#########################################
#
# Adventurers negotiation
#
# ADV.1-30
#
#########################################

#Mathilda Bjarnehed

namespace = ADV

character_event = {
    id = ADV.1

    is_triggered_only = yes
    hide_window = yes

    immediate = {
    	FROM = { save_event_target_as = raiding_adventurer }
		if = {
			limit = {
				event_target:adventurer_decision_target_override = {
					is_alive = yes
				}
			}
			event_target:adventurer_decision_target_override = {
				save_event_target_as = raiding_adventurer
			}
		}
    	save_event_target_as = adventurer_target
		if = {
			limit = {
				event_target:adventurer_decision_taker_override = {
					is_alive = yes
				}
			}
			event_target:adventurer_decision_taker_override = {
				save_event_target_as = adventurer_target
			}
		}

    	#Stores how much money adventurer has
    	event_target:raiding_adventurer = { export_to_variable = { which = adventurer_treasury value = treasury } }

    	#Picks out a province to sell 
    	random_demesne_province = {
    		limit = {
    			is_capital = no 
    			num_of_settlements = 1
				NOT = {
					has_province_modifier = nomad_agitation
				}
    		}
			preferred_limit = {
				event_target:raiding_adventurer = {
					OR = {
						religion = norse_pagan
						has_religion_feature = religion_seafaring
						is_seafarer = yes
					}
				}
				port = yes
			}

    		set_variable = { which = price value = 100 }

    		trigger_switch = {
    			on_trigger = num_of_settlements
    			7 = { change_variable = { which = price value = 700 } }
    			6 = { change_variable = { which = price value = 600 } }
    			5 = { change_variable = { which = price value = 500 } }
    			4 = { change_variable = { which = price value = 400 } }
    			3 = { change_variable = { which = price value = 300 } }
    			2 = { change_variable = { which = price value = 200 } }
    			1 = { change_variable = { which = price value = 100 } }
    		}

    		trigger_switch = {
    			on_trigger = num_of_empty_holdings
    			6 = { change_variable = { which = price value = 150 } }
    			5 = { change_variable = { which = price value = 125 } }
    			4 = { change_variable = { which = price value = 100 } }
    			3 = { change_variable = { which = price value = 75 } }
    			2 = { change_variable = { which = price value = 50 } }
    			1 = { change_variable = { which = price value = 25 } }
    		}

    		set_variable = { which = haggle_price which = price }
    		multiply_variable = { which = haggle_price value = 0.7 }


    		#Checks that the adventurer has enough money to haggle
    		if = {
    			limit = {
					OR = {
						event_target:adventurer_target = {
							has_character_flag = peaceful_negotiation
						}
						event_target:raiding_adventurer = { check_variable = { which = adventurer_treasury which = haggle_price which = PREV } }
					}
				}
    			save_event_target_as = selling_province
    		}
    	}

   		#If they can't afford your province, pick a vassal province (also a big chance to happen even if they can afford it)
    	random_list = {
    		80 = {
    			random_vassal = {
	    			limit = {
	    				any_demesne_province = {
			    			is_capital = no 
			    			num_of_settlements = 1
							NOT = {
								has_province_modifier = nomad_agitation
							}
	    				}
	    			}
					preferred_limit = {
						event_target:raiding_adventurer = {
							OR = {
								religion = norse_pagan
								has_religion_feature = religion_seafaring
								is_seafarer = yes
							}
						}
						any_demesne_province = {
							is_capital = no 
			    			num_of_settlements = 1
							NOT = {
								has_province_modifier = nomad_agitation
							}
							port = yes
						}
					}
	    			random_demesne_province = {
	    				limit = {
			    			is_capital = no 
			    			num_of_settlements = 1
							NOT = {
								has_province_modifier = nomad_agitation
							}
			    		}
						preferred_limit = {
							event_target:raiding_adventurer = {
								OR = {
									religion = norse_pagan
									has_religion_feature = religion_seafaring
									is_seafarer = yes
								}
							}
							is_capital = no 
			    			num_of_settlements = 1
							NOT = {
								has_province_modifier = nomad_agitation
							}
							port = yes
						}

			    		set_variable = { which = price value = 100 }

			    		trigger_switch = {
			    			on_trigger = num_of_settlements
			    			7 = { change_variable = { which = price value = 400 } }
			    			6 = { change_variable = { which = price value = 350 } }
			    			5 = { change_variable = { which = price value = 300 } }
			    			4 = { change_variable = { which = price value = 250 } }
			    			3 = { change_variable = { which = price value = 200 } }
			    			2 = { change_variable = { which = price value = 150 } }
			    			1 = { change_variable = { which = price value = 100 } }
			    		}

			    		trigger_switch = {
			    			on_trigger = num_of_empty_holdings
			    			6 = { change_variable = { which = price value = 60 } }
			    			5 = { change_variable = { which = price value = 50 } }
			    			4 = { change_variable = { which = price value = 40 } }
			    			3 = { change_variable = { which = price value = 30 } }
			    			2 = { change_variable = { which = price value = 20 } }
			    			1 = { change_variable = { which = price value = 10 } }
			    		}

			    		set_variable = { which = haggle_price which = price }
	    				multiply_variable = { which = haggle_price value = 0.7 }

	    				save_event_target_as = selling_province
	    			}
	    		}
    		}
    		20 = {
    			trigger = {
					event_target:selling_province = { always = yes }
				}
    			#Empty, your demesne province is kept as selling_province
    		}
    	}

    	if = {
    		limit = { event_target:raiding_adventurer = { is_married = no } }
	    	random_child = {
	    		limit = {	
	    			OR = {
		    			AND = {
		    				event_target:raiding_adventurer = { is_female = yes }
		    				is_female = no
		    			}
	    				AND = {
		    				event_target:raiding_adventurer = { is_female = no }
		    				is_female = yes
		    			}
	    			}
	    			is_adult = yes
	    			is_alive = yes
	    			is_married = no
	    			can_marry = yes
	    			NOT = { is_primary_heir = ROOT }
	    			is_ruler = no
                    character_disease_trigger = no
                    has_disability_trigger = no
	    			OR = {
                        stewardship = 5
                        martial = 5
                        diplomacy = 5
                        intrigue = 5
                        learning = 5
	    			}
	    		}
                preferred_limit = {
                    NOR = {
                        is_dumb_trigger = yes
                        has_mental_disorder_trigger = yes
                        trait = homosexual
                        trait = celibate
                        has_ugly_trait_trigger = yes
                    }
                    OR = {
                        is_smart_trigger = yes
                        has_attractive_trait_trigger = yes
                        has_pleasant_personality_trigger = yes
                        stewardship = 13
                        martial = 13
                        diplomacy = 13
                        intrigue = 13
                        learning = 15
                    }
                }
                preferred_limit = {
                    NOR = {
                        is_dumb_trigger = yes
                        has_mental_disorder_trigger = yes
                        trait = homosexual
                        trait = celibate
                        has_ugly_trait_trigger = yes
                    }
                }
                preferred_limit = {
                    NOR = {
                        is_dumb_trigger = yes
                        has_mental_disorder_trigger = yes
                        has_ugly_trait_trigger = yes
                    }
                }
                preferred_limit = {
                    NOT = {
                        has_ugly_trait_trigger = yes
                    }
                }
	    		save_event_target_as = marriage_child
	    	}
    	}

    	#If a suitable deal can be made, fire the negotiation
    	if = {
    		limit = {
    			OR = {
    				event_target:selling_province = { always = yes }
    				event_target:marriage_child = { always = yes }
    			}
    		}
    		event_target:raiding_adventurer = { character_event = { id = ADV.2 } }
    		break = yes
    	}

    	#Adventurer declares war
    	raiding_adventurer_war_declaration_effect = yes

        #Logging for displaced prince...
        if = {
            limit = { event_target:raiding_adventurer = { has_character_flag = is_displaced_prince } }
            log = "Displaced royal: [raiding_adventurer.GetBestName] declared war over the province [selling_province.GetName], currently held by [Root.GetBestName]."
        }
    }
}

#Ping event
character_event = {
    id = ADV.2
    hide_window = yes
    is_triggered_only = yes
    immediate = { FROM = { letter_event = { id = ADV.3 } } }
}

#Negotiation start
letter_event = {
    id = ADV.3
    border = GFX_event_letter_frame_war

    desc = {
    	trigger = {
    		event_target:selling_province = { always = yes }
    		event_target:marriage_child = { always = yes }
    	}
    	text = EVTDESC_ADV_3_A
    }
    desc = {
    	trigger = {
    		event_target:selling_province = { always = yes }
    		NOT = { event_target:marriage_child = { always = yes } }
    	}
    	text = EVTDESC_ADV_3_B
    }
	desc = {
    	trigger = {
    		NOT = { event_target:selling_province = { always = yes } }
    		event_target:marriage_child = { always = yes }
    	}
    	text = EVTDESC_ADV_3_C
    }

    is_triggered_only = yes

  
    #Sell your province 
    option = {
    	trigger = { 
    		event_target:selling_province = { 
    			always = yes 
    			owner = { character = ROOT }
    		} 
    	}
        name = EVTOPTA_ADV_3
        custom_tooltip = { text = EVTOPTA_ADV_3_TT }

        hidden_effect = {
        	event_target:raiding_adventurer = { character_event = { id = ADV.10 days = 5 } }
        }

        ai_chance = {
        	factor = 20
        	modifier = { trait = craven factor = 2 }
        	modifier = { trait = greedy factor = 1.3 }
        	modifier = { event_target:raiding_adventurer = { realm_levy_diff = { who = ROOT value = 1500 } } factor = 1.3 }
        	modifier = { event_target:raiding_adventurer = { realm_levy_diff = { who = ROOT value = 3000 } } factor = 1.5 }
        	modifier = { event_target:raiding_adventurer = { realm_levy_diff = { who = ROOT value = 5000 } } factor = 1.5 }
        }
    }

    #Sell vassal province
    option = {
    	trigger = { 
    		event_target:selling_province = { 
    			always = yes 
    			NOT = { owner = { character = ROOT } }
    		} 
    	}
        name = EVTOPTA_ADV_3
        custom_tooltip = { text = EVTOPTB_ADV_3_TT }

        tooltip = {
        	prestige = -50
        	event_target:selling_province = {
        		owner = {
        			opinion = {
        				who = ROOT
        				modifier = sold_my_province
        				years = 100
        			}
        		}
        	}
        	if = {
        		limit = { any_vassal = { NOT = { any_demesne_province = { province = event_target:selling_province } } } }
        		custom_tooltip = { text = EVTOPTA_ADV_5_tooltip }
        	}
        	hidden_effect = {
	        	any_vassal = {
	        		limit = { NOT = { any_demesne_province = { province = event_target:selling_province } } }
	        		opinion = {
	        			who = ROOT
	    				modifier = sold_vassal_province
	    				years = 5
	    			}
	        	}
        	}
        }

        hidden_effect = {
        	event_target:raiding_adventurer = { character_event = { id = ADV.10 days = 5 } }
        }

        ai_chance = {
        	factor = 30
        	modifier = { trait = craven factor = 2 }
        	modifier = { trait = greedy factor = 2 }
        	modifier = { event_target:raiding_adventurer = { realm_levy_diff = { who = ROOT value = 1500 } } factor = 1.3 }
        	modifier = { event_target:raiding_adventurer = { realm_levy_diff = { who = ROOT value = 3000 } } factor = 1.5 }
        	modifier = { event_target:raiding_adventurer = { realm_levy_diff = { who = ROOT value = 5000 } } factor = 1.5 }
        }
    }
    
    #Agree to marriage
    option = {
    	trigger = { event_target:marriage_child = { always = yes } }
        name = EVTOPTC_ADV_3
        custom_tooltip = { text = EVTOPTC_ADV_3_TT }

        event_target:marriage_child = {
	        if = {
	        	limit = { is_female = no }
	        	add_spouse_matrilineal = event_target:raiding_adventurer
	        }
        	 if = {
	        	limit = { is_female = yes }
	        	add_spouse = event_target:raiding_adventurer
	        }
        }

        hidden_effect = {
	    	clr_character_flag = adventurer_unsafe_duchy_war
			clr_character_flag = adventurer_safe_duchy_war
			clr_character_flag = negotiating_with_adventurer
			set_looter_hostility_days = {
				who = event_target:raiding_adventurer
				days = 0
			}
			event_target:raiding_adventurer = {
				set_looter_hostility_days = {
					who = ROOT
					days = 0
				}
			}
        }
		
		log = "Raiding adventurer [raiding_adventurer.GetBestName]([raiding_adventurer.GetID]) got married to [marriage_child.GetBestName]([marriage_child.GetID]) after negotiations"

        #Logging for displaced prince...
        if = {
            limit = { event_target:raiding_adventurer = { has_character_flag = is_displaced_prince } }
            log = "Displaced royal: [raiding_adventurer.GetBestName] ([raiding_adventurer.GetID]) got married to [marriage_child.GetBestName]([marriage_child.GetID]) after negotiations"
        }


        ai_chance = {
        	factor = 100
        	modifier = { trait = craven factor = 2 }
        	modifier = { is_rival = event_target:marriage_child factor = 2 }
        	modifier = { is_friend = event_target:marriage_child factor = 0.5 }
        	modifier = { num_of_children = 5 factor = 1.3 }
        	modifier = { event_target:raiding_adventurer = { realm_levy_diff = { who = ROOT value = 1500 } } factor = 1.3 }
        	modifier = { event_target:raiding_adventurer = { realm_levy_diff = { who = ROOT value = 3000 } } factor = 1.5 }
        	modifier = { event_target:raiding_adventurer = { realm_levy_diff = { who = ROOT value = 5000 } } factor = 1.5 }
        }
    }
    
    #No deal
    option = {
        name = EVTOPTD_ADV_3
        custom_tooltip = { text = EVTOPTD_ADV_3_TT }
		
		trigger = {
			event_target:adventurer_target = {
				NOT = {
					has_character_flag = peaceful_negotiation
				}
			}
		}

        #Adventurer declares war
    	raiding_adventurer_war_declaration_effect = yes

        #Logging for displaced prince...
        if = {
            limit = { event_target:raiding_adventurer = { has_character_flag = is_displaced_prince } }
            log = "Displaced royal: [raiding_adventurer.GetBestName] had their negotiation turned down, and instead declared war over the province [selling_province.GetName], currently held by [Root.GetBestName]."
        }

    	ai_chance = {
        	factor = 20
        	modifier = { realm_levy_diff = { who = event_target:raiding_adventurer value = 1000 } factor = 1.3 }
        	modifier = { realm_levy_diff = { who = event_target:raiding_adventurer value = 2500 } factor = 1.3 }
        	modifier = { trait = brave factor = 2 }
        	modifier = { trait = wroth factor = 1.5 }
        	modifier = { trait = ambitious factor = 1.5 }
        }
    }
	
	#No deal - peaceful
    option = {
        name = EVTOPTE_ADV_3
        custom_tooltip = { text = EVTOPTE_ADV_3_TT }
		
		trigger = {
			event_target:adventurer_target = {
				has_character_flag = peaceful_negotiation
			}
		}
		
		clr_character_flag = peaceful_negotiation

        #Logging for displaced prince...
        if = {
            limit = { event_target:raiding_adventurer = { has_character_flag = is_displaced_prince } }
            log = "Displaced royal: [raiding_adventurer.GetBestName] had their negotiation turned down, no war was declared as the event was fired via a player-only decision"
        }

    	ai_chance = {
        	factor = 20
        	modifier = { realm_levy_diff = { who = event_target:raiding_adventurer value = 1000 } factor = 1.3 }
        	modifier = { realm_levy_diff = { who = event_target:raiding_adventurer value = 2500 } factor = 1.3 }
        	modifier = { trait = brave factor = 2 }
        	modifier = { trait = wroth factor = 1.5 }
        	modifier = { trait = ambitious factor = 1.5 }
        }
    }
}


#Raiding adventurer evaluates 
character_event = {
    id = ADV.10
    hide_window = yes
    is_triggered_only = yes
    immediate = { 
    	#If they can afford the price, see if they haggle or not
    	export_to_variable = { which = adventurer_treasury value = treasury }
    	subtract_variable = { which = adventurer_treasury which = price which = event_target:selling_province }
		
		if = {
			limit = {
				NOT = { check_variable = { which = adventurer_treasury value = 0 } }
			}
			log = "Adventurer [This.GetBestName]([This.GetID]) is forced to haggle since [This.GetSheHe] can't afford the province."
		}
			
		random_list = {
			50 = { #Deal
				trigger = { check_variable = { which = adventurer_treasury value = 0 } }
				modifier = { NOT = { stewardship = 8 } factor = 2 }
				modifier = { age = 50 factor = 2 }
				modifier = { trait = craven factor = 2 }
				modifier = { trait = content factor = 2 }
				modifier = { trait = charitable factor = 2 }
				modifier = { trait = just factor = 2 }
				event_target:adventurer_target = { letter_event = { id = ADV.4 } }
				break = yes
			}
			50 = { #Haggle
				modifier = { stewardship = 14 factor = 2 }
				modifier = { trait = greedy factor = 2 }
				modifier = { trait = ambitious factor = 2 }
				modifier = { trait = arbitrary factor = 2 }

				export_to_variable = { which = adventurer_treasury value = treasury }
				subtract_variable = { which = adventurer_treasury which = haggle_price which = event_target:selling_province }

				if = {
					limit = { check_variable = { which = adventurer_treasury value = 0 } }
					set_variable = { which = province_offer value = 0 }
					change_variable = { which = province_offer which = haggle_price which = event_target:selling_province }
					set_character_flag = haggle_price
				}

                if = {
                    limit = {
						NOT = { check_variable = { which = adventurer_treasury value = 0 } }
						NOT = {
							wealth = 100
						}
					}
                    set_character_flag = no_haggling
					log = "[This.GetBestName]([This.GetID]) can't even afford the reduced haggle price."
                }
				
				if = {
                    limit = {
						NOT = { check_variable = { which = adventurer_treasury value = 0 } }
						wealth = 100
					}
					set_variable = { which = province_offer value = 0 }
					export_to_variable = { which = province_offer value = treasury }
                    set_character_flag = haggle_price
					log = "[This.GetBestName]([This.GetID]) can't even afford the reduced haggle price - they are offering what they have instead."
                }

				event_target:adventurer_target = { letter_event = { id = ADV.5 } }
			}
		}
	}
}

#They accept the offer
letter_event = {
    id = ADV.4
    desc = EVTDESC_ADV_4
    border = GFX_event_letter_frame_diplomacy

    is_triggered_only = yes

    immediate = { 
    	hidden_effect = {
        	set_variable = { which = transfer_money value = 0 }
        	change_variable = { which = transfer_money which = price which = event_target:selling_province }

	        event_target:raiding_adventurer = {
	    		set_variable = { which = transfer_money value = 0 }
	    		change_variable = { which = transfer_money which = price which = event_target:selling_province }
	    		multiply_variable = { which = transfer_money value = -1 }
	    	}
        }
    }

    option = { 
        name = EVTOPTA_ADV_4

        #Transfers the price of the selling province
        wealth = transfer_money

        hidden_effect = {
        	event_target:raiding_adventurer = {
		    	wealth = transfer_money
				clr_character_flag = raiding_adventurer #flag set in hl_raiding_adventurers_events.txt
			}

            #Non-Aggression Pact
            opinion = {
                modifier = in_non_aggression_pact
                years = 3
                who = FROM
                origin_description = EVTTITLE_ADV_4
            }
            FROM = {
                opinion = {
                    modifier = in_non_aggression_pact
                    years = 3
                    who = ROOT
                    origin_description = EVTTITLE_ADV_4
                }
            }
        } 
       
        #Changes opinions/prestige if not your province 
        if = {
        	limit = { NOT = { event_target:selling_province = { owner = { character = ROOT } } } }

        	prestige = -50

        	event_target:selling_province = {
        		owner = {
        			opinion = {
        				who = ROOT
        				modifier = sold_my_province
        				years = 100
        			}
        		}
        	}
        	if = {
        		limit = { any_vassal = { NOT = { any_demesne_province = { province = event_target:selling_province } } } }
        		custom_tooltip = { text = EVTOPTA_ADV_5_tooltip }
        	}
        	hidden_effect = {
	        	any_vassal = {
	        		limit = { NOT = { any_demesne_province = { province = event_target:selling_province } } }
	        		opinion = {
	        			who = ROOT
	    				modifier = sold_vassal_province
	    				years = 5
	    			}
	        	}
        	}
        }
		
		#Government switch
		if = {
			limit = {
				event_target:raiding_adventurer = { is_nomadic = yes }
				is_nomadic = no
			}
			event_target:raiding_adventurer = {
				if = {
					limit = {
						religion_group = muslim
					}
					set_government_type = muslim_government
				}
				else_if = {
					limit = {
						culture_group = tibetan_group
						OR = {
							religion = bon
                            religion = bon_reformed
							religion = buddhist
						}
					}
					set_government_type = theocratic_feudal_government
				}
				else = {
					set_government_type = feudal_government
				}
			}
		}

        #Grants province and sets liege 
		event_target:raiding_adventurer = { remove_trait = nordicfemale }	# MOD
        event_target:selling_province = {
        	county = { grant_title = event_target:raiding_adventurer } 
        }
        event_target:raiding_adventurer = { set_defacto_liege = ROOT }
		
        #Logging for displaced prince...
        if = {
            limit = { event_target:raiding_adventurer = { has_character_flag = is_displaced_prince } }
            log = "Displaced royal: [raiding_adventurer.GetBestName] settled after buying the province [selling_province.GetName] to the price of [transfer_money.GetValue] ducats, from [Root.GetBestName]."
        }
        else = {
		  log = "Adventurer [raiding_adventurer.GetBestName] settled after buying the province [selling_province.GetName] to the price of [transfer_money.GetValue] ducats."
        }

        #Chance to convert to your religion (unless it's a Chinese royal...)
        hidden_effect = {
            if = {
				limit = { 
					event_target:raiding_adventurer = { 
						NOR = {
							has_character_flag = is_displaced_prince
							religion = ROOT
						}
					} 
				}
                event_target:raiding_adventurer = { character_event = { id = ADV.20 } }
            }
        }

        #Make country safe
        hidden_effect = {
        	any_realm_province = {
        		add_province_modifier = {
        			name = settled_adventurer
        			years = 10
        		}
        	}
			event_target:raiding_adventurer = {
				any_unit = {
					set_can_toggle_looting = yes
					set_looting = no
				}
				set_looter_hostility_days = {
					who = ROOT
					days = 0
				}
			}
			set_looter_hostility_days = {
				who = event_target:raiding_adventurer
				days = 0
			}
        }
    }

    after = {
    	clr_character_flag = adventurer_unsafe_duchy_war
		clr_character_flag = adventurer_safe_duchy_war
		clr_character_flag = negotiating_with_adventurer
    }
}

#They have a counter-offer
letter_event = {
    id = ADV.5
    desc = {
        trigger = { FROM = { has_character_flag = haggle_price } } #They have enough money and offer to haggle
        text = EVTDESC_ADV_5
    }
    desc = {
        trigger = { FROM = { has_character_flag = no_haggling } } #They do not have enough money to haggle and demand it for free
        text = EVTDESC_ADV_5_B
    }
    border = GFX_event_letter_frame_diplomacy

    is_triggered_only = yes

    immediate = { 
    	#Calculates your gain before option so tooltips are correct
    	hidden_effect = {
        	set_variable = { which = transfer_money value = 0 }
        	change_variable = { which = transfer_money which = province_offer which = event_target:raiding_adventurer }
        }
    } 
    

    #Accept
    option = {
        name = EVTOPTA_ADV_5

        #Transfers the province offer made by the adventurer.
        if = {
            limit = { FROM = { has_character_flag = haggle_price } }
            wealth = transfer_money
        }

        hidden_effect = {
            if = {
                limit = { FROM = { has_character_flag = haggle_price } }
        	    event_target:raiding_adventurer = {
        	   	multiply_variable = { which = province_offer value = -1 }
        	   	wealth = province_offer
        	   	clr_character_flag = raiding_adventurer #flag set in hl_raiding_adventurers_events.txt
        	   }	
            }

            #Non-Aggression Pact
            opinion = {
                modifier = in_non_aggression_pact
                years = 3
                who = FROM
                origin_description = EVTTITLE_ADV_4
            }
            FROM = {
                opinion = {
                    modifier = in_non_aggression_pact
                    years = 3
                    who = ROOT
                    origin_description = EVTTITLE_ADV_4
                }
            }
        }

        #Changes opinions/prestige if not your province 
        if = {
        	limit = { NOT = { event_target:selling_province = { owner = { character = ROOT } } } }

        	prestige = -50

        	event_target:selling_province = {
        		owner = {
        			opinion = {
        				who = ROOT
        				modifier = sold_my_province
        				years = 100
        			}
        		}
        	}
        	if = {
        		limit = { any_vassal = { NOT = { any_demesne_province = { province = event_target:selling_province } } } }
        		custom_tooltip = { text = EVTOPTA_ADV_5_tooltip }
        	}
        	hidden_effect = {
	        	any_vassal = {
	        		limit = { NOT = { any_demesne_province = { province = event_target:selling_province } } }
	        		opinion = {
	        			who = ROOT
	    				modifier = sold_vassal_province
	    				years = 5
	    			}
	        	}
        	}
        }
		
		#Government switch
		if = {
			limit = {
				event_target:raiding_adventurer = { is_nomadic = yes }
				is_nomadic = no
			}
			event_target:raiding_adventurer = {
				if = {
					limit = {
						religion_group = muslim
					}
					set_government_type = muslim_government
				}
				else_if = {
					limit = {
						culture_group = tibetan_group
						OR = {
							religion = bon
                            religion = bon_reformed
							religion = buddhist
						}
					}
					set_government_type = theocratic_feudal_government
				}
				else = {
					set_government_type = feudal_government
				}
			}
		}

        #Gives province and sets liege
		event_target:raiding_adventurer = { remove_trait = nordicfemale }	# MOD
        event_target:selling_province = {
        	county = { grant_title = event_target:raiding_adventurer } 
        }
        event_target:raiding_adventurer = { set_defacto_liege = ROOT }

        #Logging for displaced prince...
        if = {
            limit = { event_target:raiding_adventurer = { has_character_flag = is_displaced_prince } }
            log = "Displaced royal: [raiding_adventurer.GetBestName] settled after buying the province [selling_province.GetName] to the price of [transfer_money.GetValue] ducats, from [Root.GetBestName]."
        }		
		if = {
			limit = {
				NOT = { FROM = { has_character_flag = no_haggling } }
			}
			log = "Adventurer [raiding_adventurer.GetBestName]([raiding_adventurer.GetID]) settled after buying the province [selling_province.GetName] to the haggle price of [transfer_money.GetValue] ducats."
		}
		if = {
			limit = {
				FROM = { has_character_flag = no_haggling }
			}
			log = "Adventurer [raiding_adventurer.GetBestName]([raiding_adventurer.GetID]) was given the province of [selling_province.GetName] after [raiding_adventurer.GetSheHe] couldn't afford to buy it."
		}

        #Chance to convert to your religion (unless it's a Chinese royal...)
        hidden_effect = {
            if = { 
				limit = { 
					event_target:raiding_adventurer = { 
						NOR = {
							has_character_flag = is_displaced_prince
							religion = ROOT
						}
					} 
				}
                event_target:raiding_adventurer = { character_event = { id = ADV.20 } }
            }
        }

        #Make country safe
        hidden_effect = {
        	any_realm_province = {
        		add_province_modifier = {
        			name = settled_adventurer
        			years = 10
        		}
        	}
			event_target:raiding_adventurer = {
				any_unit = {
					set_can_toggle_looting = yes
					set_looting = no
				}
				set_looter_hostility_days = {
					who = ROOT
					days = 0
				}
			}
			set_looter_hostility_days = {
				who = event_target:raiding_adventurer
				days = 0
			}
        }

        ai_chance = {
        	factor = 50
        	modifier = { trait = craven factor = 2 }
        	modifier = { trait = greedy factor = 1.3 }
        	modifier = { event_target:raiding_adventurer = { realm_levy_diff = { who = ROOT value = 1500 } } factor = 1.3 }
        	modifier = { event_target:raiding_adventurer = { realm_levy_diff = { who = ROOT value = 3000 } } factor = 1.5 }
        	modifier = { event_target:raiding_adventurer = { realm_levy_diff = { who = ROOT value = 5000 } } factor = 1.5 }
        }
    }

    #Decline
    option = {
        name = EVTOPTD_ADV_5
        custom_tooltip = { text = EVTOPTD_ADV_3_TT }
		
		trigger = {
			event_target:adventurer_target = {
				NOT = {
					has_character_flag = peaceful_negotiation
				}
			}
		}

        #Adventurer declares war
    	raiding_adventurer_war_declaration_effect = yes

    	ai_chance = {
        	factor = 50
        	modifier = { realm_levy_diff = { who = event_target:raiding_adventurer value = 1000 } factor = 1.3 }
        	modifier = { realm_levy_diff = { who = event_target:raiding_adventurer value = 2500 } factor = 1.3 }
        	modifier = { trait = brave factor = 2 }
        	modifier = { trait = wroth factor = 1.5 }
        	modifier = { trait = ambitious factor = 1.5 }
        	modifier = { event_target:raiding_adventurer = { NOT = { has_character_flag = haggle_price } } factor = 5 }
        	modifier = { event_target:selling_province = { holder_scope = { character = ROOT } } factor = 1.5 }
        }
    }
	
	#Decline - peaceful
    option = {
        name = EVTOPTE_ADV_5
        custom_tooltip = { text = EVTOPTE_ADV_3_TT }
		
		trigger = {
			event_target:adventurer_target = {
				has_character_flag = peaceful_negotiation
			}
		}
		
		clr_character_flag = peaceful_negotiation

    	ai_chance = {
        	factor = 50
        	modifier = { realm_levy_diff = { who = event_target:raiding_adventurer value = 1000 } factor = 1.3 }
        	modifier = { realm_levy_diff = { who = event_target:raiding_adventurer value = 2500 } factor = 1.3 }
        	modifier = { trait = brave factor = 2 }
        	modifier = { trait = wroth factor = 1.5 }
        	modifier = { trait = ambitious factor = 1.5 }
        	modifier = { event_target:raiding_adventurer = { NOT = { has_character_flag = haggle_price } } factor = 5 }
        	modifier = { event_target:selling_province = { holder_scope = { character = ROOT } } factor = 1.5 }
        }
    }

    after = {
    	hidden_effect = {
	    	clr_character_flag = adventurer_unsafe_duchy_war
			clr_character_flag = adventurer_safe_duchy_war
			clr_character_flag = negotiating_with_adventurer
			event_target:raiding_adventurer = { clr_character_flag = haggle_price }
    	}
    }
}

#Change religion etc. of settled adventurer
character_event = {
    id = ADV.20
    hide_window = yes
    is_triggered_only = yes
    trigger = {
    	NOT = { liege = { religion = ROOT } }
    }

    immediate = { 
    	random_list = {
    		80 = {
    			modifier = { trait = cynical factor = 5 }
    			modifier = { trait = content factor = 5 }
    			modifier = { trait = craven factor = 5 }
    			liege = {
					ROOT = { 
						religion = PREV
						remove_trait = nordicfemale # MOD
					}
					character_event = { id = ADV.21 days = 7 }
				}
    			any_courtier = {
    				limit = { is_landed = no }
    				religion = ROOT
    			}
    		}
    		20 = {
    			modifier = { trait = zealous factor = 5 }
    			#Does not convert
    		}
    	}
    }
}

letter_event = { # Religion flip notification event
    id = ADV.21
    desc = EVTDESC_ADV_21
	
    is_triggered_only = yes
	
	option = {     
        name = EXCELLENT
    }
}


#Testing event for adventurer negotiation
#character_event = {
#    id = ADV.30
#    hide_window = yes
#    is_triggered_only = yes

#    immediate = {
#    	random_list = {
#    		10 = {
#    			wealth = 300
#    		}
#    		10 = {
#    			wealth = 400
#    		}
#    		10 = {
#    			wealth = 500
#    		}
#    		10 = {
#    			wealth = 60
#    		}
#    		10 = {
#    			wealth = 70
#    		}
#    		10 = {
#    			wealth = 250
#    		}
#    		10 = {
#    			wealth = 300
#    		}
#    		10 = {
#    			wealth = 150
#    		}
#    	}

#    	random_independent_ruler = {
#    		limit = {
#	    		NOT = { has_character_flag = negotiating_with_adventurer }
#	    		ai = no
#    		
#    		}
#    		character_event = {
#    			id = ADV.1
#    		}
#    	}
#    }
#}