM = { has_character_flag = curious_sympathy_religion }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13101
		trigger = {
			FROM = { has_character_flag = curious_to_genius }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	immediate = {
		if = {
			limit = {
				has_character_flag = curious_to_genius
				trait = imbecile
			}
			set_character_flag = curious_imbecile_to_slow
			break = yes
		}
		if = {
			limit = {
				has_character_flag = curious_to_genius
				trait = slow
			}
			set_character_flag = curious_slow_to_normal
			break = yes
		}
		if = {
			limit = {
				has_character_flag = curious_to_genius
				is_dumb_trigger = no
			}
			set_character_flag = curious_normal_to_shrewd
			break = yes
		}
	}
	
	option = {
		name = EVTOPTA_ZE_13101
		trigger = {
			has_character_flag = curious_to_cynical
		}
		remove_trait = curious
		add_trait = cynical
		clr_character_flag = curious_to_cynical
	}
	option = {
		name = EVTOPTB_ZE_13101
		trigger = {
			has_character_flag = curious_sympathy_religion
		}
		if = {
			limit = { has_character_flag = add_sympathy_christendom }
			remove_trait = curious
			add_trait = sympathy_christendom
			clr_character_flag = add_sympathy_christendom
		}
		if = {
			limit = { has_character_flag = add_sympathy_islam }
			remove_trait = curious
			add_trait = sympathy_islam
			clr_character_flag = add_sympathy_islam
		}
		if = {
			limit = { has_character_flag = add_sympathy_pagans }
			remove_trait = curious
			add_trait = sympathy_pagans
			clr_character_flag = add_sympathy_pagans
		}
		if = {
			limit = { has_character_flag = add_sympathy_zoroastrianism }
			remove_trait = curious
			add_trait = sympathy_zoroastrianism
			clr_character_flag = add_sympathy_zoroastrianism
		}
		if = {
			limit = { has_character_flag = add_sympathy_judaism }
			remove_trait = curious
			add_trait = sympathy_judaism
			clr_character_flag = add_sympathy_judaism
		}
		if = {
			limit = { has_character_flag = add_sympathy_indian }
			remove_trait = curious
			add_trait = sympathy_indian
			clr_character_flag = add_sympathy_indian
		}
		clr_character_flag = curious_sympathy_religion
	}
	option = {
		name = EVTOPTC_ZE_13101
		trigger = {
			has_character_flag = curious_to_genius
		}
		clr_character_flag = curious_to_genius
		if = {
			limit = { has_character_flag = curious_imbecile_to_slow }
			remove_trait = curious
			remove_trait = imbecile
			add_trait = slow
			clr_character_flag = curious_imbecile_to_slow
		}
		if = {
			limit = { has_character_flag = curious_slow_to_normal }
			remove_trait = curious
			remove_trait = slow
			clr_character_flag = curious_slow_to_normal
		}
		if = {
			limit = { 
				NOR = {
					has_character_flag = curious_imbecile_to_slow
					has_character_flag = curious_slow_to_normal
				}
			}
			remove_trait = curious
			add_trait = shrewd
			clr_character_flag = curious_normal_to_shrewd
		}
	}
}


# patient educator may make child patient instead
character_event = {
	id = ZE.13102
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13102
		trigger = {
			FROM = { has_character_flag = curious_to_cynical }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13102
		trigger = {
			FROM = { has_character_flag = curious_sympathy_religion }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13102
		trigger = {
			FROM = { has_character_flag = curious_to_genius }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13102 # The child will be like me
		FROM = {
			custom_tooltip = { text = curious_may_become_patient }
		}
		hidden_tooltip = { FROM = { character_event = { id = ZE.13104 } } }
		show_trait = patient
	}
	option = {
		name = {
			text = EVTOPTB_ZE_13102  # Do not intervene
			trigger = {
				FROM = { is_female = no }
			}
		}
		name = {
			text = EVTOPTC_ZE_13102  # Do not intervene
			trigger = {
				FROM = { is_female = yes }
			}
		}
		hidden_tooltip = { FROM = { character_event = { id = ZE.13101 } } } # Go to normal trait change
		if = {
			limit = { FROM = { has_character_flag = curious_to_cynical } }
			tooltip = { FROM = { remove_trait = curious add_trait = cynical } }
		}
		if = {
			limit = {
				FROM = {
					has_character_flag = add_sympathy_christendom
				}
			}
			tooltip = { FROM = { remove_trait = curious add_trait = sympathy_christendom } }
		}
		if = {
			limit = {
				FROM = {
					has_character_flag = add_sympathy_islam
				}
			}
			tooltip = { FROM = { remove_trait = curious add_trait = sympathy_islam } }
		}
		if = {
			limit = {
				FROM = {
					has_character_flag = add_sympathy_pagans
				}
			}
			tooltip = { FROM = { remove_trait = curious add_trait = sympathy_pagans } }
		}
		if = {
			limit = {
				FROM = {
					has_character_flag = add_sympathy_zoroastrianism
				}
			}
			tooltip = { FROM = { remove_trait = curious add_trait = sympathy_zoroastrianism } }
		}
		if = {
			limit = {
				FROM = {
					has_character_flag = add_sympathy_judaism
				}
			}
			tooltip = { FROM = { remove_trait = curious add_trait = sympathy_judaism } }
		}
		if = {
			limit = {
				FROM = {
					has_character_flag = add_sympathy_indian
				}
			}
			tooltip = { FROM = { remove_trait = curious add_trait = sympathy_indian } }
		}
		if = {
			limit = {
				FROM = {
					has_character_flag = curious_to_genius
					trait = imbecile
				}
			}
			tooltip = {
				FROM = {
					remove_trait = curious
					remove_trait = imbecile
					add_trait = slow
				}
			}
		}
		if = {
			limit = {
				FROM = {
					has_character_flag = curious_to_genius
					trait = slow
				}
			}
			tooltip = {
				FROM = {
					remove_trait = curious
					remove_trait = slow
				}
			}
		}
		if = {
			limit = {
				FROM = {
					has_character_flag = curious_to_genius
					OR = {
						trait = quick
						trait = genius
					}
				}
			}
			tooltip = {
				FROM = {
					remove_trait = curious
					add_trait = shrewd
				}
			}
		}
		if = {
			limit = {
				FROM = {
					has_character_flag = curious_to_genius
					NOT = { trait = quick }
					NOT = { trait = slow }
					NOT = { trait = imbecile }
					NOT = { trait = genius }
				}
			}
			tooltip = {
				FROM = {
					remove_trait = curious
					add_trait = shrewd
				}
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13104
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13104
		trigger = {
			FROM = { has_character_flag = curious_to_cynical }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13104
		trigger = {
			FROM = { has_character_flag = curious_sympathy_religion }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13104
		trigger = {
			FROM = { has_character_flag = curious_to_genius }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	immediate = {
		if = {
			limit = {
				has_character_flag = curious_to_genius
				trait = imbecile
			}
			set_character_flag = curious_imbecile_to_slow
			break = yes
		}
		if = {
			limit = {
				has_character_flag = curious_to_genius
				trait = slow
			}
			set_character_flag = curious_slow_to_normal
			break = yes
		}
		if = {
			limit = {
				has_character_flag = curious_to_genius
				is_dumb_trigger = no
			}
			set_character_flag = curious_normal_to_shrewd
			break = yes
		}
	}
	
	option = {
		name = EVTOPTA_ZE_13104
		remove_trait = curious
		add_trait = patient
		clr_character_flag = curious_to_cynical
		clr_character_flag = curious_sympathy_religion
		clr_character_flag = curious_to_genius
		if = {
			limit = {
				educator = { ai = no }
			}
			educator = { set_character_flag = achievement_follow_me }
		}
	}
	option = {
		name = EVTOPTB_ZE_13104
		trigger = {
			has_character_flag = curious_to_cynical
		}
		remove_trait = curious
		add_trait = cynical
		clr_character_flag = curious_to_cynical
	}
	option = {
		name = EVTOPTC_ZE_13104
		trigger = {
			has_character_flag = curious_sympathy_religion
		}
		remove_trait = curious
		if = {
			limit = { has_character_flag = add_sympathy_christendom }
			add_trait = sympathy_christendom
			clr_character_flag = add_sympathy_christendom
		}
		if = {
			limit = { has_character_flag = add_sympathy_islam }
			add_trait = sympathy_islam
			clr_character_flag = add_sympathy_islam
		}
		if = {
			limit = { has_character_flag = add_sympathy_pagans }
			add_trait = sympathy_pagans
			clr_character_flag = add_sympathy_pagans
		}
		if = {
			limit = { has_character_flag = add_sympathy_zoroastrianism }
			add_trait = sympathy_zoroastrianism
			clr_character_flag = add_sympathy_zoroastrianism
		}
		if = {
			limit = { has_character_flag = add_sympathy_judaism }
			add_trait = sympathy_judaism
			clr_character_flag = add_sympathy_judaism
		}
		if = {
			limit = { has_character_flag = add_sympathy_indian }
			add_trait = sympathy_indian
			clr_character_flag = add_sympathy_indian
		}
		clr_character_flag = curious_sympathy_religion
	}
	option = {
		name = EVTOPTD_ZE_13104
		trigger = {
			has_character_flag = curious_to_genius
		}
		clr_character_flag = curious_to_genius
		if = {
			limit = { has_character_flag = curious_imbecile_to_slow }
			remove_trait = curious
			remove_trait = imbecile
			add_trait = slow
			clr_character_flag = curious_imbecile_to_slow
		}
		if = {
			limit = { has_character_flag = curious_slow_to_normal }
			remove_trait = curious
			remove_trait = slow
			clr_character_flag = curious_slow_to_normal
		}
		if = {
			limit = { has_character_flag = curious_normal_to_shrewd }
			remove_trait = curious
			add_trait = shrewd
			clr_character_flag = curious_normal_to_shrewd
		}
	}
}


#############################################
# Idolizer									#
#############################################

# idolizer turns into zealous, erudite or weak
character_event = {
	id = ZE.13110

	hide_window = yes
	
	is_triggered_only = yes
	
	only_capable = yes
	
	trigger = {
		trait = idolizer
	}
	
	immediate = {
		set_character_flag = was_idolizer
		random_list = {  # Select outcome
			10 = {
				set_character_flag = idolizer_to_zealous
				modifier = {
					factor = 0
					OR = {
						trait = cynical
						trait = zealous
						trait = sympathy_christendom
						trait = sympathy_islam
						trait = sympathy_pagans
						trait = sympathy_zoroastrianism
						trait = sympathy_judaism
						trait = sympathy_indian
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = zealous
						religion = ROOT
					}
				}
			}
			10 = {
				set_character_flag = idolizer_to_erudite
				modifier = {
					factor = 0
					trait = erudite
				}
				modifier = {
					factor = 1.5
					educator = {
						trait = erudite
					}
				}
			}
			10 = {
				set_character_flag = idolizer_to_weak
				modifier = {
					factor = 0
					OR = {
						is_strong_trigger = yes
						is_weak_trigger = yes
					}
				}
				modifier = {
					factor = 1.5
					educator = {
						is_weak_trigger = yes
					}
				}
			}
		}
		if = {
			limit = {
				AND = {
					OR = {
						trait = cynical
						trait = zealous
						trait = sympathy_christendom
						trait = sympathy_islam
						trait = sympathy_pagans
						trait = sympathy_zoroastrianism
						trait = sympathy_judaism
						trait = sympathy_indian
					}
					trait = erudite
					OR = {
						is_strong_trigger = yes
						is_weak_trigger = yes
					}
				}
			}
			change_learning = 2
			remove_trait = idolizer
			break = yes
		}
		
		if = {
			limit = {
				NOT = { trait = kind }
				educator = { trait = kind }
				prisoner = no
			}
			educator = { character_event = { id = ZE.13112 } }  # Let educator decide on intervention
			break = yes
		}
		character_event = { id = ZE.13111 } # Go direct to trait change
	}
}

character_event = {
	id = ZE.13111
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13111
		trigger = {
			FROM = { has_character_flag = idolizer_to_zealous }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13111
		trigger = {
			FROM = { has_character_flag = idolizer_to_erudite }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13111
		trigger = {
			FROM = { has_character_flag = idolizer_to_weak }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13111
		trigger = {
			has_character_flag = idolizer_to_zealous
		}
		remove_trait = idolizer
		add_trait = zealous
		clr_character_flag = idolizer_to_zealous
	}
	option = {
		name = EVTOPTB_ZE_13111
		trigger = {
			has_character_flag = idolizer_to_erudite
		}
		remove_trait = idolizer
		add_trait = erudite
		clr_character_flag = idolizer_to_erudite
	}
	option = {
		name = EVTOPTC_ZE_13111
		trigger = {
			has_character_flag = idolizer_to_weak
		}
		remove_trait = idolizer
		add_trait = feeble
		hidden_tooltip = { 
			random_list = { 
				70 = {
					modifier = { 
						factor = 1.5
						trait = content
					}
				}
				30 = { character_event = { id = HFP.20669 days = 900 random = 400 } } #Change physical state event
			} 
		} 
		lose_weight_small_effect = yes
		clr_character_flag = idolizer_to_weak
	}
}


# kind educator may make child kind instead
character_event = {
	id = ZE.13112
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13112
		trigger = {
			FROM = { has_character_flag = idolizer_to_zealous }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13112
		trigger = {
			FROM = { has_character_flag = idolizer_to_erudite }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13112
		trigger = {
			FROM = { has_character_flag = idolizer_to_weak }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13112 # The child will be like me
		FROM = {
			custom_tooltip = { text = idolizer_may_become_kind }
		}
		hidden_tooltip = { FROM = { character_event = { id = ZE.13114 } } }
		show_trait = kind
	}
	option = {
		name = EVTOPTB_ZE_13112  # Do not intervene
		hidden_tooltip = { FROM = { character_event = { id = ZE.13111 } } } # Go to normal trait change
		if = {
			limit = { FROM = { has_character_flag = idolizer_to_zealous } }
			tooltip = { FROM = { remove_trait = idolizer add_trait = zealous } }
		}
		if = {
			limit = { FROM = { has_character_flag = idolizer_to_erudite } }
			tooltip = { FROM = { remove_trait = idolizer add_trait = erudite } }
		}
		if = {
			limit = { FROM = { has_character_flag = idolizer_to_weak } }
			tooltip = { 
				FROM = { 
					remove_trait = idolizer add_trait = feeble
					lose_weight_small_effect = yes
				}
			}
		}
	}
}

# Notify child of Educator intervention and result
character_event = {
	id = ZE.13114
	picture = GFX_evt_courtiers_talking

	desc = {
		text = EVTDESCA_ZE_13114
		trigger = {
			FROM = { has_character_flag = idolizer_to_zealous }
		} 
	}
	desc = {
		text = EVTDESCB_ZE_13114
		trigger = {
			FROM = { has_character_flag = idolizer_to_erudite }
		} 
	}
	desc = {
		text = EVTDESCC_ZE_13114
		trigger = {
			FROM = { has_character_flag = idolizer_to_weak }
		}
	}

	is_triggered_only = yes
	
	only_capable = yes
	
	option = {
		name = EVTOPTA_ZE_13114
		remove_trait = idolizer
		add_trait = kind
		clr_character_flag = idolizer_to_zealous
		clr_character_flag = idolizer_to_erudite
		clr_character_flag = idolizer_to_weak
		if = {
			limit = {
				educator = { ai = no }
			}
			educator = { set_character_flag = achievement_follow_me }
		}
	}
	option = {
		name = EVTOPTB_ZE_13004
		trigger = {
			has_character_flag = idolizer_to_zealous
		}
		remove_trait = idolizer
		add_trait = zealous
		clr_character_flag = idolizer_to_zealous
	}
	option = {
		name = EVTOPTC_ZE_13004
		trigger = {
			has_character_flag = idolizer_to_erudite
		}
		remove_trait = idolizer
		add_trait = erudite
		clr_character_flag = idolizer_to_erudite
	}
	option = {
		name = EVTOPTD_ZE_13004
		trigger = {
			has_character_flag = idolizer_to_weak
		}
		remove_trait = idolizer
		add_trait = feeble
		hidden_tooltip = { 
			random_list = {  
				70 = {
					modifier = { 
						factor = 1.5
						trait = content
					}
				}
				30 = { character_event = { id = HFP.20669 days = 900 random = 400 } } #Change physical state event
			} 
		} 
		clr_character_flag = idolizer_to_weak
	}
}


#############################################
#											#
# Adolescent love events					#
# ZE.13600-ZE.13950							#
#											#
#############################################


# Start/event selection
character_event = {
	id = ZE.13997

	hide_window = yes
	
	is_triggered_only = yes
	
	capable_only = yes
	prisoner = no
	
	trigger = {
		age = 14
		NOT = { is_inaccessible_trigger = yes }
		is_ill = no
		NOT = { has_character_flag = is_child_of_destiny }
	}
	
	immediate = {
		random_list = {
			70 = { # No events
			}
			15 = {
				character_event = { id = ZE.13610 days = 30 random = 120 } # Romance at court
			}
			15 = {
				modifier = {
					factor = 0
					NOT = {
						educator = {
							any_courtier = {
								age = 16
								NOR = { 
									age = 35
									same_sex = ROOT
									trait = incapable
									trait = ugly
									trait = blinded
									trait = celibate
									trait = eunuch
									has_character_modifier = the_oubliette
									has_character_modifier = the_dungeon
								}
							}
						}
					}
				}
				character_event = { id = ZE.13700 days = 30 random = 120 } # Romantic dreams of older courtier...
			}
		}
	}
}



# ID ZE.13700-ZE.13799 

# Written by Markus Olsén
# Confused teenager events

# Waking up from a very interesting dream, what was it about?
character_event = {
	id = ZE.13700
	picture = GFX_evt_recovery
	desc = EVTDESCA_ZE_13700

	is_triggered_only = yes
	capable_only = yes

	trigger = {
		has_dlc = "Zeus"
		educator = {
			any_courtier = {	
				age = 16
				NOR = { 
					character = ROOT
					age = 35
					same_sex = ROOT
					trait = incapable
					trait = ugly
					trait = blinded
					trait = celibate
					trait = eunuch
					has_character_modifier = the_oubliette
					has_character_modifier = the_dungeon
				}
			}
		}
	}

	immediate = {
		educator = {
			random_courtier = {
				limit = {
					age = 16
					NOR = { 
						character = ROOT
						age = 35
						same_sex = ROOT
						trait = incapable
						trait = ugly
						trait = blinded
						trait = celibate
						trait = eunuch
						has_character_modifier = the_oubliette
						has_character_modifier = the_dungeon
					}
				}
				save_event_target_as = lustful_target
			}
		}
	}

	option = {
		name = EVTOPTA_ZE_13700	# Homosexual version
		ai_chance = {
			factor = 20
		}
		hidden_tooltip = {
			character_event = { id = ZE.13701 }
		}
	}

	option = {
		name = EVTOPTB_ZE_13700	# Lustful/Chaste version
		ai_chance = {
			factor = 78
		}
		hidden_tooltip = {
			character_event = { id = ZE.13702 }
		}
	}

	#option = {
	#	name = EVTOPTC_ZE_13700	# Celibate version
	#	ai_chance = {
	#		factor = 2
	#	}
	#	hidden_tooltip = {
	#		character_event = { id = ZE.13703 }
	#	}
	#}

	option = {
		name = EVTOPTD_ZE_13700	# Don't know don't care
		ai_chance = {
			factor = 0
		}
	}
}

character_event = {
	id = ZE.13701
	picture = GFX_evt_stone_church
	desc = EVTDESCA_ZE_13701

	is_triggered_only = yes

	option = {
		name = EVTOPTA_ZE_13701	# Homosexual
		ai_chance = {
			factor = 50
		}
		if = {
			limit = {
				NOT = { trait = homosexual }
			}
			add_trait = homosexual
		}
	}

	option = {
		name = EVTOPTB_ZE_13701	# Homosexual + chaste
		ai_chance = {
			factor = 30
		}
		if = {
			limit = {
				NOT = { trait = homosexual }
			}
			add_trait = homosexual
		}
		if = {
			limit = {
				NOT = { trait = chaste }
			}
			add_trait = chaste
		}
	}

	option = {
		name = EVTOPTC_ZE_13701	# Homosexual + lustful
		ai_chance = {
			factor = 10
		}
		if = {
			limit = {
				NOT = { trait = homosexual }
			}
			add_trait = homosexual
		}
		if = {
			limit = {
				NOT = { trait = lustful }
			}
			add_trait = lustful
		}
	}

	option = {
		name = EVTOPTD_ZE_13701	# I'm corrupted
		ai_chance = {
			factor = 10
		}
		prestige = -50
	}
}

character_event = {
	id = ZE.13702
	picture = GFX_evt_lovers
	desc = EVTDESCA_ZE_13702

	is_triggered_only = yes

	option = {
		name = EVTOPTA_ZE_13702	# Chaste
		ai_chance = {
			factor = 60
		}
		opinion = {
			who = event_target:lustful_target
			modifier = teenage_infatuation
			years = 4
		}
		event_target:lustful_target = {
			hidden_tooltip = {
				character_event = { id = ZE.13704 days = 2 }
			}
		}
		if = {
			limit = {
				NOT = { trait = chaste }
			}
			add_trait = chaste
		}
	}

	option = {
		name = EVTOPTB_ZE_13702	# Lustful
		ai_chance = {
			factor = 40
		}
		if = {
			limit = {
				NOT = { trait = lustful }
			}
			add_trait = lustful
		}
	}
}

#character_event = {
#	id = ZE.13703
#	picture = GFX_evt_child_reading
#	desc = EVTDESCA_ZE_13703
#
#	is_triggered_only = yes
#
#	option = {
#		name = EVTOPTA_ZE_13703	# Celibate
#		ai_chance = {
#			factor = 100
#		}
#		piety = 30
#		if = {
#			limit = {
#				NOT = { trait = celibate }
#			}
#			add_trait = celibate
#		}
#	}
#
#	option = {
#		name = EVTOPTB_ZE_13703	# Wait and see
#		ai_chance = {
#			factor = 0
#		}
#	}
#}

# Courtier informed child has a crush on him/her
character_event = {
	id = ZE.13704
	picture = GFX_evt_courtiers_talking
	desc = EVTDESCA_ZE_13704

	is_triggered_only = yes

	option = {
		name = EVTOPTA_ZE_13704	# How sweet
		prestige = 30
		opinion = {
			who = FROM
			modifier = opinion_flattered
			years = 4
		}
	}
}


#############################################
# Flag clearing								#
#############################################

# Clear adolescence trait event chain flags on adulthood
character_event = {
	id = ZE.13998

	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		clr_character_flag = child_became_less_smart
		clr_character_flag = child_became_smarter
	}
}

#############################################
#											#
# Romantic endeavors						#
# ZE.13600-ZE.13699							#
#											#
#############################################

character_event = {
	id = ZE.13610
	desc = EVTDESC_ZE_13610
	picture = GFX_evt_noble_in_castle
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	immediate = {
		
	}
	
	option = { # Farrier's apprentice 
		name = EVTOPTA_ZE_13610
		trigger = {
			is_female = yes
		}
		ai_chance = {
			factor = 46
		}
		set_character_flag = ZE_13610_farrier
		character_event = { id = ZE.13611 days = 30 }
	}
	
	option = { # Carpenter's daughter male
		name = EVTOPTA_ZE_13610_MALE
		trigger = {
			is_female = no
		}
		ai_chance = {
			factor = 46
		}
		set_character_flag = ZE_13610_carpenter_male
		character_event = { id = ZE.13611 days = 30 }
	}
	
	option = { # Carpenter's daughter
		name = EVTOPTB_ZE_13610
		trigger = {
			is_female = yes
		}
		ai_chance = {
			factor = 22
		}
		add_trait = homosexual
		set_character_flag = ZE_13610_carpenter
		character_event = { id = ZE.13611 days = 30 }
	}
	
	option = { # Farrier's apprentice Male
		name = EVTOPTB_ZE_13610_MALE
		trigger = {
			is_female = no
		}
		ai_chance = {
			factor = 22
		}
		add_trait = homosexual
		set_character_flag = ZE_13610_farrier_male
		character_event = { id = ZE.13611 days = 30 }
	}
	
	option = { # I don't have time for this 
		name = EVTOPTC_ZE_13610
		ai_chance = {
			factor = 30
		}
	}
}

character_event = {
	id = ZE.13611
	desc = {
		text = EVTDESCA_ZE_13611
		trigger = {
			OR = {
				has_character_flag = ZE_13610_farrier
				has_character_flag = ZE_13610_farrier_male
			}
		}
	}
	desc = {
		text = EVTDESCB_ZE_13611
		trigger = {
			OR = {
				has_character_flag = ZE_13610_carpenter
				has_character_flag = ZE_13610_carpenter_male
			}
		}
	}
	picture = GFX_evt_lovers
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	immediate = {
		
	}
	
	option = { # Chaste 
		name = EVTOPTA_ZE_13611_CARP
		add_trait = chaste
		trigger = {
			OR = {
				has_character_flag = ZE_13610_carpenter
				has_character_flag = ZE_13610_carpenter_male
			}
		}
		
		hidden_tooltip = { character_event = { id = ZE.13612 } } # Clear flags
	}
	option = {
		name = EVTOPTA_ZE_13611_FERR
		add_trait = chaste
		trigger = {
			OR = {
				has_character_flag = ZE_13610_ferrier
				has_character_flag = ZE_13610_ferrier_male
			}
		}
		
		hidden_tooltip = { character_event = { id = ZE.13612 } } # Clear flags
	}
	option = { # No special outcome 
		name = EVTOPTB_ZE_13611_CARP
		trigger = {
			OR = {
				has_character_flag = ZE_13610_carpenter
				has_character_flag = ZE_13610_carpenter_male
			}
		}
		
		hidden_tooltip = { character_event = { id = ZE.13612 } } # Clear flags
	}
	option = {
		name = EVTOPTB_ZE_13611_FERR
		trigger = {
			OR = {
				has_character_flag = ZE_13610_ferrier
				has_character_flag = ZE_13610_ferrier_male
			}
		}
		
		hidden_tooltip = { character_event = { id = ZE.13612 } } # Clear flags
	}
	option = { # Lustful 
		name = EVTOPTC_ZE_13611_CARP
		add_trait = lustful
		trigger = {
			OR = {
				has_character_flag = ZE_13610_carpenter
				has_character_flag = ZE_13610_carpenter_male
			}
		}
		
		hidden_tooltip = { character_event = { id = ZE.13612 } } # Clear flags
	}
	option = { # Lustful 
		name = EVTOPTC_ZE_13611_FERR
		add_trait = lustful
		trigger = {
			OR = {
				has_character_flag = ZE_13610_ferrier
				has_character_flag = ZE_13610_ferrier_male
			}
		}
		
		hidden_tooltip = { character_event = { id = ZE.13612 } } # Clear flags
	}
}

character_event = {
	id = ZE.13612
	
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		clr_character_flag = ZE_13610_carpenter
		clr_character_flag = ZE_13610_carpenter_male
		clr_character_flag = ZE_13610_ferrier
		clr_character_flag = ZE_13610_ferrier_male
	}
}

#####################################################################
# Influence events 													#
#####################################################################
character_event = {
	id = ZE.13615
	hide_window = yes

	is_triggered_only = yes

	trigger = {
		NOR = {
			trait = incapable
			is_inaccessible_trigger = yes
			has_character_modifier = the_dungeon
			has_character_modifier = the_oubliette
		}
		age = 14
		NOT = { age = 16 }
		educator = {
			always = yes
		}
	}

	immediate = {
		if = { #If we have more than 2 high skills
			limit = {
				educator = {
					OR = {
						AND = {
							diplomacy = 12
							martial = 12
						}
						AND = {
							diplomacy = 12
							stewardship = 12
						}
						AND = {
							diplomacy = 12
							intrigue = 12
						}
						AND = {
							diplomacy = 12
							learning = 12
						}
						AND = {
							martial = 12
							stewardship = 12
						}
						AND = {
							martial = 12
							intrigue = 12
						}
						AND = {
							martial = 12
							learning = 12
						}
						AND = {
							stewardship = 12
							intrigue = 12
						}
						AND = {
							stewardship = 12
							learning = 12
						}
						AND = {
							intrigue = 12
							learning = 12
						}
					}
					OR = {
						AND = {
							ROOT = {
								NOT = { trait = ambitious }
							}
							NOT = { is_rival = ROOT }
						}
						AND = {
							ROOT = {
								NOT = { trait = diligent }
							}
							NOT = { trait = stressed }
						}
						AND = {
							ROOT = {
								NOT = { trait = patient }
							}
							NOT = { has_character_modifier = out_of_patience }
						}
					}
				}
			}
			educator = { character_event = { id = ZE.13625 days = 30 random = 20 } }
			break = yes
		}
		random_list = {
			20 = {
				modifier = {
					factor = 0
					educator = {
						NOT = {
							diplomacy = 12
							OR = {
								AND = {
									ROOT = {
										NOT = { trait = honest }
									}
									NOT = {
										trait = trusting
									}
								}
								AND = {
									ROOT = {
										NOT = { trait = gregarious }
									}
									NOT = { has_character_modifier = chattermouth }
								}
							}
						}
					}
				}
				educator = { character_event = { id = ZE.13620 days = 30 random = 20 } }
			}
			20 = {
				modifier = {
					factor = 0
					educator = {
						NOT = {
							martial = 12
							OR = {
								AND = {
									ROOT = {
										NOT = { trait = brave }
									}
									NOT = {
										trait = stressed
									}
								}
								AND = {
									ROOT = {
										NOT = { trait = wroth }
									}
									NOT = {
										trait = cruel
									}
								}
							}
						}
					}
				}
				educator = { character_event = { id = ZE.13621 days = 30 random = 20 } }
			}
			20 = {
				modifier = {
					factor = 0
					educator = {
						NOT = {
							stewardship = 12
							OR = {
								AND = {
									ROOT = {
										NOT = { trait = just }
									}
									NOT = {
										holds_favor_on = ROOT
									}
								}
								ROOT = {
									NOT = { trait = temperate }
								}
							}
						}
					}
				}
				educator = { character_event = { id = ZE.13622 days = 30 random = 20 } }
			}
			20 = {
				modifier = {
					factor = 0
					educator = {
						NOT = {
							intrigue = 12
							OR = {
								AND = {
									ROOT = {
										NOT = { trait = deceitful }
									}
									NOT = {
										trait = paranoid
									}
								}
								AND = {
									ROOT = {
										NOT = { trait = cynical }
									}
									NOT = { has_character_modifier = impious_teachings }
								}
							}
						}
					}
				}
				educator = { character_event = { id = ZE.13623 days = 30 random = 20 } }
			}
			20 = {
				modifier = {
					factor = 0
					educator = {
						NOT = {
							learning = 12
							OR = {
								AND = {
									ROOT = {
										NOT = { trait = erudite }
									}
									NOT = {
										trait = stubborn
									}
								}
								ROOT = {
									NOT = { trait = chaste }
								}
							}
						}
					}
				}
				educator = { character_event = { id = ZE.13624 days = 30 random = 20 } }
			}
		}
	}
}


#Educator has high diplomacy
character_event = {
	id = ZE.13620
	desc = EVTDESC_ZE_13620
	picture = GFX_evt_monk
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes

	trigger = {
		diplomacy = 12
		FROM = { is_alive = yes }
		OR = {
			AND = {
				FROM = {
					NOT = { trait = honest }
				}
				NOT = {
					trait = trusting
				}
			}
			AND = {
				FROM = {
					NOT = { trait = gregarious }
				}
				NOT = { has_character_modifier = chattermouth }
			}
		}
	}

	option = {
		ai_chance = {
			factor = 1

			modifier = {
				factor = 30
				current_heir = { character = FROM }
			}
			modifier = {
				factor = 15
				NOT = { current_heir = { character = FROM } }
				any_child = { character = FROM }
			}
			modifier = {
				factor = 5
				NOR = {
					current_heir = { character = FROM }
					any_child = { character = FROM }
				}
				OR = {
					trait = kind
					trait = charitable
					trait = diligent
				}
			}
			modifier = {
				factor = 5
				trait = trusting
			}
		}
		tooltip_info = diplomacy
		name = EVTOPTA_ZE_13620
		trigger = {
			FROM = {
				NOT = { trait = honest }
			}
			NOT = {
				trait = trusting
			}
		}
		FROM = {
			if = {
				limit = { trait = deceitful }
				remove_trait = deceitful
			}
			add_trait = honest
		}
		add_character_modifier = {
			name = too_honest
			years = 5
		}
		if = {
			limit = { trait = deceitful }
			reverse_opinion = {
				who = FROM
				modifier = opinion_hypocrite
				years = 10
			}
		}
	}

	option = {
		ai_chance = {
			factor = 1

			modifier = {
				factor = 15
				current_heir = { character = FROM }
			}
			modifier = {
				factor = 30
				NOT = { current_heir = { character = FROM } }
				any_child = { character = FROM }
			}
			modifier = {
				factor = 10
				OR = {
					trait = kind
					trait = charitable
					trait = diligent
				}
			}
			modifier = {
				factor = 5
				trait = gregarious
			}
		}
		tooltip_info = diplomacy
		name = EVTOPTB_ZE_13620
		trigger = {
			FROM = {
				NOT = { trait = gregarious }
			}
			NOT = { has_character_modifier = chattermouth }
		}
		FROM = {
			if = {
				limit = { trait = shy }
				remove_trait = shy
			}
			add_trait = gregarious
		}
		add_character_modifier = {
			name = chattermouth
			years = 5
		}
		if = {
			limit = { trait = shy }
			reverse_opinion = {
				who = FROM
				modifier = opinion_hypocrite
				years = 10
			}
		}
	}

	option = {
		ai_chance = {
			factor = 10
		}
		name = EVTOPTC_ZE_13620
	}
}

#Educator has high martial
character_event = {
	id = ZE.13621
	desc = EVTDESC_ZE_13621
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes

	trigger = {
		martial = 12
		FROM = { is_alive = yes }
		OR = {
			AND = {
				FROM = {
					NOT = { trait = brave }
				}
				NOT = {
					trait = stressed
				}
			}
			AND = {
				FROM = {
					NOT = { trait = wroth }
				}
				NOT = {
					trait = cruel
				}
			}
		}
	}

	option = {
		ai_chance = {
			factor = 1

			modifier = {
				factor = 30
				current_heir = { character = FROM }
			}
			modifier = {
				factor = 15
				NOT = { current_heir = { character = FROM } }
				any_child = { character = FROM }
			}
			modifier = {
				factor = 5
				NOR = {
					current_heir = { character = FROM }
					any_child = { character = FROM }
				}
				OR = {
					trait = kind
					trait = charitable
					trait = diligent
				}
			}
			modifier = {
				factor = 5
				trait = brave
			}
		}
		tooltip_info = martial
		name = EVTOPTA_ZE_13621
		trigger = {
			FROM = {
				NOT = { trait = brave }
			}
			NOT = {
				trait = stressed
			}
		}
		FROM = {
			if = {
				limit = { trait = craven }
				remove_trait = craven
			}
			add_trait = brave
		}
		add_trait = stressed
		if = {
			limit = { trait = craven }
			reverse_opinion = {
				who = FROM
				modifier = opinion_hypocrite
				years = 10
			}
		}
	}

	option = {
		ai_chance = {
			factor = 1

			modifier = {
				factor = 20
				trait = wroth
			}
		}
		tooltip_info = martial
		name = EVTOPTB_ZE_13621
		trigger = {
			FROM = {
				NOT = { trait = wroth }
			}
			NOT = {
				trait = cruel
			}
		}
		FROM = {
			if = {
				limit = { trait = patient }
				remove_trait = patient
			}
			add_trait = wroth
		}
		if = {
			limit = { trait = patient }
			reverse_opinion = {
				who = FROM
				modifier = opinion_hypocrite
				years = 10
			}
		}
		if = {
			limit = { trait = kind }
			remove_trait = kind
			break = yes
		}
		add_trait = cruel
	}

	option = {
		ai_chance = {
			factor = 10
		}
		name = EVTOPTC_ZE_13620
	}
}

#Educator has high stewardship
character_event = {
	id = ZE.13622
	desc = EVTDESC_ZE_13622
	picture = GFX_evt_relaxed_ruler
	border = GFX_event_normal_frame_economy
	
	is_triggered_only = yes

	trigger = {
		stewardship = 12
		FROM = { is_alive = yes }
		OR = {
			AND = {
				FROM = {
					NOT = { trait = just }
				}
				NOT = {
					holds_favor_on = FROM
				}
			}
			FROM = {
				NOT = { trait = temperate }
			}
		}
	}

	option = {
		ai_chance = {
			factor = 1

			modifier = {
				factor = 30
				current_heir = { character = FROM }
			}
			modifier = {
				factor = 15
				NOT = { current_heir = { character = FROM } }
				any_child = { character = FROM }
			}
			modifier = {
				factor = 5
				NOR = {
					current_heir = { character = FROM }
					any_child = { character = FROM }
				}
				OR = {
					trait = kind
					trait = charitable
					trait = diligent
				}
			}
			modifier = {
				factor = 5
				trait = just
			}
		}
		tooltip_info = stewardship
		name = EVTOPTA_ZE_13622
		trigger = {
			FROM = {
				NOT = { trait = just }
			}
			NOT = {
				holds_favor_on = FROM
			}
		}
		FROM = {
			if = {
				limit = { trait = arbitrary }
				remove_trait = arbitrary
			}
			add_trait = just
		}
		reverse_add_favor = FROM
		if = {
			limit = { trait = arbitrary }
			reverse_opinion = {
				who = FROM
				modifier = opinion_hypocrite
				years = 10
			}
		}
	}

	option = {
		ai_chance = {
			factor = 1

			modifier = {
				factor = 15
				current_heir = { character = FROM }
			}
			modifier = {
				factor = 30
				NOT = { current_heir = { character = FROM } }
				any_child = { character = FROM }
			}
			modifier = {
				factor = 5
				NOR = {
					current_heir = { character = FROM }
					any_child = { character = FROM }
				}
				OR = {
					trait = kind
					trait = charitable
					trait = diligent
				}
			}
			modifier = {
				factor = 5
				trait = temperate
			}
		}
		tooltip_info = stewardship
		name = EVTOPTB_ZE_13622
		trigger = {
			FROM = {
				NOT = { trait = temperate }
			}
		}
		FROM = {
			if = {
				limit = { trait = gluttonous }
				remove_trait = gluttonous
			lose_weight_small_effect = yes
			weight_trait_check_effect = yes
			}
			add_trait = temperate
			lose_weight_small_effect = yes
			weight_trait_check_effect = yes
		}
		if = {
			limit = { trait = gluttonous }
			reverse_opinion = {
				who = FROM
				modifier = opinion_hypocrite
				years = 10
			}
		}
		reverse_opinion = {
			who = FROM
			modifier = opinion_boring
			years = 10
		}
	}

	option = {
		ai_chance = {
			factor = 10
		}
		name = EVTOPTC_ZE_13620
	}
}


#Educator has high intrigue
character_event = {
	id = ZE.13623
	desc = EVTDESC_ZE_13623
	picture = GFX_evt_whispers
	border = GFX_event_normal_frame_intrigue
	
	is_triggered_only = yes

	trigger = {
		intrigue = 12
		FROM = { is_alive = yes }
		OR = {
			AND = {
				FROM = {
					NOT = { trait = deceitful }
				}
				NOT = {
					trait = paranoid
				}
			}
			AND = {
				FROM = {
					NOT = { trait = cynical }
				}
				NOT = { has_character_modifier = impious_teachings }
			}
		}
	}

	option = {
		ai_chance = {
			factor = 1

			modifier = {
				factor = 30
				current_heir = { character = FROM }
			}
			modifier = {
				factor = 15
				NOT = { current_heir = { character = FROM } }
				any_child = { character = FROM }
			}
			modifier = {
				factor = 5
				NOR = {
					current_heir = { character = FROM }
					any_child = { character = FROM }
				}
				OR = {
					trait = kind
					trait = charitable
					trait = diligent
				}
			}
			modifier = {
				factor = 5
				trait = deceitful
			}
		}
		tooltip_info = intrigue
		name = EVTOPTA_ZE_13623
		trigger = {
			FROM = {
				NOT = { trait = deceitful }
			}
			NOT = {
				trait = paranoid
			}
		}
		FROM = {
			if = {
				limit = { trait = honest }
				remove_trait = honest
			}
			add_trait = deceitful
		}
		if = {
			limit = { trait = honest }
			reverse_opinion = {
				who = FROM
				modifier = opinion_hypocrite
				years = 10
			}
		}
		if = {
			limit = { trait = trusting }
			remove_trait = trusting
			break = yes
		}
		add_trait = paranoid
	}

	option = {
		ai_chance = {
			factor = 1

			modifier = {
				factor = 15
				current_heir = { character = FROM }
			}
			modifier = {
				factor = 30
				NOT = { current_heir = { character = FROM } }
				any_child = { character = FROM }
			}
			modifier = {
				factor = 5
				NOR = {
					current_heir = { character = FROM }
					any_child = { character = FROM }
				}
				OR = {
					trait = kind
					trait = charitable
					trait = diligent
				}
			}
			modifier = {
				factor = 5
				trait = cynical
			}
		}
		tooltip_info = intrigue
		name = EVTOPTB_ZE_13623
		trigger = {
			FROM = {
				NOT = { trait = cynical }
			}
			NOT = { has_character_modifier = impious_teachings }
		}
		FROM = {
			if = {
				limit = { trait = zealous }
				remove_trait = zealous
			}
			add_trait = cynical
		}
		if = {
			limit = { trait = zealous }
			reverse_opinion = {
				who = FROM
				modifier = opinion_hypocrite
				years = 10
			}
		}
		add_character_modifier = {
			name = impious_teachings
			years = 5
		}
	}

	option = {
		ai_chance = {
			factor = 10
		}
		name = EVTOPTC_ZE_13620
	}
}

#Educator has high learning
character_event = {
	id = ZE.13624
	desc = EVTDESC_ZE_13624
	picture = GFX_evt_library
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes

	trigger = {
		FROM = { is_alive = yes }
		learning = 12
		OR = {
			AND = {
				FROM = {
					NOT = { trait = erudite }
				}
				NOT = {
					trait = stubborn
				}
			}
			FROM = {
				NOT = { trait = chaste }
			}
		}
	}

	option = {
		ai_chance = {
			factor = 1

			modifier = {
				factor = 30
				current_heir = { character = FROM }
			}
			modifier = {
				factor = 15
				NOT = { current_heir = { character = FROM } }
				any_child = { character = FROM }
			}
			modifier = {
				factor = 5
				NOR = {
					current_heir = { character = FROM }
					any_child = { character = FROM }
				}
				OR = {
					trait = kind
					trait = charitable
					trait = diligent
				}
			}
			modifier = {
				factor = 5
				trait = erudite
			}
		}
		tooltip_info = learning
		name = EVTOPTA_ZE_13624
		trigger = {
			FROM = {
				NOT = { trait = erudite }
			}
			NOT = {
				trait = stubborn
			}
		}
		FROM = {
			add_trait = erudite
		}
		add_trait = stubborn
	}

	option = {
		ai_chance = {
			factor = 1

			modifier = {
				factor = 15
				current_heir = { character = FROM }
			}
			modifier = {
				factor = 30
				NOT = { current_heir = { character = FROM } }
				any_child = { character = FROM }
			}
			modifier = {
				factor = 5
				NOR = {
					current_heir = { character = FROM }
					any_child = { character = FROM }
				}
				OR = {
					trait = kind
					trait = charitable
					trait = diligent
				}
			}
			modifier = {
				factor = 5
				trait = chaste
			}
		}
		tooltip_info = learning
		name = EVTOPTB_ZE_13624
		trigger = {
			FROM = {
				NOT = { trait = chaste }
			}
		}
		FROM = {
			if = {
				limit = { trait = lustful }
				remove_trait = lustful
			}
			add_trait = chaste
		}
		if = {
			limit = { trait = lustful }
			reverse_opinion = {
				who = FROM
				modifier = opinion_hypocrite
				years = 10
			}
		}
		reverse_opinion = {
			who = FROM
			modifier = opinion_boring
			years = 10
		}
	}

	option = {
		ai_chance = {
			factor = 10
		}
		name = EVTOPTC_ZE_13620
	}
}

#Educator has more than one high skill
character_event = { 
	id = ZE.13625
	desc = EVTDESC_ZE_13625
	picture = GFX_evt_noble_in_castle
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes

	trigger = {
		FROM = { is_alive = yes }
		OR = {
			AND = {
				diplomacy = 12
				martial = 12
			}
			AND = {
				diplomacy = 12
				stewardship = 12
			}
			AND = {
				diplomacy = 12
				intrigue = 12
			}
			AND = {
				diplomacy = 12
				learning = 12
			}
			AND = {
				martial = 12
				stewardship = 12
			}
			AND = {
				martial = 12
				intrigue = 12
			}
			AND = {
				martial = 12
				learning = 12
			}
			AND = {
				stewardship = 12
				intrigue = 12
			}
			AND = {
				stewardship = 12
				learning = 12
			}
			AND = {
				intrigue = 12
				learning = 12
			}
		}
		OR = {
			AND = {
				FROM = {
					NOT = { trait = ambitious }
				}
				NOT = { is_rival = FROM }
			}
			AND = {
				FROM = {
					NOT = { trait = diligent }
				}
				NOT = { trait = stressed }
			}
			AND = {
				FROM = {
					NOT = { trait = patient }
				}
				NOT = { has_character_modifier = out_of_patience }
			}
		}
	}

	option = { # Give ambitious
		ai_chance = {
			factor = 1

			modifier = {
				factor = 30
				current_heir = { character = FROM }
			}
			modifier = {
				factor = 15
				NOT = { current_heir = { character = FROM } }
				any_child = { character = FROM }
			}
			modifier = {
				factor = 5
				NOR = {
					current_heir = { character = FROM }
					any_child = { character = FROM }
				}
				OR = {
					trait = kind
					trait = charitable
					trait = diligent
				}
			}
			modifier = {
				factor = 5
				trait = ambitious
			}
		}
		name = EVTOPTA_ZE_13625
		trigger = {
			FROM = {
				NOT = { trait = ambitious }
			}
			NOT = {
				is_rival = FROM
			}
		}
		FROM = {
			if = {
				limit = { trait = content }
				remove_trait = content
			}
			add_trait = ambitious
			add_rival = ROOT
		}
		if = {
			limit = { trait = content }
			reverse_opinion = {
				who = FROM
				modifier = opinion_hypocrite
				years = 10
			}
		}
	}

	option = { # Give diligent
		ai_chance = {
			factor = 1

			modifier = {
				factor = 20
				current_heir = { character = FROM }
			}
			modifier = {
				factor = 20
				NOT = { current_heir = { character = FROM } }
				any_child = { character = FROM }
			}
			modifier = {
				factor = 5
				NOR = {
					current_heir = { character = FROM }
					any_child = { character = FROM }
				}
				OR = {
					trait = kind
					trait = charitable
					trait = diligent
				}
			}
			modifier = {
				factor = 5
				trait = diligent
			}
		}
		name = EVTOPTB_ZE_13625
		trigger = {
			FROM = {
				NOT = { trait = diligent }
			}
			NOT = { trait = stressed }
		}
		FROM = {
			if = {
				limit = { trait = slothful }
				remove_trait = slothful
			}
			add_trait = diligent
		}
		add_trait = stressed
		if = {
			limit = { trait = slothful }
			reverse_opinion = {
				who = FROM
				modifier = opinion_hypocrite
				years = 10
			}
		}
	}

	option = { # Give patient
		ai_chance = {
			factor = 1

			modifier = {
				factor = 15
				current_heir = { character = FROM }
			}
			modifier = {
				factor = 30
				NOT = { current_heir = { character = FROM } }
				any_child = { character = FROM }
			}
			modifier = {
				factor = 5
				NOR = {
					current_heir = { character = FROM }
					any_child = { character = FROM }
				}
				OR = {
					trait = kind
					trait = charitable
					trait = diligent
				}
			}
			modifier = {
				factor = 5
				trait = patient
			}
		}
		name = EVTOPTC_ZE_13625
		trigger = {
			FROM = {
				NOT = { trait = patient }
			}
			NOT = { has_character_modifier = out_of_patience }
		}
		FROM = {
			if = {
				limit = { trait = wroth }
				remove_trait = wroth
			}
			add_trait = patient
		}
		add_character_modifier = {
			name = out_of_patience
			years = 5
		}
		if = {
			limit = { trait = wroth }
			reverse_opinion = {
				who = FROM
				modifier = opinion_hypocrite
				years = 10
			}
		}
	}

	option = {
		ai_chance = {
			factor = 10
		}
		name = EVTOPTC_ZE_13620
	}
}


#Clean Up event
character_event = {
    id = ZE.40000
    is_triggered_only = yes
    hide_window = yes

    immediate = {
		if = {
			limit = {
				trait = indolent
			}
			random_list = { 
				1 = { add_trait = charitable } 
				1 = { add_trait = slothful} 
				1 = { add_trait = gluttonous } 
		 	}
		 	remove_trait = indolent
		}
    	if = {
    		limit = {
    			trait = playful
    		}
    		random_list = { 
	    		1 = { add_trait = gregarious } 
	    		1 = { add_trait = deceitful } 
	    		1 = { add_trait = lunatic } 
	    	}
	    	remove_trait = playful
    	}
    	if = {
    		limit = {
    			trait = affectionate
    		}
    		random_list = { 
	    		1 = { add_trait = kind } 
	    		1 = { add_trait = content } 
	    		1 = { add_trait = trusting } 
    		} 
    		remove_trait = affectionate 
    	}
    	if = {
    		limit = {
    			trait = timid
    		}
    		random_list = { 
	    		1 = { add_trait = timid } 
	    		1 = { add_trait = shy } 
	    		1 = { add_trait = craven } 
    		} 
    		remove_trait = timid
    	}
    	if = {
    		limit = {
    			trait = brooding
    		}
    		random_list = { 
	    		1 = { add_trait = just } 
	    		1 = { add_trait = wroth } 
	    		1 = { add_trait = envious } 
    		}
    		remove_trait = brooding 
    	}
    	if = {
    		limit = {
    			trait = haughty
    		}
    		random_list = { 
	    		1 = { add_trait = proud } 
	    		1 = { add_trait = arbitrary } 
	    		1 = { add_trait = cruel } 
    		} 
    		remove_trait = haughty
    	}
    	if = {
    		limit = {
    			trait = rowdy
    		}
    		random_list = { 
	    		1 = { add_trait = robust } 
	    		1 = { add_trait = honest } 
	    		1 = { add_trait = dull } 
    		} 
    		remove_trait = rowdy
    	}
    	if = {
    		limit = {
    			trait = willful 
    		}
    		random_list = { 
	    		1 = { add_trait = ambitious } 
	    		1 = { add_trait = brave } 
	    		1 = { add_trait = stubborn } 
    		} 
    		remove_trait = willful
    	}
    	if = {
    		limit = {
    			trait = conscientious
    		}
    		random_list = { 
    			1 = { add_trait = diligent } 
    			1 = { add_trait = temperate } 
    		} 
    		remove_Trait = conscientious
    	}
    	if = {
    		limit = {
    			trait = curious
    		}
    		random_list = { 
	    		1 = { add_trait = cynical } 
	    		1 = { add_trait = shrewd } 
    		} 
    		remove_trait = curious
    	}
    	if = {
    		limit = {
    			trait = fussy
    		}
    		random_list = { 
	    		1 = { add_trait = patient } 
	    		1 = { add_trait = greedy } 
	    		1 = { add_trait = paranoid } 
    		} 
    		remove_trait = fussy
    	}
    	if = {
    		limit = {
    			trait = idolizer
    		}
    		random_list = { 
	    		1 = { add_trait = zealous } 
	    		1 = { add_trait = erudite } 
	    		1 = { add_trait = feeble } 
    		} 
    		remove_trait = idolizer
    	}
    }  		
}