﻿#namespace = varangian
#
## Events about the Varangian Guard
#	# varangian.0001 - Find a potential Varangian and fire chain, by Petter Vilberg
#	# varangian.0002 - Event for the liege of the Varangian candidate, by Petter Vilberg
#	# varangian.0003 - Emperor gets a new varangian, by Petter Vilberg
#	# varangian.1001 - Varangian decides to return, by Petter Vilberg
#	# varangian.1002 - Varangian comes home to liege, by Petter Vilberg
#
#	# Ongoing Varangian events
#	# varangian.2001 - Become Best Friends with another Varangian, by Petter Vilberg
#	# varangian.2002 - Become Lover with a fellow Varangian, by Petter Vilberg
#	# varangian.2003 - Become Friends with a local ruler, by Petter Vilberg
#	# varangian.2004 - Become Rivals with a local ruler, by Petter Vilberg
#	# varangian.2005 - Marry your lover, by Petter Vilberg
#	# varangian.2008 - Get wounded, by Petter Vilberg
#	# varangian.2011 - Become lover with a local, by Petter Vilberg
#	# varangian.2012 - Increase Prowess, by Petter Vilberg
#	# varangian.2013 - Increase Martial, by Petter Vilberg
#	# varangian.2014 - Increase Learning, by Petter Vilberg
#	# varangian.2015 - Increase Diplomacy, by Petter Vilberg
#	# varangian.2016 - Become Brave, by Petter Vilberg
#	# varangian.2017 - Become Ambitious, by Petter Vilberg
#	# varangian.2018 - Become Diligent, by Petter Vilberg
#
## Evaluate whether the target is valid for varangians
#scripted_trigger varangian_0001_available_varangian_trigger = {
#	can_be_knight_trigger = {
#		ARMY_OWNER = title:e_byzantium.holder
#	}
#	age < 40
#	is_married = no
#	NOR = {
#		has_character_flag = has_asked_to_be_varangian
#		has_trait = varangian
#	}
#	religion = religion:folkgerman_religion
#	NOR = {
#		faith = {
#			has_doctrine_parameter = pacifist_opinion_active
#		}
#		has_trait = craven
#		has_truce = title:e_byzantium.holder
#		is_at_war_with = title:e_byzantium.holder
#		has_relation_rival = title:e_byzantium.holder
#	}
#}
#
#varangian.0001 = {
#	hidden = yes
#
#	trigger = {
#		religion = religion:folkgerman_religion
#		NOR = {
#			faith = {
#				has_doctrine_parameter = pacifist_opinion_active
#			}
#			has_character_flag = had_recent_varangian_sendoff
#		}
#		is_at_war = no
#		age >= 6
#		exists = title:e_byzantium.holder
#		NOR = {
#			this = title:e_byzantium.holder
#			has_truce = title:e_byzantium.holder
#			is_at_war_with = title:e_byzantium.holder
#			any_sub_realm_county = {
#				this = title:c_byzantion
#			}
#			has_relation_rival = title:e_byzantium.holder
#		}
#		any_courtier = {
#			varangian_0001_available_varangian_trigger = yes
#		}
#	}
#
#	immediate = {
#		# Find a suitable courtier
#		random_courtier = {
#			limit = {
#				varangian_0001_available_varangian_trigger = yes
#			}
#			weight = {
#				base = 1
#				compare_modifier = {
#					value = martial
#					multiplier = 0.25
#				}
#				compare_modifier = {
#					value = prowess
#					multiplier = 0.5
#				}
#				modifier = {
#					add = 5
#					OR = {
#						has_trait = brave
#						has_trait = arrogant
#					}
#				}
#				modifier = {
#					add = -1
#					has_trait = content
#				}
#				modifier = {
#					add = -1
#					has_trait = lazy
#				}
#				modifier = {
#					add = -1
#					has_trait = craven
#				}
#				modifier = {
#					add = 3
#					is_of_major_interest_to_root_trigger = yes
#				}
#				modifier = {
#					add = 2
#					is_of_minor_interest_to_root_trigger = yes
#				}
#				modifier = {
#					add = 1
#					exists = dynasty
#				}
#				# Reduce chances if they seem likely to inherit stuff soon
#				modifier = {
#					factor = 0.2
#					any_heir_title = {
#						holder ?= {
#							this = root
#							OR = {
#								age >= 60
#								health <= poor_health
#							}
#						}
#					}
#				}
#			}
#			add_character_flag = has_asked_to_be_varangian
#			save_scope_as = varangian_candidate
#		}
#
#		title:e_byzantium.holder = {
#			save_scope_as = emperor
#			if = {
#				limit = { capital_county = title:c_byzantion }
#				set_local_variable = {
#					name = to_miklagard
#					value = yes
#				}
#			}
#		}
#
#		# Send event to court owner
#		trigger_event = varangian.0002
#	}
#}
#
#
## Varangian requests permission to leave
#varangian.0002 = {
#	type = character_event
#	title = varangian.0002.t
#	desc = {
#		desc = varangian.0002.opening
#		first_valid = {
#			triggered_desc = {
#				trigger = { exists = local_var:to_miklagard }
#				desc = varangian.0002.miklagard
#			}
#			desc = varangian.0002.elsewhere
#		}
#		desc = varangian.0002.end
#	}
#	theme = martial
#	left_portrait = {
#		character = root
#		animation = war_over_tie
#	}
#	right_portrait = {
#		character  = scope:varangian_candidate
#		animation = personality_bold
#	}
#	lower_right_portrait = scope:emperor
#
#	immediate = {
#		add_character_flag = {
#			flag = had_recent_varangian_sendoff
#			years = 5
#		}
#	}
#
#	option = { # Approve
#		name = varangian.0002.a
#		show_as_tooltip = {
#			scope:varangian_candidate = {
#				visit_court_of = scope:emperor
#				add_trait = varangian
#			}
#		}
#		every_scheme = {
#			limit = {
#				any_scheme_agent_character = { this = scope:varangian_candidate }
#			}
#			save_scope_as = scheme
#			scope:varangian_candidate = { forbid_from_scheme = scope:scheme }
#		}
#		hidden_effect = {
#			scope:emperor = {
#				trigger_event = varangian.0003
#			}
#		}
#		debug_log = "Someone got sent as a Varangian"
#		debug_log_scopes = yes
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = { # Keep them
#		name = varangian.0002.b
#		scope:varangian_candidate = {
#			add_opinion = {
#				target = root
#				modifier = angry_opinion
#				opinion = -20
#			}
#		}
#		ai_chance = {
#			base = 0
#		}
#	}
#}
#
## Emperor gets a new varangian
#varangian.0003 = {
#	hidden = yes
#
#	immediate = {
#		send_interface_message = {
#			type = event_martial_text_good
#			left_icon = scope:varangian_candidate
#			title = varangian_arrived.title
#			desc = varangian_arrived.desc
#			if = {
#				limit = {
#					exists = scope:varangian_candidate.liege
#					scope:varangian_candidate.liege = {
#						is_ai = yes
#					}
#				}
#				scope:varangian_candidate = { move_to_pool_at = root.capital_province }
#			}
#			add_visiting_courtier = scope:varangian_candidate
#			scope:varangian_candidate = {
#				add_trait = varangian
#				add_character_flag = is_currently_varangian
#				set_variable = {
#					name = years_as_varangian
#					value = 1 # Set to one year ahead of time for the sake of event evaluation
#				}
#				trigger_event = {
#					on_action = varangian_ongoing
#					days = { 340 380 }
#				}
#			}
#		}
#	}
#}
#
#
## Return home eventually
#scripted_trigger varangian_1001_partner_can_be_brought_home_trigger = {
#	is_alive = yes
#	is_landed = no
#	any_heir_title = {
#		always = no
#	}
#}
#
#varangian.1001 = {
#	hidden = yes
#
#	trigger = {
#		liege ?= { 
#			OR = {
#				culture = { has_cultural_pillar = heritage_north_germanic } 
#				dynasty = { has_dynasty_perk = fp1_adventure_legacy_1 }
#			}
#		}
#		var:years_as_varangian > 5
#		is_available_ai_adult = yes
#		has_character_flag = is_currently_varangian
#	}
#
#	weight_multiplier = {
#		base = 1
#		modifier = {
#			add = {
#				value = var:years_as_varangian
#				subtract = 5
#				multiply = 0.25
#			}
#			always = yes
#		}
#	}
#
#	immediate = {
#		if = {
#			limit = {
#				exists = var:spouse_from_varangian_guard
#				var:spouse_from_varangian_guard = {
#					varangian_1001_partner_can_be_brought_home_trigger = yes
#					is_consort_of = root
#				}
#			}
#			var:spouse_from_varangian_guard = {
#				save_scope_as = new_partner
#			}
#		}
#		else_if = {
#			limit = {
#				exists = var:lover_from_varangian_guard
#				var:lover_from_varangian_guard = {
#					varangian_1001_partner_can_be_brought_home_trigger = yes
#					has_relation_lover = root
#				}
#			}
#			var:lover_from_varangian_guard = {
#				save_scope_as = new_partner
#			}
#		}
#		remove_character_flag = is_currently_varangian
#		save_scope_as = returning_varangian
#		if = {
#			limit = { exists = title:e_byzantium.holder }
#			title:e_byzantium.holder = {
#				save_scope_as = emperor
#			}
#		}
#		liege = {
#			trigger_event = varangian.1002
#		}
#	}
#}
#
## Liege - Varangian returns home
#varangian.1002 = {
#	type = character_event
#	title = varangian.1002.t
#	desc = {
#		desc = varangian.1002.opening
#		triggered_desc = {
#			trigger = {
#				exists = scope:new_partner
#			}
#			desc = varangian.1002.new_partner
#		}
#		desc = varangian.1002.ending
#	}
#	theme = martial
#	left_portrait = {
#		character = root
#		animation = war_over_tie
#	}
#	right_portrait = {
#		character = scope:returning_varangian
#		animation = personality_bold
#	}
#	lower_left_portrait = scope:new_partner
#	lower_right_portrait = scope:emperor
#
#	immediate = {
#		scope:returning_varangian = {
#			scope:emperor.culture = { save_scope_as = advanced_culture }
#			hidden_effect = { adopt_cultural_fashion_effect = yes }
#			if = {
#				limit = {
#					is_foreign_court_guest = yes
#				}
#				return_to_court = yes
#			}
#			else_if = {
#				limit = {
#					exists = dynasty.dynast.primary_title
#				}
#				dynasty.dynast = {
#					if = {
#						limit = {
#							scope:returning_varangian = {
#								NOT = {
#									is_courtier_of = prev
#								}
#							}
#						}
#						add_courtier = scope:returning_varangian
#					}
#				}
#			}
#			else_if = {
#				limit = {
#					exists = dynasty
#					any_close_family_member = {
#						is_ai = no
#					}
#				}
#				random_close_family_member = {
#					limit = {
#						is_ai = no
#					}
#					add_courtier = scope:returning_varangian
#				}
#			}
#			else_if = {
#				limit = {
#					any_close_family_member = {
#						is_ruler = yes
#					}
#				}
#				random_close_family_member = {
#					limit = {
#						is_ruler = yes
#					}
#					add_courtier = scope:returning_varangian
#				}
#			}
#			else = {
#				move_to_pool = yes
#			}
#		}
#		hidden_effect = {
#			if = {
#				limit = {
#					exists = scope:new_partner
#					NOT = { scope:new_partner = { is_courtier_of = root } }
#				}
#				scope:returning_varangian.court_owner = {
#					add_courtier = scope:new_partner
#				}
#			}
#		}
#		debug_log = "Someone got home from the Varangian Guard"
#		debug_log_scopes = yes
#	}
#
#	option = { # Wow
#		name = varangian.1002.a
#		scope:returning_varangian = {
#			add_prestige = medium_prestige_gain
#			add_gold = medium_gold_value
#		}
#	}
#}
#
#
## Return home because of inheritance
## varangian.1003
#
## Liege - Varangian has returned home to be vassal
## varangian.1004
#
#
## Become friends with local Varangian
#scripted_trigger varangian_2001_varangian_friend_trigger = {
#	has_character_flag = is_currently_varangian
#	is_ai = yes
#	NOR = {
#		this = root
#		has_relation_rival = root
#		has_relation_lover = root
#	}
#}
#
#varangian.2001 = {
#	hidden = yes
#
#	trigger = {
#		has_character_flag = is_currently_varangian
#		# Only if you don't have any friends
#		any_relation = {
#			type = best_friend
#			always = no
#		}
#		host ?= {
#			any_courtier_or_guest = {
#				varangian_2001_varangian_friend_trigger = yes
#			}
#		}
#	}
#
#	immediate = {
#		host = {
#			random_courtier_or_guest = {
#				limit = {
#					varangian_2001_varangian_friend_trigger = yes
#				}
#				weight = {
#					base = 1
#					opinion_modifier = {
#						opinion_target = root
#						multiplier = 0.1 # +10 at 100
#					}
#					modifier = {
#						add = 10
#						OR = {
#							has_relation_potential_friend = root
#							has_relation_friend = root
#						}
#					}
#				}
#				save_scope_as = varangian_friend
#			}
#		}
#		set_relation_best_friend = { reason = best_friend_varangian copy_reason = friend target = scope:varangian_friend }
#	}
#}
#
## Become lover with a fellow Varangian
#scripted_trigger varangian_2002_varangian_lover_trigger = {
#	has_character_flag = is_currently_varangian
#	is_ai = yes
#	is_adult = yes
#	save_temporary_scope_as = potential_cheater
#	OR = {
#		is_married = no
#		any_spouse = {
#			count = all
#			save_temporary_scope_as = partner
#			scope:potential_cheater = { might_cheat_on_partner_trigger = { PARTNER = scope:partner } }
#		}
#	}
#	is_attracted_to_gender_of = root
#	root = {
#		is_attracted_to_gender_of = prev
#	}
#	NOR = {
#		this = root
#		has_relation_rival = root
#		has_relation_lover = root
#	}
#	opinion = {
#		target = root
#		value > 10
#	}
#	reverse_opinion = {
#		target = root
#		value > 0
#	}
#}
#
#varangian.2002 = {
#	hidden = yes
#
#	trigger = {
#		has_character_flag = is_currently_varangian
#		# Only if you don't have any lovers
#		any_relation = {
#			type = lover
#			always = no
#		}
#		host ?= {
#			any_courtier_or_guest = {
#				varangian_2002_varangian_lover_trigger = yes
#			}
#		}
#	}
#
#	immediate = {
#		host = {
#			random_courtier_or_guest = {
#				limit = {
#					varangian_2002_varangian_lover_trigger = yes
#				}
#				weight = {
#					base = 1
#					opinion_modifier = {
#						opinion_target = root
#						multiplier = 0.1 # +10 at 100
#					}
#					modifier = {
#						add = 10
#						has_relation_potential_lover = root
#					}
#				}
#				save_scope_as = varangian_lover
#			}
#		}
#		set_relation_lover = { reason = lover_varangian_lover target = scope:varangian_lover }
#		set_variable = {
#			name = lover_from_varangian_guard
#			value = scope:varangian_lover
#		}
#	}
#}
#
## Become friends with local ruler
#scripted_trigger varangian_2003_local_ruler_friend_trigger = {
#	is_ai = yes
#	opinion = {
#		target = root
#		value > 0
#	}
#	reverse_opinion = {
#		target = root
#		value > 0
#	}
#	NOR = {
#		this = root
#		has_relation_rival = root
#		has_relation_lover = root
#	}
#}
#
#varangian.2003 = {
#	hidden = yes
#
#	trigger = {
#		has_character_flag = is_currently_varangian
#		# Only if you don't have any friends
#		any_relation = {
#			type = friend
#			always = no
#		}
#		host ?= {
#			any_vassal = {
#				varangian_2003_local_ruler_friend_trigger = yes
#			}
#		}
#	}
#
#	immediate = {
#		host = {
#			random_vassal = {
#				limit = {
#					varangian_2003_local_ruler_friend_trigger = yes
#				}
#				weight = {
#					base = 1
#					opinion_modifier = {
#						opinion_target = root
#						multiplier = 0.1 # +10 at 100
#					}
#					modifier = {
#						add = 10
#						has_relation_potential_friend = root
#					}
#				}
#				save_scope_as = varangian_friend
#			}
#		}
#		set_relation_friend = { reason = friend_varangian target = scope:varangian_friend }
#	}
#}
#
## Become rivals with local ruler
#scripted_trigger varangian_2004_local_ruler_rival_trigger = {
#	is_ai = yes
#	opinion = {
#		target = root
#		value < 0
#	}
#	reverse_opinion = {
#		target = root
#		value < 0
#	}
#	NOR = {
#		this = root
#		has_relation_friend = root
#		has_relation_lover = root
#	}
#}
#
#varangian.2004 = {
#	hidden = yes
#
#	trigger = {
#		has_character_flag = is_currently_varangian
#		# Only if you don't have any rival
#		any_relation = {
#			type = rival
#			always = no
#		}
#		host ?= {
#			any_vassal = {
#				varangian_2004_local_ruler_rival_trigger = yes
#			}
#		}
#	}
#
#	immediate = {
#		host = {
#			random_vassal = {
#				limit = {
#					varangian_2004_local_ruler_rival_trigger = yes
#				}
#				weight = {
#					base = 1
#					opinion_modifier = {
#						opinion_target = root
#						multiplier = 0.1 # +10 at 100
#					}
#					modifier = {
#						add = 10
#						has_relation_potential_friend = root
#					}
#				}
#				save_scope_as = varangian_friend
#			}
#		}
#		set_relation_rival = { reason = rival_varangian target = scope:varangian_friend }
#	}
#}
#
## Marry Lover
#scripted_trigger varangian_2005_lover_to_marry = {
#	is_ai = yes
#	is_married = no
#	can_marry_character_trigger = {
#		CHARACTER = root
#	}
#	OR = {
#		is_in_the_same_court_as_or_guest = root
#		top_liege = root.host
#		AND = {
#			exists = host
#			host.top_liege = root.host
#		}
#	}
#}
#
#scripted_trigger varangian_2005_should_marry_this_character_matrilineally = {
#	is_female = yes
#	OR = {
#		AND = {
#			is_landed = yes
#			$OTHER_CHARACTER$ = { # Not if they are heir to anything
#				any_heir_title = {
#					always = no
#				}
#			}
#		}
#		AND = {
#			faith = {
#				has_doctrine = doctrine_gender_female_dominated
#			}
#			$OTHER_CHARACTER$ = {
#				faith = {
#					OR = {
#						has_doctrine = doctrine_gender_female_dominated
#						has_doctrine = doctrine_gender_equal
#					}
#				}
#			}
#		}
#	}
#}
#
#varangian.2005 = {
#	hidden = yes
#
#	trigger = {
#		has_character_flag = is_currently_varangian
#		is_married = no
#		any_relation = {
#			type = lover
#			varangian_2005_lover_to_marry = yes
#			NOT = { has_been_promised_grand_wedding = yes }
#		}
#		NOT = { has_been_promised_grand_wedding = yes }
#	}
#
#	immediate = {
#		random_relation = {
#			type = lover
#			limit = {
#				varangian_2005_lover_to_marry = yes
#				NOT = { has_been_promised_grand_wedding = yes }
#			}
#			save_scope_as = lover_to_marry
#		}
#		if = {
#			limit = {
#				OR = {
#					varangian_2005_should_marry_this_character_matrilineally = { OTHER_CHARACTER = scope:lover_to_marry }
#					scope:lover_to_marry = {
#						varangian_2005_should_marry_this_character_matrilineally = { OTHER_CHARACTER = root }
#					}
#				}
#			}
#			marry_matrilineal = scope:lover_to_marry
#		}
#		else = {
#			marry = scope:lover_to_marry
#		}
#		set_variable = {
#			name = spouse_from_varangian_guard
#			value = scope:lover_to_marry
#		}
#	}
#}
#
## Get Murdered
## varangian.2006
#
## Liege - notification they were murdered
#
## Get Wounded
#varangian.2008 = {
#	hidden = yes
#
#	trigger = {
#		has_character_flag = is_currently_varangian
#		NOR = {
#			has_trait = wounded
#			has_character_flag = had_severe_injury_in_varangian_guard
#		}
#	}
#
#	immediate = {
#		add_character_flag = had_severe_injury_in_varangian_guard
#		random_list = {
#			10 = {
#				increase_wounds_effect = { REASON = fight }
#				increase_wounds_effect = { REASON = fight }
#			}
#			5 = {
#				increase_wounds_effect = { REASON = fight }
#				increase_wounds_effect = { REASON = fight }
#				increase_wounds_effect = { REASON = fight }
#			}
#			5 = {
#				trigger = {
#					NOT = { has_trait = one_eyed }
#				}
#				add_trait = one_eyed
#			}
#			5 = {
#				trigger = {
#					NOT = { has_trait = one_legged }
#				}
#				add_trait = one_legged
#			}
#			2 = {
#				trigger = {
#					is_eunuch_trigger = no
#					NOR = {
#						is_female = yes
#						age < 12
#					}
#				}
#				add_trait = eunuch_1
#			}
#			2 = {
#				trigger = {
#					NOR = {
#						has_trait = blind
#						is_male = yes
#					}
#				}
#				add_trait = blind
#			}
#		}
#	}
#}
#
## Get Killed in battle
## varangian.2009
#
## Liege - notification they were killed
## varangian.2010
#
## Become lover with a local
#scripted_trigger varangian_2011_local_lover_trigger = {
#	is_ai = yes
#	is_adult = yes
#	is_attracted_to_gender_of = root
#	root = {
#		is_attracted_to_gender_of = prev
#	}
#	save_temporary_scope_as = potential_cheater
#	OR = {
#		is_married = no
#		any_spouse = {
#			count = all
#			save_temporary_scope_as = partner
#			scope:potential_cheater = { might_cheat_on_partner_trigger = { PARTNER = scope:partner } }
#		}
#	}
#	NOR = {
#		this = root
#		has_relation_rival = root
#		has_relation_lover = root
#	}
#	opinion = {
#		target = root
#		value > 10
#	}
#	reverse_opinion = {
#		target = root
#		value > 0
#	}
#}
#
#varangian.2011 = {
#	hidden = yes
#
#	trigger = {
#		has_character_flag = is_currently_varangian
#		exists = host
#	}
#
#	immediate = {
#		random_list = {
#			10 = { # Find someone suitable
#				trigger = {
#					host = {
#						OR = {
#							varangian_2011_local_lover_trigger = yes
#							any_courtier = {
#								varangian_2011_local_lover_trigger = yes
#							}
#							any_vassal = {
#								varangian_2011_local_lover_trigger = yes
#								any_courtier = {
#									varangian_2011_local_lover_trigger = yes
#								}
#							}
#						}
#					}
#				}
#				host = {
#					if = {
#						limit = { varangian_2011_local_lover_trigger = yes }
#						add_to_list = potential_lover
#					}
#					every_courtier = {
#						limit = { varangian_2011_local_lover_trigger = yes }
#						add_to_list = potential_lover
#					}
#					every_vassal = {
#						if = {
#							limit = { varangian_2011_local_lover_trigger = yes }
#							add_to_list = potential_lover
#						}
#						every_courtier = {
#							limit = { varangian_2011_local_lover_trigger = yes }
#							add_to_list = potential_lover
#						}
#					}
#				}
#				random_in_list = {
#					list = potential_lover
#					weight = {
#						base = 1
#						modifier = {
#							add = 5
#							is_landed = no
#						}
#					}
#					save_scope_as = lover
#				}
#			}
#			10 = { # Create a beautiful peasant
#				create_character = {
#					template = beautiful_peasant_character
#					age = { age_compared_to_root_minus_ten_always_adult age_compared_to_root_plus_ten_always_adult }
#					gender_female_chance = root_attraction_based_female_chance
#					employer = root.host
#					faith = root.host.faith
#					culture = root.host.culture
#
#					after_creation = {
#						#Sometimes adjust sexuality to create compatibility with root
#						if = {
#							limit = {
#								root = { is_attracted_to_gender_of = prev }
#								NOT = { is_attracted_to_gender_of = root }
#							}
#							set_sexuality = bisexual
#						}
#					}
#
#					save_scope_as = lover
#				}
#			}
#			10 = { # Create a noble
#				create_character = {
#					template = pool_repopulate_spouse
#					age = { age_compared_to_root_minus_ten_always_adult age_compared_to_root_plus_ten_always_adult }
#					gender_female_chance = root_attraction_based_female_chance
#					employer = root.host
#					faith = root.host.faith
#					culture = root.host.culture
#					dynasty = generate
#
#					after_creation = {
#						#Sometimes adjust sexuality to create compatibility with root
#						if = {
#							limit = {
#								root = { is_attracted_to_gender_of = prev }
#								NOT = { is_attracted_to_gender_of = root }
#							}
#							set_sexuality = bisexual
#						}
#					}
#
#					save_scope_as = lover
#				}
#			}
#			5 = { # Create a witch
#				create_character = {
#					template = witchy_template
#					age = { age_compared_to_root_minus_ten_always_adult age_compared_to_root_plus_ten_always_adult }
#					gender_female_chance = root_attraction_based_female_chance
#					employer = root.host
#					faith = root.host.faith
#					culture = root.host.culture
#
#					after_creation = {
#						#Sometimes adjust sexuality to create compatibility with root
#						if = {
#							limit = {
#								root = { is_attracted_to_gender_of = prev }
#								NOT = { is_attracted_to_gender_of = root }
#							}
#							set_sexuality = bisexual
#						}
#					}
#
#					save_scope_as = lover
#				}
#			}
#			5 = { # Create a witch with a Dynasty
#				create_character = {
#					template = witchy_template
#					age = { age_compared_to_root_minus_ten_always_adult age_compared_to_root_plus_ten_always_adult }
#					gender_female_chance = root_attraction_based_female_chance
#					employer = root.host
#					faith = root.host.faith
#					culture = root.host.culture
#					dynasty = generate
#
#					after_creation = {
#						#Sometimes adjust sexuality to create compatibility with root
#						if = {
#							limit = {
#								root = { is_attracted_to_gender_of = prev }
#								NOT = { is_attracted_to_gender_of = root }
#							}
#							set_sexuality = bisexual
#						}
#					}
#
#					save_scope_as = lover
#				}
#			}
#		}
#		set_relation_lover = { reason = lover_varangian_local target = scope:lover }
#	}
#}
#
## Increase Prowess
#varangian.2012 = {
#	hidden = yes
#
#	trigger = {
#		has_character_flag = is_currently_varangian
#		NOT = { has_character_flag = varangian_recently_increased_prowess }
#	}
#
#	weight_multiplier = {
#		base = 1
#		compare_modifier = { # Reduce chance for each current Prowess over 15
#			value = prowess
#			multiplier = -0.1
#			offset = -15
#			trigger = {
#				prowess > 15
#			}
#		}
#	}
#
#	immediate = {
#		add_character_flag = {
#			flag = varangian_recently_increased_prowess
#			years = 2
#		}
#		add_prowess_skill = 1
#	}
#}
#
## Increase Martial
#varangian.2013 = {
#	hidden = yes
#
#	trigger = {
#		has_character_flag = is_currently_varangian
#		NOT = { has_character_flag = varangian_recently_increased_martial }
#	}
#
#	weight_multiplier = {
#		base = 1
#		compare_modifier = { # Reduce chance for each current martial over 15
#			value = martial
#			multiplier = -0.1
#			offset = -15
#			trigger = {
#				martial > 15
#			}
#		}
#	}
#
#	immediate = {
#		add_character_flag = {
#			flag = varangian_recently_increased_martial
#			years = 2
#		}
#		add_martial_skill = 1
#	}
#}
#
## Increase Learning
#varangian.2014 = {
#	hidden = yes
#
#	trigger = {
#		has_character_flag = is_currently_varangian
#		NOT = { has_character_flag = varangian_recently_increased_learning }
#	}
#
#	weight_multiplier = {
#		base = 1
#		compare_modifier = { # Reduce chance for each current learning over 15
#			value = learning
#			multiplier = -0.1
#			offset = -15
#			trigger = {
#				learning > 15
#			}
#		}
#	}
#
#	immediate = {
#		add_character_flag = {
#			flag = varangian_recently_increased_learning
#			years = 2
#		}
#		add_learning_skill = 1
#	}
#}
#
## Increase Diplomacy
#varangian.2015 = {
#	hidden = yes
#
#	trigger = {
#		has_character_flag = is_currently_varangian
#		NOT = { has_character_flag = varangian_recently_increased_diplomacy }
#	}
#
#	weight_multiplier = {
#		base = 1
#		compare_modifier = { # Reduce chance for each current diplomacy over 15
#			value = diplomacy
#			multiplier = -0.1
#			offset = -15
#			trigger = {
#				diplomacy > 15
#			}
#		}
#	}
#
#	immediate = {
#		add_character_flag = {
#			flag = varangian_recently_increased_diplomacy
#			years = 2
#		}
#		add_diplomacy_skill = 1
#	}
#}
#
## Become Brave
#varangian.2016 = {
#	hidden = yes
#
#	trigger = {
#		has_character_flag = is_currently_varangian
#		OR = {
#			has_trait = craven
#			has_trait = lazy
#			has_trait = content
#		}
#		NOT = { has_trait = brave }
#	}
#
#	weight_multiplier = {
#		base = 1
#	}
#
#	immediate = {
#		if = {
#			limit = { has_trait = craven }
#			remove_trait = craven
#		}
#		else_if = {
#			limit = { has_trait = lazy }
#			remove_trait = lazy
#		}
#		else_if = {
#			limit = { has_trait = content }
#			remove_trait = content
#		}
#		add_trait = brave
#	}
#}
#
## Become Ambitious
#varangian.2017 = {
#	hidden = yes
#
#	trigger = {
#		has_character_flag = is_currently_varangian
#		OR = {
#			has_trait = craven
#			has_trait = lazy
#			has_trait = content
#		}
#		NOT = { has_trait = ambitious }
#	}
#
#	weight_multiplier = {
#		base = 1
#	}
#
#	immediate = {
#		if = {
#			limit = { has_trait = content }
#			remove_trait = content
#		}
#		else_if = {
#			limit = { has_trait = lazy }
#			remove_trait = lazy
#		}
#		else_if = {
#			limit = { has_trait = craven }
#			remove_trait = craven
#		}
#		add_trait = ambitious
#	}
#}
#
## Become Diligent
#varangian.2018 = {
#	hidden = yes
#
#	trigger = {
#		has_character_flag = is_currently_varangian
#		OR = {
#			has_trait = craven
#			has_trait = lazy
#			has_trait = content
#		}
#		NOT = { has_trait = diligent }
#	}
#
#	weight_multiplier = {
#		base = 1
#	}
#
#	immediate = {
#		if = {
#			limit = { has_trait = lazy }
#			remove_trait = lazy
#		}
#		else_if = {
#			limit = { has_trait = content }
#			remove_trait = content
#		}
#		else_if = {
#			limit = { has_trait = craven }
#			remove_trait = craven
#		}
#		add_trait = diligent
#	}
#}
#
## Liege: Varangian has died saving the Emeperor's life
#	# by Petter Vilberg
#varangian.3001 = {
#	type = character_event
#	title = varangian.3001.t
#	desc = varangian.3001.desc
#	theme = murder_scheme
#	left_portrait = scope:varangian
#	right_portrait = {
#		character = scope:emperor
#		animation = sadness
#	}
#
#	option = {
#		name = varangian.3001.a
#		add_gold = major_gold_value
#	}
#}
#
## Emperor: Varangians are great fighters
#
#