﻿#namespace = ep3_emperor_yearly
#
#############################
## EP3 Admin Emperor Events #
## by Jason Cantalini   	   #
## 3000 - 3500              #
#############################
#
## Byzantine-only: your Varangians loot the palace after succession
#
#ep3_emperor_yearly.3000 = {
#	type = character_event
#	title = ep3_emperor_yearly.3000.t
#	desc = {
#		desc = ep3_emperor_yearly.3000.desc
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					scope:varangian_leader = {
#						is_courtier_of = root
#					}
#				}
#				desc = ep3_emperor_yearly.3000.desc_leader
#			}
#			desc = ep3_emperor_yearly.3000.desc_no_leader
#		}
#	}
#	theme = emperor
#	override_background = { reference = throne_room }
#	left_portrait = {
#		character = root
#		animation = disapproval
#	}
#	right_portrait = {
#		character = scope:varangian_leader
#		animation = celebrate_axe
#		camera = camera_event_very_left
#	}
#	lower_right_portrait = {
#		character = scope:varangian_2
#	}
#	lower_left_portrait = {
#		character = scope:varangian_3
#	}
#	lower_center_portrait = {
#		character = scope:dead_emperor
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		primary_title = { has_variable = founded_varangian_guard }
#	}
#
#	immediate = {
#		save_scope_as = root_scope
#		#Choose which malus to use
#		random_list = {
#			#Artifact is damaged
#			10 = {
#				trigger = {
#					any_character_artifact = {
#						artifact_durability > 45
#					}
#				}
#				add_character_flag = malus_broken_artifact
#				random_character_artifact = {
#					limit = {
#						artifact_durability > 45
#					}
#					save_scope_as = broken_artifact
#				}
#				save_scope_value_as = {
#					name = varangian_gold
#					value = {
#						value = 0
#						add = {
#							value = var:varangian_regiments
#							multiply = 30
#						}
#					}
#				}
#			}
#			#Artifact is stolen
#			10 = {
#				trigger = {
#					any_character_artifact = {
#						artifact_wealth_quality_average_value < 20
#					}
#				}
#				random_character_artifact = {
#					limit = {
#						artifact_wealth_quality_average_value < 20
#					}
#					save_scope_as = stolen_artifact
#				}
#				add_character_flag = malus_stolen_artifact
#				save_scope_value_as = {
#					name = varangian_gold
#					value = {
#						value = 0
#						add = {
#							value = var:varangian_regiments
#							multiply = 30
#						}
#					}
#				}
#			}
#			##Court grandeur lost
#			10 = {
#				trigger = {
#					has_royal_court = yes
#					has_dlc_feature = royal_court
#				}
#				add_character_flag = malus_court_grandeur
#				save_scope_value_as = {
#					name = varangian_gold
#					value = {
#						value = 0
#						add = {
#							value = var:varangian_regiments
#							multiply = 30
#						}
#					}
#				}
#			}
#			##Gold is lost
#			10 = {
#				save_scope_value_as = {
#					name = varangian_gold
#					value = {
#						value = 0
#						add = {
#							value = var:varangian_regiments
#							multiply = 50
#						}
#					}
#				}
#			}
#		}
#
#		#Choose which bonus to give a refuser
#		random_list = {
#			5 = {
#				trigger = {
#					is_adult = yes
#				}
#				add_character_flag = refuse_bonus_dread
#			}
#			10 = {
#				add_character_flag = refuse_bonus_prestige
#			}
#			5 = {
#				add_character_flag = refuse_bonus_opinion
#			}
#		}
#
#		#Choose which bonus to give an accepter
#		random_list = {
#			10 = {
#				trigger = {
#					max_number_maa_soldiers_of_base_type = {
#						type = heavy_infantry
#						value >= 300
#					}
#				}
#				add_character_flag = accept_bonus_heavy_infantry
#			}
#			10 = {
#				add_character_flag = accept_bonus_scheme_resist
#			}
#			10 = {
#				add_character_flag = accept_bonus_army
#			}
#			10 = {
#				add_character_flag = accept_bonus_legitimacy
#			}
#		}
#
#		#Save a first Varangian to be the boss
#		if = {
#			limit = {
#				any_court_position_holder = {
#					type = akolouthos_court_position
#					ep3_varangian_trigger = yes
#					is_available = yes
#				}
#			}
#			random_court_position_holder = {
#				type = akolouthos_court_position
#				save_scope_as = varangian_leader
#			}
#		}
#		else_if = {
#			limit = {
#				any_court_position_holder = {
#					type = bodyguard_court_position
#					ep3_varangian_trigger = yes
#					is_available = yes
#				}
#			}
#			random_court_position_holder = {
#				type = bodyguard_court_position
#				limit = {
#					ep3_varangian_trigger = yes
#					is_available = yes
#				}
#				save_scope_as = varangian_leader
#			}
#		}
#		else_if = {
#			limit = {
#				any_courtier = {
#					ep3_varangian_trigger = yes
#					is_available_adult = yes
#				}
#			}
#			random_courtier = {
#				limit = {
#					ep3_varangian_trigger = yes
#					is_available_adult = yes
#				}
#				save_scope_as = varangian_leader
#			}
#		}
#		else_if = {
#			limit = {
#				current_date < 1066
#			}
#			#Norse
#			create_character = {
#				template = varangian_template
#				location = root.location
#				culture = culture:norse
#				faith = root.faith
#				dynasty = none
#				save_scope_as = varangian_leader
#			}
#			scope:varangian_leader = {
#				add_character_flag = need_military_outfit
#			}
#			hidden_effect = { add_visiting_courtier = scope:varangian_leader }
#		}
#		else = {
#			#Anglo-Saxon
#			create_character = {
#				template = varangian_template
#				location = root.location
#				culture = culture:anglo_saxon
#				faith = root.faith
#				dynasty = none
#				save_scope_as = varangian_leader
#			}
#			scope:varangian_leader = {
#				add_character_flag = need_military_outfit
#			}
#			hidden_effect = { add_visiting_courtier = scope:varangian_leader }
#		}
#		#Save another Varangian
#		if = {
#			limit = {
#				exists = scope:varangian_leader
#				any_court_position_holder = {
#					type = bodyguard_court_position
#					ep3_varangian_trigger = yes
#					is_available = yes
#					this != scope:varangian_leader
#				}
#			}
#			random_court_position_holder = {
#				type = bodyguard_court_position
#				limit = {
#					ep3_varangian_trigger = yes
#					is_available = yes
#					this != scope:varangian_leader
#				}
#				save_scope_as = varangian_2
#			}
#		}
#		else_if = {
#			limit = {
#				exists = scope:varangian_leader
#				any_courtier = {
#					ep3_varangian_trigger = yes
#					is_available_adult = yes
#					this != scope:varangian_leader
#				}
#			}
#			random_courtier = {
#				limit = {
#					ep3_varangian_trigger = yes
#					is_available_adult = yes
#					this != scope:varangian_leader
#				}
#				save_scope_as = varangian_2
#			}
#		}
#		#Save a third
#		if = {
#			limit = {
#				exists = scope:varangian_leader
#				exists = scope:varangian_2
#				any_court_position_holder = {
#					type = bodyguard_court_position
#					ep3_varangian_trigger = yes
#					is_available = yes
#					NOR = {
#						this = scope:varangian_leader
#						this = scope:varangian_2
#					}
#				}
#			}
#			random_court_position_holder = {
#				type = bodyguard_court_position
#				limit = {
#					ep3_varangian_trigger = yes
#					is_available = yes
#					NOR = {
#						this = scope:varangian_leader
#						this = scope:varangian_2
#					}
#				}
#				save_scope_as = varangian_3
#			}
#		}
#		else_if = {
#			limit = {
#				exists = scope:varangian_leader
#				exists = scope:varangian_2
#				any_courtier = {
#					ep3_varangian_trigger = yes
#					is_available_adult = yes
#					NOR = {
#						this = scope:varangian_leader
#						this = scope:varangian_2
#					}
#				}
#			}
#			random_courtier = {
#				limit = {
#					ep3_varangian_trigger = yes
#					is_available_adult = yes
#					NOR = {
#						this = scope:varangian_leader
#						this = scope:varangian_2
#					}
#				}
#				save_scope_as = varangian_3
#			}
#		}
#	}
#
#	#Have the Akolouthos seize some of the spoils
#	option = {
#		name = ep3_emperor_yearly.3000.a
#		flavor = ep3_emperor_yearly.3000.a.flavor
#		trigger = {
#			employs_court_position = akolouthos_court_position
#			any_court_position_holder = {
#				type = akolouthos_court_position
#				aptitude = {
#					court_position = akolouthos_court_position
#					value >= 3
#				}
#			}
#		}
#		add_internal_flag = special
#		custom_tooltip = akolouthos_aptitude_option_unlock
#		
#		#Random refuse bonus effect
#		if = {
#			limit = {
#				has_character_flag = refuse_bonus_prestige
#			}
#			if = {
#				limit = {
#					var:varangian_regiments >= 7
#				}
#				add_prestige = massive_prestige_gain
#			}
#			else_if = {
#				limit = {
#					var:varangian_regiments >= 4
#				}
#				add_prestige = major_prestige_gain
#			}
#			else = {
#				add_prestige = medium_prestige_gain
#			}
#		}
#		if = {
#			limit = {
#				has_character_flag = refuse_bonus_dread
#			}
#			if = {
#				limit = {
#					var:varangian_regiments >= 7
#				}
#				add_dread = major_dread_gain
#				add_prestige = major_prestige_gain
#			}
#			else_if = {
#				limit = {
#					var:varangian_regiments >= 4
#				}
#				add_dread = medium_dread_gain
#				add_prestige = medium_prestige_gain
#			}
#			else = {
#				add_dread = minor_dread_gain
#				add_prestige = minor_prestige_gain
#			}
#		}
#		if = {
#			limit = {
#				has_character_flag = refuse_bonus_opinion
#			}
#			if = {
#				limit = {
#					var:varangian_regiments >= 7
#				}
#				every_vassal = {
#					custom = every_parochial_vassal
#					add_opinion = {
#						modifier = respect_opinion
#						opinion = 30
#						target = root
#					}
#				}
#				add_prestige = major_prestige_gain
#			}
#			else_if = {
#				limit = {
#					var:varangian_regiments >= 4
#				}
#				every_vassal = {
#					custom = every_parochial_vassal
#					add_opinion = {
#						modifier = respect_opinion
#						opinion = 20
#						target = root
#					}
#				}
#				add_prestige = medium_prestige_gain
#			}
#			else = {
#				every_vassal = {
#					custom = every_parochial_vassal
#					add_opinion = {
#						modifier = respect_opinion
#						opinion = 10
#						target = root
#					}
#				}
#				add_prestige = minor_prestige_gain
#			}
#		}
#		change_influence = medium_influence_gain
#			
#		remove_treasury_or_gold = {
#			value = {
#				value = 0
#				add = {
#					value = scope:varangian_gold
#					multiply = 0.4
#				}
#			}
#		}
#		#Negative heavy inf and scheme resistance modifier
#		add_character_modifier = {
#			modifier = disrespected_varangians_modifier
#			years = 10
#		}
#		if = {
#			limit = {
#				scope:varangian_leader = {
#					is_courtier_of = root
#				}
#			}
#			if = {
#				limit = {
#					scope:varangian_leader = { has_trait = loyal }
#				}
#				scope:varangian_leader = { remove_trait = loyal }
#				reverse_add_opinion = {
#					target = scope:varangian_leader
#					modifier = angry_opinion
#					opinion = -20
#				}
#			}
#			else = {
#				reverse_add_opinion = {
#					target = scope:varangian_leader
#					modifier = hate_opinion
#					opinion = -40
#				}
#			}
#		}
#		if = {
#			limit = {
#				exists = scope:varangian_2
#			}
#			if = {
#				limit = {
#					scope:varangian_2 = { has_trait = loyal }
#				}
#				scope:varangian_2 = { remove_trait = loyal }
#				reverse_add_opinion = {
#					target = scope:varangian_2
#					modifier = angry_opinion
#					opinion = -20
#				}
#			}
#			else = {
#				reverse_add_opinion = {
#					target = scope:varangian_2
#					modifier = hate_opinion
#					opinion = -40
#				}
#			}
#		}
#		if = {
#			limit = {
#				exists = scope:varangian_3
#			}
#			if = {
#				limit = {
#					scope:varangian_3 = { has_trait = loyal }
#				}
#				scope:varangian_3 = { remove_trait = loyal }
#				reverse_add_opinion = {
#					target = scope:varangian_3
#					modifier = angry_opinion
#					opinion = -20
#				}
#			}
#			else = {
#				reverse_add_opinion = {
#					target = scope:varangian_3
#					modifier = hate_opinion
#					opinion = -40
#				}
#			}
#		}
#		#Apply randomized_malus
#		if = {
#			limit = {
#				has_character_flag = malus_court_grandeur
#				var:varangian_regiments >= 7
#			}
#			change_current_court_grandeur = minor_court_grandeur_loss
#		}
#		if = {
#			limit = {
#				has_character_flag = malus_broken_artifact
#				var:varangian_regiments >= 7
#			}
#			scope:broken_artifact = {
#				add_durability = -20
#			}
#		}
#		if = {
#			limit = {
#				NOT = {
#					scope:varangian_leader = {
#						is_courtier_of = root
#					}
#				}
#			}
#			hidden_effect = {
#				scope:varangian_leader = { move_to_pool = yes }
#			}
#		}
#		
#		stress_impact = {
#			craven = medium_stress_impact_gain
#			paranoid = medium_stress_impact_gain
#			generous = medium_stress_impact_gain
#			content = minor_stress_impact_gain
#			just = minor_stress_impact_gain
#		}
#		ai_chance = {
#			base = 50
#			ai_value_modifier = {
#				ai_greed = 1
#				ai_boldness = 1
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_trait = craven
#					has_trait = paranoid
#					has_trait = generous
#					has_trait = content
#					has_trait = just
#				}
#			}
#			modifier = {
#				factor = 3
#				short_term_gold <= 300
#			}
#			modifier = {
#				factor = 0.5
#				OR = {
#					has_trait = content
#					has_trait = just
#				}
#			}
#		}
#	}
#	#Chastise the Varangians
#	option = {
#		trigger = {
#			age >= 12
#		}
#		name = ep3_emperor_yearly.3000.b
#		flavor = ep3_emperor_yearly.3000.b.flavor
#		#Random refuse bonus effect
#		if = {
#			limit = {
#				has_character_flag = refuse_bonus_prestige
#			}
#			if = {
#				limit = {
#					var:varangian_regiments >= 7
#				}
#				add_prestige = massive_prestige_gain
#			}
#			else_if = {
#				limit = {
#					var:varangian_regiments >= 4
#				}
#				add_prestige = major_prestige_gain
#			}
#			else = {
#				add_prestige = medium_prestige_gain
#			}
#		}
#		if = {
#			limit = {
#				has_character_flag = refuse_bonus_dread
#			}
#			if = {
#				limit = {
#					var:varangian_regiments >= 7
#				}
#				add_dread = major_dread_gain
#				add_prestige = major_prestige_gain
#			}
#			else_if = {
#				limit = {
#					var:varangian_regiments >= 4
#				}
#				add_dread = medium_dread_gain
#				add_prestige = medium_prestige_gain
#			}
#			else = {
#				add_dread = minor_dread_gain
#				add_prestige = minor_prestige_gain
#			}
#		}
#		if = {
#			limit = {
#				has_character_flag = refuse_bonus_opinion
#			}
#			if = {
#				limit = {
#					var:varangian_regiments >= 7
#				}
#				every_vassal = {
#					custom = every_parochial_vassal
#					add_opinion = {
#						modifier = respect_opinion
#						opinion = 30
#						target = root
#					}
#				}
#				add_prestige = major_prestige_gain
#			}
#			else_if = {
#				limit = {
#					var:varangian_regiments >= 4
#				}
#				every_vassal = {
#					custom = every_parochial_vassal
#					add_opinion = {
#						modifier = respect_opinion
#						opinion = 20
#						target = root
#					}
#				}
#				add_prestige = medium_prestige_gain
#			}
#			else = {
#				every_vassal = {
#					custom = every_parochial_vassal
#					add_opinion = {
#						modifier = respect_opinion
#						opinion = 10
#						target = root
#					}
#				}
#				add_prestige = minor_prestige_gain
#			}
#		}
#
#		if = {
#			limit = {
#				var:varangian_regiments > 0
#			}
#			remove_long_term_gold = {
#				value = scope:varangian_gold
#			}
#		}
#
#		#show custom payout tooltip
#		if = {
#			limit = {
#				exists = scope:varangian_3
#			}
#			custom_tooltip = major_gold_to_varangians_tooltip
#		}
#		else_if = {
#			limit = {
#				exists = scope:varangian_2
#			}
#			custom_tooltip = medium_gold_to_varangians_tooltip
#		}
#		else_if = {
#			limit = {
#				scope:varangian_leader = {
#					is_courtier_of = root
#				}
#			}
#			custom_tooltip = minor_gold_to_varangians_tooltip
#		}
#		
#		if = {
#			limit = {
#				scope:varangian_leader = {
#					is_courtier_of = root
#				}
#			}
#			if = {
#				limit = {
#					scope:varangian_leader = { has_trait = loyal }
#				}
#				scope:varangian_leader = { remove_trait = loyal }
#			}
#			else = {
#				reverse_add_opinion = {
#					target = scope:varangian_leader
#					modifier = angry_opinion
#					opinion = -20
#				}
#			}
#			hidden_effect = {
#				pay_long_term_gold = {
#					target = scope:varangian_leader
#					gold = 25
#				}
#			}
#		}
#		if = {
#			limit = {
#				exists = scope:varangian_2
#			}
#			if = {
#				limit = {
#					scope:varangian_2 = { has_trait = loyal }
#				}
#				scope:varangian_2 = { remove_trait = loyal }
#			}
#			else = {
#				reverse_add_opinion = {
#					target = scope:varangian_2
#					modifier = angry_opinion
#					opinion = -20
#				}
#			}
#			hidden_effect = {
#				pay_long_term_gold = {
#					target = scope:varangian_2
#					gold = 25
#				}
#			}
#		}
#		if = {
#			limit = {
#				exists = scope:varangian_3
#			}
#			if = {
#				limit = {
#					scope:varangian_3 = { has_trait = loyal }
#				}
#				scope:varangian_3 = { remove_trait = loyal }
#			}
#			else = {
#				reverse_add_opinion = {
#					target = scope:varangian_3
#					modifier = angry_opinion
#					opinion = -20
#				}
#			}
#			hidden_effect = {
#				pay_long_term_gold = {
#					target = scope:varangian_3
#					gold = 25
#				}
#			}
#		}
#		#Negative heavy inf and scheme resistance modifier
#		add_character_modifier = {
#			modifier = disrespected_varangians_modifier
#			years = 10
#		}
#		#Apply randomized_malus
#		ep3_palace_looting_random_malus_effect = yes
#		
#		if = {
#			limit = {
#				NOT = {
#					scope:varangian_leader = {
#						is_courtier_of = root
#					}
#				}
#			}
#			hidden_effect = {
#				scope:varangian_leader = { move_to_pool = yes }
#			}
#		}
#
#		stress_impact = {
#			craven = medium_stress_impact_gain
#			paranoid = medium_stress_impact_gain
#			generous = minor_stress_impact_gain
#			content = minor_stress_impact_gain
#			just = miniscule_stress_impact_gain
#		}
#		ai_chance = {
#			base = 50
#			ai_value_modifier = {
#				ai_vengefulness = 1
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_trait = craven
#					has_trait = paranoid
#					has_trait = generous
#					has_trait = content
#				}
#			}
#			modifier = {
#				factor = 0.5
#				OR = {
#					has_trait = generous
#					has_trait = content
#					has_trait = just
#				}
#			}
#		}
#	}
#	#It's just tradition
#	option = {
#		name = ep3_emperor_yearly.3000.c
#		flavor = ep3_emperor_yearly.3000.c.flavor
#		if = {
#			limit = {
#				has_character_flag = accept_bonus_legitimacy
#			}
#			if = {
#				limit = {
#					var:varangian_regiments >= 7
#				}
#				add_legitimacy = major_legitimacy_gain
#			}
#			else_if = {
#				limit = {
#					var:varangian_regiments >= 3
#				}
#				add_legitimacy = medium_legitimacy_gain
#			}
#			else = {
#				add_legitimacy = minor_legitimacy_gain
#			}
#		}
#		if = {
#			limit = {
#				has_character_flag = accept_bonus_heavy_infantry
#			}
#			if = {
#				limit = {
#					var:varangian_regiments >= 7
#				}
#				add_character_modifier = {
#					modifier = loyal_varangians_modifier
#					years = 10
#				}
#				add_legitimacy = medium_legitimacy_gain
#			}
#			else_if = {
#				limit = {
#					var:varangian_regiments >= 3
#				}
#				add_character_modifier = {
#					modifier = loyal_varangians_modifier
#					years = 10
#				}
#				add_legitimacy = miniscule_legitimacy_gain
#			}
#			else = {
#				add_character_modifier = {
#					modifier = loyal_varangians_modifier
#					years = 10
#				}
#			}
#		}
#		if = {
#			limit = {
#				has_character_flag = accept_bonus_scheme_resist
#			}
#			if = {
#				limit = {
#					var:varangian_regiments >= 7
#				}
#				add_character_modifier = {
#					modifier = attentive_varangians_modifier
#					years = 10
#				}
#				add_legitimacy = medium_legitimacy_gain
#			}
#			else_if = {
#				limit = {
#					var:varangian_regiments >= 3
#				}
#				add_character_modifier = {
#					modifier = attentive_varangians_modifier
#					years = 10
#				}
#				add_legitimacy = miniscule_legitimacy_gain
#			}
#			else = {
#				add_character_modifier = {
#					modifier = attentive_varangians_modifier
#					years = 10
#				}
#			}
#		}
#		if = {
#			limit = {
#				has_character_flag = accept_bonus_army
#			}
#			if = {
#				limit = {
#					var:varangian_regiments >= 7
#				}
#				spawn_army = {
#					name = eager_varangian_army
#					levies = 600
#					men_at_arms = {
#						type = varangian_guards
#						stacks = 4
#					}
#					location = root.capital_province
#					uses_supply = yes
#					inheritable = no
#				}
#			}
#			else_if = {
#				limit = {
#					var:varangian_regiments >= 3
#				}
#				spawn_army = {
#					name = eager_varangian_army
#					levies = 300
#					men_at_arms = {
#						type = varangian_guards
#						stacks = 2
#					}
#					location = root.capital_province
#					uses_supply = yes
#					inheritable = no
#				}
#			}
#			else = {
#				spawn_army = {
#					name = eager_varangian_army
#					levies = 100
#					men_at_arms = {
#						type = varangian_guards
#						stacks = 1
#					}
#					location = root.capital_province
#					uses_supply = yes
#					inheritable = no
#				}
#			}
#		}
#
#		if = {
#			limit = {
#				var:varangian_regiments > 0
#			}
#			remove_long_term_gold = {
#				value = scope:varangian_gold
#			}
#		}
#
#
#		#show custom payout tooltip
#		if = {
#			limit = {
#				exists = scope:varangian_3
#			}
#			custom_tooltip = major_gold_to_varangians_tooltip
#		}
#		else_if = {
#			limit = {
#				exists = scope:varangian_2
#			}
#			custom_tooltip = medium_gold_to_varangians_tooltip
#		}
#		else_if = {
#			limit = {
#				scope:varangian_leader = {
#					is_courtier_of = root
#				}
#			}
#			custom_tooltip = minor_gold_to_varangians_tooltip
#		}
#
#		if = {
#			limit = {
#				scope:varangian_leader = {
#					is_courtier_of = root
#				}
#			}
#			reverse_add_opinion = {
#				target = scope:varangian_leader
#				modifier = loyalty_opinion
#				opinion = 60
#			}
#			hidden_effect = {
#				pay_long_term_gold = {
#					target = scope:varangian_leader
#					gold = 25
#				}
#			}
#		}
#		if = {
#			limit = {
#				exists = scope:varangian_2
#			}
#			reverse_add_opinion = {
#				target = scope:varangian_2
#				modifier = loyalty_opinion
#				opinion = 60
#			}
#			hidden_effect = {
#				pay_long_term_gold = {
#					target = scope:varangian_2
#					gold = 25
#				}
#			}
#		}
#		if = {
#			limit = {
#				exists = scope:varangian_3
#			}
#			reverse_add_opinion = {
#				target = scope:varangian_3
#				modifier = loyalty_opinion
#				opinion = 60
#			}
#			hidden_effect = {
#				pay_long_term_gold = {
#					target = scope:varangian_3
#					gold = 25
#				}
#			}
#		}
#
#		#Apply randomized_malus
#		ep3_palace_looting_random_malus_effect = yes
#
#		stress_impact = {
#			generous = miniscule_stress_impact_loss
#			paranoid = minor_stress_impact_loss
#			greedy = medium_stress_impact_gain
#			vengeful = medium_stress_impact_gain
#			arrogant = minor_stress_impact_gain
#			arbitrary = minor_stress_impact_gain
#		}
#		ai_chance = {
#			base = 200
#			ai_value_modifier = {
#				ai_greed = -0.5
#				ai_boldness = -0.5
#				ai_vengefulness = -1
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_trait = greedy
#					has_trait = vengeful
#					has_trait = arrogant
#					has_trait = arbitrary
#				}
#			}
#			modifier = {
#				factor = 0.5
#				OR = {
#					has_trait = arrogant
#					has_trait = arbitrary
#				}
#			}
#		}
#	}
#	after = {
#		if = {
#			limit = {
#				scope:varangian_leader = {
#					has_character_flag = need_military_outfit
#				}
#			}
#			scope:varangian_leader = {
#				remove_character_flag = need_military_outfit
#			}
#		}
#		if = {
#			limit = {
#				has_character_flag = malus_broken_artifact
#			}
#			remove_character_flag = malus_broken_artifact
#		}
#		if = {
#			limit = {
#				has_character_flag = malus_stolen_artifact
#			}
#			remove_character_flag = malus_stolen_artifact
#		}
#		if = {
#			limit = {
#				has_character_flag = malus_court_grandeur
#			}
#			remove_character_flag = malus_court_grandeur
#		}
#		if = {
#			limit = {
#				has_character_flag = refuse_bonus_dread
#			}
#			remove_character_flag = refuse_bonus_dread
#		}
#		if = {
#			limit = {
#				has_character_flag = refuse_bonus_opinion
#			}
#			remove_character_flag = refuse_bonus_opinion
#		}
#		if = {
#			limit = {
#				has_character_flag = refuse_bonus_prestige
#			}
#			remove_character_flag = refuse_bonus_prestige
#		}
#		if = {
#			limit = {
#				has_character_flag = accept_bonus_heavy_infantry
#			}
#			remove_character_flag = accept_bonus_heavy_infantry
#		}
#		if = {
#			limit = {
#				has_character_flag = accept_bonus_scheme_resist
#			}
#			remove_character_flag = accept_bonus_scheme_resist
#		}
#		if = {
#			limit = {
#				has_character_flag = accept_bonus_army
#			}
#			remove_character_flag = accept_bonus_army
#		}
#		if = {
#			limit = {
#				has_character_flag = accept_bonus_legitimacy
#			}
#			remove_character_flag = accept_bonus_legitimacy
#		}
#	}
#}
#
##Byzantine emperor sends fireships to defend the strait of Marmara
#ep3_emperor_yearly.3010 = {
#	hidden = yes
#
#	trigger = {
#		#province is strait of Marmara
#		scope:army.location = {
#			OR = {
#				this = province:947
#				this = province:950
#				this = province:948
#				this = province:8667
#				this = province:8668
#				this = province:8665
#			}
#		}
#		#A lot of jank would be introduced by multiplayer and armies continuing to move, unpaused
#		has_multiple_players = no
#		title:c_byzantion = { has_county_modifier = defensive_fire_dromons_modifier }
#		NOT = { has_character_flag = used_fire_dromons }
#		#this event is really going to f up the enemy army in a way no player will appreciate
#		is_ai = yes
#		
#		#Is it at war with powerful ruler whose capital is Constantinople
#		any_war_enemy = {
#			is_landed = yes
#			capital_county = title:c_byzantion
#			capital_province = { is_occupied = no }
#			culture = {
#				OR = {
#					this = culture:greek
#					any_parent_culture_or_above = { this = culture:greek }
#				}
#			}
#		}
#	}
#
#	immediate = {
#		save_scope_as = invader
#		scope:army.army_commander ?= { save_scope_as = invading_commander }
#		random_war_enemy = {
#			limit = {
#				is_landed = yes
#				capital_county = title:c_byzantion
#				capital_province = { is_occupied = no }
#				culture = {
#					OR = {
#						this = culture:greek
#						any_parent_culture_or_above = { this = culture:greek }
#					}
#				}
#			}
#			save_scope_as = marmara_defender
#		}
#		scope:marmara_defender = {
#			trigger_event = ep3_emperor_yearly.3011
#		}
#	}
#}
#
#ep3_emperor_yearly.3011 = {
#	type = character_event
#	title = ep3_emperor_yearly.3011.t
#	desc = {
#		desc = ep3_emperor_yearly.3011.intro
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					scope:invader = {
#						this = scope:invading_commander
#					}
#				}
#				desc = ep3_emperor_yearly.3011.liege_attacking
#			}
#			desc = ep3_emperor_yearly.3011.commander_attacking
#		}
#		desc = ep3_emperor_yearly.3011.desc
#		triggered_desc = {
#			trigger = {
#				knows_language = language_greek
#				OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
#			}
#			desc = ep3_emperor_yearly.3011.kyrie_eleison
#		}
#	}
#	theme = war
#	override_background = { reference = ep3_constantinople }
#	left_portrait = {
#		character = scope:city_defender
#		animation = survey
#		camera = camera_event_left_away
#	}
#	lower_right_portrait = {
#		character = scope:invading_commander
#	}
#
#	immediate = {
#		#perspective character for event window
#		if = {
#			limit = {
#				is_available = yes
#			}
#			save_scope_as = city_defender
#		}
#		else_if = {
#			limit = {
#				cp:councillor_marshal ?= {
#					is_available = yes
#				}
#			}
#			cp:councillor_marshal = {
#				save_scope_as = city_defender
#			}
#		}
#		else_if = {
#			limit = {
#				OR = {
#					has_diarchy_type = temporary_regency
#					has_diarchy_type = regency
#				}
#				diarch = {
#					is_available = yes
#				}
#			}
#			diarch = { save_scope_as = city_defender }
#		}
#		else = {
#			save_scope_as = city_defender
#		}
#		scope:city_defender = {
#			add_character_flag = need_military_outfit
#		}
#		scope:invader = {
#			if = {
#				limit = {
#					any_knight = {
#						is_in_army = yes
#						this != scope:invading_commander
#					}
#				}
#				random_knight = {
#					limit = {
#						is_in_army = yes
#						this != scope:invading_commander
#					}
#					save_scope_as = knight_1
#				}
#			}
#			if = {
#				limit = {
#					any_knight = {
#						is_in_army = yes
#						NOR = {
#							this = scope:knight_1
#							this = scope:invading_commander
#						}
#					}
#				}
#				random_knight = {
#					limit = {
#						is_in_army = yes
#						NOR = {
#							this = scope:knight_1
#							this = scope:invading_commander
#						}
#					}
#					save_scope_as = knight_2
#				}
#			}
#			if = {
#				limit = {
#					any_knight = {
#						is_in_army = yes
#						NOR = {
#							this = scope:knight_1
#							this = scope:knight_2
#							this = scope:invading_commander
#						}
#					}
#				}
#				random_knight = {
#					limit = {
#						is_in_army = yes
#						NOR = {
#							this = scope:knight_1
#							this = scope:knight_2
#							this = scope:invading_commander
#						}
#					}
#					save_scope_as = knight_3
#				}
#			}
#			if = {
#				limit = {
#					any_knight = {
#						is_in_army = yes
#						NOR = {
#							this = scope:knight_1
#							this = scope:knight_2
#							this = scope:knight_3
#							this = scope:invading_commander
#						}
#					}
#				}
#				random_knight = {
#					limit = {
#						is_in_army = yes
#						NOR = {
#							this = scope:knight_1
#							this = scope:knight_2
#							this = scope:knight_3
#							this = scope:invading_commander
#						}
#					}
#					save_scope_as = knight_4
#				}
#			}
#			if = {
#				limit = {
#					any_knight = {
#						is_in_army = yes
#						NOR = {
#							this = scope:knight_1
#							this = scope:knight_2
#							this = scope:knight_3
#							this = scope:knight_4
#							this = scope:invading_commander
#						}
#					}
#				}
#				random_knight = {
#					limit = {
#						is_in_army = yes
#						NOR = {
#							this = scope:knight_1
#							this = scope:knight_2
#							this = scope:knight_3
#							this = scope:knight_4
#							this = scope:invading_commander
#						}
#					}
#					save_scope_as = knight_5
#				}
#			}
#		}
#	}
#	#Use the greek fire ships
#	option = {
#		name = ep3_emperor_yearly.3011.a
#		add_character_flag = {
#			flag = used_fire_dromons
#			days = 30
#		}
#		custom_tooltip = unable_to_use_fire_ships_tooltip
#		scope:city_defender = {
#			duel = {
#				skill = martial
#				target = scope:invading_commander
#				35 = { #Your fleet ruins the enemy
#					desc = ep3_emperor_yearly.3011.a.success
#					compare_modifier = {
#						value = scope:duel_value
#						multiplier = 3.5
#						min = -34
#					}
#					modifier = {
#						has_trait = forder
#						add = 20
#					}
#					modifier = {
#						highest_held_title_tier >= tier_empire
#						
#						add = 10
#					}
#					modifier = {
#						scope:army = {
#							army_size <= 1000
#						}
#						add = 10
#					}
#					modifier = {
#						scope:army = {
#							#Big enough army to actually siege the city
#							army_size < 2500
#						}
#						add = 10
#					}
#					modifier = {
#						scope:invading_commander = {
#							has_trait = reckless
#						}
#						add = 10
#					}
#					modifier = {
#						has_trait = reckless
#						add = 10
#					}
#					modifier = {
#						has_trait = aggressive_attacker
#						add = 10
#					}
#					modifier = {
#						has_trait = military_engineer
#						add = 10
#					}
#					modifier = {
#						scope:invading_commander = {
#							has_trait = aggressive_attacker
#						}
#						add = 10
#					}
#					modifier = {
#						province:496 = {
#							has_building_or_higher = curtain_walls_01
#						}
#						add = 5
#					}
#					modifier = {
#						province:496 = {
#							has_building_or_higher = curtain_walls_03
#						}
#						add = 5
#					}
#					modifier = {
#						province:496  = {
#							has_building_or_higher = curtain_walls_05
#						}
#						add = 5
#					}
#					modifier = {
#						province:496  = {
#							has_building_or_higher = curtain_walls_07
#						}
#						add = 5
#					}
#					modifier = {
#						province:496  = {
#							has_building_or_higher = common_tradeport_01
#						}
#						add = 5
#					}
#					modifier = {
#						province:496  = {
#							has_building_or_higher = common_tradeport_03
#						}
#						add = 5
#					}
#					modifier = {
#						province:496  = {
#							has_building_or_higher = common_tradeport_05
#						}
#						add = 5
#					}
#					modifier = {
#						province:496 = {
#							has_building_or_higher = common_tradeport_07
#						}
#						add = 5
#					}
#					show_as_tooltip = { ep3_greek_fire_success_effect = yes }
#					root = { add_character_flag = successful_greek_fire_attack }
#				}
#				50 = { #Your fleet does some damage
#					desc = ep3_emperor_yearly.3011.a.fail
#					compare_modifier = {
#						value = scope:duel_value
#						multiplier = -3.5
#						min = -49
#					}
#					modifier = {
#						has_trait = forder
#						add = 40
#					}
#					modifier = {
#						scope:army = {
#							#Big enough army to actually siege the city
#							army_size < 2500
#						}
#						add = 20
#					}
#					modifier = {
#						scope:army = {
#							army_size <= 1000
#						}
#						add = 20
#					}
#					modifier = {
#						scope:invading_commander = {
#							has_trait = reckless
#						}
#						add = 20
#					}
#					modifier = {
#						scope:invading_commander = {
#							has_trait = aggressive_attacker
#						}
#						add = 10
#					}
#					modifier = {
#						has_trait = aggressive_attacker
#						add = 20
#					}
#					modifier = {
#						has_trait = military_engineer
#						add = 20
#					}
#					modifier = {
#						province:496 = {
#							has_building_or_higher = curtain_walls_01
#						}
#						add = 10
#					}
#					modifier = {
#						province:496 = {
#							has_building_or_higher = curtain_walls_03
#						}
#						add = 10
#					}
#					modifier = {
#						province:496 = {
#							has_building_or_higher = curtain_walls_05
#						}
#						add = 10
#					}
#					modifier = {
#						province:496 = {
#							has_building_or_higher = curtain_walls_07
#						}
#						add = 10
#					}
#					modifier = {
#						province:496 = {
#							has_building_or_higher = common_tradeport_01
#						}
#						add = 10
#					}
#					modifier = {
#						province:496 = {
#							has_building_or_higher = common_tradeport_03
#						}
#						add = 10
#					}
#					modifier = {
#						province:496 = {
#							has_building_or_higher = common_tradeport_05
#						}
#						add = 10
#					}
#					modifier = {
#						province:496 = {
#							has_building_or_higher = common_tradeport_07
#						}
#						add = 10
#					}
#					show_as_tooltip = { ep3_greek_fire_fail_effect = yes }
#					root = { add_character_flag = failed_greek_fire_attack }
#				}
#				15 = { #Your fleet does a little damage and... ruins themselves
#					desc = ep3_emperor_yearly.3011.a.critical_fail
#					compare_modifier = {
#						value = scope:duel_value
#						multiplier = -3.5
#						min = -14
#					}
#					modifier = {
#						scope:invading_commander = {
#							has_trait = forder
#						}
#						add = 40
#					}
#					modifier = {
#						scope:invading_commander = {
#							has_trait = organizer
#						}
#						add = 20
#					}
#					modifier = {
#						scope:invading_commander = {
#							has_trait = cautious_leader
#						}
#						add = 20
#					}
#					modifier = {
#						has_trait = cautious_leader
#						add = 20
#					}
#					
#					modifier = {
#						scope:army = {
#							army_size >= 5000
#						}
#						add = 20
#					}
#					modifier = {
#						scope:army = {
#							army_size >= 10000
#						}
#						add = 20
#					}
#					show_as_tooltip = { ep3_greek_fire_crit_fail_effect = yes }
#					root = { add_character_flag = crit_failed_greek_fire_attack }
#				}
#			}
#		}
#		trigger_event = ep3_emperor_yearly.3012
#		stress_impact = {
#			compassionate = medium_stress_impact_gain
#			cautious_leader = medium_stress_impact_gain
#			patient = minor_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = 1
#				ai_boldness = 1
#			}
#			modifier = {
#				add = 20
#				scope:city_defender = {
#					martial >= high_skill_rating
#				}
#			}
#			modifier = {
#				add = 20
#				scope:invading_commander = {
#					martial <= high_skill_rating
#				}
#			}
#			modifier = {
#				factor = 0.5
#				OR = {
#					has_trait = compassionate
#					has_trait = cautious_leader
#				}
#			}
#			modifier = {
#				factor = 2
#				scope:army = {
#					army_size >= 4000
#				}
#			}
#			modifier = {
#				factor = 2
#				scope:army = {
#					army_size >= 7000
#				}
#			}
#		}
#	}
#	#Don't attack
#	option = {
#		name = ep3_emperor_yearly.3011.b
#		if = {
#			limit = {
#				scope:army = {
#					#Big enough army to actually siege the city
#					army_size >= 4000
#				}
#			}
#			add_prestige = medium_prestige_loss
#		}
#		else_if = {
#			limit = {
#				scope:army = {
#					army_size >= 3000
#				}
#			}
#			add_prestige = minor_prestige_loss
#		}
#		else = {
#			add_prestige = miniscule_prestige_loss
#		}
#		stress_impact = {
#			vengeful = medium_stress_impact_gain
#			wrathful = medium_stress_impact_gain
#			sadistic = miniscule_stress_impact_gain
#			reckless = minor_stress_impact_gain
#			brave = minor_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_energy = -1
#				ai_boldness = -1
#			}
#			modifier = {
#				add = 20
#				scope:city_defender = {
#					martial < decent_skill_rating
#				}
#			}
#			modifier = {
#				add = 20
#				scope:invading_commander = {
#					martial > very_high_skill_rating
#				}
#			}
#			modifier = {
#				factor = 0.5
#				OR = {
#					has_trait = wrathful
#					has_trait = vengeful
#					has_trait = reckless
#					has_trait = brave
#				}
#			}
#			modifier = {
#				factor = 2
#				scope:army = {
#					army_size <= 2000
#				}
#			}
#			modifier = {
#				factor = 2
#				scope:army = {
#					army_size < 1000
#				}
#			}
#		}
#	}
#	after = {
#		scope:city_defender = { remove_character_flag = need_military_outfit }
#	}
#}
#
#ep3_emperor_yearly.3012 = {
#	type = character_event
#	title = ep3_emperor_yearly.3012.t
#	desc = {
#		desc = ep3_emperor_yearly.3012.intro
#		#Triggered desc based on success
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					has_character_flag = successful_greek_fire_attack
#				}
#				desc = ep3_emperor_yearly.3012.attack_success
#			}
#			triggered_desc = {
#				trigger = {
#					has_character_flag = failed_greek_fire_attack
#				}
#				desc = ep3_emperor_yearly.3012.attack_fail
#			}
#			triggered_desc = {
#				trigger = {
#					has_character_flag = crit_failed_greek_fire_attack
#				}
#				desc = ep3_emperor_yearly.3012.attack_crit_fail
#			}
#		}
#	}
#	theme = war
#	override_background = { reference = ocean }
#	widget = {
#		gui = "event_window_widget_vfx_heavy_smoke"
#		container = "foreground_shader_vfx_container"
#	}
#	right_portrait = {
#		character = scope:invading_commander
#		triggered_animation = {
#			trigger = {
#				root = { has_character_flag = successful_greek_fire_attack }
#			}
#			animation = sword_yield_start
#		}
#		triggered_animation = {
#			trigger = {
#				root = { has_character_flag = failed_greek_fire_attack }
#			}
#			animation = fear
#		}
#		triggered_animation = {
#			trigger = {
#				root = { has_character_flag = crit_failed_greek_fire_attack }
#			}
#			animation = sword_coup_degrace
#		}
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_war_declared"
#		#show effect as tooltip here
#		create_character_memory = {
#			type = endured_greek_fire_memory
#			participants = {
#				attacker = root
#			}
#		}
#	}
#
#	option = {
#		name = {
#			trigger = { has_character_flag = successful_greek_fire_attack }
#			text = ep3_emperor_yearly.3012.a_success
#		}
#		name = {
#			trigger = { has_character_flag = failed_greek_fire_attack }
#			text = ep3_emperor_yearly.3012.a_fail
#		}
#		name = {
#			trigger = { has_character_flag = crit_failed_greek_fire_attack }
#			text = ep3_emperor_yearly.3012.a_crit_fail
#		}
#
#		if = {
#			limit = { has_character_flag = successful_greek_fire_attack
#			}
#			ep3_greek_fire_success_effect = yes
#		}
#		if = {
#			limit = {
#				has_character_flag = failed_greek_fire_attack
#			}
#			ep3_greek_fire_fail_effect = yes
#		}
#		if = {
#			limit = {
#				has_character_flag = crit_failed_greek_fire_attack
#			}
#			ep3_greek_fire_crit_fail_effect = yes
#		}
#		#Apply memory to invading commander?
#		if = {
#			limit = {
#				has_character_flag = successful_greek_fire_attack
#			}
#			stress_impact = {
#				sadistic = medium_stress_impact_loss
#				paranoid = minor_stress_impact_loss
#				vengeful = medium_stress_impact_loss
#				callous = minor_stress_impact_loss
#			}
#		}
#	}
#	after = {
#		if = {
#			limit = { has_character_flag = successful_greek_fire_attack
#			}
#			remove_character_flag = successful_greek_fire_attack
#		}
#		if = {
#			limit = {
#				has_character_flag = failed_greek_fire_attack
#			}
#			remove_character_flag = failed_greek_fire_attack
#		}
#		if = {
#			limit = {
#				has_character_flag = crit_failed_greek_fire_attack
#			}
#			remove_character_flag = crit_failed_greek_fire_attack
#		}
#	}
#}
#